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Comparing deliantra/server/server/player.C (file contents):
Revision 1.11 by root, Tue Aug 29 08:01:37 2006 UTC vs.
Revision 1.37 by root, Thu Dec 14 02:37:37 2006 UTC

1/*
2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.11 2006/08/29 08:01:37 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 */
31#include <pwd.h> 25#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__ 26#ifndef __CEXTRACT__
34#include <sproto.h> 27# include <sproto.h>
35#endif 28#endif
36#include <sounds.h> 29#include <sounds.h>
37#include <living.h> 30#include <living.h>
38#include <object.h> 31#include <object.h>
39#include <spells.h> 32#include <spells.h>
42 35
43#ifdef COZY_SERVER 36#ifdef COZY_SERVER
44extern int same_party (partylist *a, partylist *b); 37extern int same_party (partylist *a, partylist *b);
45#endif 38#endif
46 39
40player *
47player *find_player(const char *plname) 41find_player (const char *plname)
48{ 42{
49 player *pl; 43 player *pl;
44
50 for(pl=first_player;pl!=NULL;pl=pl->next) 45 for (pl = first_player; pl != NULL; pl = pl->next)
51 { 46 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
53 return pl; 48 return pl;
54 }; 49 };
55 return NULL; 50 return NULL;
56} 51}
57 52
53player *
58player* find_player_partial_name( const char* plname ) 54find_player_partial_name (const char *plname)
59 { 55{
60 player* pl; 56 player *pl;
61 player* found = NULL; 57 player *found = NULL;
62 size_t namelen = strlen( plname ); 58 size_t namelen = strlen (plname);
59
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 60 for (pl = first_player; pl != NULL; pl = pl->next)
64 { 61 {
65 if ( strlen( pl->ob->name ) < namelen ) 62 if ((size_t) strlen (pl->ob->name) < namelen)
66 continue; 63 continue;
67 64
68 if ( !strcmp( pl->ob->name, plname) ) 65 if (!strcmp (pl->ob->name, plname))
69 return pl; 66 return pl;
70 67
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 68 if (!strncasecmp (pl->ob->name, plname, namelen))
72 { 69 {
73 if ( found ) 70 if (found)
74 return NULL; 71 return NULL;
75 72
76 found = pl; 73 found = pl;
74 }
75 }
76 return found;
77}
78
79void
80display_motd (const object *op)
81{
82 char buf[MAX_BUF];
83 char motd[HUGE_BUF];
84 FILE *fp;
85 int comp;
86 int size;
87
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return;
92 }
93 motd[0] = '\0';
94 size = 0;
95 while (fgets (buf, MAX_BUF, fp) != NULL)
96 {
97 if (*buf == '#')
98 continue;
99 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf);
101 }
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp);
104}
105
106void
107send_rules (const object *op)
108{
109 char buf[MAX_BUF];
110 char rules[HUGE_BUF];
111 FILE *fp;
112 int comp;
113 int size;
114
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return;
119 }
120 rules[0] = '\0';
121 size = 0;
122 while (fgets (buf, MAX_BUF, fp) != NULL)
123 {
124 if (*buf == '#')
125 continue;
126 if (size + strlen (buf) >= HUGE_BUF)
127 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break;
130 }
131 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf);
133 }
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp);
136}
137
138void
139send_news (const object *op)
140{
141 char buf[MAX_BUF];
142 char news[HUGE_BUF];
143 char subject[MAX_BUF];
144 FILE *fp;
145 int comp;
146 int size;
147
148 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return;
151 news[0] = '\0';
152 subject[0] = '\0';
153 size = 0;
154 while (fgets (buf, MAX_BUF, fp) != NULL)
155 {
156 if (*buf == '#')
157 continue;
158 if (*buf == '%')
159 { /* send one news */
160 if (size > 0)
161 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 */
162 strcpy (subject, buf + 1);
163 strip_endline (subject);
164 size = 0;
165 news[0] = '\0';
166 }
167 else
168 {
169 if (size + strlen (buf) >= HUGE_BUF)
170 {
171 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
172 break;
77 } 173 }
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); 174 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 175 size += strlen (buf);
170 } 176 }
171 }
172 177 }
178
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 180 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); 181 close_and_delete (fp, comp);
179} 182}
180 183
184int
181int playername_ok(const char *cp) { 185playername_ok (const char *cp)
186{
182 /* Don't allow - or _ as first character in the name */ 187 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0; 188 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; 189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
189} 195}
190 196
191/* This no longer sets the player map. Also, it now updates 197/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that. 198 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map. 199 * Caller is responsible for setting the correct map.
197 * Hopefully this will be less bugfree and simpler. 203 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null, 204 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle 205 * we create a new one. Otherwise, we recycle
200 * the one that is passed. 206 * the one that is passed.
201 */ 207 */
202static player* get_player(player *p) { 208static player *
209get_player (player *p)
210{
203 object *op=arch_to_object(get_player_archetype(NULL)); 211 object *op = arch_to_object (get_player_archetype (NULL));
204 int i; 212 int i;
205 213
206 if (!p) { 214 if (!p)
207 p = (player *) malloc(sizeof(player)); 215 {
208 if(p==NULL) 216 p = new player;
209 fatal(OUT_OF_MEMORY);
210 217
211 /* This adds the player in the linked list. There is extra 218 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the 219 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that 220 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of 221 * that needs to be done except for things like output of
215 * 'who'. 222 * 'who'.
216 */ 223 */
217 player *tmp = first_player; 224 player *tmp = first_player;
225
218 while(tmp!=NULL&&tmp->next!=NULL) 226 while (tmp != NULL && tmp->next != NULL)
219 tmp=tmp->next; 227 tmp = tmp->next;
220 if(tmp!=NULL) 228 if (tmp != NULL)
221 tmp->next=p; 229 tmp->next = p;
222 else 230 else
223 first_player=p; 231 first_player = p;
224 232
225 p->next = NULL; 233 p->next = NULL;
226 } 234 }
227 235
228 /* Clears basically the entire player structure except 236 /* Clears basically the entire player structure except
229 * for next and socket. 237 * for next and socket.
230 */ 238 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 239 p->clear ();
232 p->attachable_init (); //HACK
233 240
234 /* There are some elements we want initialized to non zero value - 241 /* There are some elements we want initialized to non zero value -
235 * we deal with that below this point. 242 * we deal with that below this point.
236 */ 243 */
237 p->party=NULL; 244 p->party = NULL;
238 p->outputs_sync=16; /* Every 2 seconds */ 245 p->outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count=1; /* Keeps present behaviour */ 246 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 247 p->unapply = unapply_nochoice;
241 p->Swap_First = -1; 248 p->Swap_First = -1;
242 249
243#ifdef AUTOSAVE 250#ifdef AUTOSAVE
244 p->last_save_tick = 9999999; 251 p->last_save_tick = 9999999;
245#endif 252#endif
246 253
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
248 255
249 op->contr=p; /* this aren't yet in archetype */ 256 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op; 257 p->ob = op;
251 op->speed_left=0.5; 258 op->speed_left = 0.5;
252 op->speed=1.0; 259 op->speed = 1.0;
253 op->direction=5; /* So player faces south */ 260 op->direction = 5; /* So player faces south */
254 op->stats.wc=2; 261 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */ 262 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257 264
258 roll_stats(op); 265 roll_stats (op);
259 p->state=ST_ROLL_STAT; 266 p->state = ST_ROLL_STAT;
260 clear_los(op); 267 clear_los (op);
261 268
262 p->gen_sp_armour=10; 269 p->gen_sp_armour = 10;
263 p->last_speed= -1; 270 p->last_speed = -1;
264 p->shoottype=range_none; 271 p->shoottype = range_none;
265 p->bowtype=bow_normal; 272 p->bowtype = bow_normal;
266 p->petmode=pet_normal; 273 p->petmode = pet_normal;
267 p->listening=10; 274 p->listening = 10;
268 p->usekeys=containers; 275 p->usekeys = containers;
269 p->last_weapon_sp= -1; 276 p->last_weapon_sp = -1;
270 p->peaceful=1; /* default peaceful */ 277 p->peaceful = 1; /* default peaceful */
271 p->do_los=1; 278 p->do_los = 1;
272 p->explore=0; 279 p->explore = 0;
273 p->no_shout=0; /* default can shout */ 280 p->no_shout = 0; /* default can shout */
274 281
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 282 assign (p->title, op->arch->clone.name);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race); 283 op->race = op->arch->clone.race;
278 284
279 CLEAR_FLAG(op,FLAG_READY_SKILL); 285 CLEAR_FLAG (op, FLAG_READY_SKILL);
280 286
281 /* we need to clear these to -1 and not zero - otherwise, 287 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont 288 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start 289 * send new values to the client, as things like exp start
284 * at zero. 290 * at zero.
285 */ 291 */
286 for (i=0; i < NUM_SKILLS; i++) { 292 for (i = 0; i < NUM_SKILLS; i++)
293 {
287 p->last_skill_exp[i] = -1; 294 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL; 295 p->last_skill_ob[i] = NULL;
289 } 296 }
290 for (i=0; i < NROFATTACKS; i++) { 297 for (i = 0; i < NROFATTACKS; i++)
298 {
291 p->last_resist[i] = -1; 299 p->last_resist[i] = -1;
292 } 300 }
293 p->last_stats.exp = -1; 301 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1; 302 p->last_weight = (uint32) - 1;
295 303
296 p->socket.update_look=0; 304 p->socket.update_look = 0;
297 p->socket.look_position=0; 305 p->socket.look_position = 0;
298 return p; 306 return p;
299} 307}
300
301 308
302/* This loads the first map an puts the player on it. */ 309/* This loads the first map an puts the player on it. */
310static void
303static void set_first_map(object *op) 311set_first_map (object *op)
304{ 312{
305 strcpy(op->contr->maplevel, first_map_path); 313 strcpy (op->contr->maplevel, first_map_path);
306 op->x = -1; 314 op->x = -1;
307 op->y = -1; 315 op->y = -1;
308 enter_exit(op, NULL); 316 enter_exit (op, NULL);
309} 317}
310 318
311/* Tries to add player on the connection passwd in ns. 319/* Tries to add player on the connection passwd in ns.
312 * All we can really get in this is some settings like host and display 320 * All we can really get in this is some settings like host and display
313 * mode. 321 * mode.
314 */ 322 */
315 323
316int add_player(NewSocket *ns) { 324int
325add_player (client_socket * ns)
326{
317 player *p; 327 player *p;
318 328
319 p=get_player(NULL); 329 p = get_player (NULL);
320 p->socket = *ns; 330 p->socket = *ns;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332
322 if(p->socket.faces_sent == NULL) 333 if (p->socket.faces_sent == NULL)
323 fatal(OUT_OF_MEMORY); 334 fatal (OUT_OF_MEMORY);
335
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared. 337 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data 338 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket. 339 * on the uncoming socket.
328 */ 340 */
341 //TODO socket copying is EVIL, do not do this
329 p->socket.inbuf.len = 0; 342 p->socket.inbuf_len = 0;
330 set_first_map(p->ob); 343 set_first_map (p->ob);
331 344
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob); 346 add_friendly_object (p->ob);
334 send_rules(p->ob); 347 send_rules (p->ob);
335 send_news(p->ob); 348 send_news (p->ob);
336 display_motd(p->ob); 349 display_motd (p->ob);
337 get_name(p->ob); 350 get_name (p->ob);
351
338 return 0; 352 return 0;
339} 353}
340 354
341/* 355/*
342 * get_player_archetype() return next player archetype from archetype 356 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 357 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 358 * Note: there MUST be at least one player archetype!
345 */ 359 */
360archetype *
346archetype *get_player_archetype(archetype* at) 361get_player_archetype (archetype *at)
347{ 362{
348 archetype *start = at; 363 archetype *start = at;
364
349 for (;;) { 365 for (;;)
366 {
350 if (at==NULL || at->next==NULL) 367 if (at == NULL || at->next == NULL)
351 at=first_archetype; 368 at = first_archetype;
352 else 369 else
353 at=at->next; 370 at = at->next;
354 if(at->clone.type==PLAYER) 371 if (at->clone.type == PLAYER)
355 return at; 372 return at;
356 if (at == start) { 373 if (at == start)
374 {
357 LOG (llevError, "No Player archetypes\n"); 375 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 376 exit (-1);
359 } 377 }
360 } 378 }
361} 379}
362 380
363 381
382object *
364object *get_nearest_player(object *mon) { 383get_nearest_player (object *mon)
384{
365 object *op = NULL; 385 object *op = NULL;
366 player *pl = NULL; 386 player *pl = NULL;
367 objectlink *ol; 387 objectlink *ol;
368 unsigned lastdist; 388 unsigned lastdist;
369 rv_vector rv; 389 rv_vector rv;
370 390
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
392 {
372 /* We should not find free objects on this friendly list, but it 393 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 394 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 395 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 396 * list is also free, so encapsulate this in a while loop.
376 */ 397 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 398 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
399 {
378 object *tmp=ol->ob; 400 object *tmp = ol->ob;
379 401
380 /* Can't do much more other than log the fact, because the object 402 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 403 * itself will have been cleared.
382 */ 404 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 405 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 406 ol = ol->next;
385 remove_friendly_object(tmp); 407 remove_friendly_object (tmp);
408 if (!ol)
386 if (!ol) return op; 409 return op;
387 } 410 }
388 411
389 /* Remove special check for player from this. First, it looks to cause 412 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more 413 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 414 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would 415 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 416 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 417 * on_same_map check, as can_detect_enemy also does this
395 */ 418 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 419 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 420 continue;
398 421
399 if(lastdist>rv.distance) { 422 if (lastdist > rv.distance)
423 {
400 op=ol->ob; 424 op = ol->ob;
401 lastdist=rv.distance; 425 lastdist = rv.distance;
402 } 426 }
403 } 427 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 428 for (pl = first_player; pl != NULL; pl = pl->next)
429 {
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 430 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
406 432
407 if(lastdist>rv.distance) { 433 if (lastdist > rv.distance)
434 {
408 op=pl->ob; 435 op = pl->ob;
409 lastdist=rv.distance; 436 lastdist = rv.distance;
410 } 437 }
411 } 438 }
412 } 439 }
413#if 0 440#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 441 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 442#endif
416 return op; 443 return op;
417} 444}
418 445
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 446/* I believe this can safely go to 2, 3 is questionable, 4 will likely
420 * result in a monster paths backtracking. It basically determines how large a 447 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 448 * detour a monster will take from the direction path when looking
458 * monster can in fact move one space in that direction. 485 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 486 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 487 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 488 * is blocking itself.
462 */ 489 */
490int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 491path_to_player (object *mon, object *pl, unsigned mindiff)
492{
464 rv_vector rv; 493 rv_vector rv;
465 sint16 x,y; 494 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 495 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 496 maptile *m, *lastmap;
468 497
469 get_rangevector(mon, pl, &rv, 0); 498 get_rangevector (mon, pl, &rv, 0);
470 499
471 if (rv.distance<mindiff) return 0; 500 if (rv.distance < mindiff)
501 return 0;
472 502
473 x=mon->x; 503 x = mon->x;
474 y=mon->y; 504 y = mon->y;
475 m=mon->map; 505 m = mon->map;
476 dir = rv.direction; 506 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 507 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 508 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */ 509 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 510 if (diff > max)
511 return 0;
481 while (diff >1 && max>0) { 512 while (diff > 1 && max > 0)
513 {
482 lastx = x; 514 lastx = x;
483 lasty = y; 515 lasty = y;
484 lastmap = m; 516 lastmap = m;
485 x = lastx + freearr_x[dir]; 517 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 518 y = lasty + freearr_y[dir];
487 519
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 520 mflags = get_map_flags (m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 521 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 522
491 /* Space is blocked - try changing direction a little */ 523 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 524 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) { 525 && (m == mon->map && blocked_link (mon, m, x, y))))
526 {
494 /* recalculate direction from last good location. Possible 527 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 528 * we were not traversing ideal location before.
496 */ 529 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 530 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 531 if (rv.direction != dir)
532 {
499 /* OK - says direction should be different - lets reset the 533 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 534 * the values so it will try again.
501 */ 535 */
502 x = lastx; 536 x = lastx;
503 y = lasty; 537 y = lasty;
504 m = lastmap; 538 m = lastmap;
505 dir = firstdir = rv.direction; 539 dir = firstdir = rv.direction;
540 }
506 } else { 541 else
542 {
507 /* direct path is blocked - try taking a side step to 543 /* direct path is blocked - try taking a side step to
508 * either the left or right. 544 * either the left or right.
509 * Note increase the values in the loop below to be 545 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 546 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 547 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try 548 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 549 * stepping back and forth
514 */ 550 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 551 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
552 {
553 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 554 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 555 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 556 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 557 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 558 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 559 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 560 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 561 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 562 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 563 * the last direction the creature has successfully
526 * moved. 564 * moved.
527 */ 565 */
528 566
529 x = lastx + freearr_x[absdir(lastdir+i)]; 567 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 568 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 569 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 570 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 571 if (mflags & P_OUT_OF_MAP)
572 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 573 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 574 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
575 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 576 if (mflags & P_BLOCKSVIEW)
577 continue;
537 578
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 579 if (m == mon->map && blocked_link (mon, m, x, y))
580 break;
539 } 581 }
540 /* go through entire loop without finding a valid 582 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 583 * sidestep to take - thus, no valid path.
542 */ 584 */
543 if (i==(DETOUR_AMOUNT+1)) 585 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 586 return 0;
545 diff--; 587 diff--;
546 lastdir=dir; 588 lastdir = dir;
547 max--; 589 max--;
548 if (!firstdir) firstdir = dir+i; 590 if (!firstdir)
591 firstdir = dir + i;
549 } /* else check alternate directions */ 592 } /* else check alternate directions */
550 } /* if blocked */ 593 } /* if blocked */
551 else { 594 else
595 {
552 /* we moved towards creature, so diff is less */ 596 /* we moved towards creature, so diff is less */
553 diff--; 597 diff--;
554 max--; 598 max--;
555 lastdir=dir; 599 lastdir = dir;
600 if (!firstdir)
556 if (!firstdir) firstdir = dir; 601 firstdir = dir;
602 }
603 if (diff <= 1)
557 } 604 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 605 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 606 * headed toward player for entire distance.
