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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 1.17 by pippijn, Thu Sep 7 10:01:58 2006 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.9 2006/08/29 07:34:00 root Exp $"; 3 * "$Id: player.C,v 1.17 2006/09/07 10:01:58 pippijn Exp $";
4 */ 4 */
5 5
6/* 6/*
7 CrossFire, A Multiplayer game for X-windows 7 CrossFire, A Multiplayer game for X-windows
8 8
60 player* pl; 60 player* pl;
61 player* found = NULL; 61 player* found = NULL;
62 size_t namelen = strlen( plname ); 62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 { 64 {
65 if ( strlen( pl->ob->name ) < namelen ) 65 if ( (size_t) strlen( pl->ob->name ) < namelen )
66 continue; 66 continue;
67 67
68 if ( !strcmp( pl->ob->name, plname) ) 68 if ( !strcmp( pl->ob->name, plname) )
69 return pl; 69 return pl;
70 70
86 int comp; 86 int comp;
87 int size; 87 int size;
88 88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return; 91 return;
92 } 92 }
93 motd[0]='\0'; 93 motd[0]='\0';
94 size=0; 94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) { 95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#') 96 if( *buf == '#')
97 continue; 97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size); 98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf); 99 size+=strlen(buf);
100 } 100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 102 close_and_delete(fp, comp);
181int playername_ok(const char *cp) { 181int playername_ok(const char *cp) {
182 /* Don't allow - or _ as first character in the name */ 182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0; 183 if (*cp == '-' || *cp == '_') return 0;
184 184
185 for(;*cp!='\0';cp++) 185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0; 187 return 0;
188 return 1; 188 return 1;
189} 189}
190 190
191/* This no longer sets the player map. Also, it now updates 191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that. 192 * all the pointers so the caller doesn't need to do that.
197 * Hopefully this will be less bugfree and simpler. 197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null, 198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle 199 * we create a new one. Otherwise, we recycle
200 * the one that is passed. 200 * the one that is passed.
201 */ 201 */
202static player* get_player(player *p) { 202static player *
203get_player (player * p)
204{
203 object *op=arch_to_object(get_player_archetype(NULL)); 205 object *op = arch_to_object (get_player_archetype (NULL));
204 int i; 206 int i;
205 207
206 if (!p) { 208 if (!p)
207 p = (player *) malloc(sizeof(player)); 209 {
208 if(p==NULL) 210 p = new player;
209 fatal(OUT_OF_MEMORY);
210 211
211 /* This adds the player in the linked list. There is extra 212 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the 213 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that 214 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of 215 * that needs to be done except for things like output of
215 * 'who'. 216 * 'who'.
216 */ 217 */
217 player *tmp = first_player; 218 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL) 219 while (tmp != NULL && tmp->next != NULL)
219 tmp=tmp->next; 220 tmp = tmp->next;
220 if(tmp!=NULL) 221 if (tmp != NULL)
221 tmp->next=p; 222 tmp->next = p;
222 else 223 else
223 first_player=p; 224 first_player = p;
224 225
225 p->next = NULL; 226 p->next = NULL;
226 } 227 }
227 228
228 /* Clears basically the entire player structure except 229 /* Clears basically the entire player structure except
229 * for next and socket. 230 * for next and socket.
230 */ 231 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 232 p->clear ();
232 p->attachable_init (); //HACK
233 233
234 /* There are some elements we want initialized to non zero value - 234 /* There are some elements we want initialized to non zero value -
235 * we deal with that below this point. 235 * we deal with that below this point.
236 */ 236 */
237 p->party=NULL; 237 p->party = NULL;
238 p->outputs_sync=16; /* Every 2 seconds */ 238 p->outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count=1; /* Keeps present behaviour */ 239 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 240 p->unapply = unapply_nochoice;
241 p->Swap_First = -1; 241 p->Swap_First = -1;
242 242
243#ifdef AUTOSAVE 243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999; 244 p->last_save_tick = 9999999;
245#endif 245#endif
246 246
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 247 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
248 248
249 op->contr=p; /* this aren't yet in archetype */ 249 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op; 250 p->ob = op;
251 op->speed_left=0.5; 251 op->speed_left = 0.5;
252 op->speed=1.0; 252 op->speed = 1.0;
253 op->direction=5; /* So player faces south */ 253 op->direction = 5; /* So player faces south */
254 op->stats.wc=2; 254 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */ 255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257 257
258 roll_stats(op); 258 roll_stats (op);
259 p->state=ST_ROLL_STAT; 259 p->state = ST_ROLL_STAT;
260 clear_los(op); 260 clear_los (op);
261 261
262 p->gen_sp_armour=10; 262 p->gen_sp_armour = 10;
263 p->last_speed= -1; 263 p->last_speed = -1;
264 p->shoottype=range_none; 264 p->shoottype = range_none;
265 p->bowtype=bow_normal; 265 p->bowtype = bow_normal;
266 p->petmode=pet_normal; 266 p->petmode = pet_normal;
267 p->listening=10; 267 p->listening = 10;
268 p->usekeys=containers; 268 p->usekeys = containers;
269 p->last_weapon_sp= -1; 269 p->last_weapon_sp = -1;
270 p->peaceful=1; /* default peaceful */ 270 p->peaceful = 1; /* default peaceful */
271 p->do_los=1; 271 p->do_los = 1;
272 p->explore=0; 272 p->explore = 0;
273 p->no_shout=0; /* default can shout */ 273 p->no_shout = 0; /* default can shout */
274 274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 275 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
276 p->title[sizeof(p->title)-1] = '\0'; 276 p->title[sizeof (p->title) - 1] = '\0';
277 op->race = add_string (op->arch->clone.race); 277 op->race = op->arch->clone.race;
278 278
279 CLEAR_FLAG(op,FLAG_READY_SKILL); 279 CLEAR_FLAG (op, FLAG_READY_SKILL);
280 280
281 /* we need to clear these to -1 and not zero - otherwise, 281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont 282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start 283 * send new values to the client, as things like exp start
284 * at zero. 284 * at zero.
285 */ 285 */
286 for (i=0; i < NUM_SKILLS; i++) { 286 for (i = 0; i < NUM_SKILLS; i++)
287 {
287 p->last_skill_exp[i] = -1; 288 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL; 289 p->last_skill_ob[i] = NULL;
289 } 290 }
290 for (i=0; i < NROFATTACKS; i++) { 291 for (i = 0; i < NROFATTACKS; i++)
292 {
291 p->last_resist[i] = -1; 293 p->last_resist[i] = -1;
292 } 294 }
293 p->last_stats.exp = -1; 295 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1; 296 p->last_weight = (uint32) - 1;
295 297
296 p->socket.update_look=0; 298 p->socket.update_look = 0;
297 p->socket.look_position=0; 299 p->socket.look_position = 0;
298 return p; 300 return p;
299} 301}
300
301 302
302/* This loads the first map an puts the player on it. */ 303/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op) 304static void set_first_map(object *op)
304{ 305{
305 strcpy(op->contr->maplevel, first_map_path); 306 strcpy(op->contr->maplevel, first_map_path);
318 319
319 p=get_player(NULL); 320 p=get_player(NULL);
320 p->socket = *ns; 321 p->socket = *ns;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
322 if(p->socket.faces_sent == NULL) 323 if(p->socket.faces_sent == NULL)
323 fatal(OUT_OF_MEMORY); 324 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared. 326 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data 327 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket. 328 * on the uncoming socket.
328 */ 329 */
345 */ 346 */
346archetype *get_player_archetype(archetype* at) 347archetype *get_player_archetype(archetype* at)
347{ 348{
348 archetype *start = at; 349 archetype *start = at;
349 for (;;) { 350 for (;;) {
350 if (at==NULL || at->next==NULL) 351 if (at==NULL || at->next==NULL)
351 at=first_archetype; 352 at=first_archetype;
352 else 353 else
353 at=at->next; 354 at=at->next;
354 if(at->clone.type==PLAYER) 355 if(at->clone.type==PLAYER)
355 return at; 356 return at;
356 if (at == start) { 357 if (at == start) {
357 LOG (llevError, "No Player archetypes\n"); 358 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 359 exit (-1);
359 } 360 }
360 } 361 }
361} 362}
362 363
363 364
364object *get_nearest_player(object *mon) { 365object *get_nearest_player(object *mon) {
367 objectlink *ol; 368 objectlink *ol;
368 unsigned lastdist; 369 unsigned lastdist;
369 rv_vector rv; 370 rv_vector rv;
370 371
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) {
372 /* We should not find free objects on this friendly list, but it 373 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 374 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 375 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 376 * list is also free, so encapsulate this in a while loop.
376 */ 377 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
378 object *tmp=ol->ob; 379 object *tmp=ol->ob;
379 380
380 /* Can't do much more other than log the fact, because the object 381 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 382 * itself will have been cleared.
382 */ 383 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 385 ol = ol->next;
385 remove_friendly_object(tmp); 386 remove_friendly_object(tmp);
386 if (!ol) return op; 387 if (!ol) return op;
387 } 388 }
388 389
389 /* Remove special check for player from this. First, it looks to cause 390 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more 391 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 392 * 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 393 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 394 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 395 * on_same_map check, as can_detect_enemy also does this
395 */ 396 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 397 if (!can_detect_enemy(mon,ol->ob,&rv))
397 continue; 398 continue;
398 399
399 if(lastdist>rv.distance) { 400 if(lastdist>rv.distance) {
400 op=ol->ob; 401 op=ol->ob;
401 lastdist=rv.distance; 402 lastdist=rv.distance;
402 } 403 }
403 } 404 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 405 for (pl=first_player; pl != NULL; pl=pl->next) {
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 406 if (can_detect_enemy(mon, pl->ob,&rv)) {
406 407
407 if(lastdist>rv.distance) { 408 if(lastdist>rv.distance) {
408 op=pl->ob; 409 op=pl->ob;
409 lastdist=rv.distance; 410 lastdist=rv.distance;
410 } 411 }
411 } 412 }
412 } 413 }
413#if 0 414#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)");
415#endif 416#endif
416 return op; 417 return op;
417} 418}
418 419
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 420/* I believe this can safely go to 2, 3 is questionable, 4 will likely
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 479 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */ 480 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 481 if (diff>max) return 0;
481 while (diff >1 && max>0) { 482 while (diff >1 && max>0) {
482 lastx = x; 483 lastx = x;
483 lasty = y; 484 lasty = y;
484 lastmap = m; 485 lastmap = m;
485 x = lastx + freearr_x[dir]; 486 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 487 y = lasty + freearr_y[dir];
487 488
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 489 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); 490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490 491
491 /* Space is blocked - try changing direction a little */ 492 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) { 494 && (m == mon->map && blocked_link(mon, m, x, y)))) {
494 /* recalculate direction from last good location. Possible 495 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 496 * we were not traversing ideal location before.
496 */ 497 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 499 if (rv.direction != dir) {
499 /* OK - says direction should be different - lets reset the 500 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 501 * the values so it will try again.
501 */ 502 */
502 x = lastx; 503 x = lastx;
503 y = lasty; 504 y = lasty;
504 m = lastmap; 505 m = lastmap;
505 dir = firstdir = rv.direction; 506 dir = firstdir = rv.direction;
506 } else { 507 } else {
507 /* direct path is blocked - try taking a side step to 508 /* direct path is blocked - try taking a side step to
508 * either the left or right. 509 * either the left or right.
509 * Note increase the values in the loop below to be 510 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 511 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 512 * 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 513 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 514 * stepping back and forth
514 */ 515 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
516 if (i==0) continue; /* already did this, so skip it */ 517 if (i==0) continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 518 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 519 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 520 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 521 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 522 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 523 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 524 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 525 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 526 * the last direction the creature has successfully
526 * moved. 527 * moved.
527 */ 528 */
528 529
529 x = lastx + freearr_x[absdir(lastdir+i)]; 530 x = lastx + freearr_x[absdir(lastdir+i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 531 y = lasty + freearr_y[absdir(lastdir+i)];
531 m = lastmap; 532 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 533 mflags = get_map_flags(m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 534 if (mflags & P_OUT_OF_MAP) continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 535 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536 if (mflags & P_BLOCKSVIEW) continue; 537 if (mflags & P_BLOCKSVIEW) continue;
537 538
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 539 if (m == mon->map && blocked_link(mon, m, x, y)) break;
539 } 540 }
540 /* go through entire loop without finding a valid 541 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 542 * sidestep to take - thus, no valid path.
542 */ 543 */
543 if (i==(DETOUR_AMOUNT+1)) 544 if (i==(DETOUR_AMOUNT+1))
544 return 0; 545 return 0;
545 diff--; 546 diff--;
546 lastdir=dir; 547 lastdir=dir;
547 max--; 548 max--;
548 if (!firstdir) firstdir = dir+i; 549 if (!firstdir) firstdir = dir+i;
549 } /* else check alternate directions */ 550 } /* else check alternate directions */
550 } /* if blocked */ 551 } /* if blocked */
551 else { 552 else {
552 /* we moved towards creature, so diff is less */ 553 /* we moved towards creature, so diff is less */
553 diff--; 554 diff--;
554 max--; 555 max--;
555 lastdir=dir; 556 lastdir=dir;
556 if (!firstdir) firstdir = dir; 557 if (!firstdir) firstdir = dir;
557 } 558 }
558 if (diff<=1) { 559 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 560 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 561 * headed toward player for entire distance.
561 */ 562 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 563 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); 564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
564 } 565 }
565 if (diff>max) return 0; 566 if (diff>max) return 0;
566 } 567 }
567 /* If we reached the max, didn't find a direction in time */ 568 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 569 if (!max) return 0;
569 570
570 return firstdir; 571 return firstdir;
572 573
573void give_initial_items(object *pl,treasurelist *items) { 574void give_initial_items(object *pl,treasurelist *items) {
574 object *op,*next=NULL; 575 object *op,*next=NULL;
575 576
576 if(pl->randomitems!=NULL) 577 if(pl->randomitems!=NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
578 579
579 for (op=pl->inv; op; op=next) { 580 for (op=pl->inv; op; op=next) {
580 next = op->below; 581 next = op->below;
581 582
582 /* Forces get applied per default, unless they have the 583 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 584 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 585 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 587 SET_FLAG(op,FLAG_APPLIED);
587 588
588 /* we never give weapons/armour if these cannot be used 589 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 590 * by this player due to race restrictions
590 */ 591 */
591 if (pl->type == PLAYER) { 592 if (pl->type == PLAYER) {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 594 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 595 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 596 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 597 op->type == BRACERS || op->type == GIRDLE)) ||
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op); 599 remove_ob (op);
599 free_object (op); 600 free_object (op);
600 continue; 601 continue;
601 } 602 }
602 } 603 }
603 604
604 /* This really needs to be better - we should really give 605 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really 606 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like 607 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.) 608 * a first level treasurelist for each skill.)
608 * remove duplicate skills also 609 * remove duplicate skills also
609 */ 610 */
610 if(op->type==SPELLBOOK || op->type == SKILL) { 611 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp; 612 object *tmp;
612 613
613 for (tmp=op->below; tmp; tmp=tmp->below) 614 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break; 615 if (tmp->type == op->type && tmp->name == op->name) break;
615 616
616 if (tmp) { 617 if (tmp) {
617 remove_ob(op); 618 remove_ob(op);
618 free_object(op); 619 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n", 620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name); 621 &tmp->name);
621 continue; 622 continue;
622 } 623 }
623 if (op->nrof > 1) op->nrof = 1; 624 if (op->nrof > 1) op->nrof = 1;
624 } 625 }
625 626
626 if (op->type == SPELLBOOK && op->inv) { 627 if (op->type == SPELLBOOK && op->inv) {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
628 } 629 }
629 630
630 /* Give starting characters identified, uncursed, and undamned 631 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 632 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 633 * merged properly.
633 */ 634 */
634 if (need_identify(op)) { 635 if (need_identify(op)) {
635 SET_FLAG(op, FLAG_IDENTIFIED); 636 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 637 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 638 CLEAR_FLAG(op, FLAG_DAMNED);
638 } 639 }
639 if(op->type==SPELL) { 640 if(op->type==SPELL) {
640 remove_ob(op); 641 remove_ob(op);
641 free_object(op); 642 free_object(op);
642 continue; 643 continue;
643 } 644 }
644 else if(op->type==SKILL) { 645 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 646 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 647 op->stats.exp = 0;
647 op->level = 1; 648 op->level = 1;
648 } 649 }
649 /* lock all 'normal items by default */ 650 /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED); 651 else SET_FLAG(op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 652 } /* for loop of objects in player inv */
652 653
653 /* Need to set up the skill pointers */ 654 /* Need to set up the skill pointers */
654 link_player_skills(pl); 655 link_player_skills(pl);
655} 656}
678 * removing the player - it probably makes more sense 679 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all 680 * to leave it to play_again to remove the object in all
680 * cases. 681 * cases.
681 */ 682 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED)) 683 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op); 684 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage, 685 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if 686 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out. 687 * the map is null or not swapped out.
687 */ 688 */
688 op->map = NULL; 689 op->map = NULL;
690 691
691 692
692int receive_play_again(object *op, char key) 693int receive_play_again(object *op, char key)
693{ 694{
694 if(key=='q'||key=='Q') { 695 if(key=='q'||key=='Q') {
695 remove_friendly_object(op); 696 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */ 697 leave(op->contr,0); /* ericserver will draw the message */
697 return 2; 698 return 2;
698 } 699 }
699 else if(key=='a'||key=='A') { 700 else if(key=='a'||key=='A') {
700 player *pl = op->contr; 701 player *pl = op->contr;
701 const char *name = op->name; 702 shstr name = op->name;
702 703
703 add_refcount(name);
704 remove_friendly_object(op); 704 remove_friendly_object(op);
705 free_object(op); 705 free_object(op);
706 pl = get_player(pl); 706 pl = get_player(pl);
707 op = pl->ob; 707 op = pl->ob;
708 add_friendly_object(op); 708 add_friendly_object(op);
709 op->contr->password[0]='~'; 709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name); 710 op->name = op->name_pl = 0;
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */ 711 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n"); 712 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op); 713 get_name(op);
716 op->name = name; /* Alrady added a refcount above */ 714 op->name = op->name_pl = name;
717 op->name_pl = add_string(name);
718 set_first_map(op); 715 set_first_map(op);
719 } else { 716 } else {
720 /* user pressed something else so just ask again... */ 717 /* user pressed something else so just ask again... */
721 play_again(op); 718 play_again(op);
722 } 719 }
723 return 0; 720 return 0;
724} 721}
725 722
726void confirm_password(object *op) { 723void confirm_password(object *op) {
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 727 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731} 728}
732 729
733void get_party_password(object *op, partylist *party) { 730void get_party_password(object *op, partylist *party) {
734 if (party == NULL) { 731 if (party == NULL) {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 732 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 733 return;
737 } 734 }
738 op->contr->write_buf[0]='\0'; 735 op->contr->write_buf[0]='\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 736 op->contr->state=ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 737 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 738 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 742/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
746int roll_stat(void) { 743int roll_stat(void) {
747 int a[4],i,j,k; 744 int a[4],i,j,k;
748 745
749 for(i=0;i<4;i++) 746 for(i=0;i<4;i++)
750 a[i]=(int)RANDOM()%6+1; 747 a[i]=(int)RANDOM()%6+1;
751 748
752 for(i=0,j=0,k=7;i<4;i++) 749 for(i=0,j=0,k=7;i<4;i++)
753 if(a[i]<k) 750 if(a[i]<k)
754 k=a[i],j=i; 751 k=a[i],j=i;
755 752
756 for(i=0,k=0;i<4;i++) { 753 for(i=0,k=0;i<4;i++) {
757 if(i!=j) 754 if(i!=j)
758 k+=a[i]; 755 k+=a[i];
759 } 756 }
760 return k; 757 return k;
761} 758}
762 759
763void roll_stats(object *op) { 760void roll_stats(object *op) {
764 int sum=0; 761 int sum=0;
765 int i = 0, j = 0; 762 int i = 0, j = 0;
766 int statsort[7]; 763 int statsort[7];
767 764
768 do { 765 do {
769 op->stats.Str=roll_stat(); 766 op->stats.Str=roll_stat();
770 op->stats.Dex=roll_stat(); 767 op->stats.Dex=roll_stat();
771 op->stats.Int=roll_stat(); 768 op->stats.Int=roll_stat();
772 op->stats.Con=roll_stat(); 769 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat(); 770 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat(); 771 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat(); 772 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 773 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+ 774 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha; 775 op->stats.Cha;
779 } while(sum<82||sum>116); 776 } while(sum<82||sum>116);
780 777
781 /* Sort the stats so that rerolling is easier... */ 778 /* Sort the stats so that rerolling is easier... */
782 statsort[0] = op->stats.Str; 779 statsort[0] = op->stats.Str;
783 statsort[1] = op->stats.Dex; 780 statsort[1] = op->stats.Dex;
787 statsort[5] = op->stats.Pow; 784 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha; 785 statsort[6] = op->stats.Cha;
789 786
790 /* a quick and dirty bubblesort? */ 787 /* a quick and dirty bubblesort? */
791 do { 788 do {
792 if (statsort[i] < statsort[i + 1]) { 789 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i]; 790 j = statsort[i];
794 statsort[i] = statsort[i + 1]; 791 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j; 792 statsort[i + 1] = j;
796 i = 0; 793 i = 0;
797 } else { 794 } else {
798 i++; 795 i++;
799 } 796 }
800 } while (i < 6); 797 } while (i < 6);
801 798
802 op->stats.Str = statsort[0]; 799 op->stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 800 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 801 op->stats.Con = statsort[2];
841{ 838{
842 signed char tmp; 839 signed char tmp;
843 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
844 841
845 if ( op->contr->Swap_First == -1 ) { 842 if ( op->contr->Swap_First == -1 ) {
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 843 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,"); 844 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au"); 845 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return; 846 return;
850 } 847 }
851 848
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 849 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853 850
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 851 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second)); 852 get_attr_value(&op->contr->orig_stats, Swap_Second));
856 853
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 854 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858 855
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 856 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 857 new_draw_info(NDI_UNIQUE, 0,op, buf);
896 int keynum = key -'0'; 893 int keynum = key -'0';
897 char buf[MAX_BUF]; 894 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 895 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899 896
900 if (keynum>0 && keynum<=7) { 897 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) { 898 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum]; 899 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 900 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 901 new_draw_info(NDI_UNIQUE, 0,op,buf);
905 } 902 }
906 else 903 else
907 Swap_Stat(op,stat_trans[keynum]); 904 Swap_Stat(op,stat_trans[keynum]);
908 905
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 906 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1; 907 return 1;
911 } 908 }
912 switch (key) { 909 switch (key) {
913 case 'n': 910 case 'n':
914 case 'N': { 911 case 'N': {
915 SET_FLAG(op, FLAG_WIZ); 912 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) { 913 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n"); 914 LOG(llevError,"Map == NULL in state 2\n");
918 break; 915 break;
919 } 916 }
920 917
921#if 0 918#if 0
922 /* So that enter_exit will put us at startx/starty */ 919 /* So that enter_exit will put us at startx/starty */
923 op->x= -1; 920 op->x= -1;
924 921
925 enter_exit(op,NULL); 922 enter_exit(op,NULL);
926#endif 923#endif
927 SET_ANIMATION(op, 2); /* So player faces south */ 924 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */ 925 /* Enter exit adds a player otherwise */
929 add_statbonus(op); 926 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"); 927 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS; 928 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg) 929 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg); 930 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0; 931 return 0;
935 } 932 }
936 case 'y': 933 case 'y':
937 case 'Y': 934 case 'Y':
938 roll_stats(op); 935 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 936 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1; 937 return 1;
941 938
942 case 'q': 939 case 'q':
943 case 'Q': 940 case 'Q':
944 play_again(op); 941 play_again(op);
945 return 1; 942 return 1;
946 943
947 default: 944 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 945 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0; 946 return 0;
950 } 947 }
951 return 0; 948 return 0;
952} 949}
953 950
954/* This function takes the key that is passed, and does the 951/* This function takes the key that is passed, and does the
966 remove_ob(op); 963 remove_ob(op);
967 play_again(op); 964 play_again(op);
968 return 0; 965 return 0;
969 } 966 }
970 if(key=='d'||key=='D') { 967 if(key=='d'||key=='D') {
971 char buf[MAX_BUF]; 968 char buf[MAX_BUF];
972 969
973 /* this must before then initial items are given */ 970 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 971 esrv_new_player(op->contr, op->weight+op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); 972 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 973
977 INVOKE_PLAYER (BIRTH, op->contr); 974 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 975 INVOKE_PLAYER (LOGIN, op->contr);
979 976
980 op->contr->state=ST_PLAYING; 977 op->contr->state=ST_PLAYING;
981 978
982 if (op->msg) { 979 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 980 op->msg=NULL;
985 }
986 981
987 /* We create this now because some of the unique maps will need it 982 /* We create this now because some of the unique maps will need it
988 * to save here. 983 * to save here.
989 */ 984 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 985 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
991 make_path_to_file(buf); 986 make_path_to_file(buf);
992 987
993#ifdef AUTOSAVE 988#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 989 op->contr->last_save_tick = pticks;
995#endif 990#endif
996 start_info(op); 991 start_info(op);
997 CLEAR_FLAG(op, FLAG_WIZ); 992 CLEAR_FLAG(op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 993 give_initial_items(op,op->randomitems);
999 link_player_skills(op); 994 link_player_skills(op);
1000 esrv_send_inventory(op, op); 995 esrv_send_inventory(op, op);
1001 fix_player(op); 996 fix_player(op);
1002 997
1003 /* This moves the player to a different start map, if there 998 /* This moves the player to a different start map, if there
1004 * is one for this race 999 * is one for this race
1005 */ 1000 */
1006 if(*first_map_ext_path) { 1001 if(*first_map_ext_path) {
1007 object *tmp; 1002 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 1003 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 1004 snprintf(mapname, MAX_BUF-1, "%s/%s",
1011 first_map_ext_path, op->arch->name); 1005 first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 1006 tmp=get_object();
1013 EXIT_PATH(tmp) = add_string(mapname); 1007 EXIT_PATH(tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 1008 EXIT_X(tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 1009 EXIT_Y(tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 1010 enter_exit(op,tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 1011 * if the map isn't there, then stay on the
1018 * default initial map */ 1012 * default initial map */
1019 free_object(tmp); 1013 free_object(tmp);
1020 } else { 1014 } else {
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 1015 LOG(llevDebug,"first_map_ext_path not set\n");
1022 } 1016 }
1023 return 0; 1017 return 0;
1024 } 1018 }
1025 1019
1026 /* Following actually changes the race - this is the default command 1020 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 1021 * if we don't match with one of the options above.
1028 */ 1022 */
1029 1023
1030 tmp_loop = 0; 1024 tmp_loop = 0;
1031 while(!tmp_loop) { 1025 while(!tmp_loop) {
1032 const char *name = add_string (op->name); 1026 shstr name = op->name;
1033 int x = op->x, y = op->y; 1027 int x = op->x, y = op->y;
1034 remove_statbonus(op); 1028 remove_statbonus(op);
1035 remove_ob (op); 1029 remove_ob (op);
1036 op->arch = get_player_archetype(op->arch); 1030 op->arch = get_player_archetype(op->arch);
1037 copy_object (&op->arch->clone, op); 1031 copy_object (&op->arch->clone, op);
1038 op->instantiate (); 1032 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 1033 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 1034 op->name = op->name_pl = name;
1041 op->name = name; 1035 op->x = x;
1042 free_string(op->name_pl); 1036 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 */ 1037 SET_ANIMATION(op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 1038 insert_ob_in_map (op, op->map, op,0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1039 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 1040 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 1041 add_statbonus(op);
1051 tmp_loop=allowed_class(op); 1042 tmp_loop=allowed_class(op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 1043 }
1055 update_object(op,UP_OBJ_FACE); 1044 update_object(op,UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 1045 esrv_update_item(UPD_FACE,op,op);
1057 fix_player(op); 1046 fix_player(op);
1058 op->stats.hp=op->stats.maxhp; 1047 op->stats.hp=op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 1048 op->stats.sp=op->stats.maxsp;
1060 op->stats.grace=0; 1049 op->stats.grace=0;
1061 if (op->msg) 1050 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 1051 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"); 1052 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; 1053 return 0;
1065} 1054}
1066 1055
1067int key_confirm_quit(object *op, char key) 1056int key_confirm_quit(object *op, char key)
1068{ 1057{
1069 char buf[MAX_BUF]; 1058 char buf[MAX_BUF];
1070 1059
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1060 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING; 1061 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1062 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1; 1063 return 1;
1075 } 1064 }
1076 1065
1077 INVOKE_PLAYER (LOGOUT, op->contr); 1066 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 1067 INVOKE_PLAYER (QUIT , op->contr);
1079 1068
1080 terminate_all_pets(op); 1069 terminate_all_pets(op);
1081 leave_map(op); 1070 leave_map(op);
1082 op->direction=0; 1071 op->direction=0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1072 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084 "%s quits the game.",op->name); 1073 "%s quits the game.", &op->name);
1085 1074
1086 strcpy(op->contr->killer,"quit"); 1075 strcpy(op->contr->killer,"quit");
1087 check_score(op); 1076 check_score(op);
1088 op->contr->party=NULL; 1077 op->contr->party=NULL;
1089 if (settings.set_title == TRUE) 1078 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 1079 op->contr->own_title[0]='\0';
1091 1080
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1081 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next; 1082 mapstruct *mp, *next;
1094 1083
1095 /* We need to hunt for any per player unique maps in memory and 1084 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional, 1085 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname 1086 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */ 1087 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1088 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 1089 for (mp=first_map; mp!=NULL; mp=next) {
1101 next = mp->next; 1090 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf))) 1091 if (!strncmp(mp->path, buf, strlen(buf)))
1103 delete_map(mp); 1092 delete_map(mp);
1104 } 1093 }
1105 1094
1106 delete_character(op->name, 1); 1095 delete_character(op->name, 1);
1107 } 1096 }
1108 play_again(op); 1097 play_again(op);
1109 return 1; 1098 return 1;
1110} 1099}
1111 1100
1112void flee_player(object *op) { 1101void flee_player(object *op) {
1113 int dir,diff; 1102 int dir,diff;
1114 rv_vector rv; 1103 rv_vector rv;
1115 1104
1116 if(op->stats.hp < 0) { 1105 if(op->stats.hp < 0) {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1106 LOG(llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1107 CLEAR_FLAG(op, FLAG_SCARED);
1119 return; 1108 return;
1120 } 1109 }
1121 1110
1122 if(op->enemy==NULL) { 1111 if(op->enemy==NULL) {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1112 LOG(llevDebug,"Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 1113 CLEAR_FLAG(op, FLAG_SCARED);
1125 return; 1114 return;
1126 } 1115 }
1127 1116
1128 /* Seen some crashes here. Since we don't store an 1117 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 1118 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 1119 * actual enemy, and the object is recycled.
1131 */ 1120 */
1132 if (op->enemy->map == NULL) { 1121 if (op->enemy->map == NULL) {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1122 CLEAR_FLAG(op, FLAG_SCARED);
1134 op->enemy=NULL; 1123 op->enemy=NULL;
1135 return; 1124 return;
1136 } 1125 }
1137 1126
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1127 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1139 op->enemy=NULL; 1128 op->enemy=NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1129 CLEAR_FLAG(op, FLAG_SCARED);
1141 return; 1130 return;
1142 } 1131 }
1143 get_rangevector(op, op->enemy, &rv, 0); 1132 get_rangevector(op, op->enemy, &rv, 0);
1144 1133
1145 dir=absdir(4+rv.direction); 1134 dir=absdir(4+rv.direction);
1146 for(diff=0;diff<3;diff++) { 1135 for(diff=0;diff<3;diff++) {
1147 int m=1-(RANDOM()&2); 1136 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)|| 1137 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) { 1138 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return; 1139 return;
1151 } 1140 }
1152 } 1141 }
1153 /* Cornered, get rid of scared */ 1142 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1143 CLEAR_FLAG(op, FLAG_SCARED);
1155 op->enemy=NULL; 1144 op->enemy=NULL;
1156} 1145}
1200 continue; 1189 continue;
1201 } 1190 }
1202 1191
1203 /* high not bit set? We're using the old autopickup model */ 1192 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1193 if(!(op->contr->mode & PU_NEWMODE)) {
1205 switch (op->contr->mode) { 1194 switch (op->contr->mode) {
1206 case 0: return 1; /* don't pick up */ 1195 case 0: return 1; /* don't pick up */
1207 case 1: pick_up (op, tmp); 1196 case 1: pick_up (op, tmp);
1208 return 1; 1197 return 1;
1209 case 2: pick_up (op, tmp); 1198 case 2: pick_up (op, tmp);
1210 return 0; 1199 return 0;
1211 case 3: return 0; /* stop before pickup */ 1200 case 3: return 0; /* stop before pickup */
1212 case 4: pick_up (op, tmp); 1201 case 4: pick_up (op, tmp);
1213 break; 1202 break;
1214 case 5: pick_up (op, tmp); 1203 case 5: pick_up (op, tmp);
1215 stop = 1; 1204 stop = 1;
1216 break; 1205 break;
1217 case 6: 1206 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1207 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1208 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp); 1209 pick_up(op, tmp);
1221 break; 1210 break;
1222 1211
1223 case 7: 1212 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1213 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1214 pick_up(op, tmp);
1226 break; 1215 break;
1227 1216
1228 default: 1217 default:
1229 /* use value density */ 1218 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1219 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1220 && (query_cost (tmp, op, F_TRUE) * 100
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1221 / (tmp->weight * MAX (tmp->nrof, 1)))
1233 >= op->contr->mode) 1222 >= op->contr->mode)
1234 pick_up(op,tmp); 1223 pick_up(op,tmp);
1235 } 1224 }
1236 } 1225 }
1237 else { /* old model */ 1226 else { /* old model */
1238 /* NEW pickup handling */ 1227 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1228 if(op->contr->mode & PU_DEBUG)
1240 { 1229 {
1241 /* some debugging code to figure out item information */ 1230 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1231 if(tmp->name!=NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1232 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1233 &tmp->name, tmp->type,
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1234 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1246 else 1235 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1236 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1237 &tmp->arch->name, tmp->type,
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1238 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1239 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1251 1240
1252 sprintf(putstring,"...flags: "); 1241 sprintf(putstring,"...flags: ");
1253 for(k=0;k<4;k++) 1242 for(k=0;k<4;k++)
1254 { 1243 {
1255 for(j=0;j<32;j++) 1244 for(j=0;j<32;j++)
1256 { 1245 {
1257 if((tmp->flags[k]>>j)&0x01) 1246 if((tmp->flags[k]>>j)&0x01)
1258 { 1247 {
1259 sprintf(tmpstr,"%d ",k*32+j); 1248 sprintf(tmpstr,"%d ",k*32+j);
1260 strcat(putstring, tmpstr); 1249 strcat(putstring, tmpstr);
1261 } 1250 }
1262 } 1251 }
1263 } 1252 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1253 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 1254
1266#if 0 1255#if 0
1267 /* print the flags too */ 1256 /* print the flags too */
1268 for(k=0;k<4;k++) 1257 for(k=0;k<4;k++)
1269 { 1258 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1259 fprintf(stderr,"%d [%d] ", k, k*32+31);
1271 for(j=0;j<32;j++) 1260 for(j=0;j<32;j++)
1272 { 1261 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1262 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1274 if(!((j+1)%4))fprintf(stderr," "); 1263 if(!((j+1)%4))fprintf(stderr," ");
1275 } 1264 }
1276 fprintf(stderr," [%d]\n", k*32); 1265 fprintf(stderr," [%d]\n", k*32);
1277 } 1266 }
1278#endif 1267#endif
1279 } 1268 }
1280 /* philosophy: 1269 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 1270 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups 1271 * 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; 1303 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1315 1304
1316 /* all food and drink if desired */ 1305 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 1306 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 1307 if(op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 1308 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1309 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1321 if(op->contr->mode & PU_DRINK) 1310 if(op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1311 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 1312 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1324 1313
1325 if(op->contr->mode & PU_POTION) 1314 if(op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 1315 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1316 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1328 1317
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 1318 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 1319 if(op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 1320 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1321 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1333 if(op->contr->mode & PU_SKILLSCROLL) 1322 if(op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 1323 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1324 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1336 if(op->contr->mode & PU_READABLES) 1325 if(op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 1326 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1327 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1339 1328
1340 /* wands/staves/rods/horns */ 1329 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1330 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1331 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1332 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1344 1333
1345 /* pick up all magical items */ 1334 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1335 if(op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1336 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1337 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1349 1338
1350 if(op->contr->mode & PU_VALUABLES) 1339 if(op->contr->mode & PU_VALUABLES)
1351 { 1340 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1341 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1342 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1354 } 1343 }
1355 1344
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1345 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1346 if(op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1347 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1348 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1360 1349
1361 /* bows and arrows. Bows are good for selling! */ 1350 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1351 if(op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1352 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1353 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1365 if(op->contr->mode & PU_ARROW) 1354 if(op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1355 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1356 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1368 1357
1369 /* all kinds of armor etc. */ 1358 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1359 if(op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1360 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1361 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1373 if(op->contr->mode & PU_HELMET) 1362 if(op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1363 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1364 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1376 if(op->contr->mode & PU_SHIELD) 1365 if(op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1366 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1367 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1379 if(op->contr->mode & PU_BOOTS) 1368 if(op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1369 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1370 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1382 if(op->contr->mode & PU_GLOVES) 1371 if(op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1372 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1373 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1385 if(op->contr->mode & PU_CLOAK) 1374 if(op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1375 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1376 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1388 1377
1389 /* hoping to catch throwing daggers here */ 1378 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1379 if(op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1380 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1381 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1393 1382
1394 /* careful: chairs and tables are weapons! */ 1383 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1384 if(op->contr->mode & PU_ALLWEAPON)
1396 { 1385 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1386 if(tmp->type == WEAPON && tmp->name!=NULL)
1398 { 1387 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1388 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1389 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1390 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1402 } 1391 }
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1392 if(tmp->type == WEAPON && tmp->name==NULL)
1404 { 1393 {
1405 if(strstr(tmp->arch->name,"table")==NULL && 1394 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL) 1395 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1396 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 } 1397 }
1409 } 1398 }
1410 1399
1411 /* misc stuff that's useful */ 1400 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1401 if(op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1402 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1403 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1415 1404
1416 /* any of the last 4 bits set means we use the ratio for value 1405 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1406 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1407 if(op->contr->mode & PU_RATIO)
1419 { 1408 {
1420 /* use value density to decide what else to grab */ 1409 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1410 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1411 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */ 1412 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1413 wvratio = (op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1414 if ((query_cost(tmp, op, F_TRUE) * 100 / (tmp->weight * MAX(tmp->nrof, 1))) >= (unsigned int) wvratio)
1426 { 1415 {
1427 pick_up(op, tmp); 1416 pick_up(op, tmp);
1428#if 0 1417#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1418 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1419 if(tmp->name!=NULL) {
1431 fprintf(stderr,"%s", tmp->name); 1420 fprintf(stderr,"%s", tmp->name);
1432 } 1421 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1422 else fprintf(stderr,"%s",tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type); 1423 fprintf(stderr,",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1424 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1436#endif 1425#endif
1437 continue; 1426 continue;
1438 } 1427 }
1439 } 1428 }
1440 } /* the new pickup model */ 1429 } /* the new pickup model */
1441 } 1430 }
1442 return ! stop; 1431 return ! stop;
1443} 1432}
1450object *find_arrow(object *op, const char *type) 1439object *find_arrow(object *op, const char *type)
1451{ 1440{
1452 object *tmp = NULL; 1441 object *tmp = NULL;
1453 1442
1454 for(op=op->inv; op; op=op->below) 1443 for(op=op->inv; op; op=op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1444 if(!tmp && op->type==CONTAINER && op->race==type &&
1456 QUERY_FLAG(op,FLAG_APPLIED)) 1445 QUERY_FLAG(op,FLAG_APPLIED))
1457 tmp = find_arrow (op, type); 1446 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1447 else if (op->type==ARROW && op->race==type)
1459 return op; 1448 return op;
1460 return tmp; 1449 return tmp;
1461} 1450}
1462 1451
1463/* 1452/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1453 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1471{ 1460{
1472 object *tmp = NULL, *arrow, *ntmp; 1461 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1462 int attacknum, attacktype, betterby=0, i;
1474 1463
1475 if (!type) 1464 if (!type)
1476 return NULL; 1465 return NULL;
1477 1466
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1467 for (arrow=op->inv; arrow; arrow=arrow->below) {
1479 if (arrow->type==CONTAINER && arrow->race==type && 1468 if (arrow->type==CONTAINER && arrow->race==type &&
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1469 QUERY_FLAG(arrow, FLAG_APPLIED)) {
1481 i = 0; 1470 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1471 ntmp = find_better_arrow(arrow, target, type, &i);
1483 if (i > betterby) { 1472 if (i > betterby) {
1484 tmp = ntmp; 1473 tmp = ntmp;
1485 betterby = i; 1474 betterby = i;
1486 } 1475 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1476 } else if (arrow->type==ARROW && arrow->race==type) {
1488 /* allways prefer assasination/slaying */ 1477 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1478 if (target->race != NULL && arrow->slaying != NULL &&
1490 strstr(arrow->slaying, target->race)) { 1479 strstr(arrow->slaying, target->race)) {
1491 if (arrow->attacktype & AT_DEATH) { 1480 if (arrow->attacktype & AT_DEATH) {
1492 *better = 100; 1481 *better = 100;
1493 return arrow; 1482 return arrow;
1494 } else { 1483 } else {
1495 tmp = arrow; 1484 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1485 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1486 }
1498 } else { 1487 } else {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1488 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1500 attacktype = 1<<attacknum; 1489 attacktype = 1<<attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1490 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) { 1491 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1503 tmp = arrow; 1492 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1493 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1505 } 1494 }
1506 } 1495 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1496 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1497 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1498 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1499 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1500 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1512 tmp = arrow; 1501 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1502 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1503 }
1515 } 1504 }
1516 } 1505 }
1517 } 1506 }
1518 if (tmp == NULL && arrow == NULL) 1507 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1508 return find_arrow(op, type);
1520 1509
1521 *better = betterby; 1510 *better = betterby;
1522 return tmp; 1511 return tmp;
1523} 1512}
1524 1513
1535 mapstruct *m; 1524 mapstruct *m;
1536 int i, mflags, found, number; 1525 int i, mflags, found, number;
1537 sint16 x, y; 1526 sint16 x, y;
1538 1527
1539 if (op->map == NULL) 1528 if (op->map == NULL)
1540 return find_arrow(op, type); 1529 return find_arrow(op, type);
1541 1530
1542 /* do a dex check */ 1531 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1532 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))) 1533 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level)))
1545 return find_arrow(op, type); 1534 return find_arrow(op, type);
1546 1535
1547 m = op->map; 1536 m = op->map;
1548 x = op->x; 1537 x = op->x;
1549 y = op->y; 1538 y = op->y;
1550 1539
1551 /* find the first target */ 1540 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1541 for (i=0, found=0; i<20; i++) {
1553 x += freearr_x[dir]; 1542 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1543 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1544 mflags = get_map_flags(m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1545 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) {
1557 tmp = NULL; 1546 tmp = NULL;
1558 break; 1547 break;
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1548 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1549 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1550 * perhaps a bad assumption.
1562 */ 1551 */
1563 tmp = NULL; 1552 tmp = NULL;
1564 break; 1553 break;
1565 } 1554 }
1566 if (mflags & P_IS_ALIVE) { 1555 if (mflags & P_IS_ALIVE) {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1556 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1557 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1569 found++; 1558 found++;
1570 break; 1559 break;
1571 } 1560 }
1572 if (found) 1561 if (found)
1573 break; 1562 break;
1574 } 1563 }
1575 } 1564 }
1576 if (tmp == NULL) 1565 if (tmp == NULL)
1577 return find_arrow(op, type); 1566 return find_arrow(op, type);
1578 1567
1579 if (tmp->head) 1568 if (tmp->head)
1580 tmp = tmp->head; 1569 tmp = tmp->head;
1581 1570
1582 return find_better_arrow(op, tmp, type, &i); 1571 return find_better_arrow(op, tmp, type, &i);
1583} 1572}
1584 1573
1585/* 1574/*
1599 tag_t left_tag, tag; 1588 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1589 int bowspeed, mflags;
1601 mapstruct *m; 1590 mapstruct *m;
1602 1591
1603 if (!dir) { 1592 if (!dir) {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1593 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1594 return 0;
1606 } 1595 }
1607 if (op->type == PLAYER) 1596 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1597 bow=op->contr->ranges[range_bow];
1609 else { 1598 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1599 for(bow=op->inv; bow; bow=bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1600 /* Don't check for applied - monsters don't apply bows - in that way, they
1612 * don't need to switch back and forth between bows and weapons. 1601 * don't need to switch back and forth between bows and weapons.
1613 */ 1602 */
1614 if(bow->type==BOW) 1603 if(bow->type==BOW)
1615 break; 1604 break;
1616 1605
1617 if (!bow) { 1606 if (!bow) {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1607 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1608 return 0;
1620 } 1609 }
1621 } 1610 }
1622 if( !bow->race || !bow->skill) { 1611 if( !bow->race || !bow->skill) {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1612 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1613 return 0;
1625 } 1614 }
1626 1615
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1616 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1617
1629 /* penalize ROF for bestarrow */ 1618 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1619 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1620 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1) 1621 if (bowspeed < 1)
1633 bowspeed = 1; 1622 bowspeed = 1;
1634 1623
1635 if (arrow == NULL) { 1624 if (arrow == NULL) {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1625 if ((arrow=find_arrow(op, bow->race)) == NULL) {
1637 if (op->type == PLAYER) 1626 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1627 new_draw_info_format(NDI_UNIQUE, 0, op,
1639 "You have no %s left.", bow->race); 1628 "You have no %s left.", &bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1629 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1630 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1631 CLEAR_FLAG(op, FLAG_READY_BOW);
1643 return 0; 1632 return 0;
1644 } 1633 }
1645 } 1634 }
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1635 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1636 if (mflags & P_OUT_OF_MAP) {
1648 return 0; 1637 return 0;
1649 } 1638 }
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1639 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1640 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1652 return 0; 1641 return 0;
1653 } 1642 }
1654 1643
1655 /* this should not happen, but sometimes does */ 1644 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1645 if (arrow->nrof==0) {
1657 remove_ob(arrow); 1646 remove_ob(arrow);
1658 free_object(arrow); 1647 free_object(arrow);
1659 return 0; 1648 return 0;
1660 } 1649 }
1661 1650
1662 left = arrow; /* these are arrows left to the player */ 1651 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1652 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1653 arrow = get_split_ob(arrow, 1);
1665 if (arrow == NULL) { 1654 if (arrow == NULL) {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1655 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1656 return 0;
1668 return 0;
1669 } 1657 }
1670 set_owner(arrow, op); 1658 set_owner(arrow, op);
1671 if (arrow->skill) free_string(arrow->skill);
1672 arrow->skill = add_refcount(bow->skill); 1659 arrow->skill = bow->skill;
1673 1660
1674 arrow->direction=dir; 1661 arrow->direction=dir;
1675 arrow->x = sx; 1662 arrow->x = sx;
1676 arrow->y = sy; 1663 arrow->y = sy;
1677 1664
1678 if (op->type == PLAYER) { 1665 if (op->type == PLAYER) {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1666 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1680 fix_player(op); 1667 fix_player(op);
1681 } 1668 }
1682 1669
1683 SET_ANIMATION(arrow, arrow->direction); 1670 SET_ANIMATION(arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1671 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1672 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1673 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1674 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1675 arrow->spellarg = strdup_local(arrow->slaying);
1689 1676
1690 /* Note that this was different for monsters - they got their level 1677 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1678 * added to the damage. I think the strength bonus is more proper.
1692 */ 1679 */
1693 1680
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1681 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1695 0 : dam_bonus[op->stats.Str]) + 1682 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic; 1683 bow->stats.dam + bow->magic + arrow->magic;
1697 1684
1698 /* update the speed */ 1685 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1686 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1687 0 : dam_bonus[op->stats.Str]) +
1701 bow->magic + arrow->magic) / 5.0 + 1688 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0; 1689 (float)bow->stats.dam / 7.0;
1703 1690
1704 if (arrow->speed < 1.0) 1691 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0; 1692 arrow->speed = 1.0;
1706 update_ob_speed(arrow); 1693 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1694 arrow->speed_left = 0;
1708 1695
1709 if (op->type == PLAYER) { 1696 if (op->type == PLAYER) {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1697 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1698 (op->chosen_skill?op->chosen_skill->level:op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1699 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1713 arrow->stats.wc - bow->stats.wc + wc_mod; 1700 arrow->stats.wc - bow->stats.wc + wc_mod;
1714 1701
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1702 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level;
1716 } else { 1703 } else {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1704 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod; 1705 arrow->stats.wc + wc_mod;
1719 1706
1720 arrow->level = op->level; 1707 arrow->level = op->level;
1721 } 1708 }
1722 if (arrow->attacktype == AT_PHYSICAL) 1709 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1710 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1711 if (bow->slaying != NULL)
1725 arrow->slaying = add_string(bow->slaying); 1712 arrow->slaying = bow->slaying;
1726 1713
1727 arrow->map = m; 1714 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1715 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1716 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1717
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1718 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count; 1719 tag = arrow->count;
1733 insert_ob_in_map(arrow, m, op, 0); 1720 insert_ob_in_map(arrow, m, op, 0);
1734 1721
1735 if (!was_destroyed(arrow, tag)) 1722 if (!was_destroyed(arrow, tag))
1736 move_arrow(arrow); 1723 move_arrow(arrow);
1737 1724
1738 if (op->type == PLAYER) { 1725 if (op->type == PLAYER) {
1739 if (was_destroyed (left, left_tag)) 1726 if (was_destroyed (left, left_tag))
1740 esrv_del_item(op->contr, left_tag); 1727 esrv_del_item(op->contr, left_tag);
1741 else 1728 else
1742 esrv_send_item(op, left); 1729 esrv_send_item(op, left);
1743 } 1730 }
1744 return 1; 1731 return 1;
1745} 1732}
1746 1733
1747/* Special fire code for players - this takes into 1734/* Special fire code for players - this takes into
1754int player_fire_bow(object *op, int dir) 1741int player_fire_bow(object *op, int dir)
1755{ 1742{
1756 int ret=0, wcmod=0; 1743 int ret=0, wcmod=0;
1757 1744
1758 if (op->contr->bowtype == bow_bestarrow) { 1745 if (op->contr->bowtype == bow_bestarrow) {
1759 ret = fire_bow(op, op, 1746 ret = fire_bow(op, op,
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1747 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir),
1761 dir, 0, op->x, op->y); 1748 dir, 0, op->x, op->y);
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1749 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1750 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1751 wcmod =-1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1752 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod,
1766 op->x, op->y); 1753 op->x, op->y);
1767 } else if (op->contr->bowtype == bow_threewide) { 1754 } else if (op->contr->bowtype == bow_threewide) {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1755 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1769 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1756 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1757 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1758 } else if (op->contr->bowtype == bow_spreadshot) {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1759 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1773 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1760 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1761 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1775 1762
1776 } else { 1763 } else {
1777 /* Simple case */ 1764 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1765 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1779 } 1766 }
1780 return ret; 1767 return ret;
1781} 1768}
1782 1769
1783 1770
1787void fire_misc_object(object *op, int dir) 1774void fire_misc_object(object *op, int dir)
1788{ 1775{
1789 object *item; 1776 object *item;
1790 1777
1791 if (!op->contr->ranges[range_misc]) { 1778 if (!op->contr->ranges[range_misc]) {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1779 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied.");
1793 return; 1780 return;
1794 } 1781 }
1795 1782
1796 item = op->contr->ranges[range_misc]; 1783 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1784 if (!item->inv) {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1785 LOG(llevError,"Object %s lacks a spell\n", &item->name);
1799 return; 1786 return;
1800 } 1787 }
1801 if (item->type == WAND) { 1788 if (item->type == WAND) {
1802 if(item->stats.food<=0) { 1789 if(item->stats.food<=0) {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1790 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)); 1791 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1805 return; 1792 return;
1806 } 1793 }
1807 } else if (item->type == ROD || item->type==HORN) { 1794 } else if (item->type == ROD || item->type==HORN) {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1795 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1796 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1810 if (item->type== ROD) 1797 if (item->type== ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 1798 new_draw_info_format(NDI_UNIQUE, 0,op,
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1799 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1813 else 1800 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1801 new_draw_info_format(NDI_UNIQUE, 0,op,
1815 "The %s needs more time to charge.", query_base_name(item,0)); 1802 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 1803 return;
1817 } 1804 }
1818 } 1805 }
1819 1806
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1807 if(cast_spell(op,item,dir,item->inv,NULL)) {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1808 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1809 if (item->type == WAND) {
1823 if (!(--item->stats.food)) { 1810 if (!(--item->stats.food)) {
1824 object *tmp; 1811 object *tmp;
1825 if (item->arch) { 1812 if (item->arch) {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1813 CLEAR_FLAG(item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1814 item->face = item->arch->clone.face;
1828 item->speed = 0; 1815 item->speed = 0;
1829 update_ob_speed(item); 1816 update_ob_speed(item);
1830 } 1817 }
1831 if ((tmp=is_player_inv(item))) 1818 if ((tmp=is_player_inv(item)))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1819 esrv_update_item(UPD_ANIM, tmp, item);
1833 } 1820 }
1834 } 1821 }
1835 else if (item->type == ROD || item->type==HORN) { 1822 else if (item->type == ROD || item->type==HORN) {
1836 drain_rod_charge(item); 1823 drain_rod_charge(item);
1837 } 1824 }
1838 } 1825 }
1839} 1826}
1840 1827
1841/* Received a fire command for the player - go and do it. 1828/* Received a fire command for the player - go and do it.
1842 */ 1829 */
1845 1832
1846 /* check for loss of invisiblity/hide */ 1833 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1834 if (action_makes_visible(op)) make_visible(op);
1848 1835
1849 switch(op->contr->shoottype) { 1836 switch(op->contr->shoottype) {
1850 case range_none: 1837 case range_none:
1851 return; 1838 return;
1852 1839
1853 case range_bow: 1840 case range_bow:
1854 player_fire_bow(op, dir); 1841 player_fire_bow(op, dir);
1855 return; 1842 return;
1856 1843
1857 case range_magic: /* Casting spells */ 1844 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)); 1845 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1859 return; 1846 return;
1860 1847
1861 case range_misc: 1848 case range_misc:
1862 fire_misc_object(op, dir); 1849 fire_misc_object(op, dir);
1863 return; 1850 return;
1864 1851
1865 case range_golem: /* Control summoned monsters from scrolls */ 1852 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL || 1853 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) { 1854 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL; 1855 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none; 1856 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0; 1857 op->contr->golem_count = 0;
1871 } 1858 }
1872 else 1859 else
1873 control_golem(op->contr->ranges[range_golem], dir); 1860 control_golem(op->contr->ranges[range_golem], dir);
1874 return; 1861 return;
1875 1862
1876 case range_skill: 1863 case range_skill:
1877 if(!op->chosen_skill) { 1864 if(!op->chosen_skill) {
1878 if(op->type==PLAYER) 1865 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use."); 1866 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return; 1867 return;
1881 } 1868 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 1869 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return; 1870 return;
1884 case range_builder: 1871 case range_builder:
1885 apply_map_builder( op, dir ); 1872 apply_map_builder( op, dir );
1886 return; 1873 return;
1887 default: 1874 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1875 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1889 return; 1876 return;
1890 } 1877 }
1891} 1878}
1892 1879
1893 1880
1894 1881
1910 /* Should not happen, but sanity checking is never bad */ 1897 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1898 if (container->inv == NULL) return NULL;
1912 1899
1913 /* First, lets try to find a key in the top level inventory */ 1900 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1901 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1902 if (door->type==DOOR && tmp->type==KEY) break;
1916 /* For sanity, we should really check door type, but other stuff 1903 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1904 * (like containers) can be locked with special keys
1918 */ 1905 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1906 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1920 tmp->slaying==door->slaying) break; 1907 tmp->slaying==door->slaying) break;
1921 } 1908 }
1922 /* No key found - lets search inventories now */ 1909 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1910 /* If we find and use a key in an inventory, return at that time.
1924 * otherwise, if we search all the inventories and still don't find 1911 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1912 * a key, return
1926 */ 1913 */
1927 if (!tmp) { 1914 if (!tmp) {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1929 /* No reason to search empty containers */ 1916 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1917 if (tmp->type==CONTAINER && tmp->inv) {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1918 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1932 } 1919 }
1933 } 1920 }
1934 if (!tmp) return NULL; 1921 if (!tmp) return NULL;
1935 } 1922 }
1936 /* We get down here if we have found a key. Now if its in a container, 1923 /* We get down here if we have found a key. Now if its in a container,
1937 * see if we actually want to use it 1924 * see if we actually want to use it
1938 */ 1925 */
1939 if (pl!=container) { 1926 if (pl!=container) {
1940 /* Only let players use keys in containers */ 1927 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1928 if (!pl->contr) return NULL;
1942 /* cases where this fails: 1929 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1930 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1931 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1932 * If the container is not active, return now since only active
1946 * containers can be used. 1933 * containers can be used.
1947 * If we only search keyrings and the container does not have 1934 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1935 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1936 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1937 * inv must have been an container and must have been active.
1951 * 1938 *
1952 * Change the color so that the message doesn't disappear with 1939 * Change the color so that the message doesn't disappear with
1953 * all the others. 1940 * all the others.
1954 */ 1941 */
1955 if (pl->contr->usekeys == key_inventory || 1942 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1943 !QUERY_FLAG(container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1944 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 1945 (!container->race || strcmp(container->race, "keys")))
1959 ) { 1946 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1947 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1948 "The %s in your %s vibrates as you approach the door",
1962 query_name(tmp), query_name(container)); 1949 query_name(tmp), query_name(container));
1963 return NULL; 1950 return NULL;
1964 } 1951 }
1965 } 1952 }
1966 return tmp; 1953 return tmp;
1967} 1954}
1968 1955
1969/* moved door processing out of move_player_attack. 1956/* moved door processing out of move_player_attack.
1980 */ 1967 */
1981 object *key=find_key(op, op, door); 1968 object *key=find_key(op, op, door);
1982 1969
1983 /* IF we found a key, do some extra work */ 1970 /* IF we found a key, do some extra work */
1984 if (key) { 1971 if (key) {
1985 object *container=key->env; 1972 object *container=key->env;
1986 1973
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1974 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 1975 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); 1976 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op);
1990 if (door->type == DOOR) { 1977 if (door->type == DOOR) {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1978 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */
1992 } 1979 }
1993 else if(door->type==LOCKED_DOOR) { 1980 else if(door->type==LOCKED_DOOR) {
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1981 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op,
1995 "You open the door with the %s", query_short_name(key)); 1982 "You open the door with the %s", query_short_name(key));
1996 remove_door2(door); /* remove door without violence ;-) */ 1983 remove_door2(door); /* remove door without violence ;-) */
1997 } 1984 }
1998 /* Do this after we print the message */ 1985 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1986 decrease_ob(key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1987 /* Need to update the weight the container the key was in */
2001 if (container != op) 1988 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 1989 esrv_update_item(UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1990 return 1; /* Nothing more to do below */
2004 } else if (door->type==LOCKED_DOOR) { 1991 } else if (door->type==LOCKED_DOOR) {
2005 /* Might as well return now - no other way to open this */ 1992 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1993 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 1994 return 1;
2008 } 1995 }
2009 return 0; 1996 return 0;
2010} 1997}
2011 1998
2012/* This function is just part of a breakup from move_player. 1999/* 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 2023 * 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 2024 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2025 * move_ob uses.
2039 */ 2026 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2027 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)) { 2028 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2042 m = get_map_from_coord(op->map, &nx, &ny); 2029 m = get_map_from_coord(op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */ 2030 if (!m) return; /* Don't think this should happen */
2044 } 2031 }
2045 else m =op->map; 2032 else m =op->map;
2046 2033
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2034 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");*/ 2035 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2049 return; 2036 return;
2050 } 2037 }
2051 2038
2052 mon = NULL; 2039 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2040 /* Go through all the objects, and find ones of interest. Only stop if
2054 * we find a monster - that is something we know we want to attack. 2041 * we find a monster - that is something we know we want to attack.
2055 * if its a door or barrel (can roll) see if there may be monsters 2042 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2043 * on the space
2057 */ 2044 */
2058 while (tmp!=NULL) { 2045 while (tmp!=NULL) {
2059 if (tmp == op) { 2046 if (tmp == op) {
2060 tmp=tmp->above; 2047 tmp=tmp->above;
2061 continue; 2048 continue;
2062 } 2049 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2050 if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2064 mon = tmp; 2051 mon = tmp;
2065 break; 2052 break;
2066 } 2053 }
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2054 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2068 mon = tmp; 2055 mon = tmp;
2069 tmp=tmp->above; 2056 tmp=tmp->above;
2070 } 2057 }
2071 2058
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2059 if (mon==NULL) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2060 return; /* into a wall */
2074 2061
2075 if(mon->head != NULL) 2062 if(mon->head != NULL)
2076 mon = mon->head; 2063 mon = mon->head;
2077 2064
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2065 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2079 if (player_attack_door(op, mon)) return; 2066 if (player_attack_door(op, mon)) return;
2080 2067
2081 /* The following deals with possibly attacking peaceful 2068 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2069 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2070 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2071 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2072 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2073 * and thus will not push them.
2087 */ 2074 */
2088 2075
2089 /* If the creature is a pet, push it even if the player is not 2076 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the 2077 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2078 * player owns it and it is either friendly or unagressive.
2092 */ 2079 */
2093 if ((op->type==PLAYER) 2080 if ((op->type==PLAYER)
2094#if COZY_SERVER 2081#if COZY_SERVER
2095 && 2082 &&
2096 ( 2083 (
2097 (get_owner(mon) && get_owner(mon)->contr 2084 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2085 && same_party (get_owner(mon)->contr->party, op->contr->party))
2100 ) 2087 )
2101#else 2088#else
2102 && get_owner(mon)==op 2089 && get_owner(mon)==op
2103#endif 2090#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2091 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2105 { 2092 {
2106 /* If we're braced, we don't want to switch places with it */ 2093 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2094 if (op->contr->braced) return;
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2095 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op); 2096 (void) push_ob(mon,dir,op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op); 2097 if(op->contr->tmp_invis||op->hide) make_visible(op);
2111 return; 2098 return;
2112 } 2099 }
2113 2100
2114 /* in certain circumstances, you shouldn't attack friendly 2101 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2102 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2103 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2104 * attack them either.
2118 */ 2105 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2106 if ((mon->type==PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2107 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2121 ( 2108 (
2122#ifdef PROHIBIT_PLAYERKILL 2109#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2110 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2124#else 2111#else
2125 op->contr->peaceful && 2112 op->contr->peaceful &&
2126#endif 2113#endif
2127 !on_battleground 2114 !on_battleground
2128 )) { 2115 )) {
2129 if (!op->contr->braced) { 2116 if (!op->contr->braced) {
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2117 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2131 (void) push_ob(mon,dir,op); 2118 (void) push_ob(mon,dir,op);
2132 } else { 2119 } else {
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2120 new_draw_info(0, 0,op,"You withhold your attack");
2134 } 2121 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op); 2122 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 } 2123 }
2137 2124
2138 /* If the object is a boulder or other rollable object, then 2125 /* 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. 2126 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2127 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2128 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2142 recursive_roll(mon,dir,op); 2129 recursive_roll(mon,dir,op);
2143 if(action_makes_visible(op)) make_visible(op); 2130 if(action_makes_visible(op)) make_visible(op);
2144 } 2131 }
2145 2132
2146 /* Any generic living creature. Including things like doors. 2133 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2134 * Way it works is like this: First, it must have some hit points
2148 * and be living. Then, it must be one of the following: 2135 * 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 2136 * 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. 2137 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2138 */
2152 2139
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2140 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2141 ((mon->type!=PLAYER || op->contr->party==NULL ||
2155 op->contr->party!=mon->contr->party))) { 2142 op->contr->party!=mon->contr->party))) {
2156 2143
2157 /* If the player hasn't hit something this tick, and does 2144 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing 2145 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically 2146 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset. 2147 * incurred a 1 tick offset.
2161 */ 2148 */
2162 if (!op->contr->has_hit) { 2149 if (!op->contr->has_hit) {
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2150 op->speed_left += op->speed / op->contr->weapon_sp;
2164 2151
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2152 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2153 }
2167 2154
2168 skill_attack(mon, op, 0, NULL, NULL); 2155 skill_attack(mon, op, 0, NULL, NULL);
2169 2156
2170 /* If attacking another player, that player gets automatic 2157 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either. 2158 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is 2159 * Disable hitback on the battleground or if the target is
2173 * the wiz. 2160 * the wiz.
2174 */ 2161 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2162 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2163 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2177 short luck = mon->stats.luck; 2164 short luck = mon->stats.luck;
2178 mon->contr->has_hit = 1; 2165 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL); 2166 skill_attack(op, mon, 0, NULL, NULL);
2180 mon->stats.luck = luck; 2167 mon->stats.luck = luck;
2181 } 2168 }
2182 if(action_makes_visible(op)) make_visible(op); 2169 if(action_makes_visible(op)) make_visible(op);
2183 } 2170 }
2184 } /* if player should attack something */ 2171 } /* if player should attack something */
2185} 2172}
2186 2173
2187int move_player(object *op,int dir) { 2174int move_player(object *op,int dir) {
2188 int pick; 2175 int pick;
2189 2176
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2177 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2191 return 0; 2178 return 0;
2192 2179
2193 /* Sanity check: make sure dir is valid */ 2180 /* Sanity check: make sure dir is valid */
2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) { 2181 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2195 LOG( llevError, "move_player: invalid direction %d\n", dir); 2182 LOG( llevError, "move_player: invalid direction %d\n", dir);
2196 return 0; 2183 return 0;
2197 } 2184 }
2198 2185
2199 /* peterm: added following line */ 2186 /* peterm: added following line */
2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir) 2187 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 2188 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2202 2189
2203 op->facing = dir; 2190 op->facing = dir;
2204 2191
2205 if(op->hide) do_hidden_move(op); 2192 if(op->hide) do_hidden_move(op);
2206 2193
2194 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2195 /*nop*/;
2207 if(op->contr->fire_on) { 2196 else if (op->contr->fire_on)
2208 fire(op,dir); 2197 fire (op, dir);
2209 } 2198 else
2199 {
2210 else move_player_attack(op,dir); 2200 move_player_attack (op, dir);
2211
2212 pick = check_pick(op); 2201 pick = check_pick(op);
2213 2202 }
2214 2203
2215 /* Add special check for newcs players and fire on - this way, the 2204 /* Add special check for newcs players and fire on - this way, the
2216 * server can handle repeat firing. 2205 * server can handle repeat firing.
2217 */ 2206 */
2218 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) { 2207 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2219 op->direction = dir; 2208 op->direction = dir;
2220 } else { 2209 } else {
2221 op->direction=0; 2210 op->direction=0;
2222 } 2211 }
2223 /* Update how the player looks. Use the facing, so direction may 2212 /* Update how the player looks. Use the facing, so direction may
2224 * get reset to zero. This allows for full animation capabilities 2213 * get reset to zero. This allows for full animation capabilities
2225 * for players. 2214 * for players.
2226 */ 2215 */
2236 * Returns true if there are more actions we can do. 2225 * Returns true if there are more actions we can do.
2237 */ 2226 */
2238int handle_newcs_player(object *op) 2227int handle_newcs_player(object *op)
2239{ 2228{
2240 if (op->contr->hidden) { 2229 if (op->contr->hidden) {
2241 op->invisible = 1000; 2230 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible 2231 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to 2232 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly. 2233 * alternate it here for it to work correctly.
2245 */ 2234 */
2246 if (pticks & 2) op->invisible--; 2235 if (pticks & 2) op->invisible--;
2247 } 2236 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2237 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2249 op->invisible--; 2238 op->invisible--;
2250 if(!op->invisible) { 2239 if(!op->invisible) {
2251 make_visible(op); 2240 make_visible(op);
2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2241 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253 } 2242 }
2254 } 2243 }
2255 2244
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2245 if (QUERY_FLAG(op, FLAG_SCARED)) {
2257 flee_player(op); 2246 flee_player(op);
2258 /* If player is still scared, that is his action for this tick */ 2247 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) { 2248 if (QUERY_FLAG(op, FLAG_SCARED)) {
2260 op->speed_left--; 2249 op->speed_left--;
2261 return 0; 2250 return 0;
2262 } 2251 }
2263 } 2252 }
2264 2253
2265 /* I've been seeing crashes where the golem has been destroyed, but 2254 /* I've been seeing crashes where the golem has been destroyed, but
2266 * the player object still points to the defunct golem. The code that 2255 * the player object still points to the defunct golem. The code that
2267 * destroys the golem looks correct, and it doesn't always happen, so 2256 * destroys the golem looks correct, and it doesn't always happen, so
2268 * put this in a a workaround to clean up the golem pointer. 2257 * put this in a a workaround to clean up the golem pointer.
2269 */ 2258 */
2270 if (op->contr->ranges[range_golem] && 2259 if (op->contr->ranges[range_golem] &&
2271 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || 2260 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2272 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) { 2261 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2273 op->contr->ranges[range_golem] = NULL; 2262 op->contr->ranges[range_golem] = NULL;
2274 op->contr->golem_count = 0; 2263 op->contr->golem_count = 0;
2275 } 2264 }
2276 2265
2277 /* call this here - we also will call this in do_ericserver, but 2266 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2267 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2268 * called, so we recheck it here.
2280 */ 2269 */
2281 HandleClient(&op->contr->socket, op->contr); 2270 HandleClient(&op->contr->socket, op->contr);
2282 if (op->speed_left<0) return 0; 2271 if (op->speed_left<0) return 0;
2283 2272
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2273 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2285 /* All move commands take 1 tick, at least for now */ 2274 /* All move commands take 1 tick, at least for now */
2286 op->speed_left--; 2275 op->speed_left--;
2287 2276
2288 /* Instead of all the stuff below, let move_player take care 2277 /* Instead of all the stuff below, let move_player take care
2289 * of it. Also, some of the skill stuff is only put in 2278 * of it. Also, some of the skill stuff is only put in
2290 * there, as well as the confusion stuff. 2279 * there, as well as the confusion stuff.
2291 */ 2280 */
2292 move_player(op, op->direction); 2281 move_player(op, op->direction);
2293 if (op->speed_left>0) return 1; 2282 if (op->speed_left>0) return 1;
2294 else return 0; 2283 else return 0;
2295 } 2284 }
2296 return 0; 2285 return 0;
2297} 2286}
2298 2287
2299int save_life(object *op) { 2288int save_life(object *op) {
2300 object *tmp; 2289 object *tmp;
2301 2290
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2291 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2303 return 0; 2292 return 0;
2304 2293
2305 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2294 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2295 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2296 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2308 new_draw_info_format(NDI_UNIQUE, 0,op, 2297 new_draw_info_format(NDI_UNIQUE, 0,op,
2309 "Your %s vibrates violently, then evaporates.", 2298 "Your %s vibrates violently, then evaporates.",
2310 query_name(tmp)); 2299 query_name(tmp));
2311 if (op->contr) 2300 if (op->contr)
2312 esrv_del_item(op->contr, tmp->count); 2301 esrv_del_item(op->contr, tmp->count);
2313 remove_ob(tmp); 2302 remove_ob(tmp);
2314 free_object(tmp); 2303 free_object(tmp);
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2304 CLEAR_FLAG(op, FLAG_LIFESAVE);
2316 if(op->stats.hp<0) 2305 if(op->stats.hp<0)
2317 op->stats.hp = op->stats.maxhp; 2306 op->stats.hp = op->stats.maxhp;
2318 if(op->stats.food<0) 2307 if(op->stats.food<0)
2319 op->stats.food = 999; 2308 op->stats.food = 999;
2320 fix_player(op); 2309 fix_player(op);
2321 return 1; 2310 return 1;
2322 } 2311 }
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2312 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE); 2313 CLEAR_FLAG(op, FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */ 2314 enter_player_savebed(op); /* bring him home. */
2326 return 0; 2315 return 0;
2327} 2316}
2334void remove_unpaid_objects(object *op, object *env) 2323void remove_unpaid_objects(object *op, object *env)
2335{ 2324{
2336 object *next; 2325 object *next;
2337 2326
2338 while (op) { 2327 while (op) {
2339 next=op->below; /* Make sure we have a good value, in case 2328 next=op->below; /* Make sure we have a good value, in case
2340 * we remove object 'op' 2329 * we remove object 'op'
2341 */ 2330 */
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2331 if (QUERY_FLAG(op, FLAG_UNPAID)) {
2343 remove_ob(op); 2332 remove_ob(op);
2344 op->x = env->x; 2333 op->x = env->x;
2345 op->y = env->y; 2334 op->y = env->y;
2346 if (env->type == PLAYER) 2335 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2336 esrv_del_item(env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0); 2337 insert_ob_in_map(op, env->map, NULL,0);
2349 } 2338 }
2350 else if (op->inv) remove_unpaid_objects(op->inv, env); 2339 else if (op->inv) remove_unpaid_objects(op->inv, env);
2351 op=next; 2340 op=next;
2352 } 2341 }
2353} 2342}
2354 2343
2355 2344
2356/* 2345/*
2366 char buf[MAX_BUF]; 2355 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2356 time_t now = time (NULL);
2368 2357
2369 strcpy (buf2, " R.I.P.\n\n"); 2358 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2359 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2360 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2361 else
2373 sprintf (buf, "%s\n", op->name); 2362 sprintf (buf, "%s\n", &op->name);
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2363 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2364 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2365 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level); 2366 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else 2367 else
2402 int rate_grace = 2000; 2391 int rate_grace = 2000;
2403 const int max_hp = 1; 2392 const int max_hp = 1;
2404 const int max_sp = 1; 2393 const int max_sp = 1;
2405 const int max_grace = 1; 2394 const int max_grace = 1;
2406 2395
2407 if (op->contr->outputs_sync) { 2396 if (op->contr->outputs_sync)
2397 {
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2398 for (i=0; i<NUM_OUTPUT_BUFS; i++)
2409 if (op->contr->outputs[i].buf!=NULL && 2399 if (op->contr->outputs[i].buf!=NULL &&
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2400 (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2411 flush_output_element(op, &op->contr->outputs[i]); 2401 flush_output_element(op, &op->contr->outputs[i]);
2412 } 2402 }
2413 2403
2414 if(op->contr->state==ST_PLAYING) { 2404 if(op->contr->state==ST_PLAYING) {
2415 2405
2416 /* these next three if clauses make it possible to SLOW DOWN 2406 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2407 hp/grace/spellpoint regeneration. */
2436 2426
2437 /* Regenerate Spell Points */ 2427 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2428 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); 2429 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) { 2430 if(op->stats.sp<op->stats.maxsp) {
2441 op->stats.sp++; 2431 op->stats.sp++;
2442 /* dms do not consume food */ 2432 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2433 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2444 op->stats.food--; 2434 op->stats.food--;
2445 if(op->contr->digestion<0) 2435 if(op->contr->digestion<0)
2446 op->stats.food+=op->contr->digestion; 2436 op->stats.food+=op->contr->digestion;
2448 random_roll(0, op->contr->digestion, op, PREFER_HIGH)) 2438 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2449 op->stats.food=last_food; 2439 op->stats.food=last_food;
2450 } 2440 }
2451 } 2441 }
2452 if (max_sp>1) { 2442 if (max_sp>1) {
2453 over_sp = (gen_sp+10)/rate_sp; 2443 over_sp = (gen_sp+10)/rate_sp;
2454 if (over_sp > 0) { 2444 if (over_sp > 0) {
2455 if(op->stats.sp<op->stats.maxsp) { 2445 if(op->stats.sp<op->stats.maxsp) {
2456 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2446 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)) 2447 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2458 op->stats.sp--; 2448 op->stats.sp--;
2459 if(op->stats.sp>op->stats.maxsp) 2449 if(op->stats.sp>op->stats.maxsp)
2460 op->stats.sp=op->stats.maxsp; 2450 op->stats.sp=op->stats.maxsp;
2461 } 2451 }
2462 op->last_sp=0; 2452 op->last_sp=0;
2463 } else { 2453 } else {
2464 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);
2465 } 2455 }
2466 } else { 2456 } else {
2467 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10); 2457 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2468 } 2458 }
2469 } 2459 }
2470 2460
2471 /* Regenerate Grace */ 2461 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2462 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2473 if(--op->last_grace<0) { 2463 if(--op->last_grace<0) {
2474 if(op->stats.grace<op->stats.maxgrace/2) 2464 if(op->stats.grace<op->stats.maxgrace/2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */ 2465 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) { 2466 if(max_grace>1) {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2467 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2478 if (over_grace > 0) { 2468 if (over_grace > 0) {
2479 op->stats.sp += over_grace 2469 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; 2470 + (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; 2471 op->last_grace=0;
2482 } else { 2472 } else {
2483 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);
2484 } 2474 }
2485 } else { 2475 } else {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2476 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2487 } 2477 }
2488 /* wearing stuff doesn't detract from grace generation. */ 2478 /* wearing stuff doesn't detract from grace generation. */
2489 } 2479 }
2490 2480
2491 /* Regenerate Hit Points */ 2481 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) { 2482 if(--op->last_heal<0) {
2493 if(op->stats.hp<op->stats.maxhp) { 2483 if(op->stats.hp<op->stats.maxhp) {
2494 op->stats.hp++; 2484 op->stats.hp++;
2495 /* dms do not consume food */ 2485 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2486 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2497 op->stats.food--; 2487 op->stats.food--;
2498 if(op->contr->digestion<0) 2488 if(op->contr->digestion<0)
2499 op->stats.food+=op->contr->digestion; 2489 op->stats.food+=op->contr->digestion;
2501 random_roll(0, op->contr->digestion, op, PREFER_HIGH)) 2491 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2502 op->stats.food=last_food; 2492 op->stats.food=last_food;
2503 } 2493 }
2504 } 2494 }
2505 if(max_hp>1) { 2495 if(max_hp>1) {
2506 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp; 2496 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2507 if (over_hp > 0) { 2497 if (over_hp > 0) {
2508 op->stats.sp += over_hp 2498 op->stats.sp += over_hp
2509 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0; 2499 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2510 op->last_heal=0; 2500 op->last_heal=0;
2511 } else { 2501 } else {
2512 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);
2513 } 2503 }
2514 } else { 2504 } else {
2515 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2505 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2516 } 2506 }
2517 } 2507 }
2518 2508
2519 /* Digestion */ 2509 /* Digestion */
2520 if(--op->last_eat<0) { 2510 if(--op->last_eat<0) {
2521#ifdef COZY_SERVER 2511#ifdef COZY_SERVER
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2512 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2523 int bonus=dg>0?dg:0, 2513 int bonus=dg>0?dg:0,
2524 penalty=dg<0?-dg:0; 2514 penalty=dg<0?-dg:0;
2525#else 2515#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2516 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2527 penalty=op->contr->digestion<0?-op->contr->digestion:0; 2517 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2528#endif 2518#endif
2529 2519
2530 if(op->contr->gen_hp > 0) 2520 if(op->contr->gen_hp > 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2521 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2532 else 2522 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2523 op->last_eat=25*(1+bonus)/(penalty +1);
2534 /* dms do not consume food */ 2524 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2525 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2536 } 2526 }
2537 } 2527 }
2538 2528
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2529 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2540 object *tmp, *flesh=NULL; 2530 object *tmp, *flesh=NULL;
2541 2531
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2532 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2533 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2534 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."); 2535 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0); 2536 manual_apply(op,tmp,0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2537 if(op->stats.food>=0||op->stats.hp<0)
2548 break; 2538 break;
2549 } 2539 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2540 else if (tmp->type==FLESH) flesh=tmp;
2551 } /* End if paid for object */ 2541 } /* End if paid for object */
2552 } /* end of for loop */ 2542 } /* end of for loop */
2553 /* If player is still starving, it means they don't have any food, so 2543 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2544 * eat flesh instead.
2555 */ 2545 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2546 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."); 2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2558 manual_apply(op,flesh,0); 2548 manual_apply(op,flesh,0);
2559 } 2549 }
2560 } /* end if player is starving */ 2550 } /* end if player is starving */
2561 2551
2562 while(op->stats.food<0&&op->stats.hp>0) 2552 while(op->stats.food<0&&op->stats.hp>0)
2563 op->stats.food++,op->stats.hp--; 2553 op->stats.food++,op->stats.hp--;
2564 2554
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2555 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2566 kill_player(op); 2556 kill_player(op);
2567} 2557}
2568 2558
2569 2559
2570 2560
2571/* If the player should die (lack of hp, food, etc), we call this. 2561/* If the player should die (lack of hp, food, etc), we call this.
2574 * file. 2564 * file.
2575 */ 2565 */
2576void kill_player(object *op) 2566void kill_player(object *op)
2577{ 2567{
2578 char buf[MAX_BUF]; 2568 char buf[MAX_BUF];
2579 int x,y,i; 2569 int x, y;
2570 //int i;
2580 mapstruct *map; /* this is for resurrection */ 2571 mapstruct *map; /* this is for resurrection */
2581 int z; 2572 /* int z;
2582 int num_stats_lose; 2573 int num_stats_lose;
2583 int lost_a_stat; 2574 int lost_a_stat;
2584 int lose_this_stat; 2575 int lose_this_stat;
2585 int this_stat; 2576 int this_stat; */
2586 int will_kill_again; 2577 int will_kill_again;
2587 archetype *at; 2578 archetype *at;
2588 object *tmp; 2579 object *tmp;
2589 2580
2590 if(save_life(op)) 2581 if(save_life(op))
2591 return; 2582 return;
2592 2583
2593 2584
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2585 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2595 * in cities ONLY!!! It is very important that this doesn't get abused. 2586 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2587 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2588 */
2598 if (op_on_battleground(op, &x, &y)) { 2589 if (op_on_battleground(op, &x, &y)) {
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2600 "You have been defeated in combat!"); 2591 "You have been defeated in combat!");
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2592 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2602 "Local medics have saved your life..."); 2593 "Local medics have saved your life...");
2603 2594
2604 /* restore player */ 2595 /* restore player */
2605 at = find_archetype("poisoning"); 2596 at = find_archetype("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2597 tmp=present_arch_in_ob(at,op);
2607 if (tmp) { 2598 if (tmp) {
2608 remove_ob(tmp); 2599 remove_ob(tmp);
2609 free_object(tmp); 2600 free_object(tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2601 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2611 } 2602 }
2612 2603
2613 at = find_archetype("confusion"); 2604 at = find_archetype("confusion");
2614 tmp=present_arch_in_ob(at,op); 2605 tmp=present_arch_in_ob(at,op);
2615 if (tmp) { 2606 if (tmp) {
2616 remove_ob(tmp); 2607 remove_ob(tmp);
2617 free_object(tmp); 2608 free_object(tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2609 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2619 } 2610 }
2620 2611
2621 cure_disease(op,0); /* remove any disease */ 2612 cure_disease(op,0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2613 op->stats.hp=op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2614 if (op->stats.food<=0) op->stats.food=999;
2624 2615
2625 /* create a bodypart-trophy to make the winner happy */ 2616 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2617 tmp=arch_to_object(find_archetype("finger"));
2627 if (tmp != NULL) 2618 if (tmp != NULL)
2628 { 2619 {
2629 sprintf(buf,"%s's finger",op->name); 2620 sprintf(buf,"%s's finger", &op->name);
2630 tmp->name = add_string(buf); 2621 tmp->name = buf;
2631 sprintf(buf," This finger has been cut off %s\n" 2622 sprintf(buf," This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n", 2623 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level), 2624 &op->name, op->contr->title, (int)(op->level),
2634 op->contr->killer); 2625 op->contr->killer);
2635 tmp->msg=add_string(buf); 2626 tmp->msg=buf;
2636 tmp->value=0, tmp->material=0, tmp->type=0; 2627 tmp->value=0, tmp->material=0, tmp->type=0;
2637 tmp->materialname = NULL; 2628 tmp->materialname = NULL;
2638 tmp->x = op->x, tmp->y = op->y; 2629 tmp->x = op->x, tmp->y = op->y;
2639 insert_ob_in_map(tmp,op->map,op,0); 2630 insert_ob_in_map(tmp,op->map,op,0);
2640 } 2631 }
2641 2632
2642 /* teleport defeated player to new destination*/ 2633 /* teleport defeated player to new destination*/
2643 transfer_ob(op, x, y, 0, NULL); 2634 transfer_ob(op, x, y, 0, NULL);
2644 op->contr->braced=0; 2635 op->contr->braced=0;
2645 return; 2636 return;
2646 } 2637 }
2647 2638
2648 INVOKE_PLAYER (DEATH, op->contr); 2639 INVOKE_PLAYER (DEATH, op->contr);
2649 2640
2650 command_kill_pets (op, 0); 2641 command_kill_pets (op, 0);
2651 2642
2652 if(op->stats.food<0) { 2643 if(op->stats.food<0) {
2653 if (op->contr->explore) { 2644 if (op->contr->explore) {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2645 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2646 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2656 op->stats.food=999; 2647 op->stats.food=999;
2657 return; 2648 return;
2658 } 2649 }
2659 sprintf(buf,"%s starved to death.",op->name); 2650 sprintf(buf,"%s starved to death.",&op->name);
2660 strcpy(op->contr->killer,"starvation"); 2651 strcpy(op->contr->killer,"starvation");
2661 } 2652 }
2662 else { 2653 else {
2663 if (op->contr->explore) { 2654 if (op->contr->explore) {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2655 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2665 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2656 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp; 2657 op->stats.hp=op->stats.maxhp;
2667 return; 2658 return;
2668 } 2659 }
2669 sprintf(buf,"%s died.",op->name); 2660 sprintf(buf,"%s died.", &op->name);
2670 } 2661 }
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2672 2663
2673 /* save the map location for corpse, gravestone*/ 2664 /* save the map location for corpse, gravestone*/
2674 x=op->x;y=op->y;map=op->map; 2665 x=op->x;y=op->y;map=op->map;
2675 2666
2676 2667
2677 if (settings.not_permadeth == TRUE) { 2668 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2669 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 2670 * life if they are dead - it takes some exp and a random stat.
2680 * See the config.h file for a little more in depth detail about this. 2671 * See the config.h file for a little more in depth detail about this.
2681 */ 2672 */
2682 2673
2683 /* Basically two ways to go - remove a stat permanently, or just 2674 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2675 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2676 * of death.
2686 */ 2677 */
2687#ifndef COZY_SERVER 2678#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2679 if (settings.balanced_stat_loss) {
2689 /* If stat loss is permanent, lose one stat only. */ 2680 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 2681 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 2682 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2683 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2684 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2685 little bit harder. */
2695 /* GD */ 2686 /* GD */
2696 if (settings.stat_loss_on_death) 2687 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 2688 num_stats_lose = 1;
2698 else 2689 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2690 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 2691 } else {
2701 num_stats_lose = 1; 2692 num_stats_lose = 1;
2702 } 2693 }
2703 lost_a_stat = 0; 2694 lost_a_stat = 0;
2704 2695
2705 for (z=0; z<num_stats_lose; z++) { 2696 for (z=0; z<num_stats_lose; z++) {
2706 i = RANDOM() % NUM_STATS; 2697 i = RANDOM() % NUM_STATS;
2707 2698
2708 if (settings.stat_loss_on_death) { 2699 if (settings.stat_loss_on_death) {
2709 /* Pick a random stat and take a point off it. Tell the player 2700 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2701 * what he lost.
2711 */ 2702 */
2712 change_attr_value(&(op->stats), i,-1); 2703 change_attr_value(&(op->stats), i,-1);
2713 check_stat_bounds(&(op->stats)); 2704 check_stat_bounds(&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2705 change_attr_value(&(op->contr->orig_stats), i,-1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2706 check_stat_bounds(&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2717 lost_a_stat = 1; 2708 lost_a_stat = 1;
2718 } else { 2709 } else {
2719 /* deplete a stat */ 2710 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2711 archetype *deparch=find_archetype("depletion");
2721 object *dep; 2712 object *dep;
2722 2713
2723 dep = present_arch_in_ob(deparch,op); 2714 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) { 2715 if(!dep) {
2725 dep = arch_to_object(deparch); 2716 dep = arch_to_object(deparch);
2726 insert_ob_in_ob(dep, op); 2717 insert_ob_in_ob(dep, op);
2727 } 2718 }
2728 lose_this_stat = 1; 2719 lose_this_stat = 1;
2729 if (settings.balanced_stat_loss) { 2720 if (settings.balanced_stat_loss) {
2730 /* GD */ 2721 /* GD */
2731 /* Get the stat that we're about to deplete. */ 2722 /* Get the stat that we're about to deplete. */
2732 this_stat = get_attr_value(&(dep->stats), i); 2723 this_stat = get_attr_value(&(dep->stats), i);
2733 if (this_stat < 0) { 2724 if (this_stat < 0) {
2734 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2735 int keep_chance = this_stat * this_stat; 2726 int keep_chance = this_stat * this_stat;
2736 /* Yes, I am paranoid. Sue me. */ 2727 /* Yes, I am paranoid. Sue me. */
2737 if (keep_chance < 1) 2728 if (keep_chance < 1)
2738 keep_chance = 1; 2729 keep_chance = 1;
2739 2730
2740 /* There is a maximum depletion total per level. */ 2731 /* There is a maximum depletion total per level. */
2741 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2732 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2742 lose_this_stat = 0; 2733 lose_this_stat = 0;
2743 /* Take loss chance vs keep chance to see if we 2734 /* Take loss chance vs keep chance to see if we
2744 retain the stat. */ 2735 retain the stat. */
2745 } else { 2736 } else {
2746 if (random_roll(0, loss_chance + keep_chance-1, 2737 if (random_roll(0, loss_chance + keep_chance-1,
2747 op, PREFER_LOW) < keep_chance) 2738 op, PREFER_LOW) < keep_chance)
2748 lose_this_stat = 0; 2739 lose_this_stat = 0;
2749 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", 2740 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2750 this_stat, keep_chance, loss_chance, 2741 this_stat, keep_chance, loss_chance,
2751 lose_this_stat?"LOSE":"KEEP"); */ 2742 lose_this_stat?"LOSE":"KEEP"); */
2752 } 2743 }
2753 } 2744 }
2754 } 2745 }
2755 2746
2756 if (lose_this_stat) { 2747 if (lose_this_stat) {
2757 this_stat = get_attr_value(&(dep->stats), i); 2748 this_stat = get_attr_value(&(dep->stats), i);
2758 /* We could try to do something clever like find another 2749 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 2750 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 2751 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 2752 * and should be roughly the same, so it shouldn't make a
2762 * difference. 2753 * difference.
2763 */ 2754 */
2764 if (this_stat>=-50) { 2755 if (this_stat>=-50) {
2765 change_attr_value(&(dep->stats), i, -1); 2756 change_attr_value(&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 2757 SET_FLAG(dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2758 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2768 fix_player(op); 2759 fix_player(op);
2769 lost_a_stat = 1; 2760 lost_a_stat = 1;
2770 } 2761 }
2771 } 2762 }
2772 } 2763 }
2773 } 2764 }
2774 /* If no stat lost, tell the player. */ 2765 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2766 if (!lost_a_stat)
2776 { 2767 {
2777 /* determine_god() seems to not work sometimes... why is this? 2768 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 2769 Should I be using something else? GD */
2779 const char *god = determine_god(op); 2770 const char *god = determine_god(op);
2780 if (god && (strcmp(god, "none"))) 2771 if (god && (strcmp(god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2772 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief "
2782 "moment you feel the holy presence of %s protecting" 2773 "moment you feel the holy presence of %s protecting"
2783 " you.", god); 2774 " you.", god);
2784 else 2775 else
2785 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"
2786 " feel a holy presence protecting you."); 2777 " feel a holy presence protecting you.");
2787 } 2778 }
2788#endif 2779#endif
2789 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2780 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2790 " feel a holy presence protecting you from losing yourself completely."); 2781 " feel a holy presence protecting you from losing yourself completely.");
2791 2782
2792 /* Put a gravestone up where the character 'almost' died. List the 2783 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2784 * exp loss on the stone.
2794 */ 2785 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2786 tmp=arch_to_object(find_archetype("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf;
2797 FREE_AND_COPY(tmp->name, buf); 2788 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" 2789 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2801 "who was killed\n" 2790 "who was killed\n"
2802 "by %s.\n", 2791 "by %s.\n",
2803 op->name, op->contr->title, 2792 &op->name, op->contr->title,
2804 op->contr->killer); 2793 op->contr->killer);
2805 tmp->msg = add_string(buf); 2794 tmp->msg = buf;
2806 tmp->x=op->x,tmp->y=op->y; 2795 tmp->x=op->x,tmp->y=op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2796 insert_ob_in_map (tmp, op->map, NULL,0);
2808 2797
2809 /**************************************/ 2798 /**************************************/
2810 /* */ 2799 /* */
2811 /* Subtract the experience points, */ 2800 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 2801 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 2802 /* food, and reset HP's... */
2814 /* */ 2803 /* */
2815 /**************************************/ 2804 /**************************************/
2816 2805
2817 /* remove any poisoning and confusion the character may be suffering.*/ 2806 /* remove any poisoning and confusion the character may be suffering.*/
2818 /* restore player */ 2807 /* restore player */
2819 at = find_archetype("poisoning"); 2808 at = find_archetype("poisoning");
2820 tmp=present_arch_in_ob(at,op); 2809 tmp=present_arch_in_ob(at,op);
2821 if (tmp) { 2810 if (tmp) {
2822 remove_ob(tmp); 2811 remove_ob(tmp);
2823 free_object(tmp); 2812 free_object(tmp);
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2813 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2825 } 2814 }
2826 2815
2827 at = find_archetype("confusion"); 2816 at = find_archetype("confusion");
2828 tmp=present_arch_in_ob(at,op); 2817 tmp=present_arch_in_ob(at,op);
2829 if (tmp) { 2818 if (tmp) {
2830 remove_ob(tmp); 2819 remove_ob(tmp);
2831 free_object(tmp); 2820 free_object(tmp);
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2821 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2833 } 2822 }
2834 cure_disease(op,0); /* remove any disease */ 2823 cure_disease(op,0); /* remove any disease */
2835 2824
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 2825 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2826 apply_death_exp_penalty(op);
2838 if(op->stats.food < 100) op->stats.food = 900; 2827 if(op->stats.food < 100) op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp; 2828 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2829 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2830 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2842 2831
2843 /* 2832 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 2833 * Check to see if the player is in a shop. IF so, then check to see if
2845 * the player has any unpaid items. If so, remove them and put them back 2834 * the player has any unpaid items. If so, remove them and put them back
2846 * in the map. 2835 * in the map.
2847 */ 2836 */
2848 2837
2838 if (is_in_shop (op))
2839 remove_unpaid_objects(op->inv, op);
2840
2841 /****************************************/
2842 /* */
2843 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */
2845 /* */
2846 /****************************************/
2847
2848 enter_player_savebed(op);
2849
2850 /* Save the player before inserting the force to reduce
2851 * chance of abuse.
2852 */
2853 op->contr->braced=0;
2854 save_player(op,1);
2855
2856 /* it is possible that the player has blown something up
2857 * at his savebed location, and that can have long lasting
2858 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player.
2860 */
2861 will_kill_again=0;
2849 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2862 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
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) 2863 if (tmp->type ==SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 2864 will_kill_again|=tmp->attacktype;
2881 } 2865 }
2882 if (will_kill_again) { 2866 if (will_kill_again) {
2883 object *force; 2867 object *force;
2884 int at; 2868 int at;
2885 2869
2886 force=get_archetype(FORCE_NAME); 2870 force=get_archetype(FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 2871 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 2872 force->speed=0.1;
2889 force->speed_left=-5.0; 2873 force->speed_left=-5.0;
2890 SET_FLAG(force, FLAG_APPLIED); 2874 SET_FLAG(force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 2875 for (at=0; at<NROFATTACKS; at++) {
2892 if (will_kill_again & (1 << at)) 2876 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 2877 force->resist[at] = 100;
2894 } 2878 }
2895 insert_ob_in_ob(force, op); 2879 insert_ob_in_ob(force, op);
2896 fix_player(op); 2880 fix_player(op);
2897 2881
2898 } 2882 }
2899 /**************************************/ 2883 /**************************************/
2900 /* */ 2884 /* */
2901 /* Repaint the characters inv, and */ 2885 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */ 2886 /* stats, and show a nasty message ;) */
2903 /* */ 2887 /* */
2904 /**************************************/ 2888 /**************************************/
2905 2889
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2890 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2907 return; 2891 return;
2908 } /* NOT_PERMADETH */ 2892 } /* NOT_PERMADETH */
2909 else { 2893 else {
2910 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This 2894 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2911 * should probably be embedded in an else statement. 2895 * should probably be embedded in an else statement.
2912 */ 2896 */
2913 2897
2914 op->contr->party=NULL; 2898 op->contr->party=NULL;
2915 if (settings.set_title == TRUE) 2899 if (settings.set_title == TRUE)
2916 op->contr->own_title[0]='\0'; 2900 op->contr->own_title[0]='\0';
2917 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 2901 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2918 check_score(op); 2902 check_score(op);
2919 if(op->contr->ranges[range_golem]!=NULL) { 2903 if(op->contr->ranges[range_golem]!=NULL) {
2920 remove_friendly_object(op->contr->ranges[range_golem]); 2904 remove_friendly_object(op->contr->ranges[range_golem]);
2921 remove_ob(op->contr->ranges[range_golem]); 2905 remove_ob(op->contr->ranges[range_golem]);
2922 free_object(op->contr->ranges[range_golem]); 2906 free_object(op->contr->ranges[range_golem]);
2923 op->contr->ranges[range_golem]=NULL; 2907 op->contr->ranges[range_golem]=NULL;
2924 op->contr->golem_count=0; 2908 op->contr->golem_count=0;
2925 } 2909 }
2926 loot_object(op); /* Remove some of the items for good */ 2910 loot_object(op); /* Remove some of the items for good */
2927 remove_ob(op); 2911 remove_ob(op);
2928 op->direction=0; 2912 op->direction=0;
2929 2913
2930 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 2914 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2931 delete_character(op->name,0); 2915 delete_character(op->name,0);
2932 if (settings.resurrection == TRUE) { 2916 if (settings.resurrection == TRUE) {
2933 /* save playerfile sans equipment when player dies 2917 /* save playerfile sans equipment when player dies
2934 ** then save it as player.pl.dead so that future resurrection 2918 ** then save it as player.pl.dead so that future resurrection
2935 ** type spells will work on them nicely 2919 ** type spells will work on them nicely
2936 */ 2920 */
2937 delete_character(op->name,0); 2921 delete_character(op->name,0);
2938 op->stats.hp = op->stats.maxhp; 2922 op->stats.hp = op->stats.maxhp;
2939 op->stats.food = 999; 2923 op->stats.food = 999;
2940 2924
2941 /* set the location of where the person will reappear when */ 2925 /* set the location of where the person will reappear when */
2942 /* maybe resurrection code should fix map also */ 2926 /* maybe resurrection code should fix map also */
2943 strcpy(op->contr->maplevel, settings.emergency_mapname); 2927 strcpy(op->contr->maplevel, settings.emergency_mapname);
2944 if(op->map!=NULL) 2928 if(op->map!=NULL)
2945 op->map = NULL; 2929 op->map = NULL;
2946 op->x = settings.emergency_x; 2930 op->x = settings.emergency_x;
2947 op->y = settings.emergency_y; 2931 op->y = settings.emergency_y;
2948 save_player(op,0); 2932 save_player(op,0);
2949 op->map = map; 2933 op->map = map;
2950 /* please see resurrection.c: peterm */ 2934 /* please see resurrection.c: peterm */
2951 dead_player(op); 2935 dead_player(op);
2952 } else { 2936 } else {
2953 delete_character(op->name,1); 2937 delete_character(op->name,1);
2954 } 2938 }
2955 } 2939 }
2956 play_again(op); 2940 play_again(op);
2957 2941
2958 /* peterm: added to create a corpse at deathsite. */ 2942 /* peterm: added to create a corpse at deathsite. */
2959 tmp=arch_to_object(find_archetype("corpse_pl")); 2943 tmp=arch_to_object(find_archetype("corpse_pl"));
2960 sprintf(buf,"%s", op->name); 2944 sprintf(buf,"%s", &op->name);
2961 FREE_AND_COPY(tmp->name, buf); 2945 tmp->name = tmp->name_pl = buf;
2962 FREE_AND_COPY(tmp->name_pl, buf);
2963 tmp->level=op->level; 2946 tmp->level=op->level;
2964 tmp->x=x;tmp->y=y; 2947 tmp->x=x;tmp->y=y;
2965 if (tmp->msg) 2948 tmp->msg = gravestone_text(op);
2966 free_string(tmp->msg);
2967 tmp->msg = add_string (gravestone_text(op));
2968 SET_FLAG (tmp, FLAG_UNIQUE); 2949 SET_FLAG (tmp, FLAG_UNIQUE);
2969 insert_ob_in_map (tmp, map, NULL,0); 2950 insert_ob_in_map (tmp, map, NULL,0);
2970 } 2951 }
2971} 2952}
2972 2953
2973 2954
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 2955void loot_object(object *op) { /* Grab and destroy some treasure */
2982 next=tmp->below; 2963 next=tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2964 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2984 remove_ob(tmp); 2965 remove_ob(tmp);
2985 tmp->x=op->x,tmp->y=op->y; 2966 tmp->x=op->x,tmp->y=op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 2967 if (tmp->type == CONTAINER) { /* empty container to ground */
2987 loot_object(tmp); 2968 loot_object(tmp);
2988 } 2969 }
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2970 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2971 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2991 if(tmp->nrof>1) { 2972 if(tmp->nrof>1) {
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2973 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2993 free_object(tmp2); 2974 free_object(tmp2);
2994 insert_ob_in_map(tmp,op->map,NULL,0); 2975 insert_ob_in_map(tmp,op->map,NULL,0);
2995 } else 2976 } else
2996 free_object(tmp); 2977 free_object(tmp);
2997 } else 2978 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 2979 insert_ob_in_map(tmp,op->map,NULL,0);
2999 } 2980 }
3000} 2981}
3001 2982
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob);
3012 if(old == sum) 2993 if(old == sum)
3013 continue; 2994 continue;
3014 fix_player(pl->ob); 2995 fix_player(pl->ob);
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3016 pl->ob->name, old, sum); 2997 &pl->ob->name, old, sum);
3017 } 2998 }
3018} 2999}
3019 3000
3020void fix_luck(void) { 3001void fix_luck(void) {
3021 player *pl; 3002 player *pl;
3039 3020
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 3021 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 3023 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3024 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n",
3044 op->name); 3025 &op->name);
3045 return; 3026 return;
3046 } 3027 }
3047 3028
3048 spob = throw_ob->inv; 3029 spob = throw_ob->inv;
3049 3030
3051 // not pass NULL to cast_spell (which did indeed check itself, but 3032 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 3033 // errors should be reported as early as possible IMHO)
3053 if (!spob) 3034 if (!spob)
3054 { 3035 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3036 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!",
3056 throw_ob->name, op->name); 3037 &throw_ob->name, &op->name);
3057 return; 3038 return;
3058 } 3039 }
3059 3040
3060 if (op->type == PLAYER) 3041 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3042 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 3043
3063 cast_spell (op, throw_ob, dir, spob, NULL); 3044 cast_spell (op, throw_ob, dir, spob, NULL);
3064 3045
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3066 remove_ob (throw_ob); 3047 remove_ob (throw_ob);
3069 3050
3070void make_visible (object *op) { 3051void make_visible (object *op) {
3071 op->hide = 0; 3052 op->hide = 0;
3072 op->invisible = 0; 3053 op->invisible = 0;
3073 if(op->type==PLAYER) { 3054 if(op->type==PLAYER) {
3074 op->contr->tmp_invis = 0; 3055 op->contr->tmp_invis = 0;
3075 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3056 op->contr->invis_race = 0;
3076 } 3057 }
3077 update_object(op,UP_OBJ_FACE); 3058 update_object(op,UP_OBJ_FACE);
3078} 3059}
3079 3060
3080int is_true_undead(object *op) { 3061int is_true_undead(object *op) {
3083 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3084 3065
3085 if(op->type==PLAYER) 3066 if(op->type==PLAYER)
3086 for(tmp=op->inv;tmp;tmp=tmp->below) 3067 for(tmp=op->inv;tmp;tmp=tmp->below)
3087 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3068 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3088 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3069 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3089 return 0; 3070 return 0;
3090} 3071}
3091 3072
3092/* look at the surrounding terrain to determine 3073/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 3074 * the hideability of this object. Positive levels
3108 * as bad as carrying a light on a pitch dark map */ 3089 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness));
3110 3091
3111 /* scan through all nearby squares for terrain to hide in */ 3092 /* 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]) { 3093 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 3095 if (mflag & P_OUT_OF_MAP) { continue; }
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 3097 level += 2;
3117 else /* open terrain! */ 3098 else /* open terrain! */
3118 level -= 1; 3099 level -= 1;
3119 } 3100 }
3120 3101
3121#if 0 3102#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level);
3123#endif 3104#endif
3138 3119
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3120 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING);
3140 3121
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 3122 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 3123 if(op->type==PLAYER && op->contr->run_on) {
3143 if(!skop || num >= skop->level) { 3124 if(!skop || num >= skop->level) {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3125 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!");
3145 make_visible(op); 3126 make_visible(op);
3146 return; 3127 return;
3147 } else num += 20; 3128 } else num += 20;
3148 } 3129 }
3149 num += op->map->difficulty; 3130 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 3131 hide = hideability(op); /* modify by terrain hidden level */
3151 num -= hide; 3132 num -= hide;
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3133 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3153 make_visible(op); 3134 make_visible(op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op,
3155 "You moved out of hiding! You are visible!"); 3136 "You moved out of hiding! You are visible!");
3156 } 3137 }
3157 else if (op->type == PLAYER && skop) { 3138 else if (op->type == PLAYER && skop) {
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3139 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0);
3159 } 3140 }
3160} 3141}
3161 3142
3162/* determine if who is standing near a hostile creature. */ 3143/* determine if who is standing near a hostile creature. */
3163 3144
3172 if(who->type==PLAYER) player=1; 3153 if(who->type==PLAYER) player=1;
3173 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3174 3155
3175 /* search adjacent squares */ 3156 /* search adjacent squares */
3176 for(i=1;i<9;i++) { 3157 for(i=1;i<9;i++) {
3177 x = who->x+freearr_x[i]; 3158 x = who->x+freearr_x[i];
3178 y = who->y+freearr_y[i]; 3159 y = who->y+freearr_y[i];
3179 m = who->map; 3160 m = who->map;
3180 mflags = get_map_flags(m, &m, x, y, &x, &y); 3161 mflags = get_map_flags(m, &m, x, y, &x, &y);
3181 /* space must be blocked if there is a monster. If not 3162 /* space must be blocked if there is a monster. If not
3182 * blocked, don't need to check this space. 3163 * blocked, don't need to check this space.
3183 */ 3164 */
3184 if (mflags & P_OUT_OF_MAP) continue; 3165 if (mflags & P_OUT_OF_MAP) continue;
3185 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3166 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3186 3167
3187 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3168 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3188 if((player||friendly) 3169 if((player||friendly)
3189 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3170 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3190 return 1; 3171 return 1;
3191 else if(tmp->type==PLAYER) 3172 else if(tmp->type==PLAYER)
3192 { 3173 {
3193 /*don't let a hidden DM prevent you from hiding*/ 3174 /*don't let a hidden DM prevent you from hiding*/
3194 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 3175 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3195 return 1; 3176 return 1;
3196 } 3177 }
3197 } 3178 }
3198 } 3179 }
3199 return 0; 3180 return 0;
3200} 3181}
3201 3182
3202/* check the player los field for viewability of the 3183/* check the player los field for viewability of the
3216int player_can_view (object *pl,object *op) { 3197int player_can_view (object *pl,object *op) {
3217 rv_vector rv; 3198 rv_vector rv;
3218 int dx,dy; 3199 int dx,dy;
3219 3200
3220 if(pl->type!=PLAYER) { 3201 if(pl->type!=PLAYER) {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 3202 LOG(llevError,"player_can_view() called for non-player object\n");
3222 return -1; 3203 return -1;
3223 } 3204 }
3224 if (!pl || !op) return 0; 3205 if (!pl || !op) return 0;
3225 3206
3226 if(op->head) { op = op->head; } 3207 if(op->head) { op = op->head; }
3227 get_rangevector(pl, op, &rv, 0x1); 3208 get_rangevector(pl, op, &rv, 0x1);
3231 * part that is in the los array but isnt on 3212 * part that is in the los array but isnt on
3232 * a blocked los square. 3213 * a blocked los square.
3233 * we use the archetype to figure out offsets. 3214 * we use the archetype to figure out offsets.
3234 */ 3215 */
3235 while(op) { 3216 while(op) {
3236 dx = rv.distance_x + op->arch->clone.x; 3217 dx = rv.distance_x + op->arch->clone.x;
3237 dy = rv.distance_y + op->arch->clone.y; 3218 dy = rv.distance_y + op->arch->clone.y;
3238 3219
3239 /* only the viewable area the player sees is updated by LOS 3220 /* only the viewable area the player sees is updated by LOS
3240 * code, so we need to restrict ourselves to that range of values 3221 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values. 3222 * for any meaningful values.
3242 */ 3223 */
3243 if (FABS(dx) <= (pl->contr->socket.mapx/2) && 3224 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3244 FABS(dy) <= (pl->contr->socket.mapy/2) && 3225 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3245 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] ) 3226 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3246 return 1; 3227 return 1;
3247 op = op->more; 3228 op = op->more;
3248 } 3229 }
3249 return 0; 3230 return 0;
3250} 3231}
3251 3232
3252/* routine for both players and monsters. We call this when 3233/* routine for both players and monsters. We call this when
3256 * return 0. 3237 * return 0.
3257 */ 3238 */
3258int action_makes_visible (object *op) { 3239int action_makes_visible (object *op) {
3259 3240
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3262 return 0; 3243 return 0;
3263 3244
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3245 if (op->contr && op->contr->tmp_invis == 0) return 0;
3265 3246
3266 /* If monsters, they should become visible */ 3247 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3248 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"); 3249 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3269 return 1; 3250 return 1;
3270 } 3251 }
3271 } 3252 }
3272 return 0; 3253 return 0;
3273} 3254}
3274 3255
3275/* op_on_battleground - checks if the given object op (usually 3256/* op_on_battleground - checks if the given object op (usually
3290 * => The intention here is to prevent abuse of the battleground- 3271 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3272 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3295 strcmp(tmp->name, "battleground")==0 && 3276 strcmp(tmp->name, "battleground")==0 &&
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3277 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) {
3297 /*before we assign the exit, check if this is a teambattle*/ 3278 /*before we assign the exit, check if this is a teambattle*/
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3279 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){
3299 object *invtmp; 3280 object *invtmp;
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) {
3301 if(invtmp->type==FORCE && invtmp->slaying && 3282 if(invtmp->type==FORCE && invtmp->slaying &&
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){
3284 if (x != NULL && y != NULL)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp);
3286 return 1;
3287 }
3288 }
3289 }
3303 if (x != NULL && y != NULL) 3290 if (x != NULL && y != NULL)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3305 return 1; 3292 return 1;
3306 }
3307 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3293 }
3313 } 3294 }
3314 } 3295 }
3315 /* If we got here, did not find a battleground */ 3296 /* If we got here, did not find a battleground */
3316 return 0; 3297 return 0;
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3314 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3315 int i=0, j=0;
3335 3316
3336 /* get the appropriate treasurelist */ 3317 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3318 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3319 trlist = find_treasurelist("dragon_ability_fire");
3339 else if (atnr == ATNR_COLD) 3320 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3321 trlist = find_treasurelist("dragon_ability_cold");
3341 else if (atnr == ATNR_ELECTRICITY) 3322 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3323 trlist = find_treasurelist("dragon_ability_elec");
3343 else if (atnr == ATNR_POISON) 3324 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3325 trlist = find_treasurelist("dragon_ability_poison");
3345 3326
3346 if (trlist == NULL || who->type != PLAYER) 3327 if (trlist == NULL || who->type != PLAYER)
3347 return; 3328 return;
3348 3329
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3330 for (i=0, tr = trlist->items; tr != NULL && i<level-1;
3350 tr = tr->next, i++); 3331 tr = tr->next, i++);
3351 3332
3352 if (tr == NULL || tr->item == NULL) { 3333 if (tr == NULL || tr->item == NULL) {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3334 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3335 return;
3355 } 3336 }
3356 3337
3357 /* everything seems okay - now bring on the gift: */ 3338 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3339 item = &(tr->item->clone);
3359 3340
3360 if (item->type == SPELL) { 3341 if (item->type == SPELL) {
3361 if (check_spell_known (who, item->name)) 3342 if (check_spell_known (who, item->name))
3362 return; 3343 return;
3363 3344
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3345 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3365 do_learn_spell (who, item, 0); 3346 do_learn_spell (who, item, 0);
3366 return; 3347 return;
3367 } 3348 }
3368 3349
3369 /* grant direct spell */ 3350 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3351 if (item->type == SPELLBOOK) {
3371 if (!item->inv) { 3352 if (!item->inv) {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3353 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name); 3354 return;
3374 return; 3355 }
3375 }
3376 if (check_spell_known (who, item->inv->name)) 3356 if (check_spell_known (who, item->inv->name))
3377 return; 3357 return;
3378 if (item->invisible) { 3358 if (item->invisible) {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3359 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3380 do_learn_spell (who, item->inv, 0); 3360 do_learn_spell (who, item->inv, 0);
3381 return; 3361 return;
3382 } 3362 }
3383 } 3363 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3364 else if (item->type == SKILL_TOOL && item->invisible) {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3365 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) {
3386 3366
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3367 /* 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 3368 * 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, 3369 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3370 * but not all of them, he gets nothing.
3391 */ 3371 */
3392 if (!(skop->attacktype & item->attacktype)) { 3372 if (!(skop->attacktype & item->attacktype)) {
3393 /* Give new attacktype */ 3373 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3374 skop->attacktype |= item->attacktype;
3395 3375
3396 /* always add physical if there's none */ 3376 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3377 skop->attacktype |= AT_PHYSICAL;
3398 3378
3399 if (item->msg != NULL) 3379 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3401 3381
3402 /* Give player new face */ 3382 /* Give player new face */
3403 if (item->animation_id) { 3383 if (item->animation_id) {
3404 who->face = skop->face; 3384 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3385 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3386 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3387 who->last_anim = 0;
3408 who->state = 0; 3388 who->state = 0;
3409 animate_object(who, who->direction); 3389 animate_object(who, who->direction);
3410 } 3390 }
3411 } 3391 }
3412 } 3392 }
3413 } 3393 }
3414 else if (item->type == FORCE) { 3394 else if (item->type == FORCE) {
3415 /* forces in the treasurelist can alter the player's stats */ 3395 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3396 object *skin;
3417 /* first get the dragon skin force */ 3397 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3398 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3419 skin=skin->below); 3399 skin=skin->below);
3420 if (skin == NULL) return; 3400 if (skin == NULL) return;
3421 3401
3422 /* adding new spellpath attunements */ 3402 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3405
3426 /* print message */ 3406 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3407 sprintf(buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3408 for(i=0, j=0; i<NRSPELLPATHS; i++) {
3429 if(item->path_attuned & (1<<i)) { 3409 if(item->path_attuned & (1<<i)) {
3430 if (j) 3410 if (j)
3431 strcat(buf," and "); 3411 strcat(buf," and ");
3432 else 3412 else
3433 j = 1; 3413 j = 1;
3434 strcat(buf, spellpathnames[i]); 3414 strcat(buf, spellpathnames[i]);
3435 } 3415 }
3436 } 3416 }
3437 strcat(buf,"."); 3417 strcat(buf,".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3439 } 3419 }
3440 3420
3441 /* evtl. adding flags: */ 3421 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3422 if(QUERY_FLAG(item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3423 SET_FLAG(skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3424 if(QUERY_FLAG(item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3425 SET_FLAG(skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3427 SET_FLAG(skin, FLAG_SEE_IN_DARK);
3448 3428
3449 /* print message if there is one */ 3429 /* print message if there is one */
3450 if (item->msg != NULL) 3430 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3431 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3452 } 3432 }
3453 else { 3433 else {
3454 /* generate misc. treasure */ 3434 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3435 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3436 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3457 tmp = insert_ob_in_ob (tmp, who); 3437 tmp = insert_ob_in_ob (tmp, who);
3458 if (who->type == PLAYER) 3438 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp); 3439 esrv_send_item(who, tmp);
3460 } 3440 }
3461} 3441}
3462 3442
3463/** 3443/**
3464 * Unready an object for a player. This function does nothing if the object was 3444 * Unready an object for a player. This function does nothing if the object was

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