ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.15 by root, Mon Sep 4 11:08:00 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 1.15 2006/09/04 11:08:00 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The author can be reached via e-mail to crossfire-devel@real-time.com 21 The author can be reached via e-mail to <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 25#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#ifdef COZY_SERVER
44extern int same_party (partylist *a, partylist *b); 34extern int same_party (partylist *a, partylist *b);
45#endif 35#endif
46 36
37player *
47player *find_player(const char *plname) 38find_player (const char *plname)
48{ 39{
49 player *pl; 40 player *pl;
41
50 for(pl=first_player;pl!=NULL;pl=pl->next) 42 for (pl = first_player; pl != NULL; pl = pl->next)
51 { 43 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
53 return pl; 45 return pl;
54 }; 46 };
55 return NULL; 47 return NULL;
56} 48}
57 49
50player *
58player* find_player_partial_name( const char* plname ) 51find_player_partial_name (const char *plname)
59 { 52{
60 player* pl; 53 player *pl;
61 player* found = NULL; 54 player *found = NULL;
62 size_t namelen = strlen( plname ); 55 size_t namelen = strlen (plname);
56
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 57 for (pl = first_player; pl != NULL; pl = pl->next)
64 { 58 {
65 if ( strlen( pl->ob->name ) < namelen ) 59 if ((size_t) strlen (pl->ob->name) < namelen)
66 continue; 60 continue;
67 61
68 if ( !strcmp( pl->ob->name, plname) ) 62 if (!strcmp (pl->ob->name, plname))
69 return pl; 63 return pl;
70 64
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 65 if (!strncasecmp (pl->ob->name, plname, namelen))
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.
198 * Returns the player structure. If 'p' is null, 210 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle 211 * we create a new one. Otherwise, we recycle
200 * the one that is passed. 212 * the one that is passed.
201 */ 213 */
202static player * 214static player *
203get_player (player * p) 215get_player (player *p)
204{ 216{
205 object *op = arch_to_object (get_player_archetype (NULL)); 217 object *op = arch_to_object (get_player_archetype (0));
206 int i; 218 int i;
207
208 if (!p)
209 {
210 p = new player;
211
212 /* This adds the player in the linked list. There is extra
213 * complexity here because we want to add the new player at the
214 * end of the list - there is in fact no compelling reason that
215 * that needs to be done except for things like output of
216 * 'who'.
217 */
218 player *tmp = first_player;
219 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next;
221 if (tmp != NULL)
222 tmp->next = p;
223 else
224 first_player = p;
225
226 p->next = NULL;
227 }
228 219
229 /* Clears basically the entire player structure except 220 /* Clears basically the entire player structure except
230 * for next and socket. 221 * for next and socket.
231 */ 222 */
232 memset (static_cast<player_pod *>(p), 0, sizeof (player_pod)); 223 p->clear ();
233 p->attachable_clear ();
234 224
235 /* There are some elements we want initialized to non zero value - 225 /* There are some elements we want initialized to non zero value -
236 * we deal with that below this point. 226 * we deal with that below this point.
237 */ 227 */
238 p->party = NULL; 228 p->party = NULL;
239 p->outputs_sync = 16; /* Every 2 seconds */ 229 p->outputs_sync = 16; /* Every 2 seconds */
240 p->outputs_count = 8; /* Keeps present behaviour */ 230 p->outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 231 p->unapply = unapply_nochoice;
242 p->Swap_First = -1; 232 p->Swap_First = -1;
243 233
244#ifdef AUTOSAVE 234#ifdef AUTOSAVE
245 p->last_save_tick = 9999999; 235 p->last_save_tick = 9999999;
246#endif 236#endif
247 237
248 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
249 239
250 op->contr = p; /* this aren't yet in archetype */ 240 op->contr = p; /* this aren't yet in archetype */
251 p->ob = op; 241 p->ob = op;
252 op->speed_left = 0.5; 242 op->speed_left = 0.5;
253 op->speed = 1.0; 243 op->speed = 1.0;
254 op->direction = 5; /* So player faces south */ 244 op->direction = 5; /* So player faces south */
255 op->stats.wc = 2; 245 op->stats.wc = 2;
256 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
257 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 */
258
259 roll_stats (op); 251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
260 p->state = ST_ROLL_STAT; 254 p->state = ST_ROLL_STAT;
261 clear_los (op); 255 clear_los (op);
262 256
263 p->gen_sp_armour = 10; 257 p->gen_sp_armour = 10;
264 p->last_speed = -1; 258 p->last_speed = -1;
266 p->bowtype = bow_normal; 260 p->bowtype = bow_normal;
267 p->petmode = pet_normal; 261 p->petmode = pet_normal;
268 p->listening = 10; 262 p->listening = 10;
269 p->usekeys = containers; 263 p->usekeys = containers;
270 p->last_weapon_sp = -1; 264 p->last_weapon_sp = -1;
271 p->peaceful = 1; /* default peaceful */ 265 p->peaceful = 1; /* default peaceful */
272 p->do_los = 1; 266 p->do_los = 1;
273 p->explore = 0; 267 p->explore = 0;
274 p->no_shout = 0; /* default can shout */
275 268
276 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 269 assign (p->title, op->arch->clone.name);
277 p->title[sizeof (p->title) - 1] = '\0';
278 op->race = op->arch->clone.race; 270 op->race = op->arch->clone.race;
279 271
280 CLEAR_FLAG (op, FLAG_READY_SKILL); 272 CLEAR_FLAG (op, FLAG_READY_SKILL);
281 273
282 /* we need to clear these to -1 and not zero - otherwise, 274 /* we need to clear these to -1 and not zero - otherwise,
287 for (i = 0; i < NUM_SKILLS; i++) 279 for (i = 0; i < NUM_SKILLS; i++)
288 { 280 {
289 p->last_skill_exp[i] = -1; 281 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL; 282 p->last_skill_ob[i] = NULL;
291 } 283 }
284
292 for (i = 0; i < NROFATTACKS; i++) 285 for (i = 0; i < NROFATTACKS; i++)
293 {
294 p->last_resist[i] = -1; 286 p->last_resist[i] = -1;
295 } 287
296 p->last_stats.exp = -1; 288 p->last_stats.exp = -1;
297 p->last_weight = (uint32) - 1; 289 p->last_weight = (uint32) - 1;
298 290
299 p->socket.update_look = 0; 291 p->socket->update_look = 0;
300 p->socket.look_position = 0; 292 p->socket->look_position = 0;
293
301 return p; 294 return p;
302} 295}
303 296
304/* 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
305static void set_first_map(object *op) 299set_first_map (object *op)
306{ 300{
307 strcpy(op->contr->maplevel, first_map_path); 301 strcpy (op->contr->maplevel, first_map_path);
308 op->x = -1; 302 op->x = -1;
309 op->y = -1; 303 op->y = -1;
310 enter_exit(op, NULL); 304 enter_exit (op, 0);
311} 305}
312 306
313/* Tries to add player on the connection passwd in ns. 307/* Tries to add player on the connection passwd in ns.
314 * All we can really get in this is some settings like host and display 308 * All we can really get in this is some settings like host and display
315 * mode. 309 * mode.
316 */ 310 */
317 311
318int add_player(NewSocket *ns) { 312int
319 player *p; 313add_player (client *ns)
314{
315 player *p = new player;
320 316
321 p=get_player(NULL);
322 p->socket = *ns; 317 p->socket = ns;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 318 ns->pl = p;
324 if(p->socket.faces_sent == NULL) 319
325 fatal(OUT_OF_MEMORY); 320 p->next = first_player;
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 321 first_player = p;
327 /* Needed because the socket we just copied over needs to be cleared. 322
328 * Note that this can result in a client reset if there is partial data 323 p = get_player (p);
329 * on the uncoming socket. 324
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 325 set_first_map (p->ob);
333 326
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob); 328 add_friendly_object (p->ob);
336 send_rules(p->ob); 329 send_rules (p->ob);
337 send_news(p->ob); 330 send_news (p->ob);
338 display_motd(p->ob); 331 display_motd (p->ob);
332
339 get_name(p->ob); 333 get_name (p->ob);
334
340 return 0; 335 return 0;
341} 336}
342 337
343/* 338/*
344 * get_player_archetype() return next player archetype from archetype 339 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 340 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 341 * Note: there MUST be at least one player archetype!
347 */ 342 */
343archetype *
348archetype *get_player_archetype(archetype* at) 344get_player_archetype (archetype *at)
349{ 345{
350 archetype *start = at; 346 archetype *start = at;
347
351 for (;;) { 348 for (;;)
349 {
352 if (at==NULL || at->next==NULL) 350 if (at == NULL || at->next == NULL)
353 at=first_archetype; 351 at = first_archetype;
354 else 352 else
355 at=at->next; 353 at = at->next;
354
356 if(at->clone.type==PLAYER) 355 if (at->clone.type == PLAYER)
357 return at; 356 return at;
357
358 if (at == start) { 358 if (at == start)
359 {
359 LOG (llevError, "No Player archetypes\n"); 360 LOG (llevError, "No Player archetypes\n");
360 exit (-1); 361 exit (-1);
361 } 362 }
362 } 363 }
363} 364}
364 365
365 366object *
366object *get_nearest_player(object *mon) { 367get_nearest_player (object *mon)
368{
367 object *op = NULL; 369 object *op = NULL;
368 player *pl = NULL; 370 player *pl = NULL;
369 objectlink *ol; 371 objectlink *ol;
370 unsigned lastdist; 372 unsigned lastdist;
371 rv_vector rv; 373 rv_vector rv;
372 374
373 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 {
374 /* 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
375 * does periodically happen. Given that, lets deal with it. 378 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly 379 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop. 380 * list is also free, so encapsulate this in a while loop.
378 */ 381 */
379 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 {
380 object *tmp=ol->ob; 384 object *tmp = ol->ob;
381 385
382 /* 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
383 * itself will have been cleared. 387 * itself will have been cleared.
384 */ 388 */
385 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");
386 ol = ol->next; 390 ol = ol->next;
387 remove_friendly_object(tmp); 391 remove_friendly_object (tmp);
392 if (!ol)
388 if (!ol) return op; 393 return op;
389 } 394 }
390 395
391 /* 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
392 * 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
393 * complicated method of state checking would be needed in any case - 398 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would 399 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove 400 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this 401 * on_same_map check, as can_detect_enemy also does this
397 */ 402 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 403 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 404 continue;
400 405
401 if(lastdist>rv.distance) { 406 if (lastdist > rv.distance)
407 {
402 op=ol->ob; 408 op = ol->ob;
403 lastdist=rv.distance; 409 lastdist = rv.distance;
404 } 410 }
405 } 411 }
406 for (pl=first_player; pl != NULL; pl=pl->next) { 412 for (pl = first_player; pl != NULL; pl = pl->next)
413 {
407 if (can_detect_enemy(mon, pl->ob,&rv)) { 414 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
408 416
409 if(lastdist>rv.distance) { 417 if (lastdist > rv.distance)
418 {
410 op=pl->ob; 419 op = pl->ob;
411 lastdist=rv.distance; 420 lastdist = rv.distance;
412 } 421 }
413 } 422 }
414 } 423 }
415#if 0 424#if 0
416 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)");
417#endif 426#endif
418 return op; 427 return op;
419} 428}
420 429
421/* 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
422 * 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
423 * detour a monster will take from the direction path when looking 432 * detour a monster will take from the direction path when looking
460 * monster can in fact move one space in that direction. 469 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 470 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 471 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 472 * is blocking itself.
464 */ 473 */
474int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 475path_to_player (object *mon, object *pl, unsigned mindiff)
476{
466 rv_vector rv; 477 rv_vector rv;
467 sint16 x,y; 478 sint16 x, y;
468 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;
469 mapstruct *m ,*lastmap; 480 maptile *m, *lastmap;
470 481
471 get_rangevector(mon, pl, &rv, 0); 482 get_rangevector (mon, pl, &rv, 0);
472 483
473 if (rv.distance<mindiff) return 0; 484 if (rv.distance < mindiff)
485 return 0;
474 486
475 x=mon->x; 487 x = mon->x;
476 y=mon->y; 488 y = mon->y;
477 m=mon->map; 489 m = mon->map;
478 dir = rv.direction; 490 dir = rv.direction;
479 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 */
480 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);
481 /* 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. */
482 if (diff>max) return 0; 494 if (diff > max)
495 return 0;
483 while (diff >1 && max>0) { 496 while (diff > 1 && max > 0)
497 {
484 lastx = x; 498 lastx = x;
485 lasty = y; 499 lasty = y;
486 lastmap = m; 500 lastmap = m;
487 x = lastx + freearr_x[dir]; 501 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir]; 502 y = lasty + freearr_y[dir];
489 503
490 mflags = get_map_flags(m, &m, x, y, &x, &y); 504 mflags = get_map_flags (m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 505 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
492 506
493 /* Space is blocked - try changing direction a little */ 507 /* Space is blocked - try changing direction a little */
494 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))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) { 509 && (m == mon->map && blocked_link (mon, m, x, y))))
510 {
496 /* recalculate direction from last good location. Possible 511 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before. 512 * we were not traversing ideal location before.
498 */ 513 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 514 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) { 515 if (rv.direction != dir)
516 {
501 /* OK - says direction should be different - lets reset the 517 /* OK - says direction should be different - lets reset the
502 * the values so it will try again. 518 * the values so it will try again.
503 */ 519 */
504 x = lastx; 520 x = lastx;
505 y = lasty; 521 y = lasty;
506 m = lastmap; 522 m = lastmap;
507 dir = firstdir = rv.direction; 523 dir = firstdir = rv.direction;
524 }
508 } else { 525 else
526 {
509 /* direct path is blocked - try taking a side step to 527 /* direct path is blocked - try taking a side step to
510 * either the left or right. 528 * either the left or right.
511 * Note increase the values in the loop below to be 529 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes 530 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting 531 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try 532 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth 533 * stepping back and forth
516 */ 534 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 535 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
536 {
537 if (i == 0)
518 if (i==0) continue; /* already did this, so skip it */ 538 continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise, 539 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in 540 * since the direction that the creature should move in
521 * may change, you could get infinite loops. 541 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only 542 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance, 543 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north, 544 * gets blocked, finds that it should move north,
525 * 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
526 * gets back to its original point. lastdir contains 546 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully 547 * the last direction the creature has successfully
528 * moved. 548 * moved.
529 */ 549 */
530 550
531 x = lastx + freearr_x[absdir(lastdir+i)]; 551 x = lastx + freearr_x[absdir (lastdir + i)];
532 y = lasty + freearr_y[absdir(lastdir+i)]; 552 y = lasty + freearr_y[absdir (lastdir + i)];
533 m = lastmap; 553 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y); 554 mflags = get_map_flags (m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue; 555 if (mflags & P_OUT_OF_MAP)
556 continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 557 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 558 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
559 continue;
538 if (mflags & P_BLOCKSVIEW) continue; 560 if (mflags & P_BLOCKSVIEW)
561 continue;
539 562
540 if (m == mon->map && blocked_link(mon, m, x, y)) break; 563 if (m == mon->map && blocked_link (mon, m, x, y))
564 break;
541 } 565 }
542 /* go through entire loop without finding a valid 566 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path. 567 * sidestep to take - thus, no valid path.
544 */ 568 */
545 if (i==(DETOUR_AMOUNT+1)) 569 if (i == (DETOUR_AMOUNT + 1))
546 return 0; 570 return 0;
547 diff--; 571 diff--;
548 lastdir=dir; 572 lastdir = dir;
549 max--; 573 max--;
550 if (!firstdir) firstdir = dir+i; 574 if (!firstdir)
575 firstdir = dir + i;
551 } /* else check alternate directions */ 576 } /* else check alternate directions */
552 } /* if blocked */ 577 } /* if blocked */
553 else { 578 else
579 {
554 /* we moved towards creature, so diff is less */ 580 /* we moved towards creature, so diff is less */
555 diff--; 581 diff--;
556 max--; 582 max--;
557 lastdir=dir; 583 lastdir = dir;
584 if (!firstdir)
558 if (!firstdir) firstdir = dir; 585 firstdir = dir;
586 }
587 if (diff <= 1)
559 } 588 {
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually 589 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance. 590 * headed toward player for entire distance.
563 */ 591 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 592 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 593 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
566 } 594 }
567 if (diff>max) return 0; 595 if (diff > max)
596 return 0;
568 } 597 }
569 /* 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 */
570 if (!max) return 0; 599 if (!max)
600 return 0;
571 601
572 return firstdir; 602 return firstdir;
573} 603}
574 604
605void
575void give_initial_items(object *pl,treasurelist *items) { 606give_initial_items (object *pl, treasurelist * items)
607{
576 object *op,*next=NULL; 608 object *op, *next = NULL;
577 609
578 if(pl->randomitems!=NULL) 610 if (pl->randomitems != NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 611 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
580 612
581 for (op=pl->inv; op; op=next) { 613 for (op = pl->inv; op; op = next)
614 {
582 next = op->below; 615 next = op->below;
583 616
584 /* Forces get applied per default, unless they have the 617 /* Forces get applied per default, unless they have the
585 * 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
586 */ 619 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 620 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED); 621 SET_FLAG (op, FLAG_APPLIED);
589 622
590 /* we never give weapons/armour if these cannot be used 623 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions 624 * by this player due to race restrictions
592 */ 625 */
593 if (pl->type == PLAYER) { 626 if (pl->type == PLAYER)
627 {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 628 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS || 629 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET || 630 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES || 631 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) || 632 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 } 633 {
604 } 634 op->destroy ();
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 &tmp->name);
623 continue; 635 continue;
624 } 636 }
625 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)
626 } 646 {
647 object *tmp;
627 648
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
628 if (op->type == SPELLBOOK && op->inv) { 664 if (op->type == SPELLBOOK && op->inv)
665 {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 666 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
630 } 667 }
631 668
632 /* Give starting characters identified, uncursed, and undamned 669 /* Give starting characters identified, uncursed, and undamned
633 * 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
634 * merged properly. 671 * merged properly.