561 */ 607 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 608 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 609 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
564 } 610 }
565 if (diff>max) return 0; 611 if (diff > max)
612 return 0;
566 } 613 }
567 /* If we reached the max, didn't find a direction in time */ 614 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 615 if (!max)
616 return 0;
569 617
570 return firstdir; 618 return firstdir;
571} 619}
572 620
621void
573void give_initial_items(object *pl,treasurelist *items) { 622give_initial_items (object *pl, treasurelist * items)
623{
574 object *op,*next=NULL; 624 object *op, *next = NULL;
575 625
576 if(pl->randomitems!=NULL) 626 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 627 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 628
579 for (op=pl->inv; op; op=next) { 629 for (op = pl->inv; op; op = next)
630 {
580 next = op->below; 631 next = op->below;
581 632
582 /* Forces get applied per default, unless they have the 633 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 634 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 635 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 636 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 637 SET_FLAG (op, FLAG_APPLIED);
587 638
588 /* we never give weapons/armour if these cannot be used 639 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 640 * by this player due to race restrictions
590 */ 641 */
591 if (pl->type == PLAYER) { 642 if (pl->type == PLAYER)
643 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 644 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 645 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 646 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 647 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 648 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 } 649 {
602 } 650 op->destroy ();
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue; 651 continue;
622 } 652 }
623 if (op->nrof > 1) op->nrof = 1; 653 }
654
655 /* This really needs to be better - we should really give
656 * a substitute spellbook. The problem is that we don't really
657 * have a good idea what to replace it with (need something like
658 * a first level treasurelist for each skill.)
659 * remove duplicate skills also
660 */
661 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 662 {
663 object *tmp;
625 664
665 for (tmp = op->below; tmp; tmp = tmp->below)
666 if (tmp->type == op->type && tmp->name == op->name)
667 break;
668
669 if (tmp)
670 {
671 op->destroy ();
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue;
674 }
675
676 if (op->nrof > 1)
677 op->nrof = 1;
678 }
679
626 if (op->type == SPELLBOOK && op->inv) { 680 if (op->type == SPELLBOOK && op->inv)
681 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 682 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 683 }
629 684
630 /* Give starting characters identified, uncursed, and undamned 685 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 686 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 687 * merged properly.
633 */ 688 */
634 if (need_identify(op)) { 689 if (need_identify (op))
690 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 691 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 692 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 693 CLEAR_FLAG (op, FLAG_DAMNED);
694 }
695 if (op->type == SPELL)
638 } 696 {
639 if(op->type==SPELL) { 697 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 698 continue;
699 }
700 else if (op->type == SKILL)
643 } 701 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 702 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 703 op->stats.exp = 0;
647 op->level = 1; 704 op->level = 1;
648 } 705 }
649 /* lock all 'normal items by default */ 706 /* lock all 'normal items by default */
707 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 708 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 709 } /* for loop of objects in player inv */
652 710
653 /* Need to set up the skill pointers */ 711 /* Need to set up the skill pointers */
654 link_player_skills(pl); 712 link_player_skills (pl);
655} 713}
656 714
715void
657void get_name(object *op) { 716get_name (object *op)
717{
658 op->contr->write_buf[0]='\0'; 718 op->contr->write_buf[0] = '\0';
659 op->contr->state=ST_GET_NAME; 719 op->contr->state = ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:"); 720 send_query (&op->contr->socket, 0, "What is your name?\n:");
661} 721}
662 722
723void
663void get_password(object *op) { 724get_password (object *op)
725{
664 op->contr->write_buf[0]='\0'; 726 op->contr->write_buf[0] = '\0';
665 op->contr->state=ST_GET_PASSWORD; 727 op->contr->state = ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:"); 728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
667} 729}
668 730
731void
669void play_again(object *op) 732play_again (object *op)
670{ 733{
671 op->contr->state=ST_PLAY_AGAIN; 734 op->contr->state = ST_PLAY_AGAIN;
672 op->chosen_skill = NULL; 735 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); 736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th 737 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll 738 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick 739 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without 740 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense 741 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all 742 * to leave it to play_again to remove the object in all
680 * cases. 743 * cases.
681 */ 744 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED)) 745 if (!QUERY_FLAG (op, FLAG_REMOVED))
683 remove_ob(op); 746 op->remove ();
684 /* Need to set this to null - otherwise, it could point to garbage, 747 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if 748 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out. 749 * the map is null or not swapped out.
687 */ 750 */
688 op->map = NULL; 751 op->map = NULL;
689} 752}
690 753
691 754int
692int receive_play_again(object *op, char key) 755receive_play_again (object *op, char key)
693{ 756{
694 if(key=='q'||key=='Q') { 757 if (key == 'q' || key == 'Q')
758 {
695 remove_friendly_object(op); 759 remove_friendly_object (op);
696 leave(op->contr,0); /* ericserver will draw the message */ 760 leave (op->contr, 0); /* ericserver will draw the message */
697 return 2; 761 return 2;
698 } 762 }
699 else if(key=='a'||key=='A') { 763 else if (key == 'a' || key == 'A')
764 {
700 player *pl = op->contr; 765 player *pl = op->contr;
701 const char *name = op->name; 766 shstr name = op->name;
702 767
703 add_refcount(name); 768 op->contr = 0;
704 remove_friendly_object(op); 769 op->type = 0;
705 free_object(op); 770 op->destroy (1);
706 pl = get_player(pl); 771 pl = get_player (pl);
707 op = pl->ob; 772 op = pl->ob;
708 add_friendly_object(op); 773 add_friendly_object (op);
709 op->contr->password[0]='~'; 774 op->contr->password[0] = '~';
710 FREE_AND_CLEAR_STR(op->name); 775 op->name = op->name_pl = 0;
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */ 776 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n"); 777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
715 get_name(op); 778 get_name (op);
716 op->name = name; /* Alrady added a refcount above */ 779 op->name = op->name_pl = name;
717 op->name_pl = add_string(name);
718 set_first_map(op); 780 set_first_map (op);
719 } else { 781 }
782 else
720 /* user pressed something else so just ask again... */ 783 /* user pressed something else so just ask again... */
721 play_again(op); 784 play_again (op);
722 } 785
723 return 0; 786 return 0;
724} 787}
725 788
789void
726void confirm_password(object *op) { 790confirm_password (object *op)
791{
727 792
728 op->contr->write_buf[0]='\0'; 793 op->contr->write_buf[0] = '\0';
729 op->contr->state=ST_CONFIRM_PASSWORD; 794 op->contr->state = ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731} 796}
732 797
798void
733void get_party_password(object *op, partylist *party) { 799get_party_password (object *op, partylist *party)
800{
734 if (party == NULL) { 801 if (party == NULL)
802 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 804 return;
737 } 805 }
738 op->contr->write_buf[0]='\0'; 806 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 807 op->contr->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 808 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 810}
743 811
744 812
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int
746int roll_stat(void) { 815roll_stat (void)
816{
747 int a[4],i,j,k; 817 int a[4], i, j, k;
748 818
749 for(i=0;i<4;i++) 819 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 820 a[i] = (int) RANDOM () % 6 + 1;
751 821
752 for(i=0,j=0,k=7;i<4;i++) 822 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 823 if (a[i] < k)
754 k=a[i],j=i; 824 k = a[i], j = i;
755 825
756 for(i=0,k=0;i<4;i++) { 826 for (i = 0, k = 0; i < 4; i++)
827 {
757 if(i!=j) 828 if (i != j)
758 k+=a[i]; 829 k += a[i];
759 } 830 }
760 return k; 831 return k;
761} 832}
762 833
834void
763void roll_stats(object *op) { 835roll_stats (object *op)
836{
764 int sum=0; 837 int sum = 0;
765 int i = 0, j = 0; 838 int i = 0, j = 0;
766 int statsort[7]; 839 int statsort[7];
767 840
841 do
768 do { 842 {
769 op->stats.Str=roll_stat(); 843 op->stats.Str = roll_stat ();
770 op->stats.Dex=roll_stat(); 844 op->stats.Dex = roll_stat ();
771 op->stats.Int=roll_stat(); 845 op->stats.Int = roll_stat ();
772 op->stats.Con=roll_stat(); 846 op->stats.Con = roll_stat ();
773 op->stats.Wis=roll_stat(); 847 op->stats.Wis = roll_stat ();
774 op->stats.Pow=roll_stat(); 848 op->stats.Pow = roll_stat ();
775 op->stats.Cha=roll_stat(); 849 op->stats.Cha = roll_stat ();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
777 op->stats.Con+op->stats.Wis+op->stats.Pow+ 851 }
778 op->stats.Cha;
779 } while(sum<82||sum>116); 852 while (sum < 82 || sum > 116);
780 853
781 /* Sort the stats so that rerolling is easier... */ 854 /* Sort the stats so that rerolling is easier... */
782 statsort[0] = op->stats.Str; 855 statsort[0] = op->stats.Str;
783 statsort[1] = op->stats.Dex; 856 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int; 857 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con; 858 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis; 859 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow; 860 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha; 861 statsort[6] = op->stats.Cha;
789 862
790 /* a quick and dirty bubblesort? */ 863 /* a quick and dirty bubblesort? */
864 do
791 do { 865 {
792 if (statsort[i] < statsort[i + 1]) { 866 if (statsort[i] < statsort[i + 1])
867 {
793 j = statsort[i]; 868 j = statsort[i];
794 statsort[i] = statsort[i + 1]; 869 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j; 870 statsort[i + 1] = j;
796 i = 0; 871 i = 0;
872 }
797 } else { 873 else
874 {
798 i++; 875 i++;
799 } 876 }
877 }
800 } while (i < 6); 878 while (i < 6);
801 879
802 op->stats.Str = statsort[0]; 880 op->stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 881 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 882 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 883 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 884 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 885 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 886 op->stats.Cha = statsort[6];
809 887
810 888
811 op->contr->orig_stats.Str=op->stats.Str; 889 op->contr->orig_stats.Str = op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex; 890 op->contr->orig_stats.Dex = op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int; 891 op->contr->orig_stats.Int = op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con; 892 op->contr->orig_stats.Con = op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis; 893 op->contr->orig_stats.Wis = op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow; 894 op->contr->orig_stats.Pow = op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha; 895 op->contr->orig_stats.Cha = op->stats.Cha;
818 896
819 op->level=1; 897 op->level = 1;
820 op->stats.exp=0; 898 op->stats.exp = 0;
821 op->stats.ac=0; 899 op->stats.ac = 0;
822 900
823 op->contr->levhp[1] = 9; 901 op->contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 902 op->contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 903 op->contr->levgrace[1] = 3;
826 904
827 fix_player(op); 905 fix_player (op);
828 op->stats.hp = op->stats.maxhp; 906 op->stats.hp = op->stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 907 op->stats.sp = op->stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 908 op->stats.grace = op->stats.maxgrace;
831 op->contr->orig_stats=op->stats; 909 op->contr->orig_stats = op->stats;
832} 910}
833 911
912void
834void Roll_Again(object *op) 913Roll_Again (object *op)
835{ 914{
836 esrv_new_player(op->contr, 0); 915 esrv_new_player (op->contr, 0);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
837 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838} 918}
839 919
920void
840void Swap_Stat(object *op,int Swap_Second) 921Swap_Stat (object *op, int Swap_Second)
841{ 922{
842 signed char tmp; 923 signed char tmp;
843 char buf[MAX_BUF]; 924 char buf[MAX_BUF];
844 925
845 if ( op->contr->Swap_First == -1 ) { 926 if (op->contr->Swap_First == -1)
927 {
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,"); 929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au"); 930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
849 return; 931 return;
850 } 932 }
851 933
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
853 935
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856 937
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
858 939
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 941 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 942 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex; 943 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con; 944 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int; 945 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis; 946 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow; 947 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha; 948 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0; 949 op->stats.ac = 0;
869 950
870 op->level=1; 951 op->level = 1;
871 op->stats.exp=0; 952 op->stats.exp = 0;
872 op->stats.ac=0; 953 op->stats.ac = 0;
873 954
874 op->contr->levhp[1] = 9; 955 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6; 956 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3; 957 op->contr->levgrace[1] = 3;
877 958
878 fix_player(op); 959 fix_player (op);
879 op->stats.hp = op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace; 962 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats; 963 op->contr->orig_stats = op->stats;
883 op->contr->Swap_First=-1; 964 op->contr->Swap_First = -1;
884} 965}
885 966
886 967
887/* This code has been greatly reduced, because with set_attr_value 968/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric 969 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered 970 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats 971 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how 972 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation. 973 * the number's access that stat. The table does that translation.
893 */ 974 */
975int
894int key_roll_stat(object *op, char key) 976key_roll_stat (object *op, char key)
895{ 977{
896 int keynum = key -'0'; 978 int keynum = key - '0';
897 char buf[MAX_BUF]; 979 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
899 981
900 if (keynum>0 && keynum<=7) { 982 if (keynum > 0 && keynum <= 7)
983 {
901 if (op->contr->Swap_First==-1) { 984 if (op->contr->Swap_First == -1)
985 {
902 op->contr->Swap_First=stat_trans[keynum]; 986 op->contr->Swap_First = stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 988 new_draw_info (NDI_UNIQUE, 0, op, buf);
905 } 989 }
906 else 990 else
907 Swap_Stat(op,stat_trans[keynum]); 991 Swap_Stat (op, stat_trans[keynum]);
908 992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
910 return 1; 1028 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920 1029
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y': 1030 case 'q':
937 case 'Y': 1031 case 'Q':
938 roll_stats(op); 1032 play_again (op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1; 1033 return 1;
941 1034
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default: 1035 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
949 return 0; 1037 return 0;
950 } 1038 }
951 return 0; 1039 return 0;
952} 1040}
953 1041
954/* This function takes the key that is passed, and does the 1042/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 1043 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 1044 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 1045 * separate race and class; this actually changes the RACE,
958 * not the class. 1046 * not the class.
959 */ 1047 */
960 1048
1049int
961int key_change_class(object *op, char key) 1050key_change_class (object *op, char key)
962{ 1051{
963 int tmp_loop; 1052 int tmp_loop;
964 1053
965 if(key=='q'||key=='Q') { 1054 if (key == 'q' || key == 'Q')
1055 {
966 remove_ob(op); 1056 op->remove ();
967 play_again(op); 1057 play_again (op);
968 return 0; 1058 return 0;
969 } 1059 }
970 if(key=='d'||key=='D') { 1060 if (key == 'd' || key == 'D')
1061 {
971 char buf[MAX_BUF]; 1062 char buf[MAX_BUF];
972 1063
973 /* this must before then initial items are given */ 1064 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 1065 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 1066
1067 treasurelist *tl = find_treasurelist ("starting_wealth");
1068 if (tl)
1069 create_treasure (tl, op, 0, 0, 0);
1070
977 INVOKE_PLAYER (BIRTH, op->contr); 1071 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 1072 INVOKE_PLAYER (LOGIN, op->contr);
979 1073
980 op->contr->state=ST_PLAYING; 1074 op->contr->state = ST_PLAYING;
981 1075
982 if (op->msg) { 1076 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 1077 op->msg = NULL;
985 }
986 1078
987 /* We create this now because some of the unique maps will need it 1079 /* We create this now because some of the unique maps will need it
988 * to save here. 1080 * to save here.
989 */ 1081 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 1083 make_path_to_file (buf);
992 1084
993#ifdef AUTOSAVE 1085#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 1086 op->contr->last_save_tick = pticks;
995#endif 1087#endif
996 start_info(op); 1088 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 1089 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 1090 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 1091 link_player_skills (op);
1000 esrv_send_inventory(op, op); 1092 esrv_send_inventory (op, op);
1001 fix_player(op); 1093 fix_player (op);
1002 1094
1003 /* This moves the player to a different start map, if there 1095 /* This moves the player to a different start map, if there
1004 * is one for this race 1096 * is one for this race
1005 */ 1097 */
1006 if(*first_map_ext_path) { 1098 if (*first_map_ext_path)
1099 {
1007 object *tmp; 1100 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 1101 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 1102
1011 first_map_ext_path, op->arch->name); 1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 1104 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 1105 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 1106 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 1107 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 1108 enter_exit (op, tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 1109 * if the map isn't there, then stay on the
1018 * default initial map */ 1110 * default initial map */
1019 free_object(tmp); 1111 tmp->destroy ();
1112 }
1020 } else { 1113 else
1114 {
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 1115 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 1116 }
1023 return 0; 1117 return 0;
1024 } 1118 }
1025 1119
1026 /* Following actually changes the race - this is the default command 1120 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 1121 * if we don't match with one of the options above.
1028 */ 1122 */
1029 1123
1030 tmp_loop = 0; 1124 tmp_loop = 0;
1031 while(!tmp_loop) { 1125 while (!tmp_loop)
1032 const char *name = add_string (op->name); 1126 {
1127 shstr name = op->name;
1033 int x = op->x, y = op->y; 1128 int x = op->x, y = op->y;
1129
1034 remove_statbonus(op); 1130 remove_statbonus (op);
1035 remove_ob (op); 1131 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 1132 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 1133 op->arch->clone.copy_to (op);
1038 op->instantiate (); 1134 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 1135 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 1136 op->name = op->name_pl = name;
1041 op->name = name;
1042 free_string(op->name_pl);
1043 op->name_pl = add_string(name);
1044 op->x = x; 1137 op->x = x;
1045 op->y = y; 1138 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 1139 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 1140 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1141 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 1142 add_statbonus (op);
1051 tmp_loop=allowed_class(op); 1143 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 1144 }
1145
1055 update_object(op,UP_OBJ_FACE); 1146 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 1147 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 1148 fix_player (op);
1058 op->stats.hp=op->stats.maxhp; 1149 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 1150 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 1151 op->stats.grace = 0;
1152
1061 if (op->msg) 1153 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1063 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");
1064 return 0; 1157 return 0;
1065} 1158}
1066 1159
1160int
1067int key_confirm_quit(object *op, char key) 1161key_confirm_quit (object *op, char key)
1068{ 1162{
1069 char buf[MAX_BUF]; 1163 char buf[MAX_BUF];
1070 1164
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1072 op->contr->state=ST_PLAYING; 1167 op->contr->state = ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1074 return 1; 1169 return 1;
1075 } 1170 }
1076 1171
1077 INVOKE_PLAYER (LOGOUT, op->contr); 1172 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 1173 INVOKE_PLAYER (QUIT, op->contr);
1079 1174
1080 terminate_all_pets(op); 1175 terminate_all_pets (op);
1081 leave_map(op); 1176 leave_map (op);
1082 op->direction=0; 1177 op->direction = 0;
1083 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);
1084 "%s quits the game.",op->name);
1085 1179
1086 strcpy(op->contr->killer,"quit"); 1180 strcpy (op->contr->killer, "quit");
1087 check_score(op); 1181 check_score (op);
1088 op->contr->party=NULL; 1182 op->contr->party = NULL;
1089 if (settings.set_title == TRUE) 1183 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 1184 op->contr->own_title[0] = '\0';
1091 1185
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1093 mapstruct *mp, *next; 1188 maptile *mp, *next;
1094 1189
1095 /* 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
1096 * 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,
1097 * 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
1098 */ 1193 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1101 next = mp->next; 1197 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf))) 1198 if (!strncmp (mp->path, buf, strlen (buf)))
1103 delete_map(mp); 1199 delete_map (mp);
1104 }
1105 1200 }
1201
1106 delete_character(op->name, 1); 1202 delete_character (op->name, 1);
1107 } 1203 }
1204
1108 play_again(op); 1205 play_again (op);
1109 return 1; 1206 return 1;
1110} 1207}
1111 1208
1209void
1112void flee_player(object *op) { 1210flee_player (object *op)
1211{
1113 int dir,diff; 1212 int dir, diff;
1114 rv_vector rv; 1213 rv_vector rv;
1115 1214
1116 if(op->stats.hp < 0) { 1215 if (op->stats.hp < 0)
1216 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1217 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1218 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 1219 return;
1120 } 1220 }
1121 1221
1122 if(op->enemy==NULL) { 1222 if (op->enemy == NULL)
1223 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1224 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 1225 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 1226 return;
1126 } 1227 }
1127 1228
1128 /* Seen some crashes here. Since we don't store an 1229 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 1230 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 1231 * actual enemy, and the object is recycled.
1131 */ 1232 */
1132 if (op->enemy->map == NULL) { 1233 if (op->enemy->map == NULL)
1234 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1235 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 1236 op->enemy = NULL;
1135 return; 1237 return;
1136 } 1238 }
1137 1239
1138 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 {
1139 op->enemy=NULL; 1242 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1243 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1244 return;
1142 } 1245 }
1143 get_rangevector(op, op->enemy, &rv, 0); 1246 get_rangevector (op, op->enemy, &rv, 0);
1144 1247
1145 dir=absdir(4+rv.direction); 1248 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1249 for (diff = 0; diff < 3; diff++)
1250 {
1147 int m=1-(RANDOM()&2); 1251 int m = 1 - (RANDOM () & 2);
1148 if(move_ob(op,absdir(dir+diff*m),op)|| 1252
1149 (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)))
1150 return;
1151 } 1254 {
1255 return;
1256 }
1152 } 1257 }
1153 /* Cornered, get rid of scared */ 1258 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1259 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1260 op->enemy = NULL;
1156} 1261}
1157 1262
1158 1263
1159/* 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.
1160 * 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
1161 * stop. 1266 * stop.
1162 */ 1267 */
1268int
1163int check_pick(object *op) { 1269check_pick (object *op)
1270{
1164 object *tmp, *next; 1271 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1272 int stop = 0;
1167 int j, k, wvratio; 1273 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1274 char putstring[128], tmpstr[16];
1169 1275
1170
1171 /* if you're flying, you cna't pick up anything */ 1276 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1277 if (op->move_type & MOVE_FLYING)
1173 return 1; 1278 return 1;
1174 1279
1175 op_tag = op->count;
1176
1177 next = op->below; 1280 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1281
1181 /* 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
1182 * destroyed */ 1283 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1284 while (next && !next->destroyed ())
1184 { 1285 {
1185 tmp = next; 1286 tmp = next;
1186 next = tmp->below; 1287 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1288
1190 if (was_destroyed (op, op_tag)) 1289 if (op->destroyed ())
1191 return 0; 1290 return 0;
1192 1291
1193 if ( ! can_pick (op, tmp)) 1292 if (!can_pick (op, tmp))
1194 continue; 1293 continue;
1195 1294
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1295 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1296 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1297 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1298 pick_up (op, tmp);
1200 continue; 1299 continue;
1201 } 1300 }
1202 1301
1203 /* high not bit set? We're using the old autopickup model */ 1302 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1303 if (!(op->contr->mode & PU_NEWMODE))
1304 {
1205 switch (op->contr->mode) { 1305 switch (op->contr->mode)
1306 {
1307 case 0:
1206 case 0: return 1; /* don't pick up */ 1308 return 1; /* don't pick up */
1309 case 1:
1207 case 1: pick_up (op, tmp); 1310 pick_up (op, tmp);
1208 return 1; 1311 return 1;
1312 case 2:
1209 case 2: pick_up (op, tmp); 1313 pick_up (op, tmp);
1210 return 0; 1314 return 0;
1315 case 3:
1211 case 3: return 0; /* stop before pickup */ 1316 return 0; /* stop before pickup */
1317 case 4:
1212 case 4: pick_up (op, tmp); 1318 pick_up (op, tmp);
1213 break; 1319 break;
1320 case 5:
1214 case 5: pick_up (op, tmp); 1321 pick_up (op, tmp);
1215 stop = 1; 1322 stop = 1;
1216 break; 1323 break;
1217 case 6: 1324 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1325 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp); 1326 pick_up (op, tmp);
1221 break; 1327 break;
1222 1328
1223 case 7: 1329 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1330 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1331 pick_up (op, tmp);
1226 break; 1332 break;
1227 1333
1228 default: 1334 default:
1229 /* use value density */ 1335 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1336 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1337 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1)))
1233 >= op->contr->mode)
1234 pick_up(op,tmp); 1338 pick_up (op, tmp);
1235 }
1236 }
1237 else { /* old model */
1238 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG)
1240 {
1241 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type,
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type,
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1251
1252 sprintf(putstring,"...flags: ");
1253 for(k=0;k<4;k++)
1254 {
1255 for(j=0;j<32;j++)
1256 {
1257 if((tmp->flags[k]>>j)&0x01)
1258 {
1259 sprintf(tmpstr,"%d ",k*32+j);
1260 strcat(putstring, tmpstr);
1261 } 1339 }
1262 } 1340 }
1263 } 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))));
1264 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);
1265 1368
1266#if 0 1369#if 0
1267 /* print the flags too */ 1370 /* print the flags too */
1268 for(k=0;k<4;k++) 1371 for (k = 0; k < 4; k++)
1269 { 1372 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1271 for(j=0;j<32;j++) 1374 for (j = 0; j < 32; j++)
1272 { 1375 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1274 if(!((j+1)%4))fprintf(stderr," "); 1377 if (!((j + 1) % 4))
1275 } 1378 fprintf (stderr, " ");
1379 }
1276 fprintf(stderr," [%d]\n", k*32); 1380 fprintf (stderr, " [%d]\n", k * 32);
1277 } 1381 }
1278#endif 1382#endif
1279 } 1383 }
1280 /* philosophy: 1384 /* philosophy:
1281 * 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
1282 * generic. This takes no game-time. For more detailed pickups 1386 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 1387 * and selections, select-items shoul dbe used. This is a
1284 * 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
1285 * example. 1389 * example.
1286 * 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
1287 * 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
1288 * convert to decimal and then 'pickup <#> 1392 * convert to decimal and then 'pickup <#>
1289 */ 1393 */
1290 1394
1291 /* the first two modes are exclusive: if NOTHING we return, if 1395 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 1396 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 1397 * meaning if any test passes, the item gets picked up. */
1294 1398
1295 /* if mode is set to pick nothing up, return */ 1399 /* if mode is set to pick nothing up, return */
1296 1400
1297 if(op->contr->mode & PU_NOTHING) return 1; 1401 if (op->contr->mode & PU_NOTHING)
1402 return 1;
1298 1403
1299 /* if mode is set to stop when encountering objects, return */ 1404 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 1405 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 1406 * anything up */
1302 1407
1303 if(op->contr->mode & PU_STOP) return 0; 1408 if (op->contr->mode & PU_STOP)
1409 return 0;
1304 1410
1305 /* useful for going into stores and not losing your settings... */ 1411 /* useful for going into stores and not losing your settings... */
1306 /* 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
1307 * fighting */ 1413 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 1414 if (op->contr->mode & PU_INHIBIT)
1415 return 1;
1309 1416
1310 /* prevent us from turning into auto-thieves :) */ 1417 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1418 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1419 continue;
1312 1420
1313 /* ignore known cursed objects */ 1421 /* ignore known cursed objects */
1314 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;
1315 1424
1316 /* all food and drink if desired */ 1425 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 1426 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 1427 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 1428 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1429 {
1430 pick_up (op, tmp);
1431 continue;
1432 }
1433
1321 if(op->contr->mode & PU_DRINK) 1434 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1435 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 1436 {
1437 pick_up (op, tmp);
1438 continue;
1439 }
1324 1440
1325 if(op->contr->mode & PU_POTION) 1441 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 1442 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1443 {
1444 pick_up (op, tmp);
1445 continue;
1446 }
1328 1447
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 1448 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 1449 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 1450 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1451 {
1452 pick_up (op, tmp);
1453 continue;
1454 }
1455
1333 if(op->contr->mode & PU_SKILLSCROLL) 1456 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 1457 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1458 {
1459 pick_up (op, tmp);
1460 continue;
1461 }
1462
1336 if(op->contr->mode & PU_READABLES) 1463 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 1464 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1465 {
1466 pick_up (op, tmp);
1467 continue;
1468 }
1339 1469
1340 /* wands/staves/rods/horns */ 1470 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1471 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1472 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1473 {
1474 pick_up (op, tmp);
1475 continue;
1476 }
1344 1477
1345 /* pick up all magical items */ 1478 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1479 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1480 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1481 {
1482 pick_up (op, tmp);
1483 continue;
1484 }
1349 1485
1350 if(op->contr->mode & PU_VALUABLES) 1486 if (op->contr->mode & PU_VALUABLES)
1351 { 1487 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1488 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1489 {
1354 } 1490 pick_up (op, tmp);
1491 continue;
1492 }
1493 }
1355 1494
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1495 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1496 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1497 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1498 {
1499 pick_up (op, tmp);
1500 continue;
1501 }
1360 1502
1503 /* we don't forget dragon food */
1504 if (op->contr->mode & PU_FLESH)
1505 if (tmp->type == FLESH)
1506 {
1507 pick_up (op, tmp);
1508 continue;
1509 }
1510
1361 /* bows and arrows. Bows are good for selling! */ 1511 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1512 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1513 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1514 {
1515 pick_up (op, tmp);
1516 continue;
1517 }
1518
1365 if(op->contr->mode & PU_ARROW) 1519 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1520 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1521 {
1522 pick_up (op, tmp);
1523 continue;
1524 }
1368 1525
1369 /* all kinds of armor etc. */ 1526 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1527 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1528 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1529 {
1530 pick_up (op, tmp);
1531 continue;
1532 }
1533
1373 if(op->contr->mode & PU_HELMET) 1534 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1535 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1536 {
1537 pick_up (op, tmp);
1538 continue;
1539 }
1540
1376 if(op->contr->mode & PU_SHIELD) 1541 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1542 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1543 {
1544 pick_up (op, tmp);
1545 continue;
1546 }
1547
1379 if(op->contr->mode & PU_BOOTS) 1548 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1549 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1550 {
1551 pick_up (op, tmp);
1552 continue;
1553 }
1554
1382 if(op->contr->mode & PU_GLOVES) 1555 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1556 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1557 {
1558 pick_up (op, tmp);
1559 continue;
1560 }
1561
1385 if(op->contr->mode & PU_CLOAK) 1562 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1563 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1564 {
1565 pick_up (op, tmp);
1566 continue;
1567 }
1388 1568
1389 /* hoping to catch throwing daggers here */ 1569 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1570 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1571 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1572 {
1573 pick_up (op, tmp);
1574 continue;
1575 }
1393 1576
1394 /* careful: chairs and tables are weapons! */ 1577 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1578 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1579 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1580 if (tmp->type == WEAPON && tmp->name != NULL)
1398 { 1581 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1582 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1583 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1584 {
1402 } 1585 pick_up (op, tmp);
1586 continue;
1587 }
1588 }
1589
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1590 if (tmp->type == WEAPON && tmp->name == NULL)
1404 { 1591 {
1405 if(strstr(tmp->arch->name,"table")==NULL && 1592 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1406 strstr(tmp->arch->name,"chair")==NULL) 1593 {
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1594 pick_up (op, tmp);
1595 continue;
1596 }
1597 }
1408 } 1598 }
1409 }
1410 1599
1411 /* misc stuff that's useful */ 1600 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1601 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1602 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1603 {
1604 pick_up (op, tmp);
1605 continue;
1606 }
1415 1607
1416 /* any of the last 4 bits set means we use the ratio for value 1608 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1609 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1610 if (op->contr->mode & PU_RATIO)
1419 { 1611 {
1420 /* use value density to decide what else to grab */ 1612 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1613 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1614 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */ 1615 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1616 wvratio = (op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1617 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1426 { 1618 {
1427 pick_up(op, tmp); 1619 pick_up (op, tmp);
1428#if 0 1620#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1621 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1622 if (tmp->name != NULL)
1623 {
1431 fprintf(stderr,"%s", tmp->name); 1624 fprintf (stderr, "%s", tmp->name);
1432 } 1625 }
1626 else
1433 else fprintf(stderr,"%s",tmp->arch->name); 1627 fprintf (stderr, "%s", tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type); 1628 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1629 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1436#endif 1630#endif
1437 continue; 1631 continue;
1632 }
1438 } 1633 }
1634 } /* the new pickup model */
1439 } 1635 }
1440 } /* the new pickup model */ 1636
1441 }
1442 return ! stop; 1637 return !stop;
1443} 1638}
1444 1639
1445/* 1640/*
1446 * Find an arrow in the inventory and after that 1641 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1642 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1643 * found object is returned.
1449 */ 1644 */
1645object *
1450object *find_arrow(object *op, const char *type) 1646find_arrow (object *op, const char *type)
1451{ 1647{
1452 object *tmp = NULL; 1648 object *tmp = NULL;
1453 1649
1454 for(op=op->inv; op; op=op->below) 1650 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1651 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1456 QUERY_FLAG(op,FLAG_APPLIED))
1457 tmp = find_arrow (op, type); 1652 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1653 else if (op->type == ARROW && op->race == type)
1459 return op; 1654 return op;
1460 return tmp; 1655 return tmp;
1461} 1656}
1462 1657
1463/* 1658/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1659 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1465 * against the target. A full test is not performed, simply a basic test 1660 * against the target. A full test is not performed, simply a basic test
1466 * of resistances. The archer is making a quick guess at what he sees down 1661 * of resistances. The archer is making a quick guess at what he sees down
1467 * the hall. Failing that it does it's best to pick the highest plus arrow. 1662 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1663 */
1469 1664
1665object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1666find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1667{
1472 object *tmp = NULL, *arrow, *ntmp; 1668 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1669 int attacknum, attacktype, betterby = 0, i;
1474 1670
1475 if (!type) 1671 if (!type)
1476 return NULL; 1672 return NULL;
1477 1673
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1674 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1675 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1676 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1677 {
1481 i = 0; 1678 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1679 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1680 if (i > betterby)
1681 {
1484 tmp = ntmp; 1682 tmp = ntmp;
1485 betterby = i; 1683 betterby = i;
1486 } 1684 }
1685 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1686 else if (arrow->type == ARROW && arrow->race == type)
1687 {
1488 /* allways prefer assasination/slaying */ 1688 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1689 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1690 {
1491 if (arrow->attacktype & AT_DEATH) { 1691 if (arrow->attacktype & AT_DEATH)
1692 {
1492 *better = 100; 1693 *better = 100;
1493 return arrow; 1694 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1695 }
1498 } else { 1696 else
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1500 attacktype = 1<<attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1503 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1505 }
1506 } 1697 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1698 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1699 betterby = (arrow->magic + arrow->stats.dam) * 2;
1510 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1512 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1700 }
1515 } 1701 }
1702 else
1703 {
1704 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1705 {
1706 attacktype = 1 << attacknum;
1707 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1708 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1709 {
1710 tmp = arrow;
1711 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1712 }
1713 }
1714 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1715 {
1716 tmp = arrow;
1717 betterby = 2 + arrow->magic + arrow->stats.dam;
1718 }
1719 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1720 {
1721 tmp = arrow;
1722 betterby = 1 + arrow->magic + arrow->stats.dam;
1723 }
1516 } 1724 }
1725 }
1517 } 1726 }
1518 if (tmp == NULL && arrow == NULL) 1727 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1728 return find_arrow (op, type);
1520 1729
1521 *better = betterby; 1730 *better = betterby;
1522 return tmp; 1731 return tmp;
1523} 1732}
1524 1733
1525/* looks in a given direction, finds the first valid target, and calls 1734/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1735 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1736 * op = the shooter
1528 * type = bow->race 1737 * type = bow->race
1529 * dir = fire direction 1738 * dir = fire direction
1530 */ 1739 */
1531 1740
1741object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1742pick_arrow_target (object *op, const char *type, int dir)
1533{ 1743{
1534 object *tmp = NULL; 1744 object *tmp = NULL;
1535 mapstruct *m; 1745 maptile *m;
1536 int i, mflags, found, number; 1746 int i, mflags, found, number;
1537 sint16 x, y; 1747 sint16 x, y;
1538 1748
1539 if (op->map == NULL) 1749 if (op->map == NULL)
1540 return find_arrow(op, type); 1750 return find_arrow (op, type);
1541 1751
1542 /* do a dex check */ 1752 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1753 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1754 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1755 return find_arrow (op, type);
1546 1756
1547 m = op->map; 1757 m = op->map;
1548 x = op->x; 1758 x = op->x;
1549 y = op->y; 1759 y = op->y;
1550 1760
1551 /* find the first target */ 1761 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1762 for (i = 0, found = 0; i < 20; i++)
1763 {
1553 x += freearr_x[dir]; 1764 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1765 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1766 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1767 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1768 {
1557 tmp = NULL; 1769 tmp = NULL;
1770 break;
1771 }
1772 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1773 {
1774 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1775 * perhaps a bad assumption.
