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

Comparing deliantra/server/server/player.C (file contents):
Revision 1.15 by root, Mon Sep 4 11:08:00 2006 UTC vs.
Revision 1.41 by root, Fri Dec 15 04:21:29 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__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
42 33
43#ifdef COZY_SERVER 34#ifdef COZY_SERVER
44extern int same_party (partylist *a, partylist *b); 35extern int same_party (partylist *a, partylist *b);
45#endif 36#endif
46 37
38player *
47player *find_player(const char *plname) 39find_player (const char *plname)
48{ 40{
49 player *pl; 41 player *pl;
42
50 for(pl=first_player;pl!=NULL;pl=pl->next) 43 for (pl = first_player; pl != NULL; pl = pl->next)
51 { 44 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
53 return pl; 46 return pl;
54 }; 47 };
55 return NULL; 48 return NULL;
56} 49}
57 50
51player *
58player* find_player_partial_name( const char* plname ) 52find_player_partial_name (const char *plname)
59 { 53{
60 player* pl; 54 player *pl;
61 player* found = NULL; 55 player *found = NULL;
62 size_t namelen = strlen( plname ); 56 size_t namelen = strlen (plname);
57
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 58 for (pl = first_player; pl != NULL; pl = pl->next)
64 { 59 {
65 if ( strlen( pl->ob->name ) < namelen ) 60 if ((size_t) strlen (pl->ob->name) < namelen)
66 continue; 61 continue;
67 62
68 if ( !strcmp( pl->ob->name, plname) ) 63 if (!strcmp (pl->ob->name, plname))
69 return pl; 64 return pl;
70 65
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 66 if (!strncasecmp (pl->ob->name, plname, namelen))
72 { 67 {
73 if ( found ) 68 if (found)
74 return NULL; 69 return NULL;
75 70
76 found = pl; 71 found = pl;
72 }
73 }
74 return found;
75}
76
77void
78display_motd (const object *op)
79{
80 char buf[MAX_BUF];
81 char motd[HUGE_BUF];
82 FILE *fp;
83 int comp;
84 int size;
85
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return;
90 }
91 motd[0] = '\0';
92 size = 0;
93 while (fgets (buf, MAX_BUF, fp) != NULL)
94 {
95 if (*buf == '#')
96 continue;
97 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf);
99 }
100 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
101 close_and_delete (fp, comp);
102}
103
104void
105send_rules (const object *op)
106{
107 char buf[MAX_BUF];
108 char rules[HUGE_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return;
117 }
118 rules[0] = '\0';
119 size = 0;
120 while (fgets (buf, MAX_BUF, fp) != NULL)
121 {
122 if (*buf == '#')
123 continue;
124 if (size + strlen (buf) >= HUGE_BUF)
125 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break;
128 }
129 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf);
131 }
132 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
133 close_and_delete (fp, comp);
134}
135
136void
137send_news (const object *op)
138{
139 char buf[MAX_BUF];
140 char news[HUGE_BUF];
141 char subject[MAX_BUF];
142 FILE *fp;
143 int comp;
144 int size;
145
146 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return;
149 news[0] = '\0';
150 subject[0] = '\0';
151 size = 0;
152 while (fgets (buf, MAX_BUF, fp) != NULL)
153 {
154 if (*buf == '#')
155 continue;
156 if (*buf == '%')
157 { /* send one news */
158 if (size > 0)
159 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 */
160 strcpy (subject, buf + 1);
161 strip_endline (subject);
162 size = 0;
163 news[0] = '\0';
164 }
165 else
166 {
167 if (size + strlen (buf) >= HUGE_BUF)
168 {
169 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
170 break;
77 } 171 }
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); 172 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 173 size += strlen (buf);
170 } 174 }
171 }
172 175 }
176
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 178 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); 179 close_and_delete (fp, comp);
179} 180}
180 181
182int
181int playername_ok(const char *cp) { 183playername_ok (const char *cp)
184{
182 /* Don't allow - or _ as first character in the name */ 185 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0; 186 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; 187 return 0;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
189} 193}
190 194
191/* This no longer sets the player map. Also, it now updates 195/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that. 196 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map. 197 * Caller is responsible for setting the correct map.
198 * Returns the player structure. If 'p' is null, 202 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle 203 * we create a new one. Otherwise, we recycle
200 * the one that is passed. 204 * the one that is passed.
201 */ 205 */
202static player * 206static player *
203get_player (player * p) 207get_player (player *p)
204{ 208{
205 object *op = arch_to_object (get_player_archetype (NULL)); 209 object *op = arch_to_object (get_player_archetype (0));
206 int i; 210 int i;
207
208 if (!p)
209 {
210 p = new player;
211
212 /* This adds the player in the linked list. There is extra
213 * complexity here because we want to add the new player at the
214 * end of the list - there is in fact no compelling reason that
215 * that needs to be done except for things like output of
216 * 'who'.
217 */
218 player *tmp = first_player;
219 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next;
221 if (tmp != NULL)
222 tmp->next = p;
223 else
224 first_player = p;
225
226 p->next = NULL;
227 }
228 211
229 /* Clears basically the entire player structure except 212 /* Clears basically the entire player structure except
230 * for next and socket. 213 * for next and socket.
231 */ 214 */
232 memset (static_cast<player_pod *>(p), 0, sizeof (player_pod)); 215 p->clear ();
233 p->attachable_clear ();
234 216
235 /* There are some elements we want initialized to non zero value - 217 /* There are some elements we want initialized to non zero value -
236 * we deal with that below this point. 218 * we deal with that below this point.
237 */ 219 */
238 p->party = NULL; 220 p->party = NULL;
239 p->outputs_sync = 16; /* Every 2 seconds */ 221 p->outputs_sync = 16; /* Every 2 seconds */
240 p->outputs_count = 8; /* Keeps present behaviour */ 222 p->outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 223 p->unapply = unapply_nochoice;
242 p->Swap_First = -1; 224 p->Swap_First = -1;
243 225
244#ifdef AUTOSAVE 226#ifdef AUTOSAVE
245 p->last_save_tick = 9999999; 227 p->last_save_tick = 9999999;
246#endif 228#endif
247 229
248 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
249 231
250 op->contr = p; /* this aren't yet in archetype */ 232 op->contr = p; /* this aren't yet in archetype */
251 p->ob = op; 233 p->ob = op;
252 op->speed_left = 0.5; 234 op->speed_left = 0.5;
253 op->speed = 1.0; 235 op->speed = 1.0;
254 op->direction = 5; /* So player faces south */ 236 op->direction = 5; /* So player faces south */
255 op->stats.wc = 2; 237 op->stats.wc = 2;
256 op->run_away = 25; /* Then we panick... */ 238 op->run_away = 25; /* Then we panick... */
239
240 {
241 int oldmon = p->socket->monitor_spells; // what a hack
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 242 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258
259 roll_stats (op); 243 roll_stats (op);
244 p->socket->monitor_spells = oldmon;
245 }
260 p->state = ST_ROLL_STAT; 246 p->state = ST_ROLL_STAT;
261 clear_los (op); 247 clear_los (op);
262 248
263 p->gen_sp_armour = 10; 249 p->gen_sp_armour = 10;
264 p->last_speed = -1; 250 p->last_speed = -1;
266 p->bowtype = bow_normal; 252 p->bowtype = bow_normal;
267 p->petmode = pet_normal; 253 p->petmode = pet_normal;
268 p->listening = 10; 254 p->listening = 10;
269 p->usekeys = containers; 255 p->usekeys = containers;
270 p->last_weapon_sp = -1; 256 p->last_weapon_sp = -1;
271 p->peaceful = 1; /* default peaceful */ 257 p->peaceful = 1; /* default peaceful */
272 p->do_los = 1; 258 p->do_los = 1;
273 p->explore = 0; 259 p->explore = 0;
274 p->no_shout = 0; /* default can shout */ 260 p->no_shout = 0; /* default can shout */
275 261
276 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 262 assign (p->title, op->arch->clone.name);
277 p->title[sizeof (p->title) - 1] = '\0';
278 op->race = op->arch->clone.race; 263 op->race = op->arch->clone.race;
279 264
280 CLEAR_FLAG (op, FLAG_READY_SKILL); 265 CLEAR_FLAG (op, FLAG_READY_SKILL);
281 266
282 /* we need to clear these to -1 and not zero - otherwise, 267 /* we need to clear these to -1 and not zero - otherwise,
287 for (i = 0; i < NUM_SKILLS; i++) 272 for (i = 0; i < NUM_SKILLS; i++)
288 { 273 {
289 p->last_skill_exp[i] = -1; 274 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL; 275 p->last_skill_ob[i] = NULL;
291 } 276 }
277
292 for (i = 0; i < NROFATTACKS; i++) 278 for (i = 0; i < NROFATTACKS; i++)
293 {
294 p->last_resist[i] = -1; 279 p->last_resist[i] = -1;
295 } 280
296 p->last_stats.exp = -1; 281 p->last_stats.exp = -1;
297 p->last_weight = (uint32) - 1; 282 p->last_weight = (uint32) - 1;
298 283
299 p->socket.update_look = 0; 284 p->socket->update_look = 0;
300 p->socket.look_position = 0; 285 p->socket->look_position = 0;
286
301 return p; 287 return p;
302} 288}
303 289
304/* This loads the first map an puts the player on it. */ 290/* This loads the first map an puts the player on it. */
291static void
305static void set_first_map(object *op) 292set_first_map (object *op)
306{ 293{
307 strcpy(op->contr->maplevel, first_map_path); 294 strcpy (op->contr->maplevel, first_map_path);
308 op->x = -1; 295 op->x = -1;
309 op->y = -1; 296 op->y = -1;
310 enter_exit(op, NULL); 297 enter_exit (op, NULL);
311} 298}
312 299
313/* Tries to add player on the connection passwd in ns. 300/* 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 301 * All we can really get in this is some settings like host and display
315 * mode. 302 * mode.
316 */ 303 */
317 304
318int add_player(NewSocket *ns) { 305int
319 player *p; 306add_player (client_socket *ns)
307{
308 player *p = new player;
320 309
321 p=get_player(NULL);
322 p->socket = *ns; 310 p->socket = ns;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 311 ns->pl = p;
324 if(p->socket.faces_sent == NULL) 312
325 fatal(OUT_OF_MEMORY); 313 p->next = first_player;
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 314 first_player = p;
327 /* Needed because the socket we just copied over needs to be cleared. 315
328 * Note that this can result in a client reset if there is partial data 316 p = get_player (p);
329 * on the uncoming socket. 317
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 318 set_first_map (p->ob);
333 319
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 320 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob); 321 add_friendly_object (p->ob);
336 send_rules(p->ob); 322 send_rules (p->ob);
337 send_news(p->ob); 323 send_news (p->ob);
338 display_motd(p->ob); 324 display_motd (p->ob);
339 get_name(p->ob); 325 get_name (p->ob);
326
340 return 0; 327 return 0;
341} 328}
342 329
343/* 330/*
344 * get_player_archetype() return next player archetype from archetype 331 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 332 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 333 * Note: there MUST be at least one player archetype!
347 */ 334 */
335archetype *
348archetype *get_player_archetype(archetype* at) 336get_player_archetype (archetype *at)
349{ 337{
350 archetype *start = at; 338 archetype *start = at;
339
351 for (;;) { 340 for (;;)
341 {
352 if (at==NULL || at->next==NULL) 342 if (at == NULL || at->next == NULL)
353 at=first_archetype; 343 at = first_archetype;
354 else 344 else
355 at=at->next; 345 at = at->next;
356 if(at->clone.type==PLAYER) 346 if (at->clone.type == PLAYER)
357 return at; 347 return at;
358 if (at == start) { 348 if (at == start)
349 {
359 LOG (llevError, "No Player archetypes\n"); 350 LOG (llevError, "No Player archetypes\n");
360 exit (-1); 351 exit (-1);
361 } 352 }
362 } 353 }
363} 354}
364 355
365 356
357object *
366object *get_nearest_player(object *mon) { 358get_nearest_player (object *mon)
359{
367 object *op = NULL; 360 object *op = NULL;
368 player *pl = NULL; 361 player *pl = NULL;
369 objectlink *ol; 362 objectlink *ol;
370 unsigned lastdist; 363 unsigned lastdist;
371 rv_vector rv; 364 rv_vector rv;
372 365
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
367 {
374 /* We should not find free objects on this friendly list, but it 368 /* We should not find free objects on this friendly list, but it
375 * does periodically happen. Given that, lets deal with it. 369 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly 370 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop. 371 * list is also free, so encapsulate this in a while loop.
378 */ 372 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 373 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
374 {
380 object *tmp=ol->ob; 375 object *tmp = ol->ob;
381 376
382 /* Can't do much more other than log the fact, because the object 377 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared. 378 * itself will have been cleared.
384 */ 379 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 380 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
386 ol = ol->next; 381 ol = ol->next;
387 remove_friendly_object(tmp); 382 remove_friendly_object (tmp);
383 if (!ol)
388 if (!ol) return op; 384 return op;
389 } 385 }
390 386
391 /* Remove special check for player from this. First, it looks to cause 387 /* 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 388 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case - 389 * 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 390 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove 391 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this 392 * on_same_map check, as can_detect_enemy also does this
397 */ 393 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 394 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 395 continue;
400 396
401 if(lastdist>rv.distance) { 397 if (lastdist > rv.distance)
398 {
402 op=ol->ob; 399 op = ol->ob;
403 lastdist=rv.distance; 400 lastdist = rv.distance;
404 } 401 }
405 } 402 }
406 for (pl=first_player; pl != NULL; pl=pl->next) { 403 for (pl = first_player; pl != NULL; pl = pl->next)
404 {
407 if (can_detect_enemy(mon, pl->ob,&rv)) { 405 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
408 407
409 if(lastdist>rv.distance) { 408 if (lastdist > rv.distance)
409 {
410 op=pl->ob; 410 op = pl->ob;
411 lastdist=rv.distance; 411 lastdist = rv.distance;
412 } 412 }
413 } 413 }
414 } 414 }
415#if 0 415#if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 416 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 417#endif
418 return op; 418 return op;
419} 419}
420 420
421/* I believe this can safely go to 2, 3 is questionable, 4 will likely 421/* 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 422 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking 423 * detour a monster will take from the direction path when looking
460 * monster can in fact move one space in that direction. 460 * 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, 461 * 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 462 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 463 * is blocking itself.
464 */ 464 */
465int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 466path_to_player (object *mon, object *pl, unsigned mindiff)
467{
466 rv_vector rv; 468 rv_vector rv;
467 sint16 x,y; 469 sint16 x, y;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 470 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
469 mapstruct *m ,*lastmap; 471 maptile *m, *lastmap;
470 472
471 get_rangevector(mon, pl, &rv, 0); 473 get_rangevector (mon, pl, &rv, 0);
472 474
473 if (rv.distance<mindiff) return 0; 475 if (rv.distance < mindiff)
476 return 0;
474 477
475 x=mon->x; 478 x = mon->x;
476 y=mon->y; 479 y = mon->y;
477 m=mon->map; 480 m = mon->map;
478 dir = rv.direction; 481 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 482 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); 483 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. */ 484 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0; 485 if (diff > max)
486 return 0;
483 while (diff >1 && max>0) { 487 while (diff > 1 && max > 0)
488 {
484 lastx = x; 489 lastx = x;
485 lasty = y; 490 lasty = y;
486 lastmap = m; 491 lastmap = m;
487 x = lastx + freearr_x[dir]; 492 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir]; 493 y = lasty + freearr_y[dir];
489 494
490 mflags = get_map_flags(m, &m, x, y, &x, &y); 495 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); 496 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
492 497
493 /* Space is blocked - try changing direction a little */ 498 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 499 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)))) { 500 && (m == mon->map && blocked_link (mon, m, x, y))))
501 {
496 /* recalculate direction from last good location. Possible 502 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before. 503 * we were not traversing ideal location before.
498 */ 504 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 505 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) { 506 if (rv.direction != dir)
507 {
501 /* OK - says direction should be different - lets reset the 508 /* OK - says direction should be different - lets reset the
502 * the values so it will try again. 509 * the values so it will try again.
503 */ 510 */
504 x = lastx; 511 x = lastx;
505 y = lasty; 512 y = lasty;
506 m = lastmap; 513 m = lastmap;
507 dir = firstdir = rv.direction; 514 dir = firstdir = rv.direction;
515 }
508 } else { 516 else
517 {
509 /* direct path is blocked - try taking a side step to 518 /* direct path is blocked - try taking a side step to
510 * either the left or right. 519 * either the left or right.
511 * Note increase the values in the loop below to be 520 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes 521 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting 522 * 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 523 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth 524 * stepping back and forth
516 */ 525 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 526 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
527 {
528 if (i == 0)
518 if (i==0) continue; /* already did this, so skip it */ 529 continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise, 530 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in 531 * since the direction that the creature should move in
521 * may change, you could get infinite loops. 532 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only 533 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance, 534 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north, 535 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and 536 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains 537 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully 538 * the last direction the creature has successfully
528 * moved. 539 * moved.
529 */ 540 */
530 541
531 x = lastx + freearr_x[absdir(lastdir+i)]; 542 x = lastx + freearr_x[absdir (lastdir + i)];
532 y = lasty + freearr_y[absdir(lastdir+i)]; 543 y = lasty + freearr_y[absdir (lastdir + i)];
533 m = lastmap; 544 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y); 545 mflags = get_map_flags (m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue; 546 if (mflags & P_OUT_OF_MAP)
547 continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 548 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 549 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
550 continue;
538 if (mflags & P_BLOCKSVIEW) continue; 551 if (mflags & P_BLOCKSVIEW)
552 continue;
539 553
540 if (m == mon->map && blocked_link(mon, m, x, y)) break; 554 if (m == mon->map && blocked_link (mon, m, x, y))
555 break;
541 } 556 }
542 /* go through entire loop without finding a valid 557 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path. 558 * sidestep to take - thus, no valid path.
544 */ 559 */
545 if (i==(DETOUR_AMOUNT+1)) 560 if (i == (DETOUR_AMOUNT + 1))
546 return 0; 561 return 0;
547 diff--; 562 diff--;
548 lastdir=dir; 563 lastdir = dir;
549 max--; 564 max--;
550 if (!firstdir) firstdir = dir+i; 565 if (!firstdir)
566 firstdir = dir + i;
551 } /* else check alternate directions */ 567 } /* else check alternate directions */
552 } /* if blocked */ 568 } /* if blocked */
553 else { 569 else
570 {
554 /* we moved towards creature, so diff is less */ 571 /* we moved towards creature, so diff is less */
555 diff--; 572 diff--;
556 max--; 573 max--;
557 lastdir=dir; 574 lastdir = dir;
575 if (!firstdir)
558 if (!firstdir) firstdir = dir; 576 firstdir = dir;
577 }
578 if (diff <= 1)
559 } 579 {
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually 580 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance. 581 * headed toward player for entire distance.
563 */ 582 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 583 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); 584 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
566 } 585 }
567 if (diff>max) return 0; 586 if (diff > max)
587 return 0;
568 } 588 }
569 /* If we reached the max, didn't find a direction in time */ 589 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0; 590 if (!max)
591 return 0;
571 592
572 return firstdir; 593 return firstdir;
573} 594}
574 595
596void
575void give_initial_items(object *pl,treasurelist *items) { 597give_initial_items (object *pl, treasurelist * items)
598{
576 object *op,*next=NULL; 599 object *op, *next = NULL;
577 600
578 if(pl->randomitems!=NULL) 601 if (pl->randomitems != NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 602 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
580 603
581 for (op=pl->inv; op; op=next) { 604 for (op = pl->inv; op; op = next)
605 {
582 next = op->below; 606 next = op->below;
583 607
584 /* Forces get applied per default, unless they have the 608 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way 609 * flag "neutral" set. Sorry but I can't think of a better way
586 */ 610 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 611 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED); 612 SET_FLAG (op, FLAG_APPLIED);
589 613
590 /* we never give weapons/armour if these cannot be used 614 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions 615 * by this player due to race restrictions
592 */ 616 */
593 if (pl->type == PLAYER) { 617 if (pl->type == PLAYER)
618 {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 619 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS || 620 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET || 621 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES || 622 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) || 623 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 } 624 {
604 } 625 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; 626 continue;
624 } 627 }
625 if (op->nrof > 1) op->nrof = 1; 628 }
629
630 /* This really needs to be better - we should really give
631 * a substitute spellbook. The problem is that we don't really
632 * have a good idea what to replace it with (need something like
633 * a first level treasurelist for each skill.)
634 * remove duplicate skills also
635 */
636 if (op->type == SPELLBOOK || op->type == SKILL)
626 } 637 {
638 object *tmp;
627 639
640 for (tmp = op->below; tmp; tmp = tmp->below)
641 if (tmp->type == op->type && tmp->name == op->name)
642 break;
643
644 if (tmp)
645 {
646 op->destroy ();
647 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
648 continue;
649 }
650
651 if (op->nrof > 1)
652 op->nrof = 1;
653 }
654
628 if (op->type == SPELLBOOK && op->inv) { 655 if (op->type == SPELLBOOK && op->inv)
656 {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 657 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
630 } 658 }
631 659
632 /* Give starting characters identified, uncursed, and undamned 660 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be 661 * items. Just don't identify gold or silver, or it won't be
634 * merged properly. 662 * merged properly.
635 */ 663 */
636 if (need_identify(op)) { 664 if (need_identify (op))
665 {
637 SET_FLAG(op, FLAG_IDENTIFIED); 666 SET_FLAG (op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED); 667 CLEAR_FLAG (op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED); 668 CLEAR_FLAG (op, FLAG_DAMNED);
669 }
670 if (op->type == SPELL)
640 } 671 {
641 if(op->type==SPELL) { 672 op->destroy ();
642 remove_ob(op);
643 free_object(op);
644 continue; 673 continue;
674 }
675 else if (op->type == SKILL)
645 } 676 {
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL); 677 SET_FLAG (op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0; 678 op->stats.exp = 0;
649 op->level = 1; 679 op->level = 1;
650 } 680 }
651 /* lock all 'normal items by default */ 681 /* lock all 'normal items by default */
682 else
652 else SET_FLAG(op, FLAG_INV_LOCKED); 683 SET_FLAG (op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */ 684 } /* for loop of objects in player inv */
654 685
655 /* Need to set up the skill pointers */ 686 /* Need to set up the skill pointers */
656 link_player_skills(pl); 687 link_player_skills (pl);
657} 688}
658 689
690void
659void get_name(object *op) { 691get_name (object *op)
692{
660 op->contr->write_buf[0]='\0'; 693 op->contr->write_buf[0] = '\0';
661 op->contr->state=ST_GET_NAME; 694 op->contr->state = ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:"); 695 send_query (op->contr->socket, 0, "What is your name?\n:");
663} 696}
664 697
698void
665void get_password(object *op) { 699get_password (object *op)
700{
666 op->contr->write_buf[0]='\0'; 701 op->contr->write_buf[0] = '\0';
667 op->contr->state=ST_GET_PASSWORD; 702 op->contr->state = ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:"); 703 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
669} 704}
670 705
706void
671void play_again(object *op) 707play_again (object *op)
672{ 708{
673 op->contr->state=ST_PLAY_AGAIN; 709 op->contr->state = ST_PLAY_AGAIN;
674 op->chosen_skill = NULL; 710 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); 711 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 712 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll 713 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick 714 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without 715 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense 716 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all 717 * to leave it to play_again to remove the object in all
682 * cases. 718 * cases.
683 */ 719 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED)) 720 if (!QUERY_FLAG (op, FLAG_REMOVED))
685 remove_ob(op); 721 op->remove ();
686 /* Need to set this to null - otherwise, it could point to garbage, 722 /* 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 723 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out. 724 * the map is null or not swapped out.
689 */ 725 */
690 op->map = NULL; 726 op->map = NULL;
691} 727}
692 728
693 729int
694int receive_play_again(object *op, char key) 730receive_play_again (object *op, char key)
695{ 731{
696 if(key=='q'||key=='Q') { 732 if (key == 'q' || key == 'Q')
733 {
697 remove_friendly_object(op); 734 remove_friendly_object (op);
698 leave(op->contr,0); /* ericserver will draw the message */ 735 leave (op->contr, 0); /* ericserver will draw the message */
699 return 2; 736 return 2;
700 } 737 }
701 else if(key=='a'||key=='A') { 738 else if (key == 'a' || key == 'A')
739 {
702 player *pl = op->contr; 740 player *pl = op->contr;
703 shstr name = op->name; 741 shstr name = op->name;
704 742
705 remove_friendly_object(op); 743 op->contr = 0;
706 free_object(op); 744 op->type = 0;
745 op->destroy (1);
707 pl = get_player(pl); 746 pl = get_player (pl);
708 op = pl->ob; 747 op = pl->ob;
709 add_friendly_object(op); 748 add_friendly_object (op);
710 op->contr->password[0]='~'; 749 op->contr->password[0] = '~';
711 op->name = op->name_pl = 0; 750 op->name = op->name_pl = 0;
712 /* Lets put a space in here */ 751 /* Lets put a space in here */
713 new_draw_info(NDI_UNIQUE, 0, op, "\n"); 752 new_draw_info (NDI_UNIQUE, 0, op, "\n");
714 get_name(op); 753 get_name (op);
715 op->name = op->name_pl = name; 754 op->name = op->name_pl = name;
716 set_first_map(op); 755 set_first_map (op);
717 } else { 756 }
757 else
718 /* user pressed something else so just ask again... */ 758 /* user pressed something else so just ask again... */
719 play_again(op); 759 play_again (op);
720 } 760
721 return 0; 761 return 0;
722} 762}
723 763
764void
724void confirm_password(object *op) { 765confirm_password (object *op)
766{
725 767
726 op->contr->write_buf[0]='\0'; 768 op->contr->write_buf[0] = '\0';
727 op->contr->state=ST_CONFIRM_PASSWORD; 769 op->contr->state = ST_CONFIRM_PASSWORD;
728 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 770 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
729} 771}
730 772
773void
731void get_party_password(object *op, partylist *party) { 774get_party_password (object *op, partylist *party)
775{
732 if (party == NULL) { 776 if (party == NULL)
777 {
733 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 778 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
734 return; 779 return;
735 } 780 }
736 op->contr->write_buf[0]='\0'; 781 op->contr->write_buf[0] = '\0';
737 op->contr->state=ST_GET_PARTY_PASSWORD; 782 op->contr->state = ST_GET_PARTY_PASSWORD;
738 op->contr->party_to_join = party; 783 op->contr->party_to_join = party;
739 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 784 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
740} 785}
741 786
742 787
743/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 788/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
789int
744int roll_stat(void) { 790roll_stat (void)
791{
745 int a[4],i,j,k; 792 int a[4], i, j, k;
746 793
747 for(i=0;i<4;i++) 794 for (i = 0; i < 4; i++)
748 a[i]=(int)RANDOM()%6+1; 795 a[i] = (int) RANDOM () % 6 + 1;
749 796
750 for(i=0,j=0,k=7;i<4;i++) 797 for (i = 0, j = 0, k = 7; i < 4; i++)
751 if(a[i]<k) 798 if (a[i] < k)
752 k=a[i],j=i; 799 k = a[i], j = i;
753 800
754 for(i=0,k=0;i<4;i++) { 801 for (i = 0, k = 0; i < 4; i++)
802 {
755 if(i!=j) 803 if (i != j)
756 k+=a[i]; 804 k += a[i];
757 } 805 }
758 return k; 806 return k;
759} 807}
760 808
809void
761void roll_stats(object *op) { 810roll_stats (object *op)
811{
762 int sum=0; 812 int sum = 0;
763 int i = 0, j = 0; 813 int i = 0, j = 0;
764 int statsort[7]; 814 int statsort[7];
765 815
816 do
766 do { 817 {
767 op->stats.Str=roll_stat(); 818 op->stats.Str = roll_stat ();
768 op->stats.Dex=roll_stat(); 819 op->stats.Dex = roll_stat ();
769 op->stats.Int=roll_stat(); 820 op->stats.Int = roll_stat ();
770 op->stats.Con=roll_stat(); 821 op->stats.Con = roll_stat ();
771 op->stats.Wis=roll_stat(); 822 op->stats.Wis = roll_stat ();
772 op->stats.Pow=roll_stat(); 823 op->stats.Pow = roll_stat ();
773 op->stats.Cha=roll_stat(); 824 op->stats.Cha = roll_stat ();
774 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 825 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+ 826 }
776 op->stats.Cha;
777 } while(sum<82||sum>116); 827 while (sum < 82 || sum > 116);
778 828
779 /* Sort the stats so that rerolling is easier... */ 829 /* Sort the stats so that rerolling is easier... */
780 statsort[0] = op->stats.Str; 830 statsort[0] = op->stats.Str;
781 statsort[1] = op->stats.Dex; 831 statsort[1] = op->stats.Dex;
782 statsort[2] = op->stats.Int; 832 statsort[2] = op->stats.Int;
783 statsort[3] = op->stats.Con; 833 statsort[3] = op->stats.Con;
784 statsort[4] = op->stats.Wis; 834 statsort[4] = op->stats.Wis;
785 statsort[5] = op->stats.Pow; 835 statsort[5] = op->stats.Pow;
786 statsort[6] = op->stats.Cha; 836 statsort[6] = op->stats.Cha;
787 837
788 /* a quick and dirty bubblesort? */ 838 /* a quick and dirty bubblesort? */
839 do
789 do { 840 {
790 if (statsort[i] < statsort[i + 1]) { 841 if (statsort[i] < statsort[i + 1])
842 {
791 j = statsort[i]; 843 j = statsort[i];
792 statsort[i] = statsort[i + 1]; 844 statsort[i] = statsort[i + 1];
793 statsort[i + 1] = j; 845 statsort[i + 1] = j;
794 i = 0; 846 i = 0;
847 }
795 } else { 848 else
849 {
796 i++; 850 i++;
797 } 851 }
852 }
798 } while (i < 6); 853 while (i < 6);
799 854
800 op->stats.Str = statsort[0]; 855 op->stats.Str = statsort[0];
801 op->stats.Dex = statsort[1]; 856 op->stats.Dex = statsort[1];
802 op->stats.Con = statsort[2]; 857 op->stats.Con = statsort[2];
803 op->stats.Int = statsort[3]; 858 op->stats.Int = statsort[3];
804 op->stats.Wis = statsort[4]; 859 op->stats.Wis = statsort[4];
805 op->stats.Pow = statsort[5]; 860 op->stats.Pow = statsort[5];
806 op->stats.Cha = statsort[6]; 861 op->stats.Cha = statsort[6];
807 862
808 863
809 op->contr->orig_stats.Str=op->stats.Str; 864 op->contr->orig_stats.Str = op->stats.Str;
810 op->contr->orig_stats.Dex=op->stats.Dex; 865 op->contr->orig_stats.Dex = op->stats.Dex;
811 op->contr->orig_stats.Int=op->stats.Int; 866 op->contr->orig_stats.Int = op->stats.Int;
812 op->contr->orig_stats.Con=op->stats.Con; 867 op->contr->orig_stats.Con = op->stats.Con;
813 op->contr->orig_stats.Wis=op->stats.Wis; 868 op->contr->orig_stats.Wis = op->stats.Wis;
814 op->contr->orig_stats.Pow=op->stats.Pow; 869 op->contr->orig_stats.Pow = op->stats.Pow;
815 op->contr->orig_stats.Cha=op->stats.Cha; 870 op->contr->orig_stats.Cha = op->stats.Cha;
816 871
817 op->level=1; 872 op->level = 1;
818 op->stats.exp=0; 873 op->stats.exp = 0;
819 op->stats.ac=0; 874 op->stats.ac = 0;
820 875
821 op->contr->levhp[1] = 9; 876 op->contr->levhp[1] = 9;
822 op->contr->levsp[1] = 6; 877 op->contr->levsp[1] = 6;
823 op->contr->levgrace[1] = 3; 878 op->contr->levgrace[1] = 3;
824 879
825 fix_player(op); 880 fix_player (op);
826 op->stats.hp = op->stats.maxhp; 881 op->stats.hp = op->stats.maxhp;
827 op->stats.sp = op->stats.maxsp; 882 op->stats.sp = op->stats.maxsp;
828 op->stats.grace = op->stats.maxgrace; 883 op->stats.grace = op->stats.maxgrace;
829 op->contr->orig_stats=op->stats; 884 op->contr->orig_stats = op->stats;
830} 885}
831 886
887void
832void Roll_Again(object *op) 888Roll_Again (object *op)
833{ 889{
834 esrv_new_player(op->contr, 0); 890 esrv_new_player (op->contr, 0);
891 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)? "); 892 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
836} 893}
837 894
895void
838void Swap_Stat(object *op,int Swap_Second) 896Swap_Stat (object *op, int Swap_Second)
839{ 897{
840 signed char tmp; 898 signed char tmp;
841 char buf[MAX_BUF]; 899 char buf[MAX_BUF];
842 900
843 if ( op->contr->Swap_First == -1 ) { 901 if (op->contr->Swap_First == -1)
902 {
844 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 903 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,"); 904 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"); 905 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
847 return; 906 return;
848 } 907 }
849 908
850 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 909 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
851 910
852 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 911 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));
854 912
855 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 913 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
856 914
857 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 915 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
858 new_draw_info(NDI_UNIQUE, 0,op, buf); 916 new_draw_info (NDI_UNIQUE, 0, op, buf);
859 op->stats.Str = op->contr->orig_stats.Str; 917 op->stats.Str = op->contr->orig_stats.Str;
860 op->stats.Dex = op->contr->orig_stats.Dex; 918 op->stats.Dex = op->contr->orig_stats.Dex;
861 op->stats.Con = op->contr->orig_stats.Con; 919 op->stats.Con = op->contr->orig_stats.Con;
862 op->stats.Int = op->contr->orig_stats.Int; 920 op->stats.Int = op->contr->orig_stats.Int;
863 op->stats.Wis = op->contr->orig_stats.Wis; 921 op->stats.Wis = op->contr->orig_stats.Wis;
864 op->stats.Pow = op->contr->orig_stats.Pow; 922 op->stats.Pow = op->contr->orig_stats.Pow;
865 op->stats.Cha = op->contr->orig_stats.Cha; 923 op->stats.Cha = op->contr->orig_stats.Cha;
866 op->stats.ac=0; 924 op->stats.ac = 0;
867 925
868 op->level=1; 926 op->level = 1;
869 op->stats.exp=0; 927 op->stats.exp = 0;
870 op->stats.ac=0; 928 op->stats.ac = 0;
871 929
872 op->contr->levhp[1] = 9; 930 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6; 931 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3; 932 op->contr->levgrace[1] = 3;
875 933
876 fix_player(op); 934 fix_player (op);
877 op->stats.hp = op->stats.maxhp; 935 op->stats.hp = op->stats.maxhp;
878 op->stats.sp = op->stats.maxsp; 936 op->stats.sp = op->stats.maxsp;
879 op->stats.grace = op->stats.maxgrace; 937 op->stats.grace = op->stats.maxgrace;
880 op->contr->orig_stats=op->stats; 938 op->contr->orig_stats = op->stats;
881 op->contr->Swap_First=-1; 939 op->contr->Swap_First = -1;
882} 940}
883 941
884 942
885/* This code has been greatly reduced, because with set_attr_value 943/* This code has been greatly reduced, because with set_attr_value
886 * and get_attr_value, the stats can be accessed just numeric 944 * and get_attr_value, the stats can be accessed just numeric
887 * ids. stat_trans is a table that translate the number entered 945 * ids. stat_trans is a table that translate the number entered
888 * into the actual stat. It is needed because the order the stats 946 * 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 947 * are displayed in the stat window is not the same as how
890 * the number's access that stat. The table does that translation. 948 * the number's access that stat. The table does that translation.
891 */ 949 */
950int
892int key_roll_stat(object *op, char key) 951key_roll_stat (object *op, char key)
893{ 952{
894 int keynum = key -'0'; 953 int keynum = key - '0';
895 char buf[MAX_BUF]; 954 char buf[MAX_BUF];
896 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 955 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
897 956
898 if (keynum>0 && keynum<=7) { 957 if (keynum > 0 && keynum <= 7)
958 {
899 if (op->contr->Swap_First==-1) { 959 if (op->contr->Swap_First == -1)
960 {
900 op->contr->Swap_First=stat_trans[keynum]; 961 op->contr->Swap_First = stat_trans[keynum];
901 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 962 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
902 new_draw_info(NDI_UNIQUE, 0,op,buf); 963 new_draw_info (NDI_UNIQUE, 0, op, buf);
903 } 964 }
904 else 965 else
905 Swap_Stat(op,stat_trans[keynum]); 966 Swap_Stat (op, stat_trans[keynum]);
906 967
968 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
969 return 1;
970 }
971 switch (key)
972 {
973 case 'n':
974 case 'N':
975 {
976 SET_FLAG (op, FLAG_WIZ);
977 if (op->map == NULL)
978 {
979 LOG (llevError, "Map == NULL in state 2\n");
980 break;
981 }
982
983#if 0
984 /* So that enter_exit will put us at startx/starty */
985 op->x = -1;
986
987 enter_exit (op, NULL);
988#endif
989 SET_ANIMATION (op, 2); /* So player faces south */
990 /* Enter exit adds a player otherwise */
991 add_statbonus (op);
992 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
993 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
994 op->contr->state = ST_CHANGE_CLASS;
995 if (op->msg)
996 new_draw_info (NDI_BLUE, 0, op, op->msg);
997 return 0;
998 }
999 case 'y':
1000 case 'Y':
1001 roll_stats (op);
907 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
908 return 1; 1003 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 1004
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': 1005 case 'q':
935 case 'Y': 1006 case 'Q':
936 roll_stats(op); 1007 play_again (op);
937 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
938 return 1; 1008 return 1;
939 1009
940 case 'q':
941 case 'Q':
942 play_again(op);
943 return 1;
944
945 default: 1010 default:
946 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1011 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
947 return 0; 1012 return 0;
948 } 1013 }
949 return 0; 1014 return 0;
950} 1015}
951 1016
952/* This function takes the key that is passed, and does the 1017/* This function takes the key that is passed, and does the
953 * appropriate action with it (change race, or other things). 1018 * appropriate action with it (change race, or other things).
954 * The function name is for historical reasons - now we have 1019 * The function name is for historical reasons - now we have
955 * separate race and class; this actually changes the RACE, 1020 * separate race and class; this actually changes the RACE,
956 * not the class. 1021 * not the class.
957 */ 1022 */
958 1023
1024int
959int key_change_class(object *op, char key) 1025key_change_class (object *op, char key)
960{ 1026{
961 int tmp_loop; 1027 int tmp_loop;
962 1028
963 if(key=='q'||key=='Q') { 1029 if (key == 'q' || key == 'Q')
1030 {
964 remove_ob(op); 1031 op->remove ();
965 play_again(op); 1032 play_again (op);
966 return 0; 1033 return 0;
967 } 1034 }
968 if(key=='d'||key=='D') { 1035 if (key == 'd' || key == 'D')
1036 {
969 char buf[MAX_BUF]; 1037 char buf[MAX_BUF];
970 1038
971 /* this must before then initial items are given */ 1039 /* this must before then initial items are given */
972 esrv_new_player(op->contr, op->weight+op->carrying); 1040 esrv_new_player (op->contr, op->weight + op->carrying);
973 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
974 1041
1042 treasurelist *tl = find_treasurelist ("starting_wealth");
1043 if (tl)
1044 create_treasure (tl, op, 0, 0, 0);
1045
975 INVOKE_PLAYER (BIRTH, op->contr); 1046 INVOKE_PLAYER (BIRTH, op->contr);
976 INVOKE_PLAYER (LOGIN, op->contr); 1047 INVOKE_PLAYER (LOGIN, op->contr);
977 1048
978 op->contr->state=ST_PLAYING; 1049 op->contr->state = ST_PLAYING;
979 1050
980 if (op->msg) 1051 if (op->msg)
981 op->msg=NULL; 1052 op->msg = NULL;
982 1053
983 /* We create this now because some of the unique maps will need it 1054 /* We create this now because some of the unique maps will need it
984 * to save here. 1055 * to save here.
985 */ 1056 */
986 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name); 1057 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
987 make_path_to_file(buf); 1058 make_path_to_file (buf);
988 1059
989#ifdef AUTOSAVE 1060#ifdef AUTOSAVE
990 op->contr->last_save_tick = pticks; 1061 op->contr->last_save_tick = pticks;
991#endif 1062#endif
992 start_info(op); 1063 start_info (op);
993 CLEAR_FLAG(op, FLAG_WIZ); 1064 CLEAR_FLAG (op, FLAG_WIZ);
994 give_initial_items(op,op->randomitems); 1065 give_initial_items (op, op->randomitems);
995 link_player_skills(op); 1066 link_player_skills (op);
996 esrv_send_inventory(op, op); 1067 esrv_send_inventory (op, op);
997 fix_player(op); 1068 fix_player (op);
998 1069
999 /* This moves the player to a different start map, if there 1070 /* This moves the player to a different start map, if there
1000 * is one for this race 1071 * is one for this race
1001 */ 1072 */
1002 if(*first_map_ext_path) { 1073 if (*first_map_ext_path)
1074 {
1003 object *tmp; 1075 object *tmp;
1004 mapstruct *oldmap = op->map;
1005 char mapname[MAX_BUF]; 1076 char mapname[MAX_BUF];
1006 snprintf(mapname, MAX_BUF-1, "%s/%s", 1077
1007 first_map_ext_path, &op->arch->name); 1078 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1008 tmp=get_object(); 1079 tmp = object::create ();
1009 EXIT_PATH(tmp) = mapname; 1080 EXIT_PATH (tmp) = mapname;
1010 EXIT_X(tmp) = op->x; 1081 EXIT_X (tmp) = op->x;
1011 EXIT_Y(tmp) = op->y; 1082 EXIT_Y (tmp) = op->y;
1012 enter_exit(op,tmp); /* we don't really care if it succeeded; 1083 enter_exit (op, tmp); /* we don't really care if it succeeded;
1013 * if the map isn't there, then stay on the 1084 * if the map isn't there, then stay on the
1014 * default initial map */ 1085 * default initial map */
1015 free_object(tmp); 1086 tmp->destroy ();
1087 }
1016 } else { 1088 else
1089 {
1017 LOG(llevDebug,"first_map_ext_path not set\n"); 1090 LOG (llevDebug, "first_map_ext_path not set\n");
1018 } 1091 }
1019 return 0; 1092 return 0;
1020 } 1093 }
1021 1094
1022 /* Following actually changes the race - this is the default command 1095 /* Following actually changes the race - this is the default command
1023 * if we don't match with one of the options above. 1096 * if we don't match with one of the options above.
1024 */ 1097 */
1025 1098
1026 tmp_loop = 0; 1099 tmp_loop = 0;
1027 while(!tmp_loop) { 1100 while (!tmp_loop)
1101 {
1028 shstr name = op->name; 1102 shstr name = op->name;
1029 int x = op->x, y = op->y; 1103 int x = op->x, y = op->y;
1104
1030 remove_statbonus(op); 1105 remove_statbonus (op);
1031 remove_ob (op); 1106 op->remove ();
1032 op->arch = get_player_archetype(op->arch); 1107 op->arch = get_player_archetype (op->arch);
1033 copy_object (&op->arch->clone, op); 1108 op->arch->clone.copy_to (op);
1034 op->instantiate (); 1109 op->instantiate ();
1035 op->stats = op->contr->orig_stats; 1110 op->stats = op->contr->orig_stats;
1036 op->name = op->name_pl = name; 1111 op->name = op->name_pl = name;
1037 op->x = x; 1112 op->x = x;
1038 op->y = y; 1113 op->y = y;
1039 SET_ANIMATION(op, 2); /* So player faces south */ 1114 SET_ANIMATION (op, 2); /* So player faces south */
1040 insert_ob_in_map (op, op->map, op,0); 1115 insert_ob_in_map (op, op->map, op, 0);
1041 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1116 assign (op->contr->title, op->arch->clone.name);
1042 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1043 add_statbonus(op); 1117 add_statbonus (op);
1044 tmp_loop=allowed_class(op); 1118 tmp_loop = allowed_class (op);
1045 } 1119 }
1120
1046 update_object(op,UP_OBJ_FACE); 1121 update_object (op, UP_OBJ_FACE);
1047 esrv_update_item(UPD_FACE,op,op); 1122 esrv_update_item (UPD_FACE, op, op);
1048 fix_player(op); 1123 fix_player (op);
1049 op->stats.hp=op->stats.maxhp; 1124 op->stats.hp = op->stats.maxhp;
1050 op->stats.sp=op->stats.maxsp; 1125 op->stats.sp = op->stats.maxsp;
1051 op->stats.grace=0; 1126 op->stats.grace = 0;
1127
1052 if (op->msg) 1128 if (op->msg)
1053 new_draw_info(NDI_BLUE, 0, op, op->msg); 1129 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130
1054 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1131 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; 1132 return 0;
1056} 1133}
1057 1134
1135int
1058int key_confirm_quit(object *op, char key) 1136key_confirm_quit (object *op, char key)
1059{ 1137{
1060 char buf[MAX_BUF]; 1138 char buf[MAX_BUF];
1061 1139
1062 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1140 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1141 {
1063 op->contr->state=ST_PLAYING; 1142 op->contr->state = ST_PLAYING;
1064 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1143 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1065 return 1; 1144 return 1;
1066 } 1145 }
1067 1146
1068 INVOKE_PLAYER (LOGOUT, op->contr); 1147 INVOKE_PLAYER (LOGOUT, op->contr);
1069 INVOKE_PLAYER (QUIT , op->contr); 1148 INVOKE_PLAYER (QUIT, op->contr);
1070 1149
1071 terminate_all_pets(op); 1150 terminate_all_pets (op);
1072 leave_map(op); 1151 leave_map (op);
1073 op->direction=0; 1152 op->direction = 0;
1074 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1153 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1075 "%s quits the game.", &op->name);
1076 1154
1077 strcpy(op->contr->killer,"quit"); 1155 strcpy (op->contr->killer, "quit");
1078 check_score(op); 1156 check_score (op);
1079 op->contr->party=NULL; 1157 op->contr->party = NULL;
1080 if (settings.set_title == TRUE) 1158 if (settings.set_title == TRUE)
1081 op->contr->own_title[0]='\0'; 1159 op->contr->own_title[0] = '\0';
1082 1160
1083 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1161 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1162 {
1084 mapstruct *mp, *next; 1163 maptile *mp, *next;
1085 1164
1086 /* We need to hunt for any per player unique maps in memory and 1165 /* 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, 1166 * 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 1167 * so that players named 'Ab' won't match against players 'Abe' pathname
1089 */ 1168 */
1090 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 1169 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1091 for (mp=first_map; mp!=NULL; mp=next) { 1170 for (mp = first_map; mp != NULL; mp = next)
1171 {
1092 next = mp->next; 1172 next = mp->next;
1093 if (!strncmp(mp->path, buf, strlen(buf))) 1173 if (!strncmp (mp->path, buf, strlen (buf)))
1094 delete_map(mp); 1174 delete_map (mp);
1095 }
1096 1175 }
1176
1097 delete_character(op->name, 1); 1177 delete_character (op->name, 1);
1098 } 1178 }
1179
1099 play_again(op); 1180 play_again (op);
1100 return 1; 1181 return 1;
1101} 1182}
1102 1183
1184void
1103void flee_player(object *op) { 1185flee_player (object *op)
1186{
1104 int dir,diff; 1187 int dir, diff;
1105 rv_vector rv; 1188 rv_vector rv;
1106 1189
1107 if(op->stats.hp < 0) { 1190 if (op->stats.hp < 0)
1191 {
1108 LOG(llevDebug, "Fleeing player is dead.\n"); 1192 LOG (llevDebug, "Fleeing player is dead.\n");
1109 CLEAR_FLAG(op, FLAG_SCARED); 1193 CLEAR_FLAG (op, FLAG_SCARED);
1110 return; 1194 return;
1111 } 1195 }
1112 1196
1113 if(op->enemy==NULL) { 1197 if (op->enemy == NULL)
1198 {
1114 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1199 LOG (llevDebug, "Fleeing player had no enemy.\n");
1115 CLEAR_FLAG(op, FLAG_SCARED); 1200 CLEAR_FLAG (op, FLAG_SCARED);
1116 return; 1201 return;
1117 } 1202 }
1118 1203
1119 /* Seen some crashes here. Since we don't store an 1204 /* Seen some crashes here. Since we don't store an
1120 * op->enemy_count, it is possible that something destroys the 1205 * op->enemy_count, it is possible that something destroys the
1121 * actual enemy, and the object is recycled. 1206 * actual enemy, and the object is recycled.
1122 */ 1207 */
1123 if (op->enemy->map == NULL) { 1208 if (op->enemy->map == NULL)
1209 {
1124 CLEAR_FLAG(op, FLAG_SCARED); 1210 CLEAR_FLAG (op, FLAG_SCARED);
1125 op->enemy=NULL; 1211 op->enemy = NULL;
1126 return; 1212 return;
1127 } 1213 }
1128 1214
1129 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1215 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1216 {
1130 op->enemy=NULL; 1217 op->enemy = NULL;
1131 CLEAR_FLAG(op, FLAG_SCARED); 1218 CLEAR_FLAG (op, FLAG_SCARED);
1132 return; 1219 return;
1133 } 1220 }
1134 get_rangevector(op, op->enemy, &rv, 0); 1221 get_rangevector (op, op->enemy, &rv, 0);
1135 1222
1136 dir=absdir(4+rv.direction); 1223 dir = absdir (4 + rv.direction);
1137 for(diff=0;diff<3;diff++) { 1224 for (diff = 0; diff < 3; diff++)
1225 {
1138 int m=1-(RANDOM()&2); 1226 int m = 1 - (RANDOM () & 2);
1139 if(move_ob(op,absdir(dir+diff*m),op)|| 1227
1140 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) { 1228 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1141 return;
1142 } 1229 {
1230 return;
1231 }
1143 } 1232 }
1144 /* Cornered, get rid of scared */ 1233 /* Cornered, get rid of scared */
1145 CLEAR_FLAG(op, FLAG_SCARED); 1234 CLEAR_FLAG (op, FLAG_SCARED);
1146 op->enemy=NULL; 1235 op->enemy = NULL;
1147} 1236}
1148 1237
1149 1238
1150/* check_pick sees if there is stuff to be picked up/picks up stuff. 1239/* 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 1240 * IT returns 1 if the player should keep on moving, 0 if he should
1152 * stop. 1241 * stop.
1153 */ 1242 */
1243int
1154int check_pick(object *op) { 1244check_pick (object *op)
1245{
1155 object *tmp, *next; 1246 object *tmp, *next;
1156 tag_t next_tag=0, op_tag;
1157 int stop = 0; 1247 int stop = 0;
1158 int j, k, wvratio; 1248 int j, k, wvratio;
1159 char putstring[128], tmpstr[16]; 1249 char putstring[128], tmpstr[16];
1160 1250
1161
1162 /* if you're flying, you cna't pick up anything */ 1251 /* if you're flying, you cna't pick up anything */
1163 if (op->move_type & MOVE_FLYING) 1252 if (op->move_type & MOVE_FLYING)
1164 return 1; 1253 return 1;
1165 1254
1166 op_tag = op->count;
1167
1168 next = op->below; 1255 next = op->below;
1169 if (next)
1170 next_tag = next->count;
1171 1256
1172 /* loop while there are items on the floor that are not marked as 1257 /* loop while there are items on the floor that are not marked as
1173 * destroyed */ 1258 * destroyed */
1174 while (next && ! was_destroyed (next, next_tag)) 1259 while (next && !next->destroyed ())
1175 { 1260 {
1176 tmp = next; 1261 tmp = next;
1177 next = tmp->below; 1262 next = tmp->below;
1178 if (next)
1179 next_tag = next->count;
1180 1263
1181 if (was_destroyed (op, op_tag)) 1264 if (op->destroyed ())
1182 return 0; 1265 return 0;
1183 1266
1184 if ( ! can_pick (op, tmp)) 1267 if (!can_pick (op, tmp))
1185 continue; 1268 continue;
1186 1269
1187 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1270 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1188 { 1271 {
1189 if (item_matched_string (op, tmp, op->contr->search_str)) 1272 if (item_matched_string (op, tmp, op->contr->search_str))
1190 pick_up (op, tmp); 1273 pick_up (op, tmp);
1191 continue; 1274 continue;
1192 } 1275 }
1193 1276
1194 /* high not bit set? We're using the old autopickup model */ 1277 /* high not bit set? We're using the old autopickup model */
1195 if(!(op->contr->mode & PU_NEWMODE)) { 1278 if (!(op->contr->mode & PU_NEWMODE))
1279 {
1196 switch (op->contr->mode) { 1280 switch (op->contr->mode)
1281 {
1282 case 0:
1197 case 0: return 1; /* don't pick up */ 1283 return 1; /* don't pick up */
1284 case 1:
1198 case 1: pick_up (op, tmp); 1285 pick_up (op, tmp);
1199 return 1; 1286 return 1;
1287 case 2:
1200 case 2: pick_up (op, tmp); 1288 pick_up (op, tmp);
1201 return 0; 1289 return 0;
1290 case 3:
1202 case 3: return 0; /* stop before pickup */ 1291 return 0; /* stop before pickup */
1292 case 4:
1203 case 4: pick_up (op, tmp); 1293 pick_up (op, tmp);
1204 break; 1294 break;
1295 case 5:
1205 case 5: pick_up (op, tmp); 1296 pick_up (op, tmp);
1206 stop = 1; 1297 stop = 1;
1207 break; 1298 break;
1208 case 6: 1299 case 6:
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1300 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); 1301 pick_up (op, tmp);
1212 break; 1302 break;
1213 1303
1214 case 7: 1304 case 7:
1215 if (tmp->type == MONEY || tmp->type == GEM) 1305 if (tmp->type == MONEY || tmp->type == GEM)
1216 pick_up(op, tmp); 1306 pick_up (op, tmp);
1217 break; 1307 break;
1218 1308
1219 default: 1309 default:
1220 /* use value density */ 1310 /* use value density */
1221 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1311 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1222 && (query_cost (tmp, op, F_TRUE) * 100 1312 && (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); 1313 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 } 1314 }
1253 } 1315 }
1254 } 1316 else
1317 { /* old model */
1318 /* NEW pickup handling */
1319 if (op->contr->mode & PU_DEBUG)
1320 {
1321 /* some debugging code to figure out item information */
1322 if (tmp->name != NULL)
1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1324 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1325 else
1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1327 &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); 1328 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1329
1330 sprintf (putstring, "...flags: ");
1331 for (k = 0; k < 4; k++)
1332 {
1333 for (j = 0; j < 32; j++)
1334 {
1335 if ((tmp->flags[k] >> j) & 0x01)
1336 {
1337 sprintf (tmpstr, "%d ", k * 32 + j);
1338 strcat (putstring, tmpstr);
1339 }
1340 }
1341 }
1342 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1256 1343
1257#if 0 1344#if 0
1258 /* print the flags too */ 1345 /* print the flags too */
1259 for(k=0;k<4;k++) 1346 for (k = 0; k < 4; k++)
1260 { 1347 {
1261 fprintf(stderr,"%d [%d] ", k, k*32+31); 1348 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1262 for(j=0;j<32;j++) 1349 for (j = 0; j < 32; j++)
1263 { 1350 {
1264 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1351 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1265 if(!((j+1)%4))fprintf(stderr," "); 1352 if (!((j + 1) % 4))
1266 } 1353 fprintf (stderr, " ");
1354 }
1267 fprintf(stderr," [%d]\n", k*32); 1355 fprintf (stderr, " [%d]\n", k * 32);
1268 } 1356 }
1269#endif 1357#endif
1270 } 1358 }
1271 /* philosophy: 1359 /* philosophy:
1272 * It's easy to grab an item type from a pile, as long as it's 1360 * 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 1361 * generic. This takes no game-time. For more detailed pickups
1274 * and selections, select-items shoul dbe used. This is a 1362 * and selections, select-items shoul dbe used. This is a
1275 * grab-as-you-run type mode that's really useful for arrows for 1363 * grab-as-you-run type mode that's really useful for arrows for
1276 * example. 1364 * example.
1277 * The drawback: right now it has no frontend, so you need to 1365 * 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 1366 * stick the bits you want into a calculator in hex mode and then
1279 * convert to decimal and then 'pickup <#> 1367 * convert to decimal and then 'pickup <#>
1280 */ 1368 */
1281 1369
1282 /* the first two modes are exclusive: if NOTHING we return, if 1370 /* the first two modes are exclusive: if NOTHING we return, if
1283 * STOP then we stop. All the rest are applied sequentially, 1371 * STOP then we stop. All the rest are applied sequentially,
1284 * meaning if any test passes, the item gets picked up. */ 1372 * meaning if any test passes, the item gets picked up. */
1285 1373
1286 /* if mode is set to pick nothing up, return */ 1374 /* if mode is set to pick nothing up, return */
1287 1375
1288 if(op->contr->mode & PU_NOTHING) return 1; 1376 if (op->contr->mode & PU_NOTHING)
1377 return 1;
1289 1378
1290 /* if mode is set to stop when encountering objects, return */ 1379 /* if mode is set to stop when encountering objects, return */
1291 /* take STOP before INHIBIT since it doesn't actually pick 1380 /* take STOP before INHIBIT since it doesn't actually pick
1292 * anything up */ 1381 * anything up */
1293 1382
1294 if(op->contr->mode & PU_STOP) return 0; 1383 if (op->contr->mode & PU_STOP)
1384 return 0;
1295 1385
1296 /* useful for going into stores and not losing your settings... */ 1386 /* useful for going into stores and not losing your settings... */
1297 /* and for battles wher you don't want to get loaded down while 1387 /* and for battles wher you don't want to get loaded down while
1298 * fighting */ 1388 * fighting */
1299 if(op->contr->mode & PU_INHIBIT) return 1; 1389 if (op->contr->mode & PU_INHIBIT)
1390 return 1;
1300 1391
1301 /* prevent us from turning into auto-thieves :) */ 1392 /* prevent us from turning into auto-thieves :) */
1302 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1393 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1394 continue;
1303 1395
1304 /* ignore known cursed objects */ 1396 /* ignore known cursed objects */
1305 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1397 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1398 continue;
1306 1399
1307 /* all food and drink if desired */ 1400 /* all food and drink if desired */
1308 /* question: don't pick up known-poisonous stuff? */ 1401 /* question: don't pick up known-poisonous stuff? */
1309 if(op->contr->mode & PU_FOOD) 1402 if (op->contr->mode & PU_FOOD)
1310 if (tmp->type == FOOD) 1403 if (tmp->type == FOOD)
1311 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1404 {
1405 pick_up (op, tmp);
1406 continue;
1407 }
1408
1312 if(op->contr->mode & PU_DRINK) 1409 if (op->contr->mode & PU_DRINK)
1313 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1410 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; } 1411 {
1412 pick_up (op, tmp);
1413 continue;
1414 }
1315 1415
1316 if(op->contr->mode & PU_POTION) 1416 if (op->contr->mode & PU_POTION)
1317 if (tmp->type == POTION) 1417 if (tmp->type == POTION)
1318 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1418 {
1419 pick_up (op, tmp);
1420 continue;
1421 }
1319 1422
1320 /* spellbooks, skillscrolls and normal books/scrolls */ 1423 /* spellbooks, skillscrolls and normal books/scrolls */
1321 if(op->contr->mode & PU_SPELLBOOK) 1424 if (op->contr->mode & PU_SPELLBOOK)
1322 if (tmp->type == SPELLBOOK) 1425 if (tmp->type == SPELLBOOK)
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1426 {
1427 pick_up (op, tmp);
1428 continue;
1429 }
1430
1324 if(op->contr->mode & PU_SKILLSCROLL) 1431 if (op->contr->mode & PU_SKILLSCROLL)
1325 if (tmp->type == SKILLSCROLL) 1432 if (tmp->type == SKILLSCROLL)
1326 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1433 {
1434 pick_up (op, tmp);
1435 continue;
1436 }
1437
1327 if(op->contr->mode & PU_READABLES) 1438 if (op->contr->mode & PU_READABLES)
1328 if (tmp->type == BOOK || tmp->type == SCROLL) 1439 if (tmp->type == BOOK || tmp->type == SCROLL)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1440 {
1441 pick_up (op, tmp);
1442 continue;
1443 }
1330 1444
1331 /* wands/staves/rods/horns */ 1445 /* wands/staves/rods/horns */
1332 if (op->contr->mode & PU_MAGIC_DEVICE) 1446 if (op->contr->mode & PU_MAGIC_DEVICE)
1333 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1447 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1448 {
1449 pick_up (op, tmp);
1450 continue;
1451 }
1335 1452
1336 /* pick up all magical items */ 1453 /* pick up all magical items */
1337 if(op->contr->mode & PU_MAGICAL) 1454 if (op->contr->mode & PU_MAGICAL)
1338 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1455 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; } 1456 {
1457 pick_up (op, tmp);
1458 continue;
1459 }
1340 1460
1341 if(op->contr->mode & PU_VALUABLES) 1461 if (op->contr->mode & PU_VALUABLES)
1342 { 1462 {
1343 if (tmp->type == MONEY || tmp->type == GEM) 1463 if (tmp->type == MONEY || tmp->type == GEM)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1464 {
1345 } 1465 pick_up (op, tmp);
1466 continue;
1467 }
1468 }
1346 1469
1347 /* rings & amulets - talismans seems to be typed AMULET */ 1470 /* rings & amulets - talismans seems to be typed AMULET */
1348 if(op->contr->mode & PU_JEWELS) 1471 if (op->contr->mode & PU_JEWELS)
1349 if (tmp->type == RING || tmp->type == AMULET) 1472 if (tmp->type == RING || tmp->type == AMULET)
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1473 {
1474 pick_up (op, tmp);
1475 continue;
1476 }
1351 1477
1478 /* we don't forget dragon food */
1479 if (op->contr->mode & PU_FLESH)
1480 if (tmp->type == FLESH)
1481 {
1482 pick_up (op, tmp);
1483 continue;
1484 }
1485
1352 /* bows and arrows. Bows are good for selling! */ 1486 /* bows and arrows. Bows are good for selling! */
1353 if(op->contr->mode & PU_BOW) 1487 if (op->contr->mode & PU_BOW)
1354 if (tmp->type == BOW) 1488 if (tmp->type == BOW)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1489 {
1490 pick_up (op, tmp);
1491 continue;
1492 }
1493
1356 if(op->contr->mode & PU_ARROW) 1494 if (op->contr->mode & PU_ARROW)
1357 if (tmp->type == ARROW) 1495 if (tmp->type == ARROW)
1358 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1496 {
1497 pick_up (op, tmp);
1498 continue;
1499 }
1359 1500
1360 /* all kinds of armor etc. */ 1501 /* all kinds of armor etc. */
1361 if(op->contr->mode & PU_ARMOUR) 1502 if (op->contr->mode & PU_ARMOUR)
1362 if (tmp->type == ARMOUR) 1503 if (tmp->type == ARMOUR)
1363 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1504 {
1505 pick_up (op, tmp);
1506 continue;
1507 }
1508
1364 if(op->contr->mode & PU_HELMET) 1509 if (op->contr->mode & PU_HELMET)
1365 if (tmp->type == HELMET) 1510 if (tmp->type == HELMET)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1511 {
1512 pick_up (op, tmp);
1513 continue;
1514 }
1515
1367 if(op->contr->mode & PU_SHIELD) 1516 if (op->contr->mode & PU_SHIELD)
1368 if (tmp->type == SHIELD) 1517 if (tmp->type == SHIELD)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1518 {
1519 pick_up (op, tmp);
1520 continue;
1521 }
1522
1370 if(op->contr->mode & PU_BOOTS) 1523 if (op->contr->mode & PU_BOOTS)
1371 if (tmp->type == BOOTS) 1524 if (tmp->type == BOOTS)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1525 {
1526 pick_up (op, tmp);
1527 continue;
1528 }
1529
1373 if(op->contr->mode & PU_GLOVES) 1530 if (op->contr->mode & PU_GLOVES)
1374 if (tmp->type == GLOVES) 1531 if (tmp->type == GLOVES)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1532 {
1533 pick_up (op, tmp);
1534 continue;
1535 }
1536
1376 if(op->contr->mode & PU_CLOAK) 1537 if (op->contr->mode & PU_CLOAK)
1377 if (tmp->type == CLOAK) 1538 if (tmp->type == CLOAK)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1539 {
1540 pick_up (op, tmp);
1541 continue;
1542 }
1379 1543
1380 /* hoping to catch throwing daggers here */ 1544 /* hoping to catch throwing daggers here */
1381 if(op->contr->mode & PU_MISSILEWEAPON) 1545 if (op->contr->mode & PU_MISSILEWEAPON)
1382 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1546 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1547 {
1548 pick_up (op, tmp);
1549 continue;
1550 }
1384 1551
1385 /* careful: chairs and tables are weapons! */ 1552 /* careful: chairs and tables are weapons! */
1386 if(op->contr->mode & PU_ALLWEAPON) 1553 if (op->contr->mode & PU_ALLWEAPON)
1387 { 1554 {
1388 if(tmp->type == WEAPON && tmp->name!=NULL) 1555 if (tmp->type == WEAPON && tmp->name != NULL)
1389 { 1556 {
1390 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1557 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1391 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1558 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1559 {
1393 } 1560 pick_up (op, tmp);
1561 continue;
1562 }
1563 }
1564
1394 if(tmp->type == WEAPON && tmp->name==NULL) 1565 if (tmp->type == WEAPON && tmp->name == NULL)
1395 { 1566 {
1396 if(strstr(tmp->arch->name,"table")==NULL && 1567 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1397 strstr(tmp->arch->name,"chair")==NULL) 1568 {
1398 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1569 pick_up (op, tmp);
1570 continue;
1571 }
1572 }
1399 } 1573 }
1400 }
1401 1574
1402 /* misc stuff that's useful */ 1575 /* misc stuff that's useful */
1403 if(op->contr->mode & PU_KEY) 1576 if (op->contr->mode & PU_KEY)
1404 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1577 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1405 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1578 {
1579 pick_up (op, tmp);
1580 continue;
1581 }
1406 1582
1407 /* any of the last 4 bits set means we use the ratio for value 1583 /* any of the last 4 bits set means we use the ratio for value
1408 * pickups */ 1584 * pickups */
1409 if(op->contr->mode & PU_RATIO) 1585 if (op->contr->mode & PU_RATIO)
1410 { 1586 {
1411 /* use value density to decide what else to grab */ 1587 /* use value density to decide what else to grab */
1412 /* >=7 was >= op->contr->mode */ 1588 /* >=7 was >= op->contr->mode */
1413 /* >=7 is the old standard setting. Now we take the last 4 bits 1589 /* >=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 */ 1590 * and multiply them by 5, giving 0..15*5== 5..75 */
1415 wvratio=(op->contr->mode & PU_RATIO) * 5; 1591 wvratio = (op->contr->mode & PU_RATIO) * 5;
1416 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1592 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1417 { 1593 {
1418 pick_up(op, tmp); 1594 pick_up (op, tmp);
1419#if 0 1595#if 0
1420 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1596 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1421 if(tmp->name!=NULL) { 1597 if (tmp->name != NULL)
1598 {
1422 fprintf(stderr,"%s", tmp->name); 1599 fprintf (stderr, "%s", tmp->name);
1423 } 1600 }
1601 else
1424 else fprintf(stderr,"%s",tmp->arch->name); 1602 fprintf (stderr, "%s", tmp->arch->name);
1425 fprintf(stderr,",%d] = ", tmp->type); 1603 fprintf (stderr, ",%d] = ", tmp->type);
1426 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1604 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1427#endif 1605#endif
1428 continue; 1606 continue;
1607 }
1429 } 1608 }
1609 } /* the new pickup model */
1430 } 1610 }
1431 } /* the new pickup model */ 1611
1432 }
1433 return ! stop; 1612 return !stop;
1434} 1613}
1435 1614
1436/* 1615/*
1437 * Find an arrow in the inventory and after that 1616 * Find an arrow in the inventory and after that
1438 * in the right type container (quiver). Pointer to the 1617 * in the right type container (quiver). Pointer to the
1439 * found object is returned. 1618 * found object is returned.
1440 */ 1619 */
1620object *
1441object *find_arrow(object *op, const char *type) 1621find_arrow (object *op, const char *type)
1442{ 1622{
1443 object *tmp = NULL; 1623 object *tmp = NULL;
1444 1624
1445 for(op=op->inv; op; op=op->below) 1625 for (op = op->inv; op; op = op->below)
1446 if(!tmp && op->type==CONTAINER && op->race==type && 1626 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); 1627 tmp = find_arrow (op, type);
1449 else if (op->type==ARROW && op->race==type) 1628 else if (op->type == ARROW && op->race == type)
1450 return op; 1629 return op;
1451 return tmp; 1630 return tmp;
1452} 1631}
1453 1632
1454/* 1633/*
1455 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1634 * 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 1635 * 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 1636 * 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. 1637 * the hall. Failing that it does it's best to pick the highest plus arrow.
1459 */ 1638 */
1460 1639
1640object *
1461object *find_better_arrow(object *op, object *target, const char *type, int *better) 1641find_better_arrow (object *op, object *target, const char *type, int *better)
1462{ 1642{
1463 object *tmp = NULL, *arrow, *ntmp; 1643 object *tmp = NULL, *arrow, *ntmp;
1464 int attacknum, attacktype, betterby=0, i; 1644 int attacknum, attacktype, betterby = 0, i;
1465 1645
1466 if (!type) 1646 if (!type)
1467 return NULL; 1647 return NULL;
1468 1648
1469 for (arrow=op->inv; arrow; arrow=arrow->below) { 1649 for (arrow = op->inv; arrow; arrow = arrow->below)
1470 if (arrow->type==CONTAINER && arrow->race==type && 1650 {
1471 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1651 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1652 {
1472 i = 0; 1653 i = 0;
1473 ntmp = find_better_arrow(arrow, target, type, &i); 1654 ntmp = find_better_arrow (arrow, target, type, &i);
1474 if (i > betterby) { 1655 if (i > betterby)
1656 {
1475 tmp = ntmp; 1657 tmp = ntmp;
1476 betterby = i; 1658 betterby = i;
1477 } 1659 }
1660 }
1478 } else if (arrow->type==ARROW && arrow->race==type) { 1661 else if (arrow->type == ARROW && arrow->race == type)
1662 {
1479 /* allways prefer assasination/slaying */ 1663 /* allways prefer assasination/slaying */
1480 if (target->race != NULL && arrow->slaying != NULL && 1664 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1481 strstr(arrow->slaying, target->race)) { 1665 {
1482 if (arrow->attacktype & AT_DEATH) { 1666 if (arrow->attacktype & AT_DEATH)
1667 {
1483 *better = 100; 1668 *better = 100;
1484 return arrow; 1669 return arrow;
1485 } else {
1486 tmp = arrow;
1487 betterby = (arrow->magic + arrow->stats.dam) * 2;
1488 } 1670 }
1489 } else { 1671 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 } 1672 {
1498 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow; 1673 tmp = arrow;
1500 betterby = 2 + arrow->magic + arrow->stats.dam; 1674 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 } 1675 }
1506 } 1676 }
1677 else
1678 {
1679 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1680 {
1681 attacktype = 1 << attacknum;
1682 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1683 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1684 {
1685 tmp = arrow;
1686 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1687 }
1688 }
1689 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1690 {
1691 tmp = arrow;
1692 betterby = 2 + arrow->magic + arrow->stats.dam;
1693 }
1694 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1695 {
1696 tmp = arrow;
1697 betterby = 1 + arrow->magic + arrow->stats.dam;
1698 }
1507 } 1699 }
1700 }
1508 } 1701 }
1509 if (tmp == NULL && arrow == NULL) 1702 if (tmp == NULL && arrow == NULL)
1510 return find_arrow(op, type); 1703 return find_arrow (op, type);
1511 1704
1512 *better = betterby; 1705 *better = betterby;
1513 return tmp; 1706 return tmp;
1514} 1707}
1515 1708
1516/* looks in a given direction, finds the first valid target, and calls 1709/* looks in a given direction, finds the first valid target, and calls
1517 * find_better_arrow to find a decent arrow to use. 1710 * find_better_arrow to find a decent arrow to use.
1518 * op = the shooter 1711 * op = the shooter
1519 * type = bow->race 1712 * type = bow->race
1520 * dir = fire direction 1713 * dir = fire direction
1521 */ 1714 */
1522 1715
1716object *
1523object *pick_arrow_target(object *op, const char *type, int dir) 1717pick_arrow_target (object *op, const char *type, int dir)
1524{ 1718{
1525 object *tmp = NULL; 1719 object *tmp = NULL;
1526 mapstruct *m; 1720 maptile *m;
1527 int i, mflags, found, number; 1721 int i, mflags, found, number;
1528 sint16 x, y; 1722 sint16 x, y;
1529 1723
1530 if (op->map == NULL) 1724 if (op->map == NULL)
1531 return find_arrow(op, type); 1725 return find_arrow (op, type);
1532 1726
1533 /* do a dex check */ 1727 /* do a dex check */
1534 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1728 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))) 1729 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1536 return find_arrow(op, type); 1730 return find_arrow (op, type);
1537 1731
1538 m = op->map; 1732 m = op->map;
1539 x = op->x; 1733 x = op->x;
1540 y = op->y; 1734 y = op->y;
1541 1735
1542 /* find the first target */ 1736 /* find the first target */
1543 for (i=0, found=0; i<20; i++) { 1737 for (i = 0, found = 0; i < 20; i++)
1738 {
1544 x += freearr_x[dir]; 1739 x += freearr_x[dir];
1545 y += freearr_y[dir]; 1740 y += freearr_y[dir];
1546 mflags = get_map_flags(m, &m, x, y, &x, &y); 1741 mflags = get_map_flags (m, &m, x, y, &x, &y);
1547 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1742 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1743 {
1548 tmp = NULL; 1744 tmp = NULL;
1745 break;
1746 }
1747 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1748 {
1749 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1750 * perhaps a bad assumption.
1751 */
1752 tmp = NULL;
1753 break;
1754 }
1755 if (mflags & P_IS_ALIVE)
1756 {
1757 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1758 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1759 {
1760 found++;
1761 break;
1762 }
1763 if (found)
1549 break; 1764 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 } 1765 }
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 } 1766 }
1567 if (tmp == NULL) 1767 if (tmp == NULL)
1568 return find_arrow(op, type); 1768 return find_arrow (op, type);
1569 1769
1570 if (tmp->head) 1770 if (tmp->head)
1571 tmp = tmp->head; 1771 tmp = tmp->head;
1572 1772
1573 return find_better_arrow(op, tmp, type, &i); 1773 return find_better_arrow (op, tmp, type, &i);
1574} 1774}
1575 1775
1576/* 1776/*
1577 * Creature fires a bow - op can be monster or player. Returns 1777 * Creature fires a bow - op can be monster or player. Returns
1578 * 1 if bow was actually fired, 0 otherwise. 1778 * 1 if bow was actually fired, 0 otherwise.
1581 * dir is the direction of fire. 1781 * dir is the direction of fire.
1582 * wc_mod is any special modifier to give (used in special player fire modes) 1782 * 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 1783 * sx, sy are coordinates to fire arrow from - also used in some of the special
1584 * player fire modes. 1784 * player fire modes.
1585 */ 1785 */
1786int
1586int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1787fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1587 sint16 sx, sint16 sy)
1588{ 1788{
1589 object *left, *bow; 1789 object *left, *bow;
1590 tag_t left_tag, tag;
1591 int bowspeed, mflags; 1790 int bowspeed, mflags;
1592 mapstruct *m; 1791 maptile *m;
1593 1792
1594 if (!dir) { 1793 if (!dir)
1794 {
1595 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1795 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1596 return 0; 1796 return 0;
1597 } 1797 }
1598 if (op->type == PLAYER) 1798 if (op->type == PLAYER)
1599 bow=op->contr->ranges[range_bow]; 1799 bow = op->contr->ranges[range_bow];
1600 else { 1800 else
1801 {
1601 for(bow=op->inv; bow; bow=bow->below) 1802 for (bow = op->inv; bow; bow = bow->below)
1602 /* Don't check for applied - monsters don't apply bows - in that way, they 1803 /* 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. 1804 * don't need to switch back and forth between bows and weapons.
1604 */ 1805 */
1605 if(bow->type==BOW) 1806 if (bow->type == BOW)
1606 break; 1807 break;
1607 1808
1608 if (!bow) { 1809 if (!bow)
1810 {
1609 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1610 return 0; 1812 return 0;
1611 } 1813 }
1612 } 1814 }
1613 if( !bow->race || !bow->skill) { 1815 if (!bow->race || !bow->skill)
1816 {
1614 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1817 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1615 return 0; 1818 return 0;
1616 } 1819 }
1617 1820
1618 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1619 1822
1620 /* penalize ROF for bestarrow */ 1823 /* penalize ROF for bestarrow */
1621 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1622 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1825 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1623 if (bowspeed < 1) 1826 if (bowspeed < 1)
1624 bowspeed = 1; 1827 bowspeed = 1;
1625 1828
1626 if (arrow == NULL) { 1829 if (arrow == NULL)
1830 {
1627 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1831 if ((arrow = find_arrow (op, bow->race)) == NULL)
1832 {
1628 if (op->type == PLAYER) 1833 if (op->type == PLAYER)
1629 new_draw_info_format(NDI_UNIQUE, 0, op, 1834 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 */ 1835 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1632 else 1836 else
1633 CLEAR_FLAG(op, FLAG_READY_BOW); 1837 CLEAR_FLAG (op, FLAG_READY_BOW);
1634 return 0; 1838 return 0;
1635 } 1839 }
1636 } 1840 }
1637 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1638 if (mflags & P_OUT_OF_MAP) { 1842 if (mflags & P_OUT_OF_MAP)
1843 {
1639 return 0; 1844 return 0;
1640 } 1845 }
1641 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 {
1642 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1848 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1643 return 0; 1849 return 0;
1644 } 1850 }
1645 1851
1646 /* this should not happen, but sometimes does */ 1852 /* this should not happen, but sometimes does */
1647 if (arrow->nrof==0) { 1853 if (arrow->nrof == 0)
1648 remove_ob(arrow); 1854 {
1649 free_object(arrow); 1855 arrow->destroy ();
1650 return 0; 1856 return 0;
1651 } 1857 }
1652 1858
1653 left = arrow; /* these are arrows left to the player */ 1859 left = arrow; /* these are arrows left to the player */
1654 left_tag = left->count;
1655 arrow = get_split_ob(arrow, 1); 1860 arrow = get_split_ob (arrow, 1);
1656 if (arrow == NULL) { 1861 if (arrow == NULL)
1862 {
1657 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1863 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1658 return 0; 1864 return 0;
1659 } 1865 }
1660 set_owner(arrow, op); 1866 arrow->set_owner (op);
1661 arrow->skill = bow->skill; 1867 arrow->skill = bow->skill;
1662 1868
1663 arrow->direction=dir; 1869 arrow->direction = dir;
1664 arrow->x = sx; 1870 arrow->x = sx;
1665 arrow->y = sy; 1871 arrow->y = sy;
1666 1872
1667 if (op->type == PLAYER) { 1873 if (op->type == PLAYER)
1874 {
1668 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1669 fix_player(op); 1876 fix_player (op);
1670 } 1877 }
1671 1878
1672 SET_ANIMATION(arrow, arrow->direction); 1879 SET_ANIMATION (arrow, arrow->direction);
1673 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1674 arrow->stats.hp = arrow->stats.dam; 1881 arrow->stats.hp = arrow->stats.dam;
1675 arrow->stats.grace = arrow->attacktype; 1882 arrow->stats.grace = arrow->attacktype;
1676 if (arrow->slaying != NULL) 1883 if (arrow->slaying != NULL)
1677 arrow->spellarg = strdup_local(arrow->slaying); 1884 arrow->spellarg = strdup (arrow->slaying);
1678 1885
1679 /* Note that this was different for monsters - they got their level 1886 /* Note that this was different for monsters - they got their level
1680 * added to the damage. I think the strength bonus is more proper. 1887 * added to the damage. I think the strength bonus is more proper.
1681 */ 1888 */
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 1889
1890 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1891
1687 /* update the speed */ 1892 /* update the speed */
1688 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1893 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1689 0 : dam_bonus[op->stats.Str]) + 1894 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 1895
1693 if (arrow->speed < 1.0) 1896 if (arrow->speed < 1.0)
1694 arrow->speed = 1.0; 1897 arrow->speed = 1.0;
1695 update_ob_speed(arrow); 1898 update_ob_speed (arrow);
1696 arrow->speed_left = 0; 1899 arrow->speed_left = 0;
1697 1900
1698 if (op->type == PLAYER) { 1901 if (op->type == PLAYER)
1902 {
1699 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1903 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1700 (op->chosen_skill?op->chosen_skill->level:op->level) - 1904 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1701 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1905 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 1906
1704 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1907 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1705 } else { 1908 }
1909 else
1910 {
1706 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1911 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; 1912 arrow->level = op->level;
1710 } 1913 }
1914
1711 if (arrow->attacktype == AT_PHYSICAL) 1915 if (arrow->attacktype == AT_PHYSICAL)
1712 arrow->attacktype |= bow->attacktype; 1916 arrow->attacktype |= bow->attacktype;
1917
1713 if (bow->slaying != NULL) 1918 if (bow->slaying != NULL)
1714 arrow->slaying = bow->slaying; 1919 arrow->slaying = bow->slaying;
1715 1920
1716 arrow->map = m; 1921 arrow->map = m;
1717 arrow->move_type = MOVE_FLY_LOW; 1922 arrow->move_type = MOVE_FLY_LOW;
1718 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1719 1924
1720 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1925 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); 1926 insert_ob_in_map (arrow, m, op, 0);
1723 1927
1724 if (!was_destroyed(arrow, tag)) 1928 if (!arrow->destroyed ())
1725 move_arrow(arrow); 1929 move_arrow (arrow);
1726 1930
1727 if (op->type == PLAYER) { 1931 if (op->type == PLAYER)
1728 if (was_destroyed (left, left_tag)) 1932 {
1933 if (left->destroyed ())
1729 esrv_del_item(op->contr, left_tag); 1934 esrv_del_item (op->contr, left->count);
1730 else 1935 else
1731 esrv_send_item(op, left); 1936 esrv_send_item (op, left);
1732 } 1937 }
1938
1733 return 1; 1939 return 1;
1734} 1940}
1735 1941
1736/* Special fire code for players - this takes into 1942/* Special fire code for players - this takes into
1737 * account the special fire modes players can have 1943 * account the special fire modes players can have
1738 * but monsters can't. Putting that code here 1944 * but monsters can't. Putting that code here
1739 * makes the fire_bow code much cleaner. 1945 * makes the fire_bow code much cleaner.
1740 * this function should only be called if 'op' is a player, 1946 * this function should only be called if 'op' is a player,
1741 * hence the function name. 1947 * hence the function name.
1742 */ 1948 */
1949int
1743int player_fire_bow(object *op, int dir) 1950player_fire_bow (object *op, int dir)
1744{ 1951{
1745 int ret=0, wcmod=0; 1952 int ret = 0, wcmod = 0;
1746 1953
1747 if (op->contr->bowtype == bow_bestarrow) { 1954 if (op->contr->bowtype == bow_bestarrow)
1748 ret = fire_bow(op, op, 1955 {
1749 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1956 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); 1957 }
1751 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1958 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1959 {
1752 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1753 wcmod =-1; 1961 wcmod = -1;
1754 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1962 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1755 op->x, op->y); 1963 }
1756 } else if (op->contr->bowtype == bow_threewide) { 1964 else if (op->contr->bowtype == bow_threewide)
1965 {
1757 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1966 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)]); 1967 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)]); 1968 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1969 }
1760 } else if (op->contr->bowtype == bow_spreadshot) { 1970 else if (op->contr->bowtype == bow_spreadshot)
1971 {
1761 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1972 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); 1973 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); 1974 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1764 1975
1765 } else { 1976 }
1977 else
1978 {
1766 /* Simple case */ 1979 /* Simple case */
1767 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1980 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1768 } 1981 }
1769 return ret; 1982 return ret;
1770} 1983}
1771 1984
1772 1985
1773/* Fires a misc (wand/rod/horn) object in 'dir'. 1986/* Fires a misc (wand/rod/horn) object in 'dir'.
1774 * Broken apart from 'fire' to keep it more readable. 1987 * Broken apart from 'fire' to keep it more readable.
1775 */ 1988 */
1989void
1776void fire_misc_object(object *op, int dir) 1990fire_misc_object (object *op, int dir)
1777{ 1991{
1778 object *item; 1992 object *item;
1779 1993
1780 if (!op->contr->ranges[range_misc]) { 1994 if (!op->contr->ranges[range_misc])
1995 {
1781 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1996 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1782 return; 1997 return;
1783 } 1998 }
1784 1999
1785 item = op->contr->ranges[range_misc]; 2000 item = op->contr->ranges[range_misc];
1786 if (!item->inv) { 2001 if (!item->inv)
2002 {
1787 LOG(llevError,"Object %s lacks a spell\n", &item->name); 2003 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1788 return; 2004 return;
1789 } 2005 }
1790 if (item->type == WAND) { 2006 if (item->type == WAND)
2007 {
1791 if(item->stats.food<=0) { 2008 if (item->stats.food <= 0)
2009 {
1792 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2010 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)); 2011 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794 return; 2012 return;
1795 } 2013 }
2014 }
1796 } else if (item->type == ROD || item->type==HORN) { 2015 else if (item->type == ROD || item->type == HORN)
2016 {
1797 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2017 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2018 {
1798 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2019 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1799 if (item->type== ROD) 2020 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)); 2021 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1802 else 2022 else
1803 new_draw_info_format(NDI_UNIQUE, 0,op, 2023 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; 2024 return;
1806 } 2025 }
1807 } 2026 }
1808 2027
1809 if(cast_spell(op,item,dir,item->inv,NULL)) { 2028 if (cast_spell (op, item, dir, item->inv, NULL))
2029 {
1810 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2030 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1811 if (item->type == WAND) { 2031 if (item->type == WAND)
2032 {
1812 if (!(--item->stats.food)) { 2033 if (!(--item->stats.food))
2034 {
1813 object *tmp; 2035 object *tmp;
2036
1814 if (item->arch) { 2037 if (item->arch)
2038 {
1815 CLEAR_FLAG(item, FLAG_ANIMATE); 2039 CLEAR_FLAG (item, FLAG_ANIMATE);
1816 item->face = item->arch->clone.face; 2040 item->face = item->arch->clone.face;
1817 item->speed = 0; 2041 item->speed = 0;
1818 update_ob_speed(item); 2042 update_ob_speed (item);
1819 } 2043 }
1820 if ((tmp=is_player_inv(item))) 2044 if ((tmp = is_player_inv (item)))
1821 esrv_update_item(UPD_ANIM, tmp, item); 2045 esrv_update_item (UPD_ANIM, tmp, item);
1822 } 2046 }
1823 } 2047 }
1824 else if (item->type == ROD || item->type==HORN) { 2048 else if (item->type == ROD || item->type == HORN)
2049 {
1825 drain_rod_charge(item); 2050 drain_rod_charge (item);
1826 } 2051 }
1827 } 2052 }
1828} 2053}
1829 2054
1830/* Received a fire command for the player - go and do it. 2055/* Received a fire command for the player - go and do it.
1831 */ 2056 */
2057void
1832void fire(object *op,int dir) { 2058fire (object *op, int dir)
2059{
1833 int spellcost=0; 2060 int spellcost = 0;
1834 2061
1835 /* check for loss of invisiblity/hide */ 2062 /* check for loss of invisiblity/hide */
1836 if (action_makes_visible(op)) make_visible(op); 2063 if (action_makes_visible (op))
2064 make_visible (op);
1837 2065
1838 switch(op->contr->shoottype) { 2066 switch (op->contr->shoottype)
2067 {
1839 case range_none: 2068 case range_none:
2069 return;
2070
2071 case range_bow:
2072 player_fire_bow (op, dir);
2073 return;
2074
2075 case range_magic: /* Casting spells */
2076 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2077 return;
2078
2079 case range_misc:
2080 fire_misc_object (op, dir);
2081 return;
2082
2083 case range_golem: /* Control summoned monsters from scrolls */
2084 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2085 {
2086 op->contr->ranges[range_golem] = 0;
2087 op->contr->shoottype = range_none;
2088 }
2089 else
2090 control_golem (op->contr->ranges[range_golem], dir);
2091 return;
2092
2093 case range_skill:
2094 if (!op->chosen_skill)
2095 {
2096 if (op->type == PLAYER)
2097 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1840 return; 2098 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 } 2099 }
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); 2100 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1872 return;
1873 case range_builder:
1874 apply_map_builder( op, dir );
1875 return; 2101 return;
2102 case range_builder:
2103 apply_map_builder (op, dir);
2104 return;
1876 default: 2105 default:
1877 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2106 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1878 return; 2107 return;
1879 } 2108 }
1880} 2109}
1881 2110
1882 2111
1883 2112
1890 * inv is the objects inventory to searched 2119 * inv is the objects inventory to searched
1891 * door is the door we are trying to match against. 2120 * door is the door we are trying to match against.
1892 * This function can be called recursively to search containers. 2121 * This function can be called recursively to search containers.
1893 */ 2122 */
1894 2123
2124object *
1895object * find_key(object *pl, object *container, object *door) 2125find_key (object *pl, object *container, object *door)
1896{ 2126{
1897 object *tmp,*key; 2127 object *tmp, *key;
1898 2128
1899 /* Should not happen, but sanity checking is never bad */ 2129 /* Should not happen, but sanity checking is never bad */
1900 if (container->inv == NULL) return NULL; 2130 if (container->inv == NULL)
2131 return NULL;
1901 2132
1902 /* First, lets try to find a key in the top level inventory */ 2133 /* First, lets try to find a key in the top level inventory */
1903 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2134 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2135 {
1904 if (door->type==DOOR && tmp->type==KEY) break; 2136 if (door->type == DOOR && tmp->type == KEY)
2137 break;
1905 /* For sanity, we should really check door type, but other stuff 2138 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys 2139 * (like containers) can be locked with special keys
1907 */ 2140 */
1908 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2141 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 tmp->slaying==door->slaying) break; 2142 break;
1910 } 2143 }
1911 /* No key found - lets search inventories now */ 2144 /* No key found - lets search inventories now */
1912 /* If we find and use a key in an inventory, return at that time. 2145 /* 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 2146 * otherwise, if we search all the inventories and still don't find
1914 * a key, return 2147 * a key, return
1915 */ 2148 */
1916 if (!tmp) { 2149 if (!tmp)
2150 {
1917 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2151 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2152 {
1918 /* No reason to search empty containers */ 2153 /* No reason to search empty containers */
1919 if (tmp->type==CONTAINER && tmp->inv) { 2154 if (tmp->type == CONTAINER && tmp->inv)
2155 {
1920 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2156 if ((key = find_key (pl, tmp, door)) != NULL)
2157 return key;
1921 } 2158 }
1922 } 2159 }
2160 if (!tmp)
1923 if (!tmp) return NULL; 2161 return NULL;
1924 } 2162 }
1925 /* We get down here if we have found a key. Now if its in a container, 2163 /* 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 2164 * see if we actually want to use it
1927 */ 2165 */
1928 if (pl!=container) { 2166 if (pl != container)
2167 {
1929 /* Only let players use keys in containers */ 2168 /* Only let players use keys in containers */
1930 if (!pl->contr) return NULL; 2169 if (!pl->contr)
2170 return NULL;
1931 /* cases where this fails: 2171 /* cases where this fails:
1932 * If we only search the player inventory, return now since we 2172 * If we only search the player inventory, return now since we
1933 * are not in the players inventory. 2173 * are not in the players inventory.
1934 * If the container is not active, return now since only active 2174 * If the container is not active, return now since only active
1935 * containers can be used. 2175 * containers can be used.
1936 * If we only search keyrings and the container does not have 2176 * If we only search keyrings and the container does not have
1937 * a race/isn't a keyring. 2177 * a race/isn't a keyring.
1938 * No checking for all containers - to fall through past here, 2178 * No checking for all containers - to fall through past here,
1939 * inv must have been an container and must have been active. 2179 * inv must have been an container and must have been active.
1940 * 2180 *
1941 * Change the color so that the message doesn't disappear with 2181 * Change the color so that the message doesn't disappear with
1942 * all the others. 2182 * all the others.
1943 */ 2183 */
1944 if (pl->contr->usekeys == key_inventory || 2184 if (pl->contr->usekeys == key_inventory ||
1945 !QUERY_FLAG(container, FLAG_APPLIED) || 2185 !QUERY_FLAG (container, FLAG_APPLIED) ||
1946 (pl->contr->usekeys == keyrings &&
1947 (!container->race || strcmp(container->race, "keys"))) 2186 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1948 ) { 2187 {
1949 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2188 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1950 "The %s in your %s vibrates as you approach the door", 2189 "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; 2190 return NULL;
1953 } 2191 }
1954 } 2192 }
1955 return tmp; 2193 return tmp;
1956} 2194}
1957 2195
1958/* moved door processing out of move_player_attack. 2196/* moved door processing out of move_player_attack.
1959 * returns 1 if player has opened the door with a key 2197 * returns 1 if player has opened the door with a key
1960 * such that the caller should not do anything more, 2198 * such that the caller should not do anything more,
1961 * 0 otherwise 2199 * 0 otherwise
1962 */ 2200 */
2201static int
1963static int player_attack_door(object *op, object *door) 2202player_attack_door (object *op, object *door)
1964{ 2203{
1965 2204
1966 /* If its a door, try to find a use a key. If we do destroy the door, 2205 /* 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 - 2206 * might as well return immediately as there is nothing more to do -
1968 * otherwise, we fall through to the rest of the code. 2207 * otherwise, we fall through to the rest of the code.
1969 */ 2208 */
1970 object *key=find_key(op, op, door); 2209 object *key = find_key (op, op, door);
1971 2210
1972 /* IF we found a key, do some extra work */ 2211 /* IF we found a key, do some extra work */
1973 if (key) { 2212 if (key)
2213 {
1974 object *container=key->env; 2214 object *container = key->env;
1975 2215
1976 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2216 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1977 if(action_makes_visible(op)) make_visible(op); 2217 if (action_makes_visible (op))
2218 make_visible (op);
1978 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2219 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2220 spring_trap (door->inv, op);
1979 if (door->type == DOOR) { 2221 if (door->type == DOOR)
2222 {
1980 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2223 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1981 } 2224 }
1982 else if(door->type==LOCKED_DOOR) { 2225 else if (door->type == LOCKED_DOOR)
1983 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2226 {
1984 "You open the door with the %s", query_short_name(key)); 2227 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 ;-) */ 2228 remove_door2 (door); /* remove door without violence ;-) */
1986 } 2229 }
1987 /* Do this after we print the message */ 2230 /* Do this after we print the message */
1988 decrease_ob(key); /* Use up one of the keys */ 2231 decrease_ob (key); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 2232 /* Need to update the weight the container the key was in */
1990 if (container != op) 2233 if (container != op)
1991 esrv_update_item(UPD_WEIGHT, op, container); 2234 esrv_update_item (UPD_WEIGHT, op, container);
1992 return 1; /* Nothing more to do below */ 2235 return 1; /* Nothing more to do below */
2236 }
1993 } else if (door->type==LOCKED_DOOR) { 2237 else if (door->type == LOCKED_DOOR)
2238 {
1994 /* Might as well return now - no other way to open this */ 2239 /* Might as well return now - no other way to open this */
1995 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1996 return 1; 2241 return 1;
1997 } 2242 }
1998 return 0; 2243 return 0;
1999} 2244}
2000 2245
2001/* This function is just part of a breakup from move_player. 2246/* This function is just part of a breakup from move_player.
2002 * It should keep the code cleaner. 2247 * It should keep the code cleaner.
2003 * When this is called, the players direction has been updated 2248 * When this is called, the players direction has been updated
2004 * (taking into account confusion.) The player is also actually 2249 * (taking into account confusion.) The player is also actually
2005 * going to try and move (not fire weapons). 2250 * going to try and move (not fire weapons).
2006 */ 2251 */
2007 2252
2253void
2008void move_player_attack(object *op, int dir) 2254move_player_attack (object *op, int dir)
2009{ 2255{
2010 object *tmp, *mon; 2256 object *tmp, *mon;
2011 sint16 nx, ny; 2257 sint16 nx, ny;
2012 int on_battleground; 2258 int on_battleground;
2013 mapstruct *m; 2259 maptile *m;
2014 2260
2015 nx=freearr_x[dir]+op->x; 2261 nx = freearr_x[dir] + op->x;
2016 ny=freearr_y[dir]+op->y; 2262 ny = freearr_y[dir] + op->y;
2017 2263
2018 on_battleground = op_on_battleground(op, NULL, NULL); 2264 on_battleground = op_on_battleground (op, NULL, NULL);
2019 2265
2020 /* If braced, or can't move to the square, and it is not out of the 2266 /* 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 2267 * 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 2268 * 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 2269 * 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 2270 * 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 2271 * 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 2272 * quite a bit of processing. However, it probably is less than what
2027 * move_ob uses. 2273 * move_ob uses.
2028 */ 2274 */
2029 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2275 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2276 {
2030 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2277 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2278 {
2031 m = get_map_from_coord(op->map, &nx, &ny); 2279 m = get_map_from_coord (op->map, &nx, &ny);
2280 if (!m)
2032 if (!m) return; /* Don't think this should happen */ 2281 return; /* Don't think this should happen */
2282 }
2283 else
2284 m = op->map;
2285
2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2033 } 2287 {
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");*/ 2288 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2289 return;
2290 }
2291
2292 mon = NULL;
2293 /* Go through all the objects, and find ones of interest. Only stop if
2294 * we find a monster - that is something we know we want to attack.
2295 * if its a door or barrel (can roll) see if there may be monsters
2296 * on the space
2297 */
2298 while (tmp != NULL)
2299 {
2300 if (tmp == op)
2301 {
2302 tmp = tmp->above;
2303 continue;
2304 }
2305
2306 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2307 {
2308 mon = tmp;
2309 break;
2310 }
2311
2312 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2313 mon = tmp;
2314
2315 tmp = tmp->above;
2316 }
2317
2318 if (mon == NULL) /* This happens anytime the player tries to move */
2319 return; /* into a wall */
2320
2321 if (mon->head != NULL)
2322 mon = mon->head;
2323
2324 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2325 if (player_attack_door (op, mon))
2326 return;
2327
2328 /* The following deals with possibly attacking peaceful
2329 * or frienddly creatures. Basically, all players are considered
2330 * unaggressive. If the moving player has peaceful set, then the
2331 * object should be pushed instead of attacked. It is assumed that
2332 * if you are braced, you will not attack friends accidently,
2333 * and thus will not push them.
2334 */
2335
2336 /* If the creature is a pet, push it even if the player is not
2337 * peaceful. Our assumption is the creature is a pet if the
2338 * player owns it and it is either friendly or unagressive.
2339 */
2340 if ((op->type == PLAYER)
2341#if COZY_SERVER
2342 &&
2343 ((mon->owner && mon->owner->contr
2344 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2345#else
2346 && mon->owner == op
2347#endif
2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2349 {
2350 /* If we're braced, we don't want to switch places with it */
2351 if (op->contr->braced)
2038 return; 2352 return;
2353 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2354 (void) push_ob (mon, dir, op);
2355 if (op->contr->tmp_invis || op->hide)
2356 make_visible (op);
2357 return;
2039 } 2358 }
2040 2359
2041 mon = NULL; 2360 /* in certain circumstances, you shouldn't attack friendly
2042 /* Go through all the objects, and find ones of interest. Only stop if 2361 * 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. 2362 * 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 2363 * attack them either.
2045 * on the space
2046 */ 2364 */
2047 while (tmp!=NULL) { 2365 if ((mon->type == PLAYER || mon->enemy != op) &&
2048 if (tmp == op) { 2366 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2049 tmp=tmp->above; 2367#ifdef PROHIBIT_PLAYERKILL
2050 continue; 2368 (op->contr->peaceful
2369 || (mon->type == PLAYER
2370 && mon->contr->
2371 peaceful)) &&
2372#else
2373 op->contr->peaceful &&
2374#endif
2375 !on_battleground))
2376 {
2377 if (!op->contr->braced)
2378 {
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2380 (void) push_ob (mon, dir, op);
2051 } 2381 }
2052 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2382 else
2053 mon = tmp; 2383 {
2054 break; 2384 new_draw_info (0, 0, op, "You withhold your attack");
2055 } 2385 }
2056 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2386 if (op->contr->tmp_invis || op->hide)
2057 mon = tmp; 2387 make_visible (op);
2058 tmp=tmp->above; 2388 }
2389
2390 /* If the object is a boulder or other rollable object, then
2391 * roll it if not braced. You can't roll it if you are braced.
2392 */
2393 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2059 } 2394 {
2060 2395 recursive_roll (mon, dir, op);
2061 if (mon==NULL) /* This happens anytime the player tries to move */ 2396 if (action_makes_visible (op))
2062 return; /* into a wall */ 2397 make_visible (op);
2398 }
2063 2399
2064 if(mon->head != NULL) 2400 /* Any generic living creature. Including things like doors.
2065 mon = mon->head; 2401 * Way it works is like this: First, it must have some hit points
2402 * and be living. Then, it must be one of the following:
2403 * 1) Not a player, 2) A player, but of a different party. Note
2404 * that party_number -1 is no party, so attacks can still happen.
2405 */
2066 2406
2067 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2407 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2068 if (player_attack_door(op, mon)) return; 2408 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2409 {
2069 2410
2070 /* The following deals with possibly attacking peaceful 2411 /* If the player hasn't hit something this tick, and does
2071 * or frienddly creatures. Basically, all players are considered 2412 * so, give them speed boost based on weapon speed. Doing
2072 * unaggressive. If the moving player has peaceful set, then the 2413 * it here is better than process_players2, which basically
2073 * object should be pushed instead of attacked. It is assumed that 2414 * incurred a 1 tick offset.
2074 * if you are braced, you will not attack friends accidently,
2075 * and thus will not push them.
2076 */ 2415 */
2077 2416 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 )) { 2417 {
2118 if (!op->contr->braced) { 2418 op->speed_left += op->speed / op->contr->weapon_sp;
2119 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2419
2120 (void) push_ob(mon,dir,op); 2420 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 } 2421 }
2124 if(op->contr->tmp_invis||op->hide) make_visible(op);
2125 }
2126 2422
2127 /* If the object is a boulder or other rollable object, then 2423 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 2424
2135 /* Any generic living creature. Including things like doors. 2425 /* If attacking another player, that player gets automatic
2136 * Way it works is like this: First, it must have some hit points 2426 * hitback, and doesn't loose luck either.
2137 * and be living. Then, it must be one of the following: 2427 * Disable hitback on the battleground or if the target is
2138 * 1) Not a player, 2) A player, but of a different party. Note 2428 * 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 */ 2429 */
2430 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2431 {
2432 short luck = mon->stats.luck;
2433
2151 if (!op->contr->has_hit) { 2434 mon->contr->has_hit = 1;
2152 op->speed_left += op->speed / op->contr->weapon_sp; 2435 skill_attack (op, mon, 0, NULL, NULL);
2153 2436 mon->stats.luck = luck;
2154 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2155 } 2437 }
2156 2438 if (action_makes_visible (op))
2157 skill_attack(mon, op, 0, NULL, NULL); 2439 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 } 2440 }
2171 if(action_makes_visible(op)) make_visible(op);
2172 }
2173 } /* if player should attack something */ 2441 } /* if player should attack something */
2174} 2442}
2175 2443
2444int
2176int move_player(object *op,int dir) { 2445move_player (object *op, int dir)
2446{
2177 int pick; 2447 int pick;
2178 2448
2179 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2449 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; 2450 return 0;
2451
2452 /* Sanity check: make sure dir is valid */
2453 if ((dir < 0) || (dir >= 9))
2454 {
2455 LOG (llevError, "move_player: invalid direction %d\n", dir);
2456 return 0;
2457 }
2458
2459 /* peterm: added following line */
2460 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2461 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2462
2463 op->facing = dir;
2464
2465 if (op->hide)
2466 do_hidden_move (op);
2467
2468 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2469 /*nop */ ;
2470 else if (op->contr->fire_on)
2471 fire (op, dir);
2472 else
2473 {
2474 move_player_attack (op, dir);
2475 pick = check_pick (op);
2476 }
2477
2478 /* Add special check for newcs players and fire on - this way, the
2479 * server can handle repeat firing.
2480 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir;
2484 }
2485 else
2486 {
2487 op->direction = 0;
2488 }
2489 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities
2491 * for players.
2492 */
2493 animate_object (op, op->facing);
2494 return 0;
2220} 2495}
2221 2496
2222/* This is similar to handle_player, below, but is only used by the 2497/* This is similar to handle_player, below, but is only used by the
2223 * new client/server stuff. 2498 * new client/server stuff.
2224 * This is sort of special, in that the new client/server actually uses 2499 * This is sort of special, in that the new client/server actually uses
2225 * the new speed values for commands. 2500 * the new speed values for commands.
2226 * 2501 *
2227 * Returns true if there are more actions we can do. 2502 * Returns true if there are more actions we can do.
2228 */ 2503 */
2504int
2229int handle_newcs_player(object *op) 2505handle_newcs_player (object *op)
2230{ 2506{
2231 if (op->contr->hidden) { 2507 if (op->contr->hidden)
2508 {
2232 op->invisible = 1000; 2509 op->invisible = 1000;
2233 /* the socket code flashes the player visible/invisible 2510 /* the socket code flashes the player visible/invisible
2234 * depending on the value of invisible, so we need to 2511 * depending on the value of invisible, so we need to
2235 * alternate it here for it to work correctly. 2512 * alternate it here for it to work correctly.
2236 */ 2513 */
2237 if (pticks & 2) op->invisible--; 2514 if (pticks & 2)
2238 }
2239 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2240 op->invisible--; 2515 op->invisible--;
2516 }
2517 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2518 {
2519 op->invisible--;
2241 if(!op->invisible) { 2520 if (!op->invisible)
2521 {
2242 make_visible(op); 2522 make_visible (op);
2243 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2523 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2244 } 2524 }
2245 } 2525 }
2246 2526
2247 if (QUERY_FLAG(op, FLAG_SCARED)) { 2527 if (QUERY_FLAG (op, FLAG_SCARED))
2528 {
2248 flee_player(op); 2529 flee_player (op);
2249 /* If player is still scared, that is his action for this tick */ 2530 /* If player is still scared, that is his action for this tick */
2250 if (QUERY_FLAG(op, FLAG_SCARED)) { 2531 if (QUERY_FLAG (op, FLAG_SCARED))
2532 {
2251 op->speed_left--; 2533 op->speed_left--;
2252 return 0; 2534 return 0;
2253 } 2535 }
2254 } 2536 }
2255 2537
2256 /* I've been seeing crashes where the golem has been destroyed, but 2538 /* 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 2539 * 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 2540 * 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. 2541 * put this in a a workaround to clean up the golem pointer.
2260 */ 2542 */
2261 if (op->contr->ranges[range_golem] && 2543 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; 2544 op->contr->ranges[range_golem] = 0;
2265 op->contr->golem_count = 0;
2266 }
2267 2545
2268 /* call this here - we also will call this in do_ericserver, but 2546 /* call this here - we also will call this in do_ericserver, but
2269 * the players time has been increased when doericserver has been 2547 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here. 2548 * called, so we recheck it here.
2271 */ 2549 */
2272 HandleClient(&op->contr->socket, op->contr); 2550 HandleClient (op->contr->socket, op->contr);
2273 if (op->speed_left<0) return 0; 2551 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; 2552 return 0;
2288}
2289 2553
2290int save_life(object *op) { 2554 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2291 object *tmp; 2555 {
2556 /* All move commands take 1 tick, at least for now */
2557 op->speed_left--;
2292 2558
2293 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2559 /* Instead of all the stuff below, let move_player take care
2560 * of it. Also, some of the skill stuff is only put in
2561 * there, as well as the confusion stuff.
2562 */
2563 move_player (op, op->direction);
2564 if (op->speed_left > 0)
2565 return 1;
2566 else
2294 return 0; 2567 return 0;
2568 }
2295 2569
2296 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2570 return 0;
2297 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2571}
2298 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2572
2299 new_draw_info_format(NDI_UNIQUE, 0,op, 2573int
2300 "Your %s vibrates violently, then evaporates.", 2574save_life (object *op)
2301 query_name(tmp)); 2575{
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); 2576 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2316 enter_player_savebed(op); /* bring him home. */
2317 return 0; 2577 return 0;
2578
2579 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2580 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2581 {
2582 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2584
2585 if (op->contr)
2586 esrv_del_item (op->contr, tmp->count);
2587
2588 tmp->destroy ();
2589 CLEAR_FLAG (op, FLAG_LIFESAVE);
2590
2591 if (op->stats.hp < 0)
2592 op->stats.hp = op->stats.maxhp;
2593
2594 if (op->stats.food < 0)
2595 op->stats.food = 999;
2596
2597 fix_player (op);
2598 return 1;
2599 }
2600
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE);
2603 enter_player_savebed (op); /* bring him home. */
2604 return 0;
2318} 2605}
2319 2606
2320/* This goes throws the inventory and removes unpaid objects, and puts them 2607/* 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 2608 * 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 2609 * function will descend into containers. op is the object to start the search
2323 * from. 2610 * from.
2324 */ 2611 */
2612void
2325void remove_unpaid_objects(object *op, object *env) 2613remove_unpaid_objects (object *op, object *env)
2326{ 2614{
2327 object *next; 2615 object *next;
2328 2616
2329 while (op) { 2617 while (op)
2618 {
2330 next=op->below; /* Make sure we have a good value, in case 2619 next = op->below; /* Make sure we have a good value, in case
2331 * we remove object 'op' 2620 * we remove object 'op'
2332 */ 2621 */
2333 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2622 if (QUERY_FLAG (op, FLAG_UNPAID))
2623 {
2334 remove_ob(op); 2624 op->remove ();
2335 op->x = env->x; 2625 op->x = env->x;
2336 op->y = env->y; 2626 op->y = env->y;
2337 if (env->type == PLAYER) 2627 if (env->type == PLAYER)
2338 esrv_del_item(env->contr, op->count); 2628 esrv_del_item (env->contr, op->count);
2339 insert_ob_in_map(op, env->map, NULL,0); 2629 insert_ob_in_map (op, env->map, NULL, 0);
2340 } 2630 }
2631 else if (op->inv)
2341 else if (op->inv) remove_unpaid_objects(op->inv, env); 2632 remove_unpaid_objects (op->inv, env);
2633
2342 op=next; 2634 op = next;
2343 } 2635 }
2344} 2636}
2345 2637
2346 2638
2347/* 2639/*
2349 * Moved from apply.c to player.c - player.c is what 2641 * Moved from apply.c to player.c - player.c is what
2350 * actually uses this function. player.c may not be quite the 2642 * actually uses this function. player.c may not be quite the
2351 * best, a misc file for object actions is probably better, 2643 * best, a misc file for object actions is probably better,
2352 * but there isn't one in the server directory. 2644 * but there isn't one in the server directory.
2353 */ 2645 */
2646char *
2354char *gravestone_text (object *op) 2647gravestone_text (object *op)
2355{ 2648{
2356 static char buf2[MAX_BUF]; 2649 static char buf2[MAX_BUF];
2357 char buf[MAX_BUF]; 2650 char buf[MAX_BUF];
2358 time_t now = time (NULL); 2651 time_t now = time (NULL);
2359 2652
2360 strcpy (buf2, " R.I.P.\n\n"); 2653 strcpy (buf2, " R.I.P.\n\n");
2361 if (op->type == PLAYER) 2654 if (op->type == PLAYER)
2362 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2655 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2363 else 2656 else
2364 sprintf (buf, "%s\n", &op->name); 2657 sprintf (buf, "%s\n", &op->name);
2658
2365 strncat (buf2, " ", 20 - strlen (buf) / 2); 2659 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366 strcat (buf2, buf); 2660 strcat (buf2, buf);
2367 if (op->type == PLAYER) 2661 if (op->type == PLAYER)
2368 sprintf (buf, "who was in level %d when killed\n", op->level); 2662 sprintf (buf, "who was in level %d when killed\n", op->level);
2369 else 2663 else
2370 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2664 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2665
2371 strncat (buf2, " ", 20 - strlen (buf) / 2); 2666 strncat (buf2, " ", 20 - strlen (buf) / 2);
2372 strcat (buf2, buf); 2667 strcat (buf2, buf);
2373 if (op->type == PLAYER) { 2668 if (op->type == PLAYER)
2669 {
2374 sprintf (buf, "by %s.\n\n", op->contr->killer); 2670 sprintf (buf, "by %s.\n\n", op->contr->killer);
2375 strncat (buf2, " ", 21 - strlen (buf) / 2); 2671 strncat (buf2, " ", 21 - strlen (buf) / 2);
2376 strcat (buf2, buf); 2672 strcat (buf2, buf);
2377 } 2673 }
2674
2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2675 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2379 strncat (buf2, " ", 20 - strlen (buf) / 2); 2676 strncat (buf2, " ", 20 - strlen (buf) / 2);
2380 strcat (buf2, buf); 2677 strcat (buf2, buf);
2678
2381 return buf2; 2679 return buf2;
2382} 2680}
2383 2681
2384 2682
2385 2683
2684void
2386void do_some_living(object *op) { 2685do_some_living (object *op)
2686{
2387 int last_food=op->stats.food; 2687 int last_food = op->stats.food;
2388 int gen_hp, gen_sp, gen_grace; 2688 int gen_hp, gen_sp, gen_grace;
2389 int over_hp, over_sp, over_grace; 2689 int over_hp, over_sp, over_grace;
2390 int i; 2690 int i;
2391 int rate_hp = 1200; 2691 int rate_hp = 1200;
2392 int rate_sp = 2500; 2692 int rate_sp = 2500;
2393 int rate_grace = 2000; 2693 int rate_grace = 2000;
2394 const int max_hp = 1; 2694 const int max_hp = 1;
2395 const int max_sp = 1; 2695 const int max_sp = 1;
2396 const int max_grace = 1; 2696 const int max_grace = 1;
2397 2697
2398 if (op->contr->outputs_sync) { 2698 if (op->contr->outputs_sync)
2699 {
2399 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2700 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2400 if (op->contr->outputs[i].buf!=NULL && 2701 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]); 2702 flush_output_element (op, &op->contr->outputs[i]);
2403 } 2703 }
2404 2704
2405 if(op->contr->state==ST_PLAYING) { 2705 if (op->contr->state == ST_PLAYING)
2706 {
2406 2707
2407 /* these next three if clauses make it possible to SLOW DOWN 2708 /* these next three if clauses make it possible to SLOW DOWN
2408 hp/grace/spellpoint regeneration. */ 2709 hp/grace/spellpoint regeneration. */
2409 if(op->contr->gen_hp >= 0 ) 2710 if (op->contr->gen_hp >= 0)
2410 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2711 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2411 else { 2712 else
2713 {
2412 gen_hp = op->stats.maxhp; 2714 gen_hp = op->stats.maxhp;
2413 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2715 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2414 } 2716 }
2415 if(op->contr->gen_sp >= 0 ) 2717 if (op->contr->gen_sp >= 0)
2416 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2718 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2417 else { 2719 else
2720 {
2418 gen_sp = op->stats.maxsp; 2721 gen_sp = op->stats.maxsp;
2419 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2722 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2420 } 2723 }
2421 if(op->contr->gen_grace >= 0) 2724 if (op->contr->gen_grace >= 0)
2422 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2725 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2423 else { 2726 else
2727 {
2424 gen_grace = op->stats.maxgrace; 2728 gen_grace = op->stats.maxgrace;
2425 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2729 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2426 } 2730 }
2427 2731
2428 /* Regenerate Spell Points */ 2732 /* Regenerate Spell Points */
2429 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2733 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2734 {
2430 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2735 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) { 2736 if (op->stats.sp < op->stats.maxsp)
2447 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2737 {
2448 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2449 op->stats.sp--; 2738 op->stats.sp++;
2450 if(op->stats.sp>op->stats.maxsp) 2739 /* dms do not consume food */
2451 op->stats.sp=op->stats.maxsp; 2740 if (!QUERY_FLAG (op, FLAG_WIZ))
2741 {
2742 op->stats.food--;
2743 if (op->contr->digestion < 0)
2744 op->stats.food += op->contr->digestion;
2745 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2746 op->stats.food = last_food;
2452 } 2747 }
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 } 2748 }
2749 if (max_sp > 1)
2750 {
2751 over_sp = (gen_sp + 10) / rate_sp;
2752 if (over_sp > 0)
2753 {
2754 if (op->stats.sp < op->stats.maxsp)
2755 {
2756 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2757 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2758 op->stats.sp--;
2759 if (op->stats.sp > op->stats.maxsp)
2760 op->stats.sp = op->stats.maxsp;
2761 }
2762 op->last_sp = 0;
2763 }
2764 else
2765 {
2766 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2767 }
2768 }
2476 } else { 2769 else
2770 {
2771 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2772 }
2773 }
2774
2775 /* Regenerate Grace */
2776 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2777 if (--op->last_grace < 0)
2778 {
2779 if (op->stats.grace < op->stats.maxgrace / 2)
2780 op->stats.grace++; /* no penalty in food for regaining grace */
2781 if (max_grace > 1)
2782 {
2783 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2784 if (over_grace > 0)
2785 {
2786 op->stats.sp += over_grace
2787 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2788 op->last_grace = 0;
2789 }
2790 else
2791 {
2792 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2793 }
2794 }
2795 else
2796 {
2477 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2797 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2478 } 2798 }
2479 /* wearing stuff doesn't detract from grace generation. */ 2799 /* wearing stuff doesn't detract from grace generation. */
2480 } 2800 }
2481 2801
2482 /* Regenerate Hit Points */ 2802 /* Regenerate Hit Points */
2483 if(--op->last_heal<0) { 2803 if (--op->last_heal < 0)
2804 {
2484 if(op->stats.hp<op->stats.maxhp) { 2805 if (op->stats.hp < op->stats.maxhp)
2806 {
2485 op->stats.hp++; 2807 op->stats.hp++;
2486 /* dms do not consume food */ 2808 /* dms do not consume food */
2487 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2809 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 op->stats.food--; 2810 {
2811 op->stats.food--;
2489 if(op->contr->digestion<0) 2812 if (op->contr->digestion < 0)
2490 op->stats.food+=op->contr->digestion; 2813 op->stats.food += op->contr->digestion;
2491 else if(op->contr->digestion>0 && 2814 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; 2815 op->stats.food = last_food;
2816 }
2817 }
2818 if (max_hp > 1)
2819 {
2820 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2821 if (over_hp > 0)
2822 {
2823 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2824 op->last_heal = 0;
2825 }
2826 else
2827 {
2828 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2829 }
2830 }
2831 else
2832 {
2833 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2834 }
2494 } 2835 }
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 2836
2510 /* Digestion */ 2837 /* Digestion */
2511 if(--op->last_eat<0) { 2838 if (--op->last_eat < 0)
2839 {
2512#ifdef COZY_SERVER 2840#ifdef COZY_SERVER
2513 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2841 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2514 int bonus=dg>0?dg:0, 2842 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2515 penalty=dg<0?-dg:0;
2516#else 2843#else
2517 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2844 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 2845#endif
2520 2846
2521 if(op->contr->gen_hp > 0) 2847 if (op->contr->gen_hp > 0)
2522 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2848 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2523 else 2849 else
2524 op->last_eat=25*(1+bonus)/(penalty +1); 2850 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2525 /* dms do not consume food */ 2851 /* dms do not consume food */
2526 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2852 if (!QUERY_FLAG (op, FLAG_WIZ))
2527 } 2853 op->stats.food--;
2854 }
2528 } 2855 }
2529 2856
2530 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2857 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2858 {
2531 object *tmp, *flesh=NULL; 2859 object *tmp, *flesh = NULL;
2532 2860
2533 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2861 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2862 {
2534 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2863 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2864 {
2535 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2865 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2866 {
2536 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2867 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2537 manual_apply(op,tmp,0); 2868 manual_apply (op, tmp, 0);
2538 if(op->stats.food>=0||op->stats.hp<0) 2869 if (op->stats.food >= 0 || op->stats.hp < 0)
2539 break; 2870 break;
2540 } 2871 }
2541 else if (tmp->type==FLESH) flesh=tmp; 2872 else if (tmp->type == FLESH)
2873 flesh = tmp;
2542 } /* End if paid for object */ 2874 } /* End if paid for object */
2543 } /* end of for loop */ 2875 } /* end of for loop */
2544 /* If player is still starving, it means they don't have any food, so 2876 /* If player is still starving, it means they don't have any food, so
2545 * eat flesh instead. 2877 * eat flesh instead.
2546 */ 2878 */
2547 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2879 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2880 {
2548 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2549 manual_apply(op,flesh,0); 2882 manual_apply (op, flesh, 0);
2550 } 2883 }
2551 } /* end if player is starving */ 2884 } /* end if player is starving */
2552 2885
2553 while(op->stats.food<0&&op->stats.hp>0) 2886 while (op->stats.food < 0 && op->stats.hp > 0)
2554 op->stats.food++,op->stats.hp--; 2887 op->stats.food++, op->stats.hp--;
2555 2888
2556 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2889 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2557 kill_player(op); 2890 kill_player (op);
2558} 2891}
2559 2892
2560 2893
2561 2894
2562/* If the player should die (lack of hp, food, etc), we call this. 2895/* 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 2896 * 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 2897 * permadeath, no lifesave), this will take care of removing the player
2565 * file. 2898 * file.
2566 */ 2899 */
2900void
2567void kill_player(object *op) 2901kill_player (object *op)
2568{ 2902{
2569 char buf[MAX_BUF]; 2903 char buf[MAX_BUF];
2570 int x,y,i; 2904 int x, y;
2905
2906 //int i;
2571 mapstruct *map; /* this is for resurrection */ 2907 maptile *map; /* this is for resurrection */
2908
2572 int z; 2909 /* int z;
2573 int num_stats_lose; 2910 int num_stats_lose;
2574 int lost_a_stat; 2911 int lost_a_stat;
2575 int lose_this_stat; 2912 int lose_this_stat;
2576 int this_stat; 2913 int this_stat; */
2577 int will_kill_again; 2914 int will_kill_again;
2578 archetype *at; 2915 archetype *at;
2579 object *tmp; 2916 object *tmp;
2580 2917
2581 if(save_life(op)) 2918 if (save_life (op))
2582 return; 2919 return;
2583 2920
2584 2921
2585 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2922 /* 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. 2923 * in cities ONLY!!! It is very important that this doesn't get abused.
2587 * Look at op_on_battleground() for more info --AndreasV 2924 * Look at op_on_battleground() for more info --AndreasV
2588 */ 2925 */
2589 if (op_on_battleground(op, &x, &y)) { 2926 if (op_on_battleground (op, &x, &y))
2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2927 {
2591 "You have been defeated in combat!"); 2928 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, 2929 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2593 "Local medics have saved your life..."); 2930
2594
2595 /* restore player */ 2931 /* restore player */
2596 at = find_archetype("poisoning"); 2932 at = archetype::find ("poisoning");
2597 tmp=present_arch_in_ob(at,op); 2933 tmp = present_arch_in_ob (at, op);
2598 if (tmp) { 2934 if (tmp)
2599 remove_ob(tmp); 2935 {
2600 free_object(tmp); 2936 tmp->destroy ();
2601 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2937 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2602 } 2938 }
2603 2939
2604 at = find_archetype("confusion"); 2940 at = archetype::find ("confusion");
2605 tmp=present_arch_in_ob(at,op); 2941 tmp = present_arch_in_ob (at, op);
2606 if (tmp) { 2942 if (tmp)
2607 remove_ob(tmp); 2943 {
2608 free_object(tmp); 2944 tmp->destroy ();
2609 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2610 } 2946 }
2611 2947
2612 cure_disease(op,0); /* remove any disease */ 2948 cure_disease (op, 0); /* remove any disease */
2613 op->stats.hp=op->stats.maxhp; 2949 op->stats.hp = op->stats.maxhp;
2614 if (op->stats.food<=0) op->stats.food=999; 2950 if (op->stats.food <= 0)
2615 2951 op->stats.food = 999;
2952
2616 /* create a bodypart-trophy to make the winner happy */ 2953 /* create a bodypart-trophy to make the winner happy */
2617 tmp=arch_to_object(find_archetype("finger")); 2954 tmp = arch_to_object (archetype::find ("finger"));
2618 if (tmp != NULL) 2955 if (tmp != NULL)
2619 { 2956 {
2620 sprintf(buf,"%s's finger", &op->name); 2957 sprintf (buf, "%s's finger", &op->name);
2621 tmp->name = buf; 2958 tmp->name = buf;
2622 sprintf(buf," This finger has been cut off %s\n" 2959 sprintf (buf, " This finger has been cut off %s\n"
2623 " the %s, when he was defeated at\n level %d by %s.\n", 2960 " the %s, when he was defeated at\n level %d by %s.\n",
2624 &op->name, op->contr->title, (int)(op->level), 2961 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2625 op->contr->killer);
2626 tmp->msg=buf; 2962 tmp->msg = buf;
2627 tmp->value=0, tmp->material=0, tmp->type=0; 2963 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2628 tmp->materialname = NULL; 2964 tmp->materialname = NULL;
2629 tmp->x = op->x, tmp->y = op->y; 2965 tmp->x = op->x, tmp->y = op->y;
2630 insert_ob_in_map(tmp,op->map,op,0); 2966 insert_ob_in_map (tmp, op->map, op, 0);
2631 }
2632 2967 }
2968
2633 /* teleport defeated player to new destination*/ 2969 /* teleport defeated player to new destination */
2634 transfer_ob(op, x, y, 0, NULL); 2970 transfer_ob (op, x, y, 0, NULL);
2635 op->contr->braced=0; 2971 op->contr->braced = 0;
2636 return; 2972 return;
2637 } 2973 }
2638 2974
2639 INVOKE_PLAYER (DEATH, op->contr); 2975 INVOKE_PLAYER (DEATH, op->contr);
2640 2976
2641 command_kill_pets (op, 0); 2977 command_kill_pets (op, 0);
2642 2978
2643 if(op->stats.food<0) { 2979 if (op->stats.food < 0)
2980 {
2644 if (op->contr->explore) { 2981 if (op->contr->explore)
2982 {
2645 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2983 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..."); 2984 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2647 op->stats.food=999; 2985 op->stats.food = 999;
2648 return; 2986 return;
2649 } 2987 }
2650 sprintf(buf,"%s starved to death.",&op->name); 2988 sprintf (buf, "%s starved to death.", &op->name);
2651 strcpy(op->contr->killer,"starvation"); 2989 strcpy (op->contr->killer, "starvation");
2990 }
2991 else
2652 } 2992 {
2653 else {
2654 if (op->contr->explore) { 2993 if (op->contr->explore)
2994 {
2655 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2995 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..."); 2996 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2657 op->stats.hp=op->stats.maxhp; 2997 op->stats.hp = op->stats.maxhp;
2658 return; 2998 return;
2659 } 2999 }
2660 sprintf(buf,"%s died.", &op->name); 3000 sprintf (buf, "%s died.", &op->name);
2661 } 3001 }
2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3002 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2663 3003
2664 /* save the map location for corpse, gravestone*/ 3004 /* save the map location for corpse, gravestone */
2665 x=op->x;y=op->y;map=op->map; 3005 x = op->x;
3006 y = op->y;
3007 map = op->map;
2666 3008
2667 3009
2668 if (settings.not_permadeth == TRUE) { 3010 if (settings.not_permadeth == TRUE)
3011 {
2669 /* NOT_PERMADEATH code. This basically brings the character back to 3012 /* NOT_PERMADEATH code. This basically brings the character back to
2670 * life if they are dead - it takes some exp and a random stat. 3013 * 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. 3014 * See the config.h file for a little more in depth detail about this.
2672 */ 3015 */
2673 3016
2674 /* Basically two ways to go - remove a stat permanently, or just 3017 /* Basically two ways to go - remove a stat permanently, or just
2675 * make it depletion. This bunch of code deals with that aspect 3018 * make it depletion. This bunch of code deals with that aspect
2676 * of death. 3019 * of death.
2677 */ 3020 */
2678#ifndef COZY_SERVER 3021#ifndef COZY_SERVER
2679 if (settings.balanced_stat_loss) { 3022 if (settings.balanced_stat_loss)
3023 {
2680 /* If stat loss is permanent, lose one stat only. */ 3024 /* If stat loss is permanent, lose one stat only. */
2681 /* Lower level chars don't lose as many stats because they suffer 3025 /* Lower level chars don't lose as many stats because they suffer
2682 more if they do. */ 3026 more if they do. */
2683 /* Higher level characters can afford things such as potions of 3027 /* Higher level characters can afford things such as potions of
2684 restoration, or better, stat potions. So we slug them that 3028 restoration, or better, stat potions. So we slug them that
2685 little bit harder. */ 3029 little bit harder. */
2686 /* GD */ 3030 /* GD */
2687 if (settings.stat_loss_on_death) 3031 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; 3032 num_stats_lose = 1;
3033 else
3034 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3035 }
3036 else
2693 } 3037 {
3038 num_stats_lose = 1;
3039 }
2694 lost_a_stat = 0; 3040 lost_a_stat = 0;
2695 3041
2696 for (z=0; z<num_stats_lose; z++) { 3042 for (z = 0; z < num_stats_lose; z++)
3043 {
2697 i = RANDOM() % NUM_STATS; 3044 i = RANDOM () % NUM_STATS;
2698 3045
2699 if (settings.stat_loss_on_death) { 3046 if (settings.stat_loss_on_death)
3047 {
2700 /* Pick a random stat and take a point off it. Tell the player 3048 /* Pick a random stat and take a point off it. Tell the player
2701 * what he lost. 3049 * what he lost.
2702 */ 3050 */
2703 change_attr_value(&(op->stats), i,-1); 3051 change_attr_value (&(op->stats), i, -1);
2704 check_stat_bounds(&(op->stats)); 3052 check_stat_bounds (&(op->stats));
2705 change_attr_value(&(op->contr->orig_stats), i,-1); 3053 change_attr_value (&(op->contr->orig_stats), i, -1);
2706 check_stat_bounds(&(op->contr->orig_stats)); 3054 check_stat_bounds (&(op->contr->orig_stats));
2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3055 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2708 lost_a_stat = 1; 3056 lost_a_stat = 1;
3057 }
2709 } else { 3058 else
3059 {
2710 /* deplete a stat */ 3060 /* deplete a stat */
2711 archetype *deparch=find_archetype("depletion"); 3061 archetype *deparch = archetype::find ("depletion");
2712 object *dep; 3062 object *dep;
2713 3063
2714 dep = present_arch_in_ob(deparch,op); 3064 dep = present_arch_in_ob (deparch, op);
2715 if(!dep) { 3065 if (!dep)
3066 {
2716 dep = arch_to_object(deparch); 3067 dep = arch_to_object (deparch);
2717 insert_ob_in_ob(dep, op); 3068 insert_ob_in_ob (dep, op);
2718 } 3069 }
2719 lose_this_stat = 1; 3070 lose_this_stat = 1;
2720 if (settings.balanced_stat_loss) { 3071 if (settings.balanced_stat_loss)
3072 {
2721 /* GD */ 3073 /* GD */
2722 /* Get the stat that we're about to deplete. */ 3074 /* Get the stat that we're about to deplete. */
2723 this_stat = get_attr_value(&(dep->stats), i); 3075 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0) { 3076 if (this_stat < 0)
3077 {
2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 3078 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2726 int keep_chance = this_stat * this_stat; 3079 int keep_chance = this_stat * this_stat;
3080
2727 /* Yes, I am paranoid. Sue me. */ 3081 /* Yes, I am paranoid. Sue me. */
2728 if (keep_chance < 1) 3082 if (keep_chance < 1)
2729 keep_chance = 1; 3083 keep_chance = 1;
2730 3084
2731 /* There is a maximum depletion total per level. */ 3085 /* There is a maximum depletion total per level. */
2732 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 3086 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3087 {
3088 lose_this_stat = 0;
3089 /* Take loss chance vs keep chance to see if we
3090 retain the stat. */
3091 }
3092 else
3093 {
3094 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2733 lose_this_stat = 0; 3095 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", 3096 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2741 this_stat, keep_chance, loss_chance, 3097 this_stat, keep_chance, loss_chance,
2742 lose_this_stat?"LOSE":"KEEP"); */ 3098 lose_this_stat?"LOSE":"KEEP"); */
2743 } 3099 }
2744 } 3100 }
2745 } 3101 }
2746 3102
2747 if (lose_this_stat) { 3103 if (lose_this_stat)
3104 {
2748 this_stat = get_attr_value(&(dep->stats), i); 3105 this_stat = get_attr_value (&(dep->stats), i);
2749 /* We could try to do something clever like find another 3106 /* We could try to do something clever like find another
2750 * stat to reduce if this fails. But chances are, if 3107 * stat to reduce if this fails. But chances are, if
2751 * stats have been depleted to -50, all are pretty low 3108 * stats have been depleted to -50, all are pretty low
2752 * and should be roughly the same, so it shouldn't make a 3109 * and should be roughly the same, so it shouldn't make a
2753 * difference. 3110 * difference.
2754 */ 3111 */
2755 if (this_stat>=-50) { 3112 if (this_stat >= -50)
3113 {
2756 change_attr_value(&(dep->stats), i, -1); 3114 change_attr_value (&(dep->stats), i, -1);
2757 SET_FLAG(dep, FLAG_APPLIED); 3115 SET_FLAG (dep, FLAG_APPLIED);
2758 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3116 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2759 fix_player(op); 3117 fix_player (op);
2760 lost_a_stat = 1; 3118 lost_a_stat = 1;
2761 } 3119 }
2762 } 3120 }
2763 } 3121 }
2764 } 3122 }
2765 /* If no stat lost, tell the player. */ 3123 /* If no stat lost, tell the player. */
2766 if (!lost_a_stat) 3124 if (!lost_a_stat)
2767 { 3125 {
2768 /* determine_god() seems to not work sometimes... why is this? 3126 /* determine_god() seems to not work sometimes... why is this?
2769 Should I be using something else? GD */ 3127 Should I be using something else? GD */
2770 const char *god = determine_god(op); 3128 const char *god = determine_god (op);
3129
2771 if (god && (strcmp(god, "none"))) 3130 if (god && (strcmp (god, "none")))
2772 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3131 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 3132 else
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3133 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."); 3134 }
3135#else
3136 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3137#endif
3138
3139 /* Put a gravestone up where the character 'almost' died. List the
3140 * exp loss on the stone.
3141 */
3142 tmp = arch_to_object (archetype::find ("gravestone"));
3143 sprintf (buf, "%s's gravestone", &op->name);
3144 tmp->name = buf;
3145 sprintf (buf, "%s's gravestones", &op->name);
3146 tmp->name_pl = buf;
3147 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);
3148 tmp->msg = buf;
3149 tmp->x = op->x, tmp->y = op->y;
3150 insert_ob_in_map (tmp, op->map, NULL, 0);
3151
3152 /**************************************/
3153 /* */
3154 /* Subtract the experience points, */
3155 /* if we died cause of food, give us */
3156 /* food, and reset HP's... */
3157 /* */
3158 /**************************************/
3159
3160 /* remove any poisoning and confusion the character may be suffering. */
3161 /* restore player */
3162 at = archetype::find ("poisoning");
3163 tmp = present_arch_in_ob (at, op);
3164
3165 if (tmp)
3166 {
3167 tmp->destroy ();
3168 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3169 }
3170
3171 at = archetype::find ("confusion");
3172 tmp = present_arch_in_ob (at, op);
3173 if (tmp)
3174 {
3175 tmp->destroy ();
3176 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3177 }
3178
3179 cure_disease (op, 0); /* remove any disease */
3180
3181 /*add_exp(op, (op->stats.exp * -0.20)); */
3182 apply_death_exp_penalty (op);
3183 if (op->stats.food < 100)
3184 op->stats.food = 900;
3185 op->stats.hp = op->stats.maxhp;
3186 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3187 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3188
3189 /*
3190 * Check to see if the player is in a shop. IF so, then check to see if
3191 * the player has any unpaid items. If so, remove them and put them back
3192 * in the map.
3193 */
3194
3195 if (is_in_shop (op))
3196 remove_unpaid_objects (op->inv, op);
3197
3198 /****************************************/
3199 /* */
3200 /* Move player to his current respawn- */
3201 /* position (usually last savebed) */
3202 /* */
3203 /****************************************/
3204
3205 enter_player_savebed (op);
3206
3207 /* Save the player before inserting the force to reduce
3208 * chance of abuse.
3209 */
3210 op->contr->braced = 0;
3211 save_player (op, 1);
3212
3213 /* it is possible that the player has blown something up
3214 * at his savebed location, and that can have long lasting
3215 * spell effects. So first see if there is a spell effect
3216 * on the space that might harm the player.
3217 */
3218 will_kill_again = 0;
3219 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3220 if (tmp->type == SPELL_EFFECT)
3221 will_kill_again |= tmp->attacktype;
3222
3223 if (will_kill_again)
3224 {
3225 object *force;
3226 int at;
3227
3228 force = get_archetype (FORCE_NAME);
3229 /* 50 ticks should be enough time for the spell to abate */
3230 force->speed = 0.1;
3231 force->speed_left = -5.0;
3232 SET_FLAG (force, FLAG_APPLIED);
3233 for (at = 0; at < NROFATTACKS; at++)
3234 if (will_kill_again & (1 << at))
3235 force->resist[at] = 100;
3236
3237 insert_ob_in_ob (force, op);
3238 fix_player (op);
3239
3240 }
3241
3242 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3243 return;
3244 } /* NOT_PERMADETH */
3245 else
3246 {
3247 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3248 * should probably be embedded in an else statement.
3249 */
3250
3251 op->contr->party = NULL;
3252 if (settings.set_title == TRUE)
3253 op->contr->own_title[0] = '\0';
3254 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3255 check_score (op);
3256
3257 if (op->contr->ranges[range_golem])
3258 {
3259 remove_friendly_object (op->contr->ranges[range_golem]);
3260 op->contr->ranges[range_golem]->destroy ();
3261 op->contr->ranges[range_golem] = 0;
3262 }
3263
3264 loot_object (op); /* Remove some of the items for good */
3265 op->remove ();
3266 op->direction = 0;
3267
3268 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3269 {
3270 delete_character (op->name, 0);
3271 if (settings.resurrection == TRUE)
3272 {
3273 /* save playerfile sans equipment when player dies
3274 ** then save it as player.pl.dead so that future resurrection
3275 ** type spells will work on them nicely
3276 */
3277 delete_character (op->name, 0);
3278 op->stats.hp = op->stats.maxhp;
3279 op->stats.food = 999;
3280
3281 /* set the location of where the person will reappear when */
3282 /* maybe resurrection code should fix map also */
3283 strcpy (op->contr->maplevel, settings.emergency_mapname);
3284 if (op->map != NULL)
3285 op->map = NULL;
3286 op->x = settings.emergency_x;
3287 op->y = settings.emergency_y;
3288 save_player (op, 0);
3289 op->map = map;
3290 /* please see resurrection.c: peterm */
3291 dead_player (op);
2778 } 3292 }
2779#endif 3293 else
2780 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3294 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 3295 }
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 3296
3297 play_again (op);
3298
3299 /* peterm: added to create a corpse at deathsite. */
3300 tmp = arch_to_object (archetype::find ("corpse_pl"));
3301 sprintf (buf, "%s", &op->name);
3302 tmp->name = tmp->name_pl = buf;
3303 tmp->level = op->level;
3304 tmp->x = x;
3305 tmp->y = y;
3306 tmp->msg = gravestone_text (op);
3307 SET_FLAG (tmp, FLAG_UNIQUE);
3308 insert_ob_in_map (tmp, map, NULL, 0);
3309 }
3310}
3311
3312
3313void
3314loot_object (object *op)
3315{ /* Grab and destroy some treasure */
3316 object *tmp, *tmp2, *next;
3317
3318 if (op->container)
3319 { /* close open sack first */
3320 esrv_apply_container (op, op->container);
3321 }
3322
3323 for (tmp = op->inv; tmp != NULL; tmp = next)
3324 {
3325 next = tmp->below;
3326 if (tmp->type == EXPERIENCE || tmp->invisible)
3327 continue;
3328 tmp->remove ();
3329 tmp->x = op->x, tmp->y = op->y;
3330 if (tmp->type == CONTAINER)
3331 { /* empty container to ground */
3332 loot_object (tmp);
2832 /* 3333 }
2833 * Check to see if the player is in a shop. IF so, then check to see if 3334 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 } 3335 {
2866 if (will_kill_again) { 3336 if (tmp->nrof > 1)
2867 object *force; 3337 {
2868 int at; 3338 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2869 3339 tmp2->destroy ();
2870 force=get_archetype(FORCE_NAME); 3340 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 } 3341 }
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 { 3342 else
2937 delete_character(op->name,1); 3343 tmp->destroy ();
2938 } 3344 }
2939 } 3345 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); 3346 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 } 3347 }
2981} 3348}
2982 3349
2983/* 3350/*
2984 * fix_weight(): Check recursively the weight of all players, and fix 3351 * fix_weight(): Check recursively the weight of all players, and fix
2985 * what needs to be fixed. Refresh windows and fix speed if anything 3352 * what needs to be fixed. Refresh windows and fix speed if anything
2986 * was changed. 3353 * was changed.
2987 */ 3354 */
2988 3355
3356void
2989void fix_weight(void) { 3357fix_weight (void)
3358{
2990 player *pl; 3359 player *pl;
3360
2991 for (pl = first_player; pl != NULL; pl = pl->next) { 3361 for (pl = first_player; pl != NULL; pl = pl->next)
3362 {
2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3363 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3364
2993 if(old == sum) 3365 if (old == sum)
2994 continue; 3366 continue;
2995 fix_player(pl->ob); 3367 fix_player (pl->ob);
2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3368 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2997 &pl->ob->name, old, sum);
2998 } 3369 }
2999} 3370}
3000 3371
3372void
3001void fix_luck(void) { 3373fix_luck (void)
3374{
3002 player *pl; 3375 player *pl;
3376
3003 for (pl = first_player; pl != NULL; pl = pl->next) 3377 for (pl = first_player; pl != NULL; pl = pl->next)
3004 if (!pl->ob->contr->state) 3378 if (!pl->ob->contr->state)
3005 change_luck(pl->ob, 0); 3379 change_luck (pl->ob, 0);
3006} 3380}
3007 3381
3008 3382
3009/* cast_dust() - handles op throwing objects of type 'DUST'. 3383/* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically 3384 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object. 3385 * just treat this as any other spell casting object.
3012 */ 3386 */
3013 3387
3014void 3388void
3015cast_dust (object * op, object * throw_ob, int dir) 3389cast_dust (object *op, object *throw_ob, int dir)
3016{ 3390{
3017 object *skop, *spob; 3391 object *skop, *spob;
3018 3392
3019 skop = find_skill_by_name (op, throw_ob->skill); 3393 skop = find_skill_by_name (op, throw_ob->skill);
3020 3394
3021 /* casting POTION 'dusts' is really a use_magic_item skill */ 3395 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3396 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 { 3397 {
3024 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3398 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3025 &op->name);
3026 return; 3399 return;
3027 } 3400 }
3028 3401
3029 spob = throw_ob->inv; 3402 spob = throw_ob->inv;
3030 3403
3031 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3404 // 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 3405 // not pass NULL to cast_spell (which did indeed check itself, but
3033 // errors should be reported as early as possible IMHO) 3406 // errors should be reported as early as possible IMHO)
3034 if (!spob) 3407 if (!spob)
3035 { 3408 {
3036 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3409 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; 3410 return;
3039 } 3411 }
3040 3412
3041 if (op->type == PLAYER) 3413 if (op->type == PLAYER)
3042 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3414 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3043 3415
3044 cast_spell (op, throw_ob, dir, spob, NULL); 3416 cast_spell (op, throw_ob, dir, spob, NULL);
3045 3417
3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3418 throw_ob->destroy ();
3047 remove_ob (throw_ob);
3048 free_object (throw_ob);
3049} 3419}
3050 3420
3421void
3051void make_visible (object *op) { 3422make_visible (object *op)
3423{
3052 op->hide = 0; 3424 op->hide = 0;
3053 op->invisible = 0; 3425 op->invisible = 0;
3054 if(op->type==PLAYER) { 3426 if (op->type == PLAYER)
3427 {
3055 op->contr->tmp_invis = 0; 3428 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0; 3429 op->contr->invis_race = 0;
3057 } 3430 }
3058 update_object(op,UP_OBJ_FACE); 3431 update_object (op, UP_OBJ_FACE);
3059} 3432}
3060 3433
3434int
3061int is_true_undead(object *op) { 3435is_true_undead (object *op)
3436{
3062 object *tmp=NULL; 3437 object *tmp = NULL;
3063 3438
3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3439 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3440 return 1;
3065 3441
3066 if(op->type==PLAYER) 3442 if (op->type == PLAYER)
3067 for(tmp=op->inv;tmp;tmp=tmp->below) 3443 for (tmp = op->inv; tmp; tmp = tmp->below)
3068 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3444 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3069 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3445 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3446 return 1;
3070 return 0; 3447 return 0;
3071} 3448}
3072 3449
3073/* look at the surrounding terrain to determine 3450/* look at the surrounding terrain to determine
3074 * the hideability of this object. Positive levels 3451 * the hideability of this object. Positive levels
3075 * indicate greater hideability. 3452 * indicate greater hideability.
3076 */ 3453 */
3077 3454
3455int
3078int hideability(object *ob) { 3456hideability (object *ob)
3457{
3079 int i,level=0, mflag; 3458 int i, level = 0, mflag;
3080 sint16 x,y; 3459 sint16 x, y;
3081 3460
3082 if(!ob||!ob->map) return 0; 3461 if (!ob || !ob->map)
3462 return 0;
3083 3463
3084 /* so, on normal lighted maps, its hard to hide */ 3464 /* so, on normal lighted maps, its hard to hide */
3085 level=ob->map->darkness - 2; 3465 level = ob->map->darkness - 2;
3086 3466
3087 /* this also picks up whether the object is glowing. 3467 /* this also picks up whether the object is glowing.
3088 * If you carry a light on a non-dark map, its not 3468 * If you carry a light on a non-dark map, its not
3089 * as bad as carrying a light on a pitch dark map */ 3469 * as bad as carrying a light on a pitch dark map */
3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3470 if (has_carried_lights (ob))
3471 level = -(10 + (2 * ob->map->darkness));
3091 3472
3092 /* scan through all nearby squares for terrain to hide in */ 3473 /* 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]) { 3474 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3475 {
3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3476 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3095 if (mflag & P_OUT_OF_MAP) { continue; } 3477 if (mflag & P_OUT_OF_MAP)
3478 {
3479 continue;
3480 }
3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3481 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 3482 level += 2;
3098 else /* open terrain! */ 3483 else /* open terrain! */
3099 level -= 1; 3484 level -= 1;
3100 } 3485 }
3101 3486
3102#if 0 3487#if 0
3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3488 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3104#endif 3489#endif
3105 return level; 3490 return level;
3106} 3491}
3107 3492
3108/* For Hidden creatures - a chance of becoming 'unhidden' 3493/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 3494 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 3495 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 3496 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 3497 */
3113 3498
3499void
3114void do_hidden_move (object *op) { 3500do_hidden_move (object *op)
3501{
3115 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3502 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3116 object *skop; 3503 object *skop;
3117 3504
3118 if(!op || !op->map) return; 3505 if (!op || !op->map)
3506 return;
3119 3507
3120 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3508 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3121 3509
3122 /* its *extremely* hard to run and sneak/hide at the same time! */ 3510 /* its *extremely* hard to run and sneak/hide at the same time! */
3123 if(op->type==PLAYER && op->contr->run_on) { 3511 if (op->type == PLAYER && op->contr->run_on)
3512 {
3124 if(!skop || num >= skop->level) { 3513 if (!skop || num >= skop->level)
3514 {
3125 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3515 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3126 make_visible(op); 3516 make_visible (op);
3127 return; 3517 return;
3518 }
3519 else
3128 } else num += 20; 3520 num += 20;
3129 } 3521 }
3130 num += op->map->difficulty; 3522 num += op->map->difficulty;
3131 hide = hideability(op); /* modify by terrain hidden level */ 3523 hide = hideability (op); /* modify by terrain hidden level */
3132 num -= hide; 3524 num -= hide;
3133 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3525 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3526 {
3134 make_visible(op); 3527 make_visible (op);
3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3528 if (op->type == PLAYER)
3136 "You moved out of hiding! You are visible!"); 3529 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3137 } 3530 }
3138 else if (op->type == PLAYER && skop) { 3531 else if (op->type == PLAYER && skop)
3532 {
3139 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3533 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3140 } 3534 }
3141} 3535}
3142 3536
3143/* determine if who is standing near a hostile creature. */ 3537/* determine if who is standing near a hostile creature. */
3144 3538
3539int
3145int stand_near_hostile( object *who ) { 3540stand_near_hostile (object *who)
3541{
3146 object *tmp=NULL; 3542 object *tmp = NULL;
3147 int i,friendly=0,player=0, mflags; 3543 int i, friendly = 0, player = 0, mflags;
3148 mapstruct *m; 3544 maptile *m;
3149 sint16 x,y; 3545 sint16 x, y;
3150 3546
3151 if(!who) return 0; 3547 if (!who)
3548 return 0;
3152 3549
3153 if(who->type==PLAYER) player=1; 3550 if (who->type == PLAYER)
3551 player = 1;
3552
3553 else
3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3554 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3155 3555
3156 /* search adjacent squares */ 3556 /* search adjacent squares */
3157 for(i=1;i<9;i++) { 3557 for (i = 1; i < 9; i++)
3558 {
3158 x = who->x+freearr_x[i]; 3559 x = who->x + freearr_x[i];
3159 y = who->y+freearr_y[i]; 3560 y = who->y + freearr_y[i];
3160 m = who->map; 3561 m = who->map;
3161 mflags = get_map_flags(m, &m, x, y, &x, &y); 3562 mflags = get_map_flags (m, &m, x, y, &x, &y);
3162 /* space must be blocked if there is a monster. If not 3563 /* space must be blocked if there is a monster. If not
3163 * blocked, don't need to check this space. 3564 * blocked, don't need to check this space.
3164 */ 3565 */
3165 if (mflags & P_OUT_OF_MAP) continue; 3566 if (mflags & P_OUT_OF_MAP)
3567 continue;
3166 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3568 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3167 3569 continue;
3570
3168 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3571 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3169 if((player||friendly) 3572 {
3170 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3573 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3574 return 1;
3575 else if (tmp->type == PLAYER)
3576 {
3577 /*don't let a hidden DM prevent you from hiding */
3578 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3171 return 1; 3579 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 } 3580 }
3178 } 3581 }
3179 } 3582 }
3180 return 0; 3583 return 0;
3181} 3584}
3182 3585
3183/* check the player los field for viewability of the 3586/* check the player los field for viewability of the
3184 * object op. This function works fine for monsters, 3587 * object op. This function works fine for monsters,
3185 * but we dont worry if the object isnt the top one in 3588 * 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. 3595 * for them to differ. Sigh, this fctn could get a bit more complex.
3193 * -b.t. 3596 * -b.t.
3194 * This function is now map tiling safe. 3597 * This function is now map tiling safe.
3195 */ 3598 */
3196 3599
3600int
3197int player_can_view (object *pl,object *op) { 3601player_can_view (object *pl, object *op)
3602{
3198 rv_vector rv; 3603 rv_vector rv;
3199 int dx,dy; 3604 int dx, dy;
3200 3605
3201 if(pl->type!=PLAYER) { 3606 if (pl->type != PLAYER)
3607 {
3202 LOG(llevError,"player_can_view() called for non-player object\n"); 3608 LOG (llevError, "player_can_view() called for non-player object\n");
3203 return -1; 3609 return -1;
3204 } 3610 }
3205 if (!pl || !op) return 0; 3611 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; 3612 return 0;
3613
3614 if (op->head)
3615 {
3616 op = op->head;
3617 }
3618 get_rangevector (pl, op, &rv, 0x1);
3619
3620 /* starting with the 'head' part, lets loop
3621 * through the object and find if it has any
3622 * part that is in the los array but isnt on
3623 * a blocked los square.
3624 * we use the archetype to figure out offsets.
3625 */
3626 while (op)
3627 {
3628 dx = rv.distance_x + op->arch->clone.x;
3629 dy = rv.distance_y + op->arch->clone.y;
3630
3631 /* only the viewable area the player sees is updated by LOS
3632 * code, so we need to restrict ourselves to that range of values
3633 * for any meaningful values.
3634 */
3635 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3636 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3637 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3638 return 1;
3639 op = op->more;
3640 }
3641 return 0;
3231} 3642}
3232 3643
3233/* routine for both players and monsters. We call this when 3644/* routine for both players and monsters. We call this when
3234 * there is a possibility for our action distrubing our hiding 3645 * there is a possibility for our action distrubing our hiding
3235 * place or invisiblity spell. Artefact invisiblity is not 3646 * place or invisiblity spell. Artefact invisiblity is not
3236 * effected by this. If we arent invisible to begin with, we 3647 * effected by this. If we arent invisible to begin with, we
3237 * return 0. 3648 * return 0.
3238 */ 3649 */
3650int
3239int action_makes_visible (object *op) { 3651action_makes_visible (object *op)
3652{
3240 3653
3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3654 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3655 {
3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3656 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3243 return 0; 3657 return 0;
3244 3658
3245 if (op->contr && op->contr->tmp_invis == 0) return 0; 3659 if (op->contr && op->contr->tmp_invis == 0)
3660 return 0;
3246 3661
3247 /* If monsters, they should become visible */ 3662 /* If monsters, they should become visible */
3248 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3663 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3664 {
3249 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3665 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3250 return 1; 3666 return 1;
3251 } 3667 }
3252 } 3668 }
3253 return 0; 3669 return 0;
3254} 3670}
3255 3671
3256/* op_on_battleground - checks if the given object op (usually 3672/* op_on_battleground - checks if the given object op (usually
3257 * a player) is standing on a valid battleground-tile, 3673 * a player) is standing on a valid battleground-tile,
3258 * function returns TRUE/FALSE. If true x, y returns the battleground 3674 * function returns TRUE/FALSE. If true x, y returns the battleground
3259 * -exit-coord. (and if x, y not NULL) 3675 * -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 3676 * 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 3677 * 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 3678 * Default is to do the same as before, so only people wanting to have different points need worry about this
3263 */ 3679 */
3680int
3264int op_on_battleground (object *op, int *x, int *y) { 3681op_on_battleground (object *op, int *x, int *y)
3682{
3265 object *tmp; 3683 object *tmp;
3266 3684
3267 /* A battleground-tile needs the following attributes to be valid: 3685 /* 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), 3686 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3269 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3687 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270 * and the exit-coordinates sp/hp must both be > 0. 3688 * and the exit-coordinates sp/hp must both be > 0.
3271 * => The intention here is to prevent abuse of the battleground- 3689 * => The intention here is to prevent abuse of the battleground-
3272 * feature (like pickable or hidden battleground tiles). */ 3690 * feature (like pickable or hidden battleground tiles). */
3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3691 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3692 {
3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3693 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3694 {
3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3695 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3276 strcmp(tmp->name, "battleground")==0 && 3696 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3277 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3697 {
3278 /*before we assign the exit, check if this is a teambattle*/ 3698 /*before we assign the exit, check if this is a teambattle */
3279 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3699 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3700 {
3280 object *invtmp; 3701 object *invtmp;
3702
3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3703 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3282 if(invtmp->type==FORCE && invtmp->slaying && 3704 {
3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3705 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3706 {
3284 if (x != NULL && y != NULL) 3707 if (x != NULL && y != NULL)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3708 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286 return 1; 3709 return 1;
3710 }
3287 } 3711 }
3288 } 3712 }
3289 }
3290 if (x != NULL && y != NULL) 3713 if (x != NULL && y != NULL)
3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3714 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3292 return 1; 3715 return 1;
3716 }
3293 } 3717 }
3294 }
3295 } 3718 }
3296 /* If we got here, did not find a battleground */ 3719 /* If we got here, did not find a battleground */
3297 return 0; 3720 return 0;
3298} 3721}
3299 3722
3300/* 3723/*
3304 * attributes: 3727 * attributes:
3305 * object *who the dragon player 3728 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus 3729 * int atnr the attack-number of the ability focus
3307 * int level ability level 3730 * int level ability level
3308 */ 3731 */
3732void
3309void dragon_ability_gain(object *who, int atnr, int level) { 3733dragon_ability_gain (object *who, int atnr, int level)
3734{
3310 treasurelist *trlist = NULL; /* treasurelist */ 3735 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */ 3736 treasure *tr; /* treasure */
3312 object *tmp,*skop; /* tmp. object */ 3737 object *tmp, *skop; /* tmp. object */
3313 object *item; /* treasure object */ 3738 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */ 3739 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i=0, j=0; 3740 int i = 0, j = 0;
3316 3741
3317 /* get the appropriate treasurelist */ 3742 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE) 3743 if (atnr == ATNR_FIRE)
3319 trlist = find_treasurelist("dragon_ability_fire"); 3744 trlist = find_treasurelist ("dragon_ability_fire");
3320 else if (atnr == ATNR_COLD) 3745 else if (atnr == ATNR_COLD)
3321 trlist = find_treasurelist("dragon_ability_cold"); 3746 trlist = find_treasurelist ("dragon_ability_cold");
3322 else if (atnr == ATNR_ELECTRICITY) 3747 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = find_treasurelist("dragon_ability_elec"); 3748 trlist = find_treasurelist ("dragon_ability_elec");
3324 else if (atnr == ATNR_POISON) 3749 else if (atnr == ATNR_POISON)
3325 trlist = find_treasurelist("dragon_ability_poison"); 3750 trlist = find_treasurelist ("dragon_ability_poison");
3326 3751
3327 if (trlist == NULL || who->type != PLAYER) 3752 if (trlist == NULL || who->type != PLAYER)
3753 return;
3754
3755 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3756
3757 if (tr == NULL || tr->item == NULL)
3758 {
3759 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3760 return;
3761 }
3762
3763 /* everything seems okay - now bring on the gift: */
3764 item = &(tr->item->clone);
3765
3766 if (item->type == SPELL)
3767 {
3768 if (check_spell_known (who, item->name))
3328 return; 3769 return;
3329 3770
3330 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3771 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3331 tr = tr->next, i++); 3772 do_learn_spell (who, item, 0);
3332 3773 return;
3333 if (tr == NULL || tr->item == NULL) { 3774 }
3334 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3775
3776 /* grant direct spell */
3777 if (item->type == SPELLBOOK)
3778 {
3779 if (!item->inv)
3780 {
3781 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3782 return;
3783 }
3784 if (check_spell_known (who, item->inv->name))
3335 return; 3785 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) { 3786 if (item->invisible)
3787 {
3359 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3788 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); 3789 do_learn_spell (who, item->inv, 0);
3361 return; 3790 return;
3362 } 3791 }
3363 } 3792 }
3364 else if (item->type == SKILL_TOOL && item->invisible) { 3793 else if (item->type == SKILL_TOOL && item->invisible)
3794 {
3365 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3795 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3796 {
3366 3797
3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3798 /* 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 3799 * 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, 3800 * them. As it is now, if the player has any that match the granted skill,
3370 * but not all of them, he gets nothing. 3801 * but not all of them, he gets nothing.
3371 */ 3802 */
3372 if (!(skop->attacktype & item->attacktype)) { 3803 if (!(skop->attacktype & item->attacktype))
3804 {
3373 /* Give new attacktype */ 3805 /* Give new attacktype */
3374 skop->attacktype |= item->attacktype; 3806 skop->attacktype |= item->attacktype;
3375 3807
3376 /* always add physical if there's none */ 3808 /* always add physical if there's none */
3377 skop->attacktype |= AT_PHYSICAL; 3809 skop->attacktype |= AT_PHYSICAL;
3378 3810
3379 if (item->msg != NULL) 3811 if (item->msg != NULL)
3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3812 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3381 3813
3382 /* Give player new face */ 3814 /* Give player new face */
3383 if (item->animation_id) { 3815 if (item->animation_id)
3816 {
3384 who->face = skop->face; 3817 who->face = skop->face;
3385 who->animation_id = item->animation_id; 3818 who->animation_id = item->animation_id;
3386 who->anim_speed = item->anim_speed; 3819 who->anim_speed = item->anim_speed;
3387 who->last_anim = 0; 3820 who->last_anim = 0;
3388 who->state = 0; 3821 who->state = 0;
3389 animate_object(who, who->direction); 3822 animate_object (who, who->direction);
3390 } 3823 }
3391 } 3824 }
3392 } 3825 }
3393 } 3826 }
3394 else if (item->type == FORCE) { 3827 else if (item->type == FORCE)
3828 {
3395 /* forces in the treasurelist can alter the player's stats */ 3829 /* forces in the treasurelist can alter the player's stats */
3396 object *skin; 3830 object *skin;
3831
3397 /* first get the dragon skin force */ 3832 /* first get the dragon skin force */
3398 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3833 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; 3834 if (skin == NULL)
3401 3835 return;
3836
3402 /* adding new spellpath attunements */ 3837 /* adding new spellpath attunements */
3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3838 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3839 {
3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3840 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405 3841
3406 /* print message */ 3842 /* print message */
3407 sprintf(buf, "You feel attuned to "); 3843 sprintf (buf, "You feel attuned to ");
3408 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3844 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3845 {
3409 if(item->path_attuned & (1<<i)) { 3846 if (item->path_attuned & (1 << i))
3847 {
3410 if (j) 3848 if (j)
3411 strcat(buf," and "); 3849 strcat (buf, " and ");
3412 else 3850 else
3413 j = 1; 3851 j = 1;
3414 strcat(buf, spellpathnames[i]); 3852 strcat (buf, spellpathnames[i]);
3415 } 3853 }
3416 } 3854 }
3417 strcat(buf,"."); 3855 strcat (buf, ".");
3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3856 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419 } 3857 }
3420 3858
3421 /* evtl. adding flags: */ 3859 /* evtl. adding flags: */
3422 if(QUERY_FLAG(item, FLAG_XRAYS)) 3860 if (QUERY_FLAG (item, FLAG_XRAYS))
3423 SET_FLAG(skin, FLAG_XRAYS); 3861 SET_FLAG (skin, FLAG_XRAYS);
3424 if(QUERY_FLAG(item, FLAG_STEALTH)) 3862 if (QUERY_FLAG (item, FLAG_STEALTH))
3425 SET_FLAG(skin, FLAG_STEALTH); 3863 SET_FLAG (skin, FLAG_STEALTH);
3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3864 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3427 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3865 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3428 3866
3429 /* print message if there is one */ 3867 /* print message if there is one */
3430 if (item->msg != NULL) 3868 if (item->msg != NULL)
3431 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3869 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3870 }
3871 else
3432 } 3872 {
3433 else {
3434 /* generate misc. treasure */ 3873 /* generate misc. treasure */
3435 tmp = arch_to_object (tr->item); 3874 tmp = arch_to_object (tr->item);
3436 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3875 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); 3876 tmp = insert_ob_in_ob (tmp, who);
3438 if (who->type == PLAYER) 3877 if (who->type == PLAYER)
3439 esrv_send_item(who, tmp); 3878 esrv_send_item (who, tmp);
3440 } 3879 }
3441} 3880}
3442 3881
3443/** 3882/**
3444 * Unready an object for a player. This function does nothing if the object was 3883 * Unready an object for a player. This function does nothing if the object was
3445 * not readied. 3884 * not readied.
3446 */ 3885 */
3886void
3447void player_unready_range_ob(player *pl, object *ob) { 3887player_unready_range_ob (player *pl, object *ob)
3888{
3448 rangetype i; 3889 rangetype i;
3449 3890
3450 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3891 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3892 {
3451 if (pl->ranges[i] == ob) { 3893 if (pl->ranges[i] == ob)
3894 {
3452 pl->ranges[i] = NULL; 3895 pl->ranges[i] = NULL;
3453 if (pl->shoottype == i) { 3896 if (pl->shoottype == i)
3897 {
3454 pl->shoottype = range_none; 3898 pl->shoottype = range_none;
3455 } 3899 }
3456 } 3900 }
3457 } 3901 }
3458} 3902}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines