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Comparing deliantra/server/server/player.C (file contents):
Revision 1.11 by root, Tue Aug 29 08:01:37 2006 UTC vs.
Revision 1.48 by root, Tue Dec 19 05:41:22 2006 UTC

1/*
2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.11 2006/08/29 08:01:37 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 return;
88
89 motd[0] = '\0';
90 size = 0;
91
92 while (fgets (buf, MAX_BUF, fp) != NULL)
93 {
94 if (*buf == '#')
95 continue;
96
97 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf);
99 }
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
106send_rules (const object *op)
107{
108 char buf[MAX_BUF];
109 char rules[HUGE_BUF];
110 FILE *fp;
111 int comp;
112 int size;
113
114 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
115 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
116 return;
117
118 rules[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (size + strlen (buf) >= HUGE_BUF)
127 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break;
130 }
131
132 strncat (rules + size, buf, HUGE_BUF - size);
133 size += strlen (buf);
134 }
135
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp);
138}
139
140void
141send_news (const object *op)
142{
143 char buf[MAX_BUF];
144 char news[HUGE_BUF];
145 char subject[MAX_BUF];
146 FILE *fp;
147 int comp;
148 int size;
149
150 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return;
153
154 news[0] = '\0';
155 subject[0] = '\0';
156 size = 0;
157
158 while (fgets (buf, MAX_BUF, fp) != NULL)
159 {
160 if (*buf == '#')
161 continue;
162
163 if (*buf == '%')
164 { /* send one news */
165 if (size > 0)
166 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 */
167 strcpy (subject, buf + 1);
168 strip_endline (subject);
169 size = 0;
170 news[0] = '\0';
171 }
172 else
173 {
174 if (size + strlen (buf) >= HUGE_BUF)
175 {
176 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
177 break;
77 } 178 }
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); 179 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 180 size += strlen (buf);
170 } 181 }
171 }
172 182 }
183
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 185 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); 186 close_and_delete (fp, comp);
179} 187}
180 188
189int
181int playername_ok(const char *cp) { 190playername_ok (const char *cp)
191{
182 /* Don't allow - or _ as first character in the name */ 192 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0; 193 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; 194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
189} 201}
190 202
191/* This no longer sets the player map. Also, it now updates 203/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that. 204 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map. 205 * Caller is responsible for setting the correct map.
197 * Hopefully this will be less bugfree and simpler. 209 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null, 210 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle 211 * we create a new one. Otherwise, we recycle
200 * the one that is passed. 212 * the one that is passed.
201 */ 213 */
202static player* get_player(player *p) { 214static player *
215get_player (player *p)
216{
203 object *op=arch_to_object(get_player_archetype(NULL)); 217 object *op = arch_to_object (get_player_archetype (0));
204 int i; 218 int i;
205 219
206 if (!p) {
207 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210
211 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224
225 p->next = NULL;
226 }
227
228 /* Clears basically the entire player structure except 220 /* Clears basically the entire player structure except
229 * for next and socket. 221 * for next and socket.
230 */ 222 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 223 p->clear ();
232 p->attachable_init (); //HACK
233 224
234 /* There are some elements we want initialized to non zero value - 225 /* There are some elements we want initialized to non zero value -
235 * we deal with that below this point. 226 * we deal with that below this point.
236 */ 227 */
237 p->party=NULL; 228 p->party = NULL;
238 p->outputs_sync=16; /* Every 2 seconds */ 229 p->outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count=1; /* Keeps present behaviour */ 230 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 231 p->unapply = unapply_nochoice;
241 p->Swap_First = -1; 232 p->Swap_First = -1;
242 233
243#ifdef AUTOSAVE 234#ifdef AUTOSAVE
244 p->last_save_tick = 9999999; 235 p->last_save_tick = 9999999;
245#endif 236#endif
246 237
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
248 239
249 op->contr=p; /* this aren't yet in archetype */ 240 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op; 241 p->ob = op;
251 op->speed_left=0.5; 242 op->speed_left = 0.5;
252 op->speed=1.0; 243 op->speed = 1.0;
253 op->direction=5; /* So player faces south */ 244 op->direction = 5; /* So player faces south */
254 op->stats.wc=2; 245 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */ 246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats(op); 251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
259 p->state=ST_ROLL_STAT; 254 p->state = ST_ROLL_STAT;
260 clear_los(op); 255 clear_los (op);
261 256
262 p->gen_sp_armour=10; 257 p->gen_sp_armour = 10;
263 p->last_speed= -1; 258 p->last_speed = -1;
264 p->shoottype=range_none; 259 p->shoottype = range_none;
265 p->bowtype=bow_normal; 260 p->bowtype = bow_normal;
266 p->petmode=pet_normal; 261 p->petmode = pet_normal;
267 p->listening=10; 262 p->listening = 10;
268 p->usekeys=containers; 263 p->usekeys = containers;
269 p->last_weapon_sp= -1; 264 p->last_weapon_sp = -1;
270 p->peaceful=1; /* default peaceful */ 265 p->peaceful = 1; /* default peaceful */
271 p->do_los=1; 266 p->do_los = 1;
272 p->explore=0; 267 p->explore = 0;
273 p->no_shout=0; /* default can shout */
274 268
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 269 assign (p->title, op->arch->clone.name);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race); 270 op->race = op->arch->clone.race;
278 271
279 CLEAR_FLAG(op,FLAG_READY_SKILL); 272 CLEAR_FLAG (op, FLAG_READY_SKILL);
280 273
281 /* we need to clear these to -1 and not zero - otherwise, 274 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont 275 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start 276 * send new values to the client, as things like exp start
284 * at zero. 277 * at zero.
285 */ 278 */
286 for (i=0; i < NUM_SKILLS; i++) { 279 for (i = 0; i < NUM_SKILLS; i++)
280 {
287 p->last_skill_exp[i] = -1; 281 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL; 282 p->last_skill_ob[i] = NULL;
289 } 283 }
284
290 for (i=0; i < NROFATTACKS; i++) { 285 for (i = 0; i < NROFATTACKS; i++)
291 p->last_resist[i] = -1; 286 p->last_resist[i] = -1;
292 } 287
293 p->last_stats.exp = -1; 288 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1; 289 p->last_weight = (uint32) - 1;
295 290
296 p->socket.update_look=0; 291 p->socket->update_look = 0;
297 p->socket.look_position=0; 292 p->socket->look_position = 0;
293
298 return p; 294 return p;
299} 295}
300
301 296
302/* This loads the first map an puts the player on it. */ 297/* This loads the first map an puts the player on it. */
298static void
303static void set_first_map(object *op) 299set_first_map (object *op)
304{ 300{
305 strcpy(op->contr->maplevel, first_map_path); 301 strcpy (op->contr->maplevel, first_map_path);
306 op->x = -1; 302 op->x = -1;
307 op->y = -1; 303 op->y = -1;
308 enter_exit(op, NULL); 304 enter_exit (op, 0);
309} 305}
310 306
311/* Tries to add player on the connection passwd in ns. 307/* Tries to add player on the connection passwd in ns.
312 * All we can really get in this is some settings like host and display 308 * All we can really get in this is some settings like host and display
313 * mode. 309 * mode.
314 */ 310 */
315 311
316int add_player(NewSocket *ns) { 312int
317 player *p; 313add_player (client *ns)
314{
315 player *p = new player;
318 316
319 p=get_player(NULL);
320 p->socket = *ns; 317 p->socket = ns;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 318 ns->pl = p;
322 if(p->socket.faces_sent == NULL) 319
323 fatal(OUT_OF_MEMORY); 320 p->next = first_player;
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 321 first_player = p;
325 /* Needed because the socket we just copied over needs to be cleared. 322
326 * Note that this can result in a client reset if there is partial data 323 p = get_player (p);
327 * on the uncoming socket. 324
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 325 set_first_map (p->ob);
331 326
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob); 328 add_friendly_object (p->ob);
334 send_rules(p->ob); 329 send_rules (p->ob);
335 send_news(p->ob); 330 send_news (p->ob);
336 display_motd(p->ob); 331 display_motd (p->ob);
337 get_name(p->ob); 332 get_name (p->ob);
333
338 return 0; 334 return 0;
339} 335}
340 336
341/* 337/*
342 * get_player_archetype() return next player archetype from archetype 338 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 339 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 340 * Note: there MUST be at least one player archetype!
345 */ 341 */
342archetype *
346archetype *get_player_archetype(archetype* at) 343get_player_archetype (archetype *at)
347{ 344{
348 archetype *start = at; 345 archetype *start = at;
346
349 for (;;) { 347 for (;;)
348 {
350 if (at==NULL || at->next==NULL) 349 if (at == NULL || at->next == NULL)
351 at=first_archetype; 350 at = first_archetype;
352 else 351 else
353 at=at->next; 352 at = at->next;
353
354 if(at->clone.type==PLAYER) 354 if (at->clone.type == PLAYER)
355 return at; 355 return at;
356
356 if (at == start) { 357 if (at == start)
358 {
357 LOG (llevError, "No Player archetypes\n"); 359 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 360 exit (-1);
359 } 361 }
360 } 362 }
361} 363}
362 364
363 365object *
364object *get_nearest_player(object *mon) { 366get_nearest_player (object *mon)
367{
365 object *op = NULL; 368 object *op = NULL;
366 player *pl = NULL; 369 player *pl = NULL;
367 objectlink *ol; 370 objectlink *ol;
368 unsigned lastdist; 371 unsigned lastdist;
369 rv_vector rv; 372 rv_vector rv;
370 373
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
375 {
372 /* We should not find free objects on this friendly list, but it 376 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 377 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 378 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 379 * list is also free, so encapsulate this in a while loop.
376 */ 380 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 381 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
382 {
378 object *tmp=ol->ob; 383 object *tmp = ol->ob;
379 384
380 /* Can't do much more other than log the fact, because the object 385 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 386 * itself will have been cleared.
382 */ 387 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 389 ol = ol->next;
385 remove_friendly_object(tmp); 390 remove_friendly_object (tmp);
391 if (!ol)
386 if (!ol) return op; 392 return op;
387 } 393 }
388 394
389 /* Remove special check for player from this. First, it looks to cause 395 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more 396 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 397 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would 398 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 399 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 400 * on_same_map check, as can_detect_enemy also does this
395 */ 401 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 402 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 403 continue;
398 404
399 if(lastdist>rv.distance) { 405 if (lastdist > rv.distance)
406 {
400 op=ol->ob; 407 op = ol->ob;
401 lastdist=rv.distance; 408 lastdist = rv.distance;
402 } 409 }
403 } 410 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 411 for (pl = first_player; pl != NULL; pl = pl->next)
412 {
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 413 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
406 415
407 if(lastdist>rv.distance) { 416 if (lastdist > rv.distance)
417 {
408 op=pl->ob; 418 op = pl->ob;
409 lastdist=rv.distance; 419 lastdist = rv.distance;
410 } 420 }
411 } 421 }
412 } 422 }
413#if 0 423#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 425#endif
416 return op; 426 return op;
417} 427}
418 428
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 429/* I believe this can safely go to 2, 3 is questionable, 4 will likely
420 * result in a monster paths backtracking. It basically determines how large a 430 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 431 * detour a monster will take from the direction path when looking
458 * monster can in fact move one space in that direction. 468 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 469 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 470 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 471 * is blocking itself.
462 */ 472 */
473int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 474path_to_player (object *mon, object *pl, unsigned mindiff)
475{
464 rv_vector rv; 476 rv_vector rv;
465 sint16 x,y; 477 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 478 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 479 maptile *m, *lastmap;
468 480
469 get_rangevector(mon, pl, &rv, 0); 481 get_rangevector (mon, pl, &rv, 0);
470 482
471 if (rv.distance<mindiff) return 0; 483 if (rv.distance < mindiff)
484 return 0;
472 485
473 x=mon->x; 486 x = mon->x;
474 y=mon->y; 487 y = mon->y;
475 m=mon->map; 488 m = mon->map;
476 dir = rv.direction; 489 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 490 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 491 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */ 492 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 493 if (diff > max)
494 return 0;
481 while (diff >1 && max>0) { 495 while (diff > 1 && max > 0)
496 {
482 lastx = x; 497 lastx = x;
483 lasty = y; 498 lasty = y;
484 lastmap = m; 499 lastmap = m;
485 x = lastx + freearr_x[dir]; 500 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 501 y = lasty + freearr_y[dir];
487 502
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 503 mflags = get_map_flags (m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 504 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 505
491 /* Space is blocked - try changing direction a little */ 506 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 507 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) { 508 && (m == mon->map && blocked_link (mon, m, x, y))))
509 {
494 /* recalculate direction from last good location. Possible 510 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 511 * we were not traversing ideal location before.
496 */ 512 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 513 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 514 if (rv.direction != dir)
515 {
499 /* OK - says direction should be different - lets reset the 516 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 517 * the values so it will try again.
501 */ 518 */
502 x = lastx; 519 x = lastx;
503 y = lasty; 520 y = lasty;
504 m = lastmap; 521 m = lastmap;
505 dir = firstdir = rv.direction; 522 dir = firstdir = rv.direction;
523 }
506 } else { 524 else
525 {
507 /* direct path is blocked - try taking a side step to 526 /* direct path is blocked - try taking a side step to
508 * either the left or right. 527 * either the left or right.
509 * Note increase the values in the loop below to be 528 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 529 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 530 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try 531 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 532 * stepping back and forth
514 */ 533 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 534 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
535 {
536 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 537 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 538 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 539 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 540 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 541 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 542 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 543 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 544 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 545 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 546 * the last direction the creature has successfully
526 * moved. 547 * moved.
527 */ 548 */
528 549
529 x = lastx + freearr_x[absdir(lastdir+i)]; 550 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 551 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 552 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 553 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 554 if (mflags & P_OUT_OF_MAP)
555 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 556 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 557 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
558 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 559 if (mflags & P_BLOCKSVIEW)
560 continue;
537 561
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 562 if (m == mon->map && blocked_link (mon, m, x, y))
563 break;
539 } 564 }
540 /* go through entire loop without finding a valid 565 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 566 * sidestep to take - thus, no valid path.
542 */ 567 */
543 if (i==(DETOUR_AMOUNT+1)) 568 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 569 return 0;
545 diff--; 570 diff--;
546 lastdir=dir; 571 lastdir = dir;
547 max--; 572 max--;
548 if (!firstdir) firstdir = dir+i; 573 if (!firstdir)
574 firstdir = dir + i;
549 } /* else check alternate directions */ 575 } /* else check alternate directions */
550 } /* if blocked */ 576 } /* if blocked */
551 else { 577 else
578 {
552 /* we moved towards creature, so diff is less */ 579 /* we moved towards creature, so diff is less */
553 diff--; 580 diff--;
554 max--; 581 max--;
555 lastdir=dir; 582 lastdir = dir;
583 if (!firstdir)
556 if (!firstdir) firstdir = dir; 584 firstdir = dir;
585 }
586 if (diff <= 1)
557 } 587 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 588 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 589 * headed toward player for entire distance.
561 */ 590 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 592 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
564 } 593 }
565 if (diff>max) return 0; 594 if (diff > max)
595 return 0;
566 } 596 }
567 /* If we reached the max, didn't find a direction in time */ 597 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 598 if (!max)
599 return 0;
569 600
570 return firstdir; 601 return firstdir;
571} 602}
572 603
604void
573void give_initial_items(object *pl,treasurelist *items) { 605give_initial_items (object *pl, treasurelist * items)
606{
574 object *op,*next=NULL; 607 object *op, *next = NULL;
575 608
576 if(pl->randomitems!=NULL) 609 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 610 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 611
579 for (op=pl->inv; op; op=next) { 612 for (op = pl->inv; op; op = next)
613 {
580 next = op->below; 614 next = op->below;
581 615
582 /* Forces get applied per default, unless they have the 616 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 617 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 618 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 619 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 620 SET_FLAG (op, FLAG_APPLIED);
587 621
588 /* we never give weapons/armour if these cannot be used 622 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 623 * by this player due to race restrictions
590 */ 624 */
591 if (pl->type == PLAYER) { 625 if (pl->type == PLAYER)
626 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 627 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 628 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 629 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 630 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 631 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 } 632 {
602 } 633 op->destroy ();
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue; 634 continue;
622 } 635 }
623 if (op->nrof > 1) op->nrof = 1; 636 }
637
638 /* This really needs to be better - we should really give
639 * a substitute spellbook. The problem is that we don't really
640 * have a good idea what to replace it with (need something like
641 * a first level treasurelist for each skill.)
642 * remove duplicate skills also
643 */
644 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 645 {
646 object *tmp;
625 647
648 for (tmp = op->below; tmp; tmp = tmp->below)
649 if (tmp->type == op->type && tmp->name == op->name)
650 break;
651
652 if (tmp)
653 {
654 op->destroy ();
655 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
656 continue;
657 }
658
659 if (op->nrof > 1)
660 op->nrof = 1;
661 }
662
626 if (op->type == SPELLBOOK && op->inv) { 663 if (op->type == SPELLBOOK && op->inv)
664 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 665 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 666 }
629 667
630 /* Give starting characters identified, uncursed, and undamned 668 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 669 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 670 * merged properly.
633 */ 671 */
634 if (need_identify(op)) { 672 if (need_identify (op))
673 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 674 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 675 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 676 CLEAR_FLAG (op, FLAG_DAMNED);
677 }
678 if (op->type == SPELL)
638 } 679 {
639 if(op->type==SPELL) { 680 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 681 continue;
682 }
683 else if (op->type == SKILL)
643 } 684 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 685 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 686 op->stats.exp = 0;
647 op->level = 1; 687 op->level = 1;
648 } 688 }
649 /* lock all 'normal items by default */ 689 /* lock all 'normal items by default */
690 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 691 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 692 } /* for loop of objects in player inv */
652 693
653 /* Need to set up the skill pointers */ 694 /* Need to set up the skill pointers */
654 link_player_skills(pl); 695 link_player_skills (pl);
655} 696}
656 697
698void
657void get_name(object *op) { 699get_name (object *op)
700{
658 op->contr->write_buf[0]='\0'; 701 op->contr->write_buf[0] = '\0';
659 op->contr->state=ST_GET_NAME; 702 op->contr->state = ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:"); 703 send_query (op->contr->socket, 0, "What is your name?\n:");
661} 704}
662 705
706void
663void get_password(object *op) { 707get_password (object *op)
708{
664 op->contr->write_buf[0]='\0'; 709 op->contr->write_buf[0] = '\0';
665 op->contr->state=ST_GET_PASSWORD; 710 op->contr->state = ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:"); 711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
667} 712}
668 713
714void
669void play_again(object *op) 715play_again (object *op)
670{ 716{
671 op->contr->state=ST_PLAY_AGAIN; 717 op->contr->state = ST_PLAY_AGAIN;
672 op->chosen_skill = NULL; 718 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); 719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th 720 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll 721 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick 722 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without 723 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense 724 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all 725 * to leave it to play_again to remove the object in all
680 * cases. 726 * cases.
681 */ 727 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED)) 728 if (!QUERY_FLAG (op, FLAG_REMOVED))
683 remove_ob(op); 729 op->remove ();
684 /* Need to set this to null - otherwise, it could point to garbage, 730 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if 731 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out. 732 * the map is null or not swapped out.
687 */ 733 */
688 op->map = NULL; 734 op->map = NULL;
689} 735}
690 736
691 737int
692int receive_play_again(object *op, char key) 738receive_play_again (object *op, char key)
693{ 739{
694 if(key=='q'||key=='Q') { 740 if (key == 'q' || key == 'Q')
741 {
695 remove_friendly_object(op); 742 remove_friendly_object (op);
696 leave(op->contr,0); /* ericserver will draw the message */ 743 leave (op->contr, 0); /* ericserver will draw the message */
697 return 2; 744 return 2;
698 } 745 }
699 else if(key=='a'||key=='A') { 746 else if (key == 'a' || key == 'A')
747 {
700 player *pl = op->contr; 748 player *pl = op->contr;
701 const char *name = op->name; 749 shstr name = op->name;
702 750
703 add_refcount(name); 751 op->contr = 0;
704 remove_friendly_object(op); 752 op->type = 0;
705 free_object(op); 753 op->destroy (1);
706 pl = get_player(pl); 754 pl = get_player (pl);
707 op = pl->ob; 755 op = pl->ob;
708 add_friendly_object(op); 756 add_friendly_object (op);
709 op->contr->password[0]='~'; 757 op->contr->password[0] = '~';
710 FREE_AND_CLEAR_STR(op->name); 758 op->name = op->name_pl = 0;
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */ 759 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n"); 760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
715 get_name(op); 761 get_name (op);
716 op->name = name; /* Alrady added a refcount above */ 762 op->name = op->name_pl = name;
717 op->name_pl = add_string(name);
718 set_first_map(op); 763 set_first_map (op);
719 } else { 764 }
765 else
720 /* user pressed something else so just ask again... */ 766 /* user pressed something else so just ask again... */
721 play_again(op); 767 play_again (op);
722 } 768
723 return 0; 769 return 0;
724} 770}
725 771
772void
726void confirm_password(object *op) { 773confirm_password (object *op)
774{
727 775
728 op->contr->write_buf[0]='\0'; 776 op->contr->write_buf[0] = '\0';
729 op->contr->state=ST_CONFIRM_PASSWORD; 777 op->contr->state = ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731} 779}
732 780
781void
733void get_party_password(object *op, partylist *party) { 782get_party_password (object *op, partylist *party)
783{
734 if (party == NULL) { 784 if (party == NULL)
785 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 787 return;
737 } 788 }
738 op->contr->write_buf[0]='\0'; 789 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 790 op->contr->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 791 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 793}
743 794
744 795
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int
746int roll_stat(void) { 798roll_stat (void)
799{
747 int a[4],i,j,k; 800 int a[4], i, j, k;
748 801
749 for(i=0;i<4;i++) 802 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 803 a[i] = (int) RANDOM () % 6 + 1;
751 804
752 for(i=0,j=0,k=7;i<4;i++) 805 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 806 if (a[i] < k)
754 k=a[i],j=i; 807 k = a[i], j = i;
755 808
756 for(i=0,k=0;i<4;i++) { 809 for (i = 0, k = 0; i < 4; i++)
810 {
757 if(i!=j) 811 if (i != j)
758 k+=a[i]; 812 k += a[i];
759 } 813 }
760 return k; 814 return k;
761} 815}
762 816
817void
763void roll_stats(object *op) { 818roll_stats (object *op)
819{
764 int sum=0; 820 int sum = 0;
765 int i = 0, j = 0; 821 int i = 0, j = 0;
766 int statsort[7]; 822 int statsort[7];
767 823
824 do
768 do { 825 {
769 op->stats.Str=roll_stat(); 826 op->stats.Str = roll_stat ();
770 op->stats.Dex=roll_stat(); 827 op->stats.Dex = roll_stat ();
771 op->stats.Int=roll_stat(); 828 op->stats.Int = roll_stat ();
772 op->stats.Con=roll_stat(); 829 op->stats.Con = roll_stat ();
773 op->stats.Wis=roll_stat(); 830 op->stats.Wis = roll_stat ();
774 op->stats.Pow=roll_stat(); 831 op->stats.Pow = roll_stat ();
775 op->stats.Cha=roll_stat(); 832 op->stats.Cha = roll_stat ();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
777 op->stats.Con+op->stats.Wis+op->stats.Pow+ 834 }
778 op->stats.Cha;
779 } while(sum<82||sum>116); 835 while (sum < 82 || sum > 116);
780 836
781 /* Sort the stats so that rerolling is easier... */ 837 /* Sort the stats so that rerolling is easier... */
782 statsort[0] = op->stats.Str; 838 statsort[0] = op->stats.Str;
783 statsort[1] = op->stats.Dex; 839 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int; 840 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con; 841 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis; 842 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow; 843 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha; 844 statsort[6] = op->stats.Cha;
789 845
790 /* a quick and dirty bubblesort? */ 846 /* a quick and dirty bubblesort? */
847 do
791 do { 848 {
792 if (statsort[i] < statsort[i + 1]) { 849 if (statsort[i] < statsort[i + 1])
850 {
793 j = statsort[i]; 851 j = statsort[i];
794 statsort[i] = statsort[i + 1]; 852 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j; 853 statsort[i + 1] = j;
796 i = 0; 854 i = 0;
855 }
797 } else { 856 else
857 {
798 i++; 858 i++;
799 } 859 }
860 }
800 } while (i < 6); 861 while (i < 6);
801 862
802 op->stats.Str = statsort[0]; 863 op->stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 864 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 865 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 866 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 867 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 868 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 869 op->stats.Cha = statsort[6];
809 870
810 871
811 op->contr->orig_stats.Str=op->stats.Str; 872 op->contr->orig_stats.Str = op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex; 873 op->contr->orig_stats.Dex = op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int; 874 op->contr->orig_stats.Int = op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con; 875 op->contr->orig_stats.Con = op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis; 876 op->contr->orig_stats.Wis = op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow; 877 op->contr->orig_stats.Pow = op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha; 878 op->contr->orig_stats.Cha = op->stats.Cha;
818 879
819 op->level=1; 880 op->level = 1;
820 op->stats.exp=0; 881 op->stats.exp = 0;
821 op->stats.ac=0; 882 op->stats.ac = 0;
822 883
823 op->contr->levhp[1] = 9; 884 op->contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 885 op->contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 886 op->contr->levgrace[1] = 3;
826 887
827 fix_player(op); 888 fix_player (op);
828 op->stats.hp = op->stats.maxhp; 889 op->stats.hp = op->stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 890 op->stats.sp = op->stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 891 op->stats.grace = op->stats.maxgrace;
831 op->contr->orig_stats=op->stats; 892 op->contr->orig_stats = op->stats;
832} 893}
833 894
895void
834void Roll_Again(object *op) 896Roll_Again (object *op)
835{ 897{
836 esrv_new_player(op->contr, 0); 898 esrv_new_player (op->contr, 0);
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
837 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)? "); 900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838} 901}
839 902
903void
840void Swap_Stat(object *op,int Swap_Second) 904Swap_Stat (object *op, int Swap_Second)
841{ 905{
842 signed char tmp; 906 signed char tmp;
843 char buf[MAX_BUF]; 907 char buf[MAX_BUF];
844 908
845 if ( op->contr->Swap_First == -1 ) { 909 if (op->contr->Swap_First == -1)
910 {
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,"); 912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au"); 913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
849 return; 914 return;
850 } 915 }
851 916
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
853 918
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856 920
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
858 922
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 924 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 925 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex; 926 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con; 927 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int; 928 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis; 929 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow; 930 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha; 931 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0; 932 op->stats.ac = 0;
869 933
870 op->level=1; 934 op->level = 1;
871 op->stats.exp=0; 935 op->stats.exp = 0;
872 op->stats.ac=0; 936 op->stats.ac = 0;
873 937
874 op->contr->levhp[1] = 9; 938 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6; 939 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3; 940 op->contr->levgrace[1] = 3;
877 941
878 fix_player(op); 942 fix_player (op);
879 op->stats.hp = op->stats.maxhp; 943 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp; 944 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace; 945 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats; 946 op->contr->orig_stats = op->stats;
883 op->contr->Swap_First=-1; 947 op->contr->Swap_First = -1;
884} 948}
885 949
886 950
887/* This code has been greatly reduced, because with set_attr_value 951/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric 952 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered 953 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats 954 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how 955 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation. 956 * the number's access that stat. The table does that translation.
893 */ 957 */
958int
894int key_roll_stat(object *op, char key) 959key_roll_stat (object *op, char key)
895{ 960{
896 int keynum = key -'0'; 961 int keynum = key - '0';
897 char buf[MAX_BUF]; 962 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
899 964
900 if (keynum>0 && keynum<=7) { 965 if (keynum > 0 && keynum <= 7)
966 {
901 if (op->contr->Swap_First==-1) { 967 if (op->contr->Swap_First == -1)
968 {
902 op->contr->Swap_First=stat_trans[keynum]; 969 op->contr->Swap_First = stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 971 new_draw_info (NDI_UNIQUE, 0, op, buf);
905 } 972 }
906 else 973 else
907 Swap_Stat(op,stat_trans[keynum]); 974 Swap_Stat (op, stat_trans[keynum]);
908 975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
910 return 1; 1011 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920 1012
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 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");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y': 1013 case 'q':
937 case 'Y': 1014 case 'Q':
938 roll_stats(op); 1015 play_again (op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1; 1016 return 1;
941 1017
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default: 1018 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
949 return 0; 1020 return 0;
950 } 1021 }
951 return 0; 1022 return 0;
952} 1023}
953 1024
954/* This function takes the key that is passed, and does the 1025/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 1026 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 1027 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 1028 * separate race and class; this actually changes the RACE,
958 * not the class. 1029 * not the class.
959 */ 1030 */
960 1031
1032int
961int key_change_class(object *op, char key) 1033key_change_class (object *op, char key)
962{ 1034{
963 int tmp_loop; 1035 int tmp_loop;
964 1036
965 if(key=='q'||key=='Q') { 1037 if (key == 'q' || key == 'Q')
1038 {
966 remove_ob(op); 1039 op->remove ();
967 play_again(op); 1040 play_again (op);
968 return 0; 1041 return 0;
969 } 1042 }
970 if(key=='d'||key=='D') { 1043 if (key == 'd' || key == 'D')
1044 {
971 char buf[MAX_BUF]; 1045 char buf[MAX_BUF];
972 1046
973 /* this must before then initial items are given */ 1047 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 1048 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 1049
1050 treasurelist *tl = find_treasurelist ("starting_wealth");
1051 if (tl)
1052 create_treasure (tl, op, 0, 0, 0);
1053
977 INVOKE_PLAYER (BIRTH, op->contr); 1054 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 1055 INVOKE_PLAYER (LOGIN, op->contr);
979 1056
980 op->contr->state=ST_PLAYING; 1057 op->contr->state = ST_PLAYING;
981 1058
982 if (op->msg) { 1059 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 1060 op->msg = NULL;
985 }
986 1061
987 /* We create this now because some of the unique maps will need it 1062 /* We create this now because some of the unique maps will need it
988 * to save here. 1063 * to save here.
989 */ 1064 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 1066 make_path_to_file (buf);
992 1067
993#ifdef AUTOSAVE 1068#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 1069 op->contr->last_save_tick = pticks;
995#endif 1070#endif
996 start_info(op); 1071 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 1072 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 1073 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 1074 link_player_skills (op);
1000 esrv_send_inventory(op, op); 1075 esrv_send_inventory (op, op);
1001 fix_player(op); 1076 fix_player (op);
1002 1077
1003 /* This moves the player to a different start map, if there 1078 /* This moves the player to a different start map, if there
1004 * is one for this race 1079 * is one for this race
1005 */ 1080 */
1006 if(*first_map_ext_path) { 1081 if (*first_map_ext_path)
1082 {
1007 object *tmp; 1083 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 1084 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 1085
1011 first_map_ext_path, op->arch->name); 1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 1087 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 1088 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 1089 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 1090 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 1091 enter_exit (op, tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 1092 * if the map isn't there, then stay on the
1018 * default initial map */ 1093 * default initial map */
1019 free_object(tmp); 1094 tmp->destroy ();
1095 }
1020 } else { 1096 else
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 1097 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 1098
1023 return 0; 1099 return 0;
1024 } 1100 }
1025 1101
1026 /* Following actually changes the race - this is the default command 1102 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 1103 * if we don't match with one of the options above.
1028 */ 1104 */
1029 1105
1030 tmp_loop = 0; 1106 tmp_loop = 0;
1031 while(!tmp_loop) { 1107 while (!tmp_loop)
1032 const char *name = add_string (op->name); 1108 {
1109 shstr name = op->name;
1033 int x = op->x, y = op->y; 1110 int x = op->x, y = op->y;
1111
1034 remove_statbonus(op); 1112 remove_statbonus (op);
1035 remove_ob (op); 1113 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 1114 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 1115 op->arch->clone.copy_to (op);
1038 op->instantiate (); 1116 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 1117 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 1118 op->name = op->name_pl = name;
1041 op->name = name;
1042 free_string(op->name_pl);
1043 op->name_pl = add_string(name);
1044 op->x = x; 1119 op->x = x;
1045 op->y = y; 1120 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 1121 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 1122 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1123 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 1124 add_statbonus (op);
1051 tmp_loop=allowed_class(op); 1125 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 1126 }
1127
1055 update_object(op,UP_OBJ_FACE); 1128 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 1129 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 1130 fix_player (op);
1058 op->stats.hp=op->stats.maxhp; 1131 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 1132 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 1133 op->stats.grace = 0;
1134
1061 if (op->msg) 1135 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 1136 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0; 1139 return 0;
1065} 1140}
1066 1141
1142int
1067int key_confirm_quit(object *op, char key) 1143key_confirm_quit (object *op, char key)
1068{ 1144{
1069 char buf[MAX_BUF]; 1145 char buf[MAX_BUF];
1070 1146
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1072 op->contr->state=ST_PLAYING; 1149 op->contr->state = ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1074 return 1; 1151 return 1;
1075 } 1152 }
1076 1153
1077 INVOKE_PLAYER (LOGOUT, op->contr); 1154 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 1155 INVOKE_PLAYER (QUIT, op->contr);
1079 1156
1080 terminate_all_pets(op); 1157 terminate_all_pets (op);
1081 leave_map(op); 1158 leave_map (op);
1082 op->direction=0; 1159 op->direction = 0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1084 "%s quits the game.",op->name);
1085 1161
1086 strcpy(op->contr->killer,"quit"); 1162 strcpy (op->contr->killer, "quit");
1087 check_score(op); 1163 check_score (op);
1088 op->contr->party=NULL; 1164 op->contr->party = NULL;
1089 if (settings.set_title == TRUE) 1165 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 1166 op->contr->own_title[0] = '\0';
1091 1167
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1093 mapstruct *mp, *next; 1170 maptile *mp, *next;
1094 1171
1095 /* We need to hunt for any per player unique maps in memory and 1172 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional, 1173 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname 1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */ 1175 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1101 next = mp->next; 1179 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf))) 1180 if (!strncmp (mp->path, buf, strlen (buf)))
1103 delete_map(mp); 1181 delete_map (mp);
1104 }
1105 1182 }
1183
1106 delete_character(op->name, 1); 1184 delete_character (op->name, 1);
1107 } 1185 }
1186
1108 play_again(op); 1187 play_again (op);
1109 return 1; 1188 return 1;
1110} 1189}
1111 1190
1191void
1112void flee_player(object *op) { 1192flee_player (object *op)
1193{
1113 int dir,diff; 1194 int dir, diff;
1114 rv_vector rv; 1195 rv_vector rv;
1115 1196
1116 if(op->stats.hp < 0) { 1197 if (op->stats.hp < 0)
1198 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1199 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1200 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 1201 return;
1120 } 1202 }
1121 1203
1122 if(op->enemy==NULL) { 1204 if (op->enemy == NULL)
1205 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1206 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 1207 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 1208 return;
1126 } 1209 }
1127 1210
1128 /* Seen some crashes here. Since we don't store an 1211 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 1212 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 1213 * actual enemy, and the object is recycled.
1131 */ 1214 */
1132 if (op->enemy->map == NULL) { 1215 if (op->enemy->map == NULL)
1216 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1217 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 1218 op->enemy = NULL;
1135 return; 1219 return;
1136 } 1220 }
1137 1221
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1222 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1223 {
1139 op->enemy=NULL; 1224 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1225 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1226 return;
1142 } 1227 }
1143 get_rangevector(op, op->enemy, &rv, 0); 1228 get_rangevector (op, op->enemy, &rv, 0);
1144 1229
1145 dir=absdir(4+rv.direction); 1230 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1231 for (diff = 0; diff < 3; diff++)
1232 {
1147 int m=1-(RANDOM()&2); 1233 int m = 1 - (RANDOM () & 2);
1148 if(move_ob(op,absdir(dir+diff*m),op)|| 1234
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) { 1235 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1150 return;
1151 } 1236 {
1237 return;
1238 }
1152 } 1239 }
1153 /* Cornered, get rid of scared */ 1240 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1241 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1242 op->enemy = NULL;
1156} 1243}
1157 1244
1158 1245
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1246/* check_pick sees if there is stuff to be picked up/picks up stuff.
1160 * IT returns 1 if the player should keep on moving, 0 if he should 1247 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1248 * stop.
1162 */ 1249 */
1250int
1163int check_pick(object *op) { 1251check_pick (object *op)
1252{
1164 object *tmp, *next; 1253 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1254 int stop = 0;
1167 int j, k, wvratio; 1255 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1256 char putstring[128], tmpstr[16];
1169 1257
1170
1171 /* if you're flying, you cna't pick up anything */ 1258 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1259 if (op->move_type & MOVE_FLYING)
1173 return 1; 1260 return 1;
1174 1261
1175 op_tag = op->count;
1176
1177 next = op->below; 1262 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1263
1181 /* loop while there are items on the floor that are not marked as 1264 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1265 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1266 while (next && !next->destroyed ())
1184 { 1267 {
1185 tmp = next; 1268 tmp = next;
1186 next = tmp->below; 1269 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1270
1190 if (was_destroyed (op, op_tag)) 1271 if (op->destroyed ())
1191 return 0; 1272 return 0;
1192 1273
1193 if ( ! can_pick (op, tmp)) 1274 if (!can_pick (op, tmp))
1194 continue; 1275 continue;
1195 1276
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1277 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1278 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1279 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1280 pick_up (op, tmp);
1200 continue; 1281 continue;
1201 } 1282 }
1202 1283
1203 /* high not bit set? We're using the old autopickup model */ 1284 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1285 if (!(op->contr->mode & PU_NEWMODE))
1286 {
1205 switch (op->contr->mode) { 1287 switch (op->contr->mode)
1288 {
1289 case 0:
1206 case 0: return 1; /* don't pick up */ 1290 return 1; /* don't pick up */
1291 case 1:
1207 case 1: pick_up (op, tmp); 1292 pick_up (op, tmp);
1208 return 1; 1293 return 1;
1294 case 2:
1209 case 2: pick_up (op, tmp); 1295 pick_up (op, tmp);
1210 return 0; 1296 return 0;
1297 case 3:
1211 case 3: return 0; /* stop before pickup */ 1298 return 0; /* stop before pickup */
1299 case 4:
1212 case 4: pick_up (op, tmp); 1300 pick_up (op, tmp);
1213 break; 1301 break;
1302 case 5:
1214 case 5: pick_up (op, tmp); 1303 pick_up (op, tmp);
1215 stop = 1; 1304 stop = 1;
1216 break; 1305 break;
1217 case 6: 1306 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1307 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp); 1308 pick_up (op, tmp);
1221 break; 1309 break;
1222 1310
1223 case 7: 1311 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1312 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1313 pick_up (op, tmp);
1226 break; 1314 break;
1227 1315
1228 default: 1316 default:
1229 /* use value density */ 1317 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1318 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1319 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1)))
1233 >= op->contr->mode)
1234 pick_up(op,tmp); 1320 pick_up (op, tmp);
1235 }
1236 }
1237 else { /* old model */
1238 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG)
1240 {
1241 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type,
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type,
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1251
1252 sprintf(putstring,"...flags: ");
1253 for(k=0;k<4;k++)
1254 {
1255 for(j=0;j<32;j++)
1256 {
1257 if((tmp->flags[k]>>j)&0x01)
1258 {
1259 sprintf(tmpstr,"%d ",k*32+j);
1260 strcat(putstring, tmpstr);
1261 } 1321 }
1262 } 1322 }
1263 } 1323 else
1324 { /* old model */
1325 /* NEW pickup handling */
1326 if (op->contr->mode & PU_DEBUG)
1327 {
1328 /* some debugging code to figure out item information */
1329 if (tmp->name != NULL)
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1335 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1265 1350
1266#if 0 1351#if 0
1267 /* print the flags too */ 1352 /* print the flags too */
1268 for(k=0;k<4;k++) 1353 for (k = 0; k < 4; k++)
1269 { 1354 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1271 for(j=0;j<32;j++) 1356 for (j = 0; j < 32; j++)
1272 { 1357 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1274 if(!((j+1)%4))fprintf(stderr," "); 1359 if (!((j + 1) % 4))
1275 } 1360 fprintf (stderr, " ");
1361 }
1276 fprintf(stderr," [%d]\n", k*32); 1362 fprintf (stderr, " [%d]\n", k * 32);
1277 } 1363 }
1278#endif 1364#endif
1279 } 1365 }
1280 /* philosophy: 1366 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 1367 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups 1368 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 1369 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 1370 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 1371 * example.
1286 * The drawback: right now it has no frontend, so you need to 1372 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then 1373 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 1374 * convert to decimal and then 'pickup <#>
1289 */ 1375 */
1290 1376
1291 /* the first two modes are exclusive: if NOTHING we return, if 1377 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 1378 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 1379 * meaning if any test passes, the item gets picked up. */
1294 1380
1295 /* if mode is set to pick nothing up, return */ 1381 /* if mode is set to pick nothing up, return */
1296 1382
1297 if(op->contr->mode & PU_NOTHING) return 1; 1383 if (op->contr->mode & PU_NOTHING)
1384 return 1;
1298 1385
1299 /* if mode is set to stop when encountering objects, return */ 1386 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 1387 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 1388 * anything up */
1302 1389
1303 if(op->contr->mode & PU_STOP) return 0; 1390 if (op->contr->mode & PU_STOP)
1391 return 0;
1304 1392
1305 /* useful for going into stores and not losing your settings... */ 1393 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 1394 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 1395 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 1396 if (op->contr->mode & PU_INHIBIT)
1397 return 1;
1309 1398
1310 /* prevent us from turning into auto-thieves :) */ 1399 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1400 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1401 continue;
1312 1402
1313 /* ignore known cursed objects */ 1403 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1404 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1405 continue;
1315 1406
1316 /* all food and drink if desired */ 1407 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 1408 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 1409 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 1410 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1411 {
1412 pick_up (op, tmp);
1413 continue;
1414 }
1415
1321 if(op->contr->mode & PU_DRINK) 1416 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1417 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 1418 {
1419 pick_up (op, tmp);
1420 continue;
1421 }
1324 1422
1325 if(op->contr->mode & PU_POTION) 1423 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 1424 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1425 {
1426 pick_up (op, tmp);
1427 continue;
1428 }
1328 1429
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 1430 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 1431 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 1432 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1433 {
1434 pick_up (op, tmp);
1435 continue;
1436 }
1437
1333 if(op->contr->mode & PU_SKILLSCROLL) 1438 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 1439 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1440 {
1441 pick_up (op, tmp);
1442 continue;
1443 }
1444
1336 if(op->contr->mode & PU_READABLES) 1445 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 1446 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1447 {
1448 pick_up (op, tmp);
1449 continue;
1450 }
1339 1451
1340 /* wands/staves/rods/horns */ 1452 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1453 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1454 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1455 {
1456 pick_up (op, tmp);
1457 continue;
1458 }
1344 1459
1345 /* pick up all magical items */ 1460 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1461 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1462 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1463 {
1464 pick_up (op, tmp);
1465 continue;
1466 }
1349 1467
1350 if(op->contr->mode & PU_VALUABLES) 1468 if (op->contr->mode & PU_VALUABLES)
1351 { 1469 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1470 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1471 {
1354 } 1472 pick_up (op, tmp);
1473 continue;
1474 }
1475 }
1355 1476
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1477 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1478 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1479 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1480 {
1481 pick_up (op, tmp);
1482 continue;
1483 }
1360 1484
1485 /* we don't forget dragon food */
1486 if (op->contr->mode & PU_FLESH)
1487 if (tmp->type == FLESH)
1488 {
1489 pick_up (op, tmp);
1490 continue;
1491 }
1492
1361 /* bows and arrows. Bows are good for selling! */ 1493 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1494 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1495 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1496 {
1497 pick_up (op, tmp);
1498 continue;
1499 }
1500
1365 if(op->contr->mode & PU_ARROW) 1501 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1502 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1503 {
1504 pick_up (op, tmp);
1505 continue;
1506 }
1368 1507
1369 /* all kinds of armor etc. */ 1508 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1509 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1510 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1511 {
1512 pick_up (op, tmp);
1513 continue;
1514 }
1515
1373 if(op->contr->mode & PU_HELMET) 1516 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1517 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1518 {
1519 pick_up (op, tmp);
1520 continue;
1521 }
1522
1376 if(op->contr->mode & PU_SHIELD) 1523 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1524 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1525 {
1526 pick_up (op, tmp);
1527 continue;
1528 }
1529
1379 if(op->contr->mode & PU_BOOTS) 1530 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1531 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1532 {
1533 pick_up (op, tmp);
1534 continue;
1535 }
1536
1382 if(op->contr->mode & PU_GLOVES) 1537 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1538 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1539 {
1540 pick_up (op, tmp);
1541 continue;
1542 }
1543
1385 if(op->contr->mode & PU_CLOAK) 1544 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1545 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1546 {
1547 pick_up (op, tmp);
1548 continue;
1549 }
1388 1550
1389 /* hoping to catch throwing daggers here */ 1551 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1552 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1553 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1554 {
1555 pick_up (op, tmp);
1556 continue;
1557 }
1393 1558
1394 /* careful: chairs and tables are weapons! */ 1559 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1560 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1561 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1562 if (tmp->type == WEAPON && tmp->name != NULL)
1398 { 1563 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1564 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1565 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1566 {
1402 } 1567 pick_up (op, tmp);
1568 continue;
1569 }
1570 }
1571
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1572 if (tmp->type == WEAPON && tmp->name == NULL)
1404 { 1573 {
1405 if(strstr(tmp->arch->name,"table")==NULL && 1574 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1406 strstr(tmp->arch->name,"chair")==NULL) 1575 {
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1576 pick_up (op, tmp);
1577 continue;
1578 }
1579 }
1408 } 1580 }
1409 }
1410 1581
1411 /* misc stuff that's useful */ 1582 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1583 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1584 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1585 {
1586 pick_up (op, tmp);
1587 continue;
1588 }
1415 1589
1416 /* any of the last 4 bits set means we use the ratio for value 1590 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1591 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1592 if (op->contr->mode & PU_RATIO)
1419 { 1593 {
1420 /* use value density to decide what else to grab */ 1594 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1595 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1596 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */ 1597 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1598 wvratio = (op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1599 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1426 { 1600 {
1427 pick_up(op, tmp); 1601 pick_up (op, tmp);
1428#if 0 1602#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1603 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1604 if (tmp->name != NULL)
1605 {
1431 fprintf(stderr,"%s", tmp->name); 1606 fprintf (stderr, "%s", tmp->name);
1432 } 1607 }
1608 else
1433 else fprintf(stderr,"%s",tmp->arch->name); 1609 fprintf (stderr, "%s", tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type); 1610 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1611 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1436#endif 1612#endif
1437 continue; 1613 continue;
1614 }
1438 } 1615 }
1616 } /* the new pickup model */
1439 } 1617 }
1440 } /* the new pickup model */ 1618
1441 }
1442 return ! stop; 1619 return !stop;
1443} 1620}
1444 1621
1445/* 1622/*
1446 * Find an arrow in the inventory and after that 1623 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1624 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1625 * found object is returned.
1449 */ 1626 */
1627object *
1450object *find_arrow(object *op, const char *type) 1628find_arrow (object *op, const char *type)
1451{ 1629{
1452 object *tmp = NULL; 1630 object *tmp = NULL;
1453 1631
1454 for(op=op->inv; op; op=op->below) 1632 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1633 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1456 QUERY_FLAG(op,FLAG_APPLIED))
1457 tmp = find_arrow (op, type); 1634 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1635 else if (op->type == ARROW && op->race == type)
1459 return op; 1636 return op;
1460 return tmp; 1637 return tmp;
1461} 1638}
1462 1639
1463/* 1640/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1641 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1465 * against the target. A full test is not performed, simply a basic test 1642 * against the target. A full test is not performed, simply a basic test
1466 * of resistances. The archer is making a quick guess at what he sees down 1643 * of resistances. The archer is making a quick guess at what he sees down
1467 * the hall. Failing that it does it's best to pick the highest plus arrow. 1644 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1645 */
1469 1646
1647object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1648find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1649{
1472 object *tmp = NULL, *arrow, *ntmp; 1650 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1651 int attacknum, attacktype, betterby = 0, i;
1474 1652
1475 if (!type) 1653 if (!type)
1476 return NULL; 1654 return NULL;
1477 1655
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1656 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1657 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1658 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1659 {
1481 i = 0; 1660 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1661 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1662 if (i > betterby)
1663 {
1484 tmp = ntmp; 1664 tmp = ntmp;
1485 betterby = i; 1665 betterby = i;
1486 } 1666 }
1667 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1668 else if (arrow->type == ARROW && arrow->race == type)
1669 {
1488 /* allways prefer assasination/slaying */ 1670 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1671 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1672 {
1491 if (arrow->attacktype & AT_DEATH) { 1673 if (arrow->attacktype & AT_DEATH)
1674 {
1492 *better = 100; 1675 *better = 100;
1493 return arrow; 1676 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1677 }
1498 } else { 1678 else
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1500 attacktype = 1<<attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1503 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1505 }
1506 } 1679 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1680 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1681 betterby = (arrow->magic + arrow->stats.dam) * 2;
1510 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1512 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1682 }
1515 } 1683 }
1684 else
1685 {
1686 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1687 {
1688 attacktype = 1 << attacknum;
1689 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1690 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1691 {
1692 tmp = arrow;
1693 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1694 }
1695 }
1696 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1697 {
1698 tmp = arrow;
1699 betterby = 2 + arrow->magic + arrow->stats.dam;
1700 }
1701 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1702 {
1703 tmp = arrow;
1704 betterby = 1 + arrow->magic + arrow->stats.dam;
1705 }
1516 } 1706 }
1707 }
1517 } 1708 }
1518 if (tmp == NULL && arrow == NULL) 1709 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1710 return find_arrow (op, type);
1520 1711
1521 *better = betterby; 1712 *better = betterby;
1522 return tmp; 1713 return tmp;
1523} 1714}
1524 1715
1525/* looks in a given direction, finds the first valid target, and calls 1716/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1717 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1718 * op = the shooter
1528 * type = bow->race 1719 * type = bow->race
1529 * dir = fire direction 1720 * dir = fire direction
1530 */ 1721 */
1531 1722
1723object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1724pick_arrow_target (object *op, const char *type, int dir)
1533{ 1725{
1534 object *tmp = NULL; 1726 object *tmp = NULL;
1535 mapstruct *m; 1727 maptile *m;
1536 int i, mflags, found, number; 1728 int i, mflags, found, number;
1537 sint16 x, y; 1729 sint16 x, y;
1538 1730
1539 if (op->map == NULL) 1731 if (op->map == NULL)
1540 return find_arrow(op, type); 1732 return find_arrow (op, type);
1541 1733
1542 /* do a dex check */ 1734 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1735 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1736 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1737 return find_arrow (op, type);
1546 1738
1547 m = op->map; 1739 m = op->map;
1548 x = op->x; 1740 x = op->x;
1549 y = op->y; 1741 y = op->y;
1550 1742
1551 /* find the first target */ 1743 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1744 for (i = 0, found = 0; i < 20; i++)
1745 {
1553 x += freearr_x[dir]; 1746 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1747 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1748 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1749 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1750 {
1557 tmp = NULL; 1751 tmp = NULL;
1752 break;
1753 }
1754 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1755 {
1756 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1757 * perhaps a bad assumption.
1758 */
1759 tmp = NULL;
1760 break;
1761 }
1762 if (mflags & P_IS_ALIVE)
1763 {
1764 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1765 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1766 {
1767 found++;
1768 break;
1769 }
1770 if (found)
1558 break; 1771 break;
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption.
1562 */
1563 tmp = NULL;
1564 break;
1565 } 1772 }
1566 if (mflags & P_IS_ALIVE) {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1569 found++;
1570 break;
1571 }
1572 if (found)
1573 break;
1574 }
1575 } 1773 }
1576 if (tmp == NULL) 1774 if (tmp == NULL)
1577 return find_arrow(op, type); 1775 return find_arrow (op, type);
1578 1776
1579 if (tmp->head) 1777 if (tmp->head)
1580 tmp = tmp->head; 1778 tmp = tmp->head;
1581 1779
1582 return find_better_arrow(op, tmp, type, &i); 1780 return find_better_arrow (op, tmp, type, &i);
1583} 1781}
1584 1782
1585/* 1783/*
1586 * Creature fires a bow - op can be monster or player. Returns 1784 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1785 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1788 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1789 * wc_mod is any special modifier to give (used in special player fire modes)
1592 * sx, sy are coordinates to fire arrow from - also used in some of the special 1790 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1791 * player fire modes.
1594 */ 1792 */
1793int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1794fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1795{
1598 object *left, *bow; 1796 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1797 int bowspeed, mflags;
1601 mapstruct *m; 1798 maptile *m;
1602 1799
1603 if (!dir) { 1800 if (!dir)
1801 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1802 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1803 return 0;
1606 } 1804 }
1805
1607 if (op->type == PLAYER) 1806 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1807 bow = op->contr->ranges[range_bow];
1609 else { 1808 else
1809 {
1610 for(bow=op->inv; bow; bow=bow->below) 1810 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1811 /* Don't check for applied - monsters don't apply bows - in that way, they
1612 * don't need to switch back and forth between bows and weapons. 1812 * don't need to switch back and forth between bows and weapons.
1613 */ 1813 */
1614 if(bow->type==BOW) 1814 if (bow->type == BOW)
1615 break; 1815 break;
1616 1816
1617 if (!bow) { 1817 if (!bow)
1818 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1820 return 0;
1620 } 1821 }
1621 } 1822 }
1823
1622 if( !bow->race || !bow->skill) { 1824 if (!bow->race || !bow->skill)
1825 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1826 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1827 return 0;
1625 } 1828 }
1626 1829
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1830 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1831
1629 /* penalize ROF for bestarrow */ 1832 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1833 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1834 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1835
1632 if (bowspeed < 1) 1836 if (bowspeed < 1)
1633 bowspeed = 1; 1837 bowspeed = 1;
1634 1838
1635 if (arrow == NULL) { 1839 if (arrow == NULL)
1840 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1841 if ((arrow = find_arrow (op, bow->race)) == NULL)
1842 {
1637 if (op->type == PLAYER) 1843 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1844 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1845 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1846 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1847 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1848 return 0;
1644 } 1849 }
1645 } 1850 }
1851
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1853 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1854 return 0;
1649 } 1855
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1856 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1857 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1858 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1859 return 0;
1653 } 1860 }
1654 1861
1655 /* this should not happen, but sometimes does */ 1862 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1863 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1864 {
1658 free_object(arrow); 1865 arrow->destroy ();
1659 return 0; 1866 return 0;
1660 } 1867 }
1661 1868
1662 left = arrow; /* these are arrows left to the player */ 1869 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1870 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1871 if (!arrow)
1872 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1873 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1874 return 0;
1669 } 1875 }
1670 set_owner(arrow, op); 1876
1671 if (arrow->skill) free_string(arrow->skill); 1877 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1878 arrow->skill = bow->skill;
1673 1879
1674 arrow->direction=dir; 1880 arrow->direction = dir;
1675 arrow->x = sx; 1881 arrow->x = sx;
1676 arrow->y = sy; 1882 arrow->y = sy;
1677 1883
1678 if (op->type == PLAYER) { 1884 if (op->type == PLAYER)
1885 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1887 fix_player (op);
1681 } 1888 }
1682 1889
1683 SET_ANIMATION(arrow, arrow->direction); 1890 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1892 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1893 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1894 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1895 arrow->spellarg = strdup (arrow->slaying);
1689 1896
1690 /* Note that this was different for monsters - they got their level 1897 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1898 * added to the damage. I think the strength bonus is more proper.
1692 */ 1899 */
1693
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1900
1901 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1902
1698 /* update the speed */ 1903 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1905 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1906
1704 if (arrow->speed < 1.0) 1907 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0; 1908 arrow->speed = 1.0;
1706 update_ob_speed(arrow); 1909 update_ob_speed (arrow);
1707 arrow->speed_left = 0; 1910 arrow->speed_left = 0;
1708 1911
1709 if (op->type == PLAYER) { 1912 if (op->type == PLAYER)
1913 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1914 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1915 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1916 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714 1917
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1918 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1919 }
1920 else
1921 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1922 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1718 arrow->stats.wc + wc_mod;
1719
1720 arrow->level = op->level; 1923 arrow->level = op->level;
1721 } 1924 }
1925
1722 if (arrow->attacktype == AT_PHYSICAL) 1926 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1927 arrow->attacktype |= bow->attacktype;
1928
1724 if (bow->slaying != NULL) 1929 if (bow->slaying)
1725 arrow->slaying = add_string(bow->slaying); 1930 arrow->slaying = bow->slaying;
1726 1931
1727 arrow->map = m; 1932 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1933 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1935
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count;
1733 insert_ob_in_map(arrow, m, op, 0); 1937 insert_ob_in_map (arrow, m, op, 0);
1734 1938
1735 if (!was_destroyed(arrow, tag)) 1939 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1940 move_arrow (arrow);
1737 1941
1738 if (op->type == PLAYER) { 1942 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1943 {
1944 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1945 esrv_del_item (op->contr, left->count);
1741 else 1946 else
1742 esrv_send_item(op, left); 1947 esrv_send_item (op, left);
1743 } 1948 }
1949
1744 return 1; 1950 return 1;
1745} 1951}
1746 1952
1747/* Special fire code for players - this takes into 1953/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1954 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1955 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1956 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1957 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1958 * hence the function name.
1753 */ 1959 */
1960int
1754int player_fire_bow(object *op, int dir) 1961player_fire_bow (object *op, int dir)
1755{ 1962{
1756 int ret=0, wcmod=0; 1963 int ret = 0, wcmod = 0;
1757 1964
1758 if (op->contr->bowtype == bow_bestarrow) { 1965 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1966 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1967 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1761 dir, 0, op->x, op->y); 1968 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1969 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1970 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1972 wcmod = -1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1973 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1974 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1975 else if (op->contr->bowtype == bow_threewide)
1976 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1977 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1978 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1979 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1980 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1981 else if (op->contr->bowtype == bow_spreadshot)
1982 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1983 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1773 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1984 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1985 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1986
1776 } else { 1987 }
1988 else
1989 {
1777 /* Simple case */ 1990 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1992 }
1780 return ret; 1993 return ret;
1781} 1994}
1782 1995
1783 1996
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1997/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1998 * Broken apart from 'fire' to keep it more readable.
1786 */ 1999 */
2000void
1787void fire_misc_object(object *op, int dir) 2001fire_misc_object (object *op, int dir)
1788{ 2002{
1789 object *item; 2003 object *item;
1790 2004
1791 if (!op->contr->ranges[range_misc]) { 2005 if (!op->contr->ranges[range_misc])
2006 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 2007 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 2008 return;
1794 } 2009 }
1795 2010
1796 item = op->contr->ranges[range_misc]; 2011 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 2012 if (!item->inv)
2013 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 2014 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 2015 return;
1800 } 2016 }
1801 if (item->type == WAND) { 2017 if (item->type == WAND)
2018 {
1802 if(item->stats.food<=0) { 2019 if (item->stats.food <= 0)
2020 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2021 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 2023 return;
1806 } 2024 }
2025 }
1807 } else if (item->type == ROD || item->type==HORN) { 2026 else if (item->type == ROD || item->type == HORN)
2027 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2028 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2029 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2030 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 2031 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op,
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 2032 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 2033 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 2034 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 2035 return;
1817 } 2036 }
1818 } 2037 }
1819 2038
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 2039 if (cast_spell (op, item, dir, item->inv, NULL))
2040 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2041 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 2042 if (item->type == WAND)
2043 {
1823 if (!(--item->stats.food)) { 2044 if (!(--item->stats.food))
2045 {
1824 object *tmp; 2046 object *tmp;
2047
1825 if (item->arch) { 2048 if (item->arch)
2049 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 2050 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 2051 item->face = item->arch->clone.face;
1828 item->speed = 0; 2052 item->speed = 0;
1829 update_ob_speed(item); 2053 update_ob_speed (item);
1830 } 2054 }
1831 if ((tmp=is_player_inv(item))) 2055 if ((tmp = is_player_inv (item)))
1832 esrv_update_item(UPD_ANIM, tmp, item); 2056 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 2057 }
1834 } 2058 }
1835 else if (item->type == ROD || item->type==HORN) { 2059 else if (item->type == ROD || item->type == HORN)
2060 {
1836 drain_rod_charge(item); 2061 drain_rod_charge (item);
1837 } 2062 }
1838 } 2063 }
1839} 2064}
1840 2065
1841/* Received a fire command for the player - go and do it. 2066/* Received a fire command for the player - go and do it.
1842 */ 2067 */
2068void
1843void fire(object *op,int dir) { 2069fire (object *op, int dir)
2070{
1844 int spellcost=0; 2071 int spellcost = 0;
1845 2072
1846 /* check for loss of invisiblity/hide */ 2073 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 2074 if (action_makes_visible (op))
2075 make_visible (op);
1848 2076
1849 switch(op->contr->shoottype) { 2077 switch (op->contr->shoottype)
2078 {
1850 case range_none: 2079 case range_none:
2080 return;
2081
2082 case range_bow:
2083 player_fire_bow (op, dir);
2084 return;
2085
2086 case range_magic: /* Casting spells */
2087 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2088 return;
2089
2090 case range_misc:
2091 fire_misc_object (op, dir);
2092 return;
2093
2094 case range_golem: /* Control summoned monsters from scrolls */
2095 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2096 {
2097 op->contr->ranges[range_golem] = 0;
2098 op->contr->shoottype = range_none;
2099 }
2100 else
2101 control_golem (op->contr->ranges[range_golem], dir);
2102 return;
2103
2104 case range_skill:
2105 if (!op->chosen_skill)
2106 {
2107 if (op->type == PLAYER)
2108 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1851 return; 2109 return;
1852
1853 case range_bow:
1854 player_fire_bow(op, dir);
1855 return;
1856
1857 case range_magic: /* Casting spells */
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1859 return;
1860
1861 case range_misc:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 } 2110 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 2111 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 2112 return;
2113 case range_builder:
2114 apply_map_builder (op, dir);
2115 return;
1887 default: 2116 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2117 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 2118 return;
1890 } 2119 }
1891} 2120}
1892 2121
1893 2122
1894 2123
1901 * inv is the objects inventory to searched 2130 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 2131 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 2132 * This function can be called recursively to search containers.
1904 */ 2133 */
1905 2134
2135object *
1906object * find_key(object *pl, object *container, object *door) 2136find_key (object *pl, object *container, object *door)
1907{ 2137{
1908 object *tmp,*key; 2138 object *tmp, *key;
1909 2139
1910 /* Should not happen, but sanity checking is never bad */ 2140 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 2141 if (container->inv == NULL)
2142 return NULL;
1912 2143
1913 /* First, lets try to find a key in the top level inventory */ 2144 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2145 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2146 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 2147 if (door->type == DOOR && tmp->type == KEY)
2148 break;
1916 /* For sanity, we should really check door type, but other stuff 2149 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 2150 * (like containers) can be locked with special keys
1918 */ 2151 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2152 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 2153 break;
1921 } 2154 }
1922 /* No key found - lets search inventories now */ 2155 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 2156 /* If we find and use a key in an inventory, return at that time.
1924 * otherwise, if we search all the inventories and still don't find 2157 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 2158 * a key, return
1926 */ 2159 */
1927 if (!tmp) { 2160 if (!tmp)
2161 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2162 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2163 {
1929 /* No reason to search empty containers */ 2164 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 2165 if (tmp->type == CONTAINER && tmp->inv)
2166 {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2167 if ((key = find_key (pl, tmp, door)) != NULL)
2168 return key;
1932 } 2169 }
1933 } 2170 }
2171 if (!tmp)
1934 if (!tmp) return NULL; 2172 return NULL;
1935 } 2173 }
1936 /* We get down here if we have found a key. Now if its in a container, 2174 /* We get down here if we have found a key. Now if its in a container,
1937 * see if we actually want to use it 2175 * see if we actually want to use it
1938 */ 2176 */
1939 if (pl!=container) { 2177 if (pl != container)
2178 {
1940 /* Only let players use keys in containers */ 2179 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 2180 if (!pl->contr)
2181 return NULL;
1942 /* cases where this fails: 2182 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 2183 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 2184 * are not in the players inventory.
1945 * If the container is not active, return now since only active 2185 * If the container is not active, return now since only active
1946 * containers can be used. 2186 * containers can be used.
1947 * If we only search keyrings and the container does not have 2187 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 2188 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 2189 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 2190 * inv must have been an container and must have been active.
1951 * 2191 *
1952 * Change the color so that the message doesn't disappear with 2192 * Change the color so that the message doesn't disappear with
1953 * all the others. 2193 * all the others.
1954 */ 2194 */
1955 if (pl->contr->usekeys == key_inventory || 2195 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 2196 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 2197 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 ) { 2198 {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2199 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 2200 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1962 query_name(tmp), query_name(container));
1963 return NULL; 2201 return NULL;
1964 } 2202 }
1965 } 2203 }
1966 return tmp; 2204 return tmp;
1967} 2205}
1968 2206
1969/* moved door processing out of move_player_attack. 2207/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 2208 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 2209 * such that the caller should not do anything more,
1972 * 0 otherwise 2210 * 0 otherwise
1973 */ 2211 */
2212static int
1974static int player_attack_door(object *op, object *door) 2213player_attack_door (object *op, object *door)
1975{ 2214{
1976 2215
1977 /* If its a door, try to find a use a key. If we do destroy the door, 2216 /* If its a door, try to find a use a key. If we do destroy the door,
1978 * might as well return immediately as there is nothing more to do - 2217 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 2218 * otherwise, we fall through to the rest of the code.
1980 */ 2219 */
1981 object *key=find_key(op, op, door); 2220 object *key = find_key (op, op, door);
1982 2221
1983 /* IF we found a key, do some extra work */ 2222 /* IF we found a key, do some extra work */
1984 if (key) { 2223 if (key)
2224 {
1985 object *container=key->env; 2225 object *container = key->env;
1986 2226
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2227 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 2228 if (action_makes_visible (op))
2229 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2230 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2231 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 2232 if (door->type == DOOR)
2233 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2234 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 2235 }
1993 else if(door->type==LOCKED_DOOR) { 2236 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2237 {
1995 "You open the door with the %s", query_short_name(key)); 2238 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1996 remove_door2(door); /* remove door without violence ;-) */ 2239 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2240 }
1998 /* Do this after we print the message */ 2241 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2242 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2243 /* Need to update the weight the container the key was in */
2001 if (container != op) 2244 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2245 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2246 return 1; /* Nothing more to do below */
2247 }
2004 } else if (door->type==LOCKED_DOOR) { 2248 else if (door->type == LOCKED_DOOR)
2249 {
2005 /* Might as well return now - no other way to open this */ 2250 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2251 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2252 return 1;
2008 } 2253 }
2009 return 0; 2254 return 0;
2010} 2255}
2011 2256
2012/* This function is just part of a breakup from move_player. 2257/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2258 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2259 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2260 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2261 * going to try and move (not fire weapons).
2017 */ 2262 */
2018 2263
2264void
2019void move_player_attack(object *op, int dir) 2265move_player_attack (object *op, int dir)
2020{ 2266{
2021 object *tmp, *mon; 2267 object *tmp, *mon;
2022 sint16 nx, ny; 2268 sint16 nx, ny;
2023 int on_battleground; 2269 int on_battleground;
2024 mapstruct *m; 2270 maptile *m;
2025 2271
2026 nx=freearr_x[dir]+op->x; 2272 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2273 ny = freearr_y[dir] + op->y;
2028 2274
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2275 on_battleground = op_on_battleground (op, NULL, NULL);
2030 2276
2031 /* If braced, or can't move to the square, and it is not out of the 2277 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 2278 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 2279 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 2280 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 2281 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 2282 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 2283 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2284 * move_ob uses.
2039 */ 2285 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2287 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2288 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 {
2042 m = get_map_from_coord(op->map, &nx, &ny); 2290 m = get_map_from_coord (op->map, &nx, &ny);
2291 if (!m)
2043 if (!m) return; /* Don't think this should happen */ 2292 return; /* Don't think this should happen */
2293 }
2294 else
2295 m = op->map;
2296
2297 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2044 } 2298 {
2045 else m =op->map;
2046
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2299 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2300 return;
2301 }
2302
2303 mon = NULL;
2304 /* Go through all the objects, and find ones of interest. Only stop if
2305 * we find a monster - that is something we know we want to attack.
2306 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space
2308 */
2309 while (tmp != NULL)
2310 {
2311 if (tmp == op)
2312 {
2313 tmp = tmp->above;
2314 continue;
2315 }
2316
2317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2318 {
2319 mon = tmp;
2320 break;
2321 }
2322
2323 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2324 mon = tmp;
2325
2326 tmp = tmp->above;
2327 }
2328
2329 if (mon == NULL) /* This happens anytime the player tries to move */
2330 return; /* into a wall */
2331
2332 if (mon->head != NULL)
2333 mon = mon->head;
2334
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2336 if (player_attack_door (op, mon))
2337 return;
2338
2339 /* The following deals with possibly attacking peaceful
2340 * or frienddly creatures. Basically, all players are considered
2341 * unaggressive. If the moving player has peaceful set, then the
2342 * object should be pushed instead of attacked. It is assumed that
2343 * if you are braced, you will not attack friends accidently,
2344 * and thus will not push them.
2345 */
2346
2347 /* If the creature is a pet, push it even if the player is not
2348 * peaceful. Our assumption is the creature is a pet if the
2349 * player owns it and it is either friendly or unagressive.
2350 */
2351 if ((op->type == PLAYER)
2352#if COZY_SERVER
2353 &&
2354 ((mon->owner && mon->owner->contr
2355 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2356#else
2357 && mon->owner == op
2358#endif
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 {
2361 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced)
2049 return; 2363 return;
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op);
2366 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op);
2368 return;
2050 } 2369 }
2051 2370
2052 mon = NULL; 2371 /* in certain circumstances, you shouldn't attack friendly
2053 /* Go through all the objects, and find ones of interest. Only stop if 2372 * creatures. Note that if you are braced, you can't push
2054 * we find a monster - that is something we know we want to attack. 2373 * someone, but put it inside this loop so that you won't
2055 * if its a door or barrel (can roll) see if there may be monsters 2374 * attack them either.
2056 * on the space
2057 */ 2375 */
2058 while (tmp!=NULL) { 2376 if ((mon->type == PLAYER || mon->enemy != op) &&
2059 if (tmp == op) { 2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2060 tmp=tmp->above; 2378#ifdef PROHIBIT_PLAYERKILL
2061 continue; 2379 (op->contr->peaceful
2380 || (mon->type == PLAYER
2381 && mon->contr->
2382 peaceful)) &&
2383#else
2384 op->contr->peaceful &&
2385#endif
2386 !on_battleground))
2387 {
2388 if (!op->contr->braced)
2389 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op);
2062 } 2392 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2393 else
2064 mon = tmp; 2394 {
2065 break; 2395 new_draw_info (0, 0, op, "You withhold your attack");
2066 } 2396 }
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2397 if (op->contr->tmp_invis || op->hide)
2068 mon = tmp; 2398 make_visible (op);
2069 tmp=tmp->above; 2399 }
2400
2401 /* If the object is a boulder or other rollable object, then
2402 * roll it if not braced. You can't roll it if you are braced.
2403 */
2404 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2070 } 2405 {
2071 2406 recursive_roll (mon, dir, op);
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2407 if (action_makes_visible (op))
2073 return; /* into a wall */ 2408 make_visible (op);
2409 }
2074 2410
2075 if(mon->head != NULL) 2411 /* Any generic living creature. Including things like doors.
2076 mon = mon->head; 2412 * Way it works is like this: First, it must have some hit points
2413 * and be living. Then, it must be one of the following:
2414 * 1) Not a player, 2) A player, but of a different party. Note
2415 * that party_number -1 is no party, so attacks can still happen.
2416 */
2077 2417
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2418 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2079 if (player_attack_door(op, mon)) return; 2419 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2420 {
2080 2421
2081 /* The following deals with possibly attacking peaceful 2422 /* If the player hasn't hit something this tick, and does
2082 * or frienddly creatures. Basically, all players are considered 2423 * so, give them speed boost based on weapon speed. Doing
2083 * unaggressive. If the moving player has peaceful set, then the 2424 * it here is better than process_players2, which basically
2084 * object should be pushed instead of attacked. It is assumed that 2425 * incurred a 1 tick offset.
2085 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them.
2087 */ 2426 */
2088 2427 if (!op->contr->has_hit)
2089 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive.
2092 */
2093 if ((op->type==PLAYER)
2094#if COZY_SERVER
2095 &&
2096 (
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party))
2099 || get_owner(mon) == op
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2105 {
2106 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return;
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op);
2111 return;
2112 }
2113
2114 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't
2117 * attack them either.
2118 */
2119 if ((mon->type==PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2121 (
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground
2128 )) { 2428 {
2129 if (!op->contr->braced) { 2429 op->speed_left += op->speed / op->contr->weapon_sp;
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2430
2131 (void) push_ob(mon,dir,op); 2431 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2132 } else {
2133 new_draw_info(0, 0,op,"You withhold your attack");
2134 } 2432 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2433
2138 /* If the object is a boulder or other rollable object, then 2434 skill_attack (mon, op, 0, NULL, NULL);
2139 * roll it if not braced. You can't roll it if you are braced.
2140 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2142 recursive_roll(mon,dir,op);
2143 if(action_makes_visible(op)) make_visible(op);
2144 }
2145 2435
2146 /* Any generic living creature. Including things like doors. 2436 /* If attacking another player, that player gets automatic
2147 * Way it works is like this: First, it must have some hit points 2437 * hitback, and doesn't loose luck either.
2148 * and be living. Then, it must be one of the following: 2438 * Disable hitback on the battleground or if the target is
2149 * 1) Not a player, 2) A player, but of a different party. Note 2439 * the wiz.
2150 * that party_number -1 is no party, so attacks can still happen.
2151 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL ||
2155 op->contr->party!=mon->contr->party))) {
2156
2157 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset.
2161 */ 2440 */
2441 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2442 {
2443 short luck = mon->stats.luck;
2444
2162 if (!op->contr->has_hit) { 2445 mon->contr->has_hit = 1;
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2446 skill_attack (op, mon, 0, NULL, NULL);
2164 2447 mon->stats.luck = luck;
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2448 }
2167 2449 if (action_makes_visible (op))
2168 skill_attack(mon, op, 0, NULL, NULL); 2450 make_visible (op);
2169
2170 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is
2173 * the wiz.
2174 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2177 short luck = mon->stats.luck;
2178 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL);
2180 mon->stats.luck = luck;
2181 } 2451 }
2182 if(action_makes_visible(op)) make_visible(op);
2183 }
2184 } /* if player should attack something */ 2452 } /* if player should attack something */
2185} 2453}
2186 2454
2455int
2187int move_player(object *op,int dir) { 2456move_player (object *op, int dir)
2457{
2188 int pick; 2458 int pick;
2189 2459
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2191 return 0;
2192
2193 /* Sanity check: make sure dir is valid */
2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2195 LOG( llevError, "move_player: invalid direction %d\n", dir);
2196 return 0;
2197 }
2198
2199 /* peterm: added following line */
2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2202
2203 op->facing = dir;
2204
2205 if(op->hide) do_hidden_move(op);
2206
2207 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2208 /*nop*/;
2209 else if (op->contr->fire_on)
2210 fire (op, dir);
2211 else
2212 {
2213 move_player_attack (op, dir);
2214 pick = check_pick(op);
2215 }
2216
2217 /* Add special check for newcs players and fire on - this way, the
2218 * server can handle repeat firing.
2219 */
2220 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2221 op->direction = dir;
2222 } else {
2223 op->direction=0;
2224 }
2225 /* Update how the player looks. Use the facing, so direction may
2226 * get reset to zero. This allows for full animation capabilities
2227 * for players.
2228 */
2229 animate_object(op, op->facing);
2230 return 0; 2461 return 0;
2462
2463 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9))
2465 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0;
2468 }
2469
2470 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2473
2474 op->facing = dir;
2475
2476 if (op->hide)
2477 do_hidden_move (op);
2478
2479 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2480 /*nop */ ;
2481 else if (op->contr->fire_on)
2482 fire (op, dir);
2483 else
2484 {
2485 move_player_attack (op, dir);
2486 pick = check_pick (op);
2487 }
2488
2489 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing.
2491 */
2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2493 {
2494 op->direction = dir;
2495 }
2496 else
2497 {
2498 op->direction = 0;
2499 }
2500 /* Update how the player looks. Use the facing, so direction may
2501 * get reset to zero. This allows for full animation capabilities
2502 * for players.
2503 */
2504 animate_object (op, op->facing);
2505 return 0;
2231} 2506}
2232 2507
2233/* This is similar to handle_player, below, but is only used by the 2508/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2509 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2510 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2511 * the new speed values for commands.
2237 * 2512 *
2238 * Returns true if there are more actions we can do. 2513 * Returns true if there are more actions we can do.
2239 */ 2514 */
2515int
2240int handle_newcs_player(object *op) 2516handle_newcs_player (object *op)
2241{ 2517{
2242 if (op->contr->hidden) { 2518 if (op->contr->hidden)
2519 {
2243 op->invisible = 1000; 2520 op->invisible = 1000;
2244 /* the socket code flashes the player visible/invisible 2521 /* the socket code flashes the player visible/invisible
2245 * depending on the value of invisible, so we need to 2522 * depending on the value of invisible, so we need to
2246 * alternate it here for it to work correctly. 2523 * alternate it here for it to work correctly.
2247 */ 2524 */
2248 if (pticks & 2) op->invisible--; 2525 if (pticks & 2)
2249 }
2250 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2251 op->invisible--; 2526 op->invisible--;
2527 }
2528 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2529 {
2530 op->invisible--;
2252 if(!op->invisible) { 2531 if (!op->invisible)
2532 {
2253 make_visible(op); 2533 make_visible (op);
2254 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2534 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2255 } 2535 }
2256 } 2536 }
2257 2537
2258 if (QUERY_FLAG(op, FLAG_SCARED)) { 2538 if (QUERY_FLAG (op, FLAG_SCARED))
2539 {
2259 flee_player(op); 2540 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2541 /* If player is still scared, that is his action for this tick */
2261 if (QUERY_FLAG(op, FLAG_SCARED)) { 2542 if (QUERY_FLAG (op, FLAG_SCARED))
2543 {
2262 op->speed_left--; 2544 op->speed_left--;
2263 return 0; 2545 return 0;
2264 } 2546 }
2265 } 2547 }
2266 2548
2267 /* I've been seeing crashes where the golem has been destroyed, but 2549 /* I've been seeing crashes where the golem has been destroyed, but
2268 * the player object still points to the defunct golem. The code that 2550 * the player object still points to the defunct golem. The code that
2269 * destroys the golem looks correct, and it doesn't always happen, so 2551 * destroys the golem looks correct, and it doesn't always happen, so
2270 * put this in a a workaround to clean up the golem pointer. 2552 * put this in a a workaround to clean up the golem pointer.
2271 */ 2553 */
2272 if (op->contr->ranges[range_golem] && 2554 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2273 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2274 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2275 op->contr->ranges[range_golem] = NULL; 2555 op->contr->ranges[range_golem] = 0;
2276 op->contr->golem_count = 0;
2277 }
2278 2556
2279 /* call this here - we also will call this in do_ericserver, but 2557 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2558 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2559 * called, so we recheck it here.
2282 */ 2560 */
2283 HandleClient(&op->contr->socket, op->contr); 2561 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2284 if (op->speed_left<0) return 0; 2562 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
2285
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2287 /* All move commands take 1 tick, at least for now */
2288 op->speed_left--;
2289
2290 /* Instead of all the stuff below, let move_player take care
2291 * of it. Also, some of the skill stuff is only put in
2292 * there, as well as the confusion stuff.
2293 */
2294 move_player(op, op->direction);
2295 if (op->speed_left>0) return 1;
2296 else return 0;
2297 } 2563 ;
2564
2565 if (op->speed_left < 0)
2298 return 0; 2566 return 0;
2299}
2300 2567
2301int save_life(object *op) { 2568 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2302 object *tmp; 2569 {
2570 /* All move commands take 1 tick, at least for now */
2571 op->speed_left--;
2303 2572
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2573 /* Instead of all the stuff below, let move_player take care
2574 * of it. Also, some of the skill stuff is only put in
2575 * there, as well as the confusion stuff.
2576 */
2577 move_player (op, op->direction);
2578 if (op->speed_left > 0)
2579 return 1;
2580 else
2305 return 0; 2581 return 0;
2582 }
2306 2583
2307 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2584 return 0;
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2585}
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2586
2310 new_draw_info_format(NDI_UNIQUE, 0,op, 2587int
2311 "Your %s vibrates violently, then evaporates.", 2588save_life (object *op)
2312 query_name(tmp)); 2589{
2313 if (op->contr)
2314 esrv_del_item(op->contr, tmp->count);
2315 remove_ob(tmp);
2316 free_object(tmp);
2317 CLEAR_FLAG(op, FLAG_LIFESAVE);
2318 if(op->stats.hp<0)
2319 op->stats.hp = op->stats.maxhp;
2320 if(op->stats.food<0)
2321 op->stats.food = 999;
2322 fix_player(op);
2323 return 1;
2324 }
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2590 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2327 enter_player_savebed(op); /* bring him home. */
2328 return 0; 2591 return 0;
2592
2593 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2594 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2595 {
2596 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2597 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2598
2599 if (op->contr)
2600 esrv_del_item (op->contr, tmp->count);
2601
2602 tmp->destroy ();
2603 CLEAR_FLAG (op, FLAG_LIFESAVE);
2604
2605 if (op->stats.hp < 0)
2606 op->stats.hp = op->stats.maxhp;
2607
2608 if (op->stats.food < 0)
2609 op->stats.food = 999;
2610
2611 fix_player (op);
2612 return 1;
2613 }
2614
2615 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2616 CLEAR_FLAG (op, FLAG_LIFESAVE);
2617 enter_player_savebed (op); /* bring him home. */
2618 return 0;
2329} 2619}
2330 2620
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2621/* This goes throws the inventory and removes unpaid objects, and puts them
2332 * back in the map (location and map determined by values of env). This 2622 * back in the map (location and map determined by values of env). This
2333 * function will descend into containers. op is the object to start the search 2623 * function will descend into containers. op is the object to start the search
2334 * from. 2624 * from.
2335 */ 2625 */
2626void
2336void remove_unpaid_objects(object *op, object *env) 2627remove_unpaid_objects (object *op, object *env)
2337{ 2628{
2338 object *next; 2629 object *next;
2339 2630
2340 while (op) { 2631 while (op)
2632 {
2341 next=op->below; /* Make sure we have a good value, in case 2633 next = op->below; /* Make sure we have a good value, in case
2342 * we remove object 'op' 2634 * we remove object 'op'
2343 */ 2635 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2636 if (QUERY_FLAG (op, FLAG_UNPAID))
2637 {
2345 remove_ob(op); 2638 op->remove ();
2346 op->x = env->x; 2639 op->x = env->x;
2347 op->y = env->y; 2640 op->y = env->y;
2348 if (env->type == PLAYER) 2641 if (env->type == PLAYER)
2349 esrv_del_item(env->contr, op->count); 2642 esrv_del_item (env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0); 2643 insert_ob_in_map (op, env->map, NULL, 0);
2351 } 2644 }
2645 else if (op->inv)
2352 else if (op->inv) remove_unpaid_objects(op->inv, env); 2646 remove_unpaid_objects (op->inv, env);
2647
2353 op=next; 2648 op = next;
2354 } 2649 }
2355} 2650}
2356 2651
2357 2652
2358/* 2653/*
2360 * Moved from apply.c to player.c - player.c is what 2655 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2656 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2657 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2658 * but there isn't one in the server directory.
2364 */ 2659 */
2660char *
2365char *gravestone_text (object *op) 2661gravestone_text (object *op)
2366{ 2662{
2367 static char buf2[MAX_BUF]; 2663 static char buf2[MAX_BUF];
2368 char buf[MAX_BUF]; 2664 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2665 time_t now = time (NULL);
2370 2666
2371 strcpy (buf2, " R.I.P.\n\n"); 2667 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER) 2668 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2669 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2374 else 2670 else
2375 sprintf (buf, "%s\n", op->name); 2671 sprintf (buf, "%s\n", &op->name);
2672
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2673 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf); 2674 strcat (buf2, buf);
2378 if (op->type == PLAYER) 2675 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level); 2676 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else 2677 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2678 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2679
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2680 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf); 2681 strcat (buf2, buf);
2384 if (op->type == PLAYER) { 2682 if (op->type == PLAYER)
2683 {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer); 2684 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2); 2685 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf); 2686 strcat (buf2, buf);
2388 } 2687 }
2688
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2689 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2690 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf); 2691 strcat (buf2, buf);
2692
2392 return buf2; 2693 return buf2;
2393} 2694}
2394 2695
2395 2696
2396 2697
2698void
2397void do_some_living(object *op) { 2699do_some_living (object *op)
2700{
2398 int last_food=op->stats.food; 2701 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2702 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2703 int over_hp, over_sp, over_grace;
2401 int i; 2704 int i;
2402 int rate_hp = 1200; 2705 int rate_hp = 1200;
2403 int rate_sp = 2500; 2706 int rate_sp = 2500;
2404 int rate_grace = 2000; 2707 int rate_grace = 2000;
2405 const int max_hp = 1; 2708 const int max_hp = 1;
2406 const int max_sp = 1; 2709 const int max_sp = 1;
2407 const int max_grace = 1; 2710 const int max_grace = 1;
2408 2711
2409 if (op->contr->outputs_sync) { 2712 if (op->contr->outputs_sync)
2713 {
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2714 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2411 if (op->contr->outputs[i].buf!=NULL && 2715 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2413 flush_output_element(op, &op->contr->outputs[i]); 2716 flush_output_element (op, &op->contr->outputs[i]);
2414 } 2717 }
2415 2718
2416 if(op->contr->state==ST_PLAYING) { 2719 if (op->contr->state == ST_PLAYING)
2720 {
2417 2721
2418 /* these next three if clauses make it possible to SLOW DOWN 2722 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2723 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2724 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2725 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2726 else
2727 {
2423 gen_hp = op->stats.maxhp; 2728 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2729 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2730 }
2426 if(op->contr->gen_sp >= 0 ) 2731 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2732 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2733 else
2734 {
2429 gen_sp = op->stats.maxsp; 2735 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2736 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2737 }
2432 if(op->contr->gen_grace >= 0) 2738 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2739 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2740 else
2741 {
2435 gen_grace = op->stats.maxgrace; 2742 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2743 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 } 2744 }
2438 2745
2439 /* Regenerate Spell Points */ 2746 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2747 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2748 {
2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2749 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2442 if(op->stats.sp<op->stats.maxsp) {
2443 op->stats.sp++;
2444 /* dms do not consume food */
2445 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2446 op->stats.food--;
2447 if(op->contr->digestion<0)
2448 op->stats.food+=op->contr->digestion;
2449 else if(op->contr->digestion>0 &&
2450 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2451 op->stats.food=last_food;
2452 }
2453 }
2454 if (max_sp>1) {
2455 over_sp = (gen_sp+10)/rate_sp;
2456 if (over_sp > 0) {
2457 if(op->stats.sp<op->stats.maxsp) { 2750 if (op->stats.sp < op->stats.maxsp)
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2751 {
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--; 2752 op->stats.sp++;
2461 if(op->stats.sp>op->stats.maxsp) 2753 /* dms do not consume food */
2462 op->stats.sp=op->stats.maxsp; 2754 if (!QUERY_FLAG (op, FLAG_WIZ))
2755 {
2756 op->stats.food--;
2757 if (op->contr->digestion < 0)
2758 op->stats.food += op->contr->digestion;
2759 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2760 op->stats.food = last_food;
2463 } 2761 }
2464 op->last_sp=0;
2465 } else {
2466 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2467 }
2468 } else {
2469 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2470 }
2471 }
2472
2473 /* Regenerate Grace */
2474 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2475 if(--op->last_grace<0) {
2476 if(op->stats.grace<op->stats.maxgrace/2)
2477 op->stats.grace++; /* no penalty in food for regaining grace */
2478 if(max_grace>1) {
2479 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2480 if (over_grace > 0) {
2481 op->stats.sp += over_grace
2482 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2483 op->last_grace=0;
2484 } else {
2485 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2486 } 2762 }
2763 if (max_sp > 1)
2764 {
2765 over_sp = (gen_sp + 10) / rate_sp;
2766 if (over_sp > 0)
2767 {
2768 if (op->stats.sp < op->stats.maxsp)
2769 {
2770 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2771 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2772 op->stats.sp--;
2773 if (op->stats.sp > op->stats.maxsp)
2774 op->stats.sp = op->stats.maxsp;
2775 }
2776 op->last_sp = 0;
2777 }
2778 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 }
2487 } else { 2783 else
2784 {
2785 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2786 }
2787 }
2788
2789 /* Regenerate Grace */
2790 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2791 if (--op->last_grace < 0)
2792 {
2793 if (op->stats.grace < op->stats.maxgrace / 2)
2794 op->stats.grace++; /* no penalty in food for regaining grace */
2795 if (max_grace > 1)
2796 {
2797 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2798 if (over_grace > 0)
2799 {
2800 op->stats.sp += over_grace
2801 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2802 op->last_grace = 0;
2803 }
2804 else
2805 {
2806 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2807 }
2808 }
2809 else
2810 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2811 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2812 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2813 /* wearing stuff doesn't detract from grace generation. */
2491 } 2814 }
2492 2815
2493 /* Regenerate Hit Points */ 2816 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) { 2817 if (--op->last_heal < 0)
2818 {
2495 if(op->stats.hp<op->stats.maxhp) { 2819 if (op->stats.hp < op->stats.maxhp)
2820 {
2496 op->stats.hp++; 2821 op->stats.hp++;
2497 /* dms do not consume food */ 2822 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2823 if (!QUERY_FLAG (op, FLAG_WIZ))
2499 op->stats.food--; 2824 {
2825 op->stats.food--;
2500 if(op->contr->digestion<0) 2826 if (op->contr->digestion < 0)
2501 op->stats.food+=op->contr->digestion; 2827 op->stats.food += op->contr->digestion;
2502 else if(op->contr->digestion>0 && 2828 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2503 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2504 op->stats.food=last_food; 2829 op->stats.food = last_food;
2830 }
2831 }
2832 if (max_hp > 1)
2833 {
2834 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2835 if (over_hp > 0)
2836 {
2837 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2838 op->last_heal = 0;
2839 }
2840 else
2841 {
2842 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2843 }
2844 }
2845 else
2846 {
2847 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2848 }
2505 } 2849 }
2506 }
2507 if(max_hp>1) {
2508 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2509 if (over_hp > 0) {
2510 op->stats.sp += over_hp
2511 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2512 op->last_heal=0;
2513 } else {
2514 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2515 }
2516 } else {
2517 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2518 }
2519 }
2520 2850
2521 /* Digestion */ 2851 /* Digestion */
2522 if(--op->last_eat<0) { 2852 if (--op->last_eat < 0)
2853 {
2523#ifdef COZY_SERVER 2854#ifdef COZY_SERVER
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2855 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2525 int bonus=dg>0?dg:0, 2856 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2526 penalty=dg<0?-dg:0;
2527#else 2857#else
2528 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2858 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2529 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2530#endif 2859#endif
2531 2860
2532 if(op->contr->gen_hp > 0) 2861 if (op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2862 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2534 else 2863 else
2535 op->last_eat=25*(1+bonus)/(penalty +1); 2864 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2536 /* dms do not consume food */ 2865 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2866 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2867 op->stats.food--;
2868 }
2539 } 2869 }
2540 2870
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2871 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2872 {
2542 object *tmp, *flesh=NULL; 2873 object *tmp, *flesh = NULL;
2543 2874
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2875 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2876 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2877 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2878 {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2879 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2880 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0); 2882 manual_apply (op, tmp, 0);
2549 if(op->stats.food>=0||op->stats.hp<0) 2883 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2884 break;
2551 } 2885 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2886 else if (tmp->type == FLESH)
2887 flesh = tmp;
2553 } /* End if paid for object */ 2888 } /* End if paid for object */
2554 } /* end of for loop */ 2889 } /* end of for loop */
2555 /* If player is still starving, it means they don't have any food, so 2890 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2891 * eat flesh instead.
2557 */ 2892 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2893 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2894 {
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2895 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560 manual_apply(op,flesh,0); 2896 manual_apply (op, flesh, 0);
2561 } 2897 }
2562 } /* end if player is starving */ 2898 } /* end if player is starving */
2563 2899
2564 while(op->stats.food<0&&op->stats.hp>0) 2900 while (op->stats.food < 0 && op->stats.hp > 0)
2565 op->stats.food++,op->stats.hp--; 2901 op->stats.food++, op->stats.hp--;
2566 2902
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2903 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2568 kill_player(op); 2904 kill_player (op);
2569} 2905}
2570 2906
2571 2907
2572 2908
2573/* If the player should die (lack of hp, food, etc), we call this. 2909/* If the player should die (lack of hp, food, etc), we call this.
2574 * op is the player in jeopardy. If the player can not be saved (not 2910 * op is the player in jeopardy. If the player can not be saved (not
2575 * permadeath, no lifesave), this will take care of removing the player 2911 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2912 * file.
2577 */ 2913 */
2914void
2578void kill_player(object *op) 2915kill_player (object *op)
2579{ 2916{
2580 char buf[MAX_BUF]; 2917 char buf[MAX_BUF];
2581 int x,y,i; 2918 int x, y;
2919
2920 //int i;
2582 mapstruct *map; /* this is for resurrection */ 2921 maptile *map; /* this is for resurrection */
2922
2583 int z; 2923 /* int z;
2584 int num_stats_lose; 2924 int num_stats_lose;
2585 int lost_a_stat; 2925 int lost_a_stat;
2586 int lose_this_stat; 2926 int lose_this_stat;
2587 int this_stat; 2927 int this_stat; */
2588 int will_kill_again; 2928 int will_kill_again;
2589 archetype *at; 2929 archetype *at;
2590 object *tmp; 2930 object *tmp;
2591 2931
2592 if(save_life(op)) 2932 if (save_life (op))
2593 return; 2933 return;
2594 2934
2595 2935
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2936 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2597 * in cities ONLY!!! It is very important that this doesn't get abused. 2937 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2938 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2939 */
2600 if (op_on_battleground(op, &x, &y)) { 2940 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2941 {
2602 "You have been defeated in combat!"); 2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2603 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2943 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604 "Local medics have saved your life..."); 2944
2605
2606 /* restore player */ 2945 /* restore player */
2607 at = find_archetype("poisoning"); 2946 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2947 tmp = present_arch_in_ob (at, op);
2609 if (tmp) { 2948 if (tmp)
2610 remove_ob(tmp); 2949 {
2611 free_object(tmp); 2950 tmp->destroy ();
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2951 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2613 } 2952 }
2614 2953
2615 at = find_archetype("confusion"); 2954 at = archetype::find ("confusion");
2616 tmp=present_arch_in_ob(at,op); 2955 tmp = present_arch_in_ob (at, op);
2617 if (tmp) { 2956 if (tmp)
2618 remove_ob(tmp); 2957 {
2619 free_object(tmp); 2958 tmp->destroy ();
2620 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2960 }
2622 2961
2623 cure_disease(op,0); /* remove any disease */ 2962 cure_disease (op, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 2963 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 2964 if (op->stats.food <= 0)
2626 2965 op->stats.food = 999;
2966
2627 /* create a bodypart-trophy to make the winner happy */ 2967 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2968 tmp = arch_to_object (archetype::find ("finger"));
2629 if (tmp != NULL) 2969 if (tmp != NULL)
2630 { 2970 {
2631 sprintf(buf,"%s's finger",op->name); 2971 sprintf (buf, "%s's finger", &op->name);
2632 tmp->name = add_string(buf); 2972 tmp->name = buf;
2633 sprintf(buf," This finger has been cut off %s\n" 2973 sprintf (buf, " This finger has been cut off %s\n"
2634 " the %s, when he was defeated at\n level %d by %s.\n", 2974 " the %s, when he was defeated at\n level %d by %s.\n",
2635 op->name, op->contr->title, (int)(op->level), 2975 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2636 op->contr->killer); 2976 tmp->msg = buf;
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0; 2977 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2639 tmp->materialname = NULL; 2978 tmp->materialname = NULL;
2640 tmp->x = op->x, tmp->y = op->y; 2979 tmp->x = op->x, tmp->y = op->y;
2641 insert_ob_in_map(tmp,op->map,op,0); 2980 insert_ob_in_map (tmp, op->map, op, 0);
2642 }
2643 2981 }
2982
2644 /* teleport defeated player to new destination*/ 2983 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2984 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2985 op->contr->braced = 0;
2647 return; 2986 return;
2648 } 2987 }
2649 2988
2650 INVOKE_PLAYER (DEATH, op->contr); 2989 INVOKE_PLAYER (DEATH, op->contr);
2651 2990
2652 command_kill_pets (op, 0); 2991 command_kill_pets (op, 0);
2653 2992
2654 if(op->stats.food<0) { 2993 if (op->stats.food < 0)
2994 {
2655 if (op->contr->explore) { 2995 if (op->contr->explore)
2996 {
2656 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2997 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2657 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2998 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2658 op->stats.food=999; 2999 op->stats.food = 999;
2659 return; 3000 return;
2660 } 3001 }
2661 sprintf(buf,"%s starved to death.",op->name); 3002 sprintf (buf, "%s starved to death.", &op->name);
2662 strcpy(op->contr->killer,"starvation"); 3003 strcpy (op->contr->killer, "starvation");
3004 }
3005 else
2663 } 3006 {
2664 else {
2665 if (op->contr->explore) { 3007 if (op->contr->explore)
3008 {
2666 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 3009 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2667 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3010 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2668 op->stats.hp=op->stats.maxhp; 3011 op->stats.hp = op->stats.maxhp;
2669 return; 3012 return;
2670 } 3013 }
2671 sprintf(buf,"%s died.",op->name); 3014 sprintf (buf, "%s died.", &op->name);
2672 } 3015 }
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3016 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2674 3017
2675 /* save the map location for corpse, gravestone*/ 3018 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 3019 x = op->x;
3020 y = op->y;
3021 map = op->map;
2677 3022
2678 3023
2679 if (settings.not_permadeth == TRUE) { 3024 if (settings.not_permadeth == TRUE)
3025 {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 3026 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 3027 * life if they are dead - it takes some exp and a random stat.
2682 * See the config.h file for a little more in depth detail about this. 3028 * See the config.h file for a little more in depth detail about this.
2683 */ 3029 */
2684 3030
2685 /* Basically two ways to go - remove a stat permanently, or just 3031 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 3032 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 3033 * of death.
2688 */ 3034 */
2689#ifndef COZY_SERVER 3035#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 3036 if (settings.balanced_stat_loss)
3037 {
2691 /* If stat loss is permanent, lose one stat only. */ 3038 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 3039 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 3040 more if they do. */
2694 /* Higher level characters can afford things such as potions of 3041 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 3042 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 3043 little bit harder. */
2697 /* GD */ 3044 /* GD */
2698 if (settings.stat_loss_on_death) 3045 if (settings.stat_loss_on_death)
2699 num_stats_lose = 1;
2700 else
2701 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2702 } else {
2703 num_stats_lose = 1; 3046 num_stats_lose = 1;
3047 else
3048 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3049 }
3050 else
2704 } 3051 {
3052 num_stats_lose = 1;
3053 }
2705 lost_a_stat = 0; 3054 lost_a_stat = 0;
2706 3055
2707 for (z=0; z<num_stats_lose; z++) { 3056 for (z = 0; z < num_stats_lose; z++)
3057 {
2708 i = RANDOM() % NUM_STATS; 3058 i = RANDOM () % NUM_STATS;
2709 3059
2710 if (settings.stat_loss_on_death) { 3060 if (settings.stat_loss_on_death)
3061 {
2711 /* Pick a random stat and take a point off it. Tell the player 3062 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 3063 * what he lost.
2713 */ 3064 */
2714 change_attr_value(&(op->stats), i,-1); 3065 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 3066 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 3067 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 3068 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3069 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 3070 lost_a_stat = 1;
3071 }
2720 } else { 3072 else
3073 {
2721 /* deplete a stat */ 3074 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 3075 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 3076 object *dep;
2724 3077
2725 dep = present_arch_in_ob(deparch,op); 3078 dep = present_arch_in_ob (deparch, op);
2726 if(!dep) { 3079 if (!dep)
3080 {
2727 dep = arch_to_object(deparch); 3081 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 3082 insert_ob_in_ob (dep, op);
2729 } 3083 }
2730 lose_this_stat = 1; 3084 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 3085 if (settings.balanced_stat_loss)
3086 {
2732 /* GD */ 3087 /* GD */
2733 /* Get the stat that we're about to deplete. */ 3088 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 3089 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 3090 if (this_stat < 0)
3091 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 3092 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 3093 int keep_chance = this_stat * this_stat;
3094
2738 /* Yes, I am paranoid. Sue me. */ 3095 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 3096 if (keep_chance < 1)
2740 keep_chance = 1; 3097 keep_chance = 1;
2741 3098
2742 /* There is a maximum depletion total per level. */ 3099 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 3100 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3101 {
3102 lose_this_stat = 0;
3103 /* Take loss chance vs keep chance to see if we
3104 retain the stat. */
3105 }
3106 else
3107 {
3108 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2744 lose_this_stat = 0; 3109 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */
2747 } else {
2748 if (random_roll(0, loss_chance + keep_chance-1,
2749 op, PREFER_LOW) < keep_chance)
2750 lose_this_stat = 0;
2751 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", 3110 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2752 this_stat, keep_chance, loss_chance, 3111 this_stat, keep_chance, loss_chance,
2753 lose_this_stat?"LOSE":"KEEP"); */ 3112 lose_this_stat?"LOSE":"KEEP"); */
2754 } 3113 }
2755 } 3114 }
2756 } 3115 }
2757 3116
2758 if (lose_this_stat) { 3117 if (lose_this_stat)
3118 {
2759 this_stat = get_attr_value(&(dep->stats), i); 3119 this_stat = get_attr_value (&(dep->stats), i);
2760 /* We could try to do something clever like find another 3120 /* We could try to do something clever like find another
2761 * stat to reduce if this fails. But chances are, if 3121 * stat to reduce if this fails. But chances are, if
2762 * stats have been depleted to -50, all are pretty low 3122 * stats have been depleted to -50, all are pretty low
2763 * and should be roughly the same, so it shouldn't make a 3123 * and should be roughly the same, so it shouldn't make a
2764 * difference. 3124 * difference.
2765 */ 3125 */
2766 if (this_stat>=-50) { 3126 if (this_stat >= -50)
3127 {
2767 change_attr_value(&(dep->stats), i, -1); 3128 change_attr_value (&(dep->stats), i, -1);
2768 SET_FLAG(dep, FLAG_APPLIED); 3129 SET_FLAG (dep, FLAG_APPLIED);
2769 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3130 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2770 fix_player(op); 3131 fix_player (op);
2771 lost_a_stat = 1; 3132 lost_a_stat = 1;
2772 } 3133 }
2773 } 3134 }
2774 } 3135 }
2775 } 3136 }
2776 /* If no stat lost, tell the player. */ 3137 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 3138 if (!lost_a_stat)
2778 { 3139 {
2779 /* determine_god() seems to not work sometimes... why is this? 3140 /* determine_god() seems to not work sometimes... why is this?
2780 Should I be using something else? GD */ 3141 Should I be using something else? GD */
2781 const char *god = determine_god(op); 3142 const char *god = determine_god (op);
3143
2782 if (god && (strcmp(god, "none"))) 3144 if (god && (strcmp (god, "none")))
2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3145 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2784 "moment you feel the holy presence of %s protecting"
2785 " you.", god);
2786 else 3146 else
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2788 " feel a holy presence protecting you."); 3148 }
3149#else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3151#endif
3152
3153 /* Put a gravestone up where the character 'almost' died. List the
3154 * exp loss on the stone.
3155 */
3156 tmp = arch_to_object (archetype::find ("gravestone"));
3157 sprintf (buf, "%s's gravestone", &op->name);
3158 tmp->name = buf;
3159 sprintf (buf, "%s's gravestones", &op->name);
3160 tmp->name_pl = buf;
3161 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);
3162 tmp->msg = buf;
3163 tmp->x = op->x, tmp->y = op->y;
3164 insert_ob_in_map (tmp, op->map, NULL, 0);
3165
3166 /**************************************/
3167 /* */
3168 /* Subtract the experience points, */
3169 /* if we died cause of food, give us */
3170 /* food, and reset HP's... */
3171 /* */
3172 /**************************************/
3173
3174 /* remove any poisoning and confusion the character may be suffering. */
3175 /* restore player */
3176 at = archetype::find ("poisoning");
3177 tmp = present_arch_in_ob (at, op);
3178
3179 if (tmp)
3180 {
3181 tmp->destroy ();
3182 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3183 }
3184
3185 at = archetype::find ("confusion");
3186 tmp = present_arch_in_ob (at, op);
3187 if (tmp)
3188 {
3189 tmp->destroy ();
3190 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3191 }
3192
3193 cure_disease (op, 0); /* remove any disease */
3194
3195 /*add_exp(op, (op->stats.exp * -0.20)); */
3196 apply_death_exp_penalty (op);
3197 if (op->stats.food < 100)
3198 op->stats.food = 900;
3199 op->stats.hp = op->stats.maxhp;
3200 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3201 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3202
3203 /*
3204 * Check to see if the player is in a shop. IF so, then check to see if
3205 * the player has any unpaid items. If so, remove them and put them back
3206 * in the map.
3207 */
3208
3209 if (is_in_shop (op))
3210 remove_unpaid_objects (op->inv, op);
3211
3212 /****************************************/
3213 /* */
3214 /* Move player to his current respawn- */
3215 /* position (usually last savebed) */
3216 /* */
3217 /****************************************/
3218
3219 enter_player_savebed (op);
3220
3221 /* Save the player before inserting the force to reduce
3222 * chance of abuse.
3223 */
3224 op->contr->braced = 0;
3225 save_player (op, 1);
3226
3227 /* it is possible that the player has blown something up
3228 * at his savebed location, and that can have long lasting
3229 * spell effects. So first see if there is a spell effect
3230 * on the space that might harm the player.
3231 */
3232 will_kill_again = 0;
3233 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3234 if (tmp->type == SPELL_EFFECT)
3235 will_kill_again |= tmp->attacktype;
3236
3237 if (will_kill_again)
3238 {
3239 object *force;
3240 int at;
3241
3242 force = get_archetype (FORCE_NAME);
3243 /* 50 ticks should be enough time for the spell to abate */
3244 force->speed = 0.1;
3245 force->speed_left = -5.0;
3246 SET_FLAG (force, FLAG_APPLIED);
3247 for (at = 0; at < NROFATTACKS; at++)
3248 if (will_kill_again & (1 << at))
3249 force->resist[at] = 100;
3250
3251 insert_ob_in_ob (force, op);
3252 fix_player (op);
3253
3254 }
3255
3256 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3257 return;
3258 } /* NOT_PERMADETH */
3259 else
3260 {
3261 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3262 * should probably be embedded in an else statement.
3263 */
3264
3265 op->contr->party = NULL;
3266 if (settings.set_title == TRUE)
3267 op->contr->own_title[0] = '\0';
3268 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3269 check_score (op);
3270
3271 if (op->contr->ranges[range_golem])
3272 {
3273 remove_friendly_object (op->contr->ranges[range_golem]);
3274 op->contr->ranges[range_golem]->destroy ();
3275 op->contr->ranges[range_golem] = 0;
3276 }
3277
3278 loot_object (op); /* Remove some of the items for good */
3279 op->remove ();
3280 op->direction = 0;
3281
3282 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3283 {
3284 delete_character (op->name, 0);
3285 if (settings.resurrection == TRUE)
3286 {
3287 /* save playerfile sans equipment when player dies
3288 ** then save it as player.pl.dead so that future resurrection
3289 ** type spells will work on them nicely
3290 */
3291 delete_character (op->name, 0);
3292 op->stats.hp = op->stats.maxhp;
3293 op->stats.food = 999;
3294
3295 /* set the location of where the person will reappear when */
3296 /* maybe resurrection code should fix map also */
3297 strcpy (op->contr->maplevel, settings.emergency_mapname);
3298 if (op->map != NULL)
3299 op->map = NULL;
3300 op->x = settings.emergency_x;
3301 op->y = settings.emergency_y;
3302 save_player (op, 0);
3303 op->map = map;
3304 /* please see resurrection.c: peterm */
3305 dead_player (op);
2789 } 3306 }
2790#endif 3307 else
2791 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3308 delete_character (op->name, 1);
2792 " feel a holy presence protecting you from losing yourself completely.");
2793
2794 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone.
2796 */
2797 tmp=arch_to_object(find_archetype("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name);
2799 FREE_AND_COPY(tmp->name, buf);
2800 sprintf(buf,"%s's gravestones",op->name);
2801 FREE_AND_COPY(tmp->name_pl, buf);
2802 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2803 "who was killed\n"
2804 "by %s.\n",
2805 op->name, op->contr->title,
2806 op->contr->killer);
2807 tmp->msg = add_string(buf);
2808 tmp->x=op->x,tmp->y=op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0);
2810
2811 /**************************************/
2812 /* */
2813 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */
2816 /* */
2817 /**************************************/
2818
2819 /* remove any poisoning and confusion the character may be suffering.*/
2820 /* restore player */
2821 at = find_archetype("poisoning");
2822 tmp=present_arch_in_ob(at,op);
2823 if (tmp) {
2824 remove_ob(tmp);
2825 free_object(tmp);
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2827 }
2828
2829 at = find_archetype("confusion");
2830 tmp=present_arch_in_ob(at,op);
2831 if (tmp) {
2832 remove_ob(tmp);
2833 free_object(tmp);
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2835 }
2836 cure_disease(op,0); /* remove any disease */
2837 3309 }
2838 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op);
2840 if(op->stats.food < 100) op->stats.food = 900;
2841 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2844 3310
3311 play_again (op);
3312
3313 /* peterm: added to create a corpse at deathsite. */
3314 tmp = arch_to_object (archetype::find ("corpse_pl"));
3315 sprintf (buf, "%s", &op->name);
3316 tmp->name = tmp->name_pl = buf;
3317 tmp->level = op->level;
3318 tmp->x = x;
3319 tmp->y = y;
3320 tmp->msg = gravestone_text (op);
3321 SET_FLAG (tmp, FLAG_UNIQUE);
3322 insert_ob_in_map (tmp, map, NULL, 0);
3323 }
3324}
3325
3326
3327void
3328loot_object (object *op)
3329{ /* Grab and destroy some treasure */
3330 object *tmp, *tmp2, *next;
3331
3332 if (op->container)
3333 { /* close open sack first */
3334 esrv_apply_container (op, op->container);
3335 }
3336
3337 for (tmp = op->inv; tmp != NULL; tmp = next)
3338 {
3339 next = tmp->below;
3340 if (tmp->type == EXPERIENCE || tmp->invisible)
3341 continue;
3342 tmp->remove ();
3343 tmp->x = op->x, tmp->y = op->y;
3344 if (tmp->type == CONTAINER)
3345 { /* empty container to ground */
3346 loot_object (tmp);
2845 /* 3347 }
2846 * Check to see if the player is in a shop. IF so, then check to see if 3348 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
2847 * the player has any unpaid items. If so, remove them and put them back
2848 * in the map.
2849 */ 3349 {
2850 3350 if (tmp->nrof > 1)
2851 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3351 {
2852 if (tmp->type == SHOP_FLOOR) { 3352 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2853 remove_unpaid_objects(op->inv, op); 3353 tmp2->destroy ();
2854 break; 3354 insert_ob_in_map (tmp, op->map, NULL, 0);
2855 } 3355 }
2856 }
2857
2858
2859 /****************************************/
2860 /* */
2861 /* Move player to his current respawn- */
2862 /* position (usually last savebed) */
2863 /* */
2864 /****************************************/
2865
2866 enter_player_savebed(op);
2867
2868 /* Save the player before inserting the force to reduce
2869 * chance of abuse.
2870 */
2871 op->contr->braced=0;
2872 save_player(op,1);
2873
2874 /* it is possible that the player has blown something up
2875 * at his savebed location, and that can have long lasting
2876 * spell effects. So first see if there is a spell effect
2877 * on the space that might harm the player.
2878 */
2879 will_kill_again=0;
2880 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2881 if (tmp->type ==SPELL_EFFECT)
2882 will_kill_again|=tmp->attacktype;
2883 }
2884 if (will_kill_again) {
2885 object *force;
2886 int at;
2887
2888 force=get_archetype(FORCE_NAME);
2889 /* 50 ticks should be enough time for the spell to abate */
2890 force->speed=0.1;
2891 force->speed_left=-5.0;
2892 SET_FLAG(force, FLAG_APPLIED);
2893 for (at=0; at<NROFATTACKS; at++) {
2894 if (will_kill_again & (1 << at))
2895 force->resist[at] = 100;
2896 }
2897 insert_ob_in_ob(force, op);
2898 fix_player(op);
2899
2900 }
2901 /**************************************/
2902 /* */
2903 /* Repaint the characters inv, and */
2904 /* stats, and show a nasty message ;) */
2905 /* */
2906 /**************************************/
2907
2908 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2909 return;
2910 } /* NOT_PERMADETH */
2911 else {
2912 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2913 * should probably be embedded in an else statement.
2914 */
2915
2916 op->contr->party=NULL;
2917 if (settings.set_title == TRUE)
2918 op->contr->own_title[0]='\0';
2919 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2920 check_score(op);
2921 if(op->contr->ranges[range_golem]!=NULL) {
2922 remove_friendly_object(op->contr->ranges[range_golem]);
2923 remove_ob(op->contr->ranges[range_golem]);
2924 free_object(op->contr->ranges[range_golem]);
2925 op->contr->ranges[range_golem]=NULL;
2926 op->contr->golem_count=0;
2927 }
2928 loot_object(op); /* Remove some of the items for good */
2929 remove_ob(op);
2930 op->direction=0;
2931
2932 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2933 delete_character(op->name,0);
2934 if (settings.resurrection == TRUE) {
2935 /* save playerfile sans equipment when player dies
2936 ** then save it as player.pl.dead so that future resurrection
2937 ** type spells will work on them nicely
2938 */
2939 delete_character(op->name,0);
2940 op->stats.hp = op->stats.maxhp;
2941 op->stats.food = 999;
2942
2943 /* set the location of where the person will reappear when */
2944 /* maybe resurrection code should fix map also */
2945 strcpy(op->contr->maplevel, settings.emergency_mapname);
2946 if(op->map!=NULL)
2947 op->map = NULL;
2948 op->x = settings.emergency_x;
2949 op->y = settings.emergency_y;
2950 save_player(op,0);
2951 op->map = map;
2952 /* please see resurrection.c: peterm */
2953 dead_player(op);
2954 } else { 3356 else
2955 delete_character(op->name,1); 3357 tmp->destroy ();
2956 } 3358 }
2957 } 3359 else
2958 play_again(op);
2959
2960 /* peterm: added to create a corpse at deathsite. */
2961 tmp=arch_to_object(find_archetype("corpse_pl"));
2962 sprintf(buf,"%s", op->name);
2963 FREE_AND_COPY(tmp->name, buf);
2964 FREE_AND_COPY(tmp->name_pl, buf);
2965 tmp->level=op->level;
2966 tmp->x=x;tmp->y=y;
2967 if (tmp->msg)
2968 free_string(tmp->msg);
2969 tmp->msg = add_string (gravestone_text(op));
2970 SET_FLAG (tmp, FLAG_UNIQUE);
2971 insert_ob_in_map (tmp, map, NULL,0);
2972 }
2973}
2974
2975
2976void loot_object(object *op) { /* Grab and destroy some treasure */
2977 object *tmp,*tmp2,*next;
2978
2979 if (op->container) { /* close open sack first */
2980 esrv_apply_container (op, op->container);
2981 }
2982
2983 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2984 next=tmp->below;
2985 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2986 remove_ob(tmp);
2987 tmp->x=op->x,tmp->y=op->y;
2988 if (tmp->type == CONTAINER) { /* empty container to ground */
2989 loot_object(tmp);
2990 }
2991 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2992 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2993 if(tmp->nrof>1) {
2994 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2995 free_object(tmp2);
2996 insert_ob_in_map(tmp,op->map,NULL,0); 3360 insert_ob_in_map (tmp, op->map, NULL, 0);
2997 } else
2998 free_object(tmp);
2999 } else
3000 insert_ob_in_map(tmp,op->map,NULL,0);
3001 } 3361 }
3002} 3362}
3003 3363
3004/* 3364/*
3005 * fix_weight(): Check recursively the weight of all players, and fix 3365 * fix_weight(): Check recursively the weight of all players, and fix
3006 * what needs to be fixed. Refresh windows and fix speed if anything 3366 * what needs to be fixed. Refresh windows and fix speed if anything
3007 * was changed. 3367 * was changed.
3008 */ 3368 */
3009 3369
3370void
3010void fix_weight(void) { 3371fix_weight (void)
3372{
3011 player *pl; 3373 player *pl;
3374
3012 for (pl = first_player; pl != NULL; pl = pl->next) { 3375 for (pl = first_player; pl != NULL; pl = pl->next)
3376 {
3013 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3377 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3378
3014 if(old == sum) 3379 if (old == sum)
3015 continue; 3380 continue;
3016 fix_player(pl->ob); 3381 fix_player (pl->ob);
3017 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3382 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3018 pl->ob->name, old, sum);
3019 } 3383 }
3020} 3384}
3021 3385
3386void
3022void fix_luck(void) { 3387fix_luck (void)
3388{
3023 player *pl; 3389 player *pl;
3390
3024 for (pl = first_player; pl != NULL; pl = pl->next) 3391 for (pl = first_player; pl != NULL; pl = pl->next)
3025 if (!pl->ob->contr->state) 3392 if (!pl->ob->contr->state)
3026 change_luck(pl->ob, 0); 3393 change_luck (pl->ob, 0);
3027} 3394}
3028 3395
3029 3396
3030/* cast_dust() - handles op throwing objects of type 'DUST'. 3397/* cast_dust() - handles op throwing objects of type 'DUST'.
3031 * This is much simpler in the new spell code - we basically 3398 * This is much simpler in the new spell code - we basically
3032 * just treat this as any other spell casting object. 3399 * just treat this as any other spell casting object.
3033 */ 3400 */
3034 3401
3035void 3402void
3036cast_dust (object * op, object * throw_ob, int dir) 3403cast_dust (object *op, object *throw_ob, int dir)
3037{ 3404{
3038 object *skop, *spob; 3405 object *skop, *spob;
3039 3406
3040 skop = find_skill_by_name (op, throw_ob->skill); 3407 skop = find_skill_by_name (op, throw_ob->skill);
3041 3408
3042 /* casting POTION 'dusts' is really a use_magic_item skill */ 3409 /* casting POTION 'dusts' is really a use_magic_item skill */
3043 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3410 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3044 { 3411 {
3045 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3412 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3046 op->name);
3047 return; 3413 return;
3048 } 3414 }
3049 3415
3050 spob = throw_ob->inv; 3416 spob = throw_ob->inv;
3051 3417
3052 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3418 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3053 // not pass NULL to cast_spell (which did indeed check itself, but 3419 // not pass NULL to cast_spell (which did indeed check itself, but
3054 // errors should be reported as early as possible IMHO) 3420 // errors should be reported as early as possible IMHO)
3055 if (!spob) 3421 if (!spob)
3056 { 3422 {
3057 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3423 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3058 throw_ob->name, op->name);
3059 return; 3424 return;
3060 } 3425 }
3061 3426
3062 if (op->type == PLAYER) 3427 if (op->type == PLAYER)
3063 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3428 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3064 3429
3065 cast_spell (op, throw_ob, dir, spob, NULL); 3430 cast_spell (op, throw_ob, dir, spob, NULL);
3066 3431
3067 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3432 throw_ob->destroy ();
3068 remove_ob (throw_ob);
3069 free_object (throw_ob);
3070} 3433}
3071 3434
3435void
3072void make_visible (object *op) { 3436make_visible (object *op)
3437{
3073 op->hide = 0; 3438 op->hide = 0;
3074 op->invisible = 0; 3439 op->invisible = 0;
3075 if(op->type==PLAYER) { 3440 if (op->type == PLAYER)
3441 {
3076 op->contr->tmp_invis = 0; 3442 op->contr->tmp_invis = 0;
3077 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3443 op->contr->invis_race = 0;
3078 } 3444 }
3079 update_object(op,UP_OBJ_FACE); 3445 update_object (op, UP_OBJ_FACE);
3080} 3446}
3081 3447
3448int
3082int is_true_undead(object *op) { 3449is_true_undead (object *op)
3450{
3083 object *tmp=NULL; 3451 object *tmp = NULL;
3084 3452
3085 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3453 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3454 return 1;
3086 3455
3087 if(op->type==PLAYER) 3456 if (op->type == PLAYER)
3088 for(tmp=op->inv;tmp;tmp=tmp->below) 3457 for (tmp = op->inv; tmp; tmp = tmp->below)
3089 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3458 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3090 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3459 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3460 return 1;
3091 return 0; 3461 return 0;
3092} 3462}
3093 3463
3094/* look at the surrounding terrain to determine 3464/* look at the surrounding terrain to determine
3095 * the hideability of this object. Positive levels 3465 * the hideability of this object. Positive levels
3096 * indicate greater hideability. 3466 * indicate greater hideability.
3097 */ 3467 */
3098 3468
3469int
3099int hideability(object *ob) { 3470hideability (object *ob)
3471{
3100 int i,level=0, mflag; 3472 int i, level = 0, mflag;
3101 sint16 x,y; 3473 sint16 x, y;
3102 3474
3103 if(!ob||!ob->map) return 0; 3475 if (!ob || !ob->map)
3476 return 0;
3104 3477
3105 /* so, on normal lighted maps, its hard to hide */ 3478 /* so, on normal lighted maps, its hard to hide */
3106 level=ob->map->darkness - 2; 3479 level = ob->map->darkness - 2;
3107 3480
3108 /* this also picks up whether the object is glowing. 3481 /* this also picks up whether the object is glowing.
3109 * If you carry a light on a non-dark map, its not 3482 * If you carry a light on a non-dark map, its not
3110 * as bad as carrying a light on a pitch dark map */ 3483 * as bad as carrying a light on a pitch dark map */
3111 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3484 if (has_carried_lights (ob))
3485 level = -(10 + (2 * ob->map->darkness));
3112 3486
3113 /* scan through all nearby squares for terrain to hide in */ 3487 /* scan through all nearby squares for terrain to hide in */
3114 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3488 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3489 {
3115 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3490 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3116 if (mflag & P_OUT_OF_MAP) { continue; } 3491 if (mflag & P_OUT_OF_MAP)
3492 {
3493 continue;
3494 }
3117 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3495 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3118 level += 2; 3496 level += 2;
3119 else /* open terrain! */ 3497 else /* open terrain! */
3120 level -= 1; 3498 level -= 1;
3121 } 3499 }
3122 3500
3123#if 0 3501#if 0
3124 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3502 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3125#endif 3503#endif
3126 return level; 3504 return level;
3127} 3505}
3128 3506
3129/* For Hidden creatures - a chance of becoming 'unhidden' 3507/* For Hidden creatures - a chance of becoming 'unhidden'
3130 * every time they move - as we subtract off 'invisibility' 3508 * every time they move - as we subtract off 'invisibility'
3131 * AND, for players, if they move into a ridiculously unhideable 3509 * AND, for players, if they move into a ridiculously unhideable
3132 * spot (surrounded by clear terrain in broad daylight). -b.t. 3510 * spot (surrounded by clear terrain in broad daylight). -b.t.
3133 */ 3511 */
3134 3512
3513void
3135void do_hidden_move (object *op) { 3514do_hidden_move (object *op)
3515{
3136 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3516 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3137 object *skop; 3517 object *skop;
3138 3518
3139 if(!op || !op->map) return; 3519 if (!op || !op->map)
3520 return;
3140 3521
3141 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3522 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3142 3523
3143 /* its *extremely* hard to run and sneak/hide at the same time! */ 3524 /* its *extremely* hard to run and sneak/hide at the same time! */
3144 if(op->type==PLAYER && op->contr->run_on) { 3525 if (op->type == PLAYER && op->contr->run_on)
3526 {
3145 if(!skop || num >= skop->level) { 3527 if (!skop || num >= skop->level)
3528 {
3146 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3529 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3147 make_visible(op); 3530 make_visible (op);
3148 return; 3531 return;
3532 }
3533 else
3149 } else num += 20; 3534 num += 20;
3150 } 3535 }
3151 num += op->map->difficulty; 3536 num += op->map->difficulty;
3152 hide = hideability(op); /* modify by terrain hidden level */ 3537 hide = hideability (op); /* modify by terrain hidden level */
3153 num -= hide; 3538 num -= hide;
3154 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3539 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3540 {
3155 make_visible(op); 3541 make_visible (op);
3156 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3542 if (op->type == PLAYER)
3157 "You moved out of hiding! You are visible!"); 3543 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3158 } 3544 }
3159 else if (op->type == PLAYER && skop) { 3545 else if (op->type == PLAYER && skop)
3546 {
3160 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3547 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3161 } 3548 }
3162} 3549}
3163 3550
3164/* determine if who is standing near a hostile creature. */ 3551/* determine if who is standing near a hostile creature. */
3165 3552
3553int
3166int stand_near_hostile( object *who ) { 3554stand_near_hostile (object *who)
3555{
3167 object *tmp=NULL; 3556 object *tmp = NULL;
3168 int i,friendly=0,player=0, mflags; 3557 int i, friendly = 0, player = 0, mflags;
3169 mapstruct *m; 3558 maptile *m;
3170 sint16 x,y; 3559 sint16 x, y;
3171 3560
3172 if(!who) return 0; 3561 if (!who)
3562 return 0;
3173 3563
3174 if(who->type==PLAYER) player=1; 3564 if (who->type == PLAYER)
3565 player = 1;
3566
3567 else
3175 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3568 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3176 3569
3177 /* search adjacent squares */ 3570 /* search adjacent squares */
3178 for(i=1;i<9;i++) { 3571 for (i = 1; i < 9; i++)
3572 {
3179 x = who->x+freearr_x[i]; 3573 x = who->x + freearr_x[i];
3180 y = who->y+freearr_y[i]; 3574 y = who->y + freearr_y[i];
3181 m = who->map; 3575 m = who->map;
3182 mflags = get_map_flags(m, &m, x, y, &x, &y); 3576 mflags = get_map_flags (m, &m, x, y, &x, &y);
3183 /* space must be blocked if there is a monster. If not 3577 /* space must be blocked if there is a monster. If not
3184 * blocked, don't need to check this space. 3578 * blocked, don't need to check this space.
3185 */ 3579 */
3186 if (mflags & P_OUT_OF_MAP) continue; 3580 if (mflags & P_OUT_OF_MAP)
3581 continue;
3187 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3582 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3188 3583 continue;
3584
3189 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3585 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3190 if((player||friendly) 3586 {
3191 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3587 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3588 return 1;
3589 else if (tmp->type == PLAYER)
3590 {
3591 /*don't let a hidden DM prevent you from hiding */
3592 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3192 return 1; 3593 return 1;
3193 else if(tmp->type==PLAYER)
3194 {
3195 /*don't let a hidden DM prevent you from hiding*/
3196 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3197 return 1;
3198 } 3594 }
3199 } 3595 }
3200 } 3596 }
3201 return 0; 3597 return 0;
3202} 3598}
3203 3599
3204/* check the player los field for viewability of the 3600/* check the player los field for viewability of the
3205 * object op. This function works fine for monsters, 3601 * object op. This function works fine for monsters,
3206 * but we dont worry if the object isnt the top one in 3602 * but we dont worry if the object isnt the top one in
3213 * for them to differ. Sigh, this fctn could get a bit more complex. 3609 * for them to differ. Sigh, this fctn could get a bit more complex.
3214 * -b.t. 3610 * -b.t.
3215 * This function is now map tiling safe. 3611 * This function is now map tiling safe.
3216 */ 3612 */
3217 3613
3614int
3218int player_can_view (object *pl,object *op) { 3615player_can_view (object *pl, object *op)
3616{
3219 rv_vector rv; 3617 rv_vector rv;
3220 int dx,dy; 3618 int dx, dy;
3221 3619
3222 if(pl->type!=PLAYER) { 3620 if (pl->type != PLAYER)
3621 {
3223 LOG(llevError,"player_can_view() called for non-player object\n"); 3622 LOG (llevError, "player_can_view() called for non-player object\n");
3224 return -1; 3623 return -1;
3225 } 3624 }
3226 if (!pl || !op) return 0; 3625 if (!pl || !op)
3227
3228 if(op->head) { op = op->head; }
3229 get_rangevector(pl, op, &rv, 0x1);
3230
3231 /* starting with the 'head' part, lets loop
3232 * through the object and find if it has any
3233 * part that is in the los array but isnt on
3234 * a blocked los square.
3235 * we use the archetype to figure out offsets.
3236 */
3237 while(op) {
3238 dx = rv.distance_x + op->arch->clone.x;
3239 dy = rv.distance_y + op->arch->clone.y;
3240
3241 /* only the viewable area the player sees is updated by LOS
3242 * code, so we need to restrict ourselves to that range of values
3243 * for any meaningful values.
3244 */
3245 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3246 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3247 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3248 return 1;
3249 op = op->more;
3250 }
3251 return 0; 3626 return 0;
3627
3628 if (op->head)
3629 {
3630 op = op->head;
3631 }
3632 get_rangevector (pl, op, &rv, 0x1);
3633
3634 /* starting with the 'head' part, lets loop
3635 * through the object and find if it has any
3636 * part that is in the los array but isnt on
3637 * a blocked los square.
3638 * we use the archetype to figure out offsets.
3639 */
3640 while (op)
3641 {
3642 dx = rv.distance_x + op->arch->clone.x;
3643 dy = rv.distance_y + op->arch->clone.y;
3644
3645 /* only the viewable area the player sees is updated by LOS
3646 * code, so we need to restrict ourselves to that range of values
3647 * for any meaningful values.
3648 */
3649 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3650 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3651 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3652 return 1;
3653 op = op->more;
3654 }
3655 return 0;
3252} 3656}
3253 3657
3254/* routine for both players and monsters. We call this when 3658/* routine for both players and monsters. We call this when
3255 * there is a possibility for our action distrubing our hiding 3659 * there is a possibility for our action distrubing our hiding
3256 * place or invisiblity spell. Artefact invisiblity is not 3660 * place or invisiblity spell. Artefact invisiblity is not
3257 * effected by this. If we arent invisible to begin with, we 3661 * effected by this. If we arent invisible to begin with, we
3258 * return 0. 3662 * return 0.
3259 */ 3663 */
3664int
3260int action_makes_visible (object *op) { 3665action_makes_visible (object *op)
3666{
3261 3667
3262 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3668 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3669 {
3263 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3670 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3264 return 0; 3671 return 0;
3265 3672
3266 if (op->contr && op->contr->tmp_invis == 0) return 0; 3673 if (op->contr && op->contr->tmp_invis == 0)
3674 return 0;
3267 3675
3268 /* If monsters, they should become visible */ 3676 /* If monsters, they should become visible */
3269 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3677 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3678 {
3270 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3679 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3271 return 1; 3680 return 1;
3272 } 3681 }
3273 } 3682 }
3274 return 0; 3683 return 0;
3275} 3684}
3276 3685
3277/* op_on_battleground - checks if the given object op (usually 3686/* op_on_battleground - checks if the given object op (usually
3278 * a player) is standing on a valid battleground-tile, 3687 * a player) is standing on a valid battleground-tile,
3279 * function returns TRUE/FALSE. If true x, y returns the battleground 3688 * function returns TRUE/FALSE. If true x, y returns the battleground
3280 * -exit-coord. (and if x, y not NULL) 3689 * -exit-coord. (and if x, y not NULL)
3281 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3690 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3282 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3691 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3283 * Default is to do the same as before, so only people wanting to have different points need worry about this 3692 * Default is to do the same as before, so only people wanting to have different points need worry about this
3284 */ 3693 */
3694int
3285int op_on_battleground (object *op, int *x, int *y) { 3695op_on_battleground (object *op, int *x, int *y)
3696{
3286 object *tmp; 3697 object *tmp;
3287 3698
3288 /* A battleground-tile needs the following attributes to be valid: 3699 /* A battleground-tile needs the following attributes to be valid:
3289 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3700 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3290 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3701 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3291 * and the exit-coordinates sp/hp must both be > 0. 3702 * and the exit-coordinates sp/hp must both be > 0.
3292 * => The intention here is to prevent abuse of the battleground- 3703 * => The intention here is to prevent abuse of the battleground-
3293 * feature (like pickable or hidden battleground tiles). */ 3704 * feature (like pickable or hidden battleground tiles). */
3294 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3705 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3706 {
3295 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3707 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3708 {
3296 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3709 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3297 strcmp(tmp->name, "battleground")==0 && 3710 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3298 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3711 {
3299 /*before we assign the exit, check if this is a teambattle*/ 3712 /*before we assign the exit, check if this is a teambattle */
3300 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3713 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3714 {
3301 object *invtmp; 3715 object *invtmp;
3716
3302 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3717 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3303 if(invtmp->type==FORCE && invtmp->slaying && 3718 {
3304 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3719 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3720 {
3305 if (x != NULL && y != NULL) 3721 if (x != NULL && y != NULL)
3306 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3722 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3307 return 1; 3723 return 1;
3724 }
3308 } 3725 }
3309 } 3726 }
3310 }
3311 if (x != NULL && y != NULL) 3727 if (x != NULL && y != NULL)
3312 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3728 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3313 return 1; 3729 return 1;
3730 }
3314 } 3731 }
3315 }
3316 } 3732 }
3317 /* If we got here, did not find a battleground */ 3733 /* If we got here, did not find a battleground */
3318 return 0; 3734 return 0;
3319} 3735}
3320 3736
3321/* 3737/*
3325 * attributes: 3741 * attributes:
3326 * object *who the dragon player 3742 * object *who the dragon player
3327 * int atnr the attack-number of the ability focus 3743 * int atnr the attack-number of the ability focus
3328 * int level ability level 3744 * int level ability level
3329 */ 3745 */
3746void
3330void dragon_ability_gain(object *who, int atnr, int level) { 3747dragon_ability_gain (object *who, int atnr, int level)
3748{
3331 treasurelist *trlist = NULL; /* treasurelist */ 3749 treasurelist *trlist = NULL; /* treasurelist */
3332 treasure *tr; /* treasure */ 3750 treasure *tr; /* treasure */
3333 object *tmp,*skop; /* tmp. object */ 3751 object *tmp, *skop; /* tmp. object */
3334 object *item; /* treasure object */ 3752 object *item; /* treasure object */
3335 char buf[MAX_BUF]; /* tmp. string buffer */ 3753 char buf[MAX_BUF]; /* tmp. string buffer */
3336 int i=0, j=0; 3754 int i = 0, j = 0;
3337 3755
3338 /* get the appropriate treasurelist */ 3756 /* get the appropriate treasurelist */
3339 if (atnr == ATNR_FIRE) 3757 if (atnr == ATNR_FIRE)
3340 trlist = find_treasurelist("dragon_ability_fire"); 3758 trlist = find_treasurelist ("dragon_ability_fire");
3341 else if (atnr == ATNR_COLD) 3759 else if (atnr == ATNR_COLD)
3342 trlist = find_treasurelist("dragon_ability_cold"); 3760 trlist = find_treasurelist ("dragon_ability_cold");
3343 else if (atnr == ATNR_ELECTRICITY) 3761 else if (atnr == ATNR_ELECTRICITY)
3344 trlist = find_treasurelist("dragon_ability_elec"); 3762 trlist = find_treasurelist ("dragon_ability_elec");
3345 else if (atnr == ATNR_POISON) 3763 else if (atnr == ATNR_POISON)
3346 trlist = find_treasurelist("dragon_ability_poison"); 3764 trlist = find_treasurelist ("dragon_ability_poison");
3347 3765
3348 if (trlist == NULL || who->type != PLAYER) 3766 if (trlist == NULL || who->type != PLAYER)
3767 return;
3768
3769 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3770
3771 if (tr == NULL || tr->item == NULL)
3772 {
3773 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3774 return;
3775 }
3776
3777 /* everything seems okay - now bring on the gift: */
3778 item = &(tr->item->clone);
3779
3780 if (item->type == SPELL)
3781 {
3782 if (check_spell_known (who, item->name))
3349 return; 3783 return;
3350 3784
3351 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3785 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3352 tr = tr->next, i++); 3786 do_learn_spell (who, item, 0);
3353 3787 return;
3354 if (tr == NULL || tr->item == NULL) { 3788 }
3355 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3789
3790 /* grant direct spell */
3791 if (item->type == SPELLBOOK)
3792 {
3793 if (!item->inv)
3794 {
3795 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3796 return;
3797 }
3798 if (check_spell_known (who, item->inv->name))
3356 return; 3799 return;
3357 }
3358
3359 /* everything seems okay - now bring on the gift: */
3360 item = &(tr->item->clone);
3361
3362 if (item->type == SPELL) {
3363 if (check_spell_known (who, item->name))
3364 return;
3365
3366 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3367 do_learn_spell (who, item, 0);
3368 return;
3369 }
3370
3371 /* grant direct spell */
3372 if (item->type == SPELLBOOK) {
3373 if (!item->inv) {
3374 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3375 item->name);
3376 return;
3377 }
3378 if (check_spell_known (who, item->inv->name))
3379 return;
3380 if (item->invisible) { 3800 if (item->invisible)
3801 {
3381 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3802 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3382 do_learn_spell (who, item->inv, 0); 3803 do_learn_spell (who, item->inv, 0);
3383 return; 3804 return;
3384 } 3805 }
3385 } 3806 }
3386 else if (item->type == SKILL_TOOL && item->invisible) { 3807 else if (item->type == SKILL_TOOL && item->invisible)
3808 {
3387 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3809 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3810 {
3388 3811
3389 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3812 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3390 * in this way, if the player is missing any of the attacktypes, he gets 3813 * in this way, if the player is missing any of the attacktypes, he gets
3391 * them. As it is now, if the player has any that match the granted skill, 3814 * them. As it is now, if the player has any that match the granted skill,
3392 * but not all of them, he gets nothing. 3815 * but not all of them, he gets nothing.
3393 */ 3816 */
3394 if (!(skop->attacktype & item->attacktype)) { 3817 if (!(skop->attacktype & item->attacktype))
3818 {
3395 /* Give new attacktype */ 3819 /* Give new attacktype */
3396 skop->attacktype |= item->attacktype; 3820 skop->attacktype |= item->attacktype;
3397 3821
3398 /* always add physical if there's none */ 3822 /* always add physical if there's none */
3399 skop->attacktype |= AT_PHYSICAL; 3823 skop->attacktype |= AT_PHYSICAL;
3400 3824
3401 if (item->msg != NULL) 3825 if (item->msg != NULL)
3402 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3826 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3403 3827
3404 /* Give player new face */ 3828 /* Give player new face */
3405 if (item->animation_id) { 3829 if (item->animation_id)
3830 {
3406 who->face = skop->face; 3831 who->face = skop->face;
3407 who->animation_id = item->animation_id; 3832 who->animation_id = item->animation_id;
3408 who->anim_speed = item->anim_speed; 3833 who->anim_speed = item->anim_speed;
3409 who->last_anim = 0; 3834 who->last_anim = 0;
3410 who->state = 0; 3835 who->state = 0;
3411 animate_object(who, who->direction); 3836 animate_object (who, who->direction);
3412 } 3837 }
3413 } 3838 }
3414 } 3839 }
3415 } 3840 }
3416 else if (item->type == FORCE) { 3841 else if (item->type == FORCE)
3842 {
3417 /* forces in the treasurelist can alter the player's stats */ 3843 /* forces in the treasurelist can alter the player's stats */
3418 object *skin; 3844 object *skin;
3845
3419 /* first get the dragon skin force */ 3846 /* first get the dragon skin force */
3420 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3847 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3421 skin=skin->below);
3422 if (skin == NULL) return; 3848 if (skin == NULL)
3423 3849 return;
3850
3424 /* adding new spellpath attunements */ 3851 /* adding new spellpath attunements */
3425 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3852 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3853 {
3426 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3854 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3427 3855
3428 /* print message */ 3856 /* print message */
3429 sprintf(buf, "You feel attuned to "); 3857 sprintf (buf, "You feel attuned to ");
3430 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3858 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3859 {
3431 if(item->path_attuned & (1<<i)) { 3860 if (item->path_attuned & (1 << i))
3861 {
3432 if (j) 3862 if (j)
3433 strcat(buf," and "); 3863 strcat (buf, " and ");
3434 else 3864 else
3435 j = 1; 3865 j = 1;
3436 strcat(buf, spellpathnames[i]); 3866 strcat (buf, spellpathnames[i]);
3437 } 3867 }
3438 } 3868 }
3439 strcat(buf,"."); 3869 strcat (buf, ".");
3440 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3870 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3441 } 3871 }
3442 3872
3443 /* evtl. adding flags: */ 3873 /* evtl. adding flags: */
3444 if(QUERY_FLAG(item, FLAG_XRAYS)) 3874 if (QUERY_FLAG (item, FLAG_XRAYS))
3445 SET_FLAG(skin, FLAG_XRAYS); 3875 SET_FLAG (skin, FLAG_XRAYS);
3446 if(QUERY_FLAG(item, FLAG_STEALTH)) 3876 if (QUERY_FLAG (item, FLAG_STEALTH))
3447 SET_FLAG(skin, FLAG_STEALTH); 3877 SET_FLAG (skin, FLAG_STEALTH);
3448 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3878 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3449 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3879 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3450 3880
3451 /* print message if there is one */ 3881 /* print message if there is one */
3452 if (item->msg != NULL) 3882 if (item->msg != NULL)
3453 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3883 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3884 }
3885 else
3454 } 3886 {
3455 else {
3456 /* generate misc. treasure */ 3887 /* generate misc. treasure */
3457 tmp = arch_to_object (tr->item); 3888 tmp = arch_to_object (tr->item);
3458 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3889 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3459 tmp = insert_ob_in_ob (tmp, who); 3890 tmp = insert_ob_in_ob (tmp, who);
3460 if (who->type == PLAYER) 3891 if (who->type == PLAYER)
3461 esrv_send_item(who, tmp); 3892 esrv_send_item (who, tmp);
3462 } 3893 }
3463} 3894}
3464 3895
3465/** 3896/**
3466 * Unready an object for a player. This function does nothing if the object was 3897 * Unready an object for a player. This function does nothing if the object was
3467 * not readied. 3898 * not readied.
3468 */ 3899 */
3900void
3469void player_unready_range_ob(player *pl, object *ob) { 3901player_unready_range_ob (player *pl, object *ob)
3902{
3470 rangetype i; 3903 rangetype i;
3471 3904
3472 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3905 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3906 {
3473 if (pl->ranges[i] == ob) { 3907 if (pl->ranges[i] == ob)
3908 {
3474 pl->ranges[i] = NULL; 3909 pl->ranges[i] = NULL;
3475 if (pl->shoottype == i) { 3910 if (pl->shoottype == i)
3911 {
3476 pl->shoottype = range_none; 3912 pl->shoottype = range_none;
3477 } 3913 }
3478 } 3914 }
3479 } 3915 }
3480} 3916}

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