1776 */
1777 tmp = NULL;
1778 break;
1779 }
1780 if (mflags & P_IS_ALIVE)
1781 {
1782 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1783 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1784 {
1785 found++;
1786 break;
1787 }
1788 if (found)
1558 break; 1789 break;
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption.
1562 */
1563 tmp = NULL;
1564 break;
1565 } 1790 }
1566 if (mflags & P_IS_ALIVE) {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1569 found++;
1570 break;
1571 }
1572 if (found)
1573 break;
1574 }
1575 } 1791 }
1576 if (tmp == NULL) 1792 if (tmp == NULL)
1577 return find_arrow(op, type); 1793 return find_arrow (op, type);
1578 1794
1579 if (tmp->head) 1795 if (tmp->head)
1580 tmp = tmp->head; 1796 tmp = tmp->head;
1581 1797
1582 return find_better_arrow(op, tmp, type, &i); 1798 return find_better_arrow (op, tmp, type, &i);
1583} 1799}
1584 1800
1585/* 1801/*
1586 * Creature fires a bow - op can be monster or player. Returns 1802 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1803 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1806 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1807 * wc_mod is any special modifier to give (used in special player fire modes)
1592 * sx, sy are coordinates to fire arrow from - also used in some of the special 1808 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1809 * player fire modes.
1594 */ 1810 */
1811int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1812fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1813{
1598 object *left, *bow; 1814 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1815 int bowspeed, mflags;
1601 mapstruct *m; 1816 maptile *m;
1602 1817
1603 if (!dir) { 1818 if (!dir)
1819 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1821 return 0;
1606 } 1822 }
1607 if (op->type == PLAYER) 1823 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1824 bow = op->contr->ranges[range_bow];
1609 else { 1825 else
1826 {
1610 for(bow=op->inv; bow; bow=bow->below) 1827 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1828 /* Don't check for applied - monsters don't apply bows - in that way, they
1612 * don't need to switch back and forth between bows and weapons. 1829 * don't need to switch back and forth between bows and weapons.
1613 */ 1830 */
1614 if(bow->type==BOW) 1831 if (bow->type == BOW)
1615 break; 1832 break;
1616 1833
1617 if (!bow) { 1834 if (!bow)
1835 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1837 return 0;
1620 } 1838 }
1621 } 1839 }
1622 if( !bow->race || !bow->skill) { 1840 if (!bow->race || !bow->skill)
1841 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1843 return 0;
1625 } 1844 }
1626 1845
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1847
1629 /* penalize ROF for bestarrow */ 1848 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1850 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1) 1851 if (bowspeed < 1)
1633 bowspeed = 1; 1852 bowspeed = 1;
1634 1853
1635 if (arrow == NULL) { 1854 if (arrow == NULL)
1855 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1856 if ((arrow = find_arrow (op, bow->race)) == NULL)
1857 {
1637 if (op->type == PLAYER) 1858 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1860 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1861 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1862 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1863 return 0;
1644 } 1864 }
1645 } 1865 }
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1867 if (mflags & P_OUT_OF_MAP)
1868 {
1648 return 0; 1869 return 0;
1649 } 1870 }
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1874 return 0;
1653 } 1875 }
1654 1876
1655 /* this should not happen, but sometimes does */ 1877 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1878 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1879 {
1658 free_object(arrow); 1880 arrow->destroy ();
1659 return 0; 1881 return 0;
1660 } 1882 }
1661 1883
1662 left = arrow; /* these are arrows left to the player */ 1884 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1885 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1886 if (arrow == NULL)
1887 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1888 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1889 return 0;
1669 } 1890 }
1670 set_owner(arrow, op); 1891 arrow->set_owner (op);
1671 if (arrow->skill) free_string(arrow->skill);
1672 arrow->skill = add_refcount(bow->skill); 1892 arrow->skill = bow->skill;
1673 1893
1674 arrow->direction=dir; 1894 arrow->direction = dir;
1675 arrow->x = sx; 1895 arrow->x = sx;
1676 arrow->y = sy; 1896 arrow->y = sy;
1677 1897
1678 if (op->type == PLAYER) { 1898 if (op->type == PLAYER)
1899 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1900 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1901 fix_player (op);
1681 } 1902 }
1682 1903
1683 SET_ANIMATION(arrow, arrow->direction); 1904 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1905 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1906 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1907 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1908 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1909 arrow->spellarg = strdup_local (arrow->slaying);
1689 1910
1690 /* Note that this was different for monsters - they got their level 1911 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1912 * added to the damage. I think the strength bonus is more proper.
1692 */ 1913 */
1693
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1914
1915 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1916
1698 /* update the speed */ 1917 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1918 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1919 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1920
1704 if (arrow->speed < 1.0) 1921 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0; 1922 arrow->speed = 1.0;
1706 update_ob_speed(arrow); 1923 update_ob_speed (arrow);
1707 arrow->speed_left = 0; 1924 arrow->speed_left = 0;
1708 1925
1709 if (op->type == PLAYER) { 1926 if (op->type == PLAYER)
1927 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1928 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1929 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1930 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714 1931
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1932 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1933 }
1934 else
1935 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1936 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1718 arrow->stats.wc + wc_mod;
1719
1720 arrow->level = op->level; 1937 arrow->level = op->level;
1721 } 1938 }
1939
1722 if (arrow->attacktype == AT_PHYSICAL) 1940 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1941 arrow->attacktype |= bow->attacktype;
1942
1724 if (bow->slaying != NULL) 1943 if (bow->slaying != NULL)
1725 arrow->slaying = add_string(bow->slaying); 1944 arrow->slaying = bow->slaying;
1726 1945
1727 arrow->map = m; 1946 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1947 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1949
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1950 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count;
1733 insert_ob_in_map(arrow, m, op, 0); 1951 insert_ob_in_map (arrow, m, op, 0);
1734 1952
1735 if (!was_destroyed(arrow, tag)) 1953 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1954 move_arrow (arrow);
1737 1955
1738 if (op->type == PLAYER) { 1956 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1957 {
1958 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1959 esrv_del_item (op->contr, left->count);
1741 else 1960 else
1742 esrv_send_item(op, left); 1961 esrv_send_item (op, left);
1743 } 1962 }
1963
1744 return 1; 1964 return 1;
1745} 1965}
1746 1966
1747/* Special fire code for players - this takes into 1967/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1968 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1969 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1970 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1971 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1972 * hence the function name.
1753 */ 1973 */
1974int
1754int player_fire_bow(object *op, int dir) 1975player_fire_bow (object *op, int dir)
1755{ 1976{
1756 int ret=0, wcmod=0; 1977 int ret = 0, wcmod = 0;
1757 1978
1758 if (op->contr->bowtype == bow_bestarrow) { 1979 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1980 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1981 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1761 dir, 0, op->x, op->y); 1982 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1983 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1984 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1985 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1986 wcmod = -1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1987 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1988 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1989 else if (op->contr->bowtype == bow_threewide)
1990 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1992 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1993 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1994 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1995 else if (op->contr->bowtype == bow_spreadshot)
1996 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1997 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1773 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1998 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1999 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 2000
1776 } else { 2001 }
2002 else
2003 {
1777 /* Simple case */ 2004 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2005 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 2006 }
1780 return ret; 2007 return ret;
1781} 2008}
1782 2009
1783 2010
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 2011/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 2012 * Broken apart from 'fire' to keep it more readable.
1786 */ 2013 */
2014void
1787void fire_misc_object(object *op, int dir) 2015fire_misc_object (object *op, int dir)
1788{ 2016{
1789 object *item; 2017 object *item;
1790 2018
1791 if (!op->contr->ranges[range_misc]) { 2019 if (!op->contr->ranges[range_misc])
2020 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 2021 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 2022 return;
1794 } 2023 }
1795 2024
1796 item = op->contr->ranges[range_misc]; 2025 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 2026 if (!item->inv)
2027 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 2028 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 2029 return;
1800 } 2030 }
1801 if (item->type == WAND) { 2031 if (item->type == WAND)
2032 {
1802 if(item->stats.food<=0) { 2033 if (item->stats.food <= 0)
2034 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2035 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 2037 return;
1806 } 2038 }
2039 }
1807 } else if (item->type == ROD || item->type==HORN) { 2040 else if (item->type == ROD || item->type == HORN)
2041 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2042 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2043 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2044 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 2045 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op,
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 2046 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 2047 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 2048 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 2049 return;
1817 } 2050 }
1818 } 2051 }
1819 2052
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 2053 if (cast_spell (op, item, dir, item->inv, NULL))
2054 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2055 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 2056 if (item->type == WAND)
2057 {
1823 if (!(--item->stats.food)) { 2058 if (!(--item->stats.food))
2059 {
1824 object *tmp; 2060 object *tmp;
2061
1825 if (item->arch) { 2062 if (item->arch)
2063 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 2064 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 2065 item->face = item->arch->clone.face;
1828 item->speed = 0; 2066 item->speed = 0;
1829 update_ob_speed(item); 2067 update_ob_speed (item);
1830 } 2068 }
1831 if ((tmp=is_player_inv(item))) 2069 if ((tmp = is_player_inv (item)))
1832 esrv_update_item(UPD_ANIM, tmp, item); 2070 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 2071 }
1834 } 2072 }
1835 else if (item->type == ROD || item->type==HORN) { 2073 else if (item->type == ROD || item->type == HORN)
2074 {
1836 drain_rod_charge(item); 2075 drain_rod_charge (item);
1837 } 2076 }
1838 } 2077 }
1839} 2078}
1840 2079
1841/* Received a fire command for the player - go and do it. 2080/* Received a fire command for the player - go and do it.
1842 */ 2081 */
2082void
1843void fire(object *op,int dir) { 2083fire (object *op, int dir)
2084{
1844 int spellcost=0; 2085 int spellcost = 0;
1845 2086
1846 /* check for loss of invisiblity/hide */ 2087 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 2088 if (action_makes_visible (op))
2089 make_visible (op);
1848 2090
1849 switch(op->contr->shoottype) { 2091 switch (op->contr->shoottype)
2092 {
1850 case range_none: 2093 case range_none:
2094 return;
2095
2096 case range_bow:
2097 player_fire_bow (op, dir);
2098 return;
2099
2100 case range_magic: /* Casting spells */
2101 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2102 return;
2103
2104 case range_misc:
2105 fire_misc_object (op, dir);
2106 return;
2107
2108 case range_golem: /* Control summoned monsters from scrolls */
2109 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2110 {
2111 op->contr->ranges[range_golem] = 0;
2112 op->contr->shoottype = range_none;
2113 }
2114 else
2115 control_golem (op->contr->ranges[range_golem], dir);
2116 return;
2117
2118 case range_skill:
2119 if (!op->chosen_skill)
2120 {
2121 if (op->type == PLAYER)
2122 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1851 return; 2123 return;
1852
1853 case range_bow:
1854 player_fire_bow(op, dir);
1855 return;
1856
1857 case range_magic: /* Casting spells */
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1859 return;
1860
1861 case range_misc:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 } 2124 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 2125 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 2126 return;
2127 case range_builder:
2128 apply_map_builder (op, dir);
2129 return;
1887 default: 2130 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2131 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 2132 return;
1890 } 2133 }
1891} 2134}
1892 2135
1893 2136
1894 2137
1901 * inv is the objects inventory to searched 2144 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 2145 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 2146 * This function can be called recursively to search containers.
1904 */ 2147 */
1905 2148
2149object *
1906object * find_key(object *pl, object *container, object *door) 2150find_key (object *pl, object *container, object *door)
1907{ 2151{
1908 object *tmp,*key; 2152 object *tmp, *key;
1909 2153
1910 /* Should not happen, but sanity checking is never bad */ 2154 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 2155 if (container->inv == NULL)
2156 return NULL;
1912 2157
1913 /* First, lets try to find a key in the top level inventory */ 2158 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2159 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2160 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 2161 if (door->type == DOOR && tmp->type == KEY)
2162 break;
1916 /* For sanity, we should really check door type, but other stuff 2163 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 2164 * (like containers) can be locked with special keys
1918 */ 2165 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2166 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 2167 break;
1921 } 2168 }
1922 /* No key found - lets search inventories now */ 2169 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 2170 /* If we find and use a key in an inventory, return at that time.
1924 * otherwise, if we search all the inventories and still don't find 2171 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 2172 * a key, return
1926 */ 2173 */
1927 if (!tmp) { 2174 if (!tmp)
2175 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2176 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2177 {
1929 /* No reason to search empty containers */ 2178 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 2179 if (tmp->type == CONTAINER && tmp->inv)
2180 {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2181 if ((key = find_key (pl, tmp, door)) != NULL)
2182 return key;
1932 } 2183 }
1933 } 2184 }
2185 if (!tmp)
1934 if (!tmp) return NULL; 2186 return NULL;
1935 } 2187 }
1936 /* We get down here if we have found a key. Now if its in a container, 2188 /* We get down here if we have found a key. Now if its in a container,
1937 * see if we actually want to use it 2189 * see if we actually want to use it
1938 */ 2190 */
1939 if (pl!=container) { 2191 if (pl != container)
2192 {
1940 /* Only let players use keys in containers */ 2193 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 2194 if (!pl->contr)
2195 return NULL;
1942 /* cases where this fails: 2196 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 2197 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 2198 * are not in the players inventory.
1945 * If the container is not active, return now since only active 2199 * If the container is not active, return now since only active
1946 * containers can be used. 2200 * containers can be used.
1947 * If we only search keyrings and the container does not have 2201 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 2202 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 2203 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 2204 * inv must have been an container and must have been active.
1951 * 2205 *
1952 * Change the color so that the message doesn't disappear with 2206 * Change the color so that the message doesn't disappear with
1953 * all the others. 2207 * all the others.
1954 */ 2208 */
1955 if (pl->contr->usekeys == key_inventory || 2209 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 2210 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 2211 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 ) { 2212 {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2213 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 2214 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1962 query_name(tmp), query_name(container));
1963 return NULL; 2215 return NULL;
1964 } 2216 }
1965 } 2217 }
1966 return tmp; 2218 return tmp;
1967} 2219}
1968 2220
1969/* moved door processing out of move_player_attack. 2221/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 2222 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 2223 * such that the caller should not do anything more,
1972 * 0 otherwise 2224 * 0 otherwise
1973 */ 2225 */
2226static int
1974static int player_attack_door(object *op, object *door) 2227player_attack_door (object *op, object *door)
1975{ 2228{
1976 2229
1977 /* If its a door, try to find a use a key. If we do destroy the door, 2230 /* If its a door, try to find a use a key. If we do destroy the door,
1978 * might as well return immediately as there is nothing more to do - 2231 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 2232 * otherwise, we fall through to the rest of the code.
1980 */ 2233 */
1981 object *key=find_key(op, op, door); 2234 object *key = find_key (op, op, door);
1982 2235
1983 /* IF we found a key, do some extra work */ 2236 /* IF we found a key, do some extra work */
1984 if (key) { 2237 if (key)
2238 {
1985 object *container=key->env; 2239 object *container = key->env;
1986 2240
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2241 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 2242 if (action_makes_visible (op))
2243 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2244 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2245 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 2246 if (door->type == DOOR)
2247 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2248 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 2249 }
1993 else if(door->type==LOCKED_DOOR) { 2250 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2251 {
1995 "You open the door with the %s", query_short_name(key)); 2252 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1996 remove_door2(door); /* remove door without violence ;-) */ 2253 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2254 }
1998 /* Do this after we print the message */ 2255 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2256 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2257 /* Need to update the weight the container the key was in */
2001 if (container != op) 2258 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2259 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2260 return 1; /* Nothing more to do below */
2261 }
2004 } else if (door->type==LOCKED_DOOR) { 2262 else if (door->type == LOCKED_DOOR)
2263 {
2005 /* Might as well return now - no other way to open this */ 2264 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2265 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2266 return 1;
2008 } 2267 }
2009 return 0; 2268 return 0;
2010} 2269}
2011 2270
2012/* This function is just part of a breakup from move_player. 2271/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2272 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2273 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2274 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2275 * going to try and move (not fire weapons).
2017 */ 2276 */
2018 2277
2278void
2019void move_player_attack(object *op, int dir) 2279move_player_attack (object *op, int dir)
2020{ 2280{
2021 object *tmp, *mon; 2281 object *tmp, *mon;
2022 sint16 nx, ny; 2282 sint16 nx, ny;
2023 int on_battleground; 2283 int on_battleground;
2024 mapstruct *m; 2284 maptile *m;
2025 2285
2026 nx=freearr_x[dir]+op->x; 2286 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2287 ny = freearr_y[dir] + op->y;
2028 2288
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2289 on_battleground = op_on_battleground (op, NULL, NULL);
2030 2290
2031 /* If braced, or can't move to the square, and it is not out of the 2291 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 2292 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 2293 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 2294 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 2295 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 2296 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 2297 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2298 * move_ob uses.
2039 */ 2299 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2300 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2301 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2302 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2303 {
2042 m = get_map_from_coord(op->map, &nx, &ny); 2304 m = get_map_from_coord (op->map, &nx, &ny);
2305 if (!m)
2043 if (!m) return; /* Don't think this should happen */ 2306 return; /* Don't think this should happen */
2307 }
2308 else
2309 m = op->map;
2310
2311 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2044 } 2312 {
2045 else m =op->map;
2046
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2313 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2314 return;
2315 }
2316
2317 mon = NULL;
2318 /* Go through all the objects, and find ones of interest. Only stop if
2319 * we find a monster - that is something we know we want to attack.
2320 * if its a door or barrel (can roll) see if there may be monsters
2321 * on the space
2322 */
2323 while (tmp != NULL)
2324 {
2325 if (tmp == op)
2326 {
2327 tmp = tmp->above;
2328 continue;
2329 }
2330
2331 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2332 {
2333 mon = tmp;
2334 break;
2335 }
2336
2337 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2338 mon = tmp;
2339
2340 tmp = tmp->above;
2341 }
2342
2343 if (mon == NULL) /* This happens anytime the player tries to move */
2344 return; /* into a wall */
2345
2346 if (mon->head != NULL)
2347 mon = mon->head;
2348
2349 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2350 if (player_attack_door (op, mon))
2351 return;
2352
2353 /* The following deals with possibly attacking peaceful
2354 * or frienddly creatures. Basically, all players are considered
2355 * unaggressive. If the moving player has peaceful set, then the
2356 * object should be pushed instead of attacked. It is assumed that
2357 * if you are braced, you will not attack friends accidently,
2358 * and thus will not push them.
2359 */
2360
2361 /* If the creature is a pet, push it even if the player is not
2362 * peaceful. Our assumption is the creature is a pet if the
2363 * player owns it and it is either friendly or unagressive.
2364 */
2365 if ((op->type == PLAYER)
2366#if COZY_SERVER
2367 &&
2368 ((mon->owner && mon->owner->contr
2369 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2370#else
2371 && mon->owner == op
2372#endif
2373 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2374 {
2375 /* If we're braced, we don't want to switch places with it */
2376 if (op->contr->braced)
2049 return; 2377 return;
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op);
2380 if (op->contr->tmp_invis || op->hide)
2381 make_visible (op);
2382 return;
2050 } 2383 }
2051 2384
2052 mon = NULL; 2385 /* in certain circumstances, you shouldn't attack friendly
2053 /* Go through all the objects, and find ones of interest. Only stop if 2386 * creatures. Note that if you are braced, you can't push
2054 * we find a monster - that is something we know we want to attack. 2387 * someone, but put it inside this loop so that you won't
2055 * if its a door or barrel (can roll) see if there may be monsters 2388 * attack them either.
2056 * on the space
2057 */ 2389 */
2058 while (tmp!=NULL) { 2390 if ((mon->type == PLAYER || mon->enemy != op) &&
2059 if (tmp == op) { 2391 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2060 tmp=tmp->above; 2392#ifdef PROHIBIT_PLAYERKILL
2061 continue; 2393 (op->contr->peaceful
2394 || (mon->type == PLAYER
2395 && mon->contr->
2396 peaceful)) &&
2397#else
2398 op->contr->peaceful &&
2399#endif
2400 !on_battleground))
2401 {
2402 if (!op->contr->braced)
2403 {
2404 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2405 (void) push_ob (mon, dir, op);
2062 } 2406 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2407 else
2064 mon = tmp; 2408 {
2065 break; 2409 new_draw_info (0, 0, op, "You withhold your attack");
2066 } 2410 }
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2411 if (op->contr->tmp_invis || op->hide)
2068 mon = tmp; 2412 make_visible (op);
2069 tmp=tmp->above; 2413 }
2414
2415 /* If the object is a boulder or other rollable object, then
2416 * roll it if not braced. You can't roll it if you are braced.
2417 */
2418 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2070 } 2419 {
2071 2420 recursive_roll (mon, dir, op);
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2421 if (action_makes_visible (op))
2073 return; /* into a wall */ 2422 make_visible (op);
2423 }
2074 2424
2075 if(mon->head != NULL) 2425 /* Any generic living creature. Including things like doors.
2076 mon = mon->head; 2426 * Way it works is like this: First, it must have some hit points
2427 * and be living. Then, it must be one of the following:
2428 * 1) Not a player, 2) A player, but of a different party. Note
2429 * that party_number -1 is no party, so attacks can still happen.
2430 */
2077 2431
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2432 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2079 if (player_attack_door(op, mon)) return; 2433 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2434 {
2080 2435
2081 /* The following deals with possibly attacking peaceful 2436 /* If the player hasn't hit something this tick, and does
2082 * or frienddly creatures. Basically, all players are considered 2437 * so, give them speed boost based on weapon speed. Doing
2083 * unaggressive. If the moving player has peaceful set, then the 2438 * it here is better than process_players2, which basically
2084 * object should be pushed instead of attacked. It is assumed that 2439 * incurred a 1 tick offset.
2085 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them.
2087 */ 2440 */
2088 2441 if (!op->contr->has_hit)
2089 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive.
2092 */
2093 if ((op->type==PLAYER)
2094#if COZY_SERVER
2095 &&
2096 (
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party))
2099 || get_owner(mon) == op
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2105 {
2106 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return;
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op);
2111 return;
2112 }
2113
2114 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't
2117 * attack them either.
2118 */
2119 if ((mon->type==PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2121 (
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground
2128 )) { 2442 {
2129 if (!op->contr->braced) { 2443 op->speed_left += op->speed / op->contr->weapon_sp;
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2444
2131 (void) push_ob(mon,dir,op); 2445 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2132 } else {
2133 new_draw_info(0, 0,op,"You withhold your attack");
2134 } 2446 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2447
2138 /* If the object is a boulder or other rollable object, then 2448 skill_attack (mon, op, 0, NULL, NULL);
2139 * roll it if not braced. You can't roll it if you are braced.
2140 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2142 recursive_roll(mon,dir,op);
2143 if(action_makes_visible(op)) make_visible(op);
2144 }
2145 2449
2146 /* Any generic living creature. Including things like doors. 2450 /* If attacking another player, that player gets automatic
2147 * Way it works is like this: First, it must have some hit points 2451 * hitback, and doesn't loose luck either.
2148 * and be living. Then, it must be one of the following: 2452 * Disable hitback on the battleground or if the target is
2149 * 1) Not a player, 2) A player, but of a different party. Note 2453 * the wiz.
2150 * that party_number -1 is no party, so attacks can still happen.
2151 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL ||
2155 op->contr->party!=mon->contr->party))) {
2156
2157 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset.
2161 */ 2454 */
2455 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2456 {
2457 short luck = mon->stats.luck;
2458
2162 if (!op->contr->has_hit) { 2459 mon->contr->has_hit = 1;
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2460 skill_attack (op, mon, 0, NULL, NULL);
2164 2461 mon->stats.luck = luck;
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2462 }
2167 2463 if (action_makes_visible (op))
2168 skill_attack(mon, op, 0, NULL, NULL); 2464 make_visible (op);
2169
2170 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is
2173 * the wiz.
2174 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2177 short luck = mon->stats.luck;
2178 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL);
2180 mon->stats.luck = luck;
2181 } 2465 }
2182 if(action_makes_visible(op)) make_visible(op);
2183 }
2184 } /* if player should attack something */ 2466 } /* if player should attack something */
2185} 2467}
2186 2468
2469int
2187int move_player(object *op,int dir) { 2470move_player (object *op, int dir)
2471{
2188 int pick; 2472 int pick;
2189 2473
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2474 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2191 return 0;
2192
2193 /* Sanity check: make sure dir is valid */
2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2195 LOG( llevError, "move_player: invalid direction %d\n", dir);
2196 return 0;
2197 }
2198
2199 /* peterm: added following line */
2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2202
2203 op->facing = dir;
2204
2205 if(op->hide) do_hidden_move(op);
2206
2207 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2208 /*nop*/;
2209 else if (op->contr->fire_on)
2210 fire (op, dir);
2211 else
2212 {
2213 move_player_attack (op, dir);
2214 pick = check_pick(op);
2215 }
2216
2217 /* Add special check for newcs players and fire on - this way, the
2218 * server can handle repeat firing.
2219 */
2220 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2221 op->direction = dir;
2222 } else {
2223 op->direction=0;
2224 }
2225 /* Update how the player looks. Use the facing, so direction may
2226 * get reset to zero. This allows for full animation capabilities
2227 * for players.
2228 */
2229 animate_object(op, op->facing);
2230 return 0; 2475 return 0;
2476
2477 /* Sanity check: make sure dir is valid */
2478 if ((dir < 0) || (dir >= 9))
2479 {
2480 LOG (llevError, "move_player: invalid direction %d\n", dir);
2481 return 0;
2482 }
2483
2484 /* peterm: added following line */
2485 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2486 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2487
2488 op->facing = dir;
2489
2490 if (op->hide)
2491 do_hidden_move (op);
2492
2493 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2494 /*nop */ ;
2495 else if (op->contr->fire_on)
2496 fire (op, dir);
2497 else
2498 {
2499 move_player_attack (op, dir);
2500 pick = check_pick (op);
2501 }
2502
2503 /* Add special check for newcs players and fire on - this way, the
2504 * server can handle repeat firing.
2505 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir;
2509 }
2510 else
2511 {
2512 op->direction = 0;
2513 }
2514 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities
2516 * for players.
2517 */
2518 animate_object (op, op->facing);
2519 return 0;
2231} 2520}
2232 2521
2233/* This is similar to handle_player, below, but is only used by the 2522/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2523 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2524 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2525 * the new speed values for commands.
2237 * 2526 *
2238 * Returns true if there are more actions we can do. 2527 * Returns true if there are more actions we can do.
2239 */ 2528 */
2529int
2240int handle_newcs_player(object *op) 2530handle_newcs_player (object *op)
2241{ 2531{
2242 if (op->contr->hidden) { 2532 if (op->contr->hidden)
2533 {
2243 op->invisible = 1000; 2534 op->invisible = 1000;
2244 /* the socket code flashes the player visible/invisible 2535 /* the socket code flashes the player visible/invisible
2245 * depending on the value of invisible, so we need to 2536 * depending on the value of invisible, so we need to
2246 * alternate it here for it to work correctly. 2537 * alternate it here for it to work correctly.
2247 */ 2538 */
2248 if (pticks & 2) op->invisible--; 2539 if (pticks & 2)
2249 }
2250 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2251 op->invisible--; 2540 op->invisible--;
2541 }
2542 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2543 {
2544 op->invisible--;
2252 if(!op->invisible) { 2545 if (!op->invisible)
2546 {
2253 make_visible(op); 2547 make_visible (op);
2254 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2548 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2255 } 2549 }
2256 } 2550 }
2257 2551
2258 if (QUERY_FLAG(op, FLAG_SCARED)) { 2552 if (QUERY_FLAG (op, FLAG_SCARED))
2553 {
2259 flee_player(op); 2554 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2555 /* If player is still scared, that is his action for this tick */
2261 if (QUERY_FLAG(op, FLAG_SCARED)) { 2556 if (QUERY_FLAG (op, FLAG_SCARED))
2557 {
2262 op->speed_left--; 2558 op->speed_left--;
2263 return 0; 2559 return 0;
2264 } 2560 }
2265 } 2561 }
2266 2562
2267 /* I've been seeing crashes where the golem has been destroyed, but 2563 /* I've been seeing crashes where the golem has been destroyed, but
2268 * the player object still points to the defunct golem. The code that 2564 * the player object still points to the defunct golem. The code that
2269 * destroys the golem looks correct, and it doesn't always happen, so 2565 * destroys the golem looks correct, and it doesn't always happen, so
2270 * put this in a a workaround to clean up the golem pointer. 2566 * put this in a a workaround to clean up the golem pointer.
2271 */ 2567 */
2272 if (op->contr->ranges[range_golem] && 2568 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2273 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2274 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2275 op->contr->ranges[range_golem] = NULL; 2569 op->contr->ranges[range_golem] = 0;
2276 op->contr->golem_count = 0;
2277 }
2278 2570
2279 /* call this here - we also will call this in do_ericserver, but 2571 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2572 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2573 * called, so we recheck it here.
2282 */ 2574 */
2283 HandleClient(&op->contr->socket, op->contr); 2575 HandleClient (&op->contr->socket, op->contr);
2284 if (op->speed_left<0) return 0; 2576 if (op->speed_left < 0)
2285
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2287 /* All move commands take 1 tick, at least for now */
2288 op->speed_left--;
2289
2290 /* Instead of all the stuff below, let move_player take care
2291 * of it. Also, some of the skill stuff is only put in
2292 * there, as well as the confusion stuff.
2293 */
2294 move_player(op, op->direction);
2295 if (op->speed_left>0) return 1;
2296 else return 0;
2297 }
2298 return 0; 2577 return 0;
2299}
2300 2578
2301int save_life(object *op) { 2579 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2302 object *tmp; 2580 {
2581 /* All move commands take 1 tick, at least for now */
2582 op->speed_left--;
2303 2583
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2584 /* Instead of all the stuff below, let move_player take care
2585 * of it. Also, some of the skill stuff is only put in
2586 * there, as well as the confusion stuff.
2587 */
2588 move_player (op, op->direction);
2589 if (op->speed_left > 0)
2590 return 1;
2591 else
2305 return 0; 2592 return 0;
2593 }
2594 return 0;
2595}
2306 2596
2307 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2597int
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2598save_life (object *op)
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2599{
2310 new_draw_info_format(NDI_UNIQUE, 0,op, 2600 object *tmp;
2311 "Your %s vibrates violently, then evaporates.", 2601
2312 query_name(tmp));
2313 if (op->contr)
2314 esrv_del_item(op->contr, tmp->count);
2315 remove_ob(tmp);
2316 free_object(tmp);
2317 CLEAR_FLAG(op, FLAG_LIFESAVE);
2318 if(op->stats.hp<0)
2319 op->stats.hp = op->stats.maxhp;
2320 if(op->stats.food<0)
2321 op->stats.food = 999;
2322 fix_player(op);
2323 return 1;
2324 }
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2327 enter_player_savebed(op); /* bring him home. */
2328 return 0; 2603 return 0;
2604
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 {
2608 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2609 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2610
2611 if (op->contr)
2612 esrv_del_item (op->contr, tmp->count);
2613
2614 tmp->destroy ();
2615 CLEAR_FLAG (op, FLAG_LIFESAVE);
2616
2617 if (op->stats.hp < 0)
2618 op->stats.hp = op->stats.maxhp;
2619
2620 if (op->stats.food < 0)
2621 op->stats.food = 999;
2622
2623 fix_player (op);
2624 return 1;
2625 }
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */
2629 return 0;
2329} 2630}
2330 2631
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2632/* This goes throws the inventory and removes unpaid objects, and puts them
2332 * back in the map (location and map determined by values of env). This 2633 * back in the map (location and map determined by values of env). This
2333 * function will descend into containers. op is the object to start the search 2634 * function will descend into containers. op is the object to start the search
2334 * from. 2635 * from.
2335 */ 2636 */
2637void
2336void remove_unpaid_objects(object *op, object *env) 2638remove_unpaid_objects (object *op, object *env)
2337{ 2639{
2338 object *next; 2640 object *next;
2339 2641
2340 while (op) { 2642 while (op)
2643 {
2341 next=op->below; /* Make sure we have a good value, in case 2644 next = op->below; /* Make sure we have a good value, in case
2342 * we remove object 'op' 2645 * we remove object 'op'
2343 */ 2646 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2647 if (QUERY_FLAG (op, FLAG_UNPAID))
2648 {
2345 remove_ob(op); 2649 op->remove ();
2346 op->x = env->x; 2650 op->x = env->x;
2347 op->y = env->y; 2651 op->y = env->y;
2348 if (env->type == PLAYER) 2652 if (env->type == PLAYER)
2349 esrv_del_item(env->contr, op->count); 2653 esrv_del_item (env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0); 2654 insert_ob_in_map (op, env->map, NULL, 0);
2351 } 2655 }
2656 else if (op->inv)
2352 else if (op->inv) remove_unpaid_objects(op->inv, env); 2657 remove_unpaid_objects (op->inv, env);
2353 op=next; 2658 op = next;
2354 } 2659 }
2355} 2660}
2356 2661
2357 2662
2358/* 2663/*
2360 * Moved from apply.c to player.c - player.c is what 2665 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2666 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2667 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2668 * but there isn't one in the server directory.
