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Comparing deliantra/server/server/player.C (file contents):
Revision 1.14 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.48 by root, Tue Dec 19 05:41:22 2006 UTC

1/*
2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.14 2006/09/03 00:18:42 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The author can be reached via e-mail to crossfire-devel@real-time.com 21 The author can be reached via e-mail to <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 25#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#ifdef COZY_SERVER
44extern int same_party (partylist *a, partylist *b); 34extern int same_party (partylist *a, partylist *b);
45#endif 35#endif
46 36
37player *
47player *find_player(const char *plname) 38find_player (const char *plname)
48{ 39{
49 player *pl; 40 player *pl;
41
50 for(pl=first_player;pl!=NULL;pl=pl->next) 42 for (pl = first_player; pl != NULL; pl = pl->next)
51 { 43 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
53 return pl; 45 return pl;
54 }; 46 };
55 return NULL; 47 return NULL;
56} 48}
57 49
50player *
58player* find_player_partial_name( const char* plname ) 51find_player_partial_name (const char *plname)
59 { 52{
60 player* pl; 53 player *pl;
61 player* found = NULL; 54 player *found = NULL;
62 size_t namelen = strlen( plname ); 55 size_t namelen = strlen (plname);
56
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 57 for (pl = first_player; pl != NULL; pl = pl->next)
64 { 58 {
65 if ( strlen( pl->ob->name ) < namelen ) 59 if ((size_t) strlen (pl->ob->name) < namelen)
66 continue; 60 continue;
67 61
68 if ( !strcmp( pl->ob->name, plname) ) 62 if (!strcmp (pl->ob->name, plname))
69 return pl; 63 return pl;
70 64
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 65 if (!strncasecmp (pl->ob->name, plname, namelen))
72 { 66 {
73 if ( found ) 67 if (found)
74 return NULL; 68 return NULL;
75 69
76 found = pl; 70 found = pl;
71 }
72 }
73 return found;
74}
75
76void
77display_motd (const object *op)
78{
79 char buf[MAX_BUF];
80 char motd[HUGE_BUF];
81 FILE *fp;
82 int comp;
83 int size;
84
85 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 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 = new player;
208
209 /* This adds the player in the linked list. There is extra
210 * complexity here because we want to add the new player at the
211 * end of the list - there is in fact no compelling reason that
212 * that needs to be done except for things like output of
213 * 'who'.
214 */
215 player *tmp = first_player;
216 while(tmp!=NULL&&tmp->next!=NULL)
217 tmp=tmp->next;
218 if(tmp!=NULL)
219 tmp->next=p;
220 else
221 first_player=p;
222
223 p->next = NULL;
224 }
225
226 /* Clears basically the entire player structure except 220 /* Clears basically the entire player structure except
227 * for next and socket. 221 * for next and socket.
228 */ 222 */
229 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 223 p->clear ();
230 p->attachable_init (); //HACK
231 224
232 /* There are some elements we want initialized to non zero value - 225 /* There are some elements we want initialized to non zero value -
233 * we deal with that below this point. 226 * we deal with that below this point.
234 */ 227 */
235 p->party=NULL; 228 p->party = NULL;
236 p->outputs_sync=16; /* Every 2 seconds */ 229 p->outputs_sync = 16; /* Every 2 seconds */
237 p->outputs_count=8; /* Keeps present behaviour */ 230 p->outputs_count = 8; /* Keeps present behaviour */
238 p->unapply = unapply_nochoice; 231 p->unapply = unapply_nochoice;
239 p->Swap_First = -1; 232 p->Swap_First = -1;
240 233
241#ifdef AUTOSAVE 234#ifdef AUTOSAVE
242 p->last_save_tick = 9999999; 235 p->last_save_tick = 9999999;
243#endif 236#endif
244 237
245 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
246 239
247 op->contr=p; /* this aren't yet in archetype */ 240 op->contr = p; /* this aren't yet in archetype */
248 p->ob = op; 241 p->ob = op;
249 op->speed_left=0.5; 242 op->speed_left = 0.5;
250 op->speed=1.0; 243 op->speed = 1.0;
251 op->direction=5; /* So player faces south */ 244 op->direction = 5; /* So player faces south */
252 op->stats.wc=2; 245 op->stats.wc = 2;
253 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
254 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 */
255
256 roll_stats(op); 251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
257 p->state=ST_ROLL_STAT; 254 p->state = ST_ROLL_STAT;
258 clear_los(op); 255 clear_los (op);
259 256
260 p->gen_sp_armour=10; 257 p->gen_sp_armour = 10;
261 p->last_speed= -1; 258 p->last_speed = -1;
262 p->shoottype=range_none; 259 p->shoottype = range_none;
263 p->bowtype=bow_normal; 260 p->bowtype = bow_normal;
264 p->petmode=pet_normal; 261 p->petmode = pet_normal;
265 p->listening=10; 262 p->listening = 10;
266 p->usekeys=containers; 263 p->usekeys = containers;
267 p->last_weapon_sp= -1; 264 p->last_weapon_sp = -1;
268 p->peaceful=1; /* default peaceful */ 265 p->peaceful = 1; /* default peaceful */
269 p->do_los=1; 266 p->do_los = 1;
270 p->explore=0; 267 p->explore = 0;
271 p->no_shout=0; /* default can shout */
272 268
273 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 269 assign (p->title, op->arch->clone.name);
274 p->title[sizeof(p->title)-1] = '\0';
275 op->race = op->arch->clone.race; 270 op->race = op->arch->clone.race;
276 271
277 CLEAR_FLAG(op,FLAG_READY_SKILL); 272 CLEAR_FLAG (op, FLAG_READY_SKILL);
278 273
279 /* we need to clear these to -1 and not zero - otherwise, 274 /* we need to clear these to -1 and not zero - otherwise,
280 * if a player quits and starts a new character, we wont 275 * if a player quits and starts a new character, we wont
281 * send new values to the client, as things like exp start 276 * send new values to the client, as things like exp start
282 * at zero. 277 * at zero.
283 */ 278 */
284 for (i=0; i < NUM_SKILLS; i++) { 279 for (i = 0; i < NUM_SKILLS; i++)
280 {
285 p->last_skill_exp[i] = -1; 281 p->last_skill_exp[i] = -1;
286 p->last_skill_ob[i] = NULL; 282 p->last_skill_ob[i] = NULL;
287 } 283 }
284
288 for (i=0; i < NROFATTACKS; i++) { 285 for (i = 0; i < NROFATTACKS; i++)
289 p->last_resist[i] = -1; 286 p->last_resist[i] = -1;
290 } 287
291 p->last_stats.exp = -1; 288 p->last_stats.exp = -1;
292 p->last_weight = (uint32)-1; 289 p->last_weight = (uint32) - 1;
293 290
294 p->socket.update_look=0; 291 p->socket->update_look = 0;
295 p->socket.look_position=0; 292 p->socket->look_position = 0;
293
296 return p; 294 return p;
297} 295}
298
299 296
300/* 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
301static void set_first_map(object *op) 299set_first_map (object *op)
302{ 300{
303 strcpy(op->contr->maplevel, first_map_path); 301 strcpy (op->contr->maplevel, first_map_path);
304 op->x = -1; 302 op->x = -1;
305 op->y = -1; 303 op->y = -1;
306 enter_exit(op, NULL); 304 enter_exit (op, 0);
307} 305}
308 306
309/* Tries to add player on the connection passwd in ns. 307/* Tries to add player on the connection passwd in ns.
310 * All we can really get in this is some settings like host and display 308 * All we can really get in this is some settings like host and display
311 * mode. 309 * mode.
312 */ 310 */
313 311
314int add_player(NewSocket *ns) { 312int
315 player *p; 313add_player (client *ns)
314{
315 player *p = new player;
316 316
317 p=get_player(NULL);
318 p->socket = *ns; 317 p->socket = ns;
319 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 318 ns->pl = p;
320 if(p->socket.faces_sent == NULL) 319
321 fatal(OUT_OF_MEMORY); 320 p->next = first_player;
322 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 321 first_player = p;
323 /* Needed because the socket we just copied over needs to be cleared. 322
324 * Note that this can result in a client reset if there is partial data 323 p = get_player (p);
325 * on the uncoming socket. 324
326 */
327 p->socket.inbuf.len = 0;
328 set_first_map(p->ob); 325 set_first_map (p->ob);
329 326
330 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
331 add_friendly_object(p->ob); 328 add_friendly_object (p->ob);
332 send_rules(p->ob); 329 send_rules (p->ob);
333 send_news(p->ob); 330 send_news (p->ob);
334 display_motd(p->ob); 331 display_motd (p->ob);
335 get_name(p->ob); 332 get_name (p->ob);
333
336 return 0; 334 return 0;
337} 335}
338 336
339/* 337/*
340 * get_player_archetype() return next player archetype from archetype 338 * get_player_archetype() return next player archetype from archetype
341 * list. Not very efficient routine, but used only creating new players. 339 * list. Not very efficient routine, but used only creating new players.
342 * Note: there MUST be at least one player archetype! 340 * Note: there MUST be at least one player archetype!
343 */ 341 */
342archetype *
344archetype *get_player_archetype(archetype* at) 343get_player_archetype (archetype *at)
345{ 344{
346 archetype *start = at; 345 archetype *start = at;
346
347 for (;;) { 347 for (;;)
348 {
348 if (at==NULL || at->next==NULL) 349 if (at == NULL || at->next == NULL)
349 at=first_archetype; 350 at = first_archetype;
350 else 351 else
351 at=at->next; 352 at = at->next;
353
352 if(at->clone.type==PLAYER) 354 if (at->clone.type == PLAYER)
353 return at; 355 return at;
356
354 if (at == start) { 357 if (at == start)
358 {
355 LOG (llevError, "No Player archetypes\n"); 359 LOG (llevError, "No Player archetypes\n");
356 exit (-1); 360 exit (-1);
357 } 361 }
358 } 362 }
359} 363}
360 364
361 365object *
362object *get_nearest_player(object *mon) { 366get_nearest_player (object *mon)
367{
363 object *op = NULL; 368 object *op = NULL;
364 player *pl = NULL; 369 player *pl = NULL;
365 objectlink *ol; 370 objectlink *ol;
366 unsigned lastdist; 371 unsigned lastdist;
367 rv_vector rv; 372 rv_vector rv;
368 373
369 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 {
370 /* 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
371 * does periodically happen. Given that, lets deal with it. 377 * does periodically happen. Given that, lets deal with it.
372 * While unlikely, it is possible the next object on the friendly 378 * While unlikely, it is possible the next object on the friendly
373 * list is also free, so encapsulate this in a while loop. 379 * list is also free, so encapsulate this in a while loop.
374 */ 380 */
375 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 {
376 object *tmp=ol->ob; 383 object *tmp = ol->ob;
377 384
378 /* 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
379 * itself will have been cleared. 386 * itself will have been cleared.
380 */ 387 */
381 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");
382 ol = ol->next; 389 ol = ol->next;
383 remove_friendly_object(tmp); 390 remove_friendly_object (tmp);
391 if (!ol)
384 if (!ol) return op; 392 return op;
385 } 393 }
386 394
387 /* 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
388 * 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
389 * complicated method of state checking would be needed in any case - 397 * complicated method of state checking would be needed in any case -
390 * as it was, a clever player could type quit, and the function would 398 * as it was, a clever player could type quit, and the function would
391 * skip them over while waiting for confirmation. Remove 399 * skip them over while waiting for confirmation. Remove
392 * on_same_map check, as can_detect_enemy also does this 400 * on_same_map check, as can_detect_enemy also does this
393 */ 401 */
394 if (!can_detect_enemy(mon,ol->ob,&rv)) 402 if (!can_detect_enemy (mon, ol->ob, &rv))
395 continue; 403 continue;
396 404
397 if(lastdist>rv.distance) { 405 if (lastdist > rv.distance)
406 {
398 op=ol->ob; 407 op = ol->ob;
399 lastdist=rv.distance; 408 lastdist = rv.distance;
400 } 409 }
401 } 410 }
402 for (pl=first_player; pl != NULL; pl=pl->next) { 411 for (pl = first_player; pl != NULL; pl = pl->next)
412 {
403 if (can_detect_enemy(mon, pl->ob,&rv)) { 413 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
404 415
405 if(lastdist>rv.distance) { 416 if (lastdist > rv.distance)
417 {
406 op=pl->ob; 418 op = pl->ob;
407 lastdist=rv.distance; 419 lastdist = rv.distance;
408 } 420 }
409 } 421 }
410 } 422 }
411#if 0 423#if 0
412 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)");
413#endif 425#endif
414 return op; 426 return op;
415} 427}
416 428
417/* 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
418 * 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
419 * detour a monster will take from the direction path when looking 431 * detour a monster will take from the direction path when looking
456 * monster can in fact move one space in that direction. 468 * monster can in fact move one space in that direction.
457 * 3) I'm not sure how good this code will be for moving multipart monsters, 469 * 3) I'm not sure how good this code will be for moving multipart monsters,
458 * since only simple checks to blocked are being called, which could mean the monster 470 * since only simple checks to blocked are being called, which could mean the monster
459 * is blocking itself. 471 * is blocking itself.
460 */ 472 */
473int
461int path_to_player(object *mon, object *pl, unsigned mindiff) { 474path_to_player (object *mon, object *pl, unsigned mindiff)
475{
462 rv_vector rv; 476 rv_vector rv;
463 sint16 x,y; 477 sint16 x, y;
464 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;
465 mapstruct *m ,*lastmap; 479 maptile *m, *lastmap;
466 480
467 get_rangevector(mon, pl, &rv, 0); 481 get_rangevector (mon, pl, &rv, 0);
468 482
469 if (rv.distance<mindiff) return 0; 483 if (rv.distance < mindiff)
484 return 0;
470 485
471 x=mon->x; 486 x = mon->x;
472 y=mon->y; 487 y = mon->y;
473 m=mon->map; 488 m = mon->map;
474 dir = rv.direction; 489 dir = rv.direction;
475 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 */
476 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);
477 /* 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. */
478 if (diff>max) return 0; 493 if (diff > max)
494 return 0;
479 while (diff >1 && max>0) { 495 while (diff > 1 && max > 0)
496 {
480 lastx = x; 497 lastx = x;
481 lasty = y; 498 lasty = y;
482 lastmap = m; 499 lastmap = m;
483 x = lastx + freearr_x[dir]; 500 x = lastx + freearr_x[dir];
484 y = lasty + freearr_y[dir]; 501 y = lasty + freearr_y[dir];
485 502
486 mflags = get_map_flags(m, &m, x, y, &x, &y); 503 mflags = get_map_flags (m, &m, x, y, &x, &y);
487 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 504 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
488 505
489 /* Space is blocked - try changing direction a little */ 506 /* Space is blocked - try changing direction a little */
490 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))
491 && (m == mon->map && blocked_link(mon, m, x, y)))) { 508 && (m == mon->map && blocked_link (mon, m, x, y))))
509 {
492 /* recalculate direction from last good location. Possible 510 /* recalculate direction from last good location. Possible
493 * we were not traversing ideal location before. 511 * we were not traversing ideal location before.
494 */ 512 */
495 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 513 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
496 if (rv.direction != dir) { 514 if (rv.direction != dir)
515 {
497 /* OK - says direction should be different - lets reset the 516 /* OK - says direction should be different - lets reset the
498 * the values so it will try again. 517 * the values so it will try again.
499 */ 518 */
500 x = lastx; 519 x = lastx;
501 y = lasty; 520 y = lasty;
502 m = lastmap; 521 m = lastmap;
503 dir = firstdir = rv.direction; 522 dir = firstdir = rv.direction;
523 }
504 } else { 524 else
525 {
505 /* direct path is blocked - try taking a side step to 526 /* direct path is blocked - try taking a side step to
506 * either the left or right. 527 * either the left or right.
507 * Note increase the values in the loop below to be 528 * Note increase the values in the loop below to be
508 * more than -1/1 respectively will mean the monster takes 529 * more than -1/1 respectively will mean the monster takes
509 * bigger detour. Have to be careful about these values getting 530 * bigger detour. Have to be careful about these values getting
510 * too big (3 or maybe 4 or higher) as the monster may just try 531 * too big (3 or maybe 4 or higher) as the monster may just try
511 * stepping back and forth 532 * stepping back and forth
512 */ 533 */
513 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 534 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
535 {
536 if (i == 0)
514 if (i==0) continue; /* already did this, so skip it */ 537 continue; /* already did this, so skip it */
515 /* Use lastdir here - otherwise, 538 /* Use lastdir here - otherwise,
516 * since the direction that the creature should move in 539 * since the direction that the creature should move in
517 * may change, you could get infinite loops. 540 * may change, you could get infinite loops.
518 * ie, player is northwest, but monster can only 541 * ie, player is northwest, but monster can only
519 * move west, so it does that. It goes some distance, 542 * move west, so it does that. It goes some distance,
520 * gets blocked, finds that it should move north, 543 * gets blocked, finds that it should move north,
521 * 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
522 * gets back to its original point. lastdir contains 545 * gets back to its original point. lastdir contains
523 * the last direction the creature has successfully 546 * the last direction the creature has successfully
524 * moved. 547 * moved.
525 */ 548 */
526 549
527 x = lastx + freearr_x[absdir(lastdir+i)]; 550 x = lastx + freearr_x[absdir (lastdir + i)];
528 y = lasty + freearr_y[absdir(lastdir+i)]; 551 y = lasty + freearr_y[absdir (lastdir + i)];
529 m = lastmap; 552 m = lastmap;
530 mflags = get_map_flags(m, &m, x, y, &x, &y); 553 mflags = get_map_flags (m, &m, x, y, &x, &y);
531 if (mflags & P_OUT_OF_MAP) continue; 554 if (mflags & P_OUT_OF_MAP)
555 continue;
532 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 556 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
533 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 557 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
558 continue;
534 if (mflags & P_BLOCKSVIEW) continue; 559 if (mflags & P_BLOCKSVIEW)
560 continue;
535 561
536 if (m == mon->map && blocked_link(mon, m, x, y)) break; 562 if (m == mon->map && blocked_link (mon, m, x, y))
563 break;
537 } 564 }
538 /* go through entire loop without finding a valid 565 /* go through entire loop without finding a valid
539 * sidestep to take - thus, no valid path. 566 * sidestep to take - thus, no valid path.
540 */ 567 */
541 if (i==(DETOUR_AMOUNT+1)) 568 if (i == (DETOUR_AMOUNT + 1))
542 return 0; 569 return 0;
543 diff--; 570 diff--;
544 lastdir=dir; 571 lastdir = dir;
545 max--; 572 max--;
546 if (!firstdir) firstdir = dir+i; 573 if (!firstdir)
574 firstdir = dir + i;
547 } /* else check alternate directions */ 575 } /* else check alternate directions */
548 } /* if blocked */ 576 } /* if blocked */
549 else { 577 else
578 {
550 /* we moved towards creature, so diff is less */ 579 /* we moved towards creature, so diff is less */
551 diff--; 580 diff--;
552 max--; 581 max--;
553 lastdir=dir; 582 lastdir = dir;
583 if (!firstdir)
554 if (!firstdir) firstdir = dir; 584 firstdir = dir;
585 }
586 if (diff <= 1)
555 } 587 {
556 if (diff<=1) {
557 /* Recalculate diff (distance) because we may not have actually 588 /* Recalculate diff (distance) because we may not have actually
558 * headed toward player for entire distance. 589 * headed toward player for entire distance.
559 */ 590 */
560 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
561 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 592 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
562 } 593 }
563 if (diff>max) return 0; 594 if (diff > max)
595 return 0;
564 } 596 }
565 /* 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 */
566 if (!max) return 0; 598 if (!max)
599 return 0;
567 600
568 return firstdir; 601 return firstdir;
569} 602}
570 603
604void
571void give_initial_items(object *pl,treasurelist *items) { 605give_initial_items (object *pl, treasurelist * items)
606{
572 object *op,*next=NULL; 607 object *op, *next = NULL;
573 608
574 if(pl->randomitems!=NULL) 609 if (pl->randomitems != NULL)
575 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 610 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
576 611
577 for (op=pl->inv; op; op=next) { 612 for (op = pl->inv; op; op = next)
613 {
578 next = op->below; 614 next = op->below;
579 615
580 /* Forces get applied per default, unless they have the 616 /* Forces get applied per default, unless they have the
581 * 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
582 */ 618 */
583 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 619 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
584 SET_FLAG(op,FLAG_APPLIED); 620 SET_FLAG (op, FLAG_APPLIED);
585 621
586 /* we never give weapons/armour if these cannot be used 622 /* we never give weapons/armour if these cannot be used
587 * by this player due to race restrictions 623 * by this player due to race restrictions
588 */ 624 */
589 if (pl->type == PLAYER) { 625 if (pl->type == PLAYER)
626 {
590 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 627 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
591 (op->type == ARMOUR || op->type == BOOTS || 628 (op->type == ARMOUR || op->type == BOOTS ||
592 op->type == CLOAK || op->type == HELMET || 629 op->type == CLOAK || op->type == HELMET ||
593 op->type == SHIELD || op->type == GLOVES || 630 op->type == SHIELD || op->type == GLOVES ||
594 op->type == BRACERS || op->type == GIRDLE)) || 631 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
595 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
596 remove_ob (op);
597 free_object (op);
598 continue;
599 } 632 {
600 } 633 op->destroy ();
601
602 /* This really needs to be better - we should really give
603 * a substitute spellbook. The problem is that we don't really
604 * have a good idea what to replace it with (need something like
605 * a first level treasurelist for each skill.)
606 * remove duplicate skills also
607 */
608 if(op->type==SPELLBOOK || op->type == SKILL) {
609 object *tmp;
610
611 for (tmp=op->below; tmp; tmp=tmp->below)
612 if (tmp->type == op->type && tmp->name == op->name) break;
613
614 if (tmp) {
615 remove_ob(op);
616 free_object(op);
617 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
618 &tmp->name);
619 continue; 634 continue;
620 } 635 }
621 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)
622 } 645 {
646 object *tmp;
623 647
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
624 if (op->type == SPELLBOOK && op->inv) { 663 if (op->type == SPELLBOOK && op->inv)
664 {
625 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 665 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
626 } 666 }
627 667
628 /* Give starting characters identified, uncursed, and undamned 668 /* Give starting characters identified, uncursed, and undamned
629 * 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
630 * merged properly. 670 * merged properly.
631 */ 671 */
632 if (need_identify(op)) { 672 if (need_identify (op))
673 {
633 SET_FLAG(op, FLAG_IDENTIFIED); 674 SET_FLAG (op, FLAG_IDENTIFIED);
634 CLEAR_FLAG(op, FLAG_CURSED); 675 CLEAR_FLAG (op, FLAG_CURSED);
635 CLEAR_FLAG(op, FLAG_DAMNED); 676 CLEAR_FLAG (op, FLAG_DAMNED);
677 }
678 if (op->type == SPELL)
636 } 679 {
637 if(op->type==SPELL) { 680 op->destroy ();
638 remove_ob(op);
639 free_object(op);
640 continue; 681 continue;
682 }
683 else if (op->type == SKILL)
641 } 684 {
642 else if(op->type==SKILL) {
643 SET_FLAG(op, FLAG_CAN_USE_SKILL); 685 SET_FLAG (op, FLAG_CAN_USE_SKILL);
644 op->stats.exp = 0; 686 op->stats.exp = 0;
645 op->level = 1; 687 op->level = 1;
646 } 688 }
647 /* lock all 'normal items by default */ 689 /* lock all 'normal items by default */
690 else
648 else SET_FLAG(op, FLAG_INV_LOCKED); 691 SET_FLAG (op, FLAG_INV_LOCKED);
649 } /* for loop of objects in player inv */ 692 } /* for loop of objects in player inv */
650 693
651 /* Need to set up the skill pointers */ 694 /* Need to set up the skill pointers */
652 link_player_skills(pl); 695 link_player_skills (pl);
653} 696}
654 697
698void
655void get_name(object *op) { 699get_name (object *op)
700{
656 op->contr->write_buf[0]='\0'; 701 op->contr->write_buf[0] = '\0';
657 op->contr->state=ST_GET_NAME; 702 op->contr->state = ST_GET_NAME;
658 send_query(&op->contr->socket,0,"What is your name?\n:"); 703 send_query (op->contr->socket, 0, "What is your name?\n:");
659} 704}
660 705
706void
661void get_password(object *op) { 707get_password (object *op)
708{
662 op->contr->write_buf[0]='\0'; 709 op->contr->write_buf[0] = '\0';
663 op->contr->state=ST_GET_PASSWORD; 710 op->contr->state = ST_GET_PASSWORD;
664 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:");
665} 712}
666 713
714void
667void play_again(object *op) 715play_again (object *op)
668{ 716{
669 op->contr->state=ST_PLAY_AGAIN; 717 op->contr->state = ST_PLAY_AGAIN;
670 op->chosen_skill = NULL; 718 op->chosen_skill = NULL;
671 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)?");
672 /* 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
673 * player creation process that a user can quit (eg, roll 721 * player creation process that a user can quit (eg, roll
674 * stats) that isn't removing the player. Taking a quick 722 * stats) that isn't removing the player. Taking a quick
675 * look, there are many places that call play_again without 723 * look, there are many places that call play_again without
676 * removing the player - it probably makes more sense 724 * removing the player - it probably makes more sense
677 * 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
678 * cases. 726 * cases.
679 */ 727 */
680 if (!QUERY_FLAG(op, FLAG_REMOVED)) 728 if (!QUERY_FLAG (op, FLAG_REMOVED))
681 remove_ob(op); 729 op->remove ();
682 /* 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,
683 * 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
684 * the map is null or not swapped out. 732 * the map is null or not swapped out.
685 */ 733 */
686 op->map = NULL; 734 op->map = NULL;
687} 735}
688 736
689 737int
690int receive_play_again(object *op, char key) 738receive_play_again (object *op, char key)
691{ 739{
692 if(key=='q'||key=='Q') { 740 if (key == 'q' || key == 'Q')
741 {
693 remove_friendly_object(op); 742 remove_friendly_object (op);
694 leave(op->contr,0); /* ericserver will draw the message */ 743 leave (op->contr, 0); /* ericserver will draw the message */
695 return 2; 744 return 2;
696 } 745 }
697 else if(key=='a'||key=='A') { 746 else if (key == 'a' || key == 'A')
747 {
698 player *pl = op->contr; 748 player *pl = op->contr;
699 shstr name = op->name; 749 shstr name = op->name;
700 750
701 remove_friendly_object(op); 751 op->contr = 0;
702 free_object(op); 752 op->type = 0;
753 op->destroy (1);
703 pl = get_player(pl); 754 pl = get_player (pl);
704 op = pl->ob; 755 op = pl->ob;
705 add_friendly_object(op); 756 add_friendly_object (op);
706 op->contr->password[0]='~'; 757 op->contr->password[0] = '~';
707 op->name = op->name_pl = 0; 758 op->name = op->name_pl = 0;
708 /* Lets put a space in here */ 759 /* Lets put a space in here */
709 new_draw_info(NDI_UNIQUE, 0, op, "\n"); 760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
710 get_name(op); 761 get_name (op);
711 op->name = op->name_pl = name; 762 op->name = op->name_pl = name;
712 set_first_map(op); 763 set_first_map (op);
713 } else { 764 }
765 else
714 /* user pressed something else so just ask again... */ 766 /* user pressed something else so just ask again... */
715 play_again(op); 767 play_again (op);
716 } 768
717 return 0; 769 return 0;
718} 770}
719 771
772void
720void confirm_password(object *op) { 773confirm_password (object *op)
774{
721 775
722 op->contr->write_buf[0]='\0'; 776 op->contr->write_buf[0] = '\0';
723 op->contr->state=ST_CONFIRM_PASSWORD; 777 op->contr->state = ST_CONFIRM_PASSWORD;
724 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:");
725} 779}
726 780
781void
727void get_party_password(object *op, partylist *party) { 782get_party_password (object *op, partylist *party)
783{
728 if (party == NULL) { 784 if (party == NULL)
785 {
729 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);
730 return; 787 return;
731 } 788 }
732 op->contr->write_buf[0]='\0'; 789 op->contr->write_buf[0] = '\0';
733 op->contr->state=ST_GET_PARTY_PASSWORD; 790 op->contr->state = ST_GET_PARTY_PASSWORD;
734 op->contr->party_to_join = party; 791 op->contr->party_to_join = party;
735 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:");
736} 793}
737 794
738 795
739/* 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
740int roll_stat(void) { 798roll_stat (void)
799{
741 int a[4],i,j,k; 800 int a[4], i, j, k;
742 801
743 for(i=0;i<4;i++) 802 for (i = 0; i < 4; i++)
744 a[i]=(int)RANDOM()%6+1; 803 a[i] = (int) RANDOM () % 6 + 1;
745 804
746 for(i=0,j=0,k=7;i<4;i++) 805 for (i = 0, j = 0, k = 7; i < 4; i++)
747 if(a[i]<k) 806 if (a[i] < k)
748 k=a[i],j=i; 807 k = a[i], j = i;
749 808
750 for(i=0,k=0;i<4;i++) { 809 for (i = 0, k = 0; i < 4; i++)
810 {
751 if(i!=j) 811 if (i != j)
752 k+=a[i]; 812 k += a[i];
753 } 813 }
754 return k; 814 return k;
755} 815}
756 816
817void
757void roll_stats(object *op) { 818roll_stats (object *op)
819{
758 int sum=0; 820 int sum = 0;
759 int i = 0, j = 0; 821 int i = 0, j = 0;
760 int statsort[7]; 822 int statsort[7];
761 823
824 do
762 do { 825 {
763 op->stats.Str=roll_stat(); 826 op->stats.Str = roll_stat ();
764 op->stats.Dex=roll_stat(); 827 op->stats.Dex = roll_stat ();
765 op->stats.Int=roll_stat(); 828 op->stats.Int = roll_stat ();
766 op->stats.Con=roll_stat(); 829 op->stats.Con = roll_stat ();
767 op->stats.Wis=roll_stat(); 830 op->stats.Wis = roll_stat ();
768 op->stats.Pow=roll_stat(); 831 op->stats.Pow = roll_stat ();
769 op->stats.Cha=roll_stat(); 832 op->stats.Cha = roll_stat ();
770 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;
771 op->stats.Con+op->stats.Wis+op->stats.Pow+ 834 }
772 op->stats.Cha;
773 } while(sum<82||sum>116); 835 while (sum < 82 || sum > 116);
774 836
775 /* Sort the stats so that rerolling is easier... */ 837 /* Sort the stats so that rerolling is easier... */
776 statsort[0] = op->stats.Str; 838 statsort[0] = op->stats.Str;
777 statsort[1] = op->stats.Dex; 839 statsort[1] = op->stats.Dex;
778 statsort[2] = op->stats.Int; 840 statsort[2] = op->stats.Int;
779 statsort[3] = op->stats.Con; 841 statsort[3] = op->stats.Con;
780 statsort[4] = op->stats.Wis; 842 statsort[4] = op->stats.Wis;
781 statsort[5] = op->stats.Pow; 843 statsort[5] = op->stats.Pow;
782 statsort[6] = op->stats.Cha; 844 statsort[6] = op->stats.Cha;
783 845
784 /* a quick and dirty bubblesort? */ 846 /* a quick and dirty bubblesort? */
847 do
785 do { 848 {
786 if (statsort[i] < statsort[i + 1]) { 849 if (statsort[i] < statsort[i + 1])
850 {
787 j = statsort[i]; 851 j = statsort[i];
788 statsort[i] = statsort[i + 1]; 852 statsort[i] = statsort[i + 1];
789 statsort[i + 1] = j; 853 statsort[i + 1] = j;
790 i = 0; 854 i = 0;
855 }
791 } else { 856 else
857 {
792 i++; 858 i++;
793 } 859 }
860 }
794 } while (i < 6); 861 while (i < 6);
795 862
796 op->stats.Str = statsort[0]; 863 op->stats.Str = statsort[0];
797 op->stats.Dex = statsort[1]; 864 op->stats.Dex = statsort[1];
798 op->stats.Con = statsort[2]; 865 op->stats.Con = statsort[2];
799 op->stats.Int = statsort[3]; 866 op->stats.Int = statsort[3];
800 op->stats.Wis = statsort[4]; 867 op->stats.Wis = statsort[4];
801 op->stats.Pow = statsort[5]; 868 op->stats.Pow = statsort[5];
802 op->stats.Cha = statsort[6]; 869 op->stats.Cha = statsort[6];
803 870
804 871
805 op->contr->orig_stats.Str=op->stats.Str; 872 op->contr->orig_stats.Str = op->stats.Str;
806 op->contr->orig_stats.Dex=op->stats.Dex; 873 op->contr->orig_stats.Dex = op->stats.Dex;
807 op->contr->orig_stats.Int=op->stats.Int; 874 op->contr->orig_stats.Int = op->stats.Int;
808 op->contr->orig_stats.Con=op->stats.Con; 875 op->contr->orig_stats.Con = op->stats.Con;
809 op->contr->orig_stats.Wis=op->stats.Wis; 876 op->contr->orig_stats.Wis = op->stats.Wis;
810 op->contr->orig_stats.Pow=op->stats.Pow; 877 op->contr->orig_stats.Pow = op->stats.Pow;
811 op->contr->orig_stats.Cha=op->stats.Cha; 878 op->contr->orig_stats.Cha = op->stats.Cha;
812 879
813 op->level=1; 880 op->level = 1;
814 op->stats.exp=0; 881 op->stats.exp = 0;
815 op->stats.ac=0; 882 op->stats.ac = 0;
816 883
817 op->contr->levhp[1] = 9; 884 op->contr->levhp[1] = 9;
818 op->contr->levsp[1] = 6; 885 op->contr->levsp[1] = 6;
819 op->contr->levgrace[1] = 3; 886 op->contr->levgrace[1] = 3;
820 887
821 fix_player(op); 888 fix_player (op);
822 op->stats.hp = op->stats.maxhp; 889 op->stats.hp = op->stats.maxhp;
823 op->stats.sp = op->stats.maxsp; 890 op->stats.sp = op->stats.maxsp;
824 op->stats.grace = op->stats.maxgrace; 891 op->stats.grace = op->stats.maxgrace;
825 op->contr->orig_stats=op->stats; 892 op->contr->orig_stats = op->stats;
826} 893}
827 894
895void
828void Roll_Again(object *op) 896Roll_Again (object *op)
829{ 897{
830 esrv_new_player(op->contr, 0); 898 esrv_new_player (op->contr, 0);
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
831 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
832} 901}
833 902
903void
834void Swap_Stat(object *op,int Swap_Second) 904Swap_Stat (object *op, int Swap_Second)
835{ 905{
836 signed char tmp; 906 signed char tmp;
837 char buf[MAX_BUF]; 907 char buf[MAX_BUF];
838 908
839 if ( op->contr->Swap_First == -1 ) { 909 if (op->contr->Swap_First == -1)
910 {
840 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?!?!!!");
841 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,");
842 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");
843 return; 914 return;
844 } 915 }
845 916
846 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);
847 918
848 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));
849 get_attr_value(&op->contr->orig_stats, Swap_Second));
850 920
851 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
852 922
853 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
854 new_draw_info(NDI_UNIQUE, 0,op, buf); 924 new_draw_info (NDI_UNIQUE, 0, op, buf);
855 op->stats.Str = op->contr->orig_stats.Str; 925 op->stats.Str = op->contr->orig_stats.Str;
856 op->stats.Dex = op->contr->orig_stats.Dex; 926 op->stats.Dex = op->contr->orig_stats.Dex;
857 op->stats.Con = op->contr->orig_stats.Con; 927 op->stats.Con = op->contr->orig_stats.Con;
858 op->stats.Int = op->contr->orig_stats.Int; 928 op->stats.Int = op->contr->orig_stats.Int;
859 op->stats.Wis = op->contr->orig_stats.Wis; 929 op->stats.Wis = op->contr->orig_stats.Wis;
860 op->stats.Pow = op->contr->orig_stats.Pow; 930 op->stats.Pow = op->contr->orig_stats.Pow;
861 op->stats.Cha = op->contr->orig_stats.Cha; 931 op->stats.Cha = op->contr->orig_stats.Cha;
862 op->stats.ac=0; 932 op->stats.ac = 0;
863 933
864 op->level=1; 934 op->level = 1;
865 op->stats.exp=0; 935 op->stats.exp = 0;
866 op->stats.ac=0; 936 op->stats.ac = 0;
867 937
868 op->contr->levhp[1] = 9; 938 op->contr->levhp[1] = 9;
869 op->contr->levsp[1] = 6; 939 op->contr->levsp[1] = 6;
870 op->contr->levgrace[1] = 3; 940 op->contr->levgrace[1] = 3;
871 941
872 fix_player(op); 942 fix_player (op);
873 op->stats.hp = op->stats.maxhp; 943 op->stats.hp = op->stats.maxhp;
874 op->stats.sp = op->stats.maxsp; 944 op->stats.sp = op->stats.maxsp;
875 op->stats.grace = op->stats.maxgrace; 945 op->stats.grace = op->stats.maxgrace;
876 op->contr->orig_stats=op->stats; 946 op->contr->orig_stats = op->stats;
877 op->contr->Swap_First=-1; 947 op->contr->Swap_First = -1;
878} 948}
879 949
880 950
881/* This code has been greatly reduced, because with set_attr_value 951/* This code has been greatly reduced, because with set_attr_value
882 * and get_attr_value, the stats can be accessed just numeric 952 * and get_attr_value, the stats can be accessed just numeric
883 * ids. stat_trans is a table that translate the number entered 953 * ids. stat_trans is a table that translate the number entered
884 * 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
885 * 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
886 * the number's access that stat. The table does that translation. 956 * the number's access that stat. The table does that translation.
887 */ 957 */
958int
888int key_roll_stat(object *op, char key) 959key_roll_stat (object *op, char key)
889{ 960{
890 int keynum = key -'0'; 961 int keynum = key - '0';
891 char buf[MAX_BUF]; 962 char buf[MAX_BUF];
892 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 };
893 964
894 if (keynum>0 && keynum<=7) { 965 if (keynum > 0 && keynum <= 7)
966 {
895 if (op->contr->Swap_First==-1) { 967 if (op->contr->Swap_First == -1)
968 {
896 op->contr->Swap_First=stat_trans[keynum]; 969 op->contr->Swap_First = stat_trans[keynum];
897 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
898 new_draw_info(NDI_UNIQUE, 0,op,buf); 971 new_draw_info (NDI_UNIQUE, 0, op, buf);
899 } 972 }
900 else 973 else
901 Swap_Stat(op,stat_trans[keynum]); 974 Swap_Stat (op, stat_trans[keynum]);
902 975
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);
903 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
904 return 1; 1011 return 1;
905 }
906 switch (key) {
907 case 'n':
908 case 'N': {
909 SET_FLAG(op, FLAG_WIZ);
910 if(op->map==NULL) {
911 LOG(llevError,"Map == NULL in state 2\n");
912 break;
913 }
914 1012
915#if 0
916 /* So that enter_exit will put us at startx/starty */
917 op->x= -1;
918
919 enter_exit(op,NULL);
920#endif
921 SET_ANIMATION(op, 2); /* So player faces south */
922 /* Enter exit adds a player otherwise */
923 add_statbonus(op);
924 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
925 op->contr->state = ST_CHANGE_CLASS;
926 if (op->msg)
927 new_draw_info(NDI_BLUE, 0, op, op->msg);
928 return 0;
929 }
930 case 'y': 1013 case 'q':
931 case 'Y': 1014 case 'Q':
932 roll_stats(op); 1015 play_again (op);
933 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
934 return 1; 1016 return 1;
935 1017
936 case 'q':
937 case 'Q':
938 play_again(op);
939 return 1;
940
941 default: 1018 default:
942 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?");
943 return 0; 1020 return 0;
944 } 1021 }
945 return 0; 1022 return 0;
946} 1023}
947 1024
948/* This function takes the key that is passed, and does the 1025/* This function takes the key that is passed, and does the
949 * appropriate action with it (change race, or other things). 1026 * appropriate action with it (change race, or other things).
950 * The function name is for historical reasons - now we have 1027 * The function name is for historical reasons - now we have
951 * separate race and class; this actually changes the RACE, 1028 * separate race and class; this actually changes the RACE,
952 * not the class. 1029 * not the class.
953 */ 1030 */
954 1031
1032int
955int key_change_class(object *op, char key) 1033key_change_class (object *op, char key)
956{ 1034{
957 int tmp_loop; 1035 int tmp_loop;
958 1036
959 if(key=='q'||key=='Q') { 1037 if (key == 'q' || key == 'Q')
1038 {
960 remove_ob(op); 1039 op->remove ();
961 play_again(op); 1040 play_again (op);
962 return 0; 1041 return 0;
963 } 1042 }
964 if(key=='d'||key=='D') { 1043 if (key == 'd' || key == 'D')
1044 {
965 char buf[MAX_BUF]; 1045 char buf[MAX_BUF];
966 1046
967 /* this must before then initial items are given */ 1047 /* this must before then initial items are given */
968 esrv_new_player(op->contr, op->weight+op->carrying); 1048 esrv_new_player (op->contr, op->weight + op->carrying);
969 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
970 1049
1050 treasurelist *tl = find_treasurelist ("starting_wealth");
1051 if (tl)
1052 create_treasure (tl, op, 0, 0, 0);
1053
971 INVOKE_PLAYER (BIRTH, op->contr); 1054 INVOKE_PLAYER (BIRTH, op->contr);
972 INVOKE_PLAYER (LOGIN, op->contr); 1055 INVOKE_PLAYER (LOGIN, op->contr);
973 1056
974 op->contr->state=ST_PLAYING; 1057 op->contr->state = ST_PLAYING;
975 1058
976 if (op->msg) 1059 if (op->msg)
977 op->msg=NULL; 1060 op->msg = NULL;
978 1061
979 /* 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
980 * to save here. 1063 * to save here.
981 */ 1064 */
982 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name); 1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
983 make_path_to_file(buf); 1066 make_path_to_file (buf);
984 1067
985#ifdef AUTOSAVE 1068#ifdef AUTOSAVE
986 op->contr->last_save_tick = pticks; 1069 op->contr->last_save_tick = pticks;
987#endif 1070#endif
988 start_info(op); 1071 start_info (op);
989 CLEAR_FLAG(op, FLAG_WIZ); 1072 CLEAR_FLAG (op, FLAG_WIZ);
990 give_initial_items(op,op->randomitems); 1073 give_initial_items (op, op->randomitems);
991 link_player_skills(op); 1074 link_player_skills (op);
992 esrv_send_inventory(op, op); 1075 esrv_send_inventory (op, op);
993 fix_player(op); 1076 fix_player (op);
994 1077
995 /* This moves the player to a different start map, if there 1078 /* This moves the player to a different start map, if there
996 * is one for this race 1079 * is one for this race
997 */ 1080 */
998 if(*first_map_ext_path) { 1081 if (*first_map_ext_path)
1082 {
999 object *tmp; 1083 object *tmp;
1000 mapstruct *oldmap = op->map;
1001 char mapname[MAX_BUF]; 1084 char mapname[MAX_BUF];
1002 snprintf(mapname, MAX_BUF-1, "%s/%s", 1085
1003 first_map_ext_path, &op->arch->name); 1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1004 tmp=get_object(); 1087 tmp = object::create ();
1005 EXIT_PATH(tmp) = mapname; 1088 EXIT_PATH (tmp) = mapname;
1006 EXIT_X(tmp) = op->x; 1089 EXIT_X (tmp) = op->x;
1007 EXIT_Y(tmp) = op->y; 1090 EXIT_Y (tmp) = op->y;
1008 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;
1009 * if the map isn't there, then stay on the 1092 * if the map isn't there, then stay on the
1010 * default initial map */ 1093 * default initial map */
1011 free_object(tmp); 1094 tmp->destroy ();
1095 }
1012 } else { 1096 else
1013 LOG(llevDebug,"first_map_ext_path not set\n"); 1097 LOG (llevDebug, "first_map_ext_path not set\n");
1014 } 1098
1015 return 0; 1099 return 0;
1016 } 1100 }
1017 1101
1018 /* Following actually changes the race - this is the default command 1102 /* Following actually changes the race - this is the default command
1019 * if we don't match with one of the options above. 1103 * if we don't match with one of the options above.
1020 */ 1104 */
1021 1105
1022 tmp_loop = 0; 1106 tmp_loop = 0;
1023 while(!tmp_loop) { 1107 while (!tmp_loop)
1108 {
1024 shstr name = op->name; 1109 shstr name = op->name;
1025 int x = op->x, y = op->y; 1110 int x = op->x, y = op->y;
1111
1026 remove_statbonus(op); 1112 remove_statbonus (op);
1027 remove_ob (op); 1113 op->remove ();
1028 op->arch = get_player_archetype(op->arch); 1114 op->arch = get_player_archetype (op->arch);
1029 copy_object (&op->arch->clone, op); 1115 op->arch->clone.copy_to (op);
1030 op->instantiate (); 1116 op->instantiate ();
1031 op->stats = op->contr->orig_stats; 1117 op->stats = op->contr->orig_stats;
1032 op->name = op->name_pl = name; 1118 op->name = op->name_pl = name;
1033 op->x = x; 1119 op->x = x;
1034 op->y = y; 1120 op->y = y;
1035 SET_ANIMATION(op, 2); /* So player faces south */ 1121 SET_ANIMATION (op, 2); /* So player faces south */
1036 insert_ob_in_map (op, op->map, op,0); 1122 insert_ob_in_map (op, op->map, op, 0);
1037 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1123 assign (op->contr->title, op->arch->clone.name);
1038 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1039 add_statbonus(op); 1124 add_statbonus (op);
1040 tmp_loop=allowed_class(op); 1125 tmp_loop = allowed_class (op);
1041 } 1126 }
1127
1042 update_object(op,UP_OBJ_FACE); 1128 update_object (op, UP_OBJ_FACE);
1043 esrv_update_item(UPD_FACE,op,op); 1129 esrv_update_item (UPD_FACE, op, op);
1044 fix_player(op); 1130 fix_player (op);
1045 op->stats.hp=op->stats.maxhp; 1131 op->stats.hp = op->stats.maxhp;
1046 op->stats.sp=op->stats.maxsp; 1132 op->stats.sp = op->stats.maxsp;
1047 op->stats.grace=0; 1133 op->stats.grace = 0;
1134
1048 if (op->msg) 1135 if (op->msg)
1049 new_draw_info(NDI_BLUE, 0, op, op->msg); 1136 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137
1050 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");
1051 return 0; 1139 return 0;
1052} 1140}
1053 1141
1142int
1054int key_confirm_quit(object *op, char key) 1143key_confirm_quit (object *op, char key)
1055{ 1144{
1056 char buf[MAX_BUF]; 1145 char buf[MAX_BUF];
1057 1146
1058 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1059 op->contr->state=ST_PLAYING; 1149 op->contr->state = ST_PLAYING;
1060 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1061 return 1; 1151 return 1;
1062 } 1152 }
1063 1153
1064 INVOKE_PLAYER (LOGOUT, op->contr); 1154 INVOKE_PLAYER (LOGOUT, op->contr);
1065 INVOKE_PLAYER (QUIT , op->contr); 1155 INVOKE_PLAYER (QUIT, op->contr);
1066 1156
1067 terminate_all_pets(op); 1157 terminate_all_pets (op);
1068 leave_map(op); 1158 leave_map (op);
1069 op->direction=0; 1159 op->direction = 0;
1070 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);
1071 "%s quits the game.", &op->name);
1072 1161
1073 strcpy(op->contr->killer,"quit"); 1162 strcpy (op->contr->killer, "quit");
1074 check_score(op); 1163 check_score (op);
1075 op->contr->party=NULL; 1164 op->contr->party = NULL;
1076 if (settings.set_title == TRUE) 1165 if (settings.set_title == TRUE)
1077 op->contr->own_title[0]='\0'; 1166 op->contr->own_title[0] = '\0';
1078 1167
1079 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1080 mapstruct *mp, *next; 1170 maptile *mp, *next;
1081 1171
1082 /* 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
1083 * 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,
1084 * 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
1085 */ 1175 */
1086 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1087 for (mp=first_map; mp!=NULL; mp=next) { 1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1088 next = mp->next; 1179 next = mp->next;
1089 if (!strncmp(mp->path, buf, strlen(buf))) 1180 if (!strncmp (mp->path, buf, strlen (buf)))
1090 delete_map(mp); 1181 delete_map (mp);
1091 }
1092 1182 }
1183
1093 delete_character(op->name, 1); 1184 delete_character (op->name, 1);
1094 } 1185 }
1186
1095 play_again(op); 1187 play_again (op);
1096 return 1; 1188 return 1;
1097} 1189}
1098 1190
1191void
1099void flee_player(object *op) { 1192flee_player (object *op)
1193{
1100 int dir,diff; 1194 int dir, diff;
1101 rv_vector rv; 1195 rv_vector rv;
1102 1196
1103 if(op->stats.hp < 0) { 1197 if (op->stats.hp < 0)
1198 {
1104 LOG(llevDebug, "Fleeing player is dead.\n"); 1199 LOG (llevDebug, "Fleeing player is dead.\n");
1105 CLEAR_FLAG(op, FLAG_SCARED); 1200 CLEAR_FLAG (op, FLAG_SCARED);
1106 return; 1201 return;
1107 } 1202 }
1108 1203
1109 if(op->enemy==NULL) { 1204 if (op->enemy == NULL)
1205 {
1110 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1206 LOG (llevDebug, "Fleeing player had no enemy.\n");
1111 CLEAR_FLAG(op, FLAG_SCARED); 1207 CLEAR_FLAG (op, FLAG_SCARED);
1112 return; 1208 return;
1113 } 1209 }
1114 1210
1115 /* Seen some crashes here. Since we don't store an 1211 /* Seen some crashes here. Since we don't store an
1116 * op->enemy_count, it is possible that something destroys the 1212 * op->enemy_count, it is possible that something destroys the
1117 * actual enemy, and the object is recycled. 1213 * actual enemy, and the object is recycled.
1118 */ 1214 */
1119 if (op->enemy->map == NULL) { 1215 if (op->enemy->map == NULL)
1216 {
1120 CLEAR_FLAG(op, FLAG_SCARED); 1217 CLEAR_FLAG (op, FLAG_SCARED);
1121 op->enemy=NULL; 1218 op->enemy = NULL;
1122 return; 1219 return;
1123 } 1220 }
1124 1221
1125 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 {
1126 op->enemy=NULL; 1224 op->enemy = NULL;
1127 CLEAR_FLAG(op, FLAG_SCARED); 1225 CLEAR_FLAG (op, FLAG_SCARED);
1128 return; 1226 return;
1129 } 1227 }
1130 get_rangevector(op, op->enemy, &rv, 0); 1228 get_rangevector (op, op->enemy, &rv, 0);
1131 1229
1132 dir=absdir(4+rv.direction); 1230 dir = absdir (4 + rv.direction);
1133 for(diff=0;diff<3;diff++) { 1231 for (diff = 0; diff < 3; diff++)
1232 {
1134 int m=1-(RANDOM()&2); 1233 int m = 1 - (RANDOM () & 2);
1135 if(move_ob(op,absdir(dir+diff*m),op)|| 1234
1136 (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)))
1137 return;
1138 } 1236 {
1237 return;
1238 }
1139 } 1239 }
1140 /* Cornered, get rid of scared */ 1240 /* Cornered, get rid of scared */
1141 CLEAR_FLAG(op, FLAG_SCARED); 1241 CLEAR_FLAG (op, FLAG_SCARED);
1142 op->enemy=NULL; 1242 op->enemy = NULL;
1143} 1243}
1144 1244
1145 1245
1146/* 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.
1147 * 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
1148 * stop. 1248 * stop.
1149 */ 1249 */
1250int
1150int check_pick(object *op) { 1251check_pick (object *op)
1252{
1151 object *tmp, *next; 1253 object *tmp, *next;
1152 tag_t next_tag=0, op_tag;
1153 int stop = 0; 1254 int stop = 0;
1154 int j, k, wvratio; 1255 int j, k, wvratio;
1155 char putstring[128], tmpstr[16]; 1256 char putstring[128], tmpstr[16];
1156 1257
1157
1158 /* if you're flying, you cna't pick up anything */ 1258 /* if you're flying, you cna't pick up anything */
1159 if (op->move_type & MOVE_FLYING) 1259 if (op->move_type & MOVE_FLYING)
1160 return 1; 1260 return 1;
1161 1261
1162 op_tag = op->count;
1163
1164 next = op->below; 1262 next = op->below;
1165 if (next)
1166 next_tag = next->count;
1167 1263
1168 /* 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
1169 * destroyed */ 1265 * destroyed */
1170 while (next && ! was_destroyed (next, next_tag)) 1266 while (next && !next->destroyed ())
1171 { 1267 {
1172 tmp = next; 1268 tmp = next;
1173 next = tmp->below; 1269 next = tmp->below;
1174 if (next)
1175 next_tag = next->count;
1176 1270
1177 if (was_destroyed (op, op_tag)) 1271 if (op->destroyed ())
1178 return 0; 1272 return 0;
1179 1273
1180 if ( ! can_pick (op, tmp)) 1274 if (!can_pick (op, tmp))
1181 continue; 1275 continue;
1182 1276
1183 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1277 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1184 { 1278 {
1185 if (item_matched_string (op, tmp, op->contr->search_str)) 1279 if (item_matched_string (op, tmp, op->contr->search_str))
1186 pick_up (op, tmp); 1280 pick_up (op, tmp);
1187 continue; 1281 continue;
1188 } 1282 }
1189 1283
1190 /* high not bit set? We're using the old autopickup model */ 1284 /* high not bit set? We're using the old autopickup model */
1191 if(!(op->contr->mode & PU_NEWMODE)) { 1285 if (!(op->contr->mode & PU_NEWMODE))
1286 {
1192 switch (op->contr->mode) { 1287 switch (op->contr->mode)
1288 {
1289 case 0:
1193 case 0: return 1; /* don't pick up */ 1290 return 1; /* don't pick up */
1291 case 1:
1194 case 1: pick_up (op, tmp); 1292 pick_up (op, tmp);
1195 return 1; 1293 return 1;
1294 case 2:
1196 case 2: pick_up (op, tmp); 1295 pick_up (op, tmp);
1197 return 0; 1296 return 0;
1297 case 3:
1198 case 3: return 0; /* stop before pickup */ 1298 return 0; /* stop before pickup */
1299 case 4:
1199 case 4: pick_up (op, tmp); 1300 pick_up (op, tmp);
1200 break; 1301 break;
1302 case 5:
1201 case 5: pick_up (op, tmp); 1303 pick_up (op, tmp);
1202 stop = 1; 1304 stop = 1;
1203 break; 1305 break;
1204 case 6: 1306 case 6:
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1307 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1206 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1207 pick_up(op, tmp); 1308 pick_up (op, tmp);
1208 break; 1309 break;
1209 1310
1210 case 7: 1311 case 7:
1211 if (tmp->type == MONEY || tmp->type == GEM) 1312 if (tmp->type == MONEY || tmp->type == GEM)
1212 pick_up(op, tmp); 1313 pick_up (op, tmp);
1213 break; 1314 break;
1214 1315
1215 default: 1316 default:
1216 /* use value density */ 1317 /* use value density */
1217 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1318 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1218 && (query_cost (tmp, op, F_TRUE) * 100 1319 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1219 / (tmp->weight * MAX (tmp->nrof, 1)))
1220 >= op->contr->mode)
1221 pick_up(op,tmp); 1320 pick_up (op, tmp);
1222 }
1223 }
1224 else { /* old model */
1225 /* NEW pickup handling */
1226 if(op->contr->mode & PU_DEBUG)
1227 {
1228 /* some debugging code to figure out item information */
1229 if(tmp->name!=NULL)
1230 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1231 &tmp->name, tmp->type,
1232 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1233 else
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1235 &tmp->arch->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1237 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1238
1239 sprintf(putstring,"...flags: ");
1240 for(k=0;k<4;k++)
1241 {
1242 for(j=0;j<32;j++)
1243 {
1244 if((tmp->flags[k]>>j)&0x01)
1245 {
1246 sprintf(tmpstr,"%d ",k*32+j);
1247 strcat(putstring, tmpstr);
1248 } 1321 }
1249 } 1322 }
1250 } 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))));
1251 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);
1252 1350
1253#if 0 1351#if 0
1254 /* print the flags too */ 1352 /* print the flags too */
1255 for(k=0;k<4;k++) 1353 for (k = 0; k < 4; k++)
1256 { 1354 {
1257 fprintf(stderr,"%d [%d] ", k, k*32+31); 1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1258 for(j=0;j<32;j++) 1356 for (j = 0; j < 32; j++)
1259 { 1357 {
1260 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1261 if(!((j+1)%4))fprintf(stderr," "); 1359 if (!((j + 1) % 4))
1262 } 1360 fprintf (stderr, " ");
1361 }
1263 fprintf(stderr," [%d]\n", k*32); 1362 fprintf (stderr, " [%d]\n", k * 32);
1264 } 1363 }
1265#endif 1364#endif
1266 } 1365 }
1267 /* philosophy: 1366 /* philosophy:
1268 * 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
1269 * generic. This takes no game-time. For more detailed pickups 1368 * generic. This takes no game-time. For more detailed pickups
1270 * and selections, select-items shoul dbe used. This is a 1369 * and selections, select-items shoul dbe used. This is a
1271 * 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
1272 * example. 1371 * example.
1273 * 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
1274 * 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
1275 * convert to decimal and then 'pickup <#> 1374 * convert to decimal and then 'pickup <#>
1276 */ 1375 */
1277 1376
1278 /* the first two modes are exclusive: if NOTHING we return, if 1377 /* the first two modes are exclusive: if NOTHING we return, if
1279 * STOP then we stop. All the rest are applied sequentially, 1378 * STOP then we stop. All the rest are applied sequentially,
1280 * meaning if any test passes, the item gets picked up. */ 1379 * meaning if any test passes, the item gets picked up. */
1281 1380
1282 /* if mode is set to pick nothing up, return */ 1381 /* if mode is set to pick nothing up, return */
1283 1382
1284 if(op->contr->mode & PU_NOTHING) return 1; 1383 if (op->contr->mode & PU_NOTHING)
1384 return 1;
1285 1385
1286 /* if mode is set to stop when encountering objects, return */ 1386 /* if mode is set to stop when encountering objects, return */
1287 /* take STOP before INHIBIT since it doesn't actually pick 1387 /* take STOP before INHIBIT since it doesn't actually pick
1288 * anything up */ 1388 * anything up */
1289 1389
1290 if(op->contr->mode & PU_STOP) return 0; 1390 if (op->contr->mode & PU_STOP)
1391 return 0;
1291 1392
1292 /* useful for going into stores and not losing your settings... */ 1393 /* useful for going into stores and not losing your settings... */
1293 /* 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
1294 * fighting */ 1395 * fighting */
1295 if(op->contr->mode & PU_INHIBIT) return 1; 1396 if (op->contr->mode & PU_INHIBIT)
1397 return 1;
1296 1398
1297 /* prevent us from turning into auto-thieves :) */ 1399 /* prevent us from turning into auto-thieves :) */
1298 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1400 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1401 continue;
1299 1402
1300 /* ignore known cursed objects */ 1403 /* ignore known cursed objects */
1301 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;
1302 1406
1303 /* all food and drink if desired */ 1407 /* all food and drink if desired */
1304 /* question: don't pick up known-poisonous stuff? */ 1408 /* question: don't pick up known-poisonous stuff? */
1305 if(op->contr->mode & PU_FOOD) 1409 if (op->contr->mode & PU_FOOD)
1306 if (tmp->type == FOOD) 1410 if (tmp->type == FOOD)
1307 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1411 {
1412 pick_up (op, tmp);
1413 continue;
1414 }
1415
1308 if(op->contr->mode & PU_DRINK) 1416 if (op->contr->mode & PU_DRINK)
1309 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)))
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 1418 {
1419 pick_up (op, tmp);
1420 continue;
1421 }
1311 1422
1312 if(op->contr->mode & PU_POTION) 1423 if (op->contr->mode & PU_POTION)
1313 if (tmp->type == POTION) 1424 if (tmp->type == POTION)
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1425 {
1426 pick_up (op, tmp);
1427 continue;
1428 }
1315 1429
1316 /* spellbooks, skillscrolls and normal books/scrolls */ 1430 /* spellbooks, skillscrolls and normal books/scrolls */
1317 if(op->contr->mode & PU_SPELLBOOK) 1431 if (op->contr->mode & PU_SPELLBOOK)
1318 if (tmp->type == SPELLBOOK) 1432 if (tmp->type == SPELLBOOK)
1319 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1433 {
1434 pick_up (op, tmp);
1435 continue;
1436 }
1437
1320 if(op->contr->mode & PU_SKILLSCROLL) 1438 if (op->contr->mode & PU_SKILLSCROLL)
1321 if (tmp->type == SKILLSCROLL) 1439 if (tmp->type == SKILLSCROLL)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1440 {
1441 pick_up (op, tmp);
1442 continue;
1443 }
1444
1323 if(op->contr->mode & PU_READABLES) 1445 if (op->contr->mode & PU_READABLES)
1324 if (tmp->type == BOOK || tmp->type == SCROLL) 1446 if (tmp->type == BOOK || tmp->type == SCROLL)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1447 {
1448 pick_up (op, tmp);
1449 continue;
1450 }
1326 1451
1327 /* wands/staves/rods/horns */ 1452 /* wands/staves/rods/horns */
1328 if (op->contr->mode & PU_MAGIC_DEVICE) 1453 if (op->contr->mode & PU_MAGIC_DEVICE)
1329 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1454 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1330 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1455 {
1456 pick_up (op, tmp);
1457 continue;
1458 }
1331 1459
1332 /* pick up all magical items */ 1460 /* pick up all magical items */
1333 if(op->contr->mode & PU_MAGICAL) 1461 if (op->contr->mode & PU_MAGICAL)
1334 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))
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1463 {
1464 pick_up (op, tmp);
1465 continue;
1466 }
1336 1467
1337 if(op->contr->mode & PU_VALUABLES) 1468 if (op->contr->mode & PU_VALUABLES)
1338 { 1469 {
1339 if (tmp->type == MONEY || tmp->type == GEM) 1470 if (tmp->type == MONEY || tmp->type == GEM)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1471 {
1341 } 1472 pick_up (op, tmp);
1473 continue;
1474 }
1475 }
1342 1476
1343 /* rings & amulets - talismans seems to be typed AMULET */ 1477 /* rings & amulets - talismans seems to be typed AMULET */
1344 if(op->contr->mode & PU_JEWELS) 1478 if (op->contr->mode & PU_JEWELS)
1345 if (tmp->type == RING || tmp->type == AMULET) 1479 if (tmp->type == RING || tmp->type == AMULET)
1346 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1480 {
1481 pick_up (op, tmp);
1482 continue;
1483 }
1347 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
1348 /* bows and arrows. Bows are good for selling! */ 1493 /* bows and arrows. Bows are good for selling! */
1349 if(op->contr->mode & PU_BOW) 1494 if (op->contr->mode & PU_BOW)
1350 if (tmp->type == BOW) 1495 if (tmp->type == BOW)
1351 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1496 {
1497 pick_up (op, tmp);
1498 continue;
1499 }
1500
1352 if(op->contr->mode & PU_ARROW) 1501 if (op->contr->mode & PU_ARROW)
1353 if (tmp->type == ARROW) 1502 if (tmp->type == ARROW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1503 {
1504 pick_up (op, tmp);
1505 continue;
1506 }
1355 1507
1356 /* all kinds of armor etc. */ 1508 /* all kinds of armor etc. */
1357 if(op->contr->mode & PU_ARMOUR) 1509 if (op->contr->mode & PU_ARMOUR)
1358 if (tmp->type == ARMOUR) 1510 if (tmp->type == ARMOUR)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1511 {
1512 pick_up (op, tmp);
1513 continue;
1514 }
1515
1360 if(op->contr->mode & PU_HELMET) 1516 if (op->contr->mode & PU_HELMET)
1361 if (tmp->type == HELMET) 1517 if (tmp->type == HELMET)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1518 {
1519 pick_up (op, tmp);
1520 continue;
1521 }
1522
1363 if(op->contr->mode & PU_SHIELD) 1523 if (op->contr->mode & PU_SHIELD)
1364 if (tmp->type == SHIELD) 1524 if (tmp->type == SHIELD)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1525 {
1526 pick_up (op, tmp);
1527 continue;
1528 }
1529
1366 if(op->contr->mode & PU_BOOTS) 1530 if (op->contr->mode & PU_BOOTS)
1367 if (tmp->type == BOOTS) 1531 if (tmp->type == BOOTS)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1532 {
1533 pick_up (op, tmp);
1534 continue;
1535 }
1536
1369 if(op->contr->mode & PU_GLOVES) 1537 if (op->contr->mode & PU_GLOVES)
1370 if (tmp->type == GLOVES) 1538 if (tmp->type == GLOVES)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1539 {
1540 pick_up (op, tmp);
1541 continue;
1542 }
1543
1372 if(op->contr->mode & PU_CLOAK) 1544 if (op->contr->mode & PU_CLOAK)
1373 if (tmp->type == CLOAK) 1545 if (tmp->type == CLOAK)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1546 {
1547 pick_up (op, tmp);
1548 continue;
1549 }
1375 1550
1376 /* hoping to catch throwing daggers here */ 1551 /* hoping to catch throwing daggers here */
1377 if(op->contr->mode & PU_MISSILEWEAPON) 1552 if (op->contr->mode & PU_MISSILEWEAPON)
1378 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1553 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1554 {
1555 pick_up (op, tmp);
1556 continue;
1557 }
1380 1558
1381 /* careful: chairs and tables are weapons! */ 1559 /* careful: chairs and tables are weapons! */
1382 if(op->contr->mode & PU_ALLWEAPON) 1560 if (op->contr->mode & PU_ALLWEAPON)
1383 { 1561 {
1384 if(tmp->type == WEAPON && tmp->name!=NULL) 1562 if (tmp->type == WEAPON && tmp->name != NULL)
1385 { 1563 {
1386 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 &&
1387 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1565 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1566 {
1389 } 1567 pick_up (op, tmp);
1568 continue;
1569 }
1570 }
1571
1390 if(tmp->type == WEAPON && tmp->name==NULL) 1572 if (tmp->type == WEAPON && tmp->name == NULL)
1391 { 1573 {
1392 if(strstr(tmp->arch->name,"table")==NULL && 1574 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1393 strstr(tmp->arch->name,"chair")==NULL) 1575 {
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1576 pick_up (op, tmp);
1577 continue;
1578 }
1579 }
1395 } 1580 }
1396 }
1397 1581
1398 /* misc stuff that's useful */ 1582 /* misc stuff that's useful */
1399 if(op->contr->mode & PU_KEY) 1583 if (op->contr->mode & PU_KEY)
1400 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1584 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1585 {
1586 pick_up (op, tmp);
1587 continue;
1588 }
1402 1589
1403 /* 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
1404 * pickups */ 1591 * pickups */
1405 if(op->contr->mode & PU_RATIO) 1592 if (op->contr->mode & PU_RATIO)
1406 { 1593 {
1407 /* use value density to decide what else to grab */ 1594 /* use value density to decide what else to grab */
1408 /* >=7 was >= op->contr->mode */ 1595 /* >=7 was >= op->contr->mode */
1409 /* >=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
1410 * and multiply them by 5, giving 0..15*5== 5..75 */ 1597 * and multiply them by 5, giving 0..15*5== 5..75 */
1411 wvratio=(op->contr->mode & PU_RATIO) * 5; 1598 wvratio = (op->contr->mode & PU_RATIO) * 5;
1412 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)
1413 { 1600 {
1414 pick_up(op, tmp); 1601 pick_up (op, tmp);
1415#if 0 1602#if 0
1416 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1603 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1417 if(tmp->name!=NULL) { 1604 if (tmp->name != NULL)
1605 {
1418 fprintf(stderr,"%s", tmp->name); 1606 fprintf (stderr, "%s", tmp->name);
1419 } 1607 }
1608 else
1420 else fprintf(stderr,"%s",tmp->arch->name); 1609 fprintf (stderr, "%s", tmp->arch->name);
1421 fprintf(stderr,",%d] = ", tmp->type); 1610 fprintf (stderr, ",%d] = ", tmp->type);
1422 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))));
1423#endif 1612#endif
1424 continue; 1613 continue;
1614 }
1425 } 1615 }
1616 } /* the new pickup model */
1426 } 1617 }
1427 } /* the new pickup model */ 1618
1428 }
1429 return ! stop; 1619 return !stop;
1430} 1620}
1431 1621
1432/* 1622/*
1433 * Find an arrow in the inventory and after that 1623 * Find an arrow in the inventory and after that
1434 * in the right type container (quiver). Pointer to the 1624 * in the right type container (quiver). Pointer to the
1435 * found object is returned. 1625 * found object is returned.
1436 */ 1626 */
1627object *
1437object *find_arrow(object *op, const char *type) 1628find_arrow (object *op, const char *type)
1438{ 1629{
1439 object *tmp = NULL; 1630 object *tmp = NULL;
1440 1631
1441 for(op=op->inv; op; op=op->below) 1632 for (op = op->inv; op; op = op->below)
1442 if(!tmp && op->type==CONTAINER && op->race==type && 1633 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1443 QUERY_FLAG(op,FLAG_APPLIED))
1444 tmp = find_arrow (op, type); 1634 tmp = find_arrow (op, type);
1445 else if (op->type==ARROW && op->race==type) 1635 else if (op->type == ARROW && op->race == type)
1446 return op; 1636 return op;
1447 return tmp; 1637 return tmp;
1448} 1638}
1449 1639
1450/* 1640/*
1451 * 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
1452 * 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
1453 * 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
1454 * 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.
1455 */ 1645 */
1456 1646
1647object *
1457object *find_better_arrow(object *op, object *target, const char *type, int *better) 1648find_better_arrow (object *op, object *target, const char *type, int *better)
1458{ 1649{
1459 object *tmp = NULL, *arrow, *ntmp; 1650 object *tmp = NULL, *arrow, *ntmp;
1460 int attacknum, attacktype, betterby=0, i; 1651 int attacknum, attacktype, betterby = 0, i;
1461 1652
1462 if (!type) 1653 if (!type)
1463 return NULL; 1654 return NULL;
1464 1655
1465 for (arrow=op->inv; arrow; arrow=arrow->below) { 1656 for (arrow = op->inv; arrow; arrow = arrow->below)
1466 if (arrow->type==CONTAINER && arrow->race==type && 1657 {
1467 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1658 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1659 {
1468 i = 0; 1660 i = 0;
1469 ntmp = find_better_arrow(arrow, target, type, &i); 1661 ntmp = find_better_arrow (arrow, target, type, &i);
1470 if (i > betterby) { 1662 if (i > betterby)
1663 {
1471 tmp = ntmp; 1664 tmp = ntmp;
1472 betterby = i; 1665 betterby = i;
1473 } 1666 }
1667 }
1474 } else if (arrow->type==ARROW && arrow->race==type) { 1668 else if (arrow->type == ARROW && arrow->race == type)
1669 {
1475 /* allways prefer assasination/slaying */ 1670 /* allways prefer assasination/slaying */
1476 if (target->race != NULL && arrow->slaying != NULL && 1671 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1477 strstr(arrow->slaying, target->race)) { 1672 {
1478 if (arrow->attacktype & AT_DEATH) { 1673 if (arrow->attacktype & AT_DEATH)
1674 {
1479 *better = 100; 1675 *better = 100;
1480 return arrow; 1676 return arrow;
1481 } else {
1482 tmp = arrow;
1483 betterby = (arrow->magic + arrow->stats.dam) * 2;
1484 } 1677 }
1485 } else { 1678 else
1486 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1487 attacktype = 1<<attacknum;
1488 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1489 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1490 tmp = arrow;
1491 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1492 }
1493 } 1679 {
1494 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1495 tmp = arrow; 1680 tmp = arrow;
1496 betterby = 2 + arrow->magic + arrow->stats.dam; 1681 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 }
1498 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow;
1500 betterby = 1 + arrow->magic + arrow->stats.dam;
1501 } 1682 }
1502 } 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 }
1503 } 1706 }
1707 }
1504 } 1708 }
1505 if (tmp == NULL && arrow == NULL) 1709 if (tmp == NULL && arrow == NULL)
1506 return find_arrow(op, type); 1710 return find_arrow (op, type);
1507 1711
1508 *better = betterby; 1712 *better = betterby;
1509 return tmp; 1713 return tmp;
1510} 1714}
1511 1715
1512/* 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
1513 * find_better_arrow to find a decent arrow to use. 1717 * find_better_arrow to find a decent arrow to use.
1514 * op = the shooter 1718 * op = the shooter
1515 * type = bow->race 1719 * type = bow->race
1516 * dir = fire direction 1720 * dir = fire direction
1517 */ 1721 */
1518 1722
1723object *
1519object *pick_arrow_target(object *op, const char *type, int dir) 1724pick_arrow_target (object *op, const char *type, int dir)
1520{ 1725{
1521 object *tmp = NULL; 1726 object *tmp = NULL;
1522 mapstruct *m; 1727 maptile *m;
1523 int i, mflags, found, number; 1728 int i, mflags, found, number;
1524 sint16 x, y; 1729 sint16 x, y;
1525 1730
1526 if (op->map == NULL) 1731 if (op->map == NULL)
1527 return find_arrow(op, type); 1732 return find_arrow (op, type);
1528 1733
1529 /* do a dex check */ 1734 /* do a dex check */
1530 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1735 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1531 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1736 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1532 return find_arrow(op, type); 1737 return find_arrow (op, type);
1533 1738
1534 m = op->map; 1739 m = op->map;
1535 x = op->x; 1740 x = op->x;
1536 y = op->y; 1741 y = op->y;
1537 1742
1538 /* find the first target */ 1743 /* find the first target */
1539 for (i=0, found=0; i<20; i++) { 1744 for (i = 0, found = 0; i < 20; i++)
1745 {
1540 x += freearr_x[dir]; 1746 x += freearr_x[dir];
1541 y += freearr_y[dir]; 1747 y += freearr_y[dir];
1542 mflags = get_map_flags(m, &m, x, y, &x, &y); 1748 mflags = get_map_flags (m, &m, x, y, &x, &y);
1543 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1749 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1750 {
1544 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)
1545 break; 1771 break;
1546 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1547 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1548 * perhaps a bad assumption.
1549 */
1550 tmp = NULL;
1551 break;
1552 } 1772 }
1553 if (mflags & P_IS_ALIVE) {
1554 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1555 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1556 found++;
1557 break;
1558 }
1559 if (found)
1560 break;
1561 }
1562 } 1773 }
1563 if (tmp == NULL) 1774 if (tmp == NULL)
1564 return find_arrow(op, type); 1775 return find_arrow (op, type);
1565 1776
1566 if (tmp->head) 1777 if (tmp->head)
1567 tmp = tmp->head; 1778 tmp = tmp->head;
1568 1779
1569 return find_better_arrow(op, tmp, type, &i); 1780 return find_better_arrow (op, tmp, type, &i);
1570} 1781}
1571 1782
1572/* 1783/*
1573 * Creature fires a bow - op can be monster or player. Returns 1784 * Creature fires a bow - op can be monster or player. Returns
1574 * 1 if bow was actually fired, 0 otherwise. 1785 * 1 if bow was actually fired, 0 otherwise.
1577 * dir is the direction of fire. 1788 * dir is the direction of fire.
1578 * 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)
1579 * 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
1580 * player fire modes. 1791 * player fire modes.
1581 */ 1792 */
1793int
1582int 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)
1583 sint16 sx, sint16 sy)
1584{ 1795{
1585 object *left, *bow; 1796 object *left, *bow;
1586 tag_t left_tag, tag;
1587 int bowspeed, mflags; 1797 int bowspeed, mflags;
1588 mapstruct *m; 1798 maptile *m;
1589 1799
1590 if (!dir) { 1800 if (!dir)
1801 {
1591 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!");
1592 return 0; 1803 return 0;
1593 } 1804 }
1805
1594 if (op->type == PLAYER) 1806 if (op->type == PLAYER)
1595 bow=op->contr->ranges[range_bow]; 1807 bow = op->contr->ranges[range_bow];
1596 else { 1808 else
1809 {
1597 for(bow=op->inv; bow; bow=bow->below) 1810 for (bow = op->inv; bow; bow = bow->below)
1598 /* 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
1599 * 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.
1600 */ 1813 */
1601 if(bow->type==BOW) 1814 if (bow->type == BOW)
1602 break; 1815 break;
1603 1816
1604 if (!bow) { 1817 if (!bow)
1818 {
1605 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1606 return 0; 1820 return 0;
1607 } 1821 }
1608 } 1822 }
1823
1609 if( !bow->race || !bow->skill) { 1824 if (!bow->race || !bow->skill)
1825 {
1610 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);
1611 return 0; 1827 return 0;
1612 } 1828 }
1613 1829
1614 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1830 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1615 1831
1616 /* penalize ROF for bestarrow */ 1832 /* penalize ROF for bestarrow */
1617 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1833 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1618 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1834 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1835
1619 if (bowspeed < 1) 1836 if (bowspeed < 1)
1620 bowspeed = 1; 1837 bowspeed = 1;
1621 1838
1622 if (arrow == NULL) { 1839 if (arrow == NULL)
1840 {
1623 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1841 if ((arrow = find_arrow (op, bow->race)) == NULL)
1842 {
1624 if (op->type == PLAYER) 1843 if (op->type == PLAYER)
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1844 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1626 "You have no %s left.", &bow->race);
1627 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1845 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1628 else 1846 else
1629 CLEAR_FLAG(op, FLAG_READY_BOW); 1847 CLEAR_FLAG (op, FLAG_READY_BOW);
1630 return 0; 1848 return 0;
1631 } 1849 }
1632 } 1850 }
1851
1633 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1634 if (mflags & P_OUT_OF_MAP) { 1853 if (mflags & P_OUT_OF_MAP)
1635 return 0; 1854 return 0;
1636 } 1855
1637 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1856 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1857 {
1638 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.");
1639 return 0; 1859 return 0;
1640 } 1860 }
1641 1861
1642 /* this should not happen, but sometimes does */ 1862 /* this should not happen, but sometimes does */
1643 if (arrow->nrof==0) { 1863 if (arrow->nrof == 0)
1644 remove_ob(arrow); 1864 {
1645 free_object(arrow); 1865 arrow->destroy ();
1646 return 0; 1866 return 0;
1647 } 1867 }
1648 1868
1649 left = arrow; /* these are arrows left to the player */ 1869 left = arrow; /* these are arrows left to the player */
1650 left_tag = left->count;
1651 arrow = get_split_ob(arrow, 1); 1870 arrow = get_split_ob (arrow, 1);
1652 if (arrow == NULL) { 1871 if (!arrow)
1872 {
1653 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1873 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1654 return 0; 1874 return 0;
1655 } 1875 }
1656 set_owner(arrow, op); 1876
1877 arrow->set_owner (op);
1657 arrow->skill = bow->skill; 1878 arrow->skill = bow->skill;
1658 1879
1659 arrow->direction=dir; 1880 arrow->direction = dir;
1660 arrow->x = sx; 1881 arrow->x = sx;
1661 arrow->y = sy; 1882 arrow->y = sy;
1662 1883
1663 if (op->type == PLAYER) { 1884 if (op->type == PLAYER)
1885 {
1664 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1665 fix_player(op); 1887 fix_player (op);
1666 } 1888 }
1667 1889
1668 SET_ANIMATION(arrow, arrow->direction); 1890 SET_ANIMATION (arrow, arrow->direction);
1669 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1670 arrow->stats.hp = arrow->stats.dam; 1892 arrow->stats.hp = arrow->stats.dam;
1671 arrow->stats.grace = arrow->attacktype; 1893 arrow->stats.grace = arrow->attacktype;
1672 if (arrow->slaying != NULL) 1894 if (arrow->slaying != NULL)
1673 arrow->spellarg = strdup_local(arrow->slaying); 1895 arrow->spellarg = strdup (arrow->slaying);
1674 1896
1675 /* Note that this was different for monsters - they got their level 1897 /* Note that this was different for monsters - they got their level
1676 * 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.
1677 */ 1899 */
1678
1679 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1680 0 : dam_bonus[op->stats.Str]) +
1681 bow->stats.dam + bow->magic + arrow->magic;
1682 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
1683 /* update the speed */ 1903 /* update the speed */
1684 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1685 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;
1686 bow->magic + arrow->magic) / 5.0 +
1687 (float)bow->stats.dam / 7.0;
1688 1906
1689 if (arrow->speed < 1.0) 1907 if (arrow->speed < 1.0)
1690 arrow->speed = 1.0; 1908 arrow->speed = 1.0;
1691 update_ob_speed(arrow); 1909 update_ob_speed (arrow);
1692 arrow->speed_left = 0; 1910 arrow->speed_left = 0;
1693 1911
1694 if (op->type == PLAYER) { 1912 if (op->type == PLAYER)
1913 {
1695 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1914 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1696 (op->chosen_skill?op->chosen_skill->level:op->level) - 1915 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1697 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;
1698 arrow->stats.wc - bow->stats.wc + wc_mod;
1699 1917
1700 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1918 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1701 } else { 1919 }
1920 else
1921 {
1702 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;
1703 arrow->stats.wc + wc_mod;
1704
1705 arrow->level = op->level; 1923 arrow->level = op->level;
1706 } 1924 }
1925
1707 if (arrow->attacktype == AT_PHYSICAL) 1926 if (arrow->attacktype == AT_PHYSICAL)
1708 arrow->attacktype |= bow->attacktype; 1927 arrow->attacktype |= bow->attacktype;
1928
1709 if (bow->slaying != NULL) 1929 if (bow->slaying)
1710 arrow->slaying = bow->slaying; 1930 arrow->slaying = bow->slaying;
1711 1931
1712 arrow->map = m; 1932 arrow->map = m;
1713 arrow->move_type = MOVE_FLY_LOW; 1933 arrow->move_type = MOVE_FLY_LOW;
1714 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1715 1935
1716 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);
1717 tag = arrow->count;
1718 insert_ob_in_map(arrow, m, op, 0); 1937 insert_ob_in_map (arrow, m, op, 0);
1719 1938
1720 if (!was_destroyed(arrow, tag)) 1939 if (!arrow->destroyed ())
1721 move_arrow(arrow); 1940 move_arrow (arrow);
1722 1941
1723 if (op->type == PLAYER) { 1942 if (op->type == PLAYER)
1724 if (was_destroyed (left, left_tag)) 1943 {
1944 if (left->destroyed ())
1725 esrv_del_item(op->contr, left_tag); 1945 esrv_del_item (op->contr, left->count);
1726 else 1946 else
1727 esrv_send_item(op, left); 1947 esrv_send_item (op, left);
1728 } 1948 }
1949
1729 return 1; 1950 return 1;
1730} 1951}
1731 1952
1732/* Special fire code for players - this takes into 1953/* Special fire code for players - this takes into
1733 * account the special fire modes players can have 1954 * account the special fire modes players can have
1734 * but monsters can't. Putting that code here 1955 * but monsters can't. Putting that code here
1735 * makes the fire_bow code much cleaner. 1956 * makes the fire_bow code much cleaner.
1736 * this function should only be called if 'op' is a player, 1957 * this function should only be called if 'op' is a player,
1737 * hence the function name. 1958 * hence the function name.
1738 */ 1959 */
1960int
1739int player_fire_bow(object *op, int dir) 1961player_fire_bow (object *op, int dir)
1740{ 1962{
1741 int ret=0, wcmod=0; 1963 int ret = 0, wcmod = 0;
1742 1964
1743 if (op->contr->bowtype == bow_bestarrow) { 1965 if (op->contr->bowtype == bow_bestarrow)
1744 ret = fire_bow(op, op, 1966 {
1745 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);
1746 dir, 0, op->x, op->y); 1968 }
1747 } 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 {
1748 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1749 wcmod =-1; 1972 wcmod = -1;
1750 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);
1751 op->x, op->y); 1974 }
1752 } else if (op->contr->bowtype == bow_threewide) { 1975 else if (op->contr->bowtype == bow_threewide)
1976 {
1753 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);
1754 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)]);
1755 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 }
1756 } else if (op->contr->bowtype == bow_spreadshot) { 1981 else if (op->contr->bowtype == bow_spreadshot)
1982 {
1757 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);
1758 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);
1759 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);
1760 1986
1761 } else { 1987 }
1988 else
1989 {
1762 /* Simple case */ 1990 /* Simple case */
1763 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);
1764 } 1992 }
1765 return ret; 1993 return ret;
1766} 1994}
1767 1995
1768 1996
1769/* Fires a misc (wand/rod/horn) object in 'dir'. 1997/* Fires a misc (wand/rod/horn) object in 'dir'.
1770 * Broken apart from 'fire' to keep it more readable. 1998 * Broken apart from 'fire' to keep it more readable.
1771 */ 1999 */
2000void
1772void fire_misc_object(object *op, int dir) 2001fire_misc_object (object *op, int dir)
1773{ 2002{
1774 object *item; 2003 object *item;
1775 2004
1776 if (!op->contr->ranges[range_misc]) { 2005 if (!op->contr->ranges[range_misc])
2006 {
1777 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.");
1778 return; 2008 return;
1779 } 2009 }
1780 2010
1781 item = op->contr->ranges[range_misc]; 2011 item = op->contr->ranges[range_misc];
1782 if (!item->inv) { 2012 if (!item->inv)
2013 {
1783 LOG(llevError,"Object %s lacks a spell\n", &item->name); 2014 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1784 return; 2015 return;
1785 } 2016 }
1786 if (item->type == WAND) { 2017 if (item->type == WAND)
2018 {
1787 if(item->stats.food<=0) { 2019 if (item->stats.food <= 0)
2020 {
1788 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2021 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1789 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1790 return; 2023 return;
1791 } 2024 }
2025 }
1792 } else if (item->type == ROD || item->type==HORN) { 2026 else if (item->type == ROD || item->type == HORN)
2027 {
1793 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 {
1794 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2030 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795 if (item->type== ROD) 2031 if (item->type == ROD)
1796 new_draw_info_format(NDI_UNIQUE, 0,op,
1797 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 2032 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 2033 else
1799 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));
1800 "The %s needs more time to charge.", query_base_name(item,0));
1801 return; 2035 return;
1802 } 2036 }
1803 } 2037 }
1804 2038
1805 if(cast_spell(op,item,dir,item->inv,NULL)) { 2039 if (cast_spell (op, item, dir, item->inv, NULL))
2040 {
1806 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 */
1807 if (item->type == WAND) { 2042 if (item->type == WAND)
2043 {
1808 if (!(--item->stats.food)) { 2044 if (!(--item->stats.food))
2045 {
1809 object *tmp; 2046 object *tmp;
2047
1810 if (item->arch) { 2048 if (item->arch)
2049 {
1811 CLEAR_FLAG(item, FLAG_ANIMATE); 2050 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 2051 item->face = item->arch->clone.face;
1813 item->speed = 0; 2052 item->speed = 0;
1814 update_ob_speed(item); 2053 update_ob_speed (item);
1815 } 2054 }
1816 if ((tmp=is_player_inv(item))) 2055 if ((tmp = is_player_inv (item)))
1817 esrv_update_item(UPD_ANIM, tmp, item); 2056 esrv_update_item (UPD_ANIM, tmp, item);
1818 } 2057 }
1819 } 2058 }
1820 else if (item->type == ROD || item->type==HORN) { 2059 else if (item->type == ROD || item->type == HORN)
2060 {
1821 drain_rod_charge(item); 2061 drain_rod_charge (item);
1822 } 2062 }
1823 } 2063 }
1824} 2064}
1825 2065
1826/* Received a fire command for the player - go and do it. 2066/* Received a fire command for the player - go and do it.
1827 */ 2067 */
2068void
1828void fire(object *op,int dir) { 2069fire (object *op, int dir)
2070{
1829 int spellcost=0; 2071 int spellcost = 0;
1830 2072
1831 /* check for loss of invisiblity/hide */ 2073 /* check for loss of invisiblity/hide */
1832 if (action_makes_visible(op)) make_visible(op); 2074 if (action_makes_visible (op))
2075 make_visible (op);
1833 2076
1834 switch(op->contr->shoottype) { 2077 switch (op->contr->shoottype)
2078 {
1835 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.");
1836 return; 2109 return;
1837
1838 case range_bow:
1839 player_fire_bow(op, dir);
1840 return;
1841
1842 case range_magic: /* Casting spells */
1843 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1844 return;
1845
1846 case range_misc:
1847 fire_misc_object(op, dir);
1848 return;
1849
1850 case range_golem: /* Control summoned monsters from scrolls */
1851 if(op->contr->ranges[range_golem]==NULL ||
1852 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1853 op->contr->ranges[range_golem] = NULL;
1854 op->contr->shoottype=range_none;
1855 op->contr->golem_count = 0;
1856 } 2110 }
1857 else
1858 control_golem(op->contr->ranges[range_golem], dir);
1859 return;
1860
1861 case range_skill:
1862 if(!op->chosen_skill) {
1863 if(op->type==PLAYER)
1864 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1865 return;
1866 }
1867 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 2111 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1868 return;
1869 case range_builder:
1870 apply_map_builder( op, dir );
1871 return; 2112 return;
2113 case range_builder:
2114 apply_map_builder (op, dir);
2115 return;
1872 default: 2116 default:
1873 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2117 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1874 return; 2118 return;
1875 } 2119 }
1876} 2120}
1877 2121
1878 2122
1879 2123
1886 * inv is the objects inventory to searched 2130 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against. 2131 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers. 2132 * This function can be called recursively to search containers.
1889 */ 2133 */
1890 2134
2135object *
1891object * find_key(object *pl, object *container, object *door) 2136find_key (object *pl, object *container, object *door)
1892{ 2137{
1893 object *tmp,*key; 2138 object *tmp, *key;
1894 2139
1895 /* Should not happen, but sanity checking is never bad */ 2140 /* Should not happen, but sanity checking is never bad */
1896 if (container->inv == NULL) return NULL; 2141 if (container->inv == NULL)
2142 return NULL;
1897 2143
1898 /* 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 */
1899 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2145 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2146 {
1900 if (door->type==DOOR && tmp->type==KEY) break; 2147 if (door->type == DOOR && tmp->type == KEY)
2148 break;
1901 /* For sanity, we should really check door type, but other stuff 2149 /* For sanity, we should really check door type, but other stuff
1902 * (like containers) can be locked with special keys 2150 * (like containers) can be locked with special keys
1903 */ 2151 */
1904 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2152 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1905 tmp->slaying==door->slaying) break; 2153 break;
1906 } 2154 }
1907 /* No key found - lets search inventories now */ 2155 /* No key found - lets search inventories now */
1908 /* 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.
1909 * 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
1910 * a key, return 2158 * a key, return
1911 */ 2159 */
1912 if (!tmp) { 2160 if (!tmp)
2161 {
1913 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2162 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2163 {
1914 /* No reason to search empty containers */ 2164 /* No reason to search empty containers */
1915 if (tmp->type==CONTAINER && tmp->inv) { 2165 if (tmp->type == CONTAINER && tmp->inv)
2166 {
1916 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2167 if ((key = find_key (pl, tmp, door)) != NULL)
2168 return key;
1917 } 2169 }
1918 } 2170 }
2171 if (!tmp)
1919 if (!tmp) return NULL; 2172 return NULL;
1920 } 2173 }
1921 /* 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,
1922 * see if we actually want to use it 2175 * see if we actually want to use it
1923 */ 2176 */
1924 if (pl!=container) { 2177 if (pl != container)
2178 {
1925 /* Only let players use keys in containers */ 2179 /* Only let players use keys in containers */
1926 if (!pl->contr) return NULL; 2180 if (!pl->contr)
2181 return NULL;
1927 /* cases where this fails: 2182 /* cases where this fails:
1928 * If we only search the player inventory, return now since we 2183 * If we only search the player inventory, return now since we
1929 * are not in the players inventory. 2184 * are not in the players inventory.
1930 * If the container is not active, return now since only active 2185 * If the container is not active, return now since only active
1931 * containers can be used. 2186 * containers can be used.
1932 * If we only search keyrings and the container does not have 2187 * If we only search keyrings and the container does not have
1933 * a race/isn't a keyring. 2188 * a race/isn't a keyring.
1934 * No checking for all containers - to fall through past here, 2189 * No checking for all containers - to fall through past here,
1935 * inv must have been an container and must have been active. 2190 * inv must have been an container and must have been active.
1936 * 2191 *
1937 * Change the color so that the message doesn't disappear with 2192 * Change the color so that the message doesn't disappear with
1938 * all the others. 2193 * all the others.
1939 */ 2194 */
1940 if (pl->contr->usekeys == key_inventory || 2195 if (pl->contr->usekeys == key_inventory ||
1941 !QUERY_FLAG(container, FLAG_APPLIED) || 2196 !QUERY_FLAG (container, FLAG_APPLIED) ||
1942 (pl->contr->usekeys == keyrings &&
1943 (!container->race || strcmp(container->race, "keys"))) 2197 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1944 ) { 2198 {
1945 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2199 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1946 "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));
1947 query_name(tmp), query_name(container));
1948 return NULL; 2201 return NULL;
1949 } 2202 }
1950 } 2203 }
1951 return tmp; 2204 return tmp;
1952} 2205}
1953 2206
1954/* moved door processing out of move_player_attack. 2207/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 2208 * returns 1 if player has opened the door with a key
1956 * such that the caller should not do anything more, 2209 * such that the caller should not do anything more,
1957 * 0 otherwise 2210 * 0 otherwise
1958 */ 2211 */
2212static int
1959static int player_attack_door(object *op, object *door) 2213player_attack_door (object *op, object *door)
1960{ 2214{
1961 2215
1962 /* 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,
1963 * 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 -
1964 * otherwise, we fall through to the rest of the code. 2218 * otherwise, we fall through to the rest of the code.
1965 */ 2219 */
1966 object *key=find_key(op, op, door); 2220 object *key = find_key (op, op, door);
1967 2221
1968 /* IF we found a key, do some extra work */ 2222 /* IF we found a key, do some extra work */
1969 if (key) { 2223 if (key)
2224 {
1970 object *container=key->env; 2225 object *container = key->env;
1971 2226
1972 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);
1973 if(action_makes_visible(op)) make_visible(op); 2228 if (action_makes_visible (op))
2229 make_visible (op);
1974 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);
1975 if (door->type == DOOR) { 2232 if (door->type == DOOR)
2233 {
1976 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 */
1977 } 2235 }
1978 else if(door->type==LOCKED_DOOR) { 2236 else if (door->type == LOCKED_DOOR)
1979 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2237 {
1980 "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));
1981 remove_door2(door); /* remove door without violence ;-) */ 2239 remove_door2 (door); /* remove door without violence ;-) */
1982 } 2240 }
1983 /* Do this after we print the message */ 2241 /* Do this after we print the message */
1984 decrease_ob(key); /* Use up one of the keys */ 2242 decrease_ob (key); /* Use up one of the keys */
1985 /* Need to update the weight the container the key was in */ 2243 /* Need to update the weight the container the key was in */
1986 if (container != op) 2244 if (container != op)
1987 esrv_update_item(UPD_WEIGHT, op, container); 2245 esrv_update_item (UPD_WEIGHT, op, container);
1988 return 1; /* Nothing more to do below */ 2246 return 1; /* Nothing more to do below */
2247 }
1989 } else if (door->type==LOCKED_DOOR) { 2248 else if (door->type == LOCKED_DOOR)
2249 {
1990 /* Might as well return now - no other way to open this */ 2250 /* Might as well return now - no other way to open this */
1991 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2251 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1992 return 1; 2252 return 1;
1993 } 2253 }
1994 return 0; 2254 return 0;
1995} 2255}
1996 2256
1997/* This function is just part of a breakup from move_player. 2257/* This function is just part of a breakup from move_player.
1998 * It should keep the code cleaner. 2258 * It should keep the code cleaner.
1999 * When this is called, the players direction has been updated 2259 * When this is called, the players direction has been updated
2000 * (taking into account confusion.) The player is also actually 2260 * (taking into account confusion.) The player is also actually
2001 * going to try and move (not fire weapons). 2261 * going to try and move (not fire weapons).
2002 */ 2262 */
2003 2263
2264void
2004void move_player_attack(object *op, int dir) 2265move_player_attack (object *op, int dir)
2005{ 2266{
2006 object *tmp, *mon; 2267 object *tmp, *mon;
2007 sint16 nx, ny; 2268 sint16 nx, ny;
2008 int on_battleground; 2269 int on_battleground;
2009 mapstruct *m; 2270 maptile *m;
2010 2271
2011 nx=freearr_x[dir]+op->x; 2272 nx = freearr_x[dir] + op->x;
2012 ny=freearr_y[dir]+op->y; 2273 ny = freearr_y[dir] + op->y;
2013 2274
2014 on_battleground = op_on_battleground(op, NULL, NULL); 2275 on_battleground = op_on_battleground (op, NULL, NULL);
2015 2276
2016 /* 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
2017 * 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
2018 * 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
2019 * player. This is a pretty nasty hack, because if we could 2280 * player. This is a pretty nasty hack, because if we could
2020 * move to some space, it then means that if we are braced, we should 2281 * move to some space, it then means that if we are braced, we should
2021 * do nothing at all. As it is, if we are braced, we go through 2282 * do nothing at all. As it is, if we are braced, we go through
2022 * quite a bit of processing. However, it probably is less than what 2283 * quite a bit of processing. However, it probably is less than what
2023 * move_ob uses. 2284 * move_ob uses.
2024 */ 2285 */
2025 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 {
2026 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2288 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 {
2027 m = get_map_from_coord(op->map, &nx, &ny); 2290 m = get_map_from_coord (op->map, &nx, &ny);
2291 if (!m)
2028 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)
2029 } 2298 {
2030 else m =op->map;
2031
2032 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2033 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 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)
2034 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;
2035 } 2369 }
2036 2370
2037 mon = NULL; 2371 /* in certain circumstances, you shouldn't attack friendly
2038 /* 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
2039 * 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
2040 * if its a door or barrel (can roll) see if there may be monsters 2374 * attack them either.
2041 * on the space
2042 */ 2375 */
2043 while (tmp!=NULL) { 2376 if ((mon->type == PLAYER || mon->enemy != op) &&
2044 if (tmp == op) { 2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2045 tmp=tmp->above; 2378#ifdef PROHIBIT_PLAYERKILL
2046 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);
2047 } 2392 }
2048 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2393 else
2049 mon = tmp; 2394 {
2050 break; 2395 new_draw_info (0, 0, op, "You withhold your attack");
2051 } 2396 }
2052 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2397 if (op->contr->tmp_invis || op->hide)
2053 mon = tmp; 2398 make_visible (op);
2054 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))
2055 } 2405 {
2056 2406 recursive_roll (mon, dir, op);
2057 if (mon==NULL) /* This happens anytime the player tries to move */ 2407 if (action_makes_visible (op))
2058 return; /* into a wall */ 2408 make_visible (op);
2409 }
2059 2410
2060 if(mon->head != NULL) 2411 /* Any generic living creature. Including things like doors.
2061 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 */
2062 2417
2063 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2418 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2064 if (player_attack_door(op, mon)) return; 2419 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2420 {
2065 2421
2066 /* The following deals with possibly attacking peaceful 2422 /* If the player hasn't hit something this tick, and does
2067 * or frienddly creatures. Basically, all players are considered 2423 * so, give them speed boost based on weapon speed. Doing
2068 * unaggressive. If the moving player has peaceful set, then the 2424 * it here is better than process_players2, which basically
2069 * object should be pushed instead of attacked. It is assumed that 2425 * incurred a 1 tick offset.
2070 * if you are braced, you will not attack friends accidently,
2071 * and thus will not push them.
2072 */ 2426 */
2073 2427 if (!op->contr->has_hit)
2074 /* If the creature is a pet, push it even if the player is not
2075 * peaceful. Our assumption is the creature is a pet if the
2076 * player owns it and it is either friendly or unagressive.
2077 */
2078 if ((op->type==PLAYER)
2079#if COZY_SERVER
2080 &&
2081 (
2082 (get_owner(mon) && get_owner(mon)->contr
2083 && same_party (get_owner(mon)->contr->party, op->contr->party))
2084 || get_owner(mon) == op
2085 )
2086#else
2087 && get_owner(mon)==op
2088#endif
2089 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2090 {
2091 /* If we're braced, we don't want to switch places with it */
2092 if (op->contr->braced) return;
2093 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2094 (void) push_ob(mon,dir,op);
2095 if(op->contr->tmp_invis||op->hide) make_visible(op);
2096 return;
2097 }
2098
2099 /* in certain circumstances, you shouldn't attack friendly
2100 * creatures. Note that if you are braced, you can't push
2101 * someone, but put it inside this loop so that you won't
2102 * attack them either.
2103 */
2104 if ((mon->type==PLAYER || mon->enemy != op) &&
2105 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2106 (
2107#ifdef PROHIBIT_PLAYERKILL
2108 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2109#else
2110 op->contr->peaceful &&
2111#endif
2112 !on_battleground
2113 )) { 2428 {
2114 if (!op->contr->braced) { 2429 op->speed_left += op->speed / op->contr->weapon_sp;
2115 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2430
2116 (void) push_ob(mon,dir,op); 2431 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2117 } else {
2118 new_draw_info(0, 0,op,"You withhold your attack");
2119 } 2432 }
2120 if(op->contr->tmp_invis||op->hide) make_visible(op);
2121 }
2122 2433
2123 /* If the object is a boulder or other rollable object, then 2434 skill_attack (mon, op, 0, NULL, NULL);
2124 * roll it if not braced. You can't roll it if you are braced.
2125 */
2126 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2127 recursive_roll(mon,dir,op);
2128 if(action_makes_visible(op)) make_visible(op);
2129 }
2130 2435
2131 /* Any generic living creature. Including things like doors. 2436 /* If attacking another player, that player gets automatic
2132 * Way it works is like this: First, it must have some hit points 2437 * hitback, and doesn't loose luck either.
2133 * and be living. Then, it must be one of the following: 2438 * Disable hitback on the battleground or if the target is
2134 * 1) Not a player, 2) A player, but of a different party. Note 2439 * the wiz.
2135 * that party_number -1 is no party, so attacks can still happen.
2136 */
2137
2138 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2139 ((mon->type!=PLAYER || op->contr->party==NULL ||
2140 op->contr->party!=mon->contr->party))) {
2141
2142 /* If the player hasn't hit something this tick, and does
2143 * so, give them speed boost based on weapon speed. Doing
2144 * it here is better than process_players2, which basically
2145 * incurred a 1 tick offset.
2146 */ 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
2147 if (!op->contr->has_hit) { 2445 mon->contr->has_hit = 1;
2148 op->speed_left += op->speed / op->contr->weapon_sp; 2446 skill_attack (op, mon, 0, NULL, NULL);
2149 2447 mon->stats.luck = luck;
2150 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2151 } 2448 }
2152 2449 if (action_makes_visible (op))
2153 skill_attack(mon, op, 0, NULL, NULL); 2450 make_visible (op);
2154
2155 /* If attacking another player, that player gets automatic
2156 * hitback, and doesn't loose luck either.
2157 * Disable hitback on the battleground or if the target is
2158 * the wiz.
2159 */
2160 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2161 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2162 short luck = mon->stats.luck;
2163 mon->contr->has_hit = 1;
2164 skill_attack(op, mon, 0, NULL, NULL);
2165 mon->stats.luck = luck;
2166 } 2451 }
2167 if(action_makes_visible(op)) make_visible(op);
2168 }
2169 } /* if player should attack something */ 2452 } /* if player should attack something */
2170} 2453}
2171 2454
2455int
2172int move_player(object *op,int dir) { 2456move_player (object *op, int dir)
2457{
2173 int pick; 2458 int pick;
2174 2459
2175 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2176 return 0;
2177
2178 /* Sanity check: make sure dir is valid */
2179 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2180 LOG( llevError, "move_player: invalid direction %d\n", dir);
2181 return 0;
2182 }
2183
2184 /* peterm: added following line */
2185 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2186 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2187
2188 op->facing = dir;
2189
2190 if(op->hide) do_hidden_move(op);
2191
2192 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2193 /*nop*/;
2194 else if (op->contr->fire_on)
2195 fire (op, dir);
2196 else
2197 {
2198 move_player_attack (op, dir);
2199 pick = check_pick(op);
2200 }
2201
2202 /* Add special check for newcs players and fire on - this way, the
2203 * server can handle repeat firing.
2204 */
2205 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2206 op->direction = dir;
2207 } else {
2208 op->direction=0;
2209 }
2210 /* Update how the player looks. Use the facing, so direction may
2211 * get reset to zero. This allows for full animation capabilities
2212 * for players.
2213 */
2214 animate_object(op, op->facing);
2215 return 0; 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;
2216} 2506}
2217 2507
2218/* 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
2219 * new client/server stuff. 2509 * new client/server stuff.
2220 * 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
2221 * the new speed values for commands. 2511 * the new speed values for commands.
2222 * 2512 *
2223 * Returns true if there are more actions we can do. 2513 * Returns true if there are more actions we can do.
2224 */ 2514 */
2515int
2225int handle_newcs_player(object *op) 2516handle_newcs_player (object *op)
2226{ 2517{
2227 if (op->contr->hidden) { 2518 if (op->contr->hidden)
2519 {
2228 op->invisible = 1000; 2520 op->invisible = 1000;
2229 /* the socket code flashes the player visible/invisible 2521 /* the socket code flashes the player visible/invisible
2230 * depending on the value of invisible, so we need to 2522 * depending on the value of invisible, so we need to
2231 * alternate it here for it to work correctly. 2523 * alternate it here for it to work correctly.
2232 */ 2524 */
2233 if (pticks & 2) op->invisible--; 2525 if (pticks & 2)
2234 }
2235 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2236 op->invisible--; 2526 op->invisible--;
2527 }
2528 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2529 {
2530 op->invisible--;
2237 if(!op->invisible) { 2531 if (!op->invisible)
2532 {
2238 make_visible(op); 2533 make_visible (op);
2239 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.");
2240 } 2535 }
2241 } 2536 }
2242 2537
2243 if (QUERY_FLAG(op, FLAG_SCARED)) { 2538 if (QUERY_FLAG (op, FLAG_SCARED))
2539 {
2244 flee_player(op); 2540 flee_player (op);
2245 /* 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 */
2246 if (QUERY_FLAG(op, FLAG_SCARED)) { 2542 if (QUERY_FLAG (op, FLAG_SCARED))
2543 {
2247 op->speed_left--; 2544 op->speed_left--;
2248 return 0; 2545 return 0;
2249 } 2546 }
2250 } 2547 }
2251 2548
2252 /* 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
2253 * 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
2254 * 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
2255 * 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.
2256 */ 2553 */
2257 if (op->contr->ranges[range_golem] && 2554 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2258 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2259 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2260 op->contr->ranges[range_golem] = NULL; 2555 op->contr->ranges[range_golem] = 0;
2261 op->contr->golem_count = 0;
2262 }
2263 2556
2264 /* 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
2265 * the players time has been increased when doericserver has been 2558 * the players time has been increased when doericserver has been
2266 * called, so we recheck it here. 2559 * called, so we recheck it here.
2267 */ 2560 */
2268 HandleClient(&op->contr->socket, op->contr); 2561 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2269 if (op->speed_left<0) return 0; 2562 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
2270
2271 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2272 /* All move commands take 1 tick, at least for now */
2273 op->speed_left--;
2274
2275 /* Instead of all the stuff below, let move_player take care
2276 * of it. Also, some of the skill stuff is only put in
2277 * there, as well as the confusion stuff.
2278 */
2279 move_player(op, op->direction);
2280 if (op->speed_left>0) return 1;
2281 else return 0;
2282 } 2563 ;
2564
2565 if (op->speed_left < 0)
2283 return 0; 2566 return 0;
2284}
2285 2567
2286int save_life(object *op) { 2568 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2287 object *tmp; 2569 {
2570 /* All move commands take 1 tick, at least for now */
2571 op->speed_left--;
2288 2572
2289 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
2290 return 0; 2581 return 0;
2582 }
2291 2583
2292 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2584 return 0;
2293 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2585}
2294 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2586
2295 new_draw_info_format(NDI_UNIQUE, 0,op, 2587int
2296 "Your %s vibrates violently, then evaporates.", 2588save_life (object *op)
2297 query_name(tmp)); 2589{
2298 if (op->contr)
2299 esrv_del_item(op->contr, tmp->count);
2300 remove_ob(tmp);
2301 free_object(tmp);
2302 CLEAR_FLAG(op, FLAG_LIFESAVE);
2303 if(op->stats.hp<0)
2304 op->stats.hp = op->stats.maxhp;
2305 if(op->stats.food<0)
2306 op->stats.food = 999;
2307 fix_player(op);
2308 return 1;
2309 }
2310 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2311 CLEAR_FLAG(op, FLAG_LIFESAVE); 2590 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2312 enter_player_savebed(op); /* bring him home. */
2313 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;
2314} 2619}
2315 2620
2316/* 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
2317 * 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
2318 * 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
2319 * from. 2624 * from.
2320 */ 2625 */
2626void
2321void remove_unpaid_objects(object *op, object *env) 2627remove_unpaid_objects (object *op, object *env)
2322{ 2628{
2323 object *next; 2629 object *next;
2324 2630
2325 while (op) { 2631 while (op)
2632 {
2326 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
2327 * we remove object 'op' 2634 * we remove object 'op'
2328 */ 2635 */
2329 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2636 if (QUERY_FLAG (op, FLAG_UNPAID))
2637 {
2330 remove_ob(op); 2638 op->remove ();
2331 op->x = env->x; 2639 op->x = env->x;
2332 op->y = env->y; 2640 op->y = env->y;
2333 if (env->type == PLAYER) 2641 if (env->type == PLAYER)
2334 esrv_del_item(env->contr, op->count); 2642 esrv_del_item (env->contr, op->count);
2335 insert_ob_in_map(op, env->map, NULL,0); 2643 insert_ob_in_map (op, env->map, NULL, 0);
2336 } 2644 }
2645 else if (op->inv)
2337 else if (op->inv) remove_unpaid_objects(op->inv, env); 2646 remove_unpaid_objects (op->inv, env);
2647
2338 op=next; 2648 op = next;
2339 } 2649 }
2340} 2650}
2341 2651
2342 2652
2343/* 2653/*
2345 * Moved from apply.c to player.c - player.c is what 2655 * Moved from apply.c to player.c - player.c is what
2346 * actually uses this function. player.c may not be quite the 2656 * actually uses this function. player.c may not be quite the
2347 * best, a misc file for object actions is probably better, 2657 * best, a misc file for object actions is probably better,
2348 * but there isn't one in the server directory. 2658 * but there isn't one in the server directory.
2349 */ 2659 */
2660char *
2350char *gravestone_text (object *op) 2661gravestone_text (object *op)
2351{ 2662{
2352 static char buf2[MAX_BUF]; 2663 static char buf2[MAX_BUF];
2353 char buf[MAX_BUF]; 2664 char buf[MAX_BUF];
2354 time_t now = time (NULL); 2665 time_t now = time (NULL);
2355 2666
2356 strcpy (buf2, " R.I.P.\n\n"); 2667 strcpy (buf2, " R.I.P.\n\n");
2357 if (op->type == PLAYER) 2668 if (op->type == PLAYER)
2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2669 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2359 else 2670 else
2360 sprintf (buf, "%s\n", &op->name); 2671 sprintf (buf, "%s\n", &op->name);
2672
2361 strncat (buf2, " ", 20 - strlen (buf) / 2); 2673 strncat (buf2, " ", 20 - strlen (buf) / 2);
2362 strcat (buf2, buf); 2674 strcat (buf2, buf);
2363 if (op->type == PLAYER) 2675 if (op->type == PLAYER)
2364 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);
2365 else 2677 else
2366 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
2367 strncat (buf2, " ", 20 - strlen (buf) / 2); 2680 strncat (buf2, " ", 20 - strlen (buf) / 2);
2368 strcat (buf2, buf); 2681 strcat (buf2, buf);
2369 if (op->type == PLAYER) { 2682 if (op->type == PLAYER)
2683 {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer); 2684 sprintf (buf, "by %s.\n\n", op->contr->killer);
2371 strncat (buf2, " ", 21 - strlen (buf) / 2); 2685 strncat (buf2, " ", 21 - strlen (buf) / 2);
2372 strcat (buf2, buf); 2686 strcat (buf2, buf);
2373 } 2687 }
2688
2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2689 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2375 strncat (buf2, " ", 20 - strlen (buf) / 2); 2690 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf); 2691 strcat (buf2, buf);
2692
2377 return buf2; 2693 return buf2;
2378} 2694}
2379 2695
2380 2696
2381 2697
2698void
2382void do_some_living(object *op) { 2699do_some_living (object *op)
2700{
2383 int last_food=op->stats.food; 2701 int last_food = op->stats.food;
2384 int gen_hp, gen_sp, gen_grace; 2702 int gen_hp, gen_sp, gen_grace;
2385 int over_hp, over_sp, over_grace; 2703 int over_hp, over_sp, over_grace;
2386 int i; 2704 int i;
2387 int rate_hp = 1200; 2705 int rate_hp = 1200;
2388 int rate_sp = 2500; 2706 int rate_sp = 2500;
2389 int rate_grace = 2000; 2707 int rate_grace = 2000;
2390 const int max_hp = 1; 2708 const int max_hp = 1;
2391 const int max_sp = 1; 2709 const int max_sp = 1;
2392 const int max_grace = 1; 2710 const int max_grace = 1;
2393 2711
2394 if (op->contr->outputs_sync) { 2712 if (op->contr->outputs_sync)
2713 {
2395 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2714 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2396 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)
2397 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2398 flush_output_element(op, &op->contr->outputs[i]); 2716 flush_output_element (op, &op->contr->outputs[i]);
2399 } 2717 }
2400 2718
2401 if(op->contr->state==ST_PLAYING) { 2719 if (op->contr->state == ST_PLAYING)
2720 {
2402 2721
2403 /* these next three if clauses make it possible to SLOW DOWN 2722 /* these next three if clauses make it possible to SLOW DOWN
2404 hp/grace/spellpoint regeneration. */ 2723 hp/grace/spellpoint regeneration. */
2405 if(op->contr->gen_hp >= 0 ) 2724 if (op->contr->gen_hp >= 0)
2406 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2725 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2407 else { 2726 else
2727 {
2408 gen_hp = op->stats.maxhp; 2728 gen_hp = op->stats.maxhp;
2409 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2729 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2410 } 2730 }
2411 if(op->contr->gen_sp >= 0 ) 2731 if (op->contr->gen_sp >= 0)
2412 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2732 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2413 else { 2733 else
2734 {
2414 gen_sp = op->stats.maxsp; 2735 gen_sp = op->stats.maxsp;
2415 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2736 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2416 } 2737 }
2417 if(op->contr->gen_grace >= 0) 2738 if (op->contr->gen_grace >= 0)
2418 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2739 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2419 else { 2740 else
2741 {
2420 gen_grace = op->stats.maxgrace; 2742 gen_grace = op->stats.maxgrace;
2421 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2743 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2422 } 2744 }
2423 2745
2424 /* Regenerate Spell Points */ 2746 /* Regenerate Spell Points */
2425 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2747 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2748 {
2426 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);
2427 if(op->stats.sp<op->stats.maxsp) {
2428 op->stats.sp++;
2429 /* dms do not consume food */
2430 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2431 op->stats.food--;
2432 if(op->contr->digestion<0)
2433 op->stats.food+=op->contr->digestion;
2434 else if(op->contr->digestion>0 &&
2435 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2436 op->stats.food=last_food;
2437 }
2438 }
2439 if (max_sp>1) {
2440 over_sp = (gen_sp+10)/rate_sp;
2441 if (over_sp > 0) {
2442 if(op->stats.sp<op->stats.maxsp) { 2750 if (op->stats.sp < op->stats.maxsp)
2443 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2751 {
2444 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2445 op->stats.sp--; 2752 op->stats.sp++;
2446 if(op->stats.sp>op->stats.maxsp) 2753 /* dms do not consume food */
2447 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;
2448 } 2761 }
2449 op->last_sp=0;
2450 } else {
2451 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2452 }
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 }
2457
2458 /* Regenerate Grace */
2459 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2460 if(--op->last_grace<0) {
2461 if(op->stats.grace<op->stats.maxgrace/2)
2462 op->stats.grace++; /* no penalty in food for regaining grace */
2463 if(max_grace>1) {
2464 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2465 if (over_grace > 0) {
2466 op->stats.sp += over_grace
2467 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2468 op->last_grace=0;
2469 } else {
2470 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2471 } 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 }
2472 } 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 {
2473 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);
2474 } 2812 }
2475 /* wearing stuff doesn't detract from grace generation. */ 2813 /* wearing stuff doesn't detract from grace generation. */
2476 } 2814 }
2477 2815
2478 /* Regenerate Hit Points */ 2816 /* Regenerate Hit Points */
2479 if(--op->last_heal<0) { 2817 if (--op->last_heal < 0)
2818 {
2480 if(op->stats.hp<op->stats.maxhp) { 2819 if (op->stats.hp < op->stats.maxhp)
2820 {
2481 op->stats.hp++; 2821 op->stats.hp++;
2482 /* dms do not consume food */ 2822 /* dms do not consume food */
2483 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2823 if (!QUERY_FLAG (op, FLAG_WIZ))
2484 op->stats.food--; 2824 {
2825 op->stats.food--;
2485 if(op->contr->digestion<0) 2826 if (op->contr->digestion < 0)
2486 op->stats.food+=op->contr->digestion; 2827 op->stats.food += op->contr->digestion;
2487 else if(op->contr->digestion>0 && 2828 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2488 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2489 op->stats.food=last_food; 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 }
2490 } 2849 }
2491 }
2492 if(max_hp>1) {
2493 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2494 if (over_hp > 0) {
2495 op->stats.sp += over_hp
2496 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2497 op->last_heal=0;
2498 } else {
2499 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2500 }
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 }
2504 }
2505 2850
2506 /* Digestion */ 2851 /* Digestion */
2507 if(--op->last_eat<0) { 2852 if (--op->last_eat < 0)
2853 {
2508#ifdef COZY_SERVER 2854#ifdef COZY_SERVER
2509 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;
2510 int bonus=dg>0?dg:0, 2856 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2511 penalty=dg<0?-dg:0;
2512#else 2857#else
2513 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;
2514 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2515#endif 2859#endif
2516 2860
2517 if(op->contr->gen_hp > 0) 2861 if (op->contr->gen_hp > 0)
2518 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);
2519 else 2863 else
2520 op->last_eat=25*(1+bonus)/(penalty +1); 2864 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2521 /* dms do not consume food */ 2865 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2866 if (!QUERY_FLAG (op, FLAG_WIZ))
2523 } 2867 op->stats.food--;
2868 }
2524 } 2869 }
2525 2870
2526 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 {
2527 object *tmp, *flesh=NULL; 2873 object *tmp, *flesh = NULL;
2528 2874
2529 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2875 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2876 {
2530 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2877 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2878 {
2531 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2879 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2880 {
2532 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.");
2533 manual_apply(op,tmp,0); 2882 manual_apply (op, tmp, 0);
2534 if(op->stats.food>=0||op->stats.hp<0) 2883 if (op->stats.food >= 0 || op->stats.hp < 0)
2535 break; 2884 break;
2536 } 2885 }
2537 else if (tmp->type==FLESH) flesh=tmp; 2886 else if (tmp->type == FLESH)
2887 flesh = tmp;
2538 } /* End if paid for object */ 2888 } /* End if paid for object */
2539 } /* end of for loop */ 2889 } /* end of for loop */
2540 /* 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
2541 * eat flesh instead. 2891 * eat flesh instead.
2542 */ 2892 */
2543 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2893 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2894 {
2544 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.");
2545 manual_apply(op,flesh,0); 2896 manual_apply (op, flesh, 0);
2546 } 2897 }
2547 } /* end if player is starving */ 2898 } /* end if player is starving */
2548 2899
2549 while(op->stats.food<0&&op->stats.hp>0) 2900 while (op->stats.food < 0 && op->stats.hp > 0)
2550 op->stats.food++,op->stats.hp--; 2901 op->stats.food++, op->stats.hp--;
2551 2902
2552 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))
2553 kill_player(op); 2904 kill_player (op);
2554} 2905}
2555 2906
2556 2907
2557 2908
2558/* 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.
2559 * 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
2560 * permadeath, no lifesave), this will take care of removing the player 2911 * permadeath, no lifesave), this will take care of removing the player
2561 * file. 2912 * file.
2562 */ 2913 */
2914void
2563void kill_player(object *op) 2915kill_player (object *op)
2564{ 2916{
2565 char buf[MAX_BUF]; 2917 char buf[MAX_BUF];
2566 int x,y,i; 2918 int x, y;
2919
2920 //int i;
2567 mapstruct *map; /* this is for resurrection */ 2921 maptile *map; /* this is for resurrection */
2922
2568 int z; 2923 /* int z;
2569 int num_stats_lose; 2924 int num_stats_lose;
2570 int lost_a_stat; 2925 int lost_a_stat;
2571 int lose_this_stat; 2926 int lose_this_stat;
2572 int this_stat; 2927 int this_stat; */
2573 int will_kill_again; 2928 int will_kill_again;
2574 archetype *at; 2929 archetype *at;
2575 object *tmp; 2930 object *tmp;
2576 2931
2577 if(save_life(op)) 2932 if (save_life (op))
2578 return; 2933 return;
2579 2934
2580 2935
2581 /* 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
2582 * 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.
2583 * Look at op_on_battleground() for more info --AndreasV 2938 * Look at op_on_battleground() for more info --AndreasV
2584 */ 2939 */
2585 if (op_on_battleground(op, &x, &y)) { 2940 if (op_on_battleground (op, &x, &y))
2586 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2941 {
2587 "You have been defeated in combat!"); 2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2588 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2943 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2589 "Local medics have saved your life..."); 2944
2590
2591 /* restore player */ 2945 /* restore player */
2592 at = find_archetype("poisoning"); 2946 at = archetype::find ("poisoning");
2593 tmp=present_arch_in_ob(at,op); 2947 tmp = present_arch_in_ob (at, op);
2594 if (tmp) { 2948 if (tmp)
2595 remove_ob(tmp); 2949 {
2596 free_object(tmp); 2950 tmp->destroy ();
2597 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2951 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2598 } 2952 }
2599 2953
2600 at = find_archetype("confusion"); 2954 at = archetype::find ("confusion");
2601 tmp=present_arch_in_ob(at,op); 2955 tmp = present_arch_in_ob (at, op);
2602 if (tmp) { 2956 if (tmp)
2603 remove_ob(tmp); 2957 {
2604 free_object(tmp); 2958 tmp->destroy ();
2605 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2606 } 2960 }
2607 2961
2608 cure_disease(op,0); /* remove any disease */ 2962 cure_disease (op, 0); /* remove any disease */
2609 op->stats.hp=op->stats.maxhp; 2963 op->stats.hp = op->stats.maxhp;
2610 if (op->stats.food<=0) op->stats.food=999; 2964 if (op->stats.food <= 0)
2611 2965 op->stats.food = 999;
2966
2612 /* create a bodypart-trophy to make the winner happy */ 2967 /* create a bodypart-trophy to make the winner happy */
2613 tmp=arch_to_object(find_archetype("finger")); 2968 tmp = arch_to_object (archetype::find ("finger"));
2614 if (tmp != NULL) 2969 if (tmp != NULL)
2615 { 2970 {
2616 sprintf(buf,"%s's finger", &op->name); 2971 sprintf (buf, "%s's finger", &op->name);
2617 tmp->name = buf; 2972 tmp->name = buf;
2618 sprintf(buf," This finger has been cut off %s\n" 2973 sprintf (buf, " This finger has been cut off %s\n"
2619 " 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",
2620 &op->name, op->contr->title, (int)(op->level), 2975 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2621 op->contr->killer);
2622 tmp->msg=buf; 2976 tmp->msg = buf;
2623 tmp->value=0, tmp->material=0, tmp->type=0; 2977 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2624 tmp->materialname = NULL; 2978 tmp->materialname = NULL;
2625 tmp->x = op->x, tmp->y = op->y; 2979 tmp->x = op->x, tmp->y = op->y;
2626 insert_ob_in_map(tmp,op->map,op,0); 2980 insert_ob_in_map (tmp, op->map, op, 0);
2627 }
2628 2981 }
2982
2629 /* teleport defeated player to new destination*/ 2983 /* teleport defeated player to new destination */
2630 transfer_ob(op, x, y, 0, NULL); 2984 transfer_ob (op, x, y, 0, NULL);
2631 op->contr->braced=0; 2985 op->contr->braced = 0;
2632 return; 2986 return;
2633 } 2987 }
2634 2988
2635 INVOKE_PLAYER (DEATH, op->contr); 2989 INVOKE_PLAYER (DEATH, op->contr);
2636 2990
2637 command_kill_pets (op, 0); 2991 command_kill_pets (op, 0);
2638 2992
2639 if(op->stats.food<0) { 2993 if (op->stats.food < 0)
2994 {
2640 if (op->contr->explore) { 2995 if (op->contr->explore)
2996 {
2641 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");
2642 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2998 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2643 op->stats.food=999; 2999 op->stats.food = 999;
2644 return; 3000 return;
2645 } 3001 }
2646 sprintf(buf,"%s starved to death.",&op->name); 3002 sprintf (buf, "%s starved to death.", &op->name);
2647 strcpy(op->contr->killer,"starvation"); 3003 strcpy (op->contr->killer, "starvation");
3004 }
3005 else
2648 } 3006 {
2649 else {
2650 if (op->contr->explore) { 3007 if (op->contr->explore)
3008 {
2651 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");
2652 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3010 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2653 op->stats.hp=op->stats.maxhp; 3011 op->stats.hp = op->stats.maxhp;
2654 return; 3012 return;
2655 } 3013 }
2656 sprintf(buf,"%s died.", &op->name); 3014 sprintf (buf, "%s died.", &op->name);
2657 } 3015 }
2658 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3016 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2659 3017
2660 /* save the map location for corpse, gravestone*/ 3018 /* save the map location for corpse, gravestone */
2661 x=op->x;y=op->y;map=op->map; 3019 x = op->x;
3020 y = op->y;
3021 map = op->map;
2662 3022
2663 3023
2664 if (settings.not_permadeth == TRUE) { 3024 if (settings.not_permadeth == TRUE)
3025 {
2665 /* NOT_PERMADEATH code. This basically brings the character back to 3026 /* NOT_PERMADEATH code. This basically brings the character back to
2666 * 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.
2667 * 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.
2668 */ 3029 */
2669 3030
2670 /* Basically two ways to go - remove a stat permanently, or just 3031 /* Basically two ways to go - remove a stat permanently, or just
2671 * make it depletion. This bunch of code deals with that aspect 3032 * make it depletion. This bunch of code deals with that aspect
2672 * of death. 3033 * of death.
2673 */ 3034 */
2674#ifndef COZY_SERVER 3035#ifndef COZY_SERVER
2675 if (settings.balanced_stat_loss) { 3036 if (settings.balanced_stat_loss)
3037 {
2676 /* If stat loss is permanent, lose one stat only. */ 3038 /* If stat loss is permanent, lose one stat only. */
2677 /* 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
2678 more if they do. */ 3040 more if they do. */
2679 /* Higher level characters can afford things such as potions of 3041 /* Higher level characters can afford things such as potions of
2680 restoration, or better, stat potions. So we slug them that 3042 restoration, or better, stat potions. So we slug them that
2681 little bit harder. */ 3043 little bit harder. */
2682 /* GD */ 3044 /* GD */
2683 if (settings.stat_loss_on_death) 3045 if (settings.stat_loss_on_death)
2684 num_stats_lose = 1;
2685 else
2686 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2687 } else {
2688 num_stats_lose = 1; 3046 num_stats_lose = 1;
3047 else
3048 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3049 }
3050 else
2689 } 3051 {
3052 num_stats_lose = 1;
3053 }
2690 lost_a_stat = 0; 3054 lost_a_stat = 0;
2691 3055
2692 for (z=0; z<num_stats_lose; z++) { 3056 for (z = 0; z < num_stats_lose; z++)
3057 {
2693 i = RANDOM() % NUM_STATS; 3058 i = RANDOM () % NUM_STATS;
2694 3059
2695 if (settings.stat_loss_on_death) { 3060 if (settings.stat_loss_on_death)
3061 {
2696 /* 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
2697 * what he lost. 3063 * what he lost.
2698 */ 3064 */
2699 change_attr_value(&(op->stats), i,-1); 3065 change_attr_value (&(op->stats), i, -1);
2700 check_stat_bounds(&(op->stats)); 3066 check_stat_bounds (&(op->stats));
2701 change_attr_value(&(op->contr->orig_stats), i,-1); 3067 change_attr_value (&(op->contr->orig_stats), i, -1);
2702 check_stat_bounds(&(op->contr->orig_stats)); 3068 check_stat_bounds (&(op->contr->orig_stats));
2703 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3069 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2704 lost_a_stat = 1; 3070 lost_a_stat = 1;
3071 }
2705 } else { 3072 else
3073 {
2706 /* deplete a stat */ 3074 /* deplete a stat */
2707 archetype *deparch=find_archetype("depletion"); 3075 archetype *deparch = archetype::find ("depletion");
2708 object *dep; 3076 object *dep;
2709 3077
2710 dep = present_arch_in_ob(deparch,op); 3078 dep = present_arch_in_ob (deparch, op);
2711 if(!dep) { 3079 if (!dep)
3080 {
2712 dep = arch_to_object(deparch); 3081 dep = arch_to_object (deparch);
2713 insert_ob_in_ob(dep, op); 3082 insert_ob_in_ob (dep, op);
2714 } 3083 }
2715 lose_this_stat = 1; 3084 lose_this_stat = 1;
2716 if (settings.balanced_stat_loss) { 3085 if (settings.balanced_stat_loss)
3086 {
2717 /* GD */ 3087 /* GD */
2718 /* Get the stat that we're about to deplete. */ 3088 /* Get the stat that we're about to deplete. */
2719 this_stat = get_attr_value(&(dep->stats), i); 3089 this_stat = get_attr_value (&(dep->stats), i);
2720 if (this_stat < 0) { 3090 if (this_stat < 0)
3091 {
2721 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 3092 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2722 int keep_chance = this_stat * this_stat; 3093 int keep_chance = this_stat * this_stat;
3094
2723 /* Yes, I am paranoid. Sue me. */ 3095 /* Yes, I am paranoid. Sue me. */
2724 if (keep_chance < 1) 3096 if (keep_chance < 1)
2725 keep_chance = 1; 3097 keep_chance = 1;
2726 3098
2727 /* There is a maximum depletion total per level. */ 3099 /* There is a maximum depletion total per level. */
2728 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)
2729 lose_this_stat = 0; 3109 lose_this_stat = 0;
2730 /* Take loss chance vs keep chance to see if we
2731 retain the stat. */
2732 } else {
2733 if (random_roll(0, loss_chance + keep_chance-1,
2734 op, PREFER_LOW) < keep_chance)
2735 lose_this_stat = 0;
2736 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", 3110 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2737 this_stat, keep_chance, loss_chance, 3111 this_stat, keep_chance, loss_chance,
2738 lose_this_stat?"LOSE":"KEEP"); */ 3112 lose_this_stat?"LOSE":"KEEP"); */
2739 } 3113 }
2740 } 3114 }
2741 } 3115 }
2742 3116
2743 if (lose_this_stat) { 3117 if (lose_this_stat)
3118 {
2744 this_stat = get_attr_value(&(dep->stats), i); 3119 this_stat = get_attr_value (&(dep->stats), i);
2745 /* We could try to do something clever like find another 3120 /* We could try to do something clever like find another
2746 * stat to reduce if this fails. But chances are, if 3121 * stat to reduce if this fails. But chances are, if
2747 * stats have been depleted to -50, all are pretty low 3122 * stats have been depleted to -50, all are pretty low
2748 * 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
2749 * difference. 3124 * difference.
2750 */ 3125 */
2751 if (this_stat>=-50) { 3126 if (this_stat >= -50)
3127 {
2752 change_attr_value(&(dep->stats), i, -1); 3128 change_attr_value (&(dep->stats), i, -1);
2753 SET_FLAG(dep, FLAG_APPLIED); 3129 SET_FLAG (dep, FLAG_APPLIED);
2754 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3130 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2755 fix_player(op); 3131 fix_player (op);
2756 lost_a_stat = 1; 3132 lost_a_stat = 1;
2757 } 3133 }
2758 } 3134 }
2759 } 3135 }
2760 } 3136 }
2761 /* If no stat lost, tell the player. */ 3137 /* If no stat lost, tell the player. */
2762 if (!lost_a_stat) 3138 if (!lost_a_stat)
2763 { 3139 {
2764 /* determine_god() seems to not work sometimes... why is this? 3140 /* determine_god() seems to not work sometimes... why is this?
2765 Should I be using something else? GD */ 3141 Should I be using something else? GD */
2766 const char *god = determine_god(op); 3142 const char *god = determine_god (op);
3143
2767 if (god && (strcmp(god, "none"))) 3144 if (god && (strcmp (god, "none")))
2768 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);
2769 "moment you feel the holy presence of %s protecting"
2770 " you.", god);
2771 else 3146 else
2772 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.");
2773 " 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);
2774 } 3306 }
2775#endif 3307 else
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3308 delete_character (op->name, 1);
2777 " feel a holy presence protecting you from losing yourself completely.");
2778
2779 /* Put a gravestone up where the character 'almost' died. List the
2780 * exp loss on the stone.
2781 */
2782 tmp=arch_to_object(find_archetype("gravestone"));
2783 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf;
2784 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf;
2785 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2786 "who was killed\n"
2787 "by %s.\n",
2788 &op->name, op->contr->title,
2789 op->contr->killer);
2790 tmp->msg = buf;
2791 tmp->x=op->x,tmp->y=op->y;
2792 insert_ob_in_map (tmp, op->map, NULL,0);
2793
2794 /**************************************/
2795 /* */
2796 /* Subtract the experience points, */
2797 /* if we died cause of food, give us */
2798 /* food, and reset HP's... */
2799 /* */
2800 /**************************************/
2801
2802 /* remove any poisoning and confusion the character may be suffering.*/
2803 /* restore player */
2804 at = find_archetype("poisoning");
2805 tmp=present_arch_in_ob(at,op);
2806 if (tmp) {
2807 remove_ob(tmp);
2808 free_object(tmp);
2809 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2810 }
2811
2812 at = find_archetype("confusion");
2813 tmp=present_arch_in_ob(at,op);
2814 if (tmp) {
2815 remove_ob(tmp);
2816 free_object(tmp);
2817 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2818 }
2819 cure_disease(op,0); /* remove any disease */
2820 3309 }
2821 /*add_exp(op, (op->stats.exp * -0.20)); */
2822 apply_death_exp_penalty(op);
2823 if(op->stats.food < 100) op->stats.food = 900;
2824 op->stats.hp = op->stats.maxhp;
2825 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2826 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2827 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);
2828 /* 3347 }
2829 * 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)))
2830 * the player has any unpaid items. If so, remove them and put them back
2831 * in the map.
2832 */
2833
2834 if (is_in_shop (op))
2835 remove_unpaid_objects(op->inv, op);
2836
2837 /****************************************/
2838 /* */
2839 /* Move player to his current respawn- */
2840 /* position (usually last savebed) */
2841 /* */
2842 /****************************************/
2843
2844 enter_player_savebed(op);
2845
2846 /* Save the player before inserting the force to reduce
2847 * chance of abuse.
2848 */
2849 op->contr->braced=0;
2850 save_player(op,1);
2851
2852 /* it is possible that the player has blown something up
2853 * at his savebed location, and that can have long lasting
2854 * spell effects. So first see if there is a spell effect
2855 * on the space that might harm the player.
2856 */
2857 will_kill_again=0;
2858 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2859 if (tmp->type ==SPELL_EFFECT)
2860 will_kill_again|=tmp->attacktype;
2861 } 3349 {
2862 if (will_kill_again) { 3350 if (tmp->nrof > 1)
2863 object *force; 3351 {
2864 int at; 3352 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2865 3353 tmp2->destroy ();
2866 force=get_archetype(FORCE_NAME); 3354 insert_ob_in_map (tmp, op->map, NULL, 0);
2867 /* 50 ticks should be enough time for the spell to abate */
2868 force->speed=0.1;
2869 force->speed_left=-5.0;
2870 SET_FLAG(force, FLAG_APPLIED);
2871 for (at=0; at<NROFATTACKS; at++) {
2872 if (will_kill_again & (1 << at))
2873 force->resist[at] = 100;
2874 } 3355 }
2875 insert_ob_in_ob(force, op);
2876 fix_player(op);
2877
2878 }
2879 /**************************************/
2880 /* */
2881 /* Repaint the characters inv, and */
2882 /* stats, and show a nasty message ;) */
2883 /* */
2884 /**************************************/
2885
2886 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2887 return;
2888 } /* NOT_PERMADETH */
2889 else {
2890 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2891 * should probably be embedded in an else statement.
2892 */
2893
2894 op->contr->party=NULL;
2895 if (settings.set_title == TRUE)
2896 op->contr->own_title[0]='\0';
2897 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2898 check_score(op);
2899 if(op->contr->ranges[range_golem]!=NULL) {
2900 remove_friendly_object(op->contr->ranges[range_golem]);
2901 remove_ob(op->contr->ranges[range_golem]);
2902 free_object(op->contr->ranges[range_golem]);
2903 op->contr->ranges[range_golem]=NULL;
2904 op->contr->golem_count=0;
2905 }
2906 loot_object(op); /* Remove some of the items for good */
2907 remove_ob(op);
2908 op->direction=0;
2909
2910 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2911 delete_character(op->name,0);
2912 if (settings.resurrection == TRUE) {
2913 /* save playerfile sans equipment when player dies
2914 ** then save it as player.pl.dead so that future resurrection
2915 ** type spells will work on them nicely
2916 */
2917 delete_character(op->name,0);
2918 op->stats.hp = op->stats.maxhp;
2919 op->stats.food = 999;
2920
2921 /* set the location of where the person will reappear when */
2922 /* maybe resurrection code should fix map also */
2923 strcpy(op->contr->maplevel, settings.emergency_mapname);
2924 if(op->map!=NULL)
2925 op->map = NULL;
2926 op->x = settings.emergency_x;
2927 op->y = settings.emergency_y;
2928 save_player(op,0);
2929 op->map = map;
2930 /* please see resurrection.c: peterm */
2931 dead_player(op);
2932 } else { 3356 else
2933 delete_character(op->name,1); 3357 tmp->destroy ();
2934 } 3358 }
2935 } 3359 else
2936 play_again(op);
2937
2938 /* peterm: added to create a corpse at deathsite. */
2939 tmp=arch_to_object(find_archetype("corpse_pl"));
2940 sprintf(buf,"%s", &op->name);
2941 tmp->name = tmp->name_pl = buf;
2942 tmp->level=op->level;
2943 tmp->x=x;tmp->y=y;
2944 tmp->msg = gravestone_text(op);
2945 SET_FLAG (tmp, FLAG_UNIQUE);
2946 insert_ob_in_map (tmp, map, NULL,0);
2947 }
2948}
2949
2950
2951void loot_object(object *op) { /* Grab and destroy some treasure */
2952 object *tmp,*tmp2,*next;
2953
2954 if (op->container) { /* close open sack first */
2955 esrv_apply_container (op, op->container);
2956 }
2957
2958 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2959 next=tmp->below;
2960 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2961 remove_ob(tmp);
2962 tmp->x=op->x,tmp->y=op->y;
2963 if (tmp->type == CONTAINER) { /* empty container to ground */
2964 loot_object(tmp);
2965 }
2966 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2967 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2968 if(tmp->nrof>1) {
2969 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2970 free_object(tmp2);
2971 insert_ob_in_map(tmp,op->map,NULL,0); 3360 insert_ob_in_map (tmp, op->map, NULL, 0);
2972 } else
2973 free_object(tmp);
2974 } else
2975 insert_ob_in_map(tmp,op->map,NULL,0);
2976 } 3361 }
2977} 3362}
2978 3363
2979/* 3364/*
2980 * fix_weight(): Check recursively the weight of all players, and fix 3365 * fix_weight(): Check recursively the weight of all players, and fix
2981 * 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
2982 * was changed. 3367 * was changed.
2983 */ 3368 */
2984 3369
3370void
2985void fix_weight(void) { 3371fix_weight (void)
3372{
2986 player *pl; 3373 player *pl;
3374
2987 for (pl = first_player; pl != NULL; pl = pl->next) { 3375 for (pl = first_player; pl != NULL; pl = pl->next)
3376 {
2988 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3377 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3378
2989 if(old == sum) 3379 if (old == sum)
2990 continue; 3380 continue;
2991 fix_player(pl->ob); 3381 fix_player (pl->ob);
2992 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3382 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2993 &pl->ob->name, old, sum);
2994 } 3383 }
2995} 3384}
2996 3385
3386void
2997void fix_luck(void) { 3387fix_luck (void)
3388{
2998 player *pl; 3389 player *pl;
3390
2999 for (pl = first_player; pl != NULL; pl = pl->next) 3391 for (pl = first_player; pl != NULL; pl = pl->next)
3000 if (!pl->ob->contr->state) 3392 if (!pl->ob->contr->state)
3001 change_luck(pl->ob, 0); 3393 change_luck (pl->ob, 0);
3002} 3394}
3003 3395
3004 3396
3005/* cast_dust() - handles op throwing objects of type 'DUST'. 3397/* cast_dust() - handles op throwing objects of type 'DUST'.
3006 * This is much simpler in the new spell code - we basically 3398 * This is much simpler in the new spell code - we basically
3007 * just treat this as any other spell casting object. 3399 * just treat this as any other spell casting object.
3008 */ 3400 */
3009 3401
3010void 3402void
3011cast_dust (object * op, object * throw_ob, int dir) 3403cast_dust (object *op, object *throw_ob, int dir)
3012{ 3404{
3013 object *skop, *spob; 3405 object *skop, *spob;
3014 3406
3015 skop = find_skill_by_name (op, throw_ob->skill); 3407 skop = find_skill_by_name (op, throw_ob->skill);
3016 3408
3017 /* casting POTION 'dusts' is really a use_magic_item skill */ 3409 /* casting POTION 'dusts' is really a use_magic_item skill */
3018 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3410 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3019 { 3411 {
3020 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);
3021 &op->name);
3022 return; 3413 return;
3023 } 3414 }
3024 3415
3025 spob = throw_ob->inv; 3416 spob = throw_ob->inv;
3026 3417
3027 // 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
3028 // 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
3029 // errors should be reported as early as possible IMHO) 3420 // errors should be reported as early as possible IMHO)
3030 if (!spob) 3421 if (!spob)
3031 { 3422 {
3032 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);
3033 &throw_ob->name, &op->name);
3034 return; 3424 return;
3035 } 3425 }
3036 3426
3037 if (op->type == PLAYER) 3427 if (op->type == PLAYER)
3038 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);
3039 3429
3040 cast_spell (op, throw_ob, dir, spob, NULL); 3430 cast_spell (op, throw_ob, dir, spob, NULL);
3041 3431
3042 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3432 throw_ob->destroy ();
3043 remove_ob (throw_ob);
3044 free_object (throw_ob);
3045} 3433}
3046 3434
3435void
3047void make_visible (object *op) { 3436make_visible (object *op)
3437{
3048 op->hide = 0; 3438 op->hide = 0;
3049 op->invisible = 0; 3439 op->invisible = 0;
3050 if(op->type==PLAYER) { 3440 if (op->type == PLAYER)
3441 {
3051 op->contr->tmp_invis = 0; 3442 op->contr->tmp_invis = 0;
3052 op->contr->invis_race = 0; 3443 op->contr->invis_race = 0;
3053 } 3444 }
3054 update_object(op,UP_OBJ_FACE); 3445 update_object (op, UP_OBJ_FACE);
3055} 3446}
3056 3447
3448int
3057int is_true_undead(object *op) { 3449is_true_undead (object *op)
3450{
3058 object *tmp=NULL; 3451 object *tmp = NULL;
3059 3452
3060 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3453 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3454 return 1;
3061 3455
3062 if(op->type==PLAYER) 3456 if (op->type == PLAYER)
3063 for(tmp=op->inv;tmp;tmp=tmp->below) 3457 for (tmp = op->inv; tmp; tmp = tmp->below)
3064 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3458 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3065 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3459 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3460 return 1;
3066 return 0; 3461 return 0;
3067} 3462}
3068 3463
3069/* look at the surrounding terrain to determine 3464/* look at the surrounding terrain to determine
3070 * the hideability of this object. Positive levels 3465 * the hideability of this object. Positive levels
3071 * indicate greater hideability. 3466 * indicate greater hideability.
3072 */ 3467 */
3073 3468
3469int
3074int hideability(object *ob) { 3470hideability (object *ob)
3471{
3075 int i,level=0, mflag; 3472 int i, level = 0, mflag;
3076 sint16 x,y; 3473 sint16 x, y;
3077 3474
3078 if(!ob||!ob->map) return 0; 3475 if (!ob || !ob->map)
3476 return 0;
3079 3477
3080 /* so, on normal lighted maps, its hard to hide */ 3478 /* so, on normal lighted maps, its hard to hide */
3081 level=ob->map->darkness - 2; 3479 level = ob->map->darkness - 2;
3082 3480
3083 /* this also picks up whether the object is glowing. 3481 /* this also picks up whether the object is glowing.
3084 * 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
3085 * as bad as carrying a light on a pitch dark map */ 3483 * as bad as carrying a light on a pitch dark map */
3086 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3484 if (has_carried_lights (ob))
3485 level = -(10 + (2 * ob->map->darkness));
3087 3486
3088 /* scan through all nearby squares for terrain to hide in */ 3487 /* scan through all nearby squares for terrain to hide in */
3089 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 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 {
3090 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3490 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3091 if (mflag & P_OUT_OF_MAP) { continue; } 3491 if (mflag & P_OUT_OF_MAP)
3492 {
3493 continue;
3494 }
3092 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3495 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3093 level += 2; 3496 level += 2;
3094 else /* open terrain! */ 3497 else /* open terrain! */
3095 level -= 1; 3498 level -= 1;
3096 } 3499 }
3097 3500
3098#if 0 3501#if 0
3099 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3502 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3100#endif 3503#endif
3101 return level; 3504 return level;
3102} 3505}
3103 3506
3104/* For Hidden creatures - a chance of becoming 'unhidden' 3507/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 3508 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 3509 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 3510 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 3511 */
3109 3512
3513void
3110void do_hidden_move (object *op) { 3514do_hidden_move (object *op)
3515{
3111 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3516 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3112 object *skop; 3517 object *skop;
3113 3518
3114 if(!op || !op->map) return; 3519 if (!op || !op->map)
3520 return;
3115 3521
3116 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3522 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3117 3523
3118 /* 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! */
3119 if(op->type==PLAYER && op->contr->run_on) { 3525 if (op->type == PLAYER && op->contr->run_on)
3526 {
3120 if(!skop || num >= skop->level) { 3527 if (!skop || num >= skop->level)
3528 {
3121 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!");
3122 make_visible(op); 3530 make_visible (op);
3123 return; 3531 return;
3532 }
3533 else
3124 } else num += 20; 3534 num += 20;
3125 } 3535 }
3126 num += op->map->difficulty; 3536 num += op->map->difficulty;
3127 hide = hideability(op); /* modify by terrain hidden level */ 3537 hide = hideability (op); /* modify by terrain hidden level */
3128 num -= hide; 3538 num -= hide;
3129 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3539 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3540 {
3130 make_visible(op); 3541 make_visible (op);
3131 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3542 if (op->type == PLAYER)
3132 "You moved out of hiding! You are visible!"); 3543 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3133 } 3544 }
3134 else if (op->type == PLAYER && skop) { 3545 else if (op->type == PLAYER && skop)
3546 {
3135 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);
3136 } 3548 }
3137} 3549}
3138 3550
3139/* determine if who is standing near a hostile creature. */ 3551/* determine if who is standing near a hostile creature. */
3140 3552
3553int
3141int stand_near_hostile( object *who ) { 3554stand_near_hostile (object *who)
3555{
3142 object *tmp=NULL; 3556 object *tmp = NULL;
3143 int i,friendly=0,player=0, mflags; 3557 int i, friendly = 0, player = 0, mflags;
3144 mapstruct *m; 3558 maptile *m;
3145 sint16 x,y; 3559 sint16 x, y;
3146 3560
3147 if(!who) return 0; 3561 if (!who)
3562 return 0;
3148 3563
3149 if(who->type==PLAYER) player=1; 3564 if (who->type == PLAYER)
3565 player = 1;
3566
3567 else
3150 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3568 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3151 3569
3152 /* search adjacent squares */ 3570 /* search adjacent squares */
3153 for(i=1;i<9;i++) { 3571 for (i = 1; i < 9; i++)
3572 {
3154 x = who->x+freearr_x[i]; 3573 x = who->x + freearr_x[i];
3155 y = who->y+freearr_y[i]; 3574 y = who->y + freearr_y[i];
3156 m = who->map; 3575 m = who->map;
3157 mflags = get_map_flags(m, &m, x, y, &x, &y); 3576 mflags = get_map_flags (m, &m, x, y, &x, &y);
3158 /* space must be blocked if there is a monster. If not 3577 /* space must be blocked if there is a monster. If not
3159 * blocked, don't need to check this space. 3578 * blocked, don't need to check this space.
3160 */ 3579 */
3161 if (mflags & P_OUT_OF_MAP) continue; 3580 if (mflags & P_OUT_OF_MAP)
3581 continue;
3162 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)))
3163 3583 continue;
3584
3164 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)
3165 if((player||friendly) 3586 {
3166 &&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)
3167 return 1; 3593 return 1;
3168 else if(tmp->type==PLAYER)
3169 {
3170 /*don't let a hidden DM prevent you from hiding*/
3171 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3172 return 1;
3173 } 3594 }
3174 } 3595 }
3175 } 3596 }
3176 return 0; 3597 return 0;
3177} 3598}
3178 3599
3179/* check the player los field for viewability of the 3600/* check the player los field for viewability of the
3180 * object op. This function works fine for monsters, 3601 * object op. This function works fine for monsters,
3181 * 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
3188 * 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.
3189 * -b.t. 3610 * -b.t.
3190 * This function is now map tiling safe. 3611 * This function is now map tiling safe.
3191 */ 3612 */
3192 3613
3614int
3193int player_can_view (object *pl,object *op) { 3615player_can_view (object *pl, object *op)
3616{
3194 rv_vector rv; 3617 rv_vector rv;
3195 int dx,dy; 3618 int dx, dy;
3196 3619
3197 if(pl->type!=PLAYER) { 3620 if (pl->type != PLAYER)
3621 {
3198 LOG(llevError,"player_can_view() called for non-player object\n"); 3622 LOG (llevError, "player_can_view() called for non-player object\n");
3199 return -1; 3623 return -1;
3200 } 3624 }
3201 if (!pl || !op) return 0; 3625 if (!pl || !op)
3202
3203 if(op->head) { op = op->head; }
3204 get_rangevector(pl, op, &rv, 0x1);
3205
3206 /* starting with the 'head' part, lets loop
3207 * through the object and find if it has any
3208 * part that is in the los array but isnt on
3209 * a blocked los square.
3210 * we use the archetype to figure out offsets.
3211 */
3212 while(op) {
3213 dx = rv.distance_x + op->arch->clone.x;
3214 dy = rv.distance_y + op->arch->clone.y;
3215
3216 /* only the viewable area the player sees is updated by LOS
3217 * code, so we need to restrict ourselves to that range of values
3218 * for any meaningful values.
3219 */
3220 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3221 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3222 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3223 return 1;
3224 op = op->more;
3225 }
3226 return 0; 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;
3227} 3656}
3228 3657
3229/* routine for both players and monsters. We call this when 3658/* routine for both players and monsters. We call this when
3230 * there is a possibility for our action distrubing our hiding 3659 * there is a possibility for our action distrubing our hiding
3231 * place or invisiblity spell. Artefact invisiblity is not 3660 * place or invisiblity spell. Artefact invisiblity is not
3232 * effected by this. If we arent invisible to begin with, we 3661 * effected by this. If we arent invisible to begin with, we
3233 * return 0. 3662 * return 0.
3234 */ 3663 */
3664int
3235int action_makes_visible (object *op) { 3665action_makes_visible (object *op)
3666{
3236 3667
3237 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3668 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3669 {
3238 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3670 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3239 return 0; 3671 return 0;
3240 3672
3241 if (op->contr && op->contr->tmp_invis == 0) return 0; 3673 if (op->contr && op->contr->tmp_invis == 0)
3674 return 0;
3242 3675
3243 /* If monsters, they should become visible */ 3676 /* If monsters, they should become visible */
3244 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3677 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3678 {
3245 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");
3246 return 1; 3680 return 1;
3247 } 3681 }
3248 } 3682 }
3249 return 0; 3683 return 0;
3250} 3684}
3251 3685
3252/* op_on_battleground - checks if the given object op (usually 3686/* op_on_battleground - checks if the given object op (usually
3253 * a player) is standing on a valid battleground-tile, 3687 * a player) is standing on a valid battleground-tile,
3254 * function returns TRUE/FALSE. If true x, y returns the battleground 3688 * function returns TRUE/FALSE. If true x, y returns the battleground
3255 * -exit-coord. (and if x, y not NULL) 3689 * -exit-coord. (and if x, y not NULL)
3256 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3690 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3257 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3691 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3258 * Default is to do the same as before, so only people wanting to have different points need worry about this 3692 * Default is to do the same as before, so only people wanting to have different points need worry about this
3259 */ 3693 */
3694int
3260int op_on_battleground (object *op, int *x, int *y) { 3695op_on_battleground (object *op, int *x, int *y)
3696{
3261 object *tmp; 3697 object *tmp;
3262 3698
3263 /* A battleground-tile needs the following attributes to be valid: 3699 /* A battleground-tile needs the following attributes to be valid:
3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3700 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3701 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3266 * and the exit-coordinates sp/hp must both be > 0. 3702 * and the exit-coordinates sp/hp must both be > 0.
3267 * => The intention here is to prevent abuse of the battleground- 3703 * => The intention here is to prevent abuse of the battleground-
3268 * feature (like pickable or hidden battleground tiles). */ 3704 * feature (like pickable or hidden battleground tiles). */
3269 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3705 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3706 {
3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3707 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3708 {
3271 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3709 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3272 strcmp(tmp->name, "battleground")==0 && 3710 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3273 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3711 {
3274 /*before we assign the exit, check if this is a teambattle*/ 3712 /*before we assign the exit, check if this is a teambattle */
3275 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 {
3276 object *invtmp; 3715 object *invtmp;
3716
3277 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3717 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3278 if(invtmp->type==FORCE && invtmp->slaying && 3718 {
3279 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3719 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3720 {
3280 if (x != NULL && y != NULL) 3721 if (x != NULL && y != NULL)
3281 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3722 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282 return 1; 3723 return 1;
3724 }
3283 } 3725 }
3284 } 3726 }
3285 }
3286 if (x != NULL && y != NULL) 3727 if (x != NULL && y != NULL)
3287 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3728 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3288 return 1; 3729 return 1;
3730 }
3289 } 3731 }
3290 }
3291 } 3732 }
3292 /* If we got here, did not find a battleground */ 3733 /* If we got here, did not find a battleground */
3293 return 0; 3734 return 0;
3294} 3735}
3295 3736
3296/* 3737/*
3300 * attributes: 3741 * attributes:
3301 * object *who the dragon player 3742 * object *who the dragon player
3302 * int atnr the attack-number of the ability focus 3743 * int atnr the attack-number of the ability focus
3303 * int level ability level 3744 * int level ability level
3304 */ 3745 */
3746void
3305void dragon_ability_gain(object *who, int atnr, int level) { 3747dragon_ability_gain (object *who, int atnr, int level)
3748{
3306 treasurelist *trlist = NULL; /* treasurelist */ 3749 treasurelist *trlist = NULL; /* treasurelist */
3307 treasure *tr; /* treasure */ 3750 treasure *tr; /* treasure */
3308 object *tmp,*skop; /* tmp. object */ 3751 object *tmp, *skop; /* tmp. object */
3309 object *item; /* treasure object */ 3752 object *item; /* treasure object */
3310 char buf[MAX_BUF]; /* tmp. string buffer */ 3753 char buf[MAX_BUF]; /* tmp. string buffer */
3311 int i=0, j=0; 3754 int i = 0, j = 0;
3312 3755
3313 /* get the appropriate treasurelist */ 3756 /* get the appropriate treasurelist */
3314 if (atnr == ATNR_FIRE) 3757 if (atnr == ATNR_FIRE)
3315 trlist = find_treasurelist("dragon_ability_fire"); 3758 trlist = find_treasurelist ("dragon_ability_fire");
3316 else if (atnr == ATNR_COLD) 3759 else if (atnr == ATNR_COLD)
3317 trlist = find_treasurelist("dragon_ability_cold"); 3760 trlist = find_treasurelist ("dragon_ability_cold");
3318 else if (atnr == ATNR_ELECTRICITY) 3761 else if (atnr == ATNR_ELECTRICITY)
3319 trlist = find_treasurelist("dragon_ability_elec"); 3762 trlist = find_treasurelist ("dragon_ability_elec");
3320 else if (atnr == ATNR_POISON) 3763 else if (atnr == ATNR_POISON)
3321 trlist = find_treasurelist("dragon_ability_poison"); 3764 trlist = find_treasurelist ("dragon_ability_poison");
3322 3765
3323 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))
3324 return; 3783 return;
3325 3784
3326 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);
3327 tr = tr->next, i++); 3786 do_learn_spell (who, item, 0);
3328 3787 return;
3329 if (tr == NULL || tr->item == NULL) { 3788 }
3330 /* 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))
3331 return; 3799 return;
3332 }
3333
3334 /* everything seems okay - now bring on the gift: */
3335 item = &(tr->item->clone);
3336
3337 if (item->type == SPELL) {
3338 if (check_spell_known (who, item->name))
3339 return;
3340
3341 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3342 do_learn_spell (who, item, 0);
3343 return;
3344 }
3345
3346 /* grant direct spell */
3347 if (item->type == SPELLBOOK) {
3348 if (!item->inv) {
3349 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3350 return;
3351 }
3352 if (check_spell_known (who, item->inv->name))
3353 return;
3354 if (item->invisible) { 3800 if (item->invisible)
3801 {
3355 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);
3356 do_learn_spell (who, item->inv, 0); 3803 do_learn_spell (who, item->inv, 0);
3357 return; 3804 return;
3358 } 3805 }
3359 } 3806 }
3360 else if (item->type == SKILL_TOOL && item->invisible) { 3807 else if (item->type == SKILL_TOOL && item->invisible)
3808 {
3361 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 {
3362 3811
3363 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3812 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3364 * in this way, if the player is missing any of the attacktypes, he gets 3813 * in this way, if the player is missing any of the attacktypes, he gets
3365 * them. As it is now, if the player has any that match the granted skill, 3814 * them. As it is now, if the player has any that match the granted skill,
3366 * but not all of them, he gets nothing. 3815 * but not all of them, he gets nothing.
3367 */ 3816 */
3368 if (!(skop->attacktype & item->attacktype)) { 3817 if (!(skop->attacktype & item->attacktype))
3818 {
3369 /* Give new attacktype */ 3819 /* Give new attacktype */
3370 skop->attacktype |= item->attacktype; 3820 skop->attacktype |= item->attacktype;
3371 3821
3372 /* always add physical if there's none */ 3822 /* always add physical if there's none */
3373 skop->attacktype |= AT_PHYSICAL; 3823 skop->attacktype |= AT_PHYSICAL;
3374 3824
3375 if (item->msg != NULL) 3825 if (item->msg != NULL)
3376 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3826 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3377 3827
3378 /* Give player new face */ 3828 /* Give player new face */
3379 if (item->animation_id) { 3829 if (item->animation_id)
3830 {
3380 who->face = skop->face; 3831 who->face = skop->face;
3381 who->animation_id = item->animation_id; 3832 who->animation_id = item->animation_id;
3382 who->anim_speed = item->anim_speed; 3833 who->anim_speed = item->anim_speed;
3383 who->last_anim = 0; 3834 who->last_anim = 0;
3384 who->state = 0; 3835 who->state = 0;
3385 animate_object(who, who->direction); 3836 animate_object (who, who->direction);
3386 } 3837 }
3387 } 3838 }
3388 } 3839 }
3389 } 3840 }
3390 else if (item->type == FORCE) { 3841 else if (item->type == FORCE)
3842 {
3391 /* forces in the treasurelist can alter the player's stats */ 3843 /* forces in the treasurelist can alter the player's stats */
3392 object *skin; 3844 object *skin;
3845
3393 /* first get the dragon skin force */ 3846 /* first get the dragon skin force */
3394 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);
3395 skin=skin->below);
3396 if (skin == NULL) return; 3848 if (skin == NULL)
3397 3849 return;
3850
3398 /* adding new spellpath attunements */ 3851 /* adding new spellpath attunements */
3399 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3852 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3853 {
3400 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3854 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3401 3855
3402 /* print message */ 3856 /* print message */
3403 sprintf(buf, "You feel attuned to "); 3857 sprintf (buf, "You feel attuned to ");
3404 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3858 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3859 {
3405 if(item->path_attuned & (1<<i)) { 3860 if (item->path_attuned & (1 << i))
3861 {
3406 if (j) 3862 if (j)
3407 strcat(buf," and "); 3863 strcat (buf, " and ");
3408 else 3864 else
3409 j = 1; 3865 j = 1;
3410 strcat(buf, spellpathnames[i]); 3866 strcat (buf, spellpathnames[i]);
3411 } 3867 }
3412 } 3868 }
3413 strcat(buf,"."); 3869 strcat (buf, ".");
3414 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3870 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3415 } 3871 }
3416 3872
3417 /* evtl. adding flags: */ 3873 /* evtl. adding flags: */
3418 if(QUERY_FLAG(item, FLAG_XRAYS)) 3874 if (QUERY_FLAG (item, FLAG_XRAYS))
3419 SET_FLAG(skin, FLAG_XRAYS); 3875 SET_FLAG (skin, FLAG_XRAYS);
3420 if(QUERY_FLAG(item, FLAG_STEALTH)) 3876 if (QUERY_FLAG (item, FLAG_STEALTH))
3421 SET_FLAG(skin, FLAG_STEALTH); 3877 SET_FLAG (skin, FLAG_STEALTH);
3422 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3878 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3423 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3879 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3424 3880
3425 /* print message if there is one */ 3881 /* print message if there is one */
3426 if (item->msg != NULL) 3882 if (item->msg != NULL)
3427 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
3428 } 3886 {
3429 else {
3430 /* generate misc. treasure */ 3887 /* generate misc. treasure */
3431 tmp = arch_to_object (tr->item); 3888 tmp = arch_to_object (tr->item);
3432 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));
3433 tmp = insert_ob_in_ob (tmp, who); 3890 tmp = insert_ob_in_ob (tmp, who);
3434 if (who->type == PLAYER) 3891 if (who->type == PLAYER)
3435 esrv_send_item(who, tmp); 3892 esrv_send_item (who, tmp);
3436 } 3893 }
3437} 3894}
3438 3895
3439/** 3896/**
3440 * 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
3441 * not readied. 3898 * not readied.
3442 */ 3899 */
3900void
3443void player_unready_range_ob(player *pl, object *ob) { 3901player_unready_range_ob (player *pl, object *ob)
3902{
3444 rangetype i; 3903 rangetype i;
3445 3904
3446 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 {
3447 if (pl->ranges[i] == ob) { 3907 if (pl->ranges[i] == ob)
3908 {
3448 pl->ranges[i] = NULL; 3909 pl->ranges[i] = NULL;
3449 if (pl->shoottype == i) { 3910 if (pl->shoottype == i)
3911 {
3450 pl->shoottype = range_none; 3912 pl->shoottype = range_none;
3451 } 3913 }
3452 } 3914 }
3453 } 3915 }
3454} 3916}

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