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Comparing deliantra/server/server/player.C (file contents):
Revision 1.8 by root, Sun Aug 27 17:59:26 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 1.8 2006/08/27 17:59:26 root 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 p = (player *) malloc(sizeof(player)); 207 p = (player *) malloc(sizeof(player));
208 if(p==NULL) 208 if(p==NULL)
209 fatal(OUT_OF_MEMORY); 209 fatal(OUT_OF_MEMORY);
210 210
211 /* This adds the player in the linked list. There is extra 211 /* This adds the player in the linked list. There is extra
212 * 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
213 * 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
214 * that needs to be done except for things like output of 214 * that needs to be done except for things like output of
215 * 'who'. 215 * 'who'.
216 */ 216 */
217 player *tmp = first_player; 217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL) 218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next; 219 tmp=tmp->next;
220 if(tmp!=NULL) 220 if(tmp!=NULL)
221 tmp->next=p; 221 tmp->next=p;
222 else 222 else
223 first_player=p; 223 first_player=p;
224 224
225 p->next = NULL; 225 p->next = NULL;
226 } 226 }
227 227
228 /* Clears basically the entire player structure except 228 /* Clears basically the entire player structure except
229 * for next and socket. 229 * for next and socket.
230 */ 230 */
268 p->usekeys=containers; 268 p->usekeys=containers;
269 p->last_weapon_sp= -1; 269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */ 270 p->peaceful=1; /* default peaceful */
271 p->do_los=1; 271 p->do_los=1;
272 p->explore=0; 272 p->explore=0;
273 p->no_shout=0; /* default can shout */ 273 p->no_shout=0; /* default can shout */
274 274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0'; 276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race); 277 op->race = add_string (op->arch->clone.race);
278 278
282 * if a player quits and starts a new character, we wont 282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start 283 * send new values to the client, as things like exp start
284 * at zero. 284 * at zero.
285 */ 285 */
286 for (i=0; i < NUM_SKILLS; i++) { 286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1; 287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL; 288 p->last_skill_ob[i] = NULL;
289 } 289 }
290 for (i=0; i < NROFATTACKS; i++) { 290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1; 291 p->last_resist[i] = -1;
292 } 292 }
293 p->last_stats.exp = -1; 293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1; 294 p->last_weight = (uint32)-1;
295 295
296 p->socket.update_look=0; 296 p->socket.update_look=0;
318 318
319 p=get_player(NULL); 319 p=get_player(NULL);
320 p->socket = *ns; 320 p->socket = *ns;
321 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));
322 if(p->socket.faces_sent == NULL) 322 if(p->socket.faces_sent == NULL)
323 fatal(OUT_OF_MEMORY); 323 fatal(OUT_OF_MEMORY);
324 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));
325 /* 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.
326 * 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
327 * on the uncoming socket. 327 * on the uncoming socket.
328 */ 328 */
345 */ 345 */
346archetype *get_player_archetype(archetype* at) 346archetype *get_player_archetype(archetype* at)
347{ 347{
348 archetype *start = at; 348 archetype *start = at;
349 for (;;) { 349 for (;;) {
350 if (at==NULL || at->next==NULL) 350 if (at==NULL || at->next==NULL)
351 at=first_archetype; 351 at=first_archetype;
352 else 352 else
353 at=at->next; 353 at=at->next;
354 if(at->clone.type==PLAYER) 354 if(at->clone.type==PLAYER)
355 return at; 355 return at;
356 if (at == start) { 356 if (at == start) {
357 LOG (llevError, "No Player archetypes\n"); 357 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 358 exit (-1);
359 } 359 }
360 } 360 }
361} 361}
362 362
363 363
364object *get_nearest_player(object *mon) { 364object *get_nearest_player(object *mon) {
367 objectlink *ol; 367 objectlink *ol;
368 unsigned lastdist; 368 unsigned lastdist;
369 rv_vector rv; 369 rv_vector rv;
370 370
371 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) {
372 /* 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
373 * does periodically happen. Given that, lets deal with it. 373 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 374 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 375 * list is also free, so encapsulate this in a while loop.
376 */ 376 */
377 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)) {
378 object *tmp=ol->ob; 378 object *tmp=ol->ob;
379 379
380 /* 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
381 * itself will have been cleared. 381 * itself will have been cleared.
382 */ 382 */
383 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");
384 ol = ol->next; 384 ol = ol->next;
385 remove_friendly_object(tmp); 385 remove_friendly_object(tmp);
386 if (!ol) return op; 386 if (!ol) return op;
387 } 387 }
388 388
389 /* 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
390 * 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
391 * complicated method of state checking would be needed in any case - 391 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would 392 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 393 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 394 * on_same_map check, as can_detect_enemy also does this
395 */ 395 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 396 if (!can_detect_enemy(mon,ol->ob,&rv))
397 continue; 397 continue;
398 398
399 if(lastdist>rv.distance) { 399 if(lastdist>rv.distance) {
400 op=ol->ob; 400 op=ol->ob;
401 lastdist=rv.distance; 401 lastdist=rv.distance;
402 } 402 }
403 } 403 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 404 for (pl=first_player; pl != NULL; pl=pl->next) {
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 405 if (can_detect_enemy(mon, pl->ob,&rv)) {
406 406
407 if(lastdist>rv.distance) { 407 if(lastdist>rv.distance) {
408 op=pl->ob; 408 op=pl->ob;
409 lastdist=rv.distance; 409 lastdist=rv.distance;
410 } 410 }
411 } 411 }
412 } 412 }
413#if 0 413#if 0
414 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)");
415#endif 415#endif
416 return op; 416 return op;
477 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 */
478 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);
479 /* 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. */
480 if (diff>max) return 0; 480 if (diff>max) return 0;
481 while (diff >1 && max>0) { 481 while (diff >1 && max>0) {
482 lastx = x; 482 lastx = x;
483 lasty = y; 483 lasty = y;
484 lastmap = m; 484 lastmap = m;
485 x = lastx + freearr_x[dir]; 485 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 486 y = lasty + freearr_y[dir];
487 487
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 488 mflags = get_map_flags(m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490 490
491 /* Space is blocked - try changing direction a little */ 491 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) { 493 && (m == mon->map && blocked_link(mon, m, x, y)))) {
494 /* recalculate direction from last good location. Possible 494 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 495 * we were not traversing ideal location before.
496 */ 496 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 498 if (rv.direction != dir) {
499 /* OK - says direction should be different - lets reset the 499 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 500 * the values so it will try again.
501 */ 501 */
502 x = lastx; 502 x = lastx;
503 y = lasty; 503 y = lasty;
504 m = lastmap; 504 m = lastmap;
505 dir = firstdir = rv.direction; 505 dir = firstdir = rv.direction;
506 } else { 506 } else {
507 /* direct path is blocked - try taking a side step to 507 /* direct path is blocked - try taking a side step to
508 * either the left or right. 508 * either the left or right.
509 * Note increase the values in the loop below to be 509 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 510 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 511 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try 512 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 513 * stepping back and forth
514 */ 514 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
516 if (i==0) continue; /* already did this, so skip it */ 516 if (i==0) continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 517 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 518 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 519 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 520 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 521 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 522 * gets blocked, finds that it should move north,
523 * 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
524 * gets back to its original point. lastdir contains 524 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 525 * the last direction the creature has successfully
526 * moved. 526 * moved.
527 */ 527 */
528 528
529 x = lastx + freearr_x[absdir(lastdir+i)]; 529 x = lastx + freearr_x[absdir(lastdir+i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 530 y = lasty + freearr_y[absdir(lastdir+i)];
531 m = lastmap; 531 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 532 mflags = get_map_flags(m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 533 if (mflags & P_OUT_OF_MAP) continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 534 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536 if (mflags & P_BLOCKSVIEW) continue; 536 if (mflags & P_BLOCKSVIEW) continue;
537 537
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 538 if (m == mon->map && blocked_link(mon, m, x, y)) break;
539 } 539 }
540 /* go through entire loop without finding a valid 540 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 541 * sidestep to take - thus, no valid path.
542 */ 542 */
543 if (i==(DETOUR_AMOUNT+1)) 543 if (i==(DETOUR_AMOUNT+1))
544 return 0; 544 return 0;
545 diff--; 545 diff--;
546 lastdir=dir; 546 lastdir=dir;
547 max--; 547 max--;
548 if (!firstdir) firstdir = dir+i; 548 if (!firstdir) firstdir = dir+i;
549 } /* else check alternate directions */ 549 } /* else check alternate directions */
550 } /* if blocked */ 550 } /* if blocked */
551 else { 551 else {
552 /* we moved towards creature, so diff is less */ 552 /* we moved towards creature, so diff is less */
553 diff--; 553 diff--;
554 max--; 554 max--;
555 lastdir=dir; 555 lastdir=dir;
556 if (!firstdir) firstdir = dir; 556 if (!firstdir) firstdir = dir;
557 } 557 }
558 if (diff<=1) { 558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 559 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 560 * headed toward player for entire distance.
561 */ 561 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
564 } 564 }
565 if (diff>max) return 0; 565 if (diff>max) return 0;
566 } 566 }
567 /* 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 */
568 if (!max) return 0; 568 if (!max) return 0;
569 569
570 return firstdir; 570 return firstdir;
572 572
573void give_initial_items(object *pl,treasurelist *items) { 573void give_initial_items(object *pl,treasurelist *items) {
574 object *op,*next=NULL; 574 object *op,*next=NULL;
575 575
576 if(pl->randomitems!=NULL) 576 if(pl->randomitems!=NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
578 578
579 for (op=pl->inv; op; op=next) { 579 for (op=pl->inv; op; op=next) {
580 next = op->below; 580 next = op->below;
581 581
582 /* Forces get applied per default, unless they have the 582 /* Forces get applied per default, unless they have the
583 * 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
584 */ 584 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 586 SET_FLAG(op,FLAG_APPLIED);
587 587
588 /* we never give weapons/armour if these cannot be used 588 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 589 * by this player due to race restrictions
590 */ 590 */
591 if (pl->type == PLAYER) { 591 if (pl->type == PLAYER) {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 593 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 594 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 595 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 596 op->type == BRACERS || op->type == GIRDLE)) ||
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op); 598 remove_ob (op);
599 free_object (op); 599 free_object (op);
600 continue; 600 continue;
601 } 601 }
602 } 602 }
603 603
604 /* This really needs to be better - we should really give 604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really 605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like 606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.) 607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also 608 * remove duplicate skills also
609 */ 609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) { 610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp; 611 object *tmp;
612 612
613 for (tmp=op->below; tmp; tmp=tmp->below) 613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break; 614 if (tmp->type == op->type && tmp->name == op->name) break;
615 615
616 if (tmp) { 616 if (tmp) {
617 remove_ob(op); 617 remove_ob(op);
618 free_object(op); 618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n", 619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name); 620 tmp->name);
621 continue; 621 continue;
622 } 622 }
623 if (op->nrof > 1) op->nrof = 1; 623 if (op->nrof > 1) op->nrof = 1;
624 } 624 }
625 625
626 if (op->type == SPELLBOOK && op->inv) { 626 if (op->type == SPELLBOOK && op->inv) {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
628 } 628 }
629 629
630 /* Give starting characters identified, uncursed, and undamned 630 /* Give starting characters identified, uncursed, and undamned
631 * 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
632 * merged properly. 632 * merged properly.
633 */ 633 */
634 if (need_identify(op)) { 634 if (need_identify(op)) {
635 SET_FLAG(op, FLAG_IDENTIFIED); 635 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 636 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 637 CLEAR_FLAG(op, FLAG_DAMNED);
638 } 638 }
639 if(op->type==SPELL) { 639 if(op->type==SPELL) {
640 remove_ob(op); 640 remove_ob(op);
641 free_object(op); 641 free_object(op);
642 continue; 642 continue;
643 } 643 }
644 else if(op->type==SKILL) { 644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 646 op->stats.exp = 0;
647 op->level = 1; 647 op->level = 1;
648 } 648 }
649 /* lock all 'normal items by default */ 649 /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED); 650 else SET_FLAG(op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 651 } /* for loop of objects in player inv */
652 652
653 /* Need to set up the skill pointers */ 653 /* Need to set up the skill pointers */
654 link_player_skills(pl); 654 link_player_skills(pl);
655} 655}
678 * removing the player - it probably makes more sense 678 * removing the player - it probably makes more sense
679 * 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
680 * cases. 680 * cases.
681 */ 681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED)) 682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op); 683 remove_ob(op);
684 /* 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,
685 * 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
686 * the map is null or not swapped out. 686 * the map is null or not swapped out.
687 */ 687 */
688 op->map = NULL; 688 op->map = NULL;
690 690
691 691
692int receive_play_again(object *op, char key) 692int receive_play_again(object *op, char key)
693{ 693{
694 if(key=='q'||key=='Q') { 694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op); 695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */ 696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2; 697 return 2;
698 } 698 }
699 else if(key=='a'||key=='A') { 699 else if(key=='a'||key=='A') {
700 player *pl = op->contr; 700 player *pl = op->contr;
701 const char *name = op->name; 701 const char *name = op->name;
702 702
703 add_refcount(name); 703 add_refcount(name);
704 remove_friendly_object(op); 704 remove_friendly_object(op);
705 free_object(op); 705 free_object(op);
706 pl = get_player(pl); 706 pl = get_player(pl);
707 op = pl->ob; 707 op = pl->ob;
708 add_friendly_object(op); 708 add_friendly_object(op);
709 op->contr->password[0]='~'; 709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name); 710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl); 711 FREE_AND_CLEAR_STR(op->name_pl);
712 712
713 /* Lets put a space in here */ 713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n"); 714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op); 715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */ 716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name); 717 op->name_pl = add_string(name);
718 set_first_map(op); 718 set_first_map(op);
719 } else { 719 } else {
720 /* user pressed something else so just ask again... */ 720 /* user pressed something else so just ask again... */
721 play_again(op); 721 play_again(op);
722 } 722 }
723 return 0; 723 return 0;
724} 724}
725 725
726void confirm_password(object *op) { 726void confirm_password(object *op) {
730 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:");
731} 731}
732 732
733void get_party_password(object *op, partylist *party) { 733void get_party_password(object *op, partylist *party) {
734 if (party == NULL) { 734 if (party == NULL) {
735 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);
736 return; 736 return;
737 } 737 }
738 op->contr->write_buf[0]='\0'; 738 op->contr->write_buf[0]='\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 739 op->contr->state=ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 740 op->contr->party_to_join = party;
741 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:");
745/* 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. */
746int roll_stat(void) { 746int roll_stat(void) {
747 int a[4],i,j,k; 747 int a[4],i,j,k;
748 748
749 for(i=0;i<4;i++) 749 for(i=0;i<4;i++)
750 a[i]=(int)RANDOM()%6+1; 750 a[i]=(int)RANDOM()%6+1;
751 751
752 for(i=0,j=0,k=7;i<4;i++) 752 for(i=0,j=0,k=7;i<4;i++)
753 if(a[i]<k) 753 if(a[i]<k)
754 k=a[i],j=i; 754 k=a[i],j=i;
755 755
756 for(i=0,k=0;i<4;i++) { 756 for(i=0,k=0;i<4;i++) {
757 if(i!=j) 757 if(i!=j)
758 k+=a[i]; 758 k+=a[i];
759 } 759 }
760 return k; 760 return k;
761} 761}
762 762
763void roll_stats(object *op) { 763void roll_stats(object *op) {
764 int sum=0; 764 int sum=0;
765 int i = 0, j = 0; 765 int i = 0, j = 0;
766 int statsort[7]; 766 int statsort[7];
767 767
768 do { 768 do {
769 op->stats.Str=roll_stat(); 769 op->stats.Str=roll_stat();
770 op->stats.Dex=roll_stat(); 770 op->stats.Dex=roll_stat();
771 op->stats.Int=roll_stat(); 771 op->stats.Int=roll_stat();
772 op->stats.Con=roll_stat(); 772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat(); 773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat(); 774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat(); 775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+ 777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha; 778 op->stats.Cha;
779 } while(sum<82||sum>116); 779 } while(sum<82||sum>116);
780 780
781 /* Sort the stats so that rerolling is easier... */ 781 /* Sort the stats so that rerolling is easier... */
782 statsort[0] = op->stats.Str; 782 statsort[0] = op->stats.Str;
783 statsort[1] = op->stats.Dex; 783 statsort[1] = op->stats.Dex;
787 statsort[5] = op->stats.Pow; 787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha; 788 statsort[6] = op->stats.Cha;
789 789
790 /* a quick and dirty bubblesort? */ 790 /* a quick and dirty bubblesort? */
791 do { 791 do {
792 if (statsort[i] < statsort[i + 1]) { 792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i]; 793 j = statsort[i];
794 statsort[i] = statsort[i + 1]; 794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j; 795 statsort[i + 1] = j;
796 i = 0; 796 i = 0;
797 } else { 797 } else {
798 i++; 798 i++;
799 } 799 }
800 } while (i < 6); 800 } while (i < 6);
801 801
802 op->stats.Str = statsort[0]; 802 op->stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 803 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 804 op->stats.Con = statsort[2];
841{ 841{
842 signed char tmp; 842 signed char tmp;
843 char buf[MAX_BUF]; 843 char buf[MAX_BUF];
844 844
845 if ( op->contr->Swap_First == -1 ) { 845 if ( op->contr->Swap_First == -1 ) {
846 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?!?!!!");
847 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,");
848 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");
849 return; 849 return;
850 } 850 }
851 851
852 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);
853 853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second)); 855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856 856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858 858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 860 new_draw_info(NDI_UNIQUE, 0,op, buf);
896 int keynum = key -'0'; 896 int keynum = key -'0';
897 char buf[MAX_BUF]; 897 char buf[MAX_BUF];
898 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};
899 899
900 if (keynum>0 && keynum<=7) { 900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) { 901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum]; 902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 904 new_draw_info(NDI_UNIQUE, 0,op,buf);
905 } 905 }
906 else 906 else
907 Swap_Stat(op,stat_trans[keynum]); 907 Swap_Stat(op,stat_trans[keynum]);
908 908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1; 910 return 1;
911 } 911 }
912 switch (key) { 912 switch (key) {
913 case 'n': 913 case 'n':
914 case 'N': { 914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ); 915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) { 916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n"); 917 LOG(llevError,"Map == NULL in state 2\n");
918 break; 918 break;
919 } 919 }
920 920
921#if 0 921#if 0
922 /* So that enter_exit will put us at startx/starty */ 922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1; 923 op->x= -1;
924 924
925 enter_exit(op,NULL); 925 enter_exit(op,NULL);
926#endif 926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */ 927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */ 928 /* Enter exit adds a player otherwise */
929 add_statbonus(op); 929 add_statbonus(op);
930 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); 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");
931 op->contr->state = ST_CHANGE_CLASS; 931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg) 932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg); 933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0; 934 return 0;
935 } 935 }
936 case 'y': 936 case 'y':
937 case 'Y': 937 case 'Y':
938 roll_stats(op); 938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1; 940 return 1;
941 941
942 case 'q': 942 case 'q':
943 case 'Q': 943 case 'Q':
944 play_again(op); 944 play_again(op);
945 return 1; 945 return 1;
946 946
947 default: 947 default:
948 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?");
949 return 0; 949 return 0;
950 } 950 }
951 return 0; 951 return 0;
952} 952}
953 953
954/* This function takes the key that is passed, and does the 954/* This function takes the key that is passed, and does the
966 remove_ob(op); 966 remove_ob(op);
967 play_again(op); 967 play_again(op);
968 return 0; 968 return 0;
969 } 969 }
970 if(key=='d'||key=='D') { 970 if(key=='d'||key=='D') {
971 char buf[MAX_BUF]; 971 char buf[MAX_BUF];
972 972
973 /* this must before then initial items are given */ 973 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 974 esrv_new_player(op->contr, op->weight+op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); 975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 976
977 INVOKE_PLAYER (BIRTH, op->contr); 977 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 978 INVOKE_PLAYER (LOGIN, op->contr);
979 979
980 op->contr->state=ST_PLAYING; 980 op->contr->state=ST_PLAYING;
981 981
982 if (op->msg) { 982 if (op->msg) {
983 free_string(op->msg); 983 free_string(op->msg);
984 op->msg=NULL; 984 op->msg=NULL;
985 } 985 }
986 986
987 /* 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
988 * to save here. 988 * to save here.
989 */ 989 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
991 make_path_to_file(buf); 991 make_path_to_file(buf);
992 992
993#ifdef AUTOSAVE 993#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 994 op->contr->last_save_tick = pticks;
995#endif 995#endif
996 start_info(op); 996 start_info(op);
997 CLEAR_FLAG(op, FLAG_WIZ); 997 CLEAR_FLAG(op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 998 give_initial_items(op,op->randomitems);
999 link_player_skills(op); 999 link_player_skills(op);
1000 esrv_send_inventory(op, op); 1000 esrv_send_inventory(op, op);
1001 fix_player(op); 1001 fix_player(op);
1002 1002
1003 /* This moves the player to a different start map, if there 1003 /* This moves the player to a different start map, if there
1004 * is one for this race 1004 * is one for this race
1005 */ 1005 */
1006 if(*first_map_ext_path) { 1006 if(*first_map_ext_path) {
1018 * default initial map */ 1018 * default initial map */
1019 free_object(tmp); 1019 free_object(tmp);
1020 } else { 1020 } else {
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 1021 LOG(llevDebug,"first_map_ext_path not set\n");
1022 } 1022 }
1023 return 0; 1023 return 0;
1024 } 1024 }
1025 1025
1026 /* Following actually changes the race - this is the default command 1026 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 1027 * if we don't match with one of the options above.
1028 */ 1028 */
1029 1029
1030 tmp_loop = 0; 1030 tmp_loop = 0;
1031 while(!tmp_loop) { 1031 while(!tmp_loop) {
1032 const char *name = add_string (op->name); 1032 const char *name = add_string (op->name);
1033 int x = op->x, y = op->y; 1033 int x = op->x, y = op->y;
1034 remove_statbonus(op); 1034 remove_statbonus(op);
1035 remove_ob (op); 1035 remove_ob (op);
1036 op->arch = get_player_archetype(op->arch); 1036 op->arch = get_player_archetype(op->arch);
1037 copy_object (&op->arch->clone, op); 1037 copy_object (&op->arch->clone, op);
1038 op->instantiate (); 1038 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 1039 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 1040 free_string (op->name);
1041 op->name = name; 1041 op->name = name;
1042 free_string(op->name_pl); 1042 free_string(op->name_pl);
1043 op->name_pl = add_string(name); 1043 op->name_pl = add_string(name);
1044 op->x = x; 1044 op->x = x;
1045 op->y = y; 1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 1046 SET_ANIMATION(op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 1047 insert_ob_in_map (op, op->map, op,0);
1048 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);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op); 1051 tmp_loop=allowed_class(op);
1052 1052
1053 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
1054 } 1054 }
1055 update_object(op,UP_OBJ_FACE); 1055 update_object(op,UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 1056 esrv_update_item(UPD_FACE,op,op);
1057 fix_player(op); 1057 fix_player(op);
1058 op->stats.hp=op->stats.maxhp; 1058 op->stats.hp=op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 1059 op->stats.sp=op->stats.maxsp;
1060 op->stats.grace=0; 1060 op->stats.grace=0;
1061 if (op->msg) 1061 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 1062 new_draw_info(NDI_BLUE, 0, op, op->msg);
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0; 1064 return 0;
1065} 1065}
1066 1066
1067int key_confirm_quit(object *op, char key) 1067int key_confirm_quit(object *op, char key)
1068{ 1068{
1069 char buf[MAX_BUF]; 1069 char buf[MAX_BUF];
1070 1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING; 1072 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1; 1074 return 1;
1075 } 1075 }
1076 1076
1077 INVOKE_PLAYER (LOGOUT, op->contr); 1077 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 1078 INVOKE_PLAYER (QUIT , op->contr);
1079 1079
1080 terminate_all_pets(op); 1080 terminate_all_pets(op);
1081 leave_map(op); 1081 leave_map(op);
1082 op->direction=0; 1082 op->direction=0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084 "%s quits the game.",op->name); 1084 "%s quits the game.",op->name);
1085 1085
1086 strcpy(op->contr->killer,"quit"); 1086 strcpy(op->contr->killer,"quit");
1087 check_score(op); 1087 check_score(op);
1088 op->contr->party=NULL; 1088 op->contr->party=NULL;
1089 if (settings.set_title == TRUE) 1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 1090 op->contr->own_title[0]='\0';
1091 1091
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next; 1093 mapstruct *mp, *next;
1094 1094
1095 /* 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
1096 * 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,
1097 * 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
1098 */ 1098 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 1100 for (mp=first_map; mp!=NULL; mp=next) {
1101 next = mp->next; 1101 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf))) 1102 if (!strncmp(mp->path, buf, strlen(buf)))
1103 delete_map(mp); 1103 delete_map(mp);
1104 } 1104 }
1105 1105
1106 delete_character(op->name, 1); 1106 delete_character(op->name, 1);
1107 } 1107 }
1108 play_again(op); 1108 play_again(op);
1109 return 1; 1109 return 1;
1110} 1110}
1111 1111
1112void flee_player(object *op) { 1112void flee_player(object *op) {
1113 int dir,diff; 1113 int dir,diff;
1114 rv_vector rv; 1114 rv_vector rv;
1115 1115
1116 if(op->stats.hp < 0) { 1116 if(op->stats.hp < 0) {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1117 LOG(llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1118 CLEAR_FLAG(op, FLAG_SCARED);
1119 return; 1119 return;
1120 } 1120 }
1121 1121
1122 if(op->enemy==NULL) { 1122 if(op->enemy==NULL) {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1123 LOG(llevDebug,"Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 1124 CLEAR_FLAG(op, FLAG_SCARED);
1125 return; 1125 return;
1126 } 1126 }
1127 1127
1128 /* Seen some crashes here. Since we don't store an 1128 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 1129 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 1130 * actual enemy, and the object is recycled.
1131 */ 1131 */
1132 if (op->enemy->map == NULL) { 1132 if (op->enemy->map == NULL) {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1133 CLEAR_FLAG(op, FLAG_SCARED);
1134 op->enemy=NULL; 1134 op->enemy=NULL;
1135 return; 1135 return;
1136 } 1136 }
1137 1137
1138 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)) {
1139 op->enemy=NULL; 1139 op->enemy=NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1140 CLEAR_FLAG(op, FLAG_SCARED);
1141 return; 1141 return;
1142 } 1142 }
1143 get_rangevector(op, op->enemy, &rv, 0); 1143 get_rangevector(op, op->enemy, &rv, 0);
1144 1144
1145 dir=absdir(4+rv.direction); 1145 dir=absdir(4+rv.direction);
1146 for(diff=0;diff<3;diff++) { 1146 for(diff=0;diff<3;diff++) {
1147 int m=1-(RANDOM()&2); 1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)|| 1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) { 1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return; 1150 return;
1151 } 1151 }
1152 } 1152 }
1153 /* Cornered, get rid of scared */ 1153 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1154 CLEAR_FLAG(op, FLAG_SCARED);
1155 op->enemy=NULL; 1155 op->enemy=NULL;
1156} 1156}
1200 continue; 1200 continue;
1201 } 1201 }
1202 1202
1203 /* high not bit set? We're using the old autopickup model */ 1203 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1204 if(!(op->contr->mode & PU_NEWMODE)) {
1205 switch (op->contr->mode) { 1205 switch (op->contr->mode) {
1206 case 0: return 1; /* don't pick up */ 1206 case 0: return 1; /* don't pick up */
1207 case 1: pick_up (op, tmp); 1207 case 1: pick_up (op, tmp);
1208 return 1; 1208 return 1;
1209 case 2: pick_up (op, tmp); 1209 case 2: pick_up (op, tmp);
1210 return 0; 1210 return 0;
1211 case 3: return 0; /* stop before pickup */ 1211 case 3: return 0; /* stop before pickup */
1212 case 4: pick_up (op, tmp); 1212 case 4: pick_up (op, tmp);
1213 break; 1213 break;
1214 case 5: pick_up (op, tmp); 1214 case 5: pick_up (op, tmp);
1215 stop = 1; 1215 stop = 1;
1216 break; 1216 break;
1217 case 6: 1217 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp); 1220 pick_up(op, tmp);
1221 break; 1221 break;
1222 1222
1223 case 7: 1223 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1224 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1225 pick_up(op, tmp);
1226 break; 1226 break;
1227 1227
1228 default: 1228 default:
1229 /* use value density */ 1229 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1231 && (query_cost (tmp, op, F_TRUE) * 100
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1232 / (tmp->weight * MAX (tmp->nrof, 1)))
1233 >= op->contr->mode) 1233 >= op->contr->mode)
1234 pick_up(op,tmp); 1234 pick_up(op,tmp);
1235 } 1235 }
1236 } 1236 }
1237 else { /* old model */ 1237 else { /* old model */
1238 /* NEW pickup handling */ 1238 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1239 if(op->contr->mode & PU_DEBUG)
1240 { 1240 {
1241 /* some debugging code to figure out item information */ 1241 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1242 if(tmp->name!=NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1244 tmp->name, tmp->type,
1245 (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))));
1246 else 1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1248 tmp->arch->name, tmp->type,
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1250 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1251 1251
1252 sprintf(putstring,"...flags: "); 1252 sprintf(putstring,"...flags: ");
1253 for(k=0;k<4;k++) 1253 for(k=0;k<4;k++)
1254 { 1254 {
1255 for(j=0;j<32;j++) 1255 for(j=0;j<32;j++)
1256 { 1256 {
1257 if((tmp->flags[k]>>j)&0x01) 1257 if((tmp->flags[k]>>j)&0x01)
1258 { 1258 {
1259 sprintf(tmpstr,"%d ",k*32+j); 1259 sprintf(tmpstr,"%d ",k*32+j);
1260 strcat(putstring, tmpstr); 1260 strcat(putstring, tmpstr);
1261 } 1261 }
1262 } 1262 }
1263 } 1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 1265
1266#if 0 1266#if 0
1267 /* print the flags too */ 1267 /* print the flags too */
1268 for(k=0;k<4;k++) 1268 for(k=0;k<4;k++)
1269 { 1269 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1270 fprintf(stderr,"%d [%d] ", k, k*32+31);
1271 for(j=0;j<32;j++) 1271 for(j=0;j<32;j++)
1272 { 1272 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1274 if(!((j+1)%4))fprintf(stderr," "); 1274 if(!((j+1)%4))fprintf(stderr," ");
1275 } 1275 }
1276 fprintf(stderr," [%d]\n", k*32); 1276 fprintf(stderr," [%d]\n", k*32);
1277 } 1277 }
1278#endif 1278#endif
1279 } 1279 }
1280 /* philosophy: 1280 /* philosophy:
1281 * 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
1282 * generic. This takes no game-time. For more detailed pickups 1282 * generic. This takes no game-time. For more detailed pickups
1314 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;
1315 1315
1316 /* all food and drink if desired */ 1316 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 1317 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 1318 if(op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 1319 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1321 if(op->contr->mode & PU_DRINK) 1321 if(op->contr->mode & PU_DRINK)
1322 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)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1324 1324
1325 if(op->contr->mode & PU_POTION) 1325 if(op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 1326 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1328 1328
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 1329 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 1330 if(op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 1331 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1333 if(op->contr->mode & PU_SKILLSCROLL) 1333 if(op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 1334 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1336 if(op->contr->mode & PU_READABLES) 1336 if(op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 1337 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1339 1339
1340 /* wands/staves/rods/horns */ 1340 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1341 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { 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; }
1344 1344
1345 /* pick up all magical items */ 1345 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1346 if(op->contr->mode & PU_MAGICAL)
1347 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))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1349 1349
1350 if(op->contr->mode & PU_VALUABLES) 1350 if(op->contr->mode & PU_VALUABLES)
1351 { 1351 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1352 if (tmp->type == MONEY || tmp->type == GEM)
1353 { 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; }
1354 } 1354 }
1355 1355
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1356 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1357 if(op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1358 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1360 1360
1361 /* bows and arrows. Bows are good for selling! */ 1361 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1362 if(op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1363 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1365 if(op->contr->mode & PU_ARROW) 1365 if(op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1366 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1368 1368
1369 /* all kinds of armor etc. */ 1369 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1370 if(op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1371 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1373 if(op->contr->mode & PU_HELMET) 1373 if(op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1374 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1376 if(op->contr->mode & PU_SHIELD) 1376 if(op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1377 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1379 if(op->contr->mode & PU_BOOTS) 1379 if(op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1380 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1382 if(op->contr->mode & PU_GLOVES) 1382 if(op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1383 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1385 if(op->contr->mode & PU_CLOAK) 1385 if(op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1386 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1388 1388
1389 /* hoping to catch throwing daggers here */ 1389 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1390 if(op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1393 1393
1394 /* careful: chairs and tables are weapons! */ 1394 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1395 if(op->contr->mode & PU_ALLWEAPON)
1396 { 1396 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1397 if(tmp->type == WEAPON && tmp->name!=NULL)
1398 { 1398 {
1399 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 &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1402 } 1402 }
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 { 1404 {
1405 if(strstr(tmp->arch->name,"table")==NULL && 1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL) 1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 } 1408 }
1409 } 1409 }
1410 1410
1411 /* misc stuff that's useful */ 1411 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1412 if(op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1415 1415
1416 /* 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
1417 * pickups */ 1417 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1418 if(op->contr->mode & PU_RATIO)
1419 { 1419 {
1420 /* use value density to decide what else to grab */ 1420 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1421 /* >=7 was >= op->contr->mode */
1422 /* >=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
1423 * and multiply them by 5, giving 0..15*5== 5..75 */ 1423 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1424 wvratio=(op->contr->mode & PU_RATIO) * 5;
1425 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)
1426 { 1426 {
1427 pick_up(op, tmp); 1427 pick_up(op, tmp);
1428#if 0 1428#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1429 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1430 if(tmp->name!=NULL) {
1431 fprintf(stderr,"%s", tmp->name); 1431 fprintf(stderr,"%s", tmp->name);
1432 } 1432 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1433 else fprintf(stderr,"%s",tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type); 1434 fprintf(stderr,",%d] = ", tmp->type);
1435 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))));
1436#endif 1436#endif
1437 continue; 1437 continue;
1438 } 1438 }
1439 } 1439 }
1440 } /* the new pickup model */ 1440 } /* the new pickup model */
1441 } 1441 }
1442 return ! stop; 1442 return ! stop;
1443} 1443}
1450object *find_arrow(object *op, const char *type) 1450object *find_arrow(object *op, const char *type)
1451{ 1451{
1452 object *tmp = NULL; 1452 object *tmp = NULL;
1453 1453
1454 for(op=op->inv; op; op=op->below) 1454 for(op=op->inv; op; op=op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1455 if(!tmp && op->type==CONTAINER && op->race==type &&
1456 QUERY_FLAG(op,FLAG_APPLIED)) 1456 QUERY_FLAG(op,FLAG_APPLIED))
1457 tmp = find_arrow (op, type); 1457 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1458 else if (op->type==ARROW && op->race==type)
1459 return op; 1459 return op;
1460 return tmp; 1460 return tmp;
1461} 1461}
1462 1462
1463/* 1463/*
1464 * 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
1471{ 1471{
1472 object *tmp = NULL, *arrow, *ntmp; 1472 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1473 int attacknum, attacktype, betterby=0, i;
1474 1474
1475 if (!type) 1475 if (!type)
1476 return NULL; 1476 return NULL;
1477 1477
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1478 for (arrow=op->inv; arrow; arrow=arrow->below) {
1479 if (arrow->type==CONTAINER && arrow->race==type && 1479 if (arrow->type==CONTAINER && arrow->race==type &&
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1480 QUERY_FLAG(arrow, FLAG_APPLIED)) {
1481 i = 0; 1481 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1482 ntmp = find_better_arrow(arrow, target, type, &i);
1483 if (i > betterby) { 1483 if (i > betterby) {
1484 tmp = ntmp; 1484 tmp = ntmp;
1485 betterby = i; 1485 betterby = i;
1486 } 1486 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1487 } else if (arrow->type==ARROW && arrow->race==type) {
1488 /* allways prefer assasination/slaying */ 1488 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1489 if (target->race != NULL && arrow->slaying != NULL &&
1490 strstr(arrow->slaying, target->race)) { 1490 strstr(arrow->slaying, target->race)) {
1491 if (arrow->attacktype & AT_DEATH) { 1491 if (arrow->attacktype & AT_DEATH) {
1492 *better = 100; 1492 *better = 100;
1493 return arrow; 1493 return arrow;
1494 } else { 1494 } else {
1495 tmp = arrow; 1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1497 }
1498 } else { 1498 } else {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1500 attacktype = 1<<attacknum; 1500 attacktype = 1<<attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1503 tmp = arrow; 1503 tmp = arrow;
1504 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;
1505 } 1505 }
1506 } 1506 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1508 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1509 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1510 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1512 tmp = arrow; 1512 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1513 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1514 }
1515 } 1515 }
1516 } 1516 }
1517 } 1517 }
1518 if (tmp == NULL && arrow == NULL) 1518 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1519 return find_arrow(op, type);
1520 1520
1521 *better = betterby; 1521 *better = betterby;
1522 return tmp; 1522 return tmp;
1523} 1523}
1524 1524
1535 mapstruct *m; 1535 mapstruct *m;
1536 int i, mflags, found, number; 1536 int i, mflags, found, number;
1537 sint16 x, y; 1537 sint16 x, y;
1538 1538
1539 if (op->map == NULL) 1539 if (op->map == NULL)
1540 return find_arrow(op, type); 1540 return find_arrow(op, type);
1541 1541
1542 /* do a dex check */ 1542 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level)))
1545 return find_arrow(op, type); 1545 return find_arrow(op, type);
1546 1546
1547 m = op->map; 1547 m = op->map;
1548 x = op->x; 1548 x = op->x;
1549 y = op->y; 1549 y = op->y;
1550 1550
1551 /* find the first target */ 1551 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1552 for (i=0, found=0; i<20; i++) {
1553 x += freearr_x[dir]; 1553 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1554 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1555 mflags = get_map_flags(m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) {
1557 tmp = NULL; 1557 tmp = NULL;
1558 break; 1558 break;
1559 } 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) {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1561 * perhaps a bad assumption.
1562 */ 1562 */
1563 tmp = NULL; 1563 tmp = NULL;
1564 break; 1564 break;
1565 } 1565 }
1566 if (mflags & P_IS_ALIVE) { 1566 if (mflags & P_IS_ALIVE) {
1567 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)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1569 found++; 1569 found++;
1570 break; 1570 break;
1571 } 1571 }
1572 if (found) 1572 if (found)
1573 break; 1573 break;
1574 } 1574 }
1575 } 1575 }
1576 if (tmp == NULL) 1576 if (tmp == NULL)
1577 return find_arrow(op, type); 1577 return find_arrow(op, type);
1578 1578
1579 if (tmp->head) 1579 if (tmp->head)
1580 tmp = tmp->head; 1580 tmp = tmp->head;
1581 1581
1582 return find_better_arrow(op, tmp, type, &i); 1582 return find_better_arrow(op, tmp, type, &i);
1583} 1583}
1584 1584
1585/* 1585/*
1599 tag_t left_tag, tag; 1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1600 int bowspeed, mflags;
1601 mapstruct *m; 1601 mapstruct *m;
1602 1602
1603 if (!dir) { 1603 if (!dir) {
1604 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!");
1605 return 0; 1605 return 0;
1606 } 1606 }
1607 if (op->type == PLAYER) 1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1608 bow=op->contr->ranges[range_bow];
1609 else { 1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1610 for(bow=op->inv; bow; bow=bow->below)
1611 /* 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
1612 * 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.
1613 */ 1613 */
1614 if(bow->type==BOW) 1614 if(bow->type==BOW)
1615 break; 1615 break;
1616 1616
1617 if (!bow) { 1617 if (!bow) {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name);
1619 return 0; 1619 return 0;
1620 } 1620 }
1621 } 1621 }
1622 if( !bow->race || !bow->skill) { 1622 if( !bow->race || !bow->skill) {
1623 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);
1624 return 0; 1624 return 0;
1625 } 1625 }
1626 1626
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1628
1629 /* penalize ROF for bestarrow */ 1629 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1631 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1) 1632 if (bowspeed < 1)
1633 bowspeed = 1; 1633 bowspeed = 1;
1634 1634
1635 if (arrow == NULL) { 1635 if (arrow == NULL) {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1636 if ((arrow=find_arrow(op, bow->race)) == NULL) {
1637 if (op->type == PLAYER) 1637 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1638 new_draw_info_format(NDI_UNIQUE, 0, op,
1639 "You have no %s left.", bow->race); 1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1641 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1642 CLEAR_FLAG(op, FLAG_READY_BOW);
1643 return 0; 1643 return 0;
1644 } 1644 }
1645 } 1645 }
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1647 if (mflags & P_OUT_OF_MAP) {
1648 return 0; 1648 return 0;
1649 } 1649 }
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) {
1651 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.");
1652 return 0; 1652 return 0;
1653 } 1653 }
1654 1654
1655 /* this should not happen, but sometimes does */ 1655 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1656 if (arrow->nrof==0) {
1657 remove_ob(arrow); 1657 remove_ob(arrow);
1658 free_object(arrow); 1658 free_object(arrow);
1659 return 0; 1659 return 0;
1660 } 1660 }
1661 1661
1662 left = arrow; /* these are arrows left to the player */ 1662 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1664 arrow = get_split_ob(arrow, 1);
1665 if (arrow == NULL) { 1665 if (arrow == NULL) {
1666 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.",
1667 bow->race); 1667 bow->race);
1668 return 0; 1668 return 0;
1669 } 1669 }
1670 set_owner(arrow, op); 1670 set_owner(arrow, op);
1671 if (arrow->skill) free_string(arrow->skill); 1671 if (arrow->skill) free_string(arrow->skill);
1672 arrow->skill = add_refcount(bow->skill); 1672 arrow->skill = add_refcount(bow->skill);
1673 1673
1674 arrow->direction=dir; 1674 arrow->direction=dir;
1675 arrow->x = sx; 1675 arrow->x = sx;
1676 arrow->y = sy; 1676 arrow->y = sy;
1677 1677
1678 if (op->type == PLAYER) { 1678 if (op->type == PLAYER) {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1680 fix_player(op); 1680 fix_player(op);
1681 } 1681 }
1682 1682
1683 SET_ANIMATION(arrow, arrow->direction); 1683 SET_ANIMATION(arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1685 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1686 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1687 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1688 arrow->spellarg = strdup_local(arrow->slaying);
1689 1689
1690 /* Note that this was different for monsters - they got their level 1690 /* Note that this was different for monsters - they got their level
1691 * 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.
1692 */ 1692 */
1693 1693
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1695 0 : dam_bonus[op->stats.Str]) + 1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic; 1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1697
1698 /* update the speed */ 1698 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1700 0 : dam_bonus[op->stats.Str]) +
1701 bow->magic + arrow->magic) / 5.0 + 1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0; 1702 (float)bow->stats.dam / 7.0;
1703 1703
1704 if (arrow->speed < 1.0) 1704 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0; 1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow); 1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1707 arrow->speed_left = 0;
1708 1708
1709 if (op->type == PLAYER) { 1709 if (op->type == PLAYER) {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1710 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1711 (op->chosen_skill?op->chosen_skill->level:op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1713 arrow->stats.wc - bow->stats.wc + wc_mod; 1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714 1714
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level;
1716 } else { 1716 } else {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod; 1718 arrow->stats.wc + wc_mod;
1719 1719
1720 arrow->level = op->level; 1720 arrow->level = op->level;
1721 } 1721 }
1722 if (arrow->attacktype == AT_PHYSICAL) 1722 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1723 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1724 if (bow->slaying != NULL)
1725 arrow->slaying = add_string(bow->slaying); 1725 arrow->slaying = add_string(bow->slaying);
1726 1726
1727 arrow->map = m; 1727 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1728 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1730
1731 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);
1732 tag = arrow->count; 1732 tag = arrow->count;
1733 insert_ob_in_map(arrow, m, op, 0); 1733 insert_ob_in_map(arrow, m, op, 0);
1734 1734
1735 if (!was_destroyed(arrow, tag)) 1735 if (!was_destroyed(arrow, tag))
1736 move_arrow(arrow); 1736 move_arrow(arrow);
1737 1737
1738 if (op->type == PLAYER) { 1738 if (op->type == PLAYER) {
1739 if (was_destroyed (left, left_tag)) 1739 if (was_destroyed (left, left_tag))
1740 esrv_del_item(op->contr, left_tag); 1740 esrv_del_item(op->contr, left_tag);
1741 else 1741 else
1742 esrv_send_item(op, left); 1742 esrv_send_item(op, left);
1743 } 1743 }
1744 return 1; 1744 return 1;
1745} 1745}
1746 1746
1747/* Special fire code for players - this takes into 1747/* Special fire code for players - this takes into
1754int player_fire_bow(object *op, int dir) 1754int player_fire_bow(object *op, int dir)
1755{ 1755{
1756 int ret=0, wcmod=0; 1756 int ret=0, wcmod=0;
1757 1757
1758 if (op->contr->bowtype == bow_bestarrow) { 1758 if (op->contr->bowtype == bow_bestarrow) {
1759 ret = fire_bow(op, op, 1759 ret = fire_bow(op, op,
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir),
1761 dir, 0, op->x, op->y); 1761 dir, 0, op->x, op->y);
1762 } 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) {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1764 wcmod =-1;
1765 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,
1766 op->x, op->y); 1766 op->x, op->y);
1767 } else if (op->contr->bowtype == bow_threewide) { 1767 } else if (op->contr->bowtype == bow_threewide) {
1768 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);
1769 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)]);
1770 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)]);
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1771 } else if (op->contr->bowtype == bow_spreadshot) {
1772 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);
1773 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);
1774 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);
1775 1775
1776 } else { 1776 } else {
1777 /* Simple case */ 1777 /* Simple case */
1778 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);
1779 } 1779 }
1780 return ret; 1780 return ret;
1781} 1781}
1782 1782
1783 1783
1787void fire_misc_object(object *op, int dir) 1787void fire_misc_object(object *op, int dir)
1788{ 1788{
1789 object *item; 1789 object *item;
1790 1790
1791 if (!op->contr->ranges[range_misc]) { 1791 if (!op->contr->ranges[range_misc]) {
1792 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.");
1793 return; 1793 return;
1794 } 1794 }
1795 1795
1796 item = op->contr->ranges[range_misc]; 1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1797 if (!item->inv) {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1798 LOG(llevError,"Object %s lacks a spell\n", item->name);
1799 return; 1799 return;
1800 } 1800 }
1801 if (item->type == WAND) { 1801 if (item->type == WAND) {
1802 if(item->stats.food<=0) { 1802 if(item->stats.food<=0) {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1805 return; 1805 return;
1806 } 1806 }
1807 } else if (item->type == ROD || item->type==HORN) { 1807 } else if (item->type == ROD || item->type==HORN) {
1808 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)) {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1810 if (item->type== ROD) 1810 if (item->type== ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 1811 new_draw_info_format(NDI_UNIQUE, 0,op,
1812 "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));
1813 else 1813 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1814 new_draw_info_format(NDI_UNIQUE, 0,op,
1815 "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));
1816 return; 1816 return;
1817 } 1817 }
1818 } 1818 }
1819 1819
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1820 if(cast_spell(op,item,dir,item->inv,NULL)) {
1821 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 */
1822 if (item->type == WAND) { 1822 if (item->type == WAND) {
1823 if (!(--item->stats.food)) { 1823 if (!(--item->stats.food)) {
1824 object *tmp; 1824 object *tmp;
1825 if (item->arch) { 1825 if (item->arch) {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1826 CLEAR_FLAG(item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1827 item->face = item->arch->clone.face;
1828 item->speed = 0; 1828 item->speed = 0;
1829 update_ob_speed(item); 1829 update_ob_speed(item);
1830 } 1830 }
1831 if ((tmp=is_player_inv(item))) 1831 if ((tmp=is_player_inv(item)))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1832 esrv_update_item(UPD_ANIM, tmp, item);
1833 } 1833 }
1834 } 1834 }
1835 else if (item->type == ROD || item->type==HORN) { 1835 else if (item->type == ROD || item->type==HORN) {
1836 drain_rod_charge(item); 1836 drain_rod_charge(item);
1837 } 1837 }
1838 } 1838 }
1839} 1839}
1840 1840
1841/* Received a fire command for the player - go and do it. 1841/* Received a fire command for the player - go and do it.
1842 */ 1842 */
1845 1845
1846 /* check for loss of invisiblity/hide */ 1846 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1847 if (action_makes_visible(op)) make_visible(op);
1848 1848
1849 switch(op->contr->shoottype) { 1849 switch(op->contr->shoottype) {
1850 case range_none: 1850 case range_none:
1851 return; 1851 return;
1852 1852
1853 case range_bow: 1853 case range_bow:
1854 player_fire_bow(op, dir); 1854 player_fire_bow(op, dir);
1855 return; 1855 return;
1856 1856
1857 case range_magic: /* Casting spells */ 1857 case range_magic: /* Casting spells */
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1859 return; 1859 return;
1860 1860
1861 case range_misc: 1861 case range_misc:
1862 fire_misc_object(op, dir); 1862 fire_misc_object(op, dir);
1863 return; 1863 return;
1864 1864
1865 case range_golem: /* Control summoned monsters from scrolls */ 1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL || 1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) { 1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL; 1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none; 1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0; 1870 op->contr->golem_count = 0;
1871 } 1871 }
1872 else 1872 else
1873 control_golem(op->contr->ranges[range_golem], dir); 1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return; 1874 return;
1875 1875
1876 case range_skill: 1876 case range_skill:
1877 if(!op->chosen_skill) { 1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER) 1878 if(op->type==PLAYER)
1879 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.");
1880 return; 1880 return;
1881 } 1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return; 1883 return;
1884 case range_builder: 1884 case range_builder:
1885 apply_map_builder( op, dir ); 1885 apply_map_builder( op, dir );
1886 return; 1886 return;
1887 default: 1887 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1889 return; 1889 return;
1890 } 1890 }
1891} 1891}
1892 1892
1893 1893
1894 1894
1910 /* Should not happen, but sanity checking is never bad */ 1910 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1911 if (container->inv == NULL) return NULL;
1912 1912
1913 /* 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 */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1915 if (door->type==DOOR && tmp->type==KEY) break;
1916 /* For sanity, we should really check door type, but other stuff 1916 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1917 * (like containers) can be locked with special keys
1918 */ 1918 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1919 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1920 tmp->slaying==door->slaying) break; 1920 tmp->slaying==door->slaying) break;
1921 } 1921 }
1922 /* No key found - lets search inventories now */ 1922 /* No key found - lets search inventories now */
1923 /* 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.
1924 * 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
1925 * a key, return 1925 * a key, return
1926 */ 1926 */
1927 if (!tmp) { 1927 if (!tmp) {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1929 /* No reason to search empty containers */ 1929 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1930 if (tmp->type==CONTAINER && tmp->inv) {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1931 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1932 } 1932 }
1933 } 1933 }
1934 if (!tmp) return NULL; 1934 if (!tmp) return NULL;
1935 } 1935 }
1936 /* 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,
1937 * see if we actually want to use it 1937 * see if we actually want to use it
1938 */ 1938 */
1939 if (pl!=container) { 1939 if (pl!=container) {
1940 /* Only let players use keys in containers */ 1940 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1941 if (!pl->contr) return NULL;
1942 /* cases where this fails: 1942 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1943 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1944 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1945 * If the container is not active, return now since only active
1946 * containers can be used. 1946 * containers can be used.
1947 * If we only search keyrings and the container does not have 1947 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1948 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1949 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1950 * inv must have been an container and must have been active.
1951 * 1951 *
1952 * Change the color so that the message doesn't disappear with 1952 * Change the color so that the message doesn't disappear with
1953 * all the others. 1953 * all the others.
1954 */ 1954 */
1955 if (pl->contr->usekeys == key_inventory || 1955 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1956 !QUERY_FLAG(container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 1958 (!container->race || strcmp(container->race, "keys")))
1959 ) { 1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1961 "The %s in your %s vibrates as you approach the door",
1962 query_name(tmp), query_name(container)); 1962 query_name(tmp), query_name(container));
1963 return NULL; 1963 return NULL;
1964 } 1964 }
1965 } 1965 }
1966 return tmp; 1966 return tmp;
1967} 1967}
1968 1968
1969/* moved door processing out of move_player_attack. 1969/* moved door processing out of move_player_attack.
1980 */ 1980 */
1981 object *key=find_key(op, op, door); 1981 object *key=find_key(op, op, door);
1982 1982
1983 /* IF we found a key, do some extra work */ 1983 /* IF we found a key, do some extra work */
1984 if (key) { 1984 if (key) {
1985 object *container=key->env; 1985 object *container=key->env;
1986 1986
1987 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);
1988 if(action_makes_visible(op)) make_visible(op); 1988 if(action_makes_visible(op)) make_visible(op);
1989 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);
1990 if (door->type == DOOR) { 1990 if (door->type == DOOR) {
1991 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 */
1992 } 1992 }
1993 else if(door->type==LOCKED_DOOR) { 1993 else if(door->type==LOCKED_DOOR) {
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op,
1995 "You open the door with the %s", query_short_name(key)); 1995 "You open the door with the %s", query_short_name(key));
1996 remove_door2(door); /* remove door without violence ;-) */ 1996 remove_door2(door); /* remove door without violence ;-) */
1997 } 1997 }
1998 /* Do this after we print the message */ 1998 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1999 decrease_ob(key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2000 /* Need to update the weight the container the key was in */
2001 if (container != op) 2001 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2002 esrv_update_item(UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2003 return 1; /* Nothing more to do below */
2004 } else if (door->type==LOCKED_DOOR) { 2004 } else if (door->type==LOCKED_DOOR) {
2005 /* Might as well return now - no other way to open this */ 2005 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2007 return 1;
2008 } 2008 }
2009 return 0; 2009 return 0;
2010} 2010}
2011 2011
2012/* This function is just part of a breakup from move_player. 2012/* This function is just part of a breakup from move_player.
2016 * going to try and move (not fire weapons). 2016 * going to try and move (not fire weapons).
2017 */ 2017 */
2018 2018
2019void move_player_attack(object *op, int dir) 2019void move_player_attack(object *op, int dir)
2020{ 2020{
2021 object *tmp, *mon, *tpl; 2021 object *tmp, *mon;
2022 sint16 nx, ny; 2022 sint16 nx, ny;
2023 int on_battleground; 2023 int on_battleground;
2024 mapstruct *m; 2024 mapstruct *m;
2025 2025
2026 if (op->contr->transport) tpl = op->contr->transport;
2027 else tpl = op;
2028 nx=freearr_x[dir]+tpl->x; 2026 nx=freearr_x[dir]+op->x;
2029 ny=freearr_y[dir]+tpl->y; 2027 ny=freearr_y[dir]+op->y;
2030 2028
2031 on_battleground = op_on_battleground(tpl, NULL, NULL); 2029 on_battleground = op_on_battleground(op, NULL, NULL);
2032 2030
2033 /* 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
2034 * 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
2035 * 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
2036 * player. This is a pretty nasty hack, because if we could 2034 * player. This is a pretty nasty hack, because if we could
2037 * 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
2038 * 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
2039 * 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
2040 * move_ob uses. 2038 * move_ob uses.
2041 */ 2039 */
2042 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)) {
2043 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { 2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2044 m = get_map_from_coord(tpl->map, &nx, &ny); 2042 m = get_map_from_coord(op->map, &nx, &ny);
2045 if (!m) return; /* Don't think this should happen */ 2043 if (!m) return; /* Don't think this should happen */
2046 } 2044 }
2047 else m =tpl->map; 2045 else m =op->map;
2048 2046
2049 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2050 /* 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");*/
2051 return; 2049 return;
2052 } 2050 }
2053 2051
2054 mon = NULL; 2052 mon = NULL;
2055 /* 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
2056 * 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.
2057 * 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
2058 * on the space 2056 * on the space
2059 */ 2057 */
2060 while (tmp!=NULL) { 2058 while (tmp!=NULL) {
2061 if (tmp == op) { 2059 if (tmp == op) {
2062 tmp=tmp->above; 2060 tmp=tmp->above;
2063 continue; 2061 continue;
2064 } 2062 }
2065 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2066 mon = tmp; 2064 mon = tmp;
2067 break; 2065 break;
2068 } 2066 }
2069 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2070 mon = tmp; 2068 mon = tmp;
2071 tmp=tmp->above; 2069 tmp=tmp->above;
2072 } 2070 }
2073 2071
2074 if (mon==NULL) /* This happens anytime the player tries to move */ 2072 if (mon==NULL) /* This happens anytime the player tries to move */
2075 return; /* into a wall */ 2073 return; /* into a wall */
2076 2074
2077 if(mon->head != NULL) 2075 if(mon->head != NULL)
2078 mon = mon->head; 2076 mon = mon->head;
2079 2077
2080 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))
2081 if (player_attack_door(op, mon)) return; 2079 if (player_attack_door(op, mon)) return;
2082 2080
2083 /* The following deals with possibly attacking peaceful 2081 /* The following deals with possibly attacking peaceful
2084 * or frienddly creatures. Basically, all players are considered 2082 * or frienddly creatures. Basically, all players are considered
2085 * unaggressive. If the moving player has peaceful set, then the 2083 * unaggressive. If the moving player has peaceful set, then the
2086 * object should be pushed instead of attacked. It is assumed that 2084 * object should be pushed instead of attacked. It is assumed that
2087 * if you are braced, you will not attack friends accidently, 2085 * if you are braced, you will not attack friends accidently,
2088 * and thus will not push them. 2086 * and thus will not push them.
2089 */ 2087 */
2090 2088
2091 /* 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
2092 * peaceful. Our assumption is the creature is a pet if the 2090 * peaceful. Our assumption is the creature is a pet if the
2093 * player owns it and it is either friendly or unagressive. 2091 * player owns it and it is either friendly or unagressive.
2094 */ 2092 */
2095 if ((op->type==PLAYER) 2093 if ((op->type==PLAYER)
2096#if COZY_SERVER 2094#if COZY_SERVER
2097 && 2095 &&
2098 ( 2096 (
2099 (get_owner(mon) && get_owner(mon)->contr 2097 (get_owner(mon) && get_owner(mon)->contr
2100 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2098 && same_party (get_owner(mon)->contr->party, op->contr->party))
2102 ) 2100 )
2103#else 2101#else
2104 && get_owner(mon)==op 2102 && get_owner(mon)==op
2105#endif 2103#endif
2106 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2107 { 2105 {
2108 /* 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 */
2109 if (op->contr->braced) return; 2107 if (op->contr->braced) return;
2110 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);
2111 (void) push_ob(mon,dir,op); 2109 (void) push_ob(mon,dir,op);
2112 if(op->contr->tmp_invis||op->hide) make_visible(op); 2110 if(op->contr->tmp_invis||op->hide) make_visible(op);
2113 return; 2111 return;
2114 } 2112 }
2115 2113
2116 /* in certain circumstances, you shouldn't attack friendly 2114 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push 2115 * creatures. Note that if you are braced, you can't push
2118 * 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
2119 * attack them either. 2117 * attack them either.
2120 */ 2118 */
2121 if ((mon->type==PLAYER || mon->enemy != op) && 2119 if ((mon->type==PLAYER || mon->enemy != op) &&
2122 (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)) &&
2123 ( 2121 (
2124#ifdef PROHIBIT_PLAYERKILL 2122#ifdef PROHIBIT_PLAYERKILL
2125 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2126#else 2124#else
2127 op->contr->peaceful && 2125 op->contr->peaceful &&
2128#endif 2126#endif
2129 !on_battleground 2127 !on_battleground
2130 )) { 2128 )) {
2131 if (!op->contr->braced) { 2129 if (!op->contr->braced) {
2132 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);
2133 (void) push_ob(mon,dir,op); 2131 (void) push_ob(mon,dir,op);
2134 } else { 2132 } else {
2135 new_draw_info(0, 0,op,"You withhold your attack"); 2133 new_draw_info(0, 0,op,"You withhold your attack");
2136 } 2134 }
2137 if(op->contr->tmp_invis||op->hide) make_visible(op); 2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2138 } 2136 }
2139 2137
2140 /* If the object is a boulder or other rollable object, then 2138 /* If the object is a boulder or other rollable object, then
2141 * 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.
2142 */ 2140 */
2143 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2144 recursive_roll(mon,dir,op); 2142 recursive_roll(mon,dir,op);
2145 if(action_makes_visible(op)) make_visible(op); 2143 if(action_makes_visible(op)) make_visible(op);
2146 } 2144 }
2147 2145
2148 /* Any generic living creature. Including things like doors. 2146 /* Any generic living creature. Including things like doors.
2149 * 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
2150 * and be living. Then, it must be one of the following: 2148 * and be living. Then, it must be one of the following:
2151 * 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
2152 * 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.
2153 */ 2151 */
2154 2152
2155 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2156 ((mon->type!=PLAYER || op->contr->party==NULL || 2154 ((mon->type!=PLAYER || op->contr->party==NULL ||
2157 op->contr->party!=mon->contr->party))) { 2155 op->contr->party!=mon->contr->party))) {
2158 2156
2159 /* If the player hasn't hit something this tick, and does 2157 /* If the player hasn't hit something this tick, and does
2160 * so, give them speed boost based on weapon speed. Doing 2158 * so, give them speed boost based on weapon speed. Doing
2161 * it here is better than process_players2, which basically 2159 * it here is better than process_players2, which basically
2162 * incurred a 1 tick offset. 2160 * incurred a 1 tick offset.
2163 */ 2161 */
2164 if (!op->contr->has_hit) { 2162 if (!op->contr->has_hit) {
2165 op->speed_left += op->speed / op->contr->weapon_sp; 2163 op->speed_left += op->speed / op->contr->weapon_sp;
2166 2164
2167 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 */
2168 } 2166 }
2169 2167
2170 skill_attack(mon, op, 0, NULL, NULL); 2168 skill_attack(mon, op, 0, NULL, NULL);
2171 2169
2172 /* If attacking another player, that player gets automatic 2170 /* If attacking another player, that player gets automatic
2173 * hitback, and doesn't loose luck either. 2171 * hitback, and doesn't loose luck either.
2174 * Disable hitback on the battleground or if the target is 2172 * Disable hitback on the battleground or if the target is
2175 * the wiz. 2173 * the wiz.
2176 */ 2174 */
2177 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 &&
2178 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2179 short luck = mon->stats.luck; 2177 short luck = mon->stats.luck;
2180 mon->contr->has_hit = 1; 2178 mon->contr->has_hit = 1;
2181 skill_attack(op, mon, 0, NULL, NULL); 2179 skill_attack(op, mon, 0, NULL, NULL);
2182 mon->stats.luck = luck; 2180 mon->stats.luck = luck;
2183 } 2181 }
2184 if(action_makes_visible(op)) make_visible(op); 2182 if(action_makes_visible(op)) make_visible(op);
2185 } 2183 }
2186 } /* if player should attack something */ 2184 } /* if player should attack something */
2187} 2185}
2188 2186
2189int move_player(object *op,int dir) { 2187int move_player(object *op,int dir) {
2190 int pick; 2188 int pick;
2191 object *transport = op->contr->transport;
2192 2189
2193 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2194 return 0; 2191 return 0;
2195 2192
2196 /* Sanity check: make sure dir is valid */ 2193 /* Sanity check: make sure dir is valid */
2197 if ( ( dir < 0 ) || ( dir >= 9 ) ) { 2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2198 LOG( llevError, "move_player: invalid direction %d\n", dir); 2195 LOG( llevError, "move_player: invalid direction %d\n", dir);
2199 return 0; 2196 return 0;
2200 } 2197 }
2201 2198
2202 /* peterm: added following line */ 2199 /* peterm: added following line */
2203 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir) 2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2204 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2205 2202
2206 op->facing = dir; 2203 op->facing = dir;
2207 2204
2208 if(!transport && op->hide) do_hidden_move(op); 2205 if(op->hide) do_hidden_move(op);
2209 2206
2210 if (transport) { 2207 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2211 /* transport->contr is set up for the person in charge of the boat. 2208 /*nop*/;
2212 * if that isn't this person, he can't steer it, etc
2213 */
2214 if (transport->contr != op->contr) return 0;
2215
2216 /* Transport can't move. But update dir so it at least
2217 * will point in the same direction if player is running.
2218 */
2219 if (transport->speed_left < 0.0) {
2220 transport->direction = dir;
2221 op->direction = dir;
2222 return 0;
2223 }
2224 /* Remove transport speed. Give player just a little speed -
2225 * enough so that they will get an action again quickly.
2226 *
2227 */
2228 transport->speed_left -= 1.0;
2229 if (op->speed_left < 0.0) op->speed_left = -0.01;
2230
2231 }
2232
2233 if(op->contr->fire_on) { 2209 else if (op->contr->fire_on)
2234 fire(op,dir); 2210 fire (op, dir);
2235 } 2211 else
2212 {
2236 else move_player_attack(op,dir); 2213 move_player_attack (op, dir);
2237
2238 pick = check_pick(op); 2214 pick = check_pick(op);
2239 2215 }
2240 2216
2241 /* 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
2242 * server can handle repeat firing. 2218 * server can handle repeat firing.
2243 */ 2219 */
2244 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) { 2220 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2245 op->direction = dir; 2221 op->direction = dir;
2246 } else { 2222 } else {
2247 op->direction=0; 2223 op->direction=0;
2248 } 2224 }
2249 /* Update how the player looks. Use the facing, so direction may 2225 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities 2226 * get reset to zero. This allows for full animation capabilities
2251 * for players. 2227 * for players.
2252 */ 2228 */
2253 if (!transport) animate_object(op, op->facing); 2229 animate_object(op, op->facing);
2254 return 0; 2230 return 0;
2255} 2231}
2256 2232
2257/* 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
2258 * new client/server stuff. 2234 * new client/server stuff.
2262 * Returns true if there are more actions we can do. 2238 * Returns true if there are more actions we can do.
2263 */ 2239 */
2264int handle_newcs_player(object *op) 2240int handle_newcs_player(object *op)
2265{ 2241{
2266 if (op->contr->hidden) { 2242 if (op->contr->hidden) {
2267 op->invisible = 1000; 2243 op->invisible = 1000;
2268 /* the socket code flashes the player visible/invisible 2244 /* the socket code flashes the player visible/invisible
2269 * depending on the value of invisible, so we need to 2245 * depending on the value of invisible, so we need to
2270 * alternate it here for it to work correctly. 2246 * alternate it here for it to work correctly.
2271 */ 2247 */
2272 if (pticks & 2) op->invisible--; 2248 if (pticks & 2) op->invisible--;
2273 } 2249 }
2274 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2250 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2275 op->invisible--; 2251 op->invisible--;
2276 if(!op->invisible) { 2252 if(!op->invisible) {
2277 make_visible(op); 2253 make_visible(op);
2278 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.");
2279 } 2255 }
2280 } 2256 }
2281 2257
2282 if (QUERY_FLAG(op, FLAG_SCARED)) { 2258 if (QUERY_FLAG(op, FLAG_SCARED)) {
2283 flee_player(op); 2259 flee_player(op);
2284 /* 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 */
2285 if (QUERY_FLAG(op, FLAG_SCARED)) { 2261 if (QUERY_FLAG(op, FLAG_SCARED)) {
2286 op->speed_left--; 2262 op->speed_left--;
2287 return 0; 2263 return 0;
2288 } 2264 }
2289 } 2265 }
2290 2266
2291 /* 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
2292 * 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
2293 * 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
2294 * 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.
2295 */ 2271 */
2296 if (op->contr->ranges[range_golem] && 2272 if (op->contr->ranges[range_golem] &&
2297 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || 2273 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2298 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) { 2274 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2299 op->contr->ranges[range_golem] = NULL; 2275 op->contr->ranges[range_golem] = NULL;
2300 op->contr->golem_count = 0; 2276 op->contr->golem_count = 0;
2301 } 2277 }
2302 2278
2303 /* 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
2304 * the players time has been increased when doericserver has been 2280 * the players time has been increased when doericserver has been
2305 * called, so we recheck it here. 2281 * called, so we recheck it here.
2306 */ 2282 */
2307 HandleClient(&op->contr->socket, op->contr); 2283 HandleClient(&op->contr->socket, op->contr);
2308 if (op->speed_left<0) return 0; 2284 if (op->speed_left<0) return 0;
2309 2285
2310 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2311 /* All move commands take 1 tick, at least for now */ 2287 /* All move commands take 1 tick, at least for now */
2312 op->speed_left--; 2288 op->speed_left--;
2313 2289
2314 /* Instead of all the stuff below, let move_player take care 2290 /* Instead of all the stuff below, let move_player take care
2315 * 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
2316 * there, as well as the confusion stuff. 2292 * there, as well as the confusion stuff.
2317 */ 2293 */
2318 move_player(op, op->direction); 2294 move_player(op, op->direction);
2319 if (op->speed_left>0) return 1; 2295 if (op->speed_left>0) return 1;
2320 else return 0; 2296 else return 0;
2321 } 2297 }
2322 return 0; 2298 return 0;
2323} 2299}
2324 2300
2325int save_life(object *op) { 2301int save_life(object *op) {
2326 object *tmp; 2302 object *tmp;
2327 2303
2328 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2329 return 0; 2305 return 0;
2330 2306
2331 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2307 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2332 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2333 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);
2334 new_draw_info_format(NDI_UNIQUE, 0,op, 2310 new_draw_info_format(NDI_UNIQUE, 0,op,
2335 "Your %s vibrates violently, then evaporates.", 2311 "Your %s vibrates violently, then evaporates.",
2336 query_name(tmp)); 2312 query_name(tmp));
2337 if (op->contr) 2313 if (op->contr)
2338 esrv_del_item(op->contr, tmp->count); 2314 esrv_del_item(op->contr, tmp->count);
2339 remove_ob(tmp); 2315 remove_ob(tmp);
2340 free_object(tmp); 2316 free_object(tmp);
2341 CLEAR_FLAG(op, FLAG_LIFESAVE); 2317 CLEAR_FLAG(op, FLAG_LIFESAVE);
2342 if(op->stats.hp<0) 2318 if(op->stats.hp<0)
2343 op->stats.hp = op->stats.maxhp; 2319 op->stats.hp = op->stats.maxhp;
2344 if(op->stats.food<0) 2320 if(op->stats.food<0)
2345 op->stats.food = 999; 2321 op->stats.food = 999;
2346 fix_player(op); 2322 fix_player(op);
2347 return 1; 2323 return 1;
2348 } 2324 }
2349 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2350 CLEAR_FLAG(op, FLAG_LIFESAVE); 2326 CLEAR_FLAG(op, FLAG_LIFESAVE);
2351 enter_player_savebed(op); /* bring him home. */ 2327 enter_player_savebed(op); /* bring him home. */
2352 return 0; 2328 return 0;
2353} 2329}
2360void remove_unpaid_objects(object *op, object *env) 2336void remove_unpaid_objects(object *op, object *env)
2361{ 2337{
2362 object *next; 2338 object *next;
2363 2339
2364 while (op) { 2340 while (op) {
2365 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
2366 * we remove object 'op' 2342 * we remove object 'op'
2367 */ 2343 */
2368 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2344 if (QUERY_FLAG(op, FLAG_UNPAID)) {
2369 remove_ob(op); 2345 remove_ob(op);
2370 op->x = env->x; 2346 op->x = env->x;
2371 op->y = env->y; 2347 op->y = env->y;
2372 if (env->type == PLAYER) 2348 if (env->type == PLAYER)
2373 esrv_del_item(env->contr, op->count); 2349 esrv_del_item(env->contr, op->count);
2374 insert_ob_in_map(op, env->map, NULL,0); 2350 insert_ob_in_map(op, env->map, NULL,0);
2375 } 2351 }
2376 else if (op->inv) remove_unpaid_objects(op->inv, env); 2352 else if (op->inv) remove_unpaid_objects(op->inv, env);
2377 op=next; 2353 op=next;
2378 } 2354 }
2379} 2355}
2380 2356
2381 2357
2382/* 2358/*
2431 const int max_grace = 1; 2407 const int max_grace = 1;
2432 2408
2433 if (op->contr->outputs_sync) { 2409 if (op->contr->outputs_sync) {
2434 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2410 for (i=0; i<NUM_OUTPUT_BUFS; i++)
2435 if (op->contr->outputs[i].buf!=NULL && 2411 if (op->contr->outputs[i].buf!=NULL &&
2436 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2437 flush_output_element(op, &op->contr->outputs[i]); 2413 flush_output_element(op, &op->contr->outputs[i]);
2438 } 2414 }
2439 2415
2440 if(op->contr->state==ST_PLAYING) { 2416 if(op->contr->state==ST_PLAYING) {
2441 2417
2442 /* these next three if clauses make it possible to SLOW DOWN 2418 /* these next three if clauses make it possible to SLOW DOWN
2462 2438
2463 /* Regenerate Spell Points */ 2439 /* Regenerate Spell Points */
2464 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2465 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);
2466 if(op->stats.sp<op->stats.maxsp) { 2442 if(op->stats.sp<op->stats.maxsp) {
2467 op->stats.sp++; 2443 op->stats.sp++;
2468 /* dms do not consume food */ 2444 /* dms do not consume food */
2469 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2445 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2470 op->stats.food--; 2446 op->stats.food--;
2471 if(op->contr->digestion<0) 2447 if(op->contr->digestion<0)
2472 op->stats.food+=op->contr->digestion; 2448 op->stats.food+=op->contr->digestion;
2474 random_roll(0, op->contr->digestion, op, PREFER_HIGH)) 2450 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2475 op->stats.food=last_food; 2451 op->stats.food=last_food;
2476 } 2452 }
2477 } 2453 }
2478 if (max_sp>1) { 2454 if (max_sp>1) {
2479 over_sp = (gen_sp+10)/rate_sp; 2455 over_sp = (gen_sp+10)/rate_sp;
2480 if (over_sp > 0) { 2456 if (over_sp > 0) {
2481 if(op->stats.sp<op->stats.maxsp) { 2457 if(op->stats.sp<op->stats.maxsp) {
2482 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2483 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))
2484 op->stats.sp--; 2460 op->stats.sp--;
2485 if(op->stats.sp>op->stats.maxsp) 2461 if(op->stats.sp>op->stats.maxsp)
2486 op->stats.sp=op->stats.maxsp; 2462 op->stats.sp=op->stats.maxsp;
2487 } 2463 }
2488 op->last_sp=0; 2464 op->last_sp=0;
2489 } else { 2465 } else {
2490 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);
2491 } 2467 }
2492 } else { 2468 } else {
2493 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);
2494 } 2470 }
2495 } 2471 }
2496 2472
2497 /* Regenerate Grace */ 2473 /* Regenerate Grace */
2498 /* 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.*/
2499 if(--op->last_grace<0) { 2475 if(--op->last_grace<0) {
2500 if(op->stats.grace<op->stats.maxgrace/2) 2476 if(op->stats.grace<op->stats.maxgrace/2)
2501 op->stats.grace++; /* no penalty in food for regaining grace */ 2477 op->stats.grace++; /* no penalty in food for regaining grace */
2502 if(max_grace>1) { 2478 if(max_grace>1) {
2503 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2479 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2504 if (over_grace > 0) { 2480 if (over_grace > 0) {
2505 op->stats.sp += over_grace 2481 op->stats.sp += over_grace
2506 + (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;
2507 op->last_grace=0; 2483 op->last_grace=0;
2508 } else { 2484 } else {
2509 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);
2510 } 2486 }
2511 } else { 2487 } else {
2512 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);
2513 } 2489 }
2514 /* wearing stuff doesn't detract from grace generation. */ 2490 /* wearing stuff doesn't detract from grace generation. */
2515 } 2491 }
2516 2492
2517 /* Regenerate Hit Points */ 2493 /* Regenerate Hit Points */
2518 if(--op->last_heal<0) { 2494 if(--op->last_heal<0) {
2519 if(op->stats.hp<op->stats.maxhp) { 2495 if(op->stats.hp<op->stats.maxhp) {
2520 op->stats.hp++; 2496 op->stats.hp++;
2521 /* dms do not consume food */ 2497 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2498 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2523 op->stats.food--; 2499 op->stats.food--;
2524 if(op->contr->digestion<0) 2500 if(op->contr->digestion<0)
2525 op->stats.food+=op->contr->digestion; 2501 op->stats.food+=op->contr->digestion;
2527 random_roll(0, op->contr->digestion, op, PREFER_HIGH)) 2503 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food=last_food; 2504 op->stats.food=last_food;
2529 } 2505 }
2530 } 2506 }
2531 if(max_hp>1) { 2507 if(max_hp>1) {
2532 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp; 2508 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2533 if (over_hp > 0) { 2509 if (over_hp > 0) {
2534 op->stats.sp += over_hp 2510 op->stats.sp += over_hp
2535 + (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;
2536 op->last_heal=0; 2512 op->last_heal=0;
2537 } else { 2513 } else {
2538 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);
2539 } 2515 }
2540 } else { 2516 } else {
2541 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);
2542 } 2518 }
2543 } 2519 }
2544 2520
2545 /* Digestion */ 2521 /* Digestion */
2546 if(--op->last_eat<0) { 2522 if(--op->last_eat<0) {
2547#ifdef COZY_SERVER 2523#ifdef COZY_SERVER
2548 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;
2549 int bonus=dg>0?dg:0, 2525 int bonus=dg>0?dg:0,
2550 penalty=dg<0?-dg:0; 2526 penalty=dg<0?-dg:0;
2551#else 2527#else
2552 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2528 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2553 penalty=op->contr->digestion<0?-op->contr->digestion:0; 2529 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2554#endif 2530#endif
2555 2531
2556 if(op->contr->gen_hp > 0) 2532 if(op->contr->gen_hp > 0)
2557 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);
2558 else 2534 else
2559 op->last_eat=25*(1+bonus)/(penalty +1); 2535 op->last_eat=25*(1+bonus)/(penalty +1);
2560 /* dms do not consume food */ 2536 /* dms do not consume food */
2561 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2562 } 2538 }
2563 } 2539 }
2564 2540
2565 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) {
2566 object *tmp, *flesh=NULL; 2542 object *tmp, *flesh=NULL;
2567 2543
2568 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2569 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2570 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2571 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.");
2572 manual_apply(op,tmp,0); 2548 manual_apply(op,tmp,0);
2573 if(op->stats.food>=0||op->stats.hp<0) 2549 if(op->stats.food>=0||op->stats.hp<0)
2574 break; 2550 break;
2575 } 2551 }
2576 else if (tmp->type==FLESH) flesh=tmp; 2552 else if (tmp->type==FLESH) flesh=tmp;
2577 } /* End if paid for object */ 2553 } /* End if paid for object */
2578 } /* end of for loop */ 2554 } /* end of for loop */
2579 /* 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
2580 * eat flesh instead. 2556 * eat flesh instead.
2581 */ 2557 */
2582 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) {
2583 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.");
2584 manual_apply(op,flesh,0); 2560 manual_apply(op,flesh,0);
2585 } 2561 }
2586 } /* end if player is starving */ 2562 } /* end if player is starving */
2587 2563
2588 while(op->stats.food<0&&op->stats.hp>0) 2564 while(op->stats.food<0&&op->stats.hp>0)
2589 op->stats.food++,op->stats.hp--; 2565 op->stats.food++,op->stats.hp--;
2590 2566
2591 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))
2592 kill_player(op); 2568 kill_player(op);
2593} 2569}
2594 2570
2595 2571
2596 2572
2597/* 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.
2612 int will_kill_again; 2588 int will_kill_again;
2613 archetype *at; 2589 archetype *at;
2614 object *tmp; 2590 object *tmp;
2615 2591
2616 if(save_life(op)) 2592 if(save_life(op))
2617 return; 2593 return;
2618 2594
2619 2595
2620 /* 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
2621 * 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.
2622 * Look at op_on_battleground() for more info --AndreasV 2598 * Look at op_on_battleground() for more info --AndreasV
2623 */ 2599 */
2624 if (op_on_battleground(op, &x, &y)) { 2600 if (op_on_battleground(op, &x, &y)) {
2625 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2626 "You have been defeated in combat!"); 2602 "You have been defeated in combat!");
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2603 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2628 "Local medics have saved your life..."); 2604 "Local medics have saved your life...");
2629 2605
2630 /* restore player */ 2606 /* restore player */
2631 at = find_archetype("poisoning"); 2607 at = find_archetype("poisoning");
2632 tmp=present_arch_in_ob(at,op); 2608 tmp=present_arch_in_ob(at,op);
2633 if (tmp) { 2609 if (tmp) {
2634 remove_ob(tmp); 2610 remove_ob(tmp);
2635 free_object(tmp); 2611 free_object(tmp);
2636 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2637 } 2613 }
2638 2614
2639 at = find_archetype("confusion"); 2615 at = find_archetype("confusion");
2640 tmp=present_arch_in_ob(at,op); 2616 tmp=present_arch_in_ob(at,op);
2641 if (tmp) { 2617 if (tmp) {
2642 remove_ob(tmp); 2618 remove_ob(tmp);
2643 free_object(tmp); 2619 free_object(tmp);
2644 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2620 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2645 } 2621 }
2646 2622
2647 cure_disease(op,0); /* remove any disease */ 2623 cure_disease(op,0); /* remove any disease */
2648 op->stats.hp=op->stats.maxhp; 2624 op->stats.hp=op->stats.maxhp;
2649 if (op->stats.food<=0) op->stats.food=999; 2625 if (op->stats.food<=0) op->stats.food=999;
2650 2626
2651 /* create a bodypart-trophy to make the winner happy */ 2627 /* create a bodypart-trophy to make the winner happy */
2652 tmp=arch_to_object(find_archetype("finger")); 2628 tmp=arch_to_object(find_archetype("finger"));
2653 if (tmp != NULL) 2629 if (tmp != NULL)
2654 { 2630 {
2655 sprintf(buf,"%s's finger",op->name); 2631 sprintf(buf,"%s's finger",op->name);
2656 tmp->name = add_string(buf); 2632 tmp->name = add_string(buf);
2657 sprintf(buf," This finger has been cut off %s\n" 2633 sprintf(buf," This finger has been cut off %s\n"
2658 " 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",
2659 op->name, op->contr->title, (int)(op->level), 2635 op->name, op->contr->title, (int)(op->level),
2660 op->contr->killer); 2636 op->contr->killer);
2661 tmp->msg=add_string(buf); 2637 tmp->msg=add_string(buf);
2662 tmp->value=0, tmp->material=0, tmp->type=0; 2638 tmp->value=0, tmp->material=0, tmp->type=0;
2663 tmp->materialname = NULL; 2639 tmp->materialname = NULL;
2664 tmp->x = op->x, tmp->y = op->y; 2640 tmp->x = op->x, tmp->y = op->y;
2665 insert_ob_in_map(tmp,op->map,op,0); 2641 insert_ob_in_map(tmp,op->map,op,0);
2666 } 2642 }
2667 2643
2668 /* teleport defeated player to new destination*/ 2644 /* teleport defeated player to new destination*/
2669 transfer_ob(op, x, y, 0, NULL); 2645 transfer_ob(op, x, y, 0, NULL);
2670 op->contr->braced=0; 2646 op->contr->braced=0;
2671 return; 2647 return;
2672 } 2648 }
2673 2649
2674 INVOKE_PLAYER (DEATH, op->contr); 2650 INVOKE_PLAYER (DEATH, op->contr);
2675 2651
2676 command_kill_pets (op, 0); 2652 command_kill_pets (op, 0);
2677 2653
2678 if(op->stats.food<0) { 2654 if(op->stats.food<0) {
2679 if (op->contr->explore) { 2655 if (op->contr->explore) {
2680 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2656 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2681 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2657 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2682 op->stats.food=999; 2658 op->stats.food=999;
2683 return; 2659 return;
2684 } 2660 }
2685 sprintf(buf,"%s starved to death.",op->name); 2661 sprintf(buf,"%s starved to death.",op->name);
2686 strcpy(op->contr->killer,"starvation"); 2662 strcpy(op->contr->killer,"starvation");
2687 } 2663 }
2688 else { 2664 else {
2689 if (op->contr->explore) { 2665 if (op->contr->explore) {
2690 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");
2691 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2667 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2692 op->stats.hp=op->stats.maxhp; 2668 op->stats.hp=op->stats.maxhp;
2693 return; 2669 return;
2694 } 2670 }
2695 sprintf(buf,"%s died.",op->name); 2671 sprintf(buf,"%s died.",op->name);
2696 } 2672 }
2697 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2698 2674
2699 /* save the map location for corpse, gravestone*/ 2675 /* save the map location for corpse, gravestone*/
2700 x=op->x;y=op->y;map=op->map; 2676 x=op->x;y=op->y;map=op->map;
2701 2677
2702 2678
2703 if (settings.not_permadeth == TRUE) { 2679 if (settings.not_permadeth == TRUE) {
2704 /* NOT_PERMADEATH code. This basically brings the character back to 2680 /* NOT_PERMADEATH code. This basically brings the character back to
2705 * 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.
2706 * 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.
2707 */ 2683 */
2708 2684
2709 /* Basically two ways to go - remove a stat permanently, or just 2685 /* Basically two ways to go - remove a stat permanently, or just
2710 * make it depletion. This bunch of code deals with that aspect 2686 * make it depletion. This bunch of code deals with that aspect
2711 * of death. 2687 * of death.
2712 */ 2688 */
2713#ifndef COZY_SERVER 2689#ifndef COZY_SERVER
2714 if (settings.balanced_stat_loss) { 2690 if (settings.balanced_stat_loss) {
2715 /* If stat loss is permanent, lose one stat only. */ 2691 /* If stat loss is permanent, lose one stat only. */
2716 /* 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
2717 more if they do. */ 2693 more if they do. */
2718 /* Higher level characters can afford things such as potions of 2694 /* Higher level characters can afford things such as potions of
2719 restoration, or better, stat potions. So we slug them that 2695 restoration, or better, stat potions. So we slug them that
2720 little bit harder. */ 2696 little bit harder. */
2721 /* GD */ 2697 /* GD */
2722 if (settings.stat_loss_on_death) 2698 if (settings.stat_loss_on_death)
2723 num_stats_lose = 1; 2699 num_stats_lose = 1;
2724 else 2700 else
2725 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2701 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2726 } else { 2702 } else {
2727 num_stats_lose = 1; 2703 num_stats_lose = 1;
2728 } 2704 }
2729 lost_a_stat = 0; 2705 lost_a_stat = 0;
2730 2706
2731 for (z=0; z<num_stats_lose; z++) { 2707 for (z=0; z<num_stats_lose; z++) {
2732 i = RANDOM() % NUM_STATS; 2708 i = RANDOM() % NUM_STATS;
2733 2709
2734 if (settings.stat_loss_on_death) { 2710 if (settings.stat_loss_on_death) {
2735 /* 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
2736 * what he lost. 2712 * what he lost.
2737 */ 2713 */
2738 change_attr_value(&(op->stats), i,-1); 2714 change_attr_value(&(op->stats), i,-1);
2739 check_stat_bounds(&(op->stats)); 2715 check_stat_bounds(&(op->stats));
2740 change_attr_value(&(op->contr->orig_stats), i,-1); 2716 change_attr_value(&(op->contr->orig_stats), i,-1);
2741 check_stat_bounds(&(op->contr->orig_stats)); 2717 check_stat_bounds(&(op->contr->orig_stats));
2742 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2743 lost_a_stat = 1; 2719 lost_a_stat = 1;
2744 } else { 2720 } else {
2745 /* deplete a stat */ 2721 /* deplete a stat */
2746 archetype *deparch=find_archetype("depletion"); 2722 archetype *deparch=find_archetype("depletion");
2747 object *dep; 2723 object *dep;
2748 2724
2749 dep = present_arch_in_ob(deparch,op); 2725 dep = present_arch_in_ob(deparch,op);
2750 if(!dep) { 2726 if(!dep) {
2751 dep = arch_to_object(deparch); 2727 dep = arch_to_object(deparch);
2752 insert_ob_in_ob(dep, op); 2728 insert_ob_in_ob(dep, op);
2753 } 2729 }
2754 lose_this_stat = 1; 2730 lose_this_stat = 1;
2755 if (settings.balanced_stat_loss) { 2731 if (settings.balanced_stat_loss) {
2756 /* GD */ 2732 /* GD */
2757 /* Get the stat that we're about to deplete. */ 2733 /* Get the stat that we're about to deplete. */
2758 this_stat = get_attr_value(&(dep->stats), i); 2734 this_stat = get_attr_value(&(dep->stats), i);
2759 if (this_stat < 0) { 2735 if (this_stat < 0) {
2760 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2761 int keep_chance = this_stat * this_stat; 2737 int keep_chance = this_stat * this_stat;
2762 /* Yes, I am paranoid. Sue me. */ 2738 /* Yes, I am paranoid. Sue me. */
2763 if (keep_chance < 1) 2739 if (keep_chance < 1)
2764 keep_chance = 1; 2740 keep_chance = 1;
2765 2741
2766 /* There is a maximum depletion total per level. */ 2742 /* There is a maximum depletion total per level. */
2767 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2768 lose_this_stat = 0; 2744 lose_this_stat = 0;
2769 /* Take loss chance vs keep chance to see if we 2745 /* Take loss chance vs keep chance to see if we
2770 retain the stat. */ 2746 retain the stat. */
2771 } else { 2747 } else {
2772 if (random_roll(0, loss_chance + keep_chance-1, 2748 if (random_roll(0, loss_chance + keep_chance-1,
2773 op, PREFER_LOW) < keep_chance) 2749 op, PREFER_LOW) < keep_chance)
2774 lose_this_stat = 0; 2750 lose_this_stat = 0;
2775 /* 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",
2776 this_stat, keep_chance, loss_chance, 2752 this_stat, keep_chance, loss_chance,
2777 lose_this_stat?"LOSE":"KEEP"); */ 2753 lose_this_stat?"LOSE":"KEEP"); */
2778 } 2754 }
2779 } 2755 }
2780 } 2756 }
2781 2757
2782 if (lose_this_stat) { 2758 if (lose_this_stat) {
2783 this_stat = get_attr_value(&(dep->stats), i); 2759 this_stat = get_attr_value(&(dep->stats), i);
2784 /* We could try to do something clever like find another 2760 /* We could try to do something clever like find another
2785 * stat to reduce if this fails. But chances are, if 2761 * stat to reduce if this fails. But chances are, if
2786 * stats have been depleted to -50, all are pretty low 2762 * stats have been depleted to -50, all are pretty low
2787 * 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
2788 * difference. 2764 * difference.
2789 */ 2765 */
2790 if (this_stat>=-50) { 2766 if (this_stat>=-50) {
2791 change_attr_value(&(dep->stats), i, -1); 2767 change_attr_value(&(dep->stats), i, -1);
2792 SET_FLAG(dep, FLAG_APPLIED); 2768 SET_FLAG(dep, FLAG_APPLIED);
2793 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2769 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2794 fix_player(op); 2770 fix_player(op);
2795 lost_a_stat = 1; 2771 lost_a_stat = 1;
2796 } 2772 }
2797 } 2773 }
2798 } 2774 }
2799 } 2775 }
2800 /* If no stat lost, tell the player. */ 2776 /* If no stat lost, tell the player. */
2801 if (!lost_a_stat) 2777 if (!lost_a_stat)
2802 { 2778 {
2803 /* determine_god() seems to not work sometimes... why is this? 2779 /* determine_god() seems to not work sometimes... why is this?
2804 Should I be using something else? GD */ 2780 Should I be using something else? GD */
2805 const char *god = determine_god(op); 2781 const char *god = determine_god(op);
2806 if (god && (strcmp(god, "none"))) 2782 if (god && (strcmp(god, "none")))
2807 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief "
2808 "moment you feel the holy presence of %s protecting" 2784 "moment you feel the holy presence of %s protecting"
2809 " you.", god); 2785 " you.", god);
2810 else 2786 else
2811 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"
2812 " feel a holy presence protecting you."); 2788 " feel a holy presence protecting you.");
2813 } 2789 }
2814#endif 2790#endif
2815 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"
2816 " feel a holy presence protecting you from losing yourself completely."); 2792 " feel a holy presence protecting you from losing yourself completely.");
2817 2793
2818 /* Put a gravestone up where the character 'almost' died. List the 2794 /* Put a gravestone up where the character 'almost' died. List the
2819 * exp loss on the stone. 2795 * exp loss on the stone.
2820 */ 2796 */
2821 tmp=arch_to_object(find_archetype("gravestone")); 2797 tmp=arch_to_object(find_archetype("gravestone"));
2822 sprintf(buf,"%s's gravestone",op->name); 2798 sprintf(buf,"%s's gravestone",op->name);
2823 FREE_AND_COPY(tmp->name, buf); 2799 FREE_AND_COPY(tmp->name, buf);
2824 sprintf(buf,"%s's gravestones",op->name); 2800 sprintf(buf,"%s's gravestones",op->name);
2825 FREE_AND_COPY(tmp->name_pl, buf); 2801 FREE_AND_COPY(tmp->name_pl, buf);
2826 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2802 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2827 "who was killed\n" 2803 "who was killed\n"
2828 "by %s.\n", 2804 "by %s.\n",
2829 op->name, op->contr->title, 2805 op->name, op->contr->title,
2830 op->contr->killer); 2806 op->contr->killer);
2831 tmp->msg = add_string(buf); 2807 tmp->msg = add_string(buf);
2832 tmp->x=op->x,tmp->y=op->y; 2808 tmp->x=op->x,tmp->y=op->y;
2833 insert_ob_in_map (tmp, op->map, NULL,0); 2809 insert_ob_in_map (tmp, op->map, NULL,0);
2834 2810
2835 /**************************************/ 2811 /**************************************/
2836 /* */ 2812 /* */
2837 /* Subtract the experience points, */ 2813 /* Subtract the experience points, */
2838 /* if we died cause of food, give us */ 2814 /* if we died cause of food, give us */
2839 /* food, and reset HP's... */ 2815 /* food, and reset HP's... */
2840 /* */ 2816 /* */
2841 /**************************************/ 2817 /**************************************/
2842 2818
2843 /* remove any poisoning and confusion the character may be suffering.*/ 2819 /* remove any poisoning and confusion the character may be suffering.*/
2844 /* restore player */ 2820 /* restore player */
2845 at = find_archetype("poisoning"); 2821 at = find_archetype("poisoning");
2846 tmp=present_arch_in_ob(at,op); 2822 tmp=present_arch_in_ob(at,op);
2847 if (tmp) { 2823 if (tmp) {
2848 remove_ob(tmp); 2824 remove_ob(tmp);
2849 free_object(tmp); 2825 free_object(tmp);
2850 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2851 } 2827 }
2852 2828
2853 at = find_archetype("confusion"); 2829 at = find_archetype("confusion");
2854 tmp=present_arch_in_ob(at,op); 2830 tmp=present_arch_in_ob(at,op);
2855 if (tmp) { 2831 if (tmp) {
2856 remove_ob(tmp); 2832 remove_ob(tmp);
2857 free_object(tmp); 2833 free_object(tmp);
2858 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2859 } 2835 }
2860 cure_disease(op,0); /* remove any disease */ 2836 cure_disease(op,0); /* remove any disease */
2861 2837
2862 /*add_exp(op, (op->stats.exp * -0.20)); */ 2838 /*add_exp(op, (op->stats.exp * -0.20)); */
2863 apply_death_exp_penalty(op); 2839 apply_death_exp_penalty(op);
2864 if(op->stats.food < 100) op->stats.food = 900; 2840 if(op->stats.food < 100) op->stats.food = 900;
2865 op->stats.hp = op->stats.maxhp; 2841 op->stats.hp = op->stats.maxhp;
2866 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2867 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2868 2844
2869 /* 2845 /*
2870 * 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
2871 * 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
2872 * in the map. 2848 * in the map.
2873 */ 2849 */
2874 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;
2875 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) {
2876 if (tmp->type == SHOP_FLOOR) {
2877 remove_unpaid_objects(op->inv, op);
2878 break;
2879 }
2880 }
2881
2882
2883 /****************************************/
2884 /* */
2885 /* Move player to his current respawn- */
2886 /* position (usually last savebed) */
2887 /* */
2888 /****************************************/
2889
2890 enter_player_savebed(op);
2891
2892 /* Save the player before inserting the force to reduce
2893 * chance of abuse.
2894 */
2895 op->contr->braced=0;
2896 save_player(op,1);
2897
2898 /* it is possible that the player has blown something up
2899 * at his savebed location, and that can have long lasting
2900 * spell effects. So first see if there is a spell effect
2901 * on the space that might harm the player.
2902 */
2903 will_kill_again=0;
2904 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2905 if (tmp->type ==SPELL_EFFECT) 2876 if (tmp->type ==SPELL_EFFECT)
2906 will_kill_again|=tmp->attacktype; 2877 will_kill_again|=tmp->attacktype;
2907 } 2878 }
2908 if (will_kill_again) { 2879 if (will_kill_again) {
2909 object *force; 2880 object *force;
2910 int at; 2881 int at;
2911 2882
2912 force=get_archetype(FORCE_NAME); 2883 force=get_archetype(FORCE_NAME);
2913 /* 50 ticks should be enough time for the spell to abate */ 2884 /* 50 ticks should be enough time for the spell to abate */
2914 force->speed=0.1; 2885 force->speed=0.1;
2915 force->speed_left=-5.0; 2886 force->speed_left=-5.0;
2916 SET_FLAG(force, FLAG_APPLIED); 2887 SET_FLAG(force, FLAG_APPLIED);
2917 for (at=0; at<NROFATTACKS; at++) { 2888 for (at=0; at<NROFATTACKS; at++) {
2918 if (will_kill_again & (1 << at)) 2889 if (will_kill_again & (1 << at))
2919 force->resist[at] = 100; 2890 force->resist[at] = 100;
2920 } 2891 }
2921 insert_ob_in_ob(force, op); 2892 insert_ob_in_ob(force, op);
2922 fix_player(op); 2893 fix_player(op);
2923 2894
2924 } 2895 }
2925 /**************************************/ 2896 /**************************************/
2926 /* */ 2897 /* */
2927 /* Repaint the characters inv, and */ 2898 /* Repaint the characters inv, and */
2928 /* stats, and show a nasty message ;) */ 2899 /* stats, and show a nasty message ;) */
2929 /* */ 2900 /* */
2930 /**************************************/ 2901 /**************************************/
2931 2902
2932 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2903 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2933 return; 2904 return;
2934 } /* NOT_PERMADETH */ 2905 } /* NOT_PERMADETH */
2935 else { 2906 else {
2936 /* 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
2937 * should probably be embedded in an else statement. 2908 * should probably be embedded in an else statement.
2938 */ 2909 */
2939 2910
2940 op->contr->party=NULL; 2911 op->contr->party=NULL;
2941 if (settings.set_title == TRUE) 2912 if (settings.set_title == TRUE)
2942 op->contr->own_title[0]='\0'; 2913 op->contr->own_title[0]='\0';
2943 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 2914 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2944 check_score(op); 2915 check_score(op);
2945 if(op->contr->ranges[range_golem]!=NULL) { 2916 if(op->contr->ranges[range_golem]!=NULL) {
2946 remove_friendly_object(op->contr->ranges[range_golem]); 2917 remove_friendly_object(op->contr->ranges[range_golem]);
2947 remove_ob(op->contr->ranges[range_golem]); 2918 remove_ob(op->contr->ranges[range_golem]);
2948 free_object(op->contr->ranges[range_golem]); 2919 free_object(op->contr->ranges[range_golem]);
2949 op->contr->ranges[range_golem]=NULL; 2920 op->contr->ranges[range_golem]=NULL;
2950 op->contr->golem_count=0; 2921 op->contr->golem_count=0;
2951 } 2922 }
2952 loot_object(op); /* Remove some of the items for good */ 2923 loot_object(op); /* Remove some of the items for good */
2953 remove_ob(op); 2924 remove_ob(op);
2954 op->direction=0; 2925 op->direction=0;
2955 2926
2956 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 2927 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2957 delete_character(op->name,0); 2928 delete_character(op->name,0);
2958 if (settings.resurrection == TRUE) { 2929 if (settings.resurrection == TRUE) {
2959 /* save playerfile sans equipment when player dies 2930 /* save playerfile sans equipment when player dies
2960 ** then save it as player.pl.dead so that future resurrection 2931 ** then save it as player.pl.dead so that future resurrection
2961 ** type spells will work on them nicely 2932 ** type spells will work on them nicely
2962 */ 2933 */
2963 delete_character(op->name,0); 2934 delete_character(op->name,0);
2964 op->stats.hp = op->stats.maxhp; 2935 op->stats.hp = op->stats.maxhp;
2965 op->stats.food = 999; 2936 op->stats.food = 999;
2966 2937
2967 /* set the location of where the person will reappear when */ 2938 /* set the location of where the person will reappear when */
2968 /* maybe resurrection code should fix map also */ 2939 /* maybe resurrection code should fix map also */
2969 strcpy(op->contr->maplevel, settings.emergency_mapname); 2940 strcpy(op->contr->maplevel, settings.emergency_mapname);
2970 if(op->map!=NULL) 2941 if(op->map!=NULL)
2971 op->map = NULL; 2942 op->map = NULL;
2972 op->x = settings.emergency_x; 2943 op->x = settings.emergency_x;
2973 op->y = settings.emergency_y; 2944 op->y = settings.emergency_y;
2974 save_player(op,0); 2945 save_player(op,0);
2975 op->map = map; 2946 op->map = map;
2976 /* please see resurrection.c: peterm */ 2947 /* please see resurrection.c: peterm */
2977 dead_player(op); 2948 dead_player(op);
2978 } else { 2949 } else {
2979 delete_character(op->name,1); 2950 delete_character(op->name,1);
2980 } 2951 }
2981 } 2952 }
2982 play_again(op); 2953 play_again(op);
2983 2954
2984 /* peterm: added to create a corpse at deathsite. */ 2955 /* peterm: added to create a corpse at deathsite. */
2985 tmp=arch_to_object(find_archetype("corpse_pl")); 2956 tmp=arch_to_object(find_archetype("corpse_pl"));
2986 sprintf(buf,"%s", op->name); 2957 sprintf(buf,"%s", op->name);
2987 FREE_AND_COPY(tmp->name, buf); 2958 FREE_AND_COPY(tmp->name, buf);
2988 FREE_AND_COPY(tmp->name_pl, buf); 2959 FREE_AND_COPY(tmp->name_pl, buf);
2989 tmp->level=op->level; 2960 tmp->level=op->level;
2990 tmp->x=x;tmp->y=y; 2961 tmp->x=x;tmp->y=y;
2991 if (tmp->msg) 2962 if (tmp->msg)
2992 free_string(tmp->msg); 2963 free_string(tmp->msg);
2993 tmp->msg = add_string (gravestone_text(op)); 2964 tmp->msg = add_string (gravestone_text(op));
2994 SET_FLAG (tmp, FLAG_UNIQUE); 2965 SET_FLAG (tmp, FLAG_UNIQUE);
2995 insert_ob_in_map (tmp, map, NULL,0); 2966 insert_ob_in_map (tmp, map, NULL,0);
2996 } 2967 }
2997} 2968}
2998 2969
2999 2970
3000void loot_object(object *op) { /* Grab and destroy some treasure */ 2971void loot_object(object *op) { /* Grab and destroy some treasure */
3008 next=tmp->below; 2979 next=tmp->below;
3009 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2980 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
3010 remove_ob(tmp); 2981 remove_ob(tmp);
3011 tmp->x=op->x,tmp->y=op->y; 2982 tmp->x=op->x,tmp->y=op->y;
3012 if (tmp->type == CONTAINER) { /* empty container to ground */ 2983 if (tmp->type == CONTAINER) { /* empty container to ground */
3013 loot_object(tmp); 2984 loot_object(tmp);
3014 } 2985 }
3015 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2986 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
3016 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2987 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
3017 if(tmp->nrof>1) { 2988 if(tmp->nrof>1) {
3018 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2989 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
3019 free_object(tmp2); 2990 free_object(tmp2);
3020 insert_ob_in_map(tmp,op->map,NULL,0); 2991 insert_ob_in_map(tmp,op->map,NULL,0);
3021 } else 2992 } else
3022 free_object(tmp); 2993 free_object(tmp);
3023 } else 2994 } else
3024 insert_ob_in_map(tmp,op->map,NULL,0); 2995 insert_ob_in_map(tmp,op->map,NULL,0);
3025 } 2996 }
3026} 2997}
3027 2998
3037 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob);
3038 if(old == sum) 3009 if(old == sum)
3039 continue; 3010 continue;
3040 fix_player(pl->ob); 3011 fix_player(pl->ob);
3041 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3042 pl->ob->name, old, sum); 3013 pl->ob->name, old, sum);
3043 } 3014 }
3044} 3015}
3045 3016
3046void fix_luck(void) { 3017void fix_luck(void) {
3047 player *pl; 3018 player *pl;
3095 3066
3096void make_visible (object *op) { 3067void make_visible (object *op) {
3097 op->hide = 0; 3068 op->hide = 0;
3098 op->invisible = 0; 3069 op->invisible = 0;
3099 if(op->type==PLAYER) { 3070 if(op->type==PLAYER) {
3100 op->contr->tmp_invis = 0; 3071 op->contr->tmp_invis = 0;
3101 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);
3102 } 3073 }
3103 update_object(op,UP_OBJ_FACE); 3074 update_object(op,UP_OBJ_FACE);
3104} 3075}
3105 3076
3106int is_true_undead(object *op) { 3077int is_true_undead(object *op) {
3109 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3110 3081
3111 if(op->type==PLAYER) 3082 if(op->type==PLAYER)
3112 for(tmp=op->inv;tmp;tmp=tmp->below) 3083 for(tmp=op->inv;tmp;tmp=tmp->below)
3113 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3084 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3114 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3085 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3115 return 0; 3086 return 0;
3116} 3087}
3117 3088
3118/* look at the surrounding terrain to determine 3089/* look at the surrounding terrain to determine
3119 * the hideability of this object. Positive levels 3090 * the hideability of this object. Positive levels
3134 * as bad as carrying a light on a pitch dark map */ 3105 * as bad as carrying a light on a pitch dark map */
3135 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness));
3136 3107
3137 /* scan through all nearby squares for terrain to hide in */ 3108 /* scan through all nearby squares for terrain to hide in */
3138 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]) {
3139 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL);
3140 if (mflag & P_OUT_OF_MAP) { continue; } 3111 if (mflag & P_OUT_OF_MAP) { continue; }
3141 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */
3142 level += 2; 3113 level += 2;
3143 else /* open terrain! */ 3114 else /* open terrain! */
3144 level -= 1; 3115 level -= 1;
3145 } 3116 }
3146 3117
3147#if 0 3118#if 0
3148 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level);
3149#endif 3120#endif
3164 3135
3165 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING);
3166 3137
3167 /* 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! */
3168 if(op->type==PLAYER && op->contr->run_on) { 3139 if(op->type==PLAYER && op->contr->run_on) {
3169 if(!skop || num >= skop->level) { 3140 if(!skop || num >= skop->level) {
3170 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!");
3171 make_visible(op); 3142 make_visible(op);
3172 return; 3143 return;
3173 } else num += 20; 3144 } else num += 20;
3174 } 3145 }
3175 num += op->map->difficulty; 3146 num += op->map->difficulty;
3176 hide = hideability(op); /* modify by terrain hidden level */ 3147 hide = hideability(op); /* modify by terrain hidden level */
3177 num -= hide; 3148 num -= hide;
3178 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3149 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3179 make_visible(op); 3150 make_visible(op);
3180 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op,
3181 "You moved out of hiding! You are visible!"); 3152 "You moved out of hiding! You are visible!");
3182 } 3153 }
3183 else if (op->type == PLAYER && skop) { 3154 else if (op->type == PLAYER && skop) {
3184 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);
3185 } 3156 }
3186} 3157}
3187 3158
3188/* determine if who is standing near a hostile creature. */ 3159/* determine if who is standing near a hostile creature. */
3189 3160
3198 if(who->type==PLAYER) player=1; 3169 if(who->type==PLAYER) player=1;
3199 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3200 3171
3201 /* search adjacent squares */ 3172 /* search adjacent squares */
3202 for(i=1;i<9;i++) { 3173 for(i=1;i<9;i++) {
3203 x = who->x+freearr_x[i]; 3174 x = who->x+freearr_x[i];
3204 y = who->y+freearr_y[i]; 3175 y = who->y+freearr_y[i];
3205 m = who->map; 3176 m = who->map;
3206 mflags = get_map_flags(m, &m, x, y, &x, &y); 3177 mflags = get_map_flags(m, &m, x, y, &x, &y);
3207 /* space must be blocked if there is a monster. If not 3178 /* space must be blocked if there is a monster. If not
3208 * blocked, don't need to check this space. 3179 * blocked, don't need to check this space.
3209 */ 3180 */
3210 if (mflags & P_OUT_OF_MAP) continue; 3181 if (mflags & P_OUT_OF_MAP) continue;
3211 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;
3212 3183
3213 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) {
3214 if((player||friendly) 3185 if((player||friendly)
3215 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3216 return 1; 3187 return 1;
3217 else if(tmp->type==PLAYER) 3188 else if(tmp->type==PLAYER)
3218 { 3189 {
3219 /*don't let a hidden DM prevent you from hiding*/ 3190 /*don't let a hidden DM prevent you from hiding*/
3220 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 3191 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3221 return 1; 3192 return 1;
3222 } 3193 }
3223 } 3194 }
3224 } 3195 }
3225 return 0; 3196 return 0;
3226} 3197}
3227 3198
3228/* check the player los field for viewability of the 3199/* check the player los field for viewability of the
3242int player_can_view (object *pl,object *op) { 3213int player_can_view (object *pl,object *op) {
3243 rv_vector rv; 3214 rv_vector rv;
3244 int dx,dy; 3215 int dx,dy;
3245 3216
3246 if(pl->type!=PLAYER) { 3217 if(pl->type!=PLAYER) {
3247 LOG(llevError,"player_can_view() called for non-player object\n"); 3218 LOG(llevError,"player_can_view() called for non-player object\n");
3248 return -1; 3219 return -1;
3249 } 3220 }
3250 if (!pl || !op) return 0; 3221 if (!pl || !op) return 0;
3251 3222
3252 if(op->head) { op = op->head; } 3223 if(op->head) { op = op->head; }
3253 get_rangevector(pl, op, &rv, 0x1); 3224 get_rangevector(pl, op, &rv, 0x1);
3257 * part that is in the los array but isnt on 3228 * part that is in the los array but isnt on
3258 * a blocked los square. 3229 * a blocked los square.
3259 * we use the archetype to figure out offsets. 3230 * we use the archetype to figure out offsets.
3260 */ 3231 */
3261 while(op) { 3232 while(op) {
3262 dx = rv.distance_x + op->arch->clone.x; 3233 dx = rv.distance_x + op->arch->clone.x;
3263 dy = rv.distance_y + op->arch->clone.y; 3234 dy = rv.distance_y + op->arch->clone.y;
3264 3235
3265 /* only the viewable area the player sees is updated by LOS 3236 /* only the viewable area the player sees is updated by LOS
3266 * 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
3267 * for any meaningful values. 3238 * for any meaningful values.
3268 */ 3239 */
3269 if (FABS(dx) <= (pl->contr->socket.mapx/2) && 3240 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3270 FABS(dy) <= (pl->contr->socket.mapy/2) && 3241 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3271 !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)] )
3272 return 1; 3243 return 1;
3273 op = op->more; 3244 op = op->more;
3274 } 3245 }
3275 return 0; 3246 return 0;
3276} 3247}
3277 3248
3278/* routine for both players and monsters. We call this when 3249/* routine for both players and monsters. We call this when
3282 * return 0. 3253 * return 0.
3283 */ 3254 */
3284int action_makes_visible (object *op) { 3255int action_makes_visible (object *op) {
3285 3256
3286 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) {
3287 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3258 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3288 return 0; 3259 return 0;
3289 3260
3290 if (op->contr && op->contr->tmp_invis == 0) return 0; 3261 if (op->contr && op->contr->tmp_invis == 0) return 0;
3291 3262
3292 /* If monsters, they should become visible */ 3263 /* If monsters, they should become visible */
3293 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3264 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3294 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");
3295 return 1; 3266 return 1;
3296 } 3267 }
3297 } 3268 }
3298 return 0; 3269 return 0;
3299} 3270}
3300 3271
3301/* op_on_battleground - checks if the given object op (usually 3272/* op_on_battleground - checks if the given object op (usually
3316 * => The intention here is to prevent abuse of the battleground- 3287 * => The intention here is to prevent abuse of the battleground-
3317 * feature (like pickable or hidden battleground tiles). */ 3288 * feature (like pickable or hidden battleground tiles). */
3318 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) {
3319 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) {
3320 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3321 strcmp(tmp->name, "battleground")==0 && 3292 strcmp(tmp->name, "battleground")==0 &&
3322 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) {
3323 /*before we assign the exit, check if this is a teambattle*/ 3294 /*before we assign the exit, check if this is a teambattle*/
3324 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) ){
3325 object *invtmp; 3296 object *invtmp;
3326 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) {
3327 if(invtmp->type==FORCE && invtmp->slaying && 3298 if(invtmp->type==FORCE && invtmp->slaying &&
3328 !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 }
3329 if (x != NULL && y != NULL) 3306 if (x != NULL && y != NULL)
3330 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3331 return 1; 3308 return 1;
3332 }
3333 }
3334 }
3335 if (x != NULL && y != NULL)
3336 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3337 return 1;
3338 } 3309 }
3339 } 3310 }
3340 } 3311 }
3341 /* If we got here, did not find a battleground */ 3312 /* If we got here, did not find a battleground */
3342 return 0; 3313 return 0;
3359 char buf[MAX_BUF]; /* tmp. string buffer */ 3330 char buf[MAX_BUF]; /* tmp. string buffer */
3360 int i=0, j=0; 3331 int i=0, j=0;
3361 3332
3362 /* get the appropriate treasurelist */ 3333 /* get the appropriate treasurelist */
3363 if (atnr == ATNR_FIRE) 3334 if (atnr == ATNR_FIRE)
3364 trlist = find_treasurelist("dragon_ability_fire"); 3335 trlist = find_treasurelist("dragon_ability_fire");
3365 else if (atnr == ATNR_COLD) 3336 else if (atnr == ATNR_COLD)
3366 trlist = find_treasurelist("dragon_ability_cold"); 3337 trlist = find_treasurelist("dragon_ability_cold");
3367 else if (atnr == ATNR_ELECTRICITY) 3338 else if (atnr == ATNR_ELECTRICITY)
3368 trlist = find_treasurelist("dragon_ability_elec"); 3339 trlist = find_treasurelist("dragon_ability_elec");
3369 else if (atnr == ATNR_POISON) 3340 else if (atnr == ATNR_POISON)
3370 trlist = find_treasurelist("dragon_ability_poison"); 3341 trlist = find_treasurelist("dragon_ability_poison");
3371 3342
3372 if (trlist == NULL || who->type != PLAYER) 3343 if (trlist == NULL || who->type != PLAYER)
3373 return; 3344 return;
3374 3345
3375 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1;
3376 tr = tr->next, i++); 3347 tr = tr->next, i++);
3377 3348
3378 if (tr == NULL || tr->item == NULL) { 3349 if (tr == NULL || tr->item == NULL) {
3379 /* 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]); */
3380 return; 3351 return;
3381 } 3352 }
3382 3353
3383 /* everything seems okay - now bring on the gift: */ 3354 /* everything seems okay - now bring on the gift: */
3384 item = &(tr->item->clone); 3355 item = &(tr->item->clone);
3385 3356
3386 if (item->type == SPELL) { 3357 if (item->type == SPELL) {
3387 if (check_spell_known (who, item->name)) 3358 if (check_spell_known (who, item->name))
3388 return; 3359 return;
3389 3360
3390 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);
3391 do_learn_spell (who, item, 0); 3362 do_learn_spell (who, item, 0);
3392 return; 3363 return;
3393 } 3364 }
3394 3365
3395 /* grant direct spell */ 3366 /* grant direct spell */
3396 if (item->type == SPELLBOOK) { 3367 if (item->type == SPELLBOOK) {
3397 if (!item->inv) { 3368 if (!item->inv) {
3398 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3369 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3399 item->name); 3370 item->name);
3400 return; 3371 return;
3401 } 3372 }
3402 if (check_spell_known (who, item->inv->name)) 3373 if (check_spell_known (who, item->inv->name))
3403 return; 3374 return;
3404 if (item->invisible) { 3375 if (item->invisible) {
3405 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);
3406 do_learn_spell (who, item->inv, 0); 3377 do_learn_spell (who, item->inv, 0);
3407 return; 3378 return;
3408 } 3379 }
3409 } 3380 }
3410 else if (item->type == SKILL_TOOL && item->invisible) { 3381 else if (item->type == SKILL_TOOL && item->invisible) {
3411 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) {
3412 3383
3413 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3414 * 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
3415 * 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,
3416 * but not all of them, he gets nothing. 3387 * but not all of them, he gets nothing.
3417 */ 3388 */
3418 if (!(skop->attacktype & item->attacktype)) { 3389 if (!(skop->attacktype & item->attacktype)) {
3419 /* Give new attacktype */ 3390 /* Give new attacktype */
3420 skop->attacktype |= item->attacktype; 3391 skop->attacktype |= item->attacktype;
3421 3392
3422 /* always add physical if there's none */ 3393 /* always add physical if there's none */
3423 skop->attacktype |= AT_PHYSICAL; 3394 skop->attacktype |= AT_PHYSICAL;
3424 3395
3425 if (item->msg != NULL) 3396 if (item->msg != NULL)
3426 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3427 3398
3428 /* Give player new face */ 3399 /* Give player new face */
3429 if (item->animation_id) { 3400 if (item->animation_id) {
3430 who->face = skop->face; 3401 who->face = skop->face;
3431 who->animation_id = item->animation_id; 3402 who->animation_id = item->animation_id;
3432 who->anim_speed = item->anim_speed; 3403 who->anim_speed = item->anim_speed;
3433 who->last_anim = 0; 3404 who->last_anim = 0;
3434 who->state = 0; 3405 who->state = 0;
3435 animate_object(who, who->direction); 3406 animate_object(who, who->direction);
3436 } 3407 }
3437 } 3408 }
3438 } 3409 }
3439 } 3410 }
3440 else if (item->type == FORCE) { 3411 else if (item->type == FORCE) {
3441 /* forces in the treasurelist can alter the player's stats */ 3412 /* forces in the treasurelist can alter the player's stats */
3442 object *skin; 3413 object *skin;
3443 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3444 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;
3445 skin=skin->below); 3416 skin=skin->below);
3446 if (skin == NULL) return; 3417 if (skin == NULL) return;
3447 3418
3448 /* adding new spellpath attunements */ 3419 /* adding new spellpath attunements */
3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3450 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3451 3422
3452 /* print message */ 3423 /* print message */
3453 sprintf(buf, "You feel attuned to "); 3424 sprintf(buf, "You feel attuned to ");
3454 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3425 for(i=0, j=0; i<NRSPELLPATHS; i++) {
3455 if(item->path_attuned & (1<<i)) { 3426 if(item->path_attuned & (1<<i)) {
3456 if (j) 3427 if (j)
3457 strcat(buf," and "); 3428 strcat(buf," and ");
3458 else 3429 else
3459 j = 1; 3430 j = 1;
3460 strcat(buf, spellpathnames[i]); 3431 strcat(buf, spellpathnames[i]);
3461 } 3432 }
3462 } 3433 }
3463 strcat(buf,"."); 3434 strcat(buf,".");
3464 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3465 } 3436 }
3466 3437
3467 /* evtl. adding flags: */ 3438 /* evtl. adding flags: */
3468 if(QUERY_FLAG(item, FLAG_XRAYS)) 3439 if(QUERY_FLAG(item, FLAG_XRAYS))
3469 SET_FLAG(skin, FLAG_XRAYS); 3440 SET_FLAG(skin, FLAG_XRAYS);
3470 if(QUERY_FLAG(item, FLAG_STEALTH)) 3441 if(QUERY_FLAG(item, FLAG_STEALTH))
3471 SET_FLAG(skin, FLAG_STEALTH); 3442 SET_FLAG(skin, FLAG_STEALTH);
3472 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3473 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3444 SET_FLAG(skin, FLAG_SEE_IN_DARK);
3474 3445
3475 /* print message if there is one */ 3446 /* print message if there is one */
3476 if (item->msg != NULL) 3447 if (item->msg != NULL)
3477 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3478 } 3449 }
3479 else { 3450 else {
3480 /* generate misc. treasure */ 3451 /* generate misc. treasure */
3481 tmp = arch_to_object (tr->item); 3452 tmp = arch_to_object (tr->item);
3482 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));
3483 tmp = insert_ob_in_ob (tmp, who); 3454 tmp = insert_ob_in_ob (tmp, who);
3484 if (who->type == PLAYER) 3455 if (who->type == PLAYER)
3485 esrv_send_item(who, tmp); 3456 esrv_send_item(who, tmp);
3486 } 3457 }
3487} 3458}
3488 3459
3489/** 3460/**
3490 * 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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