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Comparing deliantra/server/server/player.C (file contents):
Revision 1.6 by root, Sat Aug 26 23:36:34 2006 UTC vs.
Revision 1.16 by root, Tue Sep 5 18:18:09 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 1.16 2006/09/05 18:18:09 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 p->clear ();
234 233
235 /* There are some elements we want initialized to non zero value - 234 /* There are some elements we want initialized to non zero value -
236 * we deal with that below this point. 235 * we deal with that below this point.
237 */ 236 */
238 p->party=NULL; 237 p->party = NULL;
239 p->outputs_sync=16; /* Every 2 seconds */ 238 p->outputs_sync = 16; /* Every 2 seconds */
240 p->outputs_count=1; /* Keeps present behaviour */ 239 p->outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 240 p->unapply = unapply_nochoice;
242 p->Swap_First = -1; 241 p->Swap_First = -1;
243 242
244#ifdef AUTOSAVE 243#ifdef AUTOSAVE
245 p->last_save_tick = 9999999; 244 p->last_save_tick = 9999999;
246#endif 245#endif
247 246
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 247 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
249 248
250 op->contr=p; /* this aren't yet in archetype */ 249 op->contr = p; /* this aren't yet in archetype */
251 p->ob = op; 250 p->ob = op;
252 op->speed_left=0.5; 251 op->speed_left = 0.5;
253 op->speed=1.0; 252 op->speed = 1.0;
254 op->direction=5; /* So player faces south */ 253 op->direction = 5; /* So player faces south */
255 op->stats.wc=2; 254 op->stats.wc = 2;
256 op->run_away = 25; /* Then we panick... */ 255 op->run_away = 25; /* Then we panick... */
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258 257
259 roll_stats(op); 258 roll_stats (op);
260 p->state=ST_ROLL_STAT; 259 p->state = ST_ROLL_STAT;
261 clear_los(op); 260 clear_los (op);
262 261
263 p->gen_sp_armour=10; 262 p->gen_sp_armour = 10;
264 p->last_speed= -1; 263 p->last_speed = -1;
265 p->shoottype=range_none; 264 p->shoottype = range_none;
266 p->bowtype=bow_normal; 265 p->bowtype = bow_normal;
267 p->petmode=pet_normal; 266 p->petmode = pet_normal;
268 p->listening=10; 267 p->listening = 10;
269 p->usekeys=containers; 268 p->usekeys = containers;
270 p->last_weapon_sp= -1; 269 p->last_weapon_sp = -1;
271 p->peaceful=1; /* default peaceful */ 270 p->peaceful = 1; /* default peaceful */
272 p->do_los=1; 271 p->do_los = 1;
273 p->explore=0; 272 p->explore = 0;
274 p->no_shout=0; /* default can shout */ 273 p->no_shout = 0; /* default can shout */
275 274
276 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 275 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
277 p->title[sizeof(p->title)-1] = '\0'; 276 p->title[sizeof (p->title) - 1] = '\0';
278 op->race = add_string (op->arch->clone.race); 277 op->race = op->arch->clone.race;
279 278
280 CLEAR_FLAG(op,FLAG_READY_SKILL); 279 CLEAR_FLAG (op, FLAG_READY_SKILL);
281 280
282 /* we need to clear these to -1 and not zero - otherwise, 281 /* we need to clear these to -1 and not zero - otherwise,
283 * if a player quits and starts a new character, we wont 282 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start 283 * send new values to the client, as things like exp start
285 * at zero. 284 * at zero.
286 */ 285 */
287 for (i=0; i < NUM_SKILLS; i++) { 286 for (i = 0; i < NUM_SKILLS; i++)
287 {
288 p->last_skill_exp[i] = -1; 288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL; 289 p->last_skill_ob[i] = NULL;
290 } 290 }
291 for (i=0; i < NROFATTACKS; i++) { 291 for (i = 0; i < NROFATTACKS; i++)
292 {
292 p->last_resist[i] = -1; 293 p->last_resist[i] = -1;
293 } 294 }
294 p->last_stats.exp = -1; 295 p->last_stats.exp = -1;
295 p->last_weight = (uint32)-1; 296 p->last_weight = (uint32) - 1;
296 297
297 p->socket.update_look=0; 298 p->socket.update_look = 0;
298 p->socket.look_position=0; 299 p->socket.look_position = 0;
299 return p; 300 return p;
300} 301}
301
302 302
303/* This loads the first map an puts the player on it. */ 303/* This loads the first map an puts the player on it. */
304static void set_first_map(object *op) 304static void set_first_map(object *op)
305{ 305{
306 strcpy(op->contr->maplevel, first_map_path); 306 strcpy(op->contr->maplevel, first_map_path);
319 319
320 p=get_player(NULL); 320 p=get_player(NULL);
321 p->socket = *ns; 321 p->socket = *ns;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 if(p->socket.faces_sent == NULL) 323 if(p->socket.faces_sent == NULL)
324 fatal(OUT_OF_MEMORY); 324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 325 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. 326 /* 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 327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket. 328 * on the uncoming socket.
329 */ 329 */
346 */ 346 */
347archetype *get_player_archetype(archetype* at) 347archetype *get_player_archetype(archetype* at)
348{ 348{
349 archetype *start = at; 349 archetype *start = at;
350 for (;;) { 350 for (;;) {
351 if (at==NULL || at->next==NULL) 351 if (at==NULL || at->next==NULL)
352 at=first_archetype; 352 at=first_archetype;
353 else 353 else
354 at=at->next; 354 at=at->next;
355 if(at->clone.type==PLAYER) 355 if(at->clone.type==PLAYER)
356 return at; 356 return at;
357 if (at == start) { 357 if (at == start) {
358 LOG (llevError, "No Player archetypes\n"); 358 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 359 exit (-1);
360 } 360 }
361 } 361 }
362} 362}
363 363
364 364
365object *get_nearest_player(object *mon) { 365object *get_nearest_player(object *mon) {
368 objectlink *ol; 368 objectlink *ol;
369 unsigned lastdist; 369 unsigned lastdist;
370 rv_vector rv; 370 rv_vector rv;
371 371
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 372 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 373 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 374 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 375 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 376 * list is also free, so encapsulate this in a while loop.
377 */ 377 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
379 object *tmp=ol->ob; 379 object *tmp=ol->ob;
380 380
381 /* Can't do much more other than log the fact, because the object 381 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 382 * itself will have been cleared.
383 */ 383 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next; 385 ol = ol->next;
386 remove_friendly_object(tmp); 386 remove_friendly_object(tmp);
387 if (!ol) return op; 387 if (!ol) return op;
388 } 388 }
389 389
390 /* Remove special check for player from this. First, it looks to cause 390 /* 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 391 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 392 * 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 393 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 394 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 395 * on_same_map check, as can_detect_enemy also does this
396 */ 396 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 397 if (!can_detect_enemy(mon,ol->ob,&rv))
398 continue; 398 continue;
399 399
400 if(lastdist>rv.distance) { 400 if(lastdist>rv.distance) {
401 op=ol->ob; 401 op=ol->ob;
402 lastdist=rv.distance; 402 lastdist=rv.distance;
403 } 403 }
404 } 404 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 405 for (pl=first_player; pl != NULL; pl=pl->next) {
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 406 if (can_detect_enemy(mon, pl->ob,&rv)) {
407 407
408 if(lastdist>rv.distance) { 408 if(lastdist>rv.distance) {
409 op=pl->ob; 409 op=pl->ob;
410 lastdist=rv.distance; 410 lastdist=rv.distance;
411 } 411 }
412 } 412 }
413 } 413 }
414#if 0 414#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)");
416#endif 416#endif
417 return op; 417 return op;
418} 418}
419 419
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 420/* 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 */ 478 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); 479 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. */ 480 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0; 481 if (diff>max) return 0;
482 while (diff >1 && max>0) { 482 while (diff >1 && max>0) {
483 lastx = x; 483 lastx = x;
484 lasty = y; 484 lasty = y;
485 lastmap = m; 485 lastmap = m;
486 x = lastx + freearr_x[dir]; 486 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir]; 487 y = lasty + freearr_y[dir];
488 488
489 mflags = get_map_flags(m, &m, x, y, &x, &y); 489 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); 490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
491 491
492 /* Space is blocked - try changing direction a little */ 492 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 493 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)))) { 494 && (m == mon->map && blocked_link(mon, m, x, y)))) {
495 /* recalculate direction from last good location. Possible 495 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before. 496 * we were not traversing ideal location before.
497 */ 497 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) { 499 if (rv.direction != dir) {
500 /* OK - says direction should be different - lets reset the 500 /* OK - says direction should be different - lets reset the
501 * the values so it will try again. 501 * the values so it will try again.
502 */ 502 */
503 x = lastx; 503 x = lastx;
504 y = lasty; 504 y = lasty;
505 m = lastmap; 505 m = lastmap;
506 dir = firstdir = rv.direction; 506 dir = firstdir = rv.direction;
507 } else { 507 } else {
508 /* direct path is blocked - try taking a side step to 508 /* direct path is blocked - try taking a side step to
509 * either the left or right. 509 * either the left or right.
510 * Note increase the values in the loop below to be 510 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes 511 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting 512 * 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 513 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth 514 * stepping back and forth
515 */ 515 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
517 if (i==0) continue; /* already did this, so skip it */ 517 if (i==0) continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise, 518 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in 519 * since the direction that the creature should move in
520 * may change, you could get infinite loops. 520 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only 521 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance, 522 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north, 523 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and 524 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains 525 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully 526 * the last direction the creature has successfully
527 * moved. 527 * moved.
528 */ 528 */
529 529
530 x = lastx + freearr_x[absdir(lastdir+i)]; 530 x = lastx + freearr_x[absdir(lastdir+i)];
531 y = lasty + freearr_y[absdir(lastdir+i)]; 531 y = lasty + freearr_y[absdir(lastdir+i)];
532 m = lastmap; 532 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y); 533 mflags = get_map_flags(m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue; 534 if (mflags & P_OUT_OF_MAP) continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 535 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
537 if (mflags & P_BLOCKSVIEW) continue; 537 if (mflags & P_BLOCKSVIEW) continue;
538 538
539 if (m == mon->map && blocked_link(mon, m, x, y)) break; 539 if (m == mon->map && blocked_link(mon, m, x, y)) break;
540 } 540 }
541 /* go through entire loop without finding a valid 541 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path. 542 * sidestep to take - thus, no valid path.
543 */ 543 */
544 if (i==(DETOUR_AMOUNT+1)) 544 if (i==(DETOUR_AMOUNT+1))
545 return 0; 545 return 0;
546 diff--; 546 diff--;
547 lastdir=dir; 547 lastdir=dir;
548 max--; 548 max--;
549 if (!firstdir) firstdir = dir+i; 549 if (!firstdir) firstdir = dir+i;
550 } /* else check alternate directions */ 550 } /* else check alternate directions */
551 } /* if blocked */ 551 } /* if blocked */
552 else { 552 else {
553 /* we moved towards creature, so diff is less */ 553 /* we moved towards creature, so diff is less */
554 diff--; 554 diff--;
555 max--; 555 max--;
556 lastdir=dir; 556 lastdir=dir;
557 if (!firstdir) firstdir = dir; 557 if (!firstdir) firstdir = dir;
558 } 558 }
559 if (diff<=1) { 559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually 560 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance. 561 * headed toward player for entire distance.
562 */ 562 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 563 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); 564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
565 } 565 }
566 if (diff>max) return 0; 566 if (diff>max) return 0;
567 } 567 }
568 /* If we reached the max, didn't find a direction in time */ 568 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0; 569 if (!max) return 0;
570 570
571 return firstdir; 571 return firstdir;
573 573
574void give_initial_items(object *pl,treasurelist *items) { 574void give_initial_items(object *pl,treasurelist *items) {
575 object *op,*next=NULL; 575 object *op,*next=NULL;
576 576
577 if(pl->randomitems!=NULL) 577 if(pl->randomitems!=NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
579 579
580 for (op=pl->inv; op; op=next) { 580 for (op=pl->inv; op; op=next) {
581 next = op->below; 581 next = op->below;
582 582
583 /* Forces get applied per default, unless they have the 583 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way 584 * flag "neutral" set. Sorry but I can't think of a better way
585 */ 585 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED); 587 SET_FLAG(op,FLAG_APPLIED);
588 588
589 /* we never give weapons/armour if these cannot be used 589 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions 590 * by this player due to race restrictions
591 */ 591 */
592 if (pl->type == PLAYER) { 592 if (pl->type == PLAYER) {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS || 594 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET || 595 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES || 596 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) || 597 op->type == BRACERS || op->type == GIRDLE)) ||
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op); 599 remove_ob (op);
600 free_object (op); 600 free_object (op);
601 continue; 601 continue;
602 } 602 }
603 } 603 }
604 604
605 /* This really needs to be better - we should really give 605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really 606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like 607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.) 608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also 609 * remove duplicate skills also
610 */ 610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) { 611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp; 612 object *tmp;
613 613
614 for (tmp=op->below; tmp; tmp=tmp->below) 614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break; 615 if (tmp->type == op->type && tmp->name == op->name) break;
616 616
617 if (tmp) { 617 if (tmp) {
618 remove_ob(op); 618 remove_ob(op);
619 free_object(op); 619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n", 620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 tmp->name); 621 &tmp->name);
622 continue; 622 continue;
623 } 623 }
624 if (op->nrof > 1) op->nrof = 1; 624 if (op->nrof > 1) op->nrof = 1;
625 } 625 }
626 626
627 if (op->type == SPELLBOOK && op->inv) { 627 if (op->type == SPELLBOOK && op->inv) {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
629 } 629 }
630 630
631 /* Give starting characters identified, uncursed, and undamned 631 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be 632 * items. Just don't identify gold or silver, or it won't be
633 * merged properly. 633 * merged properly.
634 */ 634 */
635 if (need_identify(op)) { 635 if (need_identify(op)) {
636 SET_FLAG(op, FLAG_IDENTIFIED); 636 SET_FLAG(op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED); 637 CLEAR_FLAG(op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED); 638 CLEAR_FLAG(op, FLAG_DAMNED);
639 } 639 }
640 if(op->type==SPELL) { 640 if(op->type==SPELL) {
641 remove_ob(op); 641 remove_ob(op);
642 free_object(op); 642 free_object(op);
643 continue; 643 continue;
644 } 644 }
645 else if(op->type==SKILL) { 645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL); 646 SET_FLAG(op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0; 647 op->stats.exp = 0;
648 op->level = 1; 648 op->level = 1;
649 } 649 }
650 /* lock all 'normal items by default */ 650 /* lock all 'normal items by default */
651 else SET_FLAG(op, FLAG_INV_LOCKED); 651 else SET_FLAG(op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */ 652 } /* for loop of objects in player inv */
653 653
654 /* Need to set up the skill pointers */ 654 /* Need to set up the skill pointers */
655 link_player_skills(pl); 655 link_player_skills(pl);
656} 656}
679 * removing the player - it probably makes more sense 679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all 680 * to leave it to play_again to remove the object in all
681 * cases. 681 * cases.
682 */ 682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED)) 683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op); 684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage, 685 /* 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 686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out. 687 * the map is null or not swapped out.
688 */ 688 */
689 op->map = NULL; 689 op->map = NULL;
691 691
692 692
693int receive_play_again(object *op, char key) 693int receive_play_again(object *op, char key)
694{ 694{
695 if(key=='q'||key=='Q') { 695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op); 696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */ 697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2; 698 return 2;
699 } 699 }
700 else if(key=='a'||key=='A') { 700 else if(key=='a'||key=='A') {
701 player *pl = op->contr; 701 player *pl = op->contr;
702 const char *name = op->name; 702 shstr name = op->name;
703 703
704 add_refcount(name);
705 remove_friendly_object(op); 704 remove_friendly_object(op);
706 free_object(op); 705 free_object(op);
707 pl = get_player(pl); 706 pl = get_player(pl);
708 op = pl->ob; 707 op = pl->ob;
709 add_friendly_object(op); 708 add_friendly_object(op);
710 op->contr->password[0]='~'; 709 op->contr->password[0]='~';
711 FREE_AND_CLEAR_STR(op->name); 710 op->name = op->name_pl = 0;
712 FREE_AND_CLEAR_STR(op->name_pl);
713
714 /* Lets put a space in here */ 711 /* Lets put a space in here */
715 new_draw_info(NDI_UNIQUE, 0, op, "\n"); 712 new_draw_info(NDI_UNIQUE, 0, op, "\n");
716 get_name(op); 713 get_name(op);
717 op->name = name; /* Alrady added a refcount above */ 714 op->name = op->name_pl = name;
718 op->name_pl = add_string(name);
719 set_first_map(op); 715 set_first_map(op);
720 } else { 716 } else {
721 /* user pressed something else so just ask again... */ 717 /* user pressed something else so just ask again... */
722 play_again(op); 718 play_again(op);
723 } 719 }
724 return 0; 720 return 0;
725} 721}
726 722
727void confirm_password(object *op) { 723void confirm_password(object *op) {
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 727 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
732} 728}
733 729
734void get_party_password(object *op, partylist *party) { 730void get_party_password(object *op, partylist *party) {
735 if (party == NULL) { 731 if (party == NULL) {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 732 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 733 return;
738 } 734 }
739 op->contr->write_buf[0]='\0'; 735 op->contr->write_buf[0]='\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 736 op->contr->state=ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 737 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 738 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. */ 742/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
747int roll_stat(void) { 743int roll_stat(void) {
748 int a[4],i,j,k; 744 int a[4],i,j,k;
749 745
750 for(i=0;i<4;i++) 746 for(i=0;i<4;i++)
751 a[i]=(int)RANDOM()%6+1; 747 a[i]=(int)RANDOM()%6+1;
752 748
753 for(i=0,j=0,k=7;i<4;i++) 749 for(i=0,j=0,k=7;i<4;i++)
754 if(a[i]<k) 750 if(a[i]<k)
755 k=a[i],j=i; 751 k=a[i],j=i;
756 752
757 for(i=0,k=0;i<4;i++) { 753 for(i=0,k=0;i<4;i++) {
758 if(i!=j) 754 if(i!=j)
759 k+=a[i]; 755 k+=a[i];
760 } 756 }
761 return k; 757 return k;
762} 758}
763 759
764void roll_stats(object *op) { 760void roll_stats(object *op) {
765 int sum=0; 761 int sum=0;
766 int i = 0, j = 0; 762 int i = 0, j = 0;
767 int statsort[7]; 763 int statsort[7];
768 764
769 do { 765 do {
770 op->stats.Str=roll_stat(); 766 op->stats.Str=roll_stat();
771 op->stats.Dex=roll_stat(); 767 op->stats.Dex=roll_stat();
772 op->stats.Int=roll_stat(); 768 op->stats.Int=roll_stat();
773 op->stats.Con=roll_stat(); 769 op->stats.Con=roll_stat();
774 op->stats.Wis=roll_stat(); 770 op->stats.Wis=roll_stat();
775 op->stats.Pow=roll_stat(); 771 op->stats.Pow=roll_stat();
776 op->stats.Cha=roll_stat(); 772 op->stats.Cha=roll_stat();
777 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 773 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
778 op->stats.Con+op->stats.Wis+op->stats.Pow+ 774 op->stats.Con+op->stats.Wis+op->stats.Pow+
779 op->stats.Cha; 775 op->stats.Cha;
780 } while(sum<82||sum>116); 776 } while(sum<82||sum>116);
781 777
782 /* Sort the stats so that rerolling is easier... */ 778 /* Sort the stats so that rerolling is easier... */
783 statsort[0] = op->stats.Str; 779 statsort[0] = op->stats.Str;
784 statsort[1] = op->stats.Dex; 780 statsort[1] = op->stats.Dex;
788 statsort[5] = op->stats.Pow; 784 statsort[5] = op->stats.Pow;
789 statsort[6] = op->stats.Cha; 785 statsort[6] = op->stats.Cha;
790 786
791 /* a quick and dirty bubblesort? */ 787 /* a quick and dirty bubblesort? */
792 do { 788 do {
793 if (statsort[i] < statsort[i + 1]) { 789 if (statsort[i] < statsort[i + 1]) {
794 j = statsort[i]; 790 j = statsort[i];
795 statsort[i] = statsort[i + 1]; 791 statsort[i] = statsort[i + 1];
796 statsort[i + 1] = j; 792 statsort[i + 1] = j;
797 i = 0; 793 i = 0;
798 } else { 794 } else {
799 i++; 795 i++;
800 } 796 }
801 } while (i < 6); 797 } while (i < 6);
802 798
803 op->stats.Str = statsort[0]; 799 op->stats.Str = statsort[0];
804 op->stats.Dex = statsort[1]; 800 op->stats.Dex = statsort[1];
805 op->stats.Con = statsort[2]; 801 op->stats.Con = statsort[2];
842{ 838{
843 signed char tmp; 839 signed char tmp;
844 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
845 841
846 if ( op->contr->Swap_First == -1 ) { 842 if ( op->contr->Swap_First == -1 ) {
847 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 843 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,"); 844 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"); 845 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
850 return; 846 return;
851 } 847 }
852 848
853 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 849 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
854 850
855 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 851 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
856 get_attr_value(&op->contr->orig_stats, Swap_Second)); 852 get_attr_value(&op->contr->orig_stats, Swap_Second));
857 853
858 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 854 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
859 855
860 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 856 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
861 new_draw_info(NDI_UNIQUE, 0,op, buf); 857 new_draw_info(NDI_UNIQUE, 0,op, buf);
897 int keynum = key -'0'; 893 int keynum = key -'0';
898 char buf[MAX_BUF]; 894 char buf[MAX_BUF];
899 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 895 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
900 896
901 if (keynum>0 && keynum<=7) { 897 if (keynum>0 && keynum<=7) {
902 if (op->contr->Swap_First==-1) { 898 if (op->contr->Swap_First==-1) {
903 op->contr->Swap_First=stat_trans[keynum]; 899 op->contr->Swap_First=stat_trans[keynum];
904 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 900 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
905 new_draw_info(NDI_UNIQUE, 0,op,buf); 901 new_draw_info(NDI_UNIQUE, 0,op,buf);
906 } 902 }
907 else 903 else
908 Swap_Stat(op,stat_trans[keynum]); 904 Swap_Stat(op,stat_trans[keynum]);
909 905
910 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 906 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
911 return 1; 907 return 1;
912 } 908 }
913 switch (key) { 909 switch (key) {
914 case 'n': 910 case 'n':
915 case 'N': { 911 case 'N': {
916 SET_FLAG(op, FLAG_WIZ); 912 SET_FLAG(op, FLAG_WIZ);
917 if(op->map==NULL) { 913 if(op->map==NULL) {
918 LOG(llevError,"Map == NULL in state 2\n"); 914 LOG(llevError,"Map == NULL in state 2\n");
919 break; 915 break;
920 } 916 }
921 917
922#if 0 918#if 0
923 /* So that enter_exit will put us at startx/starty */ 919 /* So that enter_exit will put us at startx/starty */
924 op->x= -1; 920 op->x= -1;
925 921
926 enter_exit(op,NULL); 922 enter_exit(op,NULL);
927#endif 923#endif
928 SET_ANIMATION(op, 2); /* So player faces south */ 924 SET_ANIMATION(op, 2); /* So player faces south */
929 /* Enter exit adds a player otherwise */ 925 /* Enter exit adds a player otherwise */
930 add_statbonus(op); 926 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"); 927 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; 928 op->contr->state = ST_CHANGE_CLASS;
933 if (op->msg) 929 if (op->msg)
934 new_draw_info(NDI_BLUE, 0, op, op->msg); 930 new_draw_info(NDI_BLUE, 0, op, op->msg);
935 return 0; 931 return 0;
936 } 932 }
937 case 'y': 933 case 'y':
938 case 'Y': 934 case 'Y':
939 roll_stats(op); 935 roll_stats(op);
940 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 936 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
941 return 1; 937 return 1;
942 938
943 case 'q': 939 case 'q':
944 case 'Q': 940 case 'Q':
945 play_again(op); 941 play_again(op);
946 return 1; 942 return 1;
947 943
948 default: 944 default:
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 945 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
950 return 0; 946 return 0;
951 } 947 }
952 return 0; 948 return 0;
953} 949}
954 950
955/* This function takes the key that is passed, and does the 951/* This function takes the key that is passed, and does the
967 remove_ob(op); 963 remove_ob(op);
968 play_again(op); 964 play_again(op);
969 return 0; 965 return 0;
970 } 966 }
971 if(key=='d'||key=='D') { 967 if(key=='d'||key=='D') {
972 char buf[MAX_BUF]; 968 char buf[MAX_BUF];
973 969
974 /* this must before then initial items are given */ 970 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 971 esrv_new_player(op->contr, op->weight+op->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); 972 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 973
978 INVOKE_PLAYER (BIRTH, op->contr); 974 INVOKE_PLAYER (BIRTH, op->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 975 INVOKE_PLAYER (LOGIN, op->contr);
980 976
981 op->contr->state=ST_PLAYING; 977 op->contr->state=ST_PLAYING;
982 978
983 if (op->msg) { 979 if (op->msg)
984 free_string(op->msg);
985 op->msg=NULL; 980 op->msg=NULL;
986 }
987 981
988 /* We create this now because some of the unique maps will need it 982 /* We create this now because some of the unique maps will need it
989 * to save here. 983 * to save here.
990 */ 984 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 985 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
992 make_path_to_file(buf); 986 make_path_to_file(buf);
993 987
994#ifdef AUTOSAVE 988#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks; 989 op->contr->last_save_tick = pticks;
996#endif 990#endif
997 start_info(op); 991 start_info(op);
998 CLEAR_FLAG(op, FLAG_WIZ); 992 CLEAR_FLAG(op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 993 give_initial_items(op,op->randomitems);
1000 link_player_skills(op); 994 link_player_skills(op);
1001 esrv_send_inventory(op, op); 995 esrv_send_inventory(op, op);
1002 fix_player(op); 996 fix_player(op);
1003 997
1004 /* This moves the player to a different start map, if there 998 /* This moves the player to a different start map, if there
1005 * is one for this race 999 * is one for this race
1006 */ 1000 */
1007 if(*first_map_ext_path) { 1001 if(*first_map_ext_path) {
1008 object *tmp; 1002 object *tmp;
1009 mapstruct *oldmap = op->map; 1003 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF]; 1004 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s", 1005 snprintf(mapname, MAX_BUF-1, "%s/%s",
1012 first_map_ext_path, op->arch->name); 1006 first_map_ext_path, &op->arch->name);
1013 tmp=get_object(); 1007 tmp=get_object();
1014 EXIT_PATH(tmp) = add_string(mapname); 1008 EXIT_PATH(tmp) = mapname;
1015 EXIT_X(tmp) = op->x; 1009 EXIT_X(tmp) = op->x;
1016 EXIT_Y(tmp) = op->y; 1010 EXIT_Y(tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded; 1011 enter_exit(op,tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the 1012 * if the map isn't there, then stay on the
1019 * default initial map */ 1013 * default initial map */
1020 free_object(tmp); 1014 free_object(tmp);
1021 } else { 1015 } else {
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 1016 LOG(llevDebug,"first_map_ext_path not set\n");
1023 } 1017 }
1024 return 0; 1018 return 0;
1025 } 1019 }
1026 1020
1027 /* Following actually changes the race - this is the default command 1021 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 1022 * if we don't match with one of the options above.
1029 */ 1023 */
1030 1024
1031 tmp_loop = 0; 1025 tmp_loop = 0;
1032 while(!tmp_loop) { 1026 while(!tmp_loop) {
1033 const char *name = add_string (op->name); 1027 shstr name = op->name;
1034 int x = op->x, y = op->y; 1028 int x = op->x, y = op->y;
1035 remove_statbonus(op); 1029 remove_statbonus(op);
1036 remove_ob (op); 1030 remove_ob (op);
1037 op->arch = get_player_archetype(op->arch); 1031 op->arch = get_player_archetype(op->arch);
1038 copy_object (&op->arch->clone, op); 1032 copy_object (&op->arch->clone, op);
1039 op->instantiate (); 1033 op->instantiate ();
1040 op->stats = op->contr->orig_stats; 1034 op->stats = op->contr->orig_stats;
1041 free_string (op->name); 1035 op->name = op->name_pl = name;
1042 op->name = name; 1036 op->x = x;
1043 free_string(op->name_pl); 1037 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 */ 1038 SET_ANIMATION(op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 1039 insert_ob_in_map (op, op->map, op,0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1040 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 1041 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1051 add_statbonus(op); 1042 add_statbonus(op);
1052 tmp_loop=allowed_class(op); 1043 tmp_loop=allowed_class(op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 1044 }
1056 update_object(op,UP_OBJ_FACE); 1045 update_object(op,UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 1046 esrv_update_item(UPD_FACE,op,op);
1058 fix_player(op); 1047 fix_player(op);
1059 op->stats.hp=op->stats.maxhp; 1048 op->stats.hp=op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 1049 op->stats.sp=op->stats.maxsp;
1061 op->stats.grace=0; 1050 op->stats.grace=0;
1062 if (op->msg) 1051 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg); 1052 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"); 1053 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; 1054 return 0;
1066} 1055}
1067 1056
1068int key_confirm_quit(object *op, char key) 1057int key_confirm_quit(object *op, char key)
1069{ 1058{
1070 char buf[MAX_BUF]; 1059 char buf[MAX_BUF];
1071 1060
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1061 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1073 op->contr->state=ST_PLAYING; 1062 op->contr->state=ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1063 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1075 return 1; 1064 return 1;
1076 } 1065 }
1077 1066
1078 INVOKE_PLAYER (LOGOUT, op->contr); 1067 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr); 1068 INVOKE_PLAYER (QUIT , op->contr);
1080 1069
1081 terminate_all_pets(op); 1070 terminate_all_pets(op);
1082 leave_map(op); 1071 leave_map(op);
1083 op->direction=0; 1072 op->direction=0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1073 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1085 "%s quits the game.",op->name); 1074 "%s quits the game.", &op->name);
1086 1075
1087 strcpy(op->contr->killer,"quit"); 1076 strcpy(op->contr->killer,"quit");
1088 check_score(op); 1077 check_score(op);
1089 op->contr->party=NULL; 1078 op->contr->party=NULL;
1090 if (settings.set_title == TRUE) 1079 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0'; 1080 op->contr->own_title[0]='\0';
1092 1081
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1082 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1094 mapstruct *mp, *next; 1083 mapstruct *mp, *next;
1095 1084
1096 /* We need to hunt for any per player unique maps in memory and 1085 /* 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, 1086 * 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 1087 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */ 1088 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1089 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 1090 for (mp=first_map; mp!=NULL; mp=next) {
1102 next = mp->next; 1091 next = mp->next;
1103 if (!strncmp(mp->path, buf, strlen(buf))) 1092 if (!strncmp(mp->path, buf, strlen(buf)))
1104 delete_map(mp); 1093 delete_map(mp);
1105 } 1094 }
1106 1095
1107 delete_character(op->name, 1); 1096 delete_character(op->name, 1);
1108 } 1097 }
1109 play_again(op); 1098 play_again(op);
1110 return 1; 1099 return 1;
1111} 1100}
1112 1101
1113void flee_player(object *op) { 1102void flee_player(object *op) {
1114 int dir,diff; 1103 int dir,diff;
1115 rv_vector rv; 1104 rv_vector rv;
1116 1105
1117 if(op->stats.hp < 0) { 1106 if(op->stats.hp < 0) {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 1107 LOG(llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 1108 CLEAR_FLAG(op, FLAG_SCARED);
1120 return; 1109 return;
1121 } 1110 }
1122 1111
1123 if(op->enemy==NULL) { 1112 if(op->enemy==NULL) {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1113 LOG(llevDebug,"Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 1114 CLEAR_FLAG(op, FLAG_SCARED);
1126 return; 1115 return;
1127 } 1116 }
1128 1117
1129 /* Seen some crashes here. Since we don't store an 1118 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 1119 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 1120 * actual enemy, and the object is recycled.
1132 */ 1121 */
1133 if (op->enemy->map == NULL) { 1122 if (op->enemy->map == NULL) {
1134 CLEAR_FLAG(op, FLAG_SCARED); 1123 CLEAR_FLAG(op, FLAG_SCARED);
1135 op->enemy=NULL; 1124 op->enemy=NULL;
1136 return; 1125 return;
1137 } 1126 }
1138 1127
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1128 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1140 op->enemy=NULL; 1129 op->enemy=NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1130 CLEAR_FLAG(op, FLAG_SCARED);
1142 return; 1131 return;
1143 } 1132 }
1144 get_rangevector(op, op->enemy, &rv, 0); 1133 get_rangevector(op, op->enemy, &rv, 0);
1145 1134
1146 dir=absdir(4+rv.direction); 1135 dir=absdir(4+rv.direction);
1147 for(diff=0;diff<3;diff++) { 1136 for(diff=0;diff<3;diff++) {
1148 int m=1-(RANDOM()&2); 1137 int m=1-(RANDOM()&2);
1149 if(move_ob(op,absdir(dir+diff*m),op)|| 1138 if(move_ob(op,absdir(dir+diff*m),op)||
1150 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) { 1139 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1151 return; 1140 return;
1152 } 1141 }
1153 } 1142 }
1154 /* Cornered, get rid of scared */ 1143 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1144 CLEAR_FLAG(op, FLAG_SCARED);
1156 op->enemy=NULL; 1145 op->enemy=NULL;
1157} 1146}
1201 continue; 1190 continue;
1202 } 1191 }
1203 1192
1204 /* high not bit set? We're using the old autopickup model */ 1193 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1194 if(!(op->contr->mode & PU_NEWMODE)) {
1206 switch (op->contr->mode) { 1195 switch (op->contr->mode) {
1207 case 0: return 1; /* don't pick up */ 1196 case 0: return 1; /* don't pick up */
1208 case 1: pick_up (op, tmp); 1197 case 1: pick_up (op, tmp);
1209 return 1; 1198 return 1;
1210 case 2: pick_up (op, tmp); 1199 case 2: pick_up (op, tmp);
1211 return 0; 1200 return 0;
1212 case 3: return 0; /* stop before pickup */ 1201 case 3: return 0; /* stop before pickup */
1213 case 4: pick_up (op, tmp); 1202 case 4: pick_up (op, tmp);
1214 break; 1203 break;
1215 case 5: pick_up (op, tmp); 1204 case 5: pick_up (op, tmp);
1216 stop = 1; 1205 stop = 1;
1217 break; 1206 break;
1218 case 6: 1207 case 6:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1209 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1221 pick_up(op, tmp); 1210 pick_up(op, tmp);
1222 break; 1211 break;
1223 1212
1224 case 7: 1213 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1214 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1215 pick_up(op, tmp);
1227 break; 1216 break;
1228 1217
1229 default: 1218 default:
1230 /* use value density */ 1219 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1220 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1221 && (query_cost (tmp, op, F_TRUE) * 100
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1222 / (tmp->weight * MAX (tmp->nrof, 1)))
1234 >= op->contr->mode) 1223 >= op->contr->mode)
1235 pick_up(op,tmp); 1224 pick_up(op,tmp);
1236 } 1225 }
1237 } 1226 }
1238 else { /* old model */ 1227 else { /* old model */
1239 /* NEW pickup handling */ 1228 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1229 if(op->contr->mode & PU_DEBUG)
1241 { 1230 {
1242 /* some debugging code to figure out item information */ 1231 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1232 if(tmp->name!=NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1233 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1234 &tmp->name, tmp->type,
1246 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1235 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1247 else 1236 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1237 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1238 &tmp->arch->name, tmp->type,
1250 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1239 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1240 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1252 1241
1253 sprintf(putstring,"...flags: "); 1242 sprintf(putstring,"...flags: ");
1254 for(k=0;k<4;k++) 1243 for(k=0;k<4;k++)
1255 { 1244 {
1256 for(j=0;j<32;j++) 1245 for(j=0;j<32;j++)
1257 { 1246 {
1258 if((tmp->flags[k]>>j)&0x01) 1247 if((tmp->flags[k]>>j)&0x01)
1259 { 1248 {
1260 sprintf(tmpstr,"%d ",k*32+j); 1249 sprintf(tmpstr,"%d ",k*32+j);
1261 strcat(putstring, tmpstr); 1250 strcat(putstring, tmpstr);
1262 } 1251 }
1263 } 1252 }
1264 } 1253 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1254 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 1255
1267#if 0 1256#if 0
1268 /* print the flags too */ 1257 /* print the flags too */
1269 for(k=0;k<4;k++) 1258 for(k=0;k<4;k++)
1270 { 1259 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1260 fprintf(stderr,"%d [%d] ", k, k*32+31);
1272 for(j=0;j<32;j++) 1261 for(j=0;j<32;j++)
1273 { 1262 {
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1263 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1275 if(!((j+1)%4))fprintf(stderr," "); 1264 if(!((j+1)%4))fprintf(stderr," ");
1276 } 1265 }
1277 fprintf(stderr," [%d]\n", k*32); 1266 fprintf(stderr," [%d]\n", k*32);
1278 } 1267 }
1279#endif 1268#endif
1280 } 1269 }
1281 /* philosophy: 1270 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's 1271 * 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 1272 * 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; 1304 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1316 1305
1317 /* all food and drink if desired */ 1306 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */ 1307 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD) 1308 if(op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD) 1309 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1310 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1322 if(op->contr->mode & PU_DRINK) 1311 if(op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1312 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; } 1313 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1325 1314
1326 if(op->contr->mode & PU_POTION) 1315 if(op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION) 1316 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1317 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1329 1318
1330 /* spellbooks, skillscrolls and normal books/scrolls */ 1319 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK) 1320 if(op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK) 1321 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1334 if(op->contr->mode & PU_SKILLSCROLL) 1323 if(op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL) 1324 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1325 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1337 if(op->contr->mode & PU_READABLES) 1326 if(op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL) 1327 if (tmp->type == BOOK || tmp->type == SCROLL)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1328 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1340 1329
1341 /* wands/staves/rods/horns */ 1330 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE) 1331 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1332 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1333 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1345 1334
1346 /* pick up all magical items */ 1335 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL) 1336 if(op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1337 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; } 1338 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1350 1339
1351 if(op->contr->mode & PU_VALUABLES) 1340 if(op->contr->mode & PU_VALUABLES)
1352 { 1341 {
1353 if (tmp->type == MONEY || tmp->type == GEM) 1342 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1355 } 1344 }
1356 1345
1357 /* rings & amulets - talismans seems to be typed AMULET */ 1346 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS) 1347 if(op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET) 1348 if (tmp->type == RING || tmp->type == AMULET)
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1349 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1361 1350
1362 /* bows and arrows. Bows are good for selling! */ 1351 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW) 1352 if(op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW) 1353 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1354 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1366 if(op->contr->mode & PU_ARROW) 1355 if(op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW) 1356 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1357 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1369 1358
1370 /* all kinds of armor etc. */ 1359 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR) 1360 if(op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR) 1361 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1362 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1374 if(op->contr->mode & PU_HELMET) 1363 if(op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET) 1364 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1365 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1377 if(op->contr->mode & PU_SHIELD) 1366 if(op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD) 1367 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1368 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1380 if(op->contr->mode & PU_BOOTS) 1369 if(op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS) 1370 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1371 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1383 if(op->contr->mode & PU_GLOVES) 1372 if(op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES) 1373 if (tmp->type == GLOVES)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1386 if(op->contr->mode & PU_CLOAK) 1375 if(op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK) 1376 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1377 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1389 1378
1390 /* hoping to catch throwing daggers here */ 1379 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON) 1380 if(op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1381 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1382 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1394 1383
1395 /* careful: chairs and tables are weapons! */ 1384 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON) 1385 if(op->contr->mode & PU_ALLWEAPON)
1397 { 1386 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL) 1387 if(tmp->type == WEAPON && tmp->name!=NULL)
1399 { 1388 {
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1389 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1390 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1391 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1403 } 1392 }
1404 if(tmp->type == WEAPON && tmp->name==NULL) 1393 if(tmp->type == WEAPON && tmp->name==NULL)
1405 { 1394 {
1406 if(strstr(tmp->arch->name,"table")==NULL && 1395 if(strstr(tmp->arch->name,"table")==NULL &&
1407 strstr(tmp->arch->name,"chair")==NULL) 1396 strstr(tmp->arch->name,"chair")==NULL)
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1397 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1409 } 1398 }
1410 } 1399 }
1411 1400
1412 /* misc stuff that's useful */ 1401 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY) 1402 if(op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1403 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1404 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1416 1405
1417 /* any of the last 4 bits set means we use the ratio for value 1406 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */ 1407 * pickups */
1419 if(op->contr->mode & PU_RATIO) 1408 if(op->contr->mode & PU_RATIO)
1420 { 1409 {
1421 /* use value density to decide what else to grab */ 1410 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */ 1411 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits 1412 /* >=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 */ 1413 * and multiply them by 5, giving 0..15*5== 5..75 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5; 1414 wvratio=(op->contr->mode & PU_RATIO) * 5;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1415 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1427 { 1416 {
1428 pick_up(op, tmp); 1417 pick_up(op, tmp);
1429#if 0 1418#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1419 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) { 1420 if(tmp->name!=NULL) {
1432 fprintf(stderr,"%s", tmp->name); 1421 fprintf(stderr,"%s", tmp->name);
1433 } 1422 }
1434 else fprintf(stderr,"%s",tmp->arch->name); 1423 else fprintf(stderr,"%s",tmp->arch->name);
1435 fprintf(stderr,",%d] = ", tmp->type); 1424 fprintf(stderr,",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1425 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1437#endif 1426#endif
1438 continue; 1427 continue;
1439 } 1428 }
1440 } 1429 }
1441 } /* the new pickup model */ 1430 } /* the new pickup model */
1442 } 1431 }
1443 return ! stop; 1432 return ! stop;
1444} 1433}
1451object *find_arrow(object *op, const char *type) 1440object *find_arrow(object *op, const char *type)
1452{ 1441{
1453 object *tmp = NULL; 1442 object *tmp = NULL;
1454 1443
1455 for(op=op->inv; op; op=op->below) 1444 for(op=op->inv; op; op=op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1445 if(!tmp && op->type==CONTAINER && op->race==type &&
1457 QUERY_FLAG(op,FLAG_APPLIED)) 1446 QUERY_FLAG(op,FLAG_APPLIED))
1458 tmp = find_arrow (op, type); 1447 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1448 else if (op->type==ARROW && op->race==type)
1460 return op; 1449 return op;
1461 return tmp; 1450 return tmp;
1462} 1451}
1463 1452
1464/* 1453/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1454 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1472{ 1461{
1473 object *tmp = NULL, *arrow, *ntmp; 1462 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1463 int attacknum, attacktype, betterby=0, i;
1475 1464
1476 if (!type) 1465 if (!type)
1477 return NULL; 1466 return NULL;
1478 1467
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1468 for (arrow=op->inv; arrow; arrow=arrow->below) {
1480 if (arrow->type==CONTAINER && arrow->race==type && 1469 if (arrow->type==CONTAINER && arrow->race==type &&
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1470 QUERY_FLAG(arrow, FLAG_APPLIED)) {
1482 i = 0; 1471 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1472 ntmp = find_better_arrow(arrow, target, type, &i);
1484 if (i > betterby) { 1473 if (i > betterby) {
1485 tmp = ntmp; 1474 tmp = ntmp;
1486 betterby = i; 1475 betterby = i;
1487 } 1476 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1477 } else if (arrow->type==ARROW && arrow->race==type) {
1489 /* allways prefer assasination/slaying */ 1478 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1479 if (target->race != NULL && arrow->slaying != NULL &&
1491 strstr(arrow->slaying, target->race)) { 1480 strstr(arrow->slaying, target->race)) {
1492 if (arrow->attacktype & AT_DEATH) { 1481 if (arrow->attacktype & AT_DEATH) {
1493 *better = 100; 1482 *better = 100;
1494 return arrow; 1483 return arrow;
1495 } else { 1484 } else {
1496 tmp = arrow; 1485 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1486 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1487 }
1499 } else { 1488 } else {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1489 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1501 attacktype = 1<<attacknum; 1490 attacktype = 1<<attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1491 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) { 1492 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1504 tmp = arrow; 1493 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1494 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1506 } 1495 }
1507 } 1496 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1497 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1509 tmp = arrow; 1498 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1499 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1500 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1501 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1513 tmp = arrow; 1502 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1503 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1504 }
1516 } 1505 }
1517 } 1506 }
1518 } 1507 }
1519 if (tmp == NULL && arrow == NULL) 1508 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1509 return find_arrow(op, type);
1521 1510
1522 *better = betterby; 1511 *better = betterby;
1523 return tmp; 1512 return tmp;
1524} 1513}
1525 1514
1536 mapstruct *m; 1525 mapstruct *m;
1537 int i, mflags, found, number; 1526 int i, mflags, found, number;
1538 sint16 x, y; 1527 sint16 x, y;
1539 1528
1540 if (op->map == NULL) 1529 if (op->map == NULL)
1541 return find_arrow(op, type); 1530 return find_arrow(op, type);
1542 1531
1543 /* do a dex check */ 1532 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1533 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))) 1534 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level)))
1546 return find_arrow(op, type); 1535 return find_arrow(op, type);
1547 1536
1548 m = op->map; 1537 m = op->map;
1549 x = op->x; 1538 x = op->x;
1550 y = op->y; 1539 y = op->y;
1551 1540
1552 /* find the first target */ 1541 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1542 for (i=0, found=0; i<20; i++) {
1554 x += freearr_x[dir]; 1543 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1544 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1545 mflags = get_map_flags(m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1546 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) {
1558 tmp = NULL; 1547 tmp = NULL;
1559 break; 1548 break;
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1549 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1550 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1551 * perhaps a bad assumption.
1563 */ 1552 */
1564 tmp = NULL; 1553 tmp = NULL;
1565 break; 1554 break;
1566 } 1555 }
1567 if (mflags & P_IS_ALIVE) { 1556 if (mflags & P_IS_ALIVE) {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1557 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1558 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1570 found++; 1559 found++;
1571 break; 1560 break;
1572 } 1561 }
1573 if (found) 1562 if (found)
1574 break; 1563 break;
1575 } 1564 }
1576 } 1565 }
1577 if (tmp == NULL) 1566 if (tmp == NULL)
1578 return find_arrow(op, type); 1567 return find_arrow(op, type);
1579 1568
1580 if (tmp->head) 1569 if (tmp->head)
1581 tmp = tmp->head; 1570 tmp = tmp->head;
1582 1571
1583 return find_better_arrow(op, tmp, type, &i); 1572 return find_better_arrow(op, tmp, type, &i);
1584} 1573}
1585 1574
1586/* 1575/*
1600 tag_t left_tag, tag; 1589 tag_t left_tag, tag;
1601 int bowspeed, mflags; 1590 int bowspeed, mflags;
1602 mapstruct *m; 1591 mapstruct *m;
1603 1592
1604 if (!dir) { 1593 if (!dir) {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1594 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1595 return 0;
1607 } 1596 }
1608 if (op->type == PLAYER) 1597 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow]; 1598 bow=op->contr->ranges[range_bow];
1610 else { 1599 else {
1611 for(bow=op->inv; bow; bow=bow->below) 1600 for(bow=op->inv; bow; bow=bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1601 /* 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. 1602 * don't need to switch back and forth between bows and weapons.
1614 */ 1603 */
1615 if(bow->type==BOW) 1604 if(bow->type==BOW)
1616 break; 1605 break;
1617 1606
1618 if (!bow) { 1607 if (!bow) {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1608 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1609 return 0;
1621 } 1610 }
1622 } 1611 }
1623 if( !bow->race || !bow->skill) { 1612 if( !bow->race || !bow->skill) {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1613 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1614 return 0;
1626 } 1615 }
1627 1616
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1617 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629 1618
1630 /* penalize ROF for bestarrow */ 1619 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1620 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1621 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1633 if (bowspeed < 1) 1622 if (bowspeed < 1)
1634 bowspeed = 1; 1623 bowspeed = 1;
1635 1624
1636 if (arrow == NULL) { 1625 if (arrow == NULL) {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1626 if ((arrow=find_arrow(op, bow->race)) == NULL) {
1638 if (op->type == PLAYER) 1627 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1628 new_draw_info_format(NDI_UNIQUE, 0, op,
1640 "You have no %s left.", bow->race); 1629 "You have no %s left.", &bow->race);
1641 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1630 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1631 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1632 CLEAR_FLAG(op, FLAG_READY_BOW);
1644 return 0; 1633 return 0;
1645 } 1634 }
1646 } 1635 }
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1636 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1637 if (mflags & P_OUT_OF_MAP) {
1649 return 0; 1638 return 0;
1650 } 1639 }
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1640 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1641 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1653 return 0; 1642 return 0;
1654 } 1643 }
1655 1644
1656 /* this should not happen, but sometimes does */ 1645 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1646 if (arrow->nrof==0) {
1658 remove_ob(arrow); 1647 remove_ob(arrow);
1659 free_object(arrow); 1648 free_object(arrow);
1660 return 0; 1649 return 0;
1661 } 1650 }
1662 1651
1663 left = arrow; /* these are arrows left to the player */ 1652 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count; 1653 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1654 arrow = get_split_ob(arrow, 1);
1666 if (arrow == NULL) { 1655 if (arrow == NULL) {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1656 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1657 return 0;
1669 return 0;
1670 } 1658 }
1671 set_owner(arrow, op); 1659 set_owner(arrow, op);
1672 if (arrow->skill) free_string(arrow->skill);
1673 arrow->skill = add_refcount(bow->skill); 1660 arrow->skill = bow->skill;
1674 1661
1675 arrow->direction=dir; 1662 arrow->direction=dir;
1676 arrow->x = sx; 1663 arrow->x = sx;
1677 arrow->y = sy; 1664 arrow->y = sy;
1678 1665
1679 if (op->type == PLAYER) { 1666 if (op->type == PLAYER) {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1667 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1681 fix_player(op); 1668 fix_player(op);
1682 } 1669 }
1683 1670
1684 SET_ANIMATION(arrow, arrow->direction); 1671 SET_ANIMATION(arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1672 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam; 1673 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1674 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1675 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1676 arrow->spellarg = strdup_local(arrow->slaying);
1690 1677
1691 /* Note that this was different for monsters - they got their level 1678 /* Note that this was different for monsters - they got their level
1692 * added to the damage. I think the strength bonus is more proper. 1679 * added to the damage. I think the strength bonus is more proper.
1693 */ 1680 */
1694 1681
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1682 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1696 0 : dam_bonus[op->stats.Str]) + 1683 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic; 1684 bow->stats.dam + bow->magic + arrow->magic;
1698 1685
1699 /* update the speed */ 1686 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1687 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) + 1688 0 : dam_bonus[op->stats.Str]) +
1702 bow->magic + arrow->magic) / 5.0 + 1689 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0; 1690 (float)bow->stats.dam / 7.0;
1704 1691
1705 if (arrow->speed < 1.0) 1692 if (arrow->speed < 1.0)
1706 arrow->speed = 1.0; 1693 arrow->speed = 1.0;
1707 update_ob_speed(arrow); 1694 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1695 arrow->speed_left = 0;
1709 1696
1710 if (op->type == PLAYER) { 1697 if (op->type == PLAYER) {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1698 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill?op->chosen_skill->level:op->level) - 1699 (op->chosen_skill?op->chosen_skill->level:op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1700 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1714 arrow->stats.wc - bow->stats.wc + wc_mod; 1701 arrow->stats.wc - bow->stats.wc + wc_mod;
1715 1702
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1703 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level;
1717 } else { 1704 } else {
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1705 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1719 arrow->stats.wc + wc_mod; 1706 arrow->stats.wc + wc_mod;
1720 1707
1721 arrow->level = op->level; 1708 arrow->level = op->level;
1722 } 1709 }
1723 if (arrow->attacktype == AT_PHYSICAL) 1710 if (arrow->attacktype == AT_PHYSICAL)
1724 arrow->attacktype |= bow->attacktype; 1711 arrow->attacktype |= bow->attacktype;
1725 if (bow->slaying != NULL) 1712 if (bow->slaying != NULL)
1726 arrow->slaying = add_string(bow->slaying); 1713 arrow->slaying = bow->slaying;
1727 1714
1728 arrow->map = m; 1715 arrow->map = m;
1729 arrow->move_type = MOVE_FLY_LOW; 1716 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1717 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1718
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1719 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW);
1733 tag = arrow->count; 1720 tag = arrow->count;
1734 insert_ob_in_map(arrow, m, op, 0); 1721 insert_ob_in_map(arrow, m, op, 0);
1735 1722
1736 if (!was_destroyed(arrow, tag)) 1723 if (!was_destroyed(arrow, tag))
1737 move_arrow(arrow); 1724 move_arrow(arrow);
1738 1725
1739 if (op->type == PLAYER) { 1726 if (op->type == PLAYER) {
1740 if (was_destroyed (left, left_tag)) 1727 if (was_destroyed (left, left_tag))
1741 esrv_del_item(op->contr, left_tag); 1728 esrv_del_item(op->contr, left_tag);
1742 else 1729 else
1743 esrv_send_item(op, left); 1730 esrv_send_item(op, left);
1744 } 1731 }
1745 return 1; 1732 return 1;
1746} 1733}
1747 1734
1748/* Special fire code for players - this takes into 1735/* Special fire code for players - this takes into
1755int player_fire_bow(object *op, int dir) 1742int player_fire_bow(object *op, int dir)
1756{ 1743{
1757 int ret=0, wcmod=0; 1744 int ret=0, wcmod=0;
1758 1745
1759 if (op->contr->bowtype == bow_bestarrow) { 1746 if (op->contr->bowtype == bow_bestarrow) {
1760 ret = fire_bow(op, op, 1747 ret = fire_bow(op, op,
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1748 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir),
1762 dir, 0, op->x, op->y); 1749 dir, 0, op->x, op->y);
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1750 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1751 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1752 wcmod =-1;
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1753 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod,
1767 op->x, op->y); 1754 op->x, op->y);
1768 } else if (op->contr->bowtype == bow_threewide) { 1755 } else if (op->contr->bowtype == bow_threewide) {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1756 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)]); 1757 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)]); 1758 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) { 1759 } else if (op->contr->bowtype == bow_spreadshot) {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1760 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); 1761 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); 1762 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1776 1763
1777 } else { 1764 } else {
1778 /* Simple case */ 1765 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1766 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1780 } 1767 }
1781 return ret; 1768 return ret;
1782} 1769}
1783 1770
1784 1771
1788void fire_misc_object(object *op, int dir) 1775void fire_misc_object(object *op, int dir)
1789{ 1776{
1790 object *item; 1777 object *item;
1791 1778
1792 if (!op->contr->ranges[range_misc]) { 1779 if (!op->contr->ranges[range_misc]) {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1780 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied.");
1794 return; 1781 return;
1795 } 1782 }
1796 1783
1797 item = op->contr->ranges[range_misc]; 1784 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1785 if (!item->inv) {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1786 LOG(llevError,"Object %s lacks a spell\n", &item->name);
1800 return; 1787 return;
1801 } 1788 }
1802 if (item->type == WAND) { 1789 if (item->type == WAND) {
1803 if(item->stats.food<=0) { 1790 if(item->stats.food<=0) {
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1791 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)); 1792 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1806 return; 1793 return;
1807 } 1794 }
1808 } else if (item->type == ROD || item->type==HORN) { 1795 } else if (item->type == ROD || item->type==HORN) {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1796 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); 1797 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1811 if (item->type== ROD) 1798 if (item->type== ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1799 new_draw_info_format(NDI_UNIQUE, 0,op,
1813 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1800 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1814 else 1801 else
1815 new_draw_info_format(NDI_UNIQUE, 0,op, 1802 new_draw_info_format(NDI_UNIQUE, 0,op,
1816 "The %s needs more time to charge.", query_base_name(item,0)); 1803 "The %s needs more time to charge.", query_base_name(item,0));
1817 return; 1804 return;
1818 } 1805 }
1819 } 1806 }
1820 1807
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1808 if(cast_spell(op,item,dir,item->inv,NULL)) {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1809 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 1810 if (item->type == WAND) {
1824 if (!(--item->stats.food)) { 1811 if (!(--item->stats.food)) {
1825 object *tmp; 1812 object *tmp;
1826 if (item->arch) { 1813 if (item->arch) {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1814 CLEAR_FLAG(item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1815 item->face = item->arch->clone.face;
1829 item->speed = 0; 1816 item->speed = 0;
1830 update_ob_speed(item); 1817 update_ob_speed(item);
1831 } 1818 }
1832 if ((tmp=is_player_inv(item))) 1819 if ((tmp=is_player_inv(item)))
1833 esrv_update_item(UPD_ANIM, tmp, item); 1820 esrv_update_item(UPD_ANIM, tmp, item);
1834 } 1821 }
1835 } 1822 }
1836 else if (item->type == ROD || item->type==HORN) { 1823 else if (item->type == ROD || item->type==HORN) {
1837 drain_rod_charge(item); 1824 drain_rod_charge(item);
1838 } 1825 }
1839 } 1826 }
1840} 1827}
1841 1828
1842/* Received a fire command for the player - go and do it. 1829/* Received a fire command for the player - go and do it.
1843 */ 1830 */
1846 1833
1847 /* check for loss of invisiblity/hide */ 1834 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1835 if (action_makes_visible(op)) make_visible(op);
1849 1836
1850 switch(op->contr->shoottype) { 1837 switch(op->contr->shoottype) {
1851 case range_none: 1838 case range_none:
1852 return; 1839 return;
1853 1840
1854 case range_bow: 1841 case range_bow:
1855 player_fire_bow(op, dir); 1842 player_fire_bow(op, dir);
1856 return; 1843 return;
1857 1844
1858 case range_magic: /* Casting spells */ 1845 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)); 1846 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1860 return; 1847 return;
1861 1848
1862 case range_misc: 1849 case range_misc:
1863 fire_misc_object(op, dir); 1850 fire_misc_object(op, dir);
1864 return; 1851 return;
1865 1852
1866 case range_golem: /* Control summoned monsters from scrolls */ 1853 case range_golem: /* Control summoned monsters from scrolls */
1867 if(op->contr->ranges[range_golem]==NULL || 1854 if(op->contr->ranges[range_golem]==NULL ||
1868 op->contr->golem_count != op->contr->ranges[range_golem]->count) { 1855 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1869 op->contr->ranges[range_golem] = NULL; 1856 op->contr->ranges[range_golem] = NULL;
1870 op->contr->shoottype=range_none; 1857 op->contr->shoottype=range_none;
1871 op->contr->golem_count = 0; 1858 op->contr->golem_count = 0;
1872 } 1859 }
1873 else 1860 else
1874 control_golem(op->contr->ranges[range_golem], dir); 1861 control_golem(op->contr->ranges[range_golem], dir);
1875 return; 1862 return;
1876 1863
1877 case range_skill: 1864 case range_skill:
1878 if(!op->chosen_skill) { 1865 if(!op->chosen_skill) {
1879 if(op->type==PLAYER) 1866 if(op->type==PLAYER)
1880 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use."); 1867 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1881 return; 1868 return;
1882 } 1869 }
1883 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 1870 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1884 return; 1871 return;
1885 case range_builder: 1872 case range_builder:
1886 apply_map_builder( op, dir ); 1873 apply_map_builder( op, dir );
1887 return; 1874 return;
1888 default: 1875 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1876 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1890 return; 1877 return;
1891 } 1878 }
1892} 1879}
1893 1880
1894 1881
1895 1882
1911 /* Should not happen, but sanity checking is never bad */ 1898 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1899 if (container->inv == NULL) return NULL;
1913 1900
1914 /* First, lets try to find a key in the top level inventory */ 1901 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1902 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1903 if (door->type==DOOR && tmp->type==KEY) break;
1917 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
1919 */ 1906 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1907 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1921 tmp->slaying==door->slaying) break; 1908 tmp->slaying==door->slaying) break;
1922 } 1909 }
1923 /* No key found - lets search inventories now */ 1910 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1911 /* 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 1912 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1913 * a key, return
1927 */ 1914 */
1928 if (!tmp) { 1915 if (!tmp) {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1930 /* No reason to search empty containers */ 1917 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1918 if (tmp->type==CONTAINER && tmp->inv) {
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1919 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1933 } 1920 }
1934 } 1921 }
1935 if (!tmp) return NULL; 1922 if (!tmp) return NULL;
1936 } 1923 }
1937 /* We get down here if we have found a key. Now if its in a container, 1924 /* 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 1925 * see if we actually want to use it
1939 */ 1926 */
1940 if (pl!=container) { 1927 if (pl!=container) {
1941 /* Only let players use keys in containers */ 1928 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1929 if (!pl->contr) return NULL;
1943 /* cases where this fails: 1930 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1931 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1932 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1933 * If the container is not active, return now since only active
1947 * containers can be used. 1934 * containers can be used.
1948 * If we only search keyrings and the container does not have 1935 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1936 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1937 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1938 * inv must have been an container and must have been active.
1952 * 1939 *
1953 * Change the color so that the message doesn't disappear with 1940 * Change the color so that the message doesn't disappear with
1954 * all the others. 1941 * all the others.
1955 */ 1942 */
1956 if (pl->contr->usekeys == key_inventory || 1943 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1944 !QUERY_FLAG(container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1945 (pl->contr->usekeys == keyrings &&
1959 (!container->race || strcmp(container->race, "keys"))) 1946 (!container->race || strcmp(container->race, "keys")))
1960 ) { 1947 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1948 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 1949 "The %s in your %s vibrates as you approach the door",
1963 query_name(tmp), query_name(container)); 1950 query_name(tmp), query_name(container));
1964 return NULL; 1951 return NULL;
1965 } 1952 }
1966 } 1953 }
1967 return tmp; 1954 return tmp;
1968} 1955}
1969 1956
1970/* moved door processing out of move_player_attack. 1957/* moved door processing out of move_player_attack.
1981 */ 1968 */
1982 object *key=find_key(op, op, door); 1969 object *key=find_key(op, op, door);
1983 1970
1984 /* IF we found a key, do some extra work */ 1971 /* IF we found a key, do some extra work */
1985 if (key) { 1972 if (key) {
1986 object *container=key->env; 1973 object *container=key->env;
1987 1974
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1975 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 1976 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); 1977 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op);
1991 if (door->type == DOOR) { 1978 if (door->type == DOOR) {
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1979 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */
1993 } 1980 }
1994 else if(door->type==LOCKED_DOOR) { 1981 else if(door->type==LOCKED_DOOR) {
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1982 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op,
1996 "You open the door with the %s", query_short_name(key)); 1983 "You open the door with the %s", query_short_name(key));
1997 remove_door2(door); /* remove door without violence ;-) */ 1984 remove_door2(door); /* remove door without violence ;-) */
1998 } 1985 }
1999 /* Do this after we print the message */ 1986 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1987 decrease_ob(key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1988 /* Need to update the weight the container the key was in */
2002 if (container != op) 1989 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 1990 esrv_update_item(UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 1991 return 1; /* Nothing more to do below */
2005 } else if (door->type==LOCKED_DOOR) { 1992 } else if (door->type==LOCKED_DOOR) {
2006 /* Might as well return now - no other way to open this */ 1993 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1994 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 1995 return 1;
2009 } 1996 }
2010 return 0; 1997 return 0;
2011} 1998}
2012 1999
2013/* This function is just part of a breakup from move_player. 2000/* This function is just part of a breakup from move_player.
2017 * going to try and move (not fire weapons). 2004 * going to try and move (not fire weapons).
2018 */ 2005 */
2019 2006
2020void move_player_attack(object *op, int dir) 2007void move_player_attack(object *op, int dir)
2021{ 2008{
2022 object *tmp, *mon, *tpl; 2009 object *tmp, *mon;
2023 sint16 nx, ny; 2010 sint16 nx, ny;
2024 int on_battleground; 2011 int on_battleground;
2025 mapstruct *m; 2012 mapstruct *m;
2026 2013
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2014 nx=freearr_x[dir]+op->x;
2030 ny=freearr_y[dir]+tpl->y; 2015 ny=freearr_y[dir]+op->y;
2031 2016
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2017 on_battleground = op_on_battleground(op, NULL, NULL);
2033 2018
2034 /* If braced, or can't move to the square, and it is not out of the 2019 /* 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 2020 * 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 2021 * 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 2022 * 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 2023 * 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 2024 * 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 2025 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2026 * move_ob uses.
2042 */ 2027 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2028 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)) { 2029 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2045 m = get_map_from_coord(tpl->map, &nx, &ny); 2030 m = get_map_from_coord(op->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */ 2031 if (!m) return; /* Don't think this should happen */
2047 } 2032 }
2048 else m =tpl->map; 2033 else m =op->map;
2049 2034
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2035 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");*/ 2036 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2052 return; 2037 return;
2053 } 2038 }
2054 2039
2055 mon = NULL; 2040 mon = NULL;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2041 /* 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. 2042 * 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 2043 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2044 * on the space
2060 */ 2045 */
2061 while (tmp!=NULL) { 2046 while (tmp!=NULL) {
2062 if (tmp == op) { 2047 if (tmp == op) {
2063 tmp=tmp->above; 2048 tmp=tmp->above;
2064 continue; 2049 continue;
2065 } 2050 }
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2051 if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2067 mon = tmp; 2052 mon = tmp;
2068 break; 2053 break;
2069 } 2054 }
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2055 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2071 mon = tmp; 2056 mon = tmp;
2072 tmp=tmp->above; 2057 tmp=tmp->above;
2073 } 2058 }
2074 2059
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2060 if (mon==NULL) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2061 return; /* into a wall */
2077 2062
2078 if(mon->head != NULL) 2063 if(mon->head != NULL)
2079 mon = mon->head; 2064 mon = mon->head;
2080 2065
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2066 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2067 if (player_attack_door(op, mon)) return;
2083 2068
2084 /* The following deals with possibly attacking peaceful 2069 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2070 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2071 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2072 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2073 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2074 * and thus will not push them.
2090 */ 2075 */
2091 2076
2092 /* If the creature is a pet, push it even if the player is not 2077 /* 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 2078 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2079 * player owns it and it is either friendly or unagressive.
2095 */ 2080 */
2096 if ((op->type==PLAYER) 2081 if ((op->type==PLAYER)
2097#if COZY_SERVER 2082#if COZY_SERVER
2098 && 2083 &&
2099 ( 2084 (
2100 (get_owner(mon) && get_owner(mon)->contr 2085 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2086 && same_party (get_owner(mon)->contr->party, op->contr->party))
2103 ) 2088 )
2104#else 2089#else
2105 && get_owner(mon)==op 2090 && get_owner(mon)==op
2106#endif 2091#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2092 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2108 { 2093 {
2109 /* If we're braced, we don't want to switch places with it */ 2094 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2095 if (op->contr->braced) return;
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2096 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2097 (void) push_ob(mon,dir,op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2098 if(op->contr->tmp_invis||op->hide) make_visible(op);
2114 return; 2099 return;
2115 } 2100 }
2116 2101
2117 /* in certain circumstances, you shouldn't attack friendly 2102 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2103 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2104 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2105 * attack them either.
2121 */ 2106 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2107 if ((mon->type==PLAYER || mon->enemy != op) &&
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2108 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2124 ( 2109 (
2125#ifdef PROHIBIT_PLAYERKILL 2110#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2111 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2127#else 2112#else
2128 op->contr->peaceful && 2113 op->contr->peaceful &&
2129#endif 2114#endif
2130 !on_battleground 2115 !on_battleground
2131 )) { 2116 )) {
2132 if (!op->contr->braced) { 2117 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2118 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2119 (void) push_ob(mon,dir,op);
2135 } else { 2120 } else {
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2121 new_draw_info(0, 0,op,"You withhold your attack");
2137 } 2122 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op); 2123 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 } 2124 }
2140 2125
2141 /* If the object is a boulder or other rollable object, then 2126 /* 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. 2127 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2128 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2129 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2145 recursive_roll(mon,dir,op); 2130 recursive_roll(mon,dir,op);
2146 if(action_makes_visible(op)) make_visible(op); 2131 if(action_makes_visible(op)) make_visible(op);
2147 } 2132 }
2148 2133
2149 /* Any generic living creature. Including things like doors. 2134 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2135 * 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: 2136 * 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 2137 * 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. 2138 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2139 */
2155 2140
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2141 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2142 ((mon->type!=PLAYER || op->contr->party==NULL ||
2158 op->contr->party!=mon->contr->party))) { 2143 op->contr->party!=mon->contr->party))) {
2159 2144
2160 /* If the player hasn't hit something this tick, and does 2145 /* If the player hasn't hit something this tick, and does
2161 * so, give them speed boost based on weapon speed. Doing 2146 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically 2147 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset. 2148 * incurred a 1 tick offset.
2164 */ 2149 */
2165 if (!op->contr->has_hit) { 2150 if (!op->contr->has_hit) {
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2151 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2152
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2153 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 } 2154 }
2170 2155
2171 skill_attack(mon, op, 0, NULL, NULL); 2156 skill_attack(mon, op, 0, NULL, NULL);
2172 2157
2173 /* If attacking another player, that player gets automatic 2158 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2159 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2160 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2161 * the wiz.
2177 */ 2162 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2163 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2179 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2164 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2180 short luck = mon->stats.luck; 2165 short luck = mon->stats.luck;
2181 mon->contr->has_hit = 1; 2166 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2167 skill_attack(op, mon, 0, NULL, NULL);
2183 mon->stats.luck = luck; 2168 mon->stats.luck = luck;
2184 } 2169 }
2185 if(action_makes_visible(op)) make_visible(op); 2170 if(action_makes_visible(op)) make_visible(op);
2186 } 2171 }
2187 } /* if player should attack something */ 2172 } /* if player should attack something */
2188} 2173}
2189 2174
2190int move_player(object *op,int dir) { 2175int move_player(object *op,int dir) {
2191 int pick; 2176 int pick;
2192 object *transport = op->contr->transport;
2193 2177
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2178 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2195 return 0; 2179 return 0;
2196 2180
2197 /* Sanity check: make sure dir is valid */ 2181 /* Sanity check: make sure dir is valid */
2198 if ( ( dir < 0 ) || ( dir >= 9 ) ) { 2182 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2199 LOG( llevError, "move_player: invalid direction %d\n", dir); 2183 LOG( llevError, "move_player: invalid direction %d\n", dir);
2200 return 0; 2184 return 0;
2201 } 2185 }
2202 2186
2203 /* peterm: added following line */ 2187 /* peterm: added following line */
2204 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir) 2188 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2205 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 2189 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2206 2190
2207 op->facing = dir; 2191 op->facing = dir;
2208 2192
2209 if(!transport && op->hide) do_hidden_move(op); 2193 if(op->hide) do_hidden_move(op);
2210 2194
2211 if (transport) { 2195 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2212 /* transport->contr is set up for the person in charge of the boat. 2196 /*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) { 2197 else if (op->contr->fire_on)
2235 fire(op,dir); 2198 fire (op, dir);
2236 } 2199 else
2200 {
2237 else move_player_attack(op,dir); 2201 move_player_attack (op, dir);
2238
2239 pick = check_pick(op); 2202 pick = check_pick(op);
2240 2203 }
2241 2204
2242 /* Add special check for newcs players and fire on - this way, the 2205 /* Add special check for newcs players and fire on - this way, the
2243 * server can handle repeat firing. 2206 * server can handle repeat firing.
2244 */ 2207 */
2245 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) { 2208 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2246 op->direction = dir; 2209 op->direction = dir;
2247 } else { 2210 } else {
2248 op->direction=0; 2211 op->direction=0;
2249 } 2212 }
2250 /* Update how the player looks. Use the facing, so direction may 2213 /* Update how the player looks. Use the facing, so direction may
2251 * get reset to zero. This allows for full animation capabilities 2214 * get reset to zero. This allows for full animation capabilities
2252 * for players. 2215 * for players.
2253 */ 2216 */
2254 if (!transport) animate_object(op, op->facing); 2217 animate_object(op, op->facing);
2255 return 0; 2218 return 0;
2256} 2219}
2257 2220
2258/* This is similar to handle_player, below, but is only used by the 2221/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2222 * new client/server stuff.
2263 * Returns true if there are more actions we can do. 2226 * Returns true if there are more actions we can do.
2264 */ 2227 */
2265int handle_newcs_player(object *op) 2228int handle_newcs_player(object *op)
2266{ 2229{
2267 if (op->contr->hidden) { 2230 if (op->contr->hidden) {
2268 op->invisible = 1000; 2231 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible 2232 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to 2233 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly. 2234 * alternate it here for it to work correctly.
2272 */ 2235 */
2273 if (pticks & 2) op->invisible--; 2236 if (pticks & 2) op->invisible--;
2274 } 2237 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2238 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2276 op->invisible--; 2239 op->invisible--;
2277 if(!op->invisible) { 2240 if(!op->invisible) {
2278 make_visible(op); 2241 make_visible(op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2242 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 } 2243 }
2281 } 2244 }
2282 2245
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2246 if (QUERY_FLAG(op, FLAG_SCARED)) {
2284 flee_player(op); 2247 flee_player(op);
2285 /* If player is still scared, that is his action for this tick */ 2248 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2249 if (QUERY_FLAG(op, FLAG_SCARED)) {
2287 op->speed_left--; 2250 op->speed_left--;
2288 return 0; 2251 return 0;
2289 } 2252 }
2290 } 2253 }
2291 2254
2292 /* I've been seeing crashes where the golem has been destroyed, but 2255 /* 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 2256 * 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 2257 * 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. 2258 * put this in a a workaround to clean up the golem pointer.
2296 */ 2259 */
2297 if (op->contr->ranges[range_golem] && 2260 if (op->contr->ranges[range_golem] &&
2298 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || 2261 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2299 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) { 2262 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2300 op->contr->ranges[range_golem] = NULL; 2263 op->contr->ranges[range_golem] = NULL;
2301 op->contr->golem_count = 0; 2264 op->contr->golem_count = 0;
2302 } 2265 }
2303 2266
2304 /* call this here - we also will call this in do_ericserver, but 2267 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2268 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2269 * called, so we recheck it here.
2307 */ 2270 */
2308 HandleClient(&op->contr->socket, op->contr); 2271 HandleClient(&op->contr->socket, op->contr);
2309 if (op->speed_left<0) return 0; 2272 if (op->speed_left<0) return 0;
2310 2273
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2274 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2312 /* All move commands take 1 tick, at least for now */ 2275 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--; 2276 op->speed_left--;
2314 2277
2315 /* Instead of all the stuff below, let move_player take care 2278 /* Instead of all the stuff below, let move_player take care
2316 * of it. Also, some of the skill stuff is only put in 2279 * of it. Also, some of the skill stuff is only put in
2317 * there, as well as the confusion stuff. 2280 * there, as well as the confusion stuff.
2318 */ 2281 */
2319 move_player(op, op->direction); 2282 move_player(op, op->direction);
2320 if (op->speed_left>0) return 1; 2283 if (op->speed_left>0) return 1;
2321 else return 0; 2284 else return 0;
2322 } 2285 }
2323 return 0; 2286 return 0;
2324} 2287}
2325 2288
2326int save_life(object *op) { 2289int save_life(object *op) {
2327 object *tmp; 2290 object *tmp;
2328 2291
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2292 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2330 return 0; 2293 return 0;
2331 2294
2332 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2295 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2296 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2297 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2298 new_draw_info_format(NDI_UNIQUE, 0,op,
2336 "Your %s vibrates violently, then evaporates.", 2299 "Your %s vibrates violently, then evaporates.",
2337 query_name(tmp)); 2300 query_name(tmp));
2338 if (op->contr) 2301 if (op->contr)
2339 esrv_del_item(op->contr, tmp->count); 2302 esrv_del_item(op->contr, tmp->count);
2340 remove_ob(tmp); 2303 remove_ob(tmp);
2341 free_object(tmp); 2304 free_object(tmp);
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2305 CLEAR_FLAG(op, FLAG_LIFESAVE);
2343 if(op->stats.hp<0) 2306 if(op->stats.hp<0)
2344 op->stats.hp = op->stats.maxhp; 2307 op->stats.hp = op->stats.maxhp;
2345 if(op->stats.food<0) 2308 if(op->stats.food<0)
2346 op->stats.food = 999; 2309 op->stats.food = 999;
2347 fix_player(op); 2310 fix_player(op);
2348 return 1; 2311 return 1;
2349 } 2312 }
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2313 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2314 CLEAR_FLAG(op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2315 enter_player_savebed(op); /* bring him home. */
2353 return 0; 2316 return 0;
2354} 2317}
2361void remove_unpaid_objects(object *op, object *env) 2324void remove_unpaid_objects(object *op, object *env)
2362{ 2325{
2363 object *next; 2326 object *next;
2364 2327
2365 while (op) { 2328 while (op) {
2366 next=op->below; /* Make sure we have a good value, in case 2329 next=op->below; /* Make sure we have a good value, in case
2367 * we remove object 'op' 2330 * we remove object 'op'
2368 */ 2331 */
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2332 if (QUERY_FLAG(op, FLAG_UNPAID)) {
2370 remove_ob(op); 2333 remove_ob(op);
2371 op->x = env->x; 2334 op->x = env->x;
2372 op->y = env->y; 2335 op->y = env->y;
2373 if (env->type == PLAYER) 2336 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2337 esrv_del_item(env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0); 2338 insert_ob_in_map(op, env->map, NULL,0);
2376 } 2339 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env); 2340 else if (op->inv) remove_unpaid_objects(op->inv, env);
2378 op=next; 2341 op=next;
2379 } 2342 }
2380} 2343}
2381 2344
2382 2345
2383/* 2346/*
2393 char buf[MAX_BUF]; 2356 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2357 time_t now = time (NULL);
2395 2358
2396 strcpy (buf2, " R.I.P.\n\n"); 2359 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2360 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2361 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2362 else
2400 sprintf (buf, "%s\n", op->name); 2363 sprintf (buf, "%s\n", &op->name);
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2364 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2365 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2366 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2367 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2368 else
2432 const int max_grace = 1; 2395 const int max_grace = 1;
2433 2396
2434 if (op->contr->outputs_sync) { 2397 if (op->contr->outputs_sync) {
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2398 for (i=0; i<NUM_OUTPUT_BUFS; i++)
2436 if (op->contr->outputs[i].buf!=NULL && 2399 if (op->contr->outputs[i].buf!=NULL &&
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2400 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2438 flush_output_element(op, &op->contr->outputs[i]); 2401 flush_output_element(op, &op->contr->outputs[i]);
2439 } 2402 }
2440 2403
2441 if(op->contr->state==ST_PLAYING) { 2404 if(op->contr->state==ST_PLAYING) {
2442 2405
2443 /* these next three if clauses make it possible to SLOW DOWN 2406 /* these next three if clauses make it possible to SLOW DOWN
2463 2426
2464 /* Regenerate Spell Points */ 2427 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2428 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); 2429 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) { 2430 if(op->stats.sp<op->stats.maxsp) {
2468 op->stats.sp++; 2431 op->stats.sp++;
2469 /* dms do not consume food */ 2432 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2433 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2471 op->stats.food--; 2434 op->stats.food--;
2472 if(op->contr->digestion<0) 2435 if(op->contr->digestion<0)
2473 op->stats.food+=op->contr->digestion; 2436 op->stats.food+=op->contr->digestion;
2475 random_roll(0, op->contr->digestion, op, PREFER_HIGH)) 2438 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2476 op->stats.food=last_food; 2439 op->stats.food=last_food;
2477 } 2440 }
2478 } 2441 }
2479 if (max_sp>1) { 2442 if (max_sp>1) {
2480 over_sp = (gen_sp+10)/rate_sp; 2443 over_sp = (gen_sp+10)/rate_sp;
2481 if (over_sp > 0) { 2444 if (over_sp > 0) {
2482 if(op->stats.sp<op->stats.maxsp) { 2445 if(op->stats.sp<op->stats.maxsp) {
2483 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2446 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)) 2447 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2485 op->stats.sp--; 2448 op->stats.sp--;
2486 if(op->stats.sp>op->stats.maxsp) 2449 if(op->stats.sp>op->stats.maxsp)
2487 op->stats.sp=op->stats.maxsp; 2450 op->stats.sp=op->stats.maxsp;
2488 } 2451 }
2489 op->last_sp=0; 2452 op->last_sp=0;
2490 } else { 2453 } else {
2491 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10); 2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2492 } 2455 }
2493 } else { 2456 } else {
2494 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10); 2457 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2495 } 2458 }
2496 } 2459 }
2497 2460
2498 /* Regenerate Grace */ 2461 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2462 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2500 if(--op->last_grace<0) { 2463 if(--op->last_grace<0) {
2501 if(op->stats.grace<op->stats.maxgrace/2) 2464 if(op->stats.grace<op->stats.maxgrace/2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */ 2465 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) { 2466 if(max_grace>1) {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2467 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2505 if (over_grace > 0) { 2468 if (over_grace > 0) {
2506 op->stats.sp += over_grace 2469 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; 2470 + (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; 2471 op->last_grace=0;
2509 } else { 2472 } else {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2511 } 2474 }
2512 } else { 2475 } else {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2476 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2514 } 2477 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2478 /* wearing stuff doesn't detract from grace generation. */
2516 } 2479 }
2517 2480
2518 /* Regenerate Hit Points */ 2481 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) { 2482 if(--op->last_heal<0) {
2520 if(op->stats.hp<op->stats.maxhp) { 2483 if(op->stats.hp<op->stats.maxhp) {
2521 op->stats.hp++; 2484 op->stats.hp++;
2522 /* dms do not consume food */ 2485 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2486 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2524 op->stats.food--; 2487 op->stats.food--;
2525 if(op->contr->digestion<0) 2488 if(op->contr->digestion<0)
2526 op->stats.food+=op->contr->digestion; 2489 op->stats.food+=op->contr->digestion;
2528 random_roll(0, op->contr->digestion, op, PREFER_HIGH)) 2491 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2529 op->stats.food=last_food; 2492 op->stats.food=last_food;
2530 } 2493 }
2531 } 2494 }
2532 if(max_hp>1) { 2495 if(max_hp>1) {
2533 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp; 2496 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2534 if (over_hp > 0) { 2497 if (over_hp > 0) {
2535 op->stats.sp += over_hp 2498 op->stats.sp += over_hp
2536 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0; 2499 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2537 op->last_heal=0; 2500 op->last_heal=0;
2538 } else { 2501 } else {
2539 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2540 } 2503 }
2541 } else { 2504 } else {
2542 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2505 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2543 } 2506 }
2544 } 2507 }
2545 2508
2546 /* Digestion */ 2509 /* Digestion */
2547 if(--op->last_eat<0) { 2510 if(--op->last_eat<0) {
2548#ifdef COZY_SERVER 2511#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2512 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0, 2513 int bonus=dg>0?dg:0,
2551 penalty=dg<0?-dg:0; 2514 penalty=dg<0?-dg:0;
2552#else 2515#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2516 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2554 penalty=op->contr->digestion<0?-op->contr->digestion:0; 2517 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2555#endif 2518#endif
2556 2519
2557 if(op->contr->gen_hp > 0) 2520 if(op->contr->gen_hp > 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2521 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2559 else 2522 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2523 op->last_eat=25*(1+bonus)/(penalty +1);
2561 /* dms do not consume food */ 2524 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2525 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2563 } 2526 }
2564 } 2527 }
2565 2528
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2529 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2567 object *tmp, *flesh=NULL; 2530 object *tmp, *flesh=NULL;
2568 2531
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2532 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2533 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2534 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."); 2535 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2536 manual_apply(op,tmp,0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2537 if(op->stats.food>=0||op->stats.hp<0)
2575 break; 2538 break;
2576 } 2539 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2540 else if (tmp->type==FLESH) flesh=tmp;
2578 } /* End if paid for object */ 2541 } /* End if paid for object */
2579 } /* end of for loop */ 2542 } /* end of for loop */
2580 /* If player is still starving, it means they don't have any food, so 2543 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2544 * eat flesh instead.
2582 */ 2545 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2546 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."); 2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2548 manual_apply(op,flesh,0);
2586 } 2549 }
2587 } /* end if player is starving */ 2550 } /* end if player is starving */
2588 2551
2589 while(op->stats.food<0&&op->stats.hp>0) 2552 while(op->stats.food<0&&op->stats.hp>0)
2590 op->stats.food++,op->stats.hp--; 2553 op->stats.food++,op->stats.hp--;
2591 2554
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2555 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2593 kill_player(op); 2556 kill_player(op);
2594} 2557}
2595 2558
2596 2559
2597 2560
2598/* If the player should die (lack of hp, food, etc), we call this. 2561/* If the player should die (lack of hp, food, etc), we call this.
2613 int will_kill_again; 2576 int will_kill_again;
2614 archetype *at; 2577 archetype *at;
2615 object *tmp; 2578 object *tmp;
2616 2579
2617 if(save_life(op)) 2580 if(save_life(op))
2618 return; 2581 return;
2619 2582
2620 2583
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2584 /* 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. 2585 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2586 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2587 */
2625 if (op_on_battleground(op, &x, &y)) { 2588 if (op_on_battleground(op, &x, &y)) {
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2589 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2627 "You have been defeated in combat!"); 2590 "You have been defeated in combat!");
2628 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2591 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2629 "Local medics have saved your life..."); 2592 "Local medics have saved your life...");
2630 2593
2631 /* restore player */ 2594 /* restore player */
2632 at = find_archetype("poisoning"); 2595 at = find_archetype("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2596 tmp=present_arch_in_ob(at,op);
2634 if (tmp) { 2597 if (tmp) {
2635 remove_ob(tmp); 2598 remove_ob(tmp);
2636 free_object(tmp); 2599 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2600 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2638 } 2601 }
2639 2602
2640 at = find_archetype("confusion"); 2603 at = find_archetype("confusion");
2641 tmp=present_arch_in_ob(at,op); 2604 tmp=present_arch_in_ob(at,op);
2642 if (tmp) { 2605 if (tmp) {
2643 remove_ob(tmp); 2606 remove_ob(tmp);
2644 free_object(tmp); 2607 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2608 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2646 } 2609 }
2647 2610
2648 cure_disease(op,0); /* remove any disease */ 2611 cure_disease(op,0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2612 op->stats.hp=op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2613 if (op->stats.food<=0) op->stats.food=999;
2651 2614
2652 /* create a bodypart-trophy to make the winner happy */ 2615 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2616 tmp=arch_to_object(find_archetype("finger"));
2654 if (tmp != NULL) 2617 if (tmp != NULL)
2655 { 2618 {
2656 sprintf(buf,"%s's finger",op->name); 2619 sprintf(buf,"%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2620 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2621 sprintf(buf," This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2622 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2623 &op->name, op->contr->title, (int)(op->level),
2661 op->contr->killer); 2624 op->contr->killer);
2662 tmp->msg=add_string(buf); 2625 tmp->msg=buf;
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2626 tmp->value=0, tmp->material=0, tmp->type=0;
2664 tmp->materialname = NULL; 2627 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y; 2628 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0); 2629 insert_ob_in_map(tmp,op->map,op,0);
2667 } 2630 }
2668 2631
2669 /* teleport defeated player to new destination*/ 2632 /* teleport defeated player to new destination*/
2670 transfer_ob(op, x, y, 0, NULL); 2633 transfer_ob(op, x, y, 0, NULL);
2671 op->contr->braced=0; 2634 op->contr->braced=0;
2672 return; 2635 return;
2673 } 2636 }
2674 2637
2675 INVOKE_PLAYER (DEATH, op->contr); 2638 INVOKE_PLAYER (DEATH, op->contr);
2676 2639
2677 command_kill_pets (op, 0); 2640 command_kill_pets (op, 0);
2678 2641
2679 if(op->stats.food<0) { 2642 if(op->stats.food<0) {
2680 if (op->contr->explore) { 2643 if (op->contr->explore) {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2644 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..."); 2645 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2683 op->stats.food=999; 2646 op->stats.food=999;
2684 return; 2647 return;
2685 } 2648 }
2686 sprintf(buf,"%s starved to death.",op->name); 2649 sprintf(buf,"%s starved to death.",&op->name);
2687 strcpy(op->contr->killer,"starvation"); 2650 strcpy(op->contr->killer,"starvation");
2688 } 2651 }
2689 else { 2652 else {
2690 if (op->contr->explore) { 2653 if (op->contr->explore) {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2654 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..."); 2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp; 2656 op->stats.hp=op->stats.maxhp;
2694 return; 2657 return;
2695 } 2658 }
2696 sprintf(buf,"%s died.",op->name); 2659 sprintf(buf,"%s died.", &op->name);
2697 } 2660 }
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2661 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2699 2662
2700 /* save the map location for corpse, gravestone*/ 2663 /* save the map location for corpse, gravestone*/
2701 x=op->x;y=op->y;map=op->map; 2664 x=op->x;y=op->y;map=op->map;
2702 2665
2703 2666
2704 if (settings.not_permadeth == TRUE) { 2667 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2668 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2669 * 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. 2670 * See the config.h file for a little more in depth detail about this.
2708 */ 2671 */
2709 2672
2710 /* Basically two ways to go - remove a stat permanently, or just 2673 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2674 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2675 * of death.
2713 */ 2676 */
2714#ifndef COZY_SERVER 2677#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2678 if (settings.balanced_stat_loss) {
2716 /* If stat loss is permanent, lose one stat only. */ 2679 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2680 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2681 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2682 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2683 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2684 little bit harder. */
2722 /* GD */ 2685 /* GD */
2723 if (settings.stat_loss_on_death) 2686 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2687 num_stats_lose = 1;
2725 else 2688 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2689 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2690 } else {
2728 num_stats_lose = 1; 2691 num_stats_lose = 1;
2729 } 2692 }
2730 lost_a_stat = 0; 2693 lost_a_stat = 0;
2731 2694
2732 for (z=0; z<num_stats_lose; z++) { 2695 for (z=0; z<num_stats_lose; z++) {
2733 i = RANDOM() % NUM_STATS; 2696 i = RANDOM() % NUM_STATS;
2734 2697
2735 if (settings.stat_loss_on_death) { 2698 if (settings.stat_loss_on_death) {
2736 /* Pick a random stat and take a point off it. Tell the player 2699 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2700 * what he lost.
2738 */ 2701 */
2739 change_attr_value(&(op->stats), i,-1); 2702 change_attr_value(&(op->stats), i,-1);
2740 check_stat_bounds(&(op->stats)); 2703 check_stat_bounds(&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2704 change_attr_value(&(op->contr->orig_stats), i,-1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2705 check_stat_bounds(&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2706 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2744 lost_a_stat = 1; 2707 lost_a_stat = 1;
2745 } else { 2708 } else {
2746 /* deplete a stat */ 2709 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2710 archetype *deparch=find_archetype("depletion");
2748 object *dep; 2711 object *dep;
2749 2712
2750 dep = present_arch_in_ob(deparch,op); 2713 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) { 2714 if(!dep) {
2752 dep = arch_to_object(deparch); 2715 dep = arch_to_object(deparch);
2753 insert_ob_in_ob(dep, op); 2716 insert_ob_in_ob(dep, op);
2754 } 2717 }
2755 lose_this_stat = 1; 2718 lose_this_stat = 1;
2756 if (settings.balanced_stat_loss) { 2719 if (settings.balanced_stat_loss) {
2757 /* GD */ 2720 /* GD */
2758 /* Get the stat that we're about to deplete. */ 2721 /* Get the stat that we're about to deplete. */
2759 this_stat = get_attr_value(&(dep->stats), i); 2722 this_stat = get_attr_value(&(dep->stats), i);
2760 if (this_stat < 0) { 2723 if (this_stat < 0) {
2761 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2724 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2762 int keep_chance = this_stat * this_stat; 2725 int keep_chance = this_stat * this_stat;
2763 /* Yes, I am paranoid. Sue me. */ 2726 /* Yes, I am paranoid. Sue me. */
2764 if (keep_chance < 1) 2727 if (keep_chance < 1)
2765 keep_chance = 1; 2728 keep_chance = 1;
2766 2729
2767 /* There is a maximum depletion total per level. */ 2730 /* There is a maximum depletion total per level. */
2768 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2731 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2769 lose_this_stat = 0; 2732 lose_this_stat = 0;
2770 /* Take loss chance vs keep chance to see if we 2733 /* Take loss chance vs keep chance to see if we
2771 retain the stat. */ 2734 retain the stat. */
2772 } else { 2735 } else {
2773 if (random_roll(0, loss_chance + keep_chance-1, 2736 if (random_roll(0, loss_chance + keep_chance-1,
2774 op, PREFER_LOW) < keep_chance) 2737 op, PREFER_LOW) < keep_chance)
2775 lose_this_stat = 0; 2738 lose_this_stat = 0;
2776 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", 2739 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2777 this_stat, keep_chance, loss_chance, 2740 this_stat, keep_chance, loss_chance,
2778 lose_this_stat?"LOSE":"KEEP"); */ 2741 lose_this_stat?"LOSE":"KEEP"); */
2779 } 2742 }
2780 } 2743 }
2781 } 2744 }
2782 2745
2783 if (lose_this_stat) { 2746 if (lose_this_stat) {
2784 this_stat = get_attr_value(&(dep->stats), i); 2747 this_stat = get_attr_value(&(dep->stats), i);
2785 /* We could try to do something clever like find another 2748 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2749 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2750 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2751 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2752 * difference.
2790 */ 2753 */
2791 if (this_stat>=-50) { 2754 if (this_stat>=-50) {
2792 change_attr_value(&(dep->stats), i, -1); 2755 change_attr_value(&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2756 SET_FLAG(dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2757 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2795 fix_player(op); 2758 fix_player(op);
2796 lost_a_stat = 1; 2759 lost_a_stat = 1;
2797 } 2760 }
2798 } 2761 }
2799 } 2762 }
2800 } 2763 }
2801 /* If no stat lost, tell the player. */ 2764 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2765 if (!lost_a_stat)
2803 { 2766 {
2804 /* determine_god() seems to not work sometimes... why is this? 2767 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2768 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2769 const char *god = determine_god(op);
2807 if (god && (strcmp(god, "none"))) 2770 if (god && (strcmp(god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2771 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief "
2809 "moment you feel the holy presence of %s protecting" 2772 "moment you feel the holy presence of %s protecting"
2810 " you.", god); 2773 " you.", god);
2811 else 2774 else
2812 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2775 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2813 " feel a holy presence protecting you."); 2776 " feel a holy presence protecting you.");
2814 } 2777 }
2815#endif 2778#endif
2816 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2779 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2817 " feel a holy presence protecting you from losing yourself completely."); 2780 " feel a holy presence protecting you from losing yourself completely.");
2818 2781
2819 /* Put a gravestone up where the character 'almost' died. List the 2782 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2783 * exp loss on the stone.
2821 */ 2784 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2785 tmp=arch_to_object(find_archetype("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2786 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf;
2824 FREE_AND_COPY(tmp->name, buf); 2787 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" 2788 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2828 "who was killed\n" 2789 "who was killed\n"
2829 "by %s.\n", 2790 "by %s.\n",
2830 op->name, op->contr->title, 2791 &op->name, op->contr->title,
2831 op->contr->killer); 2792 op->contr->killer);
2832 tmp->msg = add_string(buf); 2793 tmp->msg = buf;
2833 tmp->x=op->x,tmp->y=op->y; 2794 tmp->x=op->x,tmp->y=op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2795 insert_ob_in_map (tmp, op->map, NULL,0);
2835 2796
2836 /**************************************/ 2797 /**************************************/
2837 /* */ 2798 /* */
2838 /* Subtract the experience points, */ 2799 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 2800 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 2801 /* food, and reset HP's... */
2841 /* */ 2802 /* */
2842 /**************************************/ 2803 /**************************************/
2843 2804
2844 /* remove any poisoning and confusion the character may be suffering.*/ 2805 /* remove any poisoning and confusion the character may be suffering.*/
2845 /* restore player */ 2806 /* restore player */
2846 at = find_archetype("poisoning"); 2807 at = find_archetype("poisoning");
2847 tmp=present_arch_in_ob(at,op); 2808 tmp=present_arch_in_ob(at,op);
2848 if (tmp) { 2809 if (tmp) {
2849 remove_ob(tmp); 2810 remove_ob(tmp);
2850 free_object(tmp); 2811 free_object(tmp);
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2812 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2852 } 2813 }
2853 2814
2854 at = find_archetype("confusion"); 2815 at = find_archetype("confusion");
2855 tmp=present_arch_in_ob(at,op); 2816 tmp=present_arch_in_ob(at,op);
2856 if (tmp) { 2817 if (tmp) {
2857 remove_ob(tmp); 2818 remove_ob(tmp);
2858 free_object(tmp); 2819 free_object(tmp);
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2820 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2860 } 2821 }
2861 cure_disease(op,0); /* remove any disease */ 2822 cure_disease(op,0); /* remove any disease */
2862 2823
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2824 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2825 apply_death_exp_penalty(op);
2865 if(op->stats.food < 100) op->stats.food = 900; 2826 if(op->stats.food < 100) op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 2827 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2828 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2829 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2869 2830
2870 /* 2831 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2832 * 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 2833 * the player has any unpaid items. If so, remove them and put them back
2873 * in the map. 2834 * in the map.
2874 */ 2835 */
2875 2836
2837 if (is_in_shop (op))
2838 remove_unpaid_objects(op->inv, op);
2839
2840 /****************************************/
2841 /* */
2842 /* Move player to his current respawn- */
2843 /* position (usually last savebed) */
2844 /* */
2845 /****************************************/
2846
2847 enter_player_savebed(op);
2848
2849 /* Save the player before inserting the force to reduce
2850 * chance of abuse.
2851 */
2852 op->contr->braced=0;
2853 save_player(op,1);
2854
2855 /* it is possible that the player has blown something up
2856 * at his savebed location, and that can have long lasting
2857 * spell effects. So first see if there is a spell effect
2858 * on the space that might harm the player.
2859 */
2860 will_kill_again=0;
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2861 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) 2862 if (tmp->type ==SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2863 will_kill_again|=tmp->attacktype;
2908 } 2864 }
2909 if (will_kill_again) { 2865 if (will_kill_again) {
2910 object *force; 2866 object *force;
2911 int at; 2867 int at;
2912 2868
2913 force=get_archetype(FORCE_NAME); 2869 force=get_archetype(FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2870 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 2871 force->speed=0.1;
2916 force->speed_left=-5.0; 2872 force->speed_left=-5.0;
2917 SET_FLAG(force, FLAG_APPLIED); 2873 SET_FLAG(force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 2874 for (at=0; at<NROFATTACKS; at++) {
2919 if (will_kill_again & (1 << at)) 2875 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2876 force->resist[at] = 100;
2921 } 2877 }
2922 insert_ob_in_ob(force, op); 2878 insert_ob_in_ob(force, op);
2923 fix_player(op); 2879 fix_player(op);
2924 2880
2925 } 2881 }
2926 /**************************************/ 2882 /**************************************/
2927 /* */ 2883 /* */
2928 /* Repaint the characters inv, and */ 2884 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */ 2885 /* stats, and show a nasty message ;) */
2930 /* */ 2886 /* */
2931 /**************************************/ 2887 /**************************************/
2932 2888
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2889 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2934 return; 2890 return;
2935 } /* NOT_PERMADETH */ 2891 } /* NOT_PERMADETH */
2936 else { 2892 else {
2937 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This 2893 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2938 * should probably be embedded in an else statement. 2894 * should probably be embedded in an else statement.
2939 */ 2895 */
2940 2896
2941 op->contr->party=NULL; 2897 op->contr->party=NULL;
2942 if (settings.set_title == TRUE) 2898 if (settings.set_title == TRUE)
2943 op->contr->own_title[0]='\0'; 2899 op->contr->own_title[0]='\0';
2944 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 2900 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2945 check_score(op); 2901 check_score(op);
2946 if(op->contr->ranges[range_golem]!=NULL) { 2902 if(op->contr->ranges[range_golem]!=NULL) {
2947 remove_friendly_object(op->contr->ranges[range_golem]); 2903 remove_friendly_object(op->contr->ranges[range_golem]);
2948 remove_ob(op->contr->ranges[range_golem]); 2904 remove_ob(op->contr->ranges[range_golem]);
2949 free_object(op->contr->ranges[range_golem]); 2905 free_object(op->contr->ranges[range_golem]);
2950 op->contr->ranges[range_golem]=NULL; 2906 op->contr->ranges[range_golem]=NULL;
2951 op->contr->golem_count=0; 2907 op->contr->golem_count=0;
2952 } 2908 }
2953 loot_object(op); /* Remove some of the items for good */ 2909 loot_object(op); /* Remove some of the items for good */
2954 remove_ob(op); 2910 remove_ob(op);
2955 op->direction=0; 2911 op->direction=0;
2956 2912
2957 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 2913 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2958 delete_character(op->name,0); 2914 delete_character(op->name,0);
2959 if (settings.resurrection == TRUE) { 2915 if (settings.resurrection == TRUE) {
2960 /* save playerfile sans equipment when player dies 2916 /* save playerfile sans equipment when player dies
2961 ** then save it as player.pl.dead so that future resurrection 2917 ** then save it as player.pl.dead so that future resurrection
2962 ** type spells will work on them nicely 2918 ** type spells will work on them nicely
2963 */ 2919 */
2964 delete_character(op->name,0); 2920 delete_character(op->name,0);
2965 op->stats.hp = op->stats.maxhp; 2921 op->stats.hp = op->stats.maxhp;
2966 op->stats.food = 999; 2922 op->stats.food = 999;
2967 2923
2968 /* set the location of where the person will reappear when */ 2924 /* set the location of where the person will reappear when */
2969 /* maybe resurrection code should fix map also */ 2925 /* maybe resurrection code should fix map also */
2970 strcpy(op->contr->maplevel, settings.emergency_mapname); 2926 strcpy(op->contr->maplevel, settings.emergency_mapname);
2971 if(op->map!=NULL) 2927 if(op->map!=NULL)
2972 op->map = NULL; 2928 op->map = NULL;
2973 op->x = settings.emergency_x; 2929 op->x = settings.emergency_x;
2974 op->y = settings.emergency_y; 2930 op->y = settings.emergency_y;
2975 save_player(op,0); 2931 save_player(op,0);
2976 op->map = map; 2932 op->map = map;
2977 /* please see resurrection.c: peterm */ 2933 /* please see resurrection.c: peterm */
2978 dead_player(op); 2934 dead_player(op);
2979 } else { 2935 } else {
2980 delete_character(op->name,1); 2936 delete_character(op->name,1);
2981 } 2937 }
2982 } 2938 }
2983 play_again(op); 2939 play_again(op);
2984 2940
2985 /* peterm: added to create a corpse at deathsite. */ 2941 /* peterm: added to create a corpse at deathsite. */
2986 tmp=arch_to_object(find_archetype("corpse_pl")); 2942 tmp=arch_to_object(find_archetype("corpse_pl"));
2987 sprintf(buf,"%s", op->name); 2943 sprintf(buf,"%s", &op->name);
2988 FREE_AND_COPY(tmp->name, buf); 2944 tmp->name = tmp->name_pl = buf;
2989 FREE_AND_COPY(tmp->name_pl, buf);
2990 tmp->level=op->level; 2945 tmp->level=op->level;
2991 tmp->x=x;tmp->y=y; 2946 tmp->x=x;tmp->y=y;
2992 if (tmp->msg) 2947 tmp->msg = gravestone_text(op);
2993 free_string(tmp->msg);
2994 tmp->msg = add_string (gravestone_text(op));
2995 SET_FLAG (tmp, FLAG_UNIQUE); 2948 SET_FLAG (tmp, FLAG_UNIQUE);
2996 insert_ob_in_map (tmp, map, NULL,0); 2949 insert_ob_in_map (tmp, map, NULL,0);
2997 } 2950 }
2998} 2951}
2999 2952
3000 2953
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2954void loot_object(object *op) { /* Grab and destroy some treasure */
3009 next=tmp->below; 2962 next=tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2963 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
3011 remove_ob(tmp); 2964 remove_ob(tmp);
3012 tmp->x=op->x,tmp->y=op->y; 2965 tmp->x=op->x,tmp->y=op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2966 if (tmp->type == CONTAINER) { /* empty container to ground */
3014 loot_object(tmp); 2967 loot_object(tmp);
3015 } 2968 }
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2969 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2970 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
3018 if(tmp->nrof>1) { 2971 if(tmp->nrof>1) {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2972 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
3020 free_object(tmp2); 2973 free_object(tmp2);
3021 insert_ob_in_map(tmp,op->map,NULL,0); 2974 insert_ob_in_map(tmp,op->map,NULL,0);
3022 } else 2975 } else
3023 free_object(tmp); 2976 free_object(tmp);
3024 } else 2977 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2978 insert_ob_in_map(tmp,op->map,NULL,0);
3026 } 2979 }
3027} 2980}
3028 2981
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2991 int old = pl->ob->carrying, sum = sum_weight(pl->ob);
3039 if(old == sum) 2992 if(old == sum)
3040 continue; 2993 continue;
3041 fix_player(pl->ob); 2994 fix_player(pl->ob);
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2995 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3043 pl->ob->name, old, sum); 2996 &pl->ob->name, old, sum);
3044 } 2997 }
3045} 2998}
3046 2999
3047void fix_luck(void) { 3000void fix_luck(void) {
3048 player *pl; 3001 player *pl;
3066 3019
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 3020 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3021 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3022 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3023 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n",
3071 op->name); 3024 &op->name);
3072 return; 3025 return;
3073 } 3026 }
3074 3027
3075 spob = throw_ob->inv; 3028 spob = throw_ob->inv;
3076 3029
3078 // not pass NULL to cast_spell (which did indeed check itself, but 3031 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3032 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3033 if (!spob)
3081 { 3034 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3035 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!",
3083 throw_ob->name, op->name); 3036 &throw_ob->name, &op->name);
3084 return; 3037 return;
3085 } 3038 }
3086 3039
3087 if (op->type == PLAYER) 3040 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3041 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3042
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3043 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3044
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3045 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3093 remove_ob (throw_ob); 3046 remove_ob (throw_ob);
3096 3049
3097void make_visible (object *op) { 3050void make_visible (object *op) {
3098 op->hide = 0; 3051 op->hide = 0;
3099 op->invisible = 0; 3052 op->invisible = 0;
3100 if(op->type==PLAYER) { 3053 if(op->type==PLAYER) {
3101 op->contr->tmp_invis = 0; 3054 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3055 op->contr->invis_race = 0;
3103 } 3056 }
3104 update_object(op,UP_OBJ_FACE); 3057 update_object(op,UP_OBJ_FACE);
3105} 3058}
3106 3059
3107int is_true_undead(object *op) { 3060int is_true_undead(object *op) {
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3063 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3111 3064
3112 if(op->type==PLAYER) 3065 if(op->type==PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 3066 for(tmp=op->inv;tmp;tmp=tmp->below)
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3067 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3068 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3116 return 0; 3069 return 0;
3117} 3070}
3118 3071
3119/* look at the surrounding terrain to determine 3072/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3073 * the hideability of this object. Positive levels
3135 * as bad as carrying a light on a pitch dark map */ 3088 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3089 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness));
3137 3090
3138 /* scan through all nearby squares for terrain to hide in */ 3091 /* 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]) { 3092 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); 3093 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3094 if (mflag & P_OUT_OF_MAP) { continue; }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3095 if(mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3096 level += 2;
3144 else /* open terrain! */ 3097 else /* open terrain! */
3145 level -= 1; 3098 level -= 1;
3146 } 3099 }
3147 3100
3148#if 0 3101#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3102 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level);
3150#endif 3103#endif
3165 3118
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3119 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING);
3167 3120
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3121 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3122 if(op->type==PLAYER && op->contr->run_on) {
3170 if(!skop || num >= skop->level) { 3123 if(!skop || num >= skop->level) {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3124 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!");
3172 make_visible(op); 3125 make_visible(op);
3173 return; 3126 return;
3174 } else num += 20; 3127 } else num += 20;
3175 } 3128 }
3176 num += op->map->difficulty; 3129 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3130 hide = hideability(op); /* modify by terrain hidden level */
3178 num -= hide; 3131 num -= hide;
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3132 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3180 make_visible(op); 3133 make_visible(op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3134 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op,
3182 "You moved out of hiding! You are visible!"); 3135 "You moved out of hiding! You are visible!");
3183 } 3136 }
3184 else if (op->type == PLAYER && skop) { 3137 else if (op->type == PLAYER && skop) {
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3138 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0);
3186 } 3139 }
3187} 3140}
3188 3141
3189/* determine if who is standing near a hostile creature. */ 3142/* determine if who is standing near a hostile creature. */
3190 3143
3199 if(who->type==PLAYER) player=1; 3152 if(who->type==PLAYER) player=1;
3200 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3153 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3201 3154
3202 /* search adjacent squares */ 3155 /* search adjacent squares */
3203 for(i=1;i<9;i++) { 3156 for(i=1;i<9;i++) {
3204 x = who->x+freearr_x[i]; 3157 x = who->x+freearr_x[i];
3205 y = who->y+freearr_y[i]; 3158 y = who->y+freearr_y[i];
3206 m = who->map; 3159 m = who->map;
3207 mflags = get_map_flags(m, &m, x, y, &x, &y); 3160 mflags = get_map_flags(m, &m, x, y, &x, &y);
3208 /* space must be blocked if there is a monster. If not 3161 /* space must be blocked if there is a monster. If not
3209 * blocked, don't need to check this space. 3162 * blocked, don't need to check this space.
3210 */ 3163 */
3211 if (mflags & P_OUT_OF_MAP) continue; 3164 if (mflags & P_OUT_OF_MAP) continue;
3212 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3165 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3213 3166
3214 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3167 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3215 if((player||friendly) 3168 if((player||friendly)
3216 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3169 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3217 return 1; 3170 return 1;
3218 else if(tmp->type==PLAYER) 3171 else if(tmp->type==PLAYER)
3219 { 3172 {
3220 /*don't let a hidden DM prevent you from hiding*/ 3173 /*don't let a hidden DM prevent you from hiding*/
3221 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 3174 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3222 return 1; 3175 return 1;
3223 } 3176 }
3224 } 3177 }
3225 } 3178 }
3226 return 0; 3179 return 0;
3227} 3180}
3228 3181
3229/* check the player los field for viewability of the 3182/* check the player los field for viewability of the
3243int player_can_view (object *pl,object *op) { 3196int player_can_view (object *pl,object *op) {
3244 rv_vector rv; 3197 rv_vector rv;
3245 int dx,dy; 3198 int dx,dy;
3246 3199
3247 if(pl->type!=PLAYER) { 3200 if(pl->type!=PLAYER) {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3201 LOG(llevError,"player_can_view() called for non-player object\n");
3249 return -1; 3202 return -1;
3250 } 3203 }
3251 if (!pl || !op) return 0; 3204 if (!pl || !op) return 0;
3252 3205
3253 if(op->head) { op = op->head; } 3206 if(op->head) { op = op->head; }
3254 get_rangevector(pl, op, &rv, 0x1); 3207 get_rangevector(pl, op, &rv, 0x1);
3258 * part that is in the los array but isnt on 3211 * part that is in the los array but isnt on
3259 * a blocked los square. 3212 * a blocked los square.
3260 * we use the archetype to figure out offsets. 3213 * we use the archetype to figure out offsets.
3261 */ 3214 */
3262 while(op) { 3215 while(op) {
3263 dx = rv.distance_x + op->arch->clone.x; 3216 dx = rv.distance_x + op->arch->clone.x;
3264 dy = rv.distance_y + op->arch->clone.y; 3217 dy = rv.distance_y + op->arch->clone.y;
3265 3218
3266 /* only the viewable area the player sees is updated by LOS 3219 /* only the viewable area the player sees is updated by LOS
3267 * code, so we need to restrict ourselves to that range of values 3220 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values. 3221 * for any meaningful values.
3269 */ 3222 */
3270 if (FABS(dx) <= (pl->contr->socket.mapx/2) && 3223 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3271 FABS(dy) <= (pl->contr->socket.mapy/2) && 3224 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] ) 3225 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3273 return 1; 3226 return 1;
3274 op = op->more; 3227 op = op->more;
3275 } 3228 }
3276 return 0; 3229 return 0;
3277} 3230}
3278 3231
3279/* routine for both players and monsters. We call this when 3232/* routine for both players and monsters. We call this when
3283 * return 0. 3236 * return 0.
3284 */ 3237 */
3285int action_makes_visible (object *op) { 3238int action_makes_visible (object *op) {
3286 3239
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3240 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3241 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3289 return 0; 3242 return 0;
3290 3243
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3244 if (op->contr && op->contr->tmp_invis == 0) return 0;
3292 3245
3293 /* If monsters, they should become visible */ 3246 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3247 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"); 3248 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3296 return 1; 3249 return 1;
3297 } 3250 }
3298 } 3251 }
3299 return 0; 3252 return 0;
3300} 3253}
3301 3254
3302/* op_on_battleground - checks if the given object op (usually 3255/* op_on_battleground - checks if the given object op (usually
3317 * => The intention here is to prevent abuse of the battleground- 3270 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3271 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3272 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3273 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3274 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3275 strcmp(tmp->name, "battleground")==0 &&
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3276 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) {
3324 /*before we assign the exit, check if this is a teambattle*/ 3277 /*before we assign the exit, check if this is a teambattle*/
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3278 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){
3326 object *invtmp; 3279 object *invtmp;
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3280 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) {
3328 if(invtmp->type==FORCE && invtmp->slaying && 3281 if(invtmp->type==FORCE && invtmp->slaying &&
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3282 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){
3283 if (x != NULL && y != NULL)
3284 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp);
3285 return 1;
3286 }
3287 }
3288 }
3330 if (x != NULL && y != NULL) 3289 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3290 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3332 return 1; 3291 return 1;
3333 }
3334 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3292 }
3340 } 3293 }
3341 } 3294 }
3342 /* If we got here, did not find a battleground */ 3295 /* If we got here, did not find a battleground */
3343 return 0; 3296 return 0;
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3313 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3314 int i=0, j=0;
3362 3315
3363 /* get the appropriate treasurelist */ 3316 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3317 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3318 trlist = find_treasurelist("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3319 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3320 trlist = find_treasurelist("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3321 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3322 trlist = find_treasurelist("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3323 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3324 trlist = find_treasurelist("dragon_ability_poison");
3372 3325
3373 if (trlist == NULL || who->type != PLAYER) 3326 if (trlist == NULL || who->type != PLAYER)
3374 return; 3327 return;
3375 3328
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3329 for (i=0, tr = trlist->items; tr != NULL && i<level-1;
3377 tr = tr->next, i++); 3330 tr = tr->next, i++);
3378 3331
3379 if (tr == NULL || tr->item == NULL) { 3332 if (tr == NULL || tr->item == NULL) {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3333 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3334 return;
3382 } 3335 }
3383 3336
3384 /* everything seems okay - now bring on the gift: */ 3337 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3338 item = &(tr->item->clone);
3386 3339
3387 if (item->type == SPELL) { 3340 if (item->type == SPELL) {
3388 if (check_spell_known (who, item->name)) 3341 if (check_spell_known (who, item->name))
3389 return; 3342 return;
3390 3343
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3344 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); 3345 do_learn_spell (who, item, 0);
3393 return; 3346 return;
3394 } 3347 }
3395 3348
3396 /* grant direct spell */ 3349 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3350 if (item->type == SPELLBOOK) {
3398 if (!item->inv) { 3351 if (!item->inv) {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3352 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name); 3353 return;
3401 return; 3354 }
3402 }
3403 if (check_spell_known (who, item->inv->name)) 3355 if (check_spell_known (who, item->inv->name))
3404 return; 3356 return;
3405 if (item->invisible) { 3357 if (item->invisible) {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3358 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); 3359 do_learn_spell (who, item->inv, 0);
3408 return; 3360 return;
3409 } 3361 }
3410 } 3362 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3363 else if (item->type == SKILL_TOOL && item->invisible) {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3364 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) {
3413 3365
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3366 /* 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 3367 * 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, 3368 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3369 * but not all of them, he gets nothing.
3418 */ 3370 */
3419 if (!(skop->attacktype & item->attacktype)) { 3371 if (!(skop->attacktype & item->attacktype)) {
3420 /* Give new attacktype */ 3372 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3373 skop->attacktype |= item->attacktype;
3422 3374
3423 /* always add physical if there's none */ 3375 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3376 skop->attacktype |= AT_PHYSICAL;
3425 3377
3426 if (item->msg != NULL) 3378 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3379 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3428 3380
3429 /* Give player new face */ 3381 /* Give player new face */
3430 if (item->animation_id) { 3382 if (item->animation_id) {
3431 who->face = skop->face; 3383 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3384 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3385 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3386 who->last_anim = 0;
3435 who->state = 0; 3387 who->state = 0;
3436 animate_object(who, who->direction); 3388 animate_object(who, who->direction);
3437 } 3389 }
3438 } 3390 }
3439 } 3391 }
3440 } 3392 }
3441 else if (item->type == FORCE) { 3393 else if (item->type == FORCE) {
3442 /* forces in the treasurelist can alter the player's stats */ 3394 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3395 object *skin;
3444 /* first get the dragon skin force */ 3396 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3397 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3446 skin=skin->below); 3398 skin=skin->below);
3447 if (skin == NULL) return; 3399 if (skin == NULL) return;
3448 3400
3449 /* adding new spellpath attunements */ 3401 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3402 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3403 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3404
3453 /* print message */ 3405 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3406 sprintf(buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3407 for(i=0, j=0; i<NRSPELLPATHS; i++) {
3456 if(item->path_attuned & (1<<i)) { 3408 if(item->path_attuned & (1<<i)) {
3457 if (j) 3409 if (j)
3458 strcat(buf," and "); 3410 strcat(buf," and ");
3459 else 3411 else
3460 j = 1; 3412 j = 1;
3461 strcat(buf, spellpathnames[i]); 3413 strcat(buf, spellpathnames[i]);
3462 } 3414 }
3463 } 3415 }
3464 strcat(buf,"."); 3416 strcat(buf,".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3417 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3466 } 3418 }
3467 3419
3468 /* evtl. adding flags: */ 3420 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3421 if(QUERY_FLAG(item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3422 SET_FLAG(skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3423 if(QUERY_FLAG(item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3424 SET_FLAG(skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3425 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3426 SET_FLAG(skin, FLAG_SEE_IN_DARK);
3475 3427
3476 /* print message if there is one */ 3428 /* print message if there is one */
3477 if (item->msg != NULL) 3429 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3430 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3479 } 3431 }
3480 else { 3432 else {
3481 /* generate misc. treasure */ 3433 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3434 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3435 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); 3436 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3437 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3438 esrv_send_item(who, tmp);
3487 } 3439 }
3488} 3440}
3489 3441
3490/** 3442/**
3491 * Unready an object for a player. This function does nothing if the object was 3443 * Unready an object for a player. This function does nothing if the object was

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