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Comparing deliantra/server/server/player.C (file contents):
Revision 1.56 by root, Sat Dec 23 05:25:18 2006 UTC vs.
Revision 1.119 by root, Tue May 1 05:48:20 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h> 26#include <pwd.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
31#include <skills.h> 32#include <skills.h>
32 33
33#include <algorithm> 34#include <algorithm>
34#include <functional> 35#include <functional>
35 36
36player * 37playervec players;
37find_player (const char *plname)
38{
39 player *pl;
40
41 for (pl = first_player; pl; pl = pl->next)
42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
43 return pl;
44
45 return 0;
46}
47 38
48void 39void
49display_motd (const object *op) 40display_motd (const object *op)
50{ 41{
51 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
125 116
126 news[0] = '\0'; 117 news[0] = '\0';
127 subject[0] = '\0'; 118 subject[0] = '\0';
128 size = 0; 119 size = 0;
129 120
130 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
131 { 122 {
132 if (*buf == '#') 123 if (*buf == '#')
133 continue; 124 continue;
134 125
135 if (*buf == '%') 126 if (*buf == '%')
136 { /* send one news */ 127 { /* send one news */
137 if (size > 0) 128 if (size > 0)
138 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 */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130
139 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
140 strip_endline (subject); 132 strip_endline (subject);
141 size = 0; 133 size = 0;
142 news[0] = '\0'; 134 news[0] = '\0';
143 } 135 }
152 size += strlen (buf); 144 size += strlen (buf);
153 } 145 }
154 } 146 }
155 147
156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
157 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
158 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
159} 151}
160 152
161/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
162static void 154static void
163set_first_map (object *op) 155set_first_map (object *op)
164{ 156{
165 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
166 op->x = -1; 158 op->x = -1;
167 op->y = -1; 159 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
168 enter_exit (op, 0); 170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199
200 if (ob->map)
201 maplevel = ob->map->path;
202
203 ob->remove ();
204 ob->map = 0;
205 party = 0;
206
207 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208
209 players.erase (this);
169} 210}
170 211
171// connect the player with a specific client 212// connect the player with a specific client
172// also changed, rationalises, and fixes some incorrect settings 213// also changed, rationalises, and fixes some incorrect settings
173void 214void
174player::connect (client *ns) 215player::connect (client *ns)
175{ 216{
176 this->ns = ns; 217 this->ns = ns;
177 ns->pl = this; 218 ns->pl = this;
178 219
179 next = first_player; 220 run_on = 0;
180 first_player = this; 221 fire_on = 0;
222 ob->close_container (); //TODO: client-specific
181 223
182 ns->update_look = 0; 224 ns->update_look = 0;
183 ns->look_position = 0; 225 ns->look_position = 0;
184 226
185 clear_los (ob); 227 clear_los (ob);
186 228
229 ns->reset_stats ();
230
231 /* make sure he's a player -- needed because of class change. */
187 ob->type = PLAYER; // we are paranoid 232 ob->type = PLAYER; // we are paranoid
188 ob->race = ob->arch->clone.race; 233 ob->race = ob->arch->clone.race;
189 234
190 if (!legal_range (ob, shoottype))
191 shoottype = range_none;
192
193 ob->carrying = sum_weight (ob); 235 ob->carrying = sum_weight (ob);
194 link_player_skills (ob); 236 link_player_skills (ob);
195 237
196 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
197 ob->update_stats ();
198 update_ob_speed (ob);
199 239
200 assign (title, ob->arch->clone.name); 240 assign (title, ob->arch->clone.name);
201
202 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
203 * from the class, and not race. I don't see any way to get the class information
204 * to then update this. I don't think this will actually break anything - anyone
205 * that can use armour should be able to use a shield. What this may 'break'
206 * are features new characters get, eg, if someone starts up with a Q, they
207 * should be able to use a shield. However, old Q's won't get that advantage.
208 */
209 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
210 SET_FLAG (ob, FLAG_USE_SHIELD);
211 241
212 /* if it's a dragon player, set the correct title here */ 242 /* if it's a dragon player, set the correct title here */
213 if (is_dragon_pl (ob)) 243 if (is_dragon_pl (ob))
214 { 244 {
215 object *tmp, *abil = 0, *skin = 0; 245 object *tmp, *abil = 0, *skin = 0;
225 skin = tmp; 255 skin = tmp;
226 256
227 set_dragon_name (ob, abil, skin); 257 set_dragon_name (ob, abil, skin);
228 } 258 }
229 259
230 CLEAR_FLAG (ob, FLAG_FRIENDLY);
231 add_friendly_object (ob);
232
233 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
234
235 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
236 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
237 261
262 esrv_new_player (this, ob->weight + ob->carrying);
263
264 ob->update_stats ();
238 ns->floorbox_update (); 265 ns->floorbox_update ();
239 266
240 esrv_new_player (this, ob->weight + ob->carrying);
241 esrv_send_inventory (ob, ob); 267 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0); 268 esrv_add_spells (this, 0);
243 269
244 enter_exit (ob, 0); 270 activate ();
245 271
246// send_rules (ob);//TODO 272 send_rules (ob);
247// send_news (ob);//TODO 273 send_news (ob);
248// display_motd (ob);//TODO 274 display_motd (ob);
275
276 INVOKE_PLAYER (CONNECT, this);
249 INVOKE_PLAYER (LOGIN, this); 277 INVOKE_PLAYER (LOGIN, this);
278}
279
280void
281player::disconnect ()
282{
283 if (ns)
284 {
285 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287
288 INVOKE_PLAYER (DISCONNECT, this);
289
290 ns->reset_stats ();
291 ns->pl = 0;
292 ns = 0;
293 }
294
295 if (ob)
296 ob->close_container (); //TODO: client-specific
297
298 deactivate ();
250} 299}
251 300
252// the need for this function can be explained 301// the need for this function can be explained
253// by load_object not returning the object 302// by load_object not returning the object
254void 303void
255player::set_object (object *op) 304player::set_object (object *op)
256{ 305{
257 ob = op; 306 ob = op;
258 ob->contr = this; /* this aren't yet in archetype */ 307 ob->contr = this; /* this aren't yet in archetype */
259 308
260 ob->speed_left = 0.5; 309 ob->speed_left = 0.5;
261 ob->speed = 1.0; 310 ob->speed = 1.0;
262 ob->direction = 5; /* So player faces south */ 311 ob->direction = 5; /* So player faces south */
263 ob->stats.wc = 2;
264 ob->run_away = 25; /* Then we panick... */
265
266 set_first_map (ob);
267
268 ob->roll_stats ();
269} 312}
270 313
271player::player () 314player::player ()
272{ 315{
273 /* There are some elements we want initialized to non zero value - 316 /* There are some elements we want initialised to non zero value -
274 * we deal with that below this point. 317 * we deal with that below this point.
275 */ 318 */
276 outputs_sync = 16; /* Every 2 seconds */ 319 outputs_sync = 4;
277 outputs_count = 8; /* Keeps present behaviour */ 320 outputs_count = 4;
278 unapply = unapply_nochoice; 321 unapply = unapply_nochoice;
279 322
280 assign (savebed_map, first_map_path); /* Init. respawn position */ 323 savebed_map = first_map_path; /* Init. respawn position */
281 324
282 gen_sp_armour = 10; 325 gen_sp_armour = 10;
283 last_speed = -1;
284 shoottype = range_none;
285 bowtype = bow_normal; 326 bowtype = bow_normal;
286 petmode = pet_normal; 327 petmode = pet_normal;
287 listening = 10; 328 listening = 10;
288 usekeys = containers; 329 usekeys = containers;
289 last_weapon_sp = -1;
290 peaceful = 1; /* default peaceful */ 330 peaceful = 1; /* default peaceful */
291 do_los = 1; 331 do_los = 1;
332}
292 333
293 /* we need to clear these to -1 and not zero - otherwise, 334void
294 * if a player quits and starts a new character, we wont 335player::do_destroy ()
295 * send new values to the client, as things like exp start 336{
296 * at zero. 337 disconnect ();
297 */
298 for (int i = 0; i < NUM_SKILLS; i++)
299 last_skill_exp[i] = -1;
300 338
301 for (int i = 0; i < NROFATTACKS; i++) 339 attachable::do_destroy ();
302 last_resist[i] = -1;
303 340
304 last_stats.exp = -1; 341 if (ob)
305 last_weight = (uint32) - 1; 342 {
343 ob->destroy_inv (false);
344 ob->destroy ();
345 }
306} 346}
307 347
308player::~player () 348player::~player ()
309{ 349{
310 terminate_all_pets (ob);
311
312 if (first_player != this)
313 {
314 player *prev = first_player;
315
316 while (prev && prev->next && prev->next != this)
317 prev = prev->next;
318
319 if (prev->next != this)
320 {
321 LOG (llevError, "Free_player: Can't find previous player.\n");
322 abort ();
323 }
324
325 prev->next = next;
326 }
327 else
328 first_player = next;
329
330 if (ob)
331 {
332 ob->contr = 0;
333 ob->destroy (1);
334 }
335
336 if (ns)
337 {
338 ns->send_packet ("goodbye");
339 ns->flush ();
340 ns->pl = 0;
341 ns->destroy ();
342 }
343
344 /* Clear item stack */ 350 /* Clear item stack */
345 free (stack_items); 351 free (stack_items);
346} 352}
347 353
348/* Tries to add player on the connection passed in ns. 354/* Tries to add player on the connection passed in ns.
353player::create () 359player::create ()
354{ 360{
355 player *pl = new player; 361 player *pl = new player;
356 362
357 pl->set_object (arch_to_object (get_player_archetype (0))); 363 pl->set_object (arch_to_object (get_player_archetype (0)));
364
365 pl->ob->roll_stats ();
366 pl->ob->stats.wc = 2;
367 pl->ob->run_away = 25; /* Then we panick... */
368
369 set_first_map (pl->ob);
358 370
359 return pl; 371 return pl;
360} 372}
361 373
362/* 374/*
389 401
390object * 402object *
391get_nearest_player (object *mon) 403get_nearest_player (object *mon)
392{ 404{
393 object *op = NULL; 405 object *op = NULL;
394 player *pl = NULL;
395 objectlink *ol; 406 objectlink *ol;
396 unsigned lastdist; 407 unsigned lastdist;
397 rv_vector rv; 408 rv_vector rv;
398 409
399 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 410 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
400 { 411 {
401 /* We should not find free objects on this friendly list, but it 412 /* We should not find free objects on this friendly list, but it
402 * does periodically happen. Given that, lets deal with it. 413 * does periodically happen. Given that, lets deal with it.
403 * While unlikely, it is possible the next object on the friendly 414 * While unlikely, it is possible the next object on the friendly
404 * list is also free, so encapsulate this in a while loop. 415 * list is also free, so encapsulate this in a while loop.
408 object *tmp = ol->ob; 419 object *tmp = ol->ob;
409 420
410 /* Can't do much more other than log the fact, because the object 421 /* Can't do much more other than log the fact, because the object
411 * itself will have been cleared. 422 * itself will have been cleared.
412 */ 423 */
413 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 424 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
425 tmp->debug_desc ());
414 ol = ol->next; 426 ol = ol->next;
415 remove_friendly_object (tmp); 427 remove_friendly_object (tmp);
416 if (!ol) 428 if (!ol)
417 return op; 429 return op;
418 } 430 }
431 { 443 {
432 op = ol->ob; 444 op = ol->ob;
433 lastdist = rv.distance; 445 lastdist = rv.distance;
434 } 446 }
435 } 447 }
436 for (pl = first_player; pl != NULL; pl = pl->next) 448
437 { 449 for_all_players (pl)
438 if (can_detect_enemy (mon, pl->ob, &rv)) 450 if (can_detect_enemy (mon, pl->ob, &rv))
439 {
440
441 if (lastdist > rv.distance) 451 if (lastdist > rv.distance)
442 { 452 {
443 op = pl->ob; 453 op = pl->ob;
444 lastdist = rv.distance; 454 lastdist = rv.distance;
445 } 455 }
446 } 456
447 }
448#if 0 457#if 0
449 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 458 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
450#endif 459#endif
451 return op; 460 return op;
452} 461}
510 x = mon->x; 519 x = mon->x;
511 y = mon->y; 520 y = mon->y;
512 m = mon->map; 521 m = mon->map;
513 dir = rv.direction; 522 dir = rv.direction;
514 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
515 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525
516 /* If we can't solve it within the search distance, return now. */ 526 /* If we can't solve it within the search distance, return now. */
517 if (diff > max) 527 if (diff > max)
518 return 0; 528 return 0;
529
519 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
520 { 531 {
521 lastx = x; 532 lastx = x;
522 lasty = y; 533 lasty = y;
523 lastmap = m; 534 lastmap = m;
605 max--; 616 max--;
606 lastdir = dir; 617 lastdir = dir;
607 if (!firstdir) 618 if (!firstdir)
608 firstdir = dir; 619 firstdir = dir;
609 } 620 }
621
610 if (diff <= 1) 622 if (diff <= 1)
611 { 623 {
612 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
613 * headed toward player for entire distance. 625 * headed toward player for entire distance.
614 */ 626 */
615 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
616 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
617 } 629 }
630
618 if (diff > max) 631 if (diff > max)
619 return 0; 632 return 0;
620 } 633 }
634
621 /* If we reached the max, didn't find a direction in time */ 635 /* If we reached the max, didn't find a direction in time */
622 if (!max) 636 if (!max)
623 return 0; 637 return 0;
624 638
625 return firstdir; 639 return firstdir;
739roll_stat (void) 753roll_stat (void)
740{ 754{
741 int a[4], i, j, k; 755 int a[4], i, j, k;
742 756
743 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
744 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
745 759
746 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
747 if (a[i] < k) 761 if (a[i] < k)
748 k = a[i], j = i; 762 k = a[i], j = i;
749 763
832 846
833 contr->orig_stats = stats; 847 contr->orig_stats = stats;
834 } 848 }
835} 849}
836 850
851static void
852start_info (object *op)
853{
854 char buf[MAX_BUF];
855
856 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
857 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
859 //new_draw_info (NDI_UNIQUE, 0, op, " ");
860}
861
837/* This function takes the key that is passed, and does the 862/* This function takes the key that is passed, and does the
838 * appropriate action with it (change race, or other things). 863 * appropriate action with it (change race, or other things).
839 * The function name is for historical reasons - now we have 864 * The function name is for historical reasons - now we have
840 * separate race and class; this actually changes the RACE, 865 * separate race and class; this actually changes the RACE,
841 * not the class. 866 * not the class.
842 */ 867 */
843int 868void
844key_change_class (object *op, char key) 869player::chargen_race_done ()
845{ 870{
846 int tmp_loop;
847
848 if (key == 'd' || key == 'D')
849 {
850 char buf[MAX_BUF];
851
852 /* this must before then initial items are given */ 871 /* this must before then initial items are given */
853 esrv_new_player (op->contr, op->weight + op->carrying); 872 esrv_new_player (ob->contr, ob->weight + ob->carrying);
854 873
855 treasurelist *tl = find_treasurelist ("starting_wealth"); 874 treasurelist *tl = treasurelist::find ("starting_wealth");
856 if (tl) 875 if (tl)
857 create_treasure (tl, op, 0, 0, 0); 876 create_treasure (tl, ob, 0, 0, 0);
858 877
859 INVOKE_PLAYER (BIRTH, op->contr); 878 INVOKE_PLAYER (BIRTH, ob->contr);
860 INVOKE_PLAYER (LOGIN, op->contr); 879 INVOKE_PLAYER (LOGIN, ob->contr);
861 880
862 op->contr->ns->state = ST_PLAYING; 881 ob->contr->ns->state = ST_PLAYING;
863 882
864 if (op->msg) 883 if (ob->msg)
865 op->msg = NULL; 884 ob->msg = 0;
866 885
867 /* We create this now because some of the unique maps will need it 886 /* We create this now because some of the unique maps will need it
868 * to save here. 887 * to save here.
869 */ 888 */
889 {
890 char buf[MAX_BUF];
870 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 891 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
871 make_path_to_file (buf); 892 make_path_to_file (buf);
893 }
872 894
873#ifdef AUTOSAVE
874 op->contr->last_save_tick = pticks;
875#endif
876 start_info (op); 895 start_info (ob);
877 CLEAR_FLAG (op, FLAG_WIZ); 896 CLEAR_FLAG (ob, FLAG_WIZ);
878 give_initial_items (op, op->randomitems); 897 give_initial_items (ob, ob->randomitems);
879 link_player_skills (op); 898 link_player_skills (ob);
880 esrv_send_inventory (op, op); 899 esrv_send_inventory (ob, ob);
881 op->update_stats (); 900 ob->update_stats ();
882 901
883 /* This moves the player to a different start map, if there 902 /* This moves the player to a different start map, if there
884 * is one for this race 903 * is one for this race
885 */ 904 */
886 if (*first_map_ext_path) 905 if (*first_map_ext_path)
887 { 906 {
888 object *tmp; 907 object *tmp;
889 char mapname[MAX_BUF]; 908 char mapname[MAX_BUF];
890 909
891 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 910 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
892 tmp = object::create (); 911 tmp = object::create ();
893 EXIT_PATH (tmp) = mapname; 912 EXIT_PATH (tmp) = mapname;
894 EXIT_X (tmp) = op->x; 913 EXIT_X (tmp) = ob->x;
895 EXIT_Y (tmp) = op->y; 914 EXIT_Y (tmp) = ob->y;
896 enter_exit (op, tmp); /* we don't really care if it succeeded; 915 ob->enter_exit (tmp); /* we don't really care if it succeeded;
897 * if the map isn't there, then stay on the 916 * if the map isn't there, then stay on the
898 * default initial map */ 917 * default initial map */
899 tmp->destroy (); 918 tmp->destroy ();
900 } 919 }
901 else 920 else
902 LOG (llevDebug, "first_map_ext_path not set\n"); 921 LOG (llevDebug, "first_map_ext_path not set\n");
922}
903 923
904 return 0; 924void
905 } 925player::chargen_race_next ()
906 926{
907 /* Following actually changes the race - this is the default command 927 /* Following actually changes the race - this is the default command
908 * if we don't match with one of the options above. 928 * if we don't match with one of the options above.
909 */ 929 */
910 930
911 tmp_loop = 0; 931 do
912 while (!tmp_loop)
913 { 932 {
914 shstr name = op->name; 933 shstr name = ob->name;
915 int x = op->x, y = op->y; 934 int x = ob->x, y = ob->y;
916 935
917 op->remove_statbonus (); 936 ob->remove_statbonus ();
918 op->remove (); 937 ob->remove ();
919 op->arch = get_player_archetype (op->arch); 938 ob->arch = get_player_archetype (ob->arch);
920 op->arch->clone.copy_to (op); 939 ob->arch->clone.copy_to (ob);
921 op->instantiate (); 940 ob->instantiate ();
922 op->stats = op->contr->orig_stats; 941 ob->stats = ob->contr->orig_stats;
923 op->name = op->name_pl = name; 942 ob->name = ob->name_pl = name;
924 op->x = x; 943 ob->x = x;
925 op->y = y; 944 ob->y = y;
926 SET_ANIMATION (op, 2); /* So player faces south */ 945 SET_ANIMATION (ob, 2); /* So player faces south */
927 insert_ob_in_map (op, op->map, op, 0); 946 insert_ob_in_map (ob, ob->map, ob, 0);
928 assign (op->contr->title, op->arch->clone.name); 947 assign (ob->contr->title, ob->arch->clone.name);
929 op->add_statbonus (); 948 ob->add_statbonus ();
930 tmp_loop = allowed_class (op);
931 } 949 }
950 while (!allowed_class (ob));
932 951
933 update_object (op, UP_OBJ_FACE); 952 update_object (ob, UP_OBJ_FACE);
934 esrv_update_item (UPD_FACE, op, op); 953 esrv_update_item (UPD_FACE, ob, ob);
935 op->update_stats (); 954 ob->update_stats ();
936 op->stats.hp = op->stats.maxhp; 955 ob->stats.hp = ob->stats.maxhp;
937 op->stats.sp = op->stats.maxsp; 956 ob->stats.sp = ob->stats.maxsp;
938 op->stats.grace = 0; 957 ob->stats.grace = 0;
939
940 if (op->msg)
941 new_draw_info (NDI_BLUE, 0, op, op->msg);
942
943 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
944 return 0;
945}
946
947int
948key_confirm_quit (object *op, char key)
949{
950 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
951 {
952 op->contr->ns->state = ST_PLAYING;
953 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
954 return 1;
955 }
956
957 INVOKE_PLAYER (LOGOUT, op->contr);
958 INVOKE_PLAYER (QUIT, op->contr);
959
960 terminate_all_pets (op);
961 leave_map (op);
962 op->direction = 0;
963 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
964
965 strcpy (op->contr->killer, "quit");
966 check_score (op);
967 op->contr->party = 0;
968 op->contr->own_title[0] = '\0';
969
970 object_ptr ob = op;
971
972 delete ob->contr;
973
974 /* We need to hunt for any per player unique maps in memory and
975 * get rid of them. The trailing slash in the path is intentional,
976 * so that players named 'Ab' won't match against players 'Abe' pathname
977 */
978 char buf[MAX_BUF];
979 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
980
981 for (maptile *next, *mp = first_map; mp; mp = next)
982 {
983 next = mp->next;
984
985 if (!strncmp (mp->path, buf, strlen (buf)))
986 delete_map (mp);
987 }
988
989 delete_character (ob->name, 1);
990
991 return 1;
992} 958}
993 959
994void 960void
995flee_player (object *op) 961flee_player (object *op)
996{ 962{
1053int 1019int
1054check_pick (object *op) 1020check_pick (object *op)
1055{ 1021{
1056 object *tmp, *next; 1022 object *tmp, *next;
1057 int stop = 0; 1023 int stop = 0;
1058 int j, k, wvratio; 1024 int wvratio;
1059 char putstring[128], tmpstr[16]; 1025 char putstring[128];
1060 1026
1061 /* if you're flying, you cna't pick up anything */ 1027 /* if you're flying, you cna't pick up anything */
1062 if (op->move_type & MOVE_FLYING) 1028 if (op->move_type & MOVE_FLYING)
1063 return 1; 1029 return 1;
1064 1030
1133 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1099 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1134 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1100 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1135 else 1101 else
1136 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1102 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1137 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1103 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1104
1138 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1105 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1139
1140 sprintf (putstring, "...flags: ");
1141 for (k = 0; k < 4; k++)
1142 {
1143 for (j = 0; j < 32; j++)
1144 {
1145 if ((tmp->flags[k] >> j) & 0x01)
1146 {
1147 sprintf (tmpstr, "%d ", k * 32 + j);
1148 strcat (putstring, tmpstr);
1149 }
1150 }
1151 }
1152 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1153
1154#if 0
1155 /* print the flags too */
1156 for (k = 0; k < 4; k++)
1157 {
1158 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1159 for (j = 0; j < 32; j++)
1160 {
1161 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1162 if (!((j + 1) % 4))
1163 fprintf (stderr, " ");
1164 }
1165 fprintf (stderr, " [%d]\n", k * 32);
1166 }
1167#endif
1168 } 1106 }
1107
1169 /* philosophy: 1108 /* philosophy:
1170 * It's easy to grab an item type from a pile, as long as it's 1109 * It's easy to grab an item type from a pile, as long as it's
1171 * generic. This takes no game-time. For more detailed pickups 1110 * generic. This takes no game-time. For more detailed pickups
1172 * and selections, select-items shoul dbe used. This is a 1111 * and selections, select-items should be used. This is a
1173 * grab-as-you-run type mode that's really useful for arrows for 1112 * grab-as-you-run type mode that's really useful for arrows for
1174 * example. 1113 * example.
1175 * The drawback: right now it has no frontend, so you need to 1114 * The drawback: right now it has no frontend, so you need to
1176 * stick the bits you want into a calculator in hex mode and then 1115 * stick the bits you want into a calculator in hex mode and then
1177 * convert to decimal and then 'pickup <#> 1116 * convert to decimal and then 'pickup <#>
1428 * found object is returned. 1367 * found object is returned.
1429 */ 1368 */
1430object * 1369object *
1431find_arrow (object *op, const char *type) 1370find_arrow (object *op, const char *type)
1432{ 1371{
1433 object *tmp = NULL; 1372 object *tmp = 0;
1434 1373
1435 for (op = op->inv; op; op = op->below) 1374 for (op = op->inv; op; op = op->below)
1436 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1375 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1437 tmp = find_arrow (op, type); 1376 tmp = find_arrow (op, type);
1438 else if (op->type == ARROW && op->race == type) 1377 else if (op->type == ARROW && op->race == type)
1439 return op; 1378 return op;
1379
1440 return tmp; 1380 return tmp;
1441} 1381}
1442 1382
1443/* 1383/*
1444 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1384 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1445 * against the target. A full test is not performed, simply a basic test 1385 * against the target. A full test is not performed, simply a basic test
1446 * of resistances. The archer is making a quick guess at what he sees down 1386 * of resistances. The archer is making a quick guess at what he sees down
1447 * the hall. Failing that it does it's best to pick the highest plus arrow. 1387 * the hall. Failing that it does it's best to pick the highest plus arrow.
1448 */ 1388 */
1449
1450object * 1389object *
1451find_better_arrow (object *op, object *target, const char *type, int *better) 1390find_better_arrow (object *op, object *target, const char *type, int *better)
1452{ 1391{
1453 object *tmp = NULL, *arrow, *ntmp; 1392 object *tmp = NULL, *arrow, *ntmp;
1454 int attacknum, attacktype, betterby = 0, i; 1393 int attacknum, attacktype, betterby = 0, i;
1520 * find_better_arrow to find a decent arrow to use. 1459 * find_better_arrow to find a decent arrow to use.
1521 * op = the shooter 1460 * op = the shooter
1522 * type = bow->race 1461 * type = bow->race
1523 * dir = fire direction 1462 * dir = fire direction
1524 */ 1463 */
1525
1526object * 1464object *
1527pick_arrow_target (object *op, const char *type, int dir) 1465pick_arrow_target (object *op, const char *type, int dir)
1528{ 1466{
1529 object *tmp = NULL; 1467 object *tmp = NULL;
1530 maptile *m; 1468 maptile *m;
1605 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1543 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1544 return 0;
1607 } 1545 }
1608 1546
1609 if (op->type == PLAYER) 1547 if (op->type == PLAYER)
1610 bow = op->contr->ranges[range_bow]; 1548 bow = op->contr->ranged_ob;
1611 else 1549 else
1612 { 1550 {
1613 for (bow = op->inv; bow; bow = bow->below) 1551 for (bow = op->inv; bow; bow = bow->below)
1614 /* Don't check for applied - monsters don't apply bows - in that way, they 1552 /* Don't check for applied - monsters don't apply bows - in that way, they
1615 * don't need to switch back and forth between bows and weapons. 1553 * don't need to switch back and forth between bows and weapons.
1620 if (!bow) 1558 if (!bow)
1621 { 1559 {
1622 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1560 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1623 return 0; 1561 return 0;
1624 } 1562 }
1563
1564 // optimisation: move object to top so we will find it quickly again
1565 if (bow->below)
1566 {
1567 bow->remove ();
1568 op->insert (bow);
1569 }
1570
1625 } 1571 }
1626 1572
1627 if (!bow->race || !bow->skill) 1573 if (!bow->race || !bow->skill)
1628 { 1574 {
1629 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1575 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1646 if (op->type == PLAYER) 1592 if (op->type == PLAYER)
1647 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1648 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1594 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1649 else 1595 else
1650 CLEAR_FLAG (op, FLAG_READY_BOW); 1596 CLEAR_FLAG (op, FLAG_READY_BOW);
1597
1651 return 0; 1598 return 0;
1652 } 1599 }
1653 } 1600 }
1654 1601
1655 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1602 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1677 return 0; 1624 return 0;
1678 } 1625 }
1679 1626
1680 arrow->set_owner (op); 1627 arrow->set_owner (op);
1681 arrow->skill = bow->skill; 1628 arrow->skill = bow->skill;
1682
1683 arrow->direction = dir; 1629 arrow->direction = dir;
1684 arrow->x = sx;
1685 arrow->y = sy;
1686 1630
1687 if (op->type == PLAYER) 1631 if (op->type == PLAYER)
1688 { 1632 {
1689 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1633 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1690 op->update_stats (); 1634 op->update_stats ();
1691 } 1635 }
1692 1636
1693 SET_ANIMATION (arrow, arrow->direction); 1637 SET_ANIMATION (arrow, arrow->direction);
1638
1694 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1639 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1695 arrow->stats.hp = arrow->stats.dam; 1640 arrow->stats.hp = arrow->stats.dam;
1696 arrow->stats.grace = arrow->attacktype; 1641 arrow->stats.grace = arrow->attacktype;
1642
1697 if (arrow->slaying != NULL) 1643 if (arrow->slaying)
1698 arrow->spellarg = strdup (arrow->slaying); 1644 arrow->spellarg = strdup (arrow->slaying);
1699 1645
1700 /* Note that this was different for monsters - they got their level 1646 arrow->stats.dam += op->stats.dam + arrow->magic;
1701 * added to the damage. I think the strength bonus is more proper.
1702 */
1703
1704 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1705 1647
1706 /* update the speed */ 1648 /* update the speed */
1707 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1649 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1708 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1650 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1709 1651
1710 if (arrow->speed < 1.0) 1652 arrow->set_speed (max (arrow->speed, 1.0));
1711 arrow->speed = 1.0;
1712 update_ob_speed (arrow);
1713 arrow->speed_left = 0; 1653 arrow->speed_left = 0;
1714 1654
1655 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1656
1715 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1716 { 1658 {
1717 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1718 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1719 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1720
1721 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1659 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1660 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1661
1662 if (!arrow->slaying)
1663 arrow->slaying = op->slaying;
1722 } 1664 }
1723 else 1665 else
1724 { 1666 {
1725 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1726 arrow->level = op->level; 1667 arrow->level = op->level;
1727 } 1668 arrow->stats.wc -= bow->magic;
1728 1669
1729 if (arrow->attacktype == AT_PHYSICAL) 1670 if (!arrow->slaying)
1671 arrow->slaying = bow->slaying;
1672 }
1673
1674 arrow->stats.wc -= arrow->level;
1675
1730 arrow->attacktype |= bow->attacktype; 1676 arrow->attacktype |= bow->attacktype;
1731 1677
1732 if (bow->slaying)
1733 arrow->slaying = bow->slaying;
1734
1735 arrow->map = m;
1736 arrow->move_type = MOVE_FLY_LOW; 1678 arrow->move_type = MOVE_FLY_LOW;
1737 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1679 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1738 1680
1739 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1681 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1740 insert_ob_in_map (arrow, m, op, 0); 1682 m->insert (arrow, sx, sy, op);
1741 1683
1742 if (!arrow->destroyed ()) 1684 if (!arrow->destroyed ())
1743 move_arrow (arrow); 1685 move_arrow (arrow);
1744 1686
1745 if (op->type == PLAYER) 1687 if (op->type == PLAYER)
1765{ 1707{
1766 int ret = 0, wcmod = 0; 1708 int ret = 0, wcmod = 0;
1767 1709
1768 if (op->contr->bowtype == bow_bestarrow) 1710 if (op->contr->bowtype == bow_bestarrow)
1769 { 1711 {
1770 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1712 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1771 } 1713 }
1772 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1714 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1773 { 1715 {
1774 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1716 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1775 wcmod = -1; 1717 wcmod = -1;
1718
1776 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1719 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1777 } 1720 }
1778 else if (op->contr->bowtype == bow_threewide) 1721 else if (op->contr->bowtype == bow_threewide)
1779 { 1722 {
1780 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1723 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1801 * Broken apart from 'fire' to keep it more readable. 1744 * Broken apart from 'fire' to keep it more readable.
1802 */ 1745 */
1803void 1746void
1804fire_misc_object (object *op, int dir) 1747fire_misc_object (object *op, int dir)
1805{ 1748{
1806 object *item; 1749 object *item = op->contr->ranged_ob;
1807 1750
1808 if (!op->contr->ranges[range_misc]) 1751 if (!item)
1809 { 1752 {
1810 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1753 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1811 return; 1754 return;
1812 } 1755 }
1813 1756
1814 item = op->contr->ranges[range_misc];
1815 if (!item->inv) 1757 if (!item->inv)
1816 { 1758 {
1817 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1759 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1818 return; 1760 return;
1819 } 1761 }
1762
1820 if (item->type == WAND) 1763 if (item->type == WAND)
1821 { 1764 {
1822 if (item->stats.food <= 0) 1765 if (item->stats.food <= 0)
1823 { 1766 {
1824 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1767 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1850 1793
1851 if (item->arch) 1794 if (item->arch)
1852 { 1795 {
1853 CLEAR_FLAG (item, FLAG_ANIMATE); 1796 CLEAR_FLAG (item, FLAG_ANIMATE);
1854 item->face = item->arch->clone.face; 1797 item->face = item->arch->clone.face;
1855 item->speed = 0; 1798 item->set_speed (0);
1856 update_ob_speed (item);
1857 } 1799 }
1800
1858 if ((tmp = item->in_player ())) 1801 if ((tmp = item->in_player ()))
1859 esrv_update_item (UPD_ANIM, tmp, item); 1802 esrv_update_item (UPD_ANIM, tmp, item);
1860 } 1803 }
1861 } 1804 }
1862 else if (item->type == ROD || item->type == HORN) 1805 else if (item->type == ROD || item->type == HORN)
1863 {
1864 drain_rod_charge (item); 1806 drain_rod_charge (item);
1865 }
1866 } 1807 }
1867} 1808}
1868 1809
1869/* Received a fire command for the player - go and do it. 1810/* Received a fire command for the player - go and do it.
1870 */ 1811 */
1875 1816
1876 /* check for loss of invisiblity/hide */ 1817 /* check for loss of invisiblity/hide */
1877 if (action_makes_visible (op)) 1818 if (action_makes_visible (op))
1878 make_visible (op); 1819 make_visible (op);
1879 1820
1880 switch (op->contr->shoottype) 1821 player *pl = op->contr;
1822
1823 if (pl->golem)
1881 { 1824 {
1882 case range_none: 1825 control_golem (op->contr->golem, dir);
1883 return; 1826 return;
1827 }
1884 1828
1885 case range_bow: 1829 object *ob = pl->ranged_ob;
1830
1831 if (!ob)
1832 return;
1833
1834 switch (ob->type)
1835 {
1836 case BOW:
1886 player_fire_bow (op, dir); 1837 player_fire_bow (op, dir);
1887 return; 1838 break;
1888 1839
1889 case range_magic: /* Casting spells */ 1840 case SPELL:
1890 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1841 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1891 return; 1842 break;
1892 1843
1893 case range_misc: 1844 case BUILDER:
1845 apply_map_builder (op, dir);
1846 break;
1847
1848 case SKILL:
1849 case SKILL_TOOL:
1850 do_skill (op, op, ob, dir, 0);
1851 break;
1852
1853 default:
1894 fire_misc_object (op, dir); 1854 fire_misc_object (op, dir);
1895 return; 1855 break;
1896
1897 case range_golem: /* Control summoned monsters from scrolls */
1898 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1899 {
1900 op->contr->ranges[range_golem] = 0;
1901 op->contr->shoottype = range_none;
1902 }
1903 else
1904 control_golem (op->contr->ranges[range_golem], dir);
1905 return;
1906
1907 case range_skill:
1908 if (!op->chosen_skill)
1909 {
1910 if (op->type == PLAYER)
1911 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1912 return;
1913 }
1914 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1915 return;
1916 case range_builder:
1917 apply_map_builder (op, dir);
1918 return;
1919 default:
1920 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1921 return;
1922 } 1856 }
1923} 1857}
1924
1925
1926 1858
1927/* find_key 1859/* find_key
1928 * We try to find a key for the door as passed. If we find a key 1860 * We try to find a key for the door as passed. If we find a key
1929 * and successfully use it, we return the key, otherwise NULL 1861 * and successfully use it, we return the key, otherwise NULL
1930 * This function merges both normal and locked door, since the logic 1862 * This function merges both normal and locked door, since the logic
1932 * pl is the player, 1864 * pl is the player,
1933 * inv is the objects inventory to searched 1865 * inv is the objects inventory to searched
1934 * door is the door we are trying to match against. 1866 * door is the door we are trying to match against.
1935 * This function can be called recursively to search containers. 1867 * This function can be called recursively to search containers.
1936 */ 1868 */
1937
1938object * 1869object *
1939find_key (object *pl, object *container, object *door) 1870find_key (object *pl, object *container, object *door)
1940{ 1871{
1941 object *tmp, *key; 1872 object *tmp, *key;
1942 1873
1943 /* Should not happen, but sanity checking is never bad */ 1874 /* Should not happen, but sanity checking is never bad */
1944 if (container->inv == NULL) 1875 if (!container->inv)
1945 return NULL; 1876 return 0;
1946 1877
1947 /* First, lets try to find a key in the top level inventory */ 1878 /* First, lets try to find a key in the top level inventory */
1948 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1879 for (tmp = container->inv; tmp; tmp = tmp->below)
1949 { 1880 {
1950 if (door->type == DOOR && tmp->type == KEY) 1881 if (door->type == DOOR && tmp->type == KEY)
1951 break; 1882 break;
1952 /* For sanity, we should really check door type, but other stuff 1883 /* For sanity, we should really check door type, but other stuff
1953 * (like containers) can be locked with special keys 1884 * (like containers) can be locked with special keys
1954 */ 1885 */
1955 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1886 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1956 break; 1887 break;
1957 } 1888 }
1889
1958 /* No key found - lets search inventories now */ 1890 /* No key found - lets search inventories now */
1959 /* If we find and use a key in an inventory, return at that time. 1891 /* If we find and use a key in an inventory, return at that time.
1960 * otherwise, if we search all the inventories and still don't find 1892 * otherwise, if we search all the inventories and still don't find
1961 * a key, return 1893 * a key, return
1962 */ 1894 */
1963 if (!tmp) 1895 if (!tmp)
1964 { 1896 {
1965 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1897 for (tmp = container->inv; tmp; tmp = tmp->below)
1966 { 1898 {
1967 /* No reason to search empty containers */ 1899 /* No reason to search empty containers */
1968 if (tmp->type == CONTAINER && tmp->inv) 1900 if (tmp->type == CONTAINER && tmp->inv)
1969 { 1901 {
1970 if ((key = find_key (pl, tmp, door)) != NULL) 1902 if ((key = find_key (pl, tmp, door)))
1971 return key; 1903 return key;
1972 } 1904 }
1973 } 1905 }
1906
1974 if (!tmp) 1907 if (!tmp)
1975 return NULL; 1908 return NULL;
1976 } 1909 }
1910
1977 /* We get down here if we have found a key. Now if its in a container, 1911 /* We get down here if we have found a key. Now if its in a container,
1978 * see if we actually want to use it 1912 * see if we actually want to use it
1979 */ 1913 */
1980 if (pl != container) 1914 if (pl != container)
1981 { 1915 {
2002 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1936 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2003 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1937 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2004 return NULL; 1938 return NULL;
2005 } 1939 }
2006 } 1940 }
1941
2007 return tmp; 1942 return tmp;
2008} 1943}
2009 1944
2010/* moved door processing out of move_player_attack. 1945/* moved door processing out of move_player_attack.
2011 * returns 1 if player has opened the door with a key 1946 * returns 1 if player has opened the door with a key
2025 if (key) 1960 if (key)
2026 { 1961 {
2027 object *container = key->env; 1962 object *container = key->env;
2028 1963
2029 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1964 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1965
2030 if (action_makes_visible (op)) 1966 if (action_makes_visible (op))
2031 make_visible (op); 1967 make_visible (op);
1968
2032 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1969 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2033 spring_trap (door->inv, op); 1970 spring_trap (door->inv, op);
1971
2034 if (door->type == DOOR) 1972 if (door->type == DOOR)
2035 {
2036 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1973 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2037 }
2038 else if (door->type == LOCKED_DOOR) 1974 else if (door->type == LOCKED_DOOR)
2039 { 1975 {
2040 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1976 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2041 remove_door2 (door); /* remove door without violence ;-) */ 1977 remove_door2 (door); /* remove door without violence ;-) */
2042 } 1978 }
1979
2043 /* Do this after we print the message */ 1980 /* Do this after we print the message */
2044 decrease_ob (key); /* Use up one of the keys */ 1981 decrease_ob (key); /* Use up one of the keys */
2045 /* Need to update the weight the container the key was in */ 1982 /* Need to update the weight the container the key was in */
2046 if (container != op) 1983 if (container != op)
2047 esrv_update_item (UPD_WEIGHT, op, container); 1984 esrv_update_item (UPD_WEIGHT, op, container);
1985
2048 return 1; /* Nothing more to do below */ 1986 return 1; /* Nothing more to do below */
2049 } 1987 }
2050 else if (door->type == LOCKED_DOOR) 1988 else if (door->type == LOCKED_DOOR)
2051 { 1989 {
2052 /* Might as well return now - no other way to open this */ 1990 /* Might as well return now - no other way to open this */
2053 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1991 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2054 return 1; 1992 return 1;
2055 } 1993 }
1994
2056 return 0; 1995 return 0;
2057} 1996}
2058 1997
2059/* This function is just part of a breakup from move_player. 1998/* This function is just part of a breakup from move_player.
2060 * It should keep the code cleaner. 1999 * It should keep the code cleaner.
2064 */ 2003 */
2065void 2004void
2066move_player_attack (object *op, int dir) 2005move_player_attack (object *op, int dir)
2067{ 2006{
2068 object *tmp, *mon; 2007 object *tmp, *mon;
2069 sint16 nx, ny;
2070 int on_battleground; 2008 int on_battleground;
2071 maptile *m; 2009 maptile *m;
2072 2010
2073 nx = freearr_x[dir] + op->x; 2011 sint16 nx = freearr_x[dir] + op->x;
2074 ny = freearr_y[dir] + op->y; 2012 sint16 ny = freearr_y[dir] + op->y;
2075 2013
2076 on_battleground = op_on_battleground (op, 0, 0); 2014 on_battleground = op_on_battleground (op, 0, 0);
2077 2015
2078 /* If braced, or can't move to the square, and it is not out of the 2016 /* If braced, or can't move to the square, and it is not out of the
2079 * map, attack it. Note order of if statement is important - don't 2017 * map, attack it. Note order of if statement is important - don't
2086 */ 2024 */
2087 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2025 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2088 { 2026 {
2089 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2027 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2090 { 2028 {
2091 m = get_map_from_coord (op->map, &nx, &ny); 2029 m = op->map->xy_find (nx, ny);
2092 if (!m) 2030 if (!m)
2093 return; /* Don't think this should happen */ 2031 return; /* Don't think this should happen */
2094 } 2032 }
2095 else 2033 else
2096 m = op->map; 2034 m = op->map;
2097 2035
2098 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2036 if (!(tmp = m->at (nx, ny).bot))
2099 {
2100 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2101 return; 2037 return;
2102 }
2103 2038
2104 mon = 0; 2039 mon = 0;
2105 /* Go through all the objects, and find ones of interest. Only stop if 2040 /* Go through all the objects, and find ones of interest. Only stop if
2106 * we find a monster - that is something we know we want to attack. 2041 * we find a monster - that is something we know we want to attack.
2107 * if its a door or barrel (can roll) see if there may be monsters 2042 * if its a door or barrel (can roll) see if there may be monsters
2160 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2161 { 2096 {
2162 /* If we're braced, we don't want to switch places with it */ 2097 /* If we're braced, we don't want to switch places with it */
2163 if (op->contr->braced) 2098 if (op->contr->braced)
2164 return; 2099 return;
2100
2165 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2166 (void) push_ob (mon, dir, op); 2102 push_ob (mon, dir, op);
2167 if (op->contr->tmp_invis || op->hide) 2103 if (op->contr->tmp_invis || op->hide)
2168 make_visible (op); 2104 make_visible (op);
2105
2169 return; 2106 return;
2170 } 2107 }
2171 2108
2172 /* in certain circumstances, you shouldn't attack friendly 2109 /* in certain circumstances, you shouldn't attack friendly
2173 * creatures. Note that if you are braced, you can't push 2110 * creatures. Note that if you are braced, you can't push
2187 !on_battleground)) 2124 !on_battleground))
2188 { 2125 {
2189 if (!op->contr->braced) 2126 if (!op->contr->braced)
2190 { 2127 {
2191 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2192 (void) push_ob (mon, dir, op); 2129 push_ob (mon, dir, op);
2193 } 2130 }
2194 else 2131 else
2195 new_draw_info (0, 0, op, "You withhold your attack"); 2132 new_draw_info (0, 0, op, "You withhold your attack");
2196 2133
2197 if (op->contr->tmp_invis || op->hide) 2134 if (op->contr->tmp_invis || op->hide)
2212 * Way it works is like this: First, it must have some hit points 2149 * Way it works is like this: First, it must have some hit points
2213 * and be living. Then, it must be one of the following: 2150 * and be living. Then, it must be one of the following:
2214 * 1) Not a player, 2) A player, but of a different party. Note 2151 * 1) Not a player, 2) A player, but of a different party. Note
2215 * that party_number -1 is no party, so attacks can still happen. 2152 * that party_number -1 is no party, so attacks can still happen.
2216 */ 2153 */
2217
2218 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2219 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2220 { 2156 {
2221 2157
2222 /* If the player hasn't hit something this tick, and does 2158 /* If the player hasn't hit something this tick, and does
2256int 2192int
2257move_player (object *op, int dir) 2193move_player (object *op, int dir)
2258{ 2194{
2259 int pick; 2195 int pick;
2260 2196
2261 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2262 return 0; 2198 return 0;
2263 2199
2264 /* Sanity check: make sure dir is valid */ 2200 /* Sanity check: make sure dir is valid */
2265 if ((dir < 0) || (dir >= 9)) 2201 if ((dir < 0) || (dir >= 9))
2266 { 2202 {
2267 LOG (llevError, "move_player: invalid direction %d\n", dir); 2203 LOG (llevError, "move_player: invalid direction %d\n", dir);
2268 return 0; 2204 return 0;
2269 } 2205 }
2270 2206
2271 /* peterm: added following line */ 2207 /* peterm: added following line */
2272 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2273 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2209 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2274 2210
2275 op->facing = dir; 2211 op->facing = dir;
2276 2212
2277 if (op->hide) 2213 if (op->hide)
2278 do_hidden_move (op); 2214 do_hidden_move (op);
2311 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do.
2312 */ 2248 */
2313int 2249int
2314handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2315{ 2251{
2316 if (op->contr->hidden)
2317 {
2318 op->invisible = 1000;
2319 /* the socket code flashes the player visible/invisible
2320 * depending on the value of invisible, so we need to
2321 * alternate it here for it to work correctly.
2322 */
2323 if (pticks & 2)
2324 op->invisible--;
2325 }
2326 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2327 {
2328 op->invisible--;
2329 if (!op->invisible)
2330 {
2331 make_visible (op);
2332 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2333 }
2334 }
2335
2336 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2337 { 2253 {
2338 flee_player (op); 2254 flee_player (op);
2339 /* If player is still scared, that is his action for this tick */ 2255 /* If player is still scared, that is his action for this tick */
2340 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2341 { 2257 {
2342 op->speed_left--; 2258 op->speed_left--;
2343 return 0; 2259 return 0;
2344 } 2260 }
2345 } 2261 }
2346
2347 /* I've been seeing crashes where the golem has been destroyed, but
2348 * the player object still points to the defunct golem. The code that
2349 * destroys the golem looks correct, and it doesn't always happen, so
2350 * put this in a a workaround to clean up the golem pointer.
2351 */
2352 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2353 op->contr->ranges[range_golem] = 0;
2354 2262
2355 /* call this here - we also will call this in do_ericserver, but 2263 /* call this here - we also will call this in do_ericserver, but
2356 * the players time has been increased when doericserver has been 2264 * the players time has been increased when doericserver has been
2357 * called, so we recheck it here. 2265 * called, so we recheck it here.
2358 */ 2266 */
2359 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2267 if (op->contr->ns->handle_command ())
2360 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2268 return 1;
2361 ;
2362 2269
2363 if (op->speed_left < 0) 2270 if (op->speed_left > 0)
2364 return 0; 2271 {
2365
2366 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2367 { 2273 {
2368 /* All move commands take 1 tick, at least for now */ 2274 /* All move commands take 1 tick, at least for now */
2369 op->speed_left--; 2275 op->speed_left--;
2370 2276
2371 /* Instead of all the stuff below, let move_player take care 2277 /* Instead of all the stuff below, let move_player take care
2372 * of it. Also, some of the skill stuff is only put in 2278 * of it. Also, some of the skill stuff is only put in
2373 * there, as well as the confusion stuff. 2279 * there, as well as the confusion stuff.
2374 */ 2280 */
2375 move_player (op, op->direction); 2281 move_player (op, op->direction);
2376 if (op->speed_left > 0) 2282
2377 return 1; 2283 return op->speed_left > 0;
2378 else 2284 }
2379 return 0;
2380 } 2285 }
2381 2286
2382 return 0; 2287 return 0;
2383} 2288}
2384 2289
2422 * from. 2327 * from.
2423 */ 2328 */
2424void 2329void
2425remove_unpaid_objects (object *op, object *env) 2330remove_unpaid_objects (object *op, object *env)
2426{ 2331{
2427 object *next;
2428
2429 while (op) 2332 while (op)
2430 { 2333 {
2431 next = op->below; /* Make sure we have a good value, in case 2334 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2432 * we remove object 'op' 2335
2433 */
2434 if (QUERY_FLAG (op, FLAG_UNPAID)) 2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2435 { 2337 {
2436 op->remove ();
2437 op->x = env->x;
2438 op->y = env->y;
2439 if (env->type == PLAYER) 2338 if (env->type == PLAYER)
2440 esrv_del_item (env->contr, op->count); 2339 esrv_del_item (env->contr, op->count);
2441 insert_ob_in_map (op, env->map, NULL, 0); 2340
2341 op->insert_at (env);
2442 } 2342 }
2443 else if (op->inv) 2343 else if (op->inv)
2444 remove_unpaid_objects (op->inv, env); 2344 remove_unpaid_objects (op->inv, env);
2445 2345
2446 op = next; 2346 op = next;
2502 int rate_grace = 2000; 2402 int rate_grace = 2000;
2503 const int max_hp = 1; 2403 const int max_hp = 1;
2504 const int max_sp = 1; 2404 const int max_sp = 1;
2505 const int max_grace = 1; 2405 const int max_grace = 1;
2506 2406
2507 if (op->contr->outputs_sync) 2407 if (op->contr->hidden)
2408 {
2409 op->invisible = 1000;
2410 /* the socket code flashes the player visible/invisible
2411 * depending on the value of invisible, so we need to
2412 * alternate it here for it to work correctly.
2413 */
2414 if (pticks & 2)
2415 op->invisible--;
2508 { 2416 }
2509 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2417 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2510 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2418 {
2511 flush_output_element (op, &op->contr->outputs[i]); 2419 if (!op->invisible--)
2420 {
2421 make_visible (op);
2422 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2423 }
2512 } 2424 }
2513 2425
2514 if (op->contr->ns->state == ST_PLAYING) 2426 if (op->contr->ns->state == ST_PLAYING)
2515 { 2427 {
2516 /* these next three if clauses make it possible to SLOW DOWN 2428 /* these next three if clauses make it possible to SLOW DOWN
2538 gen_grace = op->stats.maxgrace; 2450 gen_grace = op->stats.maxgrace;
2539 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2540 } 2452 }
2541 2453
2542 /* Regenerate Spell Points */ 2454 /* Regenerate Spell Points */
2543 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2455 if (!op->contr->golem && --op->last_sp < 0)
2544 { 2456 {
2545 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2546 if (op->stats.sp < op->stats.maxsp) 2458 if (op->stats.sp < op->stats.maxsp)
2547 { 2459 {
2548 op->stats.sp++; 2460 op->stats.sp++;
2739 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2651 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2740 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2741 2653
2742 /* restore player */ 2654 /* restore player */
2743 at = archetype::find ("poisoning"); 2655 at = archetype::find ("poisoning");
2744 tmp = present_arch_in_ob (at, op); 2656 if (object *tmp = present_arch_in_ob (at, op))
2745 if (tmp)
2746 { 2657 {
2747 tmp->destroy (); 2658 tmp->destroy ();
2748 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2659 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2749 } 2660 }
2750 2661
2751 at = archetype::find ("confusion"); 2662 at = archetype::find ("confusion");
2752 tmp = present_arch_in_ob (at, op); 2663 if (object *tmp = present_arch_in_ob (at, op))
2753 if (tmp)
2754 { 2664 {
2755 tmp->destroy (); 2665 tmp->destroy ();
2756 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2757 } 2667 }
2758 2668
2760 op->stats.hp = op->stats.maxhp; 2670 op->stats.hp = op->stats.maxhp;
2761 if (op->stats.food <= 0) 2671 if (op->stats.food <= 0)
2762 op->stats.food = 999; 2672 op->stats.food = 999;
2763 2673
2764 /* create a bodypart-trophy to make the winner happy */ 2674 /* create a bodypart-trophy to make the winner happy */
2765 tmp = arch_to_object (archetype::find ("finger")); 2675 if (object *tmp = arch_to_object (archetype::find ("finger")))
2766 if (tmp != NULL)
2767 { 2676 {
2768 sprintf (buf, "%s's finger", &op->name); 2677 sprintf (buf, "%s's finger", &op->name);
2769 tmp->name = buf; 2678 tmp->name = buf;
2770 sprintf (buf, " This finger has been cut off %s\n" 2679 sprintf (buf, " This finger has been cut off %s\n"
2771 " the %s, when he was defeated at\n level %d by %s.\n", 2680 " the %s, when he was defeated at\n level %d by %s.\n",
2772 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2773 tmp->msg = buf; 2682 tmp->msg = buf;
2774 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2683 tmp->value = 0, tmp->type = 0;
2775 tmp->materialname = NULL; 2684 tmp->materialname = "organics";
2776 tmp->x = op->x, tmp->y = op->y; 2685 tmp->insert_at (op, tmp);
2777 insert_ob_in_map (tmp, op->map, op, 0);
2778 } 2686 }
2779 2687
2780 /* teleport defeated player to new destination */ 2688 /* teleport defeated player to new destination */
2781 transfer_ob (op, x, y, 0, NULL); 2689 transfer_ob (op, x, y, 0, NULL);
2782 op->contr->braced = 0; 2690 op->contr->braced = 0;
2787 2695
2788 command_kill_pets (op, 0); 2696 command_kill_pets (op, 0);
2789 2697
2790 if (op->stats.food < 0) 2698 if (op->stats.food < 0)
2791 { 2699 {
2792 if (op->contr->explore)
2793 {
2794 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2795 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2796 op->stats.food = 999;
2797 return;
2798 }
2799 sprintf (buf, "%s starved to death.", &op->name); 2700 sprintf (buf, "%s starved to death.", &op->name);
2800 strcpy (op->contr->killer, "starvation"); 2701 strcpy (op->contr->killer, "starvation");
2801 } 2702 }
2802 else 2703 else
2803 {
2804 if (op->contr->explore)
2805 {
2806 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2807 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2808 op->stats.hp = op->stats.maxhp;
2809 return;
2810 }
2811 sprintf (buf, "%s died.", &op->name); 2704 sprintf (buf, "%s died.", &op->name);
2812 } 2705
2813 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2814 2707
2815 /* save the map location for corpse, gravestone */ 2708 /* save the map location for corpse, gravestone */
2816 x = op->x; 2709 x = op->x;
2817 y = op->y; 2710 y = op->y;
2818 map = op->map; 2711 map = op->map;
2819
2820 2712
2821 /* NOT_PERMADEATH code. This basically brings the character back to 2713 /* NOT_PERMADEATH code. This basically brings the character back to
2822 * life if they are dead - it takes some exp and a random stat. 2714 * life if they are dead - it takes some exp and a random stat.
2823 * See the config.h file for a little more in depth detail about this. 2715 * See the config.h file for a little more in depth detail about this.
2824 */ 2716 */
2841 num_stats_lose = 1; 2733 num_stats_lose = 1;
2842 else 2734 else
2843 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2735 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2844 } 2736 }
2845 else 2737 else
2846 {
2847 num_stats_lose = 1; 2738 num_stats_lose = 1;
2848 } 2739
2849 lost_a_stat = 0; 2740 lost_a_stat = 0;
2850 2741
2851 for (z = 0; z < num_stats_lose; z++) 2742 for (z = 0; z < num_stats_lose; z++)
2852 { 2743 {
2853 i = RANDOM () % NUM_STATS; 2744 i = RANDOM () % NUM_STATS;
2994 op->stats.hp = op->stats.maxhp; 2885 op->stats.hp = op->stats.maxhp;
2995 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2996 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2997 2888
2998 /* 2889 /*
2999 * Check to see if the player is in a shop. IF so, then check to see if
3000 * the player has any unpaid items. If so, remove them and put them back 2890 * Check to see if the player has any unpaid items. If so, remove them
3001 * in the map. 2891 * and put them back in the map.
3002 */ 2892 */
3003
3004 if (is_in_shop (op))
3005 remove_unpaid_objects (op->inv, op); 2893 remove_unpaid_objects (op->inv, op);
3006 2894
3007 /****************************************/ 2895 /****************************************/
3008 /* */ 2896 /* */
3009 /* Move player to his current respawn- */ 2897 /* Move player to his current respawn- */
3010 /* position (usually last savebed) */ 2898 /* position (usually last savebed) */
3011 /* */ 2899 /* */
3012 /****************************************/ 2900 /****************************************/
3013 2901
3014 enter_player_savebed (op); 2902 enter_player_savebed (op);
3015 2903
3016 /* Save the player before inserting the force to reduce
3017 * chance of abuse.
3018 */
3019 op->contr->braced = 0; 2904 op->contr->braced = 0;
3020 op->contr->save ();
3021 2905
3022 /* it is possible that the player has blown something up 2906 /* it is possible that the player has blown something up
3023 * at his savebed location, and that can have long lasting 2907 * at his savebed location, and that can have long lasting
3024 * spell effects. So first see if there is a spell effect 2908 * spell effects. So first see if there is a spell effect
3025 * on the space that might harm the player. 2909 * on the space that might harm the player.
3054void 2938void
3055loot_object (object *op) 2939loot_object (object *op)
3056{ /* Grab and destroy some treasure */ 2940{ /* Grab and destroy some treasure */
3057 object *tmp, *tmp2, *next; 2941 object *tmp, *tmp2, *next;
3058 2942
3059 if (op->container) 2943 op->close_container (); /* close open sack first */
3060 esrv_apply_container (op, op->container); /* close open sack first */
3061 2944
3062 for (tmp = op->inv; tmp; tmp = next) 2945 for (tmp = op->inv; tmp; tmp = next)
3063 { 2946 {
3064 next = tmp->below; 2947 next = tmp->below;
3065 2948
3066 if (tmp->invisible) 2949 if (tmp->invisible)
3067 continue; 2950 continue;
3068 2951
3069 tmp->remove (); 2952 tmp->remove ();
3070 tmp->x = op->x, tmp->y = op->y; 2953 tmp->x = op->x, tmp->y = op->y;
2954
3071 if (tmp->type == CONTAINER) 2955 if (tmp->type == CONTAINER)
3072 { /* empty container to ground */ 2956 loot_object (tmp); /* empty container to ground */
3073 loot_object (tmp); 2957
3074 }
3075 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2958 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3076 { 2959 {
3077 if (tmp->nrof > 1) 2960 if (tmp->nrof > 1)
3078 { 2961 {
3079 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3080 tmp2->destroy (); 2963 tmp2->destroy ();
3091/* 2974/*
3092 * fix_weight(): Check recursively the weight of all players, and fix 2975 * fix_weight(): Check recursively the weight of all players, and fix
3093 * what needs to be fixed. Refresh windows and fix speed if anything 2976 * what needs to be fixed. Refresh windows and fix speed if anything
3094 * was changed. 2977 * was changed.
3095 */ 2978 */
3096
3097void 2979void
3098fix_weight (void) 2980fix_weight (void)
3099{ 2981{
3100 for (player *pl = first_player; pl; pl = pl->next) 2982 for_all_players (pl)
3101 { 2983 {
3102 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2984 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3103 2985
3104 if (old == sum) 2986 if (old == sum)
3105 continue; 2987 continue;
3109} 2991}
3110 2992
3111void 2993void
3112fix_luck (void) 2994fix_luck (void)
3113{ 2995{
3114 for (player *pl = first_player; pl; pl = pl->next) 2996 for_all_players (pl)
3115 if (!pl->ob->contr->ns->state) 2997 if (!pl->ob->contr->ns->state)
3116 pl->ob->change_luck (0); 2998 pl->ob->change_luck (0);
3117} 2999}
3118 3000
3119/* cast_dust() - handles op throwing objects of type 'DUST'. 3001/* cast_dust() - handles op throwing objects of type 'DUST'.
3161 if (op->type == PLAYER) 3043 if (op->type == PLAYER)
3162 { 3044 {
3163 op->contr->tmp_invis = 0; 3045 op->contr->tmp_invis = 0;
3164 op->contr->invis_race = 0; 3046 op->contr->invis_race = 0;
3165 } 3047 }
3048
3166 update_object (op, UP_OBJ_FACE); 3049 update_object (op, UP_OBJ_CHANGE);
3167} 3050}
3168 3051
3169int 3052int
3170is_true_undead (object *op) 3053is_true_undead (object *op)
3171{ 3054{
3172 object *tmp = NULL;
3173
3174 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3175 return 1; 3056 return 1;
3176 3057
3177 return 0; 3058 return 0;
3178} 3059}
3237 3118
3238 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3119 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3239 3120
3240 /* its *extremely* hard to run and sneak/hide at the same time! */ 3121 /* its *extremely* hard to run and sneak/hide at the same time! */
3241 if (op->type == PLAYER && op->contr->run_on) 3122 if (op->type == PLAYER && op->contr->run_on)
3242 {
3243 if (!skop || num >= skop->level) 3123 if (!skop || num >= skop->level)
3244 { 3124 {
3245 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3125 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3246 make_visible (op); 3126 make_visible (op);
3247 return; 3127 return;
3248 } 3128 }
3249 else 3129 else
3250 num += 20; 3130 num += 20;
3251 } 3131
3252 num += op->map->difficulty; 3132 num += op->map->difficulty;
3253 hide = hideability (op); /* modify by terrain hidden level */ 3133 hide = hideability (op); /* modify by terrain hidden level */
3254 num -= hide; 3134 num -= hide;
3135
3255 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3136 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3256 { 3137 {
3257 make_visible (op); 3138 make_visible (op);
3258 if (op->type == PLAYER) 3139 if (op->type == PLAYER)
3259 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3140 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3260 } 3141 }
3261 else if (op->type == PLAYER && skop) 3142 else if (op->type == PLAYER && skop)
3262 {
3263 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3143 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3264 }
3265} 3144}
3266 3145
3267/* determine if who is standing near a hostile creature. */ 3146/* determine if who is standing near a hostile creature. */
3268 3147
3269int 3148int
3336 if (pl->type != PLAYER) 3215 if (pl->type != PLAYER)
3337 { 3216 {
3338 LOG (llevError, "player_can_view() called for non-player object\n"); 3217 LOG (llevError, "player_can_view() called for non-player object\n");
3339 return -1; 3218 return -1;
3340 } 3219 }
3220
3341 if (!pl || !op) 3221 if (!pl || !op)
3342 return 0; 3222 return 0;
3343 3223
3344 if (op->head)
3345 {
3346 op = op->head; 3224 op = op->head_ ();
3347 } 3225
3348 get_rangevector (pl, op, &rv, 0x1); 3226 get_rangevector (pl, op, &rv, 0x1);
3349 3227
3350 /* starting with the 'head' part, lets loop 3228 /* starting with the 'head' part, lets loop
3351 * through the object and find if it has any 3229 * through the object and find if it has any
3352 * part that is in the los array but isnt on 3230 * part that is in the los array but isnt on
3469 char buf[MAX_BUF]; /* tmp. string buffer */ 3347 char buf[MAX_BUF]; /* tmp. string buffer */
3470 int i = 0, j = 0; 3348 int i = 0, j = 0;
3471 3349
3472 /* get the appropriate treasurelist */ 3350 /* get the appropriate treasurelist */
3473 if (atnr == ATNR_FIRE) 3351 if (atnr == ATNR_FIRE)
3474 trlist = find_treasurelist ("dragon_ability_fire"); 3352 trlist = treasurelist::find ("dragon_ability_fire");
3475 else if (atnr == ATNR_COLD) 3353 else if (atnr == ATNR_COLD)
3476 trlist = find_treasurelist ("dragon_ability_cold"); 3354 trlist = treasurelist::find ("dragon_ability_cold");
3477 else if (atnr == ATNR_ELECTRICITY) 3355 else if (atnr == ATNR_ELECTRICITY)
3478 trlist = find_treasurelist ("dragon_ability_elec"); 3356 trlist = treasurelist::find ("dragon_ability_elec");
3479 else if (atnr == ATNR_POISON) 3357 else if (atnr == ATNR_POISON)
3480 trlist = find_treasurelist ("dragon_ability_poison"); 3358 trlist = treasurelist::find ("dragon_ability_poison");
3481 3359
3482 if (trlist == NULL || who->type != PLAYER) 3360 if (trlist == NULL || who->type != PLAYER)
3483 return; 3361 return;
3484 3362
3485 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3363 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3486 3364
3487 if (tr == NULL || tr->item == NULL) 3365 if (!tr || !tr->item)
3488 { 3366 {
3489 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3367 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3490 return; 3368 return;
3491 } 3369 }
3492 3370
3617 * not readied. 3495 * not readied.
3618 */ 3496 */
3619void 3497void
3620player_unready_range_ob (player *pl, object *ob) 3498player_unready_range_ob (player *pl, object *ob)
3621{ 3499{
3622 rangetype i; 3500 if (pl->ob->current_weapon == ob)
3501 pl->ob->current_weapon = 0;
3623 3502
3624 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3503 if (pl->combat_ob == ob)
3625 { 3504 pl->combat_ob = 0;
3505
3626 if (pl->ranges[i] == ob) 3506 if (pl->ranged_ob == ob)
3627 { 3507 pl->ranged_ob = 0;
3628 pl->ranges[i] = NULL;
3629 if (pl->shoottype == i)
3630 {
3631 pl->shoottype = range_none;
3632 }
3633 }
3634 }
3635} 3508}
3509
3510sint8
3511player::visibility_at (maptile *map, int x, int y) const
3512{
3513 if (!ns)
3514 return 0;
3515
3516 int dx, dy;
3517 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3518 return 0;
3519
3520 x += dx - ns->current_x + ns->mapx / 2;
3521 y += dy - ns->current_y + ns->mapy / 2;
3522
3523 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3524 return 0;
3525
3526 return 100 - blocked_los [x][y];
3527}

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