2364 */ 2669 */
2670char *
2365char *gravestone_text (object *op) 2671gravestone_text (object *op)
2366{ 2672{
2367 static char buf2[MAX_BUF]; 2673 static char buf2[MAX_BUF];
2368 char buf[MAX_BUF]; 2674 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2675 time_t now = time (NULL);
2370 2676
2371 strcpy (buf2, " R.I.P.\n\n"); 2677 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER) 2678 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2374 else 2680 else
2375 sprintf (buf, "%s\n", op->name); 2681 sprintf (buf, "%s\n", &op->name);
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2682 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf); 2683 strcat (buf2, buf);
2378 if (op->type == PLAYER) 2684 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level); 2685 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else 2686 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2687 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2688 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf); 2689 strcat (buf2, buf);
2384 if (op->type == PLAYER) { 2690 if (op->type == PLAYER)
2691 {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer); 2692 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2); 2693 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf); 2694 strcat (buf2, buf);
2388 } 2695 }
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2697 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf); 2698 strcat (buf2, buf);
2392 return buf2; 2699 return buf2;
2393} 2700}
2394 2701
2395 2702
2396 2703
2704void
2397void do_some_living(object *op) { 2705do_some_living (object *op)
2706{
2398 int last_food=op->stats.food; 2707 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2708 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2709 int over_hp, over_sp, over_grace;
2401 int i; 2710 int i;
2402 int rate_hp = 1200; 2711 int rate_hp = 1200;
2403 int rate_sp = 2500; 2712 int rate_sp = 2500;
2404 int rate_grace = 2000; 2713 int rate_grace = 2000;
2405 const int max_hp = 1; 2714 const int max_hp = 1;
2406 const int max_sp = 1; 2715 const int max_sp = 1;
2407 const int max_grace = 1; 2716 const int max_grace = 1;
2408 2717
2409 if (op->contr->outputs_sync) { 2718 if (op->contr->outputs_sync)
2719 {
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2720 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2411 if (op->contr->outputs[i].buf!=NULL && 2721 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2413 flush_output_element(op, &op->contr->outputs[i]); 2722 flush_output_element (op, &op->contr->outputs[i]);
2414 } 2723 }
2415 2724
2416 if(op->contr->state==ST_PLAYING) { 2725 if (op->contr->state == ST_PLAYING)
2726 {
2417 2727
2418 /* these next three if clauses make it possible to SLOW DOWN 2728 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2729 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2730 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2732 else
2733 {
2423 gen_hp = op->stats.maxhp; 2734 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2736 }
2426 if(op->contr->gen_sp >= 0 ) 2737 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2739 else
2740 {
2429 gen_sp = op->stats.maxsp; 2741 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2743 }
2432 if(op->contr->gen_grace >= 0) 2744 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2746 else
2747 {
2435 gen_grace = op->stats.maxgrace; 2748 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2749 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 } 2750 }
2438 2751
2439 /* Regenerate Spell Points */ 2752 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2753 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2754 {
2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2755 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2442 if(op->stats.sp<op->stats.maxsp) {
2443 op->stats.sp++;
2444 /* dms do not consume food */
2445 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2446 op->stats.food--;
2447 if(op->contr->digestion<0)
2448 op->stats.food+=op->contr->digestion;
2449 else if(op->contr->digestion>0 &&
2450 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2451 op->stats.food=last_food;
2452 }
2453 }
2454 if (max_sp>1) {
2455 over_sp = (gen_sp+10)/rate_sp;
2456 if (over_sp > 0) {
2457 if(op->stats.sp<op->stats.maxsp) { 2756 if (op->stats.sp < op->stats.maxsp)
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2757 {
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--; 2758 op->stats.sp++;
2461 if(op->stats.sp>op->stats.maxsp) 2759 /* dms do not consume food */
2462 op->stats.sp=op->stats.maxsp; 2760 if (!QUERY_FLAG (op, FLAG_WIZ))
2761 {
2762 op->stats.food--;
2763 if (op->contr->digestion < 0)
2764 op->stats.food += op->contr->digestion;
2765 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2766 op->stats.food = last_food;
2463 } 2767 }
2464 op->last_sp=0;
2465 } else {
2466 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2467 }
2468 } else {
2469 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2470 }
2471 }
2472
2473 /* Regenerate Grace */
2474 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2475 if(--op->last_grace<0) {
2476 if(op->stats.grace<op->stats.maxgrace/2)
2477 op->stats.grace++; /* no penalty in food for regaining grace */
2478 if(max_grace>1) {
2479 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2480 if (over_grace > 0) {
2481 op->stats.sp += over_grace
2482 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2483 op->last_grace=0;
2484 } else {
2485 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2486 } 2768 }
2769 if (max_sp > 1)
2770 {
2771 over_sp = (gen_sp + 10) / rate_sp;
2772 if (over_sp > 0)
2773 {
2774 if (op->stats.sp < op->stats.maxsp)
2775 {
2776 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2777 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2778 op->stats.sp--;
2779 if (op->stats.sp > op->stats.maxsp)
2780 op->stats.sp = op->stats.maxsp;
2781 }
2782 op->last_sp = 0;
2783 }
2784 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 }
2487 } else { 2789 else
2790 {
2791 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2792 }
2793 }
2794
2795 /* Regenerate Grace */
2796 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2797 if (--op->last_grace < 0)
2798 {
2799 if (op->stats.grace < op->stats.maxgrace / 2)
2800 op->stats.grace++; /* no penalty in food for regaining grace */
2801 if (max_grace > 1)
2802 {
2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804 if (over_grace > 0)
2805 {
2806 op->stats.sp += over_grace
2807 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2808 op->last_grace = 0;
2809 }
2810 else
2811 {
2812 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2813 }
2814 }
2815 else
2816 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2817 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2818 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2819 /* wearing stuff doesn't detract from grace generation. */
2491 } 2820 }
2492 2821
2493 /* Regenerate Hit Points */ 2822 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) { 2823 if (--op->last_heal < 0)
2824 {
2495 if(op->stats.hp<op->stats.maxhp) { 2825 if (op->stats.hp < op->stats.maxhp)
2826 {
2496 op->stats.hp++; 2827 op->stats.hp++;
2497 /* dms do not consume food */ 2828 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2829 if (!QUERY_FLAG (op, FLAG_WIZ))
2499 op->stats.food--; 2830 {
2831 op->stats.food--;
2500 if(op->contr->digestion<0) 2832 if (op->contr->digestion < 0)
2501 op->stats.food+=op->contr->digestion; 2833 op->stats.food += op->contr->digestion;
2502 else if(op->contr->digestion>0 && 2834 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2503 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2504 op->stats.food=last_food; 2835 op->stats.food = last_food;
2836 }
2837 }
2838 if (max_hp > 1)
2839 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0)
2842 {
2843 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2844 op->last_heal = 0;
2845 }
2846 else
2847 {
2848 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2849 }
2850 }
2851 else
2852 {
2853 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2854 }
2505 } 2855 }
2506 }
2507 if(max_hp>1) {
2508 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2509 if (over_hp > 0) {
2510 op->stats.sp += over_hp
2511 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2512 op->last_heal=0;
2513 } else {
2514 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2515 }
2516 } else {
2517 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2518 }
2519 }
2520 2856
2521 /* Digestion */ 2857 /* Digestion */
2522 if(--op->last_eat<0) { 2858 if (--op->last_eat < 0)
2859 {
2523#ifdef COZY_SERVER 2860#ifdef COZY_SERVER
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2861 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2525 int bonus=dg>0?dg:0, 2862 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2526 penalty=dg<0?-dg:0;
2527#else 2863#else
2528 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2864 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2529 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2530#endif 2865#endif
2531 2866
2532 if(op->contr->gen_hp > 0) 2867 if (op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2868 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2534 else 2869 else
2535 op->last_eat=25*(1+bonus)/(penalty +1); 2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2536 /* dms do not consume food */ 2871 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2872 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2873 op->stats.food--;
2874 }
2539 } 2875 }
2540 2876
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2878 {
2542 object *tmp, *flesh=NULL; 2879 object *tmp, *flesh = NULL;
2543 2880
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2882 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2886 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2887 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0); 2888 manual_apply (op, tmp, 0);
2549 if(op->stats.food>=0||op->stats.hp<0) 2889 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2890 break;
2551 } 2891 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2892 else if (tmp->type == FLESH)
2893 flesh = tmp;
2553 } /* End if paid for object */ 2894 } /* End if paid for object */
2554 } /* end of for loop */ 2895 } /* end of for loop */
2555 /* If player is still starving, it means they don't have any food, so 2896 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2897 * eat flesh instead.
2557 */ 2898 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 {
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2901 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560 manual_apply(op,flesh,0); 2902 manual_apply (op, flesh, 0);
2561 } 2903 }
2562 } /* end if player is starving */ 2904 } /* end if player is starving */
2563 2905
2564 while(op->stats.food<0&&op->stats.hp>0) 2906 while (op->stats.food < 0 && op->stats.hp > 0)
2565 op->stats.food++,op->stats.hp--; 2907 op->stats.food++, op->stats.hp--;
2566 2908
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2909 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2568 kill_player(op); 2910 kill_player (op);
2569} 2911}
2570 2912
2571 2913
2572 2914
2573/* If the player should die (lack of hp, food, etc), we call this. 2915/* If the player should die (lack of hp, food, etc), we call this.
2574 * op is the player in jeopardy. If the player can not be saved (not 2916 * op is the player in jeopardy. If the player can not be saved (not
2575 * permadeath, no lifesave), this will take care of removing the player 2917 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2918 * file.
2577 */ 2919 */
2920void
2578void kill_player(object *op) 2921kill_player (object *op)
2579{ 2922{
2580 char buf[MAX_BUF]; 2923 char buf[MAX_BUF];
2581 int x,y,i; 2924 int x, y;
2925
2926 //int i;
2582 mapstruct *map; /* this is for resurrection */ 2927 maptile *map; /* this is for resurrection */
2928
2583 int z; 2929 /* int z;
2584 int num_stats_lose; 2930 int num_stats_lose;
2585 int lost_a_stat; 2931 int lost_a_stat;
2586 int lose_this_stat; 2932 int lose_this_stat;
2587 int this_stat; 2933 int this_stat; */
2588 int will_kill_again; 2934 int will_kill_again;
2589 archetype *at; 2935 archetype *at;
2590 object *tmp; 2936 object *tmp;
2591 2937
2592 if(save_life(op)) 2938 if (save_life (op))
2593 return; 2939 return;
2594 2940
2595 2941
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2942 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2597 * in cities ONLY!!! It is very important that this doesn't get abused. 2943 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2944 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2945 */
2600 if (op_on_battleground(op, &x, &y)) { 2946 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2947 {
2602 "You have been defeated in combat!"); 2948 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2603 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2949 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604 "Local medics have saved your life..."); 2950
2605
2606 /* restore player */ 2951 /* restore player */
2607 at = find_archetype("poisoning"); 2952 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2953 tmp = present_arch_in_ob (at, op);
2609 if (tmp) { 2954 if (tmp)
2610 remove_ob(tmp); 2955 {
2611 free_object(tmp); 2956 tmp->destroy ();
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2957 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2613 } 2958 }
2614 2959
2615 at = find_archetype("confusion"); 2960 at = archetype::find ("confusion");
2616 tmp=present_arch_in_ob(at,op); 2961 tmp = present_arch_in_ob (at, op);
2617 if (tmp) { 2962 if (tmp)
2618 remove_ob(tmp); 2963 {
2619 free_object(tmp); 2964 tmp->destroy ();
2620 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2966 }
2622 2967
2623 cure_disease(op,0); /* remove any disease */ 2968 cure_disease (op, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 2969 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 2970 if (op->stats.food <= 0)
2626 2971 op->stats.food = 999;
2972
2627 /* create a bodypart-trophy to make the winner happy */ 2973 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2974 tmp = arch_to_object (archetype::find ("finger"));
2629 if (tmp != NULL) 2975 if (tmp != NULL)
2630 { 2976 {
2631 sprintf(buf,"%s's finger",op->name); 2977 sprintf (buf, "%s's finger", &op->name);
2632 tmp->name = add_string(buf); 2978 tmp->name = buf;
2633 sprintf(buf," This finger has been cut off %s\n" 2979 sprintf (buf, " This finger has been cut off %s\n"
2634 " the %s, when he was defeated at\n level %d by %s.\n", 2980 " the %s, when he was defeated at\n level %d by %s.\n",
2635 op->name, op->contr->title, (int)(op->level), 2981 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2636 op->contr->killer); 2982 tmp->msg = buf;
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0; 2983 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2639 tmp->materialname = NULL; 2984 tmp->materialname = NULL;
2640 tmp->x = op->x, tmp->y = op->y; 2985 tmp->x = op->x, tmp->y = op->y;
2641 insert_ob_in_map(tmp,op->map,op,0); 2986 insert_ob_in_map (tmp, op->map, op, 0);
2642 }
2643 2987 }
2988
2644 /* teleport defeated player to new destination*/ 2989 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2990 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2991 op->contr->braced = 0;
2647 return; 2992 return;
2648 } 2993 }
2649 2994
2650 INVOKE_PLAYER (DEATH, op->contr); 2995 INVOKE_PLAYER (DEATH, op->contr);
2651 2996
2652 command_kill_pets (op, 0); 2997 command_kill_pets (op, 0);
2653 2998
2654 if(op->stats.food<0) { 2999 if (op->stats.food < 0)
3000 {
2655 if (op->contr->explore) { 3001 if (op->contr->explore)
3002 {
2656 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 3003 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2657 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3004 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2658 op->stats.food=999; 3005 op->stats.food = 999;
2659 return; 3006 return;
2660 } 3007 }
2661 sprintf(buf,"%s starved to death.",op->name); 3008 sprintf (buf, "%s starved to death.", &op->name);
2662 strcpy(op->contr->killer,"starvation"); 3009 strcpy (op->contr->killer, "starvation");
3010 }
3011 else
2663 } 3012 {
2664 else {
2665 if (op->contr->explore) { 3013 if (op->contr->explore)
3014 {
2666 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 3015 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2667 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3016 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2668 op->stats.hp=op->stats.maxhp; 3017 op->stats.hp = op->stats.maxhp;
2669 return; 3018 return;
2670 } 3019 }
2671 sprintf(buf,"%s died.",op->name); 3020 sprintf (buf, "%s died.", &op->name);
2672 } 3021 }
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3022 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2674 3023
2675 /* save the map location for corpse, gravestone*/ 3024 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 3025 x = op->x;
3026 y = op->y;
3027 map = op->map;
2677 3028
2678 3029
2679 if (settings.not_permadeth == TRUE) { 3030 if (settings.not_permadeth == TRUE)
3031 {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 3032 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 3033 * life if they are dead - it takes some exp and a random stat.
2682 * See the config.h file for a little more in depth detail about this. 3034 * See the config.h file for a little more in depth detail about this.
2683 */ 3035 */
2684 3036
2685 /* Basically two ways to go - remove a stat permanently, or just 3037 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 3038 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 3039 * of death.
2688 */ 3040 */
2689#ifndef COZY_SERVER 3041#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 3042 if (settings.balanced_stat_loss)
3043 {
2691 /* If stat loss is permanent, lose one stat only. */ 3044 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 3045 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 3046 more if they do. */
2694 /* Higher level characters can afford things such as potions of 3047 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 3048 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 3049 little bit harder. */
2697 /* GD */ 3050 /* GD */
2698 if (settings.stat_loss_on_death) 3051 if (settings.stat_loss_on_death)
2699 num_stats_lose = 1;
2700 else
2701 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2702 } else {
2703 num_stats_lose = 1; 3052 num_stats_lose = 1;
3053 else
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055 }
3056 else
2704 } 3057 {
3058 num_stats_lose = 1;
3059 }
2705 lost_a_stat = 0; 3060 lost_a_stat = 0;
2706 3061
2707 for (z=0; z<num_stats_lose; z++) { 3062 for (z = 0; z < num_stats_lose; z++)
3063 {
2708 i = RANDOM() % NUM_STATS; 3064 i = RANDOM () % NUM_STATS;
2709 3065
2710 if (settings.stat_loss_on_death) { 3066 if (settings.stat_loss_on_death)
3067 {
2711 /* Pick a random stat and take a point off it. Tell the player 3068 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 3069 * what he lost.
2713 */ 3070 */
2714 change_attr_value(&(op->stats), i,-1); 3071 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 3072 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 3073 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 3074 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3075 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 3076 lost_a_stat = 1;
3077 }
2720 } else { 3078 else
3079 {
2721 /* deplete a stat */ 3080 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 3081 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 3082 object *dep;
2724 3083
2725 dep = present_arch_in_ob(deparch,op); 3084 dep = present_arch_in_ob (deparch, op);
2726 if(!dep) { 3085 if (!dep)
3086 {
2727 dep = arch_to_object(deparch); 3087 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 3088 insert_ob_in_ob (dep, op);
2729 } 3089 }
2730 lose_this_stat = 1; 3090 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 3091 if (settings.balanced_stat_loss)
3092 {
2732 /* GD */ 3093 /* GD */
2733 /* Get the stat that we're about to deplete. */ 3094 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 3095 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 3096 if (this_stat < 0)
3097 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 3098 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 3099 int keep_chance = this_stat * this_stat;
3100
2738 /* Yes, I am paranoid. Sue me. */ 3101 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 3102 if (keep_chance < 1)
2740 keep_chance = 1; 3103 keep_chance = 1;
2741 3104
2742 /* There is a maximum depletion total per level. */ 3105 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 3106 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3107 {
3108 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */
3111 }
3112 else
3113 {
3114 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2744 lose_this_stat = 0; 3115 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */
2747 } else {
2748 if (random_roll(0, loss_chance + keep_chance-1,
2749 op, PREFER_LOW) < keep_chance)
2750 lose_this_stat = 0;
2751 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", 3116 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2752 this_stat, keep_chance, loss_chance, 3117 this_stat, keep_chance, loss_chance,
2753 lose_this_stat?"LOSE":"KEEP"); */ 3118 lose_this_stat?"LOSE":"KEEP"); */
2754 } 3119 }
2755 } 3120 }
2756 } 3121 }
2757 3122
2758 if (lose_this_stat) { 3123 if (lose_this_stat)
3124 {
2759 this_stat = get_attr_value(&(dep->stats), i); 3125 this_stat = get_attr_value (&(dep->stats), i);
2760 /* We could try to do something clever like find another 3126 /* We could try to do something clever like find another
2761 * stat to reduce if this fails. But chances are, if 3127 * stat to reduce if this fails. But chances are, if
2762 * stats have been depleted to -50, all are pretty low 3128 * stats have been depleted to -50, all are pretty low
2763 * and should be roughly the same, so it shouldn't make a 3129 * and should be roughly the same, so it shouldn't make a
2764 * difference. 3130 * difference.
2765 */ 3131 */
2766 if (this_stat>=-50) { 3132 if (this_stat >= -50)
3133 {
2767 change_attr_value(&(dep->stats), i, -1); 3134 change_attr_value (&(dep->stats), i, -1);
2768 SET_FLAG(dep, FLAG_APPLIED); 3135 SET_FLAG (dep, FLAG_APPLIED);
2769 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3136 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2770 fix_player(op); 3137 fix_player (op);
2771 lost_a_stat = 1; 3138 lost_a_stat = 1;
2772 } 3139 }
2773 } 3140 }
2774 } 3141 }
2775 } 3142 }
2776 /* If no stat lost, tell the player. */ 3143 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 3144 if (!lost_a_stat)
2778 { 3145 {
2779 /* determine_god() seems to not work sometimes... why is this? 3146 /* determine_god() seems to not work sometimes... why is this?
2780 Should I be using something else? GD */ 3147 Should I be using something else? GD */
2781 const char *god = determine_god(op); 3148 const char *god = determine_god (op);
3149
2782 if (god && (strcmp(god, "none"))) 3150 if (god && (strcmp (god, "none")))
2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3151 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2784 "moment you feel the holy presence of %s protecting"
2785 " you.", god);
2786 else 3152 else
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2788 " feel a holy presence protecting you."); 3154 }
3155#else
3156 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3157#endif
3158
3159 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone.
3161 */
3162 tmp = arch_to_object (archetype::find ("gravestone"));
3163 sprintf (buf, "%s's gravestone", &op->name);
3164 tmp->name = buf;
3165 sprintf (buf, "%s's gravestones", &op->name);
3166 tmp->name_pl = buf;
3167 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);
3168 tmp->msg = buf;
3169 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0);
3171
3172 /**************************************/
3173 /* */
3174 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */
3177 /* */
3178 /**************************************/
3179
3180 /* remove any poisoning and confusion the character may be suffering. */
3181 /* restore player */
3182 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op);
3184
3185 if (tmp)
3186 {
3187 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 }
3190
3191 at = archetype::find ("confusion");
3192 tmp = present_arch_in_ob (at, op);
3193 if (tmp)
3194 {
3195 tmp->destroy ();
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 }
3198
3199 cure_disease (op, 0); /* remove any disease */
3200
3201 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100)
3204 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208
3209 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if
3211 * the player has any unpaid items. If so, remove them and put them back
3212 * in the map.
3213 */
3214
3215 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op);
3217
3218 /****************************************/
3219 /* */
3220 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */
3222 /* */
3223 /****************************************/
3224
3225 enter_player_savebed (op);
3226
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0;
3231 save_player (op, 1);
3232
3233 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player.
3237 */
3238 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype;
3242
3243 if (will_kill_again)
3244 {
3245 object *force;
3246 int at;
3247
3248 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1;
3251 force->speed_left = -5.0;
3252 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100;
3256
3257 insert_ob_in_ob (force, op);
3258 fix_player (op);
3259
3260 }
3261
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3263 return;
3264 } /* NOT_PERMADETH */
3265 else
3266 {
3267 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3268 * should probably be embedded in an else statement.
3269 */
3270
3271 op->contr->party = NULL;
3272 if (settings.set_title == TRUE)
3273 op->contr->own_title[0] = '\0';
3274 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3275 check_score (op);
3276
3277 if (op->contr->ranges[range_golem])
3278 {
3279 remove_friendly_object (op->contr->ranges[range_golem]);
3280 op->contr->ranges[range_golem]->destroy ();
3281 op->contr->ranges[range_golem] = 0;
3282 }
3283
3284 loot_object (op); /* Remove some of the items for good */
3285 op->remove ();
3286 op->direction = 0;
3287
3288 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3289 {
3290 delete_character (op->name, 0);
3291 if (settings.resurrection == TRUE)
3292 {
3293 /* save playerfile sans equipment when player dies
3294 ** then save it as player.pl.dead so that future resurrection
3295 ** type spells will work on them nicely
3296 */
3297 delete_character (op->name, 0);
3298 op->stats.hp = op->stats.maxhp;
3299 op->stats.food = 999;
3300
3301 /* set the location of where the person will reappear when */
3302 /* maybe resurrection code should fix map also */
3303 strcpy (op->contr->maplevel, settings.emergency_mapname);
3304 if (op->map != NULL)
3305 op->map = NULL;
3306 op->x = settings.emergency_x;
3307 op->y = settings.emergency_y;
3308 save_player (op, 0);
3309 op->map = map;
3310 /* please see resurrection.c: peterm */
3311 dead_player (op);
2789 } 3312 }
2790#endif 3313 else
2791 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3314 delete_character (op->name, 1);
2792 " feel a holy presence protecting you from losing yourself completely.");
2793
2794 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone.
2796 */
2797 tmp=arch_to_object(find_archetype("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name);
2799 FREE_AND_COPY(tmp->name, buf);
2800 sprintf(buf,"%s's gravestones",op->name);
2801 FREE_AND_COPY(tmp->name_pl, buf);
2802 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2803 "who was killed\n"
2804 "by %s.\n",
2805 op->name, op->contr->title,
2806 op->contr->killer);
2807 tmp->msg = add_string(buf);
2808 tmp->x=op->x,tmp->y=op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0);
2810
2811 /**************************************/
2812 /* */
2813 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */
2816 /* */
2817 /**************************************/
2818
2819 /* remove any poisoning and confusion the character may be suffering.*/
2820 /* restore player */
2821 at = find_archetype("poisoning");
2822 tmp=present_arch_in_ob(at,op);
2823 if (tmp) {
2824 remove_ob(tmp);
2825 free_object(tmp);
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2827 }
2828
2829 at = find_archetype("confusion");
2830 tmp=present_arch_in_ob(at,op);
2831 if (tmp) {
2832 remove_ob(tmp);
2833 free_object(tmp);
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2835 }
2836 cure_disease(op,0); /* remove any disease */
2837 3315 }
2838 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op);
2840 if(op->stats.food < 100) op->stats.food = 900;
2841 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2844 3316
3317 play_again (op);
3318
3319 /* peterm: added to create a corpse at deathsite. */
3320 tmp = arch_to_object (archetype::find ("corpse_pl"));
3321 sprintf (buf, "%s", &op->name);
3322 tmp->name = tmp->name_pl = buf;
3323 tmp->level = op->level;
3324 tmp->x = x;
3325 tmp->y = y;
3326 tmp->msg = gravestone_text (op);
3327 SET_FLAG (tmp, FLAG_UNIQUE);
3328 insert_ob_in_map (tmp, map, NULL, 0);
3329 }
3330}
3331
3332
3333void
3334loot_object (object *op)
3335{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next;
3337
3338 if (op->container)
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container);
3341 }
3342
3343 for (tmp = op->inv; tmp != NULL; tmp = next)
3344 {
3345 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible)
3347 continue;
3348 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y;
3350 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */
3352 loot_object (tmp);
2845 /* 3353 }
2846 * Check to see if the player is in a shop. IF so, then check to see if 3354 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
2847 * the player has any unpaid items. If so, remove them and put them back
2848 * in the map.
2849 */ 3355 {
2850 3356 if (tmp->nrof > 1)
2851 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3357 {
2852 if (tmp->type == SHOP_FLOOR) { 3358 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2853 remove_unpaid_objects(op->inv, op); 3359 tmp2->destroy ();
2854 break; 3360 insert_ob_in_map (tmp, op->map, NULL, 0);
2855 } 3361 }
2856 }
2857
2858
2859 /****************************************/
2860 /* */
2861 /* Move player to his current respawn- */
2862 /* position (usually last savebed) */
2863 /* */
2864 /****************************************/
2865
2866 enter_player_savebed(op);
2867
2868 /* Save the player before inserting the force to reduce
2869 * chance of abuse.
2870 */
2871 op->contr->braced=0;
2872 save_player(op,1);
2873
2874 /* it is possible that the player has blown something up
2875 * at his savebed location, and that can have long lasting
2876 * spell effects. So first see if there is a spell effect
2877 * on the space that might harm the player.
2878 */
2879 will_kill_again=0;
2880 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2881 if (tmp->type ==SPELL_EFFECT)
2882 will_kill_again|=tmp->attacktype;
2883 }
2884 if (will_kill_again) {
2885 object *force;
2886 int at;
2887
2888 force=get_archetype(FORCE_NAME);
2889 /* 50 ticks should be enough time for the spell to abate */
2890 force->speed=0.1;
2891 force->speed_left=-5.0;
2892 SET_FLAG(force, FLAG_APPLIED);
2893 for (at=0; at<NROFATTACKS; at++) {
2894 if (will_kill_again & (1 << at))
2895 force->resist[at] = 100;
2896 }
2897 insert_ob_in_ob(force, op);
2898 fix_player(op);
2899
2900 }
2901 /**************************************/
2902 /* */
2903 /* Repaint the characters inv, and */
2904 /* stats, and show a nasty message ;) */
2905 /* */
2906 /**************************************/
2907
2908 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2909 return;
2910 } /* NOT_PERMADETH */
2911 else {
2912 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2913 * should probably be embedded in an else statement.
2914 */
2915
2916 op->contr->party=NULL;
2917 if (settings.set_title == TRUE)
2918 op->contr->own_title[0]='\0';
2919 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2920 check_score(op);
2921 if(op->contr->ranges[range_golem]!=NULL) {
2922 remove_friendly_object(op->contr->ranges[range_golem]);
2923 remove_ob(op->contr->ranges[range_golem]);
2924 free_object(op->contr->ranges[range_golem]);
2925 op->contr->ranges[range_golem]=NULL;
2926 op->contr->golem_count=0;
2927 }
2928 loot_object(op); /* Remove some of the items for good */
2929 remove_ob(op);
2930 op->direction=0;
2931
2932 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2933 delete_character(op->name,0);
2934 if (settings.resurrection == TRUE) {
2935 /* save playerfile sans equipment when player dies
2936 ** then save it as player.pl.dead so that future resurrection
2937 ** type spells will work on them nicely
2938 */
2939 delete_character(op->name,0);
2940 op->stats.hp = op->stats.maxhp;
2941 op->stats.food = 999;
2942
2943 /* set the location of where the person will reappear when */
2944 /* maybe resurrection code should fix map also */
2945 strcpy(op->contr->maplevel, settings.emergency_mapname);
2946 if(op->map!=NULL)
2947 op->map = NULL;
2948 op->x = settings.emergency_x;
2949 op->y = settings.emergency_y;
2950 save_player(op,0);
2951 op->map = map;
2952 /* please see resurrection.c: peterm */
2953 dead_player(op);
2954 } else { 3362 else
2955 delete_character(op->name,1); 3363 tmp->destroy ();
2956 } 3364 }
2957 } 3365 else
2958 play_again(op);
2959
2960 /* peterm: added to create a corpse at deathsite. */
2961 tmp=arch_to_object(find_archetype("corpse_pl"));
2962 sprintf(buf,"%s", op->name);
2963 FREE_AND_COPY(tmp->name, buf);
2964 FREE_AND_COPY(tmp->name_pl, buf);
2965 tmp->level=op->level;
2966 tmp->x=x;tmp->y=y;
2967 if (tmp->msg)
2968 free_string(tmp->msg);
2969 tmp->msg = add_string (gravestone_text(op));
2970 SET_FLAG (tmp, FLAG_UNIQUE);
2971 insert_ob_in_map (tmp, map, NULL,0);
2972 }
2973}
2974
2975
2976void loot_object(object *op) { /* Grab and destroy some treasure */
2977 object *tmp,*tmp2,*next;
2978
2979 if (op->container) { /* close open sack first */
2980 esrv_apply_container (op, op->container);
2981 }
2982
2983 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2984 next=tmp->below;
2985 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2986 remove_ob(tmp);
2987 tmp->x=op->x,tmp->y=op->y;
2988 if (tmp->type == CONTAINER) { /* empty container to ground */
2989 loot_object(tmp);
2990 }
2991 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2992 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2993 if(tmp->nrof>1) {
2994 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2995 free_object(tmp2);
2996 insert_ob_in_map(tmp,op->map,NULL,0); 3366 insert_ob_in_map (tmp, op->map, NULL, 0);
2997 } else
2998 free_object(tmp);
2999 } else
3000 insert_ob_in_map(tmp,op->map,NULL,0);
3001 } 3367 }
3002} 3368}
3003 3369
3004/* 3370/*
3005 * fix_weight(): Check recursively the weight of all players, and fix 3371 * fix_weight(): Check recursively the weight of all players, and fix
3006 * what needs to be fixed. Refresh windows and fix speed if anything 3372 * what needs to be fixed. Refresh windows and fix speed if anything
3007 * was changed. 3373 * was changed.
3008 */ 3374 */
3009 3375
3376void
3010void fix_weight(void) { 3377fix_weight (void)
3378{
3011 player *pl; 3379 player *pl;
3380
3012 for (pl = first_player; pl != NULL; pl = pl->next) { 3381 for (pl = first_player; pl != NULL; pl = pl->next)
3382 {
3013 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384
3014 if(old == sum) 3385 if (old == sum)
3015 continue; 3386 continue;
3016 fix_player(pl->ob); 3387 fix_player (pl->ob);
3017 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3388 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3018 pl->ob->name, old, sum);
3019 } 3389 }
3020} 3390}
3021 3391
3392void
3022void fix_luck(void) { 3393fix_luck (void)
3394{
3023 player *pl; 3395 player *pl;
3396
3024 for (pl = first_player; pl != NULL; pl = pl->next) 3397 for (pl = first_player; pl != NULL; pl = pl->next)
3025 if (!pl->ob->contr->state) 3398 if (!pl->ob->contr->state)
3026 change_luck(pl->ob, 0); 3399 change_luck (pl->ob, 0);
3027} 3400}
3028 3401
3029 3402
3030/* cast_dust() - handles op throwing objects of type 'DUST'. 3403/* cast_dust() - handles op throwing objects of type 'DUST'.
3031 * This is much simpler in the new spell code - we basically 3404 * This is much simpler in the new spell code - we basically
3032 * just treat this as any other spell casting object. 3405 * just treat this as any other spell casting object.
3033 */ 3406 */
3034 3407
3035void 3408void
3036cast_dust (object * op, object * throw_ob, int dir) 3409cast_dust (object *op, object *throw_ob, int dir)
3037{ 3410{
3038 object *skop, *spob; 3411 object *skop, *spob;
3039 3412
3040 skop = find_skill_by_name (op, throw_ob->skill); 3413 skop = find_skill_by_name (op, throw_ob->skill);
3041 3414
3042 /* casting POTION 'dusts' is really a use_magic_item skill */ 3415 /* casting POTION 'dusts' is really a use_magic_item skill */
3043 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3416 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3044 { 3417 {
3045 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3418 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3046 op->name);
3047 return; 3419 return;
3048 } 3420 }
3049 3421
3050 spob = throw_ob->inv; 3422 spob = throw_ob->inv;
3051 3423
3052 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3424 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3053 // not pass NULL to cast_spell (which did indeed check itself, but 3425 // not pass NULL to cast_spell (which did indeed check itself, but
3054 // errors should be reported as early as possible IMHO) 3426 // errors should be reported as early as possible IMHO)
3055 if (!spob) 3427 if (!spob)
3056 { 3428 {
3057 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3429 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3058 throw_ob->name, op->name);
3059 return; 3430 return;
3060 } 3431 }
3061 3432
3062 if (op->type == PLAYER) 3433 if (op->type == PLAYER)
3063 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3434 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3064 3435
3065 cast_spell (op, throw_ob, dir, spob, NULL); 3436 cast_spell (op, throw_ob, dir, spob, NULL);
3066 3437
3067 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3438 throw_ob->destroy ();
3068 remove_ob (throw_ob);
3069 free_object (throw_ob);
3070} 3439}
3071 3440
3441void
3072void make_visible (object *op) { 3442make_visible (object *op)
3443{
3073 op->hide = 0; 3444 op->hide = 0;
3074 op->invisible = 0; 3445 op->invisible = 0;
3075 if(op->type==PLAYER) { 3446 if (op->type == PLAYER)
3447 {
3076 op->contr->tmp_invis = 0; 3448 op->contr->tmp_invis = 0;
3077 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3449 op->contr->invis_race = 0;
3078 } 3450 }
3079 update_object(op,UP_OBJ_FACE); 3451 update_object (op, UP_OBJ_FACE);
3080} 3452}
3081 3453
3454int
3082int is_true_undead(object *op) { 3455is_true_undead (object *op)
3456{
3083 object *tmp=NULL; 3457 object *tmp = NULL;
3084 3458
3085 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3460 return 1;
3086 3461
3087 if(op->type==PLAYER) 3462 if (op->type == PLAYER)
3088 for(tmp=op->inv;tmp;tmp=tmp->below) 3463 for (tmp = op->inv; tmp; tmp = tmp->below)
3089 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3464 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3090 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3465 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3466 return 1;
3091 return 0; 3467 return 0;
3092} 3468}
3093 3469
3094/* look at the surrounding terrain to determine 3470/* look at the surrounding terrain to determine
3095 * the hideability of this object. Positive levels 3471 * the hideability of this object. Positive levels
3096 * indicate greater hideability. 3472 * indicate greater hideability.
3097 */ 3473 */
3098 3474
3475int
3099int hideability(object *ob) { 3476hideability (object *ob)
3477{
3100 int i,level=0, mflag; 3478 int i, level = 0, mflag;
3101 sint16 x,y; 3479 sint16 x, y;
3102 3480
3103 if(!ob||!ob->map) return 0; 3481 if (!ob || !ob->map)
3482 return 0;
3104 3483
3105 /* so, on normal lighted maps, its hard to hide */ 3484 /* so, on normal lighted maps, its hard to hide */
3106 level=ob->map->darkness - 2; 3485 level = ob->map->darkness - 2;
3107 3486
3108 /* this also picks up whether the object is glowing. 3487 /* this also picks up whether the object is glowing.
3109 * If you carry a light on a non-dark map, its not 3488 * If you carry a light on a non-dark map, its not
3110 * as bad as carrying a light on a pitch dark map */ 3489 * as bad as carrying a light on a pitch dark map */
3111 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3490 if (has_carried_lights (ob))
3491 level = -(10 + (2 * ob->map->darkness));
3112 3492
3113 /* scan through all nearby squares for terrain to hide in */ 3493 /* scan through all nearby squares for terrain to hide in */
3114 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3494 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3495 {
3115 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3496 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3116 if (mflag & P_OUT_OF_MAP) { continue; } 3497 if (mflag & P_OUT_OF_MAP)
3498 {
3499 continue;
3500 }
3117 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3501 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3118 level += 2; 3502 level += 2;
3119 else /* open terrain! */ 3503 else /* open terrain! */
3120 level -= 1; 3504 level -= 1;
3121 } 3505 }
3122 3506
3123#if 0 3507#if 0
3124 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3508 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3125#endif 3509#endif
3126 return level; 3510 return level;
3127} 3511}
3128 3512
3129/* For Hidden creatures - a chance of becoming 'unhidden' 3513/* For Hidden creatures - a chance of becoming 'unhidden'
3130 * every time they move - as we subtract off 'invisibility' 3514 * every time they move - as we subtract off 'invisibility'
3131 * AND, for players, if they move into a ridiculously unhideable 3515 * AND, for players, if they move into a ridiculously unhideable
3132 * spot (surrounded by clear terrain in broad daylight). -b.t. 3516 * spot (surrounded by clear terrain in broad daylight). -b.t.
3133 */ 3517 */
3134 3518
3519void
3135void do_hidden_move (object *op) { 3520do_hidden_move (object *op)
3521{
3136 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3522 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3137 object *skop; 3523 object *skop;
3138 3524
3139 if(!op || !op->map) return; 3525 if (!op || !op->map)
3526 return;
3140 3527
3141 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3528 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3142 3529
3143 /* its *extremely* hard to run and sneak/hide at the same time! */ 3530 /* its *extremely* hard to run and sneak/hide at the same time! */
3144 if(op->type==PLAYER && op->contr->run_on) { 3531 if (op->type == PLAYER && op->contr->run_on)
3532 {
3145 if(!skop || num >= skop->level) { 3533 if (!skop || num >= skop->level)
3534 {
3146 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3535 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3147 make_visible(op); 3536 make_visible (op);
3148 return; 3537 return;
3538 }
3539 else
3149 } else num += 20; 3540 num += 20;
3150 } 3541 }
3151 num += op->map->difficulty; 3542 num += op->map->difficulty;
3152 hide = hideability(op); /* modify by terrain hidden level */ 3543 hide = hideability (op); /* modify by terrain hidden level */
3153 num -= hide; 3544 num -= hide;
3154 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3545 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3546 {
3155 make_visible(op); 3547 make_visible (op);
3156 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3548 if (op->type == PLAYER)
3157 "You moved out of hiding! You are visible!"); 3549 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3158 } 3550 }
3159 else if (op->type == PLAYER && skop) { 3551 else if (op->type == PLAYER && skop)
3552 {
3160 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3553 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3161 } 3554 }
3162} 3555}
3163 3556
3164/* determine if who is standing near a hostile creature. */ 3557/* determine if who is standing near a hostile creature. */
3165 3558
3559int
3166int stand_near_hostile( object *who ) { 3560stand_near_hostile (object *who)
3561{
3167 object *tmp=NULL; 3562 object *tmp = NULL;
3168 int i,friendly=0,player=0, mflags; 3563 int i, friendly = 0, player = 0, mflags;
3169 mapstruct *m; 3564 maptile *m;
3170 sint16 x,y; 3565 sint16 x, y;
3171 3566
3172 if(!who) return 0; 3567 if (!who)
3568 return 0;
3173 3569
3174 if(who->type==PLAYER) player=1; 3570 if (who->type == PLAYER)
3571 player = 1;
3572
3573 else
3175 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3574 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3176 3575
3177 /* search adjacent squares */ 3576 /* search adjacent squares */
3178 for(i=1;i<9;i++) { 3577 for (i = 1; i < 9; i++)
3578 {
3179 x = who->x+freearr_x[i]; 3579 x = who->x + freearr_x[i];
3180 y = who->y+freearr_y[i]; 3580 y = who->y + freearr_y[i];
3181 m = who->map; 3581 m = who->map;
3182 mflags = get_map_flags(m, &m, x, y, &x, &y); 3582 mflags = get_map_flags (m, &m, x, y, &x, &y);
3183 /* space must be blocked if there is a monster. If not 3583 /* space must be blocked if there is a monster. If not
3184 * blocked, don't need to check this space. 3584 * blocked, don't need to check this space.
3185 */ 3585 */
3186 if (mflags & P_OUT_OF_MAP) continue; 3586 if (mflags & P_OUT_OF_MAP)
3587 continue;
3187 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3588 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3188 3589 continue;
3590
3189 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3591 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3190 if((player||friendly) 3592 {
3191 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3593 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3594 return 1;
3595 else if (tmp->type == PLAYER)
3596 {
3597 /*don't let a hidden DM prevent you from hiding */
3598 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3192 return 1; 3599 return 1;
3193 else if(tmp->type==PLAYER)
3194 {
3195 /*don't let a hidden DM prevent you from hiding*/
3196 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3197 return 1;
3198 } 3600 }
3199 } 3601 }
3200 } 3602 }
3201 return 0; 3603 return 0;
3202} 3604}
3203 3605
3204/* check the player los field for viewability of the 3606/* check the player los field for viewability of the
3205 * object op. This function works fine for monsters, 3607 * object op. This function works fine for monsters,
3206 * but we dont worry if the object isnt the top one in 3608 * but we dont worry if the object isnt the top one in
3213 * for them to differ. Sigh, this fctn could get a bit more complex. 3615 * for them to differ. Sigh, this fctn could get a bit more complex.
3214 * -b.t. 3616 * -b.t.
3215 * This function is now map tiling safe. 3617 * This function is now map tiling safe.
3216 */ 3618 */
3217 3619
3620int
3218int player_can_view (object *pl,object *op) { 3621player_can_view (object *pl, object *op)
3622{
3219 rv_vector rv; 3623 rv_vector rv;
3220 int dx,dy; 3624 int dx, dy;
3221 3625
3222 if(pl->type!=PLAYER) { 3626 if (pl->type != PLAYER)
3627 {
3223 LOG(llevError,"player_can_view() called for non-player object\n"); 3628 LOG (llevError, "player_can_view() called for non-player object\n");
3224 return -1; 3629 return -1;
3225 } 3630 }
3226 if (!pl || !op) return 0; 3631 if (!pl || !op)
3227
3228 if(op->head) { op = op->head; }
3229 get_rangevector(pl, op, &rv, 0x1);
3230
3231 /* starting with the 'head' part, lets loop
3232 * through the object and find if it has any
3233 * part that is in the los array but isnt on
3234 * a blocked los square.
3235 * we use the archetype to figure out offsets.
3236 */
3237 while(op) {
3238 dx = rv.distance_x + op->arch->clone.x;
3239 dy = rv.distance_y + op->arch->clone.y;
3240
3241 /* only the viewable area the player sees is updated by LOS
3242 * code, so we need to restrict ourselves to that range of values
3243 * for any meaningful values.
3244 */
3245 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3246 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3247 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3248 return 1;
3249 op = op->more;
3250 }
3251 return 0; 3632 return 0;
3633
3634 if (op->head)
3635 {
3636 op = op->head;
3637 }
3638 get_rangevector (pl, op, &rv, 0x1);
3639
3640 /* starting with the 'head' part, lets loop
3641 * through the object and find if it has any
3642 * part that is in the los array but isnt on
3643 * a blocked los square.
3644 * we use the archetype to figure out offsets.
3645 */
3646 while (op)
3647 {
3648 dx = rv.distance_x + op->arch->clone.x;
3649 dy = rv.distance_y + op->arch->clone.y;
3650
3651 /* only the viewable area the player sees is updated by LOS
3652 * code, so we need to restrict ourselves to that range of values
3653 * for any meaningful values.
3654 */
3655 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3656 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3657 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3658 return 1;
3659 op = op->more;
3660 }
3661 return 0;
3252} 3662}
3253 3663
3254/* routine for both players and monsters. We call this when 3664/* routine for both players and monsters. We call this when
3255 * there is a possibility for our action distrubing our hiding 3665 * there is a possibility for our action distrubing our hiding
3256 * place or invisiblity spell. Artefact invisiblity is not 3666 * place or invisiblity spell. Artefact invisiblity is not
3257 * effected by this. If we arent invisible to begin with, we 3667 * effected by this. If we arent invisible to begin with, we
3258 * return 0. 3668 * return 0.
3259 */ 3669 */
3670int
3260int action_makes_visible (object *op) { 3671action_makes_visible (object *op)
3672{
3261 3673
3262 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3674 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3675 {
3263 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3676 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3264 return 0; 3677 return 0;
3265 3678
3266 if (op->contr && op->contr->tmp_invis == 0) return 0; 3679 if (op->contr && op->contr->tmp_invis == 0)
3680 return 0;
3267 3681
3268 /* If monsters, they should become visible */ 3682 /* If monsters, they should become visible */
3269 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3683 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3684 {
3270 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3685 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3271 return 1; 3686 return 1;
3272 } 3687 }
3273 } 3688 }
3274 return 0; 3689 return 0;
3275} 3690}
3276 3691
3277/* op_on_battleground - checks if the given object op (usually 3692/* op_on_battleground - checks if the given object op (usually
3278 * a player) is standing on a valid battleground-tile, 3693 * a player) is standing on a valid battleground-tile,
3279 * function returns TRUE/FALSE. If true x, y returns the battleground 3694 * function returns TRUE/FALSE. If true x, y returns the battleground
3280 * -exit-coord. (and if x, y not NULL) 3695 * -exit-coord. (and if x, y not NULL)
3281 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3696 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3282 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3697 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3283 * Default is to do the same as before, so only people wanting to have different points need worry about this 3698 * Default is to do the same as before, so only people wanting to have different points need worry about this
3284 */ 3699 */
3700int
3285int op_on_battleground (object *op, int *x, int *y) { 3701op_on_battleground (object *op, int *x, int *y)
3702{
3286 object *tmp; 3703 object *tmp;
3287 3704
3288 /* A battleground-tile needs the following attributes to be valid: 3705 /* A battleground-tile needs the following attributes to be valid:
3289 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3706 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3290 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3707 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3291 * and the exit-coordinates sp/hp must both be > 0. 3708 * and the exit-coordinates sp/hp must both be > 0.
3292 * => The intention here is to prevent abuse of the battleground- 3709 * => The intention here is to prevent abuse of the battleground-
3293 * feature (like pickable or hidden battleground tiles). */ 3710 * feature (like pickable or hidden battleground tiles). */
3294 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3711 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3712 {
3295 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3713 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3714 {
3296 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3715 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3297 strcmp(tmp->name, "battleground")==0 && 3716 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3298 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3717 {
3299 /*before we assign the exit, check if this is a teambattle*/ 3718 /*before we assign the exit, check if this is a teambattle */
3300 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3719 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3720 {
3301 object *invtmp; 3721 object *invtmp;
3722
3302 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3723 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3303 if(invtmp->type==FORCE && invtmp->slaying && 3724 {
3304 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3725 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3726 {
3305 if (x != NULL && y != NULL) 3727 if (x != NULL && y != NULL)
3306 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3728 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3307 return 1; 3729 return 1;
3730 }
3308 } 3731 }
3309 } 3732 }
3310 }
3311 if (x != NULL && y != NULL) 3733 if (x != NULL && y != NULL)
3312 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3734 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3313 return 1; 3735 return 1;
3736 }
3314 } 3737 }
3315 }
3316 } 3738 }
3317 /* If we got here, did not find a battleground */ 3739 /* If we got here, did not find a battleground */
3318 return 0; 3740 return 0;
3319} 3741}
3320 3742
3321/* 3743/*
3325 * attributes: 3747 * attributes:
3326 * object *who the dragon player 3748 * object *who the dragon player
3327 * int atnr the attack-number of the ability focus 3749 * int atnr the attack-number of the ability focus
3328 * int level ability level 3750 * int level ability level
3329 */ 3751 */
3752void
3330void dragon_ability_gain(object *who, int atnr, int level) { 3753dragon_ability_gain (object *who, int atnr, int level)
3754{
3331 treasurelist *trlist = NULL; /* treasurelist */ 3755 treasurelist *trlist = NULL; /* treasurelist */
3332 treasure *tr; /* treasure */ 3756 treasure *tr; /* treasure */
3333 object *tmp,*skop; /* tmp. object */ 3757 object *tmp, *skop; /* tmp. object */
3334 object *item; /* treasure object */ 3758 object *item; /* treasure object */
3335 char buf[MAX_BUF]; /* tmp. string buffer */ 3759 char buf[MAX_BUF]; /* tmp. string buffer */
3336 int i=0, j=0; 3760 int i = 0, j = 0;
3337 3761
3338 /* get the appropriate treasurelist */ 3762 /* get the appropriate treasurelist */
3339 if (atnr == ATNR_FIRE) 3763 if (atnr == ATNR_FIRE)
3340 trlist = find_treasurelist("dragon_ability_fire"); 3764 trlist = find_treasurelist ("dragon_ability_fire");
3341 else if (atnr == ATNR_COLD) 3765 else if (atnr == ATNR_COLD)
3342 trlist = find_treasurelist("dragon_ability_cold"); 3766 trlist = find_treasurelist ("dragon_ability_cold");
3343 else if (atnr == ATNR_ELECTRICITY) 3767 else if (atnr == ATNR_ELECTRICITY)
3344 trlist = find_treasurelist("dragon_ability_elec"); 3768 trlist = find_treasurelist ("dragon_ability_elec");
3345 else if (atnr == ATNR_POISON) 3769 else if (atnr == ATNR_POISON)
3346 trlist = find_treasurelist("dragon_ability_poison"); 3770 trlist = find_treasurelist ("dragon_ability_poison");
3347 3771
3348 if (trlist == NULL || who->type != PLAYER) 3772 if (trlist == NULL || who->type != PLAYER)
3773 return;
3774
3775 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3776
3777 if (tr == NULL || tr->item == NULL)
3778 {
3779 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3780 return;
3781 }
3782
3783 /* everything seems okay - now bring on the gift: */
3784 item = &(tr->item->clone);
3785
3786 if (item->type == SPELL)
3787 {
3788 if (check_spell_known (who, item->name))
3349 return; 3789 return;
3350 3790
3351 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3791 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3352 tr = tr->next, i++); 3792 do_learn_spell (who, item, 0);
3353 3793 return;
3354 if (tr == NULL || tr->item == NULL) { 3794 }
3355 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3795
3796 /* grant direct spell */
3797 if (item->type == SPELLBOOK)
3798 {
3799 if (!item->inv)
3800 {
3801 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3802 return;
3803 }
3804 if (check_spell_known (who, item->inv->name))
3356 return; 3805 return;
3357 }
3358
3359 /* everything seems okay - now bring on the gift: */
3360 item = &(tr->item->clone);
3361
3362 if (item->type == SPELL) {
3363 if (check_spell_known (who, item->name))
3364 return;
3365
3366 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3367 do_learn_spell (who, item, 0);
3368 return;
3369 }
3370
3371 /* grant direct spell */
3372 if (item->type == SPELLBOOK) {
3373 if (!item->inv) {
3374 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3375 item->name);
3376 return;
3377 }
3378 if (check_spell_known (who, item->inv->name))
3379 return;
3380 if (item->invisible) { 3806 if (item->invisible)
3807 {
3381 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3808 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3382 do_learn_spell (who, item->inv, 0); 3809 do_learn_spell (who, item->inv, 0);
3383 return; 3810 return;
3384 } 3811 }
3385 } 3812 }
3386 else if (item->type == SKILL_TOOL && item->invisible) { 3813 else if (item->type == SKILL_TOOL && item->invisible)
3814 {
3387 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3815 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3816 {
3388 3817
3389 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3818 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3390 * in this way, if the player is missing any of the attacktypes, he gets 3819 * in this way, if the player is missing any of the attacktypes, he gets
3391 * them. As it is now, if the player has any that match the granted skill, 3820 * them. As it is now, if the player has any that match the granted skill,
3392 * but not all of them, he gets nothing. 3821 * but not all of them, he gets nothing.
3393 */ 3822 */
3394 if (!(skop->attacktype & item->attacktype)) { 3823 if (!(skop->attacktype & item->attacktype))
3824 {
3395 /* Give new attacktype */ 3825 /* Give new attacktype */
3396 skop->attacktype |= item->attacktype; 3826 skop->attacktype |= item->attacktype;
3397 3827
3398 /* always add physical if there's none */ 3828 /* always add physical if there's none */
3399 skop->attacktype |= AT_PHYSICAL; 3829 skop->attacktype |= AT_PHYSICAL;
3400 3830
3401 if (item->msg != NULL) 3831 if (item->msg != NULL)
3402 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3832 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3403 3833
3404 /* Give player new face */ 3834 /* Give player new face */
3405 if (item->animation_id) { 3835 if (item->animation_id)
3836 {
3406 who->face = skop->face; 3837 who->face = skop->face;
3407 who->animation_id = item->animation_id; 3838 who->animation_id = item->animation_id;
3408 who->anim_speed = item->anim_speed; 3839 who->anim_speed = item->anim_speed;
3409 who->last_anim = 0; 3840 who->last_anim = 0;
3410 who->state = 0; 3841 who->state = 0;
3411 animate_object(who, who->direction); 3842 animate_object (who, who->direction);
3412 } 3843 }
3413 } 3844 }
3414 } 3845 }
3415 } 3846 }
3416 else if (item->type == FORCE) { 3847 else if (item->type == FORCE)
3848 {
3417 /* forces in the treasurelist can alter the player's stats */ 3849 /* forces in the treasurelist can alter the player's stats */
3418 object *skin; 3850 object *skin;
3851
3419 /* first get the dragon skin force */ 3852 /* first get the dragon skin force */
3420 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3853 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3421 skin=skin->below);
3422 if (skin == NULL) return; 3854 if (skin == NULL)
3423 3855 return;
3856
3424 /* adding new spellpath attunements */ 3857 /* adding new spellpath attunements */
3425 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 {
3426 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3860 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3427 3861
3428 /* print message */ 3862 /* print message */
3429 sprintf(buf, "You feel attuned to "); 3863 sprintf (buf, "You feel attuned to ");
3430 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3864 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3865 {
3431 if(item->path_attuned & (1<<i)) { 3866 if (item->path_attuned & (1 << i))
3867 {
3432 if (j) 3868 if (j)
3433 strcat(buf," and "); 3869 strcat (buf, " and ");
3434 else 3870 else
3435 j = 1; 3871 j = 1;
3436 strcat(buf, spellpathnames[i]); 3872 strcat (buf, spellpathnames[i]);
3437 } 3873 }
3438 } 3874 }
3439 strcat(buf,"."); 3875 strcat (buf, ".");
3440 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3876 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3441 } 3877 }
3442 3878
3443 /* evtl. adding flags: */ 3879 /* evtl. adding flags: */
3444 if(QUERY_FLAG(item, FLAG_XRAYS)) 3880 if (QUERY_FLAG (item, FLAG_XRAYS))
3445 SET_FLAG(skin, FLAG_XRAYS); 3881 SET_FLAG (skin, FLAG_XRAYS);
3446 if(QUERY_FLAG(item, FLAG_STEALTH)) 3882 if (QUERY_FLAG (item, FLAG_STEALTH))
3447 SET_FLAG(skin, FLAG_STEALTH); 3883 SET_FLAG (skin, FLAG_STEALTH);
3448 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3884 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3449 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3885 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3450 3886
3451 /* print message if there is one */ 3887 /* print message if there is one */
3452 if (item->msg != NULL) 3888 if (item->msg != NULL)
3453 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3889 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3890 }
3891 else
3454 } 3892 {
3455 else {
3456 /* generate misc. treasure */ 3893 /* generate misc. treasure */
3457 tmp = arch_to_object (tr->item); 3894 tmp = arch_to_object (tr->item);
3458 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3895 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3459 tmp = insert_ob_in_ob (tmp, who); 3896 tmp = insert_ob_in_ob (tmp, who);
3460 if (who->type == PLAYER) 3897 if (who->type == PLAYER)
3461 esrv_send_item(who, tmp); 3898 esrv_send_item (who, tmp);
3462 } 3899 }
3463} 3900}
3464 3901
3465/** 3902/**
3466 * Unready an object for a player. This function does nothing if the object was 3903 * Unready an object for a player. This function does nothing if the object was
3467 * not readied. 3904 * not readied.
3468 */ 3905 */
3906void
3469void player_unready_range_ob(player *pl, object *ob) { 3907player_unready_range_ob (player *pl, object *ob)
3908{
3470 rangetype i; 3909 rangetype i;
3471 3910
3472 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3911 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3912 {
3473 if (pl->ranges[i] == ob) { 3913 if (pl->ranges[i] == ob)
3914 {
3474 pl->ranges[i] = NULL; 3915 pl->ranges[i] = NULL;
3475 if (pl->shoottype == i) { 3916 if (pl->shoottype == i)
3917 {
3476 pl->shoottype = range_none; 3918 pl->shoottype = range_none;
3477 } 3919 }
3478 } 3920 }
3479 } 3921 }
3480} 3922}

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