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Comparing deliantra/server/server/player.C (file contents):
Revision 1.12 by elmex, Tue Aug 29 10:51:43 2006 UTC vs.
Revision 1.20 by root, Tue Sep 12 17:54:41 2006 UTC

1/*
2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.12 2006/08/29 10:51:43 elmex Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
25 20
26 The author can be reached via e-mail to crossfire-devel@real-time.com 21 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */ 25#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 26# include <pwd.h>
32#endif 27#endif
33#ifndef __CEXTRACT__ 28#ifndef __CEXTRACT__
34#include <sproto.h> 29# include <sproto.h>
35#endif 30#endif
36#include <sounds.h> 31#include <sounds.h>
37#include <living.h> 32#include <living.h>
38#include <object.h> 33#include <object.h>
39#include <spells.h> 34#include <spells.h>
42 37
43#ifdef COZY_SERVER 38#ifdef COZY_SERVER
44extern int same_party (partylist *a, partylist *b); 39extern int same_party (partylist *a, partylist *b);
45#endif 40#endif
46 41
42player *
47player *find_player(const char *plname) 43find_player (const char *plname)
48{ 44{
49 player *pl; 45 player *pl;
46
50 for(pl=first_player;pl!=NULL;pl=pl->next) 47 for (pl = first_player; pl != NULL; pl = pl->next)
51 { 48 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
53 return pl; 50 return pl;
54 }; 51 };
55 return NULL; 52 return NULL;
56} 53}
57 54
55player *
58player* find_player_partial_name( const char* plname ) 56find_player_partial_name (const char *plname)
59 { 57{
60 player* pl; 58 player *pl;
61 player* found = NULL; 59 player *found = NULL;
62 size_t namelen = strlen( plname ); 60 size_t namelen = strlen (plname);
61
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 62 for (pl = first_player; pl != NULL; pl = pl->next)
64 { 63 {
65 if ( strlen( pl->ob->name ) < namelen ) 64 if ((size_t) strlen (pl->ob->name) < namelen)
66 continue; 65 continue;
67 66
68 if ( !strcmp( pl->ob->name, plname) ) 67 if (!strcmp (pl->ob->name, plname))
69 return pl; 68 return pl;
70 69
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 70 if (!strncasecmp (pl->ob->name, plname, namelen))
72 { 71 {
73 if ( found ) 72 if (found)
74 return NULL; 73 return NULL;
75 74
76 found = pl; 75 found = pl;
76 }
77 }
78 return found;
79}
80
81void
82display_motd (const object *op)
83{
84 char buf[MAX_BUF];
85 char motd[HUGE_BUF];
86 FILE *fp;
87 int comp;
88 int size;
89
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return;
94 }
95 motd[0] = '\0';
96 size = 0;
97 while (fgets (buf, MAX_BUF, fp) != NULL)
98 {
99 if (*buf == '#')
100 continue;
101 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf);
103 }
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp);
106}
107
108void
109send_rules (const object *op)
110{
111 char buf[MAX_BUF];
112 char rules[HUGE_BUF];
113 FILE *fp;
114 int comp;
115 int size;
116
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return;
121 }
122 rules[0] = '\0';
123 size = 0;
124 while (fgets (buf, MAX_BUF, fp) != NULL)
125 {
126 if (*buf == '#')
127 continue;
128 if (size + strlen (buf) >= HUGE_BUF)
129 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break;
132 }
133 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf);
135 }
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp);
138}
139
140void
141send_news (const object *op)
142{
143 char buf[MAX_BUF];
144 char news[HUGE_BUF];
145 char subject[MAX_BUF];
146 FILE *fp;
147 int comp;
148 int size;
149
150 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return;
153 news[0] = '\0';
154 subject[0] = '\0';
155 size = 0;
156 while (fgets (buf, MAX_BUF, fp) != NULL)
157 {
158 if (*buf == '#')
159 continue;
160 if (*buf == '%')
161 { /* send one news */
162 if (size > 0)
163 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 */
164 strcpy (subject, buf + 1);
165 strip_endline (subject);
166 size = 0;
167 news[0] = '\0';
168 }
169 else
170 {
171 if (size + strlen (buf) >= HUGE_BUF)
172 {
173 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
174 break;
77 } 175 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103}
104
105void send_rules(const object *op) {
106 char buf[MAX_BUF];
107 char rules[HUGE_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size); 176 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 177 size += strlen (buf);
170 } 178 }
171 }
172 179 }
180
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp); 183 close_and_delete (fp, comp);
179} 184}
180 185
186int
181int playername_ok(const char *cp) { 187playername_ok (const char *cp)
188{
182 /* Don't allow - or _ as first character in the name */ 189 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0; 190 if (*cp == '-' || *cp == '_')
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
189} 197}
190 198
191/* This no longer sets the player map. Also, it now updates 199/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that. 200 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map. 201 * Caller is responsible for setting the correct map.
197 * Hopefully this will be less bugfree and simpler. 205 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null, 206 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle 207 * we create a new one. Otherwise, we recycle
200 * the one that is passed. 208 * the one that is passed.
201 */ 209 */
202static player* get_player(player *p) { 210static player *
211get_player (player *p)
212{
203 object *op=arch_to_object(get_player_archetype(NULL)); 213 object *op = arch_to_object (get_player_archetype (NULL));
204 int i; 214 int i;
205 215
206 if (!p) { 216 if (!p)
207 p = (player *) malloc(sizeof(player)); 217 {
208 if(p==NULL) 218 p = new player;
209 fatal(OUT_OF_MEMORY);
210 219
211 /* This adds the player in the linked list. There is extra 220 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the 221 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that 222 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of 223 * that needs to be done except for things like output of
215 * 'who'. 224 * 'who'.
216 */ 225 */
217 player *tmp = first_player; 226 player *tmp = first_player;
227
218 while(tmp!=NULL&&tmp->next!=NULL) 228 while (tmp != NULL && tmp->next != NULL)
219 tmp=tmp->next; 229 tmp = tmp->next;
220 if(tmp!=NULL) 230 if (tmp != NULL)
221 tmp->next=p; 231 tmp->next = p;
222 else 232 else
223 first_player=p; 233 first_player = p;
224 234
225 p->next = NULL; 235 p->next = NULL;
226 } 236 }
227 237
228 /* Clears basically the entire player structure except 238 /* Clears basically the entire player structure except
229 * for next and socket. 239 * for next and socket.
230 */ 240 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 241 p->clear ();
232 p->attachable_init (); //HACK
233 242
234 /* There are some elements we want initialized to non zero value - 243 /* There are some elements we want initialized to non zero value -
235 * we deal with that below this point. 244 * we deal with that below this point.
236 */ 245 */
237 p->party=NULL; 246 p->party = NULL;
238 p->outputs_sync=16; /* Every 2 seconds */ 247 p->outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count=1; /* Keeps present behaviour */ 248 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 249 p->unapply = unapply_nochoice;
241 p->Swap_First = -1; 250 p->Swap_First = -1;
242 251
243#ifdef AUTOSAVE 252#ifdef AUTOSAVE
244 p->last_save_tick = 9999999; 253 p->last_save_tick = 9999999;
245#endif 254#endif
246 255
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
248 257
249 op->contr=p; /* this aren't yet in archetype */ 258 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op; 259 p->ob = op;
251 op->speed_left=0.5; 260 op->speed_left = 0.5;
252 op->speed=1.0; 261 op->speed = 1.0;
253 op->direction=5; /* So player faces south */ 262 op->direction = 5; /* So player faces south */
254 op->stats.wc=2; 263 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */ 264 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257 266
258 roll_stats(op); 267 roll_stats (op);
259 p->state=ST_ROLL_STAT; 268 p->state = ST_ROLL_STAT;
260 clear_los(op); 269 clear_los (op);
261 270
262 p->gen_sp_armour=10; 271 p->gen_sp_armour = 10;
263 p->last_speed= -1; 272 p->last_speed = -1;
264 p->shoottype=range_none; 273 p->shoottype = range_none;
265 p->bowtype=bow_normal; 274 p->bowtype = bow_normal;
266 p->petmode=pet_normal; 275 p->petmode = pet_normal;
267 p->listening=10; 276 p->listening = 10;
268 p->usekeys=containers; 277 p->usekeys = containers;
269 p->last_weapon_sp= -1; 278 p->last_weapon_sp = -1;
270 p->peaceful=1; /* default peaceful */ 279 p->peaceful = 1; /* default peaceful */
271 p->do_los=1; 280 p->do_los = 1;
272 p->explore=0; 281 p->explore = 0;
273 p->no_shout=0; /* default can shout */ 282 p->no_shout = 0; /* default can shout */
274 283
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 284 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
276 p->title[sizeof(p->title)-1] = '\0'; 285 p->title[sizeof (p->title) - 1] = '\0';
277 op->race = add_string (op->arch->clone.race); 286 op->race = op->arch->clone.race;
278 287
279 CLEAR_FLAG(op,FLAG_READY_SKILL); 288 CLEAR_FLAG (op, FLAG_READY_SKILL);
280 289
281 /* we need to clear these to -1 and not zero - otherwise, 290 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont 291 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start 292 * send new values to the client, as things like exp start
284 * at zero. 293 * at zero.
285 */ 294 */
286 for (i=0; i < NUM_SKILLS; i++) { 295 for (i = 0; i < NUM_SKILLS; i++)
296 {
287 p->last_skill_exp[i] = -1; 297 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL; 298 p->last_skill_ob[i] = NULL;
289 } 299 }
290 for (i=0; i < NROFATTACKS; i++) { 300 for (i = 0; i < NROFATTACKS; i++)
301 {
291 p->last_resist[i] = -1; 302 p->last_resist[i] = -1;
292 } 303 }
293 p->last_stats.exp = -1; 304 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1; 305 p->last_weight = (uint32) - 1;
295 306
296 p->socket.update_look=0; 307 p->socket.update_look = 0;
297 p->socket.look_position=0; 308 p->socket.look_position = 0;
298 return p; 309 return p;
299} 310}
300
301 311
302/* This loads the first map an puts the player on it. */ 312/* This loads the first map an puts the player on it. */
313static void
303static void set_first_map(object *op) 314set_first_map (object *op)
304{ 315{
305 strcpy(op->contr->maplevel, first_map_path); 316 strcpy (op->contr->maplevel, first_map_path);
306 op->x = -1; 317 op->x = -1;
307 op->y = -1; 318 op->y = -1;
308 enter_exit(op, NULL); 319 enter_exit (op, NULL);
309} 320}
310 321
311/* Tries to add player on the connection passwd in ns. 322/* Tries to add player on the connection passwd in ns.
312 * All we can really get in this is some settings like host and display 323 * All we can really get in this is some settings like host and display
313 * mode. 324 * mode.
314 */ 325 */
315 326
327int
316int add_player(NewSocket *ns) { 328add_player (NewSocket * ns)
329{
317 player *p; 330 player *p;
318 331
319 p=get_player(NULL); 332 p = get_player (NULL);
320 p->socket = *ns; 333 p->socket = *ns;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 334 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
322 if(p->socket.faces_sent == NULL) 335 if (p->socket.faces_sent == NULL)
323 fatal(OUT_OF_MEMORY); 336 fatal (OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 337 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared. 338 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data 339 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket. 340 * on the uncoming socket.
328 */ 341 */
329 p->socket.inbuf.len = 0; 342 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 343 set_first_map (p->ob);
331 344
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob); 346 add_friendly_object (p->ob);
334 send_rules(p->ob); 347 send_rules (p->ob);
335 send_news(p->ob); 348 send_news (p->ob);
336 display_motd(p->ob); 349 display_motd (p->ob);
337 get_name(p->ob); 350 get_name (p->ob);
338 return 0; 351 return 0;
339} 352}
340 353
341/* 354/*
342 * get_player_archetype() return next player archetype from archetype 355 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 356 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 357 * Note: there MUST be at least one player archetype!
345 */ 358 */
359archetype *
346archetype *get_player_archetype(archetype* at) 360get_player_archetype (archetype *at)
347{ 361{
348 archetype *start = at; 362 archetype *start = at;
363
349 for (;;) { 364 for (;;)
365 {
350 if (at==NULL || at->next==NULL) 366 if (at == NULL || at->next == NULL)
351 at=first_archetype; 367 at = first_archetype;
352 else 368 else
353 at=at->next; 369 at = at->next;
354 if(at->clone.type==PLAYER) 370 if (at->clone.type == PLAYER)
355 return at; 371 return at;
356 if (at == start) { 372 if (at == start)
373 {
357 LOG (llevError, "No Player archetypes\n"); 374 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 375 exit (-1);
359 } 376 }
360 } 377 }
361} 378}
362 379
363 380
381object *
364object *get_nearest_player(object *mon) { 382get_nearest_player (object *mon)
383{
365 object *op = NULL; 384 object *op = NULL;
366 player *pl = NULL; 385 player *pl = NULL;
367 objectlink *ol; 386 objectlink *ol;
368 unsigned lastdist; 387 unsigned lastdist;
369 rv_vector rv; 388 rv_vector rv;
370 389
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 390 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
391 {
372 /* We should not find free objects on this friendly list, but it 392 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 393 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 394 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 395 * list is also free, so encapsulate this in a while loop.
376 */ 396 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 397 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
398 {
378 object *tmp=ol->ob; 399 object *tmp = ol->ob;
379 400
380 /* Can't do much more other than log the fact, because the object 401 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 402 * itself will have been cleared.
382 */ 403 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 404 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 405 ol = ol->next;
385 remove_friendly_object(tmp); 406 remove_friendly_object (tmp);
407 if (!ol)
386 if (!ol) return op; 408 return op;
387 } 409 }
388 410
389 /* Remove special check for player from this. First, it looks to cause 411 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more 412 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 413 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would 414 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 415 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 416 * on_same_map check, as can_detect_enemy also does this
395 */ 417 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 418 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 419 continue;
398 420
399 if(lastdist>rv.distance) { 421 if (lastdist > rv.distance)
422 {
400 op=ol->ob; 423 op = ol->ob;
401 lastdist=rv.distance; 424 lastdist = rv.distance;
402 } 425 }
403 } 426 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 427 for (pl = first_player; pl != NULL; pl = pl->next)
428 {
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 429 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
406 431
407 if(lastdist>rv.distance) { 432 if (lastdist > rv.distance)
433 {
408 op=pl->ob; 434 op = pl->ob;
409 lastdist=rv.distance; 435 lastdist = rv.distance;
410 } 436 }
411 } 437 }
412 } 438 }
413#if 0 439#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 440 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 441#endif
416 return op; 442 return op;
417} 443}
418 444
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 445/* I believe this can safely go to 2, 3 is questionable, 4 will likely
420 * result in a monster paths backtracking. It basically determines how large a 446 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 447 * detour a monster will take from the direction path when looking
458 * monster can in fact move one space in that direction. 484 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 485 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 486 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 487 * is blocking itself.
462 */ 488 */
489int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 490path_to_player (object *mon, object *pl, unsigned mindiff)
491{
464 rv_vector rv; 492 rv_vector rv;
465 sint16 x,y; 493 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 494 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 495 mapstruct *m, *lastmap;
468 496
469 get_rangevector(mon, pl, &rv, 0); 497 get_rangevector (mon, pl, &rv, 0);
470 498
471 if (rv.distance<mindiff) return 0; 499 if (rv.distance < mindiff)
500 return 0;
472 501
473 x=mon->x; 502 x = mon->x;
474 y=mon->y; 503 y = mon->y;
475 m=mon->map; 504 m = mon->map;
476 dir = rv.direction; 505 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 506 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 507 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */ 508 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 509 if (diff > max)
510 return 0;
481 while (diff >1 && max>0) { 511 while (diff > 1 && max > 0)
512 {
482 lastx = x; 513 lastx = x;
483 lasty = y; 514 lasty = y;
484 lastmap = m; 515 lastmap = m;
485 x = lastx + freearr_x[dir]; 516 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 517 y = lasty + freearr_y[dir];
487 518
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 519 mflags = get_map_flags (m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 520 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 521
491 /* Space is blocked - try changing direction a little */ 522 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 523 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) { 524 && (m == mon->map && blocked_link (mon, m, x, y))))
525 {
494 /* recalculate direction from last good location. Possible 526 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 527 * we were not traversing ideal location before.
496 */ 528 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 529 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 530 if (rv.direction != dir)
531 {
499 /* OK - says direction should be different - lets reset the 532 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 533 * the values so it will try again.
501 */ 534 */
502 x = lastx; 535 x = lastx;
503 y = lasty; 536 y = lasty;
504 m = lastmap; 537 m = lastmap;
505 dir = firstdir = rv.direction; 538 dir = firstdir = rv.direction;
539 }
506 } else { 540 else
541 {
507 /* direct path is blocked - try taking a side step to 542 /* direct path is blocked - try taking a side step to
508 * either the left or right. 543 * either the left or right.
509 * Note increase the values in the loop below to be 544 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 545 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 546 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try 547 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 548 * stepping back and forth
514 */ 549 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 550 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
551 {
552 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 553 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 554 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 555 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 556 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 557 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 558 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 559 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 560 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 561 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 562 * the last direction the creature has successfully
526 * moved. 563 * moved.
527 */ 564 */
528 565
529 x = lastx + freearr_x[absdir(lastdir+i)]; 566 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 567 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 568 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 569 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 570 if (mflags & P_OUT_OF_MAP)
571 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 572 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 573 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
574 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 575 if (mflags & P_BLOCKSVIEW)
576 continue;
537 577
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 578 if (m == mon->map && blocked_link (mon, m, x, y))
579 break;
539 } 580 }
540 /* go through entire loop without finding a valid 581 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 582 * sidestep to take - thus, no valid path.
542 */ 583 */
543 if (i==(DETOUR_AMOUNT+1)) 584 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 585 return 0;
545 diff--; 586 diff--;
546 lastdir=dir; 587 lastdir = dir;
547 max--; 588 max--;
548 if (!firstdir) firstdir = dir+i; 589 if (!firstdir)
590 firstdir = dir + i;
549 } /* else check alternate directions */ 591 } /* else check alternate directions */
550 } /* if blocked */ 592 } /* if blocked */
551 else { 593 else
594 {
552 /* we moved towards creature, so diff is less */ 595 /* we moved towards creature, so diff is less */
553 diff--; 596 diff--;
554 max--; 597 max--;
555 lastdir=dir; 598 lastdir = dir;
599 if (!firstdir)
556 if (!firstdir) firstdir = dir; 600 firstdir = dir;
601 }
602 if (diff <= 1)
557 } 603 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 604 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 605 * headed toward player for entire distance.
561 */ 606 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 607 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 608 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
564 } 609 }
565 if (diff>max) return 0; 610 if (diff > max)
611 return 0;
566 } 612 }
567 /* If we reached the max, didn't find a direction in time */ 613 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 614 if (!max)
615 return 0;
569 616
570 return firstdir; 617 return firstdir;
571} 618}
572 619
620void
573void give_initial_items(object *pl,treasurelist *items) { 621give_initial_items (object *pl, treasurelist * items)
622{
574 object *op,*next=NULL; 623 object *op, *next = NULL;
575 624
576 if(pl->randomitems!=NULL) 625 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 626 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 627
579 for (op=pl->inv; op; op=next) { 628 for (op = pl->inv; op; op = next)
629 {
580 next = op->below; 630 next = op->below;
581 631
582 /* Forces get applied per default, unless they have the 632 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 633 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 634 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 635 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 636 SET_FLAG (op, FLAG_APPLIED);
587 637
588 /* we never give weapons/armour if these cannot be used 638 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 639 * by this player due to race restrictions
590 */ 640 */
591 if (pl->type == PLAYER) { 641 if (pl->type == PLAYER)
642 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 643 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 644 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 645 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 646 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 647 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 648 {
598 remove_ob (op); 649 remove_ob (op);
599 free_object (op); 650 free_object (op);
600 continue;
601 }
602 }
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue; 651 continue;
622 } 652 }
623 if (op->nrof > 1) op->nrof = 1; 653 }
654
655 /* This really needs to be better - we should really give
656 * a substitute spellbook. The problem is that we don't really
657 * have a good idea what to replace it with (need something like
658 * a first level treasurelist for each skill.)
659 * remove duplicate skills also
660 */
661 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 662 {
663 object *tmp;
625 664
665 for (tmp = op->below; tmp; tmp = tmp->below)
666 if (tmp->type == op->type && tmp->name == op->name)
667 break;
668
669 if (tmp)
670 {
671 remove_ob (op);
672 free_object (op);
673 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
674 continue;
675 }
676 if (op->nrof > 1)
677 op->nrof = 1;
678 }
679
626 if (op->type == SPELLBOOK && op->inv) { 680 if (op->type == SPELLBOOK && op->inv)
681 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 682 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 683 }
629 684
630 /* Give starting characters identified, uncursed, and undamned 685 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 686 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 687 * merged properly.
633 */ 688 */
634 if (need_identify(op)) { 689 if (need_identify (op))
690 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 691 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 692 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 693 CLEAR_FLAG (op, FLAG_DAMNED);
694 }
695 if (op->type == SPELL)
638 } 696 {
639 if(op->type==SPELL) {
640 remove_ob(op); 697 remove_ob (op);
641 free_object(op); 698 free_object (op);
642 continue; 699 continue;
700 }
701 else if (op->type == SKILL)
643 } 702 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 703 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 704 op->stats.exp = 0;
647 op->level = 1; 705 op->level = 1;
648 } 706 }
649 /* lock all 'normal items by default */ 707 /* lock all 'normal items by default */
708 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 709 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 710 } /* for loop of objects in player inv */
652 711
653 /* Need to set up the skill pointers */ 712 /* Need to set up the skill pointers */
654 link_player_skills(pl); 713 link_player_skills (pl);
655} 714}
656 715
716void
657void get_name(object *op) { 717get_name (object *op)
718{
658 op->contr->write_buf[0]='\0'; 719 op->contr->write_buf[0] = '\0';
659 op->contr->state=ST_GET_NAME; 720 op->contr->state = ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:"); 721 send_query (&op->contr->socket, 0, "What is your name?\n:");
661} 722}
662 723
724void
663void get_password(object *op) { 725get_password (object *op)
726{
664 op->contr->write_buf[0]='\0'; 727 op->contr->write_buf[0] = '\0';
665 op->contr->state=ST_GET_PASSWORD; 728 op->contr->state = ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:"); 729 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
667} 730}
668 731
732void
669void play_again(object *op) 733play_again (object *op)
670{ 734{
671 op->contr->state=ST_PLAY_AGAIN; 735 op->contr->state = ST_PLAY_AGAIN;
672 op->chosen_skill = NULL; 736 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); 737 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th 738 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll 739 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick 740 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without 741 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense 742 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all 743 * to leave it to play_again to remove the object in all
680 * cases. 744 * cases.
681 */ 745 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED)) 746 if (!QUERY_FLAG (op, FLAG_REMOVED))
683 remove_ob(op); 747 remove_ob (op);
684 /* Need to set this to null - otherwise, it could point to garbage, 748 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if 749 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out. 750 * the map is null or not swapped out.
687 */ 751 */
688 op->map = NULL; 752 op->map = NULL;
689} 753}
690 754
691 755int
692int receive_play_again(object *op, char key) 756receive_play_again (object *op, char key)
693{ 757{
694 if(key=='q'||key=='Q') { 758 if (key == 'q' || key == 'Q')
759 {
695 remove_friendly_object(op); 760 remove_friendly_object (op);
696 leave(op->contr,0); /* ericserver will draw the message */ 761 leave (op->contr, 0); /* ericserver will draw the message */
697 return 2; 762 return 2;
698 } 763 }
699 else if(key=='a'||key=='A') { 764 else if (key == 'a' || key == 'A')
765 {
700 player *pl = op->contr; 766 player *pl = op->contr;
701 const char *name = op->name; 767 shstr name = op->name;
702 768
703 add_refcount(name); 769 op->contr = 0;
704 remove_friendly_object(op); 770 op->type = 0;
705 free_object(op); 771 op->free (1);
706 pl = get_player(pl); 772 pl = get_player (pl);
707 op = pl->ob; 773 op = pl->ob;
708 add_friendly_object(op); 774 add_friendly_object (op);
709 op->contr->password[0]='~'; 775 op->contr->password[0] = '~';
710 FREE_AND_CLEAR_STR(op->name); 776 op->name = op->name_pl = 0;
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */ 777 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n"); 778 new_draw_info (NDI_UNIQUE, 0, op, "\n");
715 get_name(op); 779 get_name (op);
716 op->name = name; /* Alrady added a refcount above */ 780 op->name = op->name_pl = name;
717 op->name_pl = add_string(name);
718 set_first_map(op); 781 set_first_map (op);
719 } else { 782 }
783 else
720 /* user pressed something else so just ask again... */ 784 /* user pressed something else so just ask again... */
721 play_again(op); 785 play_again (op);
722 } 786
723 return 0; 787 return 0;
724} 788}
725 789
790void
726void confirm_password(object *op) { 791confirm_password (object *op)
792{
727 793
728 op->contr->write_buf[0]='\0'; 794 op->contr->write_buf[0] = '\0';
729 op->contr->state=ST_CONFIRM_PASSWORD; 795 op->contr->state = ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 796 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731} 797}
732 798
799void
733void get_party_password(object *op, partylist *party) { 800get_party_password (object *op, partylist *party)
801{
734 if (party == NULL) { 802 if (party == NULL)
803 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 804 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 805 return;
737 } 806 }
738 op->contr->write_buf[0]='\0'; 807 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 808 op->contr->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 809 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 810 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 811}
743 812
744 813
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 814/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
815int
746int roll_stat(void) { 816roll_stat (void)
817{
747 int a[4],i,j,k; 818 int a[4], i, j, k;
748 819
749 for(i=0;i<4;i++) 820 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 821 a[i] = (int) RANDOM () % 6 + 1;
751 822
752 for(i=0,j=0,k=7;i<4;i++) 823 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 824 if (a[i] < k)
754 k=a[i],j=i; 825 k = a[i], j = i;
755 826
756 for(i=0,k=0;i<4;i++) { 827 for (i = 0, k = 0; i < 4; i++)
828 {
757 if(i!=j) 829 if (i != j)
758 k+=a[i]; 830 k += a[i];
759 } 831 }
760 return k; 832 return k;
761} 833}
762 834
835void
763void roll_stats(object *op) { 836roll_stats (object *op)
837{
764 int sum=0; 838 int sum = 0;
765 int i = 0, j = 0; 839 int i = 0, j = 0;
766 int statsort[7]; 840 int statsort[7];
767 841
842 do
768 do { 843 {
769 op->stats.Str=roll_stat(); 844 op->stats.Str = roll_stat ();
770 op->stats.Dex=roll_stat(); 845 op->stats.Dex = roll_stat ();
771 op->stats.Int=roll_stat(); 846 op->stats.Int = roll_stat ();
772 op->stats.Con=roll_stat(); 847 op->stats.Con = roll_stat ();
773 op->stats.Wis=roll_stat(); 848 op->stats.Wis = roll_stat ();
774 op->stats.Pow=roll_stat(); 849 op->stats.Pow = roll_stat ();
775 op->stats.Cha=roll_stat(); 850 op->stats.Cha = roll_stat ();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 851 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
777 op->stats.Con+op->stats.Wis+op->stats.Pow+ 852 }
778 op->stats.Cha;
779 } while(sum<82||sum>116); 853 while (sum < 82 || sum > 116);
780 854
781 /* Sort the stats so that rerolling is easier... */ 855 /* Sort the stats so that rerolling is easier... */
782 statsort[0] = op->stats.Str; 856 statsort[0] = op->stats.Str;
783 statsort[1] = op->stats.Dex; 857 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int; 858 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con; 859 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis; 860 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow; 861 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha; 862 statsort[6] = op->stats.Cha;
789 863
790 /* a quick and dirty bubblesort? */ 864 /* a quick and dirty bubblesort? */
865 do
791 do { 866 {
792 if (statsort[i] < statsort[i + 1]) { 867 if (statsort[i] < statsort[i + 1])
868 {
793 j = statsort[i]; 869 j = statsort[i];
794 statsort[i] = statsort[i + 1]; 870 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j; 871 statsort[i + 1] = j;
796 i = 0; 872 i = 0;
873 }
797 } else { 874 else
875 {
798 i++; 876 i++;
799 } 877 }
878 }
800 } while (i < 6); 879 while (i < 6);
801 880
802 op->stats.Str = statsort[0]; 881 op->stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 882 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 883 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 884 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 885 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 886 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 887 op->stats.Cha = statsort[6];
809 888
810 889
811 op->contr->orig_stats.Str=op->stats.Str; 890 op->contr->orig_stats.Str = op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex; 891 op->contr->orig_stats.Dex = op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int; 892 op->contr->orig_stats.Int = op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con; 893 op->contr->orig_stats.Con = op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis; 894 op->contr->orig_stats.Wis = op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow; 895 op->contr->orig_stats.Pow = op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha; 896 op->contr->orig_stats.Cha = op->stats.Cha;
818 897
819 op->level=1; 898 op->level = 1;
820 op->stats.exp=0; 899 op->stats.exp = 0;
821 op->stats.ac=0; 900 op->stats.ac = 0;
822 901
823 op->contr->levhp[1] = 9; 902 op->contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 903 op->contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 904 op->contr->levgrace[1] = 3;
826 905
827 fix_player(op); 906 fix_player (op);
828 op->stats.hp = op->stats.maxhp; 907 op->stats.hp = op->stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 908 op->stats.sp = op->stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 909 op->stats.grace = op->stats.maxgrace;
831 op->contr->orig_stats=op->stats; 910 op->contr->orig_stats = op->stats;
832} 911}
833 912
913void
834void Roll_Again(object *op) 914Roll_Again (object *op)
835{ 915{
836 esrv_new_player(op->contr, 0); 916 esrv_new_player (op->contr, 0);
917 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
837 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 918 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838} 919}
839 920
921void
840void Swap_Stat(object *op,int Swap_Second) 922Swap_Stat (object *op, int Swap_Second)
841{ 923{
842 signed char tmp; 924 signed char tmp;
843 char buf[MAX_BUF]; 925 char buf[MAX_BUF];
844 926
845 if ( op->contr->Swap_First == -1 ) { 927 if (op->contr->Swap_First == -1)
928 {
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 929 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,"); 930 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au"); 931 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
849 return; 932 return;
850 } 933 }
851 934
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 935 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
853 936
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 937 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856 938
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 939 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
858 940
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 941 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 942 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 943 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex; 944 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con; 945 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int; 946 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis; 947 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow; 948 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha; 949 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0; 950 op->stats.ac = 0;
869 951
870 op->level=1; 952 op->level = 1;
871 op->stats.exp=0; 953 op->stats.exp = 0;
872 op->stats.ac=0; 954 op->stats.ac = 0;
873 955
874 op->contr->levhp[1] = 9; 956 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6; 957 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3; 958 op->contr->levgrace[1] = 3;
877 959
878 fix_player(op); 960 fix_player (op);
879 op->stats.hp = op->stats.maxhp; 961 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp; 962 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace; 963 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats; 964 op->contr->orig_stats = op->stats;
883 op->contr->Swap_First=-1; 965 op->contr->Swap_First = -1;
884} 966}
885 967
886 968
887/* This code has been greatly reduced, because with set_attr_value 969/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric 970 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered 971 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats 972 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how 973 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation. 974 * the number's access that stat. The table does that translation.
893 */ 975 */
976int
894int key_roll_stat(object *op, char key) 977key_roll_stat (object *op, char key)
895{ 978{
896 int keynum = key -'0'; 979 int keynum = key - '0';
897 char buf[MAX_BUF]; 980 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 981 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
899 982
900 if (keynum>0 && keynum<=7) { 983 if (keynum > 0 && keynum <= 7)
984 {
901 if (op->contr->Swap_First==-1) { 985 if (op->contr->Swap_First == -1)
986 {
902 op->contr->Swap_First=stat_trans[keynum]; 987 op->contr->Swap_First = stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 988 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 989 new_draw_info (NDI_UNIQUE, 0, op, buf);
905 } 990 }
906 else 991 else
907 Swap_Stat(op,stat_trans[keynum]); 992 Swap_Stat (op, stat_trans[keynum]);
908 993
994 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
995 return 1;
996 }
997 switch (key)
998 {
999 case 'n':
1000 case 'N':
1001 {
1002 SET_FLAG (op, FLAG_WIZ);
1003 if (op->map == NULL)
1004 {
1005 LOG (llevError, "Map == NULL in state 2\n");
1006 break;
1007 }
1008
1009#if 0
1010 /* So that enter_exit will put us at startx/starty */
1011 op->x = -1;
1012
1013 enter_exit (op, NULL);
1014#endif
1015 SET_ANIMATION (op, 2); /* So player faces south */
1016 /* Enter exit adds a player otherwise */
1017 add_statbonus (op);
1018 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1019 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1020 op->contr->state = ST_CHANGE_CLASS;
1021 if (op->msg)
1022 new_draw_info (NDI_BLUE, 0, op, op->msg);
1023 return 0;
1024 }
1025 case 'y':
1026 case 'Y':
1027 roll_stats (op);
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1028 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
910 return 1; 1029 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920 1030
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y': 1031 case 'q':
937 case 'Y': 1032 case 'Q':
938 roll_stats(op); 1033 play_again (op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1; 1034 return 1;
941 1035
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default: 1036 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1037 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
949 return 0; 1038 return 0;
950 } 1039 }
951 return 0; 1040 return 0;
952} 1041}
953 1042
954/* This function takes the key that is passed, and does the 1043/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 1044 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 1045 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 1046 * separate race and class; this actually changes the RACE,
958 * not the class. 1047 * not the class.
959 */ 1048 */
960 1049
1050int
961int key_change_class(object *op, char key) 1051key_change_class (object *op, char key)
962{ 1052{
963 int tmp_loop; 1053 int tmp_loop;
964 1054
965 if(key=='q'||key=='Q') { 1055 if (key == 'q' || key == 'Q')
1056 {
966 remove_ob(op); 1057 remove_ob (op);
967 play_again(op); 1058 play_again (op);
968 return 0; 1059 return 0;
969 } 1060 }
970 if(key=='d'||key=='D') { 1061 if (key == 'd' || key == 'D')
1062 {
971 char buf[MAX_BUF]; 1063 char buf[MAX_BUF];
972 1064
973 /* this must before then initial items are given */ 1065 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 1066 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); 1067 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
976 1068
977 INVOKE_PLAYER (BIRTH, op->contr); 1069 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 1070 INVOKE_PLAYER (LOGIN, op->contr);
979 1071
980 op->contr->state=ST_PLAYING; 1072 op->contr->state = ST_PLAYING;
981 1073
982 if (op->msg) { 1074 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 1075 op->msg = NULL;
985 }
986 1076
987 /* We create this now because some of the unique maps will need it 1077 /* We create this now because some of the unique maps will need it
988 * to save here. 1078 * to save here.
989 */ 1079 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1080 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 1081 make_path_to_file (buf);
992 1082
993#ifdef AUTOSAVE 1083#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 1084 op->contr->last_save_tick = pticks;
995#endif 1085#endif
996 start_info(op); 1086 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 1087 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 1088 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 1089 link_player_skills (op);
1000 esrv_send_inventory(op, op); 1090 esrv_send_inventory (op, op);
1001 fix_player(op); 1091 fix_player (op);
1002 1092
1003 /* This moves the player to a different start map, if there 1093 /* This moves the player to a different start map, if there
1004 * is one for this race 1094 * is one for this race
1005 */ 1095 */
1006 if(*first_map_ext_path) { 1096 if (*first_map_ext_path)
1097 {
1007 object *tmp; 1098 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 1099 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 1100
1011 first_map_ext_path, op->arch->name); 1101 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 1102 tmp = get_object ();
1013 EXIT_PATH(tmp) = add_string(mapname); 1103 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 1104 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 1105 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 1106 enter_exit (op, tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 1107 * if the map isn't there, then stay on the
1018 * default initial map */ 1108 * default initial map */
1019 free_object(tmp); 1109 free_object (tmp);
1110 }
1020 } else { 1111 else
1112 {
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 1113 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 1114 }
1023 return 0; 1115 return 0;
1024 } 1116 }
1025 1117
1026 /* Following actually changes the race - this is the default command 1118 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 1119 * if we don't match with one of the options above.
1028 */ 1120 */
1029 1121
1030 tmp_loop = 0; 1122 tmp_loop = 0;
1031 while(!tmp_loop) { 1123 while (!tmp_loop)
1032 const char *name = add_string (op->name); 1124 {
1125 shstr name = op->name;
1033 int x = op->x, y = op->y; 1126 int x = op->x, y = op->y;
1127
1034 remove_statbonus(op); 1128 remove_statbonus (op);
1035 remove_ob (op); 1129 remove_ob (op);
1036 op->arch = get_player_archetype(op->arch); 1130 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 1131 copy_object (&op->arch->clone, op);
1038 op->instantiate (); 1132 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 1133 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 1134 op->name = op->name_pl = name;
1041 op->name = name;
1042 free_string(op->name_pl);
1043 op->name_pl = add_string(name);
1044 op->x = x; 1135 op->x = x;
1045 op->y = y; 1136 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 1137 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 1138 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1139 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 1140 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1050 add_statbonus(op); 1141 add_statbonus (op);
1051 tmp_loop=allowed_class(op); 1142 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 1143 }
1144
1055 update_object(op,UP_OBJ_FACE); 1145 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 1146 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 1147 fix_player (op);
1058 op->stats.hp=op->stats.maxhp; 1148 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 1149 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 1150 op->stats.grace = 0;
1061 if (op->msg) 1151 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 1152 new_draw_info (NDI_BLUE, 0, op, op->msg);
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0; 1154 return 0;
1065} 1155}
1066 1156
1157int
1067int key_confirm_quit(object *op, char key) 1158key_confirm_quit (object *op, char key)
1068{ 1159{
1069 char buf[MAX_BUF]; 1160 char buf[MAX_BUF];
1070 1161
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1072 op->contr->state=ST_PLAYING; 1164 op->contr->state = ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1074 return 1; 1166 return 1;
1075 } 1167 }
1076 1168
1077 INVOKE_PLAYER (LOGOUT, op->contr); 1169 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 1170 INVOKE_PLAYER (QUIT, op->contr);
1079 1171
1080 terminate_all_pets(op); 1172 terminate_all_pets (op);
1081 leave_map(op); 1173 leave_map (op);
1082 op->direction=0; 1174 op->direction = 0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1084 "%s quits the game.",op->name);
1085 1176
1086 strcpy(op->contr->killer,"quit"); 1177 strcpy (op->contr->killer, "quit");
1087 check_score(op); 1178 check_score (op);
1088 op->contr->party=NULL; 1179 op->contr->party = NULL;
1089 if (settings.set_title == TRUE) 1180 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 1181 op->contr->own_title[0] = '\0';
1091 1182
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1093 mapstruct *mp, *next; 1185 mapstruct *mp, *next;
1094 1186
1095 /* We need to hunt for any per player unique maps in memory and 1187 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional, 1188 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname 1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */ 1190 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1101 next = mp->next; 1194 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf))) 1195 if (!strncmp (mp->path, buf, strlen (buf)))
1103 delete_map(mp); 1196 delete_map (mp);
1104 }
1105 1197 }
1198
1106 delete_character(op->name, 1); 1199 delete_character (op->name, 1);
1107 } 1200 }
1201
1108 play_again(op); 1202 play_again (op);
1109 return 1; 1203 return 1;
1110} 1204}
1111 1205
1206void
1112void flee_player(object *op) { 1207flee_player (object *op)
1208{
1113 int dir,diff; 1209 int dir, diff;
1114 rv_vector rv; 1210 rv_vector rv;
1115 1211
1116 if(op->stats.hp < 0) { 1212 if (op->stats.hp < 0)
1213 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1214 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1215 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 1216 return;
1120 } 1217 }
1121 1218
1122 if(op->enemy==NULL) { 1219 if (op->enemy == NULL)
1220 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1221 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 1222 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 1223 return;
1126 } 1224 }
1127 1225
1128 /* Seen some crashes here. Since we don't store an 1226 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 1227 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 1228 * actual enemy, and the object is recycled.
1131 */ 1229 */
1132 if (op->enemy->map == NULL) { 1230 if (op->enemy->map == NULL)
1231 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1232 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 1233 op->enemy = NULL;
1135 return; 1234 return;
1136 } 1235 }
1137 1236
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1237 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1238 {
1139 op->enemy=NULL; 1239 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1240 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1241 return;
1142 } 1242 }
1143 get_rangevector(op, op->enemy, &rv, 0); 1243 get_rangevector (op, op->enemy, &rv, 0);
1144 1244
1145 dir=absdir(4+rv.direction); 1245 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1246 for (diff = 0; diff < 3; diff++)
1247 {
1147 int m=1-(RANDOM()&2); 1248 int m = 1 - (RANDOM () & 2);
1148 if(move_ob(op,absdir(dir+diff*m),op)|| 1249
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) { 1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1150 return;
1151 } 1251 {
1252 return;
1253 }
1152 } 1254 }
1153 /* Cornered, get rid of scared */ 1255 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1256 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1257 op->enemy = NULL;
1156} 1258}
1157 1259
1158 1260
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1261/* check_pick sees if there is stuff to be picked up/picks up stuff.
1160 * IT returns 1 if the player should keep on moving, 0 if he should 1262 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1263 * stop.
1162 */ 1264 */
1265int
1163int check_pick(object *op) { 1266check_pick (object *op)
1267{
1164 object *tmp, *next; 1268 object *tmp, *next;
1165 tag_t next_tag=0, op_tag; 1269 tag_t next_tag = 0, op_tag;
1166 int stop = 0; 1270 int stop = 0;
1167 int j, k, wvratio; 1271 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1272 char putstring[128], tmpstr[16];
1169 1273
1170 1274
1178 if (next) 1282 if (next)
1179 next_tag = next->count; 1283 next_tag = next->count;
1180 1284
1181 /* loop while there are items on the floor that are not marked as 1285 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1286 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1287 while (next && !was_destroyed (next, next_tag))
1184 { 1288 {
1185 tmp = next; 1289 tmp = next;
1186 next = tmp->below; 1290 next = tmp->below;
1187 if (next) 1291 if (next)
1188 next_tag = next->count; 1292 next_tag = next->count;
1189 1293
1190 if (was_destroyed (op, op_tag)) 1294 if (was_destroyed (op, op_tag))
1191 return 0; 1295 return 0;
1192 1296
1193 if ( ! can_pick (op, tmp)) 1297 if (!can_pick (op, tmp))
1194 continue; 1298 continue;
1195 1299
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1300 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1301 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1302 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1303 pick_up (op, tmp);
1200 continue; 1304 continue;
1201 } 1305 }
1202 1306
1203 /* high not bit set? We're using the old autopickup model */ 1307 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1308 if (!(op->contr->mode & PU_NEWMODE))
1309 {
1205 switch (op->contr->mode) { 1310 switch (op->contr->mode)
1311 {
1312 case 0:
1206 case 0: return 1; /* don't pick up */ 1313 return 1; /* don't pick up */
1314 case 1:
1207 case 1: pick_up (op, tmp); 1315 pick_up (op, tmp);
1208 return 1; 1316 return 1;
1317 case 2:
1209 case 2: pick_up (op, tmp); 1318 pick_up (op, tmp);
1210 return 0; 1319 return 0;
1320 case 3:
1211 case 3: return 0; /* stop before pickup */ 1321 return 0; /* stop before pickup */
1322 case 4:
1212 case 4: pick_up (op, tmp); 1323 pick_up (op, tmp);
1213 break; 1324 break;
1325 case 5:
1214 case 5: pick_up (op, tmp); 1326 pick_up (op, tmp);
1215 stop = 1; 1327 stop = 1;
1216 break; 1328 break;
1217 case 6: 1329 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1330 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp); 1331 pick_up (op, tmp);
1221 break; 1332 break;
1222 1333
1223 case 7: 1334 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1335 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1336 pick_up (op, tmp);
1226 break; 1337 break;
1227 1338
1228 default: 1339 default:
1229 /* use value density */ 1340 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1341 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1342 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1)))
1233 >= op->contr->mode)
1234 pick_up(op,tmp); 1343 pick_up (op, tmp);
1235 }
1236 }
1237 else { /* old model */
1238 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG)
1240 {
1241 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type,
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type,
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1251
1252 sprintf(putstring,"...flags: ");
1253 for(k=0;k<4;k++)
1254 {
1255 for(j=0;j<32;j++)
1256 {
1257 if((tmp->flags[k]>>j)&0x01)
1258 {
1259 sprintf(tmpstr,"%d ",k*32+j);
1260 strcat(putstring, tmpstr);
1261 } 1344 }
1262 } 1345 }
1263 } 1346 else
1347 { /* old model */
1348 /* NEW pickup handling */
1349 if (op->contr->mode & PU_DEBUG)
1350 {
1351 /* some debugging code to figure out item information */
1352 if (tmp->name != NULL)
1353 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1354 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355 else
1356 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1357 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1358 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1359
1360 sprintf (putstring, "...flags: ");
1361 for (k = 0; k < 4; k++)
1362 {
1363 for (j = 0; j < 32; j++)
1364 {
1365 if ((tmp->flags[k] >> j) & 0x01)
1366 {
1367 sprintf (tmpstr, "%d ", k * 32 + j);
1368 strcat (putstring, tmpstr);
1369 }
1370 }
1371 }
1372 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1265 1373
1266#if 0 1374#if 0
1267 /* print the flags too */ 1375 /* print the flags too */
1268 for(k=0;k<4;k++) 1376 for (k = 0; k < 4; k++)
1269 { 1377 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1378 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1271 for(j=0;j<32;j++) 1379 for (j = 0; j < 32; j++)
1272 { 1380 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1381 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1274 if(!((j+1)%4))fprintf(stderr," "); 1382 if (!((j + 1) % 4))
1275 } 1383 fprintf (stderr, " ");
1384 }
1276 fprintf(stderr," [%d]\n", k*32); 1385 fprintf (stderr, " [%d]\n", k * 32);
1277 } 1386 }
1278#endif 1387#endif
1279 } 1388 }
1280 /* philosophy: 1389 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 1390 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups 1391 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 1392 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 1393 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 1394 * example.
1286 * The drawback: right now it has no frontend, so you need to 1395 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then 1396 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 1397 * convert to decimal and then 'pickup <#>
1289 */ 1398 */
1290 1399
1291 /* the first two modes are exclusive: if NOTHING we return, if 1400 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 1401 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 1402 * meaning if any test passes, the item gets picked up. */
1294 1403
1295 /* if mode is set to pick nothing up, return */ 1404 /* if mode is set to pick nothing up, return */
1296 1405
1297 if(op->contr->mode & PU_NOTHING) return 1; 1406 if (op->contr->mode & PU_NOTHING)
1407 return 1;
1298 1408
1299 /* if mode is set to stop when encountering objects, return */ 1409 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 1410 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 1411 * anything up */
1302 1412
1303 if(op->contr->mode & PU_STOP) return 0; 1413 if (op->contr->mode & PU_STOP)
1414 return 0;
1304 1415
1305 /* useful for going into stores and not losing your settings... */ 1416 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 1417 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 1418 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 1419 if (op->contr->mode & PU_INHIBIT)
1420 return 1;
1309 1421
1310 /* prevent us from turning into auto-thieves :) */ 1422 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1423 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1424 continue;
1312 1425
1313 /* ignore known cursed objects */ 1426 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1427 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1428 continue;
1315 1429
1316 /* all food and drink if desired */ 1430 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 1431 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 1432 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 1433 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1434 {
1435 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue;
1439 }
1321 if(op->contr->mode & PU_DRINK) 1440 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1441 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 1442 {
1443 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue;
1447 }
1324 1448
1325 if(op->contr->mode & PU_POTION) 1449 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 1450 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1451 {
1452 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue;
1456 }
1328 1457
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 1458 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 1459 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 1460 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1461 {
1462 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue;
1466 }
1333 if(op->contr->mode & PU_SKILLSCROLL) 1467 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 1468 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1469 {
1470 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue;
1474 }
1336 if(op->contr->mode & PU_READABLES) 1475 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 1476 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1477 {
1478 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue;
1482 }
1339 1483
1340 /* wands/staves/rods/horns */ 1484 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1485 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1487 {
1488 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue;
1492 }
1344 1493
1345 /* pick up all magical items */ 1494 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1495 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1496 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1497 {
1498 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue;
1502 }
1349 1503
1350 if(op->contr->mode & PU_VALUABLES) 1504 if (op->contr->mode & PU_VALUABLES)
1351 { 1505 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1506 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1507 {
1354 } 1508 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue;
1512 }
1513 }
1355 1514
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1515 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1516 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1517 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1518 {
1519 pick_up (op, tmp);
1520 if (0)
1521 fprintf (stderr, "JEWELS\n");
1522 continue;
1523 }
1360 1524
1361 /* bows and arrows. Bows are good for selling! */ 1525 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1526 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1527 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1528 {
1529 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue;
1533 }
1365 if(op->contr->mode & PU_ARROW) 1534 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1535 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1536 {
1537 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue;
1541 }
1368 1542
1369 /* all kinds of armor etc. */ 1543 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1544 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1545 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1546 {
1547 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue;
1551 }
1373 if(op->contr->mode & PU_HELMET) 1552 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1553 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1554 {
1555 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue;
1559 }
1376 if(op->contr->mode & PU_SHIELD) 1560 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1561 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1562 {
1563 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue;
1567 }
1379 if(op->contr->mode & PU_BOOTS) 1568 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1569 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1570 {
1571 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue;
1575 }
1382 if(op->contr->mode & PU_GLOVES) 1576 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1577 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1578 {
1579 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue;
1583 }
1385 if(op->contr->mode & PU_CLOAK) 1584 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1585 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1586 {
1587 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue;
1591 }
1388 1592
1389 /* hoping to catch throwing daggers here */ 1593 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1594 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1596 {
1597 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue;
1601 }
1393 1602
1394 /* careful: chairs and tables are weapons! */ 1603 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1604 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1605 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1606 if (tmp->type == WEAPON && tmp->name != NULL)
1398 { 1607 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1608 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1610 {
1402 } 1611 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue;
1615 }
1616 }
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1617 if (tmp->type == WEAPON && tmp->name == NULL)
1404 { 1618 {
1405 if(strstr(tmp->arch->name,"table")==NULL && 1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1406 strstr(tmp->arch->name,"chair")==NULL) 1620 {
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1621 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue;
1625 }
1626 }
1408 } 1627 }
1409 }
1410 1628
1411 /* misc stuff that's useful */ 1629 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1630 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1632 {
1633 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue;
1637 }
1415 1638
1416 /* any of the last 4 bits set means we use the ratio for value 1639 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1640 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1641 if (op->contr->mode & PU_RATIO)
1419 { 1642 {
1420 /* use value density to decide what else to grab */ 1643 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1644 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1645 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */ 1646 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1647 wvratio = (op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1648 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1426 { 1649 {
1427 pick_up(op, tmp); 1650 pick_up (op, tmp);
1428#if 0 1651#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1652 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1653 if (tmp->name != NULL)
1654 {
1431 fprintf(stderr,"%s", tmp->name); 1655 fprintf (stderr, "%s", tmp->name);
1432 } 1656 }
1657 else
1433 else fprintf(stderr,"%s",tmp->arch->name); 1658 fprintf (stderr, "%s", tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type); 1659 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1660 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1436#endif 1661#endif
1437 continue; 1662 continue;
1663 }
1438 } 1664 }
1665 } /* the new pickup model */
1439 } 1666 }
1440 } /* the new pickup model */
1441 }
1442 return ! stop; 1667 return !stop;
1443} 1668}
1444 1669
1445/* 1670/*
1446 * Find an arrow in the inventory and after that 1671 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1672 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1673 * found object is returned.
1449 */ 1674 */
1675object *
1450object *find_arrow(object *op, const char *type) 1676find_arrow (object *op, const char *type)
1451{ 1677{
1452 object *tmp = NULL; 1678 object *tmp = NULL;
1453 1679
1454 for(op=op->inv; op; op=op->below) 1680 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1681 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1456 QUERY_FLAG(op,FLAG_APPLIED))
1457 tmp = find_arrow (op, type); 1682 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1683 else if (op->type == ARROW && op->race == type)
1459 return op; 1684 return op;
1460 return tmp; 1685 return tmp;
1461} 1686}
1462 1687
1463/* 1688/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1689 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1465 * against the target. A full test is not performed, simply a basic test 1690 * against the target. A full test is not performed, simply a basic test
1466 * of resistances. The archer is making a quick guess at what he sees down 1691 * of resistances. The archer is making a quick guess at what he sees down
1467 * the hall. Failing that it does it's best to pick the highest plus arrow. 1692 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1693 */
1469 1694
1695object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1696find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1697{
1472 object *tmp = NULL, *arrow, *ntmp; 1698 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1699 int attacknum, attacktype, betterby = 0, i;
1474 1700
1475 if (!type) 1701 if (!type)
1476 return NULL; 1702 return NULL;
1477 1703
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1704 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1705 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1706 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1707 {
1481 i = 0; 1708 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1709 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1710 if (i > betterby)
1711 {
1484 tmp = ntmp; 1712 tmp = ntmp;
1485 betterby = i; 1713 betterby = i;
1486 } 1714 }
1715 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1716 else if (arrow->type == ARROW && arrow->race == type)
1717 {
1488 /* allways prefer assasination/slaying */ 1718 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1719 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1720 {
1491 if (arrow->attacktype & AT_DEATH) { 1721 if (arrow->attacktype & AT_DEATH)
1722 {
1492 *better = 100; 1723 *better = 100;
1493 return arrow; 1724 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1725 }
1498 } else { 1726 else
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1500 attacktype = 1<<attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1503 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1505 }
1506 } 1727 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1728 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1729 betterby = (arrow->magic + arrow->stats.dam) * 2;
1510 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1512 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1730 }
1515 } 1731 }
1732 else
1733 {
1734 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1735 {
1736 attacktype = 1 << attacknum;
1737 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1738 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1739 {
1740 tmp = arrow;
1741 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1742 }
1743 }
1744 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1745 {
1746 tmp = arrow;
1747 betterby = 2 + arrow->magic + arrow->stats.dam;
1748 }
1749 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1750 {
1751 tmp = arrow;
1752 betterby = 1 + arrow->magic + arrow->stats.dam;
1753 }
1516 } 1754 }
1755 }
1517 } 1756 }
1518 if (tmp == NULL && arrow == NULL) 1757 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1758 return find_arrow (op, type);
1520 1759
1521 *better = betterby; 1760 *better = betterby;
1522 return tmp; 1761 return tmp;
1523} 1762}
1524 1763
1525/* looks in a given direction, finds the first valid target, and calls 1764/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1765 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1766 * op = the shooter
1528 * type = bow->race 1767 * type = bow->race
1529 * dir = fire direction 1768 * dir = fire direction
1530 */ 1769 */
1531 1770
1771object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1772pick_arrow_target (object *op, const char *type, int dir)
1533{ 1773{
1534 object *tmp = NULL; 1774 object *tmp = NULL;
1535 mapstruct *m; 1775 mapstruct *m;
1536 int i, mflags, found, number; 1776 int i, mflags, found, number;
1537 sint16 x, y; 1777 sint16 x, y;
1538 1778
1539 if (op->map == NULL) 1779 if (op->map == NULL)
1540 return find_arrow(op, type); 1780 return find_arrow (op, type);
1541 1781
1542 /* do a dex check */ 1782 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1783 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1784 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1785 return find_arrow (op, type);
1546 1786
1547 m = op->map; 1787 m = op->map;
1548 x = op->x; 1788 x = op->x;
1549 y = op->y; 1789 y = op->y;
1550 1790
1551 /* find the first target */ 1791 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1792 for (i = 0, found = 0; i < 20; i++)
1793 {
1553 x += freearr_x[dir]; 1794 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1795 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1796 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1797 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1798 {
1557 tmp = NULL; 1799 tmp = NULL;
1800 break;
1801 }
1802 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1803 {
1804 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1805 * perhaps a bad assumption.
1806 */
1807 tmp = NULL;
1808 break;
1809 }
1810 if (mflags & P_IS_ALIVE)
1811 {
1812 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1813 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1814 {
1815 found++;
1816 break;
1817 }
1818 if (found)
1558 break; 1819 break;
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption.
1562 */
1563 tmp = NULL;
1564 break;
1565 } 1820 }
1566 if (mflags & P_IS_ALIVE) {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1569 found++;
1570 break;
1571 }
1572 if (found)
1573 break;
1574 }
1575 } 1821 }
1576 if (tmp == NULL) 1822 if (tmp == NULL)
1577 return find_arrow(op, type); 1823 return find_arrow (op, type);
1578 1824
1579 if (tmp->head) 1825 if (tmp->head)
1580 tmp = tmp->head; 1826 tmp = tmp->head;
1581 1827
1582 return find_better_arrow(op, tmp, type, &i); 1828 return find_better_arrow (op, tmp, type, &i);
1583} 1829}
1584 1830
1585/* 1831/*
1586 * Creature fires a bow - op can be monster or player. Returns 1832 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1833 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1836 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1837 * wc_mod is any special modifier to give (used in special player fire modes)
1592 * sx, sy are coordinates to fire arrow from - also used in some of the special 1838 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1839 * player fire modes.
1594 */ 1840 */
1841int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1843{
1598 object *left, *bow; 1844 object *left, *bow;
1599 tag_t left_tag, tag; 1845 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1846 int bowspeed, mflags;
1601 mapstruct *m; 1847 mapstruct *m;
1602 1848
1603 if (!dir) { 1849 if (!dir)
1850 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1852 return 0;
1606 } 1853 }
1607 if (op->type == PLAYER) 1854 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1855 bow = op->contr->ranges[range_bow];
1609 else { 1856 else
1857 {
1610 for(bow=op->inv; bow; bow=bow->below) 1858 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1859 /* Don't check for applied - monsters don't apply bows - in that way, they
1612 * don't need to switch back and forth between bows and weapons. 1860 * don't need to switch back and forth between bows and weapons.
1613 */ 1861 */
1614 if(bow->type==BOW) 1862 if (bow->type == BOW)
1615 break; 1863 break;
1616 1864
1617 if (!bow) { 1865 if (!bow)
1866 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1868 return 0;
1620 } 1869 }
1621 } 1870 }
1622 if( !bow->race || !bow->skill) { 1871 if (!bow->race || !bow->skill)
1872 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1873 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1874 return 0;
1625 } 1875 }
1626 1876
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1878
1629 /* penalize ROF for bestarrow */ 1879 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1881 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1) 1882 if (bowspeed < 1)
1633 bowspeed = 1; 1883 bowspeed = 1;
1634 1884
1635 if (arrow == NULL) { 1885 if (arrow == NULL)
1886 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1887 if ((arrow = find_arrow (op, bow->race)) == NULL)
1888 {
1637 if (op->type == PLAYER) 1889 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1890 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1891 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1892 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1893 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1894 return 0;
1644 } 1895 }
1645 } 1896 }
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1898 if (mflags & P_OUT_OF_MAP)
1899 {
1648 return 0; 1900 return 0;
1649 } 1901 }
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1905 return 0;
1653 } 1906 }
1654 1907
1655 /* this should not happen, but sometimes does */ 1908 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1909 if (arrow->nrof == 0)
1910 {
1657 remove_ob(arrow); 1911 remove_ob (arrow);
1658 free_object(arrow); 1912 free_object (arrow);
1659 return 0; 1913 return 0;
1660 } 1914 }
1661 1915
1662 left = arrow; /* these are arrows left to the player */ 1916 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1917 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1918 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1919 if (arrow == NULL)
1920 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1922 return 0;
1669 } 1923 }
1670 set_owner(arrow, op); 1924 set_owner (arrow, op);
1671 if (arrow->skill) free_string(arrow->skill);
1672 arrow->skill = add_refcount(bow->skill); 1925 arrow->skill = bow->skill;
1673 1926
1674 arrow->direction=dir; 1927 arrow->direction = dir;
1675 arrow->x = sx; 1928 arrow->x = sx;
1676 arrow->y = sy; 1929 arrow->y = sy;
1677 1930
1678 if (op->type == PLAYER) { 1931 if (op->type == PLAYER)
1932 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1934 fix_player (op);
1681 } 1935 }
1682 1936
1683 SET_ANIMATION(arrow, arrow->direction); 1937 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1939 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1940 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1941 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1942 arrow->spellarg = strdup_local (arrow->slaying);
1689 1943
1690 /* Note that this was different for monsters - they got their level 1944 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1945 * added to the damage. I think the strength bonus is more proper.
1692 */ 1946 */
1693
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1947
1948 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1949
1698 /* update the speed */ 1950 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1951 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1952 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1953
1704 if (arrow->speed < 1.0) 1954 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0; 1955 arrow->speed = 1.0;
1706 update_ob_speed(arrow); 1956 update_ob_speed (arrow);
1707 arrow->speed_left = 0; 1957 arrow->speed_left = 0;
1708 1958
1709 if (op->type == PLAYER) { 1959 if (op->type == PLAYER)
1960 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1961 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1962 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1963 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714 1964
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1966 }
1967 else
1968 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1718 arrow->stats.wc + wc_mod;
1719 1970
1720 arrow->level = op->level; 1971 arrow->level = op->level;
1721 } 1972 }
1722 if (arrow->attacktype == AT_PHYSICAL) 1973 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1974 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1975 if (bow->slaying != NULL)
1725 arrow->slaying = add_string(bow->slaying); 1976 arrow->slaying = bow->slaying;
1726 1977
1727 arrow->map = m; 1978 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1979 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1981
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count; 1983 tag = arrow->count;
1733 insert_ob_in_map(arrow, m, op, 0); 1984 insert_ob_in_map (arrow, m, op, 0);
1734 1985
1735 if (!was_destroyed(arrow, tag)) 1986 if (!was_destroyed (arrow, tag))
1736 move_arrow(arrow); 1987 move_arrow (arrow);
1737 1988
1738 if (op->type == PLAYER) { 1989 if (op->type == PLAYER)
1990 {
1739 if (was_destroyed (left, left_tag)) 1991 if (was_destroyed (left, left_tag))
1740 esrv_del_item(op->contr, left_tag); 1992 esrv_del_item (op->contr, left_tag);
1741 else 1993 else
1742 esrv_send_item(op, left); 1994 esrv_send_item (op, left);
1743 } 1995 }
1744 return 1; 1996 return 1;
1745} 1997}
1746 1998
1747/* Special fire code for players - this takes into 1999/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 2000 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 2001 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 2002 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 2003 * this function should only be called if 'op' is a player,
1752 * hence the function name. 2004 * hence the function name.
1753 */ 2005 */
2006int
1754int player_fire_bow(object *op, int dir) 2007player_fire_bow (object *op, int dir)
1755{ 2008{
1756 int ret=0, wcmod=0; 2009 int ret = 0, wcmod = 0;
1757 2010
1758 if (op->contr->bowtype == bow_bestarrow) { 2011 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 2012 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 2013 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1761 dir, 0, op->x, op->y); 2014 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 2015 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2016 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 2017 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 2018 wcmod = -1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 2019 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 2020 }
1767 } else if (op->contr->bowtype == bow_threewide) { 2021 else if (op->contr->bowtype == bow_threewide)
2022 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2023 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 2024 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 2025 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
2026 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 2027 else if (op->contr->bowtype == bow_spreadshot)
2028 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2029 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1773 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 2030 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 2031 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 2032
1776 } else { 2033 }
2034 else
2035 {
1777 /* Simple case */ 2036 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2037 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 2038 }
1780 return ret; 2039 return ret;
1781} 2040}
1782 2041
1783 2042
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 2043/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 2044 * Broken apart from 'fire' to keep it more readable.
1786 */ 2045 */
2046void
1787void fire_misc_object(object *op, int dir) 2047fire_misc_object (object *op, int dir)
1788{ 2048{
1789 object *item; 2049 object *item;
1790 2050
1791 if (!op->contr->ranges[range_misc]) { 2051 if (!op->contr->ranges[range_misc])
2052 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 2053 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 2054 return;
1794 } 2055 }
1795 2056
1796 item = op->contr->ranges[range_misc]; 2057 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 2058 if (!item->inv)
2059 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 2060 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 2061 return;
1800 } 2062 }
1801 if (item->type == WAND) { 2063 if (item->type == WAND)
2064 {
1802 if(item->stats.food<=0) { 2065 if (item->stats.food <= 0)
2066 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 2068 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 2069 return;
1806 } 2070 }
2071 }
1807 } else if (item->type == ROD || item->type==HORN) { 2072 else if (item->type == ROD || item->type == HORN)
2073 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2074 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2075 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2076 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 2077 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op,
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 2078 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 2079 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 2080 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 2081 return;
1817 } 2082 }
1818 } 2083 }
1819 2084
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 2085 if (cast_spell (op, item, dir, item->inv, NULL))
2086 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2087 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 2088 if (item->type == WAND)
2089 {
1823 if (!(--item->stats.food)) { 2090 if (!(--item->stats.food))
2091 {
1824 object *tmp; 2092 object *tmp;
2093
1825 if (item->arch) { 2094 if (item->arch)
2095 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 2096 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 2097 item->face = item->arch->clone.face;
1828 item->speed = 0; 2098 item->speed = 0;
1829 update_ob_speed(item); 2099 update_ob_speed (item);
1830 } 2100 }
1831 if ((tmp=is_player_inv(item))) 2101 if ((tmp = is_player_inv (item)))
1832 esrv_update_item(UPD_ANIM, tmp, item); 2102 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 2103 }
1834 } 2104 }
1835 else if (item->type == ROD || item->type==HORN) { 2105 else if (item->type == ROD || item->type == HORN)
2106 {
1836 drain_rod_charge(item); 2107 drain_rod_charge (item);
1837 } 2108 }
1838 } 2109 }
1839} 2110}
1840 2111
1841/* Received a fire command for the player - go and do it. 2112/* Received a fire command for the player - go and do it.
1842 */ 2113 */
2114void
1843void fire(object *op,int dir) { 2115fire (object *op, int dir)
2116{
1844 int spellcost=0; 2117 int spellcost = 0;
1845 2118
1846 /* check for loss of invisiblity/hide */ 2119 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 2120 if (action_makes_visible (op))
2121 make_visible (op);
1848 2122
1849 switch(op->contr->shoottype) { 2123 switch (op->contr->shoottype)
2124 {
1850 case range_none: 2125 case range_none:
2126 return;
2127
2128 case range_bow:
2129 player_fire_bow (op, dir);
2130 return;
2131
2132 case range_magic: /* Casting spells */
2133 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2134 return;
2135
2136 case range_misc:
2137 fire_misc_object (op, dir);
2138 return;
2139
2140 case range_golem: /* Control summoned monsters from scrolls */
2141 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2142 {
2143 op->contr->ranges[range_golem] = NULL;
2144 op->contr->shoottype = range_none;
2145 op->contr->golem_count = 0;
2146 }
2147 else
2148 control_golem (op->contr->ranges[range_golem], dir);
2149 return;
2150
2151 case range_skill:
2152 if (!op->chosen_skill)
2153 {
2154 if (op->type == PLAYER)
2155 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1851 return; 2156 return;
1852
1853 case range_bow:
1854 player_fire_bow(op, dir);
1855 return;
1856
1857 case range_magic: /* Casting spells */
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1859 return;
1860
1861 case range_misc:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 } 2157 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 2158 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 2159 return;
2160 case range_builder:
2161 apply_map_builder (op, dir);
2162 return;
1887 default: 2163 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2164 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 2165 return;
1890 } 2166 }
1891} 2167}
1892 2168
1893 2169
1894 2170
1901 * inv is the objects inventory to searched 2177 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 2178 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 2179 * This function can be called recursively to search containers.
1904 */ 2180 */
1905 2181
2182object *
1906object * find_key(object *pl, object *container, object *door) 2183find_key (object *pl, object *container, object *door)
1907{ 2184{
1908 object *tmp,*key; 2185 object *tmp, *key;
1909 2186
1910 /* Should not happen, but sanity checking is never bad */ 2187 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 2188 if (container->inv == NULL)
2189 return NULL;
1912 2190
1913 /* First, lets try to find a key in the top level inventory */ 2191 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2192 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2193 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 2194 if (door->type == DOOR && tmp->type == KEY)
2195 break;
1916 /* For sanity, we should really check door type, but other stuff 2196 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 2197 * (like containers) can be locked with special keys
1918 */ 2198 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2199 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 2200 break;
1921 } 2201 }
1922 /* No key found - lets search inventories now */ 2202 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 2203 /* If we find and use a key in an inventory, return at that time.
1924 * otherwise, if we search all the inventories and still don't find 2204 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 2205 * a key, return
1926 */ 2206 */
1927 if (!tmp) { 2207 if (!tmp)
2208 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2209 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2210 {
1929 /* No reason to search empty containers */ 2211 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 2212 if (tmp->type == CONTAINER && tmp->inv)
2213 {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2214 if ((key = find_key (pl, tmp, door)) != NULL)
2215 return key;
1932 } 2216 }
1933 } 2217 }
2218 if (!tmp)
1934 if (!tmp) return NULL; 2219 return NULL;
1935 } 2220 }
1936 /* We get down here if we have found a key. Now if its in a container, 2221 /* We get down here if we have found a key. Now if its in a container,
1937 * see if we actually want to use it 2222 * see if we actually want to use it
1938 */ 2223 */
1939 if (pl!=container) { 2224 if (pl != container)
2225 {
1940 /* Only let players use keys in containers */ 2226 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 2227 if (!pl->contr)
2228 return NULL;
1942 /* cases where this fails: 2229 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 2230 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 2231 * are not in the players inventory.
1945 * If the container is not active, return now since only active 2232 * If the container is not active, return now since only active
1946 * containers can be used. 2233 * containers can be used.
1947 * If we only search keyrings and the container does not have 2234 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 2235 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 2236 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 2237 * inv must have been an container and must have been active.
1951 * 2238 *
1952 * Change the color so that the message doesn't disappear with 2239 * Change the color so that the message doesn't disappear with
1953 * all the others. 2240 * all the others.
1954 */ 2241 */
1955 if (pl->contr->usekeys == key_inventory || 2242 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 2243 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 2244 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 ) { 2245 {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2246 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 2247 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1962 query_name(tmp), query_name(container));
1963 return NULL; 2248 return NULL;
1964 } 2249 }
1965 } 2250 }
1966 return tmp; 2251 return tmp;
1967} 2252}
1968 2253
1969/* moved door processing out of move_player_attack. 2254/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 2255 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 2256 * such that the caller should not do anything more,
1972 * 0 otherwise 2257 * 0 otherwise
1973 */ 2258 */
2259static int
1974static int player_attack_door(object *op, object *door) 2260player_attack_door (object *op, object *door)
1975{ 2261{
1976 2262
1977 /* If its a door, try to find a use a key. If we do destroy the door, 2263 /* If its a door, try to find a use a key. If we do destroy the door,
1978 * might as well return immediately as there is nothing more to do - 2264 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 2265 * otherwise, we fall through to the rest of the code.
1980 */ 2266 */
1981 object *key=find_key(op, op, door); 2267 object *key = find_key (op, op, door);
1982 2268
1983 /* IF we found a key, do some extra work */ 2269 /* IF we found a key, do some extra work */
1984 if (key) { 2270 if (key)
2271 {
1985 object *container=key->env; 2272 object *container = key->env;
1986 2273
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2274 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 2275 if (action_makes_visible (op))
2276 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2277 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2278 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 2279 if (door->type == DOOR)
2280 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2281 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 2282 }
1993 else if(door->type==LOCKED_DOOR) { 2283 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2284 {
1995 "You open the door with the %s", query_short_name(key)); 2285 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1996 remove_door2(door); /* remove door without violence ;-) */ 2286 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2287 }
1998 /* Do this after we print the message */ 2288 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2289 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2290 /* Need to update the weight the container the key was in */
2001 if (container != op) 2291 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2292 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2293 return 1; /* Nothing more to do below */
2294 }
2004 } else if (door->type==LOCKED_DOOR) { 2295 else if (door->type == LOCKED_DOOR)
2296 {
2005 /* Might as well return now - no other way to open this */ 2297 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2298 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2299 return 1;
2008 } 2300 }
2009 return 0; 2301 return 0;
2010} 2302}
2011 2303
2012/* This function is just part of a breakup from move_player. 2304/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2305 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2306 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2307 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2308 * going to try and move (not fire weapons).
2017 */ 2309 */
2018 2310
2311void
2019void move_player_attack(object *op, int dir) 2312move_player_attack (object *op, int dir)
2020{ 2313{
2021 object *tmp, *mon; 2314 object *tmp, *mon;
2022 sint16 nx, ny; 2315 sint16 nx, ny;
2023 int on_battleground; 2316 int on_battleground;
2024 mapstruct *m; 2317 mapstruct *m;
2025 2318
2026 nx=freearr_x[dir]+op->x; 2319 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2320 ny = freearr_y[dir] + op->y;
2028 2321
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2322 on_battleground = op_on_battleground (op, NULL, NULL);
2030 2323
2031 /* If braced, or can't move to the square, and it is not out of the 2324 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 2325 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 2326 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 2327 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 2328 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 2329 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 2330 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2331 * move_ob uses.
2039 */ 2332 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2333 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2334 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2335 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2336 {
2042 m = get_map_from_coord(op->map, &nx, &ny); 2337 m = get_map_from_coord (op->map, &nx, &ny);
2338 if (!m)
2043 if (!m) return; /* Don't think this should happen */ 2339 return; /* Don't think this should happen */
2340 }
2341 else
2342 m = op->map;
2343
2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2044 } 2345 {
2045 else m =op->map;
2046
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2346 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2347 return;
2348 }
2349
2350 mon = NULL;
2351 /* Go through all the objects, and find ones of interest. Only stop if
2352 * we find a monster - that is something we know we want to attack.
2353 * if its a door or barrel (can roll) see if there may be monsters
2354 * on the space
2355 */
2356 while (tmp != NULL)
2357 {
2358 if (tmp == op)
2359 {
2360 tmp = tmp->above;
2361 continue;
2362 }
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 {
2365 mon = tmp;
2366 break;
2367 }
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp;
2370 tmp = tmp->above;
2371 }
2372
2373 if (mon == NULL) /* This happens anytime the player tries to move */
2374 return; /* into a wall */
2375
2376 if (mon->head != NULL)
2377 mon = mon->head;
2378
2379 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2380 if (player_attack_door (op, mon))
2381 return;
2382
2383 /* The following deals with possibly attacking peaceful
2384 * or frienddly creatures. Basically, all players are considered
2385 * unaggressive. If the moving player has peaceful set, then the
2386 * object should be pushed instead of attacked. It is assumed that
2387 * if you are braced, you will not attack friends accidently,
2388 * and thus will not push them.
2389 */
2390
2391 /* If the creature is a pet, push it even if the player is not
2392 * peaceful. Our assumption is the creature is a pet if the
2393 * player owns it and it is either friendly or unagressive.
2394 */
2395 if ((op->type == PLAYER)
2396#if COZY_SERVER
2397 &&
2398 ((get_owner (mon) && get_owner (mon)->contr
2399 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2400#else
2401 && get_owner (mon) == op
2402#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 {
2405 /* If we're braced, we don't want to switch places with it */
2406 if (op->contr->braced)
2049 return; 2407 return;
2408 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2409 (void) push_ob (mon, dir, op);
2410 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op);
2412 return;
2050 } 2413 }
2051 2414
2052 mon = NULL; 2415 /* in certain circumstances, you shouldn't attack friendly
2053 /* Go through all the objects, and find ones of interest. Only stop if 2416 * creatures. Note that if you are braced, you can't push
2054 * we find a monster - that is something we know we want to attack. 2417 * someone, but put it inside this loop so that you won't
2055 * if its a door or barrel (can roll) see if there may be monsters 2418 * attack them either.
2056 * on the space
2057 */ 2419 */
2058 while (tmp!=NULL) { 2420 if ((mon->type == PLAYER || mon->enemy != op) &&
2059 if (tmp == op) { 2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2060 tmp=tmp->above; 2422#ifdef PROHIBIT_PLAYERKILL
2061 continue; 2423 (op->contr->peaceful
2424 || (mon->type == PLAYER
2425 && mon->contr->
2426 peaceful)) &&
2427#else
2428 op->contr->peaceful &&
2429#endif
2430 !on_battleground))
2431 {
2432 if (!op->contr->braced)
2433 {
2434 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2435 (void) push_ob (mon, dir, op);
2062 } 2436 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2437 else
2064 mon = tmp; 2438 {
2065 break; 2439 new_draw_info (0, 0, op, "You withhold your attack");
2066 } 2440 }
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2441 if (op->contr->tmp_invis || op->hide)
2068 mon = tmp; 2442 make_visible (op);
2069 tmp=tmp->above; 2443 }
2444
2445 /* If the object is a boulder or other rollable object, then
2446 * roll it if not braced. You can't roll it if you are braced.
2447 */
2448 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2070 } 2449 {
2071 2450 recursive_roll (mon, dir, op);
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2451 if (action_makes_visible (op))
2073 return; /* into a wall */ 2452 make_visible (op);
2453 }
2074 2454
2075 if(mon->head != NULL) 2455 /* Any generic living creature. Including things like doors.
2076 mon = mon->head; 2456 * Way it works is like this: First, it must have some hit points
2457 * and be living. Then, it must be one of the following:
2458 * 1) Not a player, 2) A player, but of a different party. Note
2459 * that party_number -1 is no party, so attacks can still happen.
2460 */
2077 2461
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2462 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2079 if (player_attack_door(op, mon)) return; 2463 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2464 {
2080 2465
2081 /* The following deals with possibly attacking peaceful 2466 /* If the player hasn't hit something this tick, and does
2082 * or frienddly creatures. Basically, all players are considered 2467 * so, give them speed boost based on weapon speed. Doing
2083 * unaggressive. If the moving player has peaceful set, then the 2468 * it here is better than process_players2, which basically
2084 * object should be pushed instead of attacked. It is assumed that 2469 * incurred a 1 tick offset.
2085 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them.
2087 */ 2470 */
2088 2471 if (!op->contr->has_hit)
2089 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive.
2092 */
2093 if ((op->type==PLAYER)
2094#if COZY_SERVER
2095 &&
2096 (
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party))
2099 || get_owner(mon) == op
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2105 {
2106 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return;
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op);
2111 return;
2112 }
2113
2114 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't
2117 * attack them either.
2118 */
2119 if ((mon->type==PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2121 (
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground
2128 )) { 2472 {
2129 if (!op->contr->braced) { 2473 op->speed_left += op->speed / op->contr->weapon_sp;
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2474
2131 (void) push_ob(mon,dir,op); 2475 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2132 } else {
2133 new_draw_info(0, 0,op,"You withhold your attack");
2134 } 2476 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2477
2138 /* If the object is a boulder or other rollable object, then 2478 skill_attack (mon, op, 0, NULL, NULL);
2139 * roll it if not braced. You can't roll it if you are braced.
2140 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2142 recursive_roll(mon,dir,op);
2143 if(action_makes_visible(op)) make_visible(op);
2144 }
2145 2479
2146 /* Any generic living creature. Including things like doors. 2480 /* If attacking another player, that player gets automatic
2147 * Way it works is like this: First, it must have some hit points 2481 * hitback, and doesn't loose luck either.
2148 * and be living. Then, it must be one of the following: 2482 * Disable hitback on the battleground or if the target is
2149 * 1) Not a player, 2) A player, but of a different party. Note 2483 * the wiz.
2150 * that party_number -1 is no party, so attacks can still happen.
2151 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL ||
2155 op->contr->party!=mon->contr->party))) {
2156
2157 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset.
2161 */ 2484 */
2485 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2486 {
2487 short luck = mon->stats.luck;
2488
2162 if (!op->contr->has_hit) { 2489 mon->contr->has_hit = 1;
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2490 skill_attack (op, mon, 0, NULL, NULL);
2164 2491 mon->stats.luck = luck;
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2492 }
2167 2493 if (action_makes_visible (op))
2168 skill_attack(mon, op, 0, NULL, NULL); 2494 make_visible (op);
2169
2170 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is
2173 * the wiz.
2174 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2177 short luck = mon->stats.luck;
2178 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL);
2180 mon->stats.luck = luck;
2181 } 2495 }
2182 if(action_makes_visible(op)) make_visible(op);
2183 }
2184 } /* if player should attack something */ 2496 } /* if player should attack something */
2185} 2497}
2186 2498
2499int
2187int move_player(object *op,int dir) { 2500move_player (object *op, int dir)
2501{
2188 int pick; 2502 int pick;
2189 2503
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2504 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2191 return 0;
2192
2193 /* Sanity check: make sure dir is valid */
2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2195 LOG( llevError, "move_player: invalid direction %d\n", dir);
2196 return 0;
2197 }
2198
2199 /* peterm: added following line */
2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2202
2203 op->facing = dir;
2204
2205 if(op->hide) do_hidden_move(op);
2206
2207 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2208 /*nop*/;
2209 else if (op->contr->fire_on)
2210 fire (op, dir);
2211 else
2212 {
2213 move_player_attack (op, dir);
2214 pick = check_pick(op);
2215 }
2216
2217 /* Add special check for newcs players and fire on - this way, the
2218 * server can handle repeat firing.
2219 */
2220 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2221 op->direction = dir;
2222 } else {
2223 op->direction=0;
2224 }
2225 /* Update how the player looks. Use the facing, so direction may
2226 * get reset to zero. This allows for full animation capabilities
2227 * for players.
2228 */
2229 animate_object(op, op->facing);
2230 return 0; 2505 return 0;
2506
2507 /* Sanity check: make sure dir is valid */
2508 if ((dir < 0) || (dir >= 9))
2509 {
2510 LOG (llevError, "move_player: invalid direction %d\n", dir);
2511 return 0;
2512 }
2513
2514 /* peterm: added following line */
2515 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2516 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2517
2518 op->facing = dir;
2519
2520 if (op->hide)
2521 do_hidden_move (op);
2522
2523 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2524 /*nop */ ;
2525 else if (op->contr->fire_on)
2526 fire (op, dir);
2527 else
2528 {
2529 move_player_attack (op, dir);
2530 pick = check_pick (op);
2531 }
2532
2533 /* Add special check for newcs players and fire on - this way, the
2534 * server can handle repeat firing.
2535 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir;
2539 }
2540 else
2541 {
2542 op->direction = 0;
2543 }
2544 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities
2546 * for players.
2547 */
2548 animate_object (op, op->facing);
2549 return 0;
2231} 2550}
2232 2551
2233/* This is similar to handle_player, below, but is only used by the 2552/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2553 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2554 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2555 * the new speed values for commands.
2237 * 2556 *
2238 * Returns true if there are more actions we can do. 2557 * Returns true if there are more actions we can do.
2239 */ 2558 */
2559int
2240int handle_newcs_player(object *op) 2560handle_newcs_player (object *op)
2241{ 2561{
2242 if (op->contr->hidden) { 2562 if (op->contr->hidden)
2563 {
2243 op->invisible = 1000; 2564 op->invisible = 1000;
2244 /* the socket code flashes the player visible/invisible 2565 /* the socket code flashes the player visible/invisible
2245 * depending on the value of invisible, so we need to 2566 * depending on the value of invisible, so we need to
2246 * alternate it here for it to work correctly. 2567 * alternate it here for it to work correctly.
2247 */ 2568 */
2248 if (pticks & 2) op->invisible--; 2569 if (pticks & 2)
2249 }
2250 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2251 op->invisible--; 2570 op->invisible--;
2571 }
2572 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2573 {
2574 op->invisible--;
2252 if(!op->invisible) { 2575 if (!op->invisible)
2576 {
2253 make_visible(op); 2577 make_visible (op);
2254 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2578 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2255 } 2579 }
2256 } 2580 }
2257 2581
2258 if (QUERY_FLAG(op, FLAG_SCARED)) { 2582 if (QUERY_FLAG (op, FLAG_SCARED))
2583 {
2259 flee_player(op); 2584 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2585 /* If player is still scared, that is his action for this tick */
2261 if (QUERY_FLAG(op, FLAG_SCARED)) { 2586 if (QUERY_FLAG (op, FLAG_SCARED))
2587 {
2262 op->speed_left--; 2588 op->speed_left--;
2263 return 0; 2589 return 0;
2264 } 2590 }
2265 } 2591 }
2266 2592
2267 /* I've been seeing crashes where the golem has been destroyed, but 2593 /* I've been seeing crashes where the golem has been destroyed, but
2268 * the player object still points to the defunct golem. The code that 2594 * the player object still points to the defunct golem. The code that
2269 * destroys the golem looks correct, and it doesn't always happen, so 2595 * destroys the golem looks correct, and it doesn't always happen, so
2270 * put this in a a workaround to clean up the golem pointer. 2596 * put this in a a workaround to clean up the golem pointer.
2271 */ 2597 */
2272 if (op->contr->ranges[range_golem] && 2598 if (op->contr->ranges[range_golem] &&
2273 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || 2599 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2274 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) { 2600 {
2275 op->contr->ranges[range_golem] = NULL; 2601 op->contr->ranges[range_golem] = NULL;
2276 op->contr->golem_count = 0; 2602 op->contr->golem_count = 0;
2277 } 2603 }
2278 2604
2279 /* call this here - we also will call this in do_ericserver, but 2605 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2606 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2607 * called, so we recheck it here.
2282 */ 2608 */
2283 HandleClient(&op->contr->socket, op->contr); 2609 HandleClient (&op->contr->socket, op->contr);
2284 if (op->speed_left<0) return 0; 2610 if (op->speed_left < 0)
2285
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2287 /* All move commands take 1 tick, at least for now */
2288 op->speed_left--;
2289
2290 /* Instead of all the stuff below, let move_player take care
2291 * of it. Also, some of the skill stuff is only put in
2292 * there, as well as the confusion stuff.
2293 */
2294 move_player(op, op->direction);
2295 if (op->speed_left>0) return 1;
2296 else return 0;
2297 }
2298 return 0; 2611 return 0;
2299}
2300 2612
2301int save_life(object *op) { 2613 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2302 object *tmp; 2614 {
2615 /* All move commands take 1 tick, at least for now */
2616 op->speed_left--;
2303 2617
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2618 /* Instead of all the stuff below, let move_player take care
2619 * of it. Also, some of the skill stuff is only put in
2620 * there, as well as the confusion stuff.
2621 */
2622 move_player (op, op->direction);
2623 if (op->speed_left > 0)
2624 return 1;
2625 else
2305 return 0; 2626 return 0;
2627 }
2628 return 0;
2629}
2306 2630
2307 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2631int
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2632save_life (object *op)
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2633{
2310 new_draw_info_format(NDI_UNIQUE, 0,op, 2634 object *tmp;
2311 "Your %s vibrates violently, then evaporates.", 2635
2312 query_name(tmp));
2313 if (op->contr)
2314 esrv_del_item(op->contr, tmp->count);
2315 remove_ob(tmp);
2316 free_object(tmp);
2317 CLEAR_FLAG(op, FLAG_LIFESAVE);
2318 if(op->stats.hp<0)
2319 op->stats.hp = op->stats.maxhp;
2320 if(op->stats.food<0)
2321 op->stats.food = 999;
2322 fix_player(op);
2323 return 1;
2324 }
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2327 enter_player_savebed(op); /* bring him home. */
2328 return 0; 2637 return 0;
2638
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2643 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2644 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp);
2647 free_object (tmp);
2648 CLEAR_FLAG (op, FLAG_LIFESAVE);
2649 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp;
2651 if (op->stats.food < 0)
2652 op->stats.food = 999;
2653 fix_player (op);
2654 return 1;
2655 }
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */
2659 return 0;
2329} 2660}
2330 2661
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2662/* This goes throws the inventory and removes unpaid objects, and puts them
2332 * back in the map (location and map determined by values of env). This 2663 * back in the map (location and map determined by values of env). This
2333 * function will descend into containers. op is the object to start the search 2664 * function will descend into containers. op is the object to start the search
2334 * from. 2665 * from.
2335 */ 2666 */
2667void
2336void remove_unpaid_objects(object *op, object *env) 2668remove_unpaid_objects (object *op, object *env)
2337{ 2669{
2338 object *next; 2670 object *next;
2339 2671
2340 while (op) { 2672 while (op)
2673 {
2341 next=op->below; /* Make sure we have a good value, in case 2674 next = op->below; /* Make sure we have a good value, in case
2342 * we remove object 'op' 2675 * we remove object 'op'
2343 */ 2676 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2677 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 {
2345 remove_ob(op); 2679 remove_ob (op);
2346 op->x = env->x; 2680 op->x = env->x;
2347 op->y = env->y; 2681 op->y = env->y;
2348 if (env->type == PLAYER) 2682 if (env->type == PLAYER)
2349 esrv_del_item(env->contr, op->count); 2683 esrv_del_item (env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0); 2684 insert_ob_in_map (op, env->map, NULL, 0);
2351 } 2685 }
2686 else if (op->inv)
2352 else if (op->inv) remove_unpaid_objects(op->inv, env); 2687 remove_unpaid_objects (op->inv, env);
2353 op=next; 2688 op = next;
2354 } 2689 }
2355} 2690}
2356 2691
2357 2692
2358/* 2693/*
2360 * Moved from apply.c to player.c - player.c is what 2695 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2696 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2697 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2698 * but there isn't one in the server directory.
2364 */ 2699 */
2700char *
2365char *gravestone_text (object *op) 2701gravestone_text (object *op)
2366{ 2702{
2367 static char buf2[MAX_BUF]; 2703 static char buf2[MAX_BUF];
2368 char buf[MAX_BUF]; 2704 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2705 time_t now = time (NULL);
2370 2706
2371 strcpy (buf2, " R.I.P.\n\n"); 2707 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER) 2708 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2374 else 2710 else
2375 sprintf (buf, "%s\n", op->name); 2711 sprintf (buf, "%s\n", &op->name);
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2712 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf); 2713 strcat (buf2, buf);
2378 if (op->type == PLAYER) 2714 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level); 2715 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else 2716 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2717 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2718 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf); 2719 strcat (buf2, buf);
2384 if (op->type == PLAYER) { 2720 if (op->type == PLAYER)
2721 {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer); 2722 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2); 2723 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf); 2724 strcat (buf2, buf);
2388 } 2725 }
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2727 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf); 2728 strcat (buf2, buf);
2392 return buf2; 2729 return buf2;
2393} 2730}
2394 2731
2395 2732
2396 2733
2734void
2397void do_some_living(object *op) { 2735do_some_living (object *op)
2736{
2398 int last_food=op->stats.food; 2737 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2738 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2739 int over_hp, over_sp, over_grace;
2401 int i; 2740 int i;
2402 int rate_hp = 1200; 2741 int rate_hp = 1200;
2403 int rate_sp = 2500; 2742 int rate_sp = 2500;
2404 int rate_grace = 2000; 2743 int rate_grace = 2000;
2405 const int max_hp = 1; 2744 const int max_hp = 1;
2406 const int max_sp = 1; 2745 const int max_sp = 1;
2407 const int max_grace = 1; 2746 const int max_grace = 1;
2408 2747
2409 if (op->contr->outputs_sync) { 2748 if (op->contr->outputs_sync)
2749 {
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2750 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2411 if (op->contr->outputs[i].buf!=NULL && 2751 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2413 flush_output_element(op, &op->contr->outputs[i]); 2752 flush_output_element (op, &op->contr->outputs[i]);
2414 } 2753 }
2415 2754
2416 if(op->contr->state==ST_PLAYING) { 2755 if (op->contr->state == ST_PLAYING)
2756 {
2417 2757
2418 /* these next three if clauses make it possible to SLOW DOWN 2758 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2759 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2760 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2762 else
2763 {
2423 gen_hp = op->stats.maxhp; 2764 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2766 }
2426 if(op->contr->gen_sp >= 0 ) 2767 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2769 else
2770 {
2429 gen_sp = op->stats.maxsp; 2771 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2773 }
2432 if(op->contr->gen_grace >= 0) 2774 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2776 else
2777 {
2435 gen_grace = op->stats.maxgrace; 2778 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2779 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 } 2780 }
2438 2781
2439 /* Regenerate Spell Points */ 2782 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2783 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2784 {
2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2785 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2442 if(op->stats.sp<op->stats.maxsp) {
2443 op->stats.sp++;
2444 /* dms do not consume food */
2445 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2446 op->stats.food--;
2447 if(op->contr->digestion<0)
2448 op->stats.food+=op->contr->digestion;
2449 else if(op->contr->digestion>0 &&
2450 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2451 op->stats.food=last_food;
2452 }
2453 }
2454 if (max_sp>1) {
2455 over_sp = (gen_sp+10)/rate_sp;
2456 if (over_sp > 0) {
2457 if(op->stats.sp<op->stats.maxsp) { 2786 if (op->stats.sp < op->stats.maxsp)
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2787 {
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--; 2788 op->stats.sp++;
2461 if(op->stats.sp>op->stats.maxsp) 2789 /* dms do not consume food */
2462 op->stats.sp=op->stats.maxsp; 2790 if (!QUERY_FLAG (op, FLAG_WIZ))
2791 {
2792 op->stats.food--;
2793 if (op->contr->digestion < 0)
2794 op->stats.food += op->contr->digestion;
2795 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2796 op->stats.food = last_food;
2463 } 2797 }
2464 op->last_sp=0;
2465 } else {
2466 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2467 }
2468 } else {
2469 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2470 }
2471 }
2472
2473 /* Regenerate Grace */
2474 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2475 if(--op->last_grace<0) {
2476 if(op->stats.grace<op->stats.maxgrace/2)
2477 op->stats.grace++; /* no penalty in food for regaining grace */
2478 if(max_grace>1) {
2479 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2480 if (over_grace > 0) {
2481 op->stats.sp += over_grace
2482 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2483 op->last_grace=0;
2484 } else {
2485 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2486 } 2798 }
2799 if (max_sp > 1)
2800 {
2801 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0)
2803 {
2804 if (op->stats.sp < op->stats.maxsp)
2805 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2807 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2808 op->stats.sp--;
2809 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp;
2811 }
2812 op->last_sp = 0;
2813 }
2814 else
2815 {
2816 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2817 }
2818 }
2487 } else { 2819 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 }
2824
2825 /* Regenerate Grace */
2826 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2827 if (--op->last_grace < 0)
2828 {
2829 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */
2831 if (max_grace > 1)
2832 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0)
2835 {
2836 op->stats.sp += over_grace
2837 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2838 op->last_grace = 0;
2839 }
2840 else
2841 {
2842 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2843 }
2844 }
2845 else
2846 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2847 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2848 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2849 /* wearing stuff doesn't detract from grace generation. */
2491 } 2850 }
2492 2851
2493 /* Regenerate Hit Points */ 2852 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) { 2853 if (--op->last_heal < 0)
2854 {
2495 if(op->stats.hp<op->stats.maxhp) { 2855 if (op->stats.hp < op->stats.maxhp)
2856 {
2496 op->stats.hp++; 2857 op->stats.hp++;
2497 /* dms do not consume food */ 2858 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2859 if (!QUERY_FLAG (op, FLAG_WIZ))
2499 op->stats.food--; 2860 {
2861 op->stats.food--;
2500 if(op->contr->digestion<0) 2862 if (op->contr->digestion < 0)
2501 op->stats.food+=op->contr->digestion; 2863 op->stats.food += op->contr->digestion;
2502 else if(op->contr->digestion>0 && 2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2503 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2504 op->stats.food=last_food; 2865 op->stats.food = last_food;
2866 }
2867 }
2868 if (max_hp > 1)
2869 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0)
2872 {
2873 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2874 op->last_heal = 0;
2875 }
2876 else
2877 {
2878 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2879 }
2880 }
2881 else
2882 {
2883 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2884 }
2505 } 2885 }
2506 }
2507 if(max_hp>1) {
2508 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2509 if (over_hp > 0) {
2510 op->stats.sp += over_hp
2511 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2512 op->last_heal=0;
2513 } else {
2514 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2515 }
2516 } else {
2517 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2518 }
2519 }
2520 2886
2521 /* Digestion */ 2887 /* Digestion */
2522 if(--op->last_eat<0) { 2888 if (--op->last_eat < 0)
2889 {
2523#ifdef COZY_SERVER 2890#ifdef COZY_SERVER
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2891 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2525 int bonus=dg>0?dg:0, 2892 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2526 penalty=dg<0?-dg:0;
2527#else 2893#else
2528 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2894 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2529 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2530#endif 2895#endif
2531 2896
2532 if(op->contr->gen_hp > 0) 2897 if (op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2898 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2534 else 2899 else
2535 op->last_eat=25*(1+bonus)/(penalty +1); 2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2536 /* dms do not consume food */ 2901 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2902 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2903 op->stats.food--;
2904 }
2539 } 2905 }
2540 2906
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2908 {
2542 object *tmp, *flesh=NULL; 2909 object *tmp, *flesh = NULL;
2543 2910
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2912 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2916 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2917 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0); 2918 manual_apply (op, tmp, 0);
2549 if(op->stats.food>=0||op->stats.hp<0) 2919 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2920 break;
2551 } 2921 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2922 else if (tmp->type == FLESH)
2923 flesh = tmp;
2553 } /* End if paid for object */ 2924 } /* End if paid for object */
2554 } /* end of for loop */ 2925 } /* end of for loop */
2555 /* If player is still starving, it means they don't have any food, so 2926 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2927 * eat flesh instead.
2557 */ 2928 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 {
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2931 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560 manual_apply(op,flesh,0); 2932 manual_apply (op, flesh, 0);
2561 } 2933 }
2562 } /* end if player is starving */ 2934 } /* end if player is starving */
2563 2935
2564 while(op->stats.food<0&&op->stats.hp>0) 2936 while (op->stats.food < 0 && op->stats.hp > 0)
2565 op->stats.food++,op->stats.hp--; 2937 op->stats.food++, op->stats.hp--;
2566 2938
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2939 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2568 kill_player(op); 2940 kill_player (op);
2569} 2941}
2570 2942
2571 2943
2572 2944
2573/* If the player should die (lack of hp, food, etc), we call this. 2945/* If the player should die (lack of hp, food, etc), we call this.
2574 * op is the player in jeopardy. If the player can not be saved (not 2946 * op is the player in jeopardy. If the player can not be saved (not
2575 * permadeath, no lifesave), this will take care of removing the player 2947 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2948 * file.
2577 */ 2949 */
2950void
2578void kill_player(object *op) 2951kill_player (object *op)
2579{ 2952{
2580 char buf[MAX_BUF]; 2953 char buf[MAX_BUF];
2581 int x,y,i; 2954 int x, y;
2955
2956 //int i;
2582 mapstruct *map; /* this is for resurrection */ 2957 mapstruct *map; /* this is for resurrection */
2958
2583 int z; 2959 /* int z;
2584 int num_stats_lose; 2960 int num_stats_lose;
2585 int lost_a_stat; 2961 int lost_a_stat;
2586 int lose_this_stat; 2962 int lose_this_stat;
2587 int this_stat; 2963 int this_stat; */
2588 int will_kill_again; 2964 int will_kill_again;
2589 archetype *at; 2965 archetype *at;
2590 object *tmp; 2966 object *tmp;
2591 2967
2592 if(save_life(op)) 2968 if (save_life (op))
2593 return; 2969 return;
2594 2970
2595 2971
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2972 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2597 * in cities ONLY!!! It is very important that this doesn't get abused. 2973 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2974 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2975 */
2600 if (op_on_battleground(op, &x, &y)) { 2976 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2977 {
2602 "You have been defeated in combat!"); 2978 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2603 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2979 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604 "Local medics have saved your life..."); 2980
2605
2606 /* restore player */ 2981 /* restore player */
2607 at = find_archetype("poisoning"); 2982 at = find_archetype ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2983 tmp = present_arch_in_ob (at, op);
2609 if (tmp) { 2984 if (tmp)
2985 {
2610 remove_ob(tmp); 2986 remove_ob (tmp);
2611 free_object(tmp); 2987 free_object (tmp);
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2613 } 2989 }
2614 2990
2615 at = find_archetype("confusion"); 2991 at = find_archetype ("confusion");
2616 tmp=present_arch_in_ob(at,op); 2992 tmp = present_arch_in_ob (at, op);
2617 if (tmp) { 2993 if (tmp)
2994 {
2618 remove_ob(tmp); 2995 remove_ob (tmp);
2619 free_object(tmp); 2996 free_object (tmp);
2620 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2998 }
2622 2999
2623 cure_disease(op,0); /* remove any disease */ 3000 cure_disease (op, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 3001 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 3002 if (op->stats.food <= 0)
2626 3003 op->stats.food = 999;
3004
2627 /* create a bodypart-trophy to make the winner happy */ 3005 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 3006 tmp = arch_to_object (find_archetype ("finger"));
2629 if (tmp != NULL) 3007 if (tmp != NULL)
2630 { 3008 {
2631 sprintf(buf,"%s's finger",op->name); 3009 sprintf (buf, "%s's finger", &op->name);
2632 tmp->name = add_string(buf); 3010 tmp->name = buf;
2633 sprintf(buf," This finger has been cut off %s\n" 3011 sprintf (buf, " This finger has been cut off %s\n"
2634 " the %s, when he was defeated at\n level %d by %s.\n", 3012 " the %s, when he was defeated at\n level %d by %s.\n",
2635 op->name, op->contr->title, (int)(op->level), 3013 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2636 op->contr->killer); 3014 tmp->msg = buf;
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0; 3015 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2639 tmp->materialname = NULL; 3016 tmp->materialname = NULL;
2640 tmp->x = op->x, tmp->y = op->y; 3017 tmp->x = op->x, tmp->y = op->y;
2641 insert_ob_in_map(tmp,op->map,op,0); 3018 insert_ob_in_map (tmp, op->map, op, 0);
2642 }
2643 3019 }
3020
2644 /* teleport defeated player to new destination*/ 3021 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 3022 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 3023 op->contr->braced = 0;
2647 return; 3024 return;
2648 } 3025 }
2649 3026
2650 INVOKE_PLAYER (DEATH, op->contr); 3027 INVOKE_PLAYER (DEATH, op->contr);
2651 3028
2652 command_kill_pets (op, 0); 3029 command_kill_pets (op, 0);
2653 3030
2654 if(op->stats.food<0) { 3031 if (op->stats.food < 0)
3032 {
2655 if (op->contr->explore) { 3033 if (op->contr->explore)
3034 {
2656 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 3035 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2657 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3036 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2658 op->stats.food=999; 3037 op->stats.food = 999;
2659 return; 3038 return;
2660 } 3039 }
2661 sprintf(buf,"%s starved to death.",op->name); 3040 sprintf (buf, "%s starved to death.", &op->name);
2662 strcpy(op->contr->killer,"starvation"); 3041 strcpy (op->contr->killer, "starvation");
3042 }
3043 else
2663 } 3044 {
2664 else {
2665 if (op->contr->explore) { 3045 if (op->contr->explore)
3046 {
2666 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 3047 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2667 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3048 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2668 op->stats.hp=op->stats.maxhp; 3049 op->stats.hp = op->stats.maxhp;
2669 return; 3050 return;
2670 } 3051 }
2671 sprintf(buf,"%s died.",op->name); 3052 sprintf (buf, "%s died.", &op->name);
2672 } 3053 }
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3054 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2674 3055
2675 /* save the map location for corpse, gravestone*/ 3056 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 3057 x = op->x;
3058 y = op->y;
3059 map = op->map;
2677 3060
2678 3061
2679 if (settings.not_permadeth == TRUE) { 3062 if (settings.not_permadeth == TRUE)
3063 {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 3064 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 3065 * life if they are dead - it takes some exp and a random stat.
2682 * See the config.h file for a little more in depth detail about this. 3066 * See the config.h file for a little more in depth detail about this.
2683 */ 3067 */
2684 3068
2685 /* Basically two ways to go - remove a stat permanently, or just 3069 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 3070 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 3071 * of death.
2688 */ 3072 */
2689#ifndef COZY_SERVER 3073#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 3074 if (settings.balanced_stat_loss)
3075 {
2691 /* If stat loss is permanent, lose one stat only. */ 3076 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 3077 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 3078 more if they do. */
2694 /* Higher level characters can afford things such as potions of 3079 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 3080 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 3081 little bit harder. */
2697 /* GD */ 3082 /* GD */
2698 if (settings.stat_loss_on_death) 3083 if (settings.stat_loss_on_death)
2699 num_stats_lose = 1;
2700 else
2701 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2702 } else {
2703 num_stats_lose = 1; 3084 num_stats_lose = 1;
3085 else
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087 }
3088 else
2704 } 3089 {
3090 num_stats_lose = 1;
3091 }
2705 lost_a_stat = 0; 3092 lost_a_stat = 0;
2706 3093
2707 for (z=0; z<num_stats_lose; z++) { 3094 for (z = 0; z < num_stats_lose; z++)
3095 {
2708 i = RANDOM() % NUM_STATS; 3096 i = RANDOM () % NUM_STATS;
2709 3097
2710 if (settings.stat_loss_on_death) { 3098 if (settings.stat_loss_on_death)
3099 {
2711 /* Pick a random stat and take a point off it. Tell the player 3100 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 3101 * what he lost.
2713 */ 3102 */
2714 change_attr_value(&(op->stats), i,-1); 3103 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 3104 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 3105 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 3106 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 3108 lost_a_stat = 1;
3109 }
2720 } else { 3110 else
3111 {
2721 /* deplete a stat */ 3112 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 3113 archetype *deparch = find_archetype ("depletion");
2723 object *dep; 3114 object *dep;
2724 3115
2725 dep = present_arch_in_ob(deparch,op); 3116 dep = present_arch_in_ob (deparch, op);
2726 if(!dep) { 3117 if (!dep)
3118 {
2727 dep = arch_to_object(deparch); 3119 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 3120 insert_ob_in_ob (dep, op);
2729 } 3121 }
2730 lose_this_stat = 1; 3122 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 3123 if (settings.balanced_stat_loss)
3124 {
2732 /* GD */ 3125 /* GD */
2733 /* Get the stat that we're about to deplete. */ 3126 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 3127 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 3128 if (this_stat < 0)
3129 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 3130 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 3131 int keep_chance = this_stat * this_stat;
3132
2738 /* Yes, I am paranoid. Sue me. */ 3133 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 3134 if (keep_chance < 1)
2740 keep_chance = 1; 3135 keep_chance = 1;
2741 3136
2742 /* There is a maximum depletion total per level. */ 3137 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 3138 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3139 {
3140 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */
3143 }
3144 else
3145 {
3146 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2744 lose_this_stat = 0; 3147 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */
2747 } else {
2748 if (random_roll(0, loss_chance + keep_chance-1,
2749 op, PREFER_LOW) < keep_chance)
2750 lose_this_stat = 0;
2751 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", 3148 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2752 this_stat, keep_chance, loss_chance, 3149 this_stat, keep_chance, loss_chance,
2753 lose_this_stat?"LOSE":"KEEP"); */ 3150 lose_this_stat?"LOSE":"KEEP"); */
2754 } 3151 }
2755 } 3152 }
2756 } 3153 }
2757 3154
2758 if (lose_this_stat) { 3155 if (lose_this_stat)
3156 {
2759 this_stat = get_attr_value(&(dep->stats), i); 3157 this_stat = get_attr_value (&(dep->stats), i);
2760 /* We could try to do something clever like find another 3158 /* We could try to do something clever like find another
2761 * stat to reduce if this fails. But chances are, if 3159 * stat to reduce if this fails. But chances are, if
2762 * stats have been depleted to -50, all are pretty low 3160 * stats have been depleted to -50, all are pretty low
2763 * and should be roughly the same, so it shouldn't make a 3161 * and should be roughly the same, so it shouldn't make a
2764 * difference. 3162 * difference.
2765 */ 3163 */
2766 if (this_stat>=-50) { 3164 if (this_stat >= -50)
3165 {
2767 change_attr_value(&(dep->stats), i, -1); 3166 change_attr_value (&(dep->stats), i, -1);
2768 SET_FLAG(dep, FLAG_APPLIED); 3167 SET_FLAG (dep, FLAG_APPLIED);
2769 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3168 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2770 fix_player(op); 3169 fix_player (op);
2771 lost_a_stat = 1; 3170 lost_a_stat = 1;
2772 } 3171 }
2773 } 3172 }
2774 } 3173 }
2775 } 3174 }
2776 /* If no stat lost, tell the player. */ 3175 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 3176 if (!lost_a_stat)
2778 { 3177 {
2779 /* determine_god() seems to not work sometimes... why is this? 3178 /* determine_god() seems to not work sometimes... why is this?
2780 Should I be using something else? GD */ 3179 Should I be using something else? GD */
2781 const char *god = determine_god(op); 3180 const char *god = determine_god (op);
3181
2782 if (god && (strcmp(god, "none"))) 3182 if (god && (strcmp (god, "none")))
2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3183 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god);
2784 "moment you feel the holy presence of %s protecting"
2785 " you.", god);
2786 else 3184 else
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you.");
2788 " feel a holy presence protecting you."); 3186 }
3187#endif
3188 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3189
3190 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone.
3192 */
3193 tmp = arch_to_object (find_archetype ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name);
3195 tmp->name = buf;
3196 sprintf (buf, "%s's gravestones", &op->name);
3197 tmp->name_pl = buf;
3198 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);
3199 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0);
3202
3203 /**************************************/
3204 /* */
3205 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */
3208 /* */
3209
3210 /**************************************/
3211
3212 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */
3214 at = find_archetype ("poisoning");
3215 tmp = present_arch_in_ob (at, op);
3216 if (tmp)
3217 {
3218 remove_ob (tmp);
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 }
3222
3223 at = find_archetype ("confusion");
3224 tmp = present_arch_in_ob (at, op);
3225 if (tmp)
3226 {
3227 remove_ob (tmp);
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 }
3231 cure_disease (op, 0); /* remove any disease */
3232
3233 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100)
3236 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240
3241 /*
3242 * Check to see if the player is in a shop. IF so, then check to see if
3243 * the player has any unpaid items. If so, remove them and put them back
3244 * in the map.
3245 */
3246
3247 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op);
3249
3250 /****************************************/
3251 /* */
3252 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */
3254 /* */
3255
3256 /****************************************/
3257
3258 enter_player_savebed (op);
3259
3260 /* Save the player before inserting the force to reduce
3261 * chance of abuse.
3262 */
3263 op->contr->braced = 0;
3264 save_player (op, 1);
3265
3266 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player.
3270 */
3271 will_kill_again = 0;
3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
3274 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype;
3276 }
3277 if (will_kill_again)
3278 {
3279 object *force;
3280 int at;
3281
3282 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1;
3285 force->speed_left = -5.0;
3286 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100;
2789 } 3291 }
2790#endif 3292 insert_ob_in_ob (force, op);
2791 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3293 fix_player (op);
2792 " feel a holy presence protecting you from losing yourself completely.");
2793 3294
2794 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone.
2796 */
2797 tmp=arch_to_object(find_archetype("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name);
2799 FREE_AND_COPY(tmp->name, buf);
2800 sprintf(buf,"%s's gravestones",op->name);
2801 FREE_AND_COPY(tmp->name_pl, buf);
2802 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2803 "who was killed\n"
2804 "by %s.\n",
2805 op->name, op->contr->title,
2806 op->contr->killer);
2807 tmp->msg = add_string(buf);
2808 tmp->x=op->x,tmp->y=op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0);
2810
2811 /**************************************/
2812 /* */
2813 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */
2816 /* */
2817 /**************************************/
2818
2819 /* remove any poisoning and confusion the character may be suffering.*/
2820 /* restore player */
2821 at = find_archetype("poisoning");
2822 tmp=present_arch_in_ob(at,op);
2823 if (tmp) {
2824 remove_ob(tmp);
2825 free_object(tmp);
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2827 }
2828
2829 at = find_archetype("confusion");
2830 tmp=present_arch_in_ob(at,op);
2831 if (tmp) {
2832 remove_ob(tmp);
2833 free_object(tmp);
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2835 }
2836 cure_disease(op,0); /* remove any disease */
2837 3295 }
2838 /*add_exp(op, (op->stats.exp * -0.20)); */ 3296
2839 apply_death_exp_penalty(op); 3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2840 if(op->stats.food < 100) op->stats.food = 900; 3298 return;
3299 } /* NOT_PERMADETH */
3300 else
3301 {
3302 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3303 * should probably be embedded in an else statement.
3304 */
3305
3306 op->contr->party = NULL;
3307 if (settings.set_title == TRUE)
3308 op->contr->own_title[0] = '\0';
3309 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3310 check_score (op);
3311 if (op->contr->ranges[range_golem] != NULL)
3312 {
3313 remove_friendly_object (op->contr->ranges[range_golem]);
3314 remove_ob (op->contr->ranges[range_golem]);
3315 free_object (op->contr->ranges[range_golem]);
3316 op->contr->ranges[range_golem] = NULL;
3317 op->contr->golem_count = 0;
3318 }
3319 loot_object (op); /* Remove some of the items for good */
3320 remove_ob (op);
3321 op->direction = 0;
3322
3323 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3324 {
3325 delete_character (op->name, 0);
3326 if (settings.resurrection == TRUE)
3327 {
3328 /* save playerfile sans equipment when player dies
3329 ** then save it as player.pl.dead so that future resurrection
3330 ** type spells will work on them nicely
3331 */
3332 delete_character (op->name, 0);
2841 op->stats.hp = op->stats.maxhp; 3333 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3334 op->stats.food = 999;
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2844 3335
2845 /* 3336 /* set the location of where the person will reappear when */
2846 * Check to see if the player is in a shop. IF so, then check to see if 3337 /* maybe resurrection code should fix map also */
2847 * the player has any unpaid items. If so, remove them and put them back 3338 strcpy (op->contr->maplevel, settings.emergency_mapname);
2848 * in the map. 3339 if (op->map != NULL)
2849 */ 3340 op->map = NULL;
2850 3341 op->x = settings.emergency_x;
2851 if (is_in_shop (op)) 3342 op->y = settings.emergency_y;
2852 remove_unpaid_objects(op->inv, op);
2853
2854 /****************************************/
2855 /* */
2856 /* Move player to his current respawn- */
2857 /* position (usually last savebed) */
2858 /* */
2859 /****************************************/
2860
2861 enter_player_savebed(op);
2862
2863 /* Save the player before inserting the force to reduce
2864 * chance of abuse.
2865 */
2866 op->contr->braced=0;
2867 save_player(op,1); 3343 save_player (op, 0);
2868 3344 op->map = map;
2869 /* it is possible that the player has blown something up 3345 /* please see resurrection.c: peterm */
2870 * at his savebed location, and that can have long lasting 3346 dead_player (op);
2871 * spell effects. So first see if there is a spell effect
2872 * on the space that might harm the player.
2873 */
2874 will_kill_again=0;
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2876 if (tmp->type ==SPELL_EFFECT)
2877 will_kill_again|=tmp->attacktype;
2878 }
2879 if (will_kill_again) {
2880 object *force;
2881 int at;
2882
2883 force=get_archetype(FORCE_NAME);
2884 /* 50 ticks should be enough time for the spell to abate */
2885 force->speed=0.1;
2886 force->speed_left=-5.0;
2887 SET_FLAG(force, FLAG_APPLIED);
2888 for (at=0; at<NROFATTACKS; at++) {
2889 if (will_kill_again & (1 << at))
2890 force->resist[at] = 100;
2891 } 3347 }
2892 insert_ob_in_ob(force, op); 3348 else
2893 fix_player(op); 3349 delete_character (op->name, 1);
3350 }
3351
3352 play_again (op);
3353
3354 /* peterm: added to create a corpse at deathsite. */
3355 tmp = arch_to_object (find_archetype ("corpse_pl"));
3356 sprintf (buf, "%s", &op->name);
3357 tmp->name = tmp->name_pl = buf;
3358 tmp->level = op->level;
3359 tmp->x = x;
3360 tmp->y = y;
3361 tmp->msg = gravestone_text (op);
3362 SET_FLAG (tmp, FLAG_UNIQUE);
3363 insert_ob_in_map (tmp, map, NULL, 0);
3364 }
3365}
3366
3367
3368void
3369loot_object (object *op)
3370{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next;
3372
3373 if (op->container)
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container);
3376 }
3377
3378 for (tmp = op->inv; tmp != NULL; tmp = next)
3379 {
3380 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible)
3382 continue;
3383 remove_ob (tmp);
3384 tmp->x = op->x, tmp->y = op->y;
3385 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */
3387 loot_object (tmp);
3388 }
3389 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3390 {
3391 if (tmp->nrof > 1)
2894 3392 {
2895 } 3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2896 /**************************************/ 3394 free_object (tmp2);
2897 /* */ 3395 insert_ob_in_map (tmp, op->map, NULL, 0);
2898 /* Repaint the characters inv, and */
2899 /* stats, and show a nasty message ;) */
2900 /* */
2901 /**************************************/
2902
2903 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2904 return;
2905 } /* NOT_PERMADETH */
2906 else {
2907 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2908 * should probably be embedded in an else statement.
2909 */
2910
2911 op->contr->party=NULL;
2912 if (settings.set_title == TRUE)
2913 op->contr->own_title[0]='\0';
2914 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2915 check_score(op);
2916 if(op->contr->ranges[range_golem]!=NULL) {
2917 remove_friendly_object(op->contr->ranges[range_golem]);
2918 remove_ob(op->contr->ranges[range_golem]);
2919 free_object(op->contr->ranges[range_golem]);
2920 op->contr->ranges[range_golem]=NULL;
2921 op->contr->golem_count=0;
2922 }
2923 loot_object(op); /* Remove some of the items for good */
2924 remove_ob(op);
2925 op->direction=0;
2926
2927 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2928 delete_character(op->name,0);
2929 if (settings.resurrection == TRUE) {
2930 /* save playerfile sans equipment when player dies
2931 ** then save it as player.pl.dead so that future resurrection
2932 ** type spells will work on them nicely
2933 */
2934 delete_character(op->name,0);
2935 op->stats.hp = op->stats.maxhp;
2936 op->stats.food = 999;
2937
2938 /* set the location of where the person will reappear when */
2939 /* maybe resurrection code should fix map also */
2940 strcpy(op->contr->maplevel, settings.emergency_mapname);
2941 if(op->map!=NULL)
2942 op->map = NULL;
2943 op->x = settings.emergency_x;
2944 op->y = settings.emergency_y;
2945 save_player(op,0);
2946 op->map = map;
2947 /* please see resurrection.c: peterm */
2948 dead_player(op);
2949 } else {
2950 delete_character(op->name,1);
2951 } 3396 }
2952 } 3397 else
2953 play_again(op);
2954
2955 /* peterm: added to create a corpse at deathsite. */
2956 tmp=arch_to_object(find_archetype("corpse_pl"));
2957 sprintf(buf,"%s", op->name);
2958 FREE_AND_COPY(tmp->name, buf);
2959 FREE_AND_COPY(tmp->name_pl, buf);
2960 tmp->level=op->level;
2961 tmp->x=x;tmp->y=y;
2962 if (tmp->msg)
2963 free_string(tmp->msg);
2964 tmp->msg = add_string (gravestone_text(op));
2965 SET_FLAG (tmp, FLAG_UNIQUE);
2966 insert_ob_in_map (tmp, map, NULL,0);
2967 }
2968}
2969
2970
2971void loot_object(object *op) { /* Grab and destroy some treasure */
2972 object *tmp,*tmp2,*next;
2973
2974 if (op->container) { /* close open sack first */
2975 esrv_apply_container (op, op->container);
2976 }
2977
2978 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2979 next=tmp->below;
2980 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2981 remove_ob(tmp);
2982 tmp->x=op->x,tmp->y=op->y;
2983 if (tmp->type == CONTAINER) { /* empty container to ground */
2984 loot_object(tmp);
2985 }
2986 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2987 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2988 if(tmp->nrof>1) {
2989 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2990 free_object(tmp2); 3398 free_object (tmp);
3399 }
3400 else
2991 insert_ob_in_map(tmp,op->map,NULL,0); 3401 insert_ob_in_map (tmp, op->map, NULL, 0);
2992 } else
2993 free_object(tmp);
2994 } else
2995 insert_ob_in_map(tmp,op->map,NULL,0);
2996 } 3402 }
2997} 3403}
2998 3404
2999/* 3405/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 3406 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 3407 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 3408 * was changed.
3003 */ 3409 */
3004 3410
3411void
3005void fix_weight(void) { 3412fix_weight (void)
3413{
3006 player *pl; 3414 player *pl;
3415
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 {
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419
3009 if(old == sum) 3420 if (old == sum)
3010 continue; 3421 continue;
3011 fix_player(pl->ob); 3422 fix_player (pl->ob);
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3013 pl->ob->name, old, sum);
3014 } 3424 }
3015} 3425}
3016 3426
3427void
3017void fix_luck(void) { 3428fix_luck (void)
3429{
3018 player *pl; 3430 player *pl;
3431
3019 for (pl = first_player; pl != NULL; pl = pl->next) 3432 for (pl = first_player; pl != NULL; pl = pl->next)
3020 if (!pl->ob->contr->state) 3433 if (!pl->ob->contr->state)
3021 change_luck(pl->ob, 0); 3434 change_luck (pl->ob, 0);
3022} 3435}
3023 3436
3024 3437
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 3438/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 3439 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 3440 * just treat this as any other spell casting object.
3028 */ 3441 */
3029 3442
3030void 3443void
3031cast_dust (object * op, object * throw_ob, int dir) 3444cast_dust (object *op, object *throw_ob, int dir)
3032{ 3445{
3033 object *skop, *spob; 3446 object *skop, *spob;
3034 3447
3035 skop = find_skill_by_name (op, throw_ob->skill); 3448 skop = find_skill_by_name (op, throw_ob->skill);
3036 3449
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 3450 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3451 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 3452 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3453 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 3454 return;
3043 } 3455 }
3044 3456
3045 spob = throw_ob->inv; 3457 spob = throw_ob->inv;
3046 3458
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3459 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3048 // not pass NULL to cast_spell (which did indeed check itself, but 3460 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 3461 // errors should be reported as early as possible IMHO)
3050 if (!spob) 3462 if (!spob)
3051 { 3463 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3464 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3053 throw_ob->name, op->name);
3054 return; 3465 return;
3055 } 3466 }
3056 3467
3057 if (op->type == PLAYER) 3468 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 3470
3060 cast_spell (op, throw_ob, dir, spob, NULL); 3471 cast_spell (op, throw_ob, dir, spob, NULL);
3061 3472
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3063 remove_ob (throw_ob); 3474 remove_ob (throw_ob);
3064 free_object (throw_ob); 3475 free_object (throw_ob);
3065} 3476}
3066 3477
3478void
3067void make_visible (object *op) { 3479make_visible (object *op)
3480{
3068 op->hide = 0; 3481 op->hide = 0;
3069 op->invisible = 0; 3482 op->invisible = 0;
3070 if(op->type==PLAYER) { 3483 if (op->type == PLAYER)
3484 {
3071 op->contr->tmp_invis = 0; 3485 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3486 op->contr->invis_race = 0;
3073 } 3487 }
3074 update_object(op,UP_OBJ_FACE); 3488 update_object (op, UP_OBJ_FACE);
3075} 3489}
3076 3490
3491int
3077int is_true_undead(object *op) { 3492is_true_undead (object *op)
3493{
3078 object *tmp=NULL; 3494 object *tmp = NULL;
3079 3495
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3497 return 1;
3081 3498
3082 if(op->type==PLAYER) 3499 if (op->type == PLAYER)
3083 for(tmp=op->inv;tmp;tmp=tmp->below) 3500 for (tmp = op->inv; tmp; tmp = tmp->below)
3084 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3501 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3085 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3502 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3503 return 1;
3086 return 0; 3504 return 0;
3087} 3505}
3088 3506
3089/* look at the surrounding terrain to determine 3507/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 3508 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 3509 * indicate greater hideability.
3092 */ 3510 */
3093 3511
3512int
3094int hideability(object *ob) { 3513hideability (object *ob)
3514{
3095 int i,level=0, mflag; 3515 int i, level = 0, mflag;
3096 sint16 x,y; 3516 sint16 x, y;
3097 3517
3098 if(!ob||!ob->map) return 0; 3518 if (!ob || !ob->map)
3519 return 0;
3099 3520
3100 /* so, on normal lighted maps, its hard to hide */ 3521 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 3522 level = ob->map->darkness - 2;
3102 3523
3103 /* this also picks up whether the object is glowing. 3524 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 3525 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 3526 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3527 if (has_carried_lights (ob))
3528 level = -(10 + (2 * ob->map->darkness));
3107 3529
3108 /* scan through all nearby squares for terrain to hide in */ 3530 /* scan through all nearby squares for terrain to hide in */
3109 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3531 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3532 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3533 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 3534 if (mflag & P_OUT_OF_MAP)
3535 {
3536 continue;
3537 }
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3538 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 3539 level += 2;
3114 else /* open terrain! */ 3540 else /* open terrain! */
3115 level -= 1; 3541 level -= 1;
3116 } 3542 }
3117 3543
3118#if 0 3544#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3545 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 3546#endif
3121 return level; 3547 return level;
3122} 3548}
3123 3549
3124/* For Hidden creatures - a chance of becoming 'unhidden' 3550/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 3551 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 3552 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 3553 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 3554 */
3129 3555
3556void
3130void do_hidden_move (object *op) { 3557do_hidden_move (object *op)
3558{
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3559 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3132 object *skop; 3560 object *skop;
3133 3561
3134 if(!op || !op->map) return; 3562 if (!op || !op->map)
3563 return;
3135 3564
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3565 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3137 3566
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 3567 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 3568 if (op->type == PLAYER && op->contr->run_on)
3569 {
3140 if(!skop || num >= skop->level) { 3570 if (!skop || num >= skop->level)
3571 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3572 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3142 make_visible(op); 3573 make_visible (op);
3143 return; 3574 return;
3575 }
3576 else
3144 } else num += 20; 3577 num += 20;
3145 } 3578 }
3146 num += op->map->difficulty; 3579 num += op->map->difficulty;
3147 hide = hideability(op); /* modify by terrain hidden level */ 3580 hide = hideability (op); /* modify by terrain hidden level */
3148 num -= hide; 3581 num -= hide;
3149 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3582 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3583 {
3150 make_visible(op); 3584 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3585 if (op->type == PLAYER)
3152 "You moved out of hiding! You are visible!"); 3586 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3153 } 3587 }
3154 else if (op->type == PLAYER && skop) { 3588 else if (op->type == PLAYER && skop)
3589 {
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3590 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 } 3591 }
3157} 3592}
3158 3593
3159/* determine if who is standing near a hostile creature. */ 3594/* determine if who is standing near a hostile creature. */
3160 3595
3596int
3161int stand_near_hostile( object *who ) { 3597stand_near_hostile (object *who)
3598{
3162 object *tmp=NULL; 3599 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 3600 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 3601 mapstruct *m;
3165 sint16 x,y; 3602 sint16 x, y;
3166 3603
3167 if(!who) return 0; 3604 if (!who)
3605 return 0;
3168 3606
3169 if(who->type==PLAYER) player=1; 3607 if (who->type == PLAYER)
3608 player = 1;
3609
3610 else
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3611 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3171 3612
3172 /* search adjacent squares */ 3613 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 3614 for (i = 1; i < 9; i++)
3615 {
3174 x = who->x+freearr_x[i]; 3616 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 3617 y = who->y + freearr_y[i];
3176 m = who->map; 3618 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 3619 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 3620 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 3621 * blocked, don't need to check this space.
3180 */ 3622 */
3181 if (mflags & P_OUT_OF_MAP) continue; 3623 if (mflags & P_OUT_OF_MAP)
3624 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3625 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 3626 continue;
3627
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3628 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3185 if((player||friendly) 3629 {
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3630 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3631 return 1;
3632 else if (tmp->type == PLAYER)
3633 {
3634 /*don't let a hidden DM prevent you from hiding */
3635 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3187 return 1; 3636 return 1;
3188 else if(tmp->type==PLAYER)
3189 {
3190 /*don't let a hidden DM prevent you from hiding*/
3191 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3192 return 1;
3193 } 3637 }
3194 } 3638 }
3195 } 3639 }
3196 return 0; 3640 return 0;
3197} 3641}
3198 3642
3199/* check the player los field for viewability of the 3643/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 3644 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 3645 * but we dont worry if the object isnt the top one in
3208 * for them to differ. Sigh, this fctn could get a bit more complex. 3652 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 3653 * -b.t.
3210 * This function is now map tiling safe. 3654 * This function is now map tiling safe.
3211 */ 3655 */
3212 3656
3657int
3213int player_can_view (object *pl,object *op) { 3658player_can_view (object *pl, object *op)
3659{
3214 rv_vector rv; 3660 rv_vector rv;
3215 int dx,dy; 3661 int dx, dy;
3216 3662
3217 if(pl->type!=PLAYER) { 3663 if (pl->type != PLAYER)
3664 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 3665 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 3666 return -1;
3220 } 3667 }
3221 if (!pl || !op) return 0; 3668 if (!pl || !op)
3222
3223 if(op->head) { op = op->head; }
3224 get_rangevector(pl, op, &rv, 0x1);
3225
3226 /* starting with the 'head' part, lets loop
3227 * through the object and find if it has any
3228 * part that is in the los array but isnt on
3229 * a blocked los square.
3230 * we use the archetype to figure out offsets.
3231 */
3232 while(op) {
3233 dx = rv.distance_x + op->arch->clone.x;
3234 dy = rv.distance_y + op->arch->clone.y;
3235
3236 /* only the viewable area the player sees is updated by LOS
3237 * code, so we need to restrict ourselves to that range of values
3238 * for any meaningful values.
3239 */
3240 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3241 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3242 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3243 return 1;
3244 op = op->more;
3245 }
3246 return 0; 3669 return 0;
3670
3671 if (op->head)
3672 {
3673 op = op->head;
3674 }
3675 get_rangevector (pl, op, &rv, 0x1);
3676
3677 /* starting with the 'head' part, lets loop
3678 * through the object and find if it has any
3679 * part that is in the los array but isnt on
3680 * a blocked los square.
3681 * we use the archetype to figure out offsets.
3682 */
3683 while (op)
3684 {
3685 dx = rv.distance_x + op->arch->clone.x;
3686 dy = rv.distance_y + op->arch->clone.y;
3687
3688 /* only the viewable area the player sees is updated by LOS
3689 * code, so we need to restrict ourselves to that range of values
3690 * for any meaningful values.
3691 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3694 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3695 return 1;
3696 op = op->more;
3697 }
3698 return 0;
3247} 3699}
3248 3700
3249/* routine for both players and monsters. We call this when 3701/* routine for both players and monsters. We call this when
3250 * there is a possibility for our action distrubing our hiding 3702 * there is a possibility for our action distrubing our hiding
3251 * place or invisiblity spell. Artefact invisiblity is not 3703 * place or invisiblity spell. Artefact invisiblity is not
3252 * effected by this. If we arent invisible to begin with, we 3704 * effected by this. If we arent invisible to begin with, we
3253 * return 0. 3705 * return 0.
3254 */ 3706 */
3707int
3255int action_makes_visible (object *op) { 3708action_makes_visible (object *op)
3709{
3256 3710
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3711 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3712 {
3258 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3713 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3259 return 0; 3714 return 0;
3260 3715
3261 if (op->contr && op->contr->tmp_invis == 0) return 0; 3716 if (op->contr && op->contr->tmp_invis == 0)
3717 return 0;
3262 3718
3263 /* If monsters, they should become visible */ 3719 /* If monsters, they should become visible */
3264 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3720 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3721 {
3265 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3722 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3266 return 1; 3723 return 1;
3267 } 3724 }
3268 } 3725 }
3269 return 0; 3726 return 0;
3270} 3727}
3271 3728
3272/* op_on_battleground - checks if the given object op (usually 3729/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3730 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3731 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3732 * -exit-coord. (and if x, y not NULL)
3276 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3733 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3277 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3734 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3278 * Default is to do the same as before, so only people wanting to have different points need worry about this 3735 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3736 */
3737int
3280int op_on_battleground (object *op, int *x, int *y) { 3738op_on_battleground (object *op, int *x, int *y)
3739{
3281 object *tmp; 3740 object *tmp;
3282 3741
3283 /* A battleground-tile needs the following attributes to be valid: 3742 /* A battleground-tile needs the following attributes to be valid:
3284 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3743 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3744 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3745 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3746 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3747 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3748 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3749 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3750 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3751 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3752 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3292 strcmp(tmp->name, "battleground")==0 && 3753 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3754 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3755 /*before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3756 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3757 {
3296 object *invtmp; 3758 object *invtmp;
3759
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3760 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3298 if(invtmp->type==FORCE && invtmp->slaying && 3761 {
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3762 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3763 {
3300 if (x != NULL && y != NULL) 3764 if (x != NULL && y != NULL)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3765 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3302 return 1; 3766 return 1;
3767 }
3303 } 3768 }
3304 } 3769 }
3305 }
3306 if (x != NULL && y != NULL) 3770 if (x != NULL && y != NULL)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3771 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3308 return 1; 3772 return 1;
3773 }
3309 } 3774 }
3310 }
3311 } 3775 }
3312 /* If we got here, did not find a battleground */ 3776 /* If we got here, did not find a battleground */
3313 return 0; 3777 return 0;
3314} 3778}
3315 3779
3316/* 3780/*
3320 * attributes: 3784 * attributes:
3321 * object *who the dragon player 3785 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3786 * int atnr the attack-number of the ability focus
3323 * int level ability level 3787 * int level ability level
3324 */ 3788 */
3789void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3790dragon_ability_gain (object *who, int atnr, int level)
3791{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3792 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3793 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3794 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3795 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3796 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3797 int i = 0, j = 0;
3332 3798
3333 /* get the appropriate treasurelist */ 3799 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3800 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3801 trlist = find_treasurelist ("dragon_ability_fire");
3336 else if (atnr == ATNR_COLD) 3802 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3803 trlist = find_treasurelist ("dragon_ability_cold");
3338 else if (atnr == ATNR_ELECTRICITY) 3804 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3805 trlist = find_treasurelist ("dragon_ability_elec");
3340 else if (atnr == ATNR_POISON) 3806 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3807 trlist = find_treasurelist ("dragon_ability_poison");
3342 3808
3343 if (trlist == NULL || who->type != PLAYER) 3809 if (trlist == NULL || who->type != PLAYER)
3810 return;
3811
3812 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3813
3814 if (tr == NULL || tr->item == NULL)
3815 {
3816 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3817 return;
3818 }
3819
3820 /* everything seems okay - now bring on the gift: */
3821 item = &(tr->item->clone);
3822
3823 if (item->type == SPELL)
3824 {
3825 if (check_spell_known (who, item->name))
3344 return; 3826 return;
3345 3827
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3828 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3829 do_learn_spell (who, item, 0);
3348 3830 return;
3349 if (tr == NULL || tr->item == NULL) { 3831 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3832
3833 /* grant direct spell */
3834 if (item->type == SPELLBOOK)
3835 {
3836 if (!item->inv)
3837 {
3838 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3839 return;
3840 }
3841 if (check_spell_known (who, item->inv->name))
3351 return; 3842 return;
3352 }
3353
3354 /* everything seems okay - now bring on the gift: */
3355 item = &(tr->item->clone);
3356
3357 if (item->type == SPELL) {
3358 if (check_spell_known (who, item->name))
3359 return;
3360
3361 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3362 do_learn_spell (who, item, 0);
3363 return;
3364 }
3365
3366 /* grant direct spell */
3367 if (item->type == SPELLBOOK) {
3368 if (!item->inv) {
3369 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3370 item->name);
3371 return;
3372 }
3373 if (check_spell_known (who, item->inv->name))
3374 return;
3375 if (item->invisible) { 3843 if (item->invisible)
3844 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3845 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3377 do_learn_spell (who, item->inv, 0); 3846 do_learn_spell (who, item->inv, 0);
3378 return; 3847 return;
3379 } 3848 }
3380 } 3849 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3850 else if (item->type == SKILL_TOOL && item->invisible)
3851 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3852 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3853 {
3383 3854
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3855 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3385 * in this way, if the player is missing any of the attacktypes, he gets 3856 * in this way, if the player is missing any of the attacktypes, he gets
3386 * them. As it is now, if the player has any that match the granted skill, 3857 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3858 * but not all of them, he gets nothing.
3388 */ 3859 */
3389 if (!(skop->attacktype & item->attacktype)) { 3860 if (!(skop->attacktype & item->attacktype))
3861 {
3390 /* Give new attacktype */ 3862 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3863 skop->attacktype |= item->attacktype;
3392 3864
3393 /* always add physical if there's none */ 3865 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3866 skop->attacktype |= AT_PHYSICAL;
3395 3867
3396 if (item->msg != NULL) 3868 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3869 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3870
3399 /* Give player new face */ 3871 /* Give player new face */
3400 if (item->animation_id) { 3872 if (item->animation_id)
3873 {
3401 who->face = skop->face; 3874 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3875 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3876 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3877 who->last_anim = 0;
3405 who->state = 0; 3878 who->state = 0;
3406 animate_object(who, who->direction); 3879 animate_object (who, who->direction);
3407 } 3880 }
3408 } 3881 }
3409 } 3882 }
3410 } 3883 }
3411 else if (item->type == FORCE) { 3884 else if (item->type == FORCE)
3885 {
3412 /* forces in the treasurelist can alter the player's stats */ 3886 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3887 object *skin;
3888
3414 /* first get the dragon skin force */ 3889 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3890 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3416 skin=skin->below);
3417 if (skin == NULL) return; 3891 if (skin == NULL)
3418 3892 return;
3893
3419 /* adding new spellpath attunements */ 3894 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3897 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3898
3423 /* print message */ 3899 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3900 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3901 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3902 {
3426 if(item->path_attuned & (1<<i)) { 3903 if (item->path_attuned & (1 << i))
3904 {
3427 if (j) 3905 if (j)
3428 strcat(buf," and "); 3906 strcat (buf, " and ");
3429 else 3907 else
3430 j = 1; 3908 j = 1;
3431 strcat(buf, spellpathnames[i]); 3909 strcat (buf, spellpathnames[i]);
3432 } 3910 }
3433 } 3911 }
3434 strcat(buf,"."); 3912 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3913 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3914 }
3437 3915
3438 /* evtl. adding flags: */ 3916 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3917 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG(skin, FLAG_XRAYS); 3918 SET_FLAG (skin, FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3919 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG(skin, FLAG_STEALTH); 3920 SET_FLAG (skin, FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3921 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3922 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445 3923
3446 /* print message if there is one */ 3924 /* print message if there is one */
3447 if (item->msg != NULL) 3925 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3926 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3927 }
3928 else
3449 } 3929 {
3450 else {
3451 /* generate misc. treasure */ 3930 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3931 tmp = arch_to_object (tr->item);
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3932 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3454 tmp = insert_ob_in_ob (tmp, who); 3933 tmp = insert_ob_in_ob (tmp, who);
3455 if (who->type == PLAYER) 3934 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp); 3935 esrv_send_item (who, tmp);
3457 } 3936 }
3458} 3937}
3459 3938
3460/** 3939/**
3461 * Unready an object for a player. This function does nothing if the object was 3940 * Unready an object for a player. This function does nothing if the object was
3462 * not readied. 3941 * not readied.
3463 */ 3942 */
3943void
3464void player_unready_range_ob(player *pl, object *ob) { 3944player_unready_range_ob (player *pl, object *ob)
3945{
3465 rangetype i; 3946 rangetype i;
3466 3947
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3948 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3949 {
3468 if (pl->ranges[i] == ob) { 3950 if (pl->ranges[i] == ob)
3951 {
3469 pl->ranges[i] = NULL; 3952 pl->ranges[i] = NULL;
3470 if (pl->shoottype == i) { 3953 if (pl->shoottype == i)
3954 {
3471 pl->shoottype = range_none; 3955 pl->shoottype = range_none;
3472 } 3956 }
3473 } 3957 }
3474 } 3958 }
3475} 3959}

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