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Comparing deliantra/server/server/player.C (file contents):
Revision 1.72 by root, Wed Dec 27 15:04:39 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 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45 38
46void 39void
47display_motd (const object *op) 40display_motd (const object *op)
48{ 41{
49 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
123 116
124 news[0] = '\0'; 117 news[0] = '\0';
125 subject[0] = '\0'; 118 subject[0] = '\0';
126 size = 0; 119 size = 0;
127 120
128 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
129 { 122 {
130 if (*buf == '#') 123 if (*buf == '#')
131 continue; 124 continue;
132 125
133 if (*buf == '%') 126 if (*buf == '%')
134 { /* send one news */ 127 { /* send one news */
135 if (size > 0) 128 if (size > 0)
136 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
137 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
138 strip_endline (subject); 132 strip_endline (subject);
139 size = 0; 133 size = 0;
140 news[0] = '\0'; 134 news[0] = '\0';
141 } 135 }
158 152
159/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
160static void 154static void
161set_first_map (object *op) 155set_first_map (object *op)
162{ 156{
163 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
164 op->x = -1; 158 op->x = -1;
165 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;
166 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);
167} 208}
168 209
169// connect the player with a specific client 210// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings 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);
226
227 ns->reset_stats ();
184 228
185 /* make sure he's a player -- needed because of class change. */ 229 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid 230 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race; 231 ob->race = ob->arch->clone.race;
188 232
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 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 ob->set_speed (ob->speed);
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!");
234 262
235 esrv_new_player (this, ob->weight + ob->carrying); 263 esrv_new_player (this, ob->weight + ob->carrying);
236 264
237 ob->update_stats (); 265 ob->update_stats ();
238 ns->floorbox_update (); 266 ns->floorbox_update ();
239 267
240 esrv_send_inventory (ob, ob); 268 esrv_send_inventory (ob, ob);
241 esrv_add_spells (this, 0); 269 esrv_add_spells (this, 0);
242 270
243 enter_exit (ob, 0); 271 activate ();
244 272
245 send_rules (ob); 273 send_rules (ob);
246 send_news (ob); 274 send_news (ob);
247 display_motd (ob); 275 display_motd (ob);
276
277 INVOKE_PLAYER (CONNECT, this);
248 INVOKE_PLAYER (LOGIN, this); 278 INVOKE_PLAYER (LOGIN, this);
249} 279}
250 280
251void 281void
252player::disconnect () 282player::disconnect ()
253{ 283{
254 //TODO: don't be so harsh and destroy :)
255 if (ns) 284 if (ns)
256 { 285 {
257 if (enable_save) 286 if (active)
258 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 287 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
259 288
260 client *ns = this->ns; 289 INVOKE_PLAYER (DISCONNECT, this);
261 ns->send_packet ("goodbye"); 290
262 ns->flush (); 291 ns->reset_stats ();
263 ns->pl = 0; 292 ns->pl = 0;
264 this->ns = 0; 293 this->ns = 0;
265
266 ns->destroy ();
267 destroy ();
268 } 294 }
295
296 if (ob)
297 ob->close_container (); //TODO: client-specific
298
299 deactivate ();
269} 300}
270 301
271// the need for this function can be explained 302// the need for this function can be explained
272// by load_object not returning the object 303// by load_object not returning the object
273void 304void
274player::set_object (object *op) 305player::set_object (object *op)
275{ 306{
276 ob = op; 307 ob = op;
277 ob->contr = this; /* this aren't yet in archetype */ 308 ob->contr = this; /* this aren't yet in archetype */
278 309
279 ob->speed_left = 0.5; 310 ob->speed_left = 0.5;
280 ob->speed = 1.0; 311 ob->speed = 1.0;
281 ob->direction = 5; /* So player faces south */ 312 ob->direction = 5; /* So player faces south */
282 ob->stats.wc = 2;
283 ob->run_away = 25; /* Then we panick... */
284
285 set_first_map (ob);
286
287 ob->roll_stats ();
288} 313}
289 314
290player::player () 315player::player ()
291{ 316{
292 /* There are some elements we want initialized to non zero value - 317 /* There are some elements we want initialised to non zero value -
293 * we deal with that below this point. 318 * we deal with that below this point.
