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Comparing deliantra/server/server/player.C (file contents):
Revision 1.18 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.51 by root, Thu Dec 21 06:12:37 2006 UTC

1
2/*
3 * static char *rcsid_player_c =
4 * "$Id: player.C,v 1.18 2006/09/10 15:59:57 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);
332
356 get_name (p->ob); 333 get_name (p->ob);
334
357 return 0; 335 return 0;
358} 336}
359 337
360/* 338/*
361 * get_player_archetype() return next player archetype from archetype 339 * get_player_archetype() return next player archetype from archetype
371 { 349 {
372 if (at == NULL || at->next == NULL) 350 if (at == NULL || at->next == NULL)
373 at = first_archetype; 351 at = first_archetype;
374 else 352 else
375 at = at->next; 353 at = at->next;
354
376 if (at->clone.type == PLAYER) 355 if (at->clone.type == PLAYER)
377 return at; 356 return at;
357
378 if (at == start) 358 if (at == start)
379 { 359 {
380 LOG (llevError, "No Player archetypes\n"); 360 LOG (llevError, "No Player archetypes\n");
381 exit (-1); 361 exit (-1);
382 } 362 }
383 } 363 }
384} 364}
385
386 365
387object * 366object *
388get_nearest_player (object *mon) 367get_nearest_player (object *mon)
389{ 368{
390 object *op = NULL; 369 object *op = NULL;
496path_to_player (object *mon, object *pl, unsigned mindiff) 475path_to_player (object *mon, object *pl, unsigned mindiff)
497{ 476{
498 rv_vector rv; 477 rv_vector rv;
499 sint16 x, y; 478 sint16 x, y;
500 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 479 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
501 mapstruct *m, *lastmap; 480 maptile *m, *lastmap;
502 481
503 get_rangevector (mon, pl, &rv, 0); 482 get_rangevector (mon, pl, &rv, 0);
504 483
505 if (rv.distance < mindiff) 484 if (rv.distance < mindiff)
506 return 0; 485 return 0;
650 (op->type == ARMOUR || op->type == BOOTS || 629 (op->type == ARMOUR || op->type == BOOTS ||
651 op->type == CLOAK || op->type == HELMET || 630 op->type == CLOAK || op->type == HELMET ||
652 op->type == SHIELD || op->type == GLOVES || 631 op->type == SHIELD || op->type == GLOVES ||
653 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 632 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
654 { 633 {
655 remove_ob (op); 634 op->destroy ();
656 free_object (op);
657 continue; 635 continue;
658 } 636 }
659 } 637 }
660 638
661 /* This really needs to be better - we should really give 639 /* This really needs to be better - we should really give
672 if (tmp->type == op->type && tmp->name == op->name) 650 if (tmp->type == op->type && tmp->name == op->name)
673 break; 651 break;
674 652
675 if (tmp) 653 if (tmp)
676 { 654 {
677 remove_ob (op); 655 op->destroy ();
678 free_object (op);
679 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 656 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
680 continue; 657 continue;
681 } 658 }
659
682 if (op->nrof > 1) 660 if (op->nrof > 1)
683 op->nrof = 1; 661 op->nrof = 1;
684 } 662 }
685 663
686 if (op->type == SPELLBOOK && op->inv) 664 if (op->type == SPELLBOOK && op->inv)
698 CLEAR_FLAG (op, FLAG_CURSED); 676 CLEAR_FLAG (op, FLAG_CURSED);
699 CLEAR_FLAG (op, FLAG_DAMNED); 677 CLEAR_FLAG (op, FLAG_DAMNED);
700 } 678 }
701 if (op->type == SPELL) 679 if (op->type == SPELL)
702 { 680 {
703 remove_ob (op); 681 op->destroy ();
704 free_object (op);
705 continue; 682 continue;
706 } 683 }
707 else if (op->type == SKILL) 684 else if (op->type == SKILL)
708 { 685 {
709 SET_FLAG (op, FLAG_CAN_USE_SKILL); 686 SET_FLAG (op, FLAG_CAN_USE_SKILL);
722void 699void
723get_name (object *op) 700get_name (object *op)
724{ 701{
725 op->contr->write_buf[0] = '\0'; 702 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_NAME; 703 op->contr->state = ST_GET_NAME;
727 send_query (&op->contr->socket, 0, "What is your name?\n:"); 704 send_query (op->contr->socket, 0, "What is your name?\n:");
728} 705}
729 706
730void 707void
731get_password (object *op) 708get_password (object *op)
732{ 709{
733 op->contr->write_buf[0] = '\0'; 710 op->contr->write_buf[0] = '\0';
734 op->contr->state = ST_GET_PASSWORD; 711 op->contr->state = ST_GET_PASSWORD;
735 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:"); 712 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
736} 713}
737 714
738void 715void
739play_again (object *op) 716play_again (object *op)
740{ 717{
741 op->contr->state = ST_PLAY_AGAIN; 718 op->contr->state = ST_PLAY_AGAIN;
742 op->chosen_skill = NULL; 719 op->chosen_skill = NULL;
743 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); 720 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 721 /* a bit of a hack, but there are various places early in th
745 * player creation process that a user can quit (eg, roll 722 * player creation process that a user can quit (eg, roll
746 * stats) that isn't removing the player. Taking a quick 723 * stats) that isn't removing the player. Taking a quick
747 * look, there are many places that call play_again without 724 * look, there are many places that call play_again without
748 * removing the player - it probably makes more sense 725 * removing the player - it probably makes more sense
749 * to leave it to play_again to remove the object in all 726 * to leave it to play_again to remove the object in all
750 * cases. 727 * cases.
751 */ 728 */
752 if (!QUERY_FLAG (op, FLAG_REMOVED)) 729 if (!QUERY_FLAG (op, FLAG_REMOVED))
753 remove_ob (op); 730 op->remove ();
731
754 /* Need to set this to null - otherwise, it could point to garbage, 732 /* 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 733 * and draw() doesn't check to see if the player is removed, only if
756 * the map is null or not swapped out. 734 * the map is null or not swapped out.
757 */ 735 */
758 op->map = NULL; 736 op->map = NULL;
759} 737}
760 738
761
762int 739int
763receive_play_again (object *op, char key) 740receive_play_again (object *op, char key)
764{ 741{
765 if (key == 'q' || key == 'Q') 742 if (key == 'q' || key == 'Q')
766 { 743 {
771 else if (key == 'a' || key == 'A') 748 else if (key == 'a' || key == 'A')
772 { 749 {
773 player *pl = op->contr; 750 player *pl = op->contr;
774 shstr name = op->name; 751 shstr name = op->name;
775 752
776 remove_friendly_object (op); 753 op->contr = 0;
777 free_object (op); 754 op->type = 0;
755 op->destroy (1);
778 pl = get_player (pl); 756 pl = get_player (pl);
779 op = pl->ob; 757 op = pl->ob;
780 add_friendly_object (op); 758 add_friendly_object (op);
781 op->contr->password[0] = '~'; 759 op->contr->password[0] = '~';
782 op->name = op->name_pl = 0; 760 op->name = op->name_pl = 0;
785 get_name (op); 763 get_name (op);
786 op->name = op->name_pl = name; 764 op->name = op->name_pl = name;
787 set_first_map (op); 765 set_first_map (op);
788 } 766 }
789 else 767 else
790 {
791 /* user pressed something else so just ask again... */ 768 /* user pressed something else so just ask again... */
792 play_again (op); 769 play_again (op);
793 } 770
794 return 0; 771 return 0;
795} 772}
796 773
797void 774void
798confirm_password (object *op) 775confirm_password (object *op)
799{ 776{
800 777
801 op->contr->write_buf[0] = '\0'; 778 op->contr->write_buf[0] = '\0';
802 op->contr->state = ST_CONFIRM_PASSWORD; 779 op->contr->state = ST_CONFIRM_PASSWORD;
803 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 780 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
804} 781}
805 782
806void 783void
807get_party_password (object *op, partylist *party) 784get_party_password (object *op, partylist *party)
808{ 785{
812 return; 789 return;
813 } 790 }
814 op->contr->write_buf[0] = '\0'; 791 op->contr->write_buf[0] = '\0';
815 op->contr->state = ST_GET_PARTY_PASSWORD; 792 op->contr->state = ST_GET_PARTY_PASSWORD;
816 op->contr->party_to_join = party; 793 op->contr->party_to_join = party;
817 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 794 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
818} 795}
819 796
820 797
821/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
822int 799int
919 896
920void 897void
921Roll_Again (object *op) 898Roll_Again (object *op)
922{ 899{
923 esrv_new_player (op->contr, 0); 900 esrv_new_player (op->contr, 0);
924 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 901 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
925 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 902 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
926} 903}
927 904
928void 905void
929Swap_Stat (object *op, int Swap_Second) 906Swap_Stat (object *op, int Swap_Second)
996 new_draw_info (NDI_UNIQUE, 0, op, buf); 973 new_draw_info (NDI_UNIQUE, 0, op, buf);
997 } 974 }
998 else 975 else
999 Swap_Stat (op, stat_trans[keynum]); 976 Swap_Stat (op, stat_trans[keynum]);
1000 977
1001 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); 978 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1002 return 1; 979 return 1;
1003 } 980 }
1004 switch (key) 981 switch (key)
1005 { 982 {
1006 case 'n': 983 case 'n':
1007 case 'N': 984 case 'N':
1008 { 985 {
1009 SET_FLAG (op, FLAG_WIZ); 986 SET_FLAG (op, FLAG_WIZ);
1010 if (op->map == NULL) 987 if (op->map == NULL)
1011 { 988 {
1012 LOG (llevError, "Map == NULL in state 2\n"); 989 LOG (llevError, "Map == NULL in state 2\n");
1013 break; 990 break;
1014 } 991 }
1015 992
1016#if 0 993#if 0
1017 /* So that enter_exit will put us at startx/starty */ 994 /* So that enter_exit will put us at startx/starty */
1018 op->x = -1; 995 op->x = -1;
1019 996
1020 enter_exit (op, NULL); 997 enter_exit (op, NULL);
1021#endif 998#endif
1022 SET_ANIMATION (op, 2); /* So player faces south */ 999 SET_ANIMATION (op, 2); /* So player faces south */
1023 /* Enter exit adds a player otherwise */ 1000 /* Enter exit adds a player otherwise */
1024 add_statbonus (op); 1001 add_statbonus (op);
1025 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1026 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); 1003 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1027 op->contr->state = ST_CHANGE_CLASS; 1004 op->contr->state = ST_CHANGE_CLASS;
1028 if (op->msg) 1005 if (op->msg)
1029 new_draw_info (NDI_BLUE, 0, op, op->msg); 1006 new_draw_info (NDI_BLUE, 0, op, op->msg);
1030 return 0;
1031 }
1032 case 'y':
1033 case 'Y':
1034 roll_stats (op);
1035 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1036 return 1;
1037
1038 case 'q':
1039 case 'Q':
1040 play_again (op);
1041 return 1;
1042
1043 default:
1044 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1045 return 0; 1007 return 0;
1008 }
1009 case 'y':
1010 case 'Y':
1011 roll_stats (op);
1012 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1013 return 1;
1014
1015 case 'q':
1016 case 'Q':
1017 play_again (op);
1018 return 1;
1019
1020 default:
1021 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1022 return 0;
1046 } 1023 }
1047 return 0; 1024 return 0;
1048} 1025}
1049 1026
1050/* This function takes the key that is passed, and does the 1027/* This function takes the key that is passed, and does the
1059{ 1036{
1060 int tmp_loop; 1037 int tmp_loop;
1061 1038
1062 if (key == 'q' || key == 'Q') 1039 if (key == 'q' || key == 'Q')
1063 { 1040 {
1064 remove_ob (op); 1041 op->remove ();
1065 play_again (op); 1042 play_again (op);
1066 return 0; 1043 return 0;
1067 } 1044 }
1068 if (key == 'd' || key == 'D') 1045 if (key == 'd' || key == 'D')
1069 { 1046 {
1070 char buf[MAX_BUF]; 1047 char buf[MAX_BUF];
1071 1048
1072 /* this must before then initial items are given */ 1049 /* this must before then initial items are given */
1073 esrv_new_player (op->contr, op->weight + op->carrying); 1050 esrv_new_player (op->contr, op->weight + op->carrying);
1051
1074 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 1052 treasurelist *tl = find_treasurelist ("starting_wealth");
1053 if (tl)
1054 create_treasure (tl, op, 0, 0, 0);
1075 1055
1076 INVOKE_PLAYER (BIRTH, op->contr); 1056 INVOKE_PLAYER (BIRTH, op->contr);
1077 INVOKE_PLAYER (LOGIN, op->contr); 1057 INVOKE_PLAYER (LOGIN, op->contr);
1078 1058
1079 op->contr->state = ST_PLAYING; 1059 op->contr->state = ST_PLAYING;
1104 { 1084 {
1105 object *tmp; 1085 object *tmp;
1106 char mapname[MAX_BUF]; 1086 char mapname[MAX_BUF];
1107 1087
1108 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1109 tmp = get_object (); 1089 tmp = object::create ();
1110 EXIT_PATH (tmp) = mapname; 1090 EXIT_PATH (tmp) = mapname;
1111 EXIT_X (tmp) = op->x; 1091 EXIT_X (tmp) = op->x;
1112 EXIT_Y (tmp) = op->y; 1092 EXIT_Y (tmp) = op->y;
1113 enter_exit (op, tmp); /* we don't really care if it succeeded; 1093 enter_exit (op, tmp); /* we don't really care if it succeeded;
1114 * if the map isn't there, then stay on the 1094 * if the map isn't there, then stay on the
1115 * default initial map */ 1095 * default initial map */
1116 free_object (tmp); 1096 tmp->destroy ();
1117 } 1097 }
1118 else 1098 else
1119 {
1120 LOG (llevDebug, "first_map_ext_path not set\n"); 1099 LOG (llevDebug, "first_map_ext_path not set\n");
1121 } 1100
1122 return 0; 1101 return 0;
1123 } 1102 }
1124 1103
1125 /* Following actually changes the race - this is the default command 1104 /* Following actually changes the race - this is the default command
1126 * if we don't match with one of the options above. 1105 * if we don't match with one of the options above.
1131 { 1110 {
1132 shstr name = op->name; 1111 shstr name = op->name;
1133 int x = op->x, y = op->y; 1112 int x = op->x, y = op->y;
1134 1113
1135 remove_statbonus (op); 1114 remove_statbonus (op);
1136 remove_ob (op); 1115 op->remove ();
1137 op->arch = get_player_archetype (op->arch); 1116 op->arch = get_player_archetype (op->arch);
1138 copy_object (&op->arch->clone, op); 1117 op->arch->clone.copy_to (op);
1139 op->instantiate (); 1118 op->instantiate ();
1140 op->stats = op->contr->orig_stats; 1119 op->stats = op->contr->orig_stats;
1141 op->name = op->name_pl = name; 1120 op->name = op->name_pl = name;
1142 op->x = x; 1121 op->x = x;
1143 op->y = y; 1122 op->y = y;
1144 SET_ANIMATION (op, 2); /* So player faces south */ 1123 SET_ANIMATION (op, 2); /* So player faces south */
1145 insert_ob_in_map (op, op->map, op, 0); 1124 insert_ob_in_map (op, op->map, op, 0);
1146 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1); 1125 assign (op->contr->title, op->arch->clone.name);
1147 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1148 add_statbonus (op); 1126 add_statbonus (op);
1149 tmp_loop = allowed_class (op); 1127 tmp_loop = allowed_class (op);
1150 } 1128 }
1129
1151 update_object (op, UP_OBJ_FACE); 1130 update_object (op, UP_OBJ_FACE);
1152 esrv_update_item (UPD_FACE, op, op); 1131 esrv_update_item (UPD_FACE, op, op);
1153 fix_player (op); 1132 fix_player (op);
1154 op->stats.hp = op->stats.maxhp; 1133 op->stats.hp = op->stats.maxhp;
1155 op->stats.sp = op->stats.maxsp; 1134 op->stats.sp = op->stats.maxsp;
1156 op->stats.grace = 0; 1135 op->stats.grace = 0;
1136
1157 if (op->msg) 1137 if (op->msg)
1158 new_draw_info (NDI_BLUE, 0, op, op->msg); 1138 new_draw_info (NDI_BLUE, 0, op, op->msg);
1139
1159 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 1140 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; 1141 return 0;
1161} 1142}
1162 1143
1163int 1144int
1164key_confirm_quit (object *op, char key) 1145key_confirm_quit (object *op, char key)
1186 if (settings.set_title == TRUE) 1167 if (settings.set_title == TRUE)
1187 op->contr->own_title[0] = '\0'; 1168 op->contr->own_title[0] = '\0';
1188 1169
1189 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 1170 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1190 { 1171 {
1191 mapstruct *mp, *next; 1172 maptile *mp, *next;
1192 1173
1193 /* We need to hunt for any per player unique maps in memory and 1174 /* 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, 1175 * 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 1176 * so that players named 'Ab' won't match against players 'Abe' pathname
1196 */ 1177 */
1202 delete_map (mp); 1183 delete_map (mp);
1203 } 1184 }
1204 1185
1205 delete_character (op->name, 1); 1186 delete_character (op->name, 1);
1206 } 1187 }
1188
1207 play_again (op); 1189 play_again (op);
1208 return 1; 1190 return 1;
1209} 1191}
1210 1192
1211void 1193void
1243 { 1225 {
1244 op->enemy = NULL; 1226 op->enemy = NULL;
1245 CLEAR_FLAG (op, FLAG_SCARED); 1227 CLEAR_FLAG (op, FLAG_SCARED);
1246 return; 1228 return;
1247 } 1229 }
1230
1248 get_rangevector (op, op->enemy, &rv, 0); 1231 get_rangevector (op, op->enemy, &rv, 0);
1249 1232
1250 dir = absdir (4 + rv.direction); 1233 dir = absdir (4 + rv.direction);
1251 for (diff = 0; diff < 3; diff++) 1234 for (diff = 0; diff < 3; diff++)
1252 { 1235 {
1253 int m = 1 - (RANDOM () & 2); 1236 int m = 1 - (RANDOM () & 2);
1254 1237
1255 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1238 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1256 {
1257 return; 1239 return;
1258 }
1259 } 1240 }
1241
1260 /* Cornered, get rid of scared */ 1242 /* Cornered, get rid of scared */
1261 CLEAR_FLAG (op, FLAG_SCARED); 1243 CLEAR_FLAG (op, FLAG_SCARED);
1262 op->enemy = NULL; 1244 op->enemy = NULL;
1263} 1245}
1264 1246
1269 */ 1251 */
1270int 1252int
1271check_pick (object *op) 1253check_pick (object *op)
1272{ 1254{
1273 object *tmp, *next; 1255 object *tmp, *next;
1274 tag_t next_tag = 0, op_tag;
1275 int stop = 0; 1256 int stop = 0;
1276 int j, k, wvratio; 1257 int j, k, wvratio;
1277 char putstring[128], tmpstr[16]; 1258 char putstring[128], tmpstr[16];
1278 1259
1279
1280 /* if you're flying, you cna't pick up anything */ 1260 /* if you're flying, you cna't pick up anything */
1281 if (op->move_type & MOVE_FLYING) 1261 if (op->move_type & MOVE_FLYING)
1282 return 1; 1262 return 1;
1283 1263
1284 op_tag = op->count;
1285
1286 next = op->below; 1264 next = op->below;
1287 if (next)
1288 next_tag = next->count;
1289 1265
1290 /* loop while there are items on the floor that are not marked as 1266 /* loop while there are items on the floor that are not marked as
1291 * destroyed */ 1267 * destroyed */
1292 while (next && !was_destroyed (next, next_tag)) 1268 while (next && !next->destroyed ())
1293 { 1269 {
1294 tmp = next; 1270 tmp = next;
1295 next = tmp->below; 1271 next = tmp->below;
1296 if (next)
1297 next_tag = next->count;
1298 1272
1299 if (was_destroyed (op, op_tag)) 1273 if (op->destroyed ())
1300 return 0; 1274 return 0;
1301 1275
1302 if (!can_pick (op, tmp)) 1276 if (!can_pick (op, tmp))
1303 continue; 1277 continue;
1304 1278
1312 /* high not bit set? We're using the old autopickup model */ 1286 /* high not bit set? We're using the old autopickup model */
1313 if (!(op->contr->mode & PU_NEWMODE)) 1287 if (!(op->contr->mode & PU_NEWMODE))
1314 { 1288 {
1315 switch (op->contr->mode) 1289 switch (op->contr->mode)
1316 { 1290 {
1317 case 0: 1291 case 0:
1318 return 1; /* don't pick up */ 1292 return 1; /* don't pick up */
1319 case 1: 1293 case 1:
1294 pick_up (op, tmp);
1295 return 1;
1296 case 2:
1297 pick_up (op, tmp);
1298 return 0;
1299 case 3:
1300 return 0; /* stop before pickup */
1301 case 4:
1302 pick_up (op, tmp);
1303 break;
1304 case 5:
1305 pick_up (op, tmp);
1306 stop = 1;
1307 break;
1308 case 6:
1309 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1320 pick_up (op, tmp); 1310 pick_up (op, tmp);
1321 return 1; 1311 break;
1312
1322 case 2: 1313 case 7:
1314 if (tmp->type == MONEY || tmp->type == GEM)
1323 pick_up (op, tmp); 1315 pick_up (op, tmp);
1324 return 0; 1316 break;
1325 case 3: 1317
1326 return 0; /* stop before pickup */ 1318 default:
1327 case 4: 1319 /* use value density */
1320 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1321 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1328 pick_up (op, tmp); 1322 pick_up (op, tmp);
1329 break;
1330 case 5:
1331 pick_up (op, tmp);
1332 stop = 1;
1333 break;
1334 case 6:
1335 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1336 pick_up (op, tmp);
1337 break;
1338
1339 case 7:
1340 if (tmp->type == MONEY || tmp->type == GEM)
1341 pick_up (op, tmp);
1342 break;
1343
1344 default:
1345 /* use value density */
1346 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1347 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1348 pick_up (op, tmp);
1349 } 1323 }
1350 } 1324 }
1351 else 1325 else
1352 { /* old model */ 1326 { /* old model */
1353 /* NEW pickup handling */ 1327 /* NEW pickup handling */
1436 /* question: don't pick up known-poisonous stuff? */ 1410 /* question: don't pick up known-poisonous stuff? */
1437 if (op->contr->mode & PU_FOOD) 1411 if (op->contr->mode & PU_FOOD)
1438 if (tmp->type == FOOD) 1412 if (tmp->type == FOOD)
1439 { 1413 {
1440 pick_up (op, tmp); 1414 pick_up (op, tmp);
1441 if (0)
1442 fprintf (stderr, "FOOD\n");
1443 continue; 1415 continue;
1444 } 1416 }
1417
1445 if (op->contr->mode & PU_DRINK) 1418 if (op->contr->mode & PU_DRINK)
1446 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1419 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1447 { 1420 {
1448 pick_up (op, tmp); 1421 pick_up (op, tmp);
1449 if (0)
1450 fprintf (stderr, "DRINK\n");
1451 continue; 1422 continue;
1452 } 1423 }
1453 1424
1454 if (op->contr->mode & PU_POTION) 1425 if (op->contr->mode & PU_POTION)
1455 if (tmp->type == POTION) 1426 if (tmp->type == POTION)
1456 { 1427 {
1457 pick_up (op, tmp); 1428 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "POTION\n");
1460 continue; 1429 continue;
1461 } 1430 }
1462 1431
1463 /* spellbooks, skillscrolls and normal books/scrolls */ 1432 /* spellbooks, skillscrolls and normal books/scrolls */
1464 if (op->contr->mode & PU_SPELLBOOK) 1433 if (op->contr->mode & PU_SPELLBOOK)
1465 if (tmp->type == SPELLBOOK) 1434 if (tmp->type == SPELLBOOK)
1466 { 1435 {
1467 pick_up (op, tmp); 1436 pick_up (op, tmp);
1468 if (0)
1469 fprintf (stderr, "SPELLBOOK\n");
1470 continue; 1437 continue;
1471 } 1438 }
1439
1472 if (op->contr->mode & PU_SKILLSCROLL) 1440 if (op->contr->mode & PU_SKILLSCROLL)
1473 if (tmp->type == SKILLSCROLL) 1441 if (tmp->type == SKILLSCROLL)
1474 { 1442 {
1475 pick_up (op, tmp); 1443 pick_up (op, tmp);
1476 if (0)
1477 fprintf (stderr, "SKILLSCROLL\n");
1478 continue; 1444 continue;
1479 } 1445 }
1446
1480 if (op->contr->mode & PU_READABLES) 1447 if (op->contr->mode & PU_READABLES)
1481 if (tmp->type == BOOK || tmp->type == SCROLL) 1448 if (tmp->type == BOOK || tmp->type == SCROLL)
1482 { 1449 {
1483 pick_up (op, tmp); 1450 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "READABLES\n");
1486 continue; 1451 continue;
1487 } 1452 }
1488 1453
1489 /* wands/staves/rods/horns */ 1454 /* wands/staves/rods/horns */
1490 if (op->contr->mode & PU_MAGIC_DEVICE) 1455 if (op->contr->mode & PU_MAGIC_DEVICE)
1491 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1456 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1492 { 1457 {
1493 pick_up (op, tmp); 1458 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGIC_DEVICE\n");
1496 continue; 1459 continue;
1497 } 1460 }
1498 1461
1499 /* pick up all magical items */ 1462 /* pick up all magical items */
1500 if (op->contr->mode & PU_MAGICAL) 1463 if (op->contr->mode & PU_MAGICAL)
1501 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1464 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1502 { 1465 {
1503 pick_up (op, tmp); 1466 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MAGICAL\n");
1506 continue; 1467 continue;
1507 } 1468 }
1508 1469
1509 if (op->contr->mode & PU_VALUABLES) 1470 if (op->contr->mode & PU_VALUABLES)
1510 { 1471 {
1511 if (tmp->type == MONEY || tmp->type == GEM) 1472 if (tmp->type == MONEY || tmp->type == GEM)
1512 { 1473 {
1513 pick_up (op, tmp); 1474 pick_up (op, tmp);
1514 if (0)
1515 fprintf (stderr, "MONEY/GEM\n");
1516 continue; 1475 continue;
1517 } 1476 }
1518 } 1477 }
1519 1478
1520 /* rings & amulets - talismans seems to be typed AMULET */ 1479 /* rings & amulets - talismans seems to be typed AMULET */
1521 if (op->contr->mode & PU_JEWELS) 1480 if (op->contr->mode & PU_JEWELS)
1522 if (tmp->type == RING || tmp->type == AMULET) 1481 if (tmp->type == RING || tmp->type == AMULET)
1523 { 1482 {
1524 pick_up (op, tmp); 1483 pick_up (op, tmp);
1484 continue;
1525 if (0) 1485 }
1526 fprintf (stderr, "JEWELS\n"); 1486
1487 /* we don't forget dragon food */
1488 if (op->contr->mode & PU_FLESH)
1489 if (tmp->type == FLESH)
1490 {
1491 pick_up (op, tmp);
1527 continue; 1492 continue;
1528 } 1493 }
1529 1494
1530 /* bows and arrows. Bows are good for selling! */ 1495 /* bows and arrows. Bows are good for selling! */
1531 if (op->contr->mode & PU_BOW) 1496 if (op->contr->mode & PU_BOW)
1532 if (tmp->type == BOW) 1497 if (tmp->type == BOW)
1533 { 1498 {
1534 pick_up (op, tmp); 1499 pick_up (op, tmp);
1535 if (0)
1536 fprintf (stderr, "BOW\n");
1537 continue; 1500 continue;
1538 } 1501 }
1502
1539 if (op->contr->mode & PU_ARROW) 1503 if (op->contr->mode & PU_ARROW)
1540 if (tmp->type == ARROW) 1504 if (tmp->type == ARROW)
1541 { 1505 {
1542 pick_up (op, tmp); 1506 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARROW\n");
1545 continue; 1507 continue;
1546 } 1508 }
1547 1509
1548 /* all kinds of armor etc. */ 1510 /* all kinds of armor etc. */
1549 if (op->contr->mode & PU_ARMOUR) 1511 if (op->contr->mode & PU_ARMOUR)
1550 if (tmp->type == ARMOUR) 1512 if (tmp->type == ARMOUR)
1551 { 1513 {
1552 pick_up (op, tmp); 1514 pick_up (op, tmp);
1553 if (0)
1554 fprintf (stderr, "ARMOUR\n");
1555 continue; 1515 continue;
1556 } 1516 }
1517
1557 if (op->contr->mode & PU_HELMET) 1518 if (op->contr->mode & PU_HELMET)
1558 if (tmp->type == HELMET) 1519 if (tmp->type == HELMET)
1559 { 1520 {
1560 pick_up (op, tmp); 1521 pick_up (op, tmp);
1561 if (0)
1562 fprintf (stderr, "HELMET\n");
1563 continue; 1522 continue;
1564 } 1523 }
1524
1565 if (op->contr->mode & PU_SHIELD) 1525 if (op->contr->mode & PU_SHIELD)
1566 if (tmp->type == SHIELD) 1526 if (tmp->type == SHIELD)
1567 { 1527 {
1568 pick_up (op, tmp); 1528 pick_up (op, tmp);
1569 if (0)
1570 fprintf (stderr, "SHIELD\n");
1571 continue; 1529 continue;
1572 } 1530 }
1531
1573 if (op->contr->mode & PU_BOOTS) 1532 if (op->contr->mode & PU_BOOTS)
1574 if (tmp->type == BOOTS) 1533 if (tmp->type == BOOTS)
1575 { 1534 {
1576 pick_up (op, tmp); 1535 pick_up (op, tmp);
1577 if (0)
1578 fprintf (stderr, "BOOTS\n");
1579 continue; 1536 continue;
1580 } 1537 }
1538
1581 if (op->contr->mode & PU_GLOVES) 1539 if (op->contr->mode & PU_GLOVES)
1582 if (tmp->type == GLOVES) 1540 if (tmp->type == GLOVES)
1583 { 1541 {
1584 pick_up (op, tmp); 1542 pick_up (op, tmp);
1585 if (0)
1586 fprintf (stderr, "GLOVES\n");
1587 continue; 1543 continue;
1588 } 1544 }
1545
1589 if (op->contr->mode & PU_CLOAK) 1546 if (op->contr->mode & PU_CLOAK)
1590 if (tmp->type == CLOAK) 1547 if (tmp->type == CLOAK)
1591 { 1548 {
1592 pick_up (op, tmp); 1549 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "GLOVES\n");
1595 continue; 1550 continue;
1596 } 1551 }
1597 1552
1598 /* hoping to catch throwing daggers here */ 1553 /* hoping to catch throwing daggers here */
1599 if (op->contr->mode & PU_MISSILEWEAPON) 1554 if (op->contr->mode & PU_MISSILEWEAPON)
1600 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1555 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1601 { 1556 {
1602 pick_up (op, tmp); 1557 pick_up (op, tmp);
1603 if (0)
1604 fprintf (stderr, "MISSILEWEAPON\n");
1605 continue; 1558 continue;
1606 } 1559 }
1607 1560
1608 /* careful: chairs and tables are weapons! */ 1561 /* careful: chairs and tables are weapons! */
1609 if (op->contr->mode & PU_ALLWEAPON) 1562 if (op->contr->mode & PU_ALLWEAPON)
1612 { 1565 {
1613 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1566 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1614 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1567 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1615 { 1568 {
1616 pick_up (op, tmp); 1569 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1570 continue;
1620 } 1571 }
1621 } 1572 }
1573
1622 if (tmp->type == WEAPON && tmp->name == NULL) 1574 if (tmp->type == WEAPON && tmp->name == NULL)
1623 { 1575 {
1624 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1576 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1625 { 1577 {
1626 pick_up (op, tmp); 1578 pick_up (op, tmp);
1627 if (0)
1628 fprintf (stderr, "WEAPON\n");
1629 continue; 1579 continue;
1630 } 1580 }
1631 } 1581 }
1632 } 1582 }
1633 1583
1634 /* misc stuff that's useful */ 1584 /* misc stuff that's useful */
1635 if (op->contr->mode & PU_KEY) 1585 if (op->contr->mode & PU_KEY)
1636 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1586 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1637 { 1587 {
1638 pick_up (op, tmp); 1588 pick_up (op, tmp);
1639 if (0)
1640 fprintf (stderr, "KEY\n");
1641 continue; 1589 continue;
1642 } 1590 }
1643 1591
1644 /* any of the last 4 bits set means we use the ratio for value 1592 /* any of the last 4 bits set means we use the ratio for value
1645 * pickups */ 1593 * pickups */
1667 continue; 1615 continue;
1668 } 1616 }
1669 } 1617 }
1670 } /* the new pickup model */ 1618 } /* the new pickup model */
1671 } 1619 }
1620
1672 return !stop; 1621 return !stop;
1673} 1622}
1674 1623
1675/* 1624/*
1676 * Find an arrow in the inventory and after that 1625 * Find an arrow in the inventory and after that
1775 1724
1776object * 1725object *
1777pick_arrow_target (object *op, const char *type, int dir) 1726pick_arrow_target (object *op, const char *type, int dir)
1778{ 1727{
1779 object *tmp = NULL; 1728 object *tmp = NULL;
1780 mapstruct *m; 1729 maptile *m;
1781 int i, mflags, found, number; 1730 int i, mflags, found, number;
1782 sint16 x, y; 1731 sint16 x, y;
1783 1732
1784 if (op->map == NULL) 1733 if (op->map == NULL)
1785 return find_arrow (op, type); 1734 return find_arrow (op, type);
1845 */ 1794 */
1846int 1795int
1847fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1796fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1848{ 1797{
1849 object *left, *bow; 1798 object *left, *bow;
1850 tag_t left_tag, tag;
1851 int bowspeed, mflags; 1799 int bowspeed, mflags;
1852 mapstruct *m; 1800 maptile *m;
1853 1801
1854 if (!dir) 1802 if (!dir)
1855 { 1803 {
1856 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1804 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1857 return 0; 1805 return 0;
1858 } 1806 }
1807
1859 if (op->type == PLAYER) 1808 if (op->type == PLAYER)
1860 bow = op->contr->ranges[range_bow]; 1809 bow = op->contr->ranges[range_bow];
1861 else 1810 else
1862 { 1811 {
1863 for (bow = op->inv; bow; bow = bow->below) 1812 for (bow = op->inv; bow; bow = bow->below)
1871 { 1820 {
1872 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1821 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1873 return 0; 1822 return 0;
1874 } 1823 }
1875 } 1824 }
1825
1876 if (!bow->race || !bow->skill) 1826 if (!bow->race || !bow->skill)
1877 { 1827 {
1878 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1828 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1879 return 0; 1829 return 0;
1880 } 1830 }
1882 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1832 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1883 1833
1884 /* penalize ROF for bestarrow */ 1834 /* penalize ROF for bestarrow */
1885 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1835 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1886 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1836 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1837
1887 if (bowspeed < 1) 1838 if (bowspeed < 1)
1888 bowspeed = 1; 1839 bowspeed = 1;
1889 1840
1890 if (arrow == NULL) 1841 if (arrow == NULL)
1891 { 1842 {
1897 else 1848 else
1898 CLEAR_FLAG (op, FLAG_READY_BOW); 1849 CLEAR_FLAG (op, FLAG_READY_BOW);
1899 return 0; 1850 return 0;
1900 } 1851 }
1901 } 1852 }
1853
1902 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1854 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1903 if (mflags & P_OUT_OF_MAP) 1855 if (mflags & P_OUT_OF_MAP)
1904 {
1905 return 0; 1856 return 0;
1906 } 1857
1907 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1858 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1908 { 1859 {
1909 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1860 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1910 return 0; 1861 return 0;
1911 } 1862 }
1912 1863
1913 /* this should not happen, but sometimes does */ 1864 /* this should not happen, but sometimes does */
1914 if (arrow->nrof == 0) 1865 if (arrow->nrof == 0)
1915 { 1866 {
1916 remove_ob (arrow); 1867 arrow->destroy ();
1917 free_object (arrow);
1918 return 0; 1868 return 0;
1919 } 1869 }
1920 1870
1921 left = arrow; /* these are arrows left to the player */ 1871 left = arrow; /* these are arrows left to the player */
1922 left_tag = left->count;
1923 arrow = get_split_ob (arrow, 1); 1872 arrow = get_split_ob (arrow, 1);
1924 if (arrow == NULL) 1873 if (!arrow)
1925 { 1874 {
1926 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1875 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1927 return 0; 1876 return 0;
1928 } 1877 }
1929 set_owner (arrow, op); 1878
1879 arrow->set_owner (op);
1930 arrow->skill = bow->skill; 1880 arrow->skill = bow->skill;
1931 1881
1932 arrow->direction = dir; 1882 arrow->direction = dir;
1933 arrow->x = sx; 1883 arrow->x = sx;
1934 arrow->y = sy; 1884 arrow->y = sy;
1942 SET_ANIMATION (arrow, arrow->direction); 1892 SET_ANIMATION (arrow, arrow->direction);
1943 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1944 arrow->stats.hp = arrow->stats.dam; 1894 arrow->stats.hp = arrow->stats.dam;
1945 arrow->stats.grace = arrow->attacktype; 1895 arrow->stats.grace = arrow->attacktype;
1946 if (arrow->slaying != NULL) 1896 if (arrow->slaying != NULL)
1947 arrow->spellarg = strdup_local (arrow->slaying); 1897 arrow->spellarg = strdup (arrow->slaying);
1948 1898
1949 /* Note that this was different for monsters - they got their level 1899 /* Note that this was different for monsters - they got their level
1950 * added to the damage. I think the strength bonus is more proper. 1900 * added to the damage. I think the strength bonus is more proper.
1951 */ 1901 */
1952 1902
1970 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1920 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1971 } 1921 }
1972 else 1922 else
1973 { 1923 {
1974 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; 1924 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1975
1976 arrow->level = op->level; 1925 arrow->level = op->level;
1977 } 1926 }
1927
1978 if (arrow->attacktype == AT_PHYSICAL) 1928 if (arrow->attacktype == AT_PHYSICAL)
1979 arrow->attacktype |= bow->attacktype; 1929 arrow->attacktype |= bow->attacktype;
1930
1980 if (bow->slaying != NULL) 1931 if (bow->slaying)
1981 arrow->slaying = bow->slaying; 1932 arrow->slaying = bow->slaying;
1982 1933
1983 arrow->map = m; 1934 arrow->map = m;
1984 arrow->move_type = MOVE_FLY_LOW; 1935 arrow->move_type = MOVE_FLY_LOW;
1985 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1986 1937
1987 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1988 tag = arrow->count;
1989 insert_ob_in_map (arrow, m, op, 0); 1939 insert_ob_in_map (arrow, m, op, 0);
1990 1940
1991 if (!was_destroyed (arrow, tag)) 1941 if (!arrow->destroyed ())
1992 move_arrow (arrow); 1942 move_arrow (arrow);
1993 1943
1994 if (op->type == PLAYER) 1944 if (op->type == PLAYER)
1995 { 1945 {
1996 if (was_destroyed (left, left_tag)) 1946 if (left->destroyed ())
1997 esrv_del_item (op->contr, left_tag); 1947 esrv_del_item (op->contr, left->count);
1998 else 1948 else
1999 esrv_send_item (op, left); 1949 esrv_send_item (op, left);
2000 } 1950 }
1951
2001 return 1; 1952 return 1;
2002} 1953}
2003 1954
2004/* Special fire code for players - this takes into 1955/* Special fire code for players - this takes into
2005 * account the special fire modes players can have 1956 * account the special fire modes players can have
2101 CLEAR_FLAG (item, FLAG_ANIMATE); 2052 CLEAR_FLAG (item, FLAG_ANIMATE);
2102 item->face = item->arch->clone.face; 2053 item->face = item->arch->clone.face;
2103 item->speed = 0; 2054 item->speed = 0;
2104 update_ob_speed (item); 2055 update_ob_speed (item);
2105 } 2056 }
2106 if ((tmp = is_player_inv (item))) 2057 if ((tmp = item->in_player ()))
2107 esrv_update_item (UPD_ANIM, tmp, item); 2058 esrv_update_item (UPD_ANIM, tmp, item);
2108 } 2059 }
2109 } 2060 }
2110 else if (item->type == ROD || item->type == HORN) 2061 else if (item->type == ROD || item->type == HORN)
2111 { 2062 {
2125 if (action_makes_visible (op)) 2076 if (action_makes_visible (op))
2126 make_visible (op); 2077 make_visible (op);
2127 2078
2128 switch (op->contr->shoottype) 2079 switch (op->contr->shoottype)
2129 { 2080 {
2130 case range_none: 2081 case range_none:
2131 return; 2082 return;
2132 2083
2133 case range_bow: 2084 case range_bow:
2134 player_fire_bow (op, dir); 2085 player_fire_bow (op, dir);
2135 return; 2086 return;
2136 2087
2137 case range_magic: /* Casting spells */ 2088 case range_magic: /* Casting spells */
2138 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : NULL)); 2089 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2139 return; 2090 return;
2140 2091
2141 case range_misc: 2092 case range_misc:
2142 fire_misc_object (op, dir); 2093 fire_misc_object (op, dir);
2143 return; 2094 return;
2144 2095
2145 case range_golem: /* Control summoned monsters from scrolls */ 2096 case range_golem: /* Control summoned monsters from scrolls */
2146 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count) 2097 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2147 { 2098 {
2148 op->contr->ranges[range_golem] = NULL; 2099 op->contr->ranges[range_golem] = 0;
2149 op->contr->shoottype = range_none; 2100 op->contr->shoottype = range_none;
2150 op->contr->golem_count = 0;
2151 } 2101 }
2152 else 2102 else
2153 control_golem (op->contr->ranges[range_golem], dir); 2103 control_golem (op->contr->ranges[range_golem], dir);
2154 return; 2104 return;
2155 2105
2156 case range_skill: 2106 case range_skill:
2157 if (!op->chosen_skill) 2107 if (!op->chosen_skill)
2158 { 2108 {
2159 if (op->type == PLAYER) 2109 if (op->type == PLAYER)
2160 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 2110 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2161 return; 2111 return;
2162 } 2112 }
2163 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 2113 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2164 return; 2114 return;
2165 case range_builder: 2115 case range_builder:
2166 apply_map_builder (op, dir); 2116 apply_map_builder (op, dir);
2167 return; 2117 return;
2168 default: 2118 default:
2169 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 2119 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2170 return; 2120 return;
2171 } 2121 }
2172} 2122}
2173 2123
2174 2124
2175 2125
2262 * 0 otherwise 2212 * 0 otherwise
2263 */ 2213 */
2264static int 2214static int
2265player_attack_door (object *op, object *door) 2215player_attack_door (object *op, object *door)
2266{ 2216{
2267
2268 /* If its a door, try to find a use a key. If we do destroy the door, 2217 /* If its a door, try to find a use a key. If we do destroy the door,
2269 * might as well return immediately as there is nothing more to do - 2218 * might as well return immediately as there is nothing more to do -
2270 * otherwise, we fall through to the rest of the code. 2219 * otherwise, we fall through to the rest of the code.
2271 */ 2220 */
2272 object *key = find_key (op, op, door); 2221 object *key = find_key (op, op, door);
2310 * It should keep the code cleaner. 2259 * It should keep the code cleaner.
2311 * When this is called, the players direction has been updated 2260 * When this is called, the players direction has been updated
2312 * (taking into account confusion.) The player is also actually 2261 * (taking into account confusion.) The player is also actually
2313 * going to try and move (not fire weapons). 2262 * going to try and move (not fire weapons).
2314 */ 2263 */
2315
2316void 2264void
2317move_player_attack (object *op, int dir) 2265move_player_attack (object *op, int dir)
2318{ 2266{
2319 object *tmp, *mon; 2267 object *tmp, *mon;
2320 sint16 nx, ny; 2268 sint16 nx, ny;
2321 int on_battleground; 2269 int on_battleground;
2322 mapstruct *m; 2270 maptile *m;
2323 2271
2324 nx = freearr_x[dir] + op->x; 2272 nx = freearr_x[dir] + op->x;
2325 ny = freearr_y[dir] + op->y; 2273 ny = freearr_y[dir] + op->y;
2326 2274
2327 on_battleground = op_on_battleground (op, NULL, NULL); 2275 on_battleground = op_on_battleground (op, 0, 0);
2328 2276
2329 /* If braced, or can't move to the square, and it is not out of the 2277 /* If braced, or can't move to the square, and it is not out of the
2330 * map, attack it. Note order of if statement is important - don't 2278 * map, attack it. Note order of if statement is important - don't
2331 * want to be calling move_ob if braced, because move_ob will move the 2279 * want to be calling move_ob if braced, because move_ob will move the
2332 * player. This is a pretty nasty hack, because if we could 2280 * player. This is a pretty nasty hack, because if we could
2344 return; /* Don't think this should happen */ 2292 return; /* Don't think this should happen */
2345 } 2293 }
2346 else 2294 else
2347 m = op->map; 2295 m = op->map;
2348 2296
2349 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2297 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2350 { 2298 {
2351 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2299 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2352 return; 2300 return;
2353 } 2301 }
2354 2302
2355 mon = NULL; 2303 mon = 0;
2356 /* Go through all the objects, and find ones of interest. Only stop if 2304 /* Go through all the objects, and find ones of interest. Only stop if
2357 * we find a monster - that is something we know we want to attack. 2305 * we find a monster - that is something we know we want to attack.
2358 * if its a door or barrel (can roll) see if there may be monsters 2306 * if its a door or barrel (can roll) see if there may be monsters
2359 * on the space 2307 * on the space
2360 */ 2308 */
2361 while (tmp != NULL) 2309 while (tmp)
2362 { 2310 {
2363 if (tmp == op) 2311 if (tmp == op)
2364 { 2312 {
2365 tmp = tmp->above; 2313 tmp = tmp->above;
2366 continue; 2314 continue;
2367 } 2315 }
2316
2368 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2369 { 2318 {
2370 mon = tmp; 2319 mon = tmp;
2371 break; 2320 break;
2372 } 2321 }
2322
2373 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2323 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2374 mon = tmp; 2324 mon = tmp;
2325
2375 tmp = tmp->above; 2326 tmp = tmp->above;
2376 } 2327 }
2377 2328
2378 if (mon == NULL) /* This happens anytime the player tries to move */ 2329 if (!mon) /* This happens anytime the player tries to move */
2379 return; /* into a wall */ 2330 return; /* into a wall */
2380 2331
2381 if (mon->head != NULL) 2332 if (mon->head)
2382 mon = mon->head; 2333 mon = mon->head;
2383 2334
2384 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2385 if (player_attack_door (op, mon)) 2336 if (player_attack_door (op, mon))
2386 return; 2337 return;
2398 * player owns it and it is either friendly or unagressive. 2349 * player owns it and it is either friendly or unagressive.
2399 */ 2350 */
2400 if ((op->type == PLAYER) 2351 if ((op->type == PLAYER)
2401#if COZY_SERVER 2352#if COZY_SERVER
2402 && 2353 &&
2403 ((get_owner (mon) && get_owner (mon)->contr 2354 ((mon->owner && mon->owner->contr
2404 && 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)
2405#else 2356#else
2406 && get_owner (mon) == op 2357 && mon->owner == op
2407#endif 2358#endif
2408 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2409 { 2360 {
2410 /* 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 */
2411 if (op->contr->braced) 2362 if (op->contr->braced)
2423 * attack them either. 2374 * attack them either.
2424 */ 2375 */
2425 if ((mon->type == PLAYER || mon->enemy != op) && 2376 if ((mon->type == PLAYER || mon->enemy != op) &&
2426 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2427#ifdef PROHIBIT_PLAYERKILL 2378#ifdef PROHIBIT_PLAYERKILL
2428 (op->contr->peaceful 2379 (op->contr->peaceful
2429 || (mon->type == PLAYER 2380 || (mon->type == PLAYER
2430 && mon->contr-> 2381 && mon->contr->
2431 peaceful)) && 2382 peaceful)) &&
2432#else 2383#else
2433 op->contr->peaceful && 2384 op->contr->peaceful &&
2434#endif 2385#endif
2435 !on_battleground)) 2386 !on_battleground))
2436 { 2387 {
2437 if (!op->contr->braced) 2388 if (!op->contr->braced)
2438 { 2389 {
2439 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2440 (void) push_ob (mon, dir, op); 2391 (void) push_ob (mon, dir, op);
2441 } 2392 }
2442 else 2393 else
2443 {
2444 new_draw_info (0, 0, op, "You withhold your attack"); 2394 new_draw_info (0, 0, op, "You withhold your attack");
2445 } 2395
2446 if (op->contr->tmp_invis || op->hide) 2396 if (op->contr->tmp_invis || op->hide)
2447 make_visible (op); 2397 make_visible (op);
2448 } 2398 }
2449 2399
2450 /* If the object is a boulder or other rollable object, then 2400 /* If the object is a boulder or other rollable object, then
2478 op->speed_left += op->speed / op->contr->weapon_sp; 2428 op->speed_left += op->speed / op->contr->weapon_sp;
2479 2429
2480 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2430 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2481 } 2431 }
2482 2432
2483 skill_attack (mon, op, 0, NULL, NULL); 2433 skill_attack (mon, op, 0, 0, 0);
2484 2434
2485 /* If attacking another player, that player gets automatic 2435 /* If attacking another player, that player gets automatic
2486 * hitback, and doesn't loose luck either. 2436 * hitback, and doesn't loose luck either.
2487 * Disable hitback on the battleground or if the target is 2437 * Disable hitback on the battleground or if the target is
2488 * the wiz. 2438 * the wiz.
2490 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2440 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2491 { 2441 {
2492 short luck = mon->stats.luck; 2442 short luck = mon->stats.luck;
2493 2443
2494 mon->contr->has_hit = 1; 2444 mon->contr->has_hit = 1;
2495 skill_attack (op, mon, 0, NULL, NULL); 2445 skill_attack (op, mon, 0, 0, 0);
2496 mon->stats.luck = luck; 2446 mon->stats.luck = luck;
2497 } 2447 }
2448
2498 if (action_makes_visible (op)) 2449 if (action_makes_visible (op))
2499 make_visible (op); 2450 make_visible (op);
2500 } 2451 }
2501 } /* if player should attack something */ 2452 } /* if player should attack something */
2502} 2453}
2537 2488
2538 /* Add special check for newcs players and fire on - this way, the 2489 /* Add special check for newcs players and fire on - this way, the
2539 * server can handle repeat firing. 2490 * server can handle repeat firing.
2540 */ 2491 */
2541 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2542 {
2543 op->direction = dir; 2493 op->direction = dir;
2544 }
2545 else 2494 else
2546 {
2547 op->direction = 0; 2495 op->direction = 0;
2548 } 2496
2549 /* Update how the player looks. Use the facing, so direction may 2497 /* Update how the player looks. Use the facing, so direction may
2550 * get reset to zero. This allows for full animation capabilities 2498 * get reset to zero. This allows for full animation capabilities
2551 * for players. 2499 * for players.
2552 */ 2500 */
2553 animate_object (op, op->facing); 2501 animate_object (op, op->facing);
2598 /* I've been seeing crashes where the golem has been destroyed, but 2546 /* I've been seeing crashes where the golem has been destroyed, but
2599 * the player object still points to the defunct golem. The code that 2547 * the player object still points to the defunct golem. The code that
2600 * destroys the golem looks correct, and it doesn't always happen, so 2548 * destroys the golem looks correct, and it doesn't always happen, so
2601 * put this in a a workaround to clean up the golem pointer. 2549 * put this in a a workaround to clean up the golem pointer.
2602 */ 2550 */
2603 if (op->contr->ranges[range_golem] &&
2604 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))) 2551 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2605 {
2606 op->contr->ranges[range_golem] = NULL; 2552 op->contr->ranges[range_golem] = 0;
2607 op->contr->golem_count = 0;
2608 }
2609 2553
2610 /* call this here - we also will call this in do_ericserver, but 2554 /* call this here - we also will call this in do_ericserver, but
2611 * the players time has been increased when doericserver has been 2555 * the players time has been increased when doericserver has been
2612 * called, so we recheck it here. 2556 * called, so we recheck it here.
2613 */ 2557 */
2614 HandleClient (&op->contr->socket, op->contr); 2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2559 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
2560 ;
2561
2615 if (op->speed_left < 0) 2562 if (op->speed_left < 0)
2616 return 0; 2563 return 0;
2617 2564
2618 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2565 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2619 { 2566 {
2628 if (op->speed_left > 0) 2575 if (op->speed_left > 0)
2629 return 1; 2576 return 1;
2630 else 2577 else
2631 return 0; 2578 return 0;
2632 } 2579 }
2580
2633 return 0; 2581 return 0;
2634} 2582}
2635 2583
2636int 2584int
2637save_life (object *op) 2585save_life (object *op)
2638{ 2586{
2639 object *tmp;
2640
2641 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2587 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2642 return 0; 2588 return 0;
2643 2589
2644 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2590 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2645 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2591 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2646 { 2592 {
2647 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2593 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2648 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2595
2649 if (op->contr) 2596 if (op->contr)
2650 esrv_del_item (op->contr, tmp->count); 2597 esrv_del_item (op->contr, tmp->count);
2651 remove_ob (tmp); 2598
2652 free_object (tmp); 2599 tmp->destroy ();
2653 CLEAR_FLAG (op, FLAG_LIFESAVE); 2600 CLEAR_FLAG (op, FLAG_LIFESAVE);
2601
2654 if (op->stats.hp < 0) 2602 if (op->stats.hp < 0)
2655 op->stats.hp = op->stats.maxhp; 2603 op->stats.hp = op->stats.maxhp;
2604
2656 if (op->stats.food < 0) 2605 if (op->stats.food < 0)
2657 op->stats.food = 999; 2606 op->stats.food = 999;
2607
2658 fix_player (op); 2608 fix_player (op);
2659 return 1; 2609 return 1;
2660 } 2610 }
2611
2661 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2662 CLEAR_FLAG (op, FLAG_LIFESAVE); 2613 CLEAR_FLAG (op, FLAG_LIFESAVE);
2663 enter_player_savebed (op); /* bring him home. */ 2614 enter_player_savebed (op); /* bring him home. */
2664 return 0; 2615 return 0;
2665} 2616}
2679 next = op->below; /* Make sure we have a good value, in case 2630 next = op->below; /* Make sure we have a good value, in case
2680 * we remove object 'op' 2631 * we remove object 'op'
2681 */ 2632 */
2682 if (QUERY_FLAG (op, FLAG_UNPAID)) 2633 if (QUERY_FLAG (op, FLAG_UNPAID))
2683 { 2634 {
2684 remove_ob (op); 2635 op->remove ();
2685 op->x = env->x; 2636 op->x = env->x;
2686 op->y = env->y; 2637 op->y = env->y;
2687 if (env->type == PLAYER) 2638 if (env->type == PLAYER)
2688 esrv_del_item (env->contr, op->count); 2639 esrv_del_item (env->contr, op->count);
2689 insert_ob_in_map (op, env->map, NULL, 0); 2640 insert_ob_in_map (op, env->map, NULL, 0);
2690 } 2641 }
2691 else if (op->inv) 2642 else if (op->inv)
2692 remove_unpaid_objects (op->inv, env); 2643 remove_unpaid_objects (op->inv, env);
2644
2693 op = next; 2645 op = next;
2694 } 2646 }
2695} 2647}
2696 2648
2697 2649
2712 strcpy (buf2, " R.I.P.\n\n"); 2664 strcpy (buf2, " R.I.P.\n\n");
2713 if (op->type == PLAYER) 2665 if (op->type == PLAYER)
2714 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2666 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2715 else 2667 else
2716 sprintf (buf, "%s\n", &op->name); 2668 sprintf (buf, "%s\n", &op->name);
2669
2717 strncat (buf2, " ", 20 - strlen (buf) / 2); 2670 strncat (buf2, " ", 20 - strlen (buf) / 2);
2718 strcat (buf2, buf); 2671 strcat (buf2, buf);
2719 if (op->type == PLAYER) 2672 if (op->type == PLAYER)
2720 sprintf (buf, "who was in level %d when killed\n", op->level); 2673 sprintf (buf, "who was in level %d when killed\n", op->level);
2721 else 2674 else
2722 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2675 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2676
2723 strncat (buf2, " ", 20 - strlen (buf) / 2); 2677 strncat (buf2, " ", 20 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2678 strcat (buf2, buf);
2725 if (op->type == PLAYER) 2679 if (op->type == PLAYER)
2726 { 2680 {
2727 sprintf (buf, "by %s.\n\n", op->contr->killer); 2681 sprintf (buf, "by %s.\n\n", op->contr->killer);
2728 strncat (buf2, " ", 21 - strlen (buf) / 2); 2682 strncat (buf2, " ", 21 - strlen (buf) / 2);
2729 strcat (buf2, buf); 2683 strcat (buf2, buf);
2730 } 2684 }
2685
2731 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2686 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2732 strncat (buf2, " ", 20 - strlen (buf) / 2); 2687 strncat (buf2, " ", 20 - strlen (buf) / 2);
2733 strcat (buf2, buf); 2688 strcat (buf2, buf);
2689
2734 return buf2; 2690 return buf2;
2735} 2691}
2736 2692
2737 2693
2738 2694
2957{ 2913{
2958 char buf[MAX_BUF]; 2914 char buf[MAX_BUF];
2959 int x, y; 2915 int x, y;
2960 2916
2961 //int i; 2917 //int i;
2962 mapstruct *map; /* this is for resurrection */ 2918 maptile *map; /* this is for resurrection */
2963 2919
2964 /* int z; 2920 /* int z;
2965 int num_stats_lose; 2921 int num_stats_lose;
2966 int lost_a_stat; 2922 int lost_a_stat;
2967 int lose_this_stat; 2923 int lose_this_stat;
2982 { 2938 {
2983 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2940 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2985 2941
2986 /* restore player */ 2942 /* restore player */
2987 at = find_archetype ("poisoning"); 2943 at = archetype::find ("poisoning");
2988 tmp = present_arch_in_ob (at, op); 2944 tmp = present_arch_in_ob (at, op);
2989 if (tmp) 2945 if (tmp)
2990 { 2946 {
2991 remove_ob (tmp); 2947 tmp->destroy ();
2992 free_object (tmp);
2993 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2994 } 2949 }
2995 2950
2996 at = find_archetype ("confusion"); 2951 at = archetype::find ("confusion");
2997 tmp = present_arch_in_ob (at, op); 2952 tmp = present_arch_in_ob (at, op);
2998 if (tmp) 2953 if (tmp)
2999 { 2954 {
3000 remove_ob (tmp); 2955 tmp->destroy ();
3001 free_object (tmp);
3002 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3003 } 2957 }
3004 2958
3005 cure_disease (op, 0); /* remove any disease */ 2959 cure_disease (op, 0); /* remove any disease */
3006 op->stats.hp = op->stats.maxhp; 2960 op->stats.hp = op->stats.maxhp;
3007 if (op->stats.food <= 0) 2961 if (op->stats.food <= 0)
3008 op->stats.food = 999; 2962 op->stats.food = 999;
3009 2963
3010 /* create a bodypart-trophy to make the winner happy */ 2964 /* create a bodypart-trophy to make the winner happy */
3011 tmp = arch_to_object (find_archetype ("finger")); 2965 tmp = arch_to_object (archetype::find ("finger"));
3012 if (tmp != NULL) 2966 if (tmp != NULL)
3013 { 2967 {
3014 sprintf (buf, "%s's finger", &op->name); 2968 sprintf (buf, "%s's finger", &op->name);
3015 tmp->name = buf; 2969 tmp->name = buf;
3016 sprintf (buf, " This finger has been cut off %s\n" 2970 sprintf (buf, " This finger has been cut off %s\n"
3113 lost_a_stat = 1; 3067 lost_a_stat = 1;
3114 } 3068 }
3115 else 3069 else
3116 { 3070 {
3117 /* deplete a stat */ 3071 /* deplete a stat */
3118 archetype *deparch = find_archetype ("depletion"); 3072 archetype *deparch = archetype::find ("depletion");
3119 object *dep; 3073 object *dep;
3120 3074
3121 dep = present_arch_in_ob (deparch, op); 3075 dep = present_arch_in_ob (deparch, op);
3122 if (!dep) 3076 if (!dep)
3123 { 3077 {
3183 /* determine_god() seems to not work sometimes... why is this? 3137 /* determine_god() seems to not work sometimes... why is this?
3184 Should I be using something else? GD */ 3138 Should I be using something else? GD */
3185 const char *god = determine_god (op); 3139 const char *god = determine_god (op);
3186 3140
3187 if (god && (strcmp (god, "none"))) 3141 if (god && (strcmp (god, "none")))
3188 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 3142 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3189 else 3143 else
3190 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3191 } 3145 }
3146#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3192#endif 3148#endif
3193 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3194 3149
3195 /* Put a gravestone up where the character 'almost' died. List the 3150 /* Put a gravestone up where the character 'almost' died. List the
3196 * exp loss on the stone. 3151 * exp loss on the stone.
3197 */ 3152 */
3198 tmp = arch_to_object (find_archetype ("gravestone")); 3153 tmp = arch_to_object (archetype::find ("gravestone"));
3199 sprintf (buf, "%s's gravestone", &op->name); 3154 sprintf (buf, "%s's gravestone", &op->name);
3200 tmp->name = buf; 3155 tmp->name = buf;
3201 sprintf (buf, "%s's gravestones", &op->name); 3156 sprintf (buf, "%s's gravestones", &op->name);
3202 tmp->name_pl = buf; 3157 tmp->name_pl = buf;
3203 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); 3158 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);
3204 tmp->msg = buf; 3159 tmp->msg = buf;
3205 tmp->x = op->x, tmp->y = op->y; 3160 tmp->x = op->x, tmp->y = op->y;
3206 insert_ob_in_map (tmp, op->map, NULL, 0); 3161 insert_ob_in_map (tmp, op->map, NULL, 0);
3207 3162
3208 /**************************************/ 3163 /**************************************/
3209 /* */ 3164 /* */
3210 /* Subtract the experience points, */ 3165 /* Subtract the experience points, */
3211 /* if we died cause of food, give us */ 3166 /* if we died cause of food, give us */
3212 /* food, and reset HP's... */ 3167 /* food, and reset HP's... */
3213 /* */ 3168 /* */
3214
3215 /**************************************/ 3169 /**************************************/
3216 3170
3217 /* remove any poisoning and confusion the character may be suffering. */ 3171 /* remove any poisoning and confusion the character may be suffering. */
3218 /* restore player */ 3172 /* restore player */
3219 at = find_archetype ("poisoning"); 3173 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op);
3175
3176 if (tmp)
3177 {
3178 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 }
3181
3182 at = archetype::find ("confusion");
3220 tmp = present_arch_in_ob (at, op); 3183 tmp = present_arch_in_ob (at, op);
3221 if (tmp) 3184 if (tmp)
3222 { 3185 {
3223 remove_ob (tmp); 3186 tmp->destroy ();
3224 free_object (tmp);
3225 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3226 }
3227
3228 at = find_archetype ("confusion");
3229 tmp = present_arch_in_ob (at, op);
3230 if (tmp)
3231 {
3232 remove_ob (tmp);
3233 free_object (tmp);
3234 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3235 } 3188 }
3189
3236 cure_disease (op, 0); /* remove any disease */ 3190 cure_disease (op, 0); /* remove any disease */
3237 3191
3238 /*add_exp(op, (op->stats.exp * -0.20)); */ 3192 /*add_exp(op, (op->stats.exp * -0.20)); */
3239 apply_death_exp_penalty (op); 3193 apply_death_exp_penalty (op);
3240 if (op->stats.food < 100) 3194 if (op->stats.food < 100)
3250 */ 3204 */
3251 3205
3252 if (is_in_shop (op)) 3206 if (is_in_shop (op))
3253 remove_unpaid_objects (op->inv, op); 3207 remove_unpaid_objects (op->inv, op);
3254 3208
3255 /****************************************/ 3209 /****************************************/
3256 /* */ 3210 /* */
3257 /* Move player to his current respawn- */ 3211 /* Move player to his current respawn- */
3258 /* position (usually last savebed) */ 3212 /* position (usually last savebed) */
3259 /* */ 3213 /* */
3260
3261 /****************************************/ 3214 /****************************************/
3262 3215
3263 enter_player_savebed (op); 3216 enter_player_savebed (op);
3264 3217
3265 /* Save the player before inserting the force to reduce 3218 /* Save the player before inserting the force to reduce
3266 * chance of abuse. 3219 * chance of abuse.
3272 * at his savebed location, and that can have long lasting 3225 * at his savebed location, and that can have long lasting
3273 * spell effects. So first see if there is a spell effect 3226 * spell effects. So first see if there is a spell effect
3274 * on the space that might harm the player. 3227 * on the space that might harm the player.
3275 */ 3228 */
3276 will_kill_again = 0; 3229 will_kill_again = 0;
3277 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3278 {
3279 if (tmp->type == SPELL_EFFECT) 3231 if (tmp->type == SPELL_EFFECT)
3280 will_kill_again |= tmp->attacktype; 3232 will_kill_again |= tmp->attacktype;
3281 } 3233
3282 if (will_kill_again) 3234 if (will_kill_again)
3283 { 3235 {
3284 object *force; 3236 object *force;
3285 int at; 3237 int at;
3286 3238
3288 /* 50 ticks should be enough time for the spell to abate */ 3240 /* 50 ticks should be enough time for the spell to abate */
3289 force->speed = 0.1; 3241 force->speed = 0.1;
3290 force->speed_left = -5.0; 3242 force->speed_left = -5.0;
3291 SET_FLAG (force, FLAG_APPLIED); 3243 SET_FLAG (force, FLAG_APPLIED);
3292 for (at = 0; at < NROFATTACKS; at++) 3244 for (at = 0; at < NROFATTACKS; at++)
3293 {
3294 if (will_kill_again & (1 << at)) 3245 if (will_kill_again & (1 << at))
3295 force->resist[at] = 100; 3246 force->resist[at] = 100;
3296 } 3247
3297 insert_ob_in_ob (force, op); 3248 insert_ob_in_ob (force, op);
3298 fix_player (op); 3249 fix_player (op);
3299 3250
3300 } 3251 }
3301
3302 /**************************************/
3303 /* */
3304 /* Repaint the characters inv, and */
3305 /* stats, and show a nasty message ;) */
3306 /* */
3307
3308 /**************************************/
3309 3252
3310 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3311 return; 3254 return;
3312 } /* NOT_PERMADETH */ 3255 } /* NOT_PERMADETH */
3313 else 3256 else
3319 op->contr->party = NULL; 3262 op->contr->party = NULL;
3320 if (settings.set_title == TRUE) 3263 if (settings.set_title == TRUE)
3321 op->contr->own_title[0] = '\0'; 3264 op->contr->own_title[0] = '\0';
3322 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf); 3265 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3323 check_score (op); 3266 check_score (op);
3267
3324 if (op->contr->ranges[range_golem] != NULL) 3268 if (op->contr->ranges[range_golem])
3325 { 3269 {
3326 remove_friendly_object (op->contr->ranges[range_golem]); 3270 remove_friendly_object (op->contr->ranges[range_golem]);
3327 remove_ob (op->contr->ranges[range_golem]); 3271 op->contr->ranges[range_golem]->destroy ();
3328 free_object (op->contr->ranges[range_golem]);
3329 op->contr->ranges[range_golem] = NULL; 3272 op->contr->ranges[range_golem] = 0;
3330 op->contr->golem_count = 0;
3331 } 3273 }
3274
3332 loot_object (op); /* Remove some of the items for good */ 3275 loot_object (op); /* Remove some of the items for good */
3333 remove_ob (op); 3276 op->remove ();
3334 op->direction = 0; 3277 op->direction = 0;
3335 3278
3336 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp) 3279 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3337 { 3280 {
3338 delete_character (op->name, 0); 3281 delete_character (op->name, 0);
3357 op->map = map; 3300 op->map = map;
3358 /* please see resurrection.c: peterm */ 3301 /* please see resurrection.c: peterm */
3359 dead_player (op); 3302 dead_player (op);
3360 } 3303 }
3361 else 3304 else
3362 {
3363 delete_character (op->name, 1); 3305 delete_character (op->name, 1);
3364 } 3306 }
3365 } 3307
3366 play_again (op); 3308 play_again (op);
3367 3309
3368 /* peterm: added to create a corpse at deathsite. */ 3310 /* peterm: added to create a corpse at deathsite. */
3369 tmp = arch_to_object (find_archetype ("corpse_pl")); 3311 tmp = arch_to_object (archetype::find ("corpse_pl"));
3370 sprintf (buf, "%s", &op->name); 3312 sprintf (buf, "%s", &op->name);
3371 tmp->name = tmp->name_pl = buf; 3313 tmp->name = tmp->name_pl = buf;
3372 tmp->level = op->level; 3314 tmp->level = op->level;
3373 tmp->x = x; 3315 tmp->x = x;
3374 tmp->y = y; 3316 tmp->y = y;
3390 } 3332 }
3391 3333
3392 for (tmp = op->inv; tmp != NULL; tmp = next) 3334 for (tmp = op->inv; tmp != NULL; tmp = next)
3393 { 3335 {
3394 next = tmp->below; 3336 next = tmp->below;
3395 if (tmp->type == EXPERIENCE || tmp->invisible) 3337 if (tmp->invisible)
3396 continue; 3338 continue;
3397 remove_ob (tmp); 3339 tmp->remove ();
3398 tmp->x = op->x, tmp->y = op->y; 3340 tmp->x = op->x, tmp->y = op->y;
3399 if (tmp->type == CONTAINER) 3341 if (tmp->type == CONTAINER)
3400 { /* empty container to ground */ 3342 { /* empty container to ground */
3401 loot_object (tmp); 3343 loot_object (tmp);
3402 } 3344 }
3403 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 3345 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3404 { 3346 {
3405 if (tmp->nrof > 1) 3347 if (tmp->nrof > 1)
3406 { 3348 {
3407 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3349 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3408 free_object (tmp2); 3350 tmp2->destroy ();
3409 insert_ob_in_map (tmp, op->map, NULL, 0); 3351 insert_ob_in_map (tmp, op->map, NULL, 0);
3410 } 3352 }
3411 else 3353 else
3412 free_object (tmp); 3354 tmp->destroy ();
3413 } 3355 }
3414 else 3356 else
3415 insert_ob_in_map (tmp, op->map, NULL, 0); 3357 insert_ob_in_map (tmp, op->map, NULL, 0);
3416 } 3358 }
3417} 3359}
3482 if (op->type == PLAYER) 3424 if (op->type == PLAYER)
3483 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3425 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3484 3426
3485 cast_spell (op, throw_ob, dir, spob, NULL); 3427 cast_spell (op, throw_ob, dir, spob, NULL);
3486 3428
3487 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3429 throw_ob->destroy ();
3488 remove_ob (throw_ob);
3489 free_object (throw_ob);
3490} 3430}
3491 3431
3492void 3432void
3493make_visible (object *op) 3433make_visible (object *op)
3494{ 3434{
3508 object *tmp = NULL; 3448 object *tmp = NULL;
3509 3449
3510 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3511 return 1; 3451 return 1;
3512 3452
3513 if (op->type == PLAYER)
3514 for (tmp = op->inv; tmp; tmp = tmp->below)
3515 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3516 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3517 return 1;
3518 return 0; 3453 return 0;
3519} 3454}
3520 3455
3521/* look at the surrounding terrain to determine 3456/* look at the surrounding terrain to determine
3522 * the hideability of this object. Positive levels 3457 * the hideability of this object. Positive levels
3610int 3545int
3611stand_near_hostile (object *who) 3546stand_near_hostile (object *who)
3612{ 3547{
3613 object *tmp = NULL; 3548 object *tmp = NULL;
3614 int i, friendly = 0, player = 0, mflags; 3549 int i, friendly = 0, player = 0, mflags;
3615 mapstruct *m; 3550 maptile *m;
3616 sint16 x, y; 3551 sint16 x, y;
3617 3552
3618 if (!who) 3553 if (!who)
3619 return 0; 3554 return 0;
3620 3555
3637 if (mflags & P_OUT_OF_MAP) 3572 if (mflags & P_OUT_OF_MAP)
3638 continue; 3573 continue;
3639 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3574 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3640 continue; 3575 continue;
3641 3576
3642 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3577 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3643 { 3578 {
3644 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3579 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3645 return 1; 3580 return 1;
3646 else if (tmp->type == PLAYER) 3581 else if (tmp->type == PLAYER)
3647 { 3582 {
3701 3636
3702 /* only the viewable area the player sees is updated by LOS 3637 /* only the viewable area the player sees is updated by LOS
3703 * code, so we need to restrict ourselves to that range of values 3638 * code, so we need to restrict ourselves to that range of values
3704 * for any meaningful values. 3639 * for any meaningful values.
3705 */ 3640 */
3706 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3641 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3707 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3642 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3708 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3643 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3709 return 1; 3644 return 1;
3710 op = op->more; 3645 op = op->more;
3711 } 3646 }
3712 return 0; 3647 return 0;
3713} 3648}

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