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Comparing deliantra/server/server/player.C (file contents):
Revision 1.21 by root, Tue Sep 12 19:20:08 2006 UTC vs.
Revision 1.37 by root, Thu Dec 14 02:37:37 2006 UTC

16 16
17 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 20
21 The author can be reached via e-mail to crossfire-devel@real-time.com 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__ 26#ifndef __CEXTRACT__
29# include <sproto.h> 27# include <sproto.h>
30#endif 28#endif
31#include <sounds.h> 29#include <sounds.h>
32#include <living.h> 30#include <living.h>
322 * All we can really get in this is some settings like host and display 320 * All we can really get in this is some settings like host and display
323 * mode. 321 * mode.
324 */ 322 */
325 323
326int 324int
327add_player (NewSocket * ns) 325add_player (client_socket * ns)
328{ 326{
329 player *p; 327 player *p;
330 328
331 p = get_player (NULL); 329 p = get_player (NULL);
332 p->socket = *ns; 330 p->socket = *ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332
334 if (p->socket.faces_sent == NULL) 333 if (p->socket.faces_sent == NULL)
335 fatal (OUT_OF_MEMORY); 334 fatal (OUT_OF_MEMORY);
335
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared. 337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data 338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket. 339 * on the uncoming socket.
340 */ 340 */
341 //TODO socket copying is EVIL, do not do this
341 p->socket.inbuf.len = 0; 342 p->socket.inbuf_len = 0;
342 set_first_map (p->ob); 343 set_first_map (p->ob);
343 344
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY); 345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob); 346 add_friendly_object (p->ob);
346 send_rules (p->ob); 347 send_rules (p->ob);
347 send_news (p->ob); 348 send_news (p->ob);
348 display_motd (p->ob); 349 display_motd (p->ob);
349 get_name (p->ob); 350 get_name (p->ob);
351
350 return 0; 352 return 0;
351} 353}
352 354
353/* 355/*
354 * get_player_archetype() return next player archetype from archetype 356 * get_player_archetype() return next player archetype from archetype
489path_to_player (object *mon, object *pl, unsigned mindiff) 491path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 492{
491 rv_vector rv; 493 rv_vector rv;
492 sint16 x, y; 494 sint16 x, y;
493 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 495 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
494 mapstruct *m, *lastmap; 496 maptile *m, *lastmap;
495 497
496 get_rangevector (mon, pl, &rv, 0); 498 get_rangevector (mon, pl, &rv, 0);
497 499
498 if (rv.distance < mindiff) 500 if (rv.distance < mindiff)
499 return 0; 501 return 0;
643 (op->type == ARMOUR || op->type == BOOTS || 645 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 646 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 647 op->type == SHIELD || op->type == GLOVES ||
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 648 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 { 649 {
648 remove_ob (op); 650 op->destroy ();
649 free_object (op);
650 continue; 651 continue;
651 } 652 }
652 } 653 }
653 654
654 /* This really needs to be better - we should really give 655 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 666 if (tmp->type == op->type && tmp->name == op->name)
666 break; 667 break;
667 668
668 if (tmp) 669 if (tmp)
669 { 670 {
670 remove_ob (op); 671 op->destroy ();
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue; 673 continue;
674 } 674 }
675
675 if (op->nrof > 1) 676 if (op->nrof > 1)
676 op->nrof = 1; 677 op->nrof = 1;
677 } 678 }
678 679
679 if (op->type == SPELLBOOK && op->inv) 680 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 692 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 693 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 694 }
694 if (op->type == SPELL) 695 if (op->type == SPELL)
695 { 696 {
696 remove_ob (op); 697 op->destroy ();
697 free_object (op);
698 continue; 698 continue;
699 } 699 }
700 else if (op->type == SKILL) 700 else if (op->type == SKILL)
701 { 701 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 702 SET_FLAG (op, FLAG_CAN_USE_SKILL);
741 * removing the player - it probably makes more sense 741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all 742 * to leave it to play_again to remove the object in all
743 * cases. 743 * cases.
744 */ 744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED)) 745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 remove_ob (op); 746 op->remove ();
747 /* Need to set this to null - otherwise, it could point to garbage, 747 /* 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 748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out. 749 * the map is null or not swapped out.
750 */ 750 */
751 op->map = NULL; 751 op->map = NULL;
765 player *pl = op->contr; 765 player *pl = op->contr;
766 shstr name = op->name; 766 shstr name = op->name;
767 767
768 op->contr = 0; 768 op->contr = 0;
769 op->type = 0; 769 op->type = 0;
770 op->free (1); 770 op->destroy (1);
771 pl = get_player (pl); 771 pl = get_player (pl);
772 op = pl->ob; 772 op = pl->ob;
773 add_friendly_object (op); 773 add_friendly_object (op);
774 op->contr->password[0] = '~'; 774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0; 775 op->name = op->name_pl = 0;
1051{ 1051{
1052 int tmp_loop; 1052 int tmp_loop;
1053 1053
1054 if (key == 'q' || key == 'Q') 1054 if (key == 'q' || key == 'Q')
1055 { 1055 {
1056 remove_ob (op); 1056 op->remove ();
1057 play_again (op); 1057 play_again (op);
1058 return 0; 1058 return 0;
1059 } 1059 }
1060 if (key == 'd' || key == 'D') 1060 if (key == 'd' || key == 'D')
1061 { 1061 {
1062 char buf[MAX_BUF]; 1062 char buf[MAX_BUF];
1063 1063
1064 /* this must before then initial items are given */ 1064 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 1065 esrv_new_player (op->contr, op->weight + op->carrying);
1066
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 1067 treasurelist *tl = find_treasurelist ("starting_wealth");
1068 if (tl)
1069 create_treasure (tl, op, 0, 0, 0);
1067 1070
1068 INVOKE_PLAYER (BIRTH, op->contr); 1071 INVOKE_PLAYER (BIRTH, op->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 1072 INVOKE_PLAYER (LOGIN, op->contr);
1070 1073
1071 op->contr->state = ST_PLAYING; 1074 op->contr->state = ST_PLAYING;
1096 { 1099 {
1097 object *tmp; 1100 object *tmp;
1098 char mapname[MAX_BUF]; 1101 char mapname[MAX_BUF];
1099 1102
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1101 tmp = get_object (); 1104 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 1105 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 1106 EXIT_X (tmp) = op->x;
1104 EXIT_Y (tmp) = op->y; 1107 EXIT_Y (tmp) = op->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded; 1108 enter_exit (op, tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the 1109 * if the map isn't there, then stay on the
1107 * default initial map */ 1110 * default initial map */
1108 free_object (tmp); 1111 tmp->destroy ();
1109 } 1112 }
1110 else 1113 else
1111 { 1114 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 1115 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 1116 }
1123 { 1126 {
1124 shstr name = op->name; 1127 shstr name = op->name;
1125 int x = op->x, y = op->y; 1128 int x = op->x, y = op->y;
1126 1129
1127 remove_statbonus (op); 1130 remove_statbonus (op);
1128 remove_ob (op); 1131 op->remove ();
1129 op->arch = get_player_archetype (op->arch); 1132 op->arch = get_player_archetype (op->arch);
1130 copy_object (&op->arch->clone, op); 1133 op->arch->clone.copy_to (op);
1131 op->instantiate (); 1134 op->instantiate ();
1132 op->stats = op->contr->orig_stats; 1135 op->stats = op->contr->orig_stats;
1133 op->name = op->name_pl = name; 1136 op->name = op->name_pl = name;
1134 op->x = x; 1137 op->x = x;
1135 op->y = y; 1138 op->y = y;
1180 if (settings.set_title == TRUE) 1183 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0'; 1184 op->contr->own_title[0] = '\0';
1182 1185
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 { 1187 {
1185 mapstruct *mp, *next; 1188 maptile *mp, *next;
1186 1189
1187 /* We need to hunt for any per player unique maps in memory and 1190 /* 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, 1191 * 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 1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */ 1193 */
1264 */ 1267 */
1265int 1268int
1266check_pick (object *op) 1269check_pick (object *op)
1267{ 1270{
1268 object *tmp, *next; 1271 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 1272 int stop = 0;
1271 int j, k, wvratio; 1273 int j, k, wvratio;
1272 char putstring[128], tmpstr[16]; 1274 char putstring[128], tmpstr[16];
1273 1275
1274
1275 /* if you're flying, you cna't pick up anything */ 1276 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 1277 if (op->move_type & MOVE_FLYING)
1277 return 1; 1278 return 1;
1278 1279
1279 op_tag = op->count;
1280
1281 next = op->below; 1280 next = op->below;
1282 if (next)
1283 next_tag = next->count;
1284 1281
1285 /* loop while there are items on the floor that are not marked as 1282 /* loop while there are items on the floor that are not marked as
1286 * destroyed */ 1283 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 1284 while (next && !next->destroyed ())
1288 { 1285 {
1289 tmp = next; 1286 tmp = next;
1290 next = tmp->below; 1287 next = tmp->below;
1291 if (next)
1292 next_tag = next->count;
1293 1288
1294 if (was_destroyed (op, op_tag)) 1289 if (op->destroyed ())
1295 return 0; 1290 return 0;
1296 1291
1297 if (!can_pick (op, tmp)) 1292 if (!can_pick (op, tmp))
1298 continue; 1293 continue;
1299 1294
1431 /* question: don't pick up known-poisonous stuff? */ 1426 /* question: don't pick up known-poisonous stuff? */
1432 if (op->contr->mode & PU_FOOD) 1427 if (op->contr->mode & PU_FOOD)
1433 if (tmp->type == FOOD) 1428 if (tmp->type == FOOD)
1434 { 1429 {
1435 pick_up (op, tmp); 1430 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1431 continue;
1439 } 1432 }
1433
1440 if (op->contr->mode & PU_DRINK) 1434 if (op->contr->mode & PU_DRINK)
1441 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1435 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1442 { 1436 {
1443 pick_up (op, tmp); 1437 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1438 continue;
1447 } 1439 }
1448 1440
1449 if (op->contr->mode & PU_POTION) 1441 if (op->contr->mode & PU_POTION)
1450 if (tmp->type == POTION) 1442 if (tmp->type == POTION)
1451 { 1443 {
1452 pick_up (op, tmp); 1444 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue; 1445 continue;
1456 } 1446 }
1457 1447
1458 /* spellbooks, skillscrolls and normal books/scrolls */ 1448 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK) 1449 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK) 1450 if (tmp->type == SPELLBOOK)
1461 { 1451 {
1462 pick_up (op, tmp); 1452 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue; 1453 continue;
1466 } 1454 }
1455
1467 if (op->contr->mode & PU_SKILLSCROLL) 1456 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL) 1457 if (tmp->type == SKILLSCROLL)
1469 { 1458 {
1470 pick_up (op, tmp); 1459 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue; 1460 continue;
1474 } 1461 }
1462
1475 if (op->contr->mode & PU_READABLES) 1463 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL) 1464 if (tmp->type == BOOK || tmp->type == SCROLL)
1477 { 1465 {
1478 pick_up (op, tmp); 1466 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue; 1467 continue;
1482 } 1468 }
1483 1469
1484 /* wands/staves/rods/horns */ 1470 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE) 1471 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1472 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 { 1473 {
1488 pick_up (op, tmp); 1474 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue; 1475 continue;
1492 } 1476 }
1493 1477
1494 /* pick up all magical items */ 1478 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL) 1479 if (op->contr->mode & PU_MAGICAL)
1496 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1480 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1497 { 1481 {
1498 pick_up (op, tmp); 1482 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue; 1483 continue;
1502 } 1484 }
1503 1485
1504 if (op->contr->mode & PU_VALUABLES) 1486 if (op->contr->mode & PU_VALUABLES)
1505 { 1487 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1488 if (tmp->type == MONEY || tmp->type == GEM)
1507 { 1489 {
1508 pick_up (op, tmp); 1490 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue; 1491 continue;
1512 } 1492 }
1513 } 1493 }
1514 1494
1515 /* rings & amulets - talismans seems to be typed AMULET */ 1495 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS) 1496 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET) 1497 if (tmp->type == RING || tmp->type == AMULET)
1518 { 1498 {
1519 pick_up (op, tmp); 1499 pick_up (op, tmp);
1500 continue;
1520 if (0) 1501 }
1521 fprintf (stderr, "JEWELS\n"); 1502
1503 /* we don't forget dragon food */
1504 if (op->contr->mode & PU_FLESH)
1505 if (tmp->type == FLESH)
1506 {
1507 pick_up (op, tmp);
1522 continue; 1508 continue;
1523 } 1509 }
1524 1510
1525 /* bows and arrows. Bows are good for selling! */ 1511 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW) 1512 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW) 1513 if (tmp->type == BOW)
1528 { 1514 {
1529 pick_up (op, tmp); 1515 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue; 1516 continue;
1533 } 1517 }
1518
1534 if (op->contr->mode & PU_ARROW) 1519 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW) 1520 if (tmp->type == ARROW)
1536 { 1521 {
1537 pick_up (op, tmp); 1522 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue; 1523 continue;
1541 } 1524 }
1542 1525
1543 /* all kinds of armor etc. */ 1526 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR) 1527 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR) 1528 if (tmp->type == ARMOUR)
1546 { 1529 {
1547 pick_up (op, tmp); 1530 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue; 1531 continue;
1551 } 1532 }
1533
1552 if (op->contr->mode & PU_HELMET) 1534 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET) 1535 if (tmp->type == HELMET)
1554 { 1536 {
1555 pick_up (op, tmp); 1537 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue; 1538 continue;
1559 } 1539 }
1540
1560 if (op->contr->mode & PU_SHIELD) 1541 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD) 1542 if (tmp->type == SHIELD)
1562 { 1543 {
1563 pick_up (op, tmp); 1544 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue; 1545 continue;
1567 } 1546 }
1547
1568 if (op->contr->mode & PU_BOOTS) 1548 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS) 1549 if (tmp->type == BOOTS)
1570 { 1550 {
1571 pick_up (op, tmp); 1551 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue; 1552 continue;
1575 } 1553 }
1554
1576 if (op->contr->mode & PU_GLOVES) 1555 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES) 1556 if (tmp->type == GLOVES)
1578 { 1557 {
1579 pick_up (op, tmp); 1558 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1559 continue;
1583 } 1560 }
1561
1584 if (op->contr->mode & PU_CLOAK) 1562 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK) 1563 if (tmp->type == CLOAK)
1586 { 1564 {
1587 pick_up (op, tmp); 1565 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue; 1566 continue;
1591 } 1567 }
1592 1568
1593 /* hoping to catch throwing daggers here */ 1569 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON) 1570 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1571 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 { 1572 {
1597 pick_up (op, tmp); 1573 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue; 1574 continue;
1601 } 1575 }
1602 1576
1603 /* careful: chairs and tables are weapons! */ 1577 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON) 1578 if (op->contr->mode & PU_ALLWEAPON)
1607 { 1581 {
1608 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1582 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1583 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1610 { 1584 {
1611 pick_up (op, tmp); 1585 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue; 1586 continue;
1615 } 1587 }
1616 } 1588 }
1589
1617 if (tmp->type == WEAPON && tmp->name == NULL) 1590 if (tmp->type == WEAPON && tmp->name == NULL)
1618 { 1591 {
1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1592 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1620 { 1593 {
1621 pick_up (op, tmp); 1594 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue; 1595 continue;
1625 } 1596 }
1626 } 1597 }
1627 } 1598 }
1628 1599
1629 /* misc stuff that's useful */ 1600 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY) 1601 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1602 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 { 1603 {
1633 pick_up (op, tmp); 1604 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue; 1605 continue;
1637 } 1606 }
1638 1607
1639 /* any of the last 4 bits set means we use the ratio for value 1608 /* any of the last 4 bits set means we use the ratio for value
1640 * pickups */ 1609 * pickups */
1662 continue; 1631 continue;
1663 } 1632 }
1664 } 1633 }
1665 } /* the new pickup model */ 1634 } /* the new pickup model */
1666 } 1635 }
1636
1667 return !stop; 1637 return !stop;
1668} 1638}
1669 1639
1670/* 1640/*
1671 * Find an arrow in the inventory and after that 1641 * Find an arrow in the inventory and after that
1770 1740
1771object * 1741object *
1772pick_arrow_target (object *op, const char *type, int dir) 1742pick_arrow_target (object *op, const char *type, int dir)
1773{ 1743{
1774 object *tmp = NULL; 1744 object *tmp = NULL;
1775 mapstruct *m; 1745 maptile *m;
1776 int i, mflags, found, number; 1746 int i, mflags, found, number;
1777 sint16 x, y; 1747 sint16 x, y;
1778 1748
1779 if (op->map == NULL) 1749 if (op->map == NULL)
1780 return find_arrow (op, type); 1750 return find_arrow (op, type);
1840 */ 1810 */
1841int 1811int
1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1812fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1843{ 1813{
1844 object *left, *bow; 1814 object *left, *bow;
1845 tag_t left_tag, tag;
1846 int bowspeed, mflags; 1815 int bowspeed, mflags;
1847 mapstruct *m; 1816 maptile *m;
1848 1817
1849 if (!dir) 1818 if (!dir)
1850 { 1819 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1852 return 0; 1821 return 0;
1906 } 1875 }
1907 1876
1908 /* this should not happen, but sometimes does */ 1877 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1878 if (arrow->nrof == 0)
1910 { 1879 {
1911 remove_ob (arrow); 1880 arrow->destroy ();
1912 free_object (arrow);
1913 return 0; 1881 return 0;
1914 } 1882 }
1915 1883
1916 left = arrow; /* these are arrows left to the player */ 1884 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count;
1918 arrow = get_split_ob (arrow, 1); 1885 arrow = get_split_ob (arrow, 1);
1919 if (arrow == NULL) 1886 if (arrow == NULL)
1920 { 1887 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1888 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1922 return 0; 1889 return 0;
1923 } 1890 }
1924 set_owner (arrow, op); 1891 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1892 arrow->skill = bow->skill;
1926 1893
1927 arrow->direction = dir; 1894 arrow->direction = dir;
1928 arrow->x = sx; 1895 arrow->x = sx;
1929 arrow->y = sy; 1896 arrow->y = sy;
1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1932 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1966 } 1933 }
1967 else 1934 else
1968 { 1935 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; 1936 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1937 arrow->level = op->level;
1972 } 1938 }
1939
1973 if (arrow->attacktype == AT_PHYSICAL) 1940 if (arrow->attacktype == AT_PHYSICAL)
1974 arrow->attacktype |= bow->attacktype; 1941 arrow->attacktype |= bow->attacktype;
1942
1975 if (bow->slaying != NULL) 1943 if (bow->slaying != NULL)
1976 arrow->slaying = bow->slaying; 1944 arrow->slaying = bow->slaying;
1977 1945
1978 arrow->map = m; 1946 arrow->map = m;
1979 arrow->move_type = MOVE_FLY_LOW; 1947 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1949
1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1950 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); 1951 insert_ob_in_map (arrow, m, op, 0);
1985 1952
1986 if (!was_destroyed (arrow, tag)) 1953 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1954 move_arrow (arrow);
1988 1955
1989 if (op->type == PLAYER) 1956 if (op->type == PLAYER)
1990 { 1957 {
1991 if (was_destroyed (left, left_tag)) 1958 if (left->destroyed ())
1992 esrv_del_item (op->contr, left_tag); 1959 esrv_del_item (op->contr, left->count);
1993 else 1960 else
1994 esrv_send_item (op, left); 1961 esrv_send_item (op, left);
1995 } 1962 }
1963
1996 return 1; 1964 return 1;
1997} 1965}
1998 1966
1999/* Special fire code for players - this takes into 1967/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1968 * account the special fire modes players can have
2136 case range_misc: 2104 case range_misc:
2137 fire_misc_object (op, dir); 2105 fire_misc_object (op, dir);
2138 return; 2106 return;
2139 2107
2140 case range_golem: /* Control summoned monsters from scrolls */ 2108 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) 2109 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2142 { 2110 {
2143 op->contr->ranges[range_golem] = NULL; 2111 op->contr->ranges[range_golem] = 0;
2144 op->contr->shoottype = range_none; 2112 op->contr->shoottype = range_none;
2145 op->contr->golem_count = 0;
2146 } 2113 }
2147 else 2114 else
2148 control_golem (op->contr->ranges[range_golem], dir); 2115 control_golem (op->contr->ranges[range_golem], dir);
2149 return; 2116 return;
2150 2117
2312move_player_attack (object *op, int dir) 2279move_player_attack (object *op, int dir)
2313{ 2280{
2314 object *tmp, *mon; 2281 object *tmp, *mon;
2315 sint16 nx, ny; 2282 sint16 nx, ny;
2316 int on_battleground; 2283 int on_battleground;
2317 mapstruct *m; 2284 maptile *m;
2318 2285
2319 nx = freearr_x[dir] + op->x; 2286 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 2287 ny = freearr_y[dir] + op->y;
2321 2288
2322 on_battleground = op_on_battleground (op, NULL, NULL); 2289 on_battleground = op_on_battleground (op, NULL, NULL);
2358 if (tmp == op) 2325 if (tmp == op)
2359 { 2326 {
2360 tmp = tmp->above; 2327 tmp = tmp->above;
2361 continue; 2328 continue;
2362 } 2329 }
2330
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2331 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 { 2332 {
2365 mon = tmp; 2333 mon = tmp;
2366 break; 2334 break;
2367 } 2335 }
2336
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2337 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp; 2338 mon = tmp;
2339
2370 tmp = tmp->above; 2340 tmp = tmp->above;
2371 } 2341 }
2372 2342
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 2343 if (mon == NULL) /* This happens anytime the player tries to move */
2374 return; /* into a wall */ 2344 return; /* into a wall */
2393 * player owns it and it is either friendly or unagressive. 2363 * player owns it and it is either friendly or unagressive.
2394 */ 2364 */
2395 if ((op->type == PLAYER) 2365 if ((op->type == PLAYER)
2396#if COZY_SERVER 2366#if COZY_SERVER
2397 && 2367 &&
2398 ((get_owner (mon) && get_owner (mon)->contr 2368 ((mon->owner && mon->owner->contr
2399 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2369 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2400#else 2370#else
2401 && get_owner (mon) == op 2371 && mon->owner == op
2402#endif 2372#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2373 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 { 2374 {
2405 /* If we're braced, we don't want to switch places with it */ 2375 /* If we're braced, we don't want to switch places with it */
2406 if (op->contr->braced) 2376 if (op->contr->braced)
2593 /* I've been seeing crashes where the golem has been destroyed, but 2563 /* 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 2564 * 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 2565 * 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. 2566 * put this in a a workaround to clean up the golem pointer.
2597 */ 2567 */
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))) 2568 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2600 {
2601 op->contr->ranges[range_golem] = NULL; 2569 op->contr->ranges[range_golem] = 0;
2602 op->contr->golem_count = 0;
2603 }
2604 2570
2605 /* call this here - we also will call this in do_ericserver, but 2571 /* call this here - we also will call this in do_ericserver, but
2606 * the players time has been increased when doericserver has been 2572 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2573 * called, so we recheck it here.
2608 */ 2574 */
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2607 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2608 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)); 2609 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2610
2644 if (op->contr) 2611 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count); 2612 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp); 2613
2647 free_object (tmp); 2614 tmp->destroy ();
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2615 CLEAR_FLAG (op, FLAG_LIFESAVE);
2616
2649 if (op->stats.hp < 0) 2617 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2618 op->stats.hp = op->stats.maxhp;
2619
2651 if (op->stats.food < 0) 2620 if (op->stats.food < 0)
2652 op->stats.food = 999; 2621 op->stats.food = 999;
2622
2653 fix_player (op); 2623 fix_player (op);
2654 return 1; 2624 return 1;
2655 } 2625 }
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2627 CLEAR_FLAG (op, FLAG_LIFESAVE);
2674 next = op->below; /* Make sure we have a good value, in case 2644 next = op->below; /* Make sure we have a good value, in case
2675 * we remove object 'op' 2645 * we remove object 'op'
2676 */ 2646 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID)) 2647 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 { 2648 {
2679 remove_ob (op); 2649 op->remove ();
2680 op->x = env->x; 2650 op->x = env->x;
2681 op->y = env->y; 2651 op->y = env->y;
2682 if (env->type == PLAYER) 2652 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count); 2653 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0); 2654 insert_ob_in_map (op, env->map, NULL, 0);
2952{ 2922{
2953 char buf[MAX_BUF]; 2923 char buf[MAX_BUF];
2954 int x, y; 2924 int x, y;
2955 2925
2956 //int i; 2926 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2927 maptile *map; /* this is for resurrection */
2958 2928
2959 /* int z; 2929 /* int z;
2960 int num_stats_lose; 2930 int num_stats_lose;
2961 int lost_a_stat; 2931 int lost_a_stat;
2962 int lose_this_stat; 2932 int lose_this_stat;
2977 { 2947 {
2978 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2948 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2979 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2949 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2980 2950
2981 /* restore player */ 2951 /* restore player */
2982 at = find_archetype ("poisoning"); 2952 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2953 tmp = present_arch_in_ob (at, op);
2984 if (tmp) 2954 if (tmp)
2985 { 2955 {
2986 remove_ob (tmp); 2956 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2957 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2958 }
2990 2959
2991 at = find_archetype ("confusion"); 2960 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2961 tmp = present_arch_in_ob (at, op);
2993 if (tmp) 2962 if (tmp)
2994 { 2963 {
2995 remove_ob (tmp); 2964 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2966 }
2999 2967
3000 cure_disease (op, 0); /* remove any disease */ 2968 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2969 op->stats.hp = op->stats.maxhp;
3002 if (op->stats.food <= 0) 2970 if (op->stats.food <= 0)
3003 op->stats.food = 999; 2971 op->stats.food = 999;
3004 2972
3005 /* create a bodypart-trophy to make the winner happy */ 2973 /* create a bodypart-trophy to make the winner happy */
3006 tmp = arch_to_object (find_archetype ("finger")); 2974 tmp = arch_to_object (archetype::find ("finger"));
3007 if (tmp != NULL) 2975 if (tmp != NULL)
3008 { 2976 {
3009 sprintf (buf, "%s's finger", &op->name); 2977 sprintf (buf, "%s's finger", &op->name);
3010 tmp->name = buf; 2978 tmp->name = buf;
3011 sprintf (buf, " This finger has been cut off %s\n" 2979 sprintf (buf, " This finger has been cut off %s\n"
3108 lost_a_stat = 1; 3076 lost_a_stat = 1;
3109 } 3077 }
3110 else 3078 else
3111 { 3079 {
3112 /* deplete a stat */ 3080 /* deplete a stat */
3113 archetype *deparch = find_archetype ("depletion"); 3081 archetype *deparch = archetype::find ("depletion");
3114 object *dep; 3082 object *dep;
3115 3083
3116 dep = present_arch_in_ob (deparch, op); 3084 dep = present_arch_in_ob (deparch, op);
3117 if (!dep) 3085 if (!dep)
3118 { 3086 {
3178 /* determine_god() seems to not work sometimes... why is this? 3146 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 3147 Should I be using something else? GD */
3180 const char *god = determine_god (op); 3148 const char *god = determine_god (op);
3181 3149
3182 if (god && (strcmp (god, "none"))) 3150 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); 3151 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3184 else 3152 else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3186 } 3154 }
3155#else
3156 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3187#endif 3157#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 3158
3190 /* Put a gravestone up where the character 'almost' died. List the 3159 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 3160 * exp loss on the stone.
3192 */ 3161 */
3193 tmp = arch_to_object (find_archetype ("gravestone")); 3162 tmp = arch_to_object (archetype::find ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name); 3163 sprintf (buf, "%s's gravestone", &op->name);
3195 tmp->name = buf; 3164 tmp->name = buf;
3196 sprintf (buf, "%s's gravestones", &op->name); 3165 sprintf (buf, "%s's gravestones", &op->name);
3197 tmp->name_pl = buf; 3166 tmp->name_pl = buf;
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); 3167 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; 3168 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 3169 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 3170 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 3171
3203 /**************************************/ 3172 /**************************************/
3204 /* */ 3173 /* */
3205 /* Subtract the experience points, */ 3174 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 3175 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 3176 /* food, and reset HP's... */
3208 /* */ 3177 /* */
3209
3210 /**************************************/ 3178 /**************************************/
3211 3179
3212 /* remove any poisoning and confusion the character may be suffering. */ 3180 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 3181 /* restore player */
3214 at = find_archetype ("poisoning"); 3182 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op);
3184
3185 if (tmp)
3186 {
3187 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 }
3190
3191 at = archetype::find ("confusion");
3215 tmp = present_arch_in_ob (at, op); 3192 tmp = present_arch_in_ob (at, op);
3216 if (tmp) 3193 if (tmp)
3217 { 3194 {
3218 remove_ob (tmp); 3195 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 }
3222
3223 at = find_archetype ("confusion");
3224 tmp = present_arch_in_ob (at, op);
3225 if (tmp)
3226 {
3227 remove_ob (tmp);
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 3197 }
3198
3231 cure_disease (op, 0); /* remove any disease */ 3199 cure_disease (op, 0); /* remove any disease */
3232 3200
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 3201 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 3202 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100) 3203 if (op->stats.food < 100)
3245 */ 3213 */
3246 3214
3247 if (is_in_shop (op)) 3215 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op); 3216 remove_unpaid_objects (op->inv, op);
3249 3217
3250 /****************************************/ 3218 /****************************************/
3251 /* */ 3219 /* */
3252 /* Move player to his current respawn- */ 3220 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 3221 /* position (usually last savebed) */
3254 /* */ 3222 /* */
3255
3256 /****************************************/ 3223 /****************************************/
3257 3224
3258 enter_player_savebed (op); 3225 enter_player_savebed (op);
3259 3226
3260 /* Save the player before inserting the force to reduce 3227 /* Save the player before inserting the force to reduce
3261 * chance of abuse. 3228 * chance of abuse.
3268 * spell effects. So first see if there is a spell effect 3235 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 3236 * on the space that might harm the player.
3270 */ 3237 */
3271 will_kill_again = 0; 3238 will_kill_again = 0;
3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 3240 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 3241 will_kill_again |= tmp->attacktype;
3276 } 3242
3277 if (will_kill_again) 3243 if (will_kill_again)
3278 { 3244 {
3279 object *force; 3245 object *force;
3280 int at; 3246 int at;
3281 3247
3283 /* 50 ticks should be enough time for the spell to abate */ 3249 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 3250 force->speed = 0.1;
3285 force->speed_left = -5.0; 3251 force->speed_left = -5.0;
3286 SET_FLAG (force, FLAG_APPLIED); 3252 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 3253 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 3254 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 3255 force->resist[at] = 100;
3291 } 3256
3292 insert_ob_in_ob (force, op); 3257 insert_ob_in_ob (force, op);
3293 fix_player (op); 3258 fix_player (op);
3294 3259
3295 } 3260 }
3296 3261
3306 op->contr->party = NULL; 3271 op->contr->party = NULL;
3307 if (settings.set_title == TRUE) 3272 if (settings.set_title == TRUE)
3308 op->contr->own_title[0] = '\0'; 3273 op->contr->own_title[0] = '\0';
3309 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf); 3274 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3310 check_score (op); 3275 check_score (op);
3276
3311 if (op->contr->ranges[range_golem] != NULL) 3277 if (op->contr->ranges[range_golem])
3312 { 3278 {
3313 remove_friendly_object (op->contr->ranges[range_golem]); 3279 remove_friendly_object (op->contr->ranges[range_golem]);
3314 remove_ob (op->contr->ranges[range_golem]); 3280 op->contr->ranges[range_golem]->destroy ();
3315 free_object (op->contr->ranges[range_golem]);
3316 op->contr->ranges[range_golem] = NULL; 3281 op->contr->ranges[range_golem] = 0;
3317 op->contr->golem_count = 0;
3318 } 3282 }
3283
3319 loot_object (op); /* Remove some of the items for good */ 3284 loot_object (op); /* Remove some of the items for good */
3320 remove_ob (op); 3285 op->remove ();
3321 op->direction = 0; 3286 op->direction = 0;
3322 3287
3323 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp) 3288 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3324 { 3289 {
3325 delete_character (op->name, 0); 3290 delete_character (op->name, 0);
3350 } 3315 }
3351 3316
3352 play_again (op); 3317 play_again (op);
3353 3318
3354 /* peterm: added to create a corpse at deathsite. */ 3319 /* peterm: added to create a corpse at deathsite. */
3355 tmp = arch_to_object (find_archetype ("corpse_pl")); 3320 tmp = arch_to_object (archetype::find ("corpse_pl"));
3356 sprintf (buf, "%s", &op->name); 3321 sprintf (buf, "%s", &op->name);
3357 tmp->name = tmp->name_pl = buf; 3322 tmp->name = tmp->name_pl = buf;
3358 tmp->level = op->level; 3323 tmp->level = op->level;
3359 tmp->x = x; 3324 tmp->x = x;
3360 tmp->y = y; 3325 tmp->y = y;
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 3343 for (tmp = op->inv; tmp != NULL; tmp = next)
3379 { 3344 {
3380 next = tmp->below; 3345 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 3346 if (tmp->type == EXPERIENCE || tmp->invisible)
3382 continue; 3347 continue;
3383 remove_ob (tmp); 3348 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 3349 tmp->x = op->x, tmp->y = op->y;
3385 if (tmp->type == CONTAINER) 3350 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 3351 { /* empty container to ground */
3387 loot_object (tmp); 3352 loot_object (tmp);
3388 } 3353 }
3389 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 3354 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3390 { 3355 {
3391 if (tmp->nrof > 1) 3356 if (tmp->nrof > 1)
3392 { 3357 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3358 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394 free_object (tmp2); 3359 tmp2->destroy ();
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 3360 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 3361 }
3397 else 3362 else
3398 free_object (tmp); 3363 tmp->destroy ();
3399 } 3364 }
3400 else 3365 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 3366 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 3367 }
3403} 3368}
3468 if (op->type == PLAYER) 3433 if (op->type == PLAYER)
3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3434 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3470 3435
3471 cast_spell (op, throw_ob, dir, spob, NULL); 3436 cast_spell (op, throw_ob, dir, spob, NULL);
3472 3437
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3438 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 3439}
3477 3440
3478void 3441void
3479make_visible (object *op) 3442make_visible (object *op)
3480{ 3443{
3596int 3559int
3597stand_near_hostile (object *who) 3560stand_near_hostile (object *who)
3598{ 3561{
3599 object *tmp = NULL; 3562 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3563 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3564 maptile *m;
3602 sint16 x, y; 3565 sint16 x, y;
3603 3566
3604 if (!who) 3567 if (!who)
3605 return 0; 3568 return 0;
3606 3569

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