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Comparing deliantra/server/server/player.C (file contents):
Revision 1.60 by root, Sat Dec 23 09:41:55 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);
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);
169} 208}
170 209
171// connect the player with a specific client 210// connect the player with a specific client
172// also changed, rationalises, and fixes some incorrect settings 211// also changed, rationalises, and fixes some incorrect settings
173void 212void
174player::connect (client *ns) 213player::connect (client *ns)
175{ 214{
176 this->ns = ns; 215 this->ns = ns;
177 ns->pl = this; 216 ns->pl = this;
178 217
179 next = first_player; 218 run_on = 0;
180 first_player = this; 219 fire_on = 0;
220 ob->close_container (); //TODO: client-specific
181 221
182 ns->update_look = 0; 222 ns->update_look = 0;
183 ns->look_position = 0; 223 ns->look_position = 0;
184 224
185 clear_los (ob); 225 clear_los (ob);
226
227 ns->reset_stats ();
186 228
187 /* make sure he's a player -- needed because of class change. */ 229 /* make sure he's a player -- needed because of class change. */
188 ob->type = PLAYER; // we are paranoid 230 ob->type = PLAYER; // we are paranoid
189 ob->race = ob->arch->clone.race; 231 ob->race = ob->arch->clone.race;
190 232
193 235
194 ob->carrying = sum_weight (ob); 236 ob->carrying = sum_weight (ob);
195 link_player_skills (ob); 237 link_player_skills (ob);
196 238
197 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
198 update_ob_speed (ob);
199 240
200 assign (title, ob->arch->clone.name); 241 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);
211 242
212 /* if it's a dragon player, set the correct title here */ 243 /* if it's a dragon player, set the correct title here */
213 if (is_dragon_pl (ob)) 244 if (is_dragon_pl (ob))
214 { 245 {
215 object *tmp, *abil = 0, *skin = 0; 246 object *tmp, *abil = 0, *skin = 0;
225 skin = tmp; 256 skin = tmp;
226 257
227 set_dragon_name (ob, abil, skin); 258 set_dragon_name (ob, abil, skin);
228 } 259 }
229 260
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!"); 261 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);
237 262
238 esrv_new_player (this, ob->weight + ob->carrying); 263 esrv_new_player (this, ob->weight + ob->carrying);
239 264
240 ob->update_stats (); 265 ob->update_stats ();
241 ns->floorbox_update (); 266 ns->floorbox_update ();
242 267
243 esrv_send_inventory (ob, ob); 268 esrv_send_inventory (ob, ob);
244 esrv_add_spells (this, 0); 269 esrv_add_spells (this, 0);
245 270
246 enter_exit (ob, 0); 271 activate ();
247 272
248 send_rules (ob); 273 send_rules (ob);
249 send_news (ob); 274 send_news (ob);
250 display_motd (ob); 275 display_motd (ob);
276
277 INVOKE_PLAYER (CONNECT, this);
251 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 ();
252} 300}
253 301
254// the need for this function can be explained 302// the need for this function can be explained
255// by load_object not returning the object 303// by load_object not returning the object
256void 304void
257player::set_object (object *op) 305player::set_object (object *op)
258{ 306{
259 ob = op; 307 ob = op;
260 ob->contr = this; /* this aren't yet in archetype */ 308 ob->contr = this; /* this aren't yet in archetype */
261 309
262 ob->speed_left = 0.5; 310 ob->speed_left = 0.5;
263 ob->speed = 1.0; 311 ob->speed = 1.0;
264 ob->direction = 5; /* So player faces south */ 312 ob->direction = 5; /* So player faces south */
265 ob->stats.wc = 2;
266 ob->run_away = 25; /* Then we panick... */
267
268 set_first_map (ob);
269
270 ob->roll_stats ();
271} 313}
272 314
273player::player () 315player::player ()
274{ 316{
275 /* There are some elements we want initialized to non zero value - 317 /* There are some elements we want initialised to non zero value -
276 * we deal with that below this point. 318 * we deal with that below this point.
277 */ 319 */
278 outputs_sync = 16; /* Every 2 seconds */ 320 outputs_sync = 16; /* Every 2 seconds */
279 outputs_count = 8; /* Keeps present behaviour */ 321 outputs_count = 8; /* Keeps present behaviour */
280 unapply = unapply_nochoice; 322 unapply = unapply_nochoice;
281 323
282 assign (savebed_map, first_map_path); /* Init. respawn position */ 324 savebed_map = first_map_path; /* Init. respawn position */
283 325
284 gen_sp_armour = 10; 326 gen_sp_armour = 10;
285 last_speed = -1;
286 shoottype = range_none; 327 shoottype = range_none;
287 bowtype = bow_normal; 328 bowtype = bow_normal;
288 petmode = pet_normal; 329 petmode = pet_normal;
289 listening = 10; 330 listening = 10;
290 usekeys = containers; 331 usekeys = containers;
291 last_weapon_sp = -1;
292 peaceful = 1; /* default peaceful */ 332 peaceful = 1; /* default peaceful */
293 do_los = 1; 333 do_los = 1;
334}
294 335
295 /* we need to clear these to -1 and not zero - otherwise, 336void
296 * if a player quits and starts a new character, we wont 337player::do_destroy ()
297 * send new values to the client, as things like exp start 338{
298 * at zero. 339 disconnect ();
299 */
300 for (int i = 0; i < NUM_SKILLS; i++)
301 last_skill_exp[i] = -1;
302 340
303 for (int i = 0; i < NROFATTACKS; i++) 341 attachable::do_destroy ();
304 last_resist[i] = -1;
305 342
306 last_stats.exp = -1; 343 if (ob)
307 last_weight = (uint32) - 1; 344 {
345 ob->destroy_inv (false);
346 ob->destroy ();
347 }
308} 348}
309 349
310player::~player () 350player::~player ()
311{ 351{
312 terminate_all_pets (ob);
313
314 if (first_player != this)
315 {
316 player *prev = first_player;
317
318 while (prev && prev->next && prev->next != this)
319 prev = prev->next;
320
321 if (prev->next != this)
322 {
323 LOG (llevError, "Free_player: Can't find previous player.\n");
324 abort ();
325 }
326
327 prev->next = next;
328 }
329 else
330 first_player = next;
331
332 if (ob)
333 {
334 ob->contr = 0;
335 ob->destroy (1);
336 }
337
338 if (ns)
339 {
340 ns->send_packet ("goodbye");
341 ns->flush ();
342 ns->pl = 0;
343 ns->destroy ();
344 }
345
346 /* Clear item stack */ 352 /* Clear item stack */
347 free (stack_items); 353 free (stack_items);
348} 354}
349 355
350/* Tries to add player on the connection passed in ns. 356/* Tries to add player on the connection passed in ns.
355player::create () 361player::create ()
356{ 362{
357 player *pl = new player; 363 player *pl = new player;
358 364
359 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);
360 372
361 return pl; 373 return pl;
362} 374}
363 375
364/* 376/*
391 403
392object * 404object *
393get_nearest_player (object *mon) 405get_nearest_player (object *mon)
394{ 406{
395 object *op = NULL; 407 object *op = NULL;
396 player *pl = NULL;
397 objectlink *ol; 408 objectlink *ol;
398 unsigned lastdist; 409 unsigned lastdist;
399 rv_vector rv; 410 rv_vector rv;
400 411
401 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 412 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
402 { 413 {
403 /* 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
404 * does periodically happen. Given that, lets deal with it. 415 * does periodically happen. Given that, lets deal with it.
405 * While unlikely, it is possible the next object on the friendly 416 * While unlikely, it is possible the next object on the friendly
406 * list is also free, so encapsulate this in a while loop. 417 * list is also free, so encapsulate this in a while loop.
410 object *tmp = ol->ob; 421 object *tmp = ol->ob;
411 422
412 /* 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
413 * itself will have been cleared. 424 * itself will have been cleared.
414 */ 425 */
415 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 ());
416 ol = ol->next; 428 ol = ol->next;
417 remove_friendly_object (tmp); 429 remove_friendly_object (tmp);
418 if (!ol) 430 if (!ol)
419 return op; 431 return op;
420 } 432 }
433 { 445 {
434 op = ol->ob; 446 op = ol->ob;
435 lastdist = rv.distance; 447 lastdist = rv.distance;
436 } 448 }
437 } 449 }
438 for (pl = first_player; pl != NULL; pl = pl->next) 450
439 { 451 for_all_players (pl)
440 if (can_detect_enemy (mon, pl->ob, &rv)) 452 if (can_detect_enemy (mon, pl->ob, &rv))
441 {
442
443 if (lastdist > rv.distance) 453 if (lastdist > rv.distance)
444 { 454 {
445 op = pl->ob; 455 op = pl->ob;
446 lastdist = rv.distance; 456 lastdist = rv.distance;
447 } 457 }
448 } 458
449 }
450#if 0 459#if 0
451 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)");
452#endif 461#endif
453 return op; 462 return op;
454} 463}
512 x = mon->x; 521 x = mon->x;
513 y = mon->y; 522 y = mon->y;
514 m = mon->map; 523 m = mon->map;
515 dir = rv.direction; 524 dir = rv.direction;
516 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 */
517 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
518 /* 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. */
519 if (diff > max) 529 if (diff > max)
520 return 0; 530 return 0;
531
521 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
522 { 533 {
523 lastx = x; 534 lastx = x;
524 lasty = y; 535 lasty = y;
525 lastmap = m; 536 lastmap = m;
607 max--; 618 max--;
608 lastdir = dir; 619 lastdir = dir;
609 if (!firstdir) 620 if (!firstdir)
610 firstdir = dir; 621 firstdir = dir;
611 } 622 }
623
612 if (diff <= 1) 624 if (diff <= 1)
613 { 625 {
614 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
615 * headed toward player for entire distance. 627 * headed toward player for entire distance.
616 */ 628 */
617 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
618 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));
619 } 631 }
632
620 if (diff > max) 633 if (diff > max)
621 return 0; 634 return 0;
622 } 635 }
636
623 /* 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 */
624 if (!max) 638 if (!max)
625 return 0; 639 return 0;
626 640
627 return firstdir; 641 return firstdir;
741roll_stat (void) 755roll_stat (void)
742{ 756{
743 int a[4], i, j, k; 757 int a[4], i, j, k;
744 758
745 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
746 a[i] = (int) RANDOM () % 6 + 1; 760 a[i] = (int) rndm (6) + 1;
747 761
748 for (i = 0, j = 0, k = 7; i < 4; i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
749 if (a[i] < k) 763 if (a[i] < k)
750 k = a[i], j = i; 764 k = a[i], j = i;
751 765
832 contr->levsp[1] = 6; 846 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3; 847 contr->levgrace[1] = 3;
834 848
835 contr->orig_stats = stats; 849 contr->orig_stats = stats;
836 } 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, " ");
837} 862}
838 863
839/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
840 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
841 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
870 * to save here. 895 * to save here.
871 */ 896 */
872 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
873 make_path_to_file (buf); 898 make_path_to_file (buf);
874 899
875#ifdef AUTOSAVE
876 op->contr->last_save_tick = pticks;
877#endif
878 start_info (op); 900 start_info (op);
879 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
880 give_initial_items (op, op->randomitems); 902 give_initial_items (op, op->randomitems);
881 link_player_skills (op); 903 link_player_skills (op);
882 esrv_send_inventory (op, op); 904 esrv_send_inventory (op, op);
888 if (*first_map_ext_path) 910 if (*first_map_ext_path)
889 { 911 {
890 object *tmp; 912 object *tmp;
891 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
892 914
893 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);
894 tmp = object::create (); 916 tmp = object::create ();
895 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
896 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = op->x;
897 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
898 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;
899 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
900 * default initial map */ 922 * default initial map */
901 tmp->destroy (); 923 tmp->destroy ();
902 } 924 }
903 else 925 else
944 966
945 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");
946 return 0; 968 return 0;
947} 969}
948 970
949int
950key_confirm_quit (object *op, char key)
951{
952 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
953 {
954 op->contr->ns->state = ST_PLAYING;
955 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
956 return 1;
957 }
958
959 INVOKE_PLAYER (LOGOUT, op->contr);
960 INVOKE_PLAYER (QUIT, op->contr);
961
962 terminate_all_pets (op);
963 leave_map (op);
964 op->direction = 0;
965 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
966
967 strcpy (op->contr->killer, "quit");
968 check_score (op);
969 op->contr->party = 0;
970 op->contr->own_title[0] = '\0';
971
972 object_ptr ob = op;
973
974 delete ob->contr;
975
976 /* We need to hunt for any per player unique maps in memory and
977 * get rid of them. The trailing slash in the path is intentional,
978 * so that players named 'Ab' won't match against players 'Abe' pathname
979 */
980 char buf[MAX_BUF];
981 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
982
983 for (maptile *next, *mp = first_map; mp; mp = next)
984 {
985 next = mp->next;
986
987 if (!strncmp (mp->path, buf, strlen (buf)))
988 delete_map (mp);
989 }
990
991 delete_character (ob->name, 1);
992
993 return 1;
994}
995
996void 971void
997flee_player (object *op) 972flee_player (object *op)
998{ 973{
999 int dir, diff; 974 int dir, diff;
1000 rv_vector rv; 975 rv_vector rv;
1055int 1030int
1056check_pick (object *op) 1031check_pick (object *op)
1057{ 1032{
1058 object *tmp, *next; 1033 object *tmp, *next;
1059 int stop = 0; 1034 int stop = 0;
1060 int j, k, wvratio; 1035 int wvratio;
1061 char putstring[128], tmpstr[16]; 1036 char putstring[128];
1062 1037
1063 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1064 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1065 return 1; 1040 return 1;
1066 1041
1403 * found object is returned. 1378 * found object is returned.
1404 */ 1379 */
1405object * 1380object *
1406find_arrow (object *op, const char *type) 1381find_arrow (object *op, const char *type)
1407{ 1382{
1408 object *tmp = NULL; 1383 object *tmp = 0;
1409 1384
1410 for (op = op->inv; op; op = op->below) 1385 for (op = op->inv; op; op = op->below)
1411 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))
1412 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1413 else if (op->type == ARROW && op->race == type) 1388 else if (op->type == ARROW && op->race == type)
1414 return op; 1389 return op;
1390
1415 return tmp; 1391 return tmp;
1416} 1392}
1417 1393
1418/* 1394/*
1419 * 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
1420 * 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
1421 * 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
1422 * 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.
1423 */ 1399 */
1424
1425object * 1400object *
1426find_better_arrow (object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1427{ 1402{
1428 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1429 int attacknum, attacktype, betterby = 0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1652 return 0; 1627 return 0;
1653 } 1628 }
1654 1629
1655 arrow->set_owner (op); 1630 arrow->set_owner (op);
1656 arrow->skill = bow->skill; 1631 arrow->skill = bow->skill;
1657
1658 arrow->direction = dir; 1632 arrow->direction = dir;
1659 arrow->x = sx;
1660 arrow->y = sy;
1661 1633
1662 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1663 { 1635 {
1664 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1665 op->update_stats (); 1637 op->update_stats ();
1680 1652
1681 /* update the speed */ 1653 /* update the speed */
1682 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1683 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;
1684 1656
1685 if (arrow->speed < 1.0) 1657 arrow->set_speed (max (arrow->speed, 1.0));
1686 arrow->speed = 1.0;
1687 update_ob_speed (arrow);
1688 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1689 1659
1690 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1691 { 1661 {
1692 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1705 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1706 1676
1707 if (bow->slaying) 1677 if (bow->slaying)
1708 arrow->slaying = bow->slaying; 1678 arrow->slaying = bow->slaying;
1709 1679
1710 arrow->map = m;
1711 arrow->move_type = MOVE_FLY_LOW; 1680 arrow->move_type = MOVE_FLY_LOW;
1712 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1713 1682
1714 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);
1715 insert_ob_in_map (arrow, m, op, 0); 1684 m->insert (arrow, sx, sy, op);
1716 1685
1717 if (!arrow->destroyed ()) 1686 if (!arrow->destroyed ())
1718 move_arrow (arrow); 1687 move_arrow (arrow);
1719 1688
1720 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1746 } 1715 }
1747 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)
1748 { 1717 {
1749 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1750 wcmod = -1; 1719 wcmod = -1;
1720
1751 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);
1752 } 1722 }
1753 else if (op->contr->bowtype == bow_threewide) 1723 else if (op->contr->bowtype == bow_threewide)
1754 { 1724 {
1755 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);
1825 1795
1826 if (item->arch) 1796 if (item->arch)
1827 { 1797 {
1828 CLEAR_FLAG (item, FLAG_ANIMATE); 1798 CLEAR_FLAG (item, FLAG_ANIMATE);
1829 item->face = item->arch->clone.face; 1799 item->face = item->arch->clone.face;
1830 item->speed = 0; 1800 item->set_speed (0);
1831 update_ob_speed (item);
1832 } 1801 }
1802
1833 if ((tmp = item->in_player ())) 1803 if ((tmp = item->in_player ()))
1834 esrv_update_item (UPD_ANIM, tmp, item); 1804 esrv_update_item (UPD_ANIM, tmp, item);
1835 } 1805 }
1836 } 1806 }
1837 else if (item->type == ROD || item->type == HORN) 1807 else if (item->type == ROD || item->type == HORN)
1838 {
1839 drain_rod_charge (item); 1808 drain_rod_charge (item);
1840 }
1841 } 1809 }
1842} 1810}
1843 1811
1844/* Received a fire command for the player - go and do it. 1812/* Received a fire command for the player - go and do it.
1845 */ 1813 */
1884 { 1852 {
1885 if (op->type == PLAYER) 1853 if (op->type == PLAYER)
1886 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.");
1887 return; 1855 return;
1888 } 1856 }
1857
1889 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1890 return; 1859 return;
1891 case range_builder: 1860 case range_builder:
1892 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
1893 return; 1862 return;
1894 default: 1863 default:
1895 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1896 return; 1865 return;
1897 } 1866 }
1898} 1867}
1899
1900
1901 1868
1902/* find_key 1869/* find_key
1903 * 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
1904 * and successfully use it, we return the key, otherwise NULL 1871 * and successfully use it, we return the key, otherwise NULL
1905 * This function merges both normal and locked door, since the logic 1872 * This function merges both normal and locked door, since the logic
1907 * pl is the player, 1874 * pl is the player,
1908 * inv is the objects inventory to searched 1875 * inv is the objects inventory to searched
1909 * door is the door we are trying to match against. 1876 * door is the door we are trying to match against.
1910 * This function can be called recursively to search containers. 1877 * This function can be called recursively to search containers.
1911 */ 1878 */
1912
1913object * 1879object *
1914find_key (object *pl, object *container, object *door) 1880find_key (object *pl, object *container, object *door)
1915{ 1881{
1916 object *tmp, *key; 1882 object *tmp, *key;
1917 1883
1918 /* Should not happen, but sanity checking is never bad */ 1884 /* Should not happen, but sanity checking is never bad */
1919 if (container->inv == NULL) 1885 if (!container->inv)
1920 return NULL; 1886 return 0;
1921 1887
1922 /* 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 */
1923 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1889 for (tmp = container->inv; tmp; tmp = tmp->below)
1924 { 1890 {
1925 if (door->type == DOOR && tmp->type == KEY) 1891 if (door->type == DOOR && tmp->type == KEY)
1926 break; 1892 break;
1927 /* For sanity, we should really check door type, but other stuff 1893 /* For sanity, we should really check door type, but other stuff
1928 * (like containers) can be locked with special keys 1894 * (like containers) can be locked with special keys
1929 */ 1895 */
1930 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1931 break; 1897 break;
1932 } 1898 }
1899
1933 /* No key found - lets search inventories now */ 1900 /* No key found - lets search inventories now */
1934 /* 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.
1935 * 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
1936 * a key, return 1903 * a key, return
1937 */ 1904 */
1938 if (!tmp) 1905 if (!tmp)
1939 { 1906 {
1940 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1907 for (tmp = container->inv; tmp; tmp = tmp->below)
1941 { 1908 {
1942 /* No reason to search empty containers */ 1909 /* No reason to search empty containers */
1943 if (tmp->type == CONTAINER && tmp->inv) 1910 if (tmp->type == CONTAINER && tmp->inv)
1944 { 1911 {
1945 if ((key = find_key (pl, tmp, door)) != NULL) 1912 if ((key = find_key (pl, tmp, door)))
1946 return key; 1913 return key;
1947 } 1914 }
1948 } 1915 }
1916
1949 if (!tmp) 1917 if (!tmp)
1950 return NULL; 1918 return NULL;
1951 } 1919 }
1920
1952 /* 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,
1953 * see if we actually want to use it 1922 * see if we actually want to use it
1954 */ 1923 */
1955 if (pl != container) 1924 if (pl != container)
1956 { 1925 {
1977 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1978 "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));
1979 return NULL; 1948 return NULL;
1980 } 1949 }
1981 } 1950 }
1951
1982 return tmp; 1952 return tmp;
1983} 1953}
1984 1954
1985/* moved door processing out of move_player_attack. 1955/* moved door processing out of move_player_attack.
1986 * returns 1 if player has opened the door with a key 1956 * returns 1 if player has opened the door with a key
2004 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);
2005 if (action_makes_visible (op)) 1975 if (action_makes_visible (op))
2006 make_visible (op); 1976 make_visible (op);
2007 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2008 spring_trap (door->inv, op); 1978 spring_trap (door->inv, op);
1979
2009 if (door->type == DOOR) 1980 if (door->type == DOOR)
2010 {
2011 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 */
2012 }
2013 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2014 { 1983 {
2015 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));
2016 remove_door2 (door); /* remove door without violence ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
2017 } 1986 }
1987
2018 /* Do this after we print the message */ 1988 /* Do this after we print the message */
2019 decrease_ob (key); /* Use up one of the keys */ 1989 decrease_ob (key); /* Use up one of the keys */
2020 /* Need to update the weight the container the key was in */ 1990 /* Need to update the weight the container the key was in */
2021 if (container != op) 1991 if (container != op)
2022 esrv_update_item (UPD_WEIGHT, op, container); 1992 esrv_update_item (UPD_WEIGHT, op, container);
1993
2023 return 1; /* Nothing more to do below */ 1994 return 1; /* Nothing more to do below */
2024 } 1995 }
2025 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2026 { 1997 {
2027 /* Might as well return now - no other way to open this */ 1998 /* Might as well return now - no other way to open this */
2028 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2029 return 1; 2000 return 1;
2030 } 2001 }
2002
2031 return 0; 2003 return 0;
2032} 2004}
2033 2005
2034/* This function is just part of a breakup from move_player. 2006/* This function is just part of a breakup from move_player.
2035 * It should keep the code cleaner. 2007 * It should keep the code cleaner.
2061 */ 2033 */
2062 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))
2063 { 2035 {
2064 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2036 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2065 { 2037 {
2066 m = get_map_from_coord (op->map, &nx, &ny); 2038 m = op->map->xy_find (nx, ny);
2067 if (!m) 2039 if (!m)
2068 return; /* Don't think this should happen */ 2040 return; /* Don't think this should happen */
2069 } 2041 }
2070 else 2042 else
2071 m = op->map; 2043 m = op->map;
2072 2044
2073 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2045 if (!(tmp = m->at (nx, ny).bot))
2074 {
2075 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2076 return; 2046 return;
2077 }
2078 2047
2079 mon = 0; 2048 mon = 0;
2080 /* 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
2081 * 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.
2082 * 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
2135 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2136 { 2105 {
2137 /* 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 */
2138 if (op->contr->braced) 2107 if (op->contr->braced)
2139 return; 2108 return;
2109
2140 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);
2141 (void) push_ob (mon, dir, op); 2111 (void) push_ob (mon, dir, op);
2142 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2143 make_visible (op); 2113 make_visible (op);
2114
2144 return; 2115 return;
2145 } 2116 }
2146 2117
2147 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2148 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2162 !on_battleground)) 2133 !on_battleground))
2163 { 2134 {
2164 if (!op->contr->braced) 2135 if (!op->contr->braced)
2165 { 2136 {
2166 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);
2167 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2168 } 2139 }
2169 else 2140 else
2170 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2171 2142
2172 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2187 * 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
2188 * and be living. Then, it must be one of the following: 2159 * and be living. Then, it must be one of the following:
2189 * 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
2190 * 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.
2191 */ 2162 */
2192
2193 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2194 ((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)))
2195 { 2165 {
2196 2166
2197 /* If the player hasn't hit something this tick, and does 2167 /* If the player hasn't hit something this tick, and does
2231int 2201int
2232move_player (object *op, int dir) 2202move_player (object *op, int dir)
2233{ 2203{
2234 int pick; 2204 int pick;
2235 2205
2236 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2237 return 0; 2207 return 0;
2238 2208
2239 /* Sanity check: make sure dir is valid */ 2209 /* Sanity check: make sure dir is valid */
2240 if ((dir < 0) || (dir >= 9)) 2210 if ((dir < 0) || (dir >= 9))
2241 { 2211 {
2242 LOG (llevError, "move_player: invalid direction %d\n", dir); 2212 LOG (llevError, "move_player: invalid direction %d\n", dir);
2243 return 0; 2213 return 0;
2244 } 2214 }
2245 2215
2246 /* peterm: added following line */ 2216 /* peterm: added following line */
2247 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2248 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2249 2219
2250 op->facing = dir; 2220 op->facing = dir;
2251 2221
2252 if (op->hide) 2222 if (op->hide)
2253 do_hidden_move (op); 2223 do_hidden_move (op);
2329 2299
2330 /* 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
2331 * the players time has been increased when doericserver has been 2301 * the players time has been increased when doericserver has been
2332 * called, so we recheck it here. 2302 * called, so we recheck it here.
2333 */ 2303 */
2334 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2304 if (op->contr->ns->handle_command ())
2335 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2305 return 1;
2336 ;
2337 2306
2338 if (op->speed_left < 0) 2307 if (op->speed_left > 0)
2339 return 0; 2308 {
2340
2341 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2309 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2342 { 2310 {
2343 /* All move commands take 1 tick, at least for now */ 2311 /* All move commands take 1 tick, at least for now */
2344 op->speed_left--; 2312 op->speed_left--;
2345 2313
2346 /* Instead of all the stuff below, let move_player take care 2314 /* Instead of all the stuff below, let move_player take care
2347 * 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
2348 * there, as well as the confusion stuff. 2316 * there, as well as the confusion stuff.
2349 */ 2317 */
2350 move_player (op, op->direction); 2318 move_player (op, op->direction);
2351 if (op->speed_left > 0) 2319
2352 return 1; 2320 return op->speed_left > 0;
2353 else 2321 }
2354 return 0;
2355 } 2322 }
2356 2323
2357 return 0; 2324 return 0;
2358} 2325}
2359 2326
2397 * from. 2364 * from.
2398 */ 2365 */
2399void 2366void
2400remove_unpaid_objects (object *op, object *env) 2367remove_unpaid_objects (object *op, object *env)
2401{ 2368{
2402 object *next;
2403
2404 while (op) 2369 while (op)
2405 { 2370 {
2406 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' */
2407 * we remove object 'op' 2372
2408 */
2409 if (QUERY_FLAG (op, FLAG_UNPAID)) 2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2410 { 2374 {
2411 op->remove ();
2412 op->x = env->x;
2413 op->y = env->y;
2414 if (env->type == PLAYER) 2375 if (env->type == PLAYER)
2415 esrv_del_item (env->contr, op->count); 2376 esrv_del_item (env->contr, op->count);
2416 insert_ob_in_map (op, env->map, NULL, 0); 2377
2378 op->insert_at (env);
2417 } 2379 }
2418 else if (op->inv) 2380 else if (op->inv)
2419 remove_unpaid_objects (op->inv, env); 2381 remove_unpaid_objects (op->inv, env);
2420 2382
2421 op = next; 2383 op = next;
2714 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!");
2715 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...");
2716 2678
2717 /* restore player */ 2679 /* restore player */
2718 at = archetype::find ("poisoning"); 2680 at = archetype::find ("poisoning");
2719 tmp = present_arch_in_ob (at, op); 2681 if (object *tmp = present_arch_in_ob (at, op))
2720 if (tmp)
2721 { 2682 {
2722 tmp->destroy (); 2683 tmp->destroy ();
2723 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2724 } 2685 }
2725 2686
2726 at = archetype::find ("confusion"); 2687 at = archetype::find ("confusion");
2727 tmp = present_arch_in_ob (at, op); 2688 if (object *tmp = present_arch_in_ob (at, op))
2728 if (tmp)
2729 { 2689 {
2730 tmp->destroy (); 2690 tmp->destroy ();
2731 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2732 } 2692 }
2733 2693
2735 op->stats.hp = op->stats.maxhp; 2695 op->stats.hp = op->stats.maxhp;
2736 if (op->stats.food <= 0) 2696 if (op->stats.food <= 0)
2737 op->stats.food = 999; 2697 op->stats.food = 999;
2738 2698
2739 /* create a bodypart-trophy to make the winner happy */ 2699 /* create a bodypart-trophy to make the winner happy */
2740 tmp = arch_to_object (archetype::find ("finger")); 2700 if (object *tmp = arch_to_object (archetype::find ("finger")))
2741 if (tmp != NULL)
2742 { 2701 {
2743 sprintf (buf, "%s's finger", &op->name); 2702 sprintf (buf, "%s's finger", &op->name);
2744 tmp->name = buf; 2703 tmp->name = buf;
2745 sprintf (buf, " This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
2746 " 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",
2747 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2748 tmp->msg = buf; 2707 tmp->msg = buf;
2749 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2708 tmp->value = 0, tmp->type = 0;
2750 tmp->materialname = NULL; 2709 tmp->materialname = "organics";
2751 tmp->x = op->x, tmp->y = op->y; 2710 tmp->insert_at (op, tmp);
2752 insert_ob_in_map (tmp, op->map, op, 0);
2753 } 2711 }
2754 2712
2755 /* teleport defeated player to new destination */ 2713 /* teleport defeated player to new destination */
2756 transfer_ob (op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
2757 op->contr->braced = 0; 2715 op->contr->braced = 0;
2762 2720
2763 command_kill_pets (op, 0); 2721 command_kill_pets (op, 0);
2764 2722
2765 if (op->stats.food < 0) 2723 if (op->stats.food < 0)
2766 { 2724 {
2767 if (op->contr->explore)
2768 {
2769 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2770 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2771 op->stats.food = 999;
2772 return;
2773 }
2774 sprintf (buf, "%s starved to death.", &op->name); 2725 sprintf (buf, "%s starved to death.", &op->name);
2775 strcpy (op->contr->killer, "starvation"); 2726 strcpy (op->contr->killer, "starvation");
2776 } 2727 }
2777 else 2728 else
2778 {
2779 if (op->contr->explore)
2780 {
2781 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2782 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2783 op->stats.hp = op->stats.maxhp;
2784 return;
2785 }
2786 sprintf (buf, "%s died.", &op->name); 2729 sprintf (buf, "%s died.", &op->name);
2787 } 2730
2788 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2789 2732
2790 /* save the map location for corpse, gravestone */ 2733 /* save the map location for corpse, gravestone */
2791 x = op->x; 2734 x = op->x;
2792 y = op->y; 2735 y = op->y;
2793 map = op->map; 2736 map = op->map;
2794
2795 2737
2796 /* NOT_PERMADEATH code. This basically brings the character back to 2738 /* NOT_PERMADEATH code. This basically brings the character back to
2797 * 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.
2798 * 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.
2799 */ 2741 */
2816 num_stats_lose = 1; 2758 num_stats_lose = 1;
2817 else 2759 else
2818 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2760 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2819 } 2761 }
2820 else 2762 else
2821 {
2822 num_stats_lose = 1; 2763 num_stats_lose = 1;
2823 } 2764
2824 lost_a_stat = 0; 2765 lost_a_stat = 0;
2825 2766
2826 for (z = 0; z < num_stats_lose; z++) 2767 for (z = 0; z < num_stats_lose; z++)
2827 { 2768 {
2828 i = RANDOM () % NUM_STATS; 2769 i = RANDOM () % NUM_STATS;
2986 /* */ 2927 /* */
2987 /****************************************/ 2928 /****************************************/
2988 2929
2989 enter_player_savebed (op); 2930 enter_player_savebed (op);
2990 2931
2991 /* Save the player before inserting the force to reduce
2992 * chance of abuse.
2993 */
2994 op->contr->braced = 0; 2932 op->contr->braced = 0;
2995 op->contr->save ();
2996 2933
2997 /* it is possible that the player has blown something up 2934 /* it is possible that the player has blown something up
2998 * at his savebed location, and that can have long lasting 2935 * at his savebed location, and that can have long lasting
2999 * spell effects. So first see if there is a spell effect 2936 * spell effects. So first see if there is a spell effect
3000 * on the space that might harm the player. 2937 * on the space that might harm the player.
3029void 2966void
3030loot_object (object *op) 2967loot_object (object *op)
3031{ /* Grab and destroy some treasure */ 2968{ /* Grab and destroy some treasure */
3032 object *tmp, *tmp2, *next; 2969 object *tmp, *tmp2, *next;
3033 2970
3034 if (op->container) 2971 op->close_container (); /* close open sack first */
3035 esrv_apply_container (op, op->container); /* close open sack first */
3036 2972
3037 for (tmp = op->inv; tmp; tmp = next) 2973 for (tmp = op->inv; tmp; tmp = next)
3038 { 2974 {
3039 next = tmp->below; 2975 next = tmp->below;
3040 2976
3041 if (tmp->invisible) 2977 if (tmp->invisible)
3042 continue; 2978 continue;
3043 2979
3044 tmp->remove (); 2980 tmp->remove ();
3045 tmp->x = op->x, tmp->y = op->y; 2981 tmp->x = op->x, tmp->y = op->y;
2982
3046 if (tmp->type == CONTAINER) 2983 if (tmp->type == CONTAINER)
3047 { /* empty container to ground */ 2984 loot_object (tmp); /* empty container to ground */
3048 loot_object (tmp); 2985
3049 }
3050 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))))
3051 { 2987 {
3052 if (tmp->nrof > 1) 2988 if (tmp->nrof > 1)
3053 { 2989 {
3054 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3055 tmp2->destroy (); 2991 tmp2->destroy ();
3066/* 3002/*
3067 * fix_weight(): Check recursively the weight of all players, and fix 3003 * fix_weight(): Check recursively the weight of all players, and fix
3068 * 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
3069 * was changed. 3005 * was changed.
3070 */ 3006 */
3071
3072void 3007void
3073fix_weight (void) 3008fix_weight (void)
3074{ 3009{
3075 for (player *pl = first_player; pl; pl = pl->next) 3010 for_all_players (pl)
3076 { 3011 {
3077 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3012 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3078 3013
3079 if (old == sum) 3014 if (old == sum)
3080 continue; 3015 continue;
3084} 3019}
3085 3020
3086void 3021void
3087fix_luck (void) 3022fix_luck (void)
3088{ 3023{
3089 for (player *pl = first_player; pl; pl = pl->next) 3024 for_all_players (pl)
3090 if (!pl->ob->contr->ns->state) 3025 if (!pl->ob->contr->ns->state)
3091 pl->ob->change_luck (0); 3026 pl->ob->change_luck (0);
3092} 3027}
3093 3028
3094/* cast_dust() - handles op throwing objects of type 'DUST'. 3029/* cast_dust() - handles op throwing objects of type 'DUST'.
3142} 3077}
3143 3078
3144int 3079int
3145is_true_undead (object *op) 3080is_true_undead (object *op)
3146{ 3081{
3147 object *tmp = NULL;
3148
3149 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3150 return 1; 3083 return 1;
3151 3084
3152 return 0; 3085 return 0;
3153} 3086}
3212 3145
3213 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3214 3147
3215 /* 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! */
3216 if (op->type == PLAYER && op->contr->run_on) 3149 if (op->type == PLAYER && op->contr->run_on)
3217 {
3218 if (!skop || num >= skop->level) 3150 if (!skop || num >= skop->level)
3219 { 3151 {
3220 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!");
3221 make_visible (op); 3153 make_visible (op);
3222 return; 3154 return;
3223 } 3155 }
3224 else 3156 else
3225 num += 20; 3157 num += 20;
3226 } 3158
3227 num += op->map->difficulty; 3159 num += op->map->difficulty;
3228 hide = hideability (op); /* modify by terrain hidden level */ 3160 hide = hideability (op); /* modify by terrain hidden level */
3229 num -= hide; 3161 num -= hide;
3162
3230 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3231 { 3164 {
3232 make_visible (op); 3165 make_visible (op);
3233 if (op->type == PLAYER) 3166 if (op->type == PLAYER)
3234 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!");
3235 } 3168 }
3236 else if (op->type == PLAYER && skop) 3169 else if (op->type == PLAYER && skop)
3237 {
3238 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);
3239 }
3240} 3171}
3241 3172
3242/* determine if who is standing near a hostile creature. */ 3173/* determine if who is standing near a hostile creature. */
3243 3174
3244int 3175int
3311 if (pl->type != PLAYER) 3242 if (pl->type != PLAYER)
3312 { 3243 {
3313 LOG (llevError, "player_can_view() called for non-player object\n"); 3244 LOG (llevError, "player_can_view() called for non-player object\n");
3314 return -1; 3245 return -1;
3315 } 3246 }
3247
3316 if (!pl || !op) 3248 if (!pl || !op)
3317 return 0; 3249 return 0;
3318 3250
3319 if (op->head)
3320 {
3321 op = op->head; 3251 op = op->head_ ();
3322 } 3252
3323 get_rangevector (pl, op, &rv, 0x1); 3253 get_rangevector (pl, op, &rv, 0x1);
3324 3254
3325 /* starting with the 'head' part, lets loop 3255 /* starting with the 'head' part, lets loop
3326 * through the object and find if it has any 3256 * through the object and find if it has any
3327 * part that is in the los array but isnt on 3257 * part that is in the los array but isnt on
3457 if (trlist == NULL || who->type != PLAYER) 3387 if (trlist == NULL || who->type != PLAYER)
3458 return; 3388 return;
3459 3389
3460 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++);
3461 3391
3462 if (tr == NULL || tr->item == NULL) 3392 if (!tr || !tr->item)
3463 { 3393 {
3464 /* 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]); */
3465 return; 3395 return;
3466 } 3396 }
3467 3397
3592 * not readied. 3522 * not readied.
3593 */ 3523 */
3594void 3524void
3595player_unready_range_ob (player *pl, object *ob) 3525player_unready_range_ob (player *pl, object *ob)
3596{ 3526{
3597 rangetype i;
3598
3599 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))
3600 {
3601 if (pl->ranges[i] == ob) 3528 if (pl->ranges[i] == ob)
3602 { 3529 {
3603 pl->ranges[i] = NULL; 3530 pl->ranges[i] = 0;
3604 if (pl->shoottype == i) 3531 if (pl->shoottype == i)
3605 {
3606 pl->shoottype = range_none; 3532 pl->shoottype = range_none;
3607 }
3608 } 3533 }
3609 }
3610} 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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