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Comparing deliantra/server/server/player.C (file contents):
Revision 1.14 by root, Sun Sep 3 00:18:42 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 1.14 2006/09/03 00:18:42 root 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)
217 {
207 p = new player; 218 p = new player;
208 219
209 /* This adds the player in the linked list. There is extra 220 /* This adds the player in the linked list. There is extra
210 * 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
211 * 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
212 * that needs to be done except for things like output of 223 * that needs to be done except for things like output of
213 * 'who'. 224 * 'who'.
214 */ 225 */
215 player *tmp = first_player; 226 player *tmp = first_player;
227
216 while(tmp!=NULL&&tmp->next!=NULL) 228 while (tmp != NULL && tmp->next != NULL)
217 tmp=tmp->next; 229 tmp = tmp->next;
218 if(tmp!=NULL) 230 if (tmp != NULL)
219 tmp->next=p; 231 tmp->next = p;
220 else 232 else
221 first_player=p; 233 first_player = p;
222 234
223 p->next = NULL; 235 p->next = NULL;
224 } 236 }
225 237
226 /* Clears basically the entire player structure except 238 /* Clears basically the entire player structure except
227 * for next and socket. 239 * for next and socket.
228 */ 240 */
229 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 241 p->clear ();
230 p->attachable_init (); //HACK
231 242
232 /* There are some elements we want initialized to non zero value - 243 /* There are some elements we want initialized to non zero value -
233 * we deal with that below this point. 244 * we deal with that below this point.
234 */ 245 */
235 p->party=NULL; 246 p->party = NULL;
236 p->outputs_sync=16; /* Every 2 seconds */ 247 p->outputs_sync = 16; /* Every 2 seconds */
237 p->outputs_count=8; /* Keeps present behaviour */ 248 p->outputs_count = 8; /* Keeps present behaviour */
238 p->unapply = unapply_nochoice; 249 p->unapply = unapply_nochoice;
239 p->Swap_First = -1; 250 p->Swap_First = -1;
240 251
241#ifdef AUTOSAVE 252#ifdef AUTOSAVE
242 p->last_save_tick = 9999999; 253 p->last_save_tick = 9999999;
243#endif 254#endif
244 255
245 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
246 257
247 op->contr=p; /* this aren't yet in archetype */ 258 op->contr = p; /* this aren't yet in archetype */
248 p->ob = op; 259 p->ob = op;
249 op->speed_left=0.5; 260 op->speed_left = 0.5;
250 op->speed=1.0; 261 op->speed = 1.0;
251 op->direction=5; /* So player faces south */ 262 op->direction = 5; /* So player faces south */
252 op->stats.wc=2; 263 op->stats.wc = 2;
253 op->run_away = 25; /* Then we panick... */ 264 op->run_away = 25; /* Then we panick... */
254 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 */
255 266
256 roll_stats(op); 267 roll_stats (op);
257 p->state=ST_ROLL_STAT; 268 p->state = ST_ROLL_STAT;
258 clear_los(op); 269 clear_los (op);
259 270
260 p->gen_sp_armour=10; 271 p->gen_sp_armour = 10;
261 p->last_speed= -1; 272 p->last_speed = -1;
262 p->shoottype=range_none; 273 p->shoottype = range_none;
263 p->bowtype=bow_normal; 274 p->bowtype = bow_normal;
264 p->petmode=pet_normal; 275 p->petmode = pet_normal;
265 p->listening=10; 276 p->listening = 10;
266 p->usekeys=containers; 277 p->usekeys = containers;
267 p->last_weapon_sp= -1; 278 p->last_weapon_sp = -1;
268 p->peaceful=1; /* default peaceful */ 279 p->peaceful = 1; /* default peaceful */
269 p->do_los=1; 280 p->do_los = 1;
270 p->explore=0; 281 p->explore = 0;
271 p->no_shout=0; /* default can shout */ 282 p->no_shout = 0; /* default can shout */
272 283
273 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 284 assign (p->title, op->arch->clone.name);
274 p->title[sizeof(p->title)-1] = '\0';
275 op->race = op->arch->clone.race; 285 op->race = op->arch->clone.race;
276 286
277 CLEAR_FLAG(op,FLAG_READY_SKILL); 287 CLEAR_FLAG (op, FLAG_READY_SKILL);
278 288
279 /* we need to clear these to -1 and not zero - otherwise, 289 /* we need to clear these to -1 and not zero - otherwise,
280 * if a player quits and starts a new character, we wont 290 * if a player quits and starts a new character, we wont
281 * send new values to the client, as things like exp start 291 * send new values to the client, as things like exp start
282 * at zero. 292 * at zero.
283 */ 293 */
284 for (i=0; i < NUM_SKILLS; i++) { 294 for (i = 0; i < NUM_SKILLS; i++)
295 {
285 p->last_skill_exp[i] = -1; 296 p->last_skill_exp[i] = -1;
286 p->last_skill_ob[i] = NULL; 297 p->last_skill_ob[i] = NULL;
287 } 298 }
288 for (i=0; i < NROFATTACKS; i++) { 299 for (i = 0; i < NROFATTACKS; i++)
300 {
289 p->last_resist[i] = -1; 301 p->last_resist[i] = -1;
290 } 302 }
291 p->last_stats.exp = -1; 303 p->last_stats.exp = -1;
292 p->last_weight = (uint32)-1; 304 p->last_weight = (uint32) - 1;
293 305
294 p->socket.update_look=0; 306 p->socket.update_look = 0;
295 p->socket.look_position=0; 307 p->socket.look_position = 0;
296 return p; 308 return p;
297} 309}
298
299 310
300/* 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
301static void set_first_map(object *op) 313set_first_map (object *op)
302{ 314{
303 strcpy(op->contr->maplevel, first_map_path); 315 strcpy (op->contr->maplevel, first_map_path);
304 op->x = -1; 316 op->x = -1;
305 op->y = -1; 317 op->y = -1;
306 enter_exit(op, NULL); 318 enter_exit (op, NULL);
307} 319}
308 320
309/* Tries to add player on the connection passwd in ns. 321/* Tries to add player on the connection passwd in ns.
310 * 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
311 * mode. 323 * mode.
312 */ 324 */
313 325
326int
314int add_player(NewSocket *ns) { 327add_player (NewSocket * ns)
328{
315 player *p; 329 player *p;
316 330
317 p=get_player(NULL); 331 p = get_player (NULL);
318 p->socket = *ns; 332 p->socket = *ns;
319 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));
320 if(p->socket.faces_sent == NULL) 334 if (p->socket.faces_sent == NULL)
321 fatal(OUT_OF_MEMORY); 335 fatal (OUT_OF_MEMORY);
322 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));
323 /* 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.
324 * 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
325 * on the uncoming socket. 339 * on the uncoming socket.
326 */ 340 */
327 p->socket.inbuf.len = 0; 341 p->socket.inbuf.len = 0;
328 set_first_map(p->ob); 342 set_first_map (p->ob);
329 343
330 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
331 add_friendly_object(p->ob); 345 add_friendly_object (p->ob);
332 send_rules(p->ob); 346 send_rules (p->ob);
333 send_news(p->ob); 347 send_news (p->ob);
334 display_motd(p->ob); 348 display_motd (p->ob);
335 get_name(p->ob); 349 get_name (p->ob);
336 return 0; 350 return 0;
337} 351}
338 352
339/* 353/*
340 * get_player_archetype() return next player archetype from archetype 354 * get_player_archetype() return next player archetype from archetype
341 * list. Not very efficient routine, but used only creating new players. 355 * list. Not very efficient routine, but used only creating new players.
342 * Note: there MUST be at least one player archetype! 356 * Note: there MUST be at least one player archetype!
343 */ 357 */
358archetype *
344archetype *get_player_archetype(archetype* at) 359get_player_archetype (archetype *at)
345{ 360{
346 archetype *start = at; 361 archetype *start = at;
362
347 for (;;) { 363 for (;;)
364 {
348 if (at==NULL || at->next==NULL) 365 if (at == NULL || at->next == NULL)
349 at=first_archetype; 366 at = first_archetype;
350 else 367 else
351 at=at->next; 368 at = at->next;
352 if(at->clone.type==PLAYER) 369 if (at->clone.type == PLAYER)
353 return at; 370 return at;
354 if (at == start) { 371 if (at == start)
372 {
355 LOG (llevError, "No Player archetypes\n"); 373 LOG (llevError, "No Player archetypes\n");
356 exit (-1); 374 exit (-1);
357 } 375 }
358 } 376 }
359} 377}
360 378
361 379
380object *
362object *get_nearest_player(object *mon) { 381get_nearest_player (object *mon)
382{
363 object *op = NULL; 383 object *op = NULL;
364 player *pl = NULL; 384 player *pl = NULL;
365 objectlink *ol; 385 objectlink *ol;
366 unsigned lastdist; 386 unsigned lastdist;
367 rv_vector rv; 387 rv_vector rv;
368 388
369 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 {
370 /* 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
371 * does periodically happen. Given that, lets deal with it. 392 * does periodically happen. Given that, lets deal with it.
372 * While unlikely, it is possible the next object on the friendly 393 * While unlikely, it is possible the next object on the friendly
373 * list is also free, so encapsulate this in a while loop. 394 * list is also free, so encapsulate this in a while loop.
374 */ 395 */
375 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 {
376 object *tmp=ol->ob; 398 object *tmp = ol->ob;
377 399
378 /* 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
379 * itself will have been cleared. 401 * itself will have been cleared.
380 */ 402 */
381 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");
382 ol = ol->next; 404 ol = ol->next;
383 remove_friendly_object(tmp); 405 remove_friendly_object (tmp);
406 if (!ol)
384 if (!ol) return op; 407 return op;
385 } 408 }
386 409
387 /* 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
388 * 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
389 * complicated method of state checking would be needed in any case - 412 * complicated method of state checking would be needed in any case -
390 * 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
391 * skip them over while waiting for confirmation. Remove 414 * skip them over while waiting for confirmation. Remove
392 * on_same_map check, as can_detect_enemy also does this 415 * on_same_map check, as can_detect_enemy also does this
393 */ 416 */
394 if (!can_detect_enemy(mon,ol->ob,&rv)) 417 if (!can_detect_enemy (mon, ol->ob, &rv))
395 continue; 418 continue;
396 419
397 if(lastdist>rv.distance) { 420 if (lastdist > rv.distance)
421 {
398 op=ol->ob; 422 op = ol->ob;
399 lastdist=rv.distance; 423 lastdist = rv.distance;
400 } 424 }
401 } 425 }
402 for (pl=first_player; pl != NULL; pl=pl->next) { 426 for (pl = first_player; pl != NULL; pl = pl->next)
427 {
403 if (can_detect_enemy(mon, pl->ob,&rv)) { 428 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
404 430
405 if(lastdist>rv.distance) { 431 if (lastdist > rv.distance)
432 {
406 op=pl->ob; 433 op = pl->ob;
407 lastdist=rv.distance; 434 lastdist = rv.distance;
408 } 435 }
409 } 436 }
410 } 437 }
411#if 0 438#if 0
412 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)");
413#endif 440#endif
414 return op; 441 return op;
415} 442}
416 443
417/* 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
418 * 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
419 * detour a monster will take from the direction path when looking 446 * detour a monster will take from the direction path when looking
456 * monster can in fact move one space in that direction. 483 * monster can in fact move one space in that direction.
457 * 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,
458 * 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
459 * is blocking itself. 486 * is blocking itself.
460 */ 487 */
488int
461int path_to_player(object *mon, object *pl, unsigned mindiff) { 489path_to_player (object *mon, object *pl, unsigned mindiff)
490{
462 rv_vector rv; 491 rv_vector rv;
463 sint16 x,y; 492 sint16 x, y;
464 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;
465 mapstruct *m ,*lastmap; 494 mapstruct *m, *lastmap;
466 495
467 get_rangevector(mon, pl, &rv, 0); 496 get_rangevector (mon, pl, &rv, 0);
468 497
469 if (rv.distance<mindiff) return 0; 498 if (rv.distance < mindiff)
499 return 0;
470 500
471 x=mon->x; 501 x = mon->x;
472 y=mon->y; 502 y = mon->y;
473 m=mon->map; 503 m = mon->map;
474 dir = rv.direction; 504 dir = rv.direction;
475 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 */
476 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);
477 /* 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. */
478 if (diff>max) return 0; 508 if (diff > max)
509 return 0;
479 while (diff >1 && max>0) { 510 while (diff > 1 && max > 0)
511 {
480 lastx = x; 512 lastx = x;
481 lasty = y; 513 lasty = y;
482 lastmap = m; 514 lastmap = m;
483 x = lastx + freearr_x[dir]; 515 x = lastx + freearr_x[dir];
484 y = lasty + freearr_y[dir]; 516 y = lasty + freearr_y[dir];
485 517
486 mflags = get_map_flags(m, &m, x, y, &x, &y); 518 mflags = get_map_flags (m, &m, x, y, &x, &y);
487 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);
488 520
489 /* Space is blocked - try changing direction a little */ 521 /* Space is blocked - try changing direction a little */
490 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))
491 && (m == mon->map && blocked_link(mon, m, x, y)))) { 523 && (m == mon->map && blocked_link (mon, m, x, y))))
524 {
492 /* recalculate direction from last good location. Possible 525 /* recalculate direction from last good location. Possible
493 * we were not traversing ideal location before. 526 * we were not traversing ideal location before.
494 */ 527 */
495 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 528 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
496 if (rv.direction != dir) { 529 if (rv.direction != dir)
530 {
497 /* OK - says direction should be different - lets reset the 531 /* OK - says direction should be different - lets reset the
498 * the values so it will try again. 532 * the values so it will try again.
499 */ 533 */
500 x = lastx; 534 x = lastx;
501 y = lasty; 535 y = lasty;
502 m = lastmap; 536 m = lastmap;
503 dir = firstdir = rv.direction; 537 dir = firstdir = rv.direction;
538 }
504 } else { 539 else
540 {
505 /* direct path is blocked - try taking a side step to 541 /* direct path is blocked - try taking a side step to
506 * either the left or right. 542 * either the left or right.
507 * Note increase the values in the loop below to be 543 * Note increase the values in the loop below to be
508 * more than -1/1 respectively will mean the monster takes 544 * more than -1/1 respectively will mean the monster takes
509 * bigger detour. Have to be careful about these values getting 545 * bigger detour. Have to be careful about these values getting
510 * 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
511 * stepping back and forth 547 * stepping back and forth
512 */ 548 */
513 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 549 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
550 {
551 if (i == 0)
514 if (i==0) continue; /* already did this, so skip it */ 552 continue; /* already did this, so skip it */
515 /* Use lastdir here - otherwise, 553 /* Use lastdir here - otherwise,
516 * since the direction that the creature should move in 554 * since the direction that the creature should move in
517 * may change, you could get infinite loops. 555 * may change, you could get infinite loops.
518 * ie, player is northwest, but monster can only 556 * ie, player is northwest, but monster can only
519 * move west, so it does that. It goes some distance, 557 * move west, so it does that. It goes some distance,
520 * gets blocked, finds that it should move north, 558 * gets blocked, finds that it should move north,
521 * 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
522 * gets back to its original point. lastdir contains 560 * gets back to its original point. lastdir contains
523 * the last direction the creature has successfully 561 * the last direction the creature has successfully
524 * moved. 562 * moved.
525 */ 563 */
526 564
527 x = lastx + freearr_x[absdir(lastdir+i)]; 565 x = lastx + freearr_x[absdir (lastdir + i)];
528 y = lasty + freearr_y[absdir(lastdir+i)]; 566 y = lasty + freearr_y[absdir (lastdir + i)];
529 m = lastmap; 567 m = lastmap;
530 mflags = get_map_flags(m, &m, x, y, &x, &y); 568 mflags = get_map_flags (m, &m, x, y, &x, &y);
531 if (mflags & P_OUT_OF_MAP) continue; 569 if (mflags & P_OUT_OF_MAP)
570 continue;
532 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 571 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
533 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 572 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
573 continue;
534 if (mflags & P_BLOCKSVIEW) continue; 574 if (mflags & P_BLOCKSVIEW)
575 continue;
535 576
536 if (m == mon->map && blocked_link(mon, m, x, y)) break; 577 if (m == mon->map && blocked_link (mon, m, x, y))
578 break;
537 } 579 }
538 /* go through entire loop without finding a valid 580 /* go through entire loop without finding a valid
539 * sidestep to take - thus, no valid path. 581 * sidestep to take - thus, no valid path.
540 */ 582 */
541 if (i==(DETOUR_AMOUNT+1)) 583 if (i == (DETOUR_AMOUNT + 1))
542 return 0; 584 return 0;
543 diff--; 585 diff--;
544 lastdir=dir; 586 lastdir = dir;
545 max--; 587 max--;
546 if (!firstdir) firstdir = dir+i; 588 if (!firstdir)
589 firstdir = dir + i;
547 } /* else check alternate directions */ 590 } /* else check alternate directions */
548 } /* if blocked */ 591 } /* if blocked */
549 else { 592 else
593 {
550 /* we moved towards creature, so diff is less */ 594 /* we moved towards creature, so diff is less */
551 diff--; 595 diff--;
552 max--; 596 max--;
553 lastdir=dir; 597 lastdir = dir;
598 if (!firstdir)
554 if (!firstdir) firstdir = dir; 599 firstdir = dir;
600 }
601 if (diff <= 1)
555 } 602 {
556 if (diff<=1) {
557 /* Recalculate diff (distance) because we may not have actually 603 /* Recalculate diff (distance) because we may not have actually
558 * headed toward player for entire distance. 604 * headed toward player for entire distance.
559 */ 605 */
560 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 606 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
561 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);
562 } 608 }
563 if (diff>max) return 0; 609 if (diff > max)
610 return 0;
564 } 611 }
565 /* 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 */
566 if (!max) return 0; 613 if (!max)
614 return 0;
567 615
568 return firstdir; 616 return firstdir;
569} 617}
570 618
619void
571void give_initial_items(object *pl,treasurelist *items) { 620give_initial_items (object *pl, treasurelist * items)
621{
572 object *op,*next=NULL; 622 object *op, *next = NULL;
573 623
574 if(pl->randomitems!=NULL) 624 if (pl->randomitems != NULL)
575 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 625 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
576 626
577 for (op=pl->inv; op; op=next) { 627 for (op = pl->inv; op; op = next)
628 {
578 next = op->below; 629 next = op->below;
579 630
580 /* Forces get applied per default, unless they have the 631 /* Forces get applied per default, unless they have the
581 * 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
582 */ 633 */
583 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 634 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
584 SET_FLAG(op,FLAG_APPLIED); 635 SET_FLAG (op, FLAG_APPLIED);
585 636
586 /* we never give weapons/armour if these cannot be used 637 /* we never give weapons/armour if these cannot be used
587 * by this player due to race restrictions 638 * by this player due to race restrictions
588 */ 639 */
589 if (pl->type == PLAYER) { 640 if (pl->type == PLAYER)
641 {
590 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 642 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
591 (op->type == ARMOUR || op->type == BOOTS || 643 (op->type == ARMOUR || op->type == BOOTS ||
592 op->type == CLOAK || op->type == HELMET || 644 op->type == CLOAK || op->type == HELMET ||
593 op->type == SHIELD || op->type == GLOVES || 645 op->type == SHIELD || op->type == GLOVES ||
594 op->type == BRACERS || op->type == GIRDLE)) || 646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
595 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 647 {
596 remove_ob (op); 648 remove_ob (op);
597 free_object (op); 649 free_object (op);
598 continue;
599 }
600 }
601
602 /* This really needs to be better - we should really give
603 * a substitute spellbook. The problem is that we don't really
604 * have a good idea what to replace it with (need something like
605 * a first level treasurelist for each skill.)
606 * remove duplicate skills also
607 */
608 if(op->type==SPELLBOOK || op->type == SKILL) {
609 object *tmp;
610
611 for (tmp=op->below; tmp; tmp=tmp->below)
612 if (tmp->type == op->type && tmp->name == op->name) break;
613
614 if (tmp) {
615 remove_ob(op);
616 free_object(op);
617 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
618 &tmp->name);
619 continue; 650 continue;
620 } 651 }
621 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)
622 } 661 {
662 object *tmp;
623 663
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
624 if (op->type == SPELLBOOK && op->inv) { 679 if (op->type == SPELLBOOK && op->inv)
680 {
625 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 681 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
626 } 682 }
627 683
628 /* Give starting characters identified, uncursed, and undamned 684 /* Give starting characters identified, uncursed, and undamned
629 * 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
630 * merged properly. 686 * merged properly.
