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Comparing deliantra/server/server/player.C (file contents):
Revision 1.17 by pippijn, Thu Sep 7 10:01:58 2006 UTC vs.
Revision 1.18 by root, Sun Sep 10 15:59:57 2006 UTC

1
1/* 2/*
2 * static char *rcsid_player_c = 3 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.17 2006/09/07 10:01:58 pippijn Exp $"; 4 * "$Id: player.C,v 1.18 2006/09/10 15:59:57 root Exp $";
4 */ 5 */
5 6
6/* 7/*
7 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
8 9
25 26
26 The author can be reached via e-mail to crossfire-devel@real-time.com 27 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/ 28*/
28 29
29#include <global.h> 30#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */ 31#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 32# include <pwd.h>
32#endif 33#endif
33#ifndef __CEXTRACT__ 34#ifndef __CEXTRACT__
34#include <sproto.h> 35# include <sproto.h>
35#endif 36#endif
36#include <sounds.h> 37#include <sounds.h>
37#include <living.h> 38#include <living.h>
38#include <object.h> 39#include <object.h>
39#include <spells.h> 40#include <spells.h>
42 43
43#ifdef COZY_SERVER 44#ifdef COZY_SERVER
44extern int same_party (partylist *a, partylist *b); 45extern int same_party (partylist *a, partylist *b);
45#endif 46#endif
46 47
48player *
47player *find_player(const char *plname) 49find_player (const char *plname)
48{ 50{
49 player *pl; 51 player *pl;
52
50 for(pl=first_player;pl!=NULL;pl=pl->next) 53 for (pl = first_player; pl != NULL; pl = pl->next)
51 { 54 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 55 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
53 return pl; 56 return pl;
54 }; 57 };
55 return NULL; 58 return NULL;
56} 59}
57 60
61player *
58player* find_player_partial_name( const char* plname ) 62find_player_partial_name (const char *plname)
59 { 63{
60 player* pl; 64 player *pl;
61 player* found = NULL; 65 player *found = NULL;
62 size_t namelen = strlen( plname ); 66 size_t namelen = strlen (plname);
67
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 68 for (pl = first_player; pl != NULL; pl = pl->next)
64 { 69 {
65 if ( (size_t) strlen( pl->ob->name ) < namelen ) 70 if ((size_t) strlen (pl->ob->name) < namelen)
66 continue; 71 continue;
67 72
68 if ( !strcmp( pl->ob->name, plname) ) 73 if (!strcmp (pl->ob->name, plname))
69 return pl; 74 return pl;
70 75
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 76 if (!strncasecmp (pl->ob->name, plname, namelen))
72 { 77 {
73 if ( found ) 78 if (found)
74 return NULL; 79 return NULL;
75 80
76 found = pl; 81 found = pl;
77 } 82 }
78 } 83 }
79 return found; 84 return found;
80 } 85}
81 86
87void
82void display_motd(const object *op) { 88display_motd (const object *op)
89{
83 char buf[MAX_BUF]; 90 char buf[MAX_BUF];
84 char motd[HUGE_BUF]; 91 char motd[HUGE_BUF];
85 FILE *fp; 92 FILE *fp;
86 int comp; 93 int comp;
87 int size; 94 int size;
88 95
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 96 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 97 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
98 {
91 return; 99 return;
92 } 100 }
93 motd[0]='\0'; 101 motd[0] = '\0';
94 size=0; 102 size = 0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) { 103 while (fgets (buf, MAX_BUF, fp) != NULL)
104 {
96 if( *buf == '#') 105 if (*buf == '#')
97 continue; 106 continue;
98 strncat(motd+size,buf,HUGE_BUF-size); 107 strncat (motd + size, buf, HUGE_BUF - size);
99 size+=strlen(buf); 108 size += strlen (buf);
100 } 109 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 110 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 111 close_and_delete (fp, comp);
103} 112}
104 113
114void
105void send_rules(const object *op) { 115send_rules (const object *op)
116{
106 char buf[MAX_BUF]; 117 char buf[MAX_BUF];
107 char rules[HUGE_BUF]; 118 char rules[HUGE_BUF];
108 FILE *fp; 119 FILE *fp;
109 int comp; 120 int comp;
110 int size; 121 int size;
111 122
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 123 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 124 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
125 {
126 return;
127 }
128 rules[0] = '\0';
129 size = 0;
130 while (fgets (buf, MAX_BUF, fp) != NULL)
131 {
132 if (*buf == '#')
133 continue;
134 if (size + strlen (buf) >= HUGE_BUF)
135 {
136 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
137 break;
138 }
139 strncat (rules + size, buf, HUGE_BUF - size);
140 size += strlen (buf);
141 }
142 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
143 close_and_delete (fp, comp);
144}
145
146void
147send_news (const object *op)
148{
149 char buf[MAX_BUF];
150 char news[HUGE_BUF];
151 char subject[MAX_BUF];
152 FILE *fp;
153 int comp;
154 int size;
155
156 sprintf (buf, "%s/%s", settings.confdir, settings.news);
157 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return; 158 return;
115 } 159 news[0] = '\0';
116 rules[0]='\0'; 160 subject[0] = '\0';
117 size=0; 161 size = 0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 162 while (fgets (buf, MAX_BUF, fp) != NULL)
163 {
119 if( *buf == '#') 164 if (*buf == '#')
120 continue; 165 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 == '#') 166 if (*buf == '%')
149 continue; 167 { /* send one news */
150 if ( *buf =='%'){ /* send one news */
151 if (size>0) 168 if (size > 0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 169 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 */
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); 170 strcpy (subject, buf + 1);
158 strip_endline(subject); 171 strip_endline (subject);
159 size=0; 172 size = 0;
160 news[0]='\0'; 173 news[0] = '\0';
161 } 174 }
162 else{ 175 else
176 {
163 if (size + strlen(buf)>=HUGE_BUF) 177 if (size + strlen (buf) >= HUGE_BUF)
164 { 178 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); 179 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 180 break;
167 } 181 }
168 strncat(news+size,buf,HUGE_BUF-size); 182 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 183 size += strlen (buf);
170 } 184 }
171 }
172 185 }
186
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 187 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 188 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); 189 close_and_delete (fp, comp);
179} 190}
180 191
192int
181int playername_ok(const char *cp) { 193playername_ok (const char *cp)
194{
182 /* Don't allow - or _ as first character in the name */ 195 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0; 196 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; 197 return 0;
198
199 for (; *cp != '\0'; cp++)
200 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
201 return 0;
202 return 1;
189} 203}
190 204
191/* This no longer sets the player map. Also, it now updates 205/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that. 206 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map. 207 * Caller is responsible for setting the correct map.
198 * Returns the player structure. If 'p' is null, 212 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle 213 * we create a new one. Otherwise, we recycle
200 * the one that is passed. 214 * the one that is passed.
201 */ 215 */
202static player * 216static player *
203get_player (player * p) 217get_player (player *p)
204{ 218{
205 object *op = arch_to_object (get_player_archetype (NULL)); 219 object *op = arch_to_object (get_player_archetype (NULL));
206 int i; 220 int i;
207 221
208 if (!p) 222 if (!p)
214 * end of the list - there is in fact no compelling reason that 228 * end of the list - there is in fact no compelling reason that
215 * that needs to be done except for things like output of 229 * that needs to be done except for things like output of
216 * 'who'. 230 * 'who'.
217 */ 231 */
218 player *tmp = first_player; 232 player *tmp = first_player;
233
219 while (tmp != NULL && tmp->next != NULL) 234 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next; 235 tmp = tmp->next;
221 if (tmp != NULL) 236 if (tmp != NULL)
222 tmp->next = p; 237 tmp->next = p;
223 else 238 else
224 first_player = p; 239 first_player = p;
225 240
226 p->next = NULL; 241 p->next = NULL;
227 } 242 }
228 243
229 /* Clears basically the entire player structure except 244 /* Clears basically the entire player structure except
233 248
234 /* There are some elements we want initialized to non zero value - 249 /* There are some elements we want initialized to non zero value -
235 * we deal with that below this point. 250 * we deal with that below this point.
236 */ 251 */
237 p->party = NULL; 252 p->party = NULL;
238 p->outputs_sync = 16; /* Every 2 seconds */ 253 p->outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count = 8; /* Keeps present behaviour */ 254 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 255 p->unapply = unapply_nochoice;
241 p->Swap_First = -1; 256 p->Swap_First = -1;
242 257
243#ifdef AUTOSAVE 258#ifdef AUTOSAVE
244 p->last_save_tick = 9999999; 259 p->last_save_tick = 9999999;
245#endif 260#endif
246 261
247 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 262 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
248 263
249 op->contr = p; /* this aren't yet in archetype */ 264 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op; 265 p->ob = op;
251 op->speed_left = 0.5; 266 op->speed_left = 0.5;
252 op->speed = 1.0; 267 op->speed = 1.0;
253 op->direction = 5; /* So player faces south */ 268 op->direction = 5; /* So player faces south */
254 op->stats.wc = 2; 269 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */ 270 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 271 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257 272
258 roll_stats (op); 273 roll_stats (op);
259 p->state = ST_ROLL_STAT; 274 p->state = ST_ROLL_STAT;
260 clear_los (op); 275 clear_los (op);
261 276
265 p->bowtype = bow_normal; 280 p->bowtype = bow_normal;
266 p->petmode = pet_normal; 281 p->petmode = pet_normal;
267 p->listening = 10; 282 p->listening = 10;
268 p->usekeys = containers; 283 p->usekeys = containers;
269 p->last_weapon_sp = -1; 284 p->last_weapon_sp = -1;
270 p->peaceful = 1; /* default peaceful */ 285 p->peaceful = 1; /* default peaceful */
271 p->do_los = 1; 286 p->do_los = 1;
272 p->explore = 0; 287 p->explore = 0;
273 p->no_shout = 0; /* default can shout */ 288 p->no_shout = 0; /* default can shout */
274 289
275 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 290 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
276 p->title[sizeof (p->title) - 1] = '\0'; 291 p->title[sizeof (p->title) - 1] = '\0';
277 op->race = op->arch->clone.race; 292 op->race = op->arch->clone.race;
278 293
299 p->socket.look_position = 0; 314 p->socket.look_position = 0;
300 return p; 315 return p;
301} 316}
302 317
303/* This loads the first map an puts the player on it. */ 318/* This loads the first map an puts the player on it. */
319static void
304static void set_first_map(object *op) 320set_first_map (object *op)
305{ 321{
306 strcpy(op->contr->maplevel, first_map_path); 322 strcpy (op->contr->maplevel, first_map_path);
307 op->x = -1; 323 op->x = -1;
308 op->y = -1; 324 op->y = -1;
309 enter_exit(op, NULL); 325 enter_exit (op, NULL);
310} 326}
311 327
312/* Tries to add player on the connection passwd in ns. 328/* Tries to add player on the connection passwd in ns.
313 * All we can really get in this is some settings like host and display 329 * All we can really get in this is some settings like host and display
314 * mode. 330 * mode.
315 */ 331 */
316 332
333int
317int add_player(NewSocket *ns) { 334add_player (NewSocket * ns)
335{
318 player *p; 336 player *p;
319 337
320 p=get_player(NULL); 338 p = get_player (NULL);
321 p->socket = *ns; 339 p->socket = *ns;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 340 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
323 if(p->socket.faces_sent == NULL) 341 if (p->socket.faces_sent == NULL)
324 fatal(OUT_OF_MEMORY); 342 fatal (OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 343 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared. 344 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data 345 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket. 346 * on the uncoming socket.
329 */ 347 */
330 p->socket.inbuf.len = 0; 348 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 349 set_first_map (p->ob);
332 350
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 351 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob); 352 add_friendly_object (p->ob);
335 send_rules(p->ob); 353 send_rules (p->ob);
336 send_news(p->ob); 354 send_news (p->ob);
337 display_motd(p->ob); 355 display_motd (p->ob);
338 get_name(p->ob); 356 get_name (p->ob);
339 return 0; 357 return 0;
340} 358}
341 359
342/* 360/*
343 * get_player_archetype() return next player archetype from archetype 361 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 362 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 363 * Note: there MUST be at least one player archetype!
346 */ 364 */
365archetype *
347archetype *get_player_archetype(archetype* at) 366get_player_archetype (archetype *at)
348{ 367{
349 archetype *start = at; 368 archetype *start = at;
369
350 for (;;) { 370 for (;;)
371 {
351 if (at==NULL || at->next==NULL) 372 if (at == NULL || at->next == NULL)
352 at=first_archetype; 373 at = first_archetype;
353 else 374 else
354 at=at->next; 375 at = at->next;
355 if(at->clone.type==PLAYER) 376 if (at->clone.type == PLAYER)
356 return at; 377 return at;
357 if (at == start) { 378 if (at == start)
379 {
358 LOG (llevError, "No Player archetypes\n"); 380 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 381 exit (-1);
360 } 382 }
361 } 383 }
362} 384}
363 385
364 386
387object *
365object *get_nearest_player(object *mon) { 388get_nearest_player (object *mon)
389{
366 object *op = NULL; 390 object *op = NULL;
367 player *pl = NULL; 391 player *pl = NULL;
368 objectlink *ol; 392 objectlink *ol;
369 unsigned lastdist; 393 unsigned lastdist;
370 rv_vector rv; 394 rv_vector rv;
371 395
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 396 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
397 {
373 /* We should not find free objects on this friendly list, but it 398 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 399 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 400 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 401 * list is also free, so encapsulate this in a while loop.
377 */ 402 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 403 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
404 {
379 object *tmp=ol->ob; 405 object *tmp = ol->ob;
380 406
381 /* Can't do much more other than log the fact, because the object 407 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 408 * itself will have been cleared.
383 */ 409 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 410 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next; 411 ol = ol->next;
386 remove_friendly_object(tmp); 412 remove_friendly_object (tmp);
413 if (!ol)
387 if (!ol) return op; 414 return op;
388 } 415 }
389 416
390 /* Remove special check for player from this. First, it looks to cause 417 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more 418 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 419 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would 420 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 421 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 422 * on_same_map check, as can_detect_enemy also does this
396 */ 423 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 424 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 425 continue;
399 426
400 if(lastdist>rv.distance) { 427 if (lastdist > rv.distance)
428 {
401 op=ol->ob; 429 op = ol->ob;
402 lastdist=rv.distance; 430 lastdist = rv.distance;
403 } 431 }
404 } 432 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 433 for (pl = first_player; pl != NULL; pl = pl->next)
434 {
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 435 if (can_detect_enemy (mon, pl->ob, &rv))
436 {
407 437
408 if(lastdist>rv.distance) { 438 if (lastdist > rv.distance)
439 {
409 op=pl->ob; 440 op = pl->ob;
410 lastdist=rv.distance; 441 lastdist = rv.distance;
411 } 442 }
412 } 443 }
413 } 444 }
414#if 0 445#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 446 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 447#endif
417 return op; 448 return op;
418} 449}
419 450
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 451/* I believe this can safely go to 2, 3 is questionable, 4 will likely
421 * result in a monster paths backtracking. It basically determines how large a 452 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 453 * detour a monster will take from the direction path when looking
459 * monster can in fact move one space in that direction. 490 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 491 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 492 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 493 * is blocking itself.
463 */ 494 */
495int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 496path_to_player (object *mon, object *pl, unsigned mindiff)
497{
465 rv_vector rv; 498 rv_vector rv;
466 sint16 x,y; 499 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 500 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 501 mapstruct *m, *lastmap;
469 502
470 get_rangevector(mon, pl, &rv, 0); 503 get_rangevector (mon, pl, &rv, 0);
471 504
472 if (rv.distance<mindiff) return 0; 505 if (rv.distance < mindiff)
506 return 0;
473 507
474 x=mon->x; 508 x = mon->x;
475 y=mon->y; 509 y = mon->y;
476 m=mon->map; 510 m = mon->map;
477 dir = rv.direction; 511 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 512 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 513 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
480 /* If we can't solve it within the search distance, return now. */ 514 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0; 515 if (diff > max)
516 return 0;
482 while (diff >1 && max>0) { 517 while (diff > 1 && max > 0)
518 {
483 lastx = x; 519 lastx = x;
484 lasty = y; 520 lasty = y;
485 lastmap = m; 521 lastmap = m;
486 x = lastx + freearr_x[dir]; 522 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir]; 523 y = lasty + freearr_y[dir];
488 524
489 mflags = get_map_flags(m, &m, x, y, &x, &y); 525 mflags = get_map_flags (m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 526 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
491 527
492 /* Space is blocked - try changing direction a little */ 528 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 529 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) { 530 && (m == mon->map && blocked_link (mon, m, x, y))))
531 {
495 /* recalculate direction from last good location. Possible 532 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before. 533 * we were not traversing ideal location before.
497 */ 534 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 535 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) { 536 if (rv.direction != dir)
537 {
500 /* OK - says direction should be different - lets reset the 538 /* OK - says direction should be different - lets reset the
501 * the values so it will try again. 539 * the values so it will try again.
502 */ 540 */
503 x = lastx; 541 x = lastx;
504 y = lasty; 542 y = lasty;
505 m = lastmap; 543 m = lastmap;
506 dir = firstdir = rv.direction; 544 dir = firstdir = rv.direction;
545 }
507 } else { 546 else
547 {
508 /* direct path is blocked - try taking a side step to 548 /* direct path is blocked - try taking a side step to
509 * either the left or right. 549 * either the left or right.
510 * Note increase the values in the loop below to be 550 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes 551 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting 552 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try 553 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth 554 * stepping back and forth
515 */ 555 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 556 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
557 {
558 if (i == 0)
517 if (i==0) continue; /* already did this, so skip it */ 559 continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise, 560 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in 561 * since the direction that the creature should move in
520 * may change, you could get infinite loops. 562 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only 563 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance, 564 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north, 565 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and 566 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains 567 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully 568 * the last direction the creature has successfully
527 * moved. 569 * moved.
528 */ 570 */
529 571
530 x = lastx + freearr_x[absdir(lastdir+i)]; 572 x = lastx + freearr_x[absdir (lastdir + i)];
531 y = lasty + freearr_y[absdir(lastdir+i)]; 573 y = lasty + freearr_y[absdir (lastdir + i)];
532 m = lastmap; 574 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y); 575 mflags = get_map_flags (m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue; 576 if (mflags & P_OUT_OF_MAP)
577 continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 578 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 579 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
580 continue;
537 if (mflags & P_BLOCKSVIEW) continue; 581 if (mflags & P_BLOCKSVIEW)
582 continue;
538 583
539 if (m == mon->map && blocked_link(mon, m, x, y)) break; 584 if (m == mon->map && blocked_link (mon, m, x, y))
585 break;
540 } 586 }
541 /* go through entire loop without finding a valid 587 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path. 588 * sidestep to take - thus, no valid path.
543 */ 589 */
544 if (i==(DETOUR_AMOUNT+1)) 590 if (i == (DETOUR_AMOUNT + 1))
545 return 0; 591 return 0;
546 diff--; 592 diff--;
547 lastdir=dir; 593 lastdir = dir;
548 max--; 594 max--;
549 if (!firstdir) firstdir = dir+i; 595 if (!firstdir)
596 firstdir = dir + i;
550 } /* else check alternate directions */ 597 } /* else check alternate directions */
551 } /* if blocked */ 598 } /* if blocked */
552 else { 599 else
600 {
553 /* we moved towards creature, so diff is less */ 601 /* we moved towards creature, so diff is less */
554 diff--; 602 diff--;
555 max--; 603 max--;
556 lastdir=dir; 604 lastdir = dir;
605 if (!firstdir)
557 if (!firstdir) firstdir = dir; 606 firstdir = dir;
607 }
608 if (diff <= 1)
558 } 609 {
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually 610 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance. 611 * headed toward player for entire distance.
562 */ 612 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 613 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 614 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
565 } 615 }
566 if (diff>max) return 0; 616 if (diff > max)
617 return 0;
567 } 618 }
568 /* If we reached the max, didn't find a direction in time */ 619 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0; 620 if (!max)
570
571 return firstdir;
572}
573
574void give_initial_items(object *pl,treasurelist *items) {
575 object *op,*next=NULL;
576
577 if(pl->randomitems!=NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
579
580 for (op=pl->inv; op; op=next) {
581 next = op->below;
582
583 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way
585 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED);
588
589 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions
591 */
592 if (pl->type == PLAYER) {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) ||
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 }
603 }
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 &tmp->name);
622 continue;
623 }
624 if (op->nrof > 1) op->nrof = 1;
625 }
626
627 if (op->type == SPELLBOOK && op->inv) {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
629 }
630
631 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be
633 * merged properly.
634 */
635 if (need_identify(op)) {
636 SET_FLAG(op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED);
639 }
640 if(op->type==SPELL) {
641 remove_ob(op);
642 free_object(op);
643 continue;
644 }
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0;
648 op->level = 1;
649 }
650 /* lock all 'normal items by default */
651 else SET_FLAG(op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */
653
654 /* Need to set up the skill pointers */
655 link_player_skills(pl);
656}
657
658void get_name(object *op) {
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 shstr name = op->name;
703
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 op->name = op->name_pl = 0;
711 /* Lets put a space in here */
712 new_draw_info(NDI_UNIQUE, 0, op, "\n");
713 get_name(op);
714 op->name = op->name_pl = name;
715 set_first_map(op);
716 } else {
717 /* user pressed something else so just ask again... */
718 play_again(op);
719 }
720 return 0; 621 return 0;
721}
722 622
723void confirm_password(object *op) { 623 return firstdir;
624}
724 625
626void
627give_initial_items (object *pl, treasurelist * items)
628{
629 object *op, *next = NULL;
630
631 if (pl->randomitems != NULL)
632 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
633
634 for (op = pl->inv; op; op = next)
635 {
636 next = op->below;
637
638 /* Forces get applied per default, unless they have the
639 * flag "neutral" set. Sorry but I can't think of a better way
640 */
641 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
642 SET_FLAG (op, FLAG_APPLIED);
643
644 /* we never give weapons/armour if these cannot be used
645 * by this player due to race restrictions
646 */
647 if (pl->type == PLAYER)
648 {
649 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
650 (op->type == ARMOUR || op->type == BOOTS ||
651 op->type == CLOAK || op->type == HELMET ||
652 op->type == SHIELD || op->type == GLOVES ||
653 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
654 {
655 remove_ob (op);
656 free_object (op);
657 continue;
658 }
659 }
660
661 /* This really needs to be better - we should really give
662 * a substitute spellbook. The problem is that we don't really
663 * have a good idea what to replace it with (need something like
664 * a first level treasurelist for each skill.)
665 * remove duplicate skills also
666 */
667 if (op->type == SPELLBOOK || op->type == SKILL)
668 {
669 object *tmp;
670
671 for (tmp = op->below; tmp; tmp = tmp->below)
672 if (tmp->type == op->type && tmp->name == op->name)
673 break;
674
675 if (tmp)
676 {
677 remove_ob (op);
678 free_object (op);
679 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
680 continue;
681 }
682 if (op->nrof > 1)
683 op->nrof = 1;
684 }
685
686 if (op->type == SPELLBOOK && op->inv)
687 {
688 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
689 }
690
691 /* Give starting characters identified, uncursed, and undamned
692 * items. Just don't identify gold or silver, or it won't be
693 * merged properly.
694 */
695 if (need_identify (op))
696 {
697 SET_FLAG (op, FLAG_IDENTIFIED);
698 CLEAR_FLAG (op, FLAG_CURSED);
699 CLEAR_FLAG (op, FLAG_DAMNED);
700 }
701 if (op->type == SPELL)
702 {
703 remove_ob (op);
704 free_object (op);
705 continue;
706 }
707 else if (op->type == SKILL)
708 {
709 SET_FLAG (op, FLAG_CAN_USE_SKILL);
710 op->stats.exp = 0;
711 op->level = 1;
712 }
713 /* lock all 'normal items by default */
714 else
715 SET_FLAG (op, FLAG_INV_LOCKED);
716 } /* for loop of objects in player inv */
717
718 /* Need to set up the skill pointers */
719 link_player_skills (pl);
720}
721
722void
723get_name (object *op)
724{
725 op->contr->write_buf[0]='\0'; 725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_NAME;
727 send_query (&op->contr->socket, 0, "What is your name?\n:");
728}
729
730void
731get_password (object *op)
732{
733 op->contr->write_buf[0] = '\0';
734 op->contr->state = ST_GET_PASSWORD;
735 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
736}
737
738void
739play_again (object *op)
740{
741 op->contr->state = ST_PLAY_AGAIN;
742 op->chosen_skill = NULL;
743 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
744 /* a bit of a hack, but there are various places early in th
745 * player creation process that a user can quit (eg, roll
746 * stats) that isn't removing the player. Taking a quick
747 * look, there are many places that call play_again without
748 * removing the player - it probably makes more sense
749 * to leave it to play_again to remove the object in all
750 * cases.
751 */
752 if (!QUERY_FLAG (op, FLAG_REMOVED))
753 remove_ob (op);
754 /* Need to set this to null - otherwise, it could point to garbage,
755 * and draw() doesn't check to see if the player is removed, only if
756 * the map is null or not swapped out.
757 */
758 op->map = NULL;
759}
760
761
762int
763receive_play_again (object *op, char key)
764{
765 if (key == 'q' || key == 'Q')
766 {
767 remove_friendly_object (op);
768 leave (op->contr, 0); /* ericserver will draw the message */
769 return 2;
770 }
771 else if (key == 'a' || key == 'A')
772 {
773 player *pl = op->contr;
774 shstr name = op->name;
775
776 remove_friendly_object (op);
777 free_object (op);
778 pl = get_player (pl);
779 op = pl->ob;
780 add_friendly_object (op);
781 op->contr->password[0] = '~';
782 op->name = op->name_pl = 0;
783 /* Lets put a space in here */
784 new_draw_info (NDI_UNIQUE, 0, op, "\n");
785 get_name (op);
786 op->name = op->name_pl = name;
787 set_first_map (op);
788 }
789 else
790 {
791 /* user pressed something else so just ask again... */
792 play_again (op);
793 }
794 return 0;
795}
796
797void
798confirm_password (object *op)
799{
800
801 op->contr->write_buf[0] = '\0';
726 op->contr->state=ST_CONFIRM_PASSWORD; 802 op->contr->state = ST_CONFIRM_PASSWORD;
727 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 803 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
728} 804}
729 805
806void
730void get_party_password(object *op, partylist *party) { 807get_party_password (object *op, partylist *party)
808{
731 if (party == NULL) { 809 if (party == NULL)
810 {
732 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 811 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
733 return; 812 return;
734 } 813 }
735 op->contr->write_buf[0]='\0'; 814 op->contr->write_buf[0] = '\0';
736 op->contr->state=ST_GET_PARTY_PASSWORD; 815 op->contr->state = ST_GET_PARTY_PASSWORD;
737 op->contr->party_to_join = party; 816 op->contr->party_to_join = party;
738 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 817 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
739} 818}
740 819
741 820
742/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 821/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
822int
743int roll_stat(void) { 823roll_stat (void)
824{
744 int a[4],i,j,k; 825 int a[4], i, j, k;
745 826
746 for(i=0;i<4;i++) 827 for (i = 0; i < 4; i++)
747 a[i]=(int)RANDOM()%6+1; 828 a[i] = (int) RANDOM () % 6 + 1;
748 829
749 for(i=0,j=0,k=7;i<4;i++) 830 for (i = 0, j = 0, k = 7; i < 4; i++)
750 if(a[i]<k) 831 if (a[i] < k)
751 k=a[i],j=i; 832 k = a[i], j = i;
752 833
753 for(i=0,k=0;i<4;i++) { 834 for (i = 0, k = 0; i < 4; i++)
835 {
754 if(i!=j) 836 if (i != j)
755 k+=a[i]; 837 k += a[i];
756 } 838 }
757 return k; 839 return k;
758} 840}
759 841
842void
760void roll_stats(object *op) { 843roll_stats (object *op)
844{
761 int sum=0; 845 int sum = 0;
762 int i = 0, j = 0; 846 int i = 0, j = 0;
763 int statsort[7]; 847 int statsort[7];
764 848
849 do
765 do { 850 {
766 op->stats.Str=roll_stat(); 851 op->stats.Str = roll_stat ();
767 op->stats.Dex=roll_stat(); 852 op->stats.Dex = roll_stat ();
768 op->stats.Int=roll_stat(); 853 op->stats.Int = roll_stat ();
769 op->stats.Con=roll_stat(); 854 op->stats.Con = roll_stat ();
770 op->stats.Wis=roll_stat(); 855 op->stats.Wis = roll_stat ();
771 op->stats.Pow=roll_stat(); 856 op->stats.Pow = roll_stat ();
772 op->stats.Cha=roll_stat(); 857 op->stats.Cha = roll_stat ();
773 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 858 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
774 op->stats.Con+op->stats.Wis+op->stats.Pow+ 859 }
775 op->stats.Cha;
776 } while(sum<82||sum>116); 860 while (sum < 82 || sum > 116);
777 861
778 /* Sort the stats so that rerolling is easier... */ 862 /* Sort the stats so that rerolling is easier... */
779 statsort[0] = op->stats.Str; 863 statsort[0] = op->stats.Str;
780 statsort[1] = op->stats.Dex; 864 statsort[1] = op->stats.Dex;
781 statsort[2] = op->stats.Int; 865 statsort[2] = op->stats.Int;
782 statsort[3] = op->stats.Con; 866 statsort[3] = op->stats.Con;
783 statsort[4] = op->stats.Wis; 867 statsort[4] = op->stats.Wis;
784 statsort[5] = op->stats.Pow; 868 statsort[5] = op->stats.Pow;
785 statsort[6] = op->stats.Cha; 869 statsort[6] = op->stats.Cha;
786 870
787 /* a quick and dirty bubblesort? */ 871 /* a quick and dirty bubblesort? */
872 do
788 do { 873 {
789 if (statsort[i] < statsort[i + 1]) { 874 if (statsort[i] < statsort[i + 1])
875 {
790 j = statsort[i]; 876 j = statsort[i];
791 statsort[i] = statsort[i + 1]; 877 statsort[i] = statsort[i + 1];
792 statsort[i + 1] = j; 878 statsort[i + 1] = j;
793 i = 0; 879 i = 0;
880 }
794 } else { 881 else
882 {
795 i++; 883 i++;
796 } 884 }
885 }
797 } while (i < 6); 886 while (i < 6);
798 887
799 op->stats.Str = statsort[0]; 888 op->stats.Str = statsort[0];
800 op->stats.Dex = statsort[1]; 889 op->stats.Dex = statsort[1];
801 op->stats.Con = statsort[2]; 890 op->stats.Con = statsort[2];
802 op->stats.Int = statsort[3]; 891 op->stats.Int = statsort[3];
803 op->stats.Wis = statsort[4]; 892 op->stats.Wis = statsort[4];
804 op->stats.Pow = statsort[5]; 893 op->stats.Pow = statsort[5];
805 op->stats.Cha = statsort[6]; 894 op->stats.Cha = statsort[6];
806 895
807 896
808 op->contr->orig_stats.Str=op->stats.Str; 897 op->contr->orig_stats.Str = op->stats.Str;
809 op->contr->orig_stats.Dex=op->stats.Dex; 898 op->contr->orig_stats.Dex = op->stats.Dex;
810 op->contr->orig_stats.Int=op->stats.Int; 899 op->contr->orig_stats.Int = op->stats.Int;
811 op->contr->orig_stats.Con=op->stats.Con; 900 op->contr->orig_stats.Con = op->stats.Con;
812 op->contr->orig_stats.Wis=op->stats.Wis; 901 op->contr->orig_stats.Wis = op->stats.Wis;
813 op->contr->orig_stats.Pow=op->stats.Pow; 902 op->contr->orig_stats.Pow = op->stats.Pow;
814 op->contr->orig_stats.Cha=op->stats.Cha; 903 op->contr->orig_stats.Cha = op->stats.Cha;
815 904
816 op->level=1; 905 op->level = 1;
817 op->stats.exp=0; 906 op->stats.exp = 0;
818 op->stats.ac=0; 907 op->stats.ac = 0;
819 908
820 op->contr->levhp[1] = 9; 909 op->contr->levhp[1] = 9;
821 op->contr->levsp[1] = 6; 910 op->contr->levsp[1] = 6;
822 op->contr->levgrace[1] = 3; 911 op->contr->levgrace[1] = 3;
823 912
824 fix_player(op); 913 fix_player (op);
825 op->stats.hp = op->stats.maxhp; 914 op->stats.hp = op->stats.maxhp;
826 op->stats.sp = op->stats.maxsp; 915 op->stats.sp = op->stats.maxsp;
827 op->stats.grace = op->stats.maxgrace; 916 op->stats.grace = op->stats.maxgrace;
828 op->contr->orig_stats=op->stats; 917 op->contr->orig_stats = op->stats;
829} 918}
830 919
920void
831void Roll_Again(object *op) 921Roll_Again (object *op)
832{ 922{
833 esrv_new_player(op->contr, 0); 923 esrv_new_player (op->contr, 0);
924 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
834 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 925 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
835} 926}
836 927
928void
837void Swap_Stat(object *op,int Swap_Second) 929Swap_Stat (object *op, int Swap_Second)
838{ 930{
839 signed char tmp; 931 signed char tmp;
840 char buf[MAX_BUF]; 932 char buf[MAX_BUF];
841 933
842 if ( op->contr->Swap_First == -1 ) { 934 if (op->contr->Swap_First == -1)
935 {
843 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 936 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
844 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,"); 937 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
845 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au"); 938 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
846 return; 939 return;
847 } 940 }
848 941
849 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 942 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
850 943
851 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 944 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
852 get_attr_value(&op->contr->orig_stats, Swap_Second));
853 945
854 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 946 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
855 947
856 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 948 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
857 new_draw_info(NDI_UNIQUE, 0,op, buf); 949 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 op->stats.Str = op->contr->orig_stats.Str; 950 op->stats.Str = op->contr->orig_stats.Str;
859 op->stats.Dex = op->contr->orig_stats.Dex; 951 op->stats.Dex = op->contr->orig_stats.Dex;
860 op->stats.Con = op->contr->orig_stats.Con; 952 op->stats.Con = op->contr->orig_stats.Con;
861 op->stats.Int = op->contr->orig_stats.Int; 953 op->stats.Int = op->contr->orig_stats.Int;
862 op->stats.Wis = op->contr->orig_stats.Wis; 954 op->stats.Wis = op->contr->orig_stats.Wis;
863 op->stats.Pow = op->contr->orig_stats.Pow; 955 op->stats.Pow = op->contr->orig_stats.Pow;
864 op->stats.Cha = op->contr->orig_stats.Cha; 956 op->stats.Cha = op->contr->orig_stats.Cha;
865 op->stats.ac=0; 957 op->stats.ac = 0;
866 958
867 op->level=1; 959 op->level = 1;
868 op->stats.exp=0; 960 op->stats.exp = 0;
869 op->stats.ac=0; 961 op->stats.ac = 0;
870 962
871 op->contr->levhp[1] = 9; 963 op->contr->levhp[1] = 9;
872 op->contr->levsp[1] = 6; 964 op->contr->levsp[1] = 6;
873 op->contr->levgrace[1] = 3; 965 op->contr->levgrace[1] = 3;
874 966
875 fix_player(op); 967 fix_player (op);
876 op->stats.hp = op->stats.maxhp; 968 op->stats.hp = op->stats.maxhp;
877 op->stats.sp = op->stats.maxsp; 969 op->stats.sp = op->stats.maxsp;
878 op->stats.grace = op->stats.maxgrace; 970 op->stats.grace = op->stats.maxgrace;
879 op->contr->orig_stats=op->stats; 971 op->contr->orig_stats = op->stats;
880 op->contr->Swap_First=-1; 972 op->contr->Swap_First = -1;
881} 973}
882 974
883 975
884/* This code has been greatly reduced, because with set_attr_value 976/* This code has been greatly reduced, because with set_attr_value
885 * and get_attr_value, the stats can be accessed just numeric 977 * and get_attr_value, the stats can be accessed just numeric
886 * ids. stat_trans is a table that translate the number entered 978 * ids. stat_trans is a table that translate the number entered
887 * into the actual stat. It is needed because the order the stats 979 * into the actual stat. It is needed because the order the stats
888 * are displayed in the stat window is not the same as how 980 * are displayed in the stat window is not the same as how
889 * the number's access that stat. The table does that translation. 981 * the number's access that stat. The table does that translation.
890 */ 982 */
983int
891int key_roll_stat(object *op, char key) 984key_roll_stat (object *op, char key)
892{ 985{
893 int keynum = key -'0'; 986 int keynum = key - '0';
894 char buf[MAX_BUF]; 987 char buf[MAX_BUF];
895 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 988 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
896 989
897 if (keynum>0 && keynum<=7) { 990 if (keynum > 0 && keynum <= 7)
991 {
898 if (op->contr->Swap_First==-1) { 992 if (op->contr->Swap_First == -1)
993 {
899 op->contr->Swap_First=stat_trans[keynum]; 994 op->contr->Swap_First = stat_trans[keynum];
900 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 995 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
901 new_draw_info(NDI_UNIQUE, 0,op,buf); 996 new_draw_info (NDI_UNIQUE, 0, op, buf);
902 } 997 }
903 else 998 else
904 Swap_Stat(op,stat_trans[keynum]); 999 Swap_Stat (op, stat_trans[keynum]);
905 1000
906 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1001 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
907 return 1; 1002 return 1;
908 } 1003 }
909 switch (key) { 1004 switch (key)
1005 {
910 case 'n': 1006 case 'n':
911 case 'N': { 1007 case 'N':
1008 {
912 SET_FLAG(op, FLAG_WIZ); 1009 SET_FLAG (op, FLAG_WIZ);
913 if(op->map==NULL) { 1010 if (op->map == NULL)
1011 {
914 LOG(llevError,"Map == NULL in state 2\n"); 1012 LOG (llevError, "Map == NULL in state 2\n");
915 break; 1013 break;
916 } 1014 }
917 1015
918#if 0 1016#if 0
919 /* So that enter_exit will put us at startx/starty */ 1017 /* So that enter_exit will put us at startx/starty */
920 op->x= -1; 1018 op->x = -1;
921 1019
922 enter_exit(op,NULL); 1020 enter_exit (op, NULL);
923#endif 1021#endif
924 SET_ANIMATION(op, 2); /* So player faces south */ 1022 SET_ANIMATION (op, 2); /* So player faces south */
925 /* Enter exit adds a player otherwise */ 1023 /* Enter exit adds a player otherwise */
926 add_statbonus(op); 1024 add_statbonus (op);
1025 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
927 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); 1026 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
928 op->contr->state = ST_CHANGE_CLASS; 1027 op->contr->state = ST_CHANGE_CLASS;
929 if (op->msg) 1028 if (op->msg)
930 new_draw_info(NDI_BLUE, 0, op, op->msg); 1029 new_draw_info (NDI_BLUE, 0, op, op->msg);
931 return 0; 1030 return 0;
932 } 1031 }
933 case 'y': 1032 case 'y':
934 case 'Y': 1033 case 'Y':
935 roll_stats(op); 1034 roll_stats (op);
936 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1035 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
937 return 1; 1036 return 1;
938 1037
939 case 'q': 1038 case 'q':
940 case 'Q': 1039 case 'Q':
941 play_again(op); 1040 play_again (op);
942 return 1; 1041 return 1;
943 1042
944 default: 1043 default:
945 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1044 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
946 return 0; 1045 return 0;
947 } 1046 }
948 return 0; 1047 return 0;
949} 1048}
950 1049
951/* This function takes the key that is passed, and does the 1050/* This function takes the key that is passed, and does the
952 * appropriate action with it (change race, or other things). 1051 * appropriate action with it (change race, or other things).
953 * The function name is for historical reasons - now we have 1052 * The function name is for historical reasons - now we have
954 * separate race and class; this actually changes the RACE, 1053 * separate race and class; this actually changes the RACE,
955 * not the class. 1054 * not the class.
956 */ 1055 */
957 1056
1057int
958int key_change_class(object *op, char key) 1058key_change_class (object *op, char key)
959{ 1059{
960 int tmp_loop; 1060 int tmp_loop;
961 1061
962 if(key=='q'||key=='Q') { 1062 if (key == 'q' || key == 'Q')
1063 {
963 remove_ob(op); 1064 remove_ob (op);
964 play_again(op); 1065 play_again (op);
965 return 0; 1066 return 0;
966 } 1067 }
967 if(key=='d'||key=='D') { 1068 if (key == 'd' || key == 'D')
1069 {
968 char buf[MAX_BUF]; 1070 char buf[MAX_BUF];
969 1071
970 /* this must before then initial items are given */ 1072 /* this must before then initial items are given */
971 esrv_new_player(op->contr, op->weight+op->carrying); 1073 esrv_new_player (op->contr, op->weight + op->carrying);
972 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); 1074 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
973 1075
974 INVOKE_PLAYER (BIRTH, op->contr); 1076 INVOKE_PLAYER (BIRTH, op->contr);
975 INVOKE_PLAYER (LOGIN, op->contr); 1077 INVOKE_PLAYER (LOGIN, op->contr);
976 1078
977 op->contr->state=ST_PLAYING; 1079 op->contr->state = ST_PLAYING;
978 1080
979 if (op->msg) 1081 if (op->msg)
980 op->msg=NULL; 1082 op->msg = NULL;
981 1083
982 /* We create this now because some of the unique maps will need it 1084 /* We create this now because some of the unique maps will need it
983 * to save here. 1085 * to save here.
984 */ 1086 */
985 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name); 1087 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
986 make_path_to_file(buf); 1088 make_path_to_file (buf);
987 1089
988#ifdef AUTOSAVE 1090#ifdef AUTOSAVE
989 op->contr->last_save_tick = pticks; 1091 op->contr->last_save_tick = pticks;
990#endif 1092#endif
991 start_info(op); 1093 start_info (op);
992 CLEAR_FLAG(op, FLAG_WIZ); 1094 CLEAR_FLAG (op, FLAG_WIZ);
993 give_initial_items(op,op->randomitems); 1095 give_initial_items (op, op->randomitems);
994 link_player_skills(op); 1096 link_player_skills (op);
995 esrv_send_inventory(op, op); 1097 esrv_send_inventory (op, op);
996 fix_player(op); 1098 fix_player (op);
997 1099
998 /* This moves the player to a different start map, if there 1100 /* This moves the player to a different start map, if there
999 * is one for this race 1101 * is one for this race
1000 */ 1102 */
1001 if(*first_map_ext_path) { 1103 if (*first_map_ext_path)
1104 {
1002 object *tmp; 1105 object *tmp;
1003 char mapname[MAX_BUF]; 1106 char mapname[MAX_BUF];
1004 snprintf(mapname, MAX_BUF-1, "%s/%s", 1107
1005 first_map_ext_path, &op->arch->name); 1108 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1006 tmp=get_object(); 1109 tmp = get_object ();
1007 EXIT_PATH(tmp) = mapname; 1110 EXIT_PATH (tmp) = mapname;
1008 EXIT_X(tmp) = op->x; 1111 EXIT_X (tmp) = op->x;
1009 EXIT_Y(tmp) = op->y; 1112 EXIT_Y (tmp) = op->y;
1010 enter_exit(op,tmp); /* we don't really care if it succeeded; 1113 enter_exit (op, tmp); /* we don't really care if it succeeded;
1011 * if the map isn't there, then stay on the 1114 * if the map isn't there, then stay on the
1012 * default initial map */ 1115 * default initial map */
1013 free_object(tmp); 1116 free_object (tmp);
1117 }
1014 } else { 1118 else
1119 {
1015 LOG(llevDebug,"first_map_ext_path not set\n"); 1120 LOG (llevDebug, "first_map_ext_path not set\n");
1016 } 1121 }
1017 return 0; 1122 return 0;
1018 } 1123 }
1019 1124
1020 /* Following actually changes the race - this is the default command 1125 /* Following actually changes the race - this is the default command
1021 * if we don't match with one of the options above. 1126 * if we don't match with one of the options above.
1022 */ 1127 */
1023 1128
1024 tmp_loop = 0; 1129 tmp_loop = 0;
1025 while(!tmp_loop) { 1130 while (!tmp_loop)
1131 {
1026 shstr name = op->name; 1132 shstr name = op->name;
1027 int x = op->x, y = op->y; 1133 int x = op->x, y = op->y;
1134
1028 remove_statbonus(op); 1135 remove_statbonus (op);
1029 remove_ob (op); 1136 remove_ob (op);
1030 op->arch = get_player_archetype(op->arch); 1137 op->arch = get_player_archetype (op->arch);
1031 copy_object (&op->arch->clone, op); 1138 copy_object (&op->arch->clone, op);
1032 op->instantiate (); 1139 op->instantiate ();
1033 op->stats = op->contr->orig_stats; 1140 op->stats = op->contr->orig_stats;
1034 op->name = op->name_pl = name; 1141 op->name = op->name_pl = name;
1035 op->x = x; 1142 op->x = x;
1036 op->y = y; 1143 op->y = y;
1037 SET_ANIMATION(op, 2); /* So player faces south */ 1144 SET_ANIMATION (op, 2); /* So player faces south */
1038 insert_ob_in_map (op, op->map, op,0); 1145 insert_ob_in_map (op, op->map, op, 0);
1039 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1146 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1);
1040 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 1147 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1041 add_statbonus(op); 1148 add_statbonus (op);
1042 tmp_loop=allowed_class(op); 1149 tmp_loop = allowed_class (op);
1043 } 1150 }
1044 update_object(op,UP_OBJ_FACE); 1151 update_object (op, UP_OBJ_FACE);
1045 esrv_update_item(UPD_FACE,op,op); 1152 esrv_update_item (UPD_FACE, op, op);
1046 fix_player(op); 1153 fix_player (op);
1047 op->stats.hp=op->stats.maxhp; 1154 op->stats.hp = op->stats.maxhp;
1048 op->stats.sp=op->stats.maxsp; 1155 op->stats.sp = op->stats.maxsp;
1049 op->stats.grace=0; 1156 op->stats.grace = 0;
1050 if (op->msg) 1157 if (op->msg)
1051 new_draw_info(NDI_BLUE, 0, op, op->msg); 1158 new_draw_info (NDI_BLUE, 0, op, op->msg);
1052 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1159 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1053 return 0; 1160 return 0;
1054} 1161}
1055 1162
1163int
1056int key_confirm_quit(object *op, char key) 1164key_confirm_quit (object *op, char key)
1057{ 1165{
1058 char buf[MAX_BUF]; 1166 char buf[MAX_BUF];
1059 1167
1060 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1168 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1169 {
1061 op->contr->state=ST_PLAYING; 1170 op->contr->state = ST_PLAYING;
1062 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1171 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1063 return 1; 1172 return 1;
1064 } 1173 }
1065 1174
1066 INVOKE_PLAYER (LOGOUT, op->contr); 1175 INVOKE_PLAYER (LOGOUT, op->contr);
1067 INVOKE_PLAYER (QUIT , op->contr); 1176 INVOKE_PLAYER (QUIT, op->contr);
1068 1177
1069 terminate_all_pets(op); 1178 terminate_all_pets (op);
1070 leave_map(op); 1179 leave_map (op);
1071 op->direction=0; 1180 op->direction = 0;
1072 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1181 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1073 "%s quits the game.", &op->name);
1074 1182
1075 strcpy(op->contr->killer,"quit"); 1183 strcpy (op->contr->killer, "quit");
1076 check_score(op); 1184 check_score (op);
1077 op->contr->party=NULL; 1185 op->contr->party = NULL;
1078 if (settings.set_title == TRUE) 1186 if (settings.set_title == TRUE)
1079 op->contr->own_title[0]='\0'; 1187 op->contr->own_title[0] = '\0';
1080 1188
1081 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1189 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1190 {
1082 mapstruct *mp, *next; 1191 mapstruct *mp, *next;
1083 1192
1084 /* We need to hunt for any per player unique maps in memory and 1193 /* We need to hunt for any per player unique maps in memory and
1085 * get rid of them. The trailing slash in the path is intentional, 1194 * get rid of them. The trailing slash in the path is intentional,
1086 * so that players named 'Ab' won't match against players 'Abe' pathname 1195 * so that players named 'Ab' won't match against players 'Abe' pathname
1087 */ 1196 */
1088 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 1197 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1089 for (mp=first_map; mp!=NULL; mp=next) { 1198 for (mp = first_map; mp != NULL; mp = next)
1199 {
1090 next = mp->next; 1200 next = mp->next;
1091 if (!strncmp(mp->path, buf, strlen(buf))) 1201 if (!strncmp (mp->path, buf, strlen (buf)))
1092 delete_map(mp); 1202 delete_map (mp);
1093 }
1094 1203 }
1204
1095 delete_character(op->name, 1); 1205 delete_character (op->name, 1);
1096 } 1206 }
1097 play_again(op); 1207 play_again (op);
1098 return 1; 1208 return 1;
1099} 1209}
1100 1210
1211void
1101void flee_player(object *op) { 1212flee_player (object *op)
1213{
1102 int dir,diff; 1214 int dir, diff;
1103 rv_vector rv; 1215 rv_vector rv;
1104 1216
1105 if(op->stats.hp < 0) { 1217 if (op->stats.hp < 0)
1218 {
1106 LOG(llevDebug, "Fleeing player is dead.\n"); 1219 LOG (llevDebug, "Fleeing player is dead.\n");
1107 CLEAR_FLAG(op, FLAG_SCARED); 1220 CLEAR_FLAG (op, FLAG_SCARED);
1108 return; 1221 return;
1109 } 1222 }
1110 1223
1111 if(op->enemy==NULL) { 1224 if (op->enemy == NULL)
1225 {
1112 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1226 LOG (llevDebug, "Fleeing player had no enemy.\n");
1113 CLEAR_FLAG(op, FLAG_SCARED); 1227 CLEAR_FLAG (op, FLAG_SCARED);
1114 return; 1228 return;
1115 } 1229 }
1116 1230
1117 /* Seen some crashes here. Since we don't store an 1231 /* Seen some crashes here. Since we don't store an
1118 * op->enemy_count, it is possible that something destroys the 1232 * op->enemy_count, it is possible that something destroys the
1119 * actual enemy, and the object is recycled. 1233 * actual enemy, and the object is recycled.
1120 */ 1234 */
1121 if (op->enemy->map == NULL) { 1235 if (op->enemy->map == NULL)
1236 {
1122 CLEAR_FLAG(op, FLAG_SCARED); 1237 CLEAR_FLAG (op, FLAG_SCARED);
1123 op->enemy=NULL; 1238 op->enemy = NULL;
1124 return; 1239 return;
1125 } 1240 }
1126 1241
1127 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1242 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1243 {
1128 op->enemy=NULL; 1244 op->enemy = NULL;
1129 CLEAR_FLAG(op, FLAG_SCARED); 1245 CLEAR_FLAG (op, FLAG_SCARED);
1130 return; 1246 return;
1131 } 1247 }
1132 get_rangevector(op, op->enemy, &rv, 0); 1248 get_rangevector (op, op->enemy, &rv, 0);
1133 1249
1134 dir=absdir(4+rv.direction); 1250 dir = absdir (4 + rv.direction);
1135 for(diff=0;diff<3;diff++) { 1251 for (diff = 0; diff < 3; diff++)
1252 {
1136 int m=1-(RANDOM()&2); 1253 int m = 1 - (RANDOM () & 2);
1137 if(move_ob(op,absdir(dir+diff*m),op)|| 1254
1138 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) { 1255 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1139 return;
1140 } 1256 {
1257 return;
1258 }
1141 } 1259 }
1142 /* Cornered, get rid of scared */ 1260 /* Cornered, get rid of scared */
1143 CLEAR_FLAG(op, FLAG_SCARED); 1261 CLEAR_FLAG (op, FLAG_SCARED);
1144 op->enemy=NULL; 1262 op->enemy = NULL;
1145} 1263}
1146 1264
1147 1265
1148/* check_pick sees if there is stuff to be picked up/picks up stuff. 1266/* check_pick sees if there is stuff to be picked up/picks up stuff.
1149 * IT returns 1 if the player should keep on moving, 0 if he should 1267 * IT returns 1 if the player should keep on moving, 0 if he should
1150 * stop. 1268 * stop.
1151 */ 1269 */
1270int
1152int check_pick(object *op) { 1271check_pick (object *op)
1272{
1153 object *tmp, *next; 1273 object *tmp, *next;
1154 tag_t next_tag=0, op_tag; 1274 tag_t next_tag = 0, op_tag;
1155 int stop = 0; 1275 int stop = 0;
1156 int j, k, wvratio; 1276 int j, k, wvratio;
1157 char putstring[128], tmpstr[16]; 1277 char putstring[128], tmpstr[16];
1158 1278
1159 1279
1167 if (next) 1287 if (next)
1168 next_tag = next->count; 1288 next_tag = next->count;
1169 1289
1170 /* loop while there are items on the floor that are not marked as 1290 /* loop while there are items on the floor that are not marked as
1171 * destroyed */ 1291 * destroyed */
1172 while (next && ! was_destroyed (next, next_tag)) 1292 while (next && !was_destroyed (next, next_tag))
1173 { 1293 {
1174 tmp = next; 1294 tmp = next;
1175 next = tmp->below; 1295 next = tmp->below;
1176 if (next) 1296 if (next)
1177 next_tag = next->count; 1297 next_tag = next->count;
1178 1298
1179 if (was_destroyed (op, op_tag)) 1299 if (was_destroyed (op, op_tag))
1180 return 0; 1300 return 0;
1181 1301
1182 if ( ! can_pick (op, tmp)) 1302 if (!can_pick (op, tmp))
1183 continue; 1303 continue;
1184 1304
1185 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1305 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1186 { 1306 {
1187 if (item_matched_string (op, tmp, op->contr->search_str)) 1307 if (item_matched_string (op, tmp, op->contr->search_str))
1188 pick_up (op, tmp); 1308 pick_up (op, tmp);
1189 continue; 1309 continue;
1190 } 1310 }
1191 1311
1192 /* high not bit set? We're using the old autopickup model */ 1312 /* high not bit set? We're using the old autopickup model */
1193 if(!(op->contr->mode & PU_NEWMODE)) { 1313 if (!(op->contr->mode & PU_NEWMODE))
1314 {
1194 switch (op->contr->mode) { 1315 switch (op->contr->mode)
1195 case 0: return 1; /* don't pick up */ 1316 {
1196 case 1: pick_up (op, tmp);
1197 return 1;
1198 case 2: pick_up (op, tmp);
1199 return 0;
1200 case 3: return 0; /* stop before pickup */
1201 case 4: pick_up (op, tmp);
1202 break;
1203 case 5: pick_up (op, tmp);
1204 stop = 1;
1205 break;
1206 case 6: 1317 case 0:
1207 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1318 return 1; /* don't pick up */
1208 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1319 case 1:
1209 pick_up(op, tmp); 1320 pick_up (op, tmp);
1210 break; 1321 return 1;
1211
1212 case 7: 1322 case 2:
1213 if (tmp->type == MONEY || tmp->type == GEM)
1214 pick_up(op, tmp); 1323 pick_up (op, tmp);
1324 return 0;
1325 case 3:
1326 return 0; /* stop before pickup */
1327 case 4:
1328 pick_up (op, tmp);
1215 break; 1329 break;
1330 case 5:
1331 pick_up (op, tmp);
1332 stop = 1;
1333 break;
1334 case 6:
1335 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1336 pick_up (op, tmp);
1337 break;
1216 1338
1339 case 7:
1340 if (tmp->type == MONEY || tmp->type == GEM)
1341 pick_up (op, tmp);
1342 break;
1343
1217 default: 1344 default:
1218 /* use value density */ 1345 /* use value density */
1219 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1346 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1220 && (query_cost (tmp, op, F_TRUE) * 100 1347 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1221 / (tmp->weight * MAX (tmp->nrof, 1)))
1222 >= op->contr->mode)
1223 pick_up(op,tmp); 1348 pick_up (op, tmp);
1224 } 1349 }
1225 } 1350 }
1226 else { /* old model */ 1351 else
1352 { /* old model */
1227 /* NEW pickup handling */ 1353 /* NEW pickup handling */
1228 if(op->contr->mode & PU_DEBUG) 1354 if (op->contr->mode & PU_DEBUG)
1229 { 1355 {
1230 /* some debugging code to figure out item information */ 1356 /* some debugging code to figure out item information */
1231 if(tmp->name!=NULL) 1357 if (tmp->name != NULL)
1232 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1358 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1233 &tmp->name, tmp->type,
1234 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1359 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1235 else 1360 else
1236 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1361 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1237 &tmp->arch->name, tmp->type,
1238 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1362 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1239 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1363 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1240 1364
1241 sprintf(putstring,"...flags: "); 1365 sprintf (putstring, "...flags: ");
1242 for(k=0;k<4;k++) 1366 for (k = 0; k < 4; k++)
1243 {
1244 for(j=0;j<32;j++)
1245 {
1246 if((tmp->flags[k]>>j)&0x01)
1247 { 1367 {
1368 for (j = 0; j < 32; j++)
1369 {
1370 if ((tmp->flags[k] >> j) & 0x01)
1371 {
1248 sprintf(tmpstr,"%d ",k*32+j); 1372 sprintf (tmpstr, "%d ", k * 32 + j);
1249 strcat(putstring, tmpstr); 1373 strcat (putstring, tmpstr);
1374 }
1375 }
1250 } 1376 }
1251 }
1252 }
1253 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1377 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1254 1378
1255#if 0 1379#if 0
1256 /* print the flags too */ 1380 /* print the flags too */
1257 for(k=0;k<4;k++) 1381 for (k = 0; k < 4; k++)
1258 { 1382 {
1259 fprintf(stderr,"%d [%d] ", k, k*32+31); 1383 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1260 for(j=0;j<32;j++) 1384 for (j = 0; j < 32; j++)
1261 { 1385 {
1262 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1386 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1263 if(!((j+1)%4))fprintf(stderr," "); 1387 if (!((j + 1) % 4))
1264 } 1388 fprintf (stderr, " ");
1389 }
1265 fprintf(stderr," [%d]\n", k*32); 1390 fprintf (stderr, " [%d]\n", k * 32);
1266 } 1391 }
1267#endif 1392#endif
1268 } 1393 }
1269 /* philosophy: 1394 /* philosophy:
1270 * It's easy to grab an item type from a pile, as long as it's 1395 * It's easy to grab an item type from a pile, as long as it's
1271 * generic. This takes no game-time. For more detailed pickups 1396 * generic. This takes no game-time. For more detailed pickups
1272 * and selections, select-items shoul dbe used. This is a 1397 * and selections, select-items shoul dbe used. This is a
1273 * grab-as-you-run type mode that's really useful for arrows for 1398 * grab-as-you-run type mode that's really useful for arrows for
1274 * example. 1399 * example.
1275 * The drawback: right now it has no frontend, so you need to 1400 * The drawback: right now it has no frontend, so you need to
1276 * stick the bits you want into a calculator in hex mode and then 1401 * stick the bits you want into a calculator in hex mode and then
1277 * convert to decimal and then 'pickup <#> 1402 * convert to decimal and then 'pickup <#>
1278 */ 1403 */
1279 1404
1280 /* the first two modes are exclusive: if NOTHING we return, if 1405 /* the first two modes are exclusive: if NOTHING we return, if
1281 * STOP then we stop. All the rest are applied sequentially, 1406 * STOP then we stop. All the rest are applied sequentially,
1282 * meaning if any test passes, the item gets picked up. */ 1407 * meaning if any test passes, the item gets picked up. */
1283 1408
1284 /* if mode is set to pick nothing up, return */ 1409 /* if mode is set to pick nothing up, return */
1285 1410
1286 if(op->contr->mode & PU_NOTHING) return 1; 1411 if (op->contr->mode & PU_NOTHING)
1412 return 1;
1287 1413
1288 /* if mode is set to stop when encountering objects, return */ 1414 /* if mode is set to stop when encountering objects, return */
1289 /* take STOP before INHIBIT since it doesn't actually pick 1415 /* take STOP before INHIBIT since it doesn't actually pick
1290 * anything up */ 1416 * anything up */
1291 1417
1292 if(op->contr->mode & PU_STOP) return 0; 1418 if (op->contr->mode & PU_STOP)
1419 return 0;
1293 1420
1294 /* useful for going into stores and not losing your settings... */ 1421 /* useful for going into stores and not losing your settings... */
1295 /* and for battles wher you don't want to get loaded down while 1422 /* and for battles wher you don't want to get loaded down while
1296 * fighting */ 1423 * fighting */
1297 if(op->contr->mode & PU_INHIBIT) return 1; 1424 if (op->contr->mode & PU_INHIBIT)
1425 return 1;
1298 1426
1299 /* prevent us from turning into auto-thieves :) */ 1427 /* prevent us from turning into auto-thieves :) */
1300 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1428 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1429 continue;
1301 1430
1302 /* ignore known cursed objects */ 1431 /* ignore known cursed objects */
1303 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1432 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1433 continue;
1304 1434
1305 /* all food and drink if desired */ 1435 /* all food and drink if desired */
1306 /* question: don't pick up known-poisonous stuff? */ 1436 /* question: don't pick up known-poisonous stuff? */
1307 if(op->contr->mode & PU_FOOD) 1437 if (op->contr->mode & PU_FOOD)
1308 if (tmp->type == FOOD) 1438 if (tmp->type == FOOD)
1309 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1439 {
1440 pick_up (op, tmp);
1441 if (0)
1442 fprintf (stderr, "FOOD\n");
1443 continue;
1444 }
1310 if(op->contr->mode & PU_DRINK) 1445 if (op->contr->mode & PU_DRINK)
1311 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1446 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1312 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 1447 {
1448 pick_up (op, tmp);
1449 if (0)
1450 fprintf (stderr, "DRINK\n");
1451 continue;
1452 }
1313 1453
1314 if(op->contr->mode & PU_POTION) 1454 if (op->contr->mode & PU_POTION)
1315 if (tmp->type == POTION) 1455 if (tmp->type == POTION)
1316 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1456 {
1457 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "POTION\n");
1460 continue;
1461 }
1317 1462
1318 /* spellbooks, skillscrolls and normal books/scrolls */ 1463 /* spellbooks, skillscrolls and normal books/scrolls */
1319 if(op->contr->mode & PU_SPELLBOOK) 1464 if (op->contr->mode & PU_SPELLBOOK)
1320 if (tmp->type == SPELLBOOK) 1465 if (tmp->type == SPELLBOOK)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1466 {
1467 pick_up (op, tmp);
1468 if (0)
1469 fprintf (stderr, "SPELLBOOK\n");
1470 continue;
1471 }
1322 if(op->contr->mode & PU_SKILLSCROLL) 1472 if (op->contr->mode & PU_SKILLSCROLL)
1323 if (tmp->type == SKILLSCROLL) 1473 if (tmp->type == SKILLSCROLL)
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1474 {
1475 pick_up (op, tmp);
1476 if (0)
1477 fprintf (stderr, "SKILLSCROLL\n");
1478 continue;
1479 }
1325 if(op->contr->mode & PU_READABLES) 1480 if (op->contr->mode & PU_READABLES)
1326 if (tmp->type == BOOK || tmp->type == SCROLL) 1481 if (tmp->type == BOOK || tmp->type == SCROLL)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1482 {
1483 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "READABLES\n");
1486 continue;
1487 }
1328 1488
1329 /* wands/staves/rods/horns */ 1489 /* wands/staves/rods/horns */
1330 if (op->contr->mode & PU_MAGIC_DEVICE) 1490 if (op->contr->mode & PU_MAGIC_DEVICE)
1331 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1491 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1492 {
1493 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGIC_DEVICE\n");
1496 continue;
1497 }
1333 1498
1334 /* pick up all magical items */ 1499 /* pick up all magical items */
1335 if(op->contr->mode & PU_MAGICAL) 1500 if (op->contr->mode & PU_MAGICAL)
1336 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1501 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1502 {
1503 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MAGICAL\n");
1506 continue;
1507 }
1338 1508
1339 if(op->contr->mode & PU_VALUABLES) 1509 if (op->contr->mode & PU_VALUABLES)
1340 { 1510 {
1341 if (tmp->type == MONEY || tmp->type == GEM) 1511 if (tmp->type == MONEY || tmp->type == GEM)
1342 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1512 {
1343 } 1513 pick_up (op, tmp);
1514 if (0)
1515 fprintf (stderr, "MONEY/GEM\n");
1516 continue;
1517 }
1518 }
1344 1519
1345 /* rings & amulets - talismans seems to be typed AMULET */ 1520 /* rings & amulets - talismans seems to be typed AMULET */
1346 if(op->contr->mode & PU_JEWELS) 1521 if (op->contr->mode & PU_JEWELS)
1347 if (tmp->type == RING || tmp->type == AMULET) 1522 if (tmp->type == RING || tmp->type == AMULET)
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1523 {
1524 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "JEWELS\n");
1527 continue;
1528 }
1349 1529
1350 /* bows and arrows. Bows are good for selling! */ 1530 /* bows and arrows. Bows are good for selling! */
1351 if(op->contr->mode & PU_BOW) 1531 if (op->contr->mode & PU_BOW)
1352 if (tmp->type == BOW) 1532 if (tmp->type == BOW)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1533 {
1534 pick_up (op, tmp);
1535 if (0)
1536 fprintf (stderr, "BOW\n");
1537 continue;
1538 }
1354 if(op->contr->mode & PU_ARROW) 1539 if (op->contr->mode & PU_ARROW)
1355 if (tmp->type == ARROW) 1540 if (tmp->type == ARROW)
1356 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1541 {
1542 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARROW\n");
1545 continue;
1546 }
1357 1547
1358 /* all kinds of armor etc. */ 1548 /* all kinds of armor etc. */
1359 if(op->contr->mode & PU_ARMOUR) 1549 if (op->contr->mode & PU_ARMOUR)
1360 if (tmp->type == ARMOUR) 1550 if (tmp->type == ARMOUR)
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1551 {
1552 pick_up (op, tmp);
1553 if (0)
1554 fprintf (stderr, "ARMOUR\n");
1555 continue;
1556 }
1362 if(op->contr->mode & PU_HELMET) 1557 if (op->contr->mode & PU_HELMET)
1363 if (tmp->type == HELMET) 1558 if (tmp->type == HELMET)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1559 {
1560 pick_up (op, tmp);
1561 if (0)
1562 fprintf (stderr, "HELMET\n");
1563 continue;
1564 }
1365 if(op->contr->mode & PU_SHIELD) 1565 if (op->contr->mode & PU_SHIELD)
1366 if (tmp->type == SHIELD) 1566 if (tmp->type == SHIELD)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1567 {
1568 pick_up (op, tmp);
1569 if (0)
1570 fprintf (stderr, "SHIELD\n");
1571 continue;
1572 }
1368 if(op->contr->mode & PU_BOOTS) 1573 if (op->contr->mode & PU_BOOTS)
1369 if (tmp->type == BOOTS) 1574 if (tmp->type == BOOTS)
1370 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1575 {
1576 pick_up (op, tmp);
1577 if (0)
1578 fprintf (stderr, "BOOTS\n");
1579 continue;
1580 }
1371 if(op->contr->mode & PU_GLOVES) 1581 if (op->contr->mode & PU_GLOVES)
1372 if (tmp->type == GLOVES) 1582 if (tmp->type == GLOVES)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1583 {
1584 pick_up (op, tmp);
1585 if (0)
1586 fprintf (stderr, "GLOVES\n");
1587 continue;
1588 }
1374 if(op->contr->mode & PU_CLOAK) 1589 if (op->contr->mode & PU_CLOAK)
1375 if (tmp->type == CLOAK) 1590 if (tmp->type == CLOAK)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1591 {
1592 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "GLOVES\n");
1595 continue;
1596 }
1377 1597
1378 /* hoping to catch throwing daggers here */ 1598 /* hoping to catch throwing daggers here */
1379 if(op->contr->mode & PU_MISSILEWEAPON) 1599 if (op->contr->mode & PU_MISSILEWEAPON)
1380 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1600 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1601 {
1602 pick_up (op, tmp);
1603 if (0)
1604 fprintf (stderr, "MISSILEWEAPON\n");
1605 continue;
1606 }
1382 1607
1383 /* careful: chairs and tables are weapons! */ 1608 /* careful: chairs and tables are weapons! */
1384 if(op->contr->mode & PU_ALLWEAPON) 1609 if (op->contr->mode & PU_ALLWEAPON)
1385 { 1610 {
1386 if(tmp->type == WEAPON && tmp->name!=NULL) 1611 if (tmp->type == WEAPON && tmp->name != NULL)
1387 { 1612 {
1388 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1613 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1389 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1614 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1390 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1615 {
1391 } 1616 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue;
1620 }
1621 }
1392 if(tmp->type == WEAPON && tmp->name==NULL) 1622 if (tmp->type == WEAPON && tmp->name == NULL)
1393 { 1623 {
1394 if(strstr(tmp->arch->name,"table")==NULL && 1624 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1395 strstr(tmp->arch->name,"chair")==NULL) 1625 {
1396 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1626 pick_up (op, tmp);
1627 if (0)
1628 fprintf (stderr, "WEAPON\n");
1629 continue;
1630 }
1631 }
1397 } 1632 }
1398 }
1399 1633
1400 /* misc stuff that's useful */ 1634 /* misc stuff that's useful */
1401 if(op->contr->mode & PU_KEY) 1635 if (op->contr->mode & PU_KEY)
1402 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1636 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1637 {
1638 pick_up (op, tmp);
1639 if (0)
1640 fprintf (stderr, "KEY\n");
1641 continue;
1642 }
1404 1643
1405 /* any of the last 4 bits set means we use the ratio for value 1644 /* any of the last 4 bits set means we use the ratio for value
1406 * pickups */ 1645 * pickups */
1407 if(op->contr->mode & PU_RATIO) 1646 if (op->contr->mode & PU_RATIO)
1408 { 1647 {
1409 /* use value density to decide what else to grab */ 1648 /* use value density to decide what else to grab */
1410 /* >=7 was >= op->contr->mode */ 1649 /* >=7 was >= op->contr->mode */
1411 /* >=7 is the old standard setting. Now we take the last 4 bits 1650 /* >=7 is the old standard setting. Now we take the last 4 bits
1412 * and multiply them by 5, giving 0..15*5== 5..75 */ 1651 * and multiply them by 5, giving 0..15*5== 5..75 */
1413 wvratio = (op->contr->mode & PU_RATIO) * 5; 1652 wvratio = (op->contr->mode & PU_RATIO) * 5;
1414 if ((query_cost(tmp, op, F_TRUE) * 100 / (tmp->weight * MAX(tmp->nrof, 1))) >= (unsigned int) wvratio) 1653 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1415 { 1654 {
1416 pick_up(op, tmp); 1655 pick_up (op, tmp);
1417#if 0 1656#if 0
1418 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1657 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1419 if(tmp->name!=NULL) { 1658 if (tmp->name != NULL)
1659 {
1420 fprintf(stderr,"%s", tmp->name); 1660 fprintf (stderr, "%s", tmp->name);
1421 } 1661 }
1662 else
1422 else fprintf(stderr,"%s",tmp->arch->name); 1663 fprintf (stderr, "%s", tmp->arch->name);
1423 fprintf(stderr,",%d] = ", tmp->type); 1664 fprintf (stderr, ",%d] = ", tmp->type);
1424 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1665 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1425#endif 1666#endif
1426 continue; 1667 continue;
1668 }
1427 } 1669 }
1670 } /* the new pickup model */
1428 } 1671 }
1429 } /* the new pickup model */
1430 }
1431 return ! stop; 1672 return !stop;
1432} 1673}
1433 1674
1434/* 1675/*
1435 * Find an arrow in the inventory and after that 1676 * Find an arrow in the inventory and after that
1436 * in the right type container (quiver). Pointer to the 1677 * in the right type container (quiver). Pointer to the
1437 * found object is returned. 1678 * found object is returned.
1438 */ 1679 */
1680object *
1439object *find_arrow(object *op, const char *type) 1681find_arrow (object *op, const char *type)
1440{ 1682{
1441 object *tmp = NULL; 1683 object *tmp = NULL;
1442 1684
1443 for(op=op->inv; op; op=op->below) 1685 for (op = op->inv; op; op = op->below)
1444 if(!tmp && op->type==CONTAINER && op->race==type && 1686 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1445 QUERY_FLAG(op,FLAG_APPLIED))
1446 tmp = find_arrow (op, type); 1687 tmp = find_arrow (op, type);
1447 else if (op->type==ARROW && op->race==type) 1688 else if (op->type == ARROW && op->race == type)
1448 return op; 1689 return op;
1449 return tmp; 1690 return tmp;
1450} 1691}
1451 1692
1452/* 1693/*
1453 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1694 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1454 * against the target. A full test is not performed, simply a basic test 1695 * against the target. A full test is not performed, simply a basic test
1455 * of resistances. The archer is making a quick guess at what he sees down 1696 * of resistances. The archer is making a quick guess at what he sees down
1456 * the hall. Failing that it does it's best to pick the highest plus arrow. 1697 * the hall. Failing that it does it's best to pick the highest plus arrow.
1457 */ 1698 */
1458 1699
1700object *
1459object *find_better_arrow(object *op, object *target, const char *type, int *better) 1701find_better_arrow (object *op, object *target, const char *type, int *better)
1460{ 1702{
1461 object *tmp = NULL, *arrow, *ntmp; 1703 object *tmp = NULL, *arrow, *ntmp;
1462 int attacknum, attacktype, betterby=0, i; 1704 int attacknum, attacktype, betterby = 0, i;
1463 1705
1464 if (!type) 1706 if (!type)
1465 return NULL; 1707 return NULL;
1466 1708
1467 for (arrow=op->inv; arrow; arrow=arrow->below) { 1709 for (arrow = op->inv; arrow; arrow = arrow->below)
1468 if (arrow->type==CONTAINER && arrow->race==type && 1710 {
1469 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1711 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1712 {
1470 i = 0; 1713 i = 0;
1471 ntmp = find_better_arrow(arrow, target, type, &i); 1714 ntmp = find_better_arrow (arrow, target, type, &i);
1472 if (i > betterby) { 1715 if (i > betterby)
1716 {
1473 tmp = ntmp; 1717 tmp = ntmp;
1474 betterby = i; 1718 betterby = i;
1719 }
1475 } 1720 }
1476 } else if (arrow->type==ARROW && arrow->race==type) { 1721 else if (arrow->type == ARROW && arrow->race == type)
1722 {
1477 /* allways prefer assasination/slaying */ 1723 /* allways prefer assasination/slaying */
1478 if (target->race != NULL && arrow->slaying != NULL && 1724 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1479 strstr(arrow->slaying, target->race)) { 1725 {
1480 if (arrow->attacktype & AT_DEATH) { 1726 if (arrow->attacktype & AT_DEATH)
1727 {
1481 *better = 100; 1728 *better = 100;
1482 return arrow; 1729 return arrow;
1483 } else {
1484 tmp = arrow;
1485 betterby = (arrow->magic + arrow->stats.dam) * 2;
1486 } 1730 }
1487 } else { 1731 else
1488 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1732 {
1489 attacktype = 1<<attacknum;
1490 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1491 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1492 tmp = arrow; 1733 tmp = arrow;
1493 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1734 betterby = (arrow->magic + arrow->stats.dam) * 2;
1494 }
1495 } 1735 }
1496 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1736 }
1737 else
1738 {
1739 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1740 {
1741 attacktype = 1 << attacknum;
1742 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1743 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1744 {
1497 tmp = arrow; 1745 tmp = arrow;
1498 betterby = 2 + arrow->magic + arrow->stats.dam; 1746 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1747 }
1499 } 1748 }
1500 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1749 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1750 {
1501 tmp = arrow; 1751 tmp = arrow;
1502 betterby = 1 + arrow->magic + arrow->stats.dam; 1752 betterby = 2 + arrow->magic + arrow->stats.dam;
1503 } 1753 }
1754 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1755 {
1756 tmp = arrow;
1757 betterby = 1 + arrow->magic + arrow->stats.dam;
1504 } 1758 }
1505 } 1759 }
1760 }
1506 } 1761 }
1507 if (tmp == NULL && arrow == NULL) 1762 if (tmp == NULL && arrow == NULL)
1508 return find_arrow(op, type); 1763 return find_arrow (op, type);
1509 1764
1510 *better = betterby; 1765 *better = betterby;
1511 return tmp; 1766 return tmp;
1512} 1767}
1513 1768
1514/* looks in a given direction, finds the first valid target, and calls 1769/* looks in a given direction, finds the first valid target, and calls
1515 * find_better_arrow to find a decent arrow to use. 1770 * find_better_arrow to find a decent arrow to use.
1516 * op = the shooter 1771 * op = the shooter
1517 * type = bow->race 1772 * type = bow->race
1518 * dir = fire direction 1773 * dir = fire direction
1519 */ 1774 */
1520 1775
1776object *
1521object *pick_arrow_target(object *op, const char *type, int dir) 1777pick_arrow_target (object *op, const char *type, int dir)
1522{ 1778{
1523 object *tmp = NULL; 1779 object *tmp = NULL;
1524 mapstruct *m; 1780 mapstruct *m;
1525 int i, mflags, found, number; 1781 int i, mflags, found, number;
1526 sint16 x, y; 1782 sint16 x, y;
1527 1783
1528 if (op->map == NULL) 1784 if (op->map == NULL)
1529 return find_arrow(op, type); 1785 return find_arrow (op, type);
1530 1786
1531 /* do a dex check */ 1787 /* do a dex check */
1532 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1788 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1533 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1789 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1534 return find_arrow(op, type); 1790 return find_arrow (op, type);
1535 1791
1536 m = op->map; 1792 m = op->map;
1537 x = op->x; 1793 x = op->x;
1538 y = op->y; 1794 y = op->y;
1539 1795
1540 /* find the first target */ 1796 /* find the first target */
1541 for (i=0, found=0; i<20; i++) { 1797 for (i = 0, found = 0; i < 20; i++)
1798 {
1542 x += freearr_x[dir]; 1799 x += freearr_x[dir];
1543 y += freearr_y[dir]; 1800 y += freearr_y[dir];
1544 mflags = get_map_flags(m, &m, x, y, &x, &y); 1801 mflags = get_map_flags (m, &m, x, y, &x, &y);
1545 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1802 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1803 {
1546 tmp = NULL; 1804 tmp = NULL;
1805 break;
1806 }
1807 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1808 {
1809 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1810 * perhaps a bad assumption.
1811 */
1812 tmp = NULL;
1813 break;
1814 }
1815 if (mflags & P_IS_ALIVE)
1816 {
1817 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1818 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1819 {
1820 found++;
1821 break;
1822 }
1823 if (found)
1547 break; 1824 break;
1548 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1549 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1550 * perhaps a bad assumption.
1551 */
1552 tmp = NULL;
1553 break;
1554 } 1825 }
1555 if (mflags & P_IS_ALIVE) {
1556 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1557 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1558 found++;
1559 break;
1560 }
1561 if (found)
1562 break;
1563 }
1564 } 1826 }
1565 if (tmp == NULL) 1827 if (tmp == NULL)
1566 return find_arrow(op, type); 1828 return find_arrow (op, type);
1567 1829
1568 if (tmp->head) 1830 if (tmp->head)
1569 tmp = tmp->head; 1831 tmp = tmp->head;
1570 1832
1571 return find_better_arrow(op, tmp, type, &i); 1833 return find_better_arrow (op, tmp, type, &i);
1572} 1834}
1573 1835
1574/* 1836/*
1575 * Creature fires a bow - op can be monster or player. Returns 1837 * Creature fires a bow - op can be monster or player. Returns
1576 * 1 if bow was actually fired, 0 otherwise. 1838 * 1 if bow was actually fired, 0 otherwise.
1579 * dir is the direction of fire. 1841 * dir is the direction of fire.
1580 * wc_mod is any special modifier to give (used in special player fire modes) 1842 * wc_mod is any special modifier to give (used in special player fire modes)
1581 * sx, sy are coordinates to fire arrow from - also used in some of the special 1843 * sx, sy are coordinates to fire arrow from - also used in some of the special
1582 * player fire modes. 1844 * player fire modes.
1583 */ 1845 */
1846int
1584int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1847fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1585 sint16 sx, sint16 sy)
1586{ 1848{
1587 object *left, *bow; 1849 object *left, *bow;
1588 tag_t left_tag, tag; 1850 tag_t left_tag, tag;
1589 int bowspeed, mflags; 1851 int bowspeed, mflags;
1590 mapstruct *m; 1852 mapstruct *m;
1591 1853
1592 if (!dir) { 1854 if (!dir)
1855 {
1593 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1856 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1594 return 0; 1857 return 0;
1595 } 1858 }
1596 if (op->type == PLAYER) 1859 if (op->type == PLAYER)
1597 bow=op->contr->ranges[range_bow]; 1860 bow = op->contr->ranges[range_bow];
1598 else { 1861 else
1862 {
1599 for(bow=op->inv; bow; bow=bow->below) 1863 for (bow = op->inv; bow; bow = bow->below)
1600 /* Don't check for applied - monsters don't apply bows - in that way, they 1864 /* Don't check for applied - monsters don't apply bows - in that way, they
1601 * don't need to switch back and forth between bows and weapons. 1865 * don't need to switch back and forth between bows and weapons.
1602 */ 1866 */
1603 if(bow->type==BOW) 1867 if (bow->type == BOW)
1604 break; 1868 break;
1605 1869
1606 if (!bow) { 1870 if (!bow)
1871 {
1607 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1872 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1608 return 0; 1873 return 0;
1609 } 1874 }
1610 } 1875 }
1611 if( !bow->race || !bow->skill) { 1876 if (!bow->race || !bow->skill)
1877 {
1612 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1878 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1613 return 0; 1879 return 0;
1614 } 1880 }
1615 1881
1616 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1882 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1617 1883
1618 /* penalize ROF for bestarrow */ 1884 /* penalize ROF for bestarrow */
1619 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1885 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1620 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1886 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1621 if (bowspeed < 1) 1887 if (bowspeed < 1)
1622 bowspeed = 1; 1888 bowspeed = 1;
1623 1889
1624 if (arrow == NULL) { 1890 if (arrow == NULL)
1891 {
1625 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1892 if ((arrow = find_arrow (op, bow->race)) == NULL)
1893 {
1626 if (op->type == PLAYER) 1894 if (op->type == PLAYER)
1627 new_draw_info_format(NDI_UNIQUE, 0, op, 1895 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1628 "You have no %s left.", &bow->race);
1629 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1896 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1630 else 1897 else
1631 CLEAR_FLAG(op, FLAG_READY_BOW); 1898 CLEAR_FLAG (op, FLAG_READY_BOW);
1632 return 0; 1899 return 0;
1633 } 1900 }
1634 } 1901 }
1635 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1902 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1636 if (mflags & P_OUT_OF_MAP) { 1903 if (mflags & P_OUT_OF_MAP)
1904 {
1637 return 0; 1905 return 0;
1638 } 1906 }
1639 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1907 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1908 {
1640 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1909 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1641 return 0; 1910 return 0;
1642 } 1911 }
1643 1912
1644 /* this should not happen, but sometimes does */ 1913 /* this should not happen, but sometimes does */
1645 if (arrow->nrof==0) { 1914 if (arrow->nrof == 0)
1915 {
1646 remove_ob(arrow); 1916 remove_ob (arrow);
1647 free_object(arrow); 1917 free_object (arrow);
1648 return 0; 1918 return 0;
1649 } 1919 }
1650 1920
1651 left = arrow; /* these are arrows left to the player */ 1921 left = arrow; /* these are arrows left to the player */
1652 left_tag = left->count; 1922 left_tag = left->count;
1653 arrow = get_split_ob(arrow, 1); 1923 arrow = get_split_ob (arrow, 1);
1654 if (arrow == NULL) { 1924 if (arrow == NULL)
1925 {
1655 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1926 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1656 return 0; 1927 return 0;
1657 } 1928 }
1658 set_owner(arrow, op); 1929 set_owner (arrow, op);
1659 arrow->skill = bow->skill; 1930 arrow->skill = bow->skill;
1660 1931
1661 arrow->direction=dir; 1932 arrow->direction = dir;
1662 arrow->x = sx; 1933 arrow->x = sx;
1663 arrow->y = sy; 1934 arrow->y = sy;
1664 1935
1665 if (op->type == PLAYER) { 1936 if (op->type == PLAYER)
1937 {
1666 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1938 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1667 fix_player(op); 1939 fix_player (op);
1668 } 1940 }
1669 1941
1670 SET_ANIMATION(arrow, arrow->direction); 1942 SET_ANIMATION (arrow, arrow->direction);
1671 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1943 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1672 arrow->stats.hp = arrow->stats.dam; 1944 arrow->stats.hp = arrow->stats.dam;
1673 arrow->stats.grace = arrow->attacktype; 1945 arrow->stats.grace = arrow->attacktype;
1674 if (arrow->slaying != NULL) 1946 if (arrow->slaying != NULL)
1675 arrow->spellarg = strdup_local(arrow->slaying); 1947 arrow->spellarg = strdup_local (arrow->slaying);
1676 1948
1677 /* Note that this was different for monsters - they got their level 1949 /* Note that this was different for monsters - they got their level
1678 * added to the damage. I think the strength bonus is more proper. 1950 * added to the damage. I think the strength bonus is more proper.
1679 */ 1951 */
1680
1681 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1682 0 : dam_bonus[op->stats.Str]) +
1683 bow->stats.dam + bow->magic + arrow->magic;
1684 1952
1953 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1954
1685 /* update the speed */ 1955 /* update the speed */
1686 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1956 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1687 0 : dam_bonus[op->stats.Str]) + 1957 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1688 bow->magic + arrow->magic) / 5.0 +
1689 (float)bow->stats.dam / 7.0;
1690 1958
1691 if (arrow->speed < 1.0) 1959 if (arrow->speed < 1.0)
1692 arrow->speed = 1.0; 1960 arrow->speed = 1.0;
1693 update_ob_speed(arrow); 1961 update_ob_speed (arrow);
1694 arrow->speed_left = 0; 1962 arrow->speed_left = 0;
1695 1963
1696 if (op->type == PLAYER) { 1964 if (op->type == PLAYER)
1965 {
1697 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1966 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1698 (op->chosen_skill?op->chosen_skill->level:op->level) - 1967 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1699 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1968 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1700 arrow->stats.wc - bow->stats.wc + wc_mod;
1701 1969
1702 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1970 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1703 } else { 1971 }
1972 else
1973 {
1704 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1974 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1705 arrow->stats.wc + wc_mod;
1706 1975
1707 arrow->level = op->level; 1976 arrow->level = op->level;
1708 } 1977 }
1709 if (arrow->attacktype == AT_PHYSICAL) 1978 if (arrow->attacktype == AT_PHYSICAL)
1710 arrow->attacktype |= bow->attacktype; 1979 arrow->attacktype |= bow->attacktype;
1711 if (bow->slaying != NULL) 1980 if (bow->slaying != NULL)
1712 arrow->slaying = bow->slaying; 1981 arrow->slaying = bow->slaying;
1713 1982
1714 arrow->map = m; 1983 arrow->map = m;
1715 arrow->move_type = MOVE_FLY_LOW; 1984 arrow->move_type = MOVE_FLY_LOW;
1716 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1985 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1717 1986
1718 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1987 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1719 tag = arrow->count; 1988 tag = arrow->count;
1720 insert_ob_in_map(arrow, m, op, 0); 1989 insert_ob_in_map (arrow, m, op, 0);
1721 1990
1722 if (!was_destroyed(arrow, tag)) 1991 if (!was_destroyed (arrow, tag))
1723 move_arrow(arrow); 1992 move_arrow (arrow);
1724 1993
1725 if (op->type == PLAYER) { 1994 if (op->type == PLAYER)
1995 {
1726 if (was_destroyed (left, left_tag)) 1996 if (was_destroyed (left, left_tag))
1727 esrv_del_item(op->contr, left_tag); 1997 esrv_del_item (op->contr, left_tag);
1728 else 1998 else
1729 esrv_send_item(op, left); 1999 esrv_send_item (op, left);
1730 } 2000 }
1731 return 1; 2001 return 1;
1732} 2002}
1733 2003
1734/* Special fire code for players - this takes into 2004/* Special fire code for players - this takes into
1735 * account the special fire modes players can have 2005 * account the special fire modes players can have
1736 * but monsters can't. Putting that code here 2006 * but monsters can't. Putting that code here
1737 * makes the fire_bow code much cleaner. 2007 * makes the fire_bow code much cleaner.
1738 * this function should only be called if 'op' is a player, 2008 * this function should only be called if 'op' is a player,
1739 * hence the function name. 2009 * hence the function name.
1740 */ 2010 */
2011int
1741int player_fire_bow(object *op, int dir) 2012player_fire_bow (object *op, int dir)
1742{ 2013{
1743 int ret=0, wcmod=0; 2014 int ret = 0, wcmod = 0;
1744 2015
1745 if (op->contr->bowtype == bow_bestarrow) { 2016 if (op->contr->bowtype == bow_bestarrow)
1746 ret = fire_bow(op, op, 2017 {
1747 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 2018 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1748 dir, 0, op->x, op->y); 2019 }
1749 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 2020 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2021 {
1750 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 2022 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1751 wcmod =-1; 2023 wcmod = -1;
1752 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 2024 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1753 op->x, op->y); 2025 }
1754 } else if (op->contr->bowtype == bow_threewide) { 2026 else if (op->contr->bowtype == bow_threewide)
2027 {
1755 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2028 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1756 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 2029 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1757 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 2030 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
2031 }
1758 } else if (op->contr->bowtype == bow_spreadshot) { 2032 else if (op->contr->bowtype == bow_spreadshot)
2033 {
1759 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2034 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1760 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 2035 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1761 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 2036 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1762 2037
1763 } else { 2038 }
2039 else
2040 {
1764 /* Simple case */ 2041 /* Simple case */
1765 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2042 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1766 } 2043 }
1767 return ret; 2044 return ret;
1768} 2045}
1769 2046
1770 2047
1771/* Fires a misc (wand/rod/horn) object in 'dir'. 2048/* Fires a misc (wand/rod/horn) object in 'dir'.
1772 * Broken apart from 'fire' to keep it more readable. 2049 * Broken apart from 'fire' to keep it more readable.
1773 */ 2050 */
2051void
1774void fire_misc_object(object *op, int dir) 2052fire_misc_object (object *op, int dir)
1775{ 2053{
1776 object *item; 2054 object *item;
1777 2055
1778 if (!op->contr->ranges[range_misc]) { 2056 if (!op->contr->ranges[range_misc])
2057 {
1779 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 2058 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1780 return; 2059 return;
1781 } 2060 }
1782 2061
1783 item = op->contr->ranges[range_misc]; 2062 item = op->contr->ranges[range_misc];
1784 if (!item->inv) { 2063 if (!item->inv)
2064 {
1785 LOG(llevError,"Object %s lacks a spell\n", &item->name); 2065 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1786 return; 2066 return;
1787 } 2067 }
1788 if (item->type == WAND) { 2068 if (item->type == WAND)
2069 {
1789 if(item->stats.food<=0) { 2070 if (item->stats.food <= 0)
2071 {
1790 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2072 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1791 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 2073 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1792 return; 2074 return;
1793 } 2075 }
2076 }
1794 } else if (item->type == ROD || item->type==HORN) { 2077 else if (item->type == ROD || item->type == HORN)
2078 {
1795 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2079 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2080 {
1796 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2081 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1797 if (item->type== ROD) 2082 if (item->type == ROD)
1798 new_draw_info_format(NDI_UNIQUE, 0,op,
1799 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 2083 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1800 else 2084 else
1801 new_draw_info_format(NDI_UNIQUE, 0,op, 2085 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1802 "The %s needs more time to charge.", query_base_name(item,0));
1803 return; 2086 return;
1804 } 2087 }
1805 } 2088 }
1806 2089
1807 if(cast_spell(op,item,dir,item->inv,NULL)) { 2090 if (cast_spell (op, item, dir, item->inv, NULL))
2091 {
1808 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2092 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1809 if (item->type == WAND) { 2093 if (item->type == WAND)
2094 {
1810 if (!(--item->stats.food)) { 2095 if (!(--item->stats.food))
2096 {
1811 object *tmp; 2097 object *tmp;
2098
1812 if (item->arch) { 2099 if (item->arch)
2100 {
1813 CLEAR_FLAG(item, FLAG_ANIMATE); 2101 CLEAR_FLAG (item, FLAG_ANIMATE);
1814 item->face = item->arch->clone.face; 2102 item->face = item->arch->clone.face;
1815 item->speed = 0; 2103 item->speed = 0;
1816 update_ob_speed(item); 2104 update_ob_speed (item);
1817 } 2105 }
1818 if ((tmp=is_player_inv(item))) 2106 if ((tmp = is_player_inv (item)))
1819 esrv_update_item(UPD_ANIM, tmp, item); 2107 esrv_update_item (UPD_ANIM, tmp, item);
1820 }
1821 } 2108 }
2109 }
1822 else if (item->type == ROD || item->type==HORN) { 2110 else if (item->type == ROD || item->type == HORN)
2111 {
1823 drain_rod_charge(item); 2112 drain_rod_charge (item);
1824 } 2113 }
1825 } 2114 }
1826} 2115}
1827 2116
1828/* Received a fire command for the player - go and do it. 2117/* Received a fire command for the player - go and do it.
1829 */ 2118 */
2119void
1830void fire(object *op,int dir) { 2120fire (object *op, int dir)
2121{
1831 int spellcost=0; 2122 int spellcost = 0;
1832 2123
1833 /* check for loss of invisiblity/hide */ 2124 /* check for loss of invisiblity/hide */
1834 if (action_makes_visible(op)) make_visible(op); 2125 if (action_makes_visible (op))
2126 make_visible (op);
1835 2127
1836 switch(op->contr->shoottype) { 2128 switch (op->contr->shoottype)
2129 {
1837 case range_none: 2130 case range_none:
1838 return; 2131 return;
1839 2132
1840 case range_bow: 2133 case range_bow:
1841 player_fire_bow(op, dir); 2134 player_fire_bow (op, dir);
1842 return; 2135 return;
1843 2136
1844 case range_magic: /* Casting spells */ 2137 case range_magic: /* Casting spells */
1845 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 2138 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : NULL));
1846 return; 2139 return;
1847 2140
1848 case range_misc: 2141 case range_misc:
1849 fire_misc_object(op, dir); 2142 fire_misc_object (op, dir);
1850 return; 2143 return;
1851 2144
1852 case range_golem: /* Control summoned monsters from scrolls */ 2145 case range_golem: /* Control summoned monsters from scrolls */
1853 if(op->contr->ranges[range_golem]==NULL || 2146 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
1854 op->contr->golem_count != op->contr->ranges[range_golem]->count) { 2147 {
1855 op->contr->ranges[range_golem] = NULL; 2148 op->contr->ranges[range_golem] = NULL;
1856 op->contr->shoottype=range_none; 2149 op->contr->shoottype = range_none;
1857 op->contr->golem_count = 0; 2150 op->contr->golem_count = 0;
1858 } 2151 }
1859 else 2152 else
1860 control_golem(op->contr->ranges[range_golem], dir); 2153 control_golem (op->contr->ranges[range_golem], dir);
1861 return; 2154 return;
1862 2155
1863 case range_skill: 2156 case range_skill:
1864 if(!op->chosen_skill) { 2157 if (!op->chosen_skill)
2158 {
1865 if(op->type==PLAYER) 2159 if (op->type == PLAYER)
1866 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use."); 2160 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1867 return; 2161 return;
1868 } 2162 }
1869 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 2163 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1870 return; 2164 return;
1871 case range_builder: 2165 case range_builder:
1872 apply_map_builder( op, dir ); 2166 apply_map_builder (op, dir);
1873 return; 2167 return;
1874 default: 2168 default:
1875 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2169 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1876 return; 2170 return;
1877 } 2171 }
1878} 2172}
1879 2173
1880 2174
1881 2175
1888 * inv is the objects inventory to searched 2182 * inv is the objects inventory to searched
1889 * door is the door we are trying to match against. 2183 * door is the door we are trying to match against.
1890 * This function can be called recursively to search containers. 2184 * This function can be called recursively to search containers.
1891 */ 2185 */
1892 2186
2187object *
1893object * find_key(object *pl, object *container, object *door) 2188find_key (object *pl, object *container, object *door)
1894{ 2189{
1895 object *tmp,*key; 2190 object *tmp, *key;
1896 2191
1897 /* Should not happen, but sanity checking is never bad */ 2192 /* Should not happen, but sanity checking is never bad */
1898 if (container->inv == NULL) return NULL; 2193 if (container->inv == NULL)
2194 return NULL;
1899 2195
1900 /* First, lets try to find a key in the top level inventory */ 2196 /* First, lets try to find a key in the top level inventory */
1901 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2197 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2198 {
1902 if (door->type==DOOR && tmp->type==KEY) break; 2199 if (door->type == DOOR && tmp->type == KEY)
2200 break;
1903 /* For sanity, we should really check door type, but other stuff 2201 /* For sanity, we should really check door type, but other stuff
1904 * (like containers) can be locked with special keys 2202 * (like containers) can be locked with special keys
1905 */ 2203 */
1906 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2204 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1907 tmp->slaying==door->slaying) break; 2205 break;
1908 } 2206 }
1909 /* No key found - lets search inventories now */ 2207 /* No key found - lets search inventories now */
1910 /* If we find and use a key in an inventory, return at that time. 2208 /* If we find and use a key in an inventory, return at that time.
1911 * otherwise, if we search all the inventories and still don't find 2209 * otherwise, if we search all the inventories and still don't find
1912 * a key, return 2210 * a key, return
1913 */ 2211 */
1914 if (!tmp) { 2212 if (!tmp)
2213 {
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2214 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2215 {
1916 /* No reason to search empty containers */ 2216 /* No reason to search empty containers */
1917 if (tmp->type==CONTAINER && tmp->inv) { 2217 if (tmp->type == CONTAINER && tmp->inv)
1918 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1919 } 2218 {
2219 if ((key = find_key (pl, tmp, door)) != NULL)
2220 return key;
1920 } 2221 }
2222 }
2223 if (!tmp)
1921 if (!tmp) return NULL; 2224 return NULL;
1922 } 2225 }
1923 /* We get down here if we have found a key. Now if its in a container, 2226 /* We get down here if we have found a key. Now if its in a container,
1924 * see if we actually want to use it 2227 * see if we actually want to use it
1925 */ 2228 */
1926 if (pl!=container) { 2229 if (pl != container)
2230 {
1927 /* Only let players use keys in containers */ 2231 /* Only let players use keys in containers */
1928 if (!pl->contr) return NULL; 2232 if (!pl->contr)
2233 return NULL;
1929 /* cases where this fails: 2234 /* cases where this fails:
1930 * If we only search the player inventory, return now since we 2235 * If we only search the player inventory, return now since we
1931 * are not in the players inventory. 2236 * are not in the players inventory.
1932 * If the container is not active, return now since only active 2237 * If the container is not active, return now since only active
1933 * containers can be used. 2238 * containers can be used.
1934 * If we only search keyrings and the container does not have 2239 * If we only search keyrings and the container does not have
1935 * a race/isn't a keyring. 2240 * a race/isn't a keyring.
1936 * No checking for all containers - to fall through past here, 2241 * No checking for all containers - to fall through past here,
1937 * inv must have been an container and must have been active. 2242 * inv must have been an container and must have been active.
1938 * 2243 *
1939 * Change the color so that the message doesn't disappear with 2244 * Change the color so that the message doesn't disappear with
1940 * all the others. 2245 * all the others.
1941 */ 2246 */
1942 if (pl->contr->usekeys == key_inventory || 2247 if (pl->contr->usekeys == key_inventory ||
1943 !QUERY_FLAG(container, FLAG_APPLIED) || 2248 !QUERY_FLAG (container, FLAG_APPLIED) ||
1944 (pl->contr->usekeys == keyrings &&
1945 (!container->race || strcmp(container->race, "keys"))) 2249 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1946 ) { 2250 {
1947 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2251 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1948 "The %s in your %s vibrates as you approach the door", 2252 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1949 query_name(tmp), query_name(container));
1950 return NULL; 2253 return NULL;
1951 } 2254 }
1952 } 2255 }
1953 return tmp; 2256 return tmp;
1954} 2257}
1955 2258
1956/* moved door processing out of move_player_attack. 2259/* moved door processing out of move_player_attack.
1957 * returns 1 if player has opened the door with a key 2260 * returns 1 if player has opened the door with a key
1958 * such that the caller should not do anything more, 2261 * such that the caller should not do anything more,
1959 * 0 otherwise 2262 * 0 otherwise
1960 */ 2263 */
2264static int
1961static int player_attack_door(object *op, object *door) 2265player_attack_door (object *op, object *door)
1962{ 2266{
1963 2267
1964 /* If its a door, try to find a use a key. If we do destroy the door, 2268 /* If its a door, try to find a use a key. If we do destroy the door,
1965 * might as well return immediately as there is nothing more to do - 2269 * might as well return immediately as there is nothing more to do -
1966 * otherwise, we fall through to the rest of the code. 2270 * otherwise, we fall through to the rest of the code.
1967 */ 2271 */
1968 object *key=find_key(op, op, door); 2272 object *key = find_key (op, op, door);
1969 2273
1970 /* IF we found a key, do some extra work */ 2274 /* IF we found a key, do some extra work */
1971 if (key) { 2275 if (key)
2276 {
1972 object *container=key->env; 2277 object *container = key->env;
1973 2278
1974 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2279 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1975 if(action_makes_visible(op)) make_visible(op); 2280 if (action_makes_visible (op))
2281 make_visible (op);
1976 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2282 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2283 spring_trap (door->inv, op);
1977 if (door->type == DOOR) { 2284 if (door->type == DOOR)
2285 {
1978 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2286 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1979 } 2287 }
1980 else if(door->type==LOCKED_DOOR) { 2288 else if (door->type == LOCKED_DOOR)
1981 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2289 {
1982 "You open the door with the %s", query_short_name(key)); 2290 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1983 remove_door2(door); /* remove door without violence ;-) */ 2291 remove_door2 (door); /* remove door without violence ;-) */
1984 } 2292 }
1985 /* Do this after we print the message */ 2293 /* Do this after we print the message */
1986 decrease_ob(key); /* Use up one of the keys */ 2294 decrease_ob (key); /* Use up one of the keys */
1987 /* Need to update the weight the container the key was in */ 2295 /* Need to update the weight the container the key was in */
1988 if (container != op) 2296 if (container != op)
1989 esrv_update_item(UPD_WEIGHT, op, container); 2297 esrv_update_item (UPD_WEIGHT, op, container);
1990 return 1; /* Nothing more to do below */ 2298 return 1; /* Nothing more to do below */
2299 }
1991 } else if (door->type==LOCKED_DOOR) { 2300 else if (door->type == LOCKED_DOOR)
2301 {
1992 /* Might as well return now - no other way to open this */ 2302 /* Might as well return now - no other way to open this */
1993 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2303 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1994 return 1; 2304 return 1;
1995 } 2305 }
1996 return 0; 2306 return 0;
1997} 2307}
1998 2308
1999/* This function is just part of a breakup from move_player. 2309/* This function is just part of a breakup from move_player.
2000 * It should keep the code cleaner. 2310 * It should keep the code cleaner.
2001 * When this is called, the players direction has been updated 2311 * When this is called, the players direction has been updated
2002 * (taking into account confusion.) The player is also actually 2312 * (taking into account confusion.) The player is also actually
2003 * going to try and move (not fire weapons). 2313 * going to try and move (not fire weapons).
2004 */ 2314 */
2005 2315
2316void
2006void move_player_attack(object *op, int dir) 2317move_player_attack (object *op, int dir)
2007{ 2318{
2008 object *tmp, *mon; 2319 object *tmp, *mon;
2009 sint16 nx, ny; 2320 sint16 nx, ny;
2010 int on_battleground; 2321 int on_battleground;
2011 mapstruct *m; 2322 mapstruct *m;
2012 2323
2013 nx=freearr_x[dir]+op->x; 2324 nx = freearr_x[dir] + op->x;
2014 ny=freearr_y[dir]+op->y; 2325 ny = freearr_y[dir] + op->y;
2015 2326
2016 on_battleground = op_on_battleground(op, NULL, NULL); 2327 on_battleground = op_on_battleground (op, NULL, NULL);
2017 2328
2018 /* If braced, or can't move to the square, and it is not out of the 2329 /* If braced, or can't move to the square, and it is not out of the
2019 * map, attack it. Note order of if statement is important - don't 2330 * map, attack it. Note order of if statement is important - don't
2020 * want to be calling move_ob if braced, because move_ob will move the 2331 * want to be calling move_ob if braced, because move_ob will move the
2021 * player. This is a pretty nasty hack, because if we could 2332 * player. This is a pretty nasty hack, because if we could
2022 * move to some space, it then means that if we are braced, we should 2333 * move to some space, it then means that if we are braced, we should
2023 * do nothing at all. As it is, if we are braced, we go through 2334 * do nothing at all. As it is, if we are braced, we go through
2024 * quite a bit of processing. However, it probably is less than what 2335 * quite a bit of processing. However, it probably is less than what
2025 * move_ob uses. 2336 * move_ob uses.
2026 */ 2337 */
2027 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2338 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2339 {
2028 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2340 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2341 {
2029 m = get_map_from_coord(op->map, &nx, &ny); 2342 m = get_map_from_coord (op->map, &nx, &ny);
2343 if (!m)
2030 if (!m) return; /* Don't think this should happen */ 2344 return; /* Don't think this should happen */
2345 }
2346 else
2347 m = op->map;
2348
2349 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2031 } 2350 {
2032 else m =op->map;
2033
2034 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2035 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2351 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2352 return;
2353 }
2354
2355 mon = NULL;
2356 /* Go through all the objects, and find ones of interest. Only stop if
2357 * we find a monster - that is something we know we want to attack.
2358 * if its a door or barrel (can roll) see if there may be monsters
2359 * on the space
2360 */
2361 while (tmp != NULL)
2362 {
2363 if (tmp == op)
2364 {
2365 tmp = tmp->above;
2366 continue;
2367 }
2368 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2369 {
2370 mon = tmp;
2371 break;
2372 }
2373 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2374 mon = tmp;
2375 tmp = tmp->above;
2376 }
2377
2378 if (mon == NULL) /* This happens anytime the player tries to move */
2379 return; /* into a wall */
2380
2381 if (mon->head != NULL)
2382 mon = mon->head;
2383
2384 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2385 if (player_attack_door (op, mon))
2386 return;
2387
2388 /* The following deals with possibly attacking peaceful
2389 * or frienddly creatures. Basically, all players are considered
2390 * unaggressive. If the moving player has peaceful set, then the
2391 * object should be pushed instead of attacked. It is assumed that
2392 * if you are braced, you will not attack friends accidently,
2393 * and thus will not push them.
2394 */
2395
2396 /* If the creature is a pet, push it even if the player is not
2397 * peaceful. Our assumption is the creature is a pet if the
2398 * player owns it and it is either friendly or unagressive.
2399 */
2400 if ((op->type == PLAYER)
2401#if COZY_SERVER
2402 &&
2403 ((get_owner (mon) && get_owner (mon)->contr
2404 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2405#else
2406 && get_owner (mon) == op
2407#endif
2408 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2409 {
2410 /* If we're braced, we don't want to switch places with it */
2411 if (op->contr->braced)
2036 return; 2412 return;
2413 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2414 (void) push_ob (mon, dir, op);
2415 if (op->contr->tmp_invis || op->hide)
2416 make_visible (op);
2417 return;
2037 } 2418 }
2038 2419
2039 mon = NULL; 2420 /* in certain circumstances, you shouldn't attack friendly
2040 /* Go through all the objects, and find ones of interest. Only stop if 2421 * creatures. Note that if you are braced, you can't push
2041 * we find a monster - that is something we know we want to attack. 2422 * someone, but put it inside this loop so that you won't
2042 * if its a door or barrel (can roll) see if there may be monsters 2423 * attack them either.
2043 * on the space
2044 */ 2424 */
2045 while (tmp!=NULL) { 2425 if ((mon->type == PLAYER || mon->enemy != op) &&
2046 if (tmp == op) { 2426 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2047 tmp=tmp->above; 2427#ifdef PROHIBIT_PLAYERKILL
2048 continue; 2428 (op->contr->peaceful
2049 } 2429 || (mon->type == PLAYER
2050 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2430 && mon->contr->
2051 mon = tmp; 2431 peaceful)) &&
2052 break;
2053 }
2054 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2055 mon = tmp;
2056 tmp=tmp->above;
2057 }
2058
2059 if (mon==NULL) /* This happens anytime the player tries to move */
2060 return; /* into a wall */
2061
2062 if(mon->head != NULL)
2063 mon = mon->head;
2064
2065 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2066 if (player_attack_door(op, mon)) return;
2067
2068 /* The following deals with possibly attacking peaceful
2069 * or frienddly creatures. Basically, all players are considered
2070 * unaggressive. If the moving player has peaceful set, then the
2071 * object should be pushed instead of attacked. It is assumed that
2072 * if you are braced, you will not attack friends accidently,
2073 * and thus will not push them.
2074 */
2075
2076 /* If the creature is a pet, push it even if the player is not
2077 * peaceful. Our assumption is the creature is a pet if the
2078 * player owns it and it is either friendly or unagressive.
2079 */
2080 if ((op->type==PLAYER)
2081#if COZY_SERVER
2082 &&
2083 (
2084 (get_owner(mon) && get_owner(mon)->contr
2085 && same_party (get_owner(mon)->contr->party, op->contr->party))
2086 || get_owner(mon) == op
2087 )
2088#else 2432#else
2089 && get_owner(mon)==op 2433 op->contr->peaceful &&
2090#endif 2434#endif
2091 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2435 !on_battleground))
2092 {
2093 /* If we're braced, we don't want to switch places with it */
2094 if (op->contr->braced) return;
2095 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2096 (void) push_ob(mon,dir,op);
2097 if(op->contr->tmp_invis||op->hide) make_visible(op);
2098 return;
2099 } 2436 {
2100
2101 /* in certain circumstances, you shouldn't attack friendly
2102 * creatures. Note that if you are braced, you can't push
2103 * someone, but put it inside this loop so that you won't
2104 * attack them either.
2105 */
2106 if ((mon->type==PLAYER || mon->enemy != op) &&
2107 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2108 (
2109#ifdef PROHIBIT_PLAYERKILL
2110 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2111#else
2112 op->contr->peaceful &&
2113#endif
2114 !on_battleground
2115 )) {
2116 if (!op->contr->braced) { 2437 if (!op->contr->braced)
2438 {
2117 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2439 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2118 (void) push_ob(mon,dir,op); 2440 (void) push_ob (mon, dir, op);
2441 }
2119 } else { 2442 else
2443 {
2120 new_draw_info(0, 0,op,"You withhold your attack"); 2444 new_draw_info (0, 0, op, "You withhold your attack");
2121 }
2122 if(op->contr->tmp_invis||op->hide) make_visible(op);
2123 } 2445 }
2446 if (op->contr->tmp_invis || op->hide)
2447 make_visible (op);
2448 }
2124 2449
2125 /* If the object is a boulder or other rollable object, then 2450 /* If the object is a boulder or other rollable object, then
2126 * roll it if not braced. You can't roll it if you are braced. 2451 * roll it if not braced. You can't roll it if you are braced.
2127 */ 2452 */
2128 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2453 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2454 {
2129 recursive_roll(mon,dir,op); 2455 recursive_roll (mon, dir, op);
2130 if(action_makes_visible(op)) make_visible(op); 2456 if (action_makes_visible (op))
2457 make_visible (op);
2131 } 2458 }
2132 2459
2133 /* Any generic living creature. Including things like doors. 2460 /* Any generic living creature. Including things like doors.
2134 * Way it works is like this: First, it must have some hit points 2461 * Way it works is like this: First, it must have some hit points
2135 * and be living. Then, it must be one of the following: 2462 * and be living. Then, it must be one of the following:
2136 * 1) Not a player, 2) A player, but of a different party. Note 2463 * 1) Not a player, 2) A player, but of a different party. Note
2137 * that party_number -1 is no party, so attacks can still happen. 2464 * that party_number -1 is no party, so attacks can still happen.
2138 */ 2465 */
2139 2466
2140 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2467 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2141 ((mon->type!=PLAYER || op->contr->party==NULL || 2468 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2142 op->contr->party!=mon->contr->party))) { 2469 {
2143 2470
2144 /* If the player hasn't hit something this tick, and does 2471 /* If the player hasn't hit something this tick, and does
2145 * so, give them speed boost based on weapon speed. Doing 2472 * so, give them speed boost based on weapon speed. Doing
2146 * it here is better than process_players2, which basically 2473 * it here is better than process_players2, which basically
2147 * incurred a 1 tick offset. 2474 * incurred a 1 tick offset.
2148 */ 2475 */
2149 if (!op->contr->has_hit) { 2476 if (!op->contr->has_hit)
2477 {
2150 op->speed_left += op->speed / op->contr->weapon_sp; 2478 op->speed_left += op->speed / op->contr->weapon_sp;
2151 2479
2152 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2480 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2153 } 2481 }
2154 2482
2155 skill_attack(mon, op, 0, NULL, NULL); 2483 skill_attack (mon, op, 0, NULL, NULL);
2156 2484
2157 /* If attacking another player, that player gets automatic 2485 /* If attacking another player, that player gets automatic
2158 * hitback, and doesn't loose luck either. 2486 * hitback, and doesn't loose luck either.
2159 * Disable hitback on the battleground or if the target is 2487 * Disable hitback on the battleground or if the target is
2160 * the wiz. 2488 * the wiz.
2161 */ 2489 */
2162 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2490 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2163 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2491 {
2164 short luck = mon->stats.luck; 2492 short luck = mon->stats.luck;
2493
2165 mon->contr->has_hit = 1; 2494 mon->contr->has_hit = 1;
2166 skill_attack(op, mon, 0, NULL, NULL); 2495 skill_attack (op, mon, 0, NULL, NULL);
2167 mon->stats.luck = luck; 2496 mon->stats.luck = luck;
2168 }
2169 if(action_makes_visible(op)) make_visible(op);
2170 } 2497 }
2498 if (action_makes_visible (op))
2499 make_visible (op);
2500 }
2171 } /* if player should attack something */ 2501 } /* if player should attack something */
2172} 2502}
2173 2503
2504int
2174int move_player(object *op,int dir) { 2505move_player (object *op, int dir)
2506{
2175 int pick; 2507 int pick;
2176 2508
2177 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2509 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2178 return 0;
2179
2180 /* Sanity check: make sure dir is valid */
2181 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2182 LOG( llevError, "move_player: invalid direction %d\n", dir);
2183 return 0;
2184 }
2185
2186 /* peterm: added following line */
2187 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2188 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2189
2190 op->facing = dir;
2191
2192 if(op->hide) do_hidden_move(op);
2193
2194 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2195 /*nop*/;
2196 else if (op->contr->fire_on)
2197 fire (op, dir);
2198 else
2199 {
2200 move_player_attack (op, dir);
2201 pick = check_pick(op);
2202 }
2203
2204 /* Add special check for newcs players and fire on - this way, the
2205 * server can handle repeat firing.
2206 */
2207 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2208 op->direction = dir;
2209 } else {
2210 op->direction=0;
2211 }
2212 /* Update how the player looks. Use the facing, so direction may
2213 * get reset to zero. This allows for full animation capabilities
2214 * for players.
2215 */
2216 animate_object(op, op->facing);
2217 return 0; 2510 return 0;
2511
2512 /* Sanity check: make sure dir is valid */
2513 if ((dir < 0) || (dir >= 9))
2514 {
2515 LOG (llevError, "move_player: invalid direction %d\n", dir);
2516 return 0;
2517 }
2518
2519 /* peterm: added following line */
2520 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2521 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2522
2523 op->facing = dir;
2524
2525 if (op->hide)
2526 do_hidden_move (op);
2527
2528 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2529 /*nop */ ;
2530 else if (op->contr->fire_on)
2531 fire (op, dir);
2532 else
2533 {
2534 move_player_attack (op, dir);
2535 pick = check_pick (op);
2536 }
2537
2538 /* Add special check for newcs players and fire on - this way, the
2539 * server can handle repeat firing.
2540 */
2541 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2542 {
2543 op->direction = dir;
2544 }
2545 else
2546 {
2547 op->direction = 0;
2548 }
2549 /* Update how the player looks. Use the facing, so direction may
2550 * get reset to zero. This allows for full animation capabilities
2551 * for players.
2552 */
2553 animate_object (op, op->facing);
2554 return 0;
2218} 2555}
2219 2556
2220/* This is similar to handle_player, below, but is only used by the 2557/* This is similar to handle_player, below, but is only used by the
2221 * new client/server stuff. 2558 * new client/server stuff.
2222 * This is sort of special, in that the new client/server actually uses 2559 * This is sort of special, in that the new client/server actually uses
2223 * the new speed values for commands. 2560 * the new speed values for commands.
2224 * 2561 *
2225 * Returns true if there are more actions we can do. 2562 * Returns true if there are more actions we can do.
2226 */ 2563 */
2564int
2227int handle_newcs_player(object *op) 2565handle_newcs_player (object *op)
2228{ 2566{
2229 if (op->contr->hidden) { 2567 if (op->contr->hidden)
2568 {
2230 op->invisible = 1000; 2569 op->invisible = 1000;
2231 /* the socket code flashes the player visible/invisible 2570 /* the socket code flashes the player visible/invisible
2232 * depending on the value of invisible, so we need to 2571 * depending on the value of invisible, so we need to
2233 * alternate it here for it to work correctly. 2572 * alternate it here for it to work correctly.
2234 */ 2573 */
2235 if (pticks & 2) op->invisible--; 2574 if (pticks & 2)
2236 }
2237 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2238 op->invisible--; 2575 op->invisible--;
2576 }
2577 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2578 {
2579 op->invisible--;
2239 if(!op->invisible) { 2580 if (!op->invisible)
2581 {
2240 make_visible(op); 2582 make_visible (op);
2241 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2583 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2242 } 2584 }
2243 } 2585 }
2244 2586
2245 if (QUERY_FLAG(op, FLAG_SCARED)) { 2587 if (QUERY_FLAG (op, FLAG_SCARED))
2588 {
2246 flee_player(op); 2589 flee_player (op);
2247 /* If player is still scared, that is his action for this tick */ 2590 /* If player is still scared, that is his action for this tick */
2248 if (QUERY_FLAG(op, FLAG_SCARED)) { 2591 if (QUERY_FLAG (op, FLAG_SCARED))
2592 {
2249 op->speed_left--; 2593 op->speed_left--;
2250 return 0; 2594 return 0;
2251 } 2595 }
2252 } 2596 }
2253 2597
2254 /* I've been seeing crashes where the golem has been destroyed, but 2598 /* I've been seeing crashes where the golem has been destroyed, but
2255 * the player object still points to the defunct golem. The code that 2599 * the player object still points to the defunct golem. The code that
2256 * destroys the golem looks correct, and it doesn't always happen, so 2600 * destroys the golem looks correct, and it doesn't always happen, so
2257 * put this in a a workaround to clean up the golem pointer. 2601 * put this in a a workaround to clean up the golem pointer.
2258 */ 2602 */
2259 if (op->contr->ranges[range_golem] && 2603 if (op->contr->ranges[range_golem] &&
2260 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || 2604 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2261 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) { 2605 {
2262 op->contr->ranges[range_golem] = NULL; 2606 op->contr->ranges[range_golem] = NULL;
2263 op->contr->golem_count = 0; 2607 op->contr->golem_count = 0;
2264 } 2608 }
2265 2609
2266 /* call this here - we also will call this in do_ericserver, but 2610 /* call this here - we also will call this in do_ericserver, but
2267 * the players time has been increased when doericserver has been 2611 * the players time has been increased when doericserver has been
2268 * called, so we recheck it here. 2612 * called, so we recheck it here.
2269 */ 2613 */
2270 HandleClient(&op->contr->socket, op->contr); 2614 HandleClient (&op->contr->socket, op->contr);
2271 if (op->speed_left<0) return 0; 2615 if (op->speed_left < 0)
2272
2273 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2274 /* All move commands take 1 tick, at least for now */
2275 op->speed_left--;
2276
2277 /* Instead of all the stuff below, let move_player take care
2278 * of it. Also, some of the skill stuff is only put in
2279 * there, as well as the confusion stuff.
2280 */
2281 move_player(op, op->direction);
2282 if (op->speed_left>0) return 1;
2283 else return 0;
2284 }
2285 return 0; 2616 return 0;
2286}
2287 2617
2288int save_life(object *op) { 2618 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2289 object *tmp; 2619 {
2620 /* All move commands take 1 tick, at least for now */
2621 op->speed_left--;
2290 2622
2291 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2623 /* Instead of all the stuff below, let move_player take care
2624 * of it. Also, some of the skill stuff is only put in
2625 * there, as well as the confusion stuff.
2626 */
2627 move_player (op, op->direction);
2628 if (op->speed_left > 0)
2629 return 1;
2630 else
2292 return 0; 2631 return 0;
2632 }
2633 return 0;
2634}
2293 2635
2294 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2636int
2295 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2637save_life (object *op)
2296 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2638{
2297 new_draw_info_format(NDI_UNIQUE, 0,op, 2639 object *tmp;
2298 "Your %s vibrates violently, then evaporates.", 2640
2299 query_name(tmp));
2300 if (op->contr)
2301 esrv_del_item(op->contr, tmp->count);
2302 remove_ob(tmp);
2303 free_object(tmp);
2304 CLEAR_FLAG(op, FLAG_LIFESAVE);
2305 if(op->stats.hp<0)
2306 op->stats.hp = op->stats.maxhp;
2307 if(op->stats.food<0)
2308 op->stats.food = 999;
2309 fix_player(op);
2310 return 1;
2311 }
2312 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2313 CLEAR_FLAG(op, FLAG_LIFESAVE); 2641 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2314 enter_player_savebed(op); /* bring him home. */
2315 return 0; 2642 return 0;
2643
2644 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2645 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2646 {
2647 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2648 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2649 if (op->contr)
2650 esrv_del_item (op->contr, tmp->count);
2651 remove_ob (tmp);
2652 free_object (tmp);
2653 CLEAR_FLAG (op, FLAG_LIFESAVE);
2654 if (op->stats.hp < 0)
2655 op->stats.hp = op->stats.maxhp;
2656 if (op->stats.food < 0)
2657 op->stats.food = 999;
2658 fix_player (op);
2659 return 1;
2660 }
2661 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2662 CLEAR_FLAG (op, FLAG_LIFESAVE);
2663 enter_player_savebed (op); /* bring him home. */
2664 return 0;
2316} 2665}
2317 2666
2318/* This goes throws the inventory and removes unpaid objects, and puts them 2667/* This goes throws the inventory and removes unpaid objects, and puts them
2319 * back in the map (location and map determined by values of env). This 2668 * back in the map (location and map determined by values of env). This
2320 * function will descend into containers. op is the object to start the search 2669 * function will descend into containers. op is the object to start the search
2321 * from. 2670 * from.
2322 */ 2671 */
2672void
2323void remove_unpaid_objects(object *op, object *env) 2673remove_unpaid_objects (object *op, object *env)
2324{ 2674{
2325 object *next; 2675 object *next;
2326 2676
2327 while (op) { 2677 while (op)
2678 {
2328 next=op->below; /* Make sure we have a good value, in case 2679 next = op->below; /* Make sure we have a good value, in case
2329 * we remove object 'op' 2680 * we remove object 'op'
2330 */ 2681 */
2331 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2682 if (QUERY_FLAG (op, FLAG_UNPAID))
2683 {
2332 remove_ob(op); 2684 remove_ob (op);
2333 op->x = env->x; 2685 op->x = env->x;
2334 op->y = env->y; 2686 op->y = env->y;
2335 if (env->type == PLAYER) 2687 if (env->type == PLAYER)
2336 esrv_del_item(env->contr, op->count); 2688 esrv_del_item (env->contr, op->count);
2337 insert_ob_in_map(op, env->map, NULL,0); 2689 insert_ob_in_map (op, env->map, NULL, 0);
2338 } 2690 }
2691 else if (op->inv)
2339 else if (op->inv) remove_unpaid_objects(op->inv, env); 2692 remove_unpaid_objects (op->inv, env);
2340 op=next; 2693 op = next;
2341 } 2694 }
2342} 2695}
2343 2696
2344 2697
2345/* 2698/*
2347 * Moved from apply.c to player.c - player.c is what 2700 * Moved from apply.c to player.c - player.c is what
2348 * actually uses this function. player.c may not be quite the 2701 * actually uses this function. player.c may not be quite the
2349 * best, a misc file for object actions is probably better, 2702 * best, a misc file for object actions is probably better,
2350 * but there isn't one in the server directory. 2703 * but there isn't one in the server directory.
2351 */ 2704 */
2705char *
2352char *gravestone_text (object *op) 2706gravestone_text (object *op)
2353{ 2707{
2354 static char buf2[MAX_BUF]; 2708 static char buf2[MAX_BUF];
2355 char buf[MAX_BUF]; 2709 char buf[MAX_BUF];
2356 time_t now = time (NULL); 2710 time_t now = time (NULL);
2357 2711
2358 strcpy (buf2, " R.I.P.\n\n"); 2712 strcpy (buf2, " R.I.P.\n\n");
2359 if (op->type == PLAYER) 2713 if (op->type == PLAYER)
2360 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2714 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2361 else 2715 else
2362 sprintf (buf, "%s\n", &op->name); 2716 sprintf (buf, "%s\n", &op->name);
2363 strncat (buf2, " ", 20 - strlen (buf) / 2); 2717 strncat (buf2, " ", 20 - strlen (buf) / 2);
2364 strcat (buf2, buf); 2718 strcat (buf2, buf);
2365 if (op->type == PLAYER) 2719 if (op->type == PLAYER)
2366 sprintf (buf, "who was in level %d when killed\n", op->level); 2720 sprintf (buf, "who was in level %d when killed\n", op->level);
2367 else 2721 else
2368 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2722 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2369 strncat (buf2, " ", 20 - strlen (buf) / 2); 2723 strncat (buf2, " ", 20 - strlen (buf) / 2);
2370 strcat (buf2, buf); 2724 strcat (buf2, buf);
2371 if (op->type == PLAYER) { 2725 if (op->type == PLAYER)
2726 {
2372 sprintf (buf, "by %s.\n\n", op->contr->killer); 2727 sprintf (buf, "by %s.\n\n", op->contr->killer);
2373 strncat (buf2, " ", 21 - strlen (buf) / 2); 2728 strncat (buf2, " ", 21 - strlen (buf) / 2);
2374 strcat (buf2, buf); 2729 strcat (buf2, buf);
2375 } 2730 }
2376 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2731 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2377 strncat (buf2, " ", 20 - strlen (buf) / 2); 2732 strncat (buf2, " ", 20 - strlen (buf) / 2);
2378 strcat (buf2, buf); 2733 strcat (buf2, buf);
2379 return buf2; 2734 return buf2;
2380} 2735}
2381 2736
2382 2737
2383 2738
2739void
2384void do_some_living(object *op) { 2740do_some_living (object *op)
2741{
2385 int last_food=op->stats.food; 2742 int last_food = op->stats.food;
2386 int gen_hp, gen_sp, gen_grace; 2743 int gen_hp, gen_sp, gen_grace;
2387 int over_hp, over_sp, over_grace; 2744 int over_hp, over_sp, over_grace;
2388 int i; 2745 int i;
2389 int rate_hp = 1200; 2746 int rate_hp = 1200;
2390 int rate_sp = 2500; 2747 int rate_sp = 2500;
2392 const int max_hp = 1; 2749 const int max_hp = 1;
2393 const int max_sp = 1; 2750 const int max_sp = 1;
2394 const int max_grace = 1; 2751 const int max_grace = 1;
2395 2752
2396 if (op->contr->outputs_sync) 2753 if (op->contr->outputs_sync)
2397 { 2754 {
2398 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2755 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2399 if (op->contr->outputs[i].buf!=NULL &&
2400 (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2756 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2401 flush_output_element(op, &op->contr->outputs[i]); 2757 flush_output_element (op, &op->contr->outputs[i]);
2402 } 2758 }
2403 2759
2404 if(op->contr->state==ST_PLAYING) { 2760 if (op->contr->state == ST_PLAYING)
2761 {
2405 2762
2406 /* these next three if clauses make it possible to SLOW DOWN 2763 /* these next three if clauses make it possible to SLOW DOWN
2407 hp/grace/spellpoint regeneration. */ 2764 hp/grace/spellpoint regeneration. */
2408 if(op->contr->gen_hp >= 0 ) 2765 if (op->contr->gen_hp >= 0)
2409 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2766 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2410 else { 2767 else
2768 {
2411 gen_hp = op->stats.maxhp; 2769 gen_hp = op->stats.maxhp;
2412 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2770 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2413 } 2771 }
2414 if(op->contr->gen_sp >= 0 ) 2772 if (op->contr->gen_sp >= 0)
2415 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2773 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2416 else { 2774 else
2775 {
2417 gen_sp = op->stats.maxsp; 2776 gen_sp = op->stats.maxsp;
2418 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2777 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2419 } 2778 }
2420 if(op->contr->gen_grace >= 0) 2779 if (op->contr->gen_grace >= 0)
2421 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2780 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2422 else { 2781 else
2782 {
2423 gen_grace = op->stats.maxgrace; 2783 gen_grace = op->stats.maxgrace;
2424 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2784 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2425 } 2785 }
2426 2786
2427 /* Regenerate Spell Points */ 2787 /* Regenerate Spell Points */
2428 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2788 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2789 {
2429 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2790 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2430 if(op->stats.sp<op->stats.maxsp) { 2791 if (op->stats.sp < op->stats.maxsp)
2792 {
2431 op->stats.sp++; 2793 op->stats.sp++;
2432 /* dms do not consume food */ 2794 /* dms do not consume food */
2433 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2795 if (!QUERY_FLAG (op, FLAG_WIZ))
2434 op->stats.food--; 2796 {
2797 op->stats.food--;
2435 if(op->contr->digestion<0) 2798 if (op->contr->digestion < 0)
2436 op->stats.food+=op->contr->digestion; 2799 op->stats.food += op->contr->digestion;
2437 else if(op->contr->digestion>0 && 2800 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2438 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2439 op->stats.food=last_food; 2801 op->stats.food = last_food;
2802 }
2803 }
2804 if (max_sp > 1)
2805 {
2806 over_sp = (gen_sp + 10) / rate_sp;
2807 if (over_sp > 0)
2808 {
2809 if (op->stats.sp < op->stats.maxsp)
2810 {
2811 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2812 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2813 op->stats.sp--;
2814 if (op->stats.sp > op->stats.maxsp)
2815 op->stats.sp = op->stats.maxsp;
2816 }
2817 op->last_sp = 0;
2818 }
2819 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 }
2824 else
2825 {
2826 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2827 }
2440 } 2828 }
2441 }
2442 if (max_sp>1) {
2443 over_sp = (gen_sp+10)/rate_sp;
2444 if (over_sp > 0) {
2445 if(op->stats.sp<op->stats.maxsp) {
2446 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2447 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2448 op->stats.sp--;
2449 if(op->stats.sp>op->stats.maxsp)
2450 op->stats.sp=op->stats.maxsp;
2451 }
2452 op->last_sp=0;
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 } else {
2457 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2458 }
2459 }
2460 2829
2461 /* Regenerate Grace */ 2830 /* Regenerate Grace */
2462 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2831 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2463 if(--op->last_grace<0) { 2832 if (--op->last_grace < 0)
2833 {
2464 if(op->stats.grace<op->stats.maxgrace/2) 2834 if (op->stats.grace < op->stats.maxgrace / 2)
2465 op->stats.grace++; /* no penalty in food for regaining grace */ 2835 op->stats.grace++; /* no penalty in food for regaining grace */
2466 if(max_grace>1) { 2836 if (max_grace > 1)
2837 {
2467 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2838 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2468 if (over_grace > 0) { 2839 if (over_grace > 0)
2840 {
2469 op->stats.sp += over_grace 2841 op->stats.sp += over_grace
2470 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2842 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2471 op->last_grace=0; 2843 op->last_grace = 0;
2844 }
2472 } else { 2845 else
2846 {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2847 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2848 }
2849 }
2850 else
2474 } 2851 {
2475 } else {
2476 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2852 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2477 } 2853 }
2478 /* wearing stuff doesn't detract from grace generation. */ 2854 /* wearing stuff doesn't detract from grace generation. */
2479 } 2855 }
2480 2856
2481 /* Regenerate Hit Points */ 2857 /* Regenerate Hit Points */
2482 if(--op->last_heal<0) { 2858 if (--op->last_heal < 0)
2859 {
2483 if(op->stats.hp<op->stats.maxhp) { 2860 if (op->stats.hp < op->stats.maxhp)
2861 {
2484 op->stats.hp++; 2862 op->stats.hp++;
2485 /* dms do not consume food */ 2863 /* dms do not consume food */
2486 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2864 if (!QUERY_FLAG (op, FLAG_WIZ))
2487 op->stats.food--; 2865 {
2866 op->stats.food--;
2488 if(op->contr->digestion<0) 2867 if (op->contr->digestion < 0)
2489 op->stats.food+=op->contr->digestion; 2868 op->stats.food += op->contr->digestion;
2490 else if(op->contr->digestion>0 && 2869 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2491 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food=last_food; 2870 op->stats.food = last_food;
2871 }
2872 }
2873 if (max_hp > 1)
2874 {
2875 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2876 if (over_hp > 0)
2877 {
2878 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2879 op->last_heal = 0;
2880 }
2881 else
2882 {
2883 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2884 }
2885 }
2886 else
2887 {
2888 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2889 }
2493 } 2890 }
2494 }
2495 if(max_hp>1) {
2496 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2497 if (over_hp > 0) {
2498 op->stats.sp += over_hp
2499 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2500 op->last_heal=0;
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 }
2504 } else {
2505 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2506 }
2507 }
2508 2891
2509 /* Digestion */ 2892 /* Digestion */
2510 if(--op->last_eat<0) { 2893 if (--op->last_eat < 0)
2894 {
2511#ifdef COZY_SERVER 2895#ifdef COZY_SERVER
2512 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2896 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2513 int bonus=dg>0?dg:0, 2897 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2514 penalty=dg<0?-dg:0;
2515#else 2898#else
2516 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2899 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2517 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2518#endif 2900#endif
2519 2901
2520 if(op->contr->gen_hp > 0) 2902 if (op->contr->gen_hp > 0)
2521 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2903 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2522 else 2904 else
2523 op->last_eat=25*(1+bonus)/(penalty +1); 2905 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2524 /* dms do not consume food */ 2906 /* dms do not consume food */
2525 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2907 if (!QUERY_FLAG (op, FLAG_WIZ))
2526 } 2908 op->stats.food--;
2909 }
2527 } 2910 }
2528 2911
2529 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2912 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2913 {
2530 object *tmp, *flesh=NULL; 2914 object *tmp, *flesh = NULL;
2531 2915
2532 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2916 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2917 {
2533 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2918 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2919 {
2534 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2920 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2921 {
2535 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2922 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2536 manual_apply(op,tmp,0); 2923 manual_apply (op, tmp, 0);
2537 if(op->stats.food>=0||op->stats.hp<0) 2924 if (op->stats.food >= 0 || op->stats.hp < 0)
2538 break; 2925 break;
2539 } 2926 }
2540 else if (tmp->type==FLESH) flesh=tmp; 2927 else if (tmp->type == FLESH)
2928 flesh = tmp;
2541 } /* End if paid for object */ 2929 } /* End if paid for object */
2542 } /* end of for loop */ 2930 } /* end of for loop */
2543 /* If player is still starving, it means they don't have any food, so 2931 /* If player is still starving, it means they don't have any food, so
2544 * eat flesh instead. 2932 * eat flesh instead.
2545 */ 2933 */
2546 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2934 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2935 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2936 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,flesh,0); 2937 manual_apply (op, flesh, 0);
2549 } 2938 }
2550 } /* end if player is starving */ 2939 } /* end if player is starving */
2551 2940
2552 while(op->stats.food<0&&op->stats.hp>0) 2941 while (op->stats.food < 0 && op->stats.hp > 0)
2553 op->stats.food++,op->stats.hp--; 2942 op->stats.food++, op->stats.hp--;
2554 2943
2555 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2944 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2556 kill_player(op); 2945 kill_player (op);
2557} 2946}
2558 2947
2559 2948
2560 2949
2561/* If the player should die (lack of hp, food, etc), we call this. 2950/* If the player should die (lack of hp, food, etc), we call this.
2562 * op is the player in jeopardy. If the player can not be saved (not 2951 * op is the player in jeopardy. If the player can not be saved (not
2563 * permadeath, no lifesave), this will take care of removing the player 2952 * permadeath, no lifesave), this will take care of removing the player
2564 * file. 2953 * file.
2565 */ 2954 */
2955void
2566void kill_player(object *op) 2956kill_player (object *op)
2567{ 2957{
2568 char buf[MAX_BUF]; 2958 char buf[MAX_BUF];
2569 int x, y; 2959 int x, y;
2960
2570 //int i; 2961 //int i;
2571 mapstruct *map; /* this is for resurrection */ 2962 mapstruct *map; /* this is for resurrection */
2963
2572 /* int z; 2964 /* int z;
2573 int num_stats_lose; 2965 int num_stats_lose;
2574 int lost_a_stat; 2966 int lost_a_stat;
2575 int lose_this_stat; 2967 int lose_this_stat;
2576 int this_stat; */ 2968 int this_stat; */
2577 int will_kill_again; 2969 int will_kill_again;
2578 archetype *at; 2970 archetype *at;
2579 object *tmp; 2971 object *tmp;
2580 2972
2581 if(save_life(op)) 2973 if (save_life (op))
2582 return; 2974 return;
2583 2975
2584 2976
2585 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2977 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2586 * in cities ONLY!!! It is very important that this doesn't get abused. 2978 * in cities ONLY!!! It is very important that this doesn't get abused.
2587 * Look at op_on_battleground() for more info --AndreasV 2979 * Look at op_on_battleground() for more info --AndreasV
2588 */ 2980 */
2589 if (op_on_battleground(op, &x, &y)) { 2981 if (op_on_battleground (op, &x, &y))
2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2982 {
2591 "You have been defeated in combat!"); 2983 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2592 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2593 "Local medics have saved your life..."); 2985
2594
2595 /* restore player */ 2986 /* restore player */
2596 at = find_archetype("poisoning"); 2987 at = find_archetype ("poisoning");
2597 tmp=present_arch_in_ob(at,op); 2988 tmp = present_arch_in_ob (at, op);
2598 if (tmp) { 2989 if (tmp)
2990 {
2599 remove_ob(tmp); 2991 remove_ob (tmp);
2600 free_object(tmp); 2992 free_object (tmp);
2601 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2993 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2602 } 2994 }
2603 2995
2604 at = find_archetype("confusion"); 2996 at = find_archetype ("confusion");
2605 tmp=present_arch_in_ob(at,op); 2997 tmp = present_arch_in_ob (at, op);
2606 if (tmp) { 2998 if (tmp)
2999 {
2607 remove_ob(tmp); 3000 remove_ob (tmp);
2608 free_object(tmp); 3001 free_object (tmp);
2609 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 3002 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2610 } 3003 }
2611 3004
2612 cure_disease(op,0); /* remove any disease */ 3005 cure_disease (op, 0); /* remove any disease */
2613 op->stats.hp=op->stats.maxhp; 3006 op->stats.hp = op->stats.maxhp;
2614 if (op->stats.food<=0) op->stats.food=999; 3007 if (op->stats.food <= 0)
2615 3008 op->stats.food = 999;
3009
2616 /* create a bodypart-trophy to make the winner happy */ 3010 /* create a bodypart-trophy to make the winner happy */
2617 tmp=arch_to_object(find_archetype("finger")); 3011 tmp = arch_to_object (find_archetype ("finger"));
2618 if (tmp != NULL) 3012 if (tmp != NULL)
2619 { 3013 {
2620 sprintf(buf,"%s's finger", &op->name); 3014 sprintf (buf, "%s's finger", &op->name);
2621 tmp->name = buf; 3015 tmp->name = buf;
2622 sprintf(buf," This finger has been cut off %s\n" 3016 sprintf (buf, " This finger has been cut off %s\n"
2623 " the %s, when he was defeated at\n level %d by %s.\n", 3017 " the %s, when he was defeated at\n level %d by %s.\n",
2624 &op->name, op->contr->title, (int)(op->level), 3018 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2625 op->contr->killer);
2626 tmp->msg=buf; 3019 tmp->msg = buf;
2627 tmp->value=0, tmp->material=0, tmp->type=0; 3020 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2628 tmp->materialname = NULL; 3021 tmp->materialname = NULL;
2629 tmp->x = op->x, tmp->y = op->y; 3022 tmp->x = op->x, tmp->y = op->y;
2630 insert_ob_in_map(tmp,op->map,op,0); 3023 insert_ob_in_map (tmp, op->map, op, 0);
2631 }
2632 3024 }
3025
2633 /* teleport defeated player to new destination*/ 3026 /* teleport defeated player to new destination */
2634 transfer_ob(op, x, y, 0, NULL); 3027 transfer_ob (op, x, y, 0, NULL);
2635 op->contr->braced=0; 3028 op->contr->braced = 0;
2636 return; 3029 return;
2637 } 3030 }
2638 3031
2639 INVOKE_PLAYER (DEATH, op->contr); 3032 INVOKE_PLAYER (DEATH, op->contr);
2640 3033
2641 command_kill_pets (op, 0); 3034 command_kill_pets (op, 0);
2642 3035
2643 if(op->stats.food<0) { 3036 if (op->stats.food < 0)
3037 {
2644 if (op->contr->explore) { 3038 if (op->contr->explore)
3039 {
2645 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 3040 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2646 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3041 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2647 op->stats.food=999; 3042 op->stats.food = 999;
2648 return; 3043 return;
2649 } 3044 }
2650 sprintf(buf,"%s starved to death.",&op->name); 3045 sprintf (buf, "%s starved to death.", &op->name);
2651 strcpy(op->contr->killer,"starvation"); 3046 strcpy (op->contr->killer, "starvation");
3047 }
3048 else
2652 } 3049 {
2653 else {
2654 if (op->contr->explore) { 3050 if (op->contr->explore)
3051 {
2655 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 3052 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2656 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3053 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2657 op->stats.hp=op->stats.maxhp; 3054 op->stats.hp = op->stats.maxhp;
2658 return; 3055 return;
2659 } 3056 }
2660 sprintf(buf,"%s died.", &op->name); 3057 sprintf (buf, "%s died.", &op->name);
2661 } 3058 }
2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3059 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2663 3060
2664 /* save the map location for corpse, gravestone*/ 3061 /* save the map location for corpse, gravestone */
2665 x=op->x;y=op->y;map=op->map; 3062 x = op->x;
3063 y = op->y;
3064 map = op->map;
2666 3065
2667 3066
2668 if (settings.not_permadeth == TRUE) { 3067 if (settings.not_permadeth == TRUE)
3068 {
2669 /* NOT_PERMADEATH code. This basically brings the character back to 3069 /* NOT_PERMADEATH code. This basically brings the character back to
2670 * life if they are dead - it takes some exp and a random stat. 3070 * life if they are dead - it takes some exp and a random stat.
2671 * See the config.h file for a little more in depth detail about this. 3071 * See the config.h file for a little more in depth detail about this.
2672 */ 3072 */
2673 3073
2674 /* Basically two ways to go - remove a stat permanently, or just 3074 /* Basically two ways to go - remove a stat permanently, or just
2675 * make it depletion. This bunch of code deals with that aspect 3075 * make it depletion. This bunch of code deals with that aspect
2676 * of death. 3076 * of death.
2677 */ 3077 */
2678#ifndef COZY_SERVER 3078#ifndef COZY_SERVER
2679 if (settings.balanced_stat_loss) { 3079 if (settings.balanced_stat_loss)
3080 {
2680 /* If stat loss is permanent, lose one stat only. */ 3081 /* If stat loss is permanent, lose one stat only. */
2681 /* Lower level chars don't lose as many stats because they suffer 3082 /* Lower level chars don't lose as many stats because they suffer
2682 more if they do. */ 3083 more if they do. */
2683 /* Higher level characters can afford things such as potions of 3084 /* Higher level characters can afford things such as potions of
2684 restoration, or better, stat potions. So we slug them that 3085 restoration, or better, stat potions. So we slug them that
2685 little bit harder. */ 3086 little bit harder. */
2686 /* GD */ 3087 /* GD */
2687 if (settings.stat_loss_on_death) 3088 if (settings.stat_loss_on_death)
2688 num_stats_lose = 1;
2689 else
2690 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2691 } else {
2692 num_stats_lose = 1; 3089 num_stats_lose = 1;
3090 else
3091 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3092 }
3093 else
2693 } 3094 {
3095 num_stats_lose = 1;
3096 }
2694 lost_a_stat = 0; 3097 lost_a_stat = 0;
2695 3098
2696 for (z=0; z<num_stats_lose; z++) { 3099 for (z = 0; z < num_stats_lose; z++)
3100 {
2697 i = RANDOM() % NUM_STATS; 3101 i = RANDOM () % NUM_STATS;
2698 3102
2699 if (settings.stat_loss_on_death) { 3103 if (settings.stat_loss_on_death)
3104 {
2700 /* Pick a random stat and take a point off it. Tell the player 3105 /* Pick a random stat and take a point off it. Tell the player
2701 * what he lost. 3106 * what he lost.
2702 */ 3107 */
2703 change_attr_value(&(op->stats), i,-1); 3108 change_attr_value (&(op->stats), i, -1);
2704 check_stat_bounds(&(op->stats)); 3109 check_stat_bounds (&(op->stats));
2705 change_attr_value(&(op->contr->orig_stats), i,-1); 3110 change_attr_value (&(op->contr->orig_stats), i, -1);
2706 check_stat_bounds(&(op->contr->orig_stats)); 3111 check_stat_bounds (&(op->contr->orig_stats));
2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3112 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2708 lost_a_stat = 1; 3113 lost_a_stat = 1;
3114 }
2709 } else { 3115 else
3116 {
2710 /* deplete a stat */ 3117 /* deplete a stat */
2711 archetype *deparch=find_archetype("depletion"); 3118 archetype *deparch = find_archetype ("depletion");
2712 object *dep; 3119 object *dep;
2713 3120
2714 dep = present_arch_in_ob(deparch,op); 3121 dep = present_arch_in_ob (deparch, op);
2715 if(!dep) { 3122 if (!dep)
3123 {
2716 dep = arch_to_object(deparch); 3124 dep = arch_to_object (deparch);
2717 insert_ob_in_ob(dep, op); 3125 insert_ob_in_ob (dep, op);
2718 } 3126 }
2719 lose_this_stat = 1; 3127 lose_this_stat = 1;
2720 if (settings.balanced_stat_loss) { 3128 if (settings.balanced_stat_loss)
3129 {
2721 /* GD */ 3130 /* GD */
2722 /* Get the stat that we're about to deplete. */ 3131 /* Get the stat that we're about to deplete. */
2723 this_stat = get_attr_value(&(dep->stats), i); 3132 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0) { 3133 if (this_stat < 0)
3134 {
2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 3135 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2726 int keep_chance = this_stat * this_stat; 3136 int keep_chance = this_stat * this_stat;
3137
2727 /* Yes, I am paranoid. Sue me. */ 3138 /* Yes, I am paranoid. Sue me. */
2728 if (keep_chance < 1) 3139 if (keep_chance < 1)
2729 keep_chance = 1; 3140 keep_chance = 1;
2730 3141
2731 /* There is a maximum depletion total per level. */ 3142 /* There is a maximum depletion total per level. */
2732 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 3143 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3144 {
3145 lose_this_stat = 0;
3146 /* Take loss chance vs keep chance to see if we
3147 retain the stat. */
3148 }
3149 else
3150 {
3151 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2733 lose_this_stat = 0; 3152 lose_this_stat = 0;
2734 /* Take loss chance vs keep chance to see if we
2735 retain the stat. */
2736 } else {
2737 if (random_roll(0, loss_chance + keep_chance-1,
2738 op, PREFER_LOW) < keep_chance)
2739 lose_this_stat = 0;
2740 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", 3153 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2741 this_stat, keep_chance, loss_chance, 3154 this_stat, keep_chance, loss_chance,
2742 lose_this_stat?"LOSE":"KEEP"); */ 3155 lose_this_stat?"LOSE":"KEEP"); */
2743 } 3156 }
2744 } 3157 }
2745 } 3158 }
2746 3159
2747 if (lose_this_stat) { 3160 if (lose_this_stat)
3161 {
2748 this_stat = get_attr_value(&(dep->stats), i); 3162 this_stat = get_attr_value (&(dep->stats), i);
2749 /* We could try to do something clever like find another 3163 /* We could try to do something clever like find another
2750 * stat to reduce if this fails. But chances are, if 3164 * stat to reduce if this fails. But chances are, if
2751 * stats have been depleted to -50, all are pretty low 3165 * stats have been depleted to -50, all are pretty low
2752 * and should be roughly the same, so it shouldn't make a 3166 * and should be roughly the same, so it shouldn't make a
2753 * difference. 3167 * difference.
2754 */ 3168 */
2755 if (this_stat>=-50) { 3169 if (this_stat >= -50)
3170 {
2756 change_attr_value(&(dep->stats), i, -1); 3171 change_attr_value (&(dep->stats), i, -1);
2757 SET_FLAG(dep, FLAG_APPLIED); 3172 SET_FLAG (dep, FLAG_APPLIED);
2758 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3173 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2759 fix_player(op); 3174 fix_player (op);
2760 lost_a_stat = 1; 3175 lost_a_stat = 1;
2761 } 3176 }
2762 } 3177 }
2763 } 3178 }
2764 } 3179 }
2765 /* If no stat lost, tell the player. */ 3180 /* If no stat lost, tell the player. */
2766 if (!lost_a_stat) 3181 if (!lost_a_stat)
2767 { 3182 {
2768 /* determine_god() seems to not work sometimes... why is this? 3183 /* determine_god() seems to not work sometimes... why is this?
2769 Should I be using something else? GD */ 3184 Should I be using something else? GD */
2770 const char *god = determine_god(op); 3185 const char *god = determine_god (op);
3186
2771 if (god && (strcmp(god, "none"))) 3187 if (god && (strcmp (god, "none")))
2772 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3188 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god);
2773 "moment you feel the holy presence of %s protecting"
2774 " you.", god);
2775 else 3189 else
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3190 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you.");
2777 " feel a holy presence protecting you.");
2778 } 3191 }
2779#endif 3192#endif
2780 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3193 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2781 " feel a holy presence protecting you from losing yourself completely.");
2782 3194
2783 /* Put a gravestone up where the character 'almost' died. List the 3195 /* Put a gravestone up where the character 'almost' died. List the
2784 * exp loss on the stone. 3196 * exp loss on the stone.
2785 */ 3197 */
2786 tmp=arch_to_object(find_archetype("gravestone")); 3198 tmp = arch_to_object (find_archetype ("gravestone"));
2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 3199 sprintf (buf, "%s's gravestone", &op->name);
3200 tmp->name = buf;
2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 3201 sprintf (buf, "%s's gravestones", &op->name);
2789 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 3202 tmp->name_pl = buf;
2790 "who was killed\n" 3203 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);
2791 "by %s.\n",
2792 &op->name, op->contr->title,
2793 op->contr->killer);
2794 tmp->msg = buf; 3204 tmp->msg = buf;
2795 tmp->x=op->x,tmp->y=op->y; 3205 tmp->x = op->x, tmp->y = op->y;
2796 insert_ob_in_map (tmp, op->map, NULL,0); 3206 insert_ob_in_map (tmp, op->map, NULL, 0);
2797 3207
2798 /**************************************/ 3208 /**************************************/
2799 /* */ 3209 /* */
2800 /* Subtract the experience points, */ 3210 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */ 3211 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */ 3212 /* food, and reset HP's... */
2803 /* */ 3213 /* */
3214
2804 /**************************************/ 3215 /**************************************/
2805 3216
2806 /* remove any poisoning and confusion the character may be suffering.*/ 3217 /* remove any poisoning and confusion the character may be suffering. */
2807 /* restore player */ 3218 /* restore player */
2808 at = find_archetype("poisoning"); 3219 at = find_archetype ("poisoning");
2809 tmp=present_arch_in_ob(at,op); 3220 tmp = present_arch_in_ob (at, op);
2810 if (tmp) { 3221 if (tmp)
3222 {
2811 remove_ob(tmp); 3223 remove_ob (tmp);
2812 free_object(tmp); 3224 free_object (tmp);
2813 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 3225 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2814 } 3226 }
2815 3227
2816 at = find_archetype("confusion"); 3228 at = find_archetype ("confusion");
2817 tmp=present_arch_in_ob(at,op); 3229 tmp = present_arch_in_ob (at, op);
2818 if (tmp) { 3230 if (tmp)
3231 {
2819 remove_ob(tmp); 3232 remove_ob (tmp);
2820 free_object(tmp); 3233 free_object (tmp);
2821 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 3234 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2822 }
2823 cure_disease(op,0); /* remove any disease */
2824 3235 }
3236 cure_disease (op, 0); /* remove any disease */
3237
2825 /*add_exp(op, (op->stats.exp * -0.20)); */ 3238 /*add_exp(op, (op->stats.exp * -0.20)); */
2826 apply_death_exp_penalty(op); 3239 apply_death_exp_penalty (op);
2827 if(op->stats.food < 100) op->stats.food = 900; 3240 if (op->stats.food < 100)
3241 op->stats.food = 900;
2828 op->stats.hp = op->stats.maxhp; 3242 op->stats.hp = op->stats.maxhp;
2829 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3243 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2830 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 3244 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2831 3245
2832 /* 3246 /*
2833 * Check to see if the player is in a shop. IF so, then check to see if 3247 * Check to see if the player is in a shop. IF so, then check to see if
2834 * the player has any unpaid items. If so, remove them and put them back 3248 * the player has any unpaid items. If so, remove them and put them back
2835 * in the map. 3249 * in the map.
2836 */ 3250 */
2837 3251
2838 if (is_in_shop (op)) 3252 if (is_in_shop (op))
2839 remove_unpaid_objects(op->inv, op); 3253 remove_unpaid_objects (op->inv, op);
2840 3254
2841 /****************************************/ 3255 /****************************************/
2842 /* */ 3256 /* */
2843 /* Move player to his current respawn- */ 3257 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */ 3258 /* position (usually last savebed) */
2845 /* */ 3259 /* */
3260
2846 /****************************************/ 3261 /****************************************/
2847 3262
2848 enter_player_savebed(op); 3263 enter_player_savebed (op);
2849 3264
2850 /* Save the player before inserting the force to reduce 3265 /* Save the player before inserting the force to reduce
2851 * chance of abuse. 3266 * chance of abuse.
2852 */ 3267 */
2853 op->contr->braced=0; 3268 op->contr->braced = 0;
2854 save_player(op,1); 3269 save_player (op, 1);
2855 3270
2856 /* it is possible that the player has blown something up 3271 /* it is possible that the player has blown something up
2857 * at his savebed location, and that can have long lasting 3272 * at his savebed location, and that can have long lasting
2858 * spell effects. So first see if there is a spell effect 3273 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player. 3274 * on the space that might harm the player.
2860 */ 3275 */
2861 will_kill_again=0; 3276 will_kill_again = 0;
2862 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3277 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3278 {
2863 if (tmp->type ==SPELL_EFFECT) 3279 if (tmp->type == SPELL_EFFECT)
2864 will_kill_again|=tmp->attacktype; 3280 will_kill_again |= tmp->attacktype;
2865 } 3281 }
2866 if (will_kill_again) { 3282 if (will_kill_again)
3283 {
2867 object *force; 3284 object *force;
2868 int at; 3285 int at;
2869 3286
2870 force=get_archetype(FORCE_NAME); 3287 force = get_archetype (FORCE_NAME);
2871 /* 50 ticks should be enough time for the spell to abate */ 3288 /* 50 ticks should be enough time for the spell to abate */
2872 force->speed=0.1; 3289 force->speed = 0.1;
2873 force->speed_left=-5.0; 3290 force->speed_left = -5.0;
2874 SET_FLAG(force, FLAG_APPLIED); 3291 SET_FLAG (force, FLAG_APPLIED);
2875 for (at=0; at<NROFATTACKS; at++) { 3292 for (at = 0; at < NROFATTACKS; at++)
3293 {
2876 if (will_kill_again & (1 << at)) 3294 if (will_kill_again & (1 << at))
2877 force->resist[at] = 100; 3295 force->resist[at] = 100;
2878 } 3296 }
2879 insert_ob_in_ob(force, op); 3297 insert_ob_in_ob (force, op);
2880 fix_player(op); 3298 fix_player (op);
3299
2881 3300 }
2882 } 3301
2883 /**************************************/ 3302 /**************************************/
2884 /* */ 3303 /* */
2885 /* Repaint the characters inv, and */ 3304 /* Repaint the characters inv, and */
2886 /* stats, and show a nasty message ;) */ 3305 /* stats, and show a nasty message ;) */
2887 /* */ 3306 /* */
3307
2888 /**************************************/ 3308 /**************************************/
2889 3309
2890 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3310 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2891 return; 3311 return;
2892 } /* NOT_PERMADETH */ 3312 } /* NOT_PERMADETH */
2893 else { 3313 else
3314 {
2894 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This 3315 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2895 * should probably be embedded in an else statement. 3316 * should probably be embedded in an else statement.
2896 */ 3317 */
2897 3318
2898 op->contr->party=NULL; 3319 op->contr->party = NULL;
2899 if (settings.set_title == TRUE) 3320 if (settings.set_title == TRUE)
2900 op->contr->own_title[0]='\0'; 3321 op->contr->own_title[0] = '\0';
2901 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 3322 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
2902 check_score(op); 3323 check_score (op);
2903 if(op->contr->ranges[range_golem]!=NULL) { 3324 if (op->contr->ranges[range_golem] != NULL)
3325 {
2904 remove_friendly_object(op->contr->ranges[range_golem]); 3326 remove_friendly_object (op->contr->ranges[range_golem]);
2905 remove_ob(op->contr->ranges[range_golem]); 3327 remove_ob (op->contr->ranges[range_golem]);
2906 free_object(op->contr->ranges[range_golem]); 3328 free_object (op->contr->ranges[range_golem]);
2907 op->contr->ranges[range_golem]=NULL; 3329 op->contr->ranges[range_golem] = NULL;
2908 op->contr->golem_count=0; 3330 op->contr->golem_count = 0;
2909 } 3331 }
2910 loot_object(op); /* Remove some of the items for good */ 3332 loot_object (op); /* Remove some of the items for good */
2911 remove_ob(op); 3333 remove_ob (op);
2912 op->direction=0; 3334 op->direction = 0;
2913 3335
2914 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 3336 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3337 {
2915 delete_character(op->name,0); 3338 delete_character (op->name, 0);
2916 if (settings.resurrection == TRUE) { 3339 if (settings.resurrection == TRUE)
3340 {
2917 /* save playerfile sans equipment when player dies 3341 /* save playerfile sans equipment when player dies
2918 ** then save it as player.pl.dead so that future resurrection 3342 ** then save it as player.pl.dead so that future resurrection
2919 ** type spells will work on them nicely 3343 ** type spells will work on them nicely
2920 */ 3344 */
2921 delete_character(op->name,0); 3345 delete_character (op->name, 0);
2922 op->stats.hp = op->stats.maxhp; 3346 op->stats.hp = op->stats.maxhp;
2923 op->stats.food = 999; 3347 op->stats.food = 999;
2924 3348
2925 /* set the location of where the person will reappear when */ 3349 /* set the location of where the person will reappear when */
2926 /* maybe resurrection code should fix map also */ 3350 /* maybe resurrection code should fix map also */
2927 strcpy(op->contr->maplevel, settings.emergency_mapname); 3351 strcpy (op->contr->maplevel, settings.emergency_mapname);
2928 if(op->map!=NULL) 3352 if (op->map != NULL)
2929 op->map = NULL; 3353 op->map = NULL;
2930 op->x = settings.emergency_x; 3354 op->x = settings.emergency_x;
2931 op->y = settings.emergency_y; 3355 op->y = settings.emergency_y;
2932 save_player(op,0); 3356 save_player (op, 0);
2933 op->map = map; 3357 op->map = map;
2934 /* please see resurrection.c: peterm */ 3358 /* please see resurrection.c: peterm */
2935 dead_player(op); 3359 dead_player (op);
3360 }
2936 } else { 3361 else
3362 {
2937 delete_character(op->name,1); 3363 delete_character (op->name, 1);
2938 }
2939 } 3364 }
3365 }
2940 play_again(op); 3366 play_again (op);
2941 3367
2942 /* peterm: added to create a corpse at deathsite. */ 3368 /* peterm: added to create a corpse at deathsite. */
2943 tmp=arch_to_object(find_archetype("corpse_pl")); 3369 tmp = arch_to_object (find_archetype ("corpse_pl"));
2944 sprintf(buf,"%s", &op->name); 3370 sprintf (buf, "%s", &op->name);
2945 tmp->name = tmp->name_pl = buf; 3371 tmp->name = tmp->name_pl = buf;
2946 tmp->level=op->level; 3372 tmp->level = op->level;
2947 tmp->x=x;tmp->y=y; 3373 tmp->x = x;
3374 tmp->y = y;
2948 tmp->msg = gravestone_text(op); 3375 tmp->msg = gravestone_text (op);
2949 SET_FLAG (tmp, FLAG_UNIQUE); 3376 SET_FLAG (tmp, FLAG_UNIQUE);
2950 insert_ob_in_map (tmp, map, NULL,0); 3377 insert_ob_in_map (tmp, map, NULL, 0);
2951 } 3378 }
2952} 3379}
2953 3380
2954 3381
2955void loot_object(object *op) { /* Grab and destroy some treasure */ 3382void
3383loot_object (object *op)
3384{ /* Grab and destroy some treasure */
2956 object *tmp,*tmp2,*next; 3385 object *tmp, *tmp2, *next;
2957 3386
2958 if (op->container) { /* close open sack first */ 3387 if (op->container)
3388 { /* close open sack first */
2959 esrv_apply_container (op, op->container); 3389 esrv_apply_container (op, op->container);
2960 } 3390 }
2961 3391
2962 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3392 for (tmp = op->inv; tmp != NULL; tmp = next)
3393 {
2963 next=tmp->below; 3394 next = tmp->below;
2964 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3395 if (tmp->type == EXPERIENCE || tmp->invisible)
3396 continue;
2965 remove_ob(tmp); 3397 remove_ob (tmp);
2966 tmp->x=op->x,tmp->y=op->y; 3398 tmp->x = op->x, tmp->y = op->y;
2967 if (tmp->type == CONTAINER) { /* empty container to ground */ 3399 if (tmp->type == CONTAINER)
3400 { /* empty container to ground */
2968 loot_object(tmp); 3401 loot_object (tmp);
2969 } 3402 }
2970 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3403 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
2971 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3404 {
2972 if(tmp->nrof>1) { 3405 if (tmp->nrof > 1)
3406 {
2973 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3407 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3408 free_object (tmp2);
3409 insert_ob_in_map (tmp, op->map, NULL, 0);
3410 }
3411 else
2974 free_object(tmp2); 3412 free_object (tmp);
3413 }
3414 else
2975 insert_ob_in_map(tmp,op->map,NULL,0); 3415 insert_ob_in_map (tmp, op->map, NULL, 0);
2976 } else
2977 free_object(tmp);
2978 } else
2979 insert_ob_in_map(tmp,op->map,NULL,0);
2980 } 3416 }
2981} 3417}
2982 3418
2983/* 3419/*
2984 * fix_weight(): Check recursively the weight of all players, and fix 3420 * fix_weight(): Check recursively the weight of all players, and fix
2985 * what needs to be fixed. Refresh windows and fix speed if anything 3421 * what needs to be fixed. Refresh windows and fix speed if anything
2986 * was changed. 3422 * was changed.
2987 */ 3423 */
2988 3424
3425void
2989void fix_weight(void) { 3426fix_weight (void)
3427{
2990 player *pl; 3428 player *pl;
3429
2991 for (pl = first_player; pl != NULL; pl = pl->next) { 3430 for (pl = first_player; pl != NULL; pl = pl->next)
3431 {
2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3432 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3433
2993 if(old == sum) 3434 if (old == sum)
2994 continue; 3435 continue;
2995 fix_player(pl->ob); 3436 fix_player (pl->ob);
2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3437 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2997 &pl->ob->name, old, sum);
2998 } 3438 }
2999} 3439}
3000 3440
3441void
3001void fix_luck(void) { 3442fix_luck (void)
3443{
3002 player *pl; 3444 player *pl;
3445
3003 for (pl = first_player; pl != NULL; pl = pl->next) 3446 for (pl = first_player; pl != NULL; pl = pl->next)
3004 if (!pl->ob->contr->state) 3447 if (!pl->ob->contr->state)
3005 change_luck(pl->ob, 0); 3448 change_luck (pl->ob, 0);
3006} 3449}
3007 3450
3008 3451
3009/* cast_dust() - handles op throwing objects of type 'DUST'. 3452/* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically 3453 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object. 3454 * just treat this as any other spell casting object.
3012 */ 3455 */
3013 3456
3014void 3457void
3015cast_dust (object * op, object * throw_ob, int dir) 3458cast_dust (object *op, object *throw_ob, int dir)
3016{ 3459{
3017 object *skop, *spob; 3460 object *skop, *spob;
3018 3461
3019 skop = find_skill_by_name (op, throw_ob->skill); 3462 skop = find_skill_by_name (op, throw_ob->skill);
3020 3463
3021 /* casting POTION 'dusts' is really a use_magic_item skill */ 3464 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3465 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 { 3466 {
3024 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3467 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3025 &op->name);
3026 return; 3468 return;
3027 } 3469 }
3028 3470
3029 spob = throw_ob->inv; 3471 spob = throw_ob->inv;
3030 3472
3031 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3473 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3032 // not pass NULL to cast_spell (which did indeed check itself, but 3474 // not pass NULL to cast_spell (which did indeed check itself, but
3033 // errors should be reported as early as possible IMHO) 3475 // errors should be reported as early as possible IMHO)
3034 if (!spob) 3476 if (!spob)
3035 { 3477 {
3036 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3478 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3037 &throw_ob->name, &op->name);
3038 return; 3479 return;
3039 } 3480 }
3040 3481
3041 if (op->type == PLAYER) 3482 if (op->type == PLAYER)
3042 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3483 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3487 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3047 remove_ob (throw_ob); 3488 remove_ob (throw_ob);
3048 free_object (throw_ob); 3489 free_object (throw_ob);
3049} 3490}
3050 3491
3492void
3051void make_visible (object *op) { 3493make_visible (object *op)
3494{
3052 op->hide = 0; 3495 op->hide = 0;
3053 op->invisible = 0; 3496 op->invisible = 0;
3054 if(op->type==PLAYER) { 3497 if (op->type == PLAYER)
3498 {
3055 op->contr->tmp_invis = 0; 3499 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0; 3500 op->contr->invis_race = 0;
3057 } 3501 }
3058 update_object(op,UP_OBJ_FACE); 3502 update_object (op, UP_OBJ_FACE);
3059} 3503}
3060 3504
3505int
3061int is_true_undead(object *op) { 3506is_true_undead (object *op)
3507{
3062 object *tmp=NULL; 3508 object *tmp = NULL;
3063 3509
3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3510 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3511 return 1;
3065 3512
3066 if(op->type==PLAYER) 3513 if (op->type == PLAYER)
3067 for(tmp=op->inv;tmp;tmp=tmp->below) 3514 for (tmp = op->inv; tmp; tmp = tmp->below)
3068 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3515 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3069 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3516 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3517 return 1;
3070 return 0; 3518 return 0;
3071} 3519}
3072 3520
3073/* look at the surrounding terrain to determine 3521/* look at the surrounding terrain to determine
3074 * the hideability of this object. Positive levels 3522 * the hideability of this object. Positive levels
3075 * indicate greater hideability. 3523 * indicate greater hideability.
3076 */ 3524 */
3077 3525
3526int
3078int hideability(object *ob) { 3527hideability (object *ob)
3528{
3079 int i,level=0, mflag; 3529 int i, level = 0, mflag;
3080 sint16 x,y; 3530 sint16 x, y;
3081 3531
3082 if(!ob||!ob->map) return 0; 3532 if (!ob || !ob->map)
3533 return 0;
3083 3534
3084 /* so, on normal lighted maps, its hard to hide */ 3535 /* so, on normal lighted maps, its hard to hide */
3085 level=ob->map->darkness - 2; 3536 level = ob->map->darkness - 2;
3086 3537
3087 /* this also picks up whether the object is glowing. 3538 /* this also picks up whether the object is glowing.
3088 * If you carry a light on a non-dark map, its not 3539 * If you carry a light on a non-dark map, its not
3089 * as bad as carrying a light on a pitch dark map */ 3540 * as bad as carrying a light on a pitch dark map */
3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3541 if (has_carried_lights (ob))
3542 level = -(10 + (2 * ob->map->darkness));
3091 3543
3092 /* scan through all nearby squares for terrain to hide in */ 3544 /* scan through all nearby squares for terrain to hide in */
3093 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3545 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3546 {
3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3547 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3095 if (mflag & P_OUT_OF_MAP) { continue; } 3548 if (mflag & P_OUT_OF_MAP)
3549 {
3550 continue;
3551 }
3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3552 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 3553 level += 2;
3098 else /* open terrain! */ 3554 else /* open terrain! */
3099 level -= 1; 3555 level -= 1;
3100 } 3556 }
3101 3557
3102#if 0 3558#if 0
3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3559 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3104#endif 3560#endif
3105 return level; 3561 return level;
3106} 3562}
3107 3563
3108/* For Hidden creatures - a chance of becoming 'unhidden' 3564/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 3565 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 3566 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 3567 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 3568 */
3113 3569
3570void
3114void do_hidden_move (object *op) { 3571do_hidden_move (object *op)
3572{
3115 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3573 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3116 object *skop; 3574 object *skop;
3117 3575
3118 if(!op || !op->map) return; 3576 if (!op || !op->map)
3577 return;
3119 3578
3120 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3579 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3121 3580
3122 /* its *extremely* hard to run and sneak/hide at the same time! */ 3581 /* its *extremely* hard to run and sneak/hide at the same time! */
3123 if(op->type==PLAYER && op->contr->run_on) { 3582 if (op->type == PLAYER && op->contr->run_on)
3583 {
3124 if(!skop || num >= skop->level) { 3584 if (!skop || num >= skop->level)
3585 {
3125 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3586 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3126 make_visible(op); 3587 make_visible (op);
3127 return; 3588 return;
3589 }
3590 else
3128 } else num += 20; 3591 num += 20;
3129 } 3592 }
3130 num += op->map->difficulty; 3593 num += op->map->difficulty;
3131 hide = hideability(op); /* modify by terrain hidden level */ 3594 hide = hideability (op); /* modify by terrain hidden level */
3132 num -= hide; 3595 num -= hide;
3133 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3596 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3597 {
3134 make_visible(op); 3598 make_visible (op);
3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3599 if (op->type == PLAYER)
3136 "You moved out of hiding! You are visible!"); 3600 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3137 } 3601 }
3138 else if (op->type == PLAYER && skop) { 3602 else if (op->type == PLAYER && skop)
3603 {
3139 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3604 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3140 } 3605 }
3141} 3606}
3142 3607
3143/* determine if who is standing near a hostile creature. */ 3608/* determine if who is standing near a hostile creature. */
3144 3609
3610int
3145int stand_near_hostile( object *who ) { 3611stand_near_hostile (object *who)
3612{
3146 object *tmp=NULL; 3613 object *tmp = NULL;
3147 int i,friendly=0,player=0, mflags; 3614 int i, friendly = 0, player = 0, mflags;
3148 mapstruct *m; 3615 mapstruct *m;
3149 sint16 x,y; 3616 sint16 x, y;
3150 3617
3151 if(!who) return 0; 3618 if (!who)
3619 return 0;
3152 3620
3153 if(who->type==PLAYER) player=1; 3621 if (who->type == PLAYER)
3622 player = 1;
3623
3624 else
3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3625 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3155 3626
3156 /* search adjacent squares */ 3627 /* search adjacent squares */
3157 for(i=1;i<9;i++) { 3628 for (i = 1; i < 9; i++)
3629 {
3158 x = who->x+freearr_x[i]; 3630 x = who->x + freearr_x[i];
3159 y = who->y+freearr_y[i]; 3631 y = who->y + freearr_y[i];
3160 m = who->map; 3632 m = who->map;
3161 mflags = get_map_flags(m, &m, x, y, &x, &y); 3633 mflags = get_map_flags (m, &m, x, y, &x, &y);
3162 /* space must be blocked if there is a monster. If not 3634 /* space must be blocked if there is a monster. If not
3163 * blocked, don't need to check this space. 3635 * blocked, don't need to check this space.
3164 */ 3636 */
3165 if (mflags & P_OUT_OF_MAP) continue; 3637 if (mflags & P_OUT_OF_MAP)
3638 continue;
3166 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3639 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3167 3640 continue;
3641
3168 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3642 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3169 if((player||friendly) 3643 {
3170 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3644 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3645 return 1;
3646 else if (tmp->type == PLAYER)
3647 {
3648 /*don't let a hidden DM prevent you from hiding */
3649 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3171 return 1; 3650 return 1;
3172 else if(tmp->type==PLAYER)
3173 {
3174 /*don't let a hidden DM prevent you from hiding*/
3175 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176 return 1;
3177 } 3651 }
3178 } 3652 }
3179 } 3653 }
3180 return 0; 3654 return 0;
3181} 3655}
3182 3656
3183/* check the player los field for viewability of the 3657/* check the player los field for viewability of the
3184 * object op. This function works fine for monsters, 3658 * object op. This function works fine for monsters,
3185 * but we dont worry if the object isnt the top one in 3659 * but we dont worry if the object isnt the top one in
3192 * for them to differ. Sigh, this fctn could get a bit more complex. 3666 * for them to differ. Sigh, this fctn could get a bit more complex.
3193 * -b.t. 3667 * -b.t.
3194 * This function is now map tiling safe. 3668 * This function is now map tiling safe.
3195 */ 3669 */
3196 3670
3671int
3197int player_can_view (object *pl,object *op) { 3672player_can_view (object *pl, object *op)
3673{
3198 rv_vector rv; 3674 rv_vector rv;
3199 int dx,dy; 3675 int dx, dy;
3200 3676
3201 if(pl->type!=PLAYER) { 3677 if (pl->type != PLAYER)
3678 {
3202 LOG(llevError,"player_can_view() called for non-player object\n"); 3679 LOG (llevError, "player_can_view() called for non-player object\n");
3203 return -1; 3680 return -1;
3204 } 3681 }
3205 if (!pl || !op) return 0; 3682 if (!pl || !op)
3206
3207 if(op->head) { op = op->head; }
3208 get_rangevector(pl, op, &rv, 0x1);
3209
3210 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any
3212 * part that is in the los array but isnt on
3213 * a blocked los square.
3214 * we use the archetype to figure out offsets.
3215 */
3216 while(op) {
3217 dx = rv.distance_x + op->arch->clone.x;
3218 dy = rv.distance_y + op->arch->clone.y;
3219
3220 /* only the viewable area the player sees is updated by LOS
3221 * code, so we need to restrict ourselves to that range of values
3222 * for any meaningful values.
3223 */
3224 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3225 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3226 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3227 return 1;
3228 op = op->more;
3229 }
3230 return 0; 3683 return 0;
3684
3685 if (op->head)
3686 {
3687 op = op->head;
3688 }
3689 get_rangevector (pl, op, &rv, 0x1);
3690
3691 /* starting with the 'head' part, lets loop
3692 * through the object and find if it has any
3693 * part that is in the los array but isnt on
3694 * a blocked los square.
3695 * we use the archetype to figure out offsets.
3696 */
3697 while (op)
3698 {
3699 dx = rv.distance_x + op->arch->clone.x;
3700 dy = rv.distance_y + op->arch->clone.y;
3701
3702 /* only the viewable area the player sees is updated by LOS
3703 * code, so we need to restrict ourselves to that range of values
3704 * for any meaningful values.
3705 */
3706 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3707 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3708 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3709 return 1;
3710 op = op->more;
3711 }
3712 return 0;
3231} 3713}
3232 3714
3233/* routine for both players and monsters. We call this when 3715/* routine for both players and monsters. We call this when
3234 * there is a possibility for our action distrubing our hiding 3716 * there is a possibility for our action distrubing our hiding
3235 * place or invisiblity spell. Artefact invisiblity is not 3717 * place or invisiblity spell. Artefact invisiblity is not
3236 * effected by this. If we arent invisible to begin with, we 3718 * effected by this. If we arent invisible to begin with, we
3237 * return 0. 3719 * return 0.
3238 */ 3720 */
3721int
3239int action_makes_visible (object *op) { 3722action_makes_visible (object *op)
3723{
3240 3724
3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3725 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3726 {
3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3727 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3243 return 0; 3728 return 0;
3244 3729
3245 if (op->contr && op->contr->tmp_invis == 0) return 0; 3730 if (op->contr && op->contr->tmp_invis == 0)
3731 return 0;
3246 3732
3247 /* If monsters, they should become visible */ 3733 /* If monsters, they should become visible */
3248 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3734 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3735 {
3249 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3736 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3250 return 1; 3737 return 1;
3251 } 3738 }
3252 } 3739 }
3253 return 0; 3740 return 0;
3254} 3741}
3255 3742
3256/* op_on_battleground - checks if the given object op (usually 3743/* op_on_battleground - checks if the given object op (usually
3257 * a player) is standing on a valid battleground-tile, 3744 * a player) is standing on a valid battleground-tile,
3258 * function returns TRUE/FALSE. If true x, y returns the battleground 3745 * function returns TRUE/FALSE. If true x, y returns the battleground
3259 * -exit-coord. (and if x, y not NULL) 3746 * -exit-coord. (and if x, y not NULL)
3260 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3747 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3261 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3748 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3262 * Default is to do the same as before, so only people wanting to have different points need worry about this 3749 * Default is to do the same as before, so only people wanting to have different points need worry about this
3263 */ 3750 */
3751int
3264int op_on_battleground (object *op, int *x, int *y) { 3752op_on_battleground (object *op, int *x, int *y)
3753{
3265 object *tmp; 3754 object *tmp;
3266 3755
3267 /* A battleground-tile needs the following attributes to be valid: 3756 /* A battleground-tile needs the following attributes to be valid:
3268 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3757 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3269 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3758 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270 * and the exit-coordinates sp/hp must both be > 0. 3759 * and the exit-coordinates sp/hp must both be > 0.
3271 * => The intention here is to prevent abuse of the battleground- 3760 * => The intention here is to prevent abuse of the battleground-
3272 * feature (like pickable or hidden battleground tiles). */ 3761 * feature (like pickable or hidden battleground tiles). */
3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3762 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3763 {
3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3764 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3765 {
3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3766 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3276 strcmp(tmp->name, "battleground")==0 && 3767 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3277 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3768 {
3278 /*before we assign the exit, check if this is a teambattle*/ 3769 /*before we assign the exit, check if this is a teambattle */
3279 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3770 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3771 {
3280 object *invtmp; 3772 object *invtmp;
3773
3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3774 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3282 if(invtmp->type==FORCE && invtmp->slaying && 3775 {
3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3776 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3777 {
3284 if (x != NULL && y != NULL) 3778 if (x != NULL && y != NULL)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3779 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286 return 1; 3780 return 1;
3781 }
3287 } 3782 }
3288 } 3783 }
3289 }
3290 if (x != NULL && y != NULL) 3784 if (x != NULL && y != NULL)
3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3785 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3292 return 1; 3786 return 1;
3787 }
3293 } 3788 }
3294 }
3295 } 3789 }
3296 /* If we got here, did not find a battleground */ 3790 /* If we got here, did not find a battleground */
3297 return 0; 3791 return 0;
3298} 3792}
3299 3793
3300/* 3794/*
3304 * attributes: 3798 * attributes:
3305 * object *who the dragon player 3799 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus 3800 * int atnr the attack-number of the ability focus
3307 * int level ability level 3801 * int level ability level
3308 */ 3802 */
3803void
3309void dragon_ability_gain(object *who, int atnr, int level) { 3804dragon_ability_gain (object *who, int atnr, int level)
3805{
3310 treasurelist *trlist = NULL; /* treasurelist */ 3806 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */ 3807 treasure *tr; /* treasure */
3312 object *tmp,*skop; /* tmp. object */ 3808 object *tmp, *skop; /* tmp. object */
3313 object *item; /* treasure object */ 3809 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */ 3810 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i=0, j=0; 3811 int i = 0, j = 0;
3316 3812
3317 /* get the appropriate treasurelist */ 3813 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE) 3814 if (atnr == ATNR_FIRE)
3319 trlist = find_treasurelist("dragon_ability_fire"); 3815 trlist = find_treasurelist ("dragon_ability_fire");
3320 else if (atnr == ATNR_COLD) 3816 else if (atnr == ATNR_COLD)
3321 trlist = find_treasurelist("dragon_ability_cold"); 3817 trlist = find_treasurelist ("dragon_ability_cold");
3322 else if (atnr == ATNR_ELECTRICITY) 3818 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = find_treasurelist("dragon_ability_elec"); 3819 trlist = find_treasurelist ("dragon_ability_elec");
3324 else if (atnr == ATNR_POISON) 3820 else if (atnr == ATNR_POISON)
3325 trlist = find_treasurelist("dragon_ability_poison"); 3821 trlist = find_treasurelist ("dragon_ability_poison");
3326 3822
3327 if (trlist == NULL || who->type != PLAYER) 3823 if (trlist == NULL || who->type != PLAYER)
3824 return;
3825
3826 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3827
3828 if (tr == NULL || tr->item == NULL)
3829 {
3830 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3831 return;
3832 }
3833
3834 /* everything seems okay - now bring on the gift: */
3835 item = &(tr->item->clone);
3836
3837 if (item->type == SPELL)
3838 {
3839 if (check_spell_known (who, item->name))
3328 return; 3840 return;
3329 3841
3330 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3842 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3331 tr = tr->next, i++); 3843 do_learn_spell (who, item, 0);
3332 3844 return;
3333 if (tr == NULL || tr->item == NULL) { 3845 }
3334 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3846
3847 /* grant direct spell */
3848 if (item->type == SPELLBOOK)
3849 {
3850 if (!item->inv)
3851 {
3852 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3853 return;
3854 }
3855 if (check_spell_known (who, item->inv->name))
3335 return; 3856 return;
3336 } 3857 if (item->invisible)
3337 3858 {
3338 /* everything seems okay - now bring on the gift: */
3339 item = &(tr->item->clone);
3340
3341 if (item->type == SPELL) {
3342 if (check_spell_known (who, item->name))
3343 return;
3344
3345 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name); 3859 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3346 do_learn_spell (who, item, 0); 3860 do_learn_spell (who, item->inv, 0);
3861 return;
3862 }
3863 }
3864 else if (item->type == SKILL_TOOL && item->invisible)
3865 {
3866 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3867 {
3868
3869 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3870 * in this way, if the player is missing any of the attacktypes, he gets
3871 * them. As it is now, if the player has any that match the granted skill,
3872 * but not all of them, he gets nothing.
3873 */
3874 if (!(skop->attacktype & item->attacktype))
3875 {
3876 /* Give new attacktype */
3877 skop->attacktype |= item->attacktype;
3878
3879 /* always add physical if there's none */
3880 skop->attacktype |= AT_PHYSICAL;
3881
3882 if (item->msg != NULL)
3883 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3884
3885 /* Give player new face */
3886 if (item->animation_id)
3887 {
3888 who->face = skop->face;
3889 who->animation_id = item->animation_id;
3890 who->anim_speed = item->anim_speed;
3891 who->last_anim = 0;
3892 who->state = 0;
3893 animate_object (who, who->direction);
3894 }
3895 }
3896 }
3897 }
3898 else if (item->type == FORCE)
3899 {
3900 /* forces in the treasurelist can alter the player's stats */
3901 object *skin;
3902
3903 /* first get the dragon skin force */
3904 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3905 if (skin == NULL)
3347 return; 3906 return;
3348 }
3349 3907
3350 /* grant direct spell */ 3908 /* adding new spellpath attunements */
3351 if (item->type == SPELLBOOK) { 3909 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3352 if (!item->inv) {
3353 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3354 return;
3355 }
3356 if (check_spell_known (who, item->inv->name))
3357 return;
3358 if (item->invisible) {
3359 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3360 do_learn_spell (who, item->inv, 0);
3361 return;
3362 }
3363 }
3364 else if (item->type == SKILL_TOOL && item->invisible) {
3365 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) {
3366
3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3368 * in this way, if the player is missing any of the attacktypes, he gets
3369 * them. As it is now, if the player has any that match the granted skill,
3370 * but not all of them, he gets nothing.
3371 */
3372 if (!(skop->attacktype & item->attacktype)) {
3373 /* Give new attacktype */
3374 skop->attacktype |= item->attacktype;
3375
3376 /* always add physical if there's none */
3377 skop->attacktype |= AT_PHYSICAL;
3378 3910 {
3379 if (item->msg != NULL) 3911 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3381 3912
3382 /* Give player new face */ 3913 /* print message */
3383 if (item->animation_id) { 3914 sprintf (buf, "You feel attuned to ");
3384 who->face = skop->face; 3915 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3385 who->animation_id = item->animation_id; 3916 {
3386 who->anim_speed = item->anim_speed; 3917 if (item->path_attuned & (1 << i))
3387 who->last_anim = 0; 3918 {
3919 if (j)
3920 strcat (buf, " and ");
3921 else
3388 who->state = 0; 3922 j = 1;
3389 animate_object(who, who->direction); 3923 strcat (buf, spellpathnames[i]);
3390 } 3924 }
3391 } 3925 }
3392 }
3393 }
3394 else if (item->type == FORCE) {
3395 /* forces in the treasurelist can alter the player's stats */
3396 object *skin;
3397 /* first get the dragon skin force */
3398 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3399 skin=skin->below);
3400 if (skin == NULL) return;
3401
3402 /* adding new spellpath attunements */
3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405
3406 /* print message */
3407 sprintf(buf, "You feel attuned to ");
3408 for(i=0, j=0; i<NRSPELLPATHS; i++) {
3409 if(item->path_attuned & (1<<i)) {
3410 if (j)
3411 strcat(buf," and ");
3412 else
3413 j = 1;
3414 strcat(buf, spellpathnames[i]);
3415 }
3416 }
3417 strcat(buf,"."); 3926 strcat (buf, ".");
3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3927 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419 } 3928 }
3420 3929
3421 /* evtl. adding flags: */ 3930 /* evtl. adding flags: */
3422 if(QUERY_FLAG(item, FLAG_XRAYS)) 3931 if (QUERY_FLAG (item, FLAG_XRAYS))
3423 SET_FLAG(skin, FLAG_XRAYS); 3932 SET_FLAG (skin, FLAG_XRAYS);
3424 if(QUERY_FLAG(item, FLAG_STEALTH)) 3933 if (QUERY_FLAG (item, FLAG_STEALTH))
3425 SET_FLAG(skin, FLAG_STEALTH); 3934 SET_FLAG (skin, FLAG_STEALTH);
3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3935 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3427 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3936 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3428 3937
3429 /* print message if there is one */ 3938 /* print message if there is one */
3430 if (item->msg != NULL) 3939 if (item->msg != NULL)
3431 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3940 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3941 }
3942 else
3432 } 3943 {
3433 else {
3434 /* generate misc. treasure */ 3944 /* generate misc. treasure */
3435 tmp = arch_to_object (tr->item); 3945 tmp = arch_to_object (tr->item);
3436 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3946 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3437 tmp = insert_ob_in_ob (tmp, who); 3947 tmp = insert_ob_in_ob (tmp, who);
3438 if (who->type == PLAYER) 3948 if (who->type == PLAYER)
3439 esrv_send_item(who, tmp); 3949 esrv_send_item (who, tmp);
3440 } 3950 }
3441} 3951}
3442 3952
3443/** 3953/**
3444 * Unready an object for a player. This function does nothing if the object was 3954 * Unready an object for a player. This function does nothing if the object was
3445 * not readied. 3955 * not readied.
3446 */ 3956 */
3957void
3447void player_unready_range_ob(player *pl, object *ob) { 3958player_unready_range_ob (player *pl, object *ob)
3959{
3448 rangetype i; 3960 rangetype i;
3449 3961
3450 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3962 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3963 {
3451 if (pl->ranges[i] == ob) { 3964 if (pl->ranges[i] == ob)
3965 {
3452 pl->ranges[i] = NULL; 3966 pl->ranges[i] = NULL;
3453 if (pl->shoottype == i) { 3967 if (pl->shoottype == i)
3968 {
3454 pl->shoottype = range_none; 3969 pl->shoottype = range_none;
3455 }
3456 } 3970 }
3971 }
3457 } 3972 }
3458} 3973}

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