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Comparing deliantra/server/server/player.C (file contents):
Revision 1.54 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.106 by pippijn, Fri Mar 2 10:15:40 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", "%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 }
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);
169}
170 171
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 maplevel = ob->map->path;
200 ob->remove ();
201 ob->map = 0;
202 party = 0;
203
204 // for weird reasons, this is often "ob", keeping a circular reference
205 ranges [range_skill] = 0;
206
207 players.erase (this);
208}
209
210// connect the player with a specific client
211// also changed, rationalises, and fixes some incorrect settings
171void 212void
172player::connect (client *ns) 213player::connect (client *ns)
173{ 214{
174 this->ns = ns; 215 this->ns = ns;
175 ns->pl = this; 216 ns->pl = this;
176 217
177 next = first_player; 218 run_on = 0;
178 first_player = this; 219 fire_on = 0;
220 ob->close_container (); //TODO: client-specific
179 221
180 ns->update_look = 0; 222 ns->update_look = 0;
181 ns->look_position = 0; 223 ns->look_position = 0;
182 224
183 clear_los (ob); 225 clear_los (ob);
184 226
227 ns->reset_stats ();
228
229 /* make sure he's a player -- needed because of class change. */
185 ob->type = PLAYER; // we are paranoid 230 ob->type = PLAYER; // we are paranoid
186 ob->race = ob->arch->clone.race; 231 ob->race = ob->arch->clone.race;
187 232
188 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 233 if (!legal_range (ob, shoottype))
189 ob->update_stats (); 234 shoottype = range_none;
190 update_ob_speed (ob);
191 235
192 ob->carrying = sum_weight (ob); 236 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 237 link_player_skills (ob);
194 238
195 if (!legal_range (ob, shoottype)) 239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 shoottype = range_none;
197 240
198 assign (title, ob->arch->clone.name); 241 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209 242
210 /* if it's a dragon player, set the correct title here */ 243 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob)) 244 if (is_dragon_pl (ob))
212 { 245 {
213 object *tmp, *abil = 0, *skin = 0; 246 object *tmp, *abil = 0, *skin = 0;
223 skin = tmp; 256 skin = tmp;
224 257
225 set_dragon_name (ob, abil, skin); 258 set_dragon_name (ob, abil, skin);
226 } 259 }
227 260
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235 262
263 esrv_new_player (this, ob->weight + ob->carrying);
264
265 ob->update_stats ();
236 ns->floorbox_update (); 266 ns->floorbox_update ();
237 267
238 esrv_new_player (this, ob->weight + ob->carrying);
239 esrv_send_inventory (ob, ob); 268 esrv_send_inventory (ob, ob);
240 esrv_add_spells (this, 0); 269 esrv_add_spells (this, 0);
241 270
242 enter_exit (ob, 0); 271 activate ();
243 272
244// send_rules (ob);//TODO 273 send_rules (ob);
245// send_news (ob);//TODO 274 send_news (ob);
246// display_motd (ob);//TODO 275 display_motd (ob);
276
277 INVOKE_PLAYER (CONNECT, this);
247 INVOKE_PLAYER (LOGIN, this); 278 INVOKE_PLAYER (LOGIN, this);
279}
280
281void
282player::disconnect ()
283{
284 if (ns)
285 {
286 if (active)
287 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
288
289 INVOKE_PLAYER (DISCONNECT, this);
290
291 ns->reset_stats ();
292 ns->pl = 0;
293 this->ns = 0;
294 }
295
296 if (ob)
297 ob->close_container (); //TODO: client-specific
298
299 deactivate ();
248} 300}
249 301
250// the need for this function can be explained 302// the need for this function can be explained
251// by load_object not returning the object 303// by load_object not returning the object
252void 304void
253player::set_object (object *op) 305player::set_object (object *op)
254{ 306{
255 ob = op; 307 ob = op;
256 ob->contr = this; /* this aren't yet in archetype */ 308 ob->contr = this; /* this aren't yet in archetype */
257 309
258 ob->speed_left = 0.5; 310 ob->speed_left = 0.5;
259 ob->speed = 1.0; 311 ob->speed = 1.0;
260 ob->direction = 5; /* So player faces south */ 312 ob->direction = 5; /* So player faces south */
261 ob->stats.wc = 2;
262 ob->run_away = 25; /* Then we panick... */
263
264 set_first_map (ob);
265
266 ob->roll_stats ();
267} 313}
268 314
269player::player () 315player::player ()
270{ 316{
271 /* There are some elements we want initialized to non zero value - 317 /* There are some elements we want initialised to non zero value -
272 * we deal with that below this point. 318 * we deal with that below this point.
273 */ 319 */
274 outputs_sync = 16; /* Every 2 seconds */ 320 outputs_sync = 16; /* Every 2 seconds */
275 outputs_count = 8; /* Keeps present behaviour */ 321 outputs_count = 8; /* Keeps present behaviour */
276 unapply = unapply_nochoice; 322 unapply = unapply_nochoice;
277 323
278 assign (savebed_map, first_map_path); /* Init. respawn position */ 324 savebed_map = first_map_path; /* Init. respawn position */
279 325
280 gen_sp_armour = 10; 326 gen_sp_armour = 10;
281 last_speed = -1;
282 shoottype = range_none; 327 shoottype = range_none;
283 bowtype = bow_normal; 328 bowtype = bow_normal;
284 petmode = pet_normal; 329 petmode = pet_normal;
285 listening = 10; 330 listening = 10;
286 usekeys = containers; 331 usekeys = containers;
287 last_weapon_sp = -1;
288 peaceful = 1; /* default peaceful */ 332 peaceful = 1; /* default peaceful */
289 do_los = 1; 333 do_los = 1;
334}
290 335
291 /* we need to clear these to -1 and not zero - otherwise, 336void
292 * if a player quits and starts a new character, we wont 337player::do_destroy ()
293 * send new values to the client, as things like exp start 338{
294 * at zero. 339 disconnect ();
295 */
296 for (int i = 0; i < NUM_SKILLS; i++)
297 last_skill_exp[i] = -1;
298 340
299 for (int i = 0; i < NROFATTACKS; i++) 341 attachable::do_destroy ();
300 last_resist[i] = -1;
301 342
302 last_stats.exp = -1; 343 if (ob)
303 last_weight = (uint32) - 1; 344 {
345 ob->destroy_inv (false);
346 ob->destroy ();
347 }
304} 348}
305 349
306player::~player () 350player::~player ()
307{ 351{
308 terminate_all_pets (ob);
309
310 if (first_player != this)
311 {
312 player *prev = first_player;
313
314 while (prev && prev->next && prev->next != this)
315 prev = prev->next;
316
317 if (prev->next != this)
318 {
319 LOG (llevError, "Free_player: Can't find previous player.\n");
320 abort ();
321 }
322
323 prev->next = next;
324 }
325 else
326 first_player = next;
327
328 if (ob)
329 {
330 ob->contr = 0;
331 ob->destroy (1);
332 }
333
334 if (ns)
335 {
336 ns->send_packet ("goodbye");
337 ns->flush ();
338 ns->pl = 0;
339 ns->destroy ();
340 }
341
342 /* Clear item stack */ 352 /* Clear item stack */
343 free (stack_items); 353 free (stack_items);
344} 354}
345 355
346/* Tries to add player on the connection passed in ns. 356/* Tries to add player on the connection passed in ns.
351player::create () 361player::create ()
352{ 362{
353 player *pl = new player; 363 player *pl = new player;
354 364
355 pl->set_object (arch_to_object (get_player_archetype (0))); 365 pl->set_object (arch_to_object (get_player_archetype (0)));
366
367 pl->ob->roll_stats ();
368 pl->ob->stats.wc = 2;
369 pl->ob->run_away = 25; /* Then we panick... */
370
371 set_first_map (pl->ob);
356 372
357 return pl; 373 return pl;
358} 374}
359 375
360/* 376/*
387 403
388object * 404object *
389get_nearest_player (object *mon) 405get_nearest_player (object *mon)
390{ 406{
391 object *op = NULL; 407 object *op = NULL;
392 player *pl = NULL;
393 objectlink *ol; 408 objectlink *ol;
394 unsigned lastdist; 409 unsigned lastdist;
395 rv_vector rv; 410 rv_vector rv;
396 411
397 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 412 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
398 { 413 {
399 /* We should not find free objects on this friendly list, but it 414 /* We should not find free objects on this friendly list, but it
400 * does periodically happen. Given that, lets deal with it. 415 * does periodically happen. Given that, lets deal with it.
401 * While unlikely, it is possible the next object on the friendly 416 * While unlikely, it is possible the next object on the friendly
402 * list is also free, so encapsulate this in a while loop. 417 * list is also free, so encapsulate this in a while loop.
406 object *tmp = ol->ob; 421 object *tmp = ol->ob;
407 422
408 /* Can't do much more other than log the fact, because the object 423 /* Can't do much more other than log the fact, because the object
409 * itself will have been cleared. 424 * itself will have been cleared.
410 */ 425 */
411 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 426 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
427 tmp->debug_desc ());
412 ol = ol->next; 428 ol = ol->next;
413 remove_friendly_object (tmp); 429 remove_friendly_object (tmp);
414 if (!ol) 430 if (!ol)
415 return op; 431 return op;
416 } 432 }
429 { 445 {
430 op = ol->ob; 446 op = ol->ob;
431 lastdist = rv.distance; 447 lastdist = rv.distance;
432 } 448 }
433 } 449 }
434 for (pl = first_player; pl != NULL; pl = pl->next) 450
435 { 451 for_all_players (pl)
436 if (can_detect_enemy (mon, pl->ob, &rv)) 452 if (can_detect_enemy (mon, pl->ob, &rv))
437 {
438
439 if (lastdist > rv.distance) 453 if (lastdist > rv.distance)
440 { 454 {
441 op = pl->ob; 455 op = pl->ob;
442 lastdist = rv.distance; 456 lastdist = rv.distance;
443 } 457 }
444 } 458
445 }
446#if 0 459#if 0
447 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
448#endif 461#endif
449 return op; 462 return op;
450} 463}
508 x = mon->x; 521 x = mon->x;
509 y = mon->y; 522 y = mon->y;
510 m = mon->map; 523 m = mon->map;
511 dir = rv.direction; 524 dir = rv.direction;
512 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
513 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527
514 /* If we can't solve it within the search distance, return now. */ 528 /* If we can't solve it within the search distance, return now. */
515 if (diff > max) 529 if (diff > max)
516 return 0; 530 return 0;
531
517 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
518 { 533 {
519 lastx = x; 534 lastx = x;
520 lasty = y; 535 lasty = y;
521 lastmap = m; 536 lastmap = m;
603 max--; 618 max--;
604 lastdir = dir; 619 lastdir = dir;
605 if (!firstdir) 620 if (!firstdir)
606 firstdir = dir; 621 firstdir = dir;
607 } 622 }
623
608 if (diff <= 1) 624 if (diff <= 1)
609 { 625 {
610 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
611 * headed toward player for entire distance. 627 * headed toward player for entire distance.
612 */ 628 */
613 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
614 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
615 } 631 }
632
616 if (diff > max) 633 if (diff > max)
617 return 0; 634 return 0;
618 } 635 }
636
619 /* If we reached the max, didn't find a direction in time */ 637 /* If we reached the max, didn't find a direction in time */
620 if (!max) 638 if (!max)
621 return 0; 639 return 0;
622 640
623 return firstdir; 641 return firstdir;
737roll_stat (void) 755roll_stat (void)
738{ 756{
739 int a[4], i, j, k; 757 int a[4], i, j, k;
740 758
741 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
742 a[i] = (int) RANDOM () % 6 + 1; 760 a[i] = (int) rndm (6) + 1;
743 761
744 for (i = 0, j = 0, k = 7; i < 4; i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
745 if (a[i] < k) 763 if (a[i] < k)
746 k = a[i], j = i; 764 k = a[i], j = i;
747 765
828 contr->levsp[1] = 6; 846 contr->levsp[1] = 6;
829 contr->levgrace[1] = 3; 847 contr->levgrace[1] = 3;
830 848
831 contr->orig_stats = stats; 849 contr->orig_stats = stats;
832 } 850 }
851}
852
853static void
854start_info (object *op)
855{
856 char buf[MAX_BUF];
857
858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
859 new_draw_info (NDI_UNIQUE, 0, op, buf);
860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
833} 862}
834 863
835/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
836 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
837 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
866 * to save here. 895 * to save here.
867 */ 896 */
868 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
869 make_path_to_file (buf); 898 make_path_to_file (buf);
870 899
871#ifdef AUTOSAVE
872 op->contr->last_save_tick = pticks;
873#endif
874 start_info (op); 900 start_info (op);
875 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
876 give_initial_items (op, op->randomitems); 902 give_initial_items (op, op->randomitems);
877 link_player_skills (op); 903 link_player_skills (op);
878 esrv_send_inventory (op, op); 904 esrv_send_inventory (op, op);
884 if (*first_map_ext_path) 910 if (*first_map_ext_path)
885 { 911 {
886 object *tmp; 912 object *tmp;
887 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
888 914
889 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
890 tmp = object::create (); 916 tmp = object::create ();
891 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
892 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = op->x;
893 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
894 enter_exit (op, tmp); /* we don't really care if it succeeded; 920 op->enter_exit (tmp); /* we don't really care if it succeeded;
895 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
896 * default initial map */ 922 * default initial map */
897 tmp->destroy (); 923 tmp->destroy ();
898 } 924 }
899 else 925 else
940 966
941 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
942 return 0; 968 return 0;
943} 969}
944 970
945int
946key_confirm_quit (object *op, char key)
947{
948 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
949 {
950 op->contr->ns->state = ST_PLAYING;
951 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
952 return 1;
953 }
954
955 INVOKE_PLAYER (LOGOUT, op->contr);
956 INVOKE_PLAYER (QUIT, op->contr);
957
958 terminate_all_pets (op);
959 leave_map (op);
960 op->direction = 0;
961 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
962
963 strcpy (op->contr->killer, "quit");
964 check_score (op);
965 op->contr->party = 0;
966 op->contr->own_title[0] = '\0';
967
968 object_ptr ob = op;
969
970 delete ob->contr;
971
972 /* We need to hunt for any per player unique maps in memory and
973 * get rid of them. The trailing slash in the path is intentional,
974 * so that players named 'Ab' won't match against players 'Abe' pathname
975 */
976 char buf[MAX_BUF];
977 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
978
979 for (maptile *next, *mp = first_map; mp; mp = next)
980 {
981 next = mp->next;
982
983 if (!strncmp (mp->path, buf, strlen (buf)))
984 delete_map (mp);
985 }
986
987 delete_character (ob->name, 1);
988
989 return 1;
990}
991
992void 971void
993flee_player (object *op) 972flee_player (object *op)
994{ 973{
995 int dir, diff; 974 int dir, diff;
996 rv_vector rv; 975 rv_vector rv;
1051int 1030int
1052check_pick (object *op) 1031check_pick (object *op)
1053{ 1032{
1054 object *tmp, *next; 1033 object *tmp, *next;
1055 int stop = 0; 1034 int stop = 0;
1056 int j, k, wvratio; 1035 int wvratio;
1057 char putstring[128], tmpstr[16]; 1036 char putstring[128];
1058 1037
1059 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1060 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1061 return 1; 1040 return 1;
1062 1041
1131 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1132 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1133 else 1112 else
1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1135 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1136 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1137
1138 sprintf (putstring, "...flags: ");
1139 for (k = 0; k < 4; k++)
1140 {
1141 for (j = 0; j < 32; j++)
1142 {
1143 if ((tmp->flags[k] >> j) & 0x01)
1144 {
1145 sprintf (tmpstr, "%d ", k * 32 + j);
1146 strcat (putstring, tmpstr);
1147 }
1148 }
1149 }
1150 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1151
1152#if 0
1153 /* print the flags too */
1154 for (k = 0; k < 4; k++)
1155 {
1156 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1157 for (j = 0; j < 32; j++)
1158 {
1159 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1160 if (!((j + 1) % 4))
1161 fprintf (stderr, " ");
1162 }
1163 fprintf (stderr, " [%d]\n", k * 32);
1164 }
1165#endif
1166 } 1117 }
1118
1167 /* philosophy: 1119 /* philosophy:
1168 * It's easy to grab an item type from a pile, as long as it's 1120 * It's easy to grab an item type from a pile, as long as it's
1169 * generic. This takes no game-time. For more detailed pickups 1121 * generic. This takes no game-time. For more detailed pickups
1170 * and selections, select-items shoul dbe used. This is a 1122 * and selections, select-items should be used. This is a
1171 * grab-as-you-run type mode that's really useful for arrows for 1123 * grab-as-you-run type mode that's really useful for arrows for
1172 * example. 1124 * example.
1173 * The drawback: right now it has no frontend, so you need to 1125 * The drawback: right now it has no frontend, so you need to
1174 * stick the bits you want into a calculator in hex mode and then 1126 * stick the bits you want into a calculator in hex mode and then
1175 * convert to decimal and then 'pickup <#> 1127 * convert to decimal and then 'pickup <#>
1426 * found object is returned. 1378 * found object is returned.
1427 */ 1379 */
1428object * 1380object *
1429find_arrow (object *op, const char *type) 1381find_arrow (object *op, const char *type)
1430{ 1382{
1431 object *tmp = NULL; 1383 object *tmp = 0;
1432 1384
1433 for (op = op->inv; op; op = op->below) 1385 for (op = op->inv; op; op = op->below)
1434 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1435 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1436 else if (op->type == ARROW && op->race == type) 1388 else if (op->type == ARROW && op->race == type)
1437 return op; 1389 return op;
1390
1438 return tmp; 1391 return tmp;
1439} 1392}
1440 1393
1441/* 1394/*
1442 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1443 * against the target. A full test is not performed, simply a basic test 1396 * against the target. A full test is not performed, simply a basic test
1444 * of resistances. The archer is making a quick guess at what he sees down 1397 * of resistances. The archer is making a quick guess at what he sees down
1445 * the hall. Failing that it does it's best to pick the highest plus arrow. 1398 * the hall. Failing that it does it's best to pick the highest plus arrow.
1446 */ 1399 */
1447
1448object * 1400object *
1449find_better_arrow (object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1450{ 1402{
1451 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1452 int attacknum, attacktype, betterby = 0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1675 return 0; 1627 return 0;
1676 } 1628 }
1677 1629
1678 arrow->set_owner (op); 1630 arrow->set_owner (op);
1679 arrow->skill = bow->skill; 1631 arrow->skill = bow->skill;
1680
1681 arrow->direction = dir; 1632 arrow->direction = dir;
1682 arrow->x = sx;
1683 arrow->y = sy;
1684 1633
1685 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1686 { 1635 {
1687 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1688 op->update_stats (); 1637 op->update_stats ();
1703 1652
1704 /* update the speed */ 1653 /* update the speed */
1705 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1706 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1707 1656
1708 if (arrow->speed < 1.0) 1657 arrow->set_speed (max (arrow->speed, 1.0));
1709 arrow->speed = 1.0;
1710 update_ob_speed (arrow);
1711 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1712 1659
1713 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1714 { 1661 {
1715 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1728 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1729 1676
1730 if (bow->slaying) 1677 if (bow->slaying)
1731 arrow->slaying = bow->slaying; 1678 arrow->slaying = bow->slaying;
1732 1679
1733 arrow->map = m;
1734 arrow->move_type = MOVE_FLY_LOW; 1680 arrow->move_type = MOVE_FLY_LOW;
1735 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1736 1682
1737 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1738 insert_ob_in_map (arrow, m, op, 0); 1684 m->insert (arrow, sx, sy, op);
1739 1685
1740 if (!arrow->destroyed ()) 1686 if (!arrow->destroyed ())
1741 move_arrow (arrow); 1687 move_arrow (arrow);
1742 1688
1743 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1769 } 1715 }
1770 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1771 { 1717 {
1772 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1773 wcmod = -1; 1719 wcmod = -1;
1720
1774 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1721 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1775 } 1722 }
1776 else if (op->contr->bowtype == bow_threewide) 1723 else if (op->contr->bowtype == bow_threewide)
1777 { 1724 {
1778 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1725 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1848 1795
1849 if (item->arch) 1796 if (item->arch)
1850 { 1797 {
1851 CLEAR_FLAG (item, FLAG_ANIMATE); 1798 CLEAR_FLAG (item, FLAG_ANIMATE);
1852 item->face = item->arch->clone.face; 1799 item->face = item->arch->clone.face;
1853 item->speed = 0; 1800 item->set_speed (0);
1854 update_ob_speed (item);
1855 } 1801 }
1802
1856 if ((tmp = item->in_player ())) 1803 if ((tmp = item->in_player ()))
1857 esrv_update_item (UPD_ANIM, tmp, item); 1804 esrv_update_item (UPD_ANIM, tmp, item);
1858 } 1805 }
1859 } 1806 }
1860 else if (item->type == ROD || item->type == HORN) 1807 else if (item->type == ROD || item->type == HORN)
1861 {
1862 drain_rod_charge (item); 1808 drain_rod_charge (item);
1863 }
1864 } 1809 }
1865} 1810}
1866 1811
1867/* Received a fire command for the player - go and do it. 1812/* Received a fire command for the player - go and do it.
1868 */ 1813 */
1907 { 1852 {
1908 if (op->type == PLAYER) 1853 if (op->type == PLAYER)
1909 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1910 return; 1855 return;
1911 } 1856 }
1857
1912 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1913 return; 1859 return;
1914 case range_builder: 1860 case range_builder:
1915 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
1916 return; 1862 return;
1917 default: 1863 default:
1918 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1919 return; 1865 return;
1920 } 1866 }
1921} 1867}
1922
1923
1924 1868
1925/* find_key 1869/* find_key
1926 * We try to find a key for the door as passed. If we find a key 1870 * We try to find a key for the door as passed. If we find a key
1927 * and successfully use it, we return the key, otherwise NULL 1871 * and successfully use it, we return the key, otherwise NULL
1928 * This function merges both normal and locked door, since the logic 1872 * This function merges both normal and locked door, since the logic
1930 * pl is the player, 1874 * pl is the player,
1931 * inv is the objects inventory to searched 1875 * inv is the objects inventory to searched
1932 * door is the door we are trying to match against. 1876 * door is the door we are trying to match against.
1933 * This function can be called recursively to search containers. 1877 * This function can be called recursively to search containers.
1934 */ 1878 */
1935
1936object * 1879object *
1937find_key (object *pl, object *container, object *door) 1880find_key (object *pl, object *container, object *door)
1938{ 1881{
1939 object *tmp, *key; 1882 object *tmp, *key;
1940 1883
1941 /* Should not happen, but sanity checking is never bad */ 1884 /* Should not happen, but sanity checking is never bad */
1942 if (container->inv == NULL) 1885 if (!container->inv)
1943 return NULL; 1886 return 0;
1944 1887
1945 /* First, lets try to find a key in the top level inventory */ 1888 /* First, lets try to find a key in the top level inventory */
1946 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1889 for (tmp = container->inv; tmp; tmp = tmp->below)
1947 { 1890 {
1948 if (door->type == DOOR && tmp->type == KEY) 1891 if (door->type == DOOR && tmp->type == KEY)
1949 break; 1892 break;
1950 /* For sanity, we should really check door type, but other stuff 1893 /* For sanity, we should really check door type, but other stuff
1951 * (like containers) can be locked with special keys 1894 * (like containers) can be locked with special keys
1952 */ 1895 */
1953 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1954 break; 1897 break;
1955 } 1898 }
1899
1956 /* No key found - lets search inventories now */ 1900 /* No key found - lets search inventories now */
1957 /* If we find and use a key in an inventory, return at that time. 1901 /* If we find and use a key in an inventory, return at that time.
1958 * otherwise, if we search all the inventories and still don't find 1902 * otherwise, if we search all the inventories and still don't find
1959 * a key, return 1903 * a key, return
1960 */ 1904 */
1961 if (!tmp) 1905 if (!tmp)
1962 { 1906 {
1963 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1907 for (tmp = container->inv; tmp; tmp = tmp->below)
1964 { 1908 {
1965 /* No reason to search empty containers */ 1909 /* No reason to search empty containers */
1966 if (tmp->type == CONTAINER && tmp->inv) 1910 if (tmp->type == CONTAINER && tmp->inv)
1967 { 1911 {
1968 if ((key = find_key (pl, tmp, door)) != NULL) 1912 if ((key = find_key (pl, tmp, door)))
1969 return key; 1913 return key;
1970 } 1914 }
1971 } 1915 }
1916
1972 if (!tmp) 1917 if (!tmp)
1973 return NULL; 1918 return NULL;
1974 } 1919 }
1920
1975 /* We get down here if we have found a key. Now if its in a container, 1921 /* We get down here if we have found a key. Now if its in a container,
1976 * see if we actually want to use it 1922 * see if we actually want to use it
1977 */ 1923 */
1978 if (pl != container) 1924 if (pl != container)
1979 { 1925 {
2000 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2001 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1947 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2002 return NULL; 1948 return NULL;
2003 } 1949 }
2004 } 1950 }
1951
2005 return tmp; 1952 return tmp;
2006} 1953}
2007 1954
2008/* moved door processing out of move_player_attack. 1955/* moved door processing out of move_player_attack.
2009 * returns 1 if player has opened the door with a key 1956 * returns 1 if player has opened the door with a key
2027 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2028 if (action_makes_visible (op)) 1975 if (action_makes_visible (op))
2029 make_visible (op); 1976 make_visible (op);
2030 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2031 spring_trap (door->inv, op); 1978 spring_trap (door->inv, op);
1979
2032 if (door->type == DOOR) 1980 if (door->type == DOOR)
2033 {
2034 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2035 }
2036 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2037 { 1983 {
2038 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2039 remove_door2 (door); /* remove door without violence ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
2040 } 1986 }
1987
2041 /* Do this after we print the message */ 1988 /* Do this after we print the message */
2042 decrease_ob (key); /* Use up one of the keys */ 1989 decrease_ob (key); /* Use up one of the keys */
2043 /* Need to update the weight the container the key was in */ 1990 /* Need to update the weight the container the key was in */
2044 if (container != op) 1991 if (container != op)
2045 esrv_update_item (UPD_WEIGHT, op, container); 1992 esrv_update_item (UPD_WEIGHT, op, container);
1993
2046 return 1; /* Nothing more to do below */ 1994 return 1; /* Nothing more to do below */
2047 } 1995 }
2048 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2049 { 1997 {
2050 /* Might as well return now - no other way to open this */ 1998 /* Might as well return now - no other way to open this */
2051 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2052 return 1; 2000 return 1;
2053 } 2001 }
2002
2054 return 0; 2003 return 0;
2055} 2004}
2056 2005
2057/* This function is just part of a breakup from move_player. 2006/* This function is just part of a breakup from move_player.
2058 * It should keep the code cleaner. 2007 * It should keep the code cleaner.
2084 */ 2033 */
2085 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2034 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2086 { 2035 {
2087 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2036 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2088 { 2037 {
2089 m = get_map_from_coord (op->map, &nx, &ny); 2038 m = op->map->xy_find (nx, ny);
2090 if (!m) 2039 if (!m)
2091 return; /* Don't think this should happen */ 2040 return; /* Don't think this should happen */
2092 } 2041 }
2093 else 2042 else
2094 m = op->map; 2043 m = op->map;
2095 2044
2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2045 if (!(tmp = m->at (nx, ny).bot))
2097 {
2098 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2099 return; 2046 return;
2100 }
2101 2047
2102 mon = 0; 2048 mon = 0;
2103 /* Go through all the objects, and find ones of interest. Only stop if 2049 /* Go through all the objects, and find ones of interest. Only stop if
2104 * we find a monster - that is something we know we want to attack. 2050 * we find a monster - that is something we know we want to attack.
2105 * if its a door or barrel (can roll) see if there may be monsters 2051 * if its a door or barrel (can roll) see if there may be monsters
2158 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2159 { 2105 {
2160 /* If we're braced, we don't want to switch places with it */ 2106 /* If we're braced, we don't want to switch places with it */
2161 if (op->contr->braced) 2107 if (op->contr->braced)
2162 return; 2108 return;
2109
2163 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2164 (void) push_ob (mon, dir, op); 2111 (void) push_ob (mon, dir, op);
2165 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2166 make_visible (op); 2113 make_visible (op);
2114
2167 return; 2115 return;
2168 } 2116 }
2169 2117
2170 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2171 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2185 !on_battleground)) 2133 !on_battleground))
2186 { 2134 {
2187 if (!op->contr->braced) 2135 if (!op->contr->braced)
2188 { 2136 {
2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2190 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2191 } 2139 }
2192 else 2140 else
2193 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2194 2142
2195 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2210 * Way it works is like this: First, it must have some hit points 2158 * Way it works is like this: First, it must have some hit points
2211 * and be living. Then, it must be one of the following: 2159 * and be living. Then, it must be one of the following:
2212 * 1) Not a player, 2) A player, but of a different party. Note 2160 * 1) Not a player, 2) A player, but of a different party. Note
2213 * that party_number -1 is no party, so attacks can still happen. 2161 * that party_number -1 is no party, so attacks can still happen.
2214 */ 2162 */
2215
2216 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2217 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2164 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2218 { 2165 {
2219 2166
2220 /* If the player hasn't hit something this tick, and does 2167 /* If the player hasn't hit something this tick, and does
2254int 2201int
2255move_player (object *op, int dir) 2202move_player (object *op, int dir)
2256{ 2203{
2257 int pick; 2204 int pick;
2258 2205
2259 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2260 return 0; 2207 return 0;
2261 2208
2262 /* Sanity check: make sure dir is valid */ 2209 /* Sanity check: make sure dir is valid */
2263 if ((dir < 0) || (dir >= 9)) 2210 if ((dir < 0) || (dir >= 9))
2264 { 2211 {
2265 LOG (llevError, "move_player: invalid direction %d\n", dir); 2212 LOG (llevError, "move_player: invalid direction %d\n", dir);
2266 return 0; 2213 return 0;
2267 } 2214 }
2268 2215
2269 /* peterm: added following line */ 2216 /* peterm: added following line */
2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2272 2219
2273 op->facing = dir; 2220 op->facing = dir;
2274 2221
2275 if (op->hide) 2222 if (op->hide)
2276 do_hidden_move (op); 2223 do_hidden_move (op);
2352 2299
2353 /* call this here - we also will call this in do_ericserver, but 2300 /* call this here - we also will call this in do_ericserver, but
2354 * the players time has been increased when doericserver has been 2301 * the players time has been increased when doericserver has been
2355 * called, so we recheck it here. 2302 * called, so we recheck it here.
2356 */ 2303 */
2357 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2304 if (op->contr->ns->handle_command ())
2358 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2305 return 1;
2359 ;
2360 2306
2361 if (op->speed_left < 0) 2307 if (op->speed_left > 0)
2362 return 0; 2308 {
2363
2364 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2309 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2365 { 2310 {
2366 /* All move commands take 1 tick, at least for now */ 2311 /* All move commands take 1 tick, at least for now */
2367 op->speed_left--; 2312 op->speed_left--;
2368 2313
2369 /* Instead of all the stuff below, let move_player take care 2314 /* Instead of all the stuff below, let move_player take care
2370 * of it. Also, some of the skill stuff is only put in 2315 * of it. Also, some of the skill stuff is only put in
2371 * there, as well as the confusion stuff. 2316 * there, as well as the confusion stuff.
2372 */ 2317 */
2373 move_player (op, op->direction); 2318 move_player (op, op->direction);
2374 if (op->speed_left > 0) 2319
2375 return 1; 2320 return op->speed_left > 0;
2376 else 2321 }
2377 return 0;
2378 } 2322 }
2379 2323
2380 return 0; 2324 return 0;
2381} 2325}
2382 2326
2420 * from. 2364 * from.
2421 */ 2365 */
2422void 2366void
2423remove_unpaid_objects (object *op, object *env) 2367remove_unpaid_objects (object *op, object *env)
2424{ 2368{
2425 object *next;
2426
2427 while (op) 2369 while (op)
2428 { 2370 {
2429 next = op->below; /* Make sure we have a good value, in case 2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2430 * we remove object 'op' 2372
2431 */
2432 if (QUERY_FLAG (op, FLAG_UNPAID)) 2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2433 { 2374 {
2434 op->remove ();
2435 op->x = env->x;
2436 op->y = env->y;
2437 if (env->type == PLAYER) 2375 if (env->type == PLAYER)
2438 esrv_del_item (env->contr, op->count); 2376 esrv_del_item (env->contr, op->count);
2439 insert_ob_in_map (op, env->map, NULL, 0); 2377
2378 op->insert_at (env);
2440 } 2379 }
2441 else if (op->inv) 2380 else if (op->inv)
2442 remove_unpaid_objects (op->inv, env); 2381 remove_unpaid_objects (op->inv, env);
2443 2382
2444 op = next; 2383 op = next;
2445 } 2384 }
2446} 2385}
2447
2448 2386
2449/* 2387/*
2450 * Returns pointer a static string containing gravestone text 2388 * Returns pointer a static string containing gravestone text
2451 * Moved from apply.c to player.c - player.c is what 2389 * Moved from apply.c to player.c - player.c is what
2452 * actually uses this function. player.c may not be quite the 2390 * actually uses this function. player.c may not be quite the
2486 strncat (buf2, " ", 20 - strlen (buf) / 2); 2424 strncat (buf2, " ", 20 - strlen (buf) / 2);
2487 strcat (buf2, buf); 2425 strcat (buf2, buf);
2488 2426
2489 return buf2; 2427 return buf2;
2490} 2428}
2491
2492
2493 2429
2494void 2430void
2495do_some_living (object *op) 2431do_some_living (object *op)
2496{ 2432{
2497 int last_food = op->stats.food; 2433 int last_food = op->stats.food;
2506 const int max_grace = 1; 2442 const int max_grace = 1;
2507 2443
2508 if (op->contr->outputs_sync) 2444 if (op->contr->outputs_sync)
2509 { 2445 {
2510 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2511 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2447 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2512 flush_output_element (op, &op->contr->outputs[i]); 2448 flush_output_element (op, &op->contr->outputs[i]);
2513 } 2449 }
2514 2450
2515 if (op->contr->ns->state == ST_PLAYING) 2451 if (op->contr->ns->state == ST_PLAYING)
2516 { 2452 {
2517
2518 /* these next three if clauses make it possible to SLOW DOWN 2453 /* these next three if clauses make it possible to SLOW DOWN
2519 hp/grace/spellpoint regeneration. */ 2454 hp/grace/spellpoint regeneration. */
2520 if (op->contr->gen_hp >= 0) 2455 if (op->contr->gen_hp >= 0)
2521 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2456 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2522 else 2457 else
2523 { 2458 {
2524 gen_hp = op->stats.maxhp; 2459 gen_hp = op->stats.maxhp;
2525 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2460 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2526 } 2461 }
2462
2527 if (op->contr->gen_sp >= 0) 2463 if (op->contr->gen_sp >= 0)
2528 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2464 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2529 else 2465 else
2530 { 2466 {
2531 gen_sp = op->stats.maxsp; 2467 gen_sp = op->stats.maxsp;
2532 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2468 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2533 } 2469 }
2470
2534 if (op->contr->gen_grace >= 0) 2471 if (op->contr->gen_grace >= 0)
2535 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2536 else 2473 else
2537 { 2474 {
2538 gen_grace = op->stats.maxgrace; 2475 gen_grace = op->stats.maxgrace;
2554 op->stats.food += op->contr->digestion; 2491 op->stats.food += op->contr->digestion;
2555 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2492 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2556 op->stats.food = last_food; 2493 op->stats.food = last_food;
2557 } 2494 }
2558 } 2495 }
2496
2559 if (max_sp > 1) 2497 if (max_sp > 1)
2560 { 2498 {
2561 over_sp = (gen_sp + 10) / rate_sp; 2499 over_sp = (gen_sp + 10) / rate_sp;
2562 if (over_sp > 0) 2500 if (over_sp > 0)
2563 { 2501 {
2564 if (op->stats.sp < op->stats.maxsp) 2502 if (op->stats.sp < op->stats.maxsp)
2565 { 2503 {
2566 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2567 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2506 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2568 op->stats.sp--; 2507 op->stats.sp--;
2508
2569 if (op->stats.sp > op->stats.maxsp) 2509 if (op->stats.sp > op->stats.maxsp)
2570 op->stats.sp = op->stats.maxsp; 2510 op->stats.sp = op->stats.maxsp;
2571 } 2511 }
2572 op->last_sp = 0; 2512 op->last_sp = 0;
2573 } 2513 }
2574 else 2514 else
2575 {
2576 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2515 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2577 }
2578 } 2516 }
2579 else 2517 else
2580 {
2581 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2518 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2582 }
2583 } 2519 }
2584 2520
2585 /* Regenerate Grace */ 2521 /* Regenerate Grace */
2586 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2522 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2587 if (--op->last_grace < 0) 2523 if (--op->last_grace < 0)
2588 { 2524 {
2589 if (op->stats.grace < op->stats.maxgrace / 2) 2525 if (op->stats.grace < op->stats.maxgrace / 2)
2590 op->stats.grace++; /* no penalty in food for regaining grace */ 2526 op->stats.grace++; /* no penalty in food for regaining grace */
2527
2591 if (max_grace > 1) 2528 if (max_grace > 1)
2592 { 2529 {
2593 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2530 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2594 if (over_grace > 0) 2531 if (over_grace > 0)
2595 { 2532 {
2623 op->stats.food += op->contr->digestion; 2560 op->stats.food += op->contr->digestion;
2624 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2561 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2625 op->stats.food = last_food; 2562 op->stats.food = last_food;
2626 } 2563 }
2627 } 2564 }
2565
2628 if (max_hp > 1) 2566 if (max_hp > 1)
2629 { 2567 {
2630 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2631 if (over_hp > 0) 2569 if (over_hp > 0)
2632 { 2570 {
2656 2594
2657 if (op->contr->gen_hp > 0) 2595 if (op->contr->gen_hp > 0)
2658 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2596 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2659 else 2597 else
2660 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599
2661 /* dms do not consume food */ 2600 /* dms do not consume food */
2662 if (!QUERY_FLAG (op, FLAG_WIZ)) 2601 if (!QUERY_FLAG (op, FLAG_WIZ))
2663 op->stats.food--; 2602 op->stats.food--;
2664 } 2603 }
2665 }
2666 2604
2667 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2605 if (op->stats.food < 0 && op->stats.hp >= 0)
2668 { 2606 {
2669 object *tmp, *flesh = NULL; 2607 object *tmp, *flesh = 0;
2670 2608
2671 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2609 for (tmp = op->inv; tmp; tmp = tmp->below)
2672 { 2610 {
2673 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2674 {
2675 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2676 { 2612 {
2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2614 {
2677 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2615 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2678 manual_apply (op, tmp, 0); 2616 manual_apply (op, tmp, 0);
2679 if (op->stats.food >= 0 || op->stats.hp < 0) 2617 if (op->stats.food >= 0 || op->stats.hp < 0)
2680 break; 2618 break;
2681 } 2619 }
2682 else if (tmp->type == FLESH) 2620 else if (tmp->type == FLESH)
2683 flesh = tmp; 2621 flesh = tmp;
2684 } /* End if paid for object */ 2622 } /* End if paid for object */
2685 } /* end of for loop */ 2623 } /* end of for loop */
2624
2686 /* If player is still starving, it means they don't have any food, so 2625 /* If player is still starving, it means they don't have any food, so
2687 * eat flesh instead. 2626 * eat flesh instead.
2688 */ 2627 */
2689 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2690 { 2629 {
2691 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2630 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2692 manual_apply (op, flesh, 0); 2631 manual_apply (op, flesh, 0);
2693 } 2632 }
2694 } /* end if player is starving */ 2633 }
2695 2634
2696 while (op->stats.food < 0 && op->stats.hp > 0) 2635 while (op->stats.food < 0 && op->stats.hp >= 0)
2697 op->stats.food++, op->stats.hp--; 2636 op->stats.food++, op->stats.hp--;
2698 2637
2699 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2638 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2700 kill_player (op); 2639 kill_player (op);
2640 }
2701} 2641}
2702
2703
2704 2642
2705/* If the player should die (lack of hp, food, etc), we call this. 2643/* If the player should die (lack of hp, food, etc), we call this.
2706 * op is the player in jeopardy. If the player can not be saved (not 2644 * op is the player in jeopardy. If the player can not be saved (not
2707 * permadeath, no lifesave), this will take care of removing the player 2645 * permadeath, no lifesave), this will take care of removing the player
2708 * file. 2646 * file.
2738 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2739 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2677 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2740 2678
2741 /* restore player */ 2679 /* restore player */
2742 at = archetype::find ("poisoning"); 2680 at = archetype::find ("poisoning");
2743 tmp = present_arch_in_ob (at, op); 2681 if (object *tmp = present_arch_in_ob (at, op))
2744 if (tmp)
2745 { 2682 {
2746 tmp->destroy (); 2683 tmp->destroy ();
2747 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2748 } 2685 }
2749 2686
2750 at = archetype::find ("confusion"); 2687 at = archetype::find ("confusion");
2751 tmp = present_arch_in_ob (at, op); 2688 if (object *tmp = present_arch_in_ob (at, op))
2752 if (tmp)
2753 { 2689 {
2754 tmp->destroy (); 2690 tmp->destroy ();
2755 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2756 } 2692 }
2757 2693
2759 op->stats.hp = op->stats.maxhp; 2695 op->stats.hp = op->stats.maxhp;
2760 if (op->stats.food <= 0) 2696 if (op->stats.food <= 0)
2761 op->stats.food = 999; 2697 op->stats.food = 999;
2762 2698
2763 /* create a bodypart-trophy to make the winner happy */ 2699 /* create a bodypart-trophy to make the winner happy */
2764 tmp = arch_to_object (archetype::find ("finger")); 2700 if (object *tmp = arch_to_object (archetype::find ("finger")))
2765 if (tmp != NULL)
2766 { 2701 {
2767 sprintf (buf, "%s's finger", &op->name); 2702 sprintf (buf, "%s's finger", &op->name);
2768 tmp->name = buf; 2703 tmp->name = buf;
2769 sprintf (buf, " This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
2770 " the %s, when he was defeated at\n level %d by %s.\n", 2705 " the %s, when he was defeated at\n level %d by %s.\n",
2771 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2772 tmp->msg = buf; 2707 tmp->msg = buf;
2773 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2708 tmp->value = 0, tmp->type = 0;
2774 tmp->materialname = NULL; 2709 tmp->materialname = "organics";
2775 tmp->x = op->x, tmp->y = op->y; 2710 tmp->insert_at (op, tmp);
2776 insert_ob_in_map (tmp, op->map, op, 0);
2777 } 2711 }
2778 2712
2779 /* teleport defeated player to new destination */ 2713 /* teleport defeated player to new destination */
2780 transfer_ob (op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
2781 op->contr->braced = 0; 2715 op->contr->braced = 0;
2786 2720
2787 command_kill_pets (op, 0); 2721 command_kill_pets (op, 0);
2788 2722
2789 if (op->stats.food < 0) 2723 if (op->stats.food < 0)
2790 { 2724 {
2791 if (op->contr->explore)
2792 {
2793 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2794 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2795 op->stats.food = 999;
2796 return;
2797 }
2798 sprintf (buf, "%s starved to death.", &op->name); 2725 sprintf (buf, "%s starved to death.", &op->name);
2799 strcpy (op->contr->killer, "starvation"); 2726 strcpy (op->contr->killer, "starvation");
2800 } 2727 }
2801 else 2728 else
2802 {
2803 if (op->contr->explore)
2804 {
2805 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2806 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2807 op->stats.hp = op->stats.maxhp;
2808 return;
2809 }
2810 sprintf (buf, "%s died.", &op->name); 2729 sprintf (buf, "%s died.", &op->name);
2811 } 2730
2812 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2813 2732
2814 /* save the map location for corpse, gravestone */ 2733 /* save the map location for corpse, gravestone */
2815 x = op->x; 2734 x = op->x;
2816 y = op->y; 2735 y = op->y;
2817 map = op->map; 2736 map = op->map;
2818
2819 2737
2820 /* NOT_PERMADEATH code. This basically brings the character back to 2738 /* NOT_PERMADEATH code. This basically brings the character back to
2821 * life if they are dead - it takes some exp and a random stat. 2739 * life if they are dead - it takes some exp and a random stat.
2822 * See the config.h file for a little more in depth detail about this. 2740 * See the config.h file for a little more in depth detail about this.
2823 */ 2741 */
2840 num_stats_lose = 1; 2758 num_stats_lose = 1;
2841 else 2759 else
2842 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2760 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2843 } 2761 }
2844 else 2762 else
2845 {
2846 num_stats_lose = 1; 2763 num_stats_lose = 1;
2847 } 2764
2848 lost_a_stat = 0; 2765 lost_a_stat = 0;
2849 2766
2850 for (z = 0; z < num_stats_lose; z++) 2767 for (z = 0; z < num_stats_lose; z++)
2851 { 2768 {
2852 i = RANDOM () % NUM_STATS; 2769 i = RANDOM () % NUM_STATS;
3010 /* */ 2927 /* */
3011 /****************************************/ 2928 /****************************************/
3012 2929
3013 enter_player_savebed (op); 2930 enter_player_savebed (op);
3014 2931
3015 /* Save the player before inserting the force to reduce
3016 * chance of abuse.
3017 */
3018 op->contr->braced = 0; 2932 op->contr->braced = 0;
3019 op->contr->save ();
3020 2933
3021 /* it is possible that the player has blown something up 2934 /* it is possible that the player has blown something up
3022 * at his savebed location, and that can have long lasting 2935 * at his savebed location, and that can have long lasting
3023 * spell effects. So first see if there is a spell effect 2936 * spell effects. So first see if there is a spell effect
3024 * on the space that might harm the player. 2937 * on the space that might harm the player.
3053void 2966void
3054loot_object (object *op) 2967loot_object (object *op)
3055{ /* Grab and destroy some treasure */ 2968{ /* Grab and destroy some treasure */
3056 object *tmp, *tmp2, *next; 2969 object *tmp, *tmp2, *next;
3057 2970
3058 if (op->container) 2971 op->close_container (); /* close open sack first */
3059 esrv_apply_container (op, op->container); /* close open sack first */
3060 2972
3061 for (tmp = op->inv; tmp; tmp = next) 2973 for (tmp = op->inv; tmp; tmp = next)
3062 { 2974 {
3063 next = tmp->below; 2975 next = tmp->below;
3064 2976
3065 if (tmp->invisible) 2977 if (tmp->invisible)
3066 continue; 2978 continue;
3067 2979
3068 tmp->remove (); 2980 tmp->remove ();
3069 tmp->x = op->x, tmp->y = op->y; 2981 tmp->x = op->x, tmp->y = op->y;
2982
3070 if (tmp->type == CONTAINER) 2983 if (tmp->type == CONTAINER)
3071 { /* empty container to ground */ 2984 loot_object (tmp); /* empty container to ground */
3072 loot_object (tmp); 2985
3073 }
3074 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2986 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3075 { 2987 {
3076 if (tmp->nrof > 1) 2988 if (tmp->nrof > 1)
3077 { 2989 {
3078 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3079 tmp2->destroy (); 2991 tmp2->destroy ();
3090/* 3002/*
3091 * fix_weight(): Check recursively the weight of all players, and fix 3003 * fix_weight(): Check recursively the weight of all players, and fix
3092 * what needs to be fixed. Refresh windows and fix speed if anything 3004 * what needs to be fixed. Refresh windows and fix speed if anything
3093 * was changed. 3005 * was changed.
3094 */ 3006 */
3095
3096void 3007void
3097fix_weight (void) 3008fix_weight (void)
3098{ 3009{
3099 for (player *pl = first_player; pl; pl = pl->next) 3010 for_all_players (pl)
3100 { 3011 {
3101 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3012 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3102 3013
3103 if (old == sum) 3014 if (old == sum)
3104 continue; 3015 continue;
3108} 3019}
3109 3020
3110void 3021void
3111fix_luck (void) 3022fix_luck (void)
3112{ 3023{
3113 for (player *pl = first_player; pl; pl = pl->next) 3024 for_all_players (pl)
3114 if (!pl->ob->contr->ns->state) 3025 if (!pl->ob->contr->ns->state)
3115 pl->ob->change_luck (0); 3026 pl->ob->change_luck (0);
3116} 3027}
3117 3028
3118/* cast_dust() - handles op throwing objects of type 'DUST'. 3029/* cast_dust() - handles op throwing objects of type 'DUST'.
3166} 3077}
3167 3078
3168int 3079int
3169is_true_undead (object *op) 3080is_true_undead (object *op)
3170{ 3081{
3171 object *tmp = NULL;
3172
3173 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3174 return 1; 3083 return 1;
3175 3084
3176 return 0; 3085 return 0;
3177} 3086}
3236 3145
3237 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3238 3147
3239 /* its *extremely* hard to run and sneak/hide at the same time! */ 3148 /* its *extremely* hard to run and sneak/hide at the same time! */
3240 if (op->type == PLAYER && op->contr->run_on) 3149 if (op->type == PLAYER && op->contr->run_on)
3241 {
3242 if (!skop || num >= skop->level) 3150 if (!skop || num >= skop->level)
3243 { 3151 {
3244 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3152 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3245 make_visible (op); 3153 make_visible (op);
3246 return; 3154 return;
3247 } 3155 }
3248 else 3156 else
3249 num += 20; 3157 num += 20;
3250 } 3158
3251 num += op->map->difficulty; 3159 num += op->map->difficulty;
3252 hide = hideability (op); /* modify by terrain hidden level */ 3160 hide = hideability (op); /* modify by terrain hidden level */
3253 num -= hide; 3161 num -= hide;
3162
3254 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3255 { 3164 {
3256 make_visible (op); 3165 make_visible (op);
3257 if (op->type == PLAYER) 3166 if (op->type == PLAYER)
3258 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3167 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3259 } 3168 }
3260 else if (op->type == PLAYER && skop) 3169 else if (op->type == PLAYER && skop)
3261 {
3262 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3170 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3263 }
3264} 3171}
3265 3172
3266/* determine if who is standing near a hostile creature. */ 3173/* determine if who is standing near a hostile creature. */
3267 3174
3268int 3175int
3335 if (pl->type != PLAYER) 3242 if (pl->type != PLAYER)
3336 { 3243 {
3337 LOG (llevError, "player_can_view() called for non-player object\n"); 3244 LOG (llevError, "player_can_view() called for non-player object\n");
3338 return -1; 3245 return -1;
3339 } 3246 }
3247
3340 if (!pl || !op) 3248 if (!pl || !op)
3341 return 0; 3249 return 0;
3342 3250
3343 if (op->head)
3344 {
3345 op = op->head; 3251 op = op->head_ ();
3346 } 3252
3347 get_rangevector (pl, op, &rv, 0x1); 3253 get_rangevector (pl, op, &rv, 0x1);
3348 3254
3349 /* starting with the 'head' part, lets loop 3255 /* starting with the 'head' part, lets loop
3350 * through the object and find if it has any 3256 * through the object and find if it has any
3351 * part that is in the los array but isnt on 3257 * part that is in the los array but isnt on
3481 if (trlist == NULL || who->type != PLAYER) 3387 if (trlist == NULL || who->type != PLAYER)
3482 return; 3388 return;
3483 3389
3484 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3485 3391
3486 if (tr == NULL || tr->item == NULL) 3392 if (!tr || !tr->item)
3487 { 3393 {
3488 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3394 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3489 return; 3395 return;
3490 } 3396 }
3491 3397
3616 * not readied. 3522 * not readied.
3617 */ 3523 */
3618void 3524void
3619player_unready_range_ob (player *pl, object *ob) 3525player_unready_range_ob (player *pl, object *ob)
3620{ 3526{
3621 rangetype i;
3622
3623 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3624 {
3625 if (pl->ranges[i] == ob) 3528 if (pl->ranges[i] == ob)
3626 { 3529 {
3627 pl->ranges[i] = NULL; 3530 pl->ranges[i] = 0;
3628 if (pl->shoottype == i) 3531 if (pl->shoottype == i)
3629 {
3630 pl->shoottype = range_none; 3532 pl->shoottype = range_none;
3631 }
3632 } 3533 }
3633 }
3634} 3534}
3535
3536sint8
3537player::visibility_at (maptile *map, int x, int y) const
3538{
3539 if (!ns)
3540 return 0;
3541
3542 int dx, dy;
3543 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3544 return 0;
3545
3546 x += dx - ns->current_x + ns->mapx / 2;
3547 y += dy - ns->current_y + ns->mapy / 2;
3548
3549 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3550 return 0;
3551
3552 return 100 - blocked_los [x][y];
3553}

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