631 */ 687 */
632 if (need_identify(op)) { 688 if (need_identify (op))
689 {
633 SET_FLAG(op, FLAG_IDENTIFIED); 690 SET_FLAG (op, FLAG_IDENTIFIED);
634 CLEAR_FLAG(op, FLAG_CURSED); 691 CLEAR_FLAG (op, FLAG_CURSED);
635 CLEAR_FLAG(op, FLAG_DAMNED); 692 CLEAR_FLAG (op, FLAG_DAMNED);
693 }
694 if (op->type == SPELL)
636 } 695 {
637 if(op->type==SPELL) {
638 remove_ob(op); 696 remove_ob (op);
639 free_object(op); 697 free_object (op);
640 continue; 698 continue;
699 }
700 else if (op->type == SKILL)
641 } 701 {
642 else if(op->type==SKILL) {
643 SET_FLAG(op, FLAG_CAN_USE_SKILL); 702 SET_FLAG (op, FLAG_CAN_USE_SKILL);
644 op->stats.exp = 0; 703 op->stats.exp = 0;
645 op->level = 1; 704 op->level = 1;
646 } 705 }
647 /* lock all 'normal items by default */ 706 /* lock all 'normal items by default */
707 else
648 else SET_FLAG(op, FLAG_INV_LOCKED); 708 SET_FLAG (op, FLAG_INV_LOCKED);
649 } /* for loop of objects in player inv */ 709 } /* for loop of objects in player inv */
650 710
651 /* Need to set up the skill pointers */ 711 /* Need to set up the skill pointers */
652 link_player_skills(pl); 712 link_player_skills (pl);
653} 713}
654 714
715void
655void get_name(object *op) { 716get_name (object *op)
717{
656 op->contr->write_buf[0]='\0'; 718 op->contr->write_buf[0] = '\0';
657 op->contr->state=ST_GET_NAME; 719 op->contr->state = ST_GET_NAME;
658 send_query(&op->contr->socket,0,"What is your name?\n:"); 720 send_query (&op->contr->socket, 0, "What is your name?\n:");
659} 721}
660 722
723void
661void get_password(object *op) { 724get_password (object *op)
725{
662 op->contr->write_buf[0]='\0'; 726 op->contr->write_buf[0] = '\0';
663 op->contr->state=ST_GET_PASSWORD; 727 op->contr->state = ST_GET_PASSWORD;
664 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:");
665} 729}
666 730
731void
667void play_again(object *op) 732play_again (object *op)
668{ 733{
669 op->contr->state=ST_PLAY_AGAIN; 734 op->contr->state = ST_PLAY_AGAIN;
670 op->chosen_skill = NULL; 735 op->chosen_skill = NULL;
671 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)?");
672 /* 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
673 * player creation process that a user can quit (eg, roll 738 * player creation process that a user can quit (eg, roll
674 * stats) that isn't removing the player. Taking a quick 739 * stats) that isn't removing the player. Taking a quick
675 * look, there are many places that call play_again without 740 * look, there are many places that call play_again without
676 * removing the player - it probably makes more sense 741 * removing the player - it probably makes more sense
677 * 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
678 * cases. 743 * cases.
679 */ 744 */
680 if (!QUERY_FLAG(op, FLAG_REMOVED)) 745 if (!QUERY_FLAG (op, FLAG_REMOVED))
681 remove_ob(op); 746 remove_ob (op);
682 /* 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,
683 * 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
684 * the map is null or not swapped out. 749 * the map is null or not swapped out.
685 */ 750 */
686 op->map = NULL; 751 op->map = NULL;
687} 752}
688 753
689 754int
690int receive_play_again(object *op, char key) 755receive_play_again (object *op, char key)
691{ 756{
692 if(key=='q'||key=='Q') { 757 if (key == 'q' || key == 'Q')
758 {
693 remove_friendly_object(op); 759 remove_friendly_object (op);
694 leave(op->contr,0); /* ericserver will draw the message */ 760 leave (op->contr, 0); /* ericserver will draw the message */
695 return 2; 761 return 2;
696 } 762 }
697 else if(key=='a'||key=='A') { 763 else if (key == 'a' || key == 'A')
764 {
698 player *pl = op->contr; 765 player *pl = op->contr;
699 shstr name = op->name; 766 shstr name = op->name;
700 767
701 remove_friendly_object(op); 768 op->contr = 0;
702 free_object(op); 769 op->type = 0;
770 op->free (1);
703 pl = get_player(pl); 771 pl = get_player (pl);
704 op = pl->ob; 772 op = pl->ob;
705 add_friendly_object(op); 773 add_friendly_object (op);
706 op->contr->password[0]='~'; 774 op->contr->password[0] = '~';
707 op->name = op->name_pl = 0; 775 op->name = op->name_pl = 0;
708 /* Lets put a space in here */ 776 /* Lets put a space in here */
709 new_draw_info(NDI_UNIQUE, 0, op, "\n"); 777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
710 get_name(op); 778 get_name (op);
711 op->name = op->name_pl = name; 779 op->name = op->name_pl = name;
712 set_first_map(op); 780 set_first_map (op);
713 } else { 781 }
782 else
714 /* user pressed something else so just ask again... */ 783 /* user pressed something else so just ask again... */
715 play_again(op); 784 play_again (op);
716 } 785
717 return 0; 786 return 0;
718} 787}
719 788
789void
720void confirm_password(object *op) { 790confirm_password (object *op)
791{
721 792
722 op->contr->write_buf[0]='\0'; 793 op->contr->write_buf[0] = '\0';
723 op->contr->state=ST_CONFIRM_PASSWORD; 794 op->contr->state = ST_CONFIRM_PASSWORD;
724 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:");
725} 796}
726 797
798void
727void get_party_password(object *op, partylist *party) { 799get_party_password (object *op, partylist *party)
800{
728 if (party == NULL) { 801 if (party == NULL)
802 {
729 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);
730 return; 804 return;
731 } 805 }
732 op->contr->write_buf[0]='\0'; 806 op->contr->write_buf[0] = '\0';
733 op->contr->state=ST_GET_PARTY_PASSWORD; 807 op->contr->state = ST_GET_PARTY_PASSWORD;
734 op->contr->party_to_join = party; 808 op->contr->party_to_join = party;
735 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:");
736} 810}
737 811
738 812
739/* 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
740int roll_stat(void) { 815roll_stat (void)
816{
741 int a[4],i,j,k; 817 int a[4], i, j, k;
742 818
743 for(i=0;i<4;i++) 819 for (i = 0; i < 4; i++)
744 a[i]=(int)RANDOM()%6+1; 820 a[i] = (int) RANDOM () % 6 + 1;
745 821
746 for(i=0,j=0,k=7;i<4;i++) 822 for (i = 0, j = 0, k = 7; i < 4; i++)
747 if(a[i]<k) 823 if (a[i] < k)
748 k=a[i],j=i; 824 k = a[i], j = i;
749 825
750 for(i=0,k=0;i<4;i++) { 826 for (i = 0, k = 0; i < 4; i++)
827 {
751 if(i!=j) 828 if (i != j)
752 k+=a[i]; 829 k += a[i];
753 } 830 }
754 return k; 831 return k;
755} 832}
756 833
834void
757void roll_stats(object *op) { 835roll_stats (object *op)
836{
758 int sum=0; 837 int sum = 0;
759 int i = 0, j = 0; 838 int i = 0, j = 0;
760 int statsort[7]; 839 int statsort[7];
761 840
841 do
762 do { 842 {
763 op->stats.Str=roll_stat(); 843 op->stats.Str = roll_stat ();
764 op->stats.Dex=roll_stat(); 844 op->stats.Dex = roll_stat ();
765 op->stats.Int=roll_stat(); 845 op->stats.Int = roll_stat ();
766 op->stats.Con=roll_stat(); 846 op->stats.Con = roll_stat ();
767 op->stats.Wis=roll_stat(); 847 op->stats.Wis = roll_stat ();
768 op->stats.Pow=roll_stat(); 848 op->stats.Pow = roll_stat ();
769 op->stats.Cha=roll_stat(); 849 op->stats.Cha = roll_stat ();
770 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;
771 op->stats.Con+op->stats.Wis+op->stats.Pow+ 851 }
772 op->stats.Cha;
773 } while(sum<82||sum>116); 852 while (sum < 82 || sum > 116);
774 853
775 /* Sort the stats so that rerolling is easier... */ 854 /* Sort the stats so that rerolling is easier... */
776 statsort[0] = op->stats.Str; 855 statsort[0] = op->stats.Str;
777 statsort[1] = op->stats.Dex; 856 statsort[1] = op->stats.Dex;
778 statsort[2] = op->stats.Int; 857 statsort[2] = op->stats.Int;
779 statsort[3] = op->stats.Con; 858 statsort[3] = op->stats.Con;
780 statsort[4] = op->stats.Wis; 859 statsort[4] = op->stats.Wis;
781 statsort[5] = op->stats.Pow; 860 statsort[5] = op->stats.Pow;
782 statsort[6] = op->stats.Cha; 861 statsort[6] = op->stats.Cha;
783 862
784 /* a quick and dirty bubblesort? */ 863 /* a quick and dirty bubblesort? */
864 do
785 do { 865 {
786 if (statsort[i] < statsort[i + 1]) { 866 if (statsort[i] < statsort[i + 1])
867 {
787 j = statsort[i]; 868 j = statsort[i];
788 statsort[i] = statsort[i + 1]; 869 statsort[i] = statsort[i + 1];
789 statsort[i + 1] = j; 870 statsort[i + 1] = j;
790 i = 0; 871 i = 0;
872 }
791 } else { 873 else
874 {
792 i++; 875 i++;
793 } 876 }
877 }
794 } while (i < 6); 878 while (i < 6);
795 879
796 op->stats.Str = statsort[0]; 880 op->stats.Str = statsort[0];
797 op->stats.Dex = statsort[1]; 881 op->stats.Dex = statsort[1];
798 op->stats.Con = statsort[2]; 882 op->stats.Con = statsort[2];
799 op->stats.Int = statsort[3]; 883 op->stats.Int = statsort[3];
800 op->stats.Wis = statsort[4]; 884 op->stats.Wis = statsort[4];
801 op->stats.Pow = statsort[5]; 885 op->stats.Pow = statsort[5];
802 op->stats.Cha = statsort[6]; 886 op->stats.Cha = statsort[6];
803 887
804 888
805 op->contr->orig_stats.Str=op->stats.Str; 889 op->contr->orig_stats.Str = op->stats.Str;
806 op->contr->orig_stats.Dex=op->stats.Dex; 890 op->contr->orig_stats.Dex = op->stats.Dex;
807 op->contr->orig_stats.Int=op->stats.Int; 891 op->contr->orig_stats.Int = op->stats.Int;
808 op->contr->orig_stats.Con=op->stats.Con; 892 op->contr->orig_stats.Con = op->stats.Con;
809 op->contr->orig_stats.Wis=op->stats.Wis; 893 op->contr->orig_stats.Wis = op->stats.Wis;
810 op->contr->orig_stats.Pow=op->stats.Pow; 894 op->contr->orig_stats.Pow = op->stats.Pow;
811 op->contr->orig_stats.Cha=op->stats.Cha; 895 op->contr->orig_stats.Cha = op->stats.Cha;
812 896
813 op->level=1; 897 op->level = 1;
814 op->stats.exp=0; 898 op->stats.exp = 0;
815 op->stats.ac=0; 899 op->stats.ac = 0;
816 900
817 op->contr->levhp[1] = 9; 901 op->contr->levhp[1] = 9;
818 op->contr->levsp[1] = 6; 902 op->contr->levsp[1] = 6;
819 op->contr->levgrace[1] = 3; 903 op->contr->levgrace[1] = 3;
820 904
821 fix_player(op); 905 fix_player (op);
822 op->stats.hp = op->stats.maxhp; 906 op->stats.hp = op->stats.maxhp;
823 op->stats.sp = op->stats.maxsp; 907 op->stats.sp = op->stats.maxsp;
824 op->stats.grace = op->stats.maxgrace; 908 op->stats.grace = op->stats.maxgrace;
825 op->contr->orig_stats=op->stats; 909 op->contr->orig_stats = op->stats;
826} 910}
827 911
912void
828void Roll_Again(object *op) 913Roll_Again (object *op)
829{ 914{
830 esrv_new_player(op->contr, 0); 915 esrv_new_player (op->contr, 0);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
831 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)? ");
832} 918}
833 919
920void
834void Swap_Stat(object *op,int Swap_Second) 921Swap_Stat (object *op, int Swap_Second)
835{ 922{
836 signed char tmp; 923 signed char tmp;
837 char buf[MAX_BUF]; 924 char buf[MAX_BUF];
838 925
839 if ( op->contr->Swap_First == -1 ) { 926 if (op->contr->Swap_First == -1)
927 {
840 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?!?!!!");
841 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,");
842 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");
843 return; 931 return;
844 } 932 }
845 933
846 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);
847 935
848 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));
849 get_attr_value(&op->contr->orig_stats, Swap_Second));
850 937
851 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
852 939
853 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
854 new_draw_info(NDI_UNIQUE, 0,op, buf); 941 new_draw_info (NDI_UNIQUE, 0, op, buf);
855 op->stats.Str = op->contr->orig_stats.Str; 942 op->stats.Str = op->contr->orig_stats.Str;
856 op->stats.Dex = op->contr->orig_stats.Dex; 943 op->stats.Dex = op->contr->orig_stats.Dex;
857 op->stats.Con = op->contr->orig_stats.Con; 944 op->stats.Con = op->contr->orig_stats.Con;
858 op->stats.Int = op->contr->orig_stats.Int; 945 op->stats.Int = op->contr->orig_stats.Int;
859 op->stats.Wis = op->contr->orig_stats.Wis; 946 op->stats.Wis = op->contr->orig_stats.Wis;
860 op->stats.Pow = op->contr->orig_stats.Pow; 947 op->stats.Pow = op->contr->orig_stats.Pow;
861 op->stats.Cha = op->contr->orig_stats.Cha; 948 op->stats.Cha = op->contr->orig_stats.Cha;
862 op->stats.ac=0; 949 op->stats.ac = 0;
863 950
864 op->level=1; 951 op->level = 1;
865 op->stats.exp=0; 952 op->stats.exp = 0;
866 op->stats.ac=0; 953 op->stats.ac = 0;
867 954
868 op->contr->levhp[1] = 9; 955 op->contr->levhp[1] = 9;
869 op->contr->levsp[1] = 6; 956 op->contr->levsp[1] = 6;
870 op->contr->levgrace[1] = 3; 957 op->contr->levgrace[1] = 3;
871 958
872 fix_player(op); 959 fix_player (op);
873 op->stats.hp = op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
874 op->stats.sp = op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
875 op->stats.grace = op->stats.maxgrace; 962 op->stats.grace = op->stats.maxgrace;
876 op->contr->orig_stats=op->stats; 963 op->contr->orig_stats = op->stats;
877 op->contr->Swap_First=-1; 964 op->contr->Swap_First = -1;
878} 965}
879 966
880 967
881/* This code has been greatly reduced, because with set_attr_value 968/* This code has been greatly reduced, because with set_attr_value
882 * and get_attr_value, the stats can be accessed just numeric 969 * and get_attr_value, the stats can be accessed just numeric
883 * ids. stat_trans is a table that translate the number entered 970 * ids. stat_trans is a table that translate the number entered
884 * 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
885 * 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
886 * the number's access that stat. The table does that translation. 973 * the number's access that stat. The table does that translation.
887 */ 974 */
975int
888int key_roll_stat(object *op, char key) 976key_roll_stat (object *op, char key)
889{ 977{
890 int keynum = key -'0'; 978 int keynum = key - '0';
891 char buf[MAX_BUF]; 979 char buf[MAX_BUF];
892 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 };
893 981
894 if (keynum>0 && keynum<=7) { 982 if (keynum > 0 && keynum <= 7)
983 {
895 if (op->contr->Swap_First==-1) { 984 if (op->contr->Swap_First == -1)
985 {
896 op->contr->Swap_First=stat_trans[keynum]; 986 op->contr->Swap_First = stat_trans[keynum];
897 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
898 new_draw_info(NDI_UNIQUE, 0,op,buf); 988 new_draw_info (NDI_UNIQUE, 0, op, buf);
899 } 989 }
900 else 990 else
901 Swap_Stat(op,stat_trans[keynum]); 991 Swap_Stat (op, stat_trans[keynum]);
902 992
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);
903 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
904 return 1; 1028 return 1;
905 }
906 switch (key) {
907 case 'n':
908 case 'N': {
909 SET_FLAG(op, FLAG_WIZ);
910 if(op->map==NULL) {
911 LOG(llevError,"Map == NULL in state 2\n");
912 break;
913 }
914 1029
915#if 0
916 /* So that enter_exit will put us at startx/starty */
917 op->x= -1;
918
919 enter_exit(op,NULL);
920#endif
921 SET_ANIMATION(op, 2); /* So player faces south */
922 /* Enter exit adds a player otherwise */
923 add_statbonus(op);
924 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");
925 op->contr->state = ST_CHANGE_CLASS;
926 if (op->msg)
927 new_draw_info(NDI_BLUE, 0, op, op->msg);
928 return 0;
929 }
930 case 'y': 1030 case 'q':
931 case 'Y': 1031 case 'Q':
932 roll_stats(op); 1032 play_again (op);
933 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
934 return 1; 1033 return 1;
935 1034
936 case 'q':
937 case 'Q':
938 play_again(op);
939 return 1;
940
941 default: 1035 default:
942 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?");
943 return 0; 1037 return 0;
944 } 1038 }
945 return 0; 1039 return 0;
946} 1040}
947 1041
948/* This function takes the key that is passed, and does the 1042/* This function takes the key that is passed, and does the
949 * appropriate action with it (change race, or other things). 1043 * appropriate action with it (change race, or other things).
950 * The function name is for historical reasons - now we have 1044 * The function name is for historical reasons - now we have
951 * separate race and class; this actually changes the RACE, 1045 * separate race and class; this actually changes the RACE,
952 * not the class. 1046 * not the class.
953 */ 1047 */
954 1048
1049int
955int key_change_class(object *op, char key) 1050key_change_class (object *op, char key)
956{ 1051{
957 int tmp_loop; 1052 int tmp_loop;
958 1053
959 if(key=='q'||key=='Q') { 1054 if (key == 'q' || key == 'Q')
1055 {
960 remove_ob(op); 1056 remove_ob (op);
961 play_again(op); 1057 play_again (op);
962 return 0; 1058 return 0;
963 } 1059 }
964 if(key=='d'||key=='D') { 1060 if (key == 'd' || key == 'D')
1061 {
965 char buf[MAX_BUF]; 1062 char buf[MAX_BUF];
966 1063
967 /* this must before then initial items are given */ 1064 /* this must before then initial items are given */
968 esrv_new_player(op->contr, op->weight+op->carrying); 1065 esrv_new_player (op->contr, op->weight + op->carrying);
969 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); 1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
970 1067
971 INVOKE_PLAYER (BIRTH, op->contr); 1068 INVOKE_PLAYER (BIRTH, op->contr);
972 INVOKE_PLAYER (LOGIN, op->contr); 1069 INVOKE_PLAYER (LOGIN, op->contr);
973 1070
974 op->contr->state=ST_PLAYING; 1071 op->contr->state = ST_PLAYING;
975 1072
976 if (op->msg) 1073 if (op->msg)
977 op->msg=NULL; 1074 op->msg = NULL;
978 1075
979 /* 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
980 * to save here. 1077 * to save here.
981 */ 1078 */
982 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name); 1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
983 make_path_to_file(buf); 1080 make_path_to_file (buf);
984 1081
985#ifdef AUTOSAVE 1082#ifdef AUTOSAVE
986 op->contr->last_save_tick = pticks; 1083 op->contr->last_save_tick = pticks;
987#endif 1084#endif
988 start_info(op); 1085 start_info (op);
989 CLEAR_FLAG(op, FLAG_WIZ); 1086 CLEAR_FLAG (op, FLAG_WIZ);
990 give_initial_items(op,op->randomitems); 1087 give_initial_items (op, op->randomitems);
991 link_player_skills(op); 1088 link_player_skills (op);
992 esrv_send_inventory(op, op); 1089 esrv_send_inventory (op, op);
993 fix_player(op); 1090 fix_player (op);
994 1091
995 /* This moves the player to a different start map, if there 1092 /* This moves the player to a different start map, if there
996 * is one for this race 1093 * is one for this race
997 */ 1094 */
998 if(*first_map_ext_path) { 1095 if (*first_map_ext_path)
1096 {
999 object *tmp; 1097 object *tmp;
1000 mapstruct *oldmap = op->map;
1001 char mapname[MAX_BUF]; 1098 char mapname[MAX_BUF];
1002 snprintf(mapname, MAX_BUF-1, "%s/%s", 1099
1003 first_map_ext_path, &op->arch->name); 1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1004 tmp=get_object(); 1101 tmp = get_object ();
1005 EXIT_PATH(tmp) = mapname; 1102 EXIT_PATH (tmp) = mapname;
1006 EXIT_X(tmp) = op->x; 1103 EXIT_X (tmp) = op->x;
1007 EXIT_Y(tmp) = op->y; 1104 EXIT_Y (tmp) = op->y;
1008 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;
1009 * if the map isn't there, then stay on the 1106 * if the map isn't there, then stay on the
1010 * default initial map */ 1107 * default initial map */
1011 free_object(tmp); 1108 free_object (tmp);
1109 }
1012 } else { 1110 else
1111 {
1013 LOG(llevDebug,"first_map_ext_path not set\n"); 1112 LOG (llevDebug, "first_map_ext_path not set\n");
1014 } 1113 }
1015 return 0; 1114 return 0;
1016 } 1115 }
1017 1116
1018 /* Following actually changes the race - this is the default command 1117 /* Following actually changes the race - this is the default command
1019 * if we don't match with one of the options above. 1118 * if we don't match with one of the options above.
1020 */ 1119 */
1021 1120
1022 tmp_loop = 0; 1121 tmp_loop = 0;
1023 while(!tmp_loop) { 1122 while (!tmp_loop)
1123 {
1024 shstr name = op->name; 1124 shstr name = op->name;
1025 int x = op->x, y = op->y; 1125 int x = op->x, y = op->y;
1126
1026 remove_statbonus(op); 1127 remove_statbonus (op);
1027 remove_ob (op); 1128 remove_ob (op);
1028 op->arch = get_player_archetype(op->arch); 1129 op->arch = get_player_archetype (op->arch);
1029 copy_object (&op->arch->clone, op); 1130 copy_object (&op->arch->clone, op);
1030 op->instantiate (); 1131 op->instantiate ();
1031 op->stats = op->contr->orig_stats; 1132 op->stats = op->contr->orig_stats;
1032 op->name = op->name_pl = name; 1133 op->name = op->name_pl = name;
1033 op->x = x; 1134 op->x = x;
1034 op->y = y; 1135 op->y = y;
1035 SET_ANIMATION(op, 2); /* So player faces south */ 1136 SET_ANIMATION (op, 2); /* So player faces south */
1036 insert_ob_in_map (op, op->map, op,0); 1137 insert_ob_in_map (op, op->map, op, 0);
1037 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1138 assign (op->contr->title, op->arch->clone.name);
1038 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1039 add_statbonus(op); 1139 add_statbonus (op);
1040 tmp_loop=allowed_class(op); 1140 tmp_loop = allowed_class (op);
1041 } 1141 }
1142
1042 update_object(op,UP_OBJ_FACE); 1143 update_object (op, UP_OBJ_FACE);
1043 esrv_update_item(UPD_FACE,op,op); 1144 esrv_update_item (UPD_FACE, op, op);
1044 fix_player(op); 1145 fix_player (op);
1045 op->stats.hp=op->stats.maxhp; 1146 op->stats.hp = op->stats.maxhp;
1046 op->stats.sp=op->stats.maxsp; 1147 op->stats.sp = op->stats.maxsp;
1047 op->stats.grace=0; 1148 op->stats.grace = 0;
1149
1048 if (op->msg) 1150 if (op->msg)
1049 new_draw_info(NDI_BLUE, 0, op, op->msg); 1151 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152
1050 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");
1051 return 0; 1154 return 0;
1052} 1155}
1053 1156
1157int
1054int key_confirm_quit(object *op, char key) 1158key_confirm_quit (object *op, char key)
1055{ 1159{
1056 char buf[MAX_BUF]; 1160 char buf[MAX_BUF];
1057 1161
1058 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1059 op->contr->state=ST_PLAYING; 1164 op->contr->state = ST_PLAYING;
1060 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1061 return 1; 1166 return 1;
1062 } 1167 }
1063 1168
1064 INVOKE_PLAYER (LOGOUT, op->contr); 1169 INVOKE_PLAYER (LOGOUT, op->contr);
1065 INVOKE_PLAYER (QUIT , op->contr); 1170 INVOKE_PLAYER (QUIT, op->contr);
1066 1171
1067 terminate_all_pets(op); 1172 terminate_all_pets (op);
1068 leave_map(op); 1173 leave_map (op);
1069 op->direction=0; 1174 op->direction = 0;
1070 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);
1071 "%s quits the game.", &op->name);
1072 1176
1073 strcpy(op->contr->killer,"quit"); 1177 strcpy (op->contr->killer, "quit");
1074 check_score(op); 1178 check_score (op);
1075 op->contr->party=NULL; 1179 op->contr->party = NULL;
1076 if (settings.set_title == TRUE) 1180 if (settings.set_title == TRUE)
1077 op->contr->own_title[0]='\0'; 1181 op->contr->own_title[0] = '\0';
1078 1182
1079 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1080 mapstruct *mp, *next; 1185 mapstruct *mp, *next;
1081 1186
1082 /* 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
1083 * 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,
1084 * 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
1085 */ 1190 */
1086 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1087 for (mp=first_map; mp!=NULL; mp=next) { 1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1088 next = mp->next; 1194 next = mp->next;
1089 if (!strncmp(mp->path, buf, strlen(buf))) 1195 if (!strncmp (mp->path, buf, strlen (buf)))
1090 delete_map(mp); 1196 delete_map (mp);
1091 }
1092 1197 }
1198
1093 delete_character(op->name, 1); 1199 delete_character (op->name, 1);
1094 } 1200 }
1201
1095 play_again(op); 1202 play_again (op);
1096 return 1; 1203 return 1;
1097} 1204}
1098 1205
1206void
1099void flee_player(object *op) { 1207flee_player (object *op)
1208{
1100 int dir,diff; 1209 int dir, diff;
1101 rv_vector rv; 1210 rv_vector rv;
1102 1211
1103 if(op->stats.hp < 0) { 1212 if (op->stats.hp < 0)
1213 {
1104 LOG(llevDebug, "Fleeing player is dead.\n"); 1214 LOG (llevDebug, "Fleeing player is dead.\n");
1105 CLEAR_FLAG(op, FLAG_SCARED); 1215 CLEAR_FLAG (op, FLAG_SCARED);
1106 return; 1216 return;
1107 } 1217 }
1108 1218
1109 if(op->enemy==NULL) { 1219 if (op->enemy == NULL)
1220 {
1110 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1221 LOG (llevDebug, "Fleeing player had no enemy.\n");
1111 CLEAR_FLAG(op, FLAG_SCARED); 1222 CLEAR_FLAG (op, FLAG_SCARED);
1112 return; 1223 return;
1113 } 1224 }
1114 1225
1115 /* Seen some crashes here. Since we don't store an 1226 /* Seen some crashes here. Since we don't store an
1116 * op->enemy_count, it is possible that something destroys the 1227 * op->enemy_count, it is possible that something destroys the
1117 * actual enemy, and the object is recycled. 1228 * actual enemy, and the object is recycled.
1118 */ 1229 */
1119 if (op->enemy->map == NULL) { 1230 if (op->enemy->map == NULL)
1231 {
1120 CLEAR_FLAG(op, FLAG_SCARED); 1232 CLEAR_FLAG (op, FLAG_SCARED);
1121 op->enemy=NULL; 1233 op->enemy = NULL;
1122 return; 1234 return;
1123 } 1235 }
1124 1236
1125 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 {
1126 op->enemy=NULL; 1239 op->enemy = NULL;
1127 CLEAR_FLAG(op, FLAG_SCARED); 1240 CLEAR_FLAG (op, FLAG_SCARED);
1128 return; 1241 return;
1129 } 1242 }
1130 get_rangevector(op, op->enemy, &rv, 0); 1243 get_rangevector (op, op->enemy, &rv, 0);
1131 1244
1132 dir=absdir(4+rv.direction); 1245 dir = absdir (4 + rv.direction);
1133 for(diff=0;diff<3;diff++) { 1246 for (diff = 0; diff < 3; diff++)
1247 {
1134 int m=1-(RANDOM()&2); 1248 int m = 1 - (RANDOM () & 2);
1135 if(move_ob(op,absdir(dir+diff*m),op)|| 1249
1136 (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)))
1137 return;
1138 } 1251 {
1252 return;
1253 }
1139 } 1254 }
1140 /* Cornered, get rid of scared */ 1255 /* Cornered, get rid of scared */
1141 CLEAR_FLAG(op, FLAG_SCARED); 1256 CLEAR_FLAG (op, FLAG_SCARED);
1142 op->enemy=NULL; 1257 op->enemy = NULL;
1143} 1258}
1144 1259
1145 1260
1146/* 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.
1147 * 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
1148 * stop. 1263 * stop.
1149 */ 1264 */
1265int
1150int check_pick(object *op) { 1266check_pick (object *op)
1267{
1151 object *tmp, *next; 1268 object *tmp, *next;
1152 tag_t next_tag=0, op_tag; 1269 tag_t next_tag = 0, op_tag;
1153 int stop = 0; 1270 int stop = 0;
1154 int j, k, wvratio; 1271 int j, k, wvratio;
1155 char putstring[128], tmpstr[16]; 1272 char putstring[128], tmpstr[16];
1156 1273
1157 1274
1165 if (next) 1282 if (next)
1166 next_tag = next->count; 1283 next_tag = next->count;
1167 1284
1168 /* 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
1169 * destroyed */ 1286 * destroyed */
1170 while (next && ! was_destroyed (next, next_tag)) 1287 while (next && !was_destroyed (next, next_tag))
1171 { 1288 {
1172 tmp = next; 1289 tmp = next;
1173 next = tmp->below; 1290 next = tmp->below;
1174 if (next) 1291 if (next)
1175 next_tag = next->count; 1292 next_tag = next->count;
1176 1293
1177 if (was_destroyed (op, op_tag)) 1294 if (was_destroyed (op, op_tag))
1178 return 0; 1295 return 0;
1179 1296
1180 if ( ! can_pick (op, tmp)) 1297 if (!can_pick (op, tmp))
1181 continue; 1298 continue;
1182 1299
1183 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1300 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1184 { 1301 {
1185 if (item_matched_string (op, tmp, op->contr->search_str)) 1302 if (item_matched_string (op, tmp, op->contr->search_str))
1186 pick_up (op, tmp); 1303 pick_up (op, tmp);
1187 continue; 1304 continue;
1188 } 1305 }
1189 1306
1190 /* high not bit set? We're using the old autopickup model */ 1307 /* high not bit set? We're using the old autopickup model */
1191 if(!(op->contr->mode & PU_NEWMODE)) { 1308 if (!(op->contr->mode & PU_NEWMODE))
1309 {
1192 switch (op->contr->mode) { 1310 switch (op->contr->mode)
1311 {
1312 case 0:
1193 case 0: return 1; /* don't pick up */ 1313 return 1; /* don't pick up */
1314 case 1:
1194 case 1: pick_up (op, tmp); 1315 pick_up (op, tmp);
1195 return 1; 1316 return 1;
1317 case 2:
1196 case 2: pick_up (op, tmp); 1318 pick_up (op, tmp);
1197 return 0; 1319 return 0;
1320 case 3:
1198 case 3: return 0; /* stop before pickup */ 1321 return 0; /* stop before pickup */
1322 case 4:
1199 case 4: pick_up (op, tmp); 1323 pick_up (op, tmp);
1200 break; 1324 break;
1325 case 5:
1201 case 5: pick_up (op, tmp); 1326 pick_up (op, tmp);
1202 stop = 1; 1327 stop = 1;
1203 break; 1328 break;
1204 case 6: 1329 case 6:
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1330 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1206 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1207 pick_up(op, tmp); 1331 pick_up (op, tmp);
1208 break; 1332 break;
1209 1333
1210 case 7: 1334 case 7:
1211 if (tmp->type == MONEY || tmp->type == GEM) 1335 if (tmp->type == MONEY || tmp->type == GEM)
1212 pick_up(op, tmp); 1336 pick_up (op, tmp);
1213 break; 1337 break;
1214 1338
1215 default: 1339 default:
1216 /* use value density */ 1340 /* use value density */
1217 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1341 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1218 && (query_cost (tmp, op, F_TRUE) * 100 1342 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1219 / (tmp->weight * MAX (tmp->nrof, 1)))
1220 >= op->contr->mode)
1221 pick_up(op,tmp); 1343 pick_up (op, tmp);
1222 }
1223 }
1224 else { /* old model */
1225 /* NEW pickup handling */
1226 if(op->contr->mode & PU_DEBUG)
1227 {
1228 /* some debugging code to figure out item information */
1229 if(tmp->name!=NULL)
1230 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1231 &tmp->name, tmp->type,
1232 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1233 else
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1235 &tmp->arch->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1237 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1238
1239 sprintf(putstring,"...flags: ");
1240 for(k=0;k<4;k++)
1241 {
1242 for(j=0;j<32;j++)
1243 {
1244 if((tmp->flags[k]>>j)&0x01)
1245 {
1246 sprintf(tmpstr,"%d ",k*32+j);
1247 strcat(putstring, tmpstr);
1248 } 1344 }
1249 } 1345 }
1250 } 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))));
1251 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);
1252 1373
1253#if 0 1374#if 0
1254 /* print the flags too */ 1375 /* print the flags too */
1255 for(k=0;k<4;k++) 1376 for (k = 0; k < 4; k++)
1256 { 1377 {
1257 fprintf(stderr,"%d [%d] ", k, k*32+31); 1378 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1258 for(j=0;j<32;j++) 1379 for (j = 0; j < 32; j++)
1259 { 1380 {
1260 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1381 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1261 if(!((j+1)%4))fprintf(stderr," "); 1382 if (!((j + 1) % 4))
1262 } 1383 fprintf (stderr, " ");
1384 }
1263 fprintf(stderr," [%d]\n", k*32); 1385 fprintf (stderr, " [%d]\n", k * 32);
1264 } 1386 }
1265#endif 1387#endif
1266 } 1388 }
1267 /* philosophy: 1389 /* philosophy:
1268 * 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
1269 * generic. This takes no game-time. For more detailed pickups 1391 * generic. This takes no game-time. For more detailed pickups
1270 * and selections, select-items shoul dbe used. This is a 1392 * and selections, select-items shoul dbe used. This is a
1271 * 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
1272 * example. 1394 * example.
1273 * 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
1274 * 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
1275 * convert to decimal and then 'pickup <#> 1397 * convert to decimal and then 'pickup <#>
1276 */ 1398 */
1277 1399
1278 /* the first two modes are exclusive: if NOTHING we return, if 1400 /* the first two modes are exclusive: if NOTHING we return, if
1279 * STOP then we stop. All the rest are applied sequentially, 1401 * STOP then we stop. All the rest are applied sequentially,
1280 * meaning if any test passes, the item gets picked up. */ 1402 * meaning if any test passes, the item gets picked up. */
1281 1403
1282 /* if mode is set to pick nothing up, return */ 1404 /* if mode is set to pick nothing up, return */
1283 1405
1284 if(op->contr->mode & PU_NOTHING) return 1; 1406 if (op->contr->mode & PU_NOTHING)
1407 return 1;
1285 1408
1286 /* if mode is set to stop when encountering objects, return */ 1409 /* if mode is set to stop when encountering objects, return */
1287 /* take STOP before INHIBIT since it doesn't actually pick 1410 /* take STOP before INHIBIT since it doesn't actually pick
1288 * anything up */ 1411 * anything up */
1289 1412
1290 if(op->contr->mode & PU_STOP) return 0; 1413 if (op->contr->mode & PU_STOP)
1414 return 0;
1291 1415
1292 /* useful for going into stores and not losing your settings... */ 1416 /* useful for going into stores and not losing your settings... */
1293 /* 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
1294 * fighting */ 1418 * fighting */
1295 if(op->contr->mode & PU_INHIBIT) return 1; 1419 if (op->contr->mode & PU_INHIBIT)
1420 return 1;
1296 1421
1297 /* prevent us from turning into auto-thieves :) */ 1422 /* prevent us from turning into auto-thieves :) */
1298 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1423 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1424 continue;
1299 1425
1300 /* ignore known cursed objects */ 1426 /* ignore known cursed objects */
1301 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;
1302 1429
1303 /* all food and drink if desired */ 1430 /* all food and drink if desired */
1304 /* question: don't pick up known-poisonous stuff? */ 1431 /* question: don't pick up known-poisonous stuff? */
1305 if(op->contr->mode & PU_FOOD) 1432 if (op->contr->mode & PU_FOOD)
1306 if (tmp->type == FOOD) 1433 if (tmp->type == FOOD)
1307 { 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 }
1308 if(op->contr->mode & PU_DRINK) 1440 if (op->contr->mode & PU_DRINK)
1309 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)))
1310 { 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 }
1311 1448
1312 if(op->contr->mode & PU_POTION) 1449 if (op->contr->mode & PU_POTION)
1313 if (tmp->type == POTION) 1450 if (tmp->type == POTION)
1314 { 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 }
1315 1457
1316 /* spellbooks, skillscrolls and normal books/scrolls */ 1458 /* spellbooks, skillscrolls and normal books/scrolls */
1317 if(op->contr->mode & PU_SPELLBOOK) 1459 if (op->contr->mode & PU_SPELLBOOK)
1318 if (tmp->type == SPELLBOOK) 1460 if (tmp->type == SPELLBOOK)
1319 { 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 }
1320 if(op->contr->mode & PU_SKILLSCROLL) 1467 if (op->contr->mode & PU_SKILLSCROLL)
1321 if (tmp->type == SKILLSCROLL) 1468 if (tmp->type == SKILLSCROLL)
1322 { 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 }
1323 if(op->contr->mode & PU_READABLES) 1475 if (op->contr->mode & PU_READABLES)
1324 if (tmp->type == BOOK || tmp->type == SCROLL) 1476 if (tmp->type == BOOK || tmp->type == SCROLL)
1325 { 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 }
1326 1483
1327 /* wands/staves/rods/horns */ 1484 /* wands/staves/rods/horns */
1328 if (op->contr->mode & PU_MAGIC_DEVICE) 1485 if (op->contr->mode & PU_MAGIC_DEVICE)
1329 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1330 { 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 }
1331 1493
1332 /* pick up all magical items */ 1494 /* pick up all magical items */
1333 if(op->contr->mode & PU_MAGICAL) 1495 if (op->contr->mode & PU_MAGICAL)
1334 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))
1335 { 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 }
1336 1503
1337 if(op->contr->mode & PU_VALUABLES) 1504 if (op->contr->mode & PU_VALUABLES)
1338 { 1505 {
1339 if (tmp->type == MONEY || tmp->type == GEM) 1506 if (tmp->type == MONEY || tmp->type == GEM)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1507 {
1341 } 1508 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue;
1512 }
1513 }
1342 1514
1343 /* rings & amulets - talismans seems to be typed AMULET */ 1515 /* rings & amulets - talismans seems to be typed AMULET */
1344 if(op->contr->mode & PU_JEWELS) 1516 if (op->contr->mode & PU_JEWELS)
1345 if (tmp->type == RING || tmp->type == AMULET) 1517 if (tmp->type == RING || tmp->type == AMULET)
1346 { 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 }
1347 1524
1348 /* bows and arrows. Bows are good for selling! */ 1525 /* bows and arrows. Bows are good for selling! */
1349 if(op->contr->mode & PU_BOW) 1526 if (op->contr->mode & PU_BOW)
1350 if (tmp->type == BOW) 1527 if (tmp->type == BOW)
1351 { 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 }
1352 if(op->contr->mode & PU_ARROW) 1534 if (op->contr->mode & PU_ARROW)
1353 if (tmp->type == ARROW) 1535 if (tmp->type == ARROW)
1354 { 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 }
1355 1542
1356 /* all kinds of armor etc. */ 1543 /* all kinds of armor etc. */
1357 if(op->contr->mode & PU_ARMOUR) 1544 if (op->contr->mode & PU_ARMOUR)
1358 if (tmp->type == ARMOUR) 1545 if (tmp->type == ARMOUR)
1359 { 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 }
1360 if(op->contr->mode & PU_HELMET) 1552 if (op->contr->mode & PU_HELMET)
1361 if (tmp->type == HELMET) 1553 if (tmp->type == HELMET)
1362 { 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 }
1363 if(op->contr->mode & PU_SHIELD) 1560 if (op->contr->mode & PU_SHIELD)
1364 if (tmp->type == SHIELD) 1561 if (tmp->type == SHIELD)
1365 { 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 }
1366 if(op->contr->mode & PU_BOOTS) 1568 if (op->contr->mode & PU_BOOTS)
1367 if (tmp->type == BOOTS) 1569 if (tmp->type == BOOTS)
1368 { 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 }
1369 if(op->contr->mode & PU_GLOVES) 1576 if (op->contr->mode & PU_GLOVES)
1370 if (tmp->type == GLOVES) 1577 if (tmp->type == GLOVES)
1371 { 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 }
1372 if(op->contr->mode & PU_CLOAK) 1584 if (op->contr->mode & PU_CLOAK)
1373 if (tmp->type == CLOAK) 1585 if (tmp->type == CLOAK)
1374 { 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 }
1375 1592
1376 /* hoping to catch throwing daggers here */ 1593 /* hoping to catch throwing daggers here */
1377 if(op->contr->mode & PU_MISSILEWEAPON) 1594 if (op->contr->mode & PU_MISSILEWEAPON)
1378 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1379 { 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 }
1380 1602
1381 /* careful: chairs and tables are weapons! */ 1603 /* careful: chairs and tables are weapons! */
1382 if(op->contr->mode & PU_ALLWEAPON) 1604 if (op->contr->mode & PU_ALLWEAPON)
1383 { 1605 {
1384 if(tmp->type == WEAPON && tmp->name!=NULL) 1606 if (tmp->type == WEAPON && tmp->name != NULL)
1385 { 1607 {
1386 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 &&
1387 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1610 {
1389 } 1611 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue;
1615 }
1616 }
1390 if(tmp->type == WEAPON && tmp->name==NULL) 1617 if (tmp->type == WEAPON && tmp->name == NULL)
1391 { 1618 {
1392 if(strstr(tmp->arch->name,"table")==NULL && 1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1393 strstr(tmp->arch->name,"chair")==NULL) 1620 {
1394 { 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 }
1395 } 1627 }
1396 }
1397 1628
1398 /* misc stuff that's useful */ 1629 /* misc stuff that's useful */
1399 if(op->contr->mode & PU_KEY) 1630 if (op->contr->mode & PU_KEY)
1400 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1401 { 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 }
1402 1638
1403 /* 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
1404 * pickups */ 1640 * pickups */
1405 if(op->contr->mode & PU_RATIO) 1641 if (op->contr->mode & PU_RATIO)
1406 { 1642 {
1407 /* use value density to decide what else to grab */ 1643 /* use value density to decide what else to grab */
1408 /* >=7 was >= op->contr->mode */ 1644 /* >=7 was >= op->contr->mode */
1409 /* >=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
1410 * and multiply them by 5, giving 0..15*5== 5..75 */ 1646 * and multiply them by 5, giving 0..15*5== 5..75 */
1411 wvratio=(op->contr->mode & PU_RATIO) * 5; 1647 wvratio = (op->contr->mode & PU_RATIO) * 5;
1412 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)
1413 { 1649 {
1414 pick_up(op, tmp); 1650 pick_up (op, tmp);
1415#if 0 1651#if 0
1416 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1652 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1417 if(tmp->name!=NULL) { 1653 if (tmp->name != NULL)
1654 {
1418 fprintf(stderr,"%s", tmp->name); 1655 fprintf (stderr, "%s", tmp->name);
1419 } 1656 }
1657 else
1420 else fprintf(stderr,"%s",tmp->arch->name); 1658 fprintf (stderr, "%s", tmp->arch->name);
1421 fprintf(stderr,",%d] = ", tmp->type); 1659 fprintf (stderr, ",%d] = ", tmp->type);
1422 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))));
1423#endif 1661#endif
1424 continue; 1662 continue;
1663 }
1425 } 1664 }
1665 } /* the new pickup model */
1426 } 1666 }
1427 } /* the new pickup model */
1428 }
1429 return ! stop; 1667 return !stop;
1430} 1668}
1431 1669
1432/* 1670/*
1433 * Find an arrow in the inventory and after that 1671 * Find an arrow in the inventory and after that
1434 * in the right type container (quiver). Pointer to the 1672 * in the right type container (quiver). Pointer to the
1435 * found object is returned. 1673 * found object is returned.
1436 */ 1674 */
1675object *
1437object *find_arrow(object *op, const char *type) 1676find_arrow (object *op, const char *type)
1438{ 1677{
1439 object *tmp = NULL; 1678 object *tmp = NULL;
1440 1679
1441 for(op=op->inv; op; op=op->below) 1680 for (op = op->inv; op; op = op->below)
1442 if(!tmp && op->type==CONTAINER && op->race==type && 1681 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1443 QUERY_FLAG(op,FLAG_APPLIED))
1444 tmp = find_arrow (op, type); 1682 tmp = find_arrow (op, type);
1445 else if (op->type==ARROW && op->race==type) 1683 else if (op->type == ARROW && op->race == type)
1446 return op; 1684 return op;
1447 return tmp; 1685 return tmp;
1448} 1686}
1449 1687
1450/* 1688/*
1451 * 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
1452 * 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
1453 * 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
1454 * 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.
1455 */ 1693 */
1456 1694
1695object *
1457object *find_better_arrow(object *op, object *target, const char *type, int *better) 1696find_better_arrow (object *op, object *target, const char *type, int *better)
1458{ 1697{
1459 object *tmp = NULL, *arrow, *ntmp; 1698 object *tmp = NULL, *arrow, *ntmp;
1460 int attacknum, attacktype, betterby=0, i; 1699 int attacknum, attacktype, betterby = 0, i;
1461 1700
1462 if (!type) 1701 if (!type)
1463 return NULL; 1702 return NULL;
1464 1703
1465 for (arrow=op->inv; arrow; arrow=arrow->below) { 1704 for (arrow = op->inv; arrow; arrow = arrow->below)
1466 if (arrow->type==CONTAINER && arrow->race==type && 1705 {
1467 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1706 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1707 {
1468 i = 0; 1708 i = 0;
1469 ntmp = find_better_arrow(arrow, target, type, &i); 1709 ntmp = find_better_arrow (arrow, target, type, &i);
1470 if (i > betterby) { 1710 if (i > betterby)
1711 {
1471 tmp = ntmp; 1712 tmp = ntmp;
1472 betterby = i; 1713 betterby = i;
1473 } 1714 }
1715 }
1474 } else if (arrow->type==ARROW && arrow->race==type) { 1716 else if (arrow->type == ARROW && arrow->race == type)
1717 {
1475 /* allways prefer assasination/slaying */ 1718 /* allways prefer assasination/slaying */
1476 if (target->race != NULL && arrow->slaying != NULL && 1719 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1477 strstr(arrow->slaying, target->race)) { 1720 {
1478 if (arrow->attacktype & AT_DEATH) { 1721 if (arrow->attacktype & AT_DEATH)
1722 {
1479 *better = 100; 1723 *better = 100;
1480 return arrow; 1724 return arrow;
1481 } else {
1482 tmp = arrow;
1483 betterby = (arrow->magic + arrow->stats.dam) * 2;
1484 } 1725 }
1485 } else { 1726 else
1486 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1487 attacktype = 1<<attacknum;
1488 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1489 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1490 tmp = arrow;
1491 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1492 }
1493 } 1727 {
1494 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1495 tmp = arrow; 1728 tmp = arrow;
1496 betterby = 2 + arrow->magic + arrow->stats.dam; 1729 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 }
1498 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow;
1500 betterby = 1 + arrow->magic + arrow->stats.dam;
1501 } 1730 }
1502 } 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 }
1503 } 1754 }
1755 }
1504 } 1756 }
1505 if (tmp == NULL && arrow == NULL) 1757 if (tmp == NULL && arrow == NULL)
1506 return find_arrow(op, type); 1758 return find_arrow (op, type);
1507 1759
1508 *better = betterby; 1760 *better = betterby;
1509 return tmp; 1761 return tmp;
1510} 1762}
1511 1763
1512/* 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
1513 * find_better_arrow to find a decent arrow to use. 1765 * find_better_arrow to find a decent arrow to use.
1514 * op = the shooter 1766 * op = the shooter
1515 * type = bow->race 1767 * type = bow->race
1516 * dir = fire direction 1768 * dir = fire direction
1517 */ 1769 */
1518 1770
1771object *
1519object *pick_arrow_target(object *op, const char *type, int dir) 1772pick_arrow_target (object *op, const char *type, int dir)
1520{ 1773{
1521 object *tmp = NULL; 1774 object *tmp = NULL;
1522 mapstruct *m; 1775 mapstruct *m;
1523 int i, mflags, found, number; 1776 int i, mflags, found, number;
1524 sint16 x, y; 1777 sint16 x, y;
1525 1778
1526 if (op->map == NULL) 1779 if (op->map == NULL)
1527 return find_arrow(op, type); 1780 return find_arrow (op, type);
1528 1781
1529 /* do a dex check */ 1782 /* do a dex check */
1530 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1783 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1531 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)))
1532 return find_arrow(op, type); 1785 return find_arrow (op, type);
1533 1786
1534 m = op->map; 1787 m = op->map;
1535 x = op->x; 1788 x = op->x;
1536 y = op->y; 1789 y = op->y;
1537 1790
1538 /* find the first target */ 1791 /* find the first target */
1539 for (i=0, found=0; i<20; i++) { 1792 for (i = 0, found = 0; i < 20; i++)
1793 {
1540 x += freearr_x[dir]; 1794 x += freearr_x[dir];
1541 y += freearr_y[dir]; 1795 y += freearr_y[dir];
1542 mflags = get_map_flags(m, &m, x, y, &x, &y); 1796 mflags = get_map_flags (m, &m, x, y, &x, &y);
1543 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1797 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1798 {
1544 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)
1545 break; 1819 break;
1546 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1547 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1548 * perhaps a bad assumption.
1549 */
1550 tmp = NULL;
1551 break;
1552 } 1820 }
1553 if (mflags & P_IS_ALIVE) {
1554 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1555 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1556 found++;
1557 break;
1558 }
1559 if (found)
1560 break;
1561 }
1562 } 1821 }
1563 if (tmp == NULL) 1822 if (tmp == NULL)
1564 return find_arrow(op, type); 1823 return find_arrow (op, type);
1565 1824
1566 if (tmp->head) 1825 if (tmp->head)
1567 tmp = tmp->head; 1826 tmp = tmp->head;
1568 1827
1569 return find_better_arrow(op, tmp, type, &i); 1828 return find_better_arrow (op, tmp, type, &i);
1570} 1829}
1571 1830
1572/* 1831/*
1573 * Creature fires a bow - op can be monster or player. Returns 1832 * Creature fires a bow - op can be monster or player. Returns
1574 * 1 if bow was actually fired, 0 otherwise. 1833 * 1 if bow was actually fired, 0 otherwise.
1577 * dir is the direction of fire. 1836 * dir is the direction of fire.
1578 * 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)
1579 * 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
1580 * player fire modes. 1839 * player fire modes.
1581 */ 1840 */
1841int
1582int 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)
1583 sint16 sx, sint16 sy)
1584{ 1843{
1585 object *left, *bow; 1844 object *left, *bow;
1586 tag_t left_tag, tag; 1845 tag_t left_tag, tag;
1587 int bowspeed, mflags; 1846 int bowspeed, mflags;
1588 mapstruct *m; 1847 mapstruct *m;
1589 1848
1590 if (!dir) { 1849 if (!dir)
1850 {
1591 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!");
1592 return 0; 1852 return 0;
1593 } 1853 }
1594 if (op->type == PLAYER) 1854 if (op->type == PLAYER)
1595 bow=op->contr->ranges[range_bow]; 1855 bow = op->contr->ranges[range_bow];
1596 else { 1856 else
1857 {
1597 for(bow=op->inv; bow; bow=bow->below) 1858 for (bow = op->inv; bow; bow = bow->below)
1598 /* 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
1599 * 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.
1600 */ 1861 */
1601 if(bow->type==BOW) 1862 if (bow->type == BOW)
1602 break; 1863 break;
1603 1864
1604 if (!bow) { 1865 if (!bow)
1866 {
1605 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1606 return 0; 1868 return 0;
1607 } 1869 }
1608 } 1870 }
1609 if( !bow->race || !bow->skill) { 1871 if (!bow->race || !bow->skill)
1872 {
1610 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);
1611 return 0; 1874 return 0;
1612 } 1875 }
1613 1876
1614 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1615 1878
1616 /* penalize ROF for bestarrow */ 1879 /* penalize ROF for bestarrow */
1617 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1618 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1881 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1619 if (bowspeed < 1) 1882 if (bowspeed < 1)
1620 bowspeed = 1; 1883 bowspeed = 1;
1621 1884
1622 if (arrow == NULL) { 1885 if (arrow == NULL)
1886 {
1623 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1887 if ((arrow = find_arrow (op, bow->race)) == NULL)
1888 {
1624 if (op->type == PLAYER) 1889 if (op->type == PLAYER)
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1890 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1626 "You have no %s left.", &bow->race);
1627 /* 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 */
1628 else 1892 else
1629 CLEAR_FLAG(op, FLAG_READY_BOW); 1893 CLEAR_FLAG (op, FLAG_READY_BOW);
1630 return 0; 1894 return 0;
1631 } 1895 }
1632 } 1896 }
1633 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1634 if (mflags & P_OUT_OF_MAP) { 1898 if (mflags & P_OUT_OF_MAP)
1899 {
1635 return 0; 1900 return 0;
1636 } 1901 }
1637 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 {
1638 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.");
1639 return 0; 1905 return 0;
1640 } 1906 }
1641 1907
1642 /* this should not happen, but sometimes does */ 1908 /* this should not happen, but sometimes does */
1643 if (arrow->nrof==0) { 1909 if (arrow->nrof == 0)
1910 {
1644 remove_ob(arrow); 1911 remove_ob (arrow);
1645 free_object(arrow); 1912 free_object (arrow);
1646 return 0; 1913 return 0;
1647 } 1914 }
1648 1915
1649 left = arrow; /* these are arrows left to the player */ 1916 left = arrow; /* these are arrows left to the player */
1650 left_tag = left->count; 1917 left_tag = left->count;
1651 arrow = get_split_ob(arrow, 1); 1918 arrow = get_split_ob (arrow, 1);
1652 if (arrow == NULL) { 1919 if (arrow == NULL)
1920 {
1653 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1654 return 0; 1922 return 0;
1655 } 1923 }
1656 set_owner(arrow, op); 1924 set_owner (arrow, op);
1657 arrow->skill = bow->skill; 1925 arrow->skill = bow->skill;
1658 1926
1659 arrow->direction=dir; 1927 arrow->direction = dir;
1660 arrow->x = sx; 1928 arrow->x = sx;
1661 arrow->y = sy; 1929 arrow->y = sy;
1662 1930
1663 if (op->type == PLAYER) { 1931 if (op->type == PLAYER)
1932 {
1664 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1665 fix_player(op); 1934 fix_player (op);
1666 } 1935 }
1667 1936
1668 SET_ANIMATION(arrow, arrow->direction); 1937 SET_ANIMATION (arrow, arrow->direction);
1669 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1670 arrow->stats.hp = arrow->stats.dam; 1939 arrow->stats.hp = arrow->stats.dam;
1671 arrow->stats.grace = arrow->attacktype; 1940 arrow->stats.grace = arrow->attacktype;
1672 if (arrow->slaying != NULL) 1941 if (arrow->slaying != NULL)
1673 arrow->spellarg = strdup_local(arrow->slaying); 1942 arrow->spellarg = strdup_local (arrow->slaying);
1674 1943
1675 /* Note that this was different for monsters - they got their level 1944 /* Note that this was different for monsters - they got their level
1676 * 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.
1677 */ 1946 */
1678
1679 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1680 0 : dam_bonus[op->stats.Str]) +
1681 bow->stats.dam + bow->magic + arrow->magic;
1682 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
1683 /* update the speed */ 1950 /* update the speed */
1684 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1951 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1685 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;
1686 bow->magic + arrow->magic) / 5.0 +
1687 (float)bow->stats.dam / 7.0;
1688 1953
1689 if (arrow->speed < 1.0) 1954 if (arrow->speed < 1.0)
1690 arrow->speed = 1.0; 1955 arrow->speed = 1.0;
1691 update_ob_speed(arrow); 1956 update_ob_speed (arrow);
1692 arrow->speed_left = 0; 1957 arrow->speed_left = 0;
1693 1958
1694 if (op->type == PLAYER) { 1959 if (op->type == PLAYER)
1960 {
1695 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1961 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1696 (op->chosen_skill?op->chosen_skill->level:op->level) - 1962 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1697 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;
1698 arrow->stats.wc - bow->stats.wc + wc_mod;
1699 1964
1700 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1701 } else { 1966 }
1967 else
1968 {
1702 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;
1703 arrow->stats.wc + wc_mod;
1704 1970
1705 arrow->level = op->level; 1971 arrow->level = op->level;
1706 } 1972 }
1707 if (arrow->attacktype == AT_PHYSICAL) 1973 if (arrow->attacktype == AT_PHYSICAL)
1708 arrow->attacktype |= bow->attacktype; 1974 arrow->attacktype |= bow->attacktype;
1709 if (bow->slaying != NULL) 1975 if (bow->slaying != NULL)
1710 arrow->slaying = bow->slaying; 1976 arrow->slaying = bow->slaying;
1711 1977
1712 arrow->map = m; 1978 arrow->map = m;
1713 arrow->move_type = MOVE_FLY_LOW; 1979 arrow->move_type = MOVE_FLY_LOW;
1714 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1715 1981
1716 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);
1717 tag = arrow->count; 1983 tag = arrow->count;
1718 insert_ob_in_map(arrow, m, op, 0); 1984 insert_ob_in_map (arrow, m, op, 0);
1719 1985
1720 if (!was_destroyed(arrow, tag)) 1986 if (!was_destroyed (arrow, tag))
1721 move_arrow(arrow); 1987 move_arrow (arrow);
1722 1988
1723 if (op->type == PLAYER) { 1989 if (op->type == PLAYER)
1990 {
1724 if (was_destroyed (left, left_tag)) 1991 if (was_destroyed (left, left_tag))
1725 esrv_del_item(op->contr, left_tag); 1992 esrv_del_item (op->contr, left_tag);
1726 else 1993 else
1727 esrv_send_item(op, left); 1994 esrv_send_item (op, left);
1728 } 1995 }
1729 return 1; 1996 return 1;
1730} 1997}
1731 1998
1732/* Special fire code for players - this takes into 1999/* Special fire code for players - this takes into
1733 * account the special fire modes players can have 2000 * account the special fire modes players can have
1734 * but monsters can't. Putting that code here 2001 * but monsters can't. Putting that code here
1735 * makes the fire_bow code much cleaner. 2002 * makes the fire_bow code much cleaner.
1736 * this function should only be called if 'op' is a player, 2003 * this function should only be called if 'op' is a player,
1737 * hence the function name. 2004 * hence the function name.
1738 */ 2005 */
2006int
1739int player_fire_bow(object *op, int dir) 2007player_fire_bow (object *op, int dir)
1740{ 2008{
1741 int ret=0, wcmod=0; 2009 int ret = 0, wcmod = 0;
1742 2010
1743 if (op->contr->bowtype == bow_bestarrow) { 2011 if (op->contr->bowtype == bow_bestarrow)
1744 ret = fire_bow(op, op, 2012 {
1745 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);
1746 dir, 0, op->x, op->y); 2014 }
1747 } 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 {
1748 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 2017 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1749 wcmod =-1; 2018 wcmod = -1;
1750 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);
1751 op->x, op->y); 2020 }
1752 } else if (op->contr->bowtype == bow_threewide) { 2021 else if (op->contr->bowtype == bow_threewide)
2022 {
1753 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);
1754 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)]);
1755 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 }
1756 } else if (op->contr->bowtype == bow_spreadshot) { 2027 else if (op->contr->bowtype == bow_spreadshot)
2028 {
1757 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);
1758 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);
1759 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);
1760 2032
1761 } else { 2033 }
2034 else
2035 {
1762 /* Simple case */ 2036 /* Simple case */
1763 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);
1764 } 2038 }
1765 return ret; 2039 return ret;
1766} 2040}
1767 2041
1768 2042
1769/* Fires a misc (wand/rod/horn) object in 'dir'. 2043/* Fires a misc (wand/rod/horn) object in 'dir'.
1770 * Broken apart from 'fire' to keep it more readable. 2044 * Broken apart from 'fire' to keep it more readable.
1771 */ 2045 */
2046void
1772void fire_misc_object(object *op, int dir) 2047fire_misc_object (object *op, int dir)
1773{ 2048{
1774 object *item; 2049 object *item;
1775 2050
1776 if (!op->contr->ranges[range_misc]) { 2051 if (!op->contr->ranges[range_misc])
2052 {
1777 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.");
1778 return; 2054 return;
1779 } 2055 }
1780 2056
1781 item = op->contr->ranges[range_misc]; 2057 item = op->contr->ranges[range_misc];
1782 if (!item->inv) { 2058 if (!item->inv)
2059 {
1783 LOG(llevError,"Object %s lacks a spell\n", &item->name); 2060 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1784 return; 2061 return;
1785 } 2062 }
1786 if (item->type == WAND) { 2063 if (item->type == WAND)
2064 {
1787 if(item->stats.food<=0) { 2065 if (item->stats.food <= 0)
2066 {
1788 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1789 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));
1790 return; 2069 return;
1791 } 2070 }
2071 }
1792 } else if (item->type == ROD || item->type==HORN) { 2072 else if (item->type == ROD || item->type == HORN)
2073 {
1793 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 {
1794 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2076 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795 if (item->type== ROD) 2077 if (item->type == ROD)
1796 new_draw_info_format(NDI_UNIQUE, 0,op,
1797 "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));
1798 else 2079 else
1799 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));
1800 "The %s needs more time to charge.", query_base_name(item,0));
1801 return; 2081 return;
1802 } 2082 }
1803 } 2083 }
1804 2084
1805 if(cast_spell(op,item,dir,item->inv,NULL)) { 2085 if (cast_spell (op, item, dir, item->inv, NULL))
2086 {
1806 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 */
1807 if (item->type == WAND) { 2088 if (item->type == WAND)
2089 {
1808 if (!(--item->stats.food)) { 2090 if (!(--item->stats.food))
2091 {
1809 object *tmp; 2092 object *tmp;
2093
1810 if (item->arch) { 2094 if (item->arch)
2095 {
1811 CLEAR_FLAG(item, FLAG_ANIMATE); 2096 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 2097 item->face = item->arch->clone.face;
1813 item->speed = 0; 2098 item->speed = 0;
1814 update_ob_speed(item); 2099 update_ob_speed (item);
1815 } 2100 }
1816 if ((tmp=is_player_inv(item))) 2101 if ((tmp = is_player_inv (item)))
1817 esrv_update_item(UPD_ANIM, tmp, item); 2102 esrv_update_item (UPD_ANIM, tmp, item);
1818 } 2103 }
1819 } 2104 }
1820 else if (item->type == ROD || item->type==HORN) { 2105 else if (item->type == ROD || item->type == HORN)
2106 {
1821 drain_rod_charge(item); 2107 drain_rod_charge (item);
1822 } 2108 }
1823 } 2109 }
1824} 2110}
1825 2111
1826/* Received a fire command for the player - go and do it. 2112/* Received a fire command for the player - go and do it.
1827 */ 2113 */
2114void
1828void fire(object *op,int dir) { 2115fire (object *op, int dir)
2116{
1829 int spellcost=0; 2117 int spellcost = 0;
1830 2118
1831 /* check for loss of invisiblity/hide */ 2119 /* check for loss of invisiblity/hide */
1832 if (action_makes_visible(op)) make_visible(op); 2120 if (action_makes_visible (op))
2121 make_visible (op);
1833 2122
1834 switch(op->contr->shoottype) { 2123 switch (op->contr->shoottype)
2124 {
1835 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.");
1836 return; 2156 return;
1837
1838 case range_bow:
1839 player_fire_bow(op, dir);
1840 return;
1841
1842 case range_magic: /* Casting spells */
1843 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1844 return;
1845
1846 case range_misc:
1847 fire_misc_object(op, dir);
1848 return;
1849
1850 case range_golem: /* Control summoned monsters from scrolls */
1851 if(op->contr->ranges[range_golem]==NULL ||
1852 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1853 op->contr->ranges[range_golem] = NULL;
1854 op->contr->shoottype=range_none;
1855 op->contr->golem_count = 0;
1856 } 2157 }
1857 else
1858 control_golem(op->contr->ranges[range_golem], dir);
1859 return;
1860
1861 case range_skill:
1862 if(!op->chosen_skill) {
1863 if(op->type==PLAYER)
1864 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1865 return;
1866 }
1867 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 2158 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1868 return;
1869 case range_builder:
1870 apply_map_builder( op, dir );
1871 return; 2159 return;
2160 case range_builder:
2161 apply_map_builder (op, dir);
2162 return;
1872 default: 2163 default:
1873 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2164 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1874 return; 2165 return;
1875 } 2166 }
1876} 2167}
1877 2168
1878 2169
1879 2170
1886 * inv is the objects inventory to searched 2177 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against. 2178 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers. 2179 * This function can be called recursively to search containers.
1889 */ 2180 */
1890 2181
2182object *
1891object * find_key(object *pl, object *container, object *door) 2183find_key (object *pl, object *container, object *door)
1892{ 2184{
1893 object *tmp,*key; 2185 object *tmp, *key;
1894 2186
1895 /* Should not happen, but sanity checking is never bad */ 2187 /* Should not happen, but sanity checking is never bad */
1896 if (container->inv == NULL) return NULL; 2188 if (container->inv == NULL)
2189 return NULL;
1897 2190
1898 /* 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 */
1899 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2192 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2193 {
1900 if (door->type==DOOR && tmp->type==KEY) break; 2194 if (door->type == DOOR && tmp->type == KEY)
2195 break;
1901 /* For sanity, we should really check door type, but other stuff 2196 /* For sanity, we should really check door type, but other stuff
1902 * (like containers) can be locked with special keys 2197 * (like containers) can be locked with special keys
1903 */ 2198 */
1904 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2199 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1905 tmp->slaying==door->slaying) break; 2200 break;
1906 } 2201 }
1907 /* No key found - lets search inventories now */ 2202 /* No key found - lets search inventories now */
1908 /* 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.
1909 * 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
1910 * a key, return 2205 * a key, return
1911 */ 2206 */
1912 if (!tmp) { 2207 if (!tmp)
2208 {
1913 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2209 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2210 {
1914 /* No reason to search empty containers */ 2211 /* No reason to search empty containers */
1915 if (tmp->type==CONTAINER && tmp->inv) { 2212 if (tmp->type == CONTAINER && tmp->inv)
2213 {
1916 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2214 if ((key = find_key (pl, tmp, door)) != NULL)
2215 return key;
1917 } 2216 }
1918 } 2217 }
2218 if (!tmp)
1919 if (!tmp) return NULL; 2219 return NULL;
1920 } 2220 }
1921 /* 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,
1922 * see if we actually want to use it 2222 * see if we actually want to use it
1923 */ 2223 */
1924 if (pl!=container) { 2224 if (pl != container)
2225 {
1925 /* Only let players use keys in containers */ 2226 /* Only let players use keys in containers */
1926 if (!pl->contr) return NULL; 2227 if (!pl->contr)
2228 return NULL;
1927 /* cases where this fails: 2229 /* cases where this fails:
1928 * If we only search the player inventory, return now since we 2230 * If we only search the player inventory, return now since we
1929 * are not in the players inventory. 2231 * are not in the players inventory.
1930 * If the container is not active, return now since only active 2232 * If the container is not active, return now since only active
1931 * containers can be used. 2233 * containers can be used.
1932 * If we only search keyrings and the container does not have 2234 * If we only search keyrings and the container does not have
1933 * a race/isn't a keyring. 2235 * a race/isn't a keyring.
1934 * No checking for all containers - to fall through past here, 2236 * No checking for all containers - to fall through past here,
1935 * inv must have been an container and must have been active. 2237 * inv must have been an container and must have been active.
1936 * 2238 *
1937 * Change the color so that the message doesn't disappear with 2239 * Change the color so that the message doesn't disappear with
1938 * all the others. 2240 * all the others.
1939 */ 2241 */
1940 if (pl->contr->usekeys == key_inventory || 2242 if (pl->contr->usekeys == key_inventory ||
1941 !QUERY_FLAG(container, FLAG_APPLIED) || 2243 !QUERY_FLAG (container, FLAG_APPLIED) ||
1942 (pl->contr->usekeys == keyrings &&
1943 (!container->race || strcmp(container->race, "keys"))) 2244 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1944 ) { 2245 {
1945 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2246 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1946 "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));
1947 query_name(tmp), query_name(container));
1948 return NULL; 2248 return NULL;
1949 } 2249 }
1950 } 2250 }
1951 return tmp; 2251 return tmp;
1952} 2252}
1953 2253
1954/* moved door processing out of move_player_attack. 2254/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 2255 * returns 1 if player has opened the door with a key
1956 * such that the caller should not do anything more, 2256 * such that the caller should not do anything more,
1957 * 0 otherwise 2257 * 0 otherwise
1958 */ 2258 */
2259static int
1959static int player_attack_door(object *op, object *door) 2260player_attack_door (object *op, object *door)
1960{ 2261{
1961 2262
1962 /* 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,
1963 * 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 -
1964 * otherwise, we fall through to the rest of the code. 2265 * otherwise, we fall through to the rest of the code.
1965 */ 2266 */
1966 object *key=find_key(op, op, door); 2267 object *key = find_key (op, op, door);
1967 2268
1968 /* IF we found a key, do some extra work */ 2269 /* IF we found a key, do some extra work */
1969 if (key) { 2270 if (key)
2271 {
1970 object *container=key->env; 2272 object *container = key->env;
1971 2273
1972 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);
1973 if(action_makes_visible(op)) make_visible(op); 2275 if (action_makes_visible (op))
2276 make_visible (op);
1974 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);
1975 if (door->type == DOOR) { 2279 if (door->type == DOOR)
2280 {
1976 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 */
1977 } 2282 }
1978 else if(door->type==LOCKED_DOOR) { 2283 else if (door->type == LOCKED_DOOR)
1979 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2284 {
1980 "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));
1981 remove_door2(door); /* remove door without violence ;-) */ 2286 remove_door2 (door); /* remove door without violence ;-) */
1982 } 2287 }
1983 /* Do this after we print the message */ 2288 /* Do this after we print the message */
1984 decrease_ob(key); /* Use up one of the keys */ 2289 decrease_ob (key); /* Use up one of the keys */
1985 /* Need to update the weight the container the key was in */ 2290 /* Need to update the weight the container the key was in */
1986 if (container != op) 2291 if (container != op)
1987 esrv_update_item(UPD_WEIGHT, op, container); 2292 esrv_update_item (UPD_WEIGHT, op, container);
1988 return 1; /* Nothing more to do below */ 2293 return 1; /* Nothing more to do below */
2294 }
1989 } else if (door->type==LOCKED_DOOR) { 2295 else if (door->type == LOCKED_DOOR)
2296 {
1990 /* Might as well return now - no other way to open this */ 2297 /* Might as well return now - no other way to open this */
1991 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2298 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1992 return 1; 2299 return 1;
1993 } 2300 }
1994 return 0; 2301 return 0;
1995} 2302}
1996 2303
1997/* This function is just part of a breakup from move_player. 2304/* This function is just part of a breakup from move_player.
1998 * It should keep the code cleaner. 2305 * It should keep the code cleaner.
1999 * When this is called, the players direction has been updated 2306 * When this is called, the players direction has been updated
2000 * (taking into account confusion.) The player is also actually 2307 * (taking into account confusion.) The player is also actually
2001 * going to try and move (not fire weapons). 2308 * going to try and move (not fire weapons).
2002 */ 2309 */
2003 2310
2311void
2004void move_player_attack(object *op, int dir) 2312move_player_attack (object *op, int dir)
2005{ 2313{
2006 object *tmp, *mon; 2314 object *tmp, *mon;
2007 sint16 nx, ny; 2315 sint16 nx, ny;
2008 int on_battleground; 2316 int on_battleground;
2009 mapstruct *m; 2317 mapstruct *m;
2010 2318
2011 nx=freearr_x[dir]+op->x; 2319 nx = freearr_x[dir] + op->x;
2012 ny=freearr_y[dir]+op->y; 2320 ny = freearr_y[dir] + op->y;
2013 2321
2014 on_battleground = op_on_battleground(op, NULL, NULL); 2322 on_battleground = op_on_battleground (op, NULL, NULL);
2015 2323
2016 /* 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
2017 * 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
2018 * 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
2019 * player. This is a pretty nasty hack, because if we could 2327 * player. This is a pretty nasty hack, because if we could
2020 * 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
2021 * 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
2022 * 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
2023 * move_ob uses. 2331 * move_ob uses.
2024 */ 2332 */
2025 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 {
2026 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2335 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2336 {
2027 m = get_map_from_coord(op->map, &nx, &ny); 2337 m = get_map_from_coord (op->map, &nx, &ny);
2338 if (!m)
2028 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)
2029 } 2345 {
2030 else m =op->map;
2031
2032 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2033 /* 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)
2034 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;
2035 } 2413 }
2036 2414
2037 mon = NULL; 2415 /* in certain circumstances, you shouldn't attack friendly
2038 /* 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
2039 * 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
2040 * if its a door or barrel (can roll) see if there may be monsters 2418 * attack them either.
2041 * on the space
2042 */ 2419 */
2043 while (tmp!=NULL) { 2420 if ((mon->type == PLAYER || mon->enemy != op) &&
2044 if (tmp == op) { 2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2045 tmp=tmp->above; 2422#ifdef PROHIBIT_PLAYERKILL
2046 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);
2047 } 2436 }
2048 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2437 else
2049 mon = tmp; 2438 {
2050 break; 2439 new_draw_info (0, 0, op, "You withhold your attack");
2051 } 2440 }
2052 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2441 if (op->contr->tmp_invis || op->hide)
2053 mon = tmp; 2442 make_visible (op);
2054 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))
2055 } 2449 {
2056 2450 recursive_roll (mon, dir, op);
2057 if (mon==NULL) /* This happens anytime the player tries to move */ 2451 if (action_makes_visible (op))
2058 return; /* into a wall */ 2452 make_visible (op);
2453 }
2059 2454
2060 if(mon->head != NULL) 2455 /* Any generic living creature. Including things like doors.
2061 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 */
2062 2461
2063 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2462 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2064 if (player_attack_door(op, mon)) return; 2463 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2464 {
2065 2465
2066 /* The following deals with possibly attacking peaceful 2466 /* If the player hasn't hit something this tick, and does
2067 * or frienddly creatures. Basically, all players are considered 2467 * so, give them speed boost based on weapon speed. Doing
2068 * unaggressive. If the moving player has peaceful set, then the 2468 * it here is better than process_players2, which basically
2069 * object should be pushed instead of attacked. It is assumed that 2469 * incurred a 1 tick offset.
2070 * if you are braced, you will not attack friends accidently,
2071 * and thus will not push them.
2072 */ 2470 */
2073 2471 if (!op->contr->has_hit)
2074 /* If the creature is a pet, push it even if the player is not
2075 * peaceful. Our assumption is the creature is a pet if the
2076 * player owns it and it is either friendly or unagressive.
2077 */
2078 if ((op->type==PLAYER)
2079#if COZY_SERVER
2080 &&
2081 (
2082 (get_owner(mon) && get_owner(mon)->contr
2083 && same_party (get_owner(mon)->contr->party, op->contr->party))
2084 || get_owner(mon) == op
2085 )
2086#else
2087 && get_owner(mon)==op
2088#endif
2089 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2090 {
2091 /* If we're braced, we don't want to switch places with it */
2092 if (op->contr->braced) return;
2093 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2094 (void) push_ob(mon,dir,op);
2095 if(op->contr->tmp_invis||op->hide) make_visible(op);
2096 return;
2097 }
2098
2099 /* in certain circumstances, you shouldn't attack friendly
2100 * creatures. Note that if you are braced, you can't push
2101 * someone, but put it inside this loop so that you won't
2102 * attack them either.
2103 */
2104 if ((mon->type==PLAYER || mon->enemy != op) &&
2105 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2106 (
2107#ifdef PROHIBIT_PLAYERKILL
2108 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2109#else
2110 op->contr->peaceful &&
2111#endif
2112 !on_battleground
2113 )) { 2472 {
2114 if (!op->contr->braced) { 2473 op->speed_left += op->speed / op->contr->weapon_sp;
2115 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2474
2116 (void) push_ob(mon,dir,op); 2475 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2117 } else {
2118 new_draw_info(0, 0,op,"You withhold your attack");
2119 } 2476 }
2120 if(op->contr->tmp_invis||op->hide) make_visible(op);
2121 }
2122 2477
2123 /* If the object is a boulder or other rollable object, then 2478 skill_attack (mon, op, 0, NULL, NULL);
2124 * roll it if not braced. You can't roll it if you are braced.
2125 */
2126 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2127 recursive_roll(mon,dir,op);
2128 if(action_makes_visible(op)) make_visible(op);
2129 }
2130 2479
2131 /* Any generic living creature. Including things like doors. 2480 /* If attacking another player, that player gets automatic
2132 * Way it works is like this: First, it must have some hit points 2481 * hitback, and doesn't loose luck either.
2133 * and be living. Then, it must be one of the following: 2482 * Disable hitback on the battleground or if the target is
2134 * 1) Not a player, 2) A player, but of a different party. Note 2483 * the wiz.
2135 * that party_number -1 is no party, so attacks can still happen.
2136 */
2137
2138 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2139 ((mon->type!=PLAYER || op->contr->party==NULL ||
2140 op->contr->party!=mon->contr->party))) {
2141
2142 /* If the player hasn't hit something this tick, and does
2143 * so, give them speed boost based on weapon speed. Doing
2144 * it here is better than process_players2, which basically
2145 * incurred a 1 tick offset.
2146 */ 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
2147 if (!op->contr->has_hit) { 2489 mon->contr->has_hit = 1;
2148 op->speed_left += op->speed / op->contr->weapon_sp; 2490 skill_attack (op, mon, 0, NULL, NULL);
2149 2491 mon->stats.luck = luck;
2150 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2151 } 2492 }
2152 2493 if (action_makes_visible (op))
2153 skill_attack(mon, op, 0, NULL, NULL); 2494 make_visible (op);
2154
2155 /* If attacking another player, that player gets automatic
2156 * hitback, and doesn't loose luck either.
2157 * Disable hitback on the battleground or if the target is
2158 * the wiz.
2159 */
2160 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2161 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2162 short luck = mon->stats.luck;
2163 mon->contr->has_hit = 1;
2164 skill_attack(op, mon, 0, NULL, NULL);
2165 mon->stats.luck = luck;
2166 } 2495 }
2167 if(action_makes_visible(op)) make_visible(op);
2168 }
2169 } /* if player should attack something */ 2496 } /* if player should attack something */
2170} 2497}
2171 2498
2499int
2172int move_player(object *op,int dir) { 2500move_player (object *op, int dir)
2501{
2173 int pick; 2502 int pick;
2174 2503
2175 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2504 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2176 return 0;
2177
2178 /* Sanity check: make sure dir is valid */
2179 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2180 LOG( llevError, "move_player: invalid direction %d\n", dir);
2181 return 0;
2182 }
2183
2184 /* peterm: added following line */
2185 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2186 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2187
2188 op->facing = dir;
2189
2190 if(op->hide) do_hidden_move(op);
2191
2192 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2193 /*nop*/;
2194 else if (op->contr->fire_on)
2195 fire (op, dir);
2196 else
2197 {
2198 move_player_attack (op, dir);
2199 pick = check_pick(op);
2200 }
2201
2202 /* Add special check for newcs players and fire on - this way, the
2203 * server can handle repeat firing.
2204 */
2205 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2206 op->direction = dir;
2207 } else {
2208 op->direction=0;
2209 }
2210 /* Update how the player looks. Use the facing, so direction may
2211 * get reset to zero. This allows for full animation capabilities
2212 * for players.
2213 */
2214 animate_object(op, op->facing);
2215 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;
2216} 2550}
2217 2551
2218/* 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
2219 * new client/server stuff. 2553 * new client/server stuff.
2220 * 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
2221 * the new speed values for commands. 2555 * the new speed values for commands.
2222 * 2556 *
2223 * Returns true if there are more actions we can do. 2557 * Returns true if there are more actions we can do.
2224 */ 2558 */
2559int
2225int handle_newcs_player(object *op) 2560handle_newcs_player (object *op)
2226{ 2561{
2227 if (op->contr->hidden) { 2562 if (op->contr->hidden)
2563 {
2228 op->invisible = 1000; 2564 op->invisible = 1000;
2229 /* the socket code flashes the player visible/invisible 2565 /* the socket code flashes the player visible/invisible
2230 * depending on the value of invisible, so we need to 2566 * depending on the value of invisible, so we need to
2231 * alternate it here for it to work correctly. 2567 * alternate it here for it to work correctly.
2232 */ 2568 */
2233 if (pticks & 2) op->invisible--; 2569 if (pticks & 2)
2234 }
2235 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2236 op->invisible--; 2570 op->invisible--;
2571 }
2572 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2573 {
2574 op->invisible--;
2237 if(!op->invisible) { 2575 if (!op->invisible)
2576 {
2238 make_visible(op); 2577 make_visible (op);
2239 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.");
2240 } 2579 }
2241 } 2580 }
2242 2581
2243 if (QUERY_FLAG(op, FLAG_SCARED)) { 2582 if (QUERY_FLAG (op, FLAG_SCARED))
2583 {
2244 flee_player(op); 2584 flee_player (op);
2245 /* 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 */
2246 if (QUERY_FLAG(op, FLAG_SCARED)) { 2586 if (QUERY_FLAG (op, FLAG_SCARED))
2587 {
2247 op->speed_left--; 2588 op->speed_left--;
2248 return 0; 2589 return 0;
2249 } 2590 }
2250 } 2591 }
2251 2592
2252 /* 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
2253 * 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
2254 * 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
2255 * 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.
2256 */ 2597 */
2257 if (op->contr->ranges[range_golem] && 2598 if (op->contr->ranges[range_golem] &&
2258 ((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)))
2259 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) { 2600 {
2260 op->contr->ranges[range_golem] = NULL; 2601 op->contr->ranges[range_golem] = NULL;
2261 op->contr->golem_count = 0; 2602 op->contr->golem_count = 0;
2262 } 2603 }
2263 2604
2264 /* 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
2265 * the players time has been increased when doericserver has been 2606 * the players time has been increased when doericserver has been
2266 * called, so we recheck it here. 2607 * called, so we recheck it here.
2267 */ 2608 */
2268 HandleClient(&op->contr->socket, op->contr); 2609 HandleClient (&op->contr->socket, op->contr);
2269 if (op->speed_left<0) return 0; 2610 if (op->speed_left < 0)
2270
2271 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2272 /* All move commands take 1 tick, at least for now */
2273 op->speed_left--;
2274
2275 /* Instead of all the stuff below, let move_player take care
2276 * of it. Also, some of the skill stuff is only put in
2277 * there, as well as the confusion stuff.
2278 */
2279 move_player(op, op->direction);
2280 if (op->speed_left>0) return 1;
2281 else return 0;
2282 }
2283 return 0; 2611 return 0;
2284}
2285 2612
2286int save_life(object *op) { 2613 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2287 object *tmp; 2614 {
2615 /* All move commands take 1 tick, at least for now */
2616 op->speed_left--;
2288 2617
2289 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
2290 return 0; 2626 return 0;
2627 }
2628 return 0;
2629}
2291 2630
2292 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2631int
2293 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2632save_life (object *op)
2294 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2633{
2295 new_draw_info_format(NDI_UNIQUE, 0,op, 2634 object *tmp;
2296 "Your %s vibrates violently, then evaporates.", 2635
2297 query_name(tmp));
2298 if (op->contr)
2299 esrv_del_item(op->contr, tmp->count);
2300 remove_ob(tmp);
2301 free_object(tmp);
2302 CLEAR_FLAG(op, FLAG_LIFESAVE);
2303 if(op->stats.hp<0)
2304 op->stats.hp = op->stats.maxhp;
2305 if(op->stats.food<0)
2306 op->stats.food = 999;
2307 fix_player(op);
2308 return 1;
2309 }
2310 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2311 CLEAR_FLAG(op, FLAG_LIFESAVE); 2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2312 enter_player_savebed(op); /* bring him home. */
2313 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;
2314} 2660}
2315 2661
2316/* 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
2317 * 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
2318 * 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
2319 * from. 2665 * from.
2320 */ 2666 */
2667void
2321void remove_unpaid_objects(object *op, object *env) 2668remove_unpaid_objects (object *op, object *env)
2322{ 2669{
2323 object *next; 2670 object *next;
2324 2671
2325 while (op) { 2672 while (op)
2673 {
2326 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
2327 * we remove object 'op' 2675 * we remove object 'op'
2328 */ 2676 */
2329 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2677 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 {
2330 remove_ob(op); 2679 remove_ob (op);
2331 op->x = env->x; 2680 op->x = env->x;
2332 op->y = env->y; 2681 op->y = env->y;
2333 if (env->type == PLAYER) 2682 if (env->type == PLAYER)
2334 esrv_del_item(env->contr, op->count); 2683 esrv_del_item (env->contr, op->count);
2335 insert_ob_in_map(op, env->map, NULL,0); 2684 insert_ob_in_map (op, env->map, NULL, 0);
2336 } 2685 }
2686 else if (op->inv)
2337 else if (op->inv) remove_unpaid_objects(op->inv, env); 2687 remove_unpaid_objects (op->inv, env);
2338 op=next; 2688 op = next;
2339 } 2689 }
2340} 2690}
2341 2691
2342 2692
2343/* 2693/*
2345 * Moved from apply.c to player.c - player.c is what 2695 * Moved from apply.c to player.c - player.c is what
2346 * actually uses this function. player.c may not be quite the 2696 * actually uses this function. player.c may not be quite the
2347 * best, a misc file for object actions is probably better, 2697 * best, a misc file for object actions is probably better,
2348 * but there isn't one in the server directory. 2698 * but there isn't one in the server directory.
2349 */ 2699 */
2700char *
2350char *gravestone_text (object *op) 2701gravestone_text (object *op)
2351{ 2702{
2352 static char buf2[MAX_BUF]; 2703 static char buf2[MAX_BUF];
2353 char buf[MAX_BUF]; 2704 char buf[MAX_BUF];
2354 time_t now = time (NULL); 2705 time_t now = time (NULL);
2355 2706
2356 strcpy (buf2, " R.I.P.\n\n"); 2707 strcpy (buf2, " R.I.P.\n\n");
2357 if (op->type == PLAYER) 2708 if (op->type == PLAYER)
2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2359 else 2710 else
2360 sprintf (buf, "%s\n", &op->name); 2711 sprintf (buf, "%s\n", &op->name);
2361 strncat (buf2, " ", 20 - strlen (buf) / 2); 2712 strncat (buf2, " ", 20 - strlen (buf) / 2);
2362 strcat (buf2, buf); 2713 strcat (buf2, buf);
2363 if (op->type == PLAYER) 2714 if (op->type == PLAYER)
2364 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);
2365 else 2716 else
2366 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);
2367 strncat (buf2, " ", 20 - strlen (buf) / 2); 2718 strncat (buf2, " ", 20 - strlen (buf) / 2);
2368 strcat (buf2, buf); 2719 strcat (buf2, buf);
2369 if (op->type == PLAYER) { 2720 if (op->type == PLAYER)
2721 {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer); 2722 sprintf (buf, "by %s.\n\n", op->contr->killer);
2371 strncat (buf2, " ", 21 - strlen (buf) / 2); 2723 strncat (buf2, " ", 21 - strlen (buf) / 2);
2372 strcat (buf2, buf); 2724 strcat (buf2, buf);
2373 } 2725 }
2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2375 strncat (buf2, " ", 20 - strlen (buf) / 2); 2727 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf); 2728 strcat (buf2, buf);
2377 return buf2; 2729 return buf2;
2378} 2730}
2379 2731
2380 2732
2381 2733
2734void
2382void do_some_living(object *op) { 2735do_some_living (object *op)
2736{
2383 int last_food=op->stats.food; 2737 int last_food = op->stats.food;
2384 int gen_hp, gen_sp, gen_grace; 2738 int gen_hp, gen_sp, gen_grace;
2385 int over_hp, over_sp, over_grace; 2739 int over_hp, over_sp, over_grace;
2386 int i; 2740 int i;
2387 int rate_hp = 1200; 2741 int rate_hp = 1200;
2388 int rate_sp = 2500; 2742 int rate_sp = 2500;
2389 int rate_grace = 2000; 2743 int rate_grace = 2000;
2390 const int max_hp = 1; 2744 const int max_hp = 1;
2391 const int max_sp = 1; 2745 const int max_sp = 1;
2392 const int max_grace = 1; 2746 const int max_grace = 1;
2393 2747
2394 if (op->contr->outputs_sync) { 2748 if (op->contr->outputs_sync)
2749 {
2395 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2750 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2396 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)
2397 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2398 flush_output_element(op, &op->contr->outputs[i]); 2752 flush_output_element (op, &op->contr->outputs[i]);
2399 } 2753 }
2400 2754
2401 if(op->contr->state==ST_PLAYING) { 2755 if (op->contr->state == ST_PLAYING)
2756 {
2402 2757
2403 /* these next three if clauses make it possible to SLOW DOWN 2758 /* these next three if clauses make it possible to SLOW DOWN
2404 hp/grace/spellpoint regeneration. */ 2759 hp/grace/spellpoint regeneration. */
2405 if(op->contr->gen_hp >= 0 ) 2760 if (op->contr->gen_hp >= 0)
2406 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2407 else { 2762 else
2763 {
2408 gen_hp = op->stats.maxhp; 2764 gen_hp = op->stats.maxhp;
2409 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2410 } 2766 }
2411 if(op->contr->gen_sp >= 0 ) 2767 if (op->contr->gen_sp >= 0)
2412 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2413 else { 2769 else
2770 {
2414 gen_sp = op->stats.maxsp; 2771 gen_sp = op->stats.maxsp;
2415 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2416 } 2773 }
2417 if(op->contr->gen_grace >= 0) 2774 if (op->contr->gen_grace >= 0)
2418 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2419 else { 2776 else
2777 {
2420 gen_grace = op->stats.maxgrace; 2778 gen_grace = op->stats.maxgrace;
2421 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2779 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2422 } 2780 }
2423 2781
2424 /* Regenerate Spell Points */ 2782 /* Regenerate Spell Points */
2425 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2783 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2784 {
2426 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);
2427 if(op->stats.sp<op->stats.maxsp) {
2428 op->stats.sp++;
2429 /* dms do not consume food */
2430 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2431 op->stats.food--;
2432 if(op->contr->digestion<0)
2433 op->stats.food+=op->contr->digestion;
2434 else if(op->contr->digestion>0 &&
2435 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2436 op->stats.food=last_food;
2437 }
2438 }
2439 if (max_sp>1) {
2440 over_sp = (gen_sp+10)/rate_sp;
2441 if (over_sp > 0) {
2442 if(op->stats.sp<op->stats.maxsp) { 2786 if (op->stats.sp < op->stats.maxsp)
2443 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2787 {
2444 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2445 op->stats.sp--; 2788 op->stats.sp++;
2446 if(op->stats.sp>op->stats.maxsp) 2789 /* dms do not consume food */
2447 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;
2448 } 2797 }
2449 op->last_sp=0;
2450 } else {
2451 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2452 }
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 }
2457
2458 /* Regenerate Grace */
2459 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2460 if(--op->last_grace<0) {
2461 if(op->stats.grace<op->stats.maxgrace/2)
2462 op->stats.grace++; /* no penalty in food for regaining grace */
2463 if(max_grace>1) {
2464 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2465 if (over_grace > 0) {
2466 op->stats.sp += over_grace
2467 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2468 op->last_grace=0;
2469 } else {
2470 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2471 } 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 }
2472 } 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 {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2847 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2474 } 2848 }
2475 /* wearing stuff doesn't detract from grace generation. */ 2849 /* wearing stuff doesn't detract from grace generation. */
2476 } 2850 }
2477 2851
2478 /* Regenerate Hit Points */ 2852 /* Regenerate Hit Points */
2479 if(--op->last_heal<0) { 2853 if (--op->last_heal < 0)
2854 {
2480 if(op->stats.hp<op->stats.maxhp) { 2855 if (op->stats.hp < op->stats.maxhp)
2856 {
2481 op->stats.hp++; 2857 op->stats.hp++;
2482 /* dms do not consume food */ 2858 /* dms do not consume food */
2483 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2859 if (!QUERY_FLAG (op, FLAG_WIZ))
2484 op->stats.food--; 2860 {
2861 op->stats.food--;
2485 if(op->contr->digestion<0) 2862 if (op->contr->digestion < 0)
2486 op->stats.food+=op->contr->digestion; 2863 op->stats.food += op->contr->digestion;
2487 else if(op->contr->digestion>0 && 2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2488 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2489 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 }
2490 } 2885 }
2491 }
2492 if(max_hp>1) {
2493 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2494 if (over_hp > 0) {
2495 op->stats.sp += over_hp
2496 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2497 op->last_heal=0;
2498 } else {
2499 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2500 }
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 }
2504 }
2505 2886
2506 /* Digestion */ 2887 /* Digestion */
2507 if(--op->last_eat<0) { 2888 if (--op->last_eat < 0)
2889 {
2508#ifdef COZY_SERVER 2890#ifdef COZY_SERVER
2509 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;
2510 int bonus=dg>0?dg:0, 2892 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2511 penalty=dg<0?-dg:0;
2512#else 2893#else
2513 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;
2514 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2515#endif 2895#endif
2516 2896
2517 if(op->contr->gen_hp > 0) 2897 if (op->contr->gen_hp > 0)
2518 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);
2519 else 2899 else
2520 op->last_eat=25*(1+bonus)/(penalty +1); 2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2521 /* dms do not consume food */ 2901 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2902 if (!QUERY_FLAG (op, FLAG_WIZ))
2523 } 2903 op->stats.food--;
2904 }
2524 } 2905 }
2525 2906
2526 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 {
2527 object *tmp, *flesh=NULL; 2909 object *tmp, *flesh = NULL;
2528 2910
2529 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2912 {
2530 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 {
2531 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2916 {
2532 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.");
2533 manual_apply(op,tmp,0); 2918 manual_apply (op, tmp, 0);
2534 if(op->stats.food>=0||op->stats.hp<0) 2919 if (op->stats.food >= 0 || op->stats.hp < 0)
2535 break; 2920 break;
2536 } 2921 }
2537 else if (tmp->type==FLESH) flesh=tmp; 2922 else if (tmp->type == FLESH)
2923 flesh = tmp;
2538 } /* End if paid for object */ 2924 } /* End if paid for object */
2539 } /* end of for loop */ 2925 } /* end of for loop */
2540 /* 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
2541 * eat flesh instead. 2927 * eat flesh instead.
2542 */ 2928 */
2543 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 {
2544 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.");
2545 manual_apply(op,flesh,0); 2932 manual_apply (op, flesh, 0);
2546 } 2933 }
2547 } /* end if player is starving */ 2934 } /* end if player is starving */
2548 2935
2549 while(op->stats.food<0&&op->stats.hp>0) 2936 while (op->stats.food < 0 && op->stats.hp > 0)
2550 op->stats.food++,op->stats.hp--; 2937 op->stats.food++, op->stats.hp--;
2551 2938
2552 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))
2553 kill_player(op); 2940 kill_player (op);
2554} 2941}
2555 2942
2556 2943
2557 2944
2558/* 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.
2559 * 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
2560 * permadeath, no lifesave), this will take care of removing the player 2947 * permadeath, no lifesave), this will take care of removing the player
2561 * file. 2948 * file.
2562 */ 2949 */
2950void
2563void kill_player(object *op) 2951kill_player (object *op)
2564{ 2952{
2565 char buf[MAX_BUF]; 2953 char buf[MAX_BUF];
2566 int x,y,i; 2954 int x, y;
2955
2956 //int i;
2567 mapstruct *map; /* this is for resurrection */ 2957 mapstruct *map; /* this is for resurrection */
2958
2568 int z; 2959 /* int z;
2569 int num_stats_lose; 2960 int num_stats_lose;
2570 int lost_a_stat; 2961 int lost_a_stat;
2571 int lose_this_stat; 2962 int lose_this_stat;
2572 int this_stat; 2963 int this_stat; */
2573 int will_kill_again; 2964 int will_kill_again;
2574 archetype *at; 2965 archetype *at;
2575 object *tmp; 2966 object *tmp;
2576 2967
2577 if(save_life(op)) 2968 if (save_life (op))
2578 return; 2969 return;
2579 2970
2580 2971
2581 /* 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
2582 * 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.
2583 * Look at op_on_battleground() for more info --AndreasV 2974 * Look at op_on_battleground() for more info --AndreasV
2584 */ 2975 */
2585 if (op_on_battleground(op, &x, &y)) { 2976 if (op_on_battleground (op, &x, &y))
2586 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2977 {
2587 "You have been defeated in combat!"); 2978 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2588 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...");
2589 "Local medics have saved your life..."); 2980
2590
2591 /* restore player */ 2981 /* restore player */
2592 at = find_archetype("poisoning"); 2982 at = archetype::find ("poisoning");
2593 tmp=present_arch_in_ob(at,op); 2983 tmp = present_arch_in_ob (at, op);
2594 if (tmp) { 2984 if (tmp)
2985 {
2595 remove_ob(tmp); 2986 remove_ob (tmp);
2596 free_object(tmp); 2987 free_object (tmp);
2597 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2598 } 2989 }
2599 2990
2600 at = find_archetype("confusion"); 2991 at = archetype::find ("confusion");
2601 tmp=present_arch_in_ob(at,op); 2992 tmp = present_arch_in_ob (at, op);
2602 if (tmp) { 2993 if (tmp)
2994 {
2603 remove_ob(tmp); 2995 remove_ob (tmp);
2604 free_object(tmp); 2996 free_object (tmp);
2605 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2606 } 2998 }
2607 2999
2608 cure_disease(op,0); /* remove any disease */ 3000 cure_disease (op, 0); /* remove any disease */
2609 op->stats.hp=op->stats.maxhp; 3001 op->stats.hp = op->stats.maxhp;
2610 if (op->stats.food<=0) op->stats.food=999; 3002 if (op->stats.food <= 0)
2611 3003 op->stats.food = 999;
3004
2612 /* create a bodypart-trophy to make the winner happy */ 3005 /* create a bodypart-trophy to make the winner happy */
2613 tmp=arch_to_object(find_archetype("finger")); 3006 tmp = arch_to_object (archetype::find ("finger"));
2614 if (tmp != NULL) 3007 if (tmp != NULL)
2615 { 3008 {
2616 sprintf(buf,"%s's finger", &op->name); 3009 sprintf (buf, "%s's finger", &op->name);
2617 tmp->name = buf; 3010 tmp->name = buf;
2618 sprintf(buf," This finger has been cut off %s\n" 3011 sprintf (buf, " This finger has been cut off %s\n"
2619 " 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",
2620 &op->name, op->contr->title, (int)(op->level), 3013 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2621 op->contr->killer);
2622 tmp->msg=buf; 3014 tmp->msg = buf;
2623 tmp->value=0, tmp->material=0, tmp->type=0; 3015 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2624 tmp->materialname = NULL; 3016 tmp->materialname = NULL;
2625 tmp->x = op->x, tmp->y = op->y; 3017 tmp->x = op->x, tmp->y = op->y;
2626 insert_ob_in_map(tmp,op->map,op,0); 3018 insert_ob_in_map (tmp, op->map, op, 0);
2627 }
2628 3019 }
3020
2629 /* teleport defeated player to new destination*/ 3021 /* teleport defeated player to new destination */
2630 transfer_ob(op, x, y, 0, NULL); 3022 transfer_ob (op, x, y, 0, NULL);
2631 op->contr->braced=0; 3023 op->contr->braced = 0;
2632 return; 3024 return;
2633 } 3025 }
2634 3026
2635 INVOKE_PLAYER (DEATH, op->contr); 3027 INVOKE_PLAYER (DEATH, op->contr);
2636 3028
2637 command_kill_pets (op, 0); 3029 command_kill_pets (op, 0);
2638 3030
2639 if(op->stats.food<0) { 3031 if (op->stats.food < 0)
3032 {
2640 if (op->contr->explore) { 3033 if (op->contr->explore)
3034 {
2641 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");
2642 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3036 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2643 op->stats.food=999; 3037 op->stats.food = 999;
2644 return; 3038 return;
2645 } 3039 }
2646 sprintf(buf,"%s starved to death.",&op->name); 3040 sprintf (buf, "%s starved to death.", &op->name);
2647 strcpy(op->contr->killer,"starvation"); 3041 strcpy (op->contr->killer, "starvation");
3042 }
3043 else
2648 } 3044 {
2649 else {
2650 if (op->contr->explore) { 3045 if (op->contr->explore)
3046 {
2651 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");
2652 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3048 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2653 op->stats.hp=op->stats.maxhp; 3049 op->stats.hp = op->stats.maxhp;
2654 return; 3050 return;
2655 } 3051 }
2656 sprintf(buf,"%s died.", &op->name); 3052 sprintf (buf, "%s died.", &op->name);
2657 } 3053 }
2658 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3054 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2659 3055
2660 /* save the map location for corpse, gravestone*/ 3056 /* save the map location for corpse, gravestone */
2661 x=op->x;y=op->y;map=op->map; 3057 x = op->x;
3058 y = op->y;
3059 map = op->map;
2662 3060
2663 3061
2664 if (settings.not_permadeth == TRUE) { 3062 if (settings.not_permadeth == TRUE)
3063 {
2665 /* NOT_PERMADEATH code. This basically brings the character back to 3064 /* NOT_PERMADEATH code. This basically brings the character back to
2666 * 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.
2667 * 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.
2668 */ 3067 */
2669 3068
2670 /* Basically two ways to go - remove a stat permanently, or just 3069 /* Basically two ways to go - remove a stat permanently, or just
2671 * make it depletion. This bunch of code deals with that aspect 3070 * make it depletion. This bunch of code deals with that aspect
2672 * of death. 3071 * of death.
2673 */ 3072 */
2674#ifndef COZY_SERVER 3073#ifndef COZY_SERVER
2675 if (settings.balanced_stat_loss) { 3074 if (settings.balanced_stat_loss)
3075 {
2676 /* If stat loss is permanent, lose one stat only. */ 3076 /* If stat loss is permanent, lose one stat only. */
2677 /* 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
2678 more if they do. */ 3078 more if they do. */
2679 /* Higher level characters can afford things such as potions of 3079 /* Higher level characters can afford things such as potions of
2680 restoration, or better, stat potions. So we slug them that 3080 restoration, or better, stat potions. So we slug them that
2681 little bit harder. */ 3081 little bit harder. */
2682 /* GD */ 3082 /* GD */
2683 if (settings.stat_loss_on_death) 3083 if (settings.stat_loss_on_death)
2684 num_stats_lose = 1;
2685 else
2686 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2687 } else {
2688 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
2689 } 3089 {
3090 num_stats_lose = 1;
3091 }
2690 lost_a_stat = 0; 3092 lost_a_stat = 0;
2691 3093
2692 for (z=0; z<num_stats_lose; z++) { 3094 for (z = 0; z < num_stats_lose; z++)
3095 {
2693 i = RANDOM() % NUM_STATS; 3096 i = RANDOM () % NUM_STATS;
2694 3097
2695 if (settings.stat_loss_on_death) { 3098 if (settings.stat_loss_on_death)
3099 {
2696 /* 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
2697 * what he lost. 3101 * what he lost.
2698 */ 3102 */
2699 change_attr_value(&(op->stats), i,-1); 3103 change_attr_value (&(op->stats), i, -1);
2700 check_stat_bounds(&(op->stats)); 3104 check_stat_bounds (&(op->stats));
2701 change_attr_value(&(op->contr->orig_stats), i,-1); 3105 change_attr_value (&(op->contr->orig_stats), i, -1);
2702 check_stat_bounds(&(op->contr->orig_stats)); 3106 check_stat_bounds (&(op->contr->orig_stats));
2703 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2704 lost_a_stat = 1; 3108 lost_a_stat = 1;
3109 }
2705 } else { 3110 else
3111 {
2706 /* deplete a stat */ 3112 /* deplete a stat */
2707 archetype *deparch=find_archetype("depletion"); 3113 archetype *deparch = archetype::find ("depletion");
2708 object *dep; 3114 object *dep;
2709 3115
2710 dep = present_arch_in_ob(deparch,op); 3116 dep = present_arch_in_ob (deparch, op);
2711 if(!dep) { 3117 if (!dep)
3118 {
2712 dep = arch_to_object(deparch); 3119 dep = arch_to_object (deparch);
2713 insert_ob_in_ob(dep, op); 3120 insert_ob_in_ob (dep, op);
2714 } 3121 }
2715 lose_this_stat = 1; 3122 lose_this_stat = 1;
2716 if (settings.balanced_stat_loss) { 3123 if (settings.balanced_stat_loss)
3124 {
2717 /* GD */ 3125 /* GD */
2718 /* Get the stat that we're about to deplete. */ 3126 /* Get the stat that we're about to deplete. */
2719 this_stat = get_attr_value(&(dep->stats), i); 3127 this_stat = get_attr_value (&(dep->stats), i);
2720 if (this_stat < 0) { 3128 if (this_stat < 0)
3129 {
2721 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 3130 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2722 int keep_chance = this_stat * this_stat; 3131 int keep_chance = this_stat * this_stat;
3132
2723 /* Yes, I am paranoid. Sue me. */ 3133 /* Yes, I am paranoid. Sue me. */
2724 if (keep_chance < 1) 3134 if (keep_chance < 1)
2725 keep_chance = 1; 3135 keep_chance = 1;
2726 3136
2727 /* There is a maximum depletion total per level. */ 3137 /* There is a maximum depletion total per level. */
2728 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)
2729 lose_this_stat = 0; 3147 lose_this_stat = 0;
2730 /* Take loss chance vs keep chance to see if we
2731 retain the stat. */
2732 } else {
2733 if (random_roll(0, loss_chance + keep_chance-1,
2734 op, PREFER_LOW) < keep_chance)
2735 lose_this_stat = 0;
2736 /* 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",
2737 this_stat, keep_chance, loss_chance, 3149 this_stat, keep_chance, loss_chance,
2738 lose_this_stat?"LOSE":"KEEP"); */ 3150 lose_this_stat?"LOSE":"KEEP"); */
2739 } 3151 }
2740 } 3152 }
2741 } 3153 }
2742 3154
2743 if (lose_this_stat) { 3155 if (lose_this_stat)
3156 {
2744 this_stat = get_attr_value(&(dep->stats), i); 3157 this_stat = get_attr_value (&(dep->stats), i);
2745 /* We could try to do something clever like find another 3158 /* We could try to do something clever like find another
2746 * stat to reduce if this fails. But chances are, if 3159 * stat to reduce if this fails. But chances are, if
2747 * stats have been depleted to -50, all are pretty low 3160 * stats have been depleted to -50, all are pretty low
2748 * 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
2749 * difference. 3162 * difference.
2750 */ 3163 */
2751 if (this_stat>=-50) { 3164 if (this_stat >= -50)
3165 {
2752 change_attr_value(&(dep->stats), i, -1); 3166 change_attr_value (&(dep->stats), i, -1);
2753 SET_FLAG(dep, FLAG_APPLIED); 3167 SET_FLAG (dep, FLAG_APPLIED);
2754 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3168 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2755 fix_player(op); 3169 fix_player (op);
2756 lost_a_stat = 1; 3170 lost_a_stat = 1;
2757 } 3171 }
2758 } 3172 }
2759 } 3173 }
2760 } 3174 }
2761 /* If no stat lost, tell the player. */ 3175 /* If no stat lost, tell the player. */
2762 if (!lost_a_stat) 3176 if (!lost_a_stat)
2763 { 3177 {
2764 /* determine_god() seems to not work sometimes... why is this? 3178 /* determine_god() seems to not work sometimes... why is this?
2765 Should I be using something else? GD */ 3179 Should I be using something else? GD */
2766 const char *god = determine_god(op); 3180 const char *god = determine_god (op);
3181
2767 if (god && (strcmp(god, "none"))) 3182 if (god && (strcmp (god, "none")))
2768 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);
2769 "moment you feel the holy presence of %s protecting"
2770 " you.", god);
2771 else 3184 else
2772 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.");
2773 " 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;
2774 } 3291 }
2775#endif 3292 insert_ob_in_ob (force, op);
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3293 fix_player (op);
2777 " feel a holy presence protecting you from losing yourself completely.");
2778 3294
2779 /* Put a gravestone up where the character 'almost' died. List the
2780 * exp loss on the stone.
2781 */
2782 tmp=arch_to_object(find_archetype("gravestone"));
2783 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf;
2784 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf;
2785 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2786 "who was killed\n"
2787 "by %s.\n",
2788 &op->name, op->contr->title,
2789 op->contr->killer);
2790 tmp->msg = buf;
2791 tmp->x=op->x,tmp->y=op->y;
2792 insert_ob_in_map (tmp, op->map, NULL,0);
2793
2794 /**************************************/
2795 /* */
2796 /* Subtract the experience points, */
2797 /* if we died cause of food, give us */
2798 /* food, and reset HP's... */
2799 /* */
2800 /**************************************/
2801
2802 /* remove any poisoning and confusion the character may be suffering.*/
2803 /* restore player */
2804 at = find_archetype("poisoning");
2805 tmp=present_arch_in_ob(at,op);
2806 if (tmp) {
2807 remove_ob(tmp);
2808 free_object(tmp);
2809 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2810 }
2811
2812 at = find_archetype("confusion");
2813 tmp=present_arch_in_ob(at,op);
2814 if (tmp) {
2815 remove_ob(tmp);
2816 free_object(tmp);
2817 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2818 }
2819 cure_disease(op,0); /* remove any disease */
2820 3295 }
2821 /*add_exp(op, (op->stats.exp * -0.20)); */ 3296
2822 apply_death_exp_penalty(op); 3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2823 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);
2824 op->stats.hp = op->stats.maxhp; 3333 op->stats.hp = op->stats.maxhp;
2825 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3334 op->stats.food = 999;
2826 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2827 3335
2828 /* 3336 /* set the location of where the person will reappear when */
2829 * 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 */
2830 * the player has any unpaid items. If so, remove them and put them back 3338 strcpy (op->contr->maplevel, settings.emergency_mapname);
2831 * in the map. 3339 if (op->map != NULL)
2832 */ 3340 op->map = NULL;
2833 3341 op->x = settings.emergency_x;
2834 if (is_in_shop (op)) 3342 op->y = settings.emergency_y;
2835 remove_unpaid_objects(op->inv, op);
2836
2837 /****************************************/
2838 /* */
2839 /* Move player to his current respawn- */
2840 /* position (usually last savebed) */
2841 /* */
2842 /****************************************/
2843
2844 enter_player_savebed(op);
2845
2846 /* Save the player before inserting the force to reduce
2847 * chance of abuse.
2848 */
2849 op->contr->braced=0;
2850 save_player(op,1); 3343 save_player (op, 0);
2851 3344 op->map = map;
2852 /* it is possible that the player has blown something up 3345 /* please see resurrection.c: peterm */
2853 * at his savebed location, and that can have long lasting 3346 dead_player (op);
2854 * spell effects. So first see if there is a spell effect
2855 * on the space that might harm the player.
2856 */
2857 will_kill_again=0;
2858 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2859 if (tmp->type ==SPELL_EFFECT)
2860 will_kill_again|=tmp->attacktype;
2861 }
2862 if (will_kill_again) {
2863 object *force;
2864 int at;
2865
2866 force=get_archetype(FORCE_NAME);
2867 /* 50 ticks should be enough time for the spell to abate */
2868 force->speed=0.1;
2869 force->speed_left=-5.0;
2870 SET_FLAG(force, FLAG_APPLIED);
2871 for (at=0; at<NROFATTACKS; at++) {
2872 if (will_kill_again & (1 << at))
2873 force->resist[at] = 100;
2874 } 3347 }
2875 insert_ob_in_ob(force, op); 3348 else
2876 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)
2877 3392 {
2878 } 3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2879 /**************************************/ 3394 free_object (tmp2);
2880 /* */ 3395 insert_ob_in_map (tmp, op->map, NULL, 0);
2881 /* Repaint the characters inv, and */
2882 /* stats, and show a nasty message ;) */
2883 /* */
2884 /**************************************/
2885
2886 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2887 return;
2888 } /* NOT_PERMADETH */
2889 else {
2890 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2891 * should probably be embedded in an else statement.
2892 */
2893
2894 op->contr->party=NULL;
2895 if (settings.set_title == TRUE)
2896 op->contr->own_title[0]='\0';
2897 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2898 check_score(op);
2899 if(op->contr->ranges[range_golem]!=NULL) {
2900 remove_friendly_object(op->contr->ranges[range_golem]);
2901 remove_ob(op->contr->ranges[range_golem]);
2902 free_object(op->contr->ranges[range_golem]);
2903 op->contr->ranges[range_golem]=NULL;
2904 op->contr->golem_count=0;
2905 }
2906 loot_object(op); /* Remove some of the items for good */
2907 remove_ob(op);
2908 op->direction=0;
2909
2910 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2911 delete_character(op->name,0);
2912 if (settings.resurrection == TRUE) {
2913 /* save playerfile sans equipment when player dies
2914 ** then save it as player.pl.dead so that future resurrection
2915 ** type spells will work on them nicely
2916 */
2917 delete_character(op->name,0);
2918 op->stats.hp = op->stats.maxhp;
2919 op->stats.food = 999;
2920
2921 /* set the location of where the person will reappear when */
2922 /* maybe resurrection code should fix map also */
2923 strcpy(op->contr->maplevel, settings.emergency_mapname);
2924 if(op->map!=NULL)
2925 op->map = NULL;
2926 op->x = settings.emergency_x;
2927 op->y = settings.emergency_y;
2928 save_player(op,0);
2929 op->map = map;
2930 /* please see resurrection.c: peterm */
2931 dead_player(op);
2932 } else {
2933 delete_character(op->name,1);
2934 } 3396 }
2935 } 3397 else
2936 play_again(op);
2937
2938 /* peterm: added to create a corpse at deathsite. */
2939 tmp=arch_to_object(find_archetype("corpse_pl"));
2940 sprintf(buf,"%s", &op->name);
2941 tmp->name = tmp->name_pl = buf;
2942 tmp->level=op->level;
2943 tmp->x=x;tmp->y=y;
2944 tmp->msg = gravestone_text(op);
2945 SET_FLAG (tmp, FLAG_UNIQUE);
2946 insert_ob_in_map (tmp, map, NULL,0);
2947 }
2948}
2949
2950
2951void loot_object(object *op) { /* Grab and destroy some treasure */
2952 object *tmp,*tmp2,*next;
2953
2954 if (op->container) { /* close open sack first */
2955 esrv_apply_container (op, op->container);
2956 }
2957
2958 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2959 next=tmp->below;
2960 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2961 remove_ob(tmp);
2962 tmp->x=op->x,tmp->y=op->y;
2963 if (tmp->type == CONTAINER) { /* empty container to ground */
2964 loot_object(tmp);
2965 }
2966 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2967 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2968 if(tmp->nrof>1) {
2969 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2970 free_object(tmp2); 3398 free_object (tmp);
3399 }
3400 else
2971 insert_ob_in_map(tmp,op->map,NULL,0); 3401 insert_ob_in_map (tmp, op->map, NULL, 0);
2972 } else
2973 free_object(tmp);
2974 } else
2975 insert_ob_in_map(tmp,op->map,NULL,0);
2976 } 3402 }
2977} 3403}
2978 3404
2979/* 3405/*
2980 * fix_weight(): Check recursively the weight of all players, and fix 3406 * fix_weight(): Check recursively the weight of all players, and fix
2981 * 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
2982 * was changed. 3408 * was changed.
2983 */ 3409 */
2984 3410
3411void
2985void fix_weight(void) { 3412fix_weight (void)
3413{
2986 player *pl; 3414 player *pl;
3415
2987 for (pl = first_player; pl != NULL; pl = pl->next) { 3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 {
2988 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419
2989 if(old == sum) 3420 if (old == sum)
2990 continue; 3421 continue;
2991 fix_player(pl->ob); 3422 fix_player (pl->ob);
2992 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2993 &pl->ob->name, old, sum);
2994 } 3424 }
2995} 3425}
2996 3426
3427void
2997void fix_luck(void) { 3428fix_luck (void)
3429{
2998 player *pl; 3430 player *pl;
3431
2999 for (pl = first_player; pl != NULL; pl = pl->next) 3432 for (pl = first_player; pl != NULL; pl = pl->next)
3000 if (!pl->ob->contr->state) 3433 if (!pl->ob->contr->state)
3001 change_luck(pl->ob, 0); 3434 change_luck (pl->ob, 0);
3002} 3435}
3003 3436
3004 3437
3005/* cast_dust() - handles op throwing objects of type 'DUST'. 3438/* cast_dust() - handles op throwing objects of type 'DUST'.
3006 * This is much simpler in the new spell code - we basically 3439 * This is much simpler in the new spell code - we basically
3007 * just treat this as any other spell casting object. 3440 * just treat this as any other spell casting object.
3008 */ 3441 */
3009 3442
3010void 3443void
3011cast_dust (object * op, object * throw_ob, int dir) 3444cast_dust (object *op, object *throw_ob, int dir)
3012{ 3445{
3013 object *skop, *spob; 3446 object *skop, *spob;
3014 3447
3015 skop = find_skill_by_name (op, throw_ob->skill); 3448 skop = find_skill_by_name (op, throw_ob->skill);
3016 3449
3017 /* casting POTION 'dusts' is really a use_magic_item skill */ 3450 /* casting POTION 'dusts' is really a use_magic_item skill */
3018 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3451 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3019 { 3452 {
3020 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);
3021 &op->name);
3022 return; 3454 return;
3023 } 3455 }
3024 3456
3025 spob = throw_ob->inv; 3457 spob = throw_ob->inv;
3026 3458
3027 // 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
3028 // 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
3029 // errors should be reported as early as possible IMHO) 3461 // errors should be reported as early as possible IMHO)
3030 if (!spob) 3462 if (!spob)
3031 { 3463 {
3032 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);
3033 &throw_ob->name, &op->name);
3034 return; 3465 return;
3035 } 3466 }
3036 3467
3037 if (op->type == PLAYER) 3468 if (op->type == PLAYER)
3038 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);
3042 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3043 remove_ob (throw_ob); 3474 remove_ob (throw_ob);
3044 free_object (throw_ob); 3475 free_object (throw_ob);
3045} 3476}
3046 3477
3478void
3047void make_visible (object *op) { 3479make_visible (object *op)
3480{
3048 op->hide = 0; 3481 op->hide = 0;
3049 op->invisible = 0; 3482 op->invisible = 0;
3050 if(op->type==PLAYER) { 3483 if (op->type == PLAYER)
3484 {
3051 op->contr->tmp_invis = 0; 3485 op->contr->tmp_invis = 0;
3052 op->contr->invis_race = 0; 3486 op->contr->invis_race = 0;
3053 } 3487 }
3054 update_object(op,UP_OBJ_FACE); 3488 update_object (op, UP_OBJ_FACE);
3055} 3489}
3056 3490
3491int
3057int is_true_undead(object *op) { 3492is_true_undead (object *op)
3493{
3058 object *tmp=NULL; 3494 object *tmp = NULL;
3059 3495
3060 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3497 return 1;
3061 3498
3062 if(op->type==PLAYER) 3499 if (op->type == PLAYER)
3063 for(tmp=op->inv;tmp;tmp=tmp->below) 3500 for (tmp = op->inv; tmp; tmp = tmp->below)
3064 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3501 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3065 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3502 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3503 return 1;
3066 return 0; 3504 return 0;
3067} 3505}
3068 3506
3069/* look at the surrounding terrain to determine 3507/* look at the surrounding terrain to determine
3070 * the hideability of this object. Positive levels 3508 * the hideability of this object. Positive levels
3071 * indicate greater hideability. 3509 * indicate greater hideability.
3072 */ 3510 */
3073 3511
3512int
3074int hideability(object *ob) { 3513hideability (object *ob)
3514{
3075 int i,level=0, mflag; 3515 int i, level = 0, mflag;
3076 sint16 x,y; 3516 sint16 x, y;
3077 3517
3078 if(!ob||!ob->map) return 0; 3518 if (!ob || !ob->map)
3519 return 0;
3079 3520
3080 /* so, on normal lighted maps, its hard to hide */ 3521 /* so, on normal lighted maps, its hard to hide */
3081 level=ob->map->darkness - 2; 3522 level = ob->map->darkness - 2;
3082 3523
3083 /* this also picks up whether the object is glowing. 3524 /* this also picks up whether the object is glowing.
3084 * 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
3085 * as bad as carrying a light on a pitch dark map */ 3526 * as bad as carrying a light on a pitch dark map */
3086 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3527 if (has_carried_lights (ob))
3528 level = -(10 + (2 * ob->map->darkness));
3087 3529
3088 /* scan through all nearby squares for terrain to hide in */ 3530 /* scan through all nearby squares for terrain to hide in */
3089 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 {
3090 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3533 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3091 if (mflag & P_OUT_OF_MAP) { continue; } 3534 if (mflag & P_OUT_OF_MAP)
3535 {
3536 continue;
3537 }
3092 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3538 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3093 level += 2; 3539 level += 2;
3094 else /* open terrain! */ 3540 else /* open terrain! */
3095 level -= 1; 3541 level -= 1;
3096 } 3542 }
3097 3543
3098#if 0 3544#if 0
3099 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3545 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3100#endif 3546#endif
3101 return level; 3547 return level;
3102} 3548}
3103 3549
3104/* For Hidden creatures - a chance of becoming 'unhidden' 3550/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 3551 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 3552 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 3553 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 3554 */
3109 3555
3556void
3110void do_hidden_move (object *op) { 3557do_hidden_move (object *op)
3558{
3111 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3559 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3112 object *skop; 3560 object *skop;
3113 3561
3114 if(!op || !op->map) return; 3562 if (!op || !op->map)
3563 return;
3115 3564
3116 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3565 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3117 3566
3118 /* 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! */
3119 if(op->type==PLAYER && op->contr->run_on) { 3568 if (op->type == PLAYER && op->contr->run_on)
3569 {
3120 if(!skop || num >= skop->level) { 3570 if (!skop || num >= skop->level)
3571 {
3121 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!");
3122 make_visible(op); 3573 make_visible (op);
3123 return; 3574 return;
3575 }
3576 else
3124 } else num += 20; 3577 num += 20;
3125 } 3578 }
3126 num += op->map->difficulty; 3579 num += op->map->difficulty;
3127 hide = hideability(op); /* modify by terrain hidden level */ 3580 hide = hideability (op); /* modify by terrain hidden level */
3128 num -= hide; 3581 num -= hide;
3129 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3582 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3583 {
3130 make_visible(op); 3584 make_visible (op);
3131 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3585 if (op->type == PLAYER)
3132 "You moved out of hiding! You are visible!"); 3586 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3133 } 3587 }
3134 else if (op->type == PLAYER && skop) { 3588 else if (op->type == PLAYER && skop)
3589 {
3135 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);
3136 } 3591 }
3137} 3592}
3138 3593
3139/* determine if who is standing near a hostile creature. */ 3594/* determine if who is standing near a hostile creature. */
3140 3595
3596int
3141int stand_near_hostile( object *who ) { 3597stand_near_hostile (object *who)
3598{
3142 object *tmp=NULL; 3599 object *tmp = NULL;
3143 int i,friendly=0,player=0, mflags; 3600 int i, friendly = 0, player = 0, mflags;
3144 mapstruct *m; 3601 mapstruct *m;
3145 sint16 x,y; 3602 sint16 x, y;
3146 3603
3147 if(!who) return 0; 3604 if (!who)
3605 return 0;
3148 3606
3149 if(who->type==PLAYER) player=1; 3607 if (who->type == PLAYER)
3608 player = 1;
3609
3610 else
3150 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3611 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3151 3612
3152 /* search adjacent squares */ 3613 /* search adjacent squares */
3153 for(i=1;i<9;i++) { 3614 for (i = 1; i < 9; i++)
3615 {
3154 x = who->x+freearr_x[i]; 3616 x = who->x + freearr_x[i];
3155 y = who->y+freearr_y[i]; 3617 y = who->y + freearr_y[i];
3156 m = who->map; 3618 m = who->map;
3157 mflags = get_map_flags(m, &m, x, y, &x, &y); 3619 mflags = get_map_flags (m, &m, x, y, &x, &y);
3158 /* space must be blocked if there is a monster. If not 3620 /* space must be blocked if there is a monster. If not
3159 * blocked, don't need to check this space. 3621 * blocked, don't need to check this space.
3160 */ 3622 */
3161 if (mflags & P_OUT_OF_MAP) continue; 3623 if (mflags & P_OUT_OF_MAP)
3624 continue;
3162 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)))
3163 3626 continue;
3627
3164 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)
3165 if((player||friendly) 3629 {
3166 &&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)
3167 return 1; 3636 return 1;
3168 else if(tmp->type==PLAYER)
3169 {
3170 /*don't let a hidden DM prevent you from hiding*/
3171 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3172 return 1;
3173 } 3637 }
3174 } 3638 }
3175 } 3639 }
3176 return 0; 3640 return 0;
3177} 3641}
3178 3642
3179/* check the player los field for viewability of the 3643/* check the player los field for viewability of the
3180 * object op. This function works fine for monsters, 3644 * object op. This function works fine for monsters,
3181 * 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
3188 * 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.
3189 * -b.t. 3653 * -b.t.
3190 * This function is now map tiling safe. 3654 * This function is now map tiling safe.
3191 */ 3655 */
3192 3656
3657int
3193int player_can_view (object *pl,object *op) { 3658player_can_view (object *pl, object *op)
3659{
3194 rv_vector rv; 3660 rv_vector rv;
3195 int dx,dy; 3661 int dx, dy;
3196 3662
3197 if(pl->type!=PLAYER) { 3663 if (pl->type != PLAYER)
3664 {
3198 LOG(llevError,"player_can_view() called for non-player object\n"); 3665 LOG (llevError, "player_can_view() called for non-player object\n");
3199 return -1; 3666 return -1;
3200 } 3667 }
3201 if (!pl || !op) return 0; 3668 if (!pl || !op)
3202
3203 if(op->head) { op = op->head; }
3204 get_rangevector(pl, op, &rv, 0x1);
3205
3206 /* starting with the 'head' part, lets loop
3207 * through the object and find if it has any
3208 * part that is in the los array but isnt on
3209 * a blocked los square.
3210 * we use the archetype to figure out offsets.
3211 */
3212 while(op) {
3213 dx = rv.distance_x + op->arch->clone.x;
3214 dy = rv.distance_y + op->arch->clone.y;
3215
3216 /* only the viewable area the player sees is updated by LOS
3217 * code, so we need to restrict ourselves to that range of values
3218 * for any meaningful values.
3219 */
3220 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3221 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3222 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3223 return 1;
3224 op = op->more;
3225 }
3226 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;
3227} 3699}
3228 3700
3229/* routine for both players and monsters. We call this when 3701/* routine for both players and monsters. We call this when
3230 * there is a possibility for our action distrubing our hiding 3702 * there is a possibility for our action distrubing our hiding
3231 * place or invisiblity spell. Artefact invisiblity is not 3703 * place or invisiblity spell. Artefact invisiblity is not
3232 * effected by this. If we arent invisible to begin with, we 3704 * effected by this. If we arent invisible to begin with, we
3233 * return 0. 3705 * return 0.
3234 */ 3706 */
3707int
3235int action_makes_visible (object *op) { 3708action_makes_visible (object *op)
3709{
3236 3710
3237 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3711 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3712 {
3238 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3713 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3239 return 0; 3714 return 0;
3240 3715
3241 if (op->contr && op->contr->tmp_invis == 0) return 0; 3716 if (op->contr && op->contr->tmp_invis == 0)
3717 return 0;
3242 3718
3243 /* If monsters, they should become visible */ 3719 /* If monsters, they should become visible */
3244 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3720 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3721 {
3245 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");
3246 return 1; 3723 return 1;
3247 } 3724 }
3248 } 3725 }
3249 return 0; 3726 return 0;
3250} 3727}
3251 3728
3252/* op_on_battleground - checks if the given object op (usually 3729/* op_on_battleground - checks if the given object op (usually
3253 * a player) is standing on a valid battleground-tile, 3730 * a player) is standing on a valid battleground-tile,
3254 * function returns TRUE/FALSE. If true x, y returns the battleground 3731 * function returns TRUE/FALSE. If true x, y returns the battleground
3255 * -exit-coord. (and if x, y not NULL) 3732 * -exit-coord. (and if x, y not NULL)
3256 * 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
3257 * 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
3258 * 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
3259 */ 3736 */
3737int
3260int op_on_battleground (object *op, int *x, int *y) { 3738op_on_battleground (object *op, int *x, int *y)
3739{
3261 object *tmp; 3740 object *tmp;
3262 3741
3263 /* A battleground-tile needs the following attributes to be valid: 3742 /* A battleground-tile needs the following attributes to be valid:
3264 * 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),
3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3744 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3266 * and the exit-coordinates sp/hp must both be > 0. 3745 * and the exit-coordinates sp/hp must both be > 0.
3267 * => The intention here is to prevent abuse of the battleground- 3746 * => The intention here is to prevent abuse of the battleground-
3268 * feature (like pickable or hidden battleground tiles). */ 3747 * feature (like pickable or hidden battleground tiles). */
3269 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3748 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3749 {
3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3750 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3751 {
3271 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3752 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3272 strcmp(tmp->name, "battleground")==0 && 3753 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3273 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3754 {
3274 /*before we assign the exit, check if this is a teambattle*/ 3755 /*before we assign the exit, check if this is a teambattle */
3275 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 {
3276 object *invtmp; 3758 object *invtmp;
3759
3277 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3760 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3278 if(invtmp->type==FORCE && invtmp->slaying && 3761 {
3279 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3762 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3763 {
3280 if (x != NULL && y != NULL) 3764 if (x != NULL && y != NULL)
3281 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3765 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282 return 1; 3766 return 1;
3767 }
3283 } 3768 }
3284 } 3769 }
3285 }
3286 if (x != NULL && y != NULL) 3770 if (x != NULL && y != NULL)
3287 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3771 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3288 return 1; 3772 return 1;
3773 }
3289 } 3774 }
3290 }
3291 } 3775 }
3292 /* If we got here, did not find a battleground */ 3776 /* If we got here, did not find a battleground */
3293 return 0; 3777 return 0;
3294} 3778}
3295 3779
3296/* 3780/*
3300 * attributes: 3784 * attributes:
3301 * object *who the dragon player 3785 * object *who the dragon player
3302 * int atnr the attack-number of the ability focus 3786 * int atnr the attack-number of the ability focus
3303 * int level ability level 3787 * int level ability level
3304 */ 3788 */
3789void
3305void dragon_ability_gain(object *who, int atnr, int level) { 3790dragon_ability_gain (object *who, int atnr, int level)
3791{
3306 treasurelist *trlist = NULL; /* treasurelist */ 3792 treasurelist *trlist = NULL; /* treasurelist */
3307 treasure *tr; /* treasure */ 3793 treasure *tr; /* treasure */
3308 object *tmp,*skop; /* tmp. object */ 3794 object *tmp, *skop; /* tmp. object */
3309 object *item; /* treasure object */ 3795 object *item; /* treasure object */
3310 char buf[MAX_BUF]; /* tmp. string buffer */ 3796 char buf[MAX_BUF]; /* tmp. string buffer */
3311 int i=0, j=0; 3797 int i = 0, j = 0;
3312 3798
3313 /* get the appropriate treasurelist */ 3799 /* get the appropriate treasurelist */
3314 if (atnr == ATNR_FIRE) 3800 if (atnr == ATNR_FIRE)
3315 trlist = find_treasurelist("dragon_ability_fire"); 3801 trlist = find_treasurelist ("dragon_ability_fire");
3316 else if (atnr == ATNR_COLD) 3802 else if (atnr == ATNR_COLD)
3317 trlist = find_treasurelist("dragon_ability_cold"); 3803 trlist = find_treasurelist ("dragon_ability_cold");
3318 else if (atnr == ATNR_ELECTRICITY) 3804 else if (atnr == ATNR_ELECTRICITY)
3319 trlist = find_treasurelist("dragon_ability_elec"); 3805 trlist = find_treasurelist ("dragon_ability_elec");
3320 else if (atnr == ATNR_POISON) 3806 else if (atnr == ATNR_POISON)
3321 trlist = find_treasurelist("dragon_ability_poison"); 3807 trlist = find_treasurelist ("dragon_ability_poison");
3322 3808
3323 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))
3324 return; 3826 return;
3325 3827
3326 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);
3327 tr = tr->next, i++); 3829 do_learn_spell (who, item, 0);
3328 3830 return;
3329 if (tr == NULL || tr->item == NULL) { 3831 }
3330 /* 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))
3331 return; 3842 return;
3332 }
3333
3334 /* everything seems okay - now bring on the gift: */
3335 item = &(tr->item->clone);
3336
3337 if (item->type == SPELL) {
3338 if (check_spell_known (who, item->name))
3339 return;
3340
3341 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3342 do_learn_spell (who, item, 0);
3343 return;
3344 }
3345
3346 /* grant direct spell */
3347 if (item->type == SPELLBOOK) {
3348 if (!item->inv) {
3349 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3350 return;
3351 }
3352 if (check_spell_known (who, item->inv->name))
3353 return;
3354 if (item->invisible) { 3843 if (item->invisible)
3844 {
3355 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);
3356 do_learn_spell (who, item->inv, 0); 3846 do_learn_spell (who, item->inv, 0);
3357 return; 3847 return;
3358 } 3848 }
3359 } 3849 }
3360 else if (item->type == SKILL_TOOL && item->invisible) { 3850 else if (item->type == SKILL_TOOL && item->invisible)
3851 {
3361 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 {
3362 3854
3363 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3855 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3364 * 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
3365 * 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,
3366 * but not all of them, he gets nothing. 3858 * but not all of them, he gets nothing.
3367 */ 3859 */
3368 if (!(skop->attacktype & item->attacktype)) { 3860 if (!(skop->attacktype & item->attacktype))
3861 {
3369 /* Give new attacktype */ 3862 /* Give new attacktype */
3370 skop->attacktype |= item->attacktype; 3863 skop->attacktype |= item->attacktype;
3371 3864
3372 /* always add physical if there's none */ 3865 /* always add physical if there's none */
3373 skop->attacktype |= AT_PHYSICAL; 3866 skop->attacktype |= AT_PHYSICAL;
3374 3867
3375 if (item->msg != NULL) 3868 if (item->msg != NULL)
3376 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3869 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3377 3870
3378 /* Give player new face */ 3871 /* Give player new face */
3379 if (item->animation_id) { 3872 if (item->animation_id)
3873 {
3380 who->face = skop->face; 3874 who->face = skop->face;
3381 who->animation_id = item->animation_id; 3875 who->animation_id = item->animation_id;
3382 who->anim_speed = item->anim_speed; 3876 who->anim_speed = item->anim_speed;
3383 who->last_anim = 0; 3877 who->last_anim = 0;
3384 who->state = 0; 3878 who->state = 0;
3385 animate_object(who, who->direction); 3879 animate_object (who, who->direction);
3386 } 3880 }
3387 } 3881 }
3388 } 3882 }
3389 } 3883 }
3390 else if (item->type == FORCE) { 3884 else if (item->type == FORCE)
3885 {
3391 /* forces in the treasurelist can alter the player's stats */ 3886 /* forces in the treasurelist can alter the player's stats */
3392 object *skin; 3887 object *skin;
3888
3393 /* first get the dragon skin force */ 3889 /* first get the dragon skin force */
3394 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);
3395 skin=skin->below);
3396 if (skin == NULL) return; 3891 if (skin == NULL)
3397 3892 return;
3893
3398 /* adding new spellpath attunements */ 3894 /* adding new spellpath attunements */
3399 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 {
3400 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3897 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3401 3898
3402 /* print message */ 3899 /* print message */
3403 sprintf(buf, "You feel attuned to "); 3900 sprintf (buf, "You feel attuned to ");
3404 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3901 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3902 {
3405 if(item->path_attuned & (1<<i)) { 3903 if (item->path_attuned & (1 << i))
3904 {
3406 if (j) 3905 if (j)
3407 strcat(buf," and "); 3906 strcat (buf, " and ");
3408 else 3907 else
3409 j = 1; 3908 j = 1;
3410 strcat(buf, spellpathnames[i]); 3909 strcat (buf, spellpathnames[i]);
3411 } 3910 }
3412 } 3911 }
3413 strcat(buf,"."); 3912 strcat (buf, ".");
3414 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3913 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3415 } 3914 }
3416 3915
3417 /* evtl. adding flags: */ 3916 /* evtl. adding flags: */
3418 if(QUERY_FLAG(item, FLAG_XRAYS)) 3917 if (QUERY_FLAG (item, FLAG_XRAYS))
3419 SET_FLAG(skin, FLAG_XRAYS); 3918 SET_FLAG (skin, FLAG_XRAYS);
3420 if(QUERY_FLAG(item, FLAG_STEALTH)) 3919 if (QUERY_FLAG (item, FLAG_STEALTH))
3421 SET_FLAG(skin, FLAG_STEALTH); 3920 SET_FLAG (skin, FLAG_STEALTH);
3422 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3921 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3423 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3922 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3424 3923
3425 /* print message if there is one */ 3924 /* print message if there is one */
3426 if (item->msg != NULL) 3925 if (item->msg != NULL)
3427 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
3428 } 3929 {
3429 else {
3430 /* generate misc. treasure */ 3930 /* generate misc. treasure */
3431 tmp = arch_to_object (tr->item); 3931 tmp = arch_to_object (tr->item);
3432 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));
3433 tmp = insert_ob_in_ob (tmp, who); 3933 tmp = insert_ob_in_ob (tmp, who);
3434 if (who->type == PLAYER) 3934 if (who->type == PLAYER)
3435 esrv_send_item(who, tmp); 3935 esrv_send_item (who, tmp);
3436 } 3936 }
3437} 3937}
3438 3938
3439/** 3939/**
3440 * 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
3441 * not readied. 3941 * not readied.
3442 */ 3942 */
3943void
3443void player_unready_range_ob(player *pl, object *ob) { 3944player_unready_range_ob (player *pl, object *ob)
3945{
3444 rangetype i; 3946 rangetype i;
3445 3947
3446 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 {
3447 if (pl->ranges[i] == ob) { 3950 if (pl->ranges[i] == ob)
3951 {
3448 pl->ranges[i] = NULL; 3952 pl->ranges[i] = NULL;
3449 if (pl->shoottype == i) { 3953 if (pl->shoottype == i)
3954 {
3450 pl->shoottype = range_none; 3955 pl->shoottype = range_none;
3451 } 3956 }
3452 } 3957 }
3453 } 3958 }
3454} 3959}

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