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Comparing deliantra/server/server/player.C (file contents):
Revision 1.56 by root, Sat Dec 23 05:25:18 2006 UTC vs.
Revision 1.110 by root, Mon Apr 16 06:23:43 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h> 26#include <pwd.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
31#include <skills.h> 32#include <skills.h>
32 33
33#include <algorithm> 34#include <algorithm>
34#include <functional> 35#include <functional>
35 36
36player * 37playervec players;
37find_player (const char *plname)
38{
39 player *pl;
40
41 for (pl = first_player; pl; pl = pl->next)
42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
43 return pl;
44
45 return 0;
46}
47 38
48void 39void
49display_motd (const object *op) 40display_motd (const object *op)
50{ 41{
51 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
125 116
126 news[0] = '\0'; 117 news[0] = '\0';
127 subject[0] = '\0'; 118 subject[0] = '\0';
128 size = 0; 119 size = 0;
129 120
130 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
131 { 122 {
132 if (*buf == '#') 123 if (*buf == '#')
133 continue; 124 continue;
134 125
135 if (*buf == '%') 126 if (*buf == '%')
136 { /* send one news */ 127 { /* send one news */
137 if (size > 0) 128 if (size > 0)
138 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130
139 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
140 strip_endline (subject); 132 strip_endline (subject);
141 size = 0; 133 size = 0;
142 news[0] = '\0'; 134 news[0] = '\0';
143 } 135 }
152 size += strlen (buf); 144 size += strlen (buf);
153 } 145 }
154 } 146 }
155 147
156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
157 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
158 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
159} 151}
160 152
161/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
162static void 154static void
163set_first_map (object *op) 155set_first_map (object *op)
164{ 156{
165 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
166 op->x = -1; 158 op->x = -1;
167 op->y = -1; 159 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
168 enter_exit (op, 0); 170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 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);
186 226
227 ns->reset_stats ();
228
229 /* make sure he's a player -- needed because of class change. */
187 ob->type = PLAYER; // we are paranoid 230 ob->type = PLAYER; // we are paranoid
188 ob->race = ob->arch->clone.race; 231 ob->race = ob->arch->clone.race;
189 232
190 if (!legal_range (ob, shoottype)) 233 if (!legal_range (ob, shoottype))
191 shoottype = range_none; 234 shoottype = range_none;
192 235
193 ob->carrying = sum_weight (ob); 236 ob->carrying = sum_weight (ob);
194 link_player_skills (ob); 237 link_player_skills (ob);
195 238
196 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
197 ob->update_stats ();
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
263 esrv_new_player (this, ob->weight + ob->carrying);
264
265 ob->update_stats ();
238 ns->floorbox_update (); 266 ns->floorbox_update ();
239 267
240 esrv_new_player (this, ob->weight + ob->carrying);
241 esrv_send_inventory (ob, ob); 268 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0); 269 esrv_add_spells (this, 0);
243 270
244 enter_exit (ob, 0); 271 activate ();
245 272
246// send_rules (ob);//TODO 273 send_rules (ob);
247// send_news (ob);//TODO 274 send_news (ob);
248// display_motd (ob);//TODO 275 display_motd (ob);
276
277 INVOKE_PLAYER (CONNECT, this);
249 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 ();
250} 300}
251 301
252// the need for this function can be explained 302// the need for this function can be explained
253// by load_object not returning the object 303// by load_object not returning the object
254void 304void
255player::set_object (object *op) 305player::set_object (object *op)
256{ 306{
257 ob = op; 307 ob = op;
258 ob->contr = this; /* this aren't yet in archetype */ 308 ob->contr = this; /* this aren't yet in archetype */
259 309
260 ob->speed_left = 0.5; 310 ob->speed_left = 0.5;
261 ob->speed = 1.0; 311 ob->speed = 1.0;
262 ob->direction = 5; /* So player faces south */ 312 ob->direction = 5; /* So player faces south */
263 ob->stats.wc = 2;
264 ob->run_away = 25; /* Then we panick... */
265
266 set_first_map (ob);
267
268 ob->roll_stats ();
269} 313}
270 314
271player::player () 315player::player ()
272{ 316{
273 /* There are some elements we want initialized to non zero value - 317 /* There are some elements we want initialised to non zero value -
274 * we deal with that below this point. 318 * we deal with that below this point.
275 */ 319 */
276 outputs_sync = 16; /* Every 2 seconds */ 320 outputs_sync = 6; /* Every 2 seconds */
277 outputs_count = 8; /* Keeps present behaviour */ 321 outputs_count = 10; /* Keeps present behaviour */
278 unapply = unapply_nochoice; 322 unapply = unapply_nochoice;
279 323
280 assign (savebed_map, first_map_path); /* Init. respawn position */ 324 savebed_map = first_map_path; /* Init. respawn position */
281 325
282 gen_sp_armour = 10; 326 gen_sp_armour = 10;
283 last_speed = -1;
284 shoottype = range_none; 327 shoottype = range_none;
285 bowtype = bow_normal; 328 bowtype = bow_normal;
286 petmode = pet_normal; 329 petmode = pet_normal;
287 listening = 10; 330 listening = 10;
288 usekeys = containers; 331 usekeys = containers;
289 last_weapon_sp = -1;
290 peaceful = 1; /* default peaceful */ 332 peaceful = 1; /* default peaceful */
291 do_los = 1; 333 do_los = 1;
334}
292 335
293 /* we need to clear these to -1 and not zero - otherwise, 336void
294 * if a player quits and starts a new character, we wont 337player::do_destroy ()
295 * send new values to the client, as things like exp start 338{
296 * at zero. 339 disconnect ();
297 */
298 for (int i = 0; i < NUM_SKILLS; i++)
299 last_skill_exp[i] = -1;
300 340
301 for (int i = 0; i < NROFATTACKS; i++) 341 attachable::do_destroy ();
302 last_resist[i] = -1;
303 342
304 last_stats.exp = -1; 343 if (ob)
305 last_weight = (uint32) - 1; 344 {
345 ob->destroy_inv (false);
346 ob->destroy ();
347 }
306} 348}
307 349
308player::~player () 350player::~player ()
309{ 351{
310 terminate_all_pets (ob);
311
312 if (first_player != this)
313 {
314 player *prev = first_player;
315
316 while (prev && prev->next && prev->next != this)
317 prev = prev->next;
318
319 if (prev->next != this)
320 {
321 LOG (llevError, "Free_player: Can't find previous player.\n");
322 abort ();
323 }
324
325 prev->next = next;
326 }
327 else
328 first_player = next;
329
330 if (ob)
331 {
332 ob->contr = 0;
333 ob->destroy (1);
334 }
335
336 if (ns)
337 {
338 ns->send_packet ("goodbye");
339 ns->flush ();
340 ns->pl = 0;
341 ns->destroy ();
342 }
343
344 /* Clear item stack */ 352 /* Clear item stack */
345 free (stack_items); 353 free (stack_items);
346} 354}
347 355
348/* Tries to add player on the connection passed in ns. 356/* Tries to add player on the connection passed in ns.
353player::create () 361player::create ()
354{ 362{
355 player *pl = new player; 363 player *pl = new player;
356 364
357 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);
358 372
359 return pl; 373 return pl;
360} 374}
361 375
362/* 376/*
389 403
390object * 404object *
391get_nearest_player (object *mon) 405get_nearest_player (object *mon)
392{ 406{
393 object *op = NULL; 407 object *op = NULL;
394 player *pl = NULL;
395 objectlink *ol; 408 objectlink *ol;
396 unsigned lastdist; 409 unsigned lastdist;
397 rv_vector rv; 410 rv_vector rv;
398 411
399 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 412 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
400 { 413 {
401 /* 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
402 * does periodically happen. Given that, lets deal with it. 415 * does periodically happen. Given that, lets deal with it.
403 * While unlikely, it is possible the next object on the friendly 416 * While unlikely, it is possible the next object on the friendly
404 * list is also free, so encapsulate this in a while loop. 417 * list is also free, so encapsulate this in a while loop.
408 object *tmp = ol->ob; 421 object *tmp = ol->ob;
409 422
410 /* 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
411 * itself will have been cleared. 424 * itself will have been cleared.
412 */ 425 */
413 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 ());
414 ol = ol->next; 428 ol = ol->next;
415 remove_friendly_object (tmp); 429 remove_friendly_object (tmp);
416 if (!ol) 430 if (!ol)
417 return op; 431 return op;
418 } 432 }
431 { 445 {
432 op = ol->ob; 446 op = ol->ob;
433 lastdist = rv.distance; 447 lastdist = rv.distance;
434 } 448 }
435 } 449 }
436 for (pl = first_player; pl != NULL; pl = pl->next) 450
437 { 451 for_all_players (pl)
438 if (can_detect_enemy (mon, pl->ob, &rv)) 452 if (can_detect_enemy (mon, pl->ob, &rv))
439 {
440
441 if (lastdist > rv.distance) 453 if (lastdist > rv.distance)
442 { 454 {
443 op = pl->ob; 455 op = pl->ob;
444 lastdist = rv.distance; 456 lastdist = rv.distance;
445 } 457 }
446 } 458
447 }
448#if 0 459#if 0
449 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)");
450#endif 461#endif
451 return op; 462 return op;
452} 463}
510 x = mon->x; 521 x = mon->x;
511 y = mon->y; 522 y = mon->y;
512 m = mon->map; 523 m = mon->map;
513 dir = rv.direction; 524 dir = rv.direction;
514 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 */
515 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
516 /* 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. */
517 if (diff > max) 529 if (diff > max)
518 return 0; 530 return 0;
531
519 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
520 { 533 {
521 lastx = x; 534 lastx = x;
522 lasty = y; 535 lasty = y;
523 lastmap = m; 536 lastmap = m;
605 max--; 618 max--;
606 lastdir = dir; 619 lastdir = dir;
607 if (!firstdir) 620 if (!firstdir)
608 firstdir = dir; 621 firstdir = dir;
609 } 622 }
623
610 if (diff <= 1) 624 if (diff <= 1)
611 { 625 {
612 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
613 * headed toward player for entire distance. 627 * headed toward player for entire distance.
614 */ 628 */
615 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
616 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
617 } 631 }
632
618 if (diff > max) 633 if (diff > max)
619 return 0; 634 return 0;
620 } 635 }
636
621 /* 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 */
622 if (!max) 638 if (!max)
623 return 0; 639 return 0;
624 640
625 return firstdir; 641 return firstdir;
739roll_stat (void) 755roll_stat (void)
740{ 756{
741 int a[4], i, j, k; 757 int a[4], i, j, k;
742 758
743 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
744 a[i] = (int) RANDOM () % 6 + 1; 760 a[i] = (int) rndm (6) + 1;
745 761
746 for (i = 0, j = 0, k = 7; i < 4; i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
747 if (a[i] < k) 763 if (a[i] < k)
748 k = a[i], j = i; 764 k = a[i], j = i;
749 765
830 contr->levsp[1] = 6; 846 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3; 847 contr->levgrace[1] = 3;
832 848
833 contr->orig_stats = stats; 849 contr->orig_stats = stats;
834 } 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, " ");
835} 862}
836 863
837/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
838 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
839 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
850 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
851 878
852 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
853 esrv_new_player (op->contr, op->weight + op->carrying); 880 esrv_new_player (op->contr, op->weight + op->carrying);
854 881
855 treasurelist *tl = find_treasurelist ("starting_wealth"); 882 treasurelist *tl = treasurelist::find ("starting_wealth");
856 if (tl) 883 if (tl)
857 create_treasure (tl, op, 0, 0, 0); 884 create_treasure (tl, op, 0, 0, 0);
858 885
859 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, op->contr);
860 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, op->contr);
868 * to save here. 895 * to save here.
869 */ 896 */
870 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
871 make_path_to_file (buf); 898 make_path_to_file (buf);
872 899
873#ifdef AUTOSAVE
874 op->contr->last_save_tick = pticks;
875#endif
876 start_info (op); 900 start_info (op);
877 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
878 give_initial_items (op, op->randomitems); 902 give_initial_items (op, op->randomitems);
879 link_player_skills (op); 903 link_player_skills (op);
880 esrv_send_inventory (op, op); 904 esrv_send_inventory (op, op);
886 if (*first_map_ext_path) 910 if (*first_map_ext_path)
887 { 911 {
888 object *tmp; 912 object *tmp;
889 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
890 914
891 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);
892 tmp = object::create (); 916 tmp = object::create ();
893 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
894 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = op->x;
895 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
896 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;
897 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
898 * default initial map */ 922 * default initial map */
899 tmp->destroy (); 923 tmp->destroy ();
900 } 924 }
901 else 925 else
942 966
943 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");
944 return 0; 968 return 0;
945} 969}
946 970
947int
948key_confirm_quit (object *op, char key)
949{
950 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
951 {
952 op->contr->ns->state = ST_PLAYING;
953 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
954 return 1;
955 }
956
957 INVOKE_PLAYER (LOGOUT, op->contr);
958 INVOKE_PLAYER (QUIT, op->contr);
959
960 terminate_all_pets (op);
961 leave_map (op);
962 op->direction = 0;
963 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
964
965 strcpy (op->contr->killer, "quit");
966 check_score (op);
967 op->contr->party = 0;
968 op->contr->own_title[0] = '\0';
969
970 object_ptr ob = op;
971
972 delete ob->contr;
973
974 /* We need to hunt for any per player unique maps in memory and
975 * get rid of them. The trailing slash in the path is intentional,
976 * so that players named 'Ab' won't match against players 'Abe' pathname
977 */
978 char buf[MAX_BUF];
979 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
980
981 for (maptile *next, *mp = first_map; mp; mp = next)
982 {
983 next = mp->next;
984
985 if (!strncmp (mp->path, buf, strlen (buf)))
986 delete_map (mp);
987 }
988
989 delete_character (ob->name, 1);
990
991 return 1;
992}
993
994void 971void
995flee_player (object *op) 972flee_player (object *op)
996{ 973{
997 int dir, diff; 974 int dir, diff;
998 rv_vector rv; 975 rv_vector rv;
1053int 1030int
1054check_pick (object *op) 1031check_pick (object *op)
1055{ 1032{
1056 object *tmp, *next; 1033 object *tmp, *next;
1057 int stop = 0; 1034 int stop = 0;
1058 int j, k, wvratio; 1035 int wvratio;
1059 char putstring[128], tmpstr[16]; 1036 char putstring[128];
1060 1037
1061 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1062 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1063 return 1; 1040 return 1;
1064 1041
1133 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1134 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1135 else 1112 else
1136 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1137 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1138 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1139
1140 sprintf (putstring, "...flags: ");
1141 for (k = 0; k < 4; k++)
1142 {
1143 for (j = 0; j < 32; j++)
1144 {
1145 if ((tmp->flags[k] >> j) & 0x01)
1146 {
1147 sprintf (tmpstr, "%d ", k * 32 + j);
1148 strcat (putstring, tmpstr);
1149 }
1150 }
1151 }
1152 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1153
1154#if 0
1155 /* print the flags too */
1156 for (k = 0; k < 4; k++)
1157 {
1158 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1159 for (j = 0; j < 32; j++)
1160 {
1161 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1162 if (!((j + 1) % 4))
1163 fprintf (stderr, " ");
1164 }
1165 fprintf (stderr, " [%d]\n", k * 32);
1166 }
1167#endif
1168 } 1117 }
1118
1169 /* philosophy: 1119 /* philosophy:
1170 * It's easy to grab an item type from a pile, as long as it's 1120 * It's easy to grab an item type from a pile, as long as it's
1171 * generic. This takes no game-time. For more detailed pickups 1121 * generic. This takes no game-time. For more detailed pickups
1172 * and selections, select-items shoul dbe used. This is a 1122 * and selections, select-items should be used. This is a
1173 * grab-as-you-run type mode that's really useful for arrows for 1123 * grab-as-you-run type mode that's really useful for arrows for
1174 * example. 1124 * example.
1175 * The drawback: right now it has no frontend, so you need to 1125 * The drawback: right now it has no frontend, so you need to
1176 * stick the bits you want into a calculator in hex mode and then 1126 * stick the bits you want into a calculator in hex mode and then
1177 * convert to decimal and then 'pickup <#> 1127 * convert to decimal and then 'pickup <#>
1428 * found object is returned. 1378 * found object is returned.
1429 */ 1379 */
1430object * 1380object *
1431find_arrow (object *op, const char *type) 1381find_arrow (object *op, const char *type)
1432{ 1382{
1433 object *tmp = NULL; 1383 object *tmp = 0;
1434 1384
1435 for (op = op->inv; op; op = op->below) 1385 for (op = op->inv; op; op = op->below)
1436 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))
1437 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1438 else if (op->type == ARROW && op->race == type) 1388 else if (op->type == ARROW && op->race == type)
1439 return op; 1389 return op;
1390
1440 return tmp; 1391 return tmp;
1441} 1392}
1442 1393
1443/* 1394/*
1444 * 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
1445 * 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
1446 * 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
1447 * 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.
1448 */ 1399 */
1449
1450object * 1400object *
1451find_better_arrow (object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1452{ 1402{
1453 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1454 int attacknum, attacktype, betterby = 0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1677 return 0; 1627 return 0;
1678 } 1628 }
1679 1629
1680 arrow->set_owner (op); 1630 arrow->set_owner (op);
1681 arrow->skill = bow->skill; 1631 arrow->skill = bow->skill;
1682
1683 arrow->direction = dir; 1632 arrow->direction = dir;
1684 arrow->x = sx;
1685 arrow->y = sy;
1686 1633
1687 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1688 { 1635 {
1689 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1690 op->update_stats (); 1637 op->update_stats ();
1705 1652
1706 /* update the speed */ 1653 /* update the speed */
1707 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1708 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1709 1656
1710 if (arrow->speed < 1.0) 1657 arrow->set_speed (max (arrow->speed, 1.0));
1711 arrow->speed = 1.0;
1712 update_ob_speed (arrow);
1713 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1714 1659
1715 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1716 { 1661 {
1717 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1730 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1731 1676
1732 if (bow->slaying) 1677 if (bow->slaying)
1733 arrow->slaying = bow->slaying; 1678 arrow->slaying = bow->slaying;
1734 1679
1735 arrow->map = m;
1736 arrow->move_type = MOVE_FLY_LOW; 1680 arrow->move_type = MOVE_FLY_LOW;
1737 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1738 1682
1739 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);
1740 insert_ob_in_map (arrow, m, op, 0); 1684 m->insert (arrow, sx, sy, op);
1741 1685
1742 if (!arrow->destroyed ()) 1686 if (!arrow->destroyed ())
1743 move_arrow (arrow); 1687 move_arrow (arrow);
1744 1688
1745 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1771 } 1715 }
1772 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)
1773 { 1717 {
1774 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1775 wcmod = -1; 1719 wcmod = -1;
1720
1776 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);
1777 } 1722 }
1778 else if (op->contr->bowtype == bow_threewide) 1723 else if (op->contr->bowtype == bow_threewide)
1779 { 1724 {
1780 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);
1850 1795
1851 if (item->arch) 1796 if (item->arch)
1852 { 1797 {
1853 CLEAR_FLAG (item, FLAG_ANIMATE); 1798 CLEAR_FLAG (item, FLAG_ANIMATE);
1854 item->face = item->arch->clone.face; 1799 item->face = item->arch->clone.face;
1855 item->speed = 0; 1800 item->set_speed (0);
1856 update_ob_speed (item);
1857 } 1801 }
1802
1858 if ((tmp = item->in_player ())) 1803 if ((tmp = item->in_player ()))
1859 esrv_update_item (UPD_ANIM, tmp, item); 1804 esrv_update_item (UPD_ANIM, tmp, item);
1860 } 1805 }
1861 } 1806 }
1862 else if (item->type == ROD || item->type == HORN) 1807 else if (item->type == ROD || item->type == HORN)
1863 {
1864 drain_rod_charge (item); 1808 drain_rod_charge (item);
1865 }
1866 } 1809 }
1867} 1810}
1868 1811
1869/* Received a fire command for the player - go and do it. 1812/* Received a fire command for the player - go and do it.
1870 */ 1813 */
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.
2086 */ 2033 */
2087 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))
2088 { 2035 {
2089 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2036 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2090 { 2037 {
2091 m = get_map_from_coord (op->map, &nx, &ny); 2038 m = op->map->xy_find (nx, ny);
2092 if (!m) 2039 if (!m)
2093 return; /* Don't think this should happen */ 2040 return; /* Don't think this should happen */
2094 } 2041 }
2095 else 2042 else
2096 m = op->map; 2043 m = op->map;
2097 2044
2098 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2045 if (!(tmp = m->at (nx, ny).bot))
2099 {
2100 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2101 return; 2046 return;
2102 }
2103 2047
2104 mon = 0; 2048 mon = 0;
2105 /* 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
2106 * 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.
2107 * 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
2160 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2161 { 2105 {
2162 /* 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 */
2163 if (op->contr->braced) 2107 if (op->contr->braced)
2164 return; 2108 return;
2109
2165 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);
2166 (void) push_ob (mon, dir, op); 2111 (void) push_ob (mon, dir, op);
2167 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2168 make_visible (op); 2113 make_visible (op);
2114
2169 return; 2115 return;
2170 } 2116 }
2171 2117
2172 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2173 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2187 !on_battleground)) 2133 !on_battleground))
2188 { 2134 {
2189 if (!op->contr->braced) 2135 if (!op->contr->braced)
2190 { 2136 {
2191 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);
2192 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2193 } 2139 }
2194 else 2140 else
2195 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2196 2142
2197 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2212 * 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
2213 * and be living. Then, it must be one of the following: 2159 * and be living. Then, it must be one of the following:
2214 * 1) Not a player, 2) A player, but of a different party. Note 2160 * 1) Not a player, 2) A player, but of a different party. Note
2215 * that party_number -1 is no party, so attacks can still happen. 2161 * that party_number -1 is no party, so attacks can still happen.
2216 */ 2162 */
2217
2218 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2219 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2164 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2220 { 2165 {
2221 2166
2222 /* If the player hasn't hit something this tick, and does 2167 /* If the player hasn't hit something this tick, and does
2256int 2201int
2257move_player (object *op, int dir) 2202move_player (object *op, int dir)
2258{ 2203{
2259 int pick; 2204 int pick;
2260 2205
2261 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2262 return 0; 2207 return 0;
2263 2208
2264 /* Sanity check: make sure dir is valid */ 2209 /* Sanity check: make sure dir is valid */
2265 if ((dir < 0) || (dir >= 9)) 2210 if ((dir < 0) || (dir >= 9))
2266 { 2211 {
2267 LOG (llevError, "move_player: invalid direction %d\n", dir); 2212 LOG (llevError, "move_player: invalid direction %d\n", dir);
2268 return 0; 2213 return 0;
2269 } 2214 }
2270 2215
2271 /* peterm: added following line */ 2216 /* peterm: added following line */
2272 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2273 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2274 2219
2275 op->facing = dir; 2220 op->facing = dir;
2276 2221
2277 if (op->hide) 2222 if (op->hide)
2278 do_hidden_move (op); 2223 do_hidden_move (op);
2311 * Returns true if there are more actions we can do. 2256 * Returns true if there are more actions we can do.
2312 */ 2257 */
2313int 2258int
2314handle_newcs_player (object *op) 2259handle_newcs_player (object *op)
2315{ 2260{
2316 if (op->contr->hidden)
2317 {
2318 op->invisible = 1000;
2319 /* the socket code flashes the player visible/invisible
2320 * depending on the value of invisible, so we need to
2321 * alternate it here for it to work correctly.
2322 */
2323 if (pticks & 2)
2324 op->invisible--;
2325 }
2326 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2327 {
2328 op->invisible--;
2329 if (!op->invisible)
2330 {
2331 make_visible (op);
2332 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2333 }
2334 }
2335
2336 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (QUERY_FLAG (op, FLAG_SCARED))
2337 { 2262 {
2338 flee_player (op); 2263 flee_player (op);
2339 /* If player is still scared, that is his action for this tick */ 2264 /* If player is still scared, that is his action for this tick */
2340 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2354 2279
2355 /* call this here - we also will call this in do_ericserver, but 2280 /* call this here - we also will call this in do_ericserver, but
2356 * the players time has been increased when doericserver has been 2281 * the players time has been increased when doericserver has been
2357 * called, so we recheck it here. 2282 * called, so we recheck it here.
2358 */ 2283 */
2359 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2284 if (op->contr->ns->handle_command ())
2360 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2285 return 1;
2361 ;
2362 2286
2363 if (op->speed_left < 0) 2287 if (op->speed_left > 0)
2364 return 0; 2288 {
2365
2366 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2289 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2367 { 2290 {
2368 /* All move commands take 1 tick, at least for now */ 2291 /* All move commands take 1 tick, at least for now */
2369 op->speed_left--; 2292 op->speed_left--;
2370 2293
2371 /* Instead of all the stuff below, let move_player take care 2294 /* Instead of all the stuff below, let move_player take care
2372 * of it. Also, some of the skill stuff is only put in 2295 * of it. Also, some of the skill stuff is only put in
2373 * there, as well as the confusion stuff. 2296 * there, as well as the confusion stuff.
2374 */ 2297 */
2375 move_player (op, op->direction); 2298 move_player (op, op->direction);
2376 if (op->speed_left > 0) 2299
2377 return 1; 2300 return op->speed_left > 0;
2378 else 2301 }
2379 return 0;
2380 } 2302 }
2381 2303
2382 return 0; 2304 return 0;
2383} 2305}
2384 2306
2422 * from. 2344 * from.
2423 */ 2345 */
2424void 2346void
2425remove_unpaid_objects (object *op, object *env) 2347remove_unpaid_objects (object *op, object *env)
2426{ 2348{
2427 object *next;
2428
2429 while (op) 2349 while (op)
2430 { 2350 {
2431 next = op->below; /* Make sure we have a good value, in case 2351 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2432 * we remove object 'op' 2352
2433 */
2434 if (QUERY_FLAG (op, FLAG_UNPAID)) 2353 if (QUERY_FLAG (op, FLAG_UNPAID))
2435 { 2354 {
2436 op->remove ();
2437 op->x = env->x;
2438 op->y = env->y;
2439 if (env->type == PLAYER) 2355 if (env->type == PLAYER)
2440 esrv_del_item (env->contr, op->count); 2356 esrv_del_item (env->contr, op->count);
2441 insert_ob_in_map (op, env->map, NULL, 0); 2357
2358 op->insert_at (env);
2442 } 2359 }
2443 else if (op->inv) 2360 else if (op->inv)
2444 remove_unpaid_objects (op->inv, env); 2361 remove_unpaid_objects (op->inv, env);
2445 2362
2446 op = next; 2363 op = next;
2502 int rate_grace = 2000; 2419 int rate_grace = 2000;
2503 const int max_hp = 1; 2420 const int max_hp = 1;
2504 const int max_sp = 1; 2421 const int max_sp = 1;
2505 const int max_grace = 1; 2422 const int max_grace = 1;
2506 2423
2424 if (op->contr->hidden)
2425 {
2426 op->invisible = 1000;
2427 /* the socket code flashes the player visible/invisible
2428 * depending on the value of invisible, so we need to
2429 * alternate it here for it to work correctly.
2430 */
2431 if (pticks & 2)
2432 op->invisible--;
2433 }
2434 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2435 {
2436 if (!op->invisible--)
2437 {
2438 make_visible (op);
2439 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2440 }
2441 }
2442
2507 if (op->contr->outputs_sync) 2443 if (op->contr->outputs_sync)
2508 {
2509 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2444 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2510 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2445 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2511 flush_output_element (op, &op->contr->outputs[i]); 2446 flush_output_element (op, &op->contr->outputs[i]);
2512 }
2513 2447
2514 if (op->contr->ns->state == ST_PLAYING) 2448 if (op->contr->ns->state == ST_PLAYING)
2515 { 2449 {
2516 /* these next three if clauses make it possible to SLOW DOWN 2450 /* these next three if clauses make it possible to SLOW DOWN
2517 hp/grace/spellpoint regeneration. */ 2451 hp/grace/spellpoint regeneration. */
2739 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2673 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2740 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2674 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2741 2675
2742 /* restore player */ 2676 /* restore player */
2743 at = archetype::find ("poisoning"); 2677 at = archetype::find ("poisoning");
2744 tmp = present_arch_in_ob (at, op); 2678 if (object *tmp = present_arch_in_ob (at, op))
2745 if (tmp)
2746 { 2679 {
2747 tmp->destroy (); 2680 tmp->destroy ();
2748 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2681 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2749 } 2682 }
2750 2683
2751 at = archetype::find ("confusion"); 2684 at = archetype::find ("confusion");
2752 tmp = present_arch_in_ob (at, op); 2685 if (object *tmp = present_arch_in_ob (at, op))
2753 if (tmp)
2754 { 2686 {
2755 tmp->destroy (); 2687 tmp->destroy ();
2756 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2688 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2757 } 2689 }
2758 2690
2760 op->stats.hp = op->stats.maxhp; 2692 op->stats.hp = op->stats.maxhp;
2761 if (op->stats.food <= 0) 2693 if (op->stats.food <= 0)
2762 op->stats.food = 999; 2694 op->stats.food = 999;
2763 2695
2764 /* create a bodypart-trophy to make the winner happy */ 2696 /* create a bodypart-trophy to make the winner happy */
2765 tmp = arch_to_object (archetype::find ("finger")); 2697 if (object *tmp = arch_to_object (archetype::find ("finger")))
2766 if (tmp != NULL)
2767 { 2698 {
2768 sprintf (buf, "%s's finger", &op->name); 2699 sprintf (buf, "%s's finger", &op->name);
2769 tmp->name = buf; 2700 tmp->name = buf;
2770 sprintf (buf, " This finger has been cut off %s\n" 2701 sprintf (buf, " This finger has been cut off %s\n"
2771 " the %s, when he was defeated at\n level %d by %s.\n", 2702 " the %s, when he was defeated at\n level %d by %s.\n",
2772 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2703 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2773 tmp->msg = buf; 2704 tmp->msg = buf;
2774 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2705 tmp->value = 0, tmp->type = 0;
2775 tmp->materialname = NULL; 2706 tmp->materialname = "organics";
2776 tmp->x = op->x, tmp->y = op->y; 2707 tmp->insert_at (op, tmp);
2777 insert_ob_in_map (tmp, op->map, op, 0);
2778 } 2708 }
2779 2709
2780 /* teleport defeated player to new destination */ 2710 /* teleport defeated player to new destination */
2781 transfer_ob (op, x, y, 0, NULL); 2711 transfer_ob (op, x, y, 0, NULL);
2782 op->contr->braced = 0; 2712 op->contr->braced = 0;
2787 2717
2788 command_kill_pets (op, 0); 2718 command_kill_pets (op, 0);
2789 2719
2790 if (op->stats.food < 0) 2720 if (op->stats.food < 0)
2791 { 2721 {
2792 if (op->contr->explore)
2793 {
2794 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2795 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2796 op->stats.food = 999;
2797 return;
2798 }
2799 sprintf (buf, "%s starved to death.", &op->name); 2722 sprintf (buf, "%s starved to death.", &op->name);
2800 strcpy (op->contr->killer, "starvation"); 2723 strcpy (op->contr->killer, "starvation");
2801 } 2724 }
2802 else 2725 else
2803 {
2804 if (op->contr->explore)
2805 {
2806 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2807 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2808 op->stats.hp = op->stats.maxhp;
2809 return;
2810 }
2811 sprintf (buf, "%s died.", &op->name); 2726 sprintf (buf, "%s died.", &op->name);
2812 } 2727
2813 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2728 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2814 2729
2815 /* save the map location for corpse, gravestone */ 2730 /* save the map location for corpse, gravestone */
2816 x = op->x; 2731 x = op->x;
2817 y = op->y; 2732 y = op->y;
2818 map = op->map; 2733 map = op->map;
2819
2820 2734
2821 /* NOT_PERMADEATH code. This basically brings the character back to 2735 /* NOT_PERMADEATH code. This basically brings the character back to
2822 * life if they are dead - it takes some exp and a random stat. 2736 * life if they are dead - it takes some exp and a random stat.
2823 * See the config.h file for a little more in depth detail about this. 2737 * See the config.h file for a little more in depth detail about this.
2824 */ 2738 */
2841 num_stats_lose = 1; 2755 num_stats_lose = 1;
2842 else 2756 else
2843 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2757 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2844 } 2758 }
2845 else 2759 else
2846 {
2847 num_stats_lose = 1; 2760 num_stats_lose = 1;
2848 } 2761
2849 lost_a_stat = 0; 2762 lost_a_stat = 0;
2850 2763
2851 for (z = 0; z < num_stats_lose; z++) 2764 for (z = 0; z < num_stats_lose; z++)
2852 { 2765 {
2853 i = RANDOM () % NUM_STATS; 2766 i = RANDOM () % NUM_STATS;
2994 op->stats.hp = op->stats.maxhp; 2907 op->stats.hp = op->stats.maxhp;
2995 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2908 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2996 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2909 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2997 2910
2998 /* 2911 /*
2999 * Check to see if the player is in a shop. IF so, then check to see if
3000 * the player has any unpaid items. If so, remove them and put them back 2912 * Check to see if the player has any unpaid items. If so, remove them
3001 * in the map. 2913 * and put them back in the map.
3002 */ 2914 */
3003
3004 if (is_in_shop (op))
3005 remove_unpaid_objects (op->inv, op); 2915 remove_unpaid_objects (op->inv, op);
3006 2916
3007 /****************************************/ 2917 /****************************************/
3008 /* */ 2918 /* */
3009 /* Move player to his current respawn- */ 2919 /* Move player to his current respawn- */
3010 /* position (usually last savebed) */ 2920 /* position (usually last savebed) */
3011 /* */ 2921 /* */
3012 /****************************************/ 2922 /****************************************/
3013 2923
3014 enter_player_savebed (op); 2924 enter_player_savebed (op);
3015 2925
3016 /* Save the player before inserting the force to reduce
3017 * chance of abuse.
3018 */
3019 op->contr->braced = 0; 2926 op->contr->braced = 0;
3020 op->contr->save ();
3021 2927
3022 /* it is possible that the player has blown something up 2928 /* it is possible that the player has blown something up
3023 * at his savebed location, and that can have long lasting 2929 * at his savebed location, and that can have long lasting
3024 * spell effects. So first see if there is a spell effect 2930 * spell effects. So first see if there is a spell effect
3025 * on the space that might harm the player. 2931 * on the space that might harm the player.
3054void 2960void
3055loot_object (object *op) 2961loot_object (object *op)
3056{ /* Grab and destroy some treasure */ 2962{ /* Grab and destroy some treasure */
3057 object *tmp, *tmp2, *next; 2963 object *tmp, *tmp2, *next;
3058 2964
3059 if (op->container) 2965 op->close_container (); /* close open sack first */
3060 esrv_apply_container (op, op->container); /* close open sack first */
3061 2966
3062 for (tmp = op->inv; tmp; tmp = next) 2967 for (tmp = op->inv; tmp; tmp = next)
3063 { 2968 {
3064 next = tmp->below; 2969 next = tmp->below;
3065 2970
3066 if (tmp->invisible) 2971 if (tmp->invisible)
3067 continue; 2972 continue;
3068 2973
3069 tmp->remove (); 2974 tmp->remove ();
3070 tmp->x = op->x, tmp->y = op->y; 2975 tmp->x = op->x, tmp->y = op->y;
2976
3071 if (tmp->type == CONTAINER) 2977 if (tmp->type == CONTAINER)
3072 { /* empty container to ground */ 2978 loot_object (tmp); /* empty container to ground */
3073 loot_object (tmp); 2979
3074 }
3075 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2980 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3076 { 2981 {
3077 if (tmp->nrof > 1) 2982 if (tmp->nrof > 1)
3078 { 2983 {
3079 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2984 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3080 tmp2->destroy (); 2985 tmp2->destroy ();
3091/* 2996/*
3092 * fix_weight(): Check recursively the weight of all players, and fix 2997 * fix_weight(): Check recursively the weight of all players, and fix
3093 * what needs to be fixed. Refresh windows and fix speed if anything 2998 * what needs to be fixed. Refresh windows and fix speed if anything
3094 * was changed. 2999 * was changed.
3095 */ 3000 */
3096
3097void 3001void
3098fix_weight (void) 3002fix_weight (void)
3099{ 3003{
3100 for (player *pl = first_player; pl; pl = pl->next) 3004 for_all_players (pl)
3101 { 3005 {
3102 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3006 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3103 3007
3104 if (old == sum) 3008 if (old == sum)
3105 continue; 3009 continue;
3109} 3013}
3110 3014
3111void 3015void
3112fix_luck (void) 3016fix_luck (void)
3113{ 3017{
3114 for (player *pl = first_player; pl; pl = pl->next) 3018 for_all_players (pl)
3115 if (!pl->ob->contr->ns->state) 3019 if (!pl->ob->contr->ns->state)
3116 pl->ob->change_luck (0); 3020 pl->ob->change_luck (0);
3117} 3021}
3118 3022
3119/* cast_dust() - handles op throwing objects of type 'DUST'. 3023/* cast_dust() - handles op throwing objects of type 'DUST'.
3161 if (op->type == PLAYER) 3065 if (op->type == PLAYER)
3162 { 3066 {
3163 op->contr->tmp_invis = 0; 3067 op->contr->tmp_invis = 0;
3164 op->contr->invis_race = 0; 3068 op->contr->invis_race = 0;
3165 } 3069 }
3070
3166 update_object (op, UP_OBJ_FACE); 3071 update_object (op, UP_OBJ_CHANGE);
3167} 3072}
3168 3073
3169int 3074int
3170is_true_undead (object *op) 3075is_true_undead (object *op)
3171{ 3076{
3172 object *tmp = NULL;
3173
3174 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3077 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3175 return 1; 3078 return 1;
3176 3079
3177 return 0; 3080 return 0;
3178} 3081}
3237 3140
3238 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3141 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3239 3142
3240 /* its *extremely* hard to run and sneak/hide at the same time! */ 3143 /* its *extremely* hard to run and sneak/hide at the same time! */
3241 if (op->type == PLAYER && op->contr->run_on) 3144 if (op->type == PLAYER && op->contr->run_on)
3242 {
3243 if (!skop || num >= skop->level) 3145 if (!skop || num >= skop->level)
3244 { 3146 {
3245 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3147 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3246 make_visible (op); 3148 make_visible (op);
3247 return; 3149 return;
3248 } 3150 }
3249 else 3151 else
3250 num += 20; 3152 num += 20;
3251 } 3153
3252 num += op->map->difficulty; 3154 num += op->map->difficulty;
3253 hide = hideability (op); /* modify by terrain hidden level */ 3155 hide = hideability (op); /* modify by terrain hidden level */
3254 num -= hide; 3156 num -= hide;
3157
3255 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3158 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3256 { 3159 {
3257 make_visible (op); 3160 make_visible (op);
3258 if (op->type == PLAYER) 3161 if (op->type == PLAYER)
3259 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3162 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3260 } 3163 }
3261 else if (op->type == PLAYER && skop) 3164 else if (op->type == PLAYER && skop)
3262 {
3263 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3165 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3264 }
3265} 3166}
3266 3167
3267/* determine if who is standing near a hostile creature. */ 3168/* determine if who is standing near a hostile creature. */
3268 3169
3269int 3170int
3336 if (pl->type != PLAYER) 3237 if (pl->type != PLAYER)
3337 { 3238 {
3338 LOG (llevError, "player_can_view() called for non-player object\n"); 3239 LOG (llevError, "player_can_view() called for non-player object\n");
3339 return -1; 3240 return -1;
3340 } 3241 }
3242
3341 if (!pl || !op) 3243 if (!pl || !op)
3342 return 0; 3244 return 0;
3343 3245
3344 if (op->head)
3345 {
3346 op = op->head; 3246 op = op->head_ ();
3347 } 3247
3348 get_rangevector (pl, op, &rv, 0x1); 3248 get_rangevector (pl, op, &rv, 0x1);
3349 3249
3350 /* starting with the 'head' part, lets loop 3250 /* starting with the 'head' part, lets loop
3351 * through the object and find if it has any 3251 * through the object and find if it has any
3352 * part that is in the los array but isnt on 3252 * part that is in the los array but isnt on
3469 char buf[MAX_BUF]; /* tmp. string buffer */ 3369 char buf[MAX_BUF]; /* tmp. string buffer */
3470 int i = 0, j = 0; 3370 int i = 0, j = 0;
3471 3371
3472 /* get the appropriate treasurelist */ 3372 /* get the appropriate treasurelist */
3473 if (atnr == ATNR_FIRE) 3373 if (atnr == ATNR_FIRE)
3474 trlist = find_treasurelist ("dragon_ability_fire"); 3374 trlist = treasurelist::find ("dragon_ability_fire");
3475 else if (atnr == ATNR_COLD) 3375 else if (atnr == ATNR_COLD)
3476 trlist = find_treasurelist ("dragon_ability_cold"); 3376 trlist = treasurelist::find ("dragon_ability_cold");
3477 else if (atnr == ATNR_ELECTRICITY) 3377 else if (atnr == ATNR_ELECTRICITY)
3478 trlist = find_treasurelist ("dragon_ability_elec"); 3378 trlist = treasurelist::find ("dragon_ability_elec");
3479 else if (atnr == ATNR_POISON) 3379 else if (atnr == ATNR_POISON)
3480 trlist = find_treasurelist ("dragon_ability_poison"); 3380 trlist = treasurelist::find ("dragon_ability_poison");
3481 3381
3482 if (trlist == NULL || who->type != PLAYER) 3382 if (trlist == NULL || who->type != PLAYER)
3483 return; 3383 return;
3484 3384
3485 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3385 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3486 3386
3487 if (tr == NULL || tr->item == NULL) 3387 if (!tr || !tr->item)
3488 { 3388 {
3489 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3389 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3490 return; 3390 return;
3491 } 3391 }
3492 3392
3617 * not readied. 3517 * not readied.
3618 */ 3518 */
3619void 3519void
3620player_unready_range_ob (player *pl, object *ob) 3520player_unready_range_ob (player *pl, object *ob)
3621{ 3521{
3622 rangetype i;
3623
3624 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3522 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3625 {
3626 if (pl->ranges[i] == ob) 3523 if (pl->ranges[i] == ob)
3627 { 3524 {
3628 pl->ranges[i] = NULL; 3525 pl->ranges[i] = 0;
3629 if (pl->shoottype == i) 3526 if (pl->shoottype == i)
3630 {
3631 pl->shoottype = range_none; 3527 pl->shoottype = range_none;
3632 }
3633 } 3528 }
3634 }
3635} 3529}
3530
3531sint8
3532player::visibility_at (maptile *map, int x, int y) const
3533{
3534 if (!ns)
3535 return 0;
3536
3537 int dx, dy;
3538 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3539 return 0;
3540
3541 x += dx - ns->current_x + ns->mapx / 2;
3542 y += dy - ns->current_y + ns->mapy / 2;
3543
3544 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3545 return 0;
3546
3547 return 100 - blocked_los [x][y];
3548}

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