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Comparing deliantra/server/server/player.C (file contents):
Revision 1.16 by root, Tue Sep 5 18:18:09 2006 UTC vs.
Revision 1.41 by root, Fri Dec 15 04:21:29 2006 UTC

1/*
2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.16 2006/09/05 18:18:09 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The author can be reached via e-mail to crossfire-devel@real-time.com 21 The author can be reached via e-mail to <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
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 p->clear (); 215 p->clear ();
233 216
234 /* There are some elements we want initialized to non zero value - 217 /* There are some elements we want initialized to non zero value -
235 * we deal with that below this point. 218 * we deal with that below this point.
236 */ 219 */
237 p->party = NULL; 220 p->party = NULL;
238 p->outputs_sync = 16; /* Every 2 seconds */ 221 p->outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count = 8; /* Keeps present behaviour */ 222 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 223 p->unapply = unapply_nochoice;
241 p->Swap_First = -1; 224 p->Swap_First = -1;
242 225
243#ifdef AUTOSAVE 226#ifdef AUTOSAVE
244 p->last_save_tick = 9999999; 227 p->last_save_tick = 9999999;
245#endif 228#endif
246 229
247 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
248 231
249 op->contr = p; /* this aren't yet in archetype */ 232 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op; 233 p->ob = op;
251 op->speed_left = 0.5; 234 op->speed_left = 0.5;
252 op->speed = 1.0; 235 op->speed = 1.0;
253 op->direction = 5; /* So player faces south */ 236 op->direction = 5; /* So player faces south */
254 op->stats.wc = 2; 237 op->stats.wc = 2;
255 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
256 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 */
257
258 roll_stats (op); 243 roll_stats (op);
244 p->socket->monitor_spells = oldmon;
245 }
259 p->state = ST_ROLL_STAT; 246 p->state = ST_ROLL_STAT;
260 clear_los (op); 247 clear_los (op);
261 248
262 p->gen_sp_armour = 10; 249 p->gen_sp_armour = 10;
263 p->last_speed = -1; 250 p->last_speed = -1;
265 p->bowtype = bow_normal; 252 p->bowtype = bow_normal;
266 p->petmode = pet_normal; 253 p->petmode = pet_normal;
267 p->listening = 10; 254 p->listening = 10;
268 p->usekeys = containers; 255 p->usekeys = containers;
269 p->last_weapon_sp = -1; 256 p->last_weapon_sp = -1;
270 p->peaceful = 1; /* default peaceful */ 257 p->peaceful = 1; /* default peaceful */
271 p->do_los = 1; 258 p->do_los = 1;
272 p->explore = 0; 259 p->explore = 0;
273 p->no_shout = 0; /* default can shout */ 260 p->no_shout = 0; /* default can shout */
274 261
275 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 262 assign (p->title, op->arch->clone.name);
276 p->title[sizeof (p->title) - 1] = '\0';
277 op->race = op->arch->clone.race; 263 op->race = op->arch->clone.race;
278 264
279 CLEAR_FLAG (op, FLAG_READY_SKILL); 265 CLEAR_FLAG (op, FLAG_READY_SKILL);
280 266
281 /* we need to clear these to -1 and not zero - otherwise, 267 /* we need to clear these to -1 and not zero - otherwise,
286 for (i = 0; i < NUM_SKILLS; i++) 272 for (i = 0; i < NUM_SKILLS; i++)
287 { 273 {
288 p->last_skill_exp[i] = -1; 274 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL; 275 p->last_skill_ob[i] = NULL;
290 } 276 }
277
291 for (i = 0; i < NROFATTACKS; i++) 278 for (i = 0; i < NROFATTACKS; i++)
292 {
293 p->last_resist[i] = -1; 279 p->last_resist[i] = -1;
294 } 280
295 p->last_stats.exp = -1; 281 p->last_stats.exp = -1;
296 p->last_weight = (uint32) - 1; 282 p->last_weight = (uint32) - 1;
297 283
298 p->socket.update_look = 0; 284 p->socket->update_look = 0;
299 p->socket.look_position = 0; 285 p->socket->look_position = 0;
286
300 return p; 287 return p;
301} 288}
302 289
303/* 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
304static void set_first_map(object *op) 292set_first_map (object *op)
305{ 293{
306 strcpy(op->contr->maplevel, first_map_path); 294 strcpy (op->contr->maplevel, first_map_path);
307 op->x = -1; 295 op->x = -1;
308 op->y = -1; 296 op->y = -1;
309 enter_exit(op, NULL); 297 enter_exit (op, NULL);
310} 298}
311 299
312/* Tries to add player on the connection passwd in ns. 300/* Tries to add player on the connection passwd in ns.
313 * All we can really get in this is some settings like host and display 301 * All we can really get in this is some settings like host and display
314 * mode. 302 * mode.
315 */ 303 */
316 304
317int add_player(NewSocket *ns) { 305int
318 player *p; 306add_player (client_socket *ns)
307{
308 player *p = new player;
319 309
320 p=get_player(NULL);
321 p->socket = *ns; 310 p->socket = ns;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 311 ns->pl = p;
323 if(p->socket.faces_sent == NULL) 312
324 fatal(OUT_OF_MEMORY); 313 p->next = first_player;
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 314 first_player = p;
326 /* Needed because the socket we just copied over needs to be cleared. 315
327 * Note that this can result in a client reset if there is partial data 316 p = get_player (p);
328 * on the uncoming socket. 317
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 318 set_first_map (p->ob);
332 319
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 320 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob); 321 add_friendly_object (p->ob);
335 send_rules(p->ob); 322 send_rules (p->ob);
336 send_news(p->ob); 323 send_news (p->ob);
337 display_motd(p->ob); 324 display_motd (p->ob);
338 get_name(p->ob); 325 get_name (p->ob);
326
339 return 0; 327 return 0;
340} 328}
341 329
342/* 330/*
343 * get_player_archetype() return next player archetype from archetype 331 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 332 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 333 * Note: there MUST be at least one player archetype!
346 */ 334 */
335archetype *
347archetype *get_player_archetype(archetype* at) 336get_player_archetype (archetype *at)
348{ 337{
349 archetype *start = at; 338 archetype *start = at;
339
350 for (;;) { 340 for (;;)
341 {
351 if (at==NULL || at->next==NULL) 342 if (at == NULL || at->next == NULL)
352 at=first_archetype; 343 at = first_archetype;
353 else 344 else
354 at=at->next; 345 at = at->next;
355 if(at->clone.type==PLAYER) 346 if (at->clone.type == PLAYER)
356 return at; 347 return at;
357 if (at == start) { 348 if (at == start)
349 {
358 LOG (llevError, "No Player archetypes\n"); 350 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 351 exit (-1);
360 } 352 }
361 } 353 }
362} 354}
363 355
364 356
357object *
365object *get_nearest_player(object *mon) { 358get_nearest_player (object *mon)
359{
366 object *op = NULL; 360 object *op = NULL;
367 player *pl = NULL; 361 player *pl = NULL;
368 objectlink *ol; 362 objectlink *ol;
369 unsigned lastdist; 363 unsigned lastdist;
370 rv_vector rv; 364 rv_vector rv;
371 365
372 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 {
373 /* 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
374 * does periodically happen. Given that, lets deal with it. 369 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 370 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 371 * list is also free, so encapsulate this in a while loop.
377 */ 372 */
378 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 {
379 object *tmp=ol->ob; 375 object *tmp = ol->ob;
380 376
381 /* 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
382 * itself will have been cleared. 378 * itself will have been cleared.
383 */ 379 */
384 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");
385 ol = ol->next; 381 ol = ol->next;
386 remove_friendly_object(tmp); 382 remove_friendly_object (tmp);
383 if (!ol)
387 if (!ol) return op; 384 return op;
388 } 385 }
389 386
390 /* 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
391 * 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
392 * complicated method of state checking would be needed in any case - 389 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would 390 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 391 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 392 * on_same_map check, as can_detect_enemy also does this
396 */ 393 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 394 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 395 continue;
399 396
400 if(lastdist>rv.distance) { 397 if (lastdist > rv.distance)
398 {
401 op=ol->ob; 399 op = ol->ob;
402 lastdist=rv.distance; 400 lastdist = rv.distance;
403 } 401 }
404 } 402 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 403 for (pl = first_player; pl != NULL; pl = pl->next)
404 {
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 405 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
407 407
408 if(lastdist>rv.distance) { 408 if (lastdist > rv.distance)
409 {
409 op=pl->ob; 410 op = pl->ob;
410 lastdist=rv.distance; 411 lastdist = rv.distance;
411 } 412 }
412 } 413 }
413 } 414 }
414#if 0 415#if 0
415 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)");
416#endif 417#endif
417 return op; 418 return op;
418} 419}
419 420
420/* 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
421 * 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
422 * detour a monster will take from the direction path when looking 423 * detour a monster will take from the direction path when looking
459 * monster can in fact move one space in that direction. 460 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 461 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 462 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 463 * is blocking itself.
463 */ 464 */
465int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 466path_to_player (object *mon, object *pl, unsigned mindiff)
467{
465 rv_vector rv; 468 rv_vector rv;
466 sint16 x,y; 469 sint16 x, y;
467 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;
468 mapstruct *m ,*lastmap; 471 maptile *m, *lastmap;
469 472
470 get_rangevector(mon, pl, &rv, 0); 473 get_rangevector (mon, pl, &rv, 0);
471 474
472 if (rv.distance<mindiff) return 0; 475 if (rv.distance < mindiff)
476 return 0;
473 477
474 x=mon->x; 478 x = mon->x;
475 y=mon->y; 479 y = mon->y;
476 m=mon->map; 480 m = mon->map;
477 dir = rv.direction; 481 dir = rv.direction;
478 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 */
479 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);
480 /* 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. */
481 if (diff>max) return 0; 485 if (diff > max)
486 return 0;
482 while (diff >1 && max>0) { 487 while (diff > 1 && max > 0)
488 {
483 lastx = x; 489 lastx = x;
484 lasty = y; 490 lasty = y;
485 lastmap = m; 491 lastmap = m;
486 x = lastx + freearr_x[dir]; 492 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir]; 493 y = lasty + freearr_y[dir];
488 494
489 mflags = get_map_flags(m, &m, x, y, &x, &y); 495 mflags = get_map_flags (m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 496 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
491 497
492 /* Space is blocked - try changing direction a little */ 498 /* Space is blocked - try changing direction a little */
493 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))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) { 500 && (m == mon->map && blocked_link (mon, m, x, y))))
501 {
495 /* recalculate direction from last good location. Possible 502 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before. 503 * we were not traversing ideal location before.
497 */ 504 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 505 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) { 506 if (rv.direction != dir)
507 {
500 /* OK - says direction should be different - lets reset the 508 /* OK - says direction should be different - lets reset the
501 * the values so it will try again. 509 * the values so it will try again.
502 */ 510 */
503 x = lastx; 511 x = lastx;
504 y = lasty; 512 y = lasty;
505 m = lastmap; 513 m = lastmap;
506 dir = firstdir = rv.direction; 514 dir = firstdir = rv.direction;
515 }
507 } else { 516 else
517 {
508 /* direct path is blocked - try taking a side step to 518 /* direct path is blocked - try taking a side step to
509 * either the left or right. 519 * either the left or right.
510 * Note increase the values in the loop below to be 520 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes 521 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting 522 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try 523 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth 524 * stepping back and forth
515 */ 525 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 526 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
527 {
528 if (i == 0)
517 if (i==0) continue; /* already did this, so skip it */ 529 continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise, 530 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in 531 * since the direction that the creature should move in
520 * may change, you could get infinite loops. 532 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only 533 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance, 534 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north, 535 * gets blocked, finds that it should move north,
524 * 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
525 * gets back to its original point. lastdir contains 537 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully 538 * the last direction the creature has successfully
527 * moved. 539 * moved.
528 */ 540 */
529 541
530 x = lastx + freearr_x[absdir(lastdir+i)]; 542 x = lastx + freearr_x[absdir (lastdir + i)];
531 y = lasty + freearr_y[absdir(lastdir+i)]; 543 y = lasty + freearr_y[absdir (lastdir + i)];
532 m = lastmap; 544 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y); 545 mflags = get_map_flags (m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue; 546 if (mflags & P_OUT_OF_MAP)
547 continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 548 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 549 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
550 continue;
537 if (mflags & P_BLOCKSVIEW) continue; 551 if (mflags & P_BLOCKSVIEW)
552 continue;
538 553
539 if (m == mon->map && blocked_link(mon, m, x, y)) break; 554 if (m == mon->map && blocked_link (mon, m, x, y))
555 break;
540 } 556 }
541 /* go through entire loop without finding a valid 557 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path. 558 * sidestep to take - thus, no valid path.
543 */ 559 */
544 if (i==(DETOUR_AMOUNT+1)) 560 if (i == (DETOUR_AMOUNT + 1))
545 return 0; 561 return 0;
546 diff--; 562 diff--;
547 lastdir=dir; 563 lastdir = dir;
548 max--; 564 max--;
549 if (!firstdir) firstdir = dir+i; 565 if (!firstdir)
566 firstdir = dir + i;
550 } /* else check alternate directions */ 567 } /* else check alternate directions */
551 } /* if blocked */ 568 } /* if blocked */
552 else { 569 else
570 {
553 /* we moved towards creature, so diff is less */ 571 /* we moved towards creature, so diff is less */
554 diff--; 572 diff--;
555 max--; 573 max--;
556 lastdir=dir; 574 lastdir = dir;
575 if (!firstdir)
557 if (!firstdir) firstdir = dir; 576 firstdir = dir;
577 }
578 if (diff <= 1)
558 } 579 {
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually 580 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance. 581 * headed toward player for entire distance.
562 */ 582 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 583 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 584 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
565 } 585 }
566 if (diff>max) return 0; 586 if (diff > max)
587 return 0;
567 } 588 }
568 /* 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 */
569 if (!max) return 0; 590 if (!max)
591 return 0;
570 592
571 return firstdir; 593 return firstdir;
572} 594}
573 595
596void
574void give_initial_items(object *pl,treasurelist *items) { 597give_initial_items (object *pl, treasurelist * items)
598{
575 object *op,*next=NULL; 599 object *op, *next = NULL;
576 600
577 if(pl->randomitems!=NULL) 601 if (pl->randomitems != NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 602 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
579 603
580 for (op=pl->inv; op; op=next) { 604 for (op = pl->inv; op; op = next)
605 {
581 next = op->below; 606 next = op->below;
582 607
583 /* Forces get applied per default, unless they have the 608 /* Forces get applied per default, unless they have the
584 * 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
585 */ 610 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 611 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED); 612 SET_FLAG (op, FLAG_APPLIED);
588 613
589 /* we never give weapons/armour if these cannot be used 614 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions 615 * by this player due to race restrictions
591 */ 616 */
592 if (pl->type == PLAYER) { 617 if (pl->type == PLAYER)
618 {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 619 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS || 620 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET || 621 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES || 622 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) || 623 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 } 624 {
603 } 625 op->destroy ();
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 &tmp->name);
622 continue; 626 continue;
623 } 627 }
624 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)
625 } 637 {
638 object *tmp;
626 639
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
627 if (op->type == SPELLBOOK && op->inv) { 655 if (op->type == SPELLBOOK && op->inv)
656 {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 657 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
629 } 658 }
630 659
631 /* Give starting characters identified, uncursed, and undamned 660 /* Give starting characters identified, uncursed, and undamned
632 * 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
633 * merged properly. 662 * merged properly.
634 */ 663 */
635 if (need_identify(op)) { 664 if (need_identify (op))
665 {
636 SET_FLAG(op, FLAG_IDENTIFIED); 666 SET_FLAG (op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED); 667 CLEAR_FLAG (op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED); 668 CLEAR_FLAG (op, FLAG_DAMNED);
669 }
670 if (op->type == SPELL)
639 } 671 {
640 if(op->type==SPELL) { 672 op->destroy ();
641 remove_ob(op);
642 free_object(op);
643 continue; 673 continue;
674 }
675 else if (op->type == SKILL)
644 } 676 {
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL); 677 SET_FLAG (op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0; 678 op->stats.exp = 0;
648 op->level = 1; 679 op->level = 1;
649 } 680 }
650 /* lock all 'normal items by default */ 681 /* lock all 'normal items by default */
682 else
651 else SET_FLAG(op, FLAG_INV_LOCKED); 683 SET_FLAG (op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */ 684 } /* for loop of objects in player inv */
653 685
654 /* Need to set up the skill pointers */ 686 /* Need to set up the skill pointers */
655 link_player_skills(pl); 687 link_player_skills (pl);
656} 688}
657 689
690void
658void get_name(object *op) { 691get_name (object *op)
692{
659 op->contr->write_buf[0]='\0'; 693 op->contr->write_buf[0] = '\0';
660 op->contr->state=ST_GET_NAME; 694 op->contr->state = ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:"); 695 send_query (op->contr->socket, 0, "What is your name?\n:");
662} 696}
663 697
698void
664void get_password(object *op) { 699get_password (object *op)
700{
665 op->contr->write_buf[0]='\0'; 701 op->contr->write_buf[0] = '\0';
666 op->contr->state=ST_GET_PASSWORD; 702 op->contr->state = ST_GET_PASSWORD;
667 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:");
668} 704}
669 705
706void
670void play_again(object *op) 707play_again (object *op)
671{ 708{
672 op->contr->state=ST_PLAY_AGAIN; 709 op->contr->state = ST_PLAY_AGAIN;
673 op->chosen_skill = NULL; 710 op->chosen_skill = NULL;
674 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)?");
675 /* 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
676 * player creation process that a user can quit (eg, roll 713 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick 714 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without 715 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense 716 * removing the player - it probably makes more sense
680 * 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
681 * cases. 718 * cases.
682 */ 719 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED)) 720 if (!QUERY_FLAG (op, FLAG_REMOVED))
684 remove_ob(op); 721 op->remove ();
685 /* 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,
686 * 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
687 * the map is null or not swapped out. 724 * the map is null or not swapped out.
688 */ 725 */
689 op->map = NULL; 726 op->map = NULL;
690} 727}
691 728
692 729int
693int receive_play_again(object *op, char key) 730receive_play_again (object *op, char key)
694{ 731{
695 if(key=='q'||key=='Q') { 732 if (key == 'q' || key == 'Q')
733 {
696 remove_friendly_object(op); 734 remove_friendly_object (op);
697 leave(op->contr,0); /* ericserver will draw the message */ 735 leave (op->contr, 0); /* ericserver will draw the message */
698 return 2; 736 return 2;
699 } 737 }
700 else if(key=='a'||key=='A') { 738 else if (key == 'a' || key == 'A')
739 {
701 player *pl = op->contr; 740 player *pl = op->contr;
702 shstr name = op->name; 741 shstr name = op->name;
703 742
704 remove_friendly_object(op); 743 op->contr = 0;
705 free_object(op); 744 op->type = 0;
745 op->destroy (1);
706 pl = get_player(pl); 746 pl = get_player (pl);
707 op = pl->ob; 747 op = pl->ob;
708 add_friendly_object(op); 748 add_friendly_object (op);
709 op->contr->password[0]='~'; 749 op->contr->password[0] = '~';
710 op->name = op->name_pl = 0; 750 op->name = op->name_pl = 0;
711 /* Lets put a space in here */ 751 /* Lets put a space in here */
712 new_draw_info(NDI_UNIQUE, 0, op, "\n"); 752 new_draw_info (NDI_UNIQUE, 0, op, "\n");
713 get_name(op); 753 get_name (op);
714 op->name = op->name_pl = name; 754 op->name = op->name_pl = name;
715 set_first_map(op); 755 set_first_map (op);
716 } else { 756 }
757 else
717 /* user pressed something else so just ask again... */ 758 /* user pressed something else so just ask again... */
718 play_again(op); 759 play_again (op);
719 } 760
720 return 0; 761 return 0;
721} 762}
722 763
764void
723void confirm_password(object *op) { 765confirm_password (object *op)
766{
724 767
725 op->contr->write_buf[0]='\0'; 768 op->contr->write_buf[0] = '\0';
726 op->contr->state=ST_CONFIRM_PASSWORD; 769 op->contr->state = ST_CONFIRM_PASSWORD;
727 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:");
728} 771}
729 772
773void
730void get_party_password(object *op, partylist *party) { 774get_party_password (object *op, partylist *party)
775{
731 if (party == NULL) { 776 if (party == NULL)
777 {
732 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);
733 return; 779 return;
734 } 780 }
735 op->contr->write_buf[0]='\0'; 781 op->contr->write_buf[0] = '\0';
736 op->contr->state=ST_GET_PARTY_PASSWORD; 782 op->contr->state = ST_GET_PARTY_PASSWORD;
737 op->contr->party_to_join = party; 783 op->contr->party_to_join = party;
738 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:");
739} 785}
740 786
741 787
742/* 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
743int roll_stat(void) { 790roll_stat (void)
791{
744 int a[4],i,j,k; 792 int a[4], i, j, k;
745 793
746 for(i=0;i<4;i++) 794 for (i = 0; i < 4; i++)
747 a[i]=(int)RANDOM()%6+1; 795 a[i] = (int) RANDOM () % 6 + 1;
748 796
749 for(i=0,j=0,k=7;i<4;i++) 797 for (i = 0, j = 0, k = 7; i < 4; i++)
750 if(a[i]<k) 798 if (a[i] < k)
751 k=a[i],j=i; 799 k = a[i], j = i;
752 800
753 for(i=0,k=0;i<4;i++) { 801 for (i = 0, k = 0; i < 4; i++)
802 {
754 if(i!=j) 803 if (i != j)
755 k+=a[i]; 804 k += a[i];
756 } 805 }
757 return k; 806 return k;
758} 807}
759 808
809void
760void roll_stats(object *op) { 810roll_stats (object *op)
811{
761 int sum=0; 812 int sum = 0;
762 int i = 0, j = 0; 813 int i = 0, j = 0;
763 int statsort[7]; 814 int statsort[7];
764 815
816 do
765 do { 817 {
766 op->stats.Str=roll_stat(); 818 op->stats.Str = roll_stat ();
767 op->stats.Dex=roll_stat(); 819 op->stats.Dex = roll_stat ();
768 op->stats.Int=roll_stat(); 820 op->stats.Int = roll_stat ();
769 op->stats.Con=roll_stat(); 821 op->stats.Con = roll_stat ();
770 op->stats.Wis=roll_stat(); 822 op->stats.Wis = roll_stat ();
771 op->stats.Pow=roll_stat(); 823 op->stats.Pow = roll_stat ();
772 op->stats.Cha=roll_stat(); 824 op->stats.Cha = roll_stat ();
773 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;
774 op->stats.Con+op->stats.Wis+op->stats.Pow+ 826 }
775 op->stats.Cha;
776 } while(sum<82||sum>116); 827 while (sum < 82 || sum > 116);
777 828
778 /* Sort the stats so that rerolling is easier... */ 829 /* Sort the stats so that rerolling is easier... */
779 statsort[0] = op->stats.Str; 830 statsort[0] = op->stats.Str;
780 statsort[1] = op->stats.Dex; 831 statsort[1] = op->stats.Dex;
781 statsort[2] = op->stats.Int; 832 statsort[2] = op->stats.Int;
782 statsort[3] = op->stats.Con; 833 statsort[3] = op->stats.Con;
783 statsort[4] = op->stats.Wis; 834 statsort[4] = op->stats.Wis;
784 statsort[5] = op->stats.Pow; 835 statsort[5] = op->stats.Pow;
785 statsort[6] = op->stats.Cha; 836 statsort[6] = op->stats.Cha;
786 837
787 /* a quick and dirty bubblesort? */ 838 /* a quick and dirty bubblesort? */
839 do
788 do { 840 {
789 if (statsort[i] < statsort[i + 1]) { 841 if (statsort[i] < statsort[i + 1])
842 {
790 j = statsort[i]; 843 j = statsort[i];
791 statsort[i] = statsort[i + 1]; 844 statsort[i] = statsort[i + 1];
792 statsort[i + 1] = j; 845 statsort[i + 1] = j;
793 i = 0; 846 i = 0;
847 }
794 } else { 848 else
849 {
795 i++; 850 i++;
796 } 851 }
852 }
797 } while (i < 6); 853 while (i < 6);
798 854
799 op->stats.Str = statsort[0]; 855 op->stats.Str = statsort[0];
800 op->stats.Dex = statsort[1]; 856 op->stats.Dex = statsort[1];
801 op->stats.Con = statsort[2]; 857 op->stats.Con = statsort[2];
802 op->stats.Int = statsort[3]; 858 op->stats.Int = statsort[3];
803 op->stats.Wis = statsort[4]; 859 op->stats.Wis = statsort[4];
804 op->stats.Pow = statsort[5]; 860 op->stats.Pow = statsort[5];
805 op->stats.Cha = statsort[6]; 861 op->stats.Cha = statsort[6];
806 862
807 863
808 op->contr->orig_stats.Str=op->stats.Str; 864 op->contr->orig_stats.Str = op->stats.Str;
809 op->contr->orig_stats.Dex=op->stats.Dex; 865 op->contr->orig_stats.Dex = op->stats.Dex;
810 op->contr->orig_stats.Int=op->stats.Int; 866 op->contr->orig_stats.Int = op->stats.Int;
811 op->contr->orig_stats.Con=op->stats.Con; 867 op->contr->orig_stats.Con = op->stats.Con;
812 op->contr->orig_stats.Wis=op->stats.Wis; 868 op->contr->orig_stats.Wis = op->stats.Wis;
813 op->contr->orig_stats.Pow=op->stats.Pow; 869 op->contr->orig_stats.Pow = op->stats.Pow;
814 op->contr->orig_stats.Cha=op->stats.Cha; 870 op->contr->orig_stats.Cha = op->stats.Cha;
815 871
816 op->level=1; 872 op->level = 1;
817 op->stats.exp=0; 873 op->stats.exp = 0;
818 op->stats.ac=0; 874 op->stats.ac = 0;
819 875
820 op->contr->levhp[1] = 9; 876 op->contr->levhp[1] = 9;
821 op->contr->levsp[1] = 6; 877 op->contr->levsp[1] = 6;
822 op->contr->levgrace[1] = 3; 878 op->contr->levgrace[1] = 3;
823 879
824 fix_player(op); 880 fix_player (op);
825 op->stats.hp = op->stats.maxhp; 881 op->stats.hp = op->stats.maxhp;
826 op->stats.sp = op->stats.maxsp; 882 op->stats.sp = op->stats.maxsp;
827 op->stats.grace = op->stats.maxgrace; 883 op->stats.grace = op->stats.maxgrace;
828 op->contr->orig_stats=op->stats; 884 op->contr->orig_stats = op->stats;
829} 885}
830 886
887void
831void Roll_Again(object *op) 888Roll_Again (object *op)
832{ 889{
833 esrv_new_player(op->contr, 0); 890 esrv_new_player (op->contr, 0);
891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
834 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 892 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
835} 893}
836 894
895void
837void Swap_Stat(object *op,int Swap_Second) 896Swap_Stat (object *op, int Swap_Second)
838{ 897{
839 signed char tmp; 898 signed char tmp;
840 char buf[MAX_BUF]; 899 char buf[MAX_BUF];
841 900
842 if ( op->contr->Swap_First == -1 ) { 901 if (op->contr->Swap_First == -1)
902 {
843 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?!?!!!");
844 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,");
845 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");
846 return; 906 return;
847 } 907 }
848 908
849 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);
850 910
851 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));
852 get_attr_value(&op->contr->orig_stats, Swap_Second));
853 912
854 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 913 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
855 914
856 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 915 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
857 new_draw_info(NDI_UNIQUE, 0,op, buf); 916 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 op->stats.Str = op->contr->orig_stats.Str; 917 op->stats.Str = op->contr->orig_stats.Str;
859 op->stats.Dex = op->contr->orig_stats.Dex; 918 op->stats.Dex = op->contr->orig_stats.Dex;
860 op->stats.Con = op->contr->orig_stats.Con; 919 op->stats.Con = op->contr->orig_stats.Con;
861 op->stats.Int = op->contr->orig_stats.Int; 920 op->stats.Int = op->contr->orig_stats.Int;
862 op->stats.Wis = op->contr->orig_stats.Wis; 921 op->stats.Wis = op->contr->orig_stats.Wis;
863 op->stats.Pow = op->contr->orig_stats.Pow; 922 op->stats.Pow = op->contr->orig_stats.Pow;
864 op->stats.Cha = op->contr->orig_stats.Cha; 923 op->stats.Cha = op->contr->orig_stats.Cha;
865 op->stats.ac=0; 924 op->stats.ac = 0;
866 925
867 op->level=1; 926 op->level = 1;
868 op->stats.exp=0; 927 op->stats.exp = 0;
869 op->stats.ac=0; 928 op->stats.ac = 0;
870 929
871 op->contr->levhp[1] = 9; 930 op->contr->levhp[1] = 9;
872 op->contr->levsp[1] = 6; 931 op->contr->levsp[1] = 6;
873 op->contr->levgrace[1] = 3; 932 op->contr->levgrace[1] = 3;
874 933
875 fix_player(op); 934 fix_player (op);
876 op->stats.hp = op->stats.maxhp; 935 op->stats.hp = op->stats.maxhp;
877 op->stats.sp = op->stats.maxsp; 936 op->stats.sp = op->stats.maxsp;
878 op->stats.grace = op->stats.maxgrace; 937 op->stats.grace = op->stats.maxgrace;
879 op->contr->orig_stats=op->stats; 938 op->contr->orig_stats = op->stats;
880 op->contr->Swap_First=-1; 939 op->contr->Swap_First = -1;
881} 940}
882 941
883 942
884/* This code has been greatly reduced, because with set_attr_value 943/* This code has been greatly reduced, because with set_attr_value
885 * and get_attr_value, the stats can be accessed just numeric 944 * and get_attr_value, the stats can be accessed just numeric
886 * ids. stat_trans is a table that translate the number entered 945 * ids. stat_trans is a table that translate the number entered
887 * 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
888 * 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
889 * the number's access that stat. The table does that translation. 948 * the number's access that stat. The table does that translation.
890 */ 949 */
950int
891int key_roll_stat(object *op, char key) 951key_roll_stat (object *op, char key)
892{ 952{
893 int keynum = key -'0'; 953 int keynum = key - '0';
894 char buf[MAX_BUF]; 954 char buf[MAX_BUF];
895 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 };
896 956
897 if (keynum>0 && keynum<=7) { 957 if (keynum > 0 && keynum <= 7)
958 {
898 if (op->contr->Swap_First==-1) { 959 if (op->contr->Swap_First == -1)
960 {
899 op->contr->Swap_First=stat_trans[keynum]; 961 op->contr->Swap_First = stat_trans[keynum];
900 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 962 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
901 new_draw_info(NDI_UNIQUE, 0,op,buf); 963 new_draw_info (NDI_UNIQUE, 0, op, buf);
902 } 964 }
903 else 965 else
904 Swap_Stat(op,stat_trans[keynum]); 966 Swap_Stat (op, stat_trans[keynum]);
905 967
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);
906 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
907 return 1; 1003 return 1;
908 }
909 switch (key) {
910 case 'n':
911 case 'N': {
912 SET_FLAG(op, FLAG_WIZ);
913 if(op->map==NULL) {
914 LOG(llevError,"Map == NULL in state 2\n");
915 break;
916 }
917 1004
918#if 0
919 /* So that enter_exit will put us at startx/starty */
920 op->x= -1;
921
922 enter_exit(op,NULL);
923#endif
924 SET_ANIMATION(op, 2); /* So player faces south */
925 /* Enter exit adds a player otherwise */
926 add_statbonus(op);
927 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
928 op->contr->state = ST_CHANGE_CLASS;
929 if (op->msg)
930 new_draw_info(NDI_BLUE, 0, op, op->msg);
931 return 0;
932 }
933 case 'y': 1005 case 'q':
934 case 'Y': 1006 case 'Q':
935 roll_stats(op); 1007 play_again (op);
936 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
937 return 1; 1008 return 1;
938 1009
939 case 'q':
940 case 'Q':
941 play_again(op);
942 return 1;
943
944 default: 1010 default:
945 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?");
946 return 0; 1012 return 0;
947 } 1013 }
948 return 0; 1014 return 0;
949} 1015}
950 1016
951/* This function takes the key that is passed, and does the 1017/* This function takes the key that is passed, and does the
952 * appropriate action with it (change race, or other things). 1018 * appropriate action with it (change race, or other things).
953 * The function name is for historical reasons - now we have 1019 * The function name is for historical reasons - now we have
954 * separate race and class; this actually changes the RACE, 1020 * separate race and class; this actually changes the RACE,
955 * not the class. 1021 * not the class.
956 */ 1022 */
957 1023
1024int
958int key_change_class(object *op, char key) 1025key_change_class (object *op, char key)
959{ 1026{
960 int tmp_loop; 1027 int tmp_loop;
961 1028
962 if(key=='q'||key=='Q') { 1029 if (key == 'q' || key == 'Q')
1030 {
963 remove_ob(op); 1031 op->remove ();
964 play_again(op); 1032 play_again (op);
965 return 0; 1033 return 0;
966 } 1034 }
967 if(key=='d'||key=='D') { 1035 if (key == 'd' || key == 'D')
1036 {
968 char buf[MAX_BUF]; 1037 char buf[MAX_BUF];
969 1038
970 /* this must before then initial items are given */ 1039 /* this must before then initial items are given */
971 esrv_new_player(op->contr, op->weight+op->carrying); 1040 esrv_new_player (op->contr, op->weight + op->carrying);
972 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
973 1041
1042 treasurelist *tl = find_treasurelist ("starting_wealth");
1043 if (tl)
1044 create_treasure (tl, op, 0, 0, 0);
1045
974 INVOKE_PLAYER (BIRTH, op->contr); 1046 INVOKE_PLAYER (BIRTH, op->contr);
975 INVOKE_PLAYER (LOGIN, op->contr); 1047 INVOKE_PLAYER (LOGIN, op->contr);
976 1048
977 op->contr->state=ST_PLAYING; 1049 op->contr->state = ST_PLAYING;
978 1050
979 if (op->msg) 1051 if (op->msg)
980 op->msg=NULL; 1052 op->msg = NULL;
981 1053
982 /* 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
983 * to save here. 1055 * to save here.
984 */ 1056 */
985 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name); 1057 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
986 make_path_to_file(buf); 1058 make_path_to_file (buf);
987 1059
988#ifdef AUTOSAVE 1060#ifdef AUTOSAVE
989 op->contr->last_save_tick = pticks; 1061 op->contr->last_save_tick = pticks;
990#endif 1062#endif
991 start_info(op); 1063 start_info (op);
992 CLEAR_FLAG(op, FLAG_WIZ); 1064 CLEAR_FLAG (op, FLAG_WIZ);
993 give_initial_items(op,op->randomitems); 1065 give_initial_items (op, op->randomitems);
994 link_player_skills(op); 1066 link_player_skills (op);
995 esrv_send_inventory(op, op); 1067 esrv_send_inventory (op, op);
996 fix_player(op); 1068 fix_player (op);
997 1069
998 /* This moves the player to a different start map, if there 1070 /* This moves the player to a different start map, if there
999 * is one for this race 1071 * is one for this race
1000 */ 1072 */
1001 if(*first_map_ext_path) { 1073 if (*first_map_ext_path)
1074 {
1002 object *tmp; 1075 object *tmp;
1003 mapstruct *oldmap = op->map;
1004 char mapname[MAX_BUF]; 1076 char mapname[MAX_BUF];
1005 snprintf(mapname, MAX_BUF-1, "%s/%s", 1077
1006 first_map_ext_path, &op->arch->name); 1078 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1007 tmp=get_object(); 1079 tmp = object::create ();
1008 EXIT_PATH(tmp) = mapname; 1080 EXIT_PATH (tmp) = mapname;
1009 EXIT_X(tmp) = op->x; 1081 EXIT_X (tmp) = op->x;
1010 EXIT_Y(tmp) = op->y; 1082 EXIT_Y (tmp) = op->y;
1011 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;
1012 * if the map isn't there, then stay on the 1084 * if the map isn't there, then stay on the
1013 * default initial map */ 1085 * default initial map */
1014 free_object(tmp); 1086 tmp->destroy ();
1087 }
1015 } else { 1088 else
1089 {
1016 LOG(llevDebug,"first_map_ext_path not set\n"); 1090 LOG (llevDebug, "first_map_ext_path not set\n");
1017 } 1091 }
1018 return 0; 1092 return 0;
1019 } 1093 }
1020 1094
1021 /* Following actually changes the race - this is the default command 1095 /* Following actually changes the race - this is the default command
1022 * if we don't match with one of the options above. 1096 * if we don't match with one of the options above.
1023 */ 1097 */
1024 1098
1025 tmp_loop = 0; 1099 tmp_loop = 0;
1026 while(!tmp_loop) { 1100 while (!tmp_loop)
1101 {
1027 shstr name = op->name; 1102 shstr name = op->name;
1028 int x = op->x, y = op->y; 1103 int x = op->x, y = op->y;
1104
1029 remove_statbonus(op); 1105 remove_statbonus (op);
1030 remove_ob (op); 1106 op->remove ();
1031 op->arch = get_player_archetype(op->arch); 1107 op->arch = get_player_archetype (op->arch);
1032 copy_object (&op->arch->clone, op); 1108 op->arch->clone.copy_to (op);
1033 op->instantiate (); 1109 op->instantiate ();
1034 op->stats = op->contr->orig_stats; 1110 op->stats = op->contr->orig_stats;
1035 op->name = op->name_pl = name; 1111 op->name = op->name_pl = name;
1036 op->x = x; 1112 op->x = x;
1037 op->y = y; 1113 op->y = y;
1038 SET_ANIMATION(op, 2); /* So player faces south */ 1114 SET_ANIMATION (op, 2); /* So player faces south */
1039 insert_ob_in_map (op, op->map, op,0); 1115 insert_ob_in_map (op, op->map, op, 0);
1040 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1116 assign (op->contr->title, op->arch->clone.name);
1041 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1042 add_statbonus(op); 1117 add_statbonus (op);
1043 tmp_loop=allowed_class(op); 1118 tmp_loop = allowed_class (op);
1044 } 1119 }
1120
1045 update_object(op,UP_OBJ_FACE); 1121 update_object (op, UP_OBJ_FACE);
1046 esrv_update_item(UPD_FACE,op,op); 1122 esrv_update_item (UPD_FACE, op, op);
1047 fix_player(op); 1123 fix_player (op);
1048 op->stats.hp=op->stats.maxhp; 1124 op->stats.hp = op->stats.maxhp;
1049 op->stats.sp=op->stats.maxsp; 1125 op->stats.sp = op->stats.maxsp;
1050 op->stats.grace=0; 1126 op->stats.grace = 0;
1127
1051 if (op->msg) 1128 if (op->msg)
1052 new_draw_info(NDI_BLUE, 0, op, op->msg); 1129 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130
1053 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");
1054 return 0; 1132 return 0;
1055} 1133}
1056 1134
1135int
1057int key_confirm_quit(object *op, char key) 1136key_confirm_quit (object *op, char key)
1058{ 1137{
1059 char buf[MAX_BUF]; 1138 char buf[MAX_BUF];
1060 1139
1061 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1140 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1141 {
1062 op->contr->state=ST_PLAYING; 1142 op->contr->state = ST_PLAYING;
1063 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1143 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1064 return 1; 1144 return 1;
1065 } 1145 }
1066 1146
1067 INVOKE_PLAYER (LOGOUT, op->contr); 1147 INVOKE_PLAYER (LOGOUT, op->contr);
1068 INVOKE_PLAYER (QUIT , op->contr); 1148 INVOKE_PLAYER (QUIT, op->contr);
1069 1149
1070 terminate_all_pets(op); 1150 terminate_all_pets (op);
1071 leave_map(op); 1151 leave_map (op);
1072 op->direction=0; 1152 op->direction = 0;
1073 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);
1074 "%s quits the game.", &op->name);
1075 1154
1076 strcpy(op->contr->killer,"quit"); 1155 strcpy (op->contr->killer, "quit");
1077 check_score(op); 1156 check_score (op);
1078 op->contr->party=NULL; 1157 op->contr->party = NULL;
1079 if (settings.set_title == TRUE) 1158 if (settings.set_title == TRUE)
1080 op->contr->own_title[0]='\0'; 1159 op->contr->own_title[0] = '\0';
1081 1160
1082 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1161 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1162 {
1083 mapstruct *mp, *next; 1163 maptile *mp, *next;
1084 1164
1085 /* 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
1086 * 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,
1087 * 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
1088 */ 1168 */
1089 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 1169 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1090 for (mp=first_map; mp!=NULL; mp=next) { 1170 for (mp = first_map; mp != NULL; mp = next)
1171 {
1091 next = mp->next; 1172 next = mp->next;
1092 if (!strncmp(mp->path, buf, strlen(buf))) 1173 if (!strncmp (mp->path, buf, strlen (buf)))
1093 delete_map(mp); 1174 delete_map (mp);
1094 }
1095 1175 }
1176
1096 delete_character(op->name, 1); 1177 delete_character (op->name, 1);
1097 } 1178 }
1179
1098 play_again(op); 1180 play_again (op);
1099 return 1; 1181 return 1;
1100} 1182}
1101 1183
1184void
1102void flee_player(object *op) { 1185flee_player (object *op)
1186{
1103 int dir,diff; 1187 int dir, diff;
1104 rv_vector rv; 1188 rv_vector rv;
1105 1189
1106 if(op->stats.hp < 0) { 1190 if (op->stats.hp < 0)
1191 {
1107 LOG(llevDebug, "Fleeing player is dead.\n"); 1192 LOG (llevDebug, "Fleeing player is dead.\n");
1108 CLEAR_FLAG(op, FLAG_SCARED); 1193 CLEAR_FLAG (op, FLAG_SCARED);
1109 return; 1194 return;
1110 } 1195 }
1111 1196
1112 if(op->enemy==NULL) { 1197 if (op->enemy == NULL)
1198 {
1113 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1199 LOG (llevDebug, "Fleeing player had no enemy.\n");
1114 CLEAR_FLAG(op, FLAG_SCARED); 1200 CLEAR_FLAG (op, FLAG_SCARED);
1115 return; 1201 return;
1116 } 1202 }
1117 1203
1118 /* Seen some crashes here. Since we don't store an 1204 /* Seen some crashes here. Since we don't store an
1119 * op->enemy_count, it is possible that something destroys the 1205 * op->enemy_count, it is possible that something destroys the
1120 * actual enemy, and the object is recycled. 1206 * actual enemy, and the object is recycled.
1121 */ 1207 */
1122 if (op->enemy->map == NULL) { 1208 if (op->enemy->map == NULL)
1209 {
1123 CLEAR_FLAG(op, FLAG_SCARED); 1210 CLEAR_FLAG (op, FLAG_SCARED);
1124 op->enemy=NULL; 1211 op->enemy = NULL;
1125 return; 1212 return;
1126 } 1213 }
1127 1214
1128 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 {
1129 op->enemy=NULL; 1217 op->enemy = NULL;
1130 CLEAR_FLAG(op, FLAG_SCARED); 1218 CLEAR_FLAG (op, FLAG_SCARED);
1131 return; 1219 return;
1132 } 1220 }
1133 get_rangevector(op, op->enemy, &rv, 0); 1221 get_rangevector (op, op->enemy, &rv, 0);
1134 1222
1135 dir=absdir(4+rv.direction); 1223 dir = absdir (4 + rv.direction);
1136 for(diff=0;diff<3;diff++) { 1224 for (diff = 0; diff < 3; diff++)
1225 {
1137 int m=1-(RANDOM()&2); 1226 int m = 1 - (RANDOM () & 2);
1138 if(move_ob(op,absdir(dir+diff*m),op)|| 1227
1139 (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)))
1140 return;
1141 } 1229 {
1230 return;
1231 }
1142 } 1232 }
1143 /* Cornered, get rid of scared */ 1233 /* Cornered, get rid of scared */
1144 CLEAR_FLAG(op, FLAG_SCARED); 1234 CLEAR_FLAG (op, FLAG_SCARED);
1145 op->enemy=NULL; 1235 op->enemy = NULL;
1146} 1236}
1147 1237
1148 1238
1149/* 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.
1150 * 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
1151 * stop. 1241 * stop.
1152 */ 1242 */
1243int
1153int check_pick(object *op) { 1244check_pick (object *op)
1245{
1154 object *tmp, *next; 1246 object *tmp, *next;
1155 tag_t next_tag=0, op_tag;
1156 int stop = 0; 1247 int stop = 0;
1157 int j, k, wvratio; 1248 int j, k, wvratio;
1158 char putstring[128], tmpstr[16]; 1249 char putstring[128], tmpstr[16];
1159 1250
1160
1161 /* if you're flying, you cna't pick up anything */ 1251 /* if you're flying, you cna't pick up anything */
1162 if (op->move_type & MOVE_FLYING) 1252 if (op->move_type & MOVE_FLYING)
1163 return 1; 1253 return 1;
1164 1254
1165 op_tag = op->count;
1166
1167 next = op->below; 1255 next = op->below;
1168 if (next)
1169 next_tag = next->count;
1170 1256
1171 /* 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
1172 * destroyed */ 1258 * destroyed */
1173 while (next && ! was_destroyed (next, next_tag)) 1259 while (next && !next->destroyed ())
1174 { 1260 {
1175 tmp = next; 1261 tmp = next;
1176 next = tmp->below; 1262 next = tmp->below;
1177 if (next)
1178 next_tag = next->count;
1179 1263
1180 if (was_destroyed (op, op_tag)) 1264 if (op->destroyed ())
1181 return 0; 1265 return 0;
1182 1266
1183 if ( ! can_pick (op, tmp)) 1267 if (!can_pick (op, tmp))
1184 continue; 1268 continue;
1185 1269
1186 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1270 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1187 { 1271 {
1188 if (item_matched_string (op, tmp, op->contr->search_str)) 1272 if (item_matched_string (op, tmp, op->contr->search_str))
1189 pick_up (op, tmp); 1273 pick_up (op, tmp);
1190 continue; 1274 continue;
1191 } 1275 }
1192 1276
1193 /* high not bit set? We're using the old autopickup model */ 1277 /* high not bit set? We're using the old autopickup model */
1194 if(!(op->contr->mode & PU_NEWMODE)) { 1278 if (!(op->contr->mode & PU_NEWMODE))
1279 {
1195 switch (op->contr->mode) { 1280 switch (op->contr->mode)
1281 {
1282 case 0:
1196 case 0: return 1; /* don't pick up */ 1283 return 1; /* don't pick up */
1284 case 1:
1197 case 1: pick_up (op, tmp); 1285 pick_up (op, tmp);
1198 return 1; 1286 return 1;
1287 case 2:
1199 case 2: pick_up (op, tmp); 1288 pick_up (op, tmp);
1200 return 0; 1289 return 0;
1290 case 3:
1201 case 3: return 0; /* stop before pickup */ 1291 return 0; /* stop before pickup */
1292 case 4:
1202 case 4: pick_up (op, tmp); 1293 pick_up (op, tmp);
1203 break; 1294 break;
1295 case 5:
1204 case 5: pick_up (op, tmp); 1296 pick_up (op, tmp);
1205 stop = 1; 1297 stop = 1;
1206 break; 1298 break;
1207 case 6: 1299 case 6:
1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1300 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1209 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1210 pick_up(op, tmp); 1301 pick_up (op, tmp);
1211 break; 1302 break;
1212 1303
1213 case 7: 1304 case 7:
1214 if (tmp->type == MONEY || tmp->type == GEM) 1305 if (tmp->type == MONEY || tmp->type == GEM)
1215 pick_up(op, tmp); 1306 pick_up (op, tmp);
1216 break; 1307 break;
1217 1308
1218 default: 1309 default:
1219 /* use value density */ 1310 /* use value density */
1220 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1311 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1221 && (query_cost (tmp, op, F_TRUE) * 100 1312 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1222 / (tmp->weight * MAX (tmp->nrof, 1)))
1223 >= op->contr->mode)
1224 pick_up(op,tmp); 1313 pick_up (op, tmp);
1225 }
1226 }
1227 else { /* old model */
1228 /* NEW pickup handling */
1229 if(op->contr->mode & PU_DEBUG)
1230 {
1231 /* some debugging code to figure out item information */
1232 if(tmp->name!=NULL)
1233 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1234 &tmp->name, tmp->type,
1235 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1236 else
1237 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1238 &tmp->arch->name, tmp->type,
1239 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1240 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1241
1242 sprintf(putstring,"...flags: ");
1243 for(k=0;k<4;k++)
1244 {
1245 for(j=0;j<32;j++)
1246 {
1247 if((tmp->flags[k]>>j)&0x01)
1248 {
1249 sprintf(tmpstr,"%d ",k*32+j);
1250 strcat(putstring, tmpstr);
1251 } 1314 }
1252 } 1315 }
1253 } 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))));
1254 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);
1255 1343
1256#if 0 1344#if 0
1257 /* print the flags too */ 1345 /* print the flags too */
1258 for(k=0;k<4;k++) 1346 for (k = 0; k < 4; k++)
1259 { 1347 {
1260 fprintf(stderr,"%d [%d] ", k, k*32+31); 1348 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1261 for(j=0;j<32;j++) 1349 for (j = 0; j < 32; j++)
1262 { 1350 {
1263 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1351 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1264 if(!((j+1)%4))fprintf(stderr," "); 1352 if (!((j + 1) % 4))
1265 } 1353 fprintf (stderr, " ");
1354 }
1266 fprintf(stderr," [%d]\n", k*32); 1355 fprintf (stderr, " [%d]\n", k * 32);
1267 } 1356 }
1268#endif 1357#endif
1269 } 1358 }
1270 /* philosophy: 1359 /* philosophy:
1271 * 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
1272 * generic. This takes no game-time. For more detailed pickups 1361 * generic. This takes no game-time. For more detailed pickups
1273 * and selections, select-items shoul dbe used. This is a 1362 * and selections, select-items shoul dbe used. This is a
1274 * 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
1275 * example. 1364 * example.
1276 * 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
1277 * 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
1278 * convert to decimal and then 'pickup <#> 1367 * convert to decimal and then 'pickup <#>
1279 */ 1368 */
1280 1369
1281 /* the first two modes are exclusive: if NOTHING we return, if 1370 /* the first two modes are exclusive: if NOTHING we return, if
1282 * STOP then we stop. All the rest are applied sequentially, 1371 * STOP then we stop. All the rest are applied sequentially,
1283 * meaning if any test passes, the item gets picked up. */ 1372 * meaning if any test passes, the item gets picked up. */
1284 1373
1285 /* if mode is set to pick nothing up, return */ 1374 /* if mode is set to pick nothing up, return */
1286 1375
1287 if(op->contr->mode & PU_NOTHING) return 1; 1376 if (op->contr->mode & PU_NOTHING)
1377 return 1;
1288 1378
1289 /* if mode is set to stop when encountering objects, return */ 1379 /* if mode is set to stop when encountering objects, return */
1290 /* take STOP before INHIBIT since it doesn't actually pick 1380 /* take STOP before INHIBIT since it doesn't actually pick
1291 * anything up */ 1381 * anything up */
1292 1382
1293 if(op->contr->mode & PU_STOP) return 0; 1383 if (op->contr->mode & PU_STOP)
1384 return 0;
1294 1385
1295 /* useful for going into stores and not losing your settings... */ 1386 /* useful for going into stores and not losing your settings... */
1296 /* 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
1297 * fighting */ 1388 * fighting */
1298 if(op->contr->mode & PU_INHIBIT) return 1; 1389 if (op->contr->mode & PU_INHIBIT)
1390 return 1;
1299 1391
1300 /* prevent us from turning into auto-thieves :) */ 1392 /* prevent us from turning into auto-thieves :) */
1301 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1393 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1394 continue;
1302 1395
1303 /* ignore known cursed objects */ 1396 /* ignore known cursed objects */
1304 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;
1305 1399
1306 /* all food and drink if desired */ 1400 /* all food and drink if desired */
1307 /* question: don't pick up known-poisonous stuff? */ 1401 /* question: don't pick up known-poisonous stuff? */
1308 if(op->contr->mode & PU_FOOD) 1402 if (op->contr->mode & PU_FOOD)
1309 if (tmp->type == FOOD) 1403 if (tmp->type == FOOD)
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1404 {
1405 pick_up (op, tmp);
1406 continue;
1407 }
1408
1311 if(op->contr->mode & PU_DRINK) 1409 if (op->contr->mode & PU_DRINK)
1312 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)))
1313 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 1411 {
1412 pick_up (op, tmp);
1413 continue;
1414 }
1314 1415
1315 if(op->contr->mode & PU_POTION) 1416 if (op->contr->mode & PU_POTION)
1316 if (tmp->type == POTION) 1417 if (tmp->type == POTION)
1317 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1418 {
1419 pick_up (op, tmp);
1420 continue;
1421 }
1318 1422
1319 /* spellbooks, skillscrolls and normal books/scrolls */ 1423 /* spellbooks, skillscrolls and normal books/scrolls */
1320 if(op->contr->mode & PU_SPELLBOOK) 1424 if (op->contr->mode & PU_SPELLBOOK)
1321 if (tmp->type == SPELLBOOK) 1425 if (tmp->type == SPELLBOOK)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1426 {
1427 pick_up (op, tmp);
1428 continue;
1429 }
1430
1323 if(op->contr->mode & PU_SKILLSCROLL) 1431 if (op->contr->mode & PU_SKILLSCROLL)
1324 if (tmp->type == SKILLSCROLL) 1432 if (tmp->type == SKILLSCROLL)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1433 {
1434 pick_up (op, tmp);
1435 continue;
1436 }
1437
1326 if(op->contr->mode & PU_READABLES) 1438 if (op->contr->mode & PU_READABLES)
1327 if (tmp->type == BOOK || tmp->type == SCROLL) 1439 if (tmp->type == BOOK || tmp->type == SCROLL)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1440 {
1441 pick_up (op, tmp);
1442 continue;
1443 }
1329 1444
1330 /* wands/staves/rods/horns */ 1445 /* wands/staves/rods/horns */
1331 if (op->contr->mode & PU_MAGIC_DEVICE) 1446 if (op->contr->mode & PU_MAGIC_DEVICE)
1332 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1447 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1448 {
1449 pick_up (op, tmp);
1450 continue;
1451 }
1334 1452
1335 /* pick up all magical items */ 1453 /* pick up all magical items */
1336 if(op->contr->mode & PU_MAGICAL) 1454 if (op->contr->mode & PU_MAGICAL)
1337 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))
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1456 {
1457 pick_up (op, tmp);
1458 continue;
1459 }
1339 1460
1340 if(op->contr->mode & PU_VALUABLES) 1461 if (op->contr->mode & PU_VALUABLES)
1341 { 1462 {
1342 if (tmp->type == MONEY || tmp->type == GEM) 1463 if (tmp->type == MONEY || tmp->type == GEM)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1464 {
1344 } 1465 pick_up (op, tmp);
1466 continue;
1467 }
1468 }
1345 1469
1346 /* rings & amulets - talismans seems to be typed AMULET */ 1470 /* rings & amulets - talismans seems to be typed AMULET */
1347 if(op->contr->mode & PU_JEWELS) 1471 if (op->contr->mode & PU_JEWELS)
1348 if (tmp->type == RING || tmp->type == AMULET) 1472 if (tmp->type == RING || tmp->type == AMULET)
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1473 {
1474 pick_up (op, tmp);
1475 continue;
1476 }
1350 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
1351 /* bows and arrows. Bows are good for selling! */ 1486 /* bows and arrows. Bows are good for selling! */
1352 if(op->contr->mode & PU_BOW) 1487 if (op->contr->mode & PU_BOW)
1353 if (tmp->type == BOW) 1488 if (tmp->type == BOW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1489 {
1490 pick_up (op, tmp);
1491 continue;
1492 }
1493
1355 if(op->contr->mode & PU_ARROW) 1494 if (op->contr->mode & PU_ARROW)
1356 if (tmp->type == ARROW) 1495 if (tmp->type == ARROW)
1357 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1496 {
1497 pick_up (op, tmp);
1498 continue;
1499 }
1358 1500
1359 /* all kinds of armor etc. */ 1501 /* all kinds of armor etc. */
1360 if(op->contr->mode & PU_ARMOUR) 1502 if (op->contr->mode & PU_ARMOUR)
1361 if (tmp->type == ARMOUR) 1503 if (tmp->type == ARMOUR)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1504 {
1505 pick_up (op, tmp);
1506 continue;
1507 }
1508
1363 if(op->contr->mode & PU_HELMET) 1509 if (op->contr->mode & PU_HELMET)
1364 if (tmp->type == HELMET) 1510 if (tmp->type == HELMET)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1511 {
1512 pick_up (op, tmp);
1513 continue;
1514 }
1515
1366 if(op->contr->mode & PU_SHIELD) 1516 if (op->contr->mode & PU_SHIELD)
1367 if (tmp->type == SHIELD) 1517 if (tmp->type == SHIELD)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1518 {
1519 pick_up (op, tmp);
1520 continue;
1521 }
1522
1369 if(op->contr->mode & PU_BOOTS) 1523 if (op->contr->mode & PU_BOOTS)
1370 if (tmp->type == BOOTS) 1524 if (tmp->type == BOOTS)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1525 {
1526 pick_up (op, tmp);
1527 continue;
1528 }
1529
1372 if(op->contr->mode & PU_GLOVES) 1530 if (op->contr->mode & PU_GLOVES)
1373 if (tmp->type == GLOVES) 1531 if (tmp->type == GLOVES)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1532 {
1533 pick_up (op, tmp);
1534 continue;
1535 }
1536
1375 if(op->contr->mode & PU_CLOAK) 1537 if (op->contr->mode & PU_CLOAK)
1376 if (tmp->type == CLOAK) 1538 if (tmp->type == CLOAK)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1539 {
1540 pick_up (op, tmp);
1541 continue;
1542 }
1378 1543
1379 /* hoping to catch throwing daggers here */ 1544 /* hoping to catch throwing daggers here */
1380 if(op->contr->mode & PU_MISSILEWEAPON) 1545 if (op->contr->mode & PU_MISSILEWEAPON)
1381 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1546 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1547 {
1548 pick_up (op, tmp);
1549 continue;
1550 }
1383 1551
1384 /* careful: chairs and tables are weapons! */ 1552 /* careful: chairs and tables are weapons! */
1385 if(op->contr->mode & PU_ALLWEAPON) 1553 if (op->contr->mode & PU_ALLWEAPON)
1386 { 1554 {
1387 if(tmp->type == WEAPON && tmp->name!=NULL) 1555 if (tmp->type == WEAPON && tmp->name != NULL)
1388 { 1556 {
1389 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 &&
1390 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1558 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1391 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1559 {
1392 } 1560 pick_up (op, tmp);
1561 continue;
1562 }
1563 }
1564
1393 if(tmp->type == WEAPON && tmp->name==NULL) 1565 if (tmp->type == WEAPON && tmp->name == NULL)
1394 { 1566 {
1395 if(strstr(tmp->arch->name,"table")==NULL && 1567 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1396 strstr(tmp->arch->name,"chair")==NULL) 1568 {
1397 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1569 pick_up (op, tmp);
1570 continue;
1571 }
1572 }
1398 } 1573 }
1399 }
1400 1574
1401 /* misc stuff that's useful */ 1575 /* misc stuff that's useful */
1402 if(op->contr->mode & PU_KEY) 1576 if (op->contr->mode & PU_KEY)
1403 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1577 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1404 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1578 {
1579 pick_up (op, tmp);
1580 continue;
1581 }
1405 1582
1406 /* 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
1407 * pickups */ 1584 * pickups */
1408 if(op->contr->mode & PU_RATIO) 1585 if (op->contr->mode & PU_RATIO)
1409 { 1586 {
1410 /* use value density to decide what else to grab */ 1587 /* use value density to decide what else to grab */
1411 /* >=7 was >= op->contr->mode */ 1588 /* >=7 was >= op->contr->mode */
1412 /* >=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
1413 * and multiply them by 5, giving 0..15*5== 5..75 */ 1590 * and multiply them by 5, giving 0..15*5== 5..75 */
1414 wvratio=(op->contr->mode & PU_RATIO) * 5; 1591 wvratio = (op->contr->mode & PU_RATIO) * 5;
1415 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)
1416 { 1593 {
1417 pick_up(op, tmp); 1594 pick_up (op, tmp);
1418#if 0 1595#if 0
1419 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1596 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1420 if(tmp->name!=NULL) { 1597 if (tmp->name != NULL)
1598 {
1421 fprintf(stderr,"%s", tmp->name); 1599 fprintf (stderr, "%s", tmp->name);
1422 } 1600 }
1601 else
1423 else fprintf(stderr,"%s",tmp->arch->name); 1602 fprintf (stderr, "%s", tmp->arch->name);
1424 fprintf(stderr,",%d] = ", tmp->type); 1603 fprintf (stderr, ",%d] = ", tmp->type);
1425 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))));
1426#endif 1605#endif
1427 continue; 1606 continue;
1607 }
1428 } 1608 }
1609 } /* the new pickup model */
1429 } 1610 }
1430 } /* the new pickup model */ 1611
1431 }
1432 return ! stop; 1612 return !stop;
1433} 1613}
1434 1614
1435/* 1615/*
1436 * Find an arrow in the inventory and after that 1616 * Find an arrow in the inventory and after that
1437 * in the right type container (quiver). Pointer to the 1617 * in the right type container (quiver). Pointer to the
1438 * found object is returned. 1618 * found object is returned.
1439 */ 1619 */
1620object *
1440object *find_arrow(object *op, const char *type) 1621find_arrow (object *op, const char *type)
1441{ 1622{
1442 object *tmp = NULL; 1623 object *tmp = NULL;
1443 1624
1444 for(op=op->inv; op; op=op->below) 1625 for (op = op->inv; op; op = op->below)
1445 if(!tmp && op->type==CONTAINER && op->race==type && 1626 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1446 QUERY_FLAG(op,FLAG_APPLIED))
1447 tmp = find_arrow (op, type); 1627 tmp = find_arrow (op, type);
1448 else if (op->type==ARROW && op->race==type) 1628 else if (op->type == ARROW && op->race == type)
1449 return op; 1629 return op;
1450 return tmp; 1630 return tmp;
1451} 1631}
1452 1632
1453/* 1633/*
1454 * 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
1455 * 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
1456 * 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
1457 * 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.
1458 */ 1638 */
1459 1639
1640object *
1460object *find_better_arrow(object *op, object *target, const char *type, int *better) 1641find_better_arrow (object *op, object *target, const char *type, int *better)
1461{ 1642{
1462 object *tmp = NULL, *arrow, *ntmp; 1643 object *tmp = NULL, *arrow, *ntmp;
1463 int attacknum, attacktype, betterby=0, i; 1644 int attacknum, attacktype, betterby = 0, i;
1464 1645
1465 if (!type) 1646 if (!type)
1466 return NULL; 1647 return NULL;
1467 1648
1468 for (arrow=op->inv; arrow; arrow=arrow->below) { 1649 for (arrow = op->inv; arrow; arrow = arrow->below)
1469 if (arrow->type==CONTAINER && arrow->race==type && 1650 {
1470 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1651 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1652 {
1471 i = 0; 1653 i = 0;
1472 ntmp = find_better_arrow(arrow, target, type, &i); 1654 ntmp = find_better_arrow (arrow, target, type, &i);
1473 if (i > betterby) { 1655 if (i > betterby)
1656 {
1474 tmp = ntmp; 1657 tmp = ntmp;
1475 betterby = i; 1658 betterby = i;
1476 } 1659 }
1660 }
1477 } else if (arrow->type==ARROW && arrow->race==type) { 1661 else if (arrow->type == ARROW && arrow->race == type)
1662 {
1478 /* allways prefer assasination/slaying */ 1663 /* allways prefer assasination/slaying */
1479 if (target->race != NULL && arrow->slaying != NULL && 1664 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1480 strstr(arrow->slaying, target->race)) { 1665 {
1481 if (arrow->attacktype & AT_DEATH) { 1666 if (arrow->attacktype & AT_DEATH)
1667 {
1482 *better = 100; 1668 *better = 100;
1483 return arrow; 1669 return arrow;
1484 } else {
1485 tmp = arrow;
1486 betterby = (arrow->magic + arrow->stats.dam) * 2;
1487 } 1670 }
1488 } else { 1671 else
1489 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1490 attacktype = 1<<attacknum;
1491 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1492 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1493 tmp = arrow;
1494 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1495 }
1496 } 1672 {
1497 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1498 tmp = arrow; 1673 tmp = arrow;
1499 betterby = 2 + arrow->magic + arrow->stats.dam; 1674 betterby = (arrow->magic + arrow->stats.dam) * 2;
1500 }
1501 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1502 tmp = arrow;
1503 betterby = 1 + arrow->magic + arrow->stats.dam;
1504 } 1675 }
1505 } 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 }
1506 } 1699 }
1700 }
1507 } 1701 }
1508 if (tmp == NULL && arrow == NULL) 1702 if (tmp == NULL && arrow == NULL)
1509 return find_arrow(op, type); 1703 return find_arrow (op, type);
1510 1704
1511 *better = betterby; 1705 *better = betterby;
1512 return tmp; 1706 return tmp;
1513} 1707}
1514 1708
1515/* 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
1516 * find_better_arrow to find a decent arrow to use. 1710 * find_better_arrow to find a decent arrow to use.
1517 * op = the shooter 1711 * op = the shooter
1518 * type = bow->race 1712 * type = bow->race
1519 * dir = fire direction 1713 * dir = fire direction
1520 */ 1714 */
1521 1715
1716object *
1522object *pick_arrow_target(object *op, const char *type, int dir) 1717pick_arrow_target (object *op, const char *type, int dir)
1523{ 1718{
1524 object *tmp = NULL; 1719 object *tmp = NULL;
1525 mapstruct *m; 1720 maptile *m;
1526 int i, mflags, found, number; 1721 int i, mflags, found, number;
1527 sint16 x, y; 1722 sint16 x, y;
1528 1723
1529 if (op->map == NULL) 1724 if (op->map == NULL)
1530 return find_arrow(op, type); 1725 return find_arrow (op, type);
1531 1726
1532 /* do a dex check */ 1727 /* do a dex check */
1533 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1728 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1534 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1729 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1535 return find_arrow(op, type); 1730 return find_arrow (op, type);
1536 1731
1537 m = op->map; 1732 m = op->map;
1538 x = op->x; 1733 x = op->x;
1539 y = op->y; 1734 y = op->y;
1540 1735
1541 /* find the first target */ 1736 /* find the first target */
1542 for (i=0, found=0; i<20; i++) { 1737 for (i = 0, found = 0; i < 20; i++)
1738 {
1543 x += freearr_x[dir]; 1739 x += freearr_x[dir];
1544 y += freearr_y[dir]; 1740 y += freearr_y[dir];
1545 mflags = get_map_flags(m, &m, x, y, &x, &y); 1741 mflags = get_map_flags (m, &m, x, y, &x, &y);
1546 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1742 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1743 {
1547 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)
1548 break; 1764 break;
1549 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1550 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1551 * perhaps a bad assumption.
1552 */
1553 tmp = NULL;
1554 break;
1555 } 1765 }
1556 if (mflags & P_IS_ALIVE) {
1557 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1558 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1559 found++;
1560 break;
1561 }
1562 if (found)
1563 break;
1564 }
1565 } 1766 }
1566 if (tmp == NULL) 1767 if (tmp == NULL)
1567 return find_arrow(op, type); 1768 return find_arrow (op, type);
1568 1769
1569 if (tmp->head) 1770 if (tmp->head)
1570 tmp = tmp->head; 1771 tmp = tmp->head;
1571 1772
1572 return find_better_arrow(op, tmp, type, &i); 1773 return find_better_arrow (op, tmp, type, &i);
1573} 1774}
1574 1775
1575/* 1776/*
1576 * Creature fires a bow - op can be monster or player. Returns 1777 * Creature fires a bow - op can be monster or player. Returns
1577 * 1 if bow was actually fired, 0 otherwise. 1778 * 1 if bow was actually fired, 0 otherwise.
1580 * dir is the direction of fire. 1781 * dir is the direction of fire.
1581 * 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)
1582 * 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
1583 * player fire modes. 1784 * player fire modes.
1584 */ 1785 */
1786int
1585int 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)
1586 sint16 sx, sint16 sy)
1587{ 1788{
1588 object *left, *bow; 1789 object *left, *bow;
1589 tag_t left_tag, tag;
1590 int bowspeed, mflags; 1790 int bowspeed, mflags;
1591 mapstruct *m; 1791 maptile *m;
1592 1792
1593 if (!dir) { 1793 if (!dir)
1794 {
1594 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!");
1595 return 0; 1796 return 0;
1596 } 1797 }
1597 if (op->type == PLAYER) 1798 if (op->type == PLAYER)
1598 bow=op->contr->ranges[range_bow]; 1799 bow = op->contr->ranges[range_bow];
1599 else { 1800 else
1801 {
1600 for(bow=op->inv; bow; bow=bow->below) 1802 for (bow = op->inv; bow; bow = bow->below)
1601 /* 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
1602 * 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.
1603 */ 1805 */
1604 if(bow->type==BOW) 1806 if (bow->type == BOW)
1605 break; 1807 break;
1606 1808
1607 if (!bow) { 1809 if (!bow)
1810 {
1608 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1609 return 0; 1812 return 0;
1610 } 1813 }
1611 } 1814 }
1612 if( !bow->race || !bow->skill) { 1815 if (!bow->race || !bow->skill)
1816 {
1613 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);
1614 return 0; 1818 return 0;
1615 } 1819 }
1616 1820
1617 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1618 1822
1619 /* penalize ROF for bestarrow */ 1823 /* penalize ROF for bestarrow */
1620 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1621 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1825 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1622 if (bowspeed < 1) 1826 if (bowspeed < 1)
1623 bowspeed = 1; 1827 bowspeed = 1;
1624 1828
1625 if (arrow == NULL) { 1829 if (arrow == NULL)
1830 {
1626 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1831 if ((arrow = find_arrow (op, bow->race)) == NULL)
1832 {
1627 if (op->type == PLAYER) 1833 if (op->type == PLAYER)
1628 new_draw_info_format(NDI_UNIQUE, 0, op, 1834 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1629 "You have no %s left.", &bow->race);
1630 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1835 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1631 else 1836 else
1632 CLEAR_FLAG(op, FLAG_READY_BOW); 1837 CLEAR_FLAG (op, FLAG_READY_BOW);
1633 return 0; 1838 return 0;
1634 } 1839 }
1635 } 1840 }
1636 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1637 if (mflags & P_OUT_OF_MAP) { 1842 if (mflags & P_OUT_OF_MAP)
1843 {
1638 return 0; 1844 return 0;
1639 } 1845 }
1640 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 {
1641 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.");
1642 return 0; 1849 return 0;
1643 } 1850 }
1644 1851
1645 /* this should not happen, but sometimes does */ 1852 /* this should not happen, but sometimes does */
1646 if (arrow->nrof==0) { 1853 if (arrow->nrof == 0)
1647 remove_ob(arrow); 1854 {
1648 free_object(arrow); 1855 arrow->destroy ();
1649 return 0; 1856 return 0;
1650 } 1857 }
1651 1858
1652 left = arrow; /* these are arrows left to the player */ 1859 left = arrow; /* these are arrows left to the player */
1653 left_tag = left->count;
1654 arrow = get_split_ob(arrow, 1); 1860 arrow = get_split_ob (arrow, 1);
1655 if (arrow == NULL) { 1861 if (arrow == NULL)
1862 {
1656 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);
1657 return 0; 1864 return 0;
1658 } 1865 }
1659 set_owner(arrow, op); 1866 arrow->set_owner (op);
1660 arrow->skill = bow->skill; 1867 arrow->skill = bow->skill;
1661 1868
1662 arrow->direction=dir; 1869 arrow->direction = dir;
1663 arrow->x = sx; 1870 arrow->x = sx;
1664 arrow->y = sy; 1871 arrow->y = sy;
1665 1872
1666 if (op->type == PLAYER) { 1873 if (op->type == PLAYER)
1874 {
1667 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1668 fix_player(op); 1876 fix_player (op);
1669 } 1877 }
1670 1878
1671 SET_ANIMATION(arrow, arrow->direction); 1879 SET_ANIMATION (arrow, arrow->direction);
1672 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1673 arrow->stats.hp = arrow->stats.dam; 1881 arrow->stats.hp = arrow->stats.dam;
1674 arrow->stats.grace = arrow->attacktype; 1882 arrow->stats.grace = arrow->attacktype;
1675 if (arrow->slaying != NULL) 1883 if (arrow->slaying != NULL)
1676 arrow->spellarg = strdup_local(arrow->slaying); 1884 arrow->spellarg = strdup (arrow->slaying);
1677 1885
1678 /* Note that this was different for monsters - they got their level 1886 /* Note that this was different for monsters - they got their level
1679 * 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.
1680 */ 1888 */
1681
1682 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1683 0 : dam_bonus[op->stats.Str]) +
1684 bow->stats.dam + bow->magic + arrow->magic;
1685 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
1686 /* update the speed */ 1892 /* update the speed */
1687 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1893 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1688 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;
1689 bow->magic + arrow->magic) / 5.0 +
1690 (float)bow->stats.dam / 7.0;
1691 1895
1692 if (arrow->speed < 1.0) 1896 if (arrow->speed < 1.0)
1693 arrow->speed = 1.0; 1897 arrow->speed = 1.0;
1694 update_ob_speed(arrow); 1898 update_ob_speed (arrow);
1695 arrow->speed_left = 0; 1899 arrow->speed_left = 0;
1696 1900
1697 if (op->type == PLAYER) { 1901 if (op->type == PLAYER)
1902 {
1698 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1903 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1699 (op->chosen_skill?op->chosen_skill->level:op->level) - 1904 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1700 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;
1701 arrow->stats.wc - bow->stats.wc + wc_mod;
1702 1906
1703 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1907 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1704 } else { 1908 }
1909 else
1910 {
1705 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;
1706 arrow->stats.wc + wc_mod;
1707
1708 arrow->level = op->level; 1912 arrow->level = op->level;
1709 } 1913 }
1914
1710 if (arrow->attacktype == AT_PHYSICAL) 1915 if (arrow->attacktype == AT_PHYSICAL)
1711 arrow->attacktype |= bow->attacktype; 1916 arrow->attacktype |= bow->attacktype;
1917
1712 if (bow->slaying != NULL) 1918 if (bow->slaying != NULL)
1713 arrow->slaying = bow->slaying; 1919 arrow->slaying = bow->slaying;
1714 1920
1715 arrow->map = m; 1921 arrow->map = m;
1716 arrow->move_type = MOVE_FLY_LOW; 1922 arrow->move_type = MOVE_FLY_LOW;
1717 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1718 1924
1719 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);
1720 tag = arrow->count;
1721 insert_ob_in_map(arrow, m, op, 0); 1926 insert_ob_in_map (arrow, m, op, 0);
1722 1927
1723 if (!was_destroyed(arrow, tag)) 1928 if (!arrow->destroyed ())
1724 move_arrow(arrow); 1929 move_arrow (arrow);
1725 1930
1726 if (op->type == PLAYER) { 1931 if (op->type == PLAYER)
1727 if (was_destroyed (left, left_tag)) 1932 {
1933 if (left->destroyed ())
1728 esrv_del_item(op->contr, left_tag); 1934 esrv_del_item (op->contr, left->count);
1729 else 1935 else
1730 esrv_send_item(op, left); 1936 esrv_send_item (op, left);
1731 } 1937 }
1938
1732 return 1; 1939 return 1;
1733} 1940}
1734 1941
1735/* Special fire code for players - this takes into 1942/* Special fire code for players - this takes into
1736 * account the special fire modes players can have 1943 * account the special fire modes players can have
1737 * but monsters can't. Putting that code here 1944 * but monsters can't. Putting that code here
1738 * makes the fire_bow code much cleaner. 1945 * makes the fire_bow code much cleaner.
1739 * this function should only be called if 'op' is a player, 1946 * this function should only be called if 'op' is a player,
1740 * hence the function name. 1947 * hence the function name.
1741 */ 1948 */
1949int
1742int player_fire_bow(object *op, int dir) 1950player_fire_bow (object *op, int dir)
1743{ 1951{
1744 int ret=0, wcmod=0; 1952 int ret = 0, wcmod = 0;
1745 1953
1746 if (op->contr->bowtype == bow_bestarrow) { 1954 if (op->contr->bowtype == bow_bestarrow)
1747 ret = fire_bow(op, op, 1955 {
1748 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);
1749 dir, 0, op->x, op->y); 1957 }
1750 } 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 {
1751 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1752 wcmod =-1; 1961 wcmod = -1;
1753 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);
1754 op->x, op->y); 1963 }
1755 } else if (op->contr->bowtype == bow_threewide) { 1964 else if (op->contr->bowtype == bow_threewide)
1965 {
1756 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);
1757 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)]);
1758 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 }
1759 } else if (op->contr->bowtype == bow_spreadshot) { 1970 else if (op->contr->bowtype == bow_spreadshot)
1971 {
1760 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);
1761 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);
1762 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);
1763 1975
1764 } else { 1976 }
1977 else
1978 {
1765 /* Simple case */ 1979 /* Simple case */
1766 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);
1767 } 1981 }
1768 return ret; 1982 return ret;
1769} 1983}
1770 1984
1771 1985
1772/* Fires a misc (wand/rod/horn) object in 'dir'. 1986/* Fires a misc (wand/rod/horn) object in 'dir'.
1773 * Broken apart from 'fire' to keep it more readable. 1987 * Broken apart from 'fire' to keep it more readable.
1774 */ 1988 */
1989void
1775void fire_misc_object(object *op, int dir) 1990fire_misc_object (object *op, int dir)
1776{ 1991{
1777 object *item; 1992 object *item;
1778 1993
1779 if (!op->contr->ranges[range_misc]) { 1994 if (!op->contr->ranges[range_misc])
1995 {
1780 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.");
1781 return; 1997 return;
1782 } 1998 }
1783 1999
1784 item = op->contr->ranges[range_misc]; 2000 item = op->contr->ranges[range_misc];
1785 if (!item->inv) { 2001 if (!item->inv)
2002 {
1786 LOG(llevError,"Object %s lacks a spell\n", &item->name); 2003 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1787 return; 2004 return;
1788 } 2005 }
1789 if (item->type == WAND) { 2006 if (item->type == WAND)
2007 {
1790 if(item->stats.food<=0) { 2008 if (item->stats.food <= 0)
2009 {
1791 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2010 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1792 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 2011 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1793 return; 2012 return;
1794 } 2013 }
2014 }
1795 } else if (item->type == ROD || item->type==HORN) { 2015 else if (item->type == ROD || item->type == HORN)
2016 {
1796 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 {
1797 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2019 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1798 if (item->type== ROD) 2020 if (item->type == ROD)
1799 new_draw_info_format(NDI_UNIQUE, 0,op,
1800 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 2021 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1801 else 2022 else
1802 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));
1803 "The %s needs more time to charge.", query_base_name(item,0));
1804 return; 2024 return;
1805 } 2025 }
1806 } 2026 }
1807 2027
1808 if(cast_spell(op,item,dir,item->inv,NULL)) { 2028 if (cast_spell (op, item, dir, item->inv, NULL))
2029 {
1809 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 */
1810 if (item->type == WAND) { 2031 if (item->type == WAND)
2032 {
1811 if (!(--item->stats.food)) { 2033 if (!(--item->stats.food))
2034 {
1812 object *tmp; 2035 object *tmp;
2036
1813 if (item->arch) { 2037 if (item->arch)
2038 {
1814 CLEAR_FLAG(item, FLAG_ANIMATE); 2039 CLEAR_FLAG (item, FLAG_ANIMATE);
1815 item->face = item->arch->clone.face; 2040 item->face = item->arch->clone.face;
1816 item->speed = 0; 2041 item->speed = 0;
1817 update_ob_speed(item); 2042 update_ob_speed (item);
1818 } 2043 }
1819 if ((tmp=is_player_inv(item))) 2044 if ((tmp = is_player_inv (item)))
1820 esrv_update_item(UPD_ANIM, tmp, item); 2045 esrv_update_item (UPD_ANIM, tmp, item);
1821 } 2046 }
1822 } 2047 }
1823 else if (item->type == ROD || item->type==HORN) { 2048 else if (item->type == ROD || item->type == HORN)
2049 {
1824 drain_rod_charge(item); 2050 drain_rod_charge (item);
1825 } 2051 }
1826 } 2052 }
1827} 2053}
1828 2054
1829/* Received a fire command for the player - go and do it. 2055/* Received a fire command for the player - go and do it.
1830 */ 2056 */
2057void
1831void fire(object *op,int dir) { 2058fire (object *op, int dir)
2059{
1832 int spellcost=0; 2060 int spellcost = 0;
1833 2061
1834 /* check for loss of invisiblity/hide */ 2062 /* check for loss of invisiblity/hide */
1835 if (action_makes_visible(op)) make_visible(op); 2063 if (action_makes_visible (op))
2064 make_visible (op);
1836 2065
1837 switch(op->contr->shoottype) { 2066 switch (op->contr->shoottype)
2067 {
1838 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.");
1839 return; 2098 return;
1840
1841 case range_bow:
1842 player_fire_bow(op, dir);
1843 return;
1844
1845 case range_magic: /* Casting spells */
1846 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1847 return;
1848
1849 case range_misc:
1850 fire_misc_object(op, dir);
1851 return;
1852
1853 case range_golem: /* Control summoned monsters from scrolls */
1854 if(op->contr->ranges[range_golem]==NULL ||
1855 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1856 op->contr->ranges[range_golem] = NULL;
1857 op->contr->shoottype=range_none;
1858 op->contr->golem_count = 0;
1859 } 2099 }
1860 else
1861 control_golem(op->contr->ranges[range_golem], dir);
1862 return;
1863
1864 case range_skill:
1865 if(!op->chosen_skill) {
1866 if(op->type==PLAYER)
1867 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1868 return;
1869 }
1870 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 2100 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1871 return;
1872 case range_builder:
1873 apply_map_builder( op, dir );
1874 return; 2101 return;
2102 case range_builder:
2103 apply_map_builder (op, dir);
2104 return;
1875 default: 2105 default:
1876 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2106 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1877 return; 2107 return;
1878 } 2108 }
1879} 2109}
1880 2110
1881 2111
1882 2112
1889 * inv is the objects inventory to searched 2119 * inv is the objects inventory to searched
1890 * door is the door we are trying to match against. 2120 * door is the door we are trying to match against.
1891 * This function can be called recursively to search containers. 2121 * This function can be called recursively to search containers.
1892 */ 2122 */
1893 2123
2124object *
1894object * find_key(object *pl, object *container, object *door) 2125find_key (object *pl, object *container, object *door)
1895{ 2126{
1896 object *tmp,*key; 2127 object *tmp, *key;
1897 2128
1898 /* Should not happen, but sanity checking is never bad */ 2129 /* Should not happen, but sanity checking is never bad */
1899 if (container->inv == NULL) return NULL; 2130 if (container->inv == NULL)
2131 return NULL;
1900 2132
1901 /* 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 */
1902 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2134 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2135 {
1903 if (door->type==DOOR && tmp->type==KEY) break; 2136 if (door->type == DOOR && tmp->type == KEY)
2137 break;
1904 /* For sanity, we should really check door type, but other stuff 2138 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys 2139 * (like containers) can be locked with special keys
1906 */ 2140 */
1907 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2141 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1908 tmp->slaying==door->slaying) break; 2142 break;
1909 } 2143 }
1910 /* No key found - lets search inventories now */ 2144 /* No key found - lets search inventories now */
1911 /* 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.
1912 * 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
1913 * a key, return 2147 * a key, return
1914 */ 2148 */
1915 if (!tmp) { 2149 if (!tmp)
2150 {
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2151 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2152 {
1917 /* No reason to search empty containers */ 2153 /* No reason to search empty containers */
1918 if (tmp->type==CONTAINER && tmp->inv) { 2154 if (tmp->type == CONTAINER && tmp->inv)
2155 {
1919 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2156 if ((key = find_key (pl, tmp, door)) != NULL)
2157 return key;
1920 } 2158 }
1921 } 2159 }
2160 if (!tmp)
1922 if (!tmp) return NULL; 2161 return NULL;
1923 } 2162 }
1924 /* 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,
1925 * see if we actually want to use it 2164 * see if we actually want to use it
1926 */ 2165 */
1927 if (pl!=container) { 2166 if (pl != container)
2167 {
1928 /* Only let players use keys in containers */ 2168 /* Only let players use keys in containers */
1929 if (!pl->contr) return NULL; 2169 if (!pl->contr)
2170 return NULL;
1930 /* cases where this fails: 2171 /* cases where this fails:
1931 * If we only search the player inventory, return now since we 2172 * If we only search the player inventory, return now since we
1932 * are not in the players inventory. 2173 * are not in the players inventory.
1933 * If the container is not active, return now since only active 2174 * If the container is not active, return now since only active
1934 * containers can be used. 2175 * containers can be used.
1935 * If we only search keyrings and the container does not have 2176 * If we only search keyrings and the container does not have
1936 * a race/isn't a keyring. 2177 * a race/isn't a keyring.
1937 * No checking for all containers - to fall through past here, 2178 * No checking for all containers - to fall through past here,
1938 * inv must have been an container and must have been active. 2179 * inv must have been an container and must have been active.
1939 * 2180 *
1940 * Change the color so that the message doesn't disappear with 2181 * Change the color so that the message doesn't disappear with
1941 * all the others. 2182 * all the others.
1942 */ 2183 */
1943 if (pl->contr->usekeys == key_inventory || 2184 if (pl->contr->usekeys == key_inventory ||
1944 !QUERY_FLAG(container, FLAG_APPLIED) || 2185 !QUERY_FLAG (container, FLAG_APPLIED) ||
1945 (pl->contr->usekeys == keyrings &&
1946 (!container->race || strcmp(container->race, "keys"))) 2186 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1947 ) { 2187 {
1948 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2188 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1949 "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));
1950 query_name(tmp), query_name(container));
1951 return NULL; 2190 return NULL;
1952 } 2191 }
1953 } 2192 }
1954 return tmp; 2193 return tmp;
1955} 2194}
1956 2195
1957/* moved door processing out of move_player_attack. 2196/* moved door processing out of move_player_attack.
1958 * returns 1 if player has opened the door with a key 2197 * returns 1 if player has opened the door with a key
1959 * such that the caller should not do anything more, 2198 * such that the caller should not do anything more,
1960 * 0 otherwise 2199 * 0 otherwise
1961 */ 2200 */
2201static int
1962static int player_attack_door(object *op, object *door) 2202player_attack_door (object *op, object *door)
1963{ 2203{
1964 2204
1965 /* 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,
1966 * 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 -
1967 * otherwise, we fall through to the rest of the code. 2207 * otherwise, we fall through to the rest of the code.
1968 */ 2208 */
1969 object *key=find_key(op, op, door); 2209 object *key = find_key (op, op, door);
1970 2210
1971 /* IF we found a key, do some extra work */ 2211 /* IF we found a key, do some extra work */
1972 if (key) { 2212 if (key)
2213 {
1973 object *container=key->env; 2214 object *container = key->env;
1974 2215
1975 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);
1976 if(action_makes_visible(op)) make_visible(op); 2217 if (action_makes_visible (op))
2218 make_visible (op);
1977 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);
1978 if (door->type == DOOR) { 2221 if (door->type == DOOR)
2222 {
1979 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 */
1980 } 2224 }
1981 else if(door->type==LOCKED_DOOR) { 2225 else if (door->type == LOCKED_DOOR)
1982 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2226 {
1983 "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));
1984 remove_door2(door); /* remove door without violence ;-) */ 2228 remove_door2 (door); /* remove door without violence ;-) */
1985 } 2229 }
1986 /* Do this after we print the message */ 2230 /* Do this after we print the message */
1987 decrease_ob(key); /* Use up one of the keys */ 2231 decrease_ob (key); /* Use up one of the keys */
1988 /* Need to update the weight the container the key was in */ 2232 /* Need to update the weight the container the key was in */
1989 if (container != op) 2233 if (container != op)
1990 esrv_update_item(UPD_WEIGHT, op, container); 2234 esrv_update_item (UPD_WEIGHT, op, container);
1991 return 1; /* Nothing more to do below */ 2235 return 1; /* Nothing more to do below */
2236 }
1992 } else if (door->type==LOCKED_DOOR) { 2237 else if (door->type == LOCKED_DOOR)
2238 {
1993 /* Might as well return now - no other way to open this */ 2239 /* Might as well return now - no other way to open this */
1994 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1995 return 1; 2241 return 1;
1996 } 2242 }
1997 return 0; 2243 return 0;
1998} 2244}
1999 2245
2000/* This function is just part of a breakup from move_player. 2246/* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner. 2247 * It should keep the code cleaner.
2002 * When this is called, the players direction has been updated 2248 * When this is called, the players direction has been updated
2003 * (taking into account confusion.) The player is also actually 2249 * (taking into account confusion.) The player is also actually
2004 * going to try and move (not fire weapons). 2250 * going to try and move (not fire weapons).
2005 */ 2251 */
2006 2252
2253void
2007void move_player_attack(object *op, int dir) 2254move_player_attack (object *op, int dir)
2008{ 2255{
2009 object *tmp, *mon; 2256 object *tmp, *mon;
2010 sint16 nx, ny; 2257 sint16 nx, ny;
2011 int on_battleground; 2258 int on_battleground;
2012 mapstruct *m; 2259 maptile *m;
2013 2260
2014 nx=freearr_x[dir]+op->x; 2261 nx = freearr_x[dir] + op->x;
2015 ny=freearr_y[dir]+op->y; 2262 ny = freearr_y[dir] + op->y;
2016 2263
2017 on_battleground = op_on_battleground(op, NULL, NULL); 2264 on_battleground = op_on_battleground (op, NULL, NULL);
2018 2265
2019 /* 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
2020 * 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
2021 * 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
2022 * player. This is a pretty nasty hack, because if we could 2269 * player. This is a pretty nasty hack, because if we could
2023 * move to some space, it then means that if we are braced, we should 2270 * move to some space, it then means that if we are braced, we should
2024 * do nothing at all. As it is, if we are braced, we go through 2271 * do nothing at all. As it is, if we are braced, we go through
2025 * quite a bit of processing. However, it probably is less than what 2272 * quite a bit of processing. However, it probably is less than what
2026 * move_ob uses. 2273 * move_ob uses.
2027 */ 2274 */
2028 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 {
2029 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2277 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2278 {
2030 m = get_map_from_coord(op->map, &nx, &ny); 2279 m = get_map_from_coord (op->map, &nx, &ny);
2280 if (!m)
2031 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)
2032 } 2287 {
2033 else m =op->map;
2034
2035 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2036 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 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)
2037 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;
2038 } 2358 }
2039 2359
2040 mon = NULL; 2360 /* in certain circumstances, you shouldn't attack friendly
2041 /* 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
2042 * 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
2043 * if its a door or barrel (can roll) see if there may be monsters 2363 * attack them either.
2044 * on the space
2045 */ 2364 */
2046 while (tmp!=NULL) { 2365 if ((mon->type == PLAYER || mon->enemy != op) &&
2047 if (tmp == op) { 2366 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2048 tmp=tmp->above; 2367#ifdef PROHIBIT_PLAYERKILL
2049 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);
2050 } 2381 }
2051 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2382 else
2052 mon = tmp; 2383 {
2053 break; 2384 new_draw_info (0, 0, op, "You withhold your attack");
2054 } 2385 }
2055 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2386 if (op->contr->tmp_invis || op->hide)
2056 mon = tmp; 2387 make_visible (op);
2057 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))
2058 } 2394 {
2059 2395 recursive_roll (mon, dir, op);
2060 if (mon==NULL) /* This happens anytime the player tries to move */ 2396 if (action_makes_visible (op))
2061 return; /* into a wall */ 2397 make_visible (op);
2398 }
2062 2399
2063 if(mon->head != NULL) 2400 /* Any generic living creature. Including things like doors.
2064 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 */
2065 2406
2066 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2407 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2067 if (player_attack_door(op, mon)) return; 2408 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2409 {
2068 2410
2069 /* The following deals with possibly attacking peaceful 2411 /* If the player hasn't hit something this tick, and does
2070 * or frienddly creatures. Basically, all players are considered 2412 * so, give them speed boost based on weapon speed. Doing
2071 * unaggressive. If the moving player has peaceful set, then the 2413 * it here is better than process_players2, which basically
2072 * object should be pushed instead of attacked. It is assumed that 2414 * incurred a 1 tick offset.
2073 * if you are braced, you will not attack friends accidently,
2074 * and thus will not push them.
2075 */ 2415 */
2076 2416 if (!op->contr->has_hit)
2077 /* If the creature is a pet, push it even if the player is not
2078 * peaceful. Our assumption is the creature is a pet if the
2079 * player owns it and it is either friendly or unagressive.
2080 */
2081 if ((op->type==PLAYER)
2082#if COZY_SERVER
2083 &&
2084 (
2085 (get_owner(mon) && get_owner(mon)->contr
2086 && same_party (get_owner(mon)->contr->party, op->contr->party))
2087 || get_owner(mon) == op
2088 )
2089#else
2090 && get_owner(mon)==op
2091#endif
2092 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2093 {
2094 /* If we're braced, we don't want to switch places with it */
2095 if (op->contr->braced) return;
2096 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2097 (void) push_ob(mon,dir,op);
2098 if(op->contr->tmp_invis||op->hide) make_visible(op);
2099 return;
2100 }
2101
2102 /* in certain circumstances, you shouldn't attack friendly
2103 * creatures. Note that if you are braced, you can't push
2104 * someone, but put it inside this loop so that you won't
2105 * attack them either.
2106 */
2107 if ((mon->type==PLAYER || mon->enemy != op) &&
2108 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2109 (
2110#ifdef PROHIBIT_PLAYERKILL
2111 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2112#else
2113 op->contr->peaceful &&
2114#endif
2115 !on_battleground
2116 )) { 2417 {
2117 if (!op->contr->braced) { 2418 op->speed_left += op->speed / op->contr->weapon_sp;
2118 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2419
2119 (void) push_ob(mon,dir,op); 2420 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2120 } else {
2121 new_draw_info(0, 0,op,"You withhold your attack");
2122 } 2421 }
2123 if(op->contr->tmp_invis||op->hide) make_visible(op);
2124 }
2125 2422
2126 /* If the object is a boulder or other rollable object, then 2423 skill_attack (mon, op, 0, NULL, NULL);
2127 * roll it if not braced. You can't roll it if you are braced.
2128 */
2129 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2130 recursive_roll(mon,dir,op);
2131 if(action_makes_visible(op)) make_visible(op);
2132 }
2133 2424
2134 /* Any generic living creature. Including things like doors. 2425 /* If attacking another player, that player gets automatic
2135 * Way it works is like this: First, it must have some hit points 2426 * hitback, and doesn't loose luck either.
2136 * and be living. Then, it must be one of the following: 2427 * Disable hitback on the battleground or if the target is
2137 * 1) Not a player, 2) A player, but of a different party. Note 2428 * the wiz.
2138 * that party_number -1 is no party, so attacks can still happen.
2139 */
2140
2141 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2142 ((mon->type!=PLAYER || op->contr->party==NULL ||
2143 op->contr->party!=mon->contr->party))) {
2144
2145 /* If the player hasn't hit something this tick, and does
2146 * so, give them speed boost based on weapon speed. Doing
2147 * it here is better than process_players2, which basically
2148 * incurred a 1 tick offset.
2149 */ 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
2150 if (!op->contr->has_hit) { 2434 mon->contr->has_hit = 1;
2151 op->speed_left += op->speed / op->contr->weapon_sp; 2435 skill_attack (op, mon, 0, NULL, NULL);
2152 2436 mon->stats.luck = luck;
2153 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2154 } 2437 }
2155 2438 if (action_makes_visible (op))
2156 skill_attack(mon, op, 0, NULL, NULL); 2439 make_visible (op);
2157
2158 /* If attacking another player, that player gets automatic
2159 * hitback, and doesn't loose luck either.
2160 * Disable hitback on the battleground or if the target is
2161 * the wiz.
2162 */
2163 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2164 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2165 short luck = mon->stats.luck;
2166 mon->contr->has_hit = 1;
2167 skill_attack(op, mon, 0, NULL, NULL);
2168 mon->stats.luck = luck;
2169 } 2440 }
2170 if(action_makes_visible(op)) make_visible(op);
2171 }
2172 } /* if player should attack something */ 2441 } /* if player should attack something */
2173} 2442}
2174 2443
2444int
2175int move_player(object *op,int dir) { 2445move_player (object *op, int dir)
2446{
2176 int pick; 2447 int pick;
2177 2448
2178 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2449 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2179 return 0;
2180
2181 /* Sanity check: make sure dir is valid */
2182 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2183 LOG( llevError, "move_player: invalid direction %d\n", dir);
2184 return 0;
2185 }
2186
2187 /* peterm: added following line */
2188 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2189 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2190
2191 op->facing = dir;
2192
2193 if(op->hide) do_hidden_move(op);
2194
2195 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2196 /*nop*/;
2197 else if (op->contr->fire_on)
2198 fire (op, dir);
2199 else
2200 {
2201 move_player_attack (op, dir);
2202 pick = check_pick(op);
2203 }
2204
2205 /* Add special check for newcs players and fire on - this way, the
2206 * server can handle repeat firing.
2207 */
2208 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2209 op->direction = dir;
2210 } else {
2211 op->direction=0;
2212 }
2213 /* Update how the player looks. Use the facing, so direction may
2214 * get reset to zero. This allows for full animation capabilities
2215 * for players.
2216 */
2217 animate_object(op, op->facing);
2218 return 0; 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;
2219} 2495}
2220 2496
2221/* 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
2222 * new client/server stuff. 2498 * new client/server stuff.
2223 * 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
2224 * the new speed values for commands. 2500 * the new speed values for commands.
2225 * 2501 *
2226 * Returns true if there are more actions we can do. 2502 * Returns true if there are more actions we can do.
2227 */ 2503 */
2504int
2228int handle_newcs_player(object *op) 2505handle_newcs_player (object *op)
2229{ 2506{
2230 if (op->contr->hidden) { 2507 if (op->contr->hidden)
2508 {
2231 op->invisible = 1000; 2509 op->invisible = 1000;
2232 /* the socket code flashes the player visible/invisible 2510 /* the socket code flashes the player visible/invisible
2233 * depending on the value of invisible, so we need to 2511 * depending on the value of invisible, so we need to
2234 * alternate it here for it to work correctly. 2512 * alternate it here for it to work correctly.
2235 */ 2513 */
2236 if (pticks & 2) op->invisible--; 2514 if (pticks & 2)
2237 }
2238 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2239 op->invisible--; 2515 op->invisible--;
2516 }
2517 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2518 {
2519 op->invisible--;
2240 if(!op->invisible) { 2520 if (!op->invisible)
2521 {
2241 make_visible(op); 2522 make_visible (op);
2242 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.");
2243 } 2524 }
2244 } 2525 }
2245 2526
2246 if (QUERY_FLAG(op, FLAG_SCARED)) { 2527 if (QUERY_FLAG (op, FLAG_SCARED))
2528 {
2247 flee_player(op); 2529 flee_player (op);
2248 /* 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 */
2249 if (QUERY_FLAG(op, FLAG_SCARED)) { 2531 if (QUERY_FLAG (op, FLAG_SCARED))
2532 {
2250 op->speed_left--; 2533 op->speed_left--;
2251 return 0; 2534 return 0;
2252 } 2535 }
2253 } 2536 }
2254 2537
2255 /* 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
2256 * 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
2257 * 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
2258 * 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.
2259 */ 2542 */
2260 if (op->contr->ranges[range_golem] && 2543 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2261 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2262 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2263 op->contr->ranges[range_golem] = NULL; 2544 op->contr->ranges[range_golem] = 0;
2264 op->contr->golem_count = 0;
2265 }
2266 2545
2267 /* 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
2268 * the players time has been increased when doericserver has been 2547 * the players time has been increased when doericserver has been
2269 * called, so we recheck it here. 2548 * called, so we recheck it here.
2270 */ 2549 */
2271 HandleClient(&op->contr->socket, op->contr); 2550 HandleClient (op->contr->socket, op->contr);
2272 if (op->speed_left<0) return 0; 2551 if (op->speed_left < 0)
2273
2274 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2275 /* All move commands take 1 tick, at least for now */
2276 op->speed_left--;
2277
2278 /* Instead of all the stuff below, let move_player take care
2279 * of it. Also, some of the skill stuff is only put in
2280 * there, as well as the confusion stuff.
2281 */
2282 move_player(op, op->direction);
2283 if (op->speed_left>0) return 1;
2284 else return 0;
2285 }
2286 return 0; 2552 return 0;
2287}
2288 2553
2289int save_life(object *op) { 2554 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2290 object *tmp; 2555 {
2556 /* All move commands take 1 tick, at least for now */
2557 op->speed_left--;
2291 2558
2292 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
2293 return 0; 2567 return 0;
2568 }
2294 2569
2295 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2570 return 0;
2296 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2571}
2297 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2572
2298 new_draw_info_format(NDI_UNIQUE, 0,op, 2573int
2299 "Your %s vibrates violently, then evaporates.", 2574save_life (object *op)
2300 query_name(tmp)); 2575{
2301 if (op->contr)
2302 esrv_del_item(op->contr, tmp->count);
2303 remove_ob(tmp);
2304 free_object(tmp);
2305 CLEAR_FLAG(op, FLAG_LIFESAVE);
2306 if(op->stats.hp<0)
2307 op->stats.hp = op->stats.maxhp;
2308 if(op->stats.food<0)
2309 op->stats.food = 999;
2310 fix_player(op);
2311 return 1;
2312 }
2313 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2314 CLEAR_FLAG(op, FLAG_LIFESAVE); 2576 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2315 enter_player_savebed(op); /* bring him home. */
2316 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;
2317} 2605}
2318 2606
2319/* 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
2320 * 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
2321 * 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
2322 * from. 2610 * from.
2323 */ 2611 */
2612void
2324void remove_unpaid_objects(object *op, object *env) 2613remove_unpaid_objects (object *op, object *env)
2325{ 2614{
2326 object *next; 2615 object *next;
2327 2616
2328 while (op) { 2617 while (op)
2618 {
2329 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
2330 * we remove object 'op' 2620 * we remove object 'op'
2331 */ 2621 */
2332 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2622 if (QUERY_FLAG (op, FLAG_UNPAID))
2623 {
2333 remove_ob(op); 2624 op->remove ();
2334 op->x = env->x; 2625 op->x = env->x;
2335 op->y = env->y; 2626 op->y = env->y;
2336 if (env->type == PLAYER) 2627 if (env->type == PLAYER)
2337 esrv_del_item(env->contr, op->count); 2628 esrv_del_item (env->contr, op->count);
2338 insert_ob_in_map(op, env->map, NULL,0); 2629 insert_ob_in_map (op, env->map, NULL, 0);
2339 } 2630 }
2631 else if (op->inv)
2340 else if (op->inv) remove_unpaid_objects(op->inv, env); 2632 remove_unpaid_objects (op->inv, env);
2633
2341 op=next; 2634 op = next;
2342 } 2635 }
2343} 2636}
2344 2637
2345 2638
2346/* 2639/*
2348 * Moved from apply.c to player.c - player.c is what 2641 * Moved from apply.c to player.c - player.c is what
2349 * actually uses this function. player.c may not be quite the 2642 * actually uses this function. player.c may not be quite the
2350 * best, a misc file for object actions is probably better, 2643 * best, a misc file for object actions is probably better,
2351 * but there isn't one in the server directory. 2644 * but there isn't one in the server directory.
2352 */ 2645 */
2646char *
2353char *gravestone_text (object *op) 2647gravestone_text (object *op)
2354{ 2648{
2355 static char buf2[MAX_BUF]; 2649 static char buf2[MAX_BUF];
2356 char buf[MAX_BUF]; 2650 char buf[MAX_BUF];
2357 time_t now = time (NULL); 2651 time_t now = time (NULL);
2358 2652
2359 strcpy (buf2, " R.I.P.\n\n"); 2653 strcpy (buf2, " R.I.P.\n\n");
2360 if (op->type == PLAYER) 2654 if (op->type == PLAYER)
2361 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2655 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2362 else 2656 else
2363 sprintf (buf, "%s\n", &op->name); 2657 sprintf (buf, "%s\n", &op->name);
2658
2364 strncat (buf2, " ", 20 - strlen (buf) / 2); 2659 strncat (buf2, " ", 20 - strlen (buf) / 2);
2365 strcat (buf2, buf); 2660 strcat (buf2, buf);
2366 if (op->type == PLAYER) 2661 if (op->type == PLAYER)
2367 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);
2368 else 2663 else
2369 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
2370 strncat (buf2, " ", 20 - strlen (buf) / 2); 2666 strncat (buf2, " ", 20 - strlen (buf) / 2);
2371 strcat (buf2, buf); 2667 strcat (buf2, buf);
2372 if (op->type == PLAYER) { 2668 if (op->type == PLAYER)
2669 {
2373 sprintf (buf, "by %s.\n\n", op->contr->killer); 2670 sprintf (buf, "by %s.\n\n", op->contr->killer);
2374 strncat (buf2, " ", 21 - strlen (buf) / 2); 2671 strncat (buf2, " ", 21 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2672 strcat (buf2, buf);
2376 } 2673 }
2674
2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2675 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2378 strncat (buf2, " ", 20 - strlen (buf) / 2); 2676 strncat (buf2, " ", 20 - strlen (buf) / 2);
2379 strcat (buf2, buf); 2677 strcat (buf2, buf);
2678
2380 return buf2; 2679 return buf2;
2381} 2680}
2382 2681
2383 2682
2384 2683
2684void
2385void do_some_living(object *op) { 2685do_some_living (object *op)
2686{
2386 int last_food=op->stats.food; 2687 int last_food = op->stats.food;
2387 int gen_hp, gen_sp, gen_grace; 2688 int gen_hp, gen_sp, gen_grace;
2388 int over_hp, over_sp, over_grace; 2689 int over_hp, over_sp, over_grace;
2389 int i; 2690 int i;
2390 int rate_hp = 1200; 2691 int rate_hp = 1200;
2391 int rate_sp = 2500; 2692 int rate_sp = 2500;
2392 int rate_grace = 2000; 2693 int rate_grace = 2000;
2393 const int max_hp = 1; 2694 const int max_hp = 1;
2394 const int max_sp = 1; 2695 const int max_sp = 1;
2395 const int max_grace = 1; 2696 const int max_grace = 1;
2396 2697
2397 if (op->contr->outputs_sync) { 2698 if (op->contr->outputs_sync)
2699 {
2398 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2700 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2399 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)
2400 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2401 flush_output_element(op, &op->contr->outputs[i]); 2702 flush_output_element (op, &op->contr->outputs[i]);
2402 } 2703 }
2403 2704
2404 if(op->contr->state==ST_PLAYING) { 2705 if (op->contr->state == ST_PLAYING)
2706 {
2405 2707
2406 /* these next three if clauses make it possible to SLOW DOWN 2708 /* these next three if clauses make it possible to SLOW DOWN
2407 hp/grace/spellpoint regeneration. */ 2709 hp/grace/spellpoint regeneration. */
2408 if(op->contr->gen_hp >= 0 ) 2710 if (op->contr->gen_hp >= 0)
2409 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2711 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2410 else { 2712 else
2713 {
2411 gen_hp = op->stats.maxhp; 2714 gen_hp = op->stats.maxhp;
2412 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2715 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2413 } 2716 }
2414 if(op->contr->gen_sp >= 0 ) 2717 if (op->contr->gen_sp >= 0)
2415 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2718 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2416 else { 2719 else
2720 {
2417 gen_sp = op->stats.maxsp; 2721 gen_sp = op->stats.maxsp;
2418 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2722 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2419 } 2723 }
2420 if(op->contr->gen_grace >= 0) 2724 if (op->contr->gen_grace >= 0)
2421 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2725 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2422 else { 2726 else
2727 {
2423 gen_grace = op->stats.maxgrace; 2728 gen_grace = op->stats.maxgrace;
2424 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2729 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2425 } 2730 }
2426 2731
2427 /* Regenerate Spell Points */ 2732 /* Regenerate Spell Points */
2428 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2733 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2734 {
2429 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);
2430 if(op->stats.sp<op->stats.maxsp) {
2431 op->stats.sp++;
2432 /* dms do not consume food */
2433 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2434 op->stats.food--;
2435 if(op->contr->digestion<0)
2436 op->stats.food+=op->contr->digestion;
2437 else if(op->contr->digestion>0 &&
2438 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2439 op->stats.food=last_food;
2440 }
2441 }
2442 if (max_sp>1) {
2443 over_sp = (gen_sp+10)/rate_sp;
2444 if (over_sp > 0) {
2445 if(op->stats.sp<op->stats.maxsp) { 2736 if (op->stats.sp < op->stats.maxsp)
2446 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2737 {
2447 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2448 op->stats.sp--; 2738 op->stats.sp++;
2449 if(op->stats.sp>op->stats.maxsp) 2739 /* dms do not consume food */
2450 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;
2451 } 2747 }
2452 op->last_sp=0;
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 } else {
2457 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2458 }
2459 }
2460
2461 /* Regenerate Grace */
2462 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2463 if(--op->last_grace<0) {
2464 if(op->stats.grace<op->stats.maxgrace/2)
2465 op->stats.grace++; /* no penalty in food for regaining grace */
2466 if(max_grace>1) {
2467 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2468 if (over_grace > 0) {
2469 op->stats.sp += over_grace
2470 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2471 op->last_grace=0;
2472 } else {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2474 } 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 }
2475 } 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 {
2476 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);
2477 } 2798 }
2478 /* wearing stuff doesn't detract from grace generation. */ 2799 /* wearing stuff doesn't detract from grace generation. */
2479 } 2800 }
2480 2801
2481 /* Regenerate Hit Points */ 2802 /* Regenerate Hit Points */
2482 if(--op->last_heal<0) { 2803 if (--op->last_heal < 0)
2804 {
2483 if(op->stats.hp<op->stats.maxhp) { 2805 if (op->stats.hp < op->stats.maxhp)
2806 {
2484 op->stats.hp++; 2807 op->stats.hp++;
2485 /* dms do not consume food */ 2808 /* dms do not consume food */
2486 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2809 if (!QUERY_FLAG (op, FLAG_WIZ))
2487 op->stats.food--; 2810 {
2811 op->stats.food--;
2488 if(op->contr->digestion<0) 2812 if (op->contr->digestion < 0)
2489 op->stats.food+=op->contr->digestion; 2813 op->stats.food += op->contr->digestion;
2490 else if(op->contr->digestion>0 && 2814 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2491 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food=last_food; 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 }
2493 } 2835 }
2494 }
2495 if(max_hp>1) {
2496 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2497 if (over_hp > 0) {
2498 op->stats.sp += over_hp
2499 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2500 op->last_heal=0;
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 }
2504 } else {
2505 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2506 }
2507 }
2508 2836
2509 /* Digestion */ 2837 /* Digestion */
2510 if(--op->last_eat<0) { 2838 if (--op->last_eat < 0)
2839 {
2511#ifdef COZY_SERVER 2840#ifdef COZY_SERVER
2512 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;
2513 int bonus=dg>0?dg:0, 2842 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2514 penalty=dg<0?-dg:0;
2515#else 2843#else
2516 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;
2517 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2518#endif 2845#endif
2519 2846
2520 if(op->contr->gen_hp > 0) 2847 if (op->contr->gen_hp > 0)
2521 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);
2522 else 2849 else
2523 op->last_eat=25*(1+bonus)/(penalty +1); 2850 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2524 /* dms do not consume food */ 2851 /* dms do not consume food */
2525 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2852 if (!QUERY_FLAG (op, FLAG_WIZ))
2526 } 2853 op->stats.food--;
2854 }
2527 } 2855 }
2528 2856
2529 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 {
2530 object *tmp, *flesh=NULL; 2859 object *tmp, *flesh = NULL;
2531 2860
2532 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2861 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2862 {
2533 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2863 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2864 {
2534 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2865 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2866 {
2535 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.");
2536 manual_apply(op,tmp,0); 2868 manual_apply (op, tmp, 0);
2537 if(op->stats.food>=0||op->stats.hp<0) 2869 if (op->stats.food >= 0 || op->stats.hp < 0)
2538 break; 2870 break;
2539 } 2871 }
2540 else if (tmp->type==FLESH) flesh=tmp; 2872 else if (tmp->type == FLESH)
2873 flesh = tmp;
2541 } /* End if paid for object */ 2874 } /* End if paid for object */
2542 } /* end of for loop */ 2875 } /* end of for loop */
2543 /* 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
2544 * eat flesh instead. 2877 * eat flesh instead.
2545 */ 2878 */
2546 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2879 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2880 {
2547 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.");
2548 manual_apply(op,flesh,0); 2882 manual_apply (op, flesh, 0);
2549 } 2883 }
2550 } /* end if player is starving */ 2884 } /* end if player is starving */
2551 2885
2552 while(op->stats.food<0&&op->stats.hp>0) 2886 while (op->stats.food < 0 && op->stats.hp > 0)
2553 op->stats.food++,op->stats.hp--; 2887 op->stats.food++, op->stats.hp--;
2554 2888
2555 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))
2556 kill_player(op); 2890 kill_player (op);
2557} 2891}
2558 2892
2559 2893
2560 2894
2561/* 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.
2562 * 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
2563 * permadeath, no lifesave), this will take care of removing the player 2897 * permadeath, no lifesave), this will take care of removing the player
2564 * file. 2898 * file.
2565 */ 2899 */
2900void
2566void kill_player(object *op) 2901kill_player (object *op)
2567{ 2902{
2568 char buf[MAX_BUF]; 2903 char buf[MAX_BUF];
2569 int x,y,i; 2904 int x, y;
2905
2906 //int i;
2570 mapstruct *map; /* this is for resurrection */ 2907 maptile *map; /* this is for resurrection */
2908
2571 int z; 2909 /* int z;
2572 int num_stats_lose; 2910 int num_stats_lose;
2573 int lost_a_stat; 2911 int lost_a_stat;
2574 int lose_this_stat; 2912 int lose_this_stat;
2575 int this_stat; 2913 int this_stat; */
2576 int will_kill_again; 2914 int will_kill_again;
2577 archetype *at; 2915 archetype *at;
2578 object *tmp; 2916 object *tmp;
2579 2917
2580 if(save_life(op)) 2918 if (save_life (op))
2581 return; 2919 return;
2582 2920
2583 2921
2584 /* 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
2585 * 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.
2586 * Look at op_on_battleground() for more info --AndreasV 2924 * Look at op_on_battleground() for more info --AndreasV
2587 */ 2925 */
2588 if (op_on_battleground(op, &x, &y)) { 2926 if (op_on_battleground (op, &x, &y))
2589 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2927 {
2590 "You have been defeated in combat!"); 2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2591 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2929 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2592 "Local medics have saved your life..."); 2930
2593
2594 /* restore player */ 2931 /* restore player */
2595 at = find_archetype("poisoning"); 2932 at = archetype::find ("poisoning");
2596 tmp=present_arch_in_ob(at,op); 2933 tmp = present_arch_in_ob (at, op);
2597 if (tmp) { 2934 if (tmp)
2598 remove_ob(tmp); 2935 {
2599 free_object(tmp); 2936 tmp->destroy ();
2600 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2937 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2601 } 2938 }
2602 2939
2603 at = find_archetype("confusion"); 2940 at = archetype::find ("confusion");
2604 tmp=present_arch_in_ob(at,op); 2941 tmp = present_arch_in_ob (at, op);
2605 if (tmp) { 2942 if (tmp)
2606 remove_ob(tmp); 2943 {
2607 free_object(tmp); 2944 tmp->destroy ();
2608 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2609 } 2946 }
2610 2947
2611 cure_disease(op,0); /* remove any disease */ 2948 cure_disease (op, 0); /* remove any disease */
2612 op->stats.hp=op->stats.maxhp; 2949 op->stats.hp = op->stats.maxhp;
2613 if (op->stats.food<=0) op->stats.food=999; 2950 if (op->stats.food <= 0)
2614 2951 op->stats.food = 999;
2952
2615 /* create a bodypart-trophy to make the winner happy */ 2953 /* create a bodypart-trophy to make the winner happy */
2616 tmp=arch_to_object(find_archetype("finger")); 2954 tmp = arch_to_object (archetype::find ("finger"));
2617 if (tmp != NULL) 2955 if (tmp != NULL)
2618 { 2956 {
2619 sprintf(buf,"%s's finger", &op->name); 2957 sprintf (buf, "%s's finger", &op->name);
2620 tmp->name = buf; 2958 tmp->name = buf;
2621 sprintf(buf," This finger has been cut off %s\n" 2959 sprintf (buf, " This finger has been cut off %s\n"
2622 " 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",
2623 &op->name, op->contr->title, (int)(op->level), 2961 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2624 op->contr->killer);
2625 tmp->msg=buf; 2962 tmp->msg = buf;
2626 tmp->value=0, tmp->material=0, tmp->type=0; 2963 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2627 tmp->materialname = NULL; 2964 tmp->materialname = NULL;
2628 tmp->x = op->x, tmp->y = op->y; 2965 tmp->x = op->x, tmp->y = op->y;
2629 insert_ob_in_map(tmp,op->map,op,0); 2966 insert_ob_in_map (tmp, op->map, op, 0);
2630 }
2631 2967 }
2968
2632 /* teleport defeated player to new destination*/ 2969 /* teleport defeated player to new destination */
2633 transfer_ob(op, x, y, 0, NULL); 2970 transfer_ob (op, x, y, 0, NULL);
2634 op->contr->braced=0; 2971 op->contr->braced = 0;
2635 return; 2972 return;
2636 } 2973 }
2637 2974
2638 INVOKE_PLAYER (DEATH, op->contr); 2975 INVOKE_PLAYER (DEATH, op->contr);
2639 2976
2640 command_kill_pets (op, 0); 2977 command_kill_pets (op, 0);
2641 2978
2642 if(op->stats.food<0) { 2979 if (op->stats.food < 0)
2980 {
2643 if (op->contr->explore) { 2981 if (op->contr->explore)
2982 {
2644 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");
2645 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2984 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2646 op->stats.food=999; 2985 op->stats.food = 999;
2647 return; 2986 return;
2648 } 2987 }
2649 sprintf(buf,"%s starved to death.",&op->name); 2988 sprintf (buf, "%s starved to death.", &op->name);
2650 strcpy(op->contr->killer,"starvation"); 2989 strcpy (op->contr->killer, "starvation");
2990 }
2991 else
2651 } 2992 {
2652 else {
2653 if (op->contr->explore) { 2993 if (op->contr->explore)
2994 {
2654 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");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2996 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2656 op->stats.hp=op->stats.maxhp; 2997 op->stats.hp = op->stats.maxhp;
2657 return; 2998 return;
2658 } 2999 }
2659 sprintf(buf,"%s died.", &op->name); 3000 sprintf (buf, "%s died.", &op->name);
2660 } 3001 }
2661 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3002 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2662 3003
2663 /* save the map location for corpse, gravestone*/ 3004 /* save the map location for corpse, gravestone */
2664 x=op->x;y=op->y;map=op->map; 3005 x = op->x;
3006 y = op->y;
3007 map = op->map;
2665 3008
2666 3009
2667 if (settings.not_permadeth == TRUE) { 3010 if (settings.not_permadeth == TRUE)
3011 {
2668 /* NOT_PERMADEATH code. This basically brings the character back to 3012 /* NOT_PERMADEATH code. This basically brings the character back to
2669 * 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.
2670 * 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.
2671 */ 3015 */
2672 3016
2673 /* Basically two ways to go - remove a stat permanently, or just 3017 /* Basically two ways to go - remove a stat permanently, or just
2674 * make it depletion. This bunch of code deals with that aspect 3018 * make it depletion. This bunch of code deals with that aspect
2675 * of death. 3019 * of death.
2676 */ 3020 */
2677#ifndef COZY_SERVER 3021#ifndef COZY_SERVER
2678 if (settings.balanced_stat_loss) { 3022 if (settings.balanced_stat_loss)
3023 {
2679 /* If stat loss is permanent, lose one stat only. */ 3024 /* If stat loss is permanent, lose one stat only. */
2680 /* 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
2681 more if they do. */ 3026 more if they do. */
2682 /* Higher level characters can afford things such as potions of 3027 /* Higher level characters can afford things such as potions of
2683 restoration, or better, stat potions. So we slug them that 3028 restoration, or better, stat potions. So we slug them that
2684 little bit harder. */ 3029 little bit harder. */
2685 /* GD */ 3030 /* GD */
2686 if (settings.stat_loss_on_death) 3031 if (settings.stat_loss_on_death)
2687 num_stats_lose = 1;
2688 else
2689 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2690 } else {
2691 num_stats_lose = 1; 3032 num_stats_lose = 1;
3033 else
3034 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3035 }
3036 else
2692 } 3037 {
3038 num_stats_lose = 1;
3039 }
2693 lost_a_stat = 0; 3040 lost_a_stat = 0;
2694 3041
2695 for (z=0; z<num_stats_lose; z++) { 3042 for (z = 0; z < num_stats_lose; z++)
3043 {
2696 i = RANDOM() % NUM_STATS; 3044 i = RANDOM () % NUM_STATS;
2697 3045
2698 if (settings.stat_loss_on_death) { 3046 if (settings.stat_loss_on_death)
3047 {
2699 /* 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
2700 * what he lost. 3049 * what he lost.
2701 */ 3050 */
2702 change_attr_value(&(op->stats), i,-1); 3051 change_attr_value (&(op->stats), i, -1);
2703 check_stat_bounds(&(op->stats)); 3052 check_stat_bounds (&(op->stats));
2704 change_attr_value(&(op->contr->orig_stats), i,-1); 3053 change_attr_value (&(op->contr->orig_stats), i, -1);
2705 check_stat_bounds(&(op->contr->orig_stats)); 3054 check_stat_bounds (&(op->contr->orig_stats));
2706 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3055 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2707 lost_a_stat = 1; 3056 lost_a_stat = 1;
3057 }
2708 } else { 3058 else
3059 {
2709 /* deplete a stat */ 3060 /* deplete a stat */
2710 archetype *deparch=find_archetype("depletion"); 3061 archetype *deparch = archetype::find ("depletion");
2711 object *dep; 3062 object *dep;
2712 3063
2713 dep = present_arch_in_ob(deparch,op); 3064 dep = present_arch_in_ob (deparch, op);
2714 if(!dep) { 3065 if (!dep)
3066 {
2715 dep = arch_to_object(deparch); 3067 dep = arch_to_object (deparch);
2716 insert_ob_in_ob(dep, op); 3068 insert_ob_in_ob (dep, op);
2717 } 3069 }
2718 lose_this_stat = 1; 3070 lose_this_stat = 1;
2719 if (settings.balanced_stat_loss) { 3071 if (settings.balanced_stat_loss)
3072 {
2720 /* GD */ 3073 /* GD */
2721 /* Get the stat that we're about to deplete. */ 3074 /* Get the stat that we're about to deplete. */
2722 this_stat = get_attr_value(&(dep->stats), i); 3075 this_stat = get_attr_value (&(dep->stats), i);
2723 if (this_stat < 0) { 3076 if (this_stat < 0)
3077 {
2724 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 3078 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2725 int keep_chance = this_stat * this_stat; 3079 int keep_chance = this_stat * this_stat;
3080
2726 /* Yes, I am paranoid. Sue me. */ 3081 /* Yes, I am paranoid. Sue me. */
2727 if (keep_chance < 1) 3082 if (keep_chance < 1)
2728 keep_chance = 1; 3083 keep_chance = 1;
2729 3084
2730 /* There is a maximum depletion total per level. */ 3085 /* There is a maximum depletion total per level. */
2731 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)
2732 lose_this_stat = 0; 3095 lose_this_stat = 0;
2733 /* Take loss chance vs keep chance to see if we
2734 retain the stat. */
2735 } else {
2736 if (random_roll(0, loss_chance + keep_chance-1,
2737 op, PREFER_LOW) < keep_chance)
2738 lose_this_stat = 0;
2739 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", 3096 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2740 this_stat, keep_chance, loss_chance, 3097 this_stat, keep_chance, loss_chance,
2741 lose_this_stat?"LOSE":"KEEP"); */ 3098 lose_this_stat?"LOSE":"KEEP"); */
2742 } 3099 }
2743 } 3100 }
2744 } 3101 }
2745 3102
2746 if (lose_this_stat) { 3103 if (lose_this_stat)
3104 {
2747 this_stat = get_attr_value(&(dep->stats), i); 3105 this_stat = get_attr_value (&(dep->stats), i);
2748 /* We could try to do something clever like find another 3106 /* We could try to do something clever like find another
2749 * stat to reduce if this fails. But chances are, if 3107 * stat to reduce if this fails. But chances are, if
2750 * stats have been depleted to -50, all are pretty low 3108 * stats have been depleted to -50, all are pretty low
2751 * 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
2752 * difference. 3110 * difference.
2753 */ 3111 */
2754 if (this_stat>=-50) { 3112 if (this_stat >= -50)
3113 {
2755 change_attr_value(&(dep->stats), i, -1); 3114 change_attr_value (&(dep->stats), i, -1);
2756 SET_FLAG(dep, FLAG_APPLIED); 3115 SET_FLAG (dep, FLAG_APPLIED);
2757 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3116 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2758 fix_player(op); 3117 fix_player (op);
2759 lost_a_stat = 1; 3118 lost_a_stat = 1;
2760 } 3119 }
2761 } 3120 }
2762 } 3121 }
2763 } 3122 }
2764 /* If no stat lost, tell the player. */ 3123 /* If no stat lost, tell the player. */
2765 if (!lost_a_stat) 3124 if (!lost_a_stat)
2766 { 3125 {
2767 /* determine_god() seems to not work sometimes... why is this? 3126 /* determine_god() seems to not work sometimes... why is this?
2768 Should I be using something else? GD */ 3127 Should I be using something else? GD */
2769 const char *god = determine_god(op); 3128 const char *god = determine_god (op);
3129
2770 if (god && (strcmp(god, "none"))) 3130 if (god && (strcmp (god, "none")))
2771 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);
2772 "moment you feel the holy presence of %s protecting"
2773 " you.", god);
2774 else 3132 else
2775 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.");
2776 " 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);
2777 } 3292 }
2778#endif 3293 else
2779 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3294 delete_character (op->name, 1);
2780 " feel a holy presence protecting you from losing yourself completely.");
2781
2782 /* Put a gravestone up where the character 'almost' died. List the
2783 * exp loss on the stone.
2784 */
2785 tmp=arch_to_object(find_archetype("gravestone"));
2786 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf;
2787 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf;
2788 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2789 "who was killed\n"
2790 "by %s.\n",
2791 &op->name, op->contr->title,
2792 op->contr->killer);
2793 tmp->msg = buf;
2794 tmp->x=op->x,tmp->y=op->y;
2795 insert_ob_in_map (tmp, op->map, NULL,0);
2796
2797 /**************************************/
2798 /* */
2799 /* Subtract the experience points, */
2800 /* if we died cause of food, give us */
2801 /* food, and reset HP's... */
2802 /* */
2803 /**************************************/
2804
2805 /* remove any poisoning and confusion the character may be suffering.*/
2806 /* restore player */
2807 at = find_archetype("poisoning");
2808 tmp=present_arch_in_ob(at,op);
2809 if (tmp) {
2810 remove_ob(tmp);
2811 free_object(tmp);
2812 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2813 }
2814
2815 at = find_archetype("confusion");
2816 tmp=present_arch_in_ob(at,op);
2817 if (tmp) {
2818 remove_ob(tmp);
2819 free_object(tmp);
2820 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2821 }
2822 cure_disease(op,0); /* remove any disease */
2823 3295 }
2824 /*add_exp(op, (op->stats.exp * -0.20)); */
2825 apply_death_exp_penalty(op);
2826 if(op->stats.food < 100) op->stats.food = 900;
2827 op->stats.hp = op->stats.maxhp;
2828 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2829 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2830 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);
2831 /* 3333 }
2832 * 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)))
2833 * the player has any unpaid items. If so, remove them and put them back
2834 * in the map.
2835 */
2836
2837 if (is_in_shop (op))
2838 remove_unpaid_objects(op->inv, op);
2839
2840 /****************************************/
2841 /* */
2842 /* Move player to his current respawn- */
2843 /* position (usually last savebed) */
2844 /* */
2845 /****************************************/
2846
2847 enter_player_savebed(op);
2848
2849 /* Save the player before inserting the force to reduce
2850 * chance of abuse.
2851 */
2852 op->contr->braced=0;
2853 save_player(op,1);
2854
2855 /* it is possible that the player has blown something up
2856 * at his savebed location, and that can have long lasting
2857 * spell effects. So first see if there is a spell effect
2858 * on the space that might harm the player.
2859 */
2860 will_kill_again=0;
2861 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2862 if (tmp->type ==SPELL_EFFECT)
2863 will_kill_again|=tmp->attacktype;
2864 } 3335 {
2865 if (will_kill_again) { 3336 if (tmp->nrof > 1)
2866 object *force; 3337 {
2867 int at; 3338 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2868 3339 tmp2->destroy ();
2869 force=get_archetype(FORCE_NAME); 3340 insert_ob_in_map (tmp, op->map, NULL, 0);
2870 /* 50 ticks should be enough time for the spell to abate */
2871 force->speed=0.1;
2872 force->speed_left=-5.0;
2873 SET_FLAG(force, FLAG_APPLIED);
2874 for (at=0; at<NROFATTACKS; at++) {
2875 if (will_kill_again & (1 << at))
2876 force->resist[at] = 100;
2877 } 3341 }
2878 insert_ob_in_ob(force, op);
2879 fix_player(op);
2880
2881 }
2882 /**************************************/
2883 /* */
2884 /* Repaint the characters inv, and */
2885 /* stats, and show a nasty message ;) */
2886 /* */
2887 /**************************************/
2888
2889 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2890 return;
2891 } /* NOT_PERMADETH */
2892 else {
2893 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2894 * should probably be embedded in an else statement.
2895 */
2896
2897 op->contr->party=NULL;
2898 if (settings.set_title == TRUE)
2899 op->contr->own_title[0]='\0';
2900 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2901 check_score(op);
2902 if(op->contr->ranges[range_golem]!=NULL) {
2903 remove_friendly_object(op->contr->ranges[range_golem]);
2904 remove_ob(op->contr->ranges[range_golem]);
2905 free_object(op->contr->ranges[range_golem]);
2906 op->contr->ranges[range_golem]=NULL;
2907 op->contr->golem_count=0;
2908 }
2909 loot_object(op); /* Remove some of the items for good */
2910 remove_ob(op);
2911 op->direction=0;
2912
2913 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2914 delete_character(op->name,0);
2915 if (settings.resurrection == TRUE) {
2916 /* save playerfile sans equipment when player dies
2917 ** then save it as player.pl.dead so that future resurrection
2918 ** type spells will work on them nicely
2919 */
2920 delete_character(op->name,0);
2921 op->stats.hp = op->stats.maxhp;
2922 op->stats.food = 999;
2923
2924 /* set the location of where the person will reappear when */
2925 /* maybe resurrection code should fix map also */
2926 strcpy(op->contr->maplevel, settings.emergency_mapname);
2927 if(op->map!=NULL)
2928 op->map = NULL;
2929 op->x = settings.emergency_x;
2930 op->y = settings.emergency_y;
2931 save_player(op,0);
2932 op->map = map;
2933 /* please see resurrection.c: peterm */
2934 dead_player(op);
2935 } else { 3342 else
2936 delete_character(op->name,1); 3343 tmp->destroy ();
2937 } 3344 }
2938 } 3345 else
2939 play_again(op);
2940
2941 /* peterm: added to create a corpse at deathsite. */
2942 tmp=arch_to_object(find_archetype("corpse_pl"));
2943 sprintf(buf,"%s", &op->name);
2944 tmp->name = tmp->name_pl = buf;
2945 tmp->level=op->level;
2946 tmp->x=x;tmp->y=y;
2947 tmp->msg = gravestone_text(op);
2948 SET_FLAG (tmp, FLAG_UNIQUE);
2949 insert_ob_in_map (tmp, map, NULL,0);
2950 }
2951}
2952
2953
2954void loot_object(object *op) { /* Grab and destroy some treasure */
2955 object *tmp,*tmp2,*next;
2956
2957 if (op->container) { /* close open sack first */
2958 esrv_apply_container (op, op->container);
2959 }
2960
2961 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2962 next=tmp->below;
2963 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2964 remove_ob(tmp);
2965 tmp->x=op->x,tmp->y=op->y;
2966 if (tmp->type == CONTAINER) { /* empty container to ground */
2967 loot_object(tmp);
2968 }
2969 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2970 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2971 if(tmp->nrof>1) {
2972 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2973 free_object(tmp2);
2974 insert_ob_in_map(tmp,op->map,NULL,0); 3346 insert_ob_in_map (tmp, op->map, NULL, 0);
2975 } else
2976 free_object(tmp);
2977 } else
2978 insert_ob_in_map(tmp,op->map,NULL,0);
2979 } 3347 }
2980} 3348}
2981 3349
2982/* 3350/*
2983 * fix_weight(): Check recursively the weight of all players, and fix 3351 * fix_weight(): Check recursively the weight of all players, and fix
2984 * 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
2985 * was changed. 3353 * was changed.
2986 */ 3354 */
2987 3355
3356void
2988void fix_weight(void) { 3357fix_weight (void)
3358{
2989 player *pl; 3359 player *pl;
3360
2990 for (pl = first_player; pl != NULL; pl = pl->next) { 3361 for (pl = first_player; pl != NULL; pl = pl->next)
3362 {
2991 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3363 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3364
2992 if(old == sum) 3365 if (old == sum)
2993 continue; 3366 continue;
2994 fix_player(pl->ob); 3367 fix_player (pl->ob);
2995 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3368 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2996 &pl->ob->name, old, sum);
2997 } 3369 }
2998} 3370}
2999 3371
3372void
3000void fix_luck(void) { 3373fix_luck (void)
3374{
3001 player *pl; 3375 player *pl;
3376
3002 for (pl = first_player; pl != NULL; pl = pl->next) 3377 for (pl = first_player; pl != NULL; pl = pl->next)
3003 if (!pl->ob->contr->state) 3378 if (!pl->ob->contr->state)
3004 change_luck(pl->ob, 0); 3379 change_luck (pl->ob, 0);
3005} 3380}
3006 3381
3007 3382
3008/* cast_dust() - handles op throwing objects of type 'DUST'. 3383/* cast_dust() - handles op throwing objects of type 'DUST'.
3009 * This is much simpler in the new spell code - we basically 3384 * This is much simpler in the new spell code - we basically
3010 * just treat this as any other spell casting object. 3385 * just treat this as any other spell casting object.
3011 */ 3386 */
3012 3387
3013void 3388void
3014cast_dust (object * op, object * throw_ob, int dir) 3389cast_dust (object *op, object *throw_ob, int dir)
3015{ 3390{
3016 object *skop, *spob; 3391 object *skop, *spob;
3017 3392
3018 skop = find_skill_by_name (op, throw_ob->skill); 3393 skop = find_skill_by_name (op, throw_ob->skill);
3019 3394
3020 /* casting POTION 'dusts' is really a use_magic_item skill */ 3395 /* casting POTION 'dusts' is really a use_magic_item skill */
3021 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3396 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3022 { 3397 {
3023 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);
3024 &op->name);
3025 return; 3399 return;
3026 } 3400 }
3027 3401
3028 spob = throw_ob->inv; 3402 spob = throw_ob->inv;
3029 3403
3030 // 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
3031 // 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
3032 // errors should be reported as early as possible IMHO) 3406 // errors should be reported as early as possible IMHO)
3033 if (!spob) 3407 if (!spob)
3034 { 3408 {
3035 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);
3036 &throw_ob->name, &op->name);
3037 return; 3410 return;
3038 } 3411 }
3039 3412
3040 if (op->type == PLAYER) 3413 if (op->type == PLAYER)
3041 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);
3042 3415
3043 cast_spell (op, throw_ob, dir, spob, NULL); 3416 cast_spell (op, throw_ob, dir, spob, NULL);
3044 3417
3045 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3418 throw_ob->destroy ();
3046 remove_ob (throw_ob);
3047 free_object (throw_ob);
3048} 3419}
3049 3420
3421void
3050void make_visible (object *op) { 3422make_visible (object *op)
3423{
3051 op->hide = 0; 3424 op->hide = 0;
3052 op->invisible = 0; 3425 op->invisible = 0;
3053 if(op->type==PLAYER) { 3426 if (op->type == PLAYER)
3427 {
3054 op->contr->tmp_invis = 0; 3428 op->contr->tmp_invis = 0;
3055 op->contr->invis_race = 0; 3429 op->contr->invis_race = 0;
3056 } 3430 }
3057 update_object(op,UP_OBJ_FACE); 3431 update_object (op, UP_OBJ_FACE);
3058} 3432}
3059 3433
3434int
3060int is_true_undead(object *op) { 3435is_true_undead (object *op)
3436{
3061 object *tmp=NULL; 3437 object *tmp = NULL;
3062 3438
3063 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3439 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3440 return 1;
3064 3441
3065 if(op->type==PLAYER) 3442 if (op->type == PLAYER)
3066 for(tmp=op->inv;tmp;tmp=tmp->below) 3443 for (tmp = op->inv; tmp; tmp = tmp->below)
3067 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3444 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3068 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3445 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3446 return 1;
3069 return 0; 3447 return 0;
3070} 3448}
3071 3449
3072/* look at the surrounding terrain to determine 3450/* look at the surrounding terrain to determine
3073 * the hideability of this object. Positive levels 3451 * the hideability of this object. Positive levels
3074 * indicate greater hideability. 3452 * indicate greater hideability.
3075 */ 3453 */
3076 3454
3455int
3077int hideability(object *ob) { 3456hideability (object *ob)
3457{
3078 int i,level=0, mflag; 3458 int i, level = 0, mflag;
3079 sint16 x,y; 3459 sint16 x, y;
3080 3460
3081 if(!ob||!ob->map) return 0; 3461 if (!ob || !ob->map)
3462 return 0;
3082 3463
3083 /* so, on normal lighted maps, its hard to hide */ 3464 /* so, on normal lighted maps, its hard to hide */
3084 level=ob->map->darkness - 2; 3465 level = ob->map->darkness - 2;
3085 3466
3086 /* this also picks up whether the object is glowing. 3467 /* this also picks up whether the object is glowing.
3087 * 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
3088 * as bad as carrying a light on a pitch dark map */ 3469 * as bad as carrying a light on a pitch dark map */
3089 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3470 if (has_carried_lights (ob))
3471 level = -(10 + (2 * ob->map->darkness));
3090 3472
3091 /* scan through all nearby squares for terrain to hide in */ 3473 /* scan through all nearby squares for terrain to hide in */
3092 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 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 {
3093 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3476 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3094 if (mflag & P_OUT_OF_MAP) { continue; } 3477 if (mflag & P_OUT_OF_MAP)
3478 {
3479 continue;
3480 }
3095 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3481 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3096 level += 2; 3482 level += 2;
3097 else /* open terrain! */ 3483 else /* open terrain! */
3098 level -= 1; 3484 level -= 1;
3099 } 3485 }
3100 3486
3101#if 0 3487#if 0
3102 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3488 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3103#endif 3489#endif
3104 return level; 3490 return level;
3105} 3491}
3106 3492
3107/* For Hidden creatures - a chance of becoming 'unhidden' 3493/* For Hidden creatures - a chance of becoming 'unhidden'
3108 * every time they move - as we subtract off 'invisibility' 3494 * every time they move - as we subtract off 'invisibility'
3109 * AND, for players, if they move into a ridiculously unhideable 3495 * AND, for players, if they move into a ridiculously unhideable
3110 * spot (surrounded by clear terrain in broad daylight). -b.t. 3496 * spot (surrounded by clear terrain in broad daylight). -b.t.
3111 */ 3497 */
3112 3498
3499void
3113void do_hidden_move (object *op) { 3500do_hidden_move (object *op)
3501{
3114 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3502 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3115 object *skop; 3503 object *skop;
3116 3504
3117 if(!op || !op->map) return; 3505 if (!op || !op->map)
3506 return;
3118 3507
3119 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3508 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3120 3509
3121 /* 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! */
3122 if(op->type==PLAYER && op->contr->run_on) { 3511 if (op->type == PLAYER && op->contr->run_on)
3512 {
3123 if(!skop || num >= skop->level) { 3513 if (!skop || num >= skop->level)
3514 {
3124 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!");
3125 make_visible(op); 3516 make_visible (op);
3126 return; 3517 return;
3518 }
3519 else
3127 } else num += 20; 3520 num += 20;
3128 } 3521 }
3129 num += op->map->difficulty; 3522 num += op->map->difficulty;
3130 hide = hideability(op); /* modify by terrain hidden level */ 3523 hide = hideability (op); /* modify by terrain hidden level */
3131 num -= hide; 3524 num -= hide;
3132 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3525 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3526 {
3133 make_visible(op); 3527 make_visible (op);
3134 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3528 if (op->type == PLAYER)
3135 "You moved out of hiding! You are visible!"); 3529 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3136 } 3530 }
3137 else if (op->type == PLAYER && skop) { 3531 else if (op->type == PLAYER && skop)
3532 {
3138 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);
3139 } 3534 }
3140} 3535}
3141 3536
3142/* determine if who is standing near a hostile creature. */ 3537/* determine if who is standing near a hostile creature. */
3143 3538
3539int
3144int stand_near_hostile( object *who ) { 3540stand_near_hostile (object *who)
3541{
3145 object *tmp=NULL; 3542 object *tmp = NULL;
3146 int i,friendly=0,player=0, mflags; 3543 int i, friendly = 0, player = 0, mflags;
3147 mapstruct *m; 3544 maptile *m;
3148 sint16 x,y; 3545 sint16 x, y;
3149 3546
3150 if(!who) return 0; 3547 if (!who)
3548 return 0;
3151 3549
3152 if(who->type==PLAYER) player=1; 3550 if (who->type == PLAYER)
3551 player = 1;
3552
3553 else
3153 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3554 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3154 3555
3155 /* search adjacent squares */ 3556 /* search adjacent squares */
3156 for(i=1;i<9;i++) { 3557 for (i = 1; i < 9; i++)
3558 {
3157 x = who->x+freearr_x[i]; 3559 x = who->x + freearr_x[i];
3158 y = who->y+freearr_y[i]; 3560 y = who->y + freearr_y[i];
3159 m = who->map; 3561 m = who->map;
3160 mflags = get_map_flags(m, &m, x, y, &x, &y); 3562 mflags = get_map_flags (m, &m, x, y, &x, &y);
3161 /* space must be blocked if there is a monster. If not 3563 /* space must be blocked if there is a monster. If not
3162 * blocked, don't need to check this space. 3564 * blocked, don't need to check this space.
3163 */ 3565 */
3164 if (mflags & P_OUT_OF_MAP) continue; 3566 if (mflags & P_OUT_OF_MAP)
3567 continue;
3165 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)))
3166 3569 continue;
3570
3167 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)
3168 if((player||friendly) 3572 {
3169 &&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)
3170 return 1; 3579 return 1;
3171 else if(tmp->type==PLAYER)
3172 {
3173 /*don't let a hidden DM prevent you from hiding*/
3174 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3175 return 1;
3176 } 3580 }
3177 } 3581 }
3178 } 3582 }
3179 return 0; 3583 return 0;
3180} 3584}
3181 3585
3182/* check the player los field for viewability of the 3586/* check the player los field for viewability of the
3183 * object op. This function works fine for monsters, 3587 * object op. This function works fine for monsters,
3184 * 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
3191 * 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.
3192 * -b.t. 3596 * -b.t.
3193 * This function is now map tiling safe. 3597 * This function is now map tiling safe.
3194 */ 3598 */
3195 3599
3600int
3196int player_can_view (object *pl,object *op) { 3601player_can_view (object *pl, object *op)
3602{
3197 rv_vector rv; 3603 rv_vector rv;
3198 int dx,dy; 3604 int dx, dy;
3199 3605
3200 if(pl->type!=PLAYER) { 3606 if (pl->type != PLAYER)
3607 {
3201 LOG(llevError,"player_can_view() called for non-player object\n"); 3608 LOG (llevError, "player_can_view() called for non-player object\n");
3202 return -1; 3609 return -1;
3203 } 3610 }
3204 if (!pl || !op) return 0; 3611 if (!pl || !op)
3205
3206 if(op->head) { op = op->head; }
3207 get_rangevector(pl, op, &rv, 0x1);
3208
3209 /* starting with the 'head' part, lets loop
3210 * through the object and find if it has any
3211 * part that is in the los array but isnt on
3212 * a blocked los square.
3213 * we use the archetype to figure out offsets.
3214 */
3215 while(op) {
3216 dx = rv.distance_x + op->arch->clone.x;
3217 dy = rv.distance_y + op->arch->clone.y;
3218
3219 /* only the viewable area the player sees is updated by LOS
3220 * code, so we need to restrict ourselves to that range of values
3221 * for any meaningful values.
3222 */
3223 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3224 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3225 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3226 return 1;
3227 op = op->more;
3228 }
3229 return 0; 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;
3230} 3642}
3231 3643
3232/* routine for both players and monsters. We call this when 3644/* routine for both players and monsters. We call this when
3233 * there is a possibility for our action distrubing our hiding 3645 * there is a possibility for our action distrubing our hiding
3234 * place or invisiblity spell. Artefact invisiblity is not 3646 * place or invisiblity spell. Artefact invisiblity is not
3235 * effected by this. If we arent invisible to begin with, we 3647 * effected by this. If we arent invisible to begin with, we
3236 * return 0. 3648 * return 0.
3237 */ 3649 */
3650int
3238int action_makes_visible (object *op) { 3651action_makes_visible (object *op)
3652{
3239 3653
3240 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3654 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3655 {
3241 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3656 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3242 return 0; 3657 return 0;
3243 3658
3244 if (op->contr && op->contr->tmp_invis == 0) return 0; 3659 if (op->contr && op->contr->tmp_invis == 0)
3660 return 0;
3245 3661
3246 /* If monsters, they should become visible */ 3662 /* If monsters, they should become visible */
3247 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3663 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3664 {
3248 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");
3249 return 1; 3666 return 1;
3250 } 3667 }
3251 } 3668 }
3252 return 0; 3669 return 0;
3253} 3670}
3254 3671
3255/* op_on_battleground - checks if the given object op (usually 3672/* op_on_battleground - checks if the given object op (usually
3256 * a player) is standing on a valid battleground-tile, 3673 * a player) is standing on a valid battleground-tile,
3257 * function returns TRUE/FALSE. If true x, y returns the battleground 3674 * function returns TRUE/FALSE. If true x, y returns the battleground
3258 * -exit-coord. (and if x, y not NULL) 3675 * -exit-coord. (and if x, y not NULL)
3259 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3676 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3260 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3677 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3261 * Default is to do the same as before, so only people wanting to have different points need worry about this 3678 * Default is to do the same as before, so only people wanting to have different points need worry about this
3262 */ 3679 */
3680int
3263int op_on_battleground (object *op, int *x, int *y) { 3681op_on_battleground (object *op, int *x, int *y)
3682{
3264 object *tmp; 3683 object *tmp;
3265 3684
3266 /* A battleground-tile needs the following attributes to be valid: 3685 /* A battleground-tile needs the following attributes to be valid:
3267 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3686 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3268 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3687 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3269 * and the exit-coordinates sp/hp must both be > 0. 3688 * and the exit-coordinates sp/hp must both be > 0.
3270 * => The intention here is to prevent abuse of the battleground- 3689 * => The intention here is to prevent abuse of the battleground-
3271 * feature (like pickable or hidden battleground tiles). */ 3690 * feature (like pickable or hidden battleground tiles). */
3272 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3691 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3692 {
3273 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3693 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3694 {
3274 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3695 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3275 strcmp(tmp->name, "battleground")==0 && 3696 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3276 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3697 {
3277 /*before we assign the exit, check if this is a teambattle*/ 3698 /*before we assign the exit, check if this is a teambattle */
3278 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 {
3279 object *invtmp; 3701 object *invtmp;
3702
3280 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3703 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3281 if(invtmp->type==FORCE && invtmp->slaying && 3704 {
3282 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3705 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3706 {
3283 if (x != NULL && y != NULL) 3707 if (x != NULL && y != NULL)
3284 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3708 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3285 return 1; 3709 return 1;
3710 }
3286 } 3711 }
3287 } 3712 }
3288 }
3289 if (x != NULL && y != NULL) 3713 if (x != NULL && y != NULL)
3290 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3714 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3291 return 1; 3715 return 1;
3716 }
3292 } 3717 }
3293 }
3294 } 3718 }
3295 /* If we got here, did not find a battleground */ 3719 /* If we got here, did not find a battleground */
3296 return 0; 3720 return 0;
3297} 3721}
3298 3722
3299/* 3723/*
3303 * attributes: 3727 * attributes:
3304 * object *who the dragon player 3728 * object *who the dragon player
3305 * int atnr the attack-number of the ability focus 3729 * int atnr the attack-number of the ability focus
3306 * int level ability level 3730 * int level ability level
3307 */ 3731 */
3732void
3308void dragon_ability_gain(object *who, int atnr, int level) { 3733dragon_ability_gain (object *who, int atnr, int level)
3734{
3309 treasurelist *trlist = NULL; /* treasurelist */ 3735 treasurelist *trlist = NULL; /* treasurelist */
3310 treasure *tr; /* treasure */ 3736 treasure *tr; /* treasure */
3311 object *tmp,*skop; /* tmp. object */ 3737 object *tmp, *skop; /* tmp. object */
3312 object *item; /* treasure object */ 3738 object *item; /* treasure object */
3313 char buf[MAX_BUF]; /* tmp. string buffer */ 3739 char buf[MAX_BUF]; /* tmp. string buffer */
3314 int i=0, j=0; 3740 int i = 0, j = 0;
3315 3741
3316 /* get the appropriate treasurelist */ 3742 /* get the appropriate treasurelist */
3317 if (atnr == ATNR_FIRE) 3743 if (atnr == ATNR_FIRE)
3318 trlist = find_treasurelist("dragon_ability_fire"); 3744 trlist = find_treasurelist ("dragon_ability_fire");
3319 else if (atnr == ATNR_COLD) 3745 else if (atnr == ATNR_COLD)
3320 trlist = find_treasurelist("dragon_ability_cold"); 3746 trlist = find_treasurelist ("dragon_ability_cold");
3321 else if (atnr == ATNR_ELECTRICITY) 3747 else if (atnr == ATNR_ELECTRICITY)
3322 trlist = find_treasurelist("dragon_ability_elec"); 3748 trlist = find_treasurelist ("dragon_ability_elec");
3323 else if (atnr == ATNR_POISON) 3749 else if (atnr == ATNR_POISON)
3324 trlist = find_treasurelist("dragon_ability_poison"); 3750 trlist = find_treasurelist ("dragon_ability_poison");
3325 3751
3326 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))
3327 return; 3769 return;
3328 3770
3329 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);
3330 tr = tr->next, i++); 3772 do_learn_spell (who, item, 0);
3331 3773 return;
3332 if (tr == NULL || tr->item == NULL) { 3774 }
3333 /* 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))
3334 return; 3785 return;
3335 }
3336
3337 /* everything seems okay - now bring on the gift: */
3338 item = &(tr->item->clone);
3339
3340 if (item->type == SPELL) {
3341 if (check_spell_known (who, item->name))
3342 return;
3343
3344 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3345 do_learn_spell (who, item, 0);
3346 return;
3347 }
3348
3349 /* grant direct spell */
3350 if (item->type == SPELLBOOK) {
3351 if (!item->inv) {
3352 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3353 return;
3354 }
3355 if (check_spell_known (who, item->inv->name))
3356 return;
3357 if (item->invisible) { 3786 if (item->invisible)
3787 {
3358 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);
3359 do_learn_spell (who, item->inv, 0); 3789 do_learn_spell (who, item->inv, 0);
3360 return; 3790 return;
3361 } 3791 }
3362 } 3792 }
3363 else if (item->type == SKILL_TOOL && item->invisible) { 3793 else if (item->type == SKILL_TOOL && item->invisible)
3794 {
3364 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 {
3365 3797
3366 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3798 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3367 * in this way, if the player is missing any of the attacktypes, he gets 3799 * in this way, if the player is missing any of the attacktypes, he gets
3368 * them. As it is now, if the player has any that match the granted skill, 3800 * them. As it is now, if the player has any that match the granted skill,
3369 * but not all of them, he gets nothing. 3801 * but not all of them, he gets nothing.
3370 */ 3802 */
3371 if (!(skop->attacktype & item->attacktype)) { 3803 if (!(skop->attacktype & item->attacktype))
3804 {
3372 /* Give new attacktype */ 3805 /* Give new attacktype */
3373 skop->attacktype |= item->attacktype; 3806 skop->attacktype |= item->attacktype;
3374 3807
3375 /* always add physical if there's none */ 3808 /* always add physical if there's none */
3376 skop->attacktype |= AT_PHYSICAL; 3809 skop->attacktype |= AT_PHYSICAL;
3377 3810
3378 if (item->msg != NULL) 3811 if (item->msg != NULL)
3379 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3812 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3380 3813
3381 /* Give player new face */ 3814 /* Give player new face */
3382 if (item->animation_id) { 3815 if (item->animation_id)
3816 {
3383 who->face = skop->face; 3817 who->face = skop->face;
3384 who->animation_id = item->animation_id; 3818 who->animation_id = item->animation_id;
3385 who->anim_speed = item->anim_speed; 3819 who->anim_speed = item->anim_speed;
3386 who->last_anim = 0; 3820 who->last_anim = 0;
3387 who->state = 0; 3821 who->state = 0;
3388 animate_object(who, who->direction); 3822 animate_object (who, who->direction);
3389 } 3823 }
3390 } 3824 }
3391 } 3825 }
3392 } 3826 }
3393 else if (item->type == FORCE) { 3827 else if (item->type == FORCE)
3828 {
3394 /* forces in the treasurelist can alter the player's stats */ 3829 /* forces in the treasurelist can alter the player's stats */
3395 object *skin; 3830 object *skin;
3831
3396 /* first get the dragon skin force */ 3832 /* first get the dragon skin force */
3397 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);
3398 skin=skin->below);
3399 if (skin == NULL) return; 3834 if (skin == NULL)
3400 3835 return;
3836
3401 /* adding new spellpath attunements */ 3837 /* adding new spellpath attunements */
3402 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3838 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3839 {
3403 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3840 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3404 3841
3405 /* print message */ 3842 /* print message */
3406 sprintf(buf, "You feel attuned to "); 3843 sprintf (buf, "You feel attuned to ");
3407 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3844 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3845 {
3408 if(item->path_attuned & (1<<i)) { 3846 if (item->path_attuned & (1 << i))
3847 {
3409 if (j) 3848 if (j)
3410 strcat(buf," and "); 3849 strcat (buf, " and ");
3411 else 3850 else
3412 j = 1; 3851 j = 1;
3413 strcat(buf, spellpathnames[i]); 3852 strcat (buf, spellpathnames[i]);
3414 } 3853 }
3415 } 3854 }
3416 strcat(buf,"."); 3855 strcat (buf, ".");
3417 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3856 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3418 } 3857 }
3419 3858
3420 /* evtl. adding flags: */ 3859 /* evtl. adding flags: */
3421 if(QUERY_FLAG(item, FLAG_XRAYS)) 3860 if (QUERY_FLAG (item, FLAG_XRAYS))
3422 SET_FLAG(skin, FLAG_XRAYS); 3861 SET_FLAG (skin, FLAG_XRAYS);
3423 if(QUERY_FLAG(item, FLAG_STEALTH)) 3862 if (QUERY_FLAG (item, FLAG_STEALTH))
3424 SET_FLAG(skin, FLAG_STEALTH); 3863 SET_FLAG (skin, FLAG_STEALTH);
3425 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3864 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3426 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3865 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3427 3866
3428 /* print message if there is one */ 3867 /* print message if there is one */
3429 if (item->msg != NULL) 3868 if (item->msg != NULL)
3430 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
3431 } 3872 {
3432 else {
3433 /* generate misc. treasure */ 3873 /* generate misc. treasure */
3434 tmp = arch_to_object (tr->item); 3874 tmp = arch_to_object (tr->item);
3435 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));
3436 tmp = insert_ob_in_ob (tmp, who); 3876 tmp = insert_ob_in_ob (tmp, who);
3437 if (who->type == PLAYER) 3877 if (who->type == PLAYER)
3438 esrv_send_item(who, tmp); 3878 esrv_send_item (who, tmp);
3439 } 3879 }
3440} 3880}
3441 3881
3442/** 3882/**
3443 * 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
3444 * not readied. 3884 * not readied.
3445 */ 3885 */
3886void
3446void player_unready_range_ob(player *pl, object *ob) { 3887player_unready_range_ob (player *pl, object *ob)
3888{
3447 rangetype i; 3889 rangetype i;
3448 3890
3449 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 {
3450 if (pl->ranges[i] == ob) { 3893 if (pl->ranges[i] == ob)
3894 {
3451 pl->ranges[i] = NULL; 3895 pl->ranges[i] = NULL;
3452 if (pl->shoottype == i) { 3896 if (pl->shoottype == i)
3897 {
3453 pl->shoottype = range_none; 3898 pl->shoottype = range_none;
3454 } 3899 }
3455 } 3900 }
3456 } 3901 }
3457} 3902}

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