635 */ 672 */
636 if (need_identify(op)) { 673 if (need_identify (op))
674 {
637 SET_FLAG(op, FLAG_IDENTIFIED); 675 SET_FLAG (op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED); 676 CLEAR_FLAG (op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED); 677 CLEAR_FLAG (op, FLAG_DAMNED);
678 }
679 if (op->type == SPELL)
640 } 680 {
641 if(op->type==SPELL) { 681 op->destroy ();
642 remove_ob(op);
643 free_object(op);
644 continue; 682 continue;
683 }
684 else if (op->type == SKILL)
645 } 685 {
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL); 686 SET_FLAG (op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0; 687 op->stats.exp = 0;
649 op->level = 1; 688 op->level = 1;
650 } 689 }
651 /* lock all 'normal items by default */ 690 /* lock all 'normal items by default */
691 else
652 else SET_FLAG(op, FLAG_INV_LOCKED); 692 SET_FLAG (op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */ 693 } /* for loop of objects in player inv */
654 694
655 /* Need to set up the skill pointers */ 695 /* Need to set up the skill pointers */
656 link_player_skills(pl); 696 link_player_skills (pl);
657} 697}
658 698
699void
659void get_name(object *op) { 700get_name (object *op)
701{
660 op->contr->write_buf[0]='\0'; 702 op->contr->write_buf[0] = '\0';
661 op->contr->state=ST_GET_NAME; 703 op->contr->state = ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:"); 704 send_query (op->contr->socket, 0, "What is your name?\n:");
663} 705}
664 706
707void
665void get_password(object *op) { 708get_password (object *op)
709{
666 op->contr->write_buf[0]='\0'; 710 op->contr->write_buf[0] = '\0';
667 op->contr->state=ST_GET_PASSWORD; 711 op->contr->state = ST_GET_PASSWORD;
668 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:");
669} 713}
670 714
715void
671void play_again(object *op) 716play_again (object *op)
672{ 717{
673 op->contr->state=ST_PLAY_AGAIN; 718 op->contr->state = ST_PLAY_AGAIN;
674 op->chosen_skill = NULL; 719 op->chosen_skill = NULL;
675 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)?");
676 /* 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
677 * player creation process that a user can quit (eg, roll 722 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick 723 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without 724 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense 725 * removing the player - it probably makes more sense
681 * 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
682 * cases. 727 * cases.
683 */ 728 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED)) 729 if (!QUERY_FLAG (op, FLAG_REMOVED))
685 remove_ob(op); 730 op->remove ();
731
686 /* 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,
687 * 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
688 * the map is null or not swapped out. 734 * the map is null or not swapped out.
689 */ 735 */
690 op->map = NULL; 736 op->map = NULL;
691} 737}
692 738
693 739int
694int receive_play_again(object *op, char key) 740receive_play_again (object *op, char key)
695{ 741{
696 if(key=='q'||key=='Q') { 742 if (key == 'q' || key == 'Q')
743 {
697 remove_friendly_object(op); 744 remove_friendly_object (op);
698 leave(op->contr,0); /* ericserver will draw the message */ 745 leave (op->contr, 0); /* ericserver will draw the message */
699 return 2; 746 return 2;
700 } 747 }
701 else if(key=='a'||key=='A') { 748 else if (key == 'a' || key == 'A')
749 {
702 player *pl = op->contr; 750 player *pl = op->contr;
703 shstr name = op->name; 751 shstr name = op->name;
704 752
705 remove_friendly_object(op); 753 op->contr = 0;
706 free_object(op); 754 op->type = 0;
755 op->destroy (1);
707 pl = get_player(pl); 756 pl = get_player (pl);
708 op = pl->ob; 757 op = pl->ob;
709 add_friendly_object(op); 758 add_friendly_object (op);
710 op->contr->password[0]='~'; 759 op->contr->password[0] = '~';
711 op->name = op->name_pl = 0; 760 op->name = op->name_pl = 0;
712 /* Lets put a space in here */ 761 /* Lets put a space in here */
713 new_draw_info(NDI_UNIQUE, 0, op, "\n"); 762 new_draw_info (NDI_UNIQUE, 0, op, "\n");
714 get_name(op); 763 get_name (op);
715 op->name = op->name_pl = name; 764 op->name = op->name_pl = name;
716 set_first_map(op); 765 set_first_map (op);
717 } else { 766 }
767 else
718 /* user pressed something else so just ask again... */ 768 /* user pressed something else so just ask again... */
719 play_again(op); 769 play_again (op);
720 } 770
721 return 0; 771 return 0;
722} 772}
723 773
774void
724void confirm_password(object *op) { 775confirm_password (object *op)
776{
725 777
726 op->contr->write_buf[0]='\0'; 778 op->contr->write_buf[0] = '\0';
727 op->contr->state=ST_CONFIRM_PASSWORD; 779 op->contr->state = ST_CONFIRM_PASSWORD;
728 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:");
729} 781}
730 782
783void
731void get_party_password(object *op, partylist *party) { 784get_party_password (object *op, partylist *party)
785{
732 if (party == NULL) { 786 if (party == NULL)
787 {
733 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);
734 return; 789 return;
735 } 790 }
736 op->contr->write_buf[0]='\0'; 791 op->contr->write_buf[0] = '\0';
737 op->contr->state=ST_GET_PARTY_PASSWORD; 792 op->contr->state = ST_GET_PARTY_PASSWORD;
738 op->contr->party_to_join = party; 793 op->contr->party_to_join = party;
739 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:");
740} 795}
741 796
742 797
743/* 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
744int roll_stat(void) { 800roll_stat (void)
801{
745 int a[4],i,j,k; 802 int a[4], i, j, k;
746 803
747 for(i=0;i<4;i++) 804 for (i = 0; i < 4; i++)
748 a[i]=(int)RANDOM()%6+1; 805 a[i] = (int) RANDOM () % 6 + 1;
749 806
750 for(i=0,j=0,k=7;i<4;i++) 807 for (i = 0, j = 0, k = 7; i < 4; i++)
751 if(a[i]<k) 808 if (a[i] < k)
752 k=a[i],j=i; 809 k = a[i], j = i;
753 810
754 for(i=0,k=0;i<4;i++) { 811 for (i = 0, k = 0; i < 4; i++)
812 {
755 if(i!=j) 813 if (i != j)
756 k+=a[i]; 814 k += a[i];
757 } 815 }
758 return k; 816 return k;
759} 817}
760 818
819void
761void roll_stats(object *op) { 820roll_stats (object *op)
821{
762 int sum=0; 822 int sum = 0;
763 int i = 0, j = 0; 823 int i = 0, j = 0;
764 int statsort[7]; 824 int statsort[7];
765 825
826 do
766 do { 827 {
767 op->stats.Str=roll_stat(); 828 op->stats.Str = roll_stat ();
768 op->stats.Dex=roll_stat(); 829 op->stats.Dex = roll_stat ();
769 op->stats.Int=roll_stat(); 830 op->stats.Int = roll_stat ();
770 op->stats.Con=roll_stat(); 831 op->stats.Con = roll_stat ();
771 op->stats.Wis=roll_stat(); 832 op->stats.Wis = roll_stat ();
772 op->stats.Pow=roll_stat(); 833 op->stats.Pow = roll_stat ();
773 op->stats.Cha=roll_stat(); 834 op->stats.Cha = roll_stat ();
774 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;
775 op->stats.Con+op->stats.Wis+op->stats.Pow+ 836 }
776 op->stats.Cha;
777 } while(sum<82||sum>116); 837 while (sum < 82 || sum > 116);
778 838
779 /* Sort the stats so that rerolling is easier... */ 839 /* Sort the stats so that rerolling is easier... */
780 statsort[0] = op->stats.Str; 840 statsort[0] = op->stats.Str;
781 statsort[1] = op->stats.Dex; 841 statsort[1] = op->stats.Dex;
782 statsort[2] = op->stats.Int; 842 statsort[2] = op->stats.Int;
783 statsort[3] = op->stats.Con; 843 statsort[3] = op->stats.Con;
784 statsort[4] = op->stats.Wis; 844 statsort[4] = op->stats.Wis;
785 statsort[5] = op->stats.Pow; 845 statsort[5] = op->stats.Pow;
786 statsort[6] = op->stats.Cha; 846 statsort[6] = op->stats.Cha;
787 847
788 /* a quick and dirty bubblesort? */ 848 /* a quick and dirty bubblesort? */
849 do
789 do { 850 {
790 if (statsort[i] < statsort[i + 1]) { 851 if (statsort[i] < statsort[i + 1])
852 {
791 j = statsort[i]; 853 j = statsort[i];
792 statsort[i] = statsort[i + 1]; 854 statsort[i] = statsort[i + 1];
793 statsort[i + 1] = j; 855 statsort[i + 1] = j;
794 i = 0; 856 i = 0;
857 }
795 } else { 858 else
859 {
796 i++; 860 i++;
797 } 861 }
862 }
798 } while (i < 6); 863 while (i < 6);
799 864
800 op->stats.Str = statsort[0]; 865 op->stats.Str = statsort[0];
801 op->stats.Dex = statsort[1]; 866 op->stats.Dex = statsort[1];
802 op->stats.Con = statsort[2]; 867 op->stats.Con = statsort[2];
803 op->stats.Int = statsort[3]; 868 op->stats.Int = statsort[3];
804 op->stats.Wis = statsort[4]; 869 op->stats.Wis = statsort[4];
805 op->stats.Pow = statsort[5]; 870 op->stats.Pow = statsort[5];
806 op->stats.Cha = statsort[6]; 871 op->stats.Cha = statsort[6];
807 872
808 873
809 op->contr->orig_stats.Str=op->stats.Str; 874 op->contr->orig_stats.Str = op->stats.Str;
810 op->contr->orig_stats.Dex=op->stats.Dex; 875 op->contr->orig_stats.Dex = op->stats.Dex;
811 op->contr->orig_stats.Int=op->stats.Int; 876 op->contr->orig_stats.Int = op->stats.Int;
812 op->contr->orig_stats.Con=op->stats.Con; 877 op->contr->orig_stats.Con = op->stats.Con;
813 op->contr->orig_stats.Wis=op->stats.Wis; 878 op->contr->orig_stats.Wis = op->stats.Wis;
814 op->contr->orig_stats.Pow=op->stats.Pow; 879 op->contr->orig_stats.Pow = op->stats.Pow;
815 op->contr->orig_stats.Cha=op->stats.Cha; 880 op->contr->orig_stats.Cha = op->stats.Cha;
816 881
817 op->level=1; 882 op->level = 1;
818 op->stats.exp=0; 883 op->stats.exp = 0;
819 op->stats.ac=0; 884 op->stats.ac = 0;
820 885
821 op->contr->levhp[1] = 9; 886 op->contr->levhp[1] = 9;
822 op->contr->levsp[1] = 6; 887 op->contr->levsp[1] = 6;
823 op->contr->levgrace[1] = 3; 888 op->contr->levgrace[1] = 3;
824 889
825 fix_player(op); 890 fix_player (op);
826 op->stats.hp = op->stats.maxhp; 891 op->stats.hp = op->stats.maxhp;
827 op->stats.sp = op->stats.maxsp; 892 op->stats.sp = op->stats.maxsp;
828 op->stats.grace = op->stats.maxgrace; 893 op->stats.grace = op->stats.maxgrace;
829 op->contr->orig_stats=op->stats; 894 op->contr->orig_stats = op->stats;
830} 895}
831 896
897void
832void Roll_Again(object *op) 898Roll_Again (object *op)
833{ 899{
834 esrv_new_player(op->contr, 0); 900 esrv_new_player (op->contr, 0);
901 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
835 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 902 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
836} 903}
837 904
905void
838void Swap_Stat(object *op,int Swap_Second) 906Swap_Stat (object *op, int Swap_Second)
839{ 907{
840 signed char tmp; 908 signed char tmp;
841 char buf[MAX_BUF]; 909 char buf[MAX_BUF];
842 910
843 if ( op->contr->Swap_First == -1 ) { 911 if (op->contr->Swap_First == -1)
912 {
844 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?!?!!!");
845 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,");
846 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");
847 return; 916 return;
848 } 917 }
849 918
850 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);
851 920
852 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));
853 get_attr_value(&op->contr->orig_stats, Swap_Second));
854 922
855 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 923 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
856 924
857 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 925 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
858 new_draw_info(NDI_UNIQUE, 0,op, buf); 926 new_draw_info (NDI_UNIQUE, 0, op, buf);
859 op->stats.Str = op->contr->orig_stats.Str; 927 op->stats.Str = op->contr->orig_stats.Str;
860 op->stats.Dex = op->contr->orig_stats.Dex; 928 op->stats.Dex = op->contr->orig_stats.Dex;
861 op->stats.Con = op->contr->orig_stats.Con; 929 op->stats.Con = op->contr->orig_stats.Con;
862 op->stats.Int = op->contr->orig_stats.Int; 930 op->stats.Int = op->contr->orig_stats.Int;
863 op->stats.Wis = op->contr->orig_stats.Wis; 931 op->stats.Wis = op->contr->orig_stats.Wis;
864 op->stats.Pow = op->contr->orig_stats.Pow; 932 op->stats.Pow = op->contr->orig_stats.Pow;
865 op->stats.Cha = op->contr->orig_stats.Cha; 933 op->stats.Cha = op->contr->orig_stats.Cha;
866 op->stats.ac=0; 934 op->stats.ac = 0;
867 935
868 op->level=1; 936 op->level = 1;
869 op->stats.exp=0; 937 op->stats.exp = 0;
870 op->stats.ac=0; 938 op->stats.ac = 0;
871 939
872 op->contr->levhp[1] = 9; 940 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6; 941 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3; 942 op->contr->levgrace[1] = 3;
875 943
876 fix_player(op); 944 fix_player (op);
877 op->stats.hp = op->stats.maxhp; 945 op->stats.hp = op->stats.maxhp;
878 op->stats.sp = op->stats.maxsp; 946 op->stats.sp = op->stats.maxsp;
879 op->stats.grace = op->stats.maxgrace; 947 op->stats.grace = op->stats.maxgrace;
880 op->contr->orig_stats=op->stats; 948 op->contr->orig_stats = op->stats;
881 op->contr->Swap_First=-1; 949 op->contr->Swap_First = -1;
882} 950}
883 951
884 952
885/* This code has been greatly reduced, because with set_attr_value 953/* This code has been greatly reduced, because with set_attr_value
886 * and get_attr_value, the stats can be accessed just numeric 954 * and get_attr_value, the stats can be accessed just numeric
887 * ids. stat_trans is a table that translate the number entered 955 * ids. stat_trans is a table that translate the number entered
888 * 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
889 * 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
890 * the number's access that stat. The table does that translation. 958 * the number's access that stat. The table does that translation.
891 */ 959 */
960int
892int key_roll_stat(object *op, char key) 961key_roll_stat (object *op, char key)
893{ 962{
894 int keynum = key -'0'; 963 int keynum = key - '0';
895 char buf[MAX_BUF]; 964 char buf[MAX_BUF];
896 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 };
897 966
898 if (keynum>0 && keynum<=7) { 967 if (keynum > 0 && keynum <= 7)
968 {
899 if (op->contr->Swap_First==-1) { 969 if (op->contr->Swap_First == -1)
970 {
900 op->contr->Swap_First=stat_trans[keynum]; 971 op->contr->Swap_First = stat_trans[keynum];
901 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 972 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
902 new_draw_info(NDI_UNIQUE, 0,op,buf); 973 new_draw_info (NDI_UNIQUE, 0, op, buf);
903 } 974 }
904 else 975 else
905 Swap_Stat(op,stat_trans[keynum]); 976 Swap_Stat (op, stat_trans[keynum]);
906 977
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);
907 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1012 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
908 return 1; 1013 return 1;
909 }
910 switch (key) {
911 case 'n':
912 case 'N': {
913 SET_FLAG(op, FLAG_WIZ);
914 if(op->map==NULL) {
915 LOG(llevError,"Map == NULL in state 2\n");
916 break;
917 }
918 1014
919#if 0
920 /* So that enter_exit will put us at startx/starty */
921 op->x= -1;
922
923 enter_exit(op,NULL);
924#endif
925 SET_ANIMATION(op, 2); /* So player faces south */
926 /* Enter exit adds a player otherwise */
927 add_statbonus(op);
928 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
929 op->contr->state = ST_CHANGE_CLASS;
930 if (op->msg)
931 new_draw_info(NDI_BLUE, 0, op, op->msg);
932 return 0;
933 }
934 case 'y': 1015 case 'q':
935 case 'Y': 1016 case 'Q':
936 roll_stats(op); 1017 play_again (op);
937 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
938 return 1; 1018 return 1;
939 1019
940 case 'q':
941 case 'Q':
942 play_again(op);
943 return 1;
944
945 default: 1020 default:
946 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?");
947 return 0; 1022 return 0;
948 } 1023 }
949 return 0; 1024 return 0;
950} 1025}
951 1026
952/* This function takes the key that is passed, and does the 1027/* This function takes the key that is passed, and does the
953 * appropriate action with it (change race, or other things). 1028 * appropriate action with it (change race, or other things).
954 * The function name is for historical reasons - now we have 1029 * The function name is for historical reasons - now we have
955 * separate race and class; this actually changes the RACE, 1030 * separate race and class; this actually changes the RACE,
956 * not the class. 1031 * not the class.
957 */ 1032 */
958 1033
1034int
959int key_change_class(object *op, char key) 1035key_change_class (object *op, char key)
960{ 1036{
961 int tmp_loop; 1037 int tmp_loop;
962 1038
963 if(key=='q'||key=='Q') { 1039 if (key == 'q' || key == 'Q')
1040 {
964 remove_ob(op); 1041 op->remove ();
965 play_again(op); 1042 play_again (op);
966 return 0; 1043 return 0;
967 } 1044 }
968 if(key=='d'||key=='D') { 1045 if (key == 'd' || key == 'D')
1046 {
969 char buf[MAX_BUF]; 1047 char buf[MAX_BUF];
970 1048
971 /* this must before then initial items are given */ 1049 /* this must before then initial items are given */
972 esrv_new_player(op->contr, op->weight+op->carrying); 1050 esrv_new_player (op->contr, op->weight + op->carrying);
973 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
974 1051
1052 treasurelist *tl = find_treasurelist ("starting_wealth");
1053 if (tl)
1054 create_treasure (tl, op, 0, 0, 0);
1055
975 INVOKE_PLAYER (BIRTH, op->contr); 1056 INVOKE_PLAYER (BIRTH, op->contr);
976 INVOKE_PLAYER (LOGIN, op->contr); 1057 INVOKE_PLAYER (LOGIN, op->contr);
977 1058
978 op->contr->state=ST_PLAYING; 1059 op->contr->state = ST_PLAYING;
979 1060
980 if (op->msg) 1061 if (op->msg)
981 op->msg=NULL; 1062 op->msg = NULL;
982 1063
983 /* 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
984 * to save here. 1065 * to save here.
985 */ 1066 */
986 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name); 1067 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
987 make_path_to_file(buf); 1068 make_path_to_file (buf);
988 1069
989#ifdef AUTOSAVE 1070#ifdef AUTOSAVE
990 op->contr->last_save_tick = pticks; 1071 op->contr->last_save_tick = pticks;
991#endif 1072#endif
992 start_info(op); 1073 start_info (op);
993 CLEAR_FLAG(op, FLAG_WIZ); 1074 CLEAR_FLAG (op, FLAG_WIZ);
994 give_initial_items(op,op->randomitems); 1075 give_initial_items (op, op->randomitems);
995 link_player_skills(op); 1076 link_player_skills (op);
996 esrv_send_inventory(op, op); 1077 esrv_send_inventory (op, op);
997 fix_player(op); 1078 fix_player (op);
998 1079
999 /* This moves the player to a different start map, if there 1080 /* This moves the player to a different start map, if there
1000 * is one for this race 1081 * is one for this race
1001 */ 1082 */
1002 if(*first_map_ext_path) { 1083 if (*first_map_ext_path)
1084 {
1003 object *tmp; 1085 object *tmp;
1004 mapstruct *oldmap = op->map;
1005 char mapname[MAX_BUF]; 1086 char mapname[MAX_BUF];
1006 snprintf(mapname, MAX_BUF-1, "%s/%s", 1087
1007 first_map_ext_path, &op->arch->name); 1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1008 tmp=get_object(); 1089 tmp = object::create ();
1009 EXIT_PATH(tmp) = mapname; 1090 EXIT_PATH (tmp) = mapname;
1010 EXIT_X(tmp) = op->x; 1091 EXIT_X (tmp) = op->x;
1011 EXIT_Y(tmp) = op->y; 1092 EXIT_Y (tmp) = op->y;
1012 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;
1013 * if the map isn't there, then stay on the 1094 * if the map isn't there, then stay on the
1014 * default initial map */ 1095 * default initial map */
1015 free_object(tmp); 1096 tmp->destroy ();
1097 }
1016 } else { 1098 else
1017 LOG(llevDebug,"first_map_ext_path not set\n"); 1099 LOG (llevDebug, "first_map_ext_path not set\n");
1018 } 1100
1019 return 0; 1101 return 0;
1020 } 1102 }
1021 1103
1022 /* Following actually changes the race - this is the default command 1104 /* Following actually changes the race - this is the default command
1023 * if we don't match with one of the options above. 1105 * if we don't match with one of the options above.
1024 */ 1106 */
1025 1107
1026 tmp_loop = 0; 1108 tmp_loop = 0;
1027 while(!tmp_loop) { 1109 while (!tmp_loop)
1110 {
1028 shstr name = op->name; 1111 shstr name = op->name;
1029 int x = op->x, y = op->y; 1112 int x = op->x, y = op->y;
1113
1030 remove_statbonus(op); 1114 remove_statbonus (op);
1031 remove_ob (op); 1115 op->remove ();
1032 op->arch = get_player_archetype(op->arch); 1116 op->arch = get_player_archetype (op->arch);
1033 copy_object (&op->arch->clone, op); 1117 op->arch->clone.copy_to (op);
1034 op->instantiate (); 1118 op->instantiate ();
1035 op->stats = op->contr->orig_stats; 1119 op->stats = op->contr->orig_stats;
1036 op->name = op->name_pl = name; 1120 op->name = op->name_pl = name;
1037 op->x = x; 1121 op->x = x;
1038 op->y = y; 1122 op->y = y;
1039 SET_ANIMATION(op, 2); /* So player faces south */ 1123 SET_ANIMATION (op, 2); /* So player faces south */
1040 insert_ob_in_map (op, op->map, op,0); 1124 insert_ob_in_map (op, op->map, op, 0);
1041 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1125 assign (op->contr->title, op->arch->clone.name);
1042 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1043 add_statbonus(op); 1126 add_statbonus (op);
1044 tmp_loop=allowed_class(op); 1127 tmp_loop = allowed_class (op);
1045 } 1128 }
1129
1046 update_object(op,UP_OBJ_FACE); 1130 update_object (op, UP_OBJ_FACE);
1047 esrv_update_item(UPD_FACE,op,op); 1131 esrv_update_item (UPD_FACE, op, op);
1048 fix_player(op); 1132 fix_player (op);
1049 op->stats.hp=op->stats.maxhp; 1133 op->stats.hp = op->stats.maxhp;
1050 op->stats.sp=op->stats.maxsp; 1134 op->stats.sp = op->stats.maxsp;
1051 op->stats.grace=0; 1135 op->stats.grace = 0;
1136
1052 if (op->msg) 1137 if (op->msg)
1053 new_draw_info(NDI_BLUE, 0, op, op->msg); 1138 new_draw_info (NDI_BLUE, 0, op, op->msg);
1139
1054 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");
1055 return 0; 1141 return 0;
1056} 1142}
1057 1143
1144int
1058int key_confirm_quit(object *op, char key) 1145key_confirm_quit (object *op, char key)
1059{ 1146{
1060 char buf[MAX_BUF]; 1147 char buf[MAX_BUF];
1061 1148
1062 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1149 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1150 {
1063 op->contr->state=ST_PLAYING; 1151 op->contr->state = ST_PLAYING;
1064 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1065 return 1; 1153 return 1;
1066 } 1154 }
1067 1155
1068 INVOKE_PLAYER (LOGOUT, op->contr); 1156 INVOKE_PLAYER (LOGOUT, op->contr);
1069 INVOKE_PLAYER (QUIT , op->contr); 1157 INVOKE_PLAYER (QUIT, op->contr);
1070 1158
1071 terminate_all_pets(op); 1159 terminate_all_pets (op);
1072 leave_map(op); 1160 leave_map (op);
1073 op->direction=0; 1161 op->direction = 0;
1074 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);
1075 "%s quits the game.", &op->name);
1076 1163
1077 strcpy(op->contr->killer,"quit"); 1164 strcpy (op->contr->killer, "quit");
1078 check_score(op); 1165 check_score (op);
1079 op->contr->party=NULL; 1166 op->contr->party = NULL;
1080 if (settings.set_title == TRUE) 1167 if (settings.set_title == TRUE)
1081 op->contr->own_title[0]='\0'; 1168 op->contr->own_title[0] = '\0';
1082 1169
1083 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1170 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1171 {
1084 mapstruct *mp, *next; 1172 maptile *mp, *next;
1085 1173
1086 /* 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
1087 * 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,
1088 * 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
1089 */ 1177 */
1090 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 1178 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1091 for (mp=first_map; mp!=NULL; mp=next) { 1179 for (mp = first_map; mp != NULL; mp = next)
1180 {
1092 next = mp->next; 1181 next = mp->next;
1093 if (!strncmp(mp->path, buf, strlen(buf))) 1182 if (!strncmp (mp->path, buf, strlen (buf)))
1094 delete_map(mp); 1183 delete_map (mp);
1095 }
1096 1184 }
1185
1097 delete_character(op->name, 1); 1186 delete_character (op->name, 1);
1098 } 1187 }
1188
1099 play_again(op); 1189 play_again (op);
1100 return 1; 1190 return 1;
1101} 1191}
1102 1192
1193void
1103void flee_player(object *op) { 1194flee_player (object *op)
1195{
1104 int dir,diff; 1196 int dir, diff;
1105 rv_vector rv; 1197 rv_vector rv;
1106 1198
1107 if(op->stats.hp < 0) { 1199 if (op->stats.hp < 0)
1200 {
1108 LOG(llevDebug, "Fleeing player is dead.\n"); 1201 LOG (llevDebug, "Fleeing player is dead.\n");
1109 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)))
1110 return; 1239 return;
1111 } 1240 }
1112 1241
1113 if(op->enemy==NULL) {
1114 LOG(llevDebug,"Fleeing player had no enemy.\n");
1115 CLEAR_FLAG(op, FLAG_SCARED);
1116 return;
1117 }
1118
1119 /* Seen some crashes here. Since we don't store an
1120 * op->enemy_count, it is possible that something destroys the
1121 * actual enemy, and the object is recycled.
1122 */
1123 if (op->enemy->map == NULL) {
1124 CLEAR_FLAG(op, FLAG_SCARED);
1125 op->enemy=NULL;
1126 return;
1127 }
1128
1129 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1130 op->enemy=NULL;
1131 CLEAR_FLAG(op, FLAG_SCARED);
1132 return;
1133 }
1134 get_rangevector(op, op->enemy, &rv, 0);
1135
1136 dir=absdir(4+rv.direction);
1137 for(diff=0;diff<3;diff++) {
1138 int m=1-(RANDOM()&2);
1139 if(move_ob(op,absdir(dir+diff*m),op)||
1140 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1141 return;
1142 }
1143 }
1144 /* Cornered, get rid of scared */ 1242 /* Cornered, get rid of scared */
1145 CLEAR_FLAG(op, FLAG_SCARED); 1243 CLEAR_FLAG (op, FLAG_SCARED);
1146 op->enemy=NULL; 1244 op->enemy = NULL;
1147} 1245}
1148 1246
1149 1247
1150/* 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.
1151 * 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
1152 * stop. 1250 * stop.
1153 */ 1251 */
1252int
1154int check_pick(object *op) { 1253check_pick (object *op)
1254{
1155 object *tmp, *next; 1255 object *tmp, *next;
1156 tag_t next_tag=0, op_tag;
1157 int stop = 0; 1256 int stop = 0;
1158 int j, k, wvratio; 1257 int j, k, wvratio;
1159 char putstring[128], tmpstr[16]; 1258 char putstring[128], tmpstr[16];
1160 1259
1161
1162 /* if you're flying, you cna't pick up anything */ 1260 /* if you're flying, you cna't pick up anything */
1163 if (op->move_type & MOVE_FLYING) 1261 if (op->move_type & MOVE_FLYING)
1164 return 1; 1262 return 1;
1165 1263
1166 op_tag = op->count;
1167
1168 next = op->below; 1264 next = op->below;
1169 if (next)
1170 next_tag = next->count;
1171 1265
1172 /* 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
1173 * destroyed */ 1267 * destroyed */
1174 while (next && ! was_destroyed (next, next_tag)) 1268 while (next && !next->destroyed ())
1175 { 1269 {
1176 tmp = next; 1270 tmp = next;
1177 next = tmp->below; 1271 next = tmp->below;
1178 if (next)
1179 next_tag = next->count;
1180 1272
1181 if (was_destroyed (op, op_tag)) 1273 if (op->destroyed ())
1182 return 0; 1274 return 0;
1183 1275
1184 if ( ! can_pick (op, tmp)) 1276 if (!can_pick (op, tmp))
1185 continue; 1277 continue;
1186 1278
1187 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1279 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1188 { 1280 {
1189 if (item_matched_string (op, tmp, op->contr->search_str)) 1281 if (item_matched_string (op, tmp, op->contr->search_str))
1190 pick_up (op, tmp); 1282 pick_up (op, tmp);
1191 continue; 1283 continue;
1192 } 1284 }
1193 1285
1194 /* high not bit set? We're using the old autopickup model */ 1286 /* high not bit set? We're using the old autopickup model */
1195 if(!(op->contr->mode & PU_NEWMODE)) { 1287 if (!(op->contr->mode & PU_NEWMODE))
1288 {
1196 switch (op->contr->mode) { 1289 switch (op->contr->mode)
1290 {
1291 case 0:
1197 case 0: return 1; /* don't pick up */ 1292 return 1; /* don't pick up */
1293 case 1:
1198 case 1: pick_up (op, tmp); 1294 pick_up (op, tmp);
1199 return 1; 1295 return 1;
1296 case 2:
1200 case 2: pick_up (op, tmp); 1297 pick_up (op, tmp);
1201 return 0; 1298 return 0;
1299 case 3:
1202 case 3: return 0; /* stop before pickup */ 1300 return 0; /* stop before pickup */
1301 case 4:
1203 case 4: pick_up (op, tmp); 1302 pick_up (op, tmp);
1204 break; 1303 break;
1304 case 5:
1205 case 5: pick_up (op, tmp); 1305 pick_up (op, tmp);
1206 stop = 1; 1306 stop = 1;
1207 break; 1307 break;
1208 case 6: 1308 case 6:
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1309 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1211 pick_up(op, tmp); 1310 pick_up (op, tmp);
1212 break; 1311 break;
1213 1312
1214 case 7: 1313 case 7:
1215 if (tmp->type == MONEY || tmp->type == GEM) 1314 if (tmp->type == MONEY || tmp->type == GEM)
1216 pick_up(op, tmp); 1315 pick_up (op, tmp);
1217 break; 1316 break;
1218 1317
1219 default: 1318 default:
1220 /* use value density */ 1319 /* use value density */
1221 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1320 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1222 && (query_cost (tmp, op, F_TRUE) * 100 1321 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1223 / (tmp->weight * MAX (tmp->nrof, 1)))
1224 >= op->contr->mode)
1225 pick_up(op,tmp); 1322 pick_up (op, tmp);
1226 } 1323 }
1227 } 1324 }
1228 else { /* old model */ 1325 else
1326 { /* old model */
1229 /* NEW pickup handling */ 1327 /* NEW pickup handling */
1230 if(op->contr->mode & PU_DEBUG) 1328 if (op->contr->mode & PU_DEBUG)
1231 {
1232 /* some debugging code to figure out item information */
1233 if(tmp->name!=NULL)
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1235 &tmp->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1237 else
1238 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1239 &tmp->arch->name, tmp->type,
1240 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1241 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1242
1243 sprintf(putstring,"...flags: ");
1244 for(k=0;k<4;k++)
1245 {
1246 for(j=0;j<32;j++)
1247 {
1248 if((tmp->flags[k]>>j)&0x01)
1249 { 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 {
1250 sprintf(tmpstr,"%d ",k*32+j); 1346 sprintf (tmpstr, "%d ", k * 32 + j);
1251 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
1252 } 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 }
1253 } 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 }
1254 } 1582 }
1255 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1256 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);
1257#if 0 1604#if 0
1258 /* print the flags too */ 1605 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1259 for(k=0;k<4;k++) 1606 if (tmp->name != NULL)
1260 { 1607 {
1261 fprintf(stderr,"%d [%d] ", k, k*32+31); 1608 fprintf (stderr, "%s", tmp->name);
1262 for(j=0;j<32;j++) 1609 }
1263 { 1610 else
1264 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1611 fprintf (stderr, "%s", tmp->arch->name);
1265 if(!((j+1)%4))fprintf(stderr," "); 1612 fprintf (stderr, ",%d] = ", tmp->type);
1266 } 1613 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1267 fprintf(stderr," [%d]\n", k*32);
1268 }
1269#endif 1614#endif
1270 } 1615 continue;
1271 /* philosophy: 1616 }
1272 * It's easy to grab an item type from a pile, as long as it's
1273 * generic. This takes no game-time. For more detailed pickups
1274 * and selections, select-items shoul dbe used. This is a
1275 * grab-as-you-run type mode that's really useful for arrows for
1276 * example.
1277 * The drawback: right now it has no frontend, so you need to
1278 * stick the bits you want into a calculator in hex mode and then
1279 * convert to decimal and then 'pickup <#>
1280 */
1281
1282 /* the first two modes are exclusive: if NOTHING we return, if
1283 * STOP then we stop. All the rest are applied sequentially,
1284 * meaning if any test passes, the item gets picked up. */
1285
1286 /* if mode is set to pick nothing up, return */
1287
1288 if(op->contr->mode & PU_NOTHING) return 1;
1289
1290 /* if mode is set to stop when encountering objects, return */
1291 /* take STOP before INHIBIT since it doesn't actually pick
1292 * anything up */
1293
1294 if(op->contr->mode & PU_STOP) return 0;
1295
1296 /* useful for going into stores and not losing your settings... */
1297 /* and for battles wher you don't want to get loaded down while
1298 * fighting */
1299 if(op->contr->mode & PU_INHIBIT) return 1;
1300
1301 /* prevent us from turning into auto-thieves :) */
1302 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1303
1304 /* ignore known cursed objects */
1305 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1306
1307 /* all food and drink if desired */
1308 /* question: don't pick up known-poisonous stuff? */
1309 if(op->contr->mode & PU_FOOD)
1310 if (tmp->type == FOOD)
1311 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1312 if(op->contr->mode & PU_DRINK)
1313 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1315
1316 if(op->contr->mode & PU_POTION)
1317 if (tmp->type == POTION)
1318 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1319
1320 /* spellbooks, skillscrolls and normal books/scrolls */
1321 if(op->contr->mode & PU_SPELLBOOK)
1322 if (tmp->type == SPELLBOOK)
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1324 if(op->contr->mode & PU_SKILLSCROLL)
1325 if (tmp->type == SKILLSCROLL)
1326 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1327 if(op->contr->mode & PU_READABLES)
1328 if (tmp->type == BOOK || tmp->type == SCROLL)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1330
1331 /* wands/staves/rods/horns */
1332 if (op->contr->mode & PU_MAGIC_DEVICE)
1333 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1335
1336 /* pick up all magical items */
1337 if(op->contr->mode & PU_MAGICAL)
1338 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1340
1341 if(op->contr->mode & PU_VALUABLES)
1342 {
1343 if (tmp->type == MONEY || tmp->type == GEM)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1345 }
1346
1347 /* rings & amulets - talismans seems to be typed AMULET */
1348 if(op->contr->mode & PU_JEWELS)
1349 if (tmp->type == RING || tmp->type == AMULET)
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1351
1352 /* bows and arrows. Bows are good for selling! */
1353 if(op->contr->mode & PU_BOW)
1354 if (tmp->type == BOW)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1356 if(op->contr->mode & PU_ARROW)
1357 if (tmp->type == ARROW)
1358 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1359
1360 /* all kinds of armor etc. */
1361 if(op->contr->mode & PU_ARMOUR)
1362 if (tmp->type == ARMOUR)
1363 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1364 if(op->contr->mode & PU_HELMET)
1365 if (tmp->type == HELMET)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1367 if(op->contr->mode & PU_SHIELD)
1368 if (tmp->type == SHIELD)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1370 if(op->contr->mode & PU_BOOTS)
1371 if (tmp->type == BOOTS)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1373 if(op->contr->mode & PU_GLOVES)
1374 if (tmp->type == GLOVES)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1376 if(op->contr->mode & PU_CLOAK)
1377 if (tmp->type == CLOAK)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1379
1380 /* hoping to catch throwing daggers here */
1381 if(op->contr->mode & PU_MISSILEWEAPON)
1382 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1384
1385 /* careful: chairs and tables are weapons! */
1386 if(op->contr->mode & PU_ALLWEAPON)
1387 {
1388 if(tmp->type == WEAPON && tmp->name!=NULL)
1389 {
1390 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1391 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1393 }
1394 if(tmp->type == WEAPON && tmp->name==NULL)
1395 {
1396 if(strstr(tmp->arch->name,"table")==NULL &&
1397 strstr(tmp->arch->name,"chair")==NULL)
1398 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1399 }
1400 }
1401
1402 /* misc stuff that's useful */
1403 if(op->contr->mode & PU_KEY)
1404 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1405 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1406
1407 /* any of the last 4 bits set means we use the ratio for value
1408 * pickups */
1409 if(op->contr->mode & PU_RATIO)
1410 {
1411 /* use value density to decide what else to grab */
1412 /* >=7 was >= op->contr->mode */
1413 /* >=7 is the old standard setting. Now we take the last 4 bits
1414 * and multiply them by 5, giving 0..15*5== 5..75 */
1415 wvratio=(op->contr->mode & PU_RATIO) * 5;
1416 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1417 {
1418 pick_up(op, tmp);
1419#if 0
1420 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1421 if(tmp->name!=NULL) {
1422 fprintf(stderr,"%s", tmp->name);
1423 } 1617 }
1424 else fprintf(stderr,"%s",tmp->arch->name); 1618 } /* the new pickup model */
1425 fprintf(stderr,",%d] = ", tmp->type);
1426 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1427#endif
1428 continue;
1429 }
1430 } 1619 }
1431 } /* the new pickup model */ 1620
1432 }
1433 return ! stop; 1621 return !stop;
1434} 1622}
1435 1623
1436/* 1624/*
1437 * Find an arrow in the inventory and after that 1625 * Find an arrow in the inventory and after that
1438 * in the right type container (quiver). Pointer to the 1626 * in the right type container (quiver). Pointer to the
1439 * found object is returned. 1627 * found object is returned.
