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Comparing deliantra/server/server/player.C (file contents):
Revision 1.15 by root, Mon Sep 4 11:08:00 2006 UTC vs.
Revision 1.43 by root, Sat Dec 16 03:08:26 2006 UTC

1/*
2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.15 2006/09/04 11:08:00 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The author can be reached via e-mail to crossfire-devel@real-time.com 21 The author can be reached via e-mail to <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 25#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
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.
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 * 205static player *
203get_player (player * p) 206get_player (player *p)
204{ 207{
205 object *op = arch_to_object (get_player_archetype (NULL)); 208 object *op = arch_to_object (get_player_archetype (0));
206 int i; 209 int i;
207
208 if (!p)
209 {
210 p = new player;
211
212 /* This adds the player in the linked list. There is extra
213 * complexity here because we want to add the new player at the
214 * end of the list - there is in fact no compelling reason that
215 * that needs to be done except for things like output of
216 * 'who'.
217 */
218 player *tmp = first_player;
219 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next;
221 if (tmp != NULL)
222 tmp->next = p;
223 else
224 first_player = p;
225
226 p->next = NULL;
227 }
228 210
229 /* Clears basically the entire player structure except 211 /* Clears basically the entire player structure except
230 * for next and socket. 212 * for next and socket.
231 */ 213 */
232 memset (static_cast<player_pod *>(p), 0, sizeof (player_pod)); 214 p->clear ();
233 p->attachable_clear ();
234 215
235 /* There are some elements we want initialized to non zero value - 216 /* There are some elements we want initialized to non zero value -
236 * we deal with that below this point. 217 * we deal with that below this point.
237 */ 218 */
238 p->party = NULL; 219 p->party = NULL;
239 p->outputs_sync = 16; /* Every 2 seconds */ 220 p->outputs_sync = 16; /* Every 2 seconds */
240 p->outputs_count = 8; /* Keeps present behaviour */ 221 p->outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 222 p->unapply = unapply_nochoice;
242 p->Swap_First = -1; 223 p->Swap_First = -1;
243 224
244#ifdef AUTOSAVE 225#ifdef AUTOSAVE
245 p->last_save_tick = 9999999; 226 p->last_save_tick = 9999999;
246#endif 227#endif
247 228
248 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 229 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
249 230
250 op->contr = p; /* this aren't yet in archetype */ 231 op->contr = p; /* this aren't yet in archetype */
251 p->ob = op; 232 p->ob = op;
252 op->speed_left = 0.5; 233 op->speed_left = 0.5;
253 op->speed = 1.0; 234 op->speed = 1.0;
254 op->direction = 5; /* So player faces south */ 235 op->direction = 5; /* So player faces south */
255 op->stats.wc = 2; 236 op->stats.wc = 2;
256 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
257 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 */
258
259 roll_stats (op); 242 roll_stats (op);
243 p->socket->monitor_spells = oldmon;
244 }
260 p->state = ST_ROLL_STAT; 245 p->state = ST_ROLL_STAT;
261 clear_los (op); 246 clear_los (op);
262 247
263 p->gen_sp_armour = 10; 248 p->gen_sp_armour = 10;
264 p->last_speed = -1; 249 p->last_speed = -1;
266 p->bowtype = bow_normal; 251 p->bowtype = bow_normal;
267 p->petmode = pet_normal; 252 p->petmode = pet_normal;
268 p->listening = 10; 253 p->listening = 10;
269 p->usekeys = containers; 254 p->usekeys = containers;
270 p->last_weapon_sp = -1; 255 p->last_weapon_sp = -1;
271 p->peaceful = 1; /* default peaceful */ 256 p->peaceful = 1; /* default peaceful */
272 p->do_los = 1; 257 p->do_los = 1;
273 p->explore = 0; 258 p->explore = 0;
274 p->no_shout = 0; /* default can shout */ 259 p->no_shout = 0; /* default can shout */
275 260
276 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 261 assign (p->title, op->arch->clone.name);
277 p->title[sizeof (p->title) - 1] = '\0';
278 op->race = op->arch->clone.race; 262 op->race = op->arch->clone.race;
279 263
280 CLEAR_FLAG (op, FLAG_READY_SKILL); 264 CLEAR_FLAG (op, FLAG_READY_SKILL);
281 265
282 /* we need to clear these to -1 and not zero - otherwise, 266 /* we need to clear these to -1 and not zero - otherwise,
287 for (i = 0; i < NUM_SKILLS; i++) 271 for (i = 0; i < NUM_SKILLS; i++)
288 { 272 {
289 p->last_skill_exp[i] = -1; 273 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL; 274 p->last_skill_ob[i] = NULL;
291 } 275 }
276
292 for (i = 0; i < NROFATTACKS; i++) 277 for (i = 0; i < NROFATTACKS; i++)
293 {
294 p->last_resist[i] = -1; 278 p->last_resist[i] = -1;
295 } 279
296 p->last_stats.exp = -1; 280 p->last_stats.exp = -1;
297 p->last_weight = (uint32) - 1; 281 p->last_weight = (uint32) - 1;
298 282
299 p->socket.update_look = 0; 283 p->socket->update_look = 0;
300 p->socket.look_position = 0; 284 p->socket->look_position = 0;
285
301 return p; 286 return p;
302} 287}
303 288
304/* 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
305static void set_first_map(object *op) 291set_first_map (object *op)
306{ 292{
307 strcpy(op->contr->maplevel, first_map_path); 293 strcpy (op->contr->maplevel, first_map_path);
308 op->x = -1; 294 op->x = -1;
309 op->y = -1; 295 op->y = -1;
310 enter_exit(op, NULL); 296 enter_exit (op, NULL);
311} 297}
312 298
313/* Tries to add player on the connection passwd in ns. 299/* Tries to add player on the connection passwd in ns.
314 * All we can really get in this is some settings like host and display 300 * All we can really get in this is some settings like host and display
315 * mode. 301 * mode.
316 */ 302 */
317 303
318int add_player(NewSocket *ns) { 304int
319 player *p; 305add_player (client *ns)
306{
307 player *p = new player;
320 308
321 p=get_player(NULL);
322 p->socket = *ns; 309 p->socket = ns;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 310 ns->pl = p;
324 if(p->socket.faces_sent == NULL) 311
325 fatal(OUT_OF_MEMORY); 312 p->next = first_player;
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 313 first_player = p;
327 /* Needed because the socket we just copied over needs to be cleared. 314
328 * Note that this can result in a client reset if there is partial data 315 p = get_player (p);
329 * on the uncoming socket. 316
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 317 set_first_map (p->ob);
333 318
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 319 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob); 320 add_friendly_object (p->ob);
336 send_rules(p->ob); 321 send_rules (p->ob);
337 send_news(p->ob); 322 send_news (p->ob);
338 display_motd(p->ob); 323 display_motd (p->ob);
339 get_name(p->ob); 324 get_name (p->ob);
325
340 return 0; 326 return 0;
341} 327}
342 328
343/* 329/*
344 * get_player_archetype() return next player archetype from archetype 330 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 331 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 332 * Note: there MUST be at least one player archetype!
347 */ 333 */
334archetype *
348archetype *get_player_archetype(archetype* at) 335get_player_archetype (archetype *at)
349{ 336{
350 archetype *start = at; 337 archetype *start = at;
338
351 for (;;) { 339 for (;;)
340 {
352 if (at==NULL || at->next==NULL) 341 if (at == NULL || at->next == NULL)
353 at=first_archetype; 342 at = first_archetype;
354 else 343 else
355 at=at->next; 344 at = at->next;
356 if(at->clone.type==PLAYER) 345 if (at->clone.type == PLAYER)
357 return at; 346 return at;
358 if (at == start) { 347 if (at == start)
348 {
359 LOG (llevError, "No Player archetypes\n"); 349 LOG (llevError, "No Player archetypes\n");
360 exit (-1); 350 exit (-1);
361 } 351 }
362 } 352 }
363} 353}
364 354
365 355
356object *
366object *get_nearest_player(object *mon) { 357get_nearest_player (object *mon)
358{
367 object *op = NULL; 359 object *op = NULL;
368 player *pl = NULL; 360 player *pl = NULL;
369 objectlink *ol; 361 objectlink *ol;
370 unsigned lastdist; 362 unsigned lastdist;
371 rv_vector rv; 363 rv_vector rv;
372 364
373 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 {
374 /* 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
375 * does periodically happen. Given that, lets deal with it. 368 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly 369 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop. 370 * list is also free, so encapsulate this in a while loop.
378 */ 371 */
379 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 {
380 object *tmp=ol->ob; 374 object *tmp = ol->ob;
381 375
382 /* 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
383 * itself will have been cleared. 377 * itself will have been cleared.
384 */ 378 */
385 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");
386 ol = ol->next; 380 ol = ol->next;
387 remove_friendly_object(tmp); 381 remove_friendly_object (tmp);
382 if (!ol)
388 if (!ol) return op; 383 return op;
389 } 384 }
390 385
391 /* 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
392 * 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
393 * complicated method of state checking would be needed in any case - 388 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would 389 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove 390 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this 391 * on_same_map check, as can_detect_enemy also does this
397 */ 392 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 393 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 394 continue;
400 395
401 if(lastdist>rv.distance) { 396 if (lastdist > rv.distance)
397 {
402 op=ol->ob; 398 op = ol->ob;
403 lastdist=rv.distance; 399 lastdist = rv.distance;
404 } 400 }
405 } 401 }
406 for (pl=first_player; pl != NULL; pl=pl->next) { 402 for (pl = first_player; pl != NULL; pl = pl->next)
403 {
407 if (can_detect_enemy(mon, pl->ob,&rv)) { 404 if (can_detect_enemy (mon, pl->ob, &rv))
405 {
408 406
409 if(lastdist>rv.distance) { 407 if (lastdist > rv.distance)
408 {
410 op=pl->ob; 409 op = pl->ob;
411 lastdist=rv.distance; 410 lastdist = rv.distance;
412 } 411 }
413 } 412 }
414 } 413 }
415#if 0 414#if 0
416 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)");
417#endif 416#endif
418 return op; 417 return op;
419} 418}
420 419
421/* 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
422 * 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
423 * detour a monster will take from the direction path when looking 422 * detour a monster will take from the direction path when looking
460 * monster can in fact move one space in that direction. 459 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 460 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 461 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 462 * is blocking itself.
464 */ 463 */
464int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 465path_to_player (object *mon, object *pl, unsigned mindiff)
466{
466 rv_vector rv; 467 rv_vector rv;
467 sint16 x,y; 468 sint16 x, y;
468 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;
469 mapstruct *m ,*lastmap; 470 maptile *m, *lastmap;
470 471
471 get_rangevector(mon, pl, &rv, 0); 472 get_rangevector (mon, pl, &rv, 0);
472 473
473 if (rv.distance<mindiff) return 0; 474 if (rv.distance < mindiff)
475 return 0;
474 476
475 x=mon->x; 477 x = mon->x;
476 y=mon->y; 478 y = mon->y;
477 m=mon->map; 479 m = mon->map;
478 dir = rv.direction; 480 dir = rv.direction;
479 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 */
480 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);
481 /* 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. */
482 if (diff>max) return 0; 484 if (diff > max)
485 return 0;
483 while (diff >1 && max>0) { 486 while (diff > 1 && max > 0)
487 {
484 lastx = x; 488 lastx = x;
485 lasty = y; 489 lasty = y;
486 lastmap = m; 490 lastmap = m;
487 x = lastx + freearr_x[dir]; 491 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir]; 492 y = lasty + freearr_y[dir];
489 493
490 mflags = get_map_flags(m, &m, x, y, &x, &y); 494 mflags = get_map_flags (m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 495 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
492 496
493 /* Space is blocked - try changing direction a little */ 497 /* Space is blocked - try changing direction a little */
494 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))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) { 499 && (m == mon->map && blocked_link (mon, m, x, y))))
500 {
496 /* recalculate direction from last good location. Possible 501 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before. 502 * we were not traversing ideal location before.
498 */ 503 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 504 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) { 505 if (rv.direction != dir)
506 {
501 /* OK - says direction should be different - lets reset the 507 /* OK - says direction should be different - lets reset the
502 * the values so it will try again. 508 * the values so it will try again.
503 */ 509 */
504 x = lastx; 510 x = lastx;
505 y = lasty; 511 y = lasty;
506 m = lastmap; 512 m = lastmap;
507 dir = firstdir = rv.direction; 513 dir = firstdir = rv.direction;
514 }
508 } else { 515 else
516 {
509 /* direct path is blocked - try taking a side step to 517 /* direct path is blocked - try taking a side step to
510 * either the left or right. 518 * either the left or right.
511 * Note increase the values in the loop below to be 519 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes 520 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting 521 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try 522 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth 523 * stepping back and forth
516 */ 524 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 525 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
526 {
527 if (i == 0)
518 if (i==0) continue; /* already did this, so skip it */ 528 continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise, 529 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in 530 * since the direction that the creature should move in
521 * may change, you could get infinite loops. 531 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only 532 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance, 533 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north, 534 * gets blocked, finds that it should move north,
525 * 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
526 * gets back to its original point. lastdir contains 536 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully 537 * the last direction the creature has successfully
528 * moved. 538 * moved.
529 */ 539 */
530 540
531 x = lastx + freearr_x[absdir(lastdir+i)]; 541 x = lastx + freearr_x[absdir (lastdir + i)];
532 y = lasty + freearr_y[absdir(lastdir+i)]; 542 y = lasty + freearr_y[absdir (lastdir + i)];
533 m = lastmap; 543 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y); 544 mflags = get_map_flags (m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue; 545 if (mflags & P_OUT_OF_MAP)
546 continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 547 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 548 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
549 continue;
538 if (mflags & P_BLOCKSVIEW) continue; 550 if (mflags & P_BLOCKSVIEW)
551 continue;
539 552
540 if (m == mon->map && blocked_link(mon, m, x, y)) break; 553 if (m == mon->map && blocked_link (mon, m, x, y))
554 break;
541 } 555 }
542 /* go through entire loop without finding a valid 556 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path. 557 * sidestep to take - thus, no valid path.
544 */ 558 */
545 if (i==(DETOUR_AMOUNT+1)) 559 if (i == (DETOUR_AMOUNT + 1))
546 return 0; 560 return 0;
547 diff--; 561 diff--;
548 lastdir=dir; 562 lastdir = dir;
549 max--; 563 max--;
550 if (!firstdir) firstdir = dir+i; 564 if (!firstdir)
565 firstdir = dir + i;
551 } /* else check alternate directions */ 566 } /* else check alternate directions */
552 } /* if blocked */ 567 } /* if blocked */
553 else { 568 else
569 {
554 /* we moved towards creature, so diff is less */ 570 /* we moved towards creature, so diff is less */
555 diff--; 571 diff--;
556 max--; 572 max--;
557 lastdir=dir; 573 lastdir = dir;
574 if (!firstdir)
558 if (!firstdir) firstdir = dir; 575 firstdir = dir;
576 }
577 if (diff <= 1)
559 } 578 {
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually 579 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance. 580 * headed toward player for entire distance.
563 */ 581 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 582 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 583 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
566 } 584 }
567 if (diff>max) return 0; 585 if (diff > max)
586 return 0;
568 } 587 }
569 /* 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 */
570 if (!max) return 0; 589 if (!max)
590 return 0;
571 591
572 return firstdir; 592 return firstdir;
573} 593}
574 594
595void
575void give_initial_items(object *pl,treasurelist *items) { 596give_initial_items (object *pl, treasurelist * items)
597{
576 object *op,*next=NULL; 598 object *op, *next = NULL;
577 599
578 if(pl->randomitems!=NULL) 600 if (pl->randomitems != NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 601 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
580 602
581 for (op=pl->inv; op; op=next) { 603 for (op = pl->inv; op; op = next)
604 {
582 next = op->below; 605 next = op->below;
583 606
584 /* Forces get applied per default, unless they have the 607 /* Forces get applied per default, unless they have the
585 * 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
586 */ 609 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 610 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED); 611 SET_FLAG (op, FLAG_APPLIED);
589 612
590 /* we never give weapons/armour if these cannot be used 613 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions 614 * by this player due to race restrictions
592 */ 615 */
593 if (pl->type == PLAYER) { 616 if (pl->type == PLAYER)
617 {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 618 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS || 619 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET || 620 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES || 621 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) || 622 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 } 623 {
604 } 624 op->destroy ();
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 &tmp->name);
623 continue; 625 continue;
624 } 626 }
625 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)
626 } 636 {
637 object *tmp;
627 638
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
628 if (op->type == SPELLBOOK && op->inv) { 654 if (op->type == SPELLBOOK && op->inv)
655 {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 656 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
630 } 657 }
631 658
632 /* Give starting characters identified, uncursed, and undamned 659 /* Give starting characters identified, uncursed, and undamned
633 * 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
634 * merged properly. 661 * merged properly.
635 */ 662 */
636 if (need_identify(op)) { 663 if (need_identify (op))
664 {
637 SET_FLAG(op, FLAG_IDENTIFIED); 665 SET_FLAG (op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED); 666 CLEAR_FLAG (op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED); 667 CLEAR_FLAG (op, FLAG_DAMNED);
668 }
669 if (op->type == SPELL)
640 } 670 {
641 if(op->type==SPELL) { 671 op->destroy ();
642 remove_ob(op);
643 free_object(op);
644 continue; 672 continue;
673 }
674 else if (op->type == SKILL)
645 } 675 {
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL); 676 SET_FLAG (op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0; 677 op->stats.exp = 0;
649 op->level = 1; 678 op->level = 1;
650 } 679 }
651 /* lock all 'normal items by default */ 680 /* lock all 'normal items by default */
681 else
652 else SET_FLAG(op, FLAG_INV_LOCKED); 682 SET_FLAG (op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */ 683 } /* for loop of objects in player inv */
654 684
655 /* Need to set up the skill pointers */ 685 /* Need to set up the skill pointers */
656 link_player_skills(pl); 686 link_player_skills (pl);
657} 687}
658 688
689void
659void get_name(object *op) { 690get_name (object *op)
691{
660 op->contr->write_buf[0]='\0'; 692 op->contr->write_buf[0] = '\0';
661 op->contr->state=ST_GET_NAME; 693 op->contr->state = ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:"); 694 send_query (op->contr->socket, 0, "What is your name?\n:");
663} 695}
664 696
697void
665void get_password(object *op) { 698get_password (object *op)
699{
666 op->contr->write_buf[0]='\0'; 700 op->contr->write_buf[0] = '\0';
667 op->contr->state=ST_GET_PASSWORD; 701 op->contr->state = ST_GET_PASSWORD;
668 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:");
669} 703}
670 704
705void
671void play_again(object *op) 706play_again (object *op)
672{ 707{
673 op->contr->state=ST_PLAY_AGAIN; 708 op->contr->state = ST_PLAY_AGAIN;
674 op->chosen_skill = NULL; 709 op->chosen_skill = NULL;
675 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)?");
676 /* 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
677 * player creation process that a user can quit (eg, roll 712 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick 713 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without 714 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense 715 * removing the player - it probably makes more sense
681 * 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
682 * cases. 717 * cases.
683 */ 718 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED)) 719 if (!QUERY_FLAG (op, FLAG_REMOVED))
685 remove_ob(op); 720 op->remove ();
686 /* 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,
687 * 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
688 * the map is null or not swapped out. 723 * the map is null or not swapped out.
689 */ 724 */
690 op->map = NULL; 725 op->map = NULL;
691} 726}
692 727
693 728int
694int receive_play_again(object *op, char key) 729receive_play_again (object *op, char key)
695{ 730{
696 if(key=='q'||key=='Q') { 731 if (key == 'q' || key == 'Q')
732 {
697 remove_friendly_object(op); 733 remove_friendly_object (op);
698 leave(op->contr,0); /* ericserver will draw the message */ 734 leave (op->contr, 0); /* ericserver will draw the message */
699 return 2; 735 return 2;
700 } 736 }
701 else if(key=='a'||key=='A') { 737 else if (key == 'a' || key == 'A')
738 {
702 player *pl = op->contr; 739 player *pl = op->contr;
703 shstr name = op->name; 740 shstr name = op->name;
704 741
705 remove_friendly_object(op); 742 op->contr = 0;
706 free_object(op); 743 op->type = 0;
744 op->destroy (1);
707 pl = get_player(pl); 745 pl = get_player (pl);
708 op = pl->ob; 746 op = pl->ob;
709 add_friendly_object(op); 747 add_friendly_object (op);
710 op->contr->password[0]='~'; 748 op->contr->password[0] = '~';
711 op->name = op->name_pl = 0; 749 op->name = op->name_pl = 0;
712 /* Lets put a space in here */ 750 /* Lets put a space in here */
713 new_draw_info(NDI_UNIQUE, 0, op, "\n"); 751 new_draw_info (NDI_UNIQUE, 0, op, "\n");
714 get_name(op); 752 get_name (op);
715 op->name = op->name_pl = name; 753 op->name = op->name_pl = name;
716 set_first_map(op); 754 set_first_map (op);
717 } else { 755 }
756 else
718 /* user pressed something else so just ask again... */ 757 /* user pressed something else so just ask again... */
719 play_again(op); 758 play_again (op);
720 } 759
721 return 0; 760 return 0;
722} 761}
723 762
763void
724void confirm_password(object *op) { 764confirm_password (object *op)
765{
725 766
726 op->contr->write_buf[0]='\0'; 767 op->contr->write_buf[0] = '\0';
727 op->contr->state=ST_CONFIRM_PASSWORD; 768 op->contr->state = ST_CONFIRM_PASSWORD;
728 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:");
729} 770}
730 771
772void
731void get_party_password(object *op, partylist *party) { 773get_party_password (object *op, partylist *party)
774{
732 if (party == NULL) { 775 if (party == NULL)
776 {
733 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);
734 return; 778 return;
735 } 779 }
736 op->contr->write_buf[0]='\0'; 780 op->contr->write_buf[0] = '\0';
737 op->contr->state=ST_GET_PARTY_PASSWORD; 781 op->contr->state = ST_GET_PARTY_PASSWORD;
738 op->contr->party_to_join = party; 782 op->contr->party_to_join = party;
739 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:");
740} 784}
741 785
742 786
743/* 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
744int roll_stat(void) { 789roll_stat (void)
790{
745 int a[4],i,j,k; 791 int a[4], i, j, k;
746 792
747 for(i=0;i<4;i++) 793 for (i = 0; i < 4; i++)
748 a[i]=(int)RANDOM()%6+1; 794 a[i] = (int) RANDOM () % 6 + 1;
749 795
750 for(i=0,j=0,k=7;i<4;i++) 796 for (i = 0, j = 0, k = 7; i < 4; i++)
751 if(a[i]<k) 797 if (a[i] < k)
752 k=a[i],j=i; 798 k = a[i], j = i;
753 799
754 for(i=0,k=0;i<4;i++) { 800 for (i = 0, k = 0; i < 4; i++)
801 {
755 if(i!=j) 802 if (i != j)
756 k+=a[i]; 803 k += a[i];
757 } 804 }
758 return k; 805 return k;
759} 806}
760 807
808void
761void roll_stats(object *op) { 809roll_stats (object *op)
810{
762 int sum=0; 811 int sum = 0;
763 int i = 0, j = 0; 812 int i = 0, j = 0;
764 int statsort[7]; 813 int statsort[7];
765 814
815 do
766 do { 816 {
767 op->stats.Str=roll_stat(); 817 op->stats.Str = roll_stat ();
768 op->stats.Dex=roll_stat(); 818 op->stats.Dex = roll_stat ();
769 op->stats.Int=roll_stat(); 819 op->stats.Int = roll_stat ();
770 op->stats.Con=roll_stat(); 820 op->stats.Con = roll_stat ();
771 op->stats.Wis=roll_stat(); 821 op->stats.Wis = roll_stat ();
772 op->stats.Pow=roll_stat(); 822 op->stats.Pow = roll_stat ();
773 op->stats.Cha=roll_stat(); 823 op->stats.Cha = roll_stat ();
774 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;
775 op->stats.Con+op->stats.Wis+op->stats.Pow+ 825 }
776 op->stats.Cha;
777 } while(sum<82||sum>116); 826 while (sum < 82 || sum > 116);
778 827
779 /* Sort the stats so that rerolling is easier... */ 828 /* Sort the stats so that rerolling is easier... */
780 statsort[0] = op->stats.Str; 829 statsort[0] = op->stats.Str;
781 statsort[1] = op->stats.Dex; 830 statsort[1] = op->stats.Dex;
782 statsort[2] = op->stats.Int; 831 statsort[2] = op->stats.Int;
783 statsort[3] = op->stats.Con; 832 statsort[3] = op->stats.Con;
784 statsort[4] = op->stats.Wis; 833 statsort[4] = op->stats.Wis;
785 statsort[5] = op->stats.Pow; 834 statsort[5] = op->stats.Pow;
786 statsort[6] = op->stats.Cha; 835 statsort[6] = op->stats.Cha;
787 836
788 /* a quick and dirty bubblesort? */ 837 /* a quick and dirty bubblesort? */
838 do
789 do { 839 {
790 if (statsort[i] < statsort[i + 1]) { 840 if (statsort[i] < statsort[i + 1])
841 {
791 j = statsort[i]; 842 j = statsort[i];
792 statsort[i] = statsort[i + 1]; 843 statsort[i] = statsort[i + 1];
793 statsort[i + 1] = j; 844 statsort[i + 1] = j;
794 i = 0; 845 i = 0;
846 }
795 } else { 847 else
848 {
796 i++; 849 i++;
797 } 850 }
851 }
798 } while (i < 6); 852 while (i < 6);
799 853
800 op->stats.Str = statsort[0]; 854 op->stats.Str = statsort[0];
801 op->stats.Dex = statsort[1]; 855 op->stats.Dex = statsort[1];
802 op->stats.Con = statsort[2]; 856 op->stats.Con = statsort[2];
803 op->stats.Int = statsort[3]; 857 op->stats.Int = statsort[3];
804 op->stats.Wis = statsort[4]; 858 op->stats.Wis = statsort[4];
805 op->stats.Pow = statsort[5]; 859 op->stats.Pow = statsort[5];
806 op->stats.Cha = statsort[6]; 860 op->stats.Cha = statsort[6];
807 861
808 862
809 op->contr->orig_stats.Str=op->stats.Str; 863 op->contr->orig_stats.Str = op->stats.Str;
810 op->contr->orig_stats.Dex=op->stats.Dex; 864 op->contr->orig_stats.Dex = op->stats.Dex;
811 op->contr->orig_stats.Int=op->stats.Int; 865 op->contr->orig_stats.Int = op->stats.Int;
812 op->contr->orig_stats.Con=op->stats.Con; 866 op->contr->orig_stats.Con = op->stats.Con;
813 op->contr->orig_stats.Wis=op->stats.Wis; 867 op->contr->orig_stats.Wis = op->stats.Wis;
814 op->contr->orig_stats.Pow=op->stats.Pow; 868 op->contr->orig_stats.Pow = op->stats.Pow;
815 op->contr->orig_stats.Cha=op->stats.Cha; 869 op->contr->orig_stats.Cha = op->stats.Cha;
816 870
817 op->level=1; 871 op->level = 1;
818 op->stats.exp=0; 872 op->stats.exp = 0;
819 op->stats.ac=0; 873 op->stats.ac = 0;
820 874
821 op->contr->levhp[1] = 9; 875 op->contr->levhp[1] = 9;
822 op->contr->levsp[1] = 6; 876 op->contr->levsp[1] = 6;
823 op->contr->levgrace[1] = 3; 877 op->contr->levgrace[1] = 3;
824 878
825 fix_player(op); 879 fix_player (op);
826 op->stats.hp = op->stats.maxhp; 880 op->stats.hp = op->stats.maxhp;
827 op->stats.sp = op->stats.maxsp; 881 op->stats.sp = op->stats.maxsp;
828 op->stats.grace = op->stats.maxgrace; 882 op->stats.grace = op->stats.maxgrace;
829 op->contr->orig_stats=op->stats; 883 op->contr->orig_stats = op->stats;
830} 884}
831 885
886void
832void Roll_Again(object *op) 887Roll_Again (object *op)
833{ 888{
834 esrv_new_player(op->contr, 0); 889 esrv_new_player (op->contr, 0);
890 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
835 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 891 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
836} 892}
837 893
894void
838void Swap_Stat(object *op,int Swap_Second) 895Swap_Stat (object *op, int Swap_Second)
839{ 896{
840 signed char tmp; 897 signed char tmp;
841 char buf[MAX_BUF]; 898 char buf[MAX_BUF];
842 899
843 if ( op->contr->Swap_First == -1 ) { 900 if (op->contr->Swap_First == -1)
901 {
844 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?!?!!!");
845 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,");
846 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");
847 return; 905 return;
848 } 906 }
849 907
850 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);
851 909
852 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));
853 get_attr_value(&op->contr->orig_stats, Swap_Second));
854 911
855 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 912 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
856 913
857 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 914 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
858 new_draw_info(NDI_UNIQUE, 0,op, buf); 915 new_draw_info (NDI_UNIQUE, 0, op, buf);
859 op->stats.Str = op->contr->orig_stats.Str; 916 op->stats.Str = op->contr->orig_stats.Str;
860 op->stats.Dex = op->contr->orig_stats.Dex; 917 op->stats.Dex = op->contr->orig_stats.Dex;
861 op->stats.Con = op->contr->orig_stats.Con; 918 op->stats.Con = op->contr->orig_stats.Con;
862 op->stats.Int = op->contr->orig_stats.Int; 919 op->stats.Int = op->contr->orig_stats.Int;
863 op->stats.Wis = op->contr->orig_stats.Wis; 920 op->stats.Wis = op->contr->orig_stats.Wis;
864 op->stats.Pow = op->contr->orig_stats.Pow; 921 op->stats.Pow = op->contr->orig_stats.Pow;
865 op->stats.Cha = op->contr->orig_stats.Cha; 922 op->stats.Cha = op->contr->orig_stats.Cha;
866 op->stats.ac=0; 923 op->stats.ac = 0;
867 924
868 op->level=1; 925 op->level = 1;
869 op->stats.exp=0; 926 op->stats.exp = 0;
870 op->stats.ac=0; 927 op->stats.ac = 0;
871 928
872 op->contr->levhp[1] = 9; 929 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6; 930 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3; 931 op->contr->levgrace[1] = 3;
875 932
876 fix_player(op); 933 fix_player (op);
877 op->stats.hp = op->stats.maxhp; 934 op->stats.hp = op->stats.maxhp;
878 op->stats.sp = op->stats.maxsp; 935 op->stats.sp = op->stats.maxsp;
879 op->stats.grace = op->stats.maxgrace; 936 op->stats.grace = op->stats.maxgrace;
880 op->contr->orig_stats=op->stats; 937 op->contr->orig_stats = op->stats;
881 op->contr->Swap_First=-1; 938 op->contr->Swap_First = -1;
882} 939}
883 940
884 941
885/* This code has been greatly reduced, because with set_attr_value 942/* This code has been greatly reduced, because with set_attr_value
886 * and get_attr_value, the stats can be accessed just numeric 943 * and get_attr_value, the stats can be accessed just numeric
887 * ids. stat_trans is a table that translate the number entered 944 * ids. stat_trans is a table that translate the number entered
888 * 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
889 * 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
890 * the number's access that stat. The table does that translation. 947 * the number's access that stat. The table does that translation.
891 */ 948 */
949int
892int key_roll_stat(object *op, char key) 950key_roll_stat (object *op, char key)
893{ 951{
894 int keynum = key -'0'; 952 int keynum = key - '0';
895 char buf[MAX_BUF]; 953 char buf[MAX_BUF];
896 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 };
897 955
898 if (keynum>0 && keynum<=7) { 956 if (keynum > 0 && keynum <= 7)
957 {
899 if (op->contr->Swap_First==-1) { 958 if (op->contr->Swap_First == -1)
959 {
900 op->contr->Swap_First=stat_trans[keynum]; 960 op->contr->Swap_First = stat_trans[keynum];
901 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 961 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
902 new_draw_info(NDI_UNIQUE, 0,op,buf); 962 new_draw_info (NDI_UNIQUE, 0, op, buf);
903 } 963 }
904 else 964 else
905 Swap_Stat(op,stat_trans[keynum]); 965 Swap_Stat (op, stat_trans[keynum]);
906 966
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);
907 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1001 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
908 return 1; 1002 return 1;
909 }
910 switch (key) {
911 case 'n':
912 case 'N': {
913 SET_FLAG(op, FLAG_WIZ);
914 if(op->map==NULL) {
915 LOG(llevError,"Map == NULL in state 2\n");
916 break;
917 }
918 1003
919#if 0
920 /* So that enter_exit will put us at startx/starty */
921 op->x= -1;
922
923 enter_exit(op,NULL);
924#endif
925 SET_ANIMATION(op, 2); /* So player faces south */
926 /* Enter exit adds a player otherwise */
927 add_statbonus(op);
928 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
929 op->contr->state = ST_CHANGE_CLASS;
930 if (op->msg)
931 new_draw_info(NDI_BLUE, 0, op, op->msg);
932 return 0;
933 }
934 case 'y': 1004 case 'q':
935 case 'Y': 1005 case 'Q':
936 roll_stats(op); 1006 play_again (op);
937 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
938 return 1; 1007 return 1;
939 1008
940 case 'q':
941 case 'Q':
942 play_again(op);
943 return 1;
944
945 default: 1009 default:
946 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?");
947 return 0; 1011 return 0;
948 } 1012 }
949 return 0; 1013 return 0;
950} 1014}
951 1015
952/* This function takes the key that is passed, and does the 1016/* This function takes the key that is passed, and does the
953 * appropriate action with it (change race, or other things). 1017 * appropriate action with it (change race, or other things).
954 * The function name is for historical reasons - now we have 1018 * The function name is for historical reasons - now we have
955 * separate race and class; this actually changes the RACE, 1019 * separate race and class; this actually changes the RACE,
956 * not the class. 1020 * not the class.
957 */ 1021 */
958 1022
1023int
959int key_change_class(object *op, char key) 1024key_change_class (object *op, char key)
960{ 1025{
961 int tmp_loop; 1026 int tmp_loop;
962 1027
963 if(key=='q'||key=='Q') { 1028 if (key == 'q' || key == 'Q')
1029 {
964 remove_ob(op); 1030 op->remove ();
965 play_again(op); 1031 play_again (op);
966 return 0; 1032 return 0;
967 } 1033 }
968 if(key=='d'||key=='D') { 1034 if (key == 'd' || key == 'D')
1035 {
969 char buf[MAX_BUF]; 1036 char buf[MAX_BUF];
970 1037
971 /* this must before then initial items are given */ 1038 /* this must before then initial items are given */
972 esrv_new_player(op->contr, op->weight+op->carrying); 1039 esrv_new_player (op->contr, op->weight + op->carrying);
973 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
974 1040
1041 treasurelist *tl = find_treasurelist ("starting_wealth");
1042 if (tl)
1043 create_treasure (tl, op, 0, 0, 0);
1044
975 INVOKE_PLAYER (BIRTH, op->contr); 1045 INVOKE_PLAYER (BIRTH, op->contr);
976 INVOKE_PLAYER (LOGIN, op->contr); 1046 INVOKE_PLAYER (LOGIN, op->contr);
977 1047
978 op->contr->state=ST_PLAYING; 1048 op->contr->state = ST_PLAYING;
979 1049
980 if (op->msg) 1050 if (op->msg)
981 op->msg=NULL; 1051 op->msg = NULL;
982 1052
983 /* 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
984 * to save here. 1054 * to save here.
985 */ 1055 */
986 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name); 1056 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
987 make_path_to_file(buf); 1057 make_path_to_file (buf);
988 1058
989#ifdef AUTOSAVE 1059#ifdef AUTOSAVE
990 op->contr->last_save_tick = pticks; 1060 op->contr->last_save_tick = pticks;
991#endif 1061#endif
992 start_info(op); 1062 start_info (op);
993 CLEAR_FLAG(op, FLAG_WIZ); 1063 CLEAR_FLAG (op, FLAG_WIZ);
994 give_initial_items(op,op->randomitems); 1064 give_initial_items (op, op->randomitems);
995 link_player_skills(op); 1065 link_player_skills (op);
996 esrv_send_inventory(op, op); 1066 esrv_send_inventory (op, op);
997 fix_player(op); 1067 fix_player (op);
998 1068
999 /* This moves the player to a different start map, if there 1069 /* This moves the player to a different start map, if there
1000 * is one for this race 1070 * is one for this race
1001 */ 1071 */
1002 if(*first_map_ext_path) { 1072 if (*first_map_ext_path)
1073 {
1003 object *tmp; 1074 object *tmp;
1004 mapstruct *oldmap = op->map;
1005 char mapname[MAX_BUF]; 1075 char mapname[MAX_BUF];
1006 snprintf(mapname, MAX_BUF-1, "%s/%s", 1076
1007 first_map_ext_path, &op->arch->name); 1077 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1008 tmp=get_object(); 1078 tmp = object::create ();
1009 EXIT_PATH(tmp) = mapname; 1079 EXIT_PATH (tmp) = mapname;
1010 EXIT_X(tmp) = op->x; 1080 EXIT_X (tmp) = op->x;
1011 EXIT_Y(tmp) = op->y; 1081 EXIT_Y (tmp) = op->y;
1012 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;
1013 * if the map isn't there, then stay on the 1083 * if the map isn't there, then stay on the
1014 * default initial map */ 1084 * default initial map */
1015 free_object(tmp); 1085 tmp->destroy ();
1086 }
1016 } else { 1087 else
1088 {
1017 LOG(llevDebug,"first_map_ext_path not set\n"); 1089 LOG (llevDebug, "first_map_ext_path not set\n");
1018 } 1090 }
1019 return 0; 1091 return 0;
1020 } 1092 }
1021 1093
1022 /* Following actually changes the race - this is the default command 1094 /* Following actually changes the race - this is the default command
1023 * if we don't match with one of the options above. 1095 * if we don't match with one of the options above.
1024 */ 1096 */
1025 1097
1026 tmp_loop = 0; 1098 tmp_loop = 0;
1027 while(!tmp_loop) { 1099 while (!tmp_loop)
1100 {
1028 shstr name = op->name; 1101 shstr name = op->name;
1029 int x = op->x, y = op->y; 1102 int x = op->x, y = op->y;
1103
1030 remove_statbonus(op); 1104 remove_statbonus (op);
1031 remove_ob (op); 1105 op->remove ();
1032 op->arch = get_player_archetype(op->arch); 1106 op->arch = get_player_archetype (op->arch);
1033 copy_object (&op->arch->clone, op); 1107 op->arch->clone.copy_to (op);
1034 op->instantiate (); 1108 op->instantiate ();
1035 op->stats = op->contr->orig_stats; 1109 op->stats = op->contr->orig_stats;
1036 op->name = op->name_pl = name; 1110 op->name = op->name_pl = name;
1037 op->x = x; 1111 op->x = x;
1038 op->y = y; 1112 op->y = y;
1039 SET_ANIMATION(op, 2); /* So player faces south */ 1113 SET_ANIMATION (op, 2); /* So player faces south */
1040 insert_ob_in_map (op, op->map, op,0); 1114 insert_ob_in_map (op, op->map, op, 0);
1041 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1115 assign (op->contr->title, op->arch->clone.name);
1042 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1043 add_statbonus(op); 1116 add_statbonus (op);
1044 tmp_loop=allowed_class(op); 1117 tmp_loop = allowed_class (op);
1045 } 1118 }
1119
1046 update_object(op,UP_OBJ_FACE); 1120 update_object (op, UP_OBJ_FACE);
1047 esrv_update_item(UPD_FACE,op,op); 1121 esrv_update_item (UPD_FACE, op, op);
1048 fix_player(op); 1122 fix_player (op);
1049 op->stats.hp=op->stats.maxhp; 1123 op->stats.hp = op->stats.maxhp;
1050 op->stats.sp=op->stats.maxsp; 1124 op->stats.sp = op->stats.maxsp;
1051 op->stats.grace=0; 1125 op->stats.grace = 0;
1126
1052 if (op->msg) 1127 if (op->msg)
1053 new_draw_info(NDI_BLUE, 0, op, op->msg); 1128 new_draw_info (NDI_BLUE, 0, op, op->msg);
1129
1054 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");
1055 return 0; 1131 return 0;
1056} 1132}
1057 1133
1134int
1058int key_confirm_quit(object *op, char key) 1135key_confirm_quit (object *op, char key)
1059{ 1136{
1060 char buf[MAX_BUF]; 1137 char buf[MAX_BUF];
1061 1138
1062 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1139 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1140 {
1063 op->contr->state=ST_PLAYING; 1141 op->contr->state = ST_PLAYING;
1064 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1142 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1065 return 1; 1143 return 1;
1066 } 1144 }
1067 1145
1068 INVOKE_PLAYER (LOGOUT, op->contr); 1146 INVOKE_PLAYER (LOGOUT, op->contr);
1069 INVOKE_PLAYER (QUIT , op->contr); 1147 INVOKE_PLAYER (QUIT, op->contr);
1070 1148
1071 terminate_all_pets(op); 1149 terminate_all_pets (op);
1072 leave_map(op); 1150 leave_map (op);
1073 op->direction=0; 1151 op->direction = 0;
1074 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);
1075 "%s quits the game.", &op->name);
1076 1153
1077 strcpy(op->contr->killer,"quit"); 1154 strcpy (op->contr->killer, "quit");
1078 check_score(op); 1155 check_score (op);
1079 op->contr->party=NULL; 1156 op->contr->party = NULL;
1080 if (settings.set_title == TRUE) 1157 if (settings.set_title == TRUE)
1081 op->contr->own_title[0]='\0'; 1158 op->contr->own_title[0] = '\0';
1082 1159
1083 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1160 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1161 {
1084 mapstruct *mp, *next; 1162 maptile *mp, *next;
1085 1163
1086 /* 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
1087 * 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,
1088 * 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
1089 */ 1167 */
1090 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 1168 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1091 for (mp=first_map; mp!=NULL; mp=next) { 1169 for (mp = first_map; mp != NULL; mp = next)
1170 {
1092 next = mp->next; 1171 next = mp->next;
1093 if (!strncmp(mp->path, buf, strlen(buf))) 1172 if (!strncmp (mp->path, buf, strlen (buf)))
1094 delete_map(mp); 1173 delete_map (mp);
1095 }
1096 1174 }
1175
1097 delete_character(op->name, 1); 1176 delete_character (op->name, 1);
1098 } 1177 }
1178
1099 play_again(op); 1179 play_again (op);
1100 return 1; 1180 return 1;
1101} 1181}
1102 1182
1183void
1103void flee_player(object *op) { 1184flee_player (object *op)
1185{
1104 int dir,diff; 1186 int dir, diff;
1105 rv_vector rv; 1187 rv_vector rv;
1106 1188
1107 if(op->stats.hp < 0) { 1189 if (op->stats.hp < 0)
1190 {
1108 LOG(llevDebug, "Fleeing player is dead.\n"); 1191 LOG (llevDebug, "Fleeing player is dead.\n");
1109 CLEAR_FLAG(op, FLAG_SCARED); 1192 CLEAR_FLAG (op, FLAG_SCARED);
1110 return; 1193 return;
1111 } 1194 }
1112 1195
1113 if(op->enemy==NULL) { 1196 if (op->enemy == NULL)
1197 {
1114 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1198 LOG (llevDebug, "Fleeing player had no enemy.\n");
1115 CLEAR_FLAG(op, FLAG_SCARED); 1199 CLEAR_FLAG (op, FLAG_SCARED);
1116 return; 1200 return;
1117 } 1201 }
1118 1202
1119 /* Seen some crashes here. Since we don't store an 1203 /* Seen some crashes here. Since we don't store an
1120 * op->enemy_count, it is possible that something destroys the 1204 * op->enemy_count, it is possible that something destroys the
1121 * actual enemy, and the object is recycled. 1205 * actual enemy, and the object is recycled.
1122 */ 1206 */
1123 if (op->enemy->map == NULL) { 1207 if (op->enemy->map == NULL)
1208 {
1124 CLEAR_FLAG(op, FLAG_SCARED); 1209 CLEAR_FLAG (op, FLAG_SCARED);
1125 op->enemy=NULL; 1210 op->enemy = NULL;
1126 return; 1211 return;
1127 } 1212 }
1128 1213
1129 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 {
1130 op->enemy=NULL; 1216 op->enemy = NULL;
1131 CLEAR_FLAG(op, FLAG_SCARED); 1217 CLEAR_FLAG (op, FLAG_SCARED);
1132 return; 1218 return;
1133 } 1219 }
1134 get_rangevector(op, op->enemy, &rv, 0); 1220 get_rangevector (op, op->enemy, &rv, 0);
1135 1221
1136 dir=absdir(4+rv.direction); 1222 dir = absdir (4 + rv.direction);
1137 for(diff=0;diff<3;diff++) { 1223 for (diff = 0; diff < 3; diff++)
1224 {
1138 int m=1-(RANDOM()&2); 1225 int m = 1 - (RANDOM () & 2);
1139 if(move_ob(op,absdir(dir+diff*m),op)|| 1226
1140 (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)))
1141 return;
1142 } 1228 {
1229 return;
1230 }
1143 } 1231 }
1144 /* Cornered, get rid of scared */ 1232 /* Cornered, get rid of scared */
1145 CLEAR_FLAG(op, FLAG_SCARED); 1233 CLEAR_FLAG (op, FLAG_SCARED);
1146 op->enemy=NULL; 1234 op->enemy = NULL;
1147} 1235}
1148 1236
1149 1237
1150/* 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.
1151 * 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
1152 * stop. 1240 * stop.
1153 */ 1241 */
1242int
1154int check_pick(object *op) { 1243check_pick (object *op)
1244{
1155 object *tmp, *next; 1245 object *tmp, *next;
1156 tag_t next_tag=0, op_tag;
1157 int stop = 0; 1246 int stop = 0;
1158 int j, k, wvratio; 1247 int j, k, wvratio;
1159 char putstring[128], tmpstr[16]; 1248 char putstring[128], tmpstr[16];
1160 1249
1161
1162 /* if you're flying, you cna't pick up anything */ 1250 /* if you're flying, you cna't pick up anything */
1163 if (op->move_type & MOVE_FLYING) 1251 if (op->move_type & MOVE_FLYING)
1164 return 1; 1252 return 1;
1165 1253
1166 op_tag = op->count;
1167
1168 next = op->below; 1254 next = op->below;
1169 if (next)
1170 next_tag = next->count;
1171 1255
1172 /* 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
1173 * destroyed */ 1257 * destroyed */
1174 while (next && ! was_destroyed (next, next_tag)) 1258 while (next && !next->destroyed ())
1175 { 1259 {
1176 tmp = next; 1260 tmp = next;
1177 next = tmp->below; 1261 next = tmp->below;
1178 if (next)
1179 next_tag = next->count;
1180 1262
1181 if (was_destroyed (op, op_tag)) 1263 if (op->destroyed ())
1182 return 0; 1264 return 0;
1183 1265
1184 if ( ! can_pick (op, tmp)) 1266 if (!can_pick (op, tmp))
1185 continue; 1267 continue;
1186 1268
1187 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1269 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1188 { 1270 {
1189 if (item_matched_string (op, tmp, op->contr->search_str)) 1271 if (item_matched_string (op, tmp, op->contr->search_str))
1190 pick_up (op, tmp); 1272 pick_up (op, tmp);
1191 continue; 1273 continue;
1192 } 1274 }
1193 1275
1194 /* high not bit set? We're using the old autopickup model */ 1276 /* high not bit set? We're using the old autopickup model */
1195 if(!(op->contr->mode & PU_NEWMODE)) { 1277 if (!(op->contr->mode & PU_NEWMODE))
1278 {
1196 switch (op->contr->mode) { 1279 switch (op->contr->mode)
1280 {
1281 case 0:
1197 case 0: return 1; /* don't pick up */ 1282 return 1; /* don't pick up */
1283 case 1:
1198 case 1: pick_up (op, tmp); 1284 pick_up (op, tmp);
1199 return 1; 1285 return 1;
1286 case 2:
1200 case 2: pick_up (op, tmp); 1287 pick_up (op, tmp);
1201 return 0; 1288 return 0;
1289 case 3:
1202 case 3: return 0; /* stop before pickup */ 1290 return 0; /* stop before pickup */
1291 case 4:
1203 case 4: pick_up (op, tmp); 1292 pick_up (op, tmp);
1204 break; 1293 break;
1294 case 5:
1205 case 5: pick_up (op, tmp); 1295 pick_up (op, tmp);
1206 stop = 1; 1296 stop = 1;
1207 break; 1297 break;
1208 case 6: 1298 case 6:
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1299 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1211 pick_up(op, tmp); 1300 pick_up (op, tmp);
1212 break; 1301 break;
1213 1302
1214 case 7: 1303 case 7:
1215 if (tmp->type == MONEY || tmp->type == GEM) 1304 if (tmp->type == MONEY || tmp->type == GEM)
1216 pick_up(op, tmp); 1305 pick_up (op, tmp);
1217 break; 1306 break;
1218 1307
1219 default: 1308 default:
1220 /* use value density */ 1309 /* use value density */
1221 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1310 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1222 && (query_cost (tmp, op, F_TRUE) * 100 1311 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1223 / (tmp->weight * MAX (tmp->nrof, 1)))
1224 >= op->contr->mode)
1225 pick_up(op,tmp); 1312 pick_up (op, tmp);
1226 }
1227 }
1228 else { /* old model */
1229 /* NEW pickup handling */
1230 if(op->contr->mode & PU_DEBUG)
1231 {
1232 /* some debugging code to figure out item information */
1233 if(tmp->name!=NULL)
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1235 &tmp->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1237 else
1238 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1239 &tmp->arch->name, tmp->type,
1240 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1241 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1242
1243 sprintf(putstring,"...flags: ");
1244 for(k=0;k<4;k++)
1245 {
1246 for(j=0;j<32;j++)
1247 {
1248 if((tmp->flags[k]>>j)&0x01)
1249 {
1250 sprintf(tmpstr,"%d ",k*32+j);
1251 strcat(putstring, tmpstr);
1252 } 1313 }
1253 } 1314 }
1254 } 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))));
1255 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);
1256 1342
1257#if 0 1343#if 0
1258 /* print the flags too */ 1344 /* print the flags too */
1259 for(k=0;k<4;k++) 1345 for (k = 0; k < 4; k++)
1260 { 1346 {
1261 fprintf(stderr,"%d [%d] ", k, k*32+31); 1347 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1262 for(j=0;j<32;j++) 1348 for (j = 0; j < 32; j++)
1263 { 1349 {
1264 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1350 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1265 if(!((j+1)%4))fprintf(stderr," "); 1351 if (!((j + 1) % 4))
1266 } 1352 fprintf (stderr, " ");
1353 }
1267 fprintf(stderr," [%d]\n", k*32); 1354 fprintf (stderr, " [%d]\n", k * 32);
1268 } 1355 }
1269#endif 1356#endif
1270 } 1357 }
1271 /* philosophy: 1358 /* philosophy:
1272 * 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
1273 * generic. This takes no game-time. For more detailed pickups 1360 * generic. This takes no game-time. For more detailed pickups
1274 * and selections, select-items shoul dbe used. This is a 1361 * and selections, select-items shoul dbe used. This is a
1275 * 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
1276 * example. 1363 * example.
1277 * 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
1278 * 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
1279 * convert to decimal and then 'pickup <#> 1366 * convert to decimal and then 'pickup <#>
1280 */ 1367 */
1281 1368
1282 /* the first two modes are exclusive: if NOTHING we return, if 1369 /* the first two modes are exclusive: if NOTHING we return, if
1283 * STOP then we stop. All the rest are applied sequentially, 1370 * STOP then we stop. All the rest are applied sequentially,
1284 * meaning if any test passes, the item gets picked up. */ 1371 * meaning if any test passes, the item gets picked up. */
1285 1372
1286 /* if mode is set to pick nothing up, return */ 1373 /* if mode is set to pick nothing up, return */
1287 1374
1288 if(op->contr->mode & PU_NOTHING) return 1; 1375 if (op->contr->mode & PU_NOTHING)
1376 return 1;
1289 1377
1290 /* if mode is set to stop when encountering objects, return */ 1378 /* if mode is set to stop when encountering objects, return */
1291 /* take STOP before INHIBIT since it doesn't actually pick 1379 /* take STOP before INHIBIT since it doesn't actually pick
1292 * anything up */ 1380 * anything up */
1293 1381
1294 if(op->contr->mode & PU_STOP) return 0; 1382 if (op->contr->mode & PU_STOP)
1383 return 0;
1295 1384
1296 /* useful for going into stores and not losing your settings... */ 1385 /* useful for going into stores and not losing your settings... */
1297 /* 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
1298 * fighting */ 1387 * fighting */
1299 if(op->contr->mode & PU_INHIBIT) return 1; 1388 if (op->contr->mode & PU_INHIBIT)
1389 return 1;
1300 1390
1301 /* prevent us from turning into auto-thieves :) */ 1391 /* prevent us from turning into auto-thieves :) */
1302 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1392 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1393 continue;
1303 1394
1304 /* ignore known cursed objects */ 1395 /* ignore known cursed objects */
1305 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;
1306 1398
1307 /* all food and drink if desired */ 1399 /* all food and drink if desired */
1308 /* question: don't pick up known-poisonous stuff? */ 1400 /* question: don't pick up known-poisonous stuff? */
1309 if(op->contr->mode & PU_FOOD) 1401 if (op->contr->mode & PU_FOOD)
1310 if (tmp->type == FOOD) 1402 if (tmp->type == FOOD)
1311 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1403 {
1404 pick_up (op, tmp);
1405 continue;
1406 }
1407
1312 if(op->contr->mode & PU_DRINK) 1408 if (op->contr->mode & PU_DRINK)
1313 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)))
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 1410 {
1411 pick_up (op, tmp);
1412 continue;
1413 }
1315 1414
1316 if(op->contr->mode & PU_POTION) 1415 if (op->contr->mode & PU_POTION)
1317 if (tmp->type == POTION) 1416 if (tmp->type == POTION)
1318 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1417 {
1418 pick_up (op, tmp);
1419 continue;
1420 }
1319 1421
1320 /* spellbooks, skillscrolls and normal books/scrolls */ 1422 /* spellbooks, skillscrolls and normal books/scrolls */
1321 if(op->contr->mode & PU_SPELLBOOK) 1423 if (op->contr->mode & PU_SPELLBOOK)
1322 if (tmp->type == SPELLBOOK) 1424 if (tmp->type == SPELLBOOK)
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1425 {
1426 pick_up (op, tmp);
1427 continue;
1428 }
1429
1324 if(op->contr->mode & PU_SKILLSCROLL) 1430 if (op->contr->mode & PU_SKILLSCROLL)
1325 if (tmp->type == SKILLSCROLL) 1431 if (tmp->type == SKILLSCROLL)
1326 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1432 {
1433 pick_up (op, tmp);
1434 continue;
1435 }
1436
1327 if(op->contr->mode & PU_READABLES) 1437 if (op->contr->mode & PU_READABLES)
1328 if (tmp->type == BOOK || tmp->type == SCROLL) 1438 if (tmp->type == BOOK || tmp->type == SCROLL)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1439 {
1440 pick_up (op, tmp);
1441 continue;
1442 }
1330 1443
1331 /* wands/staves/rods/horns */ 1444 /* wands/staves/rods/horns */
1332 if (op->contr->mode & PU_MAGIC_DEVICE) 1445 if (op->contr->mode & PU_MAGIC_DEVICE)
1333 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1446 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1447 {
1448 pick_up (op, tmp);
1449 continue;
1450 }
1335 1451
1336 /* pick up all magical items */ 1452 /* pick up all magical items */
1337 if(op->contr->mode & PU_MAGICAL) 1453 if (op->contr->mode & PU_MAGICAL)
1338 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))
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1455 {
1456 pick_up (op, tmp);
1457 continue;
1458 }
1340 1459
1341 if(op->contr->mode & PU_VALUABLES) 1460 if (op->contr->mode & PU_VALUABLES)
1342 { 1461 {
1343 if (tmp->type == MONEY || tmp->type == GEM) 1462 if (tmp->type == MONEY || tmp->type == GEM)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1463 {
1345 } 1464 pick_up (op, tmp);
1465 continue;
1466 }
1467 }
1346 1468
1347 /* rings & amulets - talismans seems to be typed AMULET */ 1469 /* rings & amulets - talismans seems to be typed AMULET */
1348 if(op->contr->mode & PU_JEWELS) 1470 if (op->contr->mode & PU_JEWELS)
1349 if (tmp->type == RING || tmp->type == AMULET) 1471 if (tmp->type == RING || tmp->type == AMULET)
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1472 {
1473 pick_up (op, tmp);
1474 continue;
1475 }
1351 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
1352 /* bows and arrows. Bows are good for selling! */ 1485 /* bows and arrows. Bows are good for selling! */
1353 if(op->contr->mode & PU_BOW) 1486 if (op->contr->mode & PU_BOW)
1354 if (tmp->type == BOW) 1487 if (tmp->type == BOW)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1488 {
1489 pick_up (op, tmp);
1490 continue;
1491 }
1492
1356 if(op->contr->mode & PU_ARROW) 1493 if (op->contr->mode & PU_ARROW)
1357 if (tmp->type == ARROW) 1494 if (tmp->type == ARROW)
1358 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1495 {
1496 pick_up (op, tmp);
1497 continue;
1498 }
1359 1499
1360 /* all kinds of armor etc. */ 1500 /* all kinds of armor etc. */
1361 if(op->contr->mode & PU_ARMOUR) 1501 if (op->contr->mode & PU_ARMOUR)
1362 if (tmp->type == ARMOUR) 1502 if (tmp->type == ARMOUR)
1363 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1503 {
1504 pick_up (op, tmp);
1505 continue;
1506 }
1507
1364 if(op->contr->mode & PU_HELMET) 1508 if (op->contr->mode & PU_HELMET)
1365 if (tmp->type == HELMET) 1509 if (tmp->type == HELMET)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1510 {
1511 pick_up (op, tmp);
1512 continue;
1513 }
1514
1367 if(op->contr->mode & PU_SHIELD) 1515 if (op->contr->mode & PU_SHIELD)
1368 if (tmp->type == SHIELD) 1516 if (tmp->type == SHIELD)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1517 {
1518 pick_up (op, tmp);
1519 continue;
1520 }
1521
1370 if(op->contr->mode & PU_BOOTS) 1522 if (op->contr->mode & PU_BOOTS)
1371 if (tmp->type == BOOTS) 1523 if (tmp->type == BOOTS)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1524 {
1525 pick_up (op, tmp);
1526 continue;
1527 }
1528
1373 if(op->contr->mode & PU_GLOVES) 1529 if (op->contr->mode & PU_GLOVES)
1374 if (tmp->type == GLOVES) 1530 if (tmp->type == GLOVES)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1531 {
1532 pick_up (op, tmp);
1533 continue;
1534 }
1535
1376 if(op->contr->mode & PU_CLOAK) 1536 if (op->contr->mode & PU_CLOAK)
1377 if (tmp->type == CLOAK) 1537 if (tmp->type == CLOAK)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1538 {
1539 pick_up (op, tmp);
1540 continue;
1541 }
1379 1542
1380 /* hoping to catch throwing daggers here */ 1543 /* hoping to catch throwing daggers here */
1381 if(op->contr->mode & PU_MISSILEWEAPON) 1544 if (op->contr->mode & PU_MISSILEWEAPON)
1382 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1545 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1546 {
1547 pick_up (op, tmp);
1548 continue;
1549 }
1384 1550
1385 /* careful: chairs and tables are weapons! */ 1551 /* careful: chairs and tables are weapons! */
1386 if(op->contr->mode & PU_ALLWEAPON) 1552 if (op->contr->mode & PU_ALLWEAPON)
1387 { 1553 {
1388 if(tmp->type == WEAPON && tmp->name!=NULL) 1554 if (tmp->type == WEAPON && tmp->name != NULL)
1389 { 1555 {
1390 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 &&
1391 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1557 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1558 {
1393 } 1559 pick_up (op, tmp);
1560 continue;
1561 }
1562 }
1563
1394 if(tmp->type == WEAPON && tmp->name==NULL) 1564 if (tmp->type == WEAPON && tmp->name == NULL)
1395 { 1565 {
1396 if(strstr(tmp->arch->name,"table")==NULL && 1566 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1397 strstr(tmp->arch->name,"chair")==NULL) 1567 {
1398 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1568 pick_up (op, tmp);
1569 continue;
1570 }
1571 }
1399 } 1572 }
1400 }
1401 1573
1402 /* misc stuff that's useful */ 1574 /* misc stuff that's useful */
1403 if(op->contr->mode & PU_KEY) 1575 if (op->contr->mode & PU_KEY)
1404 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1576 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1405 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1577 {
1578 pick_up (op, tmp);
1579 continue;
1580 }
1406 1581
1407 /* 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
1408 * pickups */ 1583 * pickups */
1409 if(op->contr->mode & PU_RATIO) 1584 if (op->contr->mode & PU_RATIO)
1410 { 1585 {
1411 /* use value density to decide what else to grab */ 1586 /* use value density to decide what else to grab */
1412 /* >=7 was >= op->contr->mode */ 1587 /* >=7 was >= op->contr->mode */
1413 /* >=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
1414 * and multiply them by 5, giving 0..15*5== 5..75 */ 1589 * and multiply them by 5, giving 0..15*5== 5..75 */
1415 wvratio=(op->contr->mode & PU_RATIO) * 5; 1590 wvratio = (op->contr->mode & PU_RATIO) * 5;
1416 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)
1417 { 1592 {
1418 pick_up(op, tmp); 1593 pick_up (op, tmp);
1419#if 0 1594#if 0
1420 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1595 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1421 if(tmp->name!=NULL) { 1596 if (tmp->name != NULL)
1597 {
1422 fprintf(stderr,"%s", tmp->name); 1598 fprintf (stderr, "%s", tmp->name);
1423 } 1599 }
1600 else
1424 else fprintf(stderr,"%s",tmp->arch->name); 1601 fprintf (stderr, "%s", tmp->arch->name);
1425 fprintf(stderr,",%d] = ", tmp->type); 1602 fprintf (stderr, ",%d] = ", tmp->type);
1426 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))));
1427#endif 1604#endif
1428 continue; 1605 continue;
1606 }
1429 } 1607 }
1608 } /* the new pickup model */
1430 } 1609 }
1431 } /* the new pickup model */ 1610
1432 }
1433 return ! stop; 1611 return !stop;
1434} 1612}
1435 1613
1436/* 1614/*
1437 * Find an arrow in the inventory and after that 1615 * Find an arrow in the inventory and after that
1438 * in the right type container (quiver). Pointer to the 1616 * in the right type container (quiver). Pointer to the
1439 * found object is returned. 1617 * found object is returned.
1440 */ 1618 */
1619object *
1441object *find_arrow(object *op, const char *type) 1620find_arrow (object *op, const char *type)
1442{ 1621{
1443 object *tmp = NULL; 1622 object *tmp = NULL;
1444 1623
1445 for(op=op->inv; op; op=op->below) 1624 for (op = op->inv; op; op = op->below)
1446 if(!tmp && op->type==CONTAINER && op->race==type && 1625 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1447 QUERY_FLAG(op,FLAG_APPLIED))
1448 tmp = find_arrow (op, type); 1626 tmp = find_arrow (op, type);
1449 else if (op->type==ARROW && op->race==type) 1627 else if (op->type == ARROW && op->race == type)
1450 return op; 1628 return op;
1451 return tmp; 1629 return tmp;
1452} 1630}
1453 1631
1454/* 1632/*
1455 * 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
1456 * 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
1457 * 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
1458 * 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.
1459 */ 1637 */
1460 1638
1639object *
1461object *find_better_arrow(object *op, object *target, const char *type, int *better) 1640find_better_arrow (object *op, object *target, const char *type, int *better)
1462{ 1641{
1463 object *tmp = NULL, *arrow, *ntmp; 1642 object *tmp = NULL, *arrow, *ntmp;
1464 int attacknum, attacktype, betterby=0, i; 1643 int attacknum, attacktype, betterby = 0, i;
1465 1644
1466 if (!type) 1645 if (!type)
1467 return NULL; 1646 return NULL;
1468 1647
1469 for (arrow=op->inv; arrow; arrow=arrow->below) { 1648 for (arrow = op->inv; arrow; arrow = arrow->below)
1470 if (arrow->type==CONTAINER && arrow->race==type && 1649 {
1471 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1650 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1651 {
1472 i = 0; 1652 i = 0;
1473 ntmp = find_better_arrow(arrow, target, type, &i); 1653 ntmp = find_better_arrow (arrow, target, type, &i);
1474 if (i > betterby) { 1654 if (i > betterby)
1655 {
1475 tmp = ntmp; 1656 tmp = ntmp;
1476 betterby = i; 1657 betterby = i;
1477 } 1658 }
1659 }
1478 } else if (arrow->type==ARROW && arrow->race==type) { 1660 else if (arrow->type == ARROW && arrow->race == type)
1661 {
1479 /* allways prefer assasination/slaying */ 1662 /* allways prefer assasination/slaying */
1480 if (target->race != NULL && arrow->slaying != NULL && 1663 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1481 strstr(arrow->slaying, target->race)) { 1664 {
1482 if (arrow->attacktype & AT_DEATH) { 1665 if (arrow->attacktype & AT_DEATH)
1666 {
1483 *better = 100; 1667 *better = 100;
1484 return arrow; 1668 return arrow;
1485 } else {
1486 tmp = arrow;
1487 betterby = (arrow->magic + arrow->stats.dam) * 2;
1488 } 1669 }
1489 } else { 1670 else
1490 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1491 attacktype = 1<<attacknum;
1492 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1493 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1494 tmp = arrow;
1495 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1496 }
1497 } 1671 {
1498 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow; 1672 tmp = arrow;
1500 betterby = 2 + arrow->magic + arrow->stats.dam; 1673 betterby = (arrow->magic + arrow->stats.dam) * 2;
1501 }
1502 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1503 tmp = arrow;
1504 betterby = 1 + arrow->magic + arrow->stats.dam;
1505 } 1674 }
1506 } 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 }
1507 } 1698 }
1699 }
1508 } 1700 }
1509 if (tmp == NULL && arrow == NULL) 1701 if (tmp == NULL && arrow == NULL)
1510 return find_arrow(op, type); 1702 return find_arrow (op, type);
1511 1703
1512 *better = betterby; 1704 *better = betterby;
1513 return tmp; 1705 return tmp;
1514} 1706}
1515 1707
1516/* 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
1517 * find_better_arrow to find a decent arrow to use. 1709 * find_better_arrow to find a decent arrow to use.
1518 * op = the shooter 1710 * op = the shooter
1519 * type = bow->race 1711 * type = bow->race
1520 * dir = fire direction 1712 * dir = fire direction
1521 */ 1713 */
1522 1714
1715object *
1523object *pick_arrow_target(object *op, const char *type, int dir) 1716pick_arrow_target (object *op, const char *type, int dir)
1524{ 1717{
1525 object *tmp = NULL; 1718 object *tmp = NULL;
1526 mapstruct *m; 1719 maptile *m;
1527 int i, mflags, found, number; 1720 int i, mflags, found, number;
1528 sint16 x, y; 1721 sint16 x, y;
1529 1722
1530 if (op->map == NULL) 1723 if (op->map == NULL)
1531 return find_arrow(op, type); 1724 return find_arrow (op, type);
1532 1725
1533 /* do a dex check */ 1726 /* do a dex check */
1534 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1727 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1535 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1728 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1536 return find_arrow(op, type); 1729 return find_arrow (op, type);
1537 1730
1538 m = op->map; 1731 m = op->map;
1539 x = op->x; 1732 x = op->x;
1540 y = op->y; 1733 y = op->y;
1541 1734
1542 /* find the first target */ 1735 /* find the first target */
1543 for (i=0, found=0; i<20; i++) { 1736 for (i = 0, found = 0; i < 20; i++)
1737 {
1544 x += freearr_x[dir]; 1738 x += freearr_x[dir];
1545 y += freearr_y[dir]; 1739 y += freearr_y[dir];
1546 mflags = get_map_flags(m, &m, x, y, &x, &y); 1740 mflags = get_map_flags (m, &m, x, y, &x, &y);
1547 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1741 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1742 {
1548 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)
1549 break; 1763 break;
1550 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1551 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1552 * perhaps a bad assumption.
1553 */
1554 tmp = NULL;
1555 break;
1556 } 1764 }
1557 if (mflags & P_IS_ALIVE) {
1558 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1559 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1560 found++;
1561 break;
1562 }
1563 if (found)
1564 break;
1565 }
1566 } 1765 }
1567 if (tmp == NULL) 1766 if (tmp == NULL)
1568 return find_arrow(op, type); 1767 return find_arrow (op, type);
1569 1768
1570 if (tmp->head) 1769 if (tmp->head)
1571 tmp = tmp->head; 1770 tmp = tmp->head;
1572 1771
1573 return find_better_arrow(op, tmp, type, &i); 1772 return find_better_arrow (op, tmp, type, &i);
1574} 1773}
1575 1774
1576/* 1775/*
1577 * Creature fires a bow - op can be monster or player. Returns 1776 * Creature fires a bow - op can be monster or player. Returns
1578 * 1 if bow was actually fired, 0 otherwise. 1777 * 1 if bow was actually fired, 0 otherwise.
1581 * dir is the direction of fire. 1780 * dir is the direction of fire.
1582 * 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)
1583 * 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
1584 * player fire modes. 1783 * player fire modes.
1585 */ 1784 */
1785int
1586int 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)
1587 sint16 sx, sint16 sy)
1588{ 1787{
1589 object *left, *bow; 1788 object *left, *bow;
1590 tag_t left_tag, tag;
1591 int bowspeed, mflags; 1789 int bowspeed, mflags;
1592 mapstruct *m; 1790 maptile *m;
1593 1791
1594 if (!dir) { 1792 if (!dir)
1793 {
1595 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!");
1596 return 0; 1795 return 0;
1597 } 1796 }
1598 if (op->type == PLAYER) 1797 if (op->type == PLAYER)
1599 bow=op->contr->ranges[range_bow]; 1798 bow = op->contr->ranges[range_bow];
1600 else { 1799 else
1800 {
1601 for(bow=op->inv; bow; bow=bow->below) 1801 for (bow = op->inv; bow; bow = bow->below)
1602 /* 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
1603 * 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.
1604 */ 1804 */
1605 if(bow->type==BOW) 1805 if (bow->type == BOW)
1606 break; 1806 break;
1607 1807
1608 if (!bow) { 1808 if (!bow)
1809 {
1609 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1610 return 0; 1811 return 0;
1611 } 1812 }
1612 } 1813 }
1613 if( !bow->race || !bow->skill) { 1814 if (!bow->race || !bow->skill)
1815 {
1614 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);
1615 return 0; 1817 return 0;
1616 } 1818 }
1617 1819
1618 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1820 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1619 1821
1620 /* penalize ROF for bestarrow */ 1822 /* penalize ROF for bestarrow */
1621 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1823 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1622 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1824 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1623 if (bowspeed < 1) 1825 if (bowspeed < 1)
1624 bowspeed = 1; 1826 bowspeed = 1;
1625 1827
1626 if (arrow == NULL) { 1828 if (arrow == NULL)
1829 {
1627 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1830 if ((arrow = find_arrow (op, bow->race)) == NULL)
1831 {
1628 if (op->type == PLAYER) 1832 if (op->type == PLAYER)
1629 new_draw_info_format(NDI_UNIQUE, 0, op, 1833 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1630 "You have no %s left.", &bow->race);
1631 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1834 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1632 else 1835 else
1633 CLEAR_FLAG(op, FLAG_READY_BOW); 1836 CLEAR_FLAG (op, FLAG_READY_BOW);
1634 return 0; 1837 return 0;
1635 } 1838 }
1636 } 1839 }
1637 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1638 if (mflags & P_OUT_OF_MAP) { 1841 if (mflags & P_OUT_OF_MAP)
1842 {
1639 return 0; 1843 return 0;
1640 } 1844 }
1641 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 {
1642 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.");
1643 return 0; 1848 return 0;
1644 } 1849 }
1645 1850
1646 /* this should not happen, but sometimes does */ 1851 /* this should not happen, but sometimes does */
1647 if (arrow->nrof==0) { 1852 if (arrow->nrof == 0)
1648 remove_ob(arrow); 1853 {
1649 free_object(arrow); 1854 arrow->destroy ();
1650 return 0; 1855 return 0;
1651 } 1856 }
1652 1857
1653 left = arrow; /* these are arrows left to the player */ 1858 left = arrow; /* these are arrows left to the player */
1654 left_tag = left->count;
1655 arrow = get_split_ob(arrow, 1); 1859 arrow = get_split_ob (arrow, 1);
1656 if (arrow == NULL) { 1860 if (arrow == NULL)
1861 {
1657 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);
1658 return 0; 1863 return 0;
1659 } 1864 }
1660 set_owner(arrow, op); 1865 arrow->set_owner (op);
1661 arrow->skill = bow->skill; 1866 arrow->skill = bow->skill;
1662 1867
1663 arrow->direction=dir; 1868 arrow->direction = dir;
1664 arrow->x = sx; 1869 arrow->x = sx;
1665 arrow->y = sy; 1870 arrow->y = sy;
1666 1871
1667 if (op->type == PLAYER) { 1872 if (op->type == PLAYER)
1873 {
1668 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1874 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1669 fix_player(op); 1875 fix_player (op);
1670 } 1876 }
1671 1877
1672 SET_ANIMATION(arrow, arrow->direction); 1878 SET_ANIMATION (arrow, arrow->direction);
1673 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1879 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1674 arrow->stats.hp = arrow->stats.dam; 1880 arrow->stats.hp = arrow->stats.dam;
1675 arrow->stats.grace = arrow->attacktype; 1881 arrow->stats.grace = arrow->attacktype;
1676 if (arrow->slaying != NULL) 1882 if (arrow->slaying != NULL)
1677 arrow->spellarg = strdup_local(arrow->slaying); 1883 arrow->spellarg = strdup (arrow->slaying);
1678 1884
1679 /* Note that this was different for monsters - they got their level 1885 /* Note that this was different for monsters - they got their level
1680 * 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.
1681 */ 1887 */
1682
1683 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1684 0 : dam_bonus[op->stats.Str]) +
1685 bow->stats.dam + bow->magic + arrow->magic;
1686 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
1687 /* update the speed */ 1891 /* update the speed */
1688 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1892 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1689 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;
1690 bow->magic + arrow->magic) / 5.0 +
1691 (float)bow->stats.dam / 7.0;
1692 1894
1693 if (arrow->speed < 1.0) 1895 if (arrow->speed < 1.0)
1694 arrow->speed = 1.0; 1896 arrow->speed = 1.0;
1695 update_ob_speed(arrow); 1897 update_ob_speed (arrow);
1696 arrow->speed_left = 0; 1898 arrow->speed_left = 0;
1697 1899
1698 if (op->type == PLAYER) { 1900 if (op->type == PLAYER)
1901 {
1699 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1902 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1700 (op->chosen_skill?op->chosen_skill->level:op->level) - 1903 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1701 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;
1702 arrow->stats.wc - bow->stats.wc + wc_mod;
1703 1905
1704 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1906 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1705 } else { 1907 }
1908 else
1909 {
1706 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;
1707 arrow->stats.wc + wc_mod;
1708
1709 arrow->level = op->level; 1911 arrow->level = op->level;
1710 } 1912 }
1913
1711 if (arrow->attacktype == AT_PHYSICAL) 1914 if (arrow->attacktype == AT_PHYSICAL)
1712 arrow->attacktype |= bow->attacktype; 1915 arrow->attacktype |= bow->attacktype;
1916
1713 if (bow->slaying != NULL) 1917 if (bow->slaying != NULL)
1714 arrow->slaying = bow->slaying; 1918 arrow->slaying = bow->slaying;
1715 1919
1716 arrow->map = m; 1920 arrow->map = m;
1717 arrow->move_type = MOVE_FLY_LOW; 1921 arrow->move_type = MOVE_FLY_LOW;
1718 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1719 1923
1720 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);
1721 tag = arrow->count;
1722 insert_ob_in_map(arrow, m, op, 0); 1925 insert_ob_in_map (arrow, m, op, 0);
1723 1926
1724 if (!was_destroyed(arrow, tag)) 1927 if (!arrow->destroyed ())
1725 move_arrow(arrow); 1928 move_arrow (arrow);
1726 1929
1727 if (op->type == PLAYER) { 1930 if (op->type == PLAYER)
1728 if (was_destroyed (left, left_tag)) 1931 {
1932 if (left->destroyed ())
1729 esrv_del_item(op->contr, left_tag); 1933 esrv_del_item (op->contr, left->count);
1730 else 1934 else
1731 esrv_send_item(op, left); 1935 esrv_send_item (op, left);
1732 } 1936 }
1937
1733 return 1; 1938 return 1;
1734} 1939}
1735 1940
1736/* Special fire code for players - this takes into 1941/* Special fire code for players - this takes into
1737 * account the special fire modes players can have 1942 * account the special fire modes players can have
1738 * but monsters can't. Putting that code here 1943 * but monsters can't. Putting that code here
1739 * makes the fire_bow code much cleaner. 1944 * makes the fire_bow code much cleaner.
1740 * this function should only be called if 'op' is a player, 1945 * this function should only be called if 'op' is a player,
1741 * hence the function name. 1946 * hence the function name.
1742 */ 1947 */
1948int
1743int player_fire_bow(object *op, int dir) 1949player_fire_bow (object *op, int dir)
1744{ 1950{
1745 int ret=0, wcmod=0; 1951 int ret = 0, wcmod = 0;
1746 1952
1747 if (op->contr->bowtype == bow_bestarrow) { 1953 if (op->contr->bowtype == bow_bestarrow)
1748 ret = fire_bow(op, op, 1954 {
1749 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);
1750 dir, 0, op->x, op->y); 1956 }
1751 } 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 {
1752 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1959 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1753 wcmod =-1; 1960 wcmod = -1;
1754 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);
1755 op->x, op->y); 1962 }
1756 } else if (op->contr->bowtype == bow_threewide) { 1963 else if (op->contr->bowtype == bow_threewide)
1964 {
1757 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);
1758 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)]);
1759 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 }
1760 } else if (op->contr->bowtype == bow_spreadshot) { 1969 else if (op->contr->bowtype == bow_spreadshot)
1970 {
1761 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);
1762 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);
1763 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);
1764 1974
1765 } else { 1975 }
1976 else
1977 {
1766 /* Simple case */ 1978 /* Simple case */
1767 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);
1768 } 1980 }
1769 return ret; 1981 return ret;
1770} 1982}
1771 1983
1772 1984
1773/* Fires a misc (wand/rod/horn) object in 'dir'. 1985/* Fires a misc (wand/rod/horn) object in 'dir'.
1774 * Broken apart from 'fire' to keep it more readable. 1986 * Broken apart from 'fire' to keep it more readable.
1775 */ 1987 */
1988void
1776void fire_misc_object(object *op, int dir) 1989fire_misc_object (object *op, int dir)
1777{ 1990{
1778 object *item; 1991 object *item;
1779 1992
1780 if (!op->contr->ranges[range_misc]) { 1993 if (!op->contr->ranges[range_misc])
1994 {
1781 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.");
1782 return; 1996 return;
1783 } 1997 }
1784 1998
1785 item = op->contr->ranges[range_misc]; 1999 item = op->contr->ranges[range_misc];
1786 if (!item->inv) { 2000 if (!item->inv)
2001 {
1787 LOG(llevError,"Object %s lacks a spell\n", &item->name); 2002 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1788 return; 2003 return;
1789 } 2004 }
1790 if (item->type == WAND) { 2005 if (item->type == WAND)
2006 {
1791 if(item->stats.food<=0) { 2007 if (item->stats.food <= 0)
2008 {
1792 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2009 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1793 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 2010 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794 return; 2011 return;
1795 } 2012 }
2013 }
1796 } else if (item->type == ROD || item->type==HORN) { 2014 else if (item->type == ROD || item->type == HORN)
2015 {
1797 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 {
1798 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2018 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1799 if (item->type== ROD) 2019 if (item->type == ROD)
1800 new_draw_info_format(NDI_UNIQUE, 0,op,
1801 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 2020 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1802 else 2021 else
1803 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));
1804 "The %s needs more time to charge.", query_base_name(item,0));
1805 return; 2023 return;
1806 } 2024 }
1807 } 2025 }
1808 2026
1809 if(cast_spell(op,item,dir,item->inv,NULL)) { 2027 if (cast_spell (op, item, dir, item->inv, NULL))
2028 {
1810 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 */
1811 if (item->type == WAND) { 2030 if (item->type == WAND)
2031 {
1812 if (!(--item->stats.food)) { 2032 if (!(--item->stats.food))
2033 {
1813 object *tmp; 2034 object *tmp;
2035
1814 if (item->arch) { 2036 if (item->arch)
2037 {
1815 CLEAR_FLAG(item, FLAG_ANIMATE); 2038 CLEAR_FLAG (item, FLAG_ANIMATE);
1816 item->face = item->arch->clone.face; 2039 item->face = item->arch->clone.face;
1817 item->speed = 0; 2040 item->speed = 0;
1818 update_ob_speed(item); 2041 update_ob_speed (item);
1819 } 2042 }
1820 if ((tmp=is_player_inv(item))) 2043 if ((tmp = is_player_inv (item)))
1821 esrv_update_item(UPD_ANIM, tmp, item); 2044 esrv_update_item (UPD_ANIM, tmp, item);
1822 } 2045 }
1823 } 2046 }
1824 else if (item->type == ROD || item->type==HORN) { 2047 else if (item->type == ROD || item->type == HORN)
2048 {
1825 drain_rod_charge(item); 2049 drain_rod_charge (item);
1826 } 2050 }
1827 } 2051 }
1828} 2052}
1829 2053
1830/* Received a fire command for the player - go and do it. 2054/* Received a fire command for the player - go and do it.
1831 */ 2055 */
2056void
1832void fire(object *op,int dir) { 2057fire (object *op, int dir)
2058{
1833 int spellcost=0; 2059 int spellcost = 0;
1834 2060
1835 /* check for loss of invisiblity/hide */ 2061 /* check for loss of invisiblity/hide */
1836 if (action_makes_visible(op)) make_visible(op); 2062 if (action_makes_visible (op))
2063 make_visible (op);
1837 2064
1838 switch(op->contr->shoottype) { 2065 switch (op->contr->shoottype)
2066 {
1839 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.");
1840 return; 2097 return;
1841
1842 case range_bow:
1843 player_fire_bow(op, dir);
1844 return;
1845
1846 case range_magic: /* Casting spells */
1847 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1848 return;
1849
1850 case range_misc:
1851 fire_misc_object(op, dir);
1852 return;
1853
1854 case range_golem: /* Control summoned monsters from scrolls */
1855 if(op->contr->ranges[range_golem]==NULL ||
1856 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1857 op->contr->ranges[range_golem] = NULL;
1858 op->contr->shoottype=range_none;
1859 op->contr->golem_count = 0;
1860 } 2098 }
1861 else
1862 control_golem(op->contr->ranges[range_golem], dir);
1863 return;
1864
1865 case range_skill:
1866 if(!op->chosen_skill) {
1867 if(op->type==PLAYER)
1868 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1869 return;
1870 }
1871 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 2099 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1872 return;
1873 case range_builder:
1874 apply_map_builder( op, dir );
1875 return; 2100 return;
2101 case range_builder:
2102 apply_map_builder (op, dir);
2103 return;
1876 default: 2104 default:
1877 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2105 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1878 return; 2106 return;
1879 } 2107 }
1880} 2108}
1881 2109
1882 2110
1883 2111
1890 * inv is the objects inventory to searched 2118 * inv is the objects inventory to searched
1891 * door is the door we are trying to match against. 2119 * door is the door we are trying to match against.
1892 * This function can be called recursively to search containers. 2120 * This function can be called recursively to search containers.
1893 */ 2121 */
1894 2122
2123object *
1895object * find_key(object *pl, object *container, object *door) 2124find_key (object *pl, object *container, object *door)
1896{ 2125{
1897 object *tmp,*key; 2126 object *tmp, *key;
1898 2127
1899 /* Should not happen, but sanity checking is never bad */ 2128 /* Should not happen, but sanity checking is never bad */
1900 if (container->inv == NULL) return NULL; 2129 if (container->inv == NULL)
2130 return NULL;
1901 2131
1902 /* 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 */
1903 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2133 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2134 {
1904 if (door->type==DOOR && tmp->type==KEY) break; 2135 if (door->type == DOOR && tmp->type == KEY)
2136 break;
1905 /* For sanity, we should really check door type, but other stuff 2137 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys 2138 * (like containers) can be locked with special keys
1907 */ 2139 */
1908 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2140 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 tmp->slaying==door->slaying) break; 2141 break;
1910 } 2142 }
1911 /* No key found - lets search inventories now */ 2143 /* No key found - lets search inventories now */
1912 /* 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.
1913 * 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
1914 * a key, return 2146 * a key, return
1915 */ 2147 */
1916 if (!tmp) { 2148 if (!tmp)
2149 {
1917 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2150 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2151 {
1918 /* No reason to search empty containers */ 2152 /* No reason to search empty containers */
1919 if (tmp->type==CONTAINER && tmp->inv) { 2153 if (tmp->type == CONTAINER && tmp->inv)
2154 {
1920 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2155 if ((key = find_key (pl, tmp, door)) != NULL)
2156 return key;
1921 } 2157 }
1922 } 2158 }
2159 if (!tmp)
1923 if (!tmp) return NULL; 2160 return NULL;
1924 } 2161 }
1925 /* 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,
1926 * see if we actually want to use it 2163 * see if we actually want to use it
1927 */ 2164 */
1928 if (pl!=container) { 2165 if (pl != container)
2166 {
1929 /* Only let players use keys in containers */ 2167 /* Only let players use keys in containers */
1930 if (!pl->contr) return NULL; 2168 if (!pl->contr)
2169 return NULL;
1931 /* cases where this fails: 2170 /* cases where this fails:
1932 * If we only search the player inventory, return now since we 2171 * If we only search the player inventory, return now since we
1933 * are not in the players inventory. 2172 * are not in the players inventory.
1934 * If the container is not active, return now since only active 2173 * If the container is not active, return now since only active
1935 * containers can be used. 2174 * containers can be used.
1936 * If we only search keyrings and the container does not have 2175 * If we only search keyrings and the container does not have
1937 * a race/isn't a keyring. 2176 * a race/isn't a keyring.
1938 * No checking for all containers - to fall through past here, 2177 * No checking for all containers - to fall through past here,
1939 * inv must have been an container and must have been active. 2178 * inv must have been an container and must have been active.
1940 * 2179 *
1941 * Change the color so that the message doesn't disappear with 2180 * Change the color so that the message doesn't disappear with
1942 * all the others. 2181 * all the others.
1943 */ 2182 */
1944 if (pl->contr->usekeys == key_inventory || 2183 if (pl->contr->usekeys == key_inventory ||
1945 !QUERY_FLAG(container, FLAG_APPLIED) || 2184 !QUERY_FLAG (container, FLAG_APPLIED) ||
1946 (pl->contr->usekeys == keyrings &&
1947 (!container->race || strcmp(container->race, "keys"))) 2185 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1948 ) { 2186 {
1949 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2187 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1950 "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));
1951 query_name(tmp), query_name(container));
1952 return NULL; 2189 return NULL;
1953 } 2190 }
1954 } 2191 }
1955 return tmp; 2192 return tmp;
1956} 2193}
1957 2194
1958/* moved door processing out of move_player_attack. 2195/* moved door processing out of move_player_attack.
1959 * returns 1 if player has opened the door with a key 2196 * returns 1 if player has opened the door with a key
1960 * such that the caller should not do anything more, 2197 * such that the caller should not do anything more,
1961 * 0 otherwise 2198 * 0 otherwise
1962 */ 2199 */
2200static int
1963static int player_attack_door(object *op, object *door) 2201player_attack_door (object *op, object *door)
1964{ 2202{
1965 2203
1966 /* 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,
1967 * 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 -
1968 * otherwise, we fall through to the rest of the code. 2206 * otherwise, we fall through to the rest of the code.
1969 */ 2207 */
1970 object *key=find_key(op, op, door); 2208 object *key = find_key (op, op, door);
1971 2209
1972 /* IF we found a key, do some extra work */ 2210 /* IF we found a key, do some extra work */
1973 if (key) { 2211 if (key)
2212 {
1974 object *container=key->env; 2213 object *container = key->env;
1975 2214
1976 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);
1977 if(action_makes_visible(op)) make_visible(op); 2216 if (action_makes_visible (op))
2217 make_visible (op);
1978 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);
1979 if (door->type == DOOR) { 2220 if (door->type == DOOR)
2221 {
1980 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 */
1981 } 2223 }
1982 else if(door->type==LOCKED_DOOR) { 2224 else if (door->type == LOCKED_DOOR)
1983 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2225 {
1984 "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));
1985 remove_door2(door); /* remove door without violence ;-) */ 2227 remove_door2 (door); /* remove door without violence ;-) */
1986 } 2228 }
1987 /* Do this after we print the message */ 2229 /* Do this after we print the message */
1988 decrease_ob(key); /* Use up one of the keys */ 2230 decrease_ob (key); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 2231 /* Need to update the weight the container the key was in */
1990 if (container != op) 2232 if (container != op)
1991 esrv_update_item(UPD_WEIGHT, op, container); 2233 esrv_update_item (UPD_WEIGHT, op, container);
1992 return 1; /* Nothing more to do below */ 2234 return 1; /* Nothing more to do below */
2235 }
1993 } else if (door->type==LOCKED_DOOR) { 2236 else if (door->type == LOCKED_DOOR)
2237 {
1994 /* Might as well return now - no other way to open this */ 2238 /* Might as well return now - no other way to open this */
1995 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2239 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1996 return 1; 2240 return 1;
1997 } 2241 }
1998 return 0; 2242 return 0;
1999} 2243}
2000 2244
2001/* This function is just part of a breakup from move_player. 2245/* This function is just part of a breakup from move_player.
2002 * It should keep the code cleaner. 2246 * It should keep the code cleaner.
2003 * When this is called, the players direction has been updated 2247 * When this is called, the players direction has been updated
2004 * (taking into account confusion.) The player is also actually 2248 * (taking into account confusion.) The player is also actually
2005 * going to try and move (not fire weapons). 2249 * going to try and move (not fire weapons).
2006 */ 2250 */
2007 2251
2252void
2008void move_player_attack(object *op, int dir) 2253move_player_attack (object *op, int dir)
2009{ 2254{
2010 object *tmp, *mon; 2255 object *tmp, *mon;
2011 sint16 nx, ny; 2256 sint16 nx, ny;
2012 int on_battleground; 2257 int on_battleground;
2013 mapstruct *m; 2258 maptile *m;
2014 2259
2015 nx=freearr_x[dir]+op->x; 2260 nx = freearr_x[dir] + op->x;
2016 ny=freearr_y[dir]+op->y; 2261 ny = freearr_y[dir] + op->y;
2017 2262
2018 on_battleground = op_on_battleground(op, NULL, NULL); 2263 on_battleground = op_on_battleground (op, NULL, NULL);
2019 2264
2020 /* 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
2021 * 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
2022 * 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
2023 * player. This is a pretty nasty hack, because if we could 2268 * player. This is a pretty nasty hack, because if we could
2024 * move to some space, it then means that if we are braced, we should 2269 * move to some space, it then means that if we are braced, we should
2025 * do nothing at all. As it is, if we are braced, we go through 2270 * do nothing at all. As it is, if we are braced, we go through
2026 * quite a bit of processing. However, it probably is less than what 2271 * quite a bit of processing. However, it probably is less than what
2027 * move_ob uses. 2272 * move_ob uses.
2028 */ 2273 */
2029 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 {
2030 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2276 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2277 {
2031 m = get_map_from_coord(op->map, &nx, &ny); 2278 m = get_map_from_coord (op->map, &nx, &ny);
2279 if (!m)
2032 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)
2033 } 2286 {
2034 else m =op->map;
2035
2036 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2037 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 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)
2038 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;
2039 } 2357 }
2040 2358
2041 mon = NULL; 2359 /* in certain circumstances, you shouldn't attack friendly
2042 /* 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
2043 * 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
2044 * if its a door or barrel (can roll) see if there may be monsters 2362 * attack them either.
2045 * on the space
2046 */ 2363 */
2047 while (tmp!=NULL) { 2364 if ((mon->type == PLAYER || mon->enemy != op) &&
2048 if (tmp == op) { 2365 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2049 tmp=tmp->above; 2366#ifdef PROHIBIT_PLAYERKILL
2050 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);
2051 } 2380 }
2052 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2381 else
2053 mon = tmp; 2382 {
2054 break; 2383 new_draw_info (0, 0, op, "You withhold your attack");
2055 } 2384 }
2056 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2385 if (op->contr->tmp_invis || op->hide)
2057 mon = tmp; 2386 make_visible (op);
2058 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))
2059 } 2393 {
2060 2394 recursive_roll (mon, dir, op);
2061 if (mon==NULL) /* This happens anytime the player tries to move */ 2395 if (action_makes_visible (op))
2062 return; /* into a wall */ 2396 make_visible (op);
2397 }
2063 2398
2064 if(mon->head != NULL) 2399 /* Any generic living creature. Including things like doors.
2065 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 */
2066 2405
2067 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2406 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2068 if (player_attack_door(op, mon)) return; 2407 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2408 {
2069 2409
2070 /* The following deals with possibly attacking peaceful 2410 /* If the player hasn't hit something this tick, and does
2071 * or frienddly creatures. Basically, all players are considered 2411 * so, give them speed boost based on weapon speed. Doing
2072 * unaggressive. If the moving player has peaceful set, then the 2412 * it here is better than process_players2, which basically
2073 * object should be pushed instead of attacked. It is assumed that 2413 * incurred a 1 tick offset.
2074 * if you are braced, you will not attack friends accidently,
2075 * and thus will not push them.
2076 */ 2414 */
2077 2415 if (!op->contr->has_hit)
2078 /* If the creature is a pet, push it even if the player is not
2079 * peaceful. Our assumption is the creature is a pet if the
2080 * player owns it and it is either friendly or unagressive.
2081 */
2082 if ((op->type==PLAYER)
2083#if COZY_SERVER
2084 &&
2085 (
2086 (get_owner(mon) && get_owner(mon)->contr
2087 && same_party (get_owner(mon)->contr->party, op->contr->party))
2088 || get_owner(mon) == op
2089 )
2090#else
2091 && get_owner(mon)==op
2092#endif
2093 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2094 {
2095 /* If we're braced, we don't want to switch places with it */
2096 if (op->contr->braced) return;
2097 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2098 (void) push_ob(mon,dir,op);
2099 if(op->contr->tmp_invis||op->hide) make_visible(op);
2100 return;
2101 }
2102
2103 /* in certain circumstances, you shouldn't attack friendly
2104 * creatures. Note that if you are braced, you can't push
2105 * someone, but put it inside this loop so that you won't
2106 * attack them either.
2107 */
2108 if ((mon->type==PLAYER || mon->enemy != op) &&
2109 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2110 (
2111#ifdef PROHIBIT_PLAYERKILL
2112 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2113#else
2114 op->contr->peaceful &&
2115#endif
2116 !on_battleground
2117 )) { 2416 {
2118 if (!op->contr->braced) { 2417 op->speed_left += op->speed / op->contr->weapon_sp;
2119 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2418
2120 (void) push_ob(mon,dir,op); 2419 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2121 } else {
2122 new_draw_info(0, 0,op,"You withhold your attack");
2123 } 2420 }
2124 if(op->contr->tmp_invis||op->hide) make_visible(op);
2125 }
2126 2421
2127 /* If the object is a boulder or other rollable object, then 2422 skill_attack (mon, op, 0, NULL, NULL);
2128 * roll it if not braced. You can't roll it if you are braced.
2129 */
2130 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2131 recursive_roll(mon,dir,op);
2132 if(action_makes_visible(op)) make_visible(op);
2133 }
2134 2423
2135 /* Any generic living creature. Including things like doors. 2424 /* If attacking another player, that player gets automatic
2136 * Way it works is like this: First, it must have some hit points 2425 * hitback, and doesn't loose luck either.
2137 * and be living. Then, it must be one of the following: 2426 * Disable hitback on the battleground or if the target is
2138 * 1) Not a player, 2) A player, but of a different party. Note 2427 * the wiz.
2139 * that party_number -1 is no party, so attacks can still happen.
2140 */
2141
2142 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2143 ((mon->type!=PLAYER || op->contr->party==NULL ||
2144 op->contr->party!=mon->contr->party))) {
2145
2146 /* If the player hasn't hit something this tick, and does
2147 * so, give them speed boost based on weapon speed. Doing
2148 * it here is better than process_players2, which basically
2149 * incurred a 1 tick offset.
2150 */ 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
2151 if (!op->contr->has_hit) { 2433 mon->contr->has_hit = 1;
2152 op->speed_left += op->speed / op->contr->weapon_sp; 2434 skill_attack (op, mon, 0, NULL, NULL);
2153 2435 mon->stats.luck = luck;
2154 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2155 } 2436 }
2156 2437 if (action_makes_visible (op))
2157 skill_attack(mon, op, 0, NULL, NULL); 2438 make_visible (op);
2158
2159 /* If attacking another player, that player gets automatic
2160 * hitback, and doesn't loose luck either.
2161 * Disable hitback on the battleground or if the target is
2162 * the wiz.
2163 */
2164 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2165 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2166 short luck = mon->stats.luck;
2167 mon->contr->has_hit = 1;
2168 skill_attack(op, mon, 0, NULL, NULL);
2169 mon->stats.luck = luck;
2170 } 2439 }
2171 if(action_makes_visible(op)) make_visible(op);
2172 }
2173 } /* if player should attack something */ 2440 } /* if player should attack something */
2174} 2441}
2175 2442
2443int
2176int move_player(object *op,int dir) { 2444move_player (object *op, int dir)
2445{
2177 int pick; 2446 int pick;
2178 2447
2179 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2448 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2180 return 0;
2181
2182 /* Sanity check: make sure dir is valid */
2183 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2184 LOG( llevError, "move_player: invalid direction %d\n", dir);
2185 return 0;
2186 }
2187
2188 /* peterm: added following line */
2189 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2190 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2191
2192 op->facing = dir;
2193
2194 if(op->hide) do_hidden_move(op);
2195
2196 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2197 /*nop*/;
2198 else if (op->contr->fire_on)
2199 fire (op, dir);
2200 else
2201 {
2202 move_player_attack (op, dir);
2203 pick = check_pick(op);
2204 }
2205
2206 /* Add special check for newcs players and fire on - this way, the
2207 * server can handle repeat firing.
2208 */
2209 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2210 op->direction = dir;
2211 } else {
2212 op->direction=0;
2213 }
2214 /* Update how the player looks. Use the facing, so direction may
2215 * get reset to zero. This allows for full animation capabilities
2216 * for players.
2217 */
2218 animate_object(op, op->facing);
2219 return 0; 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;
2220} 2494}
2221 2495
2222/* 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
2223 * new client/server stuff. 2497 * new client/server stuff.
2224 * 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
2225 * the new speed values for commands. 2499 * the new speed values for commands.
2226 * 2500 *
2227 * Returns true if there are more actions we can do. 2501 * Returns true if there are more actions we can do.
2228 */ 2502 */
2503int
2229int handle_newcs_player(object *op) 2504handle_newcs_player (object *op)
2230{ 2505{
2231 if (op->contr->hidden) { 2506 if (op->contr->hidden)
2507 {
2232 op->invisible = 1000; 2508 op->invisible = 1000;
2233 /* the socket code flashes the player visible/invisible 2509 /* the socket code flashes the player visible/invisible
2234 * depending on the value of invisible, so we need to 2510 * depending on the value of invisible, so we need to
2235 * alternate it here for it to work correctly. 2511 * alternate it here for it to work correctly.
2236 */ 2512 */
2237 if (pticks & 2) op->invisible--; 2513 if (pticks & 2)
2238 }
2239 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2240 op->invisible--; 2514 op->invisible--;
2515 }
2516 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2517 {
2518 op->invisible--;
2241 if(!op->invisible) { 2519 if (!op->invisible)
2520 {
2242 make_visible(op); 2521 make_visible (op);
2243 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.");
2244 } 2523 }
2245 } 2524 }
2246 2525
2247 if (QUERY_FLAG(op, FLAG_SCARED)) { 2526 if (QUERY_FLAG (op, FLAG_SCARED))
2527 {
2248 flee_player(op); 2528 flee_player (op);
2249 /* 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 */
2250 if (QUERY_FLAG(op, FLAG_SCARED)) { 2530 if (QUERY_FLAG (op, FLAG_SCARED))
2531 {
2251 op->speed_left--; 2532 op->speed_left--;
2252 return 0; 2533 return 0;
2253 } 2534 }
2254 } 2535 }
2255 2536
2256 /* 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
2257 * 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
2258 * 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
2259 * 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.
2260 */ 2541 */
2261 if (op->contr->ranges[range_golem] && 2542 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2262 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2263 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2264 op->contr->ranges[range_golem] = NULL; 2543 op->contr->ranges[range_golem] = 0;
2265 op->contr->golem_count = 0;
2266 }
2267 2544
2268 /* 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
2269 * the players time has been increased when doericserver has been 2546 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here. 2547 * called, so we recheck it here.
2271 */ 2548 */
2272 HandleClient(&op->contr->socket, op->contr); 2549 op->contr->socket->handle_command ();
2273 if (op->speed_left<0) return 0; 2550 if (op->speed_left < 0)
2274
2275 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2276 /* All move commands take 1 tick, at least for now */
2277 op->speed_left--;
2278
2279 /* Instead of all the stuff below, let move_player take care
2280 * of it. Also, some of the skill stuff is only put in
2281 * there, as well as the confusion stuff.
2282 */
2283 move_player(op, op->direction);
2284 if (op->speed_left>0) return 1;
2285 else return 0;
2286 }
2287 return 0; 2551 return 0;
2288}
2289 2552
2290int save_life(object *op) { 2553 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2291 object *tmp; 2554 {
2555 /* All move commands take 1 tick, at least for now */
2556 op->speed_left--;
2292 2557
2293 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
2294 return 0; 2566 return 0;
2567 }
2295 2568
2296 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2569 return 0;
2297 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2570}
2298 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2571
2299 new_draw_info_format(NDI_UNIQUE, 0,op, 2572int
2300 "Your %s vibrates violently, then evaporates.", 2573save_life (object *op)
2301 query_name(tmp)); 2574{
2302 if (op->contr)
2303 esrv_del_item(op->contr, tmp->count);
2304 remove_ob(tmp);
2305 free_object(tmp);
2306 CLEAR_FLAG(op, FLAG_LIFESAVE);
2307 if(op->stats.hp<0)
2308 op->stats.hp = op->stats.maxhp;
2309 if(op->stats.food<0)
2310 op->stats.food = 999;
2311 fix_player(op);
2312 return 1;
2313 }
2314 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2575 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2316 enter_player_savebed(op); /* bring him home. */
2317 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;
2318} 2604}
2319 2605
2320/* 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
2321 * 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
2322 * 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
2323 * from. 2609 * from.
2324 */ 2610 */
2611void
2325void remove_unpaid_objects(object *op, object *env) 2612remove_unpaid_objects (object *op, object *env)
2326{ 2613{
2327 object *next; 2614 object *next;
2328 2615
2329 while (op) { 2616 while (op)
2617 {
2330 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
2331 * we remove object 'op' 2619 * we remove object 'op'
2332 */ 2620 */
2333 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2621 if (QUERY_FLAG (op, FLAG_UNPAID))
2622 {
2334 remove_ob(op); 2623 op->remove ();
2335 op->x = env->x; 2624 op->x = env->x;
2336 op->y = env->y; 2625 op->y = env->y;
2337 if (env->type == PLAYER) 2626 if (env->type == PLAYER)
2338 esrv_del_item(env->contr, op->count); 2627 esrv_del_item (env->contr, op->count);
2339 insert_ob_in_map(op, env->map, NULL,0); 2628 insert_ob_in_map (op, env->map, NULL, 0);
2340 } 2629 }
2630 else if (op->inv)
2341 else if (op->inv) remove_unpaid_objects(op->inv, env); 2631 remove_unpaid_objects (op->inv, env);
2632
2342 op=next; 2633 op = next;
2343 } 2634 }
2344} 2635}
2345 2636
2346 2637
2347/* 2638/*
2349 * Moved from apply.c to player.c - player.c is what 2640 * Moved from apply.c to player.c - player.c is what
2350 * actually uses this function. player.c may not be quite the 2641 * actually uses this function. player.c may not be quite the
2351 * best, a misc file for object actions is probably better, 2642 * best, a misc file for object actions is probably better,
2352 * but there isn't one in the server directory. 2643 * but there isn't one in the server directory.
2353 */ 2644 */
2645char *
2354char *gravestone_text (object *op) 2646gravestone_text (object *op)
2355{ 2647{
2356 static char buf2[MAX_BUF]; 2648 static char buf2[MAX_BUF];
2357 char buf[MAX_BUF]; 2649 char buf[MAX_BUF];
2358 time_t now = time (NULL); 2650 time_t now = time (NULL);
2359 2651
2360 strcpy (buf2, " R.I.P.\n\n"); 2652 strcpy (buf2, " R.I.P.\n\n");
2361 if (op->type == PLAYER) 2653 if (op->type == PLAYER)
2362 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2654 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2363 else 2655 else
2364 sprintf (buf, "%s\n", &op->name); 2656 sprintf (buf, "%s\n", &op->name);
2657
2365 strncat (buf2, " ", 20 - strlen (buf) / 2); 2658 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366 strcat (buf2, buf); 2659 strcat (buf2, buf);
2367 if (op->type == PLAYER) 2660 if (op->type == PLAYER)
2368 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);
2369 else 2662 else
2370 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
2371 strncat (buf2, " ", 20 - strlen (buf) / 2); 2665 strncat (buf2, " ", 20 - strlen (buf) / 2);
2372 strcat (buf2, buf); 2666 strcat (buf2, buf);
2373 if (op->type == PLAYER) { 2667 if (op->type == PLAYER)
2668 {
2374 sprintf (buf, "by %s.\n\n", op->contr->killer); 2669 sprintf (buf, "by %s.\n\n", op->contr->killer);
2375 strncat (buf2, " ", 21 - strlen (buf) / 2); 2670 strncat (buf2, " ", 21 - strlen (buf) / 2);
2376 strcat (buf2, buf); 2671 strcat (buf2, buf);
2377 } 2672 }
2673
2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2674 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2379 strncat (buf2, " ", 20 - strlen (buf) / 2); 2675 strncat (buf2, " ", 20 - strlen (buf) / 2);
2380 strcat (buf2, buf); 2676 strcat (buf2, buf);
2677
2381 return buf2; 2678 return buf2;
2382} 2679}
2383 2680
2384 2681
2385 2682
2683void
2386void do_some_living(object *op) { 2684do_some_living (object *op)
2685{
2387 int last_food=op->stats.food; 2686 int last_food = op->stats.food;
2388 int gen_hp, gen_sp, gen_grace; 2687 int gen_hp, gen_sp, gen_grace;
2389 int over_hp, over_sp, over_grace; 2688 int over_hp, over_sp, over_grace;
2390 int i; 2689 int i;
2391 int rate_hp = 1200; 2690 int rate_hp = 1200;
2392 int rate_sp = 2500; 2691 int rate_sp = 2500;
2393 int rate_grace = 2000; 2692 int rate_grace = 2000;
2394 const int max_hp = 1; 2693 const int max_hp = 1;
2395 const int max_sp = 1; 2694 const int max_sp = 1;
2396 const int max_grace = 1; 2695 const int max_grace = 1;
2397 2696
2398 if (op->contr->outputs_sync) { 2697 if (op->contr->outputs_sync)
2698 {
2399 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2699 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2400 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)
2401 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2402 flush_output_element(op, &op->contr->outputs[i]); 2701 flush_output_element (op, &op->contr->outputs[i]);
2403 } 2702 }
2404 2703
2405 if(op->contr->state==ST_PLAYING) { 2704 if (op->contr->state == ST_PLAYING)
2705 {
2406 2706
2407 /* these next three if clauses make it possible to SLOW DOWN 2707 /* these next three if clauses make it possible to SLOW DOWN
2408 hp/grace/spellpoint regeneration. */ 2708 hp/grace/spellpoint regeneration. */
2409 if(op->contr->gen_hp >= 0 ) 2709 if (op->contr->gen_hp >= 0)
2410 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2411 else { 2711 else
2712 {
2412 gen_hp = op->stats.maxhp; 2713 gen_hp = op->stats.maxhp;
2413 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2414 } 2715 }
2415 if(op->contr->gen_sp >= 0 ) 2716 if (op->contr->gen_sp >= 0)
2416 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2417 else { 2718 else
2719 {
2418 gen_sp = op->stats.maxsp; 2720 gen_sp = op->stats.maxsp;
2419 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2420 } 2722 }
2421 if(op->contr->gen_grace >= 0) 2723 if (op->contr->gen_grace >= 0)
2422 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2423 else { 2725 else
2726 {
2424 gen_grace = op->stats.maxgrace; 2727 gen_grace = op->stats.maxgrace;
2425 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2728 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2426 } 2729 }
2427 2730
2428 /* Regenerate Spell Points */ 2731 /* Regenerate Spell Points */
2429 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2732 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2733 {
2430 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);
2431 if(op->stats.sp<op->stats.maxsp) {
2432 op->stats.sp++;
2433 /* dms do not consume food */
2434 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2435 op->stats.food--;
2436 if(op->contr->digestion<0)
2437 op->stats.food+=op->contr->digestion;
2438 else if(op->contr->digestion>0 &&
2439 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2440 op->stats.food=last_food;
2441 }
2442 }
2443 if (max_sp>1) {
2444 over_sp = (gen_sp+10)/rate_sp;
2445 if (over_sp > 0) {
2446 if(op->stats.sp<op->stats.maxsp) { 2735 if (op->stats.sp < op->stats.maxsp)
2447 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2736 {
2448 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2449 op->stats.sp--; 2737 op->stats.sp++;
2450 if(op->stats.sp>op->stats.maxsp) 2738 /* dms do not consume food */
2451 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;
2452 } 2746 }
2453 op->last_sp=0;
2454 } else {
2455 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2456 }
2457 } else {
2458 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2459 }
2460 }
2461
2462 /* Regenerate Grace */
2463 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2464 if(--op->last_grace<0) {
2465 if(op->stats.grace<op->stats.maxgrace/2)
2466 op->stats.grace++; /* no penalty in food for regaining grace */
2467 if(max_grace>1) {
2468 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2469 if (over_grace > 0) {
2470 op->stats.sp += over_grace
2471 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2472 op->last_grace=0;
2473 } else {
2474 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2475 } 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 }
2476 } 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 {
2477 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);
2478 } 2797 }
2479 /* wearing stuff doesn't detract from grace generation. */ 2798 /* wearing stuff doesn't detract from grace generation. */
2480 } 2799 }
2481 2800
2482 /* Regenerate Hit Points */ 2801 /* Regenerate Hit Points */
2483 if(--op->last_heal<0) { 2802 if (--op->last_heal < 0)
2803 {
2484 if(op->stats.hp<op->stats.maxhp) { 2804 if (op->stats.hp < op->stats.maxhp)
2805 {
2485 op->stats.hp++; 2806 op->stats.hp++;
2486 /* dms do not consume food */ 2807 /* dms do not consume food */
2487 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2808 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 op->stats.food--; 2809 {
2810 op->stats.food--;
2489 if(op->contr->digestion<0) 2811 if (op->contr->digestion < 0)
2490 op->stats.food+=op->contr->digestion; 2812 op->stats.food += op->contr->digestion;
2491 else if(op->contr->digestion>0 && 2813 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food=last_food; 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 }
2494 } 2834 }
2495 }
2496 if(max_hp>1) {
2497 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2498 if (over_hp > 0) {
2499 op->stats.sp += over_hp
2500 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2501 op->last_heal=0;
2502 } else {
2503 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2504 }
2505 } else {
2506 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2507 }
2508 }
2509 2835
2510 /* Digestion */ 2836 /* Digestion */
2511 if(--op->last_eat<0) { 2837 if (--op->last_eat < 0)
2838 {
2512#ifdef COZY_SERVER 2839#ifdef COZY_SERVER
2513 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;
2514 int bonus=dg>0?dg:0, 2841 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2515 penalty=dg<0?-dg:0;
2516#else 2842#else
2517 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;
2518 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2519#endif 2844#endif
2520 2845
2521 if(op->contr->gen_hp > 0) 2846 if (op->contr->gen_hp > 0)
2522 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);
2523 else 2848 else
2524 op->last_eat=25*(1+bonus)/(penalty +1); 2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2525 /* dms do not consume food */ 2850 /* dms do not consume food */
2526 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2851 if (!QUERY_FLAG (op, FLAG_WIZ))
2527 } 2852 op->stats.food--;
2853 }
2528 } 2854 }
2529 2855
2530 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 {
2531 object *tmp, *flesh=NULL; 2858 object *tmp, *flesh = NULL;
2532 2859
2533 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2861 {
2534 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 {
2535 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2865 {
2536 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.");
2537 manual_apply(op,tmp,0); 2867 manual_apply (op, tmp, 0);
2538 if(op->stats.food>=0||op->stats.hp<0) 2868 if (op->stats.food >= 0 || op->stats.hp < 0)
2539 break; 2869 break;
2540 } 2870 }
2541 else if (tmp->type==FLESH) flesh=tmp; 2871 else if (tmp->type == FLESH)
2872 flesh = tmp;
2542 } /* End if paid for object */ 2873 } /* End if paid for object */
2543 } /* end of for loop */ 2874 } /* end of for loop */
2544 /* 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
2545 * eat flesh instead. 2876 * eat flesh instead.
2546 */ 2877 */
2547 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2879 {
2548 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.");
2549 manual_apply(op,flesh,0); 2881 manual_apply (op, flesh, 0);
2550 } 2882 }
2551 } /* end if player is starving */ 2883 } /* end if player is starving */
2552 2884
2553 while(op->stats.food<0&&op->stats.hp>0) 2885 while (op->stats.food < 0 && op->stats.hp > 0)
2554 op->stats.food++,op->stats.hp--; 2886 op->stats.food++, op->stats.hp--;
2555 2887
2556 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))
2557 kill_player(op); 2889 kill_player (op);
2558} 2890}
2559 2891
2560 2892
2561 2893
2562/* 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.
2563 * 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
2564 * permadeath, no lifesave), this will take care of removing the player 2896 * permadeath, no lifesave), this will take care of removing the player
2565 * file. 2897 * file.
2566 */ 2898 */
2899void
2567void kill_player(object *op) 2900kill_player (object *op)
2568{ 2901{
2569 char buf[MAX_BUF]; 2902 char buf[MAX_BUF];
2570 int x,y,i; 2903 int x, y;
2904
2905 //int i;
2571 mapstruct *map; /* this is for resurrection */ 2906 maptile *map; /* this is for resurrection */
2907
2572 int z; 2908 /* int z;
2573 int num_stats_lose; 2909 int num_stats_lose;
2574 int lost_a_stat; 2910 int lost_a_stat;
2575 int lose_this_stat; 2911 int lose_this_stat;
2576 int this_stat; 2912 int this_stat; */
2577 int will_kill_again; 2913 int will_kill_again;
2578 archetype *at; 2914 archetype *at;
2579 object *tmp; 2915 object *tmp;
2580 2916
2581 if(save_life(op)) 2917 if (save_life (op))
2582 return; 2918 return;
2583 2919
2584 2920
2585 /* 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
2586 * 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.
2587 * Look at op_on_battleground() for more info --AndreasV 2923 * Look at op_on_battleground() for more info --AndreasV
2588 */ 2924 */
2589 if (op_on_battleground(op, &x, &y)) { 2925 if (op_on_battleground (op, &x, &y))
2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2926 {
2591 "You have been defeated in combat!"); 2927 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2592 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2593 "Local medics have saved your life..."); 2929
2594
2595 /* restore player */ 2930 /* restore player */
2596 at = find_archetype("poisoning"); 2931 at = archetype::find ("poisoning");
2597 tmp=present_arch_in_ob(at,op); 2932 tmp = present_arch_in_ob (at, op);
2598 if (tmp) { 2933 if (tmp)
2599 remove_ob(tmp); 2934 {
2600 free_object(tmp); 2935 tmp->destroy ();
2601 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2936 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2602 } 2937 }
2603 2938
2604 at = find_archetype("confusion"); 2939 at = archetype::find ("confusion");
2605 tmp=present_arch_in_ob(at,op); 2940 tmp = present_arch_in_ob (at, op);
2606 if (tmp) { 2941 if (tmp)
2607 remove_ob(tmp); 2942 {
2608 free_object(tmp); 2943 tmp->destroy ();
2609 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2610 } 2945 }
2611 2946
2612 cure_disease(op,0); /* remove any disease */ 2947 cure_disease (op, 0); /* remove any disease */
2613 op->stats.hp=op->stats.maxhp; 2948 op->stats.hp = op->stats.maxhp;
2614 if (op->stats.food<=0) op->stats.food=999; 2949 if (op->stats.food <= 0)
2615 2950 op->stats.food = 999;
2951
2616 /* create a bodypart-trophy to make the winner happy */ 2952 /* create a bodypart-trophy to make the winner happy */
2617 tmp=arch_to_object(find_archetype("finger")); 2953 tmp = arch_to_object (archetype::find ("finger"));
2618 if (tmp != NULL) 2954 if (tmp != NULL)
2619 { 2955 {
2620 sprintf(buf,"%s's finger", &op->name); 2956 sprintf (buf, "%s's finger", &op->name);
2621 tmp->name = buf; 2957 tmp->name = buf;
2622 sprintf(buf," This finger has been cut off %s\n" 2958 sprintf (buf, " This finger has been cut off %s\n"
2623 " 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",
2624 &op->name, op->contr->title, (int)(op->level), 2960 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2625 op->contr->killer);
2626 tmp->msg=buf; 2961 tmp->msg = buf;
2627 tmp->value=0, tmp->material=0, tmp->type=0; 2962 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2628 tmp->materialname = NULL; 2963 tmp->materialname = NULL;
2629 tmp->x = op->x, tmp->y = op->y; 2964 tmp->x = op->x, tmp->y = op->y;
2630 insert_ob_in_map(tmp,op->map,op,0); 2965 insert_ob_in_map (tmp, op->map, op, 0);
2631 }
2632 2966 }
2967
2633 /* teleport defeated player to new destination*/ 2968 /* teleport defeated player to new destination */
2634 transfer_ob(op, x, y, 0, NULL); 2969 transfer_ob (op, x, y, 0, NULL);
2635 op->contr->braced=0; 2970 op->contr->braced = 0;
2636 return; 2971 return;
2637 } 2972 }
2638 2973
2639 INVOKE_PLAYER (DEATH, op->contr); 2974 INVOKE_PLAYER (DEATH, op->contr);
2640 2975
2641 command_kill_pets (op, 0); 2976 command_kill_pets (op, 0);
2642 2977
2643 if(op->stats.food<0) { 2978 if (op->stats.food < 0)
2979 {
2644 if (op->contr->explore) { 2980 if (op->contr->explore)
2981 {
2645 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");
2646 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2983 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2647 op->stats.food=999; 2984 op->stats.food = 999;
2648 return; 2985 return;
2649 } 2986 }
2650 sprintf(buf,"%s starved to death.",&op->name); 2987 sprintf (buf, "%s starved to death.", &op->name);
2651 strcpy(op->contr->killer,"starvation"); 2988 strcpy (op->contr->killer, "starvation");
2989 }
2990 else
2652 } 2991 {
2653 else {
2654 if (op->contr->explore) { 2992 if (op->contr->explore)
2993 {
2655 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");
2656 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2657 op->stats.hp=op->stats.maxhp; 2996 op->stats.hp = op->stats.maxhp;
2658 return; 2997 return;
2659 } 2998 }
2660 sprintf(buf,"%s died.", &op->name); 2999 sprintf (buf, "%s died.", &op->name);
2661 } 3000 }
2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3001 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2663 3002
2664 /* save the map location for corpse, gravestone*/ 3003 /* save the map location for corpse, gravestone */
2665 x=op->x;y=op->y;map=op->map; 3004 x = op->x;
3005 y = op->y;
3006 map = op->map;
2666 3007
2667 3008
2668 if (settings.not_permadeth == TRUE) { 3009 if (settings.not_permadeth == TRUE)
3010 {
2669 /* NOT_PERMADEATH code. This basically brings the character back to 3011 /* NOT_PERMADEATH code. This basically brings the character back to
2670 * 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.
2671 * 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.
2672 */ 3014 */
2673 3015
2674 /* Basically two ways to go - remove a stat permanently, or just 3016 /* Basically two ways to go - remove a stat permanently, or just
2675 * make it depletion. This bunch of code deals with that aspect 3017 * make it depletion. This bunch of code deals with that aspect
2676 * of death. 3018 * of death.
2677 */ 3019 */
2678#ifndef COZY_SERVER 3020#ifndef COZY_SERVER
2679 if (settings.balanced_stat_loss) { 3021 if (settings.balanced_stat_loss)
3022 {
2680 /* If stat loss is permanent, lose one stat only. */ 3023 /* If stat loss is permanent, lose one stat only. */
2681 /* 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
2682 more if they do. */ 3025 more if they do. */
2683 /* Higher level characters can afford things such as potions of 3026 /* Higher level characters can afford things such as potions of
2684 restoration, or better, stat potions. So we slug them that 3027 restoration, or better, stat potions. So we slug them that
2685 little bit harder. */ 3028 little bit harder. */
2686 /* GD */ 3029 /* GD */
2687 if (settings.stat_loss_on_death) 3030 if (settings.stat_loss_on_death)
2688 num_stats_lose = 1;
2689 else
2690 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2691 } else {
2692 num_stats_lose = 1; 3031 num_stats_lose = 1;
3032 else
3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3034 }
3035 else
2693 } 3036 {
3037 num_stats_lose = 1;
3038 }
2694 lost_a_stat = 0; 3039 lost_a_stat = 0;
2695 3040
2696 for (z=0; z<num_stats_lose; z++) { 3041 for (z = 0; z < num_stats_lose; z++)
3042 {
2697 i = RANDOM() % NUM_STATS; 3043 i = RANDOM () % NUM_STATS;
2698 3044
2699 if (settings.stat_loss_on_death) { 3045 if (settings.stat_loss_on_death)
3046 {
2700 /* 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
2701 * what he lost. 3048 * what he lost.
2702 */ 3049 */
2703 change_attr_value(&(op->stats), i,-1); 3050 change_attr_value (&(op->stats), i, -1);
2704 check_stat_bounds(&(op->stats)); 3051 check_stat_bounds (&(op->stats));
2705 change_attr_value(&(op->contr->orig_stats), i,-1); 3052 change_attr_value (&(op->contr->orig_stats), i, -1);
2706 check_stat_bounds(&(op->contr->orig_stats)); 3053 check_stat_bounds (&(op->contr->orig_stats));
2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3054 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2708 lost_a_stat = 1; 3055 lost_a_stat = 1;
3056 }
2709 } else { 3057 else
3058 {
2710 /* deplete a stat */ 3059 /* deplete a stat */
2711 archetype *deparch=find_archetype("depletion"); 3060 archetype *deparch = archetype::find ("depletion");
2712 object *dep; 3061 object *dep;
2713 3062
2714 dep = present_arch_in_ob(deparch,op); 3063 dep = present_arch_in_ob (deparch, op);
2715 if(!dep) { 3064 if (!dep)
3065 {
2716 dep = arch_to_object(deparch); 3066 dep = arch_to_object (deparch);
2717 insert_ob_in_ob(dep, op); 3067 insert_ob_in_ob (dep, op);
2718 } 3068 }
2719 lose_this_stat = 1; 3069 lose_this_stat = 1;
2720 if (settings.balanced_stat_loss) { 3070 if (settings.balanced_stat_loss)
3071 {
2721 /* GD */ 3072 /* GD */
2722 /* Get the stat that we're about to deplete. */ 3073 /* Get the stat that we're about to deplete. */
2723 this_stat = get_attr_value(&(dep->stats), i); 3074 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0) { 3075 if (this_stat < 0)
3076 {
2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 3077 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2726 int keep_chance = this_stat * this_stat; 3078 int keep_chance = this_stat * this_stat;
3079
2727 /* Yes, I am paranoid. Sue me. */ 3080 /* Yes, I am paranoid. Sue me. */
2728 if (keep_chance < 1) 3081 if (keep_chance < 1)
2729 keep_chance = 1; 3082 keep_chance = 1;
2730 3083
2731 /* There is a maximum depletion total per level. */ 3084 /* There is a maximum depletion total per level. */
2732 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)
2733 lose_this_stat = 0; 3094 lose_this_stat = 0;
2734 /* Take loss chance vs keep chance to see if we
2735 retain the stat. */
2736 } else {
2737 if (random_roll(0, loss_chance + keep_chance-1,
2738 op, PREFER_LOW) < keep_chance)
2739 lose_this_stat = 0;
2740 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", 3095 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2741 this_stat, keep_chance, loss_chance, 3096 this_stat, keep_chance, loss_chance,
2742 lose_this_stat?"LOSE":"KEEP"); */ 3097 lose_this_stat?"LOSE":"KEEP"); */
2743 } 3098 }
2744 } 3099 }
2745 } 3100 }
2746 3101
2747 if (lose_this_stat) { 3102 if (lose_this_stat)
3103 {
2748 this_stat = get_attr_value(&(dep->stats), i); 3104 this_stat = get_attr_value (&(dep->stats), i);
2749 /* We could try to do something clever like find another 3105 /* We could try to do something clever like find another
2750 * stat to reduce if this fails. But chances are, if 3106 * stat to reduce if this fails. But chances are, if
2751 * stats have been depleted to -50, all are pretty low 3107 * stats have been depleted to -50, all are pretty low
2752 * 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
2753 * difference. 3109 * difference.
2754 */ 3110 */
2755 if (this_stat>=-50) { 3111 if (this_stat >= -50)
3112 {
2756 change_attr_value(&(dep->stats), i, -1); 3113 change_attr_value (&(dep->stats), i, -1);
2757 SET_FLAG(dep, FLAG_APPLIED); 3114 SET_FLAG (dep, FLAG_APPLIED);
2758 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3115 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2759 fix_player(op); 3116 fix_player (op);
2760 lost_a_stat = 1; 3117 lost_a_stat = 1;
2761 } 3118 }
2762 } 3119 }
2763 } 3120 }
2764 } 3121 }
2765 /* If no stat lost, tell the player. */ 3122 /* If no stat lost, tell the player. */
2766 if (!lost_a_stat) 3123 if (!lost_a_stat)
2767 { 3124 {
2768 /* determine_god() seems to not work sometimes... why is this? 3125 /* determine_god() seems to not work sometimes... why is this?
2769 Should I be using something else? GD */ 3126 Should I be using something else? GD */
2770 const char *god = determine_god(op); 3127 const char *god = determine_god (op);
3128
2771 if (god && (strcmp(god, "none"))) 3129 if (god && (strcmp (god, "none")))
2772 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);
2773 "moment you feel the holy presence of %s protecting"
2774 " you.", god);
2775 else 3131 else
2776 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.");
2777 " 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);
2778 } 3291 }
2779#endif 3292 else
2780 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3293 delete_character (op->name, 1);
2781 " feel a holy presence protecting you from losing yourself completely.");
2782
2783 /* Put a gravestone up where the character 'almost' died. List the
2784 * exp loss on the stone.
2785 */
2786 tmp=arch_to_object(find_archetype("gravestone"));
2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf;
2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf;
2789 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2790 "who was killed\n"
2791 "by %s.\n",
2792 &op->name, op->contr->title,
2793 op->contr->killer);
2794 tmp->msg = buf;
2795 tmp->x=op->x,tmp->y=op->y;
2796 insert_ob_in_map (tmp, op->map, NULL,0);
2797
2798 /**************************************/
2799 /* */
2800 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */
2803 /* */
2804 /**************************************/
2805
2806 /* remove any poisoning and confusion the character may be suffering.*/
2807 /* restore player */
2808 at = find_archetype("poisoning");
2809 tmp=present_arch_in_ob(at,op);
2810 if (tmp) {
2811 remove_ob(tmp);
2812 free_object(tmp);
2813 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2814 }
2815
2816 at = find_archetype("confusion");
2817 tmp=present_arch_in_ob(at,op);
2818 if (tmp) {
2819 remove_ob(tmp);
2820 free_object(tmp);
2821 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2822 }
2823 cure_disease(op,0); /* remove any disease */
2824 3294 }
2825 /*add_exp(op, (op->stats.exp * -0.20)); */
2826 apply_death_exp_penalty(op);
2827 if(op->stats.food < 100) op->stats.food = 900;
2828 op->stats.hp = op->stats.maxhp;
2829 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2830 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2831 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);
2832 /* 3332 }
2833 * 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)))
2834 * the player has any unpaid items. If so, remove them and put them back
2835 * in the map.
2836 */
2837
2838 if (is_in_shop (op))
2839 remove_unpaid_objects(op->inv, op);
2840
2841 /****************************************/
2842 /* */
2843 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */
2845 /* */
2846 /****************************************/
2847
2848 enter_player_savebed(op);
2849
2850 /* Save the player before inserting the force to reduce
2851 * chance of abuse.
2852 */
2853 op->contr->braced=0;
2854 save_player(op,1);
2855
2856 /* it is possible that the player has blown something up
2857 * at his savebed location, and that can have long lasting
2858 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player.
2860 */
2861 will_kill_again=0;
2862 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2863 if (tmp->type ==SPELL_EFFECT)
2864 will_kill_again|=tmp->attacktype;
2865 } 3334 {
2866 if (will_kill_again) { 3335 if (tmp->nrof > 1)
2867 object *force; 3336 {
2868 int at; 3337 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2869 3338 tmp2->destroy ();
2870 force=get_archetype(FORCE_NAME); 3339 insert_ob_in_map (tmp, op->map, NULL, 0);
2871 /* 50 ticks should be enough time for the spell to abate */
2872 force->speed=0.1;
2873 force->speed_left=-5.0;
2874 SET_FLAG(force, FLAG_APPLIED);
2875 for (at=0; at<NROFATTACKS; at++) {
2876 if (will_kill_again & (1 << at))
2877 force->resist[at] = 100;
2878 } 3340 }
2879 insert_ob_in_ob(force, op);
2880 fix_player(op);
2881
2882 }
2883 /**************************************/
2884 /* */
2885 /* Repaint the characters inv, and */
2886 /* stats, and show a nasty message ;) */
2887 /* */
2888 /**************************************/
2889
2890 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2891 return;
2892 } /* NOT_PERMADETH */
2893 else {
2894 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2895 * should probably be embedded in an else statement.
2896 */
2897
2898 op->contr->party=NULL;
2899 if (settings.set_title == TRUE)
2900 op->contr->own_title[0]='\0';
2901 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2902 check_score(op);
2903 if(op->contr->ranges[range_golem]!=NULL) {
2904 remove_friendly_object(op->contr->ranges[range_golem]);
2905 remove_ob(op->contr->ranges[range_golem]);
2906 free_object(op->contr->ranges[range_golem]);
2907 op->contr->ranges[range_golem]=NULL;
2908 op->contr->golem_count=0;
2909 }
2910 loot_object(op); /* Remove some of the items for good */
2911 remove_ob(op);
2912 op->direction=0;
2913
2914 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2915 delete_character(op->name,0);
2916 if (settings.resurrection == TRUE) {
2917 /* save playerfile sans equipment when player dies
2918 ** then save it as player.pl.dead so that future resurrection
2919 ** type spells will work on them nicely
2920 */
2921 delete_character(op->name,0);
2922 op->stats.hp = op->stats.maxhp;
2923 op->stats.food = 999;
2924
2925 /* set the location of where the person will reappear when */
2926 /* maybe resurrection code should fix map also */
2927 strcpy(op->contr->maplevel, settings.emergency_mapname);
2928 if(op->map!=NULL)
2929 op->map = NULL;
2930 op->x = settings.emergency_x;
2931 op->y = settings.emergency_y;
2932 save_player(op,0);
2933 op->map = map;
2934 /* please see resurrection.c: peterm */
2935 dead_player(op);
2936 } else { 3341 else
2937 delete_character(op->name,1); 3342 tmp->destroy ();
2938 } 3343 }
2939 } 3344 else
2940 play_again(op);
2941
2942 /* peterm: added to create a corpse at deathsite. */
2943 tmp=arch_to_object(find_archetype("corpse_pl"));
2944 sprintf(buf,"%s", &op->name);
2945 tmp->name = tmp->name_pl = buf;
2946 tmp->level=op->level;
2947 tmp->x=x;tmp->y=y;
2948 tmp->msg = gravestone_text(op);
2949 SET_FLAG (tmp, FLAG_UNIQUE);
2950 insert_ob_in_map (tmp, map, NULL,0);
2951 }
2952}
2953
2954
2955void loot_object(object *op) { /* Grab and destroy some treasure */
2956 object *tmp,*tmp2,*next;
2957
2958 if (op->container) { /* close open sack first */
2959 esrv_apply_container (op, op->container);
2960 }
2961
2962 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2963 next=tmp->below;
2964 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2965 remove_ob(tmp);
2966 tmp->x=op->x,tmp->y=op->y;
2967 if (tmp->type == CONTAINER) { /* empty container to ground */
2968 loot_object(tmp);
2969 }
2970 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2971 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2972 if(tmp->nrof>1) {
2973 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2974 free_object(tmp2);
2975 insert_ob_in_map(tmp,op->map,NULL,0); 3345 insert_ob_in_map (tmp, op->map, NULL, 0);
2976 } else
2977 free_object(tmp);
2978 } else
2979 insert_ob_in_map(tmp,op->map,NULL,0);
2980 } 3346 }
2981} 3347}
2982 3348
2983/* 3349/*
2984 * fix_weight(): Check recursively the weight of all players, and fix 3350 * fix_weight(): Check recursively the weight of all players, and fix
2985 * 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
2986 * was changed. 3352 * was changed.
2987 */ 3353 */
2988 3354
3355void
2989void fix_weight(void) { 3356fix_weight (void)
3357{
2990 player *pl; 3358 player *pl;
3359
2991 for (pl = first_player; pl != NULL; pl = pl->next) { 3360 for (pl = first_player; pl != NULL; pl = pl->next)
3361 {
2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3363
2993 if(old == sum) 3364 if (old == sum)
2994 continue; 3365 continue;
2995 fix_player(pl->ob); 3366 fix_player (pl->ob);
2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3367 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2997 &pl->ob->name, old, sum);
2998 } 3368 }
2999} 3369}
3000 3370
3371void
3001void fix_luck(void) { 3372fix_luck (void)
3373{
3002 player *pl; 3374 player *pl;
3375
3003 for (pl = first_player; pl != NULL; pl = pl->next) 3376 for (pl = first_player; pl != NULL; pl = pl->next)
3004 if (!pl->ob->contr->state) 3377 if (!pl->ob->contr->state)
3005 change_luck(pl->ob, 0); 3378 change_luck (pl->ob, 0);
3006} 3379}
3007 3380
3008 3381
3009/* cast_dust() - handles op throwing objects of type 'DUST'. 3382/* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically 3383 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object. 3384 * just treat this as any other spell casting object.
3012 */ 3385 */
3013 3386
3014void 3387void
3015cast_dust (object * op, object * throw_ob, int dir) 3388cast_dust (object *op, object *throw_ob, int dir)
3016{ 3389{
3017 object *skop, *spob; 3390 object *skop, *spob;
3018 3391
3019 skop = find_skill_by_name (op, throw_ob->skill); 3392 skop = find_skill_by_name (op, throw_ob->skill);
3020 3393
3021 /* casting POTION 'dusts' is really a use_magic_item skill */ 3394 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3395 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 { 3396 {
3024 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);
3025 &op->name);
3026 return; 3398 return;
3027 } 3399 }
3028 3400
3029 spob = throw_ob->inv; 3401 spob = throw_ob->inv;
3030 3402
3031 // 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
3032 // 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
3033 // errors should be reported as early as possible IMHO) 3405 // errors should be reported as early as possible IMHO)
3034 if (!spob) 3406 if (!spob)
3035 { 3407 {
3036 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);
3037 &throw_ob->name, &op->name);
3038 return; 3409 return;
3039 } 3410 }
3040 3411
3041 if (op->type == PLAYER) 3412 if (op->type == PLAYER)
3042 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);
3043 3414
3044 cast_spell (op, throw_ob, dir, spob, NULL); 3415 cast_spell (op, throw_ob, dir, spob, NULL);
3045 3416
3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3417 throw_ob->destroy ();
3047 remove_ob (throw_ob);
3048 free_object (throw_ob);
3049} 3418}
3050 3419
3420void
3051void make_visible (object *op) { 3421make_visible (object *op)
3422{
3052 op->hide = 0; 3423 op->hide = 0;
3053 op->invisible = 0; 3424 op->invisible = 0;
3054 if(op->type==PLAYER) { 3425 if (op->type == PLAYER)
3426 {
3055 op->contr->tmp_invis = 0; 3427 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0; 3428 op->contr->invis_race = 0;
3057 } 3429 }
3058 update_object(op,UP_OBJ_FACE); 3430 update_object (op, UP_OBJ_FACE);
3059} 3431}
3060 3432
3433int
3061int is_true_undead(object *op) { 3434is_true_undead (object *op)
3435{
3062 object *tmp=NULL; 3436 object *tmp = NULL;
3063 3437
3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3439 return 1;
3065 3440
3066 if(op->type==PLAYER) 3441 if (op->type == PLAYER)
3067 for(tmp=op->inv;tmp;tmp=tmp->below) 3442 for (tmp = op->inv; tmp; tmp = tmp->below)
3068 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3443 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3069 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3444 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3445 return 1;
3070 return 0; 3446 return 0;
3071} 3447}
3072 3448
3073/* look at the surrounding terrain to determine 3449/* look at the surrounding terrain to determine
3074 * the hideability of this object. Positive levels 3450 * the hideability of this object. Positive levels
3075 * indicate greater hideability. 3451 * indicate greater hideability.
3076 */ 3452 */
3077 3453
3454int
3078int hideability(object *ob) { 3455hideability (object *ob)
3456{
3079 int i,level=0, mflag; 3457 int i, level = 0, mflag;
3080 sint16 x,y; 3458 sint16 x, y;
3081 3459
3082 if(!ob||!ob->map) return 0; 3460 if (!ob || !ob->map)
3461 return 0;
3083 3462
3084 /* so, on normal lighted maps, its hard to hide */ 3463 /* so, on normal lighted maps, its hard to hide */
3085 level=ob->map->darkness - 2; 3464 level = ob->map->darkness - 2;
3086 3465
3087 /* this also picks up whether the object is glowing. 3466 /* this also picks up whether the object is glowing.
3088 * 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
3089 * as bad as carrying a light on a pitch dark map */ 3468 * as bad as carrying a light on a pitch dark map */
3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3469 if (has_carried_lights (ob))
3470 level = -(10 + (2 * ob->map->darkness));
3091 3471
3092 /* scan through all nearby squares for terrain to hide in */ 3472 /* scan through all nearby squares for terrain to hide in */
3093 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 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 {
3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3475 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3095 if (mflag & P_OUT_OF_MAP) { continue; } 3476 if (mflag & P_OUT_OF_MAP)
3477 {
3478 continue;
3479 }
3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3480 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 3481 level += 2;
3098 else /* open terrain! */ 3482 else /* open terrain! */
3099 level -= 1; 3483 level -= 1;
3100 } 3484 }
3101 3485
3102#if 0 3486#if 0
3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3487 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3104#endif 3488#endif
3105 return level; 3489 return level;
3106} 3490}
3107 3491
3108/* For Hidden creatures - a chance of becoming 'unhidden' 3492/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 3493 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 3494 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 3495 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 3496 */
3113 3497
3498void
3114void do_hidden_move (object *op) { 3499do_hidden_move (object *op)
3500{
3115 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3501 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3116 object *skop; 3502 object *skop;
3117 3503
3118 if(!op || !op->map) return; 3504 if (!op || !op->map)
3505 return;
3119 3506
3120 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3507 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3121 3508
3122 /* 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! */
3123 if(op->type==PLAYER && op->contr->run_on) { 3510 if (op->type == PLAYER && op->contr->run_on)
3511 {
3124 if(!skop || num >= skop->level) { 3512 if (!skop || num >= skop->level)
3513 {
3125 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!");
3126 make_visible(op); 3515 make_visible (op);
3127 return; 3516 return;
3517 }
3518 else
3128 } else num += 20; 3519 num += 20;
3129 } 3520 }
3130 num += op->map->difficulty; 3521 num += op->map->difficulty;
3131 hide = hideability(op); /* modify by terrain hidden level */ 3522 hide = hideability (op); /* modify by terrain hidden level */
3132 num -= hide; 3523 num -= hide;
3133 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3524 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3525 {
3134 make_visible(op); 3526 make_visible (op);
3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3527 if (op->type == PLAYER)
3136 "You moved out of hiding! You are visible!"); 3528 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3137 } 3529 }
3138 else if (op->type == PLAYER && skop) { 3530 else if (op->type == PLAYER && skop)
3531 {
3139 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);
3140 } 3533 }
3141} 3534}
3142 3535
3143/* determine if who is standing near a hostile creature. */ 3536/* determine if who is standing near a hostile creature. */
3144 3537
3538int
3145int stand_near_hostile( object *who ) { 3539stand_near_hostile (object *who)
3540{
3146 object *tmp=NULL; 3541 object *tmp = NULL;
3147 int i,friendly=0,player=0, mflags; 3542 int i, friendly = 0, player = 0, mflags;
3148 mapstruct *m; 3543 maptile *m;
3149 sint16 x,y; 3544 sint16 x, y;
3150 3545
3151 if(!who) return 0; 3546 if (!who)
3547 return 0;
3152 3548
3153 if(who->type==PLAYER) player=1; 3549 if (who->type == PLAYER)
3550 player = 1;
3551
3552 else
3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3553 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3155 3554
3156 /* search adjacent squares */ 3555 /* search adjacent squares */
3157 for(i=1;i<9;i++) { 3556 for (i = 1; i < 9; i++)
3557 {
3158 x = who->x+freearr_x[i]; 3558 x = who->x + freearr_x[i];
3159 y = who->y+freearr_y[i]; 3559 y = who->y + freearr_y[i];
3160 m = who->map; 3560 m = who->map;
3161 mflags = get_map_flags(m, &m, x, y, &x, &y); 3561 mflags = get_map_flags (m, &m, x, y, &x, &y);
3162 /* space must be blocked if there is a monster. If not 3562 /* space must be blocked if there is a monster. If not
3163 * blocked, don't need to check this space. 3563 * blocked, don't need to check this space.
3164 */ 3564 */
3165 if (mflags & P_OUT_OF_MAP) continue; 3565 if (mflags & P_OUT_OF_MAP)
3566 continue;
3166 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)))
3167 3568 continue;
3569
3168 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)
3169 if((player||friendly) 3571 {
3170 &&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)
3171 return 1; 3578 return 1;
3172 else if(tmp->type==PLAYER)
3173 {
3174 /*don't let a hidden DM prevent you from hiding*/
3175 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176 return 1;
3177 } 3579 }
3178 } 3580 }
3179 } 3581 }
3180 return 0; 3582 return 0;
3181} 3583}
3182 3584
3183/* check the player los field for viewability of the 3585/* check the player los field for viewability of the
3184 * object op. This function works fine for monsters, 3586 * object op. This function works fine for monsters,
3185 * 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
3192 * 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.
3193 * -b.t. 3595 * -b.t.
3194 * This function is now map tiling safe. 3596 * This function is now map tiling safe.
3195 */ 3597 */
3196 3598
3599int
3197int player_can_view (object *pl,object *op) { 3600player_can_view (object *pl, object *op)
3601{
3198 rv_vector rv; 3602 rv_vector rv;
3199 int dx,dy; 3603 int dx, dy;
3200 3604
3201 if(pl->type!=PLAYER) { 3605 if (pl->type != PLAYER)
3606 {
3202 LOG(llevError,"player_can_view() called for non-player object\n"); 3607 LOG (llevError, "player_can_view() called for non-player object\n");
3203 return -1; 3608 return -1;
3204 } 3609 }
3205 if (!pl || !op) return 0; 3610 if (!pl || !op)
3206
3207 if(op->head) { op = op->head; }
3208 get_rangevector(pl, op, &rv, 0x1);
3209
3210 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any
3212 * part that is in the los array but isnt on
3213 * a blocked los square.
3214 * we use the archetype to figure out offsets.
3215 */
3216 while(op) {
3217 dx = rv.distance_x + op->arch->clone.x;
3218 dy = rv.distance_y + op->arch->clone.y;
3219
3220 /* only the viewable area the player sees is updated by LOS
3221 * code, so we need to restrict ourselves to that range of values
3222 * for any meaningful values.
3223 */
3224 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3225 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3226 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3227 return 1;
3228 op = op->more;
3229 }
3230 return 0; 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;
3231} 3641}
3232 3642
3233/* routine for both players and monsters. We call this when 3643/* routine for both players and monsters. We call this when
3234 * there is a possibility for our action distrubing our hiding 3644 * there is a possibility for our action distrubing our hiding
3235 * place or invisiblity spell. Artefact invisiblity is not 3645 * place or invisiblity spell. Artefact invisiblity is not
3236 * effected by this. If we arent invisible to begin with, we 3646 * effected by this. If we arent invisible to begin with, we
3237 * return 0. 3647 * return 0.
3238 */ 3648 */
3649int
3239int action_makes_visible (object *op) { 3650action_makes_visible (object *op)
3651{
3240 3652
3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3653 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3654 {
3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3655 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3243 return 0; 3656 return 0;
3244 3657
3245 if (op->contr && op->contr->tmp_invis == 0) return 0; 3658 if (op->contr && op->contr->tmp_invis == 0)
3659 return 0;
3246 3660
3247 /* If monsters, they should become visible */ 3661 /* If monsters, they should become visible */
3248 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3662 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3663 {
3249 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");
3250 return 1; 3665 return 1;
3251 } 3666 }
3252 } 3667 }
3253 return 0; 3668 return 0;
3254} 3669}
3255 3670
3256/* op_on_battleground - checks if the given object op (usually 3671/* op_on_battleground - checks if the given object op (usually
3257 * a player) is standing on a valid battleground-tile, 3672 * a player) is standing on a valid battleground-tile,
3258 * function returns TRUE/FALSE. If true x, y returns the battleground 3673 * function returns TRUE/FALSE. If true x, y returns the battleground
3259 * -exit-coord. (and if x, y not NULL) 3674 * -exit-coord. (and if x, y not NULL)
3260 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3675 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3261 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3676 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3262 * Default is to do the same as before, so only people wanting to have different points need worry about this 3677 * Default is to do the same as before, so only people wanting to have different points need worry about this
3263 */ 3678 */
3679int
3264int op_on_battleground (object *op, int *x, int *y) { 3680op_on_battleground (object *op, int *x, int *y)
3681{
3265 object *tmp; 3682 object *tmp;
3266 3683
3267 /* A battleground-tile needs the following attributes to be valid: 3684 /* A battleground-tile needs the following attributes to be valid:
3268 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3685 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3269 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3686 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270 * and the exit-coordinates sp/hp must both be > 0. 3687 * and the exit-coordinates sp/hp must both be > 0.
3271 * => The intention here is to prevent abuse of the battleground- 3688 * => The intention here is to prevent abuse of the battleground-
3272 * feature (like pickable or hidden battleground tiles). */ 3689 * feature (like pickable or hidden battleground tiles). */
3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3690 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3691 {
3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3692 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3693 {
3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3694 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3276 strcmp(tmp->name, "battleground")==0 && 3695 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3277 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3696 {
3278 /*before we assign the exit, check if this is a teambattle*/ 3697 /*before we assign the exit, check if this is a teambattle */
3279 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 {
3280 object *invtmp; 3700 object *invtmp;
3701
3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3702 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3282 if(invtmp->type==FORCE && invtmp->slaying && 3703 {
3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3704 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3705 {
3284 if (x != NULL && y != NULL) 3706 if (x != NULL && y != NULL)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3707 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286 return 1; 3708 return 1;
3709 }
3287 } 3710 }
3288 } 3711 }
3289 }
3290 if (x != NULL && y != NULL) 3712 if (x != NULL && y != NULL)
3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3713 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3292 return 1; 3714 return 1;
3715 }
3293 } 3716 }
3294 }
3295 } 3717 }
3296 /* If we got here, did not find a battleground */ 3718 /* If we got here, did not find a battleground */
3297 return 0; 3719 return 0;
3298} 3720}
3299 3721
3300/* 3722/*
3304 * attributes: 3726 * attributes:
3305 * object *who the dragon player 3727 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus 3728 * int atnr the attack-number of the ability focus
3307 * int level ability level 3729 * int level ability level
3308 */ 3730 */
3731void
3309void dragon_ability_gain(object *who, int atnr, int level) { 3732dragon_ability_gain (object *who, int atnr, int level)
3733{
3310 treasurelist *trlist = NULL; /* treasurelist */ 3734 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */ 3735 treasure *tr; /* treasure */
3312 object *tmp,*skop; /* tmp. object */ 3736 object *tmp, *skop; /* tmp. object */
3313 object *item; /* treasure object */ 3737 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */ 3738 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i=0, j=0; 3739 int i = 0, j = 0;
3316 3740
3317 /* get the appropriate treasurelist */ 3741 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE) 3742 if (atnr == ATNR_FIRE)
3319 trlist = find_treasurelist("dragon_ability_fire"); 3743 trlist = find_treasurelist ("dragon_ability_fire");
3320 else if (atnr == ATNR_COLD) 3744 else if (atnr == ATNR_COLD)
3321 trlist = find_treasurelist("dragon_ability_cold"); 3745 trlist = find_treasurelist ("dragon_ability_cold");
3322 else if (atnr == ATNR_ELECTRICITY) 3746 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = find_treasurelist("dragon_ability_elec"); 3747 trlist = find_treasurelist ("dragon_ability_elec");
3324 else if (atnr == ATNR_POISON) 3748 else if (atnr == ATNR_POISON)
3325 trlist = find_treasurelist("dragon_ability_poison"); 3749 trlist = find_treasurelist ("dragon_ability_poison");
3326 3750
3327 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))
3328 return; 3768 return;
3329 3769
3330 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);
3331 tr = tr->next, i++); 3771 do_learn_spell (who, item, 0);
3332 3772 return;
3333 if (tr == NULL || tr->item == NULL) { 3773 }
3334 /* 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))
3335 return; 3784 return;
3336 }
3337
3338 /* everything seems okay - now bring on the gift: */
3339 item = &(tr->item->clone);
3340
3341 if (item->type == SPELL) {
3342 if (check_spell_known (who, item->name))
3343 return;
3344
3345 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3346 do_learn_spell (who, item, 0);
3347 return;
3348 }
3349
3350 /* grant direct spell */
3351 if (item->type == SPELLBOOK) {
3352 if (!item->inv) {
3353 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3354 return;
3355 }
3356 if (check_spell_known (who, item->inv->name))
3357 return;
3358 if (item->invisible) { 3785 if (item->invisible)
3786 {
3359 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);
3360 do_learn_spell (who, item->inv, 0); 3788 do_learn_spell (who, item->inv, 0);
3361 return; 3789 return;
3362 } 3790 }
3363 } 3791 }
3364 else if (item->type == SKILL_TOOL && item->invisible) { 3792 else if (item->type == SKILL_TOOL && item->invisible)
3793 {
3365 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 {
3366 3796
3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3797 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3368 * in this way, if the player is missing any of the attacktypes, he gets 3798 * in this way, if the player is missing any of the attacktypes, he gets
3369 * them. As it is now, if the player has any that match the granted skill, 3799 * them. As it is now, if the player has any that match the granted skill,
3370 * but not all of them, he gets nothing. 3800 * but not all of them, he gets nothing.
3371 */ 3801 */
3372 if (!(skop->attacktype & item->attacktype)) { 3802 if (!(skop->attacktype & item->attacktype))
3803 {
3373 /* Give new attacktype */ 3804 /* Give new attacktype */
3374 skop->attacktype |= item->attacktype; 3805 skop->attacktype |= item->attacktype;
3375 3806
3376 /* always add physical if there's none */ 3807 /* always add physical if there's none */
3377 skop->attacktype |= AT_PHYSICAL; 3808 skop->attacktype |= AT_PHYSICAL;
3378 3809
3379 if (item->msg != NULL) 3810 if (item->msg != NULL)
3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3811 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3381 3812
3382 /* Give player new face */ 3813 /* Give player new face */
3383 if (item->animation_id) { 3814 if (item->animation_id)
3815 {
3384 who->face = skop->face; 3816 who->face = skop->face;
3385 who->animation_id = item->animation_id; 3817 who->animation_id = item->animation_id;
3386 who->anim_speed = item->anim_speed; 3818 who->anim_speed = item->anim_speed;
3387 who->last_anim = 0; 3819 who->last_anim = 0;
3388 who->state = 0; 3820 who->state = 0;
3389 animate_object(who, who->direction); 3821 animate_object (who, who->direction);
3390 } 3822 }
3391 } 3823 }
3392 } 3824 }
3393 } 3825 }
3394 else if (item->type == FORCE) { 3826 else if (item->type == FORCE)
3827 {
3395 /* forces in the treasurelist can alter the player's stats */ 3828 /* forces in the treasurelist can alter the player's stats */
3396 object *skin; 3829 object *skin;
3830
3397 /* first get the dragon skin force */ 3831 /* first get the dragon skin force */
3398 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);
3399 skin=skin->below);
3400 if (skin == NULL) return; 3833 if (skin == NULL)
3401 3834 return;
3835
3402 /* adding new spellpath attunements */ 3836 /* adding new spellpath attunements */
3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 {
3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3839 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405 3840
3406 /* print message */ 3841 /* print message */
3407 sprintf(buf, "You feel attuned to "); 3842 sprintf (buf, "You feel attuned to ");
3408 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3843 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3844 {
3409 if(item->path_attuned & (1<<i)) { 3845 if (item->path_attuned & (1 << i))
3846 {
3410 if (j) 3847 if (j)
3411 strcat(buf," and "); 3848 strcat (buf, " and ");
3412 else 3849 else
3413 j = 1; 3850 j = 1;
3414 strcat(buf, spellpathnames[i]); 3851 strcat (buf, spellpathnames[i]);
3415 } 3852 }
3416 } 3853 }
3417 strcat(buf,"."); 3854 strcat (buf, ".");
3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3855 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419 } 3856 }
3420 3857
3421 /* evtl. adding flags: */ 3858 /* evtl. adding flags: */
3422 if(QUERY_FLAG(item, FLAG_XRAYS)) 3859 if (QUERY_FLAG (item, FLAG_XRAYS))
3423 SET_FLAG(skin, FLAG_XRAYS); 3860 SET_FLAG (skin, FLAG_XRAYS);
3424 if(QUERY_FLAG(item, FLAG_STEALTH)) 3861 if (QUERY_FLAG (item, FLAG_STEALTH))
3425 SET_FLAG(skin, FLAG_STEALTH); 3862 SET_FLAG (skin, FLAG_STEALTH);
3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3863 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3427 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3864 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3428 3865
3429 /* print message if there is one */ 3866 /* print message if there is one */
3430 if (item->msg != NULL) 3867 if (item->msg != NULL)
3431 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
3432 } 3871 {
3433 else {
3434 /* generate misc. treasure */ 3872 /* generate misc. treasure */
3435 tmp = arch_to_object (tr->item); 3873 tmp = arch_to_object (tr->item);
3436 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));
3437 tmp = insert_ob_in_ob (tmp, who); 3875 tmp = insert_ob_in_ob (tmp, who);
3438 if (who->type == PLAYER) 3876 if (who->type == PLAYER)
3439 esrv_send_item(who, tmp); 3877 esrv_send_item (who, tmp);
3440 } 3878 }
3441} 3879}
3442 3880
3443/** 3881/**
3444 * 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
3445 * not readied. 3883 * not readied.
3446 */ 3884 */
3885void
3447void player_unready_range_ob(player *pl, object *ob) { 3886player_unready_range_ob (player *pl, object *ob)
3887{
3448 rangetype i; 3888 rangetype i;
3449 3889
3450 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 {
3451 if (pl->ranges[i] == ob) { 3892 if (pl->ranges[i] == ob)
3893 {
3452 pl->ranges[i] = NULL; 3894 pl->ranges[i] = NULL;
3453 if (pl->shoottype == i) { 3895 if (pl->shoottype == i)
3896 {
3454 pl->shoottype = range_none; 3897 pl->shoottype = range_none;
3455 } 3898 }
3456 } 3899 }
3457 } 3900 }
3458} 3901}

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