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Comparing deliantra/server/server/player.C (file contents):
Revision 1.9 by root, Tue Aug 29 07:34:00 2006 UTC vs.
Revision 1.14 by root, Sun Sep 3 00:18:42 2006 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.9 2006/08/29 07:34:00 root Exp $"; 3 * "$Id: player.C,v 1.14 2006/09/03 00:18:42 root Exp $";
4 */ 4 */
5 5
6/* 6/*
7 CrossFire, A Multiplayer game for X-windows 7 CrossFire, A Multiplayer game for X-windows
8 8
86 int comp; 86 int comp;
87 int size; 87 int size;
88 88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return; 91 return;
92 } 92 }
93 motd[0]='\0'; 93 motd[0]='\0';
94 size=0; 94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) { 95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#') 96 if( *buf == '#')
97 continue; 97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size); 98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf); 99 size+=strlen(buf);
100 } 100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 102 close_and_delete(fp, comp);
181int playername_ok(const char *cp) { 181int playername_ok(const char *cp) {
182 /* Don't allow - or _ as first character in the name */ 182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0; 183 if (*cp == '-' || *cp == '_') return 0;
184 184
185 for(;*cp!='\0';cp++) 185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0; 187 return 0;
188 return 1; 188 return 1;
189} 189}
190 190
191/* This no longer sets the player map. Also, it now updates 191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that. 192 * all the pointers so the caller doesn't need to do that.
202static player* get_player(player *p) { 202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL)); 203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i; 204 int i;
205 205
206 if (!p) { 206 if (!p) {
207 p = (player *) malloc(sizeof(player)); 207 p = new player;
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210 208
211 /* This adds the player in the linked list. There is extra 209 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the 210 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that 211 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of 212 * that needs to be done except for things like output of
215 * 'who'. 213 * 'who'.
216 */ 214 */
217 player *tmp = first_player; 215 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL) 216 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next; 217 tmp=tmp->next;
220 if(tmp!=NULL) 218 if(tmp!=NULL)
221 tmp->next=p; 219 tmp->next=p;
222 else 220 else
223 first_player=p; 221 first_player=p;
224 222
225 p->next = NULL; 223 p->next = NULL;
226 } 224 }
227 225
228 /* Clears basically the entire player structure except 226 /* Clears basically the entire player structure except
229 * for next and socket. 227 * for next and socket.
230 */ 228 */
234 /* There are some elements we want initialized to non zero value - 232 /* There are some elements we want initialized to non zero value -
235 * we deal with that below this point. 233 * we deal with that below this point.
236 */ 234 */
237 p->party=NULL; 235 p->party=NULL;
238 p->outputs_sync=16; /* Every 2 seconds */ 236 p->outputs_sync=16; /* Every 2 seconds */
239 p->outputs_count=1; /* Keeps present behaviour */ 237 p->outputs_count=8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 238 p->unapply = unapply_nochoice;
241 p->Swap_First = -1; 239 p->Swap_First = -1;
242 240
243#ifdef AUTOSAVE 241#ifdef AUTOSAVE
244 p->last_save_tick = 9999999; 242 p->last_save_tick = 9999999;
268 p->usekeys=containers; 266 p->usekeys=containers;
269 p->last_weapon_sp= -1; 267 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */ 268 p->peaceful=1; /* default peaceful */
271 p->do_los=1; 269 p->do_los=1;
272 p->explore=0; 270 p->explore=0;
273 p->no_shout=0; /* default can shout */ 271 p->no_shout=0; /* default can shout */
274 272
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 273 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0'; 274 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race); 275 op->race = op->arch->clone.race;
278 276
279 CLEAR_FLAG(op,FLAG_READY_SKILL); 277 CLEAR_FLAG(op,FLAG_READY_SKILL);
280 278
281 /* we need to clear these to -1 and not zero - otherwise, 279 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont 280 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start 281 * send new values to the client, as things like exp start
284 * at zero. 282 * at zero.
285 */ 283 */
286 for (i=0; i < NUM_SKILLS; i++) { 284 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1; 285 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL; 286 p->last_skill_ob[i] = NULL;
289 } 287 }
290 for (i=0; i < NROFATTACKS; i++) { 288 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1; 289 p->last_resist[i] = -1;
292 } 290 }
293 p->last_stats.exp = -1; 291 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1; 292 p->last_weight = (uint32)-1;
295 293
296 p->socket.update_look=0; 294 p->socket.update_look=0;
318 316
319 p=get_player(NULL); 317 p=get_player(NULL);
320 p->socket = *ns; 318 p->socket = *ns;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 319 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
322 if(p->socket.faces_sent == NULL) 320 if(p->socket.faces_sent == NULL)
323 fatal(OUT_OF_MEMORY); 321 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 322 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared. 323 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data 324 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket. 325 * on the uncoming socket.
328 */ 326 */
345 */ 343 */
346archetype *get_player_archetype(archetype* at) 344archetype *get_player_archetype(archetype* at)
347{ 345{
348 archetype *start = at; 346 archetype *start = at;
349 for (;;) { 347 for (;;) {
350 if (at==NULL || at->next==NULL) 348 if (at==NULL || at->next==NULL)
351 at=first_archetype; 349 at=first_archetype;
352 else 350 else
353 at=at->next; 351 at=at->next;
354 if(at->clone.type==PLAYER) 352 if(at->clone.type==PLAYER)
355 return at; 353 return at;
356 if (at == start) { 354 if (at == start) {
357 LOG (llevError, "No Player archetypes\n"); 355 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 356 exit (-1);
359 } 357 }
360 } 358 }
361} 359}
362 360
363 361
364object *get_nearest_player(object *mon) { 362object *get_nearest_player(object *mon) {
367 objectlink *ol; 365 objectlink *ol;
368 unsigned lastdist; 366 unsigned lastdist;
369 rv_vector rv; 367 rv_vector rv;
370 368
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 369 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) {
372 /* We should not find free objects on this friendly list, but it 370 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 371 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 372 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 373 * list is also free, so encapsulate this in a while loop.
376 */ 374 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 375 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
378 object *tmp=ol->ob; 376 object *tmp=ol->ob;
379 377
380 /* Can't do much more other than log the fact, because the object 378 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 379 * itself will have been cleared.
382 */ 380 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 381 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 382 ol = ol->next;
385 remove_friendly_object(tmp); 383 remove_friendly_object(tmp);
386 if (!ol) return op; 384 if (!ol) return op;
387 } 385 }
388 386
389 /* Remove special check for player from this. First, it looks to cause 387 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more 388 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 389 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would 390 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 391 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 392 * on_same_map check, as can_detect_enemy also does this
395 */ 393 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 394 if (!can_detect_enemy(mon,ol->ob,&rv))
397 continue; 395 continue;
398 396
399 if(lastdist>rv.distance) { 397 if(lastdist>rv.distance) {
400 op=ol->ob; 398 op=ol->ob;
401 lastdist=rv.distance; 399 lastdist=rv.distance;
402 } 400 }
403 } 401 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 402 for (pl=first_player; pl != NULL; pl=pl->next) {
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 403 if (can_detect_enemy(mon, pl->ob,&rv)) {
406 404
407 if(lastdist>rv.distance) { 405 if(lastdist>rv.distance) {
408 op=pl->ob; 406 op=pl->ob;
409 lastdist=rv.distance; 407 lastdist=rv.distance;
410 } 408 }
411 } 409 }
412 } 410 }
413#if 0 411#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 412 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)");
415#endif 413#endif
416 return op; 414 return op;
417} 415}
418 416
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 417/* I believe this can safely go to 2, 3 is questionable, 4 will likely
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 475 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 476 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */ 477 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 478 if (diff>max) return 0;
481 while (diff >1 && max>0) { 479 while (diff >1 && max>0) {
482 lastx = x; 480 lastx = x;
483 lasty = y; 481 lasty = y;
484 lastmap = m; 482 lastmap = m;
485 x = lastx + freearr_x[dir]; 483 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 484 y = lasty + freearr_y[dir];
487 485
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 486 mflags = get_map_flags(m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 487 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490 488
491 /* Space is blocked - try changing direction a little */ 489 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 490 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) { 491 && (m == mon->map && blocked_link(mon, m, x, y)))) {
494 /* recalculate direction from last good location. Possible 492 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 493 * we were not traversing ideal location before.
496 */ 494 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 495 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 496 if (rv.direction != dir) {
499 /* OK - says direction should be different - lets reset the 497 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 498 * the values so it will try again.
501 */ 499 */
502 x = lastx; 500 x = lastx;
503 y = lasty; 501 y = lasty;
504 m = lastmap; 502 m = lastmap;
505 dir = firstdir = rv.direction; 503 dir = firstdir = rv.direction;
506 } else { 504 } else {
507 /* direct path is blocked - try taking a side step to 505 /* direct path is blocked - try taking a side step to
508 * either the left or right. 506 * either the left or right.
509 * Note increase the values in the loop below to be 507 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 508 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 509 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try 510 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 511 * stepping back and forth
514 */ 512 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 513 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
516 if (i==0) continue; /* already did this, so skip it */ 514 if (i==0) continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 515 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 516 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 517 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 518 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 519 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 520 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 521 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 522 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 523 * the last direction the creature has successfully
526 * moved. 524 * moved.
527 */ 525 */
528 526
529 x = lastx + freearr_x[absdir(lastdir+i)]; 527 x = lastx + freearr_x[absdir(lastdir+i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 528 y = lasty + freearr_y[absdir(lastdir+i)];
531 m = lastmap; 529 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 530 mflags = get_map_flags(m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 531 if (mflags & P_OUT_OF_MAP) continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 532 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 533 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536 if (mflags & P_BLOCKSVIEW) continue; 534 if (mflags & P_BLOCKSVIEW) continue;
537 535
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 536 if (m == mon->map && blocked_link(mon, m, x, y)) break;
539 } 537 }
540 /* go through entire loop without finding a valid 538 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 539 * sidestep to take - thus, no valid path.
542 */ 540 */
543 if (i==(DETOUR_AMOUNT+1)) 541 if (i==(DETOUR_AMOUNT+1))
544 return 0; 542 return 0;
545 diff--; 543 diff--;
546 lastdir=dir; 544 lastdir=dir;
547 max--; 545 max--;
548 if (!firstdir) firstdir = dir+i; 546 if (!firstdir) firstdir = dir+i;
549 } /* else check alternate directions */ 547 } /* else check alternate directions */
550 } /* if blocked */ 548 } /* if blocked */
551 else { 549 else {
552 /* we moved towards creature, so diff is less */ 550 /* we moved towards creature, so diff is less */
553 diff--; 551 diff--;
554 max--; 552 max--;
555 lastdir=dir; 553 lastdir=dir;
556 if (!firstdir) firstdir = dir; 554 if (!firstdir) firstdir = dir;
557 } 555 }
558 if (diff<=1) { 556 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 557 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 558 * headed toward player for entire distance.
561 */ 559 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 560 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 561 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
564 } 562 }
565 if (diff>max) return 0; 563 if (diff>max) return 0;
566 } 564 }
567 /* If we reached the max, didn't find a direction in time */ 565 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 566 if (!max) return 0;
569 567
570 return firstdir; 568 return firstdir;
572 570
573void give_initial_items(object *pl,treasurelist *items) { 571void give_initial_items(object *pl,treasurelist *items) {
574 object *op,*next=NULL; 572 object *op,*next=NULL;
575 573
576 if(pl->randomitems!=NULL) 574 if(pl->randomitems!=NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 575 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
578 576
579 for (op=pl->inv; op; op=next) { 577 for (op=pl->inv; op; op=next) {
580 next = op->below; 578 next = op->below;
581 579
582 /* Forces get applied per default, unless they have the 580 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 581 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 582 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 583 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 584 SET_FLAG(op,FLAG_APPLIED);
587 585
588 /* we never give weapons/armour if these cannot be used 586 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 587 * by this player due to race restrictions
590 */ 588 */
591 if (pl->type == PLAYER) { 589 if (pl->type == PLAYER) {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 590 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 591 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 592 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 593 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 594 op->type == BRACERS || op->type == GIRDLE)) ||
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 595 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op); 596 remove_ob (op);
599 free_object (op); 597 free_object (op);
600 continue; 598 continue;
601 } 599 }
602 } 600 }
603 601
604 /* This really needs to be better - we should really give 602 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really 603 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like 604 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.) 605 * a first level treasurelist for each skill.)
608 * remove duplicate skills also 606 * remove duplicate skills also
609 */ 607 */
610 if(op->type==SPELLBOOK || op->type == SKILL) { 608 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp; 609 object *tmp;
612 610
613 for (tmp=op->below; tmp; tmp=tmp->below) 611 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break; 612 if (tmp->type == op->type && tmp->name == op->name) break;
615 613
616 if (tmp) { 614 if (tmp) {
617 remove_ob(op); 615 remove_ob(op);
618 free_object(op); 616 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n", 617 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name); 618 &tmp->name);
621 continue; 619 continue;
622 } 620 }
623 if (op->nrof > 1) op->nrof = 1; 621 if (op->nrof > 1) op->nrof = 1;
624 } 622 }
625 623
626 if (op->type == SPELLBOOK && op->inv) { 624 if (op->type == SPELLBOOK && op->inv) {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 625 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
628 } 626 }
629 627
630 /* Give starting characters identified, uncursed, and undamned 628 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 629 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 630 * merged properly.
633 */ 631 */
634 if (need_identify(op)) { 632 if (need_identify(op)) {
635 SET_FLAG(op, FLAG_IDENTIFIED); 633 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 634 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 635 CLEAR_FLAG(op, FLAG_DAMNED);
638 } 636 }
639 if(op->type==SPELL) { 637 if(op->type==SPELL) {
640 remove_ob(op); 638 remove_ob(op);
641 free_object(op); 639 free_object(op);
642 continue; 640 continue;
643 } 641 }
644 else if(op->type==SKILL) { 642 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 643 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 644 op->stats.exp = 0;
647 op->level = 1; 645 op->level = 1;
648 } 646 }
649 /* lock all 'normal items by default */ 647 /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED); 648 else SET_FLAG(op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 649 } /* for loop of objects in player inv */
652 650
653 /* Need to set up the skill pointers */ 651 /* Need to set up the skill pointers */
654 link_player_skills(pl); 652 link_player_skills(pl);
655} 653}
678 * removing the player - it probably makes more sense 676 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all 677 * to leave it to play_again to remove the object in all
680 * cases. 678 * cases.
681 */ 679 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED)) 680 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op); 681 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage, 682 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if 683 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out. 684 * the map is null or not swapped out.
687 */ 685 */
688 op->map = NULL; 686 op->map = NULL;
690 688
691 689
692int receive_play_again(object *op, char key) 690int receive_play_again(object *op, char key)
693{ 691{
694 if(key=='q'||key=='Q') { 692 if(key=='q'||key=='Q') {
695 remove_friendly_object(op); 693 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */ 694 leave(op->contr,0); /* ericserver will draw the message */
697 return 2; 695 return 2;
698 } 696 }
699 else if(key=='a'||key=='A') { 697 else if(key=='a'||key=='A') {
700 player *pl = op->contr; 698 player *pl = op->contr;
701 const char *name = op->name; 699 shstr name = op->name;
702 700
703 add_refcount(name);
704 remove_friendly_object(op); 701 remove_friendly_object(op);
705 free_object(op); 702 free_object(op);
706 pl = get_player(pl); 703 pl = get_player(pl);
707 op = pl->ob; 704 op = pl->ob;
708 add_friendly_object(op); 705 add_friendly_object(op);
709 op->contr->password[0]='~'; 706 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name); 707 op->name = op->name_pl = 0;
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */ 708 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n"); 709 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op); 710 get_name(op);
716 op->name = name; /* Alrady added a refcount above */ 711 op->name = op->name_pl = name;
717 op->name_pl = add_string(name);
718 set_first_map(op); 712 set_first_map(op);
719 } else { 713 } else {
720 /* user pressed something else so just ask again... */ 714 /* user pressed something else so just ask again... */
721 play_again(op); 715 play_again(op);
722 } 716 }
723 return 0; 717 return 0;
724} 718}
725 719
726void confirm_password(object *op) { 720void confirm_password(object *op) {
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 724 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731} 725}
732 726
733void get_party_password(object *op, partylist *party) { 727void get_party_password(object *op, partylist *party) {
734 if (party == NULL) { 728 if (party == NULL) {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 729 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 730 return;
737 } 731 }
738 op->contr->write_buf[0]='\0'; 732 op->contr->write_buf[0]='\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 733 op->contr->state=ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 734 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 735 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 739/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
746int roll_stat(void) { 740int roll_stat(void) {
747 int a[4],i,j,k; 741 int a[4],i,j,k;
748 742
749 for(i=0;i<4;i++) 743 for(i=0;i<4;i++)
750 a[i]=(int)RANDOM()%6+1; 744 a[i]=(int)RANDOM()%6+1;
751 745
752 for(i=0,j=0,k=7;i<4;i++) 746 for(i=0,j=0,k=7;i<4;i++)
753 if(a[i]<k) 747 if(a[i]<k)
754 k=a[i],j=i; 748 k=a[i],j=i;
755 749
756 for(i=0,k=0;i<4;i++) { 750 for(i=0,k=0;i<4;i++) {
757 if(i!=j) 751 if(i!=j)
758 k+=a[i]; 752 k+=a[i];
759 } 753 }
760 return k; 754 return k;
761} 755}
762 756
763void roll_stats(object *op) { 757void roll_stats(object *op) {
764 int sum=0; 758 int sum=0;
765 int i = 0, j = 0; 759 int i = 0, j = 0;
766 int statsort[7]; 760 int statsort[7];
767 761
768 do { 762 do {
769 op->stats.Str=roll_stat(); 763 op->stats.Str=roll_stat();
770 op->stats.Dex=roll_stat(); 764 op->stats.Dex=roll_stat();
771 op->stats.Int=roll_stat(); 765 op->stats.Int=roll_stat();
772 op->stats.Con=roll_stat(); 766 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat(); 767 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat(); 768 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat(); 769 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 770 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+ 771 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha; 772 op->stats.Cha;
779 } while(sum<82||sum>116); 773 } while(sum<82||sum>116);
780 774
781 /* Sort the stats so that rerolling is easier... */ 775 /* Sort the stats so that rerolling is easier... */
782 statsort[0] = op->stats.Str; 776 statsort[0] = op->stats.Str;
783 statsort[1] = op->stats.Dex; 777 statsort[1] = op->stats.Dex;
787 statsort[5] = op->stats.Pow; 781 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha; 782 statsort[6] = op->stats.Cha;
789 783
790 /* a quick and dirty bubblesort? */ 784 /* a quick and dirty bubblesort? */
791 do { 785 do {
792 if (statsort[i] < statsort[i + 1]) { 786 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i]; 787 j = statsort[i];
794 statsort[i] = statsort[i + 1]; 788 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j; 789 statsort[i + 1] = j;
796 i = 0; 790 i = 0;
797 } else { 791 } else {
798 i++; 792 i++;
799 } 793 }
800 } while (i < 6); 794 } while (i < 6);
801 795
802 op->stats.Str = statsort[0]; 796 op->stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 797 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 798 op->stats.Con = statsort[2];
841{ 835{
842 signed char tmp; 836 signed char tmp;
843 char buf[MAX_BUF]; 837 char buf[MAX_BUF];
844 838
845 if ( op->contr->Swap_First == -1 ) { 839 if ( op->contr->Swap_First == -1 ) {
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 840 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,"); 841 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au"); 842 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return; 843 return;
850 } 844 }
851 845
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 846 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853 847
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 848 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second)); 849 get_attr_value(&op->contr->orig_stats, Swap_Second));
856 850
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 851 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858 852
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 853 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 854 new_draw_info(NDI_UNIQUE, 0,op, buf);
896 int keynum = key -'0'; 890 int keynum = key -'0';
897 char buf[MAX_BUF]; 891 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 892 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899 893
900 if (keynum>0 && keynum<=7) { 894 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) { 895 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum]; 896 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 897 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 898 new_draw_info(NDI_UNIQUE, 0,op,buf);
905 } 899 }
906 else 900 else
907 Swap_Stat(op,stat_trans[keynum]); 901 Swap_Stat(op,stat_trans[keynum]);
908 902
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 903 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1; 904 return 1;
911 } 905 }
912 switch (key) { 906 switch (key) {
913 case 'n': 907 case 'n':
914 case 'N': { 908 case 'N': {
915 SET_FLAG(op, FLAG_WIZ); 909 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) { 910 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n"); 911 LOG(llevError,"Map == NULL in state 2\n");
918 break; 912 break;
919 } 913 }
920 914
921#if 0 915#if 0
922 /* So that enter_exit will put us at startx/starty */ 916 /* So that enter_exit will put us at startx/starty */
923 op->x= -1; 917 op->x= -1;
924 918
925 enter_exit(op,NULL); 919 enter_exit(op,NULL);
926#endif 920#endif
927 SET_ANIMATION(op, 2); /* So player faces south */ 921 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */ 922 /* Enter exit adds a player otherwise */
929 add_statbonus(op); 923 add_statbonus(op);
930 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); 924 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS; 925 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg) 926 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg); 927 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0; 928 return 0;
935 } 929 }
936 case 'y': 930 case 'y':
937 case 'Y': 931 case 'Y':
938 roll_stats(op); 932 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 933 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1; 934 return 1;
941 935
942 case 'q': 936 case 'q':
943 case 'Q': 937 case 'Q':
944 play_again(op); 938 play_again(op);
945 return 1; 939 return 1;
946 940
947 default: 941 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 942 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0; 943 return 0;
950 } 944 }
951 return 0; 945 return 0;
952} 946}
953 947
954/* This function takes the key that is passed, and does the 948/* This function takes the key that is passed, and does the
966 remove_ob(op); 960 remove_ob(op);
967 play_again(op); 961 play_again(op);
968 return 0; 962 return 0;
969 } 963 }
970 if(key=='d'||key=='D') { 964 if(key=='d'||key=='D') {
971 char buf[MAX_BUF]; 965 char buf[MAX_BUF];
972 966
973 /* this must before then initial items are given */ 967 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 968 esrv_new_player(op->contr, op->weight+op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); 969 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 970
977 INVOKE_PLAYER (BIRTH, op->contr); 971 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 972 INVOKE_PLAYER (LOGIN, op->contr);
979 973
980 op->contr->state=ST_PLAYING; 974 op->contr->state=ST_PLAYING;
981 975
982 if (op->msg) { 976 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 977 op->msg=NULL;
985 }
986 978
987 /* We create this now because some of the unique maps will need it 979 /* We create this now because some of the unique maps will need it
988 * to save here. 980 * to save here.
989 */ 981 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 982 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
991 make_path_to_file(buf); 983 make_path_to_file(buf);
992 984
993#ifdef AUTOSAVE 985#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 986 op->contr->last_save_tick = pticks;
995#endif 987#endif
996 start_info(op); 988 start_info(op);
997 CLEAR_FLAG(op, FLAG_WIZ); 989 CLEAR_FLAG(op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 990 give_initial_items(op,op->randomitems);
999 link_player_skills(op); 991 link_player_skills(op);
1000 esrv_send_inventory(op, op); 992 esrv_send_inventory(op, op);
1001 fix_player(op); 993 fix_player(op);
1002 994
1003 /* This moves the player to a different start map, if there 995 /* This moves the player to a different start map, if there
1004 * is one for this race 996 * is one for this race
1005 */ 997 */
1006 if(*first_map_ext_path) { 998 if(*first_map_ext_path) {
1007 object *tmp; 999 object *tmp;
1008 mapstruct *oldmap = op->map; 1000 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 1001 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 1002 snprintf(mapname, MAX_BUF-1, "%s/%s",
1011 first_map_ext_path, op->arch->name); 1003 first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 1004 tmp=get_object();
1013 EXIT_PATH(tmp) = add_string(mapname); 1005 EXIT_PATH(tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 1006 EXIT_X(tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 1007 EXIT_Y(tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 1008 enter_exit(op,tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 1009 * if the map isn't there, then stay on the
1018 * default initial map */ 1010 * default initial map */
1019 free_object(tmp); 1011 free_object(tmp);
1020 } else { 1012 } else {
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 1013 LOG(llevDebug,"first_map_ext_path not set\n");
1022 } 1014 }
1023 return 0; 1015 return 0;
1024 } 1016 }
1025 1017
1026 /* Following actually changes the race - this is the default command 1018 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 1019 * if we don't match with one of the options above.
1028 */ 1020 */
1029 1021
1030 tmp_loop = 0; 1022 tmp_loop = 0;
1031 while(!tmp_loop) { 1023 while(!tmp_loop) {
1032 const char *name = add_string (op->name); 1024 shstr name = op->name;
1033 int x = op->x, y = op->y; 1025 int x = op->x, y = op->y;
1034 remove_statbonus(op); 1026 remove_statbonus(op);
1035 remove_ob (op); 1027 remove_ob (op);
1036 op->arch = get_player_archetype(op->arch); 1028 op->arch = get_player_archetype(op->arch);
1037 copy_object (&op->arch->clone, op); 1029 copy_object (&op->arch->clone, op);
1038 op->instantiate (); 1030 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 1031 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 1032 op->name = op->name_pl = name;
1041 op->name = name; 1033 op->x = x;
1042 free_string(op->name_pl); 1034 op->y = y;
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 1035 SET_ANIMATION(op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 1036 insert_ob_in_map (op, op->map, op,0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1037 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 1038 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 1039 add_statbonus(op);
1051 tmp_loop=allowed_class(op); 1040 tmp_loop=allowed_class(op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 1041 }
1055 update_object(op,UP_OBJ_FACE); 1042 update_object(op,UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 1043 esrv_update_item(UPD_FACE,op,op);
1057 fix_player(op); 1044 fix_player(op);
1058 op->stats.hp=op->stats.maxhp; 1045 op->stats.hp=op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 1046 op->stats.sp=op->stats.maxsp;
1060 op->stats.grace=0; 1047 op->stats.grace=0;
1061 if (op->msg) 1048 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 1049 new_draw_info(NDI_BLUE, 0, op, op->msg);
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1050 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0; 1051 return 0;
1065} 1052}
1066 1053
1067int key_confirm_quit(object *op, char key) 1054int key_confirm_quit(object *op, char key)
1068{ 1055{
1069 char buf[MAX_BUF]; 1056 char buf[MAX_BUF];
1070 1057
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1058 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING; 1059 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1060 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1; 1061 return 1;
1075 } 1062 }
1076 1063
1077 INVOKE_PLAYER (LOGOUT, op->contr); 1064 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 1065 INVOKE_PLAYER (QUIT , op->contr);
1079 1066
1080 terminate_all_pets(op); 1067 terminate_all_pets(op);
1081 leave_map(op); 1068 leave_map(op);
1082 op->direction=0; 1069 op->direction=0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1070 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084 "%s quits the game.",op->name); 1071 "%s quits the game.", &op->name);
1085 1072
1086 strcpy(op->contr->killer,"quit"); 1073 strcpy(op->contr->killer,"quit");
1087 check_score(op); 1074 check_score(op);
1088 op->contr->party=NULL; 1075 op->contr->party=NULL;
1089 if (settings.set_title == TRUE) 1076 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 1077 op->contr->own_title[0]='\0';
1091 1078
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1079 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next; 1080 mapstruct *mp, *next;
1094 1081
1095 /* We need to hunt for any per player unique maps in memory and 1082 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional, 1083 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname 1084 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */ 1085 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1086 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 1087 for (mp=first_map; mp!=NULL; mp=next) {
1101 next = mp->next; 1088 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf))) 1089 if (!strncmp(mp->path, buf, strlen(buf)))
1103 delete_map(mp); 1090 delete_map(mp);
1104 } 1091 }
1105 1092
1106 delete_character(op->name, 1); 1093 delete_character(op->name, 1);
1107 } 1094 }
1108 play_again(op); 1095 play_again(op);
1109 return 1; 1096 return 1;
1110} 1097}
1111 1098
1112void flee_player(object *op) { 1099void flee_player(object *op) {
1113 int dir,diff; 1100 int dir,diff;
1114 rv_vector rv; 1101 rv_vector rv;
1115 1102
1116 if(op->stats.hp < 0) { 1103 if(op->stats.hp < 0) {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1104 LOG(llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1105 CLEAR_FLAG(op, FLAG_SCARED);
1119 return; 1106 return;
1120 } 1107 }
1121 1108
1122 if(op->enemy==NULL) { 1109 if(op->enemy==NULL) {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1110 LOG(llevDebug,"Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 1111 CLEAR_FLAG(op, FLAG_SCARED);
1125 return; 1112 return;
1126 } 1113 }
1127 1114
1128 /* Seen some crashes here. Since we don't store an 1115 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 1116 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 1117 * actual enemy, and the object is recycled.
1131 */ 1118 */
1132 if (op->enemy->map == NULL) { 1119 if (op->enemy->map == NULL) {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1120 CLEAR_FLAG(op, FLAG_SCARED);
1134 op->enemy=NULL; 1121 op->enemy=NULL;
1135 return; 1122 return;
1136 } 1123 }
1137 1124
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1125 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1139 op->enemy=NULL; 1126 op->enemy=NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1127 CLEAR_FLAG(op, FLAG_SCARED);
1141 return; 1128 return;
1142 } 1129 }
1143 get_rangevector(op, op->enemy, &rv, 0); 1130 get_rangevector(op, op->enemy, &rv, 0);
1144 1131
1145 dir=absdir(4+rv.direction); 1132 dir=absdir(4+rv.direction);
1146 for(diff=0;diff<3;diff++) { 1133 for(diff=0;diff<3;diff++) {
1147 int m=1-(RANDOM()&2); 1134 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)|| 1135 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) { 1136 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return; 1137 return;
1151 } 1138 }
1152 } 1139 }
1153 /* Cornered, get rid of scared */ 1140 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1141 CLEAR_FLAG(op, FLAG_SCARED);
1155 op->enemy=NULL; 1142 op->enemy=NULL;
1156} 1143}
1200 continue; 1187 continue;
1201 } 1188 }
1202 1189
1203 /* high not bit set? We're using the old autopickup model */ 1190 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1191 if(!(op->contr->mode & PU_NEWMODE)) {
1205 switch (op->contr->mode) { 1192 switch (op->contr->mode) {
1206 case 0: return 1; /* don't pick up */ 1193 case 0: return 1; /* don't pick up */
1207 case 1: pick_up (op, tmp); 1194 case 1: pick_up (op, tmp);
1208 return 1; 1195 return 1;
1209 case 2: pick_up (op, tmp); 1196 case 2: pick_up (op, tmp);
1210 return 0; 1197 return 0;
1211 case 3: return 0; /* stop before pickup */ 1198 case 3: return 0; /* stop before pickup */
1212 case 4: pick_up (op, tmp); 1199 case 4: pick_up (op, tmp);
1213 break; 1200 break;
1214 case 5: pick_up (op, tmp); 1201 case 5: pick_up (op, tmp);
1215 stop = 1; 1202 stop = 1;
1216 break; 1203 break;
1217 case 6: 1204 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1206 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp); 1207 pick_up(op, tmp);
1221 break; 1208 break;
1222 1209
1223 case 7: 1210 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1211 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1212 pick_up(op, tmp);
1226 break; 1213 break;
1227 1214
1228 default: 1215 default:
1229 /* use value density */ 1216 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1217 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1218 && (query_cost (tmp, op, F_TRUE) * 100
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1219 / (tmp->weight * MAX (tmp->nrof, 1)))
1233 >= op->contr->mode) 1220 >= op->contr->mode)
1234 pick_up(op,tmp); 1221 pick_up(op,tmp);
1235 } 1222 }
1236 } 1223 }
1237 else { /* old model */ 1224 else { /* old model */
1238 /* NEW pickup handling */ 1225 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1226 if(op->contr->mode & PU_DEBUG)
1240 { 1227 {
1241 /* some debugging code to figure out item information */ 1228 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1229 if(tmp->name!=NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1230 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1231 &tmp->name, tmp->type,
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1232 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1246 else 1233 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1235 &tmp->arch->name, tmp->type,
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1237 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1251 1238
1252 sprintf(putstring,"...flags: "); 1239 sprintf(putstring,"...flags: ");
1253 for(k=0;k<4;k++) 1240 for(k=0;k<4;k++)
1254 { 1241 {
1255 for(j=0;j<32;j++) 1242 for(j=0;j<32;j++)
1256 { 1243 {
1257 if((tmp->flags[k]>>j)&0x01) 1244 if((tmp->flags[k]>>j)&0x01)
1258 { 1245 {
1259 sprintf(tmpstr,"%d ",k*32+j); 1246 sprintf(tmpstr,"%d ",k*32+j);
1260 strcat(putstring, tmpstr); 1247 strcat(putstring, tmpstr);
1261 } 1248 }
1262 } 1249 }
1263 } 1250 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1251 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 1252
1266#if 0 1253#if 0
1267 /* print the flags too */ 1254 /* print the flags too */
1268 for(k=0;k<4;k++) 1255 for(k=0;k<4;k++)
1269 { 1256 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1257 fprintf(stderr,"%d [%d] ", k, k*32+31);
1271 for(j=0;j<32;j++) 1258 for(j=0;j<32;j++)
1272 { 1259 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1260 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1274 if(!((j+1)%4))fprintf(stderr," "); 1261 if(!((j+1)%4))fprintf(stderr," ");
1275 } 1262 }
1276 fprintf(stderr," [%d]\n", k*32); 1263 fprintf(stderr," [%d]\n", k*32);
1277 } 1264 }
1278#endif 1265#endif
1279 } 1266 }
1280 /* philosophy: 1267 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 1268 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups 1269 * generic. This takes no game-time. For more detailed pickups
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1301 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1315 1302
1316 /* all food and drink if desired */ 1303 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 1304 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 1305 if(op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 1306 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1307 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1321 if(op->contr->mode & PU_DRINK) 1308 if(op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1309 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 1310 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1324 1311
1325 if(op->contr->mode & PU_POTION) 1312 if(op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 1313 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1314 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1328 1315
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 1316 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 1317 if(op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 1318 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1319 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1333 if(op->contr->mode & PU_SKILLSCROLL) 1320 if(op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 1321 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1336 if(op->contr->mode & PU_READABLES) 1323 if(op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 1324 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1325 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1339 1326
1340 /* wands/staves/rods/horns */ 1327 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1328 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1329 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1330 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1344 1331
1345 /* pick up all magical items */ 1332 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1333 if(op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1334 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1335 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1349 1336
1350 if(op->contr->mode & PU_VALUABLES) 1337 if(op->contr->mode & PU_VALUABLES)
1351 { 1338 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1339 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1340 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1354 } 1341 }
1355 1342
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1343 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1344 if(op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1345 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1346 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1360 1347
1361 /* bows and arrows. Bows are good for selling! */ 1348 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1349 if(op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1350 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1351 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1365 if(op->contr->mode & PU_ARROW) 1352 if(op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1353 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1354 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1368 1355
1369 /* all kinds of armor etc. */ 1356 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1357 if(op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1358 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1359 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1373 if(op->contr->mode & PU_HELMET) 1360 if(op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1361 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1362 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1376 if(op->contr->mode & PU_SHIELD) 1363 if(op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1364 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1365 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1379 if(op->contr->mode & PU_BOOTS) 1366 if(op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1367 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1368 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1382 if(op->contr->mode & PU_GLOVES) 1369 if(op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1370 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1371 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1385 if(op->contr->mode & PU_CLOAK) 1372 if(op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1373 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1388 1375
1389 /* hoping to catch throwing daggers here */ 1376 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1377 if(op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1378 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1379 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1393 1380
1394 /* careful: chairs and tables are weapons! */ 1381 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1382 if(op->contr->mode & PU_ALLWEAPON)
1396 { 1383 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1384 if(tmp->type == WEAPON && tmp->name!=NULL)
1398 { 1385 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1386 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1387 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1388 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1402 } 1389 }
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1390 if(tmp->type == WEAPON && tmp->name==NULL)
1404 { 1391 {
1405 if(strstr(tmp->arch->name,"table")==NULL && 1392 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL) 1393 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1394 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 } 1395 }
1409 } 1396 }
1410 1397
1411 /* misc stuff that's useful */ 1398 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1399 if(op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1400 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1401 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1415 1402
1416 /* any of the last 4 bits set means we use the ratio for value 1403 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1404 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1405 if(op->contr->mode & PU_RATIO)
1419 { 1406 {
1420 /* use value density to decide what else to grab */ 1407 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1408 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1409 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */ 1410 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1411 wvratio=(op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1412 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1426 { 1413 {
1427 pick_up(op, tmp); 1414 pick_up(op, tmp);
1428#if 0 1415#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1416 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1417 if(tmp->name!=NULL) {
1431 fprintf(stderr,"%s", tmp->name); 1418 fprintf(stderr,"%s", tmp->name);
1432 } 1419 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1420 else fprintf(stderr,"%s",tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type); 1421 fprintf(stderr,",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1422 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1436#endif 1423#endif
1437 continue; 1424 continue;
1438 } 1425 }
1439 } 1426 }
1440 } /* the new pickup model */ 1427 } /* the new pickup model */
1441 } 1428 }
1442 return ! stop; 1429 return ! stop;
1443} 1430}
1450object *find_arrow(object *op, const char *type) 1437object *find_arrow(object *op, const char *type)
1451{ 1438{
1452 object *tmp = NULL; 1439 object *tmp = NULL;
1453 1440
1454 for(op=op->inv; op; op=op->below) 1441 for(op=op->inv; op; op=op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1442 if(!tmp && op->type==CONTAINER && op->race==type &&
1456 QUERY_FLAG(op,FLAG_APPLIED)) 1443 QUERY_FLAG(op,FLAG_APPLIED))
1457 tmp = find_arrow (op, type); 1444 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1445 else if (op->type==ARROW && op->race==type)
1459 return op; 1446 return op;
1460 return tmp; 1447 return tmp;
1461} 1448}
1462 1449
1463/* 1450/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1451 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1471{ 1458{
1472 object *tmp = NULL, *arrow, *ntmp; 1459 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1460 int attacknum, attacktype, betterby=0, i;
1474 1461
1475 if (!type) 1462 if (!type)
1476 return NULL; 1463 return NULL;
1477 1464
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1465 for (arrow=op->inv; arrow; arrow=arrow->below) {
1479 if (arrow->type==CONTAINER && arrow->race==type && 1466 if (arrow->type==CONTAINER && arrow->race==type &&
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1467 QUERY_FLAG(arrow, FLAG_APPLIED)) {
1481 i = 0; 1468 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1469 ntmp = find_better_arrow(arrow, target, type, &i);
1483 if (i > betterby) { 1470 if (i > betterby) {
1484 tmp = ntmp; 1471 tmp = ntmp;
1485 betterby = i; 1472 betterby = i;
1486 } 1473 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1474 } else if (arrow->type==ARROW && arrow->race==type) {
1488 /* allways prefer assasination/slaying */ 1475 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1476 if (target->race != NULL && arrow->slaying != NULL &&
1490 strstr(arrow->slaying, target->race)) { 1477 strstr(arrow->slaying, target->race)) {
1491 if (arrow->attacktype & AT_DEATH) { 1478 if (arrow->attacktype & AT_DEATH) {
1492 *better = 100; 1479 *better = 100;
1493 return arrow; 1480 return arrow;
1494 } else { 1481 } else {
1495 tmp = arrow; 1482 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1483 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1484 }
1498 } else { 1485 } else {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1486 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1500 attacktype = 1<<attacknum; 1487 attacktype = 1<<attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1488 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1489 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1503 tmp = arrow; 1490 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1491 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1505 } 1492 }
1506 } 1493 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1494 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1495 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1496 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1497 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1498 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1512 tmp = arrow; 1499 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1500 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1501 }
1515 } 1502 }
1516 } 1503 }
1517 } 1504 }
1518 if (tmp == NULL && arrow == NULL) 1505 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1506 return find_arrow(op, type);
1520 1507
1521 *better = betterby; 1508 *better = betterby;
1522 return tmp; 1509 return tmp;
1523} 1510}
1524 1511
1535 mapstruct *m; 1522 mapstruct *m;
1536 int i, mflags, found, number; 1523 int i, mflags, found, number;
1537 sint16 x, y; 1524 sint16 x, y;
1538 1525
1539 if (op->map == NULL) 1526 if (op->map == NULL)
1540 return find_arrow(op, type); 1527 return find_arrow(op, type);
1541 1528
1542 /* do a dex check */ 1529 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1530 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1531 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level)))
1545 return find_arrow(op, type); 1532 return find_arrow(op, type);
1546 1533
1547 m = op->map; 1534 m = op->map;
1548 x = op->x; 1535 x = op->x;
1549 y = op->y; 1536 y = op->y;
1550 1537
1551 /* find the first target */ 1538 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1539 for (i=0, found=0; i<20; i++) {
1553 x += freearr_x[dir]; 1540 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1541 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1542 mflags = get_map_flags(m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1543 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) {
1557 tmp = NULL; 1544 tmp = NULL;
1558 break; 1545 break;
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1546 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1547 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1548 * perhaps a bad assumption.
1562 */ 1549 */
1563 tmp = NULL; 1550 tmp = NULL;
1564 break; 1551 break;
1565 } 1552 }
1566 if (mflags & P_IS_ALIVE) { 1553 if (mflags & P_IS_ALIVE) {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1554 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1555 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1569 found++; 1556 found++;
1570 break; 1557 break;
1571 } 1558 }
1572 if (found) 1559 if (found)
1573 break; 1560 break;
1574 } 1561 }
1575 } 1562 }
1576 if (tmp == NULL) 1563 if (tmp == NULL)
1577 return find_arrow(op, type); 1564 return find_arrow(op, type);
1578 1565
1579 if (tmp->head) 1566 if (tmp->head)
1580 tmp = tmp->head; 1567 tmp = tmp->head;
1581 1568
1582 return find_better_arrow(op, tmp, type, &i); 1569 return find_better_arrow(op, tmp, type, &i);
1583} 1570}
1584 1571
1585/* 1572/*
1599 tag_t left_tag, tag; 1586 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1587 int bowspeed, mflags;
1601 mapstruct *m; 1588 mapstruct *m;
1602 1589
1603 if (!dir) { 1590 if (!dir) {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1591 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1592 return 0;
1606 } 1593 }
1607 if (op->type == PLAYER) 1594 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1595 bow=op->contr->ranges[range_bow];
1609 else { 1596 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1597 for(bow=op->inv; bow; bow=bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1598 /* Don't check for applied - monsters don't apply bows - in that way, they
1612 * don't need to switch back and forth between bows and weapons. 1599 * don't need to switch back and forth between bows and weapons.
1613 */ 1600 */
1614 if(bow->type==BOW) 1601 if(bow->type==BOW)
1615 break; 1602 break;
1616 1603
1617 if (!bow) { 1604 if (!bow) {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1605 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1606 return 0;
1620 } 1607 }
1621 } 1608 }
1622 if( !bow->race || !bow->skill) { 1609 if( !bow->race || !bow->skill) {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1610 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1611 return 0;
1625 } 1612 }
1626 1613
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1614 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1615
1629 /* penalize ROF for bestarrow */ 1616 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1617 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1618 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1) 1619 if (bowspeed < 1)
1633 bowspeed = 1; 1620 bowspeed = 1;
1634 1621
1635 if (arrow == NULL) { 1622 if (arrow == NULL) {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1623 if ((arrow=find_arrow(op, bow->race)) == NULL) {
1637 if (op->type == PLAYER) 1624 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1625 new_draw_info_format(NDI_UNIQUE, 0, op,
1639 "You have no %s left.", bow->race); 1626 "You have no %s left.", &bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1627 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1628 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1629 CLEAR_FLAG(op, FLAG_READY_BOW);
1643 return 0; 1630 return 0;
1644 } 1631 }
1645 } 1632 }
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1633 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1634 if (mflags & P_OUT_OF_MAP) {
1648 return 0; 1635 return 0;
1649 } 1636 }
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1637 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1638 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1652 return 0; 1639 return 0;
1653 } 1640 }
1654 1641
1655 /* this should not happen, but sometimes does */ 1642 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1643 if (arrow->nrof==0) {
1657 remove_ob(arrow); 1644 remove_ob(arrow);
1658 free_object(arrow); 1645 free_object(arrow);
1659 return 0; 1646 return 0;
1660 } 1647 }
1661 1648
1662 left = arrow; /* these are arrows left to the player */ 1649 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1650 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1651 arrow = get_split_ob(arrow, 1);
1665 if (arrow == NULL) { 1652 if (arrow == NULL) {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1653 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1654 return 0;
1668 return 0;
1669 } 1655 }
1670 set_owner(arrow, op); 1656 set_owner(arrow, op);
1671 if (arrow->skill) free_string(arrow->skill);
1672 arrow->skill = add_refcount(bow->skill); 1657 arrow->skill = bow->skill;
1673 1658
1674 arrow->direction=dir; 1659 arrow->direction=dir;
1675 arrow->x = sx; 1660 arrow->x = sx;
1676 arrow->y = sy; 1661 arrow->y = sy;
1677 1662
1678 if (op->type == PLAYER) { 1663 if (op->type == PLAYER) {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1664 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1680 fix_player(op); 1665 fix_player(op);
1681 } 1666 }
1682 1667
1683 SET_ANIMATION(arrow, arrow->direction); 1668 SET_ANIMATION(arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1669 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1670 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1671 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1672 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1673 arrow->spellarg = strdup_local(arrow->slaying);
1689 1674
1690 /* Note that this was different for monsters - they got their level 1675 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1676 * added to the damage. I think the strength bonus is more proper.
1692 */ 1677 */
1693 1678
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1679 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1695 0 : dam_bonus[op->stats.Str]) + 1680 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic; 1681 bow->stats.dam + bow->magic + arrow->magic;
1697 1682
1698 /* update the speed */ 1683 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1684 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1685 0 : dam_bonus[op->stats.Str]) +
1701 bow->magic + arrow->magic) / 5.0 + 1686 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0; 1687 (float)bow->stats.dam / 7.0;
1703 1688
1704 if (arrow->speed < 1.0) 1689 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0; 1690 arrow->speed = 1.0;
1706 update_ob_speed(arrow); 1691 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1692 arrow->speed_left = 0;
1708 1693
1709 if (op->type == PLAYER) { 1694 if (op->type == PLAYER) {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1695 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1696 (op->chosen_skill?op->chosen_skill->level:op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1697 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1713 arrow->stats.wc - bow->stats.wc + wc_mod; 1698 arrow->stats.wc - bow->stats.wc + wc_mod;
1714 1699
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1700 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level;
1716 } else { 1701 } else {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1702 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod; 1703 arrow->stats.wc + wc_mod;
1719 1704
1720 arrow->level = op->level; 1705 arrow->level = op->level;
1721 } 1706 }
1722 if (arrow->attacktype == AT_PHYSICAL) 1707 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1708 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1709 if (bow->slaying != NULL)
1725 arrow->slaying = add_string(bow->slaying); 1710 arrow->slaying = bow->slaying;
1726 1711
1727 arrow->map = m; 1712 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1713 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1714 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1715
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1716 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count; 1717 tag = arrow->count;
1733 insert_ob_in_map(arrow, m, op, 0); 1718 insert_ob_in_map(arrow, m, op, 0);
1734 1719
1735 if (!was_destroyed(arrow, tag)) 1720 if (!was_destroyed(arrow, tag))
1736 move_arrow(arrow); 1721 move_arrow(arrow);
1737 1722
1738 if (op->type == PLAYER) { 1723 if (op->type == PLAYER) {
1739 if (was_destroyed (left, left_tag)) 1724 if (was_destroyed (left, left_tag))
1740 esrv_del_item(op->contr, left_tag); 1725 esrv_del_item(op->contr, left_tag);
1741 else 1726 else
1742 esrv_send_item(op, left); 1727 esrv_send_item(op, left);
1743 } 1728 }
1744 return 1; 1729 return 1;
1745} 1730}
1746 1731
1747/* Special fire code for players - this takes into 1732/* Special fire code for players - this takes into
1754int player_fire_bow(object *op, int dir) 1739int player_fire_bow(object *op, int dir)
1755{ 1740{
1756 int ret=0, wcmod=0; 1741 int ret=0, wcmod=0;
1757 1742
1758 if (op->contr->bowtype == bow_bestarrow) { 1743 if (op->contr->bowtype == bow_bestarrow) {
1759 ret = fire_bow(op, op, 1744 ret = fire_bow(op, op,
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1745 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir),
1761 dir, 0, op->x, op->y); 1746 dir, 0, op->x, op->y);
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1747 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1748 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1749 wcmod =-1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1750 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod,
1766 op->x, op->y); 1751 op->x, op->y);
1767 } else if (op->contr->bowtype == bow_threewide) { 1752 } else if (op->contr->bowtype == bow_threewide) {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1753 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1769 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1754 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1755 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1756 } else if (op->contr->bowtype == bow_spreadshot) {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1757 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1773 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1758 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1759 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1775 1760
1776 } else { 1761 } else {
1777 /* Simple case */ 1762 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1763 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1779 } 1764 }
1780 return ret; 1765 return ret;
1781} 1766}
1782 1767
1783 1768
1787void fire_misc_object(object *op, int dir) 1772void fire_misc_object(object *op, int dir)
1788{ 1773{
1789 object *item; 1774 object *item;
1790 1775
1791 if (!op->contr->ranges[range_misc]) { 1776 if (!op->contr->ranges[range_misc]) {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1777 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied.");
1793 return; 1778 return;
1794 } 1779 }
1795 1780
1796 item = op->contr->ranges[range_misc]; 1781 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1782 if (!item->inv) {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1783 LOG(llevError,"Object %s lacks a spell\n", &item->name);
1799 return; 1784 return;
1800 } 1785 }
1801 if (item->type == WAND) { 1786 if (item->type == WAND) {
1802 if(item->stats.food<=0) { 1787 if(item->stats.food<=0) {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1788 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1789 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1805 return; 1790 return;
1806 } 1791 }
1807 } else if (item->type == ROD || item->type==HORN) { 1792 } else if (item->type == ROD || item->type==HORN) {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1793 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1794 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1810 if (item->type== ROD) 1795 if (item->type== ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 1796 new_draw_info_format(NDI_UNIQUE, 0,op,
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1797 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1813 else 1798 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1799 new_draw_info_format(NDI_UNIQUE, 0,op,
1815 "The %s needs more time to charge.", query_base_name(item,0)); 1800 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 1801 return;
1817 } 1802 }
1818 } 1803 }
1819 1804
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1805 if(cast_spell(op,item,dir,item->inv,NULL)) {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1806 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1807 if (item->type == WAND) {
1823 if (!(--item->stats.food)) { 1808 if (!(--item->stats.food)) {
1824 object *tmp; 1809 object *tmp;
1825 if (item->arch) { 1810 if (item->arch) {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1811 CLEAR_FLAG(item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1812 item->face = item->arch->clone.face;
1828 item->speed = 0; 1813 item->speed = 0;
1829 update_ob_speed(item); 1814 update_ob_speed(item);
1830 } 1815 }
1831 if ((tmp=is_player_inv(item))) 1816 if ((tmp=is_player_inv(item)))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1817 esrv_update_item(UPD_ANIM, tmp, item);
1833 } 1818 }
1834 } 1819 }
1835 else if (item->type == ROD || item->type==HORN) { 1820 else if (item->type == ROD || item->type==HORN) {
1836 drain_rod_charge(item); 1821 drain_rod_charge(item);
1837 } 1822 }
1838 } 1823 }
1839} 1824}
1840 1825
1841/* Received a fire command for the player - go and do it. 1826/* Received a fire command for the player - go and do it.
1842 */ 1827 */
1845 1830
1846 /* check for loss of invisiblity/hide */ 1831 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1832 if (action_makes_visible(op)) make_visible(op);
1848 1833
1849 switch(op->contr->shoottype) { 1834 switch(op->contr->shoottype) {
1850 case range_none: 1835 case range_none:
1851 return; 1836 return;
1852 1837
1853 case range_bow: 1838 case range_bow:
1854 player_fire_bow(op, dir); 1839 player_fire_bow(op, dir);
1855 return; 1840 return;
1856 1841
1857 case range_magic: /* Casting spells */ 1842 case range_magic: /* Casting spells */
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1843 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1859 return; 1844 return;
1860 1845
1861 case range_misc: 1846 case range_misc:
1862 fire_misc_object(op, dir); 1847 fire_misc_object(op, dir);
1863 return; 1848 return;
1864 1849
1865 case range_golem: /* Control summoned monsters from scrolls */ 1850 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL || 1851 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) { 1852 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL; 1853 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none; 1854 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0; 1855 op->contr->golem_count = 0;
1871 } 1856 }
1872 else 1857 else
1873 control_golem(op->contr->ranges[range_golem], dir); 1858 control_golem(op->contr->ranges[range_golem], dir);
1874 return; 1859 return;
1875 1860
1876 case range_skill: 1861 case range_skill:
1877 if(!op->chosen_skill) { 1862 if(!op->chosen_skill) {
1878 if(op->type==PLAYER) 1863 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use."); 1864 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return; 1865 return;
1881 } 1866 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 1867 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return; 1868 return;
1884 case range_builder: 1869 case range_builder:
1885 apply_map_builder( op, dir ); 1870 apply_map_builder( op, dir );
1886 return; 1871 return;
1887 default: 1872 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1873 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1889 return; 1874 return;
1890 } 1875 }
1891} 1876}
1892 1877
1893 1878
1894 1879
1910 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1896 if (container->inv == NULL) return NULL;
1912 1897
1913 /* First, lets try to find a key in the top level inventory */ 1898 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1899 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1900 if (door->type==DOOR && tmp->type==KEY) break;
1916 /* For sanity, we should really check door type, but other stuff 1901 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1902 * (like containers) can be locked with special keys
1918 */ 1903 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1904 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1920 tmp->slaying==door->slaying) break; 1905 tmp->slaying==door->slaying) break;
1921 } 1906 }
1922 /* No key found - lets search inventories now */ 1907 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1908 /* If we find and use a key in an inventory, return at that time.
1924 * otherwise, if we search all the inventories and still don't find 1909 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1910 * a key, return
1926 */ 1911 */
1927 if (!tmp) { 1912 if (!tmp) {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1913 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1929 /* No reason to search empty containers */ 1914 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1915 if (tmp->type==CONTAINER && tmp->inv) {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1916 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1932 } 1917 }
1933 } 1918 }
1934 if (!tmp) return NULL; 1919 if (!tmp) return NULL;
1935 } 1920 }
1936 /* We get down here if we have found a key. Now if its in a container, 1921 /* We get down here if we have found a key. Now if its in a container,
1937 * see if we actually want to use it 1922 * see if we actually want to use it
1938 */ 1923 */
1939 if (pl!=container) { 1924 if (pl!=container) {
1940 /* Only let players use keys in containers */ 1925 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1926 if (!pl->contr) return NULL;
1942 /* cases where this fails: 1927 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1928 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1929 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1930 * If the container is not active, return now since only active
1946 * containers can be used. 1931 * containers can be used.
1947 * If we only search keyrings and the container does not have 1932 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1933 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1934 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1935 * inv must have been an container and must have been active.
1951 * 1936 *
1952 * Change the color so that the message doesn't disappear with 1937 * Change the color so that the message doesn't disappear with
1953 * all the others. 1938 * all the others.
1954 */ 1939 */
1955 if (pl->contr->usekeys == key_inventory || 1940 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1941 !QUERY_FLAG(container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1942 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 1943 (!container->race || strcmp(container->race, "keys")))
1959 ) { 1944 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1945 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1946 "The %s in your %s vibrates as you approach the door",
1962 query_name(tmp), query_name(container)); 1947 query_name(tmp), query_name(container));
1963 return NULL; 1948 return NULL;
1964 } 1949 }
1965 } 1950 }
1966 return tmp; 1951 return tmp;
1967} 1952}
1968 1953
1969/* moved door processing out of move_player_attack. 1954/* moved door processing out of move_player_attack.
1980 */ 1965 */
1981 object *key=find_key(op, op, door); 1966 object *key=find_key(op, op, door);
1982 1967
1983 /* IF we found a key, do some extra work */ 1968 /* IF we found a key, do some extra work */
1984 if (key) { 1969 if (key) {
1985 object *container=key->env; 1970 object *container=key->env;
1986 1971
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1972 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 1973 if(action_makes_visible(op)) make_visible(op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1974 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op);
1990 if (door->type == DOOR) { 1975 if (door->type == DOOR) {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1976 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */
1992 } 1977 }
1993 else if(door->type==LOCKED_DOOR) { 1978 else if(door->type==LOCKED_DOOR) {
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1979 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op,
1995 "You open the door with the %s", query_short_name(key)); 1980 "You open the door with the %s", query_short_name(key));
1996 remove_door2(door); /* remove door without violence ;-) */ 1981 remove_door2(door); /* remove door without violence ;-) */
1997 } 1982 }
1998 /* Do this after we print the message */ 1983 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1984 decrease_ob(key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1985 /* Need to update the weight the container the key was in */
2001 if (container != op) 1986 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 1987 esrv_update_item(UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1988 return 1; /* Nothing more to do below */
2004 } else if (door->type==LOCKED_DOOR) { 1989 } else if (door->type==LOCKED_DOOR) {
2005 /* Might as well return now - no other way to open this */ 1990 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1991 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 1992 return 1;
2008 } 1993 }
2009 return 0; 1994 return 0;
2010} 1995}
2011 1996
2012/* This function is just part of a breakup from move_player. 1997/* This function is just part of a breakup from move_player.
2036 * do nothing at all. As it is, if we are braced, we go through 2021 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 2022 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2023 * move_ob uses.
2039 */ 2024 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2025 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2026 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2042 m = get_map_from_coord(op->map, &nx, &ny); 2027 m = get_map_from_coord(op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */ 2028 if (!m) return; /* Don't think this should happen */
2044 } 2029 }
2045 else m =op->map; 2030 else m =op->map;
2046 2031
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2032 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2033 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2049 return; 2034 return;
2050 } 2035 }
2051 2036
2052 mon = NULL; 2037 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2038 /* Go through all the objects, and find ones of interest. Only stop if
2054 * we find a monster - that is something we know we want to attack. 2039 * we find a monster - that is something we know we want to attack.
2055 * if its a door or barrel (can roll) see if there may be monsters 2040 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2041 * on the space
2057 */ 2042 */
2058 while (tmp!=NULL) { 2043 while (tmp!=NULL) {
2059 if (tmp == op) { 2044 if (tmp == op) {
2060 tmp=tmp->above; 2045 tmp=tmp->above;
2061 continue; 2046 continue;
2062 } 2047 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2048 if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2064 mon = tmp; 2049 mon = tmp;
2065 break; 2050 break;
2066 } 2051 }
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2052 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2068 mon = tmp; 2053 mon = tmp;
2069 tmp=tmp->above; 2054 tmp=tmp->above;
2070 } 2055 }
2071 2056
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2057 if (mon==NULL) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2058 return; /* into a wall */
2074 2059
2075 if(mon->head != NULL) 2060 if(mon->head != NULL)
2076 mon = mon->head; 2061 mon = mon->head;
2077 2062
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2063 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2079 if (player_attack_door(op, mon)) return; 2064 if (player_attack_door(op, mon)) return;
2080 2065
2081 /* The following deals with possibly attacking peaceful 2066 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2067 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2068 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2069 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2070 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2071 * and thus will not push them.
2087 */ 2072 */
2088 2073
2089 /* If the creature is a pet, push it even if the player is not 2074 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the 2075 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2076 * player owns it and it is either friendly or unagressive.
2092 */ 2077 */
2093 if ((op->type==PLAYER) 2078 if ((op->type==PLAYER)
2094#if COZY_SERVER 2079#if COZY_SERVER
2095 && 2080 &&
2096 ( 2081 (
2097 (get_owner(mon) && get_owner(mon)->contr 2082 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2083 && same_party (get_owner(mon)->contr->party, op->contr->party))
2100 ) 2085 )
2101#else 2086#else
2102 && get_owner(mon)==op 2087 && get_owner(mon)==op
2103#endif 2088#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2089 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2105 { 2090 {
2106 /* If we're braced, we don't want to switch places with it */ 2091 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2092 if (op->contr->braced) return;
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2093 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op); 2094 (void) push_ob(mon,dir,op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op); 2095 if(op->contr->tmp_invis||op->hide) make_visible(op);
2111 return; 2096 return;
2112 } 2097 }
2113 2098
2114 /* in certain circumstances, you shouldn't attack friendly 2099 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2100 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2101 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2102 * attack them either.
2118 */ 2103 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2104 if ((mon->type==PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2105 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2121 ( 2106 (
2122#ifdef PROHIBIT_PLAYERKILL 2107#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2108 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2124#else 2109#else
2125 op->contr->peaceful && 2110 op->contr->peaceful &&
2126#endif 2111#endif
2127 !on_battleground 2112 !on_battleground
2128 )) { 2113 )) {
2129 if (!op->contr->braced) { 2114 if (!op->contr->braced) {
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2115 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2131 (void) push_ob(mon,dir,op); 2116 (void) push_ob(mon,dir,op);
2132 } else { 2117 } else {
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2118 new_draw_info(0, 0,op,"You withhold your attack");
2134 } 2119 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op); 2120 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 } 2121 }
2137 2122
2138 /* If the object is a boulder or other rollable object, then 2123 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced. 2124 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2125 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2126 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2142 recursive_roll(mon,dir,op); 2127 recursive_roll(mon,dir,op);
2143 if(action_makes_visible(op)) make_visible(op); 2128 if(action_makes_visible(op)) make_visible(op);
2144 } 2129 }
2145 2130
2146 /* Any generic living creature. Including things like doors. 2131 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2132 * Way it works is like this: First, it must have some hit points
2148 * and be living. Then, it must be one of the following: 2133 * and be living. Then, it must be one of the following:
2149 * 1) Not a player, 2) A player, but of a different party. Note 2134 * 1) Not a player, 2) A player, but of a different party. Note
2150 * that party_number -1 is no party, so attacks can still happen. 2135 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2136 */
2152 2137
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2138 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2139 ((mon->type!=PLAYER || op->contr->party==NULL ||
2155 op->contr->party!=mon->contr->party))) { 2140 op->contr->party!=mon->contr->party))) {
2156 2141
2157 /* If the player hasn't hit something this tick, and does 2142 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing 2143 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically 2144 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset. 2145 * incurred a 1 tick offset.
2161 */ 2146 */
2162 if (!op->contr->has_hit) { 2147 if (!op->contr->has_hit) {
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2148 op->speed_left += op->speed / op->contr->weapon_sp;
2164 2149
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2150 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2151 }
2167 2152
2168 skill_attack(mon, op, 0, NULL, NULL); 2153 skill_attack(mon, op, 0, NULL, NULL);
2169 2154
2170 /* If attacking another player, that player gets automatic 2155 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either. 2156 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is 2157 * Disable hitback on the battleground or if the target is
2173 * the wiz. 2158 * the wiz.
2174 */ 2159 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2160 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2161 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2177 short luck = mon->stats.luck; 2162 short luck = mon->stats.luck;
2178 mon->contr->has_hit = 1; 2163 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL); 2164 skill_attack(op, mon, 0, NULL, NULL);
2180 mon->stats.luck = luck; 2165 mon->stats.luck = luck;
2181 } 2166 }
2182 if(action_makes_visible(op)) make_visible(op); 2167 if(action_makes_visible(op)) make_visible(op);
2183 } 2168 }
2184 } /* if player should attack something */ 2169 } /* if player should attack something */
2185} 2170}
2186 2171
2187int move_player(object *op,int dir) { 2172int move_player(object *op,int dir) {
2188 int pick; 2173 int pick;
2189 2174
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2175 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2191 return 0; 2176 return 0;
2192 2177
2193 /* Sanity check: make sure dir is valid */ 2178 /* Sanity check: make sure dir is valid */
2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) { 2179 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2195 LOG( llevError, "move_player: invalid direction %d\n", dir); 2180 LOG( llevError, "move_player: invalid direction %d\n", dir);
2196 return 0; 2181 return 0;
2197 } 2182 }
2198 2183
2199 /* peterm: added following line */ 2184 /* peterm: added following line */
2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir) 2185 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 2186 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2202 2187
2203 op->facing = dir; 2188 op->facing = dir;
2204 2189
2205 if(op->hide) do_hidden_move(op); 2190 if(op->hide) do_hidden_move(op);
2206 2191
2192 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2193 /*nop*/;
2207 if(op->contr->fire_on) { 2194 else if (op->contr->fire_on)
2208 fire(op,dir); 2195 fire (op, dir);
2209 } 2196 else
2197 {
2210 else move_player_attack(op,dir); 2198 move_player_attack (op, dir);
2211
2212 pick = check_pick(op); 2199 pick = check_pick(op);
2213 2200 }
2214 2201
2215 /* Add special check for newcs players and fire on - this way, the 2202 /* Add special check for newcs players and fire on - this way, the
2216 * server can handle repeat firing. 2203 * server can handle repeat firing.
2217 */ 2204 */
2218 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) { 2205 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2219 op->direction = dir; 2206 op->direction = dir;
2220 } else { 2207 } else {
2221 op->direction=0; 2208 op->direction=0;
2222 } 2209 }
2223 /* Update how the player looks. Use the facing, so direction may 2210 /* Update how the player looks. Use the facing, so direction may
2224 * get reset to zero. This allows for full animation capabilities 2211 * get reset to zero. This allows for full animation capabilities
2225 * for players. 2212 * for players.
2226 */ 2213 */
2236 * Returns true if there are more actions we can do. 2223 * Returns true if there are more actions we can do.
2237 */ 2224 */
2238int handle_newcs_player(object *op) 2225int handle_newcs_player(object *op)
2239{ 2226{
2240 if (op->contr->hidden) { 2227 if (op->contr->hidden) {
2241 op->invisible = 1000; 2228 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible 2229 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to 2230 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly. 2231 * alternate it here for it to work correctly.
2245 */ 2232 */
2246 if (pticks & 2) op->invisible--; 2233 if (pticks & 2) op->invisible--;
2247 } 2234 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2235 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2249 op->invisible--; 2236 op->invisible--;
2250 if(!op->invisible) { 2237 if(!op->invisible) {
2251 make_visible(op); 2238 make_visible(op);
2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2239 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253 } 2240 }
2254 } 2241 }
2255 2242
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2243 if (QUERY_FLAG(op, FLAG_SCARED)) {
2257 flee_player(op); 2244 flee_player(op);
2258 /* If player is still scared, that is his action for this tick */ 2245 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) { 2246 if (QUERY_FLAG(op, FLAG_SCARED)) {
2260 op->speed_left--; 2247 op->speed_left--;
2261 return 0; 2248 return 0;
2262 } 2249 }
2263 } 2250 }
2264 2251
2265 /* I've been seeing crashes where the golem has been destroyed, but 2252 /* I've been seeing crashes where the golem has been destroyed, but
2266 * the player object still points to the defunct golem. The code that 2253 * the player object still points to the defunct golem. The code that
2267 * destroys the golem looks correct, and it doesn't always happen, so 2254 * destroys the golem looks correct, and it doesn't always happen, so
2268 * put this in a a workaround to clean up the golem pointer. 2255 * put this in a a workaround to clean up the golem pointer.
2269 */ 2256 */
2270 if (op->contr->ranges[range_golem] && 2257 if (op->contr->ranges[range_golem] &&
2271 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || 2258 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2272 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) { 2259 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2273 op->contr->ranges[range_golem] = NULL; 2260 op->contr->ranges[range_golem] = NULL;
2274 op->contr->golem_count = 0; 2261 op->contr->golem_count = 0;
2275 } 2262 }
2276 2263
2277 /* call this here - we also will call this in do_ericserver, but 2264 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2265 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2266 * called, so we recheck it here.
2280 */ 2267 */
2281 HandleClient(&op->contr->socket, op->contr); 2268 HandleClient(&op->contr->socket, op->contr);
2282 if (op->speed_left<0) return 0; 2269 if (op->speed_left<0) return 0;
2283 2270
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2271 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2285 /* All move commands take 1 tick, at least for now */ 2272 /* All move commands take 1 tick, at least for now */
2286 op->speed_left--; 2273 op->speed_left--;
2287 2274
2288 /* Instead of all the stuff below, let move_player take care 2275 /* Instead of all the stuff below, let move_player take care
2289 * of it. Also, some of the skill stuff is only put in 2276 * of it. Also, some of the skill stuff is only put in
2290 * there, as well as the confusion stuff. 2277 * there, as well as the confusion stuff.
2291 */ 2278 */
2292 move_player(op, op->direction); 2279 move_player(op, op->direction);
2293 if (op->speed_left>0) return 1; 2280 if (op->speed_left>0) return 1;
2294 else return 0; 2281 else return 0;
2295 } 2282 }
2296 return 0; 2283 return 0;
2297} 2284}
2298 2285
2299int save_life(object *op) { 2286int save_life(object *op) {
2300 object *tmp; 2287 object *tmp;
2301 2288
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2289 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2303 return 0; 2290 return 0;
2304 2291
2305 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2292 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2293 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2294 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2308 new_draw_info_format(NDI_UNIQUE, 0,op, 2295 new_draw_info_format(NDI_UNIQUE, 0,op,
2309 "Your %s vibrates violently, then evaporates.", 2296 "Your %s vibrates violently, then evaporates.",
2310 query_name(tmp)); 2297 query_name(tmp));
2311 if (op->contr) 2298 if (op->contr)
2312 esrv_del_item(op->contr, tmp->count); 2299 esrv_del_item(op->contr, tmp->count);
2313 remove_ob(tmp); 2300 remove_ob(tmp);
2314 free_object(tmp); 2301 free_object(tmp);
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2302 CLEAR_FLAG(op, FLAG_LIFESAVE);
2316 if(op->stats.hp<0) 2303 if(op->stats.hp<0)
2317 op->stats.hp = op->stats.maxhp; 2304 op->stats.hp = op->stats.maxhp;
2318 if(op->stats.food<0) 2305 if(op->stats.food<0)
2319 op->stats.food = 999; 2306 op->stats.food = 999;
2320 fix_player(op); 2307 fix_player(op);
2321 return 1; 2308 return 1;
2322 } 2309 }
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2310 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE); 2311 CLEAR_FLAG(op, FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */ 2312 enter_player_savebed(op); /* bring him home. */
2326 return 0; 2313 return 0;
2327} 2314}
2334void remove_unpaid_objects(object *op, object *env) 2321void remove_unpaid_objects(object *op, object *env)
2335{ 2322{
2336 object *next; 2323 object *next;
2337 2324
2338 while (op) { 2325 while (op) {
2339 next=op->below; /* Make sure we have a good value, in case 2326 next=op->below; /* Make sure we have a good value, in case
2340 * we remove object 'op' 2327 * we remove object 'op'
2341 */ 2328 */
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2329 if (QUERY_FLAG(op, FLAG_UNPAID)) {
2343 remove_ob(op); 2330 remove_ob(op);
2344 op->x = env->x; 2331 op->x = env->x;
2345 op->y = env->y; 2332 op->y = env->y;
2346 if (env->type == PLAYER) 2333 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2334 esrv_del_item(env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0); 2335 insert_ob_in_map(op, env->map, NULL,0);
2349 } 2336 }
2350 else if (op->inv) remove_unpaid_objects(op->inv, env); 2337 else if (op->inv) remove_unpaid_objects(op->inv, env);
2351 op=next; 2338 op=next;
2352 } 2339 }
2353} 2340}
2354 2341
2355 2342
2356/* 2343/*
2366 char buf[MAX_BUF]; 2353 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2354 time_t now = time (NULL);
2368 2355
2369 strcpy (buf2, " R.I.P.\n\n"); 2356 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2357 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2359 else
2373 sprintf (buf, "%s\n", op->name); 2360 sprintf (buf, "%s\n", &op->name);
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2361 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2362 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2363 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level); 2364 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else 2365 else
2405 const int max_grace = 1; 2392 const int max_grace = 1;
2406 2393
2407 if (op->contr->outputs_sync) { 2394 if (op->contr->outputs_sync) {
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2395 for (i=0; i<NUM_OUTPUT_BUFS; i++)
2409 if (op->contr->outputs[i].buf!=NULL && 2396 if (op->contr->outputs[i].buf!=NULL &&
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2397 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2411 flush_output_element(op, &op->contr->outputs[i]); 2398 flush_output_element(op, &op->contr->outputs[i]);
2412 } 2399 }
2413 2400
2414 if(op->contr->state==ST_PLAYING) { 2401 if(op->contr->state==ST_PLAYING) {
2415 2402
2416 /* these next three if clauses make it possible to SLOW DOWN 2403 /* these next three if clauses make it possible to SLOW DOWN
2436 2423
2437 /* Regenerate Spell Points */ 2424 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2425 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2426 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2440 if(op->stats.sp<op->stats.maxsp) { 2427 if(op->stats.sp<op->stats.maxsp) {
2441 op->stats.sp++; 2428 op->stats.sp++;
2442 /* dms do not consume food */ 2429 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2430 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2444 op->stats.food--; 2431 op->stats.food--;
2445 if(op->contr->digestion<0) 2432 if(op->contr->digestion<0)
2446 op->stats.food+=op->contr->digestion; 2433 op->stats.food+=op->contr->digestion;
2448 random_roll(0, op->contr->digestion, op, PREFER_HIGH)) 2435 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2449 op->stats.food=last_food; 2436 op->stats.food=last_food;
2450 } 2437 }
2451 } 2438 }
2452 if (max_sp>1) { 2439 if (max_sp>1) {
2453 over_sp = (gen_sp+10)/rate_sp; 2440 over_sp = (gen_sp+10)/rate_sp;
2454 if (over_sp > 0) { 2441 if (over_sp > 0) {
2455 if(op->stats.sp<op->stats.maxsp) { 2442 if(op->stats.sp<op->stats.maxsp) {
2456 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2443 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2457 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp)) 2444 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2458 op->stats.sp--; 2445 op->stats.sp--;
2459 if(op->stats.sp>op->stats.maxsp) 2446 if(op->stats.sp>op->stats.maxsp)
2460 op->stats.sp=op->stats.maxsp; 2447 op->stats.sp=op->stats.maxsp;
2461 } 2448 }
2462 op->last_sp=0; 2449 op->last_sp=0;
2463 } else { 2450 } else {
2464 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10); 2451 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2465 } 2452 }
2466 } else { 2453 } else {
2467 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);
2468 } 2455 }
2469 } 2456 }
2470 2457
2471 /* Regenerate Grace */ 2458 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2459 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2473 if(--op->last_grace<0) { 2460 if(--op->last_grace<0) {
2474 if(op->stats.grace<op->stats.maxgrace/2) 2461 if(op->stats.grace<op->stats.maxgrace/2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */ 2462 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) { 2463 if(max_grace>1) {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2464 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2478 if (over_grace > 0) { 2465 if (over_grace > 0) {
2479 op->stats.sp += over_grace 2466 op->stats.sp += over_grace
2480 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2467 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2481 op->last_grace=0; 2468 op->last_grace=0;
2482 } else { 2469 } else {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2470 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2484 } 2471 }
2485 } else { 2472 } else {
2486 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);
2487 } 2474 }
2488 /* wearing stuff doesn't detract from grace generation. */ 2475 /* wearing stuff doesn't detract from grace generation. */
2489 } 2476 }
2490 2477
2491 /* Regenerate Hit Points */ 2478 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) { 2479 if(--op->last_heal<0) {
2493 if(op->stats.hp<op->stats.maxhp) { 2480 if(op->stats.hp<op->stats.maxhp) {
2494 op->stats.hp++; 2481 op->stats.hp++;
2495 /* dms do not consume food */ 2482 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2483 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2497 op->stats.food--; 2484 op->stats.food--;
2498 if(op->contr->digestion<0) 2485 if(op->contr->digestion<0)
2499 op->stats.food+=op->contr->digestion; 2486 op->stats.food+=op->contr->digestion;
2501 random_roll(0, op->contr->digestion, op, PREFER_HIGH)) 2488 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2502 op->stats.food=last_food; 2489 op->stats.food=last_food;
2503 } 2490 }
2504 } 2491 }
2505 if(max_hp>1) { 2492 if(max_hp>1) {
2506 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp; 2493 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2507 if (over_hp > 0) { 2494 if (over_hp > 0) {
2508 op->stats.sp += over_hp 2495 op->stats.sp += over_hp
2509 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0; 2496 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2510 op->last_heal=0; 2497 op->last_heal=0;
2511 } else { 2498 } else {
2512 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2499 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2513 } 2500 }
2514 } else { 2501 } else {
2515 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);
2516 } 2503 }
2517 } 2504 }
2518 2505
2519 /* Digestion */ 2506 /* Digestion */
2520 if(--op->last_eat<0) { 2507 if(--op->last_eat<0) {
2521#ifdef COZY_SERVER 2508#ifdef COZY_SERVER
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2509 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2523 int bonus=dg>0?dg:0, 2510 int bonus=dg>0?dg:0,
2524 penalty=dg<0?-dg:0; 2511 penalty=dg<0?-dg:0;
2525#else 2512#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2513 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2527 penalty=op->contr->digestion<0?-op->contr->digestion:0; 2514 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2528#endif 2515#endif
2529 2516
2530 if(op->contr->gen_hp > 0) 2517 if(op->contr->gen_hp > 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2518 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2532 else 2519 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2520 op->last_eat=25*(1+bonus)/(penalty +1);
2534 /* dms do not consume food */ 2521 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2522 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2536 } 2523 }
2537 } 2524 }
2538 2525
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2526 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2540 object *tmp, *flesh=NULL; 2527 object *tmp, *flesh=NULL;
2541 2528
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2529 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2530 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2531 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2532 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0); 2533 manual_apply(op,tmp,0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2534 if(op->stats.food>=0||op->stats.hp<0)
2548 break; 2535 break;
2549 } 2536 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2537 else if (tmp->type==FLESH) flesh=tmp;
2551 } /* End if paid for object */ 2538 } /* End if paid for object */
2552 } /* end of for loop */ 2539 } /* end of for loop */
2553 /* If player is still starving, it means they don't have any food, so 2540 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2541 * eat flesh instead.
2555 */ 2542 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2543 if (op->stats.food<0 && op->stats.hp>=0 && flesh) {
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2544 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2558 manual_apply(op,flesh,0); 2545 manual_apply(op,flesh,0);
2559 } 2546 }
2560 } /* end if player is starving */ 2547 } /* end if player is starving */
2561 2548
2562 while(op->stats.food<0&&op->stats.hp>0) 2549 while(op->stats.food<0&&op->stats.hp>0)
2563 op->stats.food++,op->stats.hp--; 2550 op->stats.food++,op->stats.hp--;
2564 2551
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2552 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2566 kill_player(op); 2553 kill_player(op);
2567} 2554}
2568 2555
2569 2556
2570 2557
2571/* If the player should die (lack of hp, food, etc), we call this. 2558/* If the player should die (lack of hp, food, etc), we call this.
2586 int will_kill_again; 2573 int will_kill_again;
2587 archetype *at; 2574 archetype *at;
2588 object *tmp; 2575 object *tmp;
2589 2576
2590 if(save_life(op)) 2577 if(save_life(op))
2591 return; 2578 return;
2592 2579
2593 2580
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2581 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2595 * in cities ONLY!!! It is very important that this doesn't get abused. 2582 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2583 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2584 */
2598 if (op_on_battleground(op, &x, &y)) { 2585 if (op_on_battleground(op, &x, &y)) {
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2586 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2600 "You have been defeated in combat!"); 2587 "You have been defeated in combat!");
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2588 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2602 "Local medics have saved your life..."); 2589 "Local medics have saved your life...");
2603 2590
2604 /* restore player */ 2591 /* restore player */
2605 at = find_archetype("poisoning"); 2592 at = find_archetype("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2593 tmp=present_arch_in_ob(at,op);
2607 if (tmp) { 2594 if (tmp) {
2608 remove_ob(tmp); 2595 remove_ob(tmp);
2609 free_object(tmp); 2596 free_object(tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2597 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2611 } 2598 }
2612 2599
2613 at = find_archetype("confusion"); 2600 at = find_archetype("confusion");
2614 tmp=present_arch_in_ob(at,op); 2601 tmp=present_arch_in_ob(at,op);
2615 if (tmp) { 2602 if (tmp) {
2616 remove_ob(tmp); 2603 remove_ob(tmp);
2617 free_object(tmp); 2604 free_object(tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2605 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2619 } 2606 }
2620 2607
2621 cure_disease(op,0); /* remove any disease */ 2608 cure_disease(op,0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2609 op->stats.hp=op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2610 if (op->stats.food<=0) op->stats.food=999;
2624 2611
2625 /* create a bodypart-trophy to make the winner happy */ 2612 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2613 tmp=arch_to_object(find_archetype("finger"));
2627 if (tmp != NULL) 2614 if (tmp != NULL)
2628 { 2615 {
2629 sprintf(buf,"%s's finger",op->name); 2616 sprintf(buf,"%s's finger", &op->name);
2630 tmp->name = add_string(buf); 2617 tmp->name = buf;
2631 sprintf(buf," This finger has been cut off %s\n" 2618 sprintf(buf," This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n", 2619 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level), 2620 &op->name, op->contr->title, (int)(op->level),
2634 op->contr->killer); 2621 op->contr->killer);
2635 tmp->msg=add_string(buf); 2622 tmp->msg=buf;
2636 tmp->value=0, tmp->material=0, tmp->type=0; 2623 tmp->value=0, tmp->material=0, tmp->type=0;
2637 tmp->materialname = NULL; 2624 tmp->materialname = NULL;
2638 tmp->x = op->x, tmp->y = op->y; 2625 tmp->x = op->x, tmp->y = op->y;
2639 insert_ob_in_map(tmp,op->map,op,0); 2626 insert_ob_in_map(tmp,op->map,op,0);
2640 } 2627 }
2641 2628
2642 /* teleport defeated player to new destination*/ 2629 /* teleport defeated player to new destination*/
2643 transfer_ob(op, x, y, 0, NULL); 2630 transfer_ob(op, x, y, 0, NULL);
2644 op->contr->braced=0; 2631 op->contr->braced=0;
2645 return; 2632 return;
2646 } 2633 }
2647 2634
2648 INVOKE_PLAYER (DEATH, op->contr); 2635 INVOKE_PLAYER (DEATH, op->contr);
2649 2636
2650 command_kill_pets (op, 0); 2637 command_kill_pets (op, 0);
2651 2638
2652 if(op->stats.food<0) { 2639 if(op->stats.food<0) {
2653 if (op->contr->explore) { 2640 if (op->contr->explore) {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2641 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2642 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2656 op->stats.food=999; 2643 op->stats.food=999;
2657 return; 2644 return;
2658 } 2645 }
2659 sprintf(buf,"%s starved to death.",op->name); 2646 sprintf(buf,"%s starved to death.",&op->name);
2660 strcpy(op->contr->killer,"starvation"); 2647 strcpy(op->contr->killer,"starvation");
2661 } 2648 }
2662 else { 2649 else {
2663 if (op->contr->explore) { 2650 if (op->contr->explore) {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2651 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2665 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2652 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp; 2653 op->stats.hp=op->stats.maxhp;
2667 return; 2654 return;
2668 } 2655 }
2669 sprintf(buf,"%s died.",op->name); 2656 sprintf(buf,"%s died.", &op->name);
2670 } 2657 }
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2658 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2672 2659
2673 /* save the map location for corpse, gravestone*/ 2660 /* save the map location for corpse, gravestone*/
2674 x=op->x;y=op->y;map=op->map; 2661 x=op->x;y=op->y;map=op->map;
2675 2662
2676 2663
2677 if (settings.not_permadeth == TRUE) { 2664 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2665 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 2666 * life if they are dead - it takes some exp and a random stat.
2680 * See the config.h file for a little more in depth detail about this. 2667 * See the config.h file for a little more in depth detail about this.
2681 */ 2668 */
2682 2669
2683 /* Basically two ways to go - remove a stat permanently, or just 2670 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2671 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2672 * of death.
2686 */ 2673 */
2687#ifndef COZY_SERVER 2674#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2675 if (settings.balanced_stat_loss) {
2689 /* If stat loss is permanent, lose one stat only. */ 2676 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 2677 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 2678 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2679 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2680 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2681 little bit harder. */
2695 /* GD */ 2682 /* GD */
2696 if (settings.stat_loss_on_death) 2683 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 2684 num_stats_lose = 1;
2698 else 2685 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2686 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 2687 } else {
2701 num_stats_lose = 1; 2688 num_stats_lose = 1;
2702 } 2689 }
2703 lost_a_stat = 0; 2690 lost_a_stat = 0;
2704 2691
2705 for (z=0; z<num_stats_lose; z++) { 2692 for (z=0; z<num_stats_lose; z++) {
2706 i = RANDOM() % NUM_STATS; 2693 i = RANDOM() % NUM_STATS;
2707 2694
2708 if (settings.stat_loss_on_death) { 2695 if (settings.stat_loss_on_death) {
2709 /* Pick a random stat and take a point off it. Tell the player 2696 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2697 * what he lost.
2711 */ 2698 */
2712 change_attr_value(&(op->stats), i,-1); 2699 change_attr_value(&(op->stats), i,-1);
2713 check_stat_bounds(&(op->stats)); 2700 check_stat_bounds(&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2701 change_attr_value(&(op->contr->orig_stats), i,-1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2702 check_stat_bounds(&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2703 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2717 lost_a_stat = 1; 2704 lost_a_stat = 1;
2718 } else { 2705 } else {
2719 /* deplete a stat */ 2706 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2707 archetype *deparch=find_archetype("depletion");
2721 object *dep; 2708 object *dep;
2722 2709
2723 dep = present_arch_in_ob(deparch,op); 2710 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) { 2711 if(!dep) {
2725 dep = arch_to_object(deparch); 2712 dep = arch_to_object(deparch);
2726 insert_ob_in_ob(dep, op); 2713 insert_ob_in_ob(dep, op);
2727 } 2714 }
2728 lose_this_stat = 1; 2715 lose_this_stat = 1;
2729 if (settings.balanced_stat_loss) { 2716 if (settings.balanced_stat_loss) {
2730 /* GD */ 2717 /* GD */
2731 /* Get the stat that we're about to deplete. */ 2718 /* Get the stat that we're about to deplete. */
2732 this_stat = get_attr_value(&(dep->stats), i); 2719 this_stat = get_attr_value(&(dep->stats), i);
2733 if (this_stat < 0) { 2720 if (this_stat < 0) {
2734 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2721 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2735 int keep_chance = this_stat * this_stat; 2722 int keep_chance = this_stat * this_stat;
2736 /* Yes, I am paranoid. Sue me. */ 2723 /* Yes, I am paranoid. Sue me. */
2737 if (keep_chance < 1) 2724 if (keep_chance < 1)
2738 keep_chance = 1; 2725 keep_chance = 1;
2739 2726
2740 /* There is a maximum depletion total per level. */ 2727 /* There is a maximum depletion total per level. */
2741 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2728 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2742 lose_this_stat = 0; 2729 lose_this_stat = 0;
2743 /* Take loss chance vs keep chance to see if we 2730 /* Take loss chance vs keep chance to see if we
2744 retain the stat. */ 2731 retain the stat. */
2745 } else { 2732 } else {
2746 if (random_roll(0, loss_chance + keep_chance-1, 2733 if (random_roll(0, loss_chance + keep_chance-1,
2747 op, PREFER_LOW) < keep_chance) 2734 op, PREFER_LOW) < keep_chance)
2748 lose_this_stat = 0; 2735 lose_this_stat = 0;
2749 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", 2736 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2750 this_stat, keep_chance, loss_chance, 2737 this_stat, keep_chance, loss_chance,
2751 lose_this_stat?"LOSE":"KEEP"); */ 2738 lose_this_stat?"LOSE":"KEEP"); */
2752 } 2739 }
2753 } 2740 }
2754 } 2741 }
2755 2742
2756 if (lose_this_stat) { 2743 if (lose_this_stat) {
2757 this_stat = get_attr_value(&(dep->stats), i); 2744 this_stat = get_attr_value(&(dep->stats), i);
2758 /* We could try to do something clever like find another 2745 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 2746 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 2747 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 2748 * and should be roughly the same, so it shouldn't make a
2762 * difference. 2749 * difference.
2763 */ 2750 */
2764 if (this_stat>=-50) { 2751 if (this_stat>=-50) {
2765 change_attr_value(&(dep->stats), i, -1); 2752 change_attr_value(&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 2753 SET_FLAG(dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2754 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2768 fix_player(op); 2755 fix_player(op);
2769 lost_a_stat = 1; 2756 lost_a_stat = 1;
2770 } 2757 }
2771 } 2758 }
2772 } 2759 }
2773 } 2760 }
2774 /* If no stat lost, tell the player. */ 2761 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2762 if (!lost_a_stat)
2776 { 2763 {
2777 /* determine_god() seems to not work sometimes... why is this? 2764 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 2765 Should I be using something else? GD */
2779 const char *god = determine_god(op); 2766 const char *god = determine_god(op);
2780 if (god && (strcmp(god, "none"))) 2767 if (god && (strcmp(god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2768 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief "
2782 "moment you feel the holy presence of %s protecting" 2769 "moment you feel the holy presence of %s protecting"
2783 " you.", god); 2770 " you.", god);
2784 else 2771 else
2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2772 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2786 " feel a holy presence protecting you."); 2773 " feel a holy presence protecting you.");
2787 } 2774 }
2788#endif 2775#endif
2789 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"
2790 " feel a holy presence protecting you from losing yourself completely."); 2777 " feel a holy presence protecting you from losing yourself completely.");
2791 2778
2792 /* Put a gravestone up where the character 'almost' died. List the 2779 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2780 * exp loss on the stone.
2794 */ 2781 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2782 tmp=arch_to_object(find_archetype("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 2783 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf;
2797 FREE_AND_COPY(tmp->name, buf); 2784 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf;
2798 sprintf(buf,"%s's gravestones",op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf);
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2785 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2801 "who was killed\n" 2786 "who was killed\n"
2802 "by %s.\n", 2787 "by %s.\n",
2803 op->name, op->contr->title, 2788 &op->name, op->contr->title,
2804 op->contr->killer); 2789 op->contr->killer);
2805 tmp->msg = add_string(buf); 2790 tmp->msg = buf;
2806 tmp->x=op->x,tmp->y=op->y; 2791 tmp->x=op->x,tmp->y=op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2792 insert_ob_in_map (tmp, op->map, NULL,0);
2808 2793
2809 /**************************************/ 2794 /**************************************/
2810 /* */ 2795 /* */
2811 /* Subtract the experience points, */ 2796 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 2797 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 2798 /* food, and reset HP's... */
2814 /* */ 2799 /* */
2815 /**************************************/ 2800 /**************************************/
2816 2801
2817 /* remove any poisoning and confusion the character may be suffering.*/ 2802 /* remove any poisoning and confusion the character may be suffering.*/
2818 /* restore player */ 2803 /* restore player */
2819 at = find_archetype("poisoning"); 2804 at = find_archetype("poisoning");
2820 tmp=present_arch_in_ob(at,op); 2805 tmp=present_arch_in_ob(at,op);
2821 if (tmp) { 2806 if (tmp) {
2822 remove_ob(tmp); 2807 remove_ob(tmp);
2823 free_object(tmp); 2808 free_object(tmp);
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2809 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2825 } 2810 }
2826 2811
2827 at = find_archetype("confusion"); 2812 at = find_archetype("confusion");
2828 tmp=present_arch_in_ob(at,op); 2813 tmp=present_arch_in_ob(at,op);
2829 if (tmp) { 2814 if (tmp) {
2830 remove_ob(tmp); 2815 remove_ob(tmp);
2831 free_object(tmp); 2816 free_object(tmp);
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2817 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2833 } 2818 }
2834 cure_disease(op,0); /* remove any disease */ 2819 cure_disease(op,0); /* remove any disease */
2835 2820
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 2821 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2822 apply_death_exp_penalty(op);
2838 if(op->stats.food < 100) op->stats.food = 900; 2823 if(op->stats.food < 100) op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp; 2824 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2825 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2826 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2842 2827
2843 /* 2828 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 2829 * Check to see if the player is in a shop. IF so, then check to see if
2845 * the player has any unpaid items. If so, remove them and put them back 2830 * the player has any unpaid items. If so, remove them and put them back
2846 * in the map. 2831 * in the map.
2847 */ 2832 */
2848 2833
2834 if (is_in_shop (op))
2835 remove_unpaid_objects(op->inv, op);
2836
2837 /****************************************/
2838 /* */
2839 /* Move player to his current respawn- */
2840 /* position (usually last savebed) */
2841 /* */
2842 /****************************************/
2843
2844 enter_player_savebed(op);
2845
2846 /* Save the player before inserting the force to reduce
2847 * chance of abuse.
2848 */
2849 op->contr->braced=0;
2850 save_player(op,1);
2851
2852 /* it is possible that the player has blown something up
2853 * at his savebed location, and that can have long lasting
2854 * spell effects. So first see if there is a spell effect
2855 * on the space that might harm the player.
2856 */
2857 will_kill_again=0;
2849 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2858 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2850 if (tmp->type == SHOP_FLOOR) {
2851 remove_unpaid_objects(op->inv, op);
2852 break;
2853 }
2854 }
2855
2856
2857 /****************************************/
2858 /* */
2859 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */
2861 /* */
2862 /****************************************/
2863
2864 enter_player_savebed(op);
2865
2866 /* Save the player before inserting the force to reduce
2867 * chance of abuse.
2868 */
2869 op->contr->braced=0;
2870 save_player(op,1);
2871
2872 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player.
2876 */
2877 will_kill_again=0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2879 if (tmp->type ==SPELL_EFFECT) 2859 if (tmp->type ==SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 2860 will_kill_again|=tmp->attacktype;
2881 } 2861 }
2882 if (will_kill_again) { 2862 if (will_kill_again) {
2883 object *force; 2863 object *force;
2884 int at; 2864 int at;
2885 2865
2886 force=get_archetype(FORCE_NAME); 2866 force=get_archetype(FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 2867 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 2868 force->speed=0.1;
2889 force->speed_left=-5.0; 2869 force->speed_left=-5.0;
2890 SET_FLAG(force, FLAG_APPLIED); 2870 SET_FLAG(force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 2871 for (at=0; at<NROFATTACKS; at++) {
2892 if (will_kill_again & (1 << at)) 2872 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 2873 force->resist[at] = 100;
2894 } 2874 }
2895 insert_ob_in_ob(force, op); 2875 insert_ob_in_ob(force, op);
2896 fix_player(op); 2876 fix_player(op);
2897 2877
2898 } 2878 }
2899 /**************************************/ 2879 /**************************************/
2900 /* */ 2880 /* */
2901 /* Repaint the characters inv, and */ 2881 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */ 2882 /* stats, and show a nasty message ;) */
2903 /* */ 2883 /* */
2904 /**************************************/ 2884 /**************************************/
2905 2885
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2886 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2907 return; 2887 return;
2908 } /* NOT_PERMADETH */ 2888 } /* NOT_PERMADETH */
2909 else { 2889 else {
2910 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This 2890 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2911 * should probably be embedded in an else statement. 2891 * should probably be embedded in an else statement.
2912 */ 2892 */
2913 2893
2914 op->contr->party=NULL; 2894 op->contr->party=NULL;
2915 if (settings.set_title == TRUE) 2895 if (settings.set_title == TRUE)
2916 op->contr->own_title[0]='\0'; 2896 op->contr->own_title[0]='\0';
2917 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 2897 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2918 check_score(op); 2898 check_score(op);
2919 if(op->contr->ranges[range_golem]!=NULL) { 2899 if(op->contr->ranges[range_golem]!=NULL) {
2920 remove_friendly_object(op->contr->ranges[range_golem]); 2900 remove_friendly_object(op->contr->ranges[range_golem]);
2921 remove_ob(op->contr->ranges[range_golem]); 2901 remove_ob(op->contr->ranges[range_golem]);
2922 free_object(op->contr->ranges[range_golem]); 2902 free_object(op->contr->ranges[range_golem]);
2923 op->contr->ranges[range_golem]=NULL; 2903 op->contr->ranges[range_golem]=NULL;
2924 op->contr->golem_count=0; 2904 op->contr->golem_count=0;
2925 } 2905 }
2926 loot_object(op); /* Remove some of the items for good */ 2906 loot_object(op); /* Remove some of the items for good */
2927 remove_ob(op); 2907 remove_ob(op);
2928 op->direction=0; 2908 op->direction=0;
2929 2909
2930 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 2910 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2931 delete_character(op->name,0); 2911 delete_character(op->name,0);
2932 if (settings.resurrection == TRUE) { 2912 if (settings.resurrection == TRUE) {
2933 /* save playerfile sans equipment when player dies 2913 /* save playerfile sans equipment when player dies
2934 ** then save it as player.pl.dead so that future resurrection 2914 ** then save it as player.pl.dead so that future resurrection
2935 ** type spells will work on them nicely 2915 ** type spells will work on them nicely
2936 */ 2916 */
2937 delete_character(op->name,0); 2917 delete_character(op->name,0);
2938 op->stats.hp = op->stats.maxhp; 2918 op->stats.hp = op->stats.maxhp;
2939 op->stats.food = 999; 2919 op->stats.food = 999;
2940 2920
2941 /* set the location of where the person will reappear when */ 2921 /* set the location of where the person will reappear when */
2942 /* maybe resurrection code should fix map also */ 2922 /* maybe resurrection code should fix map also */
2943 strcpy(op->contr->maplevel, settings.emergency_mapname); 2923 strcpy(op->contr->maplevel, settings.emergency_mapname);
2944 if(op->map!=NULL) 2924 if(op->map!=NULL)
2945 op->map = NULL; 2925 op->map = NULL;
2946 op->x = settings.emergency_x; 2926 op->x = settings.emergency_x;
2947 op->y = settings.emergency_y; 2927 op->y = settings.emergency_y;
2948 save_player(op,0); 2928 save_player(op,0);
2949 op->map = map; 2929 op->map = map;
2950 /* please see resurrection.c: peterm */ 2930 /* please see resurrection.c: peterm */
2951 dead_player(op); 2931 dead_player(op);
2952 } else { 2932 } else {
2953 delete_character(op->name,1); 2933 delete_character(op->name,1);
2954 } 2934 }
2955 } 2935 }
2956 play_again(op); 2936 play_again(op);
2957 2937
2958 /* peterm: added to create a corpse at deathsite. */ 2938 /* peterm: added to create a corpse at deathsite. */
2959 tmp=arch_to_object(find_archetype("corpse_pl")); 2939 tmp=arch_to_object(find_archetype("corpse_pl"));
2960 sprintf(buf,"%s", op->name); 2940 sprintf(buf,"%s", &op->name);
2961 FREE_AND_COPY(tmp->name, buf); 2941 tmp->name = tmp->name_pl = buf;
2962 FREE_AND_COPY(tmp->name_pl, buf);
2963 tmp->level=op->level; 2942 tmp->level=op->level;
2964 tmp->x=x;tmp->y=y; 2943 tmp->x=x;tmp->y=y;
2965 if (tmp->msg) 2944 tmp->msg = gravestone_text(op);
2966 free_string(tmp->msg);
2967 tmp->msg = add_string (gravestone_text(op));
2968 SET_FLAG (tmp, FLAG_UNIQUE); 2945 SET_FLAG (tmp, FLAG_UNIQUE);
2969 insert_ob_in_map (tmp, map, NULL,0); 2946 insert_ob_in_map (tmp, map, NULL,0);
2970 } 2947 }
2971} 2948}
2972 2949
2973 2950
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 2951void loot_object(object *op) { /* Grab and destroy some treasure */
2982 next=tmp->below; 2959 next=tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2960 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2984 remove_ob(tmp); 2961 remove_ob(tmp);
2985 tmp->x=op->x,tmp->y=op->y; 2962 tmp->x=op->x,tmp->y=op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 2963 if (tmp->type == CONTAINER) { /* empty container to ground */
2987 loot_object(tmp); 2964 loot_object(tmp);
2988 } 2965 }
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2966 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2967 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2991 if(tmp->nrof>1) { 2968 if(tmp->nrof>1) {
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2969 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2993 free_object(tmp2); 2970 free_object(tmp2);
2994 insert_ob_in_map(tmp,op->map,NULL,0); 2971 insert_ob_in_map(tmp,op->map,NULL,0);
2995 } else 2972 } else
2996 free_object(tmp); 2973 free_object(tmp);
2997 } else 2974 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 2975 insert_ob_in_map(tmp,op->map,NULL,0);
2999 } 2976 }
3000} 2977}
3001 2978
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2988 int old = pl->ob->carrying, sum = sum_weight(pl->ob);
3012 if(old == sum) 2989 if(old == sum)
3013 continue; 2990 continue;
3014 fix_player(pl->ob); 2991 fix_player(pl->ob);
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2992 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3016 pl->ob->name, old, sum); 2993 &pl->ob->name, old, sum);
3017 } 2994 }
3018} 2995}
3019 2996
3020void fix_luck(void) { 2997void fix_luck(void) {
3021 player *pl; 2998 player *pl;
3039 3016
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 3017 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3018 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 3019 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3020 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n",
3044 op->name); 3021 &op->name);
3045 return; 3022 return;
3046 } 3023 }
3047 3024
3048 spob = throw_ob->inv; 3025 spob = throw_ob->inv;
3049 3026
3051 // not pass NULL to cast_spell (which did indeed check itself, but 3028 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 3029 // errors should be reported as early as possible IMHO)
3053 if (!spob) 3030 if (!spob)
3054 { 3031 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3032 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!",
3056 throw_ob->name, op->name); 3033 &throw_ob->name, &op->name);
3057 return; 3034 return;
3058 } 3035 }
3059 3036
3060 if (op->type == PLAYER) 3037 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3038 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 3039
3063 cast_spell (op, throw_ob, dir, spob, NULL); 3040 cast_spell (op, throw_ob, dir, spob, NULL);
3064 3041
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3042 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3066 remove_ob (throw_ob); 3043 remove_ob (throw_ob);
3069 3046
3070void make_visible (object *op) { 3047void make_visible (object *op) {
3071 op->hide = 0; 3048 op->hide = 0;
3072 op->invisible = 0; 3049 op->invisible = 0;
3073 if(op->type==PLAYER) { 3050 if(op->type==PLAYER) {
3074 op->contr->tmp_invis = 0; 3051 op->contr->tmp_invis = 0;
3075 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3052 op->contr->invis_race = 0;
3076 } 3053 }
3077 update_object(op,UP_OBJ_FACE); 3054 update_object(op,UP_OBJ_FACE);
3078} 3055}
3079 3056
3080int is_true_undead(object *op) { 3057int is_true_undead(object *op) {
3083 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3060 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3084 3061
3085 if(op->type==PLAYER) 3062 if(op->type==PLAYER)
3086 for(tmp=op->inv;tmp;tmp=tmp->below) 3063 for(tmp=op->inv;tmp;tmp=tmp->below)
3087 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3064 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3088 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3065 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3089 return 0; 3066 return 0;
3090} 3067}
3091 3068
3092/* look at the surrounding terrain to determine 3069/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 3070 * the hideability of this object. Positive levels
3108 * as bad as carrying a light on a pitch dark map */ 3085 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3086 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness));
3110 3087
3111 /* scan through all nearby squares for terrain to hide in */ 3088 /* scan through all nearby squares for terrain to hide in */
3112 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3089 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3090 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 3091 if (mflag & P_OUT_OF_MAP) { continue; }
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3092 if(mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 3093 level += 2;
3117 else /* open terrain! */ 3094 else /* open terrain! */
3118 level -= 1; 3095 level -= 1;
3119 } 3096 }
3120 3097
3121#if 0 3098#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3099 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level);
3123#endif 3100#endif
3138 3115
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3116 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING);
3140 3117
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 3118 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 3119 if(op->type==PLAYER && op->contr->run_on) {
3143 if(!skop || num >= skop->level) { 3120 if(!skop || num >= skop->level) {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3121 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!");
3145 make_visible(op); 3122 make_visible(op);
3146 return; 3123 return;
3147 } else num += 20; 3124 } else num += 20;
3148 } 3125 }
3149 num += op->map->difficulty; 3126 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 3127 hide = hideability(op); /* modify by terrain hidden level */
3151 num -= hide; 3128 num -= hide;
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3129 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3153 make_visible(op); 3130 make_visible(op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3131 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op,
3155 "You moved out of hiding! You are visible!"); 3132 "You moved out of hiding! You are visible!");
3156 } 3133 }
3157 else if (op->type == PLAYER && skop) { 3134 else if (op->type == PLAYER && skop) {
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3135 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0);
3159 } 3136 }
3160} 3137}
3161 3138
3162/* determine if who is standing near a hostile creature. */ 3139/* determine if who is standing near a hostile creature. */
3163 3140
3172 if(who->type==PLAYER) player=1; 3149 if(who->type==PLAYER) player=1;
3173 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3150 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3174 3151
3175 /* search adjacent squares */ 3152 /* search adjacent squares */
3176 for(i=1;i<9;i++) { 3153 for(i=1;i<9;i++) {
3177 x = who->x+freearr_x[i]; 3154 x = who->x+freearr_x[i];
3178 y = who->y+freearr_y[i]; 3155 y = who->y+freearr_y[i];
3179 m = who->map; 3156 m = who->map;
3180 mflags = get_map_flags(m, &m, x, y, &x, &y); 3157 mflags = get_map_flags(m, &m, x, y, &x, &y);
3181 /* space must be blocked if there is a monster. If not 3158 /* space must be blocked if there is a monster. If not
3182 * blocked, don't need to check this space. 3159 * blocked, don't need to check this space.
3183 */ 3160 */
3184 if (mflags & P_OUT_OF_MAP) continue; 3161 if (mflags & P_OUT_OF_MAP) continue;
3185 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3162 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3186 3163
3187 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3164 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3188 if((player||friendly) 3165 if((player||friendly)
3189 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3166 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3190 return 1; 3167 return 1;
3191 else if(tmp->type==PLAYER) 3168 else if(tmp->type==PLAYER)
3192 { 3169 {
3193 /*don't let a hidden DM prevent you from hiding*/ 3170 /*don't let a hidden DM prevent you from hiding*/
3194 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 3171 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3195 return 1; 3172 return 1;
3196 } 3173 }
3197 } 3174 }
3198 } 3175 }
3199 return 0; 3176 return 0;
3200} 3177}
3201 3178
3202/* check the player los field for viewability of the 3179/* check the player los field for viewability of the
3216int player_can_view (object *pl,object *op) { 3193int player_can_view (object *pl,object *op) {
3217 rv_vector rv; 3194 rv_vector rv;
3218 int dx,dy; 3195 int dx,dy;
3219 3196
3220 if(pl->type!=PLAYER) { 3197 if(pl->type!=PLAYER) {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 3198 LOG(llevError,"player_can_view() called for non-player object\n");
3222 return -1; 3199 return -1;
3223 } 3200 }
3224 if (!pl || !op) return 0; 3201 if (!pl || !op) return 0;
3225 3202
3226 if(op->head) { op = op->head; } 3203 if(op->head) { op = op->head; }
3227 get_rangevector(pl, op, &rv, 0x1); 3204 get_rangevector(pl, op, &rv, 0x1);
3231 * part that is in the los array but isnt on 3208 * part that is in the los array but isnt on
3232 * a blocked los square. 3209 * a blocked los square.
3233 * we use the archetype to figure out offsets. 3210 * we use the archetype to figure out offsets.
3234 */ 3211 */
3235 while(op) { 3212 while(op) {
3236 dx = rv.distance_x + op->arch->clone.x; 3213 dx = rv.distance_x + op->arch->clone.x;
3237 dy = rv.distance_y + op->arch->clone.y; 3214 dy = rv.distance_y + op->arch->clone.y;
3238 3215
3239 /* only the viewable area the player sees is updated by LOS 3216 /* only the viewable area the player sees is updated by LOS
3240 * code, so we need to restrict ourselves to that range of values 3217 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values. 3218 * for any meaningful values.
3242 */ 3219 */
3243 if (FABS(dx) <= (pl->contr->socket.mapx/2) && 3220 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3244 FABS(dy) <= (pl->contr->socket.mapy/2) && 3221 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3245 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] ) 3222 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3246 return 1; 3223 return 1;
3247 op = op->more; 3224 op = op->more;
3248 } 3225 }
3249 return 0; 3226 return 0;
3250} 3227}
3251 3228
3252/* routine for both players and monsters. We call this when 3229/* routine for both players and monsters. We call this when
3256 * return 0. 3233 * return 0.
3257 */ 3234 */
3258int action_makes_visible (object *op) { 3235int action_makes_visible (object *op) {
3259 3236
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3237 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3238 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3262 return 0; 3239 return 0;
3263 3240
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3241 if (op->contr && op->contr->tmp_invis == 0) return 0;
3265 3242
3266 /* If monsters, they should become visible */ 3243 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3244 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3245 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3269 return 1; 3246 return 1;
3270 } 3247 }
3271 } 3248 }
3272 return 0; 3249 return 0;
3273} 3250}
3274 3251
3275/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3290 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3269 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3271 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3295 strcmp(tmp->name, "battleground")==0 && 3272 strcmp(tmp->name, "battleground")==0 &&
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3273 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) {
3297 /*before we assign the exit, check if this is a teambattle*/ 3274 /*before we assign the exit, check if this is a teambattle*/
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3275 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){
3299 object *invtmp; 3276 object *invtmp;
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3277 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) {
3301 if(invtmp->type==FORCE && invtmp->slaying && 3278 if(invtmp->type==FORCE && invtmp->slaying &&
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3279 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){
3280 if (x != NULL && y != NULL)
3281 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp);
3282 return 1;
3283 }
3284 }
3285 }
3303 if (x != NULL && y != NULL) 3286 if (x != NULL && y != NULL)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3287 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3305 return 1; 3288 return 1;
3306 }
3307 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3289 }
3313 } 3290 }
3314 } 3291 }
3315 /* If we got here, did not find a battleground */ 3292 /* If we got here, did not find a battleground */
3316 return 0; 3293 return 0;
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3310 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3311 int i=0, j=0;
3335 3312
3336 /* get the appropriate treasurelist */ 3313 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3314 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3315 trlist = find_treasurelist("dragon_ability_fire");
3339 else if (atnr == ATNR_COLD) 3316 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3317 trlist = find_treasurelist("dragon_ability_cold");
3341 else if (atnr == ATNR_ELECTRICITY) 3318 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3319 trlist = find_treasurelist("dragon_ability_elec");
3343 else if (atnr == ATNR_POISON) 3320 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3321 trlist = find_treasurelist("dragon_ability_poison");
3345 3322
3346 if (trlist == NULL || who->type != PLAYER) 3323 if (trlist == NULL || who->type != PLAYER)
3347 return; 3324 return;
3348 3325
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3326 for (i=0, tr = trlist->items; tr != NULL && i<level-1;
3350 tr = tr->next, i++); 3327 tr = tr->next, i++);
3351 3328
3352 if (tr == NULL || tr->item == NULL) { 3329 if (tr == NULL || tr->item == NULL) {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3330 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3331 return;
3355 } 3332 }
3356 3333
3357 /* everything seems okay - now bring on the gift: */ 3334 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3335 item = &(tr->item->clone);
3359 3336
3360 if (item->type == SPELL) { 3337 if (item->type == SPELL) {
3361 if (check_spell_known (who, item->name)) 3338 if (check_spell_known (who, item->name))
3362 return; 3339 return;
3363 3340
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3341 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3365 do_learn_spell (who, item, 0); 3342 do_learn_spell (who, item, 0);
3366 return; 3343 return;
3367 } 3344 }
3368 3345
3369 /* grant direct spell */ 3346 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3347 if (item->type == SPELLBOOK) {
3371 if (!item->inv) { 3348 if (!item->inv) {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3349 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name); 3350 return;
3374 return; 3351 }
3375 }
3376 if (check_spell_known (who, item->inv->name)) 3352 if (check_spell_known (who, item->inv->name))
3377 return; 3353 return;
3378 if (item->invisible) { 3354 if (item->invisible) {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3355 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3380 do_learn_spell (who, item->inv, 0); 3356 do_learn_spell (who, item->inv, 0);
3381 return; 3357 return;
3382 } 3358 }
3383 } 3359 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3360 else if (item->type == SKILL_TOOL && item->invisible) {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3361 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) {
3386 3362
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3363 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3388 * in this way, if the player is missing any of the attacktypes, he gets 3364 * in this way, if the player is missing any of the attacktypes, he gets
3389 * them. As it is now, if the player has any that match the granted skill, 3365 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3366 * but not all of them, he gets nothing.
3391 */ 3367 */
3392 if (!(skop->attacktype & item->attacktype)) { 3368 if (!(skop->attacktype & item->attacktype)) {
3393 /* Give new attacktype */ 3369 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3370 skop->attacktype |= item->attacktype;
3395 3371
3396 /* always add physical if there's none */ 3372 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3373 skop->attacktype |= AT_PHYSICAL;
3398 3374
3399 if (item->msg != NULL) 3375 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3376 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3401 3377
3402 /* Give player new face */ 3378 /* Give player new face */
3403 if (item->animation_id) { 3379 if (item->animation_id) {
3404 who->face = skop->face; 3380 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3381 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3382 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3383 who->last_anim = 0;
3408 who->state = 0; 3384 who->state = 0;
3409 animate_object(who, who->direction); 3385 animate_object(who, who->direction);
3410 } 3386 }
3411 } 3387 }
3412 } 3388 }
3413 } 3389 }
3414 else if (item->type == FORCE) { 3390 else if (item->type == FORCE) {
3415 /* forces in the treasurelist can alter the player's stats */ 3391 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3392 object *skin;
3417 /* first get the dragon skin force */ 3393 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3394 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3419 skin=skin->below); 3395 skin=skin->below);
3420 if (skin == NULL) return; 3396 if (skin == NULL) return;
3421 3397
3422 /* adding new spellpath attunements */ 3398 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3399 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3400 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3401
3426 /* print message */ 3402 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3403 sprintf(buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3404 for(i=0, j=0; i<NRSPELLPATHS; i++) {
3429 if(item->path_attuned & (1<<i)) { 3405 if(item->path_attuned & (1<<i)) {
3430 if (j) 3406 if (j)
3431 strcat(buf," and "); 3407 strcat(buf," and ");
3432 else 3408 else
3433 j = 1; 3409 j = 1;
3434 strcat(buf, spellpathnames[i]); 3410 strcat(buf, spellpathnames[i]);
3435 } 3411 }
3436 } 3412 }
3437 strcat(buf,"."); 3413 strcat(buf,".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3414 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3439 } 3415 }
3440 3416
3441 /* evtl. adding flags: */ 3417 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3418 if(QUERY_FLAG(item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3419 SET_FLAG(skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3420 if(QUERY_FLAG(item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3421 SET_FLAG(skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3422 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3423 SET_FLAG(skin, FLAG_SEE_IN_DARK);
3448 3424
3449 /* print message if there is one */ 3425 /* print message if there is one */
3450 if (item->msg != NULL) 3426 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3452 } 3428 }
3453 else { 3429 else {
3454 /* generate misc. treasure */ 3430 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3431 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3432 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3457 tmp = insert_ob_in_ob (tmp, who); 3433 tmp = insert_ob_in_ob (tmp, who);
3458 if (who->type == PLAYER) 3434 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp); 3435 esrv_send_item(who, tmp);
3460 } 3436 }
3461} 3437}
3462 3438
3463/** 3439/**
3464 * Unready an object for a player. This function does nothing if the object was 3440 * Unready an object for a player. This function does nothing if the object was

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