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 1.19 by root, Mon Sep 11 23:53:30 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 1.19 2006/09/11 23:53:30 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
761int
762receive_play_again (object *op, char key)
763{
764 if (key == 'q' || key == 'Q')
765 {
766 remove_friendly_object (op);
767 leave (op->contr, 0); /* ericserver will draw the message */
768 return 2;
769 }
770 else if (key == 'a' || key == 'A')
771 {
772 player *pl = op->contr;
773 shstr name = op->name;
774
775 op->contr = 0;
776 op->type = 0;
777 op->free (1);
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 /* user pressed something else so just ask again... */
791 play_again (op);
792
793 return 0;
794}
795
796void
797confirm_password (object *op)
798{
799
800 op->contr->write_buf[0] = '\0';
729 op->contr->state=ST_CONFIRM_PASSWORD; 801 op->contr->state = ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 802 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731} 803}
732 804
805void
733void get_party_password(object *op, partylist *party) { 806get_party_password (object *op, partylist *party)
807{
734 if (party == NULL) { 808 if (party == NULL)
809 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 810 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 811 return;
737 } 812 }
738 op->contr->write_buf[0]='\0'; 813 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 814 op->contr->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 815 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 816 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 817}
743 818
744 819
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 820/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
821int
746int roll_stat(void) { 822roll_stat (void)
823{
747 int a[4],i,j,k; 824 int a[4], i, j, k;
748 825
749 for(i=0;i<4;i++) 826 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 827 a[i] = (int) RANDOM () % 6 + 1;
751 828
752 for(i=0,j=0,k=7;i<4;i++) 829 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 830 if (a[i] < k)
754 k=a[i],j=i; 831 k = a[i], j = i;
755 832
756 for(i=0,k=0;i<4;i++) { 833 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j)
758 k+=a[i];
759 } 834 {
835 if (i != j)
836 k += a[i];
837 }
760 return k; 838 return k;
761} 839}
762 840
841void
763void roll_stats(object *op) { 842roll_stats (object *op)
843{
764 int sum=0; 844 int sum = 0;
765 int i = 0, j = 0; 845 int i = 0, j = 0;
766 int statsort[7]; 846 int statsort[7];
767 847
848 do
768 do { 849 {
769 op->stats.Str=roll_stat(); 850 op->stats.Str = roll_stat ();
770 op->stats.Dex=roll_stat(); 851 op->stats.Dex = roll_stat ();
771 op->stats.Int=roll_stat(); 852 op->stats.Int = roll_stat ();
772 op->stats.Con=roll_stat(); 853 op->stats.Con = roll_stat ();
773 op->stats.Wis=roll_stat(); 854 op->stats.Wis = roll_stat ();
774 op->stats.Pow=roll_stat(); 855 op->stats.Pow = roll_stat ();
775 op->stats.Cha=roll_stat(); 856 op->stats.Cha = roll_stat ();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 857 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+ 858 }
778 op->stats.Cha;
779 } while(sum<82||sum>116); 859 while (sum < 82 || sum > 116);
780 860
781 /* Sort the stats so that rerolling is easier... */ 861 /* Sort the stats so that rerolling is easier... */
782 statsort[0] = op->stats.Str; 862 statsort[0] = op->stats.Str;
783 statsort[1] = op->stats.Dex; 863 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int; 864 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con; 865 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis; 866 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow; 867 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha; 868 statsort[6] = op->stats.Cha;
789 869
790 /* a quick and dirty bubblesort? */ 870 /* a quick and dirty bubblesort? */
871 do
791 do { 872 {
792 if (statsort[i] < statsort[i + 1]) { 873 if (statsort[i] < statsort[i + 1])
874 {
793 j = statsort[i]; 875 j = statsort[i];
794 statsort[i] = statsort[i + 1]; 876 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j; 877 statsort[i + 1] = j;
796 i = 0; 878 i = 0;
797 } else { 879 }
798 i++; 880 else
799 } 881 {
882 i++;
883 }
884 }
800 } while (i < 6); 885 while (i < 6);
801 886
802 op->stats.Str = statsort[0]; 887 op->stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 888 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 889 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 890 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 891 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 892 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 893 op->stats.Cha = statsort[6];
809 894
810 895
811 op->contr->orig_stats.Str=op->stats.Str; 896 op->contr->orig_stats.Str = op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex; 897 op->contr->orig_stats.Dex = op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int; 898 op->contr->orig_stats.Int = op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con; 899 op->contr->orig_stats.Con = op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis; 900 op->contr->orig_stats.Wis = op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow; 901 op->contr->orig_stats.Pow = op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha; 902 op->contr->orig_stats.Cha = op->stats.Cha;
818 903
819 op->level=1; 904 op->level = 1;
820 op->stats.exp=0; 905 op->stats.exp = 0;
821 op->stats.ac=0; 906 op->stats.ac = 0;
822 907
823 op->contr->levhp[1] = 9; 908 op->contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 909 op->contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 910 op->contr->levgrace[1] = 3;
826 911
827 fix_player(op); 912 fix_player (op);
828 op->stats.hp = op->stats.maxhp; 913 op->stats.hp = op->stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 914 op->stats.sp = op->stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 915 op->stats.grace = op->stats.maxgrace;
831 op->contr->orig_stats=op->stats; 916 op->contr->orig_stats = op->stats;
832} 917}
833 918
919void
834void Roll_Again(object *op) 920Roll_Again (object *op)
835{ 921{
836 esrv_new_player(op->contr, 0); 922 esrv_new_player (op->contr, 0);
923 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)? "); 924 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838} 925}
839 926
927void
840void Swap_Stat(object *op,int Swap_Second) 928Swap_Stat (object *op, int Swap_Second)
841{ 929{
842 signed char tmp; 930 signed char tmp;
843 char buf[MAX_BUF]; 931 char buf[MAX_BUF];
844 932
845 if ( op->contr->Swap_First == -1 ) { 933 if (op->contr->Swap_First == -1)
934 {
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 935 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,"); 936 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"); 937 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
849 return; 938 return;
850 } 939 }
851 940
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 941 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
853 942
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 943 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));
856 944
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 945 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
858 946
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 947 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 948 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 949 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex; 950 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con; 951 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int; 952 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis; 953 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow; 954 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha; 955 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0; 956 op->stats.ac = 0;
869 957
870 op->level=1; 958 op->level = 1;
871 op->stats.exp=0; 959 op->stats.exp = 0;
872 op->stats.ac=0; 960 op->stats.ac = 0;
873 961
874 op->contr->levhp[1] = 9; 962 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6; 963 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3; 964 op->contr->levgrace[1] = 3;
877 965
878 fix_player(op); 966 fix_player (op);
879 op->stats.hp = op->stats.maxhp; 967 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp; 968 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace; 969 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats; 970 op->contr->orig_stats = op->stats;
883 op->contr->Swap_First=-1; 971 op->contr->Swap_First = -1;
884} 972}
885 973
886 974
887/* This code has been greatly reduced, because with set_attr_value 975/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric 976 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered 977 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats 978 * 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 979 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation. 980 * the number's access that stat. The table does that translation.
893 */ 981 */
982int
894int key_roll_stat(object *op, char key) 983key_roll_stat (object *op, char key)
895{ 984{
896 int keynum = key -'0'; 985 int keynum = key - '0';
897 char buf[MAX_BUF]; 986 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 987 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
899 988
900 if (keynum>0 && keynum<=7) { 989 if (keynum > 0 && keynum <= 7)
990 {
901 if (op->contr->Swap_First==-1) { 991 if (op->contr->Swap_First == -1)
992 {
902 op->contr->Swap_First=stat_trans[keynum]; 993 op->contr->Swap_First = stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 994 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 995 new_draw_info (NDI_UNIQUE, 0, op, buf);
905 } 996 }
906 else 997 else
907 Swap_Stat(op,stat_trans[keynum]); 998 Swap_Stat (op, stat_trans[keynum]);
908 999
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1000 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
910 return 1; 1001 return 1;
911 } 1002 }
912 switch (key) { 1003 switch (key)
913 case 'n': 1004 {
1005 case 'n':
914 case 'N': { 1006 case 'N':
1007 {
915 SET_FLAG(op, FLAG_WIZ); 1008 SET_FLAG (op, FLAG_WIZ);
916 if(op->map==NULL) { 1009 if (op->map == NULL)
1010 {
917 LOG(llevError,"Map == NULL in state 2\n"); 1011 LOG (llevError, "Map == NULL in state 2\n");
918 break; 1012 break;
919 } 1013 }
920 1014
921#if 0 1015#if 0
922 /* So that enter_exit will put us at startx/starty */ 1016 /* So that enter_exit will put us at startx/starty */
923 op->x= -1; 1017 op->x = -1;
924 1018
925 enter_exit(op,NULL); 1019 enter_exit (op, NULL);
926#endif 1020#endif
927 SET_ANIMATION(op, 2); /* So player faces south */ 1021 SET_ANIMATION (op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */ 1022 /* Enter exit adds a player otherwise */
929 add_statbonus(op); 1023 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"); 1024 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1025 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS; 1026 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg) 1027 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg); 1028 new_draw_info (NDI_BLUE, 0, op, op->msg);
934 return 0; 1029 return 0;
935 } 1030 }
936 case 'y': 1031 case 'y':
937 case 'Y': 1032 case 'Y':
938 roll_stats(op); 1033 roll_stats (op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1034 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
940 return 1; 1035 return 1;
941 1036
942 case 'q': 1037 case 'q':
943 case 'Q': 1038 case 'Q':
944 play_again(op); 1039 play_again (op);
945 return 1; 1040 return 1;
946 1041
947 default: 1042 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1043 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
949 return 0; 1044 return 0;
950 } 1045 }
951 return 0; 1046 return 0;
952} 1047}
953 1048
954/* This function takes the key that is passed, and does the 1049/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 1050 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 1051 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 1052 * separate race and class; this actually changes the RACE,
958 * not the class. 1053 * not the class.
959 */ 1054 */
960 1055
1056int
961int key_change_class(object *op, char key) 1057key_change_class (object *op, char key)
962{ 1058{
963 int tmp_loop; 1059 int tmp_loop;
964 1060
965 if(key=='q'||key=='Q') { 1061 if (key == 'q' || key == 'Q')
1062 {
966 remove_ob(op); 1063 remove_ob (op);
967 play_again(op); 1064 play_again (op);
968 return 0; 1065 return 0;
969 } 1066 }
970 if(key=='d'||key=='D') { 1067 if (key == 'd' || key == 'D')
1068 {
971 char buf[MAX_BUF]; 1069 char buf[MAX_BUF];
972 1070
973 /* this must before then initial items are given */ 1071 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 1072 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); 1073 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
976 1074
977 INVOKE_PLAYER (BIRTH, op->contr); 1075 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 1076 INVOKE_PLAYER (LOGIN, op->contr);
979 1077
980 op->contr->state=ST_PLAYING; 1078 op->contr->state = ST_PLAYING;
981 1079
982 if (op->msg) { 1080 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 1081 op->msg = NULL;
985 }
986 1082
987 /* We create this now because some of the unique maps will need it 1083 /* We create this now because some of the unique maps will need it
988 * to save here. 1084 * to save here.
989 */ 1085 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1086 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 1087 make_path_to_file (buf);
992 1088
993#ifdef AUTOSAVE 1089#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 1090 op->contr->last_save_tick = pticks;
995#endif 1091#endif
996 start_info(op); 1092 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 1093 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 1094 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 1095 link_player_skills (op);
1000 esrv_send_inventory(op, op); 1096 esrv_send_inventory (op, op);
1001 fix_player(op); 1097 fix_player (op);
1002 1098
1003 /* This moves the player to a different start map, if there 1099 /* This moves the player to a different start map, if there
1004 * is one for this race 1100 * is one for this race
1005 */ 1101 */
1006 if(*first_map_ext_path) { 1102 if (*first_map_ext_path)
1103 {
1007 object *tmp; 1104 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 1105 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 1106
1011 first_map_ext_path, op->arch->name); 1107 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 1108 tmp = get_object ();
1013 EXIT_PATH(tmp) = add_string(mapname); 1109 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 1110 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 1111 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 1112 enter_exit (op, tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 1113 * if the map isn't there, then stay on the
1018 * default initial map */ 1114 * default initial map */
1019 free_object(tmp); 1115 free_object (tmp);
1116 }
1020 } else { 1117 else
1118 {
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 1119 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 1120 }
1023 return 0; 1121 return 0;
1024 } 1122 }
1025 1123
1026 /* Following actually changes the race - this is the default command 1124 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 1125 * if we don't match with one of the options above.
1028 */ 1126 */
1029 1127
1030 tmp_loop = 0; 1128 tmp_loop = 0;
1031 while(!tmp_loop) { 1129 while (!tmp_loop)
1032 const char *name = add_string (op->name); 1130 {
1131 shstr name = op->name;
1033 int x = op->x, y = op->y; 1132 int x = op->x, y = op->y;
1133
1034 remove_statbonus(op); 1134 remove_statbonus (op);
1035 remove_ob (op); 1135 remove_ob (op);
1036 op->arch = get_player_archetype(op->arch); 1136 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 1137 copy_object (&op->arch->clone, op);
1038 op->instantiate (); 1138 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 1139 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 1140 op->name = op->name_pl = name;
1041 op->name = name; 1141 op->x = x;
1042 free_string(op->name_pl); 1142 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 */ 1143 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 1144 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1145 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 1146 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1050 add_statbonus(op); 1147 add_statbonus (op);
1051 tmp_loop=allowed_class(op); 1148 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 1149 }
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 }
1207
1108 play_again(op); 1208 play_again (op);
1109 return 1; 1209 return 1;
1110} 1210}
1111 1211
1212void
1112void flee_player(object *op) { 1213flee_player (object *op)
1214{
1113 int dir,diff; 1215 int dir, diff;
1114 rv_vector rv; 1216 rv_vector rv;
1115 1217
1116 if(op->stats.hp < 0) { 1218 if (op->stats.hp < 0)
1219 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1220 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1221 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 1222 return;
1120 } 1223 }
1121 1224
1122 if(op->enemy==NULL) { 1225 if (op->enemy == NULL)
1226 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1227 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 1228 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 1229 return;
1126 } 1230 }
1127 1231
1128 /* Seen some crashes here. Since we don't store an 1232 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 1233 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 1234 * actual enemy, and the object is recycled.
1131 */ 1235 */
1132 if (op->enemy->map == NULL) { 1236 if (op->enemy->map == NULL)
1237 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1238 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 1239 op->enemy = NULL;
1135 return; 1240 return;
1136 } 1241 }
1137 1242
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1243 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1244 {
1139 op->enemy=NULL; 1245 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1246 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1247 return;
1142 } 1248 }
1143 get_rangevector(op, op->enemy, &rv, 0); 1249 get_rangevector (op, op->enemy, &rv, 0);
1144 1250
1145 dir=absdir(4+rv.direction); 1251 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1252 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 } 1253 {
1254 int m = 1 - (RANDOM () & 2);
1255
1256 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1257 {
1258 return;
1259 }
1260 }
1153 /* Cornered, get rid of scared */ 1261 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1262 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1263 op->enemy = NULL;
1156} 1264}
1157 1265
1158 1266
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1267/* 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 1268 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1269 * stop.
1162 */ 1270 */
1271int
1163int check_pick(object *op) { 1272check_pick (object *op)
1273{
1164 object *tmp, *next; 1274 object *tmp, *next;
1165 tag_t next_tag=0, op_tag; 1275 tag_t next_tag = 0, op_tag;
1166 int stop = 0; 1276 int stop = 0;
1167 int j, k, wvratio; 1277 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1278 char putstring[128], tmpstr[16];
1169 1279
1170 1280
1178 if (next) 1288 if (next)
1179 next_tag = next->count; 1289 next_tag = next->count;
1180 1290
1181 /* loop while there are items on the floor that are not marked as 1291 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1292 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1293 while (next && !was_destroyed (next, next_tag))
1184 { 1294 {
1185 tmp = next; 1295 tmp = next;
1186 next = tmp->below; 1296 next = tmp->below;
1187 if (next) 1297 if (next)
1188 next_tag = next->count; 1298 next_tag = next->count;
1189 1299
1190 if (was_destroyed (op, op_tag)) 1300 if (was_destroyed (op, op_tag))
1191 return 0; 1301 return 0;
1192 1302
1193 if ( ! can_pick (op, tmp)) 1303 if (!can_pick (op, tmp))
1194 continue; 1304 continue;
1195 1305
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1306 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1307 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1308 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1309 pick_up (op, tmp);
1200 continue; 1310 continue;
1201 } 1311 }
1202 1312
1203 /* high not bit set? We're using the old autopickup model */ 1313 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1314 if (!(op->contr->mode & PU_NEWMODE))
1315 {
1205 switch (op->contr->mode) { 1316 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1317 {
1207 case 1: pick_up (op, tmp); 1318 case 0:
1208 return 1; 1319 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1320 case 1:
1210 return 0; 1321 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1322 return 1;
1212 case 4: pick_up (op, tmp); 1323 case 2:
1213 break; 1324 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1325 return 0;
1215 stop = 1; 1326 case 3:
1216 break; 1327 return 0; /* stop before pickup */
1217 case 6: 1328 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1329 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1330 break;
1220 pick_up(op, tmp); 1331 case 5:
1221 break; 1332 pick_up (op, tmp);
1333 stop = 1;
1334 break;
1335 case 6:
1336 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1337 pick_up (op, tmp);
1338 break;
1222 1339
1223 case 7: 1340 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1341 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1342 pick_up (op, tmp);
1226 break; 1343 break;
1227 1344
1228 default: 1345 default:
1229 /* use value density */ 1346 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1347 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1348 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1349 pick_up (op, tmp);
1233 >= op->contr->mode) 1350 }
1234 pick_up(op,tmp); 1351 }
1235 } 1352 else
1236 } 1353 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1354 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1355 if (op->contr->mode & PU_DEBUG)
1240 { 1356 {
1241 /* some debugging code to figure out item information */ 1357 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1358 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1359 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1360 &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)))); 1361 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1362 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1363 &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); 1364 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1251 1365
1252 sprintf(putstring,"...flags: "); 1366 sprintf (putstring, "...flags: ");
1253 for(k=0;k<4;k++) 1367 for (k = 0; k < 4; k++)
1254 { 1368 {
1255 for(j=0;j<32;j++) 1369 for (j = 0; j < 32; j++)
1256 { 1370 {
1257 if((tmp->flags[k]>>j)&0x01) 1371 if ((tmp->flags[k] >> j) & 0x01)
1258 { 1372 {
1259 sprintf(tmpstr,"%d ",k*32+j); 1373 sprintf (tmpstr, "%d ", k * 32 + j);
1260 strcat(putstring, tmpstr); 1374 strcat (putstring, tmpstr);
1261 } 1375 }
1262 } 1376 }
1263 } 1377 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1378 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1265 1379
1266#if 0 1380#if 0
1267 /* print the flags too */ 1381 /* print the flags too */
1268 for(k=0;k<4;k++) 1382 for (k = 0; k < 4; k++)
1269 { 1383 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1384 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1271 for(j=0;j<32;j++) 1385 for (j = 0; j < 32; j++)
1272 { 1386 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1387 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1274 if(!((j+1)%4))fprintf(stderr," "); 1388 if (!((j + 1) % 4))
1275 } 1389 fprintf (stderr, " ");
1390 }
1276 fprintf(stderr," [%d]\n", k*32); 1391 fprintf (stderr, " [%d]\n", k * 32);
1277 } 1392 }
1278#endif 1393#endif
1279 } 1394 }
1280 /* philosophy: 1395 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 1396 * 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 1397 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 1398 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 1399 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 1400 * example.
1286 * The drawback: right now it has no frontend, so you need to 1401 * 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 1402 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 1403 * convert to decimal and then 'pickup <#>
1289 */ 1404 */
1290 1405
1291 /* the first two modes are exclusive: if NOTHING we return, if 1406 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 1407 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 1408 * meaning if any test passes, the item gets picked up. */
1294 1409
1295 /* if mode is set to pick nothing up, return */ 1410 /* if mode is set to pick nothing up, return */
1296 1411
1297 if(op->contr->mode & PU_NOTHING) return 1; 1412 if (op->contr->mode & PU_NOTHING)
1413 return 1;
1298 1414
1299 /* if mode is set to stop when encountering objects, return */ 1415 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 1416 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 1417 * anything up */
1302 1418
1303 if(op->contr->mode & PU_STOP) return 0; 1419 if (op->contr->mode & PU_STOP)
1420 return 0;
1304 1421
1305 /* useful for going into stores and not losing your settings... */ 1422 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 1423 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 1424 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 1425 if (op->contr->mode & PU_INHIBIT)
1426 return 1;
1309 1427
1310 /* prevent us from turning into auto-thieves :) */ 1428 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1429 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1430 continue;
1312 1431
1313 /* ignore known cursed objects */ 1432 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1433 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1434 continue;
1315 1435
1316 /* all food and drink if desired */ 1436 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 1437 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 1438 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 1439 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1440 {
1441 pick_up (op, tmp);
1442 if (0)
1443 fprintf (stderr, "FOOD\n");
1444 continue;
1445 }
1321 if(op->contr->mode & PU_DRINK) 1446 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1447 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; } 1448 {
1449 pick_up (op, tmp);
1450 if (0)
1451 fprintf (stderr, "DRINK\n");
1452 continue;
1453 }
1324 1454
1325 if(op->contr->mode & PU_POTION) 1455 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 1456 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1457 {
1458 pick_up (op, tmp);
1459 if (0)
1460 fprintf (stderr, "POTION\n");
1461 continue;
1462 }
1328 1463
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 1464 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 1465 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 1466 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1467 {
1468 pick_up (op, tmp);
1469 if (0)
1470 fprintf (stderr, "SPELLBOOK\n");
1471 continue;
1472 }
1333 if(op->contr->mode & PU_SKILLSCROLL) 1473 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 1474 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1475 {
1476 pick_up (op, tmp);
1477 if (0)
1478 fprintf (stderr, "SKILLSCROLL\n");
1479 continue;
1480 }
1336 if(op->contr->mode & PU_READABLES) 1481 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 1482 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1483 {
1484 pick_up (op, tmp);
1485 if (0)
1486 fprintf (stderr, "READABLES\n");
1487 continue;
1488 }
1339 1489
1340 /* wands/staves/rods/horns */ 1490 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1491 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1492 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1493 {
1494 pick_up (op, tmp);
1495 if (0)
1496 fprintf (stderr, "MAGIC_DEVICE\n");
1497 continue;
1498 }
1344 1499
1345 /* pick up all magical items */ 1500 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1501 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1502 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; } 1503 {
1504 pick_up (op, tmp);
1505 if (0)
1506 fprintf (stderr, "MAGICAL\n");
1507 continue;
1508 }
1349 1509
1350 if(op->contr->mode & PU_VALUABLES) 1510 if (op->contr->mode & PU_VALUABLES)
1351 { 1511 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1512 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1513 {
1354 } 1514 pick_up (op, tmp);
1515 if (0)
1516 fprintf (stderr, "MONEY/GEM\n");
1517 continue;
1518 }
1519 }
1355 1520
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1521 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1522 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1523 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1524 {
1525 pick_up (op, tmp);
1526 if (0)
1527 fprintf (stderr, "JEWELS\n");
1528 continue;
1529 }
1360 1530
1361 /* bows and arrows. Bows are good for selling! */ 1531 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1532 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1533 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1534 {
1535 pick_up (op, tmp);
1536 if (0)
1537 fprintf (stderr, "BOW\n");
1538 continue;
1539 }
1365 if(op->contr->mode & PU_ARROW) 1540 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1541 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1542 {
1543 pick_up (op, tmp);
1544 if (0)
1545 fprintf (stderr, "ARROW\n");
1546 continue;
1547 }
1368 1548
1369 /* all kinds of armor etc. */ 1549 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1550 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1551 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1552 {
1553 pick_up (op, tmp);
1554 if (0)
1555 fprintf (stderr, "ARMOUR\n");
1556 continue;
1557 }
1373 if(op->contr->mode & PU_HELMET) 1558 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1559 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1560 {
1561 pick_up (op, tmp);
1562 if (0)
1563 fprintf (stderr, "HELMET\n");
1564 continue;
1565 }
1376 if(op->contr->mode & PU_SHIELD) 1566 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1567 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1568 {
1569 pick_up (op, tmp);
1570 if (0)
1571 fprintf (stderr, "SHIELD\n");
1572 continue;
1573 }
1379 if(op->contr->mode & PU_BOOTS) 1574 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1575 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1576 {
1577 pick_up (op, tmp);
1578 if (0)
1579 fprintf (stderr, "BOOTS\n");
1580 continue;
1581 }
1382 if(op->contr->mode & PU_GLOVES) 1582 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1583 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1584 {
1585 pick_up (op, tmp);
1586 if (0)
1587 fprintf (stderr, "GLOVES\n");
1588 continue;
1589 }
1385 if(op->contr->mode & PU_CLOAK) 1590 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1591 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1592 {
1593 pick_up (op, tmp);
1594 if (0)
1595 fprintf (stderr, "GLOVES\n");
1596 continue;
1597 }
1388 1598
1389 /* hoping to catch throwing daggers here */ 1599 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1600 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1601 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1602 {
1603 pick_up (op, tmp);
1604 if (0)
1605 fprintf (stderr, "MISSILEWEAPON\n");
1606 continue;
1607 }
1393 1608
1394 /* careful: chairs and tables are weapons! */ 1609 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1610 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1611 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1612 if (tmp->type == WEAPON && tmp->name != NULL)
1398 { 1613 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1614 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1615 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1616 {
1402 } 1617 pick_up (op, tmp);
1618 if (0)
1619 fprintf (stderr, "WEAPON\n");
1620 continue;
1621 }
1622 }
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1623 if (tmp->type == WEAPON && tmp->name == NULL)
1404 { 1624 {
1405 if(strstr(tmp->arch->name,"table")==NULL && 1625 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1406 strstr(tmp->arch->name,"chair")==NULL) 1626 {
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1627 pick_up (op, tmp);
1408 } 1628 if (0)
1409 } 1629 fprintf (stderr, "WEAPON\n");
1630 continue;
1631 }
1632 }
1633 }
1410 1634
1411 /* misc stuff that's useful */ 1635 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1636 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1637 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1638 {
1639 pick_up (op, tmp);
1640 if (0)
1641 fprintf (stderr, "KEY\n");
1642 continue;
1643 }
1415 1644
1416 /* any of the last 4 bits set means we use the ratio for value 1645 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1646 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1647 if (op->contr->mode & PU_RATIO)
1419 { 1648 {
1420 /* use value density to decide what else to grab */ 1649 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1650 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1651 /* >=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 */ 1652 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1653 wvratio = (op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1654 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1426 { 1655 {
1427 pick_up(op, tmp); 1656 pick_up (op, tmp);
1428#if 0 1657#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1658 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1659 if (tmp->name != NULL)
1660 {
1431 fprintf(stderr,"%s", tmp->name); 1661 fprintf (stderr, "%s", tmp->name);
1432 } 1662 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1663 else
1664 fprintf (stderr, "%s", tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type); 1665 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1666 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1436#endif 1667#endif
1437 continue; 1668 continue;
1438 } 1669 }
1670 }
1671 } /* the new pickup model */
1439 } 1672 }
1440 } /* the new pickup model */
1441 }
1442 return ! stop; 1673 return !stop;
1443} 1674}
1444 1675
1445/* 1676/*
1446 * Find an arrow in the inventory and after that 1677 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1678 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1679 * found object is returned.
1449 */ 1680 */
1681object *
1450object *find_arrow(object *op, const char *type) 1682find_arrow (object *op, const char *type)
1451{ 1683{
1452 object *tmp = NULL; 1684 object *tmp = NULL;
1453 1685
1454 for(op=op->inv; op; op=op->below) 1686 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1687 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); 1688 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1689 else if (op->type == ARROW && op->race == type)
1459 return op; 1690 return op;
1460 return tmp; 1691 return tmp;
1461} 1692}
1462 1693
1463/* 1694/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1695 * 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 1696 * 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 1697 * 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. 1698 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1699 */
1469 1700
1701object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1702find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1703{
1472 object *tmp = NULL, *arrow, *ntmp; 1704 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1705 int attacknum, attacktype, betterby = 0, i;
1474 1706
1475 if (!type) 1707 if (!type)
1476 return NULL; 1708 return NULL;
1477 1709
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1710 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1711 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1712 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1713 {
1714 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1715 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1716 if (i > betterby)
1484 tmp = ntmp; 1717 {
1485 betterby = i; 1718 tmp = ntmp;
1486 } 1719 betterby = i;
1720 }
1721 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1722 else if (arrow->type == ARROW && arrow->race == type)
1723 {
1488 /* allways prefer assasination/slaying */ 1724 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1725 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1726 {
1491 if (arrow->attacktype & AT_DEATH) { 1727 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1728 {
1493 return arrow; 1729 *better = 100;
1494 } else { 1730 return arrow;
1495 tmp = arrow; 1731 }
1732 else
1733 {
1734 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1735 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1736 }
1498 } else { 1737 }
1738 else
1739 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1740 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1741 {
1500 attacktype = 1<<attacknum; 1742 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1743 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) { 1744 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1745 {
1746 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1747 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1505 } 1748 }
1506 } 1749 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1750 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1751 {
1752 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1753 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1754 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1755 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1756 {
1757 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1758 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1759 }
1760 }
1761 }
1515 } 1762 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1763 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1764 return find_arrow (op, type);
1520 1765
1521 *better = betterby; 1766 *better = betterby;
1522 return tmp; 1767 return tmp;
1523} 1768}
1524 1769
1525/* looks in a given direction, finds the first valid target, and calls 1770/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1771 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1772 * op = the shooter
1528 * type = bow->race 1773 * type = bow->race
1529 * dir = fire direction 1774 * dir = fire direction
1530 */ 1775 */
1531 1776
1777object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1778pick_arrow_target (object *op, const char *type, int dir)
1533{ 1779{
1534 object *tmp = NULL; 1780 object *tmp = NULL;
1535 mapstruct *m; 1781 mapstruct *m;
1536 int i, mflags, found, number; 1782 int i, mflags, found, number;
1537 sint16 x, y; 1783 sint16 x, y;
1538 1784
1539 if (op->map == NULL) 1785 if (op->map == NULL)
1540 return find_arrow(op, type); 1786 return find_arrow (op, type);
1541 1787
1542 /* do a dex check */ 1788 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1789 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))) 1790 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1791 return find_arrow (op, type);
1546 1792
1547 m = op->map; 1793 m = op->map;
1548 x = op->x; 1794 x = op->x;
1549 y = op->y; 1795 y = op->y;
1550 1796
1551 /* find the first target */ 1797 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1798 for (i = 0, found = 0; i < 20; i++)
1799 {
1553 x += freearr_x[dir]; 1800 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1801 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1802 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1803 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1804 {
1557 tmp = NULL; 1805 tmp = NULL;
1558 break; 1806 break;
1807 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1808 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1809 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1810 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1811 * perhaps a bad assumption.
1562 */ 1812 */
1563 tmp = NULL; 1813 tmp = NULL;
1564 break; 1814 break;
1565 } 1815 }
1566 if (mflags & P_IS_ALIVE) { 1816 if (mflags & P_IS_ALIVE)
1817 {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1818 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1819 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1820 {
1570 break; 1821 found++;
1571 } 1822 break;
1823 }
1572 if (found) 1824 if (found)
1573 break; 1825 break;
1574 } 1826 }
1575 } 1827 }
1576 if (tmp == NULL) 1828 if (tmp == NULL)
1577 return find_arrow(op, type); 1829 return find_arrow (op, type);
1578 1830
1579 if (tmp->head) 1831 if (tmp->head)
1580 tmp = tmp->head; 1832 tmp = tmp->head;
1581 1833
1582 return find_better_arrow(op, tmp, type, &i); 1834 return find_better_arrow (op, tmp, type, &i);
1583} 1835}
1584 1836
1585/* 1837/*
1586 * Creature fires a bow - op can be monster or player. Returns 1838 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1839 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1842 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1843 * 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 1844 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1845 * player fire modes.
1594 */ 1846 */
1847int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1848fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1849{
1598 object *left, *bow; 1850 object *left, *bow;
1599 tag_t left_tag, tag; 1851 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1852 int bowspeed, mflags;
1601 mapstruct *m; 1853 mapstruct *m;
1602 1854
1603 if (!dir) { 1855 if (!dir)
1856 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1857 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1858 return 0;
1606 } 1859 }
1607 if (op->type == PLAYER) 1860 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1861 bow = op->contr->ranges[range_bow];
1609 else { 1862 else
1863 {
1610 for(bow=op->inv; bow; bow=bow->below) 1864 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1865 /* 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. 1866 * don't need to switch back and forth between bows and weapons.
1613 */ 1867 */
1614 if(bow->type==BOW) 1868 if (bow->type == BOW)
1615 break; 1869 break;
1616 1870
1617 if (!bow) { 1871 if (!bow)
1872 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1873 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1874 return 0;
1620 } 1875 }
1621 } 1876 }
1622 if( !bow->race || !bow->skill) { 1877 if (!bow->race || !bow->skill)
1878 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1879 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1880 return 0;
1625 } 1881 }
1626 1882
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1883 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1884
1629 /* penalize ROF for bestarrow */ 1885 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1886 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1887 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1) 1888 if (bowspeed < 1)
1633 bowspeed = 1; 1889 bowspeed = 1;
1634 1890
1635 if (arrow == NULL) { 1891 if (arrow == NULL)
1892 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1893 if ((arrow = find_arrow (op, bow->race)) == NULL)
1894 {
1637 if (op->type == PLAYER) 1895 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1896 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 */ 1897 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1898 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1899 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1900 return 0;
1644 } 1901 }
1645 } 1902 }
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1903 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1904 if (mflags & P_OUT_OF_MAP)
1648 return 0;
1649 } 1905 {
1906 return 0;
1907 }
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1908 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1909 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1910 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1911 return 0;
1653 } 1912 }
1654 1913
1655 /* this should not happen, but sometimes does */ 1914 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1915 if (arrow->nrof == 0)
1916 {
1657 remove_ob(arrow); 1917 remove_ob (arrow);
1658 free_object(arrow); 1918 free_object (arrow);
1659 return 0; 1919 return 0;
1660 } 1920 }
1661 1921
1662 left = arrow; /* these are arrows left to the player */ 1922 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1923 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1924 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1925 if (arrow == NULL)
1926 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1927 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1928 return 0;
1668 return 0;
1669 } 1929 }
1670 set_owner(arrow, op); 1930 set_owner (arrow, op);
1671 if (arrow->skill) free_string(arrow->skill);
1672 arrow->skill = add_refcount(bow->skill); 1931 arrow->skill = bow->skill;
1673 1932
1674 arrow->direction=dir; 1933 arrow->direction = dir;
1675 arrow->x = sx; 1934 arrow->x = sx;
1676 arrow->y = sy; 1935 arrow->y = sy;
1677 1936
1678 if (op->type == PLAYER) { 1937 if (op->type == PLAYER)
1938 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1939 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1940 fix_player (op);
1681 } 1941 }
1682 1942
1683 SET_ANIMATION(arrow, arrow->direction); 1943 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1944 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1945 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1946 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1947 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1948 arrow->spellarg = strdup_local (arrow->slaying);
1689 1949
1690 /* Note that this was different for monsters - they got their level 1950 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1951 * added to the damage. I think the strength bonus is more proper.
1692 */ 1952 */
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 1953
1954 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1955
1698 /* update the speed */ 1956 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1957 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1958 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 1959
1704 if (arrow->speed < 1.0) 1960 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0; 1961 arrow->speed = 1.0;
1706 update_ob_speed(arrow); 1962 update_ob_speed (arrow);
1707 arrow->speed_left = 0; 1963 arrow->speed_left = 0;
1708 1964
1709 if (op->type == PLAYER) { 1965 if (op->type == PLAYER)
1966 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1967 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1968 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1969 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 1970
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1971 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1972 }
1973 else
1974 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1975 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1718 arrow->stats.wc + wc_mod;
1719 1976
1720 arrow->level = op->level; 1977 arrow->level = op->level;
1721 } 1978 }
1722 if (arrow->attacktype == AT_PHYSICAL) 1979 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1980 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1981 if (bow->slaying != NULL)
1725 arrow->slaying = add_string(bow->slaying); 1982 arrow->slaying = bow->slaying;
1726 1983
1727 arrow->map = m; 1984 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1985 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1986 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1987
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1988 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count; 1989 tag = arrow->count;
1733 insert_ob_in_map(arrow, m, op, 0); 1990 insert_ob_in_map (arrow, m, op, 0);
1734 1991
1735 if (!was_destroyed(arrow, tag)) 1992 if (!was_destroyed (arrow, tag))
1736 move_arrow(arrow); 1993 move_arrow (arrow);
1737 1994
1738 if (op->type == PLAYER) { 1995 if (op->type == PLAYER)
1996 {
1739 if (was_destroyed (left, left_tag)) 1997 if (was_destroyed (left, left_tag))
1740 esrv_del_item(op->contr, left_tag); 1998 esrv_del_item (op->contr, left_tag);
1741 else 1999 else
1742 esrv_send_item(op, left); 2000 esrv_send_item (op, left);
1743 } 2001 }
1744 return 1; 2002 return 1;
1745} 2003}
1746 2004
1747/* Special fire code for players - this takes into 2005/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 2006 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 2007 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 2008 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 2009 * this function should only be called if 'op' is a player,
1752 * hence the function name. 2010 * hence the function name.
1753 */ 2011 */
2012int
1754int player_fire_bow(object *op, int dir) 2013player_fire_bow (object *op, int dir)
1755{ 2014{
1756 int ret=0, wcmod=0; 2015 int ret = 0, wcmod = 0;
1757 2016
1758 if (op->contr->bowtype == bow_bestarrow) { 2017 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 2018 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 2019 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); 2020 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 2021 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2022 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 2023 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 2024 wcmod = -1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 2025 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 2026 }
1767 } else if (op->contr->bowtype == bow_threewide) { 2027 else if (op->contr->bowtype == bow_threewide)
2028 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2029 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769 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)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 2031 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
2032 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 2033 else if (op->contr->bowtype == bow_spreadshot)
2034 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2035 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); 2036 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); 2037 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 2038
1776 } else { 2039 }
2040 else
2041 {
1777 /* Simple case */ 2042 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2043 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 2044 }
1780 return ret; 2045 return ret;
1781} 2046}
1782 2047
1783 2048
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 2049/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 2050 * Broken apart from 'fire' to keep it more readable.
1786 */ 2051 */
2052void
1787void fire_misc_object(object *op, int dir) 2053fire_misc_object (object *op, int dir)
1788{ 2054{
1789 object *item; 2055 object *item;
1790 2056
1791 if (!op->contr->ranges[range_misc]) { 2057 if (!op->contr->ranges[range_misc])
2058 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 2059 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 2060 return;
1794 } 2061 }
1795 2062
1796 item = op->contr->ranges[range_misc]; 2063 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 2064 if (!item->inv)
2065 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 2066 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 2067 return;
1800 } 2068 }
1801 if (item->type == WAND) { 2069 if (item->type == WAND)
2070 {
1802 if(item->stats.food<=0) { 2071 if (item->stats.food <= 0)
2072 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2073 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)); 2074 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 2075 return;
1806 } 2076 }
2077 }
1807 } else if (item->type == ROD || item->type==HORN) { 2078 else if (item->type == ROD || item->type == HORN)
2079 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2080 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2081 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2082 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 2083 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 2084 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)); 2085 else
1813 else 2086 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; 2087 return;
1817 } 2088 }
1818 } 2089 }
1819 2090
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 2091 if (cast_spell (op, item, dir, item->inv, NULL))
2092 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2093 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 2094 if (item->type == WAND)
2095 {
1823 if (!(--item->stats.food)) { 2096 if (!(--item->stats.food))
1824 object *tmp; 2097 {
1825 if (item->arch) { 2098 object *tmp;
2099
2100 if (item->arch)
2101 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 2102 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 2103 item->face = item->arch->clone.face;
1828 item->speed = 0; 2104 item->speed = 0;
1829 update_ob_speed(item); 2105 update_ob_speed (item);
1830 } 2106 }
1831 if ((tmp=is_player_inv(item))) 2107 if ((tmp = is_player_inv (item)))
1832 esrv_update_item(UPD_ANIM, tmp, item); 2108 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 2109 }
1834 } 2110 }
1835 else if (item->type == ROD || item->type==HORN) { 2111 else if (item->type == ROD || item->type == HORN)
2112 {
1836 drain_rod_charge(item); 2113 drain_rod_charge (item);
1837 } 2114 }
1838 } 2115 }
1839} 2116}
1840 2117
1841/* Received a fire command for the player - go and do it. 2118/* Received a fire command for the player - go and do it.
1842 */ 2119 */
2120void
1843void fire(object *op,int dir) { 2121fire (object *op, int dir)
2122{
1844 int spellcost=0; 2123 int spellcost = 0;
1845 2124
1846 /* check for loss of invisiblity/hide */ 2125 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 2126 if (action_makes_visible (op))
2127 make_visible (op);
1848 2128
1849 switch(op->contr->shoottype) { 2129 switch (op->contr->shoottype)
2130 {
1850 case range_none: 2131 case range_none:
1851 return; 2132 return;
1852 2133
1853 case range_bow: 2134 case range_bow:
1854 player_fire_bow(op, dir); 2135 player_fire_bow (op, dir);
1855 return; 2136 return;
1856 2137
1857 case range_magic: /* Casting spells */ 2138 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)); 2139 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; 2140 return;
1887 default: 2141
2142 case range_misc:
2143 fire_misc_object (op, dir);
2144 return;
2145
2146 case range_golem: /* Control summoned monsters from scrolls */
2147 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2148 {
2149 op->contr->ranges[range_golem] = NULL;
2150 op->contr->shoottype = range_none;
2151 op->contr->golem_count = 0;
2152 }
2153 else
2154 control_golem (op->contr->ranges[range_golem], dir);
2155 return;
2156
2157 case range_skill:
2158 if (!op->chosen_skill)
2159 {
2160 if (op->type == PLAYER)
2161 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2162 return;
2163 }
2164 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2165 return;
2166 case range_builder:
2167 apply_map_builder (op, dir);
2168 return;
2169 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2170 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 2171 return;
1890 } 2172 }
1891} 2173}
1892 2174
1893 2175
1894 2176
1901 * inv is the objects inventory to searched 2183 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 2184 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 2185 * This function can be called recursively to search containers.
1904 */ 2186 */
1905 2187
2188object *
1906object * find_key(object *pl, object *container, object *door) 2189find_key (object *pl, object *container, object *door)
1907{ 2190{
1908 object *tmp,*key; 2191 object *tmp, *key;
1909 2192
1910 /* Should not happen, but sanity checking is never bad */ 2193 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 2194 if (container->inv == NULL)
2195 return NULL;
1912 2196
1913 /* First, lets try to find a key in the top level inventory */ 2197 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2198 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2199 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 2200 if (door->type == DOOR && tmp->type == KEY)
2201 break;
1916 /* For sanity, we should really check door type, but other stuff 2202 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 2203 * (like containers) can be locked with special keys
1918 */ 2204 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2205 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 2206 break;
1921 } 2207 }
1922 /* No key found - lets search inventories now */ 2208 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 2209 /* 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 2210 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 2211 * a key, return
1926 */ 2212 */
1927 if (!tmp) { 2213 if (!tmp)
2214 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2215 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2216 {
1929 /* No reason to search empty containers */ 2217 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 2218 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2219 {
2220 if ((key = find_key (pl, tmp, door)) != NULL)
2221 return key;
2222 }
2223 }
2224 if (!tmp)
2225 return NULL;
1932 } 2226 }
1933 }
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 2227 /* 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 2228 * see if we actually want to use it
1938 */ 2229 */
1939 if (pl!=container) { 2230 if (pl != container)
2231 {
1940 /* Only let players use keys in containers */ 2232 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 2233 if (!pl->contr)
2234 return NULL;
1942 /* cases where this fails: 2235 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 2236 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 2237 * are not in the players inventory.
1945 * If the container is not active, return now since only active 2238 * If the container is not active, return now since only active
1946 * containers can be used. 2239 * containers can be used.
1947 * If we only search keyrings and the container does not have 2240 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 2241 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 2242 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 2243 * inv must have been an container and must have been active.
1951 * 2244 *
1952 * Change the color so that the message doesn't disappear with 2245 * Change the color so that the message doesn't disappear with
1953 * all the others. 2246 * all the others.
1954 */ 2247 */
1955 if (pl->contr->usekeys == key_inventory || 2248 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 2249 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 2250 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 2251 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2252 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 2253 "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; 2254 return NULL;
1964 } 2255 }
1965 } 2256 }
1966 return tmp; 2257 return tmp;
1967} 2258}
1968 2259
1969/* moved door processing out of move_player_attack. 2260/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 2261 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 2262 * such that the caller should not do anything more,
1972 * 0 otherwise 2263 * 0 otherwise
1973 */ 2264 */
2265static int
1974static int player_attack_door(object *op, object *door) 2266player_attack_door (object *op, object *door)
1975{ 2267{
1976 2268
1977 /* If its a door, try to find a use a key. If we do destroy the door, 2269 /* 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 - 2270 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 2271 * otherwise, we fall through to the rest of the code.
1980 */ 2272 */
1981 object *key=find_key(op, op, door); 2273 object *key = find_key (op, op, door);
1982 2274
1983 /* IF we found a key, do some extra work */ 2275 /* IF we found a key, do some extra work */
1984 if (key) { 2276 if (key)
2277 {
1985 object *container=key->env; 2278 object *container = key->env;
1986 2279
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2280 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 2281 if (action_makes_visible (op))
2282 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2283 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2284 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 2285 if (door->type == DOOR)
2286 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2287 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 2288 }
1993 else if(door->type==LOCKED_DOOR) { 2289 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2290 {
1995 "You open the door with the %s", query_short_name(key)); 2291 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 ;-) */ 2292 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2293 }
1998 /* Do this after we print the message */ 2294 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2295 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2296 /* Need to update the weight the container the key was in */
2001 if (container != op) 2297 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2298 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2299 return 1; /* Nothing more to do below */
2300 }
2004 } else if (door->type==LOCKED_DOOR) { 2301 else if (door->type == LOCKED_DOOR)
2302 {
2005 /* Might as well return now - no other way to open this */ 2303 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2304 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2305 return 1;
2008 } 2306 }
2009 return 0; 2307 return 0;
2010} 2308}
2011 2309
2012/* This function is just part of a breakup from move_player. 2310/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2311 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2312 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2313 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2314 * going to try and move (not fire weapons).
2017 */ 2315 */
2018 2316
2317void
2019void move_player_attack(object *op, int dir) 2318move_player_attack (object *op, int dir)
2020{ 2319{
2021 object *tmp, *mon; 2320 object *tmp, *mon;
2022 sint16 nx, ny; 2321 sint16 nx, ny;
2023 int on_battleground; 2322 int on_battleground;
2024 mapstruct *m; 2323 mapstruct *m;
2025 2324
2026 nx=freearr_x[dir]+op->x; 2325 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2326 ny = freearr_y[dir] + op->y;
2028 2327
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2328 on_battleground = op_on_battleground (op, NULL, NULL);
2030 2329
2031 /* If braced, or can't move to the square, and it is not out of the 2330 /* 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 2331 * 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 2332 * 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 2333 * 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 2334 * 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 2335 * 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 2336 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2337 * move_ob uses.
2039 */ 2338 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2339 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2340 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2341 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2342 {
2042 m = get_map_from_coord(op->map, &nx, &ny); 2343 m = get_map_from_coord (op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */ 2344 if (!m)
2044 } 2345 return; /* Don't think this should happen */
2045 else m =op->map; 2346 }
2046 2347 else
2348 m = op->map;
2349
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2350 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2351 {
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2352 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2049 return; 2353 return;
2050 } 2354 }
2051 2355
2052 mon = NULL; 2356 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2357 /* 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. 2358 * 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 2359 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2360 * on the space
2057 */ 2361 */
2058 while (tmp!=NULL) { 2362 while (tmp != NULL)
2363 {
2059 if (tmp == op) { 2364 if (tmp == op)
2060 tmp=tmp->above; 2365 {
2061 continue; 2366 tmp = tmp->above;
2062 } 2367 continue;
2368 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2369 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2064 mon = tmp; 2370 {
2065 break; 2371 mon = tmp;
2066 } 2372 break;
2373 }
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2374 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2068 mon = tmp; 2375 mon = tmp;
2069 tmp=tmp->above; 2376 tmp = tmp->above;
2070 } 2377 }
2071 2378
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2379 if (mon == NULL) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2380 return; /* into a wall */
2074 2381
2075 if(mon->head != NULL) 2382 if (mon->head != NULL)
2076 mon = mon->head; 2383 mon = mon->head;
2077 2384
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2385 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (player_attack_door(op, mon)) return; 2386 if (player_attack_door (op, mon))
2387 return;
2080 2388
2081 /* The following deals with possibly attacking peaceful 2389 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2390 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2391 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2392 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2393 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2394 * and thus will not push them.
2087 */ 2395 */
2088 2396
2089 /* If the creature is a pet, push it even if the player is not 2397 /* 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 2398 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2399 * player owns it and it is either friendly or unagressive.
2092 */ 2400 */
2093 if ((op->type==PLAYER) 2401 if ((op->type == PLAYER)
2094#if COZY_SERVER 2402#if COZY_SERVER
2095 && 2403 &&
2096 (
2097 (get_owner(mon) && get_owner(mon)->contr 2404 ((get_owner (mon) && get_owner (mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2405 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2099 || get_owner(mon) == op
2100 )
2101#else 2406#else
2102 && get_owner(mon)==op 2407 && get_owner (mon) == op
2103#endif 2408#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2409 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2410 {
2106 /* If we're braced, we don't want to switch places with it */ 2411 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2412 if (op->contr->braced)
2413 return;
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2414 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op); 2415 (void) push_ob (mon, dir, op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op); 2416 if (op->contr->tmp_invis || op->hide)
2417 make_visible (op);
2111 return; 2418 return;
2112 } 2419 }
2113 2420
2114 /* in certain circumstances, you shouldn't attack friendly 2421 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2422 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2423 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2424 * attack them either.
2118 */ 2425 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2426 if ((mon->type == PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2427 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2121 (
2122#ifdef PROHIBIT_PLAYERKILL 2428#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2429 (op->contr->peaceful
2430 || (mon->type == PLAYER
2431 && mon->contr->
2432 peaceful)) &&
2124#else 2433#else
2125 op->contr->peaceful && 2434 op->contr->peaceful &&
2126#endif 2435#endif
2127 !on_battleground 2436 !on_battleground))
2437 {
2438 if (!op->contr->braced)
2128 )) { 2439 {
2129 if (!op->contr->braced) {
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2440 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2131 (void) push_ob(mon,dir,op); 2441 (void) push_ob (mon, dir, op);
2132 } else { 2442 }
2443 else
2444 {
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2445 new_draw_info (0, 0, op, "You withhold your attack");
2134 } 2446 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op); 2447 if (op->contr->tmp_invis || op->hide)
2136 } 2448 make_visible (op);
2449 }
2137 2450
2138 /* If the object is a boulder or other rollable object, then 2451 /* 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. 2452 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2453 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2454 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2455 {
2142 recursive_roll(mon,dir,op); 2456 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2457 if (action_makes_visible (op))
2144 } 2458 make_visible (op);
2459 }
2145 2460
2146 /* Any generic living creature. Including things like doors. 2461 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2462 * 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: 2463 * 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 2464 * 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. 2465 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2466 */
2152 2467
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2468 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2469 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2470 {
2156 2471
2157 /* If the player hasn't hit something this tick, and does 2472 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing 2473 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically 2474 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset. 2475 * incurred a 1 tick offset.
2161 */ 2476 */
2162 if (!op->contr->has_hit) { 2477 if (!op->contr->has_hit)
2478 {
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2479 op->speed_left += op->speed / op->contr->weapon_sp;
2164 2480
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2481 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2482 }
2167 2483
2168 skill_attack(mon, op, 0, NULL, NULL); 2484 skill_attack (mon, op, 0, NULL, NULL);
2169 2485
2170 /* If attacking another player, that player gets automatic 2486 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either. 2487 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is 2488 * Disable hitback on the battleground or if the target is
2173 * the wiz. 2489 * the wiz.
2174 */ 2490 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2491 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)) { 2492 {
2177 short luck = mon->stats.luck; 2493 short luck = mon->stats.luck;
2494
2178 mon->contr->has_hit = 1; 2495 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL); 2496 skill_attack (op, mon, 0, NULL, NULL);
2180 mon->stats.luck = luck; 2497 mon->stats.luck = luck;
2181 } 2498 }
2182 if(action_makes_visible(op)) make_visible(op); 2499 if (action_makes_visible (op))
2183 } 2500 make_visible (op);
2501 }
2184 } /* if player should attack something */ 2502 } /* if player should attack something */
2185} 2503}
2186 2504
2505int
2187int move_player(object *op,int dir) { 2506move_player (object *op, int dir)
2507{
2188 int pick; 2508 int pick;
2189 2509
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2510 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; 2511 return 0;
2512
2513 /* Sanity check: make sure dir is valid */
2514 if ((dir < 0) || (dir >= 9))
2515 {
2516 LOG (llevError, "move_player: invalid direction %d\n", dir);
2517 return 0;
2518 }
2519
2520 /* peterm: added following line */
2521 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2522 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2523
2524 op->facing = dir;
2525
2526 if (op->hide)
2527 do_hidden_move (op);
2528
2529 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2530 /*nop */ ;
2531 else if (op->contr->fire_on)
2532 fire (op, dir);
2533 else
2534 {
2535 move_player_attack (op, dir);
2536 pick = check_pick (op);
2537 }
2538
2539 /* Add special check for newcs players and fire on - this way, the
2540 * server can handle repeat firing.
2541 */
2542 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2543 {
2544 op->direction = dir;
2545 }
2546 else
2547 {
2548 op->direction = 0;
2549 }
2550 /* Update how the player looks. Use the facing, so direction may
2551 * get reset to zero. This allows for full animation capabilities
2552 * for players.
2553 */
2554 animate_object (op, op->facing);
2555 return 0;
2229} 2556}
2230 2557
2231/* This is similar to handle_player, below, but is only used by the 2558/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2559 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2560 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2561 * the new speed values for commands.
2235 * 2562 *
2236 * Returns true if there are more actions we can do. 2563 * Returns true if there are more actions we can do.
2237 */ 2564 */
2565int
2238int handle_newcs_player(object *op) 2566handle_newcs_player (object *op)
2239{ 2567{
2240 if (op->contr->hidden) { 2568 if (op->contr->hidden)
2569 {
2241 op->invisible = 1000; 2570 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible 2571 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to 2572 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly. 2573 * alternate it here for it to work correctly.
2245 */ 2574 */
2246 if (pticks & 2) op->invisible--; 2575 if (pticks & 2)
2576 op->invisible--;
2247 } 2577 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2578 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2579 {
2249 op->invisible--; 2580 op->invisible--;
2250 if(!op->invisible) { 2581 if (!op->invisible)
2582 {
2251 make_visible(op); 2583 make_visible (op);
2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2584 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253 } 2585 }
2254 } 2586 }
2255 2587
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2588 if (QUERY_FLAG (op, FLAG_SCARED))
2589 {
2257 flee_player(op); 2590 flee_player (op);
2258 /* If player is still scared, that is his action for this tick */ 2591 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) { 2592 if (QUERY_FLAG (op, FLAG_SCARED))
2593 {
2260 op->speed_left--; 2594 op->speed_left--;
2261 return 0; 2595 return 0;
2262 } 2596 }
2263 } 2597 }
2264 2598
2265 /* I've been seeing crashes where the golem has been destroyed, but 2599 /* 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 2600 * 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 2601 * 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. 2602 * put this in a a workaround to clean up the golem pointer.
2269 */ 2603 */
2270 if (op->contr->ranges[range_golem] && 2604 if (op->contr->ranges[range_golem] &&
2271 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || 2605 ((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))) { 2606 {
2273 op->contr->ranges[range_golem] = NULL; 2607 op->contr->ranges[range_golem] = NULL;
2274 op->contr->golem_count = 0; 2608 op->contr->golem_count = 0;
2275 } 2609 }
2276 2610
2277 /* call this here - we also will call this in do_ericserver, but 2611 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2612 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2613 * called, so we recheck it here.
2280 */ 2614 */
2281 HandleClient(&op->contr->socket, op->contr); 2615 HandleClient (&op->contr->socket, op->contr);
2282 if (op->speed_left<0) return 0; 2616 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; 2617 return 0;
2297}
2298 2618
2619 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2620 {
2621 /* All move commands take 1 tick, at least for now */
2622 op->speed_left--;
2623
2624 /* Instead of all the stuff below, let move_player take care
2625 * of it. Also, some of the skill stuff is only put in
2626 * there, as well as the confusion stuff.
2627 */
2628 move_player (op, op->direction);
2629 if (op->speed_left > 0)
2630 return 1;
2631 else
2632 return 0;
2633 }
2634 return 0;
2635}
2636
2637int
2299int save_life(object *op) { 2638save_life (object *op)
2639{
2300 object *tmp; 2640 object *tmp;
2301 2641
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2642 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; 2643 return 0;
2644
2645 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2646 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2647 {
2648 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2649 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2650 if (op->contr)
2651 esrv_del_item (op->contr, tmp->count);
2652 remove_ob (tmp);
2653 free_object (tmp);
2654 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 if (op->stats.hp < 0)
2656 op->stats.hp = op->stats.maxhp;
2657 if (op->stats.food < 0)
2658 op->stats.food = 999;
2659 fix_player (op);
2660 return 1;
2661 }
2662 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2663 CLEAR_FLAG (op, FLAG_LIFESAVE);
2664 enter_player_savebed (op); /* bring him home. */
2665 return 0;
2327} 2666}
2328 2667
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2668/* 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 2669 * 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 2670 * function will descend into containers. op is the object to start the search
2332 * from. 2671 * from.
2333 */ 2672 */
2673void
2334void remove_unpaid_objects(object *op, object *env) 2674remove_unpaid_objects (object *op, object *env)
2335{ 2675{
2336 object *next; 2676 object *next;
2337 2677
2338 while (op) { 2678 while (op)
2679 {
2339 next=op->below; /* Make sure we have a good value, in case 2680 next = op->below; /* Make sure we have a good value, in case
2340 * we remove object 'op' 2681 * we remove object 'op'
2341 */ 2682 */
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2683 if (QUERY_FLAG (op, FLAG_UNPAID))
2684 {
2343 remove_ob(op); 2685 remove_ob (op);
2344 op->x = env->x; 2686 op->x = env->x;
2345 op->y = env->y; 2687 op->y = env->y;
2346 if (env->type == PLAYER) 2688 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2689 esrv_del_item (env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0); 2690 insert_ob_in_map (op, env->map, NULL, 0);
2349 } 2691 }
2350 else if (op->inv) remove_unpaid_objects(op->inv, env); 2692 else if (op->inv)
2351 op=next; 2693 remove_unpaid_objects (op->inv, env);
2694 op = next;
2352 } 2695 }
2353} 2696}
2354 2697
2355 2698
2356/* 2699/*
2358 * Moved from apply.c to player.c - player.c is what 2701 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2702 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2703 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2704 * but there isn't one in the server directory.
2362 */ 2705 */
2706char *
2363char *gravestone_text (object *op) 2707gravestone_text (object *op)
2364{ 2708{
2365 static char buf2[MAX_BUF]; 2709 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2710 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2711 time_t now = time (NULL);
2368 2712
2369 strcpy (buf2, " R.I.P.\n\n"); 2713 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2714 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2715 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2716 else
2373 sprintf (buf, "%s\n", op->name); 2717 sprintf (buf, "%s\n", &op->name);
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2718 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2719 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2720 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level); 2721 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else 2722 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2723 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2724 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2725 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2726 if (op->type == PLAYER)
2727 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2728 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2729 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2730 strcat (buf2, buf);
2386 } 2731 }
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2732 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2733 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2734 strcat (buf2, buf);
2390 return buf2; 2735 return buf2;
2391} 2736}
2392 2737
2393 2738
2394 2739
2740void
2395void do_some_living(object *op) { 2741do_some_living (object *op)
2742{
2396 int last_food=op->stats.food; 2743 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2744 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2745 int over_hp, over_sp, over_grace;
2399 int i; 2746 int i;
2400 int rate_hp = 1200; 2747 int rate_hp = 1200;
2401 int rate_sp = 2500; 2748 int rate_sp = 2500;
2402 int rate_grace = 2000; 2749 int rate_grace = 2000;
2403 const int max_hp = 1; 2750 const int max_hp = 1;
2404 const int max_sp = 1; 2751 const int max_sp = 1;
2405 const int max_grace = 1; 2752 const int max_grace = 1;
2406 2753
2407 if (op->contr->outputs_sync) { 2754 if (op->contr->outputs_sync)
2755 {
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2756 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2409 if (op->contr->outputs[i].buf!=NULL && 2757 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]); 2758 flush_output_element (op, &op->contr->outputs[i]);
2412 } 2759 }
2413 2760
2414 if(op->contr->state==ST_PLAYING) { 2761 if (op->contr->state == ST_PLAYING)
2762 {
2415 2763
2416 /* these next three if clauses make it possible to SLOW DOWN 2764 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2765 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 ) 2766 if (op->contr->gen_hp >= 0)
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2767 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2420 else { 2768 else
2769 {
2421 gen_hp = op->stats.maxhp; 2770 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2771 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2423 } 2772 }
2424 if(op->contr->gen_sp >= 0 ) 2773 if (op->contr->gen_sp >= 0)
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2774 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2426 else { 2775 else
2776 {
2427 gen_sp = op->stats.maxsp; 2777 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2778 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2429 } 2779 }
2430 if(op->contr->gen_grace >= 0) 2780 if (op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2781 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2432 else { 2782 else
2783 {
2433 gen_grace = op->stats.maxgrace; 2784 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2785 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2435 } 2786 }
2436 2787
2437 /* Regenerate Spell Points */ 2788 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2789 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2790 {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2791 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) { 2792 if (op->stats.sp < op->stats.maxsp)
2441 op->stats.sp++; 2793 {
2794 op->stats.sp++;
2442 /* dms do not consume food */ 2795 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2796 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 op->stats.food--; 2797 {
2798 op->stats.food--;
2445 if(op->contr->digestion<0) 2799 if (op->contr->digestion < 0)
2446 op->stats.food+=op->contr->digestion; 2800 op->stats.food += op->contr->digestion;
2447 else if(op->contr->digestion>0 && 2801 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; 2802 op->stats.food = last_food;
2803 }
2804 }
2805 if (max_sp > 1)
2806 {
2807 over_sp = (gen_sp + 10) / rate_sp;
2808 if (over_sp > 0)
2809 {
2810 if (op->stats.sp < op->stats.maxsp)
2811 {
2812 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2813 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2814 op->stats.sp--;
2815 if (op->stats.sp > op->stats.maxsp)
2816 op->stats.sp = op->stats.maxsp;
2817 }
2818 op->last_sp = 0;
2819 }
2820 else
2821 {
2822 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2823 }
2824 }
2825 else
2826 {
2827 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2828 }
2450 } 2829 }
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 2830
2471 /* Regenerate Grace */ 2831 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2832 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2473 if(--op->last_grace<0) { 2833 if (--op->last_grace < 0)
2834 {
2474 if(op->stats.grace<op->stats.maxgrace/2) 2835 if (op->stats.grace < op->stats.maxgrace / 2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */ 2836 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) { 2837 if (max_grace > 1)
2838 {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2839 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2478 if (over_grace > 0) { 2840 if (over_grace > 0)
2479 op->stats.sp += over_grace 2841 {
2842 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; 2843 + (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; 2844 op->last_grace = 0;
2482 } else { 2845 }
2846 else
2847 {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2848 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2484 } 2849 }
2485 } else { 2850 }
2851 else
2852 {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2853 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2487 } 2854 }
2488 /* wearing stuff doesn't detract from grace generation. */ 2855 /* wearing stuff doesn't detract from grace generation. */
2489 } 2856 }
2490 2857
2491 /* Regenerate Hit Points */ 2858 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) { 2859 if (--op->last_heal < 0)
2860 {
2493 if(op->stats.hp<op->stats.maxhp) { 2861 if (op->stats.hp < op->stats.maxhp)
2494 op->stats.hp++; 2862 {
2863 op->stats.hp++;
2495 /* dms do not consume food */ 2864 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2865 if (!QUERY_FLAG (op, FLAG_WIZ))
2497 op->stats.food--; 2866 {
2867 op->stats.food--;
2498 if(op->contr->digestion<0) 2868 if (op->contr->digestion < 0)
2499 op->stats.food+=op->contr->digestion; 2869 op->stats.food += op->contr->digestion;
2500 else if(op->contr->digestion>0 && 2870 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; 2871 op->stats.food = last_food;
2872 }
2873 }
2874 if (max_hp > 1)
2875 {
2876 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2877 if (over_hp > 0)
2878 {
2879 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2880 op->last_heal = 0;
2881 }
2882 else
2883 {
2884 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2885 }
2886 }
2887 else
2888 {
2889 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2890 }
2503 } 2891 }
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 2892
2519 /* Digestion */ 2893 /* Digestion */
2520 if(--op->last_eat<0) { 2894 if (--op->last_eat < 0)
2895 {
2521#ifdef COZY_SERVER 2896#ifdef COZY_SERVER
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2897 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2523 int bonus=dg>0?dg:0, 2898 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2524 penalty=dg<0?-dg:0;
2525#else 2899#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2900 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 2901#endif
2529 2902
2530 if(op->contr->gen_hp > 0) 2903 if (op->contr->gen_hp > 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2904 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2532 else 2905 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2906 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2534 /* dms do not consume food */ 2907 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2908 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2909 op->stats.food--;
2910 }
2537 } 2911 }
2538 2912
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2913 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2914 {
2540 object *tmp, *flesh=NULL; 2915 object *tmp, *flesh = NULL;
2541 2916
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2917 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2918 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2919 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2920 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2921 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2922 {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2923 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0); 2924 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2925 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2926 break;
2549 } 2927 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2928 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2929 flesh = tmp;
2552 } /* end of for loop */ 2930 } /* End if paid for object */
2931 } /* end of for loop */
2553 /* If player is still starving, it means they don't have any food, so 2932 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2933 * eat flesh instead.
2555 */ 2934 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2935 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2936 {
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2937 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2558 manual_apply(op,flesh,0); 2938 manual_apply (op, flesh, 0);
2559 } 2939 }
2560 } /* end if player is starving */ 2940 } /* end if player is starving */
2561 2941
2562 while(op->stats.food<0&&op->stats.hp>0) 2942 while (op->stats.food < 0 && op->stats.hp > 0)
2563 op->stats.food++,op->stats.hp--; 2943 op->stats.food++, op->stats.hp--;
2564 2944
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2945 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2566 kill_player(op); 2946 kill_player (op);
2567} 2947}
2568 2948
2569 2949
2570 2950
2571/* If the player should die (lack of hp, food, etc), we call this. 2951/* 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 2952 * 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 2953 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2954 * file.
2575 */ 2955 */
2956void
2576void kill_player(object *op) 2957kill_player (object *op)
2577{ 2958{
2578 char buf[MAX_BUF]; 2959 char buf[MAX_BUF];
2579 int x,y,i; 2960 int x, y;
2961
2962 //int i;
2580 mapstruct *map; /* this is for resurrection */ 2963 mapstruct *map; /* this is for resurrection */
2964
2581 int z; 2965 /* int z;
2582 int num_stats_lose; 2966 int num_stats_lose;
2583 int lost_a_stat; 2967 int lost_a_stat;
2584 int lose_this_stat; 2968 int lose_this_stat;
2585 int this_stat; 2969 int this_stat; */
2586 int will_kill_again; 2970 int will_kill_again;
2587 archetype *at; 2971 archetype *at;
2588 object *tmp; 2972 object *tmp;
2589 2973
2590 if(save_life(op)) 2974 if (save_life (op))
2591 return; 2975 return;
2592 2976
2593 2977
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2978 /* 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. 2979 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2980 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2981 */
2598 if (op_on_battleground(op, &x, &y)) { 2982 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2983 {
2600 "You have been defeated in combat!"); 2984 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, 2985 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2986
2603
2604 /* restore player */ 2987 /* restore player */
2605 at = find_archetype("poisoning"); 2988 at = find_archetype ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2989 tmp = present_arch_in_ob (at, op);
2607 if (tmp) { 2990 if (tmp)
2991 {
2608 remove_ob(tmp); 2992 remove_ob (tmp);
2609 free_object(tmp); 2993 free_object (tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2994 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 } 2995 }
2612 2996
2613 at = find_archetype("confusion"); 2997 at = find_archetype ("confusion");
2614 tmp=present_arch_in_ob(at,op); 2998 tmp = present_arch_in_ob (at, op);
2615 if (tmp) { 2999 if (tmp)
3000 {
2616 remove_ob(tmp); 3001 remove_ob (tmp);
2617 free_object(tmp); 3002 free_object (tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 3003 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 3004 }
2620 3005
2621 cure_disease(op,0); /* remove any disease */ 3006 cure_disease (op, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 3007 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 3008 if (op->stats.food <= 0)
2624 3009 op->stats.food = 999;
3010
2625 /* create a bodypart-trophy to make the winner happy */ 3011 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 3012 tmp = arch_to_object (find_archetype ("finger"));
2627 if (tmp != NULL) 3013 if (tmp != NULL)
2628 { 3014 {
2629 sprintf(buf,"%s's finger",op->name); 3015 sprintf (buf, "%s's finger", &op->name);
2630 tmp->name = add_string(buf); 3016 tmp->name = buf;
2631 sprintf(buf," This finger has been cut off %s\n" 3017 sprintf (buf, " This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n", 3018 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level), 3019 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2634 op->contr->killer); 3020 tmp->msg = buf;
2635 tmp->msg=add_string(buf);
2636 tmp->value=0, tmp->material=0, tmp->type=0; 3021 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2637 tmp->materialname = NULL; 3022 tmp->materialname = NULL;
2638 tmp->x = op->x, tmp->y = op->y; 3023 tmp->x = op->x, tmp->y = op->y;
2639 insert_ob_in_map(tmp,op->map,op,0); 3024 insert_ob_in_map (tmp, op->map, op, 0);
2640 }
2641 3025 }
3026
2642 /* teleport defeated player to new destination*/ 3027 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 3028 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 3029 op->contr->braced = 0;
2645 return; 3030 return;
2646 } 3031 }
2647 3032
2648 INVOKE_PLAYER (DEATH, op->contr); 3033 INVOKE_PLAYER (DEATH, op->contr);
2649 3034
2650 command_kill_pets (op, 0); 3035 command_kill_pets (op, 0);
2651 3036
2652 if(op->stats.food<0) { 3037 if (op->stats.food < 0)
3038 {
2653 if (op->contr->explore) { 3039 if (op->contr->explore)
3040 {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 3041 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..."); 3042 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2656 op->stats.food=999; 3043 op->stats.food = 999;
2657 return; 3044 return;
2658 } 3045 }
2659 sprintf(buf,"%s starved to death.",op->name); 3046 sprintf (buf, "%s starved to death.", &op->name);
2660 strcpy(op->contr->killer,"starvation"); 3047 strcpy (op->contr->killer, "starvation");
3048 }
3049 else
2661 } 3050 {
2662 else {
2663 if (op->contr->explore) { 3051 if (op->contr->explore)
3052 {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 3053 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..."); 3054 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp; 3055 op->stats.hp = op->stats.maxhp;
2667 return; 3056 return;
2668 } 3057 }
2669 sprintf(buf,"%s died.",op->name); 3058 sprintf (buf, "%s died.", &op->name);
2670 } 3059 }
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3060 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2672 3061
2673 /* save the map location for corpse, gravestone*/ 3062 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 3063 x = op->x;
3064 y = op->y;
3065 map = op->map;
2675 3066
2676 3067
2677 if (settings.not_permadeth == TRUE) { 3068 if (settings.not_permadeth == TRUE)
3069 {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 3070 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 3071 * 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. 3072 * See the config.h file for a little more in depth detail about this.
2681 */ 3073 */
2682 3074
2683 /* Basically two ways to go - remove a stat permanently, or just 3075 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 3076 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 3077 * of death.
2686 */ 3078 */
2687#ifndef COZY_SERVER 3079#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 3080 if (settings.balanced_stat_loss)
3081 {
2689 /* If stat loss is permanent, lose one stat only. */ 3082 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 3083 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 3084 more if they do. */
2692 /* Higher level characters can afford things such as potions of 3085 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 3086 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 3087 little bit harder. */
2695 /* GD */ 3088 /* GD */
2696 if (settings.stat_loss_on_death) 3089 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 3090 num_stats_lose = 1;
2698 else 3091 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 3092 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 3093 }
3094 else
3095 {
2701 num_stats_lose = 1; 3096 num_stats_lose = 1;
2702 } 3097 }
2703 lost_a_stat = 0; 3098 lost_a_stat = 0;
2704 3099
2705 for (z=0; z<num_stats_lose; z++) { 3100 for (z = 0; z < num_stats_lose; z++)
3101 {
2706 i = RANDOM() % NUM_STATS; 3102 i = RANDOM () % NUM_STATS;
2707 3103
2708 if (settings.stat_loss_on_death) { 3104 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 3105 {
2723 dep = present_arch_in_ob(deparch,op); 3106 /* Pick a random stat and take a point off it. Tell the player
2724 if(!dep) { 3107 * what he lost.
2725 dep = arch_to_object(deparch); 3108 */
2726 insert_ob_in_ob(dep, op); 3109 change_attr_value (&(op->stats), i, -1);
2727 } 3110 check_stat_bounds (&(op->stats));
2728 lose_this_stat = 1; 3111 change_attr_value (&(op->contr->orig_stats), i, -1);
2729 if (settings.balanced_stat_loss) { 3112 check_stat_bounds (&(op->contr->orig_stats));
2730 /* GD */ 3113 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2731 /* Get the stat that we're about to deplete. */ 3114 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 3115 }
2756 if (lose_this_stat) { 3116 else
3117 {
3118 /* deplete a stat */
3119 archetype *deparch = find_archetype ("depletion");
3120 object *dep;
3121
3122 dep = present_arch_in_ob (deparch, op);
3123 if (!dep)
3124 {
3125 dep = arch_to_object (deparch);
3126 insert_ob_in_ob (dep, op);
3127 }
3128 lose_this_stat = 1;
3129 if (settings.balanced_stat_loss)
3130 {
3131 /* GD */
3132 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 3133 this_stat = get_attr_value (&(dep->stats), i);
3134 if (this_stat < 0)
3135 {
3136 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3137 int keep_chance = this_stat * this_stat;
3138
3139 /* Yes, I am paranoid. Sue me. */
3140 if (keep_chance < 1)
3141 keep_chance = 1;
3142
3143 /* There is a maximum depletion total per level. */
3144 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3145 {
3146 lose_this_stat = 0;
3147 /* Take loss chance vs keep chance to see if we
3148 retain the stat. */
3149 }
3150 else
3151 {
3152 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3153 lose_this_stat = 0;
3154 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3155 this_stat, keep_chance, loss_chance,
3156 lose_this_stat?"LOSE":"KEEP"); */
3157 }
3158 }
3159 }
3160
3161 if (lose_this_stat)
3162 {
3163 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another 3164 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 3165 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 3166 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 3167 * and should be roughly the same, so it shouldn't make a
2762 * difference. 3168 * difference.
2763 */ 3169 */
2764 if (this_stat>=-50) { 3170 if (this_stat >= -50)
3171 {
2765 change_attr_value(&(dep->stats), i, -1); 3172 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 3173 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3174 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 3175 fix_player (op);
2769 lost_a_stat = 1; 3176 lost_a_stat = 1;
2770 } 3177 }
2771 } 3178 }
2772 } 3179 }
2773 } 3180 }
2774 /* If no stat lost, tell the player. */ 3181 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 3182 if (!lost_a_stat)
2776 { 3183 {
2777 /* determine_god() seems to not work sometimes... why is this? 3184 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 3185 Should I be using something else? GD */
2779 const char *god = determine_god(op); 3186 const char *god = determine_god (op);
3187
2780 if (god && (strcmp(god, "none"))) 3188 if (god && (strcmp (god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3189 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" 3190 else
2783 " you.", god); 3191 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you.");
2784 else 3192 }
2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2786 " feel a holy presence protecting you.");
2787 }
2788#endif 3193#endif
2789 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3194 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 3195
2792 /* Put a gravestone up where the character 'almost' died. List the 3196 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 3197 * exp loss on the stone.
2794 */ 3198 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 3199 tmp = arch_to_object (find_archetype ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 3200 sprintf (buf, "%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 3201 tmp->name = buf;
2798 sprintf(buf,"%s's gravestones",op->name); 3202 sprintf (buf, "%s's gravestones", &op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf); 3203 tmp->name_pl = buf;
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 3204 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" 3205 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; 3206 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 3207 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 3208
2809 /**************************************/ 3209 /**************************************/
2810 /* */ 3210 /* */
2811 /* Subtract the experience points, */ 3211 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 3212 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 3213 /* food, and reset HP's... */
2814 /* */ 3214 /* */
3215
2815 /**************************************/ 3216 /**************************************/
2816 3217
2817 /* remove any poisoning and confusion the character may be suffering.*/ 3218 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 3219 /* restore player */
2819 at = find_archetype("poisoning"); 3220 at = find_archetype ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 3221 tmp = present_arch_in_ob (at, op);
2821 if (tmp) { 3222 if (tmp)
3223 {
2822 remove_ob(tmp); 3224 remove_ob (tmp);
2823 free_object(tmp); 3225 free_object (tmp);
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 3226 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 3227 }
2826 3228
2827 at = find_archetype("confusion"); 3229 at = find_archetype ("confusion");
2828 tmp=present_arch_in_ob(at,op); 3230 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 3231 if (tmp)
3232 {
2830 remove_ob(tmp); 3233 remove_ob (tmp);
2831 free_object(tmp); 3234 free_object (tmp);
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 3235 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 3236 }
2834 cure_disease(op,0); /* remove any disease */ 3237 cure_disease (op, 0); /* remove any disease */
2835 3238
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 3239 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 3240 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 3241 if (op->stats.food < 100)
3242 op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp; 3243 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3244 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 3245 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 3246
2843 /* 3247 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 3248 * 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 3249 * the player has any unpaid items. If so, remove them and put them back
2846 * in the map. 3250 * in the map.
2847 */ 3251 */
2848 3252
2849 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3253 if (is_in_shop (op))
2850 if (tmp->type == SHOP_FLOOR) {
2851 remove_unpaid_objects(op->inv, op); 3254 remove_unpaid_objects (op->inv, op);
2852 break;
2853 }
2854 }
2855
2856 3255
2857 /****************************************/ 3256 /****************************************/
2858 /* */ 3257 /* */
2859 /* Move player to his current respawn- */ 3258 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 3259 /* position (usually last savebed) */
2861 /* */ 3260 /* */
3261
2862 /****************************************/ 3262 /****************************************/
2863 3263
2864 enter_player_savebed(op); 3264 enter_player_savebed (op);
2865 3265
2866 /* Save the player before inserting the force to reduce 3266 /* Save the player before inserting the force to reduce
2867 * chance of abuse. 3267 * chance of abuse.
2868 */ 3268 */
2869 op->contr->braced=0; 3269 op->contr->braced = 0;
2870 save_player(op,1); 3270 save_player (op, 1);
2871 3271
2872 /* it is possible that the player has blown something up 3272 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 3273 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 3274 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 3275 * on the space that might harm the player.
2876 */ 3276 */
2877 will_kill_again=0; 3277 will_kill_again = 0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3278 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3279 {
2879 if (tmp->type ==SPELL_EFFECT) 3280 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 3281 will_kill_again |= tmp->attacktype;
2881 } 3282 }
2882 if (will_kill_again) { 3283 if (will_kill_again)
3284 {
2883 object *force; 3285 object *force;
2884 int at; 3286 int at;
2885 3287
2886 force=get_archetype(FORCE_NAME); 3288 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 3289 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 3290 force->speed = 0.1;
2889 force->speed_left=-5.0; 3291 force->speed_left = -5.0;
2890 SET_FLAG(force, FLAG_APPLIED); 3292 SET_FLAG (force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 3293 for (at = 0; at < NROFATTACKS; at++)
3294 {
2892 if (will_kill_again & (1 << at)) 3295 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 3296 force->resist[at] = 100;
2894 } 3297 }
2895 insert_ob_in_ob(force, op); 3298 insert_ob_in_ob (force, op);
2896 fix_player(op); 3299 fix_player (op);
2897
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905 3300
3301 }
3302
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3303 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2907 return; 3304 return;
2908 } /* NOT_PERMADETH */ 3305 } /* NOT_PERMADETH */
2909 else { 3306 else
3307 {
2910 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This 3308 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2911 * should probably be embedded in an else statement. 3309 * should probably be embedded in an else statement.
2912 */ 3310 */
2913 3311
2914 op->contr->party=NULL; 3312 op->contr->party = NULL;
2915 if (settings.set_title == TRUE) 3313 if (settings.set_title == TRUE)
2916 op->contr->own_title[0]='\0'; 3314 op->contr->own_title[0] = '\0';
2917 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 3315 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
2918 check_score(op); 3316 check_score (op);
2919 if(op->contr->ranges[range_golem]!=NULL) { 3317 if (op->contr->ranges[range_golem] != NULL)
3318 {
2920 remove_friendly_object(op->contr->ranges[range_golem]); 3319 remove_friendly_object (op->contr->ranges[range_golem]);
2921 remove_ob(op->contr->ranges[range_golem]); 3320 remove_ob (op->contr->ranges[range_golem]);
2922 free_object(op->contr->ranges[range_golem]); 3321 free_object (op->contr->ranges[range_golem]);
2923 op->contr->ranges[range_golem]=NULL; 3322 op->contr->ranges[range_golem] = NULL;
2924 op->contr->golem_count=0; 3323 op->contr->golem_count = 0;
2925 } 3324 }
2926 loot_object(op); /* Remove some of the items for good */ 3325 loot_object (op); /* Remove some of the items for good */
2927 remove_ob(op); 3326 remove_ob (op);
2928 op->direction=0; 3327 op->direction = 0;
2929 3328
2930 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 3329 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3330 {
2931 delete_character(op->name,0); 3331 delete_character (op->name, 0);
2932 if (settings.resurrection == TRUE) { 3332 if (settings.resurrection == TRUE)
3333 {
2933 /* save playerfile sans equipment when player dies 3334 /* save playerfile sans equipment when player dies
2934 ** then save it as player.pl.dead so that future resurrection 3335 ** then save it as player.pl.dead so that future resurrection
2935 ** type spells will work on them nicely 3336 ** type spells will work on them nicely
2936 */ 3337 */
2937 delete_character(op->name,0); 3338 delete_character (op->name, 0);
2938 op->stats.hp = op->stats.maxhp; 3339 op->stats.hp = op->stats.maxhp;
2939 op->stats.food = 999; 3340 op->stats.food = 999;
2940 3341
2941 /* set the location of where the person will reappear when */ 3342 /* set the location of where the person will reappear when */
2942 /* maybe resurrection code should fix map also */ 3343 /* maybe resurrection code should fix map also */
2943 strcpy(op->contr->maplevel, settings.emergency_mapname); 3344 strcpy (op->contr->maplevel, settings.emergency_mapname);
2944 if(op->map!=NULL) 3345 if (op->map != NULL)
2945 op->map = NULL; 3346 op->map = NULL;
2946 op->x = settings.emergency_x; 3347 op->x = settings.emergency_x;
2947 op->y = settings.emergency_y; 3348 op->y = settings.emergency_y;
2948 save_player(op,0); 3349 save_player (op, 0);
2949 op->map = map; 3350 op->map = map;
2950 /* please see resurrection.c: peterm */ 3351 /* please see resurrection.c: peterm */
2951 dead_player(op); 3352 dead_player (op);
2952 } else { 3353 }
3354 else
2953 delete_character(op->name,1); 3355 delete_character (op->name, 1);
2954 } 3356 }
2955 } 3357
2956 play_again(op); 3358 play_again (op);
2957 3359
2958 /* peterm: added to create a corpse at deathsite. */ 3360 /* peterm: added to create a corpse at deathsite. */
2959 tmp=arch_to_object(find_archetype("corpse_pl")); 3361 tmp = arch_to_object (find_archetype ("corpse_pl"));
2960 sprintf(buf,"%s", op->name); 3362 sprintf (buf, "%s", &op->name);
2961 FREE_AND_COPY(tmp->name, buf); 3363 tmp->name = tmp->name_pl = buf;
2962 FREE_AND_COPY(tmp->name_pl, buf);
2963 tmp->level=op->level; 3364 tmp->level = op->level;
2964 tmp->x=x;tmp->y=y; 3365 tmp->x = x;
2965 if (tmp->msg) 3366 tmp->y = y;
2966 free_string(tmp->msg); 3367 tmp->msg = gravestone_text (op);
2967 tmp->msg = add_string (gravestone_text(op));
2968 SET_FLAG (tmp, FLAG_UNIQUE); 3368 SET_FLAG (tmp, FLAG_UNIQUE);
2969 insert_ob_in_map (tmp, map, NULL,0); 3369 insert_ob_in_map (tmp, map, NULL, 0);
2970 } 3370 }
2971} 3371}
2972 3372
2973 3373
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 3374void
3375loot_object (object *op)
3376{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 3377 object *tmp, *tmp2, *next;
2976 3378
2977 if (op->container) { /* close open sack first */ 3379 if (op->container)
3380 { /* close open sack first */
2978 esrv_apply_container (op, op->container); 3381 esrv_apply_container (op, op->container);
2979 } 3382 }
2980 3383
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3384 for (tmp = op->inv; tmp != NULL; tmp = next)
3385 {
2982 next=tmp->below; 3386 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3387 if (tmp->type == EXPERIENCE || tmp->invisible)
3388 continue;
2984 remove_ob(tmp); 3389 remove_ob (tmp);
2985 tmp->x=op->x,tmp->y=op->y; 3390 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 3391 if (tmp->type == CONTAINER)
2987 loot_object(tmp); 3392 { /* empty container to ground */
2988 } 3393 loot_object (tmp);
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3394 }
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3395 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3396 {
2991 if(tmp->nrof>1) { 3397 if (tmp->nrof > 1)
3398 {
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3399 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2993 free_object(tmp2); 3400 free_object (tmp2);
2994 insert_ob_in_map(tmp,op->map,NULL,0); 3401 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 }
3403 else
3404 free_object (tmp);
3405 }
2995 } else 3406 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 3407 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 3408 }
3000} 3409}
3001 3410
3002/* 3411/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 3412 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 3413 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 3414 * was changed.
3006 */ 3415 */
3007 3416
3417void
3008void fix_weight(void) { 3418fix_weight (void)
3419{
3009 player *pl; 3420 player *pl;
3421
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 3422 for (pl = first_player; pl != NULL; pl = pl->next)
3423 {
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3424 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3425
3012 if(old == sum) 3426 if (old == sum)
3013 continue; 3427 continue;
3014 fix_player(pl->ob); 3428 fix_player (pl->ob);
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3429 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3016 pl->ob->name, old, sum);
3017 } 3430 }
3018} 3431}
3019 3432
3433void
3020void fix_luck(void) { 3434fix_luck (void)
3435{
3021 player *pl; 3436 player *pl;
3437
3022 for (pl = first_player; pl != NULL; pl = pl->next) 3438 for (pl = first_player; pl != NULL; pl = pl->next)
3023 if (!pl->ob->contr->state) 3439 if (!pl->ob->contr->state)
3024 change_luck(pl->ob, 0); 3440 change_luck (pl->ob, 0);
3025} 3441}
3026 3442
3027 3443
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 3444/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 3445 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 3446 * just treat this as any other spell casting object.
3031 */ 3447 */
3032 3448
3033void 3449void
3034cast_dust (object * op, object * throw_ob, int dir) 3450cast_dust (object *op, object *throw_ob, int dir)
3035{ 3451{
3036 object *skop, *spob; 3452 object *skop, *spob;
3037 3453
3038 skop = find_skill_by_name (op, throw_ob->skill); 3454 skop = find_skill_by_name (op, throw_ob->skill);
3039 3455
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 3456 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3457 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 3458 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3459 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 3460 return;
3046 } 3461 }
3047 3462
3048 spob = throw_ob->inv; 3463 spob = throw_ob->inv;
3049 3464
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3465 // 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 3466 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 3467 // errors should be reported as early as possible IMHO)
3053 if (!spob) 3468 if (!spob)
3054 { 3469 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3470 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; 3471 return;
3058 } 3472 }
3059 3473
3060 if (op->type == PLAYER) 3474 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3475 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 3476
3063 cast_spell (op, throw_ob, dir, spob, NULL); 3477 cast_spell (op, throw_ob, dir, spob, NULL);
3064 3478
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3479 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3066 remove_ob (throw_ob); 3480 remove_ob (throw_ob);
3067 free_object (throw_ob); 3481 free_object (throw_ob);
3068} 3482}
3069 3483
3484void
3070void make_visible (object *op) { 3485make_visible (object *op)
3486{
3071 op->hide = 0; 3487 op->hide = 0;
3072 op->invisible = 0; 3488 op->invisible = 0;
3073 if(op->type==PLAYER) { 3489 if (op->type == PLAYER)
3490 {
3074 op->contr->tmp_invis = 0; 3491 op->contr->tmp_invis = 0;
3075 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3492 op->contr->invis_race = 0;
3076 } 3493 }
3077 update_object(op,UP_OBJ_FACE); 3494 update_object (op, UP_OBJ_FACE);
3078} 3495}
3079 3496
3497int
3080int is_true_undead(object *op) { 3498is_true_undead (object *op)
3499{
3081 object *tmp=NULL; 3500 object *tmp = NULL;
3082 3501
3083 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3502 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3503 return 1;
3084 3504
3085 if(op->type==PLAYER) 3505 if (op->type == PLAYER)
3086 for(tmp=op->inv;tmp;tmp=tmp->below) 3506 for (tmp = op->inv; tmp; tmp = tmp->below)
3087 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3507 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3088 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3508 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3509 return 1;
3089 return 0; 3510 return 0;
3090} 3511}
3091 3512
3092/* look at the surrounding terrain to determine 3513/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 3514 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 3515 * indicate greater hideability.
3095 */ 3516 */
3096 3517
3518int
3097int hideability(object *ob) { 3519hideability (object *ob)
3520{
3098 int i,level=0, mflag; 3521 int i, level = 0, mflag;
3099 sint16 x,y; 3522 sint16 x, y;
3100 3523
3101 if(!ob||!ob->map) return 0; 3524 if (!ob || !ob->map)
3525 return 0;
3102 3526
3103 /* so, on normal lighted maps, its hard to hide */ 3527 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 3528 level = ob->map->darkness - 2;
3105 3529
3106 /* this also picks up whether the object is glowing. 3530 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 3531 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 3532 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3533 if (has_carried_lights (ob))
3534 level = -(10 + (2 * ob->map->darkness));
3110 3535
3111 /* scan through all nearby squares for terrain to hide in */ 3536 /* 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]) { 3537 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3538 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3539 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 3540 if (mflag & P_OUT_OF_MAP)
3541 {
3542 continue;
3543 }
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3544 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 3545 level += 2;
3117 else /* open terrain! */ 3546 else /* open terrain! */
3118 level -= 1; 3547 level -= 1;
3119 } 3548 }
3120 3549
3121#if 0 3550#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3551 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 3552#endif
3124 return level; 3553 return level;
3125} 3554}
3126 3555
3127/* For Hidden creatures - a chance of becoming 'unhidden' 3556/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 3557 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 3558 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 3559 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 3560 */
3132 3561
3562void
3133void do_hidden_move (object *op) { 3563do_hidden_move (object *op)
3564{
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3565 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3135 object *skop; 3566 object *skop;
3136 3567
3137 if(!op || !op->map) return; 3568 if (!op || !op->map)
3569 return;
3138 3570
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3571 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3140 3572
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 3573 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 3574 if (op->type == PLAYER && op->contr->run_on)
3575 {
3143 if(!skop || num >= skop->level) { 3576 if (!skop || num >= skop->level)
3577 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3578 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 3579 make_visible (op);
3146 return; 3580 return;
3147 } else num += 20; 3581 }
3582 else
3583 num += 20;
3148 } 3584 }
3149 num += op->map->difficulty; 3585 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 3586 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 3587 num -= hide;
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3588 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3589 {
3153 make_visible(op); 3590 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3591 if (op->type == PLAYER)
3155 "You moved out of hiding! You are visible!"); 3592 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 3593 }
3157 else if (op->type == PLAYER && skop) { 3594 else if (op->type == PLAYER && skop)
3595 {
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3596 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 } 3597 }
3160} 3598}
3161 3599
3162/* determine if who is standing near a hostile creature. */ 3600/* determine if who is standing near a hostile creature. */
3163 3601
3602int
3164int stand_near_hostile( object *who ) { 3603stand_near_hostile (object *who)
3604{
3165 object *tmp=NULL; 3605 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 3606 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 3607 mapstruct *m;
3168 sint16 x,y; 3608 sint16 x, y;
3169 3609
3170 if(!who) return 0; 3610 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; 3611 return 0;
3612
3613 if (who->type == PLAYER)
3614 player = 1;
3615
3616 else
3617 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3618
3619 /* search adjacent squares */
3620 for (i = 1; i < 9; i++)
3621 {
3622 x = who->x + freearr_x[i];
3623 y = who->y + freearr_y[i];
3624 m = who->map;
3625 mflags = get_map_flags (m, &m, x, y, &x, &y);
3626 /* space must be blocked if there is a monster. If not
3627 * blocked, don't need to check this space.
3628 */
3629 if (mflags & P_OUT_OF_MAP)
3630 continue;
3631 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3632 continue;
3633
3634 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3635 {
3636 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3637 return 1;
3638 else if (tmp->type == PLAYER)
3639 {
3640 /*don't let a hidden DM prevent you from hiding */
3641 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3642 return 1;
3643 }
3644 }
3645 }
3646 return 0;
3200} 3647}
3201 3648
3202/* check the player los field for viewability of the 3649/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 3650 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 3651 * 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. 3658 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 3659 * -b.t.
3213 * This function is now map tiling safe. 3660 * This function is now map tiling safe.
3214 */ 3661 */
3215 3662
3663int
3216int player_can_view (object *pl,object *op) { 3664player_can_view (object *pl, object *op)
3665{
3217 rv_vector rv; 3666 rv_vector rv;
3218 int dx,dy; 3667 int dx, dy;
3219 3668
3220 if(pl->type!=PLAYER) { 3669 if (pl->type != PLAYER)
3670 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 3671 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; 3672 return -1;
3247 op = op->more;
3248 } 3673 }
3674 if (!pl || !op)
3249 return 0; 3675 return 0;
3676
3677 if (op->head)
3678 {
3679 op = op->head;
3680 }
3681 get_rangevector (pl, op, &rv, 0x1);
3682
3683 /* starting with the 'head' part, lets loop
3684 * through the object and find if it has any
3685 * part that is in the los array but isnt on
3686 * a blocked los square.
3687 * we use the archetype to figure out offsets.
3688 */
3689 while (op)
3690 {
3691 dx = rv.distance_x + op->arch->clone.x;
3692 dy = rv.distance_y + op->arch->clone.y;
3693
3694 /* only the viewable area the player sees is updated by LOS
3695 * code, so we need to restrict ourselves to that range of values
3696 * for any meaningful values.
3697 */
3698 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3699 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3700 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3701 return 1;
3702 op = op->more;
3703 }
3704 return 0;
3250} 3705}
3251 3706
3252/* routine for both players and monsters. We call this when 3707/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3708 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3709 * place or invisiblity spell. Artefact invisiblity is not
3255 * effected by this. If we arent invisible to begin with, we 3710 * effected by this. If we arent invisible to begin with, we
3256 * return 0. 3711 * return 0.
3257 */ 3712 */
3713int
3258int action_makes_visible (object *op) { 3714action_makes_visible (object *op)
3715{
3259 3716
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3717 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3718 {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3719 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3262 return 0; 3720 return 0;
3263 3721
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3722 if (op->contr && op->contr->tmp_invis == 0)
3723 return 0;
3265 3724
3266 /* If monsters, they should become visible */ 3725 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3726 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3727 {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3728 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3269 return 1; 3729 return 1;
3270 } 3730 }
3271 } 3731 }
3272 return 0; 3732 return 0;
3273} 3733}
3274 3734
3275/* op_on_battleground - checks if the given object op (usually 3735/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3736 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3737 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3738 * -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 3739 * 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 3740 * 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 3741 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 3742 */
3743int
3283int op_on_battleground (object *op, int *x, int *y) { 3744op_on_battleground (object *op, int *x, int *y)
3745{
3284 object *tmp; 3746 object *tmp;
3285 3747
3286 /* A battleground-tile needs the following attributes to be valid: 3748 /* 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), 3749 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3750 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3751 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3752 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3753 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3754 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3755 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3756 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3757 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3758 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3295 strcmp(tmp->name, "battleground")==0 && 3759 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3760 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3761 /*before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3762 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3763 {
3299 object *invtmp; 3764 object *invtmp;
3765
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3766 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3767 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3768 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3769 {
3770 if (x != NULL && y != NULL)
3771 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3772 return 1;
3773 }
3774 }
3775 }
3303 if (x != NULL && y != NULL) 3776 if (x != NULL && y != NULL)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3777 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3305 return 1; 3778 return 1;
3306 } 3779 }
3307 } 3780 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3781 }
3313 }
3314 }
3315 /* If we got here, did not find a battleground */ 3782 /* If we got here, did not find a battleground */
3316 return 0; 3783 return 0;
3317} 3784}
3318 3785
3319/* 3786/*
3323 * attributes: 3790 * attributes:
3324 * object *who the dragon player 3791 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3792 * int atnr the attack-number of the ability focus
3326 * int level ability level 3793 * int level ability level
3327 */ 3794 */
3795void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3796dragon_ability_gain (object *who, int atnr, int level)
3797{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3798 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3799 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3800 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3801 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3802 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3803 int i = 0, j = 0;
3335 3804
3336 /* get the appropriate treasurelist */ 3805 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3806 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3807 trlist = find_treasurelist ("dragon_ability_fire");
3339 else if (atnr == ATNR_COLD) 3808 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3809 trlist = find_treasurelist ("dragon_ability_cold");
3341 else if (atnr == ATNR_ELECTRICITY) 3810 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3811 trlist = find_treasurelist ("dragon_ability_elec");
3343 else if (atnr == ATNR_POISON) 3812 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3813 trlist = find_treasurelist ("dragon_ability_poison");
3345 3814
3346 if (trlist == NULL || who->type != PLAYER) 3815 if (trlist == NULL || who->type != PLAYER)
3347 return; 3816 return;
3348 3817
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3818 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3819
3351
3352 if (tr == NULL || tr->item == NULL) { 3820 if (tr == NULL || tr->item == NULL)
3821 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3822 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3823 return;
3355 } 3824 }
3356 3825
3357 /* everything seems okay - now bring on the gift: */ 3826 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3827 item = &(tr->item->clone);
3359 3828
3360 if (item->type == SPELL) { 3829 if (item->type == SPELL)
3830 {
3361 if (check_spell_known (who, item->name)) 3831 if (check_spell_known (who, item->name))
3362 return; 3832 return;
3363 3833
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3834 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); 3835 do_learn_spell (who, item, 0);
3366 return; 3836 return;
3367 } 3837 }
3368 3838
3369 /* grant direct spell */ 3839 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3840 if (item->type == SPELLBOOK)
3841 {
3371 if (!item->inv) { 3842 if (!item->inv)
3843 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3844 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3845 return;
3375 } 3846 }
3376 if (check_spell_known (who, item->inv->name)) 3847 if (check_spell_known (who, item->inv->name))
3377 return; 3848 return;
3378 if (item->invisible) { 3849 if (item->invisible)
3850 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3851 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); 3852 do_learn_spell (who, item->inv, 0);
3381 return; 3853 return;
3382 } 3854 }
3383 } 3855 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3856 else if (item->type == SKILL_TOOL && item->invisible)
3857 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3858 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3859 {
3386 3860
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3861 /* 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 3862 * 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, 3863 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3864 * but not all of them, he gets nothing.
3391 */ 3865 */
3392 if (!(skop->attacktype & item->attacktype)) { 3866 if (!(skop->attacktype & item->attacktype))
3867 {
3393 /* Give new attacktype */ 3868 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3869 skop->attacktype |= item->attacktype;
3395 3870
3396 /* always add physical if there's none */ 3871 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3872 skop->attacktype |= AT_PHYSICAL;
3398 3873
3399 if (item->msg != NULL) 3874 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3875 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3876
3402 /* Give player new face */ 3877 /* Give player new face */
3403 if (item->animation_id) { 3878 if (item->animation_id)
3879 {
3404 who->face = skop->face; 3880 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3881 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3882 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3883 who->last_anim = 0;
3408 who->state = 0; 3884 who->state = 0;
3409 animate_object(who, who->direction); 3885 animate_object (who, who->direction);
3410 } 3886 }
3887 }
3888 }
3411 } 3889 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3890 else if (item->type == FORCE)
3891 {
3415 /* forces in the treasurelist can alter the player's stats */ 3892 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3893 object *skin;
3894
3417 /* first get the dragon skin force */ 3895 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3896 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3419 skin=skin->below); 3897 if (skin == NULL)
3420 if (skin == NULL) return; 3898 return;
3421 3899
3422 /* adding new spellpath attunements */ 3900 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3901 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3902 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3903 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3904
3426 /* print message */ 3905 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3906 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3907 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3908 {
3430 if (j) 3909 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3910 {
3432 else 3911 if (j)
3433 j = 1; 3912 strcat (buf, " and ");
3913 else
3914 j = 1;
3434 strcat(buf, spellpathnames[i]); 3915 strcat (buf, spellpathnames[i]);
3435 } 3916 }
3436 } 3917 }
3437 strcat(buf,"."); 3918 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3919 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3920 }
3440 3921
3441 /* evtl. adding flags: */ 3922 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3923 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3924 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3925 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3926 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3927 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3928 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3929
3449 /* print message if there is one */ 3930 /* print message if there is one */
3450 if (item->msg != NULL) 3931 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3932 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3933 }
3934 else
3452 } 3935 {
3453 else {
3454 /* generate misc. treasure */ 3936 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3937 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3938 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); 3939 tmp = insert_ob_in_ob (tmp, who);
3458 if (who->type == PLAYER) 3940 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp); 3941 esrv_send_item (who, tmp);
3460 } 3942 }
3461} 3943}
3462 3944
3463/** 3945/**
3464 * Unready an object for a player. This function does nothing if the object was 3946 * Unready an object for a player. This function does nothing if the object was
3465 * not readied. 3947 * not readied.
3466 */ 3948 */
3949void
3467void player_unready_range_ob(player *pl, object *ob) { 3950player_unready_range_ob (player *pl, object *ob)
3951{
3468 rangetype i; 3952 rangetype i;
3469 3953
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3954 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3955 {
3471 if (pl->ranges[i] == ob) { 3956 if (pl->ranges[i] == ob)
3957 {
3472 pl->ranges[i] = NULL; 3958 pl->ranges[i] = NULL;
3473 if (pl->shoottype == i) { 3959 if (pl->shoottype == i)
3960 {
3474 pl->shoottype = range_none; 3961 pl->shoottype = range_none;
3475 }
3476 } 3962 }
3963 }
3477 } 3964 }
3478} 3965}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines