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Comparing deliantra/server/server/player.C (file contents):
Revision 1.23 by root, Thu Sep 14 22:34:04 2006 UTC vs.
Revision 1.42 by root, Fri Dec 15 19:59:20 2006 UTC

20 20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22*/
23 23
24#include <global.h> 24#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h> 25#include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 26#include <sproto.h>
30#endif
31#include <sounds.h> 27#include <sounds.h>
32#include <living.h> 28#include <living.h>
33#include <object.h> 29#include <object.h>
34#include <spells.h> 30#include <spells.h>
35#include <skills.h> 31#include <skills.h>
36#include <newclient.h>
37 32
38#ifdef COZY_SERVER 33#ifdef COZY_SERVER
39extern int same_party (partylist *a, partylist *b); 34extern int same_party (partylist *a, partylist *b);
40#endif 35#endif
41 36
208 * the one that is passed. 203 * the one that is passed.
209 */ 204 */
210static player * 205static player *
211get_player (player *p) 206get_player (player *p)
212{ 207{
213 object *op = arch_to_object (get_player_archetype (NULL)); 208 object *op = arch_to_object (get_player_archetype (0));
214 int i; 209 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237 210
238 /* Clears basically the entire player structure except 211 /* Clears basically the entire player structure except
239 * for next and socket. 212 * for next and socket.
240 */ 213 */
241 p->clear (); 214 p->clear ();
260 op->speed_left = 0.5; 233 op->speed_left = 0.5;
261 op->speed = 1.0; 234 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */ 235 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2; 236 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */ 237 op->run_away = 25; /* Then we panick... */
238
239 {
240 int oldmon = p->socket->monitor_spells; // what a hack
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 241 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op); 242 roll_stats (op);
243 p->socket->monitor_spells = oldmon;
244 }
268 p->state = ST_ROLL_STAT; 245 p->state = ST_ROLL_STAT;
269 clear_los (op); 246 clear_los (op);
270 247
271 p->gen_sp_armour = 10; 248 p->gen_sp_armour = 10;
272 p->last_speed = -1; 249 p->last_speed = -1;
294 for (i = 0; i < NUM_SKILLS; i++) 271 for (i = 0; i < NUM_SKILLS; i++)
295 { 272 {
296 p->last_skill_exp[i] = -1; 273 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL; 274 p->last_skill_ob[i] = NULL;
298 } 275 }
276
299 for (i = 0; i < NROFATTACKS; i++) 277 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1; 278 p->last_resist[i] = -1;
302 } 279
303 p->last_stats.exp = -1; 280 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1; 281 p->last_weight = (uint32) - 1;
305 282
306 p->socket.update_look = 0; 283 p->socket->update_look = 0;
307 p->socket.look_position = 0; 284 p->socket->look_position = 0;
285
308 return p; 286 return p;
309} 287}
310 288
311/* This loads the first map an puts the player on it. */ 289/* This loads the first map an puts the player on it. */
312static void 290static void
322 * All we can really get in this is some settings like host and display 300 * All we can really get in this is some settings like host and display
323 * mode. 301 * mode.
324 */ 302 */
325 303
326int 304int
327add_player (NewSocket * ns) 305add_player (client *ns)
328{ 306{
329 player *p; 307 player *p = new player;
330 308
331 p = get_player (NULL);
332 p->socket = *ns; 309 p->socket = ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 310 ns->pl = p;
334 if (p->socket.faces_sent == NULL) 311
335 fatal (OUT_OF_MEMORY); 312 p->next = first_player;
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 313 first_player = p;
337 /* Needed because the socket we just copied over needs to be cleared. 314
338 * Note that this can result in a client reset if there is partial data 315 p = get_player (p);
339 * on the uncoming socket. 316
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 317 set_first_map (p->ob);
343 318
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY); 319 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob); 320 add_friendly_object (p->ob);
346 send_rules (p->ob); 321 send_rules (p->ob);
347 send_news (p->ob); 322 send_news (p->ob);
348 display_motd (p->ob); 323 display_motd (p->ob);
349 get_name (p->ob); 324 get_name (p->ob);
325
350 return 0; 326 return 0;
351} 327}
352 328
353/* 329/*
354 * get_player_archetype() return next player archetype from archetype 330 * get_player_archetype() return next player archetype from archetype
489path_to_player (object *mon, object *pl, unsigned mindiff) 465path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 466{
491 rv_vector rv; 467 rv_vector rv;
492 sint16 x, y; 468 sint16 x, y;
493 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 469 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
494 mapstruct *m, *lastmap; 470 maptile *m, *lastmap;
495 471
496 get_rangevector (mon, pl, &rv, 0); 472 get_rangevector (mon, pl, &rv, 0);
497 473
498 if (rv.distance < mindiff) 474 if (rv.distance < mindiff)
499 return 0; 475 return 0;
643 (op->type == ARMOUR || op->type == BOOTS || 619 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 620 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 621 op->type == SHIELD || op->type == GLOVES ||
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 622 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 { 623 {
648 remove_ob (op); 624 op->destroy ();
649 free_object (op);
650 continue; 625 continue;
651 } 626 }
652 } 627 }
653 628
654 /* This really needs to be better - we should really give 629 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 640 if (tmp->type == op->type && tmp->name == op->name)
666 break; 641 break;
667 642
668 if (tmp) 643 if (tmp)
669 { 644 {
670 remove_ob (op); 645 op->destroy ();
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 646 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue; 647 continue;
674 } 648 }
649
675 if (op->nrof > 1) 650 if (op->nrof > 1)
676 op->nrof = 1; 651 op->nrof = 1;
677 } 652 }
678 653
679 if (op->type == SPELLBOOK && op->inv) 654 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 666 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 667 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 668 }
694 if (op->type == SPELL) 669 if (op->type == SPELL)
695 { 670 {
696 remove_ob (op); 671 op->destroy ();
697 free_object (op);
698 continue; 672 continue;
699 } 673 }
700 else if (op->type == SKILL) 674 else if (op->type == SKILL)
701 { 675 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 676 SET_FLAG (op, FLAG_CAN_USE_SKILL);
715void 689void
716get_name (object *op) 690get_name (object *op)
717{ 691{
718 op->contr->write_buf[0] = '\0'; 692 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME; 693 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:"); 694 send_query (op->contr->socket, 0, "What is your name?\n:");
721} 695}
722 696
723void 697void
724get_password (object *op) 698get_password (object *op)
725{ 699{
726 op->contr->write_buf[0] = '\0'; 700 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD; 701 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:"); 702 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729} 703}
730 704
731void 705void
732play_again (object *op) 706play_again (object *op)
733{ 707{
734 op->contr->state = ST_PLAY_AGAIN; 708 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL; 709 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); 710 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th 711 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll 712 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick 713 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without 714 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense 715 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all 716 * to leave it to play_again to remove the object in all
743 * cases. 717 * cases.
744 */ 718 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED)) 719 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 remove_ob (op); 720 op->remove ();
747 /* Need to set this to null - otherwise, it could point to garbage, 721 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if 722 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out. 723 * the map is null or not swapped out.
750 */ 724 */
751 op->map = NULL; 725 op->map = NULL;
765 player *pl = op->contr; 739 player *pl = op->contr;
766 shstr name = op->name; 740 shstr name = op->name;
767 741
768 op->contr = 0; 742 op->contr = 0;
769 op->type = 0; 743 op->type = 0;
770 op->free (1); 744 op->destroy (1);
771 pl = get_player (pl); 745 pl = get_player (pl);
772 op = pl->ob; 746 op = pl->ob;
773 add_friendly_object (op); 747 add_friendly_object (op);
774 op->contr->password[0] = '~'; 748 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0; 749 op->name = op->name_pl = 0;
790confirm_password (object *op) 764confirm_password (object *op)
791{ 765{
792 766
793 op->contr->write_buf[0] = '\0'; 767 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD; 768 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 769 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796} 770}
797 771
798void 772void
799get_party_password (object *op, partylist *party) 773get_party_password (object *op, partylist *party)
800{ 774{
804 return; 778 return;
805 } 779 }
806 op->contr->write_buf[0] = '\0'; 780 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 781 op->contr->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 782 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 783 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 784}
811 785
812 786
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 787/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 788int
911 885
912void 886void
913Roll_Again (object *op) 887Roll_Again (object *op)
914{ 888{
915 esrv_new_player (op->contr, 0); 889 esrv_new_player (op->contr, 0);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 890 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 891 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918} 892}
919 893
920void 894void
921Swap_Stat (object *op, int Swap_Second) 895Swap_Stat (object *op, int Swap_Second)
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 962 new_draw_info (NDI_UNIQUE, 0, op, buf);
989 } 963 }
990 else 964 else
991 Swap_Stat (op, stat_trans[keynum]); 965 Swap_Stat (op, stat_trans[keynum]);
992 966
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); 967 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1; 968 return 1;
995 } 969 }
996 switch (key) 970 switch (key)
997 { 971 {
998 case 'n': 972 case 'n':
1012 enter_exit (op, NULL); 986 enter_exit (op, NULL);
1013#endif 987#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */ 988 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */ 989 /* Enter exit adds a player otherwise */
1016 add_statbonus (op); 990 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 991 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); 992 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS; 993 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg) 994 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg); 995 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0; 996 return 0;
1023 } 997 }
1024 case 'y': 998 case 'y':
1025 case 'Y': 999 case 'Y':
1026 roll_stats (op); 1000 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); 1001 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1; 1002 return 1;
1029 1003
1030 case 'q': 1004 case 'q':
1031 case 'Q': 1005 case 'Q':
1032 play_again (op); 1006 play_again (op);
1033 return 1; 1007 return 1;
1034 1008
1035 default: 1009 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?"); 1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0; 1011 return 0;
1038 } 1012 }
1039 return 0; 1013 return 0;
1040} 1014}
1041 1015
1051{ 1025{
1052 int tmp_loop; 1026 int tmp_loop;
1053 1027
1054 if (key == 'q' || key == 'Q') 1028 if (key == 'q' || key == 'Q')
1055 { 1029 {
1056 remove_ob (op); 1030 op->remove ();
1057 play_again (op); 1031 play_again (op);
1058 return 0; 1032 return 0;
1059 } 1033 }
1060 if (key == 'd' || key == 'D') 1034 if (key == 'd' || key == 'D')
1061 { 1035 {
1062 char buf[MAX_BUF]; 1036 char buf[MAX_BUF];
1063 1037
1064 /* this must before then initial items are given */ 1038 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 1039 esrv_new_player (op->contr, op->weight + op->carrying);
1040
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 1041 treasurelist *tl = find_treasurelist ("starting_wealth");
1042 if (tl)
1043 create_treasure (tl, op, 0, 0, 0);
1067 1044
1068 INVOKE_PLAYER (BIRTH, op->contr); 1045 INVOKE_PLAYER (BIRTH, op->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 1046 INVOKE_PLAYER (LOGIN, op->contr);
1070 1047
1071 op->contr->state = ST_PLAYING; 1048 op->contr->state = ST_PLAYING;
1096 { 1073 {
1097 object *tmp; 1074 object *tmp;
1098 char mapname[MAX_BUF]; 1075 char mapname[MAX_BUF];
1099 1076
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 1077 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1101 tmp = get_object (); 1078 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 1079 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 1080 EXIT_X (tmp) = op->x;
1104 EXIT_Y (tmp) = op->y; 1081 EXIT_Y (tmp) = op->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded; 1082 enter_exit (op, tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the 1083 * if the map isn't there, then stay on the
1107 * default initial map */ 1084 * default initial map */
1108 free_object (tmp); 1085 tmp->destroy ();
1109 } 1086 }
1110 else 1087 else
1111 { 1088 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 1089 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 1090 }
1123 { 1100 {
1124 shstr name = op->name; 1101 shstr name = op->name;
1125 int x = op->x, y = op->y; 1102 int x = op->x, y = op->y;
1126 1103
1127 remove_statbonus (op); 1104 remove_statbonus (op);
1128 remove_ob (op); 1105 op->remove ();
1129 op->arch = get_player_archetype (op->arch); 1106 op->arch = get_player_archetype (op->arch);
1130 copy_object (&op->arch->clone, op); 1107 op->arch->clone.copy_to (op);
1131 op->instantiate (); 1108 op->instantiate ();
1132 op->stats = op->contr->orig_stats; 1109 op->stats = op->contr->orig_stats;
1133 op->name = op->name_pl = name; 1110 op->name = op->name_pl = name;
1134 op->x = x; 1111 op->x = x;
1135 op->y = y; 1112 op->y = y;
1148 op->stats.grace = 0; 1125 op->stats.grace = 0;
1149 1126
1150 if (op->msg) 1127 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg); 1128 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152 1129
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 1130 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0; 1131 return 0;
1155} 1132}
1156 1133
1157int 1134int
1158key_confirm_quit (object *op, char key) 1135key_confirm_quit (object *op, char key)
1180 if (settings.set_title == TRUE) 1157 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0'; 1158 op->contr->own_title[0] = '\0';
1182 1159
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 1160 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 { 1161 {
1185 mapstruct *mp, *next; 1162 maptile *mp, *next;
1186 1163
1187 /* We need to hunt for any per player unique maps in memory and 1164 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional, 1165 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname 1166 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */ 1167 */
1264 */ 1241 */
1265int 1242int
1266check_pick (object *op) 1243check_pick (object *op)
1267{ 1244{
1268 object *tmp, *next; 1245 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 1246 int stop = 0;
1271 int j, k, wvratio; 1247 int j, k, wvratio;
1272 char putstring[128], tmpstr[16]; 1248 char putstring[128], tmpstr[16];
1273 1249
1274
1275 /* if you're flying, you cna't pick up anything */ 1250 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 1251 if (op->move_type & MOVE_FLYING)
1277 return 1; 1252 return 1;
1278 1253
1279 op_tag = op->count;
1280
1281 next = op->below; 1254 next = op->below;
1282 if (next)
1283 next_tag = next->count;
1284 1255
1285 /* loop while there are items on the floor that are not marked as 1256 /* loop while there are items on the floor that are not marked as
1286 * destroyed */ 1257 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 1258 while (next && !next->destroyed ())
1288 { 1259 {
1289 tmp = next; 1260 tmp = next;
1290 next = tmp->below; 1261 next = tmp->below;
1291 if (next)
1292 next_tag = next->count;
1293 1262
1294 if (was_destroyed (op, op_tag)) 1263 if (op->destroyed ())
1295 return 0; 1264 return 0;
1296 1265
1297 if (!can_pick (op, tmp)) 1266 if (!can_pick (op, tmp))
1298 continue; 1267 continue;
1299 1268
1431 /* question: don't pick up known-poisonous stuff? */ 1400 /* question: don't pick up known-poisonous stuff? */
1432 if (op->contr->mode & PU_FOOD) 1401 if (op->contr->mode & PU_FOOD)
1433 if (tmp->type == FOOD) 1402 if (tmp->type == FOOD)
1434 { 1403 {
1435 pick_up (op, tmp); 1404 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1405 continue;
1439 } 1406 }
1407
1440 if (op->contr->mode & PU_DRINK) 1408 if (op->contr->mode & PU_DRINK)
1441 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1409 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1442 { 1410 {
1443 pick_up (op, tmp); 1411 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1412 continue;
1447 } 1413 }
1448 1414
1449 if (op->contr->mode & PU_POTION) 1415 if (op->contr->mode & PU_POTION)
1450 if (tmp->type == POTION) 1416 if (tmp->type == POTION)
1451 { 1417 {
1452 pick_up (op, tmp); 1418 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue; 1419 continue;
1456 } 1420 }
1457 1421
1458 /* spellbooks, skillscrolls and normal books/scrolls */ 1422 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK) 1423 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK) 1424 if (tmp->type == SPELLBOOK)
1461 { 1425 {
1462 pick_up (op, tmp); 1426 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue; 1427 continue;
1466 } 1428 }
1429
1467 if (op->contr->mode & PU_SKILLSCROLL) 1430 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL) 1431 if (tmp->type == SKILLSCROLL)
1469 { 1432 {
1470 pick_up (op, tmp); 1433 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue; 1434 continue;
1474 } 1435 }
1436
1475 if (op->contr->mode & PU_READABLES) 1437 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL) 1438 if (tmp->type == BOOK || tmp->type == SCROLL)
1477 { 1439 {
1478 pick_up (op, tmp); 1440 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue; 1441 continue;
1482 } 1442 }
1483 1443
1484 /* wands/staves/rods/horns */ 1444 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE) 1445 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1446 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 { 1447 {
1488 pick_up (op, tmp); 1448 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue; 1449 continue;
1492 } 1450 }
1493 1451
1494 /* pick up all magical items */ 1452 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL) 1453 if (op->contr->mode & PU_MAGICAL)
1496 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1454 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1497 { 1455 {
1498 pick_up (op, tmp); 1456 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue; 1457 continue;
1502 } 1458 }
1503 1459
1504 if (op->contr->mode & PU_VALUABLES) 1460 if (op->contr->mode & PU_VALUABLES)
1505 { 1461 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1462 if (tmp->type == MONEY || tmp->type == GEM)
1507 { 1463 {
1508 pick_up (op, tmp); 1464 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue; 1465 continue;
1512 } 1466 }
1513 } 1467 }
1514 1468
1515 /* rings & amulets - talismans seems to be typed AMULET */ 1469 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS) 1470 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET) 1471 if (tmp->type == RING || tmp->type == AMULET)
1518 { 1472 {
1519 pick_up (op, tmp); 1473 pick_up (op, tmp);
1474 continue;
1520 if (0) 1475 }
1521 fprintf (stderr, "JEWELS\n"); 1476
1477 /* we don't forget dragon food */
1478 if (op->contr->mode & PU_FLESH)
1479 if (tmp->type == FLESH)
1480 {
1481 pick_up (op, tmp);
1522 continue; 1482 continue;
1523 } 1483 }
1524 1484
1525 /* bows and arrows. Bows are good for selling! */ 1485 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW) 1486 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW) 1487 if (tmp->type == BOW)
1528 { 1488 {
1529 pick_up (op, tmp); 1489 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue; 1490 continue;
1533 } 1491 }
1492
1534 if (op->contr->mode & PU_ARROW) 1493 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW) 1494 if (tmp->type == ARROW)
1536 { 1495 {
1537 pick_up (op, tmp); 1496 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue; 1497 continue;
1541 } 1498 }
1542 1499
1543 /* all kinds of armor etc. */ 1500 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR) 1501 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR) 1502 if (tmp->type == ARMOUR)
1546 { 1503 {
1547 pick_up (op, tmp); 1504 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue; 1505 continue;
1551 } 1506 }
1507
1552 if (op->contr->mode & PU_HELMET) 1508 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET) 1509 if (tmp->type == HELMET)
1554 { 1510 {
1555 pick_up (op, tmp); 1511 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue; 1512 continue;
1559 } 1513 }
1514
1560 if (op->contr->mode & PU_SHIELD) 1515 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD) 1516 if (tmp->type == SHIELD)
1562 { 1517 {
1563 pick_up (op, tmp); 1518 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue; 1519 continue;
1567 } 1520 }
1521
1568 if (op->contr->mode & PU_BOOTS) 1522 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS) 1523 if (tmp->type == BOOTS)
1570 { 1524 {
1571 pick_up (op, tmp); 1525 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue; 1526 continue;
1575 } 1527 }
1528
1576 if (op->contr->mode & PU_GLOVES) 1529 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES) 1530 if (tmp->type == GLOVES)
1578 { 1531 {
1579 pick_up (op, tmp); 1532 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1533 continue;
1583 } 1534 }
1535
1584 if (op->contr->mode & PU_CLOAK) 1536 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK) 1537 if (tmp->type == CLOAK)
1586 { 1538 {
1587 pick_up (op, tmp); 1539 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue; 1540 continue;
1591 } 1541 }
1592 1542
1593 /* hoping to catch throwing daggers here */ 1543 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON) 1544 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1545 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 { 1546 {
1597 pick_up (op, tmp); 1547 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue; 1548 continue;
1601 } 1549 }
1602 1550
1603 /* careful: chairs and tables are weapons! */ 1551 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON) 1552 if (op->contr->mode & PU_ALLWEAPON)
1607 { 1555 {
1608 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1556 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1557 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1610 { 1558 {
1611 pick_up (op, tmp); 1559 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue; 1560 continue;
1615 } 1561 }
1616 } 1562 }
1563
1617 if (tmp->type == WEAPON && tmp->name == NULL) 1564 if (tmp->type == WEAPON && tmp->name == NULL)
1618 { 1565 {
1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1566 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1620 { 1567 {
1621 pick_up (op, tmp); 1568 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue; 1569 continue;
1625 } 1570 }
1626 } 1571 }
1627 } 1572 }
1628 1573
1629 /* misc stuff that's useful */ 1574 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY) 1575 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1576 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 { 1577 {
1633 pick_up (op, tmp); 1578 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue; 1579 continue;
1637 } 1580 }
1638 1581
1639 /* any of the last 4 bits set means we use the ratio for value 1582 /* any of the last 4 bits set means we use the ratio for value
1640 * pickups */ 1583 * pickups */
1662 continue; 1605 continue;
1663 } 1606 }
1664 } 1607 }
1665 } /* the new pickup model */ 1608 } /* the new pickup model */
1666 } 1609 }
1610
1667 return !stop; 1611 return !stop;
1668} 1612}
1669 1613
1670/* 1614/*
1671 * Find an arrow in the inventory and after that 1615 * Find an arrow in the inventory and after that
1770 1714
1771object * 1715object *
1772pick_arrow_target (object *op, const char *type, int dir) 1716pick_arrow_target (object *op, const char *type, int dir)
1773{ 1717{
1774 object *tmp = NULL; 1718 object *tmp = NULL;
1775 mapstruct *m; 1719 maptile *m;
1776 int i, mflags, found, number; 1720 int i, mflags, found, number;
1777 sint16 x, y; 1721 sint16 x, y;
1778 1722
1779 if (op->map == NULL) 1723 if (op->map == NULL)
1780 return find_arrow (op, type); 1724 return find_arrow (op, type);
1840 */ 1784 */
1841int 1785int
1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1786fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1843{ 1787{
1844 object *left, *bow; 1788 object *left, *bow;
1845 tag_t left_tag, tag;
1846 int bowspeed, mflags; 1789 int bowspeed, mflags;
1847 mapstruct *m; 1790 maptile *m;
1848 1791
1849 if (!dir) 1792 if (!dir)
1850 { 1793 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1794 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1852 return 0; 1795 return 0;
1906 } 1849 }
1907 1850
1908 /* this should not happen, but sometimes does */ 1851 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1852 if (arrow->nrof == 0)
1910 { 1853 {
1911 remove_ob (arrow); 1854 arrow->destroy ();
1912 free_object (arrow);
1913 return 0; 1855 return 0;
1914 } 1856 }
1915 1857
1916 left = arrow; /* these are arrows left to the player */ 1858 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count;
1918 arrow = get_split_ob (arrow, 1); 1859 arrow = get_split_ob (arrow, 1);
1919 if (arrow == NULL) 1860 if (arrow == NULL)
1920 { 1861 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1862 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1922 return 0; 1863 return 0;
1923 } 1864 }
1924 set_owner (arrow, op); 1865 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1866 arrow->skill = bow->skill;
1926 1867
1927 arrow->direction = dir; 1868 arrow->direction = dir;
1928 arrow->x = sx; 1869 arrow->x = sx;
1929 arrow->y = sy; 1870 arrow->y = sy;
1937 SET_ANIMATION (arrow, arrow->direction); 1878 SET_ANIMATION (arrow, arrow->direction);
1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1879 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1939 arrow->stats.hp = arrow->stats.dam; 1880 arrow->stats.hp = arrow->stats.dam;
1940 arrow->stats.grace = arrow->attacktype; 1881 arrow->stats.grace = arrow->attacktype;
1941 if (arrow->slaying != NULL) 1882 if (arrow->slaying != NULL)
1942 arrow->spellarg = strdup_local (arrow->slaying); 1883 arrow->spellarg = strdup (arrow->slaying);
1943 1884
1944 /* Note that this was different for monsters - they got their level 1885 /* Note that this was different for monsters - they got their level
1945 * added to the damage. I think the strength bonus is more proper. 1886 * added to the damage. I think the strength bonus is more proper.
1946 */ 1887 */
1947 1888
1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1906 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1966 } 1907 }
1967 else 1908 else
1968 { 1909 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; 1910 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1911 arrow->level = op->level;
1972 } 1912 }
1913
1973 if (arrow->attacktype == AT_PHYSICAL) 1914 if (arrow->attacktype == AT_PHYSICAL)
1974 arrow->attacktype |= bow->attacktype; 1915 arrow->attacktype |= bow->attacktype;
1916
1975 if (bow->slaying != NULL) 1917 if (bow->slaying != NULL)
1976 arrow->slaying = bow->slaying; 1918 arrow->slaying = bow->slaying;
1977 1919
1978 arrow->map = m; 1920 arrow->map = m;
1979 arrow->move_type = MOVE_FLY_LOW; 1921 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1923
1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1924 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1983 tag = arrow->count;
1984 insert_ob_in_map (arrow, m, op, 0); 1925 insert_ob_in_map (arrow, m, op, 0);
1985 1926
1986 if (!was_destroyed (arrow, tag)) 1927 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1928 move_arrow (arrow);
1988 1929
1989 if (op->type == PLAYER) 1930 if (op->type == PLAYER)
1990 { 1931 {
1991 if (was_destroyed (left, left_tag)) 1932 if (left->destroyed ())
1992 esrv_del_item (op->contr, left_tag); 1933 esrv_del_item (op->contr, left->count);
1993 else 1934 else
1994 esrv_send_item (op, left); 1935 esrv_send_item (op, left);
1995 } 1936 }
1937
1996 return 1; 1938 return 1;
1997} 1939}
1998 1940
1999/* Special fire code for players - this takes into 1941/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1942 * account the special fire modes players can have
2136 case range_misc: 2078 case range_misc:
2137 fire_misc_object (op, dir); 2079 fire_misc_object (op, dir);
2138 return; 2080 return;
2139 2081
2140 case range_golem: /* Control summoned monsters from scrolls */ 2082 case range_golem: /* Control summoned monsters from scrolls */
2141 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count) 2083 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2142 { 2084 {
2143 op->contr->ranges[range_golem] = NULL; 2085 op->contr->ranges[range_golem] = 0;
2144 op->contr->shoottype = range_none; 2086 op->contr->shoottype = range_none;
2145 op->contr->golem_count = 0;
2146 } 2087 }
2147 else 2088 else
2148 control_golem (op->contr->ranges[range_golem], dir); 2089 control_golem (op->contr->ranges[range_golem], dir);
2149 return; 2090 return;
2150 2091
2312move_player_attack (object *op, int dir) 2253move_player_attack (object *op, int dir)
2313{ 2254{
2314 object *tmp, *mon; 2255 object *tmp, *mon;
2315 sint16 nx, ny; 2256 sint16 nx, ny;
2316 int on_battleground; 2257 int on_battleground;
2317 mapstruct *m; 2258 maptile *m;
2318 2259
2319 nx = freearr_x[dir] + op->x; 2260 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 2261 ny = freearr_y[dir] + op->y;
2321 2262
2322 on_battleground = op_on_battleground (op, NULL, NULL); 2263 on_battleground = op_on_battleground (op, NULL, NULL);
2358 if (tmp == op) 2299 if (tmp == op)
2359 { 2300 {
2360 tmp = tmp->above; 2301 tmp = tmp->above;
2361 continue; 2302 continue;
2362 } 2303 }
2304
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2305 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 { 2306 {
2365 mon = tmp; 2307 mon = tmp;
2366 break; 2308 break;
2367 } 2309 }
2310
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2311 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp; 2312 mon = tmp;
2313
2370 tmp = tmp->above; 2314 tmp = tmp->above;
2371 } 2315 }
2372 2316
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 2317 if (mon == NULL) /* This happens anytime the player tries to move */
2374 return; /* into a wall */ 2318 return; /* into a wall */
2393 * player owns it and it is either friendly or unagressive. 2337 * player owns it and it is either friendly or unagressive.
2394 */ 2338 */
2395 if ((op->type == PLAYER) 2339 if ((op->type == PLAYER)
2396#if COZY_SERVER 2340#if COZY_SERVER
2397 && 2341 &&
2398 ((get_owner (mon) && get_owner (mon)->contr 2342 ((mon->owner && mon->owner->contr
2399 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2343 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2400#else 2344#else
2401 && get_owner (mon) == op 2345 && mon->owner == op
2402#endif 2346#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2347 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 { 2348 {
2405 /* If we're braced, we don't want to switch places with it */ 2349 /* If we're braced, we don't want to switch places with it */
2406 if (op->contr->braced) 2350 if (op->contr->braced)
2593 /* I've been seeing crashes where the golem has been destroyed, but 2537 /* I've been seeing crashes where the golem has been destroyed, but
2594 * the player object still points to the defunct golem. The code that 2538 * the player object still points to the defunct golem. The code that
2595 * destroys the golem looks correct, and it doesn't always happen, so 2539 * destroys the golem looks correct, and it doesn't always happen, so
2596 * put this in a a workaround to clean up the golem pointer. 2540 * put this in a a workaround to clean up the golem pointer.
2597 */ 2541 */
2598 if (op->contr->ranges[range_golem] &&
2599 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))) 2542 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2600 {
2601 op->contr->ranges[range_golem] = NULL; 2543 op->contr->ranges[range_golem] = 0;
2602 op->contr->golem_count = 0;
2603 }
2604 2544
2605 /* call this here - we also will call this in do_ericserver, but 2545 /* call this here - we also will call this in do_ericserver, but
2606 * the players time has been increased when doericserver has been 2546 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2547 * called, so we recheck it here.
2608 */ 2548 */
2609 HandleClient (&op->contr->socket, op->contr); 2549 HandleClient (op->contr->socket, op->contr);
2610 if (op->speed_left < 0) 2550 if (op->speed_left < 0)
2611 return 0; 2551 return 0;
2612 2552
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2553 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614 { 2554 {
2623 if (op->speed_left > 0) 2563 if (op->speed_left > 0)
2624 return 1; 2564 return 1;
2625 else 2565 else
2626 return 0; 2566 return 0;
2627 } 2567 }
2568
2628 return 0; 2569 return 0;
2629} 2570}
2630 2571
2631int 2572int
2632save_life (object *op) 2573save_life (object *op)
2633{ 2574{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2575 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2576 return 0;
2638 2577
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2578 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2579 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2580 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2581 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2643 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2582 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2583
2644 if (op->contr) 2584 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count); 2585 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp); 2586
2647 free_object (tmp); 2587 tmp->destroy ();
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2588 CLEAR_FLAG (op, FLAG_LIFESAVE);
2589
2649 if (op->stats.hp < 0) 2590 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2591 op->stats.hp = op->stats.maxhp;
2592
2651 if (op->stats.food < 0) 2593 if (op->stats.food < 0)
2652 op->stats.food = 999; 2594 op->stats.food = 999;
2595
2653 fix_player (op); 2596 fix_player (op);
2654 return 1; 2597 return 1;
2655 } 2598 }
2599
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2601 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2602 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2603 return 0;
2660} 2604}
2674 next = op->below; /* Make sure we have a good value, in case 2618 next = op->below; /* Make sure we have a good value, in case
2675 * we remove object 'op' 2619 * we remove object 'op'
2676 */ 2620 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID)) 2621 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 { 2622 {
2679 remove_ob (op); 2623 op->remove ();
2680 op->x = env->x; 2624 op->x = env->x;
2681 op->y = env->y; 2625 op->y = env->y;
2682 if (env->type == PLAYER) 2626 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count); 2627 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0); 2628 insert_ob_in_map (op, env->map, NULL, 0);
2685 } 2629 }
2686 else if (op->inv) 2630 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env); 2631 remove_unpaid_objects (op->inv, env);
2632
2688 op = next; 2633 op = next;
2689 } 2634 }
2690} 2635}
2691 2636
2692 2637
2707 strcpy (buf2, " R.I.P.\n\n"); 2652 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER) 2653 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2654 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else 2655 else
2711 sprintf (buf, "%s\n", &op->name); 2656 sprintf (buf, "%s\n", &op->name);
2657
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2658 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2659 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2660 if (op->type == PLAYER)
2715 sprintf (buf, "who was in level %d when killed\n", op->level); 2661 sprintf (buf, "who was in level %d when killed\n", op->level);
2716 else 2662 else
2717 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2663 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2664
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2665 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2666 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2667 if (op->type == PLAYER)
2721 { 2668 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer); 2669 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2); 2670 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2671 strcat (buf2, buf);
2725 } 2672 }
2673
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2674 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2); 2675 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf); 2676 strcat (buf2, buf);
2677
2729 return buf2; 2678 return buf2;
2730} 2679}
2731 2680
2732 2681
2733 2682
2952{ 2901{
2953 char buf[MAX_BUF]; 2902 char buf[MAX_BUF];
2954 int x, y; 2903 int x, y;
2955 2904
2956 //int i; 2905 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2906 maptile *map; /* this is for resurrection */
2958 2907
2959 /* int z; 2908 /* int z;
2960 int num_stats_lose; 2909 int num_stats_lose;
2961 int lost_a_stat; 2910 int lost_a_stat;
2962 int lose_this_stat; 2911 int lose_this_stat;
2981 /* restore player */ 2930 /* restore player */
2982 at = archetype::find ("poisoning"); 2931 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2932 tmp = present_arch_in_ob (at, op);
2984 if (tmp) 2933 if (tmp)
2985 { 2934 {
2986 remove_ob (tmp); 2935 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2936 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2937 }
2990 2938
2991 at = archetype::find ("confusion"); 2939 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2940 tmp = present_arch_in_ob (at, op);
2993 if (tmp) 2941 if (tmp)
2994 { 2942 {
2995 remove_ob (tmp); 2943 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2945 }
2999 2946
3000 cure_disease (op, 0); /* remove any disease */ 2947 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2948 op->stats.hp = op->stats.maxhp;
3178 /* determine_god() seems to not work sometimes... why is this? 3125 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 3126 Should I be using something else? GD */
3180 const char *god = determine_god (op); 3127 const char *god = determine_god (op);
3181 3128
3182 if (god && (strcmp (god, "none"))) 3129 if (god && (strcmp (god, "none")))
3183 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 3130 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3184 else 3131 else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 3132 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3186 } 3133 }
3134#else
3135 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3187#endif 3136#endif
3188 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3189 3137
3190 /* Put a gravestone up where the character 'almost' died. List the 3138 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 3139 * exp loss on the stone.
3192 */ 3140 */
3193 tmp = arch_to_object (archetype::find ("gravestone")); 3141 tmp = arch_to_object (archetype::find ("gravestone"));
3198 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 3146 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3199 tmp->msg = buf; 3147 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 3148 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 3149 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 3150
3203 /**************************************/ 3151 /**************************************/
3204 /* */ 3152 /* */
3205 /* Subtract the experience points, */ 3153 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 3154 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 3155 /* food, and reset HP's... */
3208 /* */ 3156 /* */
3209
3210 /**************************************/ 3157 /**************************************/
3211 3158
3212 /* remove any poisoning and confusion the character may be suffering. */ 3159 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 3160 /* restore player */
3214 at = archetype::find ("poisoning"); 3161 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op); 3162 tmp = present_arch_in_ob (at, op);
3163
3216 if (tmp) 3164 if (tmp)
3217 { 3165 {
3218 remove_ob (tmp); 3166 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 3167 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 } 3168 }
3222 3169
3223 at = archetype::find ("confusion"); 3170 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op); 3171 tmp = present_arch_in_ob (at, op);
3225 if (tmp) 3172 if (tmp)
3226 { 3173 {
3227 remove_ob (tmp); 3174 tmp->destroy ();
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 3175 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 3176 }
3177
3231 cure_disease (op, 0); /* remove any disease */ 3178 cure_disease (op, 0); /* remove any disease */
3232 3179
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 3180 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 3181 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100) 3182 if (op->stats.food < 100)
3245 */ 3192 */
3246 3193
3247 if (is_in_shop (op)) 3194 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op); 3195 remove_unpaid_objects (op->inv, op);
3249 3196
3250 /****************************************/ 3197 /****************************************/
3251 /* */ 3198 /* */
3252 /* Move player to his current respawn- */ 3199 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 3200 /* position (usually last savebed) */
3254 /* */ 3201 /* */
3255
3256 /****************************************/ 3202 /****************************************/
3257 3203
3258 enter_player_savebed (op); 3204 enter_player_savebed (op);
3259 3205
3260 /* Save the player before inserting the force to reduce 3206 /* Save the player before inserting the force to reduce
3261 * chance of abuse. 3207 * chance of abuse.
3268 * spell effects. So first see if there is a spell effect 3214 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 3215 * on the space that might harm the player.
3270 */ 3216 */
3271 will_kill_again = 0; 3217 will_kill_again = 0;
3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3218 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 3219 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 3220 will_kill_again |= tmp->attacktype;
3276 } 3221
3277 if (will_kill_again) 3222 if (will_kill_again)
3278 { 3223 {
3279 object *force; 3224 object *force;
3280 int at; 3225 int at;
3281 3226
3283 /* 50 ticks should be enough time for the spell to abate */ 3228 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 3229 force->speed = 0.1;
3285 force->speed_left = -5.0; 3230 force->speed_left = -5.0;
3286 SET_FLAG (force, FLAG_APPLIED); 3231 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 3232 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 3233 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 3234 force->resist[at] = 100;
3291 } 3235
3292 insert_ob_in_ob (force, op); 3236 insert_ob_in_ob (force, op);
3293 fix_player (op); 3237 fix_player (op);
3294 3238
3295 } 3239 }
3296 3240
3306 op->contr->party = NULL; 3250 op->contr->party = NULL;
3307 if (settings.set_title == TRUE) 3251 if (settings.set_title == TRUE)
3308 op->contr->own_title[0] = '\0'; 3252 op->contr->own_title[0] = '\0';
3309 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf); 3253 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3310 check_score (op); 3254 check_score (op);
3255
3311 if (op->contr->ranges[range_golem] != NULL) 3256 if (op->contr->ranges[range_golem])
3312 { 3257 {
3313 remove_friendly_object (op->contr->ranges[range_golem]); 3258 remove_friendly_object (op->contr->ranges[range_golem]);
3314 remove_ob (op->contr->ranges[range_golem]); 3259 op->contr->ranges[range_golem]->destroy ();
3315 free_object (op->contr->ranges[range_golem]);
3316 op->contr->ranges[range_golem] = NULL; 3260 op->contr->ranges[range_golem] = 0;
3317 op->contr->golem_count = 0;
3318 } 3261 }
3262
3319 loot_object (op); /* Remove some of the items for good */ 3263 loot_object (op); /* Remove some of the items for good */
3320 remove_ob (op); 3264 op->remove ();
3321 op->direction = 0; 3265 op->direction = 0;
3322 3266
3323 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp) 3267 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3324 { 3268 {
3325 delete_character (op->name, 0); 3269 delete_character (op->name, 0);
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 3322 for (tmp = op->inv; tmp != NULL; tmp = next)
3379 { 3323 {
3380 next = tmp->below; 3324 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 3325 if (tmp->type == EXPERIENCE || tmp->invisible)
3382 continue; 3326 continue;
3383 remove_ob (tmp); 3327 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 3328 tmp->x = op->x, tmp->y = op->y;
3385 if (tmp->type == CONTAINER) 3329 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 3330 { /* empty container to ground */
3387 loot_object (tmp); 3331 loot_object (tmp);
3388 } 3332 }
3389 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 3333 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3390 { 3334 {
3391 if (tmp->nrof > 1) 3335 if (tmp->nrof > 1)
3392 { 3336 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3337 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394 free_object (tmp2); 3338 tmp2->destroy ();
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 3339 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 3340 }
3397 else 3341 else
3398 free_object (tmp); 3342 tmp->destroy ();
3399 } 3343 }
3400 else 3344 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 3345 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 3346 }
3403} 3347}
3468 if (op->type == PLAYER) 3412 if (op->type == PLAYER)
3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3413 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3470 3414
3471 cast_spell (op, throw_ob, dir, spob, NULL); 3415 cast_spell (op, throw_ob, dir, spob, NULL);
3472 3416
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3417 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 3418}
3477 3419
3478void 3420void
3479make_visible (object *op) 3421make_visible (object *op)
3480{ 3422{
3596int 3538int
3597stand_near_hostile (object *who) 3539stand_near_hostile (object *who)
3598{ 3540{
3599 object *tmp = NULL; 3541 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3542 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3543 maptile *m;
3602 sint16 x, y; 3544 sint16 x, y;
3603 3545
3604 if (!who) 3546 if (!who)
3605 return 0; 3547 return 0;
3606 3548
3687 3629
3688 /* only the viewable area the player sees is updated by LOS 3630 /* only the viewable area the player sees is updated by LOS
3689 * code, so we need to restrict ourselves to that range of values 3631 * code, so we need to restrict ourselves to that range of values
3690 * for any meaningful values. 3632 * for any meaningful values.
3691 */ 3633 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3635 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3694 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3636 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3695 return 1; 3637 return 1;
3696 op = op->more; 3638 op = op->more;
3697 } 3639 }
3698 return 0; 3640 return 0;
3699} 3641}

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