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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 1.27 by root, Wed Sep 27 00:36:09 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));
334
320 if(p->socket.faces_sent == NULL) 335 if (p->socket.faces_sent == NULL)
321 fatal(OUT_OF_MEMORY); 336 fatal (OUT_OF_MEMORY);
337
322 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 338 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. 339 /* 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 340 * Note that this can result in a client reset if there is partial data
325 * on the uncoming socket. 341 * on the uncoming socket.
326 */ 342 */
327 p->socket.inbuf.len = 0; 343 p->socket.inbuf.len = 0;
328 set_first_map(p->ob); 344 set_first_map (p->ob);
329 345
330 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
331 add_friendly_object(p->ob); 347 add_friendly_object (p->ob);
332 send_rules(p->ob); 348 send_rules (p->ob);
333 send_news(p->ob); 349 send_news (p->ob);
334 display_motd(p->ob); 350 display_motd (p->ob);
335 get_name(p->ob); 351 get_name (p->ob);
352
336 return 0; 353 return 0;
337} 354}
338 355
339/* 356/*
340 * get_player_archetype() return next player archetype from archetype 357 * get_player_archetype() return next player archetype from archetype
341 * list. Not very efficient routine, but used only creating new players. 358 * list. Not very efficient routine, but used only creating new players.
342 * Note: there MUST be at least one player archetype! 359 * Note: there MUST be at least one player archetype!
343 */ 360 */
361archetype *
344archetype *get_player_archetype(archetype* at) 362get_player_archetype (archetype *at)
345{ 363{
346 archetype *start = at; 364 archetype *start = at;
365
347 for (;;) { 366 for (;;)
367 {
348 if (at==NULL || at->next==NULL) 368 if (at == NULL || at->next == NULL)
349 at=first_archetype; 369 at = first_archetype;
350 else 370 else
351 at=at->next; 371 at = at->next;
352 if(at->clone.type==PLAYER) 372 if (at->clone.type == PLAYER)
353 return at; 373 return at;
354 if (at == start) { 374 if (at == start)
375 {
355 LOG (llevError, "No Player archetypes\n"); 376 LOG (llevError, "No Player archetypes\n");
356 exit (-1); 377 exit (-1);
357 } 378 }
358 } 379 }
359} 380}
360 381
361 382
383object *
362object *get_nearest_player(object *mon) { 384get_nearest_player (object *mon)
385{
363 object *op = NULL; 386 object *op = NULL;
364 player *pl = NULL; 387 player *pl = NULL;
365 objectlink *ol; 388 objectlink *ol;
366 unsigned lastdist; 389 unsigned lastdist;
367 rv_vector rv; 390 rv_vector rv;
368 391
369 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
393 {
370 /* We should not find free objects on this friendly list, but it 394 /* We should not find free objects on this friendly list, but it
371 * does periodically happen. Given that, lets deal with it. 395 * does periodically happen. Given that, lets deal with it.
372 * While unlikely, it is possible the next object on the friendly 396 * While unlikely, it is possible the next object on the friendly
373 * list is also free, so encapsulate this in a while loop. 397 * list is also free, so encapsulate this in a while loop.
374 */ 398 */
375 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 399 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
400 {
376 object *tmp=ol->ob; 401 object *tmp = ol->ob;
377 402
378 /* Can't do much more other than log the fact, because the object 403 /* Can't do much more other than log the fact, because the object
379 * itself will have been cleared. 404 * itself will have been cleared.
380 */ 405 */
381 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 406 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
382 ol = ol->next; 407 ol = ol->next;
383 remove_friendly_object(tmp); 408 remove_friendly_object (tmp);
409 if (!ol)
384 if (!ol) return op; 410 return op;
385 } 411 }
386 412
387 /* Remove special check for player from this. First, it looks to cause 413 /* 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 414 * some crashes (ol->ob->contr not set properly?), but secondly, a more
389 * complicated method of state checking would be needed in any case - 415 * 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 416 * as it was, a clever player could type quit, and the function would
391 * skip them over while waiting for confirmation. Remove 417 * skip them over while waiting for confirmation. Remove
392 * on_same_map check, as can_detect_enemy also does this 418 * on_same_map check, as can_detect_enemy also does this
393 */ 419 */
394 if (!can_detect_enemy(mon,ol->ob,&rv)) 420 if (!can_detect_enemy (mon, ol->ob, &rv))
395 continue; 421 continue;
396 422
397 if(lastdist>rv.distance) { 423 if (lastdist > rv.distance)
424 {
398 op=ol->ob; 425 op = ol->ob;
399 lastdist=rv.distance; 426 lastdist = rv.distance;
400 } 427 }
401 } 428 }
402 for (pl=first_player; pl != NULL; pl=pl->next) { 429 for (pl = first_player; pl != NULL; pl = pl->next)
430 {
403 if (can_detect_enemy(mon, pl->ob,&rv)) { 431 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
404 433
405 if(lastdist>rv.distance) { 434 if (lastdist > rv.distance)
435 {
406 op=pl->ob; 436 op = pl->ob;
407 lastdist=rv.distance; 437 lastdist = rv.distance;
408 } 438 }
409 } 439 }
410 } 440 }
411#if 0 441#if 0
412 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
413#endif 443#endif
414 return op; 444 return op;
415} 445}
416 446
417/* I believe this can safely go to 2, 3 is questionable, 4 will likely 447/* 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 448 * result in a monster paths backtracking. It basically determines how large a
419 * detour a monster will take from the direction path when looking 449 * detour a monster will take from the direction path when looking
456 * monster can in fact move one space in that direction. 486 * 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, 487 * 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 488 * since only simple checks to blocked are being called, which could mean the monster
459 * is blocking itself. 489 * is blocking itself.
460 */ 490 */
491int
461int path_to_player(object *mon, object *pl, unsigned mindiff) { 492path_to_player (object *mon, object *pl, unsigned mindiff)
493{
462 rv_vector rv; 494 rv_vector rv;
463 sint16 x,y; 495 sint16 x, y;
464 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 496 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
465 mapstruct *m ,*lastmap; 497 maptile *m, *lastmap;
466 498
467 get_rangevector(mon, pl, &rv, 0); 499 get_rangevector (mon, pl, &rv, 0);
468 500
469 if (rv.distance<mindiff) return 0; 501 if (rv.distance < mindiff)
502 return 0;
470 503
471 x=mon->x; 504 x = mon->x;
472 y=mon->y; 505 y = mon->y;
473 m=mon->map; 506 m = mon->map;
474 dir = rv.direction; 507 dir = rv.direction;
475 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 508 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); 509 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. */ 510 /* If we can't solve it within the search distance, return now. */
478 if (diff>max) return 0; 511 if (diff > max)
512 return 0;
479 while (diff >1 && max>0) { 513 while (diff > 1 && max > 0)
514 {
480 lastx = x; 515 lastx = x;
481 lasty = y; 516 lasty = y;
482 lastmap = m; 517 lastmap = m;
483 x = lastx + freearr_x[dir]; 518 x = lastx + freearr_x[dir];
484 y = lasty + freearr_y[dir]; 519 y = lasty + freearr_y[dir];
485 520
486 mflags = get_map_flags(m, &m, x, y, &x, &y); 521 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); 522 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
488 523
489 /* Space is blocked - try changing direction a little */ 524 /* Space is blocked - try changing direction a little */
490 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 525 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)))) { 526 && (m == mon->map && blocked_link (mon, m, x, y))))
527 {
492 /* recalculate direction from last good location. Possible 528 /* recalculate direction from last good location. Possible
493 * we were not traversing ideal location before. 529 * we were not traversing ideal location before.
494 */ 530 */
495 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 531 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
496 if (rv.direction != dir) { 532 if (rv.direction != dir)
533 {
497 /* OK - says direction should be different - lets reset the 534 /* OK - says direction should be different - lets reset the
498 * the values so it will try again. 535 * the values so it will try again.
499 */ 536 */
500 x = lastx; 537 x = lastx;
501 y = lasty; 538 y = lasty;
502 m = lastmap; 539 m = lastmap;
503 dir = firstdir = rv.direction; 540 dir = firstdir = rv.direction;
541 }
504 } else { 542 else
543 {
505 /* direct path is blocked - try taking a side step to 544 /* direct path is blocked - try taking a side step to
506 * either the left or right. 545 * either the left or right.
507 * Note increase the values in the loop below to be 546 * Note increase the values in the loop below to be
508 * more than -1/1 respectively will mean the monster takes 547 * more than -1/1 respectively will mean the monster takes
509 * bigger detour. Have to be careful about these values getting 548 * 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 549 * too big (3 or maybe 4 or higher) as the monster may just try
511 * stepping back and forth 550 * stepping back and forth
512 */ 551 */
513 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 552 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
553 {
554 if (i == 0)
514 if (i==0) continue; /* already did this, so skip it */ 555 continue; /* already did this, so skip it */
515 /* Use lastdir here - otherwise, 556 /* Use lastdir here - otherwise,
516 * since the direction that the creature should move in 557 * since the direction that the creature should move in
517 * may change, you could get infinite loops. 558 * may change, you could get infinite loops.
518 * ie, player is northwest, but monster can only 559 * ie, player is northwest, but monster can only
519 * move west, so it does that. It goes some distance, 560 * move west, so it does that. It goes some distance,
520 * gets blocked, finds that it should move north, 561 * gets blocked, finds that it should move north,
521 * can't do that, but now finds it can move east, and 562 * can't do that, but now finds it can move east, and
522 * gets back to its original point. lastdir contains 563 * gets back to its original point. lastdir contains
523 * the last direction the creature has successfully 564 * the last direction the creature has successfully
524 * moved. 565 * moved.
525 */ 566 */
526 567
527 x = lastx + freearr_x[absdir(lastdir+i)]; 568 x = lastx + freearr_x[absdir (lastdir + i)];
528 y = lasty + freearr_y[absdir(lastdir+i)]; 569 y = lasty + freearr_y[absdir (lastdir + i)];
529 m = lastmap; 570 m = lastmap;
530 mflags = get_map_flags(m, &m, x, y, &x, &y); 571 mflags = get_map_flags (m, &m, x, y, &x, &y);
531 if (mflags & P_OUT_OF_MAP) continue; 572 if (mflags & P_OUT_OF_MAP)
573 continue;
532 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 574 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
533 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 575 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
576 continue;
534 if (mflags & P_BLOCKSVIEW) continue; 577 if (mflags & P_BLOCKSVIEW)
578 continue;
535 579
536 if (m == mon->map && blocked_link(mon, m, x, y)) break; 580 if (m == mon->map && blocked_link (mon, m, x, y))
581 break;
537 } 582 }
538 /* go through entire loop without finding a valid 583 /* go through entire loop without finding a valid
539 * sidestep to take - thus, no valid path. 584 * sidestep to take - thus, no valid path.
540 */ 585 */
541 if (i==(DETOUR_AMOUNT+1)) 586 if (i == (DETOUR_AMOUNT + 1))
542 return 0; 587 return 0;
543 diff--; 588 diff--;
544 lastdir=dir; 589 lastdir = dir;
545 max--; 590 max--;
546 if (!firstdir) firstdir = dir+i; 591 if (!firstdir)
592 firstdir = dir + i;
547 } /* else check alternate directions */ 593 } /* else check alternate directions */
548 } /* if blocked */ 594 } /* if blocked */
549 else { 595 else
596 {
550 /* we moved towards creature, so diff is less */ 597 /* we moved towards creature, so diff is less */
551 diff--; 598 diff--;
552 max--; 599 max--;
553 lastdir=dir; 600 lastdir = dir;
601 if (!firstdir)
554 if (!firstdir) firstdir = dir; 602 firstdir = dir;
603 }
604 if (diff <= 1)
555 } 605 {
556 if (diff<=1) {
557 /* Recalculate diff (distance) because we may not have actually 606 /* Recalculate diff (distance) because we may not have actually
558 * headed toward player for entire distance. 607 * headed toward player for entire distance.
559 */ 608 */
560 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 609 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); 610 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
562 } 611 }
563 if (diff>max) return 0; 612 if (diff > max)
613 return 0;
564 } 614 }
565 /* If we reached the max, didn't find a direction in time */ 615 /* If we reached the max, didn't find a direction in time */
566 if (!max) return 0; 616 if (!max)
617 return 0;
567 618
568 return firstdir; 619 return firstdir;
569} 620}
570 621
622void
571void give_initial_items(object *pl,treasurelist *items) { 623give_initial_items (object *pl, treasurelist * items)
624{
572 object *op,*next=NULL; 625 object *op, *next = NULL;
573 626
574 if(pl->randomitems!=NULL) 627 if (pl->randomitems != NULL)
575 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 628 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
576 629
577 for (op=pl->inv; op; op=next) { 630 for (op = pl->inv; op; op = next)
631 {
578 next = op->below; 632 next = op->below;
579 633
580 /* Forces get applied per default, unless they have the 634 /* Forces get applied per default, unless they have the
581 * flag "neutral" set. Sorry but I can't think of a better way 635 * flag "neutral" set. Sorry but I can't think of a better way
582 */ 636 */
583 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 637 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
584 SET_FLAG(op,FLAG_APPLIED); 638 SET_FLAG (op, FLAG_APPLIED);
585 639
586 /* we never give weapons/armour if these cannot be used 640 /* we never give weapons/armour if these cannot be used
587 * by this player due to race restrictions 641 * by this player due to race restrictions
588 */ 642 */
589 if (pl->type == PLAYER) { 643 if (pl->type == PLAYER)
644 {
590 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 645 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
591 (op->type == ARMOUR || op->type == BOOTS || 646 (op->type == ARMOUR || op->type == BOOTS ||
592 op->type == CLOAK || op->type == HELMET || 647 op->type == CLOAK || op->type == HELMET ||
593 op->type == SHIELD || op->type == GLOVES || 648 op->type == SHIELD || op->type == GLOVES ||
594 op->type == BRACERS || op->type == GIRDLE)) || 649 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)) { 650 {
596 remove_ob (op); 651 remove_ob (op);
597 free_object (op); 652 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; 653 continue;
620 } 654 }
621 if (op->nrof > 1) op->nrof = 1; 655 }
656
657 /* This really needs to be better - we should really give
658 * a substitute spellbook. The problem is that we don't really
659 * have a good idea what to replace it with (need something like
660 * a first level treasurelist for each skill.)
661 * remove duplicate skills also
662 */
663 if (op->type == SPELLBOOK || op->type == SKILL)
622 } 664 {
665 object *tmp;
623 666
667 for (tmp = op->below; tmp; tmp = tmp->below)
668 if (tmp->type == op->type && tmp->name == op->name)
669 break;
670
671 if (tmp)
672 {
673 remove_ob (op);
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue;
677 }
678 if (op->nrof > 1)
679 op->nrof = 1;
680 }
681
624 if (op->type == SPELLBOOK && op->inv) { 682 if (op->type == SPELLBOOK && op->inv)
683 {
625 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 684 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
626 } 685 }
627 686
628 /* Give starting characters identified, uncursed, and undamned 687 /* Give starting characters identified, uncursed, and undamned
629 * items. Just don't identify gold or silver, or it won't be 688 * items. Just don't identify gold or silver, or it won't be
630 * merged properly. 689 * merged properly.
631 */ 690 */
632 if (need_identify(op)) { 691 if (need_identify (op))
692 {
633 SET_FLAG(op, FLAG_IDENTIFIED); 693 SET_FLAG (op, FLAG_IDENTIFIED);
634 CLEAR_FLAG(op, FLAG_CURSED); 694 CLEAR_FLAG (op, FLAG_CURSED);
635 CLEAR_FLAG(op, FLAG_DAMNED); 695 CLEAR_FLAG (op, FLAG_DAMNED);
696 }
697 if (op->type == SPELL)
636 } 698 {
637 if(op->type==SPELL) {
638 remove_ob(op); 699 remove_ob (op);
639 free_object(op); 700 free_object (op);
640 continue; 701 continue;
702 }
703 else if (op->type == SKILL)
641 } 704 {
642 else if(op->type==SKILL) {
643 SET_FLAG(op, FLAG_CAN_USE_SKILL); 705 SET_FLAG (op, FLAG_CAN_USE_SKILL);
644 op->stats.exp = 0; 706 op->stats.exp = 0;
645 op->level = 1; 707 op->level = 1;
646 } 708 }
647 /* lock all 'normal items by default */ 709 /* lock all 'normal items by default */
710 else
648 else SET_FLAG(op, FLAG_INV_LOCKED); 711 SET_FLAG (op, FLAG_INV_LOCKED);
649 } /* for loop of objects in player inv */ 712 } /* for loop of objects in player inv */
650 713
651 /* Need to set up the skill pointers */ 714 /* Need to set up the skill pointers */
652 link_player_skills(pl); 715 link_player_skills (pl);
653} 716}
654 717
718void
655void get_name(object *op) { 719get_name (object *op)
720{
656 op->contr->write_buf[0]='\0'; 721 op->contr->write_buf[0] = '\0';
657 op->contr->state=ST_GET_NAME; 722 op->contr->state = ST_GET_NAME;
658 send_query(&op->contr->socket,0,"What is your name?\n:"); 723 send_query (&op->contr->socket, 0, "What is your name?\n:");
659} 724}
660 725
726void
661void get_password(object *op) { 727get_password (object *op)
728{
662 op->contr->write_buf[0]='\0'; 729 op->contr->write_buf[0] = '\0';
663 op->contr->state=ST_GET_PASSWORD; 730 op->contr->state = ST_GET_PASSWORD;
664 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:"); 731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
665} 732}
666 733
734void
667void play_again(object *op) 735play_again (object *op)
668{ 736{
669 op->contr->state=ST_PLAY_AGAIN; 737 op->contr->state = ST_PLAY_AGAIN;
670 op->chosen_skill = NULL; 738 op->chosen_skill = NULL;
671 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); 739 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 740 /* a bit of a hack, but there are various places early in th
673 * player creation process that a user can quit (eg, roll 741 * player creation process that a user can quit (eg, roll
674 * stats) that isn't removing the player. Taking a quick 742 * stats) that isn't removing the player. Taking a quick
675 * look, there are many places that call play_again without 743 * look, there are many places that call play_again without
676 * removing the player - it probably makes more sense 744 * removing the player - it probably makes more sense
677 * to leave it to play_again to remove the object in all 745 * to leave it to play_again to remove the object in all
678 * cases. 746 * cases.
679 */ 747 */
680 if (!QUERY_FLAG(op, FLAG_REMOVED)) 748 if (!QUERY_FLAG (op, FLAG_REMOVED))
681 remove_ob(op); 749 remove_ob (op);
682 /* Need to set this to null - otherwise, it could point to garbage, 750 /* 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 751 * and draw() doesn't check to see if the player is removed, only if
684 * the map is null or not swapped out. 752 * the map is null or not swapped out.
685 */ 753 */
686 op->map = NULL; 754 op->map = NULL;
687} 755}
688 756
689 757int
690int receive_play_again(object *op, char key) 758receive_play_again (object *op, char key)
691{ 759{
692 if(key=='q'||key=='Q') { 760 if (key == 'q' || key == 'Q')
761 {
693 remove_friendly_object(op); 762 remove_friendly_object (op);
694 leave(op->contr,0); /* ericserver will draw the message */ 763 leave (op->contr, 0); /* ericserver will draw the message */
695 return 2; 764 return 2;
696 } 765 }
697 else if(key=='a'||key=='A') { 766 else if (key == 'a' || key == 'A')
767 {
698 player *pl = op->contr; 768 player *pl = op->contr;
699 shstr name = op->name; 769 shstr name = op->name;
700 770
701 remove_friendly_object(op); 771 op->contr = 0;
702 free_object(op); 772 op->type = 0;
773 op->destroy (1);
703 pl = get_player(pl); 774 pl = get_player (pl);
704 op = pl->ob; 775 op = pl->ob;
705 add_friendly_object(op); 776 add_friendly_object (op);
706 op->contr->password[0]='~'; 777 op->contr->password[0] = '~';
707 op->name = op->name_pl = 0; 778 op->name = op->name_pl = 0;
708 /* Lets put a space in here */ 779 /* Lets put a space in here */
709 new_draw_info(NDI_UNIQUE, 0, op, "\n"); 780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
710 get_name(op); 781 get_name (op);
711 op->name = op->name_pl = name; 782 op->name = op->name_pl = name;
712 set_first_map(op); 783 set_first_map (op);
713 } else { 784 }
785 else
714 /* user pressed something else so just ask again... */ 786 /* user pressed something else so just ask again... */
715 play_again(op); 787 play_again (op);
716 } 788
717 return 0; 789 return 0;
718} 790}
719 791
792void
720void confirm_password(object *op) { 793confirm_password (object *op)
794{
721 795
722 op->contr->write_buf[0]='\0'; 796 op->contr->write_buf[0] = '\0';
723 op->contr->state=ST_CONFIRM_PASSWORD; 797 op->contr->state = ST_CONFIRM_PASSWORD;
724 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
725} 799}
726 800
801void
727void get_party_password(object *op, partylist *party) { 802get_party_password (object *op, partylist *party)
803{
728 if (party == NULL) { 804 if (party == NULL)
805 {
729 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
730 return; 807 return;
731 } 808 }
732 op->contr->write_buf[0]='\0'; 809 op->contr->write_buf[0] = '\0';
733 op->contr->state=ST_GET_PARTY_PASSWORD; 810 op->contr->state = ST_GET_PARTY_PASSWORD;
734 op->contr->party_to_join = party; 811 op->contr->party_to_join = party;
735 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
736} 813}
737 814
738 815
739/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int
740int roll_stat(void) { 818roll_stat (void)
819{
741 int a[4],i,j,k; 820 int a[4], i, j, k;
742 821
743 for(i=0;i<4;i++) 822 for (i = 0; i < 4; i++)
744 a[i]=(int)RANDOM()%6+1; 823 a[i] = (int) RANDOM () % 6 + 1;
745 824
746 for(i=0,j=0,k=7;i<4;i++) 825 for (i = 0, j = 0, k = 7; i < 4; i++)
747 if(a[i]<k) 826 if (a[i] < k)
748 k=a[i],j=i; 827 k = a[i], j = i;
749 828
750 for(i=0,k=0;i<4;i++) { 829 for (i = 0, k = 0; i < 4; i++)
830 {
751 if(i!=j) 831 if (i != j)
752 k+=a[i]; 832 k += a[i];
753 } 833 }
754 return k; 834 return k;
755} 835}
756 836
837void
757void roll_stats(object *op) { 838roll_stats (object *op)
839{
758 int sum=0; 840 int sum = 0;
759 int i = 0, j = 0; 841 int i = 0, j = 0;
760 int statsort[7]; 842 int statsort[7];
761 843
844 do
762 do { 845 {
763 op->stats.Str=roll_stat(); 846 op->stats.Str = roll_stat ();
764 op->stats.Dex=roll_stat(); 847 op->stats.Dex = roll_stat ();
765 op->stats.Int=roll_stat(); 848 op->stats.Int = roll_stat ();
766 op->stats.Con=roll_stat(); 849 op->stats.Con = roll_stat ();
767 op->stats.Wis=roll_stat(); 850 op->stats.Wis = roll_stat ();
768 op->stats.Pow=roll_stat(); 851 op->stats.Pow = roll_stat ();
769 op->stats.Cha=roll_stat(); 852 op->stats.Cha = roll_stat ();
770 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 853 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+ 854 }
772 op->stats.Cha;
773 } while(sum<82||sum>116); 855 while (sum < 82 || sum > 116);
774 856
775 /* Sort the stats so that rerolling is easier... */ 857 /* Sort the stats so that rerolling is easier... */
776 statsort[0] = op->stats.Str; 858 statsort[0] = op->stats.Str;
777 statsort[1] = op->stats.Dex; 859 statsort[1] = op->stats.Dex;
778 statsort[2] = op->stats.Int; 860 statsort[2] = op->stats.Int;
779 statsort[3] = op->stats.Con; 861 statsort[3] = op->stats.Con;
780 statsort[4] = op->stats.Wis; 862 statsort[4] = op->stats.Wis;
781 statsort[5] = op->stats.Pow; 863 statsort[5] = op->stats.Pow;
782 statsort[6] = op->stats.Cha; 864 statsort[6] = op->stats.Cha;
783 865
784 /* a quick and dirty bubblesort? */ 866 /* a quick and dirty bubblesort? */
867 do
785 do { 868 {
786 if (statsort[i] < statsort[i + 1]) { 869 if (statsort[i] < statsort[i + 1])
870 {
787 j = statsort[i]; 871 j = statsort[i];
788 statsort[i] = statsort[i + 1]; 872 statsort[i] = statsort[i + 1];
789 statsort[i + 1] = j; 873 statsort[i + 1] = j;
790 i = 0; 874 i = 0;
875 }
791 } else { 876 else
877 {
792 i++; 878 i++;
793 } 879 }
880 }
794 } while (i < 6); 881 while (i < 6);
795 882
796 op->stats.Str = statsort[0]; 883 op->stats.Str = statsort[0];
797 op->stats.Dex = statsort[1]; 884 op->stats.Dex = statsort[1];
798 op->stats.Con = statsort[2]; 885 op->stats.Con = statsort[2];
799 op->stats.Int = statsort[3]; 886 op->stats.Int = statsort[3];
800 op->stats.Wis = statsort[4]; 887 op->stats.Wis = statsort[4];
801 op->stats.Pow = statsort[5]; 888 op->stats.Pow = statsort[5];
802 op->stats.Cha = statsort[6]; 889 op->stats.Cha = statsort[6];
803 890
804 891
805 op->contr->orig_stats.Str=op->stats.Str; 892 op->contr->orig_stats.Str = op->stats.Str;
806 op->contr->orig_stats.Dex=op->stats.Dex; 893 op->contr->orig_stats.Dex = op->stats.Dex;
807 op->contr->orig_stats.Int=op->stats.Int; 894 op->contr->orig_stats.Int = op->stats.Int;
808 op->contr->orig_stats.Con=op->stats.Con; 895 op->contr->orig_stats.Con = op->stats.Con;
809 op->contr->orig_stats.Wis=op->stats.Wis; 896 op->contr->orig_stats.Wis = op->stats.Wis;
810 op->contr->orig_stats.Pow=op->stats.Pow; 897 op->contr->orig_stats.Pow = op->stats.Pow;
811 op->contr->orig_stats.Cha=op->stats.Cha; 898 op->contr->orig_stats.Cha = op->stats.Cha;
812 899
813 op->level=1; 900 op->level = 1;
814 op->stats.exp=0; 901 op->stats.exp = 0;
815 op->stats.ac=0; 902 op->stats.ac = 0;
816 903
817 op->contr->levhp[1] = 9; 904 op->contr->levhp[1] = 9;
818 op->contr->levsp[1] = 6; 905 op->contr->levsp[1] = 6;
819 op->contr->levgrace[1] = 3; 906 op->contr->levgrace[1] = 3;
820 907
821 fix_player(op); 908 fix_player (op);
822 op->stats.hp = op->stats.maxhp; 909 op->stats.hp = op->stats.maxhp;
823 op->stats.sp = op->stats.maxsp; 910 op->stats.sp = op->stats.maxsp;
824 op->stats.grace = op->stats.maxgrace; 911 op->stats.grace = op->stats.maxgrace;
825 op->contr->orig_stats=op->stats; 912 op->contr->orig_stats = op->stats;
826} 913}
827 914
915void
828void Roll_Again(object *op) 916Roll_Again (object *op)
829{ 917{
830 esrv_new_player(op->contr, 0); 918 esrv_new_player (op->contr, 0);
919 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)? "); 920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
832} 921}
833 922
923void
834void Swap_Stat(object *op,int Swap_Second) 924Swap_Stat (object *op, int Swap_Second)
835{ 925{
836 signed char tmp; 926 signed char tmp;
837 char buf[MAX_BUF]; 927 char buf[MAX_BUF];
838 928
839 if ( op->contr->Swap_First == -1 ) { 929 if (op->contr->Swap_First == -1)
930 {
840 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 931 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,"); 932 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"); 933 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
843 return; 934 return;
844 } 935 }
845 936
846 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 937 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
847 938
848 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 939 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));
850 940
851 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
852 942
853 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
854 new_draw_info(NDI_UNIQUE, 0,op, buf); 944 new_draw_info (NDI_UNIQUE, 0, op, buf);
855 op->stats.Str = op->contr->orig_stats.Str; 945 op->stats.Str = op->contr->orig_stats.Str;
856 op->stats.Dex = op->contr->orig_stats.Dex; 946 op->stats.Dex = op->contr->orig_stats.Dex;
857 op->stats.Con = op->contr->orig_stats.Con; 947 op->stats.Con = op->contr->orig_stats.Con;
858 op->stats.Int = op->contr->orig_stats.Int; 948 op->stats.Int = op->contr->orig_stats.Int;
859 op->stats.Wis = op->contr->orig_stats.Wis; 949 op->stats.Wis = op->contr->orig_stats.Wis;
860 op->stats.Pow = op->contr->orig_stats.Pow; 950 op->stats.Pow = op->contr->orig_stats.Pow;
861 op->stats.Cha = op->contr->orig_stats.Cha; 951 op->stats.Cha = op->contr->orig_stats.Cha;
862 op->stats.ac=0; 952 op->stats.ac = 0;
863 953
864 op->level=1; 954 op->level = 1;
865 op->stats.exp=0; 955 op->stats.exp = 0;
866 op->stats.ac=0; 956 op->stats.ac = 0;
867 957
868 op->contr->levhp[1] = 9; 958 op->contr->levhp[1] = 9;
869 op->contr->levsp[1] = 6; 959 op->contr->levsp[1] = 6;
870 op->contr->levgrace[1] = 3; 960 op->contr->levgrace[1] = 3;
871 961
872 fix_player(op); 962 fix_player (op);
873 op->stats.hp = op->stats.maxhp; 963 op->stats.hp = op->stats.maxhp;
874 op->stats.sp = op->stats.maxsp; 964 op->stats.sp = op->stats.maxsp;
875 op->stats.grace = op->stats.maxgrace; 965 op->stats.grace = op->stats.maxgrace;
876 op->contr->orig_stats=op->stats; 966 op->contr->orig_stats = op->stats;
877 op->contr->Swap_First=-1; 967 op->contr->Swap_First = -1;
878} 968}
879 969
880 970
881/* This code has been greatly reduced, because with set_attr_value 971/* This code has been greatly reduced, because with set_attr_value
882 * and get_attr_value, the stats can be accessed just numeric 972 * and get_attr_value, the stats can be accessed just numeric
883 * ids. stat_trans is a table that translate the number entered 973 * ids. stat_trans is a table that translate the number entered
884 * into the actual stat. It is needed because the order the stats 974 * 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 975 * are displayed in the stat window is not the same as how
886 * the number's access that stat. The table does that translation. 976 * the number's access that stat. The table does that translation.
887 */ 977 */
978int
888int key_roll_stat(object *op, char key) 979key_roll_stat (object *op, char key)
889{ 980{
890 int keynum = key -'0'; 981 int keynum = key - '0';
891 char buf[MAX_BUF]; 982 char buf[MAX_BUF];
892 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 983 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
893 984
894 if (keynum>0 && keynum<=7) { 985 if (keynum > 0 && keynum <= 7)
986 {
895 if (op->contr->Swap_First==-1) { 987 if (op->contr->Swap_First == -1)
988 {
896 op->contr->Swap_First=stat_trans[keynum]; 989 op->contr->Swap_First = stat_trans[keynum];
897 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
898 new_draw_info(NDI_UNIQUE, 0,op,buf); 991 new_draw_info (NDI_UNIQUE, 0, op, buf);
899 } 992 }
900 else 993 else
901 Swap_Stat(op,stat_trans[keynum]); 994 Swap_Stat (op, stat_trans[keynum]);
902 995
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1;
998 }
999 switch (key)
1000 {
1001 case 'n':
1002 case 'N':
1003 {
1004 SET_FLAG (op, FLAG_WIZ);
1005 if (op->map == NULL)
1006 {
1007 LOG (llevError, "Map == NULL in state 2\n");
1008 break;
1009 }
1010
1011#if 0
1012 /* So that enter_exit will put us at startx/starty */
1013 op->x = -1;
1014
1015 enter_exit (op, NULL);
1016#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */
1019 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0;
1026 }
1027 case 'y':
1028 case 'Y':
1029 roll_stats (op);
903 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
904 return 1; 1031 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 1032
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': 1033 case 'q':
931 case 'Y': 1034 case 'Q':
932 roll_stats(op); 1035 play_again (op);
933 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
934 return 1; 1036 return 1;
935 1037
936 case 'q':
937 case 'Q':
938 play_again(op);
939 return 1;
940
941 default: 1038 default:
942 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
943 return 0; 1040 return 0;
944 } 1041 }
945 return 0; 1042 return 0;
946} 1043}
947 1044
948/* This function takes the key that is passed, and does the 1045/* This function takes the key that is passed, and does the
949 * appropriate action with it (change race, or other things). 1046 * appropriate action with it (change race, or other things).
950 * The function name is for historical reasons - now we have 1047 * The function name is for historical reasons - now we have
951 * separate race and class; this actually changes the RACE, 1048 * separate race and class; this actually changes the RACE,
952 * not the class. 1049 * not the class.
953 */ 1050 */
954 1051
1052int
955int key_change_class(object *op, char key) 1053key_change_class (object *op, char key)
956{ 1054{
957 int tmp_loop; 1055 int tmp_loop;
958 1056
959 if(key=='q'||key=='Q') { 1057 if (key == 'q' || key == 'Q')
1058 {
960 remove_ob(op); 1059 remove_ob (op);
961 play_again(op); 1060 play_again (op);
962 return 0; 1061 return 0;
963 } 1062 }
964 if(key=='d'||key=='D') { 1063 if (key == 'd' || key == 'D')
1064 {
965 char buf[MAX_BUF]; 1065 char buf[MAX_BUF];
966 1066
967 /* this must before then initial items are given */ 1067 /* this must before then initial items are given */
968 esrv_new_player(op->contr, op->weight+op->carrying); 1068 esrv_new_player (op->contr, op->weight + op->carrying);
969 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); 1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
970 1070
971 INVOKE_PLAYER (BIRTH, op->contr); 1071 INVOKE_PLAYER (BIRTH, op->contr);
972 INVOKE_PLAYER (LOGIN, op->contr); 1072 INVOKE_PLAYER (LOGIN, op->contr);
973 1073
974 op->contr->state=ST_PLAYING; 1074 op->contr->state = ST_PLAYING;
975 1075
976 if (op->msg) 1076 if (op->msg)
977 op->msg=NULL; 1077 op->msg = NULL;
978 1078
979 /* We create this now because some of the unique maps will need it 1079 /* We create this now because some of the unique maps will need it
980 * to save here. 1080 * to save here.
981 */ 1081 */
982 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name); 1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
983 make_path_to_file(buf); 1083 make_path_to_file (buf);
984 1084
985#ifdef AUTOSAVE 1085#ifdef AUTOSAVE
986 op->contr->last_save_tick = pticks; 1086 op->contr->last_save_tick = pticks;
987#endif 1087#endif
988 start_info(op); 1088 start_info (op);
989 CLEAR_FLAG(op, FLAG_WIZ); 1089 CLEAR_FLAG (op, FLAG_WIZ);
990 give_initial_items(op,op->randomitems); 1090 give_initial_items (op, op->randomitems);
991 link_player_skills(op); 1091 link_player_skills (op);
992 esrv_send_inventory(op, op); 1092 esrv_send_inventory (op, op);
993 fix_player(op); 1093 fix_player (op);
994 1094
995 /* This moves the player to a different start map, if there 1095 /* This moves the player to a different start map, if there
996 * is one for this race 1096 * is one for this race
997 */ 1097 */
998 if(*first_map_ext_path) { 1098 if (*first_map_ext_path)
1099 {
999 object *tmp; 1100 object *tmp;
1000 mapstruct *oldmap = op->map;
1001 char mapname[MAX_BUF]; 1101 char mapname[MAX_BUF];
1002 snprintf(mapname, MAX_BUF-1, "%s/%s", 1102
1003 first_map_ext_path, &op->arch->name); 1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1004 tmp=get_object(); 1104 tmp = get_object ();
1005 EXIT_PATH(tmp) = mapname; 1105 EXIT_PATH (tmp) = mapname;
1006 EXIT_X(tmp) = op->x; 1106 EXIT_X (tmp) = op->x;
1007 EXIT_Y(tmp) = op->y; 1107 EXIT_Y (tmp) = op->y;
1008 enter_exit(op,tmp); /* we don't really care if it succeeded; 1108 enter_exit (op, tmp); /* we don't really care if it succeeded;
1009 * if the map isn't there, then stay on the 1109 * if the map isn't there, then stay on the
1010 * default initial map */ 1110 * default initial map */
1011 free_object(tmp); 1111 free_object (tmp);
1112 }
1012 } else { 1113 else
1114 {
1013 LOG(llevDebug,"first_map_ext_path not set\n"); 1115 LOG (llevDebug, "first_map_ext_path not set\n");
1014 } 1116 }
1015 return 0; 1117 return 0;
1016 } 1118 }
1017 1119
1018 /* Following actually changes the race - this is the default command 1120 /* Following actually changes the race - this is the default command
1019 * if we don't match with one of the options above. 1121 * if we don't match with one of the options above.
1020 */ 1122 */
1021 1123
1022 tmp_loop = 0; 1124 tmp_loop = 0;
1023 while(!tmp_loop) { 1125 while (!tmp_loop)
1126 {
1024 shstr name = op->name; 1127 shstr name = op->name;
1025 int x = op->x, y = op->y; 1128 int x = op->x, y = op->y;
1129
1026 remove_statbonus(op); 1130 remove_statbonus (op);
1027 remove_ob (op); 1131 remove_ob (op);
1028 op->arch = get_player_archetype(op->arch); 1132 op->arch = get_player_archetype (op->arch);
1029 copy_object (&op->arch->clone, op); 1133 copy_object (&op->arch->clone, op);
1030 op->instantiate (); 1134 op->instantiate ();
1031 op->stats = op->contr->orig_stats; 1135 op->stats = op->contr->orig_stats;
1032 op->name = op->name_pl = name; 1136 op->name = op->name_pl = name;
1033 op->x = x; 1137 op->x = x;
1034 op->y = y; 1138 op->y = y;
1035 SET_ANIMATION(op, 2); /* So player faces south */ 1139 SET_ANIMATION (op, 2); /* So player faces south */
1036 insert_ob_in_map (op, op->map, op,0); 1140 insert_ob_in_map (op, op->map, op, 0);
1037 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1141 assign (op->contr->title, op->arch->clone.name);
1038 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1039 add_statbonus(op); 1142 add_statbonus (op);
1040 tmp_loop=allowed_class(op); 1143 tmp_loop = allowed_class (op);
1041 } 1144 }
1145
1042 update_object(op,UP_OBJ_FACE); 1146 update_object (op, UP_OBJ_FACE);
1043 esrv_update_item(UPD_FACE,op,op); 1147 esrv_update_item (UPD_FACE, op, op);
1044 fix_player(op); 1148 fix_player (op);
1045 op->stats.hp=op->stats.maxhp; 1149 op->stats.hp = op->stats.maxhp;
1046 op->stats.sp=op->stats.maxsp; 1150 op->stats.sp = op->stats.maxsp;
1047 op->stats.grace=0; 1151 op->stats.grace = 0;
1152
1048 if (op->msg) 1153 if (op->msg)
1049 new_draw_info(NDI_BLUE, 0, op, op->msg); 1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1050 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1156 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; 1157 return 0;
1052} 1158}
1053 1159
1160int
1054int key_confirm_quit(object *op, char key) 1161key_confirm_quit (object *op, char key)
1055{ 1162{
1056 char buf[MAX_BUF]; 1163 char buf[MAX_BUF];
1057 1164
1058 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1059 op->contr->state=ST_PLAYING; 1167 op->contr->state = ST_PLAYING;
1060 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1061 return 1; 1169 return 1;
1062 } 1170 }
1063 1171
1064 INVOKE_PLAYER (LOGOUT, op->contr); 1172 INVOKE_PLAYER (LOGOUT, op->contr);
1065 INVOKE_PLAYER (QUIT , op->contr); 1173 INVOKE_PLAYER (QUIT, op->contr);
1066 1174
1067 terminate_all_pets(op); 1175 terminate_all_pets (op);
1068 leave_map(op); 1176 leave_map (op);
1069 op->direction=0; 1177 op->direction = 0;
1070 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1071 "%s quits the game.", &op->name);
1072 1179
1073 strcpy(op->contr->killer,"quit"); 1180 strcpy (op->contr->killer, "quit");
1074 check_score(op); 1181 check_score (op);
1075 op->contr->party=NULL; 1182 op->contr->party = NULL;
1076 if (settings.set_title == TRUE) 1183 if (settings.set_title == TRUE)
1077 op->contr->own_title[0]='\0'; 1184 op->contr->own_title[0] = '\0';
1078 1185
1079 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1080 mapstruct *mp, *next; 1188 maptile *mp, *next;
1081 1189
1082 /* We need to hunt for any per player unique maps in memory and 1190 /* 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, 1191 * 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 1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1085 */ 1193 */
1086 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1087 for (mp=first_map; mp!=NULL; mp=next) { 1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1088 next = mp->next; 1197 next = mp->next;
1089 if (!strncmp(mp->path, buf, strlen(buf))) 1198 if (!strncmp (mp->path, buf, strlen (buf)))
1090 delete_map(mp); 1199 delete_map (mp);
1091 }
1092 1200 }
1201
1093 delete_character(op->name, 1); 1202 delete_character (op->name, 1);
1094 } 1203 }
1204
1095 play_again(op); 1205 play_again (op);
1096 return 1; 1206 return 1;
1097} 1207}
1098 1208
1209void
1099void flee_player(object *op) { 1210flee_player (object *op)
1211{
1100 int dir,diff; 1212 int dir, diff;
1101 rv_vector rv; 1213 rv_vector rv;
1102 1214
1103 if(op->stats.hp < 0) { 1215 if (op->stats.hp < 0)
1216 {
1104 LOG(llevDebug, "Fleeing player is dead.\n"); 1217 LOG (llevDebug, "Fleeing player is dead.\n");
1105 CLEAR_FLAG(op, FLAG_SCARED); 1218 CLEAR_FLAG (op, FLAG_SCARED);
1106 return; 1219 return;
1107 } 1220 }
1108 1221
1109 if(op->enemy==NULL) { 1222 if (op->enemy == NULL)
1223 {
1110 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1224 LOG (llevDebug, "Fleeing player had no enemy.\n");
1111 CLEAR_FLAG(op, FLAG_SCARED); 1225 CLEAR_FLAG (op, FLAG_SCARED);
1112 return; 1226 return;
1113 } 1227 }
1114 1228
1115 /* Seen some crashes here. Since we don't store an 1229 /* Seen some crashes here. Since we don't store an
1116 * op->enemy_count, it is possible that something destroys the 1230 * op->enemy_count, it is possible that something destroys the
1117 * actual enemy, and the object is recycled. 1231 * actual enemy, and the object is recycled.
1118 */ 1232 */
1119 if (op->enemy->map == NULL) { 1233 if (op->enemy->map == NULL)
1234 {
1120 CLEAR_FLAG(op, FLAG_SCARED); 1235 CLEAR_FLAG (op, FLAG_SCARED);
1121 op->enemy=NULL; 1236 op->enemy = NULL;
1122 return; 1237 return;
1123 } 1238 }
1124 1239
1125 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1240 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1241 {
1126 op->enemy=NULL; 1242 op->enemy = NULL;
1127 CLEAR_FLAG(op, FLAG_SCARED); 1243 CLEAR_FLAG (op, FLAG_SCARED);
1128 return; 1244 return;
1129 } 1245 }
1130 get_rangevector(op, op->enemy, &rv, 0); 1246 get_rangevector (op, op->enemy, &rv, 0);
1131 1247
1132 dir=absdir(4+rv.direction); 1248 dir = absdir (4 + rv.direction);
1133 for(diff=0;diff<3;diff++) { 1249 for (diff = 0; diff < 3; diff++)
1250 {
1134 int m=1-(RANDOM()&2); 1251 int m = 1 - (RANDOM () & 2);
1135 if(move_ob(op,absdir(dir+diff*m),op)|| 1252
1136 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) { 1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1137 return;
1138 } 1254 {
1255 return;
1256 }
1139 } 1257 }
1140 /* Cornered, get rid of scared */ 1258 /* Cornered, get rid of scared */
1141 CLEAR_FLAG(op, FLAG_SCARED); 1259 CLEAR_FLAG (op, FLAG_SCARED);
1142 op->enemy=NULL; 1260 op->enemy = NULL;
1143} 1261}
1144 1262
1145 1263
1146/* check_pick sees if there is stuff to be picked up/picks up stuff. 1264/* 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 1265 * IT returns 1 if the player should keep on moving, 0 if he should
1148 * stop. 1266 * stop.
1149 */ 1267 */
1268int
1150int check_pick(object *op) { 1269check_pick (object *op)
1270{
1151 object *tmp, *next; 1271 object *tmp, *next;
1152 tag_t next_tag=0, op_tag;
1153 int stop = 0; 1272 int stop = 0;
1154 int j, k, wvratio; 1273 int j, k, wvratio;
1155 char putstring[128], tmpstr[16]; 1274 char putstring[128], tmpstr[16];
1156 1275
1157
1158 /* if you're flying, you cna't pick up anything */ 1276 /* if you're flying, you cna't pick up anything */
1159 if (op->move_type & MOVE_FLYING) 1277 if (op->move_type & MOVE_FLYING)
1160 return 1; 1278 return 1;
1161 1279
1162 op_tag = op->count;
1163
1164 next = op->below; 1280 next = op->below;
1165 if (next)
1166 next_tag = next->count;
1167 1281
1168 /* loop while there are items on the floor that are not marked as 1282 /* loop while there are items on the floor that are not marked as
1169 * destroyed */ 1283 * destroyed */
1170 while (next && ! was_destroyed (next, next_tag)) 1284 while (next && !next->destroyed ())
1171 { 1285 {
1172 tmp = next; 1286 tmp = next;
1173 next = tmp->below; 1287 next = tmp->below;
1174 if (next)
1175 next_tag = next->count;
1176 1288
1177 if (was_destroyed (op, op_tag)) 1289 if (op->destroyed ())
1178 return 0; 1290 return 0;
1179 1291
1180 if ( ! can_pick (op, tmp)) 1292 if (!can_pick (op, tmp))
1181 continue; 1293 continue;
1182 1294
1183 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1295 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1184 { 1296 {
1185 if (item_matched_string (op, tmp, op->contr->search_str)) 1297 if (item_matched_string (op, tmp, op->contr->search_str))
1186 pick_up (op, tmp); 1298 pick_up (op, tmp);
1187 continue; 1299 continue;
1188 } 1300 }
1189 1301
1190 /* high not bit set? We're using the old autopickup model */ 1302 /* high not bit set? We're using the old autopickup model */
1191 if(!(op->contr->mode & PU_NEWMODE)) { 1303 if (!(op->contr->mode & PU_NEWMODE))
1304 {
1192 switch (op->contr->mode) { 1305 switch (op->contr->mode)
1306 {
1307 case 0:
1193 case 0: return 1; /* don't pick up */ 1308 return 1; /* don't pick up */
1309 case 1:
1194 case 1: pick_up (op, tmp); 1310 pick_up (op, tmp);
1195 return 1; 1311 return 1;
1312 case 2:
1196 case 2: pick_up (op, tmp); 1313 pick_up (op, tmp);
1197 return 0; 1314 return 0;
1315 case 3:
1198 case 3: return 0; /* stop before pickup */ 1316 return 0; /* stop before pickup */
1317 case 4:
1199 case 4: pick_up (op, tmp); 1318 pick_up (op, tmp);
1200 break; 1319 break;
1320 case 5:
1201 case 5: pick_up (op, tmp); 1321 pick_up (op, tmp);
1202 stop = 1; 1322 stop = 1;
1203 break; 1323 break;
1204 case 6: 1324 case 6:
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1325 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); 1326 pick_up (op, tmp);
1208 break; 1327 break;
1209 1328
1210 case 7: 1329 case 7:
1211 if (tmp->type == MONEY || tmp->type == GEM) 1330 if (tmp->type == MONEY || tmp->type == GEM)
1212 pick_up(op, tmp); 1331 pick_up (op, tmp);
1213 break; 1332 break;
1214 1333
1215 default: 1334 default:
1216 /* use value density */ 1335 /* use value density */
1217 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1336 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1218 && (query_cost (tmp, op, F_TRUE) * 100 1337 && (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); 1338 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 } 1339 }
1249 } 1340 }
1250 } 1341 else
1342 { /* old model */
1343 /* NEW pickup handling */
1344 if (op->contr->mode & PU_DEBUG)
1345 {
1346 /* some debugging code to figure out item information */
1347 if (tmp->name != NULL)
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &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); 1353 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1252 1368
1253#if 0 1369#if 0
1254 /* print the flags too */ 1370 /* print the flags too */
1255 for(k=0;k<4;k++) 1371 for (k = 0; k < 4; k++)
1256 { 1372 {
1257 fprintf(stderr,"%d [%d] ", k, k*32+31); 1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1258 for(j=0;j<32;j++) 1374 for (j = 0; j < 32; j++)
1259 { 1375 {
1260 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1261 if(!((j+1)%4))fprintf(stderr," "); 1377 if (!((j + 1) % 4))
1262 } 1378 fprintf (stderr, " ");
1379 }
1263 fprintf(stderr," [%d]\n", k*32); 1380 fprintf (stderr, " [%d]\n", k * 32);
1264 } 1381 }
1265#endif 1382#endif
1266 } 1383 }
1267 /* philosophy: 1384 /* philosophy:
1268 * It's easy to grab an item type from a pile, as long as it's 1385 * 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 1386 * generic. This takes no game-time. For more detailed pickups
1270 * and selections, select-items shoul dbe used. This is a 1387 * and selections, select-items shoul dbe used. This is a
1271 * grab-as-you-run type mode that's really useful for arrows for 1388 * grab-as-you-run type mode that's really useful for arrows for
1272 * example. 1389 * example.
1273 * The drawback: right now it has no frontend, so you need to 1390 * 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 1391 * stick the bits you want into a calculator in hex mode and then
1275 * convert to decimal and then 'pickup <#> 1392 * convert to decimal and then 'pickup <#>
1276 */ 1393 */
1277 1394
1278 /* the first two modes are exclusive: if NOTHING we return, if 1395 /* the first two modes are exclusive: if NOTHING we return, if
1279 * STOP then we stop. All the rest are applied sequentially, 1396 * STOP then we stop. All the rest are applied sequentially,
1280 * meaning if any test passes, the item gets picked up. */ 1397 * meaning if any test passes, the item gets picked up. */
1281 1398
1282 /* if mode is set to pick nothing up, return */ 1399 /* if mode is set to pick nothing up, return */
1283 1400
1284 if(op->contr->mode & PU_NOTHING) return 1; 1401 if (op->contr->mode & PU_NOTHING)
1402 return 1;
1285 1403
1286 /* if mode is set to stop when encountering objects, return */ 1404 /* if mode is set to stop when encountering objects, return */
1287 /* take STOP before INHIBIT since it doesn't actually pick 1405 /* take STOP before INHIBIT since it doesn't actually pick
1288 * anything up */ 1406 * anything up */
1289 1407
1290 if(op->contr->mode & PU_STOP) return 0; 1408 if (op->contr->mode & PU_STOP)
1409 return 0;
1291 1410
1292 /* useful for going into stores and not losing your settings... */ 1411 /* useful for going into stores and not losing your settings... */
1293 /* and for battles wher you don't want to get loaded down while 1412 /* and for battles wher you don't want to get loaded down while
1294 * fighting */ 1413 * fighting */
1295 if(op->contr->mode & PU_INHIBIT) return 1; 1414 if (op->contr->mode & PU_INHIBIT)
1415 return 1;
1296 1416
1297 /* prevent us from turning into auto-thieves :) */ 1417 /* prevent us from turning into auto-thieves :) */
1298 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1418 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1419 continue;
1299 1420
1300 /* ignore known cursed objects */ 1421 /* ignore known cursed objects */
1301 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1422 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1423 continue;
1302 1424
1303 /* all food and drink if desired */ 1425 /* all food and drink if desired */
1304 /* question: don't pick up known-poisonous stuff? */ 1426 /* question: don't pick up known-poisonous stuff? */
1305 if(op->contr->mode & PU_FOOD) 1427 if (op->contr->mode & PU_FOOD)
1306 if (tmp->type == FOOD) 1428 if (tmp->type == FOOD)
1307 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1429 {
1430 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue;
1434 }
1308 if(op->contr->mode & PU_DRINK) 1435 if (op->contr->mode & PU_DRINK)
1309 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1436 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; } 1437 {
1438 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue;
1442 }
1311 1443
1312 if(op->contr->mode & PU_POTION) 1444 if (op->contr->mode & PU_POTION)
1313 if (tmp->type == POTION) 1445 if (tmp->type == POTION)
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1446 {
1447 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue;
1451 }
1315 1452
1316 /* spellbooks, skillscrolls and normal books/scrolls */ 1453 /* spellbooks, skillscrolls and normal books/scrolls */
1317 if(op->contr->mode & PU_SPELLBOOK) 1454 if (op->contr->mode & PU_SPELLBOOK)
1318 if (tmp->type == SPELLBOOK) 1455 if (tmp->type == SPELLBOOK)
1319 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1456 {
1457 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue;
1461 }
1320 if(op->contr->mode & PU_SKILLSCROLL) 1462 if (op->contr->mode & PU_SKILLSCROLL)
1321 if (tmp->type == SKILLSCROLL) 1463 if (tmp->type == SKILLSCROLL)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1464 {
1465 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue;
1469 }
1323 if(op->contr->mode & PU_READABLES) 1470 if (op->contr->mode & PU_READABLES)
1324 if (tmp->type == BOOK || tmp->type == SCROLL) 1471 if (tmp->type == BOOK || tmp->type == SCROLL)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1472 {
1473 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue;
1477 }
1326 1478
1327 /* wands/staves/rods/horns */ 1479 /* wands/staves/rods/horns */
1328 if (op->contr->mode & PU_MAGIC_DEVICE) 1480 if (op->contr->mode & PU_MAGIC_DEVICE)
1329 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1330 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1482 {
1483 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue;
1487 }
1331 1488
1332 /* pick up all magical items */ 1489 /* pick up all magical items */
1333 if(op->contr->mode & PU_MAGICAL) 1490 if (op->contr->mode & PU_MAGICAL)
1334 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1491 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; } 1492 {
1493 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue;
1497 }
1336 1498
1337 if(op->contr->mode & PU_VALUABLES) 1499 if (op->contr->mode & PU_VALUABLES)
1338 { 1500 {
1339 if (tmp->type == MONEY || tmp->type == GEM) 1501 if (tmp->type == MONEY || tmp->type == GEM)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1502 {
1341 } 1503 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue;
1507 }
1508 }
1342 1509
1343 /* rings & amulets - talismans seems to be typed AMULET */ 1510 /* rings & amulets - talismans seems to be typed AMULET */
1344 if(op->contr->mode & PU_JEWELS) 1511 if (op->contr->mode & PU_JEWELS)
1345 if (tmp->type == RING || tmp->type == AMULET) 1512 if (tmp->type == RING || tmp->type == AMULET)
1346 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1513 {
1514 pick_up (op, tmp);
1515 if (0)
1516 fprintf (stderr, "JEWELS\n");
1517 continue;
1518 }
1347 1519
1348 /* bows and arrows. Bows are good for selling! */ 1520 /* bows and arrows. Bows are good for selling! */
1349 if(op->contr->mode & PU_BOW) 1521 if (op->contr->mode & PU_BOW)
1350 if (tmp->type == BOW) 1522 if (tmp->type == BOW)
1351 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1523 {
1524 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue;
1528 }
1352 if(op->contr->mode & PU_ARROW) 1529 if (op->contr->mode & PU_ARROW)
1353 if (tmp->type == ARROW) 1530 if (tmp->type == ARROW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1531 {
1532 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue;
1536 }
1355 1537
1356 /* all kinds of armor etc. */ 1538 /* all kinds of armor etc. */
1357 if(op->contr->mode & PU_ARMOUR) 1539 if (op->contr->mode & PU_ARMOUR)
1358 if (tmp->type == ARMOUR) 1540 if (tmp->type == ARMOUR)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1541 {
1542 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue;
1546 }
1360 if(op->contr->mode & PU_HELMET) 1547 if (op->contr->mode & PU_HELMET)
1361 if (tmp->type == HELMET) 1548 if (tmp->type == HELMET)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1549 {
1550 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue;
1554 }
1363 if(op->contr->mode & PU_SHIELD) 1555 if (op->contr->mode & PU_SHIELD)
1364 if (tmp->type == SHIELD) 1556 if (tmp->type == SHIELD)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1557 {
1558 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue;
1562 }
1366 if(op->contr->mode & PU_BOOTS) 1563 if (op->contr->mode & PU_BOOTS)
1367 if (tmp->type == BOOTS) 1564 if (tmp->type == BOOTS)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1565 {
1566 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue;
1570 }
1369 if(op->contr->mode & PU_GLOVES) 1571 if (op->contr->mode & PU_GLOVES)
1370 if (tmp->type == GLOVES) 1572 if (tmp->type == GLOVES)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1573 {
1574 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue;
1578 }
1372 if(op->contr->mode & PU_CLOAK) 1579 if (op->contr->mode & PU_CLOAK)
1373 if (tmp->type == CLOAK) 1580 if (tmp->type == CLOAK)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1581 {
1582 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue;
1586 }
1375 1587
1376 /* hoping to catch throwing daggers here */ 1588 /* hoping to catch throwing daggers here */
1377 if(op->contr->mode & PU_MISSILEWEAPON) 1589 if (op->contr->mode & PU_MISSILEWEAPON)
1378 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1591 {
1592 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue;
1596 }
1380 1597
1381 /* careful: chairs and tables are weapons! */ 1598 /* careful: chairs and tables are weapons! */
1382 if(op->contr->mode & PU_ALLWEAPON) 1599 if (op->contr->mode & PU_ALLWEAPON)
1383 { 1600 {
1384 if(tmp->type == WEAPON && tmp->name!=NULL) 1601 if (tmp->type == WEAPON && tmp->name != NULL)
1385 { 1602 {
1386 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1603 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1387 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1605 {
1389 } 1606 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue;
1610 }
1611 }
1390 if(tmp->type == WEAPON && tmp->name==NULL) 1612 if (tmp->type == WEAPON && tmp->name == NULL)
1391 { 1613 {
1392 if(strstr(tmp->arch->name,"table")==NULL && 1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1393 strstr(tmp->arch->name,"chair")==NULL) 1615 {
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1616 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue;
1620 }
1621 }
1395 } 1622 }
1396 }
1397 1623
1398 /* misc stuff that's useful */ 1624 /* misc stuff that's useful */
1399 if(op->contr->mode & PU_KEY) 1625 if (op->contr->mode & PU_KEY)
1400 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1627 {
1628 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue;
1632 }
1402 1633
1403 /* any of the last 4 bits set means we use the ratio for value 1634 /* any of the last 4 bits set means we use the ratio for value
1404 * pickups */ 1635 * pickups */
1405 if(op->contr->mode & PU_RATIO) 1636 if (op->contr->mode & PU_RATIO)
1406 { 1637 {
1407 /* use value density to decide what else to grab */ 1638 /* use value density to decide what else to grab */
1408 /* >=7 was >= op->contr->mode */ 1639 /* >=7 was >= op->contr->mode */
1409 /* >=7 is the old standard setting. Now we take the last 4 bits 1640 /* >=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 */ 1641 * and multiply them by 5, giving 0..15*5== 5..75 */
1411 wvratio=(op->contr->mode & PU_RATIO) * 5; 1642 wvratio = (op->contr->mode & PU_RATIO) * 5;
1412 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1643 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1413 { 1644 {
1414 pick_up(op, tmp); 1645 pick_up (op, tmp);
1415#if 0 1646#if 0
1416 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1647 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1417 if(tmp->name!=NULL) { 1648 if (tmp->name != NULL)
1649 {
1418 fprintf(stderr,"%s", tmp->name); 1650 fprintf (stderr, "%s", tmp->name);
1419 } 1651 }
1652 else
1420 else fprintf(stderr,"%s",tmp->arch->name); 1653 fprintf (stderr, "%s", tmp->arch->name);
1421 fprintf(stderr,",%d] = ", tmp->type); 1654 fprintf (stderr, ",%d] = ", tmp->type);
1422 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1655 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1423#endif 1656#endif
1424 continue; 1657 continue;
1658 }
1425 } 1659 }
1660 } /* the new pickup model */
1426 } 1661 }
1427 } /* the new pickup model */
1428 }
1429 return ! stop; 1662 return !stop;
1430} 1663}
1431 1664
1432/* 1665/*
1433 * Find an arrow in the inventory and after that 1666 * Find an arrow in the inventory and after that
1434 * in the right type container (quiver). Pointer to the 1667 * in the right type container (quiver). Pointer to the
1435 * found object is returned. 1668 * found object is returned.
1436 */ 1669 */
1670object *
1437object *find_arrow(object *op, const char *type) 1671find_arrow (object *op, const char *type)
1438{ 1672{
1439 object *tmp = NULL; 1673 object *tmp = NULL;
1440 1674
1441 for(op=op->inv; op; op=op->below) 1675 for (op = op->inv; op; op = op->below)
1442 if(!tmp && op->type==CONTAINER && op->race==type && 1676 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); 1677 tmp = find_arrow (op, type);
1445 else if (op->type==ARROW && op->race==type) 1678 else if (op->type == ARROW && op->race == type)
1446 return op; 1679 return op;
1447 return tmp; 1680 return tmp;
1448} 1681}
1449 1682
1450/* 1683/*
1451 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1684 * 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 1685 * 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 1686 * 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. 1687 * the hall. Failing that it does it's best to pick the highest plus arrow.
1455 */ 1688 */
1456 1689
1690object *
1457object *find_better_arrow(object *op, object *target, const char *type, int *better) 1691find_better_arrow (object *op, object *target, const char *type, int *better)
1458{ 1692{
1459 object *tmp = NULL, *arrow, *ntmp; 1693 object *tmp = NULL, *arrow, *ntmp;
1460 int attacknum, attacktype, betterby=0, i; 1694 int attacknum, attacktype, betterby = 0, i;
1461 1695
1462 if (!type) 1696 if (!type)
1463 return NULL; 1697 return NULL;
1464 1698
1465 for (arrow=op->inv; arrow; arrow=arrow->below) { 1699 for (arrow = op->inv; arrow; arrow = arrow->below)
1466 if (arrow->type==CONTAINER && arrow->race==type && 1700 {
1467 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1701 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1702 {
1468 i = 0; 1703 i = 0;
1469 ntmp = find_better_arrow(arrow, target, type, &i); 1704 ntmp = find_better_arrow (arrow, target, type, &i);
1470 if (i > betterby) { 1705 if (i > betterby)
1706 {
1471 tmp = ntmp; 1707 tmp = ntmp;
1472 betterby = i; 1708 betterby = i;
1473 } 1709 }
1710 }
1474 } else if (arrow->type==ARROW && arrow->race==type) { 1711 else if (arrow->type == ARROW && arrow->race == type)
1712 {
1475 /* allways prefer assasination/slaying */ 1713 /* allways prefer assasination/slaying */
1476 if (target->race != NULL && arrow->slaying != NULL && 1714 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1477 strstr(arrow->slaying, target->race)) { 1715 {
1478 if (arrow->attacktype & AT_DEATH) { 1716 if (arrow->attacktype & AT_DEATH)
1717 {
1479 *better = 100; 1718 *better = 100;
1480 return arrow; 1719 return arrow;
1481 } else {
1482 tmp = arrow;
1483 betterby = (arrow->magic + arrow->stats.dam) * 2;
1484 } 1720 }
1485 } else { 1721 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 } 1722 {
1494 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1495 tmp = arrow; 1723 tmp = arrow;
1496 betterby = 2 + arrow->magic + arrow->stats.dam; 1724 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 } 1725 }
1502 } 1726 }
1727 else
1728 {
1729 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1730 {
1731 attacktype = 1 << attacknum;
1732 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1733 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1734 {
1735 tmp = arrow;
1736 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1737 }
1738 }
1739 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1740 {
1741 tmp = arrow;
1742 betterby = 2 + arrow->magic + arrow->stats.dam;
1743 }
1744 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1745 {
1746 tmp = arrow;
1747 betterby = 1 + arrow->magic + arrow->stats.dam;
1748 }
1503 } 1749 }
1750 }
1504 } 1751 }
1505 if (tmp == NULL && arrow == NULL) 1752 if (tmp == NULL && arrow == NULL)
1506 return find_arrow(op, type); 1753 return find_arrow (op, type);
1507 1754
1508 *better = betterby; 1755 *better = betterby;
1509 return tmp; 1756 return tmp;
1510} 1757}
1511 1758
1512/* looks in a given direction, finds the first valid target, and calls 1759/* looks in a given direction, finds the first valid target, and calls
1513 * find_better_arrow to find a decent arrow to use. 1760 * find_better_arrow to find a decent arrow to use.
1514 * op = the shooter 1761 * op = the shooter
1515 * type = bow->race 1762 * type = bow->race
1516 * dir = fire direction 1763 * dir = fire direction
1517 */ 1764 */
1518 1765
1766object *
1519object *pick_arrow_target(object *op, const char *type, int dir) 1767pick_arrow_target (object *op, const char *type, int dir)
1520{ 1768{
1521 object *tmp = NULL; 1769 object *tmp = NULL;
1522 mapstruct *m; 1770 maptile *m;
1523 int i, mflags, found, number; 1771 int i, mflags, found, number;
1524 sint16 x, y; 1772 sint16 x, y;
1525 1773
1526 if (op->map == NULL) 1774 if (op->map == NULL)
1527 return find_arrow(op, type); 1775 return find_arrow (op, type);
1528 1776
1529 /* do a dex check */ 1777 /* do a dex check */
1530 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1778 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))) 1779 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1532 return find_arrow(op, type); 1780 return find_arrow (op, type);
1533 1781
1534 m = op->map; 1782 m = op->map;
1535 x = op->x; 1783 x = op->x;
1536 y = op->y; 1784 y = op->y;
1537 1785
1538 /* find the first target */ 1786 /* find the first target */
1539 for (i=0, found=0; i<20; i++) { 1787 for (i = 0, found = 0; i < 20; i++)
1788 {
1540 x += freearr_x[dir]; 1789 x += freearr_x[dir];
1541 y += freearr_y[dir]; 1790 y += freearr_y[dir];
1542 mflags = get_map_flags(m, &m, x, y, &x, &y); 1791 mflags = get_map_flags (m, &m, x, y, &x, &y);
1543 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1792 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1793 {
1544 tmp = NULL; 1794 tmp = NULL;
1795 break;
1796 }
1797 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1798 {
1799 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1800 * perhaps a bad assumption.
1801 */
1802 tmp = NULL;
1803 break;
1804 }
1805 if (mflags & P_IS_ALIVE)
1806 {
1807 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1808 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1809 {
1810 found++;
1811 break;
1812 }
1813 if (found)
1545 break; 1814 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 } 1815 }
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 } 1816 }
1563 if (tmp == NULL) 1817 if (tmp == NULL)
1564 return find_arrow(op, type); 1818 return find_arrow (op, type);
1565 1819
1566 if (tmp->head) 1820 if (tmp->head)
1567 tmp = tmp->head; 1821 tmp = tmp->head;
1568 1822
1569 return find_better_arrow(op, tmp, type, &i); 1823 return find_better_arrow (op, tmp, type, &i);
1570} 1824}
1571 1825
1572/* 1826/*
1573 * Creature fires a bow - op can be monster or player. Returns 1827 * Creature fires a bow - op can be monster or player. Returns
1574 * 1 if bow was actually fired, 0 otherwise. 1828 * 1 if bow was actually fired, 0 otherwise.
1577 * dir is the direction of fire. 1831 * dir is the direction of fire.
1578 * wc_mod is any special modifier to give (used in special player fire modes) 1832 * 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 1833 * sx, sy are coordinates to fire arrow from - also used in some of the special
1580 * player fire modes. 1834 * player fire modes.
1581 */ 1835 */
1836int
1582int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1837fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1583 sint16 sx, sint16 sy)
1584{ 1838{
1585 object *left, *bow; 1839 object *left, *bow;
1586 tag_t left_tag, tag;
1587 int bowspeed, mflags; 1840 int bowspeed, mflags;
1588 mapstruct *m; 1841 maptile *m;
1589 1842
1590 if (!dir) { 1843 if (!dir)
1844 {
1591 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1845 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1592 return 0; 1846 return 0;
1593 } 1847 }
1594 if (op->type == PLAYER) 1848 if (op->type == PLAYER)
1595 bow=op->contr->ranges[range_bow]; 1849 bow = op->contr->ranges[range_bow];
1596 else { 1850 else
1851 {
1597 for(bow=op->inv; bow; bow=bow->below) 1852 for (bow = op->inv; bow; bow = bow->below)
1598 /* Don't check for applied - monsters don't apply bows - in that way, they 1853 /* 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. 1854 * don't need to switch back and forth between bows and weapons.
1600 */ 1855 */
1601 if(bow->type==BOW) 1856 if (bow->type == BOW)
1602 break; 1857 break;
1603 1858
1604 if (!bow) { 1859 if (!bow)
1860 {
1605 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1606 return 0; 1862 return 0;
1607 } 1863 }
1608 } 1864 }
1609 if( !bow->race || !bow->skill) { 1865 if (!bow->race || !bow->skill)
1866 {
1610 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1867 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1611 return 0; 1868 return 0;
1612 } 1869 }
1613 1870
1614 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1615 1872
1616 /* penalize ROF for bestarrow */ 1873 /* penalize ROF for bestarrow */
1617 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1618 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1875 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1619 if (bowspeed < 1) 1876 if (bowspeed < 1)
1620 bowspeed = 1; 1877 bowspeed = 1;
1621 1878
1622 if (arrow == NULL) { 1879 if (arrow == NULL)
1880 {
1623 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1881 if ((arrow = find_arrow (op, bow->race)) == NULL)
1882 {
1624 if (op->type == PLAYER) 1883 if (op->type == PLAYER)
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1884 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 */ 1885 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1628 else 1886 else
1629 CLEAR_FLAG(op, FLAG_READY_BOW); 1887 CLEAR_FLAG (op, FLAG_READY_BOW);
1630 return 0; 1888 return 0;
1631 } 1889 }
1632 } 1890 }
1633 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1634 if (mflags & P_OUT_OF_MAP) { 1892 if (mflags & P_OUT_OF_MAP)
1893 {
1635 return 0; 1894 return 0;
1636 } 1895 }
1637 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 {
1638 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1639 return 0; 1899 return 0;
1640 } 1900 }
1641 1901
1642 /* this should not happen, but sometimes does */ 1902 /* this should not happen, but sometimes does */
1643 if (arrow->nrof==0) { 1903 if (arrow->nrof == 0)
1904 {
1644 remove_ob(arrow); 1905 remove_ob (arrow);
1645 free_object(arrow); 1906 free_object (arrow);
1646 return 0; 1907 return 0;
1647 } 1908 }
1648 1909
1649 left = arrow; /* these are arrows left to the player */ 1910 left = arrow; /* these are arrows left to the player */
1650 left_tag = left->count;
1651 arrow = get_split_ob(arrow, 1); 1911 arrow = get_split_ob (arrow, 1);
1652 if (arrow == NULL) { 1912 if (arrow == NULL)
1913 {
1653 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1914 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1654 return 0; 1915 return 0;
1655 } 1916 }
1656 set_owner(arrow, op); 1917 set_owner (arrow, op);
1657 arrow->skill = bow->skill; 1918 arrow->skill = bow->skill;
1658 1919
1659 arrow->direction=dir; 1920 arrow->direction = dir;
1660 arrow->x = sx; 1921 arrow->x = sx;
1661 arrow->y = sy; 1922 arrow->y = sy;
1662 1923
1663 if (op->type == PLAYER) { 1924 if (op->type == PLAYER)
1925 {
1664 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1665 fix_player(op); 1927 fix_player (op);
1666 } 1928 }
1667 1929
1668 SET_ANIMATION(arrow, arrow->direction); 1930 SET_ANIMATION (arrow, arrow->direction);
1669 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1670 arrow->stats.hp = arrow->stats.dam; 1932 arrow->stats.hp = arrow->stats.dam;
1671 arrow->stats.grace = arrow->attacktype; 1933 arrow->stats.grace = arrow->attacktype;
1672 if (arrow->slaying != NULL) 1934 if (arrow->slaying != NULL)
1673 arrow->spellarg = strdup_local(arrow->slaying); 1935 arrow->spellarg = strdup_local (arrow->slaying);
1674 1936
1675 /* Note that this was different for monsters - they got their level 1937 /* Note that this was different for monsters - they got their level
1676 * added to the damage. I think the strength bonus is more proper. 1938 * added to the damage. I think the strength bonus is more proper.
1677 */ 1939 */
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 1940
1941 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1942
1683 /* update the speed */ 1943 /* update the speed */
1684 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1685 0 : dam_bonus[op->stats.Str]) + 1945 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 1946
1689 if (arrow->speed < 1.0) 1947 if (arrow->speed < 1.0)
1690 arrow->speed = 1.0; 1948 arrow->speed = 1.0;
1691 update_ob_speed(arrow); 1949 update_ob_speed (arrow);
1692 arrow->speed_left = 0; 1950 arrow->speed_left = 0;
1693 1951
1694 if (op->type == PLAYER) { 1952 if (op->type == PLAYER)
1953 {
1695 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1954 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1696 (op->chosen_skill?op->chosen_skill->level:op->level) - 1955 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1697 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1956 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 1957
1700 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1958 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1701 } else { 1959 }
1960 else
1961 {
1702 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1962 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1703 arrow->stats.wc + wc_mod;
1704
1705 arrow->level = op->level; 1963 arrow->level = op->level;
1706 } 1964 }
1965
1707 if (arrow->attacktype == AT_PHYSICAL) 1966 if (arrow->attacktype == AT_PHYSICAL)
1708 arrow->attacktype |= bow->attacktype; 1967 arrow->attacktype |= bow->attacktype;
1968
1709 if (bow->slaying != NULL) 1969 if (bow->slaying != NULL)
1710 arrow->slaying = bow->slaying; 1970 arrow->slaying = bow->slaying;
1711 1971
1712 arrow->map = m; 1972 arrow->map = m;
1713 arrow->move_type = MOVE_FLY_LOW; 1973 arrow->move_type = MOVE_FLY_LOW;
1714 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1715 1975
1716 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1976 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1717 tag = arrow->count;
1718 insert_ob_in_map(arrow, m, op, 0); 1977 insert_ob_in_map (arrow, m, op, 0);
1719 1978
1720 if (!was_destroyed(arrow, tag)) 1979 if (!arrow->destroyed ())
1721 move_arrow(arrow); 1980 move_arrow (arrow);
1722 1981
1723 if (op->type == PLAYER) { 1982 if (op->type == PLAYER)
1724 if (was_destroyed (left, left_tag)) 1983 {
1984 if (left->destroyed ())
1725 esrv_del_item(op->contr, left_tag); 1985 esrv_del_item (op->contr, left->count);
1726 else 1986 else
1727 esrv_send_item(op, left); 1987 esrv_send_item (op, left);
1728 } 1988 }
1989
1729 return 1; 1990 return 1;
1730} 1991}
1731 1992
1732/* Special fire code for players - this takes into 1993/* Special fire code for players - this takes into
1733 * account the special fire modes players can have 1994 * account the special fire modes players can have
1734 * but monsters can't. Putting that code here 1995 * but monsters can't. Putting that code here
1735 * makes the fire_bow code much cleaner. 1996 * makes the fire_bow code much cleaner.
1736 * this function should only be called if 'op' is a player, 1997 * this function should only be called if 'op' is a player,
1737 * hence the function name. 1998 * hence the function name.
1738 */ 1999 */
2000int
1739int player_fire_bow(object *op, int dir) 2001player_fire_bow (object *op, int dir)
1740{ 2002{
1741 int ret=0, wcmod=0; 2003 int ret = 0, wcmod = 0;
1742 2004
1743 if (op->contr->bowtype == bow_bestarrow) { 2005 if (op->contr->bowtype == bow_bestarrow)
1744 ret = fire_bow(op, op, 2006 {
1745 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 2007 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); 2008 }
1747 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 2009 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2010 {
1748 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1749 wcmod =-1; 2012 wcmod = -1;
1750 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 2013 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1751 op->x, op->y); 2014 }
1752 } else if (op->contr->bowtype == bow_threewide) { 2015 else if (op->contr->bowtype == bow_threewide)
2016 {
1753 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2017 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)]); 2018 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)]); 2019 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
2020 }
1756 } else if (op->contr->bowtype == bow_spreadshot) { 2021 else if (op->contr->bowtype == bow_spreadshot)
2022 {
1757 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);
1758 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 2024 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); 2025 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1760 2026
1761 } else { 2027 }
2028 else
2029 {
1762 /* Simple case */ 2030 /* Simple case */
1763 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2031 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1764 } 2032 }
1765 return ret; 2033 return ret;
1766} 2034}
1767 2035
1768 2036
1769/* Fires a misc (wand/rod/horn) object in 'dir'. 2037/* Fires a misc (wand/rod/horn) object in 'dir'.
1770 * Broken apart from 'fire' to keep it more readable. 2038 * Broken apart from 'fire' to keep it more readable.
1771 */ 2039 */
2040void
1772void fire_misc_object(object *op, int dir) 2041fire_misc_object (object *op, int dir)
1773{ 2042{
1774 object *item; 2043 object *item;
1775 2044
1776 if (!op->contr->ranges[range_misc]) { 2045 if (!op->contr->ranges[range_misc])
2046 {
1777 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 2047 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1778 return; 2048 return;
1779 } 2049 }
1780 2050
1781 item = op->contr->ranges[range_misc]; 2051 item = op->contr->ranges[range_misc];
1782 if (!item->inv) { 2052 if (!item->inv)
2053 {
1783 LOG(llevError,"Object %s lacks a spell\n", &item->name); 2054 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1784 return; 2055 return;
1785 } 2056 }
1786 if (item->type == WAND) { 2057 if (item->type == WAND)
2058 {
1787 if(item->stats.food<=0) { 2059 if (item->stats.food <= 0)
2060 {
1788 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2061 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)); 2062 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1790 return; 2063 return;
1791 } 2064 }
2065 }
1792 } else if (item->type == ROD || item->type==HORN) { 2066 else if (item->type == ROD || item->type == HORN)
2067 {
1793 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2068 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2069 {
1794 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2070 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795 if (item->type== ROD) 2071 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)); 2072 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 2073 else
1799 new_draw_info_format(NDI_UNIQUE, 0,op, 2074 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; 2075 return;
1802 } 2076 }
1803 } 2077 }
1804 2078
1805 if(cast_spell(op,item,dir,item->inv,NULL)) { 2079 if (cast_spell (op, item, dir, item->inv, NULL))
2080 {
1806 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2081 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1807 if (item->type == WAND) { 2082 if (item->type == WAND)
2083 {
1808 if (!(--item->stats.food)) { 2084 if (!(--item->stats.food))
2085 {
1809 object *tmp; 2086 object *tmp;
2087
1810 if (item->arch) { 2088 if (item->arch)
2089 {
1811 CLEAR_FLAG(item, FLAG_ANIMATE); 2090 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 2091 item->face = item->arch->clone.face;
1813 item->speed = 0; 2092 item->speed = 0;
1814 update_ob_speed(item); 2093 update_ob_speed (item);
1815 } 2094 }
1816 if ((tmp=is_player_inv(item))) 2095 if ((tmp = is_player_inv (item)))
1817 esrv_update_item(UPD_ANIM, tmp, item); 2096 esrv_update_item (UPD_ANIM, tmp, item);
1818 } 2097 }
1819 } 2098 }
1820 else if (item->type == ROD || item->type==HORN) { 2099 else if (item->type == ROD || item->type == HORN)
2100 {
1821 drain_rod_charge(item); 2101 drain_rod_charge (item);
1822 } 2102 }
1823 } 2103 }
1824} 2104}
1825 2105
1826/* Received a fire command for the player - go and do it. 2106/* Received a fire command for the player - go and do it.
1827 */ 2107 */
2108void
1828void fire(object *op,int dir) { 2109fire (object *op, int dir)
2110{
1829 int spellcost=0; 2111 int spellcost = 0;
1830 2112
1831 /* check for loss of invisiblity/hide */ 2113 /* check for loss of invisiblity/hide */
1832 if (action_makes_visible(op)) make_visible(op); 2114 if (action_makes_visible (op))
2115 make_visible (op);
1833 2116
1834 switch(op->contr->shoottype) { 2117 switch (op->contr->shoottype)
2118 {
1835 case range_none: 2119 case range_none:
2120 return;
2121
2122 case range_bow:
2123 player_fire_bow (op, dir);
2124 return;
2125
2126 case range_magic: /* Casting spells */
2127 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2128 return;
2129
2130 case range_misc:
2131 fire_misc_object (op, dir);
2132 return;
2133
2134 case range_golem: /* Control summoned monsters from scrolls */
2135 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2136 {
2137 op->contr->ranges[range_golem] = NULL;
2138 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 }
2141 else
2142 control_golem (op->contr->ranges[range_golem], dir);
2143 return;
2144
2145 case range_skill:
2146 if (!op->chosen_skill)
2147 {
2148 if (op->type == PLAYER)
2149 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1836 return; 2150 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 } 2151 }
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); 2152 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1868 return;
1869 case range_builder:
1870 apply_map_builder( op, dir );
1871 return; 2153 return;
2154 case range_builder:
2155 apply_map_builder (op, dir);
2156 return;
1872 default: 2157 default:
1873 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2158 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1874 return; 2159 return;
1875 } 2160 }
1876} 2161}
1877 2162
1878 2163
1879 2164
1886 * inv is the objects inventory to searched 2171 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against. 2172 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers. 2173 * This function can be called recursively to search containers.
1889 */ 2174 */
1890 2175
2176object *
1891object * find_key(object *pl, object *container, object *door) 2177find_key (object *pl, object *container, object *door)
1892{ 2178{
1893 object *tmp,*key; 2179 object *tmp, *key;
1894 2180
1895 /* Should not happen, but sanity checking is never bad */ 2181 /* Should not happen, but sanity checking is never bad */
1896 if (container->inv == NULL) return NULL; 2182 if (container->inv == NULL)
2183 return NULL;
1897 2184
1898 /* First, lets try to find a key in the top level inventory */ 2185 /* First, lets try to find a key in the top level inventory */
1899 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2186 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2187 {
1900 if (door->type==DOOR && tmp->type==KEY) break; 2188 if (door->type == DOOR && tmp->type == KEY)
2189 break;
1901 /* For sanity, we should really check door type, but other stuff 2190 /* For sanity, we should really check door type, but other stuff
1902 * (like containers) can be locked with special keys 2191 * (like containers) can be locked with special keys
1903 */ 2192 */
1904 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2193 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1905 tmp->slaying==door->slaying) break; 2194 break;
1906 } 2195 }
1907 /* No key found - lets search inventories now */ 2196 /* No key found - lets search inventories now */
1908 /* If we find and use a key in an inventory, return at that time. 2197 /* 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 2198 * otherwise, if we search all the inventories and still don't find
1910 * a key, return 2199 * a key, return
1911 */ 2200 */
1912 if (!tmp) { 2201 if (!tmp)
2202 {
1913 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2203 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2204 {
1914 /* No reason to search empty containers */ 2205 /* No reason to search empty containers */
1915 if (tmp->type==CONTAINER && tmp->inv) { 2206 if (tmp->type == CONTAINER && tmp->inv)
2207 {
1916 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2208 if ((key = find_key (pl, tmp, door)) != NULL)
2209 return key;
1917 } 2210 }
1918 } 2211 }
2212 if (!tmp)
1919 if (!tmp) return NULL; 2213 return NULL;
1920 } 2214 }
1921 /* We get down here if we have found a key. Now if its in a container, 2215 /* 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 2216 * see if we actually want to use it
1923 */ 2217 */
1924 if (pl!=container) { 2218 if (pl != container)
2219 {
1925 /* Only let players use keys in containers */ 2220 /* Only let players use keys in containers */
1926 if (!pl->contr) return NULL; 2221 if (!pl->contr)
2222 return NULL;
1927 /* cases where this fails: 2223 /* cases where this fails:
1928 * If we only search the player inventory, return now since we 2224 * If we only search the player inventory, return now since we
1929 * are not in the players inventory. 2225 * are not in the players inventory.
1930 * If the container is not active, return now since only active 2226 * If the container is not active, return now since only active
1931 * containers can be used. 2227 * containers can be used.
1932 * If we only search keyrings and the container does not have 2228 * If we only search keyrings and the container does not have
1933 * a race/isn't a keyring. 2229 * a race/isn't a keyring.
1934 * No checking for all containers - to fall through past here, 2230 * No checking for all containers - to fall through past here,
1935 * inv must have been an container and must have been active. 2231 * inv must have been an container and must have been active.
1936 * 2232 *
1937 * Change the color so that the message doesn't disappear with 2233 * Change the color so that the message doesn't disappear with
1938 * all the others. 2234 * all the others.
1939 */ 2235 */
1940 if (pl->contr->usekeys == key_inventory || 2236 if (pl->contr->usekeys == key_inventory ||
1941 !QUERY_FLAG(container, FLAG_APPLIED) || 2237 !QUERY_FLAG (container, FLAG_APPLIED) ||
1942 (pl->contr->usekeys == keyrings &&
1943 (!container->race || strcmp(container->race, "keys"))) 2238 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1944 ) { 2239 {
1945 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2240 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1946 "The %s in your %s vibrates as you approach the door", 2241 "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; 2242 return NULL;
1949 } 2243 }
1950 } 2244 }
1951 return tmp; 2245 return tmp;
1952} 2246}
1953 2247
1954/* moved door processing out of move_player_attack. 2248/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 2249 * returns 1 if player has opened the door with a key
1956 * such that the caller should not do anything more, 2250 * such that the caller should not do anything more,
1957 * 0 otherwise 2251 * 0 otherwise
1958 */ 2252 */
2253static int
1959static int player_attack_door(object *op, object *door) 2254player_attack_door (object *op, object *door)
1960{ 2255{
1961 2256
1962 /* If its a door, try to find a use a key. If we do destroy the door, 2257 /* 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 - 2258 * might as well return immediately as there is nothing more to do -
1964 * otherwise, we fall through to the rest of the code. 2259 * otherwise, we fall through to the rest of the code.
1965 */ 2260 */
1966 object *key=find_key(op, op, door); 2261 object *key = find_key (op, op, door);
1967 2262
1968 /* IF we found a key, do some extra work */ 2263 /* IF we found a key, do some extra work */
1969 if (key) { 2264 if (key)
2265 {
1970 object *container=key->env; 2266 object *container = key->env;
1971 2267
1972 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2268 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1973 if(action_makes_visible(op)) make_visible(op); 2269 if (action_makes_visible (op))
2270 make_visible (op);
1974 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2271 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2272 spring_trap (door->inv, op);
1975 if (door->type == DOOR) { 2273 if (door->type == DOOR)
2274 {
1976 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2275 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1977 } 2276 }
1978 else if(door->type==LOCKED_DOOR) { 2277 else if (door->type == LOCKED_DOOR)
1979 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2278 {
1980 "You open the door with the %s", query_short_name(key)); 2279 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 ;-) */ 2280 remove_door2 (door); /* remove door without violence ;-) */
1982 } 2281 }
1983 /* Do this after we print the message */ 2282 /* Do this after we print the message */
1984 decrease_ob(key); /* Use up one of the keys */ 2283 decrease_ob (key); /* Use up one of the keys */
1985 /* Need to update the weight the container the key was in */ 2284 /* Need to update the weight the container the key was in */
1986 if (container != op) 2285 if (container != op)
1987 esrv_update_item(UPD_WEIGHT, op, container); 2286 esrv_update_item (UPD_WEIGHT, op, container);
1988 return 1; /* Nothing more to do below */ 2287 return 1; /* Nothing more to do below */
2288 }
1989 } else if (door->type==LOCKED_DOOR) { 2289 else if (door->type == LOCKED_DOOR)
2290 {
1990 /* Might as well return now - no other way to open this */ 2291 /* Might as well return now - no other way to open this */
1991 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2292 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1992 return 1; 2293 return 1;
1993 } 2294 }
1994 return 0; 2295 return 0;
1995} 2296}
1996 2297
1997/* This function is just part of a breakup from move_player. 2298/* This function is just part of a breakup from move_player.
1998 * It should keep the code cleaner. 2299 * It should keep the code cleaner.
1999 * When this is called, the players direction has been updated 2300 * When this is called, the players direction has been updated
2000 * (taking into account confusion.) The player is also actually 2301 * (taking into account confusion.) The player is also actually
2001 * going to try and move (not fire weapons). 2302 * going to try and move (not fire weapons).
2002 */ 2303 */
2003 2304
2305void
2004void move_player_attack(object *op, int dir) 2306move_player_attack (object *op, int dir)
2005{ 2307{
2006 object *tmp, *mon; 2308 object *tmp, *mon;
2007 sint16 nx, ny; 2309 sint16 nx, ny;
2008 int on_battleground; 2310 int on_battleground;
2009 mapstruct *m; 2311 maptile *m;
2010 2312
2011 nx=freearr_x[dir]+op->x; 2313 nx = freearr_x[dir] + op->x;
2012 ny=freearr_y[dir]+op->y; 2314 ny = freearr_y[dir] + op->y;
2013 2315
2014 on_battleground = op_on_battleground(op, NULL, NULL); 2316 on_battleground = op_on_battleground (op, NULL, NULL);
2015 2317
2016 /* If braced, or can't move to the square, and it is not out of the 2318 /* 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 2319 * 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 2320 * 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 2321 * 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 2322 * 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 2323 * 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 2324 * quite a bit of processing. However, it probably is less than what
2023 * move_ob uses. 2325 * move_ob uses.
2024 */ 2326 */
2025 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2327 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2328 {
2026 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2329 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2330 {
2027 m = get_map_from_coord(op->map, &nx, &ny); 2331 m = get_map_from_coord (op->map, &nx, &ny);
2332 if (!m)
2028 if (!m) return; /* Don't think this should happen */ 2333 return; /* Don't think this should happen */
2334 }
2335 else
2336 m = op->map;
2337
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2029 } 2339 {
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");*/ 2340 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2341 return;
2342 }
2343
2344 mon = NULL;
2345 /* Go through all the objects, and find ones of interest. Only stop if
2346 * we find a monster - that is something we know we want to attack.
2347 * if its a door or barrel (can roll) see if there may be monsters
2348 * on the space
2349 */
2350 while (tmp != NULL)
2351 {
2352 if (tmp == op)
2353 {
2354 tmp = tmp->above;
2355 continue;
2356 }
2357
2358 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2359 {
2360 mon = tmp;
2361 break;
2362 }
2363
2364 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2365 mon = tmp;
2366
2367 tmp = tmp->above;
2368 }
2369
2370 if (mon == NULL) /* This happens anytime the player tries to move */
2371 return; /* into a wall */
2372
2373 if (mon->head != NULL)
2374 mon = mon->head;
2375
2376 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2377 if (player_attack_door (op, mon))
2378 return;
2379
2380 /* The following deals with possibly attacking peaceful
2381 * or frienddly creatures. Basically, all players are considered
2382 * unaggressive. If the moving player has peaceful set, then the
2383 * object should be pushed instead of attacked. It is assumed that
2384 * if you are braced, you will not attack friends accidently,
2385 * and thus will not push them.
2386 */
2387
2388 /* If the creature is a pet, push it even if the player is not
2389 * peaceful. Our assumption is the creature is a pet if the
2390 * player owns it and it is either friendly or unagressive.
2391 */
2392 if ((op->type == PLAYER)
2393#if COZY_SERVER
2394 &&
2395 ((get_owner (mon) && get_owner (mon)->contr
2396 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2397#else
2398 && get_owner (mon) == op
2399#endif
2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2401 {
2402 /* If we're braced, we don't want to switch places with it */
2403 if (op->contr->braced)
2034 return; 2404 return;
2405 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2406 (void) push_ob (mon, dir, op);
2407 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op);
2409 return;
2035 } 2410 }
2036 2411
2037 mon = NULL; 2412 /* in certain circumstances, you shouldn't attack friendly
2038 /* Go through all the objects, and find ones of interest. Only stop if 2413 * 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. 2414 * 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 2415 * attack them either.
2041 * on the space
2042 */ 2416 */
2043 while (tmp!=NULL) { 2417 if ((mon->type == PLAYER || mon->enemy != op) &&
2044 if (tmp == op) { 2418 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2045 tmp=tmp->above; 2419#ifdef PROHIBIT_PLAYERKILL
2046 continue; 2420 (op->contr->peaceful
2421 || (mon->type == PLAYER
2422 && mon->contr->
2423 peaceful)) &&
2424#else
2425 op->contr->peaceful &&
2426#endif
2427 !on_battleground))
2428 {
2429 if (!op->contr->braced)
2430 {
2431 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2432 (void) push_ob (mon, dir, op);
2047 } 2433 }
2048 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2434 else
2049 mon = tmp; 2435 {
2050 break; 2436 new_draw_info (0, 0, op, "You withhold your attack");
2051 } 2437 }
2052 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2438 if (op->contr->tmp_invis || op->hide)
2053 mon = tmp; 2439 make_visible (op);
2054 tmp=tmp->above; 2440 }
2441
2442 /* If the object is a boulder or other rollable object, then
2443 * roll it if not braced. You can't roll it if you are braced.
2444 */
2445 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2055 } 2446 {
2056 2447 recursive_roll (mon, dir, op);
2057 if (mon==NULL) /* This happens anytime the player tries to move */ 2448 if (action_makes_visible (op))
2058 return; /* into a wall */ 2449 make_visible (op);
2450 }
2059 2451
2060 if(mon->head != NULL) 2452 /* Any generic living creature. Including things like doors.
2061 mon = mon->head; 2453 * Way it works is like this: First, it must have some hit points
2454 * and be living. Then, it must be one of the following:
2455 * 1) Not a player, 2) A player, but of a different party. Note
2456 * that party_number -1 is no party, so attacks can still happen.
2457 */
2062 2458
2063 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2459 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2064 if (player_attack_door(op, mon)) return; 2460 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2461 {
2065 2462
2066 /* The following deals with possibly attacking peaceful 2463 /* If the player hasn't hit something this tick, and does
2067 * or frienddly creatures. Basically, all players are considered 2464 * so, give them speed boost based on weapon speed. Doing
2068 * unaggressive. If the moving player has peaceful set, then the 2465 * it here is better than process_players2, which basically
2069 * object should be pushed instead of attacked. It is assumed that 2466 * incurred a 1 tick offset.
2070 * if you are braced, you will not attack friends accidently,
2071 * and thus will not push them.
2072 */ 2467 */
2073 2468 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 )) { 2469 {
2114 if (!op->contr->braced) { 2470 op->speed_left += op->speed / op->contr->weapon_sp;
2115 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2471
2116 (void) push_ob(mon,dir,op); 2472 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 } 2473 }
2120 if(op->contr->tmp_invis||op->hide) make_visible(op);
2121 }
2122 2474
2123 /* If the object is a boulder or other rollable object, then 2475 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 2476
2131 /* Any generic living creature. Including things like doors. 2477 /* If attacking another player, that player gets automatic
2132 * Way it works is like this: First, it must have some hit points 2478 * hitback, and doesn't loose luck either.
2133 * and be living. Then, it must be one of the following: 2479 * Disable hitback on the battleground or if the target is
2134 * 1) Not a player, 2) A player, but of a different party. Note 2480 * 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 */ 2481 */
2482 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2483 {
2484 short luck = mon->stats.luck;
2485
2147 if (!op->contr->has_hit) { 2486 mon->contr->has_hit = 1;
2148 op->speed_left += op->speed / op->contr->weapon_sp; 2487 skill_attack (op, mon, 0, NULL, NULL);
2149 2488 mon->stats.luck = luck;
2150 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2151 } 2489 }
2152 2490 if (action_makes_visible (op))
2153 skill_attack(mon, op, 0, NULL, NULL); 2491 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 } 2492 }
2167 if(action_makes_visible(op)) make_visible(op);
2168 }
2169 } /* if player should attack something */ 2493 } /* if player should attack something */
2170} 2494}
2171 2495
2496int
2172int move_player(object *op,int dir) { 2497move_player (object *op, int dir)
2498{
2173 int pick; 2499 int pick;
2174 2500
2175 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2501 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; 2502 return 0;
2503
2504 /* Sanity check: make sure dir is valid */
2505 if ((dir < 0) || (dir >= 9))
2506 {
2507 LOG (llevError, "move_player: invalid direction %d\n", dir);
2508 return 0;
2509 }
2510
2511 /* peterm: added following line */
2512 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2513 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2514
2515 op->facing = dir;
2516
2517 if (op->hide)
2518 do_hidden_move (op);
2519
2520 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2521 /*nop */ ;
2522 else if (op->contr->fire_on)
2523 fire (op, dir);
2524 else
2525 {
2526 move_player_attack (op, dir);
2527 pick = check_pick (op);
2528 }
2529
2530 /* Add special check for newcs players and fire on - this way, the
2531 * server can handle repeat firing.
2532 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir;
2536 }
2537 else
2538 {
2539 op->direction = 0;
2540 }
2541 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities
2543 * for players.
2544 */
2545 animate_object (op, op->facing);
2546 return 0;
2216} 2547}
2217 2548
2218/* This is similar to handle_player, below, but is only used by the 2549/* This is similar to handle_player, below, but is only used by the
2219 * new client/server stuff. 2550 * new client/server stuff.
2220 * This is sort of special, in that the new client/server actually uses 2551 * This is sort of special, in that the new client/server actually uses
2221 * the new speed values for commands. 2552 * the new speed values for commands.
2222 * 2553 *
2223 * Returns true if there are more actions we can do. 2554 * Returns true if there are more actions we can do.
2224 */ 2555 */
2556int
2225int handle_newcs_player(object *op) 2557handle_newcs_player (object *op)
2226{ 2558{
2227 if (op->contr->hidden) { 2559 if (op->contr->hidden)
2560 {
2228 op->invisible = 1000; 2561 op->invisible = 1000;
2229 /* the socket code flashes the player visible/invisible 2562 /* the socket code flashes the player visible/invisible
2230 * depending on the value of invisible, so we need to 2563 * depending on the value of invisible, so we need to
2231 * alternate it here for it to work correctly. 2564 * alternate it here for it to work correctly.
2232 */ 2565 */
2233 if (pticks & 2) op->invisible--; 2566 if (pticks & 2)
2234 }
2235 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2236 op->invisible--; 2567 op->invisible--;
2568 }
2569 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2570 {
2571 op->invisible--;
2237 if(!op->invisible) { 2572 if (!op->invisible)
2573 {
2238 make_visible(op); 2574 make_visible (op);
2239 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2575 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2240 } 2576 }
2241 } 2577 }
2242 2578
2243 if (QUERY_FLAG(op, FLAG_SCARED)) { 2579 if (QUERY_FLAG (op, FLAG_SCARED))
2580 {
2244 flee_player(op); 2581 flee_player (op);
2245 /* If player is still scared, that is his action for this tick */ 2582 /* If player is still scared, that is his action for this tick */
2246 if (QUERY_FLAG(op, FLAG_SCARED)) { 2583 if (QUERY_FLAG (op, FLAG_SCARED))
2584 {
2247 op->speed_left--; 2585 op->speed_left--;
2248 return 0; 2586 return 0;
2249 } 2587 }
2250 } 2588 }
2251 2589
2252 /* I've been seeing crashes where the golem has been destroyed, but 2590 /* 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 2591 * 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 2592 * 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. 2593 * put this in a a workaround to clean up the golem pointer.
2256 */ 2594 */
2257 if (op->contr->ranges[range_golem] && 2595 if (op->contr->ranges[range_golem] &&
2258 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || 2596 ((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))) { 2597 {
2260 op->contr->ranges[range_golem] = NULL; 2598 op->contr->ranges[range_golem] = NULL;
2261 op->contr->golem_count = 0; 2599 op->contr->golem_count = 0;
2262 } 2600 }
2263 2601
2264 /* call this here - we also will call this in do_ericserver, but 2602 /* call this here - we also will call this in do_ericserver, but
2265 * the players time has been increased when doericserver has been 2603 * the players time has been increased when doericserver has been
2266 * called, so we recheck it here. 2604 * called, so we recheck it here.
2267 */ 2605 */
2268 HandleClient(&op->contr->socket, op->contr); 2606 HandleClient (&op->contr->socket, op->contr);
2269 if (op->speed_left<0) return 0; 2607 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; 2608 return 0;
2284}
2285 2609
2286int save_life(object *op) { 2610 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2287 object *tmp; 2611 {
2612 /* All move commands take 1 tick, at least for now */
2613 op->speed_left--;
2288 2614
2289 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2615 /* Instead of all the stuff below, let move_player take care
2616 * of it. Also, some of the skill stuff is only put in
2617 * there, as well as the confusion stuff.
2618 */
2619 move_player (op, op->direction);
2620 if (op->speed_left > 0)
2621 return 1;
2622 else
2290 return 0; 2623 return 0;
2624 }
2625 return 0;
2626}
2291 2627
2292 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2628int
2293 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2629save_life (object *op)
2294 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2630{
2295 new_draw_info_format(NDI_UNIQUE, 0,op, 2631 object *tmp;
2296 "Your %s vibrates violently, then evaporates.", 2632
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); 2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2312 enter_player_savebed(op); /* bring him home. */
2313 return 0; 2634 return 0;
2635
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 {
2639 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2640 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2641 if (op->contr)
2642 esrv_del_item (op->contr, tmp->count);
2643 remove_ob (tmp);
2644 free_object (tmp);
2645 CLEAR_FLAG (op, FLAG_LIFESAVE);
2646 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp;
2648 if (op->stats.food < 0)
2649 op->stats.food = 999;
2650 fix_player (op);
2651 return 1;
2652 }
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */
2656 return 0;
2314} 2657}
2315 2658
2316/* This goes throws the inventory and removes unpaid objects, and puts them 2659/* 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 2660 * 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 2661 * function will descend into containers. op is the object to start the search
2319 * from. 2662 * from.
2320 */ 2663 */
2664void
2321void remove_unpaid_objects(object *op, object *env) 2665remove_unpaid_objects (object *op, object *env)
2322{ 2666{
2323 object *next; 2667 object *next;
2324 2668
2325 while (op) { 2669 while (op)
2670 {
2326 next=op->below; /* Make sure we have a good value, in case 2671 next = op->below; /* Make sure we have a good value, in case
2327 * we remove object 'op' 2672 * we remove object 'op'
2328 */ 2673 */
2329 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2674 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 {
2330 remove_ob(op); 2676 remove_ob (op);
2331 op->x = env->x; 2677 op->x = env->x;
2332 op->y = env->y; 2678 op->y = env->y;
2333 if (env->type == PLAYER) 2679 if (env->type == PLAYER)
2334 esrv_del_item(env->contr, op->count); 2680 esrv_del_item (env->contr, op->count);
2335 insert_ob_in_map(op, env->map, NULL,0); 2681 insert_ob_in_map (op, env->map, NULL, 0);
2336 } 2682 }
2683 else if (op->inv)
2337 else if (op->inv) remove_unpaid_objects(op->inv, env); 2684 remove_unpaid_objects (op->inv, env);
2338 op=next; 2685 op = next;
2339 } 2686 }
2340} 2687}
2341 2688
2342 2689
2343/* 2690/*
2345 * Moved from apply.c to player.c - player.c is what 2692 * Moved from apply.c to player.c - player.c is what
2346 * actually uses this function. player.c may not be quite the 2693 * actually uses this function. player.c may not be quite the
2347 * best, a misc file for object actions is probably better, 2694 * best, a misc file for object actions is probably better,
2348 * but there isn't one in the server directory. 2695 * but there isn't one in the server directory.
2349 */ 2696 */
2697char *
2350char *gravestone_text (object *op) 2698gravestone_text (object *op)
2351{ 2699{
2352 static char buf2[MAX_BUF]; 2700 static char buf2[MAX_BUF];
2353 char buf[MAX_BUF]; 2701 char buf[MAX_BUF];
2354 time_t now = time (NULL); 2702 time_t now = time (NULL);
2355 2703
2356 strcpy (buf2, " R.I.P.\n\n"); 2704 strcpy (buf2, " R.I.P.\n\n");
2357 if (op->type == PLAYER) 2705 if (op->type == PLAYER)
2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2359 else 2707 else
2360 sprintf (buf, "%s\n", &op->name); 2708 sprintf (buf, "%s\n", &op->name);
2361 strncat (buf2, " ", 20 - strlen (buf) / 2); 2709 strncat (buf2, " ", 20 - strlen (buf) / 2);
2362 strcat (buf2, buf); 2710 strcat (buf2, buf);
2363 if (op->type == PLAYER) 2711 if (op->type == PLAYER)
2364 sprintf (buf, "who was in level %d when killed\n", op->level); 2712 sprintf (buf, "who was in level %d when killed\n", op->level);
2365 else 2713 else
2366 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2714 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2367 strncat (buf2, " ", 20 - strlen (buf) / 2); 2715 strncat (buf2, " ", 20 - strlen (buf) / 2);
2368 strcat (buf2, buf); 2716 strcat (buf2, buf);
2369 if (op->type == PLAYER) { 2717 if (op->type == PLAYER)
2718 {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer); 2719 sprintf (buf, "by %s.\n\n", op->contr->killer);
2371 strncat (buf2, " ", 21 - strlen (buf) / 2); 2720 strncat (buf2, " ", 21 - strlen (buf) / 2);
2372 strcat (buf2, buf); 2721 strcat (buf2, buf);
2373 } 2722 }
2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2375 strncat (buf2, " ", 20 - strlen (buf) / 2); 2724 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf); 2725 strcat (buf2, buf);
2377 return buf2; 2726 return buf2;
2378} 2727}
2379 2728
2380 2729
2381 2730
2731void
2382void do_some_living(object *op) { 2732do_some_living (object *op)
2733{
2383 int last_food=op->stats.food; 2734 int last_food = op->stats.food;
2384 int gen_hp, gen_sp, gen_grace; 2735 int gen_hp, gen_sp, gen_grace;
2385 int over_hp, over_sp, over_grace; 2736 int over_hp, over_sp, over_grace;
2386 int i; 2737 int i;
2387 int rate_hp = 1200; 2738 int rate_hp = 1200;
2388 int rate_sp = 2500; 2739 int rate_sp = 2500;
2389 int rate_grace = 2000; 2740 int rate_grace = 2000;
2390 const int max_hp = 1; 2741 const int max_hp = 1;
2391 const int max_sp = 1; 2742 const int max_sp = 1;
2392 const int max_grace = 1; 2743 const int max_grace = 1;
2393 2744
2394 if (op->contr->outputs_sync) { 2745 if (op->contr->outputs_sync)
2746 {
2395 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2747 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2396 if (op->contr->outputs[i].buf!=NULL && 2748 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]); 2749 flush_output_element (op, &op->contr->outputs[i]);
2399 } 2750 }
2400 2751
2401 if(op->contr->state==ST_PLAYING) { 2752 if (op->contr->state == ST_PLAYING)
2753 {
2402 2754
2403 /* these next three if clauses make it possible to SLOW DOWN 2755 /* these next three if clauses make it possible to SLOW DOWN
2404 hp/grace/spellpoint regeneration. */ 2756 hp/grace/spellpoint regeneration. */
2405 if(op->contr->gen_hp >= 0 ) 2757 if (op->contr->gen_hp >= 0)
2406 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2407 else { 2759 else
2760 {
2408 gen_hp = op->stats.maxhp; 2761 gen_hp = op->stats.maxhp;
2409 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2410 } 2763 }
2411 if(op->contr->gen_sp >= 0 ) 2764 if (op->contr->gen_sp >= 0)
2412 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2413 else { 2766 else
2767 {
2414 gen_sp = op->stats.maxsp; 2768 gen_sp = op->stats.maxsp;
2415 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2416 } 2770 }
2417 if(op->contr->gen_grace >= 0) 2771 if (op->contr->gen_grace >= 0)
2418 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2419 else { 2773 else
2774 {
2420 gen_grace = op->stats.maxgrace; 2775 gen_grace = op->stats.maxgrace;
2421 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2776 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2422 } 2777 }
2423 2778
2424 /* Regenerate Spell Points */ 2779 /* Regenerate Spell Points */
2425 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2780 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2781 {
2426 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2782 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) { 2783 if (op->stats.sp < op->stats.maxsp)
2443 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2784 {
2444 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2445 op->stats.sp--; 2785 op->stats.sp++;
2446 if(op->stats.sp>op->stats.maxsp) 2786 /* dms do not consume food */
2447 op->stats.sp=op->stats.maxsp; 2787 if (!QUERY_FLAG (op, FLAG_WIZ))
2788 {
2789 op->stats.food--;
2790 if (op->contr->digestion < 0)
2791 op->stats.food += op->contr->digestion;
2792 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2793 op->stats.food = last_food;
2448 } 2794 }
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 } 2795 }
2796 if (max_sp > 1)
2797 {
2798 over_sp = (gen_sp + 10) / rate_sp;
2799 if (over_sp > 0)
2800 {
2801 if (op->stats.sp < op->stats.maxsp)
2802 {
2803 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2804 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2805 op->stats.sp--;
2806 if (op->stats.sp > op->stats.maxsp)
2807 op->stats.sp = op->stats.maxsp;
2808 }
2809 op->last_sp = 0;
2810 }
2811 else
2812 {
2813 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2814 }
2815 }
2472 } else { 2816 else
2817 {
2818 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2819 }
2820 }
2821
2822 /* Regenerate Grace */
2823 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2824 if (--op->last_grace < 0)
2825 {
2826 if (op->stats.grace < op->stats.maxgrace / 2)
2827 op->stats.grace++; /* no penalty in food for regaining grace */
2828 if (max_grace > 1)
2829 {
2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2831 if (over_grace > 0)
2832 {
2833 op->stats.sp += over_grace
2834 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2835 op->last_grace = 0;
2836 }
2837 else
2838 {
2839 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2840 }
2841 }
2842 else
2843 {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2844 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2474 } 2845 }
2475 /* wearing stuff doesn't detract from grace generation. */ 2846 /* wearing stuff doesn't detract from grace generation. */
2476 } 2847 }
2477 2848
2478 /* Regenerate Hit Points */ 2849 /* Regenerate Hit Points */
2479 if(--op->last_heal<0) { 2850 if (--op->last_heal < 0)
2851 {
2480 if(op->stats.hp<op->stats.maxhp) { 2852 if (op->stats.hp < op->stats.maxhp)
2853 {
2481 op->stats.hp++; 2854 op->stats.hp++;
2482 /* dms do not consume food */ 2855 /* dms do not consume food */
2483 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2856 if (!QUERY_FLAG (op, FLAG_WIZ))
2484 op->stats.food--; 2857 {
2858 op->stats.food--;
2485 if(op->contr->digestion<0) 2859 if (op->contr->digestion < 0)
2486 op->stats.food+=op->contr->digestion; 2860 op->stats.food += op->contr->digestion;
2487 else if(op->contr->digestion>0 && 2861 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; 2862 op->stats.food = last_food;
2863 }
2864 }
2865 if (max_hp > 1)
2866 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0)
2869 {
2870 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2871 op->last_heal = 0;
2872 }
2873 else
2874 {
2875 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2876 }
2877 }
2878 else
2879 {
2880 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2881 }
2490 } 2882 }
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 2883
2506 /* Digestion */ 2884 /* Digestion */
2507 if(--op->last_eat<0) { 2885 if (--op->last_eat < 0)
2886 {
2508#ifdef COZY_SERVER 2887#ifdef COZY_SERVER
2509 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2888 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2510 int bonus=dg>0?dg:0, 2889 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2511 penalty=dg<0?-dg:0;
2512#else 2890#else
2513 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2891 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 2892#endif
2516 2893
2517 if(op->contr->gen_hp > 0) 2894 if (op->contr->gen_hp > 0)
2518 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2895 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2519 else 2896 else
2520 op->last_eat=25*(1+bonus)/(penalty +1); 2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2521 /* dms do not consume food */ 2898 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2899 if (!QUERY_FLAG (op, FLAG_WIZ))
2523 } 2900 op->stats.food--;
2901 }
2524 } 2902 }
2525 2903
2526 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2905 {
2527 object *tmp, *flesh=NULL; 2906 object *tmp, *flesh = NULL;
2528 2907
2529 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2909 {
2530 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 {
2531 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2913 {
2532 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2914 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2533 manual_apply(op,tmp,0); 2915 manual_apply (op, tmp, 0);
2534 if(op->stats.food>=0||op->stats.hp<0) 2916 if (op->stats.food >= 0 || op->stats.hp < 0)
2535 break; 2917 break;
2536 } 2918 }
2537 else if (tmp->type==FLESH) flesh=tmp; 2919 else if (tmp->type == FLESH)
2920 flesh = tmp;
2538 } /* End if paid for object */ 2921 } /* End if paid for object */
2539 } /* end of for loop */ 2922 } /* end of for loop */
2540 /* If player is still starving, it means they don't have any food, so 2923 /* If player is still starving, it means they don't have any food, so
2541 * eat flesh instead. 2924 * eat flesh instead.
2542 */ 2925 */
2543 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 {
2544 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2928 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2545 manual_apply(op,flesh,0); 2929 manual_apply (op, flesh, 0);
2546 } 2930 }
2547 } /* end if player is starving */ 2931 } /* end if player is starving */
2548 2932
2549 while(op->stats.food<0&&op->stats.hp>0) 2933 while (op->stats.food < 0 && op->stats.hp > 0)
2550 op->stats.food++,op->stats.hp--; 2934 op->stats.food++, op->stats.hp--;
2551 2935
2552 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2936 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2553 kill_player(op); 2937 kill_player (op);
2554} 2938}
2555 2939
2556 2940
2557 2941
2558/* If the player should die (lack of hp, food, etc), we call this. 2942/* 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 2943 * 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 2944 * permadeath, no lifesave), this will take care of removing the player
2561 * file. 2945 * file.
2562 */ 2946 */
2947void
2563void kill_player(object *op) 2948kill_player (object *op)
2564{ 2949{
2565 char buf[MAX_BUF]; 2950 char buf[MAX_BUF];
2566 int x,y,i; 2951 int x, y;
2952
2953 //int i;
2567 mapstruct *map; /* this is for resurrection */ 2954 maptile *map; /* this is for resurrection */
2955
2568 int z; 2956 /* int z;
2569 int num_stats_lose; 2957 int num_stats_lose;
2570 int lost_a_stat; 2958 int lost_a_stat;
2571 int lose_this_stat; 2959 int lose_this_stat;
2572 int this_stat; 2960 int this_stat; */
2573 int will_kill_again; 2961 int will_kill_again;
2574 archetype *at; 2962 archetype *at;
2575 object *tmp; 2963 object *tmp;
2576 2964
2577 if(save_life(op)) 2965 if (save_life (op))
2578 return; 2966 return;
2579 2967
2580 2968
2581 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2969 /* 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. 2970 * in cities ONLY!!! It is very important that this doesn't get abused.
2583 * Look at op_on_battleground() for more info --AndreasV 2971 * Look at op_on_battleground() for more info --AndreasV
2584 */ 2972 */
2585 if (op_on_battleground(op, &x, &y)) { 2973 if (op_on_battleground (op, &x, &y))
2586 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2974 {
2587 "You have been defeated in combat!"); 2975 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, 2976 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2589 "Local medics have saved your life..."); 2977
2590
2591 /* restore player */ 2978 /* restore player */
2592 at = find_archetype("poisoning"); 2979 at = archetype::find ("poisoning");
2593 tmp=present_arch_in_ob(at,op); 2980 tmp = present_arch_in_ob (at, op);
2594 if (tmp) { 2981 if (tmp)
2982 {
2595 remove_ob(tmp); 2983 remove_ob (tmp);
2596 free_object(tmp); 2984 free_object (tmp);
2597 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2598 } 2986 }
2599 2987
2600 at = find_archetype("confusion"); 2988 at = archetype::find ("confusion");
2601 tmp=present_arch_in_ob(at,op); 2989 tmp = present_arch_in_ob (at, op);
2602 if (tmp) { 2990 if (tmp)
2991 {
2603 remove_ob(tmp); 2992 remove_ob (tmp);
2604 free_object(tmp); 2993 free_object (tmp);
2605 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2606 } 2995 }
2607 2996
2608 cure_disease(op,0); /* remove any disease */ 2997 cure_disease (op, 0); /* remove any disease */
2609 op->stats.hp=op->stats.maxhp; 2998 op->stats.hp = op->stats.maxhp;
2610 if (op->stats.food<=0) op->stats.food=999; 2999 if (op->stats.food <= 0)
2611 3000 op->stats.food = 999;
3001
2612 /* create a bodypart-trophy to make the winner happy */ 3002 /* create a bodypart-trophy to make the winner happy */
2613 tmp=arch_to_object(find_archetype("finger")); 3003 tmp = arch_to_object (archetype::find ("finger"));
2614 if (tmp != NULL) 3004 if (tmp != NULL)
2615 { 3005 {
2616 sprintf(buf,"%s's finger", &op->name); 3006 sprintf (buf, "%s's finger", &op->name);
2617 tmp->name = buf; 3007 tmp->name = buf;
2618 sprintf(buf," This finger has been cut off %s\n" 3008 sprintf (buf, " This finger has been cut off %s\n"
2619 " the %s, when he was defeated at\n level %d by %s.\n", 3009 " the %s, when he was defeated at\n level %d by %s.\n",
2620 &op->name, op->contr->title, (int)(op->level), 3010 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2621 op->contr->killer);
2622 tmp->msg=buf; 3011 tmp->msg = buf;
2623 tmp->value=0, tmp->material=0, tmp->type=0; 3012 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2624 tmp->materialname = NULL; 3013 tmp->materialname = NULL;
2625 tmp->x = op->x, tmp->y = op->y; 3014 tmp->x = op->x, tmp->y = op->y;
2626 insert_ob_in_map(tmp,op->map,op,0); 3015 insert_ob_in_map (tmp, op->map, op, 0);
2627 }
2628 3016 }
3017
2629 /* teleport defeated player to new destination*/ 3018 /* teleport defeated player to new destination */
2630 transfer_ob(op, x, y, 0, NULL); 3019 transfer_ob (op, x, y, 0, NULL);
2631 op->contr->braced=0; 3020 op->contr->braced = 0;
2632 return; 3021 return;
2633 } 3022 }
2634 3023
2635 INVOKE_PLAYER (DEATH, op->contr); 3024 INVOKE_PLAYER (DEATH, op->contr);
2636 3025
2637 command_kill_pets (op, 0); 3026 command_kill_pets (op, 0);
2638 3027
2639 if(op->stats.food<0) { 3028 if (op->stats.food < 0)
3029 {
2640 if (op->contr->explore) { 3030 if (op->contr->explore)
3031 {
2641 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 3032 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..."); 3033 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2643 op->stats.food=999; 3034 op->stats.food = 999;
2644 return; 3035 return;
2645 } 3036 }
2646 sprintf(buf,"%s starved to death.",&op->name); 3037 sprintf (buf, "%s starved to death.", &op->name);
2647 strcpy(op->contr->killer,"starvation"); 3038 strcpy (op->contr->killer, "starvation");
3039 }
3040 else
2648 } 3041 {
2649 else {
2650 if (op->contr->explore) { 3042 if (op->contr->explore)
3043 {
2651 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 3044 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..."); 3045 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2653 op->stats.hp=op->stats.maxhp; 3046 op->stats.hp = op->stats.maxhp;
2654 return; 3047 return;
2655 } 3048 }
2656 sprintf(buf,"%s died.", &op->name); 3049 sprintf (buf, "%s died.", &op->name);
2657 } 3050 }
2658 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3051 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2659 3052
2660 /* save the map location for corpse, gravestone*/ 3053 /* save the map location for corpse, gravestone */
2661 x=op->x;y=op->y;map=op->map; 3054 x = op->x;
3055 y = op->y;
3056 map = op->map;
2662 3057
2663 3058
2664 if (settings.not_permadeth == TRUE) { 3059 if (settings.not_permadeth == TRUE)
3060 {
2665 /* NOT_PERMADEATH code. This basically brings the character back to 3061 /* NOT_PERMADEATH code. This basically brings the character back to
2666 * life if they are dead - it takes some exp and a random stat. 3062 * 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. 3063 * See the config.h file for a little more in depth detail about this.
2668 */ 3064 */
2669 3065
2670 /* Basically two ways to go - remove a stat permanently, or just 3066 /* Basically two ways to go - remove a stat permanently, or just
2671 * make it depletion. This bunch of code deals with that aspect 3067 * make it depletion. This bunch of code deals with that aspect
2672 * of death. 3068 * of death.
2673 */ 3069 */
2674#ifndef COZY_SERVER 3070#ifndef COZY_SERVER
2675 if (settings.balanced_stat_loss) { 3071 if (settings.balanced_stat_loss)
3072 {
2676 /* If stat loss is permanent, lose one stat only. */ 3073 /* If stat loss is permanent, lose one stat only. */
2677 /* Lower level chars don't lose as many stats because they suffer 3074 /* Lower level chars don't lose as many stats because they suffer
2678 more if they do. */ 3075 more if they do. */
2679 /* Higher level characters can afford things such as potions of 3076 /* Higher level characters can afford things such as potions of
2680 restoration, or better, stat potions. So we slug them that 3077 restoration, or better, stat potions. So we slug them that
2681 little bit harder. */ 3078 little bit harder. */
2682 /* GD */ 3079 /* GD */
2683 if (settings.stat_loss_on_death) 3080 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; 3081 num_stats_lose = 1;
3082 else
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3084 }
3085 else
2689 } 3086 {
3087 num_stats_lose = 1;
3088 }
2690 lost_a_stat = 0; 3089 lost_a_stat = 0;
2691 3090
2692 for (z=0; z<num_stats_lose; z++) { 3091 for (z = 0; z < num_stats_lose; z++)
3092 {
2693 i = RANDOM() % NUM_STATS; 3093 i = RANDOM () % NUM_STATS;
2694 3094
2695 if (settings.stat_loss_on_death) { 3095 if (settings.stat_loss_on_death)
3096 {
2696 /* Pick a random stat and take a point off it. Tell the player 3097 /* Pick a random stat and take a point off it. Tell the player
2697 * what he lost. 3098 * what he lost.
2698 */ 3099 */
2699 change_attr_value(&(op->stats), i,-1); 3100 change_attr_value (&(op->stats), i, -1);
2700 check_stat_bounds(&(op->stats)); 3101 check_stat_bounds (&(op->stats));
2701 change_attr_value(&(op->contr->orig_stats), i,-1); 3102 change_attr_value (&(op->contr->orig_stats), i, -1);
2702 check_stat_bounds(&(op->contr->orig_stats)); 3103 check_stat_bounds (&(op->contr->orig_stats));
2703 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2704 lost_a_stat = 1; 3105 lost_a_stat = 1;
3106 }
2705 } else { 3107 else
3108 {
2706 /* deplete a stat */ 3109 /* deplete a stat */
2707 archetype *deparch=find_archetype("depletion"); 3110 archetype *deparch = archetype::find ("depletion");
2708 object *dep; 3111 object *dep;
2709 3112
2710 dep = present_arch_in_ob(deparch,op); 3113 dep = present_arch_in_ob (deparch, op);
2711 if(!dep) { 3114 if (!dep)
3115 {
2712 dep = arch_to_object(deparch); 3116 dep = arch_to_object (deparch);
2713 insert_ob_in_ob(dep, op); 3117 insert_ob_in_ob (dep, op);
2714 } 3118 }
2715 lose_this_stat = 1; 3119 lose_this_stat = 1;
2716 if (settings.balanced_stat_loss) { 3120 if (settings.balanced_stat_loss)
3121 {
2717 /* GD */ 3122 /* GD */
2718 /* Get the stat that we're about to deplete. */ 3123 /* Get the stat that we're about to deplete. */
2719 this_stat = get_attr_value(&(dep->stats), i); 3124 this_stat = get_attr_value (&(dep->stats), i);
2720 if (this_stat < 0) { 3125 if (this_stat < 0)
3126 {
2721 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 3127 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2722 int keep_chance = this_stat * this_stat; 3128 int keep_chance = this_stat * this_stat;
3129
2723 /* Yes, I am paranoid. Sue me. */ 3130 /* Yes, I am paranoid. Sue me. */
2724 if (keep_chance < 1) 3131 if (keep_chance < 1)
2725 keep_chance = 1; 3132 keep_chance = 1;
2726 3133
2727 /* There is a maximum depletion total per level. */ 3134 /* There is a maximum depletion total per level. */
2728 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 3135 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3136 {
3137 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */
3140 }
3141 else
3142 {
3143 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2729 lose_this_stat = 0; 3144 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", 3145 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2737 this_stat, keep_chance, loss_chance, 3146 this_stat, keep_chance, loss_chance,
2738 lose_this_stat?"LOSE":"KEEP"); */ 3147 lose_this_stat?"LOSE":"KEEP"); */
2739 } 3148 }
2740 } 3149 }
2741 } 3150 }
2742 3151
2743 if (lose_this_stat) { 3152 if (lose_this_stat)
3153 {
2744 this_stat = get_attr_value(&(dep->stats), i); 3154 this_stat = get_attr_value (&(dep->stats), i);
2745 /* We could try to do something clever like find another 3155 /* We could try to do something clever like find another
2746 * stat to reduce if this fails. But chances are, if 3156 * stat to reduce if this fails. But chances are, if
2747 * stats have been depleted to -50, all are pretty low 3157 * stats have been depleted to -50, all are pretty low
2748 * and should be roughly the same, so it shouldn't make a 3158 * and should be roughly the same, so it shouldn't make a
2749 * difference. 3159 * difference.
2750 */ 3160 */
2751 if (this_stat>=-50) { 3161 if (this_stat >= -50)
3162 {
2752 change_attr_value(&(dep->stats), i, -1); 3163 change_attr_value (&(dep->stats), i, -1);
2753 SET_FLAG(dep, FLAG_APPLIED); 3164 SET_FLAG (dep, FLAG_APPLIED);
2754 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3165 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2755 fix_player(op); 3166 fix_player (op);
2756 lost_a_stat = 1; 3167 lost_a_stat = 1;
2757 } 3168 }
2758 } 3169 }
2759 } 3170 }
2760 } 3171 }
2761 /* If no stat lost, tell the player. */ 3172 /* If no stat lost, tell the player. */
2762 if (!lost_a_stat) 3173 if (!lost_a_stat)
2763 { 3174 {
2764 /* determine_god() seems to not work sometimes... why is this? 3175 /* determine_god() seems to not work sometimes... why is this?
2765 Should I be using something else? GD */ 3176 Should I be using something else? GD */
2766 const char *god = determine_god(op); 3177 const char *god = determine_god (op);
3178
2767 if (god && (strcmp(god, "none"))) 3179 if (god && (strcmp (god, "none")))
2768 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3180 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 3181 else
2772 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3182 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."); 3183 }
3184#endif
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3186
3187 /* Put a gravestone up where the character 'almost' died. List the
3188 * exp loss on the stone.
3189 */
3190 tmp = arch_to_object (archetype::find ("gravestone"));
3191 sprintf (buf, "%s's gravestone", &op->name);
3192 tmp->name = buf;
3193 sprintf (buf, "%s's gravestones", &op->name);
3194 tmp->name_pl = buf;
3195 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);
3196 tmp->msg = buf;
3197 tmp->x = op->x, tmp->y = op->y;
3198 insert_ob_in_map (tmp, op->map, NULL, 0);
3199
3200 /**************************************/
3201 /* */
3202 /* Subtract the experience points, */
3203 /* if we died cause of food, give us */
3204 /* food, and reset HP's... */
3205 /* */
3206
3207 /**************************************/
3208
3209 /* remove any poisoning and confusion the character may be suffering. */
3210 /* restore player */
3211 at = archetype::find ("poisoning");
3212 tmp = present_arch_in_ob (at, op);
3213 if (tmp)
3214 {
3215 remove_ob (tmp);
3216 free_object (tmp);
3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3218 }
3219
3220 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op);
3222 if (tmp)
3223 {
3224 remove_ob (tmp);
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3227 }
3228 cure_disease (op, 0); /* remove any disease */
3229
3230 /*add_exp(op, (op->stats.exp * -0.20)); */
3231 apply_death_exp_penalty (op);
3232 if (op->stats.food < 100)
3233 op->stats.food = 900;
3234 op->stats.hp = op->stats.maxhp;
3235 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3236 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3237
3238 /*
3239 * Check to see if the player is in a shop. IF so, then check to see if
3240 * the player has any unpaid items. If so, remove them and put them back
3241 * in the map.
3242 */
3243
3244 if (is_in_shop (op))
3245 remove_unpaid_objects (op->inv, op);
3246
3247 /****************************************/
3248 /* */
3249 /* Move player to his current respawn- */
3250 /* position (usually last savebed) */
3251 /* */
3252
3253 /****************************************/
3254
3255 enter_player_savebed (op);
3256
3257 /* Save the player before inserting the force to reduce
3258 * chance of abuse.
3259 */
3260 op->contr->braced = 0;
3261 save_player (op, 1);
3262
3263 /* it is possible that the player has blown something up
3264 * at his savebed location, and that can have long lasting
3265 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player.
3267 */
3268 will_kill_again = 0;
3269 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3270 {
3271 if (tmp->type == SPELL_EFFECT)
3272 will_kill_again |= tmp->attacktype;
3273 }
3274 if (will_kill_again)
3275 {
3276 object *force;
3277 int at;
3278
3279 force = get_archetype (FORCE_NAME);
3280 /* 50 ticks should be enough time for the spell to abate */
3281 force->speed = 0.1;
3282 force->speed_left = -5.0;
3283 SET_FLAG (force, FLAG_APPLIED);
3284 for (at = 0; at < NROFATTACKS; at++)
3285 {
3286 if (will_kill_again & (1 << at))
3287 force->resist[at] = 100;
2774 } 3288 }
2775#endif 3289 insert_ob_in_ob (force, op);
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3290 fix_player (op);
2777 " feel a holy presence protecting you from losing yourself completely.");
2778 3291
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 3292 }
2821 /*add_exp(op, (op->stats.exp * -0.20)); */ 3293
2822 apply_death_exp_penalty(op); 3294 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2823 if(op->stats.food < 100) op->stats.food = 900; 3295 return;
3296 } /* NOT_PERMADETH */
3297 else
3298 {
3299 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3300 * should probably be embedded in an else statement.
3301 */
3302
3303 op->contr->party = NULL;
3304 if (settings.set_title == TRUE)
3305 op->contr->own_title[0] = '\0';
3306 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3307 check_score (op);
3308 if (op->contr->ranges[range_golem] != NULL)
3309 {
3310 remove_friendly_object (op->contr->ranges[range_golem]);
3311 remove_ob (op->contr->ranges[range_golem]);
3312 free_object (op->contr->ranges[range_golem]);
3313 op->contr->ranges[range_golem] = NULL;
3314 op->contr->golem_count = 0;
3315 }
3316 loot_object (op); /* Remove some of the items for good */
3317 remove_ob (op);
3318 op->direction = 0;
3319
3320 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3321 {
3322 delete_character (op->name, 0);
3323 if (settings.resurrection == TRUE)
3324 {
3325 /* save playerfile sans equipment when player dies
3326 ** then save it as player.pl.dead so that future resurrection
3327 ** type spells will work on them nicely
3328 */
3329 delete_character (op->name, 0);
2824 op->stats.hp = op->stats.maxhp; 3330 op->stats.hp = op->stats.maxhp;
2825 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3331 op->stats.food = 999;
2826 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2827 3332
2828 /* 3333 /* 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 3334 /* maybe resurrection code should fix map also */
2830 * the player has any unpaid items. If so, remove them and put them back 3335 strcpy (op->contr->maplevel, settings.emergency_mapname);
2831 * in the map. 3336 if (op->map != NULL)
2832 */ 3337 op->map = NULL;
2833 3338 op->x = settings.emergency_x;
2834 if (is_in_shop (op)) 3339 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); 3340 save_player (op, 0);
2851 3341 op->map = map;
2852 /* it is possible that the player has blown something up 3342 /* please see resurrection.c: peterm */
2853 * at his savebed location, and that can have long lasting 3343 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 } 3344 }
2875 insert_ob_in_ob(force, op); 3345 else
2876 fix_player(op); 3346 delete_character (op->name, 1);
3347 }
3348
3349 play_again (op);
3350
3351 /* peterm: added to create a corpse at deathsite. */
3352 tmp = arch_to_object (archetype::find ("corpse_pl"));
3353 sprintf (buf, "%s", &op->name);
3354 tmp->name = tmp->name_pl = buf;
3355 tmp->level = op->level;
3356 tmp->x = x;
3357 tmp->y = y;
3358 tmp->msg = gravestone_text (op);
3359 SET_FLAG (tmp, FLAG_UNIQUE);
3360 insert_ob_in_map (tmp, map, NULL, 0);
3361 }
3362}
3363
3364
3365void
3366loot_object (object *op)
3367{ /* Grab and destroy some treasure */
3368 object *tmp, *tmp2, *next;
3369
3370 if (op->container)
3371 { /* close open sack first */
3372 esrv_apply_container (op, op->container);
3373 }
3374
3375 for (tmp = op->inv; tmp != NULL; tmp = next)
3376 {
3377 next = tmp->below;
3378 if (tmp->type == EXPERIENCE || tmp->invisible)
3379 continue;
3380 remove_ob (tmp);
3381 tmp->x = op->x, tmp->y = op->y;
3382 if (tmp->type == CONTAINER)
3383 { /* empty container to ground */
3384 loot_object (tmp);
3385 }
3386 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3387 {
3388 if (tmp->nrof > 1)
2877 3389 {
2878 } 3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2879 /**************************************/ 3391 free_object (tmp2);
2880 /* */ 3392 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 } 3393 }
2935 } 3394 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); 3395 free_object (tmp);
3396 }
3397 else
2971 insert_ob_in_map(tmp,op->map,NULL,0); 3398 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 } 3399 }
2977} 3400}
2978 3401
2979/* 3402/*
2980 * fix_weight(): Check recursively the weight of all players, and fix 3403 * fix_weight(): Check recursively the weight of all players, and fix
2981 * what needs to be fixed. Refresh windows and fix speed if anything 3404 * what needs to be fixed. Refresh windows and fix speed if anything
2982 * was changed. 3405 * was changed.
2983 */ 3406 */
2984 3407
3408void
2985void fix_weight(void) { 3409fix_weight (void)
3410{
2986 player *pl; 3411 player *pl;
3412
2987 for (pl = first_player; pl != NULL; pl = pl->next) { 3413 for (pl = first_player; pl != NULL; pl = pl->next)
3414 {
2988 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3415 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3416
2989 if(old == sum) 3417 if (old == sum)
2990 continue; 3418 continue;
2991 fix_player(pl->ob); 3419 fix_player (pl->ob);
2992 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3420 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2993 &pl->ob->name, old, sum);
2994 } 3421 }
2995} 3422}
2996 3423
3424void
2997void fix_luck(void) { 3425fix_luck (void)
3426{
2998 player *pl; 3427 player *pl;
3428
2999 for (pl = first_player; pl != NULL; pl = pl->next) 3429 for (pl = first_player; pl != NULL; pl = pl->next)
3000 if (!pl->ob->contr->state) 3430 if (!pl->ob->contr->state)
3001 change_luck(pl->ob, 0); 3431 change_luck (pl->ob, 0);
3002} 3432}
3003 3433
3004 3434
3005/* cast_dust() - handles op throwing objects of type 'DUST'. 3435/* cast_dust() - handles op throwing objects of type 'DUST'.
3006 * This is much simpler in the new spell code - we basically 3436 * This is much simpler in the new spell code - we basically
3007 * just treat this as any other spell casting object. 3437 * just treat this as any other spell casting object.
3008 */ 3438 */
3009 3439
3010void 3440void
3011cast_dust (object * op, object * throw_ob, int dir) 3441cast_dust (object *op, object *throw_ob, int dir)
3012{ 3442{
3013 object *skop, *spob; 3443 object *skop, *spob;
3014 3444
3015 skop = find_skill_by_name (op, throw_ob->skill); 3445 skop = find_skill_by_name (op, throw_ob->skill);
3016 3446
3017 /* casting POTION 'dusts' is really a use_magic_item skill */ 3447 /* casting POTION 'dusts' is really a use_magic_item skill */
3018 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3448 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3019 { 3449 {
3020 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3450 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3021 &op->name);
3022 return; 3451 return;
3023 } 3452 }
3024 3453
3025 spob = throw_ob->inv; 3454 spob = throw_ob->inv;
3026 3455
3027 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3456 // 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 3457 // not pass NULL to cast_spell (which did indeed check itself, but
3029 // errors should be reported as early as possible IMHO) 3458 // errors should be reported as early as possible IMHO)
3030 if (!spob) 3459 if (!spob)
3031 { 3460 {
3032 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3461 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; 3462 return;
3035 } 3463 }
3036 3464
3037 if (op->type == PLAYER) 3465 if (op->type == PLAYER)
3038 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3466 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3042 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3043 remove_ob (throw_ob); 3471 remove_ob (throw_ob);
3044 free_object (throw_ob); 3472 free_object (throw_ob);
3045} 3473}
3046 3474
3475void
3047void make_visible (object *op) { 3476make_visible (object *op)
3477{
3048 op->hide = 0; 3478 op->hide = 0;
3049 op->invisible = 0; 3479 op->invisible = 0;
3050 if(op->type==PLAYER) { 3480 if (op->type == PLAYER)
3481 {
3051 op->contr->tmp_invis = 0; 3482 op->contr->tmp_invis = 0;
3052 op->contr->invis_race = 0; 3483 op->contr->invis_race = 0;
3053 } 3484 }
3054 update_object(op,UP_OBJ_FACE); 3485 update_object (op, UP_OBJ_FACE);
3055} 3486}
3056 3487
3488int
3057int is_true_undead(object *op) { 3489is_true_undead (object *op)
3490{
3058 object *tmp=NULL; 3491 object *tmp = NULL;
3059 3492
3060 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3493 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3494 return 1;
3061 3495
3062 if(op->type==PLAYER) 3496 if (op->type == PLAYER)
3063 for(tmp=op->inv;tmp;tmp=tmp->below) 3497 for (tmp = op->inv; tmp; tmp = tmp->below)
3064 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3498 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3065 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3499 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3500 return 1;
3066 return 0; 3501 return 0;
3067} 3502}
3068 3503
3069/* look at the surrounding terrain to determine 3504/* look at the surrounding terrain to determine
3070 * the hideability of this object. Positive levels 3505 * the hideability of this object. Positive levels
3071 * indicate greater hideability. 3506 * indicate greater hideability.
3072 */ 3507 */
3073 3508
3509int
3074int hideability(object *ob) { 3510hideability (object *ob)
3511{
3075 int i,level=0, mflag; 3512 int i, level = 0, mflag;
3076 sint16 x,y; 3513 sint16 x, y;
3077 3514
3078 if(!ob||!ob->map) return 0; 3515 if (!ob || !ob->map)
3516 return 0;
3079 3517
3080 /* so, on normal lighted maps, its hard to hide */ 3518 /* so, on normal lighted maps, its hard to hide */
3081 level=ob->map->darkness - 2; 3519 level = ob->map->darkness - 2;
3082 3520
3083 /* this also picks up whether the object is glowing. 3521 /* this also picks up whether the object is glowing.
3084 * If you carry a light on a non-dark map, its not 3522 * If you carry a light on a non-dark map, its not
3085 * as bad as carrying a light on a pitch dark map */ 3523 * as bad as carrying a light on a pitch dark map */
3086 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3524 if (has_carried_lights (ob))
3525 level = -(10 + (2 * ob->map->darkness));
3087 3526
3088 /* scan through all nearby squares for terrain to hide in */ 3527 /* 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]) { 3528 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3529 {
3090 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3530 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3091 if (mflag & P_OUT_OF_MAP) { continue; } 3531 if (mflag & P_OUT_OF_MAP)
3532 {
3533 continue;
3534 }
3092 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3535 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3093 level += 2; 3536 level += 2;
3094 else /* open terrain! */ 3537 else /* open terrain! */
3095 level -= 1; 3538 level -= 1;
3096 } 3539 }
3097 3540
3098#if 0 3541#if 0
3099 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3542 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3100#endif 3543#endif
3101 return level; 3544 return level;
3102} 3545}
3103 3546
3104/* For Hidden creatures - a chance of becoming 'unhidden' 3547/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 3548 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 3549 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 3550 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 3551 */
3109 3552
3553void
3110void do_hidden_move (object *op) { 3554do_hidden_move (object *op)
3555{
3111 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3556 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3112 object *skop; 3557 object *skop;
3113 3558
3114 if(!op || !op->map) return; 3559 if (!op || !op->map)
3560 return;
3115 3561
3116 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3562 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3117 3563
3118 /* its *extremely* hard to run and sneak/hide at the same time! */ 3564 /* its *extremely* hard to run and sneak/hide at the same time! */
3119 if(op->type==PLAYER && op->contr->run_on) { 3565 if (op->type == PLAYER && op->contr->run_on)
3566 {
3120 if(!skop || num >= skop->level) { 3567 if (!skop || num >= skop->level)
3568 {
3121 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3569 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3122 make_visible(op); 3570 make_visible (op);
3123 return; 3571 return;
3572 }
3573 else
3124 } else num += 20; 3574 num += 20;
3125 } 3575 }
3126 num += op->map->difficulty; 3576 num += op->map->difficulty;
3127 hide = hideability(op); /* modify by terrain hidden level */ 3577 hide = hideability (op); /* modify by terrain hidden level */
3128 num -= hide; 3578 num -= hide;
3129 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3579 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3580 {
3130 make_visible(op); 3581 make_visible (op);
3131 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3582 if (op->type == PLAYER)
3132 "You moved out of hiding! You are visible!"); 3583 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3133 } 3584 }
3134 else if (op->type == PLAYER && skop) { 3585 else if (op->type == PLAYER && skop)
3586 {
3135 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3587 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3136 } 3588 }
3137} 3589}
3138 3590
3139/* determine if who is standing near a hostile creature. */ 3591/* determine if who is standing near a hostile creature. */
3140 3592
3593int
3141int stand_near_hostile( object *who ) { 3594stand_near_hostile (object *who)
3595{
3142 object *tmp=NULL; 3596 object *tmp = NULL;
3143 int i,friendly=0,player=0, mflags; 3597 int i, friendly = 0, player = 0, mflags;
3144 mapstruct *m; 3598 maptile *m;
3145 sint16 x,y; 3599 sint16 x, y;
3146 3600
3147 if(!who) return 0; 3601 if (!who)
3602 return 0;
3148 3603
3149 if(who->type==PLAYER) player=1; 3604 if (who->type == PLAYER)
3605 player = 1;
3606
3607 else
3150 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3608 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3151 3609
3152 /* search adjacent squares */ 3610 /* search adjacent squares */
3153 for(i=1;i<9;i++) { 3611 for (i = 1; i < 9; i++)
3612 {
3154 x = who->x+freearr_x[i]; 3613 x = who->x + freearr_x[i];
3155 y = who->y+freearr_y[i]; 3614 y = who->y + freearr_y[i];
3156 m = who->map; 3615 m = who->map;
3157 mflags = get_map_flags(m, &m, x, y, &x, &y); 3616 mflags = get_map_flags (m, &m, x, y, &x, &y);
3158 /* space must be blocked if there is a monster. If not 3617 /* space must be blocked if there is a monster. If not
3159 * blocked, don't need to check this space. 3618 * blocked, don't need to check this space.
3160 */ 3619 */
3161 if (mflags & P_OUT_OF_MAP) continue; 3620 if (mflags & P_OUT_OF_MAP)
3621 continue;
3162 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3622 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3163 3623 continue;
3624
3164 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3625 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3165 if((player||friendly) 3626 {
3166 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3627 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3628 return 1;
3629 else if (tmp->type == PLAYER)
3630 {
3631 /*don't let a hidden DM prevent you from hiding */
3632 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3167 return 1; 3633 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 } 3634 }
3174 } 3635 }
3175 } 3636 }
3176 return 0; 3637 return 0;
3177} 3638}
3178 3639
3179/* check the player los field for viewability of the 3640/* check the player los field for viewability of the
3180 * object op. This function works fine for monsters, 3641 * object op. This function works fine for monsters,
3181 * but we dont worry if the object isnt the top one in 3642 * 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. 3649 * for them to differ. Sigh, this fctn could get a bit more complex.
3189 * -b.t. 3650 * -b.t.
3190 * This function is now map tiling safe. 3651 * This function is now map tiling safe.
3191 */ 3652 */
3192 3653
3654int
3193int player_can_view (object *pl,object *op) { 3655player_can_view (object *pl, object *op)
3656{
3194 rv_vector rv; 3657 rv_vector rv;
3195 int dx,dy; 3658 int dx, dy;
3196 3659
3197 if(pl->type!=PLAYER) { 3660 if (pl->type != PLAYER)
3661 {
3198 LOG(llevError,"player_can_view() called for non-player object\n"); 3662 LOG (llevError, "player_can_view() called for non-player object\n");
3199 return -1; 3663 return -1;
3200 } 3664 }
3201 if (!pl || !op) return 0; 3665 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; 3666 return 0;
3667
3668 if (op->head)
3669 {
3670 op = op->head;
3671 }
3672 get_rangevector (pl, op, &rv, 0x1);
3673
3674 /* starting with the 'head' part, lets loop
3675 * through the object and find if it has any
3676 * part that is in the los array but isnt on
3677 * a blocked los square.
3678 * we use the archetype to figure out offsets.
3679 */
3680 while (op)
3681 {
3682 dx = rv.distance_x + op->arch->clone.x;
3683 dy = rv.distance_y + op->arch->clone.y;
3684
3685 /* only the viewable area the player sees is updated by LOS
3686 * code, so we need to restrict ourselves to that range of values
3687 * for any meaningful values.
3688 */
3689 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3690 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3691 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3692 return 1;
3693 op = op->more;
3694 }
3695 return 0;
3227} 3696}
3228 3697
3229/* routine for both players and monsters. We call this when 3698/* routine for both players and monsters. We call this when
3230 * there is a possibility for our action distrubing our hiding 3699 * there is a possibility for our action distrubing our hiding
3231 * place or invisiblity spell. Artefact invisiblity is not 3700 * place or invisiblity spell. Artefact invisiblity is not
3232 * effected by this. If we arent invisible to begin with, we 3701 * effected by this. If we arent invisible to begin with, we
3233 * return 0. 3702 * return 0.
3234 */ 3703 */
3704int
3235int action_makes_visible (object *op) { 3705action_makes_visible (object *op)
3706{
3236 3707
3237 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3708 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3709 {
3238 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3710 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3239 return 0; 3711 return 0;
3240 3712
3241 if (op->contr && op->contr->tmp_invis == 0) return 0; 3713 if (op->contr && op->contr->tmp_invis == 0)
3714 return 0;
3242 3715
3243 /* If monsters, they should become visible */ 3716 /* If monsters, they should become visible */
3244 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3717 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3718 {
3245 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3719 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3246 return 1; 3720 return 1;
3247 } 3721 }
3248 } 3722 }
3249 return 0; 3723 return 0;
3250} 3724}
3251 3725
3252/* op_on_battleground - checks if the given object op (usually 3726/* op_on_battleground - checks if the given object op (usually
3253 * a player) is standing on a valid battleground-tile, 3727 * a player) is standing on a valid battleground-tile,
3254 * function returns TRUE/FALSE. If true x, y returns the battleground 3728 * function returns TRUE/FALSE. If true x, y returns the battleground
3255 * -exit-coord. (and if x, y not NULL) 3729 * -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 3730 * 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 3731 * 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 3732 * Default is to do the same as before, so only people wanting to have different points need worry about this
3259 */ 3733 */
3734int
3260int op_on_battleground (object *op, int *x, int *y) { 3735op_on_battleground (object *op, int *x, int *y)
3736{
3261 object *tmp; 3737 object *tmp;
3262 3738
3263 /* A battleground-tile needs the following attributes to be valid: 3739 /* 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), 3740 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3741 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3266 * and the exit-coordinates sp/hp must both be > 0. 3742 * and the exit-coordinates sp/hp must both be > 0.
3267 * => The intention here is to prevent abuse of the battleground- 3743 * => The intention here is to prevent abuse of the battleground-
3268 * feature (like pickable or hidden battleground tiles). */ 3744 * feature (like pickable or hidden battleground tiles). */
3269 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3745 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3746 {
3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3747 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3748 {
3271 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3749 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3272 strcmp(tmp->name, "battleground")==0 && 3750 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3273 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3751 {
3274 /*before we assign the exit, check if this is a teambattle*/ 3752 /*before we assign the exit, check if this is a teambattle */
3275 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3753 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3754 {
3276 object *invtmp; 3755 object *invtmp;
3756
3277 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3757 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3278 if(invtmp->type==FORCE && invtmp->slaying && 3758 {
3279 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3759 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3760 {
3280 if (x != NULL && y != NULL) 3761 if (x != NULL && y != NULL)
3281 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3762 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282 return 1; 3763 return 1;
3764 }
3283 } 3765 }
3284 } 3766 }
3285 }
3286 if (x != NULL && y != NULL) 3767 if (x != NULL && y != NULL)
3287 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3768 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3288 return 1; 3769 return 1;
3770 }
3289 } 3771 }
3290 }
3291 } 3772 }
3292 /* If we got here, did not find a battleground */ 3773 /* If we got here, did not find a battleground */
3293 return 0; 3774 return 0;
3294} 3775}
3295 3776
3296/* 3777/*
3300 * attributes: 3781 * attributes:
3301 * object *who the dragon player 3782 * object *who the dragon player
3302 * int atnr the attack-number of the ability focus 3783 * int atnr the attack-number of the ability focus
3303 * int level ability level 3784 * int level ability level
3304 */ 3785 */
3786void
3305void dragon_ability_gain(object *who, int atnr, int level) { 3787dragon_ability_gain (object *who, int atnr, int level)
3788{
3306 treasurelist *trlist = NULL; /* treasurelist */ 3789 treasurelist *trlist = NULL; /* treasurelist */
3307 treasure *tr; /* treasure */ 3790 treasure *tr; /* treasure */
3308 object *tmp,*skop; /* tmp. object */ 3791 object *tmp, *skop; /* tmp. object */
3309 object *item; /* treasure object */ 3792 object *item; /* treasure object */
3310 char buf[MAX_BUF]; /* tmp. string buffer */ 3793 char buf[MAX_BUF]; /* tmp. string buffer */
3311 int i=0, j=0; 3794 int i = 0, j = 0;
3312 3795
3313 /* get the appropriate treasurelist */ 3796 /* get the appropriate treasurelist */
3314 if (atnr == ATNR_FIRE) 3797 if (atnr == ATNR_FIRE)
3315 trlist = find_treasurelist("dragon_ability_fire"); 3798 trlist = find_treasurelist ("dragon_ability_fire");
3316 else if (atnr == ATNR_COLD) 3799 else if (atnr == ATNR_COLD)
3317 trlist = find_treasurelist("dragon_ability_cold"); 3800 trlist = find_treasurelist ("dragon_ability_cold");
3318 else if (atnr == ATNR_ELECTRICITY) 3801 else if (atnr == ATNR_ELECTRICITY)
3319 trlist = find_treasurelist("dragon_ability_elec"); 3802 trlist = find_treasurelist ("dragon_ability_elec");
3320 else if (atnr == ATNR_POISON) 3803 else if (atnr == ATNR_POISON)
3321 trlist = find_treasurelist("dragon_ability_poison"); 3804 trlist = find_treasurelist ("dragon_ability_poison");
3322 3805
3323 if (trlist == NULL || who->type != PLAYER) 3806 if (trlist == NULL || who->type != PLAYER)
3807 return;
3808
3809 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3810
3811 if (tr == NULL || tr->item == NULL)
3812 {
3813 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3814 return;
3815 }
3816
3817 /* everything seems okay - now bring on the gift: */
3818 item = &(tr->item->clone);
3819
3820 if (item->type == SPELL)
3821 {
3822 if (check_spell_known (who, item->name))
3324 return; 3823 return;
3325 3824
3326 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3825 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3327 tr = tr->next, i++); 3826 do_learn_spell (who, item, 0);
3328 3827 return;
3329 if (tr == NULL || tr->item == NULL) { 3828 }
3330 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3829
3830 /* grant direct spell */
3831 if (item->type == SPELLBOOK)
3832 {
3833 if (!item->inv)
3834 {
3835 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3836 return;
3837 }
3838 if (check_spell_known (who, item->inv->name))
3331 return; 3839 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) { 3840 if (item->invisible)
3841 {
3355 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3842 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); 3843 do_learn_spell (who, item->inv, 0);
3357 return; 3844 return;
3358 } 3845 }
3359 } 3846 }
3360 else if (item->type == SKILL_TOOL && item->invisible) { 3847 else if (item->type == SKILL_TOOL && item->invisible)
3848 {
3361 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3849 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3850 {
3362 3851
3363 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3852 /* 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 3853 * 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, 3854 * them. As it is now, if the player has any that match the granted skill,
3366 * but not all of them, he gets nothing. 3855 * but not all of them, he gets nothing.
3367 */ 3856 */
3368 if (!(skop->attacktype & item->attacktype)) { 3857 if (!(skop->attacktype & item->attacktype))
3858 {
3369 /* Give new attacktype */ 3859 /* Give new attacktype */
3370 skop->attacktype |= item->attacktype; 3860 skop->attacktype |= item->attacktype;
3371 3861
3372 /* always add physical if there's none */ 3862 /* always add physical if there's none */
3373 skop->attacktype |= AT_PHYSICAL; 3863 skop->attacktype |= AT_PHYSICAL;
3374 3864
3375 if (item->msg != NULL) 3865 if (item->msg != NULL)
3376 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3866 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3377 3867
3378 /* Give player new face */ 3868 /* Give player new face */
3379 if (item->animation_id) { 3869 if (item->animation_id)
3870 {
3380 who->face = skop->face; 3871 who->face = skop->face;
3381 who->animation_id = item->animation_id; 3872 who->animation_id = item->animation_id;
3382 who->anim_speed = item->anim_speed; 3873 who->anim_speed = item->anim_speed;
3383 who->last_anim = 0; 3874 who->last_anim = 0;
3384 who->state = 0; 3875 who->state = 0;
3385 animate_object(who, who->direction); 3876 animate_object (who, who->direction);
3386 } 3877 }
3387 } 3878 }
3388 } 3879 }
3389 } 3880 }
3390 else if (item->type == FORCE) { 3881 else if (item->type == FORCE)
3882 {
3391 /* forces in the treasurelist can alter the player's stats */ 3883 /* forces in the treasurelist can alter the player's stats */
3392 object *skin; 3884 object *skin;
3885
3393 /* first get the dragon skin force */ 3886 /* first get the dragon skin force */
3394 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3887 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; 3888 if (skin == NULL)
3397 3889 return;
3890
3398 /* adding new spellpath attunements */ 3891 /* adding new spellpath attunements */
3399 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3892 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3893 {
3400 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3894 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3401 3895
3402 /* print message */ 3896 /* print message */
3403 sprintf(buf, "You feel attuned to "); 3897 sprintf (buf, "You feel attuned to ");
3404 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3898 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3899 {
3405 if(item->path_attuned & (1<<i)) { 3900 if (item->path_attuned & (1 << i))
3901 {
3406 if (j) 3902 if (j)
3407 strcat(buf," and "); 3903 strcat (buf, " and ");
3408 else 3904 else
3409 j = 1; 3905 j = 1;
3410 strcat(buf, spellpathnames[i]); 3906 strcat (buf, spellpathnames[i]);
3411 } 3907 }
3412 } 3908 }
3413 strcat(buf,"."); 3909 strcat (buf, ".");
3414 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3910 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3415 } 3911 }
3416 3912
3417 /* evtl. adding flags: */ 3913 /* evtl. adding flags: */
3418 if(QUERY_FLAG(item, FLAG_XRAYS)) 3914 if (QUERY_FLAG (item, FLAG_XRAYS))
3419 SET_FLAG(skin, FLAG_XRAYS); 3915 SET_FLAG (skin, FLAG_XRAYS);
3420 if(QUERY_FLAG(item, FLAG_STEALTH)) 3916 if (QUERY_FLAG (item, FLAG_STEALTH))
3421 SET_FLAG(skin, FLAG_STEALTH); 3917 SET_FLAG (skin, FLAG_STEALTH);
3422 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3918 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3423 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3919 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3424 3920
3425 /* print message if there is one */ 3921 /* print message if there is one */
3426 if (item->msg != NULL) 3922 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3923 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3924 }
3925 else
3428 } 3926 {
3429 else {
3430 /* generate misc. treasure */ 3927 /* generate misc. treasure */
3431 tmp = arch_to_object (tr->item); 3928 tmp = arch_to_object (tr->item);
3432 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3929 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); 3930 tmp = insert_ob_in_ob (tmp, who);
3434 if (who->type == PLAYER) 3931 if (who->type == PLAYER)
3435 esrv_send_item(who, tmp); 3932 esrv_send_item (who, tmp);
3436 } 3933 }
3437} 3934}
3438 3935
3439/** 3936/**
3440 * Unready an object for a player. This function does nothing if the object was 3937 * Unready an object for a player. This function does nothing if the object was
3441 * not readied. 3938 * not readied.
3442 */ 3939 */
3940void
3443void player_unready_range_ob(player *pl, object *ob) { 3941player_unready_range_ob (player *pl, object *ob)
3942{
3444 rangetype i; 3943 rangetype i;
3445 3944
3446 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3945 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3946 {
3447 if (pl->ranges[i] == ob) { 3947 if (pl->ranges[i] == ob)
3948 {
3448 pl->ranges[i] = NULL; 3949 pl->ranges[i] = NULL;
3449 if (pl->shoottype == i) { 3950 if (pl->shoottype == i)
3951 {
3450 pl->shoottype = range_none; 3952 pl->shoottype = range_none;
3451 } 3953 }
3452 } 3954 }
3453 } 3955 }
3454} 3956}

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