1440 */ 1628 */
1629object *
1441object *find_arrow(object *op, const char *type) 1630find_arrow (object *op, const char *type)
1442{ 1631{
1443 object *tmp = NULL; 1632 object *tmp = NULL;
1444 1633
1445 for(op=op->inv; op; op=op->below) 1634 for (op = op->inv; op; op = op->below)
1446 if(!tmp && op->type==CONTAINER && op->race==type && 1635 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1447 QUERY_FLAG(op,FLAG_APPLIED))
1448 tmp = find_arrow (op, type); 1636 tmp = find_arrow (op, type);
1449 else if (op->type==ARROW && op->race==type) 1637 else if (op->type == ARROW && op->race == type)
1450 return op; 1638 return op;
1451 return tmp; 1639 return tmp;
1452} 1640}
1453 1641
1454/* 1642/*
1455 * 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
1456 * 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
1457 * 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
1458 * 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.
1459 */ 1647 */
1460 1648
1649object *
1461object *find_better_arrow(object *op, object *target, const char *type, int *better) 1650find_better_arrow (object *op, object *target, const char *type, int *better)
1462{ 1651{
1463 object *tmp = NULL, *arrow, *ntmp; 1652 object *tmp = NULL, *arrow, *ntmp;
1464 int attacknum, attacktype, betterby=0, i; 1653 int attacknum, attacktype, betterby = 0, i;
1465 1654
1466 if (!type) 1655 if (!type)
1467 return NULL; 1656 return NULL;
1468 1657
1469 for (arrow=op->inv; arrow; arrow=arrow->below) { 1658 for (arrow = op->inv; arrow; arrow = arrow->below)
1470 if (arrow->type==CONTAINER && arrow->race==type && 1659 {
1471 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1660 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1661 {
1472 i = 0; 1662 i = 0;
1473 ntmp = find_better_arrow(arrow, target, type, &i); 1663 ntmp = find_better_arrow (arrow, target, type, &i);
1474 if (i > betterby) { 1664 if (i > betterby)
1665 {
1475 tmp = ntmp; 1666 tmp = ntmp;
1476 betterby = i; 1667 betterby = i;
1477 } 1668 }
1669 }
1478 } else if (arrow->type==ARROW && arrow->race==type) { 1670 else if (arrow->type == ARROW && arrow->race == type)
1671 {
1479 /* allways prefer assasination/slaying */ 1672 /* allways prefer assasination/slaying */
1480 if (target->race != NULL && arrow->slaying != NULL && 1673 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1481 strstr(arrow->slaying, target->race)) { 1674 {
1482 if (arrow->attacktype & AT_DEATH) { 1675 if (arrow->attacktype & AT_DEATH)
1676 {
1483 *better = 100; 1677 *better = 100;
1484 return arrow; 1678 return arrow;
1485 } else {
1486 tmp = arrow;
1487 betterby = (arrow->magic + arrow->stats.dam) * 2;
1488 } 1679 }
1489 } else { 1680 else
1490 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1491 attacktype = 1<<attacknum;
1492 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1493 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1494 tmp = arrow;
1495 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1496 }
1497 } 1681 {
1498 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow; 1682 tmp = arrow;
1500 betterby = 2 + arrow->magic + arrow->stats.dam; 1683 betterby = (arrow->magic + arrow->stats.dam) * 2;
1501 }
1502 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1503 tmp = arrow;
1504 betterby = 1 + arrow->magic + arrow->stats.dam;
1505 } 1684 }
1506 } 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 }
1507 } 1708 }
1709 }
1508 } 1710 }
1509 if (tmp == NULL && arrow == NULL) 1711 if (tmp == NULL && arrow == NULL)
1510 return find_arrow(op, type); 1712 return find_arrow (op, type);
1511 1713
1512 *better = betterby; 1714 *better = betterby;
1513 return tmp; 1715 return tmp;
1514} 1716}
1515 1717
1516/* 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
1517 * find_better_arrow to find a decent arrow to use. 1719 * find_better_arrow to find a decent arrow to use.
1518 * op = the shooter 1720 * op = the shooter
1519 * type = bow->race 1721 * type = bow->race
1520 * dir = fire direction 1722 * dir = fire direction
1521 */ 1723 */
1522 1724
1725object *
1523object *pick_arrow_target(object *op, const char *type, int dir) 1726pick_arrow_target (object *op, const char *type, int dir)
1524{ 1727{
1525 object *tmp = NULL; 1728 object *tmp = NULL;
1526 mapstruct *m; 1729 maptile *m;
1527 int i, mflags, found, number; 1730 int i, mflags, found, number;
1528 sint16 x, y; 1731 sint16 x, y;
1529 1732
1530 if (op->map == NULL) 1733 if (op->map == NULL)
1531 return find_arrow(op, type); 1734 return find_arrow (op, type);
1532 1735
1533 /* do a dex check */ 1736 /* do a dex check */
1534 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1737 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1535 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1738 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1536 return find_arrow(op, type); 1739 return find_arrow (op, type);
1537 1740
1538 m = op->map; 1741 m = op->map;
1539 x = op->x; 1742 x = op->x;
1540 y = op->y; 1743 y = op->y;
1541 1744
1542 /* find the first target */ 1745 /* find the first target */
1543 for (i=0, found=0; i<20; i++) { 1746 for (i = 0, found = 0; i < 20; i++)
1747 {
1544 x += freearr_x[dir]; 1748 x += freearr_x[dir];
1545 y += freearr_y[dir]; 1749 y += freearr_y[dir];
1546 mflags = get_map_flags(m, &m, x, y, &x, &y); 1750 mflags = get_map_flags (m, &m, x, y, &x, &y);
1547 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1751 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1752 {
1548 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)
1549 break; 1773 break;
1550 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1551 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1552 * perhaps a bad assumption.
1553 */
1554 tmp = NULL;
1555 break;
1556 } 1774 }
1557 if (mflags & P_IS_ALIVE) {
1558 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1559 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1560 found++;
1561 break;
1562 }
1563 if (found)
1564 break;
1565 }
1566 } 1775 }
1567 if (tmp == NULL) 1776 if (tmp == NULL)
1568 return find_arrow(op, type); 1777 return find_arrow (op, type);
1569 1778
1570 if (tmp->head) 1779 if (tmp->head)
1571 tmp = tmp->head; 1780 tmp = tmp->head;
1572 1781
1573 return find_better_arrow(op, tmp, type, &i); 1782 return find_better_arrow (op, tmp, type, &i);
1574} 1783}
1575 1784
1576/* 1785/*
1577 * Creature fires a bow - op can be monster or player. Returns 1786 * Creature fires a bow - op can be monster or player. Returns
1578 * 1 if bow was actually fired, 0 otherwise. 1787 * 1 if bow was actually fired, 0 otherwise.
1581 * dir is the direction of fire. 1790 * dir is the direction of fire.
1582 * 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)
1583 * 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
1584 * player fire modes. 1793 * player fire modes.
1585 */ 1794 */
1795int
1586int 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)
1587 sint16 sx, sint16 sy)
1588{ 1797{
1589 object *left, *bow; 1798 object *left, *bow;
1590 tag_t left_tag, tag;
1591 int bowspeed, mflags; 1799 int bowspeed, mflags;
1592 mapstruct *m; 1800 maptile *m;
1593 1801
1594 if (!dir) { 1802 if (!dir)
1803 {
1595 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!");
1596 return 0; 1805 return 0;
1597 } 1806 }
1807
1598 if (op->type == PLAYER) 1808 if (op->type == PLAYER)
1599 bow=op->contr->ranges[range_bow]; 1809 bow = op->contr->ranges[range_bow];
1600 else { 1810 else
1811 {
1601 for(bow=op->inv; bow; bow=bow->below) 1812 for (bow = op->inv; bow; bow = bow->below)
1602 /* 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
1603 * 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.
1604 */ 1815 */
1605 if(bow->type==BOW) 1816 if (bow->type == BOW)
1606 break; 1817 break;
1607 1818
1608 if (!bow) { 1819 if (!bow)
1820 {
1609 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1821 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1610 return 0; 1822 return 0;
1611 } 1823 }
1612 } 1824 }
1825
1613 if( !bow->race || !bow->skill) { 1826 if (!bow->race || !bow->skill)
1827 {
1614 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);
1615 return 0; 1829 return 0;
1616 } 1830 }
1617 1831
1618 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1832 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1619 1833
1620 /* penalize ROF for bestarrow */ 1834 /* penalize ROF for bestarrow */
1621 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1835 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1622 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1836 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1837
1623 if (bowspeed < 1) 1838 if (bowspeed < 1)
1624 bowspeed = 1; 1839 bowspeed = 1;
1625 1840
1626 if (arrow == NULL) { 1841 if (arrow == NULL)
1842 {
1627 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1843 if ((arrow = find_arrow (op, bow->race)) == NULL)
1844 {
1628 if (op->type == PLAYER) 1845 if (op->type == PLAYER)
1629 new_draw_info_format(NDI_UNIQUE, 0, op, 1846 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1630 "You have no %s left.", &bow->race);
1631 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1847 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1632 else 1848 else
1633 CLEAR_FLAG(op, FLAG_READY_BOW); 1849 CLEAR_FLAG (op, FLAG_READY_BOW);
1634 return 0; 1850 return 0;
1635 } 1851 }
1636 } 1852 }
1853
1637 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1854 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1638 if (mflags & P_OUT_OF_MAP) { 1855 if (mflags & P_OUT_OF_MAP)
1639 return 0; 1856 return 0;
1640 } 1857
1641 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1858 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1859 {
1642 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.");
1643 return 0; 1861 return 0;
1644 } 1862 }
1645 1863
1646 /* this should not happen, but sometimes does */ 1864 /* this should not happen, but sometimes does */
1647 if (arrow->nrof==0) { 1865 if (arrow->nrof == 0)
1648 remove_ob(arrow); 1866 {
1649 free_object(arrow); 1867 arrow->destroy ();
1650 return 0; 1868 return 0;
1651 } 1869 }
1652 1870
1653 left = arrow; /* these are arrows left to the player */ 1871 left = arrow; /* these are arrows left to the player */
1654 left_tag = left->count;
1655 arrow = get_split_ob(arrow, 1); 1872 arrow = get_split_ob (arrow, 1);
1656 if (arrow == NULL) { 1873 if (!arrow)
1874 {
1657 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);
1658 return 0; 1876 return 0;
1659 } 1877 }
1660 set_owner(arrow, op); 1878
1879 arrow->set_owner (op);
1661 arrow->skill = bow->skill; 1880 arrow->skill = bow->skill;
1662 1881
1663 arrow->direction=dir; 1882 arrow->direction = dir;
1664 arrow->x = sx; 1883 arrow->x = sx;
1665 arrow->y = sy; 1884 arrow->y = sy;
1666 1885
1667 if (op->type == PLAYER) { 1886 if (op->type == PLAYER)
1887 {
1668 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1669 fix_player(op); 1889 fix_player (op);
1670 } 1890 }
1671 1891
1672 SET_ANIMATION(arrow, arrow->direction); 1892 SET_ANIMATION (arrow, arrow->direction);
1673 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1674 arrow->stats.hp = arrow->stats.dam; 1894 arrow->stats.hp = arrow->stats.dam;
1675 arrow->stats.grace = arrow->attacktype; 1895 arrow->stats.grace = arrow->attacktype;
1676 if (arrow->slaying != NULL) 1896 if (arrow->slaying != NULL)
1677 arrow->spellarg = strdup_local(arrow->slaying); 1897 arrow->spellarg = strdup (arrow->slaying);
1678 1898
1679 /* Note that this was different for monsters - they got their level 1899 /* Note that this was different for monsters - they got their level
1680 * 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.
1681 */ 1901 */
1682
1683 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1684 0 : dam_bonus[op->stats.Str]) +
1685 bow->stats.dam + bow->magic + arrow->magic;
1686 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
1687 /* update the speed */ 1905 /* update the speed */
1688 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1689 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;
1690 bow->magic + arrow->magic) / 5.0 +
1691 (float)bow->stats.dam / 7.0;
1692 1908
1693 if (arrow->speed < 1.0) 1909 if (arrow->speed < 1.0)
1694 arrow->speed = 1.0; 1910 arrow->speed = 1.0;
1695 update_ob_speed(arrow); 1911 update_ob_speed (arrow);
1696 arrow->speed_left = 0; 1912 arrow->speed_left = 0;
1697 1913
1698 if (op->type == PLAYER) { 1914 if (op->type == PLAYER)
1915 {
1699 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1916 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1700 (op->chosen_skill?op->chosen_skill->level:op->level) - 1917 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1701 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;
1702 arrow->stats.wc - bow->stats.wc + wc_mod;
1703 1919
1704 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1920 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1705 } else { 1921 }
1922 else
1923 {
1706 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;
1707 arrow->stats.wc + wc_mod;
1708
1709 arrow->level = op->level; 1925 arrow->level = op->level;
1710 } 1926 }
1927
1711 if (arrow->attacktype == AT_PHYSICAL) 1928 if (arrow->attacktype == AT_PHYSICAL)
1712 arrow->attacktype |= bow->attacktype; 1929 arrow->attacktype |= bow->attacktype;
1930
1713 if (bow->slaying != NULL) 1931 if (bow->slaying)
1714 arrow->slaying = bow->slaying; 1932 arrow->slaying = bow->slaying;
1715 1933
1716 arrow->map = m; 1934 arrow->map = m;
1717 arrow->move_type = MOVE_FLY_LOW; 1935 arrow->move_type = MOVE_FLY_LOW;
1718 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1719 1937
1720 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);
1721 tag = arrow->count;
1722 insert_ob_in_map(arrow, m, op, 0); 1939 insert_ob_in_map (arrow, m, op, 0);
1723 1940
1724 if (!was_destroyed(arrow, tag)) 1941 if (!arrow->destroyed ())
1725 move_arrow(arrow); 1942 move_arrow (arrow);
1726 1943
1727 if (op->type == PLAYER) { 1944 if (op->type == PLAYER)
1728 if (was_destroyed (left, left_tag)) 1945 {
1946 if (left->destroyed ())
1729 esrv_del_item(op->contr, left_tag); 1947 esrv_del_item (op->contr, left->count);
1730 else 1948 else
1731 esrv_send_item(op, left); 1949 esrv_send_item (op, left);
1732 } 1950 }
1951
1733 return 1; 1952 return 1;
1734} 1953}
1735 1954
1736/* Special fire code for players - this takes into 1955/* Special fire code for players - this takes into
1737 * account the special fire modes players can have 1956 * account the special fire modes players can have
1738 * but monsters can't. Putting that code here 1957 * but monsters can't. Putting that code here
1739 * makes the fire_bow code much cleaner. 1958 * makes the fire_bow code much cleaner.
1740 * this function should only be called if 'op' is a player, 1959 * this function should only be called if 'op' is a player,
1741 * hence the function name. 1960 * hence the function name.
1742 */ 1961 */
1962int
1743int player_fire_bow(object *op, int dir) 1963player_fire_bow (object *op, int dir)
1744{ 1964{
1745 int ret=0, wcmod=0; 1965 int ret = 0, wcmod = 0;
1746 1966
1747 if (op->contr->bowtype == bow_bestarrow) { 1967 if (op->contr->bowtype == bow_bestarrow)
1748 ret = fire_bow(op, op, 1968 {
1749 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);
1750 dir, 0, op->x, op->y); 1970 }
1751 } 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 {
1752 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1753 wcmod =-1; 1974 wcmod = -1;
1754 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);
1755 op->x, op->y); 1976 }
1756 } else if (op->contr->bowtype == bow_threewide) { 1977 else if (op->contr->bowtype == bow_threewide)
1978 {
1757 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);
1758 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)]);
1759 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 }
1760 } else if (op->contr->bowtype == bow_spreadshot) { 1983 else if (op->contr->bowtype == bow_spreadshot)
1984 {
1761 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);
1762 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);
1763 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);
1764 1988
1765 } else { 1989 }
1990 else
1991 {
1766 /* Simple case */ 1992 /* Simple case */
1767 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);
1768 } 1994 }
1769 return ret; 1995 return ret;
1770} 1996}
1771 1997
1772 1998
1773/* Fires a misc (wand/rod/horn) object in 'dir'. 1999/* Fires a misc (wand/rod/horn) object in 'dir'.
1774 * Broken apart from 'fire' to keep it more readable. 2000 * Broken apart from 'fire' to keep it more readable.
1775 */ 2001 */
2002void
1776void fire_misc_object(object *op, int dir) 2003fire_misc_object (object *op, int dir)
1777{ 2004{
1778 object *item; 2005 object *item;
1779 2006
1780 if (!op->contr->ranges[range_misc]) { 2007 if (!op->contr->ranges[range_misc])
2008 {
1781 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.");
1782 return; 2010 return;
1783 } 2011 }
1784 2012
1785 item = op->contr->ranges[range_misc]; 2013 item = op->contr->ranges[range_misc];
1786 if (!item->inv) { 2014 if (!item->inv)
2015 {
1787 LOG(llevError,"Object %s lacks a spell\n", &item->name); 2016 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1788 return; 2017 return;
1789 } 2018 }
1790 if (item->type == WAND) { 2019 if (item->type == WAND)
2020 {
1791 if(item->stats.food<=0) { 2021 if (item->stats.food <= 0)
2022 {
1792 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2023 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1793 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 2024 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794 return; 2025 return;
1795 } 2026 }
2027 }
1796 } else if (item->type == ROD || item->type==HORN) { 2028 else if (item->type == ROD || item->type == HORN)
2029 {
1797 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 {
1798 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2032 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1799 if (item->type== ROD) 2033 if (item->type == ROD)
1800 new_draw_info_format(NDI_UNIQUE, 0,op,
1801 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 2034 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1802 else 2035 else
1803 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));
1804 "The %s needs more time to charge.", query_base_name(item,0));
1805 return; 2037 return;
1806 } 2038 }
1807 } 2039 }
1808 2040
1809 if(cast_spell(op,item,dir,item->inv,NULL)) { 2041 if (cast_spell (op, item, dir, item->inv, NULL))
2042 {
1810 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 */
1811 if (item->type == WAND) { 2044 if (item->type == WAND)
2045 {
1812 if (!(--item->stats.food)) { 2046 if (!(--item->stats.food))
2047 {
1813 object *tmp; 2048 object *tmp;
2049
1814 if (item->arch) { 2050 if (item->arch)
2051 {
1815 CLEAR_FLAG(item, FLAG_ANIMATE); 2052 CLEAR_FLAG (item, FLAG_ANIMATE);
1816 item->face = item->arch->clone.face; 2053 item->face = item->arch->clone.face;
1817 item->speed = 0; 2054 item->speed = 0;
1818 update_ob_speed(item); 2055 update_ob_speed (item);
1819 } 2056 }
1820 if ((tmp=is_player_inv(item))) 2057 if ((tmp = item->in_player ()))
1821 esrv_update_item(UPD_ANIM, tmp, item); 2058 esrv_update_item (UPD_ANIM, tmp, item);
1822 } 2059 }
1823 } 2060 }
1824 else if (item->type == ROD || item->type==HORN) { 2061 else if (item->type == ROD || item->type == HORN)
2062 {
1825 drain_rod_charge(item); 2063 drain_rod_charge (item);
1826 } 2064 }
1827 } 2065 }
1828} 2066}
1829 2067
1830/* Received a fire command for the player - go and do it. 2068/* Received a fire command for the player - go and do it.
