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Comparing deliantra/server/server/player.C (file contents):
Revision 1.16 by root, Tue Sep 5 18:18:09 2006 UTC vs.
Revision 1.48 by root, Tue Dec 19 05:41:22 2006 UTC

1/*
2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.16 2006/09/05 18:18:09 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The author can be reached via e-mail to crossfire-devel@real-time.com 21 The author can be reached via e-mail to <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 25#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
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.
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 * 214static player *
203get_player (player * p) 215get_player (player *p)
204{ 216{
205 object *op = arch_to_object (get_player_archetype (NULL)); 217 object *op = arch_to_object (get_player_archetype (0));
206 int i; 218 int i;
207
208 if (!p)
209 {
210 p = new player;
211
212 /* This adds the player in the linked list. There is extra
213 * complexity here because we want to add the new player at the
214 * end of the list - there is in fact no compelling reason that
215 * that needs to be done except for things like output of
216 * 'who'.
217 */
218 player *tmp = first_player;
219 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next;
221 if (tmp != NULL)
222 tmp->next = p;
223 else
224 first_player = p;
225
226 p->next = NULL;
227 }
228 219
229 /* Clears basically the entire player structure except 220 /* Clears basically the entire player structure except
230 * for next and socket. 221 * for next and socket.
231 */ 222 */
232 p->clear (); 223 p->clear ();
233 224
234 /* There are some elements we want initialized to non zero value - 225 /* There are some elements we want initialized to non zero value -
235 * we deal with that below this point. 226 * we deal with that below this point.
236 */ 227 */
237 p->party = NULL; 228 p->party = NULL;
238 p->outputs_sync = 16; /* Every 2 seconds */ 229 p->outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count = 8; /* Keeps present behaviour */ 230 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 231 p->unapply = unapply_nochoice;
241 p->Swap_First = -1; 232 p->Swap_First = -1;
242 233
243#ifdef AUTOSAVE 234#ifdef AUTOSAVE
244 p->last_save_tick = 9999999; 235 p->last_save_tick = 9999999;
245#endif 236#endif
246 237
247 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
248 239
249 op->contr = p; /* this aren't yet in archetype */ 240 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op; 241 p->ob = op;
251 op->speed_left = 0.5; 242 op->speed_left = 0.5;
252 op->speed = 1.0; 243 op->speed = 1.0;
253 op->direction = 5; /* So player faces south */ 244 op->direction = 5; /* So player faces south */
254 op->stats.wc = 2; 245 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */ 246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats (op); 251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
259 p->state = ST_ROLL_STAT; 254 p->state = ST_ROLL_STAT;
260 clear_los (op); 255 clear_los (op);
261 256
262 p->gen_sp_armour = 10; 257 p->gen_sp_armour = 10;
263 p->last_speed = -1; 258 p->last_speed = -1;
265 p->bowtype = bow_normal; 260 p->bowtype = bow_normal;
266 p->petmode = pet_normal; 261 p->petmode = pet_normal;
267 p->listening = 10; 262 p->listening = 10;
268 p->usekeys = containers; 263 p->usekeys = containers;
269 p->last_weapon_sp = -1; 264 p->last_weapon_sp = -1;
270 p->peaceful = 1; /* default peaceful */ 265 p->peaceful = 1; /* default peaceful */
271 p->do_los = 1; 266 p->do_los = 1;
272 p->explore = 0; 267 p->explore = 0;
273 p->no_shout = 0; /* default can shout */
274 268
275 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 269 assign (p->title, op->arch->clone.name);
276 p->title[sizeof (p->title) - 1] = '\0';
277 op->race = op->arch->clone.race; 270 op->race = op->arch->clone.race;
278 271
279 CLEAR_FLAG (op, FLAG_READY_SKILL); 272 CLEAR_FLAG (op, FLAG_READY_SKILL);
280 273
281 /* we need to clear these to -1 and not zero - otherwise, 274 /* we need to clear these to -1 and not zero - otherwise,
286 for (i = 0; i < NUM_SKILLS; i++) 279 for (i = 0; i < NUM_SKILLS; i++)
287 { 280 {
288 p->last_skill_exp[i] = -1; 281 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL; 282 p->last_skill_ob[i] = NULL;
290 } 283 }
284
291 for (i = 0; i < NROFATTACKS; i++) 285 for (i = 0; i < NROFATTACKS; i++)
292 {
293 p->last_resist[i] = -1; 286 p->last_resist[i] = -1;
294 } 287
295 p->last_stats.exp = -1; 288 p->last_stats.exp = -1;
296 p->last_weight = (uint32) - 1; 289 p->last_weight = (uint32) - 1;
297 290
298 p->socket.update_look = 0; 291 p->socket->update_look = 0;
299 p->socket.look_position = 0; 292 p->socket->look_position = 0;
293
300 return p; 294 return p;
301} 295}
302 296
303/* 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
304static void set_first_map(object *op) 299set_first_map (object *op)
305{ 300{
306 strcpy(op->contr->maplevel, first_map_path); 301 strcpy (op->contr->maplevel, first_map_path);
307 op->x = -1; 302 op->x = -1;
308 op->y = -1; 303 op->y = -1;
309 enter_exit(op, NULL); 304 enter_exit (op, 0);
310} 305}
311 306
312/* Tries to add player on the connection passwd in ns. 307/* Tries to add player on the connection passwd in ns.
313 * All we can really get in this is some settings like host and display 308 * All we can really get in this is some settings like host and display
314 * mode. 309 * mode.
315 */ 310 */
316 311
317int add_player(NewSocket *ns) { 312int
318 player *p; 313add_player (client *ns)
314{
315 player *p = new player;
319 316
320 p=get_player(NULL);
321 p->socket = *ns; 317 p->socket = ns;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 318 ns->pl = p;
323 if(p->socket.faces_sent == NULL) 319
324 fatal(OUT_OF_MEMORY); 320 p->next = first_player;
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 321 first_player = p;
326 /* Needed because the socket we just copied over needs to be cleared. 322
327 * Note that this can result in a client reset if there is partial data 323 p = get_player (p);
328 * on the uncoming socket. 324
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 325 set_first_map (p->ob);
332 326
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob); 328 add_friendly_object (p->ob);
335 send_rules(p->ob); 329 send_rules (p->ob);
336 send_news(p->ob); 330 send_news (p->ob);
337 display_motd(p->ob); 331 display_motd (p->ob);
338 get_name(p->ob); 332 get_name (p->ob);
333
339 return 0; 334 return 0;
340} 335}
341 336
342/* 337/*
343 * get_player_archetype() return next player archetype from archetype 338 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 339 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 340 * Note: there MUST be at least one player archetype!
346 */ 341 */
342archetype *
347archetype *get_player_archetype(archetype* at) 343get_player_archetype (archetype *at)
348{ 344{
349 archetype *start = at; 345 archetype *start = at;
346
350 for (;;) { 347 for (;;)
348 {
351 if (at==NULL || at->next==NULL) 349 if (at == NULL || at->next == NULL)
352 at=first_archetype; 350 at = first_archetype;
353 else 351 else
354 at=at->next; 352 at = at->next;
353
355 if(at->clone.type==PLAYER) 354 if (at->clone.type == PLAYER)
356 return at; 355 return at;
356
357 if (at == start) { 357 if (at == start)
358 {
358 LOG (llevError, "No Player archetypes\n"); 359 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 360 exit (-1);
360 } 361 }
361 } 362 }
362} 363}
363 364
364 365object *
365object *get_nearest_player(object *mon) { 366get_nearest_player (object *mon)
367{
366 object *op = NULL; 368 object *op = NULL;
367 player *pl = NULL; 369 player *pl = NULL;
368 objectlink *ol; 370 objectlink *ol;
369 unsigned lastdist; 371 unsigned lastdist;
370 rv_vector rv; 372 rv_vector rv;
371 373
372 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 {
373 /* 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
374 * does periodically happen. Given that, lets deal with it. 377 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 378 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 379 * list is also free, so encapsulate this in a while loop.
377 */ 380 */
378 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 {
379 object *tmp=ol->ob; 383 object *tmp = ol->ob;
380 384
381 /* 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
382 * itself will have been cleared. 386 * itself will have been cleared.
383 */ 387 */
384 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");
385 ol = ol->next; 389 ol = ol->next;
386 remove_friendly_object(tmp); 390 remove_friendly_object (tmp);
391 if (!ol)
387 if (!ol) return op; 392 return op;
388 } 393 }
389 394
390 /* 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
391 * 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
392 * complicated method of state checking would be needed in any case - 397 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would 398 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 399 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 400 * on_same_map check, as can_detect_enemy also does this
396 */ 401 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 402 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 403 continue;
399 404
400 if(lastdist>rv.distance) { 405 if (lastdist > rv.distance)
406 {
401 op=ol->ob; 407 op = ol->ob;
402 lastdist=rv.distance; 408 lastdist = rv.distance;
403 } 409 }
404 } 410 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 411 for (pl = first_player; pl != NULL; pl = pl->next)
412 {
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 413 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
407 415
408 if(lastdist>rv.distance) { 416 if (lastdist > rv.distance)
417 {
409 op=pl->ob; 418 op = pl->ob;
410 lastdist=rv.distance; 419 lastdist = rv.distance;
411 } 420 }
412 } 421 }
413 } 422 }
414#if 0 423#if 0
415 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)");
416#endif 425#endif
417 return op; 426 return op;
418} 427}
419 428
420/* 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
421 * 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
422 * detour a monster will take from the direction path when looking 431 * detour a monster will take from the direction path when looking
459 * monster can in fact move one space in that direction. 468 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 469 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 470 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 471 * is blocking itself.
463 */ 472 */
473int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 474path_to_player (object *mon, object *pl, unsigned mindiff)
475{
465 rv_vector rv; 476 rv_vector rv;
466 sint16 x,y; 477 sint16 x, y;
467 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;
468 mapstruct *m ,*lastmap; 479 maptile *m, *lastmap;
469 480
470 get_rangevector(mon, pl, &rv, 0); 481 get_rangevector (mon, pl, &rv, 0);
471 482
472 if (rv.distance<mindiff) return 0; 483 if (rv.distance < mindiff)
484 return 0;
473 485
474 x=mon->x; 486 x = mon->x;
475 y=mon->y; 487 y = mon->y;
476 m=mon->map; 488 m = mon->map;
477 dir = rv.direction; 489 dir = rv.direction;
478 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 */
479 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);
480 /* 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. */
481 if (diff>max) return 0; 493 if (diff > max)
494 return 0;
482 while (diff >1 && max>0) { 495 while (diff > 1 && max > 0)
496 {
483 lastx = x; 497 lastx = x;
484 lasty = y; 498 lasty = y;
485 lastmap = m; 499 lastmap = m;
486 x = lastx + freearr_x[dir]; 500 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir]; 501 y = lasty + freearr_y[dir];
488 502
489 mflags = get_map_flags(m, &m, x, y, &x, &y); 503 mflags = get_map_flags (m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 504 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
491 505
492 /* Space is blocked - try changing direction a little */ 506 /* Space is blocked - try changing direction a little */
493 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))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) { 508 && (m == mon->map && blocked_link (mon, m, x, y))))
509 {
495 /* recalculate direction from last good location. Possible 510 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before. 511 * we were not traversing ideal location before.
497 */ 512 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 513 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) { 514 if (rv.direction != dir)
515 {
500 /* OK - says direction should be different - lets reset the 516 /* OK - says direction should be different - lets reset the
501 * the values so it will try again. 517 * the values so it will try again.
502 */ 518 */
503 x = lastx; 519 x = lastx;
504 y = lasty; 520 y = lasty;
505 m = lastmap; 521 m = lastmap;
506 dir = firstdir = rv.direction; 522 dir = firstdir = rv.direction;
523 }
507 } else { 524 else
525 {
508 /* direct path is blocked - try taking a side step to 526 /* direct path is blocked - try taking a side step to
509 * either the left or right. 527 * either the left or right.
510 * Note increase the values in the loop below to be 528 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes 529 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting 530 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try 531 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth 532 * stepping back and forth
515 */ 533 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 534 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
535 {
536 if (i == 0)
517 if (i==0) continue; /* already did this, so skip it */ 537 continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise, 538 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in 539 * since the direction that the creature should move in
520 * may change, you could get infinite loops. 540 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only 541 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance, 542 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north, 543 * gets blocked, finds that it should move north,
524 * 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
525 * gets back to its original point. lastdir contains 545 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully 546 * the last direction the creature has successfully
527 * moved. 547 * moved.
528 */ 548 */
529 549
530 x = lastx + freearr_x[absdir(lastdir+i)]; 550 x = lastx + freearr_x[absdir (lastdir + i)];
531 y = lasty + freearr_y[absdir(lastdir+i)]; 551 y = lasty + freearr_y[absdir (lastdir + i)];
532 m = lastmap; 552 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y); 553 mflags = get_map_flags (m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue; 554 if (mflags & P_OUT_OF_MAP)
555 continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 556 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 557 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
558 continue;
537 if (mflags & P_BLOCKSVIEW) continue; 559 if (mflags & P_BLOCKSVIEW)
560 continue;
538 561
539 if (m == mon->map && blocked_link(mon, m, x, y)) break; 562 if (m == mon->map && blocked_link (mon, m, x, y))
563 break;
540 } 564 }
541 /* go through entire loop without finding a valid 565 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path. 566 * sidestep to take - thus, no valid path.
543 */ 567 */
544 if (i==(DETOUR_AMOUNT+1)) 568 if (i == (DETOUR_AMOUNT + 1))
545 return 0; 569 return 0;
546 diff--; 570 diff--;
547 lastdir=dir; 571 lastdir = dir;
548 max--; 572 max--;
549 if (!firstdir) firstdir = dir+i; 573 if (!firstdir)
574 firstdir = dir + i;
550 } /* else check alternate directions */ 575 } /* else check alternate directions */
551 } /* if blocked */ 576 } /* if blocked */
552 else { 577 else
578 {
553 /* we moved towards creature, so diff is less */ 579 /* we moved towards creature, so diff is less */
554 diff--; 580 diff--;
555 max--; 581 max--;
556 lastdir=dir; 582 lastdir = dir;
583 if (!firstdir)
557 if (!firstdir) firstdir = dir; 584 firstdir = dir;
585 }
586 if (diff <= 1)
558 } 587 {
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually 588 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance. 589 * headed toward player for entire distance.
562 */ 590 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 592 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
565 } 593 }
566 if (diff>max) return 0; 594 if (diff > max)
595 return 0;
567 } 596 }
568 /* 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 */
569 if (!max) return 0; 598 if (!max)
599 return 0;
570 600
571 return firstdir; 601 return firstdir;
572} 602}
573 603
604void
574void give_initial_items(object *pl,treasurelist *items) { 605give_initial_items (object *pl, treasurelist * items)
606{
575 object *op,*next=NULL; 607 object *op, *next = NULL;
576 608
577 if(pl->randomitems!=NULL) 609 if (pl->randomitems != NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 610 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
579 611
580 for (op=pl->inv; op; op=next) { 612 for (op = pl->inv; op; op = next)
613 {
581 next = op->below; 614 next = op->below;
582 615
583 /* Forces get applied per default, unless they have the 616 /* Forces get applied per default, unless they have the
584 * 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
585 */ 618 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 619 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED); 620 SET_FLAG (op, FLAG_APPLIED);
588 621
589 /* we never give weapons/armour if these cannot be used 622 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions 623 * by this player due to race restrictions
591 */ 624 */
592 if (pl->type == PLAYER) { 625 if (pl->type == PLAYER)
626 {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 627 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS || 628 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET || 629 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES || 630 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) || 631 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 } 632 {
603 } 633 op->destroy ();
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 &tmp->name);
622 continue; 634 continue;
623 } 635 }
624 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)
625 } 645 {
646 object *tmp;
626 647
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
627 if (op->type == SPELLBOOK && op->inv) { 663 if (op->type == SPELLBOOK && op->inv)
664 {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 665 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
629 } 666 }
630 667
631 /* Give starting characters identified, uncursed, and undamned 668 /* Give starting characters identified, uncursed, and undamned
632 * 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
633 * merged properly. 670 * merged properly.
634 */ 671 */
635 if (need_identify(op)) { 672 if (need_identify (op))
673 {
636 SET_FLAG(op, FLAG_IDENTIFIED); 674 SET_FLAG (op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED); 675 CLEAR_FLAG (op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED); 676 CLEAR_FLAG (op, FLAG_DAMNED);
677 }
678 if (op->type == SPELL)
639 } 679 {
640 if(op->type==SPELL) { 680 op->destroy ();
641 remove_ob(op);
642 free_object(op);
643 continue; 681 continue;
682 }
683 else if (op->type == SKILL)
644 } 684 {
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL); 685 SET_FLAG (op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0; 686 op->stats.exp = 0;
648 op->level = 1; 687 op->level = 1;
649 } 688 }
650 /* lock all 'normal items by default */ 689 /* lock all 'normal items by default */
690 else
651 else SET_FLAG(op, FLAG_INV_LOCKED); 691 SET_FLAG (op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */ 692 } /* for loop of objects in player inv */
653 693
654 /* Need to set up the skill pointers */ 694 /* Need to set up the skill pointers */
655 link_player_skills(pl); 695 link_player_skills (pl);
656} 696}
657 697
698void
658void get_name(object *op) { 699get_name (object *op)
700{
659 op->contr->write_buf[0]='\0'; 701 op->contr->write_buf[0] = '\0';
660 op->contr->state=ST_GET_NAME; 702 op->contr->state = ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:"); 703 send_query (op->contr->socket, 0, "What is your name?\n:");
662} 704}
663 705
706void
664void get_password(object *op) { 707get_password (object *op)
708{
665 op->contr->write_buf[0]='\0'; 709 op->contr->write_buf[0] = '\0';
666 op->contr->state=ST_GET_PASSWORD; 710 op->contr->state = ST_GET_PASSWORD;
667 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:");
668} 712}
669 713
714void
670void play_again(object *op) 715play_again (object *op)
671{ 716{
672 op->contr->state=ST_PLAY_AGAIN; 717 op->contr->state = ST_PLAY_AGAIN;
673 op->chosen_skill = NULL; 718 op->chosen_skill = NULL;
674 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)?");
675 /* 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
676 * player creation process that a user can quit (eg, roll 721 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick 722 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without 723 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense 724 * removing the player - it probably makes more sense
680 * 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
681 * cases. 726 * cases.
682 */ 727 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED)) 728 if (!QUERY_FLAG (op, FLAG_REMOVED))
684 remove_ob(op); 729 op->remove ();
685 /* 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,
686 * 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
687 * the map is null or not swapped out. 732 * the map is null or not swapped out.
688 */ 733 */
689 op->map = NULL; 734 op->map = NULL;
690} 735}
691 736
692 737int
693int receive_play_again(object *op, char key) 738receive_play_again (object *op, char key)
694{ 739{
695 if(key=='q'||key=='Q') { 740 if (key == 'q' || key == 'Q')
741 {
696 remove_friendly_object(op); 742 remove_friendly_object (op);
697 leave(op->contr,0); /* ericserver will draw the message */ 743 leave (op->contr, 0); /* ericserver will draw the message */
698 return 2; 744 return 2;
699 } 745 }
700 else if(key=='a'||key=='A') { 746 else if (key == 'a' || key == 'A')
747 {
701 player *pl = op->contr; 748 player *pl = op->contr;
702 shstr name = op->name; 749 shstr name = op->name;
703 750
704 remove_friendly_object(op); 751 op->contr = 0;
705 free_object(op); 752 op->type = 0;
753 op->destroy (1);
706 pl = get_player(pl); 754 pl = get_player (pl);
707 op = pl->ob; 755 op = pl->ob;
708 add_friendly_object(op); 756 add_friendly_object (op);
709 op->contr->password[0]='~'; 757 op->contr->password[0] = '~';
710 op->name = op->name_pl = 0; 758 op->name = op->name_pl = 0;
711 /* Lets put a space in here */ 759 /* Lets put a space in here */
712 new_draw_info(NDI_UNIQUE, 0, op, "\n"); 760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
713 get_name(op); 761 get_name (op);
714 op->name = op->name_pl = name; 762 op->name = op->name_pl = name;
715 set_first_map(op); 763 set_first_map (op);
716 } else { 764 }
765 else
717 /* user pressed something else so just ask again... */ 766 /* user pressed something else so just ask again... */
718 play_again(op); 767 play_again (op);
719 } 768
720 return 0; 769 return 0;
721} 770}
722 771
772void
723void confirm_password(object *op) { 773confirm_password (object *op)
774{
724 775
725 op->contr->write_buf[0]='\0'; 776 op->contr->write_buf[0] = '\0';
726 op->contr->state=ST_CONFIRM_PASSWORD; 777 op->contr->state = ST_CONFIRM_PASSWORD;
727 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:");
728} 779}
729 780
781void
730void get_party_password(object *op, partylist *party) { 782get_party_password (object *op, partylist *party)
783{
731 if (party == NULL) { 784 if (party == NULL)
785 {
732 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);
733 return; 787 return;
734 } 788 }
735 op->contr->write_buf[0]='\0'; 789 op->contr->write_buf[0] = '\0';
736 op->contr->state=ST_GET_PARTY_PASSWORD; 790 op->contr->state = ST_GET_PARTY_PASSWORD;
737 op->contr->party_to_join = party; 791 op->contr->party_to_join = party;
738 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:");
739} 793}
740 794
741 795
742/* 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
743int roll_stat(void) { 798roll_stat (void)
799{
744 int a[4],i,j,k; 800 int a[4], i, j, k;
745 801
746 for(i=0;i<4;i++) 802 for (i = 0; i < 4; i++)
747 a[i]=(int)RANDOM()%6+1; 803 a[i] = (int) RANDOM () % 6 + 1;
748 804
749 for(i=0,j=0,k=7;i<4;i++) 805 for (i = 0, j = 0, k = 7; i < 4; i++)
750 if(a[i]<k) 806 if (a[i] < k)
751 k=a[i],j=i; 807 k = a[i], j = i;
752 808
753 for(i=0,k=0;i<4;i++) { 809 for (i = 0, k = 0; i < 4; i++)
810 {
754 if(i!=j) 811 if (i != j)
755 k+=a[i]; 812 k += a[i];
756 } 813 }
757 return k; 814 return k;
758} 815}
759 816
817void
760void roll_stats(object *op) { 818roll_stats (object *op)
819{
761 int sum=0; 820 int sum = 0;
762 int i = 0, j = 0; 821 int i = 0, j = 0;
763 int statsort[7]; 822 int statsort[7];
764 823
824 do
765 do { 825 {
766 op->stats.Str=roll_stat(); 826 op->stats.Str = roll_stat ();
767 op->stats.Dex=roll_stat(); 827 op->stats.Dex = roll_stat ();
768 op->stats.Int=roll_stat(); 828 op->stats.Int = roll_stat ();
769 op->stats.Con=roll_stat(); 829 op->stats.Con = roll_stat ();
770 op->stats.Wis=roll_stat(); 830 op->stats.Wis = roll_stat ();
771 op->stats.Pow=roll_stat(); 831 op->stats.Pow = roll_stat ();
772 op->stats.Cha=roll_stat(); 832 op->stats.Cha = roll_stat ();
773 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;
774 op->stats.Con+op->stats.Wis+op->stats.Pow+ 834 }
775 op->stats.Cha;
776 } while(sum<82||sum>116); 835 while (sum < 82 || sum > 116);
777 836
778 /* Sort the stats so that rerolling is easier... */ 837 /* Sort the stats so that rerolling is easier... */
779 statsort[0] = op->stats.Str; 838 statsort[0] = op->stats.Str;
780 statsort[1] = op->stats.Dex; 839 statsort[1] = op->stats.Dex;
781 statsort[2] = op->stats.Int; 840 statsort[2] = op->stats.Int;
782 statsort[3] = op->stats.Con; 841 statsort[3] = op->stats.Con;
783 statsort[4] = op->stats.Wis; 842 statsort[4] = op->stats.Wis;
784 statsort[5] = op->stats.Pow; 843 statsort[5] = op->stats.Pow;
785 statsort[6] = op->stats.Cha; 844 statsort[6] = op->stats.Cha;
786 845
787 /* a quick and dirty bubblesort? */ 846 /* a quick and dirty bubblesort? */
847 do
788 do { 848 {
789 if (statsort[i] < statsort[i + 1]) { 849 if (statsort[i] < statsort[i + 1])
850 {
790 j = statsort[i]; 851 j = statsort[i];
791 statsort[i] = statsort[i + 1]; 852 statsort[i] = statsort[i + 1];
792 statsort[i + 1] = j; 853 statsort[i + 1] = j;
793 i = 0; 854 i = 0;
855 }
794 } else { 856 else
857 {
795 i++; 858 i++;
796 } 859 }
860 }
797 } while (i < 6); 861 while (i < 6);
798 862
799 op->stats.Str = statsort[0]; 863 op->stats.Str = statsort[0];
800 op->stats.Dex = statsort[1]; 864 op->stats.Dex = statsort[1];
801 op->stats.Con = statsort[2]; 865 op->stats.Con = statsort[2];
802 op->stats.Int = statsort[3]; 866 op->stats.Int = statsort[3];
803 op->stats.Wis = statsort[4]; 867 op->stats.Wis = statsort[4];
804 op->stats.Pow = statsort[5]; 868 op->stats.Pow = statsort[5];
805 op->stats.Cha = statsort[6]; 869 op->stats.Cha = statsort[6];
806 870
807 871
808 op->contr->orig_stats.Str=op->stats.Str; 872 op->contr->orig_stats.Str = op->stats.Str;
809 op->contr->orig_stats.Dex=op->stats.Dex; 873 op->contr->orig_stats.Dex = op->stats.Dex;
810 op->contr->orig_stats.Int=op->stats.Int; 874 op->contr->orig_stats.Int = op->stats.Int;
811 op->contr->orig_stats.Con=op->stats.Con; 875 op->contr->orig_stats.Con = op->stats.Con;
812 op->contr->orig_stats.Wis=op->stats.Wis; 876 op->contr->orig_stats.Wis = op->stats.Wis;
813 op->contr->orig_stats.Pow=op->stats.Pow; 877 op->contr->orig_stats.Pow = op->stats.Pow;
814 op->contr->orig_stats.Cha=op->stats.Cha; 878 op->contr->orig_stats.Cha = op->stats.Cha;
815 879
816 op->level=1; 880 op->level = 1;
817 op->stats.exp=0; 881 op->stats.exp = 0;
818 op->stats.ac=0; 882 op->stats.ac = 0;
819 883
820 op->contr->levhp[1] = 9; 884 op->contr->levhp[1] = 9;
821 op->contr->levsp[1] = 6; 885 op->contr->levsp[1] = 6;
822 op->contr->levgrace[1] = 3; 886 op->contr->levgrace[1] = 3;
823 887
824 fix_player(op); 888 fix_player (op);
825 op->stats.hp = op->stats.maxhp; 889 op->stats.hp = op->stats.maxhp;
826 op->stats.sp = op->stats.maxsp; 890 op->stats.sp = op->stats.maxsp;
827 op->stats.grace = op->stats.maxgrace; 891 op->stats.grace = op->stats.maxgrace;
828 op->contr->orig_stats=op->stats; 892 op->contr->orig_stats = op->stats;
829} 893}
830 894
895void
831void Roll_Again(object *op) 896Roll_Again (object *op)
832{ 897{
833 esrv_new_player(op->contr, 0); 898 esrv_new_player (op->contr, 0);
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
834 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
835} 901}
836 902
903void
837void Swap_Stat(object *op,int Swap_Second) 904Swap_Stat (object *op, int Swap_Second)
838{ 905{
839 signed char tmp; 906 signed char tmp;
840 char buf[MAX_BUF]; 907 char buf[MAX_BUF];
841 908
842 if ( op->contr->Swap_First == -1 ) { 909 if (op->contr->Swap_First == -1)
910 {
843 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?!?!!!");
844 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,");
845 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");
846 return; 914 return;
847 } 915 }
848 916
849 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);
850 918
851 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));
852 get_attr_value(&op->contr->orig_stats, Swap_Second));
853 920
854 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
855 922
856 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
857 new_draw_info(NDI_UNIQUE, 0,op, buf); 924 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 op->stats.Str = op->contr->orig_stats.Str; 925 op->stats.Str = op->contr->orig_stats.Str;
859 op->stats.Dex = op->contr->orig_stats.Dex; 926 op->stats.Dex = op->contr->orig_stats.Dex;
860 op->stats.Con = op->contr->orig_stats.Con; 927 op->stats.Con = op->contr->orig_stats.Con;
861 op->stats.Int = op->contr->orig_stats.Int; 928 op->stats.Int = op->contr->orig_stats.Int;
862 op->stats.Wis = op->contr->orig_stats.Wis; 929 op->stats.Wis = op->contr->orig_stats.Wis;
863 op->stats.Pow = op->contr->orig_stats.Pow; 930 op->stats.Pow = op->contr->orig_stats.Pow;
864 op->stats.Cha = op->contr->orig_stats.Cha; 931 op->stats.Cha = op->contr->orig_stats.Cha;
865 op->stats.ac=0; 932 op->stats.ac = 0;
866 933
867 op->level=1; 934 op->level = 1;
868 op->stats.exp=0; 935 op->stats.exp = 0;
869 op->stats.ac=0; 936 op->stats.ac = 0;
870 937
871 op->contr->levhp[1] = 9; 938 op->contr->levhp[1] = 9;
872 op->contr->levsp[1] = 6; 939 op->contr->levsp[1] = 6;
873 op->contr->levgrace[1] = 3; 940 op->contr->levgrace[1] = 3;
874 941
875 fix_player(op); 942 fix_player (op);
876 op->stats.hp = op->stats.maxhp; 943 op->stats.hp = op->stats.maxhp;
877 op->stats.sp = op->stats.maxsp; 944 op->stats.sp = op->stats.maxsp;
878 op->stats.grace = op->stats.maxgrace; 945 op->stats.grace = op->stats.maxgrace;
879 op->contr->orig_stats=op->stats; 946 op->contr->orig_stats = op->stats;
880 op->contr->Swap_First=-1; 947 op->contr->Swap_First = -1;
881} 948}
882 949
883 950
884/* This code has been greatly reduced, because with set_attr_value 951/* This code has been greatly reduced, because with set_attr_value
885 * and get_attr_value, the stats can be accessed just numeric 952 * and get_attr_value, the stats can be accessed just numeric
886 * ids. stat_trans is a table that translate the number entered 953 * ids. stat_trans is a table that translate the number entered
887 * 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
888 * 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
889 * the number's access that stat. The table does that translation. 956 * the number's access that stat. The table does that translation.
890 */ 957 */
958int
891int key_roll_stat(object *op, char key) 959key_roll_stat (object *op, char key)
892{ 960{
893 int keynum = key -'0'; 961 int keynum = key - '0';
894 char buf[MAX_BUF]; 962 char buf[MAX_BUF];
895 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 };
896 964
897 if (keynum>0 && keynum<=7) { 965 if (keynum > 0 && keynum <= 7)
966 {
898 if (op->contr->Swap_First==-1) { 967 if (op->contr->Swap_First == -1)
968 {
899 op->contr->Swap_First=stat_trans[keynum]; 969 op->contr->Swap_First = stat_trans[keynum];
900 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
901 new_draw_info(NDI_UNIQUE, 0,op,buf); 971 new_draw_info (NDI_UNIQUE, 0, op, buf);
902 } 972 }
903 else 973 else
904 Swap_Stat(op,stat_trans[keynum]); 974 Swap_Stat (op, stat_trans[keynum]);
905 975
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);
906 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
907 return 1; 1011 return 1;
908 }
909 switch (key) {
910 case 'n':
911 case 'N': {
912 SET_FLAG(op, FLAG_WIZ);
913 if(op->map==NULL) {
914 LOG(llevError,"Map == NULL in state 2\n");
915 break;
916 }
917 1012
918#if 0
919 /* So that enter_exit will put us at startx/starty */
920 op->x= -1;
921
922 enter_exit(op,NULL);
923#endif
924 SET_ANIMATION(op, 2); /* So player faces south */
925 /* Enter exit adds a player otherwise */
926 add_statbonus(op);
927 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
928 op->contr->state = ST_CHANGE_CLASS;
929 if (op->msg)
930 new_draw_info(NDI_BLUE, 0, op, op->msg);
931 return 0;
932 }
933 case 'y': 1013 case 'q':
934 case 'Y': 1014 case 'Q':
935 roll_stats(op); 1015 play_again (op);
936 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
937 return 1; 1016 return 1;
938 1017
939 case 'q':
940 case 'Q':
941 play_again(op);
942 return 1;
943
944 default: 1018 default:
945 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?");
946 return 0; 1020 return 0;
947 } 1021 }
948 return 0; 1022 return 0;
949} 1023}
950 1024
951/* This function takes the key that is passed, and does the 1025/* This function takes the key that is passed, and does the
952 * appropriate action with it (change race, or other things). 1026 * appropriate action with it (change race, or other things).
953 * The function name is for historical reasons - now we have 1027 * The function name is for historical reasons - now we have
954 * separate race and class; this actually changes the RACE, 1028 * separate race and class; this actually changes the RACE,
955 * not the class. 1029 * not the class.
956 */ 1030 */
957 1031
1032int
958int key_change_class(object *op, char key) 1033key_change_class (object *op, char key)
959{ 1034{
960 int tmp_loop; 1035 int tmp_loop;
961 1036
962 if(key=='q'||key=='Q') { 1037 if (key == 'q' || key == 'Q')
1038 {
963 remove_ob(op); 1039 op->remove ();
964 play_again(op); 1040 play_again (op);
965 return 0; 1041 return 0;
966 } 1042 }
967 if(key=='d'||key=='D') { 1043 if (key == 'd' || key == 'D')
1044 {
968 char buf[MAX_BUF]; 1045 char buf[MAX_BUF];
969 1046
970 /* this must before then initial items are given */ 1047 /* this must before then initial items are given */
971 esrv_new_player(op->contr, op->weight+op->carrying); 1048 esrv_new_player (op->contr, op->weight + op->carrying);
972 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
973 1049
1050 treasurelist *tl = find_treasurelist ("starting_wealth");
1051 if (tl)
1052 create_treasure (tl, op, 0, 0, 0);
1053
974 INVOKE_PLAYER (BIRTH, op->contr); 1054 INVOKE_PLAYER (BIRTH, op->contr);
975 INVOKE_PLAYER (LOGIN, op->contr); 1055 INVOKE_PLAYER (LOGIN, op->contr);
976 1056
977 op->contr->state=ST_PLAYING; 1057 op->contr->state = ST_PLAYING;
978 1058
979 if (op->msg) 1059 if (op->msg)
980 op->msg=NULL; 1060 op->msg = NULL;
981 1061
982 /* 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
983 * to save here. 1063 * to save here.
984 */ 1064 */
985 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name); 1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
986 make_path_to_file(buf); 1066 make_path_to_file (buf);
987 1067
988#ifdef AUTOSAVE 1068#ifdef AUTOSAVE
989 op->contr->last_save_tick = pticks; 1069 op->contr->last_save_tick = pticks;
990#endif 1070#endif
991 start_info(op); 1071 start_info (op);
992 CLEAR_FLAG(op, FLAG_WIZ); 1072 CLEAR_FLAG (op, FLAG_WIZ);
993 give_initial_items(op,op->randomitems); 1073 give_initial_items (op, op->randomitems);
994 link_player_skills(op); 1074 link_player_skills (op);
995 esrv_send_inventory(op, op); 1075 esrv_send_inventory (op, op);
996 fix_player(op); 1076 fix_player (op);
997 1077
998 /* This moves the player to a different start map, if there 1078 /* This moves the player to a different start map, if there
999 * is one for this race 1079 * is one for this race
1000 */ 1080 */
1001 if(*first_map_ext_path) { 1081 if (*first_map_ext_path)
1082 {
1002 object *tmp; 1083 object *tmp;
1003 mapstruct *oldmap = op->map;
1004 char mapname[MAX_BUF]; 1084 char mapname[MAX_BUF];
1005 snprintf(mapname, MAX_BUF-1, "%s/%s", 1085
1006 first_map_ext_path, &op->arch->name); 1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1007 tmp=get_object(); 1087 tmp = object::create ();
1008 EXIT_PATH(tmp) = mapname; 1088 EXIT_PATH (tmp) = mapname;
1009 EXIT_X(tmp) = op->x; 1089 EXIT_X (tmp) = op->x;
1010 EXIT_Y(tmp) = op->y; 1090 EXIT_Y (tmp) = op->y;
1011 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;
1012 * if the map isn't there, then stay on the 1092 * if the map isn't there, then stay on the
1013 * default initial map */ 1093 * default initial map */
1014 free_object(tmp); 1094 tmp->destroy ();
1095 }
1015 } else { 1096 else
1016 LOG(llevDebug,"first_map_ext_path not set\n"); 1097 LOG (llevDebug, "first_map_ext_path not set\n");
1017 } 1098
1018 return 0; 1099 return 0;
1019 } 1100 }
1020 1101
1021 /* Following actually changes the race - this is the default command 1102 /* Following actually changes the race - this is the default command
1022 * if we don't match with one of the options above. 1103 * if we don't match with one of the options above.
1023 */ 1104 */
1024 1105
1025 tmp_loop = 0; 1106 tmp_loop = 0;
1026 while(!tmp_loop) { 1107 while (!tmp_loop)
1108 {
1027 shstr name = op->name; 1109 shstr name = op->name;
1028 int x = op->x, y = op->y; 1110 int x = op->x, y = op->y;
1111
1029 remove_statbonus(op); 1112 remove_statbonus (op);
1030 remove_ob (op); 1113 op->remove ();
1031 op->arch = get_player_archetype(op->arch); 1114 op->arch = get_player_archetype (op->arch);
1032 copy_object (&op->arch->clone, op); 1115 op->arch->clone.copy_to (op);
1033 op->instantiate (); 1116 op->instantiate ();
1034 op->stats = op->contr->orig_stats; 1117 op->stats = op->contr->orig_stats;
1035 op->name = op->name_pl = name; 1118 op->name = op->name_pl = name;
1036 op->x = x; 1119 op->x = x;
1037 op->y = y; 1120 op->y = y;
1038 SET_ANIMATION(op, 2); /* So player faces south */ 1121 SET_ANIMATION (op, 2); /* So player faces south */
1039 insert_ob_in_map (op, op->map, op,0); 1122 insert_ob_in_map (op, op->map, op, 0);
1040 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1123 assign (op->contr->title, op->arch->clone.name);
1041 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1042 add_statbonus(op); 1124 add_statbonus (op);
1043 tmp_loop=allowed_class(op); 1125 tmp_loop = allowed_class (op);
1044 } 1126 }
1127
1045 update_object(op,UP_OBJ_FACE); 1128 update_object (op, UP_OBJ_FACE);
1046 esrv_update_item(UPD_FACE,op,op); 1129 esrv_update_item (UPD_FACE, op, op);
1047 fix_player(op); 1130 fix_player (op);
1048 op->stats.hp=op->stats.maxhp; 1131 op->stats.hp = op->stats.maxhp;
1049 op->stats.sp=op->stats.maxsp; 1132 op->stats.sp = op->stats.maxsp;
1050 op->stats.grace=0; 1133 op->stats.grace = 0;
1134
1051 if (op->msg) 1135 if (op->msg)
1052 new_draw_info(NDI_BLUE, 0, op, op->msg); 1136 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137
1053 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");
1054 return 0; 1139 return 0;
1055} 1140}
1056 1141
1142int
1057int key_confirm_quit(object *op, char key) 1143key_confirm_quit (object *op, char key)
1058{ 1144{
1059 char buf[MAX_BUF]; 1145 char buf[MAX_BUF];
1060 1146
1061 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1062 op->contr->state=ST_PLAYING; 1149 op->contr->state = ST_PLAYING;
1063 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1064 return 1; 1151 return 1;
1065 } 1152 }
1066 1153
1067 INVOKE_PLAYER (LOGOUT, op->contr); 1154 INVOKE_PLAYER (LOGOUT, op->contr);
1068 INVOKE_PLAYER (QUIT , op->contr); 1155 INVOKE_PLAYER (QUIT, op->contr);
1069 1156
1070 terminate_all_pets(op); 1157 terminate_all_pets (op);
1071 leave_map(op); 1158 leave_map (op);
1072 op->direction=0; 1159 op->direction = 0;
1073 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);
1074 "%s quits the game.", &op->name);
1075 1161
1076 strcpy(op->contr->killer,"quit"); 1162 strcpy (op->contr->killer, "quit");
1077 check_score(op); 1163 check_score (op);
1078 op->contr->party=NULL; 1164 op->contr->party = NULL;
1079 if (settings.set_title == TRUE) 1165 if (settings.set_title == TRUE)
1080 op->contr->own_title[0]='\0'; 1166 op->contr->own_title[0] = '\0';
1081 1167
1082 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1083 mapstruct *mp, *next; 1170 maptile *mp, *next;
1084 1171
1085 /* 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
1086 * 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,
1087 * 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
1088 */ 1175 */
1089 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1090 for (mp=first_map; mp!=NULL; mp=next) { 1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1091 next = mp->next; 1179 next = mp->next;
1092 if (!strncmp(mp->path, buf, strlen(buf))) 1180 if (!strncmp (mp->path, buf, strlen (buf)))
1093 delete_map(mp); 1181 delete_map (mp);
1094 }
1095 1182 }
1183
1096 delete_character(op->name, 1); 1184 delete_character (op->name, 1);
1097 } 1185 }
1186
1098 play_again(op); 1187 play_again (op);
1099 return 1; 1188 return 1;
1100} 1189}
1101 1190
1191void
1102void flee_player(object *op) { 1192flee_player (object *op)
1193{
1103 int dir,diff; 1194 int dir, diff;
1104 rv_vector rv; 1195 rv_vector rv;
1105 1196
1106 if(op->stats.hp < 0) { 1197 if (op->stats.hp < 0)
1198 {
1107 LOG(llevDebug, "Fleeing player is dead.\n"); 1199 LOG (llevDebug, "Fleeing player is dead.\n");
1108 CLEAR_FLAG(op, FLAG_SCARED); 1200 CLEAR_FLAG (op, FLAG_SCARED);
1109 return; 1201 return;
1110 } 1202 }
1111 1203
1112 if(op->enemy==NULL) { 1204 if (op->enemy == NULL)
1205 {
1113 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1206 LOG (llevDebug, "Fleeing player had no enemy.\n");
1114 CLEAR_FLAG(op, FLAG_SCARED); 1207 CLEAR_FLAG (op, FLAG_SCARED);
1115 return; 1208 return;
1116 } 1209 }
1117 1210
1118 /* Seen some crashes here. Since we don't store an 1211 /* Seen some crashes here. Since we don't store an
1119 * op->enemy_count, it is possible that something destroys the 1212 * op->enemy_count, it is possible that something destroys the
1120 * actual enemy, and the object is recycled. 1213 * actual enemy, and the object is recycled.
1121 */ 1214 */
1122 if (op->enemy->map == NULL) { 1215 if (op->enemy->map == NULL)
1216 {
1123 CLEAR_FLAG(op, FLAG_SCARED); 1217 CLEAR_FLAG (op, FLAG_SCARED);
1124 op->enemy=NULL; 1218 op->enemy = NULL;
1125 return; 1219 return;
1126 } 1220 }
1127 1221
1128 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 {
1129 op->enemy=NULL; 1224 op->enemy = NULL;
1130 CLEAR_FLAG(op, FLAG_SCARED); 1225 CLEAR_FLAG (op, FLAG_SCARED);
1131 return; 1226 return;
1132 } 1227 }
1133 get_rangevector(op, op->enemy, &rv, 0); 1228 get_rangevector (op, op->enemy, &rv, 0);
1134 1229
1135 dir=absdir(4+rv.direction); 1230 dir = absdir (4 + rv.direction);
1136 for(diff=0;diff<3;diff++) { 1231 for (diff = 0; diff < 3; diff++)
1232 {
1137 int m=1-(RANDOM()&2); 1233 int m = 1 - (RANDOM () & 2);
1138 if(move_ob(op,absdir(dir+diff*m),op)|| 1234
1139 (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)))
1140 return;
1141 } 1236 {
1237 return;
1238 }
1142 } 1239 }
1143 /* Cornered, get rid of scared */ 1240 /* Cornered, get rid of scared */
1144 CLEAR_FLAG(op, FLAG_SCARED); 1241 CLEAR_FLAG (op, FLAG_SCARED);
1145 op->enemy=NULL; 1242 op->enemy = NULL;
1146} 1243}
1147 1244
1148 1245
1149/* 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.
1150 * 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
1151 * stop. 1248 * stop.
1152 */ 1249 */
1250int
1153int check_pick(object *op) { 1251check_pick (object *op)
1252{
1154 object *tmp, *next; 1253 object *tmp, *next;
1155 tag_t next_tag=0, op_tag;
1156 int stop = 0; 1254 int stop = 0;
1157 int j, k, wvratio; 1255 int j, k, wvratio;
1158 char putstring[128], tmpstr[16]; 1256 char putstring[128], tmpstr[16];
1159 1257
1160
1161 /* if you're flying, you cna't pick up anything */ 1258 /* if you're flying, you cna't pick up anything */
1162 if (op->move_type & MOVE_FLYING) 1259 if (op->move_type & MOVE_FLYING)
1163 return 1; 1260 return 1;
1164 1261
1165 op_tag = op->count;
1166
1167 next = op->below; 1262 next = op->below;
1168 if (next)
1169 next_tag = next->count;
1170 1263
1171 /* 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
1172 * destroyed */ 1265 * destroyed */
1173 while (next && ! was_destroyed (next, next_tag)) 1266 while (next && !next->destroyed ())
1174 { 1267 {
1175 tmp = next; 1268 tmp = next;
1176 next = tmp->below; 1269 next = tmp->below;
1177 if (next)
1178 next_tag = next->count;
1179 1270
1180 if (was_destroyed (op, op_tag)) 1271 if (op->destroyed ())
1181 return 0; 1272 return 0;
1182 1273
1183 if ( ! can_pick (op, tmp)) 1274 if (!can_pick (op, tmp))
1184 continue; 1275 continue;
1185 1276
1186 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1277 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1187 { 1278 {
1188 if (item_matched_string (op, tmp, op->contr->search_str)) 1279 if (item_matched_string (op, tmp, op->contr->search_str))
1189 pick_up (op, tmp); 1280 pick_up (op, tmp);
1190 continue; 1281 continue;
1191 } 1282 }
1192 1283
1193 /* high not bit set? We're using the old autopickup model */ 1284 /* high not bit set? We're using the old autopickup model */
1194 if(!(op->contr->mode & PU_NEWMODE)) { 1285 if (!(op->contr->mode & PU_NEWMODE))
1286 {
1195 switch (op->contr->mode) { 1287 switch (op->contr->mode)
1288 {
1289 case 0:
1196 case 0: return 1; /* don't pick up */ 1290 return 1; /* don't pick up */
1291 case 1:
1197 case 1: pick_up (op, tmp); 1292 pick_up (op, tmp);
1198 return 1; 1293 return 1;
1294 case 2:
1199 case 2: pick_up (op, tmp); 1295 pick_up (op, tmp);
1200 return 0; 1296 return 0;
1297 case 3:
1201 case 3: return 0; /* stop before pickup */ 1298 return 0; /* stop before pickup */
1299 case 4:
1202 case 4: pick_up (op, tmp); 1300 pick_up (op, tmp);
1203 break; 1301 break;
1302 case 5:
1204 case 5: pick_up (op, tmp); 1303 pick_up (op, tmp);
1205 stop = 1; 1304 stop = 1;
1206 break; 1305 break;
1207 case 6: 1306 case 6:
1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1307 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1209 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1210 pick_up(op, tmp); 1308 pick_up (op, tmp);
1211 break; 1309 break;
1212 1310
1213 case 7: 1311 case 7:
1214 if (tmp->type == MONEY || tmp->type == GEM) 1312 if (tmp->type == MONEY || tmp->type == GEM)
1215 pick_up(op, tmp); 1313 pick_up (op, tmp);
1216 break; 1314 break;
1217 1315
1218 default: 1316 default:
1219 /* use value density */ 1317 /* use value density */
1220 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1318 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1221 && (query_cost (tmp, op, F_TRUE) * 100 1319 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1222 / (tmp->weight * MAX (tmp->nrof, 1)))
1223 >= op->contr->mode)
1224 pick_up(op,tmp); 1320 pick_up (op, tmp);
1225 }
1226 }
1227 else { /* old model */
1228 /* NEW pickup handling */
1229 if(op->contr->mode & PU_DEBUG)
1230 {
1231 /* some debugging code to figure out item information */
1232 if(tmp->name!=NULL)
1233 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1234 &tmp->name, tmp->type,
1235 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1236 else
1237 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1238 &tmp->arch->name, tmp->type,
1239 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1240 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1241
1242 sprintf(putstring,"...flags: ");
1243 for(k=0;k<4;k++)
1244 {
1245 for(j=0;j<32;j++)
1246 {
1247 if((tmp->flags[k]>>j)&0x01)
1248 {
1249 sprintf(tmpstr,"%d ",k*32+j);
1250 strcat(putstring, tmpstr);
1251 } 1321 }
1252 } 1322 }
1253 } 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))));
1254 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);
1255 1350
1256#if 0 1351#if 0
1257 /* print the flags too */ 1352 /* print the flags too */
1258 for(k=0;k<4;k++) 1353 for (k = 0; k < 4; k++)
1259 { 1354 {
1260 fprintf(stderr,"%d [%d] ", k, k*32+31); 1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1261 for(j=0;j<32;j++) 1356 for (j = 0; j < 32; j++)
1262 { 1357 {
1263 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1264 if(!((j+1)%4))fprintf(stderr," "); 1359 if (!((j + 1) % 4))
1265 } 1360 fprintf (stderr, " ");
1361 }
1266 fprintf(stderr," [%d]\n", k*32); 1362 fprintf (stderr, " [%d]\n", k * 32);
1267 } 1363 }
1268#endif 1364#endif
1269 } 1365 }
1270 /* philosophy: 1366 /* philosophy:
1271 * 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
1272 * generic. This takes no game-time. For more detailed pickups 1368 * generic. This takes no game-time. For more detailed pickups
1273 * and selections, select-items shoul dbe used. This is a 1369 * and selections, select-items shoul dbe used. This is a
1274 * 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
1275 * example. 1371 * example.
1276 * 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
1277 * 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
1278 * convert to decimal and then 'pickup <#> 1374 * convert to decimal and then 'pickup <#>
1279 */ 1375 */
1280 1376
1281 /* the first two modes are exclusive: if NOTHING we return, if 1377 /* the first two modes are exclusive: if NOTHING we return, if
1282 * STOP then we stop. All the rest are applied sequentially, 1378 * STOP then we stop. All the rest are applied sequentially,
1283 * meaning if any test passes, the item gets picked up. */ 1379 * meaning if any test passes, the item gets picked up. */
1284 1380
1285 /* if mode is set to pick nothing up, return */ 1381 /* if mode is set to pick nothing up, return */
1286 1382
1287 if(op->contr->mode & PU_NOTHING) return 1; 1383 if (op->contr->mode & PU_NOTHING)
1384 return 1;
1288 1385
1289 /* if mode is set to stop when encountering objects, return */ 1386 /* if mode is set to stop when encountering objects, return */
1290 /* take STOP before INHIBIT since it doesn't actually pick 1387 /* take STOP before INHIBIT since it doesn't actually pick
1291 * anything up */ 1388 * anything up */
1292 1389
1293 if(op->contr->mode & PU_STOP) return 0; 1390 if (op->contr->mode & PU_STOP)
1391 return 0;
1294 1392
1295 /* useful for going into stores and not losing your settings... */ 1393 /* useful for going into stores and not losing your settings... */
1296 /* 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
1297 * fighting */ 1395 * fighting */
1298 if(op->contr->mode & PU_INHIBIT) return 1; 1396 if (op->contr->mode & PU_INHIBIT)
1397 return 1;
1299 1398
1300 /* prevent us from turning into auto-thieves :) */ 1399 /* prevent us from turning into auto-thieves :) */
1301 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1400 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1401 continue;
1302 1402
1303 /* ignore known cursed objects */ 1403 /* ignore known cursed objects */
1304 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;
1305 1406
1306 /* all food and drink if desired */ 1407 /* all food and drink if desired */
1307 /* question: don't pick up known-poisonous stuff? */ 1408 /* question: don't pick up known-poisonous stuff? */
1308 if(op->contr->mode & PU_FOOD) 1409 if (op->contr->mode & PU_FOOD)
1309 if (tmp->type == FOOD) 1410 if (tmp->type == FOOD)
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1411 {
1412 pick_up (op, tmp);
1413 continue;
1414 }
1415
1311 if(op->contr->mode & PU_DRINK) 1416 if (op->contr->mode & PU_DRINK)
1312 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)))
1313 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 1418 {
1419 pick_up (op, tmp);
1420 continue;
1421 }
1314 1422
1315 if(op->contr->mode & PU_POTION) 1423 if (op->contr->mode & PU_POTION)
1316 if (tmp->type == POTION) 1424 if (tmp->type == POTION)
1317 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1425 {
1426 pick_up (op, tmp);
1427 continue;
1428 }
1318 1429
1319 /* spellbooks, skillscrolls and normal books/scrolls */ 1430 /* spellbooks, skillscrolls and normal books/scrolls */
1320 if(op->contr->mode & PU_SPELLBOOK) 1431 if (op->contr->mode & PU_SPELLBOOK)
1321 if (tmp->type == SPELLBOOK) 1432 if (tmp->type == SPELLBOOK)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1433 {
1434 pick_up (op, tmp);
1435 continue;
1436 }
1437
1323 if(op->contr->mode & PU_SKILLSCROLL) 1438 if (op->contr->mode & PU_SKILLSCROLL)
1324 if (tmp->type == SKILLSCROLL) 1439 if (tmp->type == SKILLSCROLL)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1440 {
1441 pick_up (op, tmp);
1442 continue;
1443 }
1444
1326 if(op->contr->mode & PU_READABLES) 1445 if (op->contr->mode & PU_READABLES)
1327 if (tmp->type == BOOK || tmp->type == SCROLL) 1446 if (tmp->type == BOOK || tmp->type == SCROLL)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1447 {
1448 pick_up (op, tmp);
1449 continue;
1450 }
1329 1451
1330 /* wands/staves/rods/horns */ 1452 /* wands/staves/rods/horns */
1331 if (op->contr->mode & PU_MAGIC_DEVICE) 1453 if (op->contr->mode & PU_MAGIC_DEVICE)
1332 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1454 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1455 {
1456 pick_up (op, tmp);
1457 continue;
1458 }
1334 1459
1335 /* pick up all magical items */ 1460 /* pick up all magical items */
1336 if(op->contr->mode & PU_MAGICAL) 1461 if (op->contr->mode & PU_MAGICAL)
1337 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))
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1463 {
1464 pick_up (op, tmp);
1465 continue;
1466 }
1339 1467
1340 if(op->contr->mode & PU_VALUABLES) 1468 if (op->contr->mode & PU_VALUABLES)
1341 { 1469 {
1342 if (tmp->type == MONEY || tmp->type == GEM) 1470 if (tmp->type == MONEY || tmp->type == GEM)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1471 {
1344 } 1472 pick_up (op, tmp);
1473 continue;
1474 }
1475 }
1345 1476
1346 /* rings & amulets - talismans seems to be typed AMULET */ 1477 /* rings & amulets - talismans seems to be typed AMULET */
1347 if(op->contr->mode & PU_JEWELS) 1478 if (op->contr->mode & PU_JEWELS)
1348 if (tmp->type == RING || tmp->type == AMULET) 1479 if (tmp->type == RING || tmp->type == AMULET)
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1480 {
1481 pick_up (op, tmp);
1482 continue;
1483 }
1350 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
1351 /* bows and arrows. Bows are good for selling! */ 1493 /* bows and arrows. Bows are good for selling! */
1352 if(op->contr->mode & PU_BOW) 1494 if (op->contr->mode & PU_BOW)
1353 if (tmp->type == BOW) 1495 if (tmp->type == BOW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1496 {
1497 pick_up (op, tmp);
1498 continue;
1499 }
1500
1355 if(op->contr->mode & PU_ARROW) 1501 if (op->contr->mode & PU_ARROW)
1356 if (tmp->type == ARROW) 1502 if (tmp->type == ARROW)
1357 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1503 {
1504 pick_up (op, tmp);
1505 continue;
1506 }
1358 1507
1359 /* all kinds of armor etc. */ 1508 /* all kinds of armor etc. */
1360 if(op->contr->mode & PU_ARMOUR) 1509 if (op->contr->mode & PU_ARMOUR)
1361 if (tmp->type == ARMOUR) 1510 if (tmp->type == ARMOUR)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1511 {
1512 pick_up (op, tmp);
1513 continue;
1514 }
1515
1363 if(op->contr->mode & PU_HELMET) 1516 if (op->contr->mode & PU_HELMET)
1364 if (tmp->type == HELMET) 1517 if (tmp->type == HELMET)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1518 {
1519 pick_up (op, tmp);
1520 continue;
1521 }
1522
1366 if(op->contr->mode & PU_SHIELD) 1523 if (op->contr->mode & PU_SHIELD)
1367 if (tmp->type == SHIELD) 1524 if (tmp->type == SHIELD)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1525 {
1526 pick_up (op, tmp);
1527 continue;
1528 }
1529
1369 if(op->contr->mode & PU_BOOTS) 1530 if (op->contr->mode & PU_BOOTS)
1370 if (tmp->type == BOOTS) 1531 if (tmp->type == BOOTS)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1532 {
1533 pick_up (op, tmp);
1534 continue;
1535 }
1536
1372 if(op->contr->mode & PU_GLOVES) 1537 if (op->contr->mode & PU_GLOVES)
1373 if (tmp->type == GLOVES) 1538 if (tmp->type == GLOVES)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1539 {
1540 pick_up (op, tmp);
1541 continue;
1542 }
1543
1375 if(op->contr->mode & PU_CLOAK) 1544 if (op->contr->mode & PU_CLOAK)
1376 if (tmp->type == CLOAK) 1545 if (tmp->type == CLOAK)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1546 {
1547 pick_up (op, tmp);
1548 continue;
1549 }
1378 1550
1379 /* hoping to catch throwing daggers here */ 1551 /* hoping to catch throwing daggers here */
1380 if(op->contr->mode & PU_MISSILEWEAPON) 1552 if (op->contr->mode & PU_MISSILEWEAPON)
1381 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1553 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1554 {
1555 pick_up (op, tmp);
1556 continue;
1557 }
1383 1558
1384 /* careful: chairs and tables are weapons! */ 1559 /* careful: chairs and tables are weapons! */
1385 if(op->contr->mode & PU_ALLWEAPON) 1560 if (op->contr->mode & PU_ALLWEAPON)
1386 { 1561 {
1387 if(tmp->type == WEAPON && tmp->name!=NULL) 1562 if (tmp->type == WEAPON && tmp->name != NULL)
1388 { 1563 {
1389 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 &&
1390 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1565 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1391 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1566 {
1392 } 1567 pick_up (op, tmp);
1568 continue;
1569 }
1570 }
1571
1393 if(tmp->type == WEAPON && tmp->name==NULL) 1572 if (tmp->type == WEAPON && tmp->name == NULL)
1394 { 1573 {
1395 if(strstr(tmp->arch->name,"table")==NULL && 1574 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1396 strstr(tmp->arch->name,"chair")==NULL) 1575 {
1397 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1576 pick_up (op, tmp);
1577 continue;
1578 }
1579 }
1398 } 1580 }
1399 }
1400 1581
1401 /* misc stuff that's useful */ 1582 /* misc stuff that's useful */
1402 if(op->contr->mode & PU_KEY) 1583 if (op->contr->mode & PU_KEY)
1403 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1584 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1404 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1585 {
1586 pick_up (op, tmp);
1587 continue;
1588 }
1405 1589
1406 /* 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
1407 * pickups */ 1591 * pickups */
1408 if(op->contr->mode & PU_RATIO) 1592 if (op->contr->mode & PU_RATIO)
1409 { 1593 {
1410 /* use value density to decide what else to grab */ 1594 /* use value density to decide what else to grab */
1411 /* >=7 was >= op->contr->mode */ 1595 /* >=7 was >= op->contr->mode */
1412 /* >=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
1413 * and multiply them by 5, giving 0..15*5== 5..75 */ 1597 * and multiply them by 5, giving 0..15*5== 5..75 */
1414 wvratio=(op->contr->mode & PU_RATIO) * 5; 1598 wvratio = (op->contr->mode & PU_RATIO) * 5;
1415 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)
1416 { 1600 {
1417 pick_up(op, tmp); 1601 pick_up (op, tmp);
1418#if 0 1602#if 0
1419 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1603 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1420 if(tmp->name!=NULL) { 1604 if (tmp->name != NULL)
1605 {
1421 fprintf(stderr,"%s", tmp->name); 1606 fprintf (stderr, "%s", tmp->name);
1422 } 1607 }
1608 else
1423 else fprintf(stderr,"%s",tmp->arch->name); 1609 fprintf (stderr, "%s", tmp->arch->name);
1424 fprintf(stderr,",%d] = ", tmp->type); 1610 fprintf (stderr, ",%d] = ", tmp->type);
1425 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))));
1426#endif 1612#endif
1427 continue; 1613 continue;
1614 }
1428 } 1615 }
1616 } /* the new pickup model */
1429 } 1617 }
1430 } /* the new pickup model */ 1618
1431 }
1432 return ! stop; 1619 return !stop;
1433} 1620}
1434 1621
1435/* 1622/*
1436 * Find an arrow in the inventory and after that 1623 * Find an arrow in the inventory and after that
1437 * in the right type container (quiver). Pointer to the 1624 * in the right type container (quiver). Pointer to the
1438 * found object is returned. 1625 * found object is returned.
1439 */ 1626 */
1627object *
1440object *find_arrow(object *op, const char *type) 1628find_arrow (object *op, const char *type)
1441{ 1629{
1442 object *tmp = NULL; 1630 object *tmp = NULL;
1443 1631
1444 for(op=op->inv; op; op=op->below) 1632 for (op = op->inv; op; op = op->below)
1445 if(!tmp && op->type==CONTAINER && op->race==type && 1633 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1446 QUERY_FLAG(op,FLAG_APPLIED))
1447 tmp = find_arrow (op, type); 1634 tmp = find_arrow (op, type);
1448 else if (op->type==ARROW && op->race==type) 1635 else if (op->type == ARROW && op->race == type)
1449 return op; 1636 return op;
1450 return tmp; 1637 return tmp;
1451} 1638}
1452 1639
1453/* 1640/*
1454 * 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
1455 * 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
1456 * 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
1457 * 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.
1458 */ 1645 */
1459 1646
1647object *
1460object *find_better_arrow(object *op, object *target, const char *type, int *better) 1648find_better_arrow (object *op, object *target, const char *type, int *better)
1461{ 1649{
1462 object *tmp = NULL, *arrow, *ntmp; 1650 object *tmp = NULL, *arrow, *ntmp;
1463 int attacknum, attacktype, betterby=0, i; 1651 int attacknum, attacktype, betterby = 0, i;
1464 1652
1465 if (!type) 1653 if (!type)
1466 return NULL; 1654 return NULL;
1467 1655
1468 for (arrow=op->inv; arrow; arrow=arrow->below) { 1656 for (arrow = op->inv; arrow; arrow = arrow->below)
1469 if (arrow->type==CONTAINER && arrow->race==type && 1657 {
1470 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1658 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1659 {
1471 i = 0; 1660 i = 0;
1472 ntmp = find_better_arrow(arrow, target, type, &i); 1661 ntmp = find_better_arrow (arrow, target, type, &i);
1473 if (i > betterby) { 1662 if (i > betterby)
1663 {
1474 tmp = ntmp; 1664 tmp = ntmp;
1475 betterby = i; 1665 betterby = i;
1476 } 1666 }
1667 }
1477 } else if (arrow->type==ARROW && arrow->race==type) { 1668 else if (arrow->type == ARROW && arrow->race == type)
1669 {
1478 /* allways prefer assasination/slaying */ 1670 /* allways prefer assasination/slaying */
1479 if (target->race != NULL && arrow->slaying != NULL && 1671 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1480 strstr(arrow->slaying, target->race)) { 1672 {
1481 if (arrow->attacktype & AT_DEATH) { 1673 if (arrow->attacktype & AT_DEATH)
1674 {
1482 *better = 100; 1675 *better = 100;
1483 return arrow; 1676 return arrow;
1484 } else {
1485 tmp = arrow;
1486 betterby = (arrow->magic + arrow->stats.dam) * 2;
1487 } 1677 }
1488 } else { 1678 else
1489 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1490 attacktype = 1<<attacknum;
1491 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1492 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1493 tmp = arrow;
1494 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1495 }
1496 } 1679 {
1497 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1498 tmp = arrow; 1680 tmp = arrow;
1499 betterby = 2 + arrow->magic + arrow->stats.dam; 1681 betterby = (arrow->magic + arrow->stats.dam) * 2;
1500 }
1501 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1502 tmp = arrow;
1503 betterby = 1 + arrow->magic + arrow->stats.dam;
1504 } 1682 }
1505 } 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 }
1506 } 1706 }
1707 }
1507 } 1708 }
1508 if (tmp == NULL && arrow == NULL) 1709 if (tmp == NULL && arrow == NULL)
1509 return find_arrow(op, type); 1710 return find_arrow (op, type);
1510 1711
1511 *better = betterby; 1712 *better = betterby;
1512 return tmp; 1713 return tmp;
1513} 1714}
1514 1715
1515/* 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
1516 * find_better_arrow to find a decent arrow to use. 1717 * find_better_arrow to find a decent arrow to use.
1517 * op = the shooter 1718 * op = the shooter
1518 * type = bow->race 1719 * type = bow->race
1519 * dir = fire direction 1720 * dir = fire direction
1520 */ 1721 */
1521 1722
1723object *
1522object *pick_arrow_target(object *op, const char *type, int dir) 1724pick_arrow_target (object *op, const char *type, int dir)
1523{ 1725{
1524 object *tmp = NULL; 1726 object *tmp = NULL;
1525 mapstruct *m; 1727 maptile *m;
1526 int i, mflags, found, number; 1728 int i, mflags, found, number;
1527 sint16 x, y; 1729 sint16 x, y;
1528 1730
1529 if (op->map == NULL) 1731 if (op->map == NULL)
1530 return find_arrow(op, type); 1732 return find_arrow (op, type);
1531 1733
1532 /* do a dex check */ 1734 /* do a dex check */
1533 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1735 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1534 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1736 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1535 return find_arrow(op, type); 1737 return find_arrow (op, type);
1536 1738
1537 m = op->map; 1739 m = op->map;
1538 x = op->x; 1740 x = op->x;
1539 y = op->y; 1741 y = op->y;
1540 1742
1541 /* find the first target */ 1743 /* find the first target */
1542 for (i=0, found=0; i<20; i++) { 1744 for (i = 0, found = 0; i < 20; i++)
1745 {
1543 x += freearr_x[dir]; 1746 x += freearr_x[dir];
1544 y += freearr_y[dir]; 1747 y += freearr_y[dir];
1545 mflags = get_map_flags(m, &m, x, y, &x, &y); 1748 mflags = get_map_flags (m, &m, x, y, &x, &y);
1546 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1749 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1750 {
1547 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)
1548 break; 1771 break;
1549 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1550 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1551 * perhaps a bad assumption.
1552 */
1553 tmp = NULL;
1554 break;
1555 } 1772 }
1556 if (mflags & P_IS_ALIVE) {
1557 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1558 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1559 found++;
1560 break;
1561 }
1562 if (found)
1563 break;
1564 }
1565 } 1773 }
1566 if (tmp == NULL) 1774 if (tmp == NULL)
1567 return find_arrow(op, type); 1775 return find_arrow (op, type);
1568 1776
1569 if (tmp->head) 1777 if (tmp->head)
1570 tmp = tmp->head; 1778 tmp = tmp->head;
1571 1779
1572 return find_better_arrow(op, tmp, type, &i); 1780 return find_better_arrow (op, tmp, type, &i);
1573} 1781}
1574 1782
1575/* 1783/*
1576 * Creature fires a bow - op can be monster or player. Returns 1784 * Creature fires a bow - op can be monster or player. Returns
1577 * 1 if bow was actually fired, 0 otherwise. 1785 * 1 if bow was actually fired, 0 otherwise.
1580 * dir is the direction of fire. 1788 * dir is the direction of fire.
1581 * 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)
1582 * 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
1583 * player fire modes. 1791 * player fire modes.
1584 */ 1792 */
1793int
1585int 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)
1586 sint16 sx, sint16 sy)
1587{ 1795{
1588 object *left, *bow; 1796 object *left, *bow;
1589 tag_t left_tag, tag;
1590 int bowspeed, mflags; 1797 int bowspeed, mflags;
1591 mapstruct *m; 1798 maptile *m;
1592 1799
1593 if (!dir) { 1800 if (!dir)
1801 {
1594 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!");
1595 return 0; 1803 return 0;
1596 } 1804 }
1805
1597 if (op->type == PLAYER) 1806 if (op->type == PLAYER)
1598 bow=op->contr->ranges[range_bow]; 1807 bow = op->contr->ranges[range_bow];
1599 else { 1808 else
1809 {
1600 for(bow=op->inv; bow; bow=bow->below) 1810 for (bow = op->inv; bow; bow = bow->below)
1601 /* 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
1602 * 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.
1603 */ 1813 */
1604 if(bow->type==BOW) 1814 if (bow->type == BOW)
1605 break; 1815 break;
1606 1816
1607 if (!bow) { 1817 if (!bow)
1818 {
1608 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1609 return 0; 1820 return 0;
1610 } 1821 }
1611 } 1822 }
1823
1612 if( !bow->race || !bow->skill) { 1824 if (!bow->race || !bow->skill)
1825 {
1613 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);
1614 return 0; 1827 return 0;
1615 } 1828 }
1616 1829
1617 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1830 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1618 1831
1619 /* penalize ROF for bestarrow */ 1832 /* penalize ROF for bestarrow */
1620 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1833 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1621 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1834 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1835
1622 if (bowspeed < 1) 1836 if (bowspeed < 1)
1623 bowspeed = 1; 1837 bowspeed = 1;
1624 1838
1625 if (arrow == NULL) { 1839 if (arrow == NULL)
1840 {
1626 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1841 if ((arrow = find_arrow (op, bow->race)) == NULL)
1842 {
1627 if (op->type == PLAYER) 1843 if (op->type == PLAYER)
1628 new_draw_info_format(NDI_UNIQUE, 0, op, 1844 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1629 "You have no %s left.", &bow->race);
1630 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1845 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1631 else 1846 else
1632 CLEAR_FLAG(op, FLAG_READY_BOW); 1847 CLEAR_FLAG (op, FLAG_READY_BOW);
1633 return 0; 1848 return 0;
1634 } 1849 }
1635 } 1850 }
1851
1636 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1637 if (mflags & P_OUT_OF_MAP) { 1853 if (mflags & P_OUT_OF_MAP)
1638 return 0; 1854 return 0;
1639 } 1855
1640 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1856 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1857 {
1641 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.");
1642 return 0; 1859 return 0;
1643 } 1860 }
1644 1861
1645 /* this should not happen, but sometimes does */ 1862 /* this should not happen, but sometimes does */
1646 if (arrow->nrof==0) { 1863 if (arrow->nrof == 0)
1647 remove_ob(arrow); 1864 {
1648 free_object(arrow); 1865 arrow->destroy ();
1649 return 0; 1866 return 0;
1650 } 1867 }
1651 1868
1652 left = arrow; /* these are arrows left to the player */ 1869 left = arrow; /* these are arrows left to the player */
1653 left_tag = left->count;
1654 arrow = get_split_ob(arrow, 1); 1870 arrow = get_split_ob (arrow, 1);
1655 if (arrow == NULL) { 1871 if (!arrow)
1872 {
1656 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);
1657 return 0; 1874 return 0;
1658 } 1875 }
1659 set_owner(arrow, op); 1876
1877 arrow->set_owner (op);
1660 arrow->skill = bow->skill; 1878 arrow->skill = bow->skill;
1661 1879
1662 arrow->direction=dir; 1880 arrow->direction = dir;
1663 arrow->x = sx; 1881 arrow->x = sx;
1664 arrow->y = sy; 1882 arrow->y = sy;
1665 1883
1666 if (op->type == PLAYER) { 1884 if (op->type == PLAYER)
1885 {
1667 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1668 fix_player(op); 1887 fix_player (op);
1669 } 1888 }
1670 1889
1671 SET_ANIMATION(arrow, arrow->direction); 1890 SET_ANIMATION (arrow, arrow->direction);
1672 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1673 arrow->stats.hp = arrow->stats.dam; 1892 arrow->stats.hp = arrow->stats.dam;
1674 arrow->stats.grace = arrow->attacktype; 1893 arrow->stats.grace = arrow->attacktype;
1675 if (arrow->slaying != NULL) 1894 if (arrow->slaying != NULL)
1676 arrow->spellarg = strdup_local(arrow->slaying); 1895 arrow->spellarg = strdup (arrow->slaying);
1677 1896
1678 /* Note that this was different for monsters - they got their level 1897 /* Note that this was different for monsters - they got their level
1679 * 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.
1680 */ 1899 */
1681
1682 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1683 0 : dam_bonus[op->stats.Str]) +
1684 bow->stats.dam + bow->magic + arrow->magic;
1685 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
1686 /* update the speed */ 1903 /* update the speed */
1687 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1688 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;
1689 bow->magic + arrow->magic) / 5.0 +
1690 (float)bow->stats.dam / 7.0;
1691 1906
1692 if (arrow->speed < 1.0) 1907 if (arrow->speed < 1.0)
1693 arrow->speed = 1.0; 1908 arrow->speed = 1.0;
1694 update_ob_speed(arrow); 1909 update_ob_speed (arrow);
1695 arrow->speed_left = 0; 1910 arrow->speed_left = 0;
1696 1911
1697 if (op->type == PLAYER) { 1912 if (op->type == PLAYER)
1913 {
1698 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1914 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1699 (op->chosen_skill?op->chosen_skill->level:op->level) - 1915 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1700 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;
1701 arrow->stats.wc - bow->stats.wc + wc_mod;
1702 1917
1703 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1918 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1704 } else { 1919 }
1920 else
1921 {
1705 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;
1706 arrow->stats.wc + wc_mod;
1707
1708 arrow->level = op->level; 1923 arrow->level = op->level;
1709 } 1924 }
1925
1710 if (arrow->attacktype == AT_PHYSICAL) 1926 if (arrow->attacktype == AT_PHYSICAL)
1711 arrow->attacktype |= bow->attacktype; 1927 arrow->attacktype |= bow->attacktype;
1928
1712 if (bow->slaying != NULL) 1929 if (bow->slaying)
1713 arrow->slaying = bow->slaying; 1930 arrow->slaying = bow->slaying;
1714 1931
1715 arrow->map = m; 1932 arrow->map = m;
1716 arrow->move_type = MOVE_FLY_LOW; 1933 arrow->move_type = MOVE_FLY_LOW;
1717 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1718 1935
1719 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);
1720 tag = arrow->count;
1721 insert_ob_in_map(arrow, m, op, 0); 1937 insert_ob_in_map (arrow, m, op, 0);
1722 1938
1723 if (!was_destroyed(arrow, tag)) 1939 if (!arrow->destroyed ())
1724 move_arrow(arrow); 1940 move_arrow (arrow);
1725 1941
1726 if (op->type == PLAYER) { 1942 if (op->type == PLAYER)
1727 if (was_destroyed (left, left_tag)) 1943 {
1944 if (left->destroyed ())
1728 esrv_del_item(op->contr, left_tag); 1945 esrv_del_item (op->contr, left->count);
1729 else 1946 else
1730 esrv_send_item(op, left); 1947 esrv_send_item (op, left);
1731 } 1948 }
1949
1732 return 1; 1950 return 1;
1733} 1951}
1734 1952
1735/* Special fire code for players - this takes into 1953/* Special fire code for players - this takes into
1736 * account the special fire modes players can have 1954 * account the special fire modes players can have
1737 * but monsters can't. Putting that code here 1955 * but monsters can't. Putting that code here
1738 * makes the fire_bow code much cleaner. 1956 * makes the fire_bow code much cleaner.
1739 * this function should only be called if 'op' is a player, 1957 * this function should only be called if 'op' is a player,
1740 * hence the function name. 1958 * hence the function name.
1741 */ 1959 */
1960int
1742int player_fire_bow(object *op, int dir) 1961player_fire_bow (object *op, int dir)
1743{ 1962{
1744 int ret=0, wcmod=0; 1963 int ret = 0, wcmod = 0;
1745 1964
1746 if (op->contr->bowtype == bow_bestarrow) { 1965 if (op->contr->bowtype == bow_bestarrow)
1747 ret = fire_bow(op, op, 1966 {
1748 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);
1749 dir, 0, op->x, op->y); 1968 }
1750 } 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 {
1751 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1752 wcmod =-1; 1972 wcmod = -1;
1753 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);
1754 op->x, op->y); 1974 }
1755 } else if (op->contr->bowtype == bow_threewide) { 1975 else if (op->contr->bowtype == bow_threewide)
1976 {
1756 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);
1757 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)]);
1758 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 }
1759 } else if (op->contr->bowtype == bow_spreadshot) { 1981 else if (op->contr->bowtype == bow_spreadshot)
1982 {
1760 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);
1761 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);
1762 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);
1763 1986
1764 } else { 1987 }
1988 else
1989 {
1765 /* Simple case */ 1990 /* Simple case */
1766 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);
1767 } 1992 }
1768 return ret; 1993 return ret;
1769} 1994}
1770 1995
1771 1996
1772/* Fires a misc (wand/rod/horn) object in 'dir'. 1997/* Fires a misc (wand/rod/horn) object in 'dir'.
1773 * Broken apart from 'fire' to keep it more readable. 1998 * Broken apart from 'fire' to keep it more readable.
1774 */ 1999 */
2000void
1775void fire_misc_object(object *op, int dir) 2001fire_misc_object (object *op, int dir)
1776{ 2002{
1777 object *item; 2003 object *item;
1778 2004
1779 if (!op->contr->ranges[range_misc]) { 2005 if (!op->contr->ranges[range_misc])
2006 {
1780 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.");
1781 return; 2008 return;
1782 } 2009 }
1783 2010
1784 item = op->contr->ranges[range_misc]; 2011 item = op->contr->ranges[range_misc];
1785 if (!item->inv) { 2012 if (!item->inv)
2013 {
1786 LOG(llevError,"Object %s lacks a spell\n", &item->name); 2014 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1787 return; 2015 return;
1788 } 2016 }
1789 if (item->type == WAND) { 2017 if (item->type == WAND)
2018 {
1790 if(item->stats.food<=0) { 2019 if (item->stats.food <= 0)
2020 {
1791 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2021 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1792 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1793 return; 2023 return;
1794 } 2024 }
2025 }
1795 } else if (item->type == ROD || item->type==HORN) { 2026 else if (item->type == ROD || item->type == HORN)
2027 {
1796 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 {
1797 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2030 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1798 if (item->type== ROD) 2031 if (item->type == ROD)
1799 new_draw_info_format(NDI_UNIQUE, 0,op,
1800 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 2032 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1801 else 2033 else
1802 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));
1803 "The %s needs more time to charge.", query_base_name(item,0));
1804 return; 2035 return;
1805 } 2036 }
1806 } 2037 }
1807 2038
1808 if(cast_spell(op,item,dir,item->inv,NULL)) { 2039 if (cast_spell (op, item, dir, item->inv, NULL))
2040 {
1809 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 */
1810 if (item->type == WAND) { 2042 if (item->type == WAND)
2043 {
1811 if (!(--item->stats.food)) { 2044 if (!(--item->stats.food))
2045 {
1812 object *tmp; 2046 object *tmp;
2047
1813 if (item->arch) { 2048 if (item->arch)
2049 {
1814 CLEAR_FLAG(item, FLAG_ANIMATE); 2050 CLEAR_FLAG (item, FLAG_ANIMATE);
1815 item->face = item->arch->clone.face; 2051 item->face = item->arch->clone.face;
1816 item->speed = 0; 2052 item->speed = 0;
1817 update_ob_speed(item); 2053 update_ob_speed (item);
1818 } 2054 }
1819 if ((tmp=is_player_inv(item))) 2055 if ((tmp = is_player_inv (item)))
1820 esrv_update_item(UPD_ANIM, tmp, item); 2056 esrv_update_item (UPD_ANIM, tmp, item);
1821 } 2057 }
1822 } 2058 }
1823 else if (item->type == ROD || item->type==HORN) { 2059 else if (item->type == ROD || item->type == HORN)
2060 {
1824 drain_rod_charge(item); 2061 drain_rod_charge (item);
1825 } 2062 }
1826 } 2063 }
1827} 2064}
1828 2065
1829/* Received a fire command for the player - go and do it. 2066/* Received a fire command for the player - go and do it.
1830 */ 2067 */
2068void
1831void fire(object *op,int dir) { 2069fire (object *op, int dir)
2070{
1832 int spellcost=0; 2071 int spellcost = 0;
1833 2072
1834 /* check for loss of invisiblity/hide */ 2073 /* check for loss of invisiblity/hide */
1835 if (action_makes_visible(op)) make_visible(op); 2074 if (action_makes_visible (op))
2075 make_visible (op);
1836 2076
1837 switch(op->contr->shoottype) { 2077 switch (op->contr->shoottype)
2078 {
1838 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.");
1839 return; 2109 return;
1840
1841 case range_bow:
1842 player_fire_bow(op, dir);
1843 return;
1844
1845 case range_magic: /* Casting spells */
1846 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1847 return;
1848
1849 case range_misc:
1850 fire_misc_object(op, dir);
1851 return;
1852
1853 case range_golem: /* Control summoned monsters from scrolls */
1854 if(op->contr->ranges[range_golem]==NULL ||
1855 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1856 op->contr->ranges[range_golem] = NULL;
1857 op->contr->shoottype=range_none;
1858 op->contr->golem_count = 0;
1859 } 2110 }
1860 else
1861 control_golem(op->contr->ranges[range_golem], dir);
1862 return;
1863
1864 case range_skill:
1865 if(!op->chosen_skill) {
1866 if(op->type==PLAYER)
1867 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1868 return;
1869 }
1870 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 2111 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1871 return;
1872 case range_builder:
1873 apply_map_builder( op, dir );
1874 return; 2112 return;
2113 case range_builder:
2114 apply_map_builder (op, dir);
2115 return;
1875 default: 2116 default:
1876 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2117 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1877 return; 2118 return;
1878 } 2119 }
1879} 2120}
1880 2121
1881 2122
1882 2123
1889 * inv is the objects inventory to searched 2130 * inv is the objects inventory to searched
1890 * door is the door we are trying to match against. 2131 * door is the door we are trying to match against.
1891 * This function can be called recursively to search containers. 2132 * This function can be called recursively to search containers.
1892 */ 2133 */
1893 2134
2135object *
1894object * find_key(object *pl, object *container, object *door) 2136find_key (object *pl, object *container, object *door)
1895{ 2137{
1896 object *tmp,*key; 2138 object *tmp, *key;
1897 2139
1898 /* Should not happen, but sanity checking is never bad */ 2140 /* Should not happen, but sanity checking is never bad */
1899 if (container->inv == NULL) return NULL; 2141 if (container->inv == NULL)
2142 return NULL;
1900 2143
1901 /* 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 */
1902 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2145 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2146 {
1903 if (door->type==DOOR && tmp->type==KEY) break; 2147 if (door->type == DOOR && tmp->type == KEY)
2148 break;
1904 /* For sanity, we should really check door type, but other stuff 2149 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys 2150 * (like containers) can be locked with special keys
1906 */ 2151 */
1907 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2152 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1908 tmp->slaying==door->slaying) break; 2153 break;
1909 } 2154 }
1910 /* No key found - lets search inventories now */ 2155 /* No key found - lets search inventories now */
1911 /* 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.
1912 * 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
1913 * a key, return 2158 * a key, return
1914 */ 2159 */
1915 if (!tmp) { 2160 if (!tmp)
2161 {
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2162 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2163 {
1917 /* No reason to search empty containers */ 2164 /* No reason to search empty containers */
1918 if (tmp->type==CONTAINER && tmp->inv) { 2165 if (tmp->type == CONTAINER && tmp->inv)
2166 {
1919 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2167 if ((key = find_key (pl, tmp, door)) != NULL)
2168 return key;
1920 } 2169 }
1921 } 2170 }
2171 if (!tmp)
1922 if (!tmp) return NULL; 2172 return NULL;
1923 } 2173 }
1924 /* 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,
1925 * see if we actually want to use it 2175 * see if we actually want to use it
1926 */ 2176 */
1927 if (pl!=container) { 2177 if (pl != container)
2178 {
1928 /* Only let players use keys in containers */ 2179 /* Only let players use keys in containers */
1929 if (!pl->contr) return NULL; 2180 if (!pl->contr)
2181 return NULL;
1930 /* cases where this fails: 2182 /* cases where this fails:
1931 * If we only search the player inventory, return now since we 2183 * If we only search the player inventory, return now since we
1932 * are not in the players inventory. 2184 * are not in the players inventory.
1933 * If the container is not active, return now since only active 2185 * If the container is not active, return now since only active
1934 * containers can be used. 2186 * containers can be used.
1935 * If we only search keyrings and the container does not have 2187 * If we only search keyrings and the container does not have
1936 * a race/isn't a keyring. 2188 * a race/isn't a keyring.
1937 * No checking for all containers - to fall through past here, 2189 * No checking for all containers - to fall through past here,
1938 * inv must have been an container and must have been active. 2190 * inv must have been an container and must have been active.
1939 * 2191 *
1940 * Change the color so that the message doesn't disappear with 2192 * Change the color so that the message doesn't disappear with
1941 * all the others. 2193 * all the others.
1942 */ 2194 */
1943 if (pl->contr->usekeys == key_inventory || 2195 if (pl->contr->usekeys == key_inventory ||
1944 !QUERY_FLAG(container, FLAG_APPLIED) || 2196 !QUERY_FLAG (container, FLAG_APPLIED) ||
1945 (pl->contr->usekeys == keyrings &&
1946 (!container->race || strcmp(container->race, "keys"))) 2197 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1947 ) { 2198 {
1948 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2199 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1949 "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));
1950 query_name(tmp), query_name(container));
1951 return NULL; 2201 return NULL;
1952 } 2202 }
1953 } 2203 }
1954 return tmp; 2204 return tmp;
1955} 2205}
1956 2206
1957/* moved door processing out of move_player_attack. 2207/* moved door processing out of move_player_attack.
1958 * returns 1 if player has opened the door with a key 2208 * returns 1 if player has opened the door with a key
1959 * such that the caller should not do anything more, 2209 * such that the caller should not do anything more,
1960 * 0 otherwise 2210 * 0 otherwise
1961 */ 2211 */
2212static int
1962static int player_attack_door(object *op, object *door) 2213player_attack_door (object *op, object *door)
1963{ 2214{
1964 2215
1965 /* 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,
1966 * 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 -
1967 * otherwise, we fall through to the rest of the code. 2218 * otherwise, we fall through to the rest of the code.
1968 */ 2219 */
1969 object *key=find_key(op, op, door); 2220 object *key = find_key (op, op, door);
1970 2221
1971 /* IF we found a key, do some extra work */ 2222 /* IF we found a key, do some extra work */
1972 if (key) { 2223 if (key)
2224 {
1973 object *container=key->env; 2225 object *container = key->env;
1974 2226
1975 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);
1976 if(action_makes_visible(op)) make_visible(op); 2228 if (action_makes_visible (op))
2229 make_visible (op);
1977 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);
1978 if (door->type == DOOR) { 2232 if (door->type == DOOR)
2233 {
1979 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 */
1980 } 2235 }
1981 else if(door->type==LOCKED_DOOR) { 2236 else if (door->type == LOCKED_DOOR)
1982 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2237 {
1983 "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));
1984 remove_door2(door); /* remove door without violence ;-) */ 2239 remove_door2 (door); /* remove door without violence ;-) */
1985 } 2240 }
1986 /* Do this after we print the message */ 2241 /* Do this after we print the message */
1987 decrease_ob(key); /* Use up one of the keys */ 2242 decrease_ob (key); /* Use up one of the keys */
1988 /* Need to update the weight the container the key was in */ 2243 /* Need to update the weight the container the key was in */
1989 if (container != op) 2244 if (container != op)
1990 esrv_update_item(UPD_WEIGHT, op, container); 2245 esrv_update_item (UPD_WEIGHT, op, container);
1991 return 1; /* Nothing more to do below */ 2246 return 1; /* Nothing more to do below */
2247 }
1992 } else if (door->type==LOCKED_DOOR) { 2248 else if (door->type == LOCKED_DOOR)
2249 {
1993 /* Might as well return now - no other way to open this */ 2250 /* Might as well return now - no other way to open this */
1994 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2251 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1995 return 1; 2252 return 1;
1996 } 2253 }
1997 return 0; 2254 return 0;
1998} 2255}
1999 2256
2000/* This function is just part of a breakup from move_player. 2257/* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner. 2258 * It should keep the code cleaner.
2002 * When this is called, the players direction has been updated 2259 * When this is called, the players direction has been updated
2003 * (taking into account confusion.) The player is also actually 2260 * (taking into account confusion.) The player is also actually
2004 * going to try and move (not fire weapons). 2261 * going to try and move (not fire weapons).
2005 */ 2262 */
2006 2263
2264void
2007void move_player_attack(object *op, int dir) 2265move_player_attack (object *op, int dir)
2008{ 2266{
2009 object *tmp, *mon; 2267 object *tmp, *mon;
2010 sint16 nx, ny; 2268 sint16 nx, ny;
2011 int on_battleground; 2269 int on_battleground;
2012 mapstruct *m; 2270 maptile *m;
2013 2271
2014 nx=freearr_x[dir]+op->x; 2272 nx = freearr_x[dir] + op->x;
2015 ny=freearr_y[dir]+op->y; 2273 ny = freearr_y[dir] + op->y;
2016 2274
2017 on_battleground = op_on_battleground(op, NULL, NULL); 2275 on_battleground = op_on_battleground (op, NULL, NULL);
2018 2276
2019 /* 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
2020 * 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
2021 * 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
2022 * player. This is a pretty nasty hack, because if we could 2280 * player. This is a pretty nasty hack, because if we could
2023 * move to some space, it then means that if we are braced, we should 2281 * move to some space, it then means that if we are braced, we should
2024 * do nothing at all. As it is, if we are braced, we go through 2282 * do nothing at all. As it is, if we are braced, we go through
2025 * quite a bit of processing. However, it probably is less than what 2283 * quite a bit of processing. However, it probably is less than what
2026 * move_ob uses. 2284 * move_ob uses.
2027 */ 2285 */
2028 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 {
2029 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2288 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 {
2030 m = get_map_from_coord(op->map, &nx, &ny); 2290 m = get_map_from_coord (op->map, &nx, &ny);
2291 if (!m)
2031 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)
2032 } 2298 {
2033 else m =op->map;
2034
2035 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2036 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 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)
2037 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;
2038 } 2369 }
2039 2370
2040 mon = NULL; 2371 /* in certain circumstances, you shouldn't attack friendly
2041 /* 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
2042 * 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
2043 * if its a door or barrel (can roll) see if there may be monsters 2374 * attack them either.
2044 * on the space
2045 */ 2375 */
2046 while (tmp!=NULL) { 2376 if ((mon->type == PLAYER || mon->enemy != op) &&
2047 if (tmp == op) { 2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2048 tmp=tmp->above; 2378#ifdef PROHIBIT_PLAYERKILL
2049 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);
2050 } 2392 }
2051 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2393 else
2052 mon = tmp; 2394 {
2053 break; 2395 new_draw_info (0, 0, op, "You withhold your attack");
2054 } 2396 }
2055 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2397 if (op->contr->tmp_invis || op->hide)
2056 mon = tmp; 2398 make_visible (op);
2057 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))
2058 } 2405 {
2059 2406 recursive_roll (mon, dir, op);
2060 if (mon==NULL) /* This happens anytime the player tries to move */ 2407 if (action_makes_visible (op))
2061 return; /* into a wall */ 2408 make_visible (op);
2409 }
2062 2410
2063 if(mon->head != NULL) 2411 /* Any generic living creature. Including things like doors.
2064 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 */
2065 2417
2066 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2418 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2067 if (player_attack_door(op, mon)) return; 2419 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2420 {
2068 2421
2069 /* The following deals with possibly attacking peaceful 2422 /* If the player hasn't hit something this tick, and does
2070 * or frienddly creatures. Basically, all players are considered 2423 * so, give them speed boost based on weapon speed. Doing
2071 * unaggressive. If the moving player has peaceful set, then the 2424 * it here is better than process_players2, which basically
2072 * object should be pushed instead of attacked. It is assumed that 2425 * incurred a 1 tick offset.
2073 * if you are braced, you will not attack friends accidently,
2074 * and thus will not push them.
2075 */ 2426 */
2076 2427 if (!op->contr->has_hit)
2077 /* If the creature is a pet, push it even if the player is not
2078 * peaceful. Our assumption is the creature is a pet if the
2079 * player owns it and it is either friendly or unagressive.
2080 */
2081 if ((op->type==PLAYER)
2082#if COZY_SERVER
2083 &&
2084 (
2085 (get_owner(mon) && get_owner(mon)->contr
2086 && same_party (get_owner(mon)->contr->party, op->contr->party))
2087 || get_owner(mon) == op
2088 )
2089#else
2090 && get_owner(mon)==op
2091#endif
2092 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2093 {
2094 /* If we're braced, we don't want to switch places with it */
2095 if (op->contr->braced) return;
2096 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2097 (void) push_ob(mon,dir,op);
2098 if(op->contr->tmp_invis||op->hide) make_visible(op);
2099 return;
2100 }
2101
2102 /* in certain circumstances, you shouldn't attack friendly
2103 * creatures. Note that if you are braced, you can't push
2104 * someone, but put it inside this loop so that you won't
2105 * attack them either.
2106 */
2107 if ((mon->type==PLAYER || mon->enemy != op) &&
2108 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2109 (
2110#ifdef PROHIBIT_PLAYERKILL
2111 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2112#else
2113 op->contr->peaceful &&
2114#endif
2115 !on_battleground
2116 )) { 2428 {
2117 if (!op->contr->braced) { 2429 op->speed_left += op->speed / op->contr->weapon_sp;
2118 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2430
2119 (void) push_ob(mon,dir,op); 2431 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2120 } else {
2121 new_draw_info(0, 0,op,"You withhold your attack");
2122 } 2432 }
2123 if(op->contr->tmp_invis||op->hide) make_visible(op);
2124 }
2125 2433
2126 /* If the object is a boulder or other rollable object, then 2434 skill_attack (mon, op, 0, NULL, NULL);
2127 * roll it if not braced. You can't roll it if you are braced.
2128 */
2129 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2130 recursive_roll(mon,dir,op);
2131 if(action_makes_visible(op)) make_visible(op);
2132 }
2133 2435
2134 /* Any generic living creature. Including things like doors. 2436 /* If attacking another player, that player gets automatic
2135 * Way it works is like this: First, it must have some hit points 2437 * hitback, and doesn't loose luck either.
2136 * and be living. Then, it must be one of the following: 2438 * Disable hitback on the battleground or if the target is
2137 * 1) Not a player, 2) A player, but of a different party. Note 2439 * the wiz.
2138 * that party_number -1 is no party, so attacks can still happen.
2139 */
2140
2141 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2142 ((mon->type!=PLAYER || op->contr->party==NULL ||
2143 op->contr->party!=mon->contr->party))) {
2144
2145 /* If the player hasn't hit something this tick, and does
2146 * so, give them speed boost based on weapon speed. Doing
2147 * it here is better than process_players2, which basically
2148 * incurred a 1 tick offset.
2149 */ 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
2150 if (!op->contr->has_hit) { 2445 mon->contr->has_hit = 1;
2151 op->speed_left += op->speed / op->contr->weapon_sp; 2446 skill_attack (op, mon, 0, NULL, NULL);
2152 2447 mon->stats.luck = luck;
2153 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2154 } 2448 }
2155 2449 if (action_makes_visible (op))
2156 skill_attack(mon, op, 0, NULL, NULL); 2450 make_visible (op);
2157
2158 /* If attacking another player, that player gets automatic
2159 * hitback, and doesn't loose luck either.
2160 * Disable hitback on the battleground or if the target is
2161 * the wiz.
2162 */
2163 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2164 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2165 short luck = mon->stats.luck;
2166 mon->contr->has_hit = 1;
2167 skill_attack(op, mon, 0, NULL, NULL);
2168 mon->stats.luck = luck;
2169 } 2451 }
2170 if(action_makes_visible(op)) make_visible(op);
2171 }
2172 } /* if player should attack something */ 2452 } /* if player should attack something */
2173} 2453}
2174 2454
2455int
2175int move_player(object *op,int dir) { 2456move_player (object *op, int dir)
2457{
2176 int pick; 2458 int pick;
2177 2459
2178 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2179 return 0;
2180
2181 /* Sanity check: make sure dir is valid */
2182 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2183 LOG( llevError, "move_player: invalid direction %d\n", dir);
2184 return 0;
2185 }
2186
2187 /* peterm: added following line */
2188 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2189 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2190
2191 op->facing = dir;
2192
2193 if(op->hide) do_hidden_move(op);
2194
2195 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2196 /*nop*/;
2197 else if (op->contr->fire_on)
2198 fire (op, dir);
2199 else
2200 {
2201 move_player_attack (op, dir);
2202 pick = check_pick(op);
2203 }
2204
2205 /* Add special check for newcs players and fire on - this way, the
2206 * server can handle repeat firing.
2207 */
2208 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2209 op->direction = dir;
2210 } else {
2211 op->direction=0;
2212 }
2213 /* Update how the player looks. Use the facing, so direction may
2214 * get reset to zero. This allows for full animation capabilities
2215 * for players.
2216 */
2217 animate_object(op, op->facing);
2218 return 0; 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;
2219} 2506}
2220 2507
2221/* 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
2222 * new client/server stuff. 2509 * new client/server stuff.
2223 * 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
2224 * the new speed values for commands. 2511 * the new speed values for commands.
2225 * 2512 *
2226 * Returns true if there are more actions we can do. 2513 * Returns true if there are more actions we can do.
2227 */ 2514 */
2515int
2228int handle_newcs_player(object *op) 2516handle_newcs_player (object *op)
2229{ 2517{
2230 if (op->contr->hidden) { 2518 if (op->contr->hidden)
2519 {
2231 op->invisible = 1000; 2520 op->invisible = 1000;
2232 /* the socket code flashes the player visible/invisible 2521 /* the socket code flashes the player visible/invisible
2233 * depending on the value of invisible, so we need to 2522 * depending on the value of invisible, so we need to
2234 * alternate it here for it to work correctly. 2523 * alternate it here for it to work correctly.
2235 */ 2524 */
2236 if (pticks & 2) op->invisible--; 2525 if (pticks & 2)
2237 }
2238 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2239 op->invisible--; 2526 op->invisible--;
2527 }
2528 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2529 {
2530 op->invisible--;
2240 if(!op->invisible) { 2531 if (!op->invisible)
2532 {
2241 make_visible(op); 2533 make_visible (op);
2242 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.");
2243 } 2535 }
2244 } 2536 }
2245 2537
2246 if (QUERY_FLAG(op, FLAG_SCARED)) { 2538 if (QUERY_FLAG (op, FLAG_SCARED))
2539 {
2247 flee_player(op); 2540 flee_player (op);
2248 /* 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 */
2249 if (QUERY_FLAG(op, FLAG_SCARED)) { 2542 if (QUERY_FLAG (op, FLAG_SCARED))
2543 {
2250 op->speed_left--; 2544 op->speed_left--;
2251 return 0; 2545 return 0;
2252 } 2546 }
2253 } 2547 }
2254 2548
2255 /* 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
2256 * 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
2257 * 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
2258 * 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.
2259 */ 2553 */
2260 if (op->contr->ranges[range_golem] && 2554 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2261 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2262 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2263 op->contr->ranges[range_golem] = NULL; 2555 op->contr->ranges[range_golem] = 0;
2264 op->contr->golem_count = 0;
2265 }
2266 2556
2267 /* 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
2268 * the players time has been increased when doericserver has been 2558 * the players time has been increased when doericserver has been
2269 * called, so we recheck it here. 2559 * called, so we recheck it here.
2270 */ 2560 */
2271 HandleClient(&op->contr->socket, op->contr); 2561 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2272 if (op->speed_left<0) return 0; 2562 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
2273
2274 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2275 /* All move commands take 1 tick, at least for now */
2276 op->speed_left--;
2277
2278 /* Instead of all the stuff below, let move_player take care
2279 * of it. Also, some of the skill stuff is only put in
2280 * there, as well as the confusion stuff.
2281 */
2282 move_player(op, op->direction);
2283 if (op->speed_left>0) return 1;
2284 else return 0;
2285 } 2563 ;
2564
2565 if (op->speed_left < 0)
2286 return 0; 2566 return 0;
2287}
2288 2567
2289int save_life(object *op) { 2568 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2290 object *tmp; 2569 {
2570 /* All move commands take 1 tick, at least for now */
2571 op->speed_left--;
2291 2572
2292 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
2293 return 0; 2581 return 0;
2582 }
2294 2583
2295 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2584 return 0;
2296 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2585}
2297 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2586
2298 new_draw_info_format(NDI_UNIQUE, 0,op, 2587int
2299 "Your %s vibrates violently, then evaporates.", 2588save_life (object *op)
2300 query_name(tmp)); 2589{
2301 if (op->contr)
2302 esrv_del_item(op->contr, tmp->count);
2303 remove_ob(tmp);
2304 free_object(tmp);
2305 CLEAR_FLAG(op, FLAG_LIFESAVE);
2306 if(op->stats.hp<0)
2307 op->stats.hp = op->stats.maxhp;
2308 if(op->stats.food<0)
2309 op->stats.food = 999;
2310 fix_player(op);
2311 return 1;
2312 }
2313 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2314 CLEAR_FLAG(op, FLAG_LIFESAVE); 2590 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2315 enter_player_savebed(op); /* bring him home. */
2316 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;
2317} 2619}
2318 2620
2319/* 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
2320 * 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
2321 * 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
2322 * from. 2624 * from.
2323 */ 2625 */
2626void
2324void remove_unpaid_objects(object *op, object *env) 2627remove_unpaid_objects (object *op, object *env)
2325{ 2628{
2326 object *next; 2629 object *next;
2327 2630
2328 while (op) { 2631 while (op)
2632 {
2329 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
2330 * we remove object 'op' 2634 * we remove object 'op'
2331 */ 2635 */
2332 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2636 if (QUERY_FLAG (op, FLAG_UNPAID))
2637 {
2333 remove_ob(op); 2638 op->remove ();
2334 op->x = env->x; 2639 op->x = env->x;
2335 op->y = env->y; 2640 op->y = env->y;
2336 if (env->type == PLAYER) 2641 if (env->type == PLAYER)
2337 esrv_del_item(env->contr, op->count); 2642 esrv_del_item (env->contr, op->count);
2338 insert_ob_in_map(op, env->map, NULL,0); 2643 insert_ob_in_map (op, env->map, NULL, 0);
2339 } 2644 }
2645 else if (op->inv)
2340 else if (op->inv) remove_unpaid_objects(op->inv, env); 2646 remove_unpaid_objects (op->inv, env);
2647
2341 op=next; 2648 op = next;
2342 } 2649 }
2343} 2650}
2344 2651
2345 2652
2346/* 2653/*
2348 * Moved from apply.c to player.c - player.c is what 2655 * Moved from apply.c to player.c - player.c is what
2349 * actually uses this function. player.c may not be quite the 2656 * actually uses this function. player.c may not be quite the
2350 * best, a misc file for object actions is probably better, 2657 * best, a misc file for object actions is probably better,
2351 * but there isn't one in the server directory. 2658 * but there isn't one in the server directory.
2352 */ 2659 */
2660char *
2353char *gravestone_text (object *op) 2661gravestone_text (object *op)
2354{ 2662{
2355 static char buf2[MAX_BUF]; 2663 static char buf2[MAX_BUF];
2356 char buf[MAX_BUF]; 2664 char buf[MAX_BUF];
2357 time_t now = time (NULL); 2665 time_t now = time (NULL);
2358 2666
2359 strcpy (buf2, " R.I.P.\n\n"); 2667 strcpy (buf2, " R.I.P.\n\n");
2360 if (op->type == PLAYER) 2668 if (op->type == PLAYER)
2361 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2669 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2362 else 2670 else
2363 sprintf (buf, "%s\n", &op->name); 2671 sprintf (buf, "%s\n", &op->name);
2672
2364 strncat (buf2, " ", 20 - strlen (buf) / 2); 2673 strncat (buf2, " ", 20 - strlen (buf) / 2);
2365 strcat (buf2, buf); 2674 strcat (buf2, buf);
2366 if (op->type == PLAYER) 2675 if (op->type == PLAYER)
2367 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);
2368 else 2677 else
2369 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
2370 strncat (buf2, " ", 20 - strlen (buf) / 2); 2680 strncat (buf2, " ", 20 - strlen (buf) / 2);
2371 strcat (buf2, buf); 2681 strcat (buf2, buf);
2372 if (op->type == PLAYER) { 2682 if (op->type == PLAYER)
2683 {
2373 sprintf (buf, "by %s.\n\n", op->contr->killer); 2684 sprintf (buf, "by %s.\n\n", op->contr->killer);
2374 strncat (buf2, " ", 21 - strlen (buf) / 2); 2685 strncat (buf2, " ", 21 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2686 strcat (buf2, buf);
2376 } 2687 }
2688
2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2689 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2378 strncat (buf2, " ", 20 - strlen (buf) / 2); 2690 strncat (buf2, " ", 20 - strlen (buf) / 2);
2379 strcat (buf2, buf); 2691 strcat (buf2, buf);
2692
2380 return buf2; 2693 return buf2;
2381} 2694}
2382 2695
2383 2696
2384 2697
2698void
2385void do_some_living(object *op) { 2699do_some_living (object *op)
2700{
2386 int last_food=op->stats.food; 2701 int last_food = op->stats.food;
2387 int gen_hp, gen_sp, gen_grace; 2702 int gen_hp, gen_sp, gen_grace;
2388 int over_hp, over_sp, over_grace; 2703 int over_hp, over_sp, over_grace;
2389 int i; 2704 int i;
2390 int rate_hp = 1200; 2705 int rate_hp = 1200;
2391 int rate_sp = 2500; 2706 int rate_sp = 2500;
2392 int rate_grace = 2000; 2707 int rate_grace = 2000;
2393 const int max_hp = 1; 2708 const int max_hp = 1;
2394 const int max_sp = 1; 2709 const int max_sp = 1;
2395 const int max_grace = 1; 2710 const int max_grace = 1;
2396 2711
2397 if (op->contr->outputs_sync) { 2712 if (op->contr->outputs_sync)
2713 {
2398 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2714 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2399 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)
2400 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2401 flush_output_element(op, &op->contr->outputs[i]); 2716 flush_output_element (op, &op->contr->outputs[i]);
2402 } 2717 }
2403 2718
2404 if(op->contr->state==ST_PLAYING) { 2719 if (op->contr->state == ST_PLAYING)
2720 {
2405 2721
2406 /* these next three if clauses make it possible to SLOW DOWN 2722 /* these next three if clauses make it possible to SLOW DOWN
2407 hp/grace/spellpoint regeneration. */ 2723 hp/grace/spellpoint regeneration. */
2408 if(op->contr->gen_hp >= 0 ) 2724 if (op->contr->gen_hp >= 0)
2409 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2725 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2410 else { 2726 else
2727 {
2411 gen_hp = op->stats.maxhp; 2728 gen_hp = op->stats.maxhp;
2412 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2729 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2413 } 2730 }
2414 if(op->contr->gen_sp >= 0 ) 2731 if (op->contr->gen_sp >= 0)
2415 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2732 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2416 else { 2733 else
2734 {
2417 gen_sp = op->stats.maxsp; 2735 gen_sp = op->stats.maxsp;
2418 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2736 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2419 } 2737 }
2420 if(op->contr->gen_grace >= 0) 2738 if (op->contr->gen_grace >= 0)
2421 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2739 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2422 else { 2740 else
2741 {
2423 gen_grace = op->stats.maxgrace; 2742 gen_grace = op->stats.maxgrace;
2424 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2743 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2425 } 2744 }
2426 2745
2427 /* Regenerate Spell Points */ 2746 /* Regenerate Spell Points */
2428 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2747 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2748 {
2429 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);
2430 if(op->stats.sp<op->stats.maxsp) {
2431 op->stats.sp++;
2432 /* dms do not consume food */
2433 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2434 op->stats.food--;
2435 if(op->contr->digestion<0)
2436 op->stats.food+=op->contr->digestion;
2437 else if(op->contr->digestion>0 &&
2438 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2439 op->stats.food=last_food;
2440 }
2441 }
2442 if (max_sp>1) {
2443 over_sp = (gen_sp+10)/rate_sp;
2444 if (over_sp > 0) {
2445 if(op->stats.sp<op->stats.maxsp) { 2750 if (op->stats.sp < op->stats.maxsp)
2446 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2751 {
2447 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2448 op->stats.sp--; 2752 op->stats.sp++;
2449 if(op->stats.sp>op->stats.maxsp) 2753 /* dms do not consume food */
2450 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;
2451 } 2761 }
2452 op->last_sp=0;
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 } else {
2457 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2458 }
2459 }
2460
2461 /* Regenerate Grace */
2462 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2463 if(--op->last_grace<0) {
2464 if(op->stats.grace<op->stats.maxgrace/2)
2465 op->stats.grace++; /* no penalty in food for regaining grace */
2466 if(max_grace>1) {
2467 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2468 if (over_grace > 0) {
2469 op->stats.sp += over_grace
2470 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2471 op->last_grace=0;
2472 } else {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2474 } 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 }
2475 } 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 {
2476 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);
2477 } 2812 }
2478 /* wearing stuff doesn't detract from grace generation. */ 2813 /* wearing stuff doesn't detract from grace generation. */
2479 } 2814 }
2480 2815
2481 /* Regenerate Hit Points */ 2816 /* Regenerate Hit Points */
2482 if(--op->last_heal<0) { 2817 if (--op->last_heal < 0)
2818 {
2483 if(op->stats.hp<op->stats.maxhp) { 2819 if (op->stats.hp < op->stats.maxhp)
2820 {
2484 op->stats.hp++; 2821 op->stats.hp++;
2485 /* dms do not consume food */ 2822 /* dms do not consume food */
2486 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2823 if (!QUERY_FLAG (op, FLAG_WIZ))
2487 op->stats.food--; 2824 {
2825 op->stats.food--;
2488 if(op->contr->digestion<0) 2826 if (op->contr->digestion < 0)
2489 op->stats.food+=op->contr->digestion; 2827 op->stats.food += op->contr->digestion;
2490 else if(op->contr->digestion>0 && 2828 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2491 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food=last_food; 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 }
2493 } 2849 }
2494 }
2495 if(max_hp>1) {
2496 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2497 if (over_hp > 0) {
2498 op->stats.sp += over_hp
2499 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2500 op->last_heal=0;
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 }
2504 } else {
2505 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2506 }
2507 }
2508 2850
2509 /* Digestion */ 2851 /* Digestion */
2510 if(--op->last_eat<0) { 2852 if (--op->last_eat < 0)
2853 {
2511#ifdef COZY_SERVER 2854#ifdef COZY_SERVER
2512 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;
2513 int bonus=dg>0?dg:0, 2856 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2514 penalty=dg<0?-dg:0;
2515#else 2857#else
2516 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;
2517 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2518#endif 2859#endif
2519 2860
2520 if(op->contr->gen_hp > 0) 2861 if (op->contr->gen_hp > 0)
2521 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);
2522 else 2863 else
2523 op->last_eat=25*(1+bonus)/(penalty +1); 2864 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2524 /* dms do not consume food */ 2865 /* dms do not consume food */
2525 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2866 if (!QUERY_FLAG (op, FLAG_WIZ))
2526 } 2867 op->stats.food--;
2868 }
2527 } 2869 }
2528 2870
2529 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 {
2530 object *tmp, *flesh=NULL; 2873 object *tmp, *flesh = NULL;
2531 2874
2532 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2875 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2876 {
2533 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2877 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2878 {
2534 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2879 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2880 {
2535 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.");
2536 manual_apply(op,tmp,0); 2882 manual_apply (op, tmp, 0);
2537 if(op->stats.food>=0||op->stats.hp<0) 2883 if (op->stats.food >= 0 || op->stats.hp < 0)
2538 break; 2884 break;
2539 } 2885 }
2540 else if (tmp->type==FLESH) flesh=tmp; 2886 else if (tmp->type == FLESH)
2887 flesh = tmp;
2541 } /* End if paid for object */ 2888 } /* End if paid for object */
2542 } /* end of for loop */ 2889 } /* end of for loop */
2543 /* 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
2544 * eat flesh instead. 2891 * eat flesh instead.
2545 */ 2892 */
2546 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2893 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2894 {
2547 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.");
2548 manual_apply(op,flesh,0); 2896 manual_apply (op, flesh, 0);
2549 } 2897 }
2550 } /* end if player is starving */ 2898 } /* end if player is starving */
2551 2899
2552 while(op->stats.food<0&&op->stats.hp>0) 2900 while (op->stats.food < 0 && op->stats.hp > 0)
2553 op->stats.food++,op->stats.hp--; 2901 op->stats.food++, op->stats.hp--;
2554 2902
2555 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))
2556 kill_player(op); 2904 kill_player (op);
2557} 2905}
2558 2906
2559 2907
2560 2908
2561/* 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.
2562 * 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
2563 * permadeath, no lifesave), this will take care of removing the player 2911 * permadeath, no lifesave), this will take care of removing the player
2564 * file. 2912 * file.
2565 */ 2913 */
2914void
2566void kill_player(object *op) 2915kill_player (object *op)
2567{ 2916{
2568 char buf[MAX_BUF]; 2917 char buf[MAX_BUF];
2569 int x,y,i; 2918 int x, y;
2919
2920 //int i;
2570 mapstruct *map; /* this is for resurrection */ 2921 maptile *map; /* this is for resurrection */
2922
2571 int z; 2923 /* int z;
2572 int num_stats_lose; 2924 int num_stats_lose;
2573 int lost_a_stat; 2925 int lost_a_stat;
2574 int lose_this_stat; 2926 int lose_this_stat;
2575 int this_stat; 2927 int this_stat; */
2576 int will_kill_again; 2928 int will_kill_again;
2577 archetype *at; 2929 archetype *at;
2578 object *tmp; 2930 object *tmp;
2579 2931
2580 if(save_life(op)) 2932 if (save_life (op))
2581 return; 2933 return;
2582 2934
2583 2935
2584 /* 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
2585 * 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.
2586 * Look at op_on_battleground() for more info --AndreasV 2938 * Look at op_on_battleground() for more info --AndreasV
2587 */ 2939 */
2588 if (op_on_battleground(op, &x, &y)) { 2940 if (op_on_battleground (op, &x, &y))
2589 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2941 {
2590 "You have been defeated in combat!"); 2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2591 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2943 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2592 "Local medics have saved your life..."); 2944
2593
2594 /* restore player */ 2945 /* restore player */
2595 at = find_archetype("poisoning"); 2946 at = archetype::find ("poisoning");
2596 tmp=present_arch_in_ob(at,op); 2947 tmp = present_arch_in_ob (at, op);
2597 if (tmp) { 2948 if (tmp)
2598 remove_ob(tmp); 2949 {
2599 free_object(tmp); 2950 tmp->destroy ();
2600 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2951 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2601 } 2952 }
2602 2953
2603 at = find_archetype("confusion"); 2954 at = archetype::find ("confusion");
2604 tmp=present_arch_in_ob(at,op); 2955 tmp = present_arch_in_ob (at, op);
2605 if (tmp) { 2956 if (tmp)
2606 remove_ob(tmp); 2957 {
2607 free_object(tmp); 2958 tmp->destroy ();
2608 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2609 } 2960 }
2610 2961
2611 cure_disease(op,0); /* remove any disease */ 2962 cure_disease (op, 0); /* remove any disease */
2612 op->stats.hp=op->stats.maxhp; 2963 op->stats.hp = op->stats.maxhp;
2613 if (op->stats.food<=0) op->stats.food=999; 2964 if (op->stats.food <= 0)
2614 2965 op->stats.food = 999;
2966
2615 /* create a bodypart-trophy to make the winner happy */ 2967 /* create a bodypart-trophy to make the winner happy */
2616 tmp=arch_to_object(find_archetype("finger")); 2968 tmp = arch_to_object (archetype::find ("finger"));
2617 if (tmp != NULL) 2969 if (tmp != NULL)
2618 { 2970 {
2619 sprintf(buf,"%s's finger", &op->name); 2971 sprintf (buf, "%s's finger", &op->name);
2620 tmp->name = buf; 2972 tmp->name = buf;
2621 sprintf(buf," This finger has been cut off %s\n" 2973 sprintf (buf, " This finger has been cut off %s\n"
2622 " 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",
2623 &op->name, op->contr->title, (int)(op->level), 2975 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2624 op->contr->killer);
2625 tmp->msg=buf; 2976 tmp->msg = buf;
2626 tmp->value=0, tmp->material=0, tmp->type=0; 2977 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2627 tmp->materialname = NULL; 2978 tmp->materialname = NULL;
2628 tmp->x = op->x, tmp->y = op->y; 2979 tmp->x = op->x, tmp->y = op->y;
2629 insert_ob_in_map(tmp,op->map,op,0); 2980 insert_ob_in_map (tmp, op->map, op, 0);
2630 }
2631 2981 }
2982
2632 /* teleport defeated player to new destination*/ 2983 /* teleport defeated player to new destination */
2633 transfer_ob(op, x, y, 0, NULL); 2984 transfer_ob (op, x, y, 0, NULL);
2634 op->contr->braced=0; 2985 op->contr->braced = 0;
2635 return; 2986 return;
2636 } 2987 }
2637 2988
2638 INVOKE_PLAYER (DEATH, op->contr); 2989 INVOKE_PLAYER (DEATH, op->contr);
2639 2990
2640 command_kill_pets (op, 0); 2991 command_kill_pets (op, 0);
2641 2992
2642 if(op->stats.food<0) { 2993 if (op->stats.food < 0)
2994 {
2643 if (op->contr->explore) { 2995 if (op->contr->explore)
2996 {
2644 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");
2645 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2998 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2646 op->stats.food=999; 2999 op->stats.food = 999;
2647 return; 3000 return;
2648 } 3001 }
2649 sprintf(buf,"%s starved to death.",&op->name); 3002 sprintf (buf, "%s starved to death.", &op->name);
2650 strcpy(op->contr->killer,"starvation"); 3003 strcpy (op->contr->killer, "starvation");
3004 }
3005 else
2651 } 3006 {
2652 else {
2653 if (op->contr->explore) { 3007 if (op->contr->explore)
3008 {
2654 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");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3010 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2656 op->stats.hp=op->stats.maxhp; 3011 op->stats.hp = op->stats.maxhp;
2657 return; 3012 return;
2658 } 3013 }
2659 sprintf(buf,"%s died.", &op->name); 3014 sprintf (buf, "%s died.", &op->name);
2660 } 3015 }
2661 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3016 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2662 3017
2663 /* save the map location for corpse, gravestone*/ 3018 /* save the map location for corpse, gravestone */
2664 x=op->x;y=op->y;map=op->map; 3019 x = op->x;
3020 y = op->y;
3021 map = op->map;
2665 3022
2666 3023
2667 if (settings.not_permadeth == TRUE) { 3024 if (settings.not_permadeth == TRUE)
3025 {
2668 /* NOT_PERMADEATH code. This basically brings the character back to 3026 /* NOT_PERMADEATH code. This basically brings the character back to
2669 * 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.
2670 * 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.
2671 */ 3029 */
2672 3030
2673 /* Basically two ways to go - remove a stat permanently, or just 3031 /* Basically two ways to go - remove a stat permanently, or just
2674 * make it depletion. This bunch of code deals with that aspect 3032 * make it depletion. This bunch of code deals with that aspect
2675 * of death. 3033 * of death.
2676 */ 3034 */
2677#ifndef COZY_SERVER 3035#ifndef COZY_SERVER
2678 if (settings.balanced_stat_loss) { 3036 if (settings.balanced_stat_loss)
3037 {
2679 /* If stat loss is permanent, lose one stat only. */ 3038 /* If stat loss is permanent, lose one stat only. */
2680 /* 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
2681 more if they do. */ 3040 more if they do. */
2682 /* Higher level characters can afford things such as potions of 3041 /* Higher level characters can afford things such as potions of
2683 restoration, or better, stat potions. So we slug them that 3042 restoration, or better, stat potions. So we slug them that
2684 little bit harder. */ 3043 little bit harder. */
2685 /* GD */ 3044 /* GD */
2686 if (settings.stat_loss_on_death) 3045 if (settings.stat_loss_on_death)
2687 num_stats_lose = 1;
2688 else
2689 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2690 } else {
2691 num_stats_lose = 1; 3046 num_stats_lose = 1;
3047 else
3048 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3049 }
3050 else
2692 } 3051 {
3052 num_stats_lose = 1;
3053 }
2693 lost_a_stat = 0; 3054 lost_a_stat = 0;
2694 3055
2695 for (z=0; z<num_stats_lose; z++) { 3056 for (z = 0; z < num_stats_lose; z++)
3057 {
2696 i = RANDOM() % NUM_STATS; 3058 i = RANDOM () % NUM_STATS;
2697 3059
2698 if (settings.stat_loss_on_death) { 3060 if (settings.stat_loss_on_death)
3061 {
2699 /* 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
2700 * what he lost. 3063 * what he lost.
2701 */ 3064 */
2702 change_attr_value(&(op->stats), i,-1); 3065 change_attr_value (&(op->stats), i, -1);
2703 check_stat_bounds(&(op->stats)); 3066 check_stat_bounds (&(op->stats));
2704 change_attr_value(&(op->contr->orig_stats), i,-1); 3067 change_attr_value (&(op->contr->orig_stats), i, -1);
2705 check_stat_bounds(&(op->contr->orig_stats)); 3068 check_stat_bounds (&(op->contr->orig_stats));
2706 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3069 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2707 lost_a_stat = 1; 3070 lost_a_stat = 1;
3071 }
2708 } else { 3072 else
3073 {
2709 /* deplete a stat */ 3074 /* deplete a stat */
2710 archetype *deparch=find_archetype("depletion"); 3075 archetype *deparch = archetype::find ("depletion");
2711 object *dep; 3076 object *dep;
2712 3077
2713 dep = present_arch_in_ob(deparch,op); 3078 dep = present_arch_in_ob (deparch, op);
2714 if(!dep) { 3079 if (!dep)
3080 {
2715 dep = arch_to_object(deparch); 3081 dep = arch_to_object (deparch);
2716 insert_ob_in_ob(dep, op); 3082 insert_ob_in_ob (dep, op);
2717 } 3083 }
2718 lose_this_stat = 1; 3084 lose_this_stat = 1;
2719 if (settings.balanced_stat_loss) { 3085 if (settings.balanced_stat_loss)
3086 {
2720 /* GD */ 3087 /* GD */
2721 /* Get the stat that we're about to deplete. */ 3088 /* Get the stat that we're about to deplete. */
2722 this_stat = get_attr_value(&(dep->stats), i); 3089 this_stat = get_attr_value (&(dep->stats), i);
2723 if (this_stat < 0) { 3090 if (this_stat < 0)
3091 {
2724 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 3092 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2725 int keep_chance = this_stat * this_stat; 3093 int keep_chance = this_stat * this_stat;
3094
2726 /* Yes, I am paranoid. Sue me. */ 3095 /* Yes, I am paranoid. Sue me. */
2727 if (keep_chance < 1) 3096 if (keep_chance < 1)
2728 keep_chance = 1; 3097 keep_chance = 1;
2729 3098
2730 /* There is a maximum depletion total per level. */ 3099 /* There is a maximum depletion total per level. */
2731 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)
2732 lose_this_stat = 0; 3109 lose_this_stat = 0;
2733 /* Take loss chance vs keep chance to see if we
2734 retain the stat. */
2735 } else {
2736 if (random_roll(0, loss_chance + keep_chance-1,
2737 op, PREFER_LOW) < keep_chance)
2738 lose_this_stat = 0;
2739 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", 3110 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2740 this_stat, keep_chance, loss_chance, 3111 this_stat, keep_chance, loss_chance,
2741 lose_this_stat?"LOSE":"KEEP"); */ 3112 lose_this_stat?"LOSE":"KEEP"); */
2742 } 3113 }
2743 } 3114 }
2744 } 3115 }
2745 3116
2746 if (lose_this_stat) { 3117 if (lose_this_stat)
3118 {
2747 this_stat = get_attr_value(&(dep->stats), i); 3119 this_stat = get_attr_value (&(dep->stats), i);
2748 /* We could try to do something clever like find another 3120 /* We could try to do something clever like find another
2749 * stat to reduce if this fails. But chances are, if 3121 * stat to reduce if this fails. But chances are, if
2750 * stats have been depleted to -50, all are pretty low 3122 * stats have been depleted to -50, all are pretty low
2751 * 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
2752 * difference. 3124 * difference.
2753 */ 3125 */
2754 if (this_stat>=-50) { 3126 if (this_stat >= -50)
3127 {
2755 change_attr_value(&(dep->stats), i, -1); 3128 change_attr_value (&(dep->stats), i, -1);
2756 SET_FLAG(dep, FLAG_APPLIED); 3129 SET_FLAG (dep, FLAG_APPLIED);
2757 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3130 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2758 fix_player(op); 3131 fix_player (op);
2759 lost_a_stat = 1; 3132 lost_a_stat = 1;
2760 } 3133 }
2761 } 3134 }
2762 } 3135 }
2763 } 3136 }
2764 /* If no stat lost, tell the player. */ 3137 /* If no stat lost, tell the player. */
2765 if (!lost_a_stat) 3138 if (!lost_a_stat)
2766 { 3139 {
2767 /* determine_god() seems to not work sometimes... why is this? 3140 /* determine_god() seems to not work sometimes... why is this?
2768 Should I be using something else? GD */ 3141 Should I be using something else? GD */
2769 const char *god = determine_god(op); 3142 const char *god = determine_god (op);
3143
2770 if (god && (strcmp(god, "none"))) 3144 if (god && (strcmp (god, "none")))
2771 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);
2772 "moment you feel the holy presence of %s protecting"
2773 " you.", god);
2774 else 3146 else
2775 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.");
2776 " 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);
2777 } 3306 }
2778#endif 3307 else
2779 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3308 delete_character (op->name, 1);
2780 " feel a holy presence protecting you from losing yourself completely.");
2781
2782 /* Put a gravestone up where the character 'almost' died. List the
2783 * exp loss on the stone.
2784 */
2785 tmp=arch_to_object(find_archetype("gravestone"));
2786 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf;
2787 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf;
2788 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2789 "who was killed\n"
2790 "by %s.\n",
2791 &op->name, op->contr->title,
2792 op->contr->killer);
2793 tmp->msg = buf;
2794 tmp->x=op->x,tmp->y=op->y;
2795 insert_ob_in_map (tmp, op->map, NULL,0);
2796
2797 /**************************************/
2798 /* */
2799 /* Subtract the experience points, */
2800 /* if we died cause of food, give us */
2801 /* food, and reset HP's... */
2802 /* */
2803 /**************************************/
2804
2805 /* remove any poisoning and confusion the character may be suffering.*/
2806 /* restore player */
2807 at = find_archetype("poisoning");
2808 tmp=present_arch_in_ob(at,op);
2809 if (tmp) {
2810 remove_ob(tmp);
2811 free_object(tmp);
2812 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2813 }
2814
2815 at = find_archetype("confusion");
2816 tmp=present_arch_in_ob(at,op);
2817 if (tmp) {
2818 remove_ob(tmp);
2819 free_object(tmp);
2820 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2821 }
2822 cure_disease(op,0); /* remove any disease */
2823 3309 }
2824 /*add_exp(op, (op->stats.exp * -0.20)); */
2825 apply_death_exp_penalty(op);
2826 if(op->stats.food < 100) op->stats.food = 900;
2827 op->stats.hp = op->stats.maxhp;
2828 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2829 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2830 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);
2831 /* 3347 }
2832 * 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)))
2833 * the player has any unpaid items. If so, remove them and put them back
2834 * in the map.
2835 */
2836
2837 if (is_in_shop (op))
2838 remove_unpaid_objects(op->inv, op);
2839
2840 /****************************************/
2841 /* */
2842 /* Move player to his current respawn- */
2843 /* position (usually last savebed) */
2844 /* */
2845 /****************************************/
2846
2847 enter_player_savebed(op);
2848
2849 /* Save the player before inserting the force to reduce
2850 * chance of abuse.
2851 */
2852 op->contr->braced=0;
2853 save_player(op,1);
2854
2855 /* it is possible that the player has blown something up
2856 * at his savebed location, and that can have long lasting
2857 * spell effects. So first see if there is a spell effect
2858 * on the space that might harm the player.
2859 */
2860 will_kill_again=0;
2861 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2862 if (tmp->type ==SPELL_EFFECT)
2863 will_kill_again|=tmp->attacktype;
2864 } 3349 {
2865 if (will_kill_again) { 3350 if (tmp->nrof > 1)
2866 object *force; 3351 {
2867 int at; 3352 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2868 3353 tmp2->destroy ();
2869 force=get_archetype(FORCE_NAME); 3354 insert_ob_in_map (tmp, op->map, NULL, 0);
2870 /* 50 ticks should be enough time for the spell to abate */
2871 force->speed=0.1;
2872 force->speed_left=-5.0;
2873 SET_FLAG(force, FLAG_APPLIED);
2874 for (at=0; at<NROFATTACKS; at++) {
2875 if (will_kill_again & (1 << at))
2876 force->resist[at] = 100;
2877 } 3355 }
2878 insert_ob_in_ob(force, op);
2879 fix_player(op);
2880
2881 }
2882 /**************************************/
2883 /* */
2884 /* Repaint the characters inv, and */
2885 /* stats, and show a nasty message ;) */
2886 /* */
2887 /**************************************/
2888
2889 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2890 return;
2891 } /* NOT_PERMADETH */
2892 else {
2893 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2894 * should probably be embedded in an else statement.
2895 */
2896
2897 op->contr->party=NULL;
2898 if (settings.set_title == TRUE)
2899 op->contr->own_title[0]='\0';
2900 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2901 check_score(op);
2902 if(op->contr->ranges[range_golem]!=NULL) {
2903 remove_friendly_object(op->contr->ranges[range_golem]);
2904 remove_ob(op->contr->ranges[range_golem]);
2905 free_object(op->contr->ranges[range_golem]);
2906 op->contr->ranges[range_golem]=NULL;
2907 op->contr->golem_count=0;
2908 }
2909 loot_object(op); /* Remove some of the items for good */
2910 remove_ob(op);
2911 op->direction=0;
2912
2913 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2914 delete_character(op->name,0);
2915 if (settings.resurrection == TRUE) {
2916 /* save playerfile sans equipment when player dies
2917 ** then save it as player.pl.dead so that future resurrection
2918 ** type spells will work on them nicely
2919 */
2920 delete_character(op->name,0);
2921 op->stats.hp = op->stats.maxhp;
2922 op->stats.food = 999;
2923
2924 /* set the location of where the person will reappear when */
2925 /* maybe resurrection code should fix map also */
2926 strcpy(op->contr->maplevel, settings.emergency_mapname);
2927 if(op->map!=NULL)
2928 op->map = NULL;
2929 op->x = settings.emergency_x;
2930 op->y = settings.emergency_y;
2931 save_player(op,0);
2932 op->map = map;
2933 /* please see resurrection.c: peterm */
2934 dead_player(op);
2935 } else { 3356 else
2936 delete_character(op->name,1); 3357 tmp->destroy ();
2937 } 3358 }
2938 } 3359 else
2939 play_again(op);
2940
2941 /* peterm: added to create a corpse at deathsite. */
2942 tmp=arch_to_object(find_archetype("corpse_pl"));
2943 sprintf(buf,"%s", &op->name);
2944 tmp->name = tmp->name_pl = buf;
2945 tmp->level=op->level;
2946 tmp->x=x;tmp->y=y;
2947 tmp->msg = gravestone_text(op);
2948 SET_FLAG (tmp, FLAG_UNIQUE);
2949 insert_ob_in_map (tmp, map, NULL,0);
2950 }
2951}
2952
2953
2954void loot_object(object *op) { /* Grab and destroy some treasure */
2955 object *tmp,*tmp2,*next;
2956
2957 if (op->container) { /* close open sack first */
2958 esrv_apply_container (op, op->container);
2959 }
2960
2961 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2962 next=tmp->below;
2963 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2964 remove_ob(tmp);
2965 tmp->x=op->x,tmp->y=op->y;
2966 if (tmp->type == CONTAINER) { /* empty container to ground */
2967 loot_object(tmp);
2968 }
2969 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2970 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2971 if(tmp->nrof>1) {
2972 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2973 free_object(tmp2);
2974 insert_ob_in_map(tmp,op->map,NULL,0); 3360 insert_ob_in_map (tmp, op->map, NULL, 0);
2975 } else
2976 free_object(tmp);
2977 } else
2978 insert_ob_in_map(tmp,op->map,NULL,0);
2979 } 3361 }
2980} 3362}
2981 3363
2982/* 3364/*
2983 * fix_weight(): Check recursively the weight of all players, and fix 3365 * fix_weight(): Check recursively the weight of all players, and fix
2984 * 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
2985 * was changed. 3367 * was changed.
2986 */ 3368 */
2987 3369
3370void
2988void fix_weight(void) { 3371fix_weight (void)
3372{
2989 player *pl; 3373 player *pl;
3374
2990 for (pl = first_player; pl != NULL; pl = pl->next) { 3375 for (pl = first_player; pl != NULL; pl = pl->next)
3376 {
2991 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3377 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3378
2992 if(old == sum) 3379 if (old == sum)
2993 continue; 3380 continue;
2994 fix_player(pl->ob); 3381 fix_player (pl->ob);
2995 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3382 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2996 &pl->ob->name, old, sum);
2997 } 3383 }
2998} 3384}
2999 3385
3386void
3000void fix_luck(void) { 3387fix_luck (void)
3388{
3001 player *pl; 3389 player *pl;
3390
3002 for (pl = first_player; pl != NULL; pl = pl->next) 3391 for (pl = first_player; pl != NULL; pl = pl->next)
3003 if (!pl->ob->contr->state) 3392 if (!pl->ob->contr->state)
3004 change_luck(pl->ob, 0); 3393 change_luck (pl->ob, 0);
3005} 3394}
3006 3395
3007 3396
3008/* cast_dust() - handles op throwing objects of type 'DUST'. 3397/* cast_dust() - handles op throwing objects of type 'DUST'.
3009 * This is much simpler in the new spell code - we basically 3398 * This is much simpler in the new spell code - we basically
3010 * just treat this as any other spell casting object. 3399 * just treat this as any other spell casting object.
3011 */ 3400 */
3012 3401
3013void 3402void
3014cast_dust (object * op, object * throw_ob, int dir) 3403cast_dust (object *op, object *throw_ob, int dir)
3015{ 3404{
3016 object *skop, *spob; 3405 object *skop, *spob;
3017 3406
3018 skop = find_skill_by_name (op, throw_ob->skill); 3407 skop = find_skill_by_name (op, throw_ob->skill);
3019 3408
3020 /* casting POTION 'dusts' is really a use_magic_item skill */ 3409 /* casting POTION 'dusts' is really a use_magic_item skill */
3021 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3410 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3022 { 3411 {
3023 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);
3024 &op->name);
3025 return; 3413 return;
3026 } 3414 }
3027 3415
3028 spob = throw_ob->inv; 3416 spob = throw_ob->inv;
3029 3417
3030 // 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
3031 // 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
3032 // errors should be reported as early as possible IMHO) 3420 // errors should be reported as early as possible IMHO)
3033 if (!spob) 3421 if (!spob)
3034 { 3422 {
3035 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);
3036 &throw_ob->name, &op->name);
3037 return; 3424 return;
3038 } 3425 }
3039 3426
3040 if (op->type == PLAYER) 3427 if (op->type == PLAYER)
3041 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);
3042 3429
3043 cast_spell (op, throw_ob, dir, spob, NULL); 3430 cast_spell (op, throw_ob, dir, spob, NULL);
3044 3431
3045 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3432 throw_ob->destroy ();
3046 remove_ob (throw_ob);
3047 free_object (throw_ob);
3048} 3433}
3049 3434
3435void
3050void make_visible (object *op) { 3436make_visible (object *op)
3437{
3051 op->hide = 0; 3438 op->hide = 0;
3052 op->invisible = 0; 3439 op->invisible = 0;
3053 if(op->type==PLAYER) { 3440 if (op->type == PLAYER)
3441 {
3054 op->contr->tmp_invis = 0; 3442 op->contr->tmp_invis = 0;
3055 op->contr->invis_race = 0; 3443 op->contr->invis_race = 0;
3056 } 3444 }
3057 update_object(op,UP_OBJ_FACE); 3445 update_object (op, UP_OBJ_FACE);
3058} 3446}
3059 3447
3448int
3060int is_true_undead(object *op) { 3449is_true_undead (object *op)
3450{
3061 object *tmp=NULL; 3451 object *tmp = NULL;
3062 3452
3063 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3453 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3454 return 1;
3064 3455
3065 if(op->type==PLAYER) 3456 if (op->type == PLAYER)
3066 for(tmp=op->inv;tmp;tmp=tmp->below) 3457 for (tmp = op->inv; tmp; tmp = tmp->below)
3067 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3458 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3068 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3459 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3460 return 1;
3069 return 0; 3461 return 0;
3070} 3462}
3071 3463
3072/* look at the surrounding terrain to determine 3464/* look at the surrounding terrain to determine
3073 * the hideability of this object. Positive levels 3465 * the hideability of this object. Positive levels
3074 * indicate greater hideability. 3466 * indicate greater hideability.
3075 */ 3467 */
3076 3468
3469int
3077int hideability(object *ob) { 3470hideability (object *ob)
3471{
3078 int i,level=0, mflag; 3472 int i, level = 0, mflag;
3079 sint16 x,y; 3473 sint16 x, y;
3080 3474
3081 if(!ob||!ob->map) return 0; 3475 if (!ob || !ob->map)
3476 return 0;
3082 3477
3083 /* so, on normal lighted maps, its hard to hide */ 3478 /* so, on normal lighted maps, its hard to hide */
3084 level=ob->map->darkness - 2; 3479 level = ob->map->darkness - 2;
3085 3480
3086 /* this also picks up whether the object is glowing. 3481 /* this also picks up whether the object is glowing.
3087 * 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
3088 * as bad as carrying a light on a pitch dark map */ 3483 * as bad as carrying a light on a pitch dark map */
3089 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3484 if (has_carried_lights (ob))
3485 level = -(10 + (2 * ob->map->darkness));
3090 3486
3091 /* scan through all nearby squares for terrain to hide in */ 3487 /* scan through all nearby squares for terrain to hide in */
3092 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 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 {
3093 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3490 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3094 if (mflag & P_OUT_OF_MAP) { continue; } 3491 if (mflag & P_OUT_OF_MAP)
3492 {
3493 continue;
3494 }
3095 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3495 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3096 level += 2; 3496 level += 2;
3097 else /* open terrain! */ 3497 else /* open terrain! */
3098 level -= 1; 3498 level -= 1;
3099 } 3499 }
3100 3500
3101#if 0 3501#if 0
3102 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3502 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3103#endif 3503#endif
3104 return level; 3504 return level;
3105} 3505}
3106 3506
3107/* For Hidden creatures - a chance of becoming 'unhidden' 3507/* For Hidden creatures - a chance of becoming 'unhidden'
3108 * every time they move - as we subtract off 'invisibility' 3508 * every time they move - as we subtract off 'invisibility'
3109 * AND, for players, if they move into a ridiculously unhideable 3509 * AND, for players, if they move into a ridiculously unhideable
3110 * spot (surrounded by clear terrain in broad daylight). -b.t. 3510 * spot (surrounded by clear terrain in broad daylight). -b.t.
3111 */ 3511 */
3112 3512
3513void
3113void do_hidden_move (object *op) { 3514do_hidden_move (object *op)
3515{
3114 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3516 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3115 object *skop; 3517 object *skop;
3116 3518
3117 if(!op || !op->map) return; 3519 if (!op || !op->map)
3520 return;
3118 3521
3119 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3522 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3120 3523
3121 /* 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! */
3122 if(op->type==PLAYER && op->contr->run_on) { 3525 if (op->type == PLAYER && op->contr->run_on)
3526 {
3123 if(!skop || num >= skop->level) { 3527 if (!skop || num >= skop->level)
3528 {
3124 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!");
3125 make_visible(op); 3530 make_visible (op);
3126 return; 3531 return;
3532 }
3533 else
3127 } else num += 20; 3534 num += 20;
3128 } 3535 }
3129 num += op->map->difficulty; 3536 num += op->map->difficulty;
3130 hide = hideability(op); /* modify by terrain hidden level */ 3537 hide = hideability (op); /* modify by terrain hidden level */
3131 num -= hide; 3538 num -= hide;
3132 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3539 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3540 {
3133 make_visible(op); 3541 make_visible (op);
3134 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3542 if (op->type == PLAYER)
3135 "You moved out of hiding! You are visible!"); 3543 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3136 } 3544 }
3137 else if (op->type == PLAYER && skop) { 3545 else if (op->type == PLAYER && skop)
3546 {
3138 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);
3139 } 3548 }
3140} 3549}
3141 3550
3142/* determine if who is standing near a hostile creature. */ 3551/* determine if who is standing near a hostile creature. */
3143 3552
3553int
3144int stand_near_hostile( object *who ) { 3554stand_near_hostile (object *who)
3555{
3145 object *tmp=NULL; 3556 object *tmp = NULL;
3146 int i,friendly=0,player=0, mflags; 3557 int i, friendly = 0, player = 0, mflags;
3147 mapstruct *m; 3558 maptile *m;
3148 sint16 x,y; 3559 sint16 x, y;
3149 3560
3150 if(!who) return 0; 3561 if (!who)
3562 return 0;
3151 3563
3152 if(who->type==PLAYER) player=1; 3564 if (who->type == PLAYER)
3565 player = 1;
3566
3567 else
3153 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3568 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3154 3569
3155 /* search adjacent squares */ 3570 /* search adjacent squares */
3156 for(i=1;i<9;i++) { 3571 for (i = 1; i < 9; i++)
3572 {
3157 x = who->x+freearr_x[i]; 3573 x = who->x + freearr_x[i];
3158 y = who->y+freearr_y[i]; 3574 y = who->y + freearr_y[i];
3159 m = who->map; 3575 m = who->map;
3160 mflags = get_map_flags(m, &m, x, y, &x, &y); 3576 mflags = get_map_flags (m, &m, x, y, &x, &y);
3161 /* space must be blocked if there is a monster. If not 3577 /* space must be blocked if there is a monster. If not
3162 * blocked, don't need to check this space. 3578 * blocked, don't need to check this space.
3163 */ 3579 */
3164 if (mflags & P_OUT_OF_MAP) continue; 3580 if (mflags & P_OUT_OF_MAP)
3581 continue;
3165 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)))
3166 3583 continue;
3584
3167 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)
3168 if((player||friendly) 3586 {
3169 &&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)
3170 return 1; 3593 return 1;
3171 else if(tmp->type==PLAYER)
3172 {
3173 /*don't let a hidden DM prevent you from hiding*/
3174 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3175 return 1;
3176 } 3594 }
3177 } 3595 }
3178 } 3596 }
3179 return 0; 3597 return 0;
3180} 3598}
3181 3599
3182/* check the player los field for viewability of the 3600/* check the player los field for viewability of the
3183 * object op. This function works fine for monsters, 3601 * object op. This function works fine for monsters,
3184 * 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
3191 * 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.
3192 * -b.t. 3610 * -b.t.
3193 * This function is now map tiling safe. 3611 * This function is now map tiling safe.
3194 */ 3612 */
3195 3613
3614int
3196int player_can_view (object *pl,object *op) { 3615player_can_view (object *pl, object *op)
3616{
3197 rv_vector rv; 3617 rv_vector rv;
3198 int dx,dy; 3618 int dx, dy;
3199 3619
3200 if(pl->type!=PLAYER) { 3620 if (pl->type != PLAYER)
3621 {
3201 LOG(llevError,"player_can_view() called for non-player object\n"); 3622 LOG (llevError, "player_can_view() called for non-player object\n");
3202 return -1; 3623 return -1;
3203 } 3624 }
3204 if (!pl || !op) return 0; 3625 if (!pl || !op)
3205
3206 if(op->head) { op = op->head; }
3207 get_rangevector(pl, op, &rv, 0x1);
3208
3209 /* starting with the 'head' part, lets loop
3210 * through the object and find if it has any
3211 * part that is in the los array but isnt on
3212 * a blocked los square.
3213 * we use the archetype to figure out offsets.
3214 */
3215 while(op) {
3216 dx = rv.distance_x + op->arch->clone.x;
3217 dy = rv.distance_y + op->arch->clone.y;
3218
3219 /* only the viewable area the player sees is updated by LOS
3220 * code, so we need to restrict ourselves to that range of values
3221 * for any meaningful values.
3222 */
3223 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3224 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3225 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3226 return 1;
3227 op = op->more;
3228 }
3229 return 0; 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;
3230} 3656}
3231 3657
3232/* routine for both players and monsters. We call this when 3658/* routine for both players and monsters. We call this when
3233 * there is a possibility for our action distrubing our hiding 3659 * there is a possibility for our action distrubing our hiding
3234 * place or invisiblity spell. Artefact invisiblity is not 3660 * place or invisiblity spell. Artefact invisiblity is not
3235 * effected by this. If we arent invisible to begin with, we 3661 * effected by this. If we arent invisible to begin with, we
3236 * return 0. 3662 * return 0.
3237 */ 3663 */
3664int
3238int action_makes_visible (object *op) { 3665action_makes_visible (object *op)
3666{
3239 3667
3240 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3668 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3669 {
3241 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3670 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3242 return 0; 3671 return 0;
3243 3672
3244 if (op->contr && op->contr->tmp_invis == 0) return 0; 3673 if (op->contr && op->contr->tmp_invis == 0)
3674 return 0;
3245 3675
3246 /* If monsters, they should become visible */ 3676 /* If monsters, they should become visible */
3247 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3677 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3678 {
3248 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");
3249 return 1; 3680 return 1;
3250 } 3681 }
3251 } 3682 }
3252 return 0; 3683 return 0;
3253} 3684}
3254 3685
3255/* op_on_battleground - checks if the given object op (usually 3686/* op_on_battleground - checks if the given object op (usually
3256 * a player) is standing on a valid battleground-tile, 3687 * a player) is standing on a valid battleground-tile,
3257 * function returns TRUE/FALSE. If true x, y returns the battleground 3688 * function returns TRUE/FALSE. If true x, y returns the battleground
3258 * -exit-coord. (and if x, y not NULL) 3689 * -exit-coord. (and if x, y not NULL)
3259 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3690 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3260 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3691 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3261 * Default is to do the same as before, so only people wanting to have different points need worry about this 3692 * Default is to do the same as before, so only people wanting to have different points need worry about this
3262 */ 3693 */
3694int
3263int op_on_battleground (object *op, int *x, int *y) { 3695op_on_battleground (object *op, int *x, int *y)
3696{
3264 object *tmp; 3697 object *tmp;
3265 3698
3266 /* A battleground-tile needs the following attributes to be valid: 3699 /* A battleground-tile needs the following attributes to be valid:
3267 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3700 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3268 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3701 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3269 * and the exit-coordinates sp/hp must both be > 0. 3702 * and the exit-coordinates sp/hp must both be > 0.
3270 * => The intention here is to prevent abuse of the battleground- 3703 * => The intention here is to prevent abuse of the battleground-
3271 * feature (like pickable or hidden battleground tiles). */ 3704 * feature (like pickable or hidden battleground tiles). */
3272 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3705 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3706 {
3273 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3707 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3708 {
3274 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3709 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3275 strcmp(tmp->name, "battleground")==0 && 3710 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3276 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3711 {
3277 /*before we assign the exit, check if this is a teambattle*/ 3712 /*before we assign the exit, check if this is a teambattle */
3278 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 {
3279 object *invtmp; 3715 object *invtmp;
3716
3280 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3717 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3281 if(invtmp->type==FORCE && invtmp->slaying && 3718 {
3282 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3719 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3720 {
3283 if (x != NULL && y != NULL) 3721 if (x != NULL && y != NULL)
3284 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3722 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3285 return 1; 3723 return 1;
3724 }
3286 } 3725 }
3287 } 3726 }
3288 }
3289 if (x != NULL && y != NULL) 3727 if (x != NULL && y != NULL)
3290 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3728 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3291 return 1; 3729 return 1;
3730 }
3292 } 3731 }
3293 }
3294 } 3732 }
3295 /* If we got here, did not find a battleground */ 3733 /* If we got here, did not find a battleground */
3296 return 0; 3734 return 0;
3297} 3735}
3298 3736
3299/* 3737/*
3303 * attributes: 3741 * attributes:
3304 * object *who the dragon player 3742 * object *who the dragon player
3305 * int atnr the attack-number of the ability focus 3743 * int atnr the attack-number of the ability focus
3306 * int level ability level 3744 * int level ability level
3307 */ 3745 */
3746void
3308void dragon_ability_gain(object *who, int atnr, int level) { 3747dragon_ability_gain (object *who, int atnr, int level)
3748{
3309 treasurelist *trlist = NULL; /* treasurelist */ 3749 treasurelist *trlist = NULL; /* treasurelist */
3310 treasure *tr; /* treasure */ 3750 treasure *tr; /* treasure */
3311 object *tmp,*skop; /* tmp. object */ 3751 object *tmp, *skop; /* tmp. object */
3312 object *item; /* treasure object */ 3752 object *item; /* treasure object */
3313 char buf[MAX_BUF]; /* tmp. string buffer */ 3753 char buf[MAX_BUF]; /* tmp. string buffer */
3314 int i=0, j=0; 3754 int i = 0, j = 0;
3315 3755
3316 /* get the appropriate treasurelist */ 3756 /* get the appropriate treasurelist */
3317 if (atnr == ATNR_FIRE) 3757 if (atnr == ATNR_FIRE)
3318 trlist = find_treasurelist("dragon_ability_fire"); 3758 trlist = find_treasurelist ("dragon_ability_fire");
3319 else if (atnr == ATNR_COLD) 3759 else if (atnr == ATNR_COLD)
3320 trlist = find_treasurelist("dragon_ability_cold"); 3760 trlist = find_treasurelist ("dragon_ability_cold");
3321 else if (atnr == ATNR_ELECTRICITY) 3761 else if (atnr == ATNR_ELECTRICITY)
3322 trlist = find_treasurelist("dragon_ability_elec"); 3762 trlist = find_treasurelist ("dragon_ability_elec");
3323 else if (atnr == ATNR_POISON) 3763 else if (atnr == ATNR_POISON)
3324 trlist = find_treasurelist("dragon_ability_poison"); 3764 trlist = find_treasurelist ("dragon_ability_poison");
3325 3765
3326 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))
3327 return; 3783 return;
3328 3784
3329 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);
3330 tr = tr->next, i++); 3786 do_learn_spell (who, item, 0);
3331 3787 return;
3332 if (tr == NULL || tr->item == NULL) { 3788 }
3333 /* 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))
3334 return; 3799 return;
3335 }
3336
3337 /* everything seems okay - now bring on the gift: */
3338 item = &(tr->item->clone);
3339
3340 if (item->type == SPELL) {
3341 if (check_spell_known (who, item->name))
3342 return;
3343
3344 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3345 do_learn_spell (who, item, 0);
3346 return;
3347 }
3348
3349 /* grant direct spell */
3350 if (item->type == SPELLBOOK) {
3351 if (!item->inv) {
3352 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3353 return;
3354 }
3355 if (check_spell_known (who, item->inv->name))
3356 return;
3357 if (item->invisible) { 3800 if (item->invisible)
3801 {
3358 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);
3359 do_learn_spell (who, item->inv, 0); 3803 do_learn_spell (who, item->inv, 0);
3360 return; 3804 return;
3361 } 3805 }
3362 } 3806 }
3363 else if (item->type == SKILL_TOOL && item->invisible) { 3807 else if (item->type == SKILL_TOOL && item->invisible)
3808 {
3364 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 {
3365 3811
3366 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3812 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3367 * in this way, if the player is missing any of the attacktypes, he gets 3813 * in this way, if the player is missing any of the attacktypes, he gets
3368 * them. As it is now, if the player has any that match the granted skill, 3814 * them. As it is now, if the player has any that match the granted skill,
3369 * but not all of them, he gets nothing. 3815 * but not all of them, he gets nothing.
3370 */ 3816 */
3371 if (!(skop->attacktype & item->attacktype)) { 3817 if (!(skop->attacktype & item->attacktype))
3818 {
3372 /* Give new attacktype */ 3819 /* Give new attacktype */
3373 skop->attacktype |= item->attacktype; 3820 skop->attacktype |= item->attacktype;
3374 3821
3375 /* always add physical if there's none */ 3822 /* always add physical if there's none */
3376 skop->attacktype |= AT_PHYSICAL; 3823 skop->attacktype |= AT_PHYSICAL;
3377 3824
3378 if (item->msg != NULL) 3825 if (item->msg != NULL)
3379 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3826 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3380 3827
3381 /* Give player new face */ 3828 /* Give player new face */
3382 if (item->animation_id) { 3829 if (item->animation_id)
3830 {
3383 who->face = skop->face; 3831 who->face = skop->face;
3384 who->animation_id = item->animation_id; 3832 who->animation_id = item->animation_id;
3385 who->anim_speed = item->anim_speed; 3833 who->anim_speed = item->anim_speed;
3386 who->last_anim = 0; 3834 who->last_anim = 0;
3387 who->state = 0; 3835 who->state = 0;
3388 animate_object(who, who->direction); 3836 animate_object (who, who->direction);
3389 } 3837 }
3390 } 3838 }
3391 } 3839 }
3392 } 3840 }
3393 else if (item->type == FORCE) { 3841 else if (item->type == FORCE)
3842 {
3394 /* forces in the treasurelist can alter the player's stats */ 3843 /* forces in the treasurelist can alter the player's stats */
3395 object *skin; 3844 object *skin;
3845
3396 /* first get the dragon skin force */ 3846 /* first get the dragon skin force */
3397 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);
3398 skin=skin->below);
3399 if (skin == NULL) return; 3848 if (skin == NULL)
3400 3849 return;
3850
3401 /* adding new spellpath attunements */ 3851 /* adding new spellpath attunements */
3402 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3852 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3853 {
3403 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3854 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3404 3855
3405 /* print message */ 3856 /* print message */
3406 sprintf(buf, "You feel attuned to "); 3857 sprintf (buf, "You feel attuned to ");
3407 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3858 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3859 {
3408 if(item->path_attuned & (1<<i)) { 3860 if (item->path_attuned & (1 << i))
3861 {
3409 if (j) 3862 if (j)
3410 strcat(buf," and "); 3863 strcat (buf, " and ");
3411 else 3864 else
3412 j = 1; 3865 j = 1;
3413 strcat(buf, spellpathnames[i]); 3866 strcat (buf, spellpathnames[i]);
3414 } 3867 }
3415 } 3868 }
3416 strcat(buf,"."); 3869 strcat (buf, ".");
3417 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3870 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3418 } 3871 }
3419 3872
3420 /* evtl. adding flags: */ 3873 /* evtl. adding flags: */
3421 if(QUERY_FLAG(item, FLAG_XRAYS)) 3874 if (QUERY_FLAG (item, FLAG_XRAYS))
3422 SET_FLAG(skin, FLAG_XRAYS); 3875 SET_FLAG (skin, FLAG_XRAYS);
3423 if(QUERY_FLAG(item, FLAG_STEALTH)) 3876 if (QUERY_FLAG (item, FLAG_STEALTH))
3424 SET_FLAG(skin, FLAG_STEALTH); 3877 SET_FLAG (skin, FLAG_STEALTH);
3425 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3878 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3426 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3879 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3427 3880
3428 /* print message if there is one */ 3881 /* print message if there is one */
3429 if (item->msg != NULL) 3882 if (item->msg != NULL)
3430 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
3431 } 3886 {
3432 else {
3433 /* generate misc. treasure */ 3887 /* generate misc. treasure */
3434 tmp = arch_to_object (tr->item); 3888 tmp = arch_to_object (tr->item);
3435 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));
3436 tmp = insert_ob_in_ob (tmp, who); 3890 tmp = insert_ob_in_ob (tmp, who);
3437 if (who->type == PLAYER) 3891 if (who->type == PLAYER)
3438 esrv_send_item(who, tmp); 3892 esrv_send_item (who, tmp);
3439 } 3893 }
3440} 3894}
3441 3895
3442/** 3896/**
3443 * 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
3444 * not readied. 3898 * not readied.
3445 */ 3899 */
3900void
3446void player_unready_range_ob(player *pl, object *ob) { 3901player_unready_range_ob (player *pl, object *ob)
3902{
3447 rangetype i; 3903 rangetype i;
3448 3904
3449 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 {
3450 if (pl->ranges[i] == ob) { 3907 if (pl->ranges[i] == ob)
3908 {
3451 pl->ranges[i] = NULL; 3909 pl->ranges[i] = NULL;
3452 if (pl->shoottype == i) { 3910 if (pl->shoottype == i)
3911 {
3453 pl->shoottype = range_none; 3912 pl->shoottype = range_none;
3454 } 3913 }
3455 } 3914 }
3456 } 3915 }
3457} 3916}

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