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Comparing deliantra/server/server/player.C (file contents):
Revision 1.27 by root, Wed Sep 27 00:36:09 2006 UTC vs.
Revision 1.41 by root, Fri Dec 15 04:21:29 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>
208 * the one that is passed. 204 * the one that is passed.
209 */ 205 */
210static player * 206static player *
211get_player (player *p) 207get_player (player *p)
212{ 208{
213 object *op = arch_to_object (get_player_archetype (NULL)); 209 object *op = arch_to_object (get_player_archetype (0));
214 int i; 210 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 }
237 211
238 /* Clears basically the entire player structure except 212 /* Clears basically the entire player structure except
239 * for next and socket. 213 * for next and socket.
240 */ 214 */
241 p->clear (); 215 p->clear ();
260 op->speed_left = 0.5; 234 op->speed_left = 0.5;
261 op->speed = 1.0; 235 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */ 236 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2; 237 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */ 238 op->run_away = 25; /* Then we panick... */
239
240 {
241 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 */ 242 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op); 243 roll_stats (op);
244 p->socket->monitor_spells = oldmon;
245 }
268 p->state = ST_ROLL_STAT; 246 p->state = ST_ROLL_STAT;
269 clear_los (op); 247 clear_los (op);
270 248
271 p->gen_sp_armour = 10; 249 p->gen_sp_armour = 10;
272 p->last_speed = -1; 250 p->last_speed = -1;
294 for (i = 0; i < NUM_SKILLS; i++) 272 for (i = 0; i < NUM_SKILLS; i++)
295 { 273 {
296 p->last_skill_exp[i] = -1; 274 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL; 275 p->last_skill_ob[i] = NULL;
298 } 276 }
277
299 for (i = 0; i < NROFATTACKS; i++) 278 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1; 279 p->last_resist[i] = -1;
302 } 280
303 p->last_stats.exp = -1; 281 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1; 282 p->last_weight = (uint32) - 1;
305 283
306 p->socket.update_look = 0; 284 p->socket->update_look = 0;
307 p->socket.look_position = 0; 285 p->socket->look_position = 0;
286
308 return p; 287 return p;
309} 288}
310 289
311/* This loads the first map an puts the player on it. */ 290/* This loads the first map an puts the player on it. */
312static void 291static void
322 * All we can really get in this is some settings like host and display 301 * All we can really get in this is some settings like host and display
323 * mode. 302 * mode.
324 */ 303 */
325 304
326int 305int
327add_player (NewSocket * ns) 306add_player (client_socket *ns)
328{ 307{
329 player *p; 308 player *p = new player;
330 309
331 p = get_player (NULL);
332 p->socket = *ns; 310 p->socket = ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 311 ns->pl = p;
334 312
335 if (p->socket.faces_sent == NULL) 313 p->next = first_player;
336 fatal (OUT_OF_MEMORY); 314 first_player = p;
337 315
338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 316 p = get_player (p);
339 /* Needed because the socket we just copied over needs to be cleared. 317
340 * Note that this can result in a client reset if there is partial data
341 * on the uncoming socket.
342 */
343 p->socket.inbuf.len = 0;
344 set_first_map (p->ob); 318 set_first_map (p->ob);
345 319
346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY); 320 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
347 add_friendly_object (p->ob); 321 add_friendly_object (p->ob);
348 send_rules (p->ob); 322 send_rules (p->ob);
646 (op->type == ARMOUR || op->type == BOOTS || 620 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 621 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 622 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 623 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 624 {
651 remove_ob (op); 625 op->destroy ();
652 free_object (op);
653 continue; 626 continue;
654 } 627 }
655 } 628 }
656 629
657 /* This really needs to be better - we should really give 630 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 641 if (tmp->type == op->type && tmp->name == op->name)
669 break; 642 break;
670 643
671 if (tmp) 644 if (tmp)
672 { 645 {
673 remove_ob (op); 646 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 647 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 648 continue;
677 } 649 }
650
678 if (op->nrof > 1) 651 if (op->nrof > 1)
679 op->nrof = 1; 652 op->nrof = 1;
680 } 653 }
681 654
682 if (op->type == SPELLBOOK && op->inv) 655 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 667 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 668 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 669 }
697 if (op->type == SPELL) 670 if (op->type == SPELL)
698 { 671 {
699 remove_ob (op); 672 op->destroy ();
700 free_object (op);
701 continue; 673 continue;
702 } 674 }
703 else if (op->type == SKILL) 675 else if (op->type == SKILL)
704 { 676 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 677 SET_FLAG (op, FLAG_CAN_USE_SKILL);
718void 690void
719get_name (object *op) 691get_name (object *op)
720{ 692{
721 op->contr->write_buf[0] = '\0'; 693 op->contr->write_buf[0] = '\0';
722 op->contr->state = ST_GET_NAME; 694 op->contr->state = ST_GET_NAME;
723 send_query (&op->contr->socket, 0, "What is your name?\n:"); 695 send_query (op->contr->socket, 0, "What is your name?\n:");
724} 696}
725 697
726void 698void
727get_password (object *op) 699get_password (object *op)
728{ 700{
729 op->contr->write_buf[0] = '\0'; 701 op->contr->write_buf[0] = '\0';
730 op->contr->state = ST_GET_PASSWORD; 702 op->contr->state = ST_GET_PASSWORD;
731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:"); 703 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
732} 704}
733 705
734void 706void
735play_again (object *op) 707play_again (object *op)
736{ 708{
737 op->contr->state = ST_PLAY_AGAIN; 709 op->contr->state = ST_PLAY_AGAIN;
738 op->chosen_skill = NULL; 710 op->chosen_skill = NULL;
739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); 711 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
740 /* a bit of a hack, but there are various places early in th 712 /* a bit of a hack, but there are various places early in th
741 * player creation process that a user can quit (eg, roll 713 * player creation process that a user can quit (eg, roll
742 * stats) that isn't removing the player. Taking a quick 714 * stats) that isn't removing the player. Taking a quick
743 * look, there are many places that call play_again without 715 * look, there are many places that call play_again without
744 * removing the player - it probably makes more sense 716 * removing the player - it probably makes more sense
745 * to leave it to play_again to remove the object in all 717 * to leave it to play_again to remove the object in all
746 * cases. 718 * cases.
747 */ 719 */
748 if (!QUERY_FLAG (op, FLAG_REMOVED)) 720 if (!QUERY_FLAG (op, FLAG_REMOVED))
749 remove_ob (op); 721 op->remove ();
750 /* Need to set this to null - otherwise, it could point to garbage, 722 /* Need to set this to null - otherwise, it could point to garbage,
751 * and draw() doesn't check to see if the player is removed, only if 723 * and draw() doesn't check to see if the player is removed, only if
752 * the map is null or not swapped out. 724 * the map is null or not swapped out.
753 */ 725 */
754 op->map = NULL; 726 op->map = NULL;
793confirm_password (object *op) 765confirm_password (object *op)
794{ 766{
795 767
796 op->contr->write_buf[0] = '\0'; 768 op->contr->write_buf[0] = '\0';
797 op->contr->state = ST_CONFIRM_PASSWORD; 769 op->contr->state = ST_CONFIRM_PASSWORD;
798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 770 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
799} 771}
800 772
801void 773void
802get_party_password (object *op, partylist *party) 774get_party_password (object *op, partylist *party)
803{ 775{
807 return; 779 return;
808 } 780 }
809 op->contr->write_buf[0] = '\0'; 781 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 782 op->contr->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 783 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 784 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 785}
814 786
815 787
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 788/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 789int
914 886
915void 887void
916Roll_Again (object *op) 888Roll_Again (object *op)
917{ 889{
918 esrv_new_player (op->contr, 0); 890 esrv_new_player (op->contr, 0);
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 892 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
921} 893}
922 894
923void 895void
924Swap_Stat (object *op, int Swap_Second) 896Swap_Stat (object *op, int Swap_Second)
991 new_draw_info (NDI_UNIQUE, 0, op, buf); 963 new_draw_info (NDI_UNIQUE, 0, op, buf);
992 } 964 }
993 else 965 else
994 Swap_Stat (op, stat_trans[keynum]); 966 Swap_Stat (op, stat_trans[keynum]);
995 967
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); 968 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1; 969 return 1;
998 } 970 }
999 switch (key) 971 switch (key)
1000 { 972 {
1001 case 'n': 973 case 'n':
1015 enter_exit (op, NULL); 987 enter_exit (op, NULL);
1016#endif 988#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */ 989 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */ 990 /* Enter exit adds a player otherwise */
1019 add_statbonus (op); 991 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 992 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); 993 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS; 994 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg) 995 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg); 996 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0; 997 return 0;
1026 } 998 }
1027 case 'y': 999 case 'y':
1028 case 'Y': 1000 case 'Y':
1029 roll_stats (op); 1001 roll_stats (op);
1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); 1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1031 return 1; 1003 return 1;
1032 1004
1033 case 'q': 1005 case 'q':
1034 case 'Q': 1006 case 'Q':
1035 play_again (op); 1007 play_again (op);
1036 return 1; 1008 return 1;
1037 1009
1038 default: 1010 default:
1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?"); 1011 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1040 return 0; 1012 return 0;
1041 } 1013 }
1042 return 0; 1014 return 0;
1043} 1015}
1044 1016
1054{ 1026{
1055 int tmp_loop; 1027 int tmp_loop;
1056 1028
1057 if (key == 'q' || key == 'Q') 1029 if (key == 'q' || key == 'Q')
1058 { 1030 {
1059 remove_ob (op); 1031 op->remove ();
1060 play_again (op); 1032 play_again (op);
1061 return 0; 1033 return 0;
1062 } 1034 }
1063 if (key == 'd' || key == 'D') 1035 if (key == 'd' || key == 'D')
1064 { 1036 {
1065 char buf[MAX_BUF]; 1037 char buf[MAX_BUF];
1066 1038
1067 /* this must before then initial items are given */ 1039 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 1040 esrv_new_player (op->contr, op->weight + op->carrying);
1041
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 1042 treasurelist *tl = find_treasurelist ("starting_wealth");
1043 if (tl)
1044 create_treasure (tl, op, 0, 0, 0);
1070 1045
1071 INVOKE_PLAYER (BIRTH, op->contr); 1046 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 1047 INVOKE_PLAYER (LOGIN, op->contr);
1073 1048
1074 op->contr->state = ST_PLAYING; 1049 op->contr->state = ST_PLAYING;
1099 { 1074 {
1100 object *tmp; 1075 object *tmp;
1101 char mapname[MAX_BUF]; 1076 char mapname[MAX_BUF];
1102 1077
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 1078 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1104 tmp = get_object (); 1079 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 1080 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 1081 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 1082 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 1083 enter_exit (op, tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 1084 * if the map isn't there, then stay on the
1110 * default initial map */ 1085 * default initial map */
1111 free_object (tmp); 1086 tmp->destroy ();
1112 } 1087 }
1113 else 1088 else
1114 { 1089 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 1090 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 1091 }
1126 { 1101 {
1127 shstr name = op->name; 1102 shstr name = op->name;
1128 int x = op->x, y = op->y; 1103 int x = op->x, y = op->y;
1129 1104
1130 remove_statbonus (op); 1105 remove_statbonus (op);
1131 remove_ob (op); 1106 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 1107 op->arch = get_player_archetype (op->arch);
1133 copy_object (&op->arch->clone, op); 1108 op->arch->clone.copy_to (op);
1134 op->instantiate (); 1109 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 1110 op->stats = op->contr->orig_stats;
1136 op->name = op->name_pl = name; 1111 op->name = op->name_pl = name;
1137 op->x = x; 1112 op->x = x;
1138 op->y = y; 1113 op->y = y;
1151 op->stats.grace = 0; 1126 op->stats.grace = 0;
1152 1127
1153 if (op->msg) 1128 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 1129 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 1130
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 1131 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0; 1132 return 0;
1158} 1133}
1159 1134
1160int 1135int
1161key_confirm_quit (object *op, char key) 1136key_confirm_quit (object *op, char key)
1426 /* question: don't pick up known-poisonous stuff? */ 1401 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1402 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1403 if (tmp->type == FOOD)
1429 { 1404 {
1430 pick_up (op, tmp); 1405 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1406 continue;
1434 } 1407 }
1408
1435 if (op->contr->mode & PU_DRINK) 1409 if (op->contr->mode & PU_DRINK)
1436 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1410 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1437 { 1411 {
1438 pick_up (op, tmp); 1412 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1413 continue;
1442 } 1414 }
1443 1415
1444 if (op->contr->mode & PU_POTION) 1416 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1417 if (tmp->type == POTION)
1446 { 1418 {
1447 pick_up (op, tmp); 1419 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1420 continue;
1451 } 1421 }
1452 1422
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1423 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1424 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1425 if (tmp->type == SPELLBOOK)
1456 { 1426 {
1457 pick_up (op, tmp); 1427 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1428 continue;
1461 } 1429 }
1430
1462 if (op->contr->mode & PU_SKILLSCROLL) 1431 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1432 if (tmp->type == SKILLSCROLL)
1464 { 1433 {
1465 pick_up (op, tmp); 1434 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1435 continue;
1469 } 1436 }
1437
1470 if (op->contr->mode & PU_READABLES) 1438 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1439 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 { 1440 {
1473 pick_up (op, tmp); 1441 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1442 continue;
1477 } 1443 }
1478 1444
1479 /* wands/staves/rods/horns */ 1445 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1446 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1447 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1448 {
1483 pick_up (op, tmp); 1449 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1450 continue;
1487 } 1451 }
1488 1452
1489 /* pick up all magical items */ 1453 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1454 if (op->contr->mode & PU_MAGICAL)
1491 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1455 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1492 { 1456 {
1493 pick_up (op, tmp); 1457 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1458 continue;
1497 } 1459 }
1498 1460
1499 if (op->contr->mode & PU_VALUABLES) 1461 if (op->contr->mode & PU_VALUABLES)
1500 { 1462 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1463 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1464 {
1503 pick_up (op, tmp); 1465 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1466 continue;
1507 } 1467 }
1508 } 1468 }
1509 1469
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1470 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1471 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1472 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1473 {
1514 pick_up (op, tmp); 1474 pick_up (op, tmp);
1475 continue;
1515 if (0) 1476 }
1516 fprintf (stderr, "JEWELS\n"); 1477
1478 /* we don't forget dragon food */
1479 if (op->contr->mode & PU_FLESH)
1480 if (tmp->type == FLESH)
1481 {
1482 pick_up (op, tmp);
1517 continue; 1483 continue;
1518 } 1484 }
1519 1485
1520 /* bows and arrows. Bows are good for selling! */ 1486 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1487 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1488 if (tmp->type == BOW)
1523 { 1489 {
1524 pick_up (op, tmp); 1490 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1491 continue;
1528 } 1492 }
1493
1529 if (op->contr->mode & PU_ARROW) 1494 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1495 if (tmp->type == ARROW)
1531 { 1496 {
1532 pick_up (op, tmp); 1497 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1498 continue;
1536 } 1499 }
1537 1500
1538 /* all kinds of armor etc. */ 1501 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1502 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1503 if (tmp->type == ARMOUR)
1541 { 1504 {
1542 pick_up (op, tmp); 1505 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1506 continue;
1546 } 1507 }
1508
1547 if (op->contr->mode & PU_HELMET) 1509 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1510 if (tmp->type == HELMET)
1549 { 1511 {
1550 pick_up (op, tmp); 1512 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1513 continue;
1554 } 1514 }
1515
1555 if (op->contr->mode & PU_SHIELD) 1516 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1517 if (tmp->type == SHIELD)
1557 { 1518 {
1558 pick_up (op, tmp); 1519 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1520 continue;
1562 } 1521 }
1522
1563 if (op->contr->mode & PU_BOOTS) 1523 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1524 if (tmp->type == BOOTS)
1565 { 1525 {
1566 pick_up (op, tmp); 1526 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1527 continue;
1570 } 1528 }
1529
1571 if (op->contr->mode & PU_GLOVES) 1530 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1531 if (tmp->type == GLOVES)
1573 { 1532 {
1574 pick_up (op, tmp); 1533 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1534 continue;
1578 } 1535 }
1536
1579 if (op->contr->mode & PU_CLOAK) 1537 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1538 if (tmp->type == CLOAK)
1581 { 1539 {
1582 pick_up (op, tmp); 1540 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1541 continue;
1586 } 1542 }
1587 1543
1588 /* hoping to catch throwing daggers here */ 1544 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1545 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1546 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1547 {
1592 pick_up (op, tmp); 1548 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1549 continue;
1596 } 1550 }
1597 1551
1598 /* careful: chairs and tables are weapons! */ 1552 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1553 if (op->contr->mode & PU_ALLWEAPON)
1602 { 1556 {
1603 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1557 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1558 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1605 { 1559 {
1606 pick_up (op, tmp); 1560 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1561 continue;
1610 } 1562 }
1611 } 1563 }
1564
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1565 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1566 {
1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1567 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1615 { 1568 {
1616 pick_up (op, tmp); 1569 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1570 continue;
1620 } 1571 }
1621 } 1572 }
1622 } 1573 }
1623 1574
1624 /* misc stuff that's useful */ 1575 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1576 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1577 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1578 {
1628 pick_up (op, tmp); 1579 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1580 continue;
1632 } 1581 }
1633 1582
1634 /* any of the last 4 bits set means we use the ratio for value 1583 /* any of the last 4 bits set means we use the ratio for value
1635 * pickups */ 1584 * pickups */
1657 continue; 1606 continue;
1658 } 1607 }
1659 } 1608 }
1660 } /* the new pickup model */ 1609 } /* the new pickup model */
1661 } 1610 }
1611
1662 return !stop; 1612 return !stop;
1663} 1613}
1664 1614
1665/* 1615/*
1666 * Find an arrow in the inventory and after that 1616 * Find an arrow in the inventory and after that
1900 } 1850 }
1901 1851
1902 /* this should not happen, but sometimes does */ 1852 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1853 if (arrow->nrof == 0)
1904 { 1854 {
1905 remove_ob (arrow); 1855 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1856 return 0;
1908 } 1857 }
1909 1858
1910 left = arrow; /* these are arrows left to the player */ 1859 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1860 arrow = get_split_ob (arrow, 1);
1912 if (arrow == NULL) 1861 if (arrow == NULL)
1913 { 1862 {
1914 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1863 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1915 return 0; 1864 return 0;
1916 } 1865 }
1917 set_owner (arrow, op); 1866 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1867 arrow->skill = bow->skill;
1919 1868
1920 arrow->direction = dir; 1869 arrow->direction = dir;
1921 arrow->x = sx; 1870 arrow->x = sx;
1922 arrow->y = sy; 1871 arrow->y = sy;
1930 SET_ANIMATION (arrow, arrow->direction); 1879 SET_ANIMATION (arrow, arrow->direction);
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam; 1881 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype; 1882 arrow->stats.grace = arrow->attacktype;
1934 if (arrow->slaying != NULL) 1883 if (arrow->slaying != NULL)
1935 arrow->spellarg = strdup_local (arrow->slaying); 1884 arrow->spellarg = strdup (arrow->slaying);
1936 1885
1937 /* Note that this was different for monsters - they got their level 1886 /* Note that this was different for monsters - they got their level
1938 * added to the damage. I think the strength bonus is more proper. 1887 * added to the damage. I think the strength bonus is more proper.
1939 */ 1888 */
1940 1889
2130 case range_misc: 2079 case range_misc:
2131 fire_misc_object (op, dir); 2080 fire_misc_object (op, dir);
2132 return; 2081 return;
2133 2082
2134 case range_golem: /* Control summoned monsters from scrolls */ 2083 case range_golem: /* Control summoned monsters from scrolls */
2135 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count) 2084 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2136 { 2085 {
2137 op->contr->ranges[range_golem] = NULL; 2086 op->contr->ranges[range_golem] = 0;
2138 op->contr->shoottype = range_none; 2087 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 } 2088 }
2141 else 2089 else
2142 control_golem (op->contr->ranges[range_golem], dir); 2090 control_golem (op->contr->ranges[range_golem], dir);
2143 return; 2091 return;
2144 2092
2390 * player owns it and it is either friendly or unagressive. 2338 * player owns it and it is either friendly or unagressive.
2391 */ 2339 */
2392 if ((op->type == PLAYER) 2340 if ((op->type == PLAYER)
2393#if COZY_SERVER 2341#if COZY_SERVER
2394 && 2342 &&
2395 ((get_owner (mon) && get_owner (mon)->contr 2343 ((mon->owner && mon->owner->contr
2396 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2344 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2397#else 2345#else
2398 && get_owner (mon) == op 2346 && mon->owner == op
2399#endif 2347#endif
2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2401 { 2349 {
2402 /* If we're braced, we don't want to switch places with it */ 2350 /* If we're braced, we don't want to switch places with it */
2403 if (op->contr->braced) 2351 if (op->contr->braced)
2590 /* I've been seeing crashes where the golem has been destroyed, but 2538 /* I've been seeing crashes where the golem has been destroyed, but
2591 * the player object still points to the defunct golem. The code that 2539 * the player object still points to the defunct golem. The code that
2592 * destroys the golem looks correct, and it doesn't always happen, so 2540 * destroys the golem looks correct, and it doesn't always happen, so
2593 * put this in a a workaround to clean up the golem pointer. 2541 * put this in a a workaround to clean up the golem pointer.
2594 */ 2542 */
2595 if (op->contr->ranges[range_golem] &&
2596 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))) 2543 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2597 {
2598 op->contr->ranges[range_golem] = NULL; 2544 op->contr->ranges[range_golem] = 0;
2599 op->contr->golem_count = 0;
2600 }
2601 2545
2602 /* call this here - we also will call this in do_ericserver, but 2546 /* call this here - we also will call this in do_ericserver, but
2603 * the players time has been increased when doericserver has been 2547 * the players time has been increased when doericserver has been
2604 * called, so we recheck it here. 2548 * called, so we recheck it here.
2605 */ 2549 */
2606 HandleClient (&op->contr->socket, op->contr); 2550 HandleClient (op->contr->socket, op->contr);
2607 if (op->speed_left < 0) 2551 if (op->speed_left < 0)
2608 return 0; 2552 return 0;
2609 2553
2610 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2554 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2611 { 2555 {
2620 if (op->speed_left > 0) 2564 if (op->speed_left > 0)
2621 return 1; 2565 return 1;
2622 else 2566 else
2623 return 0; 2567 return 0;
2624 } 2568 }
2569
2625 return 0; 2570 return 0;
2626} 2571}
2627 2572
2628int 2573int
2629save_life (object *op) 2574save_life (object *op)
2630{ 2575{
2631 object *tmp;
2632
2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2576 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2634 return 0; 2577 return 0;
2635 2578
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2579 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2580 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 { 2581 {
2639 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2582 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2640 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2584
2641 if (op->contr) 2585 if (op->contr)
2642 esrv_del_item (op->contr, tmp->count); 2586 esrv_del_item (op->contr, tmp->count);
2643 remove_ob (tmp); 2587
2644 free_object (tmp); 2588 tmp->destroy ();
2645 CLEAR_FLAG (op, FLAG_LIFESAVE); 2589 CLEAR_FLAG (op, FLAG_LIFESAVE);
2590
2646 if (op->stats.hp < 0) 2591 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp; 2592 op->stats.hp = op->stats.maxhp;
2593
2648 if (op->stats.food < 0) 2594 if (op->stats.food < 0)
2649 op->stats.food = 999; 2595 op->stats.food = 999;
2596
2650 fix_player (op); 2597 fix_player (op);
2651 return 1; 2598 return 1;
2652 } 2599 }
2600
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2602 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */ 2603 enter_player_savebed (op); /* bring him home. */
2656 return 0; 2604 return 0;
2657} 2605}
2671 next = op->below; /* Make sure we have a good value, in case 2619 next = op->below; /* Make sure we have a good value, in case
2672 * we remove object 'op' 2620 * we remove object 'op'
2673 */ 2621 */
2674 if (QUERY_FLAG (op, FLAG_UNPAID)) 2622 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 { 2623 {
2676 remove_ob (op); 2624 op->remove ();
2677 op->x = env->x; 2625 op->x = env->x;
2678 op->y = env->y; 2626 op->y = env->y;
2679 if (env->type == PLAYER) 2627 if (env->type == PLAYER)
2680 esrv_del_item (env->contr, op->count); 2628 esrv_del_item (env->contr, op->count);
2681 insert_ob_in_map (op, env->map, NULL, 0); 2629 insert_ob_in_map (op, env->map, NULL, 0);
2682 } 2630 }
2683 else if (op->inv) 2631 else if (op->inv)
2684 remove_unpaid_objects (op->inv, env); 2632 remove_unpaid_objects (op->inv, env);
2633
2685 op = next; 2634 op = next;
2686 } 2635 }
2687} 2636}
2688 2637
2689 2638
2704 strcpy (buf2, " R.I.P.\n\n"); 2653 strcpy (buf2, " R.I.P.\n\n");
2705 if (op->type == PLAYER) 2654 if (op->type == PLAYER)
2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2655 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2707 else 2656 else
2708 sprintf (buf, "%s\n", &op->name); 2657 sprintf (buf, "%s\n", &op->name);
2658
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2659 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2660 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2661 if (op->type == PLAYER)
2712 sprintf (buf, "who was in level %d when killed\n", op->level); 2662 sprintf (buf, "who was in level %d when killed\n", op->level);
2713 else 2663 else
2714 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2664 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2665
2715 strncat (buf2, " ", 20 - strlen (buf) / 2); 2666 strncat (buf2, " ", 20 - strlen (buf) / 2);
2716 strcat (buf2, buf); 2667 strcat (buf2, buf);
2717 if (op->type == PLAYER) 2668 if (op->type == PLAYER)
2718 { 2669 {
2719 sprintf (buf, "by %s.\n\n", op->contr->killer); 2670 sprintf (buf, "by %s.\n\n", op->contr->killer);
2720 strncat (buf2, " ", 21 - strlen (buf) / 2); 2671 strncat (buf2, " ", 21 - strlen (buf) / 2);
2721 strcat (buf2, buf); 2672 strcat (buf2, buf);
2722 } 2673 }
2674
2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2675 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2676 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2677 strcat (buf2, buf);
2678
2726 return buf2; 2679 return buf2;
2727} 2680}
2728 2681
2729 2682
2730 2683
2978 /* restore player */ 2931 /* restore player */
2979 at = archetype::find ("poisoning"); 2932 at = archetype::find ("poisoning");
2980 tmp = present_arch_in_ob (at, op); 2933 tmp = present_arch_in_ob (at, op);
2981 if (tmp) 2934 if (tmp)
2982 { 2935 {
2983 remove_ob (tmp); 2936 tmp->destroy ();
2984 free_object (tmp);
2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2937 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2986 } 2938 }
2987 2939
2988 at = archetype::find ("confusion"); 2940 at = archetype::find ("confusion");
2989 tmp = present_arch_in_ob (at, op); 2941 tmp = present_arch_in_ob (at, op);
2990 if (tmp) 2942 if (tmp)
2991 { 2943 {
2992 remove_ob (tmp); 2944 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2995 } 2946 }
2996 2947
2997 cure_disease (op, 0); /* remove any disease */ 2948 cure_disease (op, 0); /* remove any disease */
2998 op->stats.hp = op->stats.maxhp; 2949 op->stats.hp = op->stats.maxhp;
3175 /* determine_god() seems to not work sometimes... why is this? 3126 /* determine_god() seems to not work sometimes... why is this?
3176 Should I be using something else? GD */ 3127 Should I be using something else? GD */
3177 const char *god = determine_god (op); 3128 const char *god = determine_god (op);
3178 3129
3179 if (god && (strcmp (god, "none"))) 3130 if (god && (strcmp (god, "none")))
3180 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 3131 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3181 else 3132 else
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 3133 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3183 } 3134 }
3135#else
3136 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3184#endif 3137#endif
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3186 3138
3187 /* Put a gravestone up where the character 'almost' died. List the 3139 /* Put a gravestone up where the character 'almost' died. List the
3188 * exp loss on the stone. 3140 * exp loss on the stone.
3189 */ 3141 */
3190 tmp = arch_to_object (archetype::find ("gravestone")); 3142 tmp = arch_to_object (archetype::find ("gravestone"));
3195 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); 3147 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);
3196 tmp->msg = buf; 3148 tmp->msg = buf;
3197 tmp->x = op->x, tmp->y = op->y; 3149 tmp->x = op->x, tmp->y = op->y;
3198 insert_ob_in_map (tmp, op->map, NULL, 0); 3150 insert_ob_in_map (tmp, op->map, NULL, 0);
3199 3151
3200 /**************************************/ 3152 /**************************************/
3201 /* */ 3153 /* */
3202 /* Subtract the experience points, */ 3154 /* Subtract the experience points, */
3203 /* if we died cause of food, give us */ 3155 /* if we died cause of food, give us */
3204 /* food, and reset HP's... */ 3156 /* food, and reset HP's... */
3205 /* */ 3157 /* */
3206
3207 /**************************************/ 3158 /**************************************/
3208 3159
3209 /* remove any poisoning and confusion the character may be suffering. */ 3160 /* remove any poisoning and confusion the character may be suffering. */
3210 /* restore player */ 3161 /* restore player */
3211 at = archetype::find ("poisoning"); 3162 at = archetype::find ("poisoning");
3212 tmp = present_arch_in_ob (at, op); 3163 tmp = present_arch_in_ob (at, op);
3164
3213 if (tmp) 3165 if (tmp)
3214 { 3166 {
3215 remove_ob (tmp); 3167 tmp->destroy ();
3216 free_object (tmp);
3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 3168 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3218 } 3169 }
3219 3170
3220 at = archetype::find ("confusion"); 3171 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op); 3172 tmp = present_arch_in_ob (at, op);
3222 if (tmp) 3173 if (tmp)
3223 { 3174 {
3224 remove_ob (tmp); 3175 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 3176 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3227 } 3177 }
3178
3228 cure_disease (op, 0); /* remove any disease */ 3179 cure_disease (op, 0); /* remove any disease */
3229 3180
3230 /*add_exp(op, (op->stats.exp * -0.20)); */ 3181 /*add_exp(op, (op->stats.exp * -0.20)); */
3231 apply_death_exp_penalty (op); 3182 apply_death_exp_penalty (op);
3232 if (op->stats.food < 100) 3183 if (op->stats.food < 100)
3242 */ 3193 */
3243 3194
3244 if (is_in_shop (op)) 3195 if (is_in_shop (op))
3245 remove_unpaid_objects (op->inv, op); 3196 remove_unpaid_objects (op->inv, op);
3246 3197
3247 /****************************************/ 3198 /****************************************/
3248 /* */ 3199 /* */
3249 /* Move player to his current respawn- */ 3200 /* Move player to his current respawn- */
3250 /* position (usually last savebed) */ 3201 /* position (usually last savebed) */
3251 /* */ 3202 /* */
3252
3253 /****************************************/ 3203 /****************************************/
3254 3204
3255 enter_player_savebed (op); 3205 enter_player_savebed (op);
3256 3206
3257 /* Save the player before inserting the force to reduce 3207 /* Save the player before inserting the force to reduce
3258 * chance of abuse. 3208 * chance of abuse.
3265 * spell effects. So first see if there is a spell effect 3215 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player. 3216 * on the space that might harm the player.
3267 */ 3217 */
3268 will_kill_again = 0; 3218 will_kill_again = 0;
3269 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3219 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3270 {
3271 if (tmp->type == SPELL_EFFECT) 3220 if (tmp->type == SPELL_EFFECT)
3272 will_kill_again |= tmp->attacktype; 3221 will_kill_again |= tmp->attacktype;
3273 } 3222
3274 if (will_kill_again) 3223 if (will_kill_again)
3275 { 3224 {
3276 object *force; 3225 object *force;
3277 int at; 3226 int at;
3278 3227
3280 /* 50 ticks should be enough time for the spell to abate */ 3229 /* 50 ticks should be enough time for the spell to abate */
3281 force->speed = 0.1; 3230 force->speed = 0.1;
3282 force->speed_left = -5.0; 3231 force->speed_left = -5.0;
3283 SET_FLAG (force, FLAG_APPLIED); 3232 SET_FLAG (force, FLAG_APPLIED);
3284 for (at = 0; at < NROFATTACKS; at++) 3233 for (at = 0; at < NROFATTACKS; at++)
3285 {
3286 if (will_kill_again & (1 << at)) 3234 if (will_kill_again & (1 << at))
3287 force->resist[at] = 100; 3235 force->resist[at] = 100;
3288 } 3236
3289 insert_ob_in_ob (force, op); 3237 insert_ob_in_ob (force, op);
3290 fix_player (op); 3238 fix_player (op);
3291 3239
3292 } 3240 }
3293 3241
3303 op->contr->party = NULL; 3251 op->contr->party = NULL;
3304 if (settings.set_title == TRUE) 3252 if (settings.set_title == TRUE)
3305 op->contr->own_title[0] = '\0'; 3253 op->contr->own_title[0] = '\0';
3306 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf); 3254 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3307 check_score (op); 3255 check_score (op);
3256
3308 if (op->contr->ranges[range_golem] != NULL) 3257 if (op->contr->ranges[range_golem])
3309 { 3258 {
3310 remove_friendly_object (op->contr->ranges[range_golem]); 3259 remove_friendly_object (op->contr->ranges[range_golem]);
3311 remove_ob (op->contr->ranges[range_golem]); 3260 op->contr->ranges[range_golem]->destroy ();
3312 free_object (op->contr->ranges[range_golem]);
3313 op->contr->ranges[range_golem] = NULL; 3261 op->contr->ranges[range_golem] = 0;
3314 op->contr->golem_count = 0;
3315 } 3262 }
3263
3316 loot_object (op); /* Remove some of the items for good */ 3264 loot_object (op); /* Remove some of the items for good */
3317 remove_ob (op); 3265 op->remove ();
3318 op->direction = 0; 3266 op->direction = 0;
3319 3267
3320 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp) 3268 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3321 { 3269 {
3322 delete_character (op->name, 0); 3270 delete_character (op->name, 0);
3375 for (tmp = op->inv; tmp != NULL; tmp = next) 3323 for (tmp = op->inv; tmp != NULL; tmp = next)
3376 { 3324 {
3377 next = tmp->below; 3325 next = tmp->below;
3378 if (tmp->type == EXPERIENCE || tmp->invisible) 3326 if (tmp->type == EXPERIENCE || tmp->invisible)
3379 continue; 3327 continue;
3380 remove_ob (tmp); 3328 tmp->remove ();
3381 tmp->x = op->x, tmp->y = op->y; 3329 tmp->x = op->x, tmp->y = op->y;
3382 if (tmp->type == CONTAINER) 3330 if (tmp->type == CONTAINER)
3383 { /* empty container to ground */ 3331 { /* empty container to ground */
3384 loot_object (tmp); 3332 loot_object (tmp);
3385 } 3333 }
3386 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 3334 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3387 { 3335 {
3388 if (tmp->nrof > 1) 3336 if (tmp->nrof > 1)
3389 { 3337 {
3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3338 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3391 free_object (tmp2); 3339 tmp2->destroy ();
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 3340 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 3341 }
3394 else 3342 else
3395 free_object (tmp); 3343 tmp->destroy ();
3396 } 3344 }
3397 else 3345 else
3398 insert_ob_in_map (tmp, op->map, NULL, 0); 3346 insert_ob_in_map (tmp, op->map, NULL, 0);
3399 } 3347 }
3400} 3348}
3465 if (op->type == PLAYER) 3413 if (op->type == PLAYER)
3466 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3414 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3467 3415
3468 cast_spell (op, throw_ob, dir, spob, NULL); 3416 cast_spell (op, throw_ob, dir, spob, NULL);
3469 3417
3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3418 throw_ob->destroy ();
3471 remove_ob (throw_ob);
3472 free_object (throw_ob);
3473} 3419}
3474 3420
3475void 3421void
3476make_visible (object *op) 3422make_visible (object *op)
3477{ 3423{
3684 3630
3685 /* only the viewable area the player sees is updated by LOS 3631 /* only the viewable area the player sees is updated by LOS
3686 * code, so we need to restrict ourselves to that range of values 3632 * code, so we need to restrict ourselves to that range of values
3687 * for any meaningful values. 3633 * for any meaningful values.
3688 */ 3634 */
3689 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3635 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3690 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3636 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3691 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3637 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3692 return 1; 3638 return 1;
3693 op = op->more; 3639 op = op->more;
3694 } 3640 }
3695 return 0; 3641 return 0;
3696} 3642}

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