294 */ 319 */
295 outputs_sync = 16; /* Every 2 seconds */ 320 outputs_sync = 16; /* Every 2 seconds */
296 outputs_count = 8; /* Keeps present behaviour */ 321 outputs_count = 8; /* Keeps present behaviour */
297 unapply = unapply_nochoice; 322 unapply = unapply_nochoice;
298 323
299 assign (savebed_map, first_map_path); /* Init. respawn position */ 324 savebed_map = first_map_path; /* Init. respawn position */
300 325
301 gen_sp_armour = 10; 326 gen_sp_armour = 10;
302 last_speed = -1;
303 shoottype = range_none; 327 shoottype = range_none;
304 bowtype = bow_normal; 328 bowtype = bow_normal;
305 petmode = pet_normal; 329 petmode = pet_normal;
306 listening = 10; 330 listening = 10;
307 usekeys = containers; 331 usekeys = containers;
308 last_weapon_sp = -1;
309 peaceful = 1; /* default peaceful */ 332 peaceful = 1; /* default peaceful */
310 do_los = 1; 333 do_los = 1;
311
312 /* we need to clear these to -1 and not zero - otherwise,
313 * if a player quits and starts a new character, we wont
314 * send new values to the client, as things like exp start
315 * at zero.
316 */
317 for (int i = 0; i < NUM_SKILLS; i++)
318 last_skill_exp[i] = -1;
319
320 for (int i = 0; i < NROFATTACKS; i++)
321 last_resist[i] = -1;
322
323 last_stats.exp = -1;
324 last_weight = (uint32) - 1;
325} 334}
326 335
327void 336void
328player::do_destroy () 337player::do_destroy ()
329{ 338{
330 disconnect (); 339 disconnect ();
331 340
332 save (false);
333 enable_save = false;
334
335 attachable::do_destroy (); 341 attachable::do_destroy ();
336
337 terminate_all_pets (ob);
338
339 if (first_player != this)
340 {
341 player *prev = first_player;
342
343 while (prev && prev->next && prev->next != this)
344 prev = prev->next;
345
346 if (prev->next != this)
347 {
348 LOG (llevError, "Free_player: Can't find previous player.\n");
349 abort ();
350 }
351
352 prev->next = next;
353 }
354 else
355 first_player = next;
356 342
357 if (ob) 343 if (ob)
358 { 344 {
359 ob->destroy_inv (false); 345 ob->destroy_inv (false);
360 ob->destroy (); 346 ob->destroy ();
375player::create () 361player::create ()
376{ 362{
377 player *pl = new player; 363 player *pl = new player;
378 364
379 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);
380 372
381 return pl; 373 return pl;
382} 374}
383 375
384/* 376/*
415 object *op = NULL; 407 object *op = NULL;
416 objectlink *ol; 408 objectlink *ol;
417 unsigned lastdist; 409 unsigned lastdist;
418 rv_vector rv; 410 rv_vector rv;
419 411
420 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 412 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
421 { 413 {
422 /* 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
423 * does periodically happen. Given that, lets deal with it. 415 * does periodically happen. Given that, lets deal with it.
424 * While unlikely, it is possible the next object on the friendly 416 * While unlikely, it is possible the next object on the friendly
425 * list is also free, so encapsulate this in a while loop. 417 * list is also free, so encapsulate this in a while loop.
429 object *tmp = ol->ob; 421 object *tmp = ol->ob;
430 422
431 /* 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
432 * itself will have been cleared. 424 * itself will have been cleared.
433 */ 425 */
434 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 ());
435 ol = ol->next; 428 ol = ol->next;
436 remove_friendly_object (tmp); 429 remove_friendly_object (tmp);
437 if (!ol) 430 if (!ol)
438 return op; 431 return op;
439 } 432 }
528 x = mon->x; 521 x = mon->x;
529 y = mon->y; 522 y = mon->y;
530 m = mon->map; 523 m = mon->map;
531 dir = rv.direction; 524 dir = rv.direction;
532 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 */
533 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
534 /* 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. */
535 if (diff > max) 529 if (diff > max)
536 return 0; 530 return 0;
531
537 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
538 { 533 {
539 lastx = x; 534 lastx = x;
540 lasty = y; 535 lasty = y;
541 lastmap = m; 536 lastmap = m;
623 max--; 618 max--;
624 lastdir = dir; 619 lastdir = dir;
625 if (!firstdir) 620 if (!firstdir)
626 firstdir = dir; 621 firstdir = dir;
627 } 622 }
623
628 if (diff <= 1) 624 if (diff <= 1)
629 { 625 {
630 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
631 * headed toward player for entire distance. 627 * headed toward player for entire distance.
632 */ 628 */
633 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
634 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));
635 } 631 }
632
636 if (diff > max) 633 if (diff > max)
637 return 0; 634 return 0;
638 } 635 }
636
639 /* 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 */
640 if (!max) 638 if (!max)
641 return 0; 639 return 0;
642 640
643 return firstdir; 641 return firstdir;
757roll_stat (void) 755roll_stat (void)
758{ 756{
759 int a[4], i, j, k; 757 int a[4], i, j, k;
760 758
761 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
762 a[i] = (int) RANDOM () % 6 + 1; 760 a[i] = (int) rndm (6) + 1;
763 761
764 for (i = 0, j = 0, k = 7; i < 4; i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
765 if (a[i] < k) 763 if (a[i] < k)
766 k = a[i], j = i; 764 k = a[i], j = i;
767 765
848 contr->levsp[1] = 6; 846 contr->levsp[1] = 6;
849 contr->levgrace[1] = 3; 847 contr->levgrace[1] = 3;
850 848
851 contr->orig_stats = stats; 849 contr->orig_stats = stats;
852 } 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, " ");
853} 862}
854 863
855/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
856 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
857 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
886 * to save here. 895 * to save here.
887 */ 896 */
888 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
889 make_path_to_file (buf); 898 make_path_to_file (buf);
890 899
891#ifdef AUTOSAVE
892 op->contr->last_save_tick = pticks;
893#endif
894 start_info (op); 900 start_info (op);
895 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
896 give_initial_items (op, op->randomitems); 902 give_initial_items (op, op->randomitems);
897 link_player_skills (op); 903 link_player_skills (op);
898 esrv_send_inventory (op, op); 904 esrv_send_inventory (op, op);
904 if (*first_map_ext_path) 910 if (*first_map_ext_path)
905 { 911 {
906 object *tmp; 912 object *tmp;
907 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
908 914
909 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);
910 tmp = object::create (); 916 tmp = object::create ();
911 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
912 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = op->x;
913 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
914 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;
915 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
916 * default initial map */ 922 * default initial map */
917 tmp->destroy (); 923 tmp->destroy ();
918 } 924 }
919 else 925 else
960 966
961 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");
962 return 0; 968 return 0;
963} 969}
964 970
965int
966key_confirm_quit (object *op, char key)
967{
968 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
969 {
970 op->contr->ns->state = ST_PLAYING;
971 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
972 return 1;
973 }
974
975 INVOKE_PLAYER (LOGOUT, op->contr);
976 INVOKE_PLAYER (QUIT, op->contr);
977
978 op->contr->enable_save = false;
979
980 terminate_all_pets (op);
981 leave_map (op);
982 op->direction = 0;
983 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
984
985 strcpy (op->contr->killer, "quit");
986 check_score (op);
987 op->contr->party = 0;
988 op->contr->own_title[0] = '\0';
989
990 object_ptr ob = op;
991
992 /* We need to hunt for any per player unique maps in memory and
993 * get rid of them. The trailing slash in the path is intentional,
994 * so that players named 'Ab' won't match against players 'Abe' pathname
995 */
996 char buf[MAX_BUF];
997 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
998
999 for_all_maps (mp)
1000 if (!strncmp (mp->path, buf, strlen (buf)))
1001 delete_map (mp);
1002
1003 delete_character (ob->name, 1);
1004 ob->contr->destroy ();
1005
1006 return 1;
1007}
1008
1009void 971void
1010flee_player (object *op) 972flee_player (object *op)
1011{ 973{
1012 int dir, diff; 974 int dir, diff;
1013 rv_vector rv; 975 rv_vector rv;
1068int 1030int
1069check_pick (object *op) 1031check_pick (object *op)
1070{ 1032{
1071 object *tmp, *next; 1033 object *tmp, *next;
1072 int stop = 0; 1034 int stop = 0;
1073 int j, k, wvratio; 1035 int wvratio;
1074 char putstring[128], tmpstr[16]; 1036 char putstring[128];
1075 1037
1076 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1077 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1078 return 1; 1040 return 1;
1079 1041
1416 * found object is returned. 1378 * found object is returned.
1417 */ 1379 */
1418object * 1380object *
1419find_arrow (object *op, const char *type) 1381find_arrow (object *op, const char *type)
1420{ 1382{
1421 object *tmp = NULL; 1383 object *tmp = 0;
1422 1384
1423 for (op = op->inv; op; op = op->below) 1385 for (op = op->inv; op; op = op->below)
1424 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))
1425 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1426 else if (op->type == ARROW && op->race == type) 1388 else if (op->type == ARROW && op->race == type)
1427 return op; 1389 return op;
1390
1428 return tmp; 1391 return tmp;
1429} 1392}
1430 1393
1431/* 1394/*
1432 * 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
1433 * 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
1434 * 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
1435 * 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.
1436 */ 1399 */
1437
1438object * 1400object *
1439find_better_arrow (object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1440{ 1402{
1441 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1442 int attacknum, attacktype, betterby = 0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1753 } 1715 }
1754 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)
1755 { 1717 {
1756 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1757 wcmod = -1; 1719 wcmod = -1;
1720
1758 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);
1759 } 1722 }
1760 else if (op->contr->bowtype == bow_threewide) 1723 else if (op->contr->bowtype == bow_threewide)
1761 { 1724 {
1762 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);
1889 { 1852 {
1890 if (op->type == PLAYER) 1853 if (op->type == PLAYER)
1891 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.");
1892 return; 1855 return;
1893 } 1856 }
1857
1894 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1895 return; 1859 return;
1896 case range_builder: 1860 case range_builder:
1897 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
1898 return; 1862 return;
1899 default: 1863 default:
1900 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1901 return; 1865 return;
1902 } 1866 }
1903} 1867}
1904
1905
1906 1868
1907/* find_key 1869/* find_key
1908 * 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
1909 * and successfully use it, we return the key, otherwise NULL 1871 * and successfully use it, we return the key, otherwise NULL
1910 * This function merges both normal and locked door, since the logic 1872 * This function merges both normal and locked door, since the logic
1912 * pl is the player, 1874 * pl is the player,
1913 * inv is the objects inventory to searched 1875 * inv is the objects inventory to searched
1914 * door is the door we are trying to match against. 1876 * door is the door we are trying to match against.
1915 * This function can be called recursively to search containers. 1877 * This function can be called recursively to search containers.
1916 */ 1878 */
1917
1918object * 1879object *
1919find_key (object *pl, object *container, object *door) 1880find_key (object *pl, object *container, object *door)
1920{ 1881{
1921 object *tmp, *key; 1882 object *tmp, *key;
1922 1883
1923 /* Should not happen, but sanity checking is never bad */ 1884 /* Should not happen, but sanity checking is never bad */
1924 if (container->inv == NULL) 1885 if (!container->inv)
1925 return NULL; 1886 return 0;
1926 1887
1927 /* 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 */
1928 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1889 for (tmp = container->inv; tmp; tmp = tmp->below)
1929 { 1890 {
1930 if (door->type == DOOR && tmp->type == KEY) 1891 if (door->type == DOOR && tmp->type == KEY)
1931 break; 1892 break;
1932 /* For sanity, we should really check door type, but other stuff 1893 /* For sanity, we should really check door type, but other stuff
1933 * (like containers) can be locked with special keys 1894 * (like containers) can be locked with special keys
1934 */ 1895 */
1935 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1936 break; 1897 break;
1937 } 1898 }
1899
1938 /* No key found - lets search inventories now */ 1900 /* No key found - lets search inventories now */
1939 /* 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.
1940 * 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
1941 * a key, return 1903 * a key, return
1942 */ 1904 */
1943 if (!tmp) 1905 if (!tmp)
1944 { 1906 {
1945 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1907 for (tmp = container->inv; tmp; tmp = tmp->below)
1946 { 1908 {
1947 /* No reason to search empty containers */ 1909 /* No reason to search empty containers */
1948 if (tmp->type == CONTAINER && tmp->inv) 1910 if (tmp->type == CONTAINER && tmp->inv)
1949 { 1911 {
1950 if ((key = find_key (pl, tmp, door)) != NULL) 1912 if ((key = find_key (pl, tmp, door)))
1951 return key; 1913 return key;
1952 } 1914 }
1953 } 1915 }
1916
1954 if (!tmp) 1917 if (!tmp)
1955 return NULL; 1918 return NULL;
1956 } 1919 }
1920
1957 /* 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,
1958 * see if we actually want to use it 1922 * see if we actually want to use it
1959 */ 1923 */
1960 if (pl != container) 1924 if (pl != container)
1961 { 1925 {
1982 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1983 "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));
1984 return NULL; 1948 return NULL;
1985 } 1949 }
1986 } 1950 }
1951
1987 return tmp; 1952 return tmp;
1988} 1953}
1989 1954
1990/* moved door processing out of move_player_attack. 1955/* moved door processing out of move_player_attack.
1991 * returns 1 if player has opened the door with a key 1956 * returns 1 if player has opened the door with a key
2009 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);
2010 if (action_makes_visible (op)) 1975 if (action_makes_visible (op))
2011 make_visible (op); 1976 make_visible (op);
2012 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2013 spring_trap (door->inv, op); 1978 spring_trap (door->inv, op);
1979
2014 if (door->type == DOOR) 1980 if (door->type == DOOR)
2015 {
2016 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 */
2017 }
2018 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2019 { 1983 {
2020 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));
2021 remove_door2 (door); /* remove door without violence ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
2022 } 1986 }
1987
2023 /* Do this after we print the message */ 1988 /* Do this after we print the message */
2024 decrease_ob (key); /* Use up one of the keys */ 1989 decrease_ob (key); /* Use up one of the keys */
2025 /* Need to update the weight the container the key was in */ 1990 /* Need to update the weight the container the key was in */
2026 if (container != op) 1991 if (container != op)
2027 esrv_update_item (UPD_WEIGHT, op, container); 1992 esrv_update_item (UPD_WEIGHT, op, container);
1993
2028 return 1; /* Nothing more to do below */ 1994 return 1; /* Nothing more to do below */
2029 } 1995 }
2030 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2031 { 1997 {
2032 /* Might as well return now - no other way to open this */ 1998 /* Might as well return now - no other way to open this */
2033 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2034 return 1; 2000 return 1;
2035 } 2001 }
2002
2036 return 0; 2003 return 0;
2037} 2004}
2038 2005
2039/* This function is just part of a breakup from move_player. 2006/* This function is just part of a breakup from move_player.
2040 * It should keep the code cleaner. 2007 * It should keep the code cleaner.
2066 */ 2033 */
2067 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))
2068 { 2035 {
2069 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2036 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2070 { 2037 {
2071 m = get_map_from_coord (op->map, &nx, &ny); 2038 m = op->map->xy_find (nx, ny);
2072 if (!m) 2039 if (!m)
2073 return; /* Don't think this should happen */ 2040 return; /* Don't think this should happen */
2074 } 2041 }
2075 else 2042 else
2076 m = op->map; 2043 m = op->map;
2077 2044
2078 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2045 if (!(tmp = m->at (nx, ny).bot))
2079 {
2080 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2081 return; 2046 return;
2082 }
2083 2047
2084 mon = 0; 2048 mon = 0;
2085 /* 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
2086 * 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.
2087 * 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
2140 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2141 { 2105 {
2142 /* 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 */
2143 if (op->contr->braced) 2107 if (op->contr->braced)
2144 return; 2108 return;
2109
2145 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);
2146 (void) push_ob (mon, dir, op); 2111 (void) push_ob (mon, dir, op);
2147 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2148 make_visible (op); 2113 make_visible (op);
2114
2149 return; 2115 return;
2150 } 2116 }
2151 2117
2152 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2153 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2167 !on_battleground)) 2133 !on_battleground))
2168 { 2134 {
2169 if (!op->contr->braced) 2135 if (!op->contr->braced)
2170 { 2136 {
2171 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);
2172 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2173 } 2139 }
2174 else 2140 else
2175 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2176 2142
2177 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2192 * 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
2193 * and be living. Then, it must be one of the following: 2159 * and be living. Then, it must be one of the following:
2194 * 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
2195 * 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.
2196 */ 2162 */
2197
2198 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2199 ((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)))
2200 { 2165 {
2201 2166
2202 /* If the player hasn't hit something this tick, and does 2167 /* If the player hasn't hit something this tick, and does
2236int 2201int
2237move_player (object *op, int dir) 2202move_player (object *op, int dir)
2238{ 2203{
2239 int pick; 2204 int pick;
2240 2205
2241 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2242 return 0; 2207 return 0;
2243 2208
2244 /* Sanity check: make sure dir is valid */ 2209 /* Sanity check: make sure dir is valid */
2245 if ((dir < 0) || (dir >= 9)) 2210 if ((dir < 0) || (dir >= 9))
2246 { 2211 {
2247 LOG (llevError, "move_player: invalid direction %d\n", dir); 2212 LOG (llevError, "move_player: invalid direction %d\n", dir);
2248 return 0; 2213 return 0;
2249 } 2214 }
2250 2215
2251 /* peterm: added following line */ 2216 /* peterm: added following line */
2252 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2253 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2254 2219
2255 op->facing = dir; 2220 op->facing = dir;
2256 2221
2257 if (op->hide) 2222 if (op->hide)
2258 do_hidden_move (op); 2223 do_hidden_move (op);
2334 2299
2335 /* 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
2336 * the players time has been increased when doericserver has been 2301 * the players time has been increased when doericserver has been
2337 * called, so we recheck it here. 2302 * called, so we recheck it here.
2338 */ 2303 */
2339 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2304 if (op->contr->ns->handle_command ())
2340 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2305 return 1;
2341 ;
2342 2306
2343 if (op->speed_left < 0) 2307 if (op->speed_left > 0)
2344 return 0; 2308 {
2345
2346 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2309 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2347 { 2310 {
2348 /* All move commands take 1 tick, at least for now */ 2311 /* All move commands take 1 tick, at least for now */
2349 op->speed_left--; 2312 op->speed_left--;
2350 2313
2351 /* Instead of all the stuff below, let move_player take care 2314 /* Instead of all the stuff below, let move_player take care
2352 * 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
2353 * there, as well as the confusion stuff. 2316 * there, as well as the confusion stuff.
2354 */ 2317 */
2355 move_player (op, op->direction); 2318 move_player (op, op->direction);
2356 if (op->speed_left > 0) 2319
2357 return 1; 2320 return op->speed_left > 0;
2358 else 2321 }
2359 return 0;
2360 } 2322 }
2361 2323
2362 return 0; 2324 return 0;
2363} 2325}
2364 2326
2402 * from. 2364 * from.
2403 */ 2365 */
2404void 2366void
2405remove_unpaid_objects (object *op, object *env) 2367remove_unpaid_objects (object *op, object *env)
2406{ 2368{
2407 object *next;
2408
2409 while (op) 2369 while (op)
2410 { 2370 {
2411 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2412 2372
2413 if (QUERY_FLAG (op, FLAG_UNPAID)) 2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2743 tmp->name = buf; 2703 tmp->name = buf;
2744 sprintf (buf, " This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
2745 " 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",
2746 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2747 tmp->msg = buf; 2707 tmp->msg = buf;
2748 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2708 tmp->value = 0, tmp->type = 0;
2749 tmp->materialname = NULL; 2709 tmp->materialname = "organics";
2750 op->insert_at (tmp, op); 2710 tmp->insert_at (op, tmp);
2751 } 2711 }
2752 2712
2753 /* teleport defeated player to new destination */ 2713 /* teleport defeated player to new destination */
2754 transfer_ob (op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
2755 op->contr->braced = 0; 2715 op->contr->braced = 0;
2760 2720
2761 command_kill_pets (op, 0); 2721 command_kill_pets (op, 0);
2762 2722
2763 if (op->stats.food < 0) 2723 if (op->stats.food < 0)
2764 { 2724 {
2765 if (op->contr->explore)
2766 {
2767 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2768 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2769 op->stats.food = 999;
2770 return;
2771 }
2772 sprintf (buf, "%s starved to death.", &op->name); 2725 sprintf (buf, "%s starved to death.", &op->name);
2773 strcpy (op->contr->killer, "starvation"); 2726 strcpy (op->contr->killer, "starvation");
2774 } 2727 }
2775 else 2728 else
2776 {
2777 if (op->contr->explore)
2778 {
2779 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2780 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2781 op->stats.hp = op->stats.maxhp;
2782 return;
2783 }
2784 sprintf (buf, "%s died.", &op->name); 2729 sprintf (buf, "%s died.", &op->name);
2785 }
2786 2730
2787 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2788 2732
2789 /* save the map location for corpse, gravestone */ 2733 /* save the map location for corpse, gravestone */
2790 x = op->x; 2734 x = op->x;
2983 /* */ 2927 /* */
2984 /****************************************/ 2928 /****************************************/
2985 2929
2986 enter_player_savebed (op); 2930 enter_player_savebed (op);
2987 2931
2988 /* Save the player before inserting the force to reduce
2989 * chance of abuse.
2990 */
2991 op->contr->braced = 0; 2932 op->contr->braced = 0;
2992 op->contr->save ();
2993 2933
2994 /* it is possible that the player has blown something up 2934 /* it is possible that the player has blown something up
2995 * at his savebed location, and that can have long lasting 2935 * at his savebed location, and that can have long lasting
2996 * spell effects. So first see if there is a spell effect 2936 * spell effects. So first see if there is a spell effect
2997 * on the space that might harm the player. 2937 * on the space that might harm the player.
3026void 2966void
3027loot_object (object *op) 2967loot_object (object *op)
3028{ /* Grab and destroy some treasure */ 2968{ /* Grab and destroy some treasure */
3029 object *tmp, *tmp2, *next; 2969 object *tmp, *tmp2, *next;
3030 2970
3031 if (op->container) 2971 op->close_container (); /* close open sack first */
3032 esrv_apply_container (op, op->container); /* close open sack first */
3033 2972
3034 for (tmp = op->inv; tmp; tmp = next) 2973 for (tmp = op->inv; tmp; tmp = next)
3035 { 2974 {
3036 next = tmp->below; 2975 next = tmp->below;
3037 2976
3038 if (tmp->invisible) 2977 if (tmp->invisible)
3039 continue; 2978 continue;
3040 2979
3041 tmp->remove (); 2980 tmp->remove ();
3042 tmp->x = op->x, tmp->y = op->y; 2981 tmp->x = op->x, tmp->y = op->y;
2982
3043 if (tmp->type == CONTAINER) 2983 if (tmp->type == CONTAINER)
3044 { /* empty container to ground */ 2984 loot_object (tmp); /* empty container to ground */
3045 loot_object (tmp); 2985
3046 }
3047 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))))
3048 { 2987 {
3049 if (tmp->nrof > 1) 2988 if (tmp->nrof > 1)
3050 { 2989 {
3051 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3052 tmp2->destroy (); 2991 tmp2->destroy ();
3063/* 3002/*
3064 * fix_weight(): Check recursively the weight of all players, and fix 3003 * fix_weight(): Check recursively the weight of all players, and fix
3065 * 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
3066 * was changed. 3005 * was changed.
3067 */ 3006 */
3068
3069void 3007void
3070fix_weight (void) 3008fix_weight (void)
3071{ 3009{
3072 for_all_players (pl) 3010 for_all_players (pl)
3073 { 3011 {
3139} 3077}
3140 3078
3141int 3079int
3142is_true_undead (object *op) 3080is_true_undead (object *op)
3143{ 3081{
3144 object *tmp = NULL;
3145
3146 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3147 return 1; 3083 return 1;
3148 3084
3149 return 0; 3085 return 0;
3150} 3086}
3209 3145
3210 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3211 3147
3212 /* 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! */
3213 if (op->type == PLAYER && op->contr->run_on) 3149 if (op->type == PLAYER && op->contr->run_on)
3214 {
3215 if (!skop || num >= skop->level) 3150 if (!skop || num >= skop->level)
3216 { 3151 {
3217 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!");
3218 make_visible (op); 3153 make_visible (op);
3219 return; 3154 return;
3220 } 3155 }
3221 else 3156 else
3222 num += 20; 3157 num += 20;
3223 } 3158
3224 num += op->map->difficulty; 3159 num += op->map->difficulty;
3225 hide = hideability (op); /* modify by terrain hidden level */ 3160 hide = hideability (op); /* modify by terrain hidden level */
3226 num -= hide; 3161 num -= hide;
3162
3227 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3228 { 3164 {
3229 make_visible (op); 3165 make_visible (op);
3230 if (op->type == PLAYER) 3166 if (op->type == PLAYER)
3231 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!");
3232 } 3168 }
3233 else if (op->type == PLAYER && skop) 3169 else if (op->type == PLAYER && skop)
3234 {
3235 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);
3236 }
3237} 3171}
3238 3172
3239/* determine if who is standing near a hostile creature. */ 3173/* determine if who is standing near a hostile creature. */
3240 3174
3241int 3175int
3308 if (pl->type != PLAYER) 3242 if (pl->type != PLAYER)
3309 { 3243 {
3310 LOG (llevError, "player_can_view() called for non-player object\n"); 3244 LOG (llevError, "player_can_view() called for non-player object\n");
3311 return -1; 3245 return -1;
3312 } 3246 }
3247
3313 if (!pl || !op) 3248 if (!pl || !op)
3314 return 0; 3249 return 0;
3315 3250
3316 if (op->head)
3317 {
3318 op = op->head; 3251 op = op->head_ ();
3319 } 3252
3320 get_rangevector (pl, op, &rv, 0x1); 3253 get_rangevector (pl, op, &rv, 0x1);
3321 3254
3322 /* starting with the 'head' part, lets loop 3255 /* starting with the 'head' part, lets loop
3323 * through the object and find if it has any 3256 * through the object and find if it has any
3324 * part that is in the los array but isnt on 3257 * part that is in the los array but isnt on
3454 if (trlist == NULL || who->type != PLAYER) 3387 if (trlist == NULL || who->type != PLAYER)
3455 return; 3388 return;
3456 3389
3457 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++);
3458 3391
3459 if (tr == NULL || tr->item == NULL) 3392 if (!tr || !tr->item)
3460 { 3393 {
3461 /* 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]); */
3462 return; 3395 return;
3463 } 3396 }
3464 3397
3589 * not readied. 3522 * not readied.
3590 */ 3523 */
3591void 3524void
3592player_unready_range_ob (player *pl, object *ob) 3525player_unready_range_ob (player *pl, object *ob)
3593{ 3526{
3594 rangetype i;
3595
3596 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))
3597 {
3598 if (pl->ranges[i] == ob) 3528 if (pl->ranges[i] == ob)
3599 { 3529 {
3600 pl->ranges[i] = NULL; 3530 pl->ranges[i] = 0;
3601 if (pl->shoottype == i) 3531 if (pl->shoottype == i)
3602 {
3603 pl->shoottype = range_none; 3532 pl->shoottype = range_none;
3604 }
3605 } 3533 }
3606 }
3607} 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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