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Comparing deliantra/server/server/player.C (file contents):
Revision 1.24 by root, Thu Sep 14 23:13:49 2006 UTC vs.
Revision 1.51 by root, Thu Dec 21 06:12:37 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 if (p->socket.faces_sent == NULL) 319
335 fatal (OUT_OF_MEMORY); 320 p->next = first_player;
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 321 first_player = p;
337 /* Needed because the socket we just copied over needs to be cleared. 322
338 * Note that this can result in a client reset if there is partial data 323 p = get_player (p);
339 * on the uncoming socket. 324
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 325 set_first_map (p->ob);
343 326
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY); 327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob); 328 add_friendly_object (p->ob);
346 send_rules (p->ob); 329 send_rules (p->ob);
347 send_news (p->ob); 330 send_news (p->ob);
348 display_motd (p->ob); 331 display_motd (p->ob);
332
349 get_name (p->ob); 333 get_name (p->ob);
334
350 return 0; 335 return 0;
351} 336}
352 337
353/* 338/*
354 * get_player_archetype() return next player archetype from archetype 339 * get_player_archetype() return next player archetype from archetype
364 { 349 {
365 if (at == NULL || at->next == NULL) 350 if (at == NULL || at->next == NULL)
366 at = first_archetype; 351 at = first_archetype;
367 else 352 else
368 at = at->next; 353 at = at->next;
354
369 if (at->clone.type == PLAYER) 355 if (at->clone.type == PLAYER)
370 return at; 356 return at;
357
371 if (at == start) 358 if (at == start)
372 { 359 {
373 LOG (llevError, "No Player archetypes\n"); 360 LOG (llevError, "No Player archetypes\n");
374 exit (-1); 361 exit (-1);
375 } 362 }
376 } 363 }
377} 364}
378
379 365
380object * 366object *
381get_nearest_player (object *mon) 367get_nearest_player (object *mon)
382{ 368{
383 object *op = NULL; 369 object *op = NULL;
489path_to_player (object *mon, object *pl, unsigned mindiff) 475path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 476{
491 rv_vector rv; 477 rv_vector rv;
492 sint16 x, y; 478 sint16 x, y;
493 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;
494 mapstruct *m, *lastmap; 480 maptile *m, *lastmap;
495 481
496 get_rangevector (mon, pl, &rv, 0); 482 get_rangevector (mon, pl, &rv, 0);
497 483
498 if (rv.distance < mindiff) 484 if (rv.distance < mindiff)
499 return 0; 485 return 0;
643 (op->type == ARMOUR || op->type == BOOTS || 629 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 630 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 631 op->type == SHIELD || op->type == GLOVES ||
646 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))
647 { 633 {
648 remove_ob (op); 634 op->destroy ();
649 free_object (op);
650 continue; 635 continue;
651 } 636 }
652 } 637 }
653 638
654 /* This really needs to be better - we should really give 639 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 650 if (tmp->type == op->type && tmp->name == op->name)
666 break; 651 break;
667 652
668 if (tmp) 653 if (tmp)
669 { 654 {
670 remove_ob (op); 655 op->destroy ();
671 free_object (op);
672 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);
673 continue; 657 continue;
674 } 658 }
659
675 if (op->nrof > 1) 660 if (op->nrof > 1)
676 op->nrof = 1; 661 op->nrof = 1;
677 } 662 }
678 663
679 if (op->type == SPELLBOOK && op->inv) 664 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 676 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 677 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 678 }
694 if (op->type == SPELL) 679 if (op->type == SPELL)
695 { 680 {
696 remove_ob (op); 681 op->destroy ();
697 free_object (op);
698 continue; 682 continue;
699 } 683 }
700 else if (op->type == SKILL) 684 else if (op->type == SKILL)
701 { 685 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 686 SET_FLAG (op, FLAG_CAN_USE_SKILL);
715void 699void
716get_name (object *op) 700get_name (object *op)
717{ 701{
718 op->contr->write_buf[0] = '\0'; 702 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME; 703 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:"); 704 send_query (op->contr->socket, 0, "What is your name?\n:");
721} 705}
722 706
723void 707void
724get_password (object *op) 708get_password (object *op)
725{ 709{
726 op->contr->write_buf[0] = '\0'; 710 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD; 711 op->contr->state = ST_GET_PASSWORD;
728 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:");
729} 713}
730 714
731void 715void
732play_again (object *op) 716play_again (object *op)
733{ 717{
734 op->contr->state = ST_PLAY_AGAIN; 718 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL; 719 op->chosen_skill = NULL;
736 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)?");
737 /* 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
738 * player creation process that a user can quit (eg, roll 722 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick 723 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without 724 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense 725 * removing the player - it probably makes more sense
742 * 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
743 * cases. 727 * cases.
744 */ 728 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED)) 729 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 remove_ob (op); 730 op->remove ();
731
747 /* 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,
748 * 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
749 * the map is null or not swapped out. 734 * the map is null or not swapped out.
750 */ 735 */
751 op->map = NULL; 736 op->map = NULL;
765 player *pl = op->contr; 750 player *pl = op->contr;
766 shstr name = op->name; 751 shstr name = op->name;
767 752
768 op->contr = 0; 753 op->contr = 0;
769 op->type = 0; 754 op->type = 0;
770 op->free (1); 755 op->destroy (1);
771 pl = get_player (pl); 756 pl = get_player (pl);
772 op = pl->ob; 757 op = pl->ob;
773 add_friendly_object (op); 758 add_friendly_object (op);
774 op->contr->password[0] = '~'; 759 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0; 760 op->name = op->name_pl = 0;
790confirm_password (object *op) 775confirm_password (object *op)
791{ 776{
792 777
793 op->contr->write_buf[0] = '\0'; 778 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD; 779 op->contr->state = ST_CONFIRM_PASSWORD;
795 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:");
796} 781}
797 782
798void 783void
799get_party_password (object *op, partylist *party) 784get_party_password (object *op, partylist *party)
800{ 785{
804 return; 789 return;
805 } 790 }
806 op->contr->write_buf[0] = '\0'; 791 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 792 op->contr->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 793 op->contr->party_to_join = party;
809 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:");
810} 795}
811 796
812 797
813/* 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. */
814int 799int
911 896
912void 897void
913Roll_Again (object *op) 898Roll_Again (object *op)
914{ 899{
915 esrv_new_player (op->contr, 0); 900 esrv_new_player (op->contr, 0);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 901 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 902 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918} 903}
919 904
920void 905void
921Swap_Stat (object *op, int Swap_Second) 906Swap_Stat (object *op, int Swap_Second)
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 973 new_draw_info (NDI_UNIQUE, 0, op, buf);
989 } 974 }
990 else 975 else
991 Swap_Stat (op, stat_trans[keynum]); 976 Swap_Stat (op, stat_trans[keynum]);
992 977
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); 978 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1; 979 return 1;
995 } 980 }
996 switch (key) 981 switch (key)
997 { 982 {
998 case 'n': 983 case 'n':
1012 enter_exit (op, NULL); 997 enter_exit (op, NULL);
1013#endif 998#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */ 999 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */ 1000 /* Enter exit adds a player otherwise */
1016 add_statbonus (op); 1001 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); 1003 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS; 1004 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg) 1005 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg); 1006 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0; 1007 return 0;
1023 } 1008 }
1024 case 'y': 1009 case 'y':
1025 case 'Y': 1010 case 'Y':
1026 roll_stats (op); 1011 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); 1012 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1; 1013 return 1;
1029 1014
1030 case 'q': 1015 case 'q':
1031 case 'Q': 1016 case 'Q':
1032 play_again (op); 1017 play_again (op);
1033 return 1; 1018 return 1;
1034 1019
1035 default: 1020 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?"); 1021 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0; 1022 return 0;
1038 } 1023 }
1039 return 0; 1024 return 0;
1040} 1025}
1041 1026
1051{ 1036{
1052 int tmp_loop; 1037 int tmp_loop;
1053 1038
1054 if (key == 'q' || key == 'Q') 1039 if (key == 'q' || key == 'Q')
1055 { 1040 {
1056 remove_ob (op); 1041 op->remove ();
1057 play_again (op); 1042 play_again (op);
1058 return 0; 1043 return 0;
1059 } 1044 }
1060 if (key == 'd' || key == 'D') 1045 if (key == 'd' || key == 'D')
1061 { 1046 {
1062 char buf[MAX_BUF]; 1047 char buf[MAX_BUF];
1063 1048
1064 /* this must before then initial items are given */ 1049 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 1050 esrv_new_player (op->contr, op->weight + op->carrying);
1051
1066 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);
1067 1055
1068 INVOKE_PLAYER (BIRTH, op->contr); 1056 INVOKE_PLAYER (BIRTH, op->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 1057 INVOKE_PLAYER (LOGIN, op->contr);
1070 1058
1071 op->contr->state = ST_PLAYING; 1059 op->contr->state = ST_PLAYING;
1096 { 1084 {
1097 object *tmp; 1085 object *tmp;
1098 char mapname[MAX_BUF]; 1086 char mapname[MAX_BUF];
1099 1087
1100 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);
1101 tmp = get_object (); 1089 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 1090 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 1091 EXIT_X (tmp) = op->x;
1104 EXIT_Y (tmp) = op->y; 1092 EXIT_Y (tmp) = op->y;
1105 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;
1106 * if the map isn't there, then stay on the 1094 * if the map isn't there, then stay on the
1107 * default initial map */ 1095 * default initial map */
1108 free_object (tmp); 1096 tmp->destroy ();
1109 } 1097 }
1110 else 1098 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 1099 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 1100
1114 return 0; 1101 return 0;
1115 } 1102 }
1116 1103
1117 /* Following actually changes the race - this is the default command 1104 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 1105 * if we don't match with one of the options above.
1123 { 1110 {
1124 shstr name = op->name; 1111 shstr name = op->name;
1125 int x = op->x, y = op->y; 1112 int x = op->x, y = op->y;
1126 1113
1127 remove_statbonus (op); 1114 remove_statbonus (op);
1128 remove_ob (op); 1115 op->remove ();
1129 op->arch = get_player_archetype (op->arch); 1116 op->arch = get_player_archetype (op->arch);
1130 copy_object (&op->arch->clone, op); 1117 op->arch->clone.copy_to (op);
1131 op->instantiate (); 1118 op->instantiate ();
1132 op->stats = op->contr->orig_stats; 1119 op->stats = op->contr->orig_stats;
1133 op->name = op->name_pl = name; 1120 op->name = op->name_pl = name;
1134 op->x = x; 1121 op->x = x;
1135 op->y = y; 1122 op->y = y;
1148 op->stats.grace = 0; 1135 op->stats.grace = 0;
1149 1136
1150 if (op->msg) 1137 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg); 1138 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152 1139
1153 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");
1154 return 0; 1141 return 0;
1155} 1142}
1156 1143
1157int 1144int
1158key_confirm_quit (object *op, char key) 1145key_confirm_quit (object *op, char key)
1180 if (settings.set_title == TRUE) 1167 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0'; 1168 op->contr->own_title[0] = '\0';
1182 1169
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 1170 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 { 1171 {
1185 mapstruct *mp, *next; 1172 maptile *mp, *next;
1186 1173
1187 /* 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
1188 * 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,
1189 * 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
1190 */ 1177 */
1238 { 1225 {
1239 op->enemy = NULL; 1226 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1227 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1228 return;
1242 } 1229 }
1230
1243 get_rangevector (op, op->enemy, &rv, 0); 1231 get_rangevector (op, op->enemy, &rv, 0);
1244 1232
1245 dir = absdir (4 + rv.direction); 1233 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1234 for (diff = 0; diff < 3; diff++)
1247 { 1235 {
1248 int m = 1 - (RANDOM () & 2); 1236 int m = 1 - (RANDOM () & 2);
1249 1237
1250 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)))
1251 {
1252 return; 1239 return;
1253 }
1254 } 1240 }
1241
1255 /* Cornered, get rid of scared */ 1242 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1243 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1244 op->enemy = NULL;
1258} 1245}
1259 1246
1423 /* question: don't pick up known-poisonous stuff? */ 1410 /* question: don't pick up known-poisonous stuff? */
1424 if (op->contr->mode & PU_FOOD) 1411 if (op->contr->mode & PU_FOOD)
1425 if (tmp->type == FOOD) 1412 if (tmp->type == FOOD)
1426 { 1413 {
1427 pick_up (op, tmp); 1414 pick_up (op, tmp);
1428 if (0)
1429 fprintf (stderr, "FOOD\n");
1430 continue; 1415 continue;
1431 } 1416 }
1417
1432 if (op->contr->mode & PU_DRINK) 1418 if (op->contr->mode & PU_DRINK)
1433 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)))
1434 { 1420 {
1435 pick_up (op, tmp); 1421 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "DRINK\n");
1438 continue; 1422 continue;
1439 } 1423 }
1440 1424
1441 if (op->contr->mode & PU_POTION) 1425 if (op->contr->mode & PU_POTION)
1442 if (tmp->type == POTION) 1426 if (tmp->type == POTION)
1443 { 1427 {
1444 pick_up (op, tmp); 1428 pick_up (op, tmp);
1445 if (0)
1446 fprintf (stderr, "POTION\n");
1447 continue; 1429 continue;
1448 } 1430 }
1449 1431
1450 /* spellbooks, skillscrolls and normal books/scrolls */ 1432 /* spellbooks, skillscrolls and normal books/scrolls */
1451 if (op->contr->mode & PU_SPELLBOOK) 1433 if (op->contr->mode & PU_SPELLBOOK)
1452 if (tmp->type == SPELLBOOK) 1434 if (tmp->type == SPELLBOOK)
1453 { 1435 {
1454 pick_up (op, tmp); 1436 pick_up (op, tmp);
1455 if (0)
1456 fprintf (stderr, "SPELLBOOK\n");
1457 continue; 1437 continue;
1458 } 1438 }
1439
1459 if (op->contr->mode & PU_SKILLSCROLL) 1440 if (op->contr->mode & PU_SKILLSCROLL)
1460 if (tmp->type == SKILLSCROLL) 1441 if (tmp->type == SKILLSCROLL)
1461 { 1442 {
1462 pick_up (op, tmp); 1443 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SKILLSCROLL\n");
1465 continue; 1444 continue;
1466 } 1445 }
1446
1467 if (op->contr->mode & PU_READABLES) 1447 if (op->contr->mode & PU_READABLES)
1468 if (tmp->type == BOOK || tmp->type == SCROLL) 1448 if (tmp->type == BOOK || tmp->type == SCROLL)
1469 { 1449 {
1470 pick_up (op, tmp); 1450 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "READABLES\n");
1473 continue; 1451 continue;
1474 } 1452 }
1475 1453
1476 /* wands/staves/rods/horns */ 1454 /* wands/staves/rods/horns */
1477 if (op->contr->mode & PU_MAGIC_DEVICE) 1455 if (op->contr->mode & PU_MAGIC_DEVICE)
1478 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1456 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1479 { 1457 {
1480 pick_up (op, tmp); 1458 pick_up (op, tmp);
1481 if (0)
1482 fprintf (stderr, "MAGIC_DEVICE\n");
1483 continue; 1459 continue;
1484 } 1460 }
1485 1461
1486 /* pick up all magical items */ 1462 /* pick up all magical items */
1487 if (op->contr->mode & PU_MAGICAL) 1463 if (op->contr->mode & PU_MAGICAL)
1488 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))
1489 { 1465 {
1490 pick_up (op, tmp); 1466 pick_up (op, tmp);
1491 if (0)
1492 fprintf (stderr, "MAGICAL\n");
1493 continue; 1467 continue;
1494 } 1468 }
1495 1469
1496 if (op->contr->mode & PU_VALUABLES) 1470 if (op->contr->mode & PU_VALUABLES)
1497 { 1471 {
1498 if (tmp->type == MONEY || tmp->type == GEM) 1472 if (tmp->type == MONEY || tmp->type == GEM)
1499 { 1473 {
1500 pick_up (op, tmp); 1474 pick_up (op, tmp);
1501 if (0)
1502 fprintf (stderr, "MONEY/GEM\n");
1503 continue; 1475 continue;
1504 } 1476 }
1505 } 1477 }
1506 1478
1507 /* rings & amulets - talismans seems to be typed AMULET */ 1479 /* rings & amulets - talismans seems to be typed AMULET */
1508 if (op->contr->mode & PU_JEWELS) 1480 if (op->contr->mode & PU_JEWELS)
1509 if (tmp->type == RING || tmp->type == AMULET) 1481 if (tmp->type == RING || tmp->type == AMULET)
1510 { 1482 {
1511 pick_up (op, tmp); 1483 pick_up (op, tmp);
1484 continue;
1512 if (0) 1485 }
1513 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);
1514 continue; 1492 continue;
1515 } 1493 }
1516 1494
1517 /* bows and arrows. Bows are good for selling! */ 1495 /* bows and arrows. Bows are good for selling! */
1518 if (op->contr->mode & PU_BOW) 1496 if (op->contr->mode & PU_BOW)
1519 if (tmp->type == BOW) 1497 if (tmp->type == BOW)
1520 { 1498 {
1521 pick_up (op, tmp); 1499 pick_up (op, tmp);
1522 if (0)
1523 fprintf (stderr, "BOW\n");
1524 continue; 1500 continue;
1525 } 1501 }
1502
1526 if (op->contr->mode & PU_ARROW) 1503 if (op->contr->mode & PU_ARROW)
1527 if (tmp->type == ARROW) 1504 if (tmp->type == ARROW)
1528 { 1505 {
1529 pick_up (op, tmp); 1506 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "ARROW\n");
1532 continue; 1507 continue;
1533 } 1508 }
1534 1509
1535 /* all kinds of armor etc. */ 1510 /* all kinds of armor etc. */
1536 if (op->contr->mode & PU_ARMOUR) 1511 if (op->contr->mode & PU_ARMOUR)
1537 if (tmp->type == ARMOUR) 1512 if (tmp->type == ARMOUR)
1538 { 1513 {
1539 pick_up (op, tmp); 1514 pick_up (op, tmp);
1540 if (0)
1541 fprintf (stderr, "ARMOUR\n");
1542 continue; 1515 continue;
1543 } 1516 }
1517
1544 if (op->contr->mode & PU_HELMET) 1518 if (op->contr->mode & PU_HELMET)
1545 if (tmp->type == HELMET) 1519 if (tmp->type == HELMET)
1546 { 1520 {
1547 pick_up (op, tmp); 1521 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "HELMET\n");
1550 continue; 1522 continue;
1551 } 1523 }
1524
1552 if (op->contr->mode & PU_SHIELD) 1525 if (op->contr->mode & PU_SHIELD)
1553 if (tmp->type == SHIELD) 1526 if (tmp->type == SHIELD)
1554 { 1527 {
1555 pick_up (op, tmp); 1528 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "SHIELD\n");
1558 continue; 1529 continue;
1559 } 1530 }
1531
1560 if (op->contr->mode & PU_BOOTS) 1532 if (op->contr->mode & PU_BOOTS)
1561 if (tmp->type == BOOTS) 1533 if (tmp->type == BOOTS)
1562 { 1534 {
1563 pick_up (op, tmp); 1535 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "BOOTS\n");
1566 continue; 1536 continue;
1567 } 1537 }
1538
1568 if (op->contr->mode & PU_GLOVES) 1539 if (op->contr->mode & PU_GLOVES)
1569 if (tmp->type == GLOVES) 1540 if (tmp->type == GLOVES)
1570 { 1541 {
1571 pick_up (op, tmp); 1542 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "GLOVES\n");
1574 continue; 1543 continue;
1575 } 1544 }
1545
1576 if (op->contr->mode & PU_CLOAK) 1546 if (op->contr->mode & PU_CLOAK)
1577 if (tmp->type == CLOAK) 1547 if (tmp->type == CLOAK)
1578 { 1548 {
1579 pick_up (op, tmp); 1549 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1550 continue;
1583 } 1551 }
1584 1552
1585 /* hoping to catch throwing daggers here */ 1553 /* hoping to catch throwing daggers here */
1586 if (op->contr->mode & PU_MISSILEWEAPON) 1554 if (op->contr->mode & PU_MISSILEWEAPON)
1587 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1555 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1588 { 1556 {
1589 pick_up (op, tmp); 1557 pick_up (op, tmp);
1590 if (0)
1591 fprintf (stderr, "MISSILEWEAPON\n");
1592 continue; 1558 continue;
1593 } 1559 }
1594 1560
1595 /* careful: chairs and tables are weapons! */ 1561 /* careful: chairs and tables are weapons! */
1596 if (op->contr->mode & PU_ALLWEAPON) 1562 if (op->contr->mode & PU_ALLWEAPON)
1599 { 1565 {
1600 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 &&
1601 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1567 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1602 { 1568 {
1603 pick_up (op, tmp); 1569 pick_up (op, tmp);
1604 if (0)
1605 fprintf (stderr, "WEAPON\n");
1606 continue; 1570 continue;
1607 } 1571 }
1608 } 1572 }
1573
1609 if (tmp->type == WEAPON && tmp->name == NULL) 1574 if (tmp->type == WEAPON && tmp->name == NULL)
1610 { 1575 {
1611 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)
1612 { 1577 {
1613 pick_up (op, tmp); 1578 pick_up (op, tmp);
1614 if (0)
1615 fprintf (stderr, "WEAPON\n");
1616 continue; 1579 continue;
1617 } 1580 }
1618 } 1581 }
1619 } 1582 }
1620 1583
1621 /* misc stuff that's useful */ 1584 /* misc stuff that's useful */
1622 if (op->contr->mode & PU_KEY) 1585 if (op->contr->mode & PU_KEY)
1623 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1586 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1624 { 1587 {
1625 pick_up (op, tmp); 1588 pick_up (op, tmp);
1626 if (0)
1627 fprintf (stderr, "KEY\n");
1628 continue; 1589 continue;
1629 } 1590 }
1630 1591
1631 /* 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
1632 * pickups */ 1593 * pickups */
1654 continue; 1615 continue;
1655 } 1616 }
1656 } 1617 }
1657 } /* the new pickup model */ 1618 } /* the new pickup model */
1658 } 1619 }
1620
1659 return !stop; 1621 return !stop;
1660} 1622}
1661 1623
1662/* 1624/*
1663 * Find an arrow in the inventory and after that 1625 * Find an arrow in the inventory and after that
1762 1724
1763object * 1725object *
1764pick_arrow_target (object *op, const char *type, int dir) 1726pick_arrow_target (object *op, const char *type, int dir)
1765{ 1727{
1766 object *tmp = NULL; 1728 object *tmp = NULL;
1767 mapstruct *m; 1729 maptile *m;
1768 int i, mflags, found, number; 1730 int i, mflags, found, number;
1769 sint16 x, y; 1731 sint16 x, y;
1770 1732
1771 if (op->map == NULL) 1733 if (op->map == NULL)
1772 return find_arrow (op, type); 1734 return find_arrow (op, type);
1833int 1795int
1834fire_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)
1835{ 1797{
1836 object *left, *bow; 1798 object *left, *bow;
1837 int bowspeed, mflags; 1799 int bowspeed, mflags;
1838 mapstruct *m; 1800 maptile *m;
1839 1801
1840 if (!dir) 1802 if (!dir)
1841 { 1803 {
1842 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!");
1843 return 0; 1805 return 0;
1844 } 1806 }
1807
1845 if (op->type == PLAYER) 1808 if (op->type == PLAYER)
1846 bow = op->contr->ranges[range_bow]; 1809 bow = op->contr->ranges[range_bow];
1847 else 1810 else
1848 { 1811 {
1849 for (bow = op->inv; bow; bow = bow->below) 1812 for (bow = op->inv; bow; bow = bow->below)
1857 { 1820 {
1858 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1821 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1859 return 0; 1822 return 0;
1860 } 1823 }
1861 } 1824 }
1825
1862 if (!bow->race || !bow->skill) 1826 if (!bow->race || !bow->skill)
1863 { 1827 {
1864 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);
1865 return 0; 1829 return 0;
1866 } 1830 }
1868 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1832 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1869 1833
1870 /* penalize ROF for bestarrow */ 1834 /* penalize ROF for bestarrow */
1871 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1835 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1872 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1836 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1837
1873 if (bowspeed < 1) 1838 if (bowspeed < 1)
1874 bowspeed = 1; 1839 bowspeed = 1;
1875 1840
1876 if (arrow == NULL) 1841 if (arrow == NULL)
1877 { 1842 {
1883 else 1848 else
1884 CLEAR_FLAG (op, FLAG_READY_BOW); 1849 CLEAR_FLAG (op, FLAG_READY_BOW);
1885 return 0; 1850 return 0;
1886 } 1851 }
1887 } 1852 }
1853
1888 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1854 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1889 if (mflags & P_OUT_OF_MAP) 1855 if (mflags & P_OUT_OF_MAP)
1890 {
1891 return 0; 1856 return 0;
1892 } 1857
1893 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1858 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1894 { 1859 {
1895 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.");
1896 return 0; 1861 return 0;
1897 } 1862 }
1898 1863
1899 /* this should not happen, but sometimes does */ 1864 /* this should not happen, but sometimes does */
1900 if (arrow->nrof == 0) 1865 if (arrow->nrof == 0)
1901 { 1866 {
1902 remove_ob (arrow); 1867 arrow->destroy ();
1903 free_object (arrow);
1904 return 0; 1868 return 0;
1905 } 1869 }
1906 1870
1907 left = arrow; /* these are arrows left to the player */ 1871 left = arrow; /* these are arrows left to the player */
1908 arrow = get_split_ob (arrow, 1); 1872 arrow = get_split_ob (arrow, 1);
1909 if (arrow == NULL) 1873 if (!arrow)
1910 { 1874 {
1911 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);
1912 return 0; 1876 return 0;
1913 } 1877 }
1914 set_owner (arrow, op); 1878
1879 arrow->set_owner (op);
1915 arrow->skill = bow->skill; 1880 arrow->skill = bow->skill;
1916 1881
1917 arrow->direction = dir; 1882 arrow->direction = dir;
1918 arrow->x = sx; 1883 arrow->x = sx;
1919 arrow->y = sy; 1884 arrow->y = sy;
1927 SET_ANIMATION (arrow, arrow->direction); 1892 SET_ANIMATION (arrow, arrow->direction);
1928 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1929 arrow->stats.hp = arrow->stats.dam; 1894 arrow->stats.hp = arrow->stats.dam;
1930 arrow->stats.grace = arrow->attacktype; 1895 arrow->stats.grace = arrow->attacktype;
1931 if (arrow->slaying != NULL) 1896 if (arrow->slaying != NULL)
1932 arrow->spellarg = strdup_local (arrow->slaying); 1897 arrow->spellarg = strdup (arrow->slaying);
1933 1898
1934 /* Note that this was different for monsters - they got their level 1899 /* Note that this was different for monsters - they got their level
1935 * 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.
1936 */ 1901 */
1937 1902
1961 } 1926 }
1962 1927
1963 if (arrow->attacktype == AT_PHYSICAL) 1928 if (arrow->attacktype == AT_PHYSICAL)
1964 arrow->attacktype |= bow->attacktype; 1929 arrow->attacktype |= bow->attacktype;
1965 1930
1966 if (bow->slaying != NULL) 1931 if (bow->slaying)
1967 arrow->slaying = bow->slaying; 1932 arrow->slaying = bow->slaying;
1968 1933
1969 arrow->map = m; 1934 arrow->map = m;
1970 arrow->move_type = MOVE_FLY_LOW; 1935 arrow->move_type = MOVE_FLY_LOW;
1971 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
2087 CLEAR_FLAG (item, FLAG_ANIMATE); 2052 CLEAR_FLAG (item, FLAG_ANIMATE);
2088 item->face = item->arch->clone.face; 2053 item->face = item->arch->clone.face;
2089 item->speed = 0; 2054 item->speed = 0;
2090 update_ob_speed (item); 2055 update_ob_speed (item);
2091 } 2056 }
2092 if ((tmp = is_player_inv (item))) 2057 if ((tmp = item->in_player ()))
2093 esrv_update_item (UPD_ANIM, tmp, item); 2058 esrv_update_item (UPD_ANIM, tmp, item);
2094 } 2059 }
2095 } 2060 }
2096 else if (item->type == ROD || item->type == HORN) 2061 else if (item->type == ROD || item->type == HORN)
2097 { 2062 {
2127 case range_misc: 2092 case range_misc:
2128 fire_misc_object (op, dir); 2093 fire_misc_object (op, dir);
2129 return; 2094 return;
2130 2095
2131 case range_golem: /* Control summoned monsters from scrolls */ 2096 case range_golem: /* Control summoned monsters from scrolls */
2132 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))
2133 { 2098 {
2134 op->contr->ranges[range_golem] = NULL; 2099 op->contr->ranges[range_golem] = 0;
2135 op->contr->shoottype = range_none; 2100 op->contr->shoottype = range_none;
2136 op->contr->golem_count = 0;
2137 } 2101 }
2138 else 2102 else
2139 control_golem (op->contr->ranges[range_golem], dir); 2103 control_golem (op->contr->ranges[range_golem], dir);
2140 return; 2104 return;
2141 2105
2248 * 0 otherwise 2212 * 0 otherwise
2249 */ 2213 */
2250static int 2214static int
2251player_attack_door (object *op, object *door) 2215player_attack_door (object *op, object *door)
2252{ 2216{
2253
2254 /* 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,
2255 * 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 -
2256 * otherwise, we fall through to the rest of the code. 2219 * otherwise, we fall through to the rest of the code.
2257 */ 2220 */
2258 object *key = find_key (op, op, door); 2221 object *key = find_key (op, op, door);
2296 * It should keep the code cleaner. 2259 * It should keep the code cleaner.
2297 * When this is called, the players direction has been updated 2260 * When this is called, the players direction has been updated
2298 * (taking into account confusion.) The player is also actually 2261 * (taking into account confusion.) The player is also actually
2299 * going to try and move (not fire weapons). 2262 * going to try and move (not fire weapons).
2300 */ 2263 */
2301
2302void 2264void
2303move_player_attack (object *op, int dir) 2265move_player_attack (object *op, int dir)
2304{ 2266{
2305 object *tmp, *mon; 2267 object *tmp, *mon;
2306 sint16 nx, ny; 2268 sint16 nx, ny;
2307 int on_battleground; 2269 int on_battleground;
2308 mapstruct *m; 2270 maptile *m;
2309 2271
2310 nx = freearr_x[dir] + op->x; 2272 nx = freearr_x[dir] + op->x;
2311 ny = freearr_y[dir] + op->y; 2273 ny = freearr_y[dir] + op->y;
2312 2274
2313 on_battleground = op_on_battleground (op, NULL, NULL); 2275 on_battleground = op_on_battleground (op, 0, 0);
2314 2276
2315 /* 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
2316 * 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
2317 * 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
2318 * player. This is a pretty nasty hack, because if we could 2280 * player. This is a pretty nasty hack, because if we could
2330 return; /* Don't think this should happen */ 2292 return; /* Don't think this should happen */
2331 } 2293 }
2332 else 2294 else
2333 m = op->map; 2295 m = op->map;
2334 2296
2335 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2297 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2336 { 2298 {
2337 /* 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"); */
2338 return; 2300 return;
2339 } 2301 }
2340 2302
2341 mon = NULL; 2303 mon = 0;
2342 /* 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
2343 * 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.
2344 * 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
2345 * on the space 2307 * on the space
2346 */ 2308 */
2347 while (tmp != NULL) 2309 while (tmp)
2348 { 2310 {
2349 if (tmp == op) 2311 if (tmp == op)
2350 { 2312 {
2351 tmp = tmp->above; 2313 tmp = tmp->above;
2352 continue; 2314 continue;
2353 } 2315 }
2316
2354 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2355 { 2318 {
2356 mon = tmp; 2319 mon = tmp;
2357 break; 2320 break;
2358 } 2321 }
2322
2359 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2323 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2360 mon = tmp; 2324 mon = tmp;
2325
2361 tmp = tmp->above; 2326 tmp = tmp->above;
2362 } 2327 }
2363 2328
2364 if (mon == NULL) /* This happens anytime the player tries to move */ 2329 if (!mon) /* This happens anytime the player tries to move */
2365 return; /* into a wall */ 2330 return; /* into a wall */
2366 2331
2367 if (mon->head != NULL) 2332 if (mon->head)
2368 mon = mon->head; 2333 mon = mon->head;
2369 2334
2370 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))
2371 if (player_attack_door (op, mon)) 2336 if (player_attack_door (op, mon))
2372 return; 2337 return;
2384 * player owns it and it is either friendly or unagressive. 2349 * player owns it and it is either friendly or unagressive.
2385 */ 2350 */
2386 if ((op->type == PLAYER) 2351 if ((op->type == PLAYER)
2387#if COZY_SERVER 2352#if COZY_SERVER
2388 && 2353 &&
2389 ((get_owner (mon) && get_owner (mon)->contr 2354 ((mon->owner && mon->owner->contr
2390 && 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)
2391#else 2356#else
2392 && get_owner (mon) == op 2357 && mon->owner == op
2393#endif 2358#endif
2394 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2395 { 2360 {
2396 /* 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 */
2397 if (op->contr->braced) 2362 if (op->contr->braced)
2409 * attack them either. 2374 * attack them either.
2410 */ 2375 */
2411 if ((mon->type == PLAYER || mon->enemy != op) && 2376 if ((mon->type == PLAYER || mon->enemy != op) &&
2412 (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)) && (
2413#ifdef PROHIBIT_PLAYERKILL 2378#ifdef PROHIBIT_PLAYERKILL
2414 (op->contr->peaceful 2379 (op->contr->peaceful
2415 || (mon->type == PLAYER 2380 || (mon->type == PLAYER
2416 && mon->contr-> 2381 && mon->contr->
2417 peaceful)) && 2382 peaceful)) &&
2418#else 2383#else
2419 op->contr->peaceful && 2384 op->contr->peaceful &&
2420#endif 2385#endif
2421 !on_battleground)) 2386 !on_battleground))
2422 { 2387 {
2423 if (!op->contr->braced) 2388 if (!op->contr->braced)
2424 { 2389 {
2425 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);
2426 (void) push_ob (mon, dir, op); 2391 (void) push_ob (mon, dir, op);
2427 } 2392 }
2428 else 2393 else
2429 {
2430 new_draw_info (0, 0, op, "You withhold your attack"); 2394 new_draw_info (0, 0, op, "You withhold your attack");
2431 } 2395
2432 if (op->contr->tmp_invis || op->hide) 2396 if (op->contr->tmp_invis || op->hide)
2433 make_visible (op); 2397 make_visible (op);
2434 } 2398 }
2435 2399
2436 /* If the object is a boulder or other rollable object, then 2400 /* If the object is a boulder or other rollable object, then
2464 op->speed_left += op->speed / op->contr->weapon_sp; 2428 op->speed_left += op->speed / op->contr->weapon_sp;
2465 2429
2466 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 */
2467 } 2431 }
2468 2432
2469 skill_attack (mon, op, 0, NULL, NULL); 2433 skill_attack (mon, op, 0, 0, 0);
2470 2434
2471 /* If attacking another player, that player gets automatic 2435 /* If attacking another player, that player gets automatic
2472 * hitback, and doesn't loose luck either. 2436 * hitback, and doesn't loose luck either.
2473 * Disable hitback on the battleground or if the target is 2437 * Disable hitback on the battleground or if the target is
2474 * the wiz. 2438 * the wiz.
2476 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))
2477 { 2441 {
2478 short luck = mon->stats.luck; 2442 short luck = mon->stats.luck;
2479 2443
2480 mon->contr->has_hit = 1; 2444 mon->contr->has_hit = 1;
2481 skill_attack (op, mon, 0, NULL, NULL); 2445 skill_attack (op, mon, 0, 0, 0);
2482 mon->stats.luck = luck; 2446 mon->stats.luck = luck;
2483 } 2447 }
2448
2484 if (action_makes_visible (op)) 2449 if (action_makes_visible (op))
2485 make_visible (op); 2450 make_visible (op);
2486 } 2451 }
2487 } /* if player should attack something */ 2452 } /* if player should attack something */
2488} 2453}
2523 2488
2524 /* 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
2525 * server can handle repeat firing. 2490 * server can handle repeat firing.
2526 */ 2491 */
2527 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2528 {
2529 op->direction = dir; 2493 op->direction = dir;
2530 }
2531 else 2494 else
2532 {
2533 op->direction = 0; 2495 op->direction = 0;
2534 } 2496
2535 /* Update how the player looks. Use the facing, so direction may 2497 /* Update how the player looks. Use the facing, so direction may
2536 * get reset to zero. This allows for full animation capabilities 2498 * get reset to zero. This allows for full animation capabilities
2537 * for players. 2499 * for players.
2538 */ 2500 */
2539 animate_object (op, op->facing); 2501 animate_object (op, op->facing);
2584 /* 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
2585 * 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
2586 * 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
2587 * 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.
2588 */ 2550 */
2589 if (op->contr->ranges[range_golem] &&
2590 ((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))
2591 {
2592 op->contr->ranges[range_golem] = NULL; 2552 op->contr->ranges[range_golem] = 0;
2593 op->contr->golem_count = 0;
2594 }
2595 2553
2596 /* 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
2597 * the players time has been increased when doericserver has been 2555 * the players time has been increased when doericserver has been
2598 * called, so we recheck it here. 2556 * called, so we recheck it here.
2599 */ 2557 */
2600 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
2601 if (op->speed_left < 0) 2562 if (op->speed_left < 0)
2602 return 0; 2563 return 0;
2603 2564
2604 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2565 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2605 { 2566 {
2614 if (op->speed_left > 0) 2575 if (op->speed_left > 0)
2615 return 1; 2576 return 1;
2616 else 2577 else
2617 return 0; 2578 return 0;
2618 } 2579 }
2580
2619 return 0; 2581 return 0;
2620} 2582}
2621 2583
2622int 2584int
2623save_life (object *op) 2585save_life (object *op)
2624{ 2586{
2625 object *tmp;
2626
2627 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2587 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2628 return 0; 2588 return 0;
2629 2589
2630 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2590 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2631 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2591 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2632 { 2592 {
2633 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);
2634 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
2635 if (op->contr) 2596 if (op->contr)
2636 esrv_del_item (op->contr, tmp->count); 2597 esrv_del_item (op->contr, tmp->count);
2637 remove_ob (tmp); 2598
2638 free_object (tmp); 2599 tmp->destroy ();
2639 CLEAR_FLAG (op, FLAG_LIFESAVE); 2600 CLEAR_FLAG (op, FLAG_LIFESAVE);
2601
2640 if (op->stats.hp < 0) 2602 if (op->stats.hp < 0)
2641 op->stats.hp = op->stats.maxhp; 2603 op->stats.hp = op->stats.maxhp;
2604
2642 if (op->stats.food < 0) 2605 if (op->stats.food < 0)
2643 op->stats.food = 999; 2606 op->stats.food = 999;
2607
2644 fix_player (op); 2608 fix_player (op);
2645 return 1; 2609 return 1;
2646 } 2610 }
2611
2647 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2613 CLEAR_FLAG (op, FLAG_LIFESAVE);
2649 enter_player_savebed (op); /* bring him home. */ 2614 enter_player_savebed (op); /* bring him home. */
2650 return 0; 2615 return 0;
2651} 2616}
2665 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
2666 * we remove object 'op' 2631 * we remove object 'op'
2667 */ 2632 */
2668 if (QUERY_FLAG (op, FLAG_UNPAID)) 2633 if (QUERY_FLAG (op, FLAG_UNPAID))
2669 { 2634 {
2670 remove_ob (op); 2635 op->remove ();
2671 op->x = env->x; 2636 op->x = env->x;
2672 op->y = env->y; 2637 op->y = env->y;
2673 if (env->type == PLAYER) 2638 if (env->type == PLAYER)
2674 esrv_del_item (env->contr, op->count); 2639 esrv_del_item (env->contr, op->count);
2675 insert_ob_in_map (op, env->map, NULL, 0); 2640 insert_ob_in_map (op, env->map, NULL, 0);
2676 } 2641 }
2677 else if (op->inv) 2642 else if (op->inv)
2678 remove_unpaid_objects (op->inv, env); 2643 remove_unpaid_objects (op->inv, env);
2644
2679 op = next; 2645 op = next;
2680 } 2646 }
2681} 2647}
2682 2648
2683 2649
2698 strcpy (buf2, " R.I.P.\n\n"); 2664 strcpy (buf2, " R.I.P.\n\n");
2699 if (op->type == PLAYER) 2665 if (op->type == PLAYER)
2700 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2666 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2701 else 2667 else
2702 sprintf (buf, "%s\n", &op->name); 2668 sprintf (buf, "%s\n", &op->name);
2669
2703 strncat (buf2, " ", 20 - strlen (buf) / 2); 2670 strncat (buf2, " ", 20 - strlen (buf) / 2);
2704 strcat (buf2, buf); 2671 strcat (buf2, buf);
2705 if (op->type == PLAYER) 2672 if (op->type == PLAYER)
2706 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);
2707 else 2674 else
2708 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
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2677 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2678 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2679 if (op->type == PLAYER)
2712 { 2680 {
2713 sprintf (buf, "by %s.\n\n", op->contr->killer); 2681 sprintf (buf, "by %s.\n\n", op->contr->killer);
2714 strncat (buf2, " ", 21 - strlen (buf) / 2); 2682 strncat (buf2, " ", 21 - strlen (buf) / 2);
2715 strcat (buf2, buf); 2683 strcat (buf2, buf);
2716 } 2684 }
2685
2717 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2686 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2687 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2688 strcat (buf2, buf);
2689
2720 return buf2; 2690 return buf2;
2721} 2691}
2722 2692
2723 2693
2724 2694
2943{ 2913{
2944 char buf[MAX_BUF]; 2914 char buf[MAX_BUF];
2945 int x, y; 2915 int x, y;
2946 2916
2947 //int i; 2917 //int i;
2948 mapstruct *map; /* this is for resurrection */ 2918 maptile *map; /* this is for resurrection */
2949 2919
2950 /* int z; 2920 /* int z;
2951 int num_stats_lose; 2921 int num_stats_lose;
2952 int lost_a_stat; 2922 int lost_a_stat;
2953 int lose_this_stat; 2923 int lose_this_stat;
2972 /* restore player */ 2942 /* restore player */
2973 at = archetype::find ("poisoning"); 2943 at = archetype::find ("poisoning");
2974 tmp = present_arch_in_ob (at, op); 2944 tmp = present_arch_in_ob (at, op);
2975 if (tmp) 2945 if (tmp)
2976 { 2946 {
2977 remove_ob (tmp); 2947 tmp->destroy ();
2978 free_object (tmp);
2979 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2980 } 2949 }
2981 2950
2982 at = archetype::find ("confusion"); 2951 at = archetype::find ("confusion");
2983 tmp = present_arch_in_ob (at, op); 2952 tmp = present_arch_in_ob (at, op);
2984 if (tmp) 2953 if (tmp)
2985 { 2954 {
2986 remove_ob (tmp); 2955 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2989 } 2957 }
2990 2958
2991 cure_disease (op, 0); /* remove any disease */ 2959 cure_disease (op, 0); /* remove any disease */
2992 op->stats.hp = op->stats.maxhp; 2960 op->stats.hp = op->stats.maxhp;
3169 /* determine_god() seems to not work sometimes... why is this? 3137 /* determine_god() seems to not work sometimes... why is this?
3170 Should I be using something else? GD */ 3138 Should I be using something else? GD */
3171 const char *god = determine_god (op); 3139 const char *god = determine_god (op);
3172 3140
3173 if (god && (strcmp (god, "none"))) 3141 if (god && (strcmp (god, "none")))
3174 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);
3175 else 3143 else
3176 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.");
3177 } 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.");
3178#endif 3148#endif
3179 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3180 3149
3181 /* Put a gravestone up where the character 'almost' died. List the 3150 /* Put a gravestone up where the character 'almost' died. List the
3182 * exp loss on the stone. 3151 * exp loss on the stone.
3183 */ 3152 */
3184 tmp = arch_to_object (archetype::find ("gravestone")); 3153 tmp = arch_to_object (archetype::find ("gravestone"));
3189 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);
3190 tmp->msg = buf; 3159 tmp->msg = buf;
3191 tmp->x = op->x, tmp->y = op->y; 3160 tmp->x = op->x, tmp->y = op->y;
3192 insert_ob_in_map (tmp, op->map, NULL, 0); 3161 insert_ob_in_map (tmp, op->map, NULL, 0);
3193 3162
3194 /**************************************/ 3163 /**************************************/
3195 /* */ 3164 /* */
3196 /* Subtract the experience points, */ 3165 /* Subtract the experience points, */
3197 /* if we died cause of food, give us */ 3166 /* if we died cause of food, give us */
3198 /* food, and reset HP's... */ 3167 /* food, and reset HP's... */
3199 /* */ 3168 /* */
3200
3201 /**************************************/ 3169 /**************************************/
3202 3170
3203 /* remove any poisoning and confusion the character may be suffering. */ 3171 /* remove any poisoning and confusion the character may be suffering. */
3204 /* restore player */ 3172 /* restore player */
3205 at = archetype::find ("poisoning"); 3173 at = archetype::find ("poisoning");
3206 tmp = present_arch_in_ob (at, op); 3174 tmp = present_arch_in_ob (at, op);
3175
3207 if (tmp) 3176 if (tmp)
3208 { 3177 {
3209 remove_ob (tmp); 3178 tmp->destroy ();
3210 free_object (tmp);
3211 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3212 } 3180 }
3213 3181
3214 at = archetype::find ("confusion"); 3182 at = archetype::find ("confusion");
3215 tmp = present_arch_in_ob (at, op); 3183 tmp = present_arch_in_ob (at, op);
3216 if (tmp) 3184 if (tmp)
3217 { 3185 {
3218 remove_ob (tmp); 3186 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3221 } 3188 }
3189
3222 cure_disease (op, 0); /* remove any disease */ 3190 cure_disease (op, 0); /* remove any disease */
3223 3191
3224 /*add_exp(op, (op->stats.exp * -0.20)); */ 3192 /*add_exp(op, (op->stats.exp * -0.20)); */
3225 apply_death_exp_penalty (op); 3193 apply_death_exp_penalty (op);
3226 if (op->stats.food < 100) 3194 if (op->stats.food < 100)
3236 */ 3204 */
3237 3205
3238 if (is_in_shop (op)) 3206 if (is_in_shop (op))
3239 remove_unpaid_objects (op->inv, op); 3207 remove_unpaid_objects (op->inv, op);
3240 3208
3241 /****************************************/ 3209 /****************************************/
3242 /* */ 3210 /* */
3243 /* Move player to his current respawn- */ 3211 /* Move player to his current respawn- */
3244 /* position (usually last savebed) */ 3212 /* position (usually last savebed) */
3245 /* */ 3213 /* */
3246
3247 /****************************************/ 3214 /****************************************/
3248 3215
3249 enter_player_savebed (op); 3216 enter_player_savebed (op);
3250 3217
3251 /* Save the player before inserting the force to reduce 3218 /* Save the player before inserting the force to reduce
3252 * chance of abuse. 3219 * chance of abuse.
3258 * at his savebed location, and that can have long lasting 3225 * at his savebed location, and that can have long lasting
3259 * spell effects. So first see if there is a spell effect 3226 * spell effects. So first see if there is a spell effect
3260 * on the space that might harm the player. 3227 * on the space that might harm the player.
3261 */ 3228 */
3262 will_kill_again = 0; 3229 will_kill_again = 0;
3263 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)
3264 {
3265 if (tmp->type == SPELL_EFFECT) 3231 if (tmp->type == SPELL_EFFECT)
3266 will_kill_again |= tmp->attacktype; 3232 will_kill_again |= tmp->attacktype;
3267 } 3233
3268 if (will_kill_again) 3234 if (will_kill_again)
3269 { 3235 {
3270 object *force; 3236 object *force;
3271 int at; 3237 int at;
3272 3238
3274 /* 50 ticks should be enough time for the spell to abate */ 3240 /* 50 ticks should be enough time for the spell to abate */
3275 force->speed = 0.1; 3241 force->speed = 0.1;
3276 force->speed_left = -5.0; 3242 force->speed_left = -5.0;
3277 SET_FLAG (force, FLAG_APPLIED); 3243 SET_FLAG (force, FLAG_APPLIED);
3278 for (at = 0; at < NROFATTACKS; at++) 3244 for (at = 0; at < NROFATTACKS; at++)
3279 {
3280 if (will_kill_again & (1 << at)) 3245 if (will_kill_again & (1 << at))
3281 force->resist[at] = 100; 3246 force->resist[at] = 100;
3282 } 3247
3283 insert_ob_in_ob (force, op); 3248 insert_ob_in_ob (force, op);
3284 fix_player (op); 3249 fix_player (op);
3285 3250
3286 } 3251 }
3287 3252
3297 op->contr->party = NULL; 3262 op->contr->party = NULL;
3298 if (settings.set_title == TRUE) 3263 if (settings.set_title == TRUE)
3299 op->contr->own_title[0] = '\0'; 3264 op->contr->own_title[0] = '\0';
3300 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf); 3265 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3301 check_score (op); 3266 check_score (op);
3267
3302 if (op->contr->ranges[range_golem] != NULL) 3268 if (op->contr->ranges[range_golem])
3303 { 3269 {
3304 remove_friendly_object (op->contr->ranges[range_golem]); 3270 remove_friendly_object (op->contr->ranges[range_golem]);
3305 remove_ob (op->contr->ranges[range_golem]); 3271 op->contr->ranges[range_golem]->destroy ();
3306 free_object (op->contr->ranges[range_golem]);
3307 op->contr->ranges[range_golem] = NULL; 3272 op->contr->ranges[range_golem] = 0;
3308 op->contr->golem_count = 0;
3309 } 3273 }
3274
3310 loot_object (op); /* Remove some of the items for good */ 3275 loot_object (op); /* Remove some of the items for good */
3311 remove_ob (op); 3276 op->remove ();
3312 op->direction = 0; 3277 op->direction = 0;
3313 3278
3314 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp) 3279 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3315 { 3280 {
3316 delete_character (op->name, 0); 3281 delete_character (op->name, 0);
3367 } 3332 }
3368 3333
3369 for (tmp = op->inv; tmp != NULL; tmp = next) 3334 for (tmp = op->inv; tmp != NULL; tmp = next)
3370 { 3335 {
3371 next = tmp->below; 3336 next = tmp->below;
3372 if (tmp->type == EXPERIENCE || tmp->invisible) 3337 if (tmp->invisible)
3373 continue; 3338 continue;
3374 remove_ob (tmp); 3339 tmp->remove ();
3375 tmp->x = op->x, tmp->y = op->y; 3340 tmp->x = op->x, tmp->y = op->y;
3376 if (tmp->type == CONTAINER) 3341 if (tmp->type == CONTAINER)
3377 { /* empty container to ground */ 3342 { /* empty container to ground */
3378 loot_object (tmp); 3343 loot_object (tmp);
3379 } 3344 }
3380 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)))
3381 { 3346 {
3382 if (tmp->nrof > 1) 3347 if (tmp->nrof > 1)
3383 { 3348 {
3384 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3349 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3385 free_object (tmp2); 3350 tmp2->destroy ();
3386 insert_ob_in_map (tmp, op->map, NULL, 0); 3351 insert_ob_in_map (tmp, op->map, NULL, 0);
3387 } 3352 }
3388 else 3353 else
3389 free_object (tmp); 3354 tmp->destroy ();
3390 } 3355 }
3391 else 3356 else
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 3357 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 3358 }
3394} 3359}
3459 if (op->type == PLAYER) 3424 if (op->type == PLAYER)
3460 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);
3461 3426
3462 cast_spell (op, throw_ob, dir, spob, NULL); 3427 cast_spell (op, throw_ob, dir, spob, NULL);
3463 3428
3464 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3429 throw_ob->destroy ();
3465 remove_ob (throw_ob);
3466 free_object (throw_ob);
3467} 3430}
3468 3431
3469void 3432void
3470make_visible (object *op) 3433make_visible (object *op)
3471{ 3434{
3485 object *tmp = NULL; 3448 object *tmp = NULL;
3486 3449
3487 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3488 return 1; 3451 return 1;
3489 3452
3490 if (op->type == PLAYER)
3491 for (tmp = op->inv; tmp; tmp = tmp->below)
3492 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3493 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3494 return 1;
3495 return 0; 3453 return 0;
3496} 3454}
3497 3455
3498/* look at the surrounding terrain to determine 3456/* look at the surrounding terrain to determine
3499 * the hideability of this object. Positive levels 3457 * the hideability of this object. Positive levels
3587int 3545int
3588stand_near_hostile (object *who) 3546stand_near_hostile (object *who)
3589{ 3547{
3590 object *tmp = NULL; 3548 object *tmp = NULL;
3591 int i, friendly = 0, player = 0, mflags; 3549 int i, friendly = 0, player = 0, mflags;
3592 mapstruct *m; 3550 maptile *m;
3593 sint16 x, y; 3551 sint16 x, y;
3594 3552
3595 if (!who) 3553 if (!who)
3596 return 0; 3554 return 0;
3597 3555
3614 if (mflags & P_OUT_OF_MAP) 3572 if (mflags & P_OUT_OF_MAP)
3615 continue; 3573 continue;
3616 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)))
3617 continue; 3575 continue;
3618 3576
3619 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)
3620 { 3578 {
3621 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))
3622 return 1; 3580 return 1;
3623 else if (tmp->type == PLAYER) 3581 else if (tmp->type == PLAYER)
3624 { 3582 {
3678 3636
3679 /* only the viewable area the player sees is updated by LOS 3637 /* only the viewable area the player sees is updated by LOS
3680 * 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
3681 * for any meaningful values. 3639 * for any meaningful values.
3682 */ 3640 */
3683 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3641 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3684 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3642 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3685 !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)])
3686 return 1; 3644 return 1;
3687 op = op->more; 3645 op = op->more;
3688 } 3646 }
3689 return 0; 3647 return 0;
3690} 3648}

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