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

Comparing deliantra/server/server/player.C (file contents):
Revision 1.6 by root, Sat Aug 26 23:36:34 2006 UTC vs.
Revision 1.15 by root, Mon Sep 4 11:08:00 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 1.15 2006/09/04 11:08:00 root 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.
197 * Hopefully this will be less bugfree and simpler. 197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null, 198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle 199 * we create a new one. Otherwise, we recycle
200 * the one that is passed. 200 * the one that is passed.
201 */ 201 */
202static player* get_player(player *p) { 202static player *
203get_player (player * p)
204{
203 object *op=arch_to_object(get_player_archetype(NULL)); 205 object *op = arch_to_object (get_player_archetype (NULL));
204 int i; 206 int i;
205 207
206 if (!p) { 208 if (!p)
207 player *tmp; 209 {
210 p = new player;
208 211
209 p = (player *) malloc(sizeof(player));
210 if(p==NULL)
211 fatal(OUT_OF_MEMORY);
212
213 /* This adds the player in the linked list. There is extra 212 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the 213 * 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 214 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of 215 * that needs to be done except for things like output of
217 * 'who'. 216 * 'who'.
218 */ 217 */
219 tmp=first_player; 218 player *tmp = first_player;
220 while(tmp!=NULL&&tmp->next!=NULL) 219 while (tmp != NULL && tmp->next != NULL)
221 tmp=tmp->next; 220 tmp = tmp->next;
222 if(tmp!=NULL) 221 if (tmp != NULL)
223 tmp->next=p; 222 tmp->next = p;
224 else 223 else
225 first_player=p; 224 first_player = p;
226 225
227 p->next = NULL; 226 p->next = NULL;
228 } 227 }
229 228
230 /* Clears basically the entire player structure except 229 /* Clears basically the entire player structure except
231 * for next and socket. 230 * for next and socket.
232 */ 231 */
233 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 232 memset (static_cast<player_pod *>(p), 0, sizeof (player_pod));
233 p->attachable_clear ();
234 234
235 /* There are some elements we want initialized to non zero value - 235 /* There are some elements we want initialized to non zero value -
236 * we deal with that below this point. 236 * we deal with that below this point.
237 */ 237 */
238 p->party=NULL; 238 p->party = NULL;
239 p->outputs_sync=16; /* Every 2 seconds */ 239 p->outputs_sync = 16; /* Every 2 seconds */
240 p->outputs_count=1; /* Keeps present behaviour */ 240 p->outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 241 p->unapply = unapply_nochoice;
242 p->Swap_First = -1; 242 p->Swap_First = -1;
243 243
244#ifdef AUTOSAVE 244#ifdef AUTOSAVE
245 p->last_save_tick = 9999999; 245 p->last_save_tick = 9999999;
246#endif 246#endif
247 247
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 248 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
249 249
250 op->contr=p; /* this aren't yet in archetype */ 250 op->contr = p; /* this aren't yet in archetype */
251 p->ob = op; 251 p->ob = op;
252 op->speed_left=0.5; 252 op->speed_left = 0.5;
253 op->speed=1.0; 253 op->speed = 1.0;
254 op->direction=5; /* So player faces south */ 254 op->direction = 5; /* So player faces south */
255 op->stats.wc=2; 255 op->stats.wc = 2;
256 op->run_away = 25; /* Then we panick... */ 256 op->run_away = 25; /* Then we panick... */
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258 258
259 roll_stats(op); 259 roll_stats (op);
260 p->state=ST_ROLL_STAT; 260 p->state = ST_ROLL_STAT;
261 clear_los(op); 261 clear_los (op);
262 262
263 p->gen_sp_armour=10; 263 p->gen_sp_armour = 10;
264 p->last_speed= -1; 264 p->last_speed = -1;
265 p->shoottype=range_none; 265 p->shoottype = range_none;
266 p->bowtype=bow_normal; 266 p->bowtype = bow_normal;
267 p->petmode=pet_normal; 267 p->petmode = pet_normal;
268 p->listening=10; 268 p->listening = 10;
269 p->usekeys=containers; 269 p->usekeys = containers;
270 p->last_weapon_sp= -1; 270 p->last_weapon_sp = -1;
271 p->peaceful=1; /* default peaceful */ 271 p->peaceful = 1; /* default peaceful */
272 p->do_los=1; 272 p->do_los = 1;
273 p->explore=0; 273 p->explore = 0;
274 p->no_shout=0; /* default can shout */ 274 p->no_shout = 0; /* default can shout */
275 275
276 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 276 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
277 p->title[sizeof(p->title)-1] = '\0'; 277 p->title[sizeof (p->title) - 1] = '\0';
278 op->race = add_string (op->arch->clone.race); 278 op->race = op->arch->clone.race;
279 279
280 CLEAR_FLAG(op,FLAG_READY_SKILL); 280 CLEAR_FLAG (op, FLAG_READY_SKILL);
281 281
282 /* we need to clear these to -1 and not zero - otherwise, 282 /* we need to clear these to -1 and not zero - otherwise,
283 * if a player quits and starts a new character, we wont 283 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start 284 * send new values to the client, as things like exp start
285 * at zero. 285 * at zero.
286 */ 286 */
287 for (i=0; i < NUM_SKILLS; i++) { 287 for (i = 0; i < NUM_SKILLS; i++)
288 {
288 p->last_skill_exp[i] = -1; 289 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL; 290 p->last_skill_ob[i] = NULL;
290 } 291 }
291 for (i=0; i < NROFATTACKS; i++) { 292 for (i = 0; i < NROFATTACKS; i++)
293 {
292 p->last_resist[i] = -1; 294 p->last_resist[i] = -1;
293 } 295 }
294 p->last_stats.exp = -1; 296 p->last_stats.exp = -1;
295 p->last_weight = (uint32)-1; 297 p->last_weight = (uint32) - 1;
296 298
297 p->socket.update_look=0; 299 p->socket.update_look = 0;
298 p->socket.look_position=0; 300 p->socket.look_position = 0;
299 return p; 301 return p;
300} 302}
301
302 303
303/* This loads the first map an puts the player on it. */ 304/* This loads the first map an puts the player on it. */
304static void set_first_map(object *op) 305static void set_first_map(object *op)
305{ 306{
306 strcpy(op->contr->maplevel, first_map_path); 307 strcpy(op->contr->maplevel, first_map_path);
319 320
320 p=get_player(NULL); 321 p=get_player(NULL);
321 p->socket = *ns; 322 p->socket = *ns;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 if(p->socket.faces_sent == NULL) 324 if(p->socket.faces_sent == NULL)
324 fatal(OUT_OF_MEMORY); 325 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 326 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. 327 /* 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 328 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket. 329 * on the uncoming socket.
329 */ 330 */
346 */ 347 */
347archetype *get_player_archetype(archetype* at) 348archetype *get_player_archetype(archetype* at)
348{ 349{
349 archetype *start = at; 350 archetype *start = at;
350 for (;;) { 351 for (;;) {
351 if (at==NULL || at->next==NULL) 352 if (at==NULL || at->next==NULL)
352 at=first_archetype; 353 at=first_archetype;
353 else 354 else
354 at=at->next; 355 at=at->next;
355 if(at->clone.type==PLAYER) 356 if(at->clone.type==PLAYER)
356 return at; 357 return at;
357 if (at == start) { 358 if (at == start) {
358 LOG (llevError, "No Player archetypes\n"); 359 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 360 exit (-1);
360 } 361 }
361 } 362 }
362} 363}
363 364
364 365
365object *get_nearest_player(object *mon) { 366object *get_nearest_player(object *mon) {
368 objectlink *ol; 369 objectlink *ol;
369 unsigned lastdist; 370 unsigned lastdist;
370 rv_vector rv; 371 rv_vector rv;
371 372
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 373 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 374 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 375 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 376 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 377 * list is also free, so encapsulate this in a while loop.
377 */ 378 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
379 object *tmp=ol->ob; 380 object *tmp=ol->ob;
380 381
381 /* Can't do much more other than log the fact, because the object 382 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 383 * itself will have been cleared.
383 */ 384 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next; 386 ol = ol->next;
386 remove_friendly_object(tmp); 387 remove_friendly_object(tmp);
387 if (!ol) return op; 388 if (!ol) return op;
388 } 389 }
389 390
390 /* Remove special check for player from this. First, it looks to cause 391 /* 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 392 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 393 * 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 394 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 395 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 396 * on_same_map check, as can_detect_enemy also does this
396 */ 397 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 398 if (!can_detect_enemy(mon,ol->ob,&rv))
398 continue; 399 continue;
399 400
400 if(lastdist>rv.distance) { 401 if(lastdist>rv.distance) {
401 op=ol->ob; 402 op=ol->ob;
402 lastdist=rv.distance; 403 lastdist=rv.distance;
403 } 404 }
404 } 405 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 406 for (pl=first_player; pl != NULL; pl=pl->next) {
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 407 if (can_detect_enemy(mon, pl->ob,&rv)) {
407 408
408 if(lastdist>rv.distance) { 409 if(lastdist>rv.distance) {
409 op=pl->ob; 410 op=pl->ob;
410 lastdist=rv.distance; 411 lastdist=rv.distance;
411 } 412 }
412 } 413 }
413 } 414 }
414#if 0 415#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)");
416#endif 417#endif
417 return op; 418 return op;
418} 419}
419 420
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 421/* I believe this can safely go to 2, 3 is questionable, 4 will likely
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 479 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); 480 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. */ 481 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0; 482 if (diff>max) return 0;
482 while (diff >1 && max>0) { 483 while (diff >1 && max>0) {
483 lastx = x; 484 lastx = x;
484 lasty = y; 485 lasty = y;
485 lastmap = m; 486 lastmap = m;
486 x = lastx + freearr_x[dir]; 487 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir]; 488 y = lasty + freearr_y[dir];
488 489
489 mflags = get_map_flags(m, &m, x, y, &x, &y); 490 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); 491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
491 492
492 /* Space is blocked - try changing direction a little */ 493 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 494 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)))) { 495 && (m == mon->map && blocked_link(mon, m, x, y)))) {
495 /* recalculate direction from last good location. Possible 496 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before. 497 * we were not traversing ideal location before.
497 */ 498 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) { 500 if (rv.direction != dir) {
500 /* OK - says direction should be different - lets reset the 501 /* OK - says direction should be different - lets reset the
501 * the values so it will try again. 502 * the values so it will try again.
502 */ 503 */
503 x = lastx; 504 x = lastx;
504 y = lasty; 505 y = lasty;
505 m = lastmap; 506 m = lastmap;
506 dir = firstdir = rv.direction; 507 dir = firstdir = rv.direction;
507 } else { 508 } else {
508 /* direct path is blocked - try taking a side step to 509 /* direct path is blocked - try taking a side step to
509 * either the left or right. 510 * either the left or right.
510 * Note increase the values in the loop below to be 511 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes 512 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting 513 * 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 514 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth 515 * stepping back and forth
515 */ 516 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
517 if (i==0) continue; /* already did this, so skip it */ 518 if (i==0) continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise, 519 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in 520 * since the direction that the creature should move in
520 * may change, you could get infinite loops. 521 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only 522 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance, 523 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north, 524 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and 525 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains 526 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully 527 * the last direction the creature has successfully
527 * moved. 528 * moved.
528 */ 529 */
529 530
530 x = lastx + freearr_x[absdir(lastdir+i)]; 531 x = lastx + freearr_x[absdir(lastdir+i)];
531 y = lasty + freearr_y[absdir(lastdir+i)]; 532 y = lasty + freearr_y[absdir(lastdir+i)];
532 m = lastmap; 533 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y); 534 mflags = get_map_flags(m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue; 535 if (mflags & P_OUT_OF_MAP) continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 536 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
537 if (mflags & P_BLOCKSVIEW) continue; 538 if (mflags & P_BLOCKSVIEW) continue;
538 539
539 if (m == mon->map && blocked_link(mon, m, x, y)) break; 540 if (m == mon->map && blocked_link(mon, m, x, y)) break;
540 } 541 }
541 /* go through entire loop without finding a valid 542 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path. 543 * sidestep to take - thus, no valid path.
543 */ 544 */
544 if (i==(DETOUR_AMOUNT+1)) 545 if (i==(DETOUR_AMOUNT+1))
545 return 0; 546 return 0;
546 diff--; 547 diff--;
547 lastdir=dir; 548 lastdir=dir;
548 max--; 549 max--;
549 if (!firstdir) firstdir = dir+i; 550 if (!firstdir) firstdir = dir+i;
550 } /* else check alternate directions */ 551 } /* else check alternate directions */
551 } /* if blocked */ 552 } /* if blocked */
552 else { 553 else {
553 /* we moved towards creature, so diff is less */ 554 /* we moved towards creature, so diff is less */
554 diff--; 555 diff--;
555 max--; 556 max--;
556 lastdir=dir; 557 lastdir=dir;
557 if (!firstdir) firstdir = dir; 558 if (!firstdir) firstdir = dir;
558 } 559 }
559 if (diff<=1) { 560 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually 561 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance. 562 * headed toward player for entire distance.
562 */ 563 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 564 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); 565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
565 } 566 }
566 if (diff>max) return 0; 567 if (diff>max) return 0;
567 } 568 }
568 /* If we reached the max, didn't find a direction in time */ 569 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0; 570 if (!max) return 0;
570 571
571 return firstdir; 572 return firstdir;
573 574
574void give_initial_items(object *pl,treasurelist *items) { 575void give_initial_items(object *pl,treasurelist *items) {
575 object *op,*next=NULL; 576 object *op,*next=NULL;
576 577
577 if(pl->randomitems!=NULL) 578 if(pl->randomitems!=NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
579 580
580 for (op=pl->inv; op; op=next) { 581 for (op=pl->inv; op; op=next) {
581 next = op->below; 582 next = op->below;
582 583
583 /* Forces get applied per default, unless they have the 584 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way 585 * flag "neutral" set. Sorry but I can't think of a better way
585 */ 586 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED); 588 SET_FLAG(op,FLAG_APPLIED);
588 589
589 /* we never give weapons/armour if these cannot be used 590 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions 591 * by this player due to race restrictions
591 */ 592 */
592 if (pl->type == PLAYER) { 593 if (pl->type == PLAYER) {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS || 595 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET || 596 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES || 597 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) || 598 op->type == BRACERS || op->type == GIRDLE)) ||
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op); 600 remove_ob (op);
600 free_object (op); 601 free_object (op);
601 continue; 602 continue;
602 } 603 }
603 } 604 }
604 605
605 /* This really needs to be better - we should really give 606 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really 607 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like 608 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.) 609 * a first level treasurelist for each skill.)
609 * remove duplicate skills also 610 * remove duplicate skills also
610 */ 611 */
611 if(op->type==SPELLBOOK || op->type == SKILL) { 612 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp; 613 object *tmp;
613 614
614 for (tmp=op->below; tmp; tmp=tmp->below) 615 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break; 616 if (tmp->type == op->type && tmp->name == op->name) break;
616 617
617 if (tmp) { 618 if (tmp) {
618 remove_ob(op); 619 remove_ob(op);
619 free_object(op); 620 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n", 621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 tmp->name); 622 &tmp->name);
622 continue; 623 continue;
623 } 624 }
624 if (op->nrof > 1) op->nrof = 1; 625 if (op->nrof > 1) op->nrof = 1;
625 } 626 }
626 627
627 if (op->type == SPELLBOOK && op->inv) { 628 if (op->type == SPELLBOOK && op->inv) {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
629 } 630 }
630 631
631 /* Give starting characters identified, uncursed, and undamned 632 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be 633 * items. Just don't identify gold or silver, or it won't be
633 * merged properly. 634 * merged properly.
