ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.9 by root, Tue Aug 29 07:34:00 2006 UTC vs.
Revision 1.18 by root, Sun Sep 10 15:59:57 2006 UTC

1
1/* 2/*
2 * static char *rcsid_player_c = 3 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.9 2006/08/29 07:34:00 root Exp $"; 4 * "$Id: player.C,v 1.18 2006/09/10 15:59:57 root Exp $";
4 */ 5 */
5 6
6/* 7/*
7 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
8 9
25 26
26 The author can be reached via e-mail to crossfire-devel@real-time.com 27 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/ 28*/
28 29
29#include <global.h> 30#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */ 31#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 32# include <pwd.h>
32#endif 33#endif
33#ifndef __CEXTRACT__ 34#ifndef __CEXTRACT__
34#include <sproto.h> 35# include <sproto.h>
35#endif 36#endif
36#include <sounds.h> 37#include <sounds.h>
37#include <living.h> 38#include <living.h>
38#include <object.h> 39#include <object.h>
39#include <spells.h> 40#include <spells.h>
42 43
43#ifdef COZY_SERVER 44#ifdef COZY_SERVER
44extern int same_party (partylist *a, partylist *b); 45extern int same_party (partylist *a, partylist *b);
45#endif 46#endif
46 47
48player *
47player *find_player(const char *plname) 49find_player (const char *plname)
48{ 50{
49 player *pl; 51 player *pl;
52
50 for(pl=first_player;pl!=NULL;pl=pl->next) 53 for (pl = first_player; pl != NULL; pl = pl->next)
51 { 54 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 55 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
53 return pl; 56 return pl;
54 }; 57 };
55 return NULL; 58 return NULL;
56} 59}
57 60
61player *
58player* find_player_partial_name( const char* plname ) 62find_player_partial_name (const char *plname)
59 { 63{
60 player* pl; 64 player *pl;
61 player* found = NULL; 65 player *found = NULL;
62 size_t namelen = strlen( plname ); 66 size_t namelen = strlen (plname);
67
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 68 for (pl = first_player; pl != NULL; pl = pl->next)
64 { 69 {
65 if ( strlen( pl->ob->name ) < namelen ) 70 if ((size_t) strlen (pl->ob->name) < namelen)
66 continue; 71 continue;
67 72
68 if ( !strcmp( pl->ob->name, plname) ) 73 if (!strcmp (pl->ob->name, plname))
69 return pl; 74 return pl;
70 75
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 76 if (!strncasecmp (pl->ob->name, plname, namelen))
72 { 77 {
73 if ( found ) 78 if (found)
74 return NULL; 79 return NULL;
75 80
76 found = pl; 81 found = pl;
77 } 82 }
78 } 83 }
79 return found; 84 return found;
80 } 85}
81 86
87void
82void display_motd(const object *op) { 88display_motd (const object *op)
89{
83 char buf[MAX_BUF]; 90 char buf[MAX_BUF];
84 char motd[HUGE_BUF]; 91 char motd[HUGE_BUF];
85 FILE *fp; 92 FILE *fp;
86 int comp; 93 int comp;
87 int size; 94 int size;
88 95
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 96 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 97 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
91 return;
92 } 98 {
99 return;
100 }
93 motd[0]='\0'; 101 motd[0] = '\0';
94 size=0; 102 size = 0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) { 103 while (fgets (buf, MAX_BUF, fp) != NULL)
104 {
96 if( *buf == '#') 105 if (*buf == '#')
97 continue; 106 continue;
98 strncat(motd+size,buf,HUGE_BUF-size); 107 strncat (motd + size, buf, HUGE_BUF - size);
99 size+=strlen(buf); 108 size += strlen (buf);
100 } 109 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 110 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 111 close_and_delete (fp, comp);
103} 112}
104 113
114void
105void send_rules(const object *op) { 115send_rules (const object *op)
116{
106 char buf[MAX_BUF]; 117 char buf[MAX_BUF];
107 char rules[HUGE_BUF]; 118 char rules[HUGE_BUF];
108 FILE *fp; 119 FILE *fp;
109 int comp; 120 int comp;
110 int size; 121 int size;
111 122
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 123 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 124 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
125 {
126 return;
127 }
128 rules[0] = '\0';
129 size = 0;
130 while (fgets (buf, MAX_BUF, fp) != NULL)
131 {
132 if (*buf == '#')
133 continue;
134 if (size + strlen (buf) >= HUGE_BUF)
135 {
136 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
137 break;
138 }
139 strncat (rules + size, buf, HUGE_BUF - size);
140 size += strlen (buf);
141 }
142 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
143 close_and_delete (fp, comp);
144}
145
146void
147send_news (const object *op)
148{
149 char buf[MAX_BUF];
150 char news[HUGE_BUF];
151 char subject[MAX_BUF];
152 FILE *fp;
153 int comp;
154 int size;
155
156 sprintf (buf, "%s/%s", settings.confdir, settings.news);
157 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return; 158 return;
115 } 159 news[0] = '\0';
116 rules[0]='\0'; 160 subject[0] = '\0';
117 size=0; 161 size = 0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 162 while (fgets (buf, MAX_BUF, fp) != NULL)
163 {
119 if( *buf == '#') 164 if (*buf == '#')
120 continue; 165 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 == '#') 166 if (*buf == '%')
149 continue; 167 { /* send one news */
150 if ( *buf =='%'){ /* send one news */
151 if (size>0) 168 if (size > 0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 169 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 */
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); 170 strcpy (subject, buf + 1);
158 strip_endline(subject); 171 strip_endline (subject);
159 size=0; 172 size = 0;
160 news[0]='\0'; 173 news[0] = '\0';
161 } 174 }
162 else{ 175 else
176 {
163 if (size + strlen(buf)>=HUGE_BUF) 177 if (size + strlen (buf) >= HUGE_BUF)
164 { 178 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); 179 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 180 break;
167 } 181 }
168 strncat(news+size,buf,HUGE_BUF-size); 182 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 183 size += strlen (buf);
170 } 184 }
171 }
172 185 }
186
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 187 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 188 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); 189 close_and_delete (fp, comp);
179} 190}
180 191
192int
181int playername_ok(const char *cp) { 193playername_ok (const char *cp)
194{
182 /* Don't allow - or _ as first character in the name */ 195 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0; 196 if (*cp == '-' || *cp == '_')
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0; 197 return 0;
198
199 for (; *cp != '\0'; cp++)
200 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
201 return 0;
188 return 1; 202 return 1;
189} 203}
190 204
191/* This no longer sets the player map. Also, it now updates 205/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that. 206 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map. 207 * Caller is responsible for setting the correct map.
197 * Hopefully this will be less bugfree and simpler. 211 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null, 212 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle 213 * we create a new one. Otherwise, we recycle
200 * the one that is passed. 214 * the one that is passed.
201 */ 215 */
202static player* get_player(player *p) { 216static player *
217get_player (player *p)
218{
203 object *op=arch_to_object(get_player_archetype(NULL)); 219 object *op = arch_to_object (get_player_archetype (NULL));
204 int i; 220 int i;
205 221
206 if (!p) { 222 if (!p)
207 p = (player *) malloc(sizeof(player)); 223 {
208 if(p==NULL) 224 p = new player;
209 fatal(OUT_OF_MEMORY);
210 225
211 /* This adds the player in the linked list. There is extra 226 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the 227 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that 228 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of 229 * that needs to be done except for things like output of
215 * 'who'. 230 * 'who'.
216 */ 231 */
217 player *tmp = first_player; 232 player *tmp = first_player;
233
218 while(tmp!=NULL&&tmp->next!=NULL) 234 while (tmp != NULL && tmp->next != NULL)
219 tmp=tmp->next; 235 tmp = tmp->next;
220 if(tmp!=NULL) 236 if (tmp != NULL)
221 tmp->next=p; 237 tmp->next = p;
222 else 238 else
223 first_player=p; 239 first_player = p;
224 240
225 p->next = NULL; 241 p->next = NULL;
226 } 242 }
227 243
228 /* Clears basically the entire player structure except 244 /* Clears basically the entire player structure except
229 * for next and socket. 245 * for next and socket.
230 */ 246 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 247 p->clear ();
232 p->attachable_init (); //HACK
233 248
234 /* There are some elements we want initialized to non zero value - 249 /* There are some elements we want initialized to non zero value -
235 * we deal with that below this point. 250 * we deal with that below this point.
236 */ 251 */
237 p->party=NULL; 252 p->party = NULL;
238 p->outputs_sync=16; /* Every 2 seconds */ 253 p->outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count=1; /* Keeps present behaviour */ 254 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 255 p->unapply = unapply_nochoice;
241 p->Swap_First = -1; 256 p->Swap_First = -1;
242 257
243#ifdef AUTOSAVE 258#ifdef AUTOSAVE
244 p->last_save_tick = 9999999; 259 p->last_save_tick = 9999999;
245#endif 260#endif
246 261
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 262 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
248 263
249 op->contr=p; /* this aren't yet in archetype */ 264 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op; 265 p->ob = op;
251 op->speed_left=0.5; 266 op->speed_left = 0.5;
252 op->speed=1.0; 267 op->speed = 1.0;
253 op->direction=5; /* So player faces south */ 268 op->direction = 5; /* So player faces south */
254 op->stats.wc=2; 269 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */ 270 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 271 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257 272
258 roll_stats(op); 273 roll_stats (op);
259 p->state=ST_ROLL_STAT; 274 p->state = ST_ROLL_STAT;
260 clear_los(op); 275 clear_los (op);
261 276
262 p->gen_sp_armour=10; 277 p->gen_sp_armour = 10;
263 p->last_speed= -1; 278 p->last_speed = -1;
264 p->shoottype=range_none; 279 p->shoottype = range_none;
265 p->bowtype=bow_normal; 280 p->bowtype = bow_normal;
266 p->petmode=pet_normal; 281 p->petmode = pet_normal;
267 p->listening=10; 282 p->listening = 10;
268 p->usekeys=containers; 283 p->usekeys = containers;
269 p->last_weapon_sp= -1; 284 p->last_weapon_sp = -1;
270 p->peaceful=1; /* default peaceful */ 285 p->peaceful = 1; /* default peaceful */
271 p->do_los=1; 286 p->do_los = 1;
272 p->explore=0; 287 p->explore = 0;
273 p->no_shout=0; /* default can shout */ 288 p->no_shout = 0; /* default can shout */
274 289
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 290 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
276 p->title[sizeof(p->title)-1] = '\0'; 291 p->title[sizeof (p->title) - 1] = '\0';
277 op->race = add_string (op->arch->clone.race); 292 op->race = op->arch->clone.race;
278 293
279 CLEAR_FLAG(op,FLAG_READY_SKILL); 294 CLEAR_FLAG (op, FLAG_READY_SKILL);
280 295
281 /* we need to clear these to -1 and not zero - otherwise, 296 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont 297 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start 298 * send new values to the client, as things like exp start
284 * at zero. 299 * at zero.
285 */ 300 */
286 for (i=0; i < NUM_SKILLS; i++) { 301 for (i = 0; i < NUM_SKILLS; i++)
302 {
287 p->last_skill_exp[i] = -1; 303 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL; 304 p->last_skill_ob[i] = NULL;
289 } 305 }
290 for (i=0; i < NROFATTACKS; i++) { 306 for (i = 0; i < NROFATTACKS; i++)
307 {
291 p->last_resist[i] = -1; 308 p->last_resist[i] = -1;
292 } 309 }
293 p->last_stats.exp = -1; 310 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1; 311 p->last_weight = (uint32) - 1;
295 312
296 p->socket.update_look=0; 313 p->socket.update_look = 0;
297 p->socket.look_position=0; 314 p->socket.look_position = 0;
298 return p; 315 return p;
299} 316}
300
301 317
302/* This loads the first map an puts the player on it. */ 318/* This loads the first map an puts the player on it. */
319static void
303static void set_first_map(object *op) 320set_first_map (object *op)
304{ 321{
305 strcpy(op->contr->maplevel, first_map_path); 322 strcpy (op->contr->maplevel, first_map_path);
306 op->x = -1; 323 op->x = -1;
307 op->y = -1; 324 op->y = -1;
308 enter_exit(op, NULL); 325 enter_exit (op, NULL);
309} 326}
310 327
311/* Tries to add player on the connection passwd in ns. 328/* Tries to add player on the connection passwd in ns.
312 * All we can really get in this is some settings like host and display 329 * All we can really get in this is some settings like host and display
313 * mode. 330 * mode.
314 */ 331 */
315 332
333int
316int add_player(NewSocket *ns) { 334add_player (NewSocket * ns)
335{
317 player *p; 336 player *p;
318 337
319 p=get_player(NULL); 338 p = get_player (NULL);
320 p->socket = *ns; 339 p->socket = *ns;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 340 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
322 if(p->socket.faces_sent == NULL) 341 if (p->socket.faces_sent == NULL)
323 fatal(OUT_OF_MEMORY); 342 fatal (OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 343 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared. 344 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data 345 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket. 346 * on the uncoming socket.
328 */ 347 */
329 p->socket.inbuf.len = 0; 348 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 349 set_first_map (p->ob);
331 350
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 351 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob); 352 add_friendly_object (p->ob);
334 send_rules(p->ob); 353 send_rules (p->ob);
335 send_news(p->ob); 354 send_news (p->ob);
336 display_motd(p->ob); 355 display_motd (p->ob);
337 get_name(p->ob); 356 get_name (p->ob);
338 return 0; 357 return 0;
339} 358}
340 359
341/* 360/*
342 * get_player_archetype() return next player archetype from archetype 361 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 362 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 363 * Note: there MUST be at least one player archetype!
345 */ 364 */
365archetype *
346archetype *get_player_archetype(archetype* at) 366get_player_archetype (archetype *at)
347{ 367{
348 archetype *start = at; 368 archetype *start = at;
369
349 for (;;) { 370 for (;;)
371 {
350 if (at==NULL || at->next==NULL) 372 if (at == NULL || at->next == NULL)
351 at=first_archetype; 373 at = first_archetype;
352 else 374 else
353 at=at->next; 375 at = at->next;
354 if(at->clone.type==PLAYER) 376 if (at->clone.type == PLAYER)
355 return at; 377 return at;
356 if (at == start) { 378 if (at == start)
379 {
357 LOG (llevError, "No Player archetypes\n"); 380 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 381 exit (-1);
359 } 382 }
360 } 383 }
361} 384}
362 385
363 386
387object *
364object *get_nearest_player(object *mon) { 388get_nearest_player (object *mon)
389{
365 object *op = NULL; 390 object *op = NULL;
366 player *pl = NULL; 391 player *pl = NULL;
367 objectlink *ol; 392 objectlink *ol;
368 unsigned lastdist; 393 unsigned lastdist;
369 rv_vector rv; 394 rv_vector rv;
370 395
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 396 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
397 {
372 /* We should not find free objects on this friendly list, but it 398 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 399 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 400 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 401 * list is also free, so encapsulate this in a while loop.
376 */ 402 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 403 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
404 {
378 object *tmp=ol->ob; 405 object *tmp = ol->ob;
379 406
380 /* Can't do much more other than log the fact, because the object 407 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 408 * itself will have been cleared.
382 */ 409 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 410 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 411 ol = ol->next;
385 remove_friendly_object(tmp); 412 remove_friendly_object (tmp);
386 if (!ol) return op; 413 if (!ol)
387 } 414 return op;
415 }
388 416
389 /* Remove special check for player from this. First, it looks to cause 417 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more 418 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 419 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would 420 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 421 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 422 * on_same_map check, as can_detect_enemy also does this
395 */ 423 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 424 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 425 continue;
398 426
399 if(lastdist>rv.distance) { 427 if (lastdist > rv.distance)
428 {
400 op=ol->ob; 429 op = ol->ob;
401 lastdist=rv.distance; 430 lastdist = rv.distance;
402 } 431 }
403 } 432 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 433 for (pl = first_player; pl != NULL; pl = pl->next)
434 {
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 435 if (can_detect_enemy (mon, pl->ob, &rv))
436 {
406 437
407 if(lastdist>rv.distance) { 438 if (lastdist > rv.distance)
408 op=pl->ob; 439 {
409 lastdist=rv.distance; 440 op = pl->ob;
410 } 441 lastdist = rv.distance;
411 } 442 }
443 }
412 } 444 }
413#if 0 445#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 446 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 447#endif
416 return op; 448 return op;
417} 449}
418 450
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 451/* I believe this can safely go to 2, 3 is questionable, 4 will likely
420 * result in a monster paths backtracking. It basically determines how large a 452 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 453 * detour a monster will take from the direction path when looking
458 * monster can in fact move one space in that direction. 490 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 491 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 492 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 493 * is blocking itself.
462 */ 494 */
495int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 496path_to_player (object *mon, object *pl, unsigned mindiff)
497{
464 rv_vector rv; 498 rv_vector rv;
465 sint16 x,y; 499 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 500 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 501 mapstruct *m, *lastmap;
468 502
469 get_rangevector(mon, pl, &rv, 0); 503 get_rangevector (mon, pl, &rv, 0);
470 504
471 if (rv.distance<mindiff) return 0; 505 if (rv.distance < mindiff)
472
473 x=mon->x;
474 y=mon->y;
475 m=mon->map;
476 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0;
481 while (diff >1 && max>0) {
482 lastx = x;
483 lasty = y;
484 lastmap = m;
485 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir];
487
488 mflags = get_map_flags(m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490
491 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) {
494 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before.
496 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) {
499 /* OK - says direction should be different - lets reset the
500 * the values so it will try again.
501 */
502 x = lastx;
503 y = lasty;
504 m = lastmap;
505 dir = firstdir = rv.direction;
506 } else {
507 /* direct path is blocked - try taking a side step to
508 * either the left or right.
509 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth
514 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
516 if (i==0) continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in
519 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully
526 * moved.
527 */
528
529 x = lastx + freearr_x[absdir(lastdir+i)];
530 y = lasty + freearr_y[absdir(lastdir+i)];
531 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536 if (mflags & P_BLOCKSVIEW) continue;
537
538 if (m == mon->map && blocked_link(mon, m, x, y)) break;
539 }
540 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path.
542 */
543 if (i==(DETOUR_AMOUNT+1))
544 return 0;
545 diff--;
546 lastdir=dir;
547 max--;
548 if (!firstdir) firstdir = dir+i;
549 } /* else check alternate directions */
550 } /* if blocked */
551 else {
552 /* we moved towards creature, so diff is less */
553 diff--;
554 max--;
555 lastdir=dir;
556 if (!firstdir) firstdir = dir;
557 }
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance.
561 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
564 }
565 if (diff>max) return 0;
566 }
567 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0;
569
570 return firstdir;
571}
572
573void give_initial_items(object *pl,treasurelist *items) {
574 object *op,*next=NULL;
575
576 if(pl->randomitems!=NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
578
579 for (op=pl->inv; op; op=next) {
580 next = op->below;
581
582 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way
584 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED);
587
588 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions
590 */
591 if (pl->type == PLAYER) {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) ||
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 }
602 }
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue;
622 }
623 if (op->nrof > 1) op->nrof = 1;
624 }
625
626 if (op->type == SPELLBOOK && op->inv) {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
628 }
629
630 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be
632 * merged properly.
633 */
634 if (need_identify(op)) {
635 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED);
638 }
639 if(op->type==SPELL) {
640 remove_ob(op);
641 free_object(op);
642 continue;
643 }
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0;
647 op->level = 1;
648 }
649 /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */
652
653 /* Need to set up the skill pointers */
654 link_player_skills(pl);
655}
656
657void get_name(object *op) {
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0; 506 return 0;
724}
725 507
726void confirm_password(object *op) { 508 x = mon->x;
509 y = mon->y;
510 m = mon->map;
511 dir = rv.direction;
512 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
513 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
514 /* If we can't solve it within the search distance, return now. */
515 if (diff > max)
516 return 0;
517 while (diff > 1 && max > 0)
518 {
519 lastx = x;
520 lasty = y;
521 lastmap = m;
522 x = lastx + freearr_x[dir];
523 y = lasty + freearr_y[dir];
727 524
525 mflags = get_map_flags (m, &m, x, y, &x, &y);
526 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
527
528 /* Space is blocked - try changing direction a little */
529 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
530 && (m == mon->map && blocked_link (mon, m, x, y))))
531 {
532 /* recalculate direction from last good location. Possible
533 * we were not traversing ideal location before.
534 */
535 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
536 if (rv.direction != dir)
537 {
538 /* OK - says direction should be different - lets reset the
539 * the values so it will try again.
540 */
541 x = lastx;
542 y = lasty;
543 m = lastmap;
544 dir = firstdir = rv.direction;
545 }
546 else
547 {
548 /* direct path is blocked - try taking a side step to
549 * either the left or right.
550 * Note increase the values in the loop below to be
551 * more than -1/1 respectively will mean the monster takes
552 * bigger detour. Have to be careful about these values getting
553 * too big (3 or maybe 4 or higher) as the monster may just try
554 * stepping back and forth
555 */
556 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
557 {
558 if (i == 0)
559 continue; /* already did this, so skip it */
560 /* Use lastdir here - otherwise,
561 * since the direction that the creature should move in
562 * may change, you could get infinite loops.
563 * ie, player is northwest, but monster can only
564 * move west, so it does that. It goes some distance,
565 * gets blocked, finds that it should move north,
566 * can't do that, but now finds it can move east, and
567 * gets back to its original point. lastdir contains
568 * the last direction the creature has successfully
569 * moved.
570 */
571
572 x = lastx + freearr_x[absdir (lastdir + i)];
573 y = lasty + freearr_y[absdir (lastdir + i)];
574 m = lastmap;
575 mflags = get_map_flags (m, &m, x, y, &x, &y);
576 if (mflags & P_OUT_OF_MAP)
577 continue;
578 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
579 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
580 continue;
581 if (mflags & P_BLOCKSVIEW)
582 continue;
583
584 if (m == mon->map && blocked_link (mon, m, x, y))
585 break;
586 }
587 /* go through entire loop without finding a valid
588 * sidestep to take - thus, no valid path.
589 */
590 if (i == (DETOUR_AMOUNT + 1))
591 return 0;
592 diff--;
593 lastdir = dir;
594 max--;
595 if (!firstdir)
596 firstdir = dir + i;
597 } /* else check alternate directions */
598 } /* if blocked */
599 else
600 {
601 /* we moved towards creature, so diff is less */
602 diff--;
603 max--;
604 lastdir = dir;
605 if (!firstdir)
606 firstdir = dir;
607 }
608 if (diff <= 1)
609 {
610 /* Recalculate diff (distance) because we may not have actually
611 * headed toward player for entire distance.
612 */
613 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
614 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
615 }
616 if (diff > max)
617 return 0;
618 }
619 /* If we reached the max, didn't find a direction in time */
620 if (!max)
621 return 0;
622
623 return firstdir;
624}
625
626void
627give_initial_items (object *pl, treasurelist * items)
628{
629 object *op, *next = NULL;
630
631 if (pl->randomitems != NULL)
632 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
633
634 for (op = pl->inv; op; op = next)
635 {
636 next = op->below;
637
638 /* Forces get applied per default, unless they have the
639 * flag "neutral" set. Sorry but I can't think of a better way
640 */
641 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
642 SET_FLAG (op, FLAG_APPLIED);
643
644 /* we never give weapons/armour if these cannot be used
645 * by this player due to race restrictions
646 */
647 if (pl->type == PLAYER)
648 {
649 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
650 (op->type == ARMOUR || op->type == BOOTS ||
651 op->type == CLOAK || op->type == HELMET ||
652 op->type == SHIELD || op->type == GLOVES ||
653 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
654 {
655 remove_ob (op);
656 free_object (op);
657 continue;
658 }
659 }
660
661 /* This really needs to be better - we should really give
662 * a substitute spellbook. The problem is that we don't really
663 * have a good idea what to replace it with (need something like
664 * a first level treasurelist for each skill.)
665 * remove duplicate skills also
666 */
667 if (op->type == SPELLBOOK || op->type == SKILL)
668 {
669 object *tmp;
670
671 for (tmp = op->below; tmp; tmp = tmp->below)
672 if (tmp->type == op->type && tmp->name == op->name)
673 break;
674
675 if (tmp)
676 {
677 remove_ob (op);
678 free_object (op);
679 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
680 continue;
681 }
682 if (op->nrof > 1)
683 op->nrof = 1;
684 }
685
686 if (op->type == SPELLBOOK && op->inv)
687 {
688 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
689 }
690
691 /* Give starting characters identified, uncursed, and undamned
692 * items. Just don't identify gold or silver, or it won't be
693 * merged properly.
694 */
695 if (need_identify (op))
696 {
697 SET_FLAG (op, FLAG_IDENTIFIED);
698 CLEAR_FLAG (op, FLAG_CURSED);
699 CLEAR_FLAG (op, FLAG_DAMNED);
700 }
701 if (op->type == SPELL)
702 {
703 remove_ob (op);
704 free_object (op);
705 continue;
706 }
707 else if (op->type == SKILL)
708 {
709 SET_FLAG (op, FLAG_CAN_USE_SKILL);
710 op->stats.exp = 0;
711 op->level = 1;
712 }
713 /* lock all 'normal items by default */
714 else
715 SET_FLAG (op, FLAG_INV_LOCKED);
716 } /* for loop of objects in player inv */
717
718 /* Need to set up the skill pointers */
719 link_player_skills (pl);
720}
721
722void
723get_name (object *op)
724{
728 op->contr->write_buf[0]='\0'; 725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_NAME;
727 send_query (&op->contr->socket, 0, "What is your name?\n:");
728}
729
730void
731get_password (object *op)
732{
733 op->contr->write_buf[0] = '\0';
734 op->contr->state = ST_GET_PASSWORD;
735 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
736}
737
738void
739play_again (object *op)
740{
741 op->contr->state = ST_PLAY_AGAIN;
742 op->chosen_skill = NULL;
743 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
744 /* a bit of a hack, but there are various places early in th
745 * player creation process that a user can quit (eg, roll
746 * stats) that isn't removing the player. Taking a quick
747 * look, there are many places that call play_again without
748 * removing the player - it probably makes more sense
749 * to leave it to play_again to remove the object in all
750 * cases.
751 */
752 if (!QUERY_FLAG (op, FLAG_REMOVED))
753 remove_ob (op);
754 /* Need to set this to null - otherwise, it could point to garbage,
755 * and draw() doesn't check to see if the player is removed, only if
756 * the map is null or not swapped out.
757 */
758 op->map = NULL;
759}
760
761
762int
763receive_play_again (object *op, char key)
764{
765 if (key == 'q' || key == 'Q')
766 {
767 remove_friendly_object (op);
768 leave (op->contr, 0); /* ericserver will draw the message */
769 return 2;
770 }
771 else if (key == 'a' || key == 'A')
772 {
773 player *pl = op->contr;
774 shstr name = op->name;
775
776 remove_friendly_object (op);
777 free_object (op);
778 pl = get_player (pl);
779 op = pl->ob;
780 add_friendly_object (op);
781 op->contr->password[0] = '~';
782 op->name = op->name_pl = 0;
783 /* Lets put a space in here */
784 new_draw_info (NDI_UNIQUE, 0, op, "\n");
785 get_name (op);
786 op->name = op->name_pl = name;
787 set_first_map (op);
788 }
789 else
790 {
791 /* user pressed something else so just ask again... */
792 play_again (op);
793 }
794 return 0;
795}
796
797void
798confirm_password (object *op)
799{
800
801 op->contr->write_buf[0] = '\0';
729 op->contr->state=ST_CONFIRM_PASSWORD; 802 op->contr->state = ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 803 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731} 804}
732 805
806void
733void get_party_password(object *op, partylist *party) { 807get_party_password (object *op, partylist *party)
808{
734 if (party == NULL) { 809 if (party == NULL)
810 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 811 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 812 return;
737 } 813 }
738 op->contr->write_buf[0]='\0'; 814 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 815 op->contr->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 816 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 817 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 818}
743 819
744 820
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 821/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
822int
746int roll_stat(void) { 823roll_stat (void)
824{
747 int a[4],i,j,k; 825 int a[4], i, j, k;
748 826
749 for(i=0;i<4;i++) 827 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 828 a[i] = (int) RANDOM () % 6 + 1;
751 829
752 for(i=0,j=0,k=7;i<4;i++) 830 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 831 if (a[i] < k)
754 k=a[i],j=i; 832 k = a[i], j = i;
755 833
756 for(i=0,k=0;i<4;i++) { 834 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j)
758 k+=a[i];
759 } 835 {
836 if (i != j)
837 k += a[i];
838 }
760 return k; 839 return k;
761} 840}
762 841
842void
763void roll_stats(object *op) { 843roll_stats (object *op)
844{
764 int sum=0; 845 int sum = 0;
765 int i = 0, j = 0; 846 int i = 0, j = 0;
766 int statsort[7]; 847 int statsort[7];
767 848
849 do
768 do { 850 {
769 op->stats.Str=roll_stat(); 851 op->stats.Str = roll_stat ();
770 op->stats.Dex=roll_stat(); 852 op->stats.Dex = roll_stat ();
771 op->stats.Int=roll_stat(); 853 op->stats.Int = roll_stat ();
772 op->stats.Con=roll_stat(); 854 op->stats.Con = roll_stat ();
773 op->stats.Wis=roll_stat(); 855 op->stats.Wis = roll_stat ();
774 op->stats.Pow=roll_stat(); 856 op->stats.Pow = roll_stat ();
775 op->stats.Cha=roll_stat(); 857 op->stats.Cha = roll_stat ();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 858 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
777 op->stats.Con+op->stats.Wis+op->stats.Pow+ 859 }
778 op->stats.Cha;
779 } while(sum<82||sum>116); 860 while (sum < 82 || sum > 116);
780 861
781 /* Sort the stats so that rerolling is easier... */ 862 /* Sort the stats so that rerolling is easier... */
782 statsort[0] = op->stats.Str; 863 statsort[0] = op->stats.Str;
783 statsort[1] = op->stats.Dex; 864 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int; 865 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con; 866 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis; 867 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow; 868 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha; 869 statsort[6] = op->stats.Cha;
789 870
790 /* a quick and dirty bubblesort? */ 871 /* a quick and dirty bubblesort? */
872 do
791 do { 873 {
792 if (statsort[i] < statsort[i + 1]) { 874 if (statsort[i] < statsort[i + 1])
875 {
793 j = statsort[i]; 876 j = statsort[i];
794 statsort[i] = statsort[i + 1]; 877 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j; 878 statsort[i + 1] = j;
796 i = 0; 879 i = 0;
797 } else { 880 }
798 i++; 881 else
799 } 882 {
883 i++;
884 }
885 }
800 } while (i < 6); 886 while (i < 6);
801 887
802 op->stats.Str = statsort[0]; 888 op->stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 889 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 890 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 891 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 892 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 893 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 894 op->stats.Cha = statsort[6];
809 895
810 896
811 op->contr->orig_stats.Str=op->stats.Str; 897 op->contr->orig_stats.Str = op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex; 898 op->contr->orig_stats.Dex = op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int; 899 op->contr->orig_stats.Int = op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con; 900 op->contr->orig_stats.Con = op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis; 901 op->contr->orig_stats.Wis = op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow; 902 op->contr->orig_stats.Pow = op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha; 903 op->contr->orig_stats.Cha = op->stats.Cha;
818 904
819 op->level=1; 905 op->level = 1;
820 op->stats.exp=0; 906 op->stats.exp = 0;
821 op->stats.ac=0; 907 op->stats.ac = 0;
822 908
823 op->contr->levhp[1] = 9; 909 op->contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 910 op->contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 911 op->contr->levgrace[1] = 3;
826 912
827 fix_player(op); 913 fix_player (op);
828 op->stats.hp = op->stats.maxhp; 914 op->stats.hp = op->stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 915 op->stats.sp = op->stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 916 op->stats.grace = op->stats.maxgrace;
831 op->contr->orig_stats=op->stats; 917 op->contr->orig_stats = op->stats;
832} 918}
833 919
920void
834void Roll_Again(object *op) 921Roll_Again (object *op)
835{ 922{
836 esrv_new_player(op->contr, 0); 923 esrv_new_player (op->contr, 0);
924 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
837 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 925 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838} 926}
839 927
928void
840void Swap_Stat(object *op,int Swap_Second) 929Swap_Stat (object *op, int Swap_Second)
841{ 930{
842 signed char tmp; 931 signed char tmp;
843 char buf[MAX_BUF]; 932 char buf[MAX_BUF];
844 933
845 if ( op->contr->Swap_First == -1 ) { 934 if (op->contr->Swap_First == -1)
935 {
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 936 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,"); 937 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au"); 938 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
849 return; 939 return;
850 } 940 }
851 941
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 942 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
853 943
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 944 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856 945
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 946 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
858 947
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 948 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 949 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 950 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex; 951 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con; 952 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int; 953 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis; 954 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow; 955 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha; 956 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0; 957 op->stats.ac = 0;
869 958
870 op->level=1; 959 op->level = 1;
871 op->stats.exp=0; 960 op->stats.exp = 0;
872 op->stats.ac=0; 961 op->stats.ac = 0;
873 962
874 op->contr->levhp[1] = 9; 963 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6; 964 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3; 965 op->contr->levgrace[1] = 3;
877 966
878 fix_player(op); 967 fix_player (op);
879 op->stats.hp = op->stats.maxhp; 968 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp; 969 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace; 970 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats; 971 op->contr->orig_stats = op->stats;
883 op->contr->Swap_First=-1; 972 op->contr->Swap_First = -1;
884} 973}
885 974
886 975
887/* This code has been greatly reduced, because with set_attr_value 976/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric 977 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered 978 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats 979 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how 980 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation. 981 * the number's access that stat. The table does that translation.
893 */ 982 */
983int
894int key_roll_stat(object *op, char key) 984key_roll_stat (object *op, char key)
895{ 985{
896 int keynum = key -'0'; 986 int keynum = key - '0';
897 char buf[MAX_BUF]; 987 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 988 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
899 989
900 if (keynum>0 && keynum<=7) { 990 if (keynum > 0 && keynum <= 7)
991 {
901 if (op->contr->Swap_First==-1) { 992 if (op->contr->Swap_First == -1)
993 {
902 op->contr->Swap_First=stat_trans[keynum]; 994 op->contr->Swap_First = stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 995 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 996 new_draw_info (NDI_UNIQUE, 0, op, buf);
905 } 997 }
906 else 998 else
907 Swap_Stat(op,stat_trans[keynum]); 999 Swap_Stat (op, stat_trans[keynum]);
908 1000
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1001 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
910 return 1; 1002 return 1;
911 } 1003 }
912 switch (key) { 1004 switch (key)
913 case 'n': 1005 {
1006 case 'n':
914 case 'N': { 1007 case 'N':
1008 {
915 SET_FLAG(op, FLAG_WIZ); 1009 SET_FLAG (op, FLAG_WIZ);
916 if(op->map==NULL) { 1010 if (op->map == NULL)
1011 {
917 LOG(llevError,"Map == NULL in state 2\n"); 1012 LOG (llevError, "Map == NULL in state 2\n");
918 break; 1013 break;
919 } 1014 }
920 1015
921#if 0 1016#if 0
922 /* So that enter_exit will put us at startx/starty */ 1017 /* So that enter_exit will put us at startx/starty */
923 op->x= -1; 1018 op->x = -1;
924 1019
925 enter_exit(op,NULL); 1020 enter_exit (op, NULL);
926#endif 1021#endif
927 SET_ANIMATION(op, 2); /* So player faces south */ 1022 SET_ANIMATION (op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */ 1023 /* Enter exit adds a player otherwise */
929 add_statbonus(op); 1024 add_statbonus (op);
930 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); 1025 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1026 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS; 1027 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg) 1028 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg); 1029 new_draw_info (NDI_BLUE, 0, op, op->msg);
934 return 0; 1030 return 0;
935 } 1031 }
936 case 'y': 1032 case 'y':
937 case 'Y': 1033 case 'Y':
938 roll_stats(op); 1034 roll_stats (op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1035 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
940 return 1; 1036 return 1;
941 1037
942 case 'q': 1038 case 'q':
943 case 'Q': 1039 case 'Q':
944 play_again(op); 1040 play_again (op);
945 return 1; 1041 return 1;
946 1042
947 default: 1043 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1044 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
949 return 0; 1045 return 0;
950 } 1046 }
951 return 0; 1047 return 0;
952} 1048}
953 1049
954/* This function takes the key that is passed, and does the 1050/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 1051 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 1052 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 1053 * separate race and class; this actually changes the RACE,
958 * not the class. 1054 * not the class.
959 */ 1055 */
960 1056
1057int
961int key_change_class(object *op, char key) 1058key_change_class (object *op, char key)
962{ 1059{
963 int tmp_loop; 1060 int tmp_loop;
964 1061
965 if(key=='q'||key=='Q') { 1062 if (key == 'q' || key == 'Q')
1063 {
966 remove_ob(op); 1064 remove_ob (op);
967 play_again(op); 1065 play_again (op);
968 return 0; 1066 return 0;
969 } 1067 }
970 if(key=='d'||key=='D') { 1068 if (key == 'd' || key == 'D')
1069 {
971 char buf[MAX_BUF]; 1070 char buf[MAX_BUF];
972 1071
973 /* this must before then initial items are given */ 1072 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 1073 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); 1074 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
976 1075
977 INVOKE_PLAYER (BIRTH, op->contr); 1076 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 1077 INVOKE_PLAYER (LOGIN, op->contr);
979 1078
980 op->contr->state=ST_PLAYING; 1079 op->contr->state = ST_PLAYING;
981 1080
982 if (op->msg) { 1081 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 1082 op->msg = NULL;
985 }
986 1083
987 /* We create this now because some of the unique maps will need it 1084 /* We create this now because some of the unique maps will need it
988 * to save here. 1085 * to save here.
989 */ 1086 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1087 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 1088 make_path_to_file (buf);
992 1089
993#ifdef AUTOSAVE 1090#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 1091 op->contr->last_save_tick = pticks;
995#endif 1092#endif
996 start_info(op); 1093 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 1094 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 1095 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 1096 link_player_skills (op);
1000 esrv_send_inventory(op, op); 1097 esrv_send_inventory (op, op);
1001 fix_player(op); 1098 fix_player (op);
1002 1099
1003 /* This moves the player to a different start map, if there 1100 /* This moves the player to a different start map, if there
1004 * is one for this race 1101 * is one for this race
1005 */ 1102 */
1006 if(*first_map_ext_path) { 1103 if (*first_map_ext_path)
1104 {
1007 object *tmp; 1105 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 1106 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 1107
1011 first_map_ext_path, op->arch->name); 1108 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 1109 tmp = get_object ();
1013 EXIT_PATH(tmp) = add_string(mapname); 1110 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 1111 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 1112 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 1113 enter_exit (op, tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 1114 * if the map isn't there, then stay on the
1018 * default initial map */ 1115 * default initial map */
1019 free_object(tmp); 1116 free_object (tmp);
1117 }
1020 } else { 1118 else
1119 {
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 1120 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 1121 }
1023 return 0; 1122 return 0;
1024 } 1123 }
1025 1124
1026 /* Following actually changes the race - this is the default command 1125 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 1126 * if we don't match with one of the options above.
1028 */ 1127 */
1029 1128
1030 tmp_loop = 0; 1129 tmp_loop = 0;
1031 while(!tmp_loop) { 1130 while (!tmp_loop)
1032 const char *name = add_string (op->name); 1131 {
1132 shstr name = op->name;
1033 int x = op->x, y = op->y; 1133 int x = op->x, y = op->y;
1134
1034 remove_statbonus(op); 1135 remove_statbonus (op);
1035 remove_ob (op); 1136 remove_ob (op);
1036 op->arch = get_player_archetype(op->arch); 1137 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 1138 copy_object (&op->arch->clone, op);
1038 op->instantiate (); 1139 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 1140 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 1141 op->name = op->name_pl = name;
1041 op->name = name; 1142 op->x = x;
1042 free_string(op->name_pl); 1143 op->y = y;
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 1144 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 1145 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1146 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 1147 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1050 add_statbonus(op); 1148 add_statbonus (op);
1051 tmp_loop=allowed_class(op); 1149 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 1150 }
1055 update_object(op,UP_OBJ_FACE); 1151 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 1152 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 1153 fix_player (op);
1058 op->stats.hp=op->stats.maxhp; 1154 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 1155 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 1156 op->stats.grace = 0;
1061 if (op->msg) 1157 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 1158 new_draw_info (NDI_BLUE, 0, op, op->msg);
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1159 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0; 1160 return 0;
1065} 1161}
1066 1162
1163int
1067int key_confirm_quit(object *op, char key) 1164key_confirm_quit (object *op, char key)
1068{ 1165{
1069 char buf[MAX_BUF]; 1166 char buf[MAX_BUF];
1070 1167
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1168 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1169 {
1072 op->contr->state=ST_PLAYING; 1170 op->contr->state = ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1171 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1074 return 1; 1172 return 1;
1075 } 1173 }
1076 1174
1077 INVOKE_PLAYER (LOGOUT, op->contr); 1175 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 1176 INVOKE_PLAYER (QUIT, op->contr);
1079 1177
1080 terminate_all_pets(op); 1178 terminate_all_pets (op);
1081 leave_map(op); 1179 leave_map (op);
1082 op->direction=0; 1180 op->direction = 0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1181 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1084 "%s quits the game.",op->name);
1085 1182
1086 strcpy(op->contr->killer,"quit"); 1183 strcpy (op->contr->killer, "quit");
1087 check_score(op); 1184 check_score (op);
1088 op->contr->party=NULL; 1185 op->contr->party = NULL;
1089 if (settings.set_title == TRUE) 1186 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 1187 op->contr->own_title[0] = '\0';
1091 1188
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1189 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1190 {
1093 mapstruct *mp, *next; 1191 mapstruct *mp, *next;
1094 1192
1095 /* We need to hunt for any per player unique maps in memory and 1193 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional, 1194 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname 1195 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */ 1196 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1197 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 1198 for (mp = first_map; mp != NULL; mp = next)
1199 {
1101 next = mp->next; 1200 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf))) 1201 if (!strncmp (mp->path, buf, strlen (buf)))
1103 delete_map(mp); 1202 delete_map (mp);
1104 } 1203 }
1105 1204
1106 delete_character(op->name, 1); 1205 delete_character (op->name, 1);
1107 } 1206 }
1108 play_again(op); 1207 play_again (op);
1109 return 1; 1208 return 1;
1110} 1209}
1111 1210
1211void
1112void flee_player(object *op) { 1212flee_player (object *op)
1213{
1113 int dir,diff; 1214 int dir, diff;
1114 rv_vector rv; 1215 rv_vector rv;
1115 1216
1116 if(op->stats.hp < 0) { 1217 if (op->stats.hp < 0)
1218 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1219 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1220 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 1221 return;
1120 } 1222 }
1121 1223
1122 if(op->enemy==NULL) { 1224 if (op->enemy == NULL)
1225 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1226 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 1227 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 1228 return;
1126 } 1229 }
1127 1230
1128 /* Seen some crashes here. Since we don't store an 1231 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 1232 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 1233 * actual enemy, and the object is recycled.
1131 */ 1234 */
1132 if (op->enemy->map == NULL) { 1235 if (op->enemy->map == NULL)
1236 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1237 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 1238 op->enemy = NULL;
1135 return; 1239 return;
1136 } 1240 }
1137 1241
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1242 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1243 {
1139 op->enemy=NULL; 1244 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1245 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1246 return;
1142 } 1247 }
1143 get_rangevector(op, op->enemy, &rv, 0); 1248 get_rangevector (op, op->enemy, &rv, 0);
1144 1249
1145 dir=absdir(4+rv.direction); 1250 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1251 for (diff = 0; diff < 3; diff++)
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 } 1252 {
1253 int m = 1 - (RANDOM () & 2);
1254
1255 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1256 {
1257 return;
1258 }
1259 }
1153 /* Cornered, get rid of scared */ 1260 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1261 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1262 op->enemy = NULL;
1156} 1263}
1157 1264
1158 1265
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1266/* check_pick sees if there is stuff to be picked up/picks up stuff.
1160 * IT returns 1 if the player should keep on moving, 0 if he should 1267 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1268 * stop.
1162 */ 1269 */
1270int
1163int check_pick(object *op) { 1271check_pick (object *op)
1272{
1164 object *tmp, *next; 1273 object *tmp, *next;
1165 tag_t next_tag=0, op_tag; 1274 tag_t next_tag = 0, op_tag;
1166 int stop = 0; 1275 int stop = 0;
1167 int j, k, wvratio; 1276 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1277 char putstring[128], tmpstr[16];
1169 1278
1170 1279
1178 if (next) 1287 if (next)
1179 next_tag = next->count; 1288 next_tag = next->count;
1180 1289
1181 /* loop while there are items on the floor that are not marked as 1290 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1291 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1292 while (next && !was_destroyed (next, next_tag))
1184 { 1293 {
1185 tmp = next; 1294 tmp = next;
1186 next = tmp->below; 1295 next = tmp->below;
1187 if (next) 1296 if (next)
1188 next_tag = next->count; 1297 next_tag = next->count;
1189 1298
1190 if (was_destroyed (op, op_tag)) 1299 if (was_destroyed (op, op_tag))
1191 return 0; 1300 return 0;
1192 1301
1193 if ( ! can_pick (op, tmp)) 1302 if (!can_pick (op, tmp))
1194 continue; 1303 continue;
1195 1304
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1305 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1306 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1307 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1308 pick_up (op, tmp);
1200 continue; 1309 continue;
1201 } 1310 }
1202 1311
1203 /* high not bit set? We're using the old autopickup model */ 1312 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1313 if (!(op->contr->mode & PU_NEWMODE))
1314 {
1205 switch (op->contr->mode) { 1315 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1316 {
1207 case 1: pick_up (op, tmp); 1317 case 0:
1208 return 1; 1318 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1319 case 1:
1210 return 0; 1320 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1321 return 1;
1212 case 4: pick_up (op, tmp); 1322 case 2:
1213 break; 1323 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1324 return 0;
1215 stop = 1; 1325 case 3:
1216 break; 1326 return 0; /* stop before pickup */
1217 case 6: 1327 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1328 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1329 break;
1220 pick_up(op, tmp); 1330 case 5:
1221 break; 1331 pick_up (op, tmp);
1332 stop = 1;
1333 break;
1334 case 6:
1335 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1336 pick_up (op, tmp);
1337 break;
1222 1338
1223 case 7: 1339 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1340 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1341 pick_up (op, tmp);
1226 break; 1342 break;
1227 1343
1228 default: 1344 default:
1229 /* use value density */ 1345 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1346 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1347 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1348 pick_up (op, tmp);
1233 >= op->contr->mode) 1349 }
1234 pick_up(op,tmp); 1350 }
1235 } 1351 else
1236 } 1352 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1353 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1354 if (op->contr->mode & PU_DEBUG)
1240 { 1355 {
1241 /* some debugging code to figure out item information */ 1356 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1357 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1358 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1359 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1360 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1361 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1362 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1363 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1251 1364
1252 sprintf(putstring,"...flags: "); 1365 sprintf (putstring, "...flags: ");
1253 for(k=0;k<4;k++) 1366 for (k = 0; k < 4; k++)
1254 { 1367 {
1255 for(j=0;j<32;j++) 1368 for (j = 0; j < 32; j++)
1256 { 1369 {
1257 if((tmp->flags[k]>>j)&0x01) 1370 if ((tmp->flags[k] >> j) & 0x01)
1258 { 1371 {
1259 sprintf(tmpstr,"%d ",k*32+j); 1372 sprintf (tmpstr, "%d ", k * 32 + j);
1260 strcat(putstring, tmpstr); 1373 strcat (putstring, tmpstr);
1261 } 1374 }
1262 } 1375 }
1263 } 1376 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1377 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1265 1378
1266#if 0 1379#if 0
1267 /* print the flags too */ 1380 /* print the flags too */
1268 for(k=0;k<4;k++) 1381 for (k = 0; k < 4; k++)
1269 { 1382 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1383 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1271 for(j=0;j<32;j++) 1384 for (j = 0; j < 32; j++)
1272 { 1385 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1386 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1274 if(!((j+1)%4))fprintf(stderr," "); 1387 if (!((j + 1) % 4))
1275 } 1388 fprintf (stderr, " ");
1389 }
1276 fprintf(stderr," [%d]\n", k*32); 1390 fprintf (stderr, " [%d]\n", k * 32);
1277 } 1391 }
1278#endif 1392#endif
1279 } 1393 }
1280 /* philosophy: 1394 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 1395 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups 1396 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 1397 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 1398 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 1399 * example.
1286 * The drawback: right now it has no frontend, so you need to 1400 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then 1401 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 1402 * convert to decimal and then 'pickup <#>
1289 */ 1403 */
1290 1404
1291 /* the first two modes are exclusive: if NOTHING we return, if 1405 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 1406 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 1407 * meaning if any test passes, the item gets picked up. */
1294 1408
1295 /* if mode is set to pick nothing up, return */ 1409 /* if mode is set to pick nothing up, return */
1296 1410
1297 if(op->contr->mode & PU_NOTHING) return 1; 1411 if (op->contr->mode & PU_NOTHING)
1412 return 1;
1298 1413
1299 /* if mode is set to stop when encountering objects, return */ 1414 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 1415 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 1416 * anything up */
1302 1417
1303 if(op->contr->mode & PU_STOP) return 0; 1418 if (op->contr->mode & PU_STOP)
1419 return 0;
1304 1420
1305 /* useful for going into stores and not losing your settings... */ 1421 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 1422 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 1423 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 1424 if (op->contr->mode & PU_INHIBIT)
1425 return 1;
1309 1426
1310 /* prevent us from turning into auto-thieves :) */ 1427 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1428 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1429 continue;
1312 1430
1313 /* ignore known cursed objects */ 1431 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1432 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1433 continue;
1315 1434
1316 /* all food and drink if desired */ 1435 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 1436 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 1437 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 1438 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1439 {
1440 pick_up (op, tmp);
1441 if (0)
1442 fprintf (stderr, "FOOD\n");
1443 continue;
1444 }
1321 if(op->contr->mode & PU_DRINK) 1445 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1446 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 1447 {
1448 pick_up (op, tmp);
1449 if (0)
1450 fprintf (stderr, "DRINK\n");
1451 continue;
1452 }
1324 1453
1325 if(op->contr->mode & PU_POTION) 1454 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 1455 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1456 {
1457 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "POTION\n");
1460 continue;
1461 }
1328 1462
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 1463 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 1464 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 1465 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1466 {
1467 pick_up (op, tmp);
1468 if (0)
1469 fprintf (stderr, "SPELLBOOK\n");
1470 continue;
1471 }
1333 if(op->contr->mode & PU_SKILLSCROLL) 1472 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 1473 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1474 {
1475 pick_up (op, tmp);
1476 if (0)
1477 fprintf (stderr, "SKILLSCROLL\n");
1478 continue;
1479 }
1336 if(op->contr->mode & PU_READABLES) 1480 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 1481 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1482 {
1483 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "READABLES\n");
1486 continue;
1487 }
1339 1488
1340 /* wands/staves/rods/horns */ 1489 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1490 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1491 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1492 {
1493 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGIC_DEVICE\n");
1496 continue;
1497 }
1344 1498
1345 /* pick up all magical items */ 1499 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1500 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1501 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1502 {
1503 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MAGICAL\n");
1506 continue;
1507 }
1349 1508
1350 if(op->contr->mode & PU_VALUABLES) 1509 if (op->contr->mode & PU_VALUABLES)
1351 { 1510 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1511 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1512 {
1354 } 1513 pick_up (op, tmp);
1514 if (0)
1515 fprintf (stderr, "MONEY/GEM\n");
1516 continue;
1517 }
1518 }
1355 1519
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1520 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1521 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1522 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1523 {
1524 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "JEWELS\n");
1527 continue;
1528 }
1360 1529
1361 /* bows and arrows. Bows are good for selling! */ 1530 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1531 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1532 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1533 {
1534 pick_up (op, tmp);
1535 if (0)
1536 fprintf (stderr, "BOW\n");
1537 continue;
1538 }
1365 if(op->contr->mode & PU_ARROW) 1539 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1540 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1541 {
1542 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARROW\n");
1545 continue;
1546 }
1368 1547
1369 /* all kinds of armor etc. */ 1548 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1549 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1550 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1551 {
1552 pick_up (op, tmp);
1553 if (0)
1554 fprintf (stderr, "ARMOUR\n");
1555 continue;
1556 }
1373 if(op->contr->mode & PU_HELMET) 1557 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1558 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1559 {
1560 pick_up (op, tmp);
1561 if (0)
1562 fprintf (stderr, "HELMET\n");
1563 continue;
1564 }
1376 if(op->contr->mode & PU_SHIELD) 1565 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1566 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1567 {
1568 pick_up (op, tmp);
1569 if (0)
1570 fprintf (stderr, "SHIELD\n");
1571 continue;
1572 }
1379 if(op->contr->mode & PU_BOOTS) 1573 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1574 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1575 {
1576 pick_up (op, tmp);
1577 if (0)
1578 fprintf (stderr, "BOOTS\n");
1579 continue;
1580 }
1382 if(op->contr->mode & PU_GLOVES) 1581 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1582 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1583 {
1584 pick_up (op, tmp);
1585 if (0)
1586 fprintf (stderr, "GLOVES\n");
1587 continue;
1588 }
1385 if(op->contr->mode & PU_CLOAK) 1589 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1590 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1591 {
1592 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "GLOVES\n");
1595 continue;
1596 }
1388 1597
1389 /* hoping to catch throwing daggers here */ 1598 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1599 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1600 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1601 {
1602 pick_up (op, tmp);
1603 if (0)
1604 fprintf (stderr, "MISSILEWEAPON\n");
1605 continue;
1606 }
1393 1607
1394 /* careful: chairs and tables are weapons! */ 1608 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1609 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1610 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1611 if (tmp->type == WEAPON && tmp->name != NULL)
1398 { 1612 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1613 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1614 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1615 {
1402 } 1616 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue;
1620 }
1621 }
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1622 if (tmp->type == WEAPON && tmp->name == NULL)
1404 { 1623 {
1405 if(strstr(tmp->arch->name,"table")==NULL && 1624 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1406 strstr(tmp->arch->name,"chair")==NULL) 1625 {
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1626 pick_up (op, tmp);
1408 } 1627 if (0)
1409 } 1628 fprintf (stderr, "WEAPON\n");
1629 continue;
1630 }
1631 }
1632 }
1410 1633
1411 /* misc stuff that's useful */ 1634 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1635 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1636 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1637 {
1638 pick_up (op, tmp);
1639 if (0)
1640 fprintf (stderr, "KEY\n");
1641 continue;
1642 }
1415 1643
1416 /* any of the last 4 bits set means we use the ratio for value 1644 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1645 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1646 if (op->contr->mode & PU_RATIO)
1419 { 1647 {
1420 /* use value density to decide what else to grab */ 1648 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1649 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1650 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */ 1651 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1652 wvratio = (op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1653 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1426 { 1654 {
1427 pick_up(op, tmp); 1655 pick_up (op, tmp);
1428#if 0 1656#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1657 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1658 if (tmp->name != NULL)
1659 {
1431 fprintf(stderr,"%s", tmp->name); 1660 fprintf (stderr, "%s", tmp->name);
1432 } 1661 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1662 else
1663 fprintf (stderr, "%s", tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type); 1664 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1665 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1436#endif 1666#endif
1437 continue; 1667 continue;
1438 } 1668 }
1669 }
1670 } /* the new pickup model */
1439 } 1671 }
1440 } /* the new pickup model */
1441 }
1442 return ! stop; 1672 return !stop;
1443} 1673}
1444 1674
1445/* 1675/*
1446 * Find an arrow in the inventory and after that 1676 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1677 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1678 * found object is returned.
1449 */ 1679 */
1680object *
1450object *find_arrow(object *op, const char *type) 1681find_arrow (object *op, const char *type)
1451{ 1682{
1452 object *tmp = NULL; 1683 object *tmp = NULL;
1453 1684
1454 for(op=op->inv; op; op=op->below) 1685 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1686 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1456 QUERY_FLAG(op,FLAG_APPLIED))
1457 tmp = find_arrow (op, type); 1687 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1688 else if (op->type == ARROW && op->race == type)
1459 return op; 1689 return op;
1460 return tmp; 1690 return tmp;
1461} 1691}
1462 1692
1463/* 1693/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1694 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1465 * against the target. A full test is not performed, simply a basic test 1695 * against the target. A full test is not performed, simply a basic test
1466 * of resistances. The archer is making a quick guess at what he sees down 1696 * of resistances. The archer is making a quick guess at what he sees down
1467 * the hall. Failing that it does it's best to pick the highest plus arrow. 1697 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1698 */
1469 1699
1700object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1701find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1702{
1472 object *tmp = NULL, *arrow, *ntmp; 1703 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1704 int attacknum, attacktype, betterby = 0, i;
1474 1705
1475 if (!type) 1706 if (!type)
1476 return NULL; 1707 return NULL;
1477 1708
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1709 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1710 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1711 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1712 {
1713 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1714 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1715 if (i > betterby)
1484 tmp = ntmp; 1716 {
1485 betterby = i; 1717 tmp = ntmp;
1486 } 1718 betterby = i;
1719 }
1720 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1721 else if (arrow->type == ARROW && arrow->race == type)
1722 {
1488 /* allways prefer assasination/slaying */ 1723 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1724 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1725 {
1491 if (arrow->attacktype & AT_DEATH) { 1726 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1727 {
1493 return arrow; 1728 *better = 100;
1494 } else { 1729 return arrow;
1495 tmp = arrow; 1730 }
1731 else
1732 {
1733 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1734 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1735 }
1498 } else { 1736 }
1737 else
1738 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1739 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1740 {
1500 attacktype = 1<<attacknum; 1741 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1742 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1743 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1744 {
1745 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1746 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1505 } 1747 }
1506 } 1748 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1749 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1750 {
1751 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1752 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1753 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1754 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1755 {
1756 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1757 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1758 }
1759 }
1760 }
1515 } 1761 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1762 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1763 return find_arrow (op, type);
1520 1764
1521 *better = betterby; 1765 *better = betterby;
1522 return tmp; 1766 return tmp;
1523} 1767}
1524 1768
1525/* looks in a given direction, finds the first valid target, and calls 1769/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1770 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1771 * op = the shooter
1528 * type = bow->race 1772 * type = bow->race
1529 * dir = fire direction 1773 * dir = fire direction
1530 */ 1774 */
1531 1775
1776object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1777pick_arrow_target (object *op, const char *type, int dir)
1533{ 1778{
1534 object *tmp = NULL; 1779 object *tmp = NULL;
1535 mapstruct *m; 1780 mapstruct *m;
1536 int i, mflags, found, number; 1781 int i, mflags, found, number;
1537 sint16 x, y; 1782 sint16 x, y;
1538 1783
1539 if (op->map == NULL) 1784 if (op->map == NULL)
1540 return find_arrow(op, type); 1785 return find_arrow (op, type);
1541 1786
1542 /* do a dex check */ 1787 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1788 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1789 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1790 return find_arrow (op, type);
1546 1791
1547 m = op->map; 1792 m = op->map;
1548 x = op->x; 1793 x = op->x;
1549 y = op->y; 1794 y = op->y;
1550 1795
1551 /* find the first target */ 1796 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1797 for (i = 0, found = 0; i < 20; i++)
1798 {
1553 x += freearr_x[dir]; 1799 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1800 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1801 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1802 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1803 {
1557 tmp = NULL; 1804 tmp = NULL;
1558 break; 1805 break;
1806 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1807 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1808 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1809 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1810 * perhaps a bad assumption.
1562 */ 1811 */
1563 tmp = NULL; 1812 tmp = NULL;
1564 break; 1813 break;
1565 } 1814 }
1566 if (mflags & P_IS_ALIVE) { 1815 if (mflags & P_IS_ALIVE)
1816 {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1817 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1818 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1819 {
1570 break; 1820 found++;
1571 } 1821 break;
1822 }
1572 if (found) 1823 if (found)
1573 break; 1824 break;
1574 } 1825 }
1575 } 1826 }
1576 if (tmp == NULL) 1827 if (tmp == NULL)
1577 return find_arrow(op, type); 1828 return find_arrow (op, type);
1578 1829
1579 if (tmp->head) 1830 if (tmp->head)
1580 tmp = tmp->head; 1831 tmp = tmp->head;
1581 1832
1582 return find_better_arrow(op, tmp, type, &i); 1833 return find_better_arrow (op, tmp, type, &i);
1583} 1834}
1584 1835
1585/* 1836/*
1586 * Creature fires a bow - op can be monster or player. Returns 1837 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1838 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1841 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1842 * wc_mod is any special modifier to give (used in special player fire modes)
1592 * sx, sy are coordinates to fire arrow from - also used in some of the special 1843 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1844 * player fire modes.
1594 */ 1845 */
1846int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1847fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1848{
1598 object *left, *bow; 1849 object *left, *bow;
1599 tag_t left_tag, tag; 1850 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1851 int bowspeed, mflags;
1601 mapstruct *m; 1852 mapstruct *m;
1602 1853
1603 if (!dir) { 1854 if (!dir)
1855 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1856 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1857 return 0;
1606 } 1858 }
1607 if (op->type == PLAYER) 1859 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1860 bow = op->contr->ranges[range_bow];
1609 else { 1861 else
1862 {
1610 for(bow=op->inv; bow; bow=bow->below) 1863 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1864 /* Don't check for applied - monsters don't apply bows - in that way, they
1612 * don't need to switch back and forth between bows and weapons. 1865 * don't need to switch back and forth between bows and weapons.
1613 */ 1866 */
1614 if(bow->type==BOW) 1867 if (bow->type == BOW)
1615 break; 1868 break;
1616 1869
1617 if (!bow) { 1870 if (!bow)
1871 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1872 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1873 return 0;
1620 } 1874 }
1621 } 1875 }
1622 if( !bow->race || !bow->skill) { 1876 if (!bow->race || !bow->skill)
1877 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1878 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1879 return 0;
1625 } 1880 }
1626 1881
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1882 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1883
1629 /* penalize ROF for bestarrow */ 1884 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1885 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1886 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1) 1887 if (bowspeed < 1)
1633 bowspeed = 1; 1888 bowspeed = 1;
1634 1889
1635 if (arrow == NULL) { 1890 if (arrow == NULL)
1891 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1892 if ((arrow = find_arrow (op, bow->race)) == NULL)
1893 {
1637 if (op->type == PLAYER) 1894 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1895 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1896 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1897 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1898 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1899 return 0;
1644 } 1900 }
1645 } 1901 }
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1902 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1903 if (mflags & P_OUT_OF_MAP)
1648 return 0;
1649 } 1904 {
1905 return 0;
1906 }
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1907 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1908 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1909 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1910 return 0;
1653 } 1911 }
1654 1912
1655 /* this should not happen, but sometimes does */ 1913 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1914 if (arrow->nrof == 0)
1915 {
1657 remove_ob(arrow); 1916 remove_ob (arrow);
1658 free_object(arrow); 1917 free_object (arrow);
1659 return 0; 1918 return 0;
1660 } 1919 }
1661 1920
1662 left = arrow; /* these are arrows left to the player */ 1921 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1922 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1923 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1924 if (arrow == NULL)
1925 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1926 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1927 return 0;
1668 return 0;
1669 } 1928 }
1670 set_owner(arrow, op); 1929 set_owner (arrow, op);
1671 if (arrow->skill) free_string(arrow->skill);
1672 arrow->skill = add_refcount(bow->skill); 1930 arrow->skill = bow->skill;
1673 1931
1674 arrow->direction=dir; 1932 arrow->direction = dir;
1675 arrow->x = sx; 1933 arrow->x = sx;
1676 arrow->y = sy; 1934 arrow->y = sy;
1677 1935
1678 if (op->type == PLAYER) { 1936 if (op->type == PLAYER)
1937 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1938 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1939 fix_player (op);
1681 } 1940 }
1682 1941
1683 SET_ANIMATION(arrow, arrow->direction); 1942 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1943 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1944 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1945 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1946 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1947 arrow->spellarg = strdup_local (arrow->slaying);
1689 1948
1690 /* Note that this was different for monsters - they got their level 1949 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1950 * added to the damage. I think the strength bonus is more proper.
1692 */ 1951 */
1693
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1952
1953 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1954
1698 /* update the speed */ 1955 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1956 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1957 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1958
1704 if (arrow->speed < 1.0) 1959 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0; 1960 arrow->speed = 1.0;
1706 update_ob_speed(arrow); 1961 update_ob_speed (arrow);
1707 arrow->speed_left = 0; 1962 arrow->speed_left = 0;
1708 1963
1709 if (op->type == PLAYER) { 1964 if (op->type == PLAYER)
1965 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1966 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1967 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1968 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714 1969
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1970 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1971 }
1972 else
1973 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1974 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1718 arrow->stats.wc + wc_mod;
1719 1975
1720 arrow->level = op->level; 1976 arrow->level = op->level;
1721 } 1977 }
1722 if (arrow->attacktype == AT_PHYSICAL) 1978 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1979 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1980 if (bow->slaying != NULL)
1725 arrow->slaying = add_string(bow->slaying); 1981 arrow->slaying = bow->slaying;
1726 1982
1727 arrow->map = m; 1983 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1984 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1985 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1986
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1987 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count; 1988 tag = arrow->count;
1733 insert_ob_in_map(arrow, m, op, 0); 1989 insert_ob_in_map (arrow, m, op, 0);
1734 1990
1735 if (!was_destroyed(arrow, tag)) 1991 if (!was_destroyed (arrow, tag))
1736 move_arrow(arrow); 1992 move_arrow (arrow);
1737 1993
1738 if (op->type == PLAYER) { 1994 if (op->type == PLAYER)
1995 {
1739 if (was_destroyed (left, left_tag)) 1996 if (was_destroyed (left, left_tag))
1740 esrv_del_item(op->contr, left_tag); 1997 esrv_del_item (op->contr, left_tag);
1741 else 1998 else
1742 esrv_send_item(op, left); 1999 esrv_send_item (op, left);
1743 } 2000 }
1744 return 1; 2001 return 1;
1745} 2002}
1746 2003
1747/* Special fire code for players - this takes into 2004/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 2005 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 2006 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 2007 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 2008 * this function should only be called if 'op' is a player,
1752 * hence the function name. 2009 * hence the function name.
1753 */ 2010 */
2011int
1754int player_fire_bow(object *op, int dir) 2012player_fire_bow (object *op, int dir)
1755{ 2013{
1756 int ret=0, wcmod=0; 2014 int ret = 0, wcmod = 0;
1757 2015
1758 if (op->contr->bowtype == bow_bestarrow) { 2016 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 2017 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 2018 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1761 dir, 0, op->x, op->y); 2019 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 2020 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2021 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 2022 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 2023 wcmod = -1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 2024 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 2025 }
1767 } else if (op->contr->bowtype == bow_threewide) { 2026 else if (op->contr->bowtype == bow_threewide)
2027 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2028 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 2029 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 2030 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
2031 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 2032 else if (op->contr->bowtype == bow_spreadshot)
2033 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2034 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1773 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 2035 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 2036 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 2037
1776 } else { 2038 }
2039 else
2040 {
1777 /* Simple case */ 2041 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2042 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 2043 }
1780 return ret; 2044 return ret;
1781} 2045}
1782 2046
1783 2047
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 2048/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 2049 * Broken apart from 'fire' to keep it more readable.
1786 */ 2050 */
2051void
1787void fire_misc_object(object *op, int dir) 2052fire_misc_object (object *op, int dir)
1788{ 2053{
1789 object *item; 2054 object *item;
1790 2055
1791 if (!op->contr->ranges[range_misc]) { 2056 if (!op->contr->ranges[range_misc])
2057 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 2058 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 2059 return;
1794 } 2060 }
1795 2061
1796 item = op->contr->ranges[range_misc]; 2062 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 2063 if (!item->inv)
2064 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 2065 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 2066 return;
1800 } 2067 }
1801 if (item->type == WAND) { 2068 if (item->type == WAND)
2069 {
1802 if(item->stats.food<=0) { 2070 if (item->stats.food <= 0)
2071 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2072 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 2073 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 2074 return;
1806 } 2075 }
2076 }
1807 } else if (item->type == ROD || item->type==HORN) { 2077 else if (item->type == ROD || item->type == HORN)
2078 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2079 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2080 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2081 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 2082 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 2083 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 2084 else
1813 else 2085 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1814 new_draw_info_format(NDI_UNIQUE, 0,op,
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 2086 return;
1817 } 2087 }
1818 } 2088 }
1819 2089
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 2090 if (cast_spell (op, item, dir, item->inv, NULL))
2091 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2092 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 2093 if (item->type == WAND)
2094 {
1823 if (!(--item->stats.food)) { 2095 if (!(--item->stats.food))
1824 object *tmp; 2096 {
1825 if (item->arch) { 2097 object *tmp;
2098
2099 if (item->arch)
2100 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 2101 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 2102 item->face = item->arch->clone.face;
1828 item->speed = 0; 2103 item->speed = 0;
1829 update_ob_speed(item); 2104 update_ob_speed (item);
1830 } 2105 }
1831 if ((tmp=is_player_inv(item))) 2106 if ((tmp = is_player_inv (item)))
1832 esrv_update_item(UPD_ANIM, tmp, item); 2107 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 2108 }
1834 } 2109 }
1835 else if (item->type == ROD || item->type==HORN) { 2110 else if (item->type == ROD || item->type == HORN)
2111 {
1836 drain_rod_charge(item); 2112 drain_rod_charge (item);
1837 } 2113 }
1838 } 2114 }
1839} 2115}
1840 2116
1841/* Received a fire command for the player - go and do it. 2117/* Received a fire command for the player - go and do it.
1842 */ 2118 */
2119void
1843void fire(object *op,int dir) { 2120fire (object *op, int dir)
2121{
1844 int spellcost=0; 2122 int spellcost = 0;
1845 2123
1846 /* check for loss of invisiblity/hide */ 2124 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 2125 if (action_makes_visible (op))
2126 make_visible (op);
1848 2127
1849 switch(op->contr->shoottype) { 2128 switch (op->contr->shoottype)
2129 {
1850 case range_none: 2130 case range_none:
1851 return; 2131 return;
1852 2132
1853 case range_bow: 2133 case range_bow:
1854 player_fire_bow(op, dir); 2134 player_fire_bow (op, dir);
1855 return; 2135 return;
1856 2136
1857 case range_magic: /* Casting spells */ 2137 case range_magic: /* Casting spells */
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 2138 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : NULL));
1859 return;
1860
1861 case range_misc:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 2139 return;
1887 default: 2140
2141 case range_misc:
2142 fire_misc_object (op, dir);
2143 return;
2144
2145 case range_golem: /* Control summoned monsters from scrolls */
2146 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2147 {
2148 op->contr->ranges[range_golem] = NULL;
2149 op->contr->shoottype = range_none;
2150 op->contr->golem_count = 0;
2151 }
2152 else
2153 control_golem (op->contr->ranges[range_golem], dir);
2154 return;
2155
2156 case range_skill:
2157 if (!op->chosen_skill)
2158 {
2159 if (op->type == PLAYER)
2160 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2161 return;
2162 }
2163 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2164 return;
2165 case range_builder:
2166 apply_map_builder (op, dir);
2167 return;
2168 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2169 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 2170 return;
1890 } 2171 }
1891} 2172}
1892 2173
1893 2174
1894 2175
1901 * inv is the objects inventory to searched 2182 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 2183 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 2184 * This function can be called recursively to search containers.
1904 */ 2185 */
1905 2186
2187object *
1906object * find_key(object *pl, object *container, object *door) 2188find_key (object *pl, object *container, object *door)
1907{ 2189{
1908 object *tmp,*key; 2190 object *tmp, *key;
1909 2191
1910 /* Should not happen, but sanity checking is never bad */ 2192 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 2193 if (container->inv == NULL)
2194 return NULL;
1912 2195
1913 /* First, lets try to find a key in the top level inventory */ 2196 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2197 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2198 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 2199 if (door->type == DOOR && tmp->type == KEY)
2200 break;
1916 /* For sanity, we should really check door type, but other stuff 2201 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 2202 * (like containers) can be locked with special keys
1918 */ 2203 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2204 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 2205 break;
1921 } 2206 }
1922 /* No key found - lets search inventories now */ 2207 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 2208 /* If we find and use a key in an inventory, return at that time.
1924 * otherwise, if we search all the inventories and still don't find 2209 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 2210 * a key, return
1926 */ 2211 */
1927 if (!tmp) { 2212 if (!tmp)
2213 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2214 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2215 {
1929 /* No reason to search empty containers */ 2216 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 2217 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2218 {
2219 if ((key = find_key (pl, tmp, door)) != NULL)
2220 return key;
2221 }
2222 }
2223 if (!tmp)
2224 return NULL;
1932 } 2225 }
1933 }
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 2226 /* We get down here if we have found a key. Now if its in a container,
1937 * see if we actually want to use it 2227 * see if we actually want to use it
1938 */ 2228 */
1939 if (pl!=container) { 2229 if (pl != container)
2230 {
1940 /* Only let players use keys in containers */ 2231 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 2232 if (!pl->contr)
2233 return NULL;
1942 /* cases where this fails: 2234 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 2235 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 2236 * are not in the players inventory.
1945 * If the container is not active, return now since only active 2237 * If the container is not active, return now since only active
1946 * containers can be used. 2238 * containers can be used.
1947 * If we only search keyrings and the container does not have 2239 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 2240 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 2241 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 2242 * inv must have been an container and must have been active.
1951 * 2243 *
1952 * Change the color so that the message doesn't disappear with 2244 * Change the color so that the message doesn't disappear with
1953 * all the others. 2245 * all the others.
1954 */ 2246 */
1955 if (pl->contr->usekeys == key_inventory || 2247 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 2248 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 2249 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 2250 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2251 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 2252 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1962 query_name(tmp), query_name(container));
1963 return NULL; 2253 return NULL;
1964 } 2254 }
1965 } 2255 }
1966 return tmp; 2256 return tmp;
1967} 2257}
1968 2258
1969/* moved door processing out of move_player_attack. 2259/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 2260 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 2261 * such that the caller should not do anything more,
1972 * 0 otherwise 2262 * 0 otherwise
1973 */ 2263 */
2264static int
1974static int player_attack_door(object *op, object *door) 2265player_attack_door (object *op, object *door)
1975{ 2266{
1976 2267
1977 /* If its a door, try to find a use a key. If we do destroy the door, 2268 /* If its a door, try to find a use a key. If we do destroy the door,
1978 * might as well return immediately as there is nothing more to do - 2269 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 2270 * otherwise, we fall through to the rest of the code.
1980 */ 2271 */
1981 object *key=find_key(op, op, door); 2272 object *key = find_key (op, op, door);
1982 2273
1983 /* IF we found a key, do some extra work */ 2274 /* IF we found a key, do some extra work */
1984 if (key) { 2275 if (key)
2276 {
1985 object *container=key->env; 2277 object *container = key->env;
1986 2278
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2279 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 2280 if (action_makes_visible (op))
2281 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2282 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2283 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 2284 if (door->type == DOOR)
2285 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2286 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 2287 }
1993 else if(door->type==LOCKED_DOOR) { 2288 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2289 {
1995 "You open the door with the %s", query_short_name(key)); 2290 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1996 remove_door2(door); /* remove door without violence ;-) */ 2291 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2292 }
1998 /* Do this after we print the message */ 2293 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2294 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2295 /* Need to update the weight the container the key was in */
2001 if (container != op) 2296 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2297 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2298 return 1; /* Nothing more to do below */
2299 }
2004 } else if (door->type==LOCKED_DOOR) { 2300 else if (door->type == LOCKED_DOOR)
2301 {
2005 /* Might as well return now - no other way to open this */ 2302 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2303 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2304 return 1;
2008 } 2305 }
2009 return 0; 2306 return 0;
2010} 2307}
2011 2308
2012/* This function is just part of a breakup from move_player. 2309/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2310 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2311 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2312 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2313 * going to try and move (not fire weapons).
2017 */ 2314 */
2018 2315
2316void
2019void move_player_attack(object *op, int dir) 2317move_player_attack (object *op, int dir)
2020{ 2318{
2021 object *tmp, *mon; 2319 object *tmp, *mon;
2022 sint16 nx, ny; 2320 sint16 nx, ny;
2023 int on_battleground; 2321 int on_battleground;
2024 mapstruct *m; 2322 mapstruct *m;
2025 2323
2026 nx=freearr_x[dir]+op->x; 2324 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2325 ny = freearr_y[dir] + op->y;
2028 2326
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2327 on_battleground = op_on_battleground (op, NULL, NULL);
2030 2328
2031 /* If braced, or can't move to the square, and it is not out of the 2329 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 2330 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 2331 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 2332 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 2333 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 2334 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 2335 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2336 * move_ob uses.
2039 */ 2337 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2338 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2339 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2340 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2341 {
2042 m = get_map_from_coord(op->map, &nx, &ny); 2342 m = get_map_from_coord (op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */ 2343 if (!m)
2044 } 2344 return; /* Don't think this should happen */
2045 else m =op->map; 2345 }
2046 2346 else
2347 m = op->map;
2348
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2349 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2350 {
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2351 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2049 return; 2352 return;
2050 } 2353 }
2051 2354
2052 mon = NULL; 2355 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2356 /* Go through all the objects, and find ones of interest. Only stop if
2054 * we find a monster - that is something we know we want to attack. 2357 * we find a monster - that is something we know we want to attack.
2055 * if its a door or barrel (can roll) see if there may be monsters 2358 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2359 * on the space
2057 */ 2360 */
2058 while (tmp!=NULL) { 2361 while (tmp != NULL)
2362 {
2059 if (tmp == op) { 2363 if (tmp == op)
2060 tmp=tmp->above; 2364 {
2061 continue; 2365 tmp = tmp->above;
2062 } 2366 continue;
2367 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2368 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2064 mon = tmp; 2369 {
2065 break; 2370 mon = tmp;
2066 } 2371 break;
2372 }
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2373 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2068 mon = tmp; 2374 mon = tmp;
2069 tmp=tmp->above; 2375 tmp = tmp->above;
2070 } 2376 }
2071 2377
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2378 if (mon == NULL) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2379 return; /* into a wall */
2074 2380
2075 if(mon->head != NULL) 2381 if (mon->head != NULL)
2076 mon = mon->head; 2382 mon = mon->head;
2077 2383
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2384 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (player_attack_door(op, mon)) return; 2385 if (player_attack_door (op, mon))
2386 return;
2080 2387
2081 /* The following deals with possibly attacking peaceful 2388 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2389 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2390 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2391 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2392 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2393 * and thus will not push them.
2087 */ 2394 */
2088 2395
2089 /* If the creature is a pet, push it even if the player is not 2396 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the 2397 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2398 * player owns it and it is either friendly or unagressive.
2092 */ 2399 */
2093 if ((op->type==PLAYER) 2400 if ((op->type == PLAYER)
2094#if COZY_SERVER 2401#if COZY_SERVER
2095 && 2402 &&
2096 (
2097 (get_owner(mon) && get_owner(mon)->contr 2403 ((get_owner (mon) && get_owner (mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2404 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2099 || get_owner(mon) == op
2100 )
2101#else 2405#else
2102 && get_owner(mon)==op 2406 && get_owner (mon) == op
2103#endif 2407#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2408 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2409 {
2106 /* If we're braced, we don't want to switch places with it */ 2410 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2411 if (op->contr->braced)
2412 return;
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2413 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op); 2414 (void) push_ob (mon, dir, op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op); 2415 if (op->contr->tmp_invis || op->hide)
2416 make_visible (op);
2111 return; 2417 return;
2112 } 2418 }
2113 2419
2114 /* in certain circumstances, you shouldn't attack friendly 2420 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2421 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2422 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2423 * attack them either.
2118 */ 2424 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2425 if ((mon->type == PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2426 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2121 (
2122#ifdef PROHIBIT_PLAYERKILL 2427#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2428 (op->contr->peaceful
2429 || (mon->type == PLAYER
2430 && mon->contr->
2431 peaceful)) &&
2124#else 2432#else
2125 op->contr->peaceful && 2433 op->contr->peaceful &&
2126#endif 2434#endif
2127 !on_battleground 2435 !on_battleground))
2436 {
2437 if (!op->contr->braced)
2128 )) { 2438 {
2129 if (!op->contr->braced) {
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2439 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2131 (void) push_ob(mon,dir,op); 2440 (void) push_ob (mon, dir, op);
2132 } else { 2441 }
2442 else
2443 {
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2444 new_draw_info (0, 0, op, "You withhold your attack");
2134 } 2445 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op); 2446 if (op->contr->tmp_invis || op->hide)
2136 } 2447 make_visible (op);
2448 }
2137 2449
2138 /* If the object is a boulder or other rollable object, then 2450 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced. 2451 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2452 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2453 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2454 {
2142 recursive_roll(mon,dir,op); 2455 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2456 if (action_makes_visible (op))
2144 } 2457 make_visible (op);
2458 }
2145 2459
2146 /* Any generic living creature. Including things like doors. 2460 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2461 * Way it works is like this: First, it must have some hit points
2148 * and be living. Then, it must be one of the following: 2462 * and be living. Then, it must be one of the following:
2149 * 1) Not a player, 2) A player, but of a different party. Note 2463 * 1) Not a player, 2) A player, but of a different party. Note
2150 * that party_number -1 is no party, so attacks can still happen. 2464 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2465 */
2152 2466
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2467 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2468 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2469 {
2156 2470
2157 /* If the player hasn't hit something this tick, and does 2471 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing 2472 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically 2473 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset. 2474 * incurred a 1 tick offset.
2161 */ 2475 */
2162 if (!op->contr->has_hit) { 2476 if (!op->contr->has_hit)
2477 {
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2478 op->speed_left += op->speed / op->contr->weapon_sp;
2164 2479
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2480 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2481 }
2167 2482
2168 skill_attack(mon, op, 0, NULL, NULL); 2483 skill_attack (mon, op, 0, NULL, NULL);
2169 2484
2170 /* If attacking another player, that player gets automatic 2485 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either. 2486 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is 2487 * Disable hitback on the battleground or if the target is
2173 * the wiz. 2488 * the wiz.
2174 */ 2489 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2490 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2491 {
2177 short luck = mon->stats.luck; 2492 short luck = mon->stats.luck;
2493
2178 mon->contr->has_hit = 1; 2494 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL); 2495 skill_attack (op, mon, 0, NULL, NULL);
2180 mon->stats.luck = luck; 2496 mon->stats.luck = luck;
2181 } 2497 }
2182 if(action_makes_visible(op)) make_visible(op); 2498 if (action_makes_visible (op))
2183 } 2499 make_visible (op);
2500 }
2184 } /* if player should attack something */ 2501 } /* if player should attack something */
2185} 2502}
2186 2503
2504int
2187int move_player(object *op,int dir) { 2505move_player (object *op, int dir)
2506{
2188 int pick; 2507 int pick;
2189 2508
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2509 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2191 return 0;
2192
2193 /* Sanity check: make sure dir is valid */
2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2195 LOG( llevError, "move_player: invalid direction %d\n", dir);
2196 return 0;
2197 }
2198
2199 /* peterm: added following line */
2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2202
2203 op->facing = dir;
2204
2205 if(op->hide) do_hidden_move(op);
2206
2207 if(op->contr->fire_on) {
2208 fire(op,dir);
2209 }
2210 else move_player_attack(op,dir);
2211
2212 pick = check_pick(op);
2213
2214
2215 /* Add special check for newcs players and fire on - this way, the
2216 * server can handle repeat firing.
2217 */
2218 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2219 op->direction = dir;
2220 } else {
2221 op->direction=0;
2222 }
2223 /* Update how the player looks. Use the facing, so direction may
2224 * get reset to zero. This allows for full animation capabilities
2225 * for players.
2226 */
2227 animate_object(op, op->facing);
2228 return 0; 2510 return 0;
2511
2512 /* Sanity check: make sure dir is valid */
2513 if ((dir < 0) || (dir >= 9))
2514 {
2515 LOG (llevError, "move_player: invalid direction %d\n", dir);
2516 return 0;
2517 }
2518
2519 /* peterm: added following line */
2520 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2521 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2522
2523 op->facing = dir;
2524
2525 if (op->hide)
2526 do_hidden_move (op);
2527
2528 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2529 /*nop */ ;
2530 else if (op->contr->fire_on)
2531 fire (op, dir);
2532 else
2533 {
2534 move_player_attack (op, dir);
2535 pick = check_pick (op);
2536 }
2537
2538 /* Add special check for newcs players and fire on - this way, the
2539 * server can handle repeat firing.
2540 */
2541 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2542 {
2543 op->direction = dir;
2544 }
2545 else
2546 {
2547 op->direction = 0;
2548 }
2549 /* Update how the player looks. Use the facing, so direction may
2550 * get reset to zero. This allows for full animation capabilities
2551 * for players.
2552 */
2553 animate_object (op, op->facing);
2554 return 0;
2229} 2555}
2230 2556
2231/* This is similar to handle_player, below, but is only used by the 2557/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2558 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2559 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2560 * the new speed values for commands.
2235 * 2561 *
2236 * Returns true if there are more actions we can do. 2562 * Returns true if there are more actions we can do.
2237 */ 2563 */
2564int
2238int handle_newcs_player(object *op) 2565handle_newcs_player (object *op)
2239{ 2566{
2240 if (op->contr->hidden) { 2567 if (op->contr->hidden)
2568 {
2241 op->invisible = 1000; 2569 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible 2570 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to 2571 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly. 2572 * alternate it here for it to work correctly.
2245 */ 2573 */
2246 if (pticks & 2) op->invisible--; 2574 if (pticks & 2)
2575 op->invisible--;
2247 } 2576 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2577 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2578 {
2249 op->invisible--; 2579 op->invisible--;
2250 if(!op->invisible) { 2580 if (!op->invisible)
2581 {
2251 make_visible(op); 2582 make_visible (op);
2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2583 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253 } 2584 }
2254 } 2585 }
2255 2586
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2587 if (QUERY_FLAG (op, FLAG_SCARED))
2588 {
2257 flee_player(op); 2589 flee_player (op);
2258 /* If player is still scared, that is his action for this tick */ 2590 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) { 2591 if (QUERY_FLAG (op, FLAG_SCARED))
2592 {
2260 op->speed_left--; 2593 op->speed_left--;
2261 return 0; 2594 return 0;
2262 } 2595 }
2263 } 2596 }
2264 2597
2265 /* I've been seeing crashes where the golem has been destroyed, but 2598 /* I've been seeing crashes where the golem has been destroyed, but
2266 * the player object still points to the defunct golem. The code that 2599 * the player object still points to the defunct golem. The code that
2267 * destroys the golem looks correct, and it doesn't always happen, so 2600 * destroys the golem looks correct, and it doesn't always happen, so
2268 * put this in a a workaround to clean up the golem pointer. 2601 * put this in a a workaround to clean up the golem pointer.
2269 */ 2602 */
2270 if (op->contr->ranges[range_golem] && 2603 if (op->contr->ranges[range_golem] &&
2271 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || 2604 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2272 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) { 2605 {
2273 op->contr->ranges[range_golem] = NULL; 2606 op->contr->ranges[range_golem] = NULL;
2274 op->contr->golem_count = 0; 2607 op->contr->golem_count = 0;
2275 } 2608 }
2276 2609
2277 /* call this here - we also will call this in do_ericserver, but 2610 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2611 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2612 * called, so we recheck it here.
2280 */ 2613 */
2281 HandleClient(&op->contr->socket, op->contr); 2614 HandleClient (&op->contr->socket, op->contr);
2282 if (op->speed_left<0) return 0; 2615 if (op->speed_left < 0)
2283
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2285 /* All move commands take 1 tick, at least for now */
2286 op->speed_left--;
2287
2288 /* Instead of all the stuff below, let move_player take care
2289 * of it. Also, some of the skill stuff is only put in
2290 * there, as well as the confusion stuff.
2291 */
2292 move_player(op, op->direction);
2293 if (op->speed_left>0) return 1;
2294 else return 0;
2295 }
2296 return 0; 2616 return 0;
2297}
2298 2617
2618 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2619 {
2620 /* All move commands take 1 tick, at least for now */
2621 op->speed_left--;
2622
2623 /* Instead of all the stuff below, let move_player take care
2624 * of it. Also, some of the skill stuff is only put in
2625 * there, as well as the confusion stuff.
2626 */
2627 move_player (op, op->direction);
2628 if (op->speed_left > 0)
2629 return 1;
2630 else
2631 return 0;
2632 }
2633 return 0;
2634}
2635
2636int
2299int save_life(object *op) { 2637save_life (object *op)
2638{
2300 object *tmp; 2639 object *tmp;
2301 2640
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2641 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2303 return 0;
2304
2305 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2308 new_draw_info_format(NDI_UNIQUE, 0,op,
2309 "Your %s vibrates violently, then evaporates.",
2310 query_name(tmp));
2311 if (op->contr)
2312 esrv_del_item(op->contr, tmp->count);
2313 remove_ob(tmp);
2314 free_object(tmp);
2315 CLEAR_FLAG(op, FLAG_LIFESAVE);
2316 if(op->stats.hp<0)
2317 op->stats.hp = op->stats.maxhp;
2318 if(op->stats.food<0)
2319 op->stats.food = 999;
2320 fix_player(op);
2321 return 1;
2322 }
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */
2326 return 0; 2642 return 0;
2643
2644 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2645 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2646 {
2647 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2648 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2649 if (op->contr)
2650 esrv_del_item (op->contr, tmp->count);
2651 remove_ob (tmp);
2652 free_object (tmp);
2653 CLEAR_FLAG (op, FLAG_LIFESAVE);
2654 if (op->stats.hp < 0)
2655 op->stats.hp = op->stats.maxhp;
2656 if (op->stats.food < 0)
2657 op->stats.food = 999;
2658 fix_player (op);
2659 return 1;
2660 }
2661 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2662 CLEAR_FLAG (op, FLAG_LIFESAVE);
2663 enter_player_savebed (op); /* bring him home. */
2664 return 0;
2327} 2665}
2328 2666
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2667/* This goes throws the inventory and removes unpaid objects, and puts them
2330 * back in the map (location and map determined by values of env). This 2668 * back in the map (location and map determined by values of env). This
2331 * function will descend into containers. op is the object to start the search 2669 * function will descend into containers. op is the object to start the search
2332 * from. 2670 * from.
2333 */ 2671 */
2672void
2334void remove_unpaid_objects(object *op, object *env) 2673remove_unpaid_objects (object *op, object *env)
2335{ 2674{
2336 object *next; 2675 object *next;
2337 2676
2338 while (op) { 2677 while (op)
2678 {
2339 next=op->below; /* Make sure we have a good value, in case 2679 next = op->below; /* Make sure we have a good value, in case
2340 * we remove object 'op' 2680 * we remove object 'op'
2341 */ 2681 */
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2682 if (QUERY_FLAG (op, FLAG_UNPAID))
2683 {
2343 remove_ob(op); 2684 remove_ob (op);
2344 op->x = env->x; 2685 op->x = env->x;
2345 op->y = env->y; 2686 op->y = env->y;
2346 if (env->type == PLAYER) 2687 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2688 esrv_del_item (env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0); 2689 insert_ob_in_map (op, env->map, NULL, 0);
2349 } 2690 }
2350 else if (op->inv) remove_unpaid_objects(op->inv, env); 2691 else if (op->inv)
2351 op=next; 2692 remove_unpaid_objects (op->inv, env);
2693 op = next;
2352 } 2694 }
2353} 2695}
2354 2696
2355 2697
2356/* 2698/*
2358 * Moved from apply.c to player.c - player.c is what 2700 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2701 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2702 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2703 * but there isn't one in the server directory.
2362 */ 2704 */
2705char *
2363char *gravestone_text (object *op) 2706gravestone_text (object *op)
2364{ 2707{
2365 static char buf2[MAX_BUF]; 2708 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2709 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2710 time_t now = time (NULL);
2368 2711
2369 strcpy (buf2, " R.I.P.\n\n"); 2712 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2713 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2714 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2715 else
2373 sprintf (buf, "%s\n", op->name); 2716 sprintf (buf, "%s\n", &op->name);
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2717 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2718 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2719 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level); 2720 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else 2721 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2722 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2723 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2724 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2725 if (op->type == PLAYER)
2726 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2727 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2728 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2729 strcat (buf2, buf);
2386 } 2730 }
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2731 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2732 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2733 strcat (buf2, buf);
2390 return buf2; 2734 return buf2;
2391} 2735}
2392 2736
2393 2737
2394 2738
2739void
2395void do_some_living(object *op) { 2740do_some_living (object *op)
2741{
2396 int last_food=op->stats.food; 2742 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2743 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2744 int over_hp, over_sp, over_grace;
2399 int i; 2745 int i;
2400 int rate_hp = 1200; 2746 int rate_hp = 1200;
2401 int rate_sp = 2500; 2747 int rate_sp = 2500;
2402 int rate_grace = 2000; 2748 int rate_grace = 2000;
2403 const int max_hp = 1; 2749 const int max_hp = 1;
2404 const int max_sp = 1; 2750 const int max_sp = 1;
2405 const int max_grace = 1; 2751 const int max_grace = 1;
2406 2752
2407 if (op->contr->outputs_sync) { 2753 if (op->contr->outputs_sync)
2754 {
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2755 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2409 if (op->contr->outputs[i].buf!=NULL && 2756 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2411 flush_output_element(op, &op->contr->outputs[i]); 2757 flush_output_element (op, &op->contr->outputs[i]);
2412 } 2758 }
2413 2759
2414 if(op->contr->state==ST_PLAYING) { 2760 if (op->contr->state == ST_PLAYING)
2761 {
2415 2762
2416 /* these next three if clauses make it possible to SLOW DOWN 2763 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2764 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 ) 2765 if (op->contr->gen_hp >= 0)
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2766 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2420 else { 2767 else
2768 {
2421 gen_hp = op->stats.maxhp; 2769 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2770 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2423 } 2771 }
2424 if(op->contr->gen_sp >= 0 ) 2772 if (op->contr->gen_sp >= 0)
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2773 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2426 else { 2774 else
2775 {
2427 gen_sp = op->stats.maxsp; 2776 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2777 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2429 } 2778 }
2430 if(op->contr->gen_grace >= 0) 2779 if (op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2780 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2432 else { 2781 else
2782 {
2433 gen_grace = op->stats.maxgrace; 2783 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2784 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2435 } 2785 }
2436 2786
2437 /* Regenerate Spell Points */ 2787 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2788 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2789 {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2790 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2440 if(op->stats.sp<op->stats.maxsp) { 2791 if (op->stats.sp < op->stats.maxsp)
2441 op->stats.sp++; 2792 {
2793 op->stats.sp++;
2442 /* dms do not consume food */ 2794 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2795 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 op->stats.food--; 2796 {
2797 op->stats.food--;
2445 if(op->contr->digestion<0) 2798 if (op->contr->digestion < 0)
2446 op->stats.food+=op->contr->digestion; 2799 op->stats.food += op->contr->digestion;
2447 else if(op->contr->digestion>0 && 2800 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2448 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2449 op->stats.food=last_food; 2801 op->stats.food = last_food;
2802 }
2803 }
2804 if (max_sp > 1)
2805 {
2806 over_sp = (gen_sp + 10) / rate_sp;
2807 if (over_sp > 0)
2808 {
2809 if (op->stats.sp < op->stats.maxsp)
2810 {
2811 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2812 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2813 op->stats.sp--;
2814 if (op->stats.sp > op->stats.maxsp)
2815 op->stats.sp = op->stats.maxsp;
2816 }
2817 op->last_sp = 0;
2818 }
2819 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 }
2824 else
2825 {
2826 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2827 }
2450 } 2828 }
2451 }
2452 if (max_sp>1) {
2453 over_sp = (gen_sp+10)/rate_sp;
2454 if (over_sp > 0) {
2455 if(op->stats.sp<op->stats.maxsp) {
2456 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2457 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2458 op->stats.sp--;
2459 if(op->stats.sp>op->stats.maxsp)
2460 op->stats.sp=op->stats.maxsp;
2461 }
2462 op->last_sp=0;
2463 } else {
2464 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2465 }
2466 } else {
2467 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2468 }
2469 }
2470 2829
2471 /* Regenerate Grace */ 2830 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2831 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2473 if(--op->last_grace<0) { 2832 if (--op->last_grace < 0)
2833 {
2474 if(op->stats.grace<op->stats.maxgrace/2) 2834 if (op->stats.grace < op->stats.maxgrace / 2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */ 2835 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) { 2836 if (max_grace > 1)
2837 {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2838 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2478 if (over_grace > 0) { 2839 if (over_grace > 0)
2479 op->stats.sp += over_grace 2840 {
2841 op->stats.sp += over_grace
2480 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2842 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2481 op->last_grace=0; 2843 op->last_grace = 0;
2482 } else { 2844 }
2845 else
2846 {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2847 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2484 } 2848 }
2485 } else { 2849 }
2850 else
2851 {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2852 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2487 } 2853 }
2488 /* wearing stuff doesn't detract from grace generation. */ 2854 /* wearing stuff doesn't detract from grace generation. */
2489 } 2855 }
2490 2856
2491 /* Regenerate Hit Points */ 2857 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) { 2858 if (--op->last_heal < 0)
2859 {
2493 if(op->stats.hp<op->stats.maxhp) { 2860 if (op->stats.hp < op->stats.maxhp)
2494 op->stats.hp++; 2861 {
2862 op->stats.hp++;
2495 /* dms do not consume food */ 2863 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2864 if (!QUERY_FLAG (op, FLAG_WIZ))
2497 op->stats.food--; 2865 {
2866 op->stats.food--;
2498 if(op->contr->digestion<0) 2867 if (op->contr->digestion < 0)
2499 op->stats.food+=op->contr->digestion; 2868 op->stats.food += op->contr->digestion;
2500 else if(op->contr->digestion>0 && 2869 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2501 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2502 op->stats.food=last_food; 2870 op->stats.food = last_food;
2871 }
2872 }
2873 if (max_hp > 1)
2874 {
2875 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2876 if (over_hp > 0)
2877 {
2878 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2879 op->last_heal = 0;
2880 }
2881 else
2882 {
2883 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2884 }
2885 }
2886 else
2887 {
2888 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2889 }
2503 } 2890 }
2504 }
2505 if(max_hp>1) {
2506 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2507 if (over_hp > 0) {
2508 op->stats.sp += over_hp
2509 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2510 op->last_heal=0;
2511 } else {
2512 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2513 }
2514 } else {
2515 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2516 }
2517 }
2518 2891
2519 /* Digestion */ 2892 /* Digestion */
2520 if(--op->last_eat<0) { 2893 if (--op->last_eat < 0)
2894 {
2521#ifdef COZY_SERVER 2895#ifdef COZY_SERVER
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2896 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2523 int bonus=dg>0?dg:0, 2897 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2524 penalty=dg<0?-dg:0;
2525#else 2898#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2899 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2527 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2528#endif 2900#endif
2529 2901
2530 if(op->contr->gen_hp > 0) 2902 if (op->contr->gen_hp > 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2903 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2532 else 2904 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2905 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2534 /* dms do not consume food */ 2906 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2907 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2908 op->stats.food--;
2909 }
2537 } 2910 }
2538 2911
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2912 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2913 {
2540 object *tmp, *flesh=NULL; 2914 object *tmp, *flesh = NULL;
2541 2915
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2916 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2917 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2918 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2919 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2920 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2921 {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2922 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0); 2923 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2924 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2925 break;
2549 } 2926 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2927 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2928 flesh = tmp;
2552 } /* end of for loop */ 2929 } /* End if paid for object */
2930 } /* end of for loop */
2553 /* If player is still starving, it means they don't have any food, so 2931 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2932 * eat flesh instead.
2555 */ 2933 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2934 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2935 {
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2936 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2558 manual_apply(op,flesh,0); 2937 manual_apply (op, flesh, 0);
2559 } 2938 }
2560 } /* end if player is starving */ 2939 } /* end if player is starving */
2561 2940
2562 while(op->stats.food<0&&op->stats.hp>0) 2941 while (op->stats.food < 0 && op->stats.hp > 0)
2563 op->stats.food++,op->stats.hp--; 2942 op->stats.food++, op->stats.hp--;
2564 2943
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2944 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2566 kill_player(op); 2945 kill_player (op);
2567} 2946}
2568 2947
2569 2948
2570 2949
2571/* If the player should die (lack of hp, food, etc), we call this. 2950/* If the player should die (lack of hp, food, etc), we call this.
2572 * op is the player in jeopardy. If the player can not be saved (not 2951 * op is the player in jeopardy. If the player can not be saved (not
2573 * permadeath, no lifesave), this will take care of removing the player 2952 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2953 * file.
2575 */ 2954 */
2955void
2576void kill_player(object *op) 2956kill_player (object *op)
2577{ 2957{
2578 char buf[MAX_BUF]; 2958 char buf[MAX_BUF];
2579 int x,y,i; 2959 int x, y;
2960
2961 //int i;
2580 mapstruct *map; /* this is for resurrection */ 2962 mapstruct *map; /* this is for resurrection */
2963
2581 int z; 2964 /* int z;
2582 int num_stats_lose; 2965 int num_stats_lose;
2583 int lost_a_stat; 2966 int lost_a_stat;
2584 int lose_this_stat; 2967 int lose_this_stat;
2585 int this_stat; 2968 int this_stat; */
2586 int will_kill_again; 2969 int will_kill_again;
2587 archetype *at; 2970 archetype *at;
2588 object *tmp; 2971 object *tmp;
2589 2972
2590 if(save_life(op)) 2973 if (save_life (op))
2591 return; 2974 return;
2592 2975
2593 2976
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2977 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2595 * in cities ONLY!!! It is very important that this doesn't get abused. 2978 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2979 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2980 */
2598 if (op_on_battleground(op, &x, &y)) { 2981 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2982 {
2600 "You have been defeated in combat!"); 2983 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2985
2603
2604 /* restore player */ 2986 /* restore player */
2605 at = find_archetype("poisoning"); 2987 at = find_archetype ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2988 tmp = present_arch_in_ob (at, op);
2607 if (tmp) { 2989 if (tmp)
2990 {
2608 remove_ob(tmp); 2991 remove_ob (tmp);
2609 free_object(tmp); 2992 free_object (tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2993 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 } 2994 }
2612 2995
2613 at = find_archetype("confusion"); 2996 at = find_archetype ("confusion");
2614 tmp=present_arch_in_ob(at,op); 2997 tmp = present_arch_in_ob (at, op);
2615 if (tmp) { 2998 if (tmp)
2999 {
2616 remove_ob(tmp); 3000 remove_ob (tmp);
2617 free_object(tmp); 3001 free_object (tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 3002 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 3003 }
2620 3004
2621 cure_disease(op,0); /* remove any disease */ 3005 cure_disease (op, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 3006 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 3007 if (op->stats.food <= 0)
2624 3008 op->stats.food = 999;
3009
2625 /* create a bodypart-trophy to make the winner happy */ 3010 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 3011 tmp = arch_to_object (find_archetype ("finger"));
2627 if (tmp != NULL) 3012 if (tmp != NULL)
2628 { 3013 {
2629 sprintf(buf,"%s's finger",op->name); 3014 sprintf (buf, "%s's finger", &op->name);
2630 tmp->name = add_string(buf); 3015 tmp->name = buf;
2631 sprintf(buf," This finger has been cut off %s\n" 3016 sprintf (buf, " This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n", 3017 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level), 3018 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2634 op->contr->killer); 3019 tmp->msg = buf;
2635 tmp->msg=add_string(buf);
2636 tmp->value=0, tmp->material=0, tmp->type=0; 3020 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2637 tmp->materialname = NULL; 3021 tmp->materialname = NULL;
2638 tmp->x = op->x, tmp->y = op->y; 3022 tmp->x = op->x, tmp->y = op->y;
2639 insert_ob_in_map(tmp,op->map,op,0); 3023 insert_ob_in_map (tmp, op->map, op, 0);
2640 }
2641 3024 }
3025
2642 /* teleport defeated player to new destination*/ 3026 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 3027 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 3028 op->contr->braced = 0;
2645 return; 3029 return;
2646 } 3030 }
2647 3031
2648 INVOKE_PLAYER (DEATH, op->contr); 3032 INVOKE_PLAYER (DEATH, op->contr);
2649 3033
2650 command_kill_pets (op, 0); 3034 command_kill_pets (op, 0);
2651 3035
2652 if(op->stats.food<0) { 3036 if (op->stats.food < 0)
3037 {
2653 if (op->contr->explore) { 3038 if (op->contr->explore)
3039 {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 3040 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3041 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2656 op->stats.food=999; 3042 op->stats.food = 999;
2657 return; 3043 return;
2658 } 3044 }
2659 sprintf(buf,"%s starved to death.",op->name); 3045 sprintf (buf, "%s starved to death.", &op->name);
2660 strcpy(op->contr->killer,"starvation"); 3046 strcpy (op->contr->killer, "starvation");
3047 }
3048 else
2661 } 3049 {
2662 else {
2663 if (op->contr->explore) { 3050 if (op->contr->explore)
3051 {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 3052 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2665 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3053 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp; 3054 op->stats.hp = op->stats.maxhp;
2667 return; 3055 return;
2668 } 3056 }
2669 sprintf(buf,"%s died.",op->name); 3057 sprintf (buf, "%s died.", &op->name);
2670 } 3058 }
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3059 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2672 3060
2673 /* save the map location for corpse, gravestone*/ 3061 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 3062 x = op->x;
3063 y = op->y;
3064 map = op->map;
2675 3065
2676 3066
2677 if (settings.not_permadeth == TRUE) { 3067 if (settings.not_permadeth == TRUE)
3068 {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 3069 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 3070 * life if they are dead - it takes some exp and a random stat.
2680 * See the config.h file for a little more in depth detail about this. 3071 * See the config.h file for a little more in depth detail about this.
2681 */ 3072 */
2682 3073
2683 /* Basically two ways to go - remove a stat permanently, or just 3074 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 3075 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 3076 * of death.
2686 */ 3077 */
2687#ifndef COZY_SERVER 3078#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 3079 if (settings.balanced_stat_loss)
3080 {
2689 /* If stat loss is permanent, lose one stat only. */ 3081 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 3082 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 3083 more if they do. */
2692 /* Higher level characters can afford things such as potions of 3084 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 3085 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 3086 little bit harder. */
2695 /* GD */ 3087 /* GD */
2696 if (settings.stat_loss_on_death) 3088 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 3089 num_stats_lose = 1;
2698 else 3090 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 3091 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 3092 }
3093 else
3094 {
2701 num_stats_lose = 1; 3095 num_stats_lose = 1;
2702 } 3096 }
2703 lost_a_stat = 0; 3097 lost_a_stat = 0;
2704 3098
2705 for (z=0; z<num_stats_lose; z++) { 3099 for (z = 0; z < num_stats_lose; z++)
3100 {
2706 i = RANDOM() % NUM_STATS; 3101 i = RANDOM () % NUM_STATS;
2707 3102
2708 if (settings.stat_loss_on_death) { 3103 if (settings.stat_loss_on_death)
2709 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost.
2711 */
2712 change_attr_value(&(op->stats), i,-1);
2713 check_stat_bounds(&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1);
2715 check_stat_bounds(&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2717 lost_a_stat = 1;
2718 } else {
2719 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion");
2721 object *dep;
2722 3104 {
2723 dep = present_arch_in_ob(deparch,op); 3105 /* Pick a random stat and take a point off it. Tell the player
2724 if(!dep) { 3106 * what he lost.
2725 dep = arch_to_object(deparch); 3107 */
2726 insert_ob_in_ob(dep, op); 3108 change_attr_value (&(op->stats), i, -1);
2727 } 3109 check_stat_bounds (&(op->stats));
2728 lose_this_stat = 1; 3110 change_attr_value (&(op->contr->orig_stats), i, -1);
2729 if (settings.balanced_stat_loss) { 3111 check_stat_bounds (&(op->contr->orig_stats));
2730 /* GD */ 3112 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2731 /* Get the stat that we're about to deplete. */ 3113 lost_a_stat = 1;
2732 this_stat = get_attr_value(&(dep->stats), i);
2733 if (this_stat < 0) {
2734 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2735 int keep_chance = this_stat * this_stat;
2736 /* Yes, I am paranoid. Sue me. */
2737 if (keep_chance < 1)
2738 keep_chance = 1;
2739
2740 /* There is a maximum depletion total per level. */
2741 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2742 lose_this_stat = 0;
2743 /* Take loss chance vs keep chance to see if we
2744 retain the stat. */
2745 } else {
2746 if (random_roll(0, loss_chance + keep_chance-1,
2747 op, PREFER_LOW) < keep_chance)
2748 lose_this_stat = 0;
2749 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2750 this_stat, keep_chance, loss_chance,
2751 lose_this_stat?"LOSE":"KEEP"); */
2752 }
2753 }
2754 }
2755 3114 }
2756 if (lose_this_stat) { 3115 else
3116 {
3117 /* deplete a stat */
3118 archetype *deparch = find_archetype ("depletion");
3119 object *dep;
3120
3121 dep = present_arch_in_ob (deparch, op);
3122 if (!dep)
3123 {
3124 dep = arch_to_object (deparch);
3125 insert_ob_in_ob (dep, op);
3126 }
3127 lose_this_stat = 1;
3128 if (settings.balanced_stat_loss)
3129 {
3130 /* GD */
3131 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 3132 this_stat = get_attr_value (&(dep->stats), i);
3133 if (this_stat < 0)
3134 {
3135 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3136 int keep_chance = this_stat * this_stat;
3137
3138 /* Yes, I am paranoid. Sue me. */
3139 if (keep_chance < 1)
3140 keep_chance = 1;
3141
3142 /* There is a maximum depletion total per level. */
3143 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3144 {
3145 lose_this_stat = 0;
3146 /* Take loss chance vs keep chance to see if we
3147 retain the stat. */
3148 }
3149 else
3150 {
3151 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3152 lose_this_stat = 0;
3153 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3154 this_stat, keep_chance, loss_chance,
3155 lose_this_stat?"LOSE":"KEEP"); */
3156 }
3157 }
3158 }
3159
3160 if (lose_this_stat)
3161 {
3162 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another 3163 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 3164 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 3165 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 3166 * and should be roughly the same, so it shouldn't make a
2762 * difference. 3167 * difference.
2763 */ 3168 */
2764 if (this_stat>=-50) { 3169 if (this_stat >= -50)
3170 {
2765 change_attr_value(&(dep->stats), i, -1); 3171 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 3172 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3173 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 3174 fix_player (op);
2769 lost_a_stat = 1; 3175 lost_a_stat = 1;
2770 } 3176 }
2771 } 3177 }
2772 } 3178 }
2773 } 3179 }
2774 /* If no stat lost, tell the player. */ 3180 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 3181 if (!lost_a_stat)
2776 { 3182 {
2777 /* determine_god() seems to not work sometimes... why is this? 3183 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 3184 Should I be using something else? GD */
2779 const char *god = determine_god(op); 3185 const char *god = determine_god (op);
3186
2780 if (god && (strcmp(god, "none"))) 3187 if (god && (strcmp (god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3188 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god);
2782 "moment you feel the holy presence of %s protecting" 3189 else
2783 " you.", god); 3190 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you.");
2784 else 3191 }
2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2786 " feel a holy presence protecting you.");
2787 }
2788#endif 3192#endif
2789 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3193 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2790 " feel a holy presence protecting you from losing yourself completely.");
2791 3194
2792 /* Put a gravestone up where the character 'almost' died. List the 3195 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 3196 * exp loss on the stone.
2794 */ 3197 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 3198 tmp = arch_to_object (find_archetype ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 3199 sprintf (buf, "%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 3200 tmp->name = buf;
2798 sprintf(buf,"%s's gravestones",op->name); 3201 sprintf (buf, "%s's gravestones", &op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf); 3202 tmp->name_pl = buf;
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 3203 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);
2801 "who was killed\n" 3204 tmp->msg = buf;
2802 "by %s.\n",
2803 op->name, op->contr->title,
2804 op->contr->killer);
2805 tmp->msg = add_string(buf);
2806 tmp->x=op->x,tmp->y=op->y; 3205 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 3206 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 3207
2809 /**************************************/ 3208 /**************************************/
2810 /* */ 3209 /* */
2811 /* Subtract the experience points, */ 3210 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 3211 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 3212 /* food, and reset HP's... */
2814 /* */ 3213 /* */
3214
2815 /**************************************/ 3215 /**************************************/
2816 3216
2817 /* remove any poisoning and confusion the character may be suffering.*/ 3217 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 3218 /* restore player */
2819 at = find_archetype("poisoning"); 3219 at = find_archetype ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 3220 tmp = present_arch_in_ob (at, op);
2821 if (tmp) { 3221 if (tmp)
3222 {
2822 remove_ob(tmp); 3223 remove_ob (tmp);
2823 free_object(tmp); 3224 free_object (tmp);
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 3225 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 3226 }
2826 3227
2827 at = find_archetype("confusion"); 3228 at = find_archetype ("confusion");
2828 tmp=present_arch_in_ob(at,op); 3229 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 3230 if (tmp)
3231 {
2830 remove_ob(tmp); 3232 remove_ob (tmp);
2831 free_object(tmp); 3233 free_object (tmp);
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 3234 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 3235 }
2834 cure_disease(op,0); /* remove any disease */ 3236 cure_disease (op, 0); /* remove any disease */
2835 3237
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 3238 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 3239 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 3240 if (op->stats.food < 100)
3241 op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp; 3242 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3243 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 3244 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 3245
2843 /* 3246 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 3247 * Check to see if the player is in a shop. IF so, then check to see if
2845 * the player has any unpaid items. If so, remove them and put them back 3248 * the player has any unpaid items. If so, remove them and put them back
2846 * in the map. 3249 * in the map.
2847 */ 3250 */
2848 3251
2849 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3252 if (is_in_shop (op))
2850 if (tmp->type == SHOP_FLOOR) {
2851 remove_unpaid_objects(op->inv, op); 3253 remove_unpaid_objects (op->inv, op);
2852 break;
2853 }
2854 }
2855
2856 3254
2857 /****************************************/ 3255 /****************************************/
2858 /* */ 3256 /* */
2859 /* Move player to his current respawn- */ 3257 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 3258 /* position (usually last savebed) */
2861 /* */ 3259 /* */
3260
2862 /****************************************/ 3261 /****************************************/
2863 3262
2864 enter_player_savebed(op); 3263 enter_player_savebed (op);
2865 3264
2866 /* Save the player before inserting the force to reduce 3265 /* Save the player before inserting the force to reduce
2867 * chance of abuse. 3266 * chance of abuse.
2868 */ 3267 */
2869 op->contr->braced=0; 3268 op->contr->braced = 0;
2870 save_player(op,1); 3269 save_player (op, 1);
2871 3270
2872 /* it is possible that the player has blown something up 3271 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 3272 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 3273 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 3274 * on the space that might harm the player.
2876 */ 3275 */
2877 will_kill_again=0; 3276 will_kill_again = 0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3277 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3278 {
2879 if (tmp->type ==SPELL_EFFECT) 3279 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 3280 will_kill_again |= tmp->attacktype;
2881 } 3281 }
2882 if (will_kill_again) { 3282 if (will_kill_again)
3283 {
2883 object *force; 3284 object *force;
2884 int at; 3285 int at;
2885 3286
2886 force=get_archetype(FORCE_NAME); 3287 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 3288 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 3289 force->speed = 0.1;
2889 force->speed_left=-5.0; 3290 force->speed_left = -5.0;
2890 SET_FLAG(force, FLAG_APPLIED); 3291 SET_FLAG (force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 3292 for (at = 0; at < NROFATTACKS; at++)
3293 {
2892 if (will_kill_again & (1 << at)) 3294 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 3295 force->resist[at] = 100;
2894 } 3296 }
2895 insert_ob_in_ob(force, op); 3297 insert_ob_in_ob (force, op);
2896 fix_player(op); 3298 fix_player (op);
2897 3299
2898 } 3300 }
3301
2899 /**************************************/ 3302 /**************************************/
2900 /* */ 3303 /* */
2901 /* Repaint the characters inv, and */ 3304 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */ 3305 /* stats, and show a nasty message ;) */
2903 /* */ 3306 /* */
3307
2904 /**************************************/ 3308 /**************************************/
2905 3309
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3310 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2907 return; 3311 return;
2908 } /* NOT_PERMADETH */ 3312 } /* NOT_PERMADETH */
2909 else { 3313 else
3314 {
2910 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This 3315 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2911 * should probably be embedded in an else statement. 3316 * should probably be embedded in an else statement.
2912 */ 3317 */
2913 3318
2914 op->contr->party=NULL; 3319 op->contr->party = NULL;
2915 if (settings.set_title == TRUE) 3320 if (settings.set_title == TRUE)
2916 op->contr->own_title[0]='\0'; 3321 op->contr->own_title[0] = '\0';
2917 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 3322 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
2918 check_score(op); 3323 check_score (op);
2919 if(op->contr->ranges[range_golem]!=NULL) { 3324 if (op->contr->ranges[range_golem] != NULL)
3325 {
2920 remove_friendly_object(op->contr->ranges[range_golem]); 3326 remove_friendly_object (op->contr->ranges[range_golem]);
2921 remove_ob(op->contr->ranges[range_golem]); 3327 remove_ob (op->contr->ranges[range_golem]);
2922 free_object(op->contr->ranges[range_golem]); 3328 free_object (op->contr->ranges[range_golem]);
2923 op->contr->ranges[range_golem]=NULL; 3329 op->contr->ranges[range_golem] = NULL;
2924 op->contr->golem_count=0; 3330 op->contr->golem_count = 0;
2925 } 3331 }
2926 loot_object(op); /* Remove some of the items for good */ 3332 loot_object (op); /* Remove some of the items for good */
2927 remove_ob(op); 3333 remove_ob (op);
2928 op->direction=0; 3334 op->direction = 0;
2929 3335
2930 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 3336 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3337 {
2931 delete_character(op->name,0); 3338 delete_character (op->name, 0);
2932 if (settings.resurrection == TRUE) { 3339 if (settings.resurrection == TRUE)
3340 {
2933 /* save playerfile sans equipment when player dies 3341 /* save playerfile sans equipment when player dies
2934 ** then save it as player.pl.dead so that future resurrection 3342 ** then save it as player.pl.dead so that future resurrection
2935 ** type spells will work on them nicely 3343 ** type spells will work on them nicely
2936 */ 3344 */
2937 delete_character(op->name,0); 3345 delete_character (op->name, 0);
2938 op->stats.hp = op->stats.maxhp; 3346 op->stats.hp = op->stats.maxhp;
2939 op->stats.food = 999; 3347 op->stats.food = 999;
2940 3348
2941 /* set the location of where the person will reappear when */ 3349 /* set the location of where the person will reappear when */
2942 /* maybe resurrection code should fix map also */ 3350 /* maybe resurrection code should fix map also */
2943 strcpy(op->contr->maplevel, settings.emergency_mapname); 3351 strcpy (op->contr->maplevel, settings.emergency_mapname);
2944 if(op->map!=NULL) 3352 if (op->map != NULL)
2945 op->map = NULL; 3353 op->map = NULL;
2946 op->x = settings.emergency_x; 3354 op->x = settings.emergency_x;
2947 op->y = settings.emergency_y; 3355 op->y = settings.emergency_y;
2948 save_player(op,0); 3356 save_player (op, 0);
2949 op->map = map; 3357 op->map = map;
2950 /* please see resurrection.c: peterm */ 3358 /* please see resurrection.c: peterm */
2951 dead_player(op); 3359 dead_player (op);
2952 } else { 3360 }
3361 else
3362 {
2953 delete_character(op->name,1); 3363 delete_character (op->name, 1);
2954 } 3364 }
2955 } 3365 }
2956 play_again(op); 3366 play_again (op);
2957 3367
2958 /* peterm: added to create a corpse at deathsite. */ 3368 /* peterm: added to create a corpse at deathsite. */
2959 tmp=arch_to_object(find_archetype("corpse_pl")); 3369 tmp = arch_to_object (find_archetype ("corpse_pl"));
2960 sprintf(buf,"%s", op->name); 3370 sprintf (buf, "%s", &op->name);
2961 FREE_AND_COPY(tmp->name, buf); 3371 tmp->name = tmp->name_pl = buf;
2962 FREE_AND_COPY(tmp->name_pl, buf);
2963 tmp->level=op->level; 3372 tmp->level = op->level;
2964 tmp->x=x;tmp->y=y; 3373 tmp->x = x;
2965 if (tmp->msg) 3374 tmp->y = y;
2966 free_string(tmp->msg); 3375 tmp->msg = gravestone_text (op);
2967 tmp->msg = add_string (gravestone_text(op));
2968 SET_FLAG (tmp, FLAG_UNIQUE); 3376 SET_FLAG (tmp, FLAG_UNIQUE);
2969 insert_ob_in_map (tmp, map, NULL,0); 3377 insert_ob_in_map (tmp, map, NULL, 0);
2970 } 3378 }
2971} 3379}
2972 3380
2973 3381
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 3382void
3383loot_object (object *op)
3384{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 3385 object *tmp, *tmp2, *next;
2976 3386
2977 if (op->container) { /* close open sack first */ 3387 if (op->container)
3388 { /* close open sack first */
2978 esrv_apply_container (op, op->container); 3389 esrv_apply_container (op, op->container);
2979 } 3390 }
2980 3391
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3392 for (tmp = op->inv; tmp != NULL; tmp = next)
3393 {
2982 next=tmp->below; 3394 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3395 if (tmp->type == EXPERIENCE || tmp->invisible)
3396 continue;
2984 remove_ob(tmp); 3397 remove_ob (tmp);
2985 tmp->x=op->x,tmp->y=op->y; 3398 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 3399 if (tmp->type == CONTAINER)
2987 loot_object(tmp); 3400 { /* empty container to ground */
2988 } 3401 loot_object (tmp);
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3402 }
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3403 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3404 {
2991 if(tmp->nrof>1) { 3405 if (tmp->nrof > 1)
3406 {
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3407 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2993 free_object(tmp2); 3408 free_object (tmp2);
2994 insert_ob_in_map(tmp,op->map,NULL,0); 3409 insert_ob_in_map (tmp, op->map, NULL, 0);
3410 }
3411 else
3412 free_object (tmp);
3413 }
2995 } else 3414 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 3415 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 3416 }
3000} 3417}
3001 3418
3002/* 3419/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 3420 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 3421 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 3422 * was changed.
3006 */ 3423 */
3007 3424
3425void
3008void fix_weight(void) { 3426fix_weight (void)
3427{
3009 player *pl; 3428 player *pl;
3429
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 3430 for (pl = first_player; pl != NULL; pl = pl->next)
3431 {
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3432 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3433
3012 if(old == sum) 3434 if (old == sum)
3013 continue; 3435 continue;
3014 fix_player(pl->ob); 3436 fix_player (pl->ob);
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3437 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3016 pl->ob->name, old, sum);
3017 } 3438 }
3018} 3439}
3019 3440
3441void
3020void fix_luck(void) { 3442fix_luck (void)
3443{
3021 player *pl; 3444 player *pl;
3445
3022 for (pl = first_player; pl != NULL; pl = pl->next) 3446 for (pl = first_player; pl != NULL; pl = pl->next)
3023 if (!pl->ob->contr->state) 3447 if (!pl->ob->contr->state)
3024 change_luck(pl->ob, 0); 3448 change_luck (pl->ob, 0);
3025} 3449}
3026 3450
3027 3451
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 3452/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 3453 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 3454 * just treat this as any other spell casting object.
3031 */ 3455 */
3032 3456
3033void 3457void
3034cast_dust (object * op, object * throw_ob, int dir) 3458cast_dust (object *op, object *throw_ob, int dir)
3035{ 3459{
3036 object *skop, *spob; 3460 object *skop, *spob;
3037 3461
3038 skop = find_skill_by_name (op, throw_ob->skill); 3462 skop = find_skill_by_name (op, throw_ob->skill);
3039 3463
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 3464 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3465 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 3466 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3467 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 3468 return;
3046 } 3469 }
3047 3470
3048 spob = throw_ob->inv; 3471 spob = throw_ob->inv;
3049 3472
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3473 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3051 // not pass NULL to cast_spell (which did indeed check itself, but 3474 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 3475 // errors should be reported as early as possible IMHO)
3053 if (!spob) 3476 if (!spob)
3054 { 3477 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3478 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3056 throw_ob->name, op->name);
3057 return; 3479 return;
3058 } 3480 }
3059 3481
3060 if (op->type == PLAYER) 3482 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3483 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 3484
3063 cast_spell (op, throw_ob, dir, spob, NULL); 3485 cast_spell (op, throw_ob, dir, spob, NULL);
3064 3486
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3487 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3066 remove_ob (throw_ob); 3488 remove_ob (throw_ob);
3067 free_object (throw_ob); 3489 free_object (throw_ob);
3068} 3490}
3069 3491
3492void
3070void make_visible (object *op) { 3493make_visible (object *op)
3494{
3071 op->hide = 0; 3495 op->hide = 0;
3072 op->invisible = 0; 3496 op->invisible = 0;
3073 if(op->type==PLAYER) { 3497 if (op->type == PLAYER)
3498 {
3074 op->contr->tmp_invis = 0; 3499 op->contr->tmp_invis = 0;
3075 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3500 op->contr->invis_race = 0;
3076 } 3501 }
3077 update_object(op,UP_OBJ_FACE); 3502 update_object (op, UP_OBJ_FACE);
3078} 3503}
3079 3504
3505int
3080int is_true_undead(object *op) { 3506is_true_undead (object *op)
3507{
3081 object *tmp=NULL; 3508 object *tmp = NULL;
3082 3509
3083 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3510 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3511 return 1;
3084 3512
3085 if(op->type==PLAYER) 3513 if (op->type == PLAYER)
3086 for(tmp=op->inv;tmp;tmp=tmp->below) 3514 for (tmp = op->inv; tmp; tmp = tmp->below)
3087 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3515 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3088 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3516 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3517 return 1;
3089 return 0; 3518 return 0;
3090} 3519}
3091 3520
3092/* look at the surrounding terrain to determine 3521/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 3522 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 3523 * indicate greater hideability.
3095 */ 3524 */
3096 3525
3526int
3097int hideability(object *ob) { 3527hideability (object *ob)
3528{
3098 int i,level=0, mflag; 3529 int i, level = 0, mflag;
3099 sint16 x,y; 3530 sint16 x, y;
3100 3531
3101 if(!ob||!ob->map) return 0; 3532 if (!ob || !ob->map)
3533 return 0;
3102 3534
3103 /* so, on normal lighted maps, its hard to hide */ 3535 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 3536 level = ob->map->darkness - 2;
3105 3537
3106 /* this also picks up whether the object is glowing. 3538 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 3539 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 3540 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3541 if (has_carried_lights (ob))
3542 level = -(10 + (2 * ob->map->darkness));
3110 3543
3111 /* scan through all nearby squares for terrain to hide in */ 3544 /* scan through all nearby squares for terrain to hide in */
3112 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3545 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3546 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3547 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 3548 if (mflag & P_OUT_OF_MAP)
3549 {
3550 continue;
3551 }
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3552 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 3553 level += 2;
3117 else /* open terrain! */ 3554 else /* open terrain! */
3118 level -= 1; 3555 level -= 1;
3119 } 3556 }
3120 3557
3121#if 0 3558#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3559 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 3560#endif
3124 return level; 3561 return level;
3125} 3562}
3126 3563
3127/* For Hidden creatures - a chance of becoming 'unhidden' 3564/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 3565 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 3566 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 3567 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 3568 */
3132 3569
3570void
3133void do_hidden_move (object *op) { 3571do_hidden_move (object *op)
3572{
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3573 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3135 object *skop; 3574 object *skop;
3136 3575
3137 if(!op || !op->map) return; 3576 if (!op || !op->map)
3577 return;
3138 3578
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3579 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3140 3580
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 3581 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 3582 if (op->type == PLAYER && op->contr->run_on)
3583 {
3143 if(!skop || num >= skop->level) { 3584 if (!skop || num >= skop->level)
3585 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3586 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 3587 make_visible (op);
3146 return; 3588 return;
3147 } else num += 20; 3589 }
3590 else
3591 num += 20;
3148 } 3592 }
3149 num += op->map->difficulty; 3593 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 3594 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 3595 num -= hide;
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3596 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3597 {
3153 make_visible(op); 3598 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3599 if (op->type == PLAYER)
3155 "You moved out of hiding! You are visible!"); 3600 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 3601 }
3157 else if (op->type == PLAYER && skop) { 3602 else if (op->type == PLAYER && skop)
3603 {
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3604 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 } 3605 }
3160} 3606}
3161 3607
3162/* determine if who is standing near a hostile creature. */ 3608/* determine if who is standing near a hostile creature. */
3163 3609
3610int
3164int stand_near_hostile( object *who ) { 3611stand_near_hostile (object *who)
3612{
3165 object *tmp=NULL; 3613 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 3614 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 3615 mapstruct *m;
3168 sint16 x,y; 3616 sint16 x, y;
3169 3617
3170 if(!who) return 0; 3618 if (!who)
3171
3172 if(who->type==PLAYER) player=1;
3173 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3174
3175 /* search adjacent squares */
3176 for(i=1;i<9;i++) {
3177 x = who->x+freearr_x[i];
3178 y = who->y+freearr_y[i];
3179 m = who->map;
3180 mflags = get_map_flags(m, &m, x, y, &x, &y);
3181 /* space must be blocked if there is a monster. If not
3182 * blocked, don't need to check this space.
3183 */
3184 if (mflags & P_OUT_OF_MAP) continue;
3185 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3186
3187 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3188 if((player||friendly)
3189 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3190 return 1;
3191 else if(tmp->type==PLAYER)
3192 {
3193 /*don't let a hidden DM prevent you from hiding*/
3194 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3195 return 1;
3196 }
3197 }
3198 }
3199 return 0; 3619 return 0;
3620
3621 if (who->type == PLAYER)
3622 player = 1;
3623
3624 else
3625 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3626
3627 /* search adjacent squares */
3628 for (i = 1; i < 9; i++)
3629 {
3630 x = who->x + freearr_x[i];
3631 y = who->y + freearr_y[i];
3632 m = who->map;
3633 mflags = get_map_flags (m, &m, x, y, &x, &y);
3634 /* space must be blocked if there is a monster. If not
3635 * blocked, don't need to check this space.
3636 */
3637 if (mflags & P_OUT_OF_MAP)
3638 continue;
3639 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3640 continue;
3641
3642 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3643 {
3644 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3645 return 1;
3646 else if (tmp->type == PLAYER)
3647 {
3648 /*don't let a hidden DM prevent you from hiding */
3649 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3650 return 1;
3651 }
3652 }
3653 }
3654 return 0;
3200} 3655}
3201 3656
3202/* check the player los field for viewability of the 3657/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 3658 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 3659 * but we dont worry if the object isnt the top one in
3211 * for them to differ. Sigh, this fctn could get a bit more complex. 3666 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 3667 * -b.t.
3213 * This function is now map tiling safe. 3668 * This function is now map tiling safe.
3214 */ 3669 */
3215 3670
3671int
3216int player_can_view (object *pl,object *op) { 3672player_can_view (object *pl, object *op)
3673{
3217 rv_vector rv; 3674 rv_vector rv;
3218 int dx,dy; 3675 int dx, dy;
3219 3676
3220 if(pl->type!=PLAYER) { 3677 if (pl->type != PLAYER)
3678 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 3679 LOG (llevError, "player_can_view() called for non-player object\n");
3222 return -1;
3223 }
3224 if (!pl || !op) return 0;
3225
3226 if(op->head) { op = op->head; }
3227 get_rangevector(pl, op, &rv, 0x1);
3228
3229 /* starting with the 'head' part, lets loop
3230 * through the object and find if it has any
3231 * part that is in the los array but isnt on
3232 * a blocked los square.
3233 * we use the archetype to figure out offsets.
3234 */
3235 while(op) {
3236 dx = rv.distance_x + op->arch->clone.x;
3237 dy = rv.distance_y + op->arch->clone.y;
3238
3239 /* only the viewable area the player sees is updated by LOS
3240 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values.
3242 */
3243 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3244 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3245 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3246 return 1; 3680 return -1;
3247 op = op->more;
3248 } 3681 }
3682 if (!pl || !op)
3249 return 0; 3683 return 0;
3684
3685 if (op->head)
3686 {
3687 op = op->head;
3688 }
3689 get_rangevector (pl, op, &rv, 0x1);
3690
3691 /* starting with the 'head' part, lets loop
3692 * through the object and find if it has any
3693 * part that is in the los array but isnt on
3694 * a blocked los square.
3695 * we use the archetype to figure out offsets.
3696 */
3697 while (op)
3698 {
3699 dx = rv.distance_x + op->arch->clone.x;
3700 dy = rv.distance_y + op->arch->clone.y;
3701
3702 /* only the viewable area the player sees is updated by LOS
3703 * code, so we need to restrict ourselves to that range of values
3704 * for any meaningful values.
3705 */
3706 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3707 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3708 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3709 return 1;
3710 op = op->more;
3711 }
3712 return 0;
3250} 3713}
3251 3714
3252/* routine for both players and monsters. We call this when 3715/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3716 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3717 * place or invisiblity spell. Artefact invisiblity is not
3255 * effected by this. If we arent invisible to begin with, we 3718 * effected by this. If we arent invisible to begin with, we
3256 * return 0. 3719 * return 0.
3257 */ 3720 */
3721int
3258int action_makes_visible (object *op) { 3722action_makes_visible (object *op)
3723{
3259 3724
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3725 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3726 {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3727 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3262 return 0; 3728 return 0;
3263 3729
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3730 if (op->contr && op->contr->tmp_invis == 0)
3731 return 0;
3265 3732
3266 /* If monsters, they should become visible */ 3733 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3734 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3735 {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3736 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3269 return 1; 3737 return 1;
3270 } 3738 }
3271 } 3739 }
3272 return 0; 3740 return 0;
3273} 3741}
3274 3742
3275/* op_on_battleground - checks if the given object op (usually 3743/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3744 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3745 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3746 * -exit-coord. (and if x, y not NULL)
3279 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3747 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3280 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3748 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3281 * Default is to do the same as before, so only people wanting to have different points need worry about this 3749 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 3750 */
3751int
3283int op_on_battleground (object *op, int *x, int *y) { 3752op_on_battleground (object *op, int *x, int *y)
3753{
3284 object *tmp; 3754 object *tmp;
3285 3755
3286 /* A battleground-tile needs the following attributes to be valid: 3756 /* A battleground-tile needs the following attributes to be valid:
3287 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3757 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3758 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3759 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3760 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3761 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3762 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3763 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3764 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3765 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3766 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3295 strcmp(tmp->name, "battleground")==0 && 3767 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3768 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3769 /*before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3770 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3771 {
3299 object *invtmp; 3772 object *invtmp;
3773
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3774 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3775 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3776 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3777 {
3778 if (x != NULL && y != NULL)
3779 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3780 return 1;
3781 }
3782 }
3783 }
3303 if (x != NULL && y != NULL) 3784 if (x != NULL && y != NULL)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3785 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3305 return 1; 3786 return 1;
3306 } 3787 }
3307 } 3788 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3789 }
3313 }
3314 }
3315 /* If we got here, did not find a battleground */ 3790 /* If we got here, did not find a battleground */
3316 return 0; 3791 return 0;
3317} 3792}
3318 3793
3319/* 3794/*
3323 * attributes: 3798 * attributes:
3324 * object *who the dragon player 3799 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3800 * int atnr the attack-number of the ability focus
3326 * int level ability level 3801 * int level ability level
3327 */ 3802 */
3803void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3804dragon_ability_gain (object *who, int atnr, int level)
3805{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3806 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3807 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3808 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3809 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3810 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3811 int i = 0, j = 0;
3335 3812
3336 /* get the appropriate treasurelist */ 3813 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3814 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3815 trlist = find_treasurelist ("dragon_ability_fire");
3339 else if (atnr == ATNR_COLD) 3816 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3817 trlist = find_treasurelist ("dragon_ability_cold");
3341 else if (atnr == ATNR_ELECTRICITY) 3818 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3819 trlist = find_treasurelist ("dragon_ability_elec");
3343 else if (atnr == ATNR_POISON) 3820 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3821 trlist = find_treasurelist ("dragon_ability_poison");
3345 3822
3346 if (trlist == NULL || who->type != PLAYER) 3823 if (trlist == NULL || who->type != PLAYER)
3347 return; 3824 return;
3348 3825
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3826 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3827
3351
3352 if (tr == NULL || tr->item == NULL) { 3828 if (tr == NULL || tr->item == NULL)
3829 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3830 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3831 return;
3355 } 3832 }
3356 3833
3357 /* everything seems okay - now bring on the gift: */ 3834 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3835 item = &(tr->item->clone);
3359 3836
3360 if (item->type == SPELL) { 3837 if (item->type == SPELL)
3838 {
3361 if (check_spell_known (who, item->name)) 3839 if (check_spell_known (who, item->name))
3362 return; 3840 return;
3363 3841
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3842 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3365 do_learn_spell (who, item, 0); 3843 do_learn_spell (who, item, 0);
3366 return; 3844 return;
3367 } 3845 }
3368 3846
3369 /* grant direct spell */ 3847 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3848 if (item->type == SPELLBOOK)
3849 {
3371 if (!item->inv) { 3850 if (!item->inv)
3851 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3852 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3853 return;
3375 } 3854 }
3376 if (check_spell_known (who, item->inv->name)) 3855 if (check_spell_known (who, item->inv->name))
3377 return; 3856 return;
3378 if (item->invisible) { 3857 if (item->invisible)
3858 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3859 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3380 do_learn_spell (who, item->inv, 0); 3860 do_learn_spell (who, item->inv, 0);
3381 return; 3861 return;
3382 } 3862 }
3383 } 3863 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3864 else if (item->type == SKILL_TOOL && item->invisible)
3865 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3866 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3867 {
3386 3868
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3869 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3388 * in this way, if the player is missing any of the attacktypes, he gets 3870 * in this way, if the player is missing any of the attacktypes, he gets
3389 * them. As it is now, if the player has any that match the granted skill, 3871 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3872 * but not all of them, he gets nothing.
3391 */ 3873 */
3392 if (!(skop->attacktype & item->attacktype)) { 3874 if (!(skop->attacktype & item->attacktype))
3875 {
3393 /* Give new attacktype */ 3876 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3877 skop->attacktype |= item->attacktype;
3395 3878
3396 /* always add physical if there's none */ 3879 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3880 skop->attacktype |= AT_PHYSICAL;
3398 3881
3399 if (item->msg != NULL) 3882 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3883 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3884
3402 /* Give player new face */ 3885 /* Give player new face */
3403 if (item->animation_id) { 3886 if (item->animation_id)
3887 {
3404 who->face = skop->face; 3888 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3889 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3890 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3891 who->last_anim = 0;
3408 who->state = 0; 3892 who->state = 0;
3409 animate_object(who, who->direction); 3893 animate_object (who, who->direction);
3410 } 3894 }
3895 }
3896 }
3411 } 3897 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3898 else if (item->type == FORCE)
3899 {
3415 /* forces in the treasurelist can alter the player's stats */ 3900 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3901 object *skin;
3902
3417 /* first get the dragon skin force */ 3903 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3904 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3419 skin=skin->below); 3905 if (skin == NULL)
3420 if (skin == NULL) return; 3906 return;
3421 3907
3422 /* adding new spellpath attunements */ 3908 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3909 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3910 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3911 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3912
3426 /* print message */ 3913 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3914 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3915 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3916 {
3430 if (j) 3917 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3918 {
3432 else 3919 if (j)
3433 j = 1; 3920 strcat (buf, " and ");
3921 else
3922 j = 1;
3434 strcat(buf, spellpathnames[i]); 3923 strcat (buf, spellpathnames[i]);
3435 } 3924 }
3436 } 3925 }
3437 strcat(buf,"."); 3926 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3927 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3928 }
3440 3929
3441 /* evtl. adding flags: */ 3930 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3931 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3932 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3933 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3934 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3935 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3936 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3937
3449 /* print message if there is one */ 3938 /* print message if there is one */
3450 if (item->msg != NULL) 3939 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3940 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3941 }
3942 else
3452 } 3943 {
3453 else {
3454 /* generate misc. treasure */ 3944 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3945 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3946 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3457 tmp = insert_ob_in_ob (tmp, who); 3947 tmp = insert_ob_in_ob (tmp, who);
3458 if (who->type == PLAYER) 3948 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp); 3949 esrv_send_item (who, tmp);
3460 } 3950 }
3461} 3951}
3462 3952
3463/** 3953/**
3464 * Unready an object for a player. This function does nothing if the object was 3954 * Unready an object for a player. This function does nothing if the object was
3465 * not readied. 3955 * not readied.
3466 */ 3956 */
3957void
3467void player_unready_range_ob(player *pl, object *ob) { 3958player_unready_range_ob (player *pl, object *ob)
3959{
3468 rangetype i; 3960 rangetype i;
3469 3961
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3962 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3963 {
3471 if (pl->ranges[i] == ob) { 3964 if (pl->ranges[i] == ob)
3965 {
3472 pl->ranges[i] = NULL; 3966 pl->ranges[i] = NULL;
3473 if (pl->shoottype == i) { 3967 if (pl->shoottype == i)
3968 {
3474 pl->shoottype = range_none; 3969 pl->shoottype = range_none;
3475 }
3476 } 3970 }
3971 }
3477 } 3972 }
3478} 3973}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines