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Comparing deliantra/server/server/player.C (file contents):
Revision 1.15 by root, Mon Sep 4 11:08:00 2006 UTC vs.
Revision 1.37 by root, Thu Dec 14 02:37:37 2006 UTC

1/*
2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.15 2006/09/04 11:08:00 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The author can be reached via e-mail to crossfire-devel@real-time.com 21 The author can be reached via e-mail to <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
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.
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 * 208static player *
203get_player (player * p) 209get_player (player *p)
204{ 210{
205 object *op = arch_to_object (get_player_archetype (NULL)); 211 object *op = arch_to_object (get_player_archetype (NULL));
206 int i; 212 int i;
207 213
208 if (!p) 214 if (!p)
214 * 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
215 * that needs to be done except for things like output of 221 * that needs to be done except for things like output of
216 * 'who'. 222 * 'who'.
217 */ 223 */
218 player *tmp = first_player; 224 player *tmp = first_player;
225
219 while (tmp != NULL && tmp->next != NULL) 226 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next; 227 tmp = tmp->next;
221 if (tmp != NULL) 228 if (tmp != NULL)
222 tmp->next = p; 229 tmp->next = p;
223 else 230 else
224 first_player = p; 231 first_player = p;
225 232
226 p->next = NULL; 233 p->next = NULL;
227 } 234 }
228 235
229 /* Clears basically the entire player structure except 236 /* Clears basically the entire player structure except
230 * for next and socket. 237 * for next and socket.
231 */ 238 */
232 memset (static_cast<player_pod *>(p), 0, sizeof (player_pod)); 239 p->clear ();
233 p->attachable_clear ();
234 240
235 /* There are some elements we want initialized to non zero value - 241 /* There are some elements we want initialized to non zero value -
236 * we deal with that below this point. 242 * we deal with that below this point.
237 */ 243 */
238 p->party = NULL; 244 p->party = NULL;
239 p->outputs_sync = 16; /* Every 2 seconds */ 245 p->outputs_sync = 16; /* Every 2 seconds */
240 p->outputs_count = 8; /* Keeps present behaviour */ 246 p->outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 247 p->unapply = unapply_nochoice;
242 p->Swap_First = -1; 248 p->Swap_First = -1;
243 249
244#ifdef AUTOSAVE 250#ifdef AUTOSAVE
245 p->last_save_tick = 9999999; 251 p->last_save_tick = 9999999;
246#endif 252#endif
247 253
248 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
249 255
250 op->contr = p; /* this aren't yet in archetype */ 256 op->contr = p; /* this aren't yet in archetype */
251 p->ob = op; 257 p->ob = op;
252 op->speed_left = 0.5; 258 op->speed_left = 0.5;
253 op->speed = 1.0; 259 op->speed = 1.0;
254 op->direction = 5; /* So player faces south */ 260 op->direction = 5; /* So player faces south */
255 op->stats.wc = 2; 261 op->stats.wc = 2;
256 op->run_away = 25; /* Then we panick... */ 262 op->run_away = 25; /* Then we panick... */
257 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 */
258 264
259 roll_stats (op); 265 roll_stats (op);
260 p->state = ST_ROLL_STAT; 266 p->state = ST_ROLL_STAT;
261 clear_los (op); 267 clear_los (op);
262 268
266 p->bowtype = bow_normal; 272 p->bowtype = bow_normal;
267 p->petmode = pet_normal; 273 p->petmode = pet_normal;
268 p->listening = 10; 274 p->listening = 10;
269 p->usekeys = containers; 275 p->usekeys = containers;
270 p->last_weapon_sp = -1; 276 p->last_weapon_sp = -1;
271 p->peaceful = 1; /* default peaceful */ 277 p->peaceful = 1; /* default peaceful */
272 p->do_los = 1; 278 p->do_los = 1;
273 p->explore = 0; 279 p->explore = 0;
274 p->no_shout = 0; /* default can shout */ 280 p->no_shout = 0; /* default can shout */
275 281
276 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 282 assign (p->title, op->arch->clone.name);
277 p->title[sizeof (p->title) - 1] = '\0';
278 op->race = op->arch->clone.race; 283 op->race = op->arch->clone.race;
279 284
280 CLEAR_FLAG (op, FLAG_READY_SKILL); 285 CLEAR_FLAG (op, FLAG_READY_SKILL);
281 286
282 /* we need to clear these to -1 and not zero - otherwise, 287 /* we need to clear these to -1 and not zero - otherwise,
300 p->socket.look_position = 0; 305 p->socket.look_position = 0;
301 return p; 306 return p;
302} 307}
303 308
304/* 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
305static void set_first_map(object *op) 311set_first_map (object *op)
306{ 312{
307 strcpy(op->contr->maplevel, first_map_path); 313 strcpy (op->contr->maplevel, first_map_path);
308 op->x = -1; 314 op->x = -1;
309 op->y = -1; 315 op->y = -1;
310 enter_exit(op, NULL); 316 enter_exit (op, NULL);
311} 317}
312 318
313/* Tries to add player on the connection passwd in ns. 319/* Tries to add player on the connection passwd in ns.
314 * All we can really get in this is some settings like host and display 320 * All we can really get in this is some settings like host and display
315 * mode. 321 * mode.
316 */ 322 */
317 323
318int add_player(NewSocket *ns) { 324int
325add_player (client_socket * ns)
326{
319 player *p; 327 player *p;
320 328
321 p=get_player(NULL); 329 p = get_player (NULL);
322 p->socket = *ns; 330 p->socket = *ns;
323 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
324 if(p->socket.faces_sent == NULL) 333 if (p->socket.faces_sent == NULL)
325 fatal(OUT_OF_MEMORY); 334 fatal (OUT_OF_MEMORY);
335
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared. 337 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data 338 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket. 339 * on the uncoming socket.
330 */ 340 */
341 //TODO socket copying is EVIL, do not do this
331 p->socket.inbuf.len = 0; 342 p->socket.inbuf_len = 0;
332 set_first_map(p->ob); 343 set_first_map (p->ob);
333 344
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob); 346 add_friendly_object (p->ob);
336 send_rules(p->ob); 347 send_rules (p->ob);
337 send_news(p->ob); 348 send_news (p->ob);
338 display_motd(p->ob); 349 display_motd (p->ob);
339 get_name(p->ob); 350 get_name (p->ob);
351
340 return 0; 352 return 0;
341} 353}
342 354
343/* 355/*
344 * get_player_archetype() return next player archetype from archetype 356 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 357 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 358 * Note: there MUST be at least one player archetype!
347 */ 359 */
360archetype *
348archetype *get_player_archetype(archetype* at) 361get_player_archetype (archetype *at)
349{ 362{
350 archetype *start = at; 363 archetype *start = at;
364
351 for (;;) { 365 for (;;)
366 {
352 if (at==NULL || at->next==NULL) 367 if (at == NULL || at->next == NULL)
353 at=first_archetype; 368 at = first_archetype;
354 else 369 else
355 at=at->next; 370 at = at->next;
356 if(at->clone.type==PLAYER) 371 if (at->clone.type == PLAYER)
357 return at; 372 return at;
358 if (at == start) { 373 if (at == start)
374 {
359 LOG (llevError, "No Player archetypes\n"); 375 LOG (llevError, "No Player archetypes\n");
360 exit (-1); 376 exit (-1);
361 } 377 }
362 } 378 }
363} 379}
364 380
365 381
382object *
366object *get_nearest_player(object *mon) { 383get_nearest_player (object *mon)
384{
367 object *op = NULL; 385 object *op = NULL;
368 player *pl = NULL; 386 player *pl = NULL;
369 objectlink *ol; 387 objectlink *ol;
370 unsigned lastdist; 388 unsigned lastdist;
371 rv_vector rv; 389 rv_vector rv;
372 390
373 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 {
374 /* 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
375 * does periodically happen. Given that, lets deal with it. 394 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly 395 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop. 396 * list is also free, so encapsulate this in a while loop.
378 */ 397 */
379 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 {
380 object *tmp=ol->ob; 400 object *tmp = ol->ob;
381 401
382 /* 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
383 * itself will have been cleared. 403 * itself will have been cleared.
384 */ 404 */
385 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");
386 ol = ol->next; 406 ol = ol->next;
387 remove_friendly_object(tmp); 407 remove_friendly_object (tmp);
408 if (!ol)
388 if (!ol) return op; 409 return op;
389 } 410 }
390 411
391 /* 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
392 * 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
393 * complicated method of state checking would be needed in any case - 414 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would 415 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove 416 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this 417 * on_same_map check, as can_detect_enemy also does this
397 */ 418 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 419 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 420 continue;
400 421
401 if(lastdist>rv.distance) { 422 if (lastdist > rv.distance)
423 {
402 op=ol->ob; 424 op = ol->ob;
403 lastdist=rv.distance; 425 lastdist = rv.distance;
404 } 426 }
405 } 427 }
406 for (pl=first_player; pl != NULL; pl=pl->next) { 428 for (pl = first_player; pl != NULL; pl = pl->next)
429 {
407 if (can_detect_enemy(mon, pl->ob,&rv)) { 430 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
408 432
409 if(lastdist>rv.distance) { 433 if (lastdist > rv.distance)
434 {
410 op=pl->ob; 435 op = pl->ob;
411 lastdist=rv.distance; 436 lastdist = rv.distance;
412 } 437 }
413 } 438 }
414 } 439 }
415#if 0 440#if 0
416 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)");
417#endif 442#endif
418 return op; 443 return op;
419} 444}
420 445
421/* 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
422 * 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
423 * detour a monster will take from the direction path when looking 448 * detour a monster will take from the direction path when looking
460 * monster can in fact move one space in that direction. 485 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 486 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 487 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 488 * is blocking itself.
464 */ 489 */
490int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 491path_to_player (object *mon, object *pl, unsigned mindiff)
492{
466 rv_vector rv; 493 rv_vector rv;
467 sint16 x,y; 494 sint16 x, y;
468 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;
469 mapstruct *m ,*lastmap; 496 maptile *m, *lastmap;
470 497
471 get_rangevector(mon, pl, &rv, 0); 498 get_rangevector (mon, pl, &rv, 0);
472 499
473 if (rv.distance<mindiff) return 0; 500 if (rv.distance < mindiff)
501 return 0;
474 502
475 x=mon->x; 503 x = mon->x;
476 y=mon->y; 504 y = mon->y;
477 m=mon->map; 505 m = mon->map;
478 dir = rv.direction; 506 dir = rv.direction;
479 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 */
480 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);
481 /* 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. */
482 if (diff>max) return 0; 510 if (diff > max)
511 return 0;
483 while (diff >1 && max>0) { 512 while (diff > 1 && max > 0)
513 {
484 lastx = x; 514 lastx = x;
485 lasty = y; 515 lasty = y;
486 lastmap = m; 516 lastmap = m;
487 x = lastx + freearr_x[dir]; 517 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir]; 518 y = lasty + freearr_y[dir];
489 519
490 mflags = get_map_flags(m, &m, x, y, &x, &y); 520 mflags = get_map_flags (m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 521 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
492 522
493 /* Space is blocked - try changing direction a little */ 523 /* Space is blocked - try changing direction a little */
494 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))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) { 525 && (m == mon->map && blocked_link (mon, m, x, y))))
526 {
496 /* recalculate direction from last good location. Possible 527 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before. 528 * we were not traversing ideal location before.
498 */ 529 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 530 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) { 531 if (rv.direction != dir)
532 {
501 /* OK - says direction should be different - lets reset the 533 /* OK - says direction should be different - lets reset the
502 * the values so it will try again. 534 * the values so it will try again.
503 */ 535 */
504 x = lastx; 536 x = lastx;
505 y = lasty; 537 y = lasty;
506 m = lastmap; 538 m = lastmap;
507 dir = firstdir = rv.direction; 539 dir = firstdir = rv.direction;
540 }
508 } else { 541 else
542 {
509 /* direct path is blocked - try taking a side step to 543 /* direct path is blocked - try taking a side step to
510 * either the left or right. 544 * either the left or right.
511 * Note increase the values in the loop below to be 545 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes 546 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting 547 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try 548 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth 549 * stepping back and forth
516 */ 550 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 551 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
552 {
553 if (i == 0)
518 if (i==0) continue; /* already did this, so skip it */ 554 continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise, 555 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in 556 * since the direction that the creature should move in
521 * may change, you could get infinite loops. 557 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only 558 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance, 559 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north, 560 * gets blocked, finds that it should move north,
525 * 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
526 * gets back to its original point. lastdir contains 562 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully 563 * the last direction the creature has successfully
528 * moved. 564 * moved.
529 */ 565 */
530 566
531 x = lastx + freearr_x[absdir(lastdir+i)]; 567 x = lastx + freearr_x[absdir (lastdir + i)];
532 y = lasty + freearr_y[absdir(lastdir+i)]; 568 y = lasty + freearr_y[absdir (lastdir + i)];
533 m = lastmap; 569 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y); 570 mflags = get_map_flags (m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue; 571 if (mflags & P_OUT_OF_MAP)
572 continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 573 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 574 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
575 continue;
538 if (mflags & P_BLOCKSVIEW) continue; 576 if (mflags & P_BLOCKSVIEW)
577 continue;
539 578
540 if (m == mon->map && blocked_link(mon, m, x, y)) break; 579 if (m == mon->map && blocked_link (mon, m, x, y))
580 break;
541 } 581 }
542 /* go through entire loop without finding a valid 582 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path. 583 * sidestep to take - thus, no valid path.
544 */ 584 */
545 if (i==(DETOUR_AMOUNT+1)) 585 if (i == (DETOUR_AMOUNT + 1))
546 return 0; 586 return 0;
547 diff--; 587 diff--;
548 lastdir=dir; 588 lastdir = dir;
549 max--; 589 max--;
550 if (!firstdir) firstdir = dir+i; 590 if (!firstdir)
591 firstdir = dir + i;
551 } /* else check alternate directions */ 592 } /* else check alternate directions */
552 } /* if blocked */ 593 } /* if blocked */
553 else { 594 else
595 {
554 /* we moved towards creature, so diff is less */ 596 /* we moved towards creature, so diff is less */
555 diff--; 597 diff--;
556 max--; 598 max--;
557 lastdir=dir; 599 lastdir = dir;
600 if (!firstdir)
558 if (!firstdir) firstdir = dir; 601 firstdir = dir;
602 }
603 if (diff <= 1)
559 } 604 {
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually 605 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance. 606 * headed toward player for entire distance.
563 */ 607 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 608 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 609 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
566 } 610 }
567 if (diff>max) return 0; 611 if (diff > max)
612 return 0;
568 } 613 }
569 /* 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 */
570 if (!max) return 0; 615 if (!max)
616 return 0;
571 617
572 return firstdir; 618 return firstdir;
573} 619}
574 620
621void
575void give_initial_items(object *pl,treasurelist *items) { 622give_initial_items (object *pl, treasurelist * items)
623{
576 object *op,*next=NULL; 624 object *op, *next = NULL;
577 625
578 if(pl->randomitems!=NULL) 626 if (pl->randomitems != NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 627 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
580 628
581 for (op=pl->inv; op; op=next) { 629 for (op = pl->inv; op; op = next)
630 {
582 next = op->below; 631 next = op->below;
583 632
584 /* Forces get applied per default, unless they have the 633 /* Forces get applied per default, unless they have the
585 * 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
586 */ 635 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 636 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED); 637 SET_FLAG (op, FLAG_APPLIED);
589 638
590 /* we never give weapons/armour if these cannot be used 639 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions 640 * by this player due to race restrictions
592 */ 641 */
593 if (pl->type == PLAYER) { 642 if (pl->type == PLAYER)
643 {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 644 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS || 645 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET || 646 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES || 647 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) || 648 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 } 649 {
604 } 650 op->destroy ();
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 &tmp->name);
623 continue; 651 continue;
624 } 652 }
625 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)
626 } 662 {
663 object *tmp;
627 664
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
628 if (op->type == SPELLBOOK && op->inv) { 680 if (op->type == SPELLBOOK && op->inv)
681 {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 682 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
630 } 683 }
631 684
632 /* Give starting characters identified, uncursed, and undamned 685 /* Give starting characters identified, uncursed, and undamned
633 * 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
634 * merged properly. 687 * merged properly.
635 */ 688 */
636 if (need_identify(op)) { 689 if (need_identify (op))
690 {
637 SET_FLAG(op, FLAG_IDENTIFIED); 691 SET_FLAG (op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED); 692 CLEAR_FLAG (op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED); 693 CLEAR_FLAG (op, FLAG_DAMNED);
694 }
695 if (op->type == SPELL)
640 } 696 {
641 if(op->type==SPELL) { 697 op->destroy ();
642 remove_ob(op);
643 free_object(op);
644 continue; 698 continue;
699 }
700 else if (op->type == SKILL)
645 } 701 {
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL); 702 SET_FLAG (op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0; 703 op->stats.exp = 0;
649 op->level = 1; 704 op->level = 1;
650 } 705 }
651 /* lock all 'normal items by default */ 706 /* lock all 'normal items by default */
707 else
652 else SET_FLAG(op, FLAG_INV_LOCKED); 708 SET_FLAG (op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */ 709 } /* for loop of objects in player inv */
654 710
655 /* Need to set up the skill pointers */ 711 /* Need to set up the skill pointers */
656 link_player_skills(pl); 712 link_player_skills (pl);
657} 713}
658 714
715void
659void get_name(object *op) { 716get_name (object *op)
717{
660 op->contr->write_buf[0]='\0'; 718 op->contr->write_buf[0] = '\0';
661 op->contr->state=ST_GET_NAME; 719 op->contr->state = ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:"); 720 send_query (&op->contr->socket, 0, "What is your name?\n:");
663} 721}
664 722
723void
665void get_password(object *op) { 724get_password (object *op)
725{
666 op->contr->write_buf[0]='\0'; 726 op->contr->write_buf[0] = '\0';
667 op->contr->state=ST_GET_PASSWORD; 727 op->contr->state = ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:"); 728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
669} 729}
670 730
731void
671void play_again(object *op) 732play_again (object *op)
672{ 733{
673 op->contr->state=ST_PLAY_AGAIN; 734 op->contr->state = ST_PLAY_AGAIN;
674 op->chosen_skill = NULL; 735 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); 736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th 737 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll 738 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick 739 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without 740 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense 741 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all 742 * to leave it to play_again to remove the object in all
682 * cases. 743 * cases.
683 */ 744 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED)) 745 if (!QUERY_FLAG (op, FLAG_REMOVED))
685 remove_ob(op); 746 op->remove ();
686 /* Need to set this to null - otherwise, it could point to garbage, 747 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if 748 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out. 749 * the map is null or not swapped out.
689 */ 750 */
690 op->map = NULL; 751 op->map = NULL;
691} 752}
692 753
693 754int
694int receive_play_again(object *op, char key) 755receive_play_again (object *op, char key)
695{ 756{
696 if(key=='q'||key=='Q') { 757 if (key == 'q' || key == 'Q')
758 {
697 remove_friendly_object(op); 759 remove_friendly_object (op);
698 leave(op->contr,0); /* ericserver will draw the message */ 760 leave (op->contr, 0); /* ericserver will draw the message */
699 return 2; 761 return 2;
700 } 762 }
701 else if(key=='a'||key=='A') { 763 else if (key == 'a' || key == 'A')
764 {
702 player *pl = op->contr; 765 player *pl = op->contr;
703 shstr name = op->name; 766 shstr name = op->name;
704 767
705 remove_friendly_object(op); 768 op->contr = 0;
706 free_object(op); 769 op->type = 0;
770 op->destroy (1);
707 pl = get_player(pl); 771 pl = get_player (pl);
708 op = pl->ob; 772 op = pl->ob;
709 add_friendly_object(op); 773 add_friendly_object (op);
710 op->contr->password[0]='~'; 774 op->contr->password[0] = '~';
711 op->name = op->name_pl = 0; 775 op->name = op->name_pl = 0;
712 /* Lets put a space in here */ 776 /* Lets put a space in here */
713 new_draw_info(NDI_UNIQUE, 0, op, "\n"); 777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
714 get_name(op); 778 get_name (op);
715 op->name = op->name_pl = name; 779 op->name = op->name_pl = name;
716 set_first_map(op); 780 set_first_map (op);
717 } else { 781 }
782 else
718 /* user pressed something else so just ask again... */ 783 /* user pressed something else so just ask again... */
719 play_again(op); 784 play_again (op);
720 } 785
721 return 0; 786 return 0;
722} 787}
723 788
789void
724void confirm_password(object *op) { 790confirm_password (object *op)
791{
725 792
726 op->contr->write_buf[0]='\0'; 793 op->contr->write_buf[0] = '\0';
727 op->contr->state=ST_CONFIRM_PASSWORD; 794 op->contr->state = ST_CONFIRM_PASSWORD;
728 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
729} 796}
730 797
798void
731void get_party_password(object *op, partylist *party) { 799get_party_password (object *op, partylist *party)
800{
732 if (party == NULL) { 801 if (party == NULL)
802 {
733 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
734 return; 804 return;
735 } 805 }
736 op->contr->write_buf[0]='\0'; 806 op->contr->write_buf[0] = '\0';
737 op->contr->state=ST_GET_PARTY_PASSWORD; 807 op->contr->state = ST_GET_PARTY_PASSWORD;
738 op->contr->party_to_join = party; 808 op->contr->party_to_join = party;
739 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
740} 810}
741 811
742 812
743/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int
744int roll_stat(void) { 815roll_stat (void)
816{
745 int a[4],i,j,k; 817 int a[4], i, j, k;
746 818
747 for(i=0;i<4;i++) 819 for (i = 0; i < 4; i++)
748 a[i]=(int)RANDOM()%6+1; 820 a[i] = (int) RANDOM () % 6 + 1;
749 821
750 for(i=0,j=0,k=7;i<4;i++) 822 for (i = 0, j = 0, k = 7; i < 4; i++)
751 if(a[i]<k) 823 if (a[i] < k)
752 k=a[i],j=i; 824 k = a[i], j = i;
753 825
754 for(i=0,k=0;i<4;i++) { 826 for (i = 0, k = 0; i < 4; i++)
827 {
755 if(i!=j) 828 if (i != j)
756 k+=a[i]; 829 k += a[i];
757 } 830 }
758 return k; 831 return k;
759} 832}
760 833
834void
761void roll_stats(object *op) { 835roll_stats (object *op)
836{
762 int sum=0; 837 int sum = 0;
763 int i = 0, j = 0; 838 int i = 0, j = 0;
764 int statsort[7]; 839 int statsort[7];
765 840
841 do
766 do { 842 {
767 op->stats.Str=roll_stat(); 843 op->stats.Str = roll_stat ();
768 op->stats.Dex=roll_stat(); 844 op->stats.Dex = roll_stat ();
769 op->stats.Int=roll_stat(); 845 op->stats.Int = roll_stat ();
770 op->stats.Con=roll_stat(); 846 op->stats.Con = roll_stat ();
771 op->stats.Wis=roll_stat(); 847 op->stats.Wis = roll_stat ();
772 op->stats.Pow=roll_stat(); 848 op->stats.Pow = roll_stat ();
773 op->stats.Cha=roll_stat(); 849 op->stats.Cha = roll_stat ();
774 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
775 op->stats.Con+op->stats.Wis+op->stats.Pow+ 851 }
776 op->stats.Cha;
777 } while(sum<82||sum>116); 852 while (sum < 82 || sum > 116);
778 853
779 /* Sort the stats so that rerolling is easier... */ 854 /* Sort the stats so that rerolling is easier... */
780 statsort[0] = op->stats.Str; 855 statsort[0] = op->stats.Str;
781 statsort[1] = op->stats.Dex; 856 statsort[1] = op->stats.Dex;
782 statsort[2] = op->stats.Int; 857 statsort[2] = op->stats.Int;
783 statsort[3] = op->stats.Con; 858 statsort[3] = op->stats.Con;
784 statsort[4] = op->stats.Wis; 859 statsort[4] = op->stats.Wis;
785 statsort[5] = op->stats.Pow; 860 statsort[5] = op->stats.Pow;
786 statsort[6] = op->stats.Cha; 861 statsort[6] = op->stats.Cha;
787 862
788 /* a quick and dirty bubblesort? */ 863 /* a quick and dirty bubblesort? */
864 do
789 do { 865 {
790 if (statsort[i] < statsort[i + 1]) { 866 if (statsort[i] < statsort[i + 1])
867 {
791 j = statsort[i]; 868 j = statsort[i];
792 statsort[i] = statsort[i + 1]; 869 statsort[i] = statsort[i + 1];
793 statsort[i + 1] = j; 870 statsort[i + 1] = j;
794 i = 0; 871 i = 0;
872 }
795 } else { 873 else
874 {
796 i++; 875 i++;
797 } 876 }
877 }
798 } while (i < 6); 878 while (i < 6);
799 879
800 op->stats.Str = statsort[0]; 880 op->stats.Str = statsort[0];
801 op->stats.Dex = statsort[1]; 881 op->stats.Dex = statsort[1];
802 op->stats.Con = statsort[2]; 882 op->stats.Con = statsort[2];
803 op->stats.Int = statsort[3]; 883 op->stats.Int = statsort[3];
804 op->stats.Wis = statsort[4]; 884 op->stats.Wis = statsort[4];
805 op->stats.Pow = statsort[5]; 885 op->stats.Pow = statsort[5];
806 op->stats.Cha = statsort[6]; 886 op->stats.Cha = statsort[6];
807 887
808 888
809 op->contr->orig_stats.Str=op->stats.Str; 889 op->contr->orig_stats.Str = op->stats.Str;
810 op->contr->orig_stats.Dex=op->stats.Dex; 890 op->contr->orig_stats.Dex = op->stats.Dex;
811 op->contr->orig_stats.Int=op->stats.Int; 891 op->contr->orig_stats.Int = op->stats.Int;
812 op->contr->orig_stats.Con=op->stats.Con; 892 op->contr->orig_stats.Con = op->stats.Con;
813 op->contr->orig_stats.Wis=op->stats.Wis; 893 op->contr->orig_stats.Wis = op->stats.Wis;
814 op->contr->orig_stats.Pow=op->stats.Pow; 894 op->contr->orig_stats.Pow = op->stats.Pow;
815 op->contr->orig_stats.Cha=op->stats.Cha; 895 op->contr->orig_stats.Cha = op->stats.Cha;
816 896
817 op->level=1; 897 op->level = 1;
818 op->stats.exp=0; 898 op->stats.exp = 0;
819 op->stats.ac=0; 899 op->stats.ac = 0;
820 900
821 op->contr->levhp[1] = 9; 901 op->contr->levhp[1] = 9;
822 op->contr->levsp[1] = 6; 902 op->contr->levsp[1] = 6;
823 op->contr->levgrace[1] = 3; 903 op->contr->levgrace[1] = 3;
824 904
825 fix_player(op); 905 fix_player (op);
826 op->stats.hp = op->stats.maxhp; 906 op->stats.hp = op->stats.maxhp;
827 op->stats.sp = op->stats.maxsp; 907 op->stats.sp = op->stats.maxsp;
828 op->stats.grace = op->stats.maxgrace; 908 op->stats.grace = op->stats.maxgrace;
829 op->contr->orig_stats=op->stats; 909 op->contr->orig_stats = op->stats;
830} 910}
831 911
912void
832void Roll_Again(object *op) 913Roll_Again (object *op)
833{ 914{
834 esrv_new_player(op->contr, 0); 915 esrv_new_player (op->contr, 0);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
835 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
836} 918}
837 919
920void
838void Swap_Stat(object *op,int Swap_Second) 921Swap_Stat (object *op, int Swap_Second)
839{ 922{
840 signed char tmp; 923 signed char tmp;
841 char buf[MAX_BUF]; 924 char buf[MAX_BUF];
842 925
843 if ( op->contr->Swap_First == -1 ) { 926 if (op->contr->Swap_First == -1)
927 {
844 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
845 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,"); 929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
846 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au"); 930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
847 return; 931 return;
848 } 932 }
849 933
850 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
851 935
852 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
853 get_attr_value(&op->contr->orig_stats, Swap_Second));
854 937
855 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
856 939
857 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
858 new_draw_info(NDI_UNIQUE, 0,op, buf); 941 new_draw_info (NDI_UNIQUE, 0, op, buf);
859 op->stats.Str = op->contr->orig_stats.Str; 942 op->stats.Str = op->contr->orig_stats.Str;
860 op->stats.Dex = op->contr->orig_stats.Dex; 943 op->stats.Dex = op->contr->orig_stats.Dex;
861 op->stats.Con = op->contr->orig_stats.Con; 944 op->stats.Con = op->contr->orig_stats.Con;
862 op->stats.Int = op->contr->orig_stats.Int; 945 op->stats.Int = op->contr->orig_stats.Int;
863 op->stats.Wis = op->contr->orig_stats.Wis; 946 op->stats.Wis = op->contr->orig_stats.Wis;
864 op->stats.Pow = op->contr->orig_stats.Pow; 947 op->stats.Pow = op->contr->orig_stats.Pow;
865 op->stats.Cha = op->contr->orig_stats.Cha; 948 op->stats.Cha = op->contr->orig_stats.Cha;
866 op->stats.ac=0; 949 op->stats.ac = 0;
867 950
868 op->level=1; 951 op->level = 1;
869 op->stats.exp=0; 952 op->stats.exp = 0;
870 op->stats.ac=0; 953 op->stats.ac = 0;
871 954
872 op->contr->levhp[1] = 9; 955 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6; 956 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3; 957 op->contr->levgrace[1] = 3;
875 958
876 fix_player(op); 959 fix_player (op);
877 op->stats.hp = op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
878 op->stats.sp = op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
879 op->stats.grace = op->stats.maxgrace; 962 op->stats.grace = op->stats.maxgrace;
880 op->contr->orig_stats=op->stats; 963 op->contr->orig_stats = op->stats;
881 op->contr->Swap_First=-1; 964 op->contr->Swap_First = -1;
882} 965}
883 966
884 967
885/* This code has been greatly reduced, because with set_attr_value 968/* This code has been greatly reduced, because with set_attr_value
886 * and get_attr_value, the stats can be accessed just numeric 969 * and get_attr_value, the stats can be accessed just numeric
887 * ids. stat_trans is a table that translate the number entered 970 * ids. stat_trans is a table that translate the number entered
888 * into the actual stat. It is needed because the order the stats 971 * into the actual stat. It is needed because the order the stats
889 * are displayed in the stat window is not the same as how 972 * are displayed in the stat window is not the same as how
890 * the number's access that stat. The table does that translation. 973 * the number's access that stat. The table does that translation.
891 */ 974 */
975int
892int key_roll_stat(object *op, char key) 976key_roll_stat (object *op, char key)
893{ 977{
894 int keynum = key -'0'; 978 int keynum = key - '0';
895 char buf[MAX_BUF]; 979 char buf[MAX_BUF];
896 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
897 981
898 if (keynum>0 && keynum<=7) { 982 if (keynum > 0 && keynum <= 7)
983 {
899 if (op->contr->Swap_First==-1) { 984 if (op->contr->Swap_First == -1)
985 {
900 op->contr->Swap_First=stat_trans[keynum]; 986 op->contr->Swap_First = stat_trans[keynum];
901 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
902 new_draw_info(NDI_UNIQUE, 0,op,buf); 988 new_draw_info (NDI_UNIQUE, 0, op, buf);
903 } 989 }
904 else 990 else
905 Swap_Stat(op,stat_trans[keynum]); 991 Swap_Stat (op, stat_trans[keynum]);
906 992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
907 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
908 return 1; 1028 return 1;
909 }
910 switch (key) {
911 case 'n':
912 case 'N': {
913 SET_FLAG(op, FLAG_WIZ);
914 if(op->map==NULL) {
915 LOG(llevError,"Map == NULL in state 2\n");
916 break;
917 }
918 1029
919#if 0
920 /* So that enter_exit will put us at startx/starty */
921 op->x= -1;
922
923 enter_exit(op,NULL);
924#endif
925 SET_ANIMATION(op, 2); /* So player faces south */
926 /* Enter exit adds a player otherwise */
927 add_statbonus(op);
928 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
929 op->contr->state = ST_CHANGE_CLASS;
930 if (op->msg)
931 new_draw_info(NDI_BLUE, 0, op, op->msg);
932 return 0;
933 }
934 case 'y': 1030 case 'q':
935 case 'Y': 1031 case 'Q':
936 roll_stats(op); 1032 play_again (op);
937 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
938 return 1; 1033 return 1;
939 1034
940 case 'q':
941 case 'Q':
942 play_again(op);
943 return 1;
944
945 default: 1035 default:
946 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
947 return 0; 1037 return 0;
948 } 1038 }
949 return 0; 1039 return 0;
950} 1040}
951 1041
952/* This function takes the key that is passed, and does the 1042/* This function takes the key that is passed, and does the
953 * appropriate action with it (change race, or other things). 1043 * appropriate action with it (change race, or other things).
954 * The function name is for historical reasons - now we have 1044 * The function name is for historical reasons - now we have
955 * separate race and class; this actually changes the RACE, 1045 * separate race and class; this actually changes the RACE,
956 * not the class. 1046 * not the class.
957 */ 1047 */
958 1048
1049int
959int key_change_class(object *op, char key) 1050key_change_class (object *op, char key)
960{ 1051{
961 int tmp_loop; 1052 int tmp_loop;
962 1053
963 if(key=='q'||key=='Q') { 1054 if (key == 'q' || key == 'Q')
1055 {
964 remove_ob(op); 1056 op->remove ();
965 play_again(op); 1057 play_again (op);
966 return 0; 1058 return 0;
967 } 1059 }
968 if(key=='d'||key=='D') { 1060 if (key == 'd' || key == 'D')
1061 {
969 char buf[MAX_BUF]; 1062 char buf[MAX_BUF];
970 1063
971 /* this must before then initial items are given */ 1064 /* this must before then initial items are given */
972 esrv_new_player(op->contr, op->weight+op->carrying); 1065 esrv_new_player (op->contr, op->weight + op->carrying);
973 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
974 1066
1067 treasurelist *tl = find_treasurelist ("starting_wealth");
1068 if (tl)
1069 create_treasure (tl, op, 0, 0, 0);
1070
975 INVOKE_PLAYER (BIRTH, op->contr); 1071 INVOKE_PLAYER (BIRTH, op->contr);
976 INVOKE_PLAYER (LOGIN, op->contr); 1072 INVOKE_PLAYER (LOGIN, op->contr);
977 1073
978 op->contr->state=ST_PLAYING; 1074 op->contr->state = ST_PLAYING;
979 1075
980 if (op->msg) 1076 if (op->msg)
981 op->msg=NULL; 1077 op->msg = NULL;
982 1078
983 /* We create this now because some of the unique maps will need it 1079 /* We create this now because some of the unique maps will need it
984 * to save here. 1080 * to save here.
985 */ 1081 */
986 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name); 1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
987 make_path_to_file(buf); 1083 make_path_to_file (buf);
988 1084
989#ifdef AUTOSAVE 1085#ifdef AUTOSAVE
990 op->contr->last_save_tick = pticks; 1086 op->contr->last_save_tick = pticks;
991#endif 1087#endif
992 start_info(op); 1088 start_info (op);
993 CLEAR_FLAG(op, FLAG_WIZ); 1089 CLEAR_FLAG (op, FLAG_WIZ);
994 give_initial_items(op,op->randomitems); 1090 give_initial_items (op, op->randomitems);
995 link_player_skills(op); 1091 link_player_skills (op);
996 esrv_send_inventory(op, op); 1092 esrv_send_inventory (op, op);
997 fix_player(op); 1093 fix_player (op);
998 1094
999 /* This moves the player to a different start map, if there 1095 /* This moves the player to a different start map, if there
1000 * is one for this race 1096 * is one for this race
1001 */ 1097 */
1002 if(*first_map_ext_path) { 1098 if (*first_map_ext_path)
1099 {
1003 object *tmp; 1100 object *tmp;
1004 mapstruct *oldmap = op->map;
1005 char mapname[MAX_BUF]; 1101 char mapname[MAX_BUF];
1006 snprintf(mapname, MAX_BUF-1, "%s/%s", 1102
1007 first_map_ext_path, &op->arch->name); 1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1008 tmp=get_object(); 1104 tmp = object::create ();
1009 EXIT_PATH(tmp) = mapname; 1105 EXIT_PATH (tmp) = mapname;
1010 EXIT_X(tmp) = op->x; 1106 EXIT_X (tmp) = op->x;
1011 EXIT_Y(tmp) = op->y; 1107 EXIT_Y (tmp) = op->y;
1012 enter_exit(op,tmp); /* we don't really care if it succeeded; 1108 enter_exit (op, tmp); /* we don't really care if it succeeded;
1013 * if the map isn't there, then stay on the 1109 * if the map isn't there, then stay on the
1014 * default initial map */ 1110 * default initial map */
1015 free_object(tmp); 1111 tmp->destroy ();
1112 }
1016 } else { 1113 else
1114 {
1017 LOG(llevDebug,"first_map_ext_path not set\n"); 1115 LOG (llevDebug, "first_map_ext_path not set\n");
1018 } 1116 }
1019 return 0; 1117 return 0;
1020 } 1118 }
1021 1119
1022 /* Following actually changes the race - this is the default command 1120 /* Following actually changes the race - this is the default command
1023 * if we don't match with one of the options above. 1121 * if we don't match with one of the options above.
1024 */ 1122 */
1025 1123
1026 tmp_loop = 0; 1124 tmp_loop = 0;
1027 while(!tmp_loop) { 1125 while (!tmp_loop)
1126 {
1028 shstr name = op->name; 1127 shstr name = op->name;
1029 int x = op->x, y = op->y; 1128 int x = op->x, y = op->y;
1129
1030 remove_statbonus(op); 1130 remove_statbonus (op);
1031 remove_ob (op); 1131 op->remove ();
1032 op->arch = get_player_archetype(op->arch); 1132 op->arch = get_player_archetype (op->arch);
1033 copy_object (&op->arch->clone, op); 1133 op->arch->clone.copy_to (op);
1034 op->instantiate (); 1134 op->instantiate ();
1035 op->stats = op->contr->orig_stats; 1135 op->stats = op->contr->orig_stats;
1036 op->name = op->name_pl = name; 1136 op->name = op->name_pl = name;
1037 op->x = x; 1137 op->x = x;
1038 op->y = y; 1138 op->y = y;
1039 SET_ANIMATION(op, 2); /* So player faces south */ 1139 SET_ANIMATION (op, 2); /* So player faces south */
1040 insert_ob_in_map (op, op->map, op,0); 1140 insert_ob_in_map (op, op->map, op, 0);
1041 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1141 assign (op->contr->title, op->arch->clone.name);
1042 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1043 add_statbonus(op); 1142 add_statbonus (op);
1044 tmp_loop=allowed_class(op); 1143 tmp_loop = allowed_class (op);
1045 } 1144 }
1145
1046 update_object(op,UP_OBJ_FACE); 1146 update_object (op, UP_OBJ_FACE);
1047 esrv_update_item(UPD_FACE,op,op); 1147 esrv_update_item (UPD_FACE, op, op);
1048 fix_player(op); 1148 fix_player (op);
1049 op->stats.hp=op->stats.maxhp; 1149 op->stats.hp = op->stats.maxhp;
1050 op->stats.sp=op->stats.maxsp; 1150 op->stats.sp = op->stats.maxsp;
1051 op->stats.grace=0; 1151 op->stats.grace = 0;
1152
1052 if (op->msg) 1153 if (op->msg)
1053 new_draw_info(NDI_BLUE, 0, op, op->msg); 1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1054 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1055 return 0; 1157 return 0;
1056} 1158}
1057 1159
1160int
1058int key_confirm_quit(object *op, char key) 1161key_confirm_quit (object *op, char key)
1059{ 1162{
1060 char buf[MAX_BUF]; 1163 char buf[MAX_BUF];
1061 1164
1062 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1063 op->contr->state=ST_PLAYING; 1167 op->contr->state = ST_PLAYING;
1064 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1065 return 1; 1169 return 1;
1066 } 1170 }
1067 1171
1068 INVOKE_PLAYER (LOGOUT, op->contr); 1172 INVOKE_PLAYER (LOGOUT, op->contr);
1069 INVOKE_PLAYER (QUIT , op->contr); 1173 INVOKE_PLAYER (QUIT, op->contr);
1070 1174
1071 terminate_all_pets(op); 1175 terminate_all_pets (op);
1072 leave_map(op); 1176 leave_map (op);
1073 op->direction=0; 1177 op->direction = 0;
1074 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1075 "%s quits the game.", &op->name);
1076 1179
1077 strcpy(op->contr->killer,"quit"); 1180 strcpy (op->contr->killer, "quit");
1078 check_score(op); 1181 check_score (op);
1079 op->contr->party=NULL; 1182 op->contr->party = NULL;
1080 if (settings.set_title == TRUE) 1183 if (settings.set_title == TRUE)
1081 op->contr->own_title[0]='\0'; 1184 op->contr->own_title[0] = '\0';
1082 1185
1083 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1084 mapstruct *mp, *next; 1188 maptile *mp, *next;
1085 1189
1086 /* We need to hunt for any per player unique maps in memory and 1190 /* We need to hunt for any per player unique maps in memory and
1087 * get rid of them. The trailing slash in the path is intentional, 1191 * get rid of them. The trailing slash in the path is intentional,
1088 * so that players named 'Ab' won't match against players 'Abe' pathname 1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1089 */ 1193 */
1090 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1091 for (mp=first_map; mp!=NULL; mp=next) { 1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1092 next = mp->next; 1197 next = mp->next;
1093 if (!strncmp(mp->path, buf, strlen(buf))) 1198 if (!strncmp (mp->path, buf, strlen (buf)))
1094 delete_map(mp); 1199 delete_map (mp);
1095 }
1096 1200 }
1201
1097 delete_character(op->name, 1); 1202 delete_character (op->name, 1);
1098 } 1203 }
1204
1099 play_again(op); 1205 play_again (op);
1100 return 1; 1206 return 1;
1101} 1207}
1102 1208
1209void
1103void flee_player(object *op) { 1210flee_player (object *op)
1211{
1104 int dir,diff; 1212 int dir, diff;
1105 rv_vector rv; 1213 rv_vector rv;
1106 1214
1107 if(op->stats.hp < 0) { 1215 if (op->stats.hp < 0)
1216 {
1108 LOG(llevDebug, "Fleeing player is dead.\n"); 1217 LOG (llevDebug, "Fleeing player is dead.\n");
1109 CLEAR_FLAG(op, FLAG_SCARED); 1218 CLEAR_FLAG (op, FLAG_SCARED);
1110 return; 1219 return;
1111 } 1220 }
1112 1221
1113 if(op->enemy==NULL) { 1222 if (op->enemy == NULL)
1223 {
1114 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1224 LOG (llevDebug, "Fleeing player had no enemy.\n");
1115 CLEAR_FLAG(op, FLAG_SCARED); 1225 CLEAR_FLAG (op, FLAG_SCARED);
1116 return; 1226 return;
1117 } 1227 }
1118 1228
1119 /* Seen some crashes here. Since we don't store an 1229 /* Seen some crashes here. Since we don't store an
1120 * op->enemy_count, it is possible that something destroys the 1230 * op->enemy_count, it is possible that something destroys the
1121 * actual enemy, and the object is recycled. 1231 * actual enemy, and the object is recycled.
1122 */ 1232 */
1123 if (op->enemy->map == NULL) { 1233 if (op->enemy->map == NULL)
1234 {
1124 CLEAR_FLAG(op, FLAG_SCARED); 1235 CLEAR_FLAG (op, FLAG_SCARED);
1125 op->enemy=NULL; 1236 op->enemy = NULL;
1126 return; 1237 return;
1127 } 1238 }
1128 1239
1129 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1240 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1241 {
1130 op->enemy=NULL; 1242 op->enemy = NULL;
1131 CLEAR_FLAG(op, FLAG_SCARED); 1243 CLEAR_FLAG (op, FLAG_SCARED);
1132 return; 1244 return;
1133 } 1245 }
1134 get_rangevector(op, op->enemy, &rv, 0); 1246 get_rangevector (op, op->enemy, &rv, 0);
1135 1247
1136 dir=absdir(4+rv.direction); 1248 dir = absdir (4 + rv.direction);
1137 for(diff=0;diff<3;diff++) { 1249 for (diff = 0; diff < 3; diff++)
1250 {
1138 int m=1-(RANDOM()&2); 1251 int m = 1 - (RANDOM () & 2);
1139 if(move_ob(op,absdir(dir+diff*m),op)|| 1252
1140 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) { 1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1141 return;
1142 } 1254 {
1255 return;
1256 }
1143 } 1257 }
1144 /* Cornered, get rid of scared */ 1258 /* Cornered, get rid of scared */
1145 CLEAR_FLAG(op, FLAG_SCARED); 1259 CLEAR_FLAG (op, FLAG_SCARED);
1146 op->enemy=NULL; 1260 op->enemy = NULL;
1147} 1261}
1148 1262
1149 1263
1150/* check_pick sees if there is stuff to be picked up/picks up stuff. 1264/* check_pick sees if there is stuff to be picked up/picks up stuff.
1151 * IT returns 1 if the player should keep on moving, 0 if he should 1265 * IT returns 1 if the player should keep on moving, 0 if he should
1152 * stop. 1266 * stop.
1153 */ 1267 */
1268int
1154int check_pick(object *op) { 1269check_pick (object *op)
1270{
1155 object *tmp, *next; 1271 object *tmp, *next;
1156 tag_t next_tag=0, op_tag;
1157 int stop = 0; 1272 int stop = 0;
1158 int j, k, wvratio; 1273 int j, k, wvratio;
1159 char putstring[128], tmpstr[16]; 1274 char putstring[128], tmpstr[16];
1160 1275
1161
1162 /* if you're flying, you cna't pick up anything */ 1276 /* if you're flying, you cna't pick up anything */
1163 if (op->move_type & MOVE_FLYING) 1277 if (op->move_type & MOVE_FLYING)
1164 return 1; 1278 return 1;
1165 1279
1166 op_tag = op->count;
1167
1168 next = op->below; 1280 next = op->below;
1169 if (next)
1170 next_tag = next->count;
1171 1281
1172 /* loop while there are items on the floor that are not marked as 1282 /* loop while there are items on the floor that are not marked as
1173 * destroyed */ 1283 * destroyed */
1174 while (next && ! was_destroyed (next, next_tag)) 1284 while (next && !next->destroyed ())
1175 { 1285 {
1176 tmp = next; 1286 tmp = next;
1177 next = tmp->below; 1287 next = tmp->below;
1178 if (next)
1179 next_tag = next->count;
1180 1288
1181 if (was_destroyed (op, op_tag)) 1289 if (op->destroyed ())
1182 return 0; 1290 return 0;
1183 1291
1184 if ( ! can_pick (op, tmp)) 1292 if (!can_pick (op, tmp))
1185 continue; 1293 continue;
1186 1294
1187 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1295 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1188 { 1296 {
1189 if (item_matched_string (op, tmp, op->contr->search_str)) 1297 if (item_matched_string (op, tmp, op->contr->search_str))
1190 pick_up (op, tmp); 1298 pick_up (op, tmp);
1191 continue; 1299 continue;
1192 } 1300 }
1193 1301
1194 /* high not bit set? We're using the old autopickup model */ 1302 /* high not bit set? We're using the old autopickup model */
1195 if(!(op->contr->mode & PU_NEWMODE)) { 1303 if (!(op->contr->mode & PU_NEWMODE))
1304 {
1196 switch (op->contr->mode) { 1305 switch (op->contr->mode)
1306 {
1307 case 0:
1197 case 0: return 1; /* don't pick up */ 1308 return 1; /* don't pick up */
1309 case 1:
1198 case 1: pick_up (op, tmp); 1310 pick_up (op, tmp);
1199 return 1; 1311 return 1;
1312 case 2:
1200 case 2: pick_up (op, tmp); 1313 pick_up (op, tmp);
1201 return 0; 1314 return 0;
1315 case 3:
1202 case 3: return 0; /* stop before pickup */ 1316 return 0; /* stop before pickup */
1317 case 4:
1203 case 4: pick_up (op, tmp); 1318 pick_up (op, tmp);
1204 break; 1319 break;
1320 case 5:
1205 case 5: pick_up (op, tmp); 1321 pick_up (op, tmp);
1206 stop = 1; 1322 stop = 1;
1207 break; 1323 break;
1208 case 6: 1324 case 6:
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1325 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1211 pick_up(op, tmp); 1326 pick_up (op, tmp);
1212 break; 1327 break;
1213 1328
1214 case 7: 1329 case 7:
1215 if (tmp->type == MONEY || tmp->type == GEM) 1330 if (tmp->type == MONEY || tmp->type == GEM)
1216 pick_up(op, tmp); 1331 pick_up (op, tmp);
1217 break; 1332 break;
1218 1333
1219 default: 1334 default:
1220 /* use value density */ 1335 /* use value density */
1221 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1336 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1222 && (query_cost (tmp, op, F_TRUE) * 100 1337 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1223 / (tmp->weight * MAX (tmp->nrof, 1)))
1224 >= op->contr->mode)
1225 pick_up(op,tmp); 1338 pick_up (op, tmp);
1226 }
1227 }
1228 else { /* old model */
1229 /* NEW pickup handling */
1230 if(op->contr->mode & PU_DEBUG)
1231 {
1232 /* some debugging code to figure out item information */
1233 if(tmp->name!=NULL)
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1235 &tmp->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1237 else
1238 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1239 &tmp->arch->name, tmp->type,
1240 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1241 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1242
1243 sprintf(putstring,"...flags: ");
1244 for(k=0;k<4;k++)
1245 {
1246 for(j=0;j<32;j++)
1247 {
1248 if((tmp->flags[k]>>j)&0x01)
1249 {
1250 sprintf(tmpstr,"%d ",k*32+j);
1251 strcat(putstring, tmpstr);
1252 } 1339 }
1253 } 1340 }
1254 } 1341 else
1342 { /* old model */
1343 /* NEW pickup handling */
1344 if (op->contr->mode & PU_DEBUG)
1345 {
1346 /* some debugging code to figure out item information */
1347 if (tmp->name != NULL)
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1255 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1353 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1256 1368
1257#if 0 1369#if 0
1258 /* print the flags too */ 1370 /* print the flags too */
1259 for(k=0;k<4;k++) 1371 for (k = 0; k < 4; k++)
1260 { 1372 {
1261 fprintf(stderr,"%d [%d] ", k, k*32+31); 1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1262 for(j=0;j<32;j++) 1374 for (j = 0; j < 32; j++)
1263 { 1375 {
1264 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1265 if(!((j+1)%4))fprintf(stderr," "); 1377 if (!((j + 1) % 4))
1266 } 1378 fprintf (stderr, " ");
1379 }
1267 fprintf(stderr," [%d]\n", k*32); 1380 fprintf (stderr, " [%d]\n", k * 32);
1268 } 1381 }
1269#endif 1382#endif
1270 } 1383 }
1271 /* philosophy: 1384 /* philosophy:
1272 * It's easy to grab an item type from a pile, as long as it's 1385 * It's easy to grab an item type from a pile, as long as it's
1273 * generic. This takes no game-time. For more detailed pickups 1386 * generic. This takes no game-time. For more detailed pickups
1274 * and selections, select-items shoul dbe used. This is a 1387 * and selections, select-items shoul dbe used. This is a
1275 * grab-as-you-run type mode that's really useful for arrows for 1388 * grab-as-you-run type mode that's really useful for arrows for
1276 * example. 1389 * example.
1277 * The drawback: right now it has no frontend, so you need to 1390 * The drawback: right now it has no frontend, so you need to
1278 * stick the bits you want into a calculator in hex mode and then 1391 * stick the bits you want into a calculator in hex mode and then
1279 * convert to decimal and then 'pickup <#> 1392 * convert to decimal and then 'pickup <#>
1280 */ 1393 */
1281 1394
1282 /* the first two modes are exclusive: if NOTHING we return, if 1395 /* the first two modes are exclusive: if NOTHING we return, if
1283 * STOP then we stop. All the rest are applied sequentially, 1396 * STOP then we stop. All the rest are applied sequentially,
1284 * meaning if any test passes, the item gets picked up. */ 1397 * meaning if any test passes, the item gets picked up. */
1285 1398
1286 /* if mode is set to pick nothing up, return */ 1399 /* if mode is set to pick nothing up, return */
1287 1400
1288 if(op->contr->mode & PU_NOTHING) return 1; 1401 if (op->contr->mode & PU_NOTHING)
1402 return 1;
1289 1403
1290 /* if mode is set to stop when encountering objects, return */ 1404 /* if mode is set to stop when encountering objects, return */
1291 /* take STOP before INHIBIT since it doesn't actually pick 1405 /* take STOP before INHIBIT since it doesn't actually pick
1292 * anything up */ 1406 * anything up */
1293 1407
1294 if(op->contr->mode & PU_STOP) return 0; 1408 if (op->contr->mode & PU_STOP)
1409 return 0;
1295 1410
1296 /* useful for going into stores and not losing your settings... */ 1411 /* useful for going into stores and not losing your settings... */
1297 /* and for battles wher you don't want to get loaded down while 1412 /* and for battles wher you don't want to get loaded down while
1298 * fighting */ 1413 * fighting */
1299 if(op->contr->mode & PU_INHIBIT) return 1; 1414 if (op->contr->mode & PU_INHIBIT)
1415 return 1;
1300 1416
1301 /* prevent us from turning into auto-thieves :) */ 1417 /* prevent us from turning into auto-thieves :) */
1302 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1418 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1419 continue;
1303 1420
1304 /* ignore known cursed objects */ 1421 /* ignore known cursed objects */
1305 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1422 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1423 continue;
1306 1424
1307 /* all food and drink if desired */ 1425 /* all food and drink if desired */
1308 /* question: don't pick up known-poisonous stuff? */ 1426 /* question: don't pick up known-poisonous stuff? */
1309 if(op->contr->mode & PU_FOOD) 1427 if (op->contr->mode & PU_FOOD)
1310 if (tmp->type == FOOD) 1428 if (tmp->type == FOOD)
1311 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1429 {
1430 pick_up (op, tmp);
1431 continue;
1432 }
1433
1312 if(op->contr->mode & PU_DRINK) 1434 if (op->contr->mode & PU_DRINK)
1313 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)))
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 1436 {
1437 pick_up (op, tmp);
1438 continue;
1439 }
1315 1440
1316 if(op->contr->mode & PU_POTION) 1441 if (op->contr->mode & PU_POTION)
1317 if (tmp->type == POTION) 1442 if (tmp->type == POTION)
1318 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1443 {
1444 pick_up (op, tmp);
1445 continue;
1446 }
1319 1447
1320 /* spellbooks, skillscrolls and normal books/scrolls */ 1448 /* spellbooks, skillscrolls and normal books/scrolls */
1321 if(op->contr->mode & PU_SPELLBOOK) 1449 if (op->contr->mode & PU_SPELLBOOK)
1322 if (tmp->type == SPELLBOOK) 1450 if (tmp->type == SPELLBOOK)
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1451 {
1452 pick_up (op, tmp);
1453 continue;
1454 }
1455
1324 if(op->contr->mode & PU_SKILLSCROLL) 1456 if (op->contr->mode & PU_SKILLSCROLL)
1325 if (tmp->type == SKILLSCROLL) 1457 if (tmp->type == SKILLSCROLL)
1326 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1458 {
1459 pick_up (op, tmp);
1460 continue;
1461 }
1462
1327 if(op->contr->mode & PU_READABLES) 1463 if (op->contr->mode & PU_READABLES)
1328 if (tmp->type == BOOK || tmp->type == SCROLL) 1464 if (tmp->type == BOOK || tmp->type == SCROLL)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1465 {
1466 pick_up (op, tmp);
1467 continue;
1468 }
1330 1469
1331 /* wands/staves/rods/horns */ 1470 /* wands/staves/rods/horns */
1332 if (op->contr->mode & PU_MAGIC_DEVICE) 1471 if (op->contr->mode & PU_MAGIC_DEVICE)
1333 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1472 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1473 {
1474 pick_up (op, tmp);
1475 continue;
1476 }
1335 1477
1336 /* pick up all magical items */ 1478 /* pick up all magical items */
1337 if(op->contr->mode & PU_MAGICAL) 1479 if (op->contr->mode & PU_MAGICAL)
1338 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))
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1481 {
1482 pick_up (op, tmp);
1483 continue;
1484 }
1340 1485
1341 if(op->contr->mode & PU_VALUABLES) 1486 if (op->contr->mode & PU_VALUABLES)
1342 { 1487 {
1343 if (tmp->type == MONEY || tmp->type == GEM) 1488 if (tmp->type == MONEY || tmp->type == GEM)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1489 {
1345 } 1490 pick_up (op, tmp);
1491 continue;
1492 }
1493 }
1346 1494
1347 /* rings & amulets - talismans seems to be typed AMULET */ 1495 /* rings & amulets - talismans seems to be typed AMULET */
1348 if(op->contr->mode & PU_JEWELS) 1496 if (op->contr->mode & PU_JEWELS)
1349 if (tmp->type == RING || tmp->type == AMULET) 1497 if (tmp->type == RING || tmp->type == AMULET)
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1498 {
1499 pick_up (op, tmp);
1500 continue;
1501 }
1351 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
1352 /* bows and arrows. Bows are good for selling! */ 1511 /* bows and arrows. Bows are good for selling! */
1353 if(op->contr->mode & PU_BOW) 1512 if (op->contr->mode & PU_BOW)
1354 if (tmp->type == BOW) 1513 if (tmp->type == BOW)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1514 {
1515 pick_up (op, tmp);
1516 continue;
1517 }
1518
1356 if(op->contr->mode & PU_ARROW) 1519 if (op->contr->mode & PU_ARROW)
1357 if (tmp->type == ARROW) 1520 if (tmp->type == ARROW)
1358 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1521 {
1522 pick_up (op, tmp);
1523 continue;
1524 }
1359 1525
1360 /* all kinds of armor etc. */ 1526 /* all kinds of armor etc. */
1361 if(op->contr->mode & PU_ARMOUR) 1527 if (op->contr->mode & PU_ARMOUR)
1362 if (tmp->type == ARMOUR) 1528 if (tmp->type == ARMOUR)
1363 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1529 {
1530 pick_up (op, tmp);
1531 continue;
1532 }
1533
1364 if(op->contr->mode & PU_HELMET) 1534 if (op->contr->mode & PU_HELMET)
1365 if (tmp->type == HELMET) 1535 if (tmp->type == HELMET)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1536 {
1537 pick_up (op, tmp);
1538 continue;
1539 }
1540
1367 if(op->contr->mode & PU_SHIELD) 1541 if (op->contr->mode & PU_SHIELD)
1368 if (tmp->type == SHIELD) 1542 if (tmp->type == SHIELD)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1543 {
1544 pick_up (op, tmp);
1545 continue;
1546 }
1547
1370 if(op->contr->mode & PU_BOOTS) 1548 if (op->contr->mode & PU_BOOTS)
1371 if (tmp->type == BOOTS) 1549 if (tmp->type == BOOTS)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1550 {
1551 pick_up (op, tmp);
1552 continue;
1553 }
1554
1373 if(op->contr->mode & PU_GLOVES) 1555 if (op->contr->mode & PU_GLOVES)
1374 if (tmp->type == GLOVES) 1556 if (tmp->type == GLOVES)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1557 {
1558 pick_up (op, tmp);
1559 continue;
1560 }
1561
1376 if(op->contr->mode & PU_CLOAK) 1562 if (op->contr->mode & PU_CLOAK)
1377 if (tmp->type == CLOAK) 1563 if (tmp->type == CLOAK)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1564 {
1565 pick_up (op, tmp);
1566 continue;
1567 }
1379 1568
1380 /* hoping to catch throwing daggers here */ 1569 /* hoping to catch throwing daggers here */
1381 if(op->contr->mode & PU_MISSILEWEAPON) 1570 if (op->contr->mode & PU_MISSILEWEAPON)
1382 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1571 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1572 {
1573 pick_up (op, tmp);
1574 continue;
1575 }
1384 1576
1385 /* careful: chairs and tables are weapons! */ 1577 /* careful: chairs and tables are weapons! */
1386 if(op->contr->mode & PU_ALLWEAPON) 1578 if (op->contr->mode & PU_ALLWEAPON)
1387 { 1579 {
1388 if(tmp->type == WEAPON && tmp->name!=NULL) 1580 if (tmp->type == WEAPON && tmp->name != NULL)
1389 { 1581 {
1390 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 &&
1391 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1583 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1584 {
1393 } 1585 pick_up (op, tmp);
1586 continue;
1587 }
1588 }
1589
1394 if(tmp->type == WEAPON && tmp->name==NULL) 1590 if (tmp->type == WEAPON && tmp->name == NULL)
1395 { 1591 {
1396 if(strstr(tmp->arch->name,"table")==NULL && 1592 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1397 strstr(tmp->arch->name,"chair")==NULL) 1593 {
1398 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1594 pick_up (op, tmp);
1595 continue;
1596 }
1597 }
1399 } 1598 }
1400 }
1401 1599
1402 /* misc stuff that's useful */ 1600 /* misc stuff that's useful */
1403 if(op->contr->mode & PU_KEY) 1601 if (op->contr->mode & PU_KEY)
1404 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1602 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1405 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1603 {
1604 pick_up (op, tmp);
1605 continue;
1606 }
1406 1607
1407 /* 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
1408 * pickups */ 1609 * pickups */
1409 if(op->contr->mode & PU_RATIO) 1610 if (op->contr->mode & PU_RATIO)
1410 { 1611 {
1411 /* use value density to decide what else to grab */ 1612 /* use value density to decide what else to grab */
1412 /* >=7 was >= op->contr->mode */ 1613 /* >=7 was >= op->contr->mode */
1413 /* >=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
1414 * and multiply them by 5, giving 0..15*5== 5..75 */ 1615 * and multiply them by 5, giving 0..15*5== 5..75 */
1415 wvratio=(op->contr->mode & PU_RATIO) * 5; 1616 wvratio = (op->contr->mode & PU_RATIO) * 5;
1416 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)
1417 { 1618 {
1418 pick_up(op, tmp); 1619 pick_up (op, tmp);
1419#if 0 1620#if 0
1420 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1621 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1421 if(tmp->name!=NULL) { 1622 if (tmp->name != NULL)
1623 {
1422 fprintf(stderr,"%s", tmp->name); 1624 fprintf (stderr, "%s", tmp->name);
1423 } 1625 }
1626 else
1424 else fprintf(stderr,"%s",tmp->arch->name); 1627 fprintf (stderr, "%s", tmp->arch->name);
1425 fprintf(stderr,",%d] = ", tmp->type); 1628 fprintf (stderr, ",%d] = ", tmp->type);
1426 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))));
1427#endif 1630#endif
1428 continue; 1631 continue;
1632 }
1429 } 1633 }
1634 } /* the new pickup model */
1430 } 1635 }
1431 } /* the new pickup model */ 1636
1432 }
1433 return ! stop; 1637 return !stop;
1434} 1638}
1435 1639
1436/* 1640/*
1437 * Find an arrow in the inventory and after that 1641 * Find an arrow in the inventory and after that
1438 * in the right type container (quiver). Pointer to the 1642 * in the right type container (quiver). Pointer to the
1439 * found object is returned. 1643 * found object is returned.
1440 */ 1644 */
1645object *
1441object *find_arrow(object *op, const char *type) 1646find_arrow (object *op, const char *type)
1442{ 1647{
1443 object *tmp = NULL; 1648 object *tmp = NULL;
1444 1649
1445 for(op=op->inv; op; op=op->below) 1650 for (op = op->inv; op; op = op->below)
1446 if(!tmp && op->type==CONTAINER && op->race==type && 1651 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1447 QUERY_FLAG(op,FLAG_APPLIED))
1448 tmp = find_arrow (op, type); 1652 tmp = find_arrow (op, type);
1449 else if (op->type==ARROW && op->race==type) 1653 else if (op->type == ARROW && op->race == type)
1450 return op; 1654 return op;
1451 return tmp; 1655 return tmp;
1452} 1656}
1453 1657
1454/* 1658/*
1455 * 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
1456 * 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
1457 * 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
1458 * 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.
1459 */ 1663 */
1460 1664
1665object *
1461object *find_better_arrow(object *op, object *target, const char *type, int *better) 1666find_better_arrow (object *op, object *target, const char *type, int *better)
1462{ 1667{
1463 object *tmp = NULL, *arrow, *ntmp; 1668 object *tmp = NULL, *arrow, *ntmp;
1464 int attacknum, attacktype, betterby=0, i; 1669 int attacknum, attacktype, betterby = 0, i;
1465 1670
1466 if (!type) 1671 if (!type)
1467 return NULL; 1672 return NULL;
1468 1673
1469 for (arrow=op->inv; arrow; arrow=arrow->below) { 1674 for (arrow = op->inv; arrow; arrow = arrow->below)
1470 if (arrow->type==CONTAINER && arrow->race==type && 1675 {
1471 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1676 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1677 {
1472 i = 0; 1678 i = 0;
1473 ntmp = find_better_arrow(arrow, target, type, &i); 1679 ntmp = find_better_arrow (arrow, target, type, &i);
1474 if (i > betterby) { 1680 if (i > betterby)
1681 {
1475 tmp = ntmp; 1682 tmp = ntmp;
1476 betterby = i; 1683 betterby = i;
1477 } 1684 }
1685 }
1478 } else if (arrow->type==ARROW && arrow->race==type) { 1686 else if (arrow->type == ARROW && arrow->race == type)
1687 {
1479 /* allways prefer assasination/slaying */ 1688 /* allways prefer assasination/slaying */
1480 if (target->race != NULL && arrow->slaying != NULL && 1689 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1481 strstr(arrow->slaying, target->race)) { 1690 {
1482 if (arrow->attacktype & AT_DEATH) { 1691 if (arrow->attacktype & AT_DEATH)
1692 {
1483 *better = 100; 1693 *better = 100;
1484 return arrow; 1694 return arrow;
1485 } else {
1486 tmp = arrow;
1487 betterby = (arrow->magic + arrow->stats.dam) * 2;
1488 } 1695 }
1489 } else { 1696 else
1490 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1491 attacktype = 1<<attacknum;
1492 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1493 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1494 tmp = arrow;
1495 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1496 }
1497 } 1697 {
1498 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow; 1698 tmp = arrow;
1500 betterby = 2 + arrow->magic + arrow->stats.dam; 1699 betterby = (arrow->magic + arrow->stats.dam) * 2;
1501 }
1502 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1503 tmp = arrow;
1504 betterby = 1 + arrow->magic + arrow->stats.dam;
1505 } 1700 }
1506 } 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 }
1507 } 1724 }
1725 }
1508 } 1726 }
1509 if (tmp == NULL && arrow == NULL) 1727 if (tmp == NULL && arrow == NULL)
1510 return find_arrow(op, type); 1728 return find_arrow (op, type);
1511 1729
1512 *better = betterby; 1730 *better = betterby;
1513 return tmp; 1731 return tmp;
1514} 1732}
1515 1733
1516/* 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
1517 * find_better_arrow to find a decent arrow to use. 1735 * find_better_arrow to find a decent arrow to use.
1518 * op = the shooter 1736 * op = the shooter
1519 * type = bow->race 1737 * type = bow->race
1520 * dir = fire direction 1738 * dir = fire direction
1521 */ 1739 */
1522 1740
1741object *
1523object *pick_arrow_target(object *op, const char *type, int dir) 1742pick_arrow_target (object *op, const char *type, int dir)
1524{ 1743{
1525 object *tmp = NULL; 1744 object *tmp = NULL;
1526 mapstruct *m; 1745 maptile *m;
1527 int i, mflags, found, number; 1746 int i, mflags, found, number;
1528 sint16 x, y; 1747 sint16 x, y;
1529 1748
1530 if (op->map == NULL) 1749 if (op->map == NULL)
1531 return find_arrow(op, type); 1750 return find_arrow (op, type);
1532 1751
1533 /* do a dex check */ 1752 /* do a dex check */
1534 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1753 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1535 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1754 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1536 return find_arrow(op, type); 1755 return find_arrow (op, type);
1537 1756
1538 m = op->map; 1757 m = op->map;
1539 x = op->x; 1758 x = op->x;
1540 y = op->y; 1759 y = op->y;
1541 1760
1542 /* find the first target */ 1761 /* find the first target */
1543 for (i=0, found=0; i<20; i++) { 1762 for (i = 0, found = 0; i < 20; i++)
1763 {
1544 x += freearr_x[dir]; 1764 x += freearr_x[dir];
1545 y += freearr_y[dir]; 1765 y += freearr_y[dir];
1546 mflags = get_map_flags(m, &m, x, y, &x, &y); 1766 mflags = get_map_flags (m, &m, x, y, &x, &y);
1547 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1767 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1768 {
1548 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)
1549 break; 1789 break;
1550 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1551 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1552 * perhaps a bad assumption.
1553 */
1554 tmp = NULL;
1555 break;
1556 } 1790 }
1557 if (mflags & P_IS_ALIVE) {
1558 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1559 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1560 found++;
1561 break;
1562 }
1563 if (found)
1564 break;
1565 }
1566 } 1791 }
1567 if (tmp == NULL) 1792 if (tmp == NULL)
1568 return find_arrow(op, type); 1793 return find_arrow (op, type);
1569 1794
1570 if (tmp->head) 1795 if (tmp->head)
1571 tmp = tmp->head; 1796 tmp = tmp->head;
1572 1797
1573 return find_better_arrow(op, tmp, type, &i); 1798 return find_better_arrow (op, tmp, type, &i);
1574} 1799}
1575 1800
1576/* 1801/*
1577 * Creature fires a bow - op can be monster or player. Returns 1802 * Creature fires a bow - op can be monster or player. Returns
1578 * 1 if bow was actually fired, 0 otherwise. 1803 * 1 if bow was actually fired, 0 otherwise.
1581 * dir is the direction of fire. 1806 * dir is the direction of fire.
1582 * 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)
1583 * 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
1584 * player fire modes. 1809 * player fire modes.
1585 */ 1810 */
1811int
1586int 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)
1587 sint16 sx, sint16 sy)
1588{ 1813{
1589 object *left, *bow; 1814 object *left, *bow;
1590 tag_t left_tag, tag;
1591 int bowspeed, mflags; 1815 int bowspeed, mflags;
1592 mapstruct *m; 1816 maptile *m;
1593 1817
1594 if (!dir) { 1818 if (!dir)
1819 {
1595 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!");
1596 return 0; 1821 return 0;
1597 } 1822 }
1598 if (op->type == PLAYER) 1823 if (op->type == PLAYER)
1599 bow=op->contr->ranges[range_bow]; 1824 bow = op->contr->ranges[range_bow];
1600 else { 1825 else
1826 {
1601 for(bow=op->inv; bow; bow=bow->below) 1827 for (bow = op->inv; bow; bow = bow->below)
1602 /* 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
1603 * 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.
1604 */ 1830 */
1605 if(bow->type==BOW) 1831 if (bow->type == BOW)
1606 break; 1832 break;
1607 1833
1608 if (!bow) { 1834 if (!bow)
1835 {
1609 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1610 return 0; 1837 return 0;
1611 } 1838 }
1612 } 1839 }
1613 if( !bow->race || !bow->skill) { 1840 if (!bow->race || !bow->skill)
1841 {
1614 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);
1615 return 0; 1843 return 0;
1616 } 1844 }
1617 1845
1618 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1619 1847
1620 /* penalize ROF for bestarrow */ 1848 /* penalize ROF for bestarrow */
1621 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1622 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1850 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1623 if (bowspeed < 1) 1851 if (bowspeed < 1)
1624 bowspeed = 1; 1852 bowspeed = 1;
1625 1853
1626 if (arrow == NULL) { 1854 if (arrow == NULL)
1855 {
1627 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1856 if ((arrow = find_arrow (op, bow->race)) == NULL)
1857 {
1628 if (op->type == PLAYER) 1858 if (op->type == PLAYER)
1629 new_draw_info_format(NDI_UNIQUE, 0, op, 1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1630 "You have no %s left.", &bow->race);
1631 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1860 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1632 else 1861 else
1633 CLEAR_FLAG(op, FLAG_READY_BOW); 1862 CLEAR_FLAG (op, FLAG_READY_BOW);
1634 return 0; 1863 return 0;
1635 } 1864 }
1636 } 1865 }
1637 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1638 if (mflags & P_OUT_OF_MAP) { 1867 if (mflags & P_OUT_OF_MAP)
1868 {
1639 return 0; 1869 return 0;
1640 } 1870 }
1641 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 {
1642 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.");
1643 return 0; 1874 return 0;
1644 } 1875 }
1645 1876
1646 /* this should not happen, but sometimes does */ 1877 /* this should not happen, but sometimes does */
1647 if (arrow->nrof==0) { 1878 if (arrow->nrof == 0)
1648 remove_ob(arrow); 1879 {
1649 free_object(arrow); 1880 arrow->destroy ();
1650 return 0; 1881 return 0;
1651 } 1882 }
1652 1883
1653 left = arrow; /* these are arrows left to the player */ 1884 left = arrow; /* these are arrows left to the player */
1654 left_tag = left->count;
1655 arrow = get_split_ob(arrow, 1); 1885 arrow = get_split_ob (arrow, 1);
1656 if (arrow == NULL) { 1886 if (arrow == NULL)
1887 {
1657 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1888 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1658 return 0; 1889 return 0;
1659 } 1890 }
1660 set_owner(arrow, op); 1891 arrow->set_owner (op);
1661 arrow->skill = bow->skill; 1892 arrow->skill = bow->skill;
1662 1893
1663 arrow->direction=dir; 1894 arrow->direction = dir;
1664 arrow->x = sx; 1895 arrow->x = sx;
1665 arrow->y = sy; 1896 arrow->y = sy;
1666 1897
1667 if (op->type == PLAYER) { 1898 if (op->type == PLAYER)
1899 {
1668 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1900 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1669 fix_player(op); 1901 fix_player (op);
1670 } 1902 }
1671 1903
1672 SET_ANIMATION(arrow, arrow->direction); 1904 SET_ANIMATION (arrow, arrow->direction);
1673 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1905 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1674 arrow->stats.hp = arrow->stats.dam; 1906 arrow->stats.hp = arrow->stats.dam;
1675 arrow->stats.grace = arrow->attacktype; 1907 arrow->stats.grace = arrow->attacktype;
1676 if (arrow->slaying != NULL) 1908 if (arrow->slaying != NULL)
1677 arrow->spellarg = strdup_local(arrow->slaying); 1909 arrow->spellarg = strdup_local (arrow->slaying);
1678 1910
1679 /* Note that this was different for monsters - they got their level 1911 /* Note that this was different for monsters - they got their level
1680 * 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.
1681 */ 1913 */
1682
1683 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1684 0 : dam_bonus[op->stats.Str]) +
1685 bow->stats.dam + bow->magic + arrow->magic;
1686 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
1687 /* update the speed */ 1917 /* update the speed */
1688 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1918 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1689 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;
1690 bow->magic + arrow->magic) / 5.0 +
1691 (float)bow->stats.dam / 7.0;
1692 1920
1693 if (arrow->speed < 1.0) 1921 if (arrow->speed < 1.0)
1694 arrow->speed = 1.0; 1922 arrow->speed = 1.0;
1695 update_ob_speed(arrow); 1923 update_ob_speed (arrow);
1696 arrow->speed_left = 0; 1924 arrow->speed_left = 0;
1697 1925
1698 if (op->type == PLAYER) { 1926 if (op->type == PLAYER)
1927 {
1699 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1928 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1700 (op->chosen_skill?op->chosen_skill->level:op->level) - 1929 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1701 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;
1702 arrow->stats.wc - bow->stats.wc + wc_mod;
1703 1931
1704 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1932 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1705 } else { 1933 }
1934 else
1935 {
1706 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;
1707 arrow->stats.wc + wc_mod;
1708
1709 arrow->level = op->level; 1937 arrow->level = op->level;
1710 } 1938 }
1939
1711 if (arrow->attacktype == AT_PHYSICAL) 1940 if (arrow->attacktype == AT_PHYSICAL)
1712 arrow->attacktype |= bow->attacktype; 1941 arrow->attacktype |= bow->attacktype;
1942
1713 if (bow->slaying != NULL) 1943 if (bow->slaying != NULL)
1714 arrow->slaying = bow->slaying; 1944 arrow->slaying = bow->slaying;
1715 1945
1716 arrow->map = m; 1946 arrow->map = m;
1717 arrow->move_type = MOVE_FLY_LOW; 1947 arrow->move_type = MOVE_FLY_LOW;
1718 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1719 1949
1720 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);
1721 tag = arrow->count;
1722 insert_ob_in_map(arrow, m, op, 0); 1951 insert_ob_in_map (arrow, m, op, 0);
1723 1952
1724 if (!was_destroyed(arrow, tag)) 1953 if (!arrow->destroyed ())
1725 move_arrow(arrow); 1954 move_arrow (arrow);
1726 1955
1727 if (op->type == PLAYER) { 1956 if (op->type == PLAYER)
1728 if (was_destroyed (left, left_tag)) 1957 {
1958 if (left->destroyed ())
1729 esrv_del_item(op->contr, left_tag); 1959 esrv_del_item (op->contr, left->count);
1730 else 1960 else
1731 esrv_send_item(op, left); 1961 esrv_send_item (op, left);
1732 } 1962 }
1963
1733 return 1; 1964 return 1;
1734} 1965}
1735 1966
1736/* Special fire code for players - this takes into 1967/* Special fire code for players - this takes into
1737 * account the special fire modes players can have 1968 * account the special fire modes players can have
1738 * but monsters can't. Putting that code here 1969 * but monsters can't. Putting that code here
1739 * makes the fire_bow code much cleaner. 1970 * makes the fire_bow code much cleaner.
1740 * this function should only be called if 'op' is a player, 1971 * this function should only be called if 'op' is a player,
1741 * hence the function name. 1972 * hence the function name.
1742 */ 1973 */
1974int
1743int player_fire_bow(object *op, int dir) 1975player_fire_bow (object *op, int dir)
1744{ 1976{
1745 int ret=0, wcmod=0; 1977 int ret = 0, wcmod = 0;
1746 1978
1747 if (op->contr->bowtype == bow_bestarrow) { 1979 if (op->contr->bowtype == bow_bestarrow)
1748 ret = fire_bow(op, op, 1980 {
1749 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);
1750 dir, 0, op->x, op->y); 1982 }
1751 } 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 {
1752 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1985 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1753 wcmod =-1; 1986 wcmod = -1;
1754 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);
1755 op->x, op->y); 1988 }
1756 } else if (op->contr->bowtype == bow_threewide) { 1989 else if (op->contr->bowtype == bow_threewide)
1990 {
1757 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);
1758 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)]);
1759 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 }
1760 } else if (op->contr->bowtype == bow_spreadshot) { 1995 else if (op->contr->bowtype == bow_spreadshot)
1996 {
1761 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);
1762 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);
1763 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);
1764 2000
1765 } else { 2001 }
2002 else
2003 {
1766 /* Simple case */ 2004 /* Simple case */
1767 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);
1768 } 2006 }
1769 return ret; 2007 return ret;
1770} 2008}
1771 2009
1772 2010
1773/* Fires a misc (wand/rod/horn) object in 'dir'. 2011/* Fires a misc (wand/rod/horn) object in 'dir'.
1774 * Broken apart from 'fire' to keep it more readable. 2012 * Broken apart from 'fire' to keep it more readable.
1775 */ 2013 */
2014void
1776void fire_misc_object(object *op, int dir) 2015fire_misc_object (object *op, int dir)
1777{ 2016{
1778 object *item; 2017 object *item;
1779 2018
1780 if (!op->contr->ranges[range_misc]) { 2019 if (!op->contr->ranges[range_misc])
2020 {
1781 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.");
1782 return; 2022 return;
1783 } 2023 }
1784 2024
1785 item = op->contr->ranges[range_misc]; 2025 item = op->contr->ranges[range_misc];
1786 if (!item->inv) { 2026 if (!item->inv)
2027 {
1787 LOG(llevError,"Object %s lacks a spell\n", &item->name); 2028 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1788 return; 2029 return;
1789 } 2030 }
1790 if (item->type == WAND) { 2031 if (item->type == WAND)
2032 {
1791 if(item->stats.food<=0) { 2033 if (item->stats.food <= 0)
2034 {
1792 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2035 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1793 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794 return; 2037 return;
1795 } 2038 }
2039 }
1796 } else if (item->type == ROD || item->type==HORN) { 2040 else if (item->type == ROD || item->type == HORN)
2041 {
1797 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 {
1798 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2044 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1799 if (item->type== ROD) 2045 if (item->type == ROD)
1800 new_draw_info_format(NDI_UNIQUE, 0,op,
1801 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 2046 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1802 else 2047 else
1803 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));
1804 "The %s needs more time to charge.", query_base_name(item,0));
1805 return; 2049 return;
1806 } 2050 }
1807 } 2051 }
1808 2052
1809 if(cast_spell(op,item,dir,item->inv,NULL)) { 2053 if (cast_spell (op, item, dir, item->inv, NULL))
2054 {
1810 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 */
1811 if (item->type == WAND) { 2056 if (item->type == WAND)
2057 {
1812 if (!(--item->stats.food)) { 2058 if (!(--item->stats.food))
2059 {
1813 object *tmp; 2060 object *tmp;
2061
1814 if (item->arch) { 2062 if (item->arch)
2063 {
1815 CLEAR_FLAG(item, FLAG_ANIMATE); 2064 CLEAR_FLAG (item, FLAG_ANIMATE);
1816 item->face = item->arch->clone.face; 2065 item->face = item->arch->clone.face;
1817 item->speed = 0; 2066 item->speed = 0;
1818 update_ob_speed(item); 2067 update_ob_speed (item);
1819 } 2068 }
1820 if ((tmp=is_player_inv(item))) 2069 if ((tmp = is_player_inv (item)))
1821 esrv_update_item(UPD_ANIM, tmp, item); 2070 esrv_update_item (UPD_ANIM, tmp, item);
1822 } 2071 }
1823 } 2072 }
1824 else if (item->type == ROD || item->type==HORN) { 2073 else if (item->type == ROD || item->type == HORN)
2074 {
1825 drain_rod_charge(item); 2075 drain_rod_charge (item);
1826 } 2076 }
1827 } 2077 }
1828} 2078}
1829 2079
1830/* Received a fire command for the player - go and do it. 2080/* Received a fire command for the player - go and do it.
1831 */ 2081 */
2082void
1832void fire(object *op,int dir) { 2083fire (object *op, int dir)
2084{
1833 int spellcost=0; 2085 int spellcost = 0;
1834 2086
1835 /* check for loss of invisiblity/hide */ 2087 /* check for loss of invisiblity/hide */
1836 if (action_makes_visible(op)) make_visible(op); 2088 if (action_makes_visible (op))
2089 make_visible (op);
1837 2090
1838 switch(op->contr->shoottype) { 2091 switch (op->contr->shoottype)
2092 {
1839 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.");
1840 return; 2123 return;
1841
1842 case range_bow:
1843 player_fire_bow(op, dir);
1844 return;
1845
1846 case range_magic: /* Casting spells */
1847 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1848 return;
1849
1850 case range_misc:
1851 fire_misc_object(op, dir);
1852 return;
1853
1854 case range_golem: /* Control summoned monsters from scrolls */
1855 if(op->contr->ranges[range_golem]==NULL ||
1856 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1857 op->contr->ranges[range_golem] = NULL;
1858 op->contr->shoottype=range_none;
1859 op->contr->golem_count = 0;
1860 } 2124 }
1861 else
1862 control_golem(op->contr->ranges[range_golem], dir);
1863 return;
1864
1865 case range_skill:
1866 if(!op->chosen_skill) {
1867 if(op->type==PLAYER)
1868 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1869 return;
1870 }
1871 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 2125 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1872 return;
1873 case range_builder:
1874 apply_map_builder( op, dir );
1875 return; 2126 return;
2127 case range_builder:
2128 apply_map_builder (op, dir);
2129 return;
1876 default: 2130 default:
1877 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2131 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1878 return; 2132 return;
1879 } 2133 }
1880} 2134}
1881 2135
1882 2136
1883 2137
1890 * inv is the objects inventory to searched 2144 * inv is the objects inventory to searched
1891 * door is the door we are trying to match against. 2145 * door is the door we are trying to match against.
1892 * This function can be called recursively to search containers. 2146 * This function can be called recursively to search containers.
1893 */ 2147 */
1894 2148
2149object *
1895object * find_key(object *pl, object *container, object *door) 2150find_key (object *pl, object *container, object *door)
1896{ 2151{
1897 object *tmp,*key; 2152 object *tmp, *key;
1898 2153
1899 /* Should not happen, but sanity checking is never bad */ 2154 /* Should not happen, but sanity checking is never bad */
1900 if (container->inv == NULL) return NULL; 2155 if (container->inv == NULL)
2156 return NULL;
1901 2157
1902 /* 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 */
1903 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2159 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2160 {
1904 if (door->type==DOOR && tmp->type==KEY) break; 2161 if (door->type == DOOR && tmp->type == KEY)
2162 break;
1905 /* For sanity, we should really check door type, but other stuff 2163 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys 2164 * (like containers) can be locked with special keys
1907 */ 2165 */
1908 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2166 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 tmp->slaying==door->slaying) break; 2167 break;
1910 } 2168 }
1911 /* No key found - lets search inventories now */ 2169 /* No key found - lets search inventories now */
1912 /* 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.
1913 * 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
1914 * a key, return 2172 * a key, return
1915 */ 2173 */
1916 if (!tmp) { 2174 if (!tmp)
2175 {
1917 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2176 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2177 {
1918 /* No reason to search empty containers */ 2178 /* No reason to search empty containers */
1919 if (tmp->type==CONTAINER && tmp->inv) { 2179 if (tmp->type == CONTAINER && tmp->inv)
2180 {
1920 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2181 if ((key = find_key (pl, tmp, door)) != NULL)
2182 return key;
1921 } 2183 }
1922 } 2184 }
2185 if (!tmp)
1923 if (!tmp) return NULL; 2186 return NULL;
1924 } 2187 }
1925 /* 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,
1926 * see if we actually want to use it 2189 * see if we actually want to use it
1927 */ 2190 */
1928 if (pl!=container) { 2191 if (pl != container)
2192 {
1929 /* Only let players use keys in containers */ 2193 /* Only let players use keys in containers */
1930 if (!pl->contr) return NULL; 2194 if (!pl->contr)
2195 return NULL;
1931 /* cases where this fails: 2196 /* cases where this fails:
1932 * If we only search the player inventory, return now since we 2197 * If we only search the player inventory, return now since we
1933 * are not in the players inventory. 2198 * are not in the players inventory.
1934 * If the container is not active, return now since only active 2199 * If the container is not active, return now since only active
1935 * containers can be used. 2200 * containers can be used.
1936 * If we only search keyrings and the container does not have 2201 * If we only search keyrings and the container does not have
1937 * a race/isn't a keyring. 2202 * a race/isn't a keyring.
1938 * No checking for all containers - to fall through past here, 2203 * No checking for all containers - to fall through past here,
1939 * inv must have been an container and must have been active. 2204 * inv must have been an container and must have been active.
1940 * 2205 *
1941 * Change the color so that the message doesn't disappear with 2206 * Change the color so that the message doesn't disappear with
1942 * all the others. 2207 * all the others.
1943 */ 2208 */
1944 if (pl->contr->usekeys == key_inventory || 2209 if (pl->contr->usekeys == key_inventory ||
1945 !QUERY_FLAG(container, FLAG_APPLIED) || 2210 !QUERY_FLAG (container, FLAG_APPLIED) ||
1946 (pl->contr->usekeys == keyrings &&
1947 (!container->race || strcmp(container->race, "keys"))) 2211 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1948 ) { 2212 {
1949 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2213 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1950 "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));
1951 query_name(tmp), query_name(container));
1952 return NULL; 2215 return NULL;
1953 } 2216 }
1954 } 2217 }
1955 return tmp; 2218 return tmp;
1956} 2219}
1957 2220
1958/* moved door processing out of move_player_attack. 2221/* moved door processing out of move_player_attack.
1959 * returns 1 if player has opened the door with a key 2222 * returns 1 if player has opened the door with a key
1960 * such that the caller should not do anything more, 2223 * such that the caller should not do anything more,
1961 * 0 otherwise 2224 * 0 otherwise
1962 */ 2225 */
2226static int
1963static int player_attack_door(object *op, object *door) 2227player_attack_door (object *op, object *door)
1964{ 2228{
1965 2229
1966 /* 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,
1967 * 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 -
1968 * otherwise, we fall through to the rest of the code. 2232 * otherwise, we fall through to the rest of the code.
1969 */ 2233 */
1970 object *key=find_key(op, op, door); 2234 object *key = find_key (op, op, door);
1971 2235
1972 /* IF we found a key, do some extra work */ 2236 /* IF we found a key, do some extra work */
1973 if (key) { 2237 if (key)
2238 {
1974 object *container=key->env; 2239 object *container = key->env;
1975 2240
1976 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);
1977 if(action_makes_visible(op)) make_visible(op); 2242 if (action_makes_visible (op))
2243 make_visible (op);
1978 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);
1979 if (door->type == DOOR) { 2246 if (door->type == DOOR)
2247 {
1980 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 */
1981 } 2249 }
1982 else if(door->type==LOCKED_DOOR) { 2250 else if (door->type == LOCKED_DOOR)
1983 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2251 {
1984 "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));
1985 remove_door2(door); /* remove door without violence ;-) */ 2253 remove_door2 (door); /* remove door without violence ;-) */
1986 } 2254 }
1987 /* Do this after we print the message */ 2255 /* Do this after we print the message */
1988 decrease_ob(key); /* Use up one of the keys */ 2256 decrease_ob (key); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 2257 /* Need to update the weight the container the key was in */
1990 if (container != op) 2258 if (container != op)
1991 esrv_update_item(UPD_WEIGHT, op, container); 2259 esrv_update_item (UPD_WEIGHT, op, container);
1992 return 1; /* Nothing more to do below */ 2260 return 1; /* Nothing more to do below */
2261 }
1993 } else if (door->type==LOCKED_DOOR) { 2262 else if (door->type == LOCKED_DOOR)
2263 {
1994 /* Might as well return now - no other way to open this */ 2264 /* Might as well return now - no other way to open this */
1995 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2265 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1996 return 1; 2266 return 1;
1997 } 2267 }
1998 return 0; 2268 return 0;
1999} 2269}
2000 2270
2001/* This function is just part of a breakup from move_player. 2271/* This function is just part of a breakup from move_player.
2002 * It should keep the code cleaner. 2272 * It should keep the code cleaner.
2003 * When this is called, the players direction has been updated 2273 * When this is called, the players direction has been updated
2004 * (taking into account confusion.) The player is also actually 2274 * (taking into account confusion.) The player is also actually
2005 * going to try and move (not fire weapons). 2275 * going to try and move (not fire weapons).
2006 */ 2276 */
2007 2277
2278void
2008void move_player_attack(object *op, int dir) 2279move_player_attack (object *op, int dir)
2009{ 2280{
2010 object *tmp, *mon; 2281 object *tmp, *mon;
2011 sint16 nx, ny; 2282 sint16 nx, ny;
2012 int on_battleground; 2283 int on_battleground;
2013 mapstruct *m; 2284 maptile *m;
2014 2285
2015 nx=freearr_x[dir]+op->x; 2286 nx = freearr_x[dir] + op->x;
2016 ny=freearr_y[dir]+op->y; 2287 ny = freearr_y[dir] + op->y;
2017 2288
2018 on_battleground = op_on_battleground(op, NULL, NULL); 2289 on_battleground = op_on_battleground (op, NULL, NULL);
2019 2290
2020 /* 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
2021 * 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
2022 * 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
2023 * player. This is a pretty nasty hack, because if we could 2294 * player. This is a pretty nasty hack, because if we could
2024 * move to some space, it then means that if we are braced, we should 2295 * move to some space, it then means that if we are braced, we should
2025 * do nothing at all. As it is, if we are braced, we go through 2296 * do nothing at all. As it is, if we are braced, we go through
2026 * quite a bit of processing. However, it probably is less than what 2297 * quite a bit of processing. However, it probably is less than what
2027 * move_ob uses. 2298 * move_ob uses.
2028 */ 2299 */
2029 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 {
2030 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2302 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2303 {
2031 m = get_map_from_coord(op->map, &nx, &ny); 2304 m = get_map_from_coord (op->map, &nx, &ny);
2305 if (!m)
2032 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)
2033 } 2312 {
2034 else m =op->map;
2035
2036 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2037 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 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)
2038 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;
2039 } 2383 }
2040 2384
2041 mon = NULL; 2385 /* in certain circumstances, you shouldn't attack friendly
2042 /* 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
2043 * 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
2044 * if its a door or barrel (can roll) see if there may be monsters 2388 * attack them either.
2045 * on the space
2046 */ 2389 */
2047 while (tmp!=NULL) { 2390 if ((mon->type == PLAYER || mon->enemy != op) &&
2048 if (tmp == op) { 2391 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2049 tmp=tmp->above; 2392#ifdef PROHIBIT_PLAYERKILL
2050 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);
2051 } 2406 }
2052 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2407 else
2053 mon = tmp; 2408 {
2054 break; 2409 new_draw_info (0, 0, op, "You withhold your attack");
2055 } 2410 }
2056 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2411 if (op->contr->tmp_invis || op->hide)
2057 mon = tmp; 2412 make_visible (op);
2058 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))
2059 } 2419 {
2060 2420 recursive_roll (mon, dir, op);
2061 if (mon==NULL) /* This happens anytime the player tries to move */ 2421 if (action_makes_visible (op))
2062 return; /* into a wall */ 2422 make_visible (op);
2423 }
2063 2424
2064 if(mon->head != NULL) 2425 /* Any generic living creature. Including things like doors.
2065 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 */
2066 2431
2067 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2432 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2068 if (player_attack_door(op, mon)) return; 2433 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2434 {
2069 2435
2070 /* The following deals with possibly attacking peaceful 2436 /* If the player hasn't hit something this tick, and does
2071 * or frienddly creatures. Basically, all players are considered 2437 * so, give them speed boost based on weapon speed. Doing
2072 * unaggressive. If the moving player has peaceful set, then the 2438 * it here is better than process_players2, which basically
2073 * object should be pushed instead of attacked. It is assumed that 2439 * incurred a 1 tick offset.
2074 * if you are braced, you will not attack friends accidently,
2075 * and thus will not push them.
2076 */ 2440 */
2077 2441 if (!op->contr->has_hit)
2078 /* If the creature is a pet, push it even if the player is not
2079 * peaceful. Our assumption is the creature is a pet if the
2080 * player owns it and it is either friendly or unagressive.
2081 */
2082 if ((op->type==PLAYER)
2083#if COZY_SERVER
2084 &&
2085 (
2086 (get_owner(mon) && get_owner(mon)->contr
2087 && same_party (get_owner(mon)->contr->party, op->contr->party))
2088 || get_owner(mon) == op
2089 )
2090#else
2091 && get_owner(mon)==op
2092#endif
2093 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2094 {
2095 /* If we're braced, we don't want to switch places with it */
2096 if (op->contr->braced) return;
2097 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2098 (void) push_ob(mon,dir,op);
2099 if(op->contr->tmp_invis||op->hide) make_visible(op);
2100 return;
2101 }
2102
2103 /* in certain circumstances, you shouldn't attack friendly
2104 * creatures. Note that if you are braced, you can't push
2105 * someone, but put it inside this loop so that you won't
2106 * attack them either.
2107 */
2108 if ((mon->type==PLAYER || mon->enemy != op) &&
2109 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2110 (
2111#ifdef PROHIBIT_PLAYERKILL
2112 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2113#else
2114 op->contr->peaceful &&
2115#endif
2116 !on_battleground
2117 )) { 2442 {
2118 if (!op->contr->braced) { 2443 op->speed_left += op->speed / op->contr->weapon_sp;
2119 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2444
2120 (void) push_ob(mon,dir,op); 2445 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2121 } else {
2122 new_draw_info(0, 0,op,"You withhold your attack");
2123 } 2446 }
2124 if(op->contr->tmp_invis||op->hide) make_visible(op);
2125 }
2126 2447
2127 /* If the object is a boulder or other rollable object, then 2448 skill_attack (mon, op, 0, NULL, NULL);
2128 * roll it if not braced. You can't roll it if you are braced.
2129 */
2130 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2131 recursive_roll(mon,dir,op);
2132 if(action_makes_visible(op)) make_visible(op);
2133 }
2134 2449
2135 /* Any generic living creature. Including things like doors. 2450 /* If attacking another player, that player gets automatic
2136 * Way it works is like this: First, it must have some hit points 2451 * hitback, and doesn't loose luck either.
2137 * and be living. Then, it must be one of the following: 2452 * Disable hitback on the battleground or if the target is
2138 * 1) Not a player, 2) A player, but of a different party. Note 2453 * the wiz.
2139 * that party_number -1 is no party, so attacks can still happen.
2140 */
2141
2142 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2143 ((mon->type!=PLAYER || op->contr->party==NULL ||
2144 op->contr->party!=mon->contr->party))) {
2145
2146 /* If the player hasn't hit something this tick, and does
2147 * so, give them speed boost based on weapon speed. Doing
2148 * it here is better than process_players2, which basically
2149 * incurred a 1 tick offset.
2150 */ 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
2151 if (!op->contr->has_hit) { 2459 mon->contr->has_hit = 1;
2152 op->speed_left += op->speed / op->contr->weapon_sp; 2460 skill_attack (op, mon, 0, NULL, NULL);
2153 2461 mon->stats.luck = luck;
2154 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2155 } 2462 }
2156 2463 if (action_makes_visible (op))
2157 skill_attack(mon, op, 0, NULL, NULL); 2464 make_visible (op);
2158
2159 /* If attacking another player, that player gets automatic
2160 * hitback, and doesn't loose luck either.
2161 * Disable hitback on the battleground or if the target is
2162 * the wiz.
2163 */
2164 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2165 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2166 short luck = mon->stats.luck;
2167 mon->contr->has_hit = 1;
2168 skill_attack(op, mon, 0, NULL, NULL);
2169 mon->stats.luck = luck;
2170 } 2465 }
2171 if(action_makes_visible(op)) make_visible(op);
2172 }
2173 } /* if player should attack something */ 2466 } /* if player should attack something */
2174} 2467}
2175 2468
2469int
2176int move_player(object *op,int dir) { 2470move_player (object *op, int dir)
2471{
2177 int pick; 2472 int pick;
2178 2473
2179 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2474 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2180 return 0;
2181
2182 /* Sanity check: make sure dir is valid */
2183 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2184 LOG( llevError, "move_player: invalid direction %d\n", dir);
2185 return 0;
2186 }
2187
2188 /* peterm: added following line */
2189 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2190 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2191
2192 op->facing = dir;
2193
2194 if(op->hide) do_hidden_move(op);
2195
2196 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2197 /*nop*/;
2198 else if (op->contr->fire_on)
2199 fire (op, dir);
2200 else
2201 {
2202 move_player_attack (op, dir);
2203 pick = check_pick(op);
2204 }
2205
2206 /* Add special check for newcs players and fire on - this way, the
2207 * server can handle repeat firing.
2208 */
2209 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2210 op->direction = dir;
2211 } else {
2212 op->direction=0;
2213 }
2214 /* Update how the player looks. Use the facing, so direction may
2215 * get reset to zero. This allows for full animation capabilities
2216 * for players.
2217 */
2218 animate_object(op, op->facing);
2219 return 0; 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;
2220} 2520}
2221 2521
2222/* 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
2223 * new client/server stuff. 2523 * new client/server stuff.
2224 * 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
2225 * the new speed values for commands. 2525 * the new speed values for commands.
2226 * 2526 *
2227 * Returns true if there are more actions we can do. 2527 * Returns true if there are more actions we can do.
2228 */ 2528 */
2529int
2229int handle_newcs_player(object *op) 2530handle_newcs_player (object *op)
2230{ 2531{
2231 if (op->contr->hidden) { 2532 if (op->contr->hidden)
2533 {
2232 op->invisible = 1000; 2534 op->invisible = 1000;
2233 /* the socket code flashes the player visible/invisible 2535 /* the socket code flashes the player visible/invisible
2234 * depending on the value of invisible, so we need to 2536 * depending on the value of invisible, so we need to
2235 * alternate it here for it to work correctly. 2537 * alternate it here for it to work correctly.
2236 */ 2538 */
2237 if (pticks & 2) op->invisible--; 2539 if (pticks & 2)
2238 }
2239 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2240 op->invisible--; 2540 op->invisible--;
2541 }
2542 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2543 {
2544 op->invisible--;
2241 if(!op->invisible) { 2545 if (!op->invisible)
2546 {
2242 make_visible(op); 2547 make_visible (op);
2243 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.");
2244 } 2549 }
2245 } 2550 }
2246 2551
2247 if (QUERY_FLAG(op, FLAG_SCARED)) { 2552 if (QUERY_FLAG (op, FLAG_SCARED))
2553 {
2248 flee_player(op); 2554 flee_player (op);
2249 /* 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 */
2250 if (QUERY_FLAG(op, FLAG_SCARED)) { 2556 if (QUERY_FLAG (op, FLAG_SCARED))
2557 {
2251 op->speed_left--; 2558 op->speed_left--;
2252 return 0; 2559 return 0;
2253 } 2560 }
2254 } 2561 }
2255 2562
2256 /* 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
2257 * 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
2258 * 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
2259 * 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.
2260 */ 2567 */
2261 if (op->contr->ranges[range_golem] && 2568 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2262 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2263 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2264 op->contr->ranges[range_golem] = NULL; 2569 op->contr->ranges[range_golem] = 0;
2265 op->contr->golem_count = 0;
2266 }
2267 2570
2268 /* 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
2269 * the players time has been increased when doericserver has been 2572 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here. 2573 * called, so we recheck it here.
2271 */ 2574 */
2272 HandleClient(&op->contr->socket, op->contr); 2575 HandleClient (&op->contr->socket, op->contr);
2273 if (op->speed_left<0) return 0; 2576 if (op->speed_left < 0)
2274
2275 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2276 /* All move commands take 1 tick, at least for now */
2277 op->speed_left--;
2278
2279 /* Instead of all the stuff below, let move_player take care
2280 * of it. Also, some of the skill stuff is only put in
2281 * there, as well as the confusion stuff.
2282 */
2283 move_player(op, op->direction);
2284 if (op->speed_left>0) return 1;
2285 else return 0;
2286 }
2287 return 0; 2577 return 0;
2288}
2289 2578
2290int save_life(object *op) { 2579 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2291 object *tmp; 2580 {
2581 /* All move commands take 1 tick, at least for now */
2582 op->speed_left--;
2292 2583
2293 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
2294 return 0; 2592 return 0;
2593 }
2594 return 0;
2595}
2295 2596
2296 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2597int
2297 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2598save_life (object *op)
2298 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2599{
2299 new_draw_info_format(NDI_UNIQUE, 0,op, 2600 object *tmp;
2300 "Your %s vibrates violently, then evaporates.", 2601
2301 query_name(tmp));
2302 if (op->contr)
2303 esrv_del_item(op->contr, tmp->count);
2304 remove_ob(tmp);
2305 free_object(tmp);
2306 CLEAR_FLAG(op, FLAG_LIFESAVE);
2307 if(op->stats.hp<0)
2308 op->stats.hp = op->stats.maxhp;
2309 if(op->stats.food<0)
2310 op->stats.food = 999;
2311 fix_player(op);
2312 return 1;
2313 }
2314 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2316 enter_player_savebed(op); /* bring him home. */
2317 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;
2318} 2630}
2319 2631
2320/* 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
2321 * 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
2322 * 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
2323 * from. 2635 * from.
2324 */ 2636 */
2637void
2325void remove_unpaid_objects(object *op, object *env) 2638remove_unpaid_objects (object *op, object *env)
2326{ 2639{
2327 object *next; 2640 object *next;
2328 2641
2329 while (op) { 2642 while (op)
2643 {
2330 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
2331 * we remove object 'op' 2645 * we remove object 'op'
2332 */ 2646 */
2333 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2647 if (QUERY_FLAG (op, FLAG_UNPAID))
2648 {
2334 remove_ob(op); 2649 op->remove ();
2335 op->x = env->x; 2650 op->x = env->x;
2336 op->y = env->y; 2651 op->y = env->y;
2337 if (env->type == PLAYER) 2652 if (env->type == PLAYER)
2338 esrv_del_item(env->contr, op->count); 2653 esrv_del_item (env->contr, op->count);
2339 insert_ob_in_map(op, env->map, NULL,0); 2654 insert_ob_in_map (op, env->map, NULL, 0);
2340 } 2655 }
2656 else if (op->inv)
2341 else if (op->inv) remove_unpaid_objects(op->inv, env); 2657 remove_unpaid_objects (op->inv, env);
2342 op=next; 2658 op = next;
2343 } 2659 }
2344} 2660}
2345 2661
2346 2662
2347/* 2663/*
2349 * Moved from apply.c to player.c - player.c is what 2665 * Moved from apply.c to player.c - player.c is what
2350 * actually uses this function. player.c may not be quite the 2666 * actually uses this function. player.c may not be quite the
2351 * best, a misc file for object actions is probably better, 2667 * best, a misc file for object actions is probably better,
2352 * but there isn't one in the server directory. 2668 * but there isn't one in the server directory.
2353 */ 2669 */
2670char *
2354char *gravestone_text (object *op) 2671gravestone_text (object *op)
2355{ 2672{
2356 static char buf2[MAX_BUF]; 2673 static char buf2[MAX_BUF];
2357 char buf[MAX_BUF]; 2674 char buf[MAX_BUF];
2358 time_t now = time (NULL); 2675 time_t now = time (NULL);
2359 2676
2360 strcpy (buf2, " R.I.P.\n\n"); 2677 strcpy (buf2, " R.I.P.\n\n");
2361 if (op->type == PLAYER) 2678 if (op->type == PLAYER)
2362 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2363 else 2680 else
2364 sprintf (buf, "%s\n", &op->name); 2681 sprintf (buf, "%s\n", &op->name);
2365 strncat (buf2, " ", 20 - strlen (buf) / 2); 2682 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366 strcat (buf2, buf); 2683 strcat (buf2, buf);
2367 if (op->type == PLAYER) 2684 if (op->type == PLAYER)
2368 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);
2369 else 2686 else
2370 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);
2371 strncat (buf2, " ", 20 - strlen (buf) / 2); 2688 strncat (buf2, " ", 20 - strlen (buf) / 2);
2372 strcat (buf2, buf); 2689 strcat (buf2, buf);
2373 if (op->type == PLAYER) { 2690 if (op->type == PLAYER)
2691 {
2374 sprintf (buf, "by %s.\n\n", op->contr->killer); 2692 sprintf (buf, "by %s.\n\n", op->contr->killer);
2375 strncat (buf2, " ", 21 - strlen (buf) / 2); 2693 strncat (buf2, " ", 21 - strlen (buf) / 2);
2376 strcat (buf2, buf); 2694 strcat (buf2, buf);
2377 } 2695 }
2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2379 strncat (buf2, " ", 20 - strlen (buf) / 2); 2697 strncat (buf2, " ", 20 - strlen (buf) / 2);
2380 strcat (buf2, buf); 2698 strcat (buf2, buf);
2381 return buf2; 2699 return buf2;
2382} 2700}
2383 2701
2384 2702
2385 2703
2704void
2386void do_some_living(object *op) { 2705do_some_living (object *op)
2706{
2387 int last_food=op->stats.food; 2707 int last_food = op->stats.food;
2388 int gen_hp, gen_sp, gen_grace; 2708 int gen_hp, gen_sp, gen_grace;
2389 int over_hp, over_sp, over_grace; 2709 int over_hp, over_sp, over_grace;
2390 int i; 2710 int i;
2391 int rate_hp = 1200; 2711 int rate_hp = 1200;
2392 int rate_sp = 2500; 2712 int rate_sp = 2500;
2393 int rate_grace = 2000; 2713 int rate_grace = 2000;
2394 const int max_hp = 1; 2714 const int max_hp = 1;
2395 const int max_sp = 1; 2715 const int max_sp = 1;
2396 const int max_grace = 1; 2716 const int max_grace = 1;
2397 2717
2398 if (op->contr->outputs_sync) { 2718 if (op->contr->outputs_sync)
2719 {
2399 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2720 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2400 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)
2401 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2402 flush_output_element(op, &op->contr->outputs[i]); 2722 flush_output_element (op, &op->contr->outputs[i]);
2403 } 2723 }
2404 2724
2405 if(op->contr->state==ST_PLAYING) { 2725 if (op->contr->state == ST_PLAYING)
2726 {
2406 2727
2407 /* these next three if clauses make it possible to SLOW DOWN 2728 /* these next three if clauses make it possible to SLOW DOWN
2408 hp/grace/spellpoint regeneration. */ 2729 hp/grace/spellpoint regeneration. */
2409 if(op->contr->gen_hp >= 0 ) 2730 if (op->contr->gen_hp >= 0)
2410 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2411 else { 2732 else
2733 {
2412 gen_hp = op->stats.maxhp; 2734 gen_hp = op->stats.maxhp;
2413 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2414 } 2736 }
2415 if(op->contr->gen_sp >= 0 ) 2737 if (op->contr->gen_sp >= 0)
2416 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2417 else { 2739 else
2740 {
2418 gen_sp = op->stats.maxsp; 2741 gen_sp = op->stats.maxsp;
2419 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2420 } 2743 }
2421 if(op->contr->gen_grace >= 0) 2744 if (op->contr->gen_grace >= 0)
2422 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2423 else { 2746 else
2747 {
2424 gen_grace = op->stats.maxgrace; 2748 gen_grace = op->stats.maxgrace;
2425 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2749 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2426 } 2750 }
2427 2751
2428 /* Regenerate Spell Points */ 2752 /* Regenerate Spell Points */
2429 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2753 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2754 {
2430 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);
2431 if(op->stats.sp<op->stats.maxsp) {
2432 op->stats.sp++;
2433 /* dms do not consume food */
2434 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2435 op->stats.food--;
2436 if(op->contr->digestion<0)
2437 op->stats.food+=op->contr->digestion;
2438 else if(op->contr->digestion>0 &&
2439 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2440 op->stats.food=last_food;
2441 }
2442 }
2443 if (max_sp>1) {
2444 over_sp = (gen_sp+10)/rate_sp;
2445 if (over_sp > 0) {
2446 if(op->stats.sp<op->stats.maxsp) { 2756 if (op->stats.sp < op->stats.maxsp)
2447 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2757 {
2448 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2449 op->stats.sp--; 2758 op->stats.sp++;
2450 if(op->stats.sp>op->stats.maxsp) 2759 /* dms do not consume food */
2451 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;
2452 } 2767 }
2453 op->last_sp=0;
2454 } else {
2455 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2456 }
2457 } else {
2458 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2459 }
2460 }
2461
2462 /* Regenerate Grace */
2463 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2464 if(--op->last_grace<0) {
2465 if(op->stats.grace<op->stats.maxgrace/2)
2466 op->stats.grace++; /* no penalty in food for regaining grace */
2467 if(max_grace>1) {
2468 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2469 if (over_grace > 0) {
2470 op->stats.sp += over_grace
2471 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2472 op->last_grace=0;
2473 } else {
2474 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2475 } 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 }
2476 } 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 {
2477 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);
2478 } 2818 }
2479 /* wearing stuff doesn't detract from grace generation. */ 2819 /* wearing stuff doesn't detract from grace generation. */
2480 } 2820 }
2481 2821
2482 /* Regenerate Hit Points */ 2822 /* Regenerate Hit Points */
2483 if(--op->last_heal<0) { 2823 if (--op->last_heal < 0)
2824 {
2484 if(op->stats.hp<op->stats.maxhp) { 2825 if (op->stats.hp < op->stats.maxhp)
2826 {
2485 op->stats.hp++; 2827 op->stats.hp++;
2486 /* dms do not consume food */ 2828 /* dms do not consume food */
2487 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2829 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 op->stats.food--; 2830 {
2831 op->stats.food--;
2489 if(op->contr->digestion<0) 2832 if (op->contr->digestion < 0)
2490 op->stats.food+=op->contr->digestion; 2833 op->stats.food += op->contr->digestion;
2491 else if(op->contr->digestion>0 && 2834 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food=last_food; 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 }
2494 } 2855 }
2495 }
2496 if(max_hp>1) {
2497 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2498 if (over_hp > 0) {
2499 op->stats.sp += over_hp
2500 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2501 op->last_heal=0;
2502 } else {
2503 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2504 }
2505 } else {
2506 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2507 }
2508 }
2509 2856
2510 /* Digestion */ 2857 /* Digestion */
2511 if(--op->last_eat<0) { 2858 if (--op->last_eat < 0)
2859 {
2512#ifdef COZY_SERVER 2860#ifdef COZY_SERVER
2513 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;
2514 int bonus=dg>0?dg:0, 2862 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2515 penalty=dg<0?-dg:0;
2516#else 2863#else
2517 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;
2518 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2519#endif 2865#endif
2520 2866
2521 if(op->contr->gen_hp > 0) 2867 if (op->contr->gen_hp > 0)
2522 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);
2523 else 2869 else
2524 op->last_eat=25*(1+bonus)/(penalty +1); 2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2525 /* dms do not consume food */ 2871 /* dms do not consume food */
2526 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2872 if (!QUERY_FLAG (op, FLAG_WIZ))
2527 } 2873 op->stats.food--;
2874 }
2528 } 2875 }
2529 2876
2530 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 {
2531 object *tmp, *flesh=NULL; 2879 object *tmp, *flesh = NULL;
2532 2880
2533 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2882 {
2534 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 {
2535 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2886 {
2536 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.");
2537 manual_apply(op,tmp,0); 2888 manual_apply (op, tmp, 0);
2538 if(op->stats.food>=0||op->stats.hp<0) 2889 if (op->stats.food >= 0 || op->stats.hp < 0)
2539 break; 2890 break;
2540 } 2891 }
2541 else if (tmp->type==FLESH) flesh=tmp; 2892 else if (tmp->type == FLESH)
2893 flesh = tmp;
2542 } /* End if paid for object */ 2894 } /* End if paid for object */
2543 } /* end of for loop */ 2895 } /* end of for loop */
2544 /* 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
2545 * eat flesh instead. 2897 * eat flesh instead.
2546 */ 2898 */
2547 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 {
2548 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.");
2549 manual_apply(op,flesh,0); 2902 manual_apply (op, flesh, 0);
2550 } 2903 }
2551 } /* end if player is starving */ 2904 } /* end if player is starving */
2552 2905
2553 while(op->stats.food<0&&op->stats.hp>0) 2906 while (op->stats.food < 0 && op->stats.hp > 0)
2554 op->stats.food++,op->stats.hp--; 2907 op->stats.food++, op->stats.hp--;
2555 2908
2556 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))
2557 kill_player(op); 2910 kill_player (op);
2558} 2911}
2559 2912
2560 2913
2561 2914
2562/* 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.
2563 * 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
2564 * permadeath, no lifesave), this will take care of removing the player 2917 * permadeath, no lifesave), this will take care of removing the player
2565 * file. 2918 * file.
2566 */ 2919 */
2920void
2567void kill_player(object *op) 2921kill_player (object *op)
2568{ 2922{
2569 char buf[MAX_BUF]; 2923 char buf[MAX_BUF];
2570 int x,y,i; 2924 int x, y;
2925
2926 //int i;
2571 mapstruct *map; /* this is for resurrection */ 2927 maptile *map; /* this is for resurrection */
2928
2572 int z; 2929 /* int z;
2573 int num_stats_lose; 2930 int num_stats_lose;
2574 int lost_a_stat; 2931 int lost_a_stat;
2575 int lose_this_stat; 2932 int lose_this_stat;
2576 int this_stat; 2933 int this_stat; */
2577 int will_kill_again; 2934 int will_kill_again;
2578 archetype *at; 2935 archetype *at;
2579 object *tmp; 2936 object *tmp;
2580 2937
2581 if(save_life(op)) 2938 if (save_life (op))
2582 return; 2939 return;
2583 2940
2584 2941
2585 /* 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
2586 * 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.
2587 * Look at op_on_battleground() for more info --AndreasV 2944 * Look at op_on_battleground() for more info --AndreasV
2588 */ 2945 */
2589 if (op_on_battleground(op, &x, &y)) { 2946 if (op_on_battleground (op, &x, &y))
2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2947 {
2591 "You have been defeated in combat!"); 2948 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2592 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2949 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2593 "Local medics have saved your life..."); 2950
2594
2595 /* restore player */ 2951 /* restore player */
2596 at = find_archetype("poisoning"); 2952 at = archetype::find ("poisoning");
2597 tmp=present_arch_in_ob(at,op); 2953 tmp = present_arch_in_ob (at, op);
2598 if (tmp) { 2954 if (tmp)
2599 remove_ob(tmp); 2955 {
2600 free_object(tmp); 2956 tmp->destroy ();
2601 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2957 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2602 } 2958 }
2603 2959
2604 at = find_archetype("confusion"); 2960 at = archetype::find ("confusion");
2605 tmp=present_arch_in_ob(at,op); 2961 tmp = present_arch_in_ob (at, op);
2606 if (tmp) { 2962 if (tmp)
2607 remove_ob(tmp); 2963 {
2608 free_object(tmp); 2964 tmp->destroy ();
2609 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2610 } 2966 }
2611 2967
2612 cure_disease(op,0); /* remove any disease */ 2968 cure_disease (op, 0); /* remove any disease */
2613 op->stats.hp=op->stats.maxhp; 2969 op->stats.hp = op->stats.maxhp;
2614 if (op->stats.food<=0) op->stats.food=999; 2970 if (op->stats.food <= 0)
2615 2971 op->stats.food = 999;
2972
2616 /* create a bodypart-trophy to make the winner happy */ 2973 /* create a bodypart-trophy to make the winner happy */
2617 tmp=arch_to_object(find_archetype("finger")); 2974 tmp = arch_to_object (archetype::find ("finger"));
2618 if (tmp != NULL) 2975 if (tmp != NULL)
2619 { 2976 {
2620 sprintf(buf,"%s's finger", &op->name); 2977 sprintf (buf, "%s's finger", &op->name);
2621 tmp->name = buf; 2978 tmp->name = buf;
2622 sprintf(buf," This finger has been cut off %s\n" 2979 sprintf (buf, " This finger has been cut off %s\n"
2623 " 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",
2624 &op->name, op->contr->title, (int)(op->level), 2981 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2625 op->contr->killer);
2626 tmp->msg=buf; 2982 tmp->msg = buf;
2627 tmp->value=0, tmp->material=0, tmp->type=0; 2983 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2628 tmp->materialname = NULL; 2984 tmp->materialname = NULL;
2629 tmp->x = op->x, tmp->y = op->y; 2985 tmp->x = op->x, tmp->y = op->y;
2630 insert_ob_in_map(tmp,op->map,op,0); 2986 insert_ob_in_map (tmp, op->map, op, 0);
2631 }
2632 2987 }
2988
2633 /* teleport defeated player to new destination*/ 2989 /* teleport defeated player to new destination */
2634 transfer_ob(op, x, y, 0, NULL); 2990 transfer_ob (op, x, y, 0, NULL);
2635 op->contr->braced=0; 2991 op->contr->braced = 0;
2636 return; 2992 return;
2637 } 2993 }
2638 2994
2639 INVOKE_PLAYER (DEATH, op->contr); 2995 INVOKE_PLAYER (DEATH, op->contr);
2640 2996
2641 command_kill_pets (op, 0); 2997 command_kill_pets (op, 0);
2642 2998
2643 if(op->stats.food<0) { 2999 if (op->stats.food < 0)
3000 {
2644 if (op->contr->explore) { 3001 if (op->contr->explore)
3002 {
2645 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");
2646 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3004 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2647 op->stats.food=999; 3005 op->stats.food = 999;
2648 return; 3006 return;
2649 } 3007 }
2650 sprintf(buf,"%s starved to death.",&op->name); 3008 sprintf (buf, "%s starved to death.", &op->name);
2651 strcpy(op->contr->killer,"starvation"); 3009 strcpy (op->contr->killer, "starvation");
3010 }
3011 else
2652 } 3012 {
2653 else {
2654 if (op->contr->explore) { 3013 if (op->contr->explore)
3014 {
2655 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");
2656 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3016 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2657 op->stats.hp=op->stats.maxhp; 3017 op->stats.hp = op->stats.maxhp;
2658 return; 3018 return;
2659 } 3019 }
2660 sprintf(buf,"%s died.", &op->name); 3020 sprintf (buf, "%s died.", &op->name);
2661 } 3021 }
2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3022 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2663 3023
2664 /* save the map location for corpse, gravestone*/ 3024 /* save the map location for corpse, gravestone */
2665 x=op->x;y=op->y;map=op->map; 3025 x = op->x;
3026 y = op->y;
3027 map = op->map;
2666 3028
2667 3029
2668 if (settings.not_permadeth == TRUE) { 3030 if (settings.not_permadeth == TRUE)
3031 {
2669 /* NOT_PERMADEATH code. This basically brings the character back to 3032 /* NOT_PERMADEATH code. This basically brings the character back to
2670 * 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.
2671 * 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.
2672 */ 3035 */
2673 3036
2674 /* Basically two ways to go - remove a stat permanently, or just 3037 /* Basically two ways to go - remove a stat permanently, or just
2675 * make it depletion. This bunch of code deals with that aspect 3038 * make it depletion. This bunch of code deals with that aspect
2676 * of death. 3039 * of death.
2677 */ 3040 */
2678#ifndef COZY_SERVER 3041#ifndef COZY_SERVER
2679 if (settings.balanced_stat_loss) { 3042 if (settings.balanced_stat_loss)
3043 {
2680 /* If stat loss is permanent, lose one stat only. */ 3044 /* If stat loss is permanent, lose one stat only. */
2681 /* 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
2682 more if they do. */ 3046 more if they do. */
2683 /* Higher level characters can afford things such as potions of 3047 /* Higher level characters can afford things such as potions of
2684 restoration, or better, stat potions. So we slug them that 3048 restoration, or better, stat potions. So we slug them that
2685 little bit harder. */ 3049 little bit harder. */
2686 /* GD */ 3050 /* GD */
2687 if (settings.stat_loss_on_death) 3051 if (settings.stat_loss_on_death)
2688 num_stats_lose = 1;
2689 else
2690 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2691 } else {
2692 num_stats_lose = 1; 3052 num_stats_lose = 1;
3053 else
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055 }
3056 else
2693 } 3057 {
3058 num_stats_lose = 1;
3059 }
2694 lost_a_stat = 0; 3060 lost_a_stat = 0;
2695 3061
2696 for (z=0; z<num_stats_lose; z++) { 3062 for (z = 0; z < num_stats_lose; z++)
3063 {
2697 i = RANDOM() % NUM_STATS; 3064 i = RANDOM () % NUM_STATS;
2698 3065
2699 if (settings.stat_loss_on_death) { 3066 if (settings.stat_loss_on_death)
3067 {
2700 /* 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
2701 * what he lost. 3069 * what he lost.
2702 */ 3070 */
2703 change_attr_value(&(op->stats), i,-1); 3071 change_attr_value (&(op->stats), i, -1);
2704 check_stat_bounds(&(op->stats)); 3072 check_stat_bounds (&(op->stats));
2705 change_attr_value(&(op->contr->orig_stats), i,-1); 3073 change_attr_value (&(op->contr->orig_stats), i, -1);
2706 check_stat_bounds(&(op->contr->orig_stats)); 3074 check_stat_bounds (&(op->contr->orig_stats));
2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3075 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2708 lost_a_stat = 1; 3076 lost_a_stat = 1;
3077 }
2709 } else { 3078 else
3079 {
2710 /* deplete a stat */ 3080 /* deplete a stat */
2711 archetype *deparch=find_archetype("depletion"); 3081 archetype *deparch = archetype::find ("depletion");
2712 object *dep; 3082 object *dep;
2713 3083
2714 dep = present_arch_in_ob(deparch,op); 3084 dep = present_arch_in_ob (deparch, op);
2715 if(!dep) { 3085 if (!dep)
3086 {
2716 dep = arch_to_object(deparch); 3087 dep = arch_to_object (deparch);
2717 insert_ob_in_ob(dep, op); 3088 insert_ob_in_ob (dep, op);
2718 } 3089 }
2719 lose_this_stat = 1; 3090 lose_this_stat = 1;
2720 if (settings.balanced_stat_loss) { 3091 if (settings.balanced_stat_loss)
3092 {
2721 /* GD */ 3093 /* GD */
2722 /* Get the stat that we're about to deplete. */ 3094 /* Get the stat that we're about to deplete. */
2723 this_stat = get_attr_value(&(dep->stats), i); 3095 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0) { 3096 if (this_stat < 0)
3097 {
2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 3098 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2726 int keep_chance = this_stat * this_stat; 3099 int keep_chance = this_stat * this_stat;
3100
2727 /* Yes, I am paranoid. Sue me. */ 3101 /* Yes, I am paranoid. Sue me. */
2728 if (keep_chance < 1) 3102 if (keep_chance < 1)
2729 keep_chance = 1; 3103 keep_chance = 1;
2730 3104
2731 /* There is a maximum depletion total per level. */ 3105 /* There is a maximum depletion total per level. */
2732 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)
2733 lose_this_stat = 0; 3115 lose_this_stat = 0;
2734 /* Take loss chance vs keep chance to see if we
2735 retain the stat. */
2736 } else {
2737 if (random_roll(0, loss_chance + keep_chance-1,
2738 op, PREFER_LOW) < keep_chance)
2739 lose_this_stat = 0;
2740 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", 3116 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2741 this_stat, keep_chance, loss_chance, 3117 this_stat, keep_chance, loss_chance,
2742 lose_this_stat?"LOSE":"KEEP"); */ 3118 lose_this_stat?"LOSE":"KEEP"); */
2743 } 3119 }
2744 } 3120 }
2745 } 3121 }
2746 3122
2747 if (lose_this_stat) { 3123 if (lose_this_stat)
3124 {
2748 this_stat = get_attr_value(&(dep->stats), i); 3125 this_stat = get_attr_value (&(dep->stats), i);
2749 /* We could try to do something clever like find another 3126 /* We could try to do something clever like find another
2750 * stat to reduce if this fails. But chances are, if 3127 * stat to reduce if this fails. But chances are, if
2751 * stats have been depleted to -50, all are pretty low 3128 * stats have been depleted to -50, all are pretty low
2752 * 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
2753 * difference. 3130 * difference.
2754 */ 3131 */
2755 if (this_stat>=-50) { 3132 if (this_stat >= -50)
3133 {
2756 change_attr_value(&(dep->stats), i, -1); 3134 change_attr_value (&(dep->stats), i, -1);
2757 SET_FLAG(dep, FLAG_APPLIED); 3135 SET_FLAG (dep, FLAG_APPLIED);
2758 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3136 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2759 fix_player(op); 3137 fix_player (op);
2760 lost_a_stat = 1; 3138 lost_a_stat = 1;
2761 } 3139 }
2762 } 3140 }
2763 } 3141 }
2764 } 3142 }
2765 /* If no stat lost, tell the player. */ 3143 /* If no stat lost, tell the player. */
2766 if (!lost_a_stat) 3144 if (!lost_a_stat)
2767 { 3145 {
2768 /* determine_god() seems to not work sometimes... why is this? 3146 /* determine_god() seems to not work sometimes... why is this?
2769 Should I be using something else? GD */ 3147 Should I be using something else? GD */
2770 const char *god = determine_god(op); 3148 const char *god = determine_god (op);
3149
2771 if (god && (strcmp(god, "none"))) 3150 if (god && (strcmp (god, "none")))
2772 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);
2773 "moment you feel the holy presence of %s protecting"
2774 " you.", god);
2775 else 3152 else
2776 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.");
2777 " 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);
2778 } 3312 }
2779#endif 3313 else
2780 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3314 delete_character (op->name, 1);
2781 " feel a holy presence protecting you from losing yourself completely.");
2782
2783 /* Put a gravestone up where the character 'almost' died. List the
2784 * exp loss on the stone.
2785 */
2786 tmp=arch_to_object(find_archetype("gravestone"));
2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf;
2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf;
2789 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2790 "who was killed\n"
2791 "by %s.\n",
2792 &op->name, op->contr->title,
2793 op->contr->killer);
2794 tmp->msg = buf;
2795 tmp->x=op->x,tmp->y=op->y;
2796 insert_ob_in_map (tmp, op->map, NULL,0);
2797
2798 /**************************************/
2799 /* */
2800 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */
2803 /* */
2804 /**************************************/
2805
2806 /* remove any poisoning and confusion the character may be suffering.*/
2807 /* restore player */
2808 at = find_archetype("poisoning");
2809 tmp=present_arch_in_ob(at,op);
2810 if (tmp) {
2811 remove_ob(tmp);
2812 free_object(tmp);
2813 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2814 }
2815
2816 at = find_archetype("confusion");
2817 tmp=present_arch_in_ob(at,op);
2818 if (tmp) {
2819 remove_ob(tmp);
2820 free_object(tmp);
2821 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2822 }
2823 cure_disease(op,0); /* remove any disease */
2824 3315 }
2825 /*add_exp(op, (op->stats.exp * -0.20)); */
2826 apply_death_exp_penalty(op);
2827 if(op->stats.food < 100) op->stats.food = 900;
2828 op->stats.hp = op->stats.maxhp;
2829 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2830 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2831 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);
2832 /* 3353 }
2833 * 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)))
2834 * the player has any unpaid items. If so, remove them and put them back
2835 * in the map.
2836 */
2837
2838 if (is_in_shop (op))
2839 remove_unpaid_objects(op->inv, op);
2840
2841 /****************************************/
2842 /* */
2843 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */
2845 /* */
2846 /****************************************/
2847
2848 enter_player_savebed(op);
2849
2850 /* Save the player before inserting the force to reduce
2851 * chance of abuse.
2852 */
2853 op->contr->braced=0;
2854 save_player(op,1);
2855
2856 /* it is possible that the player has blown something up
2857 * at his savebed location, and that can have long lasting
2858 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player.
2860 */
2861 will_kill_again=0;
2862 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2863 if (tmp->type ==SPELL_EFFECT)
2864 will_kill_again|=tmp->attacktype;
2865 } 3355 {
2866 if (will_kill_again) { 3356 if (tmp->nrof > 1)
2867 object *force; 3357 {
2868 int at; 3358 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2869 3359 tmp2->destroy ();
2870 force=get_archetype(FORCE_NAME); 3360 insert_ob_in_map (tmp, op->map, NULL, 0);
2871 /* 50 ticks should be enough time for the spell to abate */
2872 force->speed=0.1;
2873 force->speed_left=-5.0;
2874 SET_FLAG(force, FLAG_APPLIED);
2875 for (at=0; at<NROFATTACKS; at++) {
2876 if (will_kill_again & (1 << at))
2877 force->resist[at] = 100;
2878 } 3361 }
2879 insert_ob_in_ob(force, op);
2880 fix_player(op);
2881
2882 }
2883 /**************************************/
2884 /* */
2885 /* Repaint the characters inv, and */
2886 /* stats, and show a nasty message ;) */
2887 /* */
2888 /**************************************/
2889
2890 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2891 return;
2892 } /* NOT_PERMADETH */
2893 else {
2894 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2895 * should probably be embedded in an else statement.
2896 */
2897
2898 op->contr->party=NULL;
2899 if (settings.set_title == TRUE)
2900 op->contr->own_title[0]='\0';
2901 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2902 check_score(op);
2903 if(op->contr->ranges[range_golem]!=NULL) {
2904 remove_friendly_object(op->contr->ranges[range_golem]);
2905 remove_ob(op->contr->ranges[range_golem]);
2906 free_object(op->contr->ranges[range_golem]);
2907 op->contr->ranges[range_golem]=NULL;
2908 op->contr->golem_count=0;
2909 }
2910 loot_object(op); /* Remove some of the items for good */
2911 remove_ob(op);
2912 op->direction=0;
2913
2914 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2915 delete_character(op->name,0);
2916 if (settings.resurrection == TRUE) {
2917 /* save playerfile sans equipment when player dies
2918 ** then save it as player.pl.dead so that future resurrection
2919 ** type spells will work on them nicely
2920 */
2921 delete_character(op->name,0);
2922 op->stats.hp = op->stats.maxhp;
2923 op->stats.food = 999;
2924
2925 /* set the location of where the person will reappear when */
2926 /* maybe resurrection code should fix map also */
2927 strcpy(op->contr->maplevel, settings.emergency_mapname);
2928 if(op->map!=NULL)
2929 op->map = NULL;
2930 op->x = settings.emergency_x;
2931 op->y = settings.emergency_y;
2932 save_player(op,0);
2933 op->map = map;
2934 /* please see resurrection.c: peterm */
2935 dead_player(op);
2936 } else { 3362 else
2937 delete_character(op->name,1); 3363 tmp->destroy ();
2938 } 3364 }
2939 } 3365 else
2940 play_again(op);
2941
2942 /* peterm: added to create a corpse at deathsite. */
2943 tmp=arch_to_object(find_archetype("corpse_pl"));
2944 sprintf(buf,"%s", &op->name);
2945 tmp->name = tmp->name_pl = buf;
2946 tmp->level=op->level;
2947 tmp->x=x;tmp->y=y;
2948 tmp->msg = gravestone_text(op);
2949 SET_FLAG (tmp, FLAG_UNIQUE);
2950 insert_ob_in_map (tmp, map, NULL,0);
2951 }
2952}
2953
2954
2955void loot_object(object *op) { /* Grab and destroy some treasure */
2956 object *tmp,*tmp2,*next;
2957
2958 if (op->container) { /* close open sack first */
2959 esrv_apply_container (op, op->container);
2960 }
2961
2962 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2963 next=tmp->below;
2964 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2965 remove_ob(tmp);
2966 tmp->x=op->x,tmp->y=op->y;
2967 if (tmp->type == CONTAINER) { /* empty container to ground */
2968 loot_object(tmp);
2969 }
2970 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2971 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2972 if(tmp->nrof>1) {
2973 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2974 free_object(tmp2);
2975 insert_ob_in_map(tmp,op->map,NULL,0); 3366 insert_ob_in_map (tmp, op->map, NULL, 0);
2976 } else
2977 free_object(tmp);
2978 } else
2979 insert_ob_in_map(tmp,op->map,NULL,0);
2980 } 3367 }
2981} 3368}
2982 3369
2983/* 3370/*
2984 * fix_weight(): Check recursively the weight of all players, and fix 3371 * fix_weight(): Check recursively the weight of all players, and fix
2985 * 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
2986 * was changed. 3373 * was changed.
2987 */ 3374 */
2988 3375
3376void
2989void fix_weight(void) { 3377fix_weight (void)
3378{
2990 player *pl; 3379 player *pl;
3380
2991 for (pl = first_player; pl != NULL; pl = pl->next) { 3381 for (pl = first_player; pl != NULL; pl = pl->next)
3382 {
2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384
2993 if(old == sum) 3385 if (old == sum)
2994 continue; 3386 continue;
2995 fix_player(pl->ob); 3387 fix_player (pl->ob);
2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3388 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2997 &pl->ob->name, old, sum);
2998 } 3389 }
2999} 3390}
3000 3391
3392void
3001void fix_luck(void) { 3393fix_luck (void)
3394{
3002 player *pl; 3395 player *pl;
3396
3003 for (pl = first_player; pl != NULL; pl = pl->next) 3397 for (pl = first_player; pl != NULL; pl = pl->next)
3004 if (!pl->ob->contr->state) 3398 if (!pl->ob->contr->state)
3005 change_luck(pl->ob, 0); 3399 change_luck (pl->ob, 0);
3006} 3400}
3007 3401
3008 3402
3009/* cast_dust() - handles op throwing objects of type 'DUST'. 3403/* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically 3404 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object. 3405 * just treat this as any other spell casting object.
3012 */ 3406 */
3013 3407
3014void 3408void
3015cast_dust (object * op, object * throw_ob, int dir) 3409cast_dust (object *op, object *throw_ob, int dir)
3016{ 3410{
3017 object *skop, *spob; 3411 object *skop, *spob;
3018 3412
3019 skop = find_skill_by_name (op, throw_ob->skill); 3413 skop = find_skill_by_name (op, throw_ob->skill);
3020 3414
3021 /* casting POTION 'dusts' is really a use_magic_item skill */ 3415 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3416 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 { 3417 {
3024 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);
3025 &op->name);
3026 return; 3419 return;
3027 } 3420 }
3028 3421
3029 spob = throw_ob->inv; 3422 spob = throw_ob->inv;
3030 3423
3031 // 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
3032 // 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
3033 // errors should be reported as early as possible IMHO) 3426 // errors should be reported as early as possible IMHO)
3034 if (!spob) 3427 if (!spob)
3035 { 3428 {
3036 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);
3037 &throw_ob->name, &op->name);
3038 return; 3430 return;
3039 } 3431 }
3040 3432
3041 if (op->type == PLAYER) 3433 if (op->type == PLAYER)
3042 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);
3043 3435
3044 cast_spell (op, throw_ob, dir, spob, NULL); 3436 cast_spell (op, throw_ob, dir, spob, NULL);
3045 3437
3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3438 throw_ob->destroy ();
3047 remove_ob (throw_ob);
3048 free_object (throw_ob);
3049} 3439}
3050 3440
3441void
3051void make_visible (object *op) { 3442make_visible (object *op)
3443{
3052 op->hide = 0; 3444 op->hide = 0;
3053 op->invisible = 0; 3445 op->invisible = 0;
3054 if(op->type==PLAYER) { 3446 if (op->type == PLAYER)
3447 {
3055 op->contr->tmp_invis = 0; 3448 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0; 3449 op->contr->invis_race = 0;
3057 } 3450 }
3058 update_object(op,UP_OBJ_FACE); 3451 update_object (op, UP_OBJ_FACE);
3059} 3452}
3060 3453
3454int
3061int is_true_undead(object *op) { 3455is_true_undead (object *op)
3456{
3062 object *tmp=NULL; 3457 object *tmp = NULL;
3063 3458
3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3460 return 1;
3065 3461
3066 if(op->type==PLAYER) 3462 if (op->type == PLAYER)
3067 for(tmp=op->inv;tmp;tmp=tmp->below) 3463 for (tmp = op->inv; tmp; tmp = tmp->below)
3068 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3464 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3069 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3465 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3466 return 1;
3070 return 0; 3467 return 0;
3071} 3468}
3072 3469
3073/* look at the surrounding terrain to determine 3470/* look at the surrounding terrain to determine
3074 * the hideability of this object. Positive levels 3471 * the hideability of this object. Positive levels
3075 * indicate greater hideability. 3472 * indicate greater hideability.
3076 */ 3473 */
3077 3474
3475int
3078int hideability(object *ob) { 3476hideability (object *ob)
3477{
3079 int i,level=0, mflag; 3478 int i, level = 0, mflag;
3080 sint16 x,y; 3479 sint16 x, y;
3081 3480
3082 if(!ob||!ob->map) return 0; 3481 if (!ob || !ob->map)
3482 return 0;
3083 3483
3084 /* so, on normal lighted maps, its hard to hide */ 3484 /* so, on normal lighted maps, its hard to hide */
3085 level=ob->map->darkness - 2; 3485 level = ob->map->darkness - 2;
3086 3486
3087 /* this also picks up whether the object is glowing. 3487 /* this also picks up whether the object is glowing.
3088 * 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
3089 * as bad as carrying a light on a pitch dark map */ 3489 * as bad as carrying a light on a pitch dark map */
3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3490 if (has_carried_lights (ob))
3491 level = -(10 + (2 * ob->map->darkness));
3091 3492
3092 /* scan through all nearby squares for terrain to hide in */ 3493 /* scan through all nearby squares for terrain to hide in */
3093 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 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 {
3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3496 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3095 if (mflag & P_OUT_OF_MAP) { continue; } 3497 if (mflag & P_OUT_OF_MAP)
3498 {
3499 continue;
3500 }
3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3501 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 3502 level += 2;
3098 else /* open terrain! */ 3503 else /* open terrain! */
3099 level -= 1; 3504 level -= 1;
3100 } 3505 }
3101 3506
3102#if 0 3507#if 0
3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3508 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3104#endif 3509#endif
3105 return level; 3510 return level;
3106} 3511}
3107 3512
3108/* For Hidden creatures - a chance of becoming 'unhidden' 3513/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 3514 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 3515 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 3516 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 3517 */
3113 3518
3519void
3114void do_hidden_move (object *op) { 3520do_hidden_move (object *op)
3521{
3115 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3522 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3116 object *skop; 3523 object *skop;
3117 3524
3118 if(!op || !op->map) return; 3525 if (!op || !op->map)
3526 return;
3119 3527
3120 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3528 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3121 3529
3122 /* 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! */
3123 if(op->type==PLAYER && op->contr->run_on) { 3531 if (op->type == PLAYER && op->contr->run_on)
3532 {
3124 if(!skop || num >= skop->level) { 3533 if (!skop || num >= skop->level)
3534 {
3125 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!");
3126 make_visible(op); 3536 make_visible (op);
3127 return; 3537 return;
3538 }
3539 else
3128 } else num += 20; 3540 num += 20;
3129 } 3541 }
3130 num += op->map->difficulty; 3542 num += op->map->difficulty;
3131 hide = hideability(op); /* modify by terrain hidden level */ 3543 hide = hideability (op); /* modify by terrain hidden level */
3132 num -= hide; 3544 num -= hide;
3133 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3545 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3546 {
3134 make_visible(op); 3547 make_visible (op);
3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3548 if (op->type == PLAYER)
3136 "You moved out of hiding! You are visible!"); 3549 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3137 } 3550 }
3138 else if (op->type == PLAYER && skop) { 3551 else if (op->type == PLAYER && skop)
3552 {
3139 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);
3140 } 3554 }
3141} 3555}
3142 3556
3143/* determine if who is standing near a hostile creature. */ 3557/* determine if who is standing near a hostile creature. */
3144 3558
3559int
3145int stand_near_hostile( object *who ) { 3560stand_near_hostile (object *who)
3561{
3146 object *tmp=NULL; 3562 object *tmp = NULL;
3147 int i,friendly=0,player=0, mflags; 3563 int i, friendly = 0, player = 0, mflags;
3148 mapstruct *m; 3564 maptile *m;
3149 sint16 x,y; 3565 sint16 x, y;
3150 3566
3151 if(!who) return 0; 3567 if (!who)
3568 return 0;
3152 3569
3153 if(who->type==PLAYER) player=1; 3570 if (who->type == PLAYER)
3571 player = 1;
3572
3573 else
3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3574 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3155 3575
3156 /* search adjacent squares */ 3576 /* search adjacent squares */
3157 for(i=1;i<9;i++) { 3577 for (i = 1; i < 9; i++)
3578 {
3158 x = who->x+freearr_x[i]; 3579 x = who->x + freearr_x[i];
3159 y = who->y+freearr_y[i]; 3580 y = who->y + freearr_y[i];
3160 m = who->map; 3581 m = who->map;
3161 mflags = get_map_flags(m, &m, x, y, &x, &y); 3582 mflags = get_map_flags (m, &m, x, y, &x, &y);
3162 /* space must be blocked if there is a monster. If not 3583 /* space must be blocked if there is a monster. If not
3163 * blocked, don't need to check this space. 3584 * blocked, don't need to check this space.
3164 */ 3585 */
3165 if (mflags & P_OUT_OF_MAP) continue; 3586 if (mflags & P_OUT_OF_MAP)
3587 continue;
3166 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)))
3167 3589 continue;
3590
3168 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)
3169 if((player||friendly) 3592 {
3170 &&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)
3171 return 1; 3599 return 1;
3172 else if(tmp->type==PLAYER)
3173 {
3174 /*don't let a hidden DM prevent you from hiding*/
3175 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176 return 1;
3177 } 3600 }
3178 } 3601 }
3179 } 3602 }
3180 return 0; 3603 return 0;
3181} 3604}
3182 3605
3183/* check the player los field for viewability of the 3606/* check the player los field for viewability of the
3184 * object op. This function works fine for monsters, 3607 * object op. This function works fine for monsters,
3185 * 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
3192 * 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.
3193 * -b.t. 3616 * -b.t.
3194 * This function is now map tiling safe. 3617 * This function is now map tiling safe.
3195 */ 3618 */
3196 3619
3620int
3197int player_can_view (object *pl,object *op) { 3621player_can_view (object *pl, object *op)
3622{
3198 rv_vector rv; 3623 rv_vector rv;
3199 int dx,dy; 3624 int dx, dy;
3200 3625
3201 if(pl->type!=PLAYER) { 3626 if (pl->type != PLAYER)
3627 {
3202 LOG(llevError,"player_can_view() called for non-player object\n"); 3628 LOG (llevError, "player_can_view() called for non-player object\n");
3203 return -1; 3629 return -1;
3204 } 3630 }
3205 if (!pl || !op) return 0; 3631 if (!pl || !op)
3206
3207 if(op->head) { op = op->head; }
3208 get_rangevector(pl, op, &rv, 0x1);
3209
3210 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any
3212 * part that is in the los array but isnt on
3213 * a blocked los square.
3214 * we use the archetype to figure out offsets.
3215 */
3216 while(op) {
3217 dx = rv.distance_x + op->arch->clone.x;
3218 dy = rv.distance_y + op->arch->clone.y;
3219
3220 /* only the viewable area the player sees is updated by LOS
3221 * code, so we need to restrict ourselves to that range of values
3222 * for any meaningful values.
3223 */
3224 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3225 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3226 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3227 return 1;
3228 op = op->more;
3229 }
3230 return 0; 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;
3231} 3662}
3232 3663
3233/* routine for both players and monsters. We call this when 3664/* routine for both players and monsters. We call this when
3234 * there is a possibility for our action distrubing our hiding 3665 * there is a possibility for our action distrubing our hiding
3235 * place or invisiblity spell. Artefact invisiblity is not 3666 * place or invisiblity spell. Artefact invisiblity is not
3236 * effected by this. If we arent invisible to begin with, we 3667 * effected by this. If we arent invisible to begin with, we
3237 * return 0. 3668 * return 0.
3238 */ 3669 */
3670int
3239int action_makes_visible (object *op) { 3671action_makes_visible (object *op)
3672{
3240 3673
3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3674 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3675 {
3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3676 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3243 return 0; 3677 return 0;
3244 3678
3245 if (op->contr && op->contr->tmp_invis == 0) return 0; 3679 if (op->contr && op->contr->tmp_invis == 0)
3680 return 0;
3246 3681
3247 /* If monsters, they should become visible */ 3682 /* If monsters, they should become visible */
3248 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3683 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3684 {
3249 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");
3250 return 1; 3686 return 1;
3251 } 3687 }
3252 } 3688 }
3253 return 0; 3689 return 0;
3254} 3690}
3255 3691
3256/* op_on_battleground - checks if the given object op (usually 3692/* op_on_battleground - checks if the given object op (usually
3257 * a player) is standing on a valid battleground-tile, 3693 * a player) is standing on a valid battleground-tile,
3258 * function returns TRUE/FALSE. If true x, y returns the battleground 3694 * function returns TRUE/FALSE. If true x, y returns the battleground
3259 * -exit-coord. (and if x, y not NULL) 3695 * -exit-coord. (and if x, y not NULL)
3260 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3696 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3261 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3697 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3262 * Default is to do the same as before, so only people wanting to have different points need worry about this 3698 * Default is to do the same as before, so only people wanting to have different points need worry about this
3263 */ 3699 */
3700int
3264int op_on_battleground (object *op, int *x, int *y) { 3701op_on_battleground (object *op, int *x, int *y)
3702{
3265 object *tmp; 3703 object *tmp;
3266 3704
3267 /* A battleground-tile needs the following attributes to be valid: 3705 /* A battleground-tile needs the following attributes to be valid:
3268 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3706 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3269 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3707 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270 * and the exit-coordinates sp/hp must both be > 0. 3708 * and the exit-coordinates sp/hp must both be > 0.
3271 * => The intention here is to prevent abuse of the battleground- 3709 * => The intention here is to prevent abuse of the battleground-
3272 * feature (like pickable or hidden battleground tiles). */ 3710 * feature (like pickable or hidden battleground tiles). */
3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3711 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3712 {
3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3713 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3714 {
3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3715 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3276 strcmp(tmp->name, "battleground")==0 && 3716 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3277 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3717 {
3278 /*before we assign the exit, check if this is a teambattle*/ 3718 /*before we assign the exit, check if this is a teambattle */
3279 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 {
3280 object *invtmp; 3721 object *invtmp;
3722
3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3723 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3282 if(invtmp->type==FORCE && invtmp->slaying && 3724 {
3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3725 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3726 {
3284 if (x != NULL && y != NULL) 3727 if (x != NULL && y != NULL)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3728 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286 return 1; 3729 return 1;
3730 }
3287 } 3731 }
3288 } 3732 }
3289 }
3290 if (x != NULL && y != NULL) 3733 if (x != NULL && y != NULL)
3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3734 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3292 return 1; 3735 return 1;
3736 }
3293 } 3737 }
3294 }
3295 } 3738 }
3296 /* If we got here, did not find a battleground */ 3739 /* If we got here, did not find a battleground */
3297 return 0; 3740 return 0;
3298} 3741}
3299 3742
3300/* 3743/*
3304 * attributes: 3747 * attributes:
3305 * object *who the dragon player 3748 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus 3749 * int atnr the attack-number of the ability focus
3307 * int level ability level 3750 * int level ability level
3308 */ 3751 */
3752void
3309void dragon_ability_gain(object *who, int atnr, int level) { 3753dragon_ability_gain (object *who, int atnr, int level)
3754{
3310 treasurelist *trlist = NULL; /* treasurelist */ 3755 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */ 3756 treasure *tr; /* treasure */
3312 object *tmp,*skop; /* tmp. object */ 3757 object *tmp, *skop; /* tmp. object */
3313 object *item; /* treasure object */ 3758 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */ 3759 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i=0, j=0; 3760 int i = 0, j = 0;
3316 3761
3317 /* get the appropriate treasurelist */ 3762 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE) 3763 if (atnr == ATNR_FIRE)
3319 trlist = find_treasurelist("dragon_ability_fire"); 3764 trlist = find_treasurelist ("dragon_ability_fire");
3320 else if (atnr == ATNR_COLD) 3765 else if (atnr == ATNR_COLD)
3321 trlist = find_treasurelist("dragon_ability_cold"); 3766 trlist = find_treasurelist ("dragon_ability_cold");
3322 else if (atnr == ATNR_ELECTRICITY) 3767 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = find_treasurelist("dragon_ability_elec"); 3768 trlist = find_treasurelist ("dragon_ability_elec");
3324 else if (atnr == ATNR_POISON) 3769 else if (atnr == ATNR_POISON)
3325 trlist = find_treasurelist("dragon_ability_poison"); 3770 trlist = find_treasurelist ("dragon_ability_poison");
3326 3771
3327 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))
3328 return; 3789 return;
3329 3790
3330 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);
3331 tr = tr->next, i++); 3792 do_learn_spell (who, item, 0);
3332 3793 return;
3333 if (tr == NULL || tr->item == NULL) { 3794 }
3334 /* 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))
3335 return; 3805 return;
3336 }
3337
3338 /* everything seems okay - now bring on the gift: */
3339 item = &(tr->item->clone);
3340
3341 if (item->type == SPELL) {
3342 if (check_spell_known (who, item->name))
3343 return;
3344
3345 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3346 do_learn_spell (who, item, 0);
3347 return;
3348 }
3349
3350 /* grant direct spell */
3351 if (item->type == SPELLBOOK) {
3352 if (!item->inv) {
3353 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3354 return;
3355 }
3356 if (check_spell_known (who, item->inv->name))
3357 return;
3358 if (item->invisible) { 3806 if (item->invisible)
3807 {
3359 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);
3360 do_learn_spell (who, item->inv, 0); 3809 do_learn_spell (who, item->inv, 0);
3361 return; 3810 return;
3362 } 3811 }
3363 } 3812 }
3364 else if (item->type == SKILL_TOOL && item->invisible) { 3813 else if (item->type == SKILL_TOOL && item->invisible)
3814 {
3365 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 {
3366 3817
3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3818 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3368 * in this way, if the player is missing any of the attacktypes, he gets 3819 * in this way, if the player is missing any of the attacktypes, he gets
3369 * them. As it is now, if the player has any that match the granted skill, 3820 * them. As it is now, if the player has any that match the granted skill,
3370 * but not all of them, he gets nothing. 3821 * but not all of them, he gets nothing.
3371 */ 3822 */
3372 if (!(skop->attacktype & item->attacktype)) { 3823 if (!(skop->attacktype & item->attacktype))
3824 {
3373 /* Give new attacktype */ 3825 /* Give new attacktype */
3374 skop->attacktype |= item->attacktype; 3826 skop->attacktype |= item->attacktype;
3375 3827
3376 /* always add physical if there's none */ 3828 /* always add physical if there's none */
3377 skop->attacktype |= AT_PHYSICAL; 3829 skop->attacktype |= AT_PHYSICAL;
3378 3830
3379 if (item->msg != NULL) 3831 if (item->msg != NULL)
3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3832 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3381 3833
3382 /* Give player new face */ 3834 /* Give player new face */
3383 if (item->animation_id) { 3835 if (item->animation_id)
3836 {
3384 who->face = skop->face; 3837 who->face = skop->face;
3385 who->animation_id = item->animation_id; 3838 who->animation_id = item->animation_id;
3386 who->anim_speed = item->anim_speed; 3839 who->anim_speed = item->anim_speed;
3387 who->last_anim = 0; 3840 who->last_anim = 0;
3388 who->state = 0; 3841 who->state = 0;
3389 animate_object(who, who->direction); 3842 animate_object (who, who->direction);
3390 } 3843 }
3391 } 3844 }
3392 } 3845 }
3393 } 3846 }
3394 else if (item->type == FORCE) { 3847 else if (item->type == FORCE)
3848 {
3395 /* forces in the treasurelist can alter the player's stats */ 3849 /* forces in the treasurelist can alter the player's stats */
3396 object *skin; 3850 object *skin;
3851
3397 /* first get the dragon skin force */ 3852 /* first get the dragon skin force */
3398 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);
3399 skin=skin->below);
3400 if (skin == NULL) return; 3854 if (skin == NULL)
3401 3855 return;
3856
3402 /* adding new spellpath attunements */ 3857 /* adding new spellpath attunements */
3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 {
3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3860 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405 3861
3406 /* print message */ 3862 /* print message */
3407 sprintf(buf, "You feel attuned to "); 3863 sprintf (buf, "You feel attuned to ");
3408 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3864 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3865 {
3409 if(item->path_attuned & (1<<i)) { 3866 if (item->path_attuned & (1 << i))
3867 {
3410 if (j) 3868 if (j)
3411 strcat(buf," and "); 3869 strcat (buf, " and ");
3412 else 3870 else
3413 j = 1; 3871 j = 1;
3414 strcat(buf, spellpathnames[i]); 3872 strcat (buf, spellpathnames[i]);
3415 } 3873 }
3416 } 3874 }
3417 strcat(buf,"."); 3875 strcat (buf, ".");
3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3876 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419 } 3877 }
3420 3878
3421 /* evtl. adding flags: */ 3879 /* evtl. adding flags: */
3422 if(QUERY_FLAG(item, FLAG_XRAYS)) 3880 if (QUERY_FLAG (item, FLAG_XRAYS))
3423 SET_FLAG(skin, FLAG_XRAYS); 3881 SET_FLAG (skin, FLAG_XRAYS);
3424 if(QUERY_FLAG(item, FLAG_STEALTH)) 3882 if (QUERY_FLAG (item, FLAG_STEALTH))
3425 SET_FLAG(skin, FLAG_STEALTH); 3883 SET_FLAG (skin, FLAG_STEALTH);
3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3884 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3427 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3885 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3428 3886
3429 /* print message if there is one */ 3887 /* print message if there is one */
3430 if (item->msg != NULL) 3888 if (item->msg != NULL)
3431 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
3432 } 3892 {
3433 else {
3434 /* generate misc. treasure */ 3893 /* generate misc. treasure */
3435 tmp = arch_to_object (tr->item); 3894 tmp = arch_to_object (tr->item);
3436 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));
3437 tmp = insert_ob_in_ob (tmp, who); 3896 tmp = insert_ob_in_ob (tmp, who);
3438 if (who->type == PLAYER) 3897 if (who->type == PLAYER)
3439 esrv_send_item(who, tmp); 3898 esrv_send_item (who, tmp);
3440 } 3899 }
3441} 3900}
3442 3901
3443/** 3902/**
3444 * 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
3445 * not readied. 3904 * not readied.
3446 */ 3905 */
3906void
3447void player_unready_range_ob(player *pl, object *ob) { 3907player_unready_range_ob (player *pl, object *ob)
3908{
3448 rangetype i; 3909 rangetype i;
3449 3910
3450 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 {
3451 if (pl->ranges[i] == ob) { 3913 if (pl->ranges[i] == ob)
3914 {
3452 pl->ranges[i] = NULL; 3915 pl->ranges[i] = NULL;
3453 if (pl->shoottype == i) { 3916 if (pl->shoottype == i)
3917 {
3454 pl->shoottype = range_none; 3918 pl->shoottype = range_none;
3455 } 3919 }
3456 } 3920 }
3457 } 3921 }
3458} 3922}

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