ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.18 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.41 by root, Fri Dec 15 04:21:29 2006 UTC

1
2/*
3 * static char *rcsid_player_c =
4 * "$Id: player.C,v 1.18 2006/09/10 15:59:57 root Exp $";
5 */
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 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
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 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>
28*/ 22*/
29 23
30#include <global.h> 24#include <global.h>
31#ifndef WIN32 /* ---win32 remove headers */
32# include <pwd.h> 25#include <pwd.h>
33#endif
34#ifndef __CEXTRACT__
35# include <sproto.h> 26#include <sproto.h>
36#endif
37#include <sounds.h> 27#include <sounds.h>
38#include <living.h> 28#include <living.h>
39#include <object.h> 29#include <object.h>
40#include <spells.h> 30#include <spells.h>
41#include <skills.h> 31#include <skills.h>
214 * the one that is passed. 204 * the one that is passed.
215 */ 205 */
216static player * 206static player *
217get_player (player *p) 207get_player (player *p)
218{ 208{
219 object *op = arch_to_object (get_player_archetype (NULL)); 209 object *op = arch_to_object (get_player_archetype (0));
220 int i; 210 int i;
221
222 if (!p)
223 {
224 p = new player;
225
226 /* This adds the player in the linked list. There is extra
227 * complexity here because we want to add the new player at the
228 * end of the list - there is in fact no compelling reason that
229 * that needs to be done except for things like output of
230 * 'who'.
231 */
232 player *tmp = first_player;
233
234 while (tmp != NULL && tmp->next != NULL)
235 tmp = tmp->next;
236 if (tmp != NULL)
237 tmp->next = p;
238 else
239 first_player = p;
240
241 p->next = NULL;
242 }
243 211
244 /* Clears basically the entire player structure except 212 /* Clears basically the entire player structure except
245 * for next and socket. 213 * for next and socket.
246 */ 214 */
247 p->clear (); 215 p->clear ();
266 op->speed_left = 0.5; 234 op->speed_left = 0.5;
267 op->speed = 1.0; 235 op->speed = 1.0;
268 op->direction = 5; /* So player faces south */ 236 op->direction = 5; /* So player faces south */
269 op->stats.wc = 2; 237 op->stats.wc = 2;
270 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
271 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 */
272
273 roll_stats (op); 243 roll_stats (op);
244 p->socket->monitor_spells = oldmon;
245 }
274 p->state = ST_ROLL_STAT; 246 p->state = ST_ROLL_STAT;
275 clear_los (op); 247 clear_los (op);
276 248
277 p->gen_sp_armour = 10; 249 p->gen_sp_armour = 10;
278 p->last_speed = -1; 250 p->last_speed = -1;
285 p->peaceful = 1; /* default peaceful */ 257 p->peaceful = 1; /* default peaceful */
286 p->do_los = 1; 258 p->do_los = 1;
287 p->explore = 0; 259 p->explore = 0;
288 p->no_shout = 0; /* default can shout */ 260 p->no_shout = 0; /* default can shout */
289 261
290 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 262 assign (p->title, op->arch->clone.name);
291 p->title[sizeof (p->title) - 1] = '\0';
292 op->race = op->arch->clone.race; 263 op->race = op->arch->clone.race;
293 264
294 CLEAR_FLAG (op, FLAG_READY_SKILL); 265 CLEAR_FLAG (op, FLAG_READY_SKILL);
295 266
296 /* we need to clear these to -1 and not zero - otherwise, 267 /* we need to clear these to -1 and not zero - otherwise,
301 for (i = 0; i < NUM_SKILLS; i++) 272 for (i = 0; i < NUM_SKILLS; i++)
302 { 273 {
303 p->last_skill_exp[i] = -1; 274 p->last_skill_exp[i] = -1;
304 p->last_skill_ob[i] = NULL; 275 p->last_skill_ob[i] = NULL;
305 } 276 }
277
306 for (i = 0; i < NROFATTACKS; i++) 278 for (i = 0; i < NROFATTACKS; i++)
307 {
308 p->last_resist[i] = -1; 279 p->last_resist[i] = -1;
309 } 280
310 p->last_stats.exp = -1; 281 p->last_stats.exp = -1;
311 p->last_weight = (uint32) - 1; 282 p->last_weight = (uint32) - 1;
312 283
313 p->socket.update_look = 0; 284 p->socket->update_look = 0;
314 p->socket.look_position = 0; 285 p->socket->look_position = 0;
286
315 return p; 287 return p;
316} 288}
317 289
318/* This loads the first map an puts the player on it. */ 290/* This loads the first map an puts the player on it. */
319static void 291static void
329 * 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
330 * mode. 302 * mode.
331 */ 303 */
332 304
333int 305int
334add_player (NewSocket * ns) 306add_player (client_socket *ns)
335{ 307{
336 player *p; 308 player *p = new player;
337 309
338 p = get_player (NULL);
339 p->socket = *ns; 310 p->socket = ns;
340 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 311 ns->pl = p;
341 if (p->socket.faces_sent == NULL) 312
342 fatal (OUT_OF_MEMORY); 313 p->next = first_player;
343 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 314 first_player = p;
344 /* Needed because the socket we just copied over needs to be cleared. 315
345 * Note that this can result in a client reset if there is partial data 316 p = get_player (p);
346 * on the uncoming socket. 317
347 */
348 p->socket.inbuf.len = 0;
349 set_first_map (p->ob); 318 set_first_map (p->ob);
350 319
351 CLEAR_FLAG (p->ob, FLAG_FRIENDLY); 320 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
352 add_friendly_object (p->ob); 321 add_friendly_object (p->ob);
353 send_rules (p->ob); 322 send_rules (p->ob);
354 send_news (p->ob); 323 send_news (p->ob);
355 display_motd (p->ob); 324 display_motd (p->ob);
356 get_name (p->ob); 325 get_name (p->ob);
326
357 return 0; 327 return 0;
358} 328}
359 329
360/* 330/*
361 * get_player_archetype() return next player archetype from archetype 331 * get_player_archetype() return next player archetype from archetype
496path_to_player (object *mon, object *pl, unsigned mindiff) 466path_to_player (object *mon, object *pl, unsigned mindiff)
497{ 467{
498 rv_vector rv; 468 rv_vector rv;
499 sint16 x, y; 469 sint16 x, y;
500 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 470 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
501 mapstruct *m, *lastmap; 471 maptile *m, *lastmap;
502 472
503 get_rangevector (mon, pl, &rv, 0); 473 get_rangevector (mon, pl, &rv, 0);
504 474
505 if (rv.distance < mindiff) 475 if (rv.distance < mindiff)
506 return 0; 476 return 0;
650 (op->type == ARMOUR || op->type == BOOTS || 620 (op->type == ARMOUR || op->type == BOOTS ||
651 op->type == CLOAK || op->type == HELMET || 621 op->type == CLOAK || op->type == HELMET ||
652 op->type == SHIELD || op->type == GLOVES || 622 op->type == SHIELD || op->type == GLOVES ||
653 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))
654 { 624 {
655 remove_ob (op); 625 op->destroy ();
656 free_object (op);
657 continue; 626 continue;
658 } 627 }
659 } 628 }
660 629
661 /* This really needs to be better - we should really give 630 /* This really needs to be better - we should really give
672 if (tmp->type == op->type && tmp->name == op->name) 641 if (tmp->type == op->type && tmp->name == op->name)
673 break; 642 break;
674 643
675 if (tmp) 644 if (tmp)
676 { 645 {
677 remove_ob (op); 646 op->destroy ();
678 free_object (op);
679 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);
680 continue; 648 continue;
681 } 649 }
650
682 if (op->nrof > 1) 651 if (op->nrof > 1)
683 op->nrof = 1; 652 op->nrof = 1;
684 } 653 }
685 654
686 if (op->type == SPELLBOOK && op->inv) 655 if (op->type == SPELLBOOK && op->inv)
698 CLEAR_FLAG (op, FLAG_CURSED); 667 CLEAR_FLAG (op, FLAG_CURSED);
699 CLEAR_FLAG (op, FLAG_DAMNED); 668 CLEAR_FLAG (op, FLAG_DAMNED);
700 } 669 }
701 if (op->type == SPELL) 670 if (op->type == SPELL)
702 { 671 {
703 remove_ob (op); 672 op->destroy ();
704 free_object (op);
705 continue; 673 continue;
706 } 674 }
707 else if (op->type == SKILL) 675 else if (op->type == SKILL)
708 { 676 {
709 SET_FLAG (op, FLAG_CAN_USE_SKILL); 677 SET_FLAG (op, FLAG_CAN_USE_SKILL);
722void 690void
723get_name (object *op) 691get_name (object *op)
724{ 692{
725 op->contr->write_buf[0] = '\0'; 693 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_NAME; 694 op->contr->state = ST_GET_NAME;
727 send_query (&op->contr->socket, 0, "What is your name?\n:"); 695 send_query (op->contr->socket, 0, "What is your name?\n:");
728} 696}
729 697
730void 698void
731get_password (object *op) 699get_password (object *op)
732{ 700{
733 op->contr->write_buf[0] = '\0'; 701 op->contr->write_buf[0] = '\0';
734 op->contr->state = ST_GET_PASSWORD; 702 op->contr->state = ST_GET_PASSWORD;
735 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:");
736} 704}
737 705
738void 706void
739play_again (object *op) 707play_again (object *op)
740{ 708{
741 op->contr->state = ST_PLAY_AGAIN; 709 op->contr->state = ST_PLAY_AGAIN;
742 op->chosen_skill = NULL; 710 op->chosen_skill = NULL;
743 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)?");
744 /* 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
745 * player creation process that a user can quit (eg, roll 713 * player creation process that a user can quit (eg, roll
746 * stats) that isn't removing the player. Taking a quick 714 * stats) that isn't removing the player. Taking a quick
747 * look, there are many places that call play_again without 715 * look, there are many places that call play_again without
748 * removing the player - it probably makes more sense 716 * removing the player - it probably makes more sense
749 * 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
750 * cases. 718 * cases.
751 */ 719 */
752 if (!QUERY_FLAG (op, FLAG_REMOVED)) 720 if (!QUERY_FLAG (op, FLAG_REMOVED))
753 remove_ob (op); 721 op->remove ();
754 /* 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,
755 * 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
756 * the map is null or not swapped out. 724 * the map is null or not swapped out.
757 */ 725 */
758 op->map = NULL; 726 op->map = NULL;
759} 727}
760 728
761
762int 729int
763receive_play_again (object *op, char key) 730receive_play_again (object *op, char key)
764{ 731{
765 if (key == 'q' || key == 'Q') 732 if (key == 'q' || key == 'Q')
766 { 733 {
771 else if (key == 'a' || key == 'A') 738 else if (key == 'a' || key == 'A')
772 { 739 {
773 player *pl = op->contr; 740 player *pl = op->contr;
774 shstr name = op->name; 741 shstr name = op->name;
775 742
776 remove_friendly_object (op); 743 op->contr = 0;
777 free_object (op); 744 op->type = 0;
745 op->destroy (1);
778 pl = get_player (pl); 746 pl = get_player (pl);
779 op = pl->ob; 747 op = pl->ob;
780 add_friendly_object (op); 748 add_friendly_object (op);
781 op->contr->password[0] = '~'; 749 op->contr->password[0] = '~';
782 op->name = op->name_pl = 0; 750 op->name = op->name_pl = 0;
785 get_name (op); 753 get_name (op);
786 op->name = op->name_pl = name; 754 op->name = op->name_pl = name;
787 set_first_map (op); 755 set_first_map (op);
788 } 756 }
789 else 757 else
790 {
791 /* user pressed something else so just ask again... */ 758 /* user pressed something else so just ask again... */
792 play_again (op); 759 play_again (op);
793 } 760
794 return 0; 761 return 0;
795} 762}
796 763
797void 764void
798confirm_password (object *op) 765confirm_password (object *op)
799{ 766{
800 767
801 op->contr->write_buf[0] = '\0'; 768 op->contr->write_buf[0] = '\0';
802 op->contr->state = ST_CONFIRM_PASSWORD; 769 op->contr->state = ST_CONFIRM_PASSWORD;
803 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:");
804} 771}
805 772
806void 773void
807get_party_password (object *op, partylist *party) 774get_party_password (object *op, partylist *party)
808{ 775{
812 return; 779 return;
813 } 780 }
814 op->contr->write_buf[0] = '\0'; 781 op->contr->write_buf[0] = '\0';
815 op->contr->state = ST_GET_PARTY_PASSWORD; 782 op->contr->state = ST_GET_PARTY_PASSWORD;
816 op->contr->party_to_join = party; 783 op->contr->party_to_join = party;
817 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:");
818} 785}
819 786
820 787
821/* 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. */
822int 789int
919 886
920void 887void
921Roll_Again (object *op) 888Roll_Again (object *op)
922{ 889{
923 esrv_new_player (op->contr, 0); 890 esrv_new_player (op->contr, 0);
924 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
925 "[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)? ");
926} 893}
927 894
928void 895void
929Swap_Stat (object *op, int Swap_Second) 896Swap_Stat (object *op, int Swap_Second)
996 new_draw_info (NDI_UNIQUE, 0, op, buf); 963 new_draw_info (NDI_UNIQUE, 0, op, buf);
997 } 964 }
998 else 965 else
999 Swap_Stat (op, stat_trans[keynum]); 966 Swap_Stat (op, stat_trans[keynum]);
1000 967
1001 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); 968 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1002 return 1; 969 return 1;
1003 } 970 }
1004 switch (key) 971 switch (key)
1005 { 972 {
1006 case 'n': 973 case 'n':
1007 case 'N': 974 case 'N':
1008 { 975 {
1009 SET_FLAG (op, FLAG_WIZ); 976 SET_FLAG (op, FLAG_WIZ);
1010 if (op->map == NULL) 977 if (op->map == NULL)
1011 { 978 {
1012 LOG (llevError, "Map == NULL in state 2\n"); 979 LOG (llevError, "Map == NULL in state 2\n");
1013 break; 980 break;
1014 } 981 }
1015 982
1016#if 0 983#if 0
1017 /* So that enter_exit will put us at startx/starty */ 984 /* So that enter_exit will put us at startx/starty */
1018 op->x = -1; 985 op->x = -1;
1019 986
1020 enter_exit (op, NULL); 987 enter_exit (op, NULL);
1021#endif 988#endif
1022 SET_ANIMATION (op, 2); /* So player faces south */ 989 SET_ANIMATION (op, 2); /* So player faces south */
1023 /* Enter exit adds a player otherwise */ 990 /* Enter exit adds a player otherwise */
1024 add_statbonus (op); 991 add_statbonus (op);
1025 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 992 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1026 "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");
1027 op->contr->state = ST_CHANGE_CLASS; 994 op->contr->state = ST_CHANGE_CLASS;
1028 if (op->msg) 995 if (op->msg)
1029 new_draw_info (NDI_BLUE, 0, op, op->msg); 996 new_draw_info (NDI_BLUE, 0, op, op->msg);
1030 return 0;
1031 }
1032 case 'y':
1033 case 'Y':
1034 roll_stats (op);
1035 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1036 return 1;
1037
1038 case 'q':
1039 case 'Q':
1040 play_again (op);
1041 return 1;
1042
1043 default:
1044 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1045 return 0; 997 return 0;
998 }
999 case 'y':
1000 case 'Y':
1001 roll_stats (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1003 return 1;
1004
1005 case 'q':
1006 case 'Q':
1007 play_again (op);
1008 return 1;
1009
1010 default:
1011 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1012 return 0;
1046 } 1013 }
1047 return 0; 1014 return 0;
1048} 1015}
1049 1016
1050/* This function takes the key that is passed, and does the 1017/* This function takes the key that is passed, and does the
1059{ 1026{
1060 int tmp_loop; 1027 int tmp_loop;
1061 1028
1062 if (key == 'q' || key == 'Q') 1029 if (key == 'q' || key == 'Q')
1063 { 1030 {
1064 remove_ob (op); 1031 op->remove ();
1065 play_again (op); 1032 play_again (op);
1066 return 0; 1033 return 0;
1067 } 1034 }
1068 if (key == 'd' || key == 'D') 1035 if (key == 'd' || key == 'D')
1069 { 1036 {
1070 char buf[MAX_BUF]; 1037 char buf[MAX_BUF];
1071 1038
1072 /* this must before then initial items are given */ 1039 /* this must before then initial items are given */
1073 esrv_new_player (op->contr, op->weight + op->carrying); 1040 esrv_new_player (op->contr, op->weight + op->carrying);
1041
1074 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);
1075 1045
1076 INVOKE_PLAYER (BIRTH, op->contr); 1046 INVOKE_PLAYER (BIRTH, op->contr);
1077 INVOKE_PLAYER (LOGIN, op->contr); 1047 INVOKE_PLAYER (LOGIN, op->contr);
1078 1048
1079 op->contr->state = ST_PLAYING; 1049 op->contr->state = ST_PLAYING;
1104 { 1074 {
1105 object *tmp; 1075 object *tmp;
1106 char mapname[MAX_BUF]; 1076 char mapname[MAX_BUF];
1107 1077
1108 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);
1109 tmp = get_object (); 1079 tmp = object::create ();
1110 EXIT_PATH (tmp) = mapname; 1080 EXIT_PATH (tmp) = mapname;
1111 EXIT_X (tmp) = op->x; 1081 EXIT_X (tmp) = op->x;
1112 EXIT_Y (tmp) = op->y; 1082 EXIT_Y (tmp) = op->y;
1113 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;
1114 * if the map isn't there, then stay on the 1084 * if the map isn't there, then stay on the
1115 * default initial map */ 1085 * default initial map */
1116 free_object (tmp); 1086 tmp->destroy ();
1117 } 1087 }
1118 else 1088 else
1119 { 1089 {
1120 LOG (llevDebug, "first_map_ext_path not set\n"); 1090 LOG (llevDebug, "first_map_ext_path not set\n");
1121 } 1091 }
1131 { 1101 {
1132 shstr name = op->name; 1102 shstr name = op->name;
1133 int x = op->x, y = op->y; 1103 int x = op->x, y = op->y;
1134 1104
1135 remove_statbonus (op); 1105 remove_statbonus (op);
1136 remove_ob (op); 1106 op->remove ();
1137 op->arch = get_player_archetype (op->arch); 1107 op->arch = get_player_archetype (op->arch);
1138 copy_object (&op->arch->clone, op); 1108 op->arch->clone.copy_to (op);
1139 op->instantiate (); 1109 op->instantiate ();
1140 op->stats = op->contr->orig_stats; 1110 op->stats = op->contr->orig_stats;
1141 op->name = op->name_pl = name; 1111 op->name = op->name_pl = name;
1142 op->x = x; 1112 op->x = x;
1143 op->y = y; 1113 op->y = y;
1144 SET_ANIMATION (op, 2); /* So player faces south */ 1114 SET_ANIMATION (op, 2); /* So player faces south */
1145 insert_ob_in_map (op, op->map, op, 0); 1115 insert_ob_in_map (op, op->map, op, 0);
1146 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1); 1116 assign (op->contr->title, op->arch->clone.name);
1147 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1148 add_statbonus (op); 1117 add_statbonus (op);
1149 tmp_loop = allowed_class (op); 1118 tmp_loop = allowed_class (op);
1150 } 1119 }
1120
1151 update_object (op, UP_OBJ_FACE); 1121 update_object (op, UP_OBJ_FACE);
1152 esrv_update_item (UPD_FACE, op, op); 1122 esrv_update_item (UPD_FACE, op, op);
1153 fix_player (op); 1123 fix_player (op);
1154 op->stats.hp = op->stats.maxhp; 1124 op->stats.hp = op->stats.maxhp;
1155 op->stats.sp = op->stats.maxsp; 1125 op->stats.sp = op->stats.maxsp;
1156 op->stats.grace = 0; 1126 op->stats.grace = 0;
1127
1157 if (op->msg) 1128 if (op->msg)
1158 new_draw_info (NDI_BLUE, 0, op, op->msg); 1129 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130
1159 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");
1160 return 0; 1132 return 0;
1161} 1133}
1162 1134
1163int 1135int
1164key_confirm_quit (object *op, char key) 1136key_confirm_quit (object *op, char key)
1186 if (settings.set_title == TRUE) 1158 if (settings.set_title == TRUE)
1187 op->contr->own_title[0] = '\0'; 1159 op->contr->own_title[0] = '\0';
1188 1160
1189 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 1161 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1190 { 1162 {
1191 mapstruct *mp, *next; 1163 maptile *mp, *next;
1192 1164
1193 /* We need to hunt for any per player unique maps in memory and 1165 /* We need to hunt for any per player unique maps in memory and
1194 * get rid of them. The trailing slash in the path is intentional, 1166 * get rid of them. The trailing slash in the path is intentional,
1195 * so that players named 'Ab' won't match against players 'Abe' pathname 1167 * so that players named 'Ab' won't match against players 'Abe' pathname
1196 */ 1168 */
1202 delete_map (mp); 1174 delete_map (mp);
1203 } 1175 }
1204 1176
1205 delete_character (op->name, 1); 1177 delete_character (op->name, 1);
1206 } 1178 }
1179
1207 play_again (op); 1180 play_again (op);
1208 return 1; 1181 return 1;
1209} 1182}
1210 1183
1211void 1184void
1269 */ 1242 */
1270int 1243int
1271check_pick (object *op) 1244check_pick (object *op)
1272{ 1245{
1273 object *tmp, *next; 1246 object *tmp, *next;
1274 tag_t next_tag = 0, op_tag;
1275 int stop = 0; 1247 int stop = 0;
1276 int j, k, wvratio; 1248 int j, k, wvratio;
1277 char putstring[128], tmpstr[16]; 1249 char putstring[128], tmpstr[16];
1278 1250
1279
1280 /* if you're flying, you cna't pick up anything */ 1251 /* if you're flying, you cna't pick up anything */
1281 if (op->move_type & MOVE_FLYING) 1252 if (op->move_type & MOVE_FLYING)
1282 return 1; 1253 return 1;
1283 1254
1284 op_tag = op->count;
1285
1286 next = op->below; 1255 next = op->below;
1287 if (next)
1288 next_tag = next->count;
1289 1256
1290 /* loop while there are items on the floor that are not marked as 1257 /* loop while there are items on the floor that are not marked as
1291 * destroyed */ 1258 * destroyed */
1292 while (next && !was_destroyed (next, next_tag)) 1259 while (next && !next->destroyed ())
1293 { 1260 {
1294 tmp = next; 1261 tmp = next;
1295 next = tmp->below; 1262 next = tmp->below;
1296 if (next)
1297 next_tag = next->count;
1298 1263
1299 if (was_destroyed (op, op_tag)) 1264 if (op->destroyed ())
1300 return 0; 1265 return 0;
1301 1266
1302 if (!can_pick (op, tmp)) 1267 if (!can_pick (op, tmp))
1303 continue; 1268 continue;
1304 1269
1312 /* high not bit set? We're using the old autopickup model */ 1277 /* high not bit set? We're using the old autopickup model */
1313 if (!(op->contr->mode & PU_NEWMODE)) 1278 if (!(op->contr->mode & PU_NEWMODE))
1314 { 1279 {
1315 switch (op->contr->mode) 1280 switch (op->contr->mode)
1316 { 1281 {
1317 case 0: 1282 case 0:
1318 return 1; /* don't pick up */ 1283 return 1; /* don't pick up */
1319 case 1: 1284 case 1:
1285 pick_up (op, tmp);
1286 return 1;
1287 case 2:
1288 pick_up (op, tmp);
1289 return 0;
1290 case 3:
1291 return 0; /* stop before pickup */
1292 case 4:
1293 pick_up (op, tmp);
1294 break;
1295 case 5:
1296 pick_up (op, tmp);
1297 stop = 1;
1298 break;
1299 case 6:
1300 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1320 pick_up (op, tmp); 1301 pick_up (op, tmp);
1321 return 1; 1302 break;
1303
1322 case 2: 1304 case 7:
1305 if (tmp->type == MONEY || tmp->type == GEM)
1323 pick_up (op, tmp); 1306 pick_up (op, tmp);
1324 return 0; 1307 break;
1325 case 3: 1308
1326 return 0; /* stop before pickup */ 1309 default:
1327 case 4: 1310 /* use value density */
1311 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1312 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1328 pick_up (op, tmp); 1313 pick_up (op, tmp);
1329 break;
1330 case 5:
1331 pick_up (op, tmp);
1332 stop = 1;
1333 break;
1334 case 6:
1335 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1336 pick_up (op, tmp);
1337 break;
1338
1339 case 7:
1340 if (tmp->type == MONEY || tmp->type == GEM)
1341 pick_up (op, tmp);
1342 break;
1343
1344 default:
1345 /* use value density */
1346 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1347 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1348 pick_up (op, tmp);
1349 } 1314 }
1350 } 1315 }
1351 else 1316 else
1352 { /* old model */ 1317 { /* old model */
1353 /* NEW pickup handling */ 1318 /* NEW pickup handling */
1436 /* question: don't pick up known-poisonous stuff? */ 1401 /* question: don't pick up known-poisonous stuff? */
1437 if (op->contr->mode & PU_FOOD) 1402 if (op->contr->mode & PU_FOOD)
1438 if (tmp->type == FOOD) 1403 if (tmp->type == FOOD)
1439 { 1404 {
1440 pick_up (op, tmp); 1405 pick_up (op, tmp);
1441 if (0)
1442 fprintf (stderr, "FOOD\n");
1443 continue; 1406 continue;
1444 } 1407 }
1408
1445 if (op->contr->mode & PU_DRINK) 1409 if (op->contr->mode & PU_DRINK)
1446 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)))
1447 { 1411 {
1448 pick_up (op, tmp); 1412 pick_up (op, tmp);
1449 if (0)
1450 fprintf (stderr, "DRINK\n");
1451 continue; 1413 continue;
1452 } 1414 }
1453 1415
1454 if (op->contr->mode & PU_POTION) 1416 if (op->contr->mode & PU_POTION)
1455 if (tmp->type == POTION) 1417 if (tmp->type == POTION)
1456 { 1418 {
1457 pick_up (op, tmp); 1419 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "POTION\n");
1460 continue; 1420 continue;
1461 } 1421 }
1462 1422
1463 /* spellbooks, skillscrolls and normal books/scrolls */ 1423 /* spellbooks, skillscrolls and normal books/scrolls */
1464 if (op->contr->mode & PU_SPELLBOOK) 1424 if (op->contr->mode & PU_SPELLBOOK)
1465 if (tmp->type == SPELLBOOK) 1425 if (tmp->type == SPELLBOOK)
1466 { 1426 {
1467 pick_up (op, tmp); 1427 pick_up (op, tmp);
1468 if (0)
1469 fprintf (stderr, "SPELLBOOK\n");
1470 continue; 1428 continue;
1471 } 1429 }
1430
1472 if (op->contr->mode & PU_SKILLSCROLL) 1431 if (op->contr->mode & PU_SKILLSCROLL)
1473 if (tmp->type == SKILLSCROLL) 1432 if (tmp->type == SKILLSCROLL)
1474 { 1433 {
1475 pick_up (op, tmp); 1434 pick_up (op, tmp);
1476 if (0)
1477 fprintf (stderr, "SKILLSCROLL\n");
1478 continue; 1435 continue;
1479 } 1436 }
1437
1480 if (op->contr->mode & PU_READABLES) 1438 if (op->contr->mode & PU_READABLES)
1481 if (tmp->type == BOOK || tmp->type == SCROLL) 1439 if (tmp->type == BOOK || tmp->type == SCROLL)
1482 { 1440 {
1483 pick_up (op, tmp); 1441 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "READABLES\n");
1486 continue; 1442 continue;
1487 } 1443 }
1488 1444
1489 /* wands/staves/rods/horns */ 1445 /* wands/staves/rods/horns */
1490 if (op->contr->mode & PU_MAGIC_DEVICE) 1446 if (op->contr->mode & PU_MAGIC_DEVICE)
1491 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1447 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1492 { 1448 {
1493 pick_up (op, tmp); 1449 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGIC_DEVICE\n");
1496 continue; 1450 continue;
1497 } 1451 }
1498 1452
1499 /* pick up all magical items */ 1453 /* pick up all magical items */
1500 if (op->contr->mode & PU_MAGICAL) 1454 if (op->contr->mode & PU_MAGICAL)
1501 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))
1502 { 1456 {
1503 pick_up (op, tmp); 1457 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MAGICAL\n");
1506 continue; 1458 continue;
1507 } 1459 }
1508 1460
1509 if (op->contr->mode & PU_VALUABLES) 1461 if (op->contr->mode & PU_VALUABLES)
1510 { 1462 {
1511 if (tmp->type == MONEY || tmp->type == GEM) 1463 if (tmp->type == MONEY || tmp->type == GEM)
1512 { 1464 {
1513 pick_up (op, tmp); 1465 pick_up (op, tmp);
1514 if (0)
1515 fprintf (stderr, "MONEY/GEM\n");
1516 continue; 1466 continue;
1517 } 1467 }
1518 } 1468 }
1519 1469
1520 /* rings & amulets - talismans seems to be typed AMULET */ 1470 /* rings & amulets - talismans seems to be typed AMULET */
1521 if (op->contr->mode & PU_JEWELS) 1471 if (op->contr->mode & PU_JEWELS)
1522 if (tmp->type == RING || tmp->type == AMULET) 1472 if (tmp->type == RING || tmp->type == AMULET)
1523 { 1473 {
1524 pick_up (op, tmp); 1474 pick_up (op, tmp);
1475 continue;
1525 if (0) 1476 }
1526 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);
1527 continue; 1483 continue;
1528 } 1484 }
1529 1485
1530 /* bows and arrows. Bows are good for selling! */ 1486 /* bows and arrows. Bows are good for selling! */
1531 if (op->contr->mode & PU_BOW) 1487 if (op->contr->mode & PU_BOW)
1532 if (tmp->type == BOW) 1488 if (tmp->type == BOW)
1533 { 1489 {
1534 pick_up (op, tmp); 1490 pick_up (op, tmp);
1535 if (0)
1536 fprintf (stderr, "BOW\n");
1537 continue; 1491 continue;
1538 } 1492 }
1493
1539 if (op->contr->mode & PU_ARROW) 1494 if (op->contr->mode & PU_ARROW)
1540 if (tmp->type == ARROW) 1495 if (tmp->type == ARROW)
1541 { 1496 {
1542 pick_up (op, tmp); 1497 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARROW\n");
1545 continue; 1498 continue;
1546 } 1499 }
1547 1500
1548 /* all kinds of armor etc. */ 1501 /* all kinds of armor etc. */
1549 if (op->contr->mode & PU_ARMOUR) 1502 if (op->contr->mode & PU_ARMOUR)
1550 if (tmp->type == ARMOUR) 1503 if (tmp->type == ARMOUR)
1551 { 1504 {
1552 pick_up (op, tmp); 1505 pick_up (op, tmp);
1553 if (0)
1554 fprintf (stderr, "ARMOUR\n");
1555 continue; 1506 continue;
1556 } 1507 }
1508
1557 if (op->contr->mode & PU_HELMET) 1509 if (op->contr->mode & PU_HELMET)
1558 if (tmp->type == HELMET) 1510 if (tmp->type == HELMET)
1559 { 1511 {
1560 pick_up (op, tmp); 1512 pick_up (op, tmp);
1561 if (0)
1562 fprintf (stderr, "HELMET\n");
1563 continue; 1513 continue;
1564 } 1514 }
1515
1565 if (op->contr->mode & PU_SHIELD) 1516 if (op->contr->mode & PU_SHIELD)
1566 if (tmp->type == SHIELD) 1517 if (tmp->type == SHIELD)
1567 { 1518 {
1568 pick_up (op, tmp); 1519 pick_up (op, tmp);
1569 if (0)
1570 fprintf (stderr, "SHIELD\n");
1571 continue; 1520 continue;
1572 } 1521 }
1522
1573 if (op->contr->mode & PU_BOOTS) 1523 if (op->contr->mode & PU_BOOTS)
1574 if (tmp->type == BOOTS) 1524 if (tmp->type == BOOTS)
1575 { 1525 {
1576 pick_up (op, tmp); 1526 pick_up (op, tmp);
1577 if (0)
1578 fprintf (stderr, "BOOTS\n");
1579 continue; 1527 continue;
1580 } 1528 }
1529
1581 if (op->contr->mode & PU_GLOVES) 1530 if (op->contr->mode & PU_GLOVES)
1582 if (tmp->type == GLOVES) 1531 if (tmp->type == GLOVES)
1583 { 1532 {
1584 pick_up (op, tmp); 1533 pick_up (op, tmp);
1585 if (0)
1586 fprintf (stderr, "GLOVES\n");
1587 continue; 1534 continue;
1588 } 1535 }
1536
1589 if (op->contr->mode & PU_CLOAK) 1537 if (op->contr->mode & PU_CLOAK)
1590 if (tmp->type == CLOAK) 1538 if (tmp->type == CLOAK)
1591 { 1539 {
1592 pick_up (op, tmp); 1540 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "GLOVES\n");
1595 continue; 1541 continue;
1596 } 1542 }
1597 1543
1598 /* hoping to catch throwing daggers here */ 1544 /* hoping to catch throwing daggers here */
1599 if (op->contr->mode & PU_MISSILEWEAPON) 1545 if (op->contr->mode & PU_MISSILEWEAPON)
1600 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1546 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1601 { 1547 {
1602 pick_up (op, tmp); 1548 pick_up (op, tmp);
1603 if (0)
1604 fprintf (stderr, "MISSILEWEAPON\n");
1605 continue; 1549 continue;
1606 } 1550 }
1607 1551
1608 /* careful: chairs and tables are weapons! */ 1552 /* careful: chairs and tables are weapons! */
1609 if (op->contr->mode & PU_ALLWEAPON) 1553 if (op->contr->mode & PU_ALLWEAPON)
1612 { 1556 {
1613 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 &&
1614 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1558 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1615 { 1559 {
1616 pick_up (op, tmp); 1560 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1561 continue;
1620 } 1562 }
1621 } 1563 }
1564
1622 if (tmp->type == WEAPON && tmp->name == NULL) 1565 if (tmp->type == WEAPON && tmp->name == NULL)
1623 { 1566 {
1624 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)
1625 { 1568 {
1626 pick_up (op, tmp); 1569 pick_up (op, tmp);
1627 if (0)
1628 fprintf (stderr, "WEAPON\n");
1629 continue; 1570 continue;
1630 } 1571 }
1631 } 1572 }
1632 } 1573 }
1633 1574
1634 /* misc stuff that's useful */ 1575 /* misc stuff that's useful */
1635 if (op->contr->mode & PU_KEY) 1576 if (op->contr->mode & PU_KEY)
1636 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1577 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1637 { 1578 {
1638 pick_up (op, tmp); 1579 pick_up (op, tmp);
1639 if (0)
1640 fprintf (stderr, "KEY\n");
1641 continue; 1580 continue;
1642 } 1581 }
1643 1582
1644 /* 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
1645 * pickups */ 1584 * pickups */
1667 continue; 1606 continue;
1668 } 1607 }
1669 } 1608 }
1670 } /* the new pickup model */ 1609 } /* the new pickup model */
1671 } 1610 }
1611
1672 return !stop; 1612 return !stop;
1673} 1613}
1674 1614
1675/* 1615/*
1676 * Find an arrow in the inventory and after that 1616 * Find an arrow in the inventory and after that
1775 1715
1776object * 1716object *
1777pick_arrow_target (object *op, const char *type, int dir) 1717pick_arrow_target (object *op, const char *type, int dir)
1778{ 1718{
1779 object *tmp = NULL; 1719 object *tmp = NULL;
1780 mapstruct *m; 1720 maptile *m;
1781 int i, mflags, found, number; 1721 int i, mflags, found, number;
1782 sint16 x, y; 1722 sint16 x, y;
1783 1723
1784 if (op->map == NULL) 1724 if (op->map == NULL)
1785 return find_arrow (op, type); 1725 return find_arrow (op, type);
1845 */ 1785 */
1846int 1786int
1847fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1787fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1848{ 1788{
1849 object *left, *bow; 1789 object *left, *bow;
1850 tag_t left_tag, tag;
1851 int bowspeed, mflags; 1790 int bowspeed, mflags;
1852 mapstruct *m; 1791 maptile *m;
1853 1792
1854 if (!dir) 1793 if (!dir)
1855 { 1794 {
1856 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1795 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1857 return 0; 1796 return 0;
1911 } 1850 }
1912 1851
1913 /* this should not happen, but sometimes does */ 1852 /* this should not happen, but sometimes does */
1914 if (arrow->nrof == 0) 1853 if (arrow->nrof == 0)
1915 { 1854 {
1916 remove_ob (arrow); 1855 arrow->destroy ();
1917 free_object (arrow);
1918 return 0; 1856 return 0;
1919 } 1857 }
1920 1858
1921 left = arrow; /* these are arrows left to the player */ 1859 left = arrow; /* these are arrows left to the player */
1922 left_tag = left->count;
1923 arrow = get_split_ob (arrow, 1); 1860 arrow = get_split_ob (arrow, 1);
1924 if (arrow == NULL) 1861 if (arrow == NULL)
1925 { 1862 {
1926 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);
1927 return 0; 1864 return 0;
1928 } 1865 }
1929 set_owner (arrow, op); 1866 arrow->set_owner (op);
1930 arrow->skill = bow->skill; 1867 arrow->skill = bow->skill;
1931 1868
1932 arrow->direction = dir; 1869 arrow->direction = dir;
1933 arrow->x = sx; 1870 arrow->x = sx;
1934 arrow->y = sy; 1871 arrow->y = sy;
1942 SET_ANIMATION (arrow, arrow->direction); 1879 SET_ANIMATION (arrow, arrow->direction);
1943 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1944 arrow->stats.hp = arrow->stats.dam; 1881 arrow->stats.hp = arrow->stats.dam;
1945 arrow->stats.grace = arrow->attacktype; 1882 arrow->stats.grace = arrow->attacktype;
1946 if (arrow->slaying != NULL) 1883 if (arrow->slaying != NULL)
1947 arrow->spellarg = strdup_local (arrow->slaying); 1884 arrow->spellarg = strdup (arrow->slaying);
1948 1885
1949 /* Note that this was different for monsters - they got their level 1886 /* Note that this was different for monsters - they got their level
1950 * 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.
1951 */ 1888 */
1952 1889
1970 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1907 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1971 } 1908 }
1972 else 1909 else
1973 { 1910 {
1974 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; 1911 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1975
1976 arrow->level = op->level; 1912 arrow->level = op->level;
1977 } 1913 }
1914
1978 if (arrow->attacktype == AT_PHYSICAL) 1915 if (arrow->attacktype == AT_PHYSICAL)
1979 arrow->attacktype |= bow->attacktype; 1916 arrow->attacktype |= bow->attacktype;
1917
1980 if (bow->slaying != NULL) 1918 if (bow->slaying != NULL)
1981 arrow->slaying = bow->slaying; 1919 arrow->slaying = bow->slaying;
1982 1920
1983 arrow->map = m; 1921 arrow->map = m;
1984 arrow->move_type = MOVE_FLY_LOW; 1922 arrow->move_type = MOVE_FLY_LOW;
1985 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1986 1924
1987 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1925 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1988 tag = arrow->count;
1989 insert_ob_in_map (arrow, m, op, 0); 1926 insert_ob_in_map (arrow, m, op, 0);
1990 1927
1991 if (!was_destroyed (arrow, tag)) 1928 if (!arrow->destroyed ())
1992 move_arrow (arrow); 1929 move_arrow (arrow);
1993 1930
1994 if (op->type == PLAYER) 1931 if (op->type == PLAYER)
1995 { 1932 {
1996 if (was_destroyed (left, left_tag)) 1933 if (left->destroyed ())
1997 esrv_del_item (op->contr, left_tag); 1934 esrv_del_item (op->contr, left->count);
1998 else 1935 else
1999 esrv_send_item (op, left); 1936 esrv_send_item (op, left);
2000 } 1937 }
1938
2001 return 1; 1939 return 1;
2002} 1940}
2003 1941
2004/* Special fire code for players - this takes into 1942/* Special fire code for players - this takes into
2005 * account the special fire modes players can have 1943 * account the special fire modes players can have
2125 if (action_makes_visible (op)) 2063 if (action_makes_visible (op))
2126 make_visible (op); 2064 make_visible (op);
2127 2065
2128 switch (op->contr->shoottype) 2066 switch (op->contr->shoottype)
2129 { 2067 {
2130 case range_none: 2068 case range_none:
2131 return; 2069 return;
2132 2070
2133 case range_bow: 2071 case range_bow:
2134 player_fire_bow (op, dir); 2072 player_fire_bow (op, dir);
2135 return; 2073 return;
2136 2074
2137 case range_magic: /* Casting spells */ 2075 case range_magic: /* Casting spells */
2138 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : NULL)); 2076 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2139 return; 2077 return;
2140 2078
2141 case range_misc: 2079 case range_misc:
2142 fire_misc_object (op, dir); 2080 fire_misc_object (op, dir);
2143 return; 2081 return;
2144 2082
2145 case range_golem: /* Control summoned monsters from scrolls */ 2083 case range_golem: /* Control summoned monsters from scrolls */
2146 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))
2147 { 2085 {
2148 op->contr->ranges[range_golem] = NULL; 2086 op->contr->ranges[range_golem] = 0;
2149 op->contr->shoottype = range_none; 2087 op->contr->shoottype = range_none;
2150 op->contr->golem_count = 0;
2151 } 2088 }
2152 else 2089 else
2153 control_golem (op->contr->ranges[range_golem], dir); 2090 control_golem (op->contr->ranges[range_golem], dir);
2154 return; 2091 return;
2155 2092
2156 case range_skill: 2093 case range_skill:
2157 if (!op->chosen_skill) 2094 if (!op->chosen_skill)
2158 { 2095 {
2159 if (op->type == PLAYER) 2096 if (op->type == PLAYER)
2160 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 2097 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2161 return; 2098 return;
2162 } 2099 }
2163 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 2100 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2164 return; 2101 return;
2165 case range_builder: 2102 case range_builder:
2166 apply_map_builder (op, dir); 2103 apply_map_builder (op, dir);
2167 return; 2104 return;
2168 default: 2105 default:
2169 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 2106 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2170 return; 2107 return;
2171 } 2108 }
2172} 2109}
2173 2110
2174 2111
2175 2112
2317move_player_attack (object *op, int dir) 2254move_player_attack (object *op, int dir)
2318{ 2255{
2319 object *tmp, *mon; 2256 object *tmp, *mon;
2320 sint16 nx, ny; 2257 sint16 nx, ny;
2321 int on_battleground; 2258 int on_battleground;
2322 mapstruct *m; 2259 maptile *m;
2323 2260
2324 nx = freearr_x[dir] + op->x; 2261 nx = freearr_x[dir] + op->x;
2325 ny = freearr_y[dir] + op->y; 2262 ny = freearr_y[dir] + op->y;
2326 2263
2327 on_battleground = op_on_battleground (op, NULL, NULL); 2264 on_battleground = op_on_battleground (op, NULL, NULL);
2363 if (tmp == op) 2300 if (tmp == op)
2364 { 2301 {
2365 tmp = tmp->above; 2302 tmp = tmp->above;
2366 continue; 2303 continue;
2367 } 2304 }
2305
2368 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2306 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2369 { 2307 {
2370 mon = tmp; 2308 mon = tmp;
2371 break; 2309 break;
2372 } 2310 }
2311
2373 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2312 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2374 mon = tmp; 2313 mon = tmp;
2314
2375 tmp = tmp->above; 2315 tmp = tmp->above;
2376 } 2316 }
2377 2317
2378 if (mon == NULL) /* This happens anytime the player tries to move */ 2318 if (mon == NULL) /* This happens anytime the player tries to move */
2379 return; /* into a wall */ 2319 return; /* into a wall */
2398 * player owns it and it is either friendly or unagressive. 2338 * player owns it and it is either friendly or unagressive.
2399 */ 2339 */
2400 if ((op->type == PLAYER) 2340 if ((op->type == PLAYER)
2401#if COZY_SERVER 2341#if COZY_SERVER
2402 && 2342 &&
2403 ((get_owner (mon) && get_owner (mon)->contr 2343 ((mon->owner && mon->owner->contr
2404 && 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)
2405#else 2345#else
2406 && get_owner (mon) == op 2346 && mon->owner == op
2407#endif 2347#endif
2408 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2409 { 2349 {
2410 /* 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 */
2411 if (op->contr->braced) 2351 if (op->contr->braced)
2598 /* 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
2599 * 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
2600 * 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
2601 * 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.
2602 */ 2542 */
2603 if (op->contr->ranges[range_golem] &&
2604 ((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))
2605 {
2606 op->contr->ranges[range_golem] = NULL; 2544 op->contr->ranges[range_golem] = 0;
2607 op->contr->golem_count = 0;
2608 }
2609 2545
2610 /* 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
2611 * the players time has been increased when doericserver has been 2547 * the players time has been increased when doericserver has been
2612 * called, so we recheck it here. 2548 * called, so we recheck it here.
2613 */ 2549 */
2614 HandleClient (&op->contr->socket, op->contr); 2550 HandleClient (op->contr->socket, op->contr);
2615 if (op->speed_left < 0) 2551 if (op->speed_left < 0)
2616 return 0; 2552 return 0;
2617 2553
2618 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2554 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2619 { 2555 {
2628 if (op->speed_left > 0) 2564 if (op->speed_left > 0)
2629 return 1; 2565 return 1;
2630 else 2566 else
2631 return 0; 2567 return 0;
2632 } 2568 }
2569
2633 return 0; 2570 return 0;
2634} 2571}
2635 2572
2636int 2573int
2637save_life (object *op) 2574save_life (object *op)
2638{ 2575{
2639 object *tmp;
2640
2641 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2576 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2642 return 0; 2577 return 0;
2643 2578
2644 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2579 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2645 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2580 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2646 { 2581 {
2647 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);
2648 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
2649 if (op->contr) 2585 if (op->contr)
2650 esrv_del_item (op->contr, tmp->count); 2586 esrv_del_item (op->contr, tmp->count);
2651 remove_ob (tmp); 2587
2652 free_object (tmp); 2588 tmp->destroy ();
2653 CLEAR_FLAG (op, FLAG_LIFESAVE); 2589 CLEAR_FLAG (op, FLAG_LIFESAVE);
2590
2654 if (op->stats.hp < 0) 2591 if (op->stats.hp < 0)
2655 op->stats.hp = op->stats.maxhp; 2592 op->stats.hp = op->stats.maxhp;
2593
2656 if (op->stats.food < 0) 2594 if (op->stats.food < 0)
2657 op->stats.food = 999; 2595 op->stats.food = 999;
2596
2658 fix_player (op); 2597 fix_player (op);
2659 return 1; 2598 return 1;
2660 } 2599 }
2600
2661 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2662 CLEAR_FLAG (op, FLAG_LIFESAVE); 2602 CLEAR_FLAG (op, FLAG_LIFESAVE);
2663 enter_player_savebed (op); /* bring him home. */ 2603 enter_player_savebed (op); /* bring him home. */
2664 return 0; 2604 return 0;
2665} 2605}
2679 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
2680 * we remove object 'op' 2620 * we remove object 'op'
2681 */ 2621 */
2682 if (QUERY_FLAG (op, FLAG_UNPAID)) 2622 if (QUERY_FLAG (op, FLAG_UNPAID))
2683 { 2623 {
2684 remove_ob (op); 2624 op->remove ();
2685 op->x = env->x; 2625 op->x = env->x;
2686 op->y = env->y; 2626 op->y = env->y;
2687 if (env->type == PLAYER) 2627 if (env->type == PLAYER)
2688 esrv_del_item (env->contr, op->count); 2628 esrv_del_item (env->contr, op->count);
2689 insert_ob_in_map (op, env->map, NULL, 0); 2629 insert_ob_in_map (op, env->map, NULL, 0);
2690 } 2630 }
2691 else if (op->inv) 2631 else if (op->inv)
2692 remove_unpaid_objects (op->inv, env); 2632 remove_unpaid_objects (op->inv, env);
2633
2693 op = next; 2634 op = next;
2694 } 2635 }
2695} 2636}
2696 2637
2697 2638
2712 strcpy (buf2, " R.I.P.\n\n"); 2653 strcpy (buf2, " R.I.P.\n\n");
2713 if (op->type == PLAYER) 2654 if (op->type == PLAYER)
2714 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2655 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2715 else 2656 else
2716 sprintf (buf, "%s\n", &op->name); 2657 sprintf (buf, "%s\n", &op->name);
2658
2717 strncat (buf2, " ", 20 - strlen (buf) / 2); 2659 strncat (buf2, " ", 20 - strlen (buf) / 2);
2718 strcat (buf2, buf); 2660 strcat (buf2, buf);
2719 if (op->type == PLAYER) 2661 if (op->type == PLAYER)
2720 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);
2721 else 2663 else
2722 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
2723 strncat (buf2, " ", 20 - strlen (buf) / 2); 2666 strncat (buf2, " ", 20 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2667 strcat (buf2, buf);
2725 if (op->type == PLAYER) 2668 if (op->type == PLAYER)
2726 { 2669 {
2727 sprintf (buf, "by %s.\n\n", op->contr->killer); 2670 sprintf (buf, "by %s.\n\n", op->contr->killer);
2728 strncat (buf2, " ", 21 - strlen (buf) / 2); 2671 strncat (buf2, " ", 21 - strlen (buf) / 2);
2729 strcat (buf2, buf); 2672 strcat (buf2, buf);
2730 } 2673 }
2674
2731 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2675 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2732 strncat (buf2, " ", 20 - strlen (buf) / 2); 2676 strncat (buf2, " ", 20 - strlen (buf) / 2);
2733 strcat (buf2, buf); 2677 strcat (buf2, buf);
2678
2734 return buf2; 2679 return buf2;
2735} 2680}
2736 2681
2737 2682
2738 2683
2957{ 2902{
2958 char buf[MAX_BUF]; 2903 char buf[MAX_BUF];
2959 int x, y; 2904 int x, y;
2960 2905
2961 //int i; 2906 //int i;
2962 mapstruct *map; /* this is for resurrection */ 2907 maptile *map; /* this is for resurrection */
2963 2908
2964 /* int z; 2909 /* int z;
2965 int num_stats_lose; 2910 int num_stats_lose;
2966 int lost_a_stat; 2911 int lost_a_stat;
2967 int lose_this_stat; 2912 int lose_this_stat;
2982 { 2927 {
2983 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2929 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2985 2930
2986 /* restore player */ 2931 /* restore player */
2987 at = find_archetype ("poisoning"); 2932 at = archetype::find ("poisoning");
2988 tmp = present_arch_in_ob (at, op); 2933 tmp = present_arch_in_ob (at, op);
2989 if (tmp) 2934 if (tmp)
2990 { 2935 {
2991 remove_ob (tmp); 2936 tmp->destroy ();
2992 free_object (tmp);
2993 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2937 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2994 } 2938 }
2995 2939
2996 at = find_archetype ("confusion"); 2940 at = archetype::find ("confusion");
2997 tmp = present_arch_in_ob (at, op); 2941 tmp = present_arch_in_ob (at, op);
2998 if (tmp) 2942 if (tmp)
2999 { 2943 {
3000 remove_ob (tmp); 2944 tmp->destroy ();
3001 free_object (tmp);
3002 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3003 } 2946 }
3004 2947
3005 cure_disease (op, 0); /* remove any disease */ 2948 cure_disease (op, 0); /* remove any disease */
3006 op->stats.hp = op->stats.maxhp; 2949 op->stats.hp = op->stats.maxhp;
3007 if (op->stats.food <= 0) 2950 if (op->stats.food <= 0)
3008 op->stats.food = 999; 2951 op->stats.food = 999;
3009 2952
3010 /* create a bodypart-trophy to make the winner happy */ 2953 /* create a bodypart-trophy to make the winner happy */
3011 tmp = arch_to_object (find_archetype ("finger")); 2954 tmp = arch_to_object (archetype::find ("finger"));
3012 if (tmp != NULL) 2955 if (tmp != NULL)
3013 { 2956 {
3014 sprintf (buf, "%s's finger", &op->name); 2957 sprintf (buf, "%s's finger", &op->name);
3015 tmp->name = buf; 2958 tmp->name = buf;
3016 sprintf (buf, " This finger has been cut off %s\n" 2959 sprintf (buf, " This finger has been cut off %s\n"
3113 lost_a_stat = 1; 3056 lost_a_stat = 1;
3114 } 3057 }
3115 else 3058 else
3116 { 3059 {
3117 /* deplete a stat */ 3060 /* deplete a stat */
3118 archetype *deparch = find_archetype ("depletion"); 3061 archetype *deparch = archetype::find ("depletion");
3119 object *dep; 3062 object *dep;
3120 3063
3121 dep = present_arch_in_ob (deparch, op); 3064 dep = present_arch_in_ob (deparch, op);
3122 if (!dep) 3065 if (!dep)
3123 { 3066 {
3183 /* determine_god() seems to not work sometimes... why is this? 3126 /* determine_god() seems to not work sometimes... why is this?
3184 Should I be using something else? GD */ 3127 Should I be using something else? GD */
3185 const char *god = determine_god (op); 3128 const char *god = determine_god (op);
3186 3129
3187 if (god && (strcmp (god, "none"))) 3130 if (god && (strcmp (god, "none")))
3188 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);
3189 else 3132 else
3190 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.");
3191 } 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.");
3192#endif 3137#endif
3193 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3194 3138
3195 /* Put a gravestone up where the character 'almost' died. List the 3139 /* Put a gravestone up where the character 'almost' died. List the
3196 * exp loss on the stone. 3140 * exp loss on the stone.
3197 */ 3141 */
3198 tmp = arch_to_object (find_archetype ("gravestone")); 3142 tmp = arch_to_object (archetype::find ("gravestone"));
3199 sprintf (buf, "%s's gravestone", &op->name); 3143 sprintf (buf, "%s's gravestone", &op->name);
3200 tmp->name = buf; 3144 tmp->name = buf;
3201 sprintf (buf, "%s's gravestones", &op->name); 3145 sprintf (buf, "%s's gravestones", &op->name);
3202 tmp->name_pl = buf; 3146 tmp->name_pl = buf;
3203 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);
3204 tmp->msg = buf; 3148 tmp->msg = buf;
3205 tmp->x = op->x, tmp->y = op->y; 3149 tmp->x = op->x, tmp->y = op->y;
3206 insert_ob_in_map (tmp, op->map, NULL, 0); 3150 insert_ob_in_map (tmp, op->map, NULL, 0);
3207 3151
3208 /**************************************/ 3152 /**************************************/
3209 /* */ 3153 /* */
3210 /* Subtract the experience points, */ 3154 /* Subtract the experience points, */
3211 /* if we died cause of food, give us */ 3155 /* if we died cause of food, give us */
3212 /* food, and reset HP's... */ 3156 /* food, and reset HP's... */
3213 /* */ 3157 /* */
3214
3215 /**************************************/ 3158 /**************************************/
3216 3159
3217 /* remove any poisoning and confusion the character may be suffering. */ 3160 /* remove any poisoning and confusion the character may be suffering. */
3218 /* restore player */ 3161 /* restore player */
3219 at = find_archetype ("poisoning"); 3162 at = archetype::find ("poisoning");
3163 tmp = present_arch_in_ob (at, op);
3164
3165 if (tmp)
3166 {
3167 tmp->destroy ();
3168 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3169 }
3170
3171 at = archetype::find ("confusion");
3220 tmp = present_arch_in_ob (at, op); 3172 tmp = present_arch_in_ob (at, op);
3221 if (tmp) 3173 if (tmp)
3222 { 3174 {
3223 remove_ob (tmp); 3175 tmp->destroy ();
3224 free_object (tmp);
3225 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3226 }
3227
3228 at = find_archetype ("confusion");
3229 tmp = present_arch_in_ob (at, op);
3230 if (tmp)
3231 {
3232 remove_ob (tmp);
3233 free_object (tmp);
3234 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 3176 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3235 } 3177 }
3178
3236 cure_disease (op, 0); /* remove any disease */ 3179 cure_disease (op, 0); /* remove any disease */
3237 3180
3238 /*add_exp(op, (op->stats.exp * -0.20)); */ 3181 /*add_exp(op, (op->stats.exp * -0.20)); */
3239 apply_death_exp_penalty (op); 3182 apply_death_exp_penalty (op);
3240 if (op->stats.food < 100) 3183 if (op->stats.food < 100)
3250 */ 3193 */
3251 3194
3252 if (is_in_shop (op)) 3195 if (is_in_shop (op))
3253 remove_unpaid_objects (op->inv, op); 3196 remove_unpaid_objects (op->inv, op);
3254 3197
3255 /****************************************/ 3198 /****************************************/
3256 /* */ 3199 /* */
3257 /* Move player to his current respawn- */ 3200 /* Move player to his current respawn- */
3258 /* position (usually last savebed) */ 3201 /* position (usually last savebed) */
3259 /* */ 3202 /* */
3260
3261 /****************************************/ 3203 /****************************************/
3262 3204
3263 enter_player_savebed (op); 3205 enter_player_savebed (op);
3264 3206
3265 /* Save the player before inserting the force to reduce 3207 /* Save the player before inserting the force to reduce
3266 * chance of abuse. 3208 * chance of abuse.
3273 * spell effects. So first see if there is a spell effect 3215 * spell effects. So first see if there is a spell effect
3274 * on the space that might harm the player. 3216 * on the space that might harm the player.
3275 */ 3217 */
3276 will_kill_again = 0; 3218 will_kill_again = 0;
3277 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)
3278 {
3279 if (tmp->type == SPELL_EFFECT) 3220 if (tmp->type == SPELL_EFFECT)
3280 will_kill_again |= tmp->attacktype; 3221 will_kill_again |= tmp->attacktype;
3281 } 3222
3282 if (will_kill_again) 3223 if (will_kill_again)
3283 { 3224 {
3284 object *force; 3225 object *force;
3285 int at; 3226 int at;
3286 3227
3288 /* 50 ticks should be enough time for the spell to abate */ 3229 /* 50 ticks should be enough time for the spell to abate */
3289 force->speed = 0.1; 3230 force->speed = 0.1;
3290 force->speed_left = -5.0; 3231 force->speed_left = -5.0;
3291 SET_FLAG (force, FLAG_APPLIED); 3232 SET_FLAG (force, FLAG_APPLIED);
3292 for (at = 0; at < NROFATTACKS; at++) 3233 for (at = 0; at < NROFATTACKS; at++)
3293 {
3294 if (will_kill_again & (1 << at)) 3234 if (will_kill_again & (1 << at))
3295 force->resist[at] = 100; 3235 force->resist[at] = 100;
3296 } 3236
3297 insert_ob_in_ob (force, op); 3237 insert_ob_in_ob (force, op);
3298 fix_player (op); 3238 fix_player (op);
3299 3239
3300 } 3240 }
3301
3302 /**************************************/
3303 /* */
3304 /* Repaint the characters inv, and */
3305 /* stats, and show a nasty message ;) */
3306 /* */
3307
3308 /**************************************/
3309 3241
3310 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3242 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3311 return; 3243 return;
3312 } /* NOT_PERMADETH */ 3244 } /* NOT_PERMADETH */
3313 else 3245 else
3319 op->contr->party = NULL; 3251 op->contr->party = NULL;
3320 if (settings.set_title == TRUE) 3252 if (settings.set_title == TRUE)
3321 op->contr->own_title[0] = '\0'; 3253 op->contr->own_title[0] = '\0';
3322 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf); 3254 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3323 check_score (op); 3255 check_score (op);
3256
3324 if (op->contr->ranges[range_golem] != NULL) 3257 if (op->contr->ranges[range_golem])
3325 { 3258 {
3326 remove_friendly_object (op->contr->ranges[range_golem]); 3259 remove_friendly_object (op->contr->ranges[range_golem]);
3327 remove_ob (op->contr->ranges[range_golem]); 3260 op->contr->ranges[range_golem]->destroy ();
3328 free_object (op->contr->ranges[range_golem]);
3329 op->contr->ranges[range_golem] = NULL; 3261 op->contr->ranges[range_golem] = 0;
3330 op->contr->golem_count = 0;
3331 } 3262 }
3263
3332 loot_object (op); /* Remove some of the items for good */ 3264 loot_object (op); /* Remove some of the items for good */
3333 remove_ob (op); 3265 op->remove ();
3334 op->direction = 0; 3266 op->direction = 0;
3335 3267
3336 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp) 3268 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3337 { 3269 {
3338 delete_character (op->name, 0); 3270 delete_character (op->name, 0);
3357 op->map = map; 3289 op->map = map;
3358 /* please see resurrection.c: peterm */ 3290 /* please see resurrection.c: peterm */
3359 dead_player (op); 3291 dead_player (op);
3360 } 3292 }
3361 else 3293 else
3362 {
3363 delete_character (op->name, 1); 3294 delete_character (op->name, 1);
3364 } 3295 }
3365 } 3296
3366 play_again (op); 3297 play_again (op);
3367 3298
3368 /* peterm: added to create a corpse at deathsite. */ 3299 /* peterm: added to create a corpse at deathsite. */
3369 tmp = arch_to_object (find_archetype ("corpse_pl")); 3300 tmp = arch_to_object (archetype::find ("corpse_pl"));
3370 sprintf (buf, "%s", &op->name); 3301 sprintf (buf, "%s", &op->name);
3371 tmp->name = tmp->name_pl = buf; 3302 tmp->name = tmp->name_pl = buf;
3372 tmp->level = op->level; 3303 tmp->level = op->level;
3373 tmp->x = x; 3304 tmp->x = x;
3374 tmp->y = y; 3305 tmp->y = y;
3392 for (tmp = op->inv; tmp != NULL; tmp = next) 3323 for (tmp = op->inv; tmp != NULL; tmp = next)
3393 { 3324 {
3394 next = tmp->below; 3325 next = tmp->below;
3395 if (tmp->type == EXPERIENCE || tmp->invisible) 3326 if (tmp->type == EXPERIENCE || tmp->invisible)
3396 continue; 3327 continue;
3397 remove_ob (tmp); 3328 tmp->remove ();
3398 tmp->x = op->x, tmp->y = op->y; 3329 tmp->x = op->x, tmp->y = op->y;
3399 if (tmp->type == CONTAINER) 3330 if (tmp->type == CONTAINER)
3400 { /* empty container to ground */ 3331 { /* empty container to ground */
3401 loot_object (tmp); 3332 loot_object (tmp);
3402 } 3333 }
3403 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)))
3404 { 3335 {
3405 if (tmp->nrof > 1) 3336 if (tmp->nrof > 1)
3406 { 3337 {
3407 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3338 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3408 free_object (tmp2); 3339 tmp2->destroy ();
3409 insert_ob_in_map (tmp, op->map, NULL, 0); 3340 insert_ob_in_map (tmp, op->map, NULL, 0);
3410 } 3341 }
3411 else 3342 else
3412 free_object (tmp); 3343 tmp->destroy ();
3413 } 3344 }
3414 else 3345 else
3415 insert_ob_in_map (tmp, op->map, NULL, 0); 3346 insert_ob_in_map (tmp, op->map, NULL, 0);
3416 } 3347 }
3417} 3348}
3482 if (op->type == PLAYER) 3413 if (op->type == PLAYER)
3483 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);
3484 3415
3485 cast_spell (op, throw_ob, dir, spob, NULL); 3416 cast_spell (op, throw_ob, dir, spob, NULL);
3486 3417
3487 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3418 throw_ob->destroy ();
3488 remove_ob (throw_ob);
3489 free_object (throw_ob);
3490} 3419}
3491 3420
3492void 3421void
3493make_visible (object *op) 3422make_visible (object *op)
3494{ 3423{
3610int 3539int
3611stand_near_hostile (object *who) 3540stand_near_hostile (object *who)
3612{ 3541{
3613 object *tmp = NULL; 3542 object *tmp = NULL;
3614 int i, friendly = 0, player = 0, mflags; 3543 int i, friendly = 0, player = 0, mflags;
3615 mapstruct *m; 3544 maptile *m;
3616 sint16 x, y; 3545 sint16 x, y;
3617 3546
3618 if (!who) 3547 if (!who)
3619 return 0; 3548 return 0;
3620 3549
3701 3630
3702 /* only the viewable area the player sees is updated by LOS 3631 /* only the viewable area the player sees is updated by LOS
3703 * 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
3704 * for any meaningful values. 3633 * for any meaningful values.
3705 */ 3634 */
3706 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3635 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3707 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3636 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3708 !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)])
3709 return 1; 3638 return 1;
3710 op = op->more; 3639 op = op->more;
3711 } 3640 }
3712 return 0; 3641 return 0;
3713} 3642}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines