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Comparing deliantra/server/server/player.C (file contents):
Revision 1.26 by root, Sun Sep 17 18:19:19 2006 UTC vs.
Revision 1.48 by root, Tue Dec 19 05:41:22 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>
36#include <newclient.h>
37 32
38#ifdef COZY_SERVER 33#ifdef COZY_SERVER
39extern int same_party (partylist *a, partylist *b); 34extern int same_party (partylist *a, partylist *b);
40#endif 35#endif
41 36
87 int comp; 82 int comp;
88 int size; 83 int size;
89 84
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 85 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 87 return;
94 } 88
95 motd[0] = '\0'; 89 motd[0] = '\0';
96 size = 0; 90 size = 0;
91
97 while (fgets (buf, MAX_BUF, fp) != NULL) 92 while (fgets (buf, MAX_BUF, fp) != NULL)
98 { 93 {
99 if (*buf == '#') 94 if (*buf == '#')
100 continue; 95 continue;
96
101 strncat (motd + size, buf, HUGE_BUF - size); 97 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 98 size += strlen (buf);
103 } 99 }
100
104 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);
105 close_and_delete (fp, comp); 102 close_and_delete (fp, comp);
106} 103}
107 104
108void 105void
114 int comp; 111 int comp;
115 int size; 112 int size;
116 113
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 114 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 115 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 116 return;
121 } 117
122 rules[0] = '\0'; 118 rules[0] = '\0';
123 size = 0; 119 size = 0;
120
124 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
125 { 122 {
126 if (*buf == '#') 123 if (*buf == '#')
127 continue; 124 continue;
125
128 if (size + strlen (buf) >= HUGE_BUF) 126 if (size + strlen (buf) >= HUGE_BUF)
129 { 127 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 129 break;
132 } 130 }
131
133 strncat (rules + size, buf, HUGE_BUF - size); 132 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 133 size += strlen (buf);
135 } 134 }
135
136 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);
137 close_and_delete (fp, comp); 137 close_and_delete (fp, comp);
138} 138}
139 139
140void 140void
148 int size; 148 int size;
149 149
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 150 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 152 return;
153
153 news[0] = '\0'; 154 news[0] = '\0';
154 subject[0] = '\0'; 155 subject[0] = '\0';
155 size = 0; 156 size = 0;
157
156 while (fgets (buf, MAX_BUF, fp) != NULL) 158 while (fgets (buf, MAX_BUF, fp) != NULL)
157 { 159 {
158 if (*buf == '#') 160 if (*buf == '#')
159 continue; 161 continue;
162
160 if (*buf == '%') 163 if (*buf == '%')
161 { /* send one news */ 164 { /* send one news */
162 if (size > 0) 165 if (size > 0)
163 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 */
164 strcpy (subject, buf + 1); 167 strcpy (subject, buf + 1);
191 return 0; 194 return 0;
192 195
193 for (; *cp != '\0'; cp++) 196 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') 197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0; 198 return 0;
199
196 return 1; 200 return 1;
197} 201}
198 202
199/* This no longer sets the player map. Also, it now updates 203/* This no longer sets the player map. Also, it now updates
200 * 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.
208 * the one that is passed. 212 * the one that is passed.
209 */ 213 */
210static player * 214static player *
211get_player (player *p) 215get_player (player *p)
212{ 216{
213 object *op = arch_to_object (get_player_archetype (NULL)); 217 object *op = arch_to_object (get_player_archetype (0));
214 int i; 218 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 }
237 219
238 /* Clears basically the entire player structure except 220 /* Clears basically the entire player structure except
239 * for next and socket. 221 * for next and socket.
240 */ 222 */
241 p->clear (); 223 p->clear ();
260 op->speed_left = 0.5; 242 op->speed_left = 0.5;
261 op->speed = 1.0; 243 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */ 244 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2; 245 op->stats.wc = 2;
264 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
265 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 */
266
267 roll_stats (op); 251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
268 p->state = ST_ROLL_STAT; 254 p->state = ST_ROLL_STAT;
269 clear_los (op); 255 clear_los (op);
270 256
271 p->gen_sp_armour = 10; 257 p->gen_sp_armour = 10;
272 p->last_speed = -1; 258 p->last_speed = -1;
277 p->usekeys = containers; 263 p->usekeys = containers;
278 p->last_weapon_sp = -1; 264 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */ 265 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1; 266 p->do_los = 1;
281 p->explore = 0; 267 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283 268
284 assign (p->title, op->arch->clone.name); 269 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race; 270 op->race = op->arch->clone.race;
286 271
287 CLEAR_FLAG (op, FLAG_READY_SKILL); 272 CLEAR_FLAG (op, FLAG_READY_SKILL);
294 for (i = 0; i < NUM_SKILLS; i++) 279 for (i = 0; i < NUM_SKILLS; i++)
295 { 280 {
296 p->last_skill_exp[i] = -1; 281 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL; 282 p->last_skill_ob[i] = NULL;
298 } 283 }
284
299 for (i = 0; i < NROFATTACKS; i++) 285 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1; 286 p->last_resist[i] = -1;
302 } 287
303 p->last_stats.exp = -1; 288 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1; 289 p->last_weight = (uint32) - 1;
305 290
306 p->socket.update_look = 0; 291 p->socket->update_look = 0;
307 p->socket.look_position = 0; 292 p->socket->look_position = 0;
293
308 return p; 294 return p;
309} 295}
310 296
311/* This loads the first map an puts the player on it. */ 297/* This loads the first map an puts the player on it. */
312static void 298static void
313set_first_map (object *op) 299set_first_map (object *op)
314{ 300{
315 strcpy (op->contr->maplevel, first_map_path); 301 strcpy (op->contr->maplevel, first_map_path);
316 op->x = -1; 302 op->x = -1;
317 op->y = -1; 303 op->y = -1;
318 enter_exit (op, NULL); 304 enter_exit (op, 0);
319} 305}
320 306
321/* Tries to add player on the connection passwd in ns. 307/* Tries to add player on the connection passwd in ns.
322 * 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
323 * mode. 309 * mode.
324 */ 310 */
325 311
326int 312int
327add_player (NewSocket * ns) 313add_player (client *ns)
328{ 314{
329 player *p; 315 player *p = new player;
330 316
331 p = get_player (NULL);
332 p->socket = *ns; 317 p->socket = ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 318 ns->pl = p;
334 319
335 if (p->socket.faces_sent == NULL) 320 p->next = first_player;
336 fatal (OUT_OF_MEMORY); 321 first_player = p;
337 322
338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 323 p = get_player (p);
339 /* Needed because the socket we just copied over needs to be cleared. 324
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); 325 set_first_map (p->ob);
345 326
346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY); 327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
347 add_friendly_object (p->ob); 328 add_friendly_object (p->ob);
348 send_rules (p->ob); 329 send_rules (p->ob);
367 { 348 {
368 if (at == NULL || at->next == NULL) 349 if (at == NULL || at->next == NULL)
369 at = first_archetype; 350 at = first_archetype;
370 else 351 else
371 at = at->next; 352 at = at->next;
353
372 if (at->clone.type == PLAYER) 354 if (at->clone.type == PLAYER)
373 return at; 355 return at;
356
374 if (at == start) 357 if (at == start)
375 { 358 {
376 LOG (llevError, "No Player archetypes\n"); 359 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 360 exit (-1);
378 } 361 }
379 } 362 }
380} 363}
381
382 364
383object * 365object *
384get_nearest_player (object *mon) 366get_nearest_player (object *mon)
385{ 367{
386 object *op = NULL; 368 object *op = NULL;
646 (op->type == ARMOUR || op->type == BOOTS || 628 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 629 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 630 op->type == SHIELD || op->type == GLOVES ||
649 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))
650 { 632 {
651 remove_ob (op); 633 op->destroy ();
652 free_object (op);
653 continue; 634 continue;
654 } 635 }
655 } 636 }
656 637
657 /* This really needs to be better - we should really give 638 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 649 if (tmp->type == op->type && tmp->name == op->name)
669 break; 650 break;
670 651
671 if (tmp) 652 if (tmp)
672 { 653 {
673 remove_ob (op); 654 op->destroy ();
674 free_object (op);
675 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);
676 continue; 656 continue;
677 } 657 }
658
678 if (op->nrof > 1) 659 if (op->nrof > 1)
679 op->nrof = 1; 660 op->nrof = 1;
680 } 661 }
681 662
682 if (op->type == SPELLBOOK && op->inv) 663 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 675 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 676 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 677 }
697 if (op->type == SPELL) 678 if (op->type == SPELL)
698 { 679 {
699 remove_ob (op); 680 op->destroy ();
700 free_object (op);
701 continue; 681 continue;
702 } 682 }
703 else if (op->type == SKILL) 683 else if (op->type == SKILL)
704 { 684 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 685 SET_FLAG (op, FLAG_CAN_USE_SKILL);
718void 698void
719get_name (object *op) 699get_name (object *op)
720{ 700{
721 op->contr->write_buf[0] = '\0'; 701 op->contr->write_buf[0] = '\0';
722 op->contr->state = ST_GET_NAME; 702 op->contr->state = ST_GET_NAME;
723 send_query (&op->contr->socket, 0, "What is your name?\n:"); 703 send_query (op->contr->socket, 0, "What is your name?\n:");
724} 704}
725 705
726void 706void
727get_password (object *op) 707get_password (object *op)
728{ 708{
729 op->contr->write_buf[0] = '\0'; 709 op->contr->write_buf[0] = '\0';
730 op->contr->state = ST_GET_PASSWORD; 710 op->contr->state = ST_GET_PASSWORD;
731 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:");
732} 712}
733 713
734void 714void
735play_again (object *op) 715play_again (object *op)
736{ 716{
737 op->contr->state = ST_PLAY_AGAIN; 717 op->contr->state = ST_PLAY_AGAIN;
738 op->chosen_skill = NULL; 718 op->chosen_skill = NULL;
739 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)?");
740 /* 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
741 * player creation process that a user can quit (eg, roll 721 * player creation process that a user can quit (eg, roll
742 * stats) that isn't removing the player. Taking a quick 722 * stats) that isn't removing the player. Taking a quick
743 * look, there are many places that call play_again without 723 * look, there are many places that call play_again without
744 * removing the player - it probably makes more sense 724 * removing the player - it probably makes more sense
745 * 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
746 * cases. 726 * cases.
747 */ 727 */
748 if (!QUERY_FLAG (op, FLAG_REMOVED)) 728 if (!QUERY_FLAG (op, FLAG_REMOVED))
749 remove_ob (op); 729 op->remove ();
750 /* 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,
751 * 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
752 * the map is null or not swapped out. 732 * the map is null or not swapped out.
753 */ 733 */
754 op->map = NULL; 734 op->map = NULL;
768 player *pl = op->contr; 748 player *pl = op->contr;
769 shstr name = op->name; 749 shstr name = op->name;
770 750
771 op->contr = 0; 751 op->contr = 0;
772 op->type = 0; 752 op->type = 0;
773 op->free (1); 753 op->destroy (1);
774 pl = get_player (pl); 754 pl = get_player (pl);
775 op = pl->ob; 755 op = pl->ob;
776 add_friendly_object (op); 756 add_friendly_object (op);
777 op->contr->password[0] = '~'; 757 op->contr->password[0] = '~';
778 op->name = op->name_pl = 0; 758 op->name = op->name_pl = 0;
793confirm_password (object *op) 773confirm_password (object *op)
794{ 774{
795 775
796 op->contr->write_buf[0] = '\0'; 776 op->contr->write_buf[0] = '\0';
797 op->contr->state = ST_CONFIRM_PASSWORD; 777 op->contr->state = ST_CONFIRM_PASSWORD;
798 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:");
799} 779}
800 780
801void 781void
802get_party_password (object *op, partylist *party) 782get_party_password (object *op, partylist *party)
803{ 783{
807 return; 787 return;
808 } 788 }
809 op->contr->write_buf[0] = '\0'; 789 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 790 op->contr->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 791 op->contr->party_to_join = party;
812 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:");
813} 793}
814 794
815 795
816/* 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. */
817int 797int
914 894
915void 895void
916Roll_Again (object *op) 896Roll_Again (object *op)
917{ 897{
918 esrv_new_player (op->contr, 0); 898 esrv_new_player (op->contr, 0);
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 899 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)? "); 900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
921} 901}
922 902
923void 903void
924Swap_Stat (object *op, int Swap_Second) 904Swap_Stat (object *op, int Swap_Second)
991 new_draw_info (NDI_UNIQUE, 0, op, buf); 971 new_draw_info (NDI_UNIQUE, 0, op, buf);
992 } 972 }
993 else 973 else
994 Swap_Stat (op, stat_trans[keynum]); 974 Swap_Stat (op, stat_trans[keynum]);
995 975
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); 976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1; 977 return 1;
998 } 978 }
999 switch (key) 979 switch (key)
1000 { 980 {
1001 case 'n': 981 case 'n':
1015 enter_exit (op, NULL); 995 enter_exit (op, NULL);
1016#endif 996#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */ 997 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */ 998 /* Enter exit adds a player otherwise */
1019 add_statbonus (op); 999 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 1000 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"); 1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS; 1002 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg) 1003 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg); 1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0; 1005 return 0;
1026 } 1006 }
1027 case 'y': 1007 case 'y':
1028 case 'Y': 1008 case 'Y':
1029 roll_stats (op); 1009 roll_stats (op);
1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); 1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1031 return 1; 1011 return 1;
1032 1012
1033 case 'q': 1013 case 'q':
1034 case 'Q': 1014 case 'Q':
1035 play_again (op); 1015 play_again (op);
1036 return 1; 1016 return 1;
1037 1017
1038 default: 1018 default:
1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?"); 1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1040 return 0; 1020 return 0;
1041 } 1021 }
1042 return 0; 1022 return 0;
1043} 1023}
1044 1024
1054{ 1034{
1055 int tmp_loop; 1035 int tmp_loop;
1056 1036
1057 if (key == 'q' || key == 'Q') 1037 if (key == 'q' || key == 'Q')
1058 { 1038 {
1059 remove_ob (op); 1039 op->remove ();
1060 play_again (op); 1040 play_again (op);
1061 return 0; 1041 return 0;
1062 } 1042 }
1063 if (key == 'd' || key == 'D') 1043 if (key == 'd' || key == 'D')
1064 { 1044 {
1065 char buf[MAX_BUF]; 1045 char buf[MAX_BUF];
1066 1046
1067 /* this must before then initial items are given */ 1047 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 1048 esrv_new_player (op->contr, op->weight + op->carrying);
1049
1069 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);
1070 1053
1071 INVOKE_PLAYER (BIRTH, op->contr); 1054 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 1055 INVOKE_PLAYER (LOGIN, op->contr);
1073 1056
1074 op->contr->state = ST_PLAYING; 1057 op->contr->state = ST_PLAYING;
1099 { 1082 {
1100 object *tmp; 1083 object *tmp;
1101 char mapname[MAX_BUF]; 1084 char mapname[MAX_BUF];
1102 1085
1103 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);
1104 tmp = get_object (); 1087 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 1088 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 1089 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 1090 EXIT_Y (tmp) = op->y;
1108 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;
1109 * if the map isn't there, then stay on the 1092 * if the map isn't there, then stay on the
1110 * default initial map */ 1093 * default initial map */
1111 free_object (tmp); 1094 tmp->destroy ();
1112 } 1095 }
1113 else 1096 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 1097 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 1098
1117 return 0; 1099 return 0;
1118 } 1100 }
1119 1101
1120 /* Following actually changes the race - this is the default command 1102 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 1103 * if we don't match with one of the options above.
1126 { 1108 {
1127 shstr name = op->name; 1109 shstr name = op->name;
1128 int x = op->x, y = op->y; 1110 int x = op->x, y = op->y;
1129 1111
1130 remove_statbonus (op); 1112 remove_statbonus (op);
1131 remove_ob (op); 1113 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 1114 op->arch = get_player_archetype (op->arch);
1133 copy_object (&op->arch->clone, op); 1115 op->arch->clone.copy_to (op);
1134 op->instantiate (); 1116 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 1117 op->stats = op->contr->orig_stats;
1136 op->name = op->name_pl = name; 1118 op->name = op->name_pl = name;
1137 op->x = x; 1119 op->x = x;
1138 op->y = y; 1120 op->y = y;
1151 op->stats.grace = 0; 1133 op->stats.grace = 0;
1152 1134
1153 if (op->msg) 1135 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 1136 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 1137
1156 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");
1157 return 0; 1139 return 0;
1158} 1140}
1159 1141
1160int 1142int
1161key_confirm_quit (object *op, char key) 1143key_confirm_quit (object *op, char key)
1426 /* question: don't pick up known-poisonous stuff? */ 1408 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1409 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1410 if (tmp->type == FOOD)
1429 { 1411 {
1430 pick_up (op, tmp); 1412 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1413 continue;
1434 } 1414 }
1415
1435 if (op->contr->mode & PU_DRINK) 1416 if (op->contr->mode & PU_DRINK)
1436 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)))
1437 { 1418 {
1438 pick_up (op, tmp); 1419 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1420 continue;
1442 } 1421 }
1443 1422
1444 if (op->contr->mode & PU_POTION) 1423 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1424 if (tmp->type == POTION)
1446 { 1425 {
1447 pick_up (op, tmp); 1426 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1427 continue;
1451 } 1428 }
1452 1429
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1430 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1431 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1432 if (tmp->type == SPELLBOOK)
1456 { 1433 {
1457 pick_up (op, tmp); 1434 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1435 continue;
1461 } 1436 }
1437
1462 if (op->contr->mode & PU_SKILLSCROLL) 1438 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1439 if (tmp->type == SKILLSCROLL)
1464 { 1440 {
1465 pick_up (op, tmp); 1441 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1442 continue;
1469 } 1443 }
1444
1470 if (op->contr->mode & PU_READABLES) 1445 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1446 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 { 1447 {
1473 pick_up (op, tmp); 1448 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1449 continue;
1477 } 1450 }
1478 1451
1479 /* wands/staves/rods/horns */ 1452 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1453 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1454 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1455 {
1483 pick_up (op, tmp); 1456 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1457 continue;
1487 } 1458 }
1488 1459
1489 /* pick up all magical items */ 1460 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1461 if (op->contr->mode & PU_MAGICAL)
1491 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))
1492 { 1463 {
1493 pick_up (op, tmp); 1464 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1465 continue;
1497 } 1466 }
1498 1467
1499 if (op->contr->mode & PU_VALUABLES) 1468 if (op->contr->mode & PU_VALUABLES)
1500 { 1469 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1470 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1471 {
1503 pick_up (op, tmp); 1472 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1473 continue;
1507 } 1474 }
1508 } 1475 }
1509 1476
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1477 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1478 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1479 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1480 {
1514 pick_up (op, tmp); 1481 pick_up (op, tmp);
1482 continue;
1515 if (0) 1483 }
1516 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);
1517 continue; 1490 continue;
1518 } 1491 }
1519 1492
1520 /* bows and arrows. Bows are good for selling! */ 1493 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1494 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1495 if (tmp->type == BOW)
1523 { 1496 {
1524 pick_up (op, tmp); 1497 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1498 continue;
1528 } 1499 }
1500
1529 if (op->contr->mode & PU_ARROW) 1501 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1502 if (tmp->type == ARROW)
1531 { 1503 {
1532 pick_up (op, tmp); 1504 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1505 continue;
1536 } 1506 }
1537 1507
1538 /* all kinds of armor etc. */ 1508 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1509 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1510 if (tmp->type == ARMOUR)
1541 { 1511 {
1542 pick_up (op, tmp); 1512 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1513 continue;
1546 } 1514 }
1515
1547 if (op->contr->mode & PU_HELMET) 1516 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1517 if (tmp->type == HELMET)
1549 { 1518 {
1550 pick_up (op, tmp); 1519 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1520 continue;
1554 } 1521 }
1522
1555 if (op->contr->mode & PU_SHIELD) 1523 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1524 if (tmp->type == SHIELD)
1557 { 1525 {
1558 pick_up (op, tmp); 1526 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1527 continue;
1562 } 1528 }
1529
1563 if (op->contr->mode & PU_BOOTS) 1530 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1531 if (tmp->type == BOOTS)
1565 { 1532 {
1566 pick_up (op, tmp); 1533 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1534 continue;
1570 } 1535 }
1536
1571 if (op->contr->mode & PU_GLOVES) 1537 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1538 if (tmp->type == GLOVES)
1573 { 1539 {
1574 pick_up (op, tmp); 1540 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1541 continue;
1578 } 1542 }
1543
1579 if (op->contr->mode & PU_CLOAK) 1544 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1545 if (tmp->type == CLOAK)
1581 { 1546 {
1582 pick_up (op, tmp); 1547 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1548 continue;
1586 } 1549 }
1587 1550
1588 /* hoping to catch throwing daggers here */ 1551 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1552 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1553 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1554 {
1592 pick_up (op, tmp); 1555 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1556 continue;
1596 } 1557 }
1597 1558
1598 /* careful: chairs and tables are weapons! */ 1559 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1560 if (op->contr->mode & PU_ALLWEAPON)
1602 { 1563 {
1603 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 &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1565 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1605 { 1566 {
1606 pick_up (op, tmp); 1567 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1568 continue;
1610 } 1569 }
1611 } 1570 }
1571
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1572 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1573 {
1614 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)
1615 { 1575 {
1616 pick_up (op, tmp); 1576 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1577 continue;
1620 } 1578 }
1621 } 1579 }
1622 } 1580 }
1623 1581
1624 /* misc stuff that's useful */ 1582 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1583 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1584 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1585 {
1628 pick_up (op, tmp); 1586 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1587 continue;
1632 } 1588 }
1633 1589
1634 /* 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
1635 * pickups */ 1591 * pickups */
1657 continue; 1613 continue;
1658 } 1614 }
1659 } 1615 }
1660 } /* the new pickup model */ 1616 } /* the new pickup model */
1661 } 1617 }
1618
1662 return !stop; 1619 return !stop;
1663} 1620}
1664 1621
1665/* 1622/*
1666 * Find an arrow in the inventory and after that 1623 * Find an arrow in the inventory and after that
1843 if (!dir) 1800 if (!dir)
1844 { 1801 {
1845 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!");
1846 return 0; 1803 return 0;
1847 } 1804 }
1805
1848 if (op->type == PLAYER) 1806 if (op->type == PLAYER)
1849 bow = op->contr->ranges[range_bow]; 1807 bow = op->contr->ranges[range_bow];
1850 else 1808 else
1851 { 1809 {
1852 for (bow = op->inv; bow; bow = bow->below) 1810 for (bow = op->inv; bow; bow = bow->below)
1860 { 1818 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1820 return 0;
1863 } 1821 }
1864 } 1822 }
1823
1865 if (!bow->race || !bow->skill) 1824 if (!bow->race || !bow->skill)
1866 { 1825 {
1867 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);
1868 return 0; 1827 return 0;
1869 } 1828 }
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1830 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872 1831
1873 /* penalize ROF for bestarrow */ 1832 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1833 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1834 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1835
1876 if (bowspeed < 1) 1836 if (bowspeed < 1)
1877 bowspeed = 1; 1837 bowspeed = 1;
1878 1838
1879 if (arrow == NULL) 1839 if (arrow == NULL)
1880 { 1840 {
1886 else 1846 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1847 CLEAR_FLAG (op, FLAG_READY_BOW);
1888 return 0; 1848 return 0;
1889 } 1849 }
1890 } 1850 }
1851
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1853 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1854 return 0;
1895 } 1855
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1856 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1857 {
1898 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.");
1899 return 0; 1859 return 0;
1900 } 1860 }
1901 1861
1902 /* this should not happen, but sometimes does */ 1862 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1863 if (arrow->nrof == 0)
1904 { 1864 {
1905 remove_ob (arrow); 1865 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1866 return 0;
1908 } 1867 }
1909 1868
1910 left = arrow; /* these are arrows left to the player */ 1869 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1870 arrow = get_split_ob (arrow, 1);
1912 if (arrow == NULL) 1871 if (!arrow)
1913 { 1872 {
1914 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);
1915 return 0; 1874 return 0;
1916 } 1875 }
1917 set_owner (arrow, op); 1876
1877 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1878 arrow->skill = bow->skill;
1919 1879
1920 arrow->direction = dir; 1880 arrow->direction = dir;
1921 arrow->x = sx; 1881 arrow->x = sx;
1922 arrow->y = sy; 1882 arrow->y = sy;
1930 SET_ANIMATION (arrow, arrow->direction); 1890 SET_ANIMATION (arrow, arrow->direction);
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam; 1892 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype; 1893 arrow->stats.grace = arrow->attacktype;
1934 if (arrow->slaying != NULL) 1894 if (arrow->slaying != NULL)
1935 arrow->spellarg = strdup_local (arrow->slaying); 1895 arrow->spellarg = strdup (arrow->slaying);
1936 1896
1937 /* Note that this was different for monsters - they got their level 1897 /* Note that this was different for monsters - they got their level
1938 * 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.
1939 */ 1899 */
1940 1900
1964 } 1924 }
1965 1925
1966 if (arrow->attacktype == AT_PHYSICAL) 1926 if (arrow->attacktype == AT_PHYSICAL)
1967 arrow->attacktype |= bow->attacktype; 1927 arrow->attacktype |= bow->attacktype;
1968 1928
1969 if (bow->slaying != NULL) 1929 if (bow->slaying)
1970 arrow->slaying = bow->slaying; 1930 arrow->slaying = bow->slaying;
1971 1931
1972 arrow->map = m; 1932 arrow->map = m;
1973 arrow->move_type = MOVE_FLY_LOW; 1933 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
2130 case range_misc: 2090 case range_misc:
2131 fire_misc_object (op, dir); 2091 fire_misc_object (op, dir);
2132 return; 2092 return;
2133 2093
2134 case range_golem: /* Control summoned monsters from scrolls */ 2094 case range_golem: /* Control summoned monsters from scrolls */
2135 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))
2136 { 2096 {
2137 op->contr->ranges[range_golem] = NULL; 2097 op->contr->ranges[range_golem] = 0;
2138 op->contr->shoottype = range_none; 2098 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 } 2099 }
2141 else 2100 else
2142 control_golem (op->contr->ranges[range_golem], dir); 2101 control_golem (op->contr->ranges[range_golem], dir);
2143 return; 2102 return;
2144 2103
2352 if (tmp == op) 2311 if (tmp == op)
2353 { 2312 {
2354 tmp = tmp->above; 2313 tmp = tmp->above;
2355 continue; 2314 continue;
2356 } 2315 }
2316
2357 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2358 { 2318 {
2359 mon = tmp; 2319 mon = tmp;
2360 break; 2320 break;
2361 } 2321 }
2322
2362 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2323 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2363 mon = tmp; 2324 mon = tmp;
2325
2364 tmp = tmp->above; 2326 tmp = tmp->above;
2365 } 2327 }
2366 2328
2367 if (mon == NULL) /* This happens anytime the player tries to move */ 2329 if (mon == NULL) /* This happens anytime the player tries to move */
2368 return; /* into a wall */ 2330 return; /* into a wall */
2387 * player owns it and it is either friendly or unagressive. 2349 * player owns it and it is either friendly or unagressive.
2388 */ 2350 */
2389 if ((op->type == PLAYER) 2351 if ((op->type == PLAYER)
2390#if COZY_SERVER 2352#if COZY_SERVER
2391 && 2353 &&
2392 ((get_owner (mon) && get_owner (mon)->contr 2354 ((mon->owner && mon->owner->contr
2393 && 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)
2394#else 2356#else
2395 && get_owner (mon) == op 2357 && mon->owner == op
2396#endif 2358#endif
2397 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2398 { 2360 {
2399 /* 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 */
2400 if (op->contr->braced) 2362 if (op->contr->braced)
2587 /* 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
2588 * 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
2589 * 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
2590 * 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.
2591 */ 2553 */
2592 if (op->contr->ranges[range_golem] &&
2593 ((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))
2594 {
2595 op->contr->ranges[range_golem] = NULL; 2555 op->contr->ranges[range_golem] = 0;
2596 op->contr->golem_count = 0;
2597 }
2598 2556
2599 /* 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
2600 * the players time has been increased when doericserver has been 2558 * the players time has been increased when doericserver has been
2601 * called, so we recheck it here. 2559 * called, so we recheck it here.
2602 */ 2560 */
2603 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
2604 if (op->speed_left < 0) 2565 if (op->speed_left < 0)
2605 return 0; 2566 return 0;
2606 2567
2607 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2568 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2608 { 2569 {
2617 if (op->speed_left > 0) 2578 if (op->speed_left > 0)
2618 return 1; 2579 return 1;
2619 else 2580 else
2620 return 0; 2581 return 0;
2621 } 2582 }
2583
2622 return 0; 2584 return 0;
2623} 2585}
2624 2586
2625int 2587int
2626save_life (object *op) 2588save_life (object *op)
2627{ 2589{
2628 object *tmp;
2629
2630 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2590 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2631 return 0; 2591 return 0;
2632 2592
2633 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2593 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2634 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2594 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2635 { 2595 {
2636 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);
2637 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
2638 if (op->contr) 2599 if (op->contr)
2639 esrv_del_item (op->contr, tmp->count); 2600 esrv_del_item (op->contr, tmp->count);
2640 remove_ob (tmp); 2601
2641 free_object (tmp); 2602 tmp->destroy ();
2642 CLEAR_FLAG (op, FLAG_LIFESAVE); 2603 CLEAR_FLAG (op, FLAG_LIFESAVE);
2604
2643 if (op->stats.hp < 0) 2605 if (op->stats.hp < 0)
2644 op->stats.hp = op->stats.maxhp; 2606 op->stats.hp = op->stats.maxhp;
2607
2645 if (op->stats.food < 0) 2608 if (op->stats.food < 0)
2646 op->stats.food = 999; 2609 op->stats.food = 999;
2610
2647 fix_player (op); 2611 fix_player (op);
2648 return 1; 2612 return 1;
2649 } 2613 }
2614
2650 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2615 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2651 CLEAR_FLAG (op, FLAG_LIFESAVE); 2616 CLEAR_FLAG (op, FLAG_LIFESAVE);
2652 enter_player_savebed (op); /* bring him home. */ 2617 enter_player_savebed (op); /* bring him home. */
2653 return 0; 2618 return 0;
2654} 2619}
2668 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
2669 * we remove object 'op' 2634 * we remove object 'op'
2670 */ 2635 */
2671 if (QUERY_FLAG (op, FLAG_UNPAID)) 2636 if (QUERY_FLAG (op, FLAG_UNPAID))
2672 { 2637 {
2673 remove_ob (op); 2638 op->remove ();
2674 op->x = env->x; 2639 op->x = env->x;
2675 op->y = env->y; 2640 op->y = env->y;
2676 if (env->type == PLAYER) 2641 if (env->type == PLAYER)
2677 esrv_del_item (env->contr, op->count); 2642 esrv_del_item (env->contr, op->count);
2678 insert_ob_in_map (op, env->map, NULL, 0); 2643 insert_ob_in_map (op, env->map, NULL, 0);
2679 } 2644 }
2680 else if (op->inv) 2645 else if (op->inv)
2681 remove_unpaid_objects (op->inv, env); 2646 remove_unpaid_objects (op->inv, env);
2647
2682 op = next; 2648 op = next;
2683 } 2649 }
2684} 2650}
2685 2651
2686 2652
2701 strcpy (buf2, " R.I.P.\n\n"); 2667 strcpy (buf2, " R.I.P.\n\n");
2702 if (op->type == PLAYER) 2668 if (op->type == PLAYER)
2703 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2669 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2704 else 2670 else
2705 sprintf (buf, "%s\n", &op->name); 2671 sprintf (buf, "%s\n", &op->name);
2672
2706 strncat (buf2, " ", 20 - strlen (buf) / 2); 2673 strncat (buf2, " ", 20 - strlen (buf) / 2);
2707 strcat (buf2, buf); 2674 strcat (buf2, buf);
2708 if (op->type == PLAYER) 2675 if (op->type == PLAYER)
2709 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);
2710 else 2677 else
2711 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
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2680 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2681 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2682 if (op->type == PLAYER)
2715 { 2683 {
2716 sprintf (buf, "by %s.\n\n", op->contr->killer); 2684 sprintf (buf, "by %s.\n\n", op->contr->killer);
2717 strncat (buf2, " ", 21 - strlen (buf) / 2); 2685 strncat (buf2, " ", 21 - strlen (buf) / 2);
2718 strcat (buf2, buf); 2686 strcat (buf2, buf);
2719 } 2687 }
2688
2720 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2689 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2721 strncat (buf2, " ", 20 - strlen (buf) / 2); 2690 strncat (buf2, " ", 20 - strlen (buf) / 2);
2722 strcat (buf2, buf); 2691 strcat (buf2, buf);
2692
2723 return buf2; 2693 return buf2;
2724} 2694}
2725 2695
2726 2696
2727 2697
2975 /* restore player */ 2945 /* restore player */
2976 at = archetype::find ("poisoning"); 2946 at = archetype::find ("poisoning");
2977 tmp = present_arch_in_ob (at, op); 2947 tmp = present_arch_in_ob (at, op);
2978 if (tmp) 2948 if (tmp)
2979 { 2949 {
2980 remove_ob (tmp); 2950 tmp->destroy ();
2981 free_object (tmp);
2982 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2951 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2983 } 2952 }
2984 2953
2985 at = archetype::find ("confusion"); 2954 at = archetype::find ("confusion");
2986 tmp = present_arch_in_ob (at, op); 2955 tmp = present_arch_in_ob (at, op);
2987 if (tmp) 2956 if (tmp)
2988 { 2957 {
2989 remove_ob (tmp); 2958 tmp->destroy ();
2990 free_object (tmp);
2991 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2992 } 2960 }
2993 2961
2994 cure_disease (op, 0); /* remove any disease */ 2962 cure_disease (op, 0); /* remove any disease */
2995 op->stats.hp = op->stats.maxhp; 2963 op->stats.hp = op->stats.maxhp;
3172 /* determine_god() seems to not work sometimes... why is this? 3140 /* determine_god() seems to not work sometimes... why is this?
3173 Should I be using something else? GD */ 3141 Should I be using something else? GD */
3174 const char *god = determine_god (op); 3142 const char *god = determine_god (op);
3175 3143
3176 if (god && (strcmp (god, "none"))) 3144 if (god && (strcmp (god, "none")))
3177 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);
3178 else 3146 else
3179 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.");
3180 } 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.");
3181#endif 3151#endif
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3183 3152
3184 /* Put a gravestone up where the character 'almost' died. List the 3153 /* Put a gravestone up where the character 'almost' died. List the
3185 * exp loss on the stone. 3154 * exp loss on the stone.
3186 */ 3155 */
3187 tmp = arch_to_object (archetype::find ("gravestone")); 3156 tmp = arch_to_object (archetype::find ("gravestone"));
3192 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);
3193 tmp->msg = buf; 3162 tmp->msg = buf;
3194 tmp->x = op->x, tmp->y = op->y; 3163 tmp->x = op->x, tmp->y = op->y;
3195 insert_ob_in_map (tmp, op->map, NULL, 0); 3164 insert_ob_in_map (tmp, op->map, NULL, 0);
3196 3165
3197 /**************************************/ 3166 /**************************************/
3198 /* */ 3167 /* */
3199 /* Subtract the experience points, */ 3168 /* Subtract the experience points, */
3200 /* if we died cause of food, give us */ 3169 /* if we died cause of food, give us */
3201 /* food, and reset HP's... */ 3170 /* food, and reset HP's... */
3202 /* */ 3171 /* */
3203
3204 /**************************************/ 3172 /**************************************/
3205 3173
3206 /* remove any poisoning and confusion the character may be suffering. */ 3174 /* remove any poisoning and confusion the character may be suffering. */
3207 /* restore player */ 3175 /* restore player */
3208 at = archetype::find ("poisoning"); 3176 at = archetype::find ("poisoning");
3209 tmp = present_arch_in_ob (at, op); 3177 tmp = present_arch_in_ob (at, op);
3178
3210 if (tmp) 3179 if (tmp)
3211 { 3180 {
3212 remove_ob (tmp); 3181 tmp->destroy ();
3213 free_object (tmp);
3214 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 3182 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3215 } 3183 }
3216 3184
3217 at = archetype::find ("confusion"); 3185 at = archetype::find ("confusion");
3218 tmp = present_arch_in_ob (at, op); 3186 tmp = present_arch_in_ob (at, op);
3219 if (tmp) 3187 if (tmp)
3220 { 3188 {
3221 remove_ob (tmp); 3189 tmp->destroy ();
3222 free_object (tmp);
3223 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 3190 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3224 } 3191 }
3192
3225 cure_disease (op, 0); /* remove any disease */ 3193 cure_disease (op, 0); /* remove any disease */
3226 3194
3227 /*add_exp(op, (op->stats.exp * -0.20)); */ 3195 /*add_exp(op, (op->stats.exp * -0.20)); */
3228 apply_death_exp_penalty (op); 3196 apply_death_exp_penalty (op);
3229 if (op->stats.food < 100) 3197 if (op->stats.food < 100)
3239 */ 3207 */
3240 3208
3241 if (is_in_shop (op)) 3209 if (is_in_shop (op))
3242 remove_unpaid_objects (op->inv, op); 3210 remove_unpaid_objects (op->inv, op);
3243 3211
3244 /****************************************/ 3212 /****************************************/
3245 /* */ 3213 /* */
3246 /* Move player to his current respawn- */ 3214 /* Move player to his current respawn- */
3247 /* position (usually last savebed) */ 3215 /* position (usually last savebed) */
3248 /* */ 3216 /* */
3249
3250 /****************************************/ 3217 /****************************************/
3251 3218
3252 enter_player_savebed (op); 3219 enter_player_savebed (op);
3253 3220
3254 /* Save the player before inserting the force to reduce 3221 /* Save the player before inserting the force to reduce
3255 * chance of abuse. 3222 * chance of abuse.
3262 * spell effects. So first see if there is a spell effect 3229 * spell effects. So first see if there is a spell effect
3263 * on the space that might harm the player. 3230 * on the space that might harm the player.
3264 */ 3231 */
3265 will_kill_again = 0; 3232 will_kill_again = 0;
3266 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)
3267 {
3268 if (tmp->type == SPELL_EFFECT) 3234 if (tmp->type == SPELL_EFFECT)
3269 will_kill_again |= tmp->attacktype; 3235 will_kill_again |= tmp->attacktype;
3270 } 3236
3271 if (will_kill_again) 3237 if (will_kill_again)
3272 { 3238 {
3273 object *force; 3239 object *force;
3274 int at; 3240 int at;
3275 3241
3277 /* 50 ticks should be enough time for the spell to abate */ 3243 /* 50 ticks should be enough time for the spell to abate */
3278 force->speed = 0.1; 3244 force->speed = 0.1;
3279 force->speed_left = -5.0; 3245 force->speed_left = -5.0;
3280 SET_FLAG (force, FLAG_APPLIED); 3246 SET_FLAG (force, FLAG_APPLIED);
3281 for (at = 0; at < NROFATTACKS; at++) 3247 for (at = 0; at < NROFATTACKS; at++)
3282 {
3283 if (will_kill_again & (1 << at)) 3248 if (will_kill_again & (1 << at))
3284 force->resist[at] = 100; 3249 force->resist[at] = 100;
3285 } 3250
3286 insert_ob_in_ob (force, op); 3251 insert_ob_in_ob (force, op);
3287 fix_player (op); 3252 fix_player (op);
3288 3253
3289 } 3254 }
3290 3255
3300 op->contr->party = NULL; 3265 op->contr->party = NULL;
3301 if (settings.set_title == TRUE) 3266 if (settings.set_title == TRUE)
3302 op->contr->own_title[0] = '\0'; 3267 op->contr->own_title[0] = '\0';
3303 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf); 3268 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3304 check_score (op); 3269 check_score (op);
3270
3305 if (op->contr->ranges[range_golem] != NULL) 3271 if (op->contr->ranges[range_golem])
3306 { 3272 {
3307 remove_friendly_object (op->contr->ranges[range_golem]); 3273 remove_friendly_object (op->contr->ranges[range_golem]);
3308 remove_ob (op->contr->ranges[range_golem]); 3274 op->contr->ranges[range_golem]->destroy ();
3309 free_object (op->contr->ranges[range_golem]);
3310 op->contr->ranges[range_golem] = NULL; 3275 op->contr->ranges[range_golem] = 0;
3311 op->contr->golem_count = 0;
3312 } 3276 }
3277
3313 loot_object (op); /* Remove some of the items for good */ 3278 loot_object (op); /* Remove some of the items for good */
3314 remove_ob (op); 3279 op->remove ();
3315 op->direction = 0; 3280 op->direction = 0;
3316 3281
3317 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp) 3282 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3318 { 3283 {
3319 delete_character (op->name, 0); 3284 delete_character (op->name, 0);
3372 for (tmp = op->inv; tmp != NULL; tmp = next) 3337 for (tmp = op->inv; tmp != NULL; tmp = next)
3373 { 3338 {
3374 next = tmp->below; 3339 next = tmp->below;
3375 if (tmp->type == EXPERIENCE || tmp->invisible) 3340 if (tmp->type == EXPERIENCE || tmp->invisible)
3376 continue; 3341 continue;
3377 remove_ob (tmp); 3342 tmp->remove ();
3378 tmp->x = op->x, tmp->y = op->y; 3343 tmp->x = op->x, tmp->y = op->y;
3379 if (tmp->type == CONTAINER) 3344 if (tmp->type == CONTAINER)
3380 { /* empty container to ground */ 3345 { /* empty container to ground */
3381 loot_object (tmp); 3346 loot_object (tmp);
3382 } 3347 }
3383 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)))
3384 { 3349 {
3385 if (tmp->nrof > 1) 3350 if (tmp->nrof > 1)
3386 { 3351 {
3387 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3352 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3388 free_object (tmp2); 3353 tmp2->destroy ();
3389 insert_ob_in_map (tmp, op->map, NULL, 0); 3354 insert_ob_in_map (tmp, op->map, NULL, 0);
3390 } 3355 }
3391 else 3356 else
3392 free_object (tmp); 3357 tmp->destroy ();
3393 } 3358 }
3394 else 3359 else
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 3360 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 3361 }
3397} 3362}
3462 if (op->type == PLAYER) 3427 if (op->type == PLAYER)
3463 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);
3464 3429
3465 cast_spell (op, throw_ob, dir, spob, NULL); 3430 cast_spell (op, throw_ob, dir, spob, NULL);
3466 3431
3467 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3432 throw_ob->destroy ();
3468 remove_ob (throw_ob);
3469 free_object (throw_ob);
3470} 3433}
3471 3434
3472void 3435void
3473make_visible (object *op) 3436make_visible (object *op)
3474{ 3437{
3681 3644
3682 /* only the viewable area the player sees is updated by LOS 3645 /* only the viewable area the player sees is updated by LOS
3683 * 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
3684 * for any meaningful values. 3647 * for any meaningful values.
3685 */ 3648 */
3686 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3649 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3687 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3650 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3688 !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)])
3689 return 1; 3652 return 1;
3690 op = op->more; 3653 op = op->more;
3691 } 3654 }
3692 return 0; 3655 return 0;
3693} 3656}

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