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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 1.17 by pippijn, Thu Sep 7 10:01:58 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 1.17 2006/09/07 10:01:58 pippijn Exp $";
4 */ 4 */
5 5
6/* 6/*
7 CrossFire, A Multiplayer game for X-windows 7 CrossFire, A Multiplayer game for X-windows
8 8
60 player* pl; 60 player* pl;
61 player* found = NULL; 61 player* found = NULL;
62 size_t namelen = strlen( plname ); 62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 { 64 {
65 if ( strlen( pl->ob->name ) < namelen ) 65 if ( (size_t) strlen( pl->ob->name ) < namelen )
66 continue; 66 continue;
67 67
68 if ( !strcmp( pl->ob->name, plname) ) 68 if ( !strcmp( pl->ob->name, plname) )
69 return pl; 69 return pl;
70 70
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;
1010 char mapname[MAX_BUF]; 1003 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s", 1004 snprintf(mapname, MAX_BUF-1, "%s/%s",
1012 first_map_ext_path, op->arch->name); 1005 first_map_ext_path, &op->arch->name);
1013 tmp=get_object(); 1006 tmp=get_object();
1014 EXIT_PATH(tmp) = add_string(mapname); 1007 EXIT_PATH(tmp) = mapname;
1015 EXIT_X(tmp) = op->x; 1008 EXIT_X(tmp) = op->x;
1016 EXIT_Y(tmp) = op->y; 1009 EXIT_Y(tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded; 1010 enter_exit(op,tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the 1011 * if the map isn't there, then stay on the
1019 * default initial map */ 1012 * default initial map */
1020 free_object(tmp); 1013 free_object(tmp);
1021 } else { 1014 } else {
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 1015 LOG(llevDebug,"first_map_ext_path not set\n");
1023 } 1016 }
1024 return 0; 1017 return 0;
1025 } 1018 }
1026 1019
1027 /* Following actually changes the race - this is the default command 1020 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 1021 * if we don't match with one of the options above.
1029 */ 1022 */
1030 1023
1031 tmp_loop = 0; 1024 tmp_loop = 0;
1032 while(!tmp_loop) { 1025 while(!tmp_loop) {
1033 const char *name = add_string (op->name); 1026 shstr name = op->name;
1034 int x = op->x, y = op->y; 1027 int x = op->x, y = op->y;
1035 remove_statbonus(op); 1028 remove_statbonus(op);
1036 remove_ob (op); 1029 remove_ob (op);
1037 op->arch = get_player_archetype(op->arch); 1030 op->arch = get_player_archetype(op->arch);
1038 copy_object (&op->arch->clone, op); 1031 copy_object (&op->arch->clone, op);
1039 op->instantiate (); 1032 op->instantiate ();
1040 op->stats = op->contr->orig_stats; 1033 op->stats = op->contr->orig_stats;
1041 free_string (op->name); 1034 op->name = op->name_pl = name;
1042 op->name = name; 1035 op->x = x;
1043 free_string(op->name_pl); 1036 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 */ 1037 SET_ANIMATION(op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 1038 insert_ob_in_map (op, op->map, op,0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1039 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 1040 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1051 add_statbonus(op); 1041 add_statbonus(op);
1052 tmp_loop=allowed_class(op); 1042 tmp_loop=allowed_class(op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 1043 }
1056 update_object(op,UP_OBJ_FACE); 1044 update_object(op,UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 1045 esrv_update_item(UPD_FACE,op,op);
1058 fix_player(op); 1046 fix_player(op);
1059 op->stats.hp=op->stats.maxhp; 1047 op->stats.hp=op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 1048 op->stats.sp=op->stats.maxsp;
1061 op->stats.grace=0; 1049 op->stats.grace=0;
1062 if (op->msg) 1050 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg); 1051 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"); 1052 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; 1053 return 0;
1066} 1054}
1067 1055
1068int key_confirm_quit(object *op, char key) 1056int key_confirm_quit(object *op, char key)
1069{ 1057{
1070 char buf[MAX_BUF]; 1058 char buf[MAX_BUF];
1071 1059
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1060 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1073 op->contr->state=ST_PLAYING; 1061 op->contr->state=ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1062 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1075 return 1; 1063 return 1;
1076 } 1064 }
1077 1065
1078 INVOKE_PLAYER (LOGOUT, op->contr); 1066 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr); 1067 INVOKE_PLAYER (QUIT , op->contr);
1080 1068
1081 terminate_all_pets(op); 1069 terminate_all_pets(op);
1082 leave_map(op); 1070 leave_map(op);
1083 op->direction=0; 1071 op->direction=0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1072 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1085 "%s quits the game.",op->name); 1073 "%s quits the game.", &op->name);
1086 1074
1087 strcpy(op->contr->killer,"quit"); 1075 strcpy(op->contr->killer,"quit");
1088 check_score(op); 1076 check_score(op);
1089 op->contr->party=NULL; 1077 op->contr->party=NULL;
1090 if (settings.set_title == TRUE) 1078 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0'; 1079 op->contr->own_title[0]='\0';
1092 1080
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1081 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1094 mapstruct *mp, *next; 1082 mapstruct *mp, *next;
1095 1083
1096 /* We need to hunt for any per player unique maps in memory and 1084 /* 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, 1085 * 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 1086 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */ 1087 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1088 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 1089 for (mp=first_map; mp!=NULL; mp=next) {
1102 next = mp->next; 1090 next = mp->next;
1103 if (!strncmp(mp->path, buf, strlen(buf))) 1091 if (!strncmp(mp->path, buf, strlen(buf)))
1104 delete_map(mp); 1092 delete_map(mp);
1105 } 1093 }
1106 1094
1107 delete_character(op->name, 1); 1095 delete_character(op->name, 1);
1108 } 1096 }
1109 play_again(op); 1097 play_again(op);
1110 return 1; 1098 return 1;
1111} 1099}
1112 1100
1113void flee_player(object *op) { 1101void flee_player(object *op) {
1114 int dir,diff; 1102 int dir,diff;
1115 rv_vector rv; 1103 rv_vector rv;
1116 1104
1117 if(op->stats.hp < 0) { 1105 if(op->stats.hp < 0) {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 1106 LOG(llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 1107 CLEAR_FLAG(op, FLAG_SCARED);
1120 return; 1108 return;
1121 } 1109 }
1122 1110
1123 if(op->enemy==NULL) { 1111 if(op->enemy==NULL) {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1112 LOG(llevDebug,"Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 1113 CLEAR_FLAG(op, FLAG_SCARED);
1126 return; 1114 return;
1127 } 1115 }
1128 1116
1129 /* Seen some crashes here. Since we don't store an 1117 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 1118 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 1119 * actual enemy, and the object is recycled.
1132 */ 1120 */
1133 if (op->enemy->map == NULL) { 1121 if (op->enemy->map == NULL) {
1134 CLEAR_FLAG(op, FLAG_SCARED); 1122 CLEAR_FLAG(op, FLAG_SCARED);
1135 op->enemy=NULL; 1123 op->enemy=NULL;
1136 return; 1124 return;
1137 } 1125 }
1138 1126
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1127 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1140 op->enemy=NULL; 1128 op->enemy=NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1129 CLEAR_FLAG(op, FLAG_SCARED);
1142 return; 1130 return;
1143 } 1131 }
1144 get_rangevector(op, op->enemy, &rv, 0); 1132 get_rangevector(op, op->enemy, &rv, 0);
1145 1133
1146 dir=absdir(4+rv.direction); 1134 dir=absdir(4+rv.direction);
1147 for(diff=0;diff<3;diff++) { 1135 for(diff=0;diff<3;diff++) {
1148 int m=1-(RANDOM()&2); 1136 int m=1-(RANDOM()&2);
1149 if(move_ob(op,absdir(dir+diff*m),op)|| 1137 if(move_ob(op,absdir(dir+diff*m),op)||
1150 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) { 1138 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1151 return; 1139 return;
1152 } 1140 }
1153 } 1141 }
1154 /* Cornered, get rid of scared */ 1142 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1143 CLEAR_FLAG(op, FLAG_SCARED);
1156 op->enemy=NULL; 1144 op->enemy=NULL;
1157} 1145}
1201 continue; 1189 continue;
1202 } 1190 }
1203 1191
1204 /* high not bit set? We're using the old autopickup model */ 1192 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1193 if(!(op->contr->mode & PU_NEWMODE)) {
1206 switch (op->contr->mode) { 1194 switch (op->contr->mode) {
1207 case 0: return 1; /* don't pick up */ 1195 case 0: return 1; /* don't pick up */
1208 case 1: pick_up (op, tmp); 1196 case 1: pick_up (op, tmp);
1209 return 1; 1197 return 1;
1210 case 2: pick_up (op, tmp); 1198 case 2: pick_up (op, tmp);
1211 return 0; 1199 return 0;
1212 case 3: return 0; /* stop before pickup */ 1200 case 3: return 0; /* stop before pickup */
1213 case 4: pick_up (op, tmp); 1201 case 4: pick_up (op, tmp);
1214 break; 1202 break;
1215 case 5: pick_up (op, tmp); 1203 case 5: pick_up (op, tmp);
1216 stop = 1; 1204 stop = 1;
1217 break; 1205 break;
1218 case 6: 1206 case 6:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1207 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1208 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1221 pick_up(op, tmp); 1209 pick_up(op, tmp);
1222 break; 1210 break;
1223 1211
1224 case 7: 1212 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1213 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1214 pick_up(op, tmp);
1227 break; 1215 break;
1228 1216
1229 default: 1217 default:
1230 /* use value density */ 1218 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1219 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1220 && (query_cost (tmp, op, F_TRUE) * 100
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1221 / (tmp->weight * MAX (tmp->nrof, 1)))
1234 >= op->contr->mode) 1222 >= op->contr->mode)
1235 pick_up(op,tmp); 1223 pick_up(op,tmp);
1236 } 1224 }
1237 } 1225 }
1238 else { /* old model */ 1226 else { /* old model */
1239 /* NEW pickup handling */ 1227 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1228 if(op->contr->mode & PU_DEBUG)
1241 { 1229 {
1242 /* some debugging code to figure out item information */ 1230 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1231 if(tmp->name!=NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1232 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1233 &tmp->name, tmp->type,
1246 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1234 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1247 else 1235 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1236 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1237 &tmp->arch->name, tmp->type,
1250 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1238 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1239 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1252 1240
1253 sprintf(putstring,"...flags: "); 1241 sprintf(putstring,"...flags: ");
1254 for(k=0;k<4;k++) 1242 for(k=0;k<4;k++)
1255 { 1243 {
1256 for(j=0;j<32;j++) 1244 for(j=0;j<32;j++)
1257 { 1245 {
1258 if((tmp->flags[k]>>j)&0x01) 1246 if((tmp->flags[k]>>j)&0x01)
1259 { 1247 {
1260 sprintf(tmpstr,"%d ",k*32+j); 1248 sprintf(tmpstr,"%d ",k*32+j);
1261 strcat(putstring, tmpstr); 1249 strcat(putstring, tmpstr);
1262 } 1250 }
1263 } 1251 }
1264 } 1252 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1253 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 1254
1267#if 0 1255#if 0
1268 /* print the flags too */ 1256 /* print the flags too */
1269 for(k=0;k<4;k++) 1257 for(k=0;k<4;k++)
1270 { 1258 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1259 fprintf(stderr,"%d [%d] ", k, k*32+31);
1272 for(j=0;j<32;j++) 1260 for(j=0;j<32;j++)
1273 { 1261 {
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1262 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1275 if(!((j+1)%4))fprintf(stderr," "); 1263 if(!((j+1)%4))fprintf(stderr," ");
1276 } 1264 }
1277 fprintf(stderr," [%d]\n", k*32); 1265 fprintf(stderr," [%d]\n", k*32);
1278 } 1266 }
1279#endif 1267#endif
1280 } 1268 }
1281 /* philosophy: 1269 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's 1270 * 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 1271 * 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; 1303 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1316 1304
1317 /* all food and drink if desired */ 1305 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */ 1306 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD) 1307 if(op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD) 1308 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1309 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1322 if(op->contr->mode & PU_DRINK) 1310 if(op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1311 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; } 1312 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1325 1313
1326 if(op->contr->mode & PU_POTION) 1314 if(op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION) 1315 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1316 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1329 1317
1330 /* spellbooks, skillscrolls and normal books/scrolls */ 1318 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK) 1319 if(op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK) 1320 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1321 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1334 if(op->contr->mode & PU_SKILLSCROLL) 1322 if(op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL) 1323 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1324 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1337 if(op->contr->mode & PU_READABLES) 1325 if(op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL) 1326 if (tmp->type == BOOK || tmp->type == SCROLL)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1327 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1340 1328
1341 /* wands/staves/rods/horns */ 1329 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE) 1330 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1331 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1332 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1345 1333
1346 /* pick up all magical items */ 1334 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL) 1335 if(op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1336 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; } 1337 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1350 1338
1351 if(op->contr->mode & PU_VALUABLES) 1339 if(op->contr->mode & PU_VALUABLES)
1352 { 1340 {
1353 if (tmp->type == MONEY || tmp->type == GEM) 1341 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1342 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1355 } 1343 }
1356 1344
1357 /* rings & amulets - talismans seems to be typed AMULET */ 1345 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS) 1346 if(op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET) 1347 if (tmp->type == RING || tmp->type == AMULET)
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1348 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1361 1349
1362 /* bows and arrows. Bows are good for selling! */ 1350 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW) 1351 if(op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW) 1352 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1353 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1366 if(op->contr->mode & PU_ARROW) 1354 if(op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW) 1355 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1356 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1369 1357
1370 /* all kinds of armor etc. */ 1358 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR) 1359 if(op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR) 1360 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1361 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1374 if(op->contr->mode & PU_HELMET) 1362 if(op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET) 1363 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1364 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1377 if(op->contr->mode & PU_SHIELD) 1365 if(op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD) 1366 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1367 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1380 if(op->contr->mode & PU_BOOTS) 1368 if(op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS) 1369 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1370 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1383 if(op->contr->mode & PU_GLOVES) 1371 if(op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES) 1372 if (tmp->type == GLOVES)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1373 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1386 if(op->contr->mode & PU_CLOAK) 1374 if(op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK) 1375 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1376 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1389 1377
1390 /* hoping to catch throwing daggers here */ 1378 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON) 1379 if(op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1380 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1381 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1394 1382
1395 /* careful: chairs and tables are weapons! */ 1383 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON) 1384 if(op->contr->mode & PU_ALLWEAPON)
1397 { 1385 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL) 1386 if(tmp->type == WEAPON && tmp->name!=NULL)
1399 { 1387 {
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1388 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1389 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1390 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1403 } 1391 }
1404 if(tmp->type == WEAPON && tmp->name==NULL) 1392 if(tmp->type == WEAPON && tmp->name==NULL)
1405 { 1393 {
1406 if(strstr(tmp->arch->name,"table")==NULL && 1394 if(strstr(tmp->arch->name,"table")==NULL &&
1407 strstr(tmp->arch->name,"chair")==NULL) 1395 strstr(tmp->arch->name,"chair")==NULL)
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1396 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1409 } 1397 }
1410 } 1398 }
1411 1399
1412 /* misc stuff that's useful */ 1400 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY) 1401 if(op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1402 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1403 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1416 1404
1417 /* any of the last 4 bits set means we use the ratio for value 1405 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */ 1406 * pickups */
1419 if(op->contr->mode & PU_RATIO) 1407 if(op->contr->mode & PU_RATIO)
1420 { 1408 {
1421 /* use value density to decide what else to grab */ 1409 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */ 1410 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits 1411 /* >=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 */ 1412 * and multiply them by 5, giving 0..15*5== 5..75 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5; 1413 wvratio = (op->contr->mode & PU_RATIO) * 5;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1414 if ((query_cost(tmp, op, F_TRUE) * 100 / (tmp->weight * MAX(tmp->nrof, 1))) >= (unsigned int) wvratio)
1427 { 1415 {
1428 pick_up(op, tmp); 1416 pick_up(op, tmp);
1429#if 0 1417#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1418 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) { 1419 if(tmp->name!=NULL) {
1432 fprintf(stderr,"%s", tmp->name); 1420 fprintf(stderr,"%s", tmp->name);
1433 } 1421 }
1434 else fprintf(stderr,"%s",tmp->arch->name); 1422 else fprintf(stderr,"%s",tmp->arch->name);
1435 fprintf(stderr,",%d] = ", tmp->type); 1423 fprintf(stderr,",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1424 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1437#endif 1425#endif
1438 continue; 1426 continue;
1439 } 1427 }
1440 } 1428 }
1441 } /* the new pickup model */ 1429 } /* the new pickup model */
1442 } 1430 }
1443 return ! stop; 1431 return ! stop;
1444} 1432}
1451object *find_arrow(object *op, const char *type) 1439object *find_arrow(object *op, const char *type)
1452{ 1440{
1453 object *tmp = NULL; 1441 object *tmp = NULL;
1454 1442
1455 for(op=op->inv; op; op=op->below) 1443 for(op=op->inv; op; op=op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1444 if(!tmp && op->type==CONTAINER && op->race==type &&
1457 QUERY_FLAG(op,FLAG_APPLIED)) 1445 QUERY_FLAG(op,FLAG_APPLIED))
1458 tmp = find_arrow (op, type); 1446 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1447 else if (op->type==ARROW && op->race==type)
1460 return op; 1448 return op;
1461 return tmp; 1449 return tmp;
1462} 1450}
1463 1451
1464/* 1452/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1453 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1472{ 1460{
1473 object *tmp = NULL, *arrow, *ntmp; 1461 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1462 int attacknum, attacktype, betterby=0, i;
1475 1463
1476 if (!type) 1464 if (!type)
1477 return NULL; 1465 return NULL;
1478 1466
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1467 for (arrow=op->inv; arrow; arrow=arrow->below) {
1480 if (arrow->type==CONTAINER && arrow->race==type && 1468 if (arrow->type==CONTAINER && arrow->race==type &&
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1469 QUERY_FLAG(arrow, FLAG_APPLIED)) {
1482 i = 0; 1470 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1471 ntmp = find_better_arrow(arrow, target, type, &i);
1484 if (i > betterby) { 1472 if (i > betterby) {
1485 tmp = ntmp; 1473 tmp = ntmp;
1486 betterby = i; 1474 betterby = i;
1487 } 1475 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1476 } else if (arrow->type==ARROW && arrow->race==type) {
1489 /* allways prefer assasination/slaying */ 1477 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1478 if (target->race != NULL && arrow->slaying != NULL &&
1491 strstr(arrow->slaying, target->race)) { 1479 strstr(arrow->slaying, target->race)) {
1492 if (arrow->attacktype & AT_DEATH) { 1480 if (arrow->attacktype & AT_DEATH) {
1493 *better = 100; 1481 *better = 100;
1494 return arrow; 1482 return arrow;
1495 } else { 1483 } else {
1496 tmp = arrow; 1484 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1485 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1486 }
1499 } else { 1487 } else {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1488 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1501 attacktype = 1<<attacknum; 1489 attacktype = 1<<attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1490 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) { 1491 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1504 tmp = arrow; 1492 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1493 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1506 } 1494 }
1507 } 1495 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1496 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1509 tmp = arrow; 1497 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1498 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1499 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1500 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1513 tmp = arrow; 1501 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1502 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1503 }
1516 } 1504 }
1517 } 1505 }
1518 } 1506 }
1519 if (tmp == NULL && arrow == NULL) 1507 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1508 return find_arrow(op, type);
1521 1509
1522 *better = betterby; 1510 *better = betterby;
1523 return tmp; 1511 return tmp;
1524} 1512}
1525 1513
1536 mapstruct *m; 1524 mapstruct *m;
1537 int i, mflags, found, number; 1525 int i, mflags, found, number;
1538 sint16 x, y; 1526 sint16 x, y;
1539 1527
1540 if (op->map == NULL) 1528 if (op->map == NULL)
1541 return find_arrow(op, type); 1529 return find_arrow(op, type);
1542 1530
1543 /* do a dex check */ 1531 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1532 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))) 1533 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level)))
1546 return find_arrow(op, type); 1534 return find_arrow(op, type);
1547 1535
1548 m = op->map; 1536 m = op->map;
1549 x = op->x; 1537 x = op->x;
1550 y = op->y; 1538 y = op->y;
1551 1539
1552 /* find the first target */ 1540 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1541 for (i=0, found=0; i<20; i++) {
1554 x += freearr_x[dir]; 1542 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1543 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1544 mflags = get_map_flags(m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1545 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) {
1558 tmp = NULL; 1546 tmp = NULL;
1559 break; 1547 break;
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1548 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1549 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1550 * perhaps a bad assumption.
1563 */ 1551 */
1564 tmp = NULL; 1552 tmp = NULL;
1565 break; 1553 break;
1566 } 1554 }
1567 if (mflags & P_IS_ALIVE) { 1555 if (mflags & P_IS_ALIVE) {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1556 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1557 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1570 found++; 1558 found++;
1571 break; 1559 break;
1572 } 1560 }
1573 if (found) 1561 if (found)
1574 break; 1562 break;
1575 } 1563 }
1576 } 1564 }
1577 if (tmp == NULL) 1565 if (tmp == NULL)
1578 return find_arrow(op, type); 1566 return find_arrow(op, type);
1579 1567
1580 if (tmp->head) 1568 if (tmp->head)
1581 tmp = tmp->head; 1569 tmp = tmp->head;
1582 1570
1583 return find_better_arrow(op, tmp, type, &i); 1571 return find_better_arrow(op, tmp, type, &i);
1584} 1572}
1585 1573
1586/* 1574/*
1600 tag_t left_tag, tag; 1588 tag_t left_tag, tag;
1601 int bowspeed, mflags; 1589 int bowspeed, mflags;
1602 mapstruct *m; 1590 mapstruct *m;
1603 1591
1604 if (!dir) { 1592 if (!dir) {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1593 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1594 return 0;
1607 } 1595 }
1608 if (op->type == PLAYER) 1596 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow]; 1597 bow=op->contr->ranges[range_bow];
1610 else { 1598 else {
1611 for(bow=op->inv; bow; bow=bow->below) 1599 for(bow=op->inv; bow; bow=bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1600 /* 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. 1601 * don't need to switch back and forth between bows and weapons.
1614 */ 1602 */
1615 if(bow->type==BOW) 1603 if(bow->type==BOW)
1616 break; 1604 break;
1617 1605
1618 if (!bow) { 1606 if (!bow) {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1607 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1608 return 0;
1621 } 1609 }
1622 } 1610 }
1623 if( !bow->race || !bow->skill) { 1611 if( !bow->race || !bow->skill) {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1612 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1613 return 0;
1626 } 1614 }
1627 1615
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1616 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629 1617
1630 /* penalize ROF for bestarrow */ 1618 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1619 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1620 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1633 if (bowspeed < 1) 1621 if (bowspeed < 1)
1634 bowspeed = 1; 1622 bowspeed = 1;
1635 1623
1636 if (arrow == NULL) { 1624 if (arrow == NULL) {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1625 if ((arrow=find_arrow(op, bow->race)) == NULL) {
1638 if (op->type == PLAYER) 1626 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1627 new_draw_info_format(NDI_UNIQUE, 0, op,
1640 "You have no %s left.", bow->race); 1628 "You have no %s left.", &bow->race);
1641 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1629 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1630 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1631 CLEAR_FLAG(op, FLAG_READY_BOW);
1644 return 0; 1632 return 0;
1645 } 1633 }
1646 } 1634 }
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1635 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1636 if (mflags & P_OUT_OF_MAP) {
1649 return 0; 1637 return 0;
1650 } 1638 }
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1639 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1640 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1653 return 0; 1641 return 0;
1654 } 1642 }
1655 1643
1656 /* this should not happen, but sometimes does */ 1644 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1645 if (arrow->nrof==0) {
1658 remove_ob(arrow); 1646 remove_ob(arrow);
1659 free_object(arrow); 1647 free_object(arrow);
1660 return 0; 1648 return 0;
1661 } 1649 }
1662 1650
1663 left = arrow; /* these are arrows left to the player */ 1651 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count; 1652 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1653 arrow = get_split_ob(arrow, 1);
1666 if (arrow == NULL) { 1654 if (arrow == NULL) {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1655 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1656 return 0;
1669 return 0;
1670 } 1657 }
1671 set_owner(arrow, op); 1658 set_owner(arrow, op);
1672 if (arrow->skill) free_string(arrow->skill);
1673 arrow->skill = add_refcount(bow->skill); 1659 arrow->skill = bow->skill;
1674 1660
1675 arrow->direction=dir; 1661 arrow->direction=dir;
1676 arrow->x = sx; 1662 arrow->x = sx;
1677 arrow->y = sy; 1663 arrow->y = sy;
1678 1664
1679 if (op->type == PLAYER) { 1665 if (op->type == PLAYER) {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1666 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1681 fix_player(op); 1667 fix_player(op);
1682 } 1668 }
1683 1669
1684 SET_ANIMATION(arrow, arrow->direction); 1670 SET_ANIMATION(arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1671 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam; 1672 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1673 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1674 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1675 arrow->spellarg = strdup_local(arrow->slaying);
1690 1676
1691 /* Note that this was different for monsters - they got their level 1677 /* Note that this was different for monsters - they got their level
1692 * added to the damage. I think the strength bonus is more proper. 1678 * added to the damage. I think the strength bonus is more proper.
1693 */ 1679 */
1694 1680
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1681 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1696 0 : dam_bonus[op->stats.Str]) + 1682 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic; 1683 bow->stats.dam + bow->magic + arrow->magic;
1698 1684
1699 /* update the speed */ 1685 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1686 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) + 1687 0 : dam_bonus[op->stats.Str]) +
1702 bow->magic + arrow->magic) / 5.0 + 1688 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0; 1689 (float)bow->stats.dam / 7.0;
1704 1690
1705 if (arrow->speed < 1.0) 1691 if (arrow->speed < 1.0)
1706 arrow->speed = 1.0; 1692 arrow->speed = 1.0;
1707 update_ob_speed(arrow); 1693 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1694 arrow->speed_left = 0;
1709 1695
1710 if (op->type == PLAYER) { 1696 if (op->type == PLAYER) {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1697 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill?op->chosen_skill->level:op->level) - 1698 (op->chosen_skill?op->chosen_skill->level:op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1699 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1714 arrow->stats.wc - bow->stats.wc + wc_mod; 1700 arrow->stats.wc - bow->stats.wc + wc_mod;
1715 1701
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1702 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level;
1717 } else { 1703 } else {
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1704 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1719 arrow->stats.wc + wc_mod; 1705 arrow->stats.wc + wc_mod;
1720 1706
1721 arrow->level = op->level; 1707 arrow->level = op->level;
1722 } 1708 }
1723 if (arrow->attacktype == AT_PHYSICAL) 1709 if (arrow->attacktype == AT_PHYSICAL)
1724 arrow->attacktype |= bow->attacktype; 1710 arrow->attacktype |= bow->attacktype;
1725 if (bow->slaying != NULL) 1711 if (bow->slaying != NULL)
1726 arrow->slaying = add_string(bow->slaying); 1712 arrow->slaying = bow->slaying;
1727 1713
1728 arrow->map = m; 1714 arrow->map = m;
1729 arrow->move_type = MOVE_FLY_LOW; 1715 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1716 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1717
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1718 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW);
1733 tag = arrow->count; 1719 tag = arrow->count;
1734 insert_ob_in_map(arrow, m, op, 0); 1720 insert_ob_in_map(arrow, m, op, 0);
1735 1721
1736 if (!was_destroyed(arrow, tag)) 1722 if (!was_destroyed(arrow, tag))
1737 move_arrow(arrow); 1723 move_arrow(arrow);
1738 1724
1739 if (op->type == PLAYER) { 1725 if (op->type == PLAYER) {
1740 if (was_destroyed (left, left_tag)) 1726 if (was_destroyed (left, left_tag))
1741 esrv_del_item(op->contr, left_tag); 1727 esrv_del_item(op->contr, left_tag);
1742 else 1728 else
1743 esrv_send_item(op, left); 1729 esrv_send_item(op, left);
1744 } 1730 }
1745 return 1; 1731 return 1;
1746} 1732}
1747 1733
1748/* Special fire code for players - this takes into 1734/* Special fire code for players - this takes into
1755int player_fire_bow(object *op, int dir) 1741int player_fire_bow(object *op, int dir)
1756{ 1742{
1757 int ret=0, wcmod=0; 1743 int ret=0, wcmod=0;
1758 1744
1759 if (op->contr->bowtype == bow_bestarrow) { 1745 if (op->contr->bowtype == bow_bestarrow) {
1760 ret = fire_bow(op, op, 1746 ret = fire_bow(op, op,
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1747 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir),
1762 dir, 0, op->x, op->y); 1748 dir, 0, op->x, op->y);
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1749 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1750 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1751 wcmod =-1;
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1752 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod,
1767 op->x, op->y); 1753 op->x, op->y);
1768 } else if (op->contr->bowtype == bow_threewide) { 1754 } else if (op->contr->bowtype == bow_threewide) {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1755 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)]); 1756 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)]); 1757 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) { 1758 } else if (op->contr->bowtype == bow_spreadshot) {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1759 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); 1760 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); 1761 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1776 1762
1777 } else { 1763 } else {
1778 /* Simple case */ 1764 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1765 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1780 } 1766 }
1781 return ret; 1767 return ret;
1782} 1768}
1783 1769
1784 1770
1788void fire_misc_object(object *op, int dir) 1774void fire_misc_object(object *op, int dir)
1789{ 1775{
1790 object *item; 1776 object *item;
1791 1777
1792 if (!op->contr->ranges[range_misc]) { 1778 if (!op->contr->ranges[range_misc]) {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1779 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied.");
1794 return; 1780 return;
1795 } 1781 }
1796 1782
1797 item = op->contr->ranges[range_misc]; 1783 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1784 if (!item->inv) {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1785 LOG(llevError,"Object %s lacks a spell\n", &item->name);
1800 return; 1786 return;
1801 } 1787 }
1802 if (item->type == WAND) { 1788 if (item->type == WAND) {
1803 if(item->stats.food<=0) { 1789 if(item->stats.food<=0) {
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1790 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)); 1791 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1806 return; 1792 return;
1807 } 1793 }
1808 } else if (item->type == ROD || item->type==HORN) { 1794 } else if (item->type == ROD || item->type==HORN) {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1795 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); 1796 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1811 if (item->type== ROD) 1797 if (item->type== ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1798 new_draw_info_format(NDI_UNIQUE, 0,op,
1813 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1799 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1814 else 1800 else
1815 new_draw_info_format(NDI_UNIQUE, 0,op, 1801 new_draw_info_format(NDI_UNIQUE, 0,op,
1816 "The %s needs more time to charge.", query_base_name(item,0)); 1802 "The %s needs more time to charge.", query_base_name(item,0));
1817 return; 1803 return;
1818 } 1804 }
1819 } 1805 }
1820 1806
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1807 if(cast_spell(op,item,dir,item->inv,NULL)) {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1808 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 1809 if (item->type == WAND) {
1824 if (!(--item->stats.food)) { 1810 if (!(--item->stats.food)) {
1825 object *tmp; 1811 object *tmp;
1826 if (item->arch) { 1812 if (item->arch) {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1813 CLEAR_FLAG(item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1814 item->face = item->arch->clone.face;
1829 item->speed = 0; 1815 item->speed = 0;
1830 update_ob_speed(item); 1816 update_ob_speed(item);
1831 } 1817 }
1832 if ((tmp=is_player_inv(item))) 1818 if ((tmp=is_player_inv(item)))
1833 esrv_update_item(UPD_ANIM, tmp, item); 1819 esrv_update_item(UPD_ANIM, tmp, item);
1834 } 1820 }
1835 } 1821 }
1836 else if (item->type == ROD || item->type==HORN) { 1822 else if (item->type == ROD || item->type==HORN) {
1837 drain_rod_charge(item); 1823 drain_rod_charge(item);
1838 } 1824 }
1839 } 1825 }
1840} 1826}
1841 1827
1842/* Received a fire command for the player - go and do it. 1828/* Received a fire command for the player - go and do it.
1843 */ 1829 */
1846 1832
1847 /* check for loss of invisiblity/hide */ 1833 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1834 if (action_makes_visible(op)) make_visible(op);
1849 1835
1850 switch(op->contr->shoottype) { 1836 switch(op->contr->shoottype) {
1851 case range_none: 1837 case range_none:
1852 return; 1838 return;
1853 1839
1854 case range_bow: 1840 case range_bow:
1855 player_fire_bow(op, dir); 1841 player_fire_bow(op, dir);
1856 return; 1842 return;
1857 1843
1858 case range_magic: /* Casting spells */ 1844 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)); 1845 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1860 return; 1846 return;
1861 1847
1862 case range_misc: 1848 case range_misc:
1863 fire_misc_object(op, dir); 1849 fire_misc_object(op, dir);
1864 return; 1850 return;
1865 1851
1866 case range_golem: /* Control summoned monsters from scrolls */ 1852 case range_golem: /* Control summoned monsters from scrolls */
1867 if(op->contr->ranges[range_golem]==NULL || 1853 if(op->contr->ranges[range_golem]==NULL ||
1868 op->contr->golem_count != op->contr->ranges[range_golem]->count) { 1854 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1869 op->contr->ranges[range_golem] = NULL; 1855 op->contr->ranges[range_golem] = NULL;
1870 op->contr->shoottype=range_none; 1856 op->contr->shoottype=range_none;
1871 op->contr->golem_count = 0; 1857 op->contr->golem_count = 0;
1872 } 1858 }
1873 else 1859 else
1874 control_golem(op->contr->ranges[range_golem], dir); 1860 control_golem(op->contr->ranges[range_golem], dir);
1875 return; 1861 return;
1876 1862
1877 case range_skill: 1863 case range_skill:
1878 if(!op->chosen_skill) { 1864 if(!op->chosen_skill) {
1879 if(op->type==PLAYER) 1865 if(op->type==PLAYER)
1880 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use."); 1866 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1881 return; 1867 return;
1882 } 1868 }
1883 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 1869 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1884 return; 1870 return;
1885 case range_builder: 1871 case range_builder:
1886 apply_map_builder( op, dir ); 1872 apply_map_builder( op, dir );
1887 return; 1873 return;
1888 default: 1874 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1875 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1890 return; 1876 return;
1891 } 1877 }
1892} 1878}
1893 1879
1894 1880
1895 1881
1911 /* Should not happen, but sanity checking is never bad */ 1897 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1898 if (container->inv == NULL) return NULL;
1913 1899
1914 /* First, lets try to find a key in the top level inventory */ 1900 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1901 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1902 if (door->type==DOOR && tmp->type==KEY) break;
1917 /* For sanity, we should really check door type, but other stuff 1903 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1904 * (like containers) can be locked with special keys
1919 */ 1905 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1906 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1921 tmp->slaying==door->slaying) break; 1907 tmp->slaying==door->slaying) break;
1922 } 1908 }
1923 /* No key found - lets search inventories now */ 1909 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1910 /* 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 1911 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1912 * a key, return
1927 */ 1913 */
1928 if (!tmp) { 1914 if (!tmp) {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1930 /* No reason to search empty containers */ 1916 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1917 if (tmp->type==CONTAINER && tmp->inv) {
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1918 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1933 } 1919 }
1934 } 1920 }
1935 if (!tmp) return NULL; 1921 if (!tmp) return NULL;
1936 } 1922 }
1937 /* We get down here if we have found a key. Now if its in a container, 1923 /* 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 1924 * see if we actually want to use it
1939 */ 1925 */
1940 if (pl!=container) { 1926 if (pl!=container) {
1941 /* Only let players use keys in containers */ 1927 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1928 if (!pl->contr) return NULL;
1943 /* cases where this fails: 1929 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1930 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1931 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1932 * If the container is not active, return now since only active
1947 * containers can be used. 1933 * containers can be used.
1948 * If we only search keyrings and the container does not have 1934 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1935 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1936 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1937 * inv must have been an container and must have been active.
1952 * 1938 *
1953 * Change the color so that the message doesn't disappear with 1939 * Change the color so that the message doesn't disappear with
1954 * all the others. 1940 * all the others.
1955 */ 1941 */
1956 if (pl->contr->usekeys == key_inventory || 1942 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1943 !QUERY_FLAG(container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1944 (pl->contr->usekeys == keyrings &&
1959 (!container->race || strcmp(container->race, "keys"))) 1945 (!container->race || strcmp(container->race, "keys")))
1960 ) { 1946 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1947 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 1948 "The %s in your %s vibrates as you approach the door",
1963 query_name(tmp), query_name(container)); 1949 query_name(tmp), query_name(container));
1964 return NULL; 1950 return NULL;
1965 } 1951 }
1966 } 1952 }
1967 return tmp; 1953 return tmp;
1968} 1954}
1969 1955
1970/* moved door processing out of move_player_attack. 1956/* moved door processing out of move_player_attack.
1981 */ 1967 */
1982 object *key=find_key(op, op, door); 1968 object *key=find_key(op, op, door);
1983 1969
1984 /* IF we found a key, do some extra work */ 1970 /* IF we found a key, do some extra work */
1985 if (key) { 1971 if (key) {
1986 object *container=key->env; 1972 object *container=key->env;
1987 1973
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1974 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 1975 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); 1976 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op);
1991 if (door->type == DOOR) { 1977 if (door->type == DOOR) {
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1978 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */
1993 } 1979 }
1994 else if(door->type==LOCKED_DOOR) { 1980 else if(door->type==LOCKED_DOOR) {
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1981 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op,
1996 "You open the door with the %s", query_short_name(key)); 1982 "You open the door with the %s", query_short_name(key));
1997 remove_door2(door); /* remove door without violence ;-) */ 1983 remove_door2(door); /* remove door without violence ;-) */
1998 } 1984 }
1999 /* Do this after we print the message */ 1985 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1986 decrease_ob(key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1987 /* Need to update the weight the container the key was in */
2002 if (container != op) 1988 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 1989 esrv_update_item(UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 1990 return 1; /* Nothing more to do below */
2005 } else if (door->type==LOCKED_DOOR) { 1991 } else if (door->type==LOCKED_DOOR) {
2006 /* Might as well return now - no other way to open this */ 1992 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1993 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 1994 return 1;
2009 } 1995 }
2010 return 0; 1996 return 0;
2011} 1997}
2012 1998
2013/* This function is just part of a breakup from move_player. 1999/* This function is just part of a breakup from move_player.
2017 * going to try and move (not fire weapons). 2003 * going to try and move (not fire weapons).
2018 */ 2004 */
2019 2005
2020void move_player_attack(object *op, int dir) 2006void move_player_attack(object *op, int dir)
2021{ 2007{
2022 object *tmp, *mon, *tpl; 2008 object *tmp, *mon;
2023 sint16 nx, ny; 2009 sint16 nx, ny;
2024 int on_battleground; 2010 int on_battleground;
2025 mapstruct *m; 2011 mapstruct *m;
2026 2012
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2013 nx=freearr_x[dir]+op->x;
2030 ny=freearr_y[dir]+tpl->y; 2014 ny=freearr_y[dir]+op->y;
2031 2015
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2016 on_battleground = op_on_battleground(op, NULL, NULL);
2033 2017
2034 /* If braced, or can't move to the square, and it is not out of the 2018 /* 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 2019 * 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 2020 * 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 2021 * 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 2022 * 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 2023 * 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 2024 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2025 * move_ob uses.
2042 */ 2026 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2027 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)) { 2028 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2045 m = get_map_from_coord(tpl->map, &nx, &ny); 2029 m = get_map_from_coord(op->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */ 2030 if (!m) return; /* Don't think this should happen */
2047 } 2031 }
2048 else m =tpl->map; 2032 else m =op->map;
2049 2033
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2034 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");*/ 2035 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2052 return; 2036 return;
2053 } 2037 }
2054 2038
2055 mon = NULL; 2039 mon = NULL;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2040 /* 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. 2041 * 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 2042 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2043 * on the space
2060 */ 2044 */
2061 while (tmp!=NULL) { 2045 while (tmp!=NULL) {
2062 if (tmp == op) { 2046 if (tmp == op) {
2063 tmp=tmp->above; 2047 tmp=tmp->above;
2064 continue; 2048 continue;
2065 } 2049 }
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2050 if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2067 mon = tmp; 2051 mon = tmp;
2068 break; 2052 break;
2069 } 2053 }
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2054 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2071 mon = tmp; 2055 mon = tmp;
2072 tmp=tmp->above; 2056 tmp=tmp->above;
2073 } 2057 }
2074 2058
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2059 if (mon==NULL) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2060 return; /* into a wall */
2077 2061
2078 if(mon->head != NULL) 2062 if(mon->head != NULL)
2079 mon = mon->head; 2063 mon = mon->head;
2080 2064
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2065 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2066 if (player_attack_door(op, mon)) return;
2083 2067
2084 /* The following deals with possibly attacking peaceful 2068 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2069 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2070 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2071 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2072 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2073 * and thus will not push them.
2090 */ 2074 */
2091 2075
2092 /* If the creature is a pet, push it even if the player is not 2076 /* 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 2077 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2078 * player owns it and it is either friendly or unagressive.
2095 */ 2079 */
2096 if ((op->type==PLAYER) 2080 if ((op->type==PLAYER)
2097#if COZY_SERVER 2081#if COZY_SERVER
2098 && 2082 &&
2099 ( 2083 (
2100 (get_owner(mon) && get_owner(mon)->contr 2084 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2085 && same_party (get_owner(mon)->contr->party, op->contr->party))
2103 ) 2087 )
2104#else 2088#else
2105 && get_owner(mon)==op 2089 && get_owner(mon)==op
2106#endif 2090#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2091 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2108 { 2092 {
2109 /* If we're braced, we don't want to switch places with it */ 2093 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2094 if (op->contr->braced) return;
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2095 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2096 (void) push_ob(mon,dir,op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2097 if(op->contr->tmp_invis||op->hide) make_visible(op);
2114 return; 2098 return;
2115 } 2099 }
2116 2100
2117 /* in certain circumstances, you shouldn't attack friendly 2101 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2102 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2103 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2104 * attack them either.
2121 */ 2105 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2106 if ((mon->type==PLAYER || mon->enemy != op) &&
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2107 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2124 ( 2108 (
2125#ifdef PROHIBIT_PLAYERKILL 2109#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2110 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2127#else 2111#else
2128 op->contr->peaceful && 2112 op->contr->peaceful &&
2129#endif 2113#endif
2130 !on_battleground 2114 !on_battleground
2131 )) { 2115 )) {
2132 if (!op->contr->braced) { 2116 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2117 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2118 (void) push_ob(mon,dir,op);
2135 } else { 2119 } else {
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2120 new_draw_info(0, 0,op,"You withhold your attack");
2137 } 2121 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op); 2122 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 } 2123 }
2140 2124
2141 /* If the object is a boulder or other rollable object, then 2125 /* 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. 2126 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2127 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2128 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2145 recursive_roll(mon,dir,op); 2129 recursive_roll(mon,dir,op);
2146 if(action_makes_visible(op)) make_visible(op); 2130 if(action_makes_visible(op)) make_visible(op);
2147 } 2131 }
2148 2132
2149 /* Any generic living creature. Including things like doors. 2133 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2134 * 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: 2135 * 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 2136 * 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. 2137 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2138 */
2155 2139
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2140 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2141 ((mon->type!=PLAYER || op->contr->party==NULL ||
2158 op->contr->party!=mon->contr->party))) { 2142 op->contr->party!=mon->contr->party))) {
2159 2143
2160 /* If the player hasn't hit something this tick, and does 2144 /* If the player hasn't hit something this tick, and does
2161 * so, give them speed boost based on weapon speed. Doing 2145 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically 2146 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset. 2147 * incurred a 1 tick offset.
2164 */ 2148 */
2165 if (!op->contr->has_hit) { 2149 if (!op->contr->has_hit) {
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2150 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2151
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2152 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 } 2153 }
2170 2154
2171 skill_attack(mon, op, 0, NULL, NULL); 2155 skill_attack(mon, op, 0, NULL, NULL);
2172 2156
2173 /* If attacking another player, that player gets automatic 2157 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2158 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2159 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2160 * the wiz.
2177 */ 2161 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2162 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2179 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2163 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2180 short luck = mon->stats.luck; 2164 short luck = mon->stats.luck;
2181 mon->contr->has_hit = 1; 2165 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2166 skill_attack(op, mon, 0, NULL, NULL);
2183 mon->stats.luck = luck; 2167 mon->stats.luck = luck;
2184 } 2168 }
2185 if(action_makes_visible(op)) make_visible(op); 2169 if(action_makes_visible(op)) make_visible(op);
2186 } 2170 }
2187 } /* if player should attack something */ 2171 } /* if player should attack something */
2188} 2172}
2189 2173
2190int move_player(object *op,int dir) { 2174int move_player(object *op,int dir) {
2191 int pick; 2175 int pick;
2192 object *transport = op->contr->transport;
2193 2176
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2177 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2195 return 0; 2178 return 0;
2196 2179
2197 /* Sanity check: make sure dir is valid */ 2180 /* Sanity check: make sure dir is valid */
2198 if ( ( dir < 0 ) || ( dir >= 9 ) ) { 2181 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2199 LOG( llevError, "move_player: invalid direction %d\n", dir); 2182 LOG( llevError, "move_player: invalid direction %d\n", dir);
2200 return 0; 2183 return 0;
2201 } 2184 }
2202 2185
2203 /* peterm: added following line */ 2186 /* peterm: added following line */
2204 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir) 2187 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2205 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 2188 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2206 2189
2207 op->facing = dir; 2190 op->facing = dir;
2208 2191
2209 if(!transport && op->hide) do_hidden_move(op); 2192 if(op->hide) do_hidden_move(op);
2210 2193
2211 if (transport) { 2194 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2212 /* transport->contr is set up for the person in charge of the boat. 2195 /*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) { 2196 else if (op->contr->fire_on)
2235 fire(op,dir); 2197 fire (op, dir);
2236 } 2198 else
2199 {
2237 else move_player_attack(op,dir); 2200 move_player_attack (op, dir);
2238
2239 pick = check_pick(op); 2201 pick = check_pick(op);
2240 2202 }
2241 2203
2242 /* Add special check for newcs players and fire on - this way, the 2204 /* Add special check for newcs players and fire on - this way, the
2243 * server can handle repeat firing. 2205 * server can handle repeat firing.
2244 */ 2206 */
2245 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) { 2207 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2246 op->direction = dir; 2208 op->direction = dir;
2247 } else { 2209 } else {
2248 op->direction=0; 2210 op->direction=0;
2249 } 2211 }
2250 /* Update how the player looks. Use the facing, so direction may 2212 /* Update how the player looks. Use the facing, so direction may
2251 * get reset to zero. This allows for full animation capabilities 2213 * get reset to zero. This allows for full animation capabilities
2252 * for players. 2214 * for players.
2253 */ 2215 */
2254 if (!transport) animate_object(op, op->facing); 2216 animate_object(op, op->facing);
2255 return 0; 2217 return 0;
2256} 2218}
2257 2219
2258/* This is similar to handle_player, below, but is only used by the 2220/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2221 * new client/server stuff.
2263 * Returns true if there are more actions we can do. 2225 * Returns true if there are more actions we can do.
2264 */ 2226 */
2265int handle_newcs_player(object *op) 2227int handle_newcs_player(object *op)
2266{ 2228{
2267 if (op->contr->hidden) { 2229 if (op->contr->hidden) {
2268 op->invisible = 1000; 2230 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible 2231 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to 2232 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly. 2233 * alternate it here for it to work correctly.
2272 */ 2234 */
2273 if (pticks & 2) op->invisible--; 2235 if (pticks & 2) op->invisible--;
2274 } 2236 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2237 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2276 op->invisible--; 2238 op->invisible--;
2277 if(!op->invisible) { 2239 if(!op->invisible) {
2278 make_visible(op); 2240 make_visible(op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2241 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 } 2242 }
2281 } 2243 }
2282 2244
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2245 if (QUERY_FLAG(op, FLAG_SCARED)) {
2284 flee_player(op); 2246 flee_player(op);
2285 /* If player is still scared, that is his action for this tick */ 2247 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2248 if (QUERY_FLAG(op, FLAG_SCARED)) {
2287 op->speed_left--; 2249 op->speed_left--;
2288 return 0; 2250 return 0;
2289 } 2251 }
2290 } 2252 }
2291 2253
2292 /* I've been seeing crashes where the golem has been destroyed, but 2254 /* 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 2255 * 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 2256 * 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. 2257 * put this in a a workaround to clean up the golem pointer.
2296 */ 2258 */
2297 if (op->contr->ranges[range_golem] && 2259 if (op->contr->ranges[range_golem] &&
2298 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || 2260 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2299 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) { 2261 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2300 op->contr->ranges[range_golem] = NULL; 2262 op->contr->ranges[range_golem] = NULL;
2301 op->contr->golem_count = 0; 2263 op->contr->golem_count = 0;
2302 } 2264 }
2303 2265
2304 /* call this here - we also will call this in do_ericserver, but 2266 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2267 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2268 * called, so we recheck it here.
2307 */ 2269 */
2308 HandleClient(&op->contr->socket, op->contr); 2270 HandleClient(&op->contr->socket, op->contr);
2309 if (op->speed_left<0) return 0; 2271 if (op->speed_left<0) return 0;
2310 2272
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2273 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2312 /* All move commands take 1 tick, at least for now */ 2274 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--; 2275 op->speed_left--;
2314 2276
2315 /* Instead of all the stuff below, let move_player take care 2277 /* Instead of all the stuff below, let move_player take care
2316 * of it. Also, some of the skill stuff is only put in 2278 * of it. Also, some of the skill stuff is only put in
2317 * there, as well as the confusion stuff. 2279 * there, as well as the confusion stuff.
2318 */ 2280 */
2319 move_player(op, op->direction); 2281 move_player(op, op->direction);
2320 if (op->speed_left>0) return 1; 2282 if (op->speed_left>0) return 1;
2321 else return 0; 2283 else return 0;
2322 } 2284 }
2323 return 0; 2285 return 0;
2324} 2286}
2325 2287
2326int save_life(object *op) { 2288int save_life(object *op) {
2327 object *tmp; 2289 object *tmp;
2328 2290
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2291 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2330 return 0; 2292 return 0;
2331 2293
2332 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2294 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2295 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2296 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2297 new_draw_info_format(NDI_UNIQUE, 0,op,
2336 "Your %s vibrates violently, then evaporates.", 2298 "Your %s vibrates violently, then evaporates.",
2337 query_name(tmp)); 2299 query_name(tmp));
2338 if (op->contr) 2300 if (op->contr)
2339 esrv_del_item(op->contr, tmp->count); 2301 esrv_del_item(op->contr, tmp->count);
2340 remove_ob(tmp); 2302 remove_ob(tmp);
2341 free_object(tmp); 2303 free_object(tmp);
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2304 CLEAR_FLAG(op, FLAG_LIFESAVE);
2343 if(op->stats.hp<0) 2305 if(op->stats.hp<0)
2344 op->stats.hp = op->stats.maxhp; 2306 op->stats.hp = op->stats.maxhp;
2345 if(op->stats.food<0) 2307 if(op->stats.food<0)
2346 op->stats.food = 999; 2308 op->stats.food = 999;
2347 fix_player(op); 2309 fix_player(op);
2348 return 1; 2310 return 1;
2349 } 2311 }
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2312 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2313 CLEAR_FLAG(op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2314 enter_player_savebed(op); /* bring him home. */
2353 return 0; 2315 return 0;
2354} 2316}
2361void remove_unpaid_objects(object *op, object *env) 2323void remove_unpaid_objects(object *op, object *env)
2362{ 2324{
2363 object *next; 2325 object *next;
2364 2326
2365 while (op) { 2327 while (op) {
2366 next=op->below; /* Make sure we have a good value, in case 2328 next=op->below; /* Make sure we have a good value, in case
2367 * we remove object 'op' 2329 * we remove object 'op'
2368 */ 2330 */
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2331 if (QUERY_FLAG(op, FLAG_UNPAID)) {
2370 remove_ob(op); 2332 remove_ob(op);
2371 op->x = env->x; 2333 op->x = env->x;
2372 op->y = env->y; 2334 op->y = env->y;
2373 if (env->type == PLAYER) 2335 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2336 esrv_del_item(env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0); 2337 insert_ob_in_map(op, env->map, NULL,0);
2376 } 2338 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env); 2339 else if (op->inv) remove_unpaid_objects(op->inv, env);
2378 op=next; 2340 op=next;
2379 } 2341 }
2380} 2342}
2381 2343
2382 2344
2383/* 2345/*
2393 char buf[MAX_BUF]; 2355 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2356 time_t now = time (NULL);
2395 2357
2396 strcpy (buf2, " R.I.P.\n\n"); 2358 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2359 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2360 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2361 else
2400 sprintf (buf, "%s\n", op->name); 2362 sprintf (buf, "%s\n", &op->name);
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2363 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2364 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2365 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2366 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2367 else
2429 int rate_grace = 2000; 2391 int rate_grace = 2000;
2430 const int max_hp = 1; 2392 const int max_hp = 1;
2431 const int max_sp = 1; 2393 const int max_sp = 1;
2432 const int max_grace = 1; 2394 const int max_grace = 1;
2433 2395
2434 if (op->contr->outputs_sync) { 2396 if (op->contr->outputs_sync)
2397 {
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) < (uint16) 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
2444 hp/grace/spellpoint regeneration. */ 2407 hp/grace/spellpoint regeneration. */
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.
2601 * file. 2564 * file.
2602 */ 2565 */
2603void kill_player(object *op) 2566void kill_player(object *op)
2604{ 2567{
2605 char buf[MAX_BUF]; 2568 char buf[MAX_BUF];
2606 int x,y,i; 2569 int x, y;
2570 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2571 mapstruct *map; /* this is for resurrection */
2608 int z; 2572 /* int z;
2609 int num_stats_lose; 2573 int num_stats_lose;
2610 int lost_a_stat; 2574 int lost_a_stat;
2611 int lose_this_stat; 2575 int lose_this_stat;
2612 int this_stat; 2576 int this_stat; */
2613 int will_kill_again; 2577 int will_kill_again;
2614 archetype *at; 2578 archetype *at;
2615 object *tmp; 2579 object *tmp;
2616 2580
2617 if(save_life(op)) 2581 if(save_life(op))
2618 return; 2582 return;
2619 2583
2620 2584
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2585 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2622 * in cities ONLY!!! It is very important that this doesn't get abused. 2586 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2587 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2588 */
2625 if (op_on_battleground(op, &x, &y)) { 2589 if (op_on_battleground(op, &x, &y)) {
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2627 "You have been defeated in combat!"); 2591 "You have been defeated in combat!");
2628 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2592 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2629 "Local medics have saved your life..."); 2593 "Local medics have saved your life...");
2630 2594
2631 /* restore player */ 2595 /* restore player */
2632 at = find_archetype("poisoning"); 2596 at = find_archetype("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2597 tmp=present_arch_in_ob(at,op);
2634 if (tmp) { 2598 if (tmp) {
2635 remove_ob(tmp); 2599 remove_ob(tmp);
2636 free_object(tmp); 2600 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2601 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2638 } 2602 }
2639 2603
2640 at = find_archetype("confusion"); 2604 at = find_archetype("confusion");
2641 tmp=present_arch_in_ob(at,op); 2605 tmp=present_arch_in_ob(at,op);
2642 if (tmp) { 2606 if (tmp) {
2643 remove_ob(tmp); 2607 remove_ob(tmp);
2644 free_object(tmp); 2608 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2609 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2646 } 2610 }
2647 2611
2648 cure_disease(op,0); /* remove any disease */ 2612 cure_disease(op,0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2613 op->stats.hp=op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2614 if (op->stats.food<=0) op->stats.food=999;
2651 2615
2652 /* create a bodypart-trophy to make the winner happy */ 2616 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2617 tmp=arch_to_object(find_archetype("finger"));
2654 if (tmp != NULL) 2618 if (tmp != NULL)
2655 { 2619 {
2656 sprintf(buf,"%s's finger",op->name); 2620 sprintf(buf,"%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2621 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2622 sprintf(buf," This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2623 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2624 &op->name, op->contr->title, (int)(op->level),
2661 op->contr->killer); 2625 op->contr->killer);
2662 tmp->msg=add_string(buf); 2626 tmp->msg=buf;
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2627 tmp->value=0, tmp->material=0, tmp->type=0;
2664 tmp->materialname = NULL; 2628 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y; 2629 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0); 2630 insert_ob_in_map(tmp,op->map,op,0);
2667 } 2631 }
2668 2632
2669 /* teleport defeated player to new destination*/ 2633 /* teleport defeated player to new destination*/
2670 transfer_ob(op, x, y, 0, NULL); 2634 transfer_ob(op, x, y, 0, NULL);
2671 op->contr->braced=0; 2635 op->contr->braced=0;
2672 return; 2636 return;
2673 } 2637 }
2674 2638
2675 INVOKE_PLAYER (DEATH, op->contr); 2639 INVOKE_PLAYER (DEATH, op->contr);
2676 2640
2677 command_kill_pets (op, 0); 2641 command_kill_pets (op, 0);
2678 2642
2679 if(op->stats.food<0) { 2643 if(op->stats.food<0) {
2680 if (op->contr->explore) { 2644 if (op->contr->explore) {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2645 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2682 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2646 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2683 op->stats.food=999; 2647 op->stats.food=999;
2684 return; 2648 return;
2685 } 2649 }
2686 sprintf(buf,"%s starved to death.",op->name); 2650 sprintf(buf,"%s starved to death.",&op->name);
2687 strcpy(op->contr->killer,"starvation"); 2651 strcpy(op->contr->killer,"starvation");
2688 } 2652 }
2689 else { 2653 else {
2690 if (op->contr->explore) { 2654 if (op->contr->explore) {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2655 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2692 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2656 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp; 2657 op->stats.hp=op->stats.maxhp;
2694 return; 2658 return;
2695 } 2659 }
2696 sprintf(buf,"%s died.",op->name); 2660 sprintf(buf,"%s died.", &op->name);
2697 } 2661 }
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2699 2663
2700 /* save the map location for corpse, gravestone*/ 2664 /* save the map location for corpse, gravestone*/
2701 x=op->x;y=op->y;map=op->map; 2665 x=op->x;y=op->y;map=op->map;
2702 2666
2703 2667
2704 if (settings.not_permadeth == TRUE) { 2668 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2669 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2670 * life if they are dead - it takes some exp and a random stat.
2707 * See the config.h file for a little more in depth detail about this. 2671 * See the config.h file for a little more in depth detail about this.
2708 */ 2672 */
2709 2673
2710 /* Basically two ways to go - remove a stat permanently, or just 2674 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2675 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2676 * of death.
2713 */ 2677 */
2714#ifndef COZY_SERVER 2678#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2679 if (settings.balanced_stat_loss) {
2716 /* If stat loss is permanent, lose one stat only. */ 2680 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2681 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2682 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2683 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2684 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2685 little bit harder. */
2722 /* GD */ 2686 /* GD */
2723 if (settings.stat_loss_on_death) 2687 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2688 num_stats_lose = 1;
2725 else 2689 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2690 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2691 } else {
2728 num_stats_lose = 1; 2692 num_stats_lose = 1;
2729 } 2693 }
2730 lost_a_stat = 0; 2694 lost_a_stat = 0;
2731 2695
2732 for (z=0; z<num_stats_lose; z++) { 2696 for (z=0; z<num_stats_lose; z++) {
2733 i = RANDOM() % NUM_STATS; 2697 i = RANDOM() % NUM_STATS;
2734 2698
2735 if (settings.stat_loss_on_death) { 2699 if (settings.stat_loss_on_death) {
2736 /* Pick a random stat and take a point off it. Tell the player 2700 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2701 * what he lost.
2738 */ 2702 */
2739 change_attr_value(&(op->stats), i,-1); 2703 change_attr_value(&(op->stats), i,-1);
2740 check_stat_bounds(&(op->stats)); 2704 check_stat_bounds(&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2705 change_attr_value(&(op->contr->orig_stats), i,-1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2706 check_stat_bounds(&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2744 lost_a_stat = 1; 2708 lost_a_stat = 1;
2745 } else { 2709 } else {
2746 /* deplete a stat */ 2710 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2711 archetype *deparch=find_archetype("depletion");
2748 object *dep; 2712 object *dep;
2749 2713
2750 dep = present_arch_in_ob(deparch,op); 2714 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) { 2715 if(!dep) {
2752 dep = arch_to_object(deparch); 2716 dep = arch_to_object(deparch);
2753 insert_ob_in_ob(dep, op); 2717 insert_ob_in_ob(dep, op);
2754 } 2718 }
2755 lose_this_stat = 1; 2719 lose_this_stat = 1;
2756 if (settings.balanced_stat_loss) { 2720 if (settings.balanced_stat_loss) {
2757 /* GD */ 2721 /* GD */
2758 /* Get the stat that we're about to deplete. */ 2722 /* Get the stat that we're about to deplete. */
2759 this_stat = get_attr_value(&(dep->stats), i); 2723 this_stat = get_attr_value(&(dep->stats), i);
2760 if (this_stat < 0) { 2724 if (this_stat < 0) {
2761 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2762 int keep_chance = this_stat * this_stat; 2726 int keep_chance = this_stat * this_stat;
2763 /* Yes, I am paranoid. Sue me. */ 2727 /* Yes, I am paranoid. Sue me. */
2764 if (keep_chance < 1) 2728 if (keep_chance < 1)
2765 keep_chance = 1; 2729 keep_chance = 1;
2766 2730
2767 /* There is a maximum depletion total per level. */ 2731 /* There is a maximum depletion total per level. */
2768 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2732 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2769 lose_this_stat = 0; 2733 lose_this_stat = 0;
2770 /* Take loss chance vs keep chance to see if we 2734 /* Take loss chance vs keep chance to see if we
2771 retain the stat. */ 2735 retain the stat. */
2772 } else { 2736 } else {
2773 if (random_roll(0, loss_chance + keep_chance-1, 2737 if (random_roll(0, loss_chance + keep_chance-1,
2774 op, PREFER_LOW) < keep_chance) 2738 op, PREFER_LOW) < keep_chance)
2775 lose_this_stat = 0; 2739 lose_this_stat = 0;
2776 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", 2740 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2777 this_stat, keep_chance, loss_chance, 2741 this_stat, keep_chance, loss_chance,
2778 lose_this_stat?"LOSE":"KEEP"); */ 2742 lose_this_stat?"LOSE":"KEEP"); */
2779 } 2743 }
2780 } 2744 }
2781 } 2745 }
2782 2746
2783 if (lose_this_stat) { 2747 if (lose_this_stat) {
2784 this_stat = get_attr_value(&(dep->stats), i); 2748 this_stat = get_attr_value(&(dep->stats), i);
2785 /* We could try to do something clever like find another 2749 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2750 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2751 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2752 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2753 * difference.
2790 */ 2754 */
2791 if (this_stat>=-50) { 2755 if (this_stat>=-50) {
2792 change_attr_value(&(dep->stats), i, -1); 2756 change_attr_value(&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2757 SET_FLAG(dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2758 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2795 fix_player(op); 2759 fix_player(op);
2796 lost_a_stat = 1; 2760 lost_a_stat = 1;
2797 } 2761 }
2798 } 2762 }
2799 } 2763 }
2800 } 2764 }
2801 /* If no stat lost, tell the player. */ 2765 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2766 if (!lost_a_stat)
2803 { 2767 {
2804 /* determine_god() seems to not work sometimes... why is this? 2768 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2769 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2770 const char *god = determine_god(op);
2807 if (god && (strcmp(god, "none"))) 2771 if (god && (strcmp(god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2772 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief "
2809 "moment you feel the holy presence of %s protecting" 2773 "moment you feel the holy presence of %s protecting"
2810 " you.", god); 2774 " you.", god);
2811 else 2775 else
2812 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2813 " feel a holy presence protecting you."); 2777 " feel a holy presence protecting you.");
2814 } 2778 }
2815#endif 2779#endif
2816 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2780 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2817 " feel a holy presence protecting you from losing yourself completely."); 2781 " feel a holy presence protecting you from losing yourself completely.");
2818 2782
2819 /* Put a gravestone up where the character 'almost' died. List the 2783 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2784 * exp loss on the stone.
2821 */ 2785 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2786 tmp=arch_to_object(find_archetype("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf;
2824 FREE_AND_COPY(tmp->name, buf); 2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf;
2825 sprintf(buf,"%s's gravestones",op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf);
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2789 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2828 "who was killed\n" 2790 "who was killed\n"
2829 "by %s.\n", 2791 "by %s.\n",
2830 op->name, op->contr->title, 2792 &op->name, op->contr->title,
2831 op->contr->killer); 2793 op->contr->killer);
2832 tmp->msg = add_string(buf); 2794 tmp->msg = buf;
2833 tmp->x=op->x,tmp->y=op->y; 2795 tmp->x=op->x,tmp->y=op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2796 insert_ob_in_map (tmp, op->map, NULL,0);
2835 2797
2836 /**************************************/ 2798 /**************************************/
2837 /* */ 2799 /* */
2838 /* Subtract the experience points, */ 2800 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 2801 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 2802 /* food, and reset HP's... */
2841 /* */ 2803 /* */
2842 /**************************************/ 2804 /**************************************/
2843 2805
2844 /* remove any poisoning and confusion the character may be suffering.*/ 2806 /* remove any poisoning and confusion the character may be suffering.*/
2845 /* restore player */ 2807 /* restore player */
2846 at = find_archetype("poisoning"); 2808 at = find_archetype("poisoning");
2847 tmp=present_arch_in_ob(at,op); 2809 tmp=present_arch_in_ob(at,op);
2848 if (tmp) { 2810 if (tmp) {
2849 remove_ob(tmp); 2811 remove_ob(tmp);
2850 free_object(tmp); 2812 free_object(tmp);
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2813 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2852 } 2814 }
2853 2815
2854 at = find_archetype("confusion"); 2816 at = find_archetype("confusion");
2855 tmp=present_arch_in_ob(at,op); 2817 tmp=present_arch_in_ob(at,op);
2856 if (tmp) { 2818 if (tmp) {
2857 remove_ob(tmp); 2819 remove_ob(tmp);
2858 free_object(tmp); 2820 free_object(tmp);
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2821 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2860 } 2822 }
2861 cure_disease(op,0); /* remove any disease */ 2823 cure_disease(op,0); /* remove any disease */
2862 2824
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2825 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2826 apply_death_exp_penalty(op);
2865 if(op->stats.food < 100) op->stats.food = 900; 2827 if(op->stats.food < 100) op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 2828 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2829 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2830 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2869 2831
2870 /* 2832 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2833 * Check to see if the player is in a shop. IF so, then check to see if
2872 * the player has any unpaid items. If so, remove them and put them back 2834 * the player has any unpaid items. If so, remove them and put them back
2873 * in the map. 2835 * in the map.
2874 */ 2836 */
2875 2837
2838 if (is_in_shop (op))
2839 remove_unpaid_objects(op->inv, op);
2840
2841 /****************************************/
2842 /* */
2843 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */
2845 /* */
2846 /****************************************/
2847
2848 enter_player_savebed(op);
2849
2850 /* Save the player before inserting the force to reduce
2851 * chance of abuse.
2852 */
2853 op->contr->braced=0;
2854 save_player(op,1);
2855
2856 /* it is possible that the player has blown something up
2857 * at his savebed location, and that can have long lasting
2858 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player.
2860 */
2861 will_kill_again=0;
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2862 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op);
2879 break;
2880 }
2881 }
2882
2883
2884 /****************************************/
2885 /* */
2886 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */
2888 /* */
2889 /****************************************/
2890
2891 enter_player_savebed(op);
2892
2893 /* Save the player before inserting the force to reduce
2894 * chance of abuse.
2895 */
2896 op->contr->braced=0;
2897 save_player(op,1);
2898
2899 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player.
2903 */
2904 will_kill_again=0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2906 if (tmp->type ==SPELL_EFFECT) 2863 if (tmp->type ==SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2864 will_kill_again|=tmp->attacktype;
2908 } 2865 }
2909 if (will_kill_again) { 2866 if (will_kill_again) {
2910 object *force; 2867 object *force;
2911 int at; 2868 int at;
2912 2869
2913 force=get_archetype(FORCE_NAME); 2870 force=get_archetype(FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2871 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 2872 force->speed=0.1;
2916 force->speed_left=-5.0; 2873 force->speed_left=-5.0;
2917 SET_FLAG(force, FLAG_APPLIED); 2874 SET_FLAG(force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 2875 for (at=0; at<NROFATTACKS; at++) {
2919 if (will_kill_again & (1 << at)) 2876 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2877 force->resist[at] = 100;
2921 } 2878 }
2922 insert_ob_in_ob(force, op); 2879 insert_ob_in_ob(force, op);
2923 fix_player(op); 2880 fix_player(op);
2924 2881
2925 } 2882 }
2926 /**************************************/ 2883 /**************************************/
2927 /* */ 2884 /* */
2928 /* Repaint the characters inv, and */ 2885 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */ 2886 /* stats, and show a nasty message ;) */
2930 /* */ 2887 /* */
2931 /**************************************/ 2888 /**************************************/
2932 2889
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2890 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2934 return; 2891 return;
2935 } /* NOT_PERMADETH */ 2892 } /* NOT_PERMADETH */
2936 else { 2893 else {
2937 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This 2894 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2938 * should probably be embedded in an else statement. 2895 * should probably be embedded in an else statement.
2939 */ 2896 */
2940 2897
2941 op->contr->party=NULL; 2898 op->contr->party=NULL;
2942 if (settings.set_title == TRUE) 2899 if (settings.set_title == TRUE)
2943 op->contr->own_title[0]='\0'; 2900 op->contr->own_title[0]='\0';
2944 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 2901 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2945 check_score(op); 2902 check_score(op);
2946 if(op->contr->ranges[range_golem]!=NULL) { 2903 if(op->contr->ranges[range_golem]!=NULL) {
2947 remove_friendly_object(op->contr->ranges[range_golem]); 2904 remove_friendly_object(op->contr->ranges[range_golem]);
2948 remove_ob(op->contr->ranges[range_golem]); 2905 remove_ob(op->contr->ranges[range_golem]);
2949 free_object(op->contr->ranges[range_golem]); 2906 free_object(op->contr->ranges[range_golem]);
2950 op->contr->ranges[range_golem]=NULL; 2907 op->contr->ranges[range_golem]=NULL;
2951 op->contr->golem_count=0; 2908 op->contr->golem_count=0;
2952 } 2909 }
2953 loot_object(op); /* Remove some of the items for good */ 2910 loot_object(op); /* Remove some of the items for good */
2954 remove_ob(op); 2911 remove_ob(op);
2955 op->direction=0; 2912 op->direction=0;
2956 2913
2957 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 2914 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2958 delete_character(op->name,0); 2915 delete_character(op->name,0);
2959 if (settings.resurrection == TRUE) { 2916 if (settings.resurrection == TRUE) {
2960 /* save playerfile sans equipment when player dies 2917 /* save playerfile sans equipment when player dies
2961 ** then save it as player.pl.dead so that future resurrection 2918 ** then save it as player.pl.dead so that future resurrection
2962 ** type spells will work on them nicely 2919 ** type spells will work on them nicely
2963 */ 2920 */
2964 delete_character(op->name,0); 2921 delete_character(op->name,0);
2965 op->stats.hp = op->stats.maxhp; 2922 op->stats.hp = op->stats.maxhp;
2966 op->stats.food = 999; 2923 op->stats.food = 999;
2967 2924
2968 /* set the location of where the person will reappear when */ 2925 /* set the location of where the person will reappear when */
2969 /* maybe resurrection code should fix map also */ 2926 /* maybe resurrection code should fix map also */
2970 strcpy(op->contr->maplevel, settings.emergency_mapname); 2927 strcpy(op->contr->maplevel, settings.emergency_mapname);
2971 if(op->map!=NULL) 2928 if(op->map!=NULL)
2972 op->map = NULL; 2929 op->map = NULL;
2973 op->x = settings.emergency_x; 2930 op->x = settings.emergency_x;
2974 op->y = settings.emergency_y; 2931 op->y = settings.emergency_y;
2975 save_player(op,0); 2932 save_player(op,0);
2976 op->map = map; 2933 op->map = map;
2977 /* please see resurrection.c: peterm */ 2934 /* please see resurrection.c: peterm */
2978 dead_player(op); 2935 dead_player(op);
2979 } else { 2936 } else {
2980 delete_character(op->name,1); 2937 delete_character(op->name,1);
2981 } 2938 }
2982 } 2939 }
2983 play_again(op); 2940 play_again(op);
2984 2941
2985 /* peterm: added to create a corpse at deathsite. */ 2942 /* peterm: added to create a corpse at deathsite. */
2986 tmp=arch_to_object(find_archetype("corpse_pl")); 2943 tmp=arch_to_object(find_archetype("corpse_pl"));
2987 sprintf(buf,"%s", op->name); 2944 sprintf(buf,"%s", &op->name);
2988 FREE_AND_COPY(tmp->name, buf); 2945 tmp->name = tmp->name_pl = buf;
2989 FREE_AND_COPY(tmp->name_pl, buf);
2990 tmp->level=op->level; 2946 tmp->level=op->level;
2991 tmp->x=x;tmp->y=y; 2947 tmp->x=x;tmp->y=y;
2992 if (tmp->msg) 2948 tmp->msg = gravestone_text(op);
2993 free_string(tmp->msg);
2994 tmp->msg = add_string (gravestone_text(op));
2995 SET_FLAG (tmp, FLAG_UNIQUE); 2949 SET_FLAG (tmp, FLAG_UNIQUE);
2996 insert_ob_in_map (tmp, map, NULL,0); 2950 insert_ob_in_map (tmp, map, NULL,0);
2997 } 2951 }
2998} 2952}
2999 2953
3000 2954
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2955void loot_object(object *op) { /* Grab and destroy some treasure */
3009 next=tmp->below; 2963 next=tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2964 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
3011 remove_ob(tmp); 2965 remove_ob(tmp);
3012 tmp->x=op->x,tmp->y=op->y; 2966 tmp->x=op->x,tmp->y=op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2967 if (tmp->type == CONTAINER) { /* empty container to ground */
3014 loot_object(tmp); 2968 loot_object(tmp);
3015 } 2969 }
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2970 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2971 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
3018 if(tmp->nrof>1) { 2972 if(tmp->nrof>1) {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2973 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
3020 free_object(tmp2); 2974 free_object(tmp2);
3021 insert_ob_in_map(tmp,op->map,NULL,0); 2975 insert_ob_in_map(tmp,op->map,NULL,0);
3022 } else 2976 } else
3023 free_object(tmp); 2977 free_object(tmp);
3024 } else 2978 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2979 insert_ob_in_map(tmp,op->map,NULL,0);
3026 } 2980 }
3027} 2981}
3028 2982
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob);
3039 if(old == sum) 2993 if(old == sum)
3040 continue; 2994 continue;
3041 fix_player(pl->ob); 2995 fix_player(pl->ob);
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3043 pl->ob->name, old, sum); 2997 &pl->ob->name, old, sum);
3044 } 2998 }
3045} 2999}
3046 3000
3047void fix_luck(void) { 3001void fix_luck(void) {
3048 player *pl; 3002 player *pl;
3066 3020
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 3021 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3023 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3024 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n",
3071 op->name); 3025 &op->name);
3072 return; 3026 return;
3073 } 3027 }
3074 3028
3075 spob = throw_ob->inv; 3029 spob = throw_ob->inv;
3076 3030
3078 // not pass NULL to cast_spell (which did indeed check itself, but 3032 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3033 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3034 if (!spob)
3081 { 3035 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3036 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!",
3083 throw_ob->name, op->name); 3037 &throw_ob->name, &op->name);
3084 return; 3038 return;
3085 } 3039 }
3086 3040
3087 if (op->type == PLAYER) 3041 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3042 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3043
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3044 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3045
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3093 remove_ob (throw_ob); 3047 remove_ob (throw_ob);
3096 3050
3097void make_visible (object *op) { 3051void make_visible (object *op) {
3098 op->hide = 0; 3052 op->hide = 0;
3099 op->invisible = 0; 3053 op->invisible = 0;
3100 if(op->type==PLAYER) { 3054 if(op->type==PLAYER) {
3101 op->contr->tmp_invis = 0; 3055 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3056 op->contr->invis_race = 0;
3103 } 3057 }
3104 update_object(op,UP_OBJ_FACE); 3058 update_object(op,UP_OBJ_FACE);
3105} 3059}
3106 3060
3107int is_true_undead(object *op) { 3061int is_true_undead(object *op) {
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3111 3065
3112 if(op->type==PLAYER) 3066 if(op->type==PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 3067 for(tmp=op->inv;tmp;tmp=tmp->below)
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3068 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3069 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3116 return 0; 3070 return 0;
3117} 3071}
3118 3072
3119/* look at the surrounding terrain to determine 3073/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3074 * the hideability of this object. Positive levels
3135 * as bad as carrying a light on a pitch dark map */ 3089 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness));
3137 3091
3138 /* scan through all nearby squares for terrain to hide in */ 3092 /* scan through all nearby squares for terrain to hide in */
3139 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3093 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3095 if (mflag & P_OUT_OF_MAP) { continue; }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3097 level += 2;
3144 else /* open terrain! */ 3098 else /* open terrain! */
3145 level -= 1; 3099 level -= 1;
3146 } 3100 }
3147 3101
3148#if 0 3102#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level);
3150#endif 3104#endif
3165 3119
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3120 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING);
3167 3121
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3122 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3123 if(op->type==PLAYER && op->contr->run_on) {
3170 if(!skop || num >= skop->level) { 3124 if(!skop || num >= skop->level) {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3125 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!");
3172 make_visible(op); 3126 make_visible(op);
3173 return; 3127 return;
3174 } else num += 20; 3128 } else num += 20;
3175 } 3129 }
3176 num += op->map->difficulty; 3130 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3131 hide = hideability(op); /* modify by terrain hidden level */
3178 num -= hide; 3132 num -= hide;
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3133 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3180 make_visible(op); 3134 make_visible(op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op,
3182 "You moved out of hiding! You are visible!"); 3136 "You moved out of hiding! You are visible!");
3183 } 3137 }
3184 else if (op->type == PLAYER && skop) { 3138 else if (op->type == PLAYER && skop) {
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3139 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0);
3186 } 3140 }
3187} 3141}
3188 3142
3189/* determine if who is standing near a hostile creature. */ 3143/* determine if who is standing near a hostile creature. */
3190 3144
3199 if(who->type==PLAYER) player=1; 3153 if(who->type==PLAYER) player=1;
3200 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3201 3155
3202 /* search adjacent squares */ 3156 /* search adjacent squares */
3203 for(i=1;i<9;i++) { 3157 for(i=1;i<9;i++) {
3204 x = who->x+freearr_x[i]; 3158 x = who->x+freearr_x[i];
3205 y = who->y+freearr_y[i]; 3159 y = who->y+freearr_y[i];
3206 m = who->map; 3160 m = who->map;
3207 mflags = get_map_flags(m, &m, x, y, &x, &y); 3161 mflags = get_map_flags(m, &m, x, y, &x, &y);
3208 /* space must be blocked if there is a monster. If not 3162 /* space must be blocked if there is a monster. If not
3209 * blocked, don't need to check this space. 3163 * blocked, don't need to check this space.
3210 */ 3164 */
3211 if (mflags & P_OUT_OF_MAP) continue; 3165 if (mflags & P_OUT_OF_MAP) continue;
3212 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3166 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3213 3167
3214 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3168 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3215 if((player||friendly) 3169 if((player||friendly)
3216 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3170 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3217 return 1; 3171 return 1;
3218 else if(tmp->type==PLAYER) 3172 else if(tmp->type==PLAYER)
3219 { 3173 {
3220 /*don't let a hidden DM prevent you from hiding*/ 3174 /*don't let a hidden DM prevent you from hiding*/
3221 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 3175 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3222 return 1; 3176 return 1;
3223 } 3177 }
3224 } 3178 }
3225 } 3179 }
3226 return 0; 3180 return 0;
3227} 3181}
3228 3182
3229/* check the player los field for viewability of the 3183/* check the player los field for viewability of the
3243int player_can_view (object *pl,object *op) { 3197int player_can_view (object *pl,object *op) {
3244 rv_vector rv; 3198 rv_vector rv;
3245 int dx,dy; 3199 int dx,dy;
3246 3200
3247 if(pl->type!=PLAYER) { 3201 if(pl->type!=PLAYER) {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3202 LOG(llevError,"player_can_view() called for non-player object\n");
3249 return -1; 3203 return -1;
3250 } 3204 }
3251 if (!pl || !op) return 0; 3205 if (!pl || !op) return 0;
3252 3206
3253 if(op->head) { op = op->head; } 3207 if(op->head) { op = op->head; }
3254 get_rangevector(pl, op, &rv, 0x1); 3208 get_rangevector(pl, op, &rv, 0x1);
3258 * part that is in the los array but isnt on 3212 * part that is in the los array but isnt on
3259 * a blocked los square. 3213 * a blocked los square.
3260 * we use the archetype to figure out offsets. 3214 * we use the archetype to figure out offsets.
3261 */ 3215 */
3262 while(op) { 3216 while(op) {
3263 dx = rv.distance_x + op->arch->clone.x; 3217 dx = rv.distance_x + op->arch->clone.x;
3264 dy = rv.distance_y + op->arch->clone.y; 3218 dy = rv.distance_y + op->arch->clone.y;
3265 3219
3266 /* only the viewable area the player sees is updated by LOS 3220 /* only the viewable area the player sees is updated by LOS
3267 * code, so we need to restrict ourselves to that range of values 3221 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values. 3222 * for any meaningful values.
3269 */ 3223 */
3270 if (FABS(dx) <= (pl->contr->socket.mapx/2) && 3224 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3271 FABS(dy) <= (pl->contr->socket.mapy/2) && 3225 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] ) 3226 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3273 return 1; 3227 return 1;
3274 op = op->more; 3228 op = op->more;
3275 } 3229 }
3276 return 0; 3230 return 0;
3277} 3231}
3278 3232
3279/* routine for both players and monsters. We call this when 3233/* routine for both players and monsters. We call this when
3283 * return 0. 3237 * return 0.
3284 */ 3238 */
3285int action_makes_visible (object *op) { 3239int action_makes_visible (object *op) {
3286 3240
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3289 return 0; 3243 return 0;
3290 3244
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3245 if (op->contr && op->contr->tmp_invis == 0) return 0;
3292 3246
3293 /* If monsters, they should become visible */ 3247 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3248 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3249 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3296 return 1; 3250 return 1;
3297 } 3251 }
3298 } 3252 }
3299 return 0; 3253 return 0;
3300} 3254}
3301 3255
3302/* op_on_battleground - checks if the given object op (usually 3256/* op_on_battleground - checks if the given object op (usually
3317 * => The intention here is to prevent abuse of the battleground- 3271 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3272 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3276 strcmp(tmp->name, "battleground")==0 &&
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3277 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) {
3324 /*before we assign the exit, check if this is a teambattle*/ 3278 /*before we assign the exit, check if this is a teambattle*/
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3279 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){
3326 object *invtmp; 3280 object *invtmp;
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) {
3328 if(invtmp->type==FORCE && invtmp->slaying && 3282 if(invtmp->type==FORCE && invtmp->slaying &&
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){
3284 if (x != NULL && y != NULL)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp);
3286 return 1;
3287 }
3288 }
3289 }
3330 if (x != NULL && y != NULL) 3290 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3332 return 1; 3292 return 1;
3333 }
3334 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3293 }
3340 } 3294 }
3341 } 3295 }
3342 /* If we got here, did not find a battleground */ 3296 /* If we got here, did not find a battleground */
3343 return 0; 3297 return 0;
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3314 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3315 int i=0, j=0;
3362 3316
3363 /* get the appropriate treasurelist */ 3317 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3318 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3319 trlist = find_treasurelist("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3320 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3321 trlist = find_treasurelist("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3322 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3323 trlist = find_treasurelist("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3324 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3325 trlist = find_treasurelist("dragon_ability_poison");
3372 3326
3373 if (trlist == NULL || who->type != PLAYER) 3327 if (trlist == NULL || who->type != PLAYER)
3374 return; 3328 return;
3375 3329
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3330 for (i=0, tr = trlist->items; tr != NULL && i<level-1;
3377 tr = tr->next, i++); 3331 tr = tr->next, i++);
3378 3332
3379 if (tr == NULL || tr->item == NULL) { 3333 if (tr == NULL || tr->item == NULL) {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3334 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3335 return;
3382 } 3336 }
3383 3337
3384 /* everything seems okay - now bring on the gift: */ 3338 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3339 item = &(tr->item->clone);
3386 3340
3387 if (item->type == SPELL) { 3341 if (item->type == SPELL) {
3388 if (check_spell_known (who, item->name)) 3342 if (check_spell_known (who, item->name))
3389 return; 3343 return;
3390 3344
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3345 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3392 do_learn_spell (who, item, 0); 3346 do_learn_spell (who, item, 0);
3393 return; 3347 return;
3394 } 3348 }
3395 3349
3396 /* grant direct spell */ 3350 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3351 if (item->type == SPELLBOOK) {
3398 if (!item->inv) { 3352 if (!item->inv) {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3353 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name); 3354 return;
3401 return; 3355 }
3402 }
3403 if (check_spell_known (who, item->inv->name)) 3356 if (check_spell_known (who, item->inv->name))
3404 return; 3357 return;
3405 if (item->invisible) { 3358 if (item->invisible) {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3359 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3407 do_learn_spell (who, item->inv, 0); 3360 do_learn_spell (who, item->inv, 0);
3408 return; 3361 return;
3409 } 3362 }
3410 } 3363 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3364 else if (item->type == SKILL_TOOL && item->invisible) {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3365 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) {
3413 3366
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3415 * in this way, if the player is missing any of the attacktypes, he gets 3368 * in this way, if the player is missing any of the attacktypes, he gets
3416 * them. As it is now, if the player has any that match the granted skill, 3369 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3370 * but not all of them, he gets nothing.
3418 */ 3371 */
3419 if (!(skop->attacktype & item->attacktype)) { 3372 if (!(skop->attacktype & item->attacktype)) {
3420 /* Give new attacktype */ 3373 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3374 skop->attacktype |= item->attacktype;
3422 3375
3423 /* always add physical if there's none */ 3376 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3377 skop->attacktype |= AT_PHYSICAL;
3425 3378
3426 if (item->msg != NULL) 3379 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3428 3381
3429 /* Give player new face */ 3382 /* Give player new face */
3430 if (item->animation_id) { 3383 if (item->animation_id) {
3431 who->face = skop->face; 3384 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3385 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3386 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3387 who->last_anim = 0;
3435 who->state = 0; 3388 who->state = 0;
3436 animate_object(who, who->direction); 3389 animate_object(who, who->direction);
3437 } 3390 }
3438 } 3391 }
3439 } 3392 }
3440 } 3393 }
3441 else if (item->type == FORCE) { 3394 else if (item->type == FORCE) {
3442 /* forces in the treasurelist can alter the player's stats */ 3395 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3396 object *skin;
3444 /* first get the dragon skin force */ 3397 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3398 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3446 skin=skin->below); 3399 skin=skin->below);
3447 if (skin == NULL) return; 3400 if (skin == NULL) return;
3448 3401
3449 /* adding new spellpath attunements */ 3402 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3405
3453 /* print message */ 3406 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3407 sprintf(buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3408 for(i=0, j=0; i<NRSPELLPATHS; i++) {
3456 if(item->path_attuned & (1<<i)) { 3409 if(item->path_attuned & (1<<i)) {
3457 if (j) 3410 if (j)
3458 strcat(buf," and "); 3411 strcat(buf," and ");
3459 else 3412 else
3460 j = 1; 3413 j = 1;
3461 strcat(buf, spellpathnames[i]); 3414 strcat(buf, spellpathnames[i]);
3462 } 3415 }
3463 } 3416 }
3464 strcat(buf,"."); 3417 strcat(buf,".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3466 } 3419 }
3467 3420
3468 /* evtl. adding flags: */ 3421 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3422 if(QUERY_FLAG(item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3423 SET_FLAG(skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3424 if(QUERY_FLAG(item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3425 SET_FLAG(skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3427 SET_FLAG(skin, FLAG_SEE_IN_DARK);
3475 3428
3476 /* print message if there is one */ 3429 /* print message if there is one */
3477 if (item->msg != NULL) 3430 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3431 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3479 } 3432 }
3480 else { 3433 else {
3481 /* generate misc. treasure */ 3434 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3435 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3436 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3484 tmp = insert_ob_in_ob (tmp, who); 3437 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3438 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3439 esrv_send_item(who, tmp);
3487 } 3440 }
3488} 3441}
3489 3442
3490/** 3443/**
3491 * Unready an object for a player. This function does nothing if the object was 3444 * Unready an object for a player. This function does nothing if the object was

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