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Comparing deliantra/server/server/player.C (file contents):
Revision 1.14 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.43 by root, Sat Dec 16 03:08:26 2006 UTC

1/*
2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.14 2006/09/03 00:18:42 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>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#ifdef COZY_SERVER
44extern int same_party (partylist *a, partylist *b); 34extern int same_party (partylist *a, partylist *b);
45#endif 35#endif
46 36
37player *
47player *find_player(const char *plname) 38find_player (const char *plname)
48{ 39{
49 player *pl; 40 player *pl;
41
50 for(pl=first_player;pl!=NULL;pl=pl->next) 42 for (pl = first_player; pl != NULL; pl = pl->next)
51 { 43 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
53 return pl; 45 return pl;
54 }; 46 };
55 return NULL; 47 return NULL;
56} 48}
57 49
50player *
58player* find_player_partial_name( const char* plname ) 51find_player_partial_name (const char *plname)
59 { 52{
60 player* pl; 53 player *pl;
61 player* found = NULL; 54 player *found = NULL;
62 size_t namelen = strlen( plname ); 55 size_t namelen = strlen (plname);
56
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 57 for (pl = first_player; pl != NULL; pl = pl->next)
64 { 58 {
65 if ( strlen( pl->ob->name ) < namelen ) 59 if ((size_t) strlen (pl->ob->name) < namelen)
66 continue; 60 continue;
67 61
68 if ( !strcmp( pl->ob->name, plname) ) 62 if (!strcmp (pl->ob->name, plname))
69 return pl; 63 return pl;
70 64
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 65 if (!strncasecmp (pl->ob->name, plname, namelen))
72 { 66 {
73 if ( found ) 67 if (found)
74 return NULL; 68 return NULL;
75 69
76 found = pl; 70 found = pl;
71 }
72 }
73 return found;
74}
75
76void
77display_motd (const object *op)
78{
79 char buf[MAX_BUF];
80 char motd[HUGE_BUF];
81 FILE *fp;
82 int comp;
83 int size;
84
85 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 {
88 return;
89 }
90 motd[0] = '\0';
91 size = 0;
92 while (fgets (buf, MAX_BUF, fp) != NULL)
93 {
94 if (*buf == '#')
95 continue;
96 strncat (motd + size, buf, HUGE_BUF - size);
97 size += strlen (buf);
98 }
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_rules (const object *op)
105{
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 {
115 return;
116 }
117 rules[0] = '\0';
118 size = 0;
119 while (fgets (buf, MAX_BUF, fp) != NULL)
120 {
121 if (*buf == '#')
122 continue;
123 if (size + strlen (buf) >= HUGE_BUF)
124 {
125 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
126 break;
127 }
128 strncat (rules + size, buf, HUGE_BUF - size);
129 size += strlen (buf);
130 }
131 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
132 close_and_delete (fp, comp);
133}
134
135void
136send_news (const object *op)
137{
138 char buf[MAX_BUF];
139 char news[HUGE_BUF];
140 char subject[MAX_BUF];
141 FILE *fp;
142 int comp;
143 int size;
144
145 sprintf (buf, "%s/%s", settings.confdir, settings.news);
146 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
147 return;
148 news[0] = '\0';
149 subject[0] = '\0';
150 size = 0;
151 while (fgets (buf, MAX_BUF, fp) != NULL)
152 {
153 if (*buf == '#')
154 continue;
155 if (*buf == '%')
156 { /* send one news */
157 if (size > 0)
158 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 */
159 strcpy (subject, buf + 1);
160 strip_endline (subject);
161 size = 0;
162 news[0] = '\0';
163 }
164 else
165 {
166 if (size + strlen (buf) >= HUGE_BUF)
167 {
168 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
169 break;
77 } 170 }
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); 171 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 172 size += strlen (buf);
170 } 173 }
171 }
172 174 }
175
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 176 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 177 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); 178 close_and_delete (fp, comp);
179} 179}
180 180
181int
181int playername_ok(const char *cp) { 182playername_ok (const char *cp)
183{
182 /* Don't allow - or _ as first character in the name */ 184 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0; 185 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; 186 return 0;
187
188 for (; *cp != '\0'; cp++)
189 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
190 return 0;
191 return 1;
189} 192}
190 193
191/* This no longer sets the player map. Also, it now updates 194/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that. 195 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map. 196 * Caller is responsible for setting the correct map.
197 * Hopefully this will be less bugfree and simpler. 200 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null, 201 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle 202 * we create a new one. Otherwise, we recycle
200 * the one that is passed. 203 * the one that is passed.
201 */ 204 */
202static player* get_player(player *p) { 205static player *
206get_player (player *p)
207{
203 object *op=arch_to_object(get_player_archetype(NULL)); 208 object *op = arch_to_object (get_player_archetype (0));
204 int i; 209 int i;
205 210
206 if (!p) {
207 p = new player;
208
209 /* This adds the player in the linked list. There is extra
210 * complexity here because we want to add the new player at the
211 * end of the list - there is in fact no compelling reason that
212 * that needs to be done except for things like output of
213 * 'who'.
214 */
215 player *tmp = first_player;
216 while(tmp!=NULL&&tmp->next!=NULL)
217 tmp=tmp->next;
218 if(tmp!=NULL)
219 tmp->next=p;
220 else
221 first_player=p;
222
223 p->next = NULL;
224 }
225
226 /* Clears basically the entire player structure except 211 /* Clears basically the entire player structure except
227 * for next and socket. 212 * for next and socket.
228 */ 213 */
229 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 214 p->clear ();
230 p->attachable_init (); //HACK
231 215
232 /* There are some elements we want initialized to non zero value - 216 /* There are some elements we want initialized to non zero value -
233 * we deal with that below this point. 217 * we deal with that below this point.
234 */ 218 */
235 p->party=NULL; 219 p->party = NULL;
236 p->outputs_sync=16; /* Every 2 seconds */ 220 p->outputs_sync = 16; /* Every 2 seconds */
237 p->outputs_count=8; /* Keeps present behaviour */ 221 p->outputs_count = 8; /* Keeps present behaviour */
238 p->unapply = unapply_nochoice; 222 p->unapply = unapply_nochoice;
239 p->Swap_First = -1; 223 p->Swap_First = -1;
240 224
241#ifdef AUTOSAVE 225#ifdef AUTOSAVE
242 p->last_save_tick = 9999999; 226 p->last_save_tick = 9999999;
243#endif 227#endif
244 228
245 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 229 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
246 230
247 op->contr=p; /* this aren't yet in archetype */ 231 op->contr = p; /* this aren't yet in archetype */
248 p->ob = op; 232 p->ob = op;
249 op->speed_left=0.5; 233 op->speed_left = 0.5;
250 op->speed=1.0; 234 op->speed = 1.0;
251 op->direction=5; /* So player faces south */ 235 op->direction = 5; /* So player faces south */
252 op->stats.wc=2; 236 op->stats.wc = 2;
253 op->run_away = 25; /* Then we panick... */ 237 op->run_away = 25; /* Then we panick... */
238
239 {
240 int oldmon = p->socket->monitor_spells; // what a hack
254 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 241 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
255
256 roll_stats(op); 242 roll_stats (op);
243 p->socket->monitor_spells = oldmon;
244 }
257 p->state=ST_ROLL_STAT; 245 p->state = ST_ROLL_STAT;
258 clear_los(op); 246 clear_los (op);
259 247
260 p->gen_sp_armour=10; 248 p->gen_sp_armour = 10;
261 p->last_speed= -1; 249 p->last_speed = -1;
262 p->shoottype=range_none; 250 p->shoottype = range_none;
263 p->bowtype=bow_normal; 251 p->bowtype = bow_normal;
264 p->petmode=pet_normal; 252 p->petmode = pet_normal;
265 p->listening=10; 253 p->listening = 10;
266 p->usekeys=containers; 254 p->usekeys = containers;
267 p->last_weapon_sp= -1; 255 p->last_weapon_sp = -1;
268 p->peaceful=1; /* default peaceful */ 256 p->peaceful = 1; /* default peaceful */
269 p->do_los=1; 257 p->do_los = 1;
270 p->explore=0; 258 p->explore = 0;
271 p->no_shout=0; /* default can shout */ 259 p->no_shout = 0; /* default can shout */
272 260
273 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 261 assign (p->title, op->arch->clone.name);
274 p->title[sizeof(p->title)-1] = '\0';
275 op->race = op->arch->clone.race; 262 op->race = op->arch->clone.race;
276 263
277 CLEAR_FLAG(op,FLAG_READY_SKILL); 264 CLEAR_FLAG (op, FLAG_READY_SKILL);
278 265
279 /* we need to clear these to -1 and not zero - otherwise, 266 /* we need to clear these to -1 and not zero - otherwise,
280 * if a player quits and starts a new character, we wont 267 * if a player quits and starts a new character, we wont
281 * send new values to the client, as things like exp start 268 * send new values to the client, as things like exp start
282 * at zero. 269 * at zero.
283 */ 270 */
284 for (i=0; i < NUM_SKILLS; i++) { 271 for (i = 0; i < NUM_SKILLS; i++)
272 {
285 p->last_skill_exp[i] = -1; 273 p->last_skill_exp[i] = -1;
286 p->last_skill_ob[i] = NULL; 274 p->last_skill_ob[i] = NULL;
287 } 275 }
276
288 for (i=0; i < NROFATTACKS; i++) { 277 for (i = 0; i < NROFATTACKS; i++)
289 p->last_resist[i] = -1; 278 p->last_resist[i] = -1;
290 } 279
291 p->last_stats.exp = -1; 280 p->last_stats.exp = -1;
292 p->last_weight = (uint32)-1; 281 p->last_weight = (uint32) - 1;
293 282
294 p->socket.update_look=0; 283 p->socket->update_look = 0;
295 p->socket.look_position=0; 284 p->socket->look_position = 0;
285
296 return p; 286 return p;
297} 287}
298
299 288
300/* This loads the first map an puts the player on it. */ 289/* This loads the first map an puts the player on it. */
290static void
301static void set_first_map(object *op) 291set_first_map (object *op)
302{ 292{
303 strcpy(op->contr->maplevel, first_map_path); 293 strcpy (op->contr->maplevel, first_map_path);
304 op->x = -1; 294 op->x = -1;
305 op->y = -1; 295 op->y = -1;
306 enter_exit(op, NULL); 296 enter_exit (op, NULL);
307} 297}
308 298
309/* Tries to add player on the connection passwd in ns. 299/* Tries to add player on the connection passwd in ns.
310 * All we can really get in this is some settings like host and display 300 * All we can really get in this is some settings like host and display
311 * mode. 301 * mode.
312 */ 302 */
313 303
314int add_player(NewSocket *ns) { 304int
315 player *p; 305add_player (client *ns)
306{
307 player *p = new player;
316 308
317 p=get_player(NULL);
318 p->socket = *ns; 309 p->socket = ns;
319 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 310 ns->pl = p;
320 if(p->socket.faces_sent == NULL) 311
321 fatal(OUT_OF_MEMORY); 312 p->next = first_player;
322 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 313 first_player = p;
323 /* Needed because the socket we just copied over needs to be cleared. 314
324 * Note that this can result in a client reset if there is partial data 315 p = get_player (p);
325 * on the uncoming socket. 316
326 */
327 p->socket.inbuf.len = 0;
328 set_first_map(p->ob); 317 set_first_map (p->ob);
329 318
330 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 319 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
331 add_friendly_object(p->ob); 320 add_friendly_object (p->ob);
332 send_rules(p->ob); 321 send_rules (p->ob);
333 send_news(p->ob); 322 send_news (p->ob);
334 display_motd(p->ob); 323 display_motd (p->ob);
335 get_name(p->ob); 324 get_name (p->ob);
325
336 return 0; 326 return 0;
337} 327}
338 328
339/* 329/*
340 * get_player_archetype() return next player archetype from archetype 330 * get_player_archetype() return next player archetype from archetype
341 * list. Not very efficient routine, but used only creating new players. 331 * list. Not very efficient routine, but used only creating new players.
342 * Note: there MUST be at least one player archetype! 332 * Note: there MUST be at least one player archetype!
343 */ 333 */
334archetype *
344archetype *get_player_archetype(archetype* at) 335get_player_archetype (archetype *at)
345{ 336{
346 archetype *start = at; 337 archetype *start = at;
338
347 for (;;) { 339 for (;;)
340 {
348 if (at==NULL || at->next==NULL) 341 if (at == NULL || at->next == NULL)
349 at=first_archetype; 342 at = first_archetype;
350 else 343 else
351 at=at->next; 344 at = at->next;
352 if(at->clone.type==PLAYER) 345 if (at->clone.type == PLAYER)
353 return at; 346 return at;
354 if (at == start) { 347 if (at == start)
348 {
355 LOG (llevError, "No Player archetypes\n"); 349 LOG (llevError, "No Player archetypes\n");
356 exit (-1); 350 exit (-1);
357 } 351 }
358 } 352 }
359} 353}
360 354
361 355
356object *
362object *get_nearest_player(object *mon) { 357get_nearest_player (object *mon)
358{
363 object *op = NULL; 359 object *op = NULL;
364 player *pl = NULL; 360 player *pl = NULL;
365 objectlink *ol; 361 objectlink *ol;
366 unsigned lastdist; 362 unsigned lastdist;
367 rv_vector rv; 363 rv_vector rv;
368 364
369 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 365 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
366 {
370 /* We should not find free objects on this friendly list, but it 367 /* We should not find free objects on this friendly list, but it
371 * does periodically happen. Given that, lets deal with it. 368 * does periodically happen. Given that, lets deal with it.
372 * While unlikely, it is possible the next object on the friendly 369 * While unlikely, it is possible the next object on the friendly
373 * list is also free, so encapsulate this in a while loop. 370 * list is also free, so encapsulate this in a while loop.
374 */ 371 */
375 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 372 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
373 {
376 object *tmp=ol->ob; 374 object *tmp = ol->ob;
377 375
378 /* Can't do much more other than log the fact, because the object 376 /* Can't do much more other than log the fact, because the object
379 * itself will have been cleared. 377 * itself will have been cleared.
380 */ 378 */
381 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 379 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
382 ol = ol->next; 380 ol = ol->next;
383 remove_friendly_object(tmp); 381 remove_friendly_object (tmp);
382 if (!ol)
384 if (!ol) return op; 383 return op;
385 } 384 }
386 385
387 /* Remove special check for player from this. First, it looks to cause 386 /* Remove special check for player from this. First, it looks to cause
388 * some crashes (ol->ob->contr not set properly?), but secondly, a more 387 * some crashes (ol->ob->contr not set properly?), but secondly, a more
389 * complicated method of state checking would be needed in any case - 388 * complicated method of state checking would be needed in any case -
390 * as it was, a clever player could type quit, and the function would 389 * as it was, a clever player could type quit, and the function would
391 * skip them over while waiting for confirmation. Remove 390 * skip them over while waiting for confirmation. Remove
392 * on_same_map check, as can_detect_enemy also does this 391 * on_same_map check, as can_detect_enemy also does this
393 */ 392 */
394 if (!can_detect_enemy(mon,ol->ob,&rv)) 393 if (!can_detect_enemy (mon, ol->ob, &rv))
395 continue; 394 continue;
396 395
397 if(lastdist>rv.distance) { 396 if (lastdist > rv.distance)
397 {
398 op=ol->ob; 398 op = ol->ob;
399 lastdist=rv.distance; 399 lastdist = rv.distance;
400 } 400 }
401 } 401 }
402 for (pl=first_player; pl != NULL; pl=pl->next) { 402 for (pl = first_player; pl != NULL; pl = pl->next)
403 {
403 if (can_detect_enemy(mon, pl->ob,&rv)) { 404 if (can_detect_enemy (mon, pl->ob, &rv))
405 {
404 406
405 if(lastdist>rv.distance) { 407 if (lastdist > rv.distance)
408 {
406 op=pl->ob; 409 op = pl->ob;
407 lastdist=rv.distance; 410 lastdist = rv.distance;
408 } 411 }
409 } 412 }
410 } 413 }
411#if 0 414#if 0
412 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 415 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
413#endif 416#endif
414 return op; 417 return op;
415} 418}
416 419
417/* I believe this can safely go to 2, 3 is questionable, 4 will likely 420/* I believe this can safely go to 2, 3 is questionable, 4 will likely
418 * result in a monster paths backtracking. It basically determines how large a 421 * result in a monster paths backtracking. It basically determines how large a
419 * detour a monster will take from the direction path when looking 422 * detour a monster will take from the direction path when looking
456 * monster can in fact move one space in that direction. 459 * monster can in fact move one space in that direction.
457 * 3) I'm not sure how good this code will be for moving multipart monsters, 460 * 3) I'm not sure how good this code will be for moving multipart monsters,
458 * since only simple checks to blocked are being called, which could mean the monster 461 * since only simple checks to blocked are being called, which could mean the monster
459 * is blocking itself. 462 * is blocking itself.
460 */ 463 */
464int
461int path_to_player(object *mon, object *pl, unsigned mindiff) { 465path_to_player (object *mon, object *pl, unsigned mindiff)
466{
462 rv_vector rv; 467 rv_vector rv;
463 sint16 x,y; 468 sint16 x, y;
464 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 469 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
465 mapstruct *m ,*lastmap; 470 maptile *m, *lastmap;
466 471
467 get_rangevector(mon, pl, &rv, 0); 472 get_rangevector (mon, pl, &rv, 0);
468 473
469 if (rv.distance<mindiff) return 0; 474 if (rv.distance < mindiff)
475 return 0;
470 476
471 x=mon->x; 477 x = mon->x;
472 y=mon->y; 478 y = mon->y;
473 m=mon->map; 479 m = mon->map;
474 dir = rv.direction; 480 dir = rv.direction;
475 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 481 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
476 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 482 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
477 /* If we can't solve it within the search distance, return now. */ 483 /* If we can't solve it within the search distance, return now. */
478 if (diff>max) return 0; 484 if (diff > max)
485 return 0;
479 while (diff >1 && max>0) { 486 while (diff > 1 && max > 0)
487 {
480 lastx = x; 488 lastx = x;
481 lasty = y; 489 lasty = y;
482 lastmap = m; 490 lastmap = m;
483 x = lastx + freearr_x[dir]; 491 x = lastx + freearr_x[dir];
484 y = lasty + freearr_y[dir]; 492 y = lasty + freearr_y[dir];
485 493
486 mflags = get_map_flags(m, &m, x, y, &x, &y); 494 mflags = get_map_flags (m, &m, x, y, &x, &y);
487 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 495 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
488 496
489 /* Space is blocked - try changing direction a little */ 497 /* Space is blocked - try changing direction a little */
490 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 498 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
491 && (m == mon->map && blocked_link(mon, m, x, y)))) { 499 && (m == mon->map && blocked_link (mon, m, x, y))))
500 {
492 /* recalculate direction from last good location. Possible 501 /* recalculate direction from last good location. Possible
493 * we were not traversing ideal location before. 502 * we were not traversing ideal location before.
494 */ 503 */
495 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 504 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
496 if (rv.direction != dir) { 505 if (rv.direction != dir)
506 {
497 /* OK - says direction should be different - lets reset the 507 /* OK - says direction should be different - lets reset the
498 * the values so it will try again. 508 * the values so it will try again.
499 */ 509 */
500 x = lastx; 510 x = lastx;
501 y = lasty; 511 y = lasty;
502 m = lastmap; 512 m = lastmap;
503 dir = firstdir = rv.direction; 513 dir = firstdir = rv.direction;
514 }
504 } else { 515 else
516 {
505 /* direct path is blocked - try taking a side step to 517 /* direct path is blocked - try taking a side step to
506 * either the left or right. 518 * either the left or right.
507 * Note increase the values in the loop below to be 519 * Note increase the values in the loop below to be
508 * more than -1/1 respectively will mean the monster takes 520 * more than -1/1 respectively will mean the monster takes
509 * bigger detour. Have to be careful about these values getting 521 * bigger detour. Have to be careful about these values getting
510 * too big (3 or maybe 4 or higher) as the monster may just try 522 * too big (3 or maybe 4 or higher) as the monster may just try
511 * stepping back and forth 523 * stepping back and forth
512 */ 524 */
513 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 525 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
526 {
527 if (i == 0)
514 if (i==0) continue; /* already did this, so skip it */ 528 continue; /* already did this, so skip it */
515 /* Use lastdir here - otherwise, 529 /* Use lastdir here - otherwise,
516 * since the direction that the creature should move in 530 * since the direction that the creature should move in
517 * may change, you could get infinite loops. 531 * may change, you could get infinite loops.
518 * ie, player is northwest, but monster can only 532 * ie, player is northwest, but monster can only
519 * move west, so it does that. It goes some distance, 533 * move west, so it does that. It goes some distance,
520 * gets blocked, finds that it should move north, 534 * gets blocked, finds that it should move north,
521 * can't do that, but now finds it can move east, and 535 * can't do that, but now finds it can move east, and
522 * gets back to its original point. lastdir contains 536 * gets back to its original point. lastdir contains
523 * the last direction the creature has successfully 537 * the last direction the creature has successfully
524 * moved. 538 * moved.
525 */ 539 */
526 540
527 x = lastx + freearr_x[absdir(lastdir+i)]; 541 x = lastx + freearr_x[absdir (lastdir + i)];
528 y = lasty + freearr_y[absdir(lastdir+i)]; 542 y = lasty + freearr_y[absdir (lastdir + i)];
529 m = lastmap; 543 m = lastmap;
530 mflags = get_map_flags(m, &m, x, y, &x, &y); 544 mflags = get_map_flags (m, &m, x, y, &x, &y);
531 if (mflags & P_OUT_OF_MAP) continue; 545 if (mflags & P_OUT_OF_MAP)
546 continue;
532 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 547 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
533 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 548 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
549 continue;
534 if (mflags & P_BLOCKSVIEW) continue; 550 if (mflags & P_BLOCKSVIEW)
551 continue;
535 552
536 if (m == mon->map && blocked_link(mon, m, x, y)) break; 553 if (m == mon->map && blocked_link (mon, m, x, y))
554 break;
537 } 555 }
538 /* go through entire loop without finding a valid 556 /* go through entire loop without finding a valid
539 * sidestep to take - thus, no valid path. 557 * sidestep to take - thus, no valid path.
540 */ 558 */
541 if (i==(DETOUR_AMOUNT+1)) 559 if (i == (DETOUR_AMOUNT + 1))
542 return 0; 560 return 0;
543 diff--; 561 diff--;
544 lastdir=dir; 562 lastdir = dir;
545 max--; 563 max--;
546 if (!firstdir) firstdir = dir+i; 564 if (!firstdir)
565 firstdir = dir + i;
547 } /* else check alternate directions */ 566 } /* else check alternate directions */
548 } /* if blocked */ 567 } /* if blocked */
549 else { 568 else
569 {
550 /* we moved towards creature, so diff is less */ 570 /* we moved towards creature, so diff is less */
551 diff--; 571 diff--;
552 max--; 572 max--;
553 lastdir=dir; 573 lastdir = dir;
574 if (!firstdir)
554 if (!firstdir) firstdir = dir; 575 firstdir = dir;
576 }
577 if (diff <= 1)
555 } 578 {
556 if (diff<=1) {
557 /* Recalculate diff (distance) because we may not have actually 579 /* Recalculate diff (distance) because we may not have actually
558 * headed toward player for entire distance. 580 * headed toward player for entire distance.
559 */ 581 */
560 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 582 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
561 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 583 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
562 } 584 }
563 if (diff>max) return 0; 585 if (diff > max)
586 return 0;
564 } 587 }
565 /* If we reached the max, didn't find a direction in time */ 588 /* If we reached the max, didn't find a direction in time */
566 if (!max) return 0; 589 if (!max)
590 return 0;
567 591
568 return firstdir; 592 return firstdir;
569} 593}
570 594
595void
571void give_initial_items(object *pl,treasurelist *items) { 596give_initial_items (object *pl, treasurelist * items)
597{
572 object *op,*next=NULL; 598 object *op, *next = NULL;
573 599
574 if(pl->randomitems!=NULL) 600 if (pl->randomitems != NULL)
575 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 601 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
576 602
577 for (op=pl->inv; op; op=next) { 603 for (op = pl->inv; op; op = next)
604 {
578 next = op->below; 605 next = op->below;
579 606
580 /* Forces get applied per default, unless they have the 607 /* Forces get applied per default, unless they have the
581 * flag "neutral" set. Sorry but I can't think of a better way 608 * flag "neutral" set. Sorry but I can't think of a better way
582 */ 609 */
583 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 610 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
584 SET_FLAG(op,FLAG_APPLIED); 611 SET_FLAG (op, FLAG_APPLIED);
585 612
586 /* we never give weapons/armour if these cannot be used 613 /* we never give weapons/armour if these cannot be used
587 * by this player due to race restrictions 614 * by this player due to race restrictions
588 */ 615 */
589 if (pl->type == PLAYER) { 616 if (pl->type == PLAYER)
617 {
590 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 618 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
591 (op->type == ARMOUR || op->type == BOOTS || 619 (op->type == ARMOUR || op->type == BOOTS ||
592 op->type == CLOAK || op->type == HELMET || 620 op->type == CLOAK || op->type == HELMET ||
593 op->type == SHIELD || op->type == GLOVES || 621 op->type == SHIELD || op->type == GLOVES ||
594 op->type == BRACERS || op->type == GIRDLE)) || 622 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
595 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
596 remove_ob (op);
597 free_object (op);
598 continue;
599 } 623 {
600 } 624 op->destroy ();
601
602 /* This really needs to be better - we should really give
603 * a substitute spellbook. The problem is that we don't really
604 * have a good idea what to replace it with (need something like
605 * a first level treasurelist for each skill.)
606 * remove duplicate skills also
607 */
608 if(op->type==SPELLBOOK || op->type == SKILL) {
609 object *tmp;
610
611 for (tmp=op->below; tmp; tmp=tmp->below)
612 if (tmp->type == op->type && tmp->name == op->name) break;
613
614 if (tmp) {
615 remove_ob(op);
616 free_object(op);
617 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
618 &tmp->name);
619 continue; 625 continue;
620 } 626 }
621 if (op->nrof > 1) op->nrof = 1; 627 }
628
629 /* This really needs to be better - we should really give
630 * a substitute spellbook. The problem is that we don't really
631 * have a good idea what to replace it with (need something like
632 * a first level treasurelist for each skill.)
633 * remove duplicate skills also
634 */
635 if (op->type == SPELLBOOK || op->type == SKILL)
622 } 636 {
637 object *tmp;
623 638
639 for (tmp = op->below; tmp; tmp = tmp->below)
640 if (tmp->type == op->type && tmp->name == op->name)
641 break;
642
643 if (tmp)
644 {
645 op->destroy ();
646 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
647 continue;
648 }
649
650 if (op->nrof > 1)
651 op->nrof = 1;
652 }
653
624 if (op->type == SPELLBOOK && op->inv) { 654 if (op->type == SPELLBOOK && op->inv)
655 {
625 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 656 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
626 } 657 }
627 658
628 /* Give starting characters identified, uncursed, and undamned 659 /* Give starting characters identified, uncursed, and undamned
629 * items. Just don't identify gold or silver, or it won't be 660 * items. Just don't identify gold or silver, or it won't be
630 * merged properly. 661 * merged properly.
631 */ 662 */
632 if (need_identify(op)) { 663 if (need_identify (op))
664 {
633 SET_FLAG(op, FLAG_IDENTIFIED); 665 SET_FLAG (op, FLAG_IDENTIFIED);
634 CLEAR_FLAG(op, FLAG_CURSED); 666 CLEAR_FLAG (op, FLAG_CURSED);
635 CLEAR_FLAG(op, FLAG_DAMNED); 667 CLEAR_FLAG (op, FLAG_DAMNED);
668 }
669 if (op->type == SPELL)
636 } 670 {
637 if(op->type==SPELL) { 671 op->destroy ();
638 remove_ob(op);
639 free_object(op);
640 continue; 672 continue;
673 }
674 else if (op->type == SKILL)
641 } 675 {
642 else if(op->type==SKILL) {
643 SET_FLAG(op, FLAG_CAN_USE_SKILL); 676 SET_FLAG (op, FLAG_CAN_USE_SKILL);
644 op->stats.exp = 0; 677 op->stats.exp = 0;
645 op->level = 1; 678 op->level = 1;
646 } 679 }
647 /* lock all 'normal items by default */ 680 /* lock all 'normal items by default */
681 else
648 else SET_FLAG(op, FLAG_INV_LOCKED); 682 SET_FLAG (op, FLAG_INV_LOCKED);
649 } /* for loop of objects in player inv */ 683 } /* for loop of objects in player inv */
650 684
651 /* Need to set up the skill pointers */ 685 /* Need to set up the skill pointers */
652 link_player_skills(pl); 686 link_player_skills (pl);
653} 687}
654 688
689void
655void get_name(object *op) { 690get_name (object *op)
691{
656 op->contr->write_buf[0]='\0'; 692 op->contr->write_buf[0] = '\0';
657 op->contr->state=ST_GET_NAME; 693 op->contr->state = ST_GET_NAME;
658 send_query(&op->contr->socket,0,"What is your name?\n:"); 694 send_query (op->contr->socket, 0, "What is your name?\n:");
659} 695}
660 696
697void
661void get_password(object *op) { 698get_password (object *op)
699{
662 op->contr->write_buf[0]='\0'; 700 op->contr->write_buf[0] = '\0';
663 op->contr->state=ST_GET_PASSWORD; 701 op->contr->state = ST_GET_PASSWORD;
664 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:"); 702 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
665} 703}
666 704
705void
667void play_again(object *op) 706play_again (object *op)
668{ 707{
669 op->contr->state=ST_PLAY_AGAIN; 708 op->contr->state = ST_PLAY_AGAIN;
670 op->chosen_skill = NULL; 709 op->chosen_skill = NULL;
671 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); 710 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
672 /* a bit of a hack, but there are various places early in th 711 /* a bit of a hack, but there are various places early in th
673 * player creation process that a user can quit (eg, roll 712 * player creation process that a user can quit (eg, roll
674 * stats) that isn't removing the player. Taking a quick 713 * stats) that isn't removing the player. Taking a quick
675 * look, there are many places that call play_again without 714 * look, there are many places that call play_again without
676 * removing the player - it probably makes more sense 715 * removing the player - it probably makes more sense
677 * to leave it to play_again to remove the object in all 716 * to leave it to play_again to remove the object in all
678 * cases. 717 * cases.
679 */ 718 */
680 if (!QUERY_FLAG(op, FLAG_REMOVED)) 719 if (!QUERY_FLAG (op, FLAG_REMOVED))
681 remove_ob(op); 720 op->remove ();
682 /* Need to set this to null - otherwise, it could point to garbage, 721 /* Need to set this to null - otherwise, it could point to garbage,
683 * and draw() doesn't check to see if the player is removed, only if 722 * and draw() doesn't check to see if the player is removed, only if
684 * the map is null or not swapped out. 723 * the map is null or not swapped out.
685 */ 724 */
686 op->map = NULL; 725 op->map = NULL;
687} 726}
688 727
689 728int
690int receive_play_again(object *op, char key) 729receive_play_again (object *op, char key)
691{ 730{
692 if(key=='q'||key=='Q') { 731 if (key == 'q' || key == 'Q')
732 {
693 remove_friendly_object(op); 733 remove_friendly_object (op);
694 leave(op->contr,0); /* ericserver will draw the message */ 734 leave (op->contr, 0); /* ericserver will draw the message */
695 return 2; 735 return 2;
696 } 736 }
697 else if(key=='a'||key=='A') { 737 else if (key == 'a' || key == 'A')
738 {
698 player *pl = op->contr; 739 player *pl = op->contr;
699 shstr name = op->name; 740 shstr name = op->name;
700 741
701 remove_friendly_object(op); 742 op->contr = 0;
702 free_object(op); 743 op->type = 0;
744 op->destroy (1);
703 pl = get_player(pl); 745 pl = get_player (pl);
704 op = pl->ob; 746 op = pl->ob;
705 add_friendly_object(op); 747 add_friendly_object (op);
706 op->contr->password[0]='~'; 748 op->contr->password[0] = '~';
707 op->name = op->name_pl = 0; 749 op->name = op->name_pl = 0;
708 /* Lets put a space in here */ 750 /* Lets put a space in here */
709 new_draw_info(NDI_UNIQUE, 0, op, "\n"); 751 new_draw_info (NDI_UNIQUE, 0, op, "\n");
710 get_name(op); 752 get_name (op);
711 op->name = op->name_pl = name; 753 op->name = op->name_pl = name;
712 set_first_map(op); 754 set_first_map (op);
713 } else { 755 }
756 else
714 /* user pressed something else so just ask again... */ 757 /* user pressed something else so just ask again... */
715 play_again(op); 758 play_again (op);
716 } 759
717 return 0; 760 return 0;
718} 761}
719 762
763void
720void confirm_password(object *op) { 764confirm_password (object *op)
765{
721 766
722 op->contr->write_buf[0]='\0'; 767 op->contr->write_buf[0] = '\0';
723 op->contr->state=ST_CONFIRM_PASSWORD; 768 op->contr->state = ST_CONFIRM_PASSWORD;
724 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 769 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
725} 770}
726 771
772void
727void get_party_password(object *op, partylist *party) { 773get_party_password (object *op, partylist *party)
774{
728 if (party == NULL) { 775 if (party == NULL)
776 {
729 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 777 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
730 return; 778 return;
731 } 779 }
732 op->contr->write_buf[0]='\0'; 780 op->contr->write_buf[0] = '\0';
733 op->contr->state=ST_GET_PARTY_PASSWORD; 781 op->contr->state = ST_GET_PARTY_PASSWORD;
734 op->contr->party_to_join = party; 782 op->contr->party_to_join = party;
735 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 783 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
736} 784}
737 785
738 786
739/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 787/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
788int
740int roll_stat(void) { 789roll_stat (void)
790{
741 int a[4],i,j,k; 791 int a[4], i, j, k;
742 792
743 for(i=0;i<4;i++) 793 for (i = 0; i < 4; i++)
744 a[i]=(int)RANDOM()%6+1; 794 a[i] = (int) RANDOM () % 6 + 1;
745 795
746 for(i=0,j=0,k=7;i<4;i++) 796 for (i = 0, j = 0, k = 7; i < 4; i++)
747 if(a[i]<k) 797 if (a[i] < k)
748 k=a[i],j=i; 798 k = a[i], j = i;
749 799
750 for(i=0,k=0;i<4;i++) { 800 for (i = 0, k = 0; i < 4; i++)
801 {
751 if(i!=j) 802 if (i != j)
752 k+=a[i]; 803 k += a[i];
753 } 804 }
754 return k; 805 return k;
755} 806}
756 807
808void
757void roll_stats(object *op) { 809roll_stats (object *op)
810{
758 int sum=0; 811 int sum = 0;
759 int i = 0, j = 0; 812 int i = 0, j = 0;
760 int statsort[7]; 813 int statsort[7];
761 814
815 do
762 do { 816 {
763 op->stats.Str=roll_stat(); 817 op->stats.Str = roll_stat ();
764 op->stats.Dex=roll_stat(); 818 op->stats.Dex = roll_stat ();
765 op->stats.Int=roll_stat(); 819 op->stats.Int = roll_stat ();
766 op->stats.Con=roll_stat(); 820 op->stats.Con = roll_stat ();
767 op->stats.Wis=roll_stat(); 821 op->stats.Wis = roll_stat ();
768 op->stats.Pow=roll_stat(); 822 op->stats.Pow = roll_stat ();
769 op->stats.Cha=roll_stat(); 823 op->stats.Cha = roll_stat ();
770 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 824 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
771 op->stats.Con+op->stats.Wis+op->stats.Pow+ 825 }
772 op->stats.Cha;
773 } while(sum<82||sum>116); 826 while (sum < 82 || sum > 116);
774 827
775 /* Sort the stats so that rerolling is easier... */ 828 /* Sort the stats so that rerolling is easier... */
776 statsort[0] = op->stats.Str; 829 statsort[0] = op->stats.Str;
777 statsort[1] = op->stats.Dex; 830 statsort[1] = op->stats.Dex;
778 statsort[2] = op->stats.Int; 831 statsort[2] = op->stats.Int;
779 statsort[3] = op->stats.Con; 832 statsort[3] = op->stats.Con;
780 statsort[4] = op->stats.Wis; 833 statsort[4] = op->stats.Wis;
781 statsort[5] = op->stats.Pow; 834 statsort[5] = op->stats.Pow;
782 statsort[6] = op->stats.Cha; 835 statsort[6] = op->stats.Cha;
783 836
784 /* a quick and dirty bubblesort? */ 837 /* a quick and dirty bubblesort? */
838 do
785 do { 839 {
786 if (statsort[i] < statsort[i + 1]) { 840 if (statsort[i] < statsort[i + 1])
841 {
787 j = statsort[i]; 842 j = statsort[i];
788 statsort[i] = statsort[i + 1]; 843 statsort[i] = statsort[i + 1];
789 statsort[i + 1] = j; 844 statsort[i + 1] = j;
790 i = 0; 845 i = 0;
846 }
791 } else { 847 else
848 {
792 i++; 849 i++;
793 } 850 }
851 }
794 } while (i < 6); 852 while (i < 6);
795 853
796 op->stats.Str = statsort[0]; 854 op->stats.Str = statsort[0];
797 op->stats.Dex = statsort[1]; 855 op->stats.Dex = statsort[1];
798 op->stats.Con = statsort[2]; 856 op->stats.Con = statsort[2];
799 op->stats.Int = statsort[3]; 857 op->stats.Int = statsort[3];
800 op->stats.Wis = statsort[4]; 858 op->stats.Wis = statsort[4];
801 op->stats.Pow = statsort[5]; 859 op->stats.Pow = statsort[5];
802 op->stats.Cha = statsort[6]; 860 op->stats.Cha = statsort[6];
803 861
804 862
805 op->contr->orig_stats.Str=op->stats.Str; 863 op->contr->orig_stats.Str = op->stats.Str;
806 op->contr->orig_stats.Dex=op->stats.Dex; 864 op->contr->orig_stats.Dex = op->stats.Dex;
807 op->contr->orig_stats.Int=op->stats.Int; 865 op->contr->orig_stats.Int = op->stats.Int;
808 op->contr->orig_stats.Con=op->stats.Con; 866 op->contr->orig_stats.Con = op->stats.Con;
809 op->contr->orig_stats.Wis=op->stats.Wis; 867 op->contr->orig_stats.Wis = op->stats.Wis;
810 op->contr->orig_stats.Pow=op->stats.Pow; 868 op->contr->orig_stats.Pow = op->stats.Pow;
811 op->contr->orig_stats.Cha=op->stats.Cha; 869 op->contr->orig_stats.Cha = op->stats.Cha;
812 870
813 op->level=1; 871 op->level = 1;
814 op->stats.exp=0; 872 op->stats.exp = 0;
815 op->stats.ac=0; 873 op->stats.ac = 0;
816 874
817 op->contr->levhp[1] = 9; 875 op->contr->levhp[1] = 9;
818 op->contr->levsp[1] = 6; 876 op->contr->levsp[1] = 6;
819 op->contr->levgrace[1] = 3; 877 op->contr->levgrace[1] = 3;
820 878
821 fix_player(op); 879 fix_player (op);
822 op->stats.hp = op->stats.maxhp; 880 op->stats.hp = op->stats.maxhp;
823 op->stats.sp = op->stats.maxsp; 881 op->stats.sp = op->stats.maxsp;
824 op->stats.grace = op->stats.maxgrace; 882 op->stats.grace = op->stats.maxgrace;
825 op->contr->orig_stats=op->stats; 883 op->contr->orig_stats = op->stats;
826} 884}
827 885
886void
828void Roll_Again(object *op) 887Roll_Again (object *op)
829{ 888{
830 esrv_new_player(op->contr, 0); 889 esrv_new_player (op->contr, 0);
890 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
831 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)? "); 891 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
832} 892}
833 893
894void
834void Swap_Stat(object *op,int Swap_Second) 895Swap_Stat (object *op, int Swap_Second)
835{ 896{
836 signed char tmp; 897 signed char tmp;
837 char buf[MAX_BUF]; 898 char buf[MAX_BUF];
838 899
839 if ( op->contr->Swap_First == -1 ) { 900 if (op->contr->Swap_First == -1)
901 {
840 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 902 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
841 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,"); 903 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
842 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au"); 904 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
843 return; 905 return;
844 } 906 }
845 907
846 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 908 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
847 909
848 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 910 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
849 get_attr_value(&op->contr->orig_stats, Swap_Second));
850 911
851 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 912 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
852 913
853 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 914 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
854 new_draw_info(NDI_UNIQUE, 0,op, buf); 915 new_draw_info (NDI_UNIQUE, 0, op, buf);
855 op->stats.Str = op->contr->orig_stats.Str; 916 op->stats.Str = op->contr->orig_stats.Str;
856 op->stats.Dex = op->contr->orig_stats.Dex; 917 op->stats.Dex = op->contr->orig_stats.Dex;
857 op->stats.Con = op->contr->orig_stats.Con; 918 op->stats.Con = op->contr->orig_stats.Con;
858 op->stats.Int = op->contr->orig_stats.Int; 919 op->stats.Int = op->contr->orig_stats.Int;
859 op->stats.Wis = op->contr->orig_stats.Wis; 920 op->stats.Wis = op->contr->orig_stats.Wis;
860 op->stats.Pow = op->contr->orig_stats.Pow; 921 op->stats.Pow = op->contr->orig_stats.Pow;
861 op->stats.Cha = op->contr->orig_stats.Cha; 922 op->stats.Cha = op->contr->orig_stats.Cha;
862 op->stats.ac=0; 923 op->stats.ac = 0;
863 924
864 op->level=1; 925 op->level = 1;
865 op->stats.exp=0; 926 op->stats.exp = 0;
866 op->stats.ac=0; 927 op->stats.ac = 0;
867 928
868 op->contr->levhp[1] = 9; 929 op->contr->levhp[1] = 9;
869 op->contr->levsp[1] = 6; 930 op->contr->levsp[1] = 6;
870 op->contr->levgrace[1] = 3; 931 op->contr->levgrace[1] = 3;
871 932
872 fix_player(op); 933 fix_player (op);
873 op->stats.hp = op->stats.maxhp; 934 op->stats.hp = op->stats.maxhp;
874 op->stats.sp = op->stats.maxsp; 935 op->stats.sp = op->stats.maxsp;
875 op->stats.grace = op->stats.maxgrace; 936 op->stats.grace = op->stats.maxgrace;
876 op->contr->orig_stats=op->stats; 937 op->contr->orig_stats = op->stats;
877 op->contr->Swap_First=-1; 938 op->contr->Swap_First = -1;
878} 939}
879 940
880 941
881/* This code has been greatly reduced, because with set_attr_value 942/* This code has been greatly reduced, because with set_attr_value
882 * and get_attr_value, the stats can be accessed just numeric 943 * and get_attr_value, the stats can be accessed just numeric
883 * ids. stat_trans is a table that translate the number entered 944 * ids. stat_trans is a table that translate the number entered
884 * into the actual stat. It is needed because the order the stats 945 * into the actual stat. It is needed because the order the stats
885 * are displayed in the stat window is not the same as how 946 * are displayed in the stat window is not the same as how
886 * the number's access that stat. The table does that translation. 947 * the number's access that stat. The table does that translation.
887 */ 948 */
949int
888int key_roll_stat(object *op, char key) 950key_roll_stat (object *op, char key)
889{ 951{
890 int keynum = key -'0'; 952 int keynum = key - '0';
891 char buf[MAX_BUF]; 953 char buf[MAX_BUF];
892 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 954 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
893 955
894 if (keynum>0 && keynum<=7) { 956 if (keynum > 0 && keynum <= 7)
957 {
895 if (op->contr->Swap_First==-1) { 958 if (op->contr->Swap_First == -1)
959 {
896 op->contr->Swap_First=stat_trans[keynum]; 960 op->contr->Swap_First = stat_trans[keynum];
897 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 961 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
898 new_draw_info(NDI_UNIQUE, 0,op,buf); 962 new_draw_info (NDI_UNIQUE, 0, op, buf);
899 } 963 }
900 else 964 else
901 Swap_Stat(op,stat_trans[keynum]); 965 Swap_Stat (op, stat_trans[keynum]);
902 966
967 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
968 return 1;
969 }
970 switch (key)
971 {
972 case 'n':
973 case 'N':
974 {
975 SET_FLAG (op, FLAG_WIZ);
976 if (op->map == NULL)
977 {
978 LOG (llevError, "Map == NULL in state 2\n");
979 break;
980 }
981
982#if 0
983 /* So that enter_exit will put us at startx/starty */
984 op->x = -1;
985
986 enter_exit (op, NULL);
987#endif
988 SET_ANIMATION (op, 2); /* So player faces south */
989 /* Enter exit adds a player otherwise */
990 add_statbonus (op);
991 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
992 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
993 op->contr->state = ST_CHANGE_CLASS;
994 if (op->msg)
995 new_draw_info (NDI_BLUE, 0, op, op->msg);
996 return 0;
997 }
998 case 'y':
999 case 'Y':
1000 roll_stats (op);
903 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1001 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
904 return 1; 1002 return 1;
905 }
906 switch (key) {
907 case 'n':
908 case 'N': {
909 SET_FLAG(op, FLAG_WIZ);
910 if(op->map==NULL) {
911 LOG(llevError,"Map == NULL in state 2\n");
912 break;
913 }
914 1003
915#if 0
916 /* So that enter_exit will put us at startx/starty */
917 op->x= -1;
918
919 enter_exit(op,NULL);
920#endif
921 SET_ANIMATION(op, 2); /* So player faces south */
922 /* Enter exit adds a player otherwise */
923 add_statbonus(op);
924 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");
925 op->contr->state = ST_CHANGE_CLASS;
926 if (op->msg)
927 new_draw_info(NDI_BLUE, 0, op, op->msg);
928 return 0;
929 }
930 case 'y': 1004 case 'q':
931 case 'Y': 1005 case 'Q':
932 roll_stats(op); 1006 play_again (op);
933 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
934 return 1; 1007 return 1;
935 1008
936 case 'q':
937 case 'Q':
938 play_again(op);
939 return 1;
940
941 default: 1009 default:
942 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
943 return 0; 1011 return 0;
944 } 1012 }
945 return 0; 1013 return 0;
946} 1014}
947 1015
948/* This function takes the key that is passed, and does the 1016/* This function takes the key that is passed, and does the
949 * appropriate action with it (change race, or other things). 1017 * appropriate action with it (change race, or other things).
950 * The function name is for historical reasons - now we have 1018 * The function name is for historical reasons - now we have
951 * separate race and class; this actually changes the RACE, 1019 * separate race and class; this actually changes the RACE,
952 * not the class. 1020 * not the class.
953 */ 1021 */
954 1022
1023int
955int key_change_class(object *op, char key) 1024key_change_class (object *op, char key)
956{ 1025{
957 int tmp_loop; 1026 int tmp_loop;
958 1027
959 if(key=='q'||key=='Q') { 1028 if (key == 'q' || key == 'Q')
1029 {
960 remove_ob(op); 1030 op->remove ();
961 play_again(op); 1031 play_again (op);
962 return 0; 1032 return 0;
963 } 1033 }
964 if(key=='d'||key=='D') { 1034 if (key == 'd' || key == 'D')
1035 {
965 char buf[MAX_BUF]; 1036 char buf[MAX_BUF];
966 1037
967 /* this must before then initial items are given */ 1038 /* this must before then initial items are given */
968 esrv_new_player(op->contr, op->weight+op->carrying); 1039 esrv_new_player (op->contr, op->weight + op->carrying);
969 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
970 1040
1041 treasurelist *tl = find_treasurelist ("starting_wealth");
1042 if (tl)
1043 create_treasure (tl, op, 0, 0, 0);
1044
971 INVOKE_PLAYER (BIRTH, op->contr); 1045 INVOKE_PLAYER (BIRTH, op->contr);
972 INVOKE_PLAYER (LOGIN, op->contr); 1046 INVOKE_PLAYER (LOGIN, op->contr);
973 1047
974 op->contr->state=ST_PLAYING; 1048 op->contr->state = ST_PLAYING;
975 1049
976 if (op->msg) 1050 if (op->msg)
977 op->msg=NULL; 1051 op->msg = NULL;
978 1052
979 /* We create this now because some of the unique maps will need it 1053 /* We create this now because some of the unique maps will need it
980 * to save here. 1054 * to save here.
981 */ 1055 */
982 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name); 1056 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
983 make_path_to_file(buf); 1057 make_path_to_file (buf);
984 1058
985#ifdef AUTOSAVE 1059#ifdef AUTOSAVE
986 op->contr->last_save_tick = pticks; 1060 op->contr->last_save_tick = pticks;
987#endif 1061#endif
988 start_info(op); 1062 start_info (op);
989 CLEAR_FLAG(op, FLAG_WIZ); 1063 CLEAR_FLAG (op, FLAG_WIZ);
990 give_initial_items(op,op->randomitems); 1064 give_initial_items (op, op->randomitems);
991 link_player_skills(op); 1065 link_player_skills (op);
992 esrv_send_inventory(op, op); 1066 esrv_send_inventory (op, op);
993 fix_player(op); 1067 fix_player (op);
994 1068
995 /* This moves the player to a different start map, if there 1069 /* This moves the player to a different start map, if there
996 * is one for this race 1070 * is one for this race
997 */ 1071 */
998 if(*first_map_ext_path) { 1072 if (*first_map_ext_path)
1073 {
999 object *tmp; 1074 object *tmp;
1000 mapstruct *oldmap = op->map;
1001 char mapname[MAX_BUF]; 1075 char mapname[MAX_BUF];
1002 snprintf(mapname, MAX_BUF-1, "%s/%s", 1076
1003 first_map_ext_path, &op->arch->name); 1077 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1004 tmp=get_object(); 1078 tmp = object::create ();
1005 EXIT_PATH(tmp) = mapname; 1079 EXIT_PATH (tmp) = mapname;
1006 EXIT_X(tmp) = op->x; 1080 EXIT_X (tmp) = op->x;
1007 EXIT_Y(tmp) = op->y; 1081 EXIT_Y (tmp) = op->y;
1008 enter_exit(op,tmp); /* we don't really care if it succeeded; 1082 enter_exit (op, tmp); /* we don't really care if it succeeded;
1009 * if the map isn't there, then stay on the 1083 * if the map isn't there, then stay on the
1010 * default initial map */ 1084 * default initial map */
1011 free_object(tmp); 1085 tmp->destroy ();
1086 }
1012 } else { 1087 else
1088 {
1013 LOG(llevDebug,"first_map_ext_path not set\n"); 1089 LOG (llevDebug, "first_map_ext_path not set\n");
1014 } 1090 }
1015 return 0; 1091 return 0;
1016 } 1092 }
1017 1093
1018 /* Following actually changes the race - this is the default command 1094 /* Following actually changes the race - this is the default command
1019 * if we don't match with one of the options above. 1095 * if we don't match with one of the options above.
1020 */ 1096 */
1021 1097
1022 tmp_loop = 0; 1098 tmp_loop = 0;
1023 while(!tmp_loop) { 1099 while (!tmp_loop)
1100 {
1024 shstr name = op->name; 1101 shstr name = op->name;
1025 int x = op->x, y = op->y; 1102 int x = op->x, y = op->y;
1103
1026 remove_statbonus(op); 1104 remove_statbonus (op);
1027 remove_ob (op); 1105 op->remove ();
1028 op->arch = get_player_archetype(op->arch); 1106 op->arch = get_player_archetype (op->arch);
1029 copy_object (&op->arch->clone, op); 1107 op->arch->clone.copy_to (op);
1030 op->instantiate (); 1108 op->instantiate ();
1031 op->stats = op->contr->orig_stats; 1109 op->stats = op->contr->orig_stats;
1032 op->name = op->name_pl = name; 1110 op->name = op->name_pl = name;
1033 op->x = x; 1111 op->x = x;
1034 op->y = y; 1112 op->y = y;
1035 SET_ANIMATION(op, 2); /* So player faces south */ 1113 SET_ANIMATION (op, 2); /* So player faces south */
1036 insert_ob_in_map (op, op->map, op,0); 1114 insert_ob_in_map (op, op->map, op, 0);
1037 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1115 assign (op->contr->title, op->arch->clone.name);
1038 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1039 add_statbonus(op); 1116 add_statbonus (op);
1040 tmp_loop=allowed_class(op); 1117 tmp_loop = allowed_class (op);
1041 } 1118 }
1119
1042 update_object(op,UP_OBJ_FACE); 1120 update_object (op, UP_OBJ_FACE);
1043 esrv_update_item(UPD_FACE,op,op); 1121 esrv_update_item (UPD_FACE, op, op);
1044 fix_player(op); 1122 fix_player (op);
1045 op->stats.hp=op->stats.maxhp; 1123 op->stats.hp = op->stats.maxhp;
1046 op->stats.sp=op->stats.maxsp; 1124 op->stats.sp = op->stats.maxsp;
1047 op->stats.grace=0; 1125 op->stats.grace = 0;
1126
1048 if (op->msg) 1127 if (op->msg)
1049 new_draw_info(NDI_BLUE, 0, op, op->msg); 1128 new_draw_info (NDI_BLUE, 0, op, op->msg);
1129
1050 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1130 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1051 return 0; 1131 return 0;
1052} 1132}
1053 1133
1134int
1054int key_confirm_quit(object *op, char key) 1135key_confirm_quit (object *op, char key)
1055{ 1136{
1056 char buf[MAX_BUF]; 1137 char buf[MAX_BUF];
1057 1138
1058 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1139 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1140 {
1059 op->contr->state=ST_PLAYING; 1141 op->contr->state = ST_PLAYING;
1060 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1142 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1061 return 1; 1143 return 1;
1062 } 1144 }
1063 1145
1064 INVOKE_PLAYER (LOGOUT, op->contr); 1146 INVOKE_PLAYER (LOGOUT, op->contr);
1065 INVOKE_PLAYER (QUIT , op->contr); 1147 INVOKE_PLAYER (QUIT, op->contr);
1066 1148
1067 terminate_all_pets(op); 1149 terminate_all_pets (op);
1068 leave_map(op); 1150 leave_map (op);
1069 op->direction=0; 1151 op->direction = 0;
1070 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1152 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1071 "%s quits the game.", &op->name);
1072 1153
1073 strcpy(op->contr->killer,"quit"); 1154 strcpy (op->contr->killer, "quit");
1074 check_score(op); 1155 check_score (op);
1075 op->contr->party=NULL; 1156 op->contr->party = NULL;
1076 if (settings.set_title == TRUE) 1157 if (settings.set_title == TRUE)
1077 op->contr->own_title[0]='\0'; 1158 op->contr->own_title[0] = '\0';
1078 1159
1079 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1160 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1161 {
1080 mapstruct *mp, *next; 1162 maptile *mp, *next;
1081 1163
1082 /* We need to hunt for any per player unique maps in memory and 1164 /* We need to hunt for any per player unique maps in memory and
1083 * get rid of them. The trailing slash in the path is intentional, 1165 * get rid of them. The trailing slash in the path is intentional,
1084 * so that players named 'Ab' won't match against players 'Abe' pathname 1166 * so that players named 'Ab' won't match against players 'Abe' pathname
1085 */ 1167 */
1086 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 1168 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1087 for (mp=first_map; mp!=NULL; mp=next) { 1169 for (mp = first_map; mp != NULL; mp = next)
1170 {
1088 next = mp->next; 1171 next = mp->next;
1089 if (!strncmp(mp->path, buf, strlen(buf))) 1172 if (!strncmp (mp->path, buf, strlen (buf)))
1090 delete_map(mp); 1173 delete_map (mp);
1091 }
1092 1174 }
1175
1093 delete_character(op->name, 1); 1176 delete_character (op->name, 1);
1094 } 1177 }
1178
1095 play_again(op); 1179 play_again (op);
1096 return 1; 1180 return 1;
1097} 1181}
1098 1182
1183void
1099void flee_player(object *op) { 1184flee_player (object *op)
1185{
1100 int dir,diff; 1186 int dir, diff;
1101 rv_vector rv; 1187 rv_vector rv;
1102 1188
1103 if(op->stats.hp < 0) { 1189 if (op->stats.hp < 0)
1190 {
1104 LOG(llevDebug, "Fleeing player is dead.\n"); 1191 LOG (llevDebug, "Fleeing player is dead.\n");
1105 CLEAR_FLAG(op, FLAG_SCARED); 1192 CLEAR_FLAG (op, FLAG_SCARED);
1106 return; 1193 return;
1107 } 1194 }
1108 1195
1109 if(op->enemy==NULL) { 1196 if (op->enemy == NULL)
1197 {
1110 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1198 LOG (llevDebug, "Fleeing player had no enemy.\n");
1111 CLEAR_FLAG(op, FLAG_SCARED); 1199 CLEAR_FLAG (op, FLAG_SCARED);
1112 return; 1200 return;
1113 } 1201 }
1114 1202
1115 /* Seen some crashes here. Since we don't store an 1203 /* Seen some crashes here. Since we don't store an
1116 * op->enemy_count, it is possible that something destroys the 1204 * op->enemy_count, it is possible that something destroys the
1117 * actual enemy, and the object is recycled. 1205 * actual enemy, and the object is recycled.
1118 */ 1206 */
1119 if (op->enemy->map == NULL) { 1207 if (op->enemy->map == NULL)
1208 {
1120 CLEAR_FLAG(op, FLAG_SCARED); 1209 CLEAR_FLAG (op, FLAG_SCARED);
1121 op->enemy=NULL; 1210 op->enemy = NULL;
1122 return; 1211 return;
1123 } 1212 }
1124 1213
1125 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1214 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1215 {
1126 op->enemy=NULL; 1216 op->enemy = NULL;
1127 CLEAR_FLAG(op, FLAG_SCARED); 1217 CLEAR_FLAG (op, FLAG_SCARED);
1128 return; 1218 return;
1129 } 1219 }
1130 get_rangevector(op, op->enemy, &rv, 0); 1220 get_rangevector (op, op->enemy, &rv, 0);
1131 1221
1132 dir=absdir(4+rv.direction); 1222 dir = absdir (4 + rv.direction);
1133 for(diff=0;diff<3;diff++) { 1223 for (diff = 0; diff < 3; diff++)
1224 {
1134 int m=1-(RANDOM()&2); 1225 int m = 1 - (RANDOM () & 2);
1135 if(move_ob(op,absdir(dir+diff*m),op)|| 1226
1136 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) { 1227 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1137 return;
1138 } 1228 {
1229 return;
1230 }
1139 } 1231 }
1140 /* Cornered, get rid of scared */ 1232 /* Cornered, get rid of scared */
1141 CLEAR_FLAG(op, FLAG_SCARED); 1233 CLEAR_FLAG (op, FLAG_SCARED);
1142 op->enemy=NULL; 1234 op->enemy = NULL;
1143} 1235}
1144 1236
1145 1237
1146/* check_pick sees if there is stuff to be picked up/picks up stuff. 1238/* check_pick sees if there is stuff to be picked up/picks up stuff.
1147 * IT returns 1 if the player should keep on moving, 0 if he should 1239 * IT returns 1 if the player should keep on moving, 0 if he should
1148 * stop. 1240 * stop.
1149 */ 1241 */
1242int
1150int check_pick(object *op) { 1243check_pick (object *op)
1244{
1151 object *tmp, *next; 1245 object *tmp, *next;
1152 tag_t next_tag=0, op_tag;
1153 int stop = 0; 1246 int stop = 0;
1154 int j, k, wvratio; 1247 int j, k, wvratio;
1155 char putstring[128], tmpstr[16]; 1248 char putstring[128], tmpstr[16];
1156 1249
1157
1158 /* if you're flying, you cna't pick up anything */ 1250 /* if you're flying, you cna't pick up anything */
1159 if (op->move_type & MOVE_FLYING) 1251 if (op->move_type & MOVE_FLYING)
1160 return 1; 1252 return 1;
1161 1253
1162 op_tag = op->count;
1163
1164 next = op->below; 1254 next = op->below;
1165 if (next)
1166 next_tag = next->count;
1167 1255
1168 /* loop while there are items on the floor that are not marked as 1256 /* loop while there are items on the floor that are not marked as
1169 * destroyed */ 1257 * destroyed */
1170 while (next && ! was_destroyed (next, next_tag)) 1258 while (next && !next->destroyed ())
1171 { 1259 {
1172 tmp = next; 1260 tmp = next;
1173 next = tmp->below; 1261 next = tmp->below;
1174 if (next)
1175 next_tag = next->count;
1176 1262
1177 if (was_destroyed (op, op_tag)) 1263 if (op->destroyed ())
1178 return 0; 1264 return 0;
1179 1265
1180 if ( ! can_pick (op, tmp)) 1266 if (!can_pick (op, tmp))
1181 continue; 1267 continue;
1182 1268
1183 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1269 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1184 { 1270 {
1185 if (item_matched_string (op, tmp, op->contr->search_str)) 1271 if (item_matched_string (op, tmp, op->contr->search_str))
1186 pick_up (op, tmp); 1272 pick_up (op, tmp);
1187 continue; 1273 continue;
1188 } 1274 }
1189 1275
1190 /* high not bit set? We're using the old autopickup model */ 1276 /* high not bit set? We're using the old autopickup model */
1191 if(!(op->contr->mode & PU_NEWMODE)) { 1277 if (!(op->contr->mode & PU_NEWMODE))
1278 {
1192 switch (op->contr->mode) { 1279 switch (op->contr->mode)
1280 {
1281 case 0:
1193 case 0: return 1; /* don't pick up */ 1282 return 1; /* don't pick up */
1283 case 1:
1194 case 1: pick_up (op, tmp); 1284 pick_up (op, tmp);
1195 return 1; 1285 return 1;
1286 case 2:
1196 case 2: pick_up (op, tmp); 1287 pick_up (op, tmp);
1197 return 0; 1288 return 0;
1289 case 3:
1198 case 3: return 0; /* stop before pickup */ 1290 return 0; /* stop before pickup */
1291 case 4:
1199 case 4: pick_up (op, tmp); 1292 pick_up (op, tmp);
1200 break; 1293 break;
1294 case 5:
1201 case 5: pick_up (op, tmp); 1295 pick_up (op, tmp);
1202 stop = 1; 1296 stop = 1;
1203 break; 1297 break;
1204 case 6: 1298 case 6:
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1299 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1206 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1207 pick_up(op, tmp); 1300 pick_up (op, tmp);
1208 break; 1301 break;
1209 1302
1210 case 7: 1303 case 7:
1211 if (tmp->type == MONEY || tmp->type == GEM) 1304 if (tmp->type == MONEY || tmp->type == GEM)
1212 pick_up(op, tmp); 1305 pick_up (op, tmp);
1213 break; 1306 break;
1214 1307
1215 default: 1308 default:
1216 /* use value density */ 1309 /* use value density */
1217 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1310 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1218 && (query_cost (tmp, op, F_TRUE) * 100 1311 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1219 / (tmp->weight * MAX (tmp->nrof, 1)))
1220 >= op->contr->mode)
1221 pick_up(op,tmp); 1312 pick_up (op, tmp);
1222 }
1223 }
1224 else { /* old model */
1225 /* NEW pickup handling */
1226 if(op->contr->mode & PU_DEBUG)
1227 {
1228 /* some debugging code to figure out item information */
1229 if(tmp->name!=NULL)
1230 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1231 &tmp->name, tmp->type,
1232 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1233 else
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1235 &tmp->arch->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1237 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1238
1239 sprintf(putstring,"...flags: ");
1240 for(k=0;k<4;k++)
1241 {
1242 for(j=0;j<32;j++)
1243 {
1244 if((tmp->flags[k]>>j)&0x01)
1245 {
1246 sprintf(tmpstr,"%d ",k*32+j);
1247 strcat(putstring, tmpstr);
1248 } 1313 }
1249 } 1314 }
1250 } 1315 else
1316 { /* old model */
1317 /* NEW pickup handling */
1318 if (op->contr->mode & PU_DEBUG)
1319 {
1320 /* some debugging code to figure out item information */
1321 if (tmp->name != NULL)
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1324 else
1325 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1326 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1327 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1328
1329 sprintf (putstring, "...flags: ");
1330 for (k = 0; k < 4; k++)
1331 {
1332 for (j = 0; j < 32; j++)
1333 {
1334 if ((tmp->flags[k] >> j) & 0x01)
1335 {
1336 sprintf (tmpstr, "%d ", k * 32 + j);
1337 strcat (putstring, tmpstr);
1338 }
1339 }
1340 }
1341 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1252 1342
1253#if 0 1343#if 0
1254 /* print the flags too */ 1344 /* print the flags too */
1255 for(k=0;k<4;k++) 1345 for (k = 0; k < 4; k++)
1256 { 1346 {
1257 fprintf(stderr,"%d [%d] ", k, k*32+31); 1347 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1258 for(j=0;j<32;j++) 1348 for (j = 0; j < 32; j++)
1259 { 1349 {
1260 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1350 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1261 if(!((j+1)%4))fprintf(stderr," "); 1351 if (!((j + 1) % 4))
1262 } 1352 fprintf (stderr, " ");
1353 }
1263 fprintf(stderr," [%d]\n", k*32); 1354 fprintf (stderr, " [%d]\n", k * 32);
1264 } 1355 }
1265#endif 1356#endif
1266 } 1357 }
1267 /* philosophy: 1358 /* philosophy:
1268 * It's easy to grab an item type from a pile, as long as it's 1359 * It's easy to grab an item type from a pile, as long as it's
1269 * generic. This takes no game-time. For more detailed pickups 1360 * generic. This takes no game-time. For more detailed pickups
1270 * and selections, select-items shoul dbe used. This is a 1361 * and selections, select-items shoul dbe used. This is a
1271 * grab-as-you-run type mode that's really useful for arrows for 1362 * grab-as-you-run type mode that's really useful for arrows for
1272 * example. 1363 * example.
1273 * The drawback: right now it has no frontend, so you need to 1364 * The drawback: right now it has no frontend, so you need to
1274 * stick the bits you want into a calculator in hex mode and then 1365 * stick the bits you want into a calculator in hex mode and then
1275 * convert to decimal and then 'pickup <#> 1366 * convert to decimal and then 'pickup <#>
1276 */ 1367 */
1277 1368
1278 /* the first two modes are exclusive: if NOTHING we return, if 1369 /* the first two modes are exclusive: if NOTHING we return, if
1279 * STOP then we stop. All the rest are applied sequentially, 1370 * STOP then we stop. All the rest are applied sequentially,
1280 * meaning if any test passes, the item gets picked up. */ 1371 * meaning if any test passes, the item gets picked up. */
1281 1372
1282 /* if mode is set to pick nothing up, return */ 1373 /* if mode is set to pick nothing up, return */
1283 1374
1284 if(op->contr->mode & PU_NOTHING) return 1; 1375 if (op->contr->mode & PU_NOTHING)
1376 return 1;
1285 1377
1286 /* if mode is set to stop when encountering objects, return */ 1378 /* if mode is set to stop when encountering objects, return */
1287 /* take STOP before INHIBIT since it doesn't actually pick 1379 /* take STOP before INHIBIT since it doesn't actually pick
1288 * anything up */ 1380 * anything up */
1289 1381
1290 if(op->contr->mode & PU_STOP) return 0; 1382 if (op->contr->mode & PU_STOP)
1383 return 0;
1291 1384
1292 /* useful for going into stores and not losing your settings... */ 1385 /* useful for going into stores and not losing your settings... */
1293 /* and for battles wher you don't want to get loaded down while 1386 /* and for battles wher you don't want to get loaded down while
1294 * fighting */ 1387 * fighting */
1295 if(op->contr->mode & PU_INHIBIT) return 1; 1388 if (op->contr->mode & PU_INHIBIT)
1389 return 1;
1296 1390
1297 /* prevent us from turning into auto-thieves :) */ 1391 /* prevent us from turning into auto-thieves :) */
1298 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1392 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1393 continue;
1299 1394
1300 /* ignore known cursed objects */ 1395 /* ignore known cursed objects */
1301 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1396 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1397 continue;
1302 1398
1303 /* all food and drink if desired */ 1399 /* all food and drink if desired */
1304 /* question: don't pick up known-poisonous stuff? */ 1400 /* question: don't pick up known-poisonous stuff? */
1305 if(op->contr->mode & PU_FOOD) 1401 if (op->contr->mode & PU_FOOD)
1306 if (tmp->type == FOOD) 1402 if (tmp->type == FOOD)
1307 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1403 {
1404 pick_up (op, tmp);
1405 continue;
1406 }
1407
1308 if(op->contr->mode & PU_DRINK) 1408 if (op->contr->mode & PU_DRINK)
1309 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1409 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 1410 {
1411 pick_up (op, tmp);
1412 continue;
1413 }
1311 1414
1312 if(op->contr->mode & PU_POTION) 1415 if (op->contr->mode & PU_POTION)
1313 if (tmp->type == POTION) 1416 if (tmp->type == POTION)
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1417 {
1418 pick_up (op, tmp);
1419 continue;
1420 }
1315 1421
1316 /* spellbooks, skillscrolls and normal books/scrolls */ 1422 /* spellbooks, skillscrolls and normal books/scrolls */
1317 if(op->contr->mode & PU_SPELLBOOK) 1423 if (op->contr->mode & PU_SPELLBOOK)
1318 if (tmp->type == SPELLBOOK) 1424 if (tmp->type == SPELLBOOK)
1319 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1425 {
1426 pick_up (op, tmp);
1427 continue;
1428 }
1429
1320 if(op->contr->mode & PU_SKILLSCROLL) 1430 if (op->contr->mode & PU_SKILLSCROLL)
1321 if (tmp->type == SKILLSCROLL) 1431 if (tmp->type == SKILLSCROLL)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1432 {
1433 pick_up (op, tmp);
1434 continue;
1435 }
1436
1323 if(op->contr->mode & PU_READABLES) 1437 if (op->contr->mode & PU_READABLES)
1324 if (tmp->type == BOOK || tmp->type == SCROLL) 1438 if (tmp->type == BOOK || tmp->type == SCROLL)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1439 {
1440 pick_up (op, tmp);
1441 continue;
1442 }
1326 1443
1327 /* wands/staves/rods/horns */ 1444 /* wands/staves/rods/horns */
1328 if (op->contr->mode & PU_MAGIC_DEVICE) 1445 if (op->contr->mode & PU_MAGIC_DEVICE)
1329 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1446 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1330 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1447 {
1448 pick_up (op, tmp);
1449 continue;
1450 }
1331 1451
1332 /* pick up all magical items */ 1452 /* pick up all magical items */
1333 if(op->contr->mode & PU_MAGICAL) 1453 if (op->contr->mode & PU_MAGICAL)
1334 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1454 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1455 {
1456 pick_up (op, tmp);
1457 continue;
1458 }
1336 1459
1337 if(op->contr->mode & PU_VALUABLES) 1460 if (op->contr->mode & PU_VALUABLES)
1338 { 1461 {
1339 if (tmp->type == MONEY || tmp->type == GEM) 1462 if (tmp->type == MONEY || tmp->type == GEM)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1463 {
1341 } 1464 pick_up (op, tmp);
1465 continue;
1466 }
1467 }
1342 1468
1343 /* rings & amulets - talismans seems to be typed AMULET */ 1469 /* rings & amulets - talismans seems to be typed AMULET */
1344 if(op->contr->mode & PU_JEWELS) 1470 if (op->contr->mode & PU_JEWELS)
1345 if (tmp->type == RING || tmp->type == AMULET) 1471 if (tmp->type == RING || tmp->type == AMULET)
1346 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1472 {
1473 pick_up (op, tmp);
1474 continue;
1475 }
1347 1476
1477 /* we don't forget dragon food */
1478 if (op->contr->mode & PU_FLESH)
1479 if (tmp->type == FLESH)
1480 {
1481 pick_up (op, tmp);
1482 continue;
1483 }
1484
1348 /* bows and arrows. Bows are good for selling! */ 1485 /* bows and arrows. Bows are good for selling! */
1349 if(op->contr->mode & PU_BOW) 1486 if (op->contr->mode & PU_BOW)
1350 if (tmp->type == BOW) 1487 if (tmp->type == BOW)
1351 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1488 {
1489 pick_up (op, tmp);
1490 continue;
1491 }
1492
1352 if(op->contr->mode & PU_ARROW) 1493 if (op->contr->mode & PU_ARROW)
1353 if (tmp->type == ARROW) 1494 if (tmp->type == ARROW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1495 {
1496 pick_up (op, tmp);
1497 continue;
1498 }
1355 1499
1356 /* all kinds of armor etc. */ 1500 /* all kinds of armor etc. */
1357 if(op->contr->mode & PU_ARMOUR) 1501 if (op->contr->mode & PU_ARMOUR)
1358 if (tmp->type == ARMOUR) 1502 if (tmp->type == ARMOUR)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1503 {
1504 pick_up (op, tmp);
1505 continue;
1506 }
1507
1360 if(op->contr->mode & PU_HELMET) 1508 if (op->contr->mode & PU_HELMET)
1361 if (tmp->type == HELMET) 1509 if (tmp->type == HELMET)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1510 {
1511 pick_up (op, tmp);
1512 continue;
1513 }
1514
1363 if(op->contr->mode & PU_SHIELD) 1515 if (op->contr->mode & PU_SHIELD)
1364 if (tmp->type == SHIELD) 1516 if (tmp->type == SHIELD)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1517 {
1518 pick_up (op, tmp);
1519 continue;
1520 }
1521
1366 if(op->contr->mode & PU_BOOTS) 1522 if (op->contr->mode & PU_BOOTS)
1367 if (tmp->type == BOOTS) 1523 if (tmp->type == BOOTS)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1524 {
1525 pick_up (op, tmp);
1526 continue;
1527 }
1528
1369 if(op->contr->mode & PU_GLOVES) 1529 if (op->contr->mode & PU_GLOVES)
1370 if (tmp->type == GLOVES) 1530 if (tmp->type == GLOVES)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1531 {
1532 pick_up (op, tmp);
1533 continue;
1534 }
1535
1372 if(op->contr->mode & PU_CLOAK) 1536 if (op->contr->mode & PU_CLOAK)
1373 if (tmp->type == CLOAK) 1537 if (tmp->type == CLOAK)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1538 {
1539 pick_up (op, tmp);
1540 continue;
1541 }
1375 1542
1376 /* hoping to catch throwing daggers here */ 1543 /* hoping to catch throwing daggers here */
1377 if(op->contr->mode & PU_MISSILEWEAPON) 1544 if (op->contr->mode & PU_MISSILEWEAPON)
1378 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1545 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1546 {
1547 pick_up (op, tmp);
1548 continue;
1549 }
1380 1550
1381 /* careful: chairs and tables are weapons! */ 1551 /* careful: chairs and tables are weapons! */
1382 if(op->contr->mode & PU_ALLWEAPON) 1552 if (op->contr->mode & PU_ALLWEAPON)
1383 { 1553 {
1384 if(tmp->type == WEAPON && tmp->name!=NULL) 1554 if (tmp->type == WEAPON && tmp->name != NULL)
1385 { 1555 {
1386 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1556 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1387 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1557 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1558 {
1389 } 1559 pick_up (op, tmp);
1560 continue;
1561 }
1562 }
1563
1390 if(tmp->type == WEAPON && tmp->name==NULL) 1564 if (tmp->type == WEAPON && tmp->name == NULL)
1391 { 1565 {
1392 if(strstr(tmp->arch->name,"table")==NULL && 1566 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1393 strstr(tmp->arch->name,"chair")==NULL) 1567 {
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1568 pick_up (op, tmp);
1569 continue;
1570 }
1571 }
1395 } 1572 }
1396 }
1397 1573
1398 /* misc stuff that's useful */ 1574 /* misc stuff that's useful */
1399 if(op->contr->mode & PU_KEY) 1575 if (op->contr->mode & PU_KEY)
1400 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1576 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1577 {
1578 pick_up (op, tmp);
1579 continue;
1580 }
1402 1581
1403 /* any of the last 4 bits set means we use the ratio for value 1582 /* any of the last 4 bits set means we use the ratio for value
1404 * pickups */ 1583 * pickups */
1405 if(op->contr->mode & PU_RATIO) 1584 if (op->contr->mode & PU_RATIO)
1406 { 1585 {
1407 /* use value density to decide what else to grab */ 1586 /* use value density to decide what else to grab */
1408 /* >=7 was >= op->contr->mode */ 1587 /* >=7 was >= op->contr->mode */
1409 /* >=7 is the old standard setting. Now we take the last 4 bits 1588 /* >=7 is the old standard setting. Now we take the last 4 bits
1410 * and multiply them by 5, giving 0..15*5== 5..75 */ 1589 * and multiply them by 5, giving 0..15*5== 5..75 */
1411 wvratio=(op->contr->mode & PU_RATIO) * 5; 1590 wvratio = (op->contr->mode & PU_RATIO) * 5;
1412 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1591 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1413 { 1592 {
1414 pick_up(op, tmp); 1593 pick_up (op, tmp);
1415#if 0 1594#if 0
1416 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1595 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1417 if(tmp->name!=NULL) { 1596 if (tmp->name != NULL)
1597 {
1418 fprintf(stderr,"%s", tmp->name); 1598 fprintf (stderr, "%s", tmp->name);
1419 } 1599 }
1600 else
1420 else fprintf(stderr,"%s",tmp->arch->name); 1601 fprintf (stderr, "%s", tmp->arch->name);
1421 fprintf(stderr,",%d] = ", tmp->type); 1602 fprintf (stderr, ",%d] = ", tmp->type);
1422 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1603 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1423#endif 1604#endif
1424 continue; 1605 continue;
1606 }
1425 } 1607 }
1608 } /* the new pickup model */
1426 } 1609 }
1427 } /* the new pickup model */ 1610
1428 }
1429 return ! stop; 1611 return !stop;
1430} 1612}
1431 1613
1432/* 1614/*
1433 * Find an arrow in the inventory and after that 1615 * Find an arrow in the inventory and after that
1434 * in the right type container (quiver). Pointer to the 1616 * in the right type container (quiver). Pointer to the
1435 * found object is returned. 1617 * found object is returned.
1436 */ 1618 */
1619object *
1437object *find_arrow(object *op, const char *type) 1620find_arrow (object *op, const char *type)
1438{ 1621{
1439 object *tmp = NULL; 1622 object *tmp = NULL;
1440 1623
1441 for(op=op->inv; op; op=op->below) 1624 for (op = op->inv; op; op = op->below)
1442 if(!tmp && op->type==CONTAINER && op->race==type && 1625 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1443 QUERY_FLAG(op,FLAG_APPLIED))
1444 tmp = find_arrow (op, type); 1626 tmp = find_arrow (op, type);
1445 else if (op->type==ARROW && op->race==type) 1627 else if (op->type == ARROW && op->race == type)
1446 return op; 1628 return op;
1447 return tmp; 1629 return tmp;
1448} 1630}
1449 1631
1450/* 1632/*
1451 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1633 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1452 * against the target. A full test is not performed, simply a basic test 1634 * against the target. A full test is not performed, simply a basic test
1453 * of resistances. The archer is making a quick guess at what he sees down 1635 * of resistances. The archer is making a quick guess at what he sees down
1454 * the hall. Failing that it does it's best to pick the highest plus arrow. 1636 * the hall. Failing that it does it's best to pick the highest plus arrow.
1455 */ 1637 */
1456 1638
1639object *
1457object *find_better_arrow(object *op, object *target, const char *type, int *better) 1640find_better_arrow (object *op, object *target, const char *type, int *better)
1458{ 1641{
1459 object *tmp = NULL, *arrow, *ntmp; 1642 object *tmp = NULL, *arrow, *ntmp;
1460 int attacknum, attacktype, betterby=0, i; 1643 int attacknum, attacktype, betterby = 0, i;
1461 1644
1462 if (!type) 1645 if (!type)
1463 return NULL; 1646 return NULL;
1464 1647
1465 for (arrow=op->inv; arrow; arrow=arrow->below) { 1648 for (arrow = op->inv; arrow; arrow = arrow->below)
1466 if (arrow->type==CONTAINER && arrow->race==type && 1649 {
1467 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1650 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1651 {
1468 i = 0; 1652 i = 0;
1469 ntmp = find_better_arrow(arrow, target, type, &i); 1653 ntmp = find_better_arrow (arrow, target, type, &i);
1470 if (i > betterby) { 1654 if (i > betterby)
1655 {
1471 tmp = ntmp; 1656 tmp = ntmp;
1472 betterby = i; 1657 betterby = i;
1473 } 1658 }
1659 }
1474 } else if (arrow->type==ARROW && arrow->race==type) { 1660 else if (arrow->type == ARROW && arrow->race == type)
1661 {
1475 /* allways prefer assasination/slaying */ 1662 /* allways prefer assasination/slaying */
1476 if (target->race != NULL && arrow->slaying != NULL && 1663 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1477 strstr(arrow->slaying, target->race)) { 1664 {
1478 if (arrow->attacktype & AT_DEATH) { 1665 if (arrow->attacktype & AT_DEATH)
1666 {
1479 *better = 100; 1667 *better = 100;
1480 return arrow; 1668 return arrow;
1481 } else {
1482 tmp = arrow;
1483 betterby = (arrow->magic + arrow->stats.dam) * 2;
1484 } 1669 }
1485 } else { 1670 else
1486 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1487 attacktype = 1<<attacknum;
1488 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1489 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1490 tmp = arrow;
1491 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1492 }
1493 } 1671 {
1494 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1495 tmp = arrow; 1672 tmp = arrow;
1496 betterby = 2 + arrow->magic + arrow->stats.dam; 1673 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 }
1498 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow;
1500 betterby = 1 + arrow->magic + arrow->stats.dam;
1501 } 1674 }
1502 } 1675 }
1676 else
1677 {
1678 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1679 {
1680 attacktype = 1 << attacknum;
1681 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1682 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1683 {
1684 tmp = arrow;
1685 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1686 }
1687 }
1688 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1689 {
1690 tmp = arrow;
1691 betterby = 2 + arrow->magic + arrow->stats.dam;
1692 }
1693 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1694 {
1695 tmp = arrow;
1696 betterby = 1 + arrow->magic + arrow->stats.dam;
1697 }
1503 } 1698 }
1699 }
1504 } 1700 }
1505 if (tmp == NULL && arrow == NULL) 1701 if (tmp == NULL && arrow == NULL)
1506 return find_arrow(op, type); 1702 return find_arrow (op, type);
1507 1703
1508 *better = betterby; 1704 *better = betterby;
1509 return tmp; 1705 return tmp;
1510} 1706}
1511 1707
1512/* looks in a given direction, finds the first valid target, and calls 1708/* looks in a given direction, finds the first valid target, and calls
1513 * find_better_arrow to find a decent arrow to use. 1709 * find_better_arrow to find a decent arrow to use.
1514 * op = the shooter 1710 * op = the shooter
1515 * type = bow->race 1711 * type = bow->race
1516 * dir = fire direction 1712 * dir = fire direction
1517 */ 1713 */
1518 1714
1715object *
1519object *pick_arrow_target(object *op, const char *type, int dir) 1716pick_arrow_target (object *op, const char *type, int dir)
1520{ 1717{
1521 object *tmp = NULL; 1718 object *tmp = NULL;
1522 mapstruct *m; 1719 maptile *m;
1523 int i, mflags, found, number; 1720 int i, mflags, found, number;
1524 sint16 x, y; 1721 sint16 x, y;
1525 1722
1526 if (op->map == NULL) 1723 if (op->map == NULL)
1527 return find_arrow(op, type); 1724 return find_arrow (op, type);
1528 1725
1529 /* do a dex check */ 1726 /* do a dex check */
1530 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1727 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1531 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1728 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1532 return find_arrow(op, type); 1729 return find_arrow (op, type);
1533 1730
1534 m = op->map; 1731 m = op->map;
1535 x = op->x; 1732 x = op->x;
1536 y = op->y; 1733 y = op->y;
1537 1734
1538 /* find the first target */ 1735 /* find the first target */
1539 for (i=0, found=0; i<20; i++) { 1736 for (i = 0, found = 0; i < 20; i++)
1737 {
1540 x += freearr_x[dir]; 1738 x += freearr_x[dir];
1541 y += freearr_y[dir]; 1739 y += freearr_y[dir];
1542 mflags = get_map_flags(m, &m, x, y, &x, &y); 1740 mflags = get_map_flags (m, &m, x, y, &x, &y);
1543 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1741 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1742 {
1544 tmp = NULL; 1743 tmp = NULL;
1744 break;
1745 }
1746 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1747 {
1748 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1749 * perhaps a bad assumption.
1750 */
1751 tmp = NULL;
1752 break;
1753 }
1754 if (mflags & P_IS_ALIVE)
1755 {
1756 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1757 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1758 {
1759 found++;
1760 break;
1761 }
1762 if (found)
1545 break; 1763 break;
1546 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1547 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1548 * perhaps a bad assumption.
1549 */
1550 tmp = NULL;
1551 break;
1552 } 1764 }
1553 if (mflags & P_IS_ALIVE) {
1554 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1555 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1556 found++;
1557 break;
1558 }
1559 if (found)
1560 break;
1561 }
1562 } 1765 }
1563 if (tmp == NULL) 1766 if (tmp == NULL)
1564 return find_arrow(op, type); 1767 return find_arrow (op, type);
1565 1768
1566 if (tmp->head) 1769 if (tmp->head)
1567 tmp = tmp->head; 1770 tmp = tmp->head;
1568 1771
1569 return find_better_arrow(op, tmp, type, &i); 1772 return find_better_arrow (op, tmp, type, &i);
1570} 1773}
1571 1774
1572/* 1775/*
1573 * Creature fires a bow - op can be monster or player. Returns 1776 * Creature fires a bow - op can be monster or player. Returns
1574 * 1 if bow was actually fired, 0 otherwise. 1777 * 1 if bow was actually fired, 0 otherwise.
1577 * dir is the direction of fire. 1780 * dir is the direction of fire.
1578 * wc_mod is any special modifier to give (used in special player fire modes) 1781 * wc_mod is any special modifier to give (used in special player fire modes)
1579 * sx, sy are coordinates to fire arrow from - also used in some of the special 1782 * sx, sy are coordinates to fire arrow from - also used in some of the special
1580 * player fire modes. 1783 * player fire modes.
1581 */ 1784 */
1785int
1582int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1786fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1583 sint16 sx, sint16 sy)
1584{ 1787{
1585 object *left, *bow; 1788 object *left, *bow;
1586 tag_t left_tag, tag;
1587 int bowspeed, mflags; 1789 int bowspeed, mflags;
1588 mapstruct *m; 1790 maptile *m;
1589 1791
1590 if (!dir) { 1792 if (!dir)
1793 {
1591 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1794 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1592 return 0; 1795 return 0;
1593 } 1796 }
1594 if (op->type == PLAYER) 1797 if (op->type == PLAYER)
1595 bow=op->contr->ranges[range_bow]; 1798 bow = op->contr->ranges[range_bow];
1596 else { 1799 else
1800 {
1597 for(bow=op->inv; bow; bow=bow->below) 1801 for (bow = op->inv; bow; bow = bow->below)
1598 /* Don't check for applied - monsters don't apply bows - in that way, they 1802 /* Don't check for applied - monsters don't apply bows - in that way, they
1599 * don't need to switch back and forth between bows and weapons. 1803 * don't need to switch back and forth between bows and weapons.
1600 */ 1804 */
1601 if(bow->type==BOW) 1805 if (bow->type == BOW)
1602 break; 1806 break;
1603 1807
1604 if (!bow) { 1808 if (!bow)
1809 {
1605 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1606 return 0; 1811 return 0;
1607 } 1812 }
1608 } 1813 }
1609 if( !bow->race || !bow->skill) { 1814 if (!bow->race || !bow->skill)
1815 {
1610 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1816 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1611 return 0; 1817 return 0;
1612 } 1818 }
1613 1819
1614 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1820 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1615 1821
1616 /* penalize ROF for bestarrow */ 1822 /* penalize ROF for bestarrow */
1617 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1823 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1618 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1824 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1619 if (bowspeed < 1) 1825 if (bowspeed < 1)
1620 bowspeed = 1; 1826 bowspeed = 1;
1621 1827
1622 if (arrow == NULL) { 1828 if (arrow == NULL)
1829 {
1623 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1830 if ((arrow = find_arrow (op, bow->race)) == NULL)
1831 {
1624 if (op->type == PLAYER) 1832 if (op->type == PLAYER)
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1833 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1626 "You have no %s left.", &bow->race);
1627 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1834 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1628 else 1835 else
1629 CLEAR_FLAG(op, FLAG_READY_BOW); 1836 CLEAR_FLAG (op, FLAG_READY_BOW);
1630 return 0; 1837 return 0;
1631 } 1838 }
1632 } 1839 }
1633 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1634 if (mflags & P_OUT_OF_MAP) { 1841 if (mflags & P_OUT_OF_MAP)
1842 {
1635 return 0; 1843 return 0;
1636 } 1844 }
1637 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 {
1638 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1847 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1639 return 0; 1848 return 0;
1640 } 1849 }
1641 1850
1642 /* this should not happen, but sometimes does */ 1851 /* this should not happen, but sometimes does */
1643 if (arrow->nrof==0) { 1852 if (arrow->nrof == 0)
1644 remove_ob(arrow); 1853 {
1645 free_object(arrow); 1854 arrow->destroy ();
1646 return 0; 1855 return 0;
1647 } 1856 }
1648 1857
1649 left = arrow; /* these are arrows left to the player */ 1858 left = arrow; /* these are arrows left to the player */
1650 left_tag = left->count;
1651 arrow = get_split_ob(arrow, 1); 1859 arrow = get_split_ob (arrow, 1);
1652 if (arrow == NULL) { 1860 if (arrow == NULL)
1861 {
1653 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1862 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1654 return 0; 1863 return 0;
1655 } 1864 }
1656 set_owner(arrow, op); 1865 arrow->set_owner (op);
1657 arrow->skill = bow->skill; 1866 arrow->skill = bow->skill;
1658 1867
1659 arrow->direction=dir; 1868 arrow->direction = dir;
1660 arrow->x = sx; 1869 arrow->x = sx;
1661 arrow->y = sy; 1870 arrow->y = sy;
1662 1871
1663 if (op->type == PLAYER) { 1872 if (op->type == PLAYER)
1873 {
1664 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1874 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1665 fix_player(op); 1875 fix_player (op);
1666 } 1876 }
1667 1877
1668 SET_ANIMATION(arrow, arrow->direction); 1878 SET_ANIMATION (arrow, arrow->direction);
1669 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1879 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1670 arrow->stats.hp = arrow->stats.dam; 1880 arrow->stats.hp = arrow->stats.dam;
1671 arrow->stats.grace = arrow->attacktype; 1881 arrow->stats.grace = arrow->attacktype;
1672 if (arrow->slaying != NULL) 1882 if (arrow->slaying != NULL)
1673 arrow->spellarg = strdup_local(arrow->slaying); 1883 arrow->spellarg = strdup (arrow->slaying);
1674 1884
1675 /* Note that this was different for monsters - they got their level 1885 /* Note that this was different for monsters - they got their level
1676 * added to the damage. I think the strength bonus is more proper. 1886 * added to the damage. I think the strength bonus is more proper.
1677 */ 1887 */
1678
1679 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1680 0 : dam_bonus[op->stats.Str]) +
1681 bow->stats.dam + bow->magic + arrow->magic;
1682 1888
1889 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1890
1683 /* update the speed */ 1891 /* update the speed */
1684 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1892 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1685 0 : dam_bonus[op->stats.Str]) + 1893 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1686 bow->magic + arrow->magic) / 5.0 +
1687 (float)bow->stats.dam / 7.0;
1688 1894
1689 if (arrow->speed < 1.0) 1895 if (arrow->speed < 1.0)
1690 arrow->speed = 1.0; 1896 arrow->speed = 1.0;
1691 update_ob_speed(arrow); 1897 update_ob_speed (arrow);
1692 arrow->speed_left = 0; 1898 arrow->speed_left = 0;
1693 1899
1694 if (op->type == PLAYER) { 1900 if (op->type == PLAYER)
1901 {
1695 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1902 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1696 (op->chosen_skill?op->chosen_skill->level:op->level) - 1903 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1697 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1904 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1698 arrow->stats.wc - bow->stats.wc + wc_mod;
1699 1905
1700 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1906 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1701 } else { 1907 }
1908 else
1909 {
1702 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1910 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1703 arrow->stats.wc + wc_mod;
1704
1705 arrow->level = op->level; 1911 arrow->level = op->level;
1706 } 1912 }
1913
1707 if (arrow->attacktype == AT_PHYSICAL) 1914 if (arrow->attacktype == AT_PHYSICAL)
1708 arrow->attacktype |= bow->attacktype; 1915 arrow->attacktype |= bow->attacktype;
1916
1709 if (bow->slaying != NULL) 1917 if (bow->slaying != NULL)
1710 arrow->slaying = bow->slaying; 1918 arrow->slaying = bow->slaying;
1711 1919
1712 arrow->map = m; 1920 arrow->map = m;
1713 arrow->move_type = MOVE_FLY_LOW; 1921 arrow->move_type = MOVE_FLY_LOW;
1714 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1715 1923
1716 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1924 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1717 tag = arrow->count;
1718 insert_ob_in_map(arrow, m, op, 0); 1925 insert_ob_in_map (arrow, m, op, 0);
1719 1926
1720 if (!was_destroyed(arrow, tag)) 1927 if (!arrow->destroyed ())
1721 move_arrow(arrow); 1928 move_arrow (arrow);
1722 1929
1723 if (op->type == PLAYER) { 1930 if (op->type == PLAYER)
1724 if (was_destroyed (left, left_tag)) 1931 {
1932 if (left->destroyed ())
1725 esrv_del_item(op->contr, left_tag); 1933 esrv_del_item (op->contr, left->count);
1726 else 1934 else
1727 esrv_send_item(op, left); 1935 esrv_send_item (op, left);
1728 } 1936 }
1937
1729 return 1; 1938 return 1;
1730} 1939}
1731 1940
1732/* Special fire code for players - this takes into 1941/* Special fire code for players - this takes into
1733 * account the special fire modes players can have 1942 * account the special fire modes players can have
1734 * but monsters can't. Putting that code here 1943 * but monsters can't. Putting that code here
1735 * makes the fire_bow code much cleaner. 1944 * makes the fire_bow code much cleaner.
1736 * this function should only be called if 'op' is a player, 1945 * this function should only be called if 'op' is a player,
1737 * hence the function name. 1946 * hence the function name.
1738 */ 1947 */
1948int
1739int player_fire_bow(object *op, int dir) 1949player_fire_bow (object *op, int dir)
1740{ 1950{
1741 int ret=0, wcmod=0; 1951 int ret = 0, wcmod = 0;
1742 1952
1743 if (op->contr->bowtype == bow_bestarrow) { 1953 if (op->contr->bowtype == bow_bestarrow)
1744 ret = fire_bow(op, op, 1954 {
1745 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1955 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1746 dir, 0, op->x, op->y); 1956 }
1747 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1957 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1958 {
1748 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1959 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1749 wcmod =-1; 1960 wcmod = -1;
1750 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1961 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1751 op->x, op->y); 1962 }
1752 } else if (op->contr->bowtype == bow_threewide) { 1963 else if (op->contr->bowtype == bow_threewide)
1964 {
1753 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1965 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1754 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1966 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1755 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)]);
1968 }
1756 } else if (op->contr->bowtype == bow_spreadshot) { 1969 else if (op->contr->bowtype == bow_spreadshot)
1970 {
1757 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1971 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1758 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1972 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1759 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);
1760 1974
1761 } else { 1975 }
1976 else
1977 {
1762 /* Simple case */ 1978 /* Simple case */
1763 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1764 } 1980 }
1765 return ret; 1981 return ret;
1766} 1982}
1767 1983
1768 1984
1769/* Fires a misc (wand/rod/horn) object in 'dir'. 1985/* Fires a misc (wand/rod/horn) object in 'dir'.
1770 * Broken apart from 'fire' to keep it more readable. 1986 * Broken apart from 'fire' to keep it more readable.
1771 */ 1987 */
1988void
1772void fire_misc_object(object *op, int dir) 1989fire_misc_object (object *op, int dir)
1773{ 1990{
1774 object *item; 1991 object *item;
1775 1992
1776 if (!op->contr->ranges[range_misc]) { 1993 if (!op->contr->ranges[range_misc])
1994 {
1777 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1995 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1778 return; 1996 return;
1779 } 1997 }
1780 1998
1781 item = op->contr->ranges[range_misc]; 1999 item = op->contr->ranges[range_misc];
1782 if (!item->inv) { 2000 if (!item->inv)
2001 {
1783 LOG(llevError,"Object %s lacks a spell\n", &item->name); 2002 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1784 return; 2003 return;
1785 } 2004 }
1786 if (item->type == WAND) { 2005 if (item->type == WAND)
2006 {
1787 if(item->stats.food<=0) { 2007 if (item->stats.food <= 0)
2008 {
1788 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2009 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1789 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 2010 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1790 return; 2011 return;
1791 } 2012 }
2013 }
1792 } else if (item->type == ROD || item->type==HORN) { 2014 else if (item->type == ROD || item->type == HORN)
2015 {
1793 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2016 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2017 {
1794 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2018 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795 if (item->type== ROD) 2019 if (item->type == ROD)
1796 new_draw_info_format(NDI_UNIQUE, 0,op,
1797 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 2020 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 2021 else
1799 new_draw_info_format(NDI_UNIQUE, 0,op, 2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800 "The %s needs more time to charge.", query_base_name(item,0));
1801 return; 2023 return;
1802 } 2024 }
1803 } 2025 }
1804 2026
1805 if(cast_spell(op,item,dir,item->inv,NULL)) { 2027 if (cast_spell (op, item, dir, item->inv, NULL))
2028 {
1806 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2029 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1807 if (item->type == WAND) { 2030 if (item->type == WAND)
2031 {
1808 if (!(--item->stats.food)) { 2032 if (!(--item->stats.food))
2033 {
1809 object *tmp; 2034 object *tmp;
2035
1810 if (item->arch) { 2036 if (item->arch)
2037 {
1811 CLEAR_FLAG(item, FLAG_ANIMATE); 2038 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 2039 item->face = item->arch->clone.face;
1813 item->speed = 0; 2040 item->speed = 0;
1814 update_ob_speed(item); 2041 update_ob_speed (item);
1815 } 2042 }
1816 if ((tmp=is_player_inv(item))) 2043 if ((tmp = is_player_inv (item)))
1817 esrv_update_item(UPD_ANIM, tmp, item); 2044 esrv_update_item (UPD_ANIM, tmp, item);
1818 } 2045 }
1819 } 2046 }
1820 else if (item->type == ROD || item->type==HORN) { 2047 else if (item->type == ROD || item->type == HORN)
2048 {
1821 drain_rod_charge(item); 2049 drain_rod_charge (item);
1822 } 2050 }
1823 } 2051 }
1824} 2052}
1825 2053
1826/* Received a fire command for the player - go and do it. 2054/* Received a fire command for the player - go and do it.
1827 */ 2055 */
2056void
1828void fire(object *op,int dir) { 2057fire (object *op, int dir)
2058{
1829 int spellcost=0; 2059 int spellcost = 0;
1830 2060
1831 /* check for loss of invisiblity/hide */ 2061 /* check for loss of invisiblity/hide */
1832 if (action_makes_visible(op)) make_visible(op); 2062 if (action_makes_visible (op))
2063 make_visible (op);
1833 2064
1834 switch(op->contr->shoottype) { 2065 switch (op->contr->shoottype)
2066 {
1835 case range_none: 2067 case range_none:
2068 return;
2069
2070 case range_bow:
2071 player_fire_bow (op, dir);
2072 return;
2073
2074 case range_magic: /* Casting spells */
2075 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2076 return;
2077
2078 case range_misc:
2079 fire_misc_object (op, dir);
2080 return;
2081
2082 case range_golem: /* Control summoned monsters from scrolls */
2083 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2084 {
2085 op->contr->ranges[range_golem] = 0;
2086 op->contr->shoottype = range_none;
2087 }
2088 else
2089 control_golem (op->contr->ranges[range_golem], dir);
2090 return;
2091
2092 case range_skill:
2093 if (!op->chosen_skill)
2094 {
2095 if (op->type == PLAYER)
2096 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1836 return; 2097 return;
1837
1838 case range_bow:
1839 player_fire_bow(op, dir);
1840 return;
1841
1842 case range_magic: /* Casting spells */
1843 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1844 return;
1845
1846 case range_misc:
1847 fire_misc_object(op, dir);
1848 return;
1849
1850 case range_golem: /* Control summoned monsters from scrolls */
1851 if(op->contr->ranges[range_golem]==NULL ||
1852 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1853 op->contr->ranges[range_golem] = NULL;
1854 op->contr->shoottype=range_none;
1855 op->contr->golem_count = 0;
1856 } 2098 }
1857 else
1858 control_golem(op->contr->ranges[range_golem], dir);
1859 return;
1860
1861 case range_skill:
1862 if(!op->chosen_skill) {
1863 if(op->type==PLAYER)
1864 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1865 return;
1866 }
1867 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 2099 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1868 return;
1869 case range_builder:
1870 apply_map_builder( op, dir );
1871 return; 2100 return;
2101 case range_builder:
2102 apply_map_builder (op, dir);
2103 return;
1872 default: 2104 default:
1873 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2105 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1874 return; 2106 return;
1875 } 2107 }
1876} 2108}
1877 2109
1878 2110
1879 2111
1886 * inv is the objects inventory to searched 2118 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against. 2119 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers. 2120 * This function can be called recursively to search containers.
1889 */ 2121 */
1890 2122
2123object *
1891object * find_key(object *pl, object *container, object *door) 2124find_key (object *pl, object *container, object *door)
1892{ 2125{
1893 object *tmp,*key; 2126 object *tmp, *key;
1894 2127
1895 /* Should not happen, but sanity checking is never bad */ 2128 /* Should not happen, but sanity checking is never bad */
1896 if (container->inv == NULL) return NULL; 2129 if (container->inv == NULL)
2130 return NULL;
1897 2131
1898 /* First, lets try to find a key in the top level inventory */ 2132 /* First, lets try to find a key in the top level inventory */
1899 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2133 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2134 {
1900 if (door->type==DOOR && tmp->type==KEY) break; 2135 if (door->type == DOOR && tmp->type == KEY)
2136 break;
1901 /* For sanity, we should really check door type, but other stuff 2137 /* For sanity, we should really check door type, but other stuff
1902 * (like containers) can be locked with special keys 2138 * (like containers) can be locked with special keys
1903 */ 2139 */
1904 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2140 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1905 tmp->slaying==door->slaying) break; 2141 break;
1906 } 2142 }
1907 /* No key found - lets search inventories now */ 2143 /* No key found - lets search inventories now */
1908 /* If we find and use a key in an inventory, return at that time. 2144 /* If we find and use a key in an inventory, return at that time.
1909 * otherwise, if we search all the inventories and still don't find 2145 * otherwise, if we search all the inventories and still don't find
1910 * a key, return 2146 * a key, return
1911 */ 2147 */
1912 if (!tmp) { 2148 if (!tmp)
2149 {
1913 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2150 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2151 {
1914 /* No reason to search empty containers */ 2152 /* No reason to search empty containers */
1915 if (tmp->type==CONTAINER && tmp->inv) { 2153 if (tmp->type == CONTAINER && tmp->inv)
2154 {
1916 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2155 if ((key = find_key (pl, tmp, door)) != NULL)
2156 return key;
1917 } 2157 }
1918 } 2158 }
2159 if (!tmp)
1919 if (!tmp) return NULL; 2160 return NULL;
1920 } 2161 }
1921 /* We get down here if we have found a key. Now if its in a container, 2162 /* We get down here if we have found a key. Now if its in a container,
1922 * see if we actually want to use it 2163 * see if we actually want to use it
1923 */ 2164 */
1924 if (pl!=container) { 2165 if (pl != container)
2166 {
1925 /* Only let players use keys in containers */ 2167 /* Only let players use keys in containers */
1926 if (!pl->contr) return NULL; 2168 if (!pl->contr)
2169 return NULL;
1927 /* cases where this fails: 2170 /* cases where this fails:
1928 * If we only search the player inventory, return now since we 2171 * If we only search the player inventory, return now since we
1929 * are not in the players inventory. 2172 * are not in the players inventory.
1930 * If the container is not active, return now since only active 2173 * If the container is not active, return now since only active
1931 * containers can be used. 2174 * containers can be used.
1932 * If we only search keyrings and the container does not have 2175 * If we only search keyrings and the container does not have
1933 * a race/isn't a keyring. 2176 * a race/isn't a keyring.
1934 * No checking for all containers - to fall through past here, 2177 * No checking for all containers - to fall through past here,
1935 * inv must have been an container and must have been active. 2178 * inv must have been an container and must have been active.
1936 * 2179 *
1937 * Change the color so that the message doesn't disappear with 2180 * Change the color so that the message doesn't disappear with
1938 * all the others. 2181 * all the others.
1939 */ 2182 */
1940 if (pl->contr->usekeys == key_inventory || 2183 if (pl->contr->usekeys == key_inventory ||
1941 !QUERY_FLAG(container, FLAG_APPLIED) || 2184 !QUERY_FLAG (container, FLAG_APPLIED) ||
1942 (pl->contr->usekeys == keyrings &&
1943 (!container->race || strcmp(container->race, "keys"))) 2185 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1944 ) { 2186 {
1945 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2187 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1946 "The %s in your %s vibrates as you approach the door", 2188 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1947 query_name(tmp), query_name(container));
1948 return NULL; 2189 return NULL;
1949 } 2190 }
1950 } 2191 }
1951 return tmp; 2192 return tmp;
1952} 2193}
1953 2194
1954/* moved door processing out of move_player_attack. 2195/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 2196 * returns 1 if player has opened the door with a key
1956 * such that the caller should not do anything more, 2197 * such that the caller should not do anything more,
1957 * 0 otherwise 2198 * 0 otherwise
1958 */ 2199 */
2200static int
1959static int player_attack_door(object *op, object *door) 2201player_attack_door (object *op, object *door)
1960{ 2202{
1961 2203
1962 /* If its a door, try to find a use a key. If we do destroy the door, 2204 /* If its a door, try to find a use a key. If we do destroy the door,
1963 * might as well return immediately as there is nothing more to do - 2205 * might as well return immediately as there is nothing more to do -
1964 * otherwise, we fall through to the rest of the code. 2206 * otherwise, we fall through to the rest of the code.
1965 */ 2207 */
1966 object *key=find_key(op, op, door); 2208 object *key = find_key (op, op, door);
1967 2209
1968 /* IF we found a key, do some extra work */ 2210 /* IF we found a key, do some extra work */
1969 if (key) { 2211 if (key)
2212 {
1970 object *container=key->env; 2213 object *container = key->env;
1971 2214
1972 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2215 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1973 if(action_makes_visible(op)) make_visible(op); 2216 if (action_makes_visible (op))
2217 make_visible (op);
1974 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2218 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2219 spring_trap (door->inv, op);
1975 if (door->type == DOOR) { 2220 if (door->type == DOOR)
2221 {
1976 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2222 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1977 } 2223 }
1978 else if(door->type==LOCKED_DOOR) { 2224 else if (door->type == LOCKED_DOOR)
1979 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2225 {
1980 "You open the door with the %s", query_short_name(key)); 2226 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1981 remove_door2(door); /* remove door without violence ;-) */ 2227 remove_door2 (door); /* remove door without violence ;-) */
1982 } 2228 }
1983 /* Do this after we print the message */ 2229 /* Do this after we print the message */
1984 decrease_ob(key); /* Use up one of the keys */ 2230 decrease_ob (key); /* Use up one of the keys */
1985 /* Need to update the weight the container the key was in */ 2231 /* Need to update the weight the container the key was in */
1986 if (container != op) 2232 if (container != op)
1987 esrv_update_item(UPD_WEIGHT, op, container); 2233 esrv_update_item (UPD_WEIGHT, op, container);
1988 return 1; /* Nothing more to do below */ 2234 return 1; /* Nothing more to do below */
2235 }
1989 } else if (door->type==LOCKED_DOOR) { 2236 else if (door->type == LOCKED_DOOR)
2237 {
1990 /* Might as well return now - no other way to open this */ 2238 /* Might as well return now - no other way to open this */
1991 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2239 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1992 return 1; 2240 return 1;
1993 } 2241 }
1994 return 0; 2242 return 0;
1995} 2243}
1996 2244
1997/* This function is just part of a breakup from move_player. 2245/* This function is just part of a breakup from move_player.
1998 * It should keep the code cleaner. 2246 * It should keep the code cleaner.
1999 * When this is called, the players direction has been updated 2247 * When this is called, the players direction has been updated
2000 * (taking into account confusion.) The player is also actually 2248 * (taking into account confusion.) The player is also actually
2001 * going to try and move (not fire weapons). 2249 * going to try and move (not fire weapons).
2002 */ 2250 */
2003 2251
2252void
2004void move_player_attack(object *op, int dir) 2253move_player_attack (object *op, int dir)
2005{ 2254{
2006 object *tmp, *mon; 2255 object *tmp, *mon;
2007 sint16 nx, ny; 2256 sint16 nx, ny;
2008 int on_battleground; 2257 int on_battleground;
2009 mapstruct *m; 2258 maptile *m;
2010 2259
2011 nx=freearr_x[dir]+op->x; 2260 nx = freearr_x[dir] + op->x;
2012 ny=freearr_y[dir]+op->y; 2261 ny = freearr_y[dir] + op->y;
2013 2262
2014 on_battleground = op_on_battleground(op, NULL, NULL); 2263 on_battleground = op_on_battleground (op, NULL, NULL);
2015 2264
2016 /* If braced, or can't move to the square, and it is not out of the 2265 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 2266 * map, attack it. Note order of if statement is important - don't
2018 * want to be calling move_ob if braced, because move_ob will move the 2267 * want to be calling move_ob if braced, because move_ob will move the
2019 * player. This is a pretty nasty hack, because if we could 2268 * player. This is a pretty nasty hack, because if we could
2020 * move to some space, it then means that if we are braced, we should 2269 * move to some space, it then means that if we are braced, we should
2021 * do nothing at all. As it is, if we are braced, we go through 2270 * do nothing at all. As it is, if we are braced, we go through
2022 * quite a bit of processing. However, it probably is less than what 2271 * quite a bit of processing. However, it probably is less than what
2023 * move_ob uses. 2272 * move_ob uses.
2024 */ 2273 */
2025 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2274 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2275 {
2026 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2276 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2277 {
2027 m = get_map_from_coord(op->map, &nx, &ny); 2278 m = get_map_from_coord (op->map, &nx, &ny);
2279 if (!m)
2028 if (!m) return; /* Don't think this should happen */ 2280 return; /* Don't think this should happen */
2281 }
2282 else
2283 m = op->map;
2284
2285 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2029 } 2286 {
2030 else m =op->map;
2031
2032 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2033 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2287 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2288 return;
2289 }
2290
2291 mon = NULL;
2292 /* Go through all the objects, and find ones of interest. Only stop if
2293 * we find a monster - that is something we know we want to attack.
2294 * if its a door or barrel (can roll) see if there may be monsters
2295 * on the space
2296 */
2297 while (tmp != NULL)
2298 {
2299 if (tmp == op)
2300 {
2301 tmp = tmp->above;
2302 continue;
2303 }
2304
2305 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2306 {
2307 mon = tmp;
2308 break;
2309 }
2310
2311 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2312 mon = tmp;
2313
2314 tmp = tmp->above;
2315 }
2316
2317 if (mon == NULL) /* This happens anytime the player tries to move */
2318 return; /* into a wall */
2319
2320 if (mon->head != NULL)
2321 mon = mon->head;
2322
2323 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2324 if (player_attack_door (op, mon))
2325 return;
2326
2327 /* The following deals with possibly attacking peaceful
2328 * or frienddly creatures. Basically, all players are considered
2329 * unaggressive. If the moving player has peaceful set, then the
2330 * object should be pushed instead of attacked. It is assumed that
2331 * if you are braced, you will not attack friends accidently,
2332 * and thus will not push them.
2333 */
2334
2335 /* If the creature is a pet, push it even if the player is not
2336 * peaceful. Our assumption is the creature is a pet if the
2337 * player owns it and it is either friendly or unagressive.
2338 */
2339 if ((op->type == PLAYER)
2340#if COZY_SERVER
2341 &&
2342 ((mon->owner && mon->owner->contr
2343 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2344#else
2345 && mon->owner == op
2346#endif
2347 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2348 {
2349 /* If we're braced, we don't want to switch places with it */
2350 if (op->contr->braced)
2034 return; 2351 return;
2352 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2353 (void) push_ob (mon, dir, op);
2354 if (op->contr->tmp_invis || op->hide)
2355 make_visible (op);
2356 return;
2035 } 2357 }
2036 2358
2037 mon = NULL; 2359 /* in certain circumstances, you shouldn't attack friendly
2038 /* Go through all the objects, and find ones of interest. Only stop if 2360 * creatures. Note that if you are braced, you can't push
2039 * we find a monster - that is something we know we want to attack. 2361 * someone, but put it inside this loop so that you won't
2040 * if its a door or barrel (can roll) see if there may be monsters 2362 * attack them either.
2041 * on the space
2042 */ 2363 */
2043 while (tmp!=NULL) { 2364 if ((mon->type == PLAYER || mon->enemy != op) &&
2044 if (tmp == op) { 2365 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2045 tmp=tmp->above; 2366#ifdef PROHIBIT_PLAYERKILL
2046 continue; 2367 (op->contr->peaceful
2368 || (mon->type == PLAYER
2369 && mon->contr->
2370 peaceful)) &&
2371#else
2372 op->contr->peaceful &&
2373#endif
2374 !on_battleground))
2375 {
2376 if (!op->contr->braced)
2377 {
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op);
2047 } 2380 }
2048 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2381 else
2049 mon = tmp; 2382 {
2050 break; 2383 new_draw_info (0, 0, op, "You withhold your attack");
2051 } 2384 }
2052 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2385 if (op->contr->tmp_invis || op->hide)
2053 mon = tmp; 2386 make_visible (op);
2054 tmp=tmp->above; 2387 }
2388
2389 /* If the object is a boulder or other rollable object, then
2390 * roll it if not braced. You can't roll it if you are braced.
2391 */
2392 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2055 } 2393 {
2056 2394 recursive_roll (mon, dir, op);
2057 if (mon==NULL) /* This happens anytime the player tries to move */ 2395 if (action_makes_visible (op))
2058 return; /* into a wall */ 2396 make_visible (op);
2397 }
2059 2398
2060 if(mon->head != NULL) 2399 /* Any generic living creature. Including things like doors.
2061 mon = mon->head; 2400 * Way it works is like this: First, it must have some hit points
2401 * and be living. Then, it must be one of the following:
2402 * 1) Not a player, 2) A player, but of a different party. Note
2403 * that party_number -1 is no party, so attacks can still happen.
2404 */
2062 2405
2063 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2406 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2064 if (player_attack_door(op, mon)) return; 2407 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2408 {
2065 2409
2066 /* The following deals with possibly attacking peaceful 2410 /* If the player hasn't hit something this tick, and does
2067 * or frienddly creatures. Basically, all players are considered 2411 * so, give them speed boost based on weapon speed. Doing
2068 * unaggressive. If the moving player has peaceful set, then the 2412 * it here is better than process_players2, which basically
2069 * object should be pushed instead of attacked. It is assumed that 2413 * incurred a 1 tick offset.
2070 * if you are braced, you will not attack friends accidently,
2071 * and thus will not push them.
2072 */ 2414 */
2073 2415 if (!op->contr->has_hit)
2074 /* If the creature is a pet, push it even if the player is not
2075 * peaceful. Our assumption is the creature is a pet if the
2076 * player owns it and it is either friendly or unagressive.
2077 */
2078 if ((op->type==PLAYER)
2079#if COZY_SERVER
2080 &&
2081 (
2082 (get_owner(mon) && get_owner(mon)->contr
2083 && same_party (get_owner(mon)->contr->party, op->contr->party))
2084 || get_owner(mon) == op
2085 )
2086#else
2087 && get_owner(mon)==op
2088#endif
2089 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2090 {
2091 /* If we're braced, we don't want to switch places with it */
2092 if (op->contr->braced) return;
2093 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2094 (void) push_ob(mon,dir,op);
2095 if(op->contr->tmp_invis||op->hide) make_visible(op);
2096 return;
2097 }
2098
2099 /* in certain circumstances, you shouldn't attack friendly
2100 * creatures. Note that if you are braced, you can't push
2101 * someone, but put it inside this loop so that you won't
2102 * attack them either.
2103 */
2104 if ((mon->type==PLAYER || mon->enemy != op) &&
2105 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2106 (
2107#ifdef PROHIBIT_PLAYERKILL
2108 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2109#else
2110 op->contr->peaceful &&
2111#endif
2112 !on_battleground
2113 )) { 2416 {
2114 if (!op->contr->braced) { 2417 op->speed_left += op->speed / op->contr->weapon_sp;
2115 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2418
2116 (void) push_ob(mon,dir,op); 2419 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2117 } else {
2118 new_draw_info(0, 0,op,"You withhold your attack");
2119 } 2420 }
2120 if(op->contr->tmp_invis||op->hide) make_visible(op);
2121 }
2122 2421
2123 /* If the object is a boulder or other rollable object, then 2422 skill_attack (mon, op, 0, NULL, NULL);
2124 * roll it if not braced. You can't roll it if you are braced.
2125 */
2126 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2127 recursive_roll(mon,dir,op);
2128 if(action_makes_visible(op)) make_visible(op);
2129 }
2130 2423
2131 /* Any generic living creature. Including things like doors. 2424 /* If attacking another player, that player gets automatic
2132 * Way it works is like this: First, it must have some hit points 2425 * hitback, and doesn't loose luck either.
2133 * and be living. Then, it must be one of the following: 2426 * Disable hitback on the battleground or if the target is
2134 * 1) Not a player, 2) A player, but of a different party. Note 2427 * the wiz.
2135 * that party_number -1 is no party, so attacks can still happen.
2136 */
2137
2138 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2139 ((mon->type!=PLAYER || op->contr->party==NULL ||
2140 op->contr->party!=mon->contr->party))) {
2141
2142 /* If the player hasn't hit something this tick, and does
2143 * so, give them speed boost based on weapon speed. Doing
2144 * it here is better than process_players2, which basically
2145 * incurred a 1 tick offset.
2146 */ 2428 */
2429 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2430 {
2431 short luck = mon->stats.luck;
2432
2147 if (!op->contr->has_hit) { 2433 mon->contr->has_hit = 1;
2148 op->speed_left += op->speed / op->contr->weapon_sp; 2434 skill_attack (op, mon, 0, NULL, NULL);
2149 2435 mon->stats.luck = luck;
2150 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2151 } 2436 }
2152 2437 if (action_makes_visible (op))
2153 skill_attack(mon, op, 0, NULL, NULL); 2438 make_visible (op);
2154
2155 /* If attacking another player, that player gets automatic
2156 * hitback, and doesn't loose luck either.
2157 * Disable hitback on the battleground or if the target is
2158 * the wiz.
2159 */
2160 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2161 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2162 short luck = mon->stats.luck;
2163 mon->contr->has_hit = 1;
2164 skill_attack(op, mon, 0, NULL, NULL);
2165 mon->stats.luck = luck;
2166 } 2439 }
2167 if(action_makes_visible(op)) make_visible(op);
2168 }
2169 } /* if player should attack something */ 2440 } /* if player should attack something */
2170} 2441}
2171 2442
2443int
2172int move_player(object *op,int dir) { 2444move_player (object *op, int dir)
2445{
2173 int pick; 2446 int pick;
2174 2447
2175 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2448 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2176 return 0;
2177
2178 /* Sanity check: make sure dir is valid */
2179 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2180 LOG( llevError, "move_player: invalid direction %d\n", dir);
2181 return 0;
2182 }
2183
2184 /* peterm: added following line */
2185 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2186 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2187
2188 op->facing = dir;
2189
2190 if(op->hide) do_hidden_move(op);
2191
2192 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2193 /*nop*/;
2194 else if (op->contr->fire_on)
2195 fire (op, dir);
2196 else
2197 {
2198 move_player_attack (op, dir);
2199 pick = check_pick(op);
2200 }
2201
2202 /* Add special check for newcs players and fire on - this way, the
2203 * server can handle repeat firing.
2204 */
2205 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2206 op->direction = dir;
2207 } else {
2208 op->direction=0;
2209 }
2210 /* Update how the player looks. Use the facing, so direction may
2211 * get reset to zero. This allows for full animation capabilities
2212 * for players.
2213 */
2214 animate_object(op, op->facing);
2215 return 0; 2449 return 0;
2450
2451 /* Sanity check: make sure dir is valid */
2452 if ((dir < 0) || (dir >= 9))
2453 {
2454 LOG (llevError, "move_player: invalid direction %d\n", dir);
2455 return 0;
2456 }
2457
2458 /* peterm: added following line */
2459 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2460 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2461
2462 op->facing = dir;
2463
2464 if (op->hide)
2465 do_hidden_move (op);
2466
2467 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2468 /*nop */ ;
2469 else if (op->contr->fire_on)
2470 fire (op, dir);
2471 else
2472 {
2473 move_player_attack (op, dir);
2474 pick = check_pick (op);
2475 }
2476
2477 /* Add special check for newcs players and fire on - this way, the
2478 * server can handle repeat firing.
2479 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir;
2483 }
2484 else
2485 {
2486 op->direction = 0;
2487 }
2488 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities
2490 * for players.
2491 */
2492 animate_object (op, op->facing);
2493 return 0;
2216} 2494}
2217 2495
2218/* This is similar to handle_player, below, but is only used by the 2496/* This is similar to handle_player, below, but is only used by the
2219 * new client/server stuff. 2497 * new client/server stuff.
2220 * This is sort of special, in that the new client/server actually uses 2498 * This is sort of special, in that the new client/server actually uses
2221 * the new speed values for commands. 2499 * the new speed values for commands.
2222 * 2500 *
2223 * Returns true if there are more actions we can do. 2501 * Returns true if there are more actions we can do.
2224 */ 2502 */
2503int
2225int handle_newcs_player(object *op) 2504handle_newcs_player (object *op)
2226{ 2505{
2227 if (op->contr->hidden) { 2506 if (op->contr->hidden)
2507 {
2228 op->invisible = 1000; 2508 op->invisible = 1000;
2229 /* the socket code flashes the player visible/invisible 2509 /* the socket code flashes the player visible/invisible
2230 * depending on the value of invisible, so we need to 2510 * depending on the value of invisible, so we need to
2231 * alternate it here for it to work correctly. 2511 * alternate it here for it to work correctly.
2232 */ 2512 */
2233 if (pticks & 2) op->invisible--; 2513 if (pticks & 2)
2234 }
2235 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2236 op->invisible--; 2514 op->invisible--;
2515 }
2516 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2517 {
2518 op->invisible--;
2237 if(!op->invisible) { 2519 if (!op->invisible)
2520 {
2238 make_visible(op); 2521 make_visible (op);
2239 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2522 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2240 } 2523 }
2241 } 2524 }
2242 2525
2243 if (QUERY_FLAG(op, FLAG_SCARED)) { 2526 if (QUERY_FLAG (op, FLAG_SCARED))
2527 {
2244 flee_player(op); 2528 flee_player (op);
2245 /* If player is still scared, that is his action for this tick */ 2529 /* If player is still scared, that is his action for this tick */
2246 if (QUERY_FLAG(op, FLAG_SCARED)) { 2530 if (QUERY_FLAG (op, FLAG_SCARED))
2531 {
2247 op->speed_left--; 2532 op->speed_left--;
2248 return 0; 2533 return 0;
2249 } 2534 }
2250 } 2535 }
2251 2536
2252 /* I've been seeing crashes where the golem has been destroyed, but 2537 /* I've been seeing crashes where the golem has been destroyed, but
2253 * the player object still points to the defunct golem. The code that 2538 * the player object still points to the defunct golem. The code that
2254 * destroys the golem looks correct, and it doesn't always happen, so 2539 * destroys the golem looks correct, and it doesn't always happen, so
2255 * put this in a a workaround to clean up the golem pointer. 2540 * put this in a a workaround to clean up the golem pointer.
2256 */ 2541 */
2257 if (op->contr->ranges[range_golem] && 2542 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2258 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2259 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2260 op->contr->ranges[range_golem] = NULL; 2543 op->contr->ranges[range_golem] = 0;
2261 op->contr->golem_count = 0;
2262 }
2263 2544
2264 /* call this here - we also will call this in do_ericserver, but 2545 /* call this here - we also will call this in do_ericserver, but
2265 * the players time has been increased when doericserver has been 2546 * the players time has been increased when doericserver has been
2266 * called, so we recheck it here. 2547 * called, so we recheck it here.
2267 */ 2548 */
2268 HandleClient(&op->contr->socket, op->contr); 2549 op->contr->socket->handle_command ();
2269 if (op->speed_left<0) return 0; 2550 if (op->speed_left < 0)
2270
2271 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2272 /* All move commands take 1 tick, at least for now */
2273 op->speed_left--;
2274
2275 /* Instead of all the stuff below, let move_player take care
2276 * of it. Also, some of the skill stuff is only put in
2277 * there, as well as the confusion stuff.
2278 */
2279 move_player(op, op->direction);
2280 if (op->speed_left>0) return 1;
2281 else return 0;
2282 }
2283 return 0; 2551 return 0;
2284}
2285 2552
2286int save_life(object *op) { 2553 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2287 object *tmp; 2554 {
2555 /* All move commands take 1 tick, at least for now */
2556 op->speed_left--;
2288 2557
2289 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2558 /* Instead of all the stuff below, let move_player take care
2559 * of it. Also, some of the skill stuff is only put in
2560 * there, as well as the confusion stuff.
2561 */
2562 move_player (op, op->direction);
2563 if (op->speed_left > 0)
2564 return 1;
2565 else
2290 return 0; 2566 return 0;
2567 }
2291 2568
2292 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2569 return 0;
2293 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2570}
2294 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2571
2295 new_draw_info_format(NDI_UNIQUE, 0,op, 2572int
2296 "Your %s vibrates violently, then evaporates.", 2573save_life (object *op)
2297 query_name(tmp)); 2574{
2298 if (op->contr)
2299 esrv_del_item(op->contr, tmp->count);
2300 remove_ob(tmp);
2301 free_object(tmp);
2302 CLEAR_FLAG(op, FLAG_LIFESAVE);
2303 if(op->stats.hp<0)
2304 op->stats.hp = op->stats.maxhp;
2305 if(op->stats.food<0)
2306 op->stats.food = 999;
2307 fix_player(op);
2308 return 1;
2309 }
2310 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2311 CLEAR_FLAG(op, FLAG_LIFESAVE); 2575 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2312 enter_player_savebed(op); /* bring him home. */
2313 return 0; 2576 return 0;
2577
2578 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2579 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2580 {
2581 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2582 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2583
2584 if (op->contr)
2585 esrv_del_item (op->contr, tmp->count);
2586
2587 tmp->destroy ();
2588 CLEAR_FLAG (op, FLAG_LIFESAVE);
2589
2590 if (op->stats.hp < 0)
2591 op->stats.hp = op->stats.maxhp;
2592
2593 if (op->stats.food < 0)
2594 op->stats.food = 999;
2595
2596 fix_player (op);
2597 return 1;
2598 }
2599
2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601 CLEAR_FLAG (op, FLAG_LIFESAVE);
2602 enter_player_savebed (op); /* bring him home. */
2603 return 0;
2314} 2604}
2315 2605
2316/* This goes throws the inventory and removes unpaid objects, and puts them 2606/* This goes throws the inventory and removes unpaid objects, and puts them
2317 * back in the map (location and map determined by values of env). This 2607 * back in the map (location and map determined by values of env). This
2318 * function will descend into containers. op is the object to start the search 2608 * function will descend into containers. op is the object to start the search
2319 * from. 2609 * from.
2320 */ 2610 */
2611void
2321void remove_unpaid_objects(object *op, object *env) 2612remove_unpaid_objects (object *op, object *env)
2322{ 2613{
2323 object *next; 2614 object *next;
2324 2615
2325 while (op) { 2616 while (op)
2617 {
2326 next=op->below; /* Make sure we have a good value, in case 2618 next = op->below; /* Make sure we have a good value, in case
2327 * we remove object 'op' 2619 * we remove object 'op'
2328 */ 2620 */
2329 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2621 if (QUERY_FLAG (op, FLAG_UNPAID))
2622 {
2330 remove_ob(op); 2623 op->remove ();
2331 op->x = env->x; 2624 op->x = env->x;
2332 op->y = env->y; 2625 op->y = env->y;
2333 if (env->type == PLAYER) 2626 if (env->type == PLAYER)
2334 esrv_del_item(env->contr, op->count); 2627 esrv_del_item (env->contr, op->count);
2335 insert_ob_in_map(op, env->map, NULL,0); 2628 insert_ob_in_map (op, env->map, NULL, 0);
2336 } 2629 }
2630 else if (op->inv)
2337 else if (op->inv) remove_unpaid_objects(op->inv, env); 2631 remove_unpaid_objects (op->inv, env);
2632
2338 op=next; 2633 op = next;
2339 } 2634 }
2340} 2635}
2341 2636
2342 2637
2343/* 2638/*
2345 * Moved from apply.c to player.c - player.c is what 2640 * Moved from apply.c to player.c - player.c is what
2346 * actually uses this function. player.c may not be quite the 2641 * actually uses this function. player.c may not be quite the
2347 * best, a misc file for object actions is probably better, 2642 * best, a misc file for object actions is probably better,
2348 * but there isn't one in the server directory. 2643 * but there isn't one in the server directory.
2349 */ 2644 */
2645char *
2350char *gravestone_text (object *op) 2646gravestone_text (object *op)
2351{ 2647{
2352 static char buf2[MAX_BUF]; 2648 static char buf2[MAX_BUF];
2353 char buf[MAX_BUF]; 2649 char buf[MAX_BUF];
2354 time_t now = time (NULL); 2650 time_t now = time (NULL);
2355 2651
2356 strcpy (buf2, " R.I.P.\n\n"); 2652 strcpy (buf2, " R.I.P.\n\n");
2357 if (op->type == PLAYER) 2653 if (op->type == PLAYER)
2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2654 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2359 else 2655 else
2360 sprintf (buf, "%s\n", &op->name); 2656 sprintf (buf, "%s\n", &op->name);
2657
2361 strncat (buf2, " ", 20 - strlen (buf) / 2); 2658 strncat (buf2, " ", 20 - strlen (buf) / 2);
2362 strcat (buf2, buf); 2659 strcat (buf2, buf);
2363 if (op->type == PLAYER) 2660 if (op->type == PLAYER)
2364 sprintf (buf, "who was in level %d when killed\n", op->level); 2661 sprintf (buf, "who was in level %d when killed\n", op->level);
2365 else 2662 else
2366 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2663 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2664
2367 strncat (buf2, " ", 20 - strlen (buf) / 2); 2665 strncat (buf2, " ", 20 - strlen (buf) / 2);
2368 strcat (buf2, buf); 2666 strcat (buf2, buf);
2369 if (op->type == PLAYER) { 2667 if (op->type == PLAYER)
2668 {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer); 2669 sprintf (buf, "by %s.\n\n", op->contr->killer);
2371 strncat (buf2, " ", 21 - strlen (buf) / 2); 2670 strncat (buf2, " ", 21 - strlen (buf) / 2);
2372 strcat (buf2, buf); 2671 strcat (buf2, buf);
2373 } 2672 }
2673
2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2674 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2375 strncat (buf2, " ", 20 - strlen (buf) / 2); 2675 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf); 2676 strcat (buf2, buf);
2677
2377 return buf2; 2678 return buf2;
2378} 2679}
2379 2680
2380 2681
2381 2682
2683void
2382void do_some_living(object *op) { 2684do_some_living (object *op)
2685{
2383 int last_food=op->stats.food; 2686 int last_food = op->stats.food;
2384 int gen_hp, gen_sp, gen_grace; 2687 int gen_hp, gen_sp, gen_grace;
2385 int over_hp, over_sp, over_grace; 2688 int over_hp, over_sp, over_grace;
2386 int i; 2689 int i;
2387 int rate_hp = 1200; 2690 int rate_hp = 1200;
2388 int rate_sp = 2500; 2691 int rate_sp = 2500;
2389 int rate_grace = 2000; 2692 int rate_grace = 2000;
2390 const int max_hp = 1; 2693 const int max_hp = 1;
2391 const int max_sp = 1; 2694 const int max_sp = 1;
2392 const int max_grace = 1; 2695 const int max_grace = 1;
2393 2696
2394 if (op->contr->outputs_sync) { 2697 if (op->contr->outputs_sync)
2698 {
2395 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2699 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2396 if (op->contr->outputs[i].buf!=NULL && 2700 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2397 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2398 flush_output_element(op, &op->contr->outputs[i]); 2701 flush_output_element (op, &op->contr->outputs[i]);
2399 } 2702 }
2400 2703
2401 if(op->contr->state==ST_PLAYING) { 2704 if (op->contr->state == ST_PLAYING)
2705 {
2402 2706
2403 /* these next three if clauses make it possible to SLOW DOWN 2707 /* these next three if clauses make it possible to SLOW DOWN
2404 hp/grace/spellpoint regeneration. */ 2708 hp/grace/spellpoint regeneration. */
2405 if(op->contr->gen_hp >= 0 ) 2709 if (op->contr->gen_hp >= 0)
2406 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2407 else { 2711 else
2712 {
2408 gen_hp = op->stats.maxhp; 2713 gen_hp = op->stats.maxhp;
2409 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2410 } 2715 }
2411 if(op->contr->gen_sp >= 0 ) 2716 if (op->contr->gen_sp >= 0)
2412 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2413 else { 2718 else
2719 {
2414 gen_sp = op->stats.maxsp; 2720 gen_sp = op->stats.maxsp;
2415 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2416 } 2722 }
2417 if(op->contr->gen_grace >= 0) 2723 if (op->contr->gen_grace >= 0)
2418 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2419 else { 2725 else
2726 {
2420 gen_grace = op->stats.maxgrace; 2727 gen_grace = op->stats.maxgrace;
2421 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2728 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2422 } 2729 }
2423 2730
2424 /* Regenerate Spell Points */ 2731 /* Regenerate Spell Points */
2425 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2732 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2733 {
2426 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2734 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2427 if(op->stats.sp<op->stats.maxsp) {
2428 op->stats.sp++;
2429 /* dms do not consume food */
2430 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2431 op->stats.food--;
2432 if(op->contr->digestion<0)
2433 op->stats.food+=op->contr->digestion;
2434 else if(op->contr->digestion>0 &&
2435 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2436 op->stats.food=last_food;
2437 }
2438 }
2439 if (max_sp>1) {
2440 over_sp = (gen_sp+10)/rate_sp;
2441 if (over_sp > 0) {
2442 if(op->stats.sp<op->stats.maxsp) { 2735 if (op->stats.sp < op->stats.maxsp)
2443 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2736 {
2444 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2445 op->stats.sp--; 2737 op->stats.sp++;
2446 if(op->stats.sp>op->stats.maxsp) 2738 /* dms do not consume food */
2447 op->stats.sp=op->stats.maxsp; 2739 if (!QUERY_FLAG (op, FLAG_WIZ))
2740 {
2741 op->stats.food--;
2742 if (op->contr->digestion < 0)
2743 op->stats.food += op->contr->digestion;
2744 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2745 op->stats.food = last_food;
2448 } 2746 }
2449 op->last_sp=0;
2450 } else {
2451 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2452 }
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 }
2457
2458 /* Regenerate Grace */
2459 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2460 if(--op->last_grace<0) {
2461 if(op->stats.grace<op->stats.maxgrace/2)
2462 op->stats.grace++; /* no penalty in food for regaining grace */
2463 if(max_grace>1) {
2464 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2465 if (over_grace > 0) {
2466 op->stats.sp += over_grace
2467 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2468 op->last_grace=0;
2469 } else {
2470 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2471 } 2747 }
2748 if (max_sp > 1)
2749 {
2750 over_sp = (gen_sp + 10) / rate_sp;
2751 if (over_sp > 0)
2752 {
2753 if (op->stats.sp < op->stats.maxsp)
2754 {
2755 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2756 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2757 op->stats.sp--;
2758 if (op->stats.sp > op->stats.maxsp)
2759 op->stats.sp = op->stats.maxsp;
2760 }
2761 op->last_sp = 0;
2762 }
2763 else
2764 {
2765 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2766 }
2767 }
2472 } else { 2768 else
2769 {
2770 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2771 }
2772 }
2773
2774 /* Regenerate Grace */
2775 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2776 if (--op->last_grace < 0)
2777 {
2778 if (op->stats.grace < op->stats.maxgrace / 2)
2779 op->stats.grace++; /* no penalty in food for regaining grace */
2780 if (max_grace > 1)
2781 {
2782 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2783 if (over_grace > 0)
2784 {
2785 op->stats.sp += over_grace
2786 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2787 op->last_grace = 0;
2788 }
2789 else
2790 {
2791 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2792 }
2793 }
2794 else
2795 {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2796 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2474 } 2797 }
2475 /* wearing stuff doesn't detract from grace generation. */ 2798 /* wearing stuff doesn't detract from grace generation. */
2476 } 2799 }
2477 2800
2478 /* Regenerate Hit Points */ 2801 /* Regenerate Hit Points */
2479 if(--op->last_heal<0) { 2802 if (--op->last_heal < 0)
2803 {
2480 if(op->stats.hp<op->stats.maxhp) { 2804 if (op->stats.hp < op->stats.maxhp)
2805 {
2481 op->stats.hp++; 2806 op->stats.hp++;
2482 /* dms do not consume food */ 2807 /* dms do not consume food */
2483 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2808 if (!QUERY_FLAG (op, FLAG_WIZ))
2484 op->stats.food--; 2809 {
2810 op->stats.food--;
2485 if(op->contr->digestion<0) 2811 if (op->contr->digestion < 0)
2486 op->stats.food+=op->contr->digestion; 2812 op->stats.food += op->contr->digestion;
2487 else if(op->contr->digestion>0 && 2813 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2488 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2489 op->stats.food=last_food; 2814 op->stats.food = last_food;
2815 }
2816 }
2817 if (max_hp > 1)
2818 {
2819 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820 if (over_hp > 0)
2821 {
2822 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2823 op->last_heal = 0;
2824 }
2825 else
2826 {
2827 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2828 }
2829 }
2830 else
2831 {
2832 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2833 }
2490 } 2834 }
2491 }
2492 if(max_hp>1) {
2493 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2494 if (over_hp > 0) {
2495 op->stats.sp += over_hp
2496 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2497 op->last_heal=0;
2498 } else {
2499 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2500 }
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 }
2504 }
2505 2835
2506 /* Digestion */ 2836 /* Digestion */
2507 if(--op->last_eat<0) { 2837 if (--op->last_eat < 0)
2838 {
2508#ifdef COZY_SERVER 2839#ifdef COZY_SERVER
2509 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2840 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2510 int bonus=dg>0?dg:0, 2841 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2511 penalty=dg<0?-dg:0;
2512#else 2842#else
2513 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2843 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2514 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2515#endif 2844#endif
2516 2845
2517 if(op->contr->gen_hp > 0) 2846 if (op->contr->gen_hp > 0)
2518 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2847 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2519 else 2848 else
2520 op->last_eat=25*(1+bonus)/(penalty +1); 2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2521 /* dms do not consume food */ 2850 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2851 if (!QUERY_FLAG (op, FLAG_WIZ))
2523 } 2852 op->stats.food--;
2853 }
2524 } 2854 }
2525 2855
2526 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2856 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2857 {
2527 object *tmp, *flesh=NULL; 2858 object *tmp, *flesh = NULL;
2528 2859
2529 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2861 {
2530 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 {
2531 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2865 {
2532 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2866 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2533 manual_apply(op,tmp,0); 2867 manual_apply (op, tmp, 0);
2534 if(op->stats.food>=0||op->stats.hp<0) 2868 if (op->stats.food >= 0 || op->stats.hp < 0)
2535 break; 2869 break;
2536 } 2870 }
2537 else if (tmp->type==FLESH) flesh=tmp; 2871 else if (tmp->type == FLESH)
2872 flesh = tmp;
2538 } /* End if paid for object */ 2873 } /* End if paid for object */
2539 } /* end of for loop */ 2874 } /* end of for loop */
2540 /* If player is still starving, it means they don't have any food, so 2875 /* If player is still starving, it means they don't have any food, so
2541 * eat flesh instead. 2876 * eat flesh instead.
2542 */ 2877 */
2543 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2879 {
2544 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2545 manual_apply(op,flesh,0); 2881 manual_apply (op, flesh, 0);
2546 } 2882 }
2547 } /* end if player is starving */ 2883 } /* end if player is starving */
2548 2884
2549 while(op->stats.food<0&&op->stats.hp>0) 2885 while (op->stats.food < 0 && op->stats.hp > 0)
2550 op->stats.food++,op->stats.hp--; 2886 op->stats.food++, op->stats.hp--;
2551 2887
2552 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2888 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2553 kill_player(op); 2889 kill_player (op);
2554} 2890}
2555 2891
2556 2892
2557 2893
2558/* If the player should die (lack of hp, food, etc), we call this. 2894/* If the player should die (lack of hp, food, etc), we call this.
2559 * op is the player in jeopardy. If the player can not be saved (not 2895 * op is the player in jeopardy. If the player can not be saved (not
2560 * permadeath, no lifesave), this will take care of removing the player 2896 * permadeath, no lifesave), this will take care of removing the player
2561 * file. 2897 * file.
2562 */ 2898 */
2899void
2563void kill_player(object *op) 2900kill_player (object *op)
2564{ 2901{
2565 char buf[MAX_BUF]; 2902 char buf[MAX_BUF];
2566 int x,y,i; 2903 int x, y;
2904
2905 //int i;
2567 mapstruct *map; /* this is for resurrection */ 2906 maptile *map; /* this is for resurrection */
2907
2568 int z; 2908 /* int z;
2569 int num_stats_lose; 2909 int num_stats_lose;
2570 int lost_a_stat; 2910 int lost_a_stat;
2571 int lose_this_stat; 2911 int lose_this_stat;
2572 int this_stat; 2912 int this_stat; */
2573 int will_kill_again; 2913 int will_kill_again;
2574 archetype *at; 2914 archetype *at;
2575 object *tmp; 2915 object *tmp;
2576 2916
2577 if(save_life(op)) 2917 if (save_life (op))
2578 return; 2918 return;
2579 2919
2580 2920
2581 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2921 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2582 * in cities ONLY!!! It is very important that this doesn't get abused. 2922 * in cities ONLY!!! It is very important that this doesn't get abused.
2583 * Look at op_on_battleground() for more info --AndreasV 2923 * Look at op_on_battleground() for more info --AndreasV
2584 */ 2924 */
2585 if (op_on_battleground(op, &x, &y)) { 2925 if (op_on_battleground (op, &x, &y))
2586 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2926 {
2587 "You have been defeated in combat!"); 2927 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2588 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2589 "Local medics have saved your life..."); 2929
2590
2591 /* restore player */ 2930 /* restore player */
2592 at = find_archetype("poisoning"); 2931 at = archetype::find ("poisoning");
2593 tmp=present_arch_in_ob(at,op); 2932 tmp = present_arch_in_ob (at, op);
2594 if (tmp) { 2933 if (tmp)
2595 remove_ob(tmp); 2934 {
2596 free_object(tmp); 2935 tmp->destroy ();
2597 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2936 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2598 } 2937 }
2599 2938
2600 at = find_archetype("confusion"); 2939 at = archetype::find ("confusion");
2601 tmp=present_arch_in_ob(at,op); 2940 tmp = present_arch_in_ob (at, op);
2602 if (tmp) { 2941 if (tmp)
2603 remove_ob(tmp); 2942 {
2604 free_object(tmp); 2943 tmp->destroy ();
2605 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2606 } 2945 }
2607 2946
2608 cure_disease(op,0); /* remove any disease */ 2947 cure_disease (op, 0); /* remove any disease */
2609 op->stats.hp=op->stats.maxhp; 2948 op->stats.hp = op->stats.maxhp;
2610 if (op->stats.food<=0) op->stats.food=999; 2949 if (op->stats.food <= 0)
2611 2950 op->stats.food = 999;
2951
2612 /* create a bodypart-trophy to make the winner happy */ 2952 /* create a bodypart-trophy to make the winner happy */
2613 tmp=arch_to_object(find_archetype("finger")); 2953 tmp = arch_to_object (archetype::find ("finger"));
2614 if (tmp != NULL) 2954 if (tmp != NULL)
2615 { 2955 {
2616 sprintf(buf,"%s's finger", &op->name); 2956 sprintf (buf, "%s's finger", &op->name);
2617 tmp->name = buf; 2957 tmp->name = buf;
2618 sprintf(buf," This finger has been cut off %s\n" 2958 sprintf (buf, " This finger has been cut off %s\n"
2619 " the %s, when he was defeated at\n level %d by %s.\n", 2959 " the %s, when he was defeated at\n level %d by %s.\n",
2620 &op->name, op->contr->title, (int)(op->level), 2960 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2621 op->contr->killer);
2622 tmp->msg=buf; 2961 tmp->msg = buf;
2623 tmp->value=0, tmp->material=0, tmp->type=0; 2962 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2624 tmp->materialname = NULL; 2963 tmp->materialname = NULL;
2625 tmp->x = op->x, tmp->y = op->y; 2964 tmp->x = op->x, tmp->y = op->y;
2626 insert_ob_in_map(tmp,op->map,op,0); 2965 insert_ob_in_map (tmp, op->map, op, 0);
2627 }
2628 2966 }
2967
2629 /* teleport defeated player to new destination*/ 2968 /* teleport defeated player to new destination */
2630 transfer_ob(op, x, y, 0, NULL); 2969 transfer_ob (op, x, y, 0, NULL);
2631 op->contr->braced=0; 2970 op->contr->braced = 0;
2632 return; 2971 return;
2633 } 2972 }
2634 2973
2635 INVOKE_PLAYER (DEATH, op->contr); 2974 INVOKE_PLAYER (DEATH, op->contr);
2636 2975
2637 command_kill_pets (op, 0); 2976 command_kill_pets (op, 0);
2638 2977
2639 if(op->stats.food<0) { 2978 if (op->stats.food < 0)
2979 {
2640 if (op->contr->explore) { 2980 if (op->contr->explore)
2981 {
2641 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2982 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2642 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2983 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2643 op->stats.food=999; 2984 op->stats.food = 999;
2644 return; 2985 return;
2645 } 2986 }
2646 sprintf(buf,"%s starved to death.",&op->name); 2987 sprintf (buf, "%s starved to death.", &op->name);
2647 strcpy(op->contr->killer,"starvation"); 2988 strcpy (op->contr->killer, "starvation");
2989 }
2990 else
2648 } 2991 {
2649 else {
2650 if (op->contr->explore) { 2992 if (op->contr->explore)
2993 {
2651 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2994 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2652 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2653 op->stats.hp=op->stats.maxhp; 2996 op->stats.hp = op->stats.maxhp;
2654 return; 2997 return;
2655 } 2998 }
2656 sprintf(buf,"%s died.", &op->name); 2999 sprintf (buf, "%s died.", &op->name);
2657 } 3000 }
2658 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3001 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2659 3002
2660 /* save the map location for corpse, gravestone*/ 3003 /* save the map location for corpse, gravestone */
2661 x=op->x;y=op->y;map=op->map; 3004 x = op->x;
3005 y = op->y;
3006 map = op->map;
2662 3007
2663 3008
2664 if (settings.not_permadeth == TRUE) { 3009 if (settings.not_permadeth == TRUE)
3010 {
2665 /* NOT_PERMADEATH code. This basically brings the character back to 3011 /* NOT_PERMADEATH code. This basically brings the character back to
2666 * life if they are dead - it takes some exp and a random stat. 3012 * life if they are dead - it takes some exp and a random stat.
2667 * See the config.h file for a little more in depth detail about this. 3013 * See the config.h file for a little more in depth detail about this.
2668 */ 3014 */
2669 3015
2670 /* Basically two ways to go - remove a stat permanently, or just 3016 /* Basically two ways to go - remove a stat permanently, or just
2671 * make it depletion. This bunch of code deals with that aspect 3017 * make it depletion. This bunch of code deals with that aspect
2672 * of death. 3018 * of death.
2673 */ 3019 */
2674#ifndef COZY_SERVER 3020#ifndef COZY_SERVER
2675 if (settings.balanced_stat_loss) { 3021 if (settings.balanced_stat_loss)
3022 {
2676 /* If stat loss is permanent, lose one stat only. */ 3023 /* If stat loss is permanent, lose one stat only. */
2677 /* Lower level chars don't lose as many stats because they suffer 3024 /* Lower level chars don't lose as many stats because they suffer
2678 more if they do. */ 3025 more if they do. */
2679 /* Higher level characters can afford things such as potions of 3026 /* Higher level characters can afford things such as potions of
2680 restoration, or better, stat potions. So we slug them that 3027 restoration, or better, stat potions. So we slug them that
2681 little bit harder. */ 3028 little bit harder. */
2682 /* GD */ 3029 /* GD */
2683 if (settings.stat_loss_on_death) 3030 if (settings.stat_loss_on_death)
2684 num_stats_lose = 1;
2685 else
2686 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2687 } else {
2688 num_stats_lose = 1; 3031 num_stats_lose = 1;
3032 else
3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3034 }
3035 else
2689 } 3036 {
3037 num_stats_lose = 1;
3038 }
2690 lost_a_stat = 0; 3039 lost_a_stat = 0;
2691 3040
2692 for (z=0; z<num_stats_lose; z++) { 3041 for (z = 0; z < num_stats_lose; z++)
3042 {
2693 i = RANDOM() % NUM_STATS; 3043 i = RANDOM () % NUM_STATS;
2694 3044
2695 if (settings.stat_loss_on_death) { 3045 if (settings.stat_loss_on_death)
3046 {
2696 /* Pick a random stat and take a point off it. Tell the player 3047 /* Pick a random stat and take a point off it. Tell the player
2697 * what he lost. 3048 * what he lost.
2698 */ 3049 */
2699 change_attr_value(&(op->stats), i,-1); 3050 change_attr_value (&(op->stats), i, -1);
2700 check_stat_bounds(&(op->stats)); 3051 check_stat_bounds (&(op->stats));
2701 change_attr_value(&(op->contr->orig_stats), i,-1); 3052 change_attr_value (&(op->contr->orig_stats), i, -1);
2702 check_stat_bounds(&(op->contr->orig_stats)); 3053 check_stat_bounds (&(op->contr->orig_stats));
2703 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3054 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2704 lost_a_stat = 1; 3055 lost_a_stat = 1;
3056 }
2705 } else { 3057 else
3058 {
2706 /* deplete a stat */ 3059 /* deplete a stat */
2707 archetype *deparch=find_archetype("depletion"); 3060 archetype *deparch = archetype::find ("depletion");
2708 object *dep; 3061 object *dep;
2709 3062
2710 dep = present_arch_in_ob(deparch,op); 3063 dep = present_arch_in_ob (deparch, op);
2711 if(!dep) { 3064 if (!dep)
3065 {
2712 dep = arch_to_object(deparch); 3066 dep = arch_to_object (deparch);
2713 insert_ob_in_ob(dep, op); 3067 insert_ob_in_ob (dep, op);
2714 } 3068 }
2715 lose_this_stat = 1; 3069 lose_this_stat = 1;
2716 if (settings.balanced_stat_loss) { 3070 if (settings.balanced_stat_loss)
3071 {
2717 /* GD */ 3072 /* GD */
2718 /* Get the stat that we're about to deplete. */ 3073 /* Get the stat that we're about to deplete. */
2719 this_stat = get_attr_value(&(dep->stats), i); 3074 this_stat = get_attr_value (&(dep->stats), i);
2720 if (this_stat < 0) { 3075 if (this_stat < 0)
3076 {
2721 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 3077 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2722 int keep_chance = this_stat * this_stat; 3078 int keep_chance = this_stat * this_stat;
3079
2723 /* Yes, I am paranoid. Sue me. */ 3080 /* Yes, I am paranoid. Sue me. */
2724 if (keep_chance < 1) 3081 if (keep_chance < 1)
2725 keep_chance = 1; 3082 keep_chance = 1;
2726 3083
2727 /* There is a maximum depletion total per level. */ 3084 /* There is a maximum depletion total per level. */
2728 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 3085 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3086 {
3087 lose_this_stat = 0;
3088 /* Take loss chance vs keep chance to see if we
3089 retain the stat. */
3090 }
3091 else
3092 {
3093 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2729 lose_this_stat = 0; 3094 lose_this_stat = 0;
2730 /* Take loss chance vs keep chance to see if we
2731 retain the stat. */
2732 } else {
2733 if (random_roll(0, loss_chance + keep_chance-1,
2734 op, PREFER_LOW) < keep_chance)
2735 lose_this_stat = 0;
2736 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", 3095 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2737 this_stat, keep_chance, loss_chance, 3096 this_stat, keep_chance, loss_chance,
2738 lose_this_stat?"LOSE":"KEEP"); */ 3097 lose_this_stat?"LOSE":"KEEP"); */
2739 } 3098 }
2740 } 3099 }
2741 } 3100 }
2742 3101
2743 if (lose_this_stat) { 3102 if (lose_this_stat)
3103 {
2744 this_stat = get_attr_value(&(dep->stats), i); 3104 this_stat = get_attr_value (&(dep->stats), i);
2745 /* We could try to do something clever like find another 3105 /* We could try to do something clever like find another
2746 * stat to reduce if this fails. But chances are, if 3106 * stat to reduce if this fails. But chances are, if
2747 * stats have been depleted to -50, all are pretty low 3107 * stats have been depleted to -50, all are pretty low
2748 * and should be roughly the same, so it shouldn't make a 3108 * and should be roughly the same, so it shouldn't make a
2749 * difference. 3109 * difference.
2750 */ 3110 */
2751 if (this_stat>=-50) { 3111 if (this_stat >= -50)
3112 {
2752 change_attr_value(&(dep->stats), i, -1); 3113 change_attr_value (&(dep->stats), i, -1);
2753 SET_FLAG(dep, FLAG_APPLIED); 3114 SET_FLAG (dep, FLAG_APPLIED);
2754 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3115 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2755 fix_player(op); 3116 fix_player (op);
2756 lost_a_stat = 1; 3117 lost_a_stat = 1;
2757 } 3118 }
2758 } 3119 }
2759 } 3120 }
2760 } 3121 }
2761 /* If no stat lost, tell the player. */ 3122 /* If no stat lost, tell the player. */
2762 if (!lost_a_stat) 3123 if (!lost_a_stat)
2763 { 3124 {
2764 /* determine_god() seems to not work sometimes... why is this? 3125 /* determine_god() seems to not work sometimes... why is this?
2765 Should I be using something else? GD */ 3126 Should I be using something else? GD */
2766 const char *god = determine_god(op); 3127 const char *god = determine_god (op);
3128
2767 if (god && (strcmp(god, "none"))) 3129 if (god && (strcmp (god, "none")))
2768 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3130 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2769 "moment you feel the holy presence of %s protecting"
2770 " you.", god);
2771 else 3131 else
2772 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3132 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2773 " feel a holy presence protecting you."); 3133 }
3134#else
3135 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3136#endif
3137
3138 /* Put a gravestone up where the character 'almost' died. List the
3139 * exp loss on the stone.
3140 */
3141 tmp = arch_to_object (archetype::find ("gravestone"));
3142 sprintf (buf, "%s's gravestone", &op->name);
3143 tmp->name = buf;
3144 sprintf (buf, "%s's gravestones", &op->name);
3145 tmp->name_pl = buf;
3146 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);
3147 tmp->msg = buf;
3148 tmp->x = op->x, tmp->y = op->y;
3149 insert_ob_in_map (tmp, op->map, NULL, 0);
3150
3151 /**************************************/
3152 /* */
3153 /* Subtract the experience points, */
3154 /* if we died cause of food, give us */
3155 /* food, and reset HP's... */
3156 /* */
3157 /**************************************/
3158
3159 /* remove any poisoning and confusion the character may be suffering. */
3160 /* restore player */
3161 at = archetype::find ("poisoning");
3162 tmp = present_arch_in_ob (at, op);
3163
3164 if (tmp)
3165 {
3166 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3168 }
3169
3170 at = archetype::find ("confusion");
3171 tmp = present_arch_in_ob (at, op);
3172 if (tmp)
3173 {
3174 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3176 }
3177
3178 cure_disease (op, 0); /* remove any disease */
3179
3180 /*add_exp(op, (op->stats.exp * -0.20)); */
3181 apply_death_exp_penalty (op);
3182 if (op->stats.food < 100)
3183 op->stats.food = 900;
3184 op->stats.hp = op->stats.maxhp;
3185 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3186 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3187
3188 /*
3189 * Check to see if the player is in a shop. IF so, then check to see if
3190 * the player has any unpaid items. If so, remove them and put them back
3191 * in the map.
3192 */
3193
3194 if (is_in_shop (op))
3195 remove_unpaid_objects (op->inv, op);
3196
3197 /****************************************/
3198 /* */
3199 /* Move player to his current respawn- */
3200 /* position (usually last savebed) */
3201 /* */
3202 /****************************************/
3203
3204 enter_player_savebed (op);
3205
3206 /* Save the player before inserting the force to reduce
3207 * chance of abuse.
3208 */
3209 op->contr->braced = 0;
3210 save_player (op, 1);
3211
3212 /* it is possible that the player has blown something up
3213 * at his savebed location, and that can have long lasting
3214 * spell effects. So first see if there is a spell effect
3215 * on the space that might harm the player.
3216 */
3217 will_kill_again = 0;
3218 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3219 if (tmp->type == SPELL_EFFECT)
3220 will_kill_again |= tmp->attacktype;
3221
3222 if (will_kill_again)
3223 {
3224 object *force;
3225 int at;
3226
3227 force = get_archetype (FORCE_NAME);
3228 /* 50 ticks should be enough time for the spell to abate */
3229 force->speed = 0.1;
3230 force->speed_left = -5.0;
3231 SET_FLAG (force, FLAG_APPLIED);
3232 for (at = 0; at < NROFATTACKS; at++)
3233 if (will_kill_again & (1 << at))
3234 force->resist[at] = 100;
3235
3236 insert_ob_in_ob (force, op);
3237 fix_player (op);
3238
3239 }
3240
3241 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3242 return;
3243 } /* NOT_PERMADETH */
3244 else
3245 {
3246 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3247 * should probably be embedded in an else statement.
3248 */
3249
3250 op->contr->party = NULL;
3251 if (settings.set_title == TRUE)
3252 op->contr->own_title[0] = '\0';
3253 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3254 check_score (op);
3255
3256 if (op->contr->ranges[range_golem])
3257 {
3258 remove_friendly_object (op->contr->ranges[range_golem]);
3259 op->contr->ranges[range_golem]->destroy ();
3260 op->contr->ranges[range_golem] = 0;
3261 }
3262
3263 loot_object (op); /* Remove some of the items for good */
3264 op->remove ();
3265 op->direction = 0;
3266
3267 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3268 {
3269 delete_character (op->name, 0);
3270 if (settings.resurrection == TRUE)
3271 {
3272 /* save playerfile sans equipment when player dies
3273 ** then save it as player.pl.dead so that future resurrection
3274 ** type spells will work on them nicely
3275 */
3276 delete_character (op->name, 0);
3277 op->stats.hp = op->stats.maxhp;
3278 op->stats.food = 999;
3279
3280 /* set the location of where the person will reappear when */
3281 /* maybe resurrection code should fix map also */
3282 strcpy (op->contr->maplevel, settings.emergency_mapname);
3283 if (op->map != NULL)
3284 op->map = NULL;
3285 op->x = settings.emergency_x;
3286 op->y = settings.emergency_y;
3287 save_player (op, 0);
3288 op->map = map;
3289 /* please see resurrection.c: peterm */
3290 dead_player (op);
2774 } 3291 }
2775#endif 3292 else
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3293 delete_character (op->name, 1);
2777 " feel a holy presence protecting you from losing yourself completely.");
2778
2779 /* Put a gravestone up where the character 'almost' died. List the
2780 * exp loss on the stone.
2781 */
2782 tmp=arch_to_object(find_archetype("gravestone"));
2783 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf;
2784 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf;
2785 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2786 "who was killed\n"
2787 "by %s.\n",
2788 &op->name, op->contr->title,
2789 op->contr->killer);
2790 tmp->msg = buf;
2791 tmp->x=op->x,tmp->y=op->y;
2792 insert_ob_in_map (tmp, op->map, NULL,0);
2793
2794 /**************************************/
2795 /* */
2796 /* Subtract the experience points, */
2797 /* if we died cause of food, give us */
2798 /* food, and reset HP's... */
2799 /* */
2800 /**************************************/
2801
2802 /* remove any poisoning and confusion the character may be suffering.*/
2803 /* restore player */
2804 at = find_archetype("poisoning");
2805 tmp=present_arch_in_ob(at,op);
2806 if (tmp) {
2807 remove_ob(tmp);
2808 free_object(tmp);
2809 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2810 }
2811
2812 at = find_archetype("confusion");
2813 tmp=present_arch_in_ob(at,op);
2814 if (tmp) {
2815 remove_ob(tmp);
2816 free_object(tmp);
2817 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2818 }
2819 cure_disease(op,0); /* remove any disease */
2820 3294 }
2821 /*add_exp(op, (op->stats.exp * -0.20)); */
2822 apply_death_exp_penalty(op);
2823 if(op->stats.food < 100) op->stats.food = 900;
2824 op->stats.hp = op->stats.maxhp;
2825 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2826 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2827 3295
3296 play_again (op);
3297
3298 /* peterm: added to create a corpse at deathsite. */
3299 tmp = arch_to_object (archetype::find ("corpse_pl"));
3300 sprintf (buf, "%s", &op->name);
3301 tmp->name = tmp->name_pl = buf;
3302 tmp->level = op->level;
3303 tmp->x = x;
3304 tmp->y = y;
3305 tmp->msg = gravestone_text (op);
3306 SET_FLAG (tmp, FLAG_UNIQUE);
3307 insert_ob_in_map (tmp, map, NULL, 0);
3308 }
3309}
3310
3311
3312void
3313loot_object (object *op)
3314{ /* Grab and destroy some treasure */
3315 object *tmp, *tmp2, *next;
3316
3317 if (op->container)
3318 { /* close open sack first */
3319 esrv_apply_container (op, op->container);
3320 }
3321
3322 for (tmp = op->inv; tmp != NULL; tmp = next)
3323 {
3324 next = tmp->below;
3325 if (tmp->type == EXPERIENCE || tmp->invisible)
3326 continue;
3327 tmp->remove ();
3328 tmp->x = op->x, tmp->y = op->y;
3329 if (tmp->type == CONTAINER)
3330 { /* empty container to ground */
3331 loot_object (tmp);
2828 /* 3332 }
2829 * Check to see if the player is in a shop. IF so, then check to see if 3333 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
2830 * the player has any unpaid items. If so, remove them and put them back
2831 * in the map.
2832 */
2833
2834 if (is_in_shop (op))
2835 remove_unpaid_objects(op->inv, op);
2836
2837 /****************************************/
2838 /* */
2839 /* Move player to his current respawn- */
2840 /* position (usually last savebed) */
2841 /* */
2842 /****************************************/
2843
2844 enter_player_savebed(op);
2845
2846 /* Save the player before inserting the force to reduce
2847 * chance of abuse.
2848 */
2849 op->contr->braced=0;
2850 save_player(op,1);
2851
2852 /* it is possible that the player has blown something up
2853 * at his savebed location, and that can have long lasting
2854 * spell effects. So first see if there is a spell effect
2855 * on the space that might harm the player.
2856 */
2857 will_kill_again=0;
2858 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2859 if (tmp->type ==SPELL_EFFECT)
2860 will_kill_again|=tmp->attacktype;
2861 } 3334 {
2862 if (will_kill_again) { 3335 if (tmp->nrof > 1)
2863 object *force; 3336 {
2864 int at; 3337 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2865 3338 tmp2->destroy ();
2866 force=get_archetype(FORCE_NAME); 3339 insert_ob_in_map (tmp, op->map, NULL, 0);
2867 /* 50 ticks should be enough time for the spell to abate */
2868 force->speed=0.1;
2869 force->speed_left=-5.0;
2870 SET_FLAG(force, FLAG_APPLIED);
2871 for (at=0; at<NROFATTACKS; at++) {
2872 if (will_kill_again & (1 << at))
2873 force->resist[at] = 100;
2874 } 3340 }
2875 insert_ob_in_ob(force, op);
2876 fix_player(op);
2877
2878 }
2879 /**************************************/
2880 /* */
2881 /* Repaint the characters inv, and */
2882 /* stats, and show a nasty message ;) */
2883 /* */
2884 /**************************************/
2885
2886 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2887 return;
2888 } /* NOT_PERMADETH */
2889 else {
2890 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2891 * should probably be embedded in an else statement.
2892 */
2893
2894 op->contr->party=NULL;
2895 if (settings.set_title == TRUE)
2896 op->contr->own_title[0]='\0';
2897 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2898 check_score(op);
2899 if(op->contr->ranges[range_golem]!=NULL) {
2900 remove_friendly_object(op->contr->ranges[range_golem]);
2901 remove_ob(op->contr->ranges[range_golem]);
2902 free_object(op->contr->ranges[range_golem]);
2903 op->contr->ranges[range_golem]=NULL;
2904 op->contr->golem_count=0;
2905 }
2906 loot_object(op); /* Remove some of the items for good */
2907 remove_ob(op);
2908 op->direction=0;
2909
2910 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2911 delete_character(op->name,0);
2912 if (settings.resurrection == TRUE) {
2913 /* save playerfile sans equipment when player dies
2914 ** then save it as player.pl.dead so that future resurrection
2915 ** type spells will work on them nicely
2916 */
2917 delete_character(op->name,0);
2918 op->stats.hp = op->stats.maxhp;
2919 op->stats.food = 999;
2920
2921 /* set the location of where the person will reappear when */
2922 /* maybe resurrection code should fix map also */
2923 strcpy(op->contr->maplevel, settings.emergency_mapname);
2924 if(op->map!=NULL)
2925 op->map = NULL;
2926 op->x = settings.emergency_x;
2927 op->y = settings.emergency_y;
2928 save_player(op,0);
2929 op->map = map;
2930 /* please see resurrection.c: peterm */
2931 dead_player(op);
2932 } else { 3341 else
2933 delete_character(op->name,1); 3342 tmp->destroy ();
2934 } 3343 }
2935 } 3344 else
2936 play_again(op);
2937
2938 /* peterm: added to create a corpse at deathsite. */
2939 tmp=arch_to_object(find_archetype("corpse_pl"));
2940 sprintf(buf,"%s", &op->name);
2941 tmp->name = tmp->name_pl = buf;
2942 tmp->level=op->level;
2943 tmp->x=x;tmp->y=y;
2944 tmp->msg = gravestone_text(op);
2945 SET_FLAG (tmp, FLAG_UNIQUE);
2946 insert_ob_in_map (tmp, map, NULL,0);
2947 }
2948}
2949
2950
2951void loot_object(object *op) { /* Grab and destroy some treasure */
2952 object *tmp,*tmp2,*next;
2953
2954 if (op->container) { /* close open sack first */
2955 esrv_apply_container (op, op->container);
2956 }
2957
2958 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2959 next=tmp->below;
2960 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2961 remove_ob(tmp);
2962 tmp->x=op->x,tmp->y=op->y;
2963 if (tmp->type == CONTAINER) { /* empty container to ground */
2964 loot_object(tmp);
2965 }
2966 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2967 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2968 if(tmp->nrof>1) {
2969 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2970 free_object(tmp2);
2971 insert_ob_in_map(tmp,op->map,NULL,0); 3345 insert_ob_in_map (tmp, op->map, NULL, 0);
2972 } else
2973 free_object(tmp);
2974 } else
2975 insert_ob_in_map(tmp,op->map,NULL,0);
2976 } 3346 }
2977} 3347}
2978 3348
2979/* 3349/*
2980 * fix_weight(): Check recursively the weight of all players, and fix 3350 * fix_weight(): Check recursively the weight of all players, and fix
2981 * what needs to be fixed. Refresh windows and fix speed if anything 3351 * what needs to be fixed. Refresh windows and fix speed if anything
2982 * was changed. 3352 * was changed.
2983 */ 3353 */
2984 3354
3355void
2985void fix_weight(void) { 3356fix_weight (void)
3357{
2986 player *pl; 3358 player *pl;
3359
2987 for (pl = first_player; pl != NULL; pl = pl->next) { 3360 for (pl = first_player; pl != NULL; pl = pl->next)
3361 {
2988 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3363
2989 if(old == sum) 3364 if (old == sum)
2990 continue; 3365 continue;
2991 fix_player(pl->ob); 3366 fix_player (pl->ob);
2992 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3367 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2993 &pl->ob->name, old, sum);
2994 } 3368 }
2995} 3369}
2996 3370
3371void
2997void fix_luck(void) { 3372fix_luck (void)
3373{
2998 player *pl; 3374 player *pl;
3375
2999 for (pl = first_player; pl != NULL; pl = pl->next) 3376 for (pl = first_player; pl != NULL; pl = pl->next)
3000 if (!pl->ob->contr->state) 3377 if (!pl->ob->contr->state)
3001 change_luck(pl->ob, 0); 3378 change_luck (pl->ob, 0);
3002} 3379}
3003 3380
3004 3381
3005/* cast_dust() - handles op throwing objects of type 'DUST'. 3382/* cast_dust() - handles op throwing objects of type 'DUST'.
3006 * This is much simpler in the new spell code - we basically 3383 * This is much simpler in the new spell code - we basically
3007 * just treat this as any other spell casting object. 3384 * just treat this as any other spell casting object.
3008 */ 3385 */
3009 3386
3010void 3387void
3011cast_dust (object * op, object * throw_ob, int dir) 3388cast_dust (object *op, object *throw_ob, int dir)
3012{ 3389{
3013 object *skop, *spob; 3390 object *skop, *spob;
3014 3391
3015 skop = find_skill_by_name (op, throw_ob->skill); 3392 skop = find_skill_by_name (op, throw_ob->skill);
3016 3393
3017 /* casting POTION 'dusts' is really a use_magic_item skill */ 3394 /* casting POTION 'dusts' is really a use_magic_item skill */
3018 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3395 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3019 { 3396 {
3020 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3397 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3021 &op->name);
3022 return; 3398 return;
3023 } 3399 }
3024 3400
3025 spob = throw_ob->inv; 3401 spob = throw_ob->inv;
3026 3402
3027 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3403 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3028 // not pass NULL to cast_spell (which did indeed check itself, but 3404 // not pass NULL to cast_spell (which did indeed check itself, but
3029 // errors should be reported as early as possible IMHO) 3405 // errors should be reported as early as possible IMHO)
3030 if (!spob) 3406 if (!spob)
3031 { 3407 {
3032 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3408 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3033 &throw_ob->name, &op->name);
3034 return; 3409 return;
3035 } 3410 }
3036 3411
3037 if (op->type == PLAYER) 3412 if (op->type == PLAYER)
3038 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3413 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3039 3414
3040 cast_spell (op, throw_ob, dir, spob, NULL); 3415 cast_spell (op, throw_ob, dir, spob, NULL);
3041 3416
3042 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3417 throw_ob->destroy ();
3043 remove_ob (throw_ob);
3044 free_object (throw_ob);
3045} 3418}
3046 3419
3420void
3047void make_visible (object *op) { 3421make_visible (object *op)
3422{
3048 op->hide = 0; 3423 op->hide = 0;
3049 op->invisible = 0; 3424 op->invisible = 0;
3050 if(op->type==PLAYER) { 3425 if (op->type == PLAYER)
3426 {
3051 op->contr->tmp_invis = 0; 3427 op->contr->tmp_invis = 0;
3052 op->contr->invis_race = 0; 3428 op->contr->invis_race = 0;
3053 } 3429 }
3054 update_object(op,UP_OBJ_FACE); 3430 update_object (op, UP_OBJ_FACE);
3055} 3431}
3056 3432
3433int
3057int is_true_undead(object *op) { 3434is_true_undead (object *op)
3435{
3058 object *tmp=NULL; 3436 object *tmp = NULL;
3059 3437
3060 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3439 return 1;
3061 3440
3062 if(op->type==PLAYER) 3441 if (op->type == PLAYER)
3063 for(tmp=op->inv;tmp;tmp=tmp->below) 3442 for (tmp = op->inv; tmp; tmp = tmp->below)
3064 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3443 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3065 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3444 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3445 return 1;
3066 return 0; 3446 return 0;
3067} 3447}
3068 3448
3069/* look at the surrounding terrain to determine 3449/* look at the surrounding terrain to determine
3070 * the hideability of this object. Positive levels 3450 * the hideability of this object. Positive levels
3071 * indicate greater hideability. 3451 * indicate greater hideability.
3072 */ 3452 */
3073 3453
3454int
3074int hideability(object *ob) { 3455hideability (object *ob)
3456{
3075 int i,level=0, mflag; 3457 int i, level = 0, mflag;
3076 sint16 x,y; 3458 sint16 x, y;
3077 3459
3078 if(!ob||!ob->map) return 0; 3460 if (!ob || !ob->map)
3461 return 0;
3079 3462
3080 /* so, on normal lighted maps, its hard to hide */ 3463 /* so, on normal lighted maps, its hard to hide */
3081 level=ob->map->darkness - 2; 3464 level = ob->map->darkness - 2;
3082 3465
3083 /* this also picks up whether the object is glowing. 3466 /* this also picks up whether the object is glowing.
3084 * If you carry a light on a non-dark map, its not 3467 * If you carry a light on a non-dark map, its not
3085 * as bad as carrying a light on a pitch dark map */ 3468 * as bad as carrying a light on a pitch dark map */
3086 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3469 if (has_carried_lights (ob))
3470 level = -(10 + (2 * ob->map->darkness));
3087 3471
3088 /* scan through all nearby squares for terrain to hide in */ 3472 /* scan through all nearby squares for terrain to hide in */
3089 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3473 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 {
3090 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3475 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3091 if (mflag & P_OUT_OF_MAP) { continue; } 3476 if (mflag & P_OUT_OF_MAP)
3477 {
3478 continue;
3479 }
3092 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3480 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3093 level += 2; 3481 level += 2;
3094 else /* open terrain! */ 3482 else /* open terrain! */
3095 level -= 1; 3483 level -= 1;
3096 } 3484 }
3097 3485
3098#if 0 3486#if 0
3099 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3487 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3100#endif 3488#endif
3101 return level; 3489 return level;
3102} 3490}
3103 3491
3104/* For Hidden creatures - a chance of becoming 'unhidden' 3492/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 3493 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 3494 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 3495 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 3496 */
3109 3497
3498void
3110void do_hidden_move (object *op) { 3499do_hidden_move (object *op)
3500{
3111 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3501 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3112 object *skop; 3502 object *skop;
3113 3503
3114 if(!op || !op->map) return; 3504 if (!op || !op->map)
3505 return;
3115 3506
3116 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3507 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3117 3508
3118 /* its *extremely* hard to run and sneak/hide at the same time! */ 3509 /* its *extremely* hard to run and sneak/hide at the same time! */
3119 if(op->type==PLAYER && op->contr->run_on) { 3510 if (op->type == PLAYER && op->contr->run_on)
3511 {
3120 if(!skop || num >= skop->level) { 3512 if (!skop || num >= skop->level)
3513 {
3121 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3514 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3122 make_visible(op); 3515 make_visible (op);
3123 return; 3516 return;
3517 }
3518 else
3124 } else num += 20; 3519 num += 20;
3125 } 3520 }
3126 num += op->map->difficulty; 3521 num += op->map->difficulty;
3127 hide = hideability(op); /* modify by terrain hidden level */ 3522 hide = hideability (op); /* modify by terrain hidden level */
3128 num -= hide; 3523 num -= hide;
3129 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3524 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3525 {
3130 make_visible(op); 3526 make_visible (op);
3131 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3527 if (op->type == PLAYER)
3132 "You moved out of hiding! You are visible!"); 3528 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3133 } 3529 }
3134 else if (op->type == PLAYER && skop) { 3530 else if (op->type == PLAYER && skop)
3531 {
3135 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3532 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3136 } 3533 }
3137} 3534}
3138 3535
3139/* determine if who is standing near a hostile creature. */ 3536/* determine if who is standing near a hostile creature. */
3140 3537
3538int
3141int stand_near_hostile( object *who ) { 3539stand_near_hostile (object *who)
3540{
3142 object *tmp=NULL; 3541 object *tmp = NULL;
3143 int i,friendly=0,player=0, mflags; 3542 int i, friendly = 0, player = 0, mflags;
3144 mapstruct *m; 3543 maptile *m;
3145 sint16 x,y; 3544 sint16 x, y;
3146 3545
3147 if(!who) return 0; 3546 if (!who)
3547 return 0;
3148 3548
3149 if(who->type==PLAYER) player=1; 3549 if (who->type == PLAYER)
3550 player = 1;
3551
3552 else
3150 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3553 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3151 3554
3152 /* search adjacent squares */ 3555 /* search adjacent squares */
3153 for(i=1;i<9;i++) { 3556 for (i = 1; i < 9; i++)
3557 {
3154 x = who->x+freearr_x[i]; 3558 x = who->x + freearr_x[i];
3155 y = who->y+freearr_y[i]; 3559 y = who->y + freearr_y[i];
3156 m = who->map; 3560 m = who->map;
3157 mflags = get_map_flags(m, &m, x, y, &x, &y); 3561 mflags = get_map_flags (m, &m, x, y, &x, &y);
3158 /* space must be blocked if there is a monster. If not 3562 /* space must be blocked if there is a monster. If not
3159 * blocked, don't need to check this space. 3563 * blocked, don't need to check this space.
3160 */ 3564 */
3161 if (mflags & P_OUT_OF_MAP) continue; 3565 if (mflags & P_OUT_OF_MAP)
3566 continue;
3162 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3567 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3163 3568 continue;
3569
3164 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3570 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3165 if((player||friendly) 3571 {
3166 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3572 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3573 return 1;
3574 else if (tmp->type == PLAYER)
3575 {
3576 /*don't let a hidden DM prevent you from hiding */
3577 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3167 return 1; 3578 return 1;
3168 else if(tmp->type==PLAYER)
3169 {
3170 /*don't let a hidden DM prevent you from hiding*/
3171 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3172 return 1;
3173 } 3579 }
3174 } 3580 }
3175 } 3581 }
3176 return 0; 3582 return 0;
3177} 3583}
3178 3584
3179/* check the player los field for viewability of the 3585/* check the player los field for viewability of the
3180 * object op. This function works fine for monsters, 3586 * object op. This function works fine for monsters,
3181 * but we dont worry if the object isnt the top one in 3587 * but we dont worry if the object isnt the top one in
3188 * for them to differ. Sigh, this fctn could get a bit more complex. 3594 * for them to differ. Sigh, this fctn could get a bit more complex.
3189 * -b.t. 3595 * -b.t.
3190 * This function is now map tiling safe. 3596 * This function is now map tiling safe.
3191 */ 3597 */
3192 3598
3599int
3193int player_can_view (object *pl,object *op) { 3600player_can_view (object *pl, object *op)
3601{
3194 rv_vector rv; 3602 rv_vector rv;
3195 int dx,dy; 3603 int dx, dy;
3196 3604
3197 if(pl->type!=PLAYER) { 3605 if (pl->type != PLAYER)
3606 {
3198 LOG(llevError,"player_can_view() called for non-player object\n"); 3607 LOG (llevError, "player_can_view() called for non-player object\n");
3199 return -1; 3608 return -1;
3200 } 3609 }
3201 if (!pl || !op) return 0; 3610 if (!pl || !op)
3202
3203 if(op->head) { op = op->head; }
3204 get_rangevector(pl, op, &rv, 0x1);
3205
3206 /* starting with the 'head' part, lets loop
3207 * through the object and find if it has any
3208 * part that is in the los array but isnt on
3209 * a blocked los square.
3210 * we use the archetype to figure out offsets.
3211 */
3212 while(op) {
3213 dx = rv.distance_x + op->arch->clone.x;
3214 dy = rv.distance_y + op->arch->clone.y;
3215
3216 /* only the viewable area the player sees is updated by LOS
3217 * code, so we need to restrict ourselves to that range of values
3218 * for any meaningful values.
3219 */
3220 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3221 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3222 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3223 return 1;
3224 op = op->more;
3225 }
3226 return 0; 3611 return 0;
3612
3613 if (op->head)
3614 {
3615 op = op->head;
3616 }
3617 get_rangevector (pl, op, &rv, 0x1);
3618
3619 /* starting with the 'head' part, lets loop
3620 * through the object and find if it has any
3621 * part that is in the los array but isnt on
3622 * a blocked los square.
3623 * we use the archetype to figure out offsets.
3624 */
3625 while (op)
3626 {
3627 dx = rv.distance_x + op->arch->clone.x;
3628 dy = rv.distance_y + op->arch->clone.y;
3629
3630 /* only the viewable area the player sees is updated by LOS
3631 * code, so we need to restrict ourselves to that range of values
3632 * for any meaningful values.
3633 */
3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3635 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3636 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3637 return 1;
3638 op = op->more;
3639 }
3640 return 0;
3227} 3641}
3228 3642
3229/* routine for both players and monsters. We call this when 3643/* routine for both players and monsters. We call this when
3230 * there is a possibility for our action distrubing our hiding 3644 * there is a possibility for our action distrubing our hiding
3231 * place or invisiblity spell. Artefact invisiblity is not 3645 * place or invisiblity spell. Artefact invisiblity is not
3232 * effected by this. If we arent invisible to begin with, we 3646 * effected by this. If we arent invisible to begin with, we
3233 * return 0. 3647 * return 0.
3234 */ 3648 */
3649int
3235int action_makes_visible (object *op) { 3650action_makes_visible (object *op)
3651{
3236 3652
3237 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3653 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3654 {
3238 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3655 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3239 return 0; 3656 return 0;
3240 3657
3241 if (op->contr && op->contr->tmp_invis == 0) return 0; 3658 if (op->contr && op->contr->tmp_invis == 0)
3659 return 0;
3242 3660
3243 /* If monsters, they should become visible */ 3661 /* If monsters, they should become visible */
3244 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3662 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3663 {
3245 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3664 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3246 return 1; 3665 return 1;
3247 } 3666 }
3248 } 3667 }
3249 return 0; 3668 return 0;
3250} 3669}
3251 3670
3252/* op_on_battleground - checks if the given object op (usually 3671/* op_on_battleground - checks if the given object op (usually
3253 * a player) is standing on a valid battleground-tile, 3672 * a player) is standing on a valid battleground-tile,
3254 * function returns TRUE/FALSE. If true x, y returns the battleground 3673 * function returns TRUE/FALSE. If true x, y returns the battleground
3255 * -exit-coord. (and if x, y not NULL) 3674 * -exit-coord. (and if x, y not NULL)
3256 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3675 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3257 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3676 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3258 * Default is to do the same as before, so only people wanting to have different points need worry about this 3677 * Default is to do the same as before, so only people wanting to have different points need worry about this
3259 */ 3678 */
3679int
3260int op_on_battleground (object *op, int *x, int *y) { 3680op_on_battleground (object *op, int *x, int *y)
3681{
3261 object *tmp; 3682 object *tmp;
3262 3683
3263 /* A battleground-tile needs the following attributes to be valid: 3684 /* A battleground-tile needs the following attributes to be valid:
3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3685 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3686 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3266 * and the exit-coordinates sp/hp must both be > 0. 3687 * and the exit-coordinates sp/hp must both be > 0.
3267 * => The intention here is to prevent abuse of the battleground- 3688 * => The intention here is to prevent abuse of the battleground-
3268 * feature (like pickable or hidden battleground tiles). */ 3689 * feature (like pickable or hidden battleground tiles). */
3269 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3690 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3691 {
3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3692 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3693 {
3271 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3694 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3272 strcmp(tmp->name, "battleground")==0 && 3695 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3273 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3696 {
3274 /*before we assign the exit, check if this is a teambattle*/ 3697 /*before we assign the exit, check if this is a teambattle */
3275 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3698 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3699 {
3276 object *invtmp; 3700 object *invtmp;
3701
3277 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3702 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3278 if(invtmp->type==FORCE && invtmp->slaying && 3703 {
3279 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3704 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3705 {
3280 if (x != NULL && y != NULL) 3706 if (x != NULL && y != NULL)
3281 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3707 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282 return 1; 3708 return 1;
3709 }
3283 } 3710 }
3284 } 3711 }
3285 }
3286 if (x != NULL && y != NULL) 3712 if (x != NULL && y != NULL)
3287 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3713 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3288 return 1; 3714 return 1;
3715 }
3289 } 3716 }
3290 }
3291 } 3717 }
3292 /* If we got here, did not find a battleground */ 3718 /* If we got here, did not find a battleground */
3293 return 0; 3719 return 0;
3294} 3720}
3295 3721
3296/* 3722/*
3300 * attributes: 3726 * attributes:
3301 * object *who the dragon player 3727 * object *who the dragon player
3302 * int atnr the attack-number of the ability focus 3728 * int atnr the attack-number of the ability focus
3303 * int level ability level 3729 * int level ability level
3304 */ 3730 */
3731void
3305void dragon_ability_gain(object *who, int atnr, int level) { 3732dragon_ability_gain (object *who, int atnr, int level)
3733{
3306 treasurelist *trlist = NULL; /* treasurelist */ 3734 treasurelist *trlist = NULL; /* treasurelist */
3307 treasure *tr; /* treasure */ 3735 treasure *tr; /* treasure */
3308 object *tmp,*skop; /* tmp. object */ 3736 object *tmp, *skop; /* tmp. object */
3309 object *item; /* treasure object */ 3737 object *item; /* treasure object */
3310 char buf[MAX_BUF]; /* tmp. string buffer */ 3738 char buf[MAX_BUF]; /* tmp. string buffer */
3311 int i=0, j=0; 3739 int i = 0, j = 0;
3312 3740
3313 /* get the appropriate treasurelist */ 3741 /* get the appropriate treasurelist */
3314 if (atnr == ATNR_FIRE) 3742 if (atnr == ATNR_FIRE)
3315 trlist = find_treasurelist("dragon_ability_fire"); 3743 trlist = find_treasurelist ("dragon_ability_fire");
3316 else if (atnr == ATNR_COLD) 3744 else if (atnr == ATNR_COLD)
3317 trlist = find_treasurelist("dragon_ability_cold"); 3745 trlist = find_treasurelist ("dragon_ability_cold");
3318 else if (atnr == ATNR_ELECTRICITY) 3746 else if (atnr == ATNR_ELECTRICITY)
3319 trlist = find_treasurelist("dragon_ability_elec"); 3747 trlist = find_treasurelist ("dragon_ability_elec");
3320 else if (atnr == ATNR_POISON) 3748 else if (atnr == ATNR_POISON)
3321 trlist = find_treasurelist("dragon_ability_poison"); 3749 trlist = find_treasurelist ("dragon_ability_poison");
3322 3750
3323 if (trlist == NULL || who->type != PLAYER) 3751 if (trlist == NULL || who->type != PLAYER)
3752 return;
3753
3754 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3755
3756 if (tr == NULL || tr->item == NULL)
3757 {
3758 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3759 return;
3760 }
3761
3762 /* everything seems okay - now bring on the gift: */
3763 item = &(tr->item->clone);
3764
3765 if (item->type == SPELL)
3766 {
3767 if (check_spell_known (who, item->name))
3324 return; 3768 return;
3325 3769
3326 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3770 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3327 tr = tr->next, i++); 3771 do_learn_spell (who, item, 0);
3328 3772 return;
3329 if (tr == NULL || tr->item == NULL) { 3773 }
3330 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3774
3775 /* grant direct spell */
3776 if (item->type == SPELLBOOK)
3777 {
3778 if (!item->inv)
3779 {
3780 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3781 return;
3782 }
3783 if (check_spell_known (who, item->inv->name))
3331 return; 3784 return;
3332 }
3333
3334 /* everything seems okay - now bring on the gift: */
3335 item = &(tr->item->clone);
3336
3337 if (item->type == SPELL) {
3338 if (check_spell_known (who, item->name))
3339 return;
3340
3341 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3342 do_learn_spell (who, item, 0);
3343 return;
3344 }
3345
3346 /* grant direct spell */
3347 if (item->type == SPELLBOOK) {
3348 if (!item->inv) {
3349 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3350 return;
3351 }
3352 if (check_spell_known (who, item->inv->name))
3353 return;
3354 if (item->invisible) { 3785 if (item->invisible)
3786 {
3355 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3787 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3356 do_learn_spell (who, item->inv, 0); 3788 do_learn_spell (who, item->inv, 0);
3357 return; 3789 return;
3358 } 3790 }
3359 } 3791 }
3360 else if (item->type == SKILL_TOOL && item->invisible) { 3792 else if (item->type == SKILL_TOOL && item->invisible)
3793 {
3361 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3794 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3795 {
3362 3796
3363 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3797 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3364 * in this way, if the player is missing any of the attacktypes, he gets 3798 * in this way, if the player is missing any of the attacktypes, he gets
3365 * them. As it is now, if the player has any that match the granted skill, 3799 * them. As it is now, if the player has any that match the granted skill,
3366 * but not all of them, he gets nothing. 3800 * but not all of them, he gets nothing.
3367 */ 3801 */
3368 if (!(skop->attacktype & item->attacktype)) { 3802 if (!(skop->attacktype & item->attacktype))
3803 {
3369 /* Give new attacktype */ 3804 /* Give new attacktype */
3370 skop->attacktype |= item->attacktype; 3805 skop->attacktype |= item->attacktype;
3371 3806
3372 /* always add physical if there's none */ 3807 /* always add physical if there's none */
3373 skop->attacktype |= AT_PHYSICAL; 3808 skop->attacktype |= AT_PHYSICAL;
3374 3809
3375 if (item->msg != NULL) 3810 if (item->msg != NULL)
3376 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3811 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3377 3812
3378 /* Give player new face */ 3813 /* Give player new face */
3379 if (item->animation_id) { 3814 if (item->animation_id)
3815 {
3380 who->face = skop->face; 3816 who->face = skop->face;
3381 who->animation_id = item->animation_id; 3817 who->animation_id = item->animation_id;
3382 who->anim_speed = item->anim_speed; 3818 who->anim_speed = item->anim_speed;
3383 who->last_anim = 0; 3819 who->last_anim = 0;
3384 who->state = 0; 3820 who->state = 0;
3385 animate_object(who, who->direction); 3821 animate_object (who, who->direction);
3386 } 3822 }
3387 } 3823 }
3388 } 3824 }
3389 } 3825 }
3390 else if (item->type == FORCE) { 3826 else if (item->type == FORCE)
3827 {
3391 /* forces in the treasurelist can alter the player's stats */ 3828 /* forces in the treasurelist can alter the player's stats */
3392 object *skin; 3829 object *skin;
3830
3393 /* first get the dragon skin force */ 3831 /* first get the dragon skin force */
3394 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3832 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3395 skin=skin->below);
3396 if (skin == NULL) return; 3833 if (skin == NULL)
3397 3834 return;
3835
3398 /* adding new spellpath attunements */ 3836 /* adding new spellpath attunements */
3399 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 {
3400 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3839 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3401 3840
3402 /* print message */ 3841 /* print message */
3403 sprintf(buf, "You feel attuned to "); 3842 sprintf (buf, "You feel attuned to ");
3404 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3843 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3844 {
3405 if(item->path_attuned & (1<<i)) { 3845 if (item->path_attuned & (1 << i))
3846 {
3406 if (j) 3847 if (j)
3407 strcat(buf," and "); 3848 strcat (buf, " and ");
3408 else 3849 else
3409 j = 1; 3850 j = 1;
3410 strcat(buf, spellpathnames[i]); 3851 strcat (buf, spellpathnames[i]);
3411 } 3852 }
3412 } 3853 }
3413 strcat(buf,"."); 3854 strcat (buf, ".");
3414 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3855 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3415 } 3856 }
3416 3857
3417 /* evtl. adding flags: */ 3858 /* evtl. adding flags: */
3418 if(QUERY_FLAG(item, FLAG_XRAYS)) 3859 if (QUERY_FLAG (item, FLAG_XRAYS))
3419 SET_FLAG(skin, FLAG_XRAYS); 3860 SET_FLAG (skin, FLAG_XRAYS);
3420 if(QUERY_FLAG(item, FLAG_STEALTH)) 3861 if (QUERY_FLAG (item, FLAG_STEALTH))
3421 SET_FLAG(skin, FLAG_STEALTH); 3862 SET_FLAG (skin, FLAG_STEALTH);
3422 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3863 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3423 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3864 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3424 3865
3425 /* print message if there is one */ 3866 /* print message if there is one */
3426 if (item->msg != NULL) 3867 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3868 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3869 }
3870 else
3428 } 3871 {
3429 else {
3430 /* generate misc. treasure */ 3872 /* generate misc. treasure */
3431 tmp = arch_to_object (tr->item); 3873 tmp = arch_to_object (tr->item);
3432 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3874 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3433 tmp = insert_ob_in_ob (tmp, who); 3875 tmp = insert_ob_in_ob (tmp, who);
3434 if (who->type == PLAYER) 3876 if (who->type == PLAYER)
3435 esrv_send_item(who, tmp); 3877 esrv_send_item (who, tmp);
3436 } 3878 }
3437} 3879}
3438 3880
3439/** 3881/**
3440 * Unready an object for a player. This function does nothing if the object was 3882 * Unready an object for a player. This function does nothing if the object was
3441 * not readied. 3883 * not readied.
3442 */ 3884 */
3885void
3443void player_unready_range_ob(player *pl, object *ob) { 3886player_unready_range_ob (player *pl, object *ob)
3887{
3444 rangetype i; 3888 rangetype i;
3445 3889
3446 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3890 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3891 {
3447 if (pl->ranges[i] == ob) { 3892 if (pl->ranges[i] == ob)
3893 {
3448 pl->ranges[i] = NULL; 3894 pl->ranges[i] = NULL;
3449 if (pl->shoottype == i) { 3895 if (pl->shoottype == i)
3896 {
3450 pl->shoottype = range_none; 3897 pl->shoottype = range_none;
3451 } 3898 }
3452 } 3899 }
3453 } 3900 }
3454} 3901}

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