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Comparing deliantra/server/server/player.C (file contents):
Revision 1.13 by pippijn, Fri Sep 1 14:12:04 2006 UTC vs.
Revision 1.23 by root, Thu Sep 14 22:34:04 2006 UTC

1/*
2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.13 2006/09/01 14:12:04 pippijn Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The author can be reached via e-mail to crossfire-devel@real-time.com 21 The author can be reached via e-mail to <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */ 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 assign (p->title, op->arch->clone.name);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race); 285 op->race = op->arch->clone.race;
278 286
279 CLEAR_FLAG(op,FLAG_READY_SKILL); 287 CLEAR_FLAG (op, FLAG_READY_SKILL);
280 288
281 /* we need to clear these to -1 and not zero - otherwise, 289 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont 290 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start 291 * send new values to the client, as things like exp start
284 * at zero. 292 * at zero.
285 */ 293 */
286 for (i=0; i < NUM_SKILLS; i++) { 294 for (i = 0; i < NUM_SKILLS; i++)
295 {
287 p->last_skill_exp[i] = -1; 296 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL; 297 p->last_skill_ob[i] = NULL;
289 } 298 }
290 for (i=0; i < NROFATTACKS; i++) { 299 for (i = 0; i < NROFATTACKS; i++)
300 {
291 p->last_resist[i] = -1; 301 p->last_resist[i] = -1;
292 } 302 }
293 p->last_stats.exp = -1; 303 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1; 304 p->last_weight = (uint32) - 1;
295 305
296 p->socket.update_look=0; 306 p->socket.update_look = 0;
297 p->socket.look_position=0; 307 p->socket.look_position = 0;
298 return p; 308 return p;
299} 309}
300
301 310
302/* This loads the first map an puts the player on it. */ 311/* This loads the first map an puts the player on it. */
312static void
303static void set_first_map(object *op) 313set_first_map (object *op)
304{ 314{
305 strcpy(op->contr->maplevel, first_map_path); 315 strcpy (op->contr->maplevel, first_map_path);
306 op->x = -1; 316 op->x = -1;
307 op->y = -1; 317 op->y = -1;
308 enter_exit(op, NULL); 318 enter_exit (op, NULL);
309} 319}
310 320
311/* Tries to add player on the connection passwd in ns. 321/* 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 322 * All we can really get in this is some settings like host and display
313 * mode. 323 * mode.
314 */ 324 */
315 325
326int
316int add_player(NewSocket *ns) { 327add_player (NewSocket * ns)
328{
317 player *p; 329 player *p;
318 330
319 p=get_player(NULL); 331 p = get_player (NULL);
320 p->socket = *ns; 332 p->socket = *ns;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
322 if(p->socket.faces_sent == NULL) 334 if (p->socket.faces_sent == NULL)
323 fatal(OUT_OF_MEMORY); 335 fatal (OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 336 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. 337 /* 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 338 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket. 339 * on the uncoming socket.
328 */ 340 */
329 p->socket.inbuf.len = 0; 341 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 342 set_first_map (p->ob);
331 343
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob); 345 add_friendly_object (p->ob);
334 send_rules(p->ob); 346 send_rules (p->ob);
335 send_news(p->ob); 347 send_news (p->ob);
336 display_motd(p->ob); 348 display_motd (p->ob);
337 get_name(p->ob); 349 get_name (p->ob);
338 return 0; 350 return 0;
339} 351}
340 352
341/* 353/*
342 * get_player_archetype() return next player archetype from archetype 354 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 355 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 356 * Note: there MUST be at least one player archetype!
345 */ 357 */
358archetype *
346archetype *get_player_archetype(archetype* at) 359get_player_archetype (archetype *at)
347{ 360{
348 archetype *start = at; 361 archetype *start = at;
362
349 for (;;) { 363 for (;;)
364 {
350 if (at==NULL || at->next==NULL) 365 if (at == NULL || at->next == NULL)
351 at=first_archetype; 366 at = first_archetype;
352 else 367 else
353 at=at->next; 368 at = at->next;
354 if(at->clone.type==PLAYER) 369 if (at->clone.type == PLAYER)
355 return at; 370 return at;
356 if (at == start) { 371 if (at == start)
372 {
357 LOG (llevError, "No Player archetypes\n"); 373 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 374 exit (-1);
359 } 375 }
360 } 376 }
361} 377}
362 378
363 379
380object *
364object *get_nearest_player(object *mon) { 381get_nearest_player (object *mon)
382{
365 object *op = NULL; 383 object *op = NULL;
366 player *pl = NULL; 384 player *pl = NULL;
367 objectlink *ol; 385 objectlink *ol;
368 unsigned lastdist; 386 unsigned lastdist;
369 rv_vector rv; 387 rv_vector rv;
370 388
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
390 {
372 /* We should not find free objects on this friendly list, but it 391 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 392 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 393 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 394 * list is also free, so encapsulate this in a while loop.
376 */ 395 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 396 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
397 {
378 object *tmp=ol->ob; 398 object *tmp = ol->ob;
379 399
380 /* Can't do much more other than log the fact, because the object 400 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 401 * itself will have been cleared.
382 */ 402 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 403 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 404 ol = ol->next;
385 remove_friendly_object(tmp); 405 remove_friendly_object (tmp);
406 if (!ol)
386 if (!ol) return op; 407 return op;
387 } 408 }
388 409
389 /* Remove special check for player from this. First, it looks to cause 410 /* 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 411 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 412 * 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 413 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 414 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 415 * on_same_map check, as can_detect_enemy also does this
395 */ 416 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 417 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 418 continue;
398 419
399 if(lastdist>rv.distance) { 420 if (lastdist > rv.distance)
421 {
400 op=ol->ob; 422 op = ol->ob;
401 lastdist=rv.distance; 423 lastdist = rv.distance;
402 } 424 }
403 } 425 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 426 for (pl = first_player; pl != NULL; pl = pl->next)
427 {
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 428 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
406 430
407 if(lastdist>rv.distance) { 431 if (lastdist > rv.distance)
432 {
408 op=pl->ob; 433 op = pl->ob;
409 lastdist=rv.distance; 434 lastdist = rv.distance;
410 } 435 }
411 } 436 }
412 } 437 }
413#if 0 438#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 440#endif
416 return op; 441 return op;
417} 442}
418 443
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 444/* 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 445 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 446 * detour a monster will take from the direction path when looking
458 * monster can in fact move one space in that direction. 483 * 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, 484 * 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 485 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 486 * is blocking itself.
462 */ 487 */
488int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 489path_to_player (object *mon, object *pl, unsigned mindiff)
490{
464 rv_vector rv; 491 rv_vector rv;
465 sint16 x,y; 492 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 493 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 494 mapstruct *m, *lastmap;
468 495
469 get_rangevector(mon, pl, &rv, 0); 496 get_rangevector (mon, pl, &rv, 0);
470 497
471 if (rv.distance<mindiff) return 0; 498 if (rv.distance < mindiff)
499 return 0;
472 500
473 x=mon->x; 501 x = mon->x;
474 y=mon->y; 502 y = mon->y;
475 m=mon->map; 503 m = mon->map;
476 dir = rv.direction; 504 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 505 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); 506 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. */ 507 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 508 if (diff > max)
509 return 0;
481 while (diff >1 && max>0) { 510 while (diff > 1 && max > 0)
511 {
482 lastx = x; 512 lastx = x;
483 lasty = y; 513 lasty = y;
484 lastmap = m; 514 lastmap = m;
485 x = lastx + freearr_x[dir]; 515 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 516 y = lasty + freearr_y[dir];
487 517
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 518 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); 519 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 520
491 /* Space is blocked - try changing direction a little */ 521 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 522 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)))) { 523 && (m == mon->map && blocked_link (mon, m, x, y))))
524 {
494 /* recalculate direction from last good location. Possible 525 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 526 * we were not traversing ideal location before.
496 */ 527 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 528 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 529 if (rv.direction != dir)
530 {
499 /* OK - says direction should be different - lets reset the 531 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 532 * the values so it will try again.
501 */ 533 */
502 x = lastx; 534 x = lastx;
503 y = lasty; 535 y = lasty;
504 m = lastmap; 536 m = lastmap;
505 dir = firstdir = rv.direction; 537 dir = firstdir = rv.direction;
538 }
506 } else { 539 else
540 {
507 /* direct path is blocked - try taking a side step to 541 /* direct path is blocked - try taking a side step to
508 * either the left or right. 542 * either the left or right.
509 * Note increase the values in the loop below to be 543 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 544 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 545 * 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 546 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 547 * stepping back and forth
514 */ 548 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 549 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
550 {
551 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 552 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 553 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 554 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 555 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 556 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 557 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 558 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 559 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 560 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 561 * the last direction the creature has successfully
526 * moved. 562 * moved.
527 */ 563 */
528 564
529 x = lastx + freearr_x[absdir(lastdir+i)]; 565 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 566 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 567 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 568 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 569 if (mflags & P_OUT_OF_MAP)
570 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 571 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 572 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
573 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 574 if (mflags & P_BLOCKSVIEW)
575 continue;
537 576
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 577 if (m == mon->map && blocked_link (mon, m, x, y))
578 break;
539 } 579 }
540 /* go through entire loop without finding a valid 580 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 581 * sidestep to take - thus, no valid path.
542 */ 582 */
543 if (i==(DETOUR_AMOUNT+1)) 583 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 584 return 0;
545 diff--; 585 diff--;
546 lastdir=dir; 586 lastdir = dir;
547 max--; 587 max--;
548 if (!firstdir) firstdir = dir+i; 588 if (!firstdir)
589 firstdir = dir + i;
549 } /* else check alternate directions */ 590 } /* else check alternate directions */
550 } /* if blocked */ 591 } /* if blocked */
551 else { 592 else
593 {
552 /* we moved towards creature, so diff is less */ 594 /* we moved towards creature, so diff is less */
553 diff--; 595 diff--;
554 max--; 596 max--;
555 lastdir=dir; 597 lastdir = dir;
598 if (!firstdir)
556 if (!firstdir) firstdir = dir; 599 firstdir = dir;
600 }
601 if (diff <= 1)
557 } 602 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 603 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 604 * headed toward player for entire distance.
561 */ 605 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 606 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); 607 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
564 } 608 }
565 if (diff>max) return 0; 609 if (diff > max)
610 return 0;
566 } 611 }
567 /* If we reached the max, didn't find a direction in time */ 612 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 613 if (!max)
614 return 0;
569 615
570 return firstdir; 616 return firstdir;
571} 617}
572 618
619void
573void give_initial_items(object *pl,treasurelist *items) { 620give_initial_items (object *pl, treasurelist * items)
621{
574 object *op,*next=NULL; 622 object *op, *next = NULL;
575 623
576 if(pl->randomitems!=NULL) 624 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 625 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 626
579 for (op=pl->inv; op; op=next) { 627 for (op = pl->inv; op; op = next)
628 {
580 next = op->below; 629 next = op->below;
581 630
582 /* Forces get applied per default, unless they have the 631 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 632 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 633 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 634 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 635 SET_FLAG (op, FLAG_APPLIED);
587 636
588 /* we never give weapons/armour if these cannot be used 637 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 638 * by this player due to race restrictions
590 */ 639 */
591 if (pl->type == PLAYER) { 640 if (pl->type == PLAYER)
641 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 642 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 643 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 644 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 645 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 646 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)) { 647 {
598 remove_ob (op); 648 remove_ob (op);
599 free_object (op); 649 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; 650 continue;
622 } 651 }
623 if (op->nrof > 1) op->nrof = 1; 652 }
653
654 /* This really needs to be better - we should really give
655 * a substitute spellbook. The problem is that we don't really
656 * have a good idea what to replace it with (need something like
657 * a first level treasurelist for each skill.)
658 * remove duplicate skills also
659 */
660 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 661 {
662 object *tmp;
625 663
664 for (tmp = op->below; tmp; tmp = tmp->below)
665 if (tmp->type == op->type && tmp->name == op->name)
666 break;
667
668 if (tmp)
669 {
670 remove_ob (op);
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue;
674 }
675 if (op->nrof > 1)
676 op->nrof = 1;
677 }
678
626 if (op->type == SPELLBOOK && op->inv) { 679 if (op->type == SPELLBOOK && op->inv)
680 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 681 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 682 }
629 683
630 /* Give starting characters identified, uncursed, and undamned 684 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 685 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 686 * merged properly.
633 */ 687 */
634 if (need_identify(op)) { 688 if (need_identify (op))
689 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 690 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 691 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 692 CLEAR_FLAG (op, FLAG_DAMNED);
693 }
694 if (op->type == SPELL)
638 } 695 {
639 if(op->type==SPELL) {
640 remove_ob(op); 696 remove_ob (op);
641 free_object(op); 697 free_object (op);
642 continue; 698 continue;
699 }
700 else if (op->type == SKILL)
643 } 701 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 702 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 703 op->stats.exp = 0;
647 op->level = 1; 704 op->level = 1;
648 } 705 }
649 /* lock all 'normal items by default */ 706 /* lock all 'normal items by default */
707 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 708 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 709 } /* for loop of objects in player inv */
652 710
653 /* Need to set up the skill pointers */ 711 /* Need to set up the skill pointers */
654 link_player_skills(pl); 712 link_player_skills (pl);
655} 713}
656 714
715void
657void get_name(object *op) { 716get_name (object *op)
717{
658 op->contr->write_buf[0]='\0'; 718 op->contr->write_buf[0] = '\0';
659 op->contr->state=ST_GET_NAME; 719 op->contr->state = ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:"); 720 send_query (&op->contr->socket, 0, "What is your name?\n:");
661} 721}
662 722
723void
663void get_password(object *op) { 724get_password (object *op)
725{
664 op->contr->write_buf[0]='\0'; 726 op->contr->write_buf[0] = '\0';
665 op->contr->state=ST_GET_PASSWORD; 727 op->contr->state = ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:"); 728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
667} 729}
668 730
731void
669void play_again(object *op) 732play_again (object *op)
670{ 733{
671 op->contr->state=ST_PLAY_AGAIN; 734 op->contr->state = ST_PLAY_AGAIN;
672 op->chosen_skill = NULL; 735 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); 736 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 737 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll 738 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick 739 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without 740 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense 741 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all 742 * to leave it to play_again to remove the object in all
680 * cases. 743 * cases.
681 */ 744 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED)) 745 if (!QUERY_FLAG (op, FLAG_REMOVED))
683 remove_ob(op); 746 remove_ob (op);
684 /* Need to set this to null - otherwise, it could point to garbage, 747 /* 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 748 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out. 749 * the map is null or not swapped out.
687 */ 750 */
688 op->map = NULL; 751 op->map = NULL;
689} 752}
690 753
691 754int
692int receive_play_again(object *op, char key) 755receive_play_again (object *op, char key)
693{ 756{
694 if(key=='q'||key=='Q') { 757 if (key == 'q' || key == 'Q')
758 {
695 remove_friendly_object(op); 759 remove_friendly_object (op);
696 leave(op->contr,0); /* ericserver will draw the message */ 760 leave (op->contr, 0); /* ericserver will draw the message */
697 return 2; 761 return 2;
698 } 762 }
699 else if(key=='a'||key=='A') { 763 else if (key == 'a' || key == 'A')
764 {
700 player *pl = op->contr; 765 player *pl = op->contr;
701 const char *name = op->name; 766 shstr name = op->name;
702 767
703 add_refcount(name); 768 op->contr = 0;
704 remove_friendly_object(op); 769 op->type = 0;
705 free_object(op); 770 op->free (1);
706 pl = get_player(pl); 771 pl = get_player (pl);
707 op = pl->ob; 772 op = pl->ob;
708 add_friendly_object(op); 773 add_friendly_object (op);
709 op->contr->password[0]='~'; 774 op->contr->password[0] = '~';
710 FREE_AND_CLEAR_STR(op->name); 775 op->name = op->name_pl = 0;
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */ 776 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n"); 777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
715 get_name(op); 778 get_name (op);
716 op->name = name; /* Alrady added a refcount above */ 779 op->name = op->name_pl = name;
717 op->name_pl = add_string(name);
718 set_first_map(op); 780 set_first_map (op);
719 } else { 781 }
782 else
720 /* user pressed something else so just ask again... */ 783 /* user pressed something else so just ask again... */
721 play_again(op); 784 play_again (op);
722 } 785
723 return 0; 786 return 0;
724} 787}
725 788
789void
726void confirm_password(object *op) { 790confirm_password (object *op)
791{
727 792
728 op->contr->write_buf[0]='\0'; 793 op->contr->write_buf[0] = '\0';
729 op->contr->state=ST_CONFIRM_PASSWORD; 794 op->contr->state = ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731} 796}
732 797
798void
733void get_party_password(object *op, partylist *party) { 799get_party_password (object *op, partylist *party)
800{
734 if (party == NULL) { 801 if (party == NULL)
802 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 804 return;
737 } 805 }
738 op->contr->write_buf[0]='\0'; 806 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 807 op->contr->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 808 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 810}
743 811
744 812
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int
746int roll_stat(void) { 815roll_stat (void)
816{
747 int a[4],i,j,k; 817 int a[4], i, j, k;
748 818
749 for(i=0;i<4;i++) 819 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 820 a[i] = (int) RANDOM () % 6 + 1;
751 821
752 for(i=0,j=0,k=7;i<4;i++) 822 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 823 if (a[i] < k)
754 k=a[i],j=i; 824 k = a[i], j = i;
755 825
756 for(i=0,k=0;i<4;i++) { 826 for (i = 0, k = 0; i < 4; i++)
827 {
757 if(i!=j) 828 if (i != j)
758 k+=a[i]; 829 k += a[i];
759 } 830 }
760 return k; 831 return k;
761} 832}
762 833
834void
763void roll_stats(object *op) { 835roll_stats (object *op)
836{
764 int sum=0; 837 int sum = 0;
765 int i = 0, j = 0; 838 int i = 0, j = 0;
766 int statsort[7]; 839 int statsort[7];
767 840
841 do
768 do { 842 {
769 op->stats.Str=roll_stat(); 843 op->stats.Str = roll_stat ();
770 op->stats.Dex=roll_stat(); 844 op->stats.Dex = roll_stat ();
771 op->stats.Int=roll_stat(); 845 op->stats.Int = roll_stat ();
772 op->stats.Con=roll_stat(); 846 op->stats.Con = roll_stat ();
773 op->stats.Wis=roll_stat(); 847 op->stats.Wis = roll_stat ();
774 op->stats.Pow=roll_stat(); 848 op->stats.Pow = roll_stat ();
775 op->stats.Cha=roll_stat(); 849 op->stats.Cha = roll_stat ();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 850 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+ 851 }
778 op->stats.Cha;
779 } while(sum<82||sum>116); 852 while (sum < 82 || sum > 116);
780 853
781 /* Sort the stats so that rerolling is easier... */ 854 /* Sort the stats so that rerolling is easier... */
782 statsort[0] = op->stats.Str; 855 statsort[0] = op->stats.Str;
783 statsort[1] = op->stats.Dex; 856 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int; 857 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con; 858 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis; 859 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow; 860 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha; 861 statsort[6] = op->stats.Cha;
789 862
790 /* a quick and dirty bubblesort? */ 863 /* a quick and dirty bubblesort? */
864 do
791 do { 865 {
792 if (statsort[i] < statsort[i + 1]) { 866 if (statsort[i] < statsort[i + 1])
867 {
793 j = statsort[i]; 868 j = statsort[i];
794 statsort[i] = statsort[i + 1]; 869 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j; 870 statsort[i + 1] = j;
796 i = 0; 871 i = 0;
872 }
797 } else { 873 else
874 {
798 i++; 875 i++;
799 } 876 }
877 }
800 } while (i < 6); 878 while (i < 6);
801 879
802 op->stats.Str = statsort[0]; 880 op->stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 881 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 882 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 883 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 884 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 885 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 886 op->stats.Cha = statsort[6];
809 887
810 888
811 op->contr->orig_stats.Str=op->stats.Str; 889 op->contr->orig_stats.Str = op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex; 890 op->contr->orig_stats.Dex = op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int; 891 op->contr->orig_stats.Int = op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con; 892 op->contr->orig_stats.Con = op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis; 893 op->contr->orig_stats.Wis = op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow; 894 op->contr->orig_stats.Pow = op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha; 895 op->contr->orig_stats.Cha = op->stats.Cha;
818 896
819 op->level=1; 897 op->level = 1;
820 op->stats.exp=0; 898 op->stats.exp = 0;
821 op->stats.ac=0; 899 op->stats.ac = 0;
822 900
823 op->contr->levhp[1] = 9; 901 op->contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 902 op->contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 903 op->contr->levgrace[1] = 3;
826 904
827 fix_player(op); 905 fix_player (op);
828 op->stats.hp = op->stats.maxhp; 906 op->stats.hp = op->stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 907 op->stats.sp = op->stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 908 op->stats.grace = op->stats.maxgrace;
831 op->contr->orig_stats=op->stats; 909 op->contr->orig_stats = op->stats;
832} 910}
833 911
912void
834void Roll_Again(object *op) 913Roll_Again (object *op)
835{ 914{
836 esrv_new_player(op->contr, 0); 915 esrv_new_player (op->contr, 0);
916 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)? "); 917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838} 918}
839 919
920void
840void Swap_Stat(object *op,int Swap_Second) 921Swap_Stat (object *op, int Swap_Second)
841{ 922{
842 signed char tmp; 923 signed char tmp;
843 char buf[MAX_BUF]; 924 char buf[MAX_BUF];
844 925
845 if ( op->contr->Swap_First == -1 ) { 926 if (op->contr->Swap_First == -1)
927 {
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 928 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,"); 929 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"); 930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
849 return; 931 return;
850 } 932 }
851 933
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
853 935
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 936 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));
856 937
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
858 939
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 941 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 942 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex; 943 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con; 944 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int; 945 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis; 946 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow; 947 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha; 948 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0; 949 op->stats.ac = 0;
869 950
870 op->level=1; 951 op->level = 1;
871 op->stats.exp=0; 952 op->stats.exp = 0;
872 op->stats.ac=0; 953 op->stats.ac = 0;
873 954
874 op->contr->levhp[1] = 9; 955 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6; 956 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3; 957 op->contr->levgrace[1] = 3;
877 958
878 fix_player(op); 959 fix_player (op);
879 op->stats.hp = op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace; 962 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats; 963 op->contr->orig_stats = op->stats;
883 op->contr->Swap_First=-1; 964 op->contr->Swap_First = -1;
884} 965}
885 966
886 967
887/* This code has been greatly reduced, because with set_attr_value 968/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric 969 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered 970 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats 971 * 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 972 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation. 973 * the number's access that stat. The table does that translation.
893 */ 974 */
975int
894int key_roll_stat(object *op, char key) 976key_roll_stat (object *op, char key)
895{ 977{
896 int keynum = key -'0'; 978 int keynum = key - '0';
897 char buf[MAX_BUF]; 979 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
899 981
900 if (keynum>0 && keynum<=7) { 982 if (keynum > 0 && keynum <= 7)
983 {
901 if (op->contr->Swap_First==-1) { 984 if (op->contr->Swap_First == -1)
985 {
902 op->contr->Swap_First=stat_trans[keynum]; 986 op->contr->Swap_First = stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 988 new_draw_info (NDI_UNIQUE, 0, op, buf);
905 } 989 }
906 else 990 else
907 Swap_Stat(op,stat_trans[keynum]); 991 Swap_Stat (op, stat_trans[keynum]);
908 992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
910 return 1; 1028 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 1029
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': 1030 case 'q':
937 case 'Y': 1031 case 'Q':
938 roll_stats(op); 1032 play_again (op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1; 1033 return 1;
941 1034
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default: 1035 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
949 return 0; 1037 return 0;
950 } 1038 }
951 return 0; 1039 return 0;
952} 1040}
953 1041
954/* This function takes the key that is passed, and does the 1042/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 1043 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 1044 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 1045 * separate race and class; this actually changes the RACE,
958 * not the class. 1046 * not the class.
959 */ 1047 */
960 1048
1049int
961int key_change_class(object *op, char key) 1050key_change_class (object *op, char key)
962{ 1051{
963 int tmp_loop; 1052 int tmp_loop;
964 1053
965 if(key=='q'||key=='Q') { 1054 if (key == 'q' || key == 'Q')
1055 {
966 remove_ob(op); 1056 remove_ob (op);
967 play_again(op); 1057 play_again (op);
968 return 0; 1058 return 0;
969 } 1059 }
970 if(key=='d'||key=='D') { 1060 if (key == 'd' || key == 'D')
1061 {
971 char buf[MAX_BUF]; 1062 char buf[MAX_BUF];
972 1063
973 /* this must before then initial items are given */ 1064 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 1065 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); 1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
976 1067
977 INVOKE_PLAYER (BIRTH, op->contr); 1068 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 1069 INVOKE_PLAYER (LOGIN, op->contr);
979 1070
980 op->contr->state=ST_PLAYING; 1071 op->contr->state = ST_PLAYING;
981 1072
982 if (op->msg) { 1073 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 1074 op->msg = NULL;
985 }
986 1075
987 /* We create this now because some of the unique maps will need it 1076 /* We create this now because some of the unique maps will need it
988 * to save here. 1077 * to save here.
989 */ 1078 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 1080 make_path_to_file (buf);
992 1081
993#ifdef AUTOSAVE 1082#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 1083 op->contr->last_save_tick = pticks;
995#endif 1084#endif
996 start_info(op); 1085 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 1086 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 1087 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 1088 link_player_skills (op);
1000 esrv_send_inventory(op, op); 1089 esrv_send_inventory (op, op);
1001 fix_player(op); 1090 fix_player (op);
1002 1091
1003 /* This moves the player to a different start map, if there 1092 /* This moves the player to a different start map, if there
1004 * is one for this race 1093 * is one for this race
1005 */ 1094 */
1006 if(*first_map_ext_path) { 1095 if (*first_map_ext_path)
1096 {
1007 object *tmp; 1097 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 1098 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 1099
1011 first_map_ext_path, op->arch->name); 1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 1101 tmp = get_object ();
1013 EXIT_PATH(tmp) = add_string(mapname); 1102 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 1103 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 1104 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 1105 enter_exit (op, tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 1106 * if the map isn't there, then stay on the
1018 * default initial map */ 1107 * default initial map */
1019 free_object(tmp); 1108 free_object (tmp);
1109 }
1020 } else { 1110 else
1111 {
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 1112 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 1113 }
1023 return 0; 1114 return 0;
1024 } 1115 }
1025 1116
1026 /* Following actually changes the race - this is the default command 1117 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 1118 * if we don't match with one of the options above.
1028 */ 1119 */
1029 1120
1030 tmp_loop = 0; 1121 tmp_loop = 0;
1031 while(!tmp_loop) { 1122 while (!tmp_loop)
1032 const char *name = add_string (op->name); 1123 {
1124 shstr name = op->name;
1033 int x = op->x, y = op->y; 1125 int x = op->x, y = op->y;
1126
1034 remove_statbonus(op); 1127 remove_statbonus (op);
1035 remove_ob (op); 1128 remove_ob (op);
1036 op->arch = get_player_archetype(op->arch); 1129 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 1130 copy_object (&op->arch->clone, op);
1038 op->instantiate (); 1131 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 1132 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 1133 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; 1134 op->x = x;
1045 op->y = y; 1135 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 1136 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 1137 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1138 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 1139 add_statbonus (op);
1051 tmp_loop=allowed_class(op); 1140 tmp_loop = allowed_class (op);
1052 } 1141 }
1142
1053 update_object(op,UP_OBJ_FACE); 1143 update_object (op, UP_OBJ_FACE);
1054 esrv_update_item(UPD_FACE,op,op); 1144 esrv_update_item (UPD_FACE, op, op);
1055 fix_player(op); 1145 fix_player (op);
1056 op->stats.hp=op->stats.maxhp; 1146 op->stats.hp = op->stats.maxhp;
1057 op->stats.sp=op->stats.maxsp; 1147 op->stats.sp = op->stats.maxsp;
1058 op->stats.grace=0; 1148 op->stats.grace = 0;
1149
1059 if (op->msg) 1150 if (op->msg)
1060 new_draw_info(NDI_BLUE, 0, op, op->msg); 1151 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152
1061 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");
1062 return 0; 1154 return 0;
1063} 1155}
1064 1156
1157int
1065int key_confirm_quit(object *op, char key) 1158key_confirm_quit (object *op, char key)
1066{ 1159{
1067 char buf[MAX_BUF]; 1160 char buf[MAX_BUF];
1068 1161
1069 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1070 op->contr->state=ST_PLAYING; 1164 op->contr->state = ST_PLAYING;
1071 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1072 return 1; 1166 return 1;
1073 } 1167 }
1074 1168
1075 INVOKE_PLAYER (LOGOUT, op->contr); 1169 INVOKE_PLAYER (LOGOUT, op->contr);
1076 INVOKE_PLAYER (QUIT , op->contr); 1170 INVOKE_PLAYER (QUIT, op->contr);
1077 1171
1078 terminate_all_pets(op); 1172 terminate_all_pets (op);
1079 leave_map(op); 1173 leave_map (op);
1080 op->direction=0; 1174 op->direction = 0;
1081 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);
1082 "%s quits the game.",op->name);
1083 1176
1084 strcpy(op->contr->killer,"quit"); 1177 strcpy (op->contr->killer, "quit");
1085 check_score(op); 1178 check_score (op);
1086 op->contr->party=NULL; 1179 op->contr->party = NULL;
1087 if (settings.set_title == TRUE) 1180 if (settings.set_title == TRUE)
1088 op->contr->own_title[0]='\0'; 1181 op->contr->own_title[0] = '\0';
1089 1182
1090 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1091 mapstruct *mp, *next; 1185 mapstruct *mp, *next;
1092 1186
1093 /* 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
1094 * 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,
1095 * 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
1096 */ 1190 */
1097 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1098 for (mp=first_map; mp!=NULL; mp=next) { 1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1099 next = mp->next; 1194 next = mp->next;
1100 if (!strncmp(mp->path, buf, strlen(buf))) 1195 if (!strncmp (mp->path, buf, strlen (buf)))
1101 delete_map(mp); 1196 delete_map (mp);
1102 }
1103 1197 }
1198
1104 delete_character(op->name, 1); 1199 delete_character (op->name, 1);
1105 } 1200 }
1201
1106 play_again(op); 1202 play_again (op);
1107 return 1; 1203 return 1;
1108} 1204}
1109 1205
1206void
1110void flee_player(object *op) { 1207flee_player (object *op)
1208{
1111 int dir,diff; 1209 int dir, diff;
1112 rv_vector rv; 1210 rv_vector rv;
1113 1211
1114 if(op->stats.hp < 0) { 1212 if (op->stats.hp < 0)
1213 {
1115 LOG(llevDebug, "Fleeing player is dead.\n"); 1214 LOG (llevDebug, "Fleeing player is dead.\n");
1116 CLEAR_FLAG(op, FLAG_SCARED); 1215 CLEAR_FLAG (op, FLAG_SCARED);
1117 return; 1216 return;
1118 } 1217 }
1119 1218
1120 if(op->enemy==NULL) { 1219 if (op->enemy == NULL)
1220 {
1121 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1221 LOG (llevDebug, "Fleeing player had no enemy.\n");
1122 CLEAR_FLAG(op, FLAG_SCARED); 1222 CLEAR_FLAG (op, FLAG_SCARED);
1123 return; 1223 return;
1124 } 1224 }
1125 1225
1126 /* Seen some crashes here. Since we don't store an 1226 /* Seen some crashes here. Since we don't store an
1127 * op->enemy_count, it is possible that something destroys the 1227 * op->enemy_count, it is possible that something destroys the
1128 * actual enemy, and the object is recycled. 1228 * actual enemy, and the object is recycled.
1129 */ 1229 */
1130 if (op->enemy->map == NULL) { 1230 if (op->enemy->map == NULL)
1231 {
1131 CLEAR_FLAG(op, FLAG_SCARED); 1232 CLEAR_FLAG (op, FLAG_SCARED);
1132 op->enemy=NULL; 1233 op->enemy = NULL;
1133 return; 1234 return;
1134 } 1235 }
1135 1236
1136 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 {
1137 op->enemy=NULL; 1239 op->enemy = NULL;
1138 CLEAR_FLAG(op, FLAG_SCARED); 1240 CLEAR_FLAG (op, FLAG_SCARED);
1139 return; 1241 return;
1140 } 1242 }
1141 get_rangevector(op, op->enemy, &rv, 0); 1243 get_rangevector (op, op->enemy, &rv, 0);
1142 1244
1143 dir=absdir(4+rv.direction); 1245 dir = absdir (4 + rv.direction);
1144 for(diff=0;diff<3;diff++) { 1246 for (diff = 0; diff < 3; diff++)
1247 {
1145 int m=1-(RANDOM()&2); 1248 int m = 1 - (RANDOM () & 2);
1146 if(move_ob(op,absdir(dir+diff*m),op)|| 1249
1147 (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)))
1148 return;
1149 } 1251 {
1252 return;
1253 }
1150 } 1254 }
1151 /* Cornered, get rid of scared */ 1255 /* Cornered, get rid of scared */
1152 CLEAR_FLAG(op, FLAG_SCARED); 1256 CLEAR_FLAG (op, FLAG_SCARED);
1153 op->enemy=NULL; 1257 op->enemy = NULL;
1154} 1258}
1155 1259
1156 1260
1157/* 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.
1158 * 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
1159 * stop. 1263 * stop.
1160 */ 1264 */
1265int
1161int check_pick(object *op) { 1266check_pick (object *op)
1267{
1162 object *tmp, *next; 1268 object *tmp, *next;
1163 tag_t next_tag=0, op_tag; 1269 tag_t next_tag = 0, op_tag;
1164 int stop = 0; 1270 int stop = 0;
1165 int j, k, wvratio; 1271 int j, k, wvratio;
1166 char putstring[128], tmpstr[16]; 1272 char putstring[128], tmpstr[16];
1167 1273
1168 1274
1176 if (next) 1282 if (next)
1177 next_tag = next->count; 1283 next_tag = next->count;
1178 1284
1179 /* 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
1180 * destroyed */ 1286 * destroyed */
1181 while (next && ! was_destroyed (next, next_tag)) 1287 while (next && !was_destroyed (next, next_tag))
1182 { 1288 {
1183 tmp = next; 1289 tmp = next;
1184 next = tmp->below; 1290 next = tmp->below;
1185 if (next) 1291 if (next)
1186 next_tag = next->count; 1292 next_tag = next->count;
1187 1293
1188 if (was_destroyed (op, op_tag)) 1294 if (was_destroyed (op, op_tag))
1189 return 0; 1295 return 0;
1190 1296
1191 if ( ! can_pick (op, tmp)) 1297 if (!can_pick (op, tmp))
1192 continue; 1298 continue;
1193 1299
1194 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1300 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1195 { 1301 {
1196 if (item_matched_string (op, tmp, op->contr->search_str)) 1302 if (item_matched_string (op, tmp, op->contr->search_str))
1197 pick_up (op, tmp); 1303 pick_up (op, tmp);
1198 continue; 1304 continue;
1199 } 1305 }
1200 1306
1201 /* high not bit set? We're using the old autopickup model */ 1307 /* high not bit set? We're using the old autopickup model */
1202 if(!(op->contr->mode & PU_NEWMODE)) { 1308 if (!(op->contr->mode & PU_NEWMODE))
1309 {
1203 switch (op->contr->mode) { 1310 switch (op->contr->mode)
1311 {
1312 case 0:
1204 case 0: return 1; /* don't pick up */ 1313 return 1; /* don't pick up */
1314 case 1:
1205 case 1: pick_up (op, tmp); 1315 pick_up (op, tmp);
1206 return 1; 1316 return 1;
1317 case 2:
1207 case 2: pick_up (op, tmp); 1318 pick_up (op, tmp);
1208 return 0; 1319 return 0;
1320 case 3:
1209 case 3: return 0; /* stop before pickup */ 1321 return 0; /* stop before pickup */
1322 case 4:
1210 case 4: pick_up (op, tmp); 1323 pick_up (op, tmp);
1211 break; 1324 break;
1325 case 5:
1212 case 5: pick_up (op, tmp); 1326 pick_up (op, tmp);
1213 stop = 1; 1327 stop = 1;
1214 break; 1328 break;
1215 case 6: 1329 case 6:
1216 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1330 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1217 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1218 pick_up(op, tmp); 1331 pick_up (op, tmp);
1219 break; 1332 break;
1220 1333
1221 case 7: 1334 case 7:
1222 if (tmp->type == MONEY || tmp->type == GEM) 1335 if (tmp->type == MONEY || tmp->type == GEM)
1223 pick_up(op, tmp); 1336 pick_up (op, tmp);
1224 break; 1337 break;
1225 1338
1226 default: 1339 default:
1227 /* use value density */ 1340 /* use value density */
1228 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1341 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1229 && (query_cost (tmp, op, F_TRUE) * 100 1342 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1230 / (tmp->weight * MAX (tmp->nrof, 1)))
1231 >= op->contr->mode)
1232 pick_up(op,tmp); 1343 pick_up (op, tmp);
1233 }
1234 }
1235 else { /* old model */
1236 /* NEW pickup handling */
1237 if(op->contr->mode & PU_DEBUG)
1238 {
1239 /* some debugging code to figure out item information */
1240 if(tmp->name!=NULL)
1241 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1242 tmp->name, tmp->type,
1243 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1244 else
1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1246 tmp->arch->name, tmp->type,
1247 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1248 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1249
1250 sprintf(putstring,"...flags: ");
1251 for(k=0;k<4;k++)
1252 {
1253 for(j=0;j<32;j++)
1254 {
1255 if((tmp->flags[k]>>j)&0x01)
1256 {
1257 sprintf(tmpstr,"%d ",k*32+j);
1258 strcat(putstring, tmpstr);
1259 } 1344 }
1260 } 1345 }
1261 } 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))));
1262 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);
1263 1373
1264#if 0 1374#if 0
1265 /* print the flags too */ 1375 /* print the flags too */
1266 for(k=0;k<4;k++) 1376 for (k = 0; k < 4; k++)
1267 { 1377 {
1268 fprintf(stderr,"%d [%d] ", k, k*32+31); 1378 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1269 for(j=0;j<32;j++) 1379 for (j = 0; j < 32; j++)
1270 { 1380 {
1271 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1381 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1272 if(!((j+1)%4))fprintf(stderr," "); 1382 if (!((j + 1) % 4))
1273 } 1383 fprintf (stderr, " ");
1384 }
1274 fprintf(stderr," [%d]\n", k*32); 1385 fprintf (stderr, " [%d]\n", k * 32);
1275 } 1386 }
1276#endif 1387#endif
1277 } 1388 }
1278 /* philosophy: 1389 /* philosophy:
1279 * 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
1280 * generic. This takes no game-time. For more detailed pickups 1391 * generic. This takes no game-time. For more detailed pickups
1281 * and selections, select-items shoul dbe used. This is a 1392 * and selections, select-items shoul dbe used. This is a
1282 * 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
1283 * example. 1394 * example.
1284 * 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
1285 * 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
1286 * convert to decimal and then 'pickup <#> 1397 * convert to decimal and then 'pickup <#>
1287 */ 1398 */
1288 1399
1289 /* the first two modes are exclusive: if NOTHING we return, if 1400 /* the first two modes are exclusive: if NOTHING we return, if
1290 * STOP then we stop. All the rest are applied sequentially, 1401 * STOP then we stop. All the rest are applied sequentially,
1291 * meaning if any test passes, the item gets picked up. */ 1402 * meaning if any test passes, the item gets picked up. */
1292 1403
1293 /* if mode is set to pick nothing up, return */ 1404 /* if mode is set to pick nothing up, return */
1294 1405
1295 if(op->contr->mode & PU_NOTHING) return 1; 1406 if (op->contr->mode & PU_NOTHING)
1407 return 1;
1296 1408
1297 /* if mode is set to stop when encountering objects, return */ 1409 /* if mode is set to stop when encountering objects, return */
1298 /* take STOP before INHIBIT since it doesn't actually pick 1410 /* take STOP before INHIBIT since it doesn't actually pick
1299 * anything up */ 1411 * anything up */
1300 1412
1301 if(op->contr->mode & PU_STOP) return 0; 1413 if (op->contr->mode & PU_STOP)
1414 return 0;
1302 1415
1303 /* useful for going into stores and not losing your settings... */ 1416 /* useful for going into stores and not losing your settings... */
1304 /* 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
1305 * fighting */ 1418 * fighting */
1306 if(op->contr->mode & PU_INHIBIT) return 1; 1419 if (op->contr->mode & PU_INHIBIT)
1420 return 1;
1307 1421
1308 /* prevent us from turning into auto-thieves :) */ 1422 /* prevent us from turning into auto-thieves :) */
1309 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1423 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1424 continue;
1310 1425
1311 /* ignore known cursed objects */ 1426 /* ignore known cursed objects */
1312 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;
1313 1429
1314 /* all food and drink if desired */ 1430 /* all food and drink if desired */
1315 /* question: don't pick up known-poisonous stuff? */ 1431 /* question: don't pick up known-poisonous stuff? */
1316 if(op->contr->mode & PU_FOOD) 1432 if (op->contr->mode & PU_FOOD)
1317 if (tmp->type == FOOD) 1433 if (tmp->type == FOOD)
1318 { 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 }
1319 if(op->contr->mode & PU_DRINK) 1440 if (op->contr->mode & PU_DRINK)
1320 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)))
1321 { 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 }
1322 1448
1323 if(op->contr->mode & PU_POTION) 1449 if (op->contr->mode & PU_POTION)
1324 if (tmp->type == POTION) 1450 if (tmp->type == POTION)
1325 { 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 }
1326 1457
1327 /* spellbooks, skillscrolls and normal books/scrolls */ 1458 /* spellbooks, skillscrolls and normal books/scrolls */
1328 if(op->contr->mode & PU_SPELLBOOK) 1459 if (op->contr->mode & PU_SPELLBOOK)
1329 if (tmp->type == SPELLBOOK) 1460 if (tmp->type == SPELLBOOK)
1330 { 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 }
1331 if(op->contr->mode & PU_SKILLSCROLL) 1467 if (op->contr->mode & PU_SKILLSCROLL)
1332 if (tmp->type == SKILLSCROLL) 1468 if (tmp->type == SKILLSCROLL)
1333 { 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 }
1334 if(op->contr->mode & PU_READABLES) 1475 if (op->contr->mode & PU_READABLES)
1335 if (tmp->type == BOOK || tmp->type == SCROLL) 1476 if (tmp->type == BOOK || tmp->type == SCROLL)
1336 { 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 }
1337 1483
1338 /* wands/staves/rods/horns */ 1484 /* wands/staves/rods/horns */
1339 if (op->contr->mode & PU_MAGIC_DEVICE) 1485 if (op->contr->mode & PU_MAGIC_DEVICE)
1340 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1341 { 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 }
1342 1493
1343 /* pick up all magical items */ 1494 /* pick up all magical items */
1344 if(op->contr->mode & PU_MAGICAL) 1495 if (op->contr->mode & PU_MAGICAL)
1345 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))
1346 { 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 }
1347 1503
1348 if(op->contr->mode & PU_VALUABLES) 1504 if (op->contr->mode & PU_VALUABLES)
1349 { 1505 {
1350 if (tmp->type == MONEY || tmp->type == GEM) 1506 if (tmp->type == MONEY || tmp->type == GEM)
1351 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1507 {
1352 } 1508 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue;
1512 }
1513 }
1353 1514
1354 /* rings & amulets - talismans seems to be typed AMULET */ 1515 /* rings & amulets - talismans seems to be typed AMULET */
1355 if(op->contr->mode & PU_JEWELS) 1516 if (op->contr->mode & PU_JEWELS)
1356 if (tmp->type == RING || tmp->type == AMULET) 1517 if (tmp->type == RING || tmp->type == AMULET)
1357 { 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 }
1358 1524
1359 /* bows and arrows. Bows are good for selling! */ 1525 /* bows and arrows. Bows are good for selling! */
1360 if(op->contr->mode & PU_BOW) 1526 if (op->contr->mode & PU_BOW)
1361 if (tmp->type == BOW) 1527 if (tmp->type == BOW)
1362 { 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 }
1363 if(op->contr->mode & PU_ARROW) 1534 if (op->contr->mode & PU_ARROW)
1364 if (tmp->type == ARROW) 1535 if (tmp->type == ARROW)
1365 { 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 }
1366 1542
1367 /* all kinds of armor etc. */ 1543 /* all kinds of armor etc. */
1368 if(op->contr->mode & PU_ARMOUR) 1544 if (op->contr->mode & PU_ARMOUR)
1369 if (tmp->type == ARMOUR) 1545 if (tmp->type == ARMOUR)
1370 { 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 }
1371 if(op->contr->mode & PU_HELMET) 1552 if (op->contr->mode & PU_HELMET)
1372 if (tmp->type == HELMET) 1553 if (tmp->type == HELMET)
1373 { 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 }
1374 if(op->contr->mode & PU_SHIELD) 1560 if (op->contr->mode & PU_SHIELD)
1375 if (tmp->type == SHIELD) 1561 if (tmp->type == SHIELD)
1376 { 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 }
1377 if(op->contr->mode & PU_BOOTS) 1568 if (op->contr->mode & PU_BOOTS)
1378 if (tmp->type == BOOTS) 1569 if (tmp->type == BOOTS)
1379 { 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 }
1380 if(op->contr->mode & PU_GLOVES) 1576 if (op->contr->mode & PU_GLOVES)
1381 if (tmp->type == GLOVES) 1577 if (tmp->type == GLOVES)
1382 { 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 }
1383 if(op->contr->mode & PU_CLOAK) 1584 if (op->contr->mode & PU_CLOAK)
1384 if (tmp->type == CLOAK) 1585 if (tmp->type == CLOAK)
1385 { 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 }
1386 1592
1387 /* hoping to catch throwing daggers here */ 1593 /* hoping to catch throwing daggers here */
1388 if(op->contr->mode & PU_MISSILEWEAPON) 1594 if (op->contr->mode & PU_MISSILEWEAPON)
1389 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1390 { 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 }
1391 1602
1392 /* careful: chairs and tables are weapons! */ 1603 /* careful: chairs and tables are weapons! */
1393 if(op->contr->mode & PU_ALLWEAPON) 1604 if (op->contr->mode & PU_ALLWEAPON)
1394 { 1605 {
1395 if(tmp->type == WEAPON && tmp->name!=NULL) 1606 if (tmp->type == WEAPON && tmp->name != NULL)
1396 { 1607 {
1397 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 &&
1398 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1399 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1610 {
1400 } 1611 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue;
1615 }
1616 }
1401 if(tmp->type == WEAPON && tmp->name==NULL) 1617 if (tmp->type == WEAPON && tmp->name == NULL)
1402 { 1618 {
1403 if(strstr(tmp->arch->name,"table")==NULL && 1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1404 strstr(tmp->arch->name,"chair")==NULL) 1620 {
1405 { 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 }
1406 } 1627 }
1407 }
1408 1628
1409 /* misc stuff that's useful */ 1629 /* misc stuff that's useful */
1410 if(op->contr->mode & PU_KEY) 1630 if (op->contr->mode & PU_KEY)
1411 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1412 { 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 }
1413 1638
1414 /* 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
1415 * pickups */ 1640 * pickups */
1416 if(op->contr->mode & PU_RATIO) 1641 if (op->contr->mode & PU_RATIO)
1417 { 1642 {
1418 /* use value density to decide what else to grab */ 1643 /* use value density to decide what else to grab */
1419 /* >=7 was >= op->contr->mode */ 1644 /* >=7 was >= op->contr->mode */
1420 /* >=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
1421 * and multiply them by 5, giving 0..15*5== 5..75 */ 1646 * and multiply them by 5, giving 0..15*5== 5..75 */
1422 wvratio=(op->contr->mode & PU_RATIO) * 5; 1647 wvratio = (op->contr->mode & PU_RATIO) * 5;
1423 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)
1424 { 1649 {
1425 pick_up(op, tmp); 1650 pick_up (op, tmp);
1426#if 0 1651#if 0
1427 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1652 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1428 if(tmp->name!=NULL) { 1653 if (tmp->name != NULL)
1654 {
1429 fprintf(stderr,"%s", tmp->name); 1655 fprintf (stderr, "%s", tmp->name);
1430 } 1656 }
1657 else
1431 else fprintf(stderr,"%s",tmp->arch->name); 1658 fprintf (stderr, "%s", tmp->arch->name);
1432 fprintf(stderr,",%d] = ", tmp->type); 1659 fprintf (stderr, ",%d] = ", tmp->type);
1433 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))));
1434#endif 1661#endif
1435 continue; 1662 continue;
1663 }
1436 } 1664 }
1665 } /* the new pickup model */
1437 } 1666 }
1438 } /* the new pickup model */
1439 }
1440 return ! stop; 1667 return !stop;
1441} 1668}
1442 1669
1443/* 1670/*
1444 * Find an arrow in the inventory and after that 1671 * Find an arrow in the inventory and after that
1445 * in the right type container (quiver). Pointer to the 1672 * in the right type container (quiver). Pointer to the
1446 * found object is returned. 1673 * found object is returned.
1447 */ 1674 */
1675object *
1448object *find_arrow(object *op, const char *type) 1676find_arrow (object *op, const char *type)
1449{ 1677{
1450 object *tmp = NULL; 1678 object *tmp = NULL;
1451 1679
1452 for(op=op->inv; op; op=op->below) 1680 for (op = op->inv; op; op = op->below)
1453 if(!tmp && op->type==CONTAINER && op->race==type && 1681 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1454 QUERY_FLAG(op,FLAG_APPLIED))
1455 tmp = find_arrow (op, type); 1682 tmp = find_arrow (op, type);
1456 else if (op->type==ARROW && op->race==type) 1683 else if (op->type == ARROW && op->race == type)
1457 return op; 1684 return op;
1458 return tmp; 1685 return tmp;
1459} 1686}
1460 1687
1461/* 1688/*
1462 * 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
1463 * 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
1464 * 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
1465 * 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.
1466 */ 1693 */
1467 1694
1695object *
1468object *find_better_arrow(object *op, object *target, const char *type, int *better) 1696find_better_arrow (object *op, object *target, const char *type, int *better)
1469{ 1697{
1470 object *tmp = NULL, *arrow, *ntmp; 1698 object *tmp = NULL, *arrow, *ntmp;
1471 int attacknum, attacktype, betterby=0, i; 1699 int attacknum, attacktype, betterby = 0, i;
1472 1700
1473 if (!type) 1701 if (!type)
1474 return NULL; 1702 return NULL;
1475 1703
1476 for (arrow=op->inv; arrow; arrow=arrow->below) { 1704 for (arrow = op->inv; arrow; arrow = arrow->below)
1477 if (arrow->type==CONTAINER && arrow->race==type && 1705 {
1478 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1706 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1707 {
1479 i = 0; 1708 i = 0;
1480 ntmp = find_better_arrow(arrow, target, type, &i); 1709 ntmp = find_better_arrow (arrow, target, type, &i);
1481 if (i > betterby) { 1710 if (i > betterby)
1711 {
1482 tmp = ntmp; 1712 tmp = ntmp;
1483 betterby = i; 1713 betterby = i;
1484 } 1714 }
1715 }
1485 } else if (arrow->type==ARROW && arrow->race==type) { 1716 else if (arrow->type == ARROW && arrow->race == type)
1717 {
1486 /* allways prefer assasination/slaying */ 1718 /* allways prefer assasination/slaying */
1487 if (target->race != NULL && arrow->slaying != NULL && 1719 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1488 strstr(arrow->slaying, target->race)) { 1720 {
1489 if (arrow->attacktype & AT_DEATH) { 1721 if (arrow->attacktype & AT_DEATH)
1722 {
1490 *better = 100; 1723 *better = 100;
1491 return arrow; 1724 return arrow;
1492 } else {
1493 tmp = arrow;
1494 betterby = (arrow->magic + arrow->stats.dam) * 2;
1495 } 1725 }
1496 } else { 1726 else
1497 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1498 attacktype = 1<<attacknum;
1499 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1500 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1501 tmp = arrow;
1502 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1503 }
1504 } 1727 {
1505 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1506 tmp = arrow; 1728 tmp = arrow;
1507 betterby = 2 + arrow->magic + arrow->stats.dam; 1729 betterby = (arrow->magic + arrow->stats.dam) * 2;
1508 }
1509 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1510 tmp = arrow;
1511 betterby = 1 + arrow->magic + arrow->stats.dam;
1512 } 1730 }
1513 } 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 }
1514 } 1754 }
1755 }
1515 } 1756 }
1516 if (tmp == NULL && arrow == NULL) 1757 if (tmp == NULL && arrow == NULL)
1517 return find_arrow(op, type); 1758 return find_arrow (op, type);
1518 1759
1519 *better = betterby; 1760 *better = betterby;
1520 return tmp; 1761 return tmp;
1521} 1762}
1522 1763
1523/* 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
1524 * find_better_arrow to find a decent arrow to use. 1765 * find_better_arrow to find a decent arrow to use.
1525 * op = the shooter 1766 * op = the shooter
1526 * type = bow->race 1767 * type = bow->race
1527 * dir = fire direction 1768 * dir = fire direction
1528 */ 1769 */
1529 1770
1771object *
1530object *pick_arrow_target(object *op, const char *type, int dir) 1772pick_arrow_target (object *op, const char *type, int dir)
1531{ 1773{
1532 object *tmp = NULL; 1774 object *tmp = NULL;
1533 mapstruct *m; 1775 mapstruct *m;
1534 int i, mflags, found, number; 1776 int i, mflags, found, number;
1535 sint16 x, y; 1777 sint16 x, y;
1536 1778
1537 if (op->map == NULL) 1779 if (op->map == NULL)
1538 return find_arrow(op, type); 1780 return find_arrow (op, type);
1539 1781
1540 /* do a dex check */ 1782 /* do a dex check */
1541 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1783 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1542 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1784 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1543 return find_arrow(op, type); 1785 return find_arrow (op, type);
1544 1786
1545 m = op->map; 1787 m = op->map;
1546 x = op->x; 1788 x = op->x;
1547 y = op->y; 1789 y = op->y;
1548 1790
1549 /* find the first target */ 1791 /* find the first target */
1550 for (i=0, found=0; i<20; i++) { 1792 for (i = 0, found = 0; i < 20; i++)
1793 {
1551 x += freearr_x[dir]; 1794 x += freearr_x[dir];
1552 y += freearr_y[dir]; 1795 y += freearr_y[dir];
1553 mflags = get_map_flags(m, &m, x, y, &x, &y); 1796 mflags = get_map_flags (m, &m, x, y, &x, &y);
1554 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1797 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1798 {
1555 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)
1556 break; 1819 break;
1557 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1558 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1559 * perhaps a bad assumption.
1560 */
1561 tmp = NULL;
1562 break;
1563 } 1820 }
1564 if (mflags & P_IS_ALIVE) {
1565 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1566 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1567 found++;
1568 break;
1569 }
1570 if (found)
1571 break;
1572 }
1573 } 1821 }
1574 if (tmp == NULL) 1822 if (tmp == NULL)
1575 return find_arrow(op, type); 1823 return find_arrow (op, type);
1576 1824
1577 if (tmp->head) 1825 if (tmp->head)
1578 tmp = tmp->head; 1826 tmp = tmp->head;
1579 1827
1580 return find_better_arrow(op, tmp, type, &i); 1828 return find_better_arrow (op, tmp, type, &i);
1581} 1829}
1582 1830
1583/* 1831/*
1584 * Creature fires a bow - op can be monster or player. Returns 1832 * Creature fires a bow - op can be monster or player. Returns
1585 * 1 if bow was actually fired, 0 otherwise. 1833 * 1 if bow was actually fired, 0 otherwise.
1588 * dir is the direction of fire. 1836 * dir is the direction of fire.
1589 * 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)
1590 * 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
1591 * player fire modes. 1839 * player fire modes.
1592 */ 1840 */
1841int
1593int 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)
1594 sint16 sx, sint16 sy)
1595{ 1843{
1596 object *left, *bow; 1844 object *left, *bow;
1597 tag_t left_tag, tag; 1845 tag_t left_tag, tag;
1598 int bowspeed, mflags; 1846 int bowspeed, mflags;
1599 mapstruct *m; 1847 mapstruct *m;
1600 1848
1601 if (!dir) { 1849 if (!dir)
1850 {
1602 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!");
1603 return 0; 1852 return 0;
1604 } 1853 }
1605 if (op->type == PLAYER) 1854 if (op->type == PLAYER)
1606 bow=op->contr->ranges[range_bow]; 1855 bow = op->contr->ranges[range_bow];
1607 else { 1856 else
1857 {
1608 for(bow=op->inv; bow; bow=bow->below) 1858 for (bow = op->inv; bow; bow = bow->below)
1609 /* 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
1610 * 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.
1611 */ 1861 */
1612 if(bow->type==BOW) 1862 if (bow->type == BOW)
1613 break; 1863 break;
1614 1864
1615 if (!bow) { 1865 if (!bow)
1866 {
1616 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1617 return 0; 1868 return 0;
1618 } 1869 }
1619 } 1870 }
1620 if( !bow->race || !bow->skill) { 1871 if (!bow->race || !bow->skill)
1872 {
1621 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);
1622 return 0; 1874 return 0;
1623 } 1875 }
1624 1876
1625 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1626 1878
1627 /* penalize ROF for bestarrow */ 1879 /* penalize ROF for bestarrow */
1628 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1629 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1881 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1630 if (bowspeed < 1) 1882 if (bowspeed < 1)
1631 bowspeed = 1; 1883 bowspeed = 1;
1632 1884
1633 if (arrow == NULL) { 1885 if (arrow == NULL)
1886 {
1634 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1887 if ((arrow = find_arrow (op, bow->race)) == NULL)
1888 {
1635 if (op->type == PLAYER) 1889 if (op->type == PLAYER)
1636 new_draw_info_format(NDI_UNIQUE, 0, op, 1890 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1637 "You have no %s left.", bow->race);
1638 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1891 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1639 else 1892 else
1640 CLEAR_FLAG(op, FLAG_READY_BOW); 1893 CLEAR_FLAG (op, FLAG_READY_BOW);
1641 return 0; 1894 return 0;
1642 } 1895 }
1643 } 1896 }
1644 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1645 if (mflags & P_OUT_OF_MAP) { 1898 if (mflags & P_OUT_OF_MAP)
1899 {
1646 return 0; 1900 return 0;
1647 } 1901 }
1648 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 {
1649 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.");
1650 return 0; 1905 return 0;
1651 } 1906 }
1652 1907
1653 /* this should not happen, but sometimes does */ 1908 /* this should not happen, but sometimes does */
1654 if (arrow->nrof==0) { 1909 if (arrow->nrof == 0)
1910 {
1655 remove_ob(arrow); 1911 remove_ob (arrow);
1656 free_object(arrow); 1912 free_object (arrow);
1657 return 0; 1913 return 0;
1658 } 1914 }
1659 1915
1660 left = arrow; /* these are arrows left to the player */ 1916 left = arrow; /* these are arrows left to the player */
1661 left_tag = left->count; 1917 left_tag = left->count;
1662 arrow = get_split_ob(arrow, 1); 1918 arrow = get_split_ob (arrow, 1);
1663 if (arrow == NULL) { 1919 if (arrow == NULL)
1920 {
1664 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);
1665 bow->race);
1666 return 0; 1922 return 0;
1667 } 1923 }
1668 set_owner(arrow, op); 1924 set_owner (arrow, op);
1669 if (arrow->skill) free_string(arrow->skill);
1670 arrow->skill = add_refcount(bow->skill); 1925 arrow->skill = bow->skill;
1671 1926
1672 arrow->direction=dir; 1927 arrow->direction = dir;
1673 arrow->x = sx; 1928 arrow->x = sx;
1674 arrow->y = sy; 1929 arrow->y = sy;
1675 1930
1676 if (op->type == PLAYER) { 1931 if (op->type == PLAYER)
1932 {
1677 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1678 fix_player(op); 1934 fix_player (op);
1679 } 1935 }
1680 1936
1681 SET_ANIMATION(arrow, arrow->direction); 1937 SET_ANIMATION (arrow, arrow->direction);
1682 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1683 arrow->stats.hp = arrow->stats.dam; 1939 arrow->stats.hp = arrow->stats.dam;
1684 arrow->stats.grace = arrow->attacktype; 1940 arrow->stats.grace = arrow->attacktype;
1685 if (arrow->slaying != NULL) 1941 if (arrow->slaying != NULL)
1686 arrow->spellarg = strdup_local(arrow->slaying); 1942 arrow->spellarg = strdup_local (arrow->slaying);
1687 1943
1688 /* Note that this was different for monsters - they got their level 1944 /* Note that this was different for monsters - they got their level
1689 * 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.
1690 */ 1946 */
1691
1692 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1693 0 : dam_bonus[op->stats.Str]) +
1694 bow->stats.dam + bow->magic + arrow->magic;
1695 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
1696 /* update the speed */ 1950 /* update the speed */
1697 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1951 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1698 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;
1699 bow->magic + arrow->magic) / 5.0 +
1700 (float)bow->stats.dam / 7.0;
1701 1953
1702 if (arrow->speed < 1.0) 1954 if (arrow->speed < 1.0)
1703 arrow->speed = 1.0; 1955 arrow->speed = 1.0;
1704 update_ob_speed(arrow); 1956 update_ob_speed (arrow);
1705 arrow->speed_left = 0; 1957 arrow->speed_left = 0;
1706 1958
1707 if (op->type == PLAYER) { 1959 if (op->type == PLAYER)
1960 {
1708 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1961 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1709 (op->chosen_skill?op->chosen_skill->level:op->level) - 1962 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1710 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;
1711 arrow->stats.wc - bow->stats.wc + wc_mod;
1712 1964
1713 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1714 } else { 1966 }
1967 else
1968 {
1715 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;
1716 arrow->stats.wc + wc_mod;
1717 1970
1718 arrow->level = op->level; 1971 arrow->level = op->level;
1719 } 1972 }
1720 if (arrow->attacktype == AT_PHYSICAL) 1973 if (arrow->attacktype == AT_PHYSICAL)
1721 arrow->attacktype |= bow->attacktype; 1974 arrow->attacktype |= bow->attacktype;
1722 if (bow->slaying != NULL) 1975 if (bow->slaying != NULL)
1723 arrow->slaying = add_string(bow->slaying); 1976 arrow->slaying = bow->slaying;
1724 1977
1725 arrow->map = m; 1978 arrow->map = m;
1726 arrow->move_type = MOVE_FLY_LOW; 1979 arrow->move_type = MOVE_FLY_LOW;
1727 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1728 1981
1729 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);
1730 tag = arrow->count; 1983 tag = arrow->count;
1731 insert_ob_in_map(arrow, m, op, 0); 1984 insert_ob_in_map (arrow, m, op, 0);
1732 1985
1733 if (!was_destroyed(arrow, tag)) 1986 if (!was_destroyed (arrow, tag))
1734 move_arrow(arrow); 1987 move_arrow (arrow);
1735 1988
1736 if (op->type == PLAYER) { 1989 if (op->type == PLAYER)
1990 {
1737 if (was_destroyed (left, left_tag)) 1991 if (was_destroyed (left, left_tag))
1738 esrv_del_item(op->contr, left_tag); 1992 esrv_del_item (op->contr, left_tag);
1739 else 1993 else
1740 esrv_send_item(op, left); 1994 esrv_send_item (op, left);
1741 } 1995 }
1742 return 1; 1996 return 1;
1743} 1997}
1744 1998
1745/* Special fire code for players - this takes into 1999/* Special fire code for players - this takes into
1746 * account the special fire modes players can have 2000 * account the special fire modes players can have
1747 * but monsters can't. Putting that code here 2001 * but monsters can't. Putting that code here
1748 * makes the fire_bow code much cleaner. 2002 * makes the fire_bow code much cleaner.
1749 * this function should only be called if 'op' is a player, 2003 * this function should only be called if 'op' is a player,
1750 * hence the function name. 2004 * hence the function name.
1751 */ 2005 */
2006int
1752int player_fire_bow(object *op, int dir) 2007player_fire_bow (object *op, int dir)
1753{ 2008{
1754 int ret=0, wcmod=0; 2009 int ret = 0, wcmod = 0;
1755 2010
1756 if (op->contr->bowtype == bow_bestarrow) { 2011 if (op->contr->bowtype == bow_bestarrow)
1757 ret = fire_bow(op, op, 2012 {
1758 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);
1759 dir, 0, op->x, op->y); 2014 }
1760 } 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 {
1761 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 2017 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1762 wcmod =-1; 2018 wcmod = -1;
1763 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);
1764 op->x, op->y); 2020 }
1765 } else if (op->contr->bowtype == bow_threewide) { 2021 else if (op->contr->bowtype == bow_threewide)
2022 {
1766 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);
1767 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)]);
1768 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 }
1769 } else if (op->contr->bowtype == bow_spreadshot) { 2027 else if (op->contr->bowtype == bow_spreadshot)
2028 {
1770 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);
1771 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);
1772 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);
1773 2032
1774 } else { 2033 }
2034 else
2035 {
1775 /* Simple case */ 2036 /* Simple case */
1776 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);
1777 } 2038 }
1778 return ret; 2039 return ret;
1779} 2040}
1780 2041
1781 2042
1782/* Fires a misc (wand/rod/horn) object in 'dir'. 2043/* Fires a misc (wand/rod/horn) object in 'dir'.
1783 * Broken apart from 'fire' to keep it more readable. 2044 * Broken apart from 'fire' to keep it more readable.
1784 */ 2045 */
2046void
1785void fire_misc_object(object *op, int dir) 2047fire_misc_object (object *op, int dir)
1786{ 2048{
1787 object *item; 2049 object *item;
1788 2050
1789 if (!op->contr->ranges[range_misc]) { 2051 if (!op->contr->ranges[range_misc])
2052 {
1790 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.");
1791 return; 2054 return;
1792 } 2055 }
1793 2056
1794 item = op->contr->ranges[range_misc]; 2057 item = op->contr->ranges[range_misc];
1795 if (!item->inv) { 2058 if (!item->inv)
2059 {
1796 LOG(llevError,"Object %s lacks a spell\n", item->name); 2060 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1797 return; 2061 return;
1798 } 2062 }
1799 if (item->type == WAND) { 2063 if (item->type == WAND)
2064 {
1800 if(item->stats.food<=0) { 2065 if (item->stats.food <= 0)
2066 {
1801 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1802 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 2068 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1803 return; 2069 return;
1804 } 2070 }
2071 }
1805 } else if (item->type == ROD || item->type==HORN) { 2072 else if (item->type == ROD || item->type == HORN)
2073 {
1806 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 {
1807 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2076 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1808 if (item->type== ROD) 2077 if (item->type == ROD)
1809 new_draw_info_format(NDI_UNIQUE, 0,op,
1810 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 2078 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1811 else 2079 else
1812 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));
1813 "The %s needs more time to charge.", query_base_name(item,0));
1814 return; 2081 return;
1815 } 2082 }
1816 } 2083 }
1817 2084
1818 if(cast_spell(op,item,dir,item->inv,NULL)) { 2085 if (cast_spell (op, item, dir, item->inv, NULL))
2086 {
1819 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 */
1820 if (item->type == WAND) { 2088 if (item->type == WAND)
2089 {
1821 if (!(--item->stats.food)) { 2090 if (!(--item->stats.food))
2091 {
1822 object *tmp; 2092 object *tmp;
2093
1823 if (item->arch) { 2094 if (item->arch)
2095 {
1824 CLEAR_FLAG(item, FLAG_ANIMATE); 2096 CLEAR_FLAG (item, FLAG_ANIMATE);
1825 item->face = item->arch->clone.face; 2097 item->face = item->arch->clone.face;
1826 item->speed = 0; 2098 item->speed = 0;
1827 update_ob_speed(item); 2099 update_ob_speed (item);
1828 } 2100 }
1829 if ((tmp=is_player_inv(item))) 2101 if ((tmp = is_player_inv (item)))
1830 esrv_update_item(UPD_ANIM, tmp, item); 2102 esrv_update_item (UPD_ANIM, tmp, item);
1831 } 2103 }
1832 } 2104 }
1833 else if (item->type == ROD || item->type==HORN) { 2105 else if (item->type == ROD || item->type == HORN)
2106 {
1834 drain_rod_charge(item); 2107 drain_rod_charge (item);
1835 } 2108 }
1836 } 2109 }
1837} 2110}
1838 2111
1839/* Received a fire command for the player - go and do it. 2112/* Received a fire command for the player - go and do it.
1840 */ 2113 */
2114void
1841void fire(object *op,int dir) { 2115fire (object *op, int dir)
2116{
1842 int spellcost=0; 2117 int spellcost = 0;
1843 2118
1844 /* check for loss of invisiblity/hide */ 2119 /* check for loss of invisiblity/hide */
1845 if (action_makes_visible(op)) make_visible(op); 2120 if (action_makes_visible (op))
2121 make_visible (op);
1846 2122
1847 switch(op->contr->shoottype) { 2123 switch (op->contr->shoottype)
2124 {
1848 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.");
1849 return; 2156 return;
1850
1851 case range_bow:
1852 player_fire_bow(op, dir);
1853 return;
1854
1855 case range_magic: /* Casting spells */
1856 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1857 return;
1858
1859 case range_misc:
1860 fire_misc_object(op, dir);
1861 return;
1862
1863 case range_golem: /* Control summoned monsters from scrolls */
1864 if(op->contr->ranges[range_golem]==NULL ||
1865 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1866 op->contr->ranges[range_golem] = NULL;
1867 op->contr->shoottype=range_none;
1868 op->contr->golem_count = 0;
1869 } 2157 }
1870 else
1871 control_golem(op->contr->ranges[range_golem], dir);
1872 return;
1873
1874 case range_skill:
1875 if(!op->chosen_skill) {
1876 if(op->type==PLAYER)
1877 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1878 return;
1879 }
1880 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 2158 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1881 return;
1882 case range_builder:
1883 apply_map_builder( op, dir );
1884 return; 2159 return;
2160 case range_builder:
2161 apply_map_builder (op, dir);
2162 return;
1885 default: 2163 default:
1886 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2164 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1887 return; 2165 return;
1888 } 2166 }
1889} 2167}
1890 2168
1891 2169
1892 2170
1899 * inv is the objects inventory to searched 2177 * inv is the objects inventory to searched
1900 * door is the door we are trying to match against. 2178 * door is the door we are trying to match against.
1901 * This function can be called recursively to search containers. 2179 * This function can be called recursively to search containers.
1902 */ 2180 */
1903 2181
2182object *
1904object * find_key(object *pl, object *container, object *door) 2183find_key (object *pl, object *container, object *door)
1905{ 2184{
1906 object *tmp,*key; 2185 object *tmp, *key;
1907 2186
1908 /* Should not happen, but sanity checking is never bad */ 2187 /* Should not happen, but sanity checking is never bad */
1909 if (container->inv == NULL) return NULL; 2188 if (container->inv == NULL)
2189 return NULL;
1910 2190
1911 /* 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 */
1912 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2192 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2193 {
1913 if (door->type==DOOR && tmp->type==KEY) break; 2194 if (door->type == DOOR && tmp->type == KEY)
2195 break;
1914 /* For sanity, we should really check door type, but other stuff 2196 /* For sanity, we should really check door type, but other stuff
1915 * (like containers) can be locked with special keys 2197 * (like containers) can be locked with special keys
1916 */ 2198 */
1917 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2199 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1918 tmp->slaying==door->slaying) break; 2200 break;
1919 } 2201 }
1920 /* No key found - lets search inventories now */ 2202 /* No key found - lets search inventories now */
1921 /* 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.
1922 * 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
1923 * a key, return 2205 * a key, return
1924 */ 2206 */
1925 if (!tmp) { 2207 if (!tmp)
2208 {
1926 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2209 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2210 {
1927 /* No reason to search empty containers */ 2211 /* No reason to search empty containers */
1928 if (tmp->type==CONTAINER && tmp->inv) { 2212 if (tmp->type == CONTAINER && tmp->inv)
2213 {
1929 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2214 if ((key = find_key (pl, tmp, door)) != NULL)
2215 return key;
1930 } 2216 }
1931 } 2217 }
2218 if (!tmp)
1932 if (!tmp) return NULL; 2219 return NULL;
1933 } 2220 }
1934 /* 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,
1935 * see if we actually want to use it 2222 * see if we actually want to use it
1936 */ 2223 */
1937 if (pl!=container) { 2224 if (pl != container)
2225 {
1938 /* Only let players use keys in containers */ 2226 /* Only let players use keys in containers */
1939 if (!pl->contr) return NULL; 2227 if (!pl->contr)
2228 return NULL;
1940 /* cases where this fails: 2229 /* cases where this fails:
1941 * If we only search the player inventory, return now since we 2230 * If we only search the player inventory, return now since we
1942 * are not in the players inventory. 2231 * are not in the players inventory.
1943 * If the container is not active, return now since only active 2232 * If the container is not active, return now since only active
1944 * containers can be used. 2233 * containers can be used.
1945 * If we only search keyrings and the container does not have 2234 * If we only search keyrings and the container does not have
1946 * a race/isn't a keyring. 2235 * a race/isn't a keyring.
1947 * No checking for all containers - to fall through past here, 2236 * No checking for all containers - to fall through past here,
1948 * inv must have been an container and must have been active. 2237 * inv must have been an container and must have been active.
1949 * 2238 *
1950 * Change the color so that the message doesn't disappear with 2239 * Change the color so that the message doesn't disappear with
1951 * all the others. 2240 * all the others.
1952 */ 2241 */
1953 if (pl->contr->usekeys == key_inventory || 2242 if (pl->contr->usekeys == key_inventory ||
1954 !QUERY_FLAG(container, FLAG_APPLIED) || 2243 !QUERY_FLAG (container, FLAG_APPLIED) ||
1955 (pl->contr->usekeys == keyrings &&
1956 (!container->race || strcmp(container->race, "keys"))) 2244 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1957 ) { 2245 {
1958 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2246 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1959 "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));
1960 query_name(tmp), query_name(container));
1961 return NULL; 2248 return NULL;
1962 } 2249 }
1963 } 2250 }
1964 return tmp; 2251 return tmp;
1965} 2252}
1966 2253
1967/* moved door processing out of move_player_attack. 2254/* moved door processing out of move_player_attack.
1968 * returns 1 if player has opened the door with a key 2255 * returns 1 if player has opened the door with a key
1969 * such that the caller should not do anything more, 2256 * such that the caller should not do anything more,
1970 * 0 otherwise 2257 * 0 otherwise
1971 */ 2258 */
2259static int
1972static int player_attack_door(object *op, object *door) 2260player_attack_door (object *op, object *door)
1973{ 2261{
1974 2262
1975 /* 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,
1976 * 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 -
1977 * otherwise, we fall through to the rest of the code. 2265 * otherwise, we fall through to the rest of the code.
1978 */ 2266 */
1979 object *key=find_key(op, op, door); 2267 object *key = find_key (op, op, door);
1980 2268
1981 /* IF we found a key, do some extra work */ 2269 /* IF we found a key, do some extra work */
1982 if (key) { 2270 if (key)
2271 {
1983 object *container=key->env; 2272 object *container = key->env;
1984 2273
1985 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);
1986 if(action_makes_visible(op)) make_visible(op); 2275 if (action_makes_visible (op))
2276 make_visible (op);
1987 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);
1988 if (door->type == DOOR) { 2279 if (door->type == DOOR)
2280 {
1989 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 */
1990 } 2282 }
1991 else if(door->type==LOCKED_DOOR) { 2283 else if (door->type == LOCKED_DOOR)
1992 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2284 {
1993 "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));
1994 remove_door2(door); /* remove door without violence ;-) */ 2286 remove_door2 (door); /* remove door without violence ;-) */
1995 } 2287 }
1996 /* Do this after we print the message */ 2288 /* Do this after we print the message */
1997 decrease_ob(key); /* Use up one of the keys */ 2289 decrease_ob (key); /* Use up one of the keys */
1998 /* Need to update the weight the container the key was in */ 2290 /* Need to update the weight the container the key was in */
1999 if (container != op) 2291 if (container != op)
2000 esrv_update_item(UPD_WEIGHT, op, container); 2292 esrv_update_item (UPD_WEIGHT, op, container);
2001 return 1; /* Nothing more to do below */ 2293 return 1; /* Nothing more to do below */
2294 }
2002 } else if (door->type==LOCKED_DOOR) { 2295 else if (door->type == LOCKED_DOOR)
2296 {
2003 /* Might as well return now - no other way to open this */ 2297 /* Might as well return now - no other way to open this */
2004 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2298 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2005 return 1; 2299 return 1;
2006 } 2300 }
2007 return 0; 2301 return 0;
2008} 2302}
2009 2303
2010/* This function is just part of a breakup from move_player. 2304/* This function is just part of a breakup from move_player.
2011 * It should keep the code cleaner. 2305 * It should keep the code cleaner.
2012 * When this is called, the players direction has been updated 2306 * When this is called, the players direction has been updated
2013 * (taking into account confusion.) The player is also actually 2307 * (taking into account confusion.) The player is also actually
2014 * going to try and move (not fire weapons). 2308 * going to try and move (not fire weapons).
2015 */ 2309 */
2016 2310
2311void
2017void move_player_attack(object *op, int dir) 2312move_player_attack (object *op, int dir)
2018{ 2313{
2019 object *tmp, *mon; 2314 object *tmp, *mon;
2020 sint16 nx, ny; 2315 sint16 nx, ny;
2021 int on_battleground; 2316 int on_battleground;
2022 mapstruct *m; 2317 mapstruct *m;
2023 2318
2024 nx=freearr_x[dir]+op->x; 2319 nx = freearr_x[dir] + op->x;
2025 ny=freearr_y[dir]+op->y; 2320 ny = freearr_y[dir] + op->y;
2026 2321
2027 on_battleground = op_on_battleground(op, NULL, NULL); 2322 on_battleground = op_on_battleground (op, NULL, NULL);
2028 2323
2029 /* 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
2030 * 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
2031 * 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
2032 * player. This is a pretty nasty hack, because if we could 2327 * player. This is a pretty nasty hack, because if we could
2033 * move to some space, it then means that if we are braced, we should 2328 * move to some space, it then means that if we are braced, we should
2034 * do nothing at all. As it is, if we are braced, we go through 2329 * do nothing at all. As it is, if we are braced, we go through
2035 * quite a bit of processing. However, it probably is less than what 2330 * quite a bit of processing. However, it probably is less than what
2036 * move_ob uses. 2331 * move_ob uses.
2037 */ 2332 */
2038 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 {
2039 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2335 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2336 {
2040 m = get_map_from_coord(op->map, &nx, &ny); 2337 m = get_map_from_coord (op->map, &nx, &ny);
2338 if (!m)
2041 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)
2042 } 2345 {
2043 else m =op->map;
2044
2045 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2046 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 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)
2047 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;
2048 } 2413 }
2049 2414
2050 mon = NULL; 2415 /* in certain circumstances, you shouldn't attack friendly
2051 /* 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
2052 * 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
2053 * if its a door or barrel (can roll) see if there may be monsters 2418 * attack them either.
2054 * on the space
2055 */ 2419 */
2056 while (tmp!=NULL) { 2420 if ((mon->type == PLAYER || mon->enemy != op) &&
2057 if (tmp == op) { 2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2058 tmp=tmp->above; 2422#ifdef PROHIBIT_PLAYERKILL
2059 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);
2060 } 2436 }
2061 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2437 else
2062 mon = tmp; 2438 {
2063 break; 2439 new_draw_info (0, 0, op, "You withhold your attack");
2064 } 2440 }
2065 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2441 if (op->contr->tmp_invis || op->hide)
2066 mon = tmp; 2442 make_visible (op);
2067 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))
2068 } 2449 {
2069 2450 recursive_roll (mon, dir, op);
2070 if (mon==NULL) /* This happens anytime the player tries to move */ 2451 if (action_makes_visible (op))
2071 return; /* into a wall */ 2452 make_visible (op);
2453 }
2072 2454
2073 if(mon->head != NULL) 2455 /* Any generic living creature. Including things like doors.
2074 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 */
2075 2461
2076 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2462 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2077 if (player_attack_door(op, mon)) return; 2463 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2464 {
2078 2465
2079 /* The following deals with possibly attacking peaceful 2466 /* If the player hasn't hit something this tick, and does
2080 * or frienddly creatures. Basically, all players are considered 2467 * so, give them speed boost based on weapon speed. Doing
2081 * unaggressive. If the moving player has peaceful set, then the 2468 * it here is better than process_players2, which basically
2082 * object should be pushed instead of attacked. It is assumed that 2469 * incurred a 1 tick offset.
2083 * if you are braced, you will not attack friends accidently,
2084 * and thus will not push them.
2085 */ 2470 */
2086 2471 if (!op->contr->has_hit)
2087 /* If the creature is a pet, push it even if the player is not
2088 * peaceful. Our assumption is the creature is a pet if the
2089 * player owns it and it is either friendly or unagressive.
2090 */
2091 if ((op->type==PLAYER)
2092#if COZY_SERVER
2093 &&
2094 (
2095 (get_owner(mon) && get_owner(mon)->contr
2096 && same_party (get_owner(mon)->contr->party, op->contr->party))
2097 || get_owner(mon) == op
2098 )
2099#else
2100 && get_owner(mon)==op
2101#endif
2102 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2103 {
2104 /* If we're braced, we don't want to switch places with it */
2105 if (op->contr->braced) return;
2106 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2107 (void) push_ob(mon,dir,op);
2108 if(op->contr->tmp_invis||op->hide) make_visible(op);
2109 return;
2110 }
2111
2112 /* in certain circumstances, you shouldn't attack friendly
2113 * creatures. Note that if you are braced, you can't push
2114 * someone, but put it inside this loop so that you won't
2115 * attack them either.
2116 */
2117 if ((mon->type==PLAYER || mon->enemy != op) &&
2118 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2119 (
2120#ifdef PROHIBIT_PLAYERKILL
2121 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2122#else
2123 op->contr->peaceful &&
2124#endif
2125 !on_battleground
2126 )) { 2472 {
2127 if (!op->contr->braced) { 2473 op->speed_left += op->speed / op->contr->weapon_sp;
2128 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2474
2129 (void) push_ob(mon,dir,op); 2475 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2130 } else {
2131 new_draw_info(0, 0,op,"You withhold your attack");
2132 } 2476 }
2133 if(op->contr->tmp_invis||op->hide) make_visible(op);
2134 }
2135 2477
2136 /* If the object is a boulder or other rollable object, then 2478 skill_attack (mon, op, 0, NULL, NULL);
2137 * roll it if not braced. You can't roll it if you are braced.
2138 */
2139 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2140 recursive_roll(mon,dir,op);
2141 if(action_makes_visible(op)) make_visible(op);
2142 }
2143 2479
2144 /* Any generic living creature. Including things like doors. 2480 /* If attacking another player, that player gets automatic
2145 * Way it works is like this: First, it must have some hit points 2481 * hitback, and doesn't loose luck either.
2146 * and be living. Then, it must be one of the following: 2482 * Disable hitback on the battleground or if the target is
2147 * 1) Not a player, 2) A player, but of a different party. Note 2483 * the wiz.
2148 * that party_number -1 is no party, so attacks can still happen.
2149 */
2150
2151 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2152 ((mon->type!=PLAYER || op->contr->party==NULL ||
2153 op->contr->party!=mon->contr->party))) {
2154
2155 /* If the player hasn't hit something this tick, and does
2156 * so, give them speed boost based on weapon speed. Doing
2157 * it here is better than process_players2, which basically
2158 * incurred a 1 tick offset.
2159 */ 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
2160 if (!op->contr->has_hit) { 2489 mon->contr->has_hit = 1;
2161 op->speed_left += op->speed / op->contr->weapon_sp; 2490 skill_attack (op, mon, 0, NULL, NULL);
2162 2491 mon->stats.luck = luck;
2163 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2164 } 2492 }
2165 2493 if (action_makes_visible (op))
2166 skill_attack(mon, op, 0, NULL, NULL); 2494 make_visible (op);
2167
2168 /* If attacking another player, that player gets automatic
2169 * hitback, and doesn't loose luck either.
2170 * Disable hitback on the battleground or if the target is
2171 * the wiz.
2172 */
2173 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2174 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2175 short luck = mon->stats.luck;
2176 mon->contr->has_hit = 1;
2177 skill_attack(op, mon, 0, NULL, NULL);
2178 mon->stats.luck = luck;
2179 } 2495 }
2180 if(action_makes_visible(op)) make_visible(op);
2181 }
2182 } /* if player should attack something */ 2496 } /* if player should attack something */
2183} 2497}
2184 2498
2499int
2185int move_player(object *op,int dir) { 2500move_player (object *op, int dir)
2501{
2186 int pick; 2502 int pick;
2187 2503
2188 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2504 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2189 return 0;
2190
2191 /* Sanity check: make sure dir is valid */
2192 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2193 LOG( llevError, "move_player: invalid direction %d\n", dir);
2194 return 0;
2195 }
2196
2197 /* peterm: added following line */
2198 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2199 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2200
2201 op->facing = dir;
2202
2203 if(op->hide) do_hidden_move(op);
2204
2205 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2206 /*nop*/;
2207 else if (op->contr->fire_on)
2208 fire (op, dir);
2209 else
2210 {
2211 move_player_attack (op, dir);
2212 pick = check_pick(op);
2213 }
2214
2215 /* Add special check for newcs players and fire on - this way, the
2216 * server can handle repeat firing.
2217 */
2218 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2219 op->direction = dir;
2220 } else {
2221 op->direction=0;
2222 }
2223 /* Update how the player looks. Use the facing, so direction may
2224 * get reset to zero. This allows for full animation capabilities
2225 * for players.
2226 */
2227 animate_object(op, op->facing);
2228 return 0; 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;
2229} 2550}
2230 2551
2231/* 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
2232 * new client/server stuff. 2553 * new client/server stuff.
2233 * 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
2234 * the new speed values for commands. 2555 * the new speed values for commands.
2235 * 2556 *
2236 * Returns true if there are more actions we can do. 2557 * Returns true if there are more actions we can do.
2237 */ 2558 */
2559int
2238int handle_newcs_player(object *op) 2560handle_newcs_player (object *op)
2239{ 2561{
2240 if (op->contr->hidden) { 2562 if (op->contr->hidden)
2563 {
2241 op->invisible = 1000; 2564 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible 2565 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to 2566 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly. 2567 * alternate it here for it to work correctly.
2245 */ 2568 */
2246 if (pticks & 2) op->invisible--; 2569 if (pticks & 2)
2247 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2249 op->invisible--; 2570 op->invisible--;
2571 }
2572 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2573 {
2574 op->invisible--;
2250 if(!op->invisible) { 2575 if (!op->invisible)
2576 {
2251 make_visible(op); 2577 make_visible (op);
2252 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.");
2253 } 2579 }
2254 } 2580 }
2255 2581
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2582 if (QUERY_FLAG (op, FLAG_SCARED))
2583 {
2257 flee_player(op); 2584 flee_player (op);
2258 /* 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 */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) { 2586 if (QUERY_FLAG (op, FLAG_SCARED))
2587 {
2260 op->speed_left--; 2588 op->speed_left--;
2261 return 0; 2589 return 0;
2262 } 2590 }
2263 } 2591 }
2264 2592
2265 /* 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
2266 * 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
2267 * 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
2268 * 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.
2269 */ 2597 */
2270 if (op->contr->ranges[range_golem] && 2598 if (op->contr->ranges[range_golem] &&
2271 ((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)))
2272 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) { 2600 {
2273 op->contr->ranges[range_golem] = NULL; 2601 op->contr->ranges[range_golem] = NULL;
2274 op->contr->golem_count = 0; 2602 op->contr->golem_count = 0;
2275 } 2603 }
2276 2604
2277 /* 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
2278 * the players time has been increased when doericserver has been 2606 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2607 * called, so we recheck it here.
2280 */ 2608 */
2281 HandleClient(&op->contr->socket, op->contr); 2609 HandleClient (&op->contr->socket, op->contr);
2282 if (op->speed_left<0) return 0; 2610 if (op->speed_left < 0)
2283
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2285 /* All move commands take 1 tick, at least for now */
2286 op->speed_left--;
2287
2288 /* Instead of all the stuff below, let move_player take care
2289 * of it. Also, some of the skill stuff is only put in
2290 * there, as well as the confusion stuff.
2291 */
2292 move_player(op, op->direction);
2293 if (op->speed_left>0) return 1;
2294 else return 0;
2295 }
2296 return 0; 2611 return 0;
2297}
2298 2612
2299int save_life(object *op) { 2613 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2300 object *tmp; 2614 {
2615 /* All move commands take 1 tick, at least for now */
2616 op->speed_left--;
2301 2617
2302 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
2303 return 0; 2626 return 0;
2627 }
2628 return 0;
2629}
2304 2630
2305 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2631int
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2632save_life (object *op)
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2633{
2308 new_draw_info_format(NDI_UNIQUE, 0,op, 2634 object *tmp;
2309 "Your %s vibrates violently, then evaporates.", 2635
2310 query_name(tmp));
2311 if (op->contr)
2312 esrv_del_item(op->contr, tmp->count);
2313 remove_ob(tmp);
2314 free_object(tmp);
2315 CLEAR_FLAG(op, FLAG_LIFESAVE);
2316 if(op->stats.hp<0)
2317 op->stats.hp = op->stats.maxhp;
2318 if(op->stats.food<0)
2319 op->stats.food = 999;
2320 fix_player(op);
2321 return 1;
2322 }
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE); 2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2325 enter_player_savebed(op); /* bring him home. */
2326 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;
2327} 2660}
2328 2661
2329/* 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
2330 * 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
2331 * 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
2332 * from. 2665 * from.
2333 */ 2666 */
2667void
2334void remove_unpaid_objects(object *op, object *env) 2668remove_unpaid_objects (object *op, object *env)
2335{ 2669{
2336 object *next; 2670 object *next;
2337 2671
2338 while (op) { 2672 while (op)
2673 {
2339 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
2340 * we remove object 'op' 2675 * we remove object 'op'
2341 */ 2676 */
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2677 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 {
2343 remove_ob(op); 2679 remove_ob (op);
2344 op->x = env->x; 2680 op->x = env->x;
2345 op->y = env->y; 2681 op->y = env->y;
2346 if (env->type == PLAYER) 2682 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2683 esrv_del_item (env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0); 2684 insert_ob_in_map (op, env->map, NULL, 0);
2349 } 2685 }
2686 else if (op->inv)
2350 else if (op->inv) remove_unpaid_objects(op->inv, env); 2687 remove_unpaid_objects (op->inv, env);
2351 op=next; 2688 op = next;
2352 } 2689 }
2353} 2690}
2354 2691
2355 2692
2356/* 2693/*
2358 * Moved from apply.c to player.c - player.c is what 2695 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2696 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2697 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2698 * but there isn't one in the server directory.
2362 */ 2699 */
2700char *
2363char *gravestone_text (object *op) 2701gravestone_text (object *op)
2364{ 2702{
2365 static char buf2[MAX_BUF]; 2703 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2704 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2705 time_t now = time (NULL);
2368 2706
2369 strcpy (buf2, " R.I.P.\n\n"); 2707 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2708 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2710 else
2373 sprintf (buf, "%s\n", op->name); 2711 sprintf (buf, "%s\n", &op->name);
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2712 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2713 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2714 if (op->type == PLAYER)
2377 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);
2378 else 2716 else
2379 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);
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2718 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2719 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2720 if (op->type == PLAYER)
2721 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2722 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2723 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2724 strcat (buf2, buf);
2386 } 2725 }
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2727 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2728 strcat (buf2, buf);
2390 return buf2; 2729 return buf2;
2391} 2730}
2392 2731
2393 2732
2394 2733
2734void
2395void do_some_living(object *op) { 2735do_some_living (object *op)
2736{
2396 int last_food=op->stats.food; 2737 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2738 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2739 int over_hp, over_sp, over_grace;
2399 int i; 2740 int i;
2400 int rate_hp = 1200; 2741 int rate_hp = 1200;
2401 int rate_sp = 2500; 2742 int rate_sp = 2500;
2402 int rate_grace = 2000; 2743 int rate_grace = 2000;
2403 const int max_hp = 1; 2744 const int max_hp = 1;
2404 const int max_sp = 1; 2745 const int max_sp = 1;
2405 const int max_grace = 1; 2746 const int max_grace = 1;
2406 2747
2407 if (op->contr->outputs_sync) { 2748 if (op->contr->outputs_sync)
2749 {
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2750 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2409 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)
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2411 flush_output_element(op, &op->contr->outputs[i]); 2752 flush_output_element (op, &op->contr->outputs[i]);
2412 } 2753 }
2413 2754
2414 if(op->contr->state==ST_PLAYING) { 2755 if (op->contr->state == ST_PLAYING)
2756 {
2415 2757
2416 /* these next three if clauses make it possible to SLOW DOWN 2758 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2759 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 ) 2760 if (op->contr->gen_hp >= 0)
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2420 else { 2762 else
2763 {
2421 gen_hp = op->stats.maxhp; 2764 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2423 } 2766 }
2424 if(op->contr->gen_sp >= 0 ) 2767 if (op->contr->gen_sp >= 0)
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2426 else { 2769 else
2770 {
2427 gen_sp = op->stats.maxsp; 2771 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2429 } 2773 }
2430 if(op->contr->gen_grace >= 0) 2774 if (op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2432 else { 2776 else
2777 {
2433 gen_grace = op->stats.maxgrace; 2778 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2779 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2435 } 2780 }
2436 2781
2437 /* Regenerate Spell Points */ 2782 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2783 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2784 {
2439 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);
2440 if(op->stats.sp<op->stats.maxsp) {
2441 op->stats.sp++;
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2444 op->stats.food--;
2445 if(op->contr->digestion<0)
2446 op->stats.food+=op->contr->digestion;
2447 else if(op->contr->digestion>0 &&
2448 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2449 op->stats.food=last_food;
2450 }
2451 }
2452 if (max_sp>1) {
2453 over_sp = (gen_sp+10)/rate_sp;
2454 if (over_sp > 0) {
2455 if(op->stats.sp<op->stats.maxsp) { 2786 if (op->stats.sp < op->stats.maxsp)
2456 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2787 {
2457 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2458 op->stats.sp--; 2788 op->stats.sp++;
2459 if(op->stats.sp>op->stats.maxsp) 2789 /* dms do not consume food */
2460 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;
2461 } 2797 }
2462 op->last_sp=0;
2463 } else {
2464 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2465 }
2466 } else {
2467 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2468 }
2469 }
2470
2471 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2473 if(--op->last_grace<0) {
2474 if(op->stats.grace<op->stats.maxgrace/2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2478 if (over_grace > 0) {
2479 op->stats.sp += over_grace
2480 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2481 op->last_grace=0;
2482 } else {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2484 } 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 }
2485 } 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 {
2486 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);
2487 } 2848 }
2488 /* wearing stuff doesn't detract from grace generation. */ 2849 /* wearing stuff doesn't detract from grace generation. */
2489 } 2850 }
2490 2851
2491 /* Regenerate Hit Points */ 2852 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) { 2853 if (--op->last_heal < 0)
2854 {
2493 if(op->stats.hp<op->stats.maxhp) { 2855 if (op->stats.hp < op->stats.maxhp)
2856 {
2494 op->stats.hp++; 2857 op->stats.hp++;
2495 /* dms do not consume food */ 2858 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2859 if (!QUERY_FLAG (op, FLAG_WIZ))
2497 op->stats.food--; 2860 {
2861 op->stats.food--;
2498 if(op->contr->digestion<0) 2862 if (op->contr->digestion < 0)
2499 op->stats.food+=op->contr->digestion; 2863 op->stats.food += op->contr->digestion;
2500 else if(op->contr->digestion>0 && 2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2501 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2502 op->stats.food=last_food; 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 }
2503 } 2885 }
2504 }
2505 if(max_hp>1) {
2506 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2507 if (over_hp > 0) {
2508 op->stats.sp += over_hp
2509 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2510 op->last_heal=0;
2511 } else {
2512 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2513 }
2514 } else {
2515 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2516 }
2517 }
2518 2886
2519 /* Digestion */ 2887 /* Digestion */
2520 if(--op->last_eat<0) { 2888 if (--op->last_eat < 0)
2889 {
2521#ifdef COZY_SERVER 2890#ifdef COZY_SERVER
2522 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;
2523 int bonus=dg>0?dg:0, 2892 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2524 penalty=dg<0?-dg:0;
2525#else 2893#else
2526 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;
2527 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2528#endif 2895#endif
2529 2896
2530 if(op->contr->gen_hp > 0) 2897 if (op->contr->gen_hp > 0)
2531 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);
2532 else 2899 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2534 /* dms do not consume food */ 2901 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2902 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2903 op->stats.food--;
2904 }
2537 } 2905 }
2538 2906
2539 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 {
2540 object *tmp, *flesh=NULL; 2909 object *tmp, *flesh = NULL;
2541 2910
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2912 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2916 {
2545 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.");
2546 manual_apply(op,tmp,0); 2918 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2919 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2920 break;
2549 } 2921 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2922 else if (tmp->type == FLESH)
2923 flesh = tmp;
2551 } /* End if paid for object */ 2924 } /* End if paid for object */
2552 } /* end of for loop */ 2925 } /* end of for loop */
2553 /* 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
2554 * eat flesh instead. 2927 * eat flesh instead.
2555 */ 2928 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 {
2557 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.");
2558 manual_apply(op,flesh,0); 2932 manual_apply (op, flesh, 0);
2559 } 2933 }
2560 } /* end if player is starving */ 2934 } /* end if player is starving */
2561 2935
2562 while(op->stats.food<0&&op->stats.hp>0) 2936 while (op->stats.food < 0 && op->stats.hp > 0)
2563 op->stats.food++,op->stats.hp--; 2937 op->stats.food++, op->stats.hp--;
2564 2938
2565 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))
2566 kill_player(op); 2940 kill_player (op);
2567} 2941}
2568 2942
2569 2943
2570 2944
2571/* 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.
2572 * 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
2573 * permadeath, no lifesave), this will take care of removing the player 2947 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2948 * file.
2575 */ 2949 */
2950void
2576void kill_player(object *op) 2951kill_player (object *op)
2577{ 2952{
2578 char buf[MAX_BUF]; 2953 char buf[MAX_BUF];
2579 int x,y,i; 2954 int x, y;
2955
2956 //int i;
2580 mapstruct *map; /* this is for resurrection */ 2957 mapstruct *map; /* this is for resurrection */
2958
2581 int z; 2959 /* int z;
2582 int num_stats_lose; 2960 int num_stats_lose;
2583 int lost_a_stat; 2961 int lost_a_stat;
2584 int lose_this_stat; 2962 int lose_this_stat;
2585 int this_stat; 2963 int this_stat; */
2586 int will_kill_again; 2964 int will_kill_again;
2587 archetype *at; 2965 archetype *at;
2588 object *tmp; 2966 object *tmp;
2589 2967
2590 if(save_life(op)) 2968 if (save_life (op))
2591 return; 2969 return;
2592 2970
2593 2971
2594 /* 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
2595 * 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.
2596 * Look at op_on_battleground() for more info --AndreasV 2974 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2975 */
2598 if (op_on_battleground(op, &x, &y)) { 2976 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2977 {
2600 "You have been defeated in combat!"); 2978 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2979 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2980
2603
2604 /* restore player */ 2981 /* restore player */
2605 at = find_archetype("poisoning"); 2982 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2983 tmp = present_arch_in_ob (at, op);
2607 if (tmp) { 2984 if (tmp)
2985 {
2608 remove_ob(tmp); 2986 remove_ob (tmp);
2609 free_object(tmp); 2987 free_object (tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 } 2989 }
2612 2990
2613 at = find_archetype("confusion"); 2991 at = archetype::find ("confusion");
2614 tmp=present_arch_in_ob(at,op); 2992 tmp = present_arch_in_ob (at, op);
2615 if (tmp) { 2993 if (tmp)
2994 {
2616 remove_ob(tmp); 2995 remove_ob (tmp);
2617 free_object(tmp); 2996 free_object (tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2998 }
2620 2999
2621 cure_disease(op,0); /* remove any disease */ 3000 cure_disease (op, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 3001 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 3002 if (op->stats.food <= 0)
2624 3003 op->stats.food = 999;
3004
2625 /* create a bodypart-trophy to make the winner happy */ 3005 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 3006 tmp = arch_to_object (archetype::find ("finger"));
2627 if (tmp != NULL) 3007 if (tmp != NULL)
2628 { 3008 {
2629 sprintf(buf,"%s's finger",op->name); 3009 sprintf (buf, "%s's finger", &op->name);
2630 tmp->name = add_string(buf); 3010 tmp->name = buf;
2631 sprintf(buf," This finger has been cut off %s\n" 3011 sprintf (buf, " This finger has been cut off %s\n"
2632 " 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",
2633 op->name, op->contr->title, (int)(op->level), 3013 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2634 op->contr->killer); 3014 tmp->msg = buf;
2635 tmp->msg=add_string(buf);
2636 tmp->value=0, tmp->material=0, tmp->type=0; 3015 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2637 tmp->materialname = NULL; 3016 tmp->materialname = NULL;
2638 tmp->x = op->x, tmp->y = op->y; 3017 tmp->x = op->x, tmp->y = op->y;
2639 insert_ob_in_map(tmp,op->map,op,0); 3018 insert_ob_in_map (tmp, op->map, op, 0);
2640 }
2641 3019 }
3020
2642 /* teleport defeated player to new destination*/ 3021 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 3022 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 3023 op->contr->braced = 0;
2645 return; 3024 return;
2646 } 3025 }
2647 3026
2648 INVOKE_PLAYER (DEATH, op->contr); 3027 INVOKE_PLAYER (DEATH, op->contr);
2649 3028
2650 command_kill_pets (op, 0); 3029 command_kill_pets (op, 0);
2651 3030
2652 if(op->stats.food<0) { 3031 if (op->stats.food < 0)
3032 {
2653 if (op->contr->explore) { 3033 if (op->contr->explore)
3034 {
2654 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");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3036 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2656 op->stats.food=999; 3037 op->stats.food = 999;
2657 return; 3038 return;
2658 } 3039 }
2659 sprintf(buf,"%s starved to death.",op->name); 3040 sprintf (buf, "%s starved to death.", &op->name);
2660 strcpy(op->contr->killer,"starvation"); 3041 strcpy (op->contr->killer, "starvation");
3042 }
3043 else
2661 } 3044 {
2662 else {
2663 if (op->contr->explore) { 3045 if (op->contr->explore)
3046 {
2664 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");
2665 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3048 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp; 3049 op->stats.hp = op->stats.maxhp;
2667 return; 3050 return;
2668 } 3051 }
2669 sprintf(buf,"%s died.",op->name); 3052 sprintf (buf, "%s died.", &op->name);
2670 } 3053 }
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3054 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2672 3055
2673 /* save the map location for corpse, gravestone*/ 3056 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 3057 x = op->x;
3058 y = op->y;
3059 map = op->map;
2675 3060
2676 3061
2677 if (settings.not_permadeth == TRUE) { 3062 if (settings.not_permadeth == TRUE)
3063 {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 3064 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * 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.
2680 * 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.
2681 */ 3067 */
2682 3068
2683 /* Basically two ways to go - remove a stat permanently, or just 3069 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 3070 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 3071 * of death.
2686 */ 3072 */
2687#ifndef COZY_SERVER 3073#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 3074 if (settings.balanced_stat_loss)
3075 {
2689 /* If stat loss is permanent, lose one stat only. */ 3076 /* If stat loss is permanent, lose one stat only. */
2690 /* 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
2691 more if they do. */ 3078 more if they do. */
2692 /* Higher level characters can afford things such as potions of 3079 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 3080 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 3081 little bit harder. */
2695 /* GD */ 3082 /* GD */
2696 if (settings.stat_loss_on_death) 3083 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1;
2698 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2700 } else {
2701 num_stats_lose = 1; 3084 num_stats_lose = 1;
3085 else
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087 }
3088 else
2702 } 3089 {
3090 num_stats_lose = 1;
3091 }
2703 lost_a_stat = 0; 3092 lost_a_stat = 0;
2704 3093
2705 for (z=0; z<num_stats_lose; z++) { 3094 for (z = 0; z < num_stats_lose; z++)
3095 {
2706 i = RANDOM() % NUM_STATS; 3096 i = RANDOM () % NUM_STATS;
2707 3097
2708 if (settings.stat_loss_on_death) { 3098 if (settings.stat_loss_on_death)
3099 {
2709 /* 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
2710 * what he lost. 3101 * what he lost.
2711 */ 3102 */
2712 change_attr_value(&(op->stats), i,-1); 3103 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 3104 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 3105 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 3106 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 3108 lost_a_stat = 1;
3109 }
2718 } else { 3110 else
3111 {
2719 /* deplete a stat */ 3112 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 3113 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 3114 object *dep;
2722 3115
2723 dep = present_arch_in_ob(deparch,op); 3116 dep = present_arch_in_ob (deparch, op);
2724 if(!dep) { 3117 if (!dep)
3118 {
2725 dep = arch_to_object(deparch); 3119 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 3120 insert_ob_in_ob (dep, op);
2727 } 3121 }
2728 lose_this_stat = 1; 3122 lose_this_stat = 1;
2729 if (settings.balanced_stat_loss) { 3123 if (settings.balanced_stat_loss)
3124 {
2730 /* GD */ 3125 /* GD */
2731 /* Get the stat that we're about to deplete. */ 3126 /* Get the stat that we're about to deplete. */
2732 this_stat = get_attr_value(&(dep->stats), i); 3127 this_stat = get_attr_value (&(dep->stats), i);
2733 if (this_stat < 0) { 3128 if (this_stat < 0)
3129 {
2734 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 3130 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2735 int keep_chance = this_stat * this_stat; 3131 int keep_chance = this_stat * this_stat;
3132
2736 /* Yes, I am paranoid. Sue me. */ 3133 /* Yes, I am paranoid. Sue me. */
2737 if (keep_chance < 1) 3134 if (keep_chance < 1)
2738 keep_chance = 1; 3135 keep_chance = 1;
2739 3136
2740 /* There is a maximum depletion total per level. */ 3137 /* There is a maximum depletion total per level. */
2741 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)
2742 lose_this_stat = 0; 3147 lose_this_stat = 0;
2743 /* Take loss chance vs keep chance to see if we
2744 retain the stat. */
2745 } else {
2746 if (random_roll(0, loss_chance + keep_chance-1,
2747 op, PREFER_LOW) < keep_chance)
2748 lose_this_stat = 0;
2749 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", 3148 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2750 this_stat, keep_chance, loss_chance, 3149 this_stat, keep_chance, loss_chance,
2751 lose_this_stat?"LOSE":"KEEP"); */ 3150 lose_this_stat?"LOSE":"KEEP"); */
2752 } 3151 }
2753 } 3152 }
2754 } 3153 }
2755 3154
2756 if (lose_this_stat) { 3155 if (lose_this_stat)
3156 {
2757 this_stat = get_attr_value(&(dep->stats), i); 3157 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another 3158 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 3159 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 3160 * stats have been depleted to -50, all are pretty low
2761 * 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
2762 * difference. 3162 * difference.
2763 */ 3163 */
2764 if (this_stat>=-50) { 3164 if (this_stat >= -50)
3165 {
2765 change_attr_value(&(dep->stats), i, -1); 3166 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 3167 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3168 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 3169 fix_player (op);
2769 lost_a_stat = 1; 3170 lost_a_stat = 1;
2770 } 3171 }
2771 } 3172 }
2772 } 3173 }
2773 } 3174 }
2774 /* If no stat lost, tell the player. */ 3175 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 3176 if (!lost_a_stat)
2776 { 3177 {
2777 /* determine_god() seems to not work sometimes... why is this? 3178 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 3179 Should I be using something else? GD */
2779 const char *god = determine_god(op); 3180 const char *god = determine_god (op);
3181
2780 if (god && (strcmp(god, "none"))) 3182 if (god && (strcmp (god, "none")))
2781 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);
2782 "moment you feel the holy presence of %s protecting"
2783 " you.", god);
2784 else 3184 else
2785 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.");
2786 " 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 (archetype::find ("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 = archetype::find ("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 = archetype::find ("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;
2787 } 3291 }
2788#endif 3292 insert_ob_in_ob (force, op);
2789 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3293 fix_player (op);
2790 " feel a holy presence protecting you from losing yourself completely.");
2791 3294
2792 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone.
2794 */
2795 tmp=arch_to_object(find_archetype("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name);
2797 FREE_AND_COPY(tmp->name, buf);
2798 sprintf(buf,"%s's gravestones",op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf);
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2801 "who was killed\n"
2802 "by %s.\n",
2803 op->name, op->contr->title,
2804 op->contr->killer);
2805 tmp->msg = add_string(buf);
2806 tmp->x=op->x,tmp->y=op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0);
2808
2809 /**************************************/
2810 /* */
2811 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */
2814 /* */
2815 /**************************************/
2816
2817 /* remove any poisoning and confusion the character may be suffering.*/
2818 /* restore player */
2819 at = find_archetype("poisoning");
2820 tmp=present_arch_in_ob(at,op);
2821 if (tmp) {
2822 remove_ob(tmp);
2823 free_object(tmp);
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2825 }
2826
2827 at = find_archetype("confusion");
2828 tmp=present_arch_in_ob(at,op);
2829 if (tmp) {
2830 remove_ob(tmp);
2831 free_object(tmp);
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2833 }
2834 cure_disease(op,0); /* remove any disease */
2835 3295 }
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 3296
2837 apply_death_exp_penalty(op); 3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2838 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);
2839 op->stats.hp = op->stats.maxhp; 3333 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3334 op->stats.food = 999;
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2842 3335
2843 /* 3336 /* set the location of where the person will reappear when */
2844 * 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 */
2845 * the player has any unpaid items. If so, remove them and put them back 3338 strcpy (op->contr->maplevel, settings.emergency_mapname);
2846 * in the map. 3339 if (op->map != NULL)
2847 */ 3340 op->map = NULL;
2848 3341 op->x = settings.emergency_x;
2849 if (is_in_shop (op)) 3342 op->y = settings.emergency_y;
2850 remove_unpaid_objects(op->inv, op);
2851
2852 /****************************************/
2853 /* */
2854 /* Move player to his current respawn- */
2855 /* position (usually last savebed) */
2856 /* */
2857 /****************************************/
2858
2859 enter_player_savebed(op);
2860
2861 /* Save the player before inserting the force to reduce
2862 * chance of abuse.
2863 */
2864 op->contr->braced=0;
2865 save_player(op,1); 3343 save_player (op, 0);
2866 3344 op->map = map;
2867 /* it is possible that the player has blown something up 3345 /* please see resurrection.c: peterm */
2868 * at his savebed location, and that can have long lasting 3346 dead_player (op);
2869 * spell effects. So first see if there is a spell effect
2870 * on the space that might harm the player.
2871 */
2872 will_kill_again=0;
2873 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2874 if (tmp->type ==SPELL_EFFECT)
2875 will_kill_again|=tmp->attacktype;
2876 }
2877 if (will_kill_again) {
2878 object *force;
2879 int at;
2880
2881 force=get_archetype(FORCE_NAME);
2882 /* 50 ticks should be enough time for the spell to abate */
2883 force->speed=0.1;
2884 force->speed_left=-5.0;
2885 SET_FLAG(force, FLAG_APPLIED);
2886 for (at=0; at<NROFATTACKS; at++) {
2887 if (will_kill_again & (1 << at))
2888 force->resist[at] = 100;
2889 } 3347 }
2890 insert_ob_in_ob(force, op); 3348 else
2891 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 (archetype::find ("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)
2892 3392 {
2893 } 3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2894 /**************************************/ 3394 free_object (tmp2);
2895 /* */ 3395 insert_ob_in_map (tmp, op->map, NULL, 0);
2896 /* Repaint the characters inv, and */
2897 /* stats, and show a nasty message ;) */
2898 /* */
2899 /**************************************/
2900
2901 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2902 return;
2903 } /* NOT_PERMADETH */
2904 else {
2905 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2906 * should probably be embedded in an else statement.
2907 */
2908
2909 op->contr->party=NULL;
2910 if (settings.set_title == TRUE)
2911 op->contr->own_title[0]='\0';
2912 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2913 check_score(op);
2914 if(op->contr->ranges[range_golem]!=NULL) {
2915 remove_friendly_object(op->contr->ranges[range_golem]);
2916 remove_ob(op->contr->ranges[range_golem]);
2917 free_object(op->contr->ranges[range_golem]);
2918 op->contr->ranges[range_golem]=NULL;
2919 op->contr->golem_count=0;
2920 }
2921 loot_object(op); /* Remove some of the items for good */
2922 remove_ob(op);
2923 op->direction=0;
2924
2925 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2926 delete_character(op->name,0);
2927 if (settings.resurrection == TRUE) {
2928 /* save playerfile sans equipment when player dies
2929 ** then save it as player.pl.dead so that future resurrection
2930 ** type spells will work on them nicely
2931 */
2932 delete_character(op->name,0);
2933 op->stats.hp = op->stats.maxhp;
2934 op->stats.food = 999;
2935
2936 /* set the location of where the person will reappear when */
2937 /* maybe resurrection code should fix map also */
2938 strcpy(op->contr->maplevel, settings.emergency_mapname);
2939 if(op->map!=NULL)
2940 op->map = NULL;
2941 op->x = settings.emergency_x;
2942 op->y = settings.emergency_y;
2943 save_player(op,0);
2944 op->map = map;
2945 /* please see resurrection.c: peterm */
2946 dead_player(op);
2947 } else {
2948 delete_character(op->name,1);
2949 } 3396 }
2950 } 3397 else
2951 play_again(op);
2952
2953 /* peterm: added to create a corpse at deathsite. */
2954 tmp=arch_to_object(find_archetype("corpse_pl"));
2955 sprintf(buf,"%s", op->name);
2956 FREE_AND_COPY(tmp->name, buf);
2957 FREE_AND_COPY(tmp->name_pl, buf);
2958 tmp->level=op->level;
2959 tmp->x=x;tmp->y=y;
2960 if (tmp->msg)
2961 free_string(tmp->msg);
2962 tmp->msg = add_string (gravestone_text(op));
2963 SET_FLAG (tmp, FLAG_UNIQUE);
2964 insert_ob_in_map (tmp, map, NULL,0);
2965 }
2966}
2967
2968
2969void loot_object(object *op) { /* Grab and destroy some treasure */
2970 object *tmp,*tmp2,*next;
2971
2972 if (op->container) { /* close open sack first */
2973 esrv_apply_container (op, op->container);
2974 }
2975
2976 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2977 next=tmp->below;
2978 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2979 remove_ob(tmp);
2980 tmp->x=op->x,tmp->y=op->y;
2981 if (tmp->type == CONTAINER) { /* empty container to ground */
2982 loot_object(tmp);
2983 }
2984 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2985 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2986 if(tmp->nrof>1) {
2987 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2988 free_object(tmp2); 3398 free_object (tmp);
3399 }
3400 else
2989 insert_ob_in_map(tmp,op->map,NULL,0); 3401 insert_ob_in_map (tmp, op->map, NULL, 0);
2990 } else
2991 free_object(tmp);
2992 } else
2993 insert_ob_in_map(tmp,op->map,NULL,0);
2994 } 3402 }
2995} 3403}
2996 3404
2997/* 3405/*
2998 * fix_weight(): Check recursively the weight of all players, and fix 3406 * fix_weight(): Check recursively the weight of all players, and fix
2999 * 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
3000 * was changed. 3408 * was changed.
3001 */ 3409 */
3002 3410
3411void
3003void fix_weight(void) { 3412fix_weight (void)
3413{
3004 player *pl; 3414 player *pl;
3415
3005 for (pl = first_player; pl != NULL; pl = pl->next) { 3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 {
3006 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419
3007 if(old == sum) 3420 if (old == sum)
3008 continue; 3421 continue;
3009 fix_player(pl->ob); 3422 fix_player (pl->ob);
3010 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3011 pl->ob->name, old, sum);
3012 } 3424 }
3013} 3425}
3014 3426
3427void
3015void fix_luck(void) { 3428fix_luck (void)
3429{
3016 player *pl; 3430 player *pl;
3431
3017 for (pl = first_player; pl != NULL; pl = pl->next) 3432 for (pl = first_player; pl != NULL; pl = pl->next)
3018 if (!pl->ob->contr->state) 3433 if (!pl->ob->contr->state)
3019 change_luck(pl->ob, 0); 3434 change_luck (pl->ob, 0);
3020} 3435}
3021 3436
3022 3437
3023/* cast_dust() - handles op throwing objects of type 'DUST'. 3438/* cast_dust() - handles op throwing objects of type 'DUST'.
3024 * This is much simpler in the new spell code - we basically 3439 * This is much simpler in the new spell code - we basically
3025 * just treat this as any other spell casting object. 3440 * just treat this as any other spell casting object.
3026 */ 3441 */
3027 3442
3028void 3443void
3029cast_dust (object * op, object * throw_ob, int dir) 3444cast_dust (object *op, object *throw_ob, int dir)
3030{ 3445{
3031 object *skop, *spob; 3446 object *skop, *spob;
3032 3447
3033 skop = find_skill_by_name (op, throw_ob->skill); 3448 skop = find_skill_by_name (op, throw_ob->skill);
3034 3449
3035 /* casting POTION 'dusts' is really a use_magic_item skill */ 3450 /* casting POTION 'dusts' is really a use_magic_item skill */
3036 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3451 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3037 { 3452 {
3038 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);
3039 op->name);
3040 return; 3454 return;
3041 } 3455 }
3042 3456
3043 spob = throw_ob->inv; 3457 spob = throw_ob->inv;
3044 3458
3045 // 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
3046 // 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
3047 // errors should be reported as early as possible IMHO) 3461 // errors should be reported as early as possible IMHO)
3048 if (!spob) 3462 if (!spob)
3049 { 3463 {
3050 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);
3051 throw_ob->name, op->name);
3052 return; 3465 return;
3053 } 3466 }
3054 3467
3055 if (op->type == PLAYER) 3468 if (op->type == PLAYER)
3056 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);
3057 3470
3058 cast_spell (op, throw_ob, dir, spob, NULL); 3471 cast_spell (op, throw_ob, dir, spob, NULL);
3059 3472
3060 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3061 remove_ob (throw_ob); 3474 remove_ob (throw_ob);
3062 free_object (throw_ob); 3475 free_object (throw_ob);
3063} 3476}
3064 3477
3478void
3065void make_visible (object *op) { 3479make_visible (object *op)
3480{
3066 op->hide = 0; 3481 op->hide = 0;
3067 op->invisible = 0; 3482 op->invisible = 0;
3068 if(op->type==PLAYER) { 3483 if (op->type == PLAYER)
3484 {
3069 op->contr->tmp_invis = 0; 3485 op->contr->tmp_invis = 0;
3070 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3486 op->contr->invis_race = 0;
3071 } 3487 }
3072 update_object(op,UP_OBJ_FACE); 3488 update_object (op, UP_OBJ_FACE);
3073} 3489}
3074 3490
3491int
3075int is_true_undead(object *op) { 3492is_true_undead (object *op)
3493{
3076 object *tmp=NULL; 3494 object *tmp = NULL;
3077 3495
3078 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3497 return 1;
3079 3498
3080 if(op->type==PLAYER) 3499 if (op->type == PLAYER)
3081 for(tmp=op->inv;tmp;tmp=tmp->below) 3500 for (tmp = op->inv; tmp; tmp = tmp->below)
3082 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3501 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3083 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3502 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3503 return 1;
3084 return 0; 3504 return 0;
3085} 3505}
3086 3506
3087/* look at the surrounding terrain to determine 3507/* look at the surrounding terrain to determine
3088 * the hideability of this object. Positive levels 3508 * the hideability of this object. Positive levels
3089 * indicate greater hideability. 3509 * indicate greater hideability.
3090 */ 3510 */
3091 3511
3512int
3092int hideability(object *ob) { 3513hideability (object *ob)
3514{
3093 int i,level=0, mflag; 3515 int i, level = 0, mflag;
3094 sint16 x,y; 3516 sint16 x, y;
3095 3517
3096 if(!ob||!ob->map) return 0; 3518 if (!ob || !ob->map)
3519 return 0;
3097 3520
3098 /* so, on normal lighted maps, its hard to hide */ 3521 /* so, on normal lighted maps, its hard to hide */
3099 level=ob->map->darkness - 2; 3522 level = ob->map->darkness - 2;
3100 3523
3101 /* this also picks up whether the object is glowing. 3524 /* this also picks up whether the object is glowing.
3102 * 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
3103 * as bad as carrying a light on a pitch dark map */ 3526 * as bad as carrying a light on a pitch dark map */
3104 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3527 if (has_carried_lights (ob))
3528 level = -(10 + (2 * ob->map->darkness));
3105 3529
3106 /* scan through all nearby squares for terrain to hide in */ 3530 /* scan through all nearby squares for terrain to hide in */
3107 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 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 {
3108 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3533 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3109 if (mflag & P_OUT_OF_MAP) { continue; } 3534 if (mflag & P_OUT_OF_MAP)
3535 {
3536 continue;
3537 }
3110 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3538 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3111 level += 2; 3539 level += 2;
3112 else /* open terrain! */ 3540 else /* open terrain! */
3113 level -= 1; 3541 level -= 1;
3114 } 3542 }
3115 3543
3116#if 0 3544#if 0
3117 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3545 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3118#endif 3546#endif
3119 return level; 3547 return level;
3120} 3548}
3121 3549
3122/* For Hidden creatures - a chance of becoming 'unhidden' 3550/* For Hidden creatures - a chance of becoming 'unhidden'
3123 * every time they move - as we subtract off 'invisibility' 3551 * every time they move - as we subtract off 'invisibility'
3124 * AND, for players, if they move into a ridiculously unhideable 3552 * AND, for players, if they move into a ridiculously unhideable
3125 * spot (surrounded by clear terrain in broad daylight). -b.t. 3553 * spot (surrounded by clear terrain in broad daylight). -b.t.
3126 */ 3554 */
3127 3555
3556void
3128void do_hidden_move (object *op) { 3557do_hidden_move (object *op)
3558{
3129 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3559 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3130 object *skop; 3560 object *skop;
3131 3561
3132 if(!op || !op->map) return; 3562 if (!op || !op->map)
3563 return;
3133 3564
3134 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3565 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3135 3566
3136 /* 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! */
3137 if(op->type==PLAYER && op->contr->run_on) { 3568 if (op->type == PLAYER && op->contr->run_on)
3569 {
3138 if(!skop || num >= skop->level) { 3570 if (!skop || num >= skop->level)
3571 {
3139 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!");
3140 make_visible(op); 3573 make_visible (op);
3141 return; 3574 return;
3575 }
3576 else
3142 } else num += 20; 3577 num += 20;
3143 } 3578 }
3144 num += op->map->difficulty; 3579 num += op->map->difficulty;
3145 hide = hideability(op); /* modify by terrain hidden level */ 3580 hide = hideability (op); /* modify by terrain hidden level */
3146 num -= hide; 3581 num -= hide;
3147 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3582 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3583 {
3148 make_visible(op); 3584 make_visible (op);
3149 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3585 if (op->type == PLAYER)
3150 "You moved out of hiding! You are visible!"); 3586 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3151 } 3587 }
3152 else if (op->type == PLAYER && skop) { 3588 else if (op->type == PLAYER && skop)
3589 {
3153 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);
3154 } 3591 }
3155} 3592}
3156 3593
3157/* determine if who is standing near a hostile creature. */ 3594/* determine if who is standing near a hostile creature. */
3158 3595
3596int
3159int stand_near_hostile( object *who ) { 3597stand_near_hostile (object *who)
3598{
3160 object *tmp=NULL; 3599 object *tmp = NULL;
3161 int i,friendly=0,player=0, mflags; 3600 int i, friendly = 0, player = 0, mflags;
3162 mapstruct *m; 3601 mapstruct *m;
3163 sint16 x,y; 3602 sint16 x, y;
3164 3603
3165 if(!who) return 0; 3604 if (!who)
3605 return 0;
3166 3606
3167 if(who->type==PLAYER) player=1; 3607 if (who->type == PLAYER)
3608 player = 1;
3609
3610 else
3168 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3611 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3169 3612
3170 /* search adjacent squares */ 3613 /* search adjacent squares */
3171 for(i=1;i<9;i++) { 3614 for (i = 1; i < 9; i++)
3615 {
3172 x = who->x+freearr_x[i]; 3616 x = who->x + freearr_x[i];
3173 y = who->y+freearr_y[i]; 3617 y = who->y + freearr_y[i];
3174 m = who->map; 3618 m = who->map;
3175 mflags = get_map_flags(m, &m, x, y, &x, &y); 3619 mflags = get_map_flags (m, &m, x, y, &x, &y);
3176 /* space must be blocked if there is a monster. If not 3620 /* space must be blocked if there is a monster. If not
3177 * blocked, don't need to check this space. 3621 * blocked, don't need to check this space.
3178 */ 3622 */
3179 if (mflags & P_OUT_OF_MAP) continue; 3623 if (mflags & P_OUT_OF_MAP)
3624 continue;
3180 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)))
3181 3626 continue;
3627
3182 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)
3183 if((player||friendly) 3629 {
3184 &&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)
3185 return 1; 3636 return 1;
3186 else if(tmp->type==PLAYER)
3187 {
3188 /*don't let a hidden DM prevent you from hiding*/
3189 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3190 return 1;
3191 } 3637 }
3192 } 3638 }
3193 } 3639 }
3194 return 0; 3640 return 0;
3195} 3641}
3196 3642
3197/* check the player los field for viewability of the 3643/* check the player los field for viewability of the
3198 * object op. This function works fine for monsters, 3644 * object op. This function works fine for monsters,
3199 * 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
3206 * 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.
3207 * -b.t. 3653 * -b.t.
3208 * This function is now map tiling safe. 3654 * This function is now map tiling safe.
3209 */ 3655 */
3210 3656
3657int
3211int player_can_view (object *pl,object *op) { 3658player_can_view (object *pl, object *op)
3659{
3212 rv_vector rv; 3660 rv_vector rv;
3213 int dx,dy; 3661 int dx, dy;
3214 3662
3215 if(pl->type!=PLAYER) { 3663 if (pl->type != PLAYER)
3664 {
3216 LOG(llevError,"player_can_view() called for non-player object\n"); 3665 LOG (llevError, "player_can_view() called for non-player object\n");
3217 return -1; 3666 return -1;
3218 } 3667 }
3219 if (!pl || !op) return 0; 3668 if (!pl || !op)
3220
3221 if(op->head) { op = op->head; }
3222 get_rangevector(pl, op, &rv, 0x1);
3223
3224 /* starting with the 'head' part, lets loop
3225 * through the object and find if it has any
3226 * part that is in the los array but isnt on
3227 * a blocked los square.
3228 * we use the archetype to figure out offsets.
3229 */
3230 while(op) {
3231 dx = rv.distance_x + op->arch->clone.x;
3232 dy = rv.distance_y + op->arch->clone.y;
3233
3234 /* only the viewable area the player sees is updated by LOS
3235 * code, so we need to restrict ourselves to that range of values
3236 * for any meaningful values.
3237 */
3238 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3239 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3240 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3241 return 1;
3242 op = op->more;
3243 }
3244 return 0; 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;
3245} 3699}
3246 3700
3247/* routine for both players and monsters. We call this when 3701/* routine for both players and monsters. We call this when
3248 * there is a possibility for our action distrubing our hiding 3702 * there is a possibility for our action distrubing our hiding
3249 * place or invisiblity spell. Artefact invisiblity is not 3703 * place or invisiblity spell. Artefact invisiblity is not
3250 * effected by this. If we arent invisible to begin with, we 3704 * effected by this. If we arent invisible to begin with, we
3251 * return 0. 3705 * return 0.
3252 */ 3706 */
3707int
3253int action_makes_visible (object *op) { 3708action_makes_visible (object *op)
3709{
3254 3710
3255 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3711 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3712 {
3256 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3713 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3257 return 0; 3714 return 0;
3258 3715
3259 if (op->contr && op->contr->tmp_invis == 0) return 0; 3716 if (op->contr && op->contr->tmp_invis == 0)
3717 return 0;
3260 3718
3261 /* If monsters, they should become visible */ 3719 /* If monsters, they should become visible */
3262 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3720 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3721 {
3263 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");
3264 return 1; 3723 return 1;
3265 } 3724 }
3266 } 3725 }
3267 return 0; 3726 return 0;
3268} 3727}
3269 3728
3270/* op_on_battleground - checks if the given object op (usually 3729/* op_on_battleground - checks if the given object op (usually
3271 * a player) is standing on a valid battleground-tile, 3730 * a player) is standing on a valid battleground-tile,
3272 * function returns TRUE/FALSE. If true x, y returns the battleground 3731 * function returns TRUE/FALSE. If true x, y returns the battleground
3273 * -exit-coord. (and if x, y not NULL) 3732 * -exit-coord. (and if x, y not NULL)
3274 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3733 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3275 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3734 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3276 * Default is to do the same as before, so only people wanting to have different points need worry about this 3735 * Default is to do the same as before, so only people wanting to have different points need worry about this
3277 */ 3736 */
3737int
3278int op_on_battleground (object *op, int *x, int *y) { 3738op_on_battleground (object *op, int *x, int *y)
3739{
3279 object *tmp; 3740 object *tmp;
3280 3741
3281 /* A battleground-tile needs the following attributes to be valid: 3742 /* A battleground-tile needs the following attributes to be valid:
3282 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3743 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3283 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3744 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3284 * and the exit-coordinates sp/hp must both be > 0. 3745 * and the exit-coordinates sp/hp must both be > 0.
3285 * => The intention here is to prevent abuse of the battleground- 3746 * => The intention here is to prevent abuse of the battleground-
3286 * feature (like pickable or hidden battleground tiles). */ 3747 * feature (like pickable or hidden battleground tiles). */
3287 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3748 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3749 {
3288 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3750 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3751 {
3289 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3752 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3290 strcmp(tmp->name, "battleground")==0 && 3753 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3291 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3754 {
3292 /*before we assign the exit, check if this is a teambattle*/ 3755 /*before we assign the exit, check if this is a teambattle */
3293 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 {
3294 object *invtmp; 3758 object *invtmp;
3759
3295 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3760 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3296 if(invtmp->type==FORCE && invtmp->slaying && 3761 {
3297 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3762 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3763 {
3298 if (x != NULL && y != NULL) 3764 if (x != NULL && y != NULL)
3299 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3765 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3300 return 1; 3766 return 1;
3767 }
3301 } 3768 }
3302 } 3769 }
3303 }
3304 if (x != NULL && y != NULL) 3770 if (x != NULL && y != NULL)
3305 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3771 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3306 return 1; 3772 return 1;
3773 }
3307 } 3774 }
3308 }
3309 } 3775 }
3310 /* If we got here, did not find a battleground */ 3776 /* If we got here, did not find a battleground */
3311 return 0; 3777 return 0;
3312} 3778}
3313 3779
3314/* 3780/*
3318 * attributes: 3784 * attributes:
3319 * object *who the dragon player 3785 * object *who the dragon player
3320 * int atnr the attack-number of the ability focus 3786 * int atnr the attack-number of the ability focus
3321 * int level ability level 3787 * int level ability level
3322 */ 3788 */
3789void
3323void dragon_ability_gain(object *who, int atnr, int level) { 3790dragon_ability_gain (object *who, int atnr, int level)
3791{
3324 treasurelist *trlist = NULL; /* treasurelist */ 3792 treasurelist *trlist = NULL; /* treasurelist */
3325 treasure *tr; /* treasure */ 3793 treasure *tr; /* treasure */
3326 object *tmp,*skop; /* tmp. object */ 3794 object *tmp, *skop; /* tmp. object */
3327 object *item; /* treasure object */ 3795 object *item; /* treasure object */
3328 char buf[MAX_BUF]; /* tmp. string buffer */ 3796 char buf[MAX_BUF]; /* tmp. string buffer */
3329 int i=0, j=0; 3797 int i = 0, j = 0;
3330 3798
3331 /* get the appropriate treasurelist */ 3799 /* get the appropriate treasurelist */
3332 if (atnr == ATNR_FIRE) 3800 if (atnr == ATNR_FIRE)
3333 trlist = find_treasurelist("dragon_ability_fire"); 3801 trlist = find_treasurelist ("dragon_ability_fire");
3334 else if (atnr == ATNR_COLD) 3802 else if (atnr == ATNR_COLD)
3335 trlist = find_treasurelist("dragon_ability_cold"); 3803 trlist = find_treasurelist ("dragon_ability_cold");
3336 else if (atnr == ATNR_ELECTRICITY) 3804 else if (atnr == ATNR_ELECTRICITY)
3337 trlist = find_treasurelist("dragon_ability_elec"); 3805 trlist = find_treasurelist ("dragon_ability_elec");
3338 else if (atnr == ATNR_POISON) 3806 else if (atnr == ATNR_POISON)
3339 trlist = find_treasurelist("dragon_ability_poison"); 3807 trlist = find_treasurelist ("dragon_ability_poison");
3340 3808
3341 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))
3342 return; 3826 return;
3343 3827
3344 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);
3345 tr = tr->next, i++); 3829 do_learn_spell (who, item, 0);
3346 3830 return;
3347 if (tr == NULL || tr->item == NULL) { 3831 }
3348 /* 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))
3349 return; 3842 return;
3350 }
3351
3352 /* everything seems okay - now bring on the gift: */
3353 item = &(tr->item->clone);
3354
3355 if (item->type == SPELL) {
3356 if (check_spell_known (who, item->name))
3357 return;
3358
3359 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3360 do_learn_spell (who, item, 0);
3361 return;
3362 }
3363
3364 /* grant direct spell */
3365 if (item->type == SPELLBOOK) {
3366 if (!item->inv) {
3367 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3368 item->name);
3369 return;
3370 }
3371 if (check_spell_known (who, item->inv->name))
3372 return;
3373 if (item->invisible) { 3843 if (item->invisible)
3844 {
3374 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);
3375 do_learn_spell (who, item->inv, 0); 3846 do_learn_spell (who, item->inv, 0);
3376 return; 3847 return;
3377 } 3848 }
3378 } 3849 }
3379 else if (item->type == SKILL_TOOL && item->invisible) { 3850 else if (item->type == SKILL_TOOL && item->invisible)
3851 {
3380 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 {
3381 3854
3382 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3855 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3383 * in this way, if the player is missing any of the attacktypes, he gets 3856 * in this way, if the player is missing any of the attacktypes, he gets
3384 * them. As it is now, if the player has any that match the granted skill, 3857 * them. As it is now, if the player has any that match the granted skill,
3385 * but not all of them, he gets nothing. 3858 * but not all of them, he gets nothing.
3386 */ 3859 */
3387 if (!(skop->attacktype & item->attacktype)) { 3860 if (!(skop->attacktype & item->attacktype))
3861 {
3388 /* Give new attacktype */ 3862 /* Give new attacktype */
3389 skop->attacktype |= item->attacktype; 3863 skop->attacktype |= item->attacktype;
3390 3864
3391 /* always add physical if there's none */ 3865 /* always add physical if there's none */
3392 skop->attacktype |= AT_PHYSICAL; 3866 skop->attacktype |= AT_PHYSICAL;
3393 3867
3394 if (item->msg != NULL) 3868 if (item->msg != NULL)
3395 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3869 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3396 3870
3397 /* Give player new face */ 3871 /* Give player new face */
3398 if (item->animation_id) { 3872 if (item->animation_id)
3873 {
3399 who->face = skop->face; 3874 who->face = skop->face;
3400 who->animation_id = item->animation_id; 3875 who->animation_id = item->animation_id;
3401 who->anim_speed = item->anim_speed; 3876 who->anim_speed = item->anim_speed;
3402 who->last_anim = 0; 3877 who->last_anim = 0;
3403 who->state = 0; 3878 who->state = 0;
3404 animate_object(who, who->direction); 3879 animate_object (who, who->direction);
3405 } 3880 }
3406 } 3881 }
3407 } 3882 }
3408 } 3883 }
3409 else if (item->type == FORCE) { 3884 else if (item->type == FORCE)
3885 {
3410 /* forces in the treasurelist can alter the player's stats */ 3886 /* forces in the treasurelist can alter the player's stats */
3411 object *skin; 3887 object *skin;
3888
3412 /* first get the dragon skin force */ 3889 /* first get the dragon skin force */
3413 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);
3414 skin=skin->below);
3415 if (skin == NULL) return; 3891 if (skin == NULL)
3416 3892 return;
3893
3417 /* adding new spellpath attunements */ 3894 /* adding new spellpath attunements */
3418 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 {
3419 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3897 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3420 3898
3421 /* print message */ 3899 /* print message */
3422 sprintf(buf, "You feel attuned to "); 3900 sprintf (buf, "You feel attuned to ");
3423 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3901 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3902 {
3424 if(item->path_attuned & (1<<i)) { 3903 if (item->path_attuned & (1 << i))
3904 {
3425 if (j) 3905 if (j)
3426 strcat(buf," and "); 3906 strcat (buf, " and ");
3427 else 3907 else
3428 j = 1; 3908 j = 1;
3429 strcat(buf, spellpathnames[i]); 3909 strcat (buf, spellpathnames[i]);
3430 } 3910 }
3431 } 3911 }
3432 strcat(buf,"."); 3912 strcat (buf, ".");
3433 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3913 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3434 } 3914 }
3435 3915
3436 /* evtl. adding flags: */ 3916 /* evtl. adding flags: */
3437 if(QUERY_FLAG(item, FLAG_XRAYS)) 3917 if (QUERY_FLAG (item, FLAG_XRAYS))
3438 SET_FLAG(skin, FLAG_XRAYS); 3918 SET_FLAG (skin, FLAG_XRAYS);
3439 if(QUERY_FLAG(item, FLAG_STEALTH)) 3919 if (QUERY_FLAG (item, FLAG_STEALTH))
3440 SET_FLAG(skin, FLAG_STEALTH); 3920 SET_FLAG (skin, FLAG_STEALTH);
3441 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3921 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3442 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3922 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3443 3923
3444 /* print message if there is one */ 3924 /* print message if there is one */
3445 if (item->msg != NULL) 3925 if (item->msg != NULL)
3446 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
3447 } 3929 {
3448 else {
3449 /* generate misc. treasure */ 3930 /* generate misc. treasure */
3450 tmp = arch_to_object (tr->item); 3931 tmp = arch_to_object (tr->item);
3451 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));
3452 tmp = insert_ob_in_ob (tmp, who); 3933 tmp = insert_ob_in_ob (tmp, who);
3453 if (who->type == PLAYER) 3934 if (who->type == PLAYER)
3454 esrv_send_item(who, tmp); 3935 esrv_send_item (who, tmp);
3455 } 3936 }
3456} 3937}
3457 3938
3458/** 3939/**
3459 * 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
3460 * not readied. 3941 * not readied.
3461 */ 3942 */
3943void
3462void player_unready_range_ob(player *pl, object *ob) { 3944player_unready_range_ob (player *pl, object *ob)
3945{
3463 rangetype i; 3946 rangetype i;
3464 3947
3465 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 {
3466 if (pl->ranges[i] == ob) { 3950 if (pl->ranges[i] == ob)
3951 {
3467 pl->ranges[i] = NULL; 3952 pl->ranges[i] = NULL;
3468 if (pl->shoottype == i) { 3953 if (pl->shoottype == i)
3954 {
3469 pl->shoottype = range_none; 3955 pl->shoottype = range_none;
3470 } 3956 }
3471 } 3957 }
3472 } 3958 }
3473} 3959}

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