634 */ 635 */
635 if (need_identify(op)) { 636 if (need_identify(op)) {
636 SET_FLAG(op, FLAG_IDENTIFIED); 637 SET_FLAG(op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED); 638 CLEAR_FLAG(op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED); 639 CLEAR_FLAG(op, FLAG_DAMNED);
639 } 640 }
640 if(op->type==SPELL) { 641 if(op->type==SPELL) {
641 remove_ob(op); 642 remove_ob(op);
642 free_object(op); 643 free_object(op);
643 continue; 644 continue;
644 } 645 }
645 else if(op->type==SKILL) { 646 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL); 647 SET_FLAG(op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0; 648 op->stats.exp = 0;
648 op->level = 1; 649 op->level = 1;
649 } 650 }
650 /* lock all 'normal items by default */ 651 /* lock all 'normal items by default */
651 else SET_FLAG(op, FLAG_INV_LOCKED); 652 else SET_FLAG(op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */ 653 } /* for loop of objects in player inv */
653 654
654 /* Need to set up the skill pointers */ 655 /* Need to set up the skill pointers */
655 link_player_skills(pl); 656 link_player_skills(pl);
656} 657}
679 * removing the player - it probably makes more sense 680 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all 681 * to leave it to play_again to remove the object in all
681 * cases. 682 * cases.
682 */ 683 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED)) 684 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op); 685 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage, 686 /* 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 687 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out. 688 * the map is null or not swapped out.
688 */ 689 */
689 op->map = NULL; 690 op->map = NULL;
691 692
692 693
693int receive_play_again(object *op, char key) 694int receive_play_again(object *op, char key)
694{ 695{
695 if(key=='q'||key=='Q') { 696 if(key=='q'||key=='Q') {
696 remove_friendly_object(op); 697 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */ 698 leave(op->contr,0); /* ericserver will draw the message */
698 return 2; 699 return 2;
699 } 700 }
700 else if(key=='a'||key=='A') { 701 else if(key=='a'||key=='A') {
701 player *pl = op->contr; 702 player *pl = op->contr;
702 const char *name = op->name; 703 shstr name = op->name;
703 704
704 add_refcount(name);
705 remove_friendly_object(op); 705 remove_friendly_object(op);
706 free_object(op); 706 free_object(op);
707 pl = get_player(pl); 707 pl = get_player(pl);
708 op = pl->ob; 708 op = pl->ob;
709 add_friendly_object(op); 709 add_friendly_object(op);
710 op->contr->password[0]='~'; 710 op->contr->password[0]='~';
711 FREE_AND_CLEAR_STR(op->name); 711 op->name = op->name_pl = 0;
712 FREE_AND_CLEAR_STR(op->name_pl);
713
714 /* Lets put a space in here */ 712 /* Lets put a space in here */
715 new_draw_info(NDI_UNIQUE, 0, op, "\n"); 713 new_draw_info(NDI_UNIQUE, 0, op, "\n");
716 get_name(op); 714 get_name(op);
717 op->name = name; /* Alrady added a refcount above */ 715 op->name = op->name_pl = name;
718 op->name_pl = add_string(name);
719 set_first_map(op); 716 set_first_map(op);
720 } else { 717 } else {
721 /* user pressed something else so just ask again... */ 718 /* user pressed something else so just ask again... */
722 play_again(op); 719 play_again(op);
723 } 720 }
724 return 0; 721 return 0;
725} 722}
726 723
727void confirm_password(object *op) { 724void confirm_password(object *op) {
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 728 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
732} 729}
733 730
734void get_party_password(object *op, partylist *party) { 731void get_party_password(object *op, partylist *party) {
735 if (party == NULL) { 732 if (party == NULL) {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 733 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 734 return;
738 } 735 }
739 op->contr->write_buf[0]='\0'; 736 op->contr->write_buf[0]='\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 737 op->contr->state=ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 738 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 739 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. */ 743/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
747int roll_stat(void) { 744int roll_stat(void) {
748 int a[4],i,j,k; 745 int a[4],i,j,k;
749 746
750 for(i=0;i<4;i++) 747 for(i=0;i<4;i++)
751 a[i]=(int)RANDOM()%6+1; 748 a[i]=(int)RANDOM()%6+1;
752 749
753 for(i=0,j=0,k=7;i<4;i++) 750 for(i=0,j=0,k=7;i<4;i++)
754 if(a[i]<k) 751 if(a[i]<k)
755 k=a[i],j=i; 752 k=a[i],j=i;
756 753
757 for(i=0,k=0;i<4;i++) { 754 for(i=0,k=0;i<4;i++) {
758 if(i!=j) 755 if(i!=j)
759 k+=a[i]; 756 k+=a[i];
760 } 757 }
761 return k; 758 return k;
762} 759}
763 760
764void roll_stats(object *op) { 761void roll_stats(object *op) {
765 int sum=0; 762 int sum=0;
766 int i = 0, j = 0; 763 int i = 0, j = 0;
767 int statsort[7]; 764 int statsort[7];
768 765
769 do { 766 do {
770 op->stats.Str=roll_stat(); 767 op->stats.Str=roll_stat();
771 op->stats.Dex=roll_stat(); 768 op->stats.Dex=roll_stat();
772 op->stats.Int=roll_stat(); 769 op->stats.Int=roll_stat();
773 op->stats.Con=roll_stat(); 770 op->stats.Con=roll_stat();
774 op->stats.Wis=roll_stat(); 771 op->stats.Wis=roll_stat();
775 op->stats.Pow=roll_stat(); 772 op->stats.Pow=roll_stat();
776 op->stats.Cha=roll_stat(); 773 op->stats.Cha=roll_stat();
777 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 774 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
778 op->stats.Con+op->stats.Wis+op->stats.Pow+ 775 op->stats.Con+op->stats.Wis+op->stats.Pow+
779 op->stats.Cha; 776 op->stats.Cha;
780 } while(sum<82||sum>116); 777 } while(sum<82||sum>116);
781 778
782 /* Sort the stats so that rerolling is easier... */ 779 /* Sort the stats so that rerolling is easier... */
783 statsort[0] = op->stats.Str; 780 statsort[0] = op->stats.Str;
784 statsort[1] = op->stats.Dex; 781 statsort[1] = op->stats.Dex;
788 statsort[5] = op->stats.Pow; 785 statsort[5] = op->stats.Pow;
789 statsort[6] = op->stats.Cha; 786 statsort[6] = op->stats.Cha;
790 787
791 /* a quick and dirty bubblesort? */ 788 /* a quick and dirty bubblesort? */
792 do { 789 do {
793 if (statsort[i] < statsort[i + 1]) { 790 if (statsort[i] < statsort[i + 1]) {
794 j = statsort[i]; 791 j = statsort[i];
795 statsort[i] = statsort[i + 1]; 792 statsort[i] = statsort[i + 1];
796 statsort[i + 1] = j; 793 statsort[i + 1] = j;
797 i = 0; 794 i = 0;
798 } else { 795 } else {
799 i++; 796 i++;
800 } 797 }
801 } while (i < 6); 798 } while (i < 6);
802 799
803 op->stats.Str = statsort[0]; 800 op->stats.Str = statsort[0];
804 op->stats.Dex = statsort[1]; 801 op->stats.Dex = statsort[1];
805 op->stats.Con = statsort[2]; 802 op->stats.Con = statsort[2];
842{ 839{
843 signed char tmp; 840 signed char tmp;
844 char buf[MAX_BUF]; 841 char buf[MAX_BUF];
845 842
846 if ( op->contr->Swap_First == -1 ) { 843 if ( op->contr->Swap_First == -1 ) {
847 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 844 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,"); 845 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"); 846 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
850 return; 847 return;
851 } 848 }
852 849
853 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 850 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
854 851
855 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 852 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
856 get_attr_value(&op->contr->orig_stats, Swap_Second)); 853 get_attr_value(&op->contr->orig_stats, Swap_Second));
857 854
858 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 855 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
859 856
860 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 857 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
861 new_draw_info(NDI_UNIQUE, 0,op, buf); 858 new_draw_info(NDI_UNIQUE, 0,op, buf);
897 int keynum = key -'0'; 894 int keynum = key -'0';
898 char buf[MAX_BUF]; 895 char buf[MAX_BUF];
899 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 896 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
900 897
901 if (keynum>0 && keynum<=7) { 898 if (keynum>0 && keynum<=7) {
902 if (op->contr->Swap_First==-1) { 899 if (op->contr->Swap_First==-1) {
903 op->contr->Swap_First=stat_trans[keynum]; 900 op->contr->Swap_First=stat_trans[keynum];
904 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 901 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
905 new_draw_info(NDI_UNIQUE, 0,op,buf); 902 new_draw_info(NDI_UNIQUE, 0,op,buf);
906 } 903 }
907 else 904 else
908 Swap_Stat(op,stat_trans[keynum]); 905 Swap_Stat(op,stat_trans[keynum]);
909 906
910 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 907 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
911 return 1; 908 return 1;
912 } 909 }
913 switch (key) { 910 switch (key) {
914 case 'n': 911 case 'n':
915 case 'N': { 912 case 'N': {
916 SET_FLAG(op, FLAG_WIZ); 913 SET_FLAG(op, FLAG_WIZ);
917 if(op->map==NULL) { 914 if(op->map==NULL) {
918 LOG(llevError,"Map == NULL in state 2\n"); 915 LOG(llevError,"Map == NULL in state 2\n");
919 break; 916 break;
920 } 917 }
921 918
922#if 0 919#if 0
923 /* So that enter_exit will put us at startx/starty */ 920 /* So that enter_exit will put us at startx/starty */
924 op->x= -1; 921 op->x= -1;
925 922
926 enter_exit(op,NULL); 923 enter_exit(op,NULL);
927#endif 924#endif
928 SET_ANIMATION(op, 2); /* So player faces south */ 925 SET_ANIMATION(op, 2); /* So player faces south */
929 /* Enter exit adds a player otherwise */ 926 /* Enter exit adds a player otherwise */
930 add_statbonus(op); 927 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"); 928 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; 929 op->contr->state = ST_CHANGE_CLASS;
933 if (op->msg) 930 if (op->msg)
934 new_draw_info(NDI_BLUE, 0, op, op->msg); 931 new_draw_info(NDI_BLUE, 0, op, op->msg);
935 return 0; 932 return 0;
936 } 933 }
937 case 'y': 934 case 'y':
938 case 'Y': 935 case 'Y':
939 roll_stats(op); 936 roll_stats(op);
940 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 937 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
941 return 1; 938 return 1;
942 939
943 case 'q': 940 case 'q':
944 case 'Q': 941 case 'Q':
945 play_again(op); 942 play_again(op);
946 return 1; 943 return 1;
947 944
948 default: 945 default:
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 946 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
950 return 0; 947 return 0;
951 } 948 }
952 return 0; 949 return 0;
953} 950}
954 951
955/* This function takes the key that is passed, and does the 952/* This function takes the key that is passed, and does the
967 remove_ob(op); 964 remove_ob(op);
968 play_again(op); 965 play_again(op);
969 return 0; 966 return 0;
970 } 967 }
971 if(key=='d'||key=='D') { 968 if(key=='d'||key=='D') {
972 char buf[MAX_BUF]; 969 char buf[MAX_BUF];
973 970
974 /* this must before then initial items are given */ 971 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 972 esrv_new_player(op->contr, op->weight+op->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); 973 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 974
978 INVOKE_PLAYER (BIRTH, op->contr); 975 INVOKE_PLAYER (BIRTH, op->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 976 INVOKE_PLAYER (LOGIN, op->contr);
980 977
981 op->contr->state=ST_PLAYING; 978 op->contr->state=ST_PLAYING;
982 979
983 if (op->msg) { 980 if (op->msg)
984 free_string(op->msg);
985 op->msg=NULL; 981 op->msg=NULL;
986 }
987 982
988 /* We create this now because some of the unique maps will need it 983 /* We create this now because some of the unique maps will need it
989 * to save here. 984 * to save here.
990 */ 985 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 986 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
992 make_path_to_file(buf); 987 make_path_to_file(buf);
993 988
994#ifdef AUTOSAVE 989#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks; 990 op->contr->last_save_tick = pticks;
996#endif 991#endif
997 start_info(op); 992 start_info(op);
998 CLEAR_FLAG(op, FLAG_WIZ); 993 CLEAR_FLAG(op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 994 give_initial_items(op,op->randomitems);
1000 link_player_skills(op); 995 link_player_skills(op);
1001 esrv_send_inventory(op, op); 996 esrv_send_inventory(op, op);
1002 fix_player(op); 997 fix_player(op);
1003 998
1004 /* This moves the player to a different start map, if there 999 /* This moves the player to a different start map, if there
1005 * is one for this race 1000 * is one for this race
1006 */ 1001 */
1007 if(*first_map_ext_path) { 1002 if(*first_map_ext_path) {
1008 object *tmp; 1003 object *tmp;
1009 mapstruct *oldmap = op->map; 1004 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF]; 1005 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s", 1006 snprintf(mapname, MAX_BUF-1, "%s/%s",
1012 first_map_ext_path, op->arch->name); 1007 first_map_ext_path, &op->arch->name);
1013 tmp=get_object(); 1008 tmp=get_object();
1014 EXIT_PATH(tmp) = add_string(mapname); 1009 EXIT_PATH(tmp) = mapname;
1015 EXIT_X(tmp) = op->x; 1010 EXIT_X(tmp) = op->x;
1016 EXIT_Y(tmp) = op->y; 1011 EXIT_Y(tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded; 1012 enter_exit(op,tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the 1013 * if the map isn't there, then stay on the
1019 * default initial map */ 1014 * default initial map */
1020 free_object(tmp); 1015 free_object(tmp);
1021 } else { 1016 } else {
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 1017 LOG(llevDebug,"first_map_ext_path not set\n");
1023 } 1018 }
1024 return 0; 1019 return 0;
1025 } 1020 }
1026 1021
1027 /* Following actually changes the race - this is the default command 1022 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 1023 * if we don't match with one of the options above.
1029 */ 1024 */
1030 1025
1031 tmp_loop = 0; 1026 tmp_loop = 0;
1032 while(!tmp_loop) { 1027 while(!tmp_loop) {
1033 const char *name = add_string (op->name); 1028 shstr name = op->name;
1034 int x = op->x, y = op->y; 1029 int x = op->x, y = op->y;
1035 remove_statbonus(op); 1030 remove_statbonus(op);
1036 remove_ob (op); 1031 remove_ob (op);
1037 op->arch = get_player_archetype(op->arch); 1032 op->arch = get_player_archetype(op->arch);
1038 copy_object (&op->arch->clone, op); 1033 copy_object (&op->arch->clone, op);
1039 op->instantiate (); 1034 op->instantiate ();
1040 op->stats = op->contr->orig_stats; 1035 op->stats = op->contr->orig_stats;
1041 free_string (op->name); 1036 op->name = op->name_pl = name;
1042 op->name = name; 1037 op->x = x;
1043 free_string(op->name_pl); 1038 op->y = y;
1044 op->name_pl = add_string(name);
1045 op->x = x;
1046 op->y = y;
1047 SET_ANIMATION(op, 2); /* So player faces south */ 1039 SET_ANIMATION(op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 1040 insert_ob_in_map (op, op->map, op,0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1041 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 1042 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1051 add_statbonus(op); 1043 add_statbonus(op);
1052 tmp_loop=allowed_class(op); 1044 tmp_loop=allowed_class(op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 1045 }
1056 update_object(op,UP_OBJ_FACE); 1046 update_object(op,UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 1047 esrv_update_item(UPD_FACE,op,op);
1058 fix_player(op); 1048 fix_player(op);
1059 op->stats.hp=op->stats.maxhp; 1049 op->stats.hp=op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 1050 op->stats.sp=op->stats.maxsp;
1061 op->stats.grace=0; 1051 op->stats.grace=0;
1062 if (op->msg) 1052 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg); 1053 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"); 1054 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; 1055 return 0;
1066} 1056}
1067 1057
1068int key_confirm_quit(object *op, char key) 1058int key_confirm_quit(object *op, char key)
1069{ 1059{
1070 char buf[MAX_BUF]; 1060 char buf[MAX_BUF];
1071 1061
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1062 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1073 op->contr->state=ST_PLAYING; 1063 op->contr->state=ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1064 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1075 return 1; 1065 return 1;
1076 } 1066 }
1077 1067
1078 INVOKE_PLAYER (LOGOUT, op->contr); 1068 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr); 1069 INVOKE_PLAYER (QUIT , op->contr);
1080 1070
1081 terminate_all_pets(op); 1071 terminate_all_pets(op);
1082 leave_map(op); 1072 leave_map(op);
1083 op->direction=0; 1073 op->direction=0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1074 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1085 "%s quits the game.",op->name); 1075 "%s quits the game.", &op->name);
1086 1076
1087 strcpy(op->contr->killer,"quit"); 1077 strcpy(op->contr->killer,"quit");
1088 check_score(op); 1078 check_score(op);
1089 op->contr->party=NULL; 1079 op->contr->party=NULL;
1090 if (settings.set_title == TRUE) 1080 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0'; 1081 op->contr->own_title[0]='\0';
1092 1082
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1083 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1094 mapstruct *mp, *next; 1084 mapstruct *mp, *next;
1095 1085
1096 /* We need to hunt for any per player unique maps in memory and 1086 /* 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, 1087 * 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 1088 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */ 1089 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1090 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 1091 for (mp=first_map; mp!=NULL; mp=next) {
1102 next = mp->next; 1092 next = mp->next;
1103 if (!strncmp(mp->path, buf, strlen(buf))) 1093 if (!strncmp(mp->path, buf, strlen(buf)))
1104 delete_map(mp); 1094 delete_map(mp);
1105 } 1095 }
1106 1096
1107 delete_character(op->name, 1); 1097 delete_character(op->name, 1);
1108 } 1098 }
1109 play_again(op); 1099 play_again(op);
1110 return 1; 1100 return 1;
1111} 1101}
1112 1102
1113void flee_player(object *op) { 1103void flee_player(object *op) {
1114 int dir,diff; 1104 int dir,diff;
1115 rv_vector rv; 1105 rv_vector rv;
1116 1106
1117 if(op->stats.hp < 0) { 1107 if(op->stats.hp < 0) {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 1108 LOG(llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 1109 CLEAR_FLAG(op, FLAG_SCARED);
1120 return; 1110 return;
1121 } 1111 }
1122 1112
1123 if(op->enemy==NULL) { 1113 if(op->enemy==NULL) {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1114 LOG(llevDebug,"Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 1115 CLEAR_FLAG(op, FLAG_SCARED);
1126 return; 1116 return;
1127 } 1117 }
1128 1118
1129 /* Seen some crashes here. Since we don't store an 1119 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 1120 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 1121 * actual enemy, and the object is recycled.
1132 */ 1122 */
1133 if (op->enemy->map == NULL) { 1123 if (op->enemy->map == NULL) {
1134 CLEAR_FLAG(op, FLAG_SCARED); 1124 CLEAR_FLAG(op, FLAG_SCARED);
1135 op->enemy=NULL; 1125 op->enemy=NULL;
1136 return; 1126 return;
1137 } 1127 }
1138 1128
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1129 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1140 op->enemy=NULL; 1130 op->enemy=NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1131 CLEAR_FLAG(op, FLAG_SCARED);
1142 return; 1132 return;
1143 } 1133 }
1144 get_rangevector(op, op->enemy, &rv, 0); 1134 get_rangevector(op, op->enemy, &rv, 0);
1145 1135
1146 dir=absdir(4+rv.direction); 1136 dir=absdir(4+rv.direction);
1147 for(diff=0;diff<3;diff++) { 1137 for(diff=0;diff<3;diff++) {
1148 int m=1-(RANDOM()&2); 1138 int m=1-(RANDOM()&2);
1149 if(move_ob(op,absdir(dir+diff*m),op)|| 1139 if(move_ob(op,absdir(dir+diff*m),op)||
1150 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) { 1140 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1151 return; 1141 return;
1152 } 1142 }
1153 } 1143 }
1154 /* Cornered, get rid of scared */ 1144 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1145 CLEAR_FLAG(op, FLAG_SCARED);
1156 op->enemy=NULL; 1146 op->enemy=NULL;
1157} 1147}
1201 continue; 1191 continue;
1202 } 1192 }
1203 1193
1204 /* high not bit set? We're using the old autopickup model */ 1194 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1195 if(!(op->contr->mode & PU_NEWMODE)) {
1206 switch (op->contr->mode) { 1196 switch (op->contr->mode) {
1207 case 0: return 1; /* don't pick up */ 1197 case 0: return 1; /* don't pick up */
1208 case 1: pick_up (op, tmp); 1198 case 1: pick_up (op, tmp);
1209 return 1; 1199 return 1;
1210 case 2: pick_up (op, tmp); 1200 case 2: pick_up (op, tmp);
1211 return 0; 1201 return 0;
1212 case 3: return 0; /* stop before pickup */ 1202 case 3: return 0; /* stop before pickup */
1213 case 4: pick_up (op, tmp); 1203 case 4: pick_up (op, tmp);
1214 break; 1204 break;
1215 case 5: pick_up (op, tmp); 1205 case 5: pick_up (op, tmp);
1216 stop = 1; 1206 stop = 1;
1217 break; 1207 break;
1218 case 6: 1208 case 6:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1210 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1221 pick_up(op, tmp); 1211 pick_up(op, tmp);
1222 break; 1212 break;
1223 1213
1224 case 7: 1214 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1215 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1216 pick_up(op, tmp);
1227 break; 1217 break;
1228 1218
1229 default: 1219 default:
1230 /* use value density */ 1220 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1221 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1222 && (query_cost (tmp, op, F_TRUE) * 100
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1223 / (tmp->weight * MAX (tmp->nrof, 1)))
1234 >= op->contr->mode) 1224 >= op->contr->mode)
1235 pick_up(op,tmp); 1225 pick_up(op,tmp);
1236 } 1226 }
1237 } 1227 }
1238 else { /* old model */ 1228 else { /* old model */
1239 /* NEW pickup handling */ 1229 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1230 if(op->contr->mode & PU_DEBUG)
1241 { 1231 {
1242 /* some debugging code to figure out item information */ 1232 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1233 if(tmp->name!=NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1235 &tmp->name, tmp->type,
1246 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1247 else 1237 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1238 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1239 &tmp->arch->name, tmp->type,
1250 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1240 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1241 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1252 1242
1253 sprintf(putstring,"...flags: "); 1243 sprintf(putstring,"...flags: ");
1254 for(k=0;k<4;k++) 1244 for(k=0;k<4;k++)
1255 { 1245 {
1256 for(j=0;j<32;j++) 1246 for(j=0;j<32;j++)
1257 { 1247 {
1258 if((tmp->flags[k]>>j)&0x01) 1248 if((tmp->flags[k]>>j)&0x01)
1259 { 1249 {
1260 sprintf(tmpstr,"%d ",k*32+j); 1250 sprintf(tmpstr,"%d ",k*32+j);
1261 strcat(putstring, tmpstr); 1251 strcat(putstring, tmpstr);
1262 } 1252 }
1263 } 1253 }
1264 } 1254 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1255 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 1256
1267#if 0 1257#if 0
1268 /* print the flags too */ 1258 /* print the flags too */
1269 for(k=0;k<4;k++) 1259 for(k=0;k<4;k++)
1270 { 1260 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1261 fprintf(stderr,"%d [%d] ", k, k*32+31);
1272 for(j=0;j<32;j++) 1262 for(j=0;j<32;j++)
1273 { 1263 {
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1264 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1275 if(!((j+1)%4))fprintf(stderr," "); 1265 if(!((j+1)%4))fprintf(stderr," ");
1276 } 1266 }
1277 fprintf(stderr," [%d]\n", k*32); 1267 fprintf(stderr," [%d]\n", k*32);
1278 } 1268 }
1279#endif 1269#endif
1280 } 1270 }
1281 /* philosophy: 1271 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's 1272 * 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 1273 * 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; 1305 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1316 1306
1317 /* all food and drink if desired */ 1307 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */ 1308 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD) 1309 if(op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD) 1310 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1311 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1322 if(op->contr->mode & PU_DRINK) 1312 if(op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1313 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; } 1314 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1325 1315
1326 if(op->contr->mode & PU_POTION) 1316 if(op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION) 1317 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1318 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1329 1319
1330 /* spellbooks, skillscrolls and normal books/scrolls */ 1320 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK) 1321 if(op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK) 1322 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1323 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1334 if(op->contr->mode & PU_SKILLSCROLL) 1324 if(op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL) 1325 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1326 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1337 if(op->contr->mode & PU_READABLES) 1327 if(op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL) 1328 if (tmp->type == BOOK || tmp->type == SCROLL)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1329 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1340 1330
1341 /* wands/staves/rods/horns */ 1331 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE) 1332 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1333 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1334 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1345 1335
1346 /* pick up all magical items */ 1336 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL) 1337 if(op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1338 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; } 1339 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1350 1340
1351 if(op->contr->mode & PU_VALUABLES) 1341 if(op->contr->mode & PU_VALUABLES)
1352 { 1342 {
1353 if (tmp->type == MONEY || tmp->type == GEM) 1343 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1355 } 1345 }
1356 1346
1357 /* rings & amulets - talismans seems to be typed AMULET */ 1347 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS) 1348 if(op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET) 1349 if (tmp->type == RING || tmp->type == AMULET)
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1350 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1361 1351
1362 /* bows and arrows. Bows are good for selling! */ 1352 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW) 1353 if(op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW) 1354 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1355 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1366 if(op->contr->mode & PU_ARROW) 1356 if(op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW) 1357 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1358 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1369 1359
1370 /* all kinds of armor etc. */ 1360 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR) 1361 if(op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR) 1362 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1363 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1374 if(op->contr->mode & PU_HELMET) 1364 if(op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET) 1365 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1366 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1377 if(op->contr->mode & PU_SHIELD) 1367 if(op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD) 1368 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1369 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1380 if(op->contr->mode & PU_BOOTS) 1370 if(op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS) 1371 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1372 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1383 if(op->contr->mode & PU_GLOVES) 1373 if(op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES) 1374 if (tmp->type == GLOVES)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1375 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1386 if(op->contr->mode & PU_CLOAK) 1376 if(op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK) 1377 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1378 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1389 1379
1390 /* hoping to catch throwing daggers here */ 1380 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON) 1381 if(op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1382 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1383 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1394 1384
1395 /* careful: chairs and tables are weapons! */ 1385 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON) 1386 if(op->contr->mode & PU_ALLWEAPON)
1397 { 1387 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL) 1388 if(tmp->type == WEAPON && tmp->name!=NULL)
1399 { 1389 {
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1390 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1391 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1392 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1403 } 1393 }
1404 if(tmp->type == WEAPON && tmp->name==NULL) 1394 if(tmp->type == WEAPON && tmp->name==NULL)
1405 { 1395 {
1406 if(strstr(tmp->arch->name,"table")==NULL && 1396 if(strstr(tmp->arch->name,"table")==NULL &&
1407 strstr(tmp->arch->name,"chair")==NULL) 1397 strstr(tmp->arch->name,"chair")==NULL)
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1398 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1409 } 1399 }
1410 } 1400 }
1411 1401
1412 /* misc stuff that's useful */ 1402 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY) 1403 if(op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1404 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1405 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1416 1406
1417 /* any of the last 4 bits set means we use the ratio for value 1407 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */ 1408 * pickups */
1419 if(op->contr->mode & PU_RATIO) 1409 if(op->contr->mode & PU_RATIO)
1420 { 1410 {
1421 /* use value density to decide what else to grab */ 1411 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */ 1412 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits 1413 /* >=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 */ 1414 * and multiply them by 5, giving 0..15*5== 5..75 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5; 1415 wvratio=(op->contr->mode & PU_RATIO) * 5;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1416 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1427 { 1417 {
1428 pick_up(op, tmp); 1418 pick_up(op, tmp);
1429#if 0 1419#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1420 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) { 1421 if(tmp->name!=NULL) {
1432 fprintf(stderr,"%s", tmp->name); 1422 fprintf(stderr,"%s", tmp->name);
1433 } 1423 }
1434 else fprintf(stderr,"%s",tmp->arch->name); 1424 else fprintf(stderr,"%s",tmp->arch->name);
1435 fprintf(stderr,",%d] = ", tmp->type); 1425 fprintf(stderr,",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1426 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1437#endif 1427#endif
1438 continue; 1428 continue;
1439 } 1429 }
1440 } 1430 }
1441 } /* the new pickup model */ 1431 } /* the new pickup model */
1442 } 1432 }
1443 return ! stop; 1433 return ! stop;
1444} 1434}
1451object *find_arrow(object *op, const char *type) 1441object *find_arrow(object *op, const char *type)
1452{ 1442{
1453 object *tmp = NULL; 1443 object *tmp = NULL;
1454 1444
1455 for(op=op->inv; op; op=op->below) 1445 for(op=op->inv; op; op=op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1446 if(!tmp && op->type==CONTAINER && op->race==type &&
1457 QUERY_FLAG(op,FLAG_APPLIED)) 1447 QUERY_FLAG(op,FLAG_APPLIED))
1458 tmp = find_arrow (op, type); 1448 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1449 else if (op->type==ARROW && op->race==type)
1460 return op; 1450 return op;
1461 return tmp; 1451 return tmp;
1462} 1452}
1463 1453
1464/* 1454/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1455 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1472{ 1462{
1473 object *tmp = NULL, *arrow, *ntmp; 1463 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1464 int attacknum, attacktype, betterby=0, i;
1475 1465
1476 if (!type) 1466 if (!type)
1477 return NULL; 1467 return NULL;
1478 1468
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1469 for (arrow=op->inv; arrow; arrow=arrow->below) {
1480 if (arrow->type==CONTAINER && arrow->race==type && 1470 if (arrow->type==CONTAINER && arrow->race==type &&
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1471 QUERY_FLAG(arrow, FLAG_APPLIED)) {
1482 i = 0; 1472 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1473 ntmp = find_better_arrow(arrow, target, type, &i);
1484 if (i > betterby) { 1474 if (i > betterby) {
1485 tmp = ntmp; 1475 tmp = ntmp;
1486 betterby = i; 1476 betterby = i;
1487 } 1477 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1478 } else if (arrow->type==ARROW && arrow->race==type) {
1489 /* allways prefer assasination/slaying */ 1479 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1480 if (target->race != NULL && arrow->slaying != NULL &&
1491 strstr(arrow->slaying, target->race)) { 1481 strstr(arrow->slaying, target->race)) {
1492 if (arrow->attacktype & AT_DEATH) { 1482 if (arrow->attacktype & AT_DEATH) {
1493 *better = 100; 1483 *better = 100;
1494 return arrow; 1484 return arrow;
1495 } else { 1485 } else {
1496 tmp = arrow; 1486 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1487 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1488 }
1499 } else { 1489 } else {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1490 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1501 attacktype = 1<<attacknum; 1491 attacktype = 1<<attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1492 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) { 1493 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1504 tmp = arrow; 1494 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1495 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1506 } 1496 }
1507 } 1497 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1498 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1509 tmp = arrow; 1499 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1500 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1501 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1502 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1513 tmp = arrow; 1503 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1504 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1505 }
1516 } 1506 }
1517 } 1507 }
1518 } 1508 }
1519 if (tmp == NULL && arrow == NULL) 1509 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1510 return find_arrow(op, type);
1521 1511
1522 *better = betterby; 1512 *better = betterby;
1523 return tmp; 1513 return tmp;
1524} 1514}
1525 1515
1536 mapstruct *m; 1526 mapstruct *m;
1537 int i, mflags, found, number; 1527 int i, mflags, found, number;
1538 sint16 x, y; 1528 sint16 x, y;
1539 1529
1540 if (op->map == NULL) 1530 if (op->map == NULL)
1541 return find_arrow(op, type); 1531 return find_arrow(op, type);
1542 1532
1543 /* do a dex check */ 1533 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1534 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))) 1535 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level)))
1546 return find_arrow(op, type); 1536 return find_arrow(op, type);
1547 1537
1548 m = op->map; 1538 m = op->map;
1549 x = op->x; 1539 x = op->x;
1550 y = op->y; 1540 y = op->y;
1551 1541
1552 /* find the first target */ 1542 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1543 for (i=0, found=0; i<20; i++) {
1554 x += freearr_x[dir]; 1544 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1545 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1546 mflags = get_map_flags(m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1547 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) {
1558 tmp = NULL; 1548 tmp = NULL;
1559 break; 1549 break;
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1550 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1551 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1552 * perhaps a bad assumption.
1563 */ 1553 */
1564 tmp = NULL; 1554 tmp = NULL;
1565 break; 1555 break;
1566 } 1556 }
1567 if (mflags & P_IS_ALIVE) { 1557 if (mflags & P_IS_ALIVE) {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1558 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1559 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1570 found++; 1560 found++;
1571 break; 1561 break;
1572 } 1562 }
1573 if (found) 1563 if (found)
1574 break; 1564 break;
1575 } 1565 }
1576 } 1566 }
1577 if (tmp == NULL) 1567 if (tmp == NULL)
1578 return find_arrow(op, type); 1568 return find_arrow(op, type);
1579 1569
1580 if (tmp->head) 1570 if (tmp->head)
1581 tmp = tmp->head; 1571 tmp = tmp->head;
1582 1572
1583 return find_better_arrow(op, tmp, type, &i); 1573 return find_better_arrow(op, tmp, type, &i);
1584} 1574}
1585 1575
1586/* 1576/*
1600 tag_t left_tag, tag; 1590 tag_t left_tag, tag;
1601 int bowspeed, mflags; 1591 int bowspeed, mflags;
1602 mapstruct *m; 1592 mapstruct *m;
1603 1593
1604 if (!dir) { 1594 if (!dir) {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1595 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1596 return 0;
1607 } 1597 }
1608 if (op->type == PLAYER) 1598 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow]; 1599 bow=op->contr->ranges[range_bow];
1610 else { 1600 else {
1611 for(bow=op->inv; bow; bow=bow->below) 1601 for(bow=op->inv; bow; bow=bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1602 /* 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. 1603 * don't need to switch back and forth between bows and weapons.
1614 */ 1604 */
1615 if(bow->type==BOW) 1605 if(bow->type==BOW)
1616 break; 1606 break;
1617 1607
1618 if (!bow) { 1608 if (!bow) {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1609 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1610 return 0;
1621 } 1611 }
1622 } 1612 }
1623 if( !bow->race || !bow->skill) { 1613 if( !bow->race || !bow->skill) {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1614 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1615 return 0;
1626 } 1616 }
1627 1617
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1618 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629 1619
1630 /* penalize ROF for bestarrow */ 1620 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1621 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1622 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1633 if (bowspeed < 1) 1623 if (bowspeed < 1)
1634 bowspeed = 1; 1624 bowspeed = 1;
1635 1625
1636 if (arrow == NULL) { 1626 if (arrow == NULL) {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1627 if ((arrow=find_arrow(op, bow->race)) == NULL) {
1638 if (op->type == PLAYER) 1628 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1629 new_draw_info_format(NDI_UNIQUE, 0, op,
1640 "You have no %s left.", bow->race); 1630 "You have no %s left.", &bow->race);
1641 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1631 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1632 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1633 CLEAR_FLAG(op, FLAG_READY_BOW);
1644 return 0; 1634 return 0;
1645 } 1635 }
1646 } 1636 }
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1637 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1638 if (mflags & P_OUT_OF_MAP) {
1649 return 0; 1639 return 0;
1650 } 1640 }
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1641 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1642 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1653 return 0; 1643 return 0;
1654 } 1644 }
1655 1645
1656 /* this should not happen, but sometimes does */ 1646 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1647 if (arrow->nrof==0) {
1658 remove_ob(arrow); 1648 remove_ob(arrow);
1659 free_object(arrow); 1649 free_object(arrow);
1660 return 0; 1650 return 0;
1661 } 1651 }
1662 1652
1663 left = arrow; /* these are arrows left to the player */ 1653 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count; 1654 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1655 arrow = get_split_ob(arrow, 1);
1666 if (arrow == NULL) { 1656 if (arrow == NULL) {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1657 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1658 return 0;
1669 return 0;
1670 } 1659 }
1671 set_owner(arrow, op); 1660 set_owner(arrow, op);
1672 if (arrow->skill) free_string(arrow->skill);
1673 arrow->skill = add_refcount(bow->skill); 1661 arrow->skill = bow->skill;
1674 1662
1675 arrow->direction=dir; 1663 arrow->direction=dir;
1676 arrow->x = sx; 1664 arrow->x = sx;
1677 arrow->y = sy; 1665 arrow->y = sy;
1678 1666
1679 if (op->type == PLAYER) { 1667 if (op->type == PLAYER) {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1668 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1681 fix_player(op); 1669 fix_player(op);
1682 } 1670 }
1683 1671
1684 SET_ANIMATION(arrow, arrow->direction); 1672 SET_ANIMATION(arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1673 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam; 1674 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1675 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1676 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1677 arrow->spellarg = strdup_local(arrow->slaying);
1690 1678
1691 /* Note that this was different for monsters - they got their level 1679 /* Note that this was different for monsters - they got their level
1692 * added to the damage. I think the strength bonus is more proper. 1680 * added to the damage. I think the strength bonus is more proper.
1693 */ 1681 */
1694 1682
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1683 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1696 0 : dam_bonus[op->stats.Str]) + 1684 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic; 1685 bow->stats.dam + bow->magic + arrow->magic;
1698 1686
1699 /* update the speed */ 1687 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1688 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) + 1689 0 : dam_bonus[op->stats.Str]) +
1702 bow->magic + arrow->magic) / 5.0 + 1690 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0; 1691 (float)bow->stats.dam / 7.0;
1704 1692
1705 if (arrow->speed < 1.0) 1693 if (arrow->speed < 1.0)
1706 arrow->speed = 1.0; 1694 arrow->speed = 1.0;
1707 update_ob_speed(arrow); 1695 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1696 arrow->speed_left = 0;
1709 1697
1710 if (op->type == PLAYER) { 1698 if (op->type == PLAYER) {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1699 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill?op->chosen_skill->level:op->level) - 1700 (op->chosen_skill?op->chosen_skill->level:op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1701 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1714 arrow->stats.wc - bow->stats.wc + wc_mod; 1702 arrow->stats.wc - bow->stats.wc + wc_mod;
1715 1703
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1704 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level;
1717 } else { 1705 } else {
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1706 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1719 arrow->stats.wc + wc_mod; 1707 arrow->stats.wc + wc_mod;
1720 1708
1721 arrow->level = op->level; 1709 arrow->level = op->level;
1722 } 1710 }
1723 if (arrow->attacktype == AT_PHYSICAL) 1711 if (arrow->attacktype == AT_PHYSICAL)
1724 arrow->attacktype |= bow->attacktype; 1712 arrow->attacktype |= bow->attacktype;
1725 if (bow->slaying != NULL) 1713 if (bow->slaying != NULL)
1726 arrow->slaying = add_string(bow->slaying); 1714 arrow->slaying = bow->slaying;
1727 1715
1728 arrow->map = m; 1716 arrow->map = m;
1729 arrow->move_type = MOVE_FLY_LOW; 1717 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1718 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1719
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1720 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW);
1733 tag = arrow->count; 1721 tag = arrow->count;
1734 insert_ob_in_map(arrow, m, op, 0); 1722 insert_ob_in_map(arrow, m, op, 0);
1735 1723
1736 if (!was_destroyed(arrow, tag)) 1724 if (!was_destroyed(arrow, tag))
1737 move_arrow(arrow); 1725 move_arrow(arrow);
1738 1726
1739 if (op->type == PLAYER) { 1727 if (op->type == PLAYER) {
1740 if (was_destroyed (left, left_tag)) 1728 if (was_destroyed (left, left_tag))
1741 esrv_del_item(op->contr, left_tag); 1729 esrv_del_item(op->contr, left_tag);
1742 else 1730 else
1743 esrv_send_item(op, left); 1731 esrv_send_item(op, left);
1744 } 1732 }
1745 return 1; 1733 return 1;
1746} 1734}
1747 1735
1748/* Special fire code for players - this takes into 1736/* Special fire code for players - this takes into
1755int player_fire_bow(object *op, int dir) 1743int player_fire_bow(object *op, int dir)
1756{ 1744{
1757 int ret=0, wcmod=0; 1745 int ret=0, wcmod=0;
1758 1746
1759 if (op->contr->bowtype == bow_bestarrow) { 1747 if (op->contr->bowtype == bow_bestarrow) {
1760 ret = fire_bow(op, op, 1748 ret = fire_bow(op, op,
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1749 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir),
1762 dir, 0, op->x, op->y); 1750 dir, 0, op->x, op->y);
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1751 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1752 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1753 wcmod =-1;
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1754 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod,
1767 op->x, op->y); 1755 op->x, op->y);
1768 } else if (op->contr->bowtype == bow_threewide) { 1756 } else if (op->contr->bowtype == bow_threewide) {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1757 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)]); 1758 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)]); 1759 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) { 1760 } else if (op->contr->bowtype == bow_spreadshot) {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1761 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); 1762 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); 1763 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1776 1764
1777 } else { 1765 } else {
1778 /* Simple case */ 1766 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1767 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1780 } 1768 }
1781 return ret; 1769 return ret;
1782} 1770}
1783 1771
1784 1772
1788void fire_misc_object(object *op, int dir) 1776void fire_misc_object(object *op, int dir)
1789{ 1777{
1790 object *item; 1778 object *item;
1791 1779
1792 if (!op->contr->ranges[range_misc]) { 1780 if (!op->contr->ranges[range_misc]) {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1781 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied.");
1794 return; 1782 return;
1795 } 1783 }
1796 1784
1797 item = op->contr->ranges[range_misc]; 1785 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1786 if (!item->inv) {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1787 LOG(llevError,"Object %s lacks a spell\n", &item->name);
1800 return; 1788 return;
1801 } 1789 }
1802 if (item->type == WAND) { 1790 if (item->type == WAND) {
1803 if(item->stats.food<=0) { 1791 if(item->stats.food<=0) {
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1792 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)); 1793 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1806 return; 1794 return;
1807 } 1795 }
1808 } else if (item->type == ROD || item->type==HORN) { 1796 } else if (item->type == ROD || item->type==HORN) {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1797 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); 1798 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1811 if (item->type== ROD) 1799 if (item->type== ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1800 new_draw_info_format(NDI_UNIQUE, 0,op,
1813 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1801 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1814 else 1802 else
1815 new_draw_info_format(NDI_UNIQUE, 0,op, 1803 new_draw_info_format(NDI_UNIQUE, 0,op,
1816 "The %s needs more time to charge.", query_base_name(item,0)); 1804 "The %s needs more time to charge.", query_base_name(item,0));
1817 return; 1805 return;
1818 } 1806 }
1819 } 1807 }
1820 1808
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1809 if(cast_spell(op,item,dir,item->inv,NULL)) {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1810 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 1811 if (item->type == WAND) {
1824 if (!(--item->stats.food)) { 1812 if (!(--item->stats.food)) {
1825 object *tmp; 1813 object *tmp;
1826 if (item->arch) { 1814 if (item->arch) {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1815 CLEAR_FLAG(item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1816 item->face = item->arch->clone.face;
1829 item->speed = 0; 1817 item->speed = 0;
1830 update_ob_speed(item); 1818 update_ob_speed(item);
1831 } 1819 }
1832 if ((tmp=is_player_inv(item))) 1820 if ((tmp=is_player_inv(item)))
1833 esrv_update_item(UPD_ANIM, tmp, item); 1821 esrv_update_item(UPD_ANIM, tmp, item);
1834 } 1822 }
1835 } 1823 }
1836 else if (item->type == ROD || item->type==HORN) { 1824 else if (item->type == ROD || item->type==HORN) {
1837 drain_rod_charge(item); 1825 drain_rod_charge(item);
1838 } 1826 }
1839 } 1827 }
1840} 1828}
1841 1829
1842/* Received a fire command for the player - go and do it. 1830/* Received a fire command for the player - go and do it.
1843 */ 1831 */
1846 1834
1847 /* check for loss of invisiblity/hide */ 1835 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1836 if (action_makes_visible(op)) make_visible(op);
1849 1837
1850 switch(op->contr->shoottype) { 1838 switch(op->contr->shoottype) {
1851 case range_none: 1839 case range_none:
1852 return; 1840 return;
1853 1841
1854 case range_bow: 1842 case range_bow:
1855 player_fire_bow(op, dir); 1843 player_fire_bow(op, dir);
1856 return; 1844 return;
1857 1845
1858 case range_magic: /* Casting spells */ 1846 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)); 1847 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1860 return; 1848 return;
1861 1849
1862 case range_misc: 1850 case range_misc:
1863 fire_misc_object(op, dir); 1851 fire_misc_object(op, dir);
1864 return; 1852 return;
1865 1853
1866 case range_golem: /* Control summoned monsters from scrolls */ 1854 case range_golem: /* Control summoned monsters from scrolls */
1867 if(op->contr->ranges[range_golem]==NULL || 1855 if(op->contr->ranges[range_golem]==NULL ||
1868 op->contr->golem_count != op->contr->ranges[range_golem]->count) { 1856 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1869 op->contr->ranges[range_golem] = NULL; 1857 op->contr->ranges[range_golem] = NULL;
1870 op->contr->shoottype=range_none; 1858 op->contr->shoottype=range_none;
1871 op->contr->golem_count = 0; 1859 op->contr->golem_count = 0;
1872 } 1860 }
1873 else 1861 else
1874 control_golem(op->contr->ranges[range_golem], dir); 1862 control_golem(op->contr->ranges[range_golem], dir);
1875 return; 1863 return;
1876 1864
1877 case range_skill: 1865 case range_skill:
1878 if(!op->chosen_skill) { 1866 if(!op->chosen_skill) {
1879 if(op->type==PLAYER) 1867 if(op->type==PLAYER)
1880 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use."); 1868 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1881 return; 1869 return;
1882 } 1870 }
1883 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 1871 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1884 return; 1872 return;
1885 case range_builder: 1873 case range_builder:
1886 apply_map_builder( op, dir ); 1874 apply_map_builder( op, dir );
1887 return; 1875 return;
1888 default: 1876 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1877 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1890 return; 1878 return;
1891 } 1879 }
1892} 1880}
1893 1881
1894 1882
1895 1883
1911 /* Should not happen, but sanity checking is never bad */ 1899 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1900 if (container->inv == NULL) return NULL;
1913 1901
1914 /* First, lets try to find a key in the top level inventory */ 1902 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1903 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1904 if (door->type==DOOR && tmp->type==KEY) break;
1917 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
1919 */ 1907 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1908 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1921 tmp->slaying==door->slaying) break; 1909 tmp->slaying==door->slaying) break;
1922 } 1910 }
1923 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1912 /* 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 1913 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1914 * a key, return
1927 */ 1915 */
1928 if (!tmp) { 1916 if (!tmp) {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1917 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1930 /* No reason to search empty containers */ 1918 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1919 if (tmp->type==CONTAINER && tmp->inv) {
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1920 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1933 } 1921 }
1934 } 1922 }
1935 if (!tmp) return NULL; 1923 if (!tmp) return NULL;
1936 } 1924 }
1937 /* We get down here if we have found a key. Now if its in a container, 1925 /* 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 1926 * see if we actually want to use it
1939 */ 1927 */
1940 if (pl!=container) { 1928 if (pl!=container) {
1941 /* Only let players use keys in containers */ 1929 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1930 if (!pl->contr) return NULL;
1943 /* cases where this fails: 1931 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1932 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1933 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1934 * If the container is not active, return now since only active
1947 * containers can be used. 1935 * containers can be used.
1948 * If we only search keyrings and the container does not have 1936 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1937 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1938 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1939 * inv must have been an container and must have been active.
1952 * 1940 *
1953 * Change the color so that the message doesn't disappear with 1941 * Change the color so that the message doesn't disappear with
1954 * all the others. 1942 * all the others.
1955 */ 1943 */
1956 if (pl->contr->usekeys == key_inventory || 1944 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1945 !QUERY_FLAG(container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1946 (pl->contr->usekeys == keyrings &&
1959 (!container->race || strcmp(container->race, "keys"))) 1947 (!container->race || strcmp(container->race, "keys")))
1960 ) { 1948 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1949 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 1950 "The %s in your %s vibrates as you approach the door",
1963 query_name(tmp), query_name(container)); 1951 query_name(tmp), query_name(container));
1964 return NULL; 1952 return NULL;
1965 } 1953 }
1966 } 1954 }
1967 return tmp; 1955 return tmp;
1968} 1956}
1969 1957
1970/* moved door processing out of move_player_attack. 1958/* moved door processing out of move_player_attack.
1981 */ 1969 */
1982 object *key=find_key(op, op, door); 1970 object *key=find_key(op, op, door);
1983 1971
1984 /* IF we found a key, do some extra work */ 1972 /* IF we found a key, do some extra work */
1985 if (key) { 1973 if (key) {
1986 object *container=key->env; 1974 object *container=key->env;
1987 1975
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1976 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 1977 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); 1978 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op);
1991 if (door->type == DOOR) { 1979 if (door->type == DOOR) {
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1980 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */
1993 } 1981 }
1994 else if(door->type==LOCKED_DOOR) { 1982 else if(door->type==LOCKED_DOOR) {
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1983 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op,
1996 "You open the door with the %s", query_short_name(key)); 1984 "You open the door with the %s", query_short_name(key));
1997 remove_door2(door); /* remove door without violence ;-) */ 1985 remove_door2(door); /* remove door without violence ;-) */
1998 } 1986 }
1999 /* Do this after we print the message */ 1987 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1988 decrease_ob(key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1989 /* Need to update the weight the container the key was in */
2002 if (container != op) 1990 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 1991 esrv_update_item(UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 1992 return 1; /* Nothing more to do below */
2005 } else if (door->type==LOCKED_DOOR) { 1993 } else if (door->type==LOCKED_DOOR) {
2006 /* Might as well return now - no other way to open this */ 1994 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1995 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 1996 return 1;
2009 } 1997 }
2010 return 0; 1998 return 0;
2011} 1999}
2012 2000
2013/* This function is just part of a breakup from move_player. 2001/* This function is just part of a breakup from move_player.
2017 * going to try and move (not fire weapons). 2005 * going to try and move (not fire weapons).
2018 */ 2006 */
2019 2007
2020void move_player_attack(object *op, int dir) 2008void move_player_attack(object *op, int dir)
2021{ 2009{
2022 object *tmp, *mon, *tpl; 2010 object *tmp, *mon;
2023 sint16 nx, ny; 2011 sint16 nx, ny;
2024 int on_battleground; 2012 int on_battleground;
2025 mapstruct *m; 2013 mapstruct *m;
2026 2014
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2015 nx=freearr_x[dir]+op->x;
2030 ny=freearr_y[dir]+tpl->y; 2016 ny=freearr_y[dir]+op->y;
2031 2017
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2018 on_battleground = op_on_battleground(op, NULL, NULL);
2033 2019
2034 /* If braced, or can't move to the square, and it is not out of the 2020 /* 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 2021 * 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 2022 * 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 2023 * 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 2024 * 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 2025 * 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 2026 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2027 * move_ob uses.
2042 */ 2028 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2029 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)) { 2030 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2045 m = get_map_from_coord(tpl->map, &nx, &ny); 2031 m = get_map_from_coord(op->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */ 2032 if (!m) return; /* Don't think this should happen */
2047 } 2033 }
2048 else m =tpl->map; 2034 else m =op->map;
2049 2035
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2036 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");*/ 2037 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2052 return; 2038 return;
2053 } 2039 }
2054 2040
2055 mon = NULL; 2041 mon = NULL;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2042 /* 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. 2043 * 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 2044 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2045 * on the space
2060 */ 2046 */
2061 while (tmp!=NULL) { 2047 while (tmp!=NULL) {
2062 if (tmp == op) { 2048 if (tmp == op) {
2063 tmp=tmp->above; 2049 tmp=tmp->above;
2064 continue; 2050 continue;
2065 } 2051 }
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2052 if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2067 mon = tmp; 2053 mon = tmp;
2068 break; 2054 break;
2069 } 2055 }
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2056 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2071 mon = tmp; 2057 mon = tmp;
2072 tmp=tmp->above; 2058 tmp=tmp->above;
2073 } 2059 }
2074 2060
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2061 if (mon==NULL) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2062 return; /* into a wall */
2077 2063
2078 if(mon->head != NULL) 2064 if(mon->head != NULL)
2079 mon = mon->head; 2065 mon = mon->head;
2080 2066
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2067 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2068 if (player_attack_door(op, mon)) return;
2083 2069
2084 /* The following deals with possibly attacking peaceful 2070 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2071 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2072 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2073 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2074 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2075 * and thus will not push them.
2090 */ 2076 */
2091 2077
2092 /* If the creature is a pet, push it even if the player is not 2078 /* 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 2079 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2080 * player owns it and it is either friendly or unagressive.
2095 */ 2081 */
2096 if ((op->type==PLAYER) 2082 if ((op->type==PLAYER)
2097#if COZY_SERVER 2083#if COZY_SERVER
2098 && 2084 &&
2099 ( 2085 (
2100 (get_owner(mon) && get_owner(mon)->contr 2086 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2087 && same_party (get_owner(mon)->contr->party, op->contr->party))
2103 ) 2089 )
2104#else 2090#else
2105 && get_owner(mon)==op 2091 && get_owner(mon)==op
2106#endif 2092#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2093 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2108 { 2094 {
2109 /* If we're braced, we don't want to switch places with it */ 2095 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2096 if (op->contr->braced) return;
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2097 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2098 (void) push_ob(mon,dir,op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2099 if(op->contr->tmp_invis||op->hide) make_visible(op);
2114 return; 2100 return;
2115 } 2101 }
2116 2102
2117 /* in certain circumstances, you shouldn't attack friendly 2103 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2104 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2105 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2106 * attack them either.
2121 */ 2107 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2108 if ((mon->type==PLAYER || mon->enemy != op) &&
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2109 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2124 ( 2110 (
2125#ifdef PROHIBIT_PLAYERKILL 2111#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2112 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2127#else 2113#else
2128 op->contr->peaceful && 2114 op->contr->peaceful &&
2129#endif 2115#endif
2130 !on_battleground 2116 !on_battleground
2131 )) { 2117 )) {
2132 if (!op->contr->braced) { 2118 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2119 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2120 (void) push_ob(mon,dir,op);
2135 } else { 2121 } else {
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2122 new_draw_info(0, 0,op,"You withhold your attack");
2137 } 2123 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op); 2124 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 } 2125 }
2140 2126
2141 /* If the object is a boulder or other rollable object, then 2127 /* 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. 2128 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2129 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2130 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2145 recursive_roll(mon,dir,op); 2131 recursive_roll(mon,dir,op);
2146 if(action_makes_visible(op)) make_visible(op); 2132 if(action_makes_visible(op)) make_visible(op);
2147 } 2133 }
2148 2134
2149 /* Any generic living creature. Including things like doors. 2135 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2136 * 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: 2137 * 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 2138 * 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. 2139 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2140 */
2155 2141
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2142 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2143 ((mon->type!=PLAYER || op->contr->party==NULL ||
2158 op->contr->party!=mon->contr->party))) { 2144 op->contr->party!=mon->contr->party))) {
2159 2145
2160 /* If the player hasn't hit something this tick, and does 2146 /* If the player hasn't hit something this tick, and does
2161 * so, give them speed boost based on weapon speed. Doing 2147 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically 2148 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset. 2149 * incurred a 1 tick offset.
2164 */ 2150 */
2165 if (!op->contr->has_hit) { 2151 if (!op->contr->has_hit) {
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2152 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2153
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2154 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 } 2155 }
2170 2156
2171 skill_attack(mon, op, 0, NULL, NULL); 2157 skill_attack(mon, op, 0, NULL, NULL);
2172 2158
2173 /* If attacking another player, that player gets automatic 2159 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2160 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2161 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2162 * the wiz.
2177 */ 2163 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2164 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2179 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2165 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2180 short luck = mon->stats.luck; 2166 short luck = mon->stats.luck;
2181 mon->contr->has_hit = 1; 2167 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2168 skill_attack(op, mon, 0, NULL, NULL);
2183 mon->stats.luck = luck; 2169 mon->stats.luck = luck;
2184 } 2170 }
2185 if(action_makes_visible(op)) make_visible(op); 2171 if(action_makes_visible(op)) make_visible(op);
2186 } 2172 }
2187 } /* if player should attack something */ 2173 } /* if player should attack something */
2188} 2174}
2189 2175
2190int move_player(object *op,int dir) { 2176int move_player(object *op,int dir) {
2191 int pick; 2177 int pick;
2192 object *transport = op->contr->transport;
2193 2178
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2179 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2195 return 0; 2180 return 0;
2196 2181
2197 /* Sanity check: make sure dir is valid */ 2182 /* Sanity check: make sure dir is valid */
2198 if ( ( dir < 0 ) || ( dir >= 9 ) ) { 2183 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2199 LOG( llevError, "move_player: invalid direction %d\n", dir); 2184 LOG( llevError, "move_player: invalid direction %d\n", dir);
2200 return 0; 2185 return 0;
2201 } 2186 }
2202 2187
2203 /* peterm: added following line */ 2188 /* peterm: added following line */
2204 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir) 2189 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2205 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 2190 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2206 2191
2207 op->facing = dir; 2192 op->facing = dir;
2208 2193
2209 if(!transport && op->hide) do_hidden_move(op); 2194 if(op->hide) do_hidden_move(op);
2210 2195
2211 if (transport) { 2196 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2212 /* transport->contr is set up for the person in charge of the boat. 2197 /*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) { 2198 else if (op->contr->fire_on)
2235 fire(op,dir); 2199 fire (op, dir);
2236 } 2200 else
2201 {
2237 else move_player_attack(op,dir); 2202 move_player_attack (op, dir);
2238
2239 pick = check_pick(op); 2203 pick = check_pick(op);
2240 2204 }
2241 2205
2242 /* Add special check for newcs players and fire on - this way, the 2206 /* Add special check for newcs players and fire on - this way, the
2243 * server can handle repeat firing. 2207 * server can handle repeat firing.
2244 */ 2208 */
2245 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) { 2209 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2246 op->direction = dir; 2210 op->direction = dir;
2247 } else { 2211 } else {
2248 op->direction=0; 2212 op->direction=0;
2249 } 2213 }
2250 /* Update how the player looks. Use the facing, so direction may 2214 /* Update how the player looks. Use the facing, so direction may
2251 * get reset to zero. This allows for full animation capabilities 2215 * get reset to zero. This allows for full animation capabilities
2252 * for players. 2216 * for players.
2253 */ 2217 */
2254 if (!transport) animate_object(op, op->facing); 2218 animate_object(op, op->facing);
2255 return 0; 2219 return 0;
2256} 2220}
2257 2221
2258/* This is similar to handle_player, below, but is only used by the 2222/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2223 * new client/server stuff.
2263 * Returns true if there are more actions we can do. 2227 * Returns true if there are more actions we can do.
2264 */ 2228 */
2265int handle_newcs_player(object *op) 2229int handle_newcs_player(object *op)
2266{ 2230{
2267 if (op->contr->hidden) { 2231 if (op->contr->hidden) {
2268 op->invisible = 1000; 2232 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible 2233 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to 2234 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly. 2235 * alternate it here for it to work correctly.
2272 */ 2236 */
2273 if (pticks & 2) op->invisible--; 2237 if (pticks & 2) op->invisible--;
2274 } 2238 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2239 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2276 op->invisible--; 2240 op->invisible--;
2277 if(!op->invisible) { 2241 if(!op->invisible) {
2278 make_visible(op); 2242 make_visible(op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2243 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 } 2244 }
2281 } 2245 }
2282 2246
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2247 if (QUERY_FLAG(op, FLAG_SCARED)) {
2284 flee_player(op); 2248 flee_player(op);
2285 /* If player is still scared, that is his action for this tick */ 2249 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2250 if (QUERY_FLAG(op, FLAG_SCARED)) {
2287 op->speed_left--; 2251 op->speed_left--;
2288 return 0; 2252 return 0;
2289 } 2253 }
2290 } 2254 }
2291 2255
2292 /* I've been seeing crashes where the golem has been destroyed, but 2256 /* 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 2257 * 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 2258 * 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. 2259 * put this in a a workaround to clean up the golem pointer.
2296 */ 2260 */
2297 if (op->contr->ranges[range_golem] && 2261 if (op->contr->ranges[range_golem] &&
2298 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || 2262 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2299 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) { 2263 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2300 op->contr->ranges[range_golem] = NULL; 2264 op->contr->ranges[range_golem] = NULL;
2301 op->contr->golem_count = 0; 2265 op->contr->golem_count = 0;
2302 } 2266 }
2303 2267
2304 /* call this here - we also will call this in do_ericserver, but 2268 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2270 * called, so we recheck it here.
2307 */ 2271 */
2308 HandleClient(&op->contr->socket, op->contr); 2272 HandleClient(&op->contr->socket, op->contr);
2309 if (op->speed_left<0) return 0; 2273 if (op->speed_left<0) return 0;
2310 2274
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2275 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2312 /* All move commands take 1 tick, at least for now */ 2276 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--; 2277 op->speed_left--;
2314 2278
2315 /* Instead of all the stuff below, let move_player take care 2279 /* Instead of all the stuff below, let move_player take care
2316 * of it. Also, some of the skill stuff is only put in 2280 * of it. Also, some of the skill stuff is only put in
2317 * there, as well as the confusion stuff. 2281 * there, as well as the confusion stuff.
2318 */ 2282 */
2319 move_player(op, op->direction); 2283 move_player(op, op->direction);
2320 if (op->speed_left>0) return 1; 2284 if (op->speed_left>0) return 1;
2321 else return 0; 2285 else return 0;
2322 } 2286 }
2323 return 0; 2287 return 0;
2324} 2288}
2325 2289
2326int save_life(object *op) { 2290int save_life(object *op) {
2327 object *tmp; 2291 object *tmp;
2328 2292
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2293 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2330 return 0; 2294 return 0;
2331 2295
2332 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2296 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2297 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2298 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2299 new_draw_info_format(NDI_UNIQUE, 0,op,
2336 "Your %s vibrates violently, then evaporates.", 2300 "Your %s vibrates violently, then evaporates.",
2337 query_name(tmp)); 2301 query_name(tmp));
2338 if (op->contr) 2302 if (op->contr)
2339 esrv_del_item(op->contr, tmp->count); 2303 esrv_del_item(op->contr, tmp->count);
2340 remove_ob(tmp); 2304 remove_ob(tmp);
2341 free_object(tmp); 2305 free_object(tmp);
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2306 CLEAR_FLAG(op, FLAG_LIFESAVE);
2343 if(op->stats.hp<0) 2307 if(op->stats.hp<0)
2344 op->stats.hp = op->stats.maxhp; 2308 op->stats.hp = op->stats.maxhp;
2345 if(op->stats.food<0) 2309 if(op->stats.food<0)
2346 op->stats.food = 999; 2310 op->stats.food = 999;
2347 fix_player(op); 2311 fix_player(op);
2348 return 1; 2312 return 1;
2349 } 2313 }
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2314 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2315 CLEAR_FLAG(op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2316 enter_player_savebed(op); /* bring him home. */
2353 return 0; 2317 return 0;
2354} 2318}
2361void remove_unpaid_objects(object *op, object *env) 2325void remove_unpaid_objects(object *op, object *env)
2362{ 2326{
2363 object *next; 2327 object *next;
2364 2328
2365 while (op) { 2329 while (op) {
2366 next=op->below; /* Make sure we have a good value, in case 2330 next=op->below; /* Make sure we have a good value, in case
2367 * we remove object 'op' 2331 * we remove object 'op'
2368 */ 2332 */
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2333 if (QUERY_FLAG(op, FLAG_UNPAID)) {
2370 remove_ob(op); 2334 remove_ob(op);
2371 op->x = env->x; 2335 op->x = env->x;
2372 op->y = env->y; 2336 op->y = env->y;
2373 if (env->type == PLAYER) 2337 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2338 esrv_del_item(env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0); 2339 insert_ob_in_map(op, env->map, NULL,0);
2376 } 2340 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env); 2341 else if (op->inv) remove_unpaid_objects(op->inv, env);
2378 op=next; 2342 op=next;
2379 } 2343 }
2380} 2344}
2381 2345
2382 2346
2383/* 2347/*
2393 char buf[MAX_BUF]; 2357 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2358 time_t now = time (NULL);
2395 2359
2396 strcpy (buf2, " R.I.P.\n\n"); 2360 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2361 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2362 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2363 else
2400 sprintf (buf, "%s\n", op->name); 2364 sprintf (buf, "%s\n", &op->name);
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2366 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2367 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2368 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2369 else
2432 const int max_grace = 1; 2396 const int max_grace = 1;
2433 2397
2434 if (op->contr->outputs_sync) { 2398 if (op->contr->outputs_sync) {
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2399 for (i=0; i<NUM_OUTPUT_BUFS; i++)
2436 if (op->contr->outputs[i].buf!=NULL && 2400 if (op->contr->outputs[i].buf!=NULL &&
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2401 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2438 flush_output_element(op, &op->contr->outputs[i]); 2402 flush_output_element(op, &op->contr->outputs[i]);
2439 } 2403 }
2440 2404
2441 if(op->contr->state==ST_PLAYING) { 2405 if(op->contr->state==ST_PLAYING) {
2442 2406
2443 /* these next three if clauses make it possible to SLOW DOWN 2407 /* these next three if clauses make it possible to SLOW DOWN
2463 2427
2464 /* Regenerate Spell Points */ 2428 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2429 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); 2430 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) { 2431 if(op->stats.sp<op->stats.maxsp) {
2468 op->stats.sp++; 2432 op->stats.sp++;
2469 /* dms do not consume food */ 2433 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2434 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2471 op->stats.food--; 2435 op->stats.food--;
2472 if(op->contr->digestion<0) 2436 if(op->contr->digestion<0)
2473 op->stats.food+=op->contr->digestion; 2437 op->stats.food+=op->contr->digestion;
2475 random_roll(0, op->contr->digestion, op, PREFER_HIGH)) 2439 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2476 op->stats.food=last_food; 2440 op->stats.food=last_food;
2477 } 2441 }
2478 } 2442 }
2479 if (max_sp>1) { 2443 if (max_sp>1) {
2480 over_sp = (gen_sp+10)/rate_sp; 2444 over_sp = (gen_sp+10)/rate_sp;
2481 if (over_sp > 0) { 2445 if (over_sp > 0) {
2482 if(op->stats.sp<op->stats.maxsp) { 2446 if(op->stats.sp<op->stats.maxsp) {
2483 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2447 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)) 2448 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2485 op->stats.sp--; 2449 op->stats.sp--;
2486 if(op->stats.sp>op->stats.maxsp) 2450 if(op->stats.sp>op->stats.maxsp)
2487 op->stats.sp=op->stats.maxsp; 2451 op->stats.sp=op->stats.maxsp;
2488 } 2452 }
2489 op->last_sp=0; 2453 op->last_sp=0;
2490 } else { 2454 } else {
2491 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10); 2455 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2492 } 2456 }
2493 } else { 2457 } else {
2494 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10); 2458 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2495 } 2459 }
2496 } 2460 }
2497 2461
2498 /* Regenerate Grace */ 2462 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2463 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2500 if(--op->last_grace<0) { 2464 if(--op->last_grace<0) {
2501 if(op->stats.grace<op->stats.maxgrace/2) 2465 if(op->stats.grace<op->stats.maxgrace/2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */ 2466 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) { 2467 if(max_grace>1) {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2468 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2505 if (over_grace > 0) { 2469 if (over_grace > 0) {
2506 op->stats.sp += over_grace 2470 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; 2471 + (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; 2472 op->last_grace=0;
2509 } else { 2473 } else {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2474 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2511 } 2475 }
2512 } else { 2476 } else {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2477 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2514 } 2478 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2479 /* wearing stuff doesn't detract from grace generation. */
2516 } 2480 }
2517 2481
2518 /* Regenerate Hit Points */ 2482 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) { 2483 if(--op->last_heal<0) {
2520 if(op->stats.hp<op->stats.maxhp) { 2484 if(op->stats.hp<op->stats.maxhp) {
2521 op->stats.hp++; 2485 op->stats.hp++;
2522 /* dms do not consume food */ 2486 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2487 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2524 op->stats.food--; 2488 op->stats.food--;
2525 if(op->contr->digestion<0) 2489 if(op->contr->digestion<0)
2526 op->stats.food+=op->contr->digestion; 2490 op->stats.food+=op->contr->digestion;
2528 random_roll(0, op->contr->digestion, op, PREFER_HIGH)) 2492 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2529 op->stats.food=last_food; 2493 op->stats.food=last_food;
2530 } 2494 }
2531 } 2495 }
2532 if(max_hp>1) { 2496 if(max_hp>1) {
2533 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp; 2497 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2534 if (over_hp > 0) { 2498 if (over_hp > 0) {
2535 op->stats.sp += over_hp 2499 op->stats.sp += over_hp
2536 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0; 2500 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2537 op->last_heal=0; 2501 op->last_heal=0;
2538 } else { 2502 } else {
2539 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2503 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2540 } 2504 }
2541 } else { 2505 } else {
2542 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2506 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2543 } 2507 }
2544 } 2508 }
2545 2509
2546 /* Digestion */ 2510 /* Digestion */
2547 if(--op->last_eat<0) { 2511 if(--op->last_eat<0) {
2548#ifdef COZY_SERVER 2512#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2513 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0, 2514 int bonus=dg>0?dg:0,
2551 penalty=dg<0?-dg:0; 2515 penalty=dg<0?-dg:0;
2552#else 2516#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2517 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2554 penalty=op->contr->digestion<0?-op->contr->digestion:0; 2518 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2555#endif 2519#endif
2556 2520
2557 if(op->contr->gen_hp > 0) 2521 if(op->contr->gen_hp > 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2522 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2559 else 2523 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2524 op->last_eat=25*(1+bonus)/(penalty +1);
2561 /* dms do not consume food */ 2525 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2526 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2563 } 2527 }
2564 } 2528 }
2565 2529
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2530 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2567 object *tmp, *flesh=NULL; 2531 object *tmp, *flesh=NULL;
2568 2532
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2533 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2534 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2535 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."); 2536 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2537 manual_apply(op,tmp,0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2538 if(op->stats.food>=0||op->stats.hp<0)
2575 break; 2539 break;
2576 } 2540 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2541 else if (tmp->type==FLESH) flesh=tmp;
2578 } /* End if paid for object */ 2542 } /* End if paid for object */
2579 } /* end of for loop */ 2543 } /* end of for loop */
2580 /* If player is still starving, it means they don't have any food, so 2544 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2545 * eat flesh instead.
2582 */ 2546 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2547 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."); 2548 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2549 manual_apply(op,flesh,0);
2586 } 2550 }
2587 } /* end if player is starving */ 2551 } /* end if player is starving */
2588 2552
2589 while(op->stats.food<0&&op->stats.hp>0) 2553 while(op->stats.food<0&&op->stats.hp>0)
2590 op->stats.food++,op->stats.hp--; 2554 op->stats.food++,op->stats.hp--;
2591 2555
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2556 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2593 kill_player(op); 2557 kill_player(op);
2594} 2558}
2595 2559
2596 2560
2597 2561
2598/* If the player should die (lack of hp, food, etc), we call this. 2562/* If the player should die (lack of hp, food, etc), we call this.
2613 int will_kill_again; 2577 int will_kill_again;
2614 archetype *at; 2578 archetype *at;
2615 object *tmp; 2579 object *tmp;
2616 2580
2617 if(save_life(op)) 2581 if(save_life(op))
2618 return; 2582 return;
2619 2583
2620 2584
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2585 /* 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. 2586 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2587 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2588 */
2625 if (op_on_battleground(op, &x, &y)) { 2589 if (op_on_battleground(op, &x, &y)) {
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2627 "You have been defeated in combat!"); 2591 "You have been defeated in combat!");
2628 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2592 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2629 "Local medics have saved your life..."); 2593 "Local medics have saved your life...");
2630 2594
2631 /* restore player */ 2595 /* restore player */
2632 at = find_archetype("poisoning"); 2596 at = find_archetype("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2597 tmp=present_arch_in_ob(at,op);
2634 if (tmp) { 2598 if (tmp) {
2635 remove_ob(tmp); 2599 remove_ob(tmp);
2636 free_object(tmp); 2600 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2601 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2638 } 2602 }
2639 2603
2640 at = find_archetype("confusion"); 2604 at = find_archetype("confusion");
2641 tmp=present_arch_in_ob(at,op); 2605 tmp=present_arch_in_ob(at,op);
2642 if (tmp) { 2606 if (tmp) {
2643 remove_ob(tmp); 2607 remove_ob(tmp);
2644 free_object(tmp); 2608 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2609 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2646 } 2610 }
2647 2611
2648 cure_disease(op,0); /* remove any disease */ 2612 cure_disease(op,0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2613 op->stats.hp=op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2614 if (op->stats.food<=0) op->stats.food=999;
2651 2615
2652 /* create a bodypart-trophy to make the winner happy */ 2616 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2617 tmp=arch_to_object(find_archetype("finger"));
2654 if (tmp != NULL) 2618 if (tmp != NULL)
2655 { 2619 {
2656 sprintf(buf,"%s's finger",op->name); 2620 sprintf(buf,"%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2621 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2622 sprintf(buf," This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2623 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2624 &op->name, op->contr->title, (int)(op->level),
2661 op->contr->killer); 2625 op->contr->killer);
2662 tmp->msg=add_string(buf); 2626 tmp->msg=buf;
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2627 tmp->value=0, tmp->material=0, tmp->type=0;
2664 tmp->materialname = NULL; 2628 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y; 2629 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0); 2630 insert_ob_in_map(tmp,op->map,op,0);
2667 } 2631 }
2668 2632
2669 /* teleport defeated player to new destination*/ 2633 /* teleport defeated player to new destination*/
2670 transfer_ob(op, x, y, 0, NULL); 2634 transfer_ob(op, x, y, 0, NULL);
2671 op->contr->braced=0; 2635 op->contr->braced=0;
2672 return; 2636 return;
2673 } 2637 }
2674 2638
2675 INVOKE_PLAYER (DEATH, op->contr); 2639 INVOKE_PLAYER (DEATH, op->contr);
2676 2640
2677 command_kill_pets (op, 0); 2641 command_kill_pets (op, 0);
2678 2642
2679 if(op->stats.food<0) { 2643 if(op->stats.food<0) {
2680 if (op->contr->explore) { 2644 if (op->contr->explore) {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2645 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..."); 2646 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2683 op->stats.food=999; 2647 op->stats.food=999;
2684 return; 2648 return;
2685 } 2649 }
2686 sprintf(buf,"%s starved to death.",op->name); 2650 sprintf(buf,"%s starved to death.",&op->name);
2687 strcpy(op->contr->killer,"starvation"); 2651 strcpy(op->contr->killer,"starvation");
2688 } 2652 }
2689 else { 2653 else {
2690 if (op->contr->explore) { 2654 if (op->contr->explore) {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2655 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..."); 2656 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp; 2657 op->stats.hp=op->stats.maxhp;
2694 return; 2658 return;
2695 } 2659 }
2696 sprintf(buf,"%s died.",op->name); 2660 sprintf(buf,"%s died.", &op->name);
2697 } 2661 }
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2699 2663
2700 /* save the map location for corpse, gravestone*/ 2664 /* save the map location for corpse, gravestone*/
2701 x=op->x;y=op->y;map=op->map; 2665 x=op->x;y=op->y;map=op->map;
2702 2666
2703 2667
2704 if (settings.not_permadeth == TRUE) { 2668 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2669 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2670 * 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. 2671 * See the config.h file for a little more in depth detail about this.
2708 */ 2672 */
2709 2673
2710 /* Basically two ways to go - remove a stat permanently, or just 2674 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2675 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2676 * of death.
2713 */ 2677 */
2714#ifndef COZY_SERVER 2678#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2679 if (settings.balanced_stat_loss) {
2716 /* If stat loss is permanent, lose one stat only. */ 2680 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2681 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2682 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2683 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2684 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2685 little bit harder. */
2722 /* GD */ 2686 /* GD */
2723 if (settings.stat_loss_on_death) 2687 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2688 num_stats_lose = 1;
2725 else 2689 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2690 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2691 } else {
2728 num_stats_lose = 1; 2692 num_stats_lose = 1;
2729 } 2693 }
2730 lost_a_stat = 0; 2694 lost_a_stat = 0;
2731 2695
2732 for (z=0; z<num_stats_lose; z++) { 2696 for (z=0; z<num_stats_lose; z++) {
2733 i = RANDOM() % NUM_STATS; 2697 i = RANDOM() % NUM_STATS;
2734 2698
2735 if (settings.stat_loss_on_death) { 2699 if (settings.stat_loss_on_death) {
2736 /* Pick a random stat and take a point off it. Tell the player 2700 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2701 * what he lost.
2738 */ 2702 */
2739 change_attr_value(&(op->stats), i,-1); 2703 change_attr_value(&(op->stats), i,-1);
2740 check_stat_bounds(&(op->stats)); 2704 check_stat_bounds(&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2705 change_attr_value(&(op->contr->orig_stats), i,-1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2706 check_stat_bounds(&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2744 lost_a_stat = 1; 2708 lost_a_stat = 1;
2745 } else { 2709 } else {
2746 /* deplete a stat */ 2710 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2711 archetype *deparch=find_archetype("depletion");
2748 object *dep; 2712 object *dep;
2749 2713
2750 dep = present_arch_in_ob(deparch,op); 2714 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) { 2715 if(!dep) {
2752 dep = arch_to_object(deparch); 2716 dep = arch_to_object(deparch);
2753 insert_ob_in_ob(dep, op); 2717 insert_ob_in_ob(dep, op);
2754 } 2718 }
2755 lose_this_stat = 1; 2719 lose_this_stat = 1;
2756 if (settings.balanced_stat_loss) { 2720 if (settings.balanced_stat_loss) {
2757 /* GD */ 2721 /* GD */
2758 /* Get the stat that we're about to deplete. */ 2722 /* Get the stat that we're about to deplete. */
2759 this_stat = get_attr_value(&(dep->stats), i); 2723 this_stat = get_attr_value(&(dep->stats), i);
2760 if (this_stat < 0) { 2724 if (this_stat < 0) {
2761 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2762 int keep_chance = this_stat * this_stat; 2726 int keep_chance = this_stat * this_stat;
2763 /* Yes, I am paranoid. Sue me. */ 2727 /* Yes, I am paranoid. Sue me. */
2764 if (keep_chance < 1) 2728 if (keep_chance < 1)
2765 keep_chance = 1; 2729 keep_chance = 1;
2766 2730
2767 /* There is a maximum depletion total per level. */ 2731 /* There is a maximum depletion total per level. */
2768 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2732 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2769 lose_this_stat = 0; 2733 lose_this_stat = 0;
2770 /* Take loss chance vs keep chance to see if we 2734 /* Take loss chance vs keep chance to see if we
2771 retain the stat. */ 2735 retain the stat. */
2772 } else { 2736 } else {
2773 if (random_roll(0, loss_chance + keep_chance-1, 2737 if (random_roll(0, loss_chance + keep_chance-1,
2774 op, PREFER_LOW) < keep_chance) 2738 op, PREFER_LOW) < keep_chance)
2775 lose_this_stat = 0; 2739 lose_this_stat = 0;
2776 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", 2740 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2777 this_stat, keep_chance, loss_chance, 2741 this_stat, keep_chance, loss_chance,
2778 lose_this_stat?"LOSE":"KEEP"); */ 2742 lose_this_stat?"LOSE":"KEEP"); */
2779 } 2743 }
2780 } 2744 }
2781 } 2745 }
2782 2746
2783 if (lose_this_stat) { 2747 if (lose_this_stat) {
2784 this_stat = get_attr_value(&(dep->stats), i); 2748 this_stat = get_attr_value(&(dep->stats), i);
2785 /* We could try to do something clever like find another 2749 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2750 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2751 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2752 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2753 * difference.
2790 */ 2754 */
2791 if (this_stat>=-50) { 2755 if (this_stat>=-50) {
2792 change_attr_value(&(dep->stats), i, -1); 2756 change_attr_value(&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2757 SET_FLAG(dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2758 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2795 fix_player(op); 2759 fix_player(op);
2796 lost_a_stat = 1; 2760 lost_a_stat = 1;
2797 } 2761 }
2798 } 2762 }
2799 } 2763 }
2800 } 2764 }
2801 /* If no stat lost, tell the player. */ 2765 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2766 if (!lost_a_stat)
2803 { 2767 {
2804 /* determine_god() seems to not work sometimes... why is this? 2768 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2769 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2770 const char *god = determine_god(op);
2807 if (god && (strcmp(god, "none"))) 2771 if (god && (strcmp(god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2772 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief "
2809 "moment you feel the holy presence of %s protecting" 2773 "moment you feel the holy presence of %s protecting"
2810 " you.", god); 2774 " you.", god);
2811 else 2775 else
2812 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2813 " feel a holy presence protecting you."); 2777 " feel a holy presence protecting you.");
2814 } 2778 }
2815#endif 2779#endif
2816 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2780 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2817 " feel a holy presence protecting you from losing yourself completely."); 2781 " feel a holy presence protecting you from losing yourself completely.");
2818 2782
2819 /* Put a gravestone up where the character 'almost' died. List the 2783 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2784 * exp loss on the stone.
2821 */ 2785 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2786 tmp=arch_to_object(find_archetype("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf;
2824 FREE_AND_COPY(tmp->name, buf); 2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf;
2825 sprintf(buf,"%s's gravestones",op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf);
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2789 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2828 "who was killed\n" 2790 "who was killed\n"
2829 "by %s.\n", 2791 "by %s.\n",
2830 op->name, op->contr->title, 2792 &op->name, op->contr->title,
2831 op->contr->killer); 2793 op->contr->killer);
2832 tmp->msg = add_string(buf); 2794 tmp->msg = buf;
2833 tmp->x=op->x,tmp->y=op->y; 2795 tmp->x=op->x,tmp->y=op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2796 insert_ob_in_map (tmp, op->map, NULL,0);
2835 2797
2836 /**************************************/ 2798 /**************************************/
2837 /* */ 2799 /* */
2838 /* Subtract the experience points, */ 2800 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 2801 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 2802 /* food, and reset HP's... */
2841 /* */ 2803 /* */
2842 /**************************************/ 2804 /**************************************/
2843 2805
2844 /* remove any poisoning and confusion the character may be suffering.*/ 2806 /* remove any poisoning and confusion the character may be suffering.*/
2845 /* restore player */ 2807 /* restore player */
2846 at = find_archetype("poisoning"); 2808 at = find_archetype("poisoning");
2847 tmp=present_arch_in_ob(at,op); 2809 tmp=present_arch_in_ob(at,op);
2848 if (tmp) { 2810 if (tmp) {
2849 remove_ob(tmp); 2811 remove_ob(tmp);
2850 free_object(tmp); 2812 free_object(tmp);
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2813 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2852 } 2814 }
2853 2815
2854 at = find_archetype("confusion"); 2816 at = find_archetype("confusion");
2855 tmp=present_arch_in_ob(at,op); 2817 tmp=present_arch_in_ob(at,op);
2856 if (tmp) { 2818 if (tmp) {
2857 remove_ob(tmp); 2819 remove_ob(tmp);
2858 free_object(tmp); 2820 free_object(tmp);
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2821 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2860 } 2822 }
2861 cure_disease(op,0); /* remove any disease */ 2823 cure_disease(op,0); /* remove any disease */
2862 2824
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2825 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2826 apply_death_exp_penalty(op);
2865 if(op->stats.food < 100) op->stats.food = 900; 2827 if(op->stats.food < 100) op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 2828 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2829 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2830 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2869 2831
2870 /* 2832 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2833 * 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 2834 * the player has any unpaid items. If so, remove them and put them back
2873 * in the map. 2835 * in the map.
2874 */ 2836 */
2875 2837
2838 if (is_in_shop (op))
2839 remove_unpaid_objects(op->inv, op);
2840
2841 /****************************************/
2842 /* */
2843 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */
2845 /* */
2846 /****************************************/
2847
2848 enter_player_savebed(op);
2849
2850 /* Save the player before inserting the force to reduce
2851 * chance of abuse.
2852 */
2853 op->contr->braced=0;
2854 save_player(op,1);
2855
2856 /* it is possible that the player has blown something up
2857 * at his savebed location, and that can have long lasting
2858 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player.
2860 */
2861 will_kill_again=0;
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2862 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) 2863 if (tmp->type ==SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2864 will_kill_again|=tmp->attacktype;
2908 } 2865 }
2909 if (will_kill_again) { 2866 if (will_kill_again) {
2910 object *force; 2867 object *force;
2911 int at; 2868 int at;
2912 2869
2913 force=get_archetype(FORCE_NAME); 2870 force=get_archetype(FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2871 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 2872 force->speed=0.1;
2916 force->speed_left=-5.0; 2873 force->speed_left=-5.0;
2917 SET_FLAG(force, FLAG_APPLIED); 2874 SET_FLAG(force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 2875 for (at=0; at<NROFATTACKS; at++) {
2919 if (will_kill_again & (1 << at)) 2876 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2877 force->resist[at] = 100;
2921 } 2878 }
2922 insert_ob_in_ob(force, op); 2879 insert_ob_in_ob(force, op);
2923 fix_player(op); 2880 fix_player(op);
2924 2881
2925 } 2882 }
2926 /**************************************/ 2883 /**************************************/
2927 /* */ 2884 /* */
2928 /* Repaint the characters inv, and */ 2885 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */ 2886 /* stats, and show a nasty message ;) */
2930 /* */ 2887 /* */
2931 /**************************************/ 2888 /**************************************/
2932 2889
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2890 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2934 return; 2891 return;
2935 } /* NOT_PERMADETH */ 2892 } /* NOT_PERMADETH */
2936 else { 2893 else {
2937 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This 2894 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2938 * should probably be embedded in an else statement. 2895 * should probably be embedded in an else statement.
2939 */ 2896 */
2940 2897
2941 op->contr->party=NULL; 2898 op->contr->party=NULL;
2942 if (settings.set_title == TRUE) 2899 if (settings.set_title == TRUE)
2943 op->contr->own_title[0]='\0'; 2900 op->contr->own_title[0]='\0';
2944 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 2901 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2945 check_score(op); 2902 check_score(op);
2946 if(op->contr->ranges[range_golem]!=NULL) { 2903 if(op->contr->ranges[range_golem]!=NULL) {
2947 remove_friendly_object(op->contr->ranges[range_golem]); 2904 remove_friendly_object(op->contr->ranges[range_golem]);
2948 remove_ob(op->contr->ranges[range_golem]); 2905 remove_ob(op->contr->ranges[range_golem]);
2949 free_object(op->contr->ranges[range_golem]); 2906 free_object(op->contr->ranges[range_golem]);
2950 op->contr->ranges[range_golem]=NULL; 2907 op->contr->ranges[range_golem]=NULL;
2951 op->contr->golem_count=0; 2908 op->contr->golem_count=0;
2952 } 2909 }
2953 loot_object(op); /* Remove some of the items for good */ 2910 loot_object(op); /* Remove some of the items for good */
2954 remove_ob(op); 2911 remove_ob(op);
2955 op->direction=0; 2912 op->direction=0;
2956 2913
2957 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 2914 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2958 delete_character(op->name,0); 2915 delete_character(op->name,0);
2959 if (settings.resurrection == TRUE) { 2916 if (settings.resurrection == TRUE) {
2960 /* save playerfile sans equipment when player dies 2917 /* save playerfile sans equipment when player dies
2961 ** then save it as player.pl.dead so that future resurrection 2918 ** then save it as player.pl.dead so that future resurrection
2962 ** type spells will work on them nicely 2919 ** type spells will work on them nicely
2963 */ 2920 */
2964 delete_character(op->name,0); 2921 delete_character(op->name,0);
2965 op->stats.hp = op->stats.maxhp; 2922 op->stats.hp = op->stats.maxhp;
2966 op->stats.food = 999; 2923 op->stats.food = 999;
2967 2924
2968 /* set the location of where the person will reappear when */ 2925 /* set the location of where the person will reappear when */
2969 /* maybe resurrection code should fix map also */ 2926 /* maybe resurrection code should fix map also */
2970 strcpy(op->contr->maplevel, settings.emergency_mapname); 2927 strcpy(op->contr->maplevel, settings.emergency_mapname);
2971 if(op->map!=NULL) 2928 if(op->map!=NULL)
2972 op->map = NULL; 2929 op->map = NULL;
2973 op->x = settings.emergency_x; 2930 op->x = settings.emergency_x;
2974 op->y = settings.emergency_y; 2931 op->y = settings.emergency_y;
2975 save_player(op,0); 2932 save_player(op,0);
2976 op->map = map; 2933 op->map = map;
2977 /* please see resurrection.c: peterm */ 2934 /* please see resurrection.c: peterm */
2978 dead_player(op); 2935 dead_player(op);
2979 } else { 2936 } else {
2980 delete_character(op->name,1); 2937 delete_character(op->name,1);
2981 } 2938 }
2982 } 2939 }
2983 play_again(op); 2940 play_again(op);
2984 2941
2985 /* peterm: added to create a corpse at deathsite. */ 2942 /* peterm: added to create a corpse at deathsite. */
2986 tmp=arch_to_object(find_archetype("corpse_pl")); 2943 tmp=arch_to_object(find_archetype("corpse_pl"));
2987 sprintf(buf,"%s", op->name); 2944 sprintf(buf,"%s", &op->name);
2988 FREE_AND_COPY(tmp->name, buf); 2945 tmp->name = tmp->name_pl = buf;
2989 FREE_AND_COPY(tmp->name_pl, buf);
2990 tmp->level=op->level; 2946 tmp->level=op->level;
2991 tmp->x=x;tmp->y=y; 2947 tmp->x=x;tmp->y=y;
2992 if (tmp->msg) 2948 tmp->msg = gravestone_text(op);
2993 free_string(tmp->msg);
2994 tmp->msg = add_string (gravestone_text(op));
2995 SET_FLAG (tmp, FLAG_UNIQUE); 2949 SET_FLAG (tmp, FLAG_UNIQUE);
2996 insert_ob_in_map (tmp, map, NULL,0); 2950 insert_ob_in_map (tmp, map, NULL,0);
2997 } 2951 }
2998} 2952}
2999 2953
3000 2954
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2955void loot_object(object *op) { /* Grab and destroy some treasure */
3009 next=tmp->below; 2963 next=tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2964 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
3011 remove_ob(tmp); 2965 remove_ob(tmp);
3012 tmp->x=op->x,tmp->y=op->y; 2966 tmp->x=op->x,tmp->y=op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2967 if (tmp->type == CONTAINER) { /* empty container to ground */
3014 loot_object(tmp); 2968 loot_object(tmp);
3015 } 2969 }
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2970 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2971 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
3018 if(tmp->nrof>1) { 2972 if(tmp->nrof>1) {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2973 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
3020 free_object(tmp2); 2974 free_object(tmp2);
3021 insert_ob_in_map(tmp,op->map,NULL,0); 2975 insert_ob_in_map(tmp,op->map,NULL,0);
3022 } else 2976 } else
3023 free_object(tmp); 2977 free_object(tmp);
3024 } else 2978 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2979 insert_ob_in_map(tmp,op->map,NULL,0);
3026 } 2980 }
3027} 2981}
3028 2982
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob);
3039 if(old == sum) 2993 if(old == sum)
3040 continue; 2994 continue;
3041 fix_player(pl->ob); 2995 fix_player(pl->ob);
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3043 pl->ob->name, old, sum); 2997 &pl->ob->name, old, sum);
3044 } 2998 }
3045} 2999}
3046 3000
3047void fix_luck(void) { 3001void fix_luck(void) {
3048 player *pl; 3002 player *pl;
3066 3020
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 3021 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3023 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3024 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n",
3071 op->name); 3025 &op->name);
3072 return; 3026 return;
3073 } 3027 }
3074 3028
3075 spob = throw_ob->inv; 3029 spob = throw_ob->inv;
3076 3030
3078 // not pass NULL to cast_spell (which did indeed check itself, but 3032 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3033 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3034 if (!spob)
3081 { 3035 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3036 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!",
3083 throw_ob->name, op->name); 3037 &throw_ob->name, &op->name);
3084 return; 3038 return;
3085 } 3039 }
3086 3040
3087 if (op->type == PLAYER) 3041 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3042 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3043
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3044 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3045
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3093 remove_ob (throw_ob); 3047 remove_ob (throw_ob);
3096 3050
3097void make_visible (object *op) { 3051void make_visible (object *op) {
3098 op->hide = 0; 3052 op->hide = 0;
3099 op->invisible = 0; 3053 op->invisible = 0;
3100 if(op->type==PLAYER) { 3054 if(op->type==PLAYER) {
3101 op->contr->tmp_invis = 0; 3055 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3056 op->contr->invis_race = 0;
3103 } 3057 }
3104 update_object(op,UP_OBJ_FACE); 3058 update_object(op,UP_OBJ_FACE);
3105} 3059}
3106 3060
3107int is_true_undead(object *op) { 3061int is_true_undead(object *op) {
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3111 3065
3112 if(op->type==PLAYER) 3066 if(op->type==PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 3067 for(tmp=op->inv;tmp;tmp=tmp->below)
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3068 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3069 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3116 return 0; 3070 return 0;
3117} 3071}
3118 3072
3119/* look at the surrounding terrain to determine 3073/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3074 * the hideability of this object. Positive levels
3135 * as bad as carrying a light on a pitch dark map */ 3089 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness));
3137 3091
3138 /* scan through all nearby squares for terrain to hide in */ 3092 /* 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]) { 3093 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); 3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3095 if (mflag & P_OUT_OF_MAP) { continue; }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3097 level += 2;
3144 else /* open terrain! */ 3098 else /* open terrain! */
3145 level -= 1; 3099 level -= 1;
3146 } 3100 }
3147 3101
3148#if 0 3102#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level);
3150#endif 3104#endif
3165 3119
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3120 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING);
3167 3121
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3122 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3123 if(op->type==PLAYER && op->contr->run_on) {
3170 if(!skop || num >= skop->level) { 3124 if(!skop || num >= skop->level) {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3125 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!");
3172 make_visible(op); 3126 make_visible(op);
3173 return; 3127 return;
3174 } else num += 20; 3128 } else num += 20;
3175 } 3129 }
3176 num += op->map->difficulty; 3130 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3131 hide = hideability(op); /* modify by terrain hidden level */
3178 num -= hide; 3132 num -= hide;
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3133 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3180 make_visible(op); 3134 make_visible(op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op,
3182 "You moved out of hiding! You are visible!"); 3136 "You moved out of hiding! You are visible!");
3183 } 3137 }
3184 else if (op->type == PLAYER && skop) { 3138 else if (op->type == PLAYER && skop) {
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3139 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0);
3186 } 3140 }
3187} 3141}
3188 3142
3189/* determine if who is standing near a hostile creature. */ 3143/* determine if who is standing near a hostile creature. */
3190 3144
3199 if(who->type==PLAYER) player=1; 3153 if(who->type==PLAYER) player=1;
3200 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3201 3155
3202 /* search adjacent squares */ 3156 /* search adjacent squares */
3203 for(i=1;i<9;i++) { 3157 for(i=1;i<9;i++) {
3204 x = who->x+freearr_x[i]; 3158 x = who->x+freearr_x[i];
3205 y = who->y+freearr_y[i]; 3159 y = who->y+freearr_y[i];
3206 m = who->map; 3160 m = who->map;
3207 mflags = get_map_flags(m, &m, x, y, &x, &y); 3161 mflags = get_map_flags(m, &m, x, y, &x, &y);
3208 /* space must be blocked if there is a monster. If not 3162 /* space must be blocked if there is a monster. If not
3209 * blocked, don't need to check this space. 3163 * blocked, don't need to check this space.
3210 */ 3164 */
3211 if (mflags & P_OUT_OF_MAP) continue; 3165 if (mflags & P_OUT_OF_MAP) continue;
3212 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3166 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3213 3167
3214 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3168 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3215 if((player||friendly) 3169 if((player||friendly)
3216 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3170 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3217 return 1; 3171 return 1;
3218 else if(tmp->type==PLAYER) 3172 else if(tmp->type==PLAYER)
3219 { 3173 {
3220 /*don't let a hidden DM prevent you from hiding*/ 3174 /*don't let a hidden DM prevent you from hiding*/
3221 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 3175 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3222 return 1; 3176 return 1;
3223 } 3177 }
3224 } 3178 }
3225 } 3179 }
3226 return 0; 3180 return 0;
3227} 3181}
3228 3182
3229/* check the player los field for viewability of the 3183/* check the player los field for viewability of the
3243int player_can_view (object *pl,object *op) { 3197int player_can_view (object *pl,object *op) {
3244 rv_vector rv; 3198 rv_vector rv;
3245 int dx,dy; 3199 int dx,dy;
3246 3200
3247 if(pl->type!=PLAYER) { 3201 if(pl->type!=PLAYER) {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3202 LOG(llevError,"player_can_view() called for non-player object\n");
3249 return -1; 3203 return -1;
3250 } 3204 }
3251 if (!pl || !op) return 0; 3205 if (!pl || !op) return 0;
3252 3206
3253 if(op->head) { op = op->head; } 3207 if(op->head) { op = op->head; }
3254 get_rangevector(pl, op, &rv, 0x1); 3208 get_rangevector(pl, op, &rv, 0x1);
3258 * part that is in the los array but isnt on 3212 * part that is in the los array but isnt on
3259 * a blocked los square. 3213 * a blocked los square.
3260 * we use the archetype to figure out offsets. 3214 * we use the archetype to figure out offsets.
3261 */ 3215 */
3262 while(op) { 3216 while(op) {
3263 dx = rv.distance_x + op->arch->clone.x; 3217 dx = rv.distance_x + op->arch->clone.x;
3264 dy = rv.distance_y + op->arch->clone.y; 3218 dy = rv.distance_y + op->arch->clone.y;
3265 3219
3266 /* only the viewable area the player sees is updated by LOS 3220 /* only the viewable area the player sees is updated by LOS
3267 * code, so we need to restrict ourselves to that range of values 3221 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values. 3222 * for any meaningful values.
3269 */ 3223 */
3270 if (FABS(dx) <= (pl->contr->socket.mapx/2) && 3224 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3271 FABS(dy) <= (pl->contr->socket.mapy/2) && 3225 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] ) 3226 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3273 return 1; 3227 return 1;
3274 op = op->more; 3228 op = op->more;
3275 } 3229 }
3276 return 0; 3230 return 0;
3277} 3231}
3278 3232
3279/* routine for both players and monsters. We call this when 3233/* routine for both players and monsters. We call this when
3283 * return 0. 3237 * return 0.
3284 */ 3238 */
3285int action_makes_visible (object *op) { 3239int action_makes_visible (object *op) {
3286 3240
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3289 return 0; 3243 return 0;
3290 3244
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3245 if (op->contr && op->contr->tmp_invis == 0) return 0;
3292 3246
3293 /* If monsters, they should become visible */ 3247 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3248 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"); 3249 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3296 return 1; 3250 return 1;
3297 } 3251 }
3298 } 3252 }
3299 return 0; 3253 return 0;
3300} 3254}
3301 3255
3302/* op_on_battleground - checks if the given object op (usually 3256/* op_on_battleground - checks if the given object op (usually
3317 * => The intention here is to prevent abuse of the battleground- 3271 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3272 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3276 strcmp(tmp->name, "battleground")==0 &&
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3277 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) {
3324 /*before we assign the exit, check if this is a teambattle*/ 3278 /*before we assign the exit, check if this is a teambattle*/
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3279 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){
3326 object *invtmp; 3280 object *invtmp;
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) {
3328 if(invtmp->type==FORCE && invtmp->slaying && 3282 if(invtmp->type==FORCE && invtmp->slaying &&
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){
3284 if (x != NULL && y != NULL)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp);
3286 return 1;
3287 }
3288 }
3289 }
3330 if (x != NULL && y != NULL) 3290 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3332 return 1; 3292 return 1;
3333 }
3334 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3293 }
3340 } 3294 }
3341 } 3295 }
3342 /* If we got here, did not find a battleground */ 3296 /* If we got here, did not find a battleground */
3343 return 0; 3297 return 0;
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3314 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3315 int i=0, j=0;
3362 3316
3363 /* get the appropriate treasurelist */ 3317 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3318 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3319 trlist = find_treasurelist("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3320 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3321 trlist = find_treasurelist("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3322 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3323 trlist = find_treasurelist("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3324 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3325 trlist = find_treasurelist("dragon_ability_poison");
3372 3326
3373 if (trlist == NULL || who->type != PLAYER) 3327 if (trlist == NULL || who->type != PLAYER)
3374 return; 3328 return;
3375 3329
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3330 for (i=0, tr = trlist->items; tr != NULL && i<level-1;
3377 tr = tr->next, i++); 3331 tr = tr->next, i++);
3378 3332
3379 if (tr == NULL || tr->item == NULL) { 3333 if (tr == NULL || tr->item == NULL) {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3334 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3335 return;
3382 } 3336 }
3383 3337
3384 /* everything seems okay - now bring on the gift: */ 3338 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3339 item = &(tr->item->clone);
3386 3340
3387 if (item->type == SPELL) { 3341 if (item->type == SPELL) {
3388 if (check_spell_known (who, item->name)) 3342 if (check_spell_known (who, item->name))
3389 return; 3343 return;
3390 3344
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3345 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); 3346 do_learn_spell (who, item, 0);
3393 return; 3347 return;
3394 } 3348 }
3395 3349
3396 /* grant direct spell */ 3350 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3351 if (item->type == SPELLBOOK) {
3398 if (!item->inv) { 3352 if (!item->inv) {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3353 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name); 3354 return;
3401 return; 3355 }
3402 }
3403 if (check_spell_known (who, item->inv->name)) 3356 if (check_spell_known (who, item->inv->name))
3404 return; 3357 return;
3405 if (item->invisible) { 3358 if (item->invisible) {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3359 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); 3360 do_learn_spell (who, item->inv, 0);
3408 return; 3361 return;
3409 } 3362 }
3410 } 3363 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3364 else if (item->type == SKILL_TOOL && item->invisible) {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3365 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) {
3413 3366
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3367 /* 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 3368 * 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, 3369 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3370 * but not all of them, he gets nothing.
3418 */ 3371 */
3419 if (!(skop->attacktype & item->attacktype)) { 3372 if (!(skop->attacktype & item->attacktype)) {
3420 /* Give new attacktype */ 3373 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3374 skop->attacktype |= item->attacktype;
3422 3375
3423 /* always add physical if there's none */ 3376 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3377 skop->attacktype |= AT_PHYSICAL;
3425 3378
3426 if (item->msg != NULL) 3379 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3428 3381
3429 /* Give player new face */ 3382 /* Give player new face */
3430 if (item->animation_id) { 3383 if (item->animation_id) {
3431 who->face = skop->face; 3384 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3385 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3386 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3387 who->last_anim = 0;
3435 who->state = 0; 3388 who->state = 0;
3436 animate_object(who, who->direction); 3389 animate_object(who, who->direction);
3437 } 3390 }
3438 } 3391 }
3439 } 3392 }
3440 } 3393 }
3441 else if (item->type == FORCE) { 3394 else if (item->type == FORCE) {
3442 /* forces in the treasurelist can alter the player's stats */ 3395 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3396 object *skin;
3444 /* first get the dragon skin force */ 3397 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3398 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3446 skin=skin->below); 3399 skin=skin->below);
3447 if (skin == NULL) return; 3400 if (skin == NULL) return;
3448 3401
3449 /* adding new spellpath attunements */ 3402 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3405
3453 /* print message */ 3406 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3407 sprintf(buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3408 for(i=0, j=0; i<NRSPELLPATHS; i++) {
3456 if(item->path_attuned & (1<<i)) { 3409 if(item->path_attuned & (1<<i)) {
3457 if (j) 3410 if (j)
3458 strcat(buf," and "); 3411 strcat(buf," and ");
3459 else 3412 else
3460 j = 1; 3413 j = 1;
3461 strcat(buf, spellpathnames[i]); 3414 strcat(buf, spellpathnames[i]);
3462 } 3415 }
3463 } 3416 }
3464 strcat(buf,"."); 3417 strcat(buf,".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3466 } 3419 }
3467 3420
3468 /* evtl. adding flags: */ 3421 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3422 if(QUERY_FLAG(item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3423 SET_FLAG(skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3424 if(QUERY_FLAG(item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3425 SET_FLAG(skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3427 SET_FLAG(skin, FLAG_SEE_IN_DARK);
3475 3428
3476 /* print message if there is one */ 3429 /* print message if there is one */
3477 if (item->msg != NULL) 3430 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3431 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3479 } 3432 }
3480 else { 3433 else {
3481 /* generate misc. treasure */ 3434 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3435 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3436 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); 3437 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3438 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3439 esrv_send_item(who, tmp);
3487 } 3440 }
3488} 3441}
3489 3442
3490/** 3443/**
3491 * Unready an object for a player. This function does nothing if the object was 3444 * Unready an object for a player. This function does nothing if the object was

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines