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Comparing deliantra/server/server/player.C (file contents):
Revision 1.23 by root, Thu Sep 14 22:34:04 2006 UTC vs.
Revision 1.41 by root, Fri Dec 15 04:21:29 2006 UTC

20 20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22*/
23 23
24#include <global.h> 24#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h> 25#include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 26#include <sproto.h>
30#endif
31#include <sounds.h> 27#include <sounds.h>
32#include <living.h> 28#include <living.h>
33#include <object.h> 29#include <object.h>
34#include <spells.h> 30#include <spells.h>
35#include <skills.h> 31#include <skills.h>
208 * the one that is passed. 204 * the one that is passed.
209 */ 205 */
210static player * 206static player *
211get_player (player *p) 207get_player (player *p)
212{ 208{
213 object *op = arch_to_object (get_player_archetype (NULL)); 209 object *op = arch_to_object (get_player_archetype (0));
214 int i; 210 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237 211
238 /* Clears basically the entire player structure except 212 /* Clears basically the entire player structure except
239 * for next and socket. 213 * for next and socket.
240 */ 214 */
241 p->clear (); 215 p->clear ();
260 op->speed_left = 0.5; 234 op->speed_left = 0.5;
261 op->speed = 1.0; 235 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */ 236 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2; 237 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */ 238 op->run_away = 25; /* Then we panick... */
239
240 {
241 int oldmon = p->socket->monitor_spells; // what a hack
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 242 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op); 243 roll_stats (op);
244 p->socket->monitor_spells = oldmon;
245 }
268 p->state = ST_ROLL_STAT; 246 p->state = ST_ROLL_STAT;
269 clear_los (op); 247 clear_los (op);
270 248
271 p->gen_sp_armour = 10; 249 p->gen_sp_armour = 10;
272 p->last_speed = -1; 250 p->last_speed = -1;
294 for (i = 0; i < NUM_SKILLS; i++) 272 for (i = 0; i < NUM_SKILLS; i++)
295 { 273 {
296 p->last_skill_exp[i] = -1; 274 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL; 275 p->last_skill_ob[i] = NULL;
298 } 276 }
277
299 for (i = 0; i < NROFATTACKS; i++) 278 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1; 279 p->last_resist[i] = -1;
302 } 280
303 p->last_stats.exp = -1; 281 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1; 282 p->last_weight = (uint32) - 1;
305 283
306 p->socket.update_look = 0; 284 p->socket->update_look = 0;
307 p->socket.look_position = 0; 285 p->socket->look_position = 0;
286
308 return p; 287 return p;
309} 288}
310 289
311/* This loads the first map an puts the player on it. */ 290/* This loads the first map an puts the player on it. */
312static void 291static void
322 * All we can really get in this is some settings like host and display 301 * All we can really get in this is some settings like host and display
323 * mode. 302 * mode.
324 */ 303 */
325 304
326int 305int
327add_player (NewSocket * ns) 306add_player (client_socket *ns)
328{ 307{
329 player *p; 308 player *p = new player;
330 309
331 p = get_player (NULL);
332 p->socket = *ns; 310 p->socket = ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 311 ns->pl = p;
334 if (p->socket.faces_sent == NULL) 312
335 fatal (OUT_OF_MEMORY); 313 p->next = first_player;
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 314 first_player = p;
337 /* Needed because the socket we just copied over needs to be cleared. 315
338 * Note that this can result in a client reset if there is partial data 316 p = get_player (p);
339 * on the uncoming socket. 317
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 318 set_first_map (p->ob);
343 319
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY); 320 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob); 321 add_friendly_object (p->ob);
346 send_rules (p->ob); 322 send_rules (p->ob);
347 send_news (p->ob); 323 send_news (p->ob);
348 display_motd (p->ob); 324 display_motd (p->ob);
349 get_name (p->ob); 325 get_name (p->ob);
326
350 return 0; 327 return 0;
351} 328}
352 329
353/* 330/*
354 * get_player_archetype() return next player archetype from archetype 331 * get_player_archetype() return next player archetype from archetype
489path_to_player (object *mon, object *pl, unsigned mindiff) 466path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 467{
491 rv_vector rv; 468 rv_vector rv;
492 sint16 x, y; 469 sint16 x, y;
493 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;
494 mapstruct *m, *lastmap; 471 maptile *m, *lastmap;
495 472
496 get_rangevector (mon, pl, &rv, 0); 473 get_rangevector (mon, pl, &rv, 0);
497 474
498 if (rv.distance < mindiff) 475 if (rv.distance < mindiff)
499 return 0; 476 return 0;
643 (op->type == ARMOUR || op->type == BOOTS || 620 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 621 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 622 op->type == SHIELD || op->type == GLOVES ||
646 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))
647 { 624 {
648 remove_ob (op); 625 op->destroy ();
649 free_object (op);
650 continue; 626 continue;
651 } 627 }
652 } 628 }
653 629
654 /* This really needs to be better - we should really give 630 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 641 if (tmp->type == op->type && tmp->name == op->name)
666 break; 642 break;
667 643
668 if (tmp) 644 if (tmp)
669 { 645 {
670 remove_ob (op); 646 op->destroy ();
671 free_object (op);
672 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);
673 continue; 648 continue;
674 } 649 }
650
675 if (op->nrof > 1) 651 if (op->nrof > 1)
676 op->nrof = 1; 652 op->nrof = 1;
677 } 653 }
678 654
679 if (op->type == SPELLBOOK && op->inv) 655 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 667 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 668 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 669 }
694 if (op->type == SPELL) 670 if (op->type == SPELL)
695 { 671 {
696 remove_ob (op); 672 op->destroy ();
697 free_object (op);
698 continue; 673 continue;
699 } 674 }
700 else if (op->type == SKILL) 675 else if (op->type == SKILL)
701 { 676 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 677 SET_FLAG (op, FLAG_CAN_USE_SKILL);
715void 690void
716get_name (object *op) 691get_name (object *op)
717{ 692{
718 op->contr->write_buf[0] = '\0'; 693 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME; 694 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:"); 695 send_query (op->contr->socket, 0, "What is your name?\n:");
721} 696}
722 697
723void 698void
724get_password (object *op) 699get_password (object *op)
725{ 700{
726 op->contr->write_buf[0] = '\0'; 701 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD; 702 op->contr->state = ST_GET_PASSWORD;
728 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:");
729} 704}
730 705
731void 706void
732play_again (object *op) 707play_again (object *op)
733{ 708{
734 op->contr->state = ST_PLAY_AGAIN; 709 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL; 710 op->chosen_skill = NULL;
736 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)?");
737 /* 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
738 * player creation process that a user can quit (eg, roll 713 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick 714 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without 715 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense 716 * removing the player - it probably makes more sense
742 * 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
743 * cases. 718 * cases.
744 */ 719 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED)) 720 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 remove_ob (op); 721 op->remove ();
747 /* 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,
748 * 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
749 * the map is null or not swapped out. 724 * the map is null or not swapped out.
750 */ 725 */
751 op->map = NULL; 726 op->map = NULL;
765 player *pl = op->contr; 740 player *pl = op->contr;
766 shstr name = op->name; 741 shstr name = op->name;
767 742
768 op->contr = 0; 743 op->contr = 0;
769 op->type = 0; 744 op->type = 0;
770 op->free (1); 745 op->destroy (1);
771 pl = get_player (pl); 746 pl = get_player (pl);
772 op = pl->ob; 747 op = pl->ob;
773 add_friendly_object (op); 748 add_friendly_object (op);
774 op->contr->password[0] = '~'; 749 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0; 750 op->name = op->name_pl = 0;
790confirm_password (object *op) 765confirm_password (object *op)
791{ 766{
792 767
793 op->contr->write_buf[0] = '\0'; 768 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD; 769 op->contr->state = ST_CONFIRM_PASSWORD;
795 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:");
796} 771}
797 772
798void 773void
799get_party_password (object *op, partylist *party) 774get_party_password (object *op, partylist *party)
800{ 775{
804 return; 779 return;
805 } 780 }
806 op->contr->write_buf[0] = '\0'; 781 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 782 op->contr->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 783 op->contr->party_to_join = party;
809 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:");
810} 785}
811 786
812 787
813/* 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. */
814int 789int
911 886
912void 887void
913Roll_Again (object *op) 888Roll_Again (object *op)
914{ 889{
915 esrv_new_player (op->contr, 0); 890 esrv_new_player (op->contr, 0);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 892 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918} 893}
919 894
920void 895void
921Swap_Stat (object *op, int Swap_Second) 896Swap_Stat (object *op, int Swap_Second)
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 963 new_draw_info (NDI_UNIQUE, 0, op, buf);
989 } 964 }
990 else 965 else
991 Swap_Stat (op, stat_trans[keynum]); 966 Swap_Stat (op, stat_trans[keynum]);
992 967
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); 968 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1; 969 return 1;
995 } 970 }
996 switch (key) 971 switch (key)
997 { 972 {
998 case 'n': 973 case 'n':
1012 enter_exit (op, NULL); 987 enter_exit (op, NULL);
1013#endif 988#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */ 989 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */ 990 /* Enter exit adds a player otherwise */
1016 add_statbonus (op); 991 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 992 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); 993 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS; 994 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg) 995 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg); 996 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0; 997 return 0;
1023 } 998 }
1024 case 'y': 999 case 'y':
1025 case 'Y': 1000 case 'Y':
1026 roll_stats (op); 1001 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); 1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1; 1003 return 1;
1029 1004
1030 case 'q': 1005 case 'q':
1031 case 'Q': 1006 case 'Q':
1032 play_again (op); 1007 play_again (op);
1033 return 1; 1008 return 1;
1034 1009
1035 default: 1010 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?"); 1011 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0; 1012 return 0;
1038 } 1013 }
1039 return 0; 1014 return 0;
1040} 1015}
1041 1016
1051{ 1026{
1052 int tmp_loop; 1027 int tmp_loop;
1053 1028
1054 if (key == 'q' || key == 'Q') 1029 if (key == 'q' || key == 'Q')
1055 { 1030 {
1056 remove_ob (op); 1031 op->remove ();
1057 play_again (op); 1032 play_again (op);
1058 return 0; 1033 return 0;
1059 } 1034 }
1060 if (key == 'd' || key == 'D') 1035 if (key == 'd' || key == 'D')
1061 { 1036 {
1062 char buf[MAX_BUF]; 1037 char buf[MAX_BUF];
1063 1038
1064 /* this must before then initial items are given */ 1039 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 1040 esrv_new_player (op->contr, op->weight + op->carrying);
1041
1066 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);
1067 1045
1068 INVOKE_PLAYER (BIRTH, op->contr); 1046 INVOKE_PLAYER (BIRTH, op->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 1047 INVOKE_PLAYER (LOGIN, op->contr);
1070 1048
1071 op->contr->state = ST_PLAYING; 1049 op->contr->state = ST_PLAYING;
1096 { 1074 {
1097 object *tmp; 1075 object *tmp;
1098 char mapname[MAX_BUF]; 1076 char mapname[MAX_BUF];
1099 1077
1100 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);
1101 tmp = get_object (); 1079 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 1080 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 1081 EXIT_X (tmp) = op->x;
1104 EXIT_Y (tmp) = op->y; 1082 EXIT_Y (tmp) = op->y;
1105 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;
1106 * if the map isn't there, then stay on the 1084 * if the map isn't there, then stay on the
1107 * default initial map */ 1085 * default initial map */
1108 free_object (tmp); 1086 tmp->destroy ();
1109 } 1087 }
1110 else 1088 else
1111 { 1089 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 1090 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 1091 }
1123 { 1101 {
1124 shstr name = op->name; 1102 shstr name = op->name;
1125 int x = op->x, y = op->y; 1103 int x = op->x, y = op->y;
1126 1104
1127 remove_statbonus (op); 1105 remove_statbonus (op);
1128 remove_ob (op); 1106 op->remove ();
1129 op->arch = get_player_archetype (op->arch); 1107 op->arch = get_player_archetype (op->arch);
1130 copy_object (&op->arch->clone, op); 1108 op->arch->clone.copy_to (op);
1131 op->instantiate (); 1109 op->instantiate ();
1132 op->stats = op->contr->orig_stats; 1110 op->stats = op->contr->orig_stats;
1133 op->name = op->name_pl = name; 1111 op->name = op->name_pl = name;
1134 op->x = x; 1112 op->x = x;
1135 op->y = y; 1113 op->y = y;
1148 op->stats.grace = 0; 1126 op->stats.grace = 0;
1149 1127
1150 if (op->msg) 1128 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg); 1129 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152 1130
1153 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");
1154 return 0; 1132 return 0;
1155} 1133}
1156 1134
1157int 1135int
1158key_confirm_quit (object *op, char key) 1136key_confirm_quit (object *op, char key)
1180 if (settings.set_title == TRUE) 1158 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0'; 1159 op->contr->own_title[0] = '\0';
1182 1160
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 1161 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 { 1162 {
1185 mapstruct *mp, *next; 1163 maptile *mp, *next;
1186 1164
1187 /* 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
1188 * 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,
1189 * 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
1190 */ 1168 */
1264 */ 1242 */
1265int 1243int
1266check_pick (object *op) 1244check_pick (object *op)
1267{ 1245{
1268 object *tmp, *next; 1246 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 1247 int stop = 0;
1271 int j, k, wvratio; 1248 int j, k, wvratio;
1272 char putstring[128], tmpstr[16]; 1249 char putstring[128], tmpstr[16];
1273 1250
1274
1275 /* if you're flying, you cna't pick up anything */ 1251 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 1252 if (op->move_type & MOVE_FLYING)
1277 return 1; 1253 return 1;
1278 1254
1279 op_tag = op->count;
1280
1281 next = op->below; 1255 next = op->below;
1282 if (next)
1283 next_tag = next->count;
1284 1256
1285 /* 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
1286 * destroyed */ 1258 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 1259 while (next && !next->destroyed ())
1288 { 1260 {
1289 tmp = next; 1261 tmp = next;
1290 next = tmp->below; 1262 next = tmp->below;
1291 if (next)
1292 next_tag = next->count;
1293 1263
1294 if (was_destroyed (op, op_tag)) 1264 if (op->destroyed ())
1295 return 0; 1265 return 0;
1296 1266
1297 if (!can_pick (op, tmp)) 1267 if (!can_pick (op, tmp))
1298 continue; 1268 continue;
1299 1269
1431 /* question: don't pick up known-poisonous stuff? */ 1401 /* question: don't pick up known-poisonous stuff? */
1432 if (op->contr->mode & PU_FOOD) 1402 if (op->contr->mode & PU_FOOD)
1433 if (tmp->type == FOOD) 1403 if (tmp->type == FOOD)
1434 { 1404 {
1435 pick_up (op, tmp); 1405 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1406 continue;
1439 } 1407 }
1408
1440 if (op->contr->mode & PU_DRINK) 1409 if (op->contr->mode & PU_DRINK)
1441 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)))
1442 { 1411 {
1443 pick_up (op, tmp); 1412 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1413 continue;
1447 } 1414 }
1448 1415
1449 if (op->contr->mode & PU_POTION) 1416 if (op->contr->mode & PU_POTION)
1450 if (tmp->type == POTION) 1417 if (tmp->type == POTION)
1451 { 1418 {
1452 pick_up (op, tmp); 1419 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue; 1420 continue;
1456 } 1421 }
1457 1422
1458 /* spellbooks, skillscrolls and normal books/scrolls */ 1423 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK) 1424 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK) 1425 if (tmp->type == SPELLBOOK)
1461 { 1426 {
1462 pick_up (op, tmp); 1427 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue; 1428 continue;
1466 } 1429 }
1430
1467 if (op->contr->mode & PU_SKILLSCROLL) 1431 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL) 1432 if (tmp->type == SKILLSCROLL)
1469 { 1433 {
1470 pick_up (op, tmp); 1434 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue; 1435 continue;
1474 } 1436 }
1437
1475 if (op->contr->mode & PU_READABLES) 1438 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL) 1439 if (tmp->type == BOOK || tmp->type == SCROLL)
1477 { 1440 {
1478 pick_up (op, tmp); 1441 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue; 1442 continue;
1482 } 1443 }
1483 1444
1484 /* wands/staves/rods/horns */ 1445 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE) 1446 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1447 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 { 1448 {
1488 pick_up (op, tmp); 1449 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue; 1450 continue;
1492 } 1451 }
1493 1452
1494 /* pick up all magical items */ 1453 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL) 1454 if (op->contr->mode & PU_MAGICAL)
1496 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))
1497 { 1456 {
1498 pick_up (op, tmp); 1457 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue; 1458 continue;
1502 } 1459 }
1503 1460
1504 if (op->contr->mode & PU_VALUABLES) 1461 if (op->contr->mode & PU_VALUABLES)
1505 { 1462 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1463 if (tmp->type == MONEY || tmp->type == GEM)
1507 { 1464 {
1508 pick_up (op, tmp); 1465 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue; 1466 continue;
1512 } 1467 }
1513 } 1468 }
1514 1469
1515 /* rings & amulets - talismans seems to be typed AMULET */ 1470 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS) 1471 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET) 1472 if (tmp->type == RING || tmp->type == AMULET)
1518 { 1473 {
1519 pick_up (op, tmp); 1474 pick_up (op, tmp);
1475 continue;
1520 if (0) 1476 }
1521 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);
1522 continue; 1483 continue;
1523 } 1484 }
1524 1485
1525 /* bows and arrows. Bows are good for selling! */ 1486 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW) 1487 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW) 1488 if (tmp->type == BOW)
1528 { 1489 {
1529 pick_up (op, tmp); 1490 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue; 1491 continue;
1533 } 1492 }
1493
1534 if (op->contr->mode & PU_ARROW) 1494 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW) 1495 if (tmp->type == ARROW)
1536 { 1496 {
1537 pick_up (op, tmp); 1497 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue; 1498 continue;
1541 } 1499 }
1542 1500
1543 /* all kinds of armor etc. */ 1501 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR) 1502 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR) 1503 if (tmp->type == ARMOUR)
1546 { 1504 {
1547 pick_up (op, tmp); 1505 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue; 1506 continue;
1551 } 1507 }
1508
1552 if (op->contr->mode & PU_HELMET) 1509 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET) 1510 if (tmp->type == HELMET)
1554 { 1511 {
1555 pick_up (op, tmp); 1512 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue; 1513 continue;
1559 } 1514 }
1515
1560 if (op->contr->mode & PU_SHIELD) 1516 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD) 1517 if (tmp->type == SHIELD)
1562 { 1518 {
1563 pick_up (op, tmp); 1519 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue; 1520 continue;
1567 } 1521 }
1522
1568 if (op->contr->mode & PU_BOOTS) 1523 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS) 1524 if (tmp->type == BOOTS)
1570 { 1525 {
1571 pick_up (op, tmp); 1526 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue; 1527 continue;
1575 } 1528 }
1529
1576 if (op->contr->mode & PU_GLOVES) 1530 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES) 1531 if (tmp->type == GLOVES)
1578 { 1532 {
1579 pick_up (op, tmp); 1533 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1534 continue;
1583 } 1535 }
1536
1584 if (op->contr->mode & PU_CLOAK) 1537 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK) 1538 if (tmp->type == CLOAK)
1586 { 1539 {
1587 pick_up (op, tmp); 1540 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue; 1541 continue;
1591 } 1542 }
1592 1543
1593 /* hoping to catch throwing daggers here */ 1544 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON) 1545 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1546 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 { 1547 {
1597 pick_up (op, tmp); 1548 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue; 1549 continue;
1601 } 1550 }
1602 1551
1603 /* careful: chairs and tables are weapons! */ 1552 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON) 1553 if (op->contr->mode & PU_ALLWEAPON)
1607 { 1556 {
1608 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 &&
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1558 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1610 { 1559 {
1611 pick_up (op, tmp); 1560 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue; 1561 continue;
1615 } 1562 }
1616 } 1563 }
1564
1617 if (tmp->type == WEAPON && tmp->name == NULL) 1565 if (tmp->type == WEAPON && tmp->name == NULL)
1618 { 1566 {
1619 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)
1620 { 1568 {
1621 pick_up (op, tmp); 1569 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue; 1570 continue;
1625 } 1571 }
1626 } 1572 }
1627 } 1573 }
1628 1574
1629 /* misc stuff that's useful */ 1575 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY) 1576 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1577 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 { 1578 {
1633 pick_up (op, tmp); 1579 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue; 1580 continue;
1637 } 1581 }
1638 1582
1639 /* 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
1640 * pickups */ 1584 * pickups */
1662 continue; 1606 continue;
1663 } 1607 }
1664 } 1608 }
1665 } /* the new pickup model */ 1609 } /* the new pickup model */
1666 } 1610 }
1611
1667 return !stop; 1612 return !stop;
1668} 1613}
1669 1614
1670/* 1615/*
1671 * Find an arrow in the inventory and after that 1616 * Find an arrow in the inventory and after that
1770 1715
1771object * 1716object *
1772pick_arrow_target (object *op, const char *type, int dir) 1717pick_arrow_target (object *op, const char *type, int dir)
1773{ 1718{
1774 object *tmp = NULL; 1719 object *tmp = NULL;
1775 mapstruct *m; 1720 maptile *m;
1776 int i, mflags, found, number; 1721 int i, mflags, found, number;
1777 sint16 x, y; 1722 sint16 x, y;
1778 1723
1779 if (op->map == NULL) 1724 if (op->map == NULL)
1780 return find_arrow (op, type); 1725 return find_arrow (op, type);
1840 */ 1785 */
1841int 1786int
1842fire_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)
1843{ 1788{
1844 object *left, *bow; 1789 object *left, *bow;
1845 tag_t left_tag, tag;
1846 int bowspeed, mflags; 1790 int bowspeed, mflags;
1847 mapstruct *m; 1791 maptile *m;
1848 1792
1849 if (!dir) 1793 if (!dir)
1850 { 1794 {
1851 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!");
1852 return 0; 1796 return 0;
1906 } 1850 }
1907 1851
1908 /* this should not happen, but sometimes does */ 1852 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1853 if (arrow->nrof == 0)
1910 { 1854 {
1911 remove_ob (arrow); 1855 arrow->destroy ();
1912 free_object (arrow);
1913 return 0; 1856 return 0;
1914 } 1857 }
1915 1858
1916 left = arrow; /* these are arrows left to the player */ 1859 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count;
1918 arrow = get_split_ob (arrow, 1); 1860 arrow = get_split_ob (arrow, 1);
1919 if (arrow == NULL) 1861 if (arrow == NULL)
1920 { 1862 {
1921 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);
1922 return 0; 1864 return 0;
1923 } 1865 }
1924 set_owner (arrow, op); 1866 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1867 arrow->skill = bow->skill;
1926 1868
1927 arrow->direction = dir; 1869 arrow->direction = dir;
1928 arrow->x = sx; 1870 arrow->x = sx;
1929 arrow->y = sy; 1871 arrow->y = sy;
1937 SET_ANIMATION (arrow, arrow->direction); 1879 SET_ANIMATION (arrow, arrow->direction);
1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1939 arrow->stats.hp = arrow->stats.dam; 1881 arrow->stats.hp = arrow->stats.dam;
1940 arrow->stats.grace = arrow->attacktype; 1882 arrow->stats.grace = arrow->attacktype;
1941 if (arrow->slaying != NULL) 1883 if (arrow->slaying != NULL)
1942 arrow->spellarg = strdup_local (arrow->slaying); 1884 arrow->spellarg = strdup (arrow->slaying);
1943 1885
1944 /* Note that this was different for monsters - they got their level 1886 /* Note that this was different for monsters - they got their level
1945 * 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.
1946 */ 1888 */
1947 1889
1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1907 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1966 } 1908 }
1967 else 1909 else
1968 { 1910 {
1969 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;
1970
1971 arrow->level = op->level; 1912 arrow->level = op->level;
1972 } 1913 }
1914
1973 if (arrow->attacktype == AT_PHYSICAL) 1915 if (arrow->attacktype == AT_PHYSICAL)
1974 arrow->attacktype |= bow->attacktype; 1916 arrow->attacktype |= bow->attacktype;
1917
1975 if (bow->slaying != NULL) 1918 if (bow->slaying != NULL)
1976 arrow->slaying = bow->slaying; 1919 arrow->slaying = bow->slaying;
1977 1920
1978 arrow->map = m; 1921 arrow->map = m;
1979 arrow->move_type = MOVE_FLY_LOW; 1922 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1924
1982 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);
1983 tag = arrow->count;
1984 insert_ob_in_map (arrow, m, op, 0); 1926 insert_ob_in_map (arrow, m, op, 0);
1985 1927
1986 if (!was_destroyed (arrow, tag)) 1928 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1929 move_arrow (arrow);
1988 1930
1989 if (op->type == PLAYER) 1931 if (op->type == PLAYER)
1990 { 1932 {
1991 if (was_destroyed (left, left_tag)) 1933 if (left->destroyed ())
1992 esrv_del_item (op->contr, left_tag); 1934 esrv_del_item (op->contr, left->count);
1993 else 1935 else
1994 esrv_send_item (op, left); 1936 esrv_send_item (op, left);
1995 } 1937 }
1938
1996 return 1; 1939 return 1;
1997} 1940}
1998 1941
1999/* Special fire code for players - this takes into 1942/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1943 * account the special fire modes players can have
2136 case range_misc: 2079 case range_misc:
2137 fire_misc_object (op, dir); 2080 fire_misc_object (op, dir);
2138 return; 2081 return;
2139 2082
2140 case range_golem: /* Control summoned monsters from scrolls */ 2083 case range_golem: /* Control summoned monsters from scrolls */
2141 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count) 2084 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2142 { 2085 {
2143 op->contr->ranges[range_golem] = NULL; 2086 op->contr->ranges[range_golem] = 0;
2144 op->contr->shoottype = range_none; 2087 op->contr->shoottype = range_none;
2145 op->contr->golem_count = 0;
2146 } 2088 }
2147 else 2089 else
2148 control_golem (op->contr->ranges[range_golem], dir); 2090 control_golem (op->contr->ranges[range_golem], dir);
2149 return; 2091 return;
2150 2092
2312move_player_attack (object *op, int dir) 2254move_player_attack (object *op, int dir)
2313{ 2255{
2314 object *tmp, *mon; 2256 object *tmp, *mon;
2315 sint16 nx, ny; 2257 sint16 nx, ny;
2316 int on_battleground; 2258 int on_battleground;
2317 mapstruct *m; 2259 maptile *m;
2318 2260
2319 nx = freearr_x[dir] + op->x; 2261 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 2262 ny = freearr_y[dir] + op->y;
2321 2263
2322 on_battleground = op_on_battleground (op, NULL, NULL); 2264 on_battleground = op_on_battleground (op, NULL, NULL);
2358 if (tmp == op) 2300 if (tmp == op)
2359 { 2301 {
2360 tmp = tmp->above; 2302 tmp = tmp->above;
2361 continue; 2303 continue;
2362 } 2304 }
2305
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2306 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 { 2307 {
2365 mon = tmp; 2308 mon = tmp;
2366 break; 2309 break;
2367 } 2310 }
2311
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2312 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp; 2313 mon = tmp;
2314
2370 tmp = tmp->above; 2315 tmp = tmp->above;
2371 } 2316 }
2372 2317
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 2318 if (mon == NULL) /* This happens anytime the player tries to move */
2374 return; /* into a wall */ 2319 return; /* into a wall */
2393 * player owns it and it is either friendly or unagressive. 2338 * player owns it and it is either friendly or unagressive.
2394 */ 2339 */
2395 if ((op->type == PLAYER) 2340 if ((op->type == PLAYER)
2396#if COZY_SERVER 2341#if COZY_SERVER
2397 && 2342 &&
2398 ((get_owner (mon) && get_owner (mon)->contr 2343 ((mon->owner && mon->owner->contr
2399 && 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)
2400#else 2345#else
2401 && get_owner (mon) == op 2346 && mon->owner == op
2402#endif 2347#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 { 2349 {
2405 /* 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 */
2406 if (op->contr->braced) 2351 if (op->contr->braced)
2593 /* 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
2594 * 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
2595 * 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
2596 * 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.
2597 */ 2542 */
2598 if (op->contr->ranges[range_golem] &&
2599 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))) 2543 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2600 {
2601 op->contr->ranges[range_golem] = NULL; 2544 op->contr->ranges[range_golem] = 0;
2602 op->contr->golem_count = 0;
2603 }
2604 2545
2605 /* 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
2606 * the players time has been increased when doericserver has been 2547 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2548 * called, so we recheck it here.
2608 */ 2549 */
2609 HandleClient (&op->contr->socket, op->contr); 2550 HandleClient (op->contr->socket, op->contr);
2610 if (op->speed_left < 0) 2551 if (op->speed_left < 0)
2611 return 0; 2552 return 0;
2612 2553
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2554 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614 { 2555 {
2623 if (op->speed_left > 0) 2564 if (op->speed_left > 0)
2624 return 1; 2565 return 1;
2625 else 2566 else
2626 return 0; 2567 return 0;
2627 } 2568 }
2569
2628 return 0; 2570 return 0;
2629} 2571}
2630 2572
2631int 2573int
2632save_life (object *op) 2574save_life (object *op)
2633{ 2575{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2576 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2577 return 0;
2638 2578
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2579 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2580 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2581 {
2642 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);
2643 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
2644 if (op->contr) 2585 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count); 2586 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp); 2587
2647 free_object (tmp); 2588 tmp->destroy ();
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2589 CLEAR_FLAG (op, FLAG_LIFESAVE);
2590
2649 if (op->stats.hp < 0) 2591 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2592 op->stats.hp = op->stats.maxhp;
2593
2651 if (op->stats.food < 0) 2594 if (op->stats.food < 0)
2652 op->stats.food = 999; 2595 op->stats.food = 999;
2596
2653 fix_player (op); 2597 fix_player (op);
2654 return 1; 2598 return 1;
2655 } 2599 }
2600
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2602 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2603 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2604 return 0;
2660} 2605}
2674 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
2675 * we remove object 'op' 2620 * we remove object 'op'
2676 */ 2621 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID)) 2622 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 { 2623 {
2679 remove_ob (op); 2624 op->remove ();
2680 op->x = env->x; 2625 op->x = env->x;
2681 op->y = env->y; 2626 op->y = env->y;
2682 if (env->type == PLAYER) 2627 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count); 2628 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0); 2629 insert_ob_in_map (op, env->map, NULL, 0);
2685 } 2630 }
2686 else if (op->inv) 2631 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env); 2632 remove_unpaid_objects (op->inv, env);
2633
2688 op = next; 2634 op = next;
2689 } 2635 }
2690} 2636}
2691 2637
2692 2638
2707 strcpy (buf2, " R.I.P.\n\n"); 2653 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER) 2654 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2655 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else 2656 else
2711 sprintf (buf, "%s\n", &op->name); 2657 sprintf (buf, "%s\n", &op->name);
2658
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2659 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2660 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2661 if (op->type == PLAYER)
2715 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);
2716 else 2663 else
2717 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
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2666 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2667 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2668 if (op->type == PLAYER)
2721 { 2669 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer); 2670 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2); 2671 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2672 strcat (buf2, buf);
2725 } 2673 }
2674
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2675 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2); 2676 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf); 2677 strcat (buf2, buf);
2678
2729 return buf2; 2679 return buf2;
2730} 2680}
2731 2681
2732 2682
2733 2683
2952{ 2902{
2953 char buf[MAX_BUF]; 2903 char buf[MAX_BUF];
2954 int x, y; 2904 int x, y;
2955 2905
2956 //int i; 2906 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2907 maptile *map; /* this is for resurrection */
2958 2908
2959 /* int z; 2909 /* int z;
2960 int num_stats_lose; 2910 int num_stats_lose;
2961 int lost_a_stat; 2911 int lost_a_stat;
2962 int lose_this_stat; 2912 int lose_this_stat;
2981 /* restore player */ 2931 /* restore player */
2982 at = archetype::find ("poisoning"); 2932 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2933 tmp = present_arch_in_ob (at, op);
2984 if (tmp) 2934 if (tmp)
2985 { 2935 {
2986 remove_ob (tmp); 2936 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2937 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2938 }
2990 2939
2991 at = archetype::find ("confusion"); 2940 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2941 tmp = present_arch_in_ob (at, op);
2993 if (tmp) 2942 if (tmp)
2994 { 2943 {
2995 remove_ob (tmp); 2944 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2946 }
2999 2947
3000 cure_disease (op, 0); /* remove any disease */ 2948 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2949 op->stats.hp = op->stats.maxhp;
3178 /* determine_god() seems to not work sometimes... why is this? 3126 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 3127 Should I be using something else? GD */
3180 const char *god = determine_god (op); 3128 const char *god = determine_god (op);
3181 3129
3182 if (god && (strcmp (god, "none"))) 3130 if (god && (strcmp (god, "none")))
3183 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 3131 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3184 else 3132 else
3185 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.");
3186 } 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.");
3187#endif 3137#endif
3188 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3189 3138
3190 /* Put a gravestone up where the character 'almost' died. List the 3139 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 3140 * exp loss on the stone.
3192 */ 3141 */
3193 tmp = arch_to_object (archetype::find ("gravestone")); 3142 tmp = arch_to_object (archetype::find ("gravestone"));
3198 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 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);
3199 tmp->msg = buf; 3148 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 3149 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 3150 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 3151
3203 /**************************************/ 3152 /**************************************/
3204 /* */ 3153 /* */
3205 /* Subtract the experience points, */ 3154 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 3155 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 3156 /* food, and reset HP's... */
3208 /* */ 3157 /* */
3209
3210 /**************************************/ 3158 /**************************************/
3211 3159
3212 /* remove any poisoning and confusion the character may be suffering. */ 3160 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 3161 /* restore player */
3214 at = archetype::find ("poisoning"); 3162 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op); 3163 tmp = present_arch_in_ob (at, op);
3164
3216 if (tmp) 3165 if (tmp)
3217 { 3166 {
3218 remove_ob (tmp); 3167 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 3168 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 } 3169 }
3222 3170
3223 at = archetype::find ("confusion"); 3171 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op); 3172 tmp = present_arch_in_ob (at, op);
3225 if (tmp) 3173 if (tmp)
3226 { 3174 {
3227 remove_ob (tmp); 3175 tmp->destroy ();
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 3176 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 3177 }
3178
3231 cure_disease (op, 0); /* remove any disease */ 3179 cure_disease (op, 0); /* remove any disease */
3232 3180
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 3181 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 3182 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100) 3183 if (op->stats.food < 100)
3245 */ 3193 */
3246 3194
3247 if (is_in_shop (op)) 3195 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op); 3196 remove_unpaid_objects (op->inv, op);
3249 3197
3250 /****************************************/ 3198 /****************************************/
3251 /* */ 3199 /* */
3252 /* Move player to his current respawn- */ 3200 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 3201 /* position (usually last savebed) */
3254 /* */ 3202 /* */
3255
3256 /****************************************/ 3203 /****************************************/
3257 3204
3258 enter_player_savebed (op); 3205 enter_player_savebed (op);
3259 3206
3260 /* Save the player before inserting the force to reduce 3207 /* Save the player before inserting the force to reduce
3261 * chance of abuse. 3208 * chance of abuse.
3268 * spell effects. So first see if there is a spell effect 3215 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 3216 * on the space that might harm the player.
3270 */ 3217 */
3271 will_kill_again = 0; 3218 will_kill_again = 0;
3272 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)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 3220 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 3221 will_kill_again |= tmp->attacktype;
3276 } 3222
3277 if (will_kill_again) 3223 if (will_kill_again)
3278 { 3224 {
3279 object *force; 3225 object *force;
3280 int at; 3226 int at;
3281 3227
3283 /* 50 ticks should be enough time for the spell to abate */ 3229 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 3230 force->speed = 0.1;
3285 force->speed_left = -5.0; 3231 force->speed_left = -5.0;
3286 SET_FLAG (force, FLAG_APPLIED); 3232 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 3233 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 3234 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 3235 force->resist[at] = 100;
3291 } 3236
3292 insert_ob_in_ob (force, op); 3237 insert_ob_in_ob (force, op);
3293 fix_player (op); 3238 fix_player (op);
3294 3239
3295 } 3240 }
3296 3241
3306 op->contr->party = NULL; 3251 op->contr->party = NULL;
3307 if (settings.set_title == TRUE) 3252 if (settings.set_title == TRUE)
3308 op->contr->own_title[0] = '\0'; 3253 op->contr->own_title[0] = '\0';
3309 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf); 3254 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3310 check_score (op); 3255 check_score (op);
3256
3311 if (op->contr->ranges[range_golem] != NULL) 3257 if (op->contr->ranges[range_golem])
3312 { 3258 {
3313 remove_friendly_object (op->contr->ranges[range_golem]); 3259 remove_friendly_object (op->contr->ranges[range_golem]);
3314 remove_ob (op->contr->ranges[range_golem]); 3260 op->contr->ranges[range_golem]->destroy ();
3315 free_object (op->contr->ranges[range_golem]);
3316 op->contr->ranges[range_golem] = NULL; 3261 op->contr->ranges[range_golem] = 0;
3317 op->contr->golem_count = 0;
3318 } 3262 }
3263
3319 loot_object (op); /* Remove some of the items for good */ 3264 loot_object (op); /* Remove some of the items for good */
3320 remove_ob (op); 3265 op->remove ();
3321 op->direction = 0; 3266 op->direction = 0;
3322 3267
3323 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp) 3268 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3324 { 3269 {
3325 delete_character (op->name, 0); 3270 delete_character (op->name, 0);
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 3323 for (tmp = op->inv; tmp != NULL; tmp = next)
3379 { 3324 {
3380 next = tmp->below; 3325 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 3326 if (tmp->type == EXPERIENCE || tmp->invisible)
3382 continue; 3327 continue;
3383 remove_ob (tmp); 3328 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 3329 tmp->x = op->x, tmp->y = op->y;
3385 if (tmp->type == CONTAINER) 3330 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 3331 { /* empty container to ground */
3387 loot_object (tmp); 3332 loot_object (tmp);
3388 } 3333 }
3389 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)))
3390 { 3335 {
3391 if (tmp->nrof > 1) 3336 if (tmp->nrof > 1)
3392 { 3337 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3338 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394 free_object (tmp2); 3339 tmp2->destroy ();
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 3340 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 3341 }
3397 else 3342 else
3398 free_object (tmp); 3343 tmp->destroy ();
3399 } 3344 }
3400 else 3345 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 3346 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 3347 }
3403} 3348}
3468 if (op->type == PLAYER) 3413 if (op->type == PLAYER)
3469 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);
3470 3415
3471 cast_spell (op, throw_ob, dir, spob, NULL); 3416 cast_spell (op, throw_ob, dir, spob, NULL);
3472 3417
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3418 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 3419}
3477 3420
3478void 3421void
3479make_visible (object *op) 3422make_visible (object *op)
3480{ 3423{
3596int 3539int
3597stand_near_hostile (object *who) 3540stand_near_hostile (object *who)
3598{ 3541{
3599 object *tmp = NULL; 3542 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3543 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3544 maptile *m;
3602 sint16 x, y; 3545 sint16 x, y;
3603 3546
3604 if (!who) 3547 if (!who)
3605 return 0; 3548 return 0;
3606 3549
3687 3630
3688 /* only the viewable area the player sees is updated by LOS 3631 /* only the viewable area the player sees is updated by LOS
3689 * 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
3690 * for any meaningful values. 3633 * for any meaningful values.
3691 */ 3634 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3635 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3636 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3694 !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)])
3695 return 1; 3638 return 1;
3696 op = op->more; 3639 op = op->more;
3697 } 3640 }
3698 return 0; 3641 return 0;
3699} 3642}

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