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Comparing deliantra/server/server/player.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.12 by elmex, Tue Aug 29 10:51:43 2006 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.1 2006/08/13 17:16:04 elmex Exp $"; 3 * "$Id: player.C,v 1.12 2006/08/29 10:51:43 elmex Exp $";
4 */ 4 */
5 5
6/* 6/*
7 CrossFire, A Multiplayer game for X-windows 7 CrossFire, A Multiplayer game for X-windows
8 8
86 int comp; 86 int comp;
87 int size; 87 int size;
88 88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return; 91 return;
92 } 92 }
93 motd[0]='\0'; 93 motd[0]='\0';
94 size=0; 94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) { 95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#') 96 if( *buf == '#')
97 continue; 97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size); 98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf); 99 size+=strlen(buf);
100 } 100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 102 close_and_delete(fp, comp);
181int playername_ok(const char *cp) { 181int playername_ok(const char *cp) {
182 /* Don't allow - or _ as first character in the name */ 182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0; 183 if (*cp == '-' || *cp == '_') return 0;
184 184
185 for(;*cp!='\0';cp++) 185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0; 187 return 0;
188 return 1; 188 return 1;
189} 189}
190 190
191/* This no longer sets the player map. Also, it now updates 191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that. 192 * all the pointers so the caller doesn't need to do that.
202static player* get_player(player *p) { 202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL)); 203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i; 204 int i;
205 205
206 if (!p) { 206 if (!p) {
207 player *tmp;
208
209 p = (player *) malloc(sizeof(player)); 207 p = (player *) malloc(sizeof(player));
210 if(p==NULL) 208 if(p==NULL)
211 fatal(OUT_OF_MEMORY); 209 fatal(OUT_OF_MEMORY);
212 210
213 /* This adds the player in the linked list. There is extra 211 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the 212 * complexity here because we want to add the new player at the
215 * end of the list - there is in fact no compelling reason that 213 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of 214 * that needs to be done except for things like output of
217 * 'who'. 215 * 'who'.
218 */ 216 */
219 tmp=first_player; 217 player *tmp = first_player;
220 while(tmp!=NULL&&tmp->next!=NULL) 218 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next; 219 tmp=tmp->next;
222 if(tmp!=NULL) 220 if(tmp!=NULL)
223 tmp->next=p; 221 tmp->next=p;
224 else 222 else
225 first_player=p; 223 first_player=p;
226 224
227 p->next = NULL; 225 p->next = NULL;
228 } 226 }
229 227
230 /* Clears basically the entire player structure except 228 /* Clears basically the entire player structure except
231 * for next and socket. 229 * for next and socket.
232 */ 230 */
233 memset((void*)((char*)p + offsetof(player, ob)), 0, 231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
234 sizeof(player) - offsetof(player, ob)); 232 p->attachable_init (); //HACK
235 233
236 /* There are some elements we want initialized to non zero value - 234 /* There are some elements we want initialized to non zero value -
237 * we deal with that below this point. 235 * we deal with that below this point.
238 */ 236 */
239 p->party=NULL; 237 p->party=NULL;
270 p->usekeys=containers; 268 p->usekeys=containers;
271 p->last_weapon_sp= -1; 269 p->last_weapon_sp= -1;
272 p->peaceful=1; /* default peaceful */ 270 p->peaceful=1; /* default peaceful */
273 p->do_los=1; 271 p->do_los=1;
274 p->explore=0; 272 p->explore=0;
275 p->no_shout=0; /* default can shout */ 273 p->no_shout=0; /* default can shout */
276 274
277 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
278 p->title[sizeof(p->title)-1] = '\0'; 276 p->title[sizeof(p->title)-1] = '\0';
279 op->race = add_string (op->arch->clone.race); 277 op->race = add_string (op->arch->clone.race);
280 278
284 * if a player quits and starts a new character, we wont 282 * if a player quits and starts a new character, we wont
285 * send new values to the client, as things like exp start 283 * send new values to the client, as things like exp start
286 * at zero. 284 * at zero.
287 */ 285 */
288 for (i=0; i < NUM_SKILLS; i++) { 286 for (i=0; i < NUM_SKILLS; i++) {
289 p->last_skill_exp[i] = -1; 287 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL; 288 p->last_skill_ob[i] = NULL;
291 } 289 }
292 for (i=0; i < NROFATTACKS; i++) { 290 for (i=0; i < NROFATTACKS; i++) {
293 p->last_resist[i] = -1; 291 p->last_resist[i] = -1;
294 } 292 }
295 p->last_stats.exp = -1; 293 p->last_stats.exp = -1;
296 p->last_weight = (uint32)-1; 294 p->last_weight = (uint32)-1;
297 295
298 p->socket.update_look=0; 296 p->socket.update_look=0;
320 318
321 p=get_player(NULL); 319 p=get_player(NULL);
322 p->socket = *ns; 320 p->socket = *ns;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
324 if(p->socket.faces_sent == NULL) 322 if(p->socket.faces_sent == NULL)
325 fatal(OUT_OF_MEMORY); 323 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared. 325 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data 326 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket. 327 * on the uncoming socket.
330 */ 328 */
347 */ 345 */
348archetype *get_player_archetype(archetype* at) 346archetype *get_player_archetype(archetype* at)
349{ 347{
350 archetype *start = at; 348 archetype *start = at;
351 for (;;) { 349 for (;;) {
352 if (at==NULL || at->next==NULL) 350 if (at==NULL || at->next==NULL)
353 at=first_archetype; 351 at=first_archetype;
354 else 352 else
355 at=at->next; 353 at=at->next;
356 if(at->clone.type==PLAYER) 354 if(at->clone.type==PLAYER)
357 return at; 355 return at;
358 if (at == start) { 356 if (at == start) {
359 LOG (llevError, "No Player archetypes\n"); 357 LOG (llevError, "No Player archetypes\n");
360 exit (-1); 358 exit (-1);
361 } 359 }
362 } 360 }
363} 361}
364 362
365 363
366object *get_nearest_player(object *mon) { 364object *get_nearest_player(object *mon) {
369 objectlink *ol; 367 objectlink *ol;
370 unsigned lastdist; 368 unsigned lastdist;
371 rv_vector rv; 369 rv_vector rv;
372 370
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) {
374 /* We should not find free objects on this friendly list, but it 372 /* We should not find free objects on this friendly list, but it
375 * does periodically happen. Given that, lets deal with it. 373 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly 374 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop. 375 * list is also free, so encapsulate this in a while loop.
378 */ 376 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
380 object *tmp=ol->ob; 378 object *tmp=ol->ob;
381 379
382 /* Can't do much more other than log the fact, because the object 380 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared. 381 * itself will have been cleared.
384 */ 382 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
386 ol = ol->next; 384 ol = ol->next;
387 remove_friendly_object(tmp); 385 remove_friendly_object(tmp);
388 if (!ol) return op; 386 if (!ol) return op;
389 } 387 }
390 388
391 /* Remove special check for player from this. First, it looks to cause 389 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more 390 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case - 391 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would 392 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove 393 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this 394 * on_same_map check, as can_detect_enemy also does this
397 */ 395 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 396 if (!can_detect_enemy(mon,ol->ob,&rv))
399 continue; 397 continue;
400 398
401 if(lastdist>rv.distance) { 399 if(lastdist>rv.distance) {
402 op=ol->ob; 400 op=ol->ob;
403 lastdist=rv.distance; 401 lastdist=rv.distance;
404 } 402 }
405 } 403 }
406 for (pl=first_player; pl != NULL; pl=pl->next) { 404 for (pl=first_player; pl != NULL; pl=pl->next) {
407 if (can_detect_enemy(mon, pl->ob,&rv)) { 405 if (can_detect_enemy(mon, pl->ob,&rv)) {
408 406
409 if(lastdist>rv.distance) { 407 if(lastdist>rv.distance) {
410 op=pl->ob; 408 op=pl->ob;
411 lastdist=rv.distance; 409 lastdist=rv.distance;
412 } 410 }
413 } 411 }
414 } 412 }
415#if 0 413#if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)");
417#endif 415#endif
418 return op; 416 return op;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
481 /* If we can't solve it within the search distance, return now. */ 479 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0; 480 if (diff>max) return 0;
483 while (diff >1 && max>0) { 481 while (diff >1 && max>0) {
484 lastx = x; 482 lastx = x;
485 lasty = y; 483 lasty = y;
486 lastmap = m; 484 lastmap = m;
487 x = lastx + freearr_x[dir]; 485 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir]; 486 y = lasty + freearr_y[dir];
489 487
490 mflags = get_map_flags(m, &m, x, y, &x, &y); 488 mflags = get_map_flags(m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492 490
493 /* Space is blocked - try changing direction a little */ 491 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) { 493 && (m == mon->map && blocked_link(mon, m, x, y)))) {
496 /* recalculate direction from last good location. Possible 494 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before. 495 * we were not traversing ideal location before.
498 */ 496 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) { 498 if (rv.direction != dir) {
501 /* OK - says direction should be different - lets reset the 499 /* OK - says direction should be different - lets reset the
502 * the values so it will try again. 500 * the values so it will try again.
503 */ 501 */
504 x = lastx; 502 x = lastx;
505 y = lasty; 503 y = lasty;
506 m = lastmap; 504 m = lastmap;
507 dir = firstdir = rv.direction; 505 dir = firstdir = rv.direction;
508 } else { 506 } else {
509 /* direct path is blocked - try taking a side step to 507 /* direct path is blocked - try taking a side step to
510 * either the left or right. 508 * either the left or right.
511 * Note increase the values in the loop below to be 509 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes 510 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting 511 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try 512 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth 513 * stepping back and forth
516 */ 514 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
518 if (i==0) continue; /* already did this, so skip it */ 516 if (i==0) continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise, 517 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in 518 * since the direction that the creature should move in
521 * may change, you could get infinite loops. 519 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only 520 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance, 521 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north, 522 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and 523 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains 524 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully 525 * the last direction the creature has successfully
528 * moved. 526 * moved.
529 */ 527 */
530 528
531 x = lastx + freearr_x[absdir(lastdir+i)]; 529 x = lastx + freearr_x[absdir(lastdir+i)];
532 y = lasty + freearr_y[absdir(lastdir+i)]; 530 y = lasty + freearr_y[absdir(lastdir+i)];
533 m = lastmap; 531 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y); 532 mflags = get_map_flags(m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue; 533 if (mflags & P_OUT_OF_MAP) continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 534 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538 if (mflags & P_BLOCKSVIEW) continue; 536 if (mflags & P_BLOCKSVIEW) continue;
539 537
540 if (m == mon->map && blocked_link(mon, m, x, y)) break; 538 if (m == mon->map && blocked_link(mon, m, x, y)) break;
541 } 539 }
542 /* go through entire loop without finding a valid 540 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path. 541 * sidestep to take - thus, no valid path.
544 */ 542 */
545 if (i==(DETOUR_AMOUNT+1)) 543 if (i==(DETOUR_AMOUNT+1))
546 return 0; 544 return 0;
547 diff--; 545 diff--;
548 lastdir=dir; 546 lastdir=dir;
549 max--; 547 max--;
550 if (!firstdir) firstdir = dir+i; 548 if (!firstdir) firstdir = dir+i;
551 } /* else check alternate directions */ 549 } /* else check alternate directions */
552 } /* if blocked */ 550 } /* if blocked */
553 else { 551 else {
554 /* we moved towards creature, so diff is less */ 552 /* we moved towards creature, so diff is less */
555 diff--; 553 diff--;
556 max--; 554 max--;
557 lastdir=dir; 555 lastdir=dir;
558 if (!firstdir) firstdir = dir; 556 if (!firstdir) firstdir = dir;
559 } 557 }
560 if (diff<=1) { 558 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually 559 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance. 560 * headed toward player for entire distance.
563 */ 561 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
566 } 564 }
567 if (diff>max) return 0; 565 if (diff>max) return 0;
568 } 566 }
569 /* If we reached the max, didn't find a direction in time */ 567 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0; 568 if (!max) return 0;
571 569
572 return firstdir; 570 return firstdir;
574 572
575void give_initial_items(object *pl,treasurelist *items) { 573void give_initial_items(object *pl,treasurelist *items) {
576 object *op,*next=NULL; 574 object *op,*next=NULL;
577 575
578 if(pl->randomitems!=NULL) 576 if(pl->randomitems!=NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
580 578
581 for (op=pl->inv; op; op=next) { 579 for (op=pl->inv; op; op=next) {
582 next = op->below; 580 next = op->below;
583 581
584 /* Forces get applied per default, unless they have the 582 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way 583 * flag "neutral" set. Sorry but I can't think of a better way
586 */ 584 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED); 586 SET_FLAG(op,FLAG_APPLIED);
589 587
590 /* we never give weapons/armour if these cannot be used 588 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions 589 * by this player due to race restrictions
592 */ 590 */
593 if (pl->type == PLAYER) { 591 if (pl->type == PLAYER) {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS || 593 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET || 594 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES || 595 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) || 596 op->type == BRACERS || op->type == GIRDLE)) ||
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op); 598 remove_ob (op);
601 free_object (op); 599 free_object (op);
602 continue; 600 continue;
603 } 601 }
604 } 602 }
605 603
606 /* This really needs to be better - we should really give 604 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really 605 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like 606 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.) 607 * a first level treasurelist for each skill.)
610 * remove duplicate skills also 608 * remove duplicate skills also
611 */ 609 */
612 if(op->type==SPELLBOOK || op->type == SKILL) { 610 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp; 611 object *tmp;
614 612
615 for (tmp=op->below; tmp; tmp=tmp->below) 613 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break; 614 if (tmp->type == op->type && tmp->name == op->name) break;
617 615
618 if (tmp) { 616 if (tmp) {
619 remove_ob(op); 617 remove_ob(op);
620 free_object(op); 618 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n", 619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 tmp->name); 620 tmp->name);
623 continue; 621 continue;
624 } 622 }
625 if (op->nrof > 1) op->nrof = 1; 623 if (op->nrof > 1) op->nrof = 1;
626 } 624 }
627 625
628 if (op->type == SPELLBOOK && op->inv) { 626 if (op->type == SPELLBOOK && op->inv) {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
630 } 628 }
631 629
632 /* Give starting characters identified, uncursed, and undamned 630 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be 631 * items. Just don't identify gold or silver, or it won't be
634 * merged properly. 632 * merged properly.
635 */ 633 */
636 if (need_identify(op)) { 634 if (need_identify(op)) {
637 SET_FLAG(op, FLAG_IDENTIFIED); 635 SET_FLAG(op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED); 636 CLEAR_FLAG(op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED); 637 CLEAR_FLAG(op, FLAG_DAMNED);
640 } 638 }
641 if(op->type==SPELL) { 639 if(op->type==SPELL) {
642 remove_ob(op); 640 remove_ob(op);
643 free_object(op); 641 free_object(op);
644 continue; 642 continue;
645 } 643 }
646 else if(op->type==SKILL) { 644 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL); 645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0; 646 op->stats.exp = 0;
649 op->level = 1; 647 op->level = 1;
650 } 648 }
651 /* lock all 'normal items by default */ 649 /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED); 650 else SET_FLAG(op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */ 651 } /* for loop of objects in player inv */
654 652
655 /* Need to set up the skill pointers */ 653 /* Need to set up the skill pointers */
656 link_player_skills(pl); 654 link_player_skills(pl);
657} 655}
680 * removing the player - it probably makes more sense 678 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all 679 * to leave it to play_again to remove the object in all
682 * cases. 680 * cases.
683 */ 681 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED)) 682 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op); 683 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage, 684 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if 685 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out. 686 * the map is null or not swapped out.
689 */ 687 */
690 op->map = NULL; 688 op->map = NULL;
692 690
693 691
694int receive_play_again(object *op, char key) 692int receive_play_again(object *op, char key)
695{ 693{
696 if(key=='q'||key=='Q') { 694 if(key=='q'||key=='Q') {
697 remove_friendly_object(op); 695 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */ 696 leave(op->contr,0); /* ericserver will draw the message */
699 return 2; 697 return 2;
700 } 698 }
701 else if(key=='a'||key=='A') { 699 else if(key=='a'||key=='A') {
702 player *pl = op->contr; 700 player *pl = op->contr;
703 const char *name = op->name; 701 const char *name = op->name;
704 702
705 add_refcount(name); 703 add_refcount(name);
706 remove_friendly_object(op); 704 remove_friendly_object(op);
707 free_object(op); 705 free_object(op);
708 pl = get_player(pl); 706 pl = get_player(pl);
709 op = pl->ob; 707 op = pl->ob;
710 add_friendly_object(op); 708 add_friendly_object(op);
711 op->contr->password[0]='~'; 709 op->contr->password[0]='~';
712 FREE_AND_CLEAR_STR(op->name); 710 FREE_AND_CLEAR_STR(op->name);
713 FREE_AND_CLEAR_STR(op->name_pl); 711 FREE_AND_CLEAR_STR(op->name_pl);
714 712
715 /* Lets put a space in here */ 713 /* Lets put a space in here */
716 new_draw_info(NDI_UNIQUE, 0, op, "\n"); 714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
717 get_name(op); 715 get_name(op);
718 op->name = name; /* Alrady added a refcount above */ 716 op->name = name; /* Alrady added a refcount above */
719 op->name_pl = add_string(name); 717 op->name_pl = add_string(name);
720 set_first_map(op); 718 set_first_map(op);
721 } else { 719 } else {
722 /* user pressed something else so just ask again... */ 720 /* user pressed something else so just ask again... */
723 play_again(op); 721 play_again(op);
724 } 722 }
725 return 0; 723 return 0;
726} 724}
727 725
728void confirm_password(object *op) { 726void confirm_password(object *op) {
732 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
733} 731}
734 732
735void get_party_password(object *op, partylist *party) { 733void get_party_password(object *op, partylist *party) {
736 if (party == NULL) { 734 if (party == NULL) {
737 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name);
738 return; 736 return;
739 } 737 }
740 op->contr->write_buf[0]='\0'; 738 op->contr->write_buf[0]='\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD; 739 op->contr->state=ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party; 740 op->contr->party_to_join = party;
743 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
747/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
748int roll_stat(void) { 746int roll_stat(void) {
749 int a[4],i,j,k; 747 int a[4],i,j,k;
750 748
751 for(i=0;i<4;i++) 749 for(i=0;i<4;i++)
752 a[i]=(int)RANDOM()%6+1; 750 a[i]=(int)RANDOM()%6+1;
753 751
754 for(i=0,j=0,k=7;i<4;i++) 752 for(i=0,j=0,k=7;i<4;i++)
755 if(a[i]<k) 753 if(a[i]<k)
756 k=a[i],j=i; 754 k=a[i],j=i;
757 755
758 for(i=0,k=0;i<4;i++) { 756 for(i=0,k=0;i<4;i++) {
759 if(i!=j) 757 if(i!=j)
760 k+=a[i]; 758 k+=a[i];
761 } 759 }
762 return k; 760 return k;
763} 761}
764 762
765void roll_stats(object *op) { 763void roll_stats(object *op) {
766 int sum=0; 764 int sum=0;
767 int i = 0, j = 0; 765 int i = 0, j = 0;
768 int statsort[7]; 766 int statsort[7];
769 767
770 do { 768 do {
771 op->stats.Str=roll_stat(); 769 op->stats.Str=roll_stat();
772 op->stats.Dex=roll_stat(); 770 op->stats.Dex=roll_stat();
773 op->stats.Int=roll_stat(); 771 op->stats.Int=roll_stat();
774 op->stats.Con=roll_stat(); 772 op->stats.Con=roll_stat();
775 op->stats.Wis=roll_stat(); 773 op->stats.Wis=roll_stat();
776 op->stats.Pow=roll_stat(); 774 op->stats.Pow=roll_stat();
777 op->stats.Cha=roll_stat(); 775 op->stats.Cha=roll_stat();
778 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
779 op->stats.Con+op->stats.Wis+op->stats.Pow+ 777 op->stats.Con+op->stats.Wis+op->stats.Pow+
780 op->stats.Cha; 778 op->stats.Cha;
781 } while(sum<82||sum>116); 779 } while(sum<82||sum>116);
782 780
783 /* Sort the stats so that rerolling is easier... */ 781 /* Sort the stats so that rerolling is easier... */
784 statsort[0] = op->stats.Str; 782 statsort[0] = op->stats.Str;
785 statsort[1] = op->stats.Dex; 783 statsort[1] = op->stats.Dex;
789 statsort[5] = op->stats.Pow; 787 statsort[5] = op->stats.Pow;
790 statsort[6] = op->stats.Cha; 788 statsort[6] = op->stats.Cha;
791 789
792 /* a quick and dirty bubblesort? */ 790 /* a quick and dirty bubblesort? */
793 do { 791 do {
794 if (statsort[i] < statsort[i + 1]) { 792 if (statsort[i] < statsort[i + 1]) {
795 j = statsort[i]; 793 j = statsort[i];
796 statsort[i] = statsort[i + 1]; 794 statsort[i] = statsort[i + 1];
797 statsort[i + 1] = j; 795 statsort[i + 1] = j;
798 i = 0; 796 i = 0;
799 } else { 797 } else {
800 i++; 798 i++;
801 } 799 }
802 } while (i < 6); 800 } while (i < 6);
803 801
804 op->stats.Str = statsort[0]; 802 op->stats.Str = statsort[0];
805 op->stats.Dex = statsort[1]; 803 op->stats.Dex = statsort[1];
806 op->stats.Con = statsort[2]; 804 op->stats.Con = statsort[2];
843{ 841{
844 signed char tmp; 842 signed char tmp;
845 char buf[MAX_BUF]; 843 char buf[MAX_BUF];
846 844
847 if ( op->contr->Swap_First == -1 ) { 845 if ( op->contr->Swap_First == -1 ) {
848 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
849 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,"); 847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
850 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au"); 848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
851 return; 849 return;
852 } 850 }
853 851
854 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
855 853
856 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
857 get_attr_value(&op->contr->orig_stats, Swap_Second)); 855 get_attr_value(&op->contr->orig_stats, Swap_Second));
858 856
859 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
860 858
861 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
862 new_draw_info(NDI_UNIQUE, 0,op, buf); 860 new_draw_info(NDI_UNIQUE, 0,op, buf);
898 int keynum = key -'0'; 896 int keynum = key -'0';
899 char buf[MAX_BUF]; 897 char buf[MAX_BUF];
900 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
901 899
902 if (keynum>0 && keynum<=7) { 900 if (keynum>0 && keynum<=7) {
903 if (op->contr->Swap_First==-1) { 901 if (op->contr->Swap_First==-1) {
904 op->contr->Swap_First=stat_trans[keynum]; 902 op->contr->Swap_First=stat_trans[keynum];
905 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
906 new_draw_info(NDI_UNIQUE, 0,op,buf); 904 new_draw_info(NDI_UNIQUE, 0,op,buf);
907 } 905 }
908 else 906 else
909 Swap_Stat(op,stat_trans[keynum]); 907 Swap_Stat(op,stat_trans[keynum]);
910 908
911 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
912 return 1; 910 return 1;
913 } 911 }
914 switch (key) { 912 switch (key) {
915 case 'n': 913 case 'n':
916 case 'N': { 914 case 'N': {
917 SET_FLAG(op, FLAG_WIZ); 915 SET_FLAG(op, FLAG_WIZ);
918 if(op->map==NULL) { 916 if(op->map==NULL) {
919 LOG(llevError,"Map == NULL in state 2\n"); 917 LOG(llevError,"Map == NULL in state 2\n");
920 break; 918 break;
921 } 919 }
922 920
923#if 0 921#if 0
924 /* So that enter_exit will put us at startx/starty */ 922 /* So that enter_exit will put us at startx/starty */
925 op->x= -1; 923 op->x= -1;
926 924
927 enter_exit(op,NULL); 925 enter_exit(op,NULL);
928#endif 926#endif
929 SET_ANIMATION(op, 2); /* So player faces south */ 927 SET_ANIMATION(op, 2); /* So player faces south */
930 /* Enter exit adds a player otherwise */ 928 /* Enter exit adds a player otherwise */
931 add_statbonus(op); 929 add_statbonus(op);
932 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"); 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");
933 op->contr->state = ST_CHANGE_CLASS; 931 op->contr->state = ST_CHANGE_CLASS;
934 if (op->msg) 932 if (op->msg)
935 new_draw_info(NDI_BLUE, 0, op, op->msg); 933 new_draw_info(NDI_BLUE, 0, op, op->msg);
936 return 0; 934 return 0;
937 } 935 }
938 case 'y': 936 case 'y':
939 case 'Y': 937 case 'Y':
940 roll_stats(op); 938 roll_stats(op);
941 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
942 return 1; 940 return 1;
943 941
944 case 'q': 942 case 'q':
945 case 'Q': 943 case 'Q':
946 play_again(op); 944 play_again(op);
947 return 1; 945 return 1;
948 946
949 default: 947 default:
950 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
951 return 0; 949 return 0;
952 } 950 }
953 return 0; 951 return 0;
954} 952}
955 953
956/* This function takes the key that is passed, and does the 954/* This function takes the key that is passed, and does the
968 remove_ob(op); 966 remove_ob(op);
969 play_again(op); 967 play_again(op);
970 return 0; 968 return 0;
971 } 969 }
972 if(key=='d'||key=='D') { 970 if(key=='d'||key=='D') {
973 char buf[MAX_BUF]; 971 char buf[MAX_BUF];
974 972
975 /* this must before then initial items are given */ 973 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying); 974 esrv_new_player(op->contr, op->weight+op->carrying);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); 975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
978 976
979 /* Lauwenmark : Here we handle the BORN global event */ 977 INVOKE_PLAYER (BIRTH, op->contr);
980 execute_global_event(EVENT_BORN, op); 978 INVOKE_PLAYER (LOGIN, op->contr);
981 979
982 /* Lauwenmark : We then generate a LOGIN event */
983 execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket.host);
984 op->contr->state=ST_PLAYING; 980 op->contr->state=ST_PLAYING;
985 981
986 if (op->msg) { 982 if (op->msg) {
987 free_string(op->msg); 983 free_string(op->msg);
988 op->msg=NULL; 984 op->msg=NULL;
989 } 985 }
990 986
991 /* We create this now because some of the unique maps will need it 987 /* We create this now because some of the unique maps will need it
992 * to save here. 988 * to save here.
993 */ 989 */
994 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
995 make_path_to_file(buf); 991 make_path_to_file(buf);
996 992
997#ifdef AUTOSAVE 993#ifdef AUTOSAVE
998 op->contr->last_save_tick = pticks; 994 op->contr->last_save_tick = pticks;
999#endif 995#endif
1000 start_info(op); 996 start_info(op);
1001 CLEAR_FLAG(op, FLAG_WIZ); 997 CLEAR_FLAG(op, FLAG_WIZ);
1002 give_initial_items(op,op->randomitems); 998 give_initial_items(op,op->randomitems);
1003 link_player_skills(op); 999 link_player_skills(op);
1004 esrv_send_inventory(op, op); 1000 esrv_send_inventory(op, op);
1005 fix_player(op); 1001 fix_player(op);
1006 1002
1007 /* This moves the player to a different start map, if there 1003 /* This moves the player to a different start map, if there
1008 * is one for this race 1004 * is one for this race
1009 */ 1005 */
1010 if(*first_map_ext_path) { 1006 if(*first_map_ext_path) {
1022 * default initial map */ 1018 * default initial map */
1023 free_object(tmp); 1019 free_object(tmp);
1024 } else { 1020 } else {
1025 LOG(llevDebug,"first_map_ext_path not set\n"); 1021 LOG(llevDebug,"first_map_ext_path not set\n");
1026 } 1022 }
1027 return 0; 1023 return 0;
1028 } 1024 }
1029 1025
1030 /* Following actually changes the race - this is the default command 1026 /* Following actually changes the race - this is the default command
1031 * if we don't match with one of the options above. 1027 * if we don't match with one of the options above.
1032 */ 1028 */
1033 1029
1034 tmp_loop = 0; 1030 tmp_loop = 0;
1035 while(!tmp_loop) { 1031 while(!tmp_loop) {
1036 const char *name = add_string (op->name); 1032 const char *name = add_string (op->name);
1037 int x = op->x, y = op->y; 1033 int x = op->x, y = op->y;
1038 remove_statbonus(op); 1034 remove_statbonus(op);
1039 remove_ob (op); 1035 remove_ob (op);
1040 op->arch = get_player_archetype(op->arch); 1036 op->arch = get_player_archetype(op->arch);
1041 copy_object (&op->arch->clone, op); 1037 copy_object (&op->arch->clone, op);
1038 op->instantiate ();
1042 op->stats = op->contr->orig_stats; 1039 op->stats = op->contr->orig_stats;
1043 free_string (op->name); 1040 free_string (op->name);
1044 op->name = name; 1041 op->name = name;
1045 free_string(op->name_pl); 1042 free_string(op->name_pl);
1046 op->name_pl = add_string(name); 1043 op->name_pl = add_string(name);
1047 op->x = x; 1044 op->x = x;
1048 op->y = y; 1045 op->y = y;
1049 SET_ANIMATION(op, 2); /* So player faces south */ 1046 SET_ANIMATION(op, 2); /* So player faces south */
1050 insert_ob_in_map (op, op->map, op,0); 1047 insert_ob_in_map (op, op->map, op,0);
1051 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1052 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1053 add_statbonus(op); 1050 add_statbonus(op);
1054 tmp_loop=allowed_class(op); 1051 tmp_loop=allowed_class(op);
1055 1052
1056 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO 1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1057 } 1054 }
1058 update_object(op,UP_OBJ_FACE); 1055 update_object(op,UP_OBJ_FACE);
1059 esrv_update_item(UPD_FACE,op,op); 1056 esrv_update_item(UPD_FACE,op,op);
1060 fix_player(op); 1057 fix_player(op);
1061 op->stats.hp=op->stats.maxhp; 1058 op->stats.hp=op->stats.maxhp;
1062 op->stats.sp=op->stats.maxsp; 1059 op->stats.sp=op->stats.maxsp;
1063 op->stats.grace=0; 1060 op->stats.grace=0;
1064 if (op->msg) 1061 if (op->msg)
1065 new_draw_info(NDI_BLUE, 0, op, op->msg); 1062 new_draw_info(NDI_BLUE, 0, op, op->msg);
1066 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1067 return 0; 1064 return 0;
1068} 1065}
1069 1066
1070int key_confirm_quit(object *op, char key) 1067int key_confirm_quit(object *op, char key)
1071{ 1068{
1072 char buf[MAX_BUF]; 1069 char buf[MAX_BUF];
1073 1070
1074 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1075 op->contr->state=ST_PLAYING; 1072 op->contr->state=ST_PLAYING;
1076 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1077 return 1; 1074 return 1;
1078 } 1075 }
1079 1076
1080 /* Lauwenmark : Here we handle the REMOVE global event */ 1077 INVOKE_PLAYER (LOGOUT, op->contr);
1081 execute_global_event(EVENT_REMOVE, op); 1078 INVOKE_PLAYER (QUIT , op->contr);
1079
1082 terminate_all_pets(op); 1080 terminate_all_pets(op);
1083 leave_map(op); 1081 leave_map(op);
1084 op->direction=0; 1082 op->direction=0;
1085 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1086 "%s quits the game.",op->name); 1084 "%s quits the game.",op->name);
1087 1085
1088 strcpy(op->contr->killer,"quit"); 1086 strcpy(op->contr->killer,"quit");
1089 check_score(op); 1087 check_score(op);
1090 op->contr->party=NULL; 1088 op->contr->party=NULL;
1091 if (settings.set_title == TRUE) 1089 if (settings.set_title == TRUE)
1092 op->contr->own_title[0]='\0'; 1090 op->contr->own_title[0]='\0';
1093 1091
1094 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1095 mapstruct *mp, *next; 1093 mapstruct *mp, *next;
1096 1094
1097 /* We need to hunt for any per player unique maps in memory and 1095 /* We need to hunt for any per player unique maps in memory and
1098 * get rid of them. The trailing slash in the path is intentional, 1096 * get rid of them. The trailing slash in the path is intentional,
1099 * so that players named 'Ab' won't match against players 'Abe' pathname 1097 * so that players named 'Ab' won't match against players 'Abe' pathname
1100 */ 1098 */
1101 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1102 for (mp=first_map; mp!=NULL; mp=next) { 1100 for (mp=first_map; mp!=NULL; mp=next) {
1103 next = mp->next; 1101 next = mp->next;
1104 if (!strncmp(mp->path, buf, strlen(buf))) 1102 if (!strncmp(mp->path, buf, strlen(buf)))
1105 delete_map(mp); 1103 delete_map(mp);
1106 } 1104 }
1107 1105
1108 delete_character(op->name, 1); 1106 delete_character(op->name, 1);
1109 } 1107 }
1110 play_again(op); 1108 play_again(op);
1111 return 1; 1109 return 1;
1112} 1110}
1113 1111
1114void flee_player(object *op) { 1112void flee_player(object *op) {
1115 int dir,diff; 1113 int dir,diff;
1116 rv_vector rv; 1114 rv_vector rv;
1117 1115
1118 if(op->stats.hp < 0) { 1116 if(op->stats.hp < 0) {
1119 LOG(llevDebug, "Fleeing player is dead.\n"); 1117 LOG(llevDebug, "Fleeing player is dead.\n");
1120 CLEAR_FLAG(op, FLAG_SCARED); 1118 CLEAR_FLAG(op, FLAG_SCARED);
1121 return; 1119 return;
1122 } 1120 }
1123 1121
1124 if(op->enemy==NULL) { 1122 if(op->enemy==NULL) {
1125 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1123 LOG(llevDebug,"Fleeing player had no enemy.\n");
1126 CLEAR_FLAG(op, FLAG_SCARED); 1124 CLEAR_FLAG(op, FLAG_SCARED);
1127 return; 1125 return;
1128 } 1126 }
1129 1127
1130 /* Seen some crashes here. Since we don't store an 1128 /* Seen some crashes here. Since we don't store an
1131 * op->enemy_count, it is possible that something destroys the 1129 * op->enemy_count, it is possible that something destroys the
1132 * actual enemy, and the object is recycled. 1130 * actual enemy, and the object is recycled.
1133 */ 1131 */
1134 if (op->enemy->map == NULL) { 1132 if (op->enemy->map == NULL) {
1135 CLEAR_FLAG(op, FLAG_SCARED); 1133 CLEAR_FLAG(op, FLAG_SCARED);
1136 op->enemy=NULL; 1134 op->enemy=NULL;
1137 return; 1135 return;
1138 } 1136 }
1139 1137
1140 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1141 op->enemy=NULL; 1139 op->enemy=NULL;
1142 CLEAR_FLAG(op, FLAG_SCARED); 1140 CLEAR_FLAG(op, FLAG_SCARED);
1143 return; 1141 return;
1144 } 1142 }
1145 get_rangevector(op, op->enemy, &rv, 0); 1143 get_rangevector(op, op->enemy, &rv, 0);
1146 1144
1147 dir=absdir(4+rv.direction); 1145 dir=absdir(4+rv.direction);
1148 for(diff=0;diff<3;diff++) { 1146 for(diff=0;diff<3;diff++) {
1149 int m=1-(RANDOM()&2); 1147 int m=1-(RANDOM()&2);
1150 if(move_ob(op,absdir(dir+diff*m),op)|| 1148 if(move_ob(op,absdir(dir+diff*m),op)||
1151 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) { 1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1152 return; 1150 return;
1153 } 1151 }
1154 } 1152 }
1155 /* Cornered, get rid of scared */ 1153 /* Cornered, get rid of scared */
1156 CLEAR_FLAG(op, FLAG_SCARED); 1154 CLEAR_FLAG(op, FLAG_SCARED);
1157 op->enemy=NULL; 1155 op->enemy=NULL;
1158} 1156}
1202 continue; 1200 continue;
1203 } 1201 }
1204 1202
1205 /* high not bit set? We're using the old autopickup model */ 1203 /* high not bit set? We're using the old autopickup model */
1206 if(!(op->contr->mode & PU_NEWMODE)) { 1204 if(!(op->contr->mode & PU_NEWMODE)) {
1207 switch (op->contr->mode) { 1205 switch (op->contr->mode) {
1208 case 0: return 1; /* don't pick up */ 1206 case 0: return 1; /* don't pick up */
1209 case 1: pick_up (op, tmp); 1207 case 1: pick_up (op, tmp);
1210 return 1; 1208 return 1;
1211 case 2: pick_up (op, tmp); 1209 case 2: pick_up (op, tmp);
1212 return 0; 1210 return 0;
1213 case 3: return 0; /* stop before pickup */ 1211 case 3: return 0; /* stop before pickup */
1214 case 4: pick_up (op, tmp); 1212 case 4: pick_up (op, tmp);
1215 break; 1213 break;
1216 case 5: pick_up (op, tmp); 1214 case 5: pick_up (op, tmp);
1217 stop = 1; 1215 stop = 1;
1218 break; 1216 break;
1219 case 6: 1217 case 6:
1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1221 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1222 pick_up(op, tmp); 1220 pick_up(op, tmp);
1223 break; 1221 break;
1224 1222
1225 case 7: 1223 case 7:
1226 if (tmp->type == MONEY || tmp->type == GEM) 1224 if (tmp->type == MONEY || tmp->type == GEM)
1227 pick_up(op, tmp); 1225 pick_up(op, tmp);
1228 break; 1226 break;
1229 1227
1230 default: 1228 default:
1231 /* use value density */ 1229 /* use value density */
1232 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1233 && (query_cost (tmp, op, F_TRUE) * 100 1231 && (query_cost (tmp, op, F_TRUE) * 100
1234 / (tmp->weight * MAX (tmp->nrof, 1))) 1232 / (tmp->weight * MAX (tmp->nrof, 1)))
1235 >= op->contr->mode) 1233 >= op->contr->mode)
1236 pick_up(op,tmp); 1234 pick_up(op,tmp);
1237 } 1235 }
1238 } 1236 }
1239 else { /* old model */ 1237 else { /* old model */
1240 /* NEW pickup handling */ 1238 /* NEW pickup handling */
1241 if(op->contr->mode & PU_DEBUG) 1239 if(op->contr->mode & PU_DEBUG)
1242 { 1240 {
1243 /* some debugging code to figure out item information */ 1241 /* some debugging code to figure out item information */
1244 if(tmp->name!=NULL) 1242 if(tmp->name!=NULL)
1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1246 tmp->name, tmp->type, 1244 tmp->name, tmp->type,
1247 (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))));
1248 else 1246 else
1249 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1250 tmp->arch->name, tmp->type, 1248 tmp->arch->name, tmp->type,
1251 (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))));
1252 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1250 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1253 1251
1254 sprintf(putstring,"...flags: "); 1252 sprintf(putstring,"...flags: ");
1255 for(k=0;k<4;k++) 1253 for(k=0;k<4;k++)
1256 { 1254 {
1257 for(j=0;j<32;j++) 1255 for(j=0;j<32;j++)
1258 { 1256 {
1259 if((tmp->flags[k]>>j)&0x01) 1257 if((tmp->flags[k]>>j)&0x01)
1260 { 1258 {
1261 sprintf(tmpstr,"%d ",k*32+j); 1259 sprintf(tmpstr,"%d ",k*32+j);
1262 strcat(putstring, tmpstr); 1260 strcat(putstring, tmpstr);
1263 } 1261 }
1264 } 1262 }
1265 } 1263 }
1266 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1267 1265
1268#if 0 1266#if 0
1269 /* print the flags too */ 1267 /* print the flags too */
1270 for(k=0;k<4;k++) 1268 for(k=0;k<4;k++)
1271 { 1269 {
1272 fprintf(stderr,"%d [%d] ", k, k*32+31); 1270 fprintf(stderr,"%d [%d] ", k, k*32+31);
1273 for(j=0;j<32;j++) 1271 for(j=0;j<32;j++)
1274 { 1272 {
1275 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1276 if(!((j+1)%4))fprintf(stderr," "); 1274 if(!((j+1)%4))fprintf(stderr," ");
1277 } 1275 }
1278 fprintf(stderr," [%d]\n", k*32); 1276 fprintf(stderr," [%d]\n", k*32);
1279 } 1277 }
1280#endif 1278#endif
1281 } 1279 }
1282 /* philosophy: 1280 /* philosophy:
1283 * It's easy to grab an item type from a pile, as long as it's 1281 * It's easy to grab an item type from a pile, as long as it's
1284 * generic. This takes no game-time. For more detailed pickups 1282 * generic. This takes no game-time. For more detailed pickups
1316 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1317 1315
1318 /* all food and drink if desired */ 1316 /* all food and drink if desired */
1319 /* question: don't pick up known-poisonous stuff? */ 1317 /* question: don't pick up known-poisonous stuff? */
1320 if(op->contr->mode & PU_FOOD) 1318 if(op->contr->mode & PU_FOOD)
1321 if (tmp->type == FOOD) 1319 if (tmp->type == FOOD)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1323 if(op->contr->mode & PU_DRINK) 1321 if(op->contr->mode & PU_DRINK)
1324 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1326 1324
1327 if(op->contr->mode & PU_POTION) 1325 if(op->contr->mode & PU_POTION)
1328 if (tmp->type == POTION) 1326 if (tmp->type == POTION)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1330 1328
1331 /* spellbooks, skillscrolls and normal books/scrolls */ 1329 /* spellbooks, skillscrolls and normal books/scrolls */
1332 if(op->contr->mode & PU_SPELLBOOK) 1330 if(op->contr->mode & PU_SPELLBOOK)
1333 if (tmp->type == SPELLBOOK) 1331 if (tmp->type == SPELLBOOK)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1335 if(op->contr->mode & PU_SKILLSCROLL) 1333 if(op->contr->mode & PU_SKILLSCROLL)
1336 if (tmp->type == SKILLSCROLL) 1334 if (tmp->type == SKILLSCROLL)
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1338 if(op->contr->mode & PU_READABLES) 1336 if(op->contr->mode & PU_READABLES)
1339 if (tmp->type == BOOK || tmp->type == SCROLL) 1337 if (tmp->type == BOOK || tmp->type == SCROLL)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1341 1339
1342 /* wands/staves/rods/horns */ 1340 /* wands/staves/rods/horns */
1343 if (op->contr->mode & PU_MAGIC_DEVICE) 1341 if (op->contr->mode & PU_MAGIC_DEVICE)
1344 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1345 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1346 1344
1347 /* pick up all magical items */ 1345 /* pick up all magical items */
1348 if(op->contr->mode & PU_MAGICAL) 1346 if(op->contr->mode & PU_MAGICAL)
1349 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1351 1349
1352 if(op->contr->mode & PU_VALUABLES) 1350 if(op->contr->mode & PU_VALUABLES)
1353 { 1351 {
1354 if (tmp->type == MONEY || tmp->type == GEM) 1352 if (tmp->type == MONEY || tmp->type == GEM)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1356 } 1354 }
1357 1355
1358 /* rings & amulets - talismans seems to be typed AMULET */ 1356 /* rings & amulets - talismans seems to be typed AMULET */
1359 if(op->contr->mode & PU_JEWELS) 1357 if(op->contr->mode & PU_JEWELS)
1360 if (tmp->type == RING || tmp->type == AMULET) 1358 if (tmp->type == RING || tmp->type == AMULET)
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1362 1360
1363 /* bows and arrows. Bows are good for selling! */ 1361 /* bows and arrows. Bows are good for selling! */
1364 if(op->contr->mode & PU_BOW) 1362 if(op->contr->mode & PU_BOW)
1365 if (tmp->type == BOW) 1363 if (tmp->type == BOW)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1367 if(op->contr->mode & PU_ARROW) 1365 if(op->contr->mode & PU_ARROW)
1368 if (tmp->type == ARROW) 1366 if (tmp->type == ARROW)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1370 1368
1371 /* all kinds of armor etc. */ 1369 /* all kinds of armor etc. */
1372 if(op->contr->mode & PU_ARMOUR) 1370 if(op->contr->mode & PU_ARMOUR)
1373 if (tmp->type == ARMOUR) 1371 if (tmp->type == ARMOUR)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1375 if(op->contr->mode & PU_HELMET) 1373 if(op->contr->mode & PU_HELMET)
1376 if (tmp->type == HELMET) 1374 if (tmp->type == HELMET)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1378 if(op->contr->mode & PU_SHIELD) 1376 if(op->contr->mode & PU_SHIELD)
1379 if (tmp->type == SHIELD) 1377 if (tmp->type == SHIELD)
1380 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1381 if(op->contr->mode & PU_BOOTS) 1379 if(op->contr->mode & PU_BOOTS)
1382 if (tmp->type == BOOTS) 1380 if (tmp->type == BOOTS)
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1384 if(op->contr->mode & PU_GLOVES) 1382 if(op->contr->mode & PU_GLOVES)
1385 if (tmp->type == GLOVES) 1383 if (tmp->type == GLOVES)
1386 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1387 if(op->contr->mode & PU_CLOAK) 1385 if(op->contr->mode & PU_CLOAK)
1388 if (tmp->type == CLOAK) 1386 if (tmp->type == CLOAK)
1389 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1390 1388
1391 /* hoping to catch throwing daggers here */ 1389 /* hoping to catch throwing daggers here */
1392 if(op->contr->mode & PU_MISSILEWEAPON) 1390 if(op->contr->mode & PU_MISSILEWEAPON)
1393 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1395 1393
1396 /* careful: chairs and tables are weapons! */ 1394 /* careful: chairs and tables are weapons! */
1397 if(op->contr->mode & PU_ALLWEAPON) 1395 if(op->contr->mode & PU_ALLWEAPON)
1398 { 1396 {
1399 if(tmp->type == WEAPON && tmp->name!=NULL) 1397 if(tmp->type == WEAPON && tmp->name!=NULL)
1400 { 1398 {
1401 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1402 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1404 } 1402 }
1405 if(tmp->type == WEAPON && tmp->name==NULL) 1403 if(tmp->type == WEAPON && tmp->name==NULL)
1406 { 1404 {
1407 if(strstr(tmp->arch->name,"table")==NULL && 1405 if(strstr(tmp->arch->name,"table")==NULL &&
1408 strstr(tmp->arch->name,"chair")==NULL) 1406 strstr(tmp->arch->name,"chair")==NULL)
1409 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1410 } 1408 }
1411 } 1409 }
1412 1410
1413 /* misc stuff that's useful */ 1411 /* misc stuff that's useful */
1414 if(op->contr->mode & PU_KEY) 1412 if(op->contr->mode & PU_KEY)
1415 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1416 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1417 1415
1418 /* any of the last 4 bits set means we use the ratio for value 1416 /* any of the last 4 bits set means we use the ratio for value
1419 * pickups */ 1417 * pickups */
1420 if(op->contr->mode & PU_RATIO) 1418 if(op->contr->mode & PU_RATIO)
1421 { 1419 {
1422 /* use value density to decide what else to grab */ 1420 /* use value density to decide what else to grab */
1423 /* >=7 was >= op->contr->mode */ 1421 /* >=7 was >= op->contr->mode */
1424 /* >=7 is the old standard setting. Now we take the last 4 bits 1422 /* >=7 is the old standard setting. Now we take the last 4 bits
1425 * and multiply them by 5, giving 0..15*5== 5..75 */ 1423 * and multiply them by 5, giving 0..15*5== 5..75 */
1426 wvratio=(op->contr->mode & PU_RATIO) * 5; 1424 wvratio=(op->contr->mode & PU_RATIO) * 5;
1427 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1428 { 1426 {
1429 pick_up(op, tmp); 1427 pick_up(op, tmp);
1430#if 0 1428#if 0
1431 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1429 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1432 if(tmp->name!=NULL) { 1430 if(tmp->name!=NULL) {
1433 fprintf(stderr,"%s", tmp->name); 1431 fprintf(stderr,"%s", tmp->name);
1434 } 1432 }
1435 else fprintf(stderr,"%s",tmp->arch->name); 1433 else fprintf(stderr,"%s",tmp->arch->name);
1436 fprintf(stderr,",%d] = ", tmp->type); 1434 fprintf(stderr,",%d] = ", tmp->type);
1437 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1438#endif 1436#endif
1439 continue; 1437 continue;
1440 } 1438 }
1441 } 1439 }
1442 } /* the new pickup model */ 1440 } /* the new pickup model */
1443 } 1441 }
1444 return ! stop; 1442 return ! stop;
1445} 1443}
1452object *find_arrow(object *op, const char *type) 1450object *find_arrow(object *op, const char *type)
1453{ 1451{
1454 object *tmp = NULL; 1452 object *tmp = NULL;
1455 1453
1456 for(op=op->inv; op; op=op->below) 1454 for(op=op->inv; op; op=op->below)
1457 if(!tmp && op->type==CONTAINER && op->race==type && 1455 if(!tmp && op->type==CONTAINER && op->race==type &&
1458 QUERY_FLAG(op,FLAG_APPLIED)) 1456 QUERY_FLAG(op,FLAG_APPLIED))
1459 tmp = find_arrow (op, type); 1457 tmp = find_arrow (op, type);
1460 else if (op->type==ARROW && op->race==type) 1458 else if (op->type==ARROW && op->race==type)
1461 return op; 1459 return op;
1462 return tmp; 1460 return tmp;
1463} 1461}
1464 1462
1465/* 1463/*
1466 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1473{ 1471{
1474 object *tmp = NULL, *arrow, *ntmp; 1472 object *tmp = NULL, *arrow, *ntmp;
1475 int attacknum, attacktype, betterby=0, i; 1473 int attacknum, attacktype, betterby=0, i;
1476 1474
1477 if (!type) 1475 if (!type)
1478 return NULL; 1476 return NULL;
1479 1477
1480 for (arrow=op->inv; arrow; arrow=arrow->below) { 1478 for (arrow=op->inv; arrow; arrow=arrow->below) {
1481 if (arrow->type==CONTAINER && arrow->race==type && 1479 if (arrow->type==CONTAINER && arrow->race==type &&
1482 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1480 QUERY_FLAG(arrow, FLAG_APPLIED)) {
1483 i = 0; 1481 i = 0;
1484 ntmp = find_better_arrow(arrow, target, type, &i); 1482 ntmp = find_better_arrow(arrow, target, type, &i);
1485 if (i > betterby) { 1483 if (i > betterby) {
1486 tmp = ntmp; 1484 tmp = ntmp;
1487 betterby = i; 1485 betterby = i;
1488 } 1486 }
1489 } else if (arrow->type==ARROW && arrow->race==type) { 1487 } else if (arrow->type==ARROW && arrow->race==type) {
1490 /* allways prefer assasination/slaying */ 1488 /* allways prefer assasination/slaying */
1491 if (target->race != NULL && arrow->slaying != NULL && 1489 if (target->race != NULL && arrow->slaying != NULL &&
1492 strstr(arrow->slaying, target->race)) { 1490 strstr(arrow->slaying, target->race)) {
1493 if (arrow->attacktype & AT_DEATH) { 1491 if (arrow->attacktype & AT_DEATH) {
1494 *better = 100; 1492 *better = 100;
1495 return arrow; 1493 return arrow;
1496 } else { 1494 } else {
1497 tmp = arrow; 1495 tmp = arrow;
1498 betterby = (arrow->magic + arrow->stats.dam) * 2; 1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 } 1497 }
1500 } else { 1498 } else {
1501 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1502 attacktype = 1<<attacknum; 1500 attacktype = 1<<attacknum;
1503 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1504 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1505 tmp = arrow; 1503 tmp = arrow;
1506 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1507 } 1505 }
1508 } 1506 }
1509 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1510 tmp = arrow; 1508 tmp = arrow;
1511 betterby = 2 + arrow->magic + arrow->stats.dam; 1509 betterby = 2 + arrow->magic + arrow->stats.dam;
1512 } 1510 }
1513 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1514 tmp = arrow; 1512 tmp = arrow;
1515 betterby = 1 + arrow->magic + arrow->stats.dam; 1513 betterby = 1 + arrow->magic + arrow->stats.dam;
1516 } 1514 }
1517 } 1515 }
1518 } 1516 }
1519 } 1517 }
1520 if (tmp == NULL && arrow == NULL) 1518 if (tmp == NULL && arrow == NULL)
1521 return find_arrow(op, type); 1519 return find_arrow(op, type);
1522 1520
1523 *better = betterby; 1521 *better = betterby;
1524 return tmp; 1522 return tmp;
1525} 1523}
1526 1524
1537 mapstruct *m; 1535 mapstruct *m;
1538 int i, mflags, found, number; 1536 int i, mflags, found, number;
1539 sint16 x, y; 1537 sint16 x, y;
1540 1538
1541 if (op->map == NULL) 1539 if (op->map == NULL)
1542 return find_arrow(op, type); 1540 return find_arrow(op, type);
1543 1541
1544 /* do a dex check */ 1542 /* do a dex check */
1545 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2;
1546 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level)))
1547 return find_arrow(op, type); 1545 return find_arrow(op, type);
1548 1546
1549 m = op->map; 1547 m = op->map;
1550 x = op->x; 1548 x = op->x;
1551 y = op->y; 1549 y = op->y;
1552 1550
1553 /* find the first target */ 1551 /* find the first target */
1554 for (i=0, found=0; i<20; i++) { 1552 for (i=0, found=0; i<20; i++) {
1555 x += freearr_x[dir]; 1553 x += freearr_x[dir];
1556 y += freearr_y[dir]; 1554 y += freearr_y[dir];
1557 mflags = get_map_flags(m, &m, x, y, &x, &y); 1555 mflags = get_map_flags(m, &m, x, y, &x, &y);
1558 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) {
1559 tmp = NULL; 1557 tmp = NULL;
1560 break; 1558 break;
1561 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1562 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1563 * perhaps a bad assumption. 1561 * perhaps a bad assumption.
1564 */ 1562 */
1565 tmp = NULL; 1563 tmp = NULL;
1566 break; 1564 break;
1567 } 1565 }
1568 if (mflags & P_IS_ALIVE) { 1566 if (mflags & P_IS_ALIVE) {
1569 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1570 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1571 found++; 1569 found++;
1572 break; 1570 break;
1573 } 1571 }
1574 if (found) 1572 if (found)
1575 break; 1573 break;
1576 } 1574 }
1577 } 1575 }
1578 if (tmp == NULL) 1576 if (tmp == NULL)
1579 return find_arrow(op, type); 1577 return find_arrow(op, type);
1580 1578
1581 if (tmp->head) 1579 if (tmp->head)
1582 tmp = tmp->head; 1580 tmp = tmp->head;
1583 1581
1584 return find_better_arrow(op, tmp, type, &i); 1582 return find_better_arrow(op, tmp, type, &i);
1585} 1583}
1586 1584
1587/* 1585/*
1601 tag_t left_tag, tag; 1599 tag_t left_tag, tag;
1602 int bowspeed, mflags; 1600 int bowspeed, mflags;
1603 mapstruct *m; 1601 mapstruct *m;
1604 1602
1605 if (!dir) { 1603 if (!dir) {
1606 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1607 return 0; 1605 return 0;
1608 } 1606 }
1609 if (op->type == PLAYER) 1607 if (op->type == PLAYER)
1610 bow=op->contr->ranges[range_bow]; 1608 bow=op->contr->ranges[range_bow];
1611 else { 1609 else {
1612 for(bow=op->inv; bow; bow=bow->below) 1610 for(bow=op->inv; bow; bow=bow->below)
1613 /* Don't check for applied - monsters don't apply bows - in that way, they 1611 /* Don't check for applied - monsters don't apply bows - in that way, they
1614 * don't need to switch back and forth between bows and weapons. 1612 * don't need to switch back and forth between bows and weapons.
1615 */ 1613 */
1616 if(bow->type==BOW) 1614 if(bow->type==BOW)
1617 break; 1615 break;
1618 1616
1619 if (!bow) { 1617 if (!bow) {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name);
1621 return 0; 1619 return 0;
1622 } 1620 }
1623 } 1621 }
1624 if( !bow->race || !bow->skill) { 1622 if( !bow->race || !bow->skill) {
1625 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name);
1626 return 0; 1624 return 0;
1627 } 1625 }
1628 1626
1629 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1630 1628
1631 /* penalize ROF for bestarrow */ 1629 /* penalize ROF for bestarrow */
1632 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1633 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1631 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1634 if (bowspeed < 1) 1632 if (bowspeed < 1)
1635 bowspeed = 1; 1633 bowspeed = 1;
1636 1634
1637 if (arrow == NULL) { 1635 if (arrow == NULL) {
1638 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1636 if ((arrow=find_arrow(op, bow->race)) == NULL) {
1639 if (op->type == PLAYER) 1637 if (op->type == PLAYER)
1640 new_draw_info_format(NDI_UNIQUE, 0, op, 1638 new_draw_info_format(NDI_UNIQUE, 0, op,
1641 "You have no %s left.", bow->race); 1639 "You have no %s left.", bow->race);
1642 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1643 else 1641 else
1644 CLEAR_FLAG(op, FLAG_READY_BOW); 1642 CLEAR_FLAG(op, FLAG_READY_BOW);
1645 return 0; 1643 return 0;
1646 } 1644 }
1647 } 1645 }
1648 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy);
1649 if (mflags & P_OUT_OF_MAP) { 1647 if (mflags & P_OUT_OF_MAP) {
1650 return 0; 1648 return 0;
1651 } 1649 }
1652 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) {
1653 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1654 return 0; 1652 return 0;
1655 } 1653 }
1656 1654
1657 /* this should not happen, but sometimes does */ 1655 /* this should not happen, but sometimes does */
1658 if (arrow->nrof==0) { 1656 if (arrow->nrof==0) {
1659 remove_ob(arrow); 1657 remove_ob(arrow);
1660 free_object(arrow); 1658 free_object(arrow);
1661 return 0; 1659 return 0;
1662 } 1660 }
1663 1661
1664 left = arrow; /* these are arrows left to the player */ 1662 left = arrow; /* these are arrows left to the player */
1665 left_tag = left->count; 1663 left_tag = left->count;
1666 arrow = get_split_ob(arrow, 1); 1664 arrow = get_split_ob(arrow, 1);
1667 if (arrow == NULL) { 1665 if (arrow == NULL) {
1668 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.",
1669 bow->race); 1667 bow->race);
1670 return 0; 1668 return 0;
1671 } 1669 }
1672 set_owner(arrow, op); 1670 set_owner(arrow, op);
1673 if (arrow->skill) free_string(arrow->skill); 1671 if (arrow->skill) free_string(arrow->skill);
1674 arrow->skill = add_refcount(bow->skill); 1672 arrow->skill = add_refcount(bow->skill);
1675 1673
1676 arrow->direction=dir; 1674 arrow->direction=dir;
1677 arrow->x = sx; 1675 arrow->x = sx;
1678 arrow->y = sy; 1676 arrow->y = sy;
1679 1677
1680 if (op->type == PLAYER) { 1678 if (op->type == PLAYER) {
1681 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1682 fix_player(op); 1680 fix_player(op);
1683 } 1681 }
1684 1682
1685 SET_ANIMATION(arrow, arrow->direction); 1683 SET_ANIMATION(arrow, arrow->direction);
1686 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1687 arrow->stats.hp = arrow->stats.dam; 1685 arrow->stats.hp = arrow->stats.dam;
1688 arrow->stats.grace = arrow->attacktype; 1686 arrow->stats.grace = arrow->attacktype;
1689 if (arrow->slaying != NULL) 1687 if (arrow->slaying != NULL)
1690 arrow->spellarg = strdup_local(arrow->slaying); 1688 arrow->spellarg = strdup_local(arrow->slaying);
1691 1689
1692 /* Note that this was different for monsters - they got their level 1690 /* Note that this was different for monsters - they got their level
1693 * added to the damage. I think the strength bonus is more proper. 1691 * added to the damage. I think the strength bonus is more proper.
1694 */ 1692 */
1695 1693
1696 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1697 0 : dam_bonus[op->stats.Str]) + 1695 0 : dam_bonus[op->stats.Str]) +
1698 bow->stats.dam + bow->magic + arrow->magic; 1696 bow->stats.dam + bow->magic + arrow->magic;
1699 1697
1700 /* update the speed */ 1698 /* update the speed */
1701 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1702 0 : dam_bonus[op->stats.Str]) + 1700 0 : dam_bonus[op->stats.Str]) +
1703 bow->magic + arrow->magic) / 5.0 + 1701 bow->magic + arrow->magic) / 5.0 +
1704 (float)bow->stats.dam / 7.0; 1702 (float)bow->stats.dam / 7.0;
1705 1703
1706 if (arrow->speed < 1.0) 1704 if (arrow->speed < 1.0)
1707 arrow->speed = 1.0; 1705 arrow->speed = 1.0;
1708 update_ob_speed(arrow); 1706 update_ob_speed(arrow);
1709 arrow->speed_left = 0; 1707 arrow->speed_left = 0;
1710 1708
1711 if (op->type == PLAYER) { 1709 if (op->type == PLAYER) {
1712 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1710 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1713 (op->chosen_skill?op->chosen_skill->level:op->level) - 1711 (op->chosen_skill?op->chosen_skill->level:op->level) -
1714 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1715 arrow->stats.wc - bow->stats.wc + wc_mod; 1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1716 1714
1717 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level;
1718 } else { 1716 } else {
1719 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1720 arrow->stats.wc + wc_mod; 1718 arrow->stats.wc + wc_mod;
1721 1719
1722 arrow->level = op->level; 1720 arrow->level = op->level;
1723 } 1721 }
1724 if (arrow->attacktype == AT_PHYSICAL) 1722 if (arrow->attacktype == AT_PHYSICAL)
1725 arrow->attacktype |= bow->attacktype; 1723 arrow->attacktype |= bow->attacktype;
1726 if (bow->slaying != NULL) 1724 if (bow->slaying != NULL)
1727 arrow->slaying = add_string(bow->slaying); 1725 arrow->slaying = add_string(bow->slaying);
1728 1726
1729 arrow->map = m; 1727 arrow->map = m;
1730 arrow->move_type = MOVE_FLY_LOW; 1728 arrow->move_type = MOVE_FLY_LOW;
1731 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1732 1730
1733 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW);
1734 tag = arrow->count; 1732 tag = arrow->count;
1735 insert_ob_in_map(arrow, m, op, 0); 1733 insert_ob_in_map(arrow, m, op, 0);
1736 1734
1737 if (!was_destroyed(arrow, tag)) 1735 if (!was_destroyed(arrow, tag))
1738 move_arrow(arrow); 1736 move_arrow(arrow);
1739 1737
1740 if (op->type == PLAYER) { 1738 if (op->type == PLAYER) {
1741 if (was_destroyed (left, left_tag)) 1739 if (was_destroyed (left, left_tag))
1742 esrv_del_item(op->contr, left_tag); 1740 esrv_del_item(op->contr, left_tag);
1743 else 1741 else
1744 esrv_send_item(op, left); 1742 esrv_send_item(op, left);
1745 } 1743 }
1746 return 1; 1744 return 1;
1747} 1745}
1748 1746
1749/* Special fire code for players - this takes into 1747/* Special fire code for players - this takes into
1756int player_fire_bow(object *op, int dir) 1754int player_fire_bow(object *op, int dir)
1757{ 1755{
1758 int ret=0, wcmod=0; 1756 int ret=0, wcmod=0;
1759 1757
1760 if (op->contr->bowtype == bow_bestarrow) { 1758 if (op->contr->bowtype == bow_bestarrow) {
1761 ret = fire_bow(op, op, 1759 ret = fire_bow(op, op,
1762 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir),
1763 dir, 0, op->x, op->y); 1761 dir, 0, op->x, op->y);
1764 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) {
1765 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1))
1766 wcmod =-1; 1764 wcmod =-1;
1767 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod,
1768 op->x, op->y); 1766 op->x, op->y);
1769 } else if (op->contr->bowtype == bow_threewide) { 1767 } else if (op->contr->bowtype == bow_threewide) {
1770 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1769 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1772 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)]);
1773 } else if (op->contr->bowtype == bow_spreadshot) { 1771 } else if (op->contr->bowtype == bow_spreadshot) {
1774 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1775 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1773 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1776 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);
1777 1775
1778 } else { 1776 } else {
1779 /* Simple case */ 1777 /* Simple case */
1780 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1781 } 1779 }
1782 return ret; 1780 return ret;
1783} 1781}
1784 1782
1785 1783
1789void fire_misc_object(object *op, int dir) 1787void fire_misc_object(object *op, int dir)
1790{ 1788{
1791 object *item; 1789 object *item;
1792 1790
1793 if (!op->contr->ranges[range_misc]) { 1791 if (!op->contr->ranges[range_misc]) {
1794 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied.");
1795 return; 1793 return;
1796 } 1794 }
1797 1795
1798 item = op->contr->ranges[range_misc]; 1796 item = op->contr->ranges[range_misc];
1799 if (!item->inv) { 1797 if (!item->inv) {
1800 LOG(llevError,"Object %s lacks a spell\n", item->name); 1798 LOG(llevError,"Object %s lacks a spell\n", item->name);
1801 return; 1799 return;
1802 } 1800 }
1803 if (item->type == WAND) { 1801 if (item->type == WAND) {
1804 if(item->stats.food<=0) { 1802 if(item->stats.food<=0) {
1805 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1806 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1807 return; 1805 return;
1808 } 1806 }
1809 } else if (item->type == ROD || item->type==HORN) { 1807 } else if (item->type == ROD || item->type==HORN) {
1810 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1811 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1812 if (item->type== ROD) 1810 if (item->type== ROD)
1813 new_draw_info_format(NDI_UNIQUE, 0,op, 1811 new_draw_info_format(NDI_UNIQUE, 0,op,
1814 "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));
1815 else 1813 else
1816 new_draw_info_format(NDI_UNIQUE, 0,op, 1814 new_draw_info_format(NDI_UNIQUE, 0,op,
1817 "The %s needs more time to charge.", query_base_name(item,0)); 1815 "The %s needs more time to charge.", query_base_name(item,0));
1818 return; 1816 return;
1819 } 1817 }
1820 } 1818 }
1821 1819
1822 if(cast_spell(op,item,dir,item->inv,NULL)) { 1820 if(cast_spell(op,item,dir,item->inv,NULL)) {
1823 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1824 if (item->type == WAND) { 1822 if (item->type == WAND) {
1825 if (!(--item->stats.food)) { 1823 if (!(--item->stats.food)) {
1826 object *tmp; 1824 object *tmp;
1827 if (item->arch) { 1825 if (item->arch) {
1828 CLEAR_FLAG(item, FLAG_ANIMATE); 1826 CLEAR_FLAG(item, FLAG_ANIMATE);
1829 item->face = item->arch->clone.face; 1827 item->face = item->arch->clone.face;
1830 item->speed = 0; 1828 item->speed = 0;
1831 update_ob_speed(item); 1829 update_ob_speed(item);
1832 } 1830 }
1833 if ((tmp=is_player_inv(item))) 1831 if ((tmp=is_player_inv(item)))
1834 esrv_update_item(UPD_ANIM, tmp, item); 1832 esrv_update_item(UPD_ANIM, tmp, item);
1835 } 1833 }
1836 } 1834 }
1837 else if (item->type == ROD || item->type==HORN) { 1835 else if (item->type == ROD || item->type==HORN) {
1838 drain_rod_charge(item); 1836 drain_rod_charge(item);
1839 } 1837 }
1840 } 1838 }
1841} 1839}
1842 1840
1843/* Received a fire command for the player - go and do it. 1841/* Received a fire command for the player - go and do it.
1844 */ 1842 */
1847 1845
1848 /* check for loss of invisiblity/hide */ 1846 /* check for loss of invisiblity/hide */
1849 if (action_makes_visible(op)) make_visible(op); 1847 if (action_makes_visible(op)) make_visible(op);
1850 1848
1851 switch(op->contr->shoottype) { 1849 switch(op->contr->shoottype) {
1852 case range_none: 1850 case range_none:
1853 return; 1851 return;
1854 1852
1855 case range_bow: 1853 case range_bow:
1856 player_fire_bow(op, dir); 1854 player_fire_bow(op, dir);
1857 return; 1855 return;
1858 1856
1859 case range_magic: /* Casting spells */ 1857 case range_magic: /* Casting spells */
1860 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1861 return; 1859 return;
1862 1860
1863 case range_misc: 1861 case range_misc:
1864 fire_misc_object(op, dir); 1862 fire_misc_object(op, dir);
1865 return; 1863 return;
1866 1864
1867 case range_golem: /* Control summoned monsters from scrolls */ 1865 case range_golem: /* Control summoned monsters from scrolls */
1868 if(op->contr->ranges[range_golem]==NULL || 1866 if(op->contr->ranges[range_golem]==NULL ||
1869 op->contr->golem_count != op->contr->ranges[range_golem]->count) { 1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1870 op->contr->ranges[range_golem] = NULL; 1868 op->contr->ranges[range_golem] = NULL;
1871 op->contr->shoottype=range_none; 1869 op->contr->shoottype=range_none;
1872 op->contr->golem_count = 0; 1870 op->contr->golem_count = 0;
1873 } 1871 }
1874 else 1872 else
1875 control_golem(op->contr->ranges[range_golem], dir); 1873 control_golem(op->contr->ranges[range_golem], dir);
1876 return; 1874 return;
1877 1875
1878 case range_skill: 1876 case range_skill:
1879 if(!op->chosen_skill) { 1877 if(!op->chosen_skill) {
1880 if(op->type==PLAYER) 1878 if(op->type==PLAYER)
1881 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use."); 1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1882 return; 1880 return;
1883 } 1881 }
1884 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1885 return; 1883 return;
1886 case range_builder: 1884 case range_builder:
1887 apply_map_builder( op, dir ); 1885 apply_map_builder( op, dir );
1888 return; 1886 return;
1889 default: 1887 default:
1890 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1891 return; 1889 return;
1892 } 1890 }
1893} 1891}
1894 1892
1895 1893
1896 1894
1912 /* Should not happen, but sanity checking is never bad */ 1910 /* Should not happen, but sanity checking is never bad */
1913 if (container->inv == NULL) return NULL; 1911 if (container->inv == NULL) return NULL;
1914 1912
1915 /* First, lets try to find a key in the top level inventory */ 1913 /* First, lets try to find a key in the top level inventory */
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1917 if (door->type==DOOR && tmp->type==KEY) break; 1915 if (door->type==DOOR && tmp->type==KEY) break;
1918 /* For sanity, we should really check door type, but other stuff 1916 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys 1917 * (like containers) can be locked with special keys
1920 */ 1918 */
1921 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1919 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1922 tmp->slaying==door->slaying) break; 1920 tmp->slaying==door->slaying) break;
1923 } 1921 }
1924 /* No key found - lets search inventories now */ 1922 /* No key found - lets search inventories now */
1925 /* If we find and use a key in an inventory, return at that time. 1923 /* If we find and use a key in an inventory, return at that time.
1926 * otherwise, if we search all the inventories and still don't find 1924 * otherwise, if we search all the inventories and still don't find
1927 * a key, return 1925 * a key, return
1928 */ 1926 */
1929 if (!tmp) { 1927 if (!tmp) {
1930 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1931 /* No reason to search empty containers */ 1929 /* No reason to search empty containers */
1932 if (tmp->type==CONTAINER && tmp->inv) { 1930 if (tmp->type==CONTAINER && tmp->inv) {
1933 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1931 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1934 } 1932 }
1935 } 1933 }
1936 if (!tmp) return NULL; 1934 if (!tmp) return NULL;
1937 } 1935 }
1938 /* We get down here if we have found a key. Now if its in a container, 1936 /* We get down here if we have found a key. Now if its in a container,
1939 * see if we actually want to use it 1937 * see if we actually want to use it
1940 */ 1938 */
1941 if (pl!=container) { 1939 if (pl!=container) {
1942 /* Only let players use keys in containers */ 1940 /* Only let players use keys in containers */
1943 if (!pl->contr) return NULL; 1941 if (!pl->contr) return NULL;
1944 /* cases where this fails: 1942 /* cases where this fails:
1945 * If we only search the player inventory, return now since we 1943 * If we only search the player inventory, return now since we
1946 * are not in the players inventory. 1944 * are not in the players inventory.
1947 * If the container is not active, return now since only active 1945 * If the container is not active, return now since only active
1948 * containers can be used. 1946 * containers can be used.
1949 * If we only search keyrings and the container does not have 1947 * If we only search keyrings and the container does not have
1950 * a race/isn't a keyring. 1948 * a race/isn't a keyring.
1951 * No checking for all containers - to fall through past here, 1949 * No checking for all containers - to fall through past here,
1952 * inv must have been an container and must have been active. 1950 * inv must have been an container and must have been active.
1953 * 1951 *
1954 * Change the color so that the message doesn't disappear with 1952 * Change the color so that the message doesn't disappear with
1955 * all the others. 1953 * all the others.
1956 */ 1954 */
1957 if (pl->contr->usekeys == key_inventory || 1955 if (pl->contr->usekeys == key_inventory ||
1958 !QUERY_FLAG(container, FLAG_APPLIED) || 1956 !QUERY_FLAG(container, FLAG_APPLIED) ||
1959 (pl->contr->usekeys == keyrings && 1957 (pl->contr->usekeys == keyrings &&
1960 (!container->race || strcmp(container->race, "keys"))) 1958 (!container->race || strcmp(container->race, "keys")))
1961 ) { 1959 ) {
1962 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1963 "The %s in your %s vibrates as you approach the door", 1961 "The %s in your %s vibrates as you approach the door",
1964 query_name(tmp), query_name(container)); 1962 query_name(tmp), query_name(container));
1965 return NULL; 1963 return NULL;
1966 } 1964 }
1967 } 1965 }
1968 return tmp; 1966 return tmp;
1969} 1967}
1970 1968
1971/* moved door processing out of move_player_attack. 1969/* moved door processing out of move_player_attack.
1982 */ 1980 */
1983 object *key=find_key(op, op, door); 1981 object *key=find_key(op, op, door);
1984 1982
1985 /* IF we found a key, do some extra work */ 1983 /* IF we found a key, do some extra work */
1986 if (key) { 1984 if (key) {
1987 object *container=key->env; 1985 object *container=key->env;
1988 1986
1989 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1990 if(action_makes_visible(op)) make_visible(op); 1988 if(action_makes_visible(op)) make_visible(op);
1991 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op);
1992 if (door->type == DOOR) { 1990 if (door->type == DOOR) {
1993 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */
1994 } 1992 }
1995 else if(door->type==LOCKED_DOOR) { 1993 else if(door->type==LOCKED_DOOR) {
1996 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op,
1997 "You open the door with the %s", query_short_name(key)); 1995 "You open the door with the %s", query_short_name(key));
1998 remove_door2(door); /* remove door without violence ;-) */ 1996 remove_door2(door); /* remove door without violence ;-) */
1999 } 1997 }
2000 /* Do this after we print the message */ 1998 /* Do this after we print the message */
2001 decrease_ob(key); /* Use up one of the keys */ 1999 decrease_ob(key); /* Use up one of the keys */
2002 /* Need to update the weight the container the key was in */ 2000 /* Need to update the weight the container the key was in */
2003 if (container != op) 2001 if (container != op)
2004 esrv_update_item(UPD_WEIGHT, op, container); 2002 esrv_update_item(UPD_WEIGHT, op, container);
2005 return 1; /* Nothing more to do below */ 2003 return 1; /* Nothing more to do below */
2006 } else if (door->type==LOCKED_DOOR) { 2004 } else if (door->type==LOCKED_DOOR) {
2007 /* Might as well return now - no other way to open this */ 2005 /* Might as well return now - no other way to open this */
2008 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2009 return 1; 2007 return 1;
2010 } 2008 }
2011 return 0; 2009 return 0;
2012} 2010}
2013 2011
2014/* This function is just part of a breakup from move_player. 2012/* This function is just part of a breakup from move_player.
2018 * going to try and move (not fire weapons). 2016 * going to try and move (not fire weapons).
2019 */ 2017 */
2020 2018
2021void move_player_attack(object *op, int dir) 2019void move_player_attack(object *op, int dir)
2022{ 2020{
2023 object *tmp, *mon, *tpl; 2021 object *tmp, *mon;
2024 sint16 nx, ny; 2022 sint16 nx, ny;
2025 int on_battleground; 2023 int on_battleground;
2026 mapstruct *m; 2024 mapstruct *m;
2027 2025
2028 if (op->contr->transport) tpl = op->contr->transport;
2029 else tpl = op;
2030 nx=freearr_x[dir]+tpl->x; 2026 nx=freearr_x[dir]+op->x;
2031 ny=freearr_y[dir]+tpl->y; 2027 ny=freearr_y[dir]+op->y;
2032 2028
2033 on_battleground = op_on_battleground(tpl, NULL, NULL); 2029 on_battleground = op_on_battleground(op, NULL, NULL);
2034 2030
2035 /* If braced, or can't move to the square, and it is not out of the 2031 /* If braced, or can't move to the square, and it is not out of the
2036 * map, attack it. Note order of if statement is important - don't 2032 * map, attack it. Note order of if statement is important - don't
2037 * want to be calling move_ob if braced, because move_ob will move the 2033 * want to be calling move_ob if braced, because move_ob will move the
2038 * player. This is a pretty nasty hack, because if we could 2034 * player. This is a pretty nasty hack, because if we could
2039 * move to some space, it then means that if we are braced, we should 2035 * move to some space, it then means that if we are braced, we should
2040 * do nothing at all. As it is, if we are braced, we go through 2036 * do nothing at all. As it is, if we are braced, we go through
2041 * quite a bit of processing. However, it probably is less than what 2037 * quite a bit of processing. However, it probably is less than what
2042 * move_ob uses. 2038 * move_ob uses.
2043 */ 2039 */
2044 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) {
2045 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { 2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2046 m = get_map_from_coord(tpl->map, &nx, &ny); 2042 m = get_map_from_coord(op->map, &nx, &ny);
2047 if (!m) return; /* Don't think this should happen */ 2043 if (!m) return; /* Don't think this should happen */
2048 } 2044 }
2049 else m =tpl->map; 2045 else m =op->map;
2050 2046
2051 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2052 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2053 return; 2049 return;
2054 } 2050 }
2055 2051
2056 mon = NULL; 2052 mon = NULL;
2057 /* Go through all the objects, and find ones of interest. Only stop if 2053 /* Go through all the objects, and find ones of interest. Only stop if
2058 * we find a monster - that is something we know we want to attack. 2054 * we find a monster - that is something we know we want to attack.
2059 * if its a door or barrel (can roll) see if there may be monsters 2055 * if its a door or barrel (can roll) see if there may be monsters
2060 * on the space 2056 * on the space
2061 */ 2057 */
2062 while (tmp!=NULL) { 2058 while (tmp!=NULL) {
2063 if (tmp == op) { 2059 if (tmp == op) {
2064 tmp=tmp->above; 2060 tmp=tmp->above;
2065 continue; 2061 continue;
2066 } 2062 }
2067 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2068 mon = tmp; 2064 mon = tmp;
2069 break; 2065 break;
2070 } 2066 }
2071 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2072 mon = tmp; 2068 mon = tmp;
2073 tmp=tmp->above; 2069 tmp=tmp->above;
2074 } 2070 }
2075 2071
2076 if (mon==NULL) /* This happens anytime the player tries to move */ 2072 if (mon==NULL) /* This happens anytime the player tries to move */
2077 return; /* into a wall */ 2073 return; /* into a wall */
2078 2074
2079 if(mon->head != NULL) 2075 if(mon->head != NULL)
2080 mon = mon->head; 2076 mon = mon->head;
2081 2077
2082 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2083 if (player_attack_door(op, mon)) return; 2079 if (player_attack_door(op, mon)) return;
2084 2080
2085 /* The following deals with possibly attacking peaceful 2081 /* The following deals with possibly attacking peaceful
2086 * or frienddly creatures. Basically, all players are considered 2082 * or frienddly creatures. Basically, all players are considered
2087 * unaggressive. If the moving player has peaceful set, then the 2083 * unaggressive. If the moving player has peaceful set, then the
2088 * object should be pushed instead of attacked. It is assumed that 2084 * object should be pushed instead of attacked. It is assumed that
2089 * if you are braced, you will not attack friends accidently, 2085 * if you are braced, you will not attack friends accidently,
2090 * and thus will not push them. 2086 * and thus will not push them.
2091 */ 2087 */
2092 2088
2093 /* If the creature is a pet, push it even if the player is not 2089 /* If the creature is a pet, push it even if the player is not
2094 * peaceful. Our assumption is the creature is a pet if the 2090 * peaceful. Our assumption is the creature is a pet if the
2095 * player owns it and it is either friendly or unagressive. 2091 * player owns it and it is either friendly or unagressive.
2096 */ 2092 */
2097 if ((op->type==PLAYER) 2093 if ((op->type==PLAYER)
2098#if COZY_SERVER 2094#if COZY_SERVER
2099 && 2095 &&
2100 ( 2096 (
2101 (get_owner(mon) && get_owner(mon)->contr 2097 (get_owner(mon) && get_owner(mon)->contr
2102 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2098 && same_party (get_owner(mon)->contr->party, op->contr->party))
2104 ) 2100 )
2105#else 2101#else
2106 && get_owner(mon)==op 2102 && get_owner(mon)==op
2107#endif 2103#endif
2108 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2109 { 2105 {
2110 /* If we're braced, we don't want to switch places with it */ 2106 /* If we're braced, we don't want to switch places with it */
2111 if (op->contr->braced) return; 2107 if (op->contr->braced) return;
2112 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2113 (void) push_ob(mon,dir,op); 2109 (void) push_ob(mon,dir,op);
2114 if(op->contr->tmp_invis||op->hide) make_visible(op); 2110 if(op->contr->tmp_invis||op->hide) make_visible(op);
2115 return; 2111 return;
2116 } 2112 }
2117 2113
2118 /* in certain circumstances, you shouldn't attack friendly 2114 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 2115 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 2116 * someone, but put it inside this loop so that you won't
2121 * attack them either. 2117 * attack them either.
2122 */ 2118 */
2123 if ((mon->type==PLAYER || mon->enemy != op) && 2119 if ((mon->type==PLAYER || mon->enemy != op) &&
2124 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2125 ( 2121 (
2126#ifdef PROHIBIT_PLAYERKILL 2122#ifdef PROHIBIT_PLAYERKILL
2127 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2128#else 2124#else
2129 op->contr->peaceful && 2125 op->contr->peaceful &&
2130#endif 2126#endif
2131 !on_battleground 2127 !on_battleground
2132 )) { 2128 )) {
2133 if (!op->contr->braced) { 2129 if (!op->contr->braced) {
2134 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2135 (void) push_ob(mon,dir,op); 2131 (void) push_ob(mon,dir,op);
2136 } else { 2132 } else {
2137 new_draw_info(0, 0,op,"You withhold your attack"); 2133 new_draw_info(0, 0,op,"You withhold your attack");
2138 } 2134 }
2139 if(op->contr->tmp_invis||op->hide) make_visible(op); 2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2140 } 2136 }
2141 2137
2142 /* If the object is a boulder or other rollable object, then 2138 /* If the object is a boulder or other rollable object, then
2143 * roll it if not braced. You can't roll it if you are braced. 2139 * roll it if not braced. You can't roll it if you are braced.
2144 */ 2140 */
2145 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2146 recursive_roll(mon,dir,op); 2142 recursive_roll(mon,dir,op);
2147 if(action_makes_visible(op)) make_visible(op); 2143 if(action_makes_visible(op)) make_visible(op);
2148 } 2144 }
2149 2145
2150 /* Any generic living creature. Including things like doors. 2146 /* Any generic living creature. Including things like doors.
2151 * Way it works is like this: First, it must have some hit points 2147 * Way it works is like this: First, it must have some hit points
2152 * and be living. Then, it must be one of the following: 2148 * and be living. Then, it must be one of the following:
2153 * 1) Not a player, 2) A player, but of a different party. Note 2149 * 1) Not a player, 2) A player, but of a different party. Note
2154 * that party_number -1 is no party, so attacks can still happen. 2150 * that party_number -1 is no party, so attacks can still happen.
2155 */ 2151 */
2156 2152
2157 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2158 ((mon->type!=PLAYER || op->contr->party==NULL || 2154 ((mon->type!=PLAYER || op->contr->party==NULL ||
2159 op->contr->party!=mon->contr->party))) { 2155 op->contr->party!=mon->contr->party))) {
2160 2156
2161 /* If the player hasn't hit something this tick, and does 2157 /* If the player hasn't hit something this tick, and does
2162 * so, give them speed boost based on weapon speed. Doing 2158 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically 2159 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset. 2160 * incurred a 1 tick offset.
2165 */ 2161 */
2166 if (!op->contr->has_hit) { 2162 if (!op->contr->has_hit) {
2167 op->speed_left += op->speed / op->contr->weapon_sp; 2163 op->speed_left += op->speed / op->contr->weapon_sp;
2168 2164
2169 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2170 } 2166 }
2171 2167
2172 skill_attack(mon, op, 0, NULL, NULL); 2168 skill_attack(mon, op, 0, NULL, NULL);
2173 2169
2174 /* If attacking another player, that player gets automatic 2170 /* If attacking another player, that player gets automatic
2175 * hitback, and doesn't loose luck either. 2171 * hitback, and doesn't loose luck either.
2176 * Disable hitback on the battleground or if the target is 2172 * Disable hitback on the battleground or if the target is
2177 * the wiz. 2173 * the wiz.
2178 */ 2174 */
2179 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2180 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2181 short luck = mon->stats.luck; 2177 short luck = mon->stats.luck;
2182 mon->contr->has_hit = 1; 2178 mon->contr->has_hit = 1;
2183 skill_attack(op, mon, 0, NULL, NULL); 2179 skill_attack(op, mon, 0, NULL, NULL);
2184 mon->stats.luck = luck; 2180 mon->stats.luck = luck;
2185 } 2181 }
2186 if(action_makes_visible(op)) make_visible(op); 2182 if(action_makes_visible(op)) make_visible(op);
2187 } 2183 }
2188 } /* if player should attack something */ 2184 } /* if player should attack something */
2189} 2185}
2190 2186
2191int move_player(object *op,int dir) { 2187int move_player(object *op,int dir) {
2192 int pick; 2188 int pick;
2193 object *transport = op->contr->transport;
2194 2189
2195 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2196 return 0; 2191 return 0;
2197 2192
2198 /* Sanity check: make sure dir is valid */ 2193 /* Sanity check: make sure dir is valid */
2199 if ( ( dir < 0 ) || ( dir >= 9 ) ) { 2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2200 LOG( llevError, "move_player: invalid direction %d\n", dir); 2195 LOG( llevError, "move_player: invalid direction %d\n", dir);
2201 return 0; 2196 return 0;
2202 } 2197 }
2203 2198
2204 /* peterm: added following line */ 2199 /* peterm: added following line */
2205 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir) 2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2206 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2207 2202
2208 op->facing = dir; 2203 op->facing = dir;
2209 2204
2210 if(!transport && op->hide) do_hidden_move(op); 2205 if(op->hide) do_hidden_move(op);
2211 2206
2212 if (transport) { 2207 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2213 /* transport->contr is set up for the person in charge of the boat. 2208 /*nop*/;
2214 * if that isn't this person, he can't steer it, etc
2215 */
2216 if (transport->contr != op->contr) return 0;
2217
2218 /* Transport can't move. But update dir so it at least
2219 * will point in the same direction if player is running.
2220 */
2221 if (transport->speed_left < 0.0) {
2222 transport->direction = dir;
2223 op->direction = dir;
2224 return 0;
2225 }
2226 /* Remove transport speed. Give player just a little speed -
2227 * enough so that they will get an action again quickly.
2228 *
2229 */
2230 transport->speed_left -= 1.0;
2231 if (op->speed_left < 0.0) op->speed_left = -0.01;
2232
2233 }
2234
2235 if(op->contr->fire_on) { 2209 else if (op->contr->fire_on)
2236 fire(op,dir); 2210 fire (op, dir);
2237 } 2211 else
2212 {
2238 else move_player_attack(op,dir); 2213 move_player_attack (op, dir);
2239
2240 pick = check_pick(op); 2214 pick = check_pick(op);
2241 2215 }
2242 2216
2243 /* Add special check for newcs players and fire on - this way, the 2217 /* Add special check for newcs players and fire on - this way, the
2244 * server can handle repeat firing. 2218 * server can handle repeat firing.
2245 */ 2219 */
2246 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) { 2220 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2247 op->direction = dir; 2221 op->direction = dir;
2248 } else { 2222 } else {
2249 op->direction=0; 2223 op->direction=0;
2250 } 2224 }
2251 /* Update how the player looks. Use the facing, so direction may 2225 /* Update how the player looks. Use the facing, so direction may
2252 * get reset to zero. This allows for full animation capabilities 2226 * get reset to zero. This allows for full animation capabilities
2253 * for players. 2227 * for players.
2254 */ 2228 */
2255 if (!transport) animate_object(op, op->facing); 2229 animate_object(op, op->facing);
2256 return 0; 2230 return 0;
2257} 2231}
2258 2232
2259/* This is similar to handle_player, below, but is only used by the 2233/* This is similar to handle_player, below, but is only used by the
2260 * new client/server stuff. 2234 * new client/server stuff.
2264 * Returns true if there are more actions we can do. 2238 * Returns true if there are more actions we can do.
2265 */ 2239 */
2266int handle_newcs_player(object *op) 2240int handle_newcs_player(object *op)
2267{ 2241{
2268 if (op->contr->hidden) { 2242 if (op->contr->hidden) {
2269 op->invisible = 1000; 2243 op->invisible = 1000;
2270 /* the socket code flashes the player visible/invisible 2244 /* the socket code flashes the player visible/invisible
2271 * depending on the value of invisible, so we need to 2245 * depending on the value of invisible, so we need to
2272 * alternate it here for it to work correctly. 2246 * alternate it here for it to work correctly.
2273 */ 2247 */
2274 if (pticks & 2) op->invisible--; 2248 if (pticks & 2) op->invisible--;
2275 } 2249 }
2276 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2250 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2277 op->invisible--; 2251 op->invisible--;
2278 if(!op->invisible) { 2252 if(!op->invisible) {
2279 make_visible(op); 2253 make_visible(op);
2280 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2254 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 } 2255 }
2282 } 2256 }
2283 2257
2284 if (QUERY_FLAG(op, FLAG_SCARED)) { 2258 if (QUERY_FLAG(op, FLAG_SCARED)) {
2285 flee_player(op); 2259 flee_player(op);
2286 /* If player is still scared, that is his action for this tick */ 2260 /* If player is still scared, that is his action for this tick */
2287 if (QUERY_FLAG(op, FLAG_SCARED)) { 2261 if (QUERY_FLAG(op, FLAG_SCARED)) {
2288 op->speed_left--; 2262 op->speed_left--;
2289 return 0; 2263 return 0;
2290 } 2264 }
2291 } 2265 }
2292 2266
2293 /* I've been seeing crashes where the golem has been destroyed, but 2267 /* I've been seeing crashes where the golem has been destroyed, but
2294 * the player object still points to the defunct golem. The code that 2268 * the player object still points to the defunct golem. The code that
2295 * destroys the golem looks correct, and it doesn't always happen, so 2269 * destroys the golem looks correct, and it doesn't always happen, so
2296 * put this in a a workaround to clean up the golem pointer. 2270 * put this in a a workaround to clean up the golem pointer.
2297 */ 2271 */
2298 if (op->contr->ranges[range_golem] && 2272 if (op->contr->ranges[range_golem] &&
2299 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || 2273 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2300 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) { 2274 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2301 op->contr->ranges[range_golem] = NULL; 2275 op->contr->ranges[range_golem] = NULL;
2302 op->contr->golem_count = 0; 2276 op->contr->golem_count = 0;
2303 } 2277 }
2304 2278
2305 /* call this here - we also will call this in do_ericserver, but 2279 /* call this here - we also will call this in do_ericserver, but
2306 * the players time has been increased when doericserver has been 2280 * the players time has been increased when doericserver has been
2307 * called, so we recheck it here. 2281 * called, so we recheck it here.
2308 */ 2282 */
2309 HandleClient(&op->contr->socket, op->contr); 2283 HandleClient(&op->contr->socket, op->contr);
2310 if (op->speed_left<0) return 0; 2284 if (op->speed_left<0) return 0;
2311 2285
2312 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2313 /* All move commands take 1 tick, at least for now */ 2287 /* All move commands take 1 tick, at least for now */
2314 op->speed_left--; 2288 op->speed_left--;
2315 2289
2316 /* Instead of all the stuff below, let move_player take care 2290 /* Instead of all the stuff below, let move_player take care
2317 * of it. Also, some of the skill stuff is only put in 2291 * of it. Also, some of the skill stuff is only put in
2318 * there, as well as the confusion stuff. 2292 * there, as well as the confusion stuff.
2319 */ 2293 */
2320 move_player(op, op->direction); 2294 move_player(op, op->direction);
2321 if (op->speed_left>0) return 1; 2295 if (op->speed_left>0) return 1;
2322 else return 0; 2296 else return 0;
2323 } 2297 }
2324 return 0; 2298 return 0;
2325} 2299}
2326 2300
2327int save_life(object *op) { 2301int save_life(object *op) {
2328 object *tmp; 2302 object *tmp;
2329 2303
2330 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2331 return 0; 2305 return 0;
2332 2306
2333 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2307 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2334 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2335 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2336 new_draw_info_format(NDI_UNIQUE, 0,op, 2310 new_draw_info_format(NDI_UNIQUE, 0,op,
2337 "Your %s vibrates violently, then evaporates.", 2311 "Your %s vibrates violently, then evaporates.",
2338 query_name(tmp)); 2312 query_name(tmp));
2339 if (op->contr) 2313 if (op->contr)
2340 esrv_del_item(op->contr, tmp->count); 2314 esrv_del_item(op->contr, tmp->count);
2341 remove_ob(tmp); 2315 remove_ob(tmp);
2342 free_object(tmp); 2316 free_object(tmp);
2343 CLEAR_FLAG(op, FLAG_LIFESAVE); 2317 CLEAR_FLAG(op, FLAG_LIFESAVE);
2344 if(op->stats.hp<0) 2318 if(op->stats.hp<0)
2345 op->stats.hp = op->stats.maxhp; 2319 op->stats.hp = op->stats.maxhp;
2346 if(op->stats.food<0) 2320 if(op->stats.food<0)
2347 op->stats.food = 999; 2321 op->stats.food = 999;
2348 fix_player(op); 2322 fix_player(op);
2349 return 1; 2323 return 1;
2350 } 2324 }
2351 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2352 CLEAR_FLAG(op, FLAG_LIFESAVE); 2326 CLEAR_FLAG(op, FLAG_LIFESAVE);
2353 enter_player_savebed(op); /* bring him home. */ 2327 enter_player_savebed(op); /* bring him home. */
2354 return 0; 2328 return 0;
2355} 2329}
2362void remove_unpaid_objects(object *op, object *env) 2336void remove_unpaid_objects(object *op, object *env)
2363{ 2337{
2364 object *next; 2338 object *next;
2365 2339
2366 while (op) { 2340 while (op) {
2367 next=op->below; /* Make sure we have a good value, in case 2341 next=op->below; /* Make sure we have a good value, in case
2368 * we remove object 'op' 2342 * we remove object 'op'
2369 */ 2343 */
2370 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2344 if (QUERY_FLAG(op, FLAG_UNPAID)) {
2371 remove_ob(op); 2345 remove_ob(op);
2372 op->x = env->x; 2346 op->x = env->x;
2373 op->y = env->y; 2347 op->y = env->y;
2374 if (env->type == PLAYER) 2348 if (env->type == PLAYER)
2375 esrv_del_item(env->contr, op->count); 2349 esrv_del_item(env->contr, op->count);
2376 insert_ob_in_map(op, env->map, NULL,0); 2350 insert_ob_in_map(op, env->map, NULL,0);
2377 } 2351 }
2378 else if (op->inv) remove_unpaid_objects(op->inv, env); 2352 else if (op->inv) remove_unpaid_objects(op->inv, env);
2379 op=next; 2353 op=next;
2380 } 2354 }
2381} 2355}
2382 2356
2383 2357
2384/* 2358/*
2433 const int max_grace = 1; 2407 const int max_grace = 1;
2434 2408
2435 if (op->contr->outputs_sync) { 2409 if (op->contr->outputs_sync) {
2436 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2410 for (i=0; i<NUM_OUTPUT_BUFS; i++)
2437 if (op->contr->outputs[i].buf!=NULL && 2411 if (op->contr->outputs[i].buf!=NULL &&
2438 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2439 flush_output_element(op, &op->contr->outputs[i]); 2413 flush_output_element(op, &op->contr->outputs[i]);
2440 } 2414 }
2441 2415
2442 if(op->contr->state==ST_PLAYING) { 2416 if(op->contr->state==ST_PLAYING) {
2443 2417
2444 /* these next three if clauses make it possible to SLOW DOWN 2418 /* these next three if clauses make it possible to SLOW DOWN
2464 2438
2465 /* Regenerate Spell Points */ 2439 /* Regenerate Spell Points */
2466 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2467 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2468 if(op->stats.sp<op->stats.maxsp) { 2442 if(op->stats.sp<op->stats.maxsp) {
2469 op->stats.sp++; 2443 op->stats.sp++;
2470 /* dms do not consume food */ 2444 /* dms do not consume food */
2471 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2445 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2472 op->stats.food--; 2446 op->stats.food--;
2473 if(op->contr->digestion<0) 2447 if(op->contr->digestion<0)
2474 op->stats.food+=op->contr->digestion; 2448 op->stats.food+=op->contr->digestion;
2476 random_roll(0, op->contr->digestion, op, PREFER_HIGH)) 2450 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2477 op->stats.food=last_food; 2451 op->stats.food=last_food;
2478 } 2452 }
2479 } 2453 }
2480 if (max_sp>1) { 2454 if (max_sp>1) {
2481 over_sp = (gen_sp+10)/rate_sp; 2455 over_sp = (gen_sp+10)/rate_sp;
2482 if (over_sp > 0) { 2456 if (over_sp > 0) {
2483 if(op->stats.sp<op->stats.maxsp) { 2457 if(op->stats.sp<op->stats.maxsp) {
2484 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2485 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp)) 2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2486 op->stats.sp--; 2460 op->stats.sp--;
2487 if(op->stats.sp>op->stats.maxsp) 2461 if(op->stats.sp>op->stats.maxsp)
2488 op->stats.sp=op->stats.maxsp; 2462 op->stats.sp=op->stats.maxsp;
2489 } 2463 }
2490 op->last_sp=0; 2464 op->last_sp=0;
2491 } else { 2465 } else {
2492 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10); 2466 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2493 } 2467 }
2494 } else { 2468 } else {
2495 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10); 2469 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2496 } 2470 }
2497 } 2471 }
2498 2472
2499 /* Regenerate Grace */ 2473 /* Regenerate Grace */
2500 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2474 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2501 if(--op->last_grace<0) { 2475 if(--op->last_grace<0) {
2502 if(op->stats.grace<op->stats.maxgrace/2) 2476 if(op->stats.grace<op->stats.maxgrace/2)
2503 op->stats.grace++; /* no penalty in food for regaining grace */ 2477 op->stats.grace++; /* no penalty in food for regaining grace */
2504 if(max_grace>1) { 2478 if(max_grace>1) {
2505 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2479 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2506 if (over_grace > 0) { 2480 if (over_grace > 0) {
2507 op->stats.sp += over_grace 2481 op->stats.sp += over_grace
2508 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2482 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2509 op->last_grace=0; 2483 op->last_grace=0;
2510 } else { 2484 } else {
2511 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2485 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2512 } 2486 }
2513 } else { 2487 } else {
2514 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2515 } 2489 }
2516 /* wearing stuff doesn't detract from grace generation. */ 2490 /* wearing stuff doesn't detract from grace generation. */
2517 } 2491 }
2518 2492
2519 /* Regenerate Hit Points */ 2493 /* Regenerate Hit Points */
2520 if(--op->last_heal<0) { 2494 if(--op->last_heal<0) {
2521 if(op->stats.hp<op->stats.maxhp) { 2495 if(op->stats.hp<op->stats.maxhp) {
2522 op->stats.hp++; 2496 op->stats.hp++;
2523 /* dms do not consume food */ 2497 /* dms do not consume food */
2524 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2498 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2525 op->stats.food--; 2499 op->stats.food--;
2526 if(op->contr->digestion<0) 2500 if(op->contr->digestion<0)
2527 op->stats.food+=op->contr->digestion; 2501 op->stats.food+=op->contr->digestion;
2529 random_roll(0, op->contr->digestion, op, PREFER_HIGH)) 2503 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2530 op->stats.food=last_food; 2504 op->stats.food=last_food;
2531 } 2505 }
2532 } 2506 }
2533 if(max_hp>1) { 2507 if(max_hp>1) {
2534 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp; 2508 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2535 if (over_hp > 0) { 2509 if (over_hp > 0) {
2536 op->stats.sp += over_hp 2510 op->stats.sp += over_hp
2537 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0; 2511 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2538 op->last_heal=0; 2512 op->last_heal=0;
2539 } else { 2513 } else {
2540 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2514 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2541 } 2515 }
2542 } else { 2516 } else {
2543 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2517 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2544 } 2518 }
2545 } 2519 }
2546 2520
2547 /* Digestion */ 2521 /* Digestion */
2548 if(--op->last_eat<0) { 2522 if(--op->last_eat<0) {
2549#ifdef COZY_SERVER 2523#ifdef COZY_SERVER
2550 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2551 int bonus=dg>0?dg:0, 2525 int bonus=dg>0?dg:0,
2552 penalty=dg<0?-dg:0; 2526 penalty=dg<0?-dg:0;
2553#else 2527#else
2554 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2528 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2555 penalty=op->contr->digestion<0?-op->contr->digestion:0; 2529 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2556#endif 2530#endif
2557 2531
2558 if(op->contr->gen_hp > 0) 2532 if(op->contr->gen_hp > 0)
2559 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2560 else 2534 else
2561 op->last_eat=25*(1+bonus)/(penalty +1); 2535 op->last_eat=25*(1+bonus)/(penalty +1);
2562 /* dms do not consume food */ 2536 /* dms do not consume food */
2563 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2564 } 2538 }
2565 } 2539 }
2566 2540
2567 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2568 object *tmp, *flesh=NULL; 2542 object *tmp, *flesh=NULL;
2569 2543
2570 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2571 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2572 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2573 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2574 manual_apply(op,tmp,0); 2548 manual_apply(op,tmp,0);
2575 if(op->stats.food>=0||op->stats.hp<0) 2549 if(op->stats.food>=0||op->stats.hp<0)
2576 break; 2550 break;
2577 } 2551 }
2578 else if (tmp->type==FLESH) flesh=tmp; 2552 else if (tmp->type==FLESH) flesh=tmp;
2579 } /* End if paid for object */ 2553 } /* End if paid for object */
2580 } /* end of for loop */ 2554 } /* end of for loop */
2581 /* If player is still starving, it means they don't have any food, so 2555 /* If player is still starving, it means they don't have any food, so
2582 * eat flesh instead. 2556 * eat flesh instead.
2583 */ 2557 */
2584 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) {
2585 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2586 manual_apply(op,flesh,0); 2560 manual_apply(op,flesh,0);
2587 } 2561 }
2588 } /* end if player is starving */ 2562 } /* end if player is starving */
2589 2563
2590 while(op->stats.food<0&&op->stats.hp>0) 2564 while(op->stats.food<0&&op->stats.hp>0)
2591 op->stats.food++,op->stats.hp--; 2565 op->stats.food++,op->stats.hp--;
2592 2566
2593 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2594 kill_player(op); 2568 kill_player(op);
2595} 2569}
2596 2570
2597 2571
2598 2572
2599/* If the player should die (lack of hp, food, etc), we call this. 2573/* If the player should die (lack of hp, food, etc), we call this.
2614 int will_kill_again; 2588 int will_kill_again;
2615 archetype *at; 2589 archetype *at;
2616 object *tmp; 2590 object *tmp;
2617 2591
2618 if(save_life(op)) 2592 if(save_life(op))
2619 return; 2593 return;
2620 2594
2621 2595
2622 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2623 * in cities ONLY!!! It is very important that this doesn't get abused. 2597 * in cities ONLY!!! It is very important that this doesn't get abused.
2624 * Look at op_on_battleground() for more info --AndreasV 2598 * Look at op_on_battleground() for more info --AndreasV
2625 */ 2599 */
2626 if (op_on_battleground(op, &x, &y)) { 2600 if (op_on_battleground(op, &x, &y)) {
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2628 "You have been defeated in combat!"); 2602 "You have been defeated in combat!");
2629 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2603 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2630 "Local medics have saved your life..."); 2604 "Local medics have saved your life...");
2631 2605
2632 /* restore player */ 2606 /* restore player */
2633 at = find_archetype("poisoning"); 2607 at = find_archetype("poisoning");
2634 tmp=present_arch_in_ob(at,op); 2608 tmp=present_arch_in_ob(at,op);
2635 if (tmp) { 2609 if (tmp) {
2636 remove_ob(tmp); 2610 remove_ob(tmp);
2637 free_object(tmp); 2611 free_object(tmp);
2638 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2639 } 2613 }
2640 2614
2641 at = find_archetype("confusion"); 2615 at = find_archetype("confusion");
2642 tmp=present_arch_in_ob(at,op); 2616 tmp=present_arch_in_ob(at,op);
2643 if (tmp) { 2617 if (tmp) {
2644 remove_ob(tmp); 2618 remove_ob(tmp);
2645 free_object(tmp); 2619 free_object(tmp);
2646 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2620 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2647 } 2621 }
2648 2622
2649 cure_disease(op,0); /* remove any disease */ 2623 cure_disease(op,0); /* remove any disease */
2650 op->stats.hp=op->stats.maxhp; 2624 op->stats.hp=op->stats.maxhp;
2651 if (op->stats.food<=0) op->stats.food=999; 2625 if (op->stats.food<=0) op->stats.food=999;
2652 2626
2653 /* create a bodypart-trophy to make the winner happy */ 2627 /* create a bodypart-trophy to make the winner happy */
2654 tmp=arch_to_object(find_archetype("finger")); 2628 tmp=arch_to_object(find_archetype("finger"));
2655 if (tmp != NULL) 2629 if (tmp != NULL)
2656 { 2630 {
2657 sprintf(buf,"%s's finger",op->name); 2631 sprintf(buf,"%s's finger",op->name);
2658 tmp->name = add_string(buf); 2632 tmp->name = add_string(buf);
2659 sprintf(buf," This finger has been cut off %s\n" 2633 sprintf(buf," This finger has been cut off %s\n"
2660 " the %s, when he was defeated at\n level %d by %s.\n", 2634 " the %s, when he was defeated at\n level %d by %s.\n",
2661 op->name, op->contr->title, (int)(op->level), 2635 op->name, op->contr->title, (int)(op->level),
2662 op->contr->killer); 2636 op->contr->killer);
2663 tmp->msg=add_string(buf); 2637 tmp->msg=add_string(buf);
2664 tmp->value=0, tmp->material=0, tmp->type=0; 2638 tmp->value=0, tmp->material=0, tmp->type=0;
2665 tmp->materialname = NULL; 2639 tmp->materialname = NULL;
2666 tmp->x = op->x, tmp->y = op->y; 2640 tmp->x = op->x, tmp->y = op->y;
2667 insert_ob_in_map(tmp,op->map,op,0); 2641 insert_ob_in_map(tmp,op->map,op,0);
2668 } 2642 }
2669 2643
2670 /* teleport defeated player to new destination*/ 2644 /* teleport defeated player to new destination*/
2671 transfer_ob(op, x, y, 0, NULL); 2645 transfer_ob(op, x, y, 0, NULL);
2672 op->contr->braced=0; 2646 op->contr->braced=0;
2673 return; 2647 return;
2674 } 2648 }
2675 2649
2676 /* Lauwenmark: Handle for plugin death event */ 2650 INVOKE_PLAYER (DEATH, op->contr);
2677 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0) 2651
2652 command_kill_pets (op, 0);
2653
2654 if(op->stats.food<0) {
2655 if (op->contr->explore) {
2656 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2657 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2658 op->stats.food=999;
2678 return; 2659 return;
2679 2660 }
2680 command_kill_pets (op, 0);
2681
2682 /* Lauwenmark: Handle for the global death event */
2683 execute_global_event(EVENT_PLAYER_DEATH, op);
2684 if(op->stats.food<0) {
2685 if (op->contr->explore) {
2686 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2687 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2688 op->stats.food=999;
2689 return;
2690 }
2691 sprintf(buf,"%s starved to death.",op->name); 2661 sprintf(buf,"%s starved to death.",op->name);
2692 strcpy(op->contr->killer,"starvation"); 2662 strcpy(op->contr->killer,"starvation");
2693 } 2663 }
2694 else { 2664 else {
2695 if (op->contr->explore) { 2665 if (op->contr->explore) {
2696 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2666 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2697 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2667 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2698 op->stats.hp=op->stats.maxhp; 2668 op->stats.hp=op->stats.maxhp;
2699 return; 2669 return;
2700 } 2670 }
2701 sprintf(buf,"%s died.",op->name); 2671 sprintf(buf,"%s died.",op->name);
2702 } 2672 }
2703 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2704 2674
2705 /* save the map location for corpse, gravestone*/ 2675 /* save the map location for corpse, gravestone*/
2706 x=op->x;y=op->y;map=op->map; 2676 x=op->x;y=op->y;map=op->map;
2707 2677
2708 2678
2709 if (settings.not_permadeth == TRUE) { 2679 if (settings.not_permadeth == TRUE) {
2710 /* NOT_PERMADEATH code. This basically brings the character back to 2680 /* NOT_PERMADEATH code. This basically brings the character back to
2711 * life if they are dead - it takes some exp and a random stat. 2681 * life if they are dead - it takes some exp and a random stat.
2712 * See the config.h file for a little more in depth detail about this. 2682 * See the config.h file for a little more in depth detail about this.
2713 */ 2683 */
2714 2684
2715 /* Basically two ways to go - remove a stat permanently, or just 2685 /* Basically two ways to go - remove a stat permanently, or just
2716 * make it depletion. This bunch of code deals with that aspect 2686 * make it depletion. This bunch of code deals with that aspect
2717 * of death. 2687 * of death.
2718 */ 2688 */
2719#ifndef COZY_SERVER 2689#ifndef COZY_SERVER
2720 if (settings.balanced_stat_loss) { 2690 if (settings.balanced_stat_loss) {
2721 /* If stat loss is permanent, lose one stat only. */ 2691 /* If stat loss is permanent, lose one stat only. */
2722 /* Lower level chars don't lose as many stats because they suffer 2692 /* Lower level chars don't lose as many stats because they suffer
2723 more if they do. */ 2693 more if they do. */
2724 /* Higher level characters can afford things such as potions of 2694 /* Higher level characters can afford things such as potions of
2725 restoration, or better, stat potions. So we slug them that 2695 restoration, or better, stat potions. So we slug them that
2726 little bit harder. */ 2696 little bit harder. */
2727 /* GD */ 2697 /* GD */
2728 if (settings.stat_loss_on_death) 2698 if (settings.stat_loss_on_death)
2729 num_stats_lose = 1; 2699 num_stats_lose = 1;
2730 else 2700 else
2731 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2701 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2732 } else { 2702 } else {
2733 num_stats_lose = 1; 2703 num_stats_lose = 1;
2734 } 2704 }
2735 lost_a_stat = 0; 2705 lost_a_stat = 0;
2736 2706
2737 for (z=0; z<num_stats_lose; z++) { 2707 for (z=0; z<num_stats_lose; z++) {
2738 i = RANDOM() % NUM_STATS; 2708 i = RANDOM() % NUM_STATS;
2739 2709
2740 if (settings.stat_loss_on_death) { 2710 if (settings.stat_loss_on_death) {
2741 /* Pick a random stat and take a point off it. Tell the player 2711 /* Pick a random stat and take a point off it. Tell the player
2742 * what he lost. 2712 * what he lost.
2743 */ 2713 */
2744 change_attr_value(&(op->stats), i,-1); 2714 change_attr_value(&(op->stats), i,-1);
2745 check_stat_bounds(&(op->stats)); 2715 check_stat_bounds(&(op->stats));
2746 change_attr_value(&(op->contr->orig_stats), i,-1); 2716 change_attr_value(&(op->contr->orig_stats), i,-1);
2747 check_stat_bounds(&(op->contr->orig_stats)); 2717 check_stat_bounds(&(op->contr->orig_stats));
2748 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2749 lost_a_stat = 1; 2719 lost_a_stat = 1;
2750 } else { 2720 } else {
2751 /* deplete a stat */ 2721 /* deplete a stat */
2752 archetype *deparch=find_archetype("depletion"); 2722 archetype *deparch=find_archetype("depletion");
2753 object *dep; 2723 object *dep;
2754 2724
2755 dep = present_arch_in_ob(deparch,op); 2725 dep = present_arch_in_ob(deparch,op);
2756 if(!dep) { 2726 if(!dep) {
2757 dep = arch_to_object(deparch); 2727 dep = arch_to_object(deparch);
2758 insert_ob_in_ob(dep, op); 2728 insert_ob_in_ob(dep, op);
2759 } 2729 }
2760 lose_this_stat = 1; 2730 lose_this_stat = 1;
2761 if (settings.balanced_stat_loss) { 2731 if (settings.balanced_stat_loss) {
2762 /* GD */ 2732 /* GD */
2763 /* Get the stat that we're about to deplete. */ 2733 /* Get the stat that we're about to deplete. */
2764 this_stat = get_attr_value(&(dep->stats), i); 2734 this_stat = get_attr_value(&(dep->stats), i);
2765 if (this_stat < 0) { 2735 if (this_stat < 0) {
2766 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2767 int keep_chance = this_stat * this_stat; 2737 int keep_chance = this_stat * this_stat;
2768 /* Yes, I am paranoid. Sue me. */ 2738 /* Yes, I am paranoid. Sue me. */
2769 if (keep_chance < 1) 2739 if (keep_chance < 1)
2770 keep_chance = 1; 2740 keep_chance = 1;
2771 2741
2772 /* There is a maximum depletion total per level. */ 2742 /* There is a maximum depletion total per level. */
2773 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2774 lose_this_stat = 0; 2744 lose_this_stat = 0;
2775 /* Take loss chance vs keep chance to see if we 2745 /* Take loss chance vs keep chance to see if we
2776 retain the stat. */ 2746 retain the stat. */
2777 } else { 2747 } else {
2778 if (random_roll(0, loss_chance + keep_chance-1, 2748 if (random_roll(0, loss_chance + keep_chance-1,
2779 op, PREFER_LOW) < keep_chance) 2749 op, PREFER_LOW) < keep_chance)
2780 lose_this_stat = 0; 2750 lose_this_stat = 0;
2781 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", 2751 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2782 this_stat, keep_chance, loss_chance, 2752 this_stat, keep_chance, loss_chance,
2783 lose_this_stat?"LOSE":"KEEP"); */ 2753 lose_this_stat?"LOSE":"KEEP"); */
2784 } 2754 }
2785 } 2755 }
2786 } 2756 }
2787 2757
2788 if (lose_this_stat) { 2758 if (lose_this_stat) {
2789 this_stat = get_attr_value(&(dep->stats), i); 2759 this_stat = get_attr_value(&(dep->stats), i);
2790 /* We could try to do something clever like find another 2760 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if 2761 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low 2762 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a 2763 * and should be roughly the same, so it shouldn't make a
2794 * difference. 2764 * difference.
2795 */ 2765 */
2796 if (this_stat>=-50) { 2766 if (this_stat>=-50) {
2797 change_attr_value(&(dep->stats), i, -1); 2767 change_attr_value(&(dep->stats), i, -1);
2798 SET_FLAG(dep, FLAG_APPLIED); 2768 SET_FLAG(dep, FLAG_APPLIED);
2799 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2769 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2800 fix_player(op); 2770 fix_player(op);
2801 lost_a_stat = 1; 2771 lost_a_stat = 1;
2802 } 2772 }
2803 } 2773 }
2804 } 2774 }
2805 } 2775 }
2806 /* If no stat lost, tell the player. */ 2776 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat) 2777 if (!lost_a_stat)
2808 { 2778 {
2809 /* determine_god() seems to not work sometimes... why is this? 2779 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */ 2780 Should I be using something else? GD */
2811 const char *god = determine_god(op); 2781 const char *god = determine_god(op);
2812 if (god && (strcmp(god, "none"))) 2782 if (god && (strcmp(god, "none")))
2813 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief "
2814 "moment you feel the holy presence of %s protecting" 2784 "moment you feel the holy presence of %s protecting"
2815 " you.", god); 2785 " you.", god);
2816 else 2786 else
2817 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2818 " feel a holy presence protecting you."); 2788 " feel a holy presence protecting you.");
2819 } 2789 }
2820#endif 2790#endif
2821 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2791 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2822 " feel a holy presence protecting you from losing yourself completely."); 2792 " feel a holy presence protecting you from losing yourself completely.");
2823 2793
2824 /* Put a gravestone up where the character 'almost' died. List the 2794 /* Put a gravestone up where the character 'almost' died. List the
2825 * exp loss on the stone. 2795 * exp loss on the stone.
2826 */ 2796 */
2827 tmp=arch_to_object(find_archetype("gravestone")); 2797 tmp=arch_to_object(find_archetype("gravestone"));
2828 sprintf(buf,"%s's gravestone",op->name); 2798 sprintf(buf,"%s's gravestone",op->name);
2829 FREE_AND_COPY(tmp->name, buf); 2799 FREE_AND_COPY(tmp->name, buf);
2830 sprintf(buf,"%s's gravestones",op->name); 2800 sprintf(buf,"%s's gravestones",op->name);
2831 FREE_AND_COPY(tmp->name_pl, buf); 2801 FREE_AND_COPY(tmp->name_pl, buf);
2832 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2802 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2833 "who was killed\n" 2803 "who was killed\n"
2834 "by %s.\n", 2804 "by %s.\n",
2835 op->name, op->contr->title, 2805 op->name, op->contr->title,
2836 op->contr->killer); 2806 op->contr->killer);
2837 tmp->msg = add_string(buf); 2807 tmp->msg = add_string(buf);
2838 tmp->x=op->x,tmp->y=op->y; 2808 tmp->x=op->x,tmp->y=op->y;
2839 insert_ob_in_map (tmp, op->map, NULL,0); 2809 insert_ob_in_map (tmp, op->map, NULL,0);
2840 2810
2841 /**************************************/ 2811 /**************************************/
2842 /* */ 2812 /* */
2843 /* Subtract the experience points, */ 2813 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */ 2814 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */ 2815 /* food, and reset HP's... */
2846 /* */ 2816 /* */
2847 /**************************************/ 2817 /**************************************/
2848 2818
2849 /* remove any poisoning and confusion the character may be suffering.*/ 2819 /* remove any poisoning and confusion the character may be suffering.*/
2850 /* restore player */ 2820 /* restore player */
2851 at = find_archetype("poisoning"); 2821 at = find_archetype("poisoning");
2852 tmp=present_arch_in_ob(at,op); 2822 tmp=present_arch_in_ob(at,op);
2853 if (tmp) { 2823 if (tmp) {
2854 remove_ob(tmp); 2824 remove_ob(tmp);
2855 free_object(tmp); 2825 free_object(tmp);
2856 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2857 } 2827 }
2858 2828
2859 at = find_archetype("confusion"); 2829 at = find_archetype("confusion");
2860 tmp=present_arch_in_ob(at,op); 2830 tmp=present_arch_in_ob(at,op);
2861 if (tmp) { 2831 if (tmp) {
2862 remove_ob(tmp); 2832 remove_ob(tmp);
2863 free_object(tmp); 2833 free_object(tmp);
2864 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2865 } 2835 }
2866 cure_disease(op,0); /* remove any disease */ 2836 cure_disease(op,0); /* remove any disease */
2867 2837
2868 /*add_exp(op, (op->stats.exp * -0.20)); */ 2838 /*add_exp(op, (op->stats.exp * -0.20)); */
2869 apply_death_exp_penalty(op); 2839 apply_death_exp_penalty(op);
2870 if(op->stats.food < 100) op->stats.food = 900; 2840 if(op->stats.food < 100) op->stats.food = 900;
2871 op->stats.hp = op->stats.maxhp; 2841 op->stats.hp = op->stats.maxhp;
2872 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2873 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2874 2844
2875 /* 2845 /*
2876 * Check to see if the player is in a shop. IF so, then check to see if 2846 * Check to see if the player is in a shop. IF so, then check to see if
2877 * the player has any unpaid items. If so, remove them and put them back 2847 * the player has any unpaid items. If so, remove them and put them back
2878 * in the map. 2848 * in the map.
2879 */ 2849 */
2880 2850
2851 if (is_in_shop (op))
2852 remove_unpaid_objects(op->inv, op);
2853
2854 /****************************************/
2855 /* */
2856 /* Move player to his current respawn- */
2857 /* position (usually last savebed) */
2858 /* */
2859 /****************************************/
2860
2861 enter_player_savebed(op);
2862
2863 /* Save the player before inserting the force to reduce
2864 * chance of abuse.
2865 */
2866 op->contr->braced=0;
2867 save_player(op,1);
2868
2869 /* it is possible that the player has blown something up
2870 * at his savebed location, and that can have long lasting
2871 * spell effects. So first see if there is a spell effect
2872 * on the space that might harm the player.
2873 */
2874 will_kill_again=0;
2881 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2882 if (tmp->type == SHOP_FLOOR) {
2883 remove_unpaid_objects(op->inv, op);
2884 break;
2885 }
2886 }
2887
2888
2889 /****************************************/
2890 /* */
2891 /* Move player to his current respawn- */
2892 /* position (usually last savebed) */
2893 /* */
2894 /****************************************/
2895
2896 enter_player_savebed(op);
2897
2898 /* Save the player before inserting the force to reduce
2899 * chance of abuse.
2900 */
2901 op->contr->braced=0;
2902 save_player(op,1);
2903
2904 /* it is possible that the player has blown something up
2905 * at his savebed location, and that can have long lasting
2906 * spell effects. So first see if there is a spell effect
2907 * on the space that might harm the player.
2908 */
2909 will_kill_again=0;
2910 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2911 if (tmp->type ==SPELL_EFFECT) 2876 if (tmp->type ==SPELL_EFFECT)
2912 will_kill_again|=tmp->attacktype; 2877 will_kill_again|=tmp->attacktype;
2913 } 2878 }
2914 if (will_kill_again) { 2879 if (will_kill_again) {
2915 object *force; 2880 object *force;
2916 int at; 2881 int at;
2917 2882
2918 force=get_archetype(FORCE_NAME); 2883 force=get_archetype(FORCE_NAME);
2919 /* 50 ticks should be enough time for the spell to abate */ 2884 /* 50 ticks should be enough time for the spell to abate */
2920 force->speed=0.1; 2885 force->speed=0.1;
2921 force->speed_left=-5.0; 2886 force->speed_left=-5.0;
2922 SET_FLAG(force, FLAG_APPLIED); 2887 SET_FLAG(force, FLAG_APPLIED);
2923 for (at=0; at<NROFATTACKS; at++) { 2888 for (at=0; at<NROFATTACKS; at++) {
2924 if (will_kill_again & (1 << at)) 2889 if (will_kill_again & (1 << at))
2925 force->resist[at] = 100; 2890 force->resist[at] = 100;
2926 } 2891 }
2927 insert_ob_in_ob(force, op); 2892 insert_ob_in_ob(force, op);
2928 fix_player(op); 2893 fix_player(op);
2929 2894
2930 } 2895 }
2931 /**************************************/ 2896 /**************************************/
2932 /* */ 2897 /* */
2933 /* Repaint the characters inv, and */ 2898 /* Repaint the characters inv, and */
2934 /* stats, and show a nasty message ;) */ 2899 /* stats, and show a nasty message ;) */
2935 /* */ 2900 /* */
2936 /**************************************/ 2901 /**************************************/
2937 2902
2938 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2903 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2939 return; 2904 return;
2940 } /* NOT_PERMADETH */ 2905 } /* NOT_PERMADETH */
2941 else { 2906 else {
2942 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This 2907 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2943 * should probably be embedded in an else statement. 2908 * should probably be embedded in an else statement.
2944 */ 2909 */
2945 2910
2946 op->contr->party=NULL; 2911 op->contr->party=NULL;
2947 if (settings.set_title == TRUE) 2912 if (settings.set_title == TRUE)
2948 op->contr->own_title[0]='\0'; 2913 op->contr->own_title[0]='\0';
2949 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 2914 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2950 check_score(op); 2915 check_score(op);
2951 if(op->contr->ranges[range_golem]!=NULL) { 2916 if(op->contr->ranges[range_golem]!=NULL) {
2952 remove_friendly_object(op->contr->ranges[range_golem]); 2917 remove_friendly_object(op->contr->ranges[range_golem]);
2953 remove_ob(op->contr->ranges[range_golem]); 2918 remove_ob(op->contr->ranges[range_golem]);
2954 free_object(op->contr->ranges[range_golem]); 2919 free_object(op->contr->ranges[range_golem]);
2955 op->contr->ranges[range_golem]=NULL; 2920 op->contr->ranges[range_golem]=NULL;
2956 op->contr->golem_count=0; 2921 op->contr->golem_count=0;
2957 } 2922 }
2958 loot_object(op); /* Remove some of the items for good */ 2923 loot_object(op); /* Remove some of the items for good */
2959 remove_ob(op); 2924 remove_ob(op);
2960 op->direction=0; 2925 op->direction=0;
2961 2926
2962 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 2927 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2963 delete_character(op->name,0); 2928 delete_character(op->name,0);
2964 if (settings.resurrection == TRUE) { 2929 if (settings.resurrection == TRUE) {
2965 /* save playerfile sans equipment when player dies 2930 /* save playerfile sans equipment when player dies
2966 ** then save it as player.pl.dead so that future resurrection 2931 ** then save it as player.pl.dead so that future resurrection
2967 ** type spells will work on them nicely 2932 ** type spells will work on them nicely
2968 */ 2933 */
2969 delete_character(op->name,0); 2934 delete_character(op->name,0);
2970 op->stats.hp = op->stats.maxhp; 2935 op->stats.hp = op->stats.maxhp;
2971 op->stats.food = 999; 2936 op->stats.food = 999;
2972 2937
2973 /* set the location of where the person will reappear when */ 2938 /* set the location of where the person will reappear when */
2974 /* maybe resurrection code should fix map also */ 2939 /* maybe resurrection code should fix map also */
2975 strcpy(op->contr->maplevel, settings.emergency_mapname); 2940 strcpy(op->contr->maplevel, settings.emergency_mapname);
2976 if(op->map!=NULL) 2941 if(op->map!=NULL)
2977 op->map = NULL; 2942 op->map = NULL;
2978 op->x = settings.emergency_x; 2943 op->x = settings.emergency_x;
2979 op->y = settings.emergency_y; 2944 op->y = settings.emergency_y;
2980 save_player(op,0); 2945 save_player(op,0);
2981 op->map = map; 2946 op->map = map;
2982 /* please see resurrection.c: peterm */ 2947 /* please see resurrection.c: peterm */
2983 dead_player(op); 2948 dead_player(op);
2984 } else { 2949 } else {
2985 delete_character(op->name,1); 2950 delete_character(op->name,1);
2986 } 2951 }
2987 } 2952 }
2988 play_again(op); 2953 play_again(op);
2989 2954
2990 /* peterm: added to create a corpse at deathsite. */ 2955 /* peterm: added to create a corpse at deathsite. */
2991 tmp=arch_to_object(find_archetype("corpse_pl")); 2956 tmp=arch_to_object(find_archetype("corpse_pl"));
2992 sprintf(buf,"%s", op->name); 2957 sprintf(buf,"%s", op->name);
2993 FREE_AND_COPY(tmp->name, buf); 2958 FREE_AND_COPY(tmp->name, buf);
2994 FREE_AND_COPY(tmp->name_pl, buf); 2959 FREE_AND_COPY(tmp->name_pl, buf);
2995 tmp->level=op->level; 2960 tmp->level=op->level;
2996 tmp->x=x;tmp->y=y; 2961 tmp->x=x;tmp->y=y;
2997 if (tmp->msg) 2962 if (tmp->msg)
2998 free_string(tmp->msg); 2963 free_string(tmp->msg);
2999 tmp->msg = add_string (gravestone_text(op)); 2964 tmp->msg = add_string (gravestone_text(op));
3000 SET_FLAG (tmp, FLAG_UNIQUE); 2965 SET_FLAG (tmp, FLAG_UNIQUE);
3001 insert_ob_in_map (tmp, map, NULL,0); 2966 insert_ob_in_map (tmp, map, NULL,0);
3002 } 2967 }
3003} 2968}
3004 2969
3005 2970
3006void loot_object(object *op) { /* Grab and destroy some treasure */ 2971void loot_object(object *op) { /* Grab and destroy some treasure */
3014 next=tmp->below; 2979 next=tmp->below;
3015 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2980 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
3016 remove_ob(tmp); 2981 remove_ob(tmp);
3017 tmp->x=op->x,tmp->y=op->y; 2982 tmp->x=op->x,tmp->y=op->y;
3018 if (tmp->type == CONTAINER) { /* empty container to ground */ 2983 if (tmp->type == CONTAINER) { /* empty container to ground */
3019 loot_object(tmp); 2984 loot_object(tmp);
3020 } 2985 }
3021 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2986 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
3022 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2987 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
3023 if(tmp->nrof>1) { 2988 if(tmp->nrof>1) {
3024 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2989 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
3025 free_object(tmp2); 2990 free_object(tmp2);
3026 insert_ob_in_map(tmp,op->map,NULL,0); 2991 insert_ob_in_map(tmp,op->map,NULL,0);
3027 } else 2992 } else
3028 free_object(tmp); 2993 free_object(tmp);
3029 } else 2994 } else
3030 insert_ob_in_map(tmp,op->map,NULL,0); 2995 insert_ob_in_map(tmp,op->map,NULL,0);
3031 } 2996 }
3032} 2997}
3033 2998
3043 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob);
3044 if(old == sum) 3009 if(old == sum)
3045 continue; 3010 continue;
3046 fix_player(pl->ob); 3011 fix_player(pl->ob);
3047 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3048 pl->ob->name, old, sum); 3013 pl->ob->name, old, sum);
3049 } 3014 }
3050} 3015}
3051 3016
3052void fix_luck(void) { 3017void fix_luck(void) {
3053 player *pl; 3018 player *pl;
3059 3024
3060/* cast_dust() - handles op throwing objects of type 'DUST'. 3025/* cast_dust() - handles op throwing objects of type 'DUST'.
3061 * This is much simpler in the new spell code - we basically 3026 * This is much simpler in the new spell code - we basically
3062 * just treat this as any other spell casting object. 3027 * just treat this as any other spell casting object.
3063 */ 3028 */
3064 3029
3030void
3065void cast_dust (object *op, object *throw_ob, int dir) { 3031cast_dust (object * op, object * throw_ob, int dir)
3032{
3066 object *skop, *spob; 3033 object *skop, *spob;
3067 3034
3068 skop = find_skill_by_name(op, throw_ob->skill); 3035 skop = find_skill_by_name (op, throw_ob->skill);
3069 3036
3070 /* casting POTION 'dusts' is really a use_magic_item skill */ 3037 /* casting POTION 'dusts' is really a use_magic_item skill */
3071 if(op->type==PLAYER && throw_ob->type==POTION && !skop) { 3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 {
3072 LOG(llevError,"Player %s lacks critical skill use_magic_item!\n", 3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n",
3073 op->name); 3041 op->name);
3074 return; 3042 return;
3075 } 3043 }
3044
3076 spob = throw_ob->inv; 3045 spob = throw_ob->inv;
3046
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3048 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO)
3050 if (!spob)
3051 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!",
3053 throw_ob->name, op->name);
3054 return;
3055 }
3056
3077 if (op->type==PLAYER && spob) 3057 if (op->type == PLAYER)
3078 new_draw_info_format(NDI_UNIQUE, 0,op,"You cast %s.",spob->name); 3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name);
3079 3059
3080 cast_spell(op, throw_ob, dir, spob, NULL); 3060 cast_spell (op, throw_ob, dir, spob, NULL);
3081 3061
3082 if(!QUERY_FLAG(throw_ob,FLAG_REMOVED)) remove_ob(throw_ob); 3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3063 remove_ob (throw_ob);
3083 free_object(throw_ob); 3064 free_object (throw_ob);
3084} 3065}
3085 3066
3086void make_visible (object *op) { 3067void make_visible (object *op) {
3087 op->hide = 0; 3068 op->hide = 0;
3088 op->invisible = 0; 3069 op->invisible = 0;
3089 if(op->type==PLAYER) { 3070 if(op->type==PLAYER) {
3090 op->contr->tmp_invis = 0; 3071 op->contr->tmp_invis = 0;
3091 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3092 } 3073 }
3093 update_object(op,UP_OBJ_FACE); 3074 update_object(op,UP_OBJ_FACE);
3094} 3075}
3095 3076
3096int is_true_undead(object *op) { 3077int is_true_undead(object *op) {
3099 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3100 3081
3101 if(op->type==PLAYER) 3082 if(op->type==PLAYER)
3102 for(tmp=op->inv;tmp;tmp=tmp->below) 3083 for(tmp=op->inv;tmp;tmp=tmp->below)
3103 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3084 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3104 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3085 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3105 return 0; 3086 return 0;
3106} 3087}
3107 3088
3108/* look at the surrounding terrain to determine 3089/* look at the surrounding terrain to determine
3109 * the hideability of this object. Positive levels 3090 * the hideability of this object. Positive levels
3124 * as bad as carrying a light on a pitch dark map */ 3105 * as bad as carrying a light on a pitch dark map */
3125 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness));
3126 3107
3127 /* scan through all nearby squares for terrain to hide in */ 3108 /* scan through all nearby squares for terrain to hide in */
3128 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3109 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) {
3129 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL);
3130 if (mflag & P_OUT_OF_MAP) { continue; } 3111 if (mflag & P_OUT_OF_MAP) { continue; }
3131 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */
3132 level += 2; 3113 level += 2;
3133 else /* open terrain! */ 3114 else /* open terrain! */
3134 level -= 1; 3115 level -= 1;
3135 } 3116 }
3136 3117
3137#if 0 3118#if 0
3138 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level);
3139#endif 3120#endif
3154 3135
3155 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING);
3156 3137
3157 /* its *extremely* hard to run and sneak/hide at the same time! */ 3138 /* its *extremely* hard to run and sneak/hide at the same time! */
3158 if(op->type==PLAYER && op->contr->run_on) { 3139 if(op->type==PLAYER && op->contr->run_on) {
3159 if(!skop || num >= skop->level) { 3140 if(!skop || num >= skop->level) {
3160 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!");
3161 make_visible(op); 3142 make_visible(op);
3162 return; 3143 return;
3163 } else num += 20; 3144 } else num += 20;
3164 } 3145 }
3165 num += op->map->difficulty; 3146 num += op->map->difficulty;
3166 hide = hideability(op); /* modify by terrain hidden level */ 3147 hide = hideability(op); /* modify by terrain hidden level */
3167 num -= hide; 3148 num -= hide;
3168 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3149 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3169 make_visible(op); 3150 make_visible(op);
3170 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op,
3171 "You moved out of hiding! You are visible!"); 3152 "You moved out of hiding! You are visible!");
3172 } 3153 }
3173 else if (op->type == PLAYER && skop) { 3154 else if (op->type == PLAYER && skop) {
3174 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0);
3175 } 3156 }
3176} 3157}
3177 3158
3178/* determine if who is standing near a hostile creature. */ 3159/* determine if who is standing near a hostile creature. */
3179 3160
3188 if(who->type==PLAYER) player=1; 3169 if(who->type==PLAYER) player=1;
3189 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3190 3171
3191 /* search adjacent squares */ 3172 /* search adjacent squares */
3192 for(i=1;i<9;i++) { 3173 for(i=1;i<9;i++) {
3193 x = who->x+freearr_x[i]; 3174 x = who->x+freearr_x[i];
3194 y = who->y+freearr_y[i]; 3175 y = who->y+freearr_y[i];
3195 m = who->map; 3176 m = who->map;
3196 mflags = get_map_flags(m, &m, x, y, &x, &y); 3177 mflags = get_map_flags(m, &m, x, y, &x, &y);
3197 /* space must be blocked if there is a monster. If not 3178 /* space must be blocked if there is a monster. If not
3198 * blocked, don't need to check this space. 3179 * blocked, don't need to check this space.
3199 */ 3180 */
3200 if (mflags & P_OUT_OF_MAP) continue; 3181 if (mflags & P_OUT_OF_MAP) continue;
3201 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3202 3183
3203 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3204 if((player||friendly) 3185 if((player||friendly)
3205 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3206 return 1; 3187 return 1;
3207 else if(tmp->type==PLAYER) 3188 else if(tmp->type==PLAYER)
3208 { 3189 {
3209 /*don't let a hidden DM prevent you from hiding*/ 3190 /*don't let a hidden DM prevent you from hiding*/
3210 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 3191 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3211 return 1; 3192 return 1;
3212 } 3193 }
3213 } 3194 }
3214 } 3195 }
3215 return 0; 3196 return 0;
3216} 3197}
3217 3198
3218/* check the player los field for viewability of the 3199/* check the player los field for viewability of the
3232int player_can_view (object *pl,object *op) { 3213int player_can_view (object *pl,object *op) {
3233 rv_vector rv; 3214 rv_vector rv;
3234 int dx,dy; 3215 int dx,dy;
3235 3216
3236 if(pl->type!=PLAYER) { 3217 if(pl->type!=PLAYER) {
3237 LOG(llevError,"player_can_view() called for non-player object\n"); 3218 LOG(llevError,"player_can_view() called for non-player object\n");
3238 return -1; 3219 return -1;
3239 } 3220 }
3240 if (!pl || !op) return 0; 3221 if (!pl || !op) return 0;
3241 3222
3242 if(op->head) { op = op->head; } 3223 if(op->head) { op = op->head; }
3243 get_rangevector(pl, op, &rv, 0x1); 3224 get_rangevector(pl, op, &rv, 0x1);
3247 * part that is in the los array but isnt on 3228 * part that is in the los array but isnt on
3248 * a blocked los square. 3229 * a blocked los square.
3249 * we use the archetype to figure out offsets. 3230 * we use the archetype to figure out offsets.
3250 */ 3231 */
3251 while(op) { 3232 while(op) {
3252 dx = rv.distance_x + op->arch->clone.x; 3233 dx = rv.distance_x + op->arch->clone.x;
3253 dy = rv.distance_y + op->arch->clone.y; 3234 dy = rv.distance_y + op->arch->clone.y;
3254 3235
3255 /* only the viewable area the player sees is updated by LOS 3236 /* only the viewable area the player sees is updated by LOS
3256 * code, so we need to restrict ourselves to that range of values 3237 * code, so we need to restrict ourselves to that range of values
3257 * for any meaningful values. 3238 * for any meaningful values.
3258 */ 3239 */
3259 if (FABS(dx) <= (pl->contr->socket.mapx/2) && 3240 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3260 FABS(dy) <= (pl->contr->socket.mapy/2) && 3241 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3261 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] ) 3242 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3262 return 1; 3243 return 1;
3263 op = op->more; 3244 op = op->more;
3264 } 3245 }
3265 return 0; 3246 return 0;
3266} 3247}
3267 3248
3268/* routine for both players and monsters. We call this when 3249/* routine for both players and monsters. We call this when
3272 * return 0. 3253 * return 0.
3273 */ 3254 */
3274int action_makes_visible (object *op) { 3255int action_makes_visible (object *op) {
3275 3256
3276 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) {
3277 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3258 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3278 return 0; 3259 return 0;
3279 3260
3280 if (op->contr && op->contr->tmp_invis == 0) return 0; 3261 if (op->contr && op->contr->tmp_invis == 0) return 0;
3281 3262
3282 /* If monsters, they should become visible */ 3263 /* If monsters, they should become visible */
3283 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3264 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3284 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3265 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3285 return 1; 3266 return 1;
3286 } 3267 }
3287 } 3268 }
3288 return 0; 3269 return 0;
3289} 3270}
3290 3271
3291/* op_on_battleground - checks if the given object op (usually 3272/* op_on_battleground - checks if the given object op (usually
3306 * => The intention here is to prevent abuse of the battleground- 3287 * => The intention here is to prevent abuse of the battleground-
3307 * feature (like pickable or hidden battleground tiles). */ 3288 * feature (like pickable or hidden battleground tiles). */
3308 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) {
3309 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) {
3310 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3311 strcmp(tmp->name, "battleground")==0 && 3292 strcmp(tmp->name, "battleground")==0 &&
3312 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) {
3313 /*before we assign the exit, check if this is a teambattle*/ 3294 /*before we assign the exit, check if this is a teambattle*/
3314 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){
3315 object *invtmp; 3296 object *invtmp;
3316 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) {
3317 if(invtmp->type==FORCE && invtmp->slaying && 3298 if(invtmp->type==FORCE && invtmp->slaying &&
3318 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){
3300 if (x != NULL && y != NULL)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp);
3302 return 1;
3303 }
3304 }
3305 }
3319 if (x != NULL && y != NULL) 3306 if (x != NULL && y != NULL)
3320 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3321 return 1; 3308 return 1;
3322 }
3323 }
3324 }
3325 if (x != NULL && y != NULL)
3326 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3327 return 1;
3328 } 3309 }
3329 } 3310 }
3330 } 3311 }
3331 /* If we got here, did not find a battleground */ 3312 /* If we got here, did not find a battleground */
3332 return 0; 3313 return 0;
3349 char buf[MAX_BUF]; /* tmp. string buffer */ 3330 char buf[MAX_BUF]; /* tmp. string buffer */
3350 int i=0, j=0; 3331 int i=0, j=0;
3351 3332
3352 /* get the appropriate treasurelist */ 3333 /* get the appropriate treasurelist */
3353 if (atnr == ATNR_FIRE) 3334 if (atnr == ATNR_FIRE)
3354 trlist = find_treasurelist("dragon_ability_fire"); 3335 trlist = find_treasurelist("dragon_ability_fire");
3355 else if (atnr == ATNR_COLD) 3336 else if (atnr == ATNR_COLD)
3356 trlist = find_treasurelist("dragon_ability_cold"); 3337 trlist = find_treasurelist("dragon_ability_cold");
3357 else if (atnr == ATNR_ELECTRICITY) 3338 else if (atnr == ATNR_ELECTRICITY)
3358 trlist = find_treasurelist("dragon_ability_elec"); 3339 trlist = find_treasurelist("dragon_ability_elec");
3359 else if (atnr == ATNR_POISON) 3340 else if (atnr == ATNR_POISON)
3360 trlist = find_treasurelist("dragon_ability_poison"); 3341 trlist = find_treasurelist("dragon_ability_poison");
3361 3342
3362 if (trlist == NULL || who->type != PLAYER) 3343 if (trlist == NULL || who->type != PLAYER)
3363 return; 3344 return;
3364 3345
3365 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1;
3366 tr = tr->next, i++); 3347 tr = tr->next, i++);
3367 3348
3368 if (tr == NULL || tr->item == NULL) { 3349 if (tr == NULL || tr->item == NULL) {
3369 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3370 return; 3351 return;
3371 } 3352 }
3372 3353
3373 /* everything seems okay - now bring on the gift: */ 3354 /* everything seems okay - now bring on the gift: */
3374 item = &(tr->item->clone); 3355 item = &(tr->item->clone);
3375 3356
3376 if (item->type == SPELL) { 3357 if (item->type == SPELL) {
3377 if (check_spell_known (who, item->name)) 3358 if (check_spell_known (who, item->name))
3378 return; 3359 return;
3379 3360
3380 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3361 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3381 do_learn_spell (who, item, 0); 3362 do_learn_spell (who, item, 0);
3382 return; 3363 return;
3383 } 3364 }
3384 3365
3385 /* grant direct spell */ 3366 /* grant direct spell */
3386 if (item->type == SPELLBOOK) { 3367 if (item->type == SPELLBOOK) {
3387 if (!item->inv) { 3368 if (!item->inv) {
3388 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3369 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3389 item->name); 3370 item->name);
3390 return; 3371 return;
3391 } 3372 }
3392 if (check_spell_known (who, item->inv->name)) 3373 if (check_spell_known (who, item->inv->name))
3393 return; 3374 return;
3394 if (item->invisible) { 3375 if (item->invisible) {
3395 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name);
3396 do_learn_spell (who, item->inv, 0); 3377 do_learn_spell (who, item->inv, 0);
3397 return; 3378 return;
3398 } 3379 }
3399 } 3380 }
3400 else if (item->type == SKILL_TOOL && item->invisible) { 3381 else if (item->type == SKILL_TOOL && item->invisible) {
3401 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) {
3402 3383
3403 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3404 * in this way, if the player is missing any of the attacktypes, he gets 3385 * in this way, if the player is missing any of the attacktypes, he gets
3405 * them. As it is now, if the player has any that match the granted skill, 3386 * them. As it is now, if the player has any that match the granted skill,
3406 * but not all of them, he gets nothing. 3387 * but not all of them, he gets nothing.
3407 */ 3388 */
3408 if (!(skop->attacktype & item->attacktype)) { 3389 if (!(skop->attacktype & item->attacktype)) {
3409 /* Give new attacktype */ 3390 /* Give new attacktype */
3410 skop->attacktype |= item->attacktype; 3391 skop->attacktype |= item->attacktype;
3411 3392
3412 /* always add physical if there's none */ 3393 /* always add physical if there's none */
3413 skop->attacktype |= AT_PHYSICAL; 3394 skop->attacktype |= AT_PHYSICAL;
3414 3395
3415 if (item->msg != NULL) 3396 if (item->msg != NULL)
3416 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3417 3398
3418 /* Give player new face */ 3399 /* Give player new face */
3419 if (item->animation_id) { 3400 if (item->animation_id) {
3420 who->face = skop->face; 3401 who->face = skop->face;
3421 who->animation_id = item->animation_id; 3402 who->animation_id = item->animation_id;
3422 who->anim_speed = item->anim_speed; 3403 who->anim_speed = item->anim_speed;
3423 who->last_anim = 0; 3404 who->last_anim = 0;
3424 who->state = 0; 3405 who->state = 0;
3425 animate_object(who, who->direction); 3406 animate_object(who, who->direction);
3426 } 3407 }
3427 } 3408 }
3428 } 3409 }
3429 } 3410 }
3430 else if (item->type == FORCE) { 3411 else if (item->type == FORCE) {
3431 /* forces in the treasurelist can alter the player's stats */ 3412 /* forces in the treasurelist can alter the player's stats */
3432 object *skin; 3413 object *skin;
3433 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3434 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3435 skin=skin->below); 3416 skin=skin->below);
3436 if (skin == NULL) return; 3417 if (skin == NULL) return;
3437 3418
3438 /* adding new spellpath attunements */ 3419 /* adding new spellpath attunements */
3439 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3440 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3441 3422
3442 /* print message */ 3423 /* print message */
3443 sprintf(buf, "You feel attuned to "); 3424 sprintf(buf, "You feel attuned to ");
3444 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3425 for(i=0, j=0; i<NRSPELLPATHS; i++) {
3445 if(item->path_attuned & (1<<i)) { 3426 if(item->path_attuned & (1<<i)) {
3446 if (j) 3427 if (j)
3447 strcat(buf," and "); 3428 strcat(buf," and ");
3448 else 3429 else
3449 j = 1; 3430 j = 1;
3450 strcat(buf, spellpathnames[i]); 3431 strcat(buf, spellpathnames[i]);
3451 } 3432 }
3452 } 3433 }
3453 strcat(buf,"."); 3434 strcat(buf,".");
3454 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3455 } 3436 }
3456 3437
3457 /* evtl. adding flags: */ 3438 /* evtl. adding flags: */
3458 if(QUERY_FLAG(item, FLAG_XRAYS)) 3439 if(QUERY_FLAG(item, FLAG_XRAYS))
3459 SET_FLAG(skin, FLAG_XRAYS); 3440 SET_FLAG(skin, FLAG_XRAYS);
3460 if(QUERY_FLAG(item, FLAG_STEALTH)) 3441 if(QUERY_FLAG(item, FLAG_STEALTH))
3461 SET_FLAG(skin, FLAG_STEALTH); 3442 SET_FLAG(skin, FLAG_STEALTH);
3462 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3463 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3444 SET_FLAG(skin, FLAG_SEE_IN_DARK);
3464 3445
3465 /* print message if there is one */ 3446 /* print message if there is one */
3466 if (item->msg != NULL) 3447 if (item->msg != NULL)
3467 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3468 } 3449 }
3469 else { 3450 else {
3470 /* generate misc. treasure */ 3451 /* generate misc. treasure */
3471 tmp = arch_to_object (tr->item); 3452 tmp = arch_to_object (tr->item);
3472 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3473 tmp = insert_ob_in_ob (tmp, who); 3454 tmp = insert_ob_in_ob (tmp, who);
3474 if (who->type == PLAYER) 3455 if (who->type == PLAYER)
3475 esrv_send_item(who, tmp); 3456 esrv_send_item(who, tmp);
3476 } 3457 }
3477} 3458}
3478 3459
3479/** 3460/**
3480 * Unready an object for a player. This function does nothing if the object was 3461 * Unready an object for a player. This function does nothing if the object was

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