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Comparing deliantra/server/server/player.C (file contents):
Revision 1.14 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.51 by root, Thu Dec 21 06:12:37 2006 UTC

1/*
2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.14 2006/09/03 00:18:42 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The author can be reached via e-mail to crossfire-devel@real-time.com 21 The author can be reached via e-mail to <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 25#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#ifdef COZY_SERVER
44extern int same_party (partylist *a, partylist *b); 34extern int same_party (partylist *a, partylist *b);
45#endif 35#endif
46 36
37player *
47player *find_player(const char *plname) 38find_player (const char *plname)
48{ 39{
49 player *pl; 40 player *pl;
41
50 for(pl=first_player;pl!=NULL;pl=pl->next) 42 for (pl = first_player; pl != NULL; pl = pl->next)
51 { 43 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
53 return pl; 45 return pl;
54 }; 46 };
55 return NULL; 47 return NULL;
56} 48}
57 49
50player *
58player* find_player_partial_name( const char* plname ) 51find_player_partial_name (const char *plname)
59 { 52{
60 player* pl; 53 player *pl;
61 player* found = NULL; 54 player *found = NULL;
62 size_t namelen = strlen( plname ); 55 size_t namelen = strlen (plname);
56
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 57 for (pl = first_player; pl != NULL; pl = pl->next)
64 { 58 {
65 if ( strlen( pl->ob->name ) < namelen ) 59 if ((size_t) strlen (pl->ob->name) < namelen)
66 continue; 60 continue;
67 61
68 if ( !strcmp( pl->ob->name, plname) ) 62 if (!strcmp (pl->ob->name, plname))
69 return pl; 63 return pl;
70 64
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
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)
72 { 175 {
73 if ( found ) 176 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 177 break;
75
76 found = pl;
77 } 178 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103}
104
105void send_rules(const object *op) {
106 char buf[MAX_BUF];
107 char rules[HUGE_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size); 179 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 180 size += strlen (buf);
170 } 181 }
171 }
172 182 }
183
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp); 186 close_and_delete (fp, comp);
179} 187}
180 188
189int
181int playername_ok(const char *cp) { 190playername_ok (const char *cp)
191{
182 /* Don't allow - or _ as first character in the name */ 192 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0; 193 if (*cp == '-' || *cp == '_')
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
189} 201}
190 202
191/* This no longer sets the player map. Also, it now updates 203/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that. 204 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map. 205 * Caller is responsible for setting the correct map.
197 * Hopefully this will be less bugfree and simpler. 209 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null, 210 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle 211 * we create a new one. Otherwise, we recycle
200 * the one that is passed. 212 * the one that is passed.
201 */ 213 */
202static player* get_player(player *p) { 214static player *
215get_player (player *p)
216{
203 object *op=arch_to_object(get_player_archetype(NULL)); 217 object *op = arch_to_object (get_player_archetype (0));
204 int i; 218 int i;
205 219
206 if (!p) {
207 p = new player;
208
209 /* This adds the player in the linked list. There is extra
210 * complexity here because we want to add the new player at the
211 * end of the list - there is in fact no compelling reason that
212 * that needs to be done except for things like output of
213 * 'who'.
214 */
215 player *tmp = first_player;
216 while(tmp!=NULL&&tmp->next!=NULL)
217 tmp=tmp->next;
218 if(tmp!=NULL)
219 tmp->next=p;
220 else
221 first_player=p;
222
223 p->next = NULL;
224 }
225
226 /* Clears basically the entire player structure except 220 /* Clears basically the entire player structure except
227 * for next and socket. 221 * for next and socket.
228 */ 222 */
229 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 223 p->clear ();
230 p->attachable_init (); //HACK
231 224
232 /* There are some elements we want initialized to non zero value - 225 /* There are some elements we want initialized to non zero value -
233 * we deal with that below this point. 226 * we deal with that below this point.
234 */ 227 */
235 p->party=NULL; 228 p->party = NULL;
236 p->outputs_sync=16; /* Every 2 seconds */ 229 p->outputs_sync = 16; /* Every 2 seconds */
237 p->outputs_count=8; /* Keeps present behaviour */ 230 p->outputs_count = 8; /* Keeps present behaviour */
238 p->unapply = unapply_nochoice; 231 p->unapply = unapply_nochoice;
239 p->Swap_First = -1; 232 p->Swap_First = -1;
240 233
241#ifdef AUTOSAVE 234#ifdef AUTOSAVE
242 p->last_save_tick = 9999999; 235 p->last_save_tick = 9999999;
243#endif 236#endif
244 237
245 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
246 239
247 op->contr=p; /* this aren't yet in archetype */ 240 op->contr = p; /* this aren't yet in archetype */
248 p->ob = op; 241 p->ob = op;
249 op->speed_left=0.5; 242 op->speed_left = 0.5;
250 op->speed=1.0; 243 op->speed = 1.0;
251 op->direction=5; /* So player faces south */ 244 op->direction = 5; /* So player faces south */
252 op->stats.wc=2; 245 op->stats.wc = 2;
253 op->run_away = 25; /* Then we panick... */ 246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
254 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
255
256 roll_stats(op); 251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
257 p->state=ST_ROLL_STAT; 254 p->state = ST_ROLL_STAT;
258 clear_los(op); 255 clear_los (op);
259 256
260 p->gen_sp_armour=10; 257 p->gen_sp_armour = 10;
261 p->last_speed= -1; 258 p->last_speed = -1;
262 p->shoottype=range_none; 259 p->shoottype = range_none;
263 p->bowtype=bow_normal; 260 p->bowtype = bow_normal;
264 p->petmode=pet_normal; 261 p->petmode = pet_normal;
265 p->listening=10; 262 p->listening = 10;
266 p->usekeys=containers; 263 p->usekeys = containers;
267 p->last_weapon_sp= -1; 264 p->last_weapon_sp = -1;
268 p->peaceful=1; /* default peaceful */ 265 p->peaceful = 1; /* default peaceful */
269 p->do_los=1; 266 p->do_los = 1;
270 p->explore=0; 267 p->explore = 0;
271 p->no_shout=0; /* default can shout */
272 268
273 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 269 assign (p->title, op->arch->clone.name);
274 p->title[sizeof(p->title)-1] = '\0';
275 op->race = op->arch->clone.race; 270 op->race = op->arch->clone.race;
276 271
277 CLEAR_FLAG(op,FLAG_READY_SKILL); 272 CLEAR_FLAG (op, FLAG_READY_SKILL);
278 273
279 /* we need to clear these to -1 and not zero - otherwise, 274 /* we need to clear these to -1 and not zero - otherwise,
280 * if a player quits and starts a new character, we wont 275 * if a player quits and starts a new character, we wont
281 * send new values to the client, as things like exp start 276 * send new values to the client, as things like exp start
282 * at zero. 277 * at zero.
283 */ 278 */
284 for (i=0; i < NUM_SKILLS; i++) { 279 for (i = 0; i < NUM_SKILLS; i++)
280 {
285 p->last_skill_exp[i] = -1; 281 p->last_skill_exp[i] = -1;
286 p->last_skill_ob[i] = NULL; 282 p->last_skill_ob[i] = NULL;
287 } 283 }
284
288 for (i=0; i < NROFATTACKS; i++) { 285 for (i = 0; i < NROFATTACKS; i++)
289 p->last_resist[i] = -1; 286 p->last_resist[i] = -1;
290 } 287
291 p->last_stats.exp = -1; 288 p->last_stats.exp = -1;
292 p->last_weight = (uint32)-1; 289 p->last_weight = (uint32) - 1;
293 290
294 p->socket.update_look=0; 291 p->socket->update_look = 0;
295 p->socket.look_position=0; 292 p->socket->look_position = 0;
293
296 return p; 294 return p;
297} 295}
298
299 296
300/* This loads the first map an puts the player on it. */ 297/* This loads the first map an puts the player on it. */
298static void
301static void set_first_map(object *op) 299set_first_map (object *op)
302{ 300{
303 strcpy(op->contr->maplevel, first_map_path); 301 strcpy (op->contr->maplevel, first_map_path);
304 op->x = -1; 302 op->x = -1;
305 op->y = -1; 303 op->y = -1;
306 enter_exit(op, NULL); 304 enter_exit (op, 0);
307} 305}
308 306
309/* Tries to add player on the connection passwd in ns. 307/* Tries to add player on the connection passwd in ns.
310 * All we can really get in this is some settings like host and display 308 * All we can really get in this is some settings like host and display
311 * mode. 309 * mode.
312 */ 310 */
313 311
314int add_player(NewSocket *ns) { 312int
315 player *p; 313add_player (client *ns)
314{
315 player *p = new player;
316 316
317 p=get_player(NULL);
318 p->socket = *ns; 317 p->socket = ns;
319 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 318 ns->pl = p;
320 if(p->socket.faces_sent == NULL) 319
321 fatal(OUT_OF_MEMORY); 320 p->next = first_player;
322 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 321 first_player = p;
323 /* Needed because the socket we just copied over needs to be cleared. 322
324 * Note that this can result in a client reset if there is partial data 323 p = get_player (p);
325 * on the uncoming socket. 324
326 */
327 p->socket.inbuf.len = 0;
328 set_first_map(p->ob); 325 set_first_map (p->ob);
329 326
330 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
331 add_friendly_object(p->ob); 328 add_friendly_object (p->ob);
332 send_rules(p->ob); 329 send_rules (p->ob);
333 send_news(p->ob); 330 send_news (p->ob);
334 display_motd(p->ob); 331 display_motd (p->ob);
332
335 get_name(p->ob); 333 get_name (p->ob);
334
336 return 0; 335 return 0;
337} 336}
338 337
339/* 338/*
340 * get_player_archetype() return next player archetype from archetype 339 * get_player_archetype() return next player archetype from archetype
341 * list. Not very efficient routine, but used only creating new players. 340 * list. Not very efficient routine, but used only creating new players.
342 * Note: there MUST be at least one player archetype! 341 * Note: there MUST be at least one player archetype!
343 */ 342 */
343archetype *
344archetype *get_player_archetype(archetype* at) 344get_player_archetype (archetype *at)
345{ 345{
346 archetype *start = at; 346 archetype *start = at;
347
347 for (;;) { 348 for (;;)
349 {
348 if (at==NULL || at->next==NULL) 350 if (at == NULL || at->next == NULL)
349 at=first_archetype; 351 at = first_archetype;
350 else 352 else
351 at=at->next; 353 at = at->next;
354
352 if(at->clone.type==PLAYER) 355 if (at->clone.type == PLAYER)
353 return at; 356 return at;
357
354 if (at == start) { 358 if (at == start)
359 {
355 LOG (llevError, "No Player archetypes\n"); 360 LOG (llevError, "No Player archetypes\n");
356 exit (-1); 361 exit (-1);
357 } 362 }
358 } 363 }
359} 364}
360 365
361 366object *
362object *get_nearest_player(object *mon) { 367get_nearest_player (object *mon)
368{
363 object *op = NULL; 369 object *op = NULL;
364 player *pl = NULL; 370 player *pl = NULL;
365 objectlink *ol; 371 objectlink *ol;
366 unsigned lastdist; 372 unsigned lastdist;
367 rv_vector rv; 373 rv_vector rv;
368 374
369 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
376 {
370 /* We should not find free objects on this friendly list, but it 377 /* We should not find free objects on this friendly list, but it
371 * does periodically happen. Given that, lets deal with it. 378 * does periodically happen. Given that, lets deal with it.
372 * While unlikely, it is possible the next object on the friendly 379 * While unlikely, it is possible the next object on the friendly
373 * list is also free, so encapsulate this in a while loop. 380 * list is also free, so encapsulate this in a while loop.
374 */ 381 */
375 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 382 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
383 {
376 object *tmp=ol->ob; 384 object *tmp = ol->ob;
377 385
378 /* Can't do much more other than log the fact, because the object 386 /* Can't do much more other than log the fact, because the object
379 * itself will have been cleared. 387 * itself will have been cleared.
380 */ 388 */
381 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 389 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
382 ol = ol->next; 390 ol = ol->next;
383 remove_friendly_object(tmp); 391 remove_friendly_object (tmp);
392 if (!ol)
384 if (!ol) return op; 393 return op;
385 } 394 }
386 395
387 /* Remove special check for player from this. First, it looks to cause 396 /* Remove special check for player from this. First, it looks to cause
388 * some crashes (ol->ob->contr not set properly?), but secondly, a more 397 * some crashes (ol->ob->contr not set properly?), but secondly, a more
389 * complicated method of state checking would be needed in any case - 398 * complicated method of state checking would be needed in any case -
390 * as it was, a clever player could type quit, and the function would 399 * as it was, a clever player could type quit, and the function would
391 * skip them over while waiting for confirmation. Remove 400 * skip them over while waiting for confirmation. Remove
392 * on_same_map check, as can_detect_enemy also does this 401 * on_same_map check, as can_detect_enemy also does this
393 */ 402 */
394 if (!can_detect_enemy(mon,ol->ob,&rv)) 403 if (!can_detect_enemy (mon, ol->ob, &rv))
395 continue; 404 continue;
396 405
397 if(lastdist>rv.distance) { 406 if (lastdist > rv.distance)
407 {
398 op=ol->ob; 408 op = ol->ob;
399 lastdist=rv.distance; 409 lastdist = rv.distance;
400 } 410 }
401 } 411 }
402 for (pl=first_player; pl != NULL; pl=pl->next) { 412 for (pl = first_player; pl != NULL; pl = pl->next)
413 {
403 if (can_detect_enemy(mon, pl->ob,&rv)) { 414 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
404 416
405 if(lastdist>rv.distance) { 417 if (lastdist > rv.distance)
418 {
406 op=pl->ob; 419 op = pl->ob;
407 lastdist=rv.distance; 420 lastdist = rv.distance;
408 } 421 }
409 } 422 }
410 } 423 }
411#if 0 424#if 0
412 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 425 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
413#endif 426#endif
414 return op; 427 return op;
415} 428}
416 429
417/* I believe this can safely go to 2, 3 is questionable, 4 will likely 430/* I believe this can safely go to 2, 3 is questionable, 4 will likely
418 * result in a monster paths backtracking. It basically determines how large a 431 * result in a monster paths backtracking. It basically determines how large a
419 * detour a monster will take from the direction path when looking 432 * detour a monster will take from the direction path when looking
456 * monster can in fact move one space in that direction. 469 * monster can in fact move one space in that direction.
457 * 3) I'm not sure how good this code will be for moving multipart monsters, 470 * 3) I'm not sure how good this code will be for moving multipart monsters,
458 * since only simple checks to blocked are being called, which could mean the monster 471 * since only simple checks to blocked are being called, which could mean the monster
459 * is blocking itself. 472 * is blocking itself.
460 */ 473 */
474int
461int path_to_player(object *mon, object *pl, unsigned mindiff) { 475path_to_player (object *mon, object *pl, unsigned mindiff)
476{
462 rv_vector rv; 477 rv_vector rv;
463 sint16 x,y; 478 sint16 x, y;
464 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 479 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
465 mapstruct *m ,*lastmap; 480 maptile *m, *lastmap;
466 481
467 get_rangevector(mon, pl, &rv, 0); 482 get_rangevector (mon, pl, &rv, 0);
468 483
469 if (rv.distance<mindiff) return 0; 484 if (rv.distance < mindiff)
485 return 0;
470 486
471 x=mon->x; 487 x = mon->x;
472 y=mon->y; 488 y = mon->y;
473 m=mon->map; 489 m = mon->map;
474 dir = rv.direction; 490 dir = rv.direction;
475 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 491 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
476 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 492 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
477 /* If we can't solve it within the search distance, return now. */ 493 /* If we can't solve it within the search distance, return now. */
478 if (diff>max) return 0; 494 if (diff > max)
495 return 0;
479 while (diff >1 && max>0) { 496 while (diff > 1 && max > 0)
497 {
480 lastx = x; 498 lastx = x;
481 lasty = y; 499 lasty = y;
482 lastmap = m; 500 lastmap = m;
483 x = lastx + freearr_x[dir]; 501 x = lastx + freearr_x[dir];
484 y = lasty + freearr_y[dir]; 502 y = lasty + freearr_y[dir];
485 503
486 mflags = get_map_flags(m, &m, x, y, &x, &y); 504 mflags = get_map_flags (m, &m, x, y, &x, &y);
487 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 505 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
488 506
489 /* Space is blocked - try changing direction a little */ 507 /* Space is blocked - try changing direction a little */
490 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 508 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
491 && (m == mon->map && blocked_link(mon, m, x, y)))) { 509 && (m == mon->map && blocked_link (mon, m, x, y))))
510 {
492 /* recalculate direction from last good location. Possible 511 /* recalculate direction from last good location. Possible
493 * we were not traversing ideal location before. 512 * we were not traversing ideal location before.
494 */ 513 */
495 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 514 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
496 if (rv.direction != dir) { 515 if (rv.direction != dir)
516 {
497 /* OK - says direction should be different - lets reset the 517 /* OK - says direction should be different - lets reset the
498 * the values so it will try again. 518 * the values so it will try again.
499 */ 519 */
500 x = lastx; 520 x = lastx;
501 y = lasty; 521 y = lasty;
502 m = lastmap; 522 m = lastmap;
503 dir = firstdir = rv.direction; 523 dir = firstdir = rv.direction;
524 }
504 } else { 525 else
526 {
505 /* direct path is blocked - try taking a side step to 527 /* direct path is blocked - try taking a side step to
506 * either the left or right. 528 * either the left or right.
507 * Note increase the values in the loop below to be 529 * Note increase the values in the loop below to be
508 * more than -1/1 respectively will mean the monster takes 530 * more than -1/1 respectively will mean the monster takes
509 * bigger detour. Have to be careful about these values getting 531 * bigger detour. Have to be careful about these values getting
510 * too big (3 or maybe 4 or higher) as the monster may just try 532 * too big (3 or maybe 4 or higher) as the monster may just try
511 * stepping back and forth 533 * stepping back and forth
512 */ 534 */
513 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 535 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
536 {
537 if (i == 0)
514 if (i==0) continue; /* already did this, so skip it */ 538 continue; /* already did this, so skip it */
515 /* Use lastdir here - otherwise, 539 /* Use lastdir here - otherwise,
516 * since the direction that the creature should move in 540 * since the direction that the creature should move in
517 * may change, you could get infinite loops. 541 * may change, you could get infinite loops.
518 * ie, player is northwest, but monster can only 542 * ie, player is northwest, but monster can only
519 * move west, so it does that. It goes some distance, 543 * move west, so it does that. It goes some distance,
520 * gets blocked, finds that it should move north, 544 * gets blocked, finds that it should move north,
521 * can't do that, but now finds it can move east, and 545 * can't do that, but now finds it can move east, and
522 * gets back to its original point. lastdir contains 546 * gets back to its original point. lastdir contains
523 * the last direction the creature has successfully 547 * the last direction the creature has successfully
524 * moved. 548 * moved.
525 */ 549 */
526 550
527 x = lastx + freearr_x[absdir(lastdir+i)]; 551 x = lastx + freearr_x[absdir (lastdir + i)];
528 y = lasty + freearr_y[absdir(lastdir+i)]; 552 y = lasty + freearr_y[absdir (lastdir + i)];
529 m = lastmap; 553 m = lastmap;
530 mflags = get_map_flags(m, &m, x, y, &x, &y); 554 mflags = get_map_flags (m, &m, x, y, &x, &y);
531 if (mflags & P_OUT_OF_MAP) continue; 555 if (mflags & P_OUT_OF_MAP)
556 continue;
532 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 557 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
533 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 558 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
559 continue;
534 if (mflags & P_BLOCKSVIEW) continue; 560 if (mflags & P_BLOCKSVIEW)
561 continue;
535 562
536 if (m == mon->map && blocked_link(mon, m, x, y)) break; 563 if (m == mon->map && blocked_link (mon, m, x, y))
564 break;
537 } 565 }
538 /* go through entire loop without finding a valid 566 /* go through entire loop without finding a valid
539 * sidestep to take - thus, no valid path. 567 * sidestep to take - thus, no valid path.
540 */ 568 */
541 if (i==(DETOUR_AMOUNT+1)) 569 if (i == (DETOUR_AMOUNT + 1))
542 return 0; 570 return 0;
543 diff--; 571 diff--;
544 lastdir=dir; 572 lastdir = dir;
545 max--; 573 max--;
546 if (!firstdir) firstdir = dir+i; 574 if (!firstdir)
575 firstdir = dir + i;
547 } /* else check alternate directions */ 576 } /* else check alternate directions */
548 } /* if blocked */ 577 } /* if blocked */
549 else { 578 else
579 {
550 /* we moved towards creature, so diff is less */ 580 /* we moved towards creature, so diff is less */
551 diff--; 581 diff--;
552 max--; 582 max--;
553 lastdir=dir; 583 lastdir = dir;
584 if (!firstdir)
554 if (!firstdir) firstdir = dir; 585 firstdir = dir;
586 }
587 if (diff <= 1)
555 } 588 {
556 if (diff<=1) {
557 /* Recalculate diff (distance) because we may not have actually 589 /* Recalculate diff (distance) because we may not have actually
558 * headed toward player for entire distance. 590 * headed toward player for entire distance.
559 */ 591 */
560 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 592 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
561 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 593 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
562 } 594 }
563 if (diff>max) return 0; 595 if (diff > max)
596 return 0;
564 } 597 }
565 /* If we reached the max, didn't find a direction in time */ 598 /* If we reached the max, didn't find a direction in time */
566 if (!max) return 0; 599 if (!max)
600 return 0;
567 601
568 return firstdir; 602 return firstdir;
569} 603}
570 604
605void
571void give_initial_items(object *pl,treasurelist *items) { 606give_initial_items (object *pl, treasurelist * items)
607{
572 object *op,*next=NULL; 608 object *op, *next = NULL;
573 609
574 if(pl->randomitems!=NULL) 610 if (pl->randomitems != NULL)
575 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 611 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
576 612
577 for (op=pl->inv; op; op=next) { 613 for (op = pl->inv; op; op = next)
614 {
578 next = op->below; 615 next = op->below;
579 616
580 /* Forces get applied per default, unless they have the 617 /* Forces get applied per default, unless they have the
581 * flag "neutral" set. Sorry but I can't think of a better way 618 * flag "neutral" set. Sorry but I can't think of a better way
582 */ 619 */
583 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 620 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
584 SET_FLAG(op,FLAG_APPLIED); 621 SET_FLAG (op, FLAG_APPLIED);
585 622
586 /* we never give weapons/armour if these cannot be used 623 /* we never give weapons/armour if these cannot be used
587 * by this player due to race restrictions 624 * by this player due to race restrictions
588 */ 625 */
589 if (pl->type == PLAYER) { 626 if (pl->type == PLAYER)
627 {
590 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 628 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
591 (op->type == ARMOUR || op->type == BOOTS || 629 (op->type == ARMOUR || op->type == BOOTS ||
592 op->type == CLOAK || op->type == HELMET || 630 op->type == CLOAK || op->type == HELMET ||
593 op->type == SHIELD || op->type == GLOVES || 631 op->type == SHIELD || op->type == GLOVES ||
594 op->type == BRACERS || op->type == GIRDLE)) || 632 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
595 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
596 remove_ob (op);
597 free_object (op);
598 continue;
599 } 633 {
600 } 634 op->destroy ();
601
602 /* This really needs to be better - we should really give
603 * a substitute spellbook. The problem is that we don't really
604 * have a good idea what to replace it with (need something like
605 * a first level treasurelist for each skill.)
606 * remove duplicate skills also
607 */
608 if(op->type==SPELLBOOK || op->type == SKILL) {
609 object *tmp;
610
611 for (tmp=op->below; tmp; tmp=tmp->below)
612 if (tmp->type == op->type && tmp->name == op->name) break;
613
614 if (tmp) {
615 remove_ob(op);
616 free_object(op);
617 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
618 &tmp->name);
619 continue; 635 continue;
620 } 636 }
621 if (op->nrof > 1) op->nrof = 1; 637 }
638
639 /* This really needs to be better - we should really give
640 * a substitute spellbook. The problem is that we don't really
641 * have a good idea what to replace it with (need something like
642 * a first level treasurelist for each skill.)
643 * remove duplicate skills also
644 */
645 if (op->type == SPELLBOOK || op->type == SKILL)
622 } 646 {
647 object *tmp;
623 648
649 for (tmp = op->below; tmp; tmp = tmp->below)
650 if (tmp->type == op->type && tmp->name == op->name)
651 break;
652
653 if (tmp)
654 {
655 op->destroy ();
656 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
657 continue;
658 }
659
660 if (op->nrof > 1)
661 op->nrof = 1;
662 }
663
624 if (op->type == SPELLBOOK && op->inv) { 664 if (op->type == SPELLBOOK && op->inv)
665 {
625 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 666 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
626 } 667 }
627 668
628 /* Give starting characters identified, uncursed, and undamned 669 /* Give starting characters identified, uncursed, and undamned
629 * items. Just don't identify gold or silver, or it won't be 670 * items. Just don't identify gold or silver, or it won't be
630 * merged properly. 671 * merged properly.
631 */ 672 */
632 if (need_identify(op)) { 673 if (need_identify (op))
674 {
633 SET_FLAG(op, FLAG_IDENTIFIED); 675 SET_FLAG (op, FLAG_IDENTIFIED);
634 CLEAR_FLAG(op, FLAG_CURSED); 676 CLEAR_FLAG (op, FLAG_CURSED);
635 CLEAR_FLAG(op, FLAG_DAMNED); 677 CLEAR_FLAG (op, FLAG_DAMNED);
678 }
679 if (op->type == SPELL)
636 } 680 {
637 if(op->type==SPELL) { 681 op->destroy ();
638 remove_ob(op);
639 free_object(op);
640 continue; 682 continue;
683 }
684 else if (op->type == SKILL)
641 } 685 {
642 else if(op->type==SKILL) {
643 SET_FLAG(op, FLAG_CAN_USE_SKILL); 686 SET_FLAG (op, FLAG_CAN_USE_SKILL);
644 op->stats.exp = 0; 687 op->stats.exp = 0;
645 op->level = 1; 688 op->level = 1;
646 } 689 }
647 /* lock all 'normal items by default */ 690 /* lock all 'normal items by default */
691 else
648 else SET_FLAG(op, FLAG_INV_LOCKED); 692 SET_FLAG (op, FLAG_INV_LOCKED);
649 } /* for loop of objects in player inv */ 693 } /* for loop of objects in player inv */
650 694
651 /* Need to set up the skill pointers */ 695 /* Need to set up the skill pointers */
652 link_player_skills(pl); 696 link_player_skills (pl);
653} 697}
654 698
699void
655void get_name(object *op) { 700get_name (object *op)
701{
656 op->contr->write_buf[0]='\0'; 702 op->contr->write_buf[0] = '\0';
657 op->contr->state=ST_GET_NAME; 703 op->contr->state = ST_GET_NAME;
658 send_query(&op->contr->socket,0,"What is your name?\n:"); 704 send_query (op->contr->socket, 0, "What is your name?\n:");
659} 705}
660 706
707void
661void get_password(object *op) { 708get_password (object *op)
709{
662 op->contr->write_buf[0]='\0'; 710 op->contr->write_buf[0] = '\0';
663 op->contr->state=ST_GET_PASSWORD; 711 op->contr->state = ST_GET_PASSWORD;
664 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:"); 712 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
665} 713}
666 714
715void
667void play_again(object *op) 716play_again (object *op)
668{ 717{
669 op->contr->state=ST_PLAY_AGAIN; 718 op->contr->state = ST_PLAY_AGAIN;
670 op->chosen_skill = NULL; 719 op->chosen_skill = NULL;
671 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); 720 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
672 /* a bit of a hack, but there are various places early in th 721 /* a bit of a hack, but there are various places early in th
673 * player creation process that a user can quit (eg, roll 722 * player creation process that a user can quit (eg, roll
674 * stats) that isn't removing the player. Taking a quick 723 * stats) that isn't removing the player. Taking a quick
675 * look, there are many places that call play_again without 724 * look, there are many places that call play_again without
676 * removing the player - it probably makes more sense 725 * removing the player - it probably makes more sense
677 * to leave it to play_again to remove the object in all 726 * to leave it to play_again to remove the object in all
678 * cases. 727 * cases.
679 */ 728 */
680 if (!QUERY_FLAG(op, FLAG_REMOVED)) 729 if (!QUERY_FLAG (op, FLAG_REMOVED))
681 remove_ob(op); 730 op->remove ();
731
682 /* Need to set this to null - otherwise, it could point to garbage, 732 /* Need to set this to null - otherwise, it could point to garbage,
683 * and draw() doesn't check to see if the player is removed, only if 733 * and draw() doesn't check to see if the player is removed, only if
684 * the map is null or not swapped out. 734 * the map is null or not swapped out.
685 */ 735 */
686 op->map = NULL; 736 op->map = NULL;
687} 737}
688 738
689 739int
690int receive_play_again(object *op, char key) 740receive_play_again (object *op, char key)
691{ 741{
692 if(key=='q'||key=='Q') { 742 if (key == 'q' || key == 'Q')
743 {
693 remove_friendly_object(op); 744 remove_friendly_object (op);
694 leave(op->contr,0); /* ericserver will draw the message */ 745 leave (op->contr, 0); /* ericserver will draw the message */
695 return 2; 746 return 2;
696 } 747 }
697 else if(key=='a'||key=='A') { 748 else if (key == 'a' || key == 'A')
749 {
698 player *pl = op->contr; 750 player *pl = op->contr;
699 shstr name = op->name; 751 shstr name = op->name;
700 752
701 remove_friendly_object(op); 753 op->contr = 0;
702 free_object(op); 754 op->type = 0;
755 op->destroy (1);
703 pl = get_player(pl); 756 pl = get_player (pl);
704 op = pl->ob; 757 op = pl->ob;
705 add_friendly_object(op); 758 add_friendly_object (op);
706 op->contr->password[0]='~'; 759 op->contr->password[0] = '~';
707 op->name = op->name_pl = 0; 760 op->name = op->name_pl = 0;
708 /* Lets put a space in here */ 761 /* Lets put a space in here */
709 new_draw_info(NDI_UNIQUE, 0, op, "\n"); 762 new_draw_info (NDI_UNIQUE, 0, op, "\n");
710 get_name(op); 763 get_name (op);
711 op->name = op->name_pl = name; 764 op->name = op->name_pl = name;
712 set_first_map(op); 765 set_first_map (op);
713 } else { 766 }
767 else
714 /* user pressed something else so just ask again... */ 768 /* user pressed something else so just ask again... */
715 play_again(op); 769 play_again (op);
716 } 770
717 return 0; 771 return 0;
718} 772}
719 773
774void
720void confirm_password(object *op) { 775confirm_password (object *op)
776{
721 777
722 op->contr->write_buf[0]='\0'; 778 op->contr->write_buf[0] = '\0';
723 op->contr->state=ST_CONFIRM_PASSWORD; 779 op->contr->state = ST_CONFIRM_PASSWORD;
724 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 780 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
725} 781}
726 782
783void
727void get_party_password(object *op, partylist *party) { 784get_party_password (object *op, partylist *party)
785{
728 if (party == NULL) { 786 if (party == NULL)
787 {
729 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
730 return; 789 return;
731 } 790 }
732 op->contr->write_buf[0]='\0'; 791 op->contr->write_buf[0] = '\0';
733 op->contr->state=ST_GET_PARTY_PASSWORD; 792 op->contr->state = ST_GET_PARTY_PASSWORD;
734 op->contr->party_to_join = party; 793 op->contr->party_to_join = party;
735 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 794 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
736} 795}
737 796
738 797
739/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799int
740int roll_stat(void) { 800roll_stat (void)
801{
741 int a[4],i,j,k; 802 int a[4], i, j, k;
742 803
743 for(i=0;i<4;i++) 804 for (i = 0; i < 4; i++)
744 a[i]=(int)RANDOM()%6+1; 805 a[i] = (int) RANDOM () % 6 + 1;
745 806
746 for(i=0,j=0,k=7;i<4;i++) 807 for (i = 0, j = 0, k = 7; i < 4; i++)
747 if(a[i]<k) 808 if (a[i] < k)
748 k=a[i],j=i; 809 k = a[i], j = i;
749 810
750 for(i=0,k=0;i<4;i++) { 811 for (i = 0, k = 0; i < 4; i++)
812 {
751 if(i!=j) 813 if (i != j)
752 k+=a[i]; 814 k += a[i];
753 } 815 }
754 return k; 816 return k;
755} 817}
756 818
819void
757void roll_stats(object *op) { 820roll_stats (object *op)
821{
758 int sum=0; 822 int sum = 0;
759 int i = 0, j = 0; 823 int i = 0, j = 0;
760 int statsort[7]; 824 int statsort[7];
761 825
826 do
762 do { 827 {
763 op->stats.Str=roll_stat(); 828 op->stats.Str = roll_stat ();
764 op->stats.Dex=roll_stat(); 829 op->stats.Dex = roll_stat ();
765 op->stats.Int=roll_stat(); 830 op->stats.Int = roll_stat ();
766 op->stats.Con=roll_stat(); 831 op->stats.Con = roll_stat ();
767 op->stats.Wis=roll_stat(); 832 op->stats.Wis = roll_stat ();
768 op->stats.Pow=roll_stat(); 833 op->stats.Pow = roll_stat ();
769 op->stats.Cha=roll_stat(); 834 op->stats.Cha = roll_stat ();
770 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 835 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
771 op->stats.Con+op->stats.Wis+op->stats.Pow+ 836 }
772 op->stats.Cha;
773 } while(sum<82||sum>116); 837 while (sum < 82 || sum > 116);
774 838
775 /* Sort the stats so that rerolling is easier... */ 839 /* Sort the stats so that rerolling is easier... */
776 statsort[0] = op->stats.Str; 840 statsort[0] = op->stats.Str;
777 statsort[1] = op->stats.Dex; 841 statsort[1] = op->stats.Dex;
778 statsort[2] = op->stats.Int; 842 statsort[2] = op->stats.Int;
779 statsort[3] = op->stats.Con; 843 statsort[3] = op->stats.Con;
780 statsort[4] = op->stats.Wis; 844 statsort[4] = op->stats.Wis;
781 statsort[5] = op->stats.Pow; 845 statsort[5] = op->stats.Pow;
782 statsort[6] = op->stats.Cha; 846 statsort[6] = op->stats.Cha;
783 847
784 /* a quick and dirty bubblesort? */ 848 /* a quick and dirty bubblesort? */
849 do
785 do { 850 {
786 if (statsort[i] < statsort[i + 1]) { 851 if (statsort[i] < statsort[i + 1])
852 {
787 j = statsort[i]; 853 j = statsort[i];
788 statsort[i] = statsort[i + 1]; 854 statsort[i] = statsort[i + 1];
789 statsort[i + 1] = j; 855 statsort[i + 1] = j;
790 i = 0; 856 i = 0;
857 }
791 } else { 858 else
859 {
792 i++; 860 i++;
793 } 861 }
862 }
794 } while (i < 6); 863 while (i < 6);
795 864
796 op->stats.Str = statsort[0]; 865 op->stats.Str = statsort[0];
797 op->stats.Dex = statsort[1]; 866 op->stats.Dex = statsort[1];
798 op->stats.Con = statsort[2]; 867 op->stats.Con = statsort[2];
799 op->stats.Int = statsort[3]; 868 op->stats.Int = statsort[3];
800 op->stats.Wis = statsort[4]; 869 op->stats.Wis = statsort[4];
801 op->stats.Pow = statsort[5]; 870 op->stats.Pow = statsort[5];
802 op->stats.Cha = statsort[6]; 871 op->stats.Cha = statsort[6];
803 872
804 873
805 op->contr->orig_stats.Str=op->stats.Str; 874 op->contr->orig_stats.Str = op->stats.Str;
806 op->contr->orig_stats.Dex=op->stats.Dex; 875 op->contr->orig_stats.Dex = op->stats.Dex;
807 op->contr->orig_stats.Int=op->stats.Int; 876 op->contr->orig_stats.Int = op->stats.Int;
808 op->contr->orig_stats.Con=op->stats.Con; 877 op->contr->orig_stats.Con = op->stats.Con;
809 op->contr->orig_stats.Wis=op->stats.Wis; 878 op->contr->orig_stats.Wis = op->stats.Wis;
810 op->contr->orig_stats.Pow=op->stats.Pow; 879 op->contr->orig_stats.Pow = op->stats.Pow;
811 op->contr->orig_stats.Cha=op->stats.Cha; 880 op->contr->orig_stats.Cha = op->stats.Cha;
812 881
813 op->level=1; 882 op->level = 1;
814 op->stats.exp=0; 883 op->stats.exp = 0;
815 op->stats.ac=0; 884 op->stats.ac = 0;
816 885
817 op->contr->levhp[1] = 9; 886 op->contr->levhp[1] = 9;
818 op->contr->levsp[1] = 6; 887 op->contr->levsp[1] = 6;
819 op->contr->levgrace[1] = 3; 888 op->contr->levgrace[1] = 3;
820 889
821 fix_player(op); 890 fix_player (op);
822 op->stats.hp = op->stats.maxhp; 891 op->stats.hp = op->stats.maxhp;
823 op->stats.sp = op->stats.maxsp; 892 op->stats.sp = op->stats.maxsp;
824 op->stats.grace = op->stats.maxgrace; 893 op->stats.grace = op->stats.maxgrace;
825 op->contr->orig_stats=op->stats; 894 op->contr->orig_stats = op->stats;
826} 895}
827 896
897void
828void Roll_Again(object *op) 898Roll_Again (object *op)
829{ 899{
830 esrv_new_player(op->contr, 0); 900 esrv_new_player (op->contr, 0);
901 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
831 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 902 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
832} 903}
833 904
905void
834void Swap_Stat(object *op,int Swap_Second) 906Swap_Stat (object *op, int Swap_Second)
835{ 907{
836 signed char tmp; 908 signed char tmp;
837 char buf[MAX_BUF]; 909 char buf[MAX_BUF];
838 910
839 if ( op->contr->Swap_First == -1 ) { 911 if (op->contr->Swap_First == -1)
912 {
840 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 913 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
841 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,"); 914 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
842 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au"); 915 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
843 return; 916 return;
844 } 917 }
845 918
846 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 919 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
847 920
848 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 921 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
849 get_attr_value(&op->contr->orig_stats, Swap_Second));
850 922
851 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 923 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
852 924
853 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 925 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
854 new_draw_info(NDI_UNIQUE, 0,op, buf); 926 new_draw_info (NDI_UNIQUE, 0, op, buf);
855 op->stats.Str = op->contr->orig_stats.Str; 927 op->stats.Str = op->contr->orig_stats.Str;
856 op->stats.Dex = op->contr->orig_stats.Dex; 928 op->stats.Dex = op->contr->orig_stats.Dex;
857 op->stats.Con = op->contr->orig_stats.Con; 929 op->stats.Con = op->contr->orig_stats.Con;
858 op->stats.Int = op->contr->orig_stats.Int; 930 op->stats.Int = op->contr->orig_stats.Int;
859 op->stats.Wis = op->contr->orig_stats.Wis; 931 op->stats.Wis = op->contr->orig_stats.Wis;
860 op->stats.Pow = op->contr->orig_stats.Pow; 932 op->stats.Pow = op->contr->orig_stats.Pow;
861 op->stats.Cha = op->contr->orig_stats.Cha; 933 op->stats.Cha = op->contr->orig_stats.Cha;
862 op->stats.ac=0; 934 op->stats.ac = 0;
863 935
864 op->level=1; 936 op->level = 1;
865 op->stats.exp=0; 937 op->stats.exp = 0;
866 op->stats.ac=0; 938 op->stats.ac = 0;
867 939
868 op->contr->levhp[1] = 9; 940 op->contr->levhp[1] = 9;
869 op->contr->levsp[1] = 6; 941 op->contr->levsp[1] = 6;
870 op->contr->levgrace[1] = 3; 942 op->contr->levgrace[1] = 3;
871 943
872 fix_player(op); 944 fix_player (op);
873 op->stats.hp = op->stats.maxhp; 945 op->stats.hp = op->stats.maxhp;
874 op->stats.sp = op->stats.maxsp; 946 op->stats.sp = op->stats.maxsp;
875 op->stats.grace = op->stats.maxgrace; 947 op->stats.grace = op->stats.maxgrace;
876 op->contr->orig_stats=op->stats; 948 op->contr->orig_stats = op->stats;
877 op->contr->Swap_First=-1; 949 op->contr->Swap_First = -1;
878} 950}
879 951
880 952
881/* This code has been greatly reduced, because with set_attr_value 953/* This code has been greatly reduced, because with set_attr_value
882 * and get_attr_value, the stats can be accessed just numeric 954 * and get_attr_value, the stats can be accessed just numeric
883 * ids. stat_trans is a table that translate the number entered 955 * ids. stat_trans is a table that translate the number entered
884 * into the actual stat. It is needed because the order the stats 956 * into the actual stat. It is needed because the order the stats
885 * are displayed in the stat window is not the same as how 957 * are displayed in the stat window is not the same as how
886 * the number's access that stat. The table does that translation. 958 * the number's access that stat. The table does that translation.
887 */ 959 */
960int
888int key_roll_stat(object *op, char key) 961key_roll_stat (object *op, char key)
889{ 962{
890 int keynum = key -'0'; 963 int keynum = key - '0';
891 char buf[MAX_BUF]; 964 char buf[MAX_BUF];
892 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 965 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
893 966
894 if (keynum>0 && keynum<=7) { 967 if (keynum > 0 && keynum <= 7)
968 {
895 if (op->contr->Swap_First==-1) { 969 if (op->contr->Swap_First == -1)
970 {
896 op->contr->Swap_First=stat_trans[keynum]; 971 op->contr->Swap_First = stat_trans[keynum];
897 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 972 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
898 new_draw_info(NDI_UNIQUE, 0,op,buf); 973 new_draw_info (NDI_UNIQUE, 0, op, buf);
899 } 974 }
900 else 975 else
901 Swap_Stat(op,stat_trans[keynum]); 976 Swap_Stat (op, stat_trans[keynum]);
902 977
978 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
979 return 1;
980 }
981 switch (key)
982 {
983 case 'n':
984 case 'N':
985 {
986 SET_FLAG (op, FLAG_WIZ);
987 if (op->map == NULL)
988 {
989 LOG (llevError, "Map == NULL in state 2\n");
990 break;
991 }
992
993#if 0
994 /* So that enter_exit will put us at startx/starty */
995 op->x = -1;
996
997 enter_exit (op, NULL);
998#endif
999 SET_ANIMATION (op, 2); /* So player faces south */
1000 /* Enter exit adds a player otherwise */
1001 add_statbonus (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1003 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1004 op->contr->state = ST_CHANGE_CLASS;
1005 if (op->msg)
1006 new_draw_info (NDI_BLUE, 0, op, op->msg);
1007 return 0;
1008 }
1009 case 'y':
1010 case 'Y':
1011 roll_stats (op);
903 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1012 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
904 return 1; 1013 return 1;
905 }
906 switch (key) {
907 case 'n':
908 case 'N': {
909 SET_FLAG(op, FLAG_WIZ);
910 if(op->map==NULL) {
911 LOG(llevError,"Map == NULL in state 2\n");
912 break;
913 }
914 1014
915#if 0
916 /* So that enter_exit will put us at startx/starty */
917 op->x= -1;
918
919 enter_exit(op,NULL);
920#endif
921 SET_ANIMATION(op, 2); /* So player faces south */
922 /* Enter exit adds a player otherwise */
923 add_statbonus(op);
924 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
925 op->contr->state = ST_CHANGE_CLASS;
926 if (op->msg)
927 new_draw_info(NDI_BLUE, 0, op, op->msg);
928 return 0;
929 }
930 case 'y': 1015 case 'q':
931 case 'Y': 1016 case 'Q':
932 roll_stats(op); 1017 play_again (op);
933 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
934 return 1; 1018 return 1;
935 1019
936 case 'q':
937 case 'Q':
938 play_again(op);
939 return 1;
940
941 default: 1020 default:
942 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1021 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
943 return 0; 1022 return 0;
944 } 1023 }
945 return 0; 1024 return 0;
946} 1025}
947 1026
948/* This function takes the key that is passed, and does the 1027/* This function takes the key that is passed, and does the
949 * appropriate action with it (change race, or other things). 1028 * appropriate action with it (change race, or other things).
950 * The function name is for historical reasons - now we have 1029 * The function name is for historical reasons - now we have
951 * separate race and class; this actually changes the RACE, 1030 * separate race and class; this actually changes the RACE,
952 * not the class. 1031 * not the class.
953 */ 1032 */
954 1033
1034int
955int key_change_class(object *op, char key) 1035key_change_class (object *op, char key)
956{ 1036{
957 int tmp_loop; 1037 int tmp_loop;
958 1038
959 if(key=='q'||key=='Q') { 1039 if (key == 'q' || key == 'Q')
1040 {
960 remove_ob(op); 1041 op->remove ();
961 play_again(op); 1042 play_again (op);
962 return 0; 1043 return 0;
963 } 1044 }
964 if(key=='d'||key=='D') { 1045 if (key == 'd' || key == 'D')
1046 {
965 char buf[MAX_BUF]; 1047 char buf[MAX_BUF];
966 1048
967 /* this must before then initial items are given */ 1049 /* this must before then initial items are given */
968 esrv_new_player(op->contr, op->weight+op->carrying); 1050 esrv_new_player (op->contr, op->weight + op->carrying);
969 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
970 1051
1052 treasurelist *tl = find_treasurelist ("starting_wealth");
1053 if (tl)
1054 create_treasure (tl, op, 0, 0, 0);
1055
971 INVOKE_PLAYER (BIRTH, op->contr); 1056 INVOKE_PLAYER (BIRTH, op->contr);
972 INVOKE_PLAYER (LOGIN, op->contr); 1057 INVOKE_PLAYER (LOGIN, op->contr);
973 1058
974 op->contr->state=ST_PLAYING; 1059 op->contr->state = ST_PLAYING;
975 1060
976 if (op->msg) 1061 if (op->msg)
977 op->msg=NULL; 1062 op->msg = NULL;
978 1063
979 /* We create this now because some of the unique maps will need it 1064 /* We create this now because some of the unique maps will need it
980 * to save here. 1065 * to save here.
981 */ 1066 */
982 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name); 1067 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
983 make_path_to_file(buf); 1068 make_path_to_file (buf);
984 1069
985#ifdef AUTOSAVE 1070#ifdef AUTOSAVE
986 op->contr->last_save_tick = pticks; 1071 op->contr->last_save_tick = pticks;
987#endif 1072#endif
988 start_info(op); 1073 start_info (op);
989 CLEAR_FLAG(op, FLAG_WIZ); 1074 CLEAR_FLAG (op, FLAG_WIZ);
990 give_initial_items(op,op->randomitems); 1075 give_initial_items (op, op->randomitems);
991 link_player_skills(op); 1076 link_player_skills (op);
992 esrv_send_inventory(op, op); 1077 esrv_send_inventory (op, op);
993 fix_player(op); 1078 fix_player (op);
994 1079
995 /* This moves the player to a different start map, if there 1080 /* This moves the player to a different start map, if there
996 * is one for this race 1081 * is one for this race
997 */ 1082 */
998 if(*first_map_ext_path) { 1083 if (*first_map_ext_path)
1084 {
999 object *tmp; 1085 object *tmp;
1000 mapstruct *oldmap = op->map;
1001 char mapname[MAX_BUF]; 1086 char mapname[MAX_BUF];
1002 snprintf(mapname, MAX_BUF-1, "%s/%s", 1087
1003 first_map_ext_path, &op->arch->name); 1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1004 tmp=get_object(); 1089 tmp = object::create ();
1005 EXIT_PATH(tmp) = mapname; 1090 EXIT_PATH (tmp) = mapname;
1006 EXIT_X(tmp) = op->x; 1091 EXIT_X (tmp) = op->x;
1007 EXIT_Y(tmp) = op->y; 1092 EXIT_Y (tmp) = op->y;
1008 enter_exit(op,tmp); /* we don't really care if it succeeded; 1093 enter_exit (op, tmp); /* we don't really care if it succeeded;
1009 * if the map isn't there, then stay on the 1094 * if the map isn't there, then stay on the
1010 * default initial map */ 1095 * default initial map */
1011 free_object(tmp); 1096 tmp->destroy ();
1097 }
1012 } else { 1098 else
1013 LOG(llevDebug,"first_map_ext_path not set\n"); 1099 LOG (llevDebug, "first_map_ext_path not set\n");
1014 } 1100
1015 return 0; 1101 return 0;
1016 } 1102 }
1017 1103
1018 /* Following actually changes the race - this is the default command 1104 /* Following actually changes the race - this is the default command
1019 * if we don't match with one of the options above. 1105 * if we don't match with one of the options above.
1020 */ 1106 */
1021 1107
1022 tmp_loop = 0; 1108 tmp_loop = 0;
1023 while(!tmp_loop) { 1109 while (!tmp_loop)
1110 {
1024 shstr name = op->name; 1111 shstr name = op->name;
1025 int x = op->x, y = op->y; 1112 int x = op->x, y = op->y;
1113
1026 remove_statbonus(op); 1114 remove_statbonus (op);
1027 remove_ob (op); 1115 op->remove ();
1028 op->arch = get_player_archetype(op->arch); 1116 op->arch = get_player_archetype (op->arch);
1029 copy_object (&op->arch->clone, op); 1117 op->arch->clone.copy_to (op);
1030 op->instantiate (); 1118 op->instantiate ();
1031 op->stats = op->contr->orig_stats; 1119 op->stats = op->contr->orig_stats;
1032 op->name = op->name_pl = name; 1120 op->name = op->name_pl = name;
1033 op->x = x; 1121 op->x = x;
1034 op->y = y; 1122 op->y = y;
1035 SET_ANIMATION(op, 2); /* So player faces south */ 1123 SET_ANIMATION (op, 2); /* So player faces south */
1036 insert_ob_in_map (op, op->map, op,0); 1124 insert_ob_in_map (op, op->map, op, 0);
1037 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1125 assign (op->contr->title, op->arch->clone.name);
1038 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1039 add_statbonus(op); 1126 add_statbonus (op);
1040 tmp_loop=allowed_class(op); 1127 tmp_loop = allowed_class (op);
1041 } 1128 }
1129
1042 update_object(op,UP_OBJ_FACE); 1130 update_object (op, UP_OBJ_FACE);
1043 esrv_update_item(UPD_FACE,op,op); 1131 esrv_update_item (UPD_FACE, op, op);
1044 fix_player(op); 1132 fix_player (op);
1045 op->stats.hp=op->stats.maxhp; 1133 op->stats.hp = op->stats.maxhp;
1046 op->stats.sp=op->stats.maxsp; 1134 op->stats.sp = op->stats.maxsp;
1047 op->stats.grace=0; 1135 op->stats.grace = 0;
1136
1048 if (op->msg) 1137 if (op->msg)
1049 new_draw_info(NDI_BLUE, 0, op, op->msg); 1138 new_draw_info (NDI_BLUE, 0, op, op->msg);
1139
1050 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1140 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1051 return 0; 1141 return 0;
1052} 1142}
1053 1143
1144int
1054int key_confirm_quit(object *op, char key) 1145key_confirm_quit (object *op, char key)
1055{ 1146{
1056 char buf[MAX_BUF]; 1147 char buf[MAX_BUF];
1057 1148
1058 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1149 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1150 {
1059 op->contr->state=ST_PLAYING; 1151 op->contr->state = ST_PLAYING;
1060 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1061 return 1; 1153 return 1;
1062 } 1154 }
1063 1155
1064 INVOKE_PLAYER (LOGOUT, op->contr); 1156 INVOKE_PLAYER (LOGOUT, op->contr);
1065 INVOKE_PLAYER (QUIT , op->contr); 1157 INVOKE_PLAYER (QUIT, op->contr);
1066 1158
1067 terminate_all_pets(op); 1159 terminate_all_pets (op);
1068 leave_map(op); 1160 leave_map (op);
1069 op->direction=0; 1161 op->direction = 0;
1070 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1162 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1071 "%s quits the game.", &op->name);
1072 1163
1073 strcpy(op->contr->killer,"quit"); 1164 strcpy (op->contr->killer, "quit");
1074 check_score(op); 1165 check_score (op);
1075 op->contr->party=NULL; 1166 op->contr->party = NULL;
1076 if (settings.set_title == TRUE) 1167 if (settings.set_title == TRUE)
1077 op->contr->own_title[0]='\0'; 1168 op->contr->own_title[0] = '\0';
1078 1169
1079 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1170 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1171 {
1080 mapstruct *mp, *next; 1172 maptile *mp, *next;
1081 1173
1082 /* We need to hunt for any per player unique maps in memory and 1174 /* We need to hunt for any per player unique maps in memory and
1083 * get rid of them. The trailing slash in the path is intentional, 1175 * get rid of them. The trailing slash in the path is intentional,
1084 * so that players named 'Ab' won't match against players 'Abe' pathname 1176 * so that players named 'Ab' won't match against players 'Abe' pathname
1085 */ 1177 */
1086 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 1178 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1087 for (mp=first_map; mp!=NULL; mp=next) { 1179 for (mp = first_map; mp != NULL; mp = next)
1180 {
1088 next = mp->next; 1181 next = mp->next;
1089 if (!strncmp(mp->path, buf, strlen(buf))) 1182 if (!strncmp (mp->path, buf, strlen (buf)))
1090 delete_map(mp); 1183 delete_map (mp);
1091 }
1092 1184 }
1185
1093 delete_character(op->name, 1); 1186 delete_character (op->name, 1);
1094 } 1187 }
1188
1095 play_again(op); 1189 play_again (op);
1096 return 1; 1190 return 1;
1097} 1191}
1098 1192
1193void
1099void flee_player(object *op) { 1194flee_player (object *op)
1195{
1100 int dir,diff; 1196 int dir, diff;
1101 rv_vector rv; 1197 rv_vector rv;
1102 1198
1103 if(op->stats.hp < 0) { 1199 if (op->stats.hp < 0)
1200 {
1104 LOG(llevDebug, "Fleeing player is dead.\n"); 1201 LOG (llevDebug, "Fleeing player is dead.\n");
1105 CLEAR_FLAG(op, FLAG_SCARED); 1202 CLEAR_FLAG (op, FLAG_SCARED);
1203 return;
1204 }
1205
1206 if (op->enemy == NULL)
1207 {
1208 LOG (llevDebug, "Fleeing player had no enemy.\n");
1209 CLEAR_FLAG (op, FLAG_SCARED);
1210 return;
1211 }
1212
1213 /* Seen some crashes here. Since we don't store an
1214 * op->enemy_count, it is possible that something destroys the
1215 * actual enemy, and the object is recycled.
1216 */
1217 if (op->enemy->map == NULL)
1218 {
1219 CLEAR_FLAG (op, FLAG_SCARED);
1220 op->enemy = NULL;
1221 return;
1222 }
1223
1224 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1225 {
1226 op->enemy = NULL;
1227 CLEAR_FLAG (op, FLAG_SCARED);
1228 return;
1229 }
1230
1231 get_rangevector (op, op->enemy, &rv, 0);
1232
1233 dir = absdir (4 + rv.direction);
1234 for (diff = 0; diff < 3; diff++)
1235 {
1236 int m = 1 - (RANDOM () & 2);
1237
1238 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1106 return; 1239 return;
1107 } 1240 }
1108 1241
1109 if(op->enemy==NULL) {
1110 LOG(llevDebug,"Fleeing player had no enemy.\n");
1111 CLEAR_FLAG(op, FLAG_SCARED);
1112 return;
1113 }
1114
1115 /* Seen some crashes here. Since we don't store an
1116 * op->enemy_count, it is possible that something destroys the
1117 * actual enemy, and the object is recycled.
1118 */
1119 if (op->enemy->map == NULL) {
1120 CLEAR_FLAG(op, FLAG_SCARED);
1121 op->enemy=NULL;
1122 return;
1123 }
1124
1125 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1126 op->enemy=NULL;
1127 CLEAR_FLAG(op, FLAG_SCARED);
1128 return;
1129 }
1130 get_rangevector(op, op->enemy, &rv, 0);
1131
1132 dir=absdir(4+rv.direction);
1133 for(diff=0;diff<3;diff++) {
1134 int m=1-(RANDOM()&2);
1135 if(move_ob(op,absdir(dir+diff*m),op)||
1136 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1137 return;
1138 }
1139 }
1140 /* Cornered, get rid of scared */ 1242 /* Cornered, get rid of scared */
1141 CLEAR_FLAG(op, FLAG_SCARED); 1243 CLEAR_FLAG (op, FLAG_SCARED);
1142 op->enemy=NULL; 1244 op->enemy = NULL;
1143} 1245}
1144 1246
1145 1247
1146/* check_pick sees if there is stuff to be picked up/picks up stuff. 1248/* check_pick sees if there is stuff to be picked up/picks up stuff.
1147 * IT returns 1 if the player should keep on moving, 0 if he should 1249 * IT returns 1 if the player should keep on moving, 0 if he should
1148 * stop. 1250 * stop.
1149 */ 1251 */
1252int
1150int check_pick(object *op) { 1253check_pick (object *op)
1254{
1151 object *tmp, *next; 1255 object *tmp, *next;
1152 tag_t next_tag=0, op_tag;
1153 int stop = 0; 1256 int stop = 0;
1154 int j, k, wvratio; 1257 int j, k, wvratio;
1155 char putstring[128], tmpstr[16]; 1258 char putstring[128], tmpstr[16];
1156 1259
1157
1158 /* if you're flying, you cna't pick up anything */ 1260 /* if you're flying, you cna't pick up anything */
1159 if (op->move_type & MOVE_FLYING) 1261 if (op->move_type & MOVE_FLYING)
1160 return 1; 1262 return 1;
1161 1263
1162 op_tag = op->count;
1163
1164 next = op->below; 1264 next = op->below;
1165 if (next)
1166 next_tag = next->count;
1167 1265
1168 /* loop while there are items on the floor that are not marked as 1266 /* loop while there are items on the floor that are not marked as
1169 * destroyed */ 1267 * destroyed */
1170 while (next && ! was_destroyed (next, next_tag)) 1268 while (next && !next->destroyed ())
1171 { 1269 {
1172 tmp = next; 1270 tmp = next;
1173 next = tmp->below; 1271 next = tmp->below;
1174 if (next)
1175 next_tag = next->count;
1176 1272
1177 if (was_destroyed (op, op_tag)) 1273 if (op->destroyed ())
1178 return 0; 1274 return 0;
1179 1275
1180 if ( ! can_pick (op, tmp)) 1276 if (!can_pick (op, tmp))
1181 continue; 1277 continue;
1182 1278
1183 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1279 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1184 { 1280 {
1185 if (item_matched_string (op, tmp, op->contr->search_str)) 1281 if (item_matched_string (op, tmp, op->contr->search_str))
1186 pick_up (op, tmp); 1282 pick_up (op, tmp);
1187 continue; 1283 continue;
1188 } 1284 }
1189 1285
1190 /* high not bit set? We're using the old autopickup model */ 1286 /* high not bit set? We're using the old autopickup model */
1191 if(!(op->contr->mode & PU_NEWMODE)) { 1287 if (!(op->contr->mode & PU_NEWMODE))
1288 {
1192 switch (op->contr->mode) { 1289 switch (op->contr->mode)
1290 {
1291 case 0:
1193 case 0: return 1; /* don't pick up */ 1292 return 1; /* don't pick up */
1293 case 1:
1194 case 1: pick_up (op, tmp); 1294 pick_up (op, tmp);
1195 return 1; 1295 return 1;
1296 case 2:
1196 case 2: pick_up (op, tmp); 1297 pick_up (op, tmp);
1197 return 0; 1298 return 0;
1299 case 3:
1198 case 3: return 0; /* stop before pickup */ 1300 return 0; /* stop before pickup */
1301 case 4:
1199 case 4: pick_up (op, tmp); 1302 pick_up (op, tmp);
1200 break; 1303 break;
1304 case 5:
1201 case 5: pick_up (op, tmp); 1305 pick_up (op, tmp);
1202 stop = 1; 1306 stop = 1;
1203 break; 1307 break;
1204 case 6: 1308 case 6:
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1309 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1206 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1207 pick_up(op, tmp); 1310 pick_up (op, tmp);
1208 break; 1311 break;
1209 1312
1210 case 7: 1313 case 7:
1211 if (tmp->type == MONEY || tmp->type == GEM) 1314 if (tmp->type == MONEY || tmp->type == GEM)
1212 pick_up(op, tmp); 1315 pick_up (op, tmp);
1213 break; 1316 break;
1214 1317
1215 default: 1318 default:
1216 /* use value density */ 1319 /* use value density */
1217 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1320 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1218 && (query_cost (tmp, op, F_TRUE) * 100 1321 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1219 / (tmp->weight * MAX (tmp->nrof, 1)))
1220 >= op->contr->mode)
1221 pick_up(op,tmp); 1322 pick_up (op, tmp);
1222 } 1323 }
1223 } 1324 }
1224 else { /* old model */ 1325 else
1326 { /* old model */
1225 /* NEW pickup handling */ 1327 /* NEW pickup handling */
1226 if(op->contr->mode & PU_DEBUG) 1328 if (op->contr->mode & PU_DEBUG)
1227 {
1228 /* some debugging code to figure out item information */
1229 if(tmp->name!=NULL)
1230 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1231 &tmp->name, tmp->type,
1232 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1233 else
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1235 &tmp->arch->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1237 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1238
1239 sprintf(putstring,"...flags: ");
1240 for(k=0;k<4;k++)
1241 {
1242 for(j=0;j<32;j++)
1243 {
1244 if((tmp->flags[k]>>j)&0x01)
1245 { 1329 {
1330 /* some debugging code to figure out item information */
1331 if (tmp->name != NULL)
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1333 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1336 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1338
1339 sprintf (putstring, "...flags: ");
1340 for (k = 0; k < 4; k++)
1341 {
1342 for (j = 0; j < 32; j++)
1343 {
1344 if ((tmp->flags[k] >> j) & 0x01)
1345 {
1246 sprintf(tmpstr,"%d ",k*32+j); 1346 sprintf (tmpstr, "%d ", k * 32 + j);
1247 strcat(putstring, tmpstr); 1347 strcat (putstring, tmpstr);
1348 }
1349 }
1350 }
1351 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352
1353#if 0
1354 /* print the flags too */
1355 for (k = 0; k < 4; k++)
1356 {
1357 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1358 for (j = 0; j < 32; j++)
1359 {
1360 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1361 if (!((j + 1) % 4))
1362 fprintf (stderr, " ");
1363 }
1364 fprintf (stderr, " [%d]\n", k * 32);
1365 }
1366#endif
1248 } 1367 }
1368 /* philosophy:
1369 * It's easy to grab an item type from a pile, as long as it's
1370 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a
1372 * grab-as-you-run type mode that's really useful for arrows for
1373 * example.
1374 * The drawback: right now it has no frontend, so you need to
1375 * stick the bits you want into a calculator in hex mode and then
1376 * convert to decimal and then 'pickup <#>
1377 */
1378
1379 /* the first two modes are exclusive: if NOTHING we return, if
1380 * STOP then we stop. All the rest are applied sequentially,
1381 * meaning if any test passes, the item gets picked up. */
1382
1383 /* if mode is set to pick nothing up, return */
1384
1385 if (op->contr->mode & PU_NOTHING)
1386 return 1;
1387
1388 /* if mode is set to stop when encountering objects, return */
1389 /* take STOP before INHIBIT since it doesn't actually pick
1390 * anything up */
1391
1392 if (op->contr->mode & PU_STOP)
1393 return 0;
1394
1395 /* useful for going into stores and not losing your settings... */
1396 /* and for battles wher you don't want to get loaded down while
1397 * fighting */
1398 if (op->contr->mode & PU_INHIBIT)
1399 return 1;
1400
1401 /* prevent us from turning into auto-thieves :) */
1402 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1403 continue;
1404
1405 /* ignore known cursed objects */
1406 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1407 continue;
1408
1409 /* all food and drink if desired */
1410 /* question: don't pick up known-poisonous stuff? */
1411 if (op->contr->mode & PU_FOOD)
1412 if (tmp->type == FOOD)
1413 {
1414 pick_up (op, tmp);
1415 continue;
1416 }
1417
1418 if (op->contr->mode & PU_DRINK)
1419 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1420 {
1421 pick_up (op, tmp);
1422 continue;
1423 }
1424
1425 if (op->contr->mode & PU_POTION)
1426 if (tmp->type == POTION)
1427 {
1428 pick_up (op, tmp);
1429 continue;
1430 }
1431
1432 /* spellbooks, skillscrolls and normal books/scrolls */
1433 if (op->contr->mode & PU_SPELLBOOK)
1434 if (tmp->type == SPELLBOOK)
1435 {
1436 pick_up (op, tmp);
1437 continue;
1438 }
1439
1440 if (op->contr->mode & PU_SKILLSCROLL)
1441 if (tmp->type == SKILLSCROLL)
1442 {
1443 pick_up (op, tmp);
1444 continue;
1445 }
1446
1447 if (op->contr->mode & PU_READABLES)
1448 if (tmp->type == BOOK || tmp->type == SCROLL)
1449 {
1450 pick_up (op, tmp);
1451 continue;
1452 }
1453
1454 /* wands/staves/rods/horns */
1455 if (op->contr->mode & PU_MAGIC_DEVICE)
1456 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1457 {
1458 pick_up (op, tmp);
1459 continue;
1460 }
1461
1462 /* pick up all magical items */
1463 if (op->contr->mode & PU_MAGICAL)
1464 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1465 {
1466 pick_up (op, tmp);
1467 continue;
1468 }
1469
1470 if (op->contr->mode & PU_VALUABLES)
1471 {
1472 if (tmp->type == MONEY || tmp->type == GEM)
1473 {
1474 pick_up (op, tmp);
1475 continue;
1476 }
1249 } 1477 }
1478
1479 /* rings & amulets - talismans seems to be typed AMULET */
1480 if (op->contr->mode & PU_JEWELS)
1481 if (tmp->type == RING || tmp->type == AMULET)
1482 {
1483 pick_up (op, tmp);
1484 continue;
1485 }
1486
1487 /* we don't forget dragon food */
1488 if (op->contr->mode & PU_FLESH)
1489 if (tmp->type == FLESH)
1490 {
1491 pick_up (op, tmp);
1492 continue;
1493 }
1494
1495 /* bows and arrows. Bows are good for selling! */
1496 if (op->contr->mode & PU_BOW)
1497 if (tmp->type == BOW)
1498 {
1499 pick_up (op, tmp);
1500 continue;
1501 }
1502
1503 if (op->contr->mode & PU_ARROW)
1504 if (tmp->type == ARROW)
1505 {
1506 pick_up (op, tmp);
1507 continue;
1508 }
1509
1510 /* all kinds of armor etc. */
1511 if (op->contr->mode & PU_ARMOUR)
1512 if (tmp->type == ARMOUR)
1513 {
1514 pick_up (op, tmp);
1515 continue;
1516 }
1517
1518 if (op->contr->mode & PU_HELMET)
1519 if (tmp->type == HELMET)
1520 {
1521 pick_up (op, tmp);
1522 continue;
1523 }
1524
1525 if (op->contr->mode & PU_SHIELD)
1526 if (tmp->type == SHIELD)
1527 {
1528 pick_up (op, tmp);
1529 continue;
1530 }
1531
1532 if (op->contr->mode & PU_BOOTS)
1533 if (tmp->type == BOOTS)
1534 {
1535 pick_up (op, tmp);
1536 continue;
1537 }
1538
1539 if (op->contr->mode & PU_GLOVES)
1540 if (tmp->type == GLOVES)
1541 {
1542 pick_up (op, tmp);
1543 continue;
1544 }
1545
1546 if (op->contr->mode & PU_CLOAK)
1547 if (tmp->type == CLOAK)
1548 {
1549 pick_up (op, tmp);
1550 continue;
1551 }
1552
1553 /* hoping to catch throwing daggers here */
1554 if (op->contr->mode & PU_MISSILEWEAPON)
1555 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1556 {
1557 pick_up (op, tmp);
1558 continue;
1559 }
1560
1561 /* careful: chairs and tables are weapons! */
1562 if (op->contr->mode & PU_ALLWEAPON)
1563 {
1564 if (tmp->type == WEAPON && tmp->name != NULL)
1565 {
1566 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1567 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1568 {
1569 pick_up (op, tmp);
1570 continue;
1571 }
1572 }
1573
1574 if (tmp->type == WEAPON && tmp->name == NULL)
1575 {
1576 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1577 {
1578 pick_up (op, tmp);
1579 continue;
1580 }
1581 }
1250 } 1582 }
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1252 1583
1584 /* misc stuff that's useful */
1585 if (op->contr->mode & PU_KEY)
1586 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1587 {
1588 pick_up (op, tmp);
1589 continue;
1590 }
1591
1592 /* any of the last 4 bits set means we use the ratio for value
1593 * pickups */
1594 if (op->contr->mode & PU_RATIO)
1595 {
1596 /* use value density to decide what else to grab */
1597 /* >=7 was >= op->contr->mode */
1598 /* >=7 is the old standard setting. Now we take the last 4 bits
1599 * and multiply them by 5, giving 0..15*5== 5..75 */
1600 wvratio = (op->contr->mode & PU_RATIO) * 5;
1601 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1602 {
1603 pick_up (op, tmp);
1253#if 0 1604#if 0
1254 /* print the flags too */ 1605 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1255 for(k=0;k<4;k++) 1606 if (tmp->name != NULL)
1256 { 1607 {
1257 fprintf(stderr,"%d [%d] ", k, k*32+31); 1608 fprintf (stderr, "%s", tmp->name);
1258 for(j=0;j<32;j++) 1609 }
1259 { 1610 else
1260 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1611 fprintf (stderr, "%s", tmp->arch->name);
1261 if(!((j+1)%4))fprintf(stderr," "); 1612 fprintf (stderr, ",%d] = ", tmp->type);
1262 } 1613 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1263 fprintf(stderr," [%d]\n", k*32);
1264 }
1265#endif 1614#endif
1266 } 1615 continue;
1267 /* philosophy: 1616 }
1268 * It's easy to grab an item type from a pile, as long as it's
1269 * generic. This takes no game-time. For more detailed pickups
1270 * and selections, select-items shoul dbe used. This is a
1271 * grab-as-you-run type mode that's really useful for arrows for
1272 * example.
1273 * The drawback: right now it has no frontend, so you need to
1274 * stick the bits you want into a calculator in hex mode and then
1275 * convert to decimal and then 'pickup <#>
1276 */
1277
1278 /* the first two modes are exclusive: if NOTHING we return, if
1279 * STOP then we stop. All the rest are applied sequentially,
1280 * meaning if any test passes, the item gets picked up. */
1281
1282 /* if mode is set to pick nothing up, return */
1283
1284 if(op->contr->mode & PU_NOTHING) return 1;
1285
1286 /* if mode is set to stop when encountering objects, return */
1287 /* take STOP before INHIBIT since it doesn't actually pick
1288 * anything up */
1289
1290 if(op->contr->mode & PU_STOP) return 0;
1291
1292 /* useful for going into stores and not losing your settings... */
1293 /* and for battles wher you don't want to get loaded down while
1294 * fighting */
1295 if(op->contr->mode & PU_INHIBIT) return 1;
1296
1297 /* prevent us from turning into auto-thieves :) */
1298 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1299
1300 /* ignore known cursed objects */
1301 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1302
1303 /* all food and drink if desired */
1304 /* question: don't pick up known-poisonous stuff? */
1305 if(op->contr->mode & PU_FOOD)
1306 if (tmp->type == FOOD)
1307 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1308 if(op->contr->mode & PU_DRINK)
1309 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1311
1312 if(op->contr->mode & PU_POTION)
1313 if (tmp->type == POTION)
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1315
1316 /* spellbooks, skillscrolls and normal books/scrolls */
1317 if(op->contr->mode & PU_SPELLBOOK)
1318 if (tmp->type == SPELLBOOK)
1319 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1320 if(op->contr->mode & PU_SKILLSCROLL)
1321 if (tmp->type == SKILLSCROLL)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1323 if(op->contr->mode & PU_READABLES)
1324 if (tmp->type == BOOK || tmp->type == SCROLL)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1326
1327 /* wands/staves/rods/horns */
1328 if (op->contr->mode & PU_MAGIC_DEVICE)
1329 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1330 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1331
1332 /* pick up all magical items */
1333 if(op->contr->mode & PU_MAGICAL)
1334 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1336
1337 if(op->contr->mode & PU_VALUABLES)
1338 {
1339 if (tmp->type == MONEY || tmp->type == GEM)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1341 }
1342
1343 /* rings & amulets - talismans seems to be typed AMULET */
1344 if(op->contr->mode & PU_JEWELS)
1345 if (tmp->type == RING || tmp->type == AMULET)
1346 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1347
1348 /* bows and arrows. Bows are good for selling! */
1349 if(op->contr->mode & PU_BOW)
1350 if (tmp->type == BOW)
1351 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1352 if(op->contr->mode & PU_ARROW)
1353 if (tmp->type == ARROW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1355
1356 /* all kinds of armor etc. */
1357 if(op->contr->mode & PU_ARMOUR)
1358 if (tmp->type == ARMOUR)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1360 if(op->contr->mode & PU_HELMET)
1361 if (tmp->type == HELMET)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1363 if(op->contr->mode & PU_SHIELD)
1364 if (tmp->type == SHIELD)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1366 if(op->contr->mode & PU_BOOTS)
1367 if (tmp->type == BOOTS)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1369 if(op->contr->mode & PU_GLOVES)
1370 if (tmp->type == GLOVES)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1372 if(op->contr->mode & PU_CLOAK)
1373 if (tmp->type == CLOAK)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1375
1376 /* hoping to catch throwing daggers here */
1377 if(op->contr->mode & PU_MISSILEWEAPON)
1378 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1380
1381 /* careful: chairs and tables are weapons! */
1382 if(op->contr->mode & PU_ALLWEAPON)
1383 {
1384 if(tmp->type == WEAPON && tmp->name!=NULL)
1385 {
1386 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1387 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1389 }
1390 if(tmp->type == WEAPON && tmp->name==NULL)
1391 {
1392 if(strstr(tmp->arch->name,"table")==NULL &&
1393 strstr(tmp->arch->name,"chair")==NULL)
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1395 }
1396 }
1397
1398 /* misc stuff that's useful */
1399 if(op->contr->mode & PU_KEY)
1400 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1402
1403 /* any of the last 4 bits set means we use the ratio for value
1404 * pickups */
1405 if(op->contr->mode & PU_RATIO)
1406 {
1407 /* use value density to decide what else to grab */
1408 /* >=7 was >= op->contr->mode */
1409 /* >=7 is the old standard setting. Now we take the last 4 bits
1410 * and multiply them by 5, giving 0..15*5== 5..75 */
1411 wvratio=(op->contr->mode & PU_RATIO) * 5;
1412 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1413 {
1414 pick_up(op, tmp);
1415#if 0
1416 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1417 if(tmp->name!=NULL) {
1418 fprintf(stderr,"%s", tmp->name);
1419 } 1617 }
1420 else fprintf(stderr,"%s",tmp->arch->name); 1618 } /* the new pickup model */
1421 fprintf(stderr,",%d] = ", tmp->type);
1422 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1423#endif
1424 continue;
1425 }
1426 } 1619 }
1427 } /* the new pickup model */ 1620
1428 }
1429 return ! stop; 1621 return !stop;
1430} 1622}
1431 1623
1432/* 1624/*
1433 * Find an arrow in the inventory and after that 1625 * Find an arrow in the inventory and after that
1434 * in the right type container (quiver). Pointer to the 1626 * in the right type container (quiver). Pointer to the
1435 * found object is returned. 1627 * found object is returned.
1436 */ 1628 */
1629object *
1437object *find_arrow(object *op, const char *type) 1630find_arrow (object *op, const char *type)
1438{ 1631{
1439 object *tmp = NULL; 1632 object *tmp = NULL;
1440 1633
1441 for(op=op->inv; op; op=op->below) 1634 for (op = op->inv; op; op = op->below)
1442 if(!tmp && op->type==CONTAINER && op->race==type && 1635 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1443 QUERY_FLAG(op,FLAG_APPLIED))
1444 tmp = find_arrow (op, type); 1636 tmp = find_arrow (op, type);
1445 else if (op->type==ARROW && op->race==type) 1637 else if (op->type == ARROW && op->race == type)
1446 return op; 1638 return op;
1447 return tmp; 1639 return tmp;
1448} 1640}
1449 1641
1450/* 1642/*
1451 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1643 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1452 * against the target. A full test is not performed, simply a basic test 1644 * against the target. A full test is not performed, simply a basic test
1453 * of resistances. The archer is making a quick guess at what he sees down 1645 * of resistances. The archer is making a quick guess at what he sees down
1454 * the hall. Failing that it does it's best to pick the highest plus arrow. 1646 * the hall. Failing that it does it's best to pick the highest plus arrow.
1455 */ 1647 */
1456 1648
1649object *
1457object *find_better_arrow(object *op, object *target, const char *type, int *better) 1650find_better_arrow (object *op, object *target, const char *type, int *better)
1458{ 1651{
1459 object *tmp = NULL, *arrow, *ntmp; 1652 object *tmp = NULL, *arrow, *ntmp;
1460 int attacknum, attacktype, betterby=0, i; 1653 int attacknum, attacktype, betterby = 0, i;
1461 1654
1462 if (!type) 1655 if (!type)
1463 return NULL; 1656 return NULL;
1464 1657
1465 for (arrow=op->inv; arrow; arrow=arrow->below) { 1658 for (arrow = op->inv; arrow; arrow = arrow->below)
1466 if (arrow->type==CONTAINER && arrow->race==type && 1659 {
1467 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1660 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1661 {
1468 i = 0; 1662 i = 0;
1469 ntmp = find_better_arrow(arrow, target, type, &i); 1663 ntmp = find_better_arrow (arrow, target, type, &i);
1470 if (i > betterby) { 1664 if (i > betterby)
1665 {
1471 tmp = ntmp; 1666 tmp = ntmp;
1472 betterby = i; 1667 betterby = i;
1473 } 1668 }
1669 }
1474 } else if (arrow->type==ARROW && arrow->race==type) { 1670 else if (arrow->type == ARROW && arrow->race == type)
1671 {
1475 /* allways prefer assasination/slaying */ 1672 /* allways prefer assasination/slaying */
1476 if (target->race != NULL && arrow->slaying != NULL && 1673 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1477 strstr(arrow->slaying, target->race)) { 1674 {
1478 if (arrow->attacktype & AT_DEATH) { 1675 if (arrow->attacktype & AT_DEATH)
1676 {
1479 *better = 100; 1677 *better = 100;
1480 return arrow; 1678 return arrow;
1481 } else {
1482 tmp = arrow;
1483 betterby = (arrow->magic + arrow->stats.dam) * 2;
1484 } 1679 }
1485 } else { 1680 else
1486 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1487 attacktype = 1<<attacknum;
1488 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1489 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1490 tmp = arrow;
1491 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1492 }
1493 } 1681 {
1494 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1495 tmp = arrow; 1682 tmp = arrow;
1496 betterby = 2 + arrow->magic + arrow->stats.dam; 1683 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 }
1498 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow;
1500 betterby = 1 + arrow->magic + arrow->stats.dam;
1501 } 1684 }
1502 } 1685 }
1686 else
1687 {
1688 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1689 {
1690 attacktype = 1 << attacknum;
1691 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1692 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1693 {
1694 tmp = arrow;
1695 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1696 }
1697 }
1698 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1699 {
1700 tmp = arrow;
1701 betterby = 2 + arrow->magic + arrow->stats.dam;
1702 }
1703 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1704 {
1705 tmp = arrow;
1706 betterby = 1 + arrow->magic + arrow->stats.dam;
1707 }
1503 } 1708 }
1709 }
1504 } 1710 }
1505 if (tmp == NULL && arrow == NULL) 1711 if (tmp == NULL && arrow == NULL)
1506 return find_arrow(op, type); 1712 return find_arrow (op, type);
1507 1713
1508 *better = betterby; 1714 *better = betterby;
1509 return tmp; 1715 return tmp;
1510} 1716}
1511 1717
1512/* looks in a given direction, finds the first valid target, and calls 1718/* looks in a given direction, finds the first valid target, and calls
1513 * find_better_arrow to find a decent arrow to use. 1719 * find_better_arrow to find a decent arrow to use.
1514 * op = the shooter 1720 * op = the shooter
1515 * type = bow->race 1721 * type = bow->race
1516 * dir = fire direction 1722 * dir = fire direction
1517 */ 1723 */
1518 1724
1725object *
1519object *pick_arrow_target(object *op, const char *type, int dir) 1726pick_arrow_target (object *op, const char *type, int dir)
1520{ 1727{
1521 object *tmp = NULL; 1728 object *tmp = NULL;
1522 mapstruct *m; 1729 maptile *m;
1523 int i, mflags, found, number; 1730 int i, mflags, found, number;
1524 sint16 x, y; 1731 sint16 x, y;
1525 1732
1526 if (op->map == NULL) 1733 if (op->map == NULL)
1527 return find_arrow(op, type); 1734 return find_arrow (op, type);
1528 1735
1529 /* do a dex check */ 1736 /* do a dex check */
1530 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1737 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1531 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1738 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1532 return find_arrow(op, type); 1739 return find_arrow (op, type);
1533 1740
1534 m = op->map; 1741 m = op->map;
1535 x = op->x; 1742 x = op->x;
1536 y = op->y; 1743 y = op->y;
1537 1744
1538 /* find the first target */ 1745 /* find the first target */
1539 for (i=0, found=0; i<20; i++) { 1746 for (i = 0, found = 0; i < 20; i++)
1747 {
1540 x += freearr_x[dir]; 1748 x += freearr_x[dir];
1541 y += freearr_y[dir]; 1749 y += freearr_y[dir];
1542 mflags = get_map_flags(m, &m, x, y, &x, &y); 1750 mflags = get_map_flags (m, &m, x, y, &x, &y);
1543 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1751 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1752 {
1544 tmp = NULL; 1753 tmp = NULL;
1754 break;
1755 }
1756 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1757 {
1758 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1759 * perhaps a bad assumption.
1760 */
1761 tmp = NULL;
1762 break;
1763 }
1764 if (mflags & P_IS_ALIVE)
1765 {
1766 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1767 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1768 {
1769 found++;
1770 break;
1771 }
1772 if (found)
1545 break; 1773 break;
1546 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1547 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1548 * perhaps a bad assumption.
1549 */
1550 tmp = NULL;
1551 break;
1552 } 1774 }
1553 if (mflags & P_IS_ALIVE) {
1554 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1555 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1556 found++;
1557 break;
1558 }
1559 if (found)
1560 break;
1561 }
1562 } 1775 }
1563 if (tmp == NULL) 1776 if (tmp == NULL)
1564 return find_arrow(op, type); 1777 return find_arrow (op, type);
1565 1778
1566 if (tmp->head) 1779 if (tmp->head)
1567 tmp = tmp->head; 1780 tmp = tmp->head;
1568 1781
1569 return find_better_arrow(op, tmp, type, &i); 1782 return find_better_arrow (op, tmp, type, &i);
1570} 1783}
1571 1784
1572/* 1785/*
1573 * Creature fires a bow - op can be monster or player. Returns 1786 * Creature fires a bow - op can be monster or player. Returns
1574 * 1 if bow was actually fired, 0 otherwise. 1787 * 1 if bow was actually fired, 0 otherwise.
1577 * dir is the direction of fire. 1790 * dir is the direction of fire.
1578 * wc_mod is any special modifier to give (used in special player fire modes) 1791 * wc_mod is any special modifier to give (used in special player fire modes)
1579 * sx, sy are coordinates to fire arrow from - also used in some of the special 1792 * sx, sy are coordinates to fire arrow from - also used in some of the special
1580 * player fire modes. 1793 * player fire modes.
1581 */ 1794 */
1795int
1582int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1796fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1583 sint16 sx, sint16 sy)
1584{ 1797{
1585 object *left, *bow; 1798 object *left, *bow;
1586 tag_t left_tag, tag;
1587 int bowspeed, mflags; 1799 int bowspeed, mflags;
1588 mapstruct *m; 1800 maptile *m;
1589 1801
1590 if (!dir) { 1802 if (!dir)
1803 {
1591 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1804 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1592 return 0; 1805 return 0;
1593 } 1806 }
1807
1594 if (op->type == PLAYER) 1808 if (op->type == PLAYER)
1595 bow=op->contr->ranges[range_bow]; 1809 bow = op->contr->ranges[range_bow];
1596 else { 1810 else
1811 {
1597 for(bow=op->inv; bow; bow=bow->below) 1812 for (bow = op->inv; bow; bow = bow->below)
1598 /* Don't check for applied - monsters don't apply bows - in that way, they 1813 /* Don't check for applied - monsters don't apply bows - in that way, they
1599 * don't need to switch back and forth between bows and weapons. 1814 * don't need to switch back and forth between bows and weapons.
1600 */ 1815 */
1601 if(bow->type==BOW) 1816 if (bow->type == BOW)
1602 break; 1817 break;
1603 1818
1604 if (!bow) { 1819 if (!bow)
1820 {
1605 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1821 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1606 return 0; 1822 return 0;
1607 } 1823 }
1608 } 1824 }
1825
1609 if( !bow->race || !bow->skill) { 1826 if (!bow->race || !bow->skill)
1827 {
1610 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1828 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1611 return 0; 1829 return 0;
1612 } 1830 }
1613 1831
1614 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1832 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1615 1833
1616 /* penalize ROF for bestarrow */ 1834 /* penalize ROF for bestarrow */
1617 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1835 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1618 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1836 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1837
1619 if (bowspeed < 1) 1838 if (bowspeed < 1)
1620 bowspeed = 1; 1839 bowspeed = 1;
1621 1840
1622 if (arrow == NULL) { 1841 if (arrow == NULL)
1842 {
1623 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1843 if ((arrow = find_arrow (op, bow->race)) == NULL)
1844 {
1624 if (op->type == PLAYER) 1845 if (op->type == PLAYER)
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1846 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1626 "You have no %s left.", &bow->race);
1627 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1847 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1628 else 1848 else
1629 CLEAR_FLAG(op, FLAG_READY_BOW); 1849 CLEAR_FLAG (op, FLAG_READY_BOW);
1630 return 0; 1850 return 0;
1631 } 1851 }
1632 } 1852 }
1853
1633 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1854 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1634 if (mflags & P_OUT_OF_MAP) { 1855 if (mflags & P_OUT_OF_MAP)
1635 return 0; 1856 return 0;
1636 } 1857
1637 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1858 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1859 {
1638 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1860 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1639 return 0; 1861 return 0;
1640 } 1862 }
1641 1863
1642 /* this should not happen, but sometimes does */ 1864 /* this should not happen, but sometimes does */
1643 if (arrow->nrof==0) { 1865 if (arrow->nrof == 0)
1644 remove_ob(arrow); 1866 {
1645 free_object(arrow); 1867 arrow->destroy ();
1646 return 0; 1868 return 0;
1647 } 1869 }
1648 1870
1649 left = arrow; /* these are arrows left to the player */ 1871 left = arrow; /* these are arrows left to the player */
1650 left_tag = left->count;
1651 arrow = get_split_ob(arrow, 1); 1872 arrow = get_split_ob (arrow, 1);
1652 if (arrow == NULL) { 1873 if (!arrow)
1874 {
1653 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1875 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1654 return 0; 1876 return 0;
1655 } 1877 }
1656 set_owner(arrow, op); 1878
1879 arrow->set_owner (op);
1657 arrow->skill = bow->skill; 1880 arrow->skill = bow->skill;
1658 1881
1659 arrow->direction=dir; 1882 arrow->direction = dir;
1660 arrow->x = sx; 1883 arrow->x = sx;
1661 arrow->y = sy; 1884 arrow->y = sy;
1662 1885
1663 if (op->type == PLAYER) { 1886 if (op->type == PLAYER)
1887 {
1664 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1665 fix_player(op); 1889 fix_player (op);
1666 } 1890 }
1667 1891
1668 SET_ANIMATION(arrow, arrow->direction); 1892 SET_ANIMATION (arrow, arrow->direction);
1669 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1670 arrow->stats.hp = arrow->stats.dam; 1894 arrow->stats.hp = arrow->stats.dam;
1671 arrow->stats.grace = arrow->attacktype; 1895 arrow->stats.grace = arrow->attacktype;
1672 if (arrow->slaying != NULL) 1896 if (arrow->slaying != NULL)
1673 arrow->spellarg = strdup_local(arrow->slaying); 1897 arrow->spellarg = strdup (arrow->slaying);
1674 1898
1675 /* Note that this was different for monsters - they got their level 1899 /* Note that this was different for monsters - they got their level
1676 * added to the damage. I think the strength bonus is more proper. 1900 * added to the damage. I think the strength bonus is more proper.
1677 */ 1901 */
1678
1679 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1680 0 : dam_bonus[op->stats.Str]) +
1681 bow->stats.dam + bow->magic + arrow->magic;
1682 1902
1903 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1904
1683 /* update the speed */ 1905 /* update the speed */
1684 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1685 0 : dam_bonus[op->stats.Str]) + 1907 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1686 bow->magic + arrow->magic) / 5.0 +
1687 (float)bow->stats.dam / 7.0;
1688 1908
1689 if (arrow->speed < 1.0) 1909 if (arrow->speed < 1.0)
1690 arrow->speed = 1.0; 1910 arrow->speed = 1.0;
1691 update_ob_speed(arrow); 1911 update_ob_speed (arrow);
1692 arrow->speed_left = 0; 1912 arrow->speed_left = 0;
1693 1913
1694 if (op->type == PLAYER) { 1914 if (op->type == PLAYER)
1915 {
1695 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1916 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1696 (op->chosen_skill?op->chosen_skill->level:op->level) - 1917 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1697 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1918 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1698 arrow->stats.wc - bow->stats.wc + wc_mod;
1699 1919
1700 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1920 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1701 } else { 1921 }
1922 else
1923 {
1702 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1924 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1703 arrow->stats.wc + wc_mod;
1704
1705 arrow->level = op->level; 1925 arrow->level = op->level;
1706 } 1926 }
1927
1707 if (arrow->attacktype == AT_PHYSICAL) 1928 if (arrow->attacktype == AT_PHYSICAL)
1708 arrow->attacktype |= bow->attacktype; 1929 arrow->attacktype |= bow->attacktype;
1930
1709 if (bow->slaying != NULL) 1931 if (bow->slaying)
1710 arrow->slaying = bow->slaying; 1932 arrow->slaying = bow->slaying;
1711 1933
1712 arrow->map = m; 1934 arrow->map = m;
1713 arrow->move_type = MOVE_FLY_LOW; 1935 arrow->move_type = MOVE_FLY_LOW;
1714 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1715 1937
1716 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1717 tag = arrow->count;
1718 insert_ob_in_map(arrow, m, op, 0); 1939 insert_ob_in_map (arrow, m, op, 0);
1719 1940
1720 if (!was_destroyed(arrow, tag)) 1941 if (!arrow->destroyed ())
1721 move_arrow(arrow); 1942 move_arrow (arrow);
1722 1943
1723 if (op->type == PLAYER) { 1944 if (op->type == PLAYER)
1724 if (was_destroyed (left, left_tag)) 1945 {
1946 if (left->destroyed ())
1725 esrv_del_item(op->contr, left_tag); 1947 esrv_del_item (op->contr, left->count);
1726 else 1948 else
1727 esrv_send_item(op, left); 1949 esrv_send_item (op, left);
1728 } 1950 }
1951
1729 return 1; 1952 return 1;
1730} 1953}
1731 1954
1732/* Special fire code for players - this takes into 1955/* Special fire code for players - this takes into
1733 * account the special fire modes players can have 1956 * account the special fire modes players can have
1734 * but monsters can't. Putting that code here 1957 * but monsters can't. Putting that code here
1735 * makes the fire_bow code much cleaner. 1958 * makes the fire_bow code much cleaner.
1736 * this function should only be called if 'op' is a player, 1959 * this function should only be called if 'op' is a player,
1737 * hence the function name. 1960 * hence the function name.
1738 */ 1961 */
1962int
1739int player_fire_bow(object *op, int dir) 1963player_fire_bow (object *op, int dir)
1740{ 1964{
1741 int ret=0, wcmod=0; 1965 int ret = 0, wcmod = 0;
1742 1966
1743 if (op->contr->bowtype == bow_bestarrow) { 1967 if (op->contr->bowtype == bow_bestarrow)
1744 ret = fire_bow(op, op, 1968 {
1745 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1969 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1746 dir, 0, op->x, op->y); 1970 }
1747 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1971 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1972 {
1748 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1749 wcmod =-1; 1974 wcmod = -1;
1750 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1975 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1751 op->x, op->y); 1976 }
1752 } else if (op->contr->bowtype == bow_threewide) { 1977 else if (op->contr->bowtype == bow_threewide)
1978 {
1753 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1754 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1980 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1755 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1981 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1982 }
1756 } else if (op->contr->bowtype == bow_spreadshot) { 1983 else if (op->contr->bowtype == bow_spreadshot)
1984 {
1757 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1985 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1758 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1986 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1759 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1987 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1760 1988
1761 } else { 1989 }
1990 else
1991 {
1762 /* Simple case */ 1992 /* Simple case */
1763 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1993 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1764 } 1994 }
1765 return ret; 1995 return ret;
1766} 1996}
1767 1997
1768 1998
1769/* Fires a misc (wand/rod/horn) object in 'dir'. 1999/* Fires a misc (wand/rod/horn) object in 'dir'.
1770 * Broken apart from 'fire' to keep it more readable. 2000 * Broken apart from 'fire' to keep it more readable.
1771 */ 2001 */
2002void
1772void fire_misc_object(object *op, int dir) 2003fire_misc_object (object *op, int dir)
1773{ 2004{
1774 object *item; 2005 object *item;
1775 2006
1776 if (!op->contr->ranges[range_misc]) { 2007 if (!op->contr->ranges[range_misc])
2008 {
1777 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 2009 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1778 return; 2010 return;
1779 } 2011 }
1780 2012
1781 item = op->contr->ranges[range_misc]; 2013 item = op->contr->ranges[range_misc];
1782 if (!item->inv) { 2014 if (!item->inv)
2015 {
1783 LOG(llevError,"Object %s lacks a spell\n", &item->name); 2016 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1784 return; 2017 return;
1785 } 2018 }
1786 if (item->type == WAND) { 2019 if (item->type == WAND)
2020 {
1787 if(item->stats.food<=0) { 2021 if (item->stats.food <= 0)
2022 {
1788 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2023 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1789 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 2024 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1790 return; 2025 return;
1791 } 2026 }
2027 }
1792 } else if (item->type == ROD || item->type==HORN) { 2028 else if (item->type == ROD || item->type == HORN)
2029 {
1793 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2030 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2031 {
1794 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2032 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795 if (item->type== ROD) 2033 if (item->type == ROD)
1796 new_draw_info_format(NDI_UNIQUE, 0,op,
1797 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 2034 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 2035 else
1799 new_draw_info_format(NDI_UNIQUE, 0,op, 2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800 "The %s needs more time to charge.", query_base_name(item,0));
1801 return; 2037 return;
1802 } 2038 }
1803 } 2039 }
1804 2040
1805 if(cast_spell(op,item,dir,item->inv,NULL)) { 2041 if (cast_spell (op, item, dir, item->inv, NULL))
2042 {
1806 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2043 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1807 if (item->type == WAND) { 2044 if (item->type == WAND)
2045 {
1808 if (!(--item->stats.food)) { 2046 if (!(--item->stats.food))
2047 {
1809 object *tmp; 2048 object *tmp;
2049
1810 if (item->arch) { 2050 if (item->arch)
2051 {
1811 CLEAR_FLAG(item, FLAG_ANIMATE); 2052 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 2053 item->face = item->arch->clone.face;
1813 item->speed = 0; 2054 item->speed = 0;
1814 update_ob_speed(item); 2055 update_ob_speed (item);
1815 } 2056 }
1816 if ((tmp=is_player_inv(item))) 2057 if ((tmp = item->in_player ()))
1817 esrv_update_item(UPD_ANIM, tmp, item); 2058 esrv_update_item (UPD_ANIM, tmp, item);
1818 } 2059 }
1819 } 2060 }
1820 else if (item->type == ROD || item->type==HORN) { 2061 else if (item->type == ROD || item->type == HORN)
2062 {
1821 drain_rod_charge(item); 2063 drain_rod_charge (item);
1822 } 2064 }
1823 } 2065 }
1824} 2066}
1825 2067
1826/* Received a fire command for the player - go and do it. 2068/* Received a fire command for the player - go and do it.
1827 */ 2069 */
2070void
1828void fire(object *op,int dir) { 2071fire (object *op, int dir)
2072{
1829 int spellcost=0; 2073 int spellcost = 0;
1830 2074
1831 /* check for loss of invisiblity/hide */ 2075 /* check for loss of invisiblity/hide */
1832 if (action_makes_visible(op)) make_visible(op); 2076 if (action_makes_visible (op))
2077 make_visible (op);
1833 2078
1834 switch(op->contr->shoottype) { 2079 switch (op->contr->shoottype)
2080 {
1835 case range_none: 2081 case range_none:
2082 return;
2083
2084 case range_bow:
2085 player_fire_bow (op, dir);
2086 return;
2087
2088 case range_magic: /* Casting spells */
2089 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2090 return;
2091
2092 case range_misc:
2093 fire_misc_object (op, dir);
2094 return;
2095
2096 case range_golem: /* Control summoned monsters from scrolls */
2097 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2098 {
2099 op->contr->ranges[range_golem] = 0;
2100 op->contr->shoottype = range_none;
2101 }
2102 else
2103 control_golem (op->contr->ranges[range_golem], dir);
2104 return;
2105
2106 case range_skill:
2107 if (!op->chosen_skill)
2108 {
2109 if (op->type == PLAYER)
2110 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1836 return; 2111 return;
1837
1838 case range_bow:
1839 player_fire_bow(op, dir);
1840 return;
1841
1842 case range_magic: /* Casting spells */
1843 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1844 return;
1845
1846 case range_misc:
1847 fire_misc_object(op, dir);
1848 return;
1849
1850 case range_golem: /* Control summoned monsters from scrolls */
1851 if(op->contr->ranges[range_golem]==NULL ||
1852 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1853 op->contr->ranges[range_golem] = NULL;
1854 op->contr->shoottype=range_none;
1855 op->contr->golem_count = 0;
1856 } 2112 }
1857 else
1858 control_golem(op->contr->ranges[range_golem], dir);
1859 return;
1860
1861 case range_skill:
1862 if(!op->chosen_skill) {
1863 if(op->type==PLAYER)
1864 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1865 return;
1866 }
1867 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 2113 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1868 return;
1869 case range_builder:
1870 apply_map_builder( op, dir );
1871 return; 2114 return;
2115 case range_builder:
2116 apply_map_builder (op, dir);
2117 return;
1872 default: 2118 default:
1873 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2119 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1874 return; 2120 return;
1875 } 2121 }
1876} 2122}
1877 2123
1878 2124
1879 2125
1886 * inv is the objects inventory to searched 2132 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against. 2133 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers. 2134 * This function can be called recursively to search containers.
1889 */ 2135 */
1890 2136
2137object *
1891object * find_key(object *pl, object *container, object *door) 2138find_key (object *pl, object *container, object *door)
1892{ 2139{
1893 object *tmp,*key; 2140 object *tmp, *key;
1894 2141
1895 /* Should not happen, but sanity checking is never bad */ 2142 /* Should not happen, but sanity checking is never bad */
1896 if (container->inv == NULL) return NULL; 2143 if (container->inv == NULL)
2144 return NULL;
1897 2145
1898 /* First, lets try to find a key in the top level inventory */ 2146 /* First, lets try to find a key in the top level inventory */
1899 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2148 {
1900 if (door->type==DOOR && tmp->type==KEY) break; 2149 if (door->type == DOOR && tmp->type == KEY)
2150 break;
1901 /* For sanity, we should really check door type, but other stuff 2151 /* For sanity, we should really check door type, but other stuff
1902 * (like containers) can be locked with special keys 2152 * (like containers) can be locked with special keys
1903 */ 2153 */
1904 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2154 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1905 tmp->slaying==door->slaying) break; 2155 break;
1906 } 2156 }
1907 /* No key found - lets search inventories now */ 2157 /* No key found - lets search inventories now */
1908 /* If we find and use a key in an inventory, return at that time. 2158 /* If we find and use a key in an inventory, return at that time.
1909 * otherwise, if we search all the inventories and still don't find 2159 * otherwise, if we search all the inventories and still don't find
1910 * a key, return 2160 * a key, return
1911 */ 2161 */
1912 if (!tmp) { 2162 if (!tmp)
2163 {
1913 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2164 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2165 {
1914 /* No reason to search empty containers */ 2166 /* No reason to search empty containers */
1915 if (tmp->type==CONTAINER && tmp->inv) { 2167 if (tmp->type == CONTAINER && tmp->inv)
2168 {
1916 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2169 if ((key = find_key (pl, tmp, door)) != NULL)
2170 return key;
1917 } 2171 }
1918 } 2172 }
2173 if (!tmp)
1919 if (!tmp) return NULL; 2174 return NULL;
1920 } 2175 }
1921 /* We get down here if we have found a key. Now if its in a container, 2176 /* We get down here if we have found a key. Now if its in a container,
1922 * see if we actually want to use it 2177 * see if we actually want to use it
1923 */ 2178 */
1924 if (pl!=container) { 2179 if (pl != container)
2180 {
1925 /* Only let players use keys in containers */ 2181 /* Only let players use keys in containers */
1926 if (!pl->contr) return NULL; 2182 if (!pl->contr)
2183 return NULL;
1927 /* cases where this fails: 2184 /* cases where this fails:
1928 * If we only search the player inventory, return now since we 2185 * If we only search the player inventory, return now since we
1929 * are not in the players inventory. 2186 * are not in the players inventory.
1930 * If the container is not active, return now since only active 2187 * If the container is not active, return now since only active
1931 * containers can be used. 2188 * containers can be used.
1932 * If we only search keyrings and the container does not have 2189 * If we only search keyrings and the container does not have
1933 * a race/isn't a keyring. 2190 * a race/isn't a keyring.
1934 * No checking for all containers - to fall through past here, 2191 * No checking for all containers - to fall through past here,
1935 * inv must have been an container and must have been active. 2192 * inv must have been an container and must have been active.
1936 * 2193 *
1937 * Change the color so that the message doesn't disappear with 2194 * Change the color so that the message doesn't disappear with
1938 * all the others. 2195 * all the others.
1939 */ 2196 */
1940 if (pl->contr->usekeys == key_inventory || 2197 if (pl->contr->usekeys == key_inventory ||
1941 !QUERY_FLAG(container, FLAG_APPLIED) || 2198 !QUERY_FLAG (container, FLAG_APPLIED) ||
1942 (pl->contr->usekeys == keyrings &&
1943 (!container->race || strcmp(container->race, "keys"))) 2199 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1944 ) { 2200 {
1945 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2201 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1946 "The %s in your %s vibrates as you approach the door", 2202 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1947 query_name(tmp), query_name(container));
1948 return NULL; 2203 return NULL;
1949 } 2204 }
1950 } 2205 }
1951 return tmp; 2206 return tmp;
1952} 2207}
1953 2208
1954/* moved door processing out of move_player_attack. 2209/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 2210 * returns 1 if player has opened the door with a key
1956 * such that the caller should not do anything more, 2211 * such that the caller should not do anything more,
1957 * 0 otherwise 2212 * 0 otherwise
1958 */ 2213 */
2214static int
1959static int player_attack_door(object *op, object *door) 2215player_attack_door (object *op, object *door)
1960{ 2216{
1961
1962 /* If its a door, try to find a use a key. If we do destroy the door, 2217 /* If its a door, try to find a use a key. If we do destroy the door,
1963 * might as well return immediately as there is nothing more to do - 2218 * might as well return immediately as there is nothing more to do -
1964 * otherwise, we fall through to the rest of the code. 2219 * otherwise, we fall through to the rest of the code.
1965 */ 2220 */
1966 object *key=find_key(op, op, door); 2221 object *key = find_key (op, op, door);
1967 2222
1968 /* IF we found a key, do some extra work */ 2223 /* IF we found a key, do some extra work */
1969 if (key) { 2224 if (key)
2225 {
1970 object *container=key->env; 2226 object *container = key->env;
1971 2227
1972 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2228 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1973 if(action_makes_visible(op)) make_visible(op); 2229 if (action_makes_visible (op))
2230 make_visible (op);
1974 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2231 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2232 spring_trap (door->inv, op);
1975 if (door->type == DOOR) { 2233 if (door->type == DOOR)
2234 {
1976 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2235 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1977 } 2236 }
1978 else if(door->type==LOCKED_DOOR) { 2237 else if (door->type == LOCKED_DOOR)
1979 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2238 {
1980 "You open the door with the %s", query_short_name(key)); 2239 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1981 remove_door2(door); /* remove door without violence ;-) */ 2240 remove_door2 (door); /* remove door without violence ;-) */
1982 } 2241 }
1983 /* Do this after we print the message */ 2242 /* Do this after we print the message */
1984 decrease_ob(key); /* Use up one of the keys */ 2243 decrease_ob (key); /* Use up one of the keys */
1985 /* Need to update the weight the container the key was in */ 2244 /* Need to update the weight the container the key was in */
1986 if (container != op) 2245 if (container != op)
1987 esrv_update_item(UPD_WEIGHT, op, container); 2246 esrv_update_item (UPD_WEIGHT, op, container);
1988 return 1; /* Nothing more to do below */ 2247 return 1; /* Nothing more to do below */
2248 }
1989 } else if (door->type==LOCKED_DOOR) { 2249 else if (door->type == LOCKED_DOOR)
2250 {
1990 /* Might as well return now - no other way to open this */ 2251 /* Might as well return now - no other way to open this */
1991 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2252 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1992 return 1; 2253 return 1;
1993 } 2254 }
1994 return 0; 2255 return 0;
1995} 2256}
1996 2257
1997/* This function is just part of a breakup from move_player. 2258/* This function is just part of a breakup from move_player.
1998 * It should keep the code cleaner. 2259 * It should keep the code cleaner.
1999 * When this is called, the players direction has been updated 2260 * When this is called, the players direction has been updated
2000 * (taking into account confusion.) The player is also actually 2261 * (taking into account confusion.) The player is also actually
2001 * going to try and move (not fire weapons). 2262 * going to try and move (not fire weapons).
2002 */ 2263 */
2003 2264void
2004void move_player_attack(object *op, int dir) 2265move_player_attack (object *op, int dir)
2005{ 2266{
2006 object *tmp, *mon; 2267 object *tmp, *mon;
2007 sint16 nx, ny; 2268 sint16 nx, ny;
2008 int on_battleground; 2269 int on_battleground;
2009 mapstruct *m; 2270 maptile *m;
2010 2271
2011 nx=freearr_x[dir]+op->x; 2272 nx = freearr_x[dir] + op->x;
2012 ny=freearr_y[dir]+op->y; 2273 ny = freearr_y[dir] + op->y;
2013 2274
2014 on_battleground = op_on_battleground(op, NULL, NULL); 2275 on_battleground = op_on_battleground (op, 0, 0);
2015 2276
2016 /* If braced, or can't move to the square, and it is not out of the 2277 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 2278 * map, attack it. Note order of if statement is important - don't
2018 * want to be calling move_ob if braced, because move_ob will move the 2279 * want to be calling move_ob if braced, because move_ob will move the
2019 * player. This is a pretty nasty hack, because if we could 2280 * player. This is a pretty nasty hack, because if we could
2020 * move to some space, it then means that if we are braced, we should 2281 * move to some space, it then means that if we are braced, we should
2021 * do nothing at all. As it is, if we are braced, we go through 2282 * do nothing at all. As it is, if we are braced, we go through
2022 * quite a bit of processing. However, it probably is less than what 2283 * quite a bit of processing. However, it probably is less than what
2023 * move_ob uses. 2284 * move_ob uses.
2024 */ 2285 */
2025 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2287 {
2026 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2288 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 {
2027 m = get_map_from_coord(op->map, &nx, &ny); 2290 m = get_map_from_coord (op->map, &nx, &ny);
2291 if (!m)
2028 if (!m) return; /* Don't think this should happen */ 2292 return; /* Don't think this should happen */
2293 }
2294 else
2295 m = op->map;
2296
2297 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2029 } 2298 {
2030 else m =op->map;
2031
2032 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2033 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2299 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2300 return;
2301 }
2302
2303 mon = 0;
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)
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) /* This happens anytime the player tries to move */
2330 return; /* into a wall */
2331
2332 if (mon->head)
2333 mon = mon->head;
2334
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2336 if (player_attack_door (op, mon))
2337 return;
2338
2339 /* The following deals with possibly attacking peaceful
2340 * or frienddly creatures. Basically, all players are considered
2341 * unaggressive. If the moving player has peaceful set, then the
2342 * object should be pushed instead of attacked. It is assumed that
2343 * if you are braced, you will not attack friends accidently,
2344 * and thus will not push them.
2345 */
2346
2347 /* If the creature is a pet, push it even if the player is not
2348 * peaceful. Our assumption is the creature is a pet if the
2349 * player owns it and it is either friendly or unagressive.
2350 */
2351 if ((op->type == PLAYER)
2352#if COZY_SERVER
2353 &&
2354 ((mon->owner && mon->owner->contr
2355 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2356#else
2357 && mon->owner == op
2358#endif
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 {
2361 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced)
2034 return; 2363 return;
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op);
2366 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op);
2368 return;
2035 } 2369 }
2036 2370
2037 mon = NULL; 2371 /* in certain circumstances, you shouldn't attack friendly
2038 /* Go through all the objects, and find ones of interest. Only stop if 2372 * creatures. Note that if you are braced, you can't push
2039 * we find a monster - that is something we know we want to attack. 2373 * someone, but put it inside this loop so that you won't
2040 * if its a door or barrel (can roll) see if there may be monsters 2374 * attack them either.
2041 * on the space
2042 */ 2375 */
2043 while (tmp!=NULL) { 2376 if ((mon->type == PLAYER || mon->enemy != op) &&
2044 if (tmp == op) { 2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2045 tmp=tmp->above; 2378#ifdef PROHIBIT_PLAYERKILL
2046 continue; 2379 (op->contr->peaceful
2380 || (mon->type == PLAYER
2381 && mon->contr->
2382 peaceful)) &&
2383#else
2384 op->contr->peaceful &&
2385#endif
2386 !on_battleground))
2387 {
2388 if (!op->contr->braced)
2389 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op);
2047 } 2392 }
2048 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2393 else
2049 mon = tmp; 2394 new_draw_info (0, 0, op, "You withhold your attack");
2050 break; 2395
2396 if (op->contr->tmp_invis || op->hide)
2397 make_visible (op);
2398 }
2399
2400 /* If the object is a boulder or other rollable object, then
2401 * roll it if not braced. You can't roll it if you are braced.
2402 */
2403 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2404 {
2405 recursive_roll (mon, dir, op);
2406 if (action_makes_visible (op))
2407 make_visible (op);
2408 }
2409
2410 /* Any generic living creature. Including things like doors.
2411 * Way it works is like this: First, it must have some hit points
2412 * and be living. Then, it must be one of the following:
2413 * 1) Not a player, 2) A player, but of a different party. Note
2414 * that party_number -1 is no party, so attacks can still happen.
2415 */
2416
2417 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2418 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2419 {
2420
2421 /* If the player hasn't hit something this tick, and does
2422 * so, give them speed boost based on weapon speed. Doing
2423 * it here is better than process_players2, which basically
2424 * incurred a 1 tick offset.
2425 */
2426 if (!op->contr->has_hit)
2427 {
2428 op->speed_left += op->speed / op->contr->weapon_sp;
2429
2430 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2051 } 2431 }
2052 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2053 mon = tmp;
2054 tmp=tmp->above;
2055 }
2056
2057 if (mon==NULL) /* This happens anytime the player tries to move */
2058 return; /* into a wall */
2059 2432
2060 if(mon->head != NULL) 2433 skill_attack (mon, op, 0, 0, 0);
2061 mon = mon->head;
2062 2434
2063 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2435 /* If attacking another player, that player gets automatic
2064 if (player_attack_door(op, mon)) return; 2436 * hitback, and doesn't loose luck either.
2065 2437 * Disable hitback on the battleground or if the target is
2066 /* The following deals with possibly attacking peaceful 2438 * the wiz.
2067 * or frienddly creatures. Basically, all players are considered
2068 * unaggressive. If the moving player has peaceful set, then the
2069 * object should be pushed instead of attacked. It is assumed that
2070 * if you are braced, you will not attack friends accidently,
2071 * and thus will not push them.
2072 */ 2439 */
2073 2440 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2074 /* If the creature is a pet, push it even if the player is not
2075 * peaceful. Our assumption is the creature is a pet if the
2076 * player owns it and it is either friendly or unagressive.
2077 */
2078 if ((op->type==PLAYER)
2079#if COZY_SERVER
2080 &&
2081 (
2082 (get_owner(mon) && get_owner(mon)->contr
2083 && same_party (get_owner(mon)->contr->party, op->contr->party))
2084 || get_owner(mon) == op
2085 )
2086#else
2087 && get_owner(mon)==op
2088#endif
2089 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2090 {
2091 /* If we're braced, we don't want to switch places with it */
2092 if (op->contr->braced) return;
2093 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2094 (void) push_ob(mon,dir,op);
2095 if(op->contr->tmp_invis||op->hide) make_visible(op);
2096 return;
2097 }
2098
2099 /* in certain circumstances, you shouldn't attack friendly
2100 * creatures. Note that if you are braced, you can't push
2101 * someone, but put it inside this loop so that you won't
2102 * attack them either.
2103 */
2104 if ((mon->type==PLAYER || mon->enemy != op) &&
2105 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2106 (
2107#ifdef PROHIBIT_PLAYERKILL
2108 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2109#else
2110 op->contr->peaceful &&
2111#endif
2112 !on_battleground
2113 )) { 2441 {
2114 if (!op->contr->braced) { 2442 short luck = mon->stats.luck;
2115 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2443
2116 (void) push_ob(mon,dir,op); 2444 mon->contr->has_hit = 1;
2117 } else { 2445 skill_attack (op, mon, 0, 0, 0);
2118 new_draw_info(0, 0,op,"You withhold your attack"); 2446 mon->stats.luck = luck;
2119 } 2447 }
2120 if(op->contr->tmp_invis||op->hide) make_visible(op);
2121 }
2122 2448
2123 /* If the object is a boulder or other rollable object, then
2124 * roll it if not braced. You can't roll it if you are braced.
2125 */
2126 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2127 recursive_roll(mon,dir,op);
2128 if(action_makes_visible(op)) make_visible(op); 2449 if (action_makes_visible (op))
2129 } 2450 make_visible (op);
2130
2131 /* Any generic living creature. Including things like doors.
2132 * Way it works is like this: First, it must have some hit points
2133 * and be living. Then, it must be one of the following:
2134 * 1) Not a player, 2) A player, but of a different party. Note
2135 * that party_number -1 is no party, so attacks can still happen.
2136 */
2137
2138 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2139 ((mon->type!=PLAYER || op->contr->party==NULL ||
2140 op->contr->party!=mon->contr->party))) {
2141
2142 /* If the player hasn't hit something this tick, and does
2143 * so, give them speed boost based on weapon speed. Doing
2144 * it here is better than process_players2, which basically
2145 * incurred a 1 tick offset.
2146 */
2147 if (!op->contr->has_hit) {
2148 op->speed_left += op->speed / op->contr->weapon_sp;
2149
2150 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2151 } 2451 }
2152
2153 skill_attack(mon, op, 0, NULL, NULL);
2154
2155 /* If attacking another player, that player gets automatic
2156 * hitback, and doesn't loose luck either.
2157 * Disable hitback on the battleground or if the target is
2158 * the wiz.
2159 */
2160 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2161 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2162 short luck = mon->stats.luck;
2163 mon->contr->has_hit = 1;
2164 skill_attack(op, mon, 0, NULL, NULL);
2165 mon->stats.luck = luck;
2166 }
2167 if(action_makes_visible(op)) make_visible(op);
2168 }
2169 } /* if player should attack something */ 2452 } /* if player should attack something */
2170} 2453}
2171 2454
2455int
2172int move_player(object *op,int dir) { 2456move_player (object *op, int dir)
2457{
2173 int pick; 2458 int pick;
2174 2459
2175 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2176 return 0;
2177
2178 /* Sanity check: make sure dir is valid */
2179 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2180 LOG( llevError, "move_player: invalid direction %d\n", dir);
2181 return 0;
2182 }
2183
2184 /* peterm: added following line */
2185 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2186 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2187
2188 op->facing = dir;
2189
2190 if(op->hide) do_hidden_move(op);
2191
2192 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2193 /*nop*/;
2194 else if (op->contr->fire_on)
2195 fire (op, dir);
2196 else
2197 {
2198 move_player_attack (op, dir);
2199 pick = check_pick(op);
2200 }
2201
2202 /* Add special check for newcs players and fire on - this way, the
2203 * server can handle repeat firing.
2204 */
2205 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2206 op->direction = dir;
2207 } else {
2208 op->direction=0;
2209 }
2210 /* Update how the player looks. Use the facing, so direction may
2211 * get reset to zero. This allows for full animation capabilities
2212 * for players.
2213 */
2214 animate_object(op, op->facing);
2215 return 0; 2461 return 0;
2462
2463 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9))
2465 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0;
2468 }
2469
2470 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2473
2474 op->facing = dir;
2475
2476 if (op->hide)
2477 do_hidden_move (op);
2478
2479 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2480 /*nop */ ;
2481 else if (op->contr->fire_on)
2482 fire (op, dir);
2483 else
2484 {
2485 move_player_attack (op, dir);
2486 pick = check_pick (op);
2487 }
2488
2489 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing.
2491 */
2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2493 op->direction = dir;
2494 else
2495 op->direction = 0;
2496
2497 /* Update how the player looks. Use the facing, so direction may
2498 * get reset to zero. This allows for full animation capabilities
2499 * for players.
2500 */
2501 animate_object (op, op->facing);
2502 return 0;
2216} 2503}
2217 2504
2218/* This is similar to handle_player, below, but is only used by the 2505/* This is similar to handle_player, below, but is only used by the
2219 * new client/server stuff. 2506 * new client/server stuff.
2220 * This is sort of special, in that the new client/server actually uses 2507 * This is sort of special, in that the new client/server actually uses
2221 * the new speed values for commands. 2508 * the new speed values for commands.
2222 * 2509 *
2223 * Returns true if there are more actions we can do. 2510 * Returns true if there are more actions we can do.
2224 */ 2511 */
2512int
2225int handle_newcs_player(object *op) 2513handle_newcs_player (object *op)
2226{ 2514{
2227 if (op->contr->hidden) { 2515 if (op->contr->hidden)
2516 {
2228 op->invisible = 1000; 2517 op->invisible = 1000;
2229 /* the socket code flashes the player visible/invisible 2518 /* the socket code flashes the player visible/invisible
2230 * depending on the value of invisible, so we need to 2519 * depending on the value of invisible, so we need to
2231 * alternate it here for it to work correctly. 2520 * alternate it here for it to work correctly.
2232 */ 2521 */
2233 if (pticks & 2) op->invisible--; 2522 if (pticks & 2)
2234 }
2235 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2236 op->invisible--; 2523 op->invisible--;
2524 }
2525 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2526 {
2527 op->invisible--;
2237 if(!op->invisible) { 2528 if (!op->invisible)
2529 {
2238 make_visible(op); 2530 make_visible (op);
2239 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2531 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2240 } 2532 }
2241 } 2533 }
2242 2534
2243 if (QUERY_FLAG(op, FLAG_SCARED)) { 2535 if (QUERY_FLAG (op, FLAG_SCARED))
2536 {
2244 flee_player(op); 2537 flee_player (op);
2245 /* If player is still scared, that is his action for this tick */ 2538 /* If player is still scared, that is his action for this tick */
2246 if (QUERY_FLAG(op, FLAG_SCARED)) { 2539 if (QUERY_FLAG (op, FLAG_SCARED))
2540 {
2247 op->speed_left--; 2541 op->speed_left--;
2248 return 0; 2542 return 0;
2249 } 2543 }
2250 } 2544 }
2251 2545
2252 /* I've been seeing crashes where the golem has been destroyed, but 2546 /* I've been seeing crashes where the golem has been destroyed, but
2253 * the player object still points to the defunct golem. The code that 2547 * the player object still points to the defunct golem. The code that
2254 * destroys the golem looks correct, and it doesn't always happen, so 2548 * destroys the golem looks correct, and it doesn't always happen, so
2255 * put this in a a workaround to clean up the golem pointer. 2549 * put this in a a workaround to clean up the golem pointer.
2256 */ 2550 */
2257 if (op->contr->ranges[range_golem] && 2551 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2258 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2259 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2260 op->contr->ranges[range_golem] = NULL; 2552 op->contr->ranges[range_golem] = 0;
2261 op->contr->golem_count = 0;
2262 }
2263 2553
2264 /* call this here - we also will call this in do_ericserver, but 2554 /* call this here - we also will call this in do_ericserver, but
2265 * the players time has been increased when doericserver has been 2555 * the players time has been increased when doericserver has been
2266 * called, so we recheck it here. 2556 * called, so we recheck it here.
2267 */ 2557 */
2268 HandleClient(&op->contr->socket, op->contr); 2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2269 if (op->speed_left<0) return 0; 2559 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
2270
2271 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2272 /* All move commands take 1 tick, at least for now */
2273 op->speed_left--;
2274
2275 /* Instead of all the stuff below, let move_player take care
2276 * of it. Also, some of the skill stuff is only put in
2277 * there, as well as the confusion stuff.
2278 */
2279 move_player(op, op->direction);
2280 if (op->speed_left>0) return 1;
2281 else return 0;
2282 } 2560 ;
2561
2562 if (op->speed_left < 0)
2283 return 0; 2563 return 0;
2284}
2285 2564
2286int save_life(object *op) { 2565 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2287 object *tmp; 2566 {
2567 /* All move commands take 1 tick, at least for now */
2568 op->speed_left--;
2288 2569
2289 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2570 /* Instead of all the stuff below, let move_player take care
2571 * of it. Also, some of the skill stuff is only put in
2572 * there, as well as the confusion stuff.
2573 */
2574 move_player (op, op->direction);
2575 if (op->speed_left > 0)
2576 return 1;
2577 else
2290 return 0; 2578 return 0;
2579 }
2291 2580
2292 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2581 return 0;
2293 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2582}
2294 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2583
2295 new_draw_info_format(NDI_UNIQUE, 0,op, 2584int
2296 "Your %s vibrates violently, then evaporates.", 2585save_life (object *op)
2297 query_name(tmp)); 2586{
2298 if (op->contr)
2299 esrv_del_item(op->contr, tmp->count);
2300 remove_ob(tmp);
2301 free_object(tmp);
2302 CLEAR_FLAG(op, FLAG_LIFESAVE);
2303 if(op->stats.hp<0)
2304 op->stats.hp = op->stats.maxhp;
2305 if(op->stats.food<0)
2306 op->stats.food = 999;
2307 fix_player(op);
2308 return 1;
2309 }
2310 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2311 CLEAR_FLAG(op, FLAG_LIFESAVE); 2587 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2312 enter_player_savebed(op); /* bring him home. */
2313 return 0; 2588 return 0;
2589
2590 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2591 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2592 {
2593 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2595
2596 if (op->contr)
2597 esrv_del_item (op->contr, tmp->count);
2598
2599 tmp->destroy ();
2600 CLEAR_FLAG (op, FLAG_LIFESAVE);
2601
2602 if (op->stats.hp < 0)
2603 op->stats.hp = op->stats.maxhp;
2604
2605 if (op->stats.food < 0)
2606 op->stats.food = 999;
2607
2608 fix_player (op);
2609 return 1;
2610 }
2611
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE);
2614 enter_player_savebed (op); /* bring him home. */
2615 return 0;
2314} 2616}
2315 2617
2316/* This goes throws the inventory and removes unpaid objects, and puts them 2618/* This goes throws the inventory and removes unpaid objects, and puts them
2317 * back in the map (location and map determined by values of env). This 2619 * back in the map (location and map determined by values of env). This
2318 * function will descend into containers. op is the object to start the search 2620 * function will descend into containers. op is the object to start the search
2319 * from. 2621 * from.
2320 */ 2622 */
2623void
2321void remove_unpaid_objects(object *op, object *env) 2624remove_unpaid_objects (object *op, object *env)
2322{ 2625{
2323 object *next; 2626 object *next;
2324 2627
2325 while (op) { 2628 while (op)
2629 {
2326 next=op->below; /* Make sure we have a good value, in case 2630 next = op->below; /* Make sure we have a good value, in case
2327 * we remove object 'op' 2631 * we remove object 'op'
2328 */ 2632 */
2329 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2633 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 {
2330 remove_ob(op); 2635 op->remove ();
2331 op->x = env->x; 2636 op->x = env->x;
2332 op->y = env->y; 2637 op->y = env->y;
2333 if (env->type == PLAYER) 2638 if (env->type == PLAYER)
2334 esrv_del_item(env->contr, op->count); 2639 esrv_del_item (env->contr, op->count);
2335 insert_ob_in_map(op, env->map, NULL,0); 2640 insert_ob_in_map (op, env->map, NULL, 0);
2336 } 2641 }
2642 else if (op->inv)
2337 else if (op->inv) remove_unpaid_objects(op->inv, env); 2643 remove_unpaid_objects (op->inv, env);
2644
2338 op=next; 2645 op = next;
2339 } 2646 }
2340} 2647}
2341 2648
2342 2649
2343/* 2650/*
2345 * Moved from apply.c to player.c - player.c is what 2652 * Moved from apply.c to player.c - player.c is what
2346 * actually uses this function. player.c may not be quite the 2653 * actually uses this function. player.c may not be quite the
2347 * best, a misc file for object actions is probably better, 2654 * best, a misc file for object actions is probably better,
2348 * but there isn't one in the server directory. 2655 * but there isn't one in the server directory.
2349 */ 2656 */
2657char *
2350char *gravestone_text (object *op) 2658gravestone_text (object *op)
2351{ 2659{
2352 static char buf2[MAX_BUF]; 2660 static char buf2[MAX_BUF];
2353 char buf[MAX_BUF]; 2661 char buf[MAX_BUF];
2354 time_t now = time (NULL); 2662 time_t now = time (NULL);
2355 2663
2356 strcpy (buf2, " R.I.P.\n\n"); 2664 strcpy (buf2, " R.I.P.\n\n");
2357 if (op->type == PLAYER) 2665 if (op->type == PLAYER)
2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2666 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2359 else 2667 else
2360 sprintf (buf, "%s\n", &op->name); 2668 sprintf (buf, "%s\n", &op->name);
2669
2361 strncat (buf2, " ", 20 - strlen (buf) / 2); 2670 strncat (buf2, " ", 20 - strlen (buf) / 2);
2362 strcat (buf2, buf); 2671 strcat (buf2, buf);
2363 if (op->type == PLAYER) 2672 if (op->type == PLAYER)
2364 sprintf (buf, "who was in level %d when killed\n", op->level); 2673 sprintf (buf, "who was in level %d when killed\n", op->level);
2365 else 2674 else
2366 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2675 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2676
2367 strncat (buf2, " ", 20 - strlen (buf) / 2); 2677 strncat (buf2, " ", 20 - strlen (buf) / 2);
2368 strcat (buf2, buf); 2678 strcat (buf2, buf);
2369 if (op->type == PLAYER) { 2679 if (op->type == PLAYER)
2680 {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer); 2681 sprintf (buf, "by %s.\n\n", op->contr->killer);
2371 strncat (buf2, " ", 21 - strlen (buf) / 2); 2682 strncat (buf2, " ", 21 - strlen (buf) / 2);
2372 strcat (buf2, buf); 2683 strcat (buf2, buf);
2373 } 2684 }
2685
2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2686 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2375 strncat (buf2, " ", 20 - strlen (buf) / 2); 2687 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf); 2688 strcat (buf2, buf);
2689
2377 return buf2; 2690 return buf2;
2378} 2691}
2379 2692
2380 2693
2381 2694
2695void
2382void do_some_living(object *op) { 2696do_some_living (object *op)
2697{
2383 int last_food=op->stats.food; 2698 int last_food = op->stats.food;
2384 int gen_hp, gen_sp, gen_grace; 2699 int gen_hp, gen_sp, gen_grace;
2385 int over_hp, over_sp, over_grace; 2700 int over_hp, over_sp, over_grace;
2386 int i; 2701 int i;
2387 int rate_hp = 1200; 2702 int rate_hp = 1200;
2388 int rate_sp = 2500; 2703 int rate_sp = 2500;
2389 int rate_grace = 2000; 2704 int rate_grace = 2000;
2390 const int max_hp = 1; 2705 const int max_hp = 1;
2391 const int max_sp = 1; 2706 const int max_sp = 1;
2392 const int max_grace = 1; 2707 const int max_grace = 1;
2393 2708
2394 if (op->contr->outputs_sync) { 2709 if (op->contr->outputs_sync)
2710 {
2395 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2396 if (op->contr->outputs[i].buf!=NULL && 2712 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2397 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2398 flush_output_element(op, &op->contr->outputs[i]); 2713 flush_output_element (op, &op->contr->outputs[i]);
2399 } 2714 }
2400 2715
2401 if(op->contr->state==ST_PLAYING) { 2716 if (op->contr->state == ST_PLAYING)
2717 {
2402 2718
2403 /* these next three if clauses make it possible to SLOW DOWN 2719 /* these next three if clauses make it possible to SLOW DOWN
2404 hp/grace/spellpoint regeneration. */ 2720 hp/grace/spellpoint regeneration. */
2405 if(op->contr->gen_hp >= 0 ) 2721 if (op->contr->gen_hp >= 0)
2406 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2407 else { 2723 else
2724 {
2408 gen_hp = op->stats.maxhp; 2725 gen_hp = op->stats.maxhp;
2409 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2410 } 2727 }
2411 if(op->contr->gen_sp >= 0 ) 2728 if (op->contr->gen_sp >= 0)
2412 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2413 else { 2730 else
2731 {
2414 gen_sp = op->stats.maxsp; 2732 gen_sp = op->stats.maxsp;
2415 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2416 } 2734 }
2417 if(op->contr->gen_grace >= 0) 2735 if (op->contr->gen_grace >= 0)
2418 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2419 else { 2737 else
2738 {
2420 gen_grace = op->stats.maxgrace; 2739 gen_grace = op->stats.maxgrace;
2421 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2740 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2422 } 2741 }
2423 2742
2424 /* Regenerate Spell Points */ 2743 /* Regenerate Spell Points */
2425 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2744 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2745 {
2426 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2746 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2427 if(op->stats.sp<op->stats.maxsp) {
2428 op->stats.sp++;
2429 /* dms do not consume food */
2430 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2431 op->stats.food--;
2432 if(op->contr->digestion<0)
2433 op->stats.food+=op->contr->digestion;
2434 else if(op->contr->digestion>0 &&
2435 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2436 op->stats.food=last_food;
2437 }
2438 }
2439 if (max_sp>1) {
2440 over_sp = (gen_sp+10)/rate_sp;
2441 if (over_sp > 0) {
2442 if(op->stats.sp<op->stats.maxsp) { 2747 if (op->stats.sp < op->stats.maxsp)
2443 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2748 {
2444 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2445 op->stats.sp--; 2749 op->stats.sp++;
2446 if(op->stats.sp>op->stats.maxsp) 2750 /* dms do not consume food */
2447 op->stats.sp=op->stats.maxsp; 2751 if (!QUERY_FLAG (op, FLAG_WIZ))
2752 {
2753 op->stats.food--;
2754 if (op->contr->digestion < 0)
2755 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food;
2448 } 2758 }
2449 op->last_sp=0;
2450 } else {
2451 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2452 }
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 }
2457
2458 /* Regenerate Grace */
2459 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2460 if(--op->last_grace<0) {
2461 if(op->stats.grace<op->stats.maxgrace/2)
2462 op->stats.grace++; /* no penalty in food for regaining grace */
2463 if(max_grace>1) {
2464 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2465 if (over_grace > 0) {
2466 op->stats.sp += over_grace
2467 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2468 op->last_grace=0;
2469 } else {
2470 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2471 } 2759 }
2760 if (max_sp > 1)
2761 {
2762 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0)
2764 {
2765 if (op->stats.sp < op->stats.maxsp)
2766 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--;
2770 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp;
2772 }
2773 op->last_sp = 0;
2774 }
2775 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 }
2472 } else { 2780 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 }
2785
2786 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0)
2789 {
2790 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */
2792 if (max_grace > 1)
2793 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0)
2796 {
2797 op->stats.sp += over_grace
2798 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2799 op->last_grace = 0;
2800 }
2801 else
2802 {
2803 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2804 }
2805 }
2806 else
2807 {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2808 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2474 } 2809 }
2475 /* wearing stuff doesn't detract from grace generation. */ 2810 /* wearing stuff doesn't detract from grace generation. */
2476 } 2811 }
2477 2812
2478 /* Regenerate Hit Points */ 2813 /* Regenerate Hit Points */
2479 if(--op->last_heal<0) { 2814 if (--op->last_heal < 0)
2815 {
2480 if(op->stats.hp<op->stats.maxhp) { 2816 if (op->stats.hp < op->stats.maxhp)
2817 {
2481 op->stats.hp++; 2818 op->stats.hp++;
2482 /* dms do not consume food */ 2819 /* dms do not consume food */
2483 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2820 if (!QUERY_FLAG (op, FLAG_WIZ))
2484 op->stats.food--; 2821 {
2822 op->stats.food--;
2485 if(op->contr->digestion<0) 2823 if (op->contr->digestion < 0)
2486 op->stats.food+=op->contr->digestion; 2824 op->stats.food += op->contr->digestion;
2487 else if(op->contr->digestion>0 && 2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2488 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2489 op->stats.food=last_food; 2826 op->stats.food = last_food;
2827 }
2828 }
2829 if (max_hp > 1)
2830 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0)
2833 {
2834 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2835 op->last_heal = 0;
2836 }
2837 else
2838 {
2839 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2840 }
2841 }
2842 else
2843 {
2844 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2845 }
2490 } 2846 }
2491 }
2492 if(max_hp>1) {
2493 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2494 if (over_hp > 0) {
2495 op->stats.sp += over_hp
2496 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2497 op->last_heal=0;
2498 } else {
2499 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2500 }
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 }
2504 }
2505 2847
2506 /* Digestion */ 2848 /* Digestion */
2507 if(--op->last_eat<0) { 2849 if (--op->last_eat < 0)
2850 {
2508#ifdef COZY_SERVER 2851#ifdef COZY_SERVER
2509 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2852 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2510 int bonus=dg>0?dg:0, 2853 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2511 penalty=dg<0?-dg:0;
2512#else 2854#else
2513 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2855 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2514 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2515#endif 2856#endif
2516 2857
2517 if(op->contr->gen_hp > 0) 2858 if (op->contr->gen_hp > 0)
2518 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2519 else 2860 else
2520 op->last_eat=25*(1+bonus)/(penalty +1); 2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2521 /* dms do not consume food */ 2862 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2863 if (!QUERY_FLAG (op, FLAG_WIZ))
2523 } 2864 op->stats.food--;
2865 }
2524 } 2866 }
2525 2867
2526 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2868 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2869 {
2527 object *tmp, *flesh=NULL; 2870 object *tmp, *flesh = NULL;
2528 2871
2529 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2873 {
2530 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 {
2531 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 {
2532 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2533 manual_apply(op,tmp,0); 2879 manual_apply (op, tmp, 0);
2534 if(op->stats.food>=0||op->stats.hp<0) 2880 if (op->stats.food >= 0 || op->stats.hp < 0)
2535 break; 2881 break;
2536 } 2882 }
2537 else if (tmp->type==FLESH) flesh=tmp; 2883 else if (tmp->type == FLESH)
2884 flesh = tmp;
2538 } /* End if paid for object */ 2885 } /* End if paid for object */
2539 } /* end of for loop */ 2886 } /* end of for loop */
2540 /* If player is still starving, it means they don't have any food, so 2887 /* If player is still starving, it means they don't have any food, so
2541 * eat flesh instead. 2888 * eat flesh instead.
2542 */ 2889 */
2543 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 {
2544 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2545 manual_apply(op,flesh,0); 2893 manual_apply (op, flesh, 0);
2546 } 2894 }
2547 } /* end if player is starving */ 2895 } /* end if player is starving */
2548 2896
2549 while(op->stats.food<0&&op->stats.hp>0) 2897 while (op->stats.food < 0 && op->stats.hp > 0)
2550 op->stats.food++,op->stats.hp--; 2898 op->stats.food++, op->stats.hp--;
2551 2899
2552 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2900 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2553 kill_player(op); 2901 kill_player (op);
2554} 2902}
2555 2903
2556 2904
2557 2905
2558/* If the player should die (lack of hp, food, etc), we call this. 2906/* If the player should die (lack of hp, food, etc), we call this.
2559 * op is the player in jeopardy. If the player can not be saved (not 2907 * op is the player in jeopardy. If the player can not be saved (not
2560 * permadeath, no lifesave), this will take care of removing the player 2908 * permadeath, no lifesave), this will take care of removing the player
2561 * file. 2909 * file.
2562 */ 2910 */
2911void
2563void kill_player(object *op) 2912kill_player (object *op)
2564{ 2913{
2565 char buf[MAX_BUF]; 2914 char buf[MAX_BUF];
2566 int x,y,i; 2915 int x, y;
2916
2917 //int i;
2567 mapstruct *map; /* this is for resurrection */ 2918 maptile *map; /* this is for resurrection */
2919
2568 int z; 2920 /* int z;
2569 int num_stats_lose; 2921 int num_stats_lose;
2570 int lost_a_stat; 2922 int lost_a_stat;
2571 int lose_this_stat; 2923 int lose_this_stat;
2572 int this_stat; 2924 int this_stat; */
2573 int will_kill_again; 2925 int will_kill_again;
2574 archetype *at; 2926 archetype *at;
2575 object *tmp; 2927 object *tmp;
2576 2928
2577 if(save_life(op)) 2929 if (save_life (op))
2578 return; 2930 return;
2579 2931
2580 2932
2581 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2933 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2582 * in cities ONLY!!! It is very important that this doesn't get abused. 2934 * in cities ONLY!!! It is very important that this doesn't get abused.
2583 * Look at op_on_battleground() for more info --AndreasV 2935 * Look at op_on_battleground() for more info --AndreasV
2584 */ 2936 */
2585 if (op_on_battleground(op, &x, &y)) { 2937 if (op_on_battleground (op, &x, &y))
2586 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2938 {
2587 "You have been defeated in combat!"); 2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2588 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2940 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2589 "Local medics have saved your life..."); 2941
2590
2591 /* restore player */ 2942 /* restore player */
2592 at = find_archetype("poisoning"); 2943 at = archetype::find ("poisoning");
2593 tmp=present_arch_in_ob(at,op); 2944 tmp = present_arch_in_ob (at, op);
2594 if (tmp) { 2945 if (tmp)
2595 remove_ob(tmp); 2946 {
2596 free_object(tmp); 2947 tmp->destroy ();
2597 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2598 } 2949 }
2599 2950
2600 at = find_archetype("confusion"); 2951 at = archetype::find ("confusion");
2601 tmp=present_arch_in_ob(at,op); 2952 tmp = present_arch_in_ob (at, op);
2602 if (tmp) { 2953 if (tmp)
2603 remove_ob(tmp); 2954 {
2604 free_object(tmp); 2955 tmp->destroy ();
2605 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2606 } 2957 }
2607 2958
2608 cure_disease(op,0); /* remove any disease */ 2959 cure_disease (op, 0); /* remove any disease */
2609 op->stats.hp=op->stats.maxhp; 2960 op->stats.hp = op->stats.maxhp;
2610 if (op->stats.food<=0) op->stats.food=999; 2961 if (op->stats.food <= 0)
2611 2962 op->stats.food = 999;
2963
2612 /* create a bodypart-trophy to make the winner happy */ 2964 /* create a bodypart-trophy to make the winner happy */
2613 tmp=arch_to_object(find_archetype("finger")); 2965 tmp = arch_to_object (archetype::find ("finger"));
2614 if (tmp != NULL) 2966 if (tmp != NULL)
2615 { 2967 {
2616 sprintf(buf,"%s's finger", &op->name); 2968 sprintf (buf, "%s's finger", &op->name);
2617 tmp->name = buf; 2969 tmp->name = buf;
2618 sprintf(buf," This finger has been cut off %s\n" 2970 sprintf (buf, " This finger has been cut off %s\n"
2619 " the %s, when he was defeated at\n level %d by %s.\n", 2971 " the %s, when he was defeated at\n level %d by %s.\n",
2620 &op->name, op->contr->title, (int)(op->level), 2972 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2621 op->contr->killer);
2622 tmp->msg=buf; 2973 tmp->msg = buf;
2623 tmp->value=0, tmp->material=0, tmp->type=0; 2974 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2624 tmp->materialname = NULL; 2975 tmp->materialname = NULL;
2625 tmp->x = op->x, tmp->y = op->y; 2976 tmp->x = op->x, tmp->y = op->y;
2626 insert_ob_in_map(tmp,op->map,op,0); 2977 insert_ob_in_map (tmp, op->map, op, 0);
2627 }
2628 2978 }
2979
2629 /* teleport defeated player to new destination*/ 2980 /* teleport defeated player to new destination */
2630 transfer_ob(op, x, y, 0, NULL); 2981 transfer_ob (op, x, y, 0, NULL);
2631 op->contr->braced=0; 2982 op->contr->braced = 0;
2632 return; 2983 return;
2633 } 2984 }
2634 2985
2635 INVOKE_PLAYER (DEATH, op->contr); 2986 INVOKE_PLAYER (DEATH, op->contr);
2636 2987
2637 command_kill_pets (op, 0); 2988 command_kill_pets (op, 0);
2638 2989
2639 if(op->stats.food<0) { 2990 if (op->stats.food < 0)
2991 {
2640 if (op->contr->explore) { 2992 if (op->contr->explore)
2993 {
2641 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2994 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2642 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2643 op->stats.food=999; 2996 op->stats.food = 999;
2644 return; 2997 return;
2645 } 2998 }
2646 sprintf(buf,"%s starved to death.",&op->name); 2999 sprintf (buf, "%s starved to death.", &op->name);
2647 strcpy(op->contr->killer,"starvation"); 3000 strcpy (op->contr->killer, "starvation");
3001 }
3002 else
2648 } 3003 {
2649 else {
2650 if (op->contr->explore) { 3004 if (op->contr->explore)
3005 {
2651 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 3006 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2652 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3007 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2653 op->stats.hp=op->stats.maxhp; 3008 op->stats.hp = op->stats.maxhp;
2654 return; 3009 return;
2655 } 3010 }
2656 sprintf(buf,"%s died.", &op->name); 3011 sprintf (buf, "%s died.", &op->name);
2657 } 3012 }
2658 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2659 3014
2660 /* save the map location for corpse, gravestone*/ 3015 /* save the map location for corpse, gravestone */
2661 x=op->x;y=op->y;map=op->map; 3016 x = op->x;
3017 y = op->y;
3018 map = op->map;
2662 3019
2663 3020
2664 if (settings.not_permadeth == TRUE) { 3021 if (settings.not_permadeth == TRUE)
3022 {
2665 /* NOT_PERMADEATH code. This basically brings the character back to 3023 /* NOT_PERMADEATH code. This basically brings the character back to
2666 * life if they are dead - it takes some exp and a random stat. 3024 * life if they are dead - it takes some exp and a random stat.
2667 * See the config.h file for a little more in depth detail about this. 3025 * See the config.h file for a little more in depth detail about this.
2668 */ 3026 */
2669 3027
2670 /* Basically two ways to go - remove a stat permanently, or just 3028 /* Basically two ways to go - remove a stat permanently, or just
2671 * make it depletion. This bunch of code deals with that aspect 3029 * make it depletion. This bunch of code deals with that aspect
2672 * of death. 3030 * of death.
2673 */ 3031 */
2674#ifndef COZY_SERVER 3032#ifndef COZY_SERVER
2675 if (settings.balanced_stat_loss) { 3033 if (settings.balanced_stat_loss)
3034 {
2676 /* If stat loss is permanent, lose one stat only. */ 3035 /* If stat loss is permanent, lose one stat only. */
2677 /* Lower level chars don't lose as many stats because they suffer 3036 /* Lower level chars don't lose as many stats because they suffer
2678 more if they do. */ 3037 more if they do. */
2679 /* Higher level characters can afford things such as potions of 3038 /* Higher level characters can afford things such as potions of
2680 restoration, or better, stat potions. So we slug them that 3039 restoration, or better, stat potions. So we slug them that
2681 little bit harder. */ 3040 little bit harder. */
2682 /* GD */ 3041 /* GD */
2683 if (settings.stat_loss_on_death) 3042 if (settings.stat_loss_on_death)
2684 num_stats_lose = 1;
2685 else
2686 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2687 } else {
2688 num_stats_lose = 1; 3043 num_stats_lose = 1;
3044 else
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046 }
3047 else
2689 } 3048 {
3049 num_stats_lose = 1;
3050 }
2690 lost_a_stat = 0; 3051 lost_a_stat = 0;
2691 3052
2692 for (z=0; z<num_stats_lose; z++) { 3053 for (z = 0; z < num_stats_lose; z++)
3054 {
2693 i = RANDOM() % NUM_STATS; 3055 i = RANDOM () % NUM_STATS;
2694 3056
2695 if (settings.stat_loss_on_death) { 3057 if (settings.stat_loss_on_death)
3058 {
2696 /* Pick a random stat and take a point off it. Tell the player 3059 /* Pick a random stat and take a point off it. Tell the player
2697 * what he lost. 3060 * what he lost.
2698 */ 3061 */
2699 change_attr_value(&(op->stats), i,-1); 3062 change_attr_value (&(op->stats), i, -1);
2700 check_stat_bounds(&(op->stats)); 3063 check_stat_bounds (&(op->stats));
2701 change_attr_value(&(op->contr->orig_stats), i,-1); 3064 change_attr_value (&(op->contr->orig_stats), i, -1);
2702 check_stat_bounds(&(op->contr->orig_stats)); 3065 check_stat_bounds (&(op->contr->orig_stats));
2703 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2704 lost_a_stat = 1; 3067 lost_a_stat = 1;
3068 }
2705 } else { 3069 else
3070 {
2706 /* deplete a stat */ 3071 /* deplete a stat */
2707 archetype *deparch=find_archetype("depletion"); 3072 archetype *deparch = archetype::find ("depletion");
2708 object *dep; 3073 object *dep;
2709 3074
2710 dep = present_arch_in_ob(deparch,op); 3075 dep = present_arch_in_ob (deparch, op);
2711 if(!dep) { 3076 if (!dep)
3077 {
2712 dep = arch_to_object(deparch); 3078 dep = arch_to_object (deparch);
2713 insert_ob_in_ob(dep, op); 3079 insert_ob_in_ob (dep, op);
2714 } 3080 }
2715 lose_this_stat = 1; 3081 lose_this_stat = 1;
2716 if (settings.balanced_stat_loss) { 3082 if (settings.balanced_stat_loss)
3083 {
2717 /* GD */ 3084 /* GD */
2718 /* Get the stat that we're about to deplete. */ 3085 /* Get the stat that we're about to deplete. */
2719 this_stat = get_attr_value(&(dep->stats), i); 3086 this_stat = get_attr_value (&(dep->stats), i);
2720 if (this_stat < 0) { 3087 if (this_stat < 0)
3088 {
2721 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 3089 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2722 int keep_chance = this_stat * this_stat; 3090 int keep_chance = this_stat * this_stat;
3091
2723 /* Yes, I am paranoid. Sue me. */ 3092 /* Yes, I am paranoid. Sue me. */
2724 if (keep_chance < 1) 3093 if (keep_chance < 1)
2725 keep_chance = 1; 3094 keep_chance = 1;
2726 3095
2727 /* There is a maximum depletion total per level. */ 3096 /* There is a maximum depletion total per level. */
2728 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 3097 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3098 {
3099 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */
3102 }
3103 else
3104 {
3105 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2729 lose_this_stat = 0; 3106 lose_this_stat = 0;
2730 /* Take loss chance vs keep chance to see if we
2731 retain the stat. */
2732 } else {
2733 if (random_roll(0, loss_chance + keep_chance-1,
2734 op, PREFER_LOW) < keep_chance)
2735 lose_this_stat = 0;
2736 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", 3107 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2737 this_stat, keep_chance, loss_chance, 3108 this_stat, keep_chance, loss_chance,
2738 lose_this_stat?"LOSE":"KEEP"); */ 3109 lose_this_stat?"LOSE":"KEEP"); */
2739 } 3110 }
2740 } 3111 }
2741 } 3112 }
2742 3113
2743 if (lose_this_stat) { 3114 if (lose_this_stat)
3115 {
2744 this_stat = get_attr_value(&(dep->stats), i); 3116 this_stat = get_attr_value (&(dep->stats), i);
2745 /* We could try to do something clever like find another 3117 /* We could try to do something clever like find another
2746 * stat to reduce if this fails. But chances are, if 3118 * stat to reduce if this fails. But chances are, if
2747 * stats have been depleted to -50, all are pretty low 3119 * stats have been depleted to -50, all are pretty low
2748 * and should be roughly the same, so it shouldn't make a 3120 * and should be roughly the same, so it shouldn't make a
2749 * difference. 3121 * difference.
2750 */ 3122 */
2751 if (this_stat>=-50) { 3123 if (this_stat >= -50)
3124 {
2752 change_attr_value(&(dep->stats), i, -1); 3125 change_attr_value (&(dep->stats), i, -1);
2753 SET_FLAG(dep, FLAG_APPLIED); 3126 SET_FLAG (dep, FLAG_APPLIED);
2754 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3127 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2755 fix_player(op); 3128 fix_player (op);
2756 lost_a_stat = 1; 3129 lost_a_stat = 1;
2757 } 3130 }
2758 } 3131 }
2759 } 3132 }
2760 } 3133 }
2761 /* If no stat lost, tell the player. */ 3134 /* If no stat lost, tell the player. */
2762 if (!lost_a_stat) 3135 if (!lost_a_stat)
3136 {
3137 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */
3139 const char *god = determine_god (op);
3140
3141 if (god && (strcmp (god, "none")))
3142 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 }
3146#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3148#endif
3149
3150 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone.
3152 */
3153 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf;
3158 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);
3159 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0);
3162
3163 /**************************************/
3164 /* */
3165 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */
3168 /* */
3169 /**************************************/
3170
3171 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */
3173 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op);
3175
3176 if (tmp)
3177 {
3178 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 }
3181
3182 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op);
3184 if (tmp)
3185 {
3186 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 }
3189
3190 cure_disease (op, 0); /* remove any disease */
3191
3192 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100)
3195 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199
3200 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if
3202 * the player has any unpaid items. If so, remove them and put them back
3203 * in the map.
3204 */
3205
3206 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op);
3208
3209 /****************************************/
3210 /* */
3211 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */
3213 /* */
3214 /****************************************/
3215
3216 enter_player_savebed (op);
3217
3218 /* Save the player before inserting the force to reduce
3219 * chance of abuse.
3220 */
3221 op->contr->braced = 0;
3222 save_player (op, 1);
3223
3224 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player.
3228 */
3229 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype;
3233
3234 if (will_kill_again)
3235 {
3236 object *force;
3237 int at;
3238
3239 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1;
3242 force->speed_left = -5.0;
3243 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100;
3247
3248 insert_ob_in_ob (force, op);
3249 fix_player (op);
3250
3251 }
3252
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3254 return;
3255 } /* NOT_PERMADETH */
3256 else
3257 {
3258 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3259 * should probably be embedded in an else statement.
3260 */
3261
3262 op->contr->party = NULL;
3263 if (settings.set_title == TRUE)
3264 op->contr->own_title[0] = '\0';
3265 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3266 check_score (op);
3267
3268 if (op->contr->ranges[range_golem])
3269 {
3270 remove_friendly_object (op->contr->ranges[range_golem]);
3271 op->contr->ranges[range_golem]->destroy ();
3272 op->contr->ranges[range_golem] = 0;
3273 }
3274
3275 loot_object (op); /* Remove some of the items for good */
3276 op->remove ();
3277 op->direction = 0;
3278
3279 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3280 {
3281 delete_character (op->name, 0);
3282 if (settings.resurrection == TRUE)
2763 { 3283 {
2764 /* determine_god() seems to not work sometimes... why is this? 3284 /* save playerfile sans equipment when player dies
2765 Should I be using something else? GD */ 3285 ** then save it as player.pl.dead so that future resurrection
2766 const char *god = determine_god(op); 3286 ** type spells will work on them nicely
2767 if (god && (strcmp(god, "none")))
2768 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief "
2769 "moment you feel the holy presence of %s protecting"
2770 " you.", god);
2771 else 3287 */
2772 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3288 delete_character (op->name, 0);
2773 " feel a holy presence protecting you."); 3289 op->stats.hp = op->stats.maxhp;
3290 op->stats.food = 999;
3291
3292 /* set the location of where the person will reappear when */
3293 /* maybe resurrection code should fix map also */
3294 strcpy (op->contr->maplevel, settings.emergency_mapname);
3295 if (op->map != NULL)
3296 op->map = NULL;
3297 op->x = settings.emergency_x;
3298 op->y = settings.emergency_y;
3299 save_player (op, 0);
3300 op->map = map;
3301 /* please see resurrection.c: peterm */
3302 dead_player (op);
2774 } 3303 }
2775#endif 3304 else
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3305 delete_character (op->name, 1);
2777 " feel a holy presence protecting you from losing yourself completely.");
2778
2779 /* Put a gravestone up where the character 'almost' died. List the
2780 * exp loss on the stone.
2781 */
2782 tmp=arch_to_object(find_archetype("gravestone"));
2783 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf;
2784 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf;
2785 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2786 "who was killed\n"
2787 "by %s.\n",
2788 &op->name, op->contr->title,
2789 op->contr->killer);
2790 tmp->msg = buf;
2791 tmp->x=op->x,tmp->y=op->y;
2792 insert_ob_in_map (tmp, op->map, NULL,0);
2793
2794 /**************************************/
2795 /* */
2796 /* Subtract the experience points, */
2797 /* if we died cause of food, give us */
2798 /* food, and reset HP's... */
2799 /* */
2800 /**************************************/
2801
2802 /* remove any poisoning and confusion the character may be suffering.*/
2803 /* restore player */
2804 at = find_archetype("poisoning");
2805 tmp=present_arch_in_ob(at,op);
2806 if (tmp) {
2807 remove_ob(tmp);
2808 free_object(tmp);
2809 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2810 }
2811
2812 at = find_archetype("confusion");
2813 tmp=present_arch_in_ob(at,op);
2814 if (tmp) {
2815 remove_ob(tmp);
2816 free_object(tmp);
2817 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2818 }
2819 cure_disease(op,0); /* remove any disease */
2820 3306 }
2821 /*add_exp(op, (op->stats.exp * -0.20)); */
2822 apply_death_exp_penalty(op);
2823 if(op->stats.food < 100) op->stats.food = 900;
2824 op->stats.hp = op->stats.maxhp;
2825 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2826 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2827 3307
3308 play_again (op);
3309
3310 /* peterm: added to create a corpse at deathsite. */
3311 tmp = arch_to_object (archetype::find ("corpse_pl"));
3312 sprintf (buf, "%s", &op->name);
3313 tmp->name = tmp->name_pl = buf;
3314 tmp->level = op->level;
3315 tmp->x = x;
3316 tmp->y = y;
3317 tmp->msg = gravestone_text (op);
3318 SET_FLAG (tmp, FLAG_UNIQUE);
3319 insert_ob_in_map (tmp, map, NULL, 0);
3320 }
3321}
3322
3323
3324void
3325loot_object (object *op)
3326{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next;
3328
3329 if (op->container)
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container);
3332 }
3333
3334 for (tmp = op->inv; tmp != NULL; tmp = next)
3335 {
3336 next = tmp->below;
3337 if (tmp->invisible)
3338 continue;
3339 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y;
3341 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */
3343 loot_object (tmp);
2828 /* 3344 }
2829 * Check to see if the player is in a shop. IF so, then check to see if 3345 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
2830 * the player has any unpaid items. If so, remove them and put them back
2831 * in the map.
2832 */
2833
2834 if (is_in_shop (op))
2835 remove_unpaid_objects(op->inv, op);
2836
2837 /****************************************/
2838 /* */
2839 /* Move player to his current respawn- */
2840 /* position (usually last savebed) */
2841 /* */
2842 /****************************************/
2843
2844 enter_player_savebed(op);
2845
2846 /* Save the player before inserting the force to reduce
2847 * chance of abuse.
2848 */
2849 op->contr->braced=0;
2850 save_player(op,1);
2851
2852 /* it is possible that the player has blown something up
2853 * at his savebed location, and that can have long lasting
2854 * spell effects. So first see if there is a spell effect
2855 * on the space that might harm the player.
2856 */
2857 will_kill_again=0;
2858 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2859 if (tmp->type ==SPELL_EFFECT)
2860 will_kill_again|=tmp->attacktype;
2861 } 3346 {
2862 if (will_kill_again) { 3347 if (tmp->nrof > 1)
2863 object *force; 3348 {
2864 int at; 3349 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2865 3350 tmp2->destroy ();
2866 force=get_archetype(FORCE_NAME); 3351 insert_ob_in_map (tmp, op->map, NULL, 0);
2867 /* 50 ticks should be enough time for the spell to abate */
2868 force->speed=0.1;
2869 force->speed_left=-5.0;
2870 SET_FLAG(force, FLAG_APPLIED);
2871 for (at=0; at<NROFATTACKS; at++) {
2872 if (will_kill_again & (1 << at))
2873 force->resist[at] = 100;
2874 } 3352 }
2875 insert_ob_in_ob(force, op);
2876 fix_player(op);
2877
2878 }
2879 /**************************************/
2880 /* */
2881 /* Repaint the characters inv, and */
2882 /* stats, and show a nasty message ;) */
2883 /* */
2884 /**************************************/
2885
2886 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2887 return;
2888 } /* NOT_PERMADETH */
2889 else {
2890 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2891 * should probably be embedded in an else statement.
2892 */
2893
2894 op->contr->party=NULL;
2895 if (settings.set_title == TRUE)
2896 op->contr->own_title[0]='\0';
2897 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2898 check_score(op);
2899 if(op->contr->ranges[range_golem]!=NULL) {
2900 remove_friendly_object(op->contr->ranges[range_golem]);
2901 remove_ob(op->contr->ranges[range_golem]);
2902 free_object(op->contr->ranges[range_golem]);
2903 op->contr->ranges[range_golem]=NULL;
2904 op->contr->golem_count=0;
2905 }
2906 loot_object(op); /* Remove some of the items for good */
2907 remove_ob(op);
2908 op->direction=0;
2909
2910 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2911 delete_character(op->name,0);
2912 if (settings.resurrection == TRUE) {
2913 /* save playerfile sans equipment when player dies
2914 ** then save it as player.pl.dead so that future resurrection
2915 ** type spells will work on them nicely
2916 */
2917 delete_character(op->name,0);
2918 op->stats.hp = op->stats.maxhp;
2919 op->stats.food = 999;
2920
2921 /* set the location of where the person will reappear when */
2922 /* maybe resurrection code should fix map also */
2923 strcpy(op->contr->maplevel, settings.emergency_mapname);
2924 if(op->map!=NULL)
2925 op->map = NULL;
2926 op->x = settings.emergency_x;
2927 op->y = settings.emergency_y;
2928 save_player(op,0);
2929 op->map = map;
2930 /* please see resurrection.c: peterm */
2931 dead_player(op);
2932 } else { 3353 else
2933 delete_character(op->name,1); 3354 tmp->destroy ();
2934 } 3355 }
2935 } 3356 else
2936 play_again(op);
2937
2938 /* peterm: added to create a corpse at deathsite. */
2939 tmp=arch_to_object(find_archetype("corpse_pl"));
2940 sprintf(buf,"%s", &op->name);
2941 tmp->name = tmp->name_pl = buf;
2942 tmp->level=op->level;
2943 tmp->x=x;tmp->y=y;
2944 tmp->msg = gravestone_text(op);
2945 SET_FLAG (tmp, FLAG_UNIQUE);
2946 insert_ob_in_map (tmp, map, NULL,0);
2947 }
2948}
2949
2950
2951void loot_object(object *op) { /* Grab and destroy some treasure */
2952 object *tmp,*tmp2,*next;
2953
2954 if (op->container) { /* close open sack first */
2955 esrv_apply_container (op, op->container);
2956 }
2957
2958 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2959 next=tmp->below;
2960 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2961 remove_ob(tmp);
2962 tmp->x=op->x,tmp->y=op->y;
2963 if (tmp->type == CONTAINER) { /* empty container to ground */
2964 loot_object(tmp);
2965 }
2966 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2967 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2968 if(tmp->nrof>1) {
2969 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2970 free_object(tmp2);
2971 insert_ob_in_map(tmp,op->map,NULL,0); 3357 insert_ob_in_map (tmp, op->map, NULL, 0);
2972 } else
2973 free_object(tmp);
2974 } else
2975 insert_ob_in_map(tmp,op->map,NULL,0);
2976 } 3358 }
2977} 3359}
2978 3360
2979/* 3361/*
2980 * fix_weight(): Check recursively the weight of all players, and fix 3362 * fix_weight(): Check recursively the weight of all players, and fix
2981 * what needs to be fixed. Refresh windows and fix speed if anything 3363 * what needs to be fixed. Refresh windows and fix speed if anything
2982 * was changed. 3364 * was changed.
2983 */ 3365 */
2984 3366
3367void
2985void fix_weight(void) { 3368fix_weight (void)
3369{
2986 player *pl; 3370 player *pl;
3371
2987 for (pl = first_player; pl != NULL; pl = pl->next) { 3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 {
2988 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375
2989 if(old == sum) 3376 if (old == sum)
2990 continue; 3377 continue;
2991 fix_player(pl->ob); 3378 fix_player (pl->ob);
2992 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2993 &pl->ob->name, old, sum);
2994 } 3380 }
2995} 3381}
2996 3382
3383void
2997void fix_luck(void) { 3384fix_luck (void)
3385{
2998 player *pl; 3386 player *pl;
3387
2999 for (pl = first_player; pl != NULL; pl = pl->next) 3388 for (pl = first_player; pl != NULL; pl = pl->next)
3000 if (!pl->ob->contr->state) 3389 if (!pl->ob->contr->state)
3001 change_luck(pl->ob, 0); 3390 change_luck (pl->ob, 0);
3002} 3391}
3003 3392
3004 3393
3005/* cast_dust() - handles op throwing objects of type 'DUST'. 3394/* cast_dust() - handles op throwing objects of type 'DUST'.
3006 * This is much simpler in the new spell code - we basically 3395 * This is much simpler in the new spell code - we basically
3007 * just treat this as any other spell casting object. 3396 * just treat this as any other spell casting object.
3008 */ 3397 */
3009 3398
3010void 3399void
3011cast_dust (object * op, object * throw_ob, int dir) 3400cast_dust (object *op, object *throw_ob, int dir)
3012{ 3401{
3013 object *skop, *spob; 3402 object *skop, *spob;
3014 3403
3015 skop = find_skill_by_name (op, throw_ob->skill); 3404 skop = find_skill_by_name (op, throw_ob->skill);
3016 3405
3017 /* casting POTION 'dusts' is really a use_magic_item skill */ 3406 /* casting POTION 'dusts' is really a use_magic_item skill */
3018 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3407 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3019 { 3408 {
3020 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3409 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3021 &op->name);
3022 return; 3410 return;
3023 } 3411 }
3024 3412
3025 spob = throw_ob->inv; 3413 spob = throw_ob->inv;
3026 3414
3027 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3415 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3028 // not pass NULL to cast_spell (which did indeed check itself, but 3416 // not pass NULL to cast_spell (which did indeed check itself, but
3029 // errors should be reported as early as possible IMHO) 3417 // errors should be reported as early as possible IMHO)
3030 if (!spob) 3418 if (!spob)
3031 { 3419 {
3032 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3420 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3033 &throw_ob->name, &op->name);
3034 return; 3421 return;
3035 } 3422 }
3036 3423
3037 if (op->type == PLAYER) 3424 if (op->type == PLAYER)
3038 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3425 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3039 3426
3040 cast_spell (op, throw_ob, dir, spob, NULL); 3427 cast_spell (op, throw_ob, dir, spob, NULL);
3041 3428
3042 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3429 throw_ob->destroy ();
3043 remove_ob (throw_ob);
3044 free_object (throw_ob);
3045} 3430}
3046 3431
3432void
3047void make_visible (object *op) { 3433make_visible (object *op)
3434{
3048 op->hide = 0; 3435 op->hide = 0;
3049 op->invisible = 0; 3436 op->invisible = 0;
3050 if(op->type==PLAYER) { 3437 if (op->type == PLAYER)
3438 {
3051 op->contr->tmp_invis = 0; 3439 op->contr->tmp_invis = 0;
3052 op->contr->invis_race = 0; 3440 op->contr->invis_race = 0;
3053 } 3441 }
3054 update_object(op,UP_OBJ_FACE); 3442 update_object (op, UP_OBJ_FACE);
3055} 3443}
3056 3444
3445int
3057int is_true_undead(object *op) { 3446is_true_undead (object *op)
3447{
3058 object *tmp=NULL; 3448 object *tmp = NULL;
3059 3449
3060 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3451 return 1;
3061 3452
3062 if(op->type==PLAYER)
3063 for(tmp=op->inv;tmp;tmp=tmp->below)
3064 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3065 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3066 return 0; 3453 return 0;
3067} 3454}
3068 3455
3069/* look at the surrounding terrain to determine 3456/* look at the surrounding terrain to determine
3070 * the hideability of this object. Positive levels 3457 * the hideability of this object. Positive levels
3071 * indicate greater hideability. 3458 * indicate greater hideability.
3072 */ 3459 */
3073 3460
3461int
3074int hideability(object *ob) { 3462hideability (object *ob)
3463{
3075 int i,level=0, mflag; 3464 int i, level = 0, mflag;
3076 sint16 x,y; 3465 sint16 x, y;
3077 3466
3078 if(!ob||!ob->map) return 0; 3467 if (!ob || !ob->map)
3468 return 0;
3079 3469
3080 /* so, on normal lighted maps, its hard to hide */ 3470 /* so, on normal lighted maps, its hard to hide */
3081 level=ob->map->darkness - 2; 3471 level = ob->map->darkness - 2;
3082 3472
3083 /* this also picks up whether the object is glowing. 3473 /* this also picks up whether the object is glowing.
3084 * If you carry a light on a non-dark map, its not 3474 * If you carry a light on a non-dark map, its not
3085 * as bad as carrying a light on a pitch dark map */ 3475 * as bad as carrying a light on a pitch dark map */
3086 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3476 if (has_carried_lights (ob))
3477 level = -(10 + (2 * ob->map->darkness));
3087 3478
3088 /* scan through all nearby squares for terrain to hide in */ 3479 /* scan through all nearby squares for terrain to hide in */
3089 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3480 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3481 {
3090 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3482 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3091 if (mflag & P_OUT_OF_MAP) { continue; } 3483 if (mflag & P_OUT_OF_MAP)
3484 {
3485 continue;
3486 }
3092 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3487 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3093 level += 2; 3488 level += 2;
3094 else /* open terrain! */ 3489 else /* open terrain! */
3095 level -= 1; 3490 level -= 1;
3096 } 3491 }
3097 3492
3098#if 0 3493#if 0
3099 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3494 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3100#endif 3495#endif
3101 return level; 3496 return level;
3102} 3497}
3103 3498
3104/* For Hidden creatures - a chance of becoming 'unhidden' 3499/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 3500 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 3501 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 3502 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 3503 */
3109 3504
3505void
3110void do_hidden_move (object *op) { 3506do_hidden_move (object *op)
3507{
3111 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3508 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3112 object *skop; 3509 object *skop;
3113 3510
3114 if(!op || !op->map) return; 3511 if (!op || !op->map)
3512 return;
3115 3513
3116 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3117 3515
3118 /* its *extremely* hard to run and sneak/hide at the same time! */ 3516 /* its *extremely* hard to run and sneak/hide at the same time! */
3119 if(op->type==PLAYER && op->contr->run_on) { 3517 if (op->type == PLAYER && op->contr->run_on)
3518 {
3120 if(!skop || num >= skop->level) { 3519 if (!skop || num >= skop->level)
3520 {
3121 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3521 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3122 make_visible(op); 3522 make_visible (op);
3123 return; 3523 return;
3524 }
3525 else
3124 } else num += 20; 3526 num += 20;
3125 } 3527 }
3126 num += op->map->difficulty; 3528 num += op->map->difficulty;
3127 hide = hideability(op); /* modify by terrain hidden level */ 3529 hide = hideability (op); /* modify by terrain hidden level */
3128 num -= hide; 3530 num -= hide;
3129 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 {
3130 make_visible(op); 3533 make_visible (op);
3131 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3534 if (op->type == PLAYER)
3132 "You moved out of hiding! You are visible!"); 3535 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3133 } 3536 }
3134 else if (op->type == PLAYER && skop) { 3537 else if (op->type == PLAYER && skop)
3538 {
3135 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3539 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3136 } 3540 }
3137} 3541}
3138 3542
3139/* determine if who is standing near a hostile creature. */ 3543/* determine if who is standing near a hostile creature. */
3140 3544
3545int
3141int stand_near_hostile( object *who ) { 3546stand_near_hostile (object *who)
3547{
3142 object *tmp=NULL; 3548 object *tmp = NULL;
3143 int i,friendly=0,player=0, mflags; 3549 int i, friendly = 0, player = 0, mflags;
3144 mapstruct *m; 3550 maptile *m;
3145 sint16 x,y; 3551 sint16 x, y;
3146 3552
3147 if(!who) return 0; 3553 if (!who)
3554 return 0;
3148 3555
3149 if(who->type==PLAYER) player=1; 3556 if (who->type == PLAYER)
3557 player = 1;
3558
3559 else
3150 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3560 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3151 3561
3152 /* search adjacent squares */ 3562 /* search adjacent squares */
3153 for(i=1;i<9;i++) { 3563 for (i = 1; i < 9; i++)
3564 {
3154 x = who->x+freearr_x[i]; 3565 x = who->x + freearr_x[i];
3155 y = who->y+freearr_y[i]; 3566 y = who->y + freearr_y[i];
3156 m = who->map; 3567 m = who->map;
3157 mflags = get_map_flags(m, &m, x, y, &x, &y); 3568 mflags = get_map_flags (m, &m, x, y, &x, &y);
3158 /* space must be blocked if there is a monster. If not 3569 /* space must be blocked if there is a monster. If not
3159 * blocked, don't need to check this space. 3570 * blocked, don't need to check this space.
3160 */ 3571 */
3161 if (mflags & P_OUT_OF_MAP) continue; 3572 if (mflags & P_OUT_OF_MAP)
3573 continue;
3162 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3574 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3163 3575 continue;
3164 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3576
3165 if((player||friendly) 3577 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3578 {
3166 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3579 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3580 return 1;
3581 else if (tmp->type == PLAYER)
3582 {
3583 /*don't let a hidden DM prevent you from hiding */
3584 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3167 return 1; 3585 return 1;
3168 else if(tmp->type==PLAYER)
3169 {
3170 /*don't let a hidden DM prevent you from hiding*/
3171 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3172 return 1;
3173 } 3586 }
3174 } 3587 }
3175 } 3588 }
3176 return 0; 3589 return 0;
3177} 3590}
3178 3591
3179/* check the player los field for viewability of the 3592/* check the player los field for viewability of the
3180 * object op. This function works fine for monsters, 3593 * object op. This function works fine for monsters,
3181 * but we dont worry if the object isnt the top one in 3594 * but we dont worry if the object isnt the top one in
3188 * for them to differ. Sigh, this fctn could get a bit more complex. 3601 * for them to differ. Sigh, this fctn could get a bit more complex.
3189 * -b.t. 3602 * -b.t.
3190 * This function is now map tiling safe. 3603 * This function is now map tiling safe.
3191 */ 3604 */
3192 3605
3606int
3193int player_can_view (object *pl,object *op) { 3607player_can_view (object *pl, object *op)
3608{
3194 rv_vector rv; 3609 rv_vector rv;
3195 int dx,dy; 3610 int dx, dy;
3196 3611
3197 if(pl->type!=PLAYER) { 3612 if (pl->type != PLAYER)
3613 {
3198 LOG(llevError,"player_can_view() called for non-player object\n"); 3614 LOG (llevError, "player_can_view() called for non-player object\n");
3199 return -1; 3615 return -1;
3200 } 3616 }
3201 if (!pl || !op) return 0; 3617 if (!pl || !op)
3202
3203 if(op->head) { op = op->head; }
3204 get_rangevector(pl, op, &rv, 0x1);
3205
3206 /* starting with the 'head' part, lets loop
3207 * through the object and find if it has any
3208 * part that is in the los array but isnt on
3209 * a blocked los square.
3210 * we use the archetype to figure out offsets.
3211 */
3212 while(op) {
3213 dx = rv.distance_x + op->arch->clone.x;
3214 dy = rv.distance_y + op->arch->clone.y;
3215
3216 /* only the viewable area the player sees is updated by LOS
3217 * code, so we need to restrict ourselves to that range of values
3218 * for any meaningful values.
3219 */
3220 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3221 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3222 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3223 return 1;
3224 op = op->more;
3225 }
3226 return 0; 3618 return 0;
3619
3620 if (op->head)
3621 {
3622 op = op->head;
3623 }
3624 get_rangevector (pl, op, &rv, 0x1);
3625
3626 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any
3628 * part that is in the los array but isnt on
3629 * a blocked los square.
3630 * we use the archetype to figure out offsets.
3631 */
3632 while (op)
3633 {
3634 dx = rv.distance_x + op->arch->clone.x;
3635 dy = rv.distance_y + op->arch->clone.y;
3636
3637 /* only the viewable area the player sees is updated by LOS
3638 * code, so we need to restrict ourselves to that range of values
3639 * for any meaningful values.
3640 */
3641 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3642 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3643 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3644 return 1;
3645 op = op->more;
3646 }
3647 return 0;
3227} 3648}
3228 3649
3229/* routine for both players and monsters. We call this when 3650/* routine for both players and monsters. We call this when
3230 * there is a possibility for our action distrubing our hiding 3651 * there is a possibility for our action distrubing our hiding
3231 * place or invisiblity spell. Artefact invisiblity is not 3652 * place or invisiblity spell. Artefact invisiblity is not
3232 * effected by this. If we arent invisible to begin with, we 3653 * effected by this. If we arent invisible to begin with, we
3233 * return 0. 3654 * return 0.
3234 */ 3655 */
3656int
3235int action_makes_visible (object *op) { 3657action_makes_visible (object *op)
3658{
3236 3659
3237 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3660 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3661 {
3238 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3662 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3239 return 0; 3663 return 0;
3240 3664
3241 if (op->contr && op->contr->tmp_invis == 0) return 0; 3665 if (op->contr && op->contr->tmp_invis == 0)
3666 return 0;
3242 3667
3243 /* If monsters, they should become visible */ 3668 /* If monsters, they should become visible */
3244 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3669 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3670 {
3245 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3671 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3246 return 1; 3672 return 1;
3247 } 3673 }
3248 } 3674 }
3249 return 0; 3675 return 0;
3250} 3676}
3251 3677
3252/* op_on_battleground - checks if the given object op (usually 3678/* op_on_battleground - checks if the given object op (usually
3253 * a player) is standing on a valid battleground-tile, 3679 * a player) is standing on a valid battleground-tile,
3254 * function returns TRUE/FALSE. If true x, y returns the battleground 3680 * function returns TRUE/FALSE. If true x, y returns the battleground
3255 * -exit-coord. (and if x, y not NULL) 3681 * -exit-coord. (and if x, y not NULL)
3256 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3682 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3257 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3683 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3258 * Default is to do the same as before, so only people wanting to have different points need worry about this 3684 * Default is to do the same as before, so only people wanting to have different points need worry about this
3259 */ 3685 */
3686int
3260int op_on_battleground (object *op, int *x, int *y) { 3687op_on_battleground (object *op, int *x, int *y)
3688{
3261 object *tmp; 3689 object *tmp;
3262 3690
3263 /* A battleground-tile needs the following attributes to be valid: 3691 /* A battleground-tile needs the following attributes to be valid:
3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3692 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3693 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3266 * and the exit-coordinates sp/hp must both be > 0. 3694 * and the exit-coordinates sp/hp must both be > 0.
3267 * => The intention here is to prevent abuse of the battleground- 3695 * => The intention here is to prevent abuse of the battleground-
3268 * feature (like pickable or hidden battleground tiles). */ 3696 * feature (like pickable or hidden battleground tiles). */
3269 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3697 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3698 {
3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3699 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3700 {
3271 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3701 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3272 strcmp(tmp->name, "battleground")==0 && 3702 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3273 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3703 {
3274 /*before we assign the exit, check if this is a teambattle*/ 3704 /*before we assign the exit, check if this is a teambattle */
3275 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3705 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3706 {
3276 object *invtmp; 3707 object *invtmp;
3708
3277 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3709 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3278 if(invtmp->type==FORCE && invtmp->slaying && 3710 {
3279 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3711 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3712 {
3280 if (x != NULL && y != NULL) 3713 if (x != NULL && y != NULL)
3281 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3714 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282 return 1; 3715 return 1;
3716 }
3283 } 3717 }
3284 } 3718 }
3285 }
3286 if (x != NULL && y != NULL) 3719 if (x != NULL && y != NULL)
3287 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3720 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3288 return 1; 3721 return 1;
3722 }
3289 } 3723 }
3290 }
3291 } 3724 }
3292 /* If we got here, did not find a battleground */ 3725 /* If we got here, did not find a battleground */
3293 return 0; 3726 return 0;
3294} 3727}
3295 3728
3296/* 3729/*
3300 * attributes: 3733 * attributes:
3301 * object *who the dragon player 3734 * object *who the dragon player
3302 * int atnr the attack-number of the ability focus 3735 * int atnr the attack-number of the ability focus
3303 * int level ability level 3736 * int level ability level
3304 */ 3737 */
3738void
3305void dragon_ability_gain(object *who, int atnr, int level) { 3739dragon_ability_gain (object *who, int atnr, int level)
3740{
3306 treasurelist *trlist = NULL; /* treasurelist */ 3741 treasurelist *trlist = NULL; /* treasurelist */
3307 treasure *tr; /* treasure */ 3742 treasure *tr; /* treasure */
3308 object *tmp,*skop; /* tmp. object */ 3743 object *tmp, *skop; /* tmp. object */
3309 object *item; /* treasure object */ 3744 object *item; /* treasure object */
3310 char buf[MAX_BUF]; /* tmp. string buffer */ 3745 char buf[MAX_BUF]; /* tmp. string buffer */
3311 int i=0, j=0; 3746 int i = 0, j = 0;
3312 3747
3313 /* get the appropriate treasurelist */ 3748 /* get the appropriate treasurelist */
3314 if (atnr == ATNR_FIRE) 3749 if (atnr == ATNR_FIRE)
3315 trlist = find_treasurelist("dragon_ability_fire"); 3750 trlist = find_treasurelist ("dragon_ability_fire");
3316 else if (atnr == ATNR_COLD) 3751 else if (atnr == ATNR_COLD)
3317 trlist = find_treasurelist("dragon_ability_cold"); 3752 trlist = find_treasurelist ("dragon_ability_cold");
3318 else if (atnr == ATNR_ELECTRICITY) 3753 else if (atnr == ATNR_ELECTRICITY)
3319 trlist = find_treasurelist("dragon_ability_elec"); 3754 trlist = find_treasurelist ("dragon_ability_elec");
3320 else if (atnr == ATNR_POISON) 3755 else if (atnr == ATNR_POISON)
3321 trlist = find_treasurelist("dragon_ability_poison"); 3756 trlist = find_treasurelist ("dragon_ability_poison");
3322 3757
3323 if (trlist == NULL || who->type != PLAYER) 3758 if (trlist == NULL || who->type != PLAYER)
3759 return;
3760
3761 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3762
3763 if (tr == NULL || tr->item == NULL)
3764 {
3765 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3766 return;
3767 }
3768
3769 /* everything seems okay - now bring on the gift: */
3770 item = &(tr->item->clone);
3771
3772 if (item->type == SPELL)
3773 {
3774 if (check_spell_known (who, item->name))
3324 return; 3775 return;
3325 3776
3326 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3777 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3327 tr = tr->next, i++); 3778 do_learn_spell (who, item, 0);
3328 3779 return;
3329 if (tr == NULL || tr->item == NULL) { 3780 }
3330 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3781
3782 /* grant direct spell */
3783 if (item->type == SPELLBOOK)
3784 {
3785 if (!item->inv)
3786 {
3787 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3788 return;
3789 }
3790 if (check_spell_known (who, item->inv->name))
3331 return; 3791 return;
3332 }
3333
3334 /* everything seems okay - now bring on the gift: */
3335 item = &(tr->item->clone);
3336
3337 if (item->type == SPELL) {
3338 if (check_spell_known (who, item->name))
3339 return;
3340
3341 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3342 do_learn_spell (who, item, 0);
3343 return;
3344 }
3345
3346 /* grant direct spell */
3347 if (item->type == SPELLBOOK) {
3348 if (!item->inv) {
3349 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3350 return;
3351 }
3352 if (check_spell_known (who, item->inv->name))
3353 return;
3354 if (item->invisible) { 3792 if (item->invisible)
3793 {
3355 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3794 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3356 do_learn_spell (who, item->inv, 0); 3795 do_learn_spell (who, item->inv, 0);
3357 return; 3796 return;
3358 } 3797 }
3359 } 3798 }
3360 else if (item->type == SKILL_TOOL && item->invisible) { 3799 else if (item->type == SKILL_TOOL && item->invisible)
3800 {
3361 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3801 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3802 {
3362 3803
3363 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3804 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3364 * in this way, if the player is missing any of the attacktypes, he gets 3805 * in this way, if the player is missing any of the attacktypes, he gets
3365 * them. As it is now, if the player has any that match the granted skill, 3806 * them. As it is now, if the player has any that match the granted skill,
3366 * but not all of them, he gets nothing. 3807 * but not all of them, he gets nothing.
3367 */ 3808 */
3368 if (!(skop->attacktype & item->attacktype)) { 3809 if (!(skop->attacktype & item->attacktype))
3810 {
3369 /* Give new attacktype */ 3811 /* Give new attacktype */
3370 skop->attacktype |= item->attacktype; 3812 skop->attacktype |= item->attacktype;
3371 3813
3372 /* always add physical if there's none */ 3814 /* always add physical if there's none */
3373 skop->attacktype |= AT_PHYSICAL; 3815 skop->attacktype |= AT_PHYSICAL;
3374 3816
3375 if (item->msg != NULL) 3817 if (item->msg != NULL)
3376 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3818 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3377 3819
3378 /* Give player new face */ 3820 /* Give player new face */
3379 if (item->animation_id) { 3821 if (item->animation_id)
3822 {
3380 who->face = skop->face; 3823 who->face = skop->face;
3381 who->animation_id = item->animation_id; 3824 who->animation_id = item->animation_id;
3382 who->anim_speed = item->anim_speed; 3825 who->anim_speed = item->anim_speed;
3383 who->last_anim = 0; 3826 who->last_anim = 0;
3384 who->state = 0; 3827 who->state = 0;
3385 animate_object(who, who->direction); 3828 animate_object (who, who->direction);
3386 } 3829 }
3387 } 3830 }
3388 } 3831 }
3389 } 3832 }
3390 else if (item->type == FORCE) { 3833 else if (item->type == FORCE)
3834 {
3391 /* forces in the treasurelist can alter the player's stats */ 3835 /* forces in the treasurelist can alter the player's stats */
3392 object *skin; 3836 object *skin;
3837
3393 /* first get the dragon skin force */ 3838 /* first get the dragon skin force */
3394 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3839 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3395 skin=skin->below);
3396 if (skin == NULL) return; 3840 if (skin == NULL)
3397 3841 return;
3842
3398 /* adding new spellpath attunements */ 3843 /* adding new spellpath attunements */
3399 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3844 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3845 {
3400 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3846 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3401 3847
3402 /* print message */ 3848 /* print message */
3403 sprintf(buf, "You feel attuned to "); 3849 sprintf (buf, "You feel attuned to ");
3404 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3850 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3851 {
3405 if(item->path_attuned & (1<<i)) { 3852 if (item->path_attuned & (1 << i))
3853 {
3406 if (j) 3854 if (j)
3407 strcat(buf," and "); 3855 strcat (buf, " and ");
3408 else 3856 else
3409 j = 1; 3857 j = 1;
3410 strcat(buf, spellpathnames[i]); 3858 strcat (buf, spellpathnames[i]);
3411 } 3859 }
3412 } 3860 }
3413 strcat(buf,"."); 3861 strcat (buf, ".");
3414 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3862 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3415 } 3863 }
3416 3864
3417 /* evtl. adding flags: */ 3865 /* evtl. adding flags: */
3418 if(QUERY_FLAG(item, FLAG_XRAYS)) 3866 if (QUERY_FLAG (item, FLAG_XRAYS))
3419 SET_FLAG(skin, FLAG_XRAYS); 3867 SET_FLAG (skin, FLAG_XRAYS);
3420 if(QUERY_FLAG(item, FLAG_STEALTH)) 3868 if (QUERY_FLAG (item, FLAG_STEALTH))
3421 SET_FLAG(skin, FLAG_STEALTH); 3869 SET_FLAG (skin, FLAG_STEALTH);
3422 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3870 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3423 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3871 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3424 3872
3425 /* print message if there is one */ 3873 /* print message if there is one */
3426 if (item->msg != NULL) 3874 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3875 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3876 }
3877 else
3428 } 3878 {
3429 else {
3430 /* generate misc. treasure */ 3879 /* generate misc. treasure */
3431 tmp = arch_to_object (tr->item); 3880 tmp = arch_to_object (tr->item);
3432 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3881 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3433 tmp = insert_ob_in_ob (tmp, who); 3882 tmp = insert_ob_in_ob (tmp, who);
3434 if (who->type == PLAYER) 3883 if (who->type == PLAYER)
3435 esrv_send_item(who, tmp); 3884 esrv_send_item (who, tmp);
3436 } 3885 }
3437} 3886}
3438 3887
3439/** 3888/**
3440 * Unready an object for a player. This function does nothing if the object was 3889 * Unready an object for a player. This function does nothing if the object was
3441 * not readied. 3890 * not readied.
3442 */ 3891 */
3892void
3443void player_unready_range_ob(player *pl, object *ob) { 3893player_unready_range_ob (player *pl, object *ob)
3894{
3444 rangetype i; 3895 rangetype i;
3445 3896
3446 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3897 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3898 {
3447 if (pl->ranges[i] == ob) { 3899 if (pl->ranges[i] == ob)
3900 {
3448 pl->ranges[i] = NULL; 3901 pl->ranges[i] = NULL;
3449 if (pl->shoottype == i) { 3902 if (pl->shoottype == i)
3903 {
3450 pl->shoottype = range_none; 3904 pl->shoottype = range_none;
3451 } 3905 }
3452 } 3906 }
3453 } 3907 }
3454} 3908}

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