1831 */ 2069 */
2070void
1832void fire(object *op,int dir) { 2071fire (object *op, int dir)
2072{
1833 int spellcost=0; 2073 int spellcost = 0;
1834 2074
1835 /* check for loss of invisiblity/hide */ 2075 /* check for loss of invisiblity/hide */
1836 if (action_makes_visible(op)) make_visible(op); 2076 if (action_makes_visible (op))
2077 make_visible (op);
1837 2078
1838 switch(op->contr->shoottype) { 2079 switch (op->contr->shoottype)
2080 {
1839 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.");
1840 return; 2111 return;
1841
1842 case range_bow:
1843 player_fire_bow(op, dir);
1844 return;
1845
1846 case range_magic: /* Casting spells */
1847 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1848 return;
1849
1850 case range_misc:
1851 fire_misc_object(op, dir);
1852 return;
1853
1854 case range_golem: /* Control summoned monsters from scrolls */
1855 if(op->contr->ranges[range_golem]==NULL ||
1856 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1857 op->contr->ranges[range_golem] = NULL;
1858 op->contr->shoottype=range_none;
1859 op->contr->golem_count = 0;
1860 } 2112 }
1861 else
1862 control_golem(op->contr->ranges[range_golem], dir);
1863 return;
1864
1865 case range_skill:
1866 if(!op->chosen_skill) {
1867 if(op->type==PLAYER)
1868 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1869 return;
1870 }
1871 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 2113 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1872 return;
1873 case range_builder:
1874 apply_map_builder( op, dir );
1875 return; 2114 return;
2115 case range_builder:
2116 apply_map_builder (op, dir);
2117 return;
1876 default: 2118 default:
1877 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2119 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1878 return; 2120 return;
1879 } 2121 }
1880} 2122}
1881 2123
1882 2124
1883 2125
1890 * inv is the objects inventory to searched 2132 * inv is the objects inventory to searched
1891 * door is the door we are trying to match against. 2133 * door is the door we are trying to match against.
1892 * This function can be called recursively to search containers. 2134 * This function can be called recursively to search containers.
1893 */ 2135 */
1894 2136
2137object *
1895object * find_key(object *pl, object *container, object *door) 2138find_key (object *pl, object *container, object *door)
1896{ 2139{
1897 object *tmp,*key; 2140 object *tmp, *key;
1898 2141
1899 /* Should not happen, but sanity checking is never bad */ 2142 /* Should not happen, but sanity checking is never bad */
1900 if (container->inv == NULL) return NULL; 2143 if (container->inv == NULL)
2144 return NULL;
1901 2145
1902 /* 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 */
1903 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2148 {
1904 if (door->type==DOOR && tmp->type==KEY) break; 2149 if (door->type == DOOR && tmp->type == KEY)
2150 break;
1905 /* For sanity, we should really check door type, but other stuff 2151 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys 2152 * (like containers) can be locked with special keys
1907 */ 2153 */
1908 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2154 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 tmp->slaying==door->slaying) break; 2155 break;
1910 } 2156 }
1911 /* No key found - lets search inventories now */ 2157 /* No key found - lets search inventories now */
1912 /* 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.
1913 * 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
1914 * a key, return 2160 * a key, return
1915 */ 2161 */
1916 if (!tmp) { 2162 if (!tmp)
2163 {
1917 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2164 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2165 {
1918 /* No reason to search empty containers */ 2166 /* No reason to search empty containers */
1919 if (tmp->type==CONTAINER && tmp->inv) { 2167 if (tmp->type == CONTAINER && tmp->inv)
2168 {
1920 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2169 if ((key = find_key (pl, tmp, door)) != NULL)
2170 return key;
1921 } 2171 }
1922 } 2172 }
2173 if (!tmp)
1923 if (!tmp) return NULL; 2174 return NULL;
1924 } 2175 }
1925 /* 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,
1926 * see if we actually want to use it 2177 * see if we actually want to use it
1927 */ 2178 */
1928 if (pl!=container) { 2179 if (pl != container)
2180 {
1929 /* Only let players use keys in containers */ 2181 /* Only let players use keys in containers */
1930 if (!pl->contr) return NULL; 2182 if (!pl->contr)
2183 return NULL;
1931 /* cases where this fails: 2184 /* cases where this fails:
1932 * If we only search the player inventory, return now since we 2185 * If we only search the player inventory, return now since we
1933 * are not in the players inventory. 2186 * are not in the players inventory.
1934 * If the container is not active, return now since only active 2187 * If the container is not active, return now since only active
1935 * containers can be used. 2188 * containers can be used.
1936 * If we only search keyrings and the container does not have 2189 * If we only search keyrings and the container does not have
1937 * a race/isn't a keyring. 2190 * a race/isn't a keyring.
1938 * No checking for all containers - to fall through past here, 2191 * No checking for all containers - to fall through past here,
1939 * inv must have been an container and must have been active. 2192 * inv must have been an container and must have been active.
1940 * 2193 *
1941 * Change the color so that the message doesn't disappear with 2194 * Change the color so that the message doesn't disappear with
1942 * all the others. 2195 * all the others.
1943 */ 2196 */
1944 if (pl->contr->usekeys == key_inventory || 2197 if (pl->contr->usekeys == key_inventory ||
1945 !QUERY_FLAG(container, FLAG_APPLIED) || 2198 !QUERY_FLAG (container, FLAG_APPLIED) ||
1946 (pl->contr->usekeys == keyrings &&
1947 (!container->race || strcmp(container->race, "keys"))) 2199 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1948 ) { 2200 {
1949 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2201 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1950 "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));
1951 query_name(tmp), query_name(container));
1952 return NULL; 2203 return NULL;
1953 } 2204 }
1954 } 2205 }
1955 return tmp; 2206 return tmp;
1956} 2207}
1957 2208
1958/* moved door processing out of move_player_attack. 2209/* moved door processing out of move_player_attack.
1959 * returns 1 if player has opened the door with a key 2210 * returns 1 if player has opened the door with a key
1960 * such that the caller should not do anything more, 2211 * such that the caller should not do anything more,
1961 * 0 otherwise 2212 * 0 otherwise
1962 */ 2213 */
2214static int
1963static int player_attack_door(object *op, object *door) 2215player_attack_door (object *op, object *door)
1964{ 2216{
1965
1966 /* 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,
1967 * 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 -
1968 * otherwise, we fall through to the rest of the code. 2219 * otherwise, we fall through to the rest of the code.
1969 */ 2220 */
1970 object *key=find_key(op, op, door); 2221 object *key = find_key (op, op, door);
1971 2222
1972 /* IF we found a key, do some extra work */ 2223 /* IF we found a key, do some extra work */
1973 if (key) { 2224 if (key)
2225 {
1974 object *container=key->env; 2226 object *container = key->env;
1975 2227
1976 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);
1977 if(action_makes_visible(op)) make_visible(op); 2229 if (action_makes_visible (op))
2230 make_visible (op);
1978 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);
1979 if (door->type == DOOR) { 2233 if (door->type == DOOR)
2234 {
1980 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 */
1981 } 2236 }
1982 else if(door->type==LOCKED_DOOR) { 2237 else if (door->type == LOCKED_DOOR)
1983 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2238 {
1984 "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));
1985 remove_door2(door); /* remove door without violence ;-) */ 2240 remove_door2 (door); /* remove door without violence ;-) */
1986 } 2241 }
1987 /* Do this after we print the message */ 2242 /* Do this after we print the message */
1988 decrease_ob(key); /* Use up one of the keys */ 2243 decrease_ob (key); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 2244 /* Need to update the weight the container the key was in */
1990 if (container != op) 2245 if (container != op)
1991 esrv_update_item(UPD_WEIGHT, op, container); 2246 esrv_update_item (UPD_WEIGHT, op, container);
1992 return 1; /* Nothing more to do below */ 2247 return 1; /* Nothing more to do below */
2248 }
1993 } else if (door->type==LOCKED_DOOR) { 2249 else if (door->type == LOCKED_DOOR)
2250 {
1994 /* Might as well return now - no other way to open this */ 2251 /* Might as well return now - no other way to open this */
1995 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2252 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1996 return 1; 2253 return 1;
1997 } 2254 }
1998 return 0; 2255 return 0;
1999} 2256}
2000 2257
2001/* This function is just part of a breakup from move_player. 2258/* This function is just part of a breakup from move_player.
2002 * It should keep the code cleaner. 2259 * It should keep the code cleaner.
2003 * When this is called, the players direction has been updated 2260 * When this is called, the players direction has been updated
2004 * (taking into account confusion.) The player is also actually 2261 * (taking into account confusion.) The player is also actually
2005 * going to try and move (not fire weapons). 2262 * going to try and move (not fire weapons).
2006 */ 2263 */
2007 2264void
2008void move_player_attack(object *op, int dir) 2265move_player_attack (object *op, int dir)
2009{ 2266{
2010 object *tmp, *mon; 2267 object *tmp, *mon;
2011 sint16 nx, ny; 2268 sint16 nx, ny;
2012 int on_battleground; 2269 int on_battleground;
2013 mapstruct *m; 2270 maptile *m;
2014 2271
2015 nx=freearr_x[dir]+op->x; 2272 nx = freearr_x[dir] + op->x;
2016 ny=freearr_y[dir]+op->y; 2273 ny = freearr_y[dir] + op->y;
2017 2274
2018 on_battleground = op_on_battleground(op, NULL, NULL); 2275 on_battleground = op_on_battleground (op, 0, 0);
2019 2276
2020 /* 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
2021 * 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
2022 * 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
2023 * player. This is a pretty nasty hack, because if we could 2280 * player. This is a pretty nasty hack, because if we could
2024 * move to some space, it then means that if we are braced, we should 2281 * move to some space, it then means that if we are braced, we should
2025 * do nothing at all. As it is, if we are braced, we go through 2282 * do nothing at all. As it is, if we are braced, we go through
2026 * quite a bit of processing. However, it probably is less than what 2283 * quite a bit of processing. However, it probably is less than what
2027 * move_ob uses. 2284 * move_ob uses.
2028 */ 2285 */
2029 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 {
2030 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2288 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 {
2031 m = get_map_from_coord(op->map, &nx, &ny); 2290 m = get_map_from_coord (op->map, &nx, &ny);
2291 if (!m)
2032 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)
2033 } 2298 {
2034 else m =op->map;
2035
2036 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2037 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 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)
2038 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;
2039 } 2369 }
2040 2370
2041 mon = NULL; 2371 /* in certain circumstances, you shouldn't attack friendly
2042 /* 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
2043 * 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
2044 * if its a door or barrel (can roll) see if there may be monsters 2374 * attack them either.
2045 * on the space
2046 */ 2375 */
2047 while (tmp!=NULL) { 2376 if ((mon->type == PLAYER || mon->enemy != op) &&
2048 if (tmp == op) { 2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2049 tmp=tmp->above; 2378#ifdef PROHIBIT_PLAYERKILL
2050 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);
2051 } 2392 }
2052 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2393 else
2053 mon = tmp; 2394 new_draw_info (0, 0, op, "You withhold your attack");
2054 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 */
2055 } 2431 }
2056 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2057 mon = tmp;
2058 tmp=tmp->above;
2059 }
2060
2061 if (mon==NULL) /* This happens anytime the player tries to move */
2062 return; /* into a wall */
2063 2432
2064 if(mon->head != NULL) 2433 skill_attack (mon, op, 0, 0, 0);
2065 mon = mon->head;
2066 2434
2067 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2435 /* If attacking another player, that player gets automatic
2068 if (player_attack_door(op, mon)) return; 2436 * hitback, and doesn't loose luck either.
2069 2437 * Disable hitback on the battleground or if the target is
2070 /* The following deals with possibly attacking peaceful 2438 * the wiz.
2071 * or frienddly creatures. Basically, all players are considered
2072 * unaggressive. If the moving player has peaceful set, then the
2073 * object should be pushed instead of attacked. It is assumed that
2074 * if you are braced, you will not attack friends accidently,
2075 * and thus will not push them.
2076 */ 2439 */
2077 2440 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2078 /* If the creature is a pet, push it even if the player is not
2079 * peaceful. Our assumption is the creature is a pet if the
2080 * player owns it and it is either friendly or unagressive.
2081 */
2082 if ((op->type==PLAYER)
2083#if COZY_SERVER
2084 &&
2085 (
2086 (get_owner(mon) && get_owner(mon)->contr
2087 && same_party (get_owner(mon)->contr->party, op->contr->party))
2088 || get_owner(mon) == op
2089 )
2090#else
2091 && get_owner(mon)==op
2092#endif
2093 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2094 {
2095 /* If we're braced, we don't want to switch places with it */
2096 if (op->contr->braced) return;
2097 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2098 (void) push_ob(mon,dir,op);
2099 if(op->contr->tmp_invis||op->hide) make_visible(op);
2100 return;
2101 }
2102
2103 /* in certain circumstances, you shouldn't attack friendly
2104 * creatures. Note that if you are braced, you can't push
2105 * someone, but put it inside this loop so that you won't
2106 * attack them either.
2107 */
2108 if ((mon->type==PLAYER || mon->enemy != op) &&
2109 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2110 (
2111#ifdef PROHIBIT_PLAYERKILL
2112 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2113#else
2114 op->contr->peaceful &&
2115#endif
2116 !on_battleground
2117 )) { 2441 {
2118 if (!op->contr->braced) { 2442 short luck = mon->stats.luck;
2119 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2443
2120 (void) push_ob(mon,dir,op); 2444 mon->contr->has_hit = 1;
2121 } else { 2445 skill_attack (op, mon, 0, 0, 0);
2122 new_draw_info(0, 0,op,"You withhold your attack"); 2446 mon->stats.luck = luck;
2123 } 2447 }
2124 if(op->contr->tmp_invis||op->hide) make_visible(op);
2125 }
2126 2448
2127 /* If the object is a boulder or other rollable object, then
2128 * roll it if not braced. You can't roll it if you are braced.
2129 */
2130 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2131 recursive_roll(mon,dir,op);
2132 if(action_makes_visible(op)) make_visible(op); 2449 if (action_makes_visible (op))
2133 } 2450 make_visible (op);
2134
2135 /* Any generic living creature. Including things like doors.
2136 * Way it works is like this: First, it must have some hit points
2137 * and be living. Then, it must be one of the following:
2138 * 1) Not a player, 2) A player, but of a different party. Note
2139 * that party_number -1 is no party, so attacks can still happen.
2140 */
2141
2142 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2143 ((mon->type!=PLAYER || op->contr->party==NULL ||
2144 op->contr->party!=mon->contr->party))) {
2145
2146 /* If the player hasn't hit something this tick, and does
2147 * so, give them speed boost based on weapon speed. Doing
2148 * it here is better than process_players2, which basically
2149 * incurred a 1 tick offset.
2150 */
2151 if (!op->contr->has_hit) {
2152 op->speed_left += op->speed / op->contr->weapon_sp;
2153
2154 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2155 } 2451 }
2156
2157 skill_attack(mon, op, 0, NULL, NULL);
2158
2159 /* If attacking another player, that player gets automatic
2160 * hitback, and doesn't loose luck either.
2161 * Disable hitback on the battleground or if the target is
2162 * the wiz.
2163 */
2164 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2165 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2166 short luck = mon->stats.luck;
2167 mon->contr->has_hit = 1;
2168 skill_attack(op, mon, 0, NULL, NULL);
2169 mon->stats.luck = luck;
2170 }
2171 if(action_makes_visible(op)) make_visible(op);
2172 }
2173 } /* if player should attack something */ 2452 } /* if player should attack something */
2174} 2453}
2175 2454
2455int
2176int move_player(object *op,int dir) { 2456move_player (object *op, int dir)
2457{
2177 int pick; 2458 int pick;
2178 2459
2179 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2180 return 0;
2181
2182 /* Sanity check: make sure dir is valid */
2183 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2184 LOG( llevError, "move_player: invalid direction %d\n", dir);
2185 return 0;
2186 }
2187
2188 /* peterm: added following line */
2189 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2190 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2191
2192 op->facing = dir;
2193
2194 if(op->hide) do_hidden_move(op);
2195
2196 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2197 /*nop*/;
2198 else if (op->contr->fire_on)
2199 fire (op, dir);
2200 else
2201 {
2202 move_player_attack (op, dir);
2203 pick = check_pick(op);
2204 }
2205
2206 /* Add special check for newcs players and fire on - this way, the
2207 * server can handle repeat firing.
2208 */
2209 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2210 op->direction = dir;
2211 } else {
2212 op->direction=0;
2213 }
2214 /* Update how the player looks. Use the facing, so direction may
2215 * get reset to zero. This allows for full animation capabilities
2216 * for players.
2217 */
2218 animate_object(op, op->facing);
2219 return 0; 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;
2220} 2503}
2221 2504
2222/* 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
2223 * new client/server stuff. 2506 * new client/server stuff.
2224 * 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
2225 * the new speed values for commands. 2508 * the new speed values for commands.
2226 * 2509 *
2227 * Returns true if there are more actions we can do. 2510 * Returns true if there are more actions we can do.
2228 */ 2511 */
2512int
2229int handle_newcs_player(object *op) 2513handle_newcs_player (object *op)
2230{ 2514{
2231 if (op->contr->hidden) { 2515 if (op->contr->hidden)
2516 {
2232 op->invisible = 1000; 2517 op->invisible = 1000;
2233 /* the socket code flashes the player visible/invisible 2518 /* the socket code flashes the player visible/invisible
2234 * depending on the value of invisible, so we need to 2519 * depending on the value of invisible, so we need to
2235 * alternate it here for it to work correctly. 2520 * alternate it here for it to work correctly.
2236 */ 2521 */
2237 if (pticks & 2) op->invisible--; 2522 if (pticks & 2)
2238 }
2239 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2240 op->invisible--; 2523 op->invisible--;
2524 }
2525 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2526 {
2527 op->invisible--;
2241 if(!op->invisible) { 2528 if (!op->invisible)
2529 {
2242 make_visible(op); 2530 make_visible (op);
2243 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.");
2244 } 2532 }
2245 } 2533 }
2246 2534
2247 if (QUERY_FLAG(op, FLAG_SCARED)) { 2535 if (QUERY_FLAG (op, FLAG_SCARED))
2536 {
2248 flee_player(op); 2537 flee_player (op);
2249 /* 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 */
2250 if (QUERY_FLAG(op, FLAG_SCARED)) { 2539 if (QUERY_FLAG (op, FLAG_SCARED))
2540 {
2251 op->speed_left--; 2541 op->speed_left--;
2252 return 0; 2542 return 0;
2253 } 2543 }
2254 } 2544 }
2255 2545
2256 /* 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
2257 * 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
2258 * 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
2259 * 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.
2260 */ 2550 */
2261 if (op->contr->ranges[range_golem] && 2551 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2262 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2263 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2264 op->contr->ranges[range_golem] = NULL; 2552 op->contr->ranges[range_golem] = 0;
2265 op->contr->golem_count = 0;
2266 }
2267 2553
2268 /* 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
2269 * the players time has been increased when doericserver has been 2555 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here. 2556 * called, so we recheck it here.
2271 */ 2557 */
2272 HandleClient(&op->contr->socket, op->contr); 2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2273 if (op->speed_left<0) return 0; 2559 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
2274
2275 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2276 /* All move commands take 1 tick, at least for now */
2277 op->speed_left--;
2278
2279 /* Instead of all the stuff below, let move_player take care
2280 * of it. Also, some of the skill stuff is only put in
2281 * there, as well as the confusion stuff.
2282 */
2283 move_player(op, op->direction);
2284 if (op->speed_left>0) return 1;
2285 else return 0;
2286 } 2560 ;
2561
2562 if (op->speed_left < 0)
2287 return 0; 2563 return 0;
2288}
2289 2564
2290int save_life(object *op) { 2565 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2291 object *tmp; 2566 {
2567 /* All move commands take 1 tick, at least for now */
2568 op->speed_left--;
2292 2569
2293 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
2294 return 0; 2578 return 0;
2579 }
2295 2580
2296 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2581 return 0;
2297 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2582}
2298 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2583
2299 new_draw_info_format(NDI_UNIQUE, 0,op, 2584int
2300 "Your %s vibrates violently, then evaporates.", 2585save_life (object *op)
2301 query_name(tmp)); 2586{
2302 if (op->contr)
2303 esrv_del_item(op->contr, tmp->count);
2304 remove_ob(tmp);
2305 free_object(tmp);
2306 CLEAR_FLAG(op, FLAG_LIFESAVE);
2307 if(op->stats.hp<0)
2308 op->stats.hp = op->stats.maxhp;
2309 if(op->stats.food<0)
2310 op->stats.food = 999;
2311 fix_player(op);
2312 return 1;
2313 }
2314 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2587 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2316 enter_player_savebed(op); /* bring him home. */
2317 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;
2318} 2616}
2319 2617
2320/* 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
2321 * 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
2322 * 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
2323 * from. 2621 * from.
2324 */ 2622 */
2623void
2325void remove_unpaid_objects(object *op, object *env) 2624remove_unpaid_objects (object *op, object *env)
2326{ 2625{
2327 object *next; 2626 object *next;
2328 2627
2329 while (op) { 2628 while (op)
2629 {
2330 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
2331 * we remove object 'op' 2631 * we remove object 'op'
2332 */ 2632 */
2333 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2633 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 {
2334 remove_ob(op); 2635 op->remove ();
2335 op->x = env->x; 2636 op->x = env->x;
2336 op->y = env->y; 2637 op->y = env->y;
2337 if (env->type == PLAYER) 2638 if (env->type == PLAYER)
2338 esrv_del_item(env->contr, op->count); 2639 esrv_del_item (env->contr, op->count);
2339 insert_ob_in_map(op, env->map, NULL,0); 2640 insert_ob_in_map (op, env->map, NULL, 0);
2340 } 2641 }
2642 else if (op->inv)
2341 else if (op->inv) remove_unpaid_objects(op->inv, env); 2643 remove_unpaid_objects (op->inv, env);
2644
2342 op=next; 2645 op = next;
2343 } 2646 }
2344} 2647}
2345 2648
2346 2649
2347/* 2650/*
2349 * Moved from apply.c to player.c - player.c is what 2652 * Moved from apply.c to player.c - player.c is what
2350 * actually uses this function. player.c may not be quite the 2653 * actually uses this function. player.c may not be quite the
2351 * best, a misc file for object actions is probably better, 2654 * best, a misc file for object actions is probably better,
2352 * but there isn't one in the server directory. 2655 * but there isn't one in the server directory.
2353 */ 2656 */
2657char *
2354char *gravestone_text (object *op) 2658gravestone_text (object *op)
2355{ 2659{
2356 static char buf2[MAX_BUF]; 2660 static char buf2[MAX_BUF];
2357 char buf[MAX_BUF]; 2661 char buf[MAX_BUF];
2358 time_t now = time (NULL); 2662 time_t now = time (NULL);
2359 2663
2360 strcpy (buf2, " R.I.P.\n\n"); 2664 strcpy (buf2, " R.I.P.\n\n");
2361 if (op->type == PLAYER) 2665 if (op->type == PLAYER)
2362 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2666 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2363 else 2667 else
2364 sprintf (buf, "%s\n", &op->name); 2668 sprintf (buf, "%s\n", &op->name);
2669
2365 strncat (buf2, " ", 20 - strlen (buf) / 2); 2670 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366 strcat (buf2, buf); 2671 strcat (buf2, buf);
2367 if (op->type == PLAYER) 2672 if (op->type == PLAYER)
2368 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);
2369 else 2674 else
2370 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
2371 strncat (buf2, " ", 20 - strlen (buf) / 2); 2677 strncat (buf2, " ", 20 - strlen (buf) / 2);
2372 strcat (buf2, buf); 2678 strcat (buf2, buf);
2373 if (op->type == PLAYER) { 2679 if (op->type == PLAYER)
2680 {
2374 sprintf (buf, "by %s.\n\n", op->contr->killer); 2681 sprintf (buf, "by %s.\n\n", op->contr->killer);
2375 strncat (buf2, " ", 21 - strlen (buf) / 2); 2682 strncat (buf2, " ", 21 - strlen (buf) / 2);
2376 strcat (buf2, buf); 2683 strcat (buf2, buf);
2377 } 2684 }
2685
2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2686 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2379 strncat (buf2, " ", 20 - strlen (buf) / 2); 2687 strncat (buf2, " ", 20 - strlen (buf) / 2);
2380 strcat (buf2, buf); 2688 strcat (buf2, buf);
2689
2381 return buf2; 2690 return buf2;
2382} 2691}
2383 2692
2384 2693
2385 2694
2695void
2386void do_some_living(object *op) { 2696do_some_living (object *op)
2697{
2387 int last_food=op->stats.food; 2698 int last_food = op->stats.food;
2388 int gen_hp, gen_sp, gen_grace; 2699 int gen_hp, gen_sp, gen_grace;
2389 int over_hp, over_sp, over_grace; 2700 int over_hp, over_sp, over_grace;
2390 int i; 2701 int i;
2391 int rate_hp = 1200; 2702 int rate_hp = 1200;
2392 int rate_sp = 2500; 2703 int rate_sp = 2500;
2393 int rate_grace = 2000; 2704 int rate_grace = 2000;
2394 const int max_hp = 1; 2705 const int max_hp = 1;
2395 const int max_sp = 1; 2706 const int max_sp = 1;
2396 const int max_grace = 1; 2707 const int max_grace = 1;
2397 2708
2398 if (op->contr->outputs_sync) { 2709 if (op->contr->outputs_sync)
2710 {
2399 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2400 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)
2401 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2402 flush_output_element(op, &op->contr->outputs[i]); 2713 flush_output_element (op, &op->contr->outputs[i]);
2403 } 2714 }
2404 2715
2405 if(op->contr->state==ST_PLAYING) { 2716 if (op->contr->state == ST_PLAYING)
2717 {
2406 2718
2407 /* these next three if clauses make it possible to SLOW DOWN 2719 /* these next three if clauses make it possible to SLOW DOWN
2408 hp/grace/spellpoint regeneration. */ 2720 hp/grace/spellpoint regeneration. */
2409 if(op->contr->gen_hp >= 0 ) 2721 if (op->contr->gen_hp >= 0)
2410 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2411 else { 2723 else
2724 {
2412 gen_hp = op->stats.maxhp; 2725 gen_hp = op->stats.maxhp;
2413 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2414 } 2727 }
2415 if(op->contr->gen_sp >= 0 ) 2728 if (op->contr->gen_sp >= 0)
2416 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2417 else { 2730 else
2731 {
2418 gen_sp = op->stats.maxsp; 2732 gen_sp = op->stats.maxsp;
2419 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2420 } 2734 }
2421 if(op->contr->gen_grace >= 0) 2735 if (op->contr->gen_grace >= 0)
2422 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2423 else { 2737 else
2738 {
2424 gen_grace = op->stats.maxgrace; 2739 gen_grace = op->stats.maxgrace;
2425 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2740 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2426 } 2741 }
2427 2742
2428 /* Regenerate Spell Points */ 2743 /* Regenerate Spell Points */
2429 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2744 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2745 {
2430 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);
2431 if(op->stats.sp<op->stats.maxsp) {
2432 op->stats.sp++;
2433 /* dms do not consume food */
2434 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2435 op->stats.food--;
2436 if(op->contr->digestion<0)
2437 op->stats.food+=op->contr->digestion;
2438 else if(op->contr->digestion>0 &&
2439 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2440 op->stats.food=last_food;
2441 }
2442 }
2443 if (max_sp>1) {
2444 over_sp = (gen_sp+10)/rate_sp;
2445 if (over_sp > 0) {
2446 if(op->stats.sp<op->stats.maxsp) { 2747 if (op->stats.sp < op->stats.maxsp)
2447 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2748 {
2448 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2449 op->stats.sp--; 2749 op->stats.sp++;
2450 if(op->stats.sp>op->stats.maxsp) 2750 /* dms do not consume food */
2451 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;
2452 } 2758 }
2453 op->last_sp=0;
2454 } else {
2455 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2456 }
2457 } else {
2458 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2459 }
2460 }
2461
2462 /* Regenerate Grace */
2463 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2464 if(--op->last_grace<0) {
2465 if(op->stats.grace<op->stats.maxgrace/2)
2466 op->stats.grace++; /* no penalty in food for regaining grace */
2467 if(max_grace>1) {
2468 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2469 if (over_grace > 0) {
2470 op->stats.sp += over_grace
2471 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2472 op->last_grace=0;
2473 } else {
2474 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2475 } 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 }
2476 } 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 {
2477 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);
2478 } 2809 }
2479 /* wearing stuff doesn't detract from grace generation. */ 2810 /* wearing stuff doesn't detract from grace generation. */
2480 } 2811 }
2481 2812
2482 /* Regenerate Hit Points */ 2813 /* Regenerate Hit Points */
2483 if(--op->last_heal<0) { 2814 if (--op->last_heal < 0)
2815 {
2484 if(op->stats.hp<op->stats.maxhp) { 2816 if (op->stats.hp < op->stats.maxhp)
2817 {
2485 op->stats.hp++; 2818 op->stats.hp++;
2486 /* dms do not consume food */ 2819 /* dms do not consume food */
2487 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2820 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 op->stats.food--; 2821 {
2822 op->stats.food--;
2489 if(op->contr->digestion<0) 2823 if (op->contr->digestion < 0)
2490 op->stats.food+=op->contr->digestion; 2824 op->stats.food += op->contr->digestion;
2491 else if(op->contr->digestion>0 && 2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food=last_food; 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 }
2494 } 2846 }
2495 }
2496 if(max_hp>1) {
2497 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2498 if (over_hp > 0) {
2499 op->stats.sp += over_hp
2500 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2501 op->last_heal=0;
2502 } else {
2503 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2504 }
2505 } else {
2506 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2507 }
2508 }
2509 2847
2510 /* Digestion */ 2848 /* Digestion */
2511 if(--op->last_eat<0) { 2849 if (--op->last_eat < 0)
2850 {
2512#ifdef COZY_SERVER 2851#ifdef COZY_SERVER
2513 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;
2514 int bonus=dg>0?dg:0, 2853 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2515 penalty=dg<0?-dg:0;
2516#else 2854#else
2517 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;
2518 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2519#endif 2856#endif
2520 2857
2521 if(op->contr->gen_hp > 0) 2858 if (op->contr->gen_hp > 0)
2522 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);
2523 else 2860 else
2524 op->last_eat=25*(1+bonus)/(penalty +1); 2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2525 /* dms do not consume food */ 2862 /* dms do not consume food */
2526 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2863 if (!QUERY_FLAG (op, FLAG_WIZ))
2527 } 2864 op->stats.food--;
2865 }
2528 } 2866 }
2529 2867
2530 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 {
2531 object *tmp, *flesh=NULL; 2870 object *tmp, *flesh = NULL;
2532 2871
2533 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2873 {
2534 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 {
2535 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 {
2536 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.");
2537 manual_apply(op,tmp,0); 2879 manual_apply (op, tmp, 0);
2538 if(op->stats.food>=0||op->stats.hp<0) 2880 if (op->stats.food >= 0 || op->stats.hp < 0)
2539 break; 2881 break;
2540 } 2882 }
2541 else if (tmp->type==FLESH) flesh=tmp; 2883 else if (tmp->type == FLESH)
2884 flesh = tmp;
2542 } /* End if paid for object */ 2885 } /* End if paid for object */
2543 } /* end of for loop */ 2886 } /* end of for loop */
2544 /* 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
2545 * eat flesh instead. 2888 * eat flesh instead.
2546 */ 2889 */
2547 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 {
2548 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.");
2549 manual_apply(op,flesh,0); 2893 manual_apply (op, flesh, 0);
2550 } 2894 }
2551 } /* end if player is starving */ 2895 } /* end if player is starving */
2552 2896
2553 while(op->stats.food<0&&op->stats.hp>0) 2897 while (op->stats.food < 0 && op->stats.hp > 0)
2554 op->stats.food++,op->stats.hp--; 2898 op->stats.food++, op->stats.hp--;
2555 2899
2556 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))
2557 kill_player(op); 2901 kill_player (op);
2558} 2902}
2559 2903
2560 2904
2561 2905
2562/* 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.
2563 * 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
2564 * permadeath, no lifesave), this will take care of removing the player 2908 * permadeath, no lifesave), this will take care of removing the player
2565 * file. 2909 * file.
2566 */ 2910 */
2911void
2567void kill_player(object *op) 2912kill_player (object *op)
2568{ 2913{
2569 char buf[MAX_BUF]; 2914 char buf[MAX_BUF];
2570 int x,y,i; 2915 int x, y;
2916
2917 //int i;
2571 mapstruct *map; /* this is for resurrection */ 2918 maptile *map; /* this is for resurrection */
2919
2572 int z; 2920 /* int z;
2573 int num_stats_lose; 2921 int num_stats_lose;
2574 int lost_a_stat; 2922 int lost_a_stat;
2575 int lose_this_stat; 2923 int lose_this_stat;
2576 int this_stat; 2924 int this_stat; */
2577 int will_kill_again; 2925 int will_kill_again;
2578 archetype *at; 2926 archetype *at;
2579 object *tmp; 2927 object *tmp;
2580 2928
2581 if(save_life(op)) 2929 if (save_life (op))
2582 return; 2930 return;
2583 2931
2584 2932
2585 /* 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
2586 * 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.
2587 * Look at op_on_battleground() for more info --AndreasV 2935 * Look at op_on_battleground() for more info --AndreasV
2588 */ 2936 */
2589 if (op_on_battleground(op, &x, &y)) { 2937 if (op_on_battleground (op, &x, &y))
2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2938 {
2591 "You have been defeated in combat!"); 2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2592 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2940 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2593 "Local medics have saved your life..."); 2941
2594
2595 /* restore player */ 2942 /* restore player */
2596 at = find_archetype("poisoning"); 2943 at = archetype::find ("poisoning");
2597 tmp=present_arch_in_ob(at,op); 2944 tmp = present_arch_in_ob (at, op);
2598 if (tmp) { 2945 if (tmp)
2599 remove_ob(tmp); 2946 {
2600 free_object(tmp); 2947 tmp->destroy ();
2601 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2602 } 2949 }
2603 2950
2604 at = find_archetype("confusion"); 2951 at = archetype::find ("confusion");
2605 tmp=present_arch_in_ob(at,op); 2952 tmp = present_arch_in_ob (at, op);
2606 if (tmp) { 2953 if (tmp)
2607 remove_ob(tmp); 2954 {
2608 free_object(tmp); 2955 tmp->destroy ();
2609 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2610 } 2957 }
2611 2958
2612 cure_disease(op,0); /* remove any disease */ 2959 cure_disease (op, 0); /* remove any disease */
2613 op->stats.hp=op->stats.maxhp; 2960 op->stats.hp = op->stats.maxhp;
2614 if (op->stats.food<=0) op->stats.food=999; 2961 if (op->stats.food <= 0)
2615 2962 op->stats.food = 999;
2963
2616 /* create a bodypart-trophy to make the winner happy */ 2964 /* create a bodypart-trophy to make the winner happy */
2617 tmp=arch_to_object(find_archetype("finger")); 2965 tmp = arch_to_object (archetype::find ("finger"));
2618 if (tmp != NULL) 2966 if (tmp != NULL)
2619 { 2967 {
2620 sprintf(buf,"%s's finger", &op->name); 2968 sprintf (buf, "%s's finger", &op->name);
2621 tmp->name = buf; 2969 tmp->name = buf;
2622 sprintf(buf," This finger has been cut off %s\n" 2970 sprintf (buf, " This finger has been cut off %s\n"
2623 " 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",
2624 &op->name, op->contr->title, (int)(op->level), 2972 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2625 op->contr->killer);
2626 tmp->msg=buf; 2973 tmp->msg = buf;
2627 tmp->value=0, tmp->material=0, tmp->type=0; 2974 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2628 tmp->materialname = NULL; 2975 tmp->materialname = NULL;
2629 tmp->x = op->x, tmp->y = op->y; 2976 tmp->x = op->x, tmp->y = op->y;
2630 insert_ob_in_map(tmp,op->map,op,0); 2977 insert_ob_in_map (tmp, op->map, op, 0);
2631 }
2632 2978 }
2979
2633 /* teleport defeated player to new destination*/ 2980 /* teleport defeated player to new destination */
2634 transfer_ob(op, x, y, 0, NULL); 2981 transfer_ob (op, x, y, 0, NULL);
2635 op->contr->braced=0; 2982 op->contr->braced = 0;
2636 return; 2983 return;
2637 } 2984 }
2638 2985
2639 INVOKE_PLAYER (DEATH, op->contr); 2986 INVOKE_PLAYER (DEATH, op->contr);
2640 2987
2641 command_kill_pets (op, 0); 2988 command_kill_pets (op, 0);
2642 2989
2643 if(op->stats.food<0) { 2990 if (op->stats.food < 0)
2991 {
2644 if (op->contr->explore) { 2992 if (op->contr->explore)
2993 {
2645 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");
2646 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2647 op->stats.food=999; 2996 op->stats.food = 999;
2648 return; 2997 return;
2649 } 2998 }
2650 sprintf(buf,"%s starved to death.",&op->name); 2999 sprintf (buf, "%s starved to death.", &op->name);
2651 strcpy(op->contr->killer,"starvation"); 3000 strcpy (op->contr->killer, "starvation");
3001 }
3002 else
2652 } 3003 {
2653 else {
2654 if (op->contr->explore) { 3004 if (op->contr->explore)
3005 {
2655 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");
2656 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3007 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2657 op->stats.hp=op->stats.maxhp; 3008 op->stats.hp = op->stats.maxhp;
2658 return; 3009 return;
2659 } 3010 }
2660 sprintf(buf,"%s died.", &op->name); 3011 sprintf (buf, "%s died.", &op->name);
2661 } 3012 }
2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2663 3014
2664 /* save the map location for corpse, gravestone*/ 3015 /* save the map location for corpse, gravestone */
2665 x=op->x;y=op->y;map=op->map; 3016 x = op->x;
3017 y = op->y;
3018 map = op->map;
2666 3019
2667 3020
2668 if (settings.not_permadeth == TRUE) { 3021 if (settings.not_permadeth == TRUE)
3022 {
2669 /* NOT_PERMADEATH code. This basically brings the character back to 3023 /* NOT_PERMADEATH code. This basically brings the character back to
2670 * 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.
2671 * 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.
2672 */ 3026 */
2673 3027
2674 /* Basically two ways to go - remove a stat permanently, or just 3028 /* Basically two ways to go - remove a stat permanently, or just
2675 * make it depletion. This bunch of code deals with that aspect 3029 * make it depletion. This bunch of code deals with that aspect
2676 * of death. 3030 * of death.
2677 */ 3031 */
2678#ifndef COZY_SERVER 3032#ifndef COZY_SERVER
2679 if (settings.balanced_stat_loss) { 3033 if (settings.balanced_stat_loss)
3034 {
2680 /* If stat loss is permanent, lose one stat only. */ 3035 /* If stat loss is permanent, lose one stat only. */
2681 /* 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
2682 more if they do. */ 3037 more if they do. */
2683 /* Higher level characters can afford things such as potions of 3038 /* Higher level characters can afford things such as potions of
2684 restoration, or better, stat potions. So we slug them that 3039 restoration, or better, stat potions. So we slug them that
2685 little bit harder. */ 3040 little bit harder. */
2686 /* GD */ 3041 /* GD */
2687 if (settings.stat_loss_on_death) 3042 if (settings.stat_loss_on_death)
2688 num_stats_lose = 1;
2689 else
2690 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2691 } else {
2692 num_stats_lose = 1; 3043 num_stats_lose = 1;
3044 else
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046 }
3047 else
2693 } 3048 {
3049 num_stats_lose = 1;
3050 }
2694 lost_a_stat = 0; 3051 lost_a_stat = 0;
2695 3052
2696 for (z=0; z<num_stats_lose; z++) { 3053 for (z = 0; z < num_stats_lose; z++)
3054 {
2697 i = RANDOM() % NUM_STATS; 3055 i = RANDOM () % NUM_STATS;
2698 3056
2699 if (settings.stat_loss_on_death) { 3057 if (settings.stat_loss_on_death)
3058 {
2700 /* 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
2701 * what he lost. 3060 * what he lost.
2702 */ 3061 */
2703 change_attr_value(&(op->stats), i,-1); 3062 change_attr_value (&(op->stats), i, -1);
2704 check_stat_bounds(&(op->stats)); 3063 check_stat_bounds (&(op->stats));
2705 change_attr_value(&(op->contr->orig_stats), i,-1); 3064 change_attr_value (&(op->contr->orig_stats), i, -1);
2706 check_stat_bounds(&(op->contr->orig_stats)); 3065 check_stat_bounds (&(op->contr->orig_stats));
2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2708 lost_a_stat = 1; 3067 lost_a_stat = 1;
3068 }
2709 } else { 3069 else
3070 {
2710 /* deplete a stat */ 3071 /* deplete a stat */
2711 archetype *deparch=find_archetype("depletion"); 3072 archetype *deparch = archetype::find ("depletion");
2712 object *dep; 3073 object *dep;
2713 3074
2714 dep = present_arch_in_ob(deparch,op); 3075 dep = present_arch_in_ob (deparch, op);
2715 if(!dep) { 3076 if (!dep)
3077 {
2716 dep = arch_to_object(deparch); 3078 dep = arch_to_object (deparch);
2717 insert_ob_in_ob(dep, op); 3079 insert_ob_in_ob (dep, op);
2718 } 3080 }
2719 lose_this_stat = 1; 3081 lose_this_stat = 1;
2720 if (settings.balanced_stat_loss) { 3082 if (settings.balanced_stat_loss)
3083 {
2721 /* GD */ 3084 /* GD */
2722 /* Get the stat that we're about to deplete. */ 3085 /* Get the stat that we're about to deplete. */
2723 this_stat = get_attr_value(&(dep->stats), i); 3086 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0) { 3087 if (this_stat < 0)
3088 {
2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 3089 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2726 int keep_chance = this_stat * this_stat; 3090 int keep_chance = this_stat * this_stat;
3091
2727 /* Yes, I am paranoid. Sue me. */ 3092 /* Yes, I am paranoid. Sue me. */
2728 if (keep_chance < 1) 3093 if (keep_chance < 1)
2729 keep_chance = 1; 3094 keep_chance = 1;
2730 3095
2731 /* There is a maximum depletion total per level. */ 3096 /* There is a maximum depletion total per level. */
2732 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)
2733 lose_this_stat = 0; 3106 lose_this_stat = 0;
2734 /* Take loss chance vs keep chance to see if we
2735 retain the stat. */
2736 } else {
2737 if (random_roll(0, loss_chance + keep_chance-1,
2738 op, PREFER_LOW) < keep_chance)
2739 lose_this_stat = 0;
2740 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", 3107 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2741 this_stat, keep_chance, loss_chance, 3108 this_stat, keep_chance, loss_chance,
2742 lose_this_stat?"LOSE":"KEEP"); */ 3109 lose_this_stat?"LOSE":"KEEP"); */
2743 } 3110 }
2744 } 3111 }
2745 } 3112 }
2746 3113
2747 if (lose_this_stat) { 3114 if (lose_this_stat)
3115 {
2748 this_stat = get_attr_value(&(dep->stats), i); 3116 this_stat = get_attr_value (&(dep->stats), i);
2749 /* We could try to do something clever like find another 3117 /* We could try to do something clever like find another
2750 * stat to reduce if this fails. But chances are, if 3118 * stat to reduce if this fails. But chances are, if
2751 * stats have been depleted to -50, all are pretty low 3119 * stats have been depleted to -50, all are pretty low
2752 * 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
2753 * difference. 3121 * difference.
2754 */ 3122 */
2755 if (this_stat>=-50) { 3123 if (this_stat >= -50)
3124 {
2756 change_attr_value(&(dep->stats), i, -1); 3125 change_attr_value (&(dep->stats), i, -1);
2757 SET_FLAG(dep, FLAG_APPLIED); 3126 SET_FLAG (dep, FLAG_APPLIED);
2758 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3127 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2759 fix_player(op); 3128 fix_player (op);
2760 lost_a_stat = 1; 3129 lost_a_stat = 1;
2761 } 3130 }
2762 } 3131 }
2763 } 3132 }
2764 } 3133 }
2765 /* If no stat lost, tell the player. */ 3134 /* If no stat lost, tell the player. */
2766 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)
2767 { 3283 {
2768 /* determine_god() seems to not work sometimes... why is this? 3284 /* save playerfile sans equipment when player dies
2769 Should I be using something else? GD */ 3285 ** then save it as player.pl.dead so that future resurrection
2770 const char *god = determine_god(op); 3286 ** type spells will work on them nicely
2771 if (god && (strcmp(god, "none")))
2772 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief "
2773 "moment you feel the holy presence of %s protecting"
2774 " you.", god);
2775 else 3287 */
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3288 delete_character (op->name, 0);
2777 " 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);
2778 } 3303 }
2779#endif 3304 else
2780 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3305 delete_character (op->name, 1);
2781 " feel a holy presence protecting you from losing yourself completely.");
2782
2783 /* Put a gravestone up where the character 'almost' died. List the
2784 * exp loss on the stone.
2785 */
2786 tmp=arch_to_object(find_archetype("gravestone"));
2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf;
2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf;
2789 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2790 "who was killed\n"
2791 "by %s.\n",
2792 &op->name, op->contr->title,
2793 op->contr->killer);
2794 tmp->msg = buf;
2795 tmp->x=op->x,tmp->y=op->y;
2796 insert_ob_in_map (tmp, op->map, NULL,0);
2797
2798 /**************************************/
2799 /* */
2800 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */
2803 /* */
2804 /**************************************/
2805
2806 /* remove any poisoning and confusion the character may be suffering.*/
2807 /* restore player */
2808 at = find_archetype("poisoning");
2809 tmp=present_arch_in_ob(at,op);
2810 if (tmp) {
2811 remove_ob(tmp);
2812 free_object(tmp);
2813 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2814 }
2815
2816 at = find_archetype("confusion");
2817 tmp=present_arch_in_ob(at,op);
2818 if (tmp) {
2819 remove_ob(tmp);
2820 free_object(tmp);
2821 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2822 }
2823 cure_disease(op,0); /* remove any disease */
2824 3306 }
2825 /*add_exp(op, (op->stats.exp * -0.20)); */
2826 apply_death_exp_penalty(op);
2827 if(op->stats.food < 100) op->stats.food = 900;
2828 op->stats.hp = op->stats.maxhp;
2829 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2830 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2831 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);
2832 /* 3344 }
2833 * 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)))
2834 * the player has any unpaid items. If so, remove them and put them back
2835 * in the map.
2836 */
2837
2838 if (is_in_shop (op))
2839 remove_unpaid_objects(op->inv, op);
2840
2841 /****************************************/
2842 /* */
2843 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */
2845 /* */
2846 /****************************************/
2847
2848 enter_player_savebed(op);
2849
2850 /* Save the player before inserting the force to reduce
2851 * chance of abuse.
2852 */
2853 op->contr->braced=0;
2854 save_player(op,1);
2855
2856 /* it is possible that the player has blown something up
2857 * at his savebed location, and that can have long lasting
2858 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player.
2860 */
2861 will_kill_again=0;
2862 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2863 if (tmp->type ==SPELL_EFFECT)
2864 will_kill_again|=tmp->attacktype;
2865 } 3346 {
2866 if (will_kill_again) { 3347 if (tmp->nrof > 1)
2867 object *force; 3348 {
2868 int at; 3349 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2869 3350 tmp2->destroy ();
2870 force=get_archetype(FORCE_NAME); 3351 insert_ob_in_map (tmp, op->map, NULL, 0);
2871 /* 50 ticks should be enough time for the spell to abate */
2872 force->speed=0.1;
2873 force->speed_left=-5.0;
2874 SET_FLAG(force, FLAG_APPLIED);
2875 for (at=0; at<NROFATTACKS; at++) {
2876 if (will_kill_again & (1 << at))
2877 force->resist[at] = 100;
2878 } 3352 }
2879 insert_ob_in_ob(force, op);
2880 fix_player(op);
2881
2882 }
2883 /**************************************/
2884 /* */
2885 /* Repaint the characters inv, and */
2886 /* stats, and show a nasty message ;) */
2887 /* */
2888 /**************************************/
2889
2890 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2891 return;
2892 } /* NOT_PERMADETH */
2893 else {
2894 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2895 * should probably be embedded in an else statement.
2896 */
2897
2898 op->contr->party=NULL;
2899 if (settings.set_title == TRUE)
2900 op->contr->own_title[0]='\0';
2901 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2902 check_score(op);
2903 if(op->contr->ranges[range_golem]!=NULL) {
2904 remove_friendly_object(op->contr->ranges[range_golem]);
2905 remove_ob(op->contr->ranges[range_golem]);
2906 free_object(op->contr->ranges[range_golem]);
2907 op->contr->ranges[range_golem]=NULL;
2908 op->contr->golem_count=0;
2909 }
2910 loot_object(op); /* Remove some of the items for good */
2911 remove_ob(op);
2912 op->direction=0;
2913
2914 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2915 delete_character(op->name,0);
2916 if (settings.resurrection == TRUE) {
2917 /* save playerfile sans equipment when player dies
2918 ** then save it as player.pl.dead so that future resurrection
2919 ** type spells will work on them nicely
2920 */
2921 delete_character(op->name,0);
2922 op->stats.hp = op->stats.maxhp;
2923 op->stats.food = 999;
2924
2925 /* set the location of where the person will reappear when */
2926 /* maybe resurrection code should fix map also */
2927 strcpy(op->contr->maplevel, settings.emergency_mapname);
2928 if(op->map!=NULL)
2929 op->map = NULL;
2930 op->x = settings.emergency_x;
2931 op->y = settings.emergency_y;
2932 save_player(op,0);
2933 op->map = map;
2934 /* please see resurrection.c: peterm */
2935 dead_player(op);
2936 } else { 3353 else
2937 delete_character(op->name,1); 3354 tmp->destroy ();
2938 } 3355 }
2939 } 3356 else
2940 play_again(op);
2941
2942 /* peterm: added to create a corpse at deathsite. */
2943 tmp=arch_to_object(find_archetype("corpse_pl"));
2944 sprintf(buf,"%s", &op->name);
2945 tmp->name = tmp->name_pl = buf;
2946 tmp->level=op->level;
2947 tmp->x=x;tmp->y=y;
2948 tmp->msg = gravestone_text(op);
2949 SET_FLAG (tmp, FLAG_UNIQUE);
2950 insert_ob_in_map (tmp, map, NULL,0);
2951 }
2952}
2953
2954
2955void loot_object(object *op) { /* Grab and destroy some treasure */
2956 object *tmp,*tmp2,*next;
2957
2958 if (op->container) { /* close open sack first */
2959 esrv_apply_container (op, op->container);
2960 }
2961
2962 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2963 next=tmp->below;
2964 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2965 remove_ob(tmp);
2966 tmp->x=op->x,tmp->y=op->y;
2967 if (tmp->type == CONTAINER) { /* empty container to ground */
2968 loot_object(tmp);
2969 }
2970 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2971 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2972 if(tmp->nrof>1) {
2973 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2974 free_object(tmp2);
2975 insert_ob_in_map(tmp,op->map,NULL,0); 3357 insert_ob_in_map (tmp, op->map, NULL, 0);
2976 } else
2977 free_object(tmp);
2978 } else
2979 insert_ob_in_map(tmp,op->map,NULL,0);
2980 } 3358 }
2981} 3359}
2982 3360
2983/* 3361/*
2984 * fix_weight(): Check recursively the weight of all players, and fix 3362 * fix_weight(): Check recursively the weight of all players, and fix
2985 * 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
2986 * was changed. 3364 * was changed.
2987 */ 3365 */
2988 3366
3367void
2989void fix_weight(void) { 3368fix_weight (void)
3369{
2990 player *pl; 3370 player *pl;
3371
2991 for (pl = first_player; pl != NULL; pl = pl->next) { 3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 {
2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375
2993 if(old == sum) 3376 if (old == sum)
2994 continue; 3377 continue;
2995 fix_player(pl->ob); 3378 fix_player (pl->ob);
2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2997 &pl->ob->name, old, sum);
2998 } 3380 }
2999} 3381}
3000 3382
3383void
3001void fix_luck(void) { 3384fix_luck (void)
3385{
3002 player *pl; 3386 player *pl;
3387
3003 for (pl = first_player; pl != NULL; pl = pl->next) 3388 for (pl = first_player; pl != NULL; pl = pl->next)
3004 if (!pl->ob->contr->state) 3389 if (!pl->ob->contr->state)
3005 change_luck(pl->ob, 0); 3390 change_luck (pl->ob, 0);
3006} 3391}
3007 3392
3008 3393
3009/* cast_dust() - handles op throwing objects of type 'DUST'. 3394/* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically 3395 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object. 3396 * just treat this as any other spell casting object.
3012 */ 3397 */
3013 3398
3014void 3399void
3015cast_dust (object * op, object * throw_ob, int dir) 3400cast_dust (object *op, object *throw_ob, int dir)
3016{ 3401{
3017 object *skop, *spob; 3402 object *skop, *spob;
3018 3403
3019 skop = find_skill_by_name (op, throw_ob->skill); 3404 skop = find_skill_by_name (op, throw_ob->skill);
3020 3405
3021 /* casting POTION 'dusts' is really a use_magic_item skill */ 3406 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3407 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 { 3408 {
3024 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);
3025 &op->name);
3026 return; 3410 return;
3027 } 3411 }
3028 3412
3029 spob = throw_ob->inv; 3413 spob = throw_ob->inv;
3030 3414
3031 // 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
3032 // 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
3033 // errors should be reported as early as possible IMHO) 3417 // errors should be reported as early as possible IMHO)
3034 if (!spob) 3418 if (!spob)
3035 { 3419 {
3036 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);
3037 &throw_ob->name, &op->name);
3038 return; 3421 return;
3039 } 3422 }
3040 3423
3041 if (op->type == PLAYER) 3424 if (op->type == PLAYER)
3042 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);
3043 3426
3044 cast_spell (op, throw_ob, dir, spob, NULL); 3427 cast_spell (op, throw_ob, dir, spob, NULL);
3045 3428
3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3429 throw_ob->destroy ();
3047 remove_ob (throw_ob);
3048 free_object (throw_ob);
3049} 3430}
3050 3431
3432void
3051void make_visible (object *op) { 3433make_visible (object *op)
3434{
3052 op->hide = 0; 3435 op->hide = 0;
3053 op->invisible = 0; 3436 op->invisible = 0;
3054 if(op->type==PLAYER) { 3437 if (op->type == PLAYER)
3438 {
3055 op->contr->tmp_invis = 0; 3439 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0; 3440 op->contr->invis_race = 0;
3057 } 3441 }
3058 update_object(op,UP_OBJ_FACE); 3442 update_object (op, UP_OBJ_FACE);
3059} 3443}
3060 3444
3445int
3061int is_true_undead(object *op) { 3446is_true_undead (object *op)
3447{
3062 object *tmp=NULL; 3448 object *tmp = NULL;
3063 3449
3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3451 return 1;
3065 3452
3066 if(op->type==PLAYER)
3067 for(tmp=op->inv;tmp;tmp=tmp->below)
3068 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3069 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3070 return 0; 3453 return 0;
3071} 3454}
3072 3455
3073/* look at the surrounding terrain to determine 3456/* look at the surrounding terrain to determine
3074 * the hideability of this object. Positive levels 3457 * the hideability of this object. Positive levels
3075 * indicate greater hideability. 3458 * indicate greater hideability.
3076 */ 3459 */
3077 3460
3461int
3078int hideability(object *ob) { 3462hideability (object *ob)
3463{
3079 int i,level=0, mflag; 3464 int i, level = 0, mflag;
3080 sint16 x,y; 3465 sint16 x, y;
3081 3466
3082 if(!ob||!ob->map) return 0; 3467 if (!ob || !ob->map)
3468 return 0;
3083 3469
3084 /* so, on normal lighted maps, its hard to hide */ 3470 /* so, on normal lighted maps, its hard to hide */
3085 level=ob->map->darkness - 2; 3471 level = ob->map->darkness - 2;
3086 3472
3087 /* this also picks up whether the object is glowing. 3473 /* this also picks up whether the object is glowing.
3088 * 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
3089 * as bad as carrying a light on a pitch dark map */ 3475 * as bad as carrying a light on a pitch dark map */
3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3476 if (has_carried_lights (ob))
3477 level = -(10 + (2 * ob->map->darkness));
3091 3478
3092 /* scan through all nearby squares for terrain to hide in */ 3479 /* scan through all nearby squares for terrain to hide in */
3093 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 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 {
3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3482 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3095 if (mflag & P_OUT_OF_MAP) { continue; } 3483 if (mflag & P_OUT_OF_MAP)
3484 {
3485 continue;
3486 }
3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3487 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 3488 level += 2;
3098 else /* open terrain! */ 3489 else /* open terrain! */
3099 level -= 1; 3490 level -= 1;
3100 } 3491 }
3101 3492
3102#if 0 3493#if 0
3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3494 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3104#endif 3495#endif
3105 return level; 3496 return level;
3106} 3497}
3107 3498
3108/* For Hidden creatures - a chance of becoming 'unhidden' 3499/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 3500 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 3501 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 3502 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 3503 */
3113 3504
3505void
3114void do_hidden_move (object *op) { 3506do_hidden_move (object *op)
3507{
3115 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3508 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3116 object *skop; 3509 object *skop;
3117 3510
3118 if(!op || !op->map) return; 3511 if (!op || !op->map)
3512 return;
3119 3513
3120 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3121 3515
3122 /* 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! */
3123 if(op->type==PLAYER && op->contr->run_on) { 3517 if (op->type == PLAYER && op->contr->run_on)
3518 {
3124 if(!skop || num >= skop->level) { 3519 if (!skop || num >= skop->level)
3520 {
3125 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!");
3126 make_visible(op); 3522 make_visible (op);
3127 return; 3523 return;
3524 }
3525 else
3128 } else num += 20; 3526 num += 20;
3129 } 3527 }
3130 num += op->map->difficulty; 3528 num += op->map->difficulty;
3131 hide = hideability(op); /* modify by terrain hidden level */ 3529 hide = hideability (op); /* modify by terrain hidden level */
3132 num -= hide; 3530 num -= hide;
3133 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 {
3134 make_visible(op); 3533 make_visible (op);
3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3534 if (op->type == PLAYER)
3136 "You moved out of hiding! You are visible!"); 3535 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3137 } 3536 }
3138 else if (op->type == PLAYER && skop) { 3537 else if (op->type == PLAYER && skop)
3538 {
3139 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);
3140 } 3540 }
3141} 3541}
3142 3542
3143/* determine if who is standing near a hostile creature. */ 3543/* determine if who is standing near a hostile creature. */
3144 3544
3545int
3145int stand_near_hostile( object *who ) { 3546stand_near_hostile (object *who)
3547{
3146 object *tmp=NULL; 3548 object *tmp = NULL;
3147 int i,friendly=0,player=0, mflags; 3549 int i, friendly = 0, player = 0, mflags;
3148 mapstruct *m; 3550 maptile *m;
3149 sint16 x,y; 3551 sint16 x, y;
3150 3552
3151 if(!who) return 0; 3553 if (!who)
3554 return 0;
3152 3555
3153 if(who->type==PLAYER) player=1; 3556 if (who->type == PLAYER)
3557 player = 1;
3558
3559 else
3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3560 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3155 3561
3156 /* search adjacent squares */ 3562 /* search adjacent squares */
3157 for(i=1;i<9;i++) { 3563 for (i = 1; i < 9; i++)
3564 {
3158 x = who->x+freearr_x[i]; 3565 x = who->x + freearr_x[i];
3159 y = who->y+freearr_y[i]; 3566 y = who->y + freearr_y[i];
3160 m = who->map; 3567 m = who->map;
3161 mflags = get_map_flags(m, &m, x, y, &x, &y); 3568 mflags = get_map_flags (m, &m, x, y, &x, &y);
3162 /* space must be blocked if there is a monster. If not 3569 /* space must be blocked if there is a monster. If not
3163 * blocked, don't need to check this space. 3570 * blocked, don't need to check this space.
3164 */ 3571 */
3165 if (mflags & P_OUT_OF_MAP) continue; 3572 if (mflags & P_OUT_OF_MAP)
3573 continue;
3166 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)))
3167 3575 continue;
3168 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3576
3169 if((player||friendly) 3577 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3578 {
3170 &&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)
3171 return 1; 3585 return 1;
3172 else if(tmp->type==PLAYER)
3173 {
3174 /*don't let a hidden DM prevent you from hiding*/
3175 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176 return 1;
3177 } 3586 }
3178 } 3587 }
3179 } 3588 }
3180 return 0; 3589 return 0;
3181} 3590}
3182 3591
3183/* check the player los field for viewability of the 3592/* check the player los field for viewability of the
3184 * object op. This function works fine for monsters, 3593 * object op. This function works fine for monsters,
3185 * 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
3192 * 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.
3193 * -b.t. 3602 * -b.t.
3194 * This function is now map tiling safe. 3603 * This function is now map tiling safe.
3195 */ 3604 */
3196 3605
3606int
3197int player_can_view (object *pl,object *op) { 3607player_can_view (object *pl, object *op)
3608{
3198 rv_vector rv; 3609 rv_vector rv;
3199 int dx,dy; 3610 int dx, dy;
3200 3611
3201 if(pl->type!=PLAYER) { 3612 if (pl->type != PLAYER)
3613 {
3202 LOG(llevError,"player_can_view() called for non-player object\n"); 3614 LOG (llevError, "player_can_view() called for non-player object\n");
3203 return -1; 3615 return -1;
3204 } 3616 }
3205 if (!pl || !op) return 0; 3617 if (!pl || !op)
3206
3207 if(op->head) { op = op->head; }
3208 get_rangevector(pl, op, &rv, 0x1);
3209
3210 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any
3212 * part that is in the los array but isnt on
3213 * a blocked los square.
3214 * we use the archetype to figure out offsets.
3215 */
3216 while(op) {
3217 dx = rv.distance_x + op->arch->clone.x;
3218 dy = rv.distance_y + op->arch->clone.y;
3219
3220 /* only the viewable area the player sees is updated by LOS
3221 * code, so we need to restrict ourselves to that range of values
3222 * for any meaningful values.
3223 */
3224 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3225 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3226 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3227 return 1;
3228 op = op->more;
3229 }
3230 return 0; 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;
3231} 3648}
3232 3649
3233/* routine for both players and monsters. We call this when 3650/* routine for both players and monsters. We call this when
3234 * there is a possibility for our action distrubing our hiding 3651 * there is a possibility for our action distrubing our hiding
3235 * place or invisiblity spell. Artefact invisiblity is not 3652 * place or invisiblity spell. Artefact invisiblity is not
3236 * effected by this. If we arent invisible to begin with, we 3653 * effected by this. If we arent invisible to begin with, we
3237 * return 0. 3654 * return 0.
3238 */ 3655 */
3656int
3239int action_makes_visible (object *op) { 3657action_makes_visible (object *op)
3658{
3240 3659
3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3660 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3661 {
3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3662 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3243 return 0; 3663 return 0;
3244 3664
3245 if (op->contr && op->contr->tmp_invis == 0) return 0; 3665 if (op->contr && op->contr->tmp_invis == 0)
3666 return 0;
3246 3667
3247 /* If monsters, they should become visible */ 3668 /* If monsters, they should become visible */
3248 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3669 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3670 {
3249 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");
3250 return 1; 3672 return 1;
3251 } 3673 }
3252 } 3674 }
3253 return 0; 3675 return 0;
3254} 3676}
3255 3677
3256/* op_on_battleground - checks if the given object op (usually 3678/* op_on_battleground - checks if the given object op (usually
3257 * a player) is standing on a valid battleground-tile, 3679 * a player) is standing on a valid battleground-tile,
3258 * function returns TRUE/FALSE. If true x, y returns the battleground 3680 * function returns TRUE/FALSE. If true x, y returns the battleground
3259 * -exit-coord. (and if x, y not NULL) 3681 * -exit-coord. (and if x, y not NULL)
3260 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3682 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3261 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3683 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3262 * Default is to do the same as before, so only people wanting to have different points need worry about this 3684 * Default is to do the same as before, so only people wanting to have different points need worry about this
3263 */ 3685 */
3686int
3264int op_on_battleground (object *op, int *x, int *y) { 3687op_on_battleground (object *op, int *x, int *y)
3688{
3265 object *tmp; 3689 object *tmp;
3266 3690
3267 /* A battleground-tile needs the following attributes to be valid: 3691 /* A battleground-tile needs the following attributes to be valid:
3268 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3692 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3269 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3693 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270 * and the exit-coordinates sp/hp must both be > 0. 3694 * and the exit-coordinates sp/hp must both be > 0.
3271 * => The intention here is to prevent abuse of the battleground- 3695 * => The intention here is to prevent abuse of the battleground-
3272 * feature (like pickable or hidden battleground tiles). */ 3696 * feature (like pickable or hidden battleground tiles). */
3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3697 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3698 {
3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3699 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3700 {
3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3701 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3276 strcmp(tmp->name, "battleground")==0 && 3702 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3277 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3703 {
3278 /*before we assign the exit, check if this is a teambattle*/ 3704 /*before we assign the exit, check if this is a teambattle */
3279 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 {
3280 object *invtmp; 3707 object *invtmp;
3708
3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3709 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3282 if(invtmp->type==FORCE && invtmp->slaying && 3710 {
3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3711 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3712 {
3284 if (x != NULL && y != NULL) 3713 if (x != NULL && y != NULL)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3714 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286 return 1; 3715 return 1;
3716 }
3287 } 3717 }
3288 } 3718 }
3289 }
3290 if (x != NULL && y != NULL) 3719 if (x != NULL && y != NULL)
3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3720 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3292 return 1; 3721 return 1;
3722 }
3293 } 3723 }
3294 }
3295 } 3724 }
3296 /* If we got here, did not find a battleground */ 3725 /* If we got here, did not find a battleground */
3297 return 0; 3726 return 0;
3298} 3727}
3299 3728
3300/* 3729/*
3304 * attributes: 3733 * attributes:
3305 * object *who the dragon player 3734 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus 3735 * int atnr the attack-number of the ability focus
3307 * int level ability level 3736 * int level ability level
3308 */ 3737 */
3738void
3309void dragon_ability_gain(object *who, int atnr, int level) { 3739dragon_ability_gain (object *who, int atnr, int level)
3740{
3310 treasurelist *trlist = NULL; /* treasurelist */ 3741 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */ 3742 treasure *tr; /* treasure */
3312 object *tmp,*skop; /* tmp. object */ 3743 object *tmp, *skop; /* tmp. object */
3313 object *item; /* treasure object */ 3744 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */ 3745 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i=0, j=0; 3746 int i = 0, j = 0;
3316 3747
3317 /* get the appropriate treasurelist */ 3748 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE) 3749 if (atnr == ATNR_FIRE)
3319 trlist = find_treasurelist("dragon_ability_fire"); 3750 trlist = find_treasurelist ("dragon_ability_fire");
3320 else if (atnr == ATNR_COLD) 3751 else if (atnr == ATNR_COLD)
3321 trlist = find_treasurelist("dragon_ability_cold"); 3752 trlist = find_treasurelist ("dragon_ability_cold");
3322 else if (atnr == ATNR_ELECTRICITY) 3753 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = find_treasurelist("dragon_ability_elec"); 3754 trlist = find_treasurelist ("dragon_ability_elec");
3324 else if (atnr == ATNR_POISON) 3755 else if (atnr == ATNR_POISON)
3325 trlist = find_treasurelist("dragon_ability_poison"); 3756 trlist = find_treasurelist ("dragon_ability_poison");
3326 3757
3327 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))
3328 return; 3775 return;
3329 3776
3330 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);
3331 tr = tr->next, i++); 3778 do_learn_spell (who, item, 0);
3332 3779 return;
3333 if (tr == NULL || tr->item == NULL) { 3780 }
3334 /* 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))
3335 return; 3791 return;
3336 }
3337
3338 /* everything seems okay - now bring on the gift: */
3339 item = &(tr->item->clone);
3340
3341 if (item->type == SPELL) {
3342 if (check_spell_known (who, item->name))
3343 return;
3344
3345 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3346 do_learn_spell (who, item, 0);
3347 return;
3348 }
3349
3350 /* grant direct spell */
3351 if (item->type == SPELLBOOK) {
3352 if (!item->inv) {
3353 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3354 return;
3355 }
3356 if (check_spell_known (who, item->inv->name))
3357 return;
3358 if (item->invisible) { 3792 if (item->invisible)
3793 {
3359 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);
3360 do_learn_spell (who, item->inv, 0); 3795 do_learn_spell (who, item->inv, 0);
3361 return; 3796 return;
3362 } 3797 }
3363 } 3798 }
3364 else if (item->type == SKILL_TOOL && item->invisible) { 3799 else if (item->type == SKILL_TOOL && item->invisible)
3800 {
3365 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 {
3366 3803
3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3804 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3368 * in this way, if the player is missing any of the attacktypes, he gets 3805 * in this way, if the player is missing any of the attacktypes, he gets
3369 * them. As it is now, if the player has any that match the granted skill, 3806 * them. As it is now, if the player has any that match the granted skill,
3370 * but not all of them, he gets nothing. 3807 * but not all of them, he gets nothing.
3371 */ 3808 */
3372 if (!(skop->attacktype & item->attacktype)) { 3809 if (!(skop->attacktype & item->attacktype))
3810 {
3373 /* Give new attacktype */ 3811 /* Give new attacktype */
3374 skop->attacktype |= item->attacktype; 3812 skop->attacktype |= item->attacktype;
3375 3813
3376 /* always add physical if there's none */ 3814 /* always add physical if there's none */
3377 skop->attacktype |= AT_PHYSICAL; 3815 skop->attacktype |= AT_PHYSICAL;
3378 3816
3379 if (item->msg != NULL) 3817 if (item->msg != NULL)
3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3818 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3381 3819
3382 /* Give player new face */ 3820 /* Give player new face */
3383 if (item->animation_id) { 3821 if (item->animation_id)
3822 {
3384 who->face = skop->face; 3823 who->face = skop->face;
3385 who->animation_id = item->animation_id; 3824 who->animation_id = item->animation_id;
3386 who->anim_speed = item->anim_speed; 3825 who->anim_speed = item->anim_speed;
3387 who->last_anim = 0; 3826 who->last_anim = 0;
3388 who->state = 0; 3827 who->state = 0;
3389 animate_object(who, who->direction); 3828 animate_object (who, who->direction);
3390 } 3829 }
3391 } 3830 }
3392 } 3831 }
3393 } 3832 }
3394 else if (item->type == FORCE) { 3833 else if (item->type == FORCE)
3834 {
3395 /* forces in the treasurelist can alter the player's stats */ 3835 /* forces in the treasurelist can alter the player's stats */
3396 object *skin; 3836 object *skin;
3837
3397 /* first get the dragon skin force */ 3838 /* first get the dragon skin force */
3398 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);
3399 skin=skin->below);
3400 if (skin == NULL) return; 3840 if (skin == NULL)
3401 3841 return;
3842
3402 /* adding new spellpath attunements */ 3843 /* adding new spellpath attunements */
3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3844 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3845 {
3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3846 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405 3847
3406 /* print message */ 3848 /* print message */
3407 sprintf(buf, "You feel attuned to "); 3849 sprintf (buf, "You feel attuned to ");
3408 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3850 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3851 {
3409 if(item->path_attuned & (1<<i)) { 3852 if (item->path_attuned & (1 << i))
3853 {
3410 if (j) 3854 if (j)
3411 strcat(buf," and "); 3855 strcat (buf, " and ");
3412 else 3856 else
3413 j = 1; 3857 j = 1;
3414 strcat(buf, spellpathnames[i]); 3858 strcat (buf, spellpathnames[i]);
3415 } 3859 }
3416 } 3860 }
3417 strcat(buf,"."); 3861 strcat (buf, ".");
3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3862 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419 } 3863 }
3420 3864
3421 /* evtl. adding flags: */ 3865 /* evtl. adding flags: */
3422 if(QUERY_FLAG(item, FLAG_XRAYS)) 3866 if (QUERY_FLAG (item, FLAG_XRAYS))
3423 SET_FLAG(skin, FLAG_XRAYS); 3867 SET_FLAG (skin, FLAG_XRAYS);
3424 if(QUERY_FLAG(item, FLAG_STEALTH)) 3868 if (QUERY_FLAG (item, FLAG_STEALTH))
3425 SET_FLAG(skin, FLAG_STEALTH); 3869 SET_FLAG (skin, FLAG_STEALTH);
3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3870 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3427 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3871 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3428 3872
3429 /* print message if there is one */ 3873 /* print message if there is one */
3430 if (item->msg != NULL) 3874 if (item->msg != NULL)
3431 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
3432 } 3878 {
3433 else {
3434 /* generate misc. treasure */ 3879 /* generate misc. treasure */
3435 tmp = arch_to_object (tr->item); 3880 tmp = arch_to_object (tr->item);
3436 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));
3437 tmp = insert_ob_in_ob (tmp, who); 3882 tmp = insert_ob_in_ob (tmp, who);
3438 if (who->type == PLAYER) 3883 if (who->type == PLAYER)
3439 esrv_send_item(who, tmp); 3884 esrv_send_item (who, tmp);
3440 } 3885 }
3441} 3886}
3442 3887
3443/** 3888/**
3444 * 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
3445 * not readied. 3890 * not readied.
3446 */ 3891 */
3892void
3447void player_unready_range_ob(player *pl, object *ob) { 3893player_unready_range_ob (player *pl, object *ob)
3894{
3448 rangetype i; 3895 rangetype i;
3449 3896
3450 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 {
3451 if (pl->ranges[i] == ob) { 3899 if (pl->ranges[i] == ob)
3900 {
3452 pl->ranges[i] = NULL; 3901 pl->ranges[i] = NULL;
3453 if (pl->shoottype == i) { 3902 if (pl->shoottype == i)
3903 {
3454 pl->shoottype = range_none; 3904 pl->shoottype = range_none;
3455 } 3905 }
3456 } 3906 }
3457 } 3907 }
3458} 3908}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines