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Comparing deliantra/server/server/player.C (file contents):
Revision 1.13 by pippijn, Fri Sep 1 14:12:04 2006 UTC vs.
Revision 1.52 by root, Thu Dec 21 23:37:06 2006 UTC

1/*
2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.13 2006/09/01 14:12:04 pippijn Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The author can be reached via e-mail to crossfire-devel@real-time.com 21 The author can be reached via e-mail to <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 25#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#ifdef COZY_SERVER
44extern int same_party (partylist *a, partylist *b); 34extern int same_party (partylist *a, partylist *b);
45#endif 35#endif
46 36
37player *
47player *find_player(const char *plname) 38find_player (const char *plname)
48{ 39{
49 player *pl; 40 player *pl;
41
50 for(pl=first_player;pl!=NULL;pl=pl->next) 42 for (pl = first_player; pl != NULL; pl = pl->next)
51 { 43 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
53 return pl; 45 return pl;
54 }; 46 };
55 return NULL; 47 return NULL;
56} 48}
57 49
50player *
58player* find_player_partial_name( const char* plname ) 51find_player_partial_name (const char *plname)
59 { 52{
60 player* pl; 53 player *pl;
61 player* found = NULL; 54 player *found = NULL;
62 size_t namelen = strlen( plname ); 55 size_t namelen = strlen (plname);
56
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 57 for (pl = first_player; pl != NULL; pl = pl->next)
64 { 58 {
65 if ( strlen( pl->ob->name ) < namelen ) 59 if ((size_t) strlen (pl->ob->name) < namelen)
66 continue; 60 continue;
67 61
68 if ( !strcmp( pl->ob->name, plname) ) 62 if (!strcmp (pl->ob->name, plname))
69 return pl; 63 return pl;
70 64
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75
76void
77display_motd (const object *op)
78{
79 char buf[MAX_BUF];
80 char motd[HUGE_BUF];
81 FILE *fp;
82 int comp;
83 int size;
84
85 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 return;
88
89 motd[0] = '\0';
90 size = 0;
91
92 while (fgets (buf, MAX_BUF, fp) != NULL)
93 {
94 if (*buf == '#')
95 continue;
96
97 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf);
99 }
100
101 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete (fp, comp);
103}
104
105void
106send_rules (const object *op)
107{
108 char buf[MAX_BUF];
109 char rules[HUGE_BUF];
110 FILE *fp;
111 int comp;
112 int size;
113
114 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
115 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
116 return;
117
118 rules[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (size + strlen (buf) >= HUGE_BUF)
127 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break;
130 }
131
132 strncat (rules + size, buf, HUGE_BUF - size);
133 size += strlen (buf);
134 }
135
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp);
138}
139
140void
141send_news (const object *op)
142{
143 char buf[MAX_BUF];
144 char news[HUGE_BUF];
145 char subject[MAX_BUF];
146 FILE *fp;
147 int comp;
148 int size;
149
150 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return;
153
154 news[0] = '\0';
155 subject[0] = '\0';
156 size = 0;
157
158 while (fgets (buf, MAX_BUF, fp) != NULL)
159 {
160 if (*buf == '#')
161 continue;
162
163 if (*buf == '%')
164 { /* send one news */
165 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
167 strcpy (subject, buf + 1);
168 strip_endline (subject);
169 size = 0;
170 news[0] = '\0';
171 }
172 else
173 {
174 if (size + strlen (buf) >= HUGE_BUF)
72 { 175 {
73 if ( found ) 176 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 177 break;
75
76 found = pl;
77 } 178 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103}
104
105void send_rules(const object *op) {
106 char buf[MAX_BUF];
107 char rules[HUGE_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size); 179 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 180 size += strlen (buf);
170 } 181 }
171 }
172 182 }
183
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp); 186 close_and_delete (fp, comp);
179} 187}
180 188
189int
181int playername_ok(const char *cp) { 190playername_ok (const char *cp)
191{
182 /* Don't allow - or _ as first character in the name */ 192 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0; 193 if (*cp == '-' || *cp == '_')
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
189} 201}
190 202
191/* This no longer sets the player map. Also, it now updates 203/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that. 204 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map. 205 * Caller is responsible for setting the correct map.
197 * Hopefully this will be less bugfree and simpler. 209 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null, 210 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle 211 * we create a new one. Otherwise, we recycle
200 * the one that is passed. 212 * the one that is passed.
201 */ 213 */
202static player* get_player(player *p) { 214static player *
215get_player (player *p)
216{
203 object *op=arch_to_object(get_player_archetype(NULL)); 217 object *op = arch_to_object (get_player_archetype (0));
204 int i; 218 int i;
205 219
206 if (!p) {
207 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210
211 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224
225 p->next = NULL;
226 }
227
228 /* Clears basically the entire player structure except 220 /* Clears basically the entire player structure except
229 * for next and socket. 221 * for next and socket.
230 */ 222 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 223 p->clear ();
232 p->attachable_init (); //HACK
233 224
234 /* There are some elements we want initialized to non zero value - 225 /* There are some elements we want initialized to non zero value -
235 * we deal with that below this point. 226 * we deal with that below this point.
236 */ 227 */
237 p->party=NULL; 228 p->party = NULL;
238 p->outputs_sync=16; /* Every 2 seconds */ 229 p->outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count=1; /* Keeps present behaviour */ 230 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 231 p->unapply = unapply_nochoice;
241 p->Swap_First = -1; 232 p->Swap_First = -1;
242 233
243#ifdef AUTOSAVE 234#ifdef AUTOSAVE
244 p->last_save_tick = 9999999; 235 p->last_save_tick = 9999999;
245#endif 236#endif
246 237
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
248 239
249 op->contr=p; /* this aren't yet in archetype */ 240 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op; 241 p->ob = op;
251 op->speed_left=0.5; 242 op->speed_left = 0.5;
252 op->speed=1.0; 243 op->speed = 1.0;
253 op->direction=5; /* So player faces south */ 244 op->direction = 5; /* So player faces south */
254 op->stats.wc=2; 245 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */ 246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->ns->monitor_spells; // what a hack
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 250 p->ns->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats(op); 251 roll_stats (op);
252 p->ns->monitor_spells = oldmon;
253 }
259 p->state=ST_ROLL_STAT; 254 p->ns->state = ST_ROLL_STAT;
260 clear_los(op); 255 clear_los (op);
261 256
262 p->gen_sp_armour=10; 257 p->gen_sp_armour = 10;
263 p->last_speed= -1; 258 p->last_speed = -1;
264 p->shoottype=range_none; 259 p->shoottype = range_none;
265 p->bowtype=bow_normal; 260 p->bowtype = bow_normal;
266 p->petmode=pet_normal; 261 p->petmode = pet_normal;
267 p->listening=10; 262 p->listening = 10;
268 p->usekeys=containers; 263 p->usekeys = containers;
269 p->last_weapon_sp= -1; 264 p->last_weapon_sp = -1;
270 p->peaceful=1; /* default peaceful */ 265 p->peaceful = 1; /* default peaceful */
271 p->do_los=1; 266 p->do_los = 1;
272 p->explore=0; 267 p->explore = 0;
273 p->no_shout=0; /* default can shout */
274 268
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 269 assign (p->title, op->arch->clone.name);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race); 270 op->race = op->arch->clone.race;
278 271
279 CLEAR_FLAG(op,FLAG_READY_SKILL); 272 CLEAR_FLAG (op, FLAG_READY_SKILL);
280 273
281 /* we need to clear these to -1 and not zero - otherwise, 274 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont 275 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start 276 * send new values to the client, as things like exp start
284 * at zero. 277 * at zero.
285 */ 278 */
286 for (i=0; i < NUM_SKILLS; i++) { 279 for (i = 0; i < NUM_SKILLS; i++)
280 {
287 p->last_skill_exp[i] = -1; 281 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL; 282 p->last_skill_ob[i] = NULL;
289 } 283 }
284
290 for (i=0; i < NROFATTACKS; i++) { 285 for (i = 0; i < NROFATTACKS; i++)
291 p->last_resist[i] = -1; 286 p->last_resist[i] = -1;
292 } 287
293 p->last_stats.exp = -1; 288 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1; 289 p->last_weight = (uint32) - 1;
295 290
296 p->socket.update_look=0; 291 p->ns->update_look = 0;
297 p->socket.look_position=0; 292 p->ns->look_position = 0;
293
298 return p; 294 return p;
299} 295}
300
301 296
302/* This loads the first map an puts the player on it. */ 297/* This loads the first map an puts the player on it. */
298static void
303static void set_first_map(object *op) 299set_first_map (object *op)
304{ 300{
305 strcpy(op->contr->maplevel, first_map_path); 301 strcpy (op->contr->maplevel, first_map_path);
306 op->x = -1; 302 op->x = -1;
307 op->y = -1; 303 op->y = -1;
308 enter_exit(op, NULL); 304 enter_exit (op, 0);
309} 305}
310 306
311/* Tries to add player on the connection passwd in ns. 307/* Tries to add player on the connection passwd in ns.
312 * All we can really get in this is some settings like host and display 308 * All we can really get in this is some settings like host and display
313 * mode. 309 * mode.
314 */ 310 */
315 311
316int add_player(NewSocket *ns) { 312int
317 player *p; 313add_player (client *ns)
314{
315 player *p = new player;
318 316
317 p->ns = ns;
318 ns->pl = p;
319
320 p->next = first_player;
321 first_player = p;
322
319 p=get_player(NULL); 323 p = get_player (p);
320 p->socket = *ns; 324
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
322 if(p->socket.faces_sent == NULL)
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 325 set_first_map (p->ob);
331 326
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob); 328 add_friendly_object (p->ob);
334 send_rules(p->ob); 329 send_rules (p->ob);
335 send_news(p->ob); 330 send_news (p->ob);
336 display_motd(p->ob); 331 display_motd (p->ob);
332
337 get_name(p->ob); 333 get_name (p->ob);
334
338 return 0; 335 return 0;
339} 336}
340 337
341/* 338/*
342 * get_player_archetype() return next player archetype from archetype 339 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 340 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 341 * Note: there MUST be at least one player archetype!
345 */ 342 */
343archetype *
346archetype *get_player_archetype(archetype* at) 344get_player_archetype (archetype *at)
347{ 345{
348 archetype *start = at; 346 archetype *start = at;
347
349 for (;;) { 348 for (;;)
349 {
350 if (at==NULL || at->next==NULL) 350 if (at == NULL || at->next == NULL)
351 at=first_archetype; 351 at = first_archetype;
352 else 352 else
353 at=at->next; 353 at = at->next;
354
354 if(at->clone.type==PLAYER) 355 if (at->clone.type == PLAYER)
355 return at; 356 return at;
357
356 if (at == start) { 358 if (at == start)
359 {
357 LOG (llevError, "No Player archetypes\n"); 360 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 361 exit (-1);
359 } 362 }
360 } 363 }
361} 364}
362 365
363 366object *
364object *get_nearest_player(object *mon) { 367get_nearest_player (object *mon)
368{
365 object *op = NULL; 369 object *op = NULL;
366 player *pl = NULL; 370 player *pl = NULL;
367 objectlink *ol; 371 objectlink *ol;
368 unsigned lastdist; 372 unsigned lastdist;
369 rv_vector rv; 373 rv_vector rv;
370 374
371 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 {
372 /* 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
373 * does periodically happen. Given that, lets deal with it. 378 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 379 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 380 * list is also free, so encapsulate this in a while loop.
376 */ 381 */
377 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 {
378 object *tmp=ol->ob; 384 object *tmp = ol->ob;
379 385
380 /* 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
381 * itself will have been cleared. 387 * itself will have been cleared.
382 */ 388 */
383 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");
384 ol = ol->next; 390 ol = ol->next;
385 remove_friendly_object(tmp); 391 remove_friendly_object (tmp);
392 if (!ol)
386 if (!ol) return op; 393 return op;
387 } 394 }
388 395
389 /* 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
390 * 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
391 * complicated method of state checking would be needed in any case - 398 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would 399 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 400 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 401 * on_same_map check, as can_detect_enemy also does this
395 */ 402 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 403 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 404 continue;
398 405
399 if(lastdist>rv.distance) { 406 if (lastdist > rv.distance)
407 {
400 op=ol->ob; 408 op = ol->ob;
401 lastdist=rv.distance; 409 lastdist = rv.distance;
402 } 410 }
403 } 411 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 412 for (pl = first_player; pl != NULL; pl = pl->next)
413 {
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 414 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
406 416
407 if(lastdist>rv.distance) { 417 if (lastdist > rv.distance)
418 {
408 op=pl->ob; 419 op = pl->ob;
409 lastdist=rv.distance; 420 lastdist = rv.distance;
410 } 421 }
411 } 422 }
412 } 423 }
413#if 0 424#if 0
414 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)");
415#endif 426#endif
416 return op; 427 return op;
417} 428}
418 429
419/* 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
420 * 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
421 * detour a monster will take from the direction path when looking 432 * detour a monster will take from the direction path when looking
458 * monster can in fact move one space in that direction. 469 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 470 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 471 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 472 * is blocking itself.
462 */ 473 */
474int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 475path_to_player (object *mon, object *pl, unsigned mindiff)
476{
464 rv_vector rv; 477 rv_vector rv;
465 sint16 x,y; 478 sint16 x, y;
466 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;
467 mapstruct *m ,*lastmap; 480 maptile *m, *lastmap;
468 481
469 get_rangevector(mon, pl, &rv, 0); 482 get_rangevector (mon, pl, &rv, 0);
470 483
471 if (rv.distance<mindiff) return 0; 484 if (rv.distance < mindiff)
485 return 0;
472 486
473 x=mon->x; 487 x = mon->x;
474 y=mon->y; 488 y = mon->y;
475 m=mon->map; 489 m = mon->map;
476 dir = rv.direction; 490 dir = rv.direction;
477 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 */
478 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);
479 /* 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. */
480 if (diff>max) return 0; 494 if (diff > max)
495 return 0;
481 while (diff >1 && max>0) { 496 while (diff > 1 && max > 0)
497 {
482 lastx = x; 498 lastx = x;
483 lasty = y; 499 lasty = y;
484 lastmap = m; 500 lastmap = m;
485 x = lastx + freearr_x[dir]; 501 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 502 y = lasty + freearr_y[dir];
487 503
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 504 mflags = get_map_flags (m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 505 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 506
491 /* Space is blocked - try changing direction a little */ 507 /* Space is blocked - try changing direction a little */
492 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))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) { 509 && (m == mon->map && blocked_link (mon, m, x, y))))
510 {
494 /* recalculate direction from last good location. Possible 511 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 512 * we were not traversing ideal location before.
496 */ 513 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 514 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 515 if (rv.direction != dir)
516 {
499 /* OK - says direction should be different - lets reset the 517 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 518 * the values so it will try again.
501 */ 519 */
502 x = lastx; 520 x = lastx;
503 y = lasty; 521 y = lasty;
504 m = lastmap; 522 m = lastmap;
505 dir = firstdir = rv.direction; 523 dir = firstdir = rv.direction;
524 }
506 } else { 525 else
526 {
507 /* direct path is blocked - try taking a side step to 527 /* direct path is blocked - try taking a side step to
508 * either the left or right. 528 * either the left or right.
509 * Note increase the values in the loop below to be 529 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 530 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 531 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try 532 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 533 * stepping back and forth
514 */ 534 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 535 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
536 {
537 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 538 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 539 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 540 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 541 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 542 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 543 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 544 * gets blocked, finds that it should move north,
523 * 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
524 * gets back to its original point. lastdir contains 546 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 547 * the last direction the creature has successfully
526 * moved. 548 * moved.
527 */ 549 */
528 550
529 x = lastx + freearr_x[absdir(lastdir+i)]; 551 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 552 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 553 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 554 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 555 if (mflags & P_OUT_OF_MAP)
556 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 557 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 558 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
559 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 560 if (mflags & P_BLOCKSVIEW)
561 continue;
537 562
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 563 if (m == mon->map && blocked_link (mon, m, x, y))
564 break;
539 } 565 }
540 /* go through entire loop without finding a valid 566 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 567 * sidestep to take - thus, no valid path.
542 */ 568 */
543 if (i==(DETOUR_AMOUNT+1)) 569 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 570 return 0;
545 diff--; 571 diff--;
546 lastdir=dir; 572 lastdir = dir;
547 max--; 573 max--;
548 if (!firstdir) firstdir = dir+i; 574 if (!firstdir)
575 firstdir = dir + i;
549 } /* else check alternate directions */ 576 } /* else check alternate directions */
550 } /* if blocked */ 577 } /* if blocked */
551 else { 578 else
579 {
552 /* we moved towards creature, so diff is less */ 580 /* we moved towards creature, so diff is less */
553 diff--; 581 diff--;
554 max--; 582 max--;
555 lastdir=dir; 583 lastdir = dir;
584 if (!firstdir)
556 if (!firstdir) firstdir = dir; 585 firstdir = dir;
586 }
587 if (diff <= 1)
557 } 588 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 589 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 590 * headed toward player for entire distance.
561 */ 591 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 592 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 593 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
564 } 594 }
565 if (diff>max) return 0; 595 if (diff > max)
596 return 0;
566 } 597 }
567 /* 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 */
568 if (!max) return 0; 599 if (!max)
600 return 0;
569 601
570 return firstdir; 602 return firstdir;
571} 603}
572 604
605void
573void give_initial_items(object *pl,treasurelist *items) { 606give_initial_items (object *pl, treasurelist * items)
607{
574 object *op,*next=NULL; 608 object *op, *next = NULL;
575 609
576 if(pl->randomitems!=NULL) 610 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 611 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 612
579 for (op=pl->inv; op; op=next) { 613 for (op = pl->inv; op; op = next)
614 {
580 next = op->below; 615 next = op->below;
581 616
582 /* Forces get applied per default, unless they have the 617 /* Forces get applied per default, unless they have the
583 * 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
584 */ 619 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 620 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 621 SET_FLAG (op, FLAG_APPLIED);
587 622
588 /* we never give weapons/armour if these cannot be used 623 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 624 * by this player due to race restrictions
590 */ 625 */
591 if (pl->type == PLAYER) { 626 if (pl->type == PLAYER)
627 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 628 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 629 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 630 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 631 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 632 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 } 633 {
602 } 634 op->destroy ();
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue; 635 continue;
622 } 636 }
623 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)
624 } 646 {
647 object *tmp;
625 648
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
626 if (op->type == SPELLBOOK && op->inv) { 664 if (op->type == SPELLBOOK && op->inv)
665 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 666 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 667 }
629 668
630 /* Give starting characters identified, uncursed, and undamned 669 /* Give starting characters identified, uncursed, and undamned
631 * 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
632 * merged properly. 671 * merged properly.
633 */ 672 */
634 if (need_identify(op)) { 673 if (need_identify (op))
674 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 675 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 676 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 677 CLEAR_FLAG (op, FLAG_DAMNED);
678 }
679 if (op->type == SPELL)
638 } 680 {
639 if(op->type==SPELL) { 681 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 682 continue;
683 }
684 else if (op->type == SKILL)
643 } 685 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 686 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 687 op->stats.exp = 0;
647 op->level = 1; 688 op->level = 1;
648 } 689 }
649 /* lock all 'normal items by default */ 690 /* lock all 'normal items by default */
691 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 692 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 693 } /* for loop of objects in player inv */
652 694
653 /* Need to set up the skill pointers */ 695 /* Need to set up the skill pointers */
654 link_player_skills(pl); 696 link_player_skills (pl);
655} 697}
656 698
699void
657void get_name(object *op) { 700get_name (object *op)
701{
658 op->contr->write_buf[0]='\0'; 702 op->contr->write_buf[0] = '\0';
659 op->contr->state=ST_GET_NAME; 703 op->contr->ns->state = ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:"); 704 send_query (op->contr->ns, 0, "What is your name?\n:");
661} 705}
662 706
707void
663void get_password(object *op) { 708get_password (object *op)
709{
664 op->contr->write_buf[0]='\0'; 710 op->contr->write_buf[0] = '\0';
665 op->contr->state=ST_GET_PASSWORD; 711 op->contr->ns->state = ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:"); 712 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is your password?\n:");
667} 713}
668 714
715void
669void play_again(object *op) 716play_again (object *op)
670{ 717{
671 op->contr->state=ST_PLAY_AGAIN; 718 op->contr->ns->state = ST_PLAY_AGAIN;
672 op->chosen_skill = NULL; 719 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); 720 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th 721 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll 722 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick 723 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without 724 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense 725 * removing the player - it probably makes more sense
679 * 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
680 * cases. 727 * cases.
681 */ 728 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED)) 729 if (!QUERY_FLAG (op, FLAG_REMOVED))
683 remove_ob(op); 730 op->remove ();
731
684 /* 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,
685 * 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
686 * the map is null or not swapped out. 734 * the map is null or not swapped out.
687 */ 735 */
688 op->map = NULL; 736 op->map = NULL;
689} 737}
690 738
691 739int
692int receive_play_again(object *op, char key) 740receive_play_again (object *op, char key)
693{ 741{
694 if(key=='q'||key=='Q') { 742 if (key == 'q' || key == 'Q')
743 {
695 remove_friendly_object(op); 744 remove_friendly_object (op);
696 leave(op->contr,0); /* ericserver will draw the message */ 745 leave (op->contr, 0); /* ericserver will draw the message */
697 return 2; 746 return 2;
698 } 747 }
699 else if(key=='a'||key=='A') { 748 else if (key == 'a' || key == 'A')
749 {
700 player *pl = op->contr; 750 player *pl = op->contr;
701 const char *name = op->name; 751 shstr name = op->name;
702 752
703 add_refcount(name); 753 op->contr = 0;
704 remove_friendly_object(op); 754 op->type = 0;
705 free_object(op); 755 op->destroy (1);
706 pl = get_player(pl); 756 pl = get_player (pl);
707 op = pl->ob; 757 op = pl->ob;
708 add_friendly_object(op); 758 add_friendly_object (op);
709 op->contr->password[0]='~'; 759 op->contr->password[0] = '~';
710 FREE_AND_CLEAR_STR(op->name); 760 op->name = op->name_pl = 0;
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */ 761 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n"); 762 new_draw_info (NDI_UNIQUE, 0, op, "\n");
715 get_name(op); 763 get_name (op);
716 op->name = name; /* Alrady added a refcount above */ 764 op->name = op->name_pl = name;
717 op->name_pl = add_string(name);
718 set_first_map(op); 765 set_first_map (op);
719 } else { 766 }
767 else
720 /* user pressed something else so just ask again... */ 768 /* user pressed something else so just ask again... */
721 play_again(op); 769 play_again (op);
722 } 770
723 return 0; 771 return 0;
724} 772}
725 773
774void
726void confirm_password(object *op) { 775confirm_password (object *op)
776{
727 777
728 op->contr->write_buf[0]='\0'; 778 op->contr->write_buf[0] = '\0';
729 op->contr->state=ST_CONFIRM_PASSWORD; 779 op->contr->ns->state = ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 780 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731} 781}
732 782
783void
733void get_party_password(object *op, partylist *party) { 784get_party_password (object *op, partylist *party)
785{
734 if (party == NULL) { 786 if (party == NULL)
787 {
735 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);
736 return; 789 return;
737 } 790 }
738 op->contr->write_buf[0]='\0'; 791 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 792 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 793 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 794 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 795}
743 796
744 797
745/* 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
746int roll_stat(void) { 800roll_stat (void)
801{
747 int a[4],i,j,k; 802 int a[4], i, j, k;
748 803
749 for(i=0;i<4;i++) 804 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 805 a[i] = (int) RANDOM () % 6 + 1;
751 806
752 for(i=0,j=0,k=7;i<4;i++) 807 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 808 if (a[i] < k)
754 k=a[i],j=i; 809 k = a[i], j = i;
755 810
756 for(i=0,k=0;i<4;i++) { 811 for (i = 0, k = 0; i < 4; i++)
812 {
757 if(i!=j) 813 if (i != j)
758 k+=a[i]; 814 k += a[i];
759 } 815 }
760 return k; 816 return k;
761} 817}
762 818
819void
763void roll_stats(object *op) { 820roll_stats (object *op)
821{
764 int sum=0; 822 int sum = 0;
765 int i = 0, j = 0; 823 int i = 0, j = 0;
766 int statsort[7]; 824 int statsort[7];
767 825
826 do
768 do { 827 {
769 op->stats.Str=roll_stat(); 828 op->stats.Str = roll_stat ();
770 op->stats.Dex=roll_stat(); 829 op->stats.Dex = roll_stat ();
771 op->stats.Int=roll_stat(); 830 op->stats.Int = roll_stat ();
772 op->stats.Con=roll_stat(); 831 op->stats.Con = roll_stat ();
773 op->stats.Wis=roll_stat(); 832 op->stats.Wis = roll_stat ();
774 op->stats.Pow=roll_stat(); 833 op->stats.Pow = roll_stat ();
775 op->stats.Cha=roll_stat(); 834 op->stats.Cha = roll_stat ();
776 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;
777 op->stats.Con+op->stats.Wis+op->stats.Pow+ 836 }
778 op->stats.Cha;
779 } while(sum<82||sum>116); 837 while (sum < 82 || sum > 116);
780 838
781 /* Sort the stats so that rerolling is easier... */ 839 /* Sort the stats so that rerolling is easier... */
782 statsort[0] = op->stats.Str; 840 statsort[0] = op->stats.Str;
783 statsort[1] = op->stats.Dex; 841 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int; 842 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con; 843 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis; 844 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow; 845 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha; 846 statsort[6] = op->stats.Cha;
789 847
790 /* a quick and dirty bubblesort? */ 848 /* a quick and dirty bubblesort? */
849 do
791 do { 850 {
792 if (statsort[i] < statsort[i + 1]) { 851 if (statsort[i] < statsort[i + 1])
852 {
793 j = statsort[i]; 853 j = statsort[i];
794 statsort[i] = statsort[i + 1]; 854 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j; 855 statsort[i + 1] = j;
796 i = 0; 856 i = 0;
857 }
797 } else { 858 else
859 {
798 i++; 860 i++;
799 } 861 }
862 }
800 } while (i < 6); 863 while (i < 6);
801 864
802 op->stats.Str = statsort[0]; 865 op->stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 866 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 867 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 868 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 869 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 870 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 871 op->stats.Cha = statsort[6];
809 872
810 873
811 op->contr->orig_stats.Str=op->stats.Str; 874 op->contr->orig_stats.Str = op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex; 875 op->contr->orig_stats.Dex = op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int; 876 op->contr->orig_stats.Int = op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con; 877 op->contr->orig_stats.Con = op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis; 878 op->contr->orig_stats.Wis = op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow; 879 op->contr->orig_stats.Pow = op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha; 880 op->contr->orig_stats.Cha = op->stats.Cha;
818 881
819 op->level=1; 882 op->level = 1;
820 op->stats.exp=0; 883 op->stats.exp = 0;
821 op->stats.ac=0; 884 op->stats.ac = 0;
822 885
823 op->contr->levhp[1] = 9; 886 op->contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 887 op->contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 888 op->contr->levgrace[1] = 3;
826 889
827 fix_player(op); 890 fix_player (op);
828 op->stats.hp = op->stats.maxhp; 891 op->stats.hp = op->stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 892 op->stats.sp = op->stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 893 op->stats.grace = op->stats.maxgrace;
831 op->contr->orig_stats=op->stats; 894 op->contr->orig_stats = op->stats;
832} 895}
833 896
897void
834void Roll_Again(object *op) 898Roll_Again (object *op)
835{ 899{
836 esrv_new_player(op->contr, 0); 900 esrv_new_player (op->contr, 0);
901 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
837 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 902 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838} 903}
839 904
905void
840void Swap_Stat(object *op,int Swap_Second) 906Swap_Stat (object *op, int Swap_Second)
841{ 907{
842 signed char tmp; 908 signed char tmp;
843 char buf[MAX_BUF]; 909 char buf[MAX_BUF];
844 910
845 if ( op->contr->Swap_First == -1 ) { 911 if (op->contr->Swap_First == -1)
912 {
846 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?!?!!!");
847 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,");
848 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");
849 return; 916 return;
850 } 917 }
851 918
852 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);
853 920
854 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));
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856 922
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 923 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
858 924
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 925 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 926 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 927 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex; 928 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con; 929 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int; 930 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis; 931 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow; 932 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha; 933 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0; 934 op->stats.ac = 0;
869 935
870 op->level=1; 936 op->level = 1;
871 op->stats.exp=0; 937 op->stats.exp = 0;
872 op->stats.ac=0; 938 op->stats.ac = 0;
873 939
874 op->contr->levhp[1] = 9; 940 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6; 941 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3; 942 op->contr->levgrace[1] = 3;
877 943
878 fix_player(op); 944 fix_player (op);
879 op->stats.hp = op->stats.maxhp; 945 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp; 946 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace; 947 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats; 948 op->contr->orig_stats = op->stats;
883 op->contr->Swap_First=-1; 949 op->contr->Swap_First = -1;
884} 950}
885 951
886 952
887/* This code has been greatly reduced, because with set_attr_value 953/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric 954 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered 955 * ids. stat_trans is a table that translate the number entered
890 * 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
891 * 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
892 * the number's access that stat. The table does that translation. 958 * the number's access that stat. The table does that translation.
893 */ 959 */
960int
894int key_roll_stat(object *op, char key) 961key_roll_stat (object *op, char key)
895{ 962{
896 int keynum = key -'0'; 963 int keynum = key - '0';
897 char buf[MAX_BUF]; 964 char buf[MAX_BUF];
898 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 };
899 966
900 if (keynum>0 && keynum<=7) { 967 if (keynum > 0 && keynum <= 7)
968 {
901 if (op->contr->Swap_First==-1) { 969 if (op->contr->Swap_First == -1)
970 {
902 op->contr->Swap_First=stat_trans[keynum]; 971 op->contr->Swap_First = stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 972 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 973 new_draw_info (NDI_UNIQUE, 0, op, buf);
905 } 974 }
906 else 975 else
907 Swap_Stat(op,stat_trans[keynum]); 976 Swap_Stat (op, stat_trans[keynum]);
908 977
978 send_query (op->contr->ns, 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->ns, CS_QUERY_SINGLECHAR,
1003 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1004 op->contr->ns->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);
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1012 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
910 return 1; 1013 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920 1014
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y': 1015 case 'q':
937 case 'Y': 1016 case 'Q':
938 roll_stats(op); 1017 play_again (op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1; 1018 return 1;
941 1019
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default: 1020 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1021 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
949 return 0; 1022 return 0;
950 } 1023 }
951 return 0; 1024 return 0;
952} 1025}
953 1026
954/* This function takes the key that is passed, and does the 1027/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 1028 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 1029 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 1030 * separate race and class; this actually changes the RACE,
958 * not the class. 1031 * not the class.
959 */ 1032 */
960 1033
1034int
961int key_change_class(object *op, char key) 1035key_change_class (object *op, char key)
962{ 1036{
963 int tmp_loop; 1037 int tmp_loop;
964 1038
965 if(key=='q'||key=='Q') { 1039 if (key == 'q' || key == 'Q')
1040 {
966 remove_ob(op); 1041 op->remove ();
967 play_again(op); 1042 play_again (op);
968 return 0; 1043 return 0;
969 } 1044 }
970 if(key=='d'||key=='D') { 1045 if (key == 'd' || key == 'D')
1046 {
971 char buf[MAX_BUF]; 1047 char buf[MAX_BUF];
972 1048
973 /* this must before then initial items are given */ 1049 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 1050 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 1051
1052 treasurelist *tl = find_treasurelist ("starting_wealth");
1053 if (tl)
1054 create_treasure (tl, op, 0, 0, 0);
1055
977 INVOKE_PLAYER (BIRTH, op->contr); 1056 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 1057 INVOKE_PLAYER (LOGIN, op->contr);
979 1058
980 op->contr->state=ST_PLAYING; 1059 op->contr->ns->state = ST_PLAYING;
981 1060
982 if (op->msg) { 1061 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 1062 op->msg = NULL;
985 }
986 1063
987 /* 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
988 * to save here. 1065 * to save here.
989 */ 1066 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1067 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 1068 make_path_to_file (buf);
992 1069
993#ifdef AUTOSAVE 1070#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 1071 op->contr->last_save_tick = pticks;
995#endif 1072#endif
996 start_info(op); 1073 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 1074 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 1075 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 1076 link_player_skills (op);
1000 esrv_send_inventory(op, op); 1077 esrv_send_inventory (op, op);
1001 fix_player(op); 1078 fix_player (op);
1002 1079
1003 /* This moves the player to a different start map, if there 1080 /* This moves the player to a different start map, if there
1004 * is one for this race 1081 * is one for this race
1005 */ 1082 */
1006 if(*first_map_ext_path) { 1083 if (*first_map_ext_path)
1084 {
1007 object *tmp; 1085 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 1086 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 1087
1011 first_map_ext_path, op->arch->name); 1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 1089 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 1090 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 1091 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 1092 EXIT_Y (tmp) = op->y;
1016 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;
1017 * if the map isn't there, then stay on the 1094 * if the map isn't there, then stay on the
1018 * default initial map */ 1095 * default initial map */
1019 free_object(tmp); 1096 tmp->destroy ();
1097 }
1020 } else { 1098 else
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 1099 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 1100
1023 return 0; 1101 return 0;
1024 } 1102 }
1025 1103
1026 /* Following actually changes the race - this is the default command 1104 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 1105 * if we don't match with one of the options above.
1028 */ 1106 */
1029 1107
1030 tmp_loop = 0; 1108 tmp_loop = 0;
1031 while(!tmp_loop) { 1109 while (!tmp_loop)
1032 const char *name = add_string (op->name); 1110 {
1111 shstr name = op->name;
1033 int x = op->x, y = op->y; 1112 int x = op->x, y = op->y;
1113
1034 remove_statbonus(op); 1114 remove_statbonus (op);
1035 remove_ob (op); 1115 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 1116 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 1117 op->arch->clone.copy_to (op);
1038 op->instantiate (); 1118 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 1119 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 1120 op->name = op->name_pl = name;
1041 op->name = name;
1042 free_string(op->name_pl);
1043 op->name_pl = add_string(name);
1044 op->x = x; 1121 op->x = x;
1045 op->y = y; 1122 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 1123 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 1124 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1125 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 1126 add_statbonus (op);
1051 tmp_loop=allowed_class(op); 1127 tmp_loop = allowed_class (op);
1052 } 1128 }
1129
1053 update_object(op,UP_OBJ_FACE); 1130 update_object (op, UP_OBJ_FACE);
1054 esrv_update_item(UPD_FACE,op,op); 1131 esrv_update_item (UPD_FACE, op, op);
1055 fix_player(op); 1132 fix_player (op);
1056 op->stats.hp=op->stats.maxhp; 1133 op->stats.hp = op->stats.maxhp;
1057 op->stats.sp=op->stats.maxsp; 1134 op->stats.sp = op->stats.maxsp;
1058 op->stats.grace=0; 1135 op->stats.grace = 0;
1136
1059 if (op->msg) 1137 if (op->msg)
1060 new_draw_info(NDI_BLUE, 0, op, op->msg); 1138 new_draw_info (NDI_BLUE, 0, op, op->msg);
1139
1061 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->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1062 return 0; 1141 return 0;
1063} 1142}
1064 1143
1144int
1065int key_confirm_quit(object *op, char key) 1145key_confirm_quit (object *op, char key)
1066{ 1146{
1067 char buf[MAX_BUF]; 1147 char buf[MAX_BUF];
1068 1148
1069 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1149 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1150 {
1070 op->contr->state=ST_PLAYING; 1151 op->contr->ns->state = ST_PLAYING;
1071 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1072 return 1; 1153 return 1;
1073 } 1154 }
1074 1155
1075 INVOKE_PLAYER (LOGOUT, op->contr); 1156 INVOKE_PLAYER (LOGOUT, op->contr);
1076 INVOKE_PLAYER (QUIT , op->contr); 1157 INVOKE_PLAYER (QUIT, op->contr);
1077 1158
1078 terminate_all_pets(op); 1159 terminate_all_pets (op);
1079 leave_map(op); 1160 leave_map (op);
1080 op->direction=0; 1161 op->direction = 0;
1081 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);
1082 "%s quits the game.",op->name);
1083 1163
1084 strcpy(op->contr->killer,"quit"); 1164 strcpy (op->contr->killer, "quit");
1085 check_score(op); 1165 check_score (op);
1086 op->contr->party=NULL; 1166 op->contr->party = NULL;
1087 if (settings.set_title == TRUE) 1167 if (settings.set_title == TRUE)
1088 op->contr->own_title[0]='\0'; 1168 op->contr->own_title[0] = '\0';
1089 1169
1090 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1170 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1171 {
1091 mapstruct *mp, *next; 1172 maptile *mp, *next;
1092 1173
1093 /* 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
1094 * 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,
1095 * 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
1096 */ 1177 */
1097 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1178 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1098 for (mp=first_map; mp!=NULL; mp=next) { 1179 for (mp = first_map; mp != NULL; mp = next)
1180 {
1099 next = mp->next; 1181 next = mp->next;
1100 if (!strncmp(mp->path, buf, strlen(buf))) 1182 if (!strncmp (mp->path, buf, strlen (buf)))
1101 delete_map(mp); 1183 delete_map (mp);
1102 }
1103 1184 }
1185
1104 delete_character(op->name, 1); 1186 delete_character (op->name, 1);
1105 } 1187 }
1188
1106 play_again(op); 1189 play_again (op);
1107 return 1; 1190 return 1;
1108} 1191}
1109 1192
1193void
1110void flee_player(object *op) { 1194flee_player (object *op)
1195{
1111 int dir,diff; 1196 int dir, diff;
1112 rv_vector rv; 1197 rv_vector rv;
1113 1198
1114 if(op->stats.hp < 0) { 1199 if (op->stats.hp < 0)
1200 {
1115 LOG(llevDebug, "Fleeing player is dead.\n"); 1201 LOG (llevDebug, "Fleeing player is dead.\n");
1116 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)))
1117 return; 1239 return;
1118 } 1240 }
1119 1241
1120 if(op->enemy==NULL) {
1121 LOG(llevDebug,"Fleeing player had no enemy.\n");
1122 CLEAR_FLAG(op, FLAG_SCARED);
1123 return;
1124 }
1125
1126 /* Seen some crashes here. Since we don't store an
1127 * op->enemy_count, it is possible that something destroys the
1128 * actual enemy, and the object is recycled.
1129 */
1130 if (op->enemy->map == NULL) {
1131 CLEAR_FLAG(op, FLAG_SCARED);
1132 op->enemy=NULL;
1133 return;
1134 }
1135
1136 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1137 op->enemy=NULL;
1138 CLEAR_FLAG(op, FLAG_SCARED);
1139 return;
1140 }
1141 get_rangevector(op, op->enemy, &rv, 0);
1142
1143 dir=absdir(4+rv.direction);
1144 for(diff=0;diff<3;diff++) {
1145 int m=1-(RANDOM()&2);
1146 if(move_ob(op,absdir(dir+diff*m),op)||
1147 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1148 return;
1149 }
1150 }
1151 /* Cornered, get rid of scared */ 1242 /* Cornered, get rid of scared */
1152 CLEAR_FLAG(op, FLAG_SCARED); 1243 CLEAR_FLAG (op, FLAG_SCARED);
1153 op->enemy=NULL; 1244 op->enemy = NULL;
1154} 1245}
1155 1246
1156 1247
1157/* 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.
1158 * 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
1159 * stop. 1250 * stop.
1160 */ 1251 */
1252int
1161int check_pick(object *op) { 1253check_pick (object *op)
1254{
1162 object *tmp, *next; 1255 object *tmp, *next;
1163 tag_t next_tag=0, op_tag;
1164 int stop = 0; 1256 int stop = 0;
1165 int j, k, wvratio; 1257 int j, k, wvratio;
1166 char putstring[128], tmpstr[16]; 1258 char putstring[128], tmpstr[16];
1167 1259
1168
1169 /* if you're flying, you cna't pick up anything */ 1260 /* if you're flying, you cna't pick up anything */
1170 if (op->move_type & MOVE_FLYING) 1261 if (op->move_type & MOVE_FLYING)
1171 return 1; 1262 return 1;
1172 1263
1173 op_tag = op->count;
1174
1175 next = op->below; 1264 next = op->below;
1176 if (next)
1177 next_tag = next->count;
1178 1265
1179 /* 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
1180 * destroyed */ 1267 * destroyed */
1181 while (next && ! was_destroyed (next, next_tag)) 1268 while (next && !next->destroyed ())
1182 { 1269 {
1183 tmp = next; 1270 tmp = next;
1184 next = tmp->below; 1271 next = tmp->below;
1185 if (next)
1186 next_tag = next->count;
1187 1272
1188 if (was_destroyed (op, op_tag)) 1273 if (op->destroyed ())
1189 return 0; 1274 return 0;
1190 1275
1191 if ( ! can_pick (op, tmp)) 1276 if (!can_pick (op, tmp))
1192 continue; 1277 continue;
1193 1278
1194 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1279 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1195 { 1280 {
1196 if (item_matched_string (op, tmp, op->contr->search_str)) 1281 if (item_matched_string (op, tmp, op->contr->search_str))
1197 pick_up (op, tmp); 1282 pick_up (op, tmp);
1198 continue; 1283 continue;
1199 } 1284 }
1200 1285
1201 /* high not bit set? We're using the old autopickup model */ 1286 /* high not bit set? We're using the old autopickup model */
1202 if(!(op->contr->mode & PU_NEWMODE)) { 1287 if (!(op->contr->mode & PU_NEWMODE))
1288 {
1203 switch (op->contr->mode) { 1289 switch (op->contr->mode)
1290 {
1291 case 0:
1204 case 0: return 1; /* don't pick up */ 1292 return 1; /* don't pick up */
1293 case 1:
1205 case 1: pick_up (op, tmp); 1294 pick_up (op, tmp);
1206 return 1; 1295 return 1;
1296 case 2:
1207 case 2: pick_up (op, tmp); 1297 pick_up (op, tmp);
1208 return 0; 1298 return 0;
1299 case 3:
1209 case 3: return 0; /* stop before pickup */ 1300 return 0; /* stop before pickup */
1301 case 4:
1210 case 4: pick_up (op, tmp); 1302 pick_up (op, tmp);
1211 break; 1303 break;
1304 case 5:
1212 case 5: pick_up (op, tmp); 1305 pick_up (op, tmp);
1213 stop = 1; 1306 stop = 1;
1214 break; 1307 break;
1215 case 6: 1308 case 6:
1216 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1309 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1217 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1218 pick_up(op, tmp); 1310 pick_up (op, tmp);
1219 break; 1311 break;
1220 1312
1221 case 7: 1313 case 7:
1222 if (tmp->type == MONEY || tmp->type == GEM) 1314 if (tmp->type == MONEY || tmp->type == GEM)
1223 pick_up(op, tmp); 1315 pick_up (op, tmp);
1224 break; 1316 break;
1225 1317
1226 default: 1318 default:
1227 /* use value density */ 1319 /* use value density */
1228 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1320 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1229 && (query_cost (tmp, op, F_TRUE) * 100 1321 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1230 / (tmp->weight * MAX (tmp->nrof, 1)))
1231 >= op->contr->mode)
1232 pick_up(op,tmp); 1322 pick_up (op, tmp);
1233 } 1323 }
1234 } 1324 }
1235 else { /* old model */ 1325 else
1326 { /* old model */
1236 /* NEW pickup handling */ 1327 /* NEW pickup handling */
1237 if(op->contr->mode & PU_DEBUG) 1328 if (op->contr->mode & PU_DEBUG)
1238 {
1239 /* some debugging code to figure out item information */
1240 if(tmp->name!=NULL)
1241 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1242 tmp->name, tmp->type,
1243 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1244 else
1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1246 tmp->arch->name, tmp->type,
1247 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1248 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1249
1250 sprintf(putstring,"...flags: ");
1251 for(k=0;k<4;k++)
1252 {
1253 for(j=0;j<32;j++)
1254 {
1255 if((tmp->flags[k]>>j)&0x01)
1256 { 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 {
1257 sprintf(tmpstr,"%d ",k*32+j); 1346 sprintf (tmpstr, "%d ", k * 32 + j);
1258 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
1259 } 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 }
1260 } 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 }
1261 } 1582 }
1262 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1263 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);
1264#if 0 1604#if 0
1265 /* print the flags too */ 1605 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1266 for(k=0;k<4;k++) 1606 if (tmp->name != NULL)
1267 { 1607 {
1268 fprintf(stderr,"%d [%d] ", k, k*32+31); 1608 fprintf (stderr, "%s", tmp->name);
1269 for(j=0;j<32;j++) 1609 }
1270 { 1610 else
1271 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1611 fprintf (stderr, "%s", tmp->arch->name);
1272 if(!((j+1)%4))fprintf(stderr," "); 1612 fprintf (stderr, ",%d] = ", tmp->type);
1273 } 1613 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1274 fprintf(stderr," [%d]\n", k*32);
1275 }
1276#endif 1614#endif
1277 } 1615 continue;
1278 /* philosophy: 1616 }
1279 * It's easy to grab an item type from a pile, as long as it's
1280 * generic. This takes no game-time. For more detailed pickups
1281 * and selections, select-items shoul dbe used. This is a
1282 * grab-as-you-run type mode that's really useful for arrows for
1283 * example.
1284 * The drawback: right now it has no frontend, so you need to
1285 * stick the bits you want into a calculator in hex mode and then
1286 * convert to decimal and then 'pickup <#>
1287 */
1288
1289 /* the first two modes are exclusive: if NOTHING we return, if
1290 * STOP then we stop. All the rest are applied sequentially,
1291 * meaning if any test passes, the item gets picked up. */
1292
1293 /* if mode is set to pick nothing up, return */
1294
1295 if(op->contr->mode & PU_NOTHING) return 1;
1296
1297 /* if mode is set to stop when encountering objects, return */
1298 /* take STOP before INHIBIT since it doesn't actually pick
1299 * anything up */
1300
1301 if(op->contr->mode & PU_STOP) return 0;
1302
1303 /* useful for going into stores and not losing your settings... */
1304 /* and for battles wher you don't want to get loaded down while
1305 * fighting */
1306 if(op->contr->mode & PU_INHIBIT) return 1;
1307
1308 /* prevent us from turning into auto-thieves :) */
1309 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1310
1311 /* ignore known cursed objects */
1312 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1313
1314 /* all food and drink if desired */
1315 /* question: don't pick up known-poisonous stuff? */
1316 if(op->contr->mode & PU_FOOD)
1317 if (tmp->type == FOOD)
1318 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1319 if(op->contr->mode & PU_DRINK)
1320 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1322
1323 if(op->contr->mode & PU_POTION)
1324 if (tmp->type == POTION)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1326
1327 /* spellbooks, skillscrolls and normal books/scrolls */
1328 if(op->contr->mode & PU_SPELLBOOK)
1329 if (tmp->type == SPELLBOOK)
1330 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1331 if(op->contr->mode & PU_SKILLSCROLL)
1332 if (tmp->type == SKILLSCROLL)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1334 if(op->contr->mode & PU_READABLES)
1335 if (tmp->type == BOOK || tmp->type == SCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1337
1338 /* wands/staves/rods/horns */
1339 if (op->contr->mode & PU_MAGIC_DEVICE)
1340 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1341 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1342
1343 /* pick up all magical items */
1344 if(op->contr->mode & PU_MAGICAL)
1345 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1346 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1347
1348 if(op->contr->mode & PU_VALUABLES)
1349 {
1350 if (tmp->type == MONEY || tmp->type == GEM)
1351 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1352 }
1353
1354 /* rings & amulets - talismans seems to be typed AMULET */
1355 if(op->contr->mode & PU_JEWELS)
1356 if (tmp->type == RING || tmp->type == AMULET)
1357 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1358
1359 /* bows and arrows. Bows are good for selling! */
1360 if(op->contr->mode & PU_BOW)
1361 if (tmp->type == BOW)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1363 if(op->contr->mode & PU_ARROW)
1364 if (tmp->type == ARROW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1366
1367 /* all kinds of armor etc. */
1368 if(op->contr->mode & PU_ARMOUR)
1369 if (tmp->type == ARMOUR)
1370 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1371 if(op->contr->mode & PU_HELMET)
1372 if (tmp->type == HELMET)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1374 if(op->contr->mode & PU_SHIELD)
1375 if (tmp->type == SHIELD)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1377 if(op->contr->mode & PU_BOOTS)
1378 if (tmp->type == BOOTS)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1380 if(op->contr->mode & PU_GLOVES)
1381 if (tmp->type == GLOVES)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1383 if(op->contr->mode & PU_CLOAK)
1384 if (tmp->type == CLOAK)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1386
1387 /* hoping to catch throwing daggers here */
1388 if(op->contr->mode & PU_MISSILEWEAPON)
1389 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1390 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1391
1392 /* careful: chairs and tables are weapons! */
1393 if(op->contr->mode & PU_ALLWEAPON)
1394 {
1395 if(tmp->type == WEAPON && tmp->name!=NULL)
1396 {
1397 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1398 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1399 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1400 }
1401 if(tmp->type == WEAPON && tmp->name==NULL)
1402 {
1403 if(strstr(tmp->arch->name,"table")==NULL &&
1404 strstr(tmp->arch->name,"chair")==NULL)
1405 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1406 }
1407 }
1408
1409 /* misc stuff that's useful */
1410 if(op->contr->mode & PU_KEY)
1411 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1412 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1413
1414 /* any of the last 4 bits set means we use the ratio for value
1415 * pickups */
1416 if(op->contr->mode & PU_RATIO)
1417 {
1418 /* use value density to decide what else to grab */
1419 /* >=7 was >= op->contr->mode */
1420 /* >=7 is the old standard setting. Now we take the last 4 bits
1421 * and multiply them by 5, giving 0..15*5== 5..75 */
1422 wvratio=(op->contr->mode & PU_RATIO) * 5;
1423 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1424 {
1425 pick_up(op, tmp);
1426#if 0
1427 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1428 if(tmp->name!=NULL) {
1429 fprintf(stderr,"%s", tmp->name);
1430 } 1617 }
1431 else fprintf(stderr,"%s",tmp->arch->name); 1618 } /* the new pickup model */
1432 fprintf(stderr,",%d] = ", tmp->type);
1433 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1434#endif
1435 continue;
1436 }
1437 } 1619 }
1438 } /* the new pickup model */ 1620
1439 }
1440 return ! stop; 1621 return !stop;
1441} 1622}
1442 1623
1443/* 1624/*
1444 * Find an arrow in the inventory and after that 1625 * Find an arrow in the inventory and after that
1445 * in the right type container (quiver). Pointer to the 1626 * in the right type container (quiver). Pointer to the
1446 * found object is returned. 1627 * found object is returned.
1447 */ 1628 */
1629object *
1448object *find_arrow(object *op, const char *type) 1630find_arrow (object *op, const char *type)
1449{ 1631{
1450 object *tmp = NULL; 1632 object *tmp = NULL;
1451 1633
1452 for(op=op->inv; op; op=op->below) 1634 for (op = op->inv; op; op = op->below)
1453 if(!tmp && op->type==CONTAINER && op->race==type && 1635 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1454 QUERY_FLAG(op,FLAG_APPLIED))
1455 tmp = find_arrow (op, type); 1636 tmp = find_arrow (op, type);
1456 else if (op->type==ARROW && op->race==type) 1637 else if (op->type == ARROW && op->race == type)
1457 return op; 1638 return op;
1458 return tmp; 1639 return tmp;
1459} 1640}
1460 1641
1461/* 1642/*
1462 * 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
1463 * 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
1464 * 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
1465 * 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.
1466 */ 1647 */
1467 1648
1649object *
1468object *find_better_arrow(object *op, object *target, const char *type, int *better) 1650find_better_arrow (object *op, object *target, const char *type, int *better)
1469{ 1651{
1470 object *tmp = NULL, *arrow, *ntmp; 1652 object *tmp = NULL, *arrow, *ntmp;
1471 int attacknum, attacktype, betterby=0, i; 1653 int attacknum, attacktype, betterby = 0, i;
1472 1654
1473 if (!type) 1655 if (!type)
1474 return NULL; 1656 return NULL;
1475 1657
1476 for (arrow=op->inv; arrow; arrow=arrow->below) { 1658 for (arrow = op->inv; arrow; arrow = arrow->below)
1477 if (arrow->type==CONTAINER && arrow->race==type && 1659 {
1478 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1660 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1661 {
1479 i = 0; 1662 i = 0;
1480 ntmp = find_better_arrow(arrow, target, type, &i); 1663 ntmp = find_better_arrow (arrow, target, type, &i);
1481 if (i > betterby) { 1664 if (i > betterby)
1665 {
1482 tmp = ntmp; 1666 tmp = ntmp;
1483 betterby = i; 1667 betterby = i;
1484 } 1668 }
1669 }
1485 } else if (arrow->type==ARROW && arrow->race==type) { 1670 else if (arrow->type == ARROW && arrow->race == type)
1671 {
1486 /* allways prefer assasination/slaying */ 1672 /* allways prefer assasination/slaying */
1487 if (target->race != NULL && arrow->slaying != NULL && 1673 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1488 strstr(arrow->slaying, target->race)) { 1674 {
1489 if (arrow->attacktype & AT_DEATH) { 1675 if (arrow->attacktype & AT_DEATH)
1676 {
1490 *better = 100; 1677 *better = 100;
1491 return arrow; 1678 return arrow;
1492 } else {
1493 tmp = arrow;
1494 betterby = (arrow->magic + arrow->stats.dam) * 2;
1495 } 1679 }
1496 } else { 1680 else
1497 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1498 attacktype = 1<<attacknum;
1499 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1500 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1501 tmp = arrow;
1502 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1503 }
1504 } 1681 {
1505 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1506 tmp = arrow; 1682 tmp = arrow;
1507 betterby = 2 + arrow->magic + arrow->stats.dam; 1683 betterby = (arrow->magic + arrow->stats.dam) * 2;
1508 }
1509 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1510 tmp = arrow;
1511 betterby = 1 + arrow->magic + arrow->stats.dam;
1512 } 1684 }
1513 } 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 }
1514 } 1708 }
1709 }
1515 } 1710 }
1516 if (tmp == NULL && arrow == NULL) 1711 if (tmp == NULL && arrow == NULL)
1517 return find_arrow(op, type); 1712 return find_arrow (op, type);
1518 1713
1519 *better = betterby; 1714 *better = betterby;
1520 return tmp; 1715 return tmp;
1521} 1716}
1522 1717
1523/* 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
1524 * find_better_arrow to find a decent arrow to use. 1719 * find_better_arrow to find a decent arrow to use.
1525 * op = the shooter 1720 * op = the shooter
1526 * type = bow->race 1721 * type = bow->race
1527 * dir = fire direction 1722 * dir = fire direction
1528 */ 1723 */
1529 1724
1725object *
1530object *pick_arrow_target(object *op, const char *type, int dir) 1726pick_arrow_target (object *op, const char *type, int dir)
1531{ 1727{
1532 object *tmp = NULL; 1728 object *tmp = NULL;
1533 mapstruct *m; 1729 maptile *m;
1534 int i, mflags, found, number; 1730 int i, mflags, found, number;
1535 sint16 x, y; 1731 sint16 x, y;
1536 1732
1537 if (op->map == NULL) 1733 if (op->map == NULL)
1538 return find_arrow(op, type); 1734 return find_arrow (op, type);
1539 1735
1540 /* do a dex check */ 1736 /* do a dex check */
1541 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1737 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1542 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)))
1543 return find_arrow(op, type); 1739 return find_arrow (op, type);
1544 1740
1545 m = op->map; 1741 m = op->map;
1546 x = op->x; 1742 x = op->x;
1547 y = op->y; 1743 y = op->y;
1548 1744
1549 /* find the first target */ 1745 /* find the first target */
1550 for (i=0, found=0; i<20; i++) { 1746 for (i = 0, found = 0; i < 20; i++)
1747 {
1551 x += freearr_x[dir]; 1748 x += freearr_x[dir];
1552 y += freearr_y[dir]; 1749 y += freearr_y[dir];
1553 mflags = get_map_flags(m, &m, x, y, &x, &y); 1750 mflags = get_map_flags (m, &m, x, y, &x, &y);
1554 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1751 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1752 {
1555 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)
1556 break; 1773 break;
1557 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1558 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1559 * perhaps a bad assumption.
1560 */
1561 tmp = NULL;
1562 break;
1563 } 1774 }
1564 if (mflags & P_IS_ALIVE) {
1565 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1566 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1567 found++;
1568 break;
1569 }
1570 if (found)
1571 break;
1572 }
1573 } 1775 }
1574 if (tmp == NULL) 1776 if (tmp == NULL)
1575 return find_arrow(op, type); 1777 return find_arrow (op, type);
1576 1778
1577 if (tmp->head) 1779 if (tmp->head)
1578 tmp = tmp->head; 1780 tmp = tmp->head;
1579 1781
1580 return find_better_arrow(op, tmp, type, &i); 1782 return find_better_arrow (op, tmp, type, &i);
1581} 1783}
1582 1784
1583/* 1785/*
1584 * Creature fires a bow - op can be monster or player. Returns 1786 * Creature fires a bow - op can be monster or player. Returns
1585 * 1 if bow was actually fired, 0 otherwise. 1787 * 1 if bow was actually fired, 0 otherwise.
1588 * dir is the direction of fire. 1790 * dir is the direction of fire.
1589 * 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)
1590 * 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
1591 * player fire modes. 1793 * player fire modes.
1592 */ 1794 */
1795int
1593int 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)
1594 sint16 sx, sint16 sy)
1595{ 1797{
1596 object *left, *bow; 1798 object *left, *bow;
1597 tag_t left_tag, tag;
1598 int bowspeed, mflags; 1799 int bowspeed, mflags;
1599 mapstruct *m; 1800 maptile *m;
1600 1801
1601 if (!dir) { 1802 if (!dir)
1803 {
1602 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!");
1603 return 0; 1805 return 0;
1604 } 1806 }
1807
1605 if (op->type == PLAYER) 1808 if (op->type == PLAYER)
1606 bow=op->contr->ranges[range_bow]; 1809 bow = op->contr->ranges[range_bow];
1607 else { 1810 else
1811 {
1608 for(bow=op->inv; bow; bow=bow->below) 1812 for (bow = op->inv; bow; bow = bow->below)
1609 /* 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
1610 * 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.
1611 */ 1815 */
1612 if(bow->type==BOW) 1816 if (bow->type == BOW)
1613 break; 1817 break;
1614 1818
1615 if (!bow) { 1819 if (!bow)
1820 {
1616 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1821 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1617 return 0; 1822 return 0;
1618 } 1823 }
1619 } 1824 }
1825
1620 if( !bow->race || !bow->skill) { 1826 if (!bow->race || !bow->skill)
1827 {
1621 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);
1622 return 0; 1829 return 0;
1623 } 1830 }
1624 1831
1625 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1832 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1626 1833
1627 /* penalize ROF for bestarrow */ 1834 /* penalize ROF for bestarrow */
1628 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1835 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1629 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1836 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1837
1630 if (bowspeed < 1) 1838 if (bowspeed < 1)
1631 bowspeed = 1; 1839 bowspeed = 1;
1632 1840
1633 if (arrow == NULL) { 1841 if (arrow == NULL)
1842 {
1634 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1843 if ((arrow = find_arrow (op, bow->race)) == NULL)
1844 {
1635 if (op->type == PLAYER) 1845 if (op->type == PLAYER)
1636 new_draw_info_format(NDI_UNIQUE, 0, op, 1846 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1637 "You have no %s left.", bow->race);
1638 /* 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 */
1639 else 1848 else
1640 CLEAR_FLAG(op, FLAG_READY_BOW); 1849 CLEAR_FLAG (op, FLAG_READY_BOW);
1641 return 0; 1850 return 0;
1642 } 1851 }
1643 } 1852 }
1853
1644 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1854 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1645 if (mflags & P_OUT_OF_MAP) { 1855 if (mflags & P_OUT_OF_MAP)
1646 return 0; 1856 return 0;
1647 } 1857
1648 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1858 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1859 {
1649 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.");
1650 return 0; 1861 return 0;
1651 } 1862 }
1652 1863
1653 /* this should not happen, but sometimes does */ 1864 /* this should not happen, but sometimes does */
1654 if (arrow->nrof==0) { 1865 if (arrow->nrof == 0)
1655 remove_ob(arrow); 1866 {
1656 free_object(arrow); 1867 arrow->destroy ();
1657 return 0; 1868 return 0;
1658 } 1869 }
1659 1870
1660 left = arrow; /* these are arrows left to the player */ 1871 left = arrow; /* these are arrows left to the player */
1661 left_tag = left->count;
1662 arrow = get_split_ob(arrow, 1); 1872 arrow = get_split_ob (arrow, 1);
1663 if (arrow == NULL) { 1873 if (!arrow)
1874 {
1664 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1875 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1665 bow->race);
1666 return 0; 1876 return 0;
1667 } 1877 }
1668 set_owner(arrow, op); 1878
1669 if (arrow->skill) free_string(arrow->skill); 1879 arrow->set_owner (op);
1670 arrow->skill = add_refcount(bow->skill); 1880 arrow->skill = bow->skill;
1671 1881
1672 arrow->direction=dir; 1882 arrow->direction = dir;
1673 arrow->x = sx; 1883 arrow->x = sx;
1674 arrow->y = sy; 1884 arrow->y = sy;
1675 1885
1676 if (op->type == PLAYER) { 1886 if (op->type == PLAYER)
1887 {
1677 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1678 fix_player(op); 1889 fix_player (op);
1679 } 1890 }
1680 1891
1681 SET_ANIMATION(arrow, arrow->direction); 1892 SET_ANIMATION (arrow, arrow->direction);
1682 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1683 arrow->stats.hp = arrow->stats.dam; 1894 arrow->stats.hp = arrow->stats.dam;
1684 arrow->stats.grace = arrow->attacktype; 1895 arrow->stats.grace = arrow->attacktype;
1685 if (arrow->slaying != NULL) 1896 if (arrow->slaying != NULL)
1686 arrow->spellarg = strdup_local(arrow->slaying); 1897 arrow->spellarg = strdup (arrow->slaying);
1687 1898
1688 /* Note that this was different for monsters - they got their level 1899 /* Note that this was different for monsters - they got their level
1689 * 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.
1690 */ 1901 */
1691
1692 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1693 0 : dam_bonus[op->stats.Str]) +
1694 bow->stats.dam + bow->magic + arrow->magic;
1695 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
1696 /* update the speed */ 1905 /* update the speed */
1697 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1698 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;
1699 bow->magic + arrow->magic) / 5.0 +
1700 (float)bow->stats.dam / 7.0;
1701 1908
1702 if (arrow->speed < 1.0) 1909 if (arrow->speed < 1.0)
1703 arrow->speed = 1.0; 1910 arrow->speed = 1.0;
1704 update_ob_speed(arrow); 1911 update_ob_speed (arrow);
1705 arrow->speed_left = 0; 1912 arrow->speed_left = 0;
1706 1913
1707 if (op->type == PLAYER) { 1914 if (op->type == PLAYER)
1915 {
1708 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1916 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1709 (op->chosen_skill?op->chosen_skill->level:op->level) - 1917 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1710 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;
1711 arrow->stats.wc - bow->stats.wc + wc_mod;
1712 1919
1713 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1920 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1714 } else { 1921 }
1922 else
1923 {
1715 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;
1716 arrow->stats.wc + wc_mod;
1717
1718 arrow->level = op->level; 1925 arrow->level = op->level;
1719 } 1926 }
1927
1720 if (arrow->attacktype == AT_PHYSICAL) 1928 if (arrow->attacktype == AT_PHYSICAL)
1721 arrow->attacktype |= bow->attacktype; 1929 arrow->attacktype |= bow->attacktype;
1930
1722 if (bow->slaying != NULL) 1931 if (bow->slaying)
1723 arrow->slaying = add_string(bow->slaying); 1932 arrow->slaying = bow->slaying;
1724 1933
1725 arrow->map = m; 1934 arrow->map = m;
1726 arrow->move_type = MOVE_FLY_LOW; 1935 arrow->move_type = MOVE_FLY_LOW;
1727 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1728 1937
1729 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);
1730 tag = arrow->count;
1731 insert_ob_in_map(arrow, m, op, 0); 1939 insert_ob_in_map (arrow, m, op, 0);
1732 1940
1733 if (!was_destroyed(arrow, tag)) 1941 if (!arrow->destroyed ())
1734 move_arrow(arrow); 1942 move_arrow (arrow);
1735 1943
1736 if (op->type == PLAYER) { 1944 if (op->type == PLAYER)
1737 if (was_destroyed (left, left_tag)) 1945 {
1946 if (left->destroyed ())
1738 esrv_del_item(op->contr, left_tag); 1947 esrv_del_item (op->contr, left->count);
1739 else 1948 else
1740 esrv_send_item(op, left); 1949 esrv_send_item (op, left);
1741 } 1950 }
1951
1742 return 1; 1952 return 1;
1743} 1953}
1744 1954
1745/* Special fire code for players - this takes into 1955/* Special fire code for players - this takes into
1746 * account the special fire modes players can have 1956 * account the special fire modes players can have
1747 * but monsters can't. Putting that code here 1957 * but monsters can't. Putting that code here
1748 * makes the fire_bow code much cleaner. 1958 * makes the fire_bow code much cleaner.
1749 * this function should only be called if 'op' is a player, 1959 * this function should only be called if 'op' is a player,
1750 * hence the function name. 1960 * hence the function name.
1751 */ 1961 */
1962int
1752int player_fire_bow(object *op, int dir) 1963player_fire_bow (object *op, int dir)
1753{ 1964{
1754 int ret=0, wcmod=0; 1965 int ret = 0, wcmod = 0;
1755 1966
1756 if (op->contr->bowtype == bow_bestarrow) { 1967 if (op->contr->bowtype == bow_bestarrow)
1757 ret = fire_bow(op, op, 1968 {
1758 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);
1759 dir, 0, op->x, op->y); 1970 }
1760 } 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 {
1761 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1762 wcmod =-1; 1974 wcmod = -1;
1763 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);
1764 op->x, op->y); 1976 }
1765 } else if (op->contr->bowtype == bow_threewide) { 1977 else if (op->contr->bowtype == bow_threewide)
1978 {
1766 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);
1767 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)]);
1768 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 }
1769 } else if (op->contr->bowtype == bow_spreadshot) { 1983 else if (op->contr->bowtype == bow_spreadshot)
1984 {
1770 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);
1771 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);
1772 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);
1773 1988
1774 } else { 1989 }
1990 else
1991 {
1775 /* Simple case */ 1992 /* Simple case */
1776 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);
1777 } 1994 }
1778 return ret; 1995 return ret;
1779} 1996}
1780 1997
1781 1998
1782/* Fires a misc (wand/rod/horn) object in 'dir'. 1999/* Fires a misc (wand/rod/horn) object in 'dir'.
1783 * Broken apart from 'fire' to keep it more readable. 2000 * Broken apart from 'fire' to keep it more readable.
1784 */ 2001 */
2002void
1785void fire_misc_object(object *op, int dir) 2003fire_misc_object (object *op, int dir)
1786{ 2004{
1787 object *item; 2005 object *item;
1788 2006
1789 if (!op->contr->ranges[range_misc]) { 2007 if (!op->contr->ranges[range_misc])
2008 {
1790 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.");
1791 return; 2010 return;
1792 } 2011 }
1793 2012
1794 item = op->contr->ranges[range_misc]; 2013 item = op->contr->ranges[range_misc];
1795 if (!item->inv) { 2014 if (!item->inv)
2015 {
1796 LOG(llevError,"Object %s lacks a spell\n", item->name); 2016 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1797 return; 2017 return;
1798 } 2018 }
1799 if (item->type == WAND) { 2019 if (item->type == WAND)
2020 {
1800 if(item->stats.food<=0) { 2021 if (item->stats.food <= 0)
2022 {
1801 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2023 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1802 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));
1803 return; 2025 return;
1804 } 2026 }
2027 }
1805 } else if (item->type == ROD || item->type==HORN) { 2028 else if (item->type == ROD || item->type == HORN)
2029 {
1806 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 {
1807 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2032 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1808 if (item->type== ROD) 2033 if (item->type == ROD)
1809 new_draw_info_format(NDI_UNIQUE, 0,op,
1810 "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));
1811 else 2035 else
1812 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));
1813 "The %s needs more time to charge.", query_base_name(item,0));
1814 return; 2037 return;
1815 } 2038 }
1816 } 2039 }
1817 2040
1818 if(cast_spell(op,item,dir,item->inv,NULL)) { 2041 if (cast_spell (op, item, dir, item->inv, NULL))
2042 {
1819 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 */
1820 if (item->type == WAND) { 2044 if (item->type == WAND)
2045 {
1821 if (!(--item->stats.food)) { 2046 if (!(--item->stats.food))
2047 {
1822 object *tmp; 2048 object *tmp;
2049
1823 if (item->arch) { 2050 if (item->arch)
2051 {
1824 CLEAR_FLAG(item, FLAG_ANIMATE); 2052 CLEAR_FLAG (item, FLAG_ANIMATE);
1825 item->face = item->arch->clone.face; 2053 item->face = item->arch->clone.face;
1826 item->speed = 0; 2054 item->speed = 0;
1827 update_ob_speed(item); 2055 update_ob_speed (item);
1828 } 2056 }
1829 if ((tmp=is_player_inv(item))) 2057 if ((tmp = item->in_player ()))
1830 esrv_update_item(UPD_ANIM, tmp, item); 2058 esrv_update_item (UPD_ANIM, tmp, item);
1831 } 2059 }
1832 } 2060 }
1833 else if (item->type == ROD || item->type==HORN) { 2061 else if (item->type == ROD || item->type == HORN)
2062 {
1834 drain_rod_charge(item); 2063 drain_rod_charge (item);
1835 } 2064 }
1836 } 2065 }
1837} 2066}
1838 2067
1839/* Received a fire command for the player - go and do it. 2068/* Received a fire command for the player - go and do it.
1840 */ 2069 */
2070void
1841void fire(object *op,int dir) { 2071fire (object *op, int dir)
2072{
1842 int spellcost=0; 2073 int spellcost = 0;
1843 2074
1844 /* check for loss of invisiblity/hide */ 2075 /* check for loss of invisiblity/hide */
1845 if (action_makes_visible(op)) make_visible(op); 2076 if (action_makes_visible (op))
2077 make_visible (op);
1846 2078
1847 switch(op->contr->shoottype) { 2079 switch (op->contr->shoottype)
2080 {
1848 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.");
1849 return; 2111 return;
1850
1851 case range_bow:
1852 player_fire_bow(op, dir);
1853 return;
1854
1855 case range_magic: /* Casting spells */
1856 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1857 return;
1858
1859 case range_misc:
1860 fire_misc_object(op, dir);
1861 return;
1862
1863 case range_golem: /* Control summoned monsters from scrolls */
1864 if(op->contr->ranges[range_golem]==NULL ||
1865 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1866 op->contr->ranges[range_golem] = NULL;
1867 op->contr->shoottype=range_none;
1868 op->contr->golem_count = 0;
1869 } 2112 }
1870 else
1871 control_golem(op->contr->ranges[range_golem], dir);
1872 return;
1873
1874 case range_skill:
1875 if(!op->chosen_skill) {
1876 if(op->type==PLAYER)
1877 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1878 return;
1879 }
1880 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 2113 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1881 return;
1882 case range_builder:
1883 apply_map_builder( op, dir );
1884 return; 2114 return;
2115 case range_builder:
2116 apply_map_builder (op, dir);
2117 return;
1885 default: 2118 default:
1886 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2119 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1887 return; 2120 return;
1888 } 2121 }
1889} 2122}
1890 2123
1891 2124
1892 2125
1899 * inv is the objects inventory to searched 2132 * inv is the objects inventory to searched
1900 * door is the door we are trying to match against. 2133 * door is the door we are trying to match against.
1901 * This function can be called recursively to search containers. 2134 * This function can be called recursively to search containers.
1902 */ 2135 */
1903 2136
2137object *
1904object * find_key(object *pl, object *container, object *door) 2138find_key (object *pl, object *container, object *door)
1905{ 2139{
1906 object *tmp,*key; 2140 object *tmp, *key;
1907 2141
1908 /* Should not happen, but sanity checking is never bad */ 2142 /* Should not happen, but sanity checking is never bad */
1909 if (container->inv == NULL) return NULL; 2143 if (container->inv == NULL)
2144 return NULL;
1910 2145
1911 /* 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 */
1912 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2148 {
1913 if (door->type==DOOR && tmp->type==KEY) break; 2149 if (door->type == DOOR && tmp->type == KEY)
2150 break;
1914 /* For sanity, we should really check door type, but other stuff 2151 /* For sanity, we should really check door type, but other stuff
1915 * (like containers) can be locked with special keys 2152 * (like containers) can be locked with special keys
1916 */ 2153 */
1917 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2154 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1918 tmp->slaying==door->slaying) break; 2155 break;
1919 } 2156 }
1920 /* No key found - lets search inventories now */ 2157 /* No key found - lets search inventories now */
1921 /* 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.
1922 * 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
1923 * a key, return 2160 * a key, return
1924 */ 2161 */
1925 if (!tmp) { 2162 if (!tmp)
2163 {
1926 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2164 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2165 {
1927 /* No reason to search empty containers */ 2166 /* No reason to search empty containers */
1928 if (tmp->type==CONTAINER && tmp->inv) { 2167 if (tmp->type == CONTAINER && tmp->inv)
2168 {
1929 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2169 if ((key = find_key (pl, tmp, door)) != NULL)
2170 return key;
1930 } 2171 }
1931 } 2172 }
2173 if (!tmp)
1932 if (!tmp) return NULL; 2174 return NULL;
1933 } 2175 }
1934 /* 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,
1935 * see if we actually want to use it 2177 * see if we actually want to use it
1936 */ 2178 */
1937 if (pl!=container) { 2179 if (pl != container)
2180 {
1938 /* Only let players use keys in containers */ 2181 /* Only let players use keys in containers */
1939 if (!pl->contr) return NULL; 2182 if (!pl->contr)
2183 return NULL;
1940 /* cases where this fails: 2184 /* cases where this fails:
1941 * If we only search the player inventory, return now since we 2185 * If we only search the player inventory, return now since we
1942 * are not in the players inventory. 2186 * are not in the players inventory.
1943 * If the container is not active, return now since only active 2187 * If the container is not active, return now since only active
1944 * containers can be used. 2188 * containers can be used.
1945 * If we only search keyrings and the container does not have 2189 * If we only search keyrings and the container does not have
1946 * a race/isn't a keyring. 2190 * a race/isn't a keyring.
1947 * No checking for all containers - to fall through past here, 2191 * No checking for all containers - to fall through past here,
1948 * inv must have been an container and must have been active. 2192 * inv must have been an container and must have been active.
1949 * 2193 *
1950 * Change the color so that the message doesn't disappear with 2194 * Change the color so that the message doesn't disappear with
1951 * all the others. 2195 * all the others.
1952 */ 2196 */
1953 if (pl->contr->usekeys == key_inventory || 2197 if (pl->contr->usekeys == key_inventory ||
1954 !QUERY_FLAG(container, FLAG_APPLIED) || 2198 !QUERY_FLAG (container, FLAG_APPLIED) ||
1955 (pl->contr->usekeys == keyrings &&
1956 (!container->race || strcmp(container->race, "keys"))) 2199 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1957 ) { 2200 {
1958 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2201 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1959 "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));
1960 query_name(tmp), query_name(container));
1961 return NULL; 2203 return NULL;
1962 } 2204 }
1963 } 2205 }
1964 return tmp; 2206 return tmp;
1965} 2207}
1966 2208
1967/* moved door processing out of move_player_attack. 2209/* moved door processing out of move_player_attack.
1968 * returns 1 if player has opened the door with a key 2210 * returns 1 if player has opened the door with a key
1969 * such that the caller should not do anything more, 2211 * such that the caller should not do anything more,
1970 * 0 otherwise 2212 * 0 otherwise
1971 */ 2213 */
2214static int
1972static int player_attack_door(object *op, object *door) 2215player_attack_door (object *op, object *door)
1973{ 2216{
1974
1975 /* 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,
1976 * 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 -
1977 * otherwise, we fall through to the rest of the code. 2219 * otherwise, we fall through to the rest of the code.
1978 */ 2220 */
1979 object *key=find_key(op, op, door); 2221 object *key = find_key (op, op, door);
1980 2222
1981 /* IF we found a key, do some extra work */ 2223 /* IF we found a key, do some extra work */
1982 if (key) { 2224 if (key)
2225 {
1983 object *container=key->env; 2226 object *container = key->env;
1984 2227
1985 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);
1986 if(action_makes_visible(op)) make_visible(op); 2229 if (action_makes_visible (op))
2230 make_visible (op);
1987 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);
1988 if (door->type == DOOR) { 2233 if (door->type == DOOR)
2234 {
1989 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 */
1990 } 2236 }
1991 else if(door->type==LOCKED_DOOR) { 2237 else if (door->type == LOCKED_DOOR)
1992 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2238 {
1993 "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));
1994 remove_door2(door); /* remove door without violence ;-) */ 2240 remove_door2 (door); /* remove door without violence ;-) */
1995 } 2241 }
1996 /* Do this after we print the message */ 2242 /* Do this after we print the message */
1997 decrease_ob(key); /* Use up one of the keys */ 2243 decrease_ob (key); /* Use up one of the keys */
1998 /* Need to update the weight the container the key was in */ 2244 /* Need to update the weight the container the key was in */
1999 if (container != op) 2245 if (container != op)
2000 esrv_update_item(UPD_WEIGHT, op, container); 2246 esrv_update_item (UPD_WEIGHT, op, container);
2001 return 1; /* Nothing more to do below */ 2247 return 1; /* Nothing more to do below */
2248 }
2002 } else if (door->type==LOCKED_DOOR) { 2249 else if (door->type == LOCKED_DOOR)
2250 {
2003 /* Might as well return now - no other way to open this */ 2251 /* Might as well return now - no other way to open this */
2004 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2252 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2005 return 1; 2253 return 1;
2006 } 2254 }
2007 return 0; 2255 return 0;
2008} 2256}
2009 2257
2010/* This function is just part of a breakup from move_player. 2258/* This function is just part of a breakup from move_player.
2011 * It should keep the code cleaner. 2259 * It should keep the code cleaner.
2012 * When this is called, the players direction has been updated 2260 * When this is called, the players direction has been updated
2013 * (taking into account confusion.) The player is also actually 2261 * (taking into account confusion.) The player is also actually
2014 * going to try and move (not fire weapons). 2262 * going to try and move (not fire weapons).
2015 */ 2263 */
2016 2264void
2017void move_player_attack(object *op, int dir) 2265move_player_attack (object *op, int dir)
2018{ 2266{
2019 object *tmp, *mon; 2267 object *tmp, *mon;
2020 sint16 nx, ny; 2268 sint16 nx, ny;
2021 int on_battleground; 2269 int on_battleground;
2022 mapstruct *m; 2270 maptile *m;
2023 2271
2024 nx=freearr_x[dir]+op->x; 2272 nx = freearr_x[dir] + op->x;
2025 ny=freearr_y[dir]+op->y; 2273 ny = freearr_y[dir] + op->y;
2026 2274
2027 on_battleground = op_on_battleground(op, NULL, NULL); 2275 on_battleground = op_on_battleground (op, 0, 0);
2028 2276
2029 /* 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
2030 * 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
2031 * 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
2032 * player. This is a pretty nasty hack, because if we could 2280 * player. This is a pretty nasty hack, because if we could
2033 * 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
2034 * 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
2035 * 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
2036 * move_ob uses. 2284 * move_ob uses.
2037 */ 2285 */
2038 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 {
2039 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2288 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 {
2040 m = get_map_from_coord(op->map, &nx, &ny); 2290 m = get_map_from_coord (op->map, &nx, &ny);
2291 if (!m)
2041 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)
2042 } 2298 {
2043 else m =op->map;
2044
2045 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2046 /* 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)
2047 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;
2048 } 2369 }
2049 2370
2050 mon = NULL; 2371 /* in certain circumstances, you shouldn't attack friendly
2051 /* 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
2052 * 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
2053 * if its a door or barrel (can roll) see if there may be monsters 2374 * attack them either.
2054 * on the space
2055 */ 2375 */
2056 while (tmp!=NULL) { 2376 if ((mon->type == PLAYER || mon->enemy != op) &&
2057 if (tmp == op) { 2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2058 tmp=tmp->above; 2378#ifdef PROHIBIT_PLAYERKILL
2059 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);
2060 } 2392 }
2061 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2393 else
2062 mon = tmp; 2394 new_draw_info (0, 0, op, "You withhold your attack");
2063 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 */
2064 } 2431 }
2065 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2066 mon = tmp;
2067 tmp=tmp->above;
2068 }
2069
2070 if (mon==NULL) /* This happens anytime the player tries to move */
2071 return; /* into a wall */
2072 2432
2073 if(mon->head != NULL) 2433 skill_attack (mon, op, 0, 0, 0);
2074 mon = mon->head;
2075 2434
2076 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2435 /* If attacking another player, that player gets automatic
2077 if (player_attack_door(op, mon)) return; 2436 * hitback, and doesn't loose luck either.
2078 2437 * Disable hitback on the battleground or if the target is
2079 /* The following deals with possibly attacking peaceful 2438 * the wiz.
2080 * or frienddly creatures. Basically, all players are considered
2081 * unaggressive. If the moving player has peaceful set, then the
2082 * object should be pushed instead of attacked. It is assumed that
2083 * if you are braced, you will not attack friends accidently,
2084 * and thus will not push them.
2085 */ 2439 */
2086 2440 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2087 /* If the creature is a pet, push it even if the player is not
2088 * peaceful. Our assumption is the creature is a pet if the
2089 * player owns it and it is either friendly or unagressive.
2090 */
2091 if ((op->type==PLAYER)
2092#if COZY_SERVER
2093 &&
2094 (
2095 (get_owner(mon) && get_owner(mon)->contr
2096 && same_party (get_owner(mon)->contr->party, op->contr->party))
2097 || get_owner(mon) == op
2098 )
2099#else
2100 && get_owner(mon)==op
2101#endif
2102 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2103 {
2104 /* If we're braced, we don't want to switch places with it */
2105 if (op->contr->braced) return;
2106 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2107 (void) push_ob(mon,dir,op);
2108 if(op->contr->tmp_invis||op->hide) make_visible(op);
2109 return;
2110 }
2111
2112 /* in certain circumstances, you shouldn't attack friendly
2113 * creatures. Note that if you are braced, you can't push
2114 * someone, but put it inside this loop so that you won't
2115 * attack them either.
2116 */
2117 if ((mon->type==PLAYER || mon->enemy != op) &&
2118 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2119 (
2120#ifdef PROHIBIT_PLAYERKILL
2121 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2122#else
2123 op->contr->peaceful &&
2124#endif
2125 !on_battleground
2126 )) { 2441 {
2127 if (!op->contr->braced) { 2442 short luck = mon->stats.luck;
2128 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2443
2129 (void) push_ob(mon,dir,op); 2444 mon->contr->has_hit = 1;
2130 } else { 2445 skill_attack (op, mon, 0, 0, 0);
2131 new_draw_info(0, 0,op,"You withhold your attack"); 2446 mon->stats.luck = luck;
2132 } 2447 }
2133 if(op->contr->tmp_invis||op->hide) make_visible(op);
2134 }
2135 2448
2136 /* If the object is a boulder or other rollable object, then
2137 * roll it if not braced. You can't roll it if you are braced.
2138 */
2139 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2140 recursive_roll(mon,dir,op);
2141 if(action_makes_visible(op)) make_visible(op); 2449 if (action_makes_visible (op))
2142 } 2450 make_visible (op);
2143
2144 /* Any generic living creature. Including things like doors.
2145 * Way it works is like this: First, it must have some hit points
2146 * and be living. Then, it must be one of the following:
2147 * 1) Not a player, 2) A player, but of a different party. Note
2148 * that party_number -1 is no party, so attacks can still happen.
2149 */
2150
2151 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2152 ((mon->type!=PLAYER || op->contr->party==NULL ||
2153 op->contr->party!=mon->contr->party))) {
2154
2155 /* If the player hasn't hit something this tick, and does
2156 * so, give them speed boost based on weapon speed. Doing
2157 * it here is better than process_players2, which basically
2158 * incurred a 1 tick offset.
2159 */
2160 if (!op->contr->has_hit) {
2161 op->speed_left += op->speed / op->contr->weapon_sp;
2162
2163 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2164 } 2451 }
2165
2166 skill_attack(mon, op, 0, NULL, NULL);
2167
2168 /* If attacking another player, that player gets automatic
2169 * hitback, and doesn't loose luck either.
2170 * Disable hitback on the battleground or if the target is
2171 * the wiz.
2172 */
2173 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2174 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2175 short luck = mon->stats.luck;
2176 mon->contr->has_hit = 1;
2177 skill_attack(op, mon, 0, NULL, NULL);
2178 mon->stats.luck = luck;
2179 }
2180 if(action_makes_visible(op)) make_visible(op);
2181 }
2182 } /* if player should attack something */ 2452 } /* if player should attack something */
2183} 2453}
2184 2454
2455int
2185int move_player(object *op,int dir) { 2456move_player (object *op, int dir)
2457{
2186 int pick; 2458 int pick;
2187 2459
2188 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2189 return 0;
2190
2191 /* Sanity check: make sure dir is valid */
2192 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2193 LOG( llevError, "move_player: invalid direction %d\n", dir);
2194 return 0;
2195 }
2196
2197 /* peterm: added following line */
2198 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2199 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2200
2201 op->facing = dir;
2202
2203 if(op->hide) do_hidden_move(op);
2204
2205 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2206 /*nop*/;
2207 else if (op->contr->fire_on)
2208 fire (op, dir);
2209 else
2210 {
2211 move_player_attack (op, dir);
2212 pick = check_pick(op);
2213 }
2214
2215 /* Add special check for newcs players and fire on - this way, the
2216 * server can handle repeat firing.
2217 */
2218 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2219 op->direction = dir;
2220 } else {
2221 op->direction=0;
2222 }
2223 /* Update how the player looks. Use the facing, so direction may
2224 * get reset to zero. This allows for full animation capabilities
2225 * for players.
2226 */
2227 animate_object(op, op->facing);
2228 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;
2229} 2503}
2230 2504
2231/* 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
2232 * new client/server stuff. 2506 * new client/server stuff.
2233 * 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
2234 * the new speed values for commands. 2508 * the new speed values for commands.
2235 * 2509 *
2236 * Returns true if there are more actions we can do. 2510 * Returns true if there are more actions we can do.
2237 */ 2511 */
2512int
2238int handle_newcs_player(object *op) 2513handle_newcs_player (object *op)
2239{ 2514{
2240 if (op->contr->hidden) { 2515 if (op->contr->hidden)
2516 {
2241 op->invisible = 1000; 2517 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible 2518 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to 2519 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly. 2520 * alternate it here for it to work correctly.
2245 */ 2521 */
2246 if (pticks & 2) op->invisible--; 2522 if (pticks & 2)
2247 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2249 op->invisible--; 2523 op->invisible--;
2524 }
2525 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2526 {
2527 op->invisible--;
2250 if(!op->invisible) { 2528 if (!op->invisible)
2529 {
2251 make_visible(op); 2530 make_visible (op);
2252 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.");
2253 } 2532 }
2254 } 2533 }
2255 2534
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2535 if (QUERY_FLAG (op, FLAG_SCARED))
2536 {
2257 flee_player(op); 2537 flee_player (op);
2258 /* 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 */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) { 2539 if (QUERY_FLAG (op, FLAG_SCARED))
2540 {
2260 op->speed_left--; 2541 op->speed_left--;
2261 return 0; 2542 return 0;
2262 } 2543 }
2263 } 2544 }
2264 2545
2265 /* 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
2266 * 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
2267 * 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
2268 * 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.
2269 */ 2550 */
2270 if (op->contr->ranges[range_golem] && 2551 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2271 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2272 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2273 op->contr->ranges[range_golem] = NULL; 2552 op->contr->ranges[range_golem] = 0;
2274 op->contr->golem_count = 0;
2275 }
2276 2553
2277 /* 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
2278 * the players time has been increased when doericserver has been 2555 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2556 * called, so we recheck it here.
2280 */ 2557 */
2281 HandleClient(&op->contr->socket, op->contr); 2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2282 if (op->speed_left<0) return 0; 2559 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2283
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2285 /* All move commands take 1 tick, at least for now */
2286 op->speed_left--;
2287
2288 /* Instead of all the stuff below, let move_player take care
2289 * of it. Also, some of the skill stuff is only put in
2290 * there, as well as the confusion stuff.
2291 */
2292 move_player(op, op->direction);
2293 if (op->speed_left>0) return 1;
2294 else return 0;
2295 } 2560 ;
2561
2562 if (op->speed_left < 0)
2296 return 0; 2563 return 0;
2297}
2298 2564
2299int save_life(object *op) { 2565 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2300 object *tmp; 2566 {
2567 /* All move commands take 1 tick, at least for now */
2568 op->speed_left--;
2301 2569
2302 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
2303 return 0; 2578 return 0;
2579 }
2304 2580
2305 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2581 return 0;
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2582}
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2583
2308 new_draw_info_format(NDI_UNIQUE, 0,op, 2584int
2309 "Your %s vibrates violently, then evaporates.", 2585save_life (object *op)
2310 query_name(tmp)); 2586{
2311 if (op->contr)
2312 esrv_del_item(op->contr, tmp->count);
2313 remove_ob(tmp);
2314 free_object(tmp);
2315 CLEAR_FLAG(op, FLAG_LIFESAVE);
2316 if(op->stats.hp<0)
2317 op->stats.hp = op->stats.maxhp;
2318 if(op->stats.food<0)
2319 op->stats.food = 999;
2320 fix_player(op);
2321 return 1;
2322 }
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE); 2587 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2325 enter_player_savebed(op); /* bring him home. */
2326 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;
2327} 2616}
2328 2617
2329/* 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
2330 * 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
2331 * 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
2332 * from. 2621 * from.
2333 */ 2622 */
2623void
2334void remove_unpaid_objects(object *op, object *env) 2624remove_unpaid_objects (object *op, object *env)
2335{ 2625{
2336 object *next; 2626 object *next;
2337 2627
2338 while (op) { 2628 while (op)
2629 {
2339 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
2340 * we remove object 'op' 2631 * we remove object 'op'
2341 */ 2632 */
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2633 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 {
2343 remove_ob(op); 2635 op->remove ();
2344 op->x = env->x; 2636 op->x = env->x;
2345 op->y = env->y; 2637 op->y = env->y;
2346 if (env->type == PLAYER) 2638 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2639 esrv_del_item (env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0); 2640 insert_ob_in_map (op, env->map, NULL, 0);
2349 } 2641 }
2642 else if (op->inv)
2350 else if (op->inv) remove_unpaid_objects(op->inv, env); 2643 remove_unpaid_objects (op->inv, env);
2644
2351 op=next; 2645 op = next;
2352 } 2646 }
2353} 2647}
2354 2648
2355 2649
2356/* 2650/*
2358 * Moved from apply.c to player.c - player.c is what 2652 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2653 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2654 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2655 * but there isn't one in the server directory.
2362 */ 2656 */
2657char *
2363char *gravestone_text (object *op) 2658gravestone_text (object *op)
2364{ 2659{
2365 static char buf2[MAX_BUF]; 2660 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2661 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2662 time_t now = time (NULL);
2368 2663
2369 strcpy (buf2, " R.I.P.\n\n"); 2664 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2665 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2666 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2667 else
2373 sprintf (buf, "%s\n", op->name); 2668 sprintf (buf, "%s\n", &op->name);
2669
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2670 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2671 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2672 if (op->type == PLAYER)
2377 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);
2378 else 2674 else
2379 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
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2677 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2678 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2679 if (op->type == PLAYER)
2680 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2681 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2682 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2683 strcat (buf2, buf);
2386 } 2684 }
2685
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2686 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2687 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2688 strcat (buf2, buf);
2689
2390 return buf2; 2690 return buf2;
2391} 2691}
2392 2692
2393 2693
2394 2694
2695void
2395void do_some_living(object *op) { 2696do_some_living (object *op)
2697{
2396 int last_food=op->stats.food; 2698 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2699 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2700 int over_hp, over_sp, over_grace;
2399 int i; 2701 int i;
2400 int rate_hp = 1200; 2702 int rate_hp = 1200;
2401 int rate_sp = 2500; 2703 int rate_sp = 2500;
2402 int rate_grace = 2000; 2704 int rate_grace = 2000;
2403 const int max_hp = 1; 2705 const int max_hp = 1;
2404 const int max_sp = 1; 2706 const int max_sp = 1;
2405 const int max_grace = 1; 2707 const int max_grace = 1;
2406 2708
2407 if (op->contr->outputs_sync) { 2709 if (op->contr->outputs_sync)
2710 {
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2409 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)
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2411 flush_output_element(op, &op->contr->outputs[i]); 2713 flush_output_element (op, &op->contr->outputs[i]);
2412 } 2714 }
2413 2715
2414 if(op->contr->state==ST_PLAYING) { 2716 if (op->contr->ns->state == ST_PLAYING)
2717 {
2415 2718
2416 /* these next three if clauses make it possible to SLOW DOWN 2719 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2720 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 ) 2721 if (op->contr->gen_hp >= 0)
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2420 else { 2723 else
2724 {
2421 gen_hp = op->stats.maxhp; 2725 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2423 } 2727 }
2424 if(op->contr->gen_sp >= 0 ) 2728 if (op->contr->gen_sp >= 0)
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2426 else { 2730 else
2731 {
2427 gen_sp = op->stats.maxsp; 2732 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2429 } 2734 }
2430 if(op->contr->gen_grace >= 0) 2735 if (op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2432 else { 2737 else
2738 {
2433 gen_grace = op->stats.maxgrace; 2739 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2740 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2435 } 2741 }
2436 2742
2437 /* Regenerate Spell Points */ 2743 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2744 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2745 {
2439 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);
2440 if(op->stats.sp<op->stats.maxsp) {
2441 op->stats.sp++;
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2444 op->stats.food--;
2445 if(op->contr->digestion<0)
2446 op->stats.food+=op->contr->digestion;
2447 else if(op->contr->digestion>0 &&
2448 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2449 op->stats.food=last_food;
2450 }
2451 }
2452 if (max_sp>1) {
2453 over_sp = (gen_sp+10)/rate_sp;
2454 if (over_sp > 0) {
2455 if(op->stats.sp<op->stats.maxsp) { 2747 if (op->stats.sp < op->stats.maxsp)
2456 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2748 {
2457 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2458 op->stats.sp--; 2749 op->stats.sp++;
2459 if(op->stats.sp>op->stats.maxsp) 2750 /* dms do not consume food */
2460 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;
2461 } 2758 }
2462 op->last_sp=0;
2463 } else {
2464 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2465 }
2466 } else {
2467 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2468 }
2469 }
2470
2471 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2473 if(--op->last_grace<0) {
2474 if(op->stats.grace<op->stats.maxgrace/2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2478 if (over_grace > 0) {
2479 op->stats.sp += over_grace
2480 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2481 op->last_grace=0;
2482 } else {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2484 } 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 }
2485 } 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 {
2486 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);
2487 } 2809 }
2488 /* wearing stuff doesn't detract from grace generation. */ 2810 /* wearing stuff doesn't detract from grace generation. */
2489 } 2811 }
2490 2812
2491 /* Regenerate Hit Points */ 2813 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) { 2814 if (--op->last_heal < 0)
2815 {
2493 if(op->stats.hp<op->stats.maxhp) { 2816 if (op->stats.hp < op->stats.maxhp)
2817 {
2494 op->stats.hp++; 2818 op->stats.hp++;
2495 /* dms do not consume food */ 2819 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2820 if (!QUERY_FLAG (op, FLAG_WIZ))
2497 op->stats.food--; 2821 {
2822 op->stats.food--;
2498 if(op->contr->digestion<0) 2823 if (op->contr->digestion < 0)
2499 op->stats.food+=op->contr->digestion; 2824 op->stats.food += op->contr->digestion;
2500 else if(op->contr->digestion>0 && 2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2501 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2502 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 }
2503 } 2846 }
2504 }
2505 if(max_hp>1) {
2506 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2507 if (over_hp > 0) {
2508 op->stats.sp += over_hp
2509 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2510 op->last_heal=0;
2511 } else {
2512 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2513 }
2514 } else {
2515 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2516 }
2517 }
2518 2847
2519 /* Digestion */ 2848 /* Digestion */
2520 if(--op->last_eat<0) { 2849 if (--op->last_eat < 0)
2850 {
2521#ifdef COZY_SERVER 2851#ifdef COZY_SERVER
2522 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;
2523 int bonus=dg>0?dg:0, 2853 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2524 penalty=dg<0?-dg:0;
2525#else 2854#else
2526 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;
2527 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2528#endif 2856#endif
2529 2857
2530 if(op->contr->gen_hp > 0) 2858 if (op->contr->gen_hp > 0)
2531 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);
2532 else 2860 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2534 /* dms do not consume food */ 2862 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2863 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2864 op->stats.food--;
2865 }
2537 } 2866 }
2538 2867
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2868 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2869 {
2540 object *tmp, *flesh=NULL; 2870 object *tmp, *flesh = NULL;
2541 2871
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2873 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 {
2545 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.");
2546 manual_apply(op,tmp,0); 2879 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2880 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2881 break;
2549 } 2882 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2883 else if (tmp->type == FLESH)
2884 flesh = tmp;
2551 } /* End if paid for object */ 2885 } /* End if paid for object */
2552 } /* end of for loop */ 2886 } /* end of for loop */
2553 /* 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
2554 * eat flesh instead. 2888 * eat flesh instead.
2555 */ 2889 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 {
2557 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.");
2558 manual_apply(op,flesh,0); 2893 manual_apply (op, flesh, 0);
2559 } 2894 }
2560 } /* end if player is starving */ 2895 } /* end if player is starving */
2561 2896
2562 while(op->stats.food<0&&op->stats.hp>0) 2897 while (op->stats.food < 0 && op->stats.hp > 0)
2563 op->stats.food++,op->stats.hp--; 2898 op->stats.food++, op->stats.hp--;
2564 2899
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2900 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2566 kill_player(op); 2901 kill_player (op);
2567} 2902}
2568 2903
2569 2904
2570 2905
2571/* 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.
2572 * 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
2573 * permadeath, no lifesave), this will take care of removing the player 2908 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2909 * file.
2575 */ 2910 */
2911void
2576void kill_player(object *op) 2912kill_player (object *op)
2577{ 2913{
2578 char buf[MAX_BUF]; 2914 char buf[MAX_BUF];
2579 int x,y,i; 2915 int x, y;
2916
2917 //int i;
2580 mapstruct *map; /* this is for resurrection */ 2918 maptile *map; /* this is for resurrection */
2919
2581 int z; 2920 /* int z;
2582 int num_stats_lose; 2921 int num_stats_lose;
2583 int lost_a_stat; 2922 int lost_a_stat;
2584 int lose_this_stat; 2923 int lose_this_stat;
2585 int this_stat; 2924 int this_stat; */
2586 int will_kill_again; 2925 int will_kill_again;
2587 archetype *at; 2926 archetype *at;
2588 object *tmp; 2927 object *tmp;
2589 2928
2590 if(save_life(op)) 2929 if (save_life (op))
2591 return; 2930 return;
2592 2931
2593 2932
2594 /* 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
2595 * 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.
2596 * Look at op_on_battleground() for more info --AndreasV 2935 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2936 */
2598 if (op_on_battleground(op, &x, &y)) { 2937 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2938 {
2600 "You have been defeated in combat!"); 2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2601 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...");
2602 "Local medics have saved your life..."); 2941
2603
2604 /* restore player */ 2942 /* restore player */
2605 at = find_archetype("poisoning"); 2943 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2944 tmp = present_arch_in_ob (at, op);
2607 if (tmp) { 2945 if (tmp)
2608 remove_ob(tmp); 2946 {
2609 free_object(tmp); 2947 tmp->destroy ();
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 } 2949 }
2612 2950
2613 at = find_archetype("confusion"); 2951 at = archetype::find ("confusion");
2614 tmp=present_arch_in_ob(at,op); 2952 tmp = present_arch_in_ob (at, op);
2615 if (tmp) { 2953 if (tmp)
2616 remove_ob(tmp); 2954 {
2617 free_object(tmp); 2955 tmp->destroy ();
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2957 }
2620 2958
2621 cure_disease(op,0); /* remove any disease */ 2959 cure_disease (op, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2960 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2961 if (op->stats.food <= 0)
2624 2962 op->stats.food = 999;
2963
2625 /* create a bodypart-trophy to make the winner happy */ 2964 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2965 tmp = arch_to_object (archetype::find ("finger"));
2627 if (tmp != NULL) 2966 if (tmp != NULL)
2628 { 2967 {
2629 sprintf(buf,"%s's finger",op->name); 2968 sprintf (buf, "%s's finger", &op->name);
2630 tmp->name = add_string(buf); 2969 tmp->name = buf;
2631 sprintf(buf," This finger has been cut off %s\n" 2970 sprintf (buf, " This finger has been cut off %s\n"
2632 " 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",
2633 op->name, op->contr->title, (int)(op->level), 2972 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2634 op->contr->killer); 2973 tmp->msg = buf;
2635 tmp->msg=add_string(buf);
2636 tmp->value=0, tmp->material=0, tmp->type=0; 2974 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2637 tmp->materialname = NULL; 2975 tmp->materialname = NULL;
2638 tmp->x = op->x, tmp->y = op->y; 2976 tmp->x = op->x, tmp->y = op->y;
2639 insert_ob_in_map(tmp,op->map,op,0); 2977 insert_ob_in_map (tmp, op->map, op, 0);
2640 }
2641 2978 }
2979
2642 /* teleport defeated player to new destination*/ 2980 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2981 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2982 op->contr->braced = 0;
2645 return; 2983 return;
2646 } 2984 }
2647 2985
2648 INVOKE_PLAYER (DEATH, op->contr); 2986 INVOKE_PLAYER (DEATH, op->contr);
2649 2987
2650 command_kill_pets (op, 0); 2988 command_kill_pets (op, 0);
2651 2989
2652 if(op->stats.food<0) { 2990 if (op->stats.food < 0)
2991 {
2653 if (op->contr->explore) { 2992 if (op->contr->explore)
2993 {
2654 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");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2656 op->stats.food=999; 2996 op->stats.food = 999;
2657 return; 2997 return;
2658 } 2998 }
2659 sprintf(buf,"%s starved to death.",op->name); 2999 sprintf (buf, "%s starved to death.", &op->name);
2660 strcpy(op->contr->killer,"starvation"); 3000 strcpy (op->contr->killer, "starvation");
3001 }
3002 else
2661 } 3003 {
2662 else {
2663 if (op->contr->explore) { 3004 if (op->contr->explore)
3005 {
2664 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");
2665 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3007 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp; 3008 op->stats.hp = op->stats.maxhp;
2667 return; 3009 return;
2668 } 3010 }
2669 sprintf(buf,"%s died.",op->name); 3011 sprintf (buf, "%s died.", &op->name);
2670 } 3012 }
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2672 3014
2673 /* save the map location for corpse, gravestone*/ 3015 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 3016 x = op->x;
3017 y = op->y;
3018 map = op->map;
2675 3019
2676 3020
2677 if (settings.not_permadeth == TRUE) { 3021 if (settings.not_permadeth == TRUE)
3022 {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 3023 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * 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.
2680 * 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.
2681 */ 3026 */
2682 3027
2683 /* Basically two ways to go - remove a stat permanently, or just 3028 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 3029 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 3030 * of death.
2686 */ 3031 */
2687#ifndef COZY_SERVER 3032#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 3033 if (settings.balanced_stat_loss)
3034 {
2689 /* If stat loss is permanent, lose one stat only. */ 3035 /* If stat loss is permanent, lose one stat only. */
2690 /* 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
2691 more if they do. */ 3037 more if they do. */
2692 /* Higher level characters can afford things such as potions of 3038 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 3039 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 3040 little bit harder. */
2695 /* GD */ 3041 /* GD */
2696 if (settings.stat_loss_on_death) 3042 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1;
2698 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2700 } else {
2701 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
2702 } 3048 {
3049 num_stats_lose = 1;
3050 }
2703 lost_a_stat = 0; 3051 lost_a_stat = 0;
2704 3052
2705 for (z=0; z<num_stats_lose; z++) { 3053 for (z = 0; z < num_stats_lose; z++)
3054 {
2706 i = RANDOM() % NUM_STATS; 3055 i = RANDOM () % NUM_STATS;
2707 3056
2708 if (settings.stat_loss_on_death) { 3057 if (settings.stat_loss_on_death)
3058 {
2709 /* 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
2710 * what he lost. 3060 * what he lost.
2711 */ 3061 */
2712 change_attr_value(&(op->stats), i,-1); 3062 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 3063 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 3064 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 3065 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 3067 lost_a_stat = 1;
3068 }
2718 } else { 3069 else
3070 {
2719 /* deplete a stat */ 3071 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 3072 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 3073 object *dep;
2722 3074
2723 dep = present_arch_in_ob(deparch,op); 3075 dep = present_arch_in_ob (deparch, op);
2724 if(!dep) { 3076 if (!dep)
3077 {
2725 dep = arch_to_object(deparch); 3078 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 3079 insert_ob_in_ob (dep, op);
2727 } 3080 }
2728 lose_this_stat = 1; 3081 lose_this_stat = 1;
2729 if (settings.balanced_stat_loss) { 3082 if (settings.balanced_stat_loss)
3083 {
2730 /* GD */ 3084 /* GD */
2731 /* Get the stat that we're about to deplete. */ 3085 /* Get the stat that we're about to deplete. */
2732 this_stat = get_attr_value(&(dep->stats), i); 3086 this_stat = get_attr_value (&(dep->stats), i);
2733 if (this_stat < 0) { 3087 if (this_stat < 0)
3088 {
2734 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 3089 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2735 int keep_chance = this_stat * this_stat; 3090 int keep_chance = this_stat * this_stat;
3091
2736 /* Yes, I am paranoid. Sue me. */ 3092 /* Yes, I am paranoid. Sue me. */
2737 if (keep_chance < 1) 3093 if (keep_chance < 1)
2738 keep_chance = 1; 3094 keep_chance = 1;
2739 3095
2740 /* There is a maximum depletion total per level. */ 3096 /* There is a maximum depletion total per level. */
2741 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)
2742 lose_this_stat = 0; 3106 lose_this_stat = 0;
2743 /* Take loss chance vs keep chance to see if we
2744 retain the stat. */
2745 } else {
2746 if (random_roll(0, loss_chance + keep_chance-1,
2747 op, PREFER_LOW) < keep_chance)
2748 lose_this_stat = 0;
2749 /* 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",
2750 this_stat, keep_chance, loss_chance, 3108 this_stat, keep_chance, loss_chance,
2751 lose_this_stat?"LOSE":"KEEP"); */ 3109 lose_this_stat?"LOSE":"KEEP"); */
2752 } 3110 }
2753 } 3111 }
2754 } 3112 }
2755 3113
2756 if (lose_this_stat) { 3114 if (lose_this_stat)
3115 {
2757 this_stat = get_attr_value(&(dep->stats), i); 3116 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another 3117 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 3118 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 3119 * stats have been depleted to -50, all are pretty low
2761 * 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
2762 * difference. 3121 * difference.
2763 */ 3122 */
2764 if (this_stat>=-50) { 3123 if (this_stat >= -50)
3124 {
2765 change_attr_value(&(dep->stats), i, -1); 3125 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 3126 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3127 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 3128 fix_player (op);
2769 lost_a_stat = 1; 3129 lost_a_stat = 1;
2770 } 3130 }
2771 } 3131 }
2772 } 3132 }
2773 } 3133 }
2774 /* If no stat lost, tell the player. */ 3134 /* If no stat lost, tell the player. */
2775 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)
2776 { 3283 {
2777 /* determine_god() seems to not work sometimes... why is this? 3284 /* save playerfile sans equipment when player dies
2778 Should I be using something else? GD */ 3285 ** then save it as player.pl.dead so that future resurrection
2779 const char *god = determine_god(op); 3286 ** type spells will work on them nicely
2780 if (god && (strcmp(god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief "
2782 "moment you feel the holy presence of %s protecting"
2783 " you.", god);
2784 else 3287 */
2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3288 delete_character (op->name, 0);
2786 " 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);
2787 } 3303 }
2788#endif 3304 else
2789 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3305 delete_character (op->name, 1);
2790 " feel a holy presence protecting you from losing yourself completely.");
2791
2792 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone.
2794 */
2795 tmp=arch_to_object(find_archetype("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name);
2797 FREE_AND_COPY(tmp->name, buf);
2798 sprintf(buf,"%s's gravestones",op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf);
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2801 "who was killed\n"
2802 "by %s.\n",
2803 op->name, op->contr->title,
2804 op->contr->killer);
2805 tmp->msg = add_string(buf);
2806 tmp->x=op->x,tmp->y=op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0);
2808
2809 /**************************************/
2810 /* */
2811 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */
2814 /* */
2815 /**************************************/
2816
2817 /* remove any poisoning and confusion the character may be suffering.*/
2818 /* restore player */
2819 at = find_archetype("poisoning");
2820 tmp=present_arch_in_ob(at,op);
2821 if (tmp) {
2822 remove_ob(tmp);
2823 free_object(tmp);
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2825 }
2826
2827 at = find_archetype("confusion");
2828 tmp=present_arch_in_ob(at,op);
2829 if (tmp) {
2830 remove_ob(tmp);
2831 free_object(tmp);
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2833 }
2834 cure_disease(op,0); /* remove any disease */
2835 3306 }
2836 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op);
2838 if(op->stats.food < 100) op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2842 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);
2843 /* 3344 }
2844 * 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)))
2845 * the player has any unpaid items. If so, remove them and put them back
2846 * in the map.
2847 */
2848
2849 if (is_in_shop (op))
2850 remove_unpaid_objects(op->inv, op);
2851
2852 /****************************************/
2853 /* */
2854 /* Move player to his current respawn- */
2855 /* position (usually last savebed) */
2856 /* */
2857 /****************************************/
2858
2859 enter_player_savebed(op);
2860
2861 /* Save the player before inserting the force to reduce
2862 * chance of abuse.
2863 */
2864 op->contr->braced=0;
2865 save_player(op,1);
2866
2867 /* it is possible that the player has blown something up
2868 * at his savebed location, and that can have long lasting
2869 * spell effects. So first see if there is a spell effect
2870 * on the space that might harm the player.
2871 */
2872 will_kill_again=0;
2873 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2874 if (tmp->type ==SPELL_EFFECT)
2875 will_kill_again|=tmp->attacktype;
2876 } 3346 {
2877 if (will_kill_again) { 3347 if (tmp->nrof > 1)
2878 object *force; 3348 {
2879 int at; 3349 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2880 3350 tmp2->destroy ();
2881 force=get_archetype(FORCE_NAME); 3351 insert_ob_in_map (tmp, op->map, NULL, 0);
2882 /* 50 ticks should be enough time for the spell to abate */
2883 force->speed=0.1;
2884 force->speed_left=-5.0;
2885 SET_FLAG(force, FLAG_APPLIED);
2886 for (at=0; at<NROFATTACKS; at++) {
2887 if (will_kill_again & (1 << at))
2888 force->resist[at] = 100;
2889 } 3352 }
2890 insert_ob_in_ob(force, op);
2891 fix_player(op);
2892
2893 }
2894 /**************************************/
2895 /* */
2896 /* Repaint the characters inv, and */
2897 /* stats, and show a nasty message ;) */
2898 /* */
2899 /**************************************/
2900
2901 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2902 return;
2903 } /* NOT_PERMADETH */
2904 else {
2905 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2906 * should probably be embedded in an else statement.
2907 */
2908
2909 op->contr->party=NULL;
2910 if (settings.set_title == TRUE)
2911 op->contr->own_title[0]='\0';
2912 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2913 check_score(op);
2914 if(op->contr->ranges[range_golem]!=NULL) {
2915 remove_friendly_object(op->contr->ranges[range_golem]);
2916 remove_ob(op->contr->ranges[range_golem]);
2917 free_object(op->contr->ranges[range_golem]);
2918 op->contr->ranges[range_golem]=NULL;
2919 op->contr->golem_count=0;
2920 }
2921 loot_object(op); /* Remove some of the items for good */
2922 remove_ob(op);
2923 op->direction=0;
2924
2925 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2926 delete_character(op->name,0);
2927 if (settings.resurrection == TRUE) {
2928 /* save playerfile sans equipment when player dies
2929 ** then save it as player.pl.dead so that future resurrection
2930 ** type spells will work on them nicely
2931 */
2932 delete_character(op->name,0);
2933 op->stats.hp = op->stats.maxhp;
2934 op->stats.food = 999;
2935
2936 /* set the location of where the person will reappear when */
2937 /* maybe resurrection code should fix map also */
2938 strcpy(op->contr->maplevel, settings.emergency_mapname);
2939 if(op->map!=NULL)
2940 op->map = NULL;
2941 op->x = settings.emergency_x;
2942 op->y = settings.emergency_y;
2943 save_player(op,0);
2944 op->map = map;
2945 /* please see resurrection.c: peterm */
2946 dead_player(op);
2947 } else { 3353 else
2948 delete_character(op->name,1); 3354 tmp->destroy ();
2949 } 3355 }
2950 } 3356 else
2951 play_again(op);
2952
2953 /* peterm: added to create a corpse at deathsite. */
2954 tmp=arch_to_object(find_archetype("corpse_pl"));
2955 sprintf(buf,"%s", op->name);
2956 FREE_AND_COPY(tmp->name, buf);
2957 FREE_AND_COPY(tmp->name_pl, buf);
2958 tmp->level=op->level;
2959 tmp->x=x;tmp->y=y;
2960 if (tmp->msg)
2961 free_string(tmp->msg);
2962 tmp->msg = add_string (gravestone_text(op));
2963 SET_FLAG (tmp, FLAG_UNIQUE);
2964 insert_ob_in_map (tmp, map, NULL,0);
2965 }
2966}
2967
2968
2969void loot_object(object *op) { /* Grab and destroy some treasure */
2970 object *tmp,*tmp2,*next;
2971
2972 if (op->container) { /* close open sack first */
2973 esrv_apply_container (op, op->container);
2974 }
2975
2976 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2977 next=tmp->below;
2978 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2979 remove_ob(tmp);
2980 tmp->x=op->x,tmp->y=op->y;
2981 if (tmp->type == CONTAINER) { /* empty container to ground */
2982 loot_object(tmp);
2983 }
2984 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2985 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2986 if(tmp->nrof>1) {
2987 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2988 free_object(tmp2);
2989 insert_ob_in_map(tmp,op->map,NULL,0); 3357 insert_ob_in_map (tmp, op->map, NULL, 0);
2990 } else
2991 free_object(tmp);
2992 } else
2993 insert_ob_in_map(tmp,op->map,NULL,0);
2994 } 3358 }
2995} 3359}
2996 3360
2997/* 3361/*
2998 * fix_weight(): Check recursively the weight of all players, and fix 3362 * fix_weight(): Check recursively the weight of all players, and fix
2999 * 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
3000 * was changed. 3364 * was changed.
3001 */ 3365 */
3002 3366
3367void
3003void fix_weight(void) { 3368fix_weight (void)
3369{
3004 player *pl; 3370 player *pl;
3371
3005 for (pl = first_player; pl != NULL; pl = pl->next) { 3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 {
3006 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375
3007 if(old == sum) 3376 if (old == sum)
3008 continue; 3377 continue;
3009 fix_player(pl->ob); 3378 fix_player (pl->ob);
3010 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3011 pl->ob->name, old, sum);
3012 } 3380 }
3013} 3381}
3014 3382
3383void
3015void fix_luck(void) { 3384fix_luck (void)
3385{
3016 player *pl; 3386 player *pl;
3387
3017 for (pl = first_player; pl != NULL; pl = pl->next) 3388 for (pl = first_player; pl != NULL; pl = pl->next)
3018 if (!pl->ob->contr->state) 3389 if (!pl->ob->contr->ns->state)
3019 change_luck(pl->ob, 0); 3390 change_luck (pl->ob, 0);
3020} 3391}
3021 3392
3022 3393
3023/* cast_dust() - handles op throwing objects of type 'DUST'. 3394/* cast_dust() - handles op throwing objects of type 'DUST'.
3024 * This is much simpler in the new spell code - we basically 3395 * This is much simpler in the new spell code - we basically
3025 * just treat this as any other spell casting object. 3396 * just treat this as any other spell casting object.
3026 */ 3397 */
3027 3398
3028void 3399void
3029cast_dust (object * op, object * throw_ob, int dir) 3400cast_dust (object *op, object *throw_ob, int dir)
3030{ 3401{
3031 object *skop, *spob; 3402 object *skop, *spob;
3032 3403
3033 skop = find_skill_by_name (op, throw_ob->skill); 3404 skop = find_skill_by_name (op, throw_ob->skill);
3034 3405
3035 /* casting POTION 'dusts' is really a use_magic_item skill */ 3406 /* casting POTION 'dusts' is really a use_magic_item skill */
3036 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3407 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3037 { 3408 {
3038 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);
3039 op->name);
3040 return; 3410 return;
3041 } 3411 }
3042 3412
3043 spob = throw_ob->inv; 3413 spob = throw_ob->inv;
3044 3414
3045 // 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
3046 // 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
3047 // errors should be reported as early as possible IMHO) 3417 // errors should be reported as early as possible IMHO)
3048 if (!spob) 3418 if (!spob)
3049 { 3419 {
3050 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);
3051 throw_ob->name, op->name);
3052 return; 3421 return;
3053 } 3422 }
3054 3423
3055 if (op->type == PLAYER) 3424 if (op->type == PLAYER)
3056 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);
3057 3426
3058 cast_spell (op, throw_ob, dir, spob, NULL); 3427 cast_spell (op, throw_ob, dir, spob, NULL);
3059 3428
3060 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3429 throw_ob->destroy ();
3061 remove_ob (throw_ob);
3062 free_object (throw_ob);
3063} 3430}
3064 3431
3432void
3065void make_visible (object *op) { 3433make_visible (object *op)
3434{
3066 op->hide = 0; 3435 op->hide = 0;
3067 op->invisible = 0; 3436 op->invisible = 0;
3068 if(op->type==PLAYER) { 3437 if (op->type == PLAYER)
3438 {
3069 op->contr->tmp_invis = 0; 3439 op->contr->tmp_invis = 0;
3070 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3440 op->contr->invis_race = 0;
3071 } 3441 }
3072 update_object(op,UP_OBJ_FACE); 3442 update_object (op, UP_OBJ_FACE);
3073} 3443}
3074 3444
3445int
3075int is_true_undead(object *op) { 3446is_true_undead (object *op)
3447{
3076 object *tmp=NULL; 3448 object *tmp = NULL;
3077 3449
3078 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3451 return 1;
3079 3452
3080 if(op->type==PLAYER)
3081 for(tmp=op->inv;tmp;tmp=tmp->below)
3082 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3083 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3084 return 0; 3453 return 0;
3085} 3454}
3086 3455
3087/* look at the surrounding terrain to determine 3456/* look at the surrounding terrain to determine
3088 * the hideability of this object. Positive levels 3457 * the hideability of this object. Positive levels
3089 * indicate greater hideability. 3458 * indicate greater hideability.
3090 */ 3459 */
3091 3460
3461int
3092int hideability(object *ob) { 3462hideability (object *ob)
3463{
3093 int i,level=0, mflag; 3464 int i, level = 0, mflag;
3094 sint16 x,y; 3465 sint16 x, y;
3095 3466
3096 if(!ob||!ob->map) return 0; 3467 if (!ob || !ob->map)
3468 return 0;
3097 3469
3098 /* so, on normal lighted maps, its hard to hide */ 3470 /* so, on normal lighted maps, its hard to hide */
3099 level=ob->map->darkness - 2; 3471 level = ob->map->darkness - 2;
3100 3472
3101 /* this also picks up whether the object is glowing. 3473 /* this also picks up whether the object is glowing.
3102 * 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
3103 * as bad as carrying a light on a pitch dark map */ 3475 * as bad as carrying a light on a pitch dark map */
3104 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3476 if (has_carried_lights (ob))
3477 level = -(10 + (2 * ob->map->darkness));
3105 3478
3106 /* scan through all nearby squares for terrain to hide in */ 3479 /* scan through all nearby squares for terrain to hide in */
3107 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 {
3108 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3482 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3109 if (mflag & P_OUT_OF_MAP) { continue; } 3483 if (mflag & P_OUT_OF_MAP)
3484 {
3485 continue;
3486 }
3110 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3487 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3111 level += 2; 3488 level += 2;
3112 else /* open terrain! */ 3489 else /* open terrain! */
3113 level -= 1; 3490 level -= 1;
3114 } 3491 }
3115 3492
3116#if 0 3493#if 0
3117 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3494 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3118#endif 3495#endif
3119 return level; 3496 return level;
3120} 3497}
3121 3498
3122/* For Hidden creatures - a chance of becoming 'unhidden' 3499/* For Hidden creatures - a chance of becoming 'unhidden'
3123 * every time they move - as we subtract off 'invisibility' 3500 * every time they move - as we subtract off 'invisibility'
3124 * AND, for players, if they move into a ridiculously unhideable 3501 * AND, for players, if they move into a ridiculously unhideable
3125 * spot (surrounded by clear terrain in broad daylight). -b.t. 3502 * spot (surrounded by clear terrain in broad daylight). -b.t.
3126 */ 3503 */
3127 3504
3505void
3128void do_hidden_move (object *op) { 3506do_hidden_move (object *op)
3507{
3129 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3508 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3130 object *skop; 3509 object *skop;
3131 3510
3132 if(!op || !op->map) return; 3511 if (!op || !op->map)
3512 return;
3133 3513
3134 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3135 3515
3136 /* 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! */
3137 if(op->type==PLAYER && op->contr->run_on) { 3517 if (op->type == PLAYER && op->contr->run_on)
3518 {
3138 if(!skop || num >= skop->level) { 3519 if (!skop || num >= skop->level)
3520 {
3139 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!");
3140 make_visible(op); 3522 make_visible (op);
3141 return; 3523 return;
3524 }
3525 else
3142 } else num += 20; 3526 num += 20;
3143 } 3527 }
3144 num += op->map->difficulty; 3528 num += op->map->difficulty;
3145 hide = hideability(op); /* modify by terrain hidden level */ 3529 hide = hideability (op); /* modify by terrain hidden level */
3146 num -= hide; 3530 num -= hide;
3147 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 {
3148 make_visible(op); 3533 make_visible (op);
3149 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3534 if (op->type == PLAYER)
3150 "You moved out of hiding! You are visible!"); 3535 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3151 } 3536 }
3152 else if (op->type == PLAYER && skop) { 3537 else if (op->type == PLAYER && skop)
3538 {
3153 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);
3154 } 3540 }
3155} 3541}
3156 3542
3157/* determine if who is standing near a hostile creature. */ 3543/* determine if who is standing near a hostile creature. */
3158 3544
3545int
3159int stand_near_hostile( object *who ) { 3546stand_near_hostile (object *who)
3547{
3160 object *tmp=NULL; 3548 object *tmp = NULL;
3161 int i,friendly=0,player=0, mflags; 3549 int i, friendly = 0, player = 0, mflags;
3162 mapstruct *m; 3550 maptile *m;
3163 sint16 x,y; 3551 sint16 x, y;
3164 3552
3165 if(!who) return 0; 3553 if (!who)
3554 return 0;
3166 3555
3167 if(who->type==PLAYER) player=1; 3556 if (who->type == PLAYER)
3557 player = 1;
3558
3559 else
3168 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3560 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3169 3561
3170 /* search adjacent squares */ 3562 /* search adjacent squares */
3171 for(i=1;i<9;i++) { 3563 for (i = 1; i < 9; i++)
3564 {
3172 x = who->x+freearr_x[i]; 3565 x = who->x + freearr_x[i];
3173 y = who->y+freearr_y[i]; 3566 y = who->y + freearr_y[i];
3174 m = who->map; 3567 m = who->map;
3175 mflags = get_map_flags(m, &m, x, y, &x, &y); 3568 mflags = get_map_flags (m, &m, x, y, &x, &y);
3176 /* space must be blocked if there is a monster. If not 3569 /* space must be blocked if there is a monster. If not
3177 * blocked, don't need to check this space. 3570 * blocked, don't need to check this space.
3178 */ 3571 */
3179 if (mflags & P_OUT_OF_MAP) continue; 3572 if (mflags & P_OUT_OF_MAP)
3573 continue;
3180 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)))
3181 3575 continue;
3182 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3576
3183 if((player||friendly) 3577 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3578 {
3184 &&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)
3185 return 1; 3585 return 1;
3186 else if(tmp->type==PLAYER)
3187 {
3188 /*don't let a hidden DM prevent you from hiding*/
3189 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3190 return 1;
3191 } 3586 }
3192 } 3587 }
3193 } 3588 }
3194 return 0; 3589 return 0;
3195} 3590}
3196 3591
3197/* check the player los field for viewability of the 3592/* check the player los field for viewability of the
3198 * object op. This function works fine for monsters, 3593 * object op. This function works fine for monsters,
3199 * 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
3206 * 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.
3207 * -b.t. 3602 * -b.t.
3208 * This function is now map tiling safe. 3603 * This function is now map tiling safe.
3209 */ 3604 */
3210 3605
3606int
3211int player_can_view (object *pl,object *op) { 3607player_can_view (object *pl, object *op)
3608{
3212 rv_vector rv; 3609 rv_vector rv;
3213 int dx,dy; 3610 int dx, dy;
3214 3611
3215 if(pl->type!=PLAYER) { 3612 if (pl->type != PLAYER)
3613 {
3216 LOG(llevError,"player_can_view() called for non-player object\n"); 3614 LOG (llevError, "player_can_view() called for non-player object\n");
3217 return -1; 3615 return -1;
3218 } 3616 }
3219 if (!pl || !op) return 0; 3617 if (!pl || !op)
3220
3221 if(op->head) { op = op->head; }
3222 get_rangevector(pl, op, &rv, 0x1);
3223
3224 /* starting with the 'head' part, lets loop
3225 * through the object and find if it has any
3226 * part that is in the los array but isnt on
3227 * a blocked los square.
3228 * we use the archetype to figure out offsets.
3229 */
3230 while(op) {
3231 dx = rv.distance_x + op->arch->clone.x;
3232 dy = rv.distance_y + op->arch->clone.y;
3233
3234 /* only the viewable area the player sees is updated by LOS
3235 * code, so we need to restrict ourselves to that range of values
3236 * for any meaningful values.
3237 */
3238 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3239 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3240 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3241 return 1;
3242 op = op->more;
3243 }
3244 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->ns->mapx / 2) &&
3642 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3643 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3644 return 1;
3645 op = op->more;
3646 }
3647 return 0;
3245} 3648}
3246 3649
3247/* routine for both players and monsters. We call this when 3650/* routine for both players and monsters. We call this when
3248 * there is a possibility for our action distrubing our hiding 3651 * there is a possibility for our action distrubing our hiding
3249 * place or invisiblity spell. Artefact invisiblity is not 3652 * place or invisiblity spell. Artefact invisiblity is not
3250 * effected by this. If we arent invisible to begin with, we 3653 * effected by this. If we arent invisible to begin with, we
3251 * return 0. 3654 * return 0.
3252 */ 3655 */
3656int
3253int action_makes_visible (object *op) { 3657action_makes_visible (object *op)
3658{
3254 3659
3255 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3660 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3661 {
3256 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3662 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3257 return 0; 3663 return 0;
3258 3664
3259 if (op->contr && op->contr->tmp_invis == 0) return 0; 3665 if (op->contr && op->contr->tmp_invis == 0)
3666 return 0;
3260 3667
3261 /* If monsters, they should become visible */ 3668 /* If monsters, they should become visible */
3262 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3669 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3670 {
3263 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");
3264 return 1; 3672 return 1;
3265 } 3673 }
3266 } 3674 }
3267 return 0; 3675 return 0;
3268} 3676}
3269 3677
3270/* op_on_battleground - checks if the given object op (usually 3678/* op_on_battleground - checks if the given object op (usually
3271 * a player) is standing on a valid battleground-tile, 3679 * a player) is standing on a valid battleground-tile,
3272 * function returns TRUE/FALSE. If true x, y returns the battleground 3680 * function returns TRUE/FALSE. If true x, y returns the battleground
3273 * -exit-coord. (and if x, y not NULL) 3681 * -exit-coord. (and if x, y not NULL)
3274 * 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
3275 * 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
3276 * 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
3277 */ 3685 */
3686int
3278int op_on_battleground (object *op, int *x, int *y) { 3687op_on_battleground (object *op, int *x, int *y)
3688{
3279 object *tmp; 3689 object *tmp;
3280 3690
3281 /* A battleground-tile needs the following attributes to be valid: 3691 /* A battleground-tile needs the following attributes to be valid:
3282 * 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),
3283 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3693 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3284 * and the exit-coordinates sp/hp must both be > 0. 3694 * and the exit-coordinates sp/hp must both be > 0.
3285 * => The intention here is to prevent abuse of the battleground- 3695 * => The intention here is to prevent abuse of the battleground-
3286 * feature (like pickable or hidden battleground tiles). */ 3696 * feature (like pickable or hidden battleground tiles). */
3287 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3697 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3698 {
3288 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3699 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3700 {
3289 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3701 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3290 strcmp(tmp->name, "battleground")==0 && 3702 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3291 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3703 {
3292 /*before we assign the exit, check if this is a teambattle*/ 3704 /*before we assign the exit, check if this is a teambattle */
3293 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 {
3294 object *invtmp; 3707 object *invtmp;
3708
3295 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3709 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3296 if(invtmp->type==FORCE && invtmp->slaying && 3710 {
3297 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3711 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3712 {
3298 if (x != NULL && y != NULL) 3713 if (x != NULL && y != NULL)
3299 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3714 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3300 return 1; 3715 return 1;
3716 }
3301 } 3717 }
3302 } 3718 }
3303 }
3304 if (x != NULL && y != NULL) 3719 if (x != NULL && y != NULL)
3305 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3720 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3306 return 1; 3721 return 1;
3722 }
3307 } 3723 }
3308 }
3309 } 3724 }
3310 /* If we got here, did not find a battleground */ 3725 /* If we got here, did not find a battleground */
3311 return 0; 3726 return 0;
3312} 3727}
3313 3728
3314/* 3729/*
3318 * attributes: 3733 * attributes:
3319 * object *who the dragon player 3734 * object *who the dragon player
3320 * int atnr the attack-number of the ability focus 3735 * int atnr the attack-number of the ability focus
3321 * int level ability level 3736 * int level ability level
3322 */ 3737 */
3738void
3323void dragon_ability_gain(object *who, int atnr, int level) { 3739dragon_ability_gain (object *who, int atnr, int level)
3740{
3324 treasurelist *trlist = NULL; /* treasurelist */ 3741 treasurelist *trlist = NULL; /* treasurelist */
3325 treasure *tr; /* treasure */ 3742 treasure *tr; /* treasure */
3326 object *tmp,*skop; /* tmp. object */ 3743 object *tmp, *skop; /* tmp. object */
3327 object *item; /* treasure object */ 3744 object *item; /* treasure object */
3328 char buf[MAX_BUF]; /* tmp. string buffer */ 3745 char buf[MAX_BUF]; /* tmp. string buffer */
3329 int i=0, j=0; 3746 int i = 0, j = 0;
3330 3747
3331 /* get the appropriate treasurelist */ 3748 /* get the appropriate treasurelist */
3332 if (atnr == ATNR_FIRE) 3749 if (atnr == ATNR_FIRE)
3333 trlist = find_treasurelist("dragon_ability_fire"); 3750 trlist = find_treasurelist ("dragon_ability_fire");
3334 else if (atnr == ATNR_COLD) 3751 else if (atnr == ATNR_COLD)
3335 trlist = find_treasurelist("dragon_ability_cold"); 3752 trlist = find_treasurelist ("dragon_ability_cold");
3336 else if (atnr == ATNR_ELECTRICITY) 3753 else if (atnr == ATNR_ELECTRICITY)
3337 trlist = find_treasurelist("dragon_ability_elec"); 3754 trlist = find_treasurelist ("dragon_ability_elec");
3338 else if (atnr == ATNR_POISON) 3755 else if (atnr == ATNR_POISON)
3339 trlist = find_treasurelist("dragon_ability_poison"); 3756 trlist = find_treasurelist ("dragon_ability_poison");
3340 3757
3341 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))
3342 return; 3775 return;
3343 3776
3344 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);
3345 tr = tr->next, i++); 3778 do_learn_spell (who, item, 0);
3346 3779 return;
3347 if (tr == NULL || tr->item == NULL) { 3780 }
3348 /* 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))
3349 return; 3791 return;
3350 }
3351
3352 /* everything seems okay - now bring on the gift: */
3353 item = &(tr->item->clone);
3354
3355 if (item->type == SPELL) {
3356 if (check_spell_known (who, item->name))
3357 return;
3358
3359 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3360 do_learn_spell (who, item, 0);
3361 return;
3362 }
3363
3364 /* grant direct spell */
3365 if (item->type == SPELLBOOK) {
3366 if (!item->inv) {
3367 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3368 item->name);
3369 return;
3370 }
3371 if (check_spell_known (who, item->inv->name))
3372 return;
3373 if (item->invisible) { 3792 if (item->invisible)
3793 {
3374 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);
3375 do_learn_spell (who, item->inv, 0); 3795 do_learn_spell (who, item->inv, 0);
3376 return; 3796 return;
3377 } 3797 }
3378 } 3798 }
3379 else if (item->type == SKILL_TOOL && item->invisible) { 3799 else if (item->type == SKILL_TOOL && item->invisible)
3800 {
3380 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 {
3381 3803
3382 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3804 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3383 * 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
3384 * 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,
3385 * but not all of them, he gets nothing. 3807 * but not all of them, he gets nothing.
3386 */ 3808 */
3387 if (!(skop->attacktype & item->attacktype)) { 3809 if (!(skop->attacktype & item->attacktype))
3810 {
3388 /* Give new attacktype */ 3811 /* Give new attacktype */
3389 skop->attacktype |= item->attacktype; 3812 skop->attacktype |= item->attacktype;
3390 3813
3391 /* always add physical if there's none */ 3814 /* always add physical if there's none */
3392 skop->attacktype |= AT_PHYSICAL; 3815 skop->attacktype |= AT_PHYSICAL;
3393 3816
3394 if (item->msg != NULL) 3817 if (item->msg != NULL)
3395 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3818 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3396 3819
3397 /* Give player new face */ 3820 /* Give player new face */
3398 if (item->animation_id) { 3821 if (item->animation_id)
3822 {
3399 who->face = skop->face; 3823 who->face = skop->face;
3400 who->animation_id = item->animation_id; 3824 who->animation_id = item->animation_id;
3401 who->anim_speed = item->anim_speed; 3825 who->anim_speed = item->anim_speed;
3402 who->last_anim = 0; 3826 who->last_anim = 0;
3403 who->state = 0; 3827 who->state = 0;
3404 animate_object(who, who->direction); 3828 animate_object (who, who->direction);
3405 } 3829 }
3406 } 3830 }
3407 } 3831 }
3408 } 3832 }
3409 else if (item->type == FORCE) { 3833 else if (item->type == FORCE)
3834 {
3410 /* forces in the treasurelist can alter the player's stats */ 3835 /* forces in the treasurelist can alter the player's stats */
3411 object *skin; 3836 object *skin;
3837
3412 /* first get the dragon skin force */ 3838 /* first get the dragon skin force */
3413 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3839 shstr_cmp dragon_skin_force ("dragon_skin_force");
3414 skin=skin->below); 3840 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3415 if (skin == NULL) return; 3841 ;
3416 3842
3843 if (!skin)
3844 return;
3845
3417 /* adding new spellpath attunements */ 3846 /* adding new spellpath attunements */
3418 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3847 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3848 {
3419 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3849 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3420 3850
3421 /* print message */ 3851 /* print message */
3422 sprintf(buf, "You feel attuned to "); 3852 sprintf (buf, "You feel attuned to ");
3423 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3853 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3854 {
3424 if(item->path_attuned & (1<<i)) { 3855 if (item->path_attuned & (1 << i))
3856 {
3425 if (j) 3857 if (j)
3426 strcat(buf," and "); 3858 strcat (buf, " and ");
3427 else 3859 else
3428 j = 1; 3860 j = 1;
3429 strcat(buf, spellpathnames[i]); 3861 strcat (buf, spellpathnames[i]);
3430 } 3862 }
3431 } 3863 }
3432 strcat(buf,"."); 3864 strcat (buf, ".");
3433 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3865 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3434 } 3866 }
3435 3867
3436 /* evtl. adding flags: */ 3868 /* evtl. adding flags: */
3437 if(QUERY_FLAG(item, FLAG_XRAYS)) 3869 if (QUERY_FLAG (item, FLAG_XRAYS))
3438 SET_FLAG(skin, FLAG_XRAYS); 3870 SET_FLAG (skin, FLAG_XRAYS);
3439 if(QUERY_FLAG(item, FLAG_STEALTH)) 3871 if (QUERY_FLAG (item, FLAG_STEALTH))
3440 SET_FLAG(skin, FLAG_STEALTH); 3872 SET_FLAG (skin, FLAG_STEALTH);
3441 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3873 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3442 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3874 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3443 3875
3444 /* print message if there is one */ 3876 /* print message if there is one */
3445 if (item->msg != NULL) 3877 if (item->msg != NULL)
3446 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3878 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3879 }
3880 else
3447 } 3881 {
3448 else {
3449 /* generate misc. treasure */ 3882 /* generate misc. treasure */
3450 tmp = arch_to_object (tr->item); 3883 tmp = arch_to_object (tr->item);
3451 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3884 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3452 tmp = insert_ob_in_ob (tmp, who); 3885 tmp = insert_ob_in_ob (tmp, who);
3453 if (who->type == PLAYER) 3886 if (who->type == PLAYER)
3454 esrv_send_item(who, tmp); 3887 esrv_send_item (who, tmp);
3455 } 3888 }
3456} 3889}
3457 3890
3458/** 3891/**
3459 * Unready an object for a player. This function does nothing if the object was 3892 * Unready an object for a player. This function does nothing if the object was
3460 * not readied. 3893 * not readied.
3461 */ 3894 */
3895void
3462void player_unready_range_ob(player *pl, object *ob) { 3896player_unready_range_ob (player *pl, object *ob)
3897{
3463 rangetype i; 3898 rangetype i;
3464 3899
3465 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3900 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3901 {
3466 if (pl->ranges[i] == ob) { 3902 if (pl->ranges[i] == ob)
3903 {
3467 pl->ranges[i] = NULL; 3904 pl->ranges[i] = NULL;
3468 if (pl->shoottype == i) { 3905 if (pl->shoottype == i)
3906 {
3469 pl->shoottype = range_none; 3907 pl->shoottype = range_none;
3470 } 3908 }
3471 } 3909 }
3472 } 3910 }
3473} 3911}

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