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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 1.48 by root, Tue Dec 19 05:41:22 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>
42#include <newclient.h>
43 32
44#ifdef COZY_SERVER 33#ifdef COZY_SERVER
45extern int same_party (partylist *a, partylist *b); 34extern int same_party (partylist *a, partylist *b);
46#endif 35#endif
47 36
93 int comp; 82 int comp;
94 int size; 83 int size;
95 84
96 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 85 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
97 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
98 {
99 return; 87 return;
100 } 88
101 motd[0] = '\0'; 89 motd[0] = '\0';
102 size = 0; 90 size = 0;
91
103 while (fgets (buf, MAX_BUF, fp) != NULL) 92 while (fgets (buf, MAX_BUF, fp) != NULL)
104 { 93 {
105 if (*buf == '#') 94 if (*buf == '#')
106 continue; 95 continue;
96
107 strncat (motd + size, buf, HUGE_BUF - size); 97 strncat (motd + size, buf, HUGE_BUF - size);
108 size += strlen (buf); 98 size += strlen (buf);
109 } 99 }
100
110 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 101 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
111 close_and_delete (fp, comp); 102 close_and_delete (fp, comp);
112} 103}
113 104
114void 105void
120 int comp; 111 int comp;
121 int size; 112 int size;
122 113
123 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 114 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
124 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 115 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
125 {
126 return; 116 return;
127 } 117
128 rules[0] = '\0'; 118 rules[0] = '\0';
129 size = 0; 119 size = 0;
120
130 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
131 { 122 {
132 if (*buf == '#') 123 if (*buf == '#')
133 continue; 124 continue;
125
134 if (size + strlen (buf) >= HUGE_BUF) 126 if (size + strlen (buf) >= HUGE_BUF)
135 { 127 {
136 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
137 break; 129 break;
138 } 130 }
131
139 strncat (rules + size, buf, HUGE_BUF - size); 132 strncat (rules + size, buf, HUGE_BUF - size);
140 size += strlen (buf); 133 size += strlen (buf);
141 } 134 }
135
142 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
143 close_and_delete (fp, comp); 137 close_and_delete (fp, comp);
144} 138}
145 139
146void 140void
154 int size; 148 int size;
155 149
156 sprintf (buf, "%s/%s", settings.confdir, settings.news); 150 sprintf (buf, "%s/%s", settings.confdir, settings.news);
157 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
158 return; 152 return;
153
159 news[0] = '\0'; 154 news[0] = '\0';
160 subject[0] = '\0'; 155 subject[0] = '\0';
161 size = 0; 156 size = 0;
157
162 while (fgets (buf, MAX_BUF, fp) != NULL) 158 while (fgets (buf, MAX_BUF, fp) != NULL)
163 { 159 {
164 if (*buf == '#') 160 if (*buf == '#')
165 continue; 161 continue;
162
166 if (*buf == '%') 163 if (*buf == '%')
167 { /* send one news */ 164 { /* send one news */
168 if (size > 0) 165 if (size > 0)
169 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
170 strcpy (subject, buf + 1); 167 strcpy (subject, buf + 1);
197 return 0; 194 return 0;
198 195
199 for (; *cp != '\0'; cp++) 196 for (; *cp != '\0'; cp++)
200 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') 197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
201 return 0; 198 return 0;
199
202 return 1; 200 return 1;
203} 201}
204 202
205/* This no longer sets the player map. Also, it now updates 203/* This no longer sets the player map. Also, it now updates
206 * all the pointers so the caller doesn't need to do that. 204 * all the pointers so the caller doesn't need to do that.
214 * the one that is passed. 212 * the one that is passed.
215 */ 213 */
216static player * 214static player *
217get_player (player *p) 215get_player (player *p)
218{ 216{
219 object *op = arch_to_object (get_player_archetype (NULL)); 217 object *op = arch_to_object (get_player_archetype (0));
220 int i; 218 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 }
243 219
244 /* Clears basically the entire player structure except 220 /* Clears basically the entire player structure except
245 * for next and socket. 221 * for next and socket.
246 */ 222 */
247 p->clear (); 223 p->clear ();
266 op->speed_left = 0.5; 242 op->speed_left = 0.5;
267 op->speed = 1.0; 243 op->speed = 1.0;
268 op->direction = 5; /* So player faces south */ 244 op->direction = 5; /* So player faces south */
269 op->stats.wc = 2; 245 op->stats.wc = 2;
270 op->run_away = 25; /* Then we panick... */ 246 op->run_away = 25; /* Then we panick... */
247
248 {
249 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 */ 250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
272
273 roll_stats (op); 251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
274 p->state = ST_ROLL_STAT; 254 p->state = ST_ROLL_STAT;
275 clear_los (op); 255 clear_los (op);
276 256
277 p->gen_sp_armour = 10; 257 p->gen_sp_armour = 10;
278 p->last_speed = -1; 258 p->last_speed = -1;
283 p->usekeys = containers; 263 p->usekeys = containers;
284 p->last_weapon_sp = -1; 264 p->last_weapon_sp = -1;
285 p->peaceful = 1; /* default peaceful */ 265 p->peaceful = 1; /* default peaceful */
286 p->do_los = 1; 266 p->do_los = 1;
287 p->explore = 0; 267 p->explore = 0;
288 p->no_shout = 0; /* default can shout */
289 268
290 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 269 assign (p->title, op->arch->clone.name);
291 p->title[sizeof (p->title) - 1] = '\0';
292 op->race = op->arch->clone.race; 270 op->race = op->arch->clone.race;
293 271
294 CLEAR_FLAG (op, FLAG_READY_SKILL); 272 CLEAR_FLAG (op, FLAG_READY_SKILL);
295 273
296 /* we need to clear these to -1 and not zero - otherwise, 274 /* we need to clear these to -1 and not zero - otherwise,
301 for (i = 0; i < NUM_SKILLS; i++) 279 for (i = 0; i < NUM_SKILLS; i++)
302 { 280 {
303 p->last_skill_exp[i] = -1; 281 p->last_skill_exp[i] = -1;
304 p->last_skill_ob[i] = NULL; 282 p->last_skill_ob[i] = NULL;
305 } 283 }
284
306 for (i = 0; i < NROFATTACKS; i++) 285 for (i = 0; i < NROFATTACKS; i++)
307 {
308 p->last_resist[i] = -1; 286 p->last_resist[i] = -1;
309 } 287
310 p->last_stats.exp = -1; 288 p->last_stats.exp = -1;
311 p->last_weight = (uint32) - 1; 289 p->last_weight = (uint32) - 1;
312 290
313 p->socket.update_look = 0; 291 p->socket->update_look = 0;
314 p->socket.look_position = 0; 292 p->socket->look_position = 0;
293
315 return p; 294 return p;
316} 295}
317 296
318/* This loads the first map an puts the player on it. */ 297/* This loads the first map an puts the player on it. */
319static void 298static void
320set_first_map (object *op) 299set_first_map (object *op)
321{ 300{
322 strcpy (op->contr->maplevel, first_map_path); 301 strcpy (op->contr->maplevel, first_map_path);
323 op->x = -1; 302 op->x = -1;
324 op->y = -1; 303 op->y = -1;
325 enter_exit (op, NULL); 304 enter_exit (op, 0);
326} 305}
327 306
328/* Tries to add player on the connection passwd in ns. 307/* Tries to add player on the connection passwd in ns.
329 * All we can really get in this is some settings like host and display 308 * All we can really get in this is some settings like host and display
330 * mode. 309 * mode.
331 */ 310 */
332 311
333int 312int
334add_player (NewSocket * ns) 313add_player (client *ns)
335{ 314{
336 player *p; 315 player *p = new player;
337 316
338 p = get_player (NULL);
339 p->socket = *ns; 317 p->socket = ns;
340 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 318 ns->pl = p;
341 if (p->socket.faces_sent == NULL) 319
342 fatal (OUT_OF_MEMORY); 320 p->next = first_player;
343 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 321 first_player = p;
344 /* Needed because the socket we just copied over needs to be cleared. 322
345 * Note that this can result in a client reset if there is partial data 323 p = get_player (p);
346 * on the uncoming socket. 324
347 */
348 p->socket.inbuf.len = 0;
349 set_first_map (p->ob); 325 set_first_map (p->ob);
350 326
351 CLEAR_FLAG (p->ob, FLAG_FRIENDLY); 327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
352 add_friendly_object (p->ob); 328 add_friendly_object (p->ob);
353 send_rules (p->ob); 329 send_rules (p->ob);
354 send_news (p->ob); 330 send_news (p->ob);
355 display_motd (p->ob); 331 display_motd (p->ob);
356 get_name (p->ob); 332 get_name (p->ob);
333
357 return 0; 334 return 0;
358} 335}
359 336
360/* 337/*
361 * get_player_archetype() return next player archetype from archetype 338 * get_player_archetype() return next player archetype from archetype
371 { 348 {
372 if (at == NULL || at->next == NULL) 349 if (at == NULL || at->next == NULL)
373 at = first_archetype; 350 at = first_archetype;
374 else 351 else
375 at = at->next; 352 at = at->next;
353
376 if (at->clone.type == PLAYER) 354 if (at->clone.type == PLAYER)
377 return at; 355 return at;
356
378 if (at == start) 357 if (at == start)
379 { 358 {
380 LOG (llevError, "No Player archetypes\n"); 359 LOG (llevError, "No Player archetypes\n");
381 exit (-1); 360 exit (-1);
382 } 361 }
383 } 362 }
384} 363}
385
386 364
387object * 365object *
388get_nearest_player (object *mon) 366get_nearest_player (object *mon)
389{ 367{
390 object *op = NULL; 368 object *op = NULL;
496path_to_player (object *mon, object *pl, unsigned mindiff) 474path_to_player (object *mon, object *pl, unsigned mindiff)
497{ 475{
498 rv_vector rv; 476 rv_vector rv;
499 sint16 x, y; 477 sint16 x, y;
500 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 478 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
501 mapstruct *m, *lastmap; 479 maptile *m, *lastmap;
502 480
503 get_rangevector (mon, pl, &rv, 0); 481 get_rangevector (mon, pl, &rv, 0);
504 482
505 if (rv.distance < mindiff) 483 if (rv.distance < mindiff)
506 return 0; 484 return 0;
650 (op->type == ARMOUR || op->type == BOOTS || 628 (op->type == ARMOUR || op->type == BOOTS ||
651 op->type == CLOAK || op->type == HELMET || 629 op->type == CLOAK || op->type == HELMET ||
652 op->type == SHIELD || op->type == GLOVES || 630 op->type == SHIELD || op->type == GLOVES ||
653 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 631 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
654 { 632 {
655 remove_ob (op); 633 op->destroy ();
656 free_object (op);
657 continue; 634 continue;
658 } 635 }
659 } 636 }
660 637
661 /* This really needs to be better - we should really give 638 /* This really needs to be better - we should really give
672 if (tmp->type == op->type && tmp->name == op->name) 649 if (tmp->type == op->type && tmp->name == op->name)
673 break; 650 break;
674 651
675 if (tmp) 652 if (tmp)
676 { 653 {
677 remove_ob (op); 654 op->destroy ();
678 free_object (op);
679 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 655 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
680 continue; 656 continue;
681 } 657 }
658
682 if (op->nrof > 1) 659 if (op->nrof > 1)
683 op->nrof = 1; 660 op->nrof = 1;
684 } 661 }
685 662
686 if (op->type == SPELLBOOK && op->inv) 663 if (op->type == SPELLBOOK && op->inv)
698 CLEAR_FLAG (op, FLAG_CURSED); 675 CLEAR_FLAG (op, FLAG_CURSED);
699 CLEAR_FLAG (op, FLAG_DAMNED); 676 CLEAR_FLAG (op, FLAG_DAMNED);
700 } 677 }
701 if (op->type == SPELL) 678 if (op->type == SPELL)
702 { 679 {
703 remove_ob (op); 680 op->destroy ();
704 free_object (op);
705 continue; 681 continue;
706 } 682 }
707 else if (op->type == SKILL) 683 else if (op->type == SKILL)
708 { 684 {
709 SET_FLAG (op, FLAG_CAN_USE_SKILL); 685 SET_FLAG (op, FLAG_CAN_USE_SKILL);
722void 698void
723get_name (object *op) 699get_name (object *op)
724{ 700{
725 op->contr->write_buf[0] = '\0'; 701 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_NAME; 702 op->contr->state = ST_GET_NAME;
727 send_query (&op->contr->socket, 0, "What is your name?\n:"); 703 send_query (op->contr->socket, 0, "What is your name?\n:");
728} 704}
729 705
730void 706void
731get_password (object *op) 707get_password (object *op)
732{ 708{
733 op->contr->write_buf[0] = '\0'; 709 op->contr->write_buf[0] = '\0';
734 op->contr->state = ST_GET_PASSWORD; 710 op->contr->state = ST_GET_PASSWORD;
735 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:"); 711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
736} 712}
737 713
738void 714void
739play_again (object *op) 715play_again (object *op)
740{ 716{
741 op->contr->state = ST_PLAY_AGAIN; 717 op->contr->state = ST_PLAY_AGAIN;
742 op->chosen_skill = NULL; 718 op->chosen_skill = NULL;
743 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); 719 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 720 /* a bit of a hack, but there are various places early in th
745 * player creation process that a user can quit (eg, roll 721 * player creation process that a user can quit (eg, roll
746 * stats) that isn't removing the player. Taking a quick 722 * stats) that isn't removing the player. Taking a quick
747 * look, there are many places that call play_again without 723 * look, there are many places that call play_again without
748 * removing the player - it probably makes more sense 724 * removing the player - it probably makes more sense
749 * to leave it to play_again to remove the object in all 725 * to leave it to play_again to remove the object in all
750 * cases. 726 * cases.
751 */ 727 */
752 if (!QUERY_FLAG (op, FLAG_REMOVED)) 728 if (!QUERY_FLAG (op, FLAG_REMOVED))
753 remove_ob (op); 729 op->remove ();
754 /* Need to set this to null - otherwise, it could point to garbage, 730 /* 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 731 * and draw() doesn't check to see if the player is removed, only if
756 * the map is null or not swapped out. 732 * the map is null or not swapped out.
757 */ 733 */
758 op->map = NULL; 734 op->map = NULL;
772 player *pl = op->contr; 748 player *pl = op->contr;
773 shstr name = op->name; 749 shstr name = op->name;
774 750
775 op->contr = 0; 751 op->contr = 0;
776 op->type = 0; 752 op->type = 0;
777 op->free (1); 753 op->destroy (1);
778 pl = get_player (pl); 754 pl = get_player (pl);
779 op = pl->ob; 755 op = pl->ob;
780 add_friendly_object (op); 756 add_friendly_object (op);
781 op->contr->password[0] = '~'; 757 op->contr->password[0] = '~';
782 op->name = op->name_pl = 0; 758 op->name = op->name_pl = 0;
797confirm_password (object *op) 773confirm_password (object *op)
798{ 774{
799 775
800 op->contr->write_buf[0] = '\0'; 776 op->contr->write_buf[0] = '\0';
801 op->contr->state = ST_CONFIRM_PASSWORD; 777 op->contr->state = ST_CONFIRM_PASSWORD;
802 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
803} 779}
804 780
805void 781void
806get_party_password (object *op, partylist *party) 782get_party_password (object *op, partylist *party)
807{ 783{
811 return; 787 return;
812 } 788 }
813 op->contr->write_buf[0] = '\0'; 789 op->contr->write_buf[0] = '\0';
814 op->contr->state = ST_GET_PARTY_PASSWORD; 790 op->contr->state = ST_GET_PARTY_PASSWORD;
815 op->contr->party_to_join = party; 791 op->contr->party_to_join = party;
816 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
817} 793}
818 794
819 795
820/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
821int 797int
918 894
919void 895void
920Roll_Again (object *op) 896Roll_Again (object *op)
921{ 897{
922 esrv_new_player (op->contr, 0); 898 esrv_new_player (op->contr, 0);
923 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 899 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)? "); 900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
925} 901}
926 902
927void 903void
928Swap_Stat (object *op, int Swap_Second) 904Swap_Stat (object *op, int Swap_Second)
995 new_draw_info (NDI_UNIQUE, 0, op, buf); 971 new_draw_info (NDI_UNIQUE, 0, op, buf);
996 } 972 }
997 else 973 else
998 Swap_Stat (op, stat_trans[keynum]); 974 Swap_Stat (op, stat_trans[keynum]);
999 975
1000 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); 976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1001 return 1; 977 return 1;
1002 } 978 }
1003 switch (key) 979 switch (key)
1004 { 980 {
1005 case 'n': 981 case 'n':
1006 case 'N': 982 case 'N':
1007 { 983 {
1008 SET_FLAG (op, FLAG_WIZ); 984 SET_FLAG (op, FLAG_WIZ);
1009 if (op->map == NULL) 985 if (op->map == NULL)
1010 { 986 {
1011 LOG (llevError, "Map == NULL in state 2\n"); 987 LOG (llevError, "Map == NULL in state 2\n");
1012 break; 988 break;
1013 } 989 }
1014 990
1015#if 0 991#if 0
1016 /* So that enter_exit will put us at startx/starty */ 992 /* So that enter_exit will put us at startx/starty */
1017 op->x = -1; 993 op->x = -1;
1018 994
1019 enter_exit (op, NULL); 995 enter_exit (op, NULL);
1020#endif 996#endif
1021 SET_ANIMATION (op, 2); /* So player faces south */ 997 SET_ANIMATION (op, 2); /* So player faces south */
1022 /* Enter exit adds a player otherwise */ 998 /* Enter exit adds a player otherwise */
1023 add_statbonus (op); 999 add_statbonus (op);
1024 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 1000 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"); 1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1026 op->contr->state = ST_CHANGE_CLASS; 1002 op->contr->state = ST_CHANGE_CLASS;
1027 if (op->msg) 1003 if (op->msg)
1028 new_draw_info (NDI_BLUE, 0, op, op->msg); 1004 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; 1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1045 } 1021 }
1046 return 0; 1022 return 0;
1047} 1023}
1048 1024
1049/* This function takes the key that is passed, and does the 1025/* This function takes the key that is passed, and does the
1058{ 1034{
1059 int tmp_loop; 1035 int tmp_loop;
1060 1036
1061 if (key == 'q' || key == 'Q') 1037 if (key == 'q' || key == 'Q')
1062 { 1038 {
1063 remove_ob (op); 1039 op->remove ();
1064 play_again (op); 1040 play_again (op);
1065 return 0; 1041 return 0;
1066 } 1042 }
1067 if (key == 'd' || key == 'D') 1043 if (key == 'd' || key == 'D')
1068 { 1044 {
1069 char buf[MAX_BUF]; 1045 char buf[MAX_BUF];
1070 1046
1071 /* this must before then initial items are given */ 1047 /* this must before then initial items are given */
1072 esrv_new_player (op->contr, op->weight + op->carrying); 1048 esrv_new_player (op->contr, op->weight + op->carrying);
1049
1073 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 1050 treasurelist *tl = find_treasurelist ("starting_wealth");
1051 if (tl)
1052 create_treasure (tl, op, 0, 0, 0);
1074 1053
1075 INVOKE_PLAYER (BIRTH, op->contr); 1054 INVOKE_PLAYER (BIRTH, op->contr);
1076 INVOKE_PLAYER (LOGIN, op->contr); 1055 INVOKE_PLAYER (LOGIN, op->contr);
1077 1056
1078 op->contr->state = ST_PLAYING; 1057 op->contr->state = ST_PLAYING;
1103 { 1082 {
1104 object *tmp; 1083 object *tmp;
1105 char mapname[MAX_BUF]; 1084 char mapname[MAX_BUF];
1106 1085
1107 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1108 tmp = get_object (); 1087 tmp = object::create ();
1109 EXIT_PATH (tmp) = mapname; 1088 EXIT_PATH (tmp) = mapname;
1110 EXIT_X (tmp) = op->x; 1089 EXIT_X (tmp) = op->x;
1111 EXIT_Y (tmp) = op->y; 1090 EXIT_Y (tmp) = op->y;
1112 enter_exit (op, tmp); /* we don't really care if it succeeded; 1091 enter_exit (op, tmp); /* we don't really care if it succeeded;
1113 * if the map isn't there, then stay on the 1092 * if the map isn't there, then stay on the
1114 * default initial map */ 1093 * default initial map */
1115 free_object (tmp); 1094 tmp->destroy ();
1116 } 1095 }
1117 else 1096 else
1118 {
1119 LOG (llevDebug, "first_map_ext_path not set\n"); 1097 LOG (llevDebug, "first_map_ext_path not set\n");
1120 } 1098
1121 return 0; 1099 return 0;
1122 } 1100 }
1123 1101
1124 /* Following actually changes the race - this is the default command 1102 /* Following actually changes the race - this is the default command
1125 * if we don't match with one of the options above. 1103 * if we don't match with one of the options above.
1130 { 1108 {
1131 shstr name = op->name; 1109 shstr name = op->name;
1132 int x = op->x, y = op->y; 1110 int x = op->x, y = op->y;
1133 1111
1134 remove_statbonus (op); 1112 remove_statbonus (op);
1135 remove_ob (op); 1113 op->remove ();
1136 op->arch = get_player_archetype (op->arch); 1114 op->arch = get_player_archetype (op->arch);
1137 copy_object (&op->arch->clone, op); 1115 op->arch->clone.copy_to (op);
1138 op->instantiate (); 1116 op->instantiate ();
1139 op->stats = op->contr->orig_stats; 1117 op->stats = op->contr->orig_stats;
1140 op->name = op->name_pl = name; 1118 op->name = op->name_pl = name;
1141 op->x = x; 1119 op->x = x;
1142 op->y = y; 1120 op->y = y;
1143 SET_ANIMATION (op, 2); /* So player faces south */ 1121 SET_ANIMATION (op, 2); /* So player faces south */
1144 insert_ob_in_map (op, op->map, op, 0); 1122 insert_ob_in_map (op, op->map, op, 0);
1145 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1); 1123 assign (op->contr->title, op->arch->clone.name);
1146 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1147 add_statbonus (op); 1124 add_statbonus (op);
1148 tmp_loop = allowed_class (op); 1125 tmp_loop = allowed_class (op);
1149 } 1126 }
1150 1127
1151 update_object (op, UP_OBJ_FACE); 1128 update_object (op, UP_OBJ_FACE);
1152 esrv_update_item (UPD_FACE, op, op); 1129 esrv_update_item (UPD_FACE, op, op);
1153 fix_player (op); 1130 fix_player (op);
1154 op->stats.hp = op->stats.maxhp; 1131 op->stats.hp = op->stats.maxhp;
1155 op->stats.sp = op->stats.maxsp; 1132 op->stats.sp = op->stats.maxsp;
1156 op->stats.grace = 0; 1133 op->stats.grace = 0;
1134
1157 if (op->msg) 1135 if (op->msg)
1158 new_draw_info (NDI_BLUE, 0, op, op->msg); 1136 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137
1159 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 1138 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; 1139 return 0;
1161} 1140}
1162 1141
1163int 1142int
1164key_confirm_quit (object *op, char key) 1143key_confirm_quit (object *op, char key)
1186 if (settings.set_title == TRUE) 1165 if (settings.set_title == TRUE)
1187 op->contr->own_title[0] = '\0'; 1166 op->contr->own_title[0] = '\0';
1188 1167
1189 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1190 { 1169 {
1191 mapstruct *mp, *next; 1170 maptile *mp, *next;
1192 1171
1193 /* We need to hunt for any per player unique maps in memory and 1172 /* 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, 1173 * 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 1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1196 */ 1175 */
1270 */ 1249 */
1271int 1250int
1272check_pick (object *op) 1251check_pick (object *op)
1273{ 1252{
1274 object *tmp, *next; 1253 object *tmp, *next;
1275 tag_t next_tag = 0, op_tag;
1276 int stop = 0; 1254 int stop = 0;
1277 int j, k, wvratio; 1255 int j, k, wvratio;
1278 char putstring[128], tmpstr[16]; 1256 char putstring[128], tmpstr[16];
1279 1257
1280
1281 /* if you're flying, you cna't pick up anything */ 1258 /* if you're flying, you cna't pick up anything */
1282 if (op->move_type & MOVE_FLYING) 1259 if (op->move_type & MOVE_FLYING)
1283 return 1; 1260 return 1;
1284 1261
1285 op_tag = op->count;
1286
1287 next = op->below; 1262 next = op->below;
1288 if (next)
1289 next_tag = next->count;
1290 1263
1291 /* loop while there are items on the floor that are not marked as 1264 /* loop while there are items on the floor that are not marked as
1292 * destroyed */ 1265 * destroyed */
1293 while (next && !was_destroyed (next, next_tag)) 1266 while (next && !next->destroyed ())
1294 { 1267 {
1295 tmp = next; 1268 tmp = next;
1296 next = tmp->below; 1269 next = tmp->below;
1297 if (next)
1298 next_tag = next->count;
1299 1270
1300 if (was_destroyed (op, op_tag)) 1271 if (op->destroyed ())
1301 return 0; 1272 return 0;
1302 1273
1303 if (!can_pick (op, tmp)) 1274 if (!can_pick (op, tmp))
1304 continue; 1275 continue;
1305 1276
1313 /* high not bit set? We're using the old autopickup model */ 1284 /* high not bit set? We're using the old autopickup model */
1314 if (!(op->contr->mode & PU_NEWMODE)) 1285 if (!(op->contr->mode & PU_NEWMODE))
1315 { 1286 {
1316 switch (op->contr->mode) 1287 switch (op->contr->mode)
1317 { 1288 {
1318 case 0: 1289 case 0:
1319 return 1; /* don't pick up */ 1290 return 1; /* don't pick up */
1320 case 1: 1291 case 1:
1292 pick_up (op, tmp);
1293 return 1;
1294 case 2:
1295 pick_up (op, tmp);
1296 return 0;
1297 case 3:
1298 return 0; /* stop before pickup */
1299 case 4:
1300 pick_up (op, tmp);
1301 break;
1302 case 5:
1303 pick_up (op, tmp);
1304 stop = 1;
1305 break;
1306 case 6:
1307 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1321 pick_up (op, tmp); 1308 pick_up (op, tmp);
1322 return 1; 1309 break;
1310
1323 case 2: 1311 case 7:
1312 if (tmp->type == MONEY || tmp->type == GEM)
1324 pick_up (op, tmp); 1313 pick_up (op, tmp);
1325 return 0; 1314 break;
1326 case 3: 1315
1327 return 0; /* stop before pickup */ 1316 default:
1328 case 4: 1317 /* use value density */
1318 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1319 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1329 pick_up (op, tmp); 1320 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 } 1321 }
1351 } 1322 }
1352 else 1323 else
1353 { /* old model */ 1324 { /* old model */
1354 /* NEW pickup handling */ 1325 /* NEW pickup handling */
1437 /* question: don't pick up known-poisonous stuff? */ 1408 /* question: don't pick up known-poisonous stuff? */
1438 if (op->contr->mode & PU_FOOD) 1409 if (op->contr->mode & PU_FOOD)
1439 if (tmp->type == FOOD) 1410 if (tmp->type == FOOD)
1440 { 1411 {
1441 pick_up (op, tmp); 1412 pick_up (op, tmp);
1442 if (0)
1443 fprintf (stderr, "FOOD\n");
1444 continue; 1413 continue;
1445 } 1414 }
1415
1446 if (op->contr->mode & PU_DRINK) 1416 if (op->contr->mode & PU_DRINK)
1447 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1417 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1448 { 1418 {
1449 pick_up (op, tmp); 1419 pick_up (op, tmp);
1450 if (0)
1451 fprintf (stderr, "DRINK\n");
1452 continue; 1420 continue;
1453 } 1421 }
1454 1422
1455 if (op->contr->mode & PU_POTION) 1423 if (op->contr->mode & PU_POTION)
1456 if (tmp->type == POTION) 1424 if (tmp->type == POTION)
1457 { 1425 {
1458 pick_up (op, tmp); 1426 pick_up (op, tmp);
1459 if (0)
1460 fprintf (stderr, "POTION\n");
1461 continue; 1427 continue;
1462 } 1428 }
1463 1429
1464 /* spellbooks, skillscrolls and normal books/scrolls */ 1430 /* spellbooks, skillscrolls and normal books/scrolls */
1465 if (op->contr->mode & PU_SPELLBOOK) 1431 if (op->contr->mode & PU_SPELLBOOK)
1466 if (tmp->type == SPELLBOOK) 1432 if (tmp->type == SPELLBOOK)
1467 { 1433 {
1468 pick_up (op, tmp); 1434 pick_up (op, tmp);
1469 if (0)
1470 fprintf (stderr, "SPELLBOOK\n");
1471 continue; 1435 continue;
1472 } 1436 }
1437
1473 if (op->contr->mode & PU_SKILLSCROLL) 1438 if (op->contr->mode & PU_SKILLSCROLL)
1474 if (tmp->type == SKILLSCROLL) 1439 if (tmp->type == SKILLSCROLL)
1475 { 1440 {
1476 pick_up (op, tmp); 1441 pick_up (op, tmp);
1477 if (0)
1478 fprintf (stderr, "SKILLSCROLL\n");
1479 continue; 1442 continue;
1480 } 1443 }
1444
1481 if (op->contr->mode & PU_READABLES) 1445 if (op->contr->mode & PU_READABLES)
1482 if (tmp->type == BOOK || tmp->type == SCROLL) 1446 if (tmp->type == BOOK || tmp->type == SCROLL)
1483 { 1447 {
1484 pick_up (op, tmp); 1448 pick_up (op, tmp);
1485 if (0)
1486 fprintf (stderr, "READABLES\n");
1487 continue; 1449 continue;
1488 } 1450 }
1489 1451
1490 /* wands/staves/rods/horns */ 1452 /* wands/staves/rods/horns */
1491 if (op->contr->mode & PU_MAGIC_DEVICE) 1453 if (op->contr->mode & PU_MAGIC_DEVICE)
1492 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1454 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1493 { 1455 {
1494 pick_up (op, tmp); 1456 pick_up (op, tmp);
1495 if (0)
1496 fprintf (stderr, "MAGIC_DEVICE\n");
1497 continue; 1457 continue;
1498 } 1458 }
1499 1459
1500 /* pick up all magical items */ 1460 /* pick up all magical items */
1501 if (op->contr->mode & PU_MAGICAL) 1461 if (op->contr->mode & PU_MAGICAL)
1502 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1462 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1503 { 1463 {
1504 pick_up (op, tmp); 1464 pick_up (op, tmp);
1505 if (0)
1506 fprintf (stderr, "MAGICAL\n");
1507 continue; 1465 continue;
1508 } 1466 }
1509 1467
1510 if (op->contr->mode & PU_VALUABLES) 1468 if (op->contr->mode & PU_VALUABLES)
1511 { 1469 {
1512 if (tmp->type == MONEY || tmp->type == GEM) 1470 if (tmp->type == MONEY || tmp->type == GEM)
1513 { 1471 {
1514 pick_up (op, tmp); 1472 pick_up (op, tmp);
1515 if (0)
1516 fprintf (stderr, "MONEY/GEM\n");
1517 continue; 1473 continue;
1518 } 1474 }
1519 } 1475 }
1520 1476
1521 /* rings & amulets - talismans seems to be typed AMULET */ 1477 /* rings & amulets - talismans seems to be typed AMULET */
1522 if (op->contr->mode & PU_JEWELS) 1478 if (op->contr->mode & PU_JEWELS)
1523 if (tmp->type == RING || tmp->type == AMULET) 1479 if (tmp->type == RING || tmp->type == AMULET)
1524 { 1480 {
1525 pick_up (op, tmp); 1481 pick_up (op, tmp);
1482 continue;
1526 if (0) 1483 }
1527 fprintf (stderr, "JEWELS\n"); 1484
1485 /* we don't forget dragon food */
1486 if (op->contr->mode & PU_FLESH)
1487 if (tmp->type == FLESH)
1488 {
1489 pick_up (op, tmp);
1528 continue; 1490 continue;
1529 } 1491 }
1530 1492
1531 /* bows and arrows. Bows are good for selling! */ 1493 /* bows and arrows. Bows are good for selling! */
1532 if (op->contr->mode & PU_BOW) 1494 if (op->contr->mode & PU_BOW)
1533 if (tmp->type == BOW) 1495 if (tmp->type == BOW)
1534 { 1496 {
1535 pick_up (op, tmp); 1497 pick_up (op, tmp);
1536 if (0)
1537 fprintf (stderr, "BOW\n");
1538 continue; 1498 continue;
1539 } 1499 }
1500
1540 if (op->contr->mode & PU_ARROW) 1501 if (op->contr->mode & PU_ARROW)
1541 if (tmp->type == ARROW) 1502 if (tmp->type == ARROW)
1542 { 1503 {
1543 pick_up (op, tmp); 1504 pick_up (op, tmp);
1544 if (0)
1545 fprintf (stderr, "ARROW\n");
1546 continue; 1505 continue;
1547 } 1506 }
1548 1507
1549 /* all kinds of armor etc. */ 1508 /* all kinds of armor etc. */
1550 if (op->contr->mode & PU_ARMOUR) 1509 if (op->contr->mode & PU_ARMOUR)
1551 if (tmp->type == ARMOUR) 1510 if (tmp->type == ARMOUR)
1552 { 1511 {
1553 pick_up (op, tmp); 1512 pick_up (op, tmp);
1554 if (0)
1555 fprintf (stderr, "ARMOUR\n");
1556 continue; 1513 continue;
1557 } 1514 }
1515
1558 if (op->contr->mode & PU_HELMET) 1516 if (op->contr->mode & PU_HELMET)
1559 if (tmp->type == HELMET) 1517 if (tmp->type == HELMET)
1560 { 1518 {
1561 pick_up (op, tmp); 1519 pick_up (op, tmp);
1562 if (0)
1563 fprintf (stderr, "HELMET\n");
1564 continue; 1520 continue;
1565 } 1521 }
1522
1566 if (op->contr->mode & PU_SHIELD) 1523 if (op->contr->mode & PU_SHIELD)
1567 if (tmp->type == SHIELD) 1524 if (tmp->type == SHIELD)
1568 { 1525 {
1569 pick_up (op, tmp); 1526 pick_up (op, tmp);
1570 if (0)
1571 fprintf (stderr, "SHIELD\n");
1572 continue; 1527 continue;
1573 } 1528 }
1529
1574 if (op->contr->mode & PU_BOOTS) 1530 if (op->contr->mode & PU_BOOTS)
1575 if (tmp->type == BOOTS) 1531 if (tmp->type == BOOTS)
1576 { 1532 {
1577 pick_up (op, tmp); 1533 pick_up (op, tmp);
1578 if (0)
1579 fprintf (stderr, "BOOTS\n");
1580 continue; 1534 continue;
1581 } 1535 }
1536
1582 if (op->contr->mode & PU_GLOVES) 1537 if (op->contr->mode & PU_GLOVES)
1583 if (tmp->type == GLOVES) 1538 if (tmp->type == GLOVES)
1584 { 1539 {
1585 pick_up (op, tmp); 1540 pick_up (op, tmp);
1586 if (0)
1587 fprintf (stderr, "GLOVES\n");
1588 continue; 1541 continue;
1589 } 1542 }
1543
1590 if (op->contr->mode & PU_CLOAK) 1544 if (op->contr->mode & PU_CLOAK)
1591 if (tmp->type == CLOAK) 1545 if (tmp->type == CLOAK)
1592 { 1546 {
1593 pick_up (op, tmp); 1547 pick_up (op, tmp);
1594 if (0)
1595 fprintf (stderr, "GLOVES\n");
1596 continue; 1548 continue;
1597 } 1549 }
1598 1550
1599 /* hoping to catch throwing daggers here */ 1551 /* hoping to catch throwing daggers here */
1600 if (op->contr->mode & PU_MISSILEWEAPON) 1552 if (op->contr->mode & PU_MISSILEWEAPON)
1601 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1553 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1602 { 1554 {
1603 pick_up (op, tmp); 1555 pick_up (op, tmp);
1604 if (0)
1605 fprintf (stderr, "MISSILEWEAPON\n");
1606 continue; 1556 continue;
1607 } 1557 }
1608 1558
1609 /* careful: chairs and tables are weapons! */ 1559 /* careful: chairs and tables are weapons! */
1610 if (op->contr->mode & PU_ALLWEAPON) 1560 if (op->contr->mode & PU_ALLWEAPON)
1613 { 1563 {
1614 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1564 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1615 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1565 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1616 { 1566 {
1617 pick_up (op, tmp); 1567 pick_up (op, tmp);
1618 if (0)
1619 fprintf (stderr, "WEAPON\n");
1620 continue; 1568 continue;
1621 } 1569 }
1622 } 1570 }
1571
1623 if (tmp->type == WEAPON && tmp->name == NULL) 1572 if (tmp->type == WEAPON && tmp->name == NULL)
1624 { 1573 {
1625 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1574 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1626 { 1575 {
1627 pick_up (op, tmp); 1576 pick_up (op, tmp);
1628 if (0)
1629 fprintf (stderr, "WEAPON\n");
1630 continue; 1577 continue;
1631 } 1578 }
1632 } 1579 }
1633 } 1580 }
1634 1581
1635 /* misc stuff that's useful */ 1582 /* misc stuff that's useful */
1636 if (op->contr->mode & PU_KEY) 1583 if (op->contr->mode & PU_KEY)
1637 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1584 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1638 { 1585 {
1639 pick_up (op, tmp); 1586 pick_up (op, tmp);
1640 if (0)
1641 fprintf (stderr, "KEY\n");
1642 continue; 1587 continue;
1643 } 1588 }
1644 1589
1645 /* any of the last 4 bits set means we use the ratio for value 1590 /* any of the last 4 bits set means we use the ratio for value
1646 * pickups */ 1591 * pickups */
1668 continue; 1613 continue;
1669 } 1614 }
1670 } 1615 }
1671 } /* the new pickup model */ 1616 } /* the new pickup model */
1672 } 1617 }
1618
1673 return !stop; 1619 return !stop;
1674} 1620}
1675 1621
1676/* 1622/*
1677 * Find an arrow in the inventory and after that 1623 * Find an arrow in the inventory and after that
1776 1722
1777object * 1723object *
1778pick_arrow_target (object *op, const char *type, int dir) 1724pick_arrow_target (object *op, const char *type, int dir)
1779{ 1725{
1780 object *tmp = NULL; 1726 object *tmp = NULL;
1781 mapstruct *m; 1727 maptile *m;
1782 int i, mflags, found, number; 1728 int i, mflags, found, number;
1783 sint16 x, y; 1729 sint16 x, y;
1784 1730
1785 if (op->map == NULL) 1731 if (op->map == NULL)
1786 return find_arrow (op, type); 1732 return find_arrow (op, type);
1846 */ 1792 */
1847int 1793int
1848fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1794fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1849{ 1795{
1850 object *left, *bow; 1796 object *left, *bow;
1851 tag_t left_tag, tag;
1852 int bowspeed, mflags; 1797 int bowspeed, mflags;
1853 mapstruct *m; 1798 maptile *m;
1854 1799
1855 if (!dir) 1800 if (!dir)
1856 { 1801 {
1857 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1802 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1858 return 0; 1803 return 0;
1859 } 1804 }
1805
1860 if (op->type == PLAYER) 1806 if (op->type == PLAYER)
1861 bow = op->contr->ranges[range_bow]; 1807 bow = op->contr->ranges[range_bow];
1862 else 1808 else
1863 { 1809 {
1864 for (bow = op->inv; bow; bow = bow->below) 1810 for (bow = op->inv; bow; bow = bow->below)
1872 { 1818 {
1873 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1874 return 0; 1820 return 0;
1875 } 1821 }
1876 } 1822 }
1823
1877 if (!bow->race || !bow->skill) 1824 if (!bow->race || !bow->skill)
1878 { 1825 {
1879 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1826 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1880 return 0; 1827 return 0;
1881 } 1828 }
1883 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1830 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1884 1831
1885 /* penalize ROF for bestarrow */ 1832 /* penalize ROF for bestarrow */
1886 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1833 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1887 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1834 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1835
1888 if (bowspeed < 1) 1836 if (bowspeed < 1)
1889 bowspeed = 1; 1837 bowspeed = 1;
1890 1838
1891 if (arrow == NULL) 1839 if (arrow == NULL)
1892 { 1840 {
1898 else 1846 else
1899 CLEAR_FLAG (op, FLAG_READY_BOW); 1847 CLEAR_FLAG (op, FLAG_READY_BOW);
1900 return 0; 1848 return 0;
1901 } 1849 }
1902 } 1850 }
1851
1903 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1904 if (mflags & P_OUT_OF_MAP) 1853 if (mflags & P_OUT_OF_MAP)
1905 {
1906 return 0; 1854 return 0;
1907 } 1855
1908 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1856 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1909 { 1857 {
1910 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1858 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1911 return 0; 1859 return 0;
1912 } 1860 }
1913 1861
1914 /* this should not happen, but sometimes does */ 1862 /* this should not happen, but sometimes does */
1915 if (arrow->nrof == 0) 1863 if (arrow->nrof == 0)
1916 { 1864 {
1917 remove_ob (arrow); 1865 arrow->destroy ();
1918 free_object (arrow);
1919 return 0; 1866 return 0;
1920 } 1867 }
1921 1868
1922 left = arrow; /* these are arrows left to the player */ 1869 left = arrow; /* these are arrows left to the player */
1923 left_tag = left->count;
1924 arrow = get_split_ob (arrow, 1); 1870 arrow = get_split_ob (arrow, 1);
1925 if (arrow == NULL) 1871 if (!arrow)
1926 { 1872 {
1927 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1873 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1928 return 0; 1874 return 0;
1929 } 1875 }
1930 set_owner (arrow, op); 1876
1877 arrow->set_owner (op);
1931 arrow->skill = bow->skill; 1878 arrow->skill = bow->skill;
1932 1879
1933 arrow->direction = dir; 1880 arrow->direction = dir;
1934 arrow->x = sx; 1881 arrow->x = sx;
1935 arrow->y = sy; 1882 arrow->y = sy;
1943 SET_ANIMATION (arrow, arrow->direction); 1890 SET_ANIMATION (arrow, arrow->direction);
1944 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1945 arrow->stats.hp = arrow->stats.dam; 1892 arrow->stats.hp = arrow->stats.dam;
1946 arrow->stats.grace = arrow->attacktype; 1893 arrow->stats.grace = arrow->attacktype;
1947 if (arrow->slaying != NULL) 1894 if (arrow->slaying != NULL)
1948 arrow->spellarg = strdup_local (arrow->slaying); 1895 arrow->spellarg = strdup (arrow->slaying);
1949 1896
1950 /* Note that this was different for monsters - they got their level 1897 /* Note that this was different for monsters - they got their level
1951 * added to the damage. I think the strength bonus is more proper. 1898 * added to the damage. I think the strength bonus is more proper.
1952 */ 1899 */
1953 1900
1971 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1918 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1972 } 1919 }
1973 else 1920 else
1974 { 1921 {
1975 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; 1922 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1976
1977 arrow->level = op->level; 1923 arrow->level = op->level;
1978 } 1924 }
1925
1979 if (arrow->attacktype == AT_PHYSICAL) 1926 if (arrow->attacktype == AT_PHYSICAL)
1980 arrow->attacktype |= bow->attacktype; 1927 arrow->attacktype |= bow->attacktype;
1928
1981 if (bow->slaying != NULL) 1929 if (bow->slaying)
1982 arrow->slaying = bow->slaying; 1930 arrow->slaying = bow->slaying;
1983 1931
1984 arrow->map = m; 1932 arrow->map = m;
1985 arrow->move_type = MOVE_FLY_LOW; 1933 arrow->move_type = MOVE_FLY_LOW;
1986 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1987 1935
1988 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1936 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); 1937 insert_ob_in_map (arrow, m, op, 0);
1991 1938
1992 if (!was_destroyed (arrow, tag)) 1939 if (!arrow->destroyed ())
1993 move_arrow (arrow); 1940 move_arrow (arrow);
1994 1941
1995 if (op->type == PLAYER) 1942 if (op->type == PLAYER)
1996 { 1943 {
1997 if (was_destroyed (left, left_tag)) 1944 if (left->destroyed ())
1998 esrv_del_item (op->contr, left_tag); 1945 esrv_del_item (op->contr, left->count);
1999 else 1946 else
2000 esrv_send_item (op, left); 1947 esrv_send_item (op, left);
2001 } 1948 }
1949
2002 return 1; 1950 return 1;
2003} 1951}
2004 1952
2005/* Special fire code for players - this takes into 1953/* Special fire code for players - this takes into
2006 * account the special fire modes players can have 1954 * account the special fire modes players can have
2126 if (action_makes_visible (op)) 2074 if (action_makes_visible (op))
2127 make_visible (op); 2075 make_visible (op);
2128 2076
2129 switch (op->contr->shoottype) 2077 switch (op->contr->shoottype)
2130 { 2078 {
2131 case range_none: 2079 case range_none:
2132 return; 2080 return;
2133 2081
2134 case range_bow: 2082 case range_bow:
2135 player_fire_bow (op, dir); 2083 player_fire_bow (op, dir);
2136 return; 2084 return;
2137 2085
2138 case range_magic: /* Casting spells */ 2086 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)); 2087 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2140 return; 2088 return;
2141 2089
2142 case range_misc: 2090 case range_misc:
2143 fire_misc_object (op, dir); 2091 fire_misc_object (op, dir);
2144 return; 2092 return;
2145 2093
2146 case range_golem: /* Control summoned monsters from scrolls */ 2094 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) 2095 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2148 { 2096 {
2149 op->contr->ranges[range_golem] = NULL; 2097 op->contr->ranges[range_golem] = 0;
2150 op->contr->shoottype = range_none; 2098 op->contr->shoottype = range_none;
2151 op->contr->golem_count = 0;
2152 } 2099 }
2153 else 2100 else
2154 control_golem (op->contr->ranges[range_golem], dir); 2101 control_golem (op->contr->ranges[range_golem], dir);
2155 return; 2102 return;
2156 2103
2157 case range_skill: 2104 case range_skill:
2158 if (!op->chosen_skill) 2105 if (!op->chosen_skill)
2159 { 2106 {
2160 if (op->type == PLAYER) 2107 if (op->type == PLAYER)
2161 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 2108 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2162 return; 2109 return;
2163 } 2110 }
2164 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 2111 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2165 return; 2112 return;
2166 case range_builder: 2113 case range_builder:
2167 apply_map_builder (op, dir); 2114 apply_map_builder (op, dir);
2168 return; 2115 return;
2169 default: 2116 default:
2170 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 2117 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2171 return; 2118 return;
2172 } 2119 }
2173} 2120}
2174 2121
2175 2122
2176 2123
2318move_player_attack (object *op, int dir) 2265move_player_attack (object *op, int dir)
2319{ 2266{
2320 object *tmp, *mon; 2267 object *tmp, *mon;
2321 sint16 nx, ny; 2268 sint16 nx, ny;
2322 int on_battleground; 2269 int on_battleground;
2323 mapstruct *m; 2270 maptile *m;
2324 2271
2325 nx = freearr_x[dir] + op->x; 2272 nx = freearr_x[dir] + op->x;
2326 ny = freearr_y[dir] + op->y; 2273 ny = freearr_y[dir] + op->y;
2327 2274
2328 on_battleground = op_on_battleground (op, NULL, NULL); 2275 on_battleground = op_on_battleground (op, NULL, NULL);
2364 if (tmp == op) 2311 if (tmp == op)
2365 { 2312 {
2366 tmp = tmp->above; 2313 tmp = tmp->above;
2367 continue; 2314 continue;
2368 } 2315 }
2316
2369 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2370 { 2318 {
2371 mon = tmp; 2319 mon = tmp;
2372 break; 2320 break;
2373 } 2321 }
2322
2374 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2323 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2375 mon = tmp; 2324 mon = tmp;
2325
2376 tmp = tmp->above; 2326 tmp = tmp->above;
2377 } 2327 }
2378 2328
2379 if (mon == NULL) /* This happens anytime the player tries to move */ 2329 if (mon == NULL) /* This happens anytime the player tries to move */
2380 return; /* into a wall */ 2330 return; /* into a wall */
2399 * player owns it and it is either friendly or unagressive. 2349 * player owns it and it is either friendly or unagressive.
2400 */ 2350 */
2401 if ((op->type == PLAYER) 2351 if ((op->type == PLAYER)
2402#if COZY_SERVER 2352#if COZY_SERVER
2403 && 2353 &&
2404 ((get_owner (mon) && get_owner (mon)->contr 2354 ((mon->owner && mon->owner->contr
2405 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2355 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2406#else 2356#else
2407 && get_owner (mon) == op 2357 && mon->owner == op
2408#endif 2358#endif
2409 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2410 { 2360 {
2411 /* If we're braced, we don't want to switch places with it */ 2361 /* If we're braced, we don't want to switch places with it */
2412 if (op->contr->braced) 2362 if (op->contr->braced)
2599 /* I've been seeing crashes where the golem has been destroyed, but 2549 /* 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 2550 * 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 2551 * 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. 2552 * put this in a a workaround to clean up the golem pointer.
2603 */ 2553 */
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))) 2554 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2606 {
2607 op->contr->ranges[range_golem] = NULL; 2555 op->contr->ranges[range_golem] = 0;
2608 op->contr->golem_count = 0;
2609 }
2610 2556
2611 /* call this here - we also will call this in do_ericserver, but 2557 /* call this here - we also will call this in do_ericserver, but
2612 * the players time has been increased when doericserver has been 2558 * the players time has been increased when doericserver has been
2613 * called, so we recheck it here. 2559 * called, so we recheck it here.
2614 */ 2560 */
2615 HandleClient (&op->contr->socket, op->contr); 2561 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2562 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
2563 ;
2564
2616 if (op->speed_left < 0) 2565 if (op->speed_left < 0)
2617 return 0; 2566 return 0;
2618 2567
2619 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2568 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2620 { 2569 {
2629 if (op->speed_left > 0) 2578 if (op->speed_left > 0)
2630 return 1; 2579 return 1;
2631 else 2580 else
2632 return 0; 2581 return 0;
2633 } 2582 }
2583
2634 return 0; 2584 return 0;
2635} 2585}
2636 2586
2637int 2587int
2638save_life (object *op) 2588save_life (object *op)
2639{ 2589{
2640 object *tmp;
2641
2642 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2590 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2643 return 0; 2591 return 0;
2644 2592
2645 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2593 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2646 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2594 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2647 { 2595 {
2648 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2596 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)); 2597 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2598
2650 if (op->contr) 2599 if (op->contr)
2651 esrv_del_item (op->contr, tmp->count); 2600 esrv_del_item (op->contr, tmp->count);
2652 remove_ob (tmp); 2601
2653 free_object (tmp); 2602 tmp->destroy ();
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2603 CLEAR_FLAG (op, FLAG_LIFESAVE);
2604
2655 if (op->stats.hp < 0) 2605 if (op->stats.hp < 0)
2656 op->stats.hp = op->stats.maxhp; 2606 op->stats.hp = op->stats.maxhp;
2607
2657 if (op->stats.food < 0) 2608 if (op->stats.food < 0)
2658 op->stats.food = 999; 2609 op->stats.food = 999;
2610
2659 fix_player (op); 2611 fix_player (op);
2660 return 1; 2612 return 1;
2661 } 2613 }
2614
2662 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2615 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2663 CLEAR_FLAG (op, FLAG_LIFESAVE); 2616 CLEAR_FLAG (op, FLAG_LIFESAVE);
2664 enter_player_savebed (op); /* bring him home. */ 2617 enter_player_savebed (op); /* bring him home. */
2665 return 0; 2618 return 0;
2666} 2619}
2680 next = op->below; /* Make sure we have a good value, in case 2633 next = op->below; /* Make sure we have a good value, in case
2681 * we remove object 'op' 2634 * we remove object 'op'
2682 */ 2635 */
2683 if (QUERY_FLAG (op, FLAG_UNPAID)) 2636 if (QUERY_FLAG (op, FLAG_UNPAID))
2684 { 2637 {
2685 remove_ob (op); 2638 op->remove ();
2686 op->x = env->x; 2639 op->x = env->x;
2687 op->y = env->y; 2640 op->y = env->y;
2688 if (env->type == PLAYER) 2641 if (env->type == PLAYER)
2689 esrv_del_item (env->contr, op->count); 2642 esrv_del_item (env->contr, op->count);
2690 insert_ob_in_map (op, env->map, NULL, 0); 2643 insert_ob_in_map (op, env->map, NULL, 0);
2691 } 2644 }
2692 else if (op->inv) 2645 else if (op->inv)
2693 remove_unpaid_objects (op->inv, env); 2646 remove_unpaid_objects (op->inv, env);
2647
2694 op = next; 2648 op = next;
2695 } 2649 }
2696} 2650}
2697 2651
2698 2652
2713 strcpy (buf2, " R.I.P.\n\n"); 2667 strcpy (buf2, " R.I.P.\n\n");
2714 if (op->type == PLAYER) 2668 if (op->type == PLAYER)
2715 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2669 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2716 else 2670 else
2717 sprintf (buf, "%s\n", &op->name); 2671 sprintf (buf, "%s\n", &op->name);
2672
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2673 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2674 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2675 if (op->type == PLAYER)
2721 sprintf (buf, "who was in level %d when killed\n", op->level); 2676 sprintf (buf, "who was in level %d when killed\n", op->level);
2722 else 2677 else
2723 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2678 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2679
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2680 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2681 strcat (buf2, buf);
2726 if (op->type == PLAYER) 2682 if (op->type == PLAYER)
2727 { 2683 {
2728 sprintf (buf, "by %s.\n\n", op->contr->killer); 2684 sprintf (buf, "by %s.\n\n", op->contr->killer);
2729 strncat (buf2, " ", 21 - strlen (buf) / 2); 2685 strncat (buf2, " ", 21 - strlen (buf) / 2);
2730 strcat (buf2, buf); 2686 strcat (buf2, buf);
2731 } 2687 }
2688
2732 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2689 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2733 strncat (buf2, " ", 20 - strlen (buf) / 2); 2690 strncat (buf2, " ", 20 - strlen (buf) / 2);
2734 strcat (buf2, buf); 2691 strcat (buf2, buf);
2692
2735 return buf2; 2693 return buf2;
2736} 2694}
2737 2695
2738 2696
2739 2697
2958{ 2916{
2959 char buf[MAX_BUF]; 2917 char buf[MAX_BUF];
2960 int x, y; 2918 int x, y;
2961 2919
2962 //int i; 2920 //int i;
2963 mapstruct *map; /* this is for resurrection */ 2921 maptile *map; /* this is for resurrection */
2964 2922
2965 /* int z; 2923 /* int z;
2966 int num_stats_lose; 2924 int num_stats_lose;
2967 int lost_a_stat; 2925 int lost_a_stat;
2968 int lose_this_stat; 2926 int lose_this_stat;
2983 { 2941 {
2984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2942 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..."); 2943 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2986 2944
2987 /* restore player */ 2945 /* restore player */
2988 at = find_archetype ("poisoning"); 2946 at = archetype::find ("poisoning");
2989 tmp = present_arch_in_ob (at, op); 2947 tmp = present_arch_in_ob (at, op);
2990 if (tmp) 2948 if (tmp)
2991 { 2949 {
2992 remove_ob (tmp); 2950 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2951 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2995 } 2952 }
2996 2953
2997 at = find_archetype ("confusion"); 2954 at = archetype::find ("confusion");
2998 tmp = present_arch_in_ob (at, op); 2955 tmp = present_arch_in_ob (at, op);
2999 if (tmp) 2956 if (tmp)
3000 { 2957 {
3001 remove_ob (tmp); 2958 tmp->destroy ();
3002 free_object (tmp);
3003 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3004 } 2960 }
3005 2961
3006 cure_disease (op, 0); /* remove any disease */ 2962 cure_disease (op, 0); /* remove any disease */
3007 op->stats.hp = op->stats.maxhp; 2963 op->stats.hp = op->stats.maxhp;
3008 if (op->stats.food <= 0) 2964 if (op->stats.food <= 0)
3009 op->stats.food = 999; 2965 op->stats.food = 999;
3010 2966
3011 /* create a bodypart-trophy to make the winner happy */ 2967 /* create a bodypart-trophy to make the winner happy */
3012 tmp = arch_to_object (find_archetype ("finger")); 2968 tmp = arch_to_object (archetype::find ("finger"));
3013 if (tmp != NULL) 2969 if (tmp != NULL)
3014 { 2970 {
3015 sprintf (buf, "%s's finger", &op->name); 2971 sprintf (buf, "%s's finger", &op->name);
3016 tmp->name = buf; 2972 tmp->name = buf;
3017 sprintf (buf, " This finger has been cut off %s\n" 2973 sprintf (buf, " This finger has been cut off %s\n"
3114 lost_a_stat = 1; 3070 lost_a_stat = 1;
3115 } 3071 }
3116 else 3072 else
3117 { 3073 {
3118 /* deplete a stat */ 3074 /* deplete a stat */
3119 archetype *deparch = find_archetype ("depletion"); 3075 archetype *deparch = archetype::find ("depletion");
3120 object *dep; 3076 object *dep;
3121 3077
3122 dep = present_arch_in_ob (deparch, op); 3078 dep = present_arch_in_ob (deparch, op);
3123 if (!dep) 3079 if (!dep)
3124 { 3080 {
3184 /* determine_god() seems to not work sometimes... why is this? 3140 /* determine_god() seems to not work sometimes... why is this?
3185 Should I be using something else? GD */ 3141 Should I be using something else? GD */
3186 const char *god = determine_god (op); 3142 const char *god = determine_god (op);
3187 3143
3188 if (god && (strcmp (god, "none"))) 3144 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); 3145 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3190 else 3146 else
3191 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3192 } 3148 }
3149#else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3193#endif 3151#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 3152
3196 /* Put a gravestone up where the character 'almost' died. List the 3153 /* Put a gravestone up where the character 'almost' died. List the
3197 * exp loss on the stone. 3154 * exp loss on the stone.
3198 */ 3155 */
3199 tmp = arch_to_object (find_archetype ("gravestone")); 3156 tmp = arch_to_object (archetype::find ("gravestone"));
3200 sprintf (buf, "%s's gravestone", &op->name); 3157 sprintf (buf, "%s's gravestone", &op->name);
3201 tmp->name = buf; 3158 tmp->name = buf;
3202 sprintf (buf, "%s's gravestones", &op->name); 3159 sprintf (buf, "%s's gravestones", &op->name);
3203 tmp->name_pl = buf; 3160 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); 3161 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; 3162 tmp->msg = buf;
3206 tmp->x = op->x, tmp->y = op->y; 3163 tmp->x = op->x, tmp->y = op->y;
3207 insert_ob_in_map (tmp, op->map, NULL, 0); 3164 insert_ob_in_map (tmp, op->map, NULL, 0);
3208 3165
3209 /**************************************/ 3166 /**************************************/
3210 /* */ 3167 /* */
3211 /* Subtract the experience points, */ 3168 /* Subtract the experience points, */
3212 /* if we died cause of food, give us */ 3169 /* if we died cause of food, give us */
3213 /* food, and reset HP's... */ 3170 /* food, and reset HP's... */
3214 /* */ 3171 /* */
3215
3216 /**************************************/ 3172 /**************************************/
3217 3173
3218 /* remove any poisoning and confusion the character may be suffering. */ 3174 /* remove any poisoning and confusion the character may be suffering. */
3219 /* restore player */ 3175 /* restore player */
3220 at = find_archetype ("poisoning"); 3176 at = archetype::find ("poisoning");
3177 tmp = present_arch_in_ob (at, op);
3178
3179 if (tmp)
3180 {
3181 tmp->destroy ();
3182 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3183 }
3184
3185 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op); 3186 tmp = present_arch_in_ob (at, op);
3222 if (tmp) 3187 if (tmp)
3223 { 3188 {
3224 remove_ob (tmp); 3189 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"); 3190 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3236 } 3191 }
3192
3237 cure_disease (op, 0); /* remove any disease */ 3193 cure_disease (op, 0); /* remove any disease */
3238 3194
3239 /*add_exp(op, (op->stats.exp * -0.20)); */ 3195 /*add_exp(op, (op->stats.exp * -0.20)); */
3240 apply_death_exp_penalty (op); 3196 apply_death_exp_penalty (op);
3241 if (op->stats.food < 100) 3197 if (op->stats.food < 100)
3251 */ 3207 */
3252 3208
3253 if (is_in_shop (op)) 3209 if (is_in_shop (op))
3254 remove_unpaid_objects (op->inv, op); 3210 remove_unpaid_objects (op->inv, op);
3255 3211
3256 /****************************************/ 3212 /****************************************/
3257 /* */ 3213 /* */
3258 /* Move player to his current respawn- */ 3214 /* Move player to his current respawn- */
3259 /* position (usually last savebed) */ 3215 /* position (usually last savebed) */
3260 /* */ 3216 /* */
3261
3262 /****************************************/ 3217 /****************************************/
3263 3218
3264 enter_player_savebed (op); 3219 enter_player_savebed (op);
3265 3220
3266 /* Save the player before inserting the force to reduce 3221 /* Save the player before inserting the force to reduce
3267 * chance of abuse. 3222 * chance of abuse.
3274 * spell effects. So first see if there is a spell effect 3229 * spell effects. So first see if there is a spell effect
3275 * on the space that might harm the player. 3230 * on the space that might harm the player.
3276 */ 3231 */
3277 will_kill_again = 0; 3232 will_kill_again = 0;
3278 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3233 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3279 {
3280 if (tmp->type == SPELL_EFFECT) 3234 if (tmp->type == SPELL_EFFECT)
3281 will_kill_again |= tmp->attacktype; 3235 will_kill_again |= tmp->attacktype;
3282 } 3236
3283 if (will_kill_again) 3237 if (will_kill_again)
3284 { 3238 {
3285 object *force; 3239 object *force;
3286 int at; 3240 int at;
3287 3241
3289 /* 50 ticks should be enough time for the spell to abate */ 3243 /* 50 ticks should be enough time for the spell to abate */
3290 force->speed = 0.1; 3244 force->speed = 0.1;
3291 force->speed_left = -5.0; 3245 force->speed_left = -5.0;
3292 SET_FLAG (force, FLAG_APPLIED); 3246 SET_FLAG (force, FLAG_APPLIED);
3293 for (at = 0; at < NROFATTACKS; at++) 3247 for (at = 0; at < NROFATTACKS; at++)
3294 {
3295 if (will_kill_again & (1 << at)) 3248 if (will_kill_again & (1 << at))
3296 force->resist[at] = 100; 3249 force->resist[at] = 100;
3297 } 3250
3298 insert_ob_in_ob (force, op); 3251 insert_ob_in_ob (force, op);
3299 fix_player (op); 3252 fix_player (op);
3300 3253
3301 } 3254 }
3302 3255
3312 op->contr->party = NULL; 3265 op->contr->party = NULL;
3313 if (settings.set_title == TRUE) 3266 if (settings.set_title == TRUE)
3314 op->contr->own_title[0] = '\0'; 3267 op->contr->own_title[0] = '\0';
3315 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf); 3268 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3316 check_score (op); 3269 check_score (op);
3270
3317 if (op->contr->ranges[range_golem] != NULL) 3271 if (op->contr->ranges[range_golem])
3318 { 3272 {
3319 remove_friendly_object (op->contr->ranges[range_golem]); 3273 remove_friendly_object (op->contr->ranges[range_golem]);
3320 remove_ob (op->contr->ranges[range_golem]); 3274 op->contr->ranges[range_golem]->destroy ();
3321 free_object (op->contr->ranges[range_golem]);
3322 op->contr->ranges[range_golem] = NULL; 3275 op->contr->ranges[range_golem] = 0;
3323 op->contr->golem_count = 0;
3324 } 3276 }
3277
3325 loot_object (op); /* Remove some of the items for good */ 3278 loot_object (op); /* Remove some of the items for good */
3326 remove_ob (op); 3279 op->remove ();
3327 op->direction = 0; 3280 op->direction = 0;
3328 3281
3329 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp) 3282 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3330 { 3283 {
3331 delete_character (op->name, 0); 3284 delete_character (op->name, 0);
3356 } 3309 }
3357 3310
3358 play_again (op); 3311 play_again (op);
3359 3312
3360 /* peterm: added to create a corpse at deathsite. */ 3313 /* peterm: added to create a corpse at deathsite. */
3361 tmp = arch_to_object (find_archetype ("corpse_pl")); 3314 tmp = arch_to_object (archetype::find ("corpse_pl"));
3362 sprintf (buf, "%s", &op->name); 3315 sprintf (buf, "%s", &op->name);
3363 tmp->name = tmp->name_pl = buf; 3316 tmp->name = tmp->name_pl = buf;
3364 tmp->level = op->level; 3317 tmp->level = op->level;
3365 tmp->x = x; 3318 tmp->x = x;
3366 tmp->y = y; 3319 tmp->y = y;
3384 for (tmp = op->inv; tmp != NULL; tmp = next) 3337 for (tmp = op->inv; tmp != NULL; tmp = next)
3385 { 3338 {
3386 next = tmp->below; 3339 next = tmp->below;
3387 if (tmp->type == EXPERIENCE || tmp->invisible) 3340 if (tmp->type == EXPERIENCE || tmp->invisible)
3388 continue; 3341 continue;
3389 remove_ob (tmp); 3342 tmp->remove ();
3390 tmp->x = op->x, tmp->y = op->y; 3343 tmp->x = op->x, tmp->y = op->y;
3391 if (tmp->type == CONTAINER) 3344 if (tmp->type == CONTAINER)
3392 { /* empty container to ground */ 3345 { /* empty container to ground */
3393 loot_object (tmp); 3346 loot_object (tmp);
3394 } 3347 }
3395 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 3348 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3396 { 3349 {
3397 if (tmp->nrof > 1) 3350 if (tmp->nrof > 1)
3398 { 3351 {
3399 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3352 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3400 free_object (tmp2); 3353 tmp2->destroy ();
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 3354 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 3355 }
3403 else 3356 else
3404 free_object (tmp); 3357 tmp->destroy ();
3405 } 3358 }
3406 else 3359 else
3407 insert_ob_in_map (tmp, op->map, NULL, 0); 3360 insert_ob_in_map (tmp, op->map, NULL, 0);
3408 } 3361 }
3409} 3362}
3474 if (op->type == PLAYER) 3427 if (op->type == PLAYER)
3475 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3428 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3476 3429
3477 cast_spell (op, throw_ob, dir, spob, NULL); 3430 cast_spell (op, throw_ob, dir, spob, NULL);
3478 3431
3479 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3432 throw_ob->destroy ();
3480 remove_ob (throw_ob);
3481 free_object (throw_ob);
3482} 3433}
3483 3434
3484void 3435void
3485make_visible (object *op) 3436make_visible (object *op)
3486{ 3437{
3602int 3553int
3603stand_near_hostile (object *who) 3554stand_near_hostile (object *who)
3604{ 3555{
3605 object *tmp = NULL; 3556 object *tmp = NULL;
3606 int i, friendly = 0, player = 0, mflags; 3557 int i, friendly = 0, player = 0, mflags;
3607 mapstruct *m; 3558 maptile *m;
3608 sint16 x, y; 3559 sint16 x, y;
3609 3560
3610 if (!who) 3561 if (!who)
3611 return 0; 3562 return 0;
3612 3563
3693 3644
3694 /* only the viewable area the player sees is updated by LOS 3645 /* only the viewable area the player sees is updated by LOS
3695 * code, so we need to restrict ourselves to that range of values 3646 * code, so we need to restrict ourselves to that range of values
3696 * for any meaningful values. 3647 * for any meaningful values.
3697 */ 3648 */
3698 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3649 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3699 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3650 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3700 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3651 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3701 return 1; 3652 return 1;
3702 op = op->more; 3653 op = op->more;
3703 } 3654 }
3704 return 0; 3655 return 0;
3705} 3656}

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