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Comparing deliantra/server/server/player.C (file contents):
Revision 1.19 by root, Mon Sep 11 23:53:30 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 1.19 2006/09/11 23:53:30 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;
772 player *pl = op->contr; 740 player *pl = op->contr;
773 shstr name = op->name; 741 shstr name = op->name;
774 742
775 op->contr = 0; 743 op->contr = 0;
776 op->type = 0; 744 op->type = 0;
777 op->free (1); 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;
797confirm_password (object *op) 765confirm_password (object *op)
798{ 766{
799 767
800 op->contr->write_buf[0] = '\0'; 768 op->contr->write_buf[0] = '\0';
801 op->contr->state = ST_CONFIRM_PASSWORD; 769 op->contr->state = ST_CONFIRM_PASSWORD;
802 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:");
803} 771}
804 772
805void 773void
806get_party_password (object *op, partylist *party) 774get_party_password (object *op, partylist *party)
807{ 775{
811 return; 779 return;
812 } 780 }
813 op->contr->write_buf[0] = '\0'; 781 op->contr->write_buf[0] = '\0';
814 op->contr->state = ST_GET_PARTY_PASSWORD; 782 op->contr->state = ST_GET_PARTY_PASSWORD;
815 op->contr->party_to_join = party; 783 op->contr->party_to_join = party;
816 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:");
817} 785}
818 786
819 787
820/* 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. */
821int 789int
918 886
919void 887void
920Roll_Again (object *op) 888Roll_Again (object *op)
921{ 889{
922 esrv_new_player (op->contr, 0); 890 esrv_new_player (op->contr, 0);
923 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
924 "[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)? ");
925} 893}
926 894
927void 895void
928Swap_Stat (object *op, int Swap_Second) 896Swap_Stat (object *op, int Swap_Second)
995 new_draw_info (NDI_UNIQUE, 0, op, buf); 963 new_draw_info (NDI_UNIQUE, 0, op, buf);
996 } 964 }
997 else 965 else
998 Swap_Stat (op, stat_trans[keynum]); 966 Swap_Stat (op, stat_trans[keynum]);
999 967
1000 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); 968 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1001 return 1; 969 return 1;
1002 } 970 }
1003 switch (key) 971 switch (key)
1004 { 972 {
1005 case 'n': 973 case 'n':
1006 case 'N': 974 case 'N':
1007 { 975 {
1008 SET_FLAG (op, FLAG_WIZ); 976 SET_FLAG (op, FLAG_WIZ);
1009 if (op->map == NULL) 977 if (op->map == NULL)
1010 { 978 {
1011 LOG (llevError, "Map == NULL in state 2\n"); 979 LOG (llevError, "Map == NULL in state 2\n");
1012 break; 980 break;
1013 } 981 }
1014 982
1015#if 0 983#if 0
1016 /* So that enter_exit will put us at startx/starty */ 984 /* So that enter_exit will put us at startx/starty */
1017 op->x = -1; 985 op->x = -1;
1018 986
1019 enter_exit (op, NULL); 987 enter_exit (op, NULL);
1020#endif 988#endif
1021 SET_ANIMATION (op, 2); /* So player faces south */ 989 SET_ANIMATION (op, 2); /* So player faces south */
1022 /* Enter exit adds a player otherwise */ 990 /* Enter exit adds a player otherwise */
1023 add_statbonus (op); 991 add_statbonus (op);
1024 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 992 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1025 "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");
1026 op->contr->state = ST_CHANGE_CLASS; 994 op->contr->state = ST_CHANGE_CLASS;
1027 if (op->msg) 995 if (op->msg)
1028 new_draw_info (NDI_BLUE, 0, op, op->msg); 996 new_draw_info (NDI_BLUE, 0, op, op->msg);
1029 return 0;
1030 }
1031 case 'y':
1032 case 'Y':
1033 roll_stats (op);
1034 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1035 return 1;
1036
1037 case 'q':
1038 case 'Q':
1039 play_again (op);
1040 return 1;
1041
1042 default:
1043 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1044 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;
1045 } 1013 }
1046 return 0; 1014 return 0;
1047} 1015}
1048 1016
1049/* This function takes the key that is passed, and does the 1017/* This function takes the key that is passed, and does the
1058{ 1026{
1059 int tmp_loop; 1027 int tmp_loop;
1060 1028
1061 if (key == 'q' || key == 'Q') 1029 if (key == 'q' || key == 'Q')
1062 { 1030 {
1063 remove_ob (op); 1031 op->remove ();
1064 play_again (op); 1032 play_again (op);
1065 return 0; 1033 return 0;
1066 } 1034 }
1067 if (key == 'd' || key == 'D') 1035 if (key == 'd' || key == 'D')
1068 { 1036 {
1069 char buf[MAX_BUF]; 1037 char buf[MAX_BUF];
1070 1038
1071 /* this must before then initial items are given */ 1039 /* this must before then initial items are given */
1072 esrv_new_player (op->contr, op->weight + op->carrying); 1040 esrv_new_player (op->contr, op->weight + op->carrying);
1041
1073 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);
1074 1045
1075 INVOKE_PLAYER (BIRTH, op->contr); 1046 INVOKE_PLAYER (BIRTH, op->contr);
1076 INVOKE_PLAYER (LOGIN, op->contr); 1047 INVOKE_PLAYER (LOGIN, op->contr);
1077 1048
1078 op->contr->state = ST_PLAYING; 1049 op->contr->state = ST_PLAYING;
1103 { 1074 {
1104 object *tmp; 1075 object *tmp;
1105 char mapname[MAX_BUF]; 1076 char mapname[MAX_BUF];
1106 1077
1107 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);
1108 tmp = get_object (); 1079 tmp = object::create ();
1109 EXIT_PATH (tmp) = mapname; 1080 EXIT_PATH (tmp) = mapname;
1110 EXIT_X (tmp) = op->x; 1081 EXIT_X (tmp) = op->x;
1111 EXIT_Y (tmp) = op->y; 1082 EXIT_Y (tmp) = op->y;
1112 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;
1113 * if the map isn't there, then stay on the 1084 * if the map isn't there, then stay on the
1114 * default initial map */ 1085 * default initial map */
1115 free_object (tmp); 1086 tmp->destroy ();
1116 } 1087 }
1117 else 1088 else
1118 { 1089 {
1119 LOG (llevDebug, "first_map_ext_path not set\n"); 1090 LOG (llevDebug, "first_map_ext_path not set\n");
1120 } 1091 }
1130 { 1101 {
1131 shstr name = op->name; 1102 shstr name = op->name;
1132 int x = op->x, y = op->y; 1103 int x = op->x, y = op->y;
1133 1104
1134 remove_statbonus (op); 1105 remove_statbonus (op);
1135 remove_ob (op); 1106 op->remove ();
1136 op->arch = get_player_archetype (op->arch); 1107 op->arch = get_player_archetype (op->arch);
1137 copy_object (&op->arch->clone, op); 1108 op->arch->clone.copy_to (op);
1138 op->instantiate (); 1109 op->instantiate ();
1139 op->stats = op->contr->orig_stats; 1110 op->stats = op->contr->orig_stats;
1140 op->name = op->name_pl = name; 1111 op->name = op->name_pl = name;
1141 op->x = x; 1112 op->x = x;
1142 op->y = y; 1113 op->y = y;
1143 SET_ANIMATION (op, 2); /* So player faces south */ 1114 SET_ANIMATION (op, 2); /* So player faces south */
1144 insert_ob_in_map (op, op->map, op, 0); 1115 insert_ob_in_map (op, op->map, op, 0);
1145 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1); 1116 assign (op->contr->title, op->arch->clone.name);
1146 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1147 add_statbonus (op); 1117 add_statbonus (op);
1148 tmp_loop = allowed_class (op); 1118 tmp_loop = allowed_class (op);
1149 } 1119 }
1150 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 */
1270 */ 1242 */
1271int 1243int
1272check_pick (object *op) 1244check_pick (object *op)
1273{ 1245{
1274 object *tmp, *next; 1246 object *tmp, *next;
1275 tag_t next_tag = 0, op_tag;
1276 int stop = 0; 1247 int stop = 0;
1277 int j, k, wvratio; 1248 int j, k, wvratio;
1278 char putstring[128], tmpstr[16]; 1249 char putstring[128], tmpstr[16];
1279 1250
1280
1281 /* if you're flying, you cna't pick up anything */ 1251 /* if you're flying, you cna't pick up anything */
1282 if (op->move_type & MOVE_FLYING) 1252 if (op->move_type & MOVE_FLYING)
1283 return 1; 1253 return 1;
1284 1254
1285 op_tag = op->count;
1286
1287 next = op->below; 1255 next = op->below;
1288 if (next)
1289 next_tag = next->count;
1290 1256
1291 /* 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
1292 * destroyed */ 1258 * destroyed */
1293 while (next && !was_destroyed (next, next_tag)) 1259 while (next && !next->destroyed ())
1294 { 1260 {
1295 tmp = next; 1261 tmp = next;
1296 next = tmp->below; 1262 next = tmp->below;
1297 if (next)
1298 next_tag = next->count;
1299 1263
1300 if (was_destroyed (op, op_tag)) 1264 if (op->destroyed ())
1301 return 0; 1265 return 0;
1302 1266
1303 if (!can_pick (op, tmp)) 1267 if (!can_pick (op, tmp))
1304 continue; 1268 continue;
1305 1269
1313 /* high not bit set? We're using the old autopickup model */ 1277 /* high not bit set? We're using the old autopickup model */
1314 if (!(op->contr->mode & PU_NEWMODE)) 1278 if (!(op->contr->mode & PU_NEWMODE))
1315 { 1279 {
1316 switch (op->contr->mode) 1280 switch (op->contr->mode)
1317 { 1281 {
1318 case 0: 1282 case 0:
1319 return 1; /* don't pick up */ 1283 return 1; /* don't pick up */
1320 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))
1321 pick_up (op, tmp); 1301 pick_up (op, tmp);
1322 return 1; 1302 break;
1303
1323 case 2: 1304 case 7:
1305 if (tmp->type == MONEY || tmp->type == GEM)
1324 pick_up (op, tmp); 1306 pick_up (op, tmp);
1325 return 0; 1307 break;
1326 case 3: 1308
1327 return 0; /* stop before pickup */ 1309 default:
1328 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)
1329 pick_up (op, tmp); 1313 pick_up (op, tmp);
1330 break;
1331 case 5:
1332 pick_up (op, tmp);
1333 stop = 1;
1334 break;
1335 case 6:
1336 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1337 pick_up (op, tmp);
1338 break;
1339
1340 case 7:
1341 if (tmp->type == MONEY || tmp->type == GEM)
1342 pick_up (op, tmp);
1343 break;
1344
1345 default:
1346 /* use value density */
1347 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1348 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1349 pick_up (op, tmp);
1350 } 1314 }
1351 } 1315 }
1352 else 1316 else
1353 { /* old model */ 1317 { /* old model */
1354 /* NEW pickup handling */ 1318 /* NEW pickup handling */
1437 /* question: don't pick up known-poisonous stuff? */ 1401 /* question: don't pick up known-poisonous stuff? */
1438 if (op->contr->mode & PU_FOOD) 1402 if (op->contr->mode & PU_FOOD)
1439 if (tmp->type == FOOD) 1403 if (tmp->type == FOOD)
1440 { 1404 {
1441 pick_up (op, tmp); 1405 pick_up (op, tmp);
1442 if (0)
1443 fprintf (stderr, "FOOD\n");
1444 continue; 1406 continue;
1445 } 1407 }
1408
1446 if (op->contr->mode & PU_DRINK) 1409 if (op->contr->mode & PU_DRINK)
1447 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)))
1448 { 1411 {
1449 pick_up (op, tmp); 1412 pick_up (op, tmp);
1450 if (0)
1451 fprintf (stderr, "DRINK\n");
1452 continue; 1413 continue;
1453 } 1414 }
1454 1415
1455 if (op->contr->mode & PU_POTION) 1416 if (op->contr->mode & PU_POTION)
1456 if (tmp->type == POTION) 1417 if (tmp->type == POTION)
1457 { 1418 {
1458 pick_up (op, tmp); 1419 pick_up (op, tmp);
1459 if (0)
1460 fprintf (stderr, "POTION\n");
1461 continue; 1420 continue;
1462 } 1421 }
1463 1422
1464 /* spellbooks, skillscrolls and normal books/scrolls */ 1423 /* spellbooks, skillscrolls and normal books/scrolls */
1465 if (op->contr->mode & PU_SPELLBOOK) 1424 if (op->contr->mode & PU_SPELLBOOK)
1466 if (tmp->type == SPELLBOOK) 1425 if (tmp->type == SPELLBOOK)
1467 { 1426 {
1468 pick_up (op, tmp); 1427 pick_up (op, tmp);
1469 if (0)
1470 fprintf (stderr, "SPELLBOOK\n");
1471 continue; 1428 continue;
1472 } 1429 }
1430
1473 if (op->contr->mode & PU_SKILLSCROLL) 1431 if (op->contr->mode & PU_SKILLSCROLL)
1474 if (tmp->type == SKILLSCROLL) 1432 if (tmp->type == SKILLSCROLL)
1475 { 1433 {
1476 pick_up (op, tmp); 1434 pick_up (op, tmp);
1477 if (0)
1478 fprintf (stderr, "SKILLSCROLL\n");
1479 continue; 1435 continue;
1480 } 1436 }
1437
1481 if (op->contr->mode & PU_READABLES) 1438 if (op->contr->mode & PU_READABLES)
1482 if (tmp->type == BOOK || tmp->type == SCROLL) 1439 if (tmp->type == BOOK || tmp->type == SCROLL)
1483 { 1440 {
1484 pick_up (op, tmp); 1441 pick_up (op, tmp);
1485 if (0)
1486 fprintf (stderr, "READABLES\n");
1487 continue; 1442 continue;
1488 } 1443 }
1489 1444
1490 /* wands/staves/rods/horns */ 1445 /* wands/staves/rods/horns */
1491 if (op->contr->mode & PU_MAGIC_DEVICE) 1446 if (op->contr->mode & PU_MAGIC_DEVICE)
1492 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1447 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1493 { 1448 {
1494 pick_up (op, tmp); 1449 pick_up (op, tmp);
1495 if (0)
1496 fprintf (stderr, "MAGIC_DEVICE\n");
1497 continue; 1450 continue;
1498 } 1451 }
1499 1452
1500 /* pick up all magical items */ 1453 /* pick up all magical items */
1501 if (op->contr->mode & PU_MAGICAL) 1454 if (op->contr->mode & PU_MAGICAL)
1502 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))
1503 { 1456 {
1504 pick_up (op, tmp); 1457 pick_up (op, tmp);
1505 if (0)
1506 fprintf (stderr, "MAGICAL\n");
1507 continue; 1458 continue;
1508 } 1459 }
1509 1460
1510 if (op->contr->mode & PU_VALUABLES) 1461 if (op->contr->mode & PU_VALUABLES)
1511 { 1462 {
1512 if (tmp->type == MONEY || tmp->type == GEM) 1463 if (tmp->type == MONEY || tmp->type == GEM)
1513 { 1464 {
1514 pick_up (op, tmp); 1465 pick_up (op, tmp);
1515 if (0)
1516 fprintf (stderr, "MONEY/GEM\n");
1517 continue; 1466 continue;
1518 } 1467 }
1519 } 1468 }
1520 1469
1521 /* rings & amulets - talismans seems to be typed AMULET */ 1470 /* rings & amulets - talismans seems to be typed AMULET */
1522 if (op->contr->mode & PU_JEWELS) 1471 if (op->contr->mode & PU_JEWELS)
1523 if (tmp->type == RING || tmp->type == AMULET) 1472 if (tmp->type == RING || tmp->type == AMULET)
1524 { 1473 {
1525 pick_up (op, tmp); 1474 pick_up (op, tmp);
1475 continue;
1526 if (0) 1476 }
1527 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);
1528 continue; 1483 continue;
1529 } 1484 }
1530 1485
1531 /* bows and arrows. Bows are good for selling! */ 1486 /* bows and arrows. Bows are good for selling! */
1532 if (op->contr->mode & PU_BOW) 1487 if (op->contr->mode & PU_BOW)
1533 if (tmp->type == BOW) 1488 if (tmp->type == BOW)
1534 { 1489 {
1535 pick_up (op, tmp); 1490 pick_up (op, tmp);
1536 if (0)
1537 fprintf (stderr, "BOW\n");
1538 continue; 1491 continue;
1539 } 1492 }
1493
1540 if (op->contr->mode & PU_ARROW) 1494 if (op->contr->mode & PU_ARROW)
1541 if (tmp->type == ARROW) 1495 if (tmp->type == ARROW)
1542 { 1496 {
1543 pick_up (op, tmp); 1497 pick_up (op, tmp);
1544 if (0)
1545 fprintf (stderr, "ARROW\n");
1546 continue; 1498 continue;
1547 } 1499 }
1548 1500
1549 /* all kinds of armor etc. */ 1501 /* all kinds of armor etc. */
1550 if (op->contr->mode & PU_ARMOUR) 1502 if (op->contr->mode & PU_ARMOUR)
1551 if (tmp->type == ARMOUR) 1503 if (tmp->type == ARMOUR)
1552 { 1504 {
1553 pick_up (op, tmp); 1505 pick_up (op, tmp);
1554 if (0)
1555 fprintf (stderr, "ARMOUR\n");
1556 continue; 1506 continue;
1557 } 1507 }
1508
1558 if (op->contr->mode & PU_HELMET) 1509 if (op->contr->mode & PU_HELMET)
1559 if (tmp->type == HELMET) 1510 if (tmp->type == HELMET)
1560 { 1511 {
1561 pick_up (op, tmp); 1512 pick_up (op, tmp);
1562 if (0)
1563 fprintf (stderr, "HELMET\n");
1564 continue; 1513 continue;
1565 } 1514 }
1515
1566 if (op->contr->mode & PU_SHIELD) 1516 if (op->contr->mode & PU_SHIELD)
1567 if (tmp->type == SHIELD) 1517 if (tmp->type == SHIELD)
1568 { 1518 {
1569 pick_up (op, tmp); 1519 pick_up (op, tmp);
1570 if (0)
1571 fprintf (stderr, "SHIELD\n");
1572 continue; 1520 continue;
1573 } 1521 }
1522
1574 if (op->contr->mode & PU_BOOTS) 1523 if (op->contr->mode & PU_BOOTS)
1575 if (tmp->type == BOOTS) 1524 if (tmp->type == BOOTS)
1576 { 1525 {
1577 pick_up (op, tmp); 1526 pick_up (op, tmp);
1578 if (0)
1579 fprintf (stderr, "BOOTS\n");
1580 continue; 1527 continue;
1581 } 1528 }
1529
1582 if (op->contr->mode & PU_GLOVES) 1530 if (op->contr->mode & PU_GLOVES)
1583 if (tmp->type == GLOVES) 1531 if (tmp->type == GLOVES)
1584 { 1532 {
1585 pick_up (op, tmp); 1533 pick_up (op, tmp);
1586 if (0)
1587 fprintf (stderr, "GLOVES\n");
1588 continue; 1534 continue;
1589 } 1535 }
1536
1590 if (op->contr->mode & PU_CLOAK) 1537 if (op->contr->mode & PU_CLOAK)
1591 if (tmp->type == CLOAK) 1538 if (tmp->type == CLOAK)
1592 { 1539 {
1593 pick_up (op, tmp); 1540 pick_up (op, tmp);
1594 if (0)
1595 fprintf (stderr, "GLOVES\n");
1596 continue; 1541 continue;
1597 } 1542 }
1598 1543
1599 /* hoping to catch throwing daggers here */ 1544 /* hoping to catch throwing daggers here */
1600 if (op->contr->mode & PU_MISSILEWEAPON) 1545 if (op->contr->mode & PU_MISSILEWEAPON)
1601 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1546 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1602 { 1547 {
1603 pick_up (op, tmp); 1548 pick_up (op, tmp);
1604 if (0)
1605 fprintf (stderr, "MISSILEWEAPON\n");
1606 continue; 1549 continue;
1607 } 1550 }
1608 1551
1609 /* careful: chairs and tables are weapons! */ 1552 /* careful: chairs and tables are weapons! */
1610 if (op->contr->mode & PU_ALLWEAPON) 1553 if (op->contr->mode & PU_ALLWEAPON)
1613 { 1556 {
1614 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 &&
1615 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1558 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1616 { 1559 {
1617 pick_up (op, tmp); 1560 pick_up (op, tmp);
1618 if (0)
1619 fprintf (stderr, "WEAPON\n");
1620 continue; 1561 continue;
1621 } 1562 }
1622 } 1563 }
1564
1623 if (tmp->type == WEAPON && tmp->name == NULL) 1565 if (tmp->type == WEAPON && tmp->name == NULL)
1624 { 1566 {
1625 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)
1626 { 1568 {
1627 pick_up (op, tmp); 1569 pick_up (op, tmp);
1628 if (0)
1629 fprintf (stderr, "WEAPON\n");
1630 continue; 1570 continue;
1631 } 1571 }
1632 } 1572 }
1633 } 1573 }
1634 1574
1635 /* misc stuff that's useful */ 1575 /* misc stuff that's useful */
1636 if (op->contr->mode & PU_KEY) 1576 if (op->contr->mode & PU_KEY)
1637 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1577 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1638 { 1578 {
1639 pick_up (op, tmp); 1579 pick_up (op, tmp);
1640 if (0)
1641 fprintf (stderr, "KEY\n");
1642 continue; 1580 continue;
1643 } 1581 }
1644 1582
1645 /* 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
1646 * pickups */ 1584 * pickups */
1668 continue; 1606 continue;
1669 } 1607 }
1670 } 1608 }
1671 } /* the new pickup model */ 1609 } /* the new pickup model */
1672 } 1610 }
1611
1673 return !stop; 1612 return !stop;
1674} 1613}
1675 1614
1676/* 1615/*
1677 * Find an arrow in the inventory and after that 1616 * Find an arrow in the inventory and after that
1776 1715
1777object * 1716object *
1778pick_arrow_target (object *op, const char *type, int dir) 1717pick_arrow_target (object *op, const char *type, int dir)
1779{ 1718{
1780 object *tmp = NULL; 1719 object *tmp = NULL;
1781 mapstruct *m; 1720 maptile *m;
1782 int i, mflags, found, number; 1721 int i, mflags, found, number;
1783 sint16 x, y; 1722 sint16 x, y;
1784 1723
1785 if (op->map == NULL) 1724 if (op->map == NULL)
1786 return find_arrow (op, type); 1725 return find_arrow (op, type);
1846 */ 1785 */
1847int 1786int
1848fire_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)
1849{ 1788{
1850 object *left, *bow; 1789 object *left, *bow;
1851 tag_t left_tag, tag;
1852 int bowspeed, mflags; 1790 int bowspeed, mflags;
1853 mapstruct *m; 1791 maptile *m;
1854 1792
1855 if (!dir) 1793 if (!dir)
1856 { 1794 {
1857 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!");
1858 return 0; 1796 return 0;
1912 } 1850 }
1913 1851
1914 /* this should not happen, but sometimes does */ 1852 /* this should not happen, but sometimes does */
1915 if (arrow->nrof == 0) 1853 if (arrow->nrof == 0)
1916 { 1854 {
1917 remove_ob (arrow); 1855 arrow->destroy ();
1918 free_object (arrow);
1919 return 0; 1856 return 0;
1920 } 1857 }
1921 1858
1922 left = arrow; /* these are arrows left to the player */ 1859 left = arrow; /* these are arrows left to the player */
1923 left_tag = left->count;
1924 arrow = get_split_ob (arrow, 1); 1860 arrow = get_split_ob (arrow, 1);
1925 if (arrow == NULL) 1861 if (arrow == NULL)
1926 { 1862 {
1927 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);
1928 return 0; 1864 return 0;
1929 } 1865 }
1930 set_owner (arrow, op); 1866 arrow->set_owner (op);
1931 arrow->skill = bow->skill; 1867 arrow->skill = bow->skill;
1932 1868
1933 arrow->direction = dir; 1869 arrow->direction = dir;
1934 arrow->x = sx; 1870 arrow->x = sx;
1935 arrow->y = sy; 1871 arrow->y = sy;
1943 SET_ANIMATION (arrow, arrow->direction); 1879 SET_ANIMATION (arrow, arrow->direction);
1944 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1945 arrow->stats.hp = arrow->stats.dam; 1881 arrow->stats.hp = arrow->stats.dam;
1946 arrow->stats.grace = arrow->attacktype; 1882 arrow->stats.grace = arrow->attacktype;
1947 if (arrow->slaying != NULL) 1883 if (arrow->slaying != NULL)
1948 arrow->spellarg = strdup_local (arrow->slaying); 1884 arrow->spellarg = strdup (arrow->slaying);
1949 1885
1950 /* Note that this was different for monsters - they got their level 1886 /* Note that this was different for monsters - they got their level
1951 * 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.
1952 */ 1888 */
1953 1889
1971 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1907 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1972 } 1908 }
1973 else 1909 else
1974 { 1910 {
1975 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;
1976
1977 arrow->level = op->level; 1912 arrow->level = op->level;
1978 } 1913 }
1914
1979 if (arrow->attacktype == AT_PHYSICAL) 1915 if (arrow->attacktype == AT_PHYSICAL)
1980 arrow->attacktype |= bow->attacktype; 1916 arrow->attacktype |= bow->attacktype;
1917
1981 if (bow->slaying != NULL) 1918 if (bow->slaying != NULL)
1982 arrow->slaying = bow->slaying; 1919 arrow->slaying = bow->slaying;
1983 1920
1984 arrow->map = m; 1921 arrow->map = m;
1985 arrow->move_type = MOVE_FLY_LOW; 1922 arrow->move_type = MOVE_FLY_LOW;
1986 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1987 1924
1988 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);
1989 tag = arrow->count;
1990 insert_ob_in_map (arrow, m, op, 0); 1926 insert_ob_in_map (arrow, m, op, 0);
1991 1927
1992 if (!was_destroyed (arrow, tag)) 1928 if (!arrow->destroyed ())
1993 move_arrow (arrow); 1929 move_arrow (arrow);
1994 1930
1995 if (op->type == PLAYER) 1931 if (op->type == PLAYER)
1996 { 1932 {
1997 if (was_destroyed (left, left_tag)) 1933 if (left->destroyed ())
1998 esrv_del_item (op->contr, left_tag); 1934 esrv_del_item (op->contr, left->count);
1999 else 1935 else
2000 esrv_send_item (op, left); 1936 esrv_send_item (op, left);
2001 } 1937 }
1938
2002 return 1; 1939 return 1;
2003} 1940}
2004 1941
2005/* Special fire code for players - this takes into 1942/* Special fire code for players - this takes into
2006 * account the special fire modes players can have 1943 * account the special fire modes players can have
2126 if (action_makes_visible (op)) 2063 if (action_makes_visible (op))
2127 make_visible (op); 2064 make_visible (op);
2128 2065
2129 switch (op->contr->shoottype) 2066 switch (op->contr->shoottype)
2130 { 2067 {
2131 case range_none: 2068 case range_none:
2132 return; 2069 return;
2133 2070
2134 case range_bow: 2071 case range_bow:
2135 player_fire_bow (op, dir); 2072 player_fire_bow (op, dir);
2136 return; 2073 return;
2137 2074
2138 case range_magic: /* Casting spells */ 2075 case range_magic: /* Casting spells */
2139 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));
2140 return; 2077 return;
2141 2078
2142 case range_misc: 2079 case range_misc:
2143 fire_misc_object (op, dir); 2080 fire_misc_object (op, dir);
2144 return; 2081 return;
2145 2082
2146 case range_golem: /* Control summoned monsters from scrolls */ 2083 case range_golem: /* Control summoned monsters from scrolls */
2147 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))
2148 { 2085 {
2149 op->contr->ranges[range_golem] = NULL; 2086 op->contr->ranges[range_golem] = 0;
2150 op->contr->shoottype = range_none; 2087 op->contr->shoottype = range_none;
2151 op->contr->golem_count = 0;
2152 } 2088 }
2153 else 2089 else
2154 control_golem (op->contr->ranges[range_golem], dir); 2090 control_golem (op->contr->ranges[range_golem], dir);
2155 return; 2091 return;
2156 2092
2157 case range_skill: 2093 case range_skill:
2158 if (!op->chosen_skill) 2094 if (!op->chosen_skill)
2159 { 2095 {
2160 if (op->type == PLAYER) 2096 if (op->type == PLAYER)
2161 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.");
2162 return; 2098 return;
2163 } 2099 }
2164 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 2100 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2165 return; 2101 return;
2166 case range_builder: 2102 case range_builder:
2167 apply_map_builder (op, dir); 2103 apply_map_builder (op, dir);
2168 return; 2104 return;
2169 default: 2105 default:
2170 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 2106 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2171 return; 2107 return;
2172 } 2108 }
2173} 2109}
2174 2110
2175 2111
2176 2112
2318move_player_attack (object *op, int dir) 2254move_player_attack (object *op, int dir)
2319{ 2255{
2320 object *tmp, *mon; 2256 object *tmp, *mon;
2321 sint16 nx, ny; 2257 sint16 nx, ny;
2322 int on_battleground; 2258 int on_battleground;
2323 mapstruct *m; 2259 maptile *m;
2324 2260
2325 nx = freearr_x[dir] + op->x; 2261 nx = freearr_x[dir] + op->x;
2326 ny = freearr_y[dir] + op->y; 2262 ny = freearr_y[dir] + op->y;
2327 2263
2328 on_battleground = op_on_battleground (op, NULL, NULL); 2264 on_battleground = op_on_battleground (op, NULL, NULL);
2364 if (tmp == op) 2300 if (tmp == op)
2365 { 2301 {
2366 tmp = tmp->above; 2302 tmp = tmp->above;
2367 continue; 2303 continue;
2368 } 2304 }
2305
2369 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2306 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2370 { 2307 {
2371 mon = tmp; 2308 mon = tmp;
2372 break; 2309 break;
2373 } 2310 }
2311
2374 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2312 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2375 mon = tmp; 2313 mon = tmp;
2314
2376 tmp = tmp->above; 2315 tmp = tmp->above;
2377 } 2316 }
2378 2317
2379 if (mon == NULL) /* This happens anytime the player tries to move */ 2318 if (mon == NULL) /* This happens anytime the player tries to move */
2380 return; /* into a wall */ 2319 return; /* into a wall */
2399 * player owns it and it is either friendly or unagressive. 2338 * player owns it and it is either friendly or unagressive.
2400 */ 2339 */
2401 if ((op->type == PLAYER) 2340 if ((op->type == PLAYER)
2402#if COZY_SERVER 2341#if COZY_SERVER
2403 && 2342 &&
2404 ((get_owner (mon) && get_owner (mon)->contr 2343 ((mon->owner && mon->owner->contr
2405 && 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)
2406#else 2345#else
2407 && get_owner (mon) == op 2346 && mon->owner == op
2408#endif 2347#endif
2409 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2410 { 2349 {
2411 /* 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 */
2412 if (op->contr->braced) 2351 if (op->contr->braced)
2599 /* 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
2600 * 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
2601 * 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
2602 * 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.
2603 */ 2542 */
2604 if (op->contr->ranges[range_golem] &&
2605 ((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))
2606 {
2607 op->contr->ranges[range_golem] = NULL; 2544 op->contr->ranges[range_golem] = 0;
2608 op->contr->golem_count = 0;
2609 }
2610 2545
2611 /* 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
2612 * the players time has been increased when doericserver has been 2547 * the players time has been increased when doericserver has been
2613 * called, so we recheck it here. 2548 * called, so we recheck it here.
2614 */ 2549 */
2615 HandleClient (&op->contr->socket, op->contr); 2550 HandleClient (op->contr->socket, op->contr);
2616 if (op->speed_left < 0) 2551 if (op->speed_left < 0)
2617 return 0; 2552 return 0;
2618 2553
2619 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2554 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2620 { 2555 {
2629 if (op->speed_left > 0) 2564 if (op->speed_left > 0)
2630 return 1; 2565 return 1;
2631 else 2566 else
2632 return 0; 2567 return 0;
2633 } 2568 }
2569
2634 return 0; 2570 return 0;
2635} 2571}
2636 2572
2637int 2573int
2638save_life (object *op) 2574save_life (object *op)
2639{ 2575{
2640 object *tmp;
2641
2642 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2576 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2643 return 0; 2577 return 0;
2644 2578
2645 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2579 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2646 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2580 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2647 { 2581 {
2648 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);
2649 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
2650 if (op->contr) 2585 if (op->contr)
2651 esrv_del_item (op->contr, tmp->count); 2586 esrv_del_item (op->contr, tmp->count);
2652 remove_ob (tmp); 2587
2653 free_object (tmp); 2588 tmp->destroy ();
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2589 CLEAR_FLAG (op, FLAG_LIFESAVE);
2590
2655 if (op->stats.hp < 0) 2591 if (op->stats.hp < 0)
2656 op->stats.hp = op->stats.maxhp; 2592 op->stats.hp = op->stats.maxhp;
2593
2657 if (op->stats.food < 0) 2594 if (op->stats.food < 0)
2658 op->stats.food = 999; 2595 op->stats.food = 999;
2596
2659 fix_player (op); 2597 fix_player (op);
2660 return 1; 2598 return 1;
2661 } 2599 }
2600
2662 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2663 CLEAR_FLAG (op, FLAG_LIFESAVE); 2602 CLEAR_FLAG (op, FLAG_LIFESAVE);
2664 enter_player_savebed (op); /* bring him home. */ 2603 enter_player_savebed (op); /* bring him home. */
2665 return 0; 2604 return 0;
2666} 2605}
2680 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
2681 * we remove object 'op' 2620 * we remove object 'op'
2682 */ 2621 */
2683 if (QUERY_FLAG (op, FLAG_UNPAID)) 2622 if (QUERY_FLAG (op, FLAG_UNPAID))
2684 { 2623 {
2685 remove_ob (op); 2624 op->remove ();
2686 op->x = env->x; 2625 op->x = env->x;
2687 op->y = env->y; 2626 op->y = env->y;
2688 if (env->type == PLAYER) 2627 if (env->type == PLAYER)
2689 esrv_del_item (env->contr, op->count); 2628 esrv_del_item (env->contr, op->count);
2690 insert_ob_in_map (op, env->map, NULL, 0); 2629 insert_ob_in_map (op, env->map, NULL, 0);
2691 } 2630 }
2692 else if (op->inv) 2631 else if (op->inv)
2693 remove_unpaid_objects (op->inv, env); 2632 remove_unpaid_objects (op->inv, env);
2633
2694 op = next; 2634 op = next;
2695 } 2635 }
2696} 2636}
2697 2637
2698 2638
2713 strcpy (buf2, " R.I.P.\n\n"); 2653 strcpy (buf2, " R.I.P.\n\n");
2714 if (op->type == PLAYER) 2654 if (op->type == PLAYER)
2715 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2655 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2716 else 2656 else
2717 sprintf (buf, "%s\n", &op->name); 2657 sprintf (buf, "%s\n", &op->name);
2658
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2659 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2660 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2661 if (op->type == PLAYER)
2721 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);
2722 else 2663 else
2723 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
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2666 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2667 strcat (buf2, buf);
2726 if (op->type == PLAYER) 2668 if (op->type == PLAYER)
2727 { 2669 {
2728 sprintf (buf, "by %s.\n\n", op->contr->killer); 2670 sprintf (buf, "by %s.\n\n", op->contr->killer);
2729 strncat (buf2, " ", 21 - strlen (buf) / 2); 2671 strncat (buf2, " ", 21 - strlen (buf) / 2);
2730 strcat (buf2, buf); 2672 strcat (buf2, buf);
2731 } 2673 }
2674
2732 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2675 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2733 strncat (buf2, " ", 20 - strlen (buf) / 2); 2676 strncat (buf2, " ", 20 - strlen (buf) / 2);
2734 strcat (buf2, buf); 2677 strcat (buf2, buf);
2678
2735 return buf2; 2679 return buf2;
2736} 2680}
2737 2681
2738 2682
2739 2683
2958{ 2902{
2959 char buf[MAX_BUF]; 2903 char buf[MAX_BUF];
2960 int x, y; 2904 int x, y;
2961 2905
2962 //int i; 2906 //int i;
2963 mapstruct *map; /* this is for resurrection */ 2907 maptile *map; /* this is for resurrection */
2964 2908
2965 /* int z; 2909 /* int z;
2966 int num_stats_lose; 2910 int num_stats_lose;
2967 int lost_a_stat; 2911 int lost_a_stat;
2968 int lose_this_stat; 2912 int lose_this_stat;
2983 { 2927 {
2984 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!");
2985 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...");
2986 2930
2987 /* restore player */ 2931 /* restore player */
2988 at = find_archetype ("poisoning"); 2932 at = archetype::find ("poisoning");
2989 tmp = present_arch_in_ob (at, op); 2933 tmp = present_arch_in_ob (at, op);
2990 if (tmp) 2934 if (tmp)
2991 { 2935 {
2992 remove_ob (tmp); 2936 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2937 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2995 } 2938 }
2996 2939
2997 at = find_archetype ("confusion"); 2940 at = archetype::find ("confusion");
2998 tmp = present_arch_in_ob (at, op); 2941 tmp = present_arch_in_ob (at, op);
2999 if (tmp) 2942 if (tmp)
3000 { 2943 {
3001 remove_ob (tmp); 2944 tmp->destroy ();
3002 free_object (tmp);
3003 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3004 } 2946 }
3005 2947
3006 cure_disease (op, 0); /* remove any disease */ 2948 cure_disease (op, 0); /* remove any disease */
3007 op->stats.hp = op->stats.maxhp; 2949 op->stats.hp = op->stats.maxhp;
3008 if (op->stats.food <= 0) 2950 if (op->stats.food <= 0)
3009 op->stats.food = 999; 2951 op->stats.food = 999;
3010 2952
3011 /* create a bodypart-trophy to make the winner happy */ 2953 /* create a bodypart-trophy to make the winner happy */
3012 tmp = arch_to_object (find_archetype ("finger")); 2954 tmp = arch_to_object (archetype::find ("finger"));
3013 if (tmp != NULL) 2955 if (tmp != NULL)
3014 { 2956 {
3015 sprintf (buf, "%s's finger", &op->name); 2957 sprintf (buf, "%s's finger", &op->name);
3016 tmp->name = buf; 2958 tmp->name = buf;
3017 sprintf (buf, " This finger has been cut off %s\n" 2959 sprintf (buf, " This finger has been cut off %s\n"
3114 lost_a_stat = 1; 3056 lost_a_stat = 1;
3115 } 3057 }
3116 else 3058 else
3117 { 3059 {
3118 /* deplete a stat */ 3060 /* deplete a stat */
3119 archetype *deparch = find_archetype ("depletion"); 3061 archetype *deparch = archetype::find ("depletion");
3120 object *dep; 3062 object *dep;
3121 3063
3122 dep = present_arch_in_ob (deparch, op); 3064 dep = present_arch_in_ob (deparch, op);
3123 if (!dep) 3065 if (!dep)
3124 { 3066 {
3184 /* determine_god() seems to not work sometimes... why is this? 3126 /* determine_god() seems to not work sometimes... why is this?
3185 Should I be using something else? GD */ 3127 Should I be using something else? GD */
3186 const char *god = determine_god (op); 3128 const char *god = determine_god (op);
3187 3129
3188 if (god && (strcmp (god, "none"))) 3130 if (god && (strcmp (god, "none")))
3189 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);
3190 else 3132 else
3191 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.");
3192 } 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.");
3193#endif 3137#endif
3194 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3195 3138
3196 /* Put a gravestone up where the character 'almost' died. List the 3139 /* Put a gravestone up where the character 'almost' died. List the
3197 * exp loss on the stone. 3140 * exp loss on the stone.
3198 */ 3141 */
3199 tmp = arch_to_object (find_archetype ("gravestone")); 3142 tmp = arch_to_object (archetype::find ("gravestone"));
3200 sprintf (buf, "%s's gravestone", &op->name); 3143 sprintf (buf, "%s's gravestone", &op->name);
3201 tmp->name = buf; 3144 tmp->name = buf;
3202 sprintf (buf, "%s's gravestones", &op->name); 3145 sprintf (buf, "%s's gravestones", &op->name);
3203 tmp->name_pl = buf; 3146 tmp->name_pl = buf;
3204 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);
3205 tmp->msg = buf; 3148 tmp->msg = buf;
3206 tmp->x = op->x, tmp->y = op->y; 3149 tmp->x = op->x, tmp->y = op->y;
3207 insert_ob_in_map (tmp, op->map, NULL, 0); 3150 insert_ob_in_map (tmp, op->map, NULL, 0);
3208 3151
3209 /**************************************/ 3152 /**************************************/
3210 /* */ 3153 /* */
3211 /* Subtract the experience points, */ 3154 /* Subtract the experience points, */
3212 /* if we died cause of food, give us */ 3155 /* if we died cause of food, give us */
3213 /* food, and reset HP's... */ 3156 /* food, and reset HP's... */
3214 /* */ 3157 /* */
3215
3216 /**************************************/ 3158 /**************************************/
3217 3159
3218 /* remove any poisoning and confusion the character may be suffering. */ 3160 /* remove any poisoning and confusion the character may be suffering. */
3219 /* restore player */ 3161 /* restore player */
3220 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");
3221 tmp = present_arch_in_ob (at, op); 3172 tmp = present_arch_in_ob (at, op);
3222 if (tmp) 3173 if (tmp)
3223 { 3174 {
3224 remove_ob (tmp); 3175 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3227 }
3228
3229 at = find_archetype ("confusion");
3230 tmp = present_arch_in_ob (at, op);
3231 if (tmp)
3232 {
3233 remove_ob (tmp);
3234 free_object (tmp);
3235 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 3176 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3236 } 3177 }
3178
3237 cure_disease (op, 0); /* remove any disease */ 3179 cure_disease (op, 0); /* remove any disease */
3238 3180
3239 /*add_exp(op, (op->stats.exp * -0.20)); */ 3181 /*add_exp(op, (op->stats.exp * -0.20)); */
3240 apply_death_exp_penalty (op); 3182 apply_death_exp_penalty (op);
3241 if (op->stats.food < 100) 3183 if (op->stats.food < 100)
3251 */ 3193 */
3252 3194
3253 if (is_in_shop (op)) 3195 if (is_in_shop (op))
3254 remove_unpaid_objects (op->inv, op); 3196 remove_unpaid_objects (op->inv, op);
3255 3197
3256 /****************************************/ 3198 /****************************************/
3257 /* */ 3199 /* */
3258 /* Move player to his current respawn- */ 3200 /* Move player to his current respawn- */
3259 /* position (usually last savebed) */ 3201 /* position (usually last savebed) */
3260 /* */ 3202 /* */
3261
3262 /****************************************/ 3203 /****************************************/
3263 3204
3264 enter_player_savebed (op); 3205 enter_player_savebed (op);
3265 3206
3266 /* Save the player before inserting the force to reduce 3207 /* Save the player before inserting the force to reduce
3267 * chance of abuse. 3208 * chance of abuse.
3274 * spell effects. So first see if there is a spell effect 3215 * spell effects. So first see if there is a spell effect
3275 * on the space that might harm the player. 3216 * on the space that might harm the player.
3276 */ 3217 */
3277 will_kill_again = 0; 3218 will_kill_again = 0;
3278 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)
3279 {
3280 if (tmp->type == SPELL_EFFECT) 3220 if (tmp->type == SPELL_EFFECT)
3281 will_kill_again |= tmp->attacktype; 3221 will_kill_again |= tmp->attacktype;
3282 } 3222
3283 if (will_kill_again) 3223 if (will_kill_again)
3284 { 3224 {
3285 object *force; 3225 object *force;
3286 int at; 3226 int at;
3287 3227
3289 /* 50 ticks should be enough time for the spell to abate */ 3229 /* 50 ticks should be enough time for the spell to abate */
3290 force->speed = 0.1; 3230 force->speed = 0.1;
3291 force->speed_left = -5.0; 3231 force->speed_left = -5.0;
3292 SET_FLAG (force, FLAG_APPLIED); 3232 SET_FLAG (force, FLAG_APPLIED);
3293 for (at = 0; at < NROFATTACKS; at++) 3233 for (at = 0; at < NROFATTACKS; at++)
3294 {
3295 if (will_kill_again & (1 << at)) 3234 if (will_kill_again & (1 << at))
3296 force->resist[at] = 100; 3235 force->resist[at] = 100;
3297 } 3236
3298 insert_ob_in_ob (force, op); 3237 insert_ob_in_ob (force, op);
3299 fix_player (op); 3238 fix_player (op);
3300 3239
3301 } 3240 }
3302 3241
3312 op->contr->party = NULL; 3251 op->contr->party = NULL;
3313 if (settings.set_title == TRUE) 3252 if (settings.set_title == TRUE)
3314 op->contr->own_title[0] = '\0'; 3253 op->contr->own_title[0] = '\0';
3315 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf); 3254 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3316 check_score (op); 3255 check_score (op);
3256
3317 if (op->contr->ranges[range_golem] != NULL) 3257 if (op->contr->ranges[range_golem])
3318 { 3258 {
3319 remove_friendly_object (op->contr->ranges[range_golem]); 3259 remove_friendly_object (op->contr->ranges[range_golem]);
3320 remove_ob (op->contr->ranges[range_golem]); 3260 op->contr->ranges[range_golem]->destroy ();
3321 free_object (op->contr->ranges[range_golem]);
3322 op->contr->ranges[range_golem] = NULL; 3261 op->contr->ranges[range_golem] = 0;
3323 op->contr->golem_count = 0;
3324 } 3262 }
3263
3325 loot_object (op); /* Remove some of the items for good */ 3264 loot_object (op); /* Remove some of the items for good */
3326 remove_ob (op); 3265 op->remove ();
3327 op->direction = 0; 3266 op->direction = 0;
3328 3267
3329 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp) 3268 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3330 { 3269 {
3331 delete_character (op->name, 0); 3270 delete_character (op->name, 0);
3356 } 3295 }
3357 3296
3358 play_again (op); 3297 play_again (op);
3359 3298
3360 /* peterm: added to create a corpse at deathsite. */ 3299 /* peterm: added to create a corpse at deathsite. */
3361 tmp = arch_to_object (find_archetype ("corpse_pl")); 3300 tmp = arch_to_object (archetype::find ("corpse_pl"));
3362 sprintf (buf, "%s", &op->name); 3301 sprintf (buf, "%s", &op->name);
3363 tmp->name = tmp->name_pl = buf; 3302 tmp->name = tmp->name_pl = buf;
3364 tmp->level = op->level; 3303 tmp->level = op->level;
3365 tmp->x = x; 3304 tmp->x = x;
3366 tmp->y = y; 3305 tmp->y = y;
3384 for (tmp = op->inv; tmp != NULL; tmp = next) 3323 for (tmp = op->inv; tmp != NULL; tmp = next)
3385 { 3324 {
3386 next = tmp->below; 3325 next = tmp->below;
3387 if (tmp->type == EXPERIENCE || tmp->invisible) 3326 if (tmp->type == EXPERIENCE || tmp->invisible)
3388 continue; 3327 continue;
3389 remove_ob (tmp); 3328 tmp->remove ();
3390 tmp->x = op->x, tmp->y = op->y; 3329 tmp->x = op->x, tmp->y = op->y;
3391 if (tmp->type == CONTAINER) 3330 if (tmp->type == CONTAINER)
3392 { /* empty container to ground */ 3331 { /* empty container to ground */
3393 loot_object (tmp); 3332 loot_object (tmp);
3394 } 3333 }
3395 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)))
3396 { 3335 {
3397 if (tmp->nrof > 1) 3336 if (tmp->nrof > 1)
3398 { 3337 {
3399 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3338 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3400 free_object (tmp2); 3339 tmp2->destroy ();
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 3340 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 3341 }
3403 else 3342 else
3404 free_object (tmp); 3343 tmp->destroy ();
3405 } 3344 }
3406 else 3345 else
3407 insert_ob_in_map (tmp, op->map, NULL, 0); 3346 insert_ob_in_map (tmp, op->map, NULL, 0);
3408 } 3347 }
3409} 3348}
3474 if (op->type == PLAYER) 3413 if (op->type == PLAYER)
3475 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);
3476 3415
3477 cast_spell (op, throw_ob, dir, spob, NULL); 3416 cast_spell (op, throw_ob, dir, spob, NULL);
3478 3417
3479 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3418 throw_ob->destroy ();
3480 remove_ob (throw_ob);
3481 free_object (throw_ob);
3482} 3419}
3483 3420
3484void 3421void
3485make_visible (object *op) 3422make_visible (object *op)
3486{ 3423{
3602int 3539int
3603stand_near_hostile (object *who) 3540stand_near_hostile (object *who)
3604{ 3541{
3605 object *tmp = NULL; 3542 object *tmp = NULL;
3606 int i, friendly = 0, player = 0, mflags; 3543 int i, friendly = 0, player = 0, mflags;
3607 mapstruct *m; 3544 maptile *m;
3608 sint16 x, y; 3545 sint16 x, y;
3609 3546
3610 if (!who) 3547 if (!who)
3611 return 0; 3548 return 0;
3612 3549
3693 3630
3694 /* only the viewable area the player sees is updated by LOS 3631 /* only the viewable area the player sees is updated by LOS
3695 * 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
3696 * for any meaningful values. 3633 * for any meaningful values.
3697 */ 3634 */
3698 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3635 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3699 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3636 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3700 !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)])
3701 return 1; 3638 return 1;
3702 op = op->more; 3639 op = op->more;
3703 } 3640 }
3704 return 0; 3641 return 0;
3705} 3642}

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