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Comparing deliantra/server/server/player.C (file contents):
Revision 1.6 by root, Sat Aug 26 23:36:34 2006 UTC vs.
Revision 1.13 by pippijn, Fri Sep 1 14:12:04 2006 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.6 2006/08/26 23:36:34 root Exp $"; 3 * "$Id: player.C,v 1.13 2006/09/01 14:12:04 pippijn Exp $";
4 */ 4 */
5 5
6/* 6/*
7 CrossFire, A Multiplayer game for X-windows 7 CrossFire, A Multiplayer game for X-windows
8 8
86 int comp; 86 int comp;
87 int size; 87 int size;
88 88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return; 91 return;
92 } 92 }
93 motd[0]='\0'; 93 motd[0]='\0';
94 size=0; 94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) { 95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#') 96 if( *buf == '#')
97 continue; 97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size); 98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf); 99 size+=strlen(buf);
100 } 100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 102 close_and_delete(fp, comp);
181int playername_ok(const char *cp) { 181int playername_ok(const char *cp) {
182 /* Don't allow - or _ as first character in the name */ 182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0; 183 if (*cp == '-' || *cp == '_') return 0;
184 184
185 for(;*cp!='\0';cp++) 185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0; 187 return 0;
188 return 1; 188 return 1;
189} 189}
190 190
191/* This no longer sets the player map. Also, it now updates 191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that. 192 * all the pointers so the caller doesn't need to do that.
202static player* get_player(player *p) { 202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL)); 203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i; 204 int i;
205 205
206 if (!p) { 206 if (!p) {
207 player *tmp;
208
209 p = (player *) malloc(sizeof(player)); 207 p = (player *) malloc(sizeof(player));
210 if(p==NULL) 208 if(p==NULL)
211 fatal(OUT_OF_MEMORY); 209 fatal(OUT_OF_MEMORY);
212 210
213 /* This adds the player in the linked list. There is extra 211 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the 212 * complexity here because we want to add the new player at the
215 * end of the list - there is in fact no compelling reason that 213 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of 214 * that needs to be done except for things like output of
217 * 'who'. 215 * 'who'.
218 */ 216 */
219 tmp=first_player; 217 player *tmp = first_player;
220 while(tmp!=NULL&&tmp->next!=NULL) 218 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next; 219 tmp=tmp->next;
222 if(tmp!=NULL) 220 if(tmp!=NULL)
223 tmp->next=p; 221 tmp->next=p;
224 else 222 else
225 first_player=p; 223 first_player=p;
226 224
227 p->next = NULL; 225 p->next = NULL;
228 } 226 }
229 227
230 /* Clears basically the entire player structure except 228 /* Clears basically the entire player structure except
231 * for next and socket. 229 * for next and socket.
232 */ 230 */
233 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
234 233
235 /* There are some elements we want initialized to non zero value - 234 /* There are some elements we want initialized to non zero value -
236 * we deal with that below this point. 235 * we deal with that below this point.
237 */ 236 */
238 p->party=NULL; 237 p->party=NULL;
269 p->usekeys=containers; 268 p->usekeys=containers;
270 p->last_weapon_sp= -1; 269 p->last_weapon_sp= -1;
271 p->peaceful=1; /* default peaceful */ 270 p->peaceful=1; /* default peaceful */
272 p->do_los=1; 271 p->do_los=1;
273 p->explore=0; 272 p->explore=0;
274 p->no_shout=0; /* default can shout */ 273 p->no_shout=0; /* default can shout */
275 274
276 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
277 p->title[sizeof(p->title)-1] = '\0'; 276 p->title[sizeof(p->title)-1] = '\0';
278 op->race = add_string (op->arch->clone.race); 277 op->race = add_string (op->arch->clone.race);
279 278
283 * if a player quits and starts a new character, we wont 282 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start 283 * send new values to the client, as things like exp start
285 * at zero. 284 * at zero.
286 */ 285 */
287 for (i=0; i < NUM_SKILLS; i++) { 286 for (i=0; i < NUM_SKILLS; i++) {
288 p->last_skill_exp[i] = -1; 287 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL; 288 p->last_skill_ob[i] = NULL;
290 } 289 }
291 for (i=0; i < NROFATTACKS; i++) { 290 for (i=0; i < NROFATTACKS; i++) {
292 p->last_resist[i] = -1; 291 p->last_resist[i] = -1;
293 } 292 }
294 p->last_stats.exp = -1; 293 p->last_stats.exp = -1;
295 p->last_weight = (uint32)-1; 294 p->last_weight = (uint32)-1;
296 295
297 p->socket.update_look=0; 296 p->socket.update_look=0;
319 318
320 p=get_player(NULL); 319 p=get_player(NULL);
321 p->socket = *ns; 320 p->socket = *ns;
322 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));
323 if(p->socket.faces_sent == NULL) 322 if(p->socket.faces_sent == NULL)
324 fatal(OUT_OF_MEMORY); 323 fatal(OUT_OF_MEMORY);
325 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));
326 /* 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.
327 * 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
328 * on the uncoming socket. 327 * on the uncoming socket.
329 */ 328 */
346 */ 345 */
347archetype *get_player_archetype(archetype* at) 346archetype *get_player_archetype(archetype* at)
348{ 347{
349 archetype *start = at; 348 archetype *start = at;
350 for (;;) { 349 for (;;) {
351 if (at==NULL || at->next==NULL) 350 if (at==NULL || at->next==NULL)
352 at=first_archetype; 351 at=first_archetype;
353 else 352 else
354 at=at->next; 353 at=at->next;
355 if(at->clone.type==PLAYER) 354 if(at->clone.type==PLAYER)
356 return at; 355 return at;
357 if (at == start) { 356 if (at == start) {
358 LOG (llevError, "No Player archetypes\n"); 357 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 358 exit (-1);
360 } 359 }
361 } 360 }
362} 361}
363 362
364 363
365object *get_nearest_player(object *mon) { 364object *get_nearest_player(object *mon) {
368 objectlink *ol; 367 objectlink *ol;
369 unsigned lastdist; 368 unsigned lastdist;
370 rv_vector rv; 369 rv_vector rv;
371 370
372 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) {
373 /* 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
374 * does periodically happen. Given that, lets deal with it. 373 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 374 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 375 * list is also free, so encapsulate this in a while loop.
377 */ 376 */
378 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)) {
379 object *tmp=ol->ob; 378 object *tmp=ol->ob;
380 379
381 /* 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
382 * itself will have been cleared. 381 * itself will have been cleared.
383 */ 382 */
384 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");
385 ol = ol->next; 384 ol = ol->next;
386 remove_friendly_object(tmp); 385 remove_friendly_object(tmp);
387 if (!ol) return op; 386 if (!ol) return op;
388 } 387 }
389 388
390 /* 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
391 * 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
392 * complicated method of state checking would be needed in any case - 391 * complicated method of state checking would be needed in any case -
393 * 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
394 * skip them over while waiting for confirmation. Remove 393 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 394 * on_same_map check, as can_detect_enemy also does this
396 */ 395 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 396 if (!can_detect_enemy(mon,ol->ob,&rv))
398 continue; 397 continue;
399 398
400 if(lastdist>rv.distance) { 399 if(lastdist>rv.distance) {
401 op=ol->ob; 400 op=ol->ob;
402 lastdist=rv.distance; 401 lastdist=rv.distance;
403 } 402 }
404 } 403 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 404 for (pl=first_player; pl != NULL; pl=pl->next) {
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 405 if (can_detect_enemy(mon, pl->ob,&rv)) {
407 406
408 if(lastdist>rv.distance) { 407 if(lastdist>rv.distance) {
409 op=pl->ob; 408 op=pl->ob;
410 lastdist=rv.distance; 409 lastdist=rv.distance;
411 } 410 }
412 } 411 }
413 } 412 }
414#if 0 413#if 0
415 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)");
416#endif 415#endif
417 return op; 416 return op;
478 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 */
479 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);
480 /* 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. */
481 if (diff>max) return 0; 480 if (diff>max) return 0;
482 while (diff >1 && max>0) { 481 while (diff >1 && max>0) {
483 lastx = x; 482 lastx = x;
484 lasty = y; 483 lasty = y;
485 lastmap = m; 484 lastmap = m;
486 x = lastx + freearr_x[dir]; 485 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir]; 486 y = lasty + freearr_y[dir];
488 487
489 mflags = get_map_flags(m, &m, x, y, &x, &y); 488 mflags = get_map_flags(m, &m, x, y, &x, &y);
490 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);
491 490
492 /* Space is blocked - try changing direction a little */ 491 /* Space is blocked - try changing direction a little */
493 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))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) { 493 && (m == mon->map && blocked_link(mon, m, x, y)))) {
495 /* recalculate direction from last good location. Possible 494 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before. 495 * we were not traversing ideal location before.
497 */ 496 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) { 498 if (rv.direction != dir) {
500 /* OK - says direction should be different - lets reset the 499 /* OK - says direction should be different - lets reset the
501 * the values so it will try again. 500 * the values so it will try again.
502 */ 501 */
503 x = lastx; 502 x = lastx;
504 y = lasty; 503 y = lasty;
505 m = lastmap; 504 m = lastmap;
506 dir = firstdir = rv.direction; 505 dir = firstdir = rv.direction;
507 } else { 506 } else {
508 /* direct path is blocked - try taking a side step to 507 /* direct path is blocked - try taking a side step to
509 * either the left or right. 508 * either the left or right.
510 * Note increase the values in the loop below to be 509 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes 510 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting 511 * bigger detour. Have to be careful about these values getting
513 * 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
514 * stepping back and forth 513 * stepping back and forth
515 */ 514 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
517 if (i==0) continue; /* already did this, so skip it */ 516 if (i==0) continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise, 517 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in 518 * since the direction that the creature should move in
520 * may change, you could get infinite loops. 519 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only 520 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance, 521 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north, 522 * gets blocked, finds that it should move north,
524 * 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
525 * gets back to its original point. lastdir contains 524 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully 525 * the last direction the creature has successfully
527 * moved. 526 * moved.
528 */ 527 */
529 528
530 x = lastx + freearr_x[absdir(lastdir+i)]; 529 x = lastx + freearr_x[absdir(lastdir+i)];
531 y = lasty + freearr_y[absdir(lastdir+i)]; 530 y = lasty + freearr_y[absdir(lastdir+i)];
532 m = lastmap; 531 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y); 532 mflags = get_map_flags(m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue; 533 if (mflags & P_OUT_OF_MAP) continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 534 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
537 if (mflags & P_BLOCKSVIEW) continue; 536 if (mflags & P_BLOCKSVIEW) continue;
538 537
539 if (m == mon->map && blocked_link(mon, m, x, y)) break; 538 if (m == mon->map && blocked_link(mon, m, x, y)) break;
540 } 539 }
541 /* go through entire loop without finding a valid 540 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path. 541 * sidestep to take - thus, no valid path.
543 */ 542 */
544 if (i==(DETOUR_AMOUNT+1)) 543 if (i==(DETOUR_AMOUNT+1))
545 return 0; 544 return 0;
546 diff--; 545 diff--;
547 lastdir=dir; 546 lastdir=dir;
548 max--; 547 max--;
549 if (!firstdir) firstdir = dir+i; 548 if (!firstdir) firstdir = dir+i;
550 } /* else check alternate directions */ 549 } /* else check alternate directions */
551 } /* if blocked */ 550 } /* if blocked */
552 else { 551 else {
553 /* we moved towards creature, so diff is less */ 552 /* we moved towards creature, so diff is less */
554 diff--; 553 diff--;
555 max--; 554 max--;
556 lastdir=dir; 555 lastdir=dir;
557 if (!firstdir) firstdir = dir; 556 if (!firstdir) firstdir = dir;
558 } 557 }
559 if (diff<=1) { 558 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually 559 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance. 560 * headed toward player for entire distance.
562 */ 561 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
564 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);
565 } 564 }
566 if (diff>max) return 0; 565 if (diff>max) return 0;
567 } 566 }
568 /* 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 */
569 if (!max) return 0; 568 if (!max) return 0;
570 569
571 return firstdir; 570 return firstdir;
573 572
574void give_initial_items(object *pl,treasurelist *items) { 573void give_initial_items(object *pl,treasurelist *items) {
575 object *op,*next=NULL; 574 object *op,*next=NULL;
576 575
577 if(pl->randomitems!=NULL) 576 if(pl->randomitems!=NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
579 578
580 for (op=pl->inv; op; op=next) { 579 for (op=pl->inv; op; op=next) {
581 next = op->below; 580 next = op->below;
582 581
583 /* Forces get applied per default, unless they have the 582 /* Forces get applied per default, unless they have the
584 * 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
585 */ 584 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED); 586 SET_FLAG(op,FLAG_APPLIED);
588 587
589 /* we never give weapons/armour if these cannot be used 588 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions 589 * by this player due to race restrictions
591 */ 590 */
592 if (pl->type == PLAYER) { 591 if (pl->type == PLAYER) {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS || 593 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET || 594 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES || 595 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) || 596 op->type == BRACERS || op->type == GIRDLE)) ||
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op); 598 remove_ob (op);
600 free_object (op); 599 free_object (op);
601 continue; 600 continue;
602 } 601 }
603 } 602 }
604 603
605 /* This really needs to be better - we should really give 604 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really 605 * a substitute spellbook. The problem is that we don't really
607 * 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
608 * a first level treasurelist for each skill.) 607 * a first level treasurelist for each skill.)
609 * remove duplicate skills also 608 * remove duplicate skills also
610 */ 609 */
611 if(op->type==SPELLBOOK || op->type == SKILL) { 610 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp; 611 object *tmp;
613 612
614 for (tmp=op->below; tmp; tmp=tmp->below) 613 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break; 614 if (tmp->type == op->type && tmp->name == op->name) break;
616 615
617 if (tmp) { 616 if (tmp) {
618 remove_ob(op); 617 remove_ob(op);
619 free_object(op); 618 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n", 619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 tmp->name); 620 tmp->name);
622 continue; 621 continue;
623 } 622 }
624 if (op->nrof > 1) op->nrof = 1; 623 if (op->nrof > 1) op->nrof = 1;
625 } 624 }
626 625
627 if (op->type == SPELLBOOK && op->inv) { 626 if (op->type == SPELLBOOK && op->inv) {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
629 } 628 }
630 629
631 /* Give starting characters identified, uncursed, and undamned 630 /* Give starting characters identified, uncursed, and undamned
632 * 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
633 * merged properly. 632 * merged properly.
634 */ 633 */
635 if (need_identify(op)) { 634 if (need_identify(op)) {
636 SET_FLAG(op, FLAG_IDENTIFIED); 635 SET_FLAG(op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED); 636 CLEAR_FLAG(op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED); 637 CLEAR_FLAG(op, FLAG_DAMNED);
639 } 638 }
640 if(op->type==SPELL) { 639 if(op->type==SPELL) {
641 remove_ob(op); 640 remove_ob(op);
642 free_object(op); 641 free_object(op);
643 continue; 642 continue;
644 } 643 }
645 else if(op->type==SKILL) { 644 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL); 645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0; 646 op->stats.exp = 0;
648 op->level = 1; 647 op->level = 1;
649 } 648 }
650 /* lock all 'normal items by default */ 649 /* lock all 'normal items by default */
651 else SET_FLAG(op, FLAG_INV_LOCKED); 650 else SET_FLAG(op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */ 651 } /* for loop of objects in player inv */
653 652
654 /* Need to set up the skill pointers */ 653 /* Need to set up the skill pointers */
655 link_player_skills(pl); 654 link_player_skills(pl);
656} 655}
679 * removing the player - it probably makes more sense 678 * removing the player - it probably makes more sense
680 * 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
681 * cases. 680 * cases.
682 */ 681 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED)) 682 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op); 683 remove_ob(op);
685 /* 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,
686 * 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
687 * the map is null or not swapped out. 686 * the map is null or not swapped out.
688 */ 687 */
689 op->map = NULL; 688 op->map = NULL;
691 690
692 691
693int receive_play_again(object *op, char key) 692int receive_play_again(object *op, char key)
694{ 693{
695 if(key=='q'||key=='Q') { 694 if(key=='q'||key=='Q') {
696 remove_friendly_object(op); 695 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */ 696 leave(op->contr,0); /* ericserver will draw the message */
698 return 2; 697 return 2;
699 } 698 }
700 else if(key=='a'||key=='A') { 699 else if(key=='a'||key=='A') {
701 player *pl = op->contr; 700 player *pl = op->contr;
702 const char *name = op->name; 701 const char *name = op->name;
703 702
704 add_refcount(name); 703 add_refcount(name);
705 remove_friendly_object(op); 704 remove_friendly_object(op);
706 free_object(op); 705 free_object(op);
707 pl = get_player(pl); 706 pl = get_player(pl);
708 op = pl->ob; 707 op = pl->ob;
709 add_friendly_object(op); 708 add_friendly_object(op);
710 op->contr->password[0]='~'; 709 op->contr->password[0]='~';
711 FREE_AND_CLEAR_STR(op->name); 710 FREE_AND_CLEAR_STR(op->name);
712 FREE_AND_CLEAR_STR(op->name_pl); 711 FREE_AND_CLEAR_STR(op->name_pl);
713 712
714 /* Lets put a space in here */ 713 /* Lets put a space in here */
715 new_draw_info(NDI_UNIQUE, 0, op, "\n"); 714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
716 get_name(op); 715 get_name(op);
717 op->name = name; /* Alrady added a refcount above */ 716 op->name = name; /* Alrady added a refcount above */
718 op->name_pl = add_string(name); 717 op->name_pl = add_string(name);
719 set_first_map(op); 718 set_first_map(op);
720 } else { 719 } else {
721 /* user pressed something else so just ask again... */ 720 /* user pressed something else so just ask again... */
722 play_again(op); 721 play_again(op);
723 } 722 }
724 return 0; 723 return 0;
725} 724}
726 725
727void confirm_password(object *op) { 726void confirm_password(object *op) {
731 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:");
732} 731}
733 732
734void get_party_password(object *op, partylist *party) { 733void get_party_password(object *op, partylist *party) {
735 if (party == NULL) { 734 if (party == NULL) {
736 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);
737 return; 736 return;
738 } 737 }
739 op->contr->write_buf[0]='\0'; 738 op->contr->write_buf[0]='\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 739 op->contr->state=ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 740 op->contr->party_to_join = party;
742 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:");
746/* 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. */
747int roll_stat(void) { 746int roll_stat(void) {
748 int a[4],i,j,k; 747 int a[4],i,j,k;
749 748
750 for(i=0;i<4;i++) 749 for(i=0;i<4;i++)
751 a[i]=(int)RANDOM()%6+1; 750 a[i]=(int)RANDOM()%6+1;
752 751
753 for(i=0,j=0,k=7;i<4;i++) 752 for(i=0,j=0,k=7;i<4;i++)
754 if(a[i]<k) 753 if(a[i]<k)
755 k=a[i],j=i; 754 k=a[i],j=i;
756 755
757 for(i=0,k=0;i<4;i++) { 756 for(i=0,k=0;i<4;i++) {
758 if(i!=j) 757 if(i!=j)
759 k+=a[i]; 758 k+=a[i];
760 } 759 }
761 return k; 760 return k;
762} 761}
763 762
764void roll_stats(object *op) { 763void roll_stats(object *op) {
765 int sum=0; 764 int sum=0;
766 int i = 0, j = 0; 765 int i = 0, j = 0;
767 int statsort[7]; 766 int statsort[7];
768 767
769 do { 768 do {
770 op->stats.Str=roll_stat(); 769 op->stats.Str=roll_stat();
771 op->stats.Dex=roll_stat(); 770 op->stats.Dex=roll_stat();
772 op->stats.Int=roll_stat(); 771 op->stats.Int=roll_stat();
773 op->stats.Con=roll_stat(); 772 op->stats.Con=roll_stat();
774 op->stats.Wis=roll_stat(); 773 op->stats.Wis=roll_stat();
775 op->stats.Pow=roll_stat(); 774 op->stats.Pow=roll_stat();
776 op->stats.Cha=roll_stat(); 775 op->stats.Cha=roll_stat();
777 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
778 op->stats.Con+op->stats.Wis+op->stats.Pow+ 777 op->stats.Con+op->stats.Wis+op->stats.Pow+
779 op->stats.Cha; 778 op->stats.Cha;
780 } while(sum<82||sum>116); 779 } while(sum<82||sum>116);
781 780
782 /* Sort the stats so that rerolling is easier... */ 781 /* Sort the stats so that rerolling is easier... */
783 statsort[0] = op->stats.Str; 782 statsort[0] = op->stats.Str;
784 statsort[1] = op->stats.Dex; 783 statsort[1] = op->stats.Dex;
788 statsort[5] = op->stats.Pow; 787 statsort[5] = op->stats.Pow;
789 statsort[6] = op->stats.Cha; 788 statsort[6] = op->stats.Cha;
790 789
791 /* a quick and dirty bubblesort? */ 790 /* a quick and dirty bubblesort? */
792 do { 791 do {
793 if (statsort[i] < statsort[i + 1]) { 792 if (statsort[i] < statsort[i + 1]) {
794 j = statsort[i]; 793 j = statsort[i];
795 statsort[i] = statsort[i + 1]; 794 statsort[i] = statsort[i + 1];
796 statsort[i + 1] = j; 795 statsort[i + 1] = j;
797 i = 0; 796 i = 0;
798 } else { 797 } else {
799 i++; 798 i++;
800 } 799 }
801 } while (i < 6); 800 } while (i < 6);
802 801
803 op->stats.Str = statsort[0]; 802 op->stats.Str = statsort[0];
804 op->stats.Dex = statsort[1]; 803 op->stats.Dex = statsort[1];
805 op->stats.Con = statsort[2]; 804 op->stats.Con = statsort[2];
842{ 841{
843 signed char tmp; 842 signed char tmp;
844 char buf[MAX_BUF]; 843 char buf[MAX_BUF];
845 844
846 if ( op->contr->Swap_First == -1 ) { 845 if ( op->contr->Swap_First == -1 ) {
847 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?!?!!!");
848 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,");
849 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");
850 return; 849 return;
851 } 850 }
852 851
853 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);
854 853
855 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
856 get_attr_value(&op->contr->orig_stats, Swap_Second)); 855 get_attr_value(&op->contr->orig_stats, Swap_Second));
857 856
858 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
859 858
860 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
861 new_draw_info(NDI_UNIQUE, 0,op, buf); 860 new_draw_info(NDI_UNIQUE, 0,op, buf);
897 int keynum = key -'0'; 896 int keynum = key -'0';
898 char buf[MAX_BUF]; 897 char buf[MAX_BUF];
899 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};
900 899
901 if (keynum>0 && keynum<=7) { 900 if (keynum>0 && keynum<=7) {
902 if (op->contr->Swap_First==-1) { 901 if (op->contr->Swap_First==-1) {
903 op->contr->Swap_First=stat_trans[keynum]; 902 op->contr->Swap_First=stat_trans[keynum];
904 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
905 new_draw_info(NDI_UNIQUE, 0,op,buf); 904 new_draw_info(NDI_UNIQUE, 0,op,buf);
906 } 905 }
907 else 906 else
908 Swap_Stat(op,stat_trans[keynum]); 907 Swap_Stat(op,stat_trans[keynum]);
909 908
910 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
911 return 1; 910 return 1;
912 } 911 }
913 switch (key) { 912 switch (key) {
914 case 'n': 913 case 'n':
915 case 'N': { 914 case 'N': {
916 SET_FLAG(op, FLAG_WIZ); 915 SET_FLAG(op, FLAG_WIZ);
917 if(op->map==NULL) { 916 if(op->map==NULL) {
918 LOG(llevError,"Map == NULL in state 2\n"); 917 LOG(llevError,"Map == NULL in state 2\n");
919 break; 918 break;
920 } 919 }
921 920
922#if 0 921#if 0
923 /* So that enter_exit will put us at startx/starty */ 922 /* So that enter_exit will put us at startx/starty */
924 op->x= -1; 923 op->x= -1;
925 924
926 enter_exit(op,NULL); 925 enter_exit(op,NULL);
927#endif 926#endif
928 SET_ANIMATION(op, 2); /* So player faces south */ 927 SET_ANIMATION(op, 2); /* So player faces south */
929 /* Enter exit adds a player otherwise */ 928 /* Enter exit adds a player otherwise */
930 add_statbonus(op); 929 add_statbonus(op);
931 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");
932 op->contr->state = ST_CHANGE_CLASS; 931 op->contr->state = ST_CHANGE_CLASS;
933 if (op->msg) 932 if (op->msg)
934 new_draw_info(NDI_BLUE, 0, op, op->msg); 933 new_draw_info(NDI_BLUE, 0, op, op->msg);
935 return 0; 934 return 0;
936 } 935 }
937 case 'y': 936 case 'y':
938 case 'Y': 937 case 'Y':
939 roll_stats(op); 938 roll_stats(op);
940 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
941 return 1; 940 return 1;
942 941
943 case 'q': 942 case 'q':
944 case 'Q': 943 case 'Q':
945 play_again(op); 944 play_again(op);
946 return 1; 945 return 1;
947 946
948 default: 947 default:
949 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?");
950 return 0; 949 return 0;
951 } 950 }
952 return 0; 951 return 0;
953} 952}
954 953
955/* This function takes the key that is passed, and does the 954/* This function takes the key that is passed, and does the
967 remove_ob(op); 966 remove_ob(op);
968 play_again(op); 967 play_again(op);
969 return 0; 968 return 0;
970 } 969 }
971 if(key=='d'||key=='D') { 970 if(key=='d'||key=='D') {
972 char buf[MAX_BUF]; 971 char buf[MAX_BUF];
973 972
974 /* this must before then initial items are given */ 973 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 974 esrv_new_player(op->contr, op->weight+op->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); 975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 976
978 INVOKE_PLAYER (BIRTH, op->contr); 977 INVOKE_PLAYER (BIRTH, op->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 978 INVOKE_PLAYER (LOGIN, op->contr);
980 979
981 op->contr->state=ST_PLAYING; 980 op->contr->state=ST_PLAYING;
982 981
983 if (op->msg) { 982 if (op->msg) {
984 free_string(op->msg); 983 free_string(op->msg);
985 op->msg=NULL; 984 op->msg=NULL;
986 } 985 }
987 986
988 /* 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
989 * to save here. 988 * to save here.
990 */ 989 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
992 make_path_to_file(buf); 991 make_path_to_file(buf);
993 992
994#ifdef AUTOSAVE 993#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks; 994 op->contr->last_save_tick = pticks;
996#endif 995#endif
997 start_info(op); 996 start_info(op);
998 CLEAR_FLAG(op, FLAG_WIZ); 997 CLEAR_FLAG(op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 998 give_initial_items(op,op->randomitems);
1000 link_player_skills(op); 999 link_player_skills(op);
1001 esrv_send_inventory(op, op); 1000 esrv_send_inventory(op, op);
1002 fix_player(op); 1001 fix_player(op);
1003 1002
1004 /* This moves the player to a different start map, if there 1003 /* This moves the player to a different start map, if there
1005 * is one for this race 1004 * is one for this race
1006 */ 1005 */
1007 if(*first_map_ext_path) { 1006 if(*first_map_ext_path) {
1019 * default initial map */ 1018 * default initial map */
1020 free_object(tmp); 1019 free_object(tmp);
1021 } else { 1020 } else {
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 1021 LOG(llevDebug,"first_map_ext_path not set\n");
1023 } 1022 }
1024 return 0; 1023 return 0;
1025 } 1024 }
1026 1025
1027 /* Following actually changes the race - this is the default command 1026 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 1027 * if we don't match with one of the options above.
1029 */ 1028 */
1030 1029
1031 tmp_loop = 0; 1030 tmp_loop = 0;
1032 while(!tmp_loop) { 1031 while(!tmp_loop) {
1033 const char *name = add_string (op->name); 1032 const char *name = add_string (op->name);
1034 int x = op->x, y = op->y; 1033 int x = op->x, y = op->y;
1035 remove_statbonus(op); 1034 remove_statbonus(op);
1036 remove_ob (op); 1035 remove_ob (op);
1037 op->arch = get_player_archetype(op->arch); 1036 op->arch = get_player_archetype(op->arch);
1038 copy_object (&op->arch->clone, op); 1037 copy_object (&op->arch->clone, op);
1039 op->instantiate (); 1038 op->instantiate ();
1040 op->stats = op->contr->orig_stats; 1039 op->stats = op->contr->orig_stats;
1041 free_string (op->name); 1040 free_string (op->name);
1042 op->name = name; 1041 op->name = name;
1043 free_string(op->name_pl); 1042 free_string(op->name_pl);
1044 op->name_pl = add_string(name); 1043 op->name_pl = add_string(name);
1045 op->x = x; 1044 op->x = x;
1046 op->y = y; 1045 op->y = y;
1047 SET_ANIMATION(op, 2); /* So player faces south */ 1046 SET_ANIMATION(op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 1047 insert_ob_in_map (op, op->map, op,0);
1049 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);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1051 add_statbonus(op); 1050 add_statbonus(op);
1052 tmp_loop=allowed_class(op); 1051 tmp_loop=allowed_class(op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 1052 }
1056 update_object(op,UP_OBJ_FACE); 1053 update_object(op,UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 1054 esrv_update_item(UPD_FACE,op,op);
1058 fix_player(op); 1055 fix_player(op);
1059 op->stats.hp=op->stats.maxhp; 1056 op->stats.hp=op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 1057 op->stats.sp=op->stats.maxsp;
1061 op->stats.grace=0; 1058 op->stats.grace=0;
1062 if (op->msg) 1059 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg); 1060 new_draw_info(NDI_BLUE, 0, op, op->msg);
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1061 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1065 return 0; 1062 return 0;
1066} 1063}
1067 1064
1068int key_confirm_quit(object *op, char key) 1065int key_confirm_quit(object *op, char key)
1069{ 1066{
1070 char buf[MAX_BUF]; 1067 char buf[MAX_BUF];
1071 1068
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1069 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1073 op->contr->state=ST_PLAYING; 1070 op->contr->state=ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1071 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1075 return 1; 1072 return 1;
1076 } 1073 }
1077 1074
1078 INVOKE_PLAYER (LOGOUT, op->contr); 1075 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr); 1076 INVOKE_PLAYER (QUIT , op->contr);
1080 1077
1081 terminate_all_pets(op); 1078 terminate_all_pets(op);
1082 leave_map(op); 1079 leave_map(op);
1083 op->direction=0; 1080 op->direction=0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1081 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1085 "%s quits the game.",op->name); 1082 "%s quits the game.",op->name);
1086 1083
1087 strcpy(op->contr->killer,"quit"); 1084 strcpy(op->contr->killer,"quit");
1088 check_score(op); 1085 check_score(op);
1089 op->contr->party=NULL; 1086 op->contr->party=NULL;
1090 if (settings.set_title == TRUE) 1087 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0'; 1088 op->contr->own_title[0]='\0';
1092 1089
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1090 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1094 mapstruct *mp, *next; 1091 mapstruct *mp, *next;
1095 1092
1096 /* We need to hunt for any per player unique maps in memory and 1093 /* We need to hunt for any per player unique maps in memory and
1097 * get rid of them. The trailing slash in the path is intentional, 1094 * get rid of them. The trailing slash in the path is intentional,
1098 * so that players named 'Ab' won't match against players 'Abe' pathname 1095 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */ 1096 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1097 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 1098 for (mp=first_map; mp!=NULL; mp=next) {
1102 next = mp->next; 1099 next = mp->next;
1103 if (!strncmp(mp->path, buf, strlen(buf))) 1100 if (!strncmp(mp->path, buf, strlen(buf)))
1104 delete_map(mp); 1101 delete_map(mp);
1105 } 1102 }
1106 1103
1107 delete_character(op->name, 1); 1104 delete_character(op->name, 1);
1108 } 1105 }
1109 play_again(op); 1106 play_again(op);
1110 return 1; 1107 return 1;
1111} 1108}
1112 1109
1113void flee_player(object *op) { 1110void flee_player(object *op) {
1114 int dir,diff; 1111 int dir,diff;
1115 rv_vector rv; 1112 rv_vector rv;
1116 1113
1117 if(op->stats.hp < 0) { 1114 if(op->stats.hp < 0) {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 1115 LOG(llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 1116 CLEAR_FLAG(op, FLAG_SCARED);
1120 return; 1117 return;
1121 } 1118 }
1122 1119
1123 if(op->enemy==NULL) { 1120 if(op->enemy==NULL) {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1121 LOG(llevDebug,"Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 1122 CLEAR_FLAG(op, FLAG_SCARED);
1126 return; 1123 return;
1127 } 1124 }
1128 1125
1129 /* Seen some crashes here. Since we don't store an 1126 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 1127 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 1128 * actual enemy, and the object is recycled.
1132 */ 1129 */
1133 if (op->enemy->map == NULL) { 1130 if (op->enemy->map == NULL) {
1134 CLEAR_FLAG(op, FLAG_SCARED); 1131 CLEAR_FLAG(op, FLAG_SCARED);
1135 op->enemy=NULL; 1132 op->enemy=NULL;
1136 return; 1133 return;
1137 } 1134 }
1138 1135
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1136 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1140 op->enemy=NULL; 1137 op->enemy=NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1138 CLEAR_FLAG(op, FLAG_SCARED);
1142 return; 1139 return;
1143 } 1140 }
1144 get_rangevector(op, op->enemy, &rv, 0); 1141 get_rangevector(op, op->enemy, &rv, 0);
1145 1142
1146 dir=absdir(4+rv.direction); 1143 dir=absdir(4+rv.direction);
1147 for(diff=0;diff<3;diff++) { 1144 for(diff=0;diff<3;diff++) {
1148 int m=1-(RANDOM()&2); 1145 int m=1-(RANDOM()&2);
1149 if(move_ob(op,absdir(dir+diff*m),op)|| 1146 if(move_ob(op,absdir(dir+diff*m),op)||
1150 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) { 1147 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1151 return; 1148 return;
1152 } 1149 }
1153 } 1150 }
1154 /* Cornered, get rid of scared */ 1151 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1152 CLEAR_FLAG(op, FLAG_SCARED);
1156 op->enemy=NULL; 1153 op->enemy=NULL;
1157} 1154}
1201 continue; 1198 continue;
1202 } 1199 }
1203 1200
1204 /* high not bit set? We're using the old autopickup model */ 1201 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1202 if(!(op->contr->mode & PU_NEWMODE)) {
1206 switch (op->contr->mode) { 1203 switch (op->contr->mode) {
1207 case 0: return 1; /* don't pick up */ 1204 case 0: return 1; /* don't pick up */
1208 case 1: pick_up (op, tmp); 1205 case 1: pick_up (op, tmp);
1209 return 1; 1206 return 1;
1210 case 2: pick_up (op, tmp); 1207 case 2: pick_up (op, tmp);
1211 return 0; 1208 return 0;
1212 case 3: return 0; /* stop before pickup */ 1209 case 3: return 0; /* stop before pickup */
1213 case 4: pick_up (op, tmp); 1210 case 4: pick_up (op, tmp);
1214 break; 1211 break;
1215 case 5: pick_up (op, tmp); 1212 case 5: pick_up (op, tmp);
1216 stop = 1; 1213 stop = 1;
1217 break; 1214 break;
1218 case 6: 1215 case 6:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1216 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1217 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1221 pick_up(op, tmp); 1218 pick_up(op, tmp);
1222 break; 1219 break;
1223 1220
1224 case 7: 1221 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1222 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1223 pick_up(op, tmp);
1227 break; 1224 break;
1228 1225
1229 default: 1226 default:
1230 /* use value density */ 1227 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1228 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1229 && (query_cost (tmp, op, F_TRUE) * 100
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1230 / (tmp->weight * MAX (tmp->nrof, 1)))
1234 >= op->contr->mode) 1231 >= op->contr->mode)
1235 pick_up(op,tmp); 1232 pick_up(op,tmp);
1236 } 1233 }
1237 } 1234 }
1238 else { /* old model */ 1235 else { /* old model */
1239 /* NEW pickup handling */ 1236 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1237 if(op->contr->mode & PU_DEBUG)
1241 { 1238 {
1242 /* some debugging code to figure out item information */ 1239 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1240 if(tmp->name!=NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1241 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1242 tmp->name, tmp->type,
1246 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1243 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1247 else 1244 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1246 tmp->arch->name, tmp->type,
1250 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1247 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1248 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1252 1249
1253 sprintf(putstring,"...flags: "); 1250 sprintf(putstring,"...flags: ");
1254 for(k=0;k<4;k++) 1251 for(k=0;k<4;k++)
1255 { 1252 {
1256 for(j=0;j<32;j++) 1253 for(j=0;j<32;j++)
1257 { 1254 {
1258 if((tmp->flags[k]>>j)&0x01) 1255 if((tmp->flags[k]>>j)&0x01)
1259 { 1256 {
1260 sprintf(tmpstr,"%d ",k*32+j); 1257 sprintf(tmpstr,"%d ",k*32+j);
1261 strcat(putstring, tmpstr); 1258 strcat(putstring, tmpstr);
1262 } 1259 }
1263 } 1260 }
1264 } 1261 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1262 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 1263
1267#if 0 1264#if 0
1268 /* print the flags too */ 1265 /* print the flags too */
1269 for(k=0;k<4;k++) 1266 for(k=0;k<4;k++)
1270 { 1267 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1268 fprintf(stderr,"%d [%d] ", k, k*32+31);
1272 for(j=0;j<32;j++) 1269 for(j=0;j<32;j++)
1273 { 1270 {
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1271 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1275 if(!((j+1)%4))fprintf(stderr," "); 1272 if(!((j+1)%4))fprintf(stderr," ");
1276 } 1273 }
1277 fprintf(stderr," [%d]\n", k*32); 1274 fprintf(stderr," [%d]\n", k*32);
1278 } 1275 }
1279#endif 1276#endif
1280 } 1277 }
1281 /* philosophy: 1278 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's 1279 * It's easy to grab an item type from a pile, as long as it's
1283 * generic. This takes no game-time. For more detailed pickups 1280 * generic. This takes no game-time. For more detailed pickups
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1312 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1316 1313
1317 /* all food and drink if desired */ 1314 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */ 1315 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD) 1316 if(op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD) 1317 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1318 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1322 if(op->contr->mode & PU_DRINK) 1319 if(op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1320 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 1321 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1325 1322
1326 if(op->contr->mode & PU_POTION) 1323 if(op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION) 1324 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1325 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1329 1326
1330 /* spellbooks, skillscrolls and normal books/scrolls */ 1327 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK) 1328 if(op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK) 1329 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1330 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1334 if(op->contr->mode & PU_SKILLSCROLL) 1331 if(op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL) 1332 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1337 if(op->contr->mode & PU_READABLES) 1334 if(op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL) 1335 if (tmp->type == BOOK || tmp->type == SCROLL)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1336 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1340 1337
1341 /* wands/staves/rods/horns */ 1338 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE) 1339 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1340 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1341 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1345 1342
1346 /* pick up all magical items */ 1343 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL) 1344 if(op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1345 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1346 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1350 1347
1351 if(op->contr->mode & PU_VALUABLES) 1348 if(op->contr->mode & PU_VALUABLES)
1352 { 1349 {
1353 if (tmp->type == MONEY || tmp->type == GEM) 1350 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1351 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1355 } 1352 }
1356 1353
1357 /* rings & amulets - talismans seems to be typed AMULET */ 1354 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS) 1355 if(op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET) 1356 if (tmp->type == RING || tmp->type == AMULET)
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1357 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1361 1358
1362 /* bows and arrows. Bows are good for selling! */ 1359 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW) 1360 if(op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW) 1361 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1362 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1366 if(op->contr->mode & PU_ARROW) 1363 if(op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW) 1364 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1365 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1369 1366
1370 /* all kinds of armor etc. */ 1367 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR) 1368 if(op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR) 1369 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1370 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1374 if(op->contr->mode & PU_HELMET) 1371 if(op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET) 1372 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1373 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1377 if(op->contr->mode & PU_SHIELD) 1374 if(op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD) 1375 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1376 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1380 if(op->contr->mode & PU_BOOTS) 1377 if(op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS) 1378 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1379 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1383 if(op->contr->mode & PU_GLOVES) 1380 if(op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES) 1381 if (tmp->type == GLOVES)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1382 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1386 if(op->contr->mode & PU_CLOAK) 1383 if(op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK) 1384 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1389 1386
1390 /* hoping to catch throwing daggers here */ 1387 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON) 1388 if(op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1389 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1390 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1394 1391
1395 /* careful: chairs and tables are weapons! */ 1392 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON) 1393 if(op->contr->mode & PU_ALLWEAPON)
1397 { 1394 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL) 1395 if(tmp->type == WEAPON && tmp->name!=NULL)
1399 { 1396 {
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1397 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1398 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1399 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1403 } 1400 }
1404 if(tmp->type == WEAPON && tmp->name==NULL) 1401 if(tmp->type == WEAPON && tmp->name==NULL)
1405 { 1402 {
1406 if(strstr(tmp->arch->name,"table")==NULL && 1403 if(strstr(tmp->arch->name,"table")==NULL &&
1407 strstr(tmp->arch->name,"chair")==NULL) 1404 strstr(tmp->arch->name,"chair")==NULL)
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1405 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1409 } 1406 }
1410 } 1407 }
1411 1408
1412 /* misc stuff that's useful */ 1409 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY) 1410 if(op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1411 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1412 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1416 1413
1417 /* any of the last 4 bits set means we use the ratio for value 1414 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */ 1415 * pickups */
1419 if(op->contr->mode & PU_RATIO) 1416 if(op->contr->mode & PU_RATIO)
1420 { 1417 {
1421 /* use value density to decide what else to grab */ 1418 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */ 1419 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits 1420 /* >=7 is the old standard setting. Now we take the last 4 bits
1424 * and multiply them by 5, giving 0..15*5== 5..75 */ 1421 * and multiply them by 5, giving 0..15*5== 5..75 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5; 1422 wvratio=(op->contr->mode & PU_RATIO) * 5;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1423 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1427 { 1424 {
1428 pick_up(op, tmp); 1425 pick_up(op, tmp);
1429#if 0 1426#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1427 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) { 1428 if(tmp->name!=NULL) {
1432 fprintf(stderr,"%s", tmp->name); 1429 fprintf(stderr,"%s", tmp->name);
1433 } 1430 }
1434 else fprintf(stderr,"%s",tmp->arch->name); 1431 else fprintf(stderr,"%s",tmp->arch->name);
1435 fprintf(stderr,",%d] = ", tmp->type); 1432 fprintf(stderr,",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1433 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1437#endif 1434#endif
1438 continue; 1435 continue;
1439 } 1436 }
1440 } 1437 }
1441 } /* the new pickup model */ 1438 } /* the new pickup model */
1442 } 1439 }
1443 return ! stop; 1440 return ! stop;
1444} 1441}
1451object *find_arrow(object *op, const char *type) 1448object *find_arrow(object *op, const char *type)
1452{ 1449{
1453 object *tmp = NULL; 1450 object *tmp = NULL;
1454 1451
1455 for(op=op->inv; op; op=op->below) 1452 for(op=op->inv; op; op=op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1453 if(!tmp && op->type==CONTAINER && op->race==type &&
1457 QUERY_FLAG(op,FLAG_APPLIED)) 1454 QUERY_FLAG(op,FLAG_APPLIED))
1458 tmp = find_arrow (op, type); 1455 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1456 else if (op->type==ARROW && op->race==type)
1460 return op; 1457 return op;
1461 return tmp; 1458 return tmp;
1462} 1459}
1463 1460
1464/* 1461/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1462 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1472{ 1469{
1473 object *tmp = NULL, *arrow, *ntmp; 1470 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1471 int attacknum, attacktype, betterby=0, i;
1475 1472
1476 if (!type) 1473 if (!type)
1477 return NULL; 1474 return NULL;
1478 1475
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1476 for (arrow=op->inv; arrow; arrow=arrow->below) {
1480 if (arrow->type==CONTAINER && arrow->race==type && 1477 if (arrow->type==CONTAINER && arrow->race==type &&
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1478 QUERY_FLAG(arrow, FLAG_APPLIED)) {
1482 i = 0; 1479 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1480 ntmp = find_better_arrow(arrow, target, type, &i);
1484 if (i > betterby) { 1481 if (i > betterby) {
1485 tmp = ntmp; 1482 tmp = ntmp;
1486 betterby = i; 1483 betterby = i;
1487 } 1484 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1485 } else if (arrow->type==ARROW && arrow->race==type) {
1489 /* allways prefer assasination/slaying */ 1486 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1487 if (target->race != NULL && arrow->slaying != NULL &&
1491 strstr(arrow->slaying, target->race)) { 1488 strstr(arrow->slaying, target->race)) {
1492 if (arrow->attacktype & AT_DEATH) { 1489 if (arrow->attacktype & AT_DEATH) {
1493 *better = 100; 1490 *better = 100;
1494 return arrow; 1491 return arrow;
1495 } else { 1492 } else {
1496 tmp = arrow; 1493 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1494 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1495 }
1499 } else { 1496 } else {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1497 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1501 attacktype = 1<<attacknum; 1498 attacktype = 1<<attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1499 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1503 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1500 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1504 tmp = arrow; 1501 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1502 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1506 } 1503 }
1507 } 1504 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1505 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1509 tmp = arrow; 1506 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1507 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1508 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1509 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1513 tmp = arrow; 1510 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1511 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1512 }
1516 } 1513 }
1517 } 1514 }
1518 } 1515 }
1519 if (tmp == NULL && arrow == NULL) 1516 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1517 return find_arrow(op, type);
1521 1518
1522 *better = betterby; 1519 *better = betterby;
1523 return tmp; 1520 return tmp;
1524} 1521}
1525 1522
1536 mapstruct *m; 1533 mapstruct *m;
1537 int i, mflags, found, number; 1534 int i, mflags, found, number;
1538 sint16 x, y; 1535 sint16 x, y;
1539 1536
1540 if (op->map == NULL) 1537 if (op->map == NULL)
1541 return find_arrow(op, type); 1538 return find_arrow(op, type);
1542 1539
1543 /* do a dex check */ 1540 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1541 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2;
1545 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1542 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level)))
1546 return find_arrow(op, type); 1543 return find_arrow(op, type);
1547 1544
1548 m = op->map; 1545 m = op->map;
1549 x = op->x; 1546 x = op->x;
1550 y = op->y; 1547 y = op->y;
1551 1548
1552 /* find the first target */ 1549 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1550 for (i=0, found=0; i<20; i++) {
1554 x += freearr_x[dir]; 1551 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1552 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1553 mflags = get_map_flags(m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1554 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) {
1558 tmp = NULL; 1555 tmp = NULL;
1559 break; 1556 break;
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1557 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1558 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1559 * perhaps a bad assumption.
1563 */ 1560 */
1564 tmp = NULL; 1561 tmp = NULL;
1565 break; 1562 break;
1566 } 1563 }
1567 if (mflags & P_IS_ALIVE) { 1564 if (mflags & P_IS_ALIVE) {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1565 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1566 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1570 found++; 1567 found++;
1571 break; 1568 break;
1572 } 1569 }
1573 if (found) 1570 if (found)
1574 break; 1571 break;
1575 } 1572 }
1576 } 1573 }
1577 if (tmp == NULL) 1574 if (tmp == NULL)
1578 return find_arrow(op, type); 1575 return find_arrow(op, type);
1579 1576
1580 if (tmp->head) 1577 if (tmp->head)
1581 tmp = tmp->head; 1578 tmp = tmp->head;
1582 1579
1583 return find_better_arrow(op, tmp, type, &i); 1580 return find_better_arrow(op, tmp, type, &i);
1584} 1581}
1585 1582
1586/* 1583/*
1600 tag_t left_tag, tag; 1597 tag_t left_tag, tag;
1601 int bowspeed, mflags; 1598 int bowspeed, mflags;
1602 mapstruct *m; 1599 mapstruct *m;
1603 1600
1604 if (!dir) { 1601 if (!dir) {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1602 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1603 return 0;
1607 } 1604 }
1608 if (op->type == PLAYER) 1605 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow]; 1606 bow=op->contr->ranges[range_bow];
1610 else { 1607 else {
1611 for(bow=op->inv; bow; bow=bow->below) 1608 for(bow=op->inv; bow; bow=bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1609 /* Don't check for applied - monsters don't apply bows - in that way, they
1613 * don't need to switch back and forth between bows and weapons. 1610 * don't need to switch back and forth between bows and weapons.
1614 */ 1611 */
1615 if(bow->type==BOW) 1612 if(bow->type==BOW)
1616 break; 1613 break;
1617 1614
1618 if (!bow) { 1615 if (!bow) {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1616 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name);
1620 return 0; 1617 return 0;
1621 } 1618 }
1622 } 1619 }
1623 if( !bow->race || !bow->skill) { 1620 if( !bow->race || !bow->skill) {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1621 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name);
1625 return 0; 1622 return 0;
1626 } 1623 }
1627 1624
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1625 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629 1626
1630 /* penalize ROF for bestarrow */ 1627 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1628 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1629 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1633 if (bowspeed < 1) 1630 if (bowspeed < 1)
1634 bowspeed = 1; 1631 bowspeed = 1;
1635 1632
1636 if (arrow == NULL) { 1633 if (arrow == NULL) {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1634 if ((arrow=find_arrow(op, bow->race)) == NULL) {
1638 if (op->type == PLAYER) 1635 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1636 new_draw_info_format(NDI_UNIQUE, 0, op,
1640 "You have no %s left.", bow->race); 1637 "You have no %s left.", bow->race);
1641 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1638 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1639 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1640 CLEAR_FLAG(op, FLAG_READY_BOW);
1644 return 0; 1641 return 0;
1645 } 1642 }
1646 } 1643 }
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1644 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1645 if (mflags & P_OUT_OF_MAP) {
1649 return 0; 1646 return 0;
1650 } 1647 }
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1648 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1649 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1653 return 0; 1650 return 0;
1654 } 1651 }
1655 1652
1656 /* this should not happen, but sometimes does */ 1653 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1654 if (arrow->nrof==0) {
1658 remove_ob(arrow); 1655 remove_ob(arrow);
1659 free_object(arrow); 1656 free_object(arrow);
1660 return 0; 1657 return 0;
1661 } 1658 }
1662 1659
1663 left = arrow; /* these are arrows left to the player */ 1660 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count; 1661 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1662 arrow = get_split_ob(arrow, 1);
1666 if (arrow == NULL) { 1663 if (arrow == NULL) {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1664 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.",
1668 bow->race); 1665 bow->race);
1669 return 0; 1666 return 0;
1670 } 1667 }
1671 set_owner(arrow, op); 1668 set_owner(arrow, op);
1672 if (arrow->skill) free_string(arrow->skill); 1669 if (arrow->skill) free_string(arrow->skill);
1673 arrow->skill = add_refcount(bow->skill); 1670 arrow->skill = add_refcount(bow->skill);
1674 1671
1675 arrow->direction=dir; 1672 arrow->direction=dir;
1676 arrow->x = sx; 1673 arrow->x = sx;
1677 arrow->y = sy; 1674 arrow->y = sy;
1678 1675
1679 if (op->type == PLAYER) { 1676 if (op->type == PLAYER) {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1677 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1681 fix_player(op); 1678 fix_player(op);
1682 } 1679 }
1683 1680
1684 SET_ANIMATION(arrow, arrow->direction); 1681 SET_ANIMATION(arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1682 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam; 1683 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1684 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1685 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1686 arrow->spellarg = strdup_local(arrow->slaying);
1690 1687
1691 /* Note that this was different for monsters - they got their level 1688 /* Note that this was different for monsters - they got their level
1692 * added to the damage. I think the strength bonus is more proper. 1689 * added to the damage. I think the strength bonus is more proper.
1693 */ 1690 */
1694 1691
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1692 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1696 0 : dam_bonus[op->stats.Str]) + 1693 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic; 1694 bow->stats.dam + bow->magic + arrow->magic;
1698 1695
1699 /* update the speed */ 1696 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1697 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) + 1698 0 : dam_bonus[op->stats.Str]) +
1702 bow->magic + arrow->magic) / 5.0 + 1699 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0; 1700 (float)bow->stats.dam / 7.0;
1704 1701
1705 if (arrow->speed < 1.0) 1702 if (arrow->speed < 1.0)
1706 arrow->speed = 1.0; 1703 arrow->speed = 1.0;
1707 update_ob_speed(arrow); 1704 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1705 arrow->speed_left = 0;
1709 1706
1710 if (op->type == PLAYER) { 1707 if (op->type == PLAYER) {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1708 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill?op->chosen_skill->level:op->level) - 1709 (op->chosen_skill?op->chosen_skill->level:op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1710 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1714 arrow->stats.wc - bow->stats.wc + wc_mod; 1711 arrow->stats.wc - bow->stats.wc + wc_mod;
1715 1712
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1713 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level;
1717 } else { 1714 } else {
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1715 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1719 arrow->stats.wc + wc_mod; 1716 arrow->stats.wc + wc_mod;
1720 1717
1721 arrow->level = op->level; 1718 arrow->level = op->level;
1722 } 1719 }
1723 if (arrow->attacktype == AT_PHYSICAL) 1720 if (arrow->attacktype == AT_PHYSICAL)
1724 arrow->attacktype |= bow->attacktype; 1721 arrow->attacktype |= bow->attacktype;
1725 if (bow->slaying != NULL) 1722 if (bow->slaying != NULL)
1726 arrow->slaying = add_string(bow->slaying); 1723 arrow->slaying = add_string(bow->slaying);
1727 1724
1728 arrow->map = m; 1725 arrow->map = m;
1729 arrow->move_type = MOVE_FLY_LOW; 1726 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1727 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1728
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1729 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW);
1733 tag = arrow->count; 1730 tag = arrow->count;
1734 insert_ob_in_map(arrow, m, op, 0); 1731 insert_ob_in_map(arrow, m, op, 0);
1735 1732
1736 if (!was_destroyed(arrow, tag)) 1733 if (!was_destroyed(arrow, tag))
1737 move_arrow(arrow); 1734 move_arrow(arrow);
1738 1735
1739 if (op->type == PLAYER) { 1736 if (op->type == PLAYER) {
1740 if (was_destroyed (left, left_tag)) 1737 if (was_destroyed (left, left_tag))
1741 esrv_del_item(op->contr, left_tag); 1738 esrv_del_item(op->contr, left_tag);
1742 else 1739 else
1743 esrv_send_item(op, left); 1740 esrv_send_item(op, left);
1744 } 1741 }
1745 return 1; 1742 return 1;
1746} 1743}
1747 1744
1748/* Special fire code for players - this takes into 1745/* Special fire code for players - this takes into
1755int player_fire_bow(object *op, int dir) 1752int player_fire_bow(object *op, int dir)
1756{ 1753{
1757 int ret=0, wcmod=0; 1754 int ret=0, wcmod=0;
1758 1755
1759 if (op->contr->bowtype == bow_bestarrow) { 1756 if (op->contr->bowtype == bow_bestarrow) {
1760 ret = fire_bow(op, op, 1757 ret = fire_bow(op, op,
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1758 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir),
1762 dir, 0, op->x, op->y); 1759 dir, 0, op->x, op->y);
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1760 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1761 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1762 wcmod =-1;
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1763 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod,
1767 op->x, op->y); 1764 op->x, op->y);
1768 } else if (op->contr->bowtype == bow_threewide) { 1765 } else if (op->contr->bowtype == bow_threewide) {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1766 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1767 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1768 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1769 } else if (op->contr->bowtype == bow_spreadshot) {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1770 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1771 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1775 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1772 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1776 1773
1777 } else { 1774 } else {
1778 /* Simple case */ 1775 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1776 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1780 } 1777 }
1781 return ret; 1778 return ret;
1782} 1779}
1783 1780
1784 1781
1788void fire_misc_object(object *op, int dir) 1785void fire_misc_object(object *op, int dir)
1789{ 1786{
1790 object *item; 1787 object *item;
1791 1788
1792 if (!op->contr->ranges[range_misc]) { 1789 if (!op->contr->ranges[range_misc]) {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1790 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied.");
1794 return; 1791 return;
1795 } 1792 }
1796 1793
1797 item = op->contr->ranges[range_misc]; 1794 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1795 if (!item->inv) {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1796 LOG(llevError,"Object %s lacks a spell\n", item->name);
1800 return; 1797 return;
1801 } 1798 }
1802 if (item->type == WAND) { 1799 if (item->type == WAND) {
1803 if(item->stats.food<=0) { 1800 if(item->stats.food<=0) {
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1801 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1805 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1802 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1806 return; 1803 return;
1807 } 1804 }
1808 } else if (item->type == ROD || item->type==HORN) { 1805 } else if (item->type == ROD || item->type==HORN) {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1806 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1807 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1811 if (item->type== ROD) 1808 if (item->type== ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1809 new_draw_info_format(NDI_UNIQUE, 0,op,
1813 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1810 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1814 else 1811 else
1815 new_draw_info_format(NDI_UNIQUE, 0,op, 1812 new_draw_info_format(NDI_UNIQUE, 0,op,
1816 "The %s needs more time to charge.", query_base_name(item,0)); 1813 "The %s needs more time to charge.", query_base_name(item,0));
1817 return; 1814 return;
1818 } 1815 }
1819 } 1816 }
1820 1817
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1818 if(cast_spell(op,item,dir,item->inv,NULL)) {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1819 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 1820 if (item->type == WAND) {
1824 if (!(--item->stats.food)) { 1821 if (!(--item->stats.food)) {
1825 object *tmp; 1822 object *tmp;
1826 if (item->arch) { 1823 if (item->arch) {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1824 CLEAR_FLAG(item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1825 item->face = item->arch->clone.face;
1829 item->speed = 0; 1826 item->speed = 0;
1830 update_ob_speed(item); 1827 update_ob_speed(item);
1831 } 1828 }
1832 if ((tmp=is_player_inv(item))) 1829 if ((tmp=is_player_inv(item)))
1833 esrv_update_item(UPD_ANIM, tmp, item); 1830 esrv_update_item(UPD_ANIM, tmp, item);
1834 } 1831 }
1835 } 1832 }
1836 else if (item->type == ROD || item->type==HORN) { 1833 else if (item->type == ROD || item->type==HORN) {
1837 drain_rod_charge(item); 1834 drain_rod_charge(item);
1838 } 1835 }
1839 } 1836 }
1840} 1837}
1841 1838
1842/* Received a fire command for the player - go and do it. 1839/* Received a fire command for the player - go and do it.
1843 */ 1840 */
1846 1843
1847 /* check for loss of invisiblity/hide */ 1844 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1845 if (action_makes_visible(op)) make_visible(op);
1849 1846
1850 switch(op->contr->shoottype) { 1847 switch(op->contr->shoottype) {
1851 case range_none: 1848 case range_none:
1852 return; 1849 return;
1853 1850
1854 case range_bow: 1851 case range_bow:
1855 player_fire_bow(op, dir); 1852 player_fire_bow(op, dir);
1856 return; 1853 return;
1857 1854
1858 case range_magic: /* Casting spells */ 1855 case range_magic: /* Casting spells */
1859 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1856 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1860 return; 1857 return;
1861 1858
1862 case range_misc: 1859 case range_misc:
1863 fire_misc_object(op, dir); 1860 fire_misc_object(op, dir);
1864 return; 1861 return;
1865 1862
1866 case range_golem: /* Control summoned monsters from scrolls */ 1863 case range_golem: /* Control summoned monsters from scrolls */
1867 if(op->contr->ranges[range_golem]==NULL || 1864 if(op->contr->ranges[range_golem]==NULL ||
1868 op->contr->golem_count != op->contr->ranges[range_golem]->count) { 1865 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1869 op->contr->ranges[range_golem] = NULL; 1866 op->contr->ranges[range_golem] = NULL;
1870 op->contr->shoottype=range_none; 1867 op->contr->shoottype=range_none;
1871 op->contr->golem_count = 0; 1868 op->contr->golem_count = 0;
1872 } 1869 }
1873 else 1870 else
1874 control_golem(op->contr->ranges[range_golem], dir); 1871 control_golem(op->contr->ranges[range_golem], dir);
1875 return; 1872 return;
1876 1873
1877 case range_skill: 1874 case range_skill:
1878 if(!op->chosen_skill) { 1875 if(!op->chosen_skill) {
1879 if(op->type==PLAYER) 1876 if(op->type==PLAYER)
1880 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use."); 1877 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1881 return; 1878 return;
1882 } 1879 }
1883 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 1880 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1884 return; 1881 return;
1885 case range_builder: 1882 case range_builder:
1886 apply_map_builder( op, dir ); 1883 apply_map_builder( op, dir );
1887 return; 1884 return;
1888 default: 1885 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1886 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1890 return; 1887 return;
1891 } 1888 }
1892} 1889}
1893 1890
1894 1891
1895 1892
1911 /* Should not happen, but sanity checking is never bad */ 1908 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1909 if (container->inv == NULL) return NULL;
1913 1910
1914 /* First, lets try to find a key in the top level inventory */ 1911 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1912 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1913 if (door->type==DOOR && tmp->type==KEY) break;
1917 /* For sanity, we should really check door type, but other stuff 1914 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1915 * (like containers) can be locked with special keys
1919 */ 1916 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1917 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1921 tmp->slaying==door->slaying) break; 1918 tmp->slaying==door->slaying) break;
1922 } 1919 }
1923 /* No key found - lets search inventories now */ 1920 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1921 /* If we find and use a key in an inventory, return at that time.
1925 * otherwise, if we search all the inventories and still don't find 1922 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1923 * a key, return
1927 */ 1924 */
1928 if (!tmp) { 1925 if (!tmp) {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1926 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1930 /* No reason to search empty containers */ 1927 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1928 if (tmp->type==CONTAINER && tmp->inv) {
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1929 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1933 } 1930 }
1934 } 1931 }
1935 if (!tmp) return NULL; 1932 if (!tmp) return NULL;
1936 } 1933 }
1937 /* We get down here if we have found a key. Now if its in a container, 1934 /* We get down here if we have found a key. Now if its in a container,
1938 * see if we actually want to use it 1935 * see if we actually want to use it
1939 */ 1936 */
1940 if (pl!=container) { 1937 if (pl!=container) {
1941 /* Only let players use keys in containers */ 1938 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1939 if (!pl->contr) return NULL;
1943 /* cases where this fails: 1940 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1941 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1942 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1943 * If the container is not active, return now since only active
1947 * containers can be used. 1944 * containers can be used.
1948 * If we only search keyrings and the container does not have 1945 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1946 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1947 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1948 * inv must have been an container and must have been active.
1952 * 1949 *
1953 * Change the color so that the message doesn't disappear with 1950 * Change the color so that the message doesn't disappear with
1954 * all the others. 1951 * all the others.
1955 */ 1952 */
1956 if (pl->contr->usekeys == key_inventory || 1953 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1954 !QUERY_FLAG(container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1955 (pl->contr->usekeys == keyrings &&
1959 (!container->race || strcmp(container->race, "keys"))) 1956 (!container->race || strcmp(container->race, "keys")))
1960 ) { 1957 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1958 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 1959 "The %s in your %s vibrates as you approach the door",
1963 query_name(tmp), query_name(container)); 1960 query_name(tmp), query_name(container));
1964 return NULL; 1961 return NULL;
1965 } 1962 }
1966 } 1963 }
1967 return tmp; 1964 return tmp;
1968} 1965}
1969 1966
1970/* moved door processing out of move_player_attack. 1967/* moved door processing out of move_player_attack.
1981 */ 1978 */
1982 object *key=find_key(op, op, door); 1979 object *key=find_key(op, op, door);
1983 1980
1984 /* IF we found a key, do some extra work */ 1981 /* IF we found a key, do some extra work */
1985 if (key) { 1982 if (key) {
1986 object *container=key->env; 1983 object *container=key->env;
1987 1984
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1985 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 1986 if(action_makes_visible(op)) make_visible(op);
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1987 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op);
1991 if (door->type == DOOR) { 1988 if (door->type == DOOR) {
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1989 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */
1993 } 1990 }
1994 else if(door->type==LOCKED_DOOR) { 1991 else if(door->type==LOCKED_DOOR) {
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1992 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op,
1996 "You open the door with the %s", query_short_name(key)); 1993 "You open the door with the %s", query_short_name(key));
1997 remove_door2(door); /* remove door without violence ;-) */ 1994 remove_door2(door); /* remove door without violence ;-) */
1998 } 1995 }
1999 /* Do this after we print the message */ 1996 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1997 decrease_ob(key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1998 /* Need to update the weight the container the key was in */
2002 if (container != op) 1999 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 2000 esrv_update_item(UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 2001 return 1; /* Nothing more to do below */
2005 } else if (door->type==LOCKED_DOOR) { 2002 } else if (door->type==LOCKED_DOOR) {
2006 /* Might as well return now - no other way to open this */ 2003 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2004 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 2005 return 1;
2009 } 2006 }
2010 return 0; 2007 return 0;
2011} 2008}
2012 2009
2013/* This function is just part of a breakup from move_player. 2010/* This function is just part of a breakup from move_player.
2017 * going to try and move (not fire weapons). 2014 * going to try and move (not fire weapons).
2018 */ 2015 */
2019 2016
2020void move_player_attack(object *op, int dir) 2017void move_player_attack(object *op, int dir)
2021{ 2018{
2022 object *tmp, *mon, *tpl; 2019 object *tmp, *mon;
2023 sint16 nx, ny; 2020 sint16 nx, ny;
2024 int on_battleground; 2021 int on_battleground;
2025 mapstruct *m; 2022 mapstruct *m;
2026 2023
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2024 nx=freearr_x[dir]+op->x;
2030 ny=freearr_y[dir]+tpl->y; 2025 ny=freearr_y[dir]+op->y;
2031 2026
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2027 on_battleground = op_on_battleground(op, NULL, NULL);
2033 2028
2034 /* If braced, or can't move to the square, and it is not out of the 2029 /* If braced, or can't move to the square, and it is not out of the
2035 * map, attack it. Note order of if statement is important - don't 2030 * map, attack it. Note order of if statement is important - don't
2036 * want to be calling move_ob if braced, because move_ob will move the 2031 * want to be calling move_ob if braced, because move_ob will move the
2037 * player. This is a pretty nasty hack, because if we could 2032 * player. This is a pretty nasty hack, because if we could
2038 * move to some space, it then means that if we are braced, we should 2033 * move to some space, it then means that if we are braced, we should
2039 * do nothing at all. As it is, if we are braced, we go through 2034 * do nothing at all. As it is, if we are braced, we go through
2040 * quite a bit of processing. However, it probably is less than what 2035 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2036 * move_ob uses.
2042 */ 2037 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2038 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) {
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { 2039 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2045 m = get_map_from_coord(tpl->map, &nx, &ny); 2040 m = get_map_from_coord(op->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */ 2041 if (!m) return; /* Don't think this should happen */
2047 } 2042 }
2048 else m =tpl->map; 2043 else m =op->map;
2049 2044
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2045 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2046 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2052 return; 2047 return;
2053 } 2048 }
2054 2049
2055 mon = NULL; 2050 mon = NULL;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2051 /* Go through all the objects, and find ones of interest. Only stop if
2057 * we find a monster - that is something we know we want to attack. 2052 * we find a monster - that is something we know we want to attack.
2058 * if its a door or barrel (can roll) see if there may be monsters 2053 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2054 * on the space
2060 */ 2055 */
2061 while (tmp!=NULL) { 2056 while (tmp!=NULL) {
2062 if (tmp == op) { 2057 if (tmp == op) {
2063 tmp=tmp->above; 2058 tmp=tmp->above;
2064 continue; 2059 continue;
2065 } 2060 }
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2061 if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2067 mon = tmp; 2062 mon = tmp;
2068 break; 2063 break;
2069 } 2064 }
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2065 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2071 mon = tmp; 2066 mon = tmp;
2072 tmp=tmp->above; 2067 tmp=tmp->above;
2073 } 2068 }
2074 2069
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2070 if (mon==NULL) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2071 return; /* into a wall */
2077 2072
2078 if(mon->head != NULL) 2073 if(mon->head != NULL)
2079 mon = mon->head; 2074 mon = mon->head;
2080 2075
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2076 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2077 if (player_attack_door(op, mon)) return;
2083 2078
2084 /* The following deals with possibly attacking peaceful 2079 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2080 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2081 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2082 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2083 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2084 * and thus will not push them.
2090 */ 2085 */
2091 2086
2092 /* If the creature is a pet, push it even if the player is not 2087 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the 2088 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2089 * player owns it and it is either friendly or unagressive.
2095 */ 2090 */
2096 if ((op->type==PLAYER) 2091 if ((op->type==PLAYER)
2097#if COZY_SERVER 2092#if COZY_SERVER
2098 && 2093 &&
2099 ( 2094 (
2100 (get_owner(mon) && get_owner(mon)->contr 2095 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2096 && same_party (get_owner(mon)->contr->party, op->contr->party))
2103 ) 2098 )
2104#else 2099#else
2105 && get_owner(mon)==op 2100 && get_owner(mon)==op
2106#endif 2101#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2102 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2108 { 2103 {
2109 /* If we're braced, we don't want to switch places with it */ 2104 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2105 if (op->contr->braced) return;
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2106 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2107 (void) push_ob(mon,dir,op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2108 if(op->contr->tmp_invis||op->hide) make_visible(op);
2114 return; 2109 return;
2115 } 2110 }
2116 2111
2117 /* in certain circumstances, you shouldn't attack friendly 2112 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2113 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2114 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2115 * attack them either.
2121 */ 2116 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2117 if ((mon->type==PLAYER || mon->enemy != op) &&
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2118 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2124 ( 2119 (
2125#ifdef PROHIBIT_PLAYERKILL 2120#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2121 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2127#else 2122#else
2128 op->contr->peaceful && 2123 op->contr->peaceful &&
2129#endif 2124#endif
2130 !on_battleground 2125 !on_battleground
2131 )) { 2126 )) {
2132 if (!op->contr->braced) { 2127 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2128 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2129 (void) push_ob(mon,dir,op);
2135 } else { 2130 } else {
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2131 new_draw_info(0, 0,op,"You withhold your attack");
2137 } 2132 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op); 2133 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 } 2134 }
2140 2135
2141 /* If the object is a boulder or other rollable object, then 2136 /* If the object is a boulder or other rollable object, then
2142 * roll it if not braced. You can't roll it if you are braced. 2137 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2138 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2139 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2145 recursive_roll(mon,dir,op); 2140 recursive_roll(mon,dir,op);
2146 if(action_makes_visible(op)) make_visible(op); 2141 if(action_makes_visible(op)) make_visible(op);
2147 } 2142 }
2148 2143
2149 /* Any generic living creature. Including things like doors. 2144 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2145 * Way it works is like this: First, it must have some hit points
2151 * and be living. Then, it must be one of the following: 2146 * and be living. Then, it must be one of the following:
2152 * 1) Not a player, 2) A player, but of a different party. Note 2147 * 1) Not a player, 2) A player, but of a different party. Note
2153 * that party_number -1 is no party, so attacks can still happen. 2148 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2149 */
2155 2150
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2151 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2152 ((mon->type!=PLAYER || op->contr->party==NULL ||
2158 op->contr->party!=mon->contr->party))) { 2153 op->contr->party!=mon->contr->party))) {
2159 2154
2160 /* If the player hasn't hit something this tick, and does 2155 /* If the player hasn't hit something this tick, and does
2161 * so, give them speed boost based on weapon speed. Doing 2156 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically 2157 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset. 2158 * incurred a 1 tick offset.
2164 */ 2159 */
2165 if (!op->contr->has_hit) { 2160 if (!op->contr->has_hit) {
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2161 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2162
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2163 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 } 2164 }
2170 2165
2171 skill_attack(mon, op, 0, NULL, NULL); 2166 skill_attack(mon, op, 0, NULL, NULL);
2172 2167
2173 /* If attacking another player, that player gets automatic 2168 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2169 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2170 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2171 * the wiz.
2177 */ 2172 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2173 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2179 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2174 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2180 short luck = mon->stats.luck; 2175 short luck = mon->stats.luck;
2181 mon->contr->has_hit = 1; 2176 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2177 skill_attack(op, mon, 0, NULL, NULL);
2183 mon->stats.luck = luck; 2178 mon->stats.luck = luck;
2184 } 2179 }
2185 if(action_makes_visible(op)) make_visible(op); 2180 if(action_makes_visible(op)) make_visible(op);
2186 } 2181 }
2187 } /* if player should attack something */ 2182 } /* if player should attack something */
2188} 2183}
2189 2184
2190int move_player(object *op,int dir) { 2185int move_player(object *op,int dir) {
2191 int pick; 2186 int pick;
2192 object *transport = op->contr->transport;
2193 2187
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2188 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2195 return 0; 2189 return 0;
2196 2190
2197 /* Sanity check: make sure dir is valid */ 2191 /* Sanity check: make sure dir is valid */
2198 if ( ( dir < 0 ) || ( dir >= 9 ) ) { 2192 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2199 LOG( llevError, "move_player: invalid direction %d\n", dir); 2193 LOG( llevError, "move_player: invalid direction %d\n", dir);
2200 return 0; 2194 return 0;
2201 } 2195 }
2202 2196
2203 /* peterm: added following line */ 2197 /* peterm: added following line */
2204 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir) 2198 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2205 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 2199 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2206 2200
2207 op->facing = dir; 2201 op->facing = dir;
2208 2202
2209 if(!transport && op->hide) do_hidden_move(op); 2203 if(op->hide) do_hidden_move(op);
2210 2204
2211 if (transport) { 2205 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2212 /* transport->contr is set up for the person in charge of the boat. 2206 /*nop*/;
2213 * if that isn't this person, he can't steer it, etc
2214 */
2215 if (transport->contr != op->contr) return 0;
2216
2217 /* Transport can't move. But update dir so it at least
2218 * will point in the same direction if player is running.
2219 */
2220 if (transport->speed_left < 0.0) {
2221 transport->direction = dir;
2222 op->direction = dir;
2223 return 0;
2224 }
2225 /* Remove transport speed. Give player just a little speed -
2226 * enough so that they will get an action again quickly.
2227 *
2228 */
2229 transport->speed_left -= 1.0;
2230 if (op->speed_left < 0.0) op->speed_left = -0.01;
2231
2232 }
2233
2234 if(op->contr->fire_on) { 2207 else if (op->contr->fire_on)
2235 fire(op,dir); 2208 fire (op, dir);
2236 } 2209 else
2210 {
2237 else move_player_attack(op,dir); 2211 move_player_attack (op, dir);
2238
2239 pick = check_pick(op); 2212 pick = check_pick(op);
2240 2213 }
2241 2214
2242 /* Add special check for newcs players and fire on - this way, the 2215 /* Add special check for newcs players and fire on - this way, the
2243 * server can handle repeat firing. 2216 * server can handle repeat firing.
2244 */ 2217 */
2245 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) { 2218 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2246 op->direction = dir; 2219 op->direction = dir;
2247 } else { 2220 } else {
2248 op->direction=0; 2221 op->direction=0;
2249 } 2222 }
2250 /* Update how the player looks. Use the facing, so direction may 2223 /* Update how the player looks. Use the facing, so direction may
2251 * get reset to zero. This allows for full animation capabilities 2224 * get reset to zero. This allows for full animation capabilities
2252 * for players. 2225 * for players.
2253 */ 2226 */
2254 if (!transport) animate_object(op, op->facing); 2227 animate_object(op, op->facing);
2255 return 0; 2228 return 0;
2256} 2229}
2257 2230
2258/* This is similar to handle_player, below, but is only used by the 2231/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2232 * new client/server stuff.
2263 * Returns true if there are more actions we can do. 2236 * Returns true if there are more actions we can do.
2264 */ 2237 */
2265int handle_newcs_player(object *op) 2238int handle_newcs_player(object *op)
2266{ 2239{
2267 if (op->contr->hidden) { 2240 if (op->contr->hidden) {
2268 op->invisible = 1000; 2241 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible 2242 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to 2243 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly. 2244 * alternate it here for it to work correctly.
2272 */ 2245 */
2273 if (pticks & 2) op->invisible--; 2246 if (pticks & 2) op->invisible--;
2274 } 2247 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2276 op->invisible--; 2249 op->invisible--;
2277 if(!op->invisible) { 2250 if(!op->invisible) {
2278 make_visible(op); 2251 make_visible(op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 } 2253 }
2281 } 2254 }
2282 2255
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2256 if (QUERY_FLAG(op, FLAG_SCARED)) {
2284 flee_player(op); 2257 flee_player(op);
2285 /* If player is still scared, that is his action for this tick */ 2258 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2259 if (QUERY_FLAG(op, FLAG_SCARED)) {
2287 op->speed_left--; 2260 op->speed_left--;
2288 return 0; 2261 return 0;
2289 } 2262 }
2290 } 2263 }
2291 2264
2292 /* I've been seeing crashes where the golem has been destroyed, but 2265 /* I've been seeing crashes where the golem has been destroyed, but
2293 * the player object still points to the defunct golem. The code that 2266 * the player object still points to the defunct golem. The code that
2294 * destroys the golem looks correct, and it doesn't always happen, so 2267 * destroys the golem looks correct, and it doesn't always happen, so
2295 * put this in a a workaround to clean up the golem pointer. 2268 * put this in a a workaround to clean up the golem pointer.
2296 */ 2269 */
2297 if (op->contr->ranges[range_golem] && 2270 if (op->contr->ranges[range_golem] &&
2298 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || 2271 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2299 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) { 2272 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2300 op->contr->ranges[range_golem] = NULL; 2273 op->contr->ranges[range_golem] = NULL;
2301 op->contr->golem_count = 0; 2274 op->contr->golem_count = 0;
2302 } 2275 }
2303 2276
2304 /* call this here - we also will call this in do_ericserver, but 2277 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2278 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2279 * called, so we recheck it here.
2307 */ 2280 */
2308 HandleClient(&op->contr->socket, op->contr); 2281 HandleClient(&op->contr->socket, op->contr);
2309 if (op->speed_left<0) return 0; 2282 if (op->speed_left<0) return 0;
2310 2283
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2312 /* All move commands take 1 tick, at least for now */ 2285 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--; 2286 op->speed_left--;
2314 2287
2315 /* Instead of all the stuff below, let move_player take care 2288 /* Instead of all the stuff below, let move_player take care
2316 * of it. Also, some of the skill stuff is only put in 2289 * of it. Also, some of the skill stuff is only put in
2317 * there, as well as the confusion stuff. 2290 * there, as well as the confusion stuff.
2318 */ 2291 */
2319 move_player(op, op->direction); 2292 move_player(op, op->direction);
2320 if (op->speed_left>0) return 1; 2293 if (op->speed_left>0) return 1;
2321 else return 0; 2294 else return 0;
2322 } 2295 }
2323 return 0; 2296 return 0;
2324} 2297}
2325 2298
2326int save_life(object *op) { 2299int save_life(object *op) {
2327 object *tmp; 2300 object *tmp;
2328 2301
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2330 return 0; 2303 return 0;
2331 2304
2332 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2305 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2308 new_draw_info_format(NDI_UNIQUE, 0,op,
2336 "Your %s vibrates violently, then evaporates.", 2309 "Your %s vibrates violently, then evaporates.",
2337 query_name(tmp)); 2310 query_name(tmp));
2338 if (op->contr) 2311 if (op->contr)
2339 esrv_del_item(op->contr, tmp->count); 2312 esrv_del_item(op->contr, tmp->count);
2340 remove_ob(tmp); 2313 remove_ob(tmp);
2341 free_object(tmp); 2314 free_object(tmp);
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2315 CLEAR_FLAG(op, FLAG_LIFESAVE);
2343 if(op->stats.hp<0) 2316 if(op->stats.hp<0)
2344 op->stats.hp = op->stats.maxhp; 2317 op->stats.hp = op->stats.maxhp;
2345 if(op->stats.food<0) 2318 if(op->stats.food<0)
2346 op->stats.food = 999; 2319 op->stats.food = 999;
2347 fix_player(op); 2320 fix_player(op);
2348 return 1; 2321 return 1;
2349 } 2322 }
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2324 CLEAR_FLAG(op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2325 enter_player_savebed(op); /* bring him home. */
2353 return 0; 2326 return 0;
2354} 2327}
2361void remove_unpaid_objects(object *op, object *env) 2334void remove_unpaid_objects(object *op, object *env)
2362{ 2335{
2363 object *next; 2336 object *next;
2364 2337
2365 while (op) { 2338 while (op) {
2366 next=op->below; /* Make sure we have a good value, in case 2339 next=op->below; /* Make sure we have a good value, in case
2367 * we remove object 'op' 2340 * we remove object 'op'
2368 */ 2341 */
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2342 if (QUERY_FLAG(op, FLAG_UNPAID)) {
2370 remove_ob(op); 2343 remove_ob(op);
2371 op->x = env->x; 2344 op->x = env->x;
2372 op->y = env->y; 2345 op->y = env->y;
2373 if (env->type == PLAYER) 2346 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2347 esrv_del_item(env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0); 2348 insert_ob_in_map(op, env->map, NULL,0);
2376 } 2349 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env); 2350 else if (op->inv) remove_unpaid_objects(op->inv, env);
2378 op=next; 2351 op=next;
2379 } 2352 }
2380} 2353}
2381 2354
2382 2355
2383/* 2356/*
2432 const int max_grace = 1; 2405 const int max_grace = 1;
2433 2406
2434 if (op->contr->outputs_sync) { 2407 if (op->contr->outputs_sync) {
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2408 for (i=0; i<NUM_OUTPUT_BUFS; i++)
2436 if (op->contr->outputs[i].buf!=NULL && 2409 if (op->contr->outputs[i].buf!=NULL &&
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2438 flush_output_element(op, &op->contr->outputs[i]); 2411 flush_output_element(op, &op->contr->outputs[i]);
2439 } 2412 }
2440 2413
2441 if(op->contr->state==ST_PLAYING) { 2414 if(op->contr->state==ST_PLAYING) {
2442 2415
2443 /* these next three if clauses make it possible to SLOW DOWN 2416 /* these next three if clauses make it possible to SLOW DOWN
2463 2436
2464 /* Regenerate Spell Points */ 2437 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2467 if(op->stats.sp<op->stats.maxsp) { 2440 if(op->stats.sp<op->stats.maxsp) {
2468 op->stats.sp++; 2441 op->stats.sp++;
2469 /* dms do not consume food */ 2442 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2443 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2471 op->stats.food--; 2444 op->stats.food--;
2472 if(op->contr->digestion<0) 2445 if(op->contr->digestion<0)
2473 op->stats.food+=op->contr->digestion; 2446 op->stats.food+=op->contr->digestion;
2475 random_roll(0, op->contr->digestion, op, PREFER_HIGH)) 2448 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2476 op->stats.food=last_food; 2449 op->stats.food=last_food;
2477 } 2450 }
2478 } 2451 }
2479 if (max_sp>1) { 2452 if (max_sp>1) {
2480 over_sp = (gen_sp+10)/rate_sp; 2453 over_sp = (gen_sp+10)/rate_sp;
2481 if (over_sp > 0) { 2454 if (over_sp > 0) {
2482 if(op->stats.sp<op->stats.maxsp) { 2455 if(op->stats.sp<op->stats.maxsp) {
2483 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2456 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2484 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp)) 2457 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2485 op->stats.sp--; 2458 op->stats.sp--;
2486 if(op->stats.sp>op->stats.maxsp) 2459 if(op->stats.sp>op->stats.maxsp)
2487 op->stats.sp=op->stats.maxsp; 2460 op->stats.sp=op->stats.maxsp;
2488 } 2461 }
2489 op->last_sp=0; 2462 op->last_sp=0;
2490 } else { 2463 } else {
2491 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10); 2464 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2492 } 2465 }
2493 } else { 2466 } else {
2494 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10); 2467 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2495 } 2468 }
2496 } 2469 }
2497 2470
2498 /* Regenerate Grace */ 2471 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2500 if(--op->last_grace<0) { 2473 if(--op->last_grace<0) {
2501 if(op->stats.grace<op->stats.maxgrace/2) 2474 if(op->stats.grace<op->stats.maxgrace/2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */ 2475 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) { 2476 if(max_grace>1) {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2505 if (over_grace > 0) { 2478 if (over_grace > 0) {
2506 op->stats.sp += over_grace 2479 op->stats.sp += over_grace
2507 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2480 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2508 op->last_grace=0; 2481 op->last_grace=0;
2509 } else { 2482 } else {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2511 } 2484 }
2512 } else { 2485 } else {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2514 } 2487 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2488 /* wearing stuff doesn't detract from grace generation. */
2516 } 2489 }
2517 2490
2518 /* Regenerate Hit Points */ 2491 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) { 2492 if(--op->last_heal<0) {
2520 if(op->stats.hp<op->stats.maxhp) { 2493 if(op->stats.hp<op->stats.maxhp) {
2521 op->stats.hp++; 2494 op->stats.hp++;
2522 /* dms do not consume food */ 2495 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2496 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2524 op->stats.food--; 2497 op->stats.food--;
2525 if(op->contr->digestion<0) 2498 if(op->contr->digestion<0)
2526 op->stats.food+=op->contr->digestion; 2499 op->stats.food+=op->contr->digestion;
2528 random_roll(0, op->contr->digestion, op, PREFER_HIGH)) 2501 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2529 op->stats.food=last_food; 2502 op->stats.food=last_food;
2530 } 2503 }
2531 } 2504 }
2532 if(max_hp>1) { 2505 if(max_hp>1) {
2533 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp; 2506 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2534 if (over_hp > 0) { 2507 if (over_hp > 0) {
2535 op->stats.sp += over_hp 2508 op->stats.sp += over_hp
2536 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0; 2509 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2537 op->last_heal=0; 2510 op->last_heal=0;
2538 } else { 2511 } else {
2539 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2512 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2540 } 2513 }
2541 } else { 2514 } else {
2542 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2515 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2543 } 2516 }
2544 } 2517 }
2545 2518
2546 /* Digestion */ 2519 /* Digestion */
2547 if(--op->last_eat<0) { 2520 if(--op->last_eat<0) {
2548#ifdef COZY_SERVER 2521#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0, 2523 int bonus=dg>0?dg:0,
2551 penalty=dg<0?-dg:0; 2524 penalty=dg<0?-dg:0;
2552#else 2525#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2526 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2554 penalty=op->contr->digestion<0?-op->contr->digestion:0; 2527 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2555#endif 2528#endif
2556 2529
2557 if(op->contr->gen_hp > 0) 2530 if(op->contr->gen_hp > 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2559 else 2532 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2533 op->last_eat=25*(1+bonus)/(penalty +1);
2561 /* dms do not consume food */ 2534 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2563 } 2536 }
2564 } 2537 }
2565 2538
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2567 object *tmp, *flesh=NULL; 2540 object *tmp, *flesh=NULL;
2568 2541
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2546 manual_apply(op,tmp,0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2547 if(op->stats.food>=0||op->stats.hp<0)
2575 break; 2548 break;
2576 } 2549 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2550 else if (tmp->type==FLESH) flesh=tmp;
2578 } /* End if paid for object */ 2551 } /* End if paid for object */
2579 } /* end of for loop */ 2552 } /* end of for loop */
2580 /* If player is still starving, it means they don't have any food, so 2553 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2554 * eat flesh instead.
2582 */ 2555 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2558 manual_apply(op,flesh,0);
2586 } 2559 }
2587 } /* end if player is starving */ 2560 } /* end if player is starving */
2588 2561
2589 while(op->stats.food<0&&op->stats.hp>0) 2562 while(op->stats.food<0&&op->stats.hp>0)
2590 op->stats.food++,op->stats.hp--; 2563 op->stats.food++,op->stats.hp--;
2591 2564
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2593 kill_player(op); 2566 kill_player(op);
2594} 2567}
2595 2568
2596 2569
2597 2570
2598/* If the player should die (lack of hp, food, etc), we call this. 2571/* If the player should die (lack of hp, food, etc), we call this.
2613 int will_kill_again; 2586 int will_kill_again;
2614 archetype *at; 2587 archetype *at;
2615 object *tmp; 2588 object *tmp;
2616 2589
2617 if(save_life(op)) 2590 if(save_life(op))
2618 return; 2591 return;
2619 2592
2620 2593
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2622 * in cities ONLY!!! It is very important that this doesn't get abused. 2595 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2596 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2597 */
2625 if (op_on_battleground(op, &x, &y)) { 2598 if (op_on_battleground(op, &x, &y)) {
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2627 "You have been defeated in combat!"); 2600 "You have been defeated in combat!");
2628 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2629 "Local medics have saved your life..."); 2602 "Local medics have saved your life...");
2630 2603
2631 /* restore player */ 2604 /* restore player */
2632 at = find_archetype("poisoning"); 2605 at = find_archetype("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2606 tmp=present_arch_in_ob(at,op);
2634 if (tmp) { 2607 if (tmp) {
2635 remove_ob(tmp); 2608 remove_ob(tmp);
2636 free_object(tmp); 2609 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2638 } 2611 }
2639 2612
2640 at = find_archetype("confusion"); 2613 at = find_archetype("confusion");
2641 tmp=present_arch_in_ob(at,op); 2614 tmp=present_arch_in_ob(at,op);
2642 if (tmp) { 2615 if (tmp) {
2643 remove_ob(tmp); 2616 remove_ob(tmp);
2644 free_object(tmp); 2617 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2646 } 2619 }
2647 2620
2648 cure_disease(op,0); /* remove any disease */ 2621 cure_disease(op,0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2622 op->stats.hp=op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2623 if (op->stats.food<=0) op->stats.food=999;
2651 2624
2652 /* create a bodypart-trophy to make the winner happy */ 2625 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2626 tmp=arch_to_object(find_archetype("finger"));
2654 if (tmp != NULL) 2627 if (tmp != NULL)
2655 { 2628 {
2656 sprintf(buf,"%s's finger",op->name); 2629 sprintf(buf,"%s's finger",op->name);
2657 tmp->name = add_string(buf); 2630 tmp->name = add_string(buf);
2658 sprintf(buf," This finger has been cut off %s\n" 2631 sprintf(buf," This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2632 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2633 op->name, op->contr->title, (int)(op->level),
2661 op->contr->killer); 2634 op->contr->killer);
2662 tmp->msg=add_string(buf); 2635 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2636 tmp->value=0, tmp->material=0, tmp->type=0;
2664 tmp->materialname = NULL; 2637 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y; 2638 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0); 2639 insert_ob_in_map(tmp,op->map,op,0);
2667 } 2640 }
2668 2641
2669 /* teleport defeated player to new destination*/ 2642 /* teleport defeated player to new destination*/
2670 transfer_ob(op, x, y, 0, NULL); 2643 transfer_ob(op, x, y, 0, NULL);
2671 op->contr->braced=0; 2644 op->contr->braced=0;
2672 return; 2645 return;
2673 } 2646 }
2674 2647
2675 INVOKE_PLAYER (DEATH, op->contr); 2648 INVOKE_PLAYER (DEATH, op->contr);
2676 2649
2677 command_kill_pets (op, 0); 2650 command_kill_pets (op, 0);
2678 2651
2679 if(op->stats.food<0) { 2652 if(op->stats.food<0) {
2680 if (op->contr->explore) { 2653 if (op->contr->explore) {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2682 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2683 op->stats.food=999; 2656 op->stats.food=999;
2684 return; 2657 return;
2685 } 2658 }
2686 sprintf(buf,"%s starved to death.",op->name); 2659 sprintf(buf,"%s starved to death.",op->name);
2687 strcpy(op->contr->killer,"starvation"); 2660 strcpy(op->contr->killer,"starvation");
2688 } 2661 }
2689 else { 2662 else {
2690 if (op->contr->explore) { 2663 if (op->contr->explore) {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2692 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2665 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp; 2666 op->stats.hp=op->stats.maxhp;
2694 return; 2667 return;
2695 } 2668 }
2696 sprintf(buf,"%s died.",op->name); 2669 sprintf(buf,"%s died.",op->name);
2697 } 2670 }
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2699 2672
2700 /* save the map location for corpse, gravestone*/ 2673 /* save the map location for corpse, gravestone*/
2701 x=op->x;y=op->y;map=op->map; 2674 x=op->x;y=op->y;map=op->map;
2702 2675
2703 2676
2704 if (settings.not_permadeth == TRUE) { 2677 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2678 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2679 * life if they are dead - it takes some exp and a random stat.
2707 * See the config.h file for a little more in depth detail about this. 2680 * See the config.h file for a little more in depth detail about this.
2708 */ 2681 */
2709 2682
2710 /* Basically two ways to go - remove a stat permanently, or just 2683 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2684 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2685 * of death.
2713 */ 2686 */
2714#ifndef COZY_SERVER 2687#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2688 if (settings.balanced_stat_loss) {
2716 /* If stat loss is permanent, lose one stat only. */ 2689 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2690 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2691 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2692 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2693 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2694 little bit harder. */
2722 /* GD */ 2695 /* GD */
2723 if (settings.stat_loss_on_death) 2696 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2697 num_stats_lose = 1;
2725 else 2698 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2700 } else {
2728 num_stats_lose = 1; 2701 num_stats_lose = 1;
2729 } 2702 }
2730 lost_a_stat = 0; 2703 lost_a_stat = 0;
2731 2704
2732 for (z=0; z<num_stats_lose; z++) { 2705 for (z=0; z<num_stats_lose; z++) {
2733 i = RANDOM() % NUM_STATS; 2706 i = RANDOM() % NUM_STATS;
2734 2707
2735 if (settings.stat_loss_on_death) { 2708 if (settings.stat_loss_on_death) {
2736 /* Pick a random stat and take a point off it. Tell the player 2709 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2710 * what he lost.
2738 */ 2711 */
2739 change_attr_value(&(op->stats), i,-1); 2712 change_attr_value(&(op->stats), i,-1);
2740 check_stat_bounds(&(op->stats)); 2713 check_stat_bounds(&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2714 change_attr_value(&(op->contr->orig_stats), i,-1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2715 check_stat_bounds(&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2744 lost_a_stat = 1; 2717 lost_a_stat = 1;
2745 } else { 2718 } else {
2746 /* deplete a stat */ 2719 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2720 archetype *deparch=find_archetype("depletion");
2748 object *dep; 2721 object *dep;
2749 2722
2750 dep = present_arch_in_ob(deparch,op); 2723 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) { 2724 if(!dep) {
2752 dep = arch_to_object(deparch); 2725 dep = arch_to_object(deparch);
2753 insert_ob_in_ob(dep, op); 2726 insert_ob_in_ob(dep, op);
2754 } 2727 }
2755 lose_this_stat = 1; 2728 lose_this_stat = 1;
2756 if (settings.balanced_stat_loss) { 2729 if (settings.balanced_stat_loss) {
2757 /* GD */ 2730 /* GD */
2758 /* Get the stat that we're about to deplete. */ 2731 /* Get the stat that we're about to deplete. */
2759 this_stat = get_attr_value(&(dep->stats), i); 2732 this_stat = get_attr_value(&(dep->stats), i);
2760 if (this_stat < 0) { 2733 if (this_stat < 0) {
2761 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2734 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2762 int keep_chance = this_stat * this_stat; 2735 int keep_chance = this_stat * this_stat;
2763 /* Yes, I am paranoid. Sue me. */ 2736 /* Yes, I am paranoid. Sue me. */
2764 if (keep_chance < 1) 2737 if (keep_chance < 1)
2765 keep_chance = 1; 2738 keep_chance = 1;
2766 2739
2767 /* There is a maximum depletion total per level. */ 2740 /* There is a maximum depletion total per level. */
2768 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2741 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2769 lose_this_stat = 0; 2742 lose_this_stat = 0;
2770 /* Take loss chance vs keep chance to see if we 2743 /* Take loss chance vs keep chance to see if we
2771 retain the stat. */ 2744 retain the stat. */
2772 } else { 2745 } else {
2773 if (random_roll(0, loss_chance + keep_chance-1, 2746 if (random_roll(0, loss_chance + keep_chance-1,
2774 op, PREFER_LOW) < keep_chance) 2747 op, PREFER_LOW) < keep_chance)
2775 lose_this_stat = 0; 2748 lose_this_stat = 0;
2776 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", 2749 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2777 this_stat, keep_chance, loss_chance, 2750 this_stat, keep_chance, loss_chance,
2778 lose_this_stat?"LOSE":"KEEP"); */ 2751 lose_this_stat?"LOSE":"KEEP"); */
2779 } 2752 }
2780 } 2753 }
2781 } 2754 }
2782 2755
2783 if (lose_this_stat) { 2756 if (lose_this_stat) {
2784 this_stat = get_attr_value(&(dep->stats), i); 2757 this_stat = get_attr_value(&(dep->stats), i);
2785 /* We could try to do something clever like find another 2758 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2759 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2760 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2761 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2762 * difference.
2790 */ 2763 */
2791 if (this_stat>=-50) { 2764 if (this_stat>=-50) {
2792 change_attr_value(&(dep->stats), i, -1); 2765 change_attr_value(&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2766 SET_FLAG(dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2795 fix_player(op); 2768 fix_player(op);
2796 lost_a_stat = 1; 2769 lost_a_stat = 1;
2797 } 2770 }
2798 } 2771 }
2799 } 2772 }
2800 } 2773 }
2801 /* If no stat lost, tell the player. */ 2774 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2775 if (!lost_a_stat)
2803 { 2776 {
2804 /* determine_god() seems to not work sometimes... why is this? 2777 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2778 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2779 const char *god = determine_god(op);
2807 if (god && (strcmp(god, "none"))) 2780 if (god && (strcmp(god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief "
2809 "moment you feel the holy presence of %s protecting" 2782 "moment you feel the holy presence of %s protecting"
2810 " you.", god); 2783 " you.", god);
2811 else 2784 else
2812 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2813 " feel a holy presence protecting you."); 2786 " feel a holy presence protecting you.");
2814 } 2787 }
2815#endif 2788#endif
2816 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2789 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2817 " feel a holy presence protecting you from losing yourself completely."); 2790 " feel a holy presence protecting you from losing yourself completely.");
2818 2791
2819 /* Put a gravestone up where the character 'almost' died. List the 2792 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2793 * exp loss on the stone.
2821 */ 2794 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2795 tmp=arch_to_object(find_archetype("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2796 sprintf(buf,"%s's gravestone",op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2797 FREE_AND_COPY(tmp->name, buf);
2825 sprintf(buf,"%s's gravestones",op->name); 2798 sprintf(buf,"%s's gravestones",op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 2799 FREE_AND_COPY(tmp->name_pl, buf);
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2828 "who was killed\n" 2801 "who was killed\n"
2829 "by %s.\n", 2802 "by %s.\n",
2830 op->name, op->contr->title, 2803 op->name, op->contr->title,
2831 op->contr->killer); 2804 op->contr->killer);
2832 tmp->msg = add_string(buf); 2805 tmp->msg = add_string(buf);
2833 tmp->x=op->x,tmp->y=op->y; 2806 tmp->x=op->x,tmp->y=op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2807 insert_ob_in_map (tmp, op->map, NULL,0);
2835 2808
2836 /**************************************/ 2809 /**************************************/
2837 /* */ 2810 /* */
2838 /* Subtract the experience points, */ 2811 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 2812 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 2813 /* food, and reset HP's... */
2841 /* */ 2814 /* */
2842 /**************************************/ 2815 /**************************************/
2843 2816
2844 /* remove any poisoning and confusion the character may be suffering.*/ 2817 /* remove any poisoning and confusion the character may be suffering.*/
2845 /* restore player */ 2818 /* restore player */
2846 at = find_archetype("poisoning"); 2819 at = find_archetype("poisoning");
2847 tmp=present_arch_in_ob(at,op); 2820 tmp=present_arch_in_ob(at,op);
2848 if (tmp) { 2821 if (tmp) {
2849 remove_ob(tmp); 2822 remove_ob(tmp);
2850 free_object(tmp); 2823 free_object(tmp);
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2852 } 2825 }
2853 2826
2854 at = find_archetype("confusion"); 2827 at = find_archetype("confusion");
2855 tmp=present_arch_in_ob(at,op); 2828 tmp=present_arch_in_ob(at,op);
2856 if (tmp) { 2829 if (tmp) {
2857 remove_ob(tmp); 2830 remove_ob(tmp);
2858 free_object(tmp); 2831 free_object(tmp);
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2860 } 2833 }
2861 cure_disease(op,0); /* remove any disease */ 2834 cure_disease(op,0); /* remove any disease */
2862 2835
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2836 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2837 apply_death_exp_penalty(op);
2865 if(op->stats.food < 100) op->stats.food = 900; 2838 if(op->stats.food < 100) op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 2839 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2869 2842
2870 /* 2843 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2844 * Check to see if the player is in a shop. IF so, then check to see if
2872 * the player has any unpaid items. If so, remove them and put them back 2845 * the player has any unpaid items. If so, remove them and put them back
2873 * in the map. 2846 * in the map.
2874 */ 2847 */
2875 2848
2849 if (is_in_shop (op))
2850 remove_unpaid_objects(op->inv, op);
2851
2852 /****************************************/
2853 /* */
2854 /* Move player to his current respawn- */
2855 /* position (usually last savebed) */
2856 /* */
2857 /****************************************/
2858
2859 enter_player_savebed(op);
2860
2861 /* Save the player before inserting the force to reduce
2862 * chance of abuse.
2863 */
2864 op->contr->braced=0;
2865 save_player(op,1);
2866
2867 /* it is possible that the player has blown something up
2868 * at his savebed location, and that can have long lasting
2869 * spell effects. So first see if there is a spell effect
2870 * on the space that might harm the player.
2871 */
2872 will_kill_again=0;
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2873 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op);
2879 break;
2880 }
2881 }
2882
2883
2884 /****************************************/
2885 /* */
2886 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */
2888 /* */
2889 /****************************************/
2890
2891 enter_player_savebed(op);
2892
2893 /* Save the player before inserting the force to reduce
2894 * chance of abuse.
2895 */
2896 op->contr->braced=0;
2897 save_player(op,1);
2898
2899 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player.
2903 */
2904 will_kill_again=0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2906 if (tmp->type ==SPELL_EFFECT) 2874 if (tmp->type ==SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2875 will_kill_again|=tmp->attacktype;
2908 } 2876 }
2909 if (will_kill_again) { 2877 if (will_kill_again) {
2910 object *force; 2878 object *force;
2911 int at; 2879 int at;
2912 2880
2913 force=get_archetype(FORCE_NAME); 2881 force=get_archetype(FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2882 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 2883 force->speed=0.1;
2916 force->speed_left=-5.0; 2884 force->speed_left=-5.0;
2917 SET_FLAG(force, FLAG_APPLIED); 2885 SET_FLAG(force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 2886 for (at=0; at<NROFATTACKS; at++) {
2919 if (will_kill_again & (1 << at)) 2887 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2888 force->resist[at] = 100;
2921 } 2889 }
2922 insert_ob_in_ob(force, op); 2890 insert_ob_in_ob(force, op);
2923 fix_player(op); 2891 fix_player(op);
2924 2892
2925 } 2893 }
2926 /**************************************/ 2894 /**************************************/
2927 /* */ 2895 /* */
2928 /* Repaint the characters inv, and */ 2896 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */ 2897 /* stats, and show a nasty message ;) */
2930 /* */ 2898 /* */
2931 /**************************************/ 2899 /**************************************/
2932 2900
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2901 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2934 return; 2902 return;
2935 } /* NOT_PERMADETH */ 2903 } /* NOT_PERMADETH */
2936 else { 2904 else {
2937 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This 2905 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2938 * should probably be embedded in an else statement. 2906 * should probably be embedded in an else statement.
2939 */ 2907 */
2940 2908
2941 op->contr->party=NULL; 2909 op->contr->party=NULL;
2942 if (settings.set_title == TRUE) 2910 if (settings.set_title == TRUE)
2943 op->contr->own_title[0]='\0'; 2911 op->contr->own_title[0]='\0';
2944 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 2912 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2945 check_score(op); 2913 check_score(op);
2946 if(op->contr->ranges[range_golem]!=NULL) { 2914 if(op->contr->ranges[range_golem]!=NULL) {
2947 remove_friendly_object(op->contr->ranges[range_golem]); 2915 remove_friendly_object(op->contr->ranges[range_golem]);
2948 remove_ob(op->contr->ranges[range_golem]); 2916 remove_ob(op->contr->ranges[range_golem]);
2949 free_object(op->contr->ranges[range_golem]); 2917 free_object(op->contr->ranges[range_golem]);
2950 op->contr->ranges[range_golem]=NULL; 2918 op->contr->ranges[range_golem]=NULL;
2951 op->contr->golem_count=0; 2919 op->contr->golem_count=0;
2952 } 2920 }
2953 loot_object(op); /* Remove some of the items for good */ 2921 loot_object(op); /* Remove some of the items for good */
2954 remove_ob(op); 2922 remove_ob(op);
2955 op->direction=0; 2923 op->direction=0;
2956 2924
2957 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 2925 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2958 delete_character(op->name,0); 2926 delete_character(op->name,0);
2959 if (settings.resurrection == TRUE) { 2927 if (settings.resurrection == TRUE) {
2960 /* save playerfile sans equipment when player dies 2928 /* save playerfile sans equipment when player dies
2961 ** then save it as player.pl.dead so that future resurrection 2929 ** then save it as player.pl.dead so that future resurrection
2962 ** type spells will work on them nicely 2930 ** type spells will work on them nicely
2963 */ 2931 */
2964 delete_character(op->name,0); 2932 delete_character(op->name,0);
2965 op->stats.hp = op->stats.maxhp; 2933 op->stats.hp = op->stats.maxhp;
2966 op->stats.food = 999; 2934 op->stats.food = 999;
2967 2935
2968 /* set the location of where the person will reappear when */ 2936 /* set the location of where the person will reappear when */
2969 /* maybe resurrection code should fix map also */ 2937 /* maybe resurrection code should fix map also */
2970 strcpy(op->contr->maplevel, settings.emergency_mapname); 2938 strcpy(op->contr->maplevel, settings.emergency_mapname);
2971 if(op->map!=NULL) 2939 if(op->map!=NULL)
2972 op->map = NULL; 2940 op->map = NULL;
2973 op->x = settings.emergency_x; 2941 op->x = settings.emergency_x;
2974 op->y = settings.emergency_y; 2942 op->y = settings.emergency_y;
2975 save_player(op,0); 2943 save_player(op,0);
2976 op->map = map; 2944 op->map = map;
2977 /* please see resurrection.c: peterm */ 2945 /* please see resurrection.c: peterm */
2978 dead_player(op); 2946 dead_player(op);
2979 } else { 2947 } else {
2980 delete_character(op->name,1); 2948 delete_character(op->name,1);
2981 } 2949 }
2982 } 2950 }
2983 play_again(op); 2951 play_again(op);
2984 2952
2985 /* peterm: added to create a corpse at deathsite. */ 2953 /* peterm: added to create a corpse at deathsite. */
2986 tmp=arch_to_object(find_archetype("corpse_pl")); 2954 tmp=arch_to_object(find_archetype("corpse_pl"));
2987 sprintf(buf,"%s", op->name); 2955 sprintf(buf,"%s", op->name);
2988 FREE_AND_COPY(tmp->name, buf); 2956 FREE_AND_COPY(tmp->name, buf);
2989 FREE_AND_COPY(tmp->name_pl, buf); 2957 FREE_AND_COPY(tmp->name_pl, buf);
2990 tmp->level=op->level; 2958 tmp->level=op->level;
2991 tmp->x=x;tmp->y=y; 2959 tmp->x=x;tmp->y=y;
2992 if (tmp->msg) 2960 if (tmp->msg)
2993 free_string(tmp->msg); 2961 free_string(tmp->msg);
2994 tmp->msg = add_string (gravestone_text(op)); 2962 tmp->msg = add_string (gravestone_text(op));
2995 SET_FLAG (tmp, FLAG_UNIQUE); 2963 SET_FLAG (tmp, FLAG_UNIQUE);
2996 insert_ob_in_map (tmp, map, NULL,0); 2964 insert_ob_in_map (tmp, map, NULL,0);
2997 } 2965 }
2998} 2966}
2999 2967
3000 2968
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2969void loot_object(object *op) { /* Grab and destroy some treasure */
3009 next=tmp->below; 2977 next=tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2978 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
3011 remove_ob(tmp); 2979 remove_ob(tmp);
3012 tmp->x=op->x,tmp->y=op->y; 2980 tmp->x=op->x,tmp->y=op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2981 if (tmp->type == CONTAINER) { /* empty container to ground */
3014 loot_object(tmp); 2982 loot_object(tmp);
3015 } 2983 }
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2984 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2985 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
3018 if(tmp->nrof>1) { 2986 if(tmp->nrof>1) {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2987 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
3020 free_object(tmp2); 2988 free_object(tmp2);
3021 insert_ob_in_map(tmp,op->map,NULL,0); 2989 insert_ob_in_map(tmp,op->map,NULL,0);
3022 } else 2990 } else
3023 free_object(tmp); 2991 free_object(tmp);
3024 } else 2992 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2993 insert_ob_in_map(tmp,op->map,NULL,0);
3026 } 2994 }
3027} 2995}
3028 2996
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3006 int old = pl->ob->carrying, sum = sum_weight(pl->ob);
3039 if(old == sum) 3007 if(old == sum)
3040 continue; 3008 continue;
3041 fix_player(pl->ob); 3009 fix_player(pl->ob);
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3010 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3043 pl->ob->name, old, sum); 3011 pl->ob->name, old, sum);
3044 } 3012 }
3045} 3013}
3046 3014
3047void fix_luck(void) { 3015void fix_luck(void) {
3048 player *pl; 3016 player *pl;
3096 3064
3097void make_visible (object *op) { 3065void make_visible (object *op) {
3098 op->hide = 0; 3066 op->hide = 0;
3099 op->invisible = 0; 3067 op->invisible = 0;
3100 if(op->type==PLAYER) { 3068 if(op->type==PLAYER) {
3101 op->contr->tmp_invis = 0; 3069 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3070 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3103 } 3071 }
3104 update_object(op,UP_OBJ_FACE); 3072 update_object(op,UP_OBJ_FACE);
3105} 3073}
3106 3074
3107int is_true_undead(object *op) { 3075int is_true_undead(object *op) {
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3078 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3111 3079
3112 if(op->type==PLAYER) 3080 if(op->type==PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 3081 for(tmp=op->inv;tmp;tmp=tmp->below)
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3082 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3083 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3116 return 0; 3084 return 0;
3117} 3085}
3118 3086
3119/* look at the surrounding terrain to determine 3087/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3088 * the hideability of this object. Positive levels
3135 * as bad as carrying a light on a pitch dark map */ 3103 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3104 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness));
3137 3105
3138 /* scan through all nearby squares for terrain to hide in */ 3106 /* scan through all nearby squares for terrain to hide in */
3139 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3107 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3108 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3109 if (mflag & P_OUT_OF_MAP) { continue; }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3110 if(mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3111 level += 2;
3144 else /* open terrain! */ 3112 else /* open terrain! */
3145 level -= 1; 3113 level -= 1;
3146 } 3114 }
3147 3115
3148#if 0 3116#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3117 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level);
3150#endif 3118#endif
3165 3133
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3134 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING);
3167 3135
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3136 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3137 if(op->type==PLAYER && op->contr->run_on) {
3170 if(!skop || num >= skop->level) { 3138 if(!skop || num >= skop->level) {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3139 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!");
3172 make_visible(op); 3140 make_visible(op);
3173 return; 3141 return;
3174 } else num += 20; 3142 } else num += 20;
3175 } 3143 }
3176 num += op->map->difficulty; 3144 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3145 hide = hideability(op); /* modify by terrain hidden level */
3178 num -= hide; 3146 num -= hide;
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3147 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3180 make_visible(op); 3148 make_visible(op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3149 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op,
3182 "You moved out of hiding! You are visible!"); 3150 "You moved out of hiding! You are visible!");
3183 } 3151 }
3184 else if (op->type == PLAYER && skop) { 3152 else if (op->type == PLAYER && skop) {
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3153 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0);
3186 } 3154 }
3187} 3155}
3188 3156
3189/* determine if who is standing near a hostile creature. */ 3157/* determine if who is standing near a hostile creature. */
3190 3158
3199 if(who->type==PLAYER) player=1; 3167 if(who->type==PLAYER) player=1;
3200 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3168 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3201 3169
3202 /* search adjacent squares */ 3170 /* search adjacent squares */
3203 for(i=1;i<9;i++) { 3171 for(i=1;i<9;i++) {
3204 x = who->x+freearr_x[i]; 3172 x = who->x+freearr_x[i];
3205 y = who->y+freearr_y[i]; 3173 y = who->y+freearr_y[i];
3206 m = who->map; 3174 m = who->map;
3207 mflags = get_map_flags(m, &m, x, y, &x, &y); 3175 mflags = get_map_flags(m, &m, x, y, &x, &y);
3208 /* space must be blocked if there is a monster. If not 3176 /* space must be blocked if there is a monster. If not
3209 * blocked, don't need to check this space. 3177 * blocked, don't need to check this space.
3210 */ 3178 */
3211 if (mflags & P_OUT_OF_MAP) continue; 3179 if (mflags & P_OUT_OF_MAP) continue;
3212 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3180 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3213 3181
3214 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3182 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3215 if((player||friendly) 3183 if((player||friendly)
3216 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3184 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3217 return 1; 3185 return 1;
3218 else if(tmp->type==PLAYER) 3186 else if(tmp->type==PLAYER)
3219 { 3187 {
3220 /*don't let a hidden DM prevent you from hiding*/ 3188 /*don't let a hidden DM prevent you from hiding*/
3221 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 3189 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3222 return 1; 3190 return 1;
3223 } 3191 }
3224 } 3192 }
3225 } 3193 }
3226 return 0; 3194 return 0;
3227} 3195}
3228 3196
3229/* check the player los field for viewability of the 3197/* check the player los field for viewability of the
3243int player_can_view (object *pl,object *op) { 3211int player_can_view (object *pl,object *op) {
3244 rv_vector rv; 3212 rv_vector rv;
3245 int dx,dy; 3213 int dx,dy;
3246 3214
3247 if(pl->type!=PLAYER) { 3215 if(pl->type!=PLAYER) {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3216 LOG(llevError,"player_can_view() called for non-player object\n");
3249 return -1; 3217 return -1;
3250 } 3218 }
3251 if (!pl || !op) return 0; 3219 if (!pl || !op) return 0;
3252 3220
3253 if(op->head) { op = op->head; } 3221 if(op->head) { op = op->head; }
3254 get_rangevector(pl, op, &rv, 0x1); 3222 get_rangevector(pl, op, &rv, 0x1);
3258 * part that is in the los array but isnt on 3226 * part that is in the los array but isnt on
3259 * a blocked los square. 3227 * a blocked los square.
3260 * we use the archetype to figure out offsets. 3228 * we use the archetype to figure out offsets.
3261 */ 3229 */
3262 while(op) { 3230 while(op) {
3263 dx = rv.distance_x + op->arch->clone.x; 3231 dx = rv.distance_x + op->arch->clone.x;
3264 dy = rv.distance_y + op->arch->clone.y; 3232 dy = rv.distance_y + op->arch->clone.y;
3265 3233
3266 /* only the viewable area the player sees is updated by LOS 3234 /* only the viewable area the player sees is updated by LOS
3267 * code, so we need to restrict ourselves to that range of values 3235 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values. 3236 * for any meaningful values.
3269 */ 3237 */
3270 if (FABS(dx) <= (pl->contr->socket.mapx/2) && 3238 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3271 FABS(dy) <= (pl->contr->socket.mapy/2) && 3239 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] ) 3240 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3273 return 1; 3241 return 1;
3274 op = op->more; 3242 op = op->more;
3275 } 3243 }
3276 return 0; 3244 return 0;
3277} 3245}
3278 3246
3279/* routine for both players and monsters. We call this when 3247/* routine for both players and monsters. We call this when
3283 * return 0. 3251 * return 0.
3284 */ 3252 */
3285int action_makes_visible (object *op) { 3253int action_makes_visible (object *op) {
3286 3254
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3255 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3256 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3289 return 0; 3257 return 0;
3290 3258
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3259 if (op->contr && op->contr->tmp_invis == 0) return 0;
3292 3260
3293 /* If monsters, they should become visible */ 3261 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3262 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3263 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3296 return 1; 3264 return 1;
3297 } 3265 }
3298 } 3266 }
3299 return 0; 3267 return 0;
3300} 3268}
3301 3269
3302/* op_on_battleground - checks if the given object op (usually 3270/* op_on_battleground - checks if the given object op (usually
3317 * => The intention here is to prevent abuse of the battleground- 3285 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3286 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3287 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3288 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3289 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3290 strcmp(tmp->name, "battleground")==0 &&
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3291 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) {
3324 /*before we assign the exit, check if this is a teambattle*/ 3292 /*before we assign the exit, check if this is a teambattle*/
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3293 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){
3326 object *invtmp; 3294 object *invtmp;
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3295 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) {
3328 if(invtmp->type==FORCE && invtmp->slaying && 3296 if(invtmp->type==FORCE && invtmp->slaying &&
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3297 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){
3298 if (x != NULL && y != NULL)
3299 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp);
3300 return 1;
3301 }
3302 }
3303 }
3330 if (x != NULL && y != NULL) 3304 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3305 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3332 return 1; 3306 return 1;
3333 }
3334 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3307 }
3340 } 3308 }
3341 } 3309 }
3342 /* If we got here, did not find a battleground */ 3310 /* If we got here, did not find a battleground */
3343 return 0; 3311 return 0;
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3328 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3329 int i=0, j=0;
3362 3330
3363 /* get the appropriate treasurelist */ 3331 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3332 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3333 trlist = find_treasurelist("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3334 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3335 trlist = find_treasurelist("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3336 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3337 trlist = find_treasurelist("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3338 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3339 trlist = find_treasurelist("dragon_ability_poison");
3372 3340
3373 if (trlist == NULL || who->type != PLAYER) 3341 if (trlist == NULL || who->type != PLAYER)
3374 return; 3342 return;
3375 3343
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3344 for (i=0, tr = trlist->items; tr != NULL && i<level-1;
3377 tr = tr->next, i++); 3345 tr = tr->next, i++);
3378 3346
3379 if (tr == NULL || tr->item == NULL) { 3347 if (tr == NULL || tr->item == NULL) {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3348 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3349 return;
3382 } 3350 }
3383 3351
3384 /* everything seems okay - now bring on the gift: */ 3352 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3353 item = &(tr->item->clone);
3386 3354
3387 if (item->type == SPELL) { 3355 if (item->type == SPELL) {
3388 if (check_spell_known (who, item->name)) 3356 if (check_spell_known (who, item->name))
3389 return; 3357 return;
3390 3358
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3359 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3392 do_learn_spell (who, item, 0); 3360 do_learn_spell (who, item, 0);
3393 return; 3361 return;
3394 } 3362 }
3395 3363
3396 /* grant direct spell */ 3364 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3365 if (item->type == SPELLBOOK) {
3398 if (!item->inv) { 3366 if (!item->inv) {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3367 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3400 item->name); 3368 item->name);
3401 return; 3369 return;
3402 } 3370 }
3403 if (check_spell_known (who, item->inv->name)) 3371 if (check_spell_known (who, item->inv->name))
3404 return; 3372 return;
3405 if (item->invisible) { 3373 if (item->invisible) {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3374 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name);
3407 do_learn_spell (who, item->inv, 0); 3375 do_learn_spell (who, item->inv, 0);
3408 return; 3376 return;
3409 } 3377 }
3410 } 3378 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3379 else if (item->type == SKILL_TOOL && item->invisible) {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3380 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) {
3413 3381
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3382 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3415 * in this way, if the player is missing any of the attacktypes, he gets 3383 * in this way, if the player is missing any of the attacktypes, he gets
3416 * them. As it is now, if the player has any that match the granted skill, 3384 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3385 * but not all of them, he gets nothing.
3418 */ 3386 */
3419 if (!(skop->attacktype & item->attacktype)) { 3387 if (!(skop->attacktype & item->attacktype)) {
3420 /* Give new attacktype */ 3388 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3389 skop->attacktype |= item->attacktype;
3422 3390
3423 /* always add physical if there's none */ 3391 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3392 skop->attacktype |= AT_PHYSICAL;
3425 3393
3426 if (item->msg != NULL) 3394 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3395 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3428 3396
3429 /* Give player new face */ 3397 /* Give player new face */
3430 if (item->animation_id) { 3398 if (item->animation_id) {
3431 who->face = skop->face; 3399 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3400 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3401 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3402 who->last_anim = 0;
3435 who->state = 0; 3403 who->state = 0;
3436 animate_object(who, who->direction); 3404 animate_object(who, who->direction);
3437 } 3405 }
3438 } 3406 }
3439 } 3407 }
3440 } 3408 }
3441 else if (item->type == FORCE) { 3409 else if (item->type == FORCE) {
3442 /* forces in the treasurelist can alter the player's stats */ 3410 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3411 object *skin;
3444 /* first get the dragon skin force */ 3412 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3413 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3446 skin=skin->below); 3414 skin=skin->below);
3447 if (skin == NULL) return; 3415 if (skin == NULL) return;
3448 3416
3449 /* adding new spellpath attunements */ 3417 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3418 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3419 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3420
3453 /* print message */ 3421 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3422 sprintf(buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3423 for(i=0, j=0; i<NRSPELLPATHS; i++) {
3456 if(item->path_attuned & (1<<i)) { 3424 if(item->path_attuned & (1<<i)) {
3457 if (j) 3425 if (j)
3458 strcat(buf," and "); 3426 strcat(buf," and ");
3459 else 3427 else
3460 j = 1; 3428 j = 1;
3461 strcat(buf, spellpathnames[i]); 3429 strcat(buf, spellpathnames[i]);
3462 } 3430 }
3463 } 3431 }
3464 strcat(buf,"."); 3432 strcat(buf,".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3433 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3466 } 3434 }
3467 3435
3468 /* evtl. adding flags: */ 3436 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3437 if(QUERY_FLAG(item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3438 SET_FLAG(skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3439 if(QUERY_FLAG(item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3440 SET_FLAG(skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3441 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3442 SET_FLAG(skin, FLAG_SEE_IN_DARK);
3475 3443
3476 /* print message if there is one */ 3444 /* print message if there is one */
3477 if (item->msg != NULL) 3445 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3446 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3479 } 3447 }
3480 else { 3448 else {
3481 /* generate misc. treasure */ 3449 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3450 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3451 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3484 tmp = insert_ob_in_ob (tmp, who); 3452 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3453 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3454 esrv_send_item(who, tmp);
3487 } 3455 }
3488} 3456}
3489 3457
3490/** 3458/**
3491 * Unready an object for a player. This function does nothing if the object was 3459 * Unready an object for a player. This function does nothing if the object was

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