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Comparing deliantra/server/server/player.C (file contents):
Revision 1.88 by pippijn, Sat Jan 6 14:42:31 2007 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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 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>
23*/ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <pwd.h> 26#include <pwd.h>
27#include <sproto.h> 27#include <sproto.h>
28#include <sounds.h> 28#include <sounds.h>
32#include <skills.h> 32#include <skills.h>
33 33
34#include <algorithm> 34#include <algorithm>
35#include <functional> 35#include <functional>
36 36
37player * 37playervec players;
38find_player (const char *plname)
39{
40 for_all_players (pl)
41 if (pl->ob && !strcmp (query_name (pl->ob), plname))
42 return pl;
43
44 return 0;
45}
46 38
47void 39void
48display_motd (const object *op) 40display_motd (const object *op)
49{ 41{
50 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
124 116
125 news[0] = '\0'; 117 news[0] = '\0';
126 subject[0] = '\0'; 118 subject[0] = '\0';
127 size = 0; 119 size = 0;
128 120
129 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
130 { 122 {
131 if (*buf == '#') 123 if (*buf == '#')
132 continue; 124 continue;
133 125
134 if (*buf == '%') 126 if (*buf == '%')
135 { /* send one news */ 127 { /* send one news */
136 if (size > 0) 128 if (size > 0)
137 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
138 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
139 strip_endline (subject); 132 strip_endline (subject);
140 size = 0; 133 size = 0;
141 news[0] = '\0'; 134 news[0] = '\0';
142 } 135 }
177 ob->enter_exit (tmp); 170 ob->enter_exit (tmp);
178 171
179 tmp->destroy (); 172 tmp->destroy ();
180} 173}
181 174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 maplevel = ob->map->path;
200 ob->remove ();
201 ob->map = 0;
202 party = 0;
203
204 // for weird reasons, this is often "ob", keeping a circular reference
205 ranges [range_skill] = 0;
206
207 players.erase (this);
208}
209
182// connect the player with a specific client 210// connect the player with a specific client
183// also changed, rationalises, and fixes some incorrect settings 211// also changed, rationalises, and fixes some incorrect settings
184void 212void
185player::connect (client *ns) 213player::connect (client *ns)
186{ 214{
187 this->ns = ns; 215 this->ns = ns;
188 ns->pl = this; 216 ns->pl = this;
189 217
190 next = first_player; 218 run_on = 0;
191 first_player = this; 219 fire_on = 0;
220 ob->close_container (); //TODO: client-specific
192 221
193 ns->update_look = 0; 222 ns->update_look = 0;
194 ns->look_position = 0; 223 ns->look_position = 0;
195 224
196 clear_los (ob); 225 clear_los (ob);
226
227 ns->reset_stats ();
197 228
198 /* make sure he's a player -- needed because of class change. */ 229 /* make sure he's a player -- needed because of class change. */
199 ob->type = PLAYER; // we are paranoid 230 ob->type = PLAYER; // we are paranoid
200 ob->race = ob->arch->clone.race; 231 ob->race = ob->arch->clone.race;
201 232
206 link_player_skills (ob); 237 link_player_skills (ob);
207 238
208 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
209 240
210 assign (title, ob->arch->clone.name); 241 assign (title, ob->arch->clone.name);
211
212 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
213 * from the class, and not race. I don't see any way to get the class information
214 * to then update this. I don't think this will actually break anything - anyone
215 * that can use armour should be able to use a shield. What this may 'break'
216 * are features new characters get, eg, if someone starts up with a Q, they
217 * should be able to use a shield. However, old Q's won't get that advantage.
218 */
219 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
220 SET_FLAG (ob, FLAG_USE_SHIELD);
221 242
222 /* if it's a dragon player, set the correct title here */ 243 /* if it's a dragon player, set the correct title here */
223 if (is_dragon_pl (ob)) 244 if (is_dragon_pl (ob))
224 { 245 {
225 object *tmp, *abil = 0, *skin = 0; 246 object *tmp, *abil = 0, *skin = 0;
235 skin = tmp; 256 skin = tmp;
236 257
237 set_dragon_name (ob, abil, skin); 258 set_dragon_name (ob, abil, skin);
238 } 259 }
239 260
240 CLEAR_FLAG (ob, FLAG_FRIENDLY);
241 add_friendly_object (ob);
242
243 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 262
247 esrv_new_player (this, ob->weight + ob->carrying); 263 esrv_new_player (this, ob->weight + ob->carrying);
248 264
249 ob->update_stats (); 265 ob->update_stats ();
250 ns->floorbox_update (); 266 ns->floorbox_update ();
251 267
252 esrv_send_inventory (ob, ob); 268 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0); 269 esrv_add_spells (this, 0);
254 270
255 ob->activate_recursive (); 271 activate ();
256 enter_map ();
257 272
258 send_rules (ob); 273 send_rules (ob);
259 send_news (ob); 274 send_news (ob);
260 display_motd (ob); 275 display_motd (ob);
261 276
264} 279}
265 280
266void 281void
267player::disconnect () 282player::disconnect ()
268{ 283{
269 if (ob)
270 ob->deactivate_recursive ();
271
272 //TODO: don't be so harsh and destroy :)
273 if (ns) 284 if (ns)
274 { 285 {
275 if (enable_save) 286 if (active)
276 {
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 287 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278 save (true);
279 }
280 288
281 INVOKE_PLAYER (DISCONNECT, this); 289 INVOKE_PLAYER (DISCONNECT, this);
282 290
283 client *ns = this->ns; 291 ns->reset_stats ();
284 ns->send_packet ("goodbye");
285 ns->flush ();
286 ns->pl = 0; 292 ns->pl = 0;
287 this->ns = 0; 293 this->ns = 0;
288
289 ns->destroy ();
290 destroy ();
291 } 294 }
295
296 if (ob)
297 ob->close_container (); //TODO: client-specific
298
299 deactivate ();
292} 300}
293 301
294// the need for this function can be explained 302// the need for this function can be explained
295// by load_object not returning the object 303// by load_object not returning the object
296void 304void
297player::set_object (object *op) 305player::set_object (object *op)
298{ 306{
299 ob = op; 307 ob = op;
300 ob->contr = this; /* this aren't yet in archetype */ 308 ob->contr = this; /* this aren't yet in archetype */
301 309
302 ob->speed_left = 0.5; 310 ob->speed_left = 0.5;
303 ob->speed = 1.0; 311 ob->speed = 1.0;
304 ob->direction = 5; /* So player faces south */ 312 ob->direction = 5; /* So player faces south */
305 ob->stats.wc = 2;
306 ob->run_away = 25; /* Then we panick... */
307
308 ob->roll_stats ();
309} 313}
310 314
311player::player () 315player::player ()
312{ 316{
313 /* There are some elements we want initialised to non zero value - 317 /* There are some elements we want initialised to non zero value -
318 unapply = unapply_nochoice; 322 unapply = unapply_nochoice;
319 323
320 savebed_map = first_map_path; /* Init. respawn position */ 324 savebed_map = first_map_path; /* Init. respawn position */
321 325
322 gen_sp_armour = 10; 326 gen_sp_armour = 10;
323 last_speed = -1;
324 shoottype = range_none; 327 shoottype = range_none;
325 bowtype = bow_normal; 328 bowtype = bow_normal;
326 petmode = pet_normal; 329 petmode = pet_normal;
327 listening = 10; 330 listening = 10;
328 usekeys = containers; 331 usekeys = containers;
329 last_weapon_sp = -1;
330 peaceful = 1; /* default peaceful */ 332 peaceful = 1; /* default peaceful */
331 do_los = 1; 333 do_los = 1;
332
333 /* we need to clear these to -1 and not zero - otherwise,
334 * if a player quits and starts a new character, we wont
335 * send new values to the client, as things like exp start
336 * at zero.
337 */
338 for (int i = 0; i < NUM_SKILLS; i++)
339 last_skill_exp[i] = -1;
340
341 for (int i = 0; i < NROFATTACKS; i++)
342 last_resist[i] = -1;
343
344 last_stats.exp = -1;
345 last_weight = (uint32) - 1;
346} 334}
347 335
348void 336void
349player::do_destroy () 337player::do_destroy ()
350{ 338{
351 disconnect (); 339 disconnect ();
352 340
353 save (false);
354 enable_save = false;
355
356 attachable::do_destroy (); 341 attachable::do_destroy ();
357
358 terminate_all_pets (ob);
359
360 if (first_player != this)
361 {
362 player *prev = first_player;
363
364 while (prev && prev->next && prev->next != this)
365 prev = prev->next;
366
367 if (prev->next != this)
368 {
369 LOG (llevError, "Free_player: Can't find previous player.\n");
370 abort ();
371 }
372
373 prev->next = next;
374 }
375 else
376 first_player = next;
377 342
378 if (ob) 343 if (ob)
379 { 344 {
380 ob->destroy_inv (false); 345 ob->destroy_inv (false);
381 ob->destroy (); 346 ob->destroy ();
396player::create () 361player::create ()
397{ 362{
398 player *pl = new player; 363 player *pl = new player;
399 364
400 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
401 set_first_map (pl->ob); 371 set_first_map (pl->ob);
402 372
403 return pl; 373 return pl;
404} 374}
405 375
437 object *op = NULL; 407 object *op = NULL;
438 objectlink *ol; 408 objectlink *ol;
439 unsigned lastdist; 409 unsigned lastdist;
440 rv_vector rv; 410 rv_vector rv;
441 411
442 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 412 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
443 { 413 {
444 /* 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
445 * does periodically happen. Given that, lets deal with it. 415 * does periodically happen. Given that, lets deal with it.
446 * While unlikely, it is possible the next object on the friendly 416 * While unlikely, it is possible the next object on the friendly
447 * list is also free, so encapsulate this in a while loop. 417 * list is also free, so encapsulate this in a while loop.
451 object *tmp = ol->ob; 421 object *tmp = ol->ob;
452 422
453 /* 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
454 * itself will have been cleared. 424 * itself will have been cleared.
455 */ 425 */
456 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 ());
457 ol = ol->next; 428 ol = ol->next;
458 remove_friendly_object (tmp); 429 remove_friendly_object (tmp);
459 if (!ol) 430 if (!ol)
460 return op; 431 return op;
461 } 432 }
550 x = mon->x; 521 x = mon->x;
551 y = mon->y; 522 y = mon->y;
552 m = mon->map; 523 m = mon->map;
553 dir = rv.direction; 524 dir = rv.direction;
554 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 */
555 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
556 /* 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. */
557 if (diff > max) 529 if (diff > max)
558 return 0; 530 return 0;
531
559 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
560 { 533 {
561 lastx = x; 534 lastx = x;
562 lasty = y; 535 lasty = y;
563 lastmap = m; 536 lastmap = m;
645 max--; 618 max--;
646 lastdir = dir; 619 lastdir = dir;
647 if (!firstdir) 620 if (!firstdir)
648 firstdir = dir; 621 firstdir = dir;
649 } 622 }
623
650 if (diff <= 1) 624 if (diff <= 1)
651 { 625 {
652 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
653 * headed toward player for entire distance. 627 * headed toward player for entire distance.
654 */ 628 */
655 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
656 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));
657 } 631 }
632
658 if (diff > max) 633 if (diff > max)
659 return 0; 634 return 0;
660 } 635 }
636
661 /* 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 */
662 if (!max) 638 if (!max)
663 return 0; 639 return 0;
664 640
665 return firstdir; 641 return firstdir;
779roll_stat (void) 755roll_stat (void)
780{ 756{
781 int a[4], i, j, k; 757 int a[4], i, j, k;
782 758
783 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
784 a[i] = (int) RANDOM () % 6 + 1; 760 a[i] = (int) rndm (6) + 1;
785 761
786 for (i = 0, j = 0, k = 7; i < 4; i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
787 if (a[i] < k) 763 if (a[i] < k)
788 k = a[i], j = i; 764 k = a[i], j = i;
789 765
919 * to save here. 895 * to save here.
920 */ 896 */
921 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
922 make_path_to_file (buf); 898 make_path_to_file (buf);
923 899
924#ifdef AUTOSAVE
925 op->contr->last_save_tick = pticks;
926#endif
927 start_info (op); 900 start_info (op);
928 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
929 give_initial_items (op, op->randomitems); 902 give_initial_items (op, op->randomitems);
930 link_player_skills (op); 903 link_player_skills (op);
931 esrv_send_inventory (op, op); 904 esrv_send_inventory (op, op);
993 966
994 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");
995 return 0; 968 return 0;
996} 969}
997 970
998int
999key_confirm_quit (object *op, char key)
1000{
1001 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1002 {
1003 op->contr->ns->state = ST_PLAYING;
1004 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1005 return 1;
1006 }
1007
1008 INVOKE_PLAYER (LOGOUT, op->contr);
1009 INVOKE_PLAYER (QUIT, op->contr);
1010
1011 op->contr->enable_save = false;
1012 delete_character (op->name);
1013
1014 terminate_all_pets (op);
1015 op->remove ();
1016 op->direction = 0;
1017 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1018
1019 strcpy (op->contr->killer, "quit");
1020 check_score (op);
1021 op->contr->party = 0;
1022 op->contr->own_title[0] = '\0';
1023 op->contr->destroy ();
1024
1025 return 1;
1026}
1027
1028void 971void
1029flee_player (object *op) 972flee_player (object *op)
1030{ 973{
1031 int dir, diff; 974 int dir, diff;
1032 rv_vector rv; 975 rv_vector rv;
1087int 1030int
1088check_pick (object *op) 1031check_pick (object *op)
1089{ 1032{
1090 object *tmp, *next; 1033 object *tmp, *next;
1091 int stop = 0; 1034 int stop = 0;
1092 int j, k, wvratio; 1035 int wvratio;
1093 char putstring[128], tmpstr[16]; 1036 char putstring[128];
1094 1037
1095 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1096 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1097 return 1; 1040 return 1;
1098 1041
1435 * found object is returned. 1378 * found object is returned.
1436 */ 1379 */
1437object * 1380object *
1438find_arrow (object *op, const char *type) 1381find_arrow (object *op, const char *type)
1439{ 1382{
1440 object *tmp = NULL; 1383 object *tmp = 0;
1441 1384
1442 for (op = op->inv; op; op = op->below) 1385 for (op = op->inv; op; op = op->below)
1443 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))
1444 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1445 else if (op->type == ARROW && op->race == type) 1388 else if (op->type == ARROW && op->race == type)
1446 return op; 1389 return op;
1390
1447 return tmp; 1391 return tmp;
1448} 1392}
1449 1393
1450/* 1394/*
1451 * 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
1452 * 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
1453 * 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
1454 * 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.
1455 */ 1399 */
1456
1457object * 1400object *
1458find_better_arrow (object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1459{ 1402{
1460 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1461 int attacknum, attacktype, betterby = 0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1909 { 1852 {
1910 if (op->type == PLAYER) 1853 if (op->type == PLAYER)
1911 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.");
1912 return; 1855 return;
1913 } 1856 }
1857
1914 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1915 return; 1859 return;
1916 case range_builder: 1860 case range_builder:
1917 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
1918 return; 1862 return;
1919 default: 1863 default:
1920 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1921 return; 1865 return;
1922 } 1866 }
1923} 1867}
1924
1925
1926 1868
1927/* find_key 1869/* find_key
1928 * 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
1929 * and successfully use it, we return the key, otherwise NULL 1871 * and successfully use it, we return the key, otherwise NULL
1930 * This function merges both normal and locked door, since the logic 1872 * This function merges both normal and locked door, since the logic
1932 * pl is the player, 1874 * pl is the player,
1933 * inv is the objects inventory to searched 1875 * inv is the objects inventory to searched
1934 * door is the door we are trying to match against. 1876 * door is the door we are trying to match against.
1935 * This function can be called recursively to search containers. 1877 * This function can be called recursively to search containers.
1936 */ 1878 */
1937
1938object * 1879object *
1939find_key (object *pl, object *container, object *door) 1880find_key (object *pl, object *container, object *door)
1940{ 1881{
1941 object *tmp, *key; 1882 object *tmp, *key;
1942 1883
1943 /* Should not happen, but sanity checking is never bad */ 1884 /* Should not happen, but sanity checking is never bad */
1944 if (container->inv == NULL) 1885 if (!container->inv)
1945 return NULL; 1886 return 0;
1946 1887
1947 /* 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 */
1948 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1889 for (tmp = container->inv; tmp; tmp = tmp->below)
1949 { 1890 {
1950 if (door->type == DOOR && tmp->type == KEY) 1891 if (door->type == DOOR && tmp->type == KEY)
1951 break; 1892 break;
1952 /* For sanity, we should really check door type, but other stuff 1893 /* For sanity, we should really check door type, but other stuff
1953 * (like containers) can be locked with special keys 1894 * (like containers) can be locked with special keys
1954 */ 1895 */
1955 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1956 break; 1897 break;
1957 } 1898 }
1899
1958 /* No key found - lets search inventories now */ 1900 /* No key found - lets search inventories now */
1959 /* 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.
1960 * 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
1961 * a key, return 1903 * a key, return
1962 */ 1904 */
1963 if (!tmp) 1905 if (!tmp)
1964 { 1906 {
1965 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1907 for (tmp = container->inv; tmp; tmp = tmp->below)
1966 { 1908 {
1967 /* No reason to search empty containers */ 1909 /* No reason to search empty containers */
1968 if (tmp->type == CONTAINER && tmp->inv) 1910 if (tmp->type == CONTAINER && tmp->inv)
1969 { 1911 {
1970 if ((key = find_key (pl, tmp, door)) != NULL) 1912 if ((key = find_key (pl, tmp, door)))
1971 return key; 1913 return key;
1972 } 1914 }
1973 } 1915 }
1916
1974 if (!tmp) 1917 if (!tmp)
1975 return NULL; 1918 return NULL;
1976 } 1919 }
1920
1977 /* 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,
1978 * see if we actually want to use it 1922 * see if we actually want to use it
1979 */ 1923 */
1980 if (pl != container) 1924 if (pl != container)
1981 { 1925 {
2002 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2003 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1947 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2004 return NULL; 1948 return NULL;
2005 } 1949 }
2006 } 1950 }
1951
2007 return tmp; 1952 return tmp;
2008} 1953}
2009 1954
2010/* moved door processing out of move_player_attack. 1955/* moved door processing out of move_player_attack.
2011 * returns 1 if player has opened the door with a key 1956 * returns 1 if player has opened the door with a key
2029 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);
2030 if (action_makes_visible (op)) 1975 if (action_makes_visible (op))
2031 make_visible (op); 1976 make_visible (op);
2032 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2033 spring_trap (door->inv, op); 1978 spring_trap (door->inv, op);
1979
2034 if (door->type == DOOR) 1980 if (door->type == DOOR)
2035 {
2036 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 */
2037 }
2038 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2039 { 1983 {
2040 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));
2041 remove_door2 (door); /* remove door without violence ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
2042 } 1986 }
1987
2043 /* Do this after we print the message */ 1988 /* Do this after we print the message */
2044 decrease_ob (key); /* Use up one of the keys */ 1989 decrease_ob (key); /* Use up one of the keys */
2045 /* Need to update the weight the container the key was in */ 1990 /* Need to update the weight the container the key was in */
2046 if (container != op) 1991 if (container != op)
2047 esrv_update_item (UPD_WEIGHT, op, container); 1992 esrv_update_item (UPD_WEIGHT, op, container);
1993
2048 return 1; /* Nothing more to do below */ 1994 return 1; /* Nothing more to do below */
2049 } 1995 }
2050 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2051 { 1997 {
2052 /* Might as well return now - no other way to open this */ 1998 /* Might as well return now - no other way to open this */
2053 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2054 return 1; 2000 return 1;
2055 } 2001 }
2002
2056 return 0; 2003 return 0;
2057} 2004}
2058 2005
2059/* This function is just part of a breakup from move_player. 2006/* This function is just part of a breakup from move_player.
2060 * It should keep the code cleaner. 2007 * It should keep the code cleaner.
2266 return 0; 2213 return 0;
2267 } 2214 }
2268 2215
2269 /* peterm: added following line */ 2216 /* peterm: added following line */
2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2272 2219
2273 op->facing = dir; 2220 op->facing = dir;
2274 2221
2275 if (op->hide) 2222 if (op->hide)
2276 do_hidden_move (op); 2223 do_hidden_move (op);
2417 * from. 2364 * from.
2418 */ 2365 */
2419void 2366void
2420remove_unpaid_objects (object *op, object *env) 2367remove_unpaid_objects (object *op, object *env)
2421{ 2368{
2422 object *next;
2423
2424 while (op) 2369 while (op)
2425 { 2370 {
2426 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' */
2427 2372
2428 if (QUERY_FLAG (op, FLAG_UNPAID)) 2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2758 tmp->name = buf; 2703 tmp->name = buf;
2759 sprintf (buf, " This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
2760 " 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",
2761 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2762 tmp->msg = buf; 2707 tmp->msg = buf;
2763 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2708 tmp->value = 0, tmp->type = 0;
2764 tmp->materialname = NULL; 2709 tmp->materialname = "organics";
2765 tmp->insert_at (op, tmp); 2710 tmp->insert_at (op, tmp);
2766 } 2711 }
2767 2712
2768 /* teleport defeated player to new destination */ 2713 /* teleport defeated player to new destination */
2769 transfer_ob (op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
2775 2720
2776 command_kill_pets (op, 0); 2721 command_kill_pets (op, 0);
2777 2722
2778 if (op->stats.food < 0) 2723 if (op->stats.food < 0)
2779 { 2724 {
2780 if (op->contr->explore)
2781 {
2782 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2783 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2784 op->stats.food = 999;
2785 return;
2786 }
2787 sprintf (buf, "%s starved to death.", &op->name); 2725 sprintf (buf, "%s starved to death.", &op->name);
2788 strcpy (op->contr->killer, "starvation"); 2726 strcpy (op->contr->killer, "starvation");
2789 } 2727 }
2790 else 2728 else
2791 {
2792 if (op->contr->explore)
2793 {
2794 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2795 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2796 op->stats.hp = op->stats.maxhp;
2797 return;
2798 }
2799 sprintf (buf, "%s died.", &op->name); 2729 sprintf (buf, "%s died.", &op->name);
2800 }
2801 2730
2802 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2803 2732
2804 /* save the map location for corpse, gravestone */ 2733 /* save the map location for corpse, gravestone */
2805 x = op->x; 2734 x = op->x;
2998 /* */ 2927 /* */
2999 /****************************************/ 2928 /****************************************/
3000 2929
3001 enter_player_savebed (op); 2930 enter_player_savebed (op);
3002 2931
3003 /* Save the player before inserting the force to reduce
3004 * chance of abuse.
3005 */
3006 op->contr->braced = 0; 2932 op->contr->braced = 0;
3007 op->contr->save ();
3008 2933
3009 /* it is possible that the player has blown something up 2934 /* it is possible that the player has blown something up
3010 * at his savebed location, and that can have long lasting 2935 * at his savebed location, and that can have long lasting
3011 * spell effects. So first see if there is a spell effect 2936 * spell effects. So first see if there is a spell effect
3012 * on the space that might harm the player. 2937 * on the space that might harm the player.
3041void 2966void
3042loot_object (object *op) 2967loot_object (object *op)
3043{ /* Grab and destroy some treasure */ 2968{ /* Grab and destroy some treasure */
3044 object *tmp, *tmp2, *next; 2969 object *tmp, *tmp2, *next;
3045 2970
3046 if (op->container) 2971 op->close_container (); /* close open sack first */
3047 esrv_apply_container (op, op->container); /* close open sack first */
3048 2972
3049 for (tmp = op->inv; tmp; tmp = next) 2973 for (tmp = op->inv; tmp; tmp = next)
3050 { 2974 {
3051 next = tmp->below; 2975 next = tmp->below;
3052 2976
3053 if (tmp->invisible) 2977 if (tmp->invisible)
3054 continue; 2978 continue;
3055 2979
3056 tmp->remove (); 2980 tmp->remove ();
3057 tmp->x = op->x, tmp->y = op->y; 2981 tmp->x = op->x, tmp->y = op->y;
2982
3058 if (tmp->type == CONTAINER) 2983 if (tmp->type == CONTAINER)
3059 { /* empty container to ground */ 2984 loot_object (tmp); /* empty container to ground */
3060 loot_object (tmp); 2985
3061 }
3062 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))))
3063 { 2987 {
3064 if (tmp->nrof > 1) 2988 if (tmp->nrof > 1)
3065 { 2989 {
3066 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3067 tmp2->destroy (); 2991 tmp2->destroy ();
3078/* 3002/*
3079 * fix_weight(): Check recursively the weight of all players, and fix 3003 * fix_weight(): Check recursively the weight of all players, and fix
3080 * 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
3081 * was changed. 3005 * was changed.
3082 */ 3006 */
3083
3084void 3007void
3085fix_weight (void) 3008fix_weight (void)
3086{ 3009{
3087 for_all_players (pl) 3010 for_all_players (pl)
3088 { 3011 {
3154} 3077}
3155 3078
3156int 3079int
3157is_true_undead (object *op) 3080is_true_undead (object *op)
3158{ 3081{
3159 object *tmp = NULL;
3160
3161 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3162 return 1; 3083 return 1;
3163 3084
3164 return 0; 3085 return 0;
3165} 3086}
3601 * not readied. 3522 * not readied.
3602 */ 3523 */
3603void 3524void
3604player_unready_range_ob (player *pl, object *ob) 3525player_unready_range_ob (player *pl, object *ob)
3605{ 3526{
3606 rangetype i;
3607
3608 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))
3609 {
3610 if (pl->ranges[i] == ob) 3528 if (pl->ranges[i] == ob)
3611 { 3529 {
3612 pl->ranges[i] = NULL; 3530 pl->ranges[i] = 0;
3613 if (pl->shoottype == i) 3531 if (pl->shoottype == i)
3614 {
3615 pl->shoottype = range_none; 3532 pl->shoottype = range_none;
3616 }
3617 } 3533 }
3618 }
3619} 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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