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Comparing deliantra/server/server/player.C (file contents):
Revision 1.29 by root, Sun Dec 3 00:59:58 2006 UTC vs.
Revision 1.41 by root, Fri Dec 15 04:21:29 2006 UTC

20 20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22*/
23 23
24#include <global.h> 24#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h> 25#include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 26#include <sproto.h>
30#endif
31#include <sounds.h> 27#include <sounds.h>
32#include <living.h> 28#include <living.h>
33#include <object.h> 29#include <object.h>
34#include <spells.h> 30#include <spells.h>
35#include <skills.h> 31#include <skills.h>
208 * the one that is passed. 204 * the one that is passed.
209 */ 205 */
210static player * 206static player *
211get_player (player *p) 207get_player (player *p)
212{ 208{
213 object *op = arch_to_object (get_player_archetype (NULL)); 209 object *op = arch_to_object (get_player_archetype (0));
214 int i; 210 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237 211
238 /* Clears basically the entire player structure except 212 /* Clears basically the entire player structure except
239 * for next and socket. 213 * for next and socket.
240 */ 214 */
241 p->clear (); 215 p->clear ();
260 op->speed_left = 0.5; 234 op->speed_left = 0.5;
261 op->speed = 1.0; 235 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */ 236 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2; 237 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */ 238 op->run_away = 25; /* Then we panick... */
239
240 {
241 int oldmon = p->socket->monitor_spells; // what a hack
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 242 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op); 243 roll_stats (op);
244 p->socket->monitor_spells = oldmon;
245 }
268 p->state = ST_ROLL_STAT; 246 p->state = ST_ROLL_STAT;
269 clear_los (op); 247 clear_los (op);
270 248
271 p->gen_sp_armour = 10; 249 p->gen_sp_armour = 10;
272 p->last_speed = -1; 250 p->last_speed = -1;
294 for (i = 0; i < NUM_SKILLS; i++) 272 for (i = 0; i < NUM_SKILLS; i++)
295 { 273 {
296 p->last_skill_exp[i] = -1; 274 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL; 275 p->last_skill_ob[i] = NULL;
298 } 276 }
277
299 for (i = 0; i < NROFATTACKS; i++) 278 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1; 279 p->last_resist[i] = -1;
302 } 280
303 p->last_stats.exp = -1; 281 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1; 282 p->last_weight = (uint32) - 1;
305 283
306 p->socket.update_look = 0; 284 p->socket->update_look = 0;
307 p->socket.look_position = 0; 285 p->socket->look_position = 0;
286
308 return p; 287 return p;
309} 288}
310 289
311/* This loads the first map an puts the player on it. */ 290/* This loads the first map an puts the player on it. */
312static void 291static void
322 * All we can really get in this is some settings like host and display 301 * All we can really get in this is some settings like host and display
323 * mode. 302 * mode.
324 */ 303 */
325 304
326int 305int
327add_player (NewSocket * ns) 306add_player (client_socket *ns)
328{ 307{
329 player *p; 308 player *p = new player;
330 309
331 p = get_player (NULL);
332 p->socket = *ns; 310 p->socket = ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 311 ns->pl = p;
334 312
335 if (p->socket.faces_sent == NULL) 313 p->next = first_player;
336 fatal (OUT_OF_MEMORY); 314 first_player = p;
337 315
338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 316 p = get_player (p);
339 /* Needed because the socket we just copied over needs to be cleared. 317
340 * Note that this can result in a client reset if there is partial data
341 * on the uncoming socket.
342 */
343 p->socket.inbuf.len = 0;
344 set_first_map (p->ob); 318 set_first_map (p->ob);
345 319
346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY); 320 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
347 add_friendly_object (p->ob); 321 add_friendly_object (p->ob);
348 send_rules (p->ob); 322 send_rules (p->ob);
646 (op->type == ARMOUR || op->type == BOOTS || 620 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 621 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 622 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 623 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 624 {
651 remove_ob (op); 625 op->destroy ();
652 free_object (op);
653 continue; 626 continue;
654 } 627 }
655 } 628 }
656 629
657 /* This really needs to be better - we should really give 630 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 641 if (tmp->type == op->type && tmp->name == op->name)
669 break; 642 break;
670 643
671 if (tmp) 644 if (tmp)
672 { 645 {
673 remove_ob (op); 646 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 647 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 648 continue;
677 } 649 }
650
678 if (op->nrof > 1) 651 if (op->nrof > 1)
679 op->nrof = 1; 652 op->nrof = 1;
680 } 653 }
681 654
682 if (op->type == SPELLBOOK && op->inv) 655 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 667 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 668 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 669 }
697 if (op->type == SPELL) 670 if (op->type == SPELL)
698 { 671 {
699 remove_ob (op); 672 op->destroy ();
700 free_object (op);
701 continue; 673 continue;
702 } 674 }
703 else if (op->type == SKILL) 675 else if (op->type == SKILL)
704 { 676 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 677 SET_FLAG (op, FLAG_CAN_USE_SKILL);
718void 690void
719get_name (object *op) 691get_name (object *op)
720{ 692{
721 op->contr->write_buf[0] = '\0'; 693 op->contr->write_buf[0] = '\0';
722 op->contr->state = ST_GET_NAME; 694 op->contr->state = ST_GET_NAME;
723 send_query (&op->contr->socket, 0, "What is your name?\n:"); 695 send_query (op->contr->socket, 0, "What is your name?\n:");
724} 696}
725 697
726void 698void
727get_password (object *op) 699get_password (object *op)
728{ 700{
729 op->contr->write_buf[0] = '\0'; 701 op->contr->write_buf[0] = '\0';
730 op->contr->state = ST_GET_PASSWORD; 702 op->contr->state = ST_GET_PASSWORD;
731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:"); 703 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
732} 704}
733 705
734void 706void
735play_again (object *op) 707play_again (object *op)
736{ 708{
737 op->contr->state = ST_PLAY_AGAIN; 709 op->contr->state = ST_PLAY_AGAIN;
738 op->chosen_skill = NULL; 710 op->chosen_skill = NULL;
739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); 711 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
740 /* a bit of a hack, but there are various places early in th 712 /* a bit of a hack, but there are various places early in th
741 * player creation process that a user can quit (eg, roll 713 * player creation process that a user can quit (eg, roll
742 * stats) that isn't removing the player. Taking a quick 714 * stats) that isn't removing the player. Taking a quick
743 * look, there are many places that call play_again without 715 * look, there are many places that call play_again without
744 * removing the player - it probably makes more sense 716 * removing the player - it probably makes more sense
745 * to leave it to play_again to remove the object in all 717 * to leave it to play_again to remove the object in all
746 * cases. 718 * cases.
747 */ 719 */
748 if (!QUERY_FLAG (op, FLAG_REMOVED)) 720 if (!QUERY_FLAG (op, FLAG_REMOVED))
749 remove_ob (op); 721 op->remove ();
750 /* Need to set this to null - otherwise, it could point to garbage, 722 /* Need to set this to null - otherwise, it could point to garbage,
751 * and draw() doesn't check to see if the player is removed, only if 723 * and draw() doesn't check to see if the player is removed, only if
752 * the map is null or not swapped out. 724 * the map is null or not swapped out.
753 */ 725 */
754 op->map = NULL; 726 op->map = NULL;
793confirm_password (object *op) 765confirm_password (object *op)
794{ 766{
795 767
796 op->contr->write_buf[0] = '\0'; 768 op->contr->write_buf[0] = '\0';
797 op->contr->state = ST_CONFIRM_PASSWORD; 769 op->contr->state = ST_CONFIRM_PASSWORD;
798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 770 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
799} 771}
800 772
801void 773void
802get_party_password (object *op, partylist *party) 774get_party_password (object *op, partylist *party)
803{ 775{
807 return; 779 return;
808 } 780 }
809 op->contr->write_buf[0] = '\0'; 781 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 782 op->contr->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 783 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 784 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 785}
814 786
815 787
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 788/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 789int
914 886
915void 887void
916Roll_Again (object *op) 888Roll_Again (object *op)
917{ 889{
918 esrv_new_player (op->contr, 0); 890 esrv_new_player (op->contr, 0);
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 892 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
921} 893}
922 894
923void 895void
924Swap_Stat (object *op, int Swap_Second) 896Swap_Stat (object *op, int Swap_Second)
991 new_draw_info (NDI_UNIQUE, 0, op, buf); 963 new_draw_info (NDI_UNIQUE, 0, op, buf);
992 } 964 }
993 else 965 else
994 Swap_Stat (op, stat_trans[keynum]); 966 Swap_Stat (op, stat_trans[keynum]);
995 967
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); 968 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1; 969 return 1;
998 } 970 }
999 switch (key) 971 switch (key)
1000 { 972 {
1001 case 'n': 973 case 'n':
1015 enter_exit (op, NULL); 987 enter_exit (op, NULL);
1016#endif 988#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */ 989 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */ 990 /* Enter exit adds a player otherwise */
1019 add_statbonus (op); 991 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 992 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); 993 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS; 994 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg) 995 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg); 996 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0; 997 return 0;
1026 } 998 }
1027 case 'y': 999 case 'y':
1028 case 'Y': 1000 case 'Y':
1029 roll_stats (op); 1001 roll_stats (op);
1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); 1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1031 return 1; 1003 return 1;
1032 1004
1033 case 'q': 1005 case 'q':
1034 case 'Q': 1006 case 'Q':
1035 play_again (op); 1007 play_again (op);
1036 return 1; 1008 return 1;
1037 1009
1038 default: 1010 default:
1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?"); 1011 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1040 return 0; 1012 return 0;
1041 } 1013 }
1042 return 0; 1014 return 0;
1043} 1015}
1044 1016
1054{ 1026{
1055 int tmp_loop; 1027 int tmp_loop;
1056 1028
1057 if (key == 'q' || key == 'Q') 1029 if (key == 'q' || key == 'Q')
1058 { 1030 {
1059 remove_ob (op); 1031 op->remove ();
1060 play_again (op); 1032 play_again (op);
1061 return 0; 1033 return 0;
1062 } 1034 }
1063 if (key == 'd' || key == 'D') 1035 if (key == 'd' || key == 'D')
1064 { 1036 {
1065 char buf[MAX_BUF]; 1037 char buf[MAX_BUF];
1066 1038
1067 /* this must before then initial items are given */ 1039 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 1040 esrv_new_player (op->contr, op->weight + op->carrying);
1041
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 1042 treasurelist *tl = find_treasurelist ("starting_wealth");
1043 if (tl)
1044 create_treasure (tl, op, 0, 0, 0);
1070 1045
1071 INVOKE_PLAYER (BIRTH, op->contr); 1046 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 1047 INVOKE_PLAYER (LOGIN, op->contr);
1073 1048
1074 op->contr->state = ST_PLAYING; 1049 op->contr->state = ST_PLAYING;
1099 { 1074 {
1100 object *tmp; 1075 object *tmp;
1101 char mapname[MAX_BUF]; 1076 char mapname[MAX_BUF];
1102 1077
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 1078 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1104 tmp = get_object (); 1079 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 1080 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 1081 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 1082 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 1083 enter_exit (op, tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 1084 * if the map isn't there, then stay on the
1110 * default initial map */ 1085 * default initial map */
1111 free_object (tmp); 1086 tmp->destroy ();
1112 } 1087 }
1113 else 1088 else
1114 { 1089 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 1090 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 1091 }
1126 { 1101 {
1127 shstr name = op->name; 1102 shstr name = op->name;
1128 int x = op->x, y = op->y; 1103 int x = op->x, y = op->y;
1129 1104
1130 remove_statbonus (op); 1105 remove_statbonus (op);
1131 remove_ob (op); 1106 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 1107 op->arch = get_player_archetype (op->arch);
1133 copy_object (&op->arch->clone, op); 1108 op->arch->clone.copy_to (op);
1134 op->instantiate (); 1109 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 1110 op->stats = op->contr->orig_stats;
1136 op->name = op->name_pl = name; 1111 op->name = op->name_pl = name;
1137 op->x = x; 1112 op->x = x;
1138 op->y = y; 1113 op->y = y;
1151 op->stats.grace = 0; 1126 op->stats.grace = 0;
1152 1127
1153 if (op->msg) 1128 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 1129 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 1130
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 1131 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0; 1132 return 0;
1158} 1133}
1159 1134
1160int 1135int
1161key_confirm_quit (object *op, char key) 1136key_confirm_quit (object *op, char key)
1875 } 1850 }
1876 1851
1877 /* this should not happen, but sometimes does */ 1852 /* this should not happen, but sometimes does */
1878 if (arrow->nrof == 0) 1853 if (arrow->nrof == 0)
1879 { 1854 {
1880 remove_ob (arrow); 1855 arrow->destroy ();
1881 free_object (arrow);
1882 return 0; 1856 return 0;
1883 } 1857 }
1884 1858
1885 left = arrow; /* these are arrows left to the player */ 1859 left = arrow; /* these are arrows left to the player */
1886 arrow = get_split_ob (arrow, 1); 1860 arrow = get_split_ob (arrow, 1);
1887 if (arrow == NULL) 1861 if (arrow == NULL)
1888 { 1862 {
1889 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);
1890 return 0; 1864 return 0;
1891 } 1865 }
1892 set_owner (arrow, op); 1866 arrow->set_owner (op);
1893 arrow->skill = bow->skill; 1867 arrow->skill = bow->skill;
1894 1868
1895 arrow->direction = dir; 1869 arrow->direction = dir;
1896 arrow->x = sx; 1870 arrow->x = sx;
1897 arrow->y = sy; 1871 arrow->y = sy;
1905 SET_ANIMATION (arrow, arrow->direction); 1879 SET_ANIMATION (arrow, arrow->direction);
1906 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1907 arrow->stats.hp = arrow->stats.dam; 1881 arrow->stats.hp = arrow->stats.dam;
1908 arrow->stats.grace = arrow->attacktype; 1882 arrow->stats.grace = arrow->attacktype;
1909 if (arrow->slaying != NULL) 1883 if (arrow->slaying != NULL)
1910 arrow->spellarg = strdup_local (arrow->slaying); 1884 arrow->spellarg = strdup (arrow->slaying);
1911 1885
1912 /* Note that this was different for monsters - they got their level 1886 /* Note that this was different for monsters - they got their level
1913 * 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.
1914 */ 1888 */
1915 1889
2105 case range_misc: 2079 case range_misc:
2106 fire_misc_object (op, dir); 2080 fire_misc_object (op, dir);
2107 return; 2081 return;
2108 2082
2109 case range_golem: /* Control summoned monsters from scrolls */ 2083 case range_golem: /* Control summoned monsters from scrolls */
2110 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))
2111 { 2085 {
2112 op->contr->ranges[range_golem] = NULL; 2086 op->contr->ranges[range_golem] = 0;
2113 op->contr->shoottype = range_none; 2087 op->contr->shoottype = range_none;
2114 op->contr->golem_count = 0;
2115 } 2088 }
2116 else 2089 else
2117 control_golem (op->contr->ranges[range_golem], dir); 2090 control_golem (op->contr->ranges[range_golem], dir);
2118 return; 2091 return;
2119 2092
2365 * player owns it and it is either friendly or unagressive. 2338 * player owns it and it is either friendly or unagressive.
2366 */ 2339 */
2367 if ((op->type == PLAYER) 2340 if ((op->type == PLAYER)
2368#if COZY_SERVER 2341#if COZY_SERVER
2369 && 2342 &&
2370 ((get_owner (mon) && get_owner (mon)->contr 2343 ((mon->owner && mon->owner->contr
2371 && 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)
2372#else 2345#else
2373 && get_owner (mon) == op 2346 && mon->owner == op
2374#endif 2347#endif
2375 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2376 { 2349 {
2377 /* 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 */
2378 if (op->contr->braced) 2351 if (op->contr->braced)
2565 /* 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
2566 * 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
2567 * 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
2568 * 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.
2569 */ 2542 */
2570 if (op->contr->ranges[range_golem] &&
2571 ((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))
2572 {
2573 op->contr->ranges[range_golem] = NULL; 2544 op->contr->ranges[range_golem] = 0;
2574 op->contr->golem_count = 0;
2575 }
2576 2545
2577 /* 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
2578 * the players time has been increased when doericserver has been 2547 * the players time has been increased when doericserver has been
2579 * called, so we recheck it here. 2548 * called, so we recheck it here.
2580 */ 2549 */
2581 HandleClient (&op->contr->socket, op->contr); 2550 HandleClient (op->contr->socket, op->contr);
2582 if (op->speed_left < 0) 2551 if (op->speed_left < 0)
2583 return 0; 2552 return 0;
2584 2553
2585 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2554 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2586 { 2555 {
2595 if (op->speed_left > 0) 2564 if (op->speed_left > 0)
2596 return 1; 2565 return 1;
2597 else 2566 else
2598 return 0; 2567 return 0;
2599 } 2568 }
2569
2600 return 0; 2570 return 0;
2601} 2571}
2602 2572
2603int 2573int
2604save_life (object *op) 2574save_life (object *op)
2605{ 2575{
2606 object *tmp;
2607
2608 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2576 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2609 return 0; 2577 return 0;
2610 2578
2611 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2579 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2612 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2580 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2613 { 2581 {
2614 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);
2615 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
2616 if (op->contr) 2585 if (op->contr)
2617 esrv_del_item (op->contr, tmp->count); 2586 esrv_del_item (op->contr, tmp->count);
2618 remove_ob (tmp); 2587
2619 free_object (tmp); 2588 tmp->destroy ();
2620 CLEAR_FLAG (op, FLAG_LIFESAVE); 2589 CLEAR_FLAG (op, FLAG_LIFESAVE);
2590
2621 if (op->stats.hp < 0) 2591 if (op->stats.hp < 0)
2622 op->stats.hp = op->stats.maxhp; 2592 op->stats.hp = op->stats.maxhp;
2593
2623 if (op->stats.food < 0) 2594 if (op->stats.food < 0)
2624 op->stats.food = 999; 2595 op->stats.food = 999;
2596
2625 fix_player (op); 2597 fix_player (op);
2626 return 1; 2598 return 1;
2627 } 2599 }
2600
2628 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2629 CLEAR_FLAG (op, FLAG_LIFESAVE); 2602 CLEAR_FLAG (op, FLAG_LIFESAVE);
2630 enter_player_savebed (op); /* bring him home. */ 2603 enter_player_savebed (op); /* bring him home. */
2631 return 0; 2604 return 0;
2632} 2605}
2646 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
2647 * we remove object 'op' 2620 * we remove object 'op'
2648 */ 2621 */
2649 if (QUERY_FLAG (op, FLAG_UNPAID)) 2622 if (QUERY_FLAG (op, FLAG_UNPAID))
2650 { 2623 {
2651 remove_ob (op); 2624 op->remove ();
2652 op->x = env->x; 2625 op->x = env->x;
2653 op->y = env->y; 2626 op->y = env->y;
2654 if (env->type == PLAYER) 2627 if (env->type == PLAYER)
2655 esrv_del_item (env->contr, op->count); 2628 esrv_del_item (env->contr, op->count);
2656 insert_ob_in_map (op, env->map, NULL, 0); 2629 insert_ob_in_map (op, env->map, NULL, 0);
2657 } 2630 }
2658 else if (op->inv) 2631 else if (op->inv)
2659 remove_unpaid_objects (op->inv, env); 2632 remove_unpaid_objects (op->inv, env);
2633
2660 op = next; 2634 op = next;
2661 } 2635 }
2662} 2636}
2663 2637
2664 2638
2679 strcpy (buf2, " R.I.P.\n\n"); 2653 strcpy (buf2, " R.I.P.\n\n");
2680 if (op->type == PLAYER) 2654 if (op->type == PLAYER)
2681 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2655 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2682 else 2656 else
2683 sprintf (buf, "%s\n", &op->name); 2657 sprintf (buf, "%s\n", &op->name);
2658
2684 strncat (buf2, " ", 20 - strlen (buf) / 2); 2659 strncat (buf2, " ", 20 - strlen (buf) / 2);
2685 strcat (buf2, buf); 2660 strcat (buf2, buf);
2686 if (op->type == PLAYER) 2661 if (op->type == PLAYER)
2687 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);
2688 else 2663 else
2689 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
2690 strncat (buf2, " ", 20 - strlen (buf) / 2); 2666 strncat (buf2, " ", 20 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2667 strcat (buf2, buf);
2692 if (op->type == PLAYER) 2668 if (op->type == PLAYER)
2693 { 2669 {
2694 sprintf (buf, "by %s.\n\n", op->contr->killer); 2670 sprintf (buf, "by %s.\n\n", op->contr->killer);
2695 strncat (buf2, " ", 21 - strlen (buf) / 2); 2671 strncat (buf2, " ", 21 - strlen (buf) / 2);
2696 strcat (buf2, buf); 2672 strcat (buf2, buf);
2697 } 2673 }
2674
2698 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2675 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2699 strncat (buf2, " ", 20 - strlen (buf) / 2); 2676 strncat (buf2, " ", 20 - strlen (buf) / 2);
2700 strcat (buf2, buf); 2677 strcat (buf2, buf);
2678
2701 return buf2; 2679 return buf2;
2702} 2680}
2703 2681
2704 2682
2705 2683
2953 /* restore player */ 2931 /* restore player */
2954 at = archetype::find ("poisoning"); 2932 at = archetype::find ("poisoning");
2955 tmp = present_arch_in_ob (at, op); 2933 tmp = present_arch_in_ob (at, op);
2956 if (tmp) 2934 if (tmp)
2957 { 2935 {
2958 remove_ob (tmp); 2936 tmp->destroy ();
2959 free_object (tmp);
2960 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2937 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2961 } 2938 }
2962 2939
2963 at = archetype::find ("confusion"); 2940 at = archetype::find ("confusion");
2964 tmp = present_arch_in_ob (at, op); 2941 tmp = present_arch_in_ob (at, op);
2965 if (tmp) 2942 if (tmp)
2966 { 2943 {
2967 remove_ob (tmp); 2944 tmp->destroy ();
2968 free_object (tmp);
2969 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2970 } 2946 }
2971 2947
2972 cure_disease (op, 0); /* remove any disease */ 2948 cure_disease (op, 0); /* remove any disease */
2973 op->stats.hp = op->stats.maxhp; 2949 op->stats.hp = op->stats.maxhp;
3183 3159
3184 /* remove any poisoning and confusion the character may be suffering. */ 3160 /* remove any poisoning and confusion the character may be suffering. */
3185 /* restore player */ 3161 /* restore player */
3186 at = archetype::find ("poisoning"); 3162 at = archetype::find ("poisoning");
3187 tmp = present_arch_in_ob (at, op); 3163 tmp = present_arch_in_ob (at, op);
3164
3188 if (tmp) 3165 if (tmp)
3189 { 3166 {
3190 remove_ob (tmp); 3167 tmp->destroy ();
3191 free_object (tmp);
3192 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 3168 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3193 } 3169 }
3194 3170
3195 at = archetype::find ("confusion"); 3171 at = archetype::find ("confusion");
3196 tmp = present_arch_in_ob (at, op); 3172 tmp = present_arch_in_ob (at, op);
3197 if (tmp) 3173 if (tmp)
3198 { 3174 {
3199 remove_ob (tmp); 3175 tmp->destroy ();
3200 free_object (tmp);
3201 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 3176 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3202 } 3177 }
3203 3178
3204 cure_disease (op, 0); /* remove any disease */ 3179 cure_disease (op, 0); /* remove any disease */
3205 3180
3276 op->contr->party = NULL; 3251 op->contr->party = NULL;
3277 if (settings.set_title == TRUE) 3252 if (settings.set_title == TRUE)
3278 op->contr->own_title[0] = '\0'; 3253 op->contr->own_title[0] = '\0';
3279 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf); 3254 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3280 check_score (op); 3255 check_score (op);
3256
3281 if (op->contr->ranges[range_golem] != NULL) 3257 if (op->contr->ranges[range_golem])
3282 { 3258 {
3283 remove_friendly_object (op->contr->ranges[range_golem]); 3259 remove_friendly_object (op->contr->ranges[range_golem]);
3284 remove_ob (op->contr->ranges[range_golem]); 3260 op->contr->ranges[range_golem]->destroy ();
3285 free_object (op->contr->ranges[range_golem]);
3286 op->contr->ranges[range_golem] = NULL; 3261 op->contr->ranges[range_golem] = 0;
3287 op->contr->golem_count = 0;
3288 } 3262 }
3263
3289 loot_object (op); /* Remove some of the items for good */ 3264 loot_object (op); /* Remove some of the items for good */
3290 remove_ob (op); 3265 op->remove ();
3291 op->direction = 0; 3266 op->direction = 0;
3292 3267
3293 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp) 3268 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3294 { 3269 {
3295 delete_character (op->name, 0); 3270 delete_character (op->name, 0);
3348 for (tmp = op->inv; tmp != NULL; tmp = next) 3323 for (tmp = op->inv; tmp != NULL; tmp = next)
3349 { 3324 {
3350 next = tmp->below; 3325 next = tmp->below;
3351 if (tmp->type == EXPERIENCE || tmp->invisible) 3326 if (tmp->type == EXPERIENCE || tmp->invisible)
3352 continue; 3327 continue;
3353 remove_ob (tmp); 3328 tmp->remove ();
3354 tmp->x = op->x, tmp->y = op->y; 3329 tmp->x = op->x, tmp->y = op->y;
3355 if (tmp->type == CONTAINER) 3330 if (tmp->type == CONTAINER)
3356 { /* empty container to ground */ 3331 { /* empty container to ground */
3357 loot_object (tmp); 3332 loot_object (tmp);
3358 } 3333 }
3359 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)))
3360 { 3335 {
3361 if (tmp->nrof > 1) 3336 if (tmp->nrof > 1)
3362 { 3337 {
3363 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3338 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3364 free_object (tmp2); 3339 tmp2->destroy ();
3365 insert_ob_in_map (tmp, op->map, NULL, 0); 3340 insert_ob_in_map (tmp, op->map, NULL, 0);
3366 } 3341 }
3367 else 3342 else
3368 free_object (tmp); 3343 tmp->destroy ();
3369 } 3344 }
3370 else 3345 else
3371 insert_ob_in_map (tmp, op->map, NULL, 0); 3346 insert_ob_in_map (tmp, op->map, NULL, 0);
3372 } 3347 }
3373} 3348}
3438 if (op->type == PLAYER) 3413 if (op->type == PLAYER)
3439 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);
3440 3415
3441 cast_spell (op, throw_ob, dir, spob, NULL); 3416 cast_spell (op, throw_ob, dir, spob, NULL);
3442 3417
3443 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3418 throw_ob->destroy ();
3444 remove_ob (throw_ob);
3445 free_object (throw_ob);
3446} 3419}
3447 3420
3448void 3421void
3449make_visible (object *op) 3422make_visible (object *op)
3450{ 3423{
3657 3630
3658 /* only the viewable area the player sees is updated by LOS 3631 /* only the viewable area the player sees is updated by LOS
3659 * 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
3660 * for any meaningful values. 3633 * for any meaningful values.
3661 */ 3634 */
3662 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3635 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3663 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3636 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3664 !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)])
3665 return 1; 3638 return 1;
3666 op = op->more; 3639 op = op->more;
3667 } 3640 }
3668 return 0; 3641 return 0;
3669} 3642}

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