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Comparing deliantra/server/server/player.C (file contents):
Revision 1.62 by root, Mon Dec 25 11:25:49 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 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45 38
46void 39void
47display_motd (const object *op) 40display_motd (const object *op)
48{ 41{
49 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
123 116
124 news[0] = '\0'; 117 news[0] = '\0';
125 subject[0] = '\0'; 118 subject[0] = '\0';
126 size = 0; 119 size = 0;
127 120
128 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
129 { 122 {
130 if (*buf == '#') 123 if (*buf == '#')
131 continue; 124 continue;
132 125
133 if (*buf == '%') 126 if (*buf == '%')
134 { /* send one news */ 127 { /* send one news */
135 if (size > 0) 128 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130
137 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
138 strip_endline (subject); 132 strip_endline (subject);
139 size = 0; 133 size = 0;
140 news[0] = '\0'; 134 news[0] = '\0';
141 } 135 }
150 size += strlen (buf); 144 size += strlen (buf);
151 } 145 }
152 } 146 }
153 147
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155 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);
156 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
157} 151}
158 152
159/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
160static void 154static void
161set_first_map (object *op) 155set_first_map (object *op)
162{ 156{
163 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
164 op->x = -1; 158 op->x = -1;
165 op->y = -1; 159 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
166 enter_exit (op, 0); 170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 maplevel = ob->map->path;
200 ob->remove ();
201 ob->map = 0;
202 party = 0;
203
204 // for weird reasons, this is often "ob", keeping a circular reference
205 ranges [range_skill] = 0;
206
207 players.erase (this);
167} 208}
168 209
169// connect the player with a specific client 210// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings 211// also changed, rationalises, and fixes some incorrect settings
171void 212void
172player::connect (client *ns) 213player::connect (client *ns)
173{ 214{
174 this->ns = ns; 215 this->ns = ns;
175 ns->pl = this; 216 ns->pl = this;
176 217
177 next = first_player; 218 run_on = 0;
178 first_player = this; 219 fire_on = 0;
220 ob->close_container (); //TODO: client-specific
179 221
180 ns->update_look = 0; 222 ns->update_look = 0;
181 ns->look_position = 0; 223 ns->look_position = 0;
182 224
183 clear_los (ob); 225 clear_los (ob);
226
227 ns->reset_stats ();
184 228
185 /* make sure he's a player -- needed because of class change. */ 229 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid 230 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race; 231 ob->race = ob->arch->clone.race;
188 232
191 235
192 ob->carrying = sum_weight (ob); 236 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 237 link_player_skills (ob);
194 238
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 update_ob_speed (ob);
197 240
198 assign (title, ob->arch->clone.name); 241 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209 242
210 /* if it's a dragon player, set the correct title here */ 243 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob)) 244 if (is_dragon_pl (ob))
212 { 245 {
213 object *tmp, *abil = 0, *skin = 0; 246 object *tmp, *abil = 0, *skin = 0;
223 skin = tmp; 256 skin = tmp;
224 257
225 set_dragon_name (ob, abil, skin); 258 set_dragon_name (ob, abil, skin);
226 } 259 }
227 260
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235 262
236 esrv_new_player (this, ob->weight + ob->carrying); 263 esrv_new_player (this, ob->weight + ob->carrying);
237 264
238 ob->update_stats (); 265 ob->update_stats ();
239 ns->floorbox_update (); 266 ns->floorbox_update ();
240 267
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); 273 send_rules (ob);
247 send_news (ob); 274 send_news (ob);
248 display_motd (ob); 275 display_motd (ob);
276
277 INVOKE_PLAYER (CONNECT, this);
249 INVOKE_PLAYER (LOGIN, this); 278 INVOKE_PLAYER (LOGIN, this);
250} 279}
251 280
252void 281void
253player::disconnect () 282player::disconnect ()
254{ 283{
255 if (!ns) 284 if (ns)
256 return; 285 {
286 if (active)
287 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
257 288
258 //TODO: don't be so harsh and destroy :) 289 INVOKE_PLAYER (DISCONNECT, this);
259 destroy ();
260 290
291 ns->reset_stats ();
261 ns->pl = 0; 292 ns->pl = 0;
262 ns = 0; 293 this->ns = 0;
294 }
295
296 if (ob)
297 ob->close_container (); //TODO: client-specific
298
299 deactivate ();
263} 300}
264 301
265// the need for this function can be explained 302// the need for this function can be explained
266// by load_object not returning the object 303// by load_object not returning the object
267void 304void
268player::set_object (object *op) 305player::set_object (object *op)
269{ 306{
270 ob = op; 307 ob = op;
271 ob->contr = this; /* this aren't yet in archetype */ 308 ob->contr = this; /* this aren't yet in archetype */
272 309
273 ob->speed_left = 0.5; 310 ob->speed_left = 0.5;
274 ob->speed = 1.0; 311 ob->speed = 1.0;
275 ob->direction = 5; /* So player faces south */ 312 ob->direction = 5; /* So player faces south */
276 ob->stats.wc = 2;
277 ob->run_away = 25; /* Then we panick... */
278
279 set_first_map (ob);
280
281 ob->roll_stats ();
282} 313}
283 314
284player::player () 315player::player ()
285{ 316{
286 /* There are some elements we want initialized to non zero value - 317 /* There are some elements we want initialised to non zero value -
287 * we deal with that below this point. 318 * we deal with that below this point.
288 */ 319 */
289 outputs_sync = 16; /* Every 2 seconds */ 320 outputs_sync = 6; /* Every 2 seconds */
290 outputs_count = 8; /* Keeps present behaviour */ 321 outputs_count = 10; /* Keeps present behaviour */
291 unapply = unapply_nochoice; 322 unapply = unapply_nochoice;
292 323
293 assign (savebed_map, first_map_path); /* Init. respawn position */ 324 savebed_map = first_map_path; /* Init. respawn position */
294 325
295 gen_sp_armour = 10; 326 gen_sp_armour = 10;
296 last_speed = -1;
297 shoottype = range_none; 327 shoottype = range_none;
298 bowtype = bow_normal; 328 bowtype = bow_normal;
299 petmode = pet_normal; 329 petmode = pet_normal;
300 listening = 10; 330 listening = 10;
301 usekeys = containers; 331 usekeys = containers;
302 last_weapon_sp = -1;
303 peaceful = 1; /* default peaceful */ 332 peaceful = 1; /* default peaceful */
304 do_los = 1; 333 do_los = 1;
305
306 /* we need to clear these to -1 and not zero - otherwise,
307 * if a player quits and starts a new character, we wont
308 * send new values to the client, as things like exp start
309 * at zero.
310 */
311 for (int i = 0; i < NUM_SKILLS; i++)
312 last_skill_exp[i] = -1;
313
314 for (int i = 0; i < NROFATTACKS; i++)
315 last_resist[i] = -1;
316
317 last_stats.exp = -1;
318 last_weight = (uint32) - 1;
319} 334}
320 335
321void 336void
322player::do_destroy () 337player::do_destroy ()
323{ 338{
339 disconnect ();
340
324 attachable::do_destroy (); 341 attachable::do_destroy ();
325 342
326 disconnect ();
327
328 terminate_all_pets (ob);
329
330 if (first_player != this)
331 {
332 player *prev = first_player;
333
334 while (prev && prev->next && prev->next != this)
335 prev = prev->next;
336
337 if (prev->next != this)
338 {
339 LOG (llevError, "Free_player: Can't find previous player.\n");
340 abort ();
341 }
342
343 prev->next = next;
344 }
345 else
346 first_player = next;
347
348 if (ob) 343 if (ob)
344 {
349 ob->destroy (true); 345 ob->destroy_inv (false);
350
351 if (ns)
352 {
353 ns->send_packet ("goodbye");
354 ns->flush ();
355 ns->pl = 0;
356 ns->destroy (); 346 ob->destroy ();
357 } 347 }
358
359 attachable::do_destroy ();
360} 348}
361 349
362player::~player () 350player::~player ()
363{ 351{
364 /* Clear item stack */ 352 /* Clear item stack */
373player::create () 361player::create ()
374{ 362{
375 player *pl = new player; 363 player *pl = new player;
376 364
377 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);
378 372
379 return pl; 373 return pl;
380} 374}
381 375
382/* 376/*
413 object *op = NULL; 407 object *op = NULL;
414 objectlink *ol; 408 objectlink *ol;
415 unsigned lastdist; 409 unsigned lastdist;
416 rv_vector rv; 410 rv_vector rv;
417 411
418 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 412 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
419 { 413 {
420 /* 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
421 * does periodically happen. Given that, lets deal with it. 415 * does periodically happen. Given that, lets deal with it.
422 * While unlikely, it is possible the next object on the friendly 416 * While unlikely, it is possible the next object on the friendly
423 * list is also free, so encapsulate this in a while loop. 417 * list is also free, so encapsulate this in a while loop.
427 object *tmp = ol->ob; 421 object *tmp = ol->ob;
428 422
429 /* 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
430 * itself will have been cleared. 424 * itself will have been cleared.
431 */ 425 */
432 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 ());
433 ol = ol->next; 428 ol = ol->next;
434 remove_friendly_object (tmp); 429 remove_friendly_object (tmp);
435 if (!ol) 430 if (!ol)
436 return op; 431 return op;
437 } 432 }
526 x = mon->x; 521 x = mon->x;
527 y = mon->y; 522 y = mon->y;
528 m = mon->map; 523 m = mon->map;
529 dir = rv.direction; 524 dir = rv.direction;
530 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 */
531 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
532 /* 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. */
533 if (diff > max) 529 if (diff > max)
534 return 0; 530 return 0;
531
535 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
536 { 533 {
537 lastx = x; 534 lastx = x;
538 lasty = y; 535 lasty = y;
539 lastmap = m; 536 lastmap = m;
621 max--; 618 max--;
622 lastdir = dir; 619 lastdir = dir;
623 if (!firstdir) 620 if (!firstdir)
624 firstdir = dir; 621 firstdir = dir;
625 } 622 }
623
626 if (diff <= 1) 624 if (diff <= 1)
627 { 625 {
628 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
629 * headed toward player for entire distance. 627 * headed toward player for entire distance.
630 */ 628 */
631 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
632 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));
633 } 631 }
632
634 if (diff > max) 633 if (diff > max)
635 return 0; 634 return 0;
636 } 635 }
636
637 /* 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 */
638 if (!max) 638 if (!max)
639 return 0; 639 return 0;
640 640
641 return firstdir; 641 return firstdir;
755roll_stat (void) 755roll_stat (void)
756{ 756{
757 int a[4], i, j, k; 757 int a[4], i, j, k;
758 758
759 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
760 a[i] = (int) RANDOM () % 6 + 1; 760 a[i] = (int) rndm (6) + 1;
761 761
762 for (i = 0, j = 0, k = 7; i < 4; i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
763 if (a[i] < k) 763 if (a[i] < k)
764 k = a[i], j = i; 764 k = a[i], j = i;
765 765
846 contr->levsp[1] = 6; 846 contr->levsp[1] = 6;
847 contr->levgrace[1] = 3; 847 contr->levgrace[1] = 3;
848 848
849 contr->orig_stats = stats; 849 contr->orig_stats = stats;
850 } 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, " ");
851} 862}
852 863
853/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
854 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
855 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
866 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
867 878
868 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
869 esrv_new_player (op->contr, op->weight + op->carrying); 880 esrv_new_player (op->contr, op->weight + op->carrying);
870 881
871 treasurelist *tl = find_treasurelist ("starting_wealth"); 882 treasurelist *tl = treasurelist::find ("starting_wealth");
872 if (tl) 883 if (tl)
873 create_treasure (tl, op, 0, 0, 0); 884 create_treasure (tl, op, 0, 0, 0);
874 885
875 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, op->contr);
876 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, op->contr);
884 * to save here. 895 * to save here.
885 */ 896 */
886 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
887 make_path_to_file (buf); 898 make_path_to_file (buf);
888 899
889#ifdef AUTOSAVE
890 op->contr->last_save_tick = pticks;
891#endif
892 start_info (op); 900 start_info (op);
893 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
894 give_initial_items (op, op->randomitems); 902 give_initial_items (op, op->randomitems);
895 link_player_skills (op); 903 link_player_skills (op);
896 esrv_send_inventory (op, op); 904 esrv_send_inventory (op, op);
902 if (*first_map_ext_path) 910 if (*first_map_ext_path)
903 { 911 {
904 object *tmp; 912 object *tmp;
905 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
906 914
907 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);
908 tmp = object::create (); 916 tmp = object::create ();
909 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
910 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = op->x;
911 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
912 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;
913 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
914 * default initial map */ 922 * default initial map */
915 tmp->destroy (); 923 tmp->destroy ();
916 } 924 }
917 else 925 else
958 966
959 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");
960 return 0; 968 return 0;
961} 969}
962 970
963int
964key_confirm_quit (object *op, char key)
965{
966 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
967 {
968 op->contr->ns->state = ST_PLAYING;
969 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
970 return 1;
971 }
972
973 INVOKE_PLAYER (LOGOUT, op->contr);
974 INVOKE_PLAYER (QUIT, op->contr);
975
976 terminate_all_pets (op);
977 leave_map (op);
978 op->direction = 0;
979 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
980
981 strcpy (op->contr->killer, "quit");
982 check_score (op);
983 op->contr->party = 0;
984 op->contr->own_title[0] = '\0';
985
986 object_ptr ob = op;
987
988 delete ob->contr;
989
990 /* We need to hunt for any per player unique maps in memory and
991 * get rid of them. The trailing slash in the path is intentional,
992 * so that players named 'Ab' won't match against players 'Abe' pathname
993 */
994 char buf[MAX_BUF];
995 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
996
997 for (maptile *next, *mp = first_map; mp; mp = next)
998 {
999 next = mp->next;
1000
1001 if (!strncmp (mp->path, buf, strlen (buf)))
1002 delete_map (mp);
1003 }
1004
1005 delete_character (ob->name, 1);
1006
1007 return 1;
1008}
1009
1010void 971void
1011flee_player (object *op) 972flee_player (object *op)
1012{ 973{
1013 int dir, diff; 974 int dir, diff;
1014 rv_vector rv; 975 rv_vector rv;
1069int 1030int
1070check_pick (object *op) 1031check_pick (object *op)
1071{ 1032{
1072 object *tmp, *next; 1033 object *tmp, *next;
1073 int stop = 0; 1034 int stop = 0;
1074 int j, k, wvratio; 1035 int wvratio;
1075 char putstring[128], tmpstr[16]; 1036 char putstring[128];
1076 1037
1077 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1078 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1079 return 1; 1040 return 1;
1080 1041
1417 * found object is returned. 1378 * found object is returned.
1418 */ 1379 */
1419object * 1380object *
1420find_arrow (object *op, const char *type) 1381find_arrow (object *op, const char *type)
1421{ 1382{
1422 object *tmp = NULL; 1383 object *tmp = 0;
1423 1384
1424 for (op = op->inv; op; op = op->below) 1385 for (op = op->inv; op; op = op->below)
1425 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))
1426 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1427 else if (op->type == ARROW && op->race == type) 1388 else if (op->type == ARROW && op->race == type)
1428 return op; 1389 return op;
1390
1429 return tmp; 1391 return tmp;
1430} 1392}
1431 1393
1432/* 1394/*
1433 * 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
1434 * 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
1435 * 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
1436 * 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.
1437 */ 1399 */
1438
1439object * 1400object *
1440find_better_arrow (object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1441{ 1402{
1442 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1443 int attacknum, attacktype, betterby = 0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1666 return 0; 1627 return 0;
1667 } 1628 }
1668 1629
1669 arrow->set_owner (op); 1630 arrow->set_owner (op);
1670 arrow->skill = bow->skill; 1631 arrow->skill = bow->skill;
1671
1672 arrow->direction = dir; 1632 arrow->direction = dir;
1673 arrow->x = sx;
1674 arrow->y = sy;
1675 1633
1676 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1677 { 1635 {
1678 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1679 op->update_stats (); 1637 op->update_stats ();
1694 1652
1695 /* update the speed */ 1653 /* update the speed */
1696 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1697 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;
1698 1656
1699 if (arrow->speed < 1.0) 1657 arrow->set_speed (max (arrow->speed, 1.0));
1700 arrow->speed = 1.0;
1701 update_ob_speed (arrow);
1702 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1703 1659
1704 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1705 { 1661 {
1706 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1719 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1720 1676
1721 if (bow->slaying) 1677 if (bow->slaying)
1722 arrow->slaying = bow->slaying; 1678 arrow->slaying = bow->slaying;
1723 1679
1724 arrow->map = m;
1725 arrow->move_type = MOVE_FLY_LOW; 1680 arrow->move_type = MOVE_FLY_LOW;
1726 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1727 1682
1728 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);
1729 insert_ob_in_map (arrow, m, op, 0); 1684 m->insert (arrow, sx, sy, op);
1730 1685
1731 if (!arrow->destroyed ()) 1686 if (!arrow->destroyed ())
1732 move_arrow (arrow); 1687 move_arrow (arrow);
1733 1688
1734 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1760 } 1715 }
1761 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)
1762 { 1717 {
1763 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod = -1; 1719 wcmod = -1;
1720
1765 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);
1766 } 1722 }
1767 else if (op->contr->bowtype == bow_threewide) 1723 else if (op->contr->bowtype == bow_threewide)
1768 { 1724 {
1769 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);
1839 1795
1840 if (item->arch) 1796 if (item->arch)
1841 { 1797 {
1842 CLEAR_FLAG (item, FLAG_ANIMATE); 1798 CLEAR_FLAG (item, FLAG_ANIMATE);
1843 item->face = item->arch->clone.face; 1799 item->face = item->arch->clone.face;
1844 item->speed = 0; 1800 item->set_speed (0);
1845 update_ob_speed (item);
1846 } 1801 }
1802
1847 if ((tmp = item->in_player ())) 1803 if ((tmp = item->in_player ()))
1848 esrv_update_item (UPD_ANIM, tmp, item); 1804 esrv_update_item (UPD_ANIM, tmp, item);
1849 } 1805 }
1850 } 1806 }
1851 else if (item->type == ROD || item->type == HORN) 1807 else if (item->type == ROD || item->type == HORN)
1852 {
1853 drain_rod_charge (item); 1808 drain_rod_charge (item);
1854 }
1855 } 1809 }
1856} 1810}
1857 1811
1858/* Received a fire command for the player - go and do it. 1812/* Received a fire command for the player - go and do it.
1859 */ 1813 */
1898 { 1852 {
1899 if (op->type == PLAYER) 1853 if (op->type == PLAYER)
1900 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.");
1901 return; 1855 return;
1902 } 1856 }
1857
1903 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1904 return; 1859 return;
1905 case range_builder: 1860 case range_builder:
1906 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
1907 return; 1862 return;
1908 default: 1863 default:
1909 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1910 return; 1865 return;
1911 } 1866 }
1912} 1867}
1913
1914
1915 1868
1916/* find_key 1869/* find_key
1917 * 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
1918 * and successfully use it, we return the key, otherwise NULL 1871 * and successfully use it, we return the key, otherwise NULL
1919 * This function merges both normal and locked door, since the logic 1872 * This function merges both normal and locked door, since the logic
1921 * pl is the player, 1874 * pl is the player,
1922 * inv is the objects inventory to searched 1875 * inv is the objects inventory to searched
1923 * door is the door we are trying to match against. 1876 * door is the door we are trying to match against.
1924 * This function can be called recursively to search containers. 1877 * This function can be called recursively to search containers.
1925 */ 1878 */
1926
1927object * 1879object *
1928find_key (object *pl, object *container, object *door) 1880find_key (object *pl, object *container, object *door)
1929{ 1881{
1930 object *tmp, *key; 1882 object *tmp, *key;
1931 1883
1932 /* Should not happen, but sanity checking is never bad */ 1884 /* Should not happen, but sanity checking is never bad */
1933 if (container->inv == NULL) 1885 if (!container->inv)
1934 return NULL; 1886 return 0;
1935 1887
1936 /* 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 */
1937 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1889 for (tmp = container->inv; tmp; tmp = tmp->below)
1938 { 1890 {
1939 if (door->type == DOOR && tmp->type == KEY) 1891 if (door->type == DOOR && tmp->type == KEY)
1940 break; 1892 break;
1941 /* For sanity, we should really check door type, but other stuff 1893 /* For sanity, we should really check door type, but other stuff
1942 * (like containers) can be locked with special keys 1894 * (like containers) can be locked with special keys
1943 */ 1895 */
1944 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1945 break; 1897 break;
1946 } 1898 }
1899
1947 /* No key found - lets search inventories now */ 1900 /* No key found - lets search inventories now */
1948 /* 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.
1949 * 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
1950 * a key, return 1903 * a key, return
1951 */ 1904 */
1952 if (!tmp) 1905 if (!tmp)
1953 { 1906 {
1954 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1907 for (tmp = container->inv; tmp; tmp = tmp->below)
1955 { 1908 {
1956 /* No reason to search empty containers */ 1909 /* No reason to search empty containers */
1957 if (tmp->type == CONTAINER && tmp->inv) 1910 if (tmp->type == CONTAINER && tmp->inv)
1958 { 1911 {
1959 if ((key = find_key (pl, tmp, door)) != NULL) 1912 if ((key = find_key (pl, tmp, door)))
1960 return key; 1913 return key;
1961 } 1914 }
1962 } 1915 }
1916
1963 if (!tmp) 1917 if (!tmp)
1964 return NULL; 1918 return NULL;
1965 } 1919 }
1920
1966 /* 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,
1967 * see if we actually want to use it 1922 * see if we actually want to use it
1968 */ 1923 */
1969 if (pl != container) 1924 if (pl != container)
1970 { 1925 {
1991 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1992 "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));
1993 return NULL; 1948 return NULL;
1994 } 1949 }
1995 } 1950 }
1951
1996 return tmp; 1952 return tmp;
1997} 1953}
1998 1954
1999/* moved door processing out of move_player_attack. 1955/* moved door processing out of move_player_attack.
2000 * returns 1 if player has opened the door with a key 1956 * returns 1 if player has opened the door with a key
2018 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);
2019 if (action_makes_visible (op)) 1975 if (action_makes_visible (op))
2020 make_visible (op); 1976 make_visible (op);
2021 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2022 spring_trap (door->inv, op); 1978 spring_trap (door->inv, op);
1979
2023 if (door->type == DOOR) 1980 if (door->type == DOOR)
2024 {
2025 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 */
2026 }
2027 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2028 { 1983 {
2029 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));
2030 remove_door2 (door); /* remove door without violence ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
2031 } 1986 }
1987
2032 /* Do this after we print the message */ 1988 /* Do this after we print the message */
2033 decrease_ob (key); /* Use up one of the keys */ 1989 decrease_ob (key); /* Use up one of the keys */
2034 /* Need to update the weight the container the key was in */ 1990 /* Need to update the weight the container the key was in */
2035 if (container != op) 1991 if (container != op)
2036 esrv_update_item (UPD_WEIGHT, op, container); 1992 esrv_update_item (UPD_WEIGHT, op, container);
1993
2037 return 1; /* Nothing more to do below */ 1994 return 1; /* Nothing more to do below */
2038 } 1995 }
2039 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2040 { 1997 {
2041 /* Might as well return now - no other way to open this */ 1998 /* Might as well return now - no other way to open this */
2042 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2043 return 1; 2000 return 1;
2044 } 2001 }
2002
2045 return 0; 2003 return 0;
2046} 2004}
2047 2005
2048/* This function is just part of a breakup from move_player. 2006/* This function is just part of a breakup from move_player.
2049 * It should keep the code cleaner. 2007 * It should keep the code cleaner.
2075 */ 2033 */
2076 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))
2077 { 2035 {
2078 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2036 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2079 { 2037 {
2080 m = get_map_from_coord (op->map, &nx, &ny); 2038 m = op->map->xy_find (nx, ny);
2081 if (!m) 2039 if (!m)
2082 return; /* Don't think this should happen */ 2040 return; /* Don't think this should happen */
2083 } 2041 }
2084 else 2042 else
2085 m = op->map; 2043 m = op->map;
2086 2044
2087 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2045 if (!(tmp = m->at (nx, ny).bot))
2088 {
2089 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2090 return; 2046 return;
2091 }
2092 2047
2093 mon = 0; 2048 mon = 0;
2094 /* 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
2095 * 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.
2096 * 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
2149 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2150 { 2105 {
2151 /* 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 */
2152 if (op->contr->braced) 2107 if (op->contr->braced)
2153 return; 2108 return;
2109
2154 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);
2155 (void) push_ob (mon, dir, op); 2111 (void) push_ob (mon, dir, op);
2156 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2157 make_visible (op); 2113 make_visible (op);
2114
2158 return; 2115 return;
2159 } 2116 }
2160 2117
2161 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2162 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2176 !on_battleground)) 2133 !on_battleground))
2177 { 2134 {
2178 if (!op->contr->braced) 2135 if (!op->contr->braced)
2179 { 2136 {
2180 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);
2181 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2182 } 2139 }
2183 else 2140 else
2184 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2185 2142
2186 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2201 * 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
2202 * and be living. Then, it must be one of the following: 2159 * and be living. Then, it must be one of the following:
2203 * 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
2204 * 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.
2205 */ 2162 */
2206
2207 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2208 ((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)))
2209 { 2165 {
2210 2166
2211 /* If the player hasn't hit something this tick, and does 2167 /* If the player hasn't hit something this tick, and does
2245int 2201int
2246move_player (object *op, int dir) 2202move_player (object *op, int dir)
2247{ 2203{
2248 int pick; 2204 int pick;
2249 2205
2250 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2251 return 0; 2207 return 0;
2252 2208
2253 /* Sanity check: make sure dir is valid */ 2209 /* Sanity check: make sure dir is valid */
2254 if ((dir < 0) || (dir >= 9)) 2210 if ((dir < 0) || (dir >= 9))
2255 { 2211 {
2256 LOG (llevError, "move_player: invalid direction %d\n", dir); 2212 LOG (llevError, "move_player: invalid direction %d\n", dir);
2257 return 0; 2213 return 0;
2258 } 2214 }
2259 2215
2260 /* peterm: added following line */ 2216 /* peterm: added following line */
2261 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2262 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2263 2219
2264 op->facing = dir; 2220 op->facing = dir;
2265 2221
2266 if (op->hide) 2222 if (op->hide)
2267 do_hidden_move (op); 2223 do_hidden_move (op);
2300 * Returns true if there are more actions we can do. 2256 * Returns true if there are more actions we can do.
2301 */ 2257 */
2302int 2258int
2303handle_newcs_player (object *op) 2259handle_newcs_player (object *op)
2304{ 2260{
2305 if (op->contr->hidden)
2306 {
2307 op->invisible = 1000;
2308 /* the socket code flashes the player visible/invisible
2309 * depending on the value of invisible, so we need to
2310 * alternate it here for it to work correctly.
2311 */
2312 if (pticks & 2)
2313 op->invisible--;
2314 }
2315 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2316 {
2317 op->invisible--;
2318 if (!op->invisible)
2319 {
2320 make_visible (op);
2321 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2322 }
2323 }
2324
2325 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (QUERY_FLAG (op, FLAG_SCARED))
2326 { 2262 {
2327 flee_player (op); 2263 flee_player (op);
2328 /* 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 */
2329 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2343 2279
2344 /* 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
2345 * the players time has been increased when doericserver has been 2281 * the players time has been increased when doericserver has been
2346 * called, so we recheck it here. 2282 * called, so we recheck it here.
2347 */ 2283 */
2348 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2284 if (op->contr->ns->handle_command ())
2349 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2285 return 1;
2350 ;
2351 2286
2352 if (op->speed_left < 0) 2287 if (op->speed_left > 0)
2353 return 0; 2288 {
2354
2355 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2289 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2356 { 2290 {
2357 /* All move commands take 1 tick, at least for now */ 2291 /* All move commands take 1 tick, at least for now */
2358 op->speed_left--; 2292 op->speed_left--;
2359 2293
2360 /* Instead of all the stuff below, let move_player take care 2294 /* Instead of all the stuff below, let move_player take care
2361 * 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
2362 * there, as well as the confusion stuff. 2296 * there, as well as the confusion stuff.
2363 */ 2297 */
2364 move_player (op, op->direction); 2298 move_player (op, op->direction);
2365 if (op->speed_left > 0) 2299
2366 return 1; 2300 return op->speed_left > 0;
2367 else 2301 }
2368 return 0;
2369 } 2302 }
2370 2303
2371 return 0; 2304 return 0;
2372} 2305}
2373 2306
2411 * from. 2344 * from.
2412 */ 2345 */
2413void 2346void
2414remove_unpaid_objects (object *op, object *env) 2347remove_unpaid_objects (object *op, object *env)
2415{ 2348{
2416 object *next;
2417
2418 while (op) 2349 while (op)
2419 { 2350 {
2420 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' */
2421 * we remove object 'op' 2352
2422 */
2423 if (QUERY_FLAG (op, FLAG_UNPAID)) 2353 if (QUERY_FLAG (op, FLAG_UNPAID))
2424 { 2354 {
2425 op->remove ();
2426 op->x = env->x;
2427 op->y = env->y;
2428 if (env->type == PLAYER) 2355 if (env->type == PLAYER)
2429 esrv_del_item (env->contr, op->count); 2356 esrv_del_item (env->contr, op->count);
2430 insert_ob_in_map (op, env->map, NULL, 0); 2357
2358 op->insert_at (env);
2431 } 2359 }
2432 else if (op->inv) 2360 else if (op->inv)
2433 remove_unpaid_objects (op->inv, env); 2361 remove_unpaid_objects (op->inv, env);
2434 2362
2435 op = next; 2363 op = next;
2491 int rate_grace = 2000; 2419 int rate_grace = 2000;
2492 const int max_hp = 1; 2420 const int max_hp = 1;
2493 const int max_sp = 1; 2421 const int max_sp = 1;
2494 const int max_grace = 1; 2422 const int max_grace = 1;
2495 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
2496 if (op->contr->outputs_sync) 2443 if (op->contr->outputs_sync)
2497 {
2498 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2444 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2499 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)
2500 flush_output_element (op, &op->contr->outputs[i]); 2446 flush_output_element (op, &op->contr->outputs[i]);
2501 }
2502 2447
2503 if (op->contr->ns->state == ST_PLAYING) 2448 if (op->contr->ns->state == ST_PLAYING)
2504 { 2449 {
2505 /* these next three if clauses make it possible to SLOW DOWN 2450 /* these next three if clauses make it possible to SLOW DOWN
2506 hp/grace/spellpoint regeneration. */ 2451 hp/grace/spellpoint regeneration. */
2728 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!");
2729 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...");
2730 2675
2731 /* restore player */ 2676 /* restore player */
2732 at = archetype::find ("poisoning"); 2677 at = archetype::find ("poisoning");
2733 tmp = present_arch_in_ob (at, op); 2678 if (object *tmp = present_arch_in_ob (at, op))
2734 if (tmp)
2735 { 2679 {
2736 tmp->destroy (); 2680 tmp->destroy ();
2737 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2681 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2738 } 2682 }
2739 2683
2740 at = archetype::find ("confusion"); 2684 at = archetype::find ("confusion");
2741 tmp = present_arch_in_ob (at, op); 2685 if (object *tmp = present_arch_in_ob (at, op))
2742 if (tmp)
2743 { 2686 {
2744 tmp->destroy (); 2687 tmp->destroy ();
2745 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2688 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2746 } 2689 }
2747 2690
2749 op->stats.hp = op->stats.maxhp; 2692 op->stats.hp = op->stats.maxhp;
2750 if (op->stats.food <= 0) 2693 if (op->stats.food <= 0)
2751 op->stats.food = 999; 2694 op->stats.food = 999;
2752 2695
2753 /* create a bodypart-trophy to make the winner happy */ 2696 /* create a bodypart-trophy to make the winner happy */
2754 tmp = arch_to_object (archetype::find ("finger")); 2697 if (object *tmp = arch_to_object (archetype::find ("finger")))
2755 if (tmp != NULL)
2756 { 2698 {
2757 sprintf (buf, "%s's finger", &op->name); 2699 sprintf (buf, "%s's finger", &op->name);
2758 tmp->name = buf; 2700 tmp->name = buf;
2759 sprintf (buf, " This finger has been cut off %s\n" 2701 sprintf (buf, " This finger has been cut off %s\n"
2760 " 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",
2761 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2703 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2762 tmp->msg = buf; 2704 tmp->msg = buf;
2763 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2705 tmp->value = 0, tmp->type = 0;
2764 tmp->materialname = NULL; 2706 tmp->materialname = "organics";
2765 tmp->x = op->x, tmp->y = op->y; 2707 tmp->insert_at (op, tmp);
2766 insert_ob_in_map (tmp, op->map, op, 0);
2767 } 2708 }
2768 2709
2769 /* teleport defeated player to new destination */ 2710 /* teleport defeated player to new destination */
2770 transfer_ob (op, x, y, 0, NULL); 2711 transfer_ob (op, x, y, 0, NULL);
2771 op->contr->braced = 0; 2712 op->contr->braced = 0;
2776 2717
2777 command_kill_pets (op, 0); 2718 command_kill_pets (op, 0);
2778 2719
2779 if (op->stats.food < 0) 2720 if (op->stats.food < 0)
2780 { 2721 {
2781 if (op->contr->explore)
2782 {
2783 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2784 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2785 op->stats.food = 999;
2786 return;
2787 }
2788 sprintf (buf, "%s starved to death.", &op->name); 2722 sprintf (buf, "%s starved to death.", &op->name);
2789 strcpy (op->contr->killer, "starvation"); 2723 strcpy (op->contr->killer, "starvation");
2790 } 2724 }
2791 else 2725 else
2792 {
2793 if (op->contr->explore)
2794 {
2795 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2796 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2797 op->stats.hp = op->stats.maxhp;
2798 return;
2799 }
2800 sprintf (buf, "%s died.", &op->name); 2726 sprintf (buf, "%s died.", &op->name);
2801 } 2727
2802 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2728 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2803 2729
2804 /* save the map location for corpse, gravestone */ 2730 /* save the map location for corpse, gravestone */
2805 x = op->x; 2731 x = op->x;
2806 y = op->y; 2732 y = op->y;
2807 map = op->map; 2733 map = op->map;
2808
2809 2734
2810 /* NOT_PERMADEATH code. This basically brings the character back to 2735 /* NOT_PERMADEATH code. This basically brings the character back to
2811 * 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.
2812 * 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.
2813 */ 2738 */
2830 num_stats_lose = 1; 2755 num_stats_lose = 1;
2831 else 2756 else
2832 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2757 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2833 } 2758 }
2834 else 2759 else
2835 {
2836 num_stats_lose = 1; 2760 num_stats_lose = 1;
2837 } 2761
2838 lost_a_stat = 0; 2762 lost_a_stat = 0;
2839 2763
2840 for (z = 0; z < num_stats_lose; z++) 2764 for (z = 0; z < num_stats_lose; z++)
2841 { 2765 {
2842 i = RANDOM () % NUM_STATS; 2766 i = RANDOM () % NUM_STATS;
2983 op->stats.hp = op->stats.maxhp; 2907 op->stats.hp = op->stats.maxhp;
2984 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2908 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2985 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2909 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2986 2910
2987 /* 2911 /*
2988 * Check to see if the player is in a shop. IF so, then check to see if
2989 * 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
2990 * in the map. 2913 * and put them back in the map.
2991 */ 2914 */
2992
2993 if (is_in_shop (op))
2994 remove_unpaid_objects (op->inv, op); 2915 remove_unpaid_objects (op->inv, op);
2995 2916
2996 /****************************************/ 2917 /****************************************/
2997 /* */ 2918 /* */
2998 /* Move player to his current respawn- */ 2919 /* Move player to his current respawn- */
2999 /* position (usually last savebed) */ 2920 /* position (usually last savebed) */
3000 /* */ 2921 /* */
3001 /****************************************/ 2922 /****************************************/
3002 2923
3003 enter_player_savebed (op); 2924 enter_player_savebed (op);
3004 2925
3005 /* Save the player before inserting the force to reduce
3006 * chance of abuse.
3007 */
3008 op->contr->braced = 0; 2926 op->contr->braced = 0;
3009 op->contr->save ();
3010 2927
3011 /* it is possible that the player has blown something up 2928 /* it is possible that the player has blown something up
3012 * at his savebed location, and that can have long lasting 2929 * at his savebed location, and that can have long lasting
3013 * spell effects. So first see if there is a spell effect 2930 * spell effects. So first see if there is a spell effect
3014 * on the space that might harm the player. 2931 * on the space that might harm the player.
3043void 2960void
3044loot_object (object *op) 2961loot_object (object *op)
3045{ /* Grab and destroy some treasure */ 2962{ /* Grab and destroy some treasure */
3046 object *tmp, *tmp2, *next; 2963 object *tmp, *tmp2, *next;
3047 2964
3048 if (op->container) 2965 op->close_container (); /* close open sack first */
3049 esrv_apply_container (op, op->container); /* close open sack first */
3050 2966
3051 for (tmp = op->inv; tmp; tmp = next) 2967 for (tmp = op->inv; tmp; tmp = next)
3052 { 2968 {
3053 next = tmp->below; 2969 next = tmp->below;
3054 2970
3055 if (tmp->invisible) 2971 if (tmp->invisible)
3056 continue; 2972 continue;
3057 2973
3058 tmp->remove (); 2974 tmp->remove ();
3059 tmp->x = op->x, tmp->y = op->y; 2975 tmp->x = op->x, tmp->y = op->y;
2976
3060 if (tmp->type == CONTAINER) 2977 if (tmp->type == CONTAINER)
3061 { /* empty container to ground */ 2978 loot_object (tmp); /* empty container to ground */
3062 loot_object (tmp); 2979
3063 }
3064 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))))
3065 { 2981 {
3066 if (tmp->nrof > 1) 2982 if (tmp->nrof > 1)
3067 { 2983 {
3068 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2984 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3069 tmp2->destroy (); 2985 tmp2->destroy ();
3080/* 2996/*
3081 * fix_weight(): Check recursively the weight of all players, and fix 2997 * fix_weight(): Check recursively the weight of all players, and fix
3082 * 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
3083 * was changed. 2999 * was changed.
3084 */ 3000 */
3085
3086void 3001void
3087fix_weight (void) 3002fix_weight (void)
3088{ 3003{
3089 for_all_players (pl) 3004 for_all_players (pl)
3090 { 3005 {
3150 if (op->type == PLAYER) 3065 if (op->type == PLAYER)
3151 { 3066 {
3152 op->contr->tmp_invis = 0; 3067 op->contr->tmp_invis = 0;
3153 op->contr->invis_race = 0; 3068 op->contr->invis_race = 0;
3154 } 3069 }
3070
3155 update_object (op, UP_OBJ_FACE); 3071 update_object (op, UP_OBJ_CHANGE);
3156} 3072}
3157 3073
3158int 3074int
3159is_true_undead (object *op) 3075is_true_undead (object *op)
3160{ 3076{
3161 object *tmp = NULL;
3162
3163 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3077 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3164 return 1; 3078 return 1;
3165 3079
3166 return 0; 3080 return 0;
3167} 3081}
3226 3140
3227 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3141 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3228 3142
3229 /* 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! */
3230 if (op->type == PLAYER && op->contr->run_on) 3144 if (op->type == PLAYER && op->contr->run_on)
3231 {
3232 if (!skop || num >= skop->level) 3145 if (!skop || num >= skop->level)
3233 { 3146 {
3234 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!");
3235 make_visible (op); 3148 make_visible (op);
3236 return; 3149 return;
3237 } 3150 }
3238 else 3151 else
3239 num += 20; 3152 num += 20;
3240 } 3153
3241 num += op->map->difficulty; 3154 num += op->map->difficulty;
3242 hide = hideability (op); /* modify by terrain hidden level */ 3155 hide = hideability (op); /* modify by terrain hidden level */
3243 num -= hide; 3156 num -= hide;
3157
3244 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3158 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3245 { 3159 {
3246 make_visible (op); 3160 make_visible (op);
3247 if (op->type == PLAYER) 3161 if (op->type == PLAYER)
3248 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!");
3249 } 3163 }
3250 else if (op->type == PLAYER && skop) 3164 else if (op->type == PLAYER && skop)
3251 {
3252 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);
3253 }
3254} 3166}
3255 3167
3256/* determine if who is standing near a hostile creature. */ 3168/* determine if who is standing near a hostile creature. */
3257 3169
3258int 3170int
3325 if (pl->type != PLAYER) 3237 if (pl->type != PLAYER)
3326 { 3238 {
3327 LOG (llevError, "player_can_view() called for non-player object\n"); 3239 LOG (llevError, "player_can_view() called for non-player object\n");
3328 return -1; 3240 return -1;
3329 } 3241 }
3242
3330 if (!pl || !op) 3243 if (!pl || !op)
3331 return 0; 3244 return 0;
3332 3245
3333 if (op->head)
3334 {
3335 op = op->head; 3246 op = op->head_ ();
3336 } 3247
3337 get_rangevector (pl, op, &rv, 0x1); 3248 get_rangevector (pl, op, &rv, 0x1);
3338 3249
3339 /* starting with the 'head' part, lets loop 3250 /* starting with the 'head' part, lets loop
3340 * through the object and find if it has any 3251 * through the object and find if it has any
3341 * part that is in the los array but isnt on 3252 * part that is in the los array but isnt on
3458 char buf[MAX_BUF]; /* tmp. string buffer */ 3369 char buf[MAX_BUF]; /* tmp. string buffer */
3459 int i = 0, j = 0; 3370 int i = 0, j = 0;
3460 3371
3461 /* get the appropriate treasurelist */ 3372 /* get the appropriate treasurelist */
3462 if (atnr == ATNR_FIRE) 3373 if (atnr == ATNR_FIRE)
3463 trlist = find_treasurelist ("dragon_ability_fire"); 3374 trlist = treasurelist::find ("dragon_ability_fire");
3464 else if (atnr == ATNR_COLD) 3375 else if (atnr == ATNR_COLD)
3465 trlist = find_treasurelist ("dragon_ability_cold"); 3376 trlist = treasurelist::find ("dragon_ability_cold");
3466 else if (atnr == ATNR_ELECTRICITY) 3377 else if (atnr == ATNR_ELECTRICITY)
3467 trlist = find_treasurelist ("dragon_ability_elec"); 3378 trlist = treasurelist::find ("dragon_ability_elec");
3468 else if (atnr == ATNR_POISON) 3379 else if (atnr == ATNR_POISON)
3469 trlist = find_treasurelist ("dragon_ability_poison"); 3380 trlist = treasurelist::find ("dragon_ability_poison");
3470 3381
3471 if (trlist == NULL || who->type != PLAYER) 3382 if (trlist == NULL || who->type != PLAYER)
3472 return; 3383 return;
3473 3384
3474 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++);
3475 3386
3476 if (tr == NULL || tr->item == NULL) 3387 if (!tr || !tr->item)
3477 { 3388 {
3478 /* 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]); */
3479 return; 3390 return;
3480 } 3391 }
3481 3392
3606 * not readied. 3517 * not readied.
3607 */ 3518 */
3608void 3519void
3609player_unready_range_ob (player *pl, object *ob) 3520player_unready_range_ob (player *pl, object *ob)
3610{ 3521{
3611 rangetype i;
3612
3613 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))
3614 {
3615 if (pl->ranges[i] == ob) 3523 if (pl->ranges[i] == ob)
3616 { 3524 {
3617 pl->ranges[i] = NULL; 3525 pl->ranges[i] = 0;
3618 if (pl->shoottype == i) 3526 if (pl->shoottype == i)
3619 {
3620 pl->shoottype = range_none; 3527 pl->shoottype = range_none;
3621 }
3622 } 3528 }
3623 }
3624} 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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