--- deliantra/server/server/player.C 2006/09/01 14:12:04 1.13 +++ deliantra/server/server/player.C 2006/09/16 22:24:13 1.25 @@ -1,9 +1,4 @@ /* - * static char *rcsid_player_c = - * "$Id: player.C,v 1.13 2006/09/01 14:12:04 pippijn Exp $"; - */ - -/* CrossFire, A Multiplayer game for X-windows Copyright (C) 2002 Mark Wedel & Crossfire Development Team @@ -23,15 +18,15 @@ along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - The author can be reached via e-mail to crossfire-devel@real-time.com + The author can be reached via e-mail to */ #include -#ifndef WIN32 /* ---win32 remove headers */ -#include +#ifndef WIN32 /* ---win32 remove headers */ +# include #endif #ifndef __CEXTRACT__ -#include +# include #endif #include #include @@ -44,148 +39,161 @@ extern int same_party (partylist *a, partylist *b); #endif -player *find_player(const char *plname) +player * +find_player (const char *plname) { player *pl; - for(pl=first_player;pl!=NULL;pl=pl->next) - { - if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) + + for (pl = first_player; pl != NULL; pl = pl->next) + { + if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) return pl; - }; + }; return NULL; } -player* find_player_partial_name( const char* plname ) +player * +find_player_partial_name (const char *plname) +{ + player *pl; + player *found = NULL; + size_t namelen = strlen (plname); + + for (pl = first_player; pl != NULL; pl = pl->next) { - player* pl; - player* found = NULL; - size_t namelen = strlen( plname ); - for ( pl = first_player; pl != NULL; pl = pl->next ) - { - if ( strlen( pl->ob->name ) < namelen ) - continue; + if ((size_t) strlen (pl->ob->name) < namelen) + continue; - if ( !strcmp( pl->ob->name, plname) ) - return pl; + if (!strcmp (pl->ob->name, plname)) + return pl; - if ( !strncasecmp( pl->ob->name, plname, namelen ) ) - { - if ( found ) - return NULL; + if (!strncasecmp (pl->ob->name, plname, namelen)) + { + if (found) + return NULL; - found = pl; - } + found = pl; } - return found; } + return found; +} -void display_motd(const object *op) { - char buf[MAX_BUF]; - char motd[HUGE_BUF]; - FILE *fp; - int comp; - int size; - - sprintf(buf, "%s/%s", settings.confdir, settings.motd); - if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { - return; +void +display_motd (const object *op) +{ + char buf[MAX_BUF]; + char motd[HUGE_BUF]; + FILE *fp; + int comp; + int size; + + sprintf (buf, "%s/%s", settings.confdir, settings.motd); + if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) + { + return; } - motd[0]='\0'; - size=0; - while (fgets(buf, MAX_BUF, fp) != NULL) { - if( *buf == '#') - continue; - strncat(motd+size,buf,HUGE_BUF-size); - size+=strlen(buf); + motd[0] = '\0'; + size = 0; + while (fgets (buf, MAX_BUF, fp) != NULL) + { + if (*buf == '#') + continue; + strncat (motd + size, buf, HUGE_BUF - size); + size += strlen (buf); } - draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); - close_and_delete(fp, comp); + draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); + close_and_delete (fp, comp); } -void send_rules(const object *op) { - char buf[MAX_BUF]; - char rules[HUGE_BUF]; - FILE *fp; - int comp; - int size; - - sprintf(buf, "%s/%s", settings.confdir, settings.rules); - if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { - return; +void +send_rules (const object *op) +{ + char buf[MAX_BUF]; + char rules[HUGE_BUF]; + FILE *fp; + int comp; + int size; + + sprintf (buf, "%s/%s", settings.confdir, settings.rules); + if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) + { + return; } - rules[0]='\0'; - size=0; - while (fgets(buf, MAX_BUF, fp) != NULL) { - if( *buf == '#') + rules[0] = '\0'; + size = 0; + while (fgets (buf, MAX_BUF, fp) != NULL) + { + if (*buf == '#') continue; - if (size + strlen(buf)>=HUGE_BUF) - { - LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); + if (size + strlen (buf) >= HUGE_BUF) + { + LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); break; - } - strncat(rules+size,buf,HUGE_BUF-size); - size+=strlen(buf); + } + strncat (rules + size, buf, HUGE_BUF - size); + size += strlen (buf); } - draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); - close_and_delete(fp, comp); + draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); + close_and_delete (fp, comp); } -void send_news(const object *op) { - char buf[MAX_BUF]; - char news[HUGE_BUF]; - char subject[MAX_BUF]; - FILE *fp; - int comp; - int size; - - sprintf(buf, "%s/%s", settings.confdir, settings.news); - if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) - return; - news[0]='\0'; - subject[0]='\0'; - size=0; - while (fgets(buf, MAX_BUF, fp) != NULL) { - if( *buf == '#') - continue; - if ( *buf =='%'){ /* send one news */ - if (size>0) - 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*/ - strcpy(subject,buf+1); - strip_endline(subject); - size=0; - news[0]='\0'; - } - else{ - if (size + strlen(buf)>=HUGE_BUF) - { - LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); +void +send_news (const object *op) +{ + char buf[MAX_BUF]; + char news[HUGE_BUF]; + char subject[MAX_BUF]; + FILE *fp; + int comp; + int size; + + sprintf (buf, "%s/%s", settings.confdir, settings.news); + if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) + return; + news[0] = '\0'; + subject[0] = '\0'; + size = 0; + while (fgets (buf, MAX_BUF, fp) != NULL) + { + if (*buf == '#') + continue; + if (*buf == '%') + { /* send one news */ + if (size > 0) + 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 */ + strcpy (subject, buf + 1); + strip_endline (subject); + size = 0; + news[0] = '\0'; + } + else + { + if (size + strlen (buf) >= HUGE_BUF) + { + LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); break; - } - strncat(news+size,buf,HUGE_BUF-size); - size+=strlen(buf); - } + } + strncat (news + size, buf, HUGE_BUF - size); + size += strlen (buf); + } } - - draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, - MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, - "INFORMATION: %s\n%s\n", - "%s\n%s", - subject, news); - close_and_delete(fp, comp); + + draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, + MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); + close_and_delete (fp, comp); } -int playername_ok(const char *cp) { - /* Don't allow - or _ as first character in the name */ - if (*cp == '-' || *cp == '_') return 0; +int +playername_ok (const char *cp) +{ + /* Don't allow - or _ as first character in the name */ + if (*cp == '-' || *cp == '_') + return 0; - for(;*cp!='\0';cp++) - if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') - return 0; - return 1; + for (; *cp != '\0'; cp++) + if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') + return 0; + return 1; } /* This no longer sets the player map. Also, it now updates @@ -199,113 +207,115 @@ * we create a new one. Otherwise, we recycle * the one that is passed. */ -static player* get_player(player *p) { - object *op=arch_to_object(get_player_archetype(NULL)); - int i; - - if (!p) { - p = (player *) malloc(sizeof(player)); - if(p==NULL) - fatal(OUT_OF_MEMORY); - - /* This adds the player in the linked list. There is extra - * complexity here because we want to add the new player at the - * end of the list - there is in fact no compelling reason that - * that needs to be done except for things like output of - * 'who'. - */ - player *tmp = first_player; - while(tmp!=NULL&&tmp->next!=NULL) - tmp=tmp->next; - if(tmp!=NULL) - tmp->next=p; - else - first_player=p; +static player * +get_player (player *p) +{ + object *op = arch_to_object (get_player_archetype (NULL)); + int i; + + if (!p) + { + p = new player; + + /* This adds the player in the linked list. There is extra + * complexity here because we want to add the new player at the + * end of the list - there is in fact no compelling reason that + * that needs to be done except for things like output of + * 'who'. + */ + player *tmp = first_player; + + while (tmp != NULL && tmp->next != NULL) + tmp = tmp->next; + if (tmp != NULL) + tmp->next = p; + else + first_player = p; - p->next = NULL; + p->next = NULL; } - /* Clears basically the entire player structure except - * for next and socket. - */ - memset (static_cast(p), 0, sizeof (player_memset)); - p->attachable_init (); //HACK - - /* There are some elements we want initialized to non zero value - - * we deal with that below this point. - */ - p->party=NULL; - p->outputs_sync=16; /* Every 2 seconds */ - p->outputs_count=1; /* Keeps present behaviour */ - p->unapply = unapply_nochoice; - p->Swap_First = -1; + /* Clears basically the entire player structure except + * for next and socket. + */ + p->clear (); + + /* There are some elements we want initialized to non zero value - + * we deal with that below this point. + */ + p->party = NULL; + p->outputs_sync = 16; /* Every 2 seconds */ + p->outputs_count = 8; /* Keeps present behaviour */ + p->unapply = unapply_nochoice; + p->Swap_First = -1; #ifdef AUTOSAVE - p->last_save_tick = 9999999; + p->last_save_tick = 9999999; #endif - - strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ - - op->contr=p; /* this aren't yet in archetype */ - p->ob = op; - op->speed_left=0.5; - op->speed=1.0; - op->direction=5; /* So player faces south */ - op->stats.wc=2; - op->run_away = 25; /* Then we panick... */ - p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ - - roll_stats(op); - p->state=ST_ROLL_STAT; - clear_los(op); - - p->gen_sp_armour=10; - p->last_speed= -1; - p->shoottype=range_none; - p->bowtype=bow_normal; - p->petmode=pet_normal; - p->listening=10; - p->usekeys=containers; - p->last_weapon_sp= -1; - p->peaceful=1; /* default peaceful */ - p->do_los=1; - p->explore=0; - p->no_shout=0; /* default can shout */ - - strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); - p->title[sizeof(p->title)-1] = '\0'; - op->race = add_string (op->arch->clone.race); - - CLEAR_FLAG(op,FLAG_READY_SKILL); - - /* we need to clear these to -1 and not zero - otherwise, - * if a player quits and starts a new character, we wont - * send new values to the client, as things like exp start - * at zero. - */ - for (i=0; i < NUM_SKILLS; i++) { - p->last_skill_exp[i] = -1; - p->last_skill_ob[i] = NULL; - } - for (i=0; i < NROFATTACKS; i++) { - p->last_resist[i] = -1; - } - p->last_stats.exp = -1; - p->last_weight = (uint32)-1; - - p->socket.update_look=0; - p->socket.look_position=0; - return p; -} + strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ + + op->contr = p; /* this aren't yet in archetype */ + p->ob = op; + op->speed_left = 0.5; + op->speed = 1.0; + op->direction = 5; /* So player faces south */ + op->stats.wc = 2; + op->run_away = 25; /* Then we panick... */ + p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ + + roll_stats (op); + p->state = ST_ROLL_STAT; + clear_los (op); + + p->gen_sp_armour = 10; + p->last_speed = -1; + p->shoottype = range_none; + p->bowtype = bow_normal; + p->petmode = pet_normal; + p->listening = 10; + p->usekeys = containers; + p->last_weapon_sp = -1; + p->peaceful = 1; /* default peaceful */ + p->do_los = 1; + p->explore = 0; + p->no_shout = 0; /* default can shout */ + + assign (p->title, op->arch->clone.name); + op->race = op->arch->clone.race; + + CLEAR_FLAG (op, FLAG_READY_SKILL); + + /* we need to clear these to -1 and not zero - otherwise, + * if a player quits and starts a new character, we wont + * send new values to the client, as things like exp start + * at zero. + */ + for (i = 0; i < NUM_SKILLS; i++) + { + p->last_skill_exp[i] = -1; + p->last_skill_ob[i] = NULL; + } + for (i = 0; i < NROFATTACKS; i++) + { + p->last_resist[i] = -1; + } + p->last_stats.exp = -1; + p->last_weight = (uint32) - 1; + + p->socket.update_look = 0; + p->socket.look_position = 0; + return p; +} /* This loads the first map an puts the player on it. */ -static void set_first_map(object *op) +static void +set_first_map (object *op) { - strcpy(op->contr->maplevel, first_map_path); - op->x = -1; - op->y = -1; - enter_exit(op, NULL); + strcpy (op->contr->maplevel, first_map_path); + op->x = -1; + op->y = -1; + enter_exit (op, NULL); } /* Tries to add player on the connection passwd in ns. @@ -313,29 +323,31 @@ * mode. */ -int add_player(NewSocket *ns) { - player *p; +int +add_player (NewSocket * ns) +{ + player *p; - p=get_player(NULL); - p->socket = *ns; - p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); - if(p->socket.faces_sent == NULL) - fatal(OUT_OF_MEMORY); - memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); - /* Needed because the socket we just copied over needs to be cleared. - * Note that this can result in a client reset if there is partial data - * on the uncoming socket. - */ - p->socket.inbuf.len = 0; - set_first_map(p->ob); - - CLEAR_FLAG(p->ob, FLAG_FRIENDLY); - add_friendly_object(p->ob); - send_rules(p->ob); - send_news(p->ob); - display_motd(p->ob); - get_name(p->ob); - return 0; + p = get_player (NULL); + p->socket = *ns; + p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); + if (p->socket.faces_sent == NULL) + fatal (OUT_OF_MEMORY); + memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); + /* Needed because the socket we just copied over needs to be cleared. + * Note that this can result in a client reset if there is partial data + * on the uncoming socket. + */ + p->socket.inbuf.len = 0; + set_first_map (p->ob); + + CLEAR_FLAG (p->ob, FLAG_FRIENDLY); + add_friendly_object (p->ob); + send_rules (p->ob); + send_news (p->ob); + display_motd (p->ob); + get_name (p->ob); + return 0; } /* @@ -343,77 +355,90 @@ * list. Not very efficient routine, but used only creating new players. * Note: there MUST be at least one player archetype! */ -archetype *get_player_archetype(archetype* at) +archetype * +get_player_archetype (archetype *at) { - archetype *start = at; - for (;;) { - if (at==NULL || at->next==NULL) - at=first_archetype; - else - at=at->next; - if(at->clone.type==PLAYER) - return at; - if (at == start) { - LOG (llevError, "No Player archetypes\n"); - exit (-1); + archetype *start = at; + + for (;;) + { + if (at == NULL || at->next == NULL) + at = first_archetype; + else + at = at->next; + if (at->clone.type == PLAYER) + return at; + if (at == start) + { + LOG (llevError, "No Player archetypes\n"); + exit (-1); } } } -object *get_nearest_player(object *mon) { - object *op = NULL; - player *pl = NULL; - objectlink *ol; - unsigned lastdist; - rv_vector rv; +object * +get_nearest_player (object *mon) +{ + object *op = NULL; + player *pl = NULL; + objectlink *ol; + unsigned lastdist; + rv_vector rv; - for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { - /* We should not find free objects on this friendly list, but it - * does periodically happen. Given that, lets deal with it. - * While unlikely, it is possible the next object on the friendly - * list is also free, so encapsulate this in a while loop. - */ - while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { - object *tmp=ol->ob; + for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) + { + /* We should not find free objects on this friendly list, but it + * does periodically happen. Given that, lets deal with it. + * While unlikely, it is possible the next object on the friendly + * list is also free, so encapsulate this in a while loop. + */ + while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) + { + object *tmp = ol->ob; - /* Can't do much more other than log the fact, because the object - * itself will have been cleared. - */ - LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); - ol = ol->next; - remove_friendly_object(tmp); - if (!ol) return op; - } - - /* Remove special check for player from this. First, it looks to cause - * some crashes (ol->ob->contr not set properly?), but secondly, a more - * complicated method of state checking would be needed in any case - - * as it was, a clever player could type quit, and the function would - * skip them over while waiting for confirmation. Remove - * on_same_map check, as can_detect_enemy also does this - */ - if (!can_detect_enemy(mon,ol->ob,&rv)) - continue; + /* Can't do much more other than log the fact, because the object + * itself will have been cleared. + */ + LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); + ol = ol->next; + remove_friendly_object (tmp); + if (!ol) + return op; + } + + /* Remove special check for player from this. First, it looks to cause + * some crashes (ol->ob->contr not set properly?), but secondly, a more + * complicated method of state checking would be needed in any case - + * as it was, a clever player could type quit, and the function would + * skip them over while waiting for confirmation. Remove + * on_same_map check, as can_detect_enemy also does this + */ + if (!can_detect_enemy (mon, ol->ob, &rv)) + continue; - if(lastdist>rv.distance) { - op=ol->ob; - lastdist=rv.distance; + if (lastdist > rv.distance) + { + op = ol->ob; + lastdist = rv.distance; } } - for (pl=first_player; pl != NULL; pl=pl->next) { - if (can_detect_enemy(mon, pl->ob,&rv)) { + for (pl = first_player; pl != NULL; pl = pl->next) + { + if (can_detect_enemy (mon, pl->ob, &rv)) + { - if(lastdist>rv.distance) { - op=pl->ob; - lastdist=rv.distance; + if (lastdist > rv.distance) + { + op = pl->ob; + lastdist = rv.distance; } } } #if 0 - LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); + LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); #endif - return op; + return op; } /* I believe this can safely go to 2, 3 is questionable, 4 will likely @@ -460,427 +485,483 @@ * since only simple checks to blocked are being called, which could mean the monster * is blocking itself. */ -int path_to_player(object *mon, object *pl, unsigned mindiff) { - rv_vector rv; - sint16 x,y; - int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; - mapstruct *m ,*lastmap; - - get_rangevector(mon, pl, &rv, 0); - - if (rv.distancex; - y=mon->y; - m=mon->map; - dir = rv.direction; - lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ - diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); - /* If we can't solve it within the search distance, return now. */ - if (diff>max) return 0; - while (diff >1 && max>0) { - lastx = x; - lasty = y; - lastmap = m; - x = lastx + freearr_x[dir]; - y = lasty + freearr_y[dir]; - - mflags = get_map_flags(m, &m, x, y, &x, &y); - blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); - - /* Space is blocked - try changing direction a little */ - if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) - && (m == mon->map && blocked_link(mon, m, x, y)))) { - /* recalculate direction from last good location. Possible - * we were not traversing ideal location before. - */ - get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); - if (rv.direction != dir) { - /* OK - says direction should be different - lets reset the - * the values so it will try again. - */ - x = lastx; - y = lasty; - m = lastmap; - dir = firstdir = rv.direction; - } else { - /* direct path is blocked - try taking a side step to - * either the left or right. - * Note increase the values in the loop below to be - * more than -1/1 respectively will mean the monster takes - * bigger detour. Have to be careful about these values getting - * too big (3 or maybe 4 or higher) as the monster may just try - * stepping back and forth - */ - for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { - if (i==0) continue; /* already did this, so skip it */ - /* Use lastdir here - otherwise, - * since the direction that the creature should move in - * may change, you could get infinite loops. - * ie, player is northwest, but monster can only - * move west, so it does that. It goes some distance, - * gets blocked, finds that it should move north, - * can't do that, but now finds it can move east, and - * gets back to its original point. lastdir contains - * the last direction the creature has successfully - * moved. - */ - - x = lastx + freearr_x[absdir(lastdir+i)]; - y = lasty + freearr_y[absdir(lastdir+i)]; - m = lastmap; - mflags = get_map_flags(m, &m, x, y, &x, &y); - if (mflags & P_OUT_OF_MAP) continue; - blocked = GET_MAP_MOVE_BLOCK(m, x, y); - if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; - if (mflags & P_BLOCKSVIEW) continue; - - if (m == mon->map && blocked_link(mon, m, x, y)) break; - } - /* go through entire loop without finding a valid - * sidestep to take - thus, no valid path. - */ - if (i==(DETOUR_AMOUNT+1)) - return 0; - diff--; - lastdir=dir; - max--; - if (!firstdir) firstdir = dir+i; - } /* else check alternate directions */ - } /* if blocked */ - else { - /* we moved towards creature, so diff is less */ - diff--; - max--; - lastdir=dir; - if (!firstdir) firstdir = dir; - } - if (diff<=1) { - /* Recalculate diff (distance) because we may not have actually - * headed toward player for entire distance. - */ - get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); - diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); - } - if (diff>max) return 0; - } - /* If we reached the max, didn't find a direction in time */ - if (!max) return 0; - - return firstdir; -} - -void give_initial_items(object *pl,treasurelist *items) { - object *op,*next=NULL; - - if(pl->randomitems!=NULL) - create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); - - for (op=pl->inv; op; op=next) { - next = op->below; - - /* Forces get applied per default, unless they have the - * flag "neutral" set. Sorry but I can't think of a better way - */ - if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) - SET_FLAG(op,FLAG_APPLIED); - - /* we never give weapons/armour if these cannot be used - * by this player due to race restrictions - */ - if (pl->type == PLAYER) { - if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && - (op->type == ARMOUR || op->type == BOOTS || - op->type == CLOAK || op->type == HELMET || - op->type == SHIELD || op->type == GLOVES || - op->type == BRACERS || op->type == GIRDLE)) || - (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { - remove_ob (op); - free_object (op); - continue; - } +int +path_to_player (object *mon, object *pl, unsigned mindiff) +{ + rv_vector rv; + sint16 x, y; + int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; + maptile *m, *lastmap; + + get_rangevector (mon, pl, &rv, 0); + + if (rv.distance < mindiff) + return 0; + + x = mon->x; + y = mon->y; + m = mon->map; + dir = rv.direction; + lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ + diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); + /* If we can't solve it within the search distance, return now. */ + if (diff > max) + return 0; + while (diff > 1 && max > 0) + { + lastx = x; + lasty = y; + lastmap = m; + x = lastx + freearr_x[dir]; + y = lasty + freearr_y[dir]; + + mflags = get_map_flags (m, &m, x, y, &x, &y); + blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); + + /* Space is blocked - try changing direction a little */ + if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) + && (m == mon->map && blocked_link (mon, m, x, y)))) + { + /* recalculate direction from last good location. Possible + * we were not traversing ideal location before. + */ + get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); + if (rv.direction != dir) + { + /* OK - says direction should be different - lets reset the + * the values so it will try again. + */ + x = lastx; + y = lasty; + m = lastmap; + dir = firstdir = rv.direction; + } + else + { + /* direct path is blocked - try taking a side step to + * either the left or right. + * Note increase the values in the loop below to be + * more than -1/1 respectively will mean the monster takes + * bigger detour. Have to be careful about these values getting + * too big (3 or maybe 4 or higher) as the monster may just try + * stepping back and forth + */ + for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) + { + if (i == 0) + continue; /* already did this, so skip it */ + /* Use lastdir here - otherwise, + * since the direction that the creature should move in + * may change, you could get infinite loops. + * ie, player is northwest, but monster can only + * move west, so it does that. It goes some distance, + * gets blocked, finds that it should move north, + * can't do that, but now finds it can move east, and + * gets back to its original point. lastdir contains + * the last direction the creature has successfully + * moved. + */ + + x = lastx + freearr_x[absdir (lastdir + i)]; + y = lasty + freearr_y[absdir (lastdir + i)]; + m = lastmap; + mflags = get_map_flags (m, &m, x, y, &x, &y); + if (mflags & P_OUT_OF_MAP) + continue; + blocked = GET_MAP_MOVE_BLOCK (m, x, y); + if (OB_TYPE_MOVE_BLOCK (mon, blocked)) + continue; + if (mflags & P_BLOCKSVIEW) + continue; + + if (m == mon->map && blocked_link (mon, m, x, y)) + break; + } + /* go through entire loop without finding a valid + * sidestep to take - thus, no valid path. + */ + if (i == (DETOUR_AMOUNT + 1)) + return 0; + diff--; + lastdir = dir; + max--; + if (!firstdir) + firstdir = dir + i; + } /* else check alternate directions */ + } /* if blocked */ + else + { + /* we moved towards creature, so diff is less */ + diff--; + max--; + lastdir = dir; + if (!firstdir) + firstdir = dir; + } + if (diff <= 1) + { + /* Recalculate diff (distance) because we may not have actually + * headed toward player for entire distance. + */ + get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); + diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); } + if (diff > max) + return 0; + } + /* If we reached the max, didn't find a direction in time */ + if (!max) + return 0; - /* This really needs to be better - we should really give - * a substitute spellbook. The problem is that we don't really - * have a good idea what to replace it with (need something like - * a first level treasurelist for each skill.) - * remove duplicate skills also - */ - if(op->type==SPELLBOOK || op->type == SKILL) { - object *tmp; + return firstdir; +} - for (tmp=op->below; tmp; tmp=tmp->below) - if (tmp->type == op->type && tmp->name == op->name) break; +void +give_initial_items (object *pl, treasurelist * items) +{ + object *op, *next = NULL; - if (tmp) { - remove_ob(op); - free_object(op); - LOG(llevError,"give_initial_items: Removing duplicate object %s\n", - tmp->name); - continue; + if (pl->randomitems != NULL) + create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); + + for (op = pl->inv; op; op = next) + { + next = op->below; + + /* Forces get applied per default, unless they have the + * flag "neutral" set. Sorry but I can't think of a better way + */ + if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) + SET_FLAG (op, FLAG_APPLIED); + + /* we never give weapons/armour if these cannot be used + * by this player due to race restrictions + */ + if (pl->type == PLAYER) + { + if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && + (op->type == ARMOUR || op->type == BOOTS || + op->type == CLOAK || op->type == HELMET || + op->type == SHIELD || op->type == GLOVES || + op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) + { + remove_ob (op); + free_object (op); + continue; } - if (op->nrof > 1) op->nrof = 1; } - if (op->type == SPELLBOOK && op->inv) { - CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); + /* This really needs to be better - we should really give + * a substitute spellbook. The problem is that we don't really + * have a good idea what to replace it with (need something like + * a first level treasurelist for each skill.) + * remove duplicate skills also + */ + if (op->type == SPELLBOOK || op->type == SKILL) + { + object *tmp; + + for (tmp = op->below; tmp; tmp = tmp->below) + if (tmp->type == op->type && tmp->name == op->name) + break; + + if (tmp) + { + remove_ob (op); + free_object (op); + LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); + continue; + } + if (op->nrof > 1) + op->nrof = 1; } - /* Give starting characters identified, uncursed, and undamned - * items. Just don't identify gold or silver, or it won't be - * merged properly. - */ - if (need_identify(op)) { - SET_FLAG(op, FLAG_IDENTIFIED); - CLEAR_FLAG(op, FLAG_CURSED); - CLEAR_FLAG(op, FLAG_DAMNED); - } - if(op->type==SPELL) { - remove_ob(op); - free_object(op); - continue; + if (op->type == SPELLBOOK && op->inv) + { + CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); } - else if(op->type==SKILL) { - SET_FLAG(op, FLAG_CAN_USE_SKILL); - op->stats.exp = 0; - op->level = 1; - } - /* lock all 'normal items by default */ - else SET_FLAG(op, FLAG_INV_LOCKED); - } /* for loop of objects in player inv */ - - /* Need to set up the skill pointers */ - link_player_skills(pl); -} - -void get_name(object *op) { - op->contr->write_buf[0]='\0'; - op->contr->state=ST_GET_NAME; - send_query(&op->contr->socket,0,"What is your name?\n:"); -} - -void get_password(object *op) { - op->contr->write_buf[0]='\0'; - op->contr->state=ST_GET_PASSWORD; - send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:"); -} - -void play_again(object *op) -{ - op->contr->state=ST_PLAY_AGAIN; - op->chosen_skill = NULL; - send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); - /* a bit of a hack, but there are various places early in th - * player creation process that a user can quit (eg, roll - * stats) that isn't removing the player. Taking a quick - * look, there are many places that call play_again without - * removing the player - it probably makes more sense - * to leave it to play_again to remove the object in all - * cases. - */ - if (!QUERY_FLAG(op, FLAG_REMOVED)) - remove_ob(op); - /* Need to set this to null - otherwise, it could point to garbage, - * and draw() doesn't check to see if the player is removed, only if - * the map is null or not swapped out. - */ - op->map = NULL; -} - - -int receive_play_again(object *op, char key) -{ - if(key=='q'||key=='Q') { - remove_friendly_object(op); - leave(op->contr,0); /* ericserver will draw the message */ - return 2; - } - else if(key=='a'||key=='A') { - player *pl = op->contr; - const char *name = op->name; - - add_refcount(name); - remove_friendly_object(op); - free_object(op); - pl = get_player(pl); - op = pl->ob; - add_friendly_object(op); - op->contr->password[0]='~'; - FREE_AND_CLEAR_STR(op->name); - FREE_AND_CLEAR_STR(op->name_pl); - - /* Lets put a space in here */ - new_draw_info(NDI_UNIQUE, 0, op, "\n"); - get_name(op); - op->name = name; /* Alrady added a refcount above */ - op->name_pl = add_string(name); - set_first_map(op); - } else { - /* user pressed something else so just ask again... */ - play_again(op); + + /* Give starting characters identified, uncursed, and undamned + * items. Just don't identify gold or silver, or it won't be + * merged properly. + */ + if (need_identify (op)) + { + SET_FLAG (op, FLAG_IDENTIFIED); + CLEAR_FLAG (op, FLAG_CURSED); + CLEAR_FLAG (op, FLAG_DAMNED); + } + if (op->type == SPELL) + { + remove_ob (op); + free_object (op); + continue; + } + else if (op->type == SKILL) + { + SET_FLAG (op, FLAG_CAN_USE_SKILL); + op->stats.exp = 0; + op->level = 1; + } + /* lock all 'normal items by default */ + else + SET_FLAG (op, FLAG_INV_LOCKED); + } /* for loop of objects in player inv */ + + /* Need to set up the skill pointers */ + link_player_skills (pl); +} + +void +get_name (object *op) +{ + op->contr->write_buf[0] = '\0'; + op->contr->state = ST_GET_NAME; + send_query (&op->contr->socket, 0, "What is your name?\n:"); +} + +void +get_password (object *op) +{ + op->contr->write_buf[0] = '\0'; + op->contr->state = ST_GET_PASSWORD; + send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:"); +} + +void +play_again (object *op) +{ + op->contr->state = ST_PLAY_AGAIN; + op->chosen_skill = NULL; + send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); + /* a bit of a hack, but there are various places early in th + * player creation process that a user can quit (eg, roll + * stats) that isn't removing the player. Taking a quick + * look, there are many places that call play_again without + * removing the player - it probably makes more sense + * to leave it to play_again to remove the object in all + * cases. + */ + if (!QUERY_FLAG (op, FLAG_REMOVED)) + remove_ob (op); + /* Need to set this to null - otherwise, it could point to garbage, + * and draw() doesn't check to see if the player is removed, only if + * the map is null or not swapped out. + */ + op->map = NULL; +} + +int +receive_play_again (object *op, char key) +{ + if (key == 'q' || key == 'Q') + { + remove_friendly_object (op); + leave (op->contr, 0); /* ericserver will draw the message */ + return 2; } - return 0; + else if (key == 'a' || key == 'A') + { + player *pl = op->contr; + shstr name = op->name; + + op->contr = 0; + op->type = 0; + op->free (1); + pl = get_player (pl); + op = pl->ob; + add_friendly_object (op); + op->contr->password[0] = '~'; + op->name = op->name_pl = 0; + /* Lets put a space in here */ + new_draw_info (NDI_UNIQUE, 0, op, "\n"); + get_name (op); + op->name = op->name_pl = name; + set_first_map (op); + } + else + /* user pressed something else so just ask again... */ + play_again (op); + + return 0; } -void confirm_password(object *op) { +void +confirm_password (object *op) +{ - op->contr->write_buf[0]='\0'; - op->contr->state=ST_CONFIRM_PASSWORD; - send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); + op->contr->write_buf[0] = '\0'; + op->contr->state = ST_CONFIRM_PASSWORD; + send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); } -void get_party_password(object *op, partylist *party) { - if (party == NULL) { - LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); - return; +void +get_party_password (object *op, partylist *party) +{ + if (party == NULL) + { + LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); + return; } - op->contr->write_buf[0]='\0'; - op->contr->state=ST_GET_PARTY_PASSWORD; - op->contr->party_to_join = party; - send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); + op->contr->write_buf[0] = '\0'; + op->contr->state = ST_GET_PARTY_PASSWORD; + op->contr->party_to_join = party; + send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); } /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ -int roll_stat(void) { - int a[4],i,j,k; +int +roll_stat (void) +{ + int a[4], i, j, k; - for(i=0;i<4;i++) - a[i]=(int)RANDOM()%6+1; + for (i = 0; i < 4; i++) + a[i] = (int) RANDOM () % 6 + 1; - for(i=0,j=0,k=7;i<4;i++) - if(a[i]stats.Str=roll_stat(); - op->stats.Dex=roll_stat(); - op->stats.Int=roll_stat(); - op->stats.Con=roll_stat(); - op->stats.Wis=roll_stat(); - op->stats.Pow=roll_stat(); - op->stats.Cha=roll_stat(); - sum=op->stats.Str+op->stats.Dex+op->stats.Int+ - op->stats.Con+op->stats.Wis+op->stats.Pow+ - op->stats.Cha; - } while(sum<82||sum>116); - - /* Sort the stats so that rerolling is easier... */ - statsort[0] = op->stats.Str; - statsort[1] = op->stats.Dex; - statsort[2] = op->stats.Int; - statsort[3] = op->stats.Con; - statsort[4] = op->stats.Wis; - statsort[5] = op->stats.Pow; - statsort[6] = op->stats.Cha; - - /* a quick and dirty bubblesort? */ - do { - if (statsort[i] < statsort[i + 1]) { - j = statsort[i]; - statsort[i] = statsort[i + 1]; - statsort[i + 1] = j; - i = 0; - } else { - i++; - } - } while (i < 6); - - op->stats.Str = statsort[0]; - op->stats.Dex = statsort[1]; - op->stats.Con = statsort[2]; - op->stats.Int = statsort[3]; - op->stats.Wis = statsort[4]; - op->stats.Pow = statsort[5]; - op->stats.Cha = statsort[6]; - - - op->contr->orig_stats.Str=op->stats.Str; - op->contr->orig_stats.Dex=op->stats.Dex; - op->contr->orig_stats.Int=op->stats.Int; - op->contr->orig_stats.Con=op->stats.Con; - op->contr->orig_stats.Wis=op->stats.Wis; - op->contr->orig_stats.Pow=op->stats.Pow; - op->contr->orig_stats.Cha=op->stats.Cha; - - op->level=1; - op->stats.exp=0; - op->stats.ac=0; - - op->contr->levhp[1] = 9; - op->contr->levsp[1] = 6; - op->contr->levgrace[1] = 3; - - fix_player(op); - op->stats.hp = op->stats.maxhp; - op->stats.sp = op->stats.maxsp; - op->stats.grace = op->stats.maxgrace; - op->contr->orig_stats=op->stats; -} - -void Roll_Again(object *op) -{ - esrv_new_player(op->contr, 0); - 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)? "); -} - -void Swap_Stat(object *op,int Swap_Second) -{ - signed char tmp; - char buf[MAX_BUF]; - - if ( op->contr->Swap_First == -1 ) { - new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); - new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,"); - new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au"); - return; + for (i = 0, j = 0, k = 7; i < 4; i++) + if (a[i] < k) + k = a[i], j = i; + + for (i = 0, k = 0; i < 4; i++) + { + if (i != j) + k += a[i]; + } + return k; +} + +void +roll_stats (object *op) +{ + int sum = 0; + int i = 0, j = 0; + int statsort[7]; + + do + { + op->stats.Str = roll_stat (); + op->stats.Dex = roll_stat (); + op->stats.Int = roll_stat (); + op->stats.Con = roll_stat (); + op->stats.Wis = roll_stat (); + op->stats.Pow = roll_stat (); + op->stats.Cha = roll_stat (); + sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha; + } + while (sum < 82 || sum > 116); + + /* Sort the stats so that rerolling is easier... */ + statsort[0] = op->stats.Str; + statsort[1] = op->stats.Dex; + statsort[2] = op->stats.Int; + statsort[3] = op->stats.Con; + statsort[4] = op->stats.Wis; + statsort[5] = op->stats.Pow; + statsort[6] = op->stats.Cha; + + /* a quick and dirty bubblesort? */ + do + { + if (statsort[i] < statsort[i + 1]) + { + j = statsort[i]; + statsort[i] = statsort[i + 1]; + statsort[i + 1] = j; + i = 0; + } + else + { + i++; + } + } + while (i < 6); + + op->stats.Str = statsort[0]; + op->stats.Dex = statsort[1]; + op->stats.Con = statsort[2]; + op->stats.Int = statsort[3]; + op->stats.Wis = statsort[4]; + op->stats.Pow = statsort[5]; + op->stats.Cha = statsort[6]; + + + op->contr->orig_stats.Str = op->stats.Str; + op->contr->orig_stats.Dex = op->stats.Dex; + op->contr->orig_stats.Int = op->stats.Int; + op->contr->orig_stats.Con = op->stats.Con; + op->contr->orig_stats.Wis = op->stats.Wis; + op->contr->orig_stats.Pow = op->stats.Pow; + op->contr->orig_stats.Cha = op->stats.Cha; + + op->level = 1; + op->stats.exp = 0; + op->stats.ac = 0; + + op->contr->levhp[1] = 9; + op->contr->levsp[1] = 6; + op->contr->levgrace[1] = 3; + + fix_player (op); + op->stats.hp = op->stats.maxhp; + op->stats.sp = op->stats.maxsp; + op->stats.grace = op->stats.maxgrace; + op->contr->orig_stats = op->stats; +} + +void +Roll_Again (object *op) +{ + esrv_new_player (op->contr, 0); + 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)? "); +} + +void +Swap_Stat (object *op, int Swap_Second) +{ + signed char tmp; + char buf[MAX_BUF]; + + if (op->contr->Swap_First == -1) + { + new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!"); + new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,"); + new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au"); + return; } - tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); + tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); - set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, - get_attr_value(&op->contr->orig_stats, Swap_Second)); + set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); - set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); + set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); - sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); - new_draw_info(NDI_UNIQUE, 0,op, buf); - op->stats.Str = op->contr->orig_stats.Str; - op->stats.Dex = op->contr->orig_stats.Dex; - op->stats.Con = op->contr->orig_stats.Con; - op->stats.Int = op->contr->orig_stats.Int; - op->stats.Wis = op->contr->orig_stats.Wis; - op->stats.Pow = op->contr->orig_stats.Pow; - op->stats.Cha = op->contr->orig_stats.Cha; - op->stats.ac=0; - - op->level=1; - op->stats.exp=0; - op->stats.ac=0; - - op->contr->levhp[1] = 9; - op->contr->levsp[1] = 6; - op->contr->levgrace[1] = 3; - - fix_player(op); - op->stats.hp = op->stats.maxhp; - op->stats.sp = op->stats.maxsp; - op->stats.grace = op->stats.maxgrace; - op->contr->orig_stats=op->stats; - op->contr->Swap_First=-1; + sprintf (buf, "%s done\n", short_stat_name[Swap_Second]); + new_draw_info (NDI_UNIQUE, 0, op, buf); + op->stats.Str = op->contr->orig_stats.Str; + op->stats.Dex = op->contr->orig_stats.Dex; + op->stats.Con = op->contr->orig_stats.Con; + op->stats.Int = op->contr->orig_stats.Int; + op->stats.Wis = op->contr->orig_stats.Wis; + op->stats.Pow = op->contr->orig_stats.Pow; + op->stats.Cha = op->contr->orig_stats.Cha; + op->stats.ac = 0; + + op->level = 1; + op->stats.exp = 0; + op->stats.ac = 0; + + op->contr->levhp[1] = 9; + op->contr->levsp[1] = 6; + op->contr->levgrace[1] = 3; + + fix_player (op); + op->stats.hp = op->stats.maxhp; + op->stats.sp = op->stats.maxsp; + op->stats.grace = op->stats.maxgrace; + op->contr->orig_stats = op->stats; + op->contr->Swap_First = -1; } @@ -891,64 +972,71 @@ * are displayed in the stat window is not the same as how * the number's access that stat. The table does that translation. */ -int key_roll_stat(object *op, char key) +int +key_roll_stat (object *op, char key) { - int keynum = key -'0'; - char buf[MAX_BUF]; - static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; - - if (keynum>0 && keynum<=7) { - if (op->contr->Swap_First==-1) { - op->contr->Swap_First=stat_trans[keynum]; - sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); - new_draw_info(NDI_UNIQUE, 0,op,buf); + int keynum = key - '0'; + char buf[MAX_BUF]; + static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA }; + + if (keynum > 0 && keynum <= 7) + { + if (op->contr->Swap_First == -1) + { + op->contr->Swap_First = stat_trans[keynum]; + sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]); + new_draw_info (NDI_UNIQUE, 0, op, buf); } - else - Swap_Stat(op,stat_trans[keynum]); + else + Swap_Stat (op, stat_trans[keynum]); - send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); - return 1; + send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); + return 1; } - switch (key) { - case 'n': - case 'N': { - SET_FLAG(op, FLAG_WIZ); - if(op->map==NULL) { - LOG(llevError,"Map == NULL in state 2\n"); - break; + switch (key) + { + case 'n': + case 'N': + { + SET_FLAG (op, FLAG_WIZ); + if (op->map == NULL) + { + LOG (llevError, "Map == NULL in state 2\n"); + break; } #if 0 - /* So that enter_exit will put us at startx/starty */ - op->x= -1; + /* So that enter_exit will put us at startx/starty */ + op->x = -1; - enter_exit(op,NULL); + enter_exit (op, NULL); #endif - SET_ANIMATION(op, 2); /* So player faces south */ - /* Enter exit adds a player otherwise */ - add_statbonus(op); - 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"); - op->contr->state = ST_CHANGE_CLASS; - if (op->msg) - new_draw_info(NDI_BLUE, 0, op, op->msg); - return 0; - } - case 'y': - case 'Y': - roll_stats(op); - send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); + SET_ANIMATION (op, 2); /* So player faces south */ + /* Enter exit adds a player otherwise */ + add_statbonus (op); + 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"); + op->contr->state = ST_CHANGE_CLASS; + if (op->msg) + new_draw_info (NDI_BLUE, 0, op, op->msg); + return 0; + } + case 'y': + case 'Y': + roll_stats (op); + send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); return 1; - case 'q': - case 'Q': - play_again(op); - return 1; + case 'q': + case 'Q': + play_again (op); + return 1; - default: - send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); + default: + send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?"); return 0; } - return 0; + return 0; } /* This function takes the key that is passed, and does the @@ -958,199 +1046,215 @@ * not the class. */ -int key_change_class(object *op, char key) +int +key_change_class (object *op, char key) { - int tmp_loop; + int tmp_loop; - if(key=='q'||key=='Q') { - remove_ob(op); - play_again(op); + if (key == 'q' || key == 'Q') + { + remove_ob (op); + play_again (op); return 0; } - if(key=='d'||key=='D') { - char buf[MAX_BUF]; + if (key == 'd' || key == 'D') + { + char buf[MAX_BUF]; - /* this must before then initial items are given */ - esrv_new_player(op->contr, op->weight+op->carrying); - create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); + /* this must before then initial items are given */ + esrv_new_player (op->contr, op->weight + op->carrying); + create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); - INVOKE_PLAYER (BIRTH, op->contr); - INVOKE_PLAYER (LOGIN, op->contr); + INVOKE_PLAYER (BIRTH, op->contr); + INVOKE_PLAYER (LOGIN, op->contr); - op->contr->state=ST_PLAYING; + op->contr->state = ST_PLAYING; - if (op->msg) { - free_string(op->msg); - op->msg=NULL; - } + if (op->msg) + op->msg = NULL; - /* We create this now because some of the unique maps will need it - * to save here. - */ - sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); - make_path_to_file(buf); + /* We create this now because some of the unique maps will need it + * to save here. + */ + sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); + make_path_to_file (buf); #ifdef AUTOSAVE - op->contr->last_save_tick = pticks; + op->contr->last_save_tick = pticks; #endif - start_info(op); - CLEAR_FLAG(op, FLAG_WIZ); - give_initial_items(op,op->randomitems); - link_player_skills(op); - esrv_send_inventory(op, op); - fix_player(op); + start_info (op); + CLEAR_FLAG (op, FLAG_WIZ); + give_initial_items (op, op->randomitems); + link_player_skills (op); + esrv_send_inventory (op, op); + fix_player (op); - /* This moves the player to a different start map, if there - * is one for this race - */ - if(*first_map_ext_path) { - object *tmp; - mapstruct *oldmap = op->map; - char mapname[MAX_BUF]; - snprintf(mapname, MAX_BUF-1, "%s/%s", - first_map_ext_path, op->arch->name); - tmp=get_object(); - EXIT_PATH(tmp) = add_string(mapname); - EXIT_X(tmp) = op->x; - EXIT_Y(tmp) = op->y; - enter_exit(op,tmp); /* we don't really care if it succeeded; + /* This moves the player to a different start map, if there + * is one for this race + */ + if (*first_map_ext_path) + { + object *tmp; + char mapname[MAX_BUF]; + + snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); + tmp = get_object (); + EXIT_PATH (tmp) = mapname; + EXIT_X (tmp) = op->x; + EXIT_Y (tmp) = op->y; + enter_exit (op, tmp); /* we don't really care if it succeeded; * if the map isn't there, then stay on the * default initial map */ - free_object(tmp); - } else { - LOG(llevDebug,"first_map_ext_path not set\n"); + free_object (tmp); } - return 0; + else + { + LOG (llevDebug, "first_map_ext_path not set\n"); + } + return 0; } - /* Following actually changes the race - this is the default command - * if we don't match with one of the options above. - */ - - tmp_loop = 0; - while(!tmp_loop) { - const char *name = add_string (op->name); - int x = op->x, y = op->y; - remove_statbonus(op); - remove_ob (op); - op->arch = get_player_archetype(op->arch); - copy_object (&op->arch->clone, op); - op->instantiate (); - op->stats = op->contr->orig_stats; - free_string (op->name); - op->name = name; - free_string(op->name_pl); - op->name_pl = add_string(name); - op->x = x; - op->y = y; - SET_ANIMATION(op, 2); /* So player faces south */ - insert_ob_in_map (op, op->map, op,0); - strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); - op->contr->title[sizeof(op->contr->title)-1] = '\0'; - add_statbonus(op); - tmp_loop=allowed_class(op); - } - update_object(op,UP_OBJ_FACE); - esrv_update_item(UPD_FACE,op,op); - fix_player(op); - op->stats.hp=op->stats.maxhp; - op->stats.sp=op->stats.maxsp; - op->stats.grace=0; - if (op->msg) - new_draw_info(NDI_BLUE, 0, op, op->msg); - send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); - return 0; + /* Following actually changes the race - this is the default command + * if we don't match with one of the options above. + */ + + tmp_loop = 0; + while (!tmp_loop) + { + shstr name = op->name; + int x = op->x, y = op->y; + + remove_statbonus (op); + remove_ob (op); + op->arch = get_player_archetype (op->arch); + copy_object (&op->arch->clone, op); + op->instantiate (); + op->stats = op->contr->orig_stats; + op->name = op->name_pl = name; + op->x = x; + op->y = y; + SET_ANIMATION (op, 2); /* So player faces south */ + insert_ob_in_map (op, op->map, op, 0); + assign (op->contr->title, op->arch->clone.name); + add_statbonus (op); + tmp_loop = allowed_class (op); + } + + update_object (op, UP_OBJ_FACE); + esrv_update_item (UPD_FACE, op, op); + fix_player (op); + op->stats.hp = op->stats.maxhp; + op->stats.sp = op->stats.maxsp; + op->stats.grace = 0; + + if (op->msg) + new_draw_info (NDI_BLUE, 0, op, op->msg); + + send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); + return 0; } -int key_confirm_quit(object *op, char key) +int +key_confirm_quit (object *op, char key) { - char buf[MAX_BUF]; + char buf[MAX_BUF]; - if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { - op->contr->state=ST_PLAYING; - new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); - return 1; + if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') + { + op->contr->state = ST_PLAYING; + new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); + return 1; } - INVOKE_PLAYER (LOGOUT, op->contr); - INVOKE_PLAYER (QUIT , op->contr); + INVOKE_PLAYER (LOGOUT, op->contr); + INVOKE_PLAYER (QUIT, op->contr); - terminate_all_pets(op); - leave_map(op); - op->direction=0; - new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, - "%s quits the game.",op->name); - - strcpy(op->contr->killer,"quit"); - check_score(op); - op->contr->party=NULL; - if (settings.set_title == TRUE) - op->contr->own_title[0]='\0'; - - if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { - mapstruct *mp, *next; - - /* We need to hunt for any per player unique maps in memory and - * get rid of them. The trailing slash in the path is intentional, - * so that players named 'Ab' won't match against players 'Abe' pathname - */ - sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); - for (mp=first_map; mp!=NULL; mp=next) { - next = mp->next; - if (!strncmp(mp->path, buf, strlen(buf))) - delete_map(mp); + terminate_all_pets (op); + leave_map (op); + op->direction = 0; + new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); + + strcpy (op->contr->killer, "quit"); + check_score (op); + op->contr->party = NULL; + if (settings.set_title == TRUE) + op->contr->own_title[0] = '\0'; + + if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) + { + maptile *mp, *next; + + /* We need to hunt for any per player unique maps in memory and + * get rid of them. The trailing slash in the path is intentional, + * so that players named 'Ab' won't match against players 'Abe' pathname + */ + sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); + for (mp = first_map; mp != NULL; mp = next) + { + next = mp->next; + if (!strncmp (mp->path, buf, strlen (buf))) + delete_map (mp); } - - delete_character(op->name, 1); + + delete_character (op->name, 1); } - play_again(op); - return 1; + + play_again (op); + return 1; } -void flee_player(object *op) { - int dir,diff; - rv_vector rv; - - if(op->stats.hp < 0) { - LOG(llevDebug, "Fleeing player is dead.\n"); - CLEAR_FLAG(op, FLAG_SCARED); - return; +void +flee_player (object *op) +{ + int dir, diff; + rv_vector rv; + + if (op->stats.hp < 0) + { + LOG (llevDebug, "Fleeing player is dead.\n"); + CLEAR_FLAG (op, FLAG_SCARED); + return; } - if(op->enemy==NULL) { - LOG(llevDebug,"Fleeing player had no enemy.\n"); - CLEAR_FLAG(op, FLAG_SCARED); - return; + if (op->enemy == NULL) + { + LOG (llevDebug, "Fleeing player had no enemy.\n"); + CLEAR_FLAG (op, FLAG_SCARED); + return; } - /* Seen some crashes here. Since we don't store an - * op->enemy_count, it is possible that something destroys the - * actual enemy, and the object is recycled. - */ - if (op->enemy->map == NULL) { - CLEAR_FLAG(op, FLAG_SCARED); - op->enemy=NULL; - return; + /* Seen some crashes here. Since we don't store an + * op->enemy_count, it is possible that something destroys the + * actual enemy, and the object is recycled. + */ + if (op->enemy->map == NULL) + { + CLEAR_FLAG (op, FLAG_SCARED); + op->enemy = NULL; + return; } - if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { - op->enemy=NULL; - CLEAR_FLAG(op, FLAG_SCARED); - return; + if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) + { + op->enemy = NULL; + CLEAR_FLAG (op, FLAG_SCARED); + return; } - get_rangevector(op, op->enemy, &rv, 0); + get_rangevector (op, op->enemy, &rv, 0); - dir=absdir(4+rv.direction); - for(diff=0;diff<3;diff++) { - int m=1-(RANDOM()&2); - if(move_ob(op,absdir(dir+diff*m),op)|| - (diff==0 && move_ob(op,absdir(dir-diff*m),op))) { - return; + dir = absdir (4 + rv.direction); + for (diff = 0; diff < 3; diff++) + { + int m = 1 - (RANDOM () & 2); + + if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) + { + return; } } - /* Cornered, get rid of scared */ - CLEAR_FLAG(op, FLAG_SCARED); - op->enemy=NULL; + /* Cornered, get rid of scared */ + CLEAR_FLAG (op, FLAG_SCARED); + op->enemy = NULL; } @@ -1158,286 +1262,401 @@ * IT returns 1 if the player should keep on moving, 0 if he should * stop. */ -int check_pick(object *op) { +int +check_pick (object *op) +{ object *tmp, *next; - tag_t next_tag=0, op_tag; int stop = 0; int j, k, wvratio; char putstring[128], tmpstr[16]; - /* if you're flying, you cna't pick up anything */ if (op->move_type & MOVE_FLYING) return 1; - op_tag = op->count; - next = op->below; - if (next) - next_tag = next->count; /* loop while there are items on the floor that are not marked as * destroyed */ - while (next && ! was_destroyed (next, next_tag)) - { - tmp = next; - next = tmp->below; - if (next) - next_tag = next->count; + while (next && !next->destroyed ()) + { + tmp = next; + next = tmp->below; - if (was_destroyed (op, op_tag)) + if (op->destroyed ()) return 0; - if ( ! can_pick (op, tmp)) - continue; + if (!can_pick (op, tmp)) + continue; - if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) - { - if (item_matched_string (op, tmp, op->contr->search_str)) - pick_up (op, tmp); - continue; - } + if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) + { + if (item_matched_string (op, tmp, op->contr->search_str)) + pick_up (op, tmp); + continue; + } - /* high not bit set? We're using the old autopickup model */ - if(!(op->contr->mode & PU_NEWMODE)) { - switch (op->contr->mode) { - case 0: return 1; /* don't pick up */ - case 1: pick_up (op, tmp); + /* high not bit set? We're using the old autopickup model */ + if (!(op->contr->mode & PU_NEWMODE)) + { + switch (op->contr->mode) + { + case 0: + return 1; /* don't pick up */ + case 1: + pick_up (op, tmp); return 1; - case 2: pick_up (op, tmp); + case 2: + pick_up (op, tmp); return 0; - case 3: return 0; /* stop before pickup */ - case 4: pick_up (op, tmp); + case 3: + return 0; /* stop before pickup */ + case 4: + pick_up (op, tmp); break; - case 5: pick_up (op, tmp); + case 5: + pick_up (op, tmp); stop = 1; break; - case 6: - if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && - ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) - pick_up(op, tmp); + case 6: + if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) + pick_up (op, tmp); break; - case 7: + case 7: if (tmp->type == MONEY || tmp->type == GEM) - pick_up(op, tmp); + pick_up (op, tmp); break; - default: + default: /* use value density */ - if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) - && (query_cost (tmp, op, F_TRUE) * 100 - / (tmp->weight * MAX (tmp->nrof, 1))) - >= op->contr->mode) - pick_up(op,tmp); - } - } - else { /* old model */ - /* NEW pickup handling */ - if(op->contr->mode & PU_DEBUG) - { - /* some debugging code to figure out item information */ - if(tmp->name!=NULL) - sprintf(putstring,"item name: %s item type: %d weight/value: %d", - tmp->name, tmp->type, - (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); - else - sprintf(putstring,"item name: %s item type: %d weight/value: %d", - tmp->arch->name, tmp->type, - (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); - new_draw_info(NDI_UNIQUE, 0,op,putstring); - - sprintf(putstring,"...flags: "); - for(k=0;k<4;k++) - { - for(j=0;j<32;j++) - { - if((tmp->flags[k]>>j)&0x01) - { - sprintf(tmpstr,"%d ",k*32+j); - strcat(putstring, tmpstr); + if (!QUERY_FLAG (tmp, FLAG_UNPAID) + && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) + pick_up (op, tmp); } - } } - new_draw_info(NDI_UNIQUE, 0,op,putstring); + else + { /* old model */ + /* NEW pickup handling */ + if (op->contr->mode & PU_DEBUG) + { + /* some debugging code to figure out item information */ + if (tmp->name != NULL) + sprintf (putstring, "item name: %s item type: %d weight/value: %d", + &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); + else + sprintf (putstring, "item name: %s item type: %d weight/value: %d", + &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); + new_draw_info (NDI_UNIQUE, 0, op, putstring); + + sprintf (putstring, "...flags: "); + for (k = 0; k < 4; k++) + { + for (j = 0; j < 32; j++) + { + if ((tmp->flags[k] >> j) & 0x01) + { + sprintf (tmpstr, "%d ", k * 32 + j); + strcat (putstring, tmpstr); + } + } + } + new_draw_info (NDI_UNIQUE, 0, op, putstring); #if 0 - /* print the flags too */ - for(k=0;k<4;k++) - { - fprintf(stderr,"%d [%d] ", k, k*32+31); - for(j=0;j<32;j++) - { - fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); - if(!((j+1)%4))fprintf(stderr," "); - } - fprintf(stderr," [%d]\n", k*32); - } + /* print the flags too */ + for (k = 0; k < 4; k++) + { + fprintf (stderr, "%d [%d] ", k, k * 32 + 31); + for (j = 0; j < 32; j++) + { + fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01); + if (!((j + 1) % 4)) + fprintf (stderr, " "); + } + fprintf (stderr, " [%d]\n", k * 32); + } #endif - } - /* philosophy: - * It's easy to grab an item type from a pile, as long as it's - * generic. This takes no game-time. For more detailed pickups - * and selections, select-items shoul dbe used. This is a - * grab-as-you-run type mode that's really useful for arrows for - * example. - * The drawback: right now it has no frontend, so you need to - * stick the bits you want into a calculator in hex mode and then - * convert to decimal and then 'pickup <#> - */ - - /* the first two modes are exclusive: if NOTHING we return, if - * STOP then we stop. All the rest are applied sequentially, - * meaning if any test passes, the item gets picked up. */ - - /* if mode is set to pick nothing up, return */ - - if(op->contr->mode & PU_NOTHING) return 1; - - /* if mode is set to stop when encountering objects, return */ - /* take STOP before INHIBIT since it doesn't actually pick - * anything up */ - - if(op->contr->mode & PU_STOP) return 0; - - /* useful for going into stores and not losing your settings... */ - /* and for battles wher you don't want to get loaded down while - * fighting */ - if(op->contr->mode & PU_INHIBIT) return 1; - - /* prevent us from turning into auto-thieves :) */ - if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; - - /* ignore known cursed objects */ - if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; - - /* all food and drink if desired */ - /* question: don't pick up known-poisonous stuff? */ - if(op->contr->mode & PU_FOOD) - if (tmp->type == FOOD) - { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } - if(op->contr->mode & PU_DRINK) - if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) - { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } - - if(op->contr->mode & PU_POTION) - if (tmp->type == POTION) - { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } - - /* spellbooks, skillscrolls and normal books/scrolls */ - if(op->contr->mode & PU_SPELLBOOK) - if (tmp->type == SPELLBOOK) - { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } - if(op->contr->mode & PU_SKILLSCROLL) - if (tmp->type == SKILLSCROLL) - { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } - if(op->contr->mode & PU_READABLES) - if (tmp->type == BOOK || tmp->type == SCROLL) - { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } - - /* wands/staves/rods/horns */ - if (op->contr->mode & PU_MAGIC_DEVICE) - if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) - { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } - - /* pick up all magical items */ - if(op->contr->mode & PU_MAGICAL) - if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) - { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } + } + /* philosophy: + * It's easy to grab an item type from a pile, as long as it's + * generic. This takes no game-time. For more detailed pickups + * and selections, select-items shoul dbe used. This is a + * grab-as-you-run type mode that's really useful for arrows for + * example. + * The drawback: right now it has no frontend, so you need to + * stick the bits you want into a calculator in hex mode and then + * convert to decimal and then 'pickup <#> + */ + + /* the first two modes are exclusive: if NOTHING we return, if + * STOP then we stop. All the rest are applied sequentially, + * meaning if any test passes, the item gets picked up. */ - if(op->contr->mode & PU_VALUABLES) - { - if (tmp->type == MONEY || tmp->type == GEM) - { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } - } + /* if mode is set to pick nothing up, return */ - /* rings & amulets - talismans seems to be typed AMULET */ - if(op->contr->mode & PU_JEWELS) - if (tmp->type == RING || tmp->type == AMULET) - { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } - - /* bows and arrows. Bows are good for selling! */ - if(op->contr->mode & PU_BOW) - if (tmp->type == BOW) - { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } - if(op->contr->mode & PU_ARROW) - if (tmp->type == ARROW) - { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } - - /* all kinds of armor etc. */ - if(op->contr->mode & PU_ARMOUR) - if (tmp->type == ARMOUR) - { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } - if(op->contr->mode & PU_HELMET) - if (tmp->type == HELMET) - { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } - if(op->contr->mode & PU_SHIELD) - if (tmp->type == SHIELD) - { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } - if(op->contr->mode & PU_BOOTS) - if (tmp->type == BOOTS) - { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } - if(op->contr->mode & PU_GLOVES) - if (tmp->type == GLOVES) - { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } - if(op->contr->mode & PU_CLOAK) - if (tmp->type == CLOAK) - { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } - - /* hoping to catch throwing daggers here */ - if(op->contr->mode & PU_MISSILEWEAPON) - if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) - { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } + if (op->contr->mode & PU_NOTHING) + return 1; - /* careful: chairs and tables are weapons! */ - if(op->contr->mode & PU_ALLWEAPON) - { - if(tmp->type == WEAPON && tmp->name!=NULL) - { - if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && - strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) - { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } - } - if(tmp->type == WEAPON && tmp->name==NULL) - { - if(strstr(tmp->arch->name,"table")==NULL && - strstr(tmp->arch->name,"chair")==NULL) - { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } - } - } + /* if mode is set to stop when encountering objects, return */ + /* take STOP before INHIBIT since it doesn't actually pick + * anything up */ - /* misc stuff that's useful */ - if(op->contr->mode & PU_KEY) - if (tmp->type == KEY || tmp->type == SPECIAL_KEY) - { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } - - /* any of the last 4 bits set means we use the ratio for value - * pickups */ - if(op->contr->mode & PU_RATIO) - { - /* use value density to decide what else to grab */ - /* >=7 was >= op->contr->mode */ - /* >=7 is the old standard setting. Now we take the last 4 bits - * and multiply them by 5, giving 0..15*5== 5..75 */ - wvratio=(op->contr->mode & PU_RATIO) * 5; - if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) - { - pick_up(op, tmp); + if (op->contr->mode & PU_STOP) + return 0; + + /* useful for going into stores and not losing your settings... */ + /* and for battles wher you don't want to get loaded down while + * fighting */ + if (op->contr->mode & PU_INHIBIT) + return 1; + + /* prevent us from turning into auto-thieves :) */ + if (QUERY_FLAG (tmp, FLAG_UNPAID)) + continue; + + /* ignore known cursed objects */ + if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) + continue; + + /* all food and drink if desired */ + /* question: don't pick up known-poisonous stuff? */ + if (op->contr->mode & PU_FOOD) + if (tmp->type == FOOD) + { + pick_up (op, tmp); + if (0) + fprintf (stderr, "FOOD\n"); + continue; + } + if (op->contr->mode & PU_DRINK) + if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) + { + pick_up (op, tmp); + if (0) + fprintf (stderr, "DRINK\n"); + continue; + } + + if (op->contr->mode & PU_POTION) + if (tmp->type == POTION) + { + pick_up (op, tmp); + if (0) + fprintf (stderr, "POTION\n"); + continue; + } + + /* spellbooks, skillscrolls and normal books/scrolls */ + if (op->contr->mode & PU_SPELLBOOK) + if (tmp->type == SPELLBOOK) + { + pick_up (op, tmp); + if (0) + fprintf (stderr, "SPELLBOOK\n"); + continue; + } + if (op->contr->mode & PU_SKILLSCROLL) + if (tmp->type == SKILLSCROLL) + { + pick_up (op, tmp); + if (0) + fprintf (stderr, "SKILLSCROLL\n"); + continue; + } + if (op->contr->mode & PU_READABLES) + if (tmp->type == BOOK || tmp->type == SCROLL) + { + pick_up (op, tmp); + if (0) + fprintf (stderr, "READABLES\n"); + continue; + } + + /* wands/staves/rods/horns */ + if (op->contr->mode & PU_MAGIC_DEVICE) + if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) + { + pick_up (op, tmp); + if (0) + fprintf (stderr, "MAGIC_DEVICE\n"); + continue; + } + + /* pick up all magical items */ + if (op->contr->mode & PU_MAGICAL) + if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) + { + pick_up (op, tmp); + if (0) + fprintf (stderr, "MAGICAL\n"); + continue; + } + + if (op->contr->mode & PU_VALUABLES) + { + if (tmp->type == MONEY || tmp->type == GEM) + { + pick_up (op, tmp); + if (0) + fprintf (stderr, "MONEY/GEM\n"); + continue; + } + } + + /* rings & amulets - talismans seems to be typed AMULET */ + if (op->contr->mode & PU_JEWELS) + if (tmp->type == RING || tmp->type == AMULET) + { + pick_up (op, tmp); + if (0) + fprintf (stderr, "JEWELS\n"); + continue; + } + + /* bows and arrows. Bows are good for selling! */ + if (op->contr->mode & PU_BOW) + if (tmp->type == BOW) + { + pick_up (op, tmp); + if (0) + fprintf (stderr, "BOW\n"); + continue; + } + if (op->contr->mode & PU_ARROW) + if (tmp->type == ARROW) + { + pick_up (op, tmp); + if (0) + fprintf (stderr, "ARROW\n"); + continue; + } + + /* all kinds of armor etc. */ + if (op->contr->mode & PU_ARMOUR) + if (tmp->type == ARMOUR) + { + pick_up (op, tmp); + if (0) + fprintf (stderr, "ARMOUR\n"); + continue; + } + if (op->contr->mode & PU_HELMET) + if (tmp->type == HELMET) + { + pick_up (op, tmp); + if (0) + fprintf (stderr, "HELMET\n"); + continue; + } + if (op->contr->mode & PU_SHIELD) + if (tmp->type == SHIELD) + { + pick_up (op, tmp); + if (0) + fprintf (stderr, "SHIELD\n"); + continue; + } + if (op->contr->mode & PU_BOOTS) + if (tmp->type == BOOTS) + { + pick_up (op, tmp); + if (0) + fprintf (stderr, "BOOTS\n"); + continue; + } + if (op->contr->mode & PU_GLOVES) + if (tmp->type == GLOVES) + { + pick_up (op, tmp); + if (0) + fprintf (stderr, "GLOVES\n"); + continue; + } + if (op->contr->mode & PU_CLOAK) + if (tmp->type == CLOAK) + { + pick_up (op, tmp); + if (0) + fprintf (stderr, "GLOVES\n"); + continue; + } + + /* hoping to catch throwing daggers here */ + if (op->contr->mode & PU_MISSILEWEAPON) + if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) + { + pick_up (op, tmp); + if (0) + fprintf (stderr, "MISSILEWEAPON\n"); + continue; + } + + /* careful: chairs and tables are weapons! */ + if (op->contr->mode & PU_ALLWEAPON) + { + if (tmp->type == WEAPON && tmp->name != NULL) + { + if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && + strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) + { + pick_up (op, tmp); + if (0) + fprintf (stderr, "WEAPON\n"); + continue; + } + } + if (tmp->type == WEAPON && tmp->name == NULL) + { + if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) + { + pick_up (op, tmp); + if (0) + fprintf (stderr, "WEAPON\n"); + continue; + } + } + } + + /* misc stuff that's useful */ + if (op->contr->mode & PU_KEY) + if (tmp->type == KEY || tmp->type == SPECIAL_KEY) + { + pick_up (op, tmp); + if (0) + fprintf (stderr, "KEY\n"); + continue; + } + + /* any of the last 4 bits set means we use the ratio for value + * pickups */ + if (op->contr->mode & PU_RATIO) + { + /* use value density to decide what else to grab */ + /* >=7 was >= op->contr->mode */ + /* >=7 is the old standard setting. Now we take the last 4 bits + * and multiply them by 5, giving 0..15*5== 5..75 */ + wvratio = (op->contr->mode & PU_RATIO) * 5; + if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) + { + pick_up (op, tmp); #if 0 - fprintf(stderr,"HIGH WEIGHT/VALUE ["); - if(tmp->name!=NULL) { - fprintf(stderr,"%s", tmp->name); - } - else fprintf(stderr,"%s",tmp->arch->name); - fprintf(stderr,",%d] = ", tmp->type); - fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); + fprintf (stderr, "HIGH WEIGHT/VALUE ["); + if (tmp->name != NULL) + { + fprintf (stderr, "%s", tmp->name); + } + else + fprintf (stderr, "%s", tmp->arch->name); + fprintf (stderr, ",%d] = ", tmp->type); + fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); #endif - continue; - } - } - } /* the new pickup model */ - } - return ! stop; + continue; + } + } + } /* the new pickup model */ + } + return !stop; } /* @@ -1445,17 +1664,17 @@ * in the right type container (quiver). Pointer to the * found object is returned. */ -object *find_arrow(object *op, const char *type) +object * +find_arrow (object *op, const char *type) { - object *tmp = NULL; + object *tmp = NULL; - for(op=op->inv; op; op=op->below) - if(!tmp && op->type==CONTAINER && op->race==type && - QUERY_FLAG(op,FLAG_APPLIED)) - tmp = find_arrow (op, type); - else if (op->type==ARROW && op->race==type) - return op; - return tmp; + for (op = op->inv; op; op = op->below) + if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) + tmp = find_arrow (op, type); + else if (op->type == ARROW && op->race == type) + return op; + return tmp; } /* @@ -1465,59 +1684,73 @@ * the hall. Failing that it does it's best to pick the highest plus arrow. */ -object *find_better_arrow(object *op, object *target, const char *type, int *better) +object * +find_better_arrow (object *op, object *target, const char *type, int *better) { - object *tmp = NULL, *arrow, *ntmp; - int attacknum, attacktype, betterby=0, i; + object *tmp = NULL, *arrow, *ntmp; + int attacknum, attacktype, betterby = 0, i; - if (!type) - return NULL; + if (!type) + return NULL; - for (arrow=op->inv; arrow; arrow=arrow->below) { - if (arrow->type==CONTAINER && arrow->race==type && - QUERY_FLAG(arrow, FLAG_APPLIED)) { - i = 0; - ntmp = find_better_arrow(arrow, target, type, &i); - if (i > betterby) { - tmp = ntmp; - betterby = i; - } - } else if (arrow->type==ARROW && arrow->race==type) { - /* allways prefer assasination/slaying */ - if (target->race != NULL && arrow->slaying != NULL && - strstr(arrow->slaying, target->race)) { - if (arrow->attacktype & AT_DEATH) { - *better = 100; - return arrow; - } else { - tmp = arrow; - betterby = (arrow->magic + arrow->stats.dam) * 2; - } - } else { - for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { - attacktype = 1<attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) - if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { - tmp = arrow; - betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; - } + for (arrow = op->inv; arrow; arrow = arrow->below) + { + if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) + { + i = 0; + ntmp = find_better_arrow (arrow, target, type, &i); + if (i > betterby) + { + tmp = ntmp; + betterby = i; + } + } + else if (arrow->type == ARROW && arrow->race == type) + { + /* allways prefer assasination/slaying */ + if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) + { + if (arrow->attacktype & AT_DEATH) + { + *better = 100; + return arrow; + } + else + { + tmp = arrow; + betterby = (arrow->magic + arrow->stats.dam) * 2; + } + } + else + { + for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) + { + attacktype = 1 << attacknum; + if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) + if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) + { + tmp = arrow; + betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; + } } - if ((2 + arrow->magic + arrow->stats.dam) > betterby) { - tmp = arrow; - betterby = 2 + arrow->magic + arrow->stats.dam; + if ((2 + arrow->magic + arrow->stats.dam) > betterby) + { + tmp = arrow; + betterby = 2 + arrow->magic + arrow->stats.dam; } - if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { - tmp = arrow; - betterby = 1 + arrow->magic + arrow->stats.dam; + if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) + { + tmp = arrow; + betterby = 1 + arrow->magic + arrow->stats.dam; } } } } - if (tmp == NULL && arrow == NULL) - return find_arrow(op, type); + if (tmp == NULL && arrow == NULL) + return find_arrow (op, type); - *better = betterby; - return tmp; + *better = betterby; + return tmp; } /* looks in a given direction, finds the first valid target, and calls @@ -1527,57 +1760,64 @@ * dir = fire direction */ -object *pick_arrow_target(object *op, const char *type, int dir) +object * +pick_arrow_target (object *op, const char *type, int dir) { - object *tmp = NULL; - mapstruct *m; - int i, mflags, found, number; - sint16 x, y; - - if (op->map == NULL) - return find_arrow(op, type); - - /* do a dex check */ - number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; - if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) - return find_arrow(op, type); - - m = op->map; - x = op->x; - y = op->y; - - /* find the first target */ - for (i=0, found=0; i<20; i++) { - x += freearr_x[dir]; - y += freearr_y[dir]; - mflags = get_map_flags(m, &m, x, y, &x, &y); - if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { - tmp = NULL; - break; - } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { - /* This block presumes arrows and the like are MOVE_FLY_SLOW - - * perhaps a bad assumption. - */ - tmp = NULL; - break; + object *tmp = NULL; + maptile *m; + int i, mflags, found, number; + sint16 x, y; + + if (op->map == NULL) + return find_arrow (op, type); + + /* do a dex check */ + number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2; + if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level))) + return find_arrow (op, type); + + m = op->map; + x = op->x; + y = op->y; + + /* find the first target */ + for (i = 0, found = 0; i < 20; i++) + { + x += freearr_x[dir]; + y += freearr_y[dir]; + mflags = get_map_flags (m, &m, x, y, &x, &y); + if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) + { + tmp = NULL; + break; } - if (mflags & P_IS_ALIVE) { - for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) - if (QUERY_FLAG(tmp, FLAG_ALIVE)) { - found++; - break; - } - if (found) + else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) + { + /* This block presumes arrows and the like are MOVE_FLY_SLOW - + * perhaps a bad assumption. + */ + tmp = NULL; + break; + } + if (mflags & P_IS_ALIVE) + { + for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) + if (QUERY_FLAG (tmp, FLAG_ALIVE)) + { + found++; break; + } + if (found) + break; } } - if (tmp == NULL) - return find_arrow(op, type); + if (tmp == NULL) + return find_arrow (op, type); - if (tmp->head) - tmp = tmp->head; + if (tmp->head) + tmp = tmp->head; - return find_better_arrow(op, tmp, type, &i); + return find_better_arrow (op, tmp, type, &i); } /* @@ -1590,156 +1830,161 @@ * sx, sy are coordinates to fire arrow from - also used in some of the special * player fire modes. */ -int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, - sint16 sx, sint16 sy) +int +fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) { - object *left, *bow; - tag_t left_tag, tag; - int bowspeed, mflags; - mapstruct *m; + object *left, *bow; + int bowspeed, mflags; + maptile *m; - if (!dir) { - new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); - return 0; + if (!dir) + { + new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); + return 0; } - if (op->type == PLAYER) - bow=op->contr->ranges[range_bow]; - else { - for(bow=op->inv; bow; bow=bow->below) - /* Don't check for applied - monsters don't apply bows - in that way, they - * don't need to switch back and forth between bows and weapons. - */ - if(bow->type==BOW) - break; + if (op->type == PLAYER) + bow = op->contr->ranges[range_bow]; + else + { + for (bow = op->inv; bow; bow = bow->below) + /* Don't check for applied - monsters don't apply bows - in that way, they + * don't need to switch back and forth between bows and weapons. + */ + if (bow->type == BOW) + break; - if (!bow) { - LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); - return 0; + if (!bow) + { + LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); + return 0; } } - if( !bow->race || !bow->skill) { - new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); - return 0; + if (!bow->race || !bow->skill) + { + new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); + return 0; } - bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; + bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; - /* penalize ROF for bestarrow */ - if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) - bowspeed -= dex_bonus[op->stats.Dex] + 5; - if (bowspeed < 1) - bowspeed = 1; + /* penalize ROF for bestarrow */ + if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) + bowspeed -= dex_bonus[op->stats.Dex] + 5; + if (bowspeed < 1) + bowspeed = 1; - if (arrow == NULL) { - if ((arrow=find_arrow(op, bow->race)) == NULL) { - if (op->type == PLAYER) - new_draw_info_format(NDI_UNIQUE, 0, op, - "You have no %s left.", bow->race); - /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ - else - CLEAR_FLAG(op, FLAG_READY_BOW); - return 0; + if (arrow == NULL) + { + if ((arrow = find_arrow (op, bow->race)) == NULL) + { + if (op->type == PLAYER) + new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); + /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ + else + CLEAR_FLAG (op, FLAG_READY_BOW); + return 0; } } - mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); - if (mflags & P_OUT_OF_MAP) { - return 0; + mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); + if (mflags & P_OUT_OF_MAP) + { + return 0; } - if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { - new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); - return 0; + if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) + { + new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); + return 0; } - /* this should not happen, but sometimes does */ - if (arrow->nrof==0) { - remove_ob(arrow); - free_object(arrow); - return 0; + /* this should not happen, but sometimes does */ + if (arrow->nrof == 0) + { + remove_ob (arrow); + free_object (arrow); + return 0; } - left = arrow; /* these are arrows left to the player */ - left_tag = left->count; - arrow = get_split_ob(arrow, 1); - if (arrow == NULL) { - new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", - bow->race); - return 0; + left = arrow; /* these are arrows left to the player */ + arrow = get_split_ob (arrow, 1); + if (arrow == NULL) + { + new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); + return 0; } - set_owner(arrow, op); - if (arrow->skill) free_string(arrow->skill); - arrow->skill = add_refcount(bow->skill); - - arrow->direction=dir; - arrow->x = sx; - arrow->y = sy; - - if (op->type == PLAYER) { - op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; - fix_player(op); - } - - SET_ANIMATION(arrow, arrow->direction); - arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ - arrow->stats.hp = arrow->stats.dam; - arrow->stats.grace = arrow->attacktype; - if (arrow->slaying != NULL) - arrow->spellarg = strdup_local(arrow->slaying); - - /* Note that this was different for monsters - they got their level - * added to the damage. I think the strength bonus is more proper. - */ - - arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? - 0 : dam_bonus[op->stats.Str]) + - bow->stats.dam + bow->magic + arrow->magic; - - /* update the speed */ - arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? - 0 : dam_bonus[op->stats.Str]) + - bow->magic + arrow->magic) / 5.0 + - (float)bow->stats.dam / 7.0; - - if (arrow->speed < 1.0) - arrow->speed = 1.0; - update_ob_speed(arrow); - arrow->speed_left = 0; - - if (op->type == PLAYER) { - arrow->stats.wc = 20 - bow->magic - arrow->magic - - (op->chosen_skill?op->chosen_skill->level:op->level) - - dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - - arrow->stats.wc - bow->stats.wc + wc_mod; - - arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; - } else { - arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - - arrow->stats.wc + wc_mod; - - arrow->level = op->level; - } - if (arrow->attacktype == AT_PHYSICAL) - arrow->attacktype |= bow->attacktype; - if (bow->slaying != NULL) - arrow->slaying = add_string(bow->slaying); - - arrow->map = m; - arrow->move_type = MOVE_FLY_LOW; - arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; - - play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); - tag = arrow->count; - insert_ob_in_map(arrow, m, op, 0); - - if (!was_destroyed(arrow, tag)) - move_arrow(arrow); - - if (op->type == PLAYER) { - if (was_destroyed (left, left_tag)) - esrv_del_item(op->contr, left_tag); - else - esrv_send_item(op, left); + set_owner (arrow, op); + arrow->skill = bow->skill; + + arrow->direction = dir; + arrow->x = sx; + arrow->y = sy; + + if (op->type == PLAYER) + { + op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; + fix_player (op); } - return 1; + + SET_ANIMATION (arrow, arrow->direction); + arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ + arrow->stats.hp = arrow->stats.dam; + arrow->stats.grace = arrow->attacktype; + if (arrow->slaying != NULL) + arrow->spellarg = strdup_local (arrow->slaying); + + /* Note that this was different for monsters - they got their level + * added to the damage. I think the strength bonus is more proper. + */ + + arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; + + /* update the speed */ + arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? + 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; + + if (arrow->speed < 1.0) + arrow->speed = 1.0; + update_ob_speed (arrow); + arrow->speed_left = 0; + + if (op->type == PLAYER) + { + arrow->stats.wc = 20 - bow->magic - arrow->magic - + (op->chosen_skill ? op->chosen_skill->level : op->level) - + dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; + + arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; + } + else + { + arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; + arrow->level = op->level; + } + + if (arrow->attacktype == AT_PHYSICAL) + arrow->attacktype |= bow->attacktype; + + if (bow->slaying != NULL) + arrow->slaying = bow->slaying; + + arrow->map = m; + arrow->move_type = MOVE_FLY_LOW; + arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; + + play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); + insert_ob_in_map (arrow, m, op, 0); + + if (!arrow->destroyed ()) + move_arrow (arrow); + + if (op->type == PLAYER) + { + if (left->destroyed ()) + esrv_del_item (op->contr, left->count); + else + esrv_send_item (op, left); + } + + return 1; } /* Special fire code for players - this takes into @@ -1749,142 +1994,166 @@ * this function should only be called if 'op' is a player, * hence the function name. */ -int player_fire_bow(object *op, int dir) +int +player_fire_bow (object *op, int dir) { - int ret=0, wcmod=0; + int ret = 0, wcmod = 0; + + if (op->contr->bowtype == bow_bestarrow) + { + ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); + } + else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) + { + if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) + wcmod = -1; + ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); + } + else if (op->contr->bowtype == bow_threewide) + { + ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); + ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); + ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); + } + else if (op->contr->bowtype == bow_spreadshot) + { + ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); + ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); + ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); - if (op->contr->bowtype == bow_bestarrow) { - ret = fire_bow(op, op, - pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), - dir, 0, op->x, op->y); - } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { - if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) - wcmod =-1; - ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, - op->x, op->y); - } else if (op->contr->bowtype == bow_threewide) { - ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); - ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); - ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); - } else if (op->contr->bowtype == bow_spreadshot) { - ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); - ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); - ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); - - } else { - /* Simple case */ - ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); } - return ret; + else + { + /* Simple case */ + ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); + } + return ret; } /* Fires a misc (wand/rod/horn) object in 'dir'. * Broken apart from 'fire' to keep it more readable. */ -void fire_misc_object(object *op, int dir) +void +fire_misc_object (object *op, int dir) { - object *item; + object *item; - if (!op->contr->ranges[range_misc]) { - new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); - return; + if (!op->contr->ranges[range_misc]) + { + new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); + return; } - item = op->contr->ranges[range_misc]; - if (!item->inv) { - LOG(llevError,"Object %s lacks a spell\n", item->name); - return; + item = op->contr->ranges[range_misc]; + if (!item->inv) + { + LOG (llevError, "Object %s lacks a spell\n", &item->name); + return; } - if (item->type == WAND) { - if(item->stats.food<=0) { - play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); - new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); - return; + if (item->type == WAND) + { + if (item->stats.food <= 0) + { + play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); + new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); + return; } - } else if (item->type == ROD || item->type==HORN) { - if(item->stats.hpinv->stats.sp, item->inv->stats.grace)) { - play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); - if (item->type== ROD) - new_draw_info_format(NDI_UNIQUE, 0,op, - "The %s whines for a while, but nothing happens.", query_base_name(item,0)); - else - new_draw_info_format(NDI_UNIQUE, 0,op, - "The %s needs more time to charge.", query_base_name(item,0)); - return; + } + else if (item->type == ROD || item->type == HORN) + { + if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) + { + play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); + if (item->type == ROD) + new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); + else + new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); + return; } } - if(cast_spell(op,item,dir,item->inv,NULL)) { - SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ - if (item->type == WAND) { - if (!(--item->stats.food)) { - object *tmp; - if (item->arch) { - CLEAR_FLAG(item, FLAG_ANIMATE); - item->face = item->arch->clone.face; - item->speed = 0; - update_ob_speed(item); + if (cast_spell (op, item, dir, item->inv, NULL)) + { + SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ + if (item->type == WAND) + { + if (!(--item->stats.food)) + { + object *tmp; + + if (item->arch) + { + CLEAR_FLAG (item, FLAG_ANIMATE); + item->face = item->arch->clone.face; + item->speed = 0; + update_ob_speed (item); } - if ((tmp=is_player_inv(item))) - esrv_update_item(UPD_ANIM, tmp, item); + if ((tmp = is_player_inv (item))) + esrv_update_item (UPD_ANIM, tmp, item); } } - else if (item->type == ROD || item->type==HORN) { - drain_rod_charge(item); + else if (item->type == ROD || item->type == HORN) + { + drain_rod_charge (item); } } } /* Received a fire command for the player - go and do it. */ -void fire(object *op,int dir) { - int spellcost=0; +void +fire (object *op, int dir) +{ + int spellcost = 0; - /* check for loss of invisiblity/hide */ - if (action_makes_visible(op)) make_visible(op); + /* check for loss of invisiblity/hide */ + if (action_makes_visible (op)) + make_visible (op); - switch(op->contr->shoottype) { - case range_none: - return; + switch (op->contr->shoottype) + { + case range_none: + return; - case range_bow: - player_fire_bow(op, dir); - return; + case range_bow: + player_fire_bow (op, dir); + return; - case range_magic: /* Casting spells */ - spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); - return; + case range_magic: /* Casting spells */ + spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); + return; - case range_misc: - fire_misc_object(op, dir); - return; + case range_misc: + fire_misc_object (op, dir); + return; - case range_golem: /* Control summoned monsters from scrolls */ - if(op->contr->ranges[range_golem]==NULL || - op->contr->golem_count != op->contr->ranges[range_golem]->count) { - op->contr->ranges[range_golem] = NULL; - op->contr->shoottype=range_none; - op->contr->golem_count = 0; - } - else - control_golem(op->contr->ranges[range_golem], dir); - return; + case range_golem: /* Control summoned monsters from scrolls */ + if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count) + { + op->contr->ranges[range_golem] = NULL; + op->contr->shoottype = range_none; + op->contr->golem_count = 0; + } + else + control_golem (op->contr->ranges[range_golem], dir); + return; - case range_skill: - if(!op->chosen_skill) { - if(op->type==PLAYER) - new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use."); - return; - } - (void) do_skill(op,op,op->chosen_skill,dir,NULL); + case range_skill: + if (!op->chosen_skill) + { + if (op->type == PLAYER) + new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); return; - case range_builder: - apply_map_builder( op, dir ); + } + (void) do_skill (op, op, op->chosen_skill, dir, NULL); + return; + case range_builder: + apply_map_builder (op, dir); + return; + default: + new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); return; - default: - new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); - return; } } @@ -1901,67 +2170,76 @@ * This function can be called recursively to search containers. */ -object * find_key(object *pl, object *container, object *door) +object * +find_key (object *pl, object *container, object *door) { - object *tmp,*key; + object *tmp, *key; - /* Should not happen, but sanity checking is never bad */ - if (container->inv == NULL) return NULL; + /* Should not happen, but sanity checking is never bad */ + if (container->inv == NULL) + return NULL; - /* First, lets try to find a key in the top level inventory */ - for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { - if (door->type==DOOR && tmp->type==KEY) break; - /* For sanity, we should really check door type, but other stuff - * (like containers) can be locked with special keys - */ - if (tmp->slaying && tmp->type==SPECIAL_KEY && - tmp->slaying==door->slaying) break; + /* First, lets try to find a key in the top level inventory */ + for (tmp = container->inv; tmp != NULL; tmp = tmp->below) + { + if (door->type == DOOR && tmp->type == KEY) + break; + /* For sanity, we should really check door type, but other stuff + * (like containers) can be locked with special keys + */ + if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) + break; } - /* No key found - lets search inventories now */ - /* If we find and use a key in an inventory, return at that time. - * otherwise, if we search all the inventories and still don't find - * a key, return - */ - if (!tmp) { - for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { - /* No reason to search empty containers */ - if (tmp->type==CONTAINER && tmp->inv) { - if ((key=find_key(pl, tmp, door))!=NULL) return key; - } - } - if (!tmp) return NULL; - } - /* We get down here if we have found a key. Now if its in a container, - * see if we actually want to use it - */ - if (pl!=container) { - /* Only let players use keys in containers */ - if (!pl->contr) return NULL; - /* cases where this fails: - * If we only search the player inventory, return now since we - * are not in the players inventory. - * If the container is not active, return now since only active - * containers can be used. - * If we only search keyrings and the container does not have - * a race/isn't a keyring. - * No checking for all containers - to fall through past here, - * inv must have been an container and must have been active. - * - * Change the color so that the message doesn't disappear with - * all the others. - */ - if (pl->contr->usekeys == key_inventory || - !QUERY_FLAG(container, FLAG_APPLIED) || - (pl->contr->usekeys == keyrings && - (!container->race || strcmp(container->race, "keys"))) - ) { - new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, - "The %s in your %s vibrates as you approach the door", - query_name(tmp), query_name(container)); - return NULL; + /* No key found - lets search inventories now */ + /* If we find and use a key in an inventory, return at that time. + * otherwise, if we search all the inventories and still don't find + * a key, return + */ + if (!tmp) + { + for (tmp = container->inv; tmp != NULL; tmp = tmp->below) + { + /* No reason to search empty containers */ + if (tmp->type == CONTAINER && tmp->inv) + { + if ((key = find_key (pl, tmp, door)) != NULL) + return key; + } + } + if (!tmp) + return NULL; + } + /* We get down here if we have found a key. Now if its in a container, + * see if we actually want to use it + */ + if (pl != container) + { + /* Only let players use keys in containers */ + if (!pl->contr) + return NULL; + /* cases where this fails: + * If we only search the player inventory, return now since we + * are not in the players inventory. + * If the container is not active, return now since only active + * containers can be used. + * If we only search keyrings and the container does not have + * a race/isn't a keyring. + * No checking for all containers - to fall through past here, + * inv must have been an container and must have been active. + * + * Change the color so that the message doesn't disappear with + * all the others. + */ + if (pl->contr->usekeys == key_inventory || + !QUERY_FLAG (container, FLAG_APPLIED) || + (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) + { + new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, + "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); + return NULL; } } - return tmp; + return tmp; } /* moved door processing out of move_player_attack. @@ -1969,42 +2247,49 @@ * such that the caller should not do anything more, * 0 otherwise */ -static int player_attack_door(object *op, object *door) +static int +player_attack_door (object *op, object *door) { - /* If its a door, try to find a use a key. If we do destroy the door, - * might as well return immediately as there is nothing more to do - - * otherwise, we fall through to the rest of the code. - */ - object *key=find_key(op, op, door); - - /* IF we found a key, do some extra work */ - if (key) { - object *container=key->env; - - play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); - if(action_makes_visible(op)) make_visible(op); - if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); - if (door->type == DOOR) { - hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ - } - else if(door->type==LOCKED_DOOR) { - new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, - "You open the door with the %s", query_short_name(key)); - remove_door2(door); /* remove door without violence ;-) */ - } - /* Do this after we print the message */ - decrease_ob(key); /* Use up one of the keys */ - /* Need to update the weight the container the key was in */ - if (container != op) - esrv_update_item(UPD_WEIGHT, op, container); - return 1; /* Nothing more to do below */ - } else if (door->type==LOCKED_DOOR) { - /* Might as well return now - no other way to open this */ - new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); - return 1; + /* If its a door, try to find a use a key. If we do destroy the door, + * might as well return immediately as there is nothing more to do - + * otherwise, we fall through to the rest of the code. + */ + object *key = find_key (op, op, door); + + /* IF we found a key, do some extra work */ + if (key) + { + object *container = key->env; + + play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); + if (action_makes_visible (op)) + make_visible (op); + if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) + spring_trap (door->inv, op); + if (door->type == DOOR) + { + hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ + } + else if (door->type == LOCKED_DOOR) + { + new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); + remove_door2 (door); /* remove door without violence ;-) */ + } + /* Do this after we print the message */ + decrease_ob (key); /* Use up one of the keys */ + /* Need to update the weight the container the key was in */ + if (container != op) + esrv_update_item (UPD_WEIGHT, op, container); + return 1; /* Nothing more to do below */ } - return 0; + else if (door->type == LOCKED_DOOR) + { + /* Might as well return now - no other way to open this */ + new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); + return 1; + } + return 0; } /* This function is just part of a breakup from move_player. @@ -2014,218 +2299,245 @@ * going to try and move (not fire weapons). */ -void move_player_attack(object *op, int dir) +void +move_player_attack (object *op, int dir) { - object *tmp, *mon; - sint16 nx, ny; - int on_battleground; - mapstruct *m; - - nx=freearr_x[dir]+op->x; - ny=freearr_y[dir]+op->y; - - on_battleground = op_on_battleground(op, NULL, NULL); - - /* If braced, or can't move to the square, and it is not out of the - * map, attack it. Note order of if statement is important - don't - * want to be calling move_ob if braced, because move_ob will move the - * player. This is a pretty nasty hack, because if we could - * move to some space, it then means that if we are braced, we should - * do nothing at all. As it is, if we are braced, we go through - * quite a bit of processing. However, it probably is less than what - * move_ob uses. - */ - if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { - if (OUT_OF_REAL_MAP(op->map, nx, ny)) { - m = get_map_from_coord(op->map, &nx, &ny); - if (!m) return; /* Don't think this should happen */ - } - else m =op->map; - - if ((tmp=get_map_ob(m,nx,ny))==NULL) { - /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ - return; + object *tmp, *mon; + sint16 nx, ny; + int on_battleground; + maptile *m; + + nx = freearr_x[dir] + op->x; + ny = freearr_y[dir] + op->y; + + on_battleground = op_on_battleground (op, NULL, NULL); + + /* If braced, or can't move to the square, and it is not out of the + * map, attack it. Note order of if statement is important - don't + * want to be calling move_ob if braced, because move_ob will move the + * player. This is a pretty nasty hack, because if we could + * move to some space, it then means that if we are braced, we should + * do nothing at all. As it is, if we are braced, we go through + * quite a bit of processing. However, it probably is less than what + * move_ob uses. + */ + if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) + { + if (OUT_OF_REAL_MAP (op->map, nx, ny)) + { + m = get_map_from_coord (op->map, &nx, &ny); + if (!m) + return; /* Don't think this should happen */ } + else + m = op->map; - mon = NULL; - /* Go through all the objects, and find ones of interest. Only stop if - * we find a monster - that is something we know we want to attack. - * if its a door or barrel (can roll) see if there may be monsters - * on the space - */ - while (tmp!=NULL) { - if (tmp == op) { - tmp=tmp->above; - continue; + if ((tmp = get_map_ob (m, nx, ny)) == NULL) + { + /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ + return; + } + + mon = NULL; + /* Go through all the objects, and find ones of interest. Only stop if + * we find a monster - that is something we know we want to attack. + * if its a door or barrel (can roll) see if there may be monsters + * on the space + */ + while (tmp != NULL) + { + if (tmp == op) + { + tmp = tmp->above; + continue; } - if (QUERY_FLAG(tmp,FLAG_ALIVE)) { - mon = tmp; - break; + if (QUERY_FLAG (tmp, FLAG_ALIVE)) + { + mon = tmp; + break; } - if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) - mon = tmp; - tmp=tmp->above; - } - - if (mon==NULL) /* This happens anytime the player tries to move */ - return; /* into a wall */ - - if(mon->head != NULL) - mon = mon->head; - - if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) - if (player_attack_door(op, mon)) return; - - /* The following deals with possibly attacking peaceful - * or frienddly creatures. Basically, all players are considered - * unaggressive. If the moving player has peaceful set, then the - * object should be pushed instead of attacked. It is assumed that - * if you are braced, you will not attack friends accidently, - * and thus will not push them. - */ + if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) + mon = tmp; + tmp = tmp->above; + } + + if (mon == NULL) /* This happens anytime the player tries to move */ + return; /* into a wall */ + + if (mon->head != NULL) + mon = mon->head; + + if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) + if (player_attack_door (op, mon)) + return; + + /* The following deals with possibly attacking peaceful + * or frienddly creatures. Basically, all players are considered + * unaggressive. If the moving player has peaceful set, then the + * object should be pushed instead of attacked. It is assumed that + * if you are braced, you will not attack friends accidently, + * and thus will not push them. + */ - /* If the creature is a pet, push it even if the player is not - * peaceful. Our assumption is the creature is a pet if the - * player owns it and it is either friendly or unagressive. - */ - if ((op->type==PLAYER) + /* If the creature is a pet, push it even if the player is not + * peaceful. Our assumption is the creature is a pet if the + * player owns it and it is either friendly or unagressive. + */ + if ((op->type == PLAYER) #if COZY_SERVER - && - ( - (get_owner(mon) && get_owner(mon)->contr - && same_party (get_owner(mon)->contr->party, op->contr->party)) - || get_owner(mon) == op - ) + && + ((get_owner (mon) && get_owner (mon)->contr + && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) #else - && get_owner(mon)==op + && get_owner (mon) == op #endif - && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) + && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) { - /* If we're braced, we don't want to switch places with it */ - if (op->contr->braced) return; - play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); - (void) push_ob(mon,dir,op); - if(op->contr->tmp_invis||op->hide) make_visible(op); + /* If we're braced, we don't want to switch places with it */ + if (op->contr->braced) return; + play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); + (void) push_ob (mon, dir, op); + if (op->contr->tmp_invis || op->hide) + make_visible (op); + return; } - /* in certain circumstances, you shouldn't attack friendly - * creatures. Note that if you are braced, you can't push - * someone, but put it inside this loop so that you won't - * attack them either. - */ - if ((mon->type==PLAYER || mon->enemy != op) && - (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && - ( + /* in certain circumstances, you shouldn't attack friendly + * creatures. Note that if you are braced, you can't push + * someone, but put it inside this loop so that you won't + * attack them either. + */ + if ((mon->type == PLAYER || mon->enemy != op) && + (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( #ifdef PROHIBIT_PLAYERKILL - (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && + (op->contr->peaceful + || (mon->type == PLAYER + && mon->contr-> + peaceful)) && #else - op->contr->peaceful && + op->contr->peaceful && #endif - !on_battleground - )) { - if (!op->contr->braced) { - play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); - (void) push_ob(mon,dir,op); - } else { - new_draw_info(0, 0,op,"You withhold your attack"); + !on_battleground)) + { + if (!op->contr->braced) + { + play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); + (void) push_ob (mon, dir, op); + } + else + { + new_draw_info (0, 0, op, "You withhold your attack"); } - if(op->contr->tmp_invis||op->hide) make_visible(op); + if (op->contr->tmp_invis || op->hide) + make_visible (op); } - /* If the object is a boulder or other rollable object, then - * roll it if not braced. You can't roll it if you are braced. - */ - else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { - recursive_roll(mon,dir,op); - if(action_makes_visible(op)) make_visible(op); + /* If the object is a boulder or other rollable object, then + * roll it if not braced. You can't roll it if you are braced. + */ + else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) + { + recursive_roll (mon, dir, op); + if (action_makes_visible (op)) + make_visible (op); } - /* Any generic living creature. Including things like doors. - * Way it works is like this: First, it must have some hit points - * and be living. Then, it must be one of the following: - * 1) Not a player, 2) A player, but of a different party. Note - * that party_number -1 is no party, so attacks can still happen. - */ + /* Any generic living creature. Including things like doors. + * Way it works is like this: First, it must have some hit points + * and be living. Then, it must be one of the following: + * 1) Not a player, 2) A player, but of a different party. Note + * that party_number -1 is no party, so attacks can still happen. + */ - else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && - ((mon->type!=PLAYER || op->contr->party==NULL || - op->contr->party!=mon->contr->party))) { + else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && + ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) + { - /* If the player hasn't hit something this tick, and does - * so, give them speed boost based on weapon speed. Doing - * it here is better than process_players2, which basically - * incurred a 1 tick offset. - */ - if (!op->contr->has_hit) { - op->speed_left += op->speed / op->contr->weapon_sp; + /* If the player hasn't hit something this tick, and does + * so, give them speed boost based on weapon speed. Doing + * it here is better than process_players2, which basically + * incurred a 1 tick offset. + */ + if (!op->contr->has_hit) + { + op->speed_left += op->speed / op->contr->weapon_sp; - op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ + op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ } - skill_attack(mon, op, 0, NULL, NULL); + skill_attack (mon, op, 0, NULL, NULL); + + /* If attacking another player, that player gets automatic + * hitback, and doesn't loose luck either. + * Disable hitback on the battleground or if the target is + * the wiz. + */ + if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) + { + short luck = mon->stats.luck; - /* If attacking another player, that player gets automatic - * hitback, and doesn't loose luck either. - * Disable hitback on the battleground or if the target is - * the wiz. - */ - if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && - !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { - short luck = mon->stats.luck; - mon->contr->has_hit = 1; - skill_attack(op, mon, 0, NULL, NULL); - mon->stats.luck = luck; + mon->contr->has_hit = 1; + skill_attack (op, mon, 0, NULL, NULL); + mon->stats.luck = luck; } - if(action_makes_visible(op)) make_visible(op); + if (action_makes_visible (op)) + make_visible (op); } - } /* if player should attack something */ + } /* if player should attack something */ } -int move_player(object *op,int dir) { - int pick; +int +move_player (object *op, int dir) +{ + int pick; - if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) - return 0; + if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) + return 0; - /* Sanity check: make sure dir is valid */ - if ( ( dir < 0 ) || ( dir >= 9 ) ) { - LOG( llevError, "move_player: invalid direction %d\n", dir); - return 0; + /* Sanity check: make sure dir is valid */ + if ((dir < 0) || (dir >= 9)) + { + LOG (llevError, "move_player: invalid direction %d\n", dir); + return 0; } - /* peterm: added following line */ - if(QUERY_FLAG(op,FLAG_CONFUSED) && dir) - dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); - - op->facing = dir; - - if(op->hide) do_hidden_move(op); - - if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) - /*nop*/; - else if (op->contr->fire_on) - fire (op, dir); - else - { - move_player_attack (op, dir); - pick = check_pick(op); - } + /* peterm: added following line */ + if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) + dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); + + op->facing = dir; + + if (op->hide) + do_hidden_move (op); + + if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) + /*nop */ ; + else if (op->contr->fire_on) + fire (op, dir); + else + { + move_player_attack (op, dir); + pick = check_pick (op); + } - /* Add special check for newcs players and fire on - this way, the - * server can handle repeat firing. - */ - if (op->contr->fire_on || (op->contr->run_on && pick!=0)) { - op->direction = dir; - } else { - op->direction=0; - } - /* Update how the player looks. Use the facing, so direction may - * get reset to zero. This allows for full animation capabilities - * for players. - */ - animate_object(op, op->facing); - return 0; + /* Add special check for newcs players and fire on - this way, the + * server can handle repeat firing. + */ + if (op->contr->fire_on || (op->contr->run_on && pick != 0)) + { + op->direction = dir; + } + else + { + op->direction = 0; + } + /* Update how the player looks. Use the facing, so direction may + * get reset to zero. This allows for full animation capabilities + * for players. + */ + animate_object (op, op->facing); + return 0; } /* This is similar to handle_player, below, but is only used by the @@ -2235,95 +2547,107 @@ * * Returns true if there are more actions we can do. */ -int handle_newcs_player(object *op) +int +handle_newcs_player (object *op) { - if (op->contr->hidden) { - op->invisible = 1000; - /* the socket code flashes the player visible/invisible - * depending on the value of invisible, so we need to - * alternate it here for it to work correctly. - */ - if (pticks & 2) op->invisible--; - } - else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { + if (op->contr->hidden) + { + op->invisible = 1000; + /* the socket code flashes the player visible/invisible + * depending on the value of invisible, so we need to + * alternate it here for it to work correctly. + */ + if (pticks & 2) op->invisible--; - if(!op->invisible) { - make_visible(op); - new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); + } + else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) + { + op->invisible--; + if (!op->invisible) + { + make_visible (op); + new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); } } - if (QUERY_FLAG(op, FLAG_SCARED)) { - flee_player(op); - /* If player is still scared, that is his action for this tick */ - if (QUERY_FLAG(op, FLAG_SCARED)) { - op->speed_left--; - return 0; + if (QUERY_FLAG (op, FLAG_SCARED)) + { + flee_player (op); + /* If player is still scared, that is his action for this tick */ + if (QUERY_FLAG (op, FLAG_SCARED)) + { + op->speed_left--; + return 0; } } - /* I've been seeing crashes where the golem has been destroyed, but - * the player object still points to the defunct golem. The code that - * destroys the golem looks correct, and it doesn't always happen, so - * put this in a a workaround to clean up the golem pointer. - */ - if (op->contr->ranges[range_golem] && - ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || - QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) { - op->contr->ranges[range_golem] = NULL; - op->contr->golem_count = 0; - } - - /* call this here - we also will call this in do_ericserver, but - * the players time has been increased when doericserver has been - * called, so we recheck it here. - */ - HandleClient(&op->contr->socket, op->contr); - if (op->speed_left<0) return 0; - - if(op->direction && (op->contr->run_on || op->contr->fire_on)) { - /* All move commands take 1 tick, at least for now */ - op->speed_left--; - - /* Instead of all the stuff below, let move_player take care - * of it. Also, some of the skill stuff is only put in - * there, as well as the confusion stuff. - */ - move_player(op, op->direction); - if (op->speed_left>0) return 1; - else return 0; + /* I've been seeing crashes where the golem has been destroyed, but + * the player object still points to the defunct golem. The code that + * destroys the golem looks correct, and it doesn't always happen, so + * put this in a a workaround to clean up the golem pointer. + */ + if (op->contr->ranges[range_golem] && + ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))) + { + op->contr->ranges[range_golem] = NULL; + op->contr->golem_count = 0; } + + /* call this here - we also will call this in do_ericserver, but + * the players time has been increased when doericserver has been + * called, so we recheck it here. + */ + HandleClient (&op->contr->socket, op->contr); + if (op->speed_left < 0) return 0; -} -int save_life(object *op) { - object *tmp; + if (op->direction && (op->contr->run_on || op->contr->fire_on)) + { + /* All move commands take 1 tick, at least for now */ + op->speed_left--; - if(!QUERY_FLAG(op,FLAG_LIFESAVE)) + /* Instead of all the stuff below, let move_player take care + * of it. Also, some of the skill stuff is only put in + * there, as well as the confusion stuff. + */ + move_player (op, op->direction); + if (op->speed_left > 0) + return 1; + else return 0; + } + return 0; +} - for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) - if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { - play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); - new_draw_info_format(NDI_UNIQUE, 0,op, - "Your %s vibrates violently, then evaporates.", - query_name(tmp)); - if (op->contr) - esrv_del_item(op->contr, tmp->count); - remove_ob(tmp); - free_object(tmp); - CLEAR_FLAG(op, FLAG_LIFESAVE); - if(op->stats.hp<0) - op->stats.hp = op->stats.maxhp; - if(op->stats.food<0) - op->stats.food = 999; - fix_player(op); - return 1; - } - LOG(llevError,"Error: LIFESAVE set without applied object.\n"); - CLEAR_FLAG(op, FLAG_LIFESAVE); - enter_player_savebed(op); /* bring him home. */ +int +save_life (object *op) +{ + object *tmp; + + if (!QUERY_FLAG (op, FLAG_LIFESAVE)) return 0; + + for (tmp = op->inv; tmp != NULL; tmp = tmp->below) + if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) + { + play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); + new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); + if (op->contr) + esrv_del_item (op->contr, tmp->count); + remove_ob (tmp); + free_object (tmp); + CLEAR_FLAG (op, FLAG_LIFESAVE); + if (op->stats.hp < 0) + op->stats.hp = op->stats.maxhp; + if (op->stats.food < 0) + op->stats.food = 999; + fix_player (op); + return 1; + } + LOG (llevError, "Error: LIFESAVE set without applied object.\n"); + CLEAR_FLAG (op, FLAG_LIFESAVE); + enter_player_savebed (op); /* bring him home. */ + return 0; } /* This goes throws the inventory and removes unpaid objects, and puts them @@ -2331,24 +2655,28 @@ * function will descend into containers. op is the object to start the search * from. */ -void remove_unpaid_objects(object *op, object *env) +void +remove_unpaid_objects (object *op, object *env) { - object *next; + object *next; - while (op) { - next=op->below; /* Make sure we have a good value, in case - * we remove object 'op' - */ - if (QUERY_FLAG(op, FLAG_UNPAID)) { - remove_ob(op); - op->x = env->x; - op->y = env->y; - if (env->type == PLAYER) - esrv_del_item(env->contr, op->count); - insert_ob_in_map(op, env->map, NULL,0); - } - else if (op->inv) remove_unpaid_objects(op->inv, env); - op=next; + while (op) + { + next = op->below; /* Make sure we have a good value, in case + * we remove object 'op' + */ + if (QUERY_FLAG (op, FLAG_UNPAID)) + { + remove_ob (op); + op->x = env->x; + op->y = env->y; + if (env->type == PLAYER) + esrv_del_item (env->contr, op->count); + insert_ob_in_map (op, env->map, NULL, 0); + } + else if (op->inv) + remove_unpaid_objects (op->inv, env); + op = next; } } @@ -2360,40 +2688,44 @@ * best, a misc file for object actions is probably better, * but there isn't one in the server directory. */ -char *gravestone_text (object *op) +char * +gravestone_text (object *op) { - static char buf2[MAX_BUF]; - char buf[MAX_BUF]; - time_t now = time (NULL); - - strcpy (buf2, " R.I.P.\n\n"); - if (op->type == PLAYER) - sprintf (buf, "%s the %s\n", op->name, op->contr->title); - else - sprintf (buf, "%s\n", op->name); - strncat (buf2, " ", 20 - strlen (buf) / 2); - strcat (buf2, buf); - if (op->type == PLAYER) - sprintf (buf, "who was in level %d when killed\n", op->level); - else - sprintf (buf, "who was in level %d when died.\n\n", op->level); - strncat (buf2, " ", 20 - strlen (buf) / 2); - strcat (buf2, buf); - if (op->type == PLAYER) { - sprintf (buf, "by %s.\n\n", op->contr->killer); - strncat (buf2, " ", 21 - strlen (buf) / 2); - strcat (buf2, buf); - } - strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); - strncat (buf2, " ", 20 - strlen (buf) / 2); - strcat (buf2, buf); - return buf2; + static char buf2[MAX_BUF]; + char buf[MAX_BUF]; + time_t now = time (NULL); + + strcpy (buf2, " R.I.P.\n\n"); + if (op->type == PLAYER) + sprintf (buf, "%s the %s\n", &op->name, op->contr->title); + else + sprintf (buf, "%s\n", &op->name); + strncat (buf2, " ", 20 - strlen (buf) / 2); + strcat (buf2, buf); + if (op->type == PLAYER) + sprintf (buf, "who was in level %d when killed\n", op->level); + else + sprintf (buf, "who was in level %d when died.\n\n", op->level); + strncat (buf2, " ", 20 - strlen (buf) / 2); + strcat (buf2, buf); + if (op->type == PLAYER) + { + sprintf (buf, "by %s.\n\n", op->contr->killer); + strncat (buf2, " ", 21 - strlen (buf) / 2); + strcat (buf2, buf); + } + strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); + strncat (buf2, " ", 20 - strlen (buf) / 2); + strcat (buf2, buf); + return buf2; } -void do_some_living(object *op) { - int last_food=op->stats.food; +void +do_some_living (object *op) +{ + int last_food = op->stats.food; int gen_hp, gen_sp, gen_grace; int over_hp, over_sp, over_grace; int i; @@ -2404,594 +2736,661 @@ const int max_sp = 1; const int max_grace = 1; - if (op->contr->outputs_sync) { - for (i=0; icontr->outputs[i].buf!=NULL && - (op->contr->outputs[i].first_update+op->contr->outputs_sync)contr->outputs[i]); - } - - if(op->contr->state==ST_PLAYING) { - - /* these next three if clauses make it possible to SLOW DOWN - hp/grace/spellpoint regeneration. */ - if(op->contr->gen_hp >= 0 ) - gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; - else { - gen_hp = op->stats.maxhp; - rate_hp -= rate_hp/2 * op->contr->gen_hp; - } - if(op->contr->gen_sp >= 0 ) - gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; - else { - gen_sp = op->stats.maxsp; - rate_sp -= rate_sp/2 * op->contr->gen_sp; - } - if(op->contr->gen_grace >= 0) - gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; - else { - gen_grace = op->stats.maxgrace; - rate_grace -= rate_grace/2 * op->contr->gen_grace; - } - - /* Regenerate Spell Points */ - if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { - gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); - if(op->stats.spstats.maxsp) { - op->stats.sp++; - /* dms do not consume food */ - if (!QUERY_FLAG(op,FLAG_WIZ)) { - op->stats.food--; - if(op->contr->digestion<0) - op->stats.food+=op->contr->digestion; - else if(op->contr->digestion>0 && - random_roll(0, op->contr->digestion, op, PREFER_HIGH)) - op->stats.food=last_food; - } - } - if (max_sp>1) { - over_sp = (gen_sp+10)/rate_sp; - if (over_sp > 0) { - if(op->stats.spstats.maxsp) { - op->stats.sp += over_sp>max_sp ? max_sp : over_sp; - if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp)) - op->stats.sp--; - if(op->stats.sp>op->stats.maxsp) - op->stats.sp=op->stats.maxsp; - } - op->last_sp=0; - } else { - op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10); - } - } else { - op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10); - } + if (op->contr->outputs_sync) + { + for (i = 0; i < NUM_OUTPUT_BUFS; i++) + if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) + flush_output_element (op, &op->contr->outputs[i]); } - /* Regenerate Grace */ - /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ - if(--op->last_grace<0) { - if(op->stats.gracestats.maxgrace/2) - op->stats.grace++; /* no penalty in food for regaining grace */ - if(max_grace>1) { - over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; - if (over_grace > 0) { - op->stats.sp += over_grace - + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; - op->last_grace=0; - } else { - op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); - } - } else { - op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); - } - /* wearing stuff doesn't detract from grace generation. */ - } - - /* Regenerate Hit Points */ - if(--op->last_heal<0) { - if(op->stats.hpstats.maxhp) { - op->stats.hp++; - /* dms do not consume food */ - if (!QUERY_FLAG(op,FLAG_WIZ)) { - op->stats.food--; - if(op->contr->digestion<0) - op->stats.food+=op->contr->digestion; - else if(op->contr->digestion>0 && - random_roll(0, op->contr->digestion, op, PREFER_HIGH)) - op->stats.food=last_food; - } - } - if(max_hp>1) { - over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp; - if (over_hp > 0) { - op->stats.sp += over_hp - + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0; - op->last_heal=0; - } else { - op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); + if (op->contr->state == ST_PLAYING) + { + + /* these next three if clauses make it possible to SLOW DOWN + hp/grace/spellpoint regeneration. */ + if (op->contr->gen_hp >= 0) + gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; + else + { + gen_hp = op->stats.maxhp; + rate_hp -= rate_hp / 2 * op->contr->gen_hp; + } + if (op->contr->gen_sp >= 0) + gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; + else + { + gen_sp = op->stats.maxsp; + rate_sp -= rate_sp / 2 * op->contr->gen_sp; + } + if (op->contr->gen_grace >= 0) + gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; + else + { + gen_grace = op->stats.maxgrace; + rate_grace -= rate_grace / 2 * op->contr->gen_grace; + } + + /* Regenerate Spell Points */ + if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) + { + gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); + if (op->stats.sp < op->stats.maxsp) + { + op->stats.sp++; + /* dms do not consume food */ + if (!QUERY_FLAG (op, FLAG_WIZ)) + { + op->stats.food--; + if (op->contr->digestion < 0) + op->stats.food += op->contr->digestion; + else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) + op->stats.food = last_food; + } + } + if (max_sp > 1) + { + over_sp = (gen_sp + 10) / rate_sp; + if (over_sp > 0) + { + if (op->stats.sp < op->stats.maxsp) + { + op->stats.sp += over_sp > max_sp ? max_sp : over_sp; + if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) + op->stats.sp--; + if (op->stats.sp > op->stats.maxsp) + op->stats.sp = op->stats.maxsp; + } + op->last_sp = 0; + } + else + { + op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); + } + } + else + { + op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); + } + } + + /* Regenerate Grace */ + /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ + if (--op->last_grace < 0) + { + if (op->stats.grace < op->stats.maxgrace / 2) + op->stats.grace++; /* no penalty in food for regaining grace */ + if (max_grace > 1) + { + over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; + if (over_grace > 0) + { + op->stats.sp += over_grace + + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; + op->last_grace = 0; + } + else + { + op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); + } + } + else + { + op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); + } + /* wearing stuff doesn't detract from grace generation. */ } - } else { - op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); - } - } - /* Digestion */ - if(--op->last_eat<0) { + /* Regenerate Hit Points */ + if (--op->last_heal < 0) + { + if (op->stats.hp < op->stats.maxhp) + { + op->stats.hp++; + /* dms do not consume food */ + if (!QUERY_FLAG (op, FLAG_WIZ)) + { + op->stats.food--; + if (op->contr->digestion < 0) + op->stats.food += op->contr->digestion; + else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) + op->stats.food = last_food; + } + } + if (max_hp > 1) + { + over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; + if (over_hp > 0) + { + op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; + op->last_heal = 0; + } + else + { + op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); + } + } + else + { + op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); + } + } + + /* Digestion */ + if (--op->last_eat < 0) + { #ifdef COZY_SERVER - int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; - int bonus=dg>0?dg:0, - penalty=dg<0?-dg:0; + int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; + int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; #else - int bonus=op->contr->digestion>0?op->contr->digestion:0, - penalty=op->contr->digestion<0?-op->contr->digestion:0; + int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; #endif - if(op->contr->gen_hp > 0) - op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); - else - op->last_eat=25*(1+bonus)/(penalty +1); - /* dms do not consume food */ - if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; - } - } - - if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { - object *tmp, *flesh=NULL; - - for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { - if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { - if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { - new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); - manual_apply(op,tmp,0); - if(op->stats.food>=0||op->stats.hp<0) - break; - } - else if (tmp->type==FLESH) flesh=tmp; - } /* End if paid for object */ - } /* end of for loop */ - /* If player is still starving, it means they don't have any food, so - * eat flesh instead. - */ - if (op->stats.food<0 && op->stats.hp>=0 && flesh) { - new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); - manual_apply(op,flesh,0); + if (op->contr->gen_hp > 0) + op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); + else + op->last_eat = 25 * (1 + bonus) / (penalty + 1); + /* dms do not consume food */ + if (!QUERY_FLAG (op, FLAG_WIZ)) + op->stats.food--; + } + } + + if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) + { + object *tmp, *flesh = NULL; + + for (tmp = op->inv; tmp != NULL; tmp = tmp->below) + { + if (!QUERY_FLAG (tmp, FLAG_UNPAID)) + { + if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) + { + new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); + manual_apply (op, tmp, 0); + if (op->stats.food >= 0 || op->stats.hp < 0) + break; + } + else if (tmp->type == FLESH) + flesh = tmp; + } /* End if paid for object */ + } /* end of for loop */ + /* If player is still starving, it means they don't have any food, so + * eat flesh instead. + */ + if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) + { + new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); + manual_apply (op, flesh, 0); } - } /* end if player is starving */ + } /* end if player is starving */ - while(op->stats.food<0&&op->stats.hp>0) - op->stats.food++,op->stats.hp--; + while (op->stats.food < 0 && op->stats.hp > 0) + op->stats.food++, op->stats.hp--; - if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) - kill_player(op); + if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) + kill_player (op); } - + /* If the player should die (lack of hp, food, etc), we call this. * op is the player in jeopardy. If the player can not be saved (not * permadeath, no lifesave), this will take care of removing the player * file. */ -void kill_player(object *op) +void +kill_player (object *op) { - char buf[MAX_BUF]; - int x,y,i; - mapstruct *map; /* this is for resurrection */ - int z; - int num_stats_lose; - int lost_a_stat; - int lose_this_stat; - int this_stat; - int will_kill_again; - archetype *at; - object *tmp; + char buf[MAX_BUF]; + int x, y; - if(save_life(op)) - return; + //int i; + maptile *map; /* this is for resurrection */ + + /* int z; + int num_stats_lose; + int lost_a_stat; + int lose_this_stat; + int this_stat; */ + int will_kill_again; + archetype *at; + object *tmp; + + if (save_life (op)) + return; - /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas - * in cities ONLY!!! It is very important that this doesn't get abused. - * Look at op_on_battleground() for more info --AndreasV - */ - if (op_on_battleground(op, &x, &y)) { - new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, - "You have been defeated in combat!"); - new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, - "Local medics have saved your life..."); - - /* restore player */ - at = find_archetype("poisoning"); - tmp=present_arch_in_ob(at,op); - if (tmp) { - remove_ob(tmp); - free_object(tmp); - new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); - } - - at = find_archetype("confusion"); - tmp=present_arch_in_ob(at,op); - if (tmp) { - remove_ob(tmp); - free_object(tmp); - new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); - } - - cure_disease(op,0); /* remove any disease */ - op->stats.hp=op->stats.maxhp; - if (op->stats.food<=0) op->stats.food=999; - - /* create a bodypart-trophy to make the winner happy */ - tmp=arch_to_object(find_archetype("finger")); - if (tmp != NULL) - { - sprintf(buf,"%s's finger",op->name); - tmp->name = add_string(buf); - sprintf(buf," This finger has been cut off %s\n" - " the %s, when he was defeated at\n level %d by %s.\n", - op->name, op->contr->title, (int)(op->level), - op->contr->killer); - tmp->msg=add_string(buf); - tmp->value=0, tmp->material=0, tmp->type=0; - tmp->materialname = NULL; - tmp->x = op->x, tmp->y = op->y; - insert_ob_in_map(tmp,op->map,op,0); - } - - /* teleport defeated player to new destination*/ - transfer_ob(op, x, y, 0, NULL); - op->contr->braced=0; - return; + /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas + * in cities ONLY!!! It is very important that this doesn't get abused. + * Look at op_on_battleground() for more info --AndreasV + */ + if (op_on_battleground (op, &x, &y)) + { + new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); + new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); + + /* restore player */ + at = archetype::find ("poisoning"); + tmp = present_arch_in_ob (at, op); + if (tmp) + { + remove_ob (tmp); + free_object (tmp); + new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); + } + + at = archetype::find ("confusion"); + tmp = present_arch_in_ob (at, op); + if (tmp) + { + remove_ob (tmp); + free_object (tmp); + new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); + } + + cure_disease (op, 0); /* remove any disease */ + op->stats.hp = op->stats.maxhp; + if (op->stats.food <= 0) + op->stats.food = 999; + + /* create a bodypart-trophy to make the winner happy */ + tmp = arch_to_object (archetype::find ("finger")); + if (tmp != NULL) + { + sprintf (buf, "%s's finger", &op->name); + tmp->name = buf; + sprintf (buf, " This finger has been cut off %s\n" + " the %s, when he was defeated at\n level %d by %s.\n", + &op->name, op->contr->title, (int) (op->level), op->contr->killer); + tmp->msg = buf; + tmp->value = 0, tmp->material = 0, tmp->type = 0; + tmp->materialname = NULL; + tmp->x = op->x, tmp->y = op->y; + insert_ob_in_map (tmp, op->map, op, 0); + } + + /* teleport defeated player to new destination */ + transfer_ob (op, x, y, 0, NULL); + op->contr->braced = 0; + return; } - INVOKE_PLAYER (DEATH, op->contr); + INVOKE_PLAYER (DEATH, op->contr); - command_kill_pets (op, 0); + command_kill_pets (op, 0); - if(op->stats.food<0) { - if (op->contr->explore) { - new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); - new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); - op->stats.food=999; - return; + if (op->stats.food < 0) + { + if (op->contr->explore) + { + new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); + new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); + op->stats.food = 999; + return; } - sprintf(buf,"%s starved to death.",op->name); - strcpy(op->contr->killer,"starvation"); + sprintf (buf, "%s starved to death.", &op->name); + strcpy (op->contr->killer, "starvation"); } - else { - if (op->contr->explore) { - new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); - new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); - op->stats.hp=op->stats.maxhp; - return; + else + { + if (op->contr->explore) + { + new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); + new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); + op->stats.hp = op->stats.maxhp; + return; } - sprintf(buf,"%s died.",op->name); + sprintf (buf, "%s died.", &op->name); } - play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); + play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); - /* save the map location for corpse, gravestone*/ - x=op->x;y=op->y;map=op->map; + /* save the map location for corpse, gravestone */ + x = op->x; + y = op->y; + map = op->map; - if (settings.not_permadeth == TRUE) { - /* NOT_PERMADEATH code. This basically brings the character back to - * life if they are dead - it takes some exp and a random stat. - * See the config.h file for a little more in depth detail about this. - */ + if (settings.not_permadeth == TRUE) + { + /* NOT_PERMADEATH code. This basically brings the character back to + * life if they are dead - it takes some exp and a random stat. + * See the config.h file for a little more in depth detail about this. + */ - /* Basically two ways to go - remove a stat permanently, or just - * make it depletion. This bunch of code deals with that aspect - * of death. - */ + /* Basically two ways to go - remove a stat permanently, or just + * make it depletion. This bunch of code deals with that aspect + * of death. + */ #ifndef COZY_SERVER - if (settings.balanced_stat_loss) { - /* If stat loss is permanent, lose one stat only. */ - /* Lower level chars don't lose as many stats because they suffer - more if they do. */ - /* Higher level characters can afford things such as potions of - restoration, or better, stat potions. So we slug them that - little bit harder. */ - /* GD */ - if (settings.stat_loss_on_death) - num_stats_lose = 1; - else - num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; - } else { + if (settings.balanced_stat_loss) + { + /* If stat loss is permanent, lose one stat only. */ + /* Lower level chars don't lose as many stats because they suffer + more if they do. */ + /* Higher level characters can afford things such as potions of + restoration, or better, stat potions. So we slug them that + little bit harder. */ + /* GD */ + if (settings.stat_loss_on_death) num_stats_lose = 1; + else + num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; } - lost_a_stat = 0; - - for (z=0; zstats), i,-1); - check_stat_bounds(&(op->stats)); - change_attr_value(&(op->contr->orig_stats), i,-1); - check_stat_bounds(&(op->contr->orig_stats)); - new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); - lost_a_stat = 1; - } else { - /* deplete a stat */ - archetype *deparch=find_archetype("depletion"); - object *dep; - - dep = present_arch_in_ob(deparch,op); - if(!dep) { - dep = arch_to_object(deparch); - insert_ob_in_ob(dep, op); - } - lose_this_stat = 1; - if (settings.balanced_stat_loss) { - /* GD */ - /* Get the stat that we're about to deplete. */ - this_stat = get_attr_value(&(dep->stats), i); - if (this_stat < 0) { - int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; - int keep_chance = this_stat * this_stat; - /* Yes, I am paranoid. Sue me. */ - if (keep_chance < 1) - keep_chance = 1; + for (z = 0; z < num_stats_lose; z++) + { + i = RANDOM () % NUM_STATS; - /* There is a maximum depletion total per level. */ - if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { + if (settings.stat_loss_on_death) + { + /* Pick a random stat and take a point off it. Tell the player + * what he lost. + */ + change_attr_value (&(op->stats), i, -1); + check_stat_bounds (&(op->stats)); + change_attr_value (&(op->contr->orig_stats), i, -1); + check_stat_bounds (&(op->contr->orig_stats)); + new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); + lost_a_stat = 1; + } + else + { + /* deplete a stat */ + archetype *deparch = archetype::find ("depletion"); + object *dep; + + dep = present_arch_in_ob (deparch, op); + if (!dep) + { + dep = arch_to_object (deparch); + insert_ob_in_ob (dep, op); + } + lose_this_stat = 1; + if (settings.balanced_stat_loss) + { + /* GD */ + /* Get the stat that we're about to deplete. */ + this_stat = get_attr_value (&(dep->stats), i); + if (this_stat < 0) + { + int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; + int keep_chance = this_stat * this_stat; + + /* Yes, I am paranoid. Sue me. */ + if (keep_chance < 1) + keep_chance = 1; + + /* There is a maximum depletion total per level. */ + if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) + { + lose_this_stat = 0; + /* Take loss chance vs keep chance to see if we + retain the stat. */ + } + else + { + if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) lose_this_stat = 0; - /* Take loss chance vs keep chance to see if we - retain the stat. */ - } else { - if (random_roll(0, loss_chance + keep_chance-1, - op, PREFER_LOW) < keep_chance) - lose_this_stat = 0; - /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", - this_stat, keep_chance, loss_chance, - lose_this_stat?"LOSE":"KEEP"); */ + /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", + this_stat, keep_chance, loss_chance, + lose_this_stat?"LOSE":"KEEP"); */ } } } - - if (lose_this_stat) { - this_stat = get_attr_value(&(dep->stats), i); - /* We could try to do something clever like find another - * stat to reduce if this fails. But chances are, if - * stats have been depleted to -50, all are pretty low - * and should be roughly the same, so it shouldn't make a - * difference. - */ - if (this_stat>=-50) { - change_attr_value(&(dep->stats), i, -1); - SET_FLAG(dep, FLAG_APPLIED); - new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); - fix_player(op); - lost_a_stat = 1; + + if (lose_this_stat) + { + this_stat = get_attr_value (&(dep->stats), i); + /* We could try to do something clever like find another + * stat to reduce if this fails. But chances are, if + * stats have been depleted to -50, all are pretty low + * and should be roughly the same, so it shouldn't make a + * difference. + */ + if (this_stat >= -50) + { + change_attr_value (&(dep->stats), i, -1); + SET_FLAG (dep, FLAG_APPLIED); + new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); + fix_player (op); + lost_a_stat = 1; } } } } - /* If no stat lost, tell the player. */ - if (!lost_a_stat) - { - /* determine_god() seems to not work sometimes... why is this? - Should I be using something else? GD */ - const char *god = determine_god(op); - if (god && (strcmp(god, "none"))) - new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " - "moment you feel the holy presence of %s protecting" - " you.", god); - else - new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" - " feel a holy presence protecting you."); - } + /* If no stat lost, tell the player. */ + if (!lost_a_stat) + { + /* determine_god() seems to not work sometimes... why is this? + Should I be using something else? GD */ + const char *god = determine_god (op); + + if (god && (strcmp (god, "none"))) + new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); + else + new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); + } #endif - new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" - " feel a holy presence protecting you from losing yourself completely."); + new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); - /* Put a gravestone up where the character 'almost' died. List the - * exp loss on the stone. - */ - tmp=arch_to_object(find_archetype("gravestone")); - sprintf(buf,"%s's gravestone",op->name); - FREE_AND_COPY(tmp->name, buf); - sprintf(buf,"%s's gravestones",op->name); - FREE_AND_COPY(tmp->name_pl, buf); - 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); - tmp->msg = add_string(buf); - tmp->x=op->x,tmp->y=op->y; - insert_ob_in_map (tmp, op->map, NULL,0); + /* Put a gravestone up where the character 'almost' died. List the + * exp loss on the stone. + */ + tmp = arch_to_object (archetype::find ("gravestone")); + sprintf (buf, "%s's gravestone", &op->name); + tmp->name = buf; + sprintf (buf, "%s's gravestones", &op->name); + tmp->name_pl = buf; + 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); + tmp->msg = buf; + tmp->x = op->x, tmp->y = op->y; + insert_ob_in_map (tmp, op->map, NULL, 0); /**************************************/ - /* */ - /* Subtract the experience points, */ - /* if we died cause of food, give us */ - /* food, and reset HP's... */ - /* */ + /* */ + /* Subtract the experience points, */ + /* if we died cause of food, give us */ + /* food, and reset HP's... */ + /* */ + /**************************************/ - /* remove any poisoning and confusion the character may be suffering.*/ - /* restore player */ - at = find_archetype("poisoning"); - tmp=present_arch_in_ob(at,op); - if (tmp) { - remove_ob(tmp); - free_object(tmp); - new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); - } - - at = find_archetype("confusion"); - tmp=present_arch_in_ob(at,op); - if (tmp) { - remove_ob(tmp); - free_object(tmp); - new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); - } - cure_disease(op,0); /* remove any disease */ - - /*add_exp(op, (op->stats.exp * -0.20)); */ - apply_death_exp_penalty(op); - if(op->stats.food < 100) op->stats.food = 900; - op->stats.hp = op->stats.maxhp; - op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); - op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); - - /* - * Check to see if the player is in a shop. IF so, then check to see if - * the player has any unpaid items. If so, remove them and put them back - * in the map. - */ + /* remove any poisoning and confusion the character may be suffering. */ + /* restore player */ + at = archetype::find ("poisoning"); + tmp = present_arch_in_ob (at, op); + if (tmp) + { + remove_ob (tmp); + free_object (tmp); + new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); + } - if (is_in_shop (op)) - remove_unpaid_objects(op->inv, op); + at = archetype::find ("confusion"); + tmp = present_arch_in_ob (at, op); + if (tmp) + { + remove_ob (tmp); + free_object (tmp); + new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); + } + cure_disease (op, 0); /* remove any disease */ + + /*add_exp(op, (op->stats.exp * -0.20)); */ + apply_death_exp_penalty (op); + if (op->stats.food < 100) + op->stats.food = 900; + op->stats.hp = op->stats.maxhp; + op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); + op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); + + /* + * Check to see if the player is in a shop. IF so, then check to see if + * the player has any unpaid items. If so, remove them and put them back + * in the map. + */ + + if (is_in_shop (op)) + remove_unpaid_objects (op->inv, op); /****************************************/ - /* */ - /* Move player to his current respawn- */ - /* position (usually last savebed) */ - /* */ + /* */ + /* Move player to his current respawn- */ + /* position (usually last savebed) */ + /* */ + /****************************************/ - enter_player_savebed(op); + enter_player_savebed (op); - /* Save the player before inserting the force to reduce - * chance of abuse. - */ - op->contr->braced=0; - save_player(op,1); + /* Save the player before inserting the force to reduce + * chance of abuse. + */ + op->contr->braced = 0; + save_player (op, 1); - /* it is possible that the player has blown something up - * at his savebed location, and that can have long lasting - * spell effects. So first see if there is a spell effect - * on the space that might harm the player. - */ - will_kill_again=0; - for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { - if (tmp->type ==SPELL_EFFECT) - will_kill_again|=tmp->attacktype; - } - if (will_kill_again) { - object *force; - int at; - - force=get_archetype(FORCE_NAME); - /* 50 ticks should be enough time for the spell to abate */ - force->speed=0.1; - force->speed_left=-5.0; - SET_FLAG(force, FLAG_APPLIED); - for (at=0; atresist[at] = 100; - } - insert_ob_in_ob(force, op); - fix_player(op); - + /* it is possible that the player has blown something up + * at his savebed location, and that can have long lasting + * spell effects. So first see if there is a spell effect + * on the space that might harm the player. + */ + will_kill_again = 0; + for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) + { + if (tmp->type == SPELL_EFFECT) + will_kill_again |= tmp->attacktype; } - /**************************************/ - /* */ - /* Repaint the characters inv, and */ - /* stats, and show a nasty message ;) */ - /* */ - /**************************************/ + if (will_kill_again) + { + object *force; + int at; - new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); - return; - } /* NOT_PERMADETH */ - else { - /* If NOT_PERMADETH is set, then the rest of this is not reachable. This - * should probably be embedded in an else statement. - */ + force = get_archetype (FORCE_NAME); + /* 50 ticks should be enough time for the spell to abate */ + force->speed = 0.1; + force->speed_left = -5.0; + SET_FLAG (force, FLAG_APPLIED); + for (at = 0; at < NROFATTACKS; at++) + { + if (will_kill_again & (1 << at)) + force->resist[at] = 100; + } + insert_ob_in_ob (force, op); + fix_player (op); + + } - op->contr->party=NULL; - if (settings.set_title == TRUE) - op->contr->own_title[0]='\0'; - new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); - check_score(op); - if(op->contr->ranges[range_golem]!=NULL) { - remove_friendly_object(op->contr->ranges[range_golem]); - remove_ob(op->contr->ranges[range_golem]); - free_object(op->contr->ranges[range_golem]); - op->contr->ranges[range_golem]=NULL; - op->contr->golem_count=0; - } - loot_object(op); /* Remove some of the items for good */ - remove_ob(op); - op->direction=0; - - if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { - delete_character(op->name,0); - if (settings.resurrection == TRUE) { - /* save playerfile sans equipment when player dies - ** then save it as player.pl.dead so that future resurrection - ** type spells will work on them nicely - */ - delete_character(op->name,0); - op->stats.hp = op->stats.maxhp; - op->stats.food = 999; - - /* set the location of where the person will reappear when */ - /* maybe resurrection code should fix map also */ - strcpy(op->contr->maplevel, settings.emergency_mapname); - if(op->map!=NULL) - op->map = NULL; - op->x = settings.emergency_x; - op->y = settings.emergency_y; - save_player(op,0); - op->map = map; - /* please see resurrection.c: peterm */ - dead_player(op); - } else { - delete_character(op->name,1); - } - } - play_again(op); - - /* peterm: added to create a corpse at deathsite. */ - tmp=arch_to_object(find_archetype("corpse_pl")); - sprintf(buf,"%s", op->name); - FREE_AND_COPY(tmp->name, buf); - FREE_AND_COPY(tmp->name_pl, buf); - tmp->level=op->level; - tmp->x=x;tmp->y=y; - if (tmp->msg) - free_string(tmp->msg); - tmp->msg = add_string (gravestone_text(op)); - SET_FLAG (tmp, FLAG_UNIQUE); - insert_ob_in_map (tmp, map, NULL,0); + new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); + return; + } /* NOT_PERMADETH */ + else + { + /* If NOT_PERMADETH is set, then the rest of this is not reachable. This + * should probably be embedded in an else statement. + */ + + op->contr->party = NULL; + if (settings.set_title == TRUE) + op->contr->own_title[0] = '\0'; + new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf); + check_score (op); + if (op->contr->ranges[range_golem] != NULL) + { + remove_friendly_object (op->contr->ranges[range_golem]); + remove_ob (op->contr->ranges[range_golem]); + free_object (op->contr->ranges[range_golem]); + op->contr->ranges[range_golem] = NULL; + op->contr->golem_count = 0; + } + loot_object (op); /* Remove some of the items for good */ + remove_ob (op); + op->direction = 0; + + if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp) + { + delete_character (op->name, 0); + if (settings.resurrection == TRUE) + { + /* save playerfile sans equipment when player dies + ** then save it as player.pl.dead so that future resurrection + ** type spells will work on them nicely + */ + delete_character (op->name, 0); + op->stats.hp = op->stats.maxhp; + op->stats.food = 999; + + /* set the location of where the person will reappear when */ + /* maybe resurrection code should fix map also */ + strcpy (op->contr->maplevel, settings.emergency_mapname); + if (op->map != NULL) + op->map = NULL; + op->x = settings.emergency_x; + op->y = settings.emergency_y; + save_player (op, 0); + op->map = map; + /* please see resurrection.c: peterm */ + dead_player (op); + } + else + delete_character (op->name, 1); + } + + play_again (op); + + /* peterm: added to create a corpse at deathsite. */ + tmp = arch_to_object (archetype::find ("corpse_pl")); + sprintf (buf, "%s", &op->name); + tmp->name = tmp->name_pl = buf; + tmp->level = op->level; + tmp->x = x; + tmp->y = y; + tmp->msg = gravestone_text (op); + SET_FLAG (tmp, FLAG_UNIQUE); + insert_ob_in_map (tmp, map, NULL, 0); } } -void loot_object(object *op) { /* Grab and destroy some treasure */ - object *tmp,*tmp2,*next; +void +loot_object (object *op) +{ /* Grab and destroy some treasure */ + object *tmp, *tmp2, *next; - if (op->container) { /* close open sack first */ + if (op->container) + { /* close open sack first */ esrv_apply_container (op, op->container); - } + } - for(tmp=op->inv;tmp!=NULL;tmp=next) { - next=tmp->below; - if (tmp->type==EXPERIENCE || tmp->invisible) continue; - remove_ob(tmp); - tmp->x=op->x,tmp->y=op->y; - if (tmp->type == CONTAINER) { /* empty container to ground */ - loot_object(tmp); - } - if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) - || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { - if(tmp->nrof>1) { - tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); - free_object(tmp2); - insert_ob_in_map(tmp,op->map,NULL,0); - } else - free_object(tmp); - } else - insert_ob_in_map(tmp,op->map,NULL,0); - } + for (tmp = op->inv; tmp != NULL; tmp = next) + { + next = tmp->below; + if (tmp->type == EXPERIENCE || tmp->invisible) + continue; + remove_ob (tmp); + tmp->x = op->x, tmp->y = op->y; + if (tmp->type == CONTAINER) + { /* empty container to ground */ + loot_object (tmp); + } + if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) + { + if (tmp->nrof > 1) + { + tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); + free_object (tmp2); + insert_ob_in_map (tmp, op->map, NULL, 0); + } + else + free_object (tmp); + } + else + insert_ob_in_map (tmp, op->map, NULL, 0); + } } /* @@ -3000,23 +3399,30 @@ * was changed. */ -void fix_weight(void) { +void +fix_weight (void) +{ player *pl; - for (pl = first_player; pl != NULL; pl = pl->next) { - int old = pl->ob->carrying, sum = sum_weight(pl->ob); - if(old == sum) - continue; - fix_player(pl->ob); - LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", - pl->ob->name, old, sum); - } + + for (pl = first_player; pl != NULL; pl = pl->next) + { + int old = pl->ob->carrying, sum = sum_weight (pl->ob); + + if (old == sum) + continue; + fix_player (pl->ob); + LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); + } } -void fix_luck(void) { +void +fix_luck (void) +{ player *pl; + for (pl = first_player; pl != NULL; pl = pl->next) if (!pl->ob->contr->state) - change_luck(pl->ob, 0); + change_luck (pl->ob, 0); } @@ -3026,7 +3432,7 @@ */ void -cast_dust (object * op, object * throw_ob, int dir) +cast_dust (object *op, object *throw_ob, int dir) { object *skop, *spob; @@ -3035,8 +3441,7 @@ /* casting POTION 'dusts' is really a use_magic_item skill */ if (op->type == PLAYER && throw_ob->type == POTION && !skop) { - LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", - op->name); + LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name); return; } @@ -3047,13 +3452,12 @@ // errors should be reported as early as possible IMHO) if (!spob) { - LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", - throw_ob->name, op->name); + LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name); return; } if (op->type == PLAYER) - new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); + new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); cast_spell (op, throw_ob, dir, spob, NULL); @@ -3062,25 +3466,32 @@ free_object (throw_ob); } -void make_visible (object *op) { - op->hide = 0; - op->invisible = 0; - if(op->type==PLAYER) { - op->contr->tmp_invis = 0; - if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); - } - update_object(op,UP_OBJ_FACE); -} - -int is_true_undead(object *op) { - object *tmp=NULL; - - if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; - - if(op->type==PLAYER) - for(tmp=op->inv;tmp;tmp=tmp->below) - if(tmp->type==EXPERIENCE && tmp->stats.Wis) - if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; +void +make_visible (object *op) +{ + op->hide = 0; + op->invisible = 0; + if (op->type == PLAYER) + { + op->contr->tmp_invis = 0; + op->contr->invis_race = 0; + } + update_object (op, UP_OBJ_FACE); +} + +int +is_true_undead (object *op) +{ + object *tmp = NULL; + + if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) + return 1; + + if (op->type == PLAYER) + for (tmp = op->inv; tmp; tmp = tmp->below) + if (tmp->type == EXPERIENCE && tmp->stats.Wis) + if (QUERY_FLAG (tmp, FLAG_UNDEAD)) + return 1; return 0; } @@ -3089,34 +3500,42 @@ * indicate greater hideability. */ -int hideability(object *ob) { - int i,level=0, mflag; - sint16 x,y; - - if(!ob||!ob->map) return 0; - - /* so, on normal lighted maps, its hard to hide */ - level=ob->map->darkness - 2; - - /* this also picks up whether the object is glowing. - * If you carry a light on a non-dark map, its not - * as bad as carrying a light on a pitch dark map */ - if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); - - /* scan through all nearby squares for terrain to hide in */ - for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { - mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); - if (mflag & P_OUT_OF_MAP) { continue; } - if(mflag & P_BLOCKSVIEW) /* something to hide near! */ - level += 2; - else /* open terrain! */ - level -= 1; +int +hideability (object *ob) +{ + int i, level = 0, mflag; + sint16 x, y; + + if (!ob || !ob->map) + return 0; + + /* so, on normal lighted maps, its hard to hide */ + level = ob->map->darkness - 2; + + /* this also picks up whether the object is glowing. + * If you carry a light on a non-dark map, its not + * as bad as carrying a light on a pitch dark map */ + if (has_carried_lights (ob)) + level = -(10 + (2 * ob->map->darkness)); + + /* scan through all nearby squares for terrain to hide in */ + for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) + { + mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); + if (mflag & P_OUT_OF_MAP) + { + continue; + } + if (mflag & P_BLOCKSVIEW) /* something to hide near! */ + level += 2; + else /* open terrain! */ + level -= 1; } - + #if 0 - LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); + LOG (llevDebug, "hideability of %s is %d\n", ob->name, level); #endif - return level; + return level; } /* For Hidden creatures - a chance of becoming 'unhidden' @@ -3125,73 +3544,91 @@ * spot (surrounded by clear terrain in broad daylight). -b.t. */ -void do_hidden_move (object *op) { - int hide=0, num=random_roll(0, 19, op, PREFER_LOW); - object *skop; - - if(!op || !op->map) return; - - skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); - - /* its *extremely* hard to run and sneak/hide at the same time! */ - if(op->type==PLAYER && op->contr->run_on) { - if(!skop || num >= skop->level) { - new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); - make_visible(op); - return; - } else num += 20; +void +do_hidden_move (object *op) +{ + int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); + object *skop; + + if (!op || !op->map) + return; + + skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); + + /* its *extremely* hard to run and sneak/hide at the same time! */ + if (op->type == PLAYER && op->contr->run_on) + { + if (!skop || num >= skop->level) + { + new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); + make_visible (op); + return; + } + else + num += 20; } - num += op->map->difficulty; - hide = hideability(op); /* modify by terrain hidden level */ - num -= hide; - if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { - make_visible(op); - if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, - "You moved out of hiding! You are visible!"); + num += op->map->difficulty; + hide = hideability (op); /* modify by terrain hidden level */ + num -= hide; + if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) + { + make_visible (op); + if (op->type == PLAYER) + new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); } - else if (op->type == PLAYER && skop) { - change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); + else if (op->type == PLAYER && skop) + { + change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); } } /* determine if who is standing near a hostile creature. */ -int stand_near_hostile( object *who ) { - object *tmp=NULL; - int i,friendly=0,player=0, mflags; - mapstruct *m; - sint16 x,y; - - if(!who) return 0; - - if(who->type==PLAYER) player=1; - else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); - - /* search adjacent squares */ - for(i=1;i<9;i++) { - x = who->x+freearr_x[i]; - y = who->y+freearr_y[i]; - m = who->map; - mflags = get_map_flags(m, &m, x, y, &x, &y); - /* space must be blocked if there is a monster. If not - * blocked, don't need to check this space. - */ - if (mflags & P_OUT_OF_MAP) continue; - if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; - - for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { - if((player||friendly) - &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) - return 1; - else if(tmp->type==PLAYER) +int +stand_near_hostile (object *who) +{ + object *tmp = NULL; + int i, friendly = 0, player = 0, mflags; + maptile *m; + sint16 x, y; + + if (!who) + return 0; + + if (who->type == PLAYER) + player = 1; + + else + friendly = QUERY_FLAG (who, FLAG_FRIENDLY); + + /* search adjacent squares */ + for (i = 1; i < 9; i++) + { + x = who->x + freearr_x[i]; + y = who->y + freearr_y[i]; + m = who->map; + mflags = get_map_flags (m, &m, x, y, &x, &y); + /* space must be blocked if there is a monster. If not + * blocked, don't need to check this space. + */ + if (mflags & P_OUT_OF_MAP) + continue; + if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) + continue; + + for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) + { + if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) + return 1; + else if (tmp->type == PLAYER) { - /*don't let a hidden DM prevent you from hiding*/ - if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0) - return 1; - } + /*don't let a hidden DM prevent you from hiding */ + if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) + return 1; + } } } - return 0; + return 0; } /* check the player los field for viewability of the @@ -3208,40 +3645,48 @@ * This function is now map tiling safe. */ -int player_can_view (object *pl,object *op) { - rv_vector rv; - int dx,dy; - - if(pl->type!=PLAYER) { - LOG(llevError,"player_can_view() called for non-player object\n"); - return -1; - } - if (!pl || !op) return 0; - - if(op->head) { op = op->head; } - get_rangevector(pl, op, &rv, 0x1); - - /* starting with the 'head' part, lets loop - * through the object and find if it has any - * part that is in the los array but isnt on - * a blocked los square. - * we use the archetype to figure out offsets. - */ - while(op) { - dx = rv.distance_x + op->arch->clone.x; - dy = rv.distance_y + op->arch->clone.y; - - /* only the viewable area the player sees is updated by LOS - * code, so we need to restrict ourselves to that range of values - * for any meaningful values. - */ - if (FABS(dx) <= (pl->contr->socket.mapx/2) && - FABS(dy) <= (pl->contr->socket.mapy/2) && - !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] ) - return 1; - op = op->more; +int +player_can_view (object *pl, object *op) +{ + rv_vector rv; + int dx, dy; + + if (pl->type != PLAYER) + { + LOG (llevError, "player_can_view() called for non-player object\n"); + return -1; } + if (!pl || !op) return 0; + + if (op->head) + { + op = op->head; + } + get_rangevector (pl, op, &rv, 0x1); + + /* starting with the 'head' part, lets loop + * through the object and find if it has any + * part that is in the los array but isnt on + * a blocked los square. + * we use the archetype to figure out offsets. + */ + while (op) + { + dx = rv.distance_x + op->arch->clone.x; + dy = rv.distance_y + op->arch->clone.y; + + /* only the viewable area the player sees is updated by LOS + * code, so we need to restrict ourselves to that range of values + * for any meaningful values. + */ + if (FABS (dx) <= (pl->contr->socket.mapx / 2) && + FABS (dy) <= (pl->contr->socket.mapy / 2) && + !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) + return 1; + op = op->more; + } + return 0; } /* routine for both players and monsters. We call this when @@ -3250,21 +3695,26 @@ * effected by this. If we arent invisible to begin with, we * return 0. */ -int action_makes_visible (object *op) { +int +action_makes_visible (object *op) +{ - if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { - if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) - return 0; - - if (op->contr && op->contr->tmp_invis == 0) return 0; - - /* If monsters, they should become visible */ - if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { - new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); - return 1; + if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) + { + if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) + return 0; + + if (op->contr && op->contr->tmp_invis == 0) + return 0; + + /* If monsters, they should become visible */ + if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) + { + new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); + return 1; } } - return 0; + return 0; } /* op_on_battleground - checks if the given object op (usually @@ -3275,38 +3725,45 @@ * and if those are all set and the player has a marker that matches the slaying send them to a different x, y * Default is to do the same as before, so only people wanting to have different points need worry about this */ -int op_on_battleground (object *op, int *x, int *y) { +int +op_on_battleground (object *op, int *x, int *y) +{ object *tmp; - + /* A battleground-tile needs the following attributes to be valid: * is_floor 1 (has to be the FIRST floor beneath the player's feet), * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) * and the exit-coordinates sp/hp must both be > 0. * => The intention here is to prevent abuse of the battleground- * feature (like pickable or hidden battleground tiles). */ - for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { - if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { - if (QUERY_FLAG (tmp, FLAG_NO_PICK) && - strcmp(tmp->name, "battleground")==0 && - tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { - /*before we assign the exit, check if this is a teambattle*/ - if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ - object *invtmp; - for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { - if(invtmp->type==FORCE && invtmp->slaying && - !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ - if (x != NULL && y != NULL) - *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); - return 1; - } - } - } - if (x != NULL && y != NULL) - *x=EXIT_X(tmp), *y=EXIT_Y(tmp); - return 1; - } + for (tmp = op->below; tmp != NULL; tmp = tmp->below) + { + if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) + { + if (QUERY_FLAG (tmp, FLAG_NO_PICK) && + strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) + { + /*before we assign the exit, check if this is a teambattle */ + if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) + { + object *invtmp; + + for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) + { + if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) + { + if (x != NULL && y != NULL) + *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); + return 1; + } + } + } + if (x != NULL && y != NULL) + *x = EXIT_X (tmp), *y = EXIT_Y (tmp); + return 1; + } + } } - } /* If we got here, did not find a battleground */ return 0; } @@ -3320,138 +3777,153 @@ * int atnr the attack-number of the ability focus * int level ability level */ -void dragon_ability_gain(object *who, int atnr, int level) { - treasurelist *trlist = NULL; /* treasurelist */ - treasure *tr; /* treasure */ - object *tmp,*skop; /* tmp. object */ - object *item; /* treasure object */ - char buf[MAX_BUF]; /* tmp. string buffer */ - int i=0, j=0; - - /* get the appropriate treasurelist */ - if (atnr == ATNR_FIRE) - trlist = find_treasurelist("dragon_ability_fire"); - else if (atnr == ATNR_COLD) - trlist = find_treasurelist("dragon_ability_cold"); - else if (atnr == ATNR_ELECTRICITY) - trlist = find_treasurelist("dragon_ability_elec"); - else if (atnr == ATNR_POISON) - trlist = find_treasurelist("dragon_ability_poison"); - - if (trlist == NULL || who->type != PLAYER) - return; - - for (i=0, tr = trlist->items; tr != NULL && inext, i++); - - if (tr == NULL || tr->item == NULL) { - /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ - return; +void +dragon_ability_gain (object *who, int atnr, int level) +{ + treasurelist *trlist = NULL; /* treasurelist */ + treasure *tr; /* treasure */ + object *tmp, *skop; /* tmp. object */ + object *item; /* treasure object */ + char buf[MAX_BUF]; /* tmp. string buffer */ + int i = 0, j = 0; + + /* get the appropriate treasurelist */ + if (atnr == ATNR_FIRE) + trlist = find_treasurelist ("dragon_ability_fire"); + else if (atnr == ATNR_COLD) + trlist = find_treasurelist ("dragon_ability_cold"); + else if (atnr == ATNR_ELECTRICITY) + trlist = find_treasurelist ("dragon_ability_elec"); + else if (atnr == ATNR_POISON) + trlist = find_treasurelist ("dragon_ability_poison"); + + if (trlist == NULL || who->type != PLAYER) + return; + + for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); + + if (tr == NULL || tr->item == NULL) + { + /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ + return; } - - /* everything seems okay - now bring on the gift: */ - item = &(tr->item->clone); - if (item->type == SPELL) { - if (check_spell_known (who, item->name)) - return; + /* everything seems okay - now bring on the gift: */ + item = &(tr->item->clone); - new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); - do_learn_spell (who, item, 0); + if (item->type == SPELL) + { + if (check_spell_known (who, item->name)) return; + + new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name); + do_learn_spell (who, item, 0); + return; } - /* grant direct spell */ - if (item->type == SPELLBOOK) { - if (!item->inv) { - LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", - item->name); - return; + /* grant direct spell */ + if (item->type == SPELLBOOK) + { + if (!item->inv) + { + LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name); + return; } - if (check_spell_known (who, item->inv->name)) - return; - if (item->invisible) { - new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); - do_learn_spell (who, item->inv, 0); - return; + if (check_spell_known (who, item->inv->name)) + return; + if (item->invisible) + { + new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); + do_learn_spell (who, item->inv, 0); + return; } } - else if (item->type == SKILL_TOOL && item->invisible) { - if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { + else if (item->type == SKILL_TOOL && item->invisible) + { + if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL) + { + + /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... + * in this way, if the player is missing any of the attacktypes, he gets + * them. As it is now, if the player has any that match the granted skill, + * but not all of them, he gets nothing. + */ + if (!(skop->attacktype & item->attacktype)) + { + /* Give new attacktype */ + skop->attacktype |= item->attacktype; + + /* always add physical if there's none */ + skop->attacktype |= AT_PHYSICAL; - /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... - * in this way, if the player is missing any of the attacktypes, he gets - * them. As it is now, if the player has any that match the granted skill, - * but not all of them, he gets nothing. - */ - if (!(skop->attacktype & item->attacktype)) { - /* Give new attacktype */ - skop->attacktype |= item->attacktype; - - /* always add physical if there's none */ - skop->attacktype |= AT_PHYSICAL; - - if (item->msg != NULL) - new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); - - /* Give player new face */ - if (item->animation_id) { - who->face = skop->face; - who->animation_id = item->animation_id; - who->anim_speed = item->anim_speed; - who->last_anim = 0; - who->state = 0; - animate_object(who, who->direction); - } - } - } - } - else if (item->type == FORCE) { - /* forces in the treasurelist can alter the player's stats */ - object *skin; - /* first get the dragon skin force */ - for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; - skin=skin->below); - if (skin == NULL) return; - - /* adding new spellpath attunements */ - if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { - skin->path_attuned |= item->path_attuned; /* add attunement to skin */ - - /* print message */ - sprintf(buf, "You feel attuned to "); - for(i=0, j=0; ipath_attuned & (1<msg != NULL) - new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); - } - else { - /* generate misc. treasure */ - tmp = arch_to_object (tr->item); - new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); - tmp = insert_ob_in_ob (tmp, who); - if (who->type == PLAYER) - esrv_send_item(who, tmp); + if (item->msg != NULL) + new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); + + /* Give player new face */ + if (item->animation_id) + { + who->face = skop->face; + who->animation_id = item->animation_id; + who->anim_speed = item->anim_speed; + who->last_anim = 0; + who->state = 0; + animate_object (who, who->direction); + } + } + } + } + else if (item->type == FORCE) + { + /* forces in the treasurelist can alter the player's stats */ + object *skin; + + /* first get the dragon skin force */ + for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); + if (skin == NULL) + return; + + /* adding new spellpath attunements */ + if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) + { + skin->path_attuned |= item->path_attuned; /* add attunement to skin */ + + /* print message */ + sprintf (buf, "You feel attuned to "); + for (i = 0, j = 0; i < NRSPELLPATHS; i++) + { + if (item->path_attuned & (1 << i)) + { + if (j) + strcat (buf, " and "); + else + j = 1; + strcat (buf, spellpathnames[i]); + } + } + strcat (buf, "."); + new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); + } + + /* evtl. adding flags: */ + if (QUERY_FLAG (item, FLAG_XRAYS)) + SET_FLAG (skin, FLAG_XRAYS); + if (QUERY_FLAG (item, FLAG_STEALTH)) + SET_FLAG (skin, FLAG_STEALTH); + if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) + SET_FLAG (skin, FLAG_SEE_IN_DARK); + + /* print message if there is one */ + if (item->msg != NULL) + new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); + } + else + { + /* generate misc. treasure */ + tmp = arch_to_object (tr->item); + new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); + tmp = insert_ob_in_ob (tmp, who); + if (who->type == PLAYER) + esrv_send_item (who, tmp); } } @@ -3459,14 +3931,19 @@ * Unready an object for a player. This function does nothing if the object was * not readied. */ -void player_unready_range_ob(player *pl, object *ob) { - rangetype i; +void +player_unready_range_ob (player *pl, object *ob) +{ + rangetype i; - for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { - if (pl->ranges[i] == ob) { - pl->ranges[i] = NULL; - if (pl->shoottype == i) { - pl->shoottype = range_none; + for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) + { + if (pl->ranges[i] == ob) + { + pl->ranges[i] = NULL; + if (pl->shoottype == i) + { + pl->shoottype = range_none; } } }