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Comparing deliantra/server/server/player.C (file contents):
Revision 1.76 by root, Sun Dec 31 17:17:23 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;
166} 160}
167 161
168void 162void
176 ob->enter_exit (tmp); 170 ob->enter_exit (tmp);
177 171
178 tmp->destroy (); 172 tmp->destroy ();
179} 173}
180 174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 maplevel = ob->map->path;
200 ob->remove ();
201 ob->map = 0;
202 party = 0;
203
204 // for weird reasons, this is often "ob", keeping a circular reference
205 ranges [range_skill] = 0;
206
207 players.erase (this);
208}
209
181// connect the player with a specific client 210// connect the player with a specific client
182// also changed, rationalises, and fixes some incorrect settings 211// also changed, rationalises, and fixes some incorrect settings
183void 212void
184player::connect (client *ns) 213player::connect (client *ns)
185{ 214{
186 this->ns = ns; 215 this->ns = ns;
187 ns->pl = this; 216 ns->pl = this;
188 217
189 next = first_player; 218 run_on = 0;
190 first_player = this; 219 fire_on = 0;
220 ob->close_container (); //TODO: client-specific
191 221
192 ns->update_look = 0; 222 ns->update_look = 0;
193 ns->look_position = 0; 223 ns->look_position = 0;
194 224
195 clear_los (ob); 225 clear_los (ob);
226
227 ns->reset_stats ();
196 228
197 /* make sure he's a player -- needed because of class change. */ 229 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid 230 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race; 231 ob->race = ob->arch->clone.race;
200 232
205 link_player_skills (ob); 237 link_player_skills (ob);
206 238
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208 240
209 assign (title, ob->arch->clone.name); 241 assign (title, ob->arch->clone.name);
210
211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212 * from the class, and not race. I don't see any way to get the class information
213 * to then update this. I don't think this will actually break anything - anyone
214 * that can use armour should be able to use a shield. What this may 'break'
215 * are features new characters get, eg, if someone starts up with a Q, they
216 * should be able to use a shield. However, old Q's won't get that advantage.
217 */
218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
220 242
221 /* if it's a dragon player, set the correct title here */ 243 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob)) 244 if (is_dragon_pl (ob))
223 { 245 {
224 object *tmp, *abil = 0, *skin = 0; 246 object *tmp, *abil = 0, *skin = 0;
234 skin = tmp; 256 skin = tmp;
235 257
236 set_dragon_name (ob, abil, skin); 258 set_dragon_name (ob, abil, skin);
237 } 259 }
238 260
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245 262
246 esrv_new_player (this, ob->weight + ob->carrying); 263 esrv_new_player (this, ob->weight + ob->carrying);
247 264
248 ob->update_stats (); 265 ob->update_stats ();
249 ns->floorbox_update (); 266 ns->floorbox_update ();
250 267
251 esrv_send_inventory (ob, ob); 268 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0); 269 esrv_add_spells (this, 0);
253 270
254 ob->activate_recursive (); 271 activate ();
255 enter_map ();
256 272
257 send_rules (ob); 273 send_rules (ob);
258 send_news (ob); 274 send_news (ob);
259 display_motd (ob); 275 display_motd (ob);
276
277 INVOKE_PLAYER (CONNECT, this);
260 INVOKE_PLAYER (LOGIN, this); 278 INVOKE_PLAYER (LOGIN, this);
261} 279}
262 280
263void 281void
264player::disconnect () 282player::disconnect ()
265{ 283{
266 if (ob)
267 ob->deactivate_recursive ();
268
269 //TODO: don't be so harsh and destroy :)
270 if (ns) 284 if (ns)
271 { 285 {
272 if (enable_save) 286 if (active)
273 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 287 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
274 288
275 client *ns = this->ns; 289 INVOKE_PLAYER (DISCONNECT, this);
276 ns->send_packet ("goodbye"); 290
277 ns->flush (); 291 ns->reset_stats ();
278 ns->pl = 0; 292 ns->pl = 0;
279 this->ns = 0; 293 this->ns = 0;
280
281 ns->destroy ();
282 destroy ();
283 } 294 }
295
296 if (ob)
297 ob->close_container (); //TODO: client-specific
298
299 deactivate ();
284} 300}
285 301
286// the need for this function can be explained 302// the need for this function can be explained
287// by load_object not returning the object 303// by load_object not returning the object
288void 304void
289player::set_object (object *op) 305player::set_object (object *op)
290{ 306{
291 ob = op; 307 ob = op;
292 ob->contr = this; /* this aren't yet in archetype */ 308 ob->contr = this; /* this aren't yet in archetype */
293 309
294 ob->speed_left = 0.5; 310 ob->speed_left = 0.5;
295 ob->speed = 1.0; 311 ob->speed = 1.0;
296 ob->direction = 5; /* So player faces south */ 312 ob->direction = 5; /* So player faces south */
297 ob->stats.wc = 2;
298 ob->run_away = 25; /* Then we panick... */
299
300 ob->roll_stats ();
301} 313}
302 314
303player::player () 315player::player ()
304{ 316{
305 /* There are some elements we want initialized to non zero value - 317 /* There are some elements we want initialised to non zero value -
306 * we deal with that below this point. 318 * we deal with that below this point.
307 */ 319 */
308 outputs_sync = 16; /* Every 2 seconds */ 320 outputs_sync = 6; /* Every 2 seconds */
309 outputs_count = 8; /* Keeps present behaviour */ 321 outputs_count = 10; /* Keeps present behaviour */
310 unapply = unapply_nochoice; 322 unapply = unapply_nochoice;
311 323
312 assign (savebed_map, first_map_path); /* Init. respawn position */ 324 savebed_map = first_map_path; /* Init. respawn position */
313 325
314 gen_sp_armour = 10; 326 gen_sp_armour = 10;
315 last_speed = -1;
316 shoottype = range_none; 327 shoottype = range_none;
317 bowtype = bow_normal; 328 bowtype = bow_normal;
318 petmode = pet_normal; 329 petmode = pet_normal;
319 listening = 10; 330 listening = 10;
320 usekeys = containers; 331 usekeys = containers;
321 last_weapon_sp = -1;
322 peaceful = 1; /* default peaceful */ 332 peaceful = 1; /* default peaceful */
323 do_los = 1; 333 do_los = 1;
324
325 /* we need to clear these to -1 and not zero - otherwise,
326 * if a player quits and starts a new character, we wont
327 * send new values to the client, as things like exp start
328 * at zero.
329 */
330 for (int i = 0; i < NUM_SKILLS; i++)
331 last_skill_exp[i] = -1;
332
333 for (int i = 0; i < NROFATTACKS; i++)
334 last_resist[i] = -1;
335
336 last_stats.exp = -1;
337 last_weight = (uint32) - 1;
338} 334}
339 335
340void 336void
341player::do_destroy () 337player::do_destroy ()
342{ 338{
343 disconnect (); 339 disconnect ();
344 340
345 save (false);
346 enable_save = false;
347
348 attachable::do_destroy (); 341 attachable::do_destroy ();
349
350 terminate_all_pets (ob);
351
352 if (first_player != this)
353 {
354 player *prev = first_player;
355
356 while (prev && prev->next && prev->next != this)
357 prev = prev->next;
358
359 if (prev->next != this)
360 {
361 LOG (llevError, "Free_player: Can't find previous player.\n");
362 abort ();
363 }
364
365 prev->next = next;
366 }
367 else
368 first_player = next;
369 342
370 if (ob) 343 if (ob)
371 { 344 {
372 ob->destroy_inv (false); 345 ob->destroy_inv (false);
373 ob->destroy (); 346 ob->destroy ();
388player::create () 361player::create ()
389{ 362{
390 player *pl = new player; 363 player *pl = new player;
391 364
392 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
393 set_first_map (pl->ob); 371 set_first_map (pl->ob);
394 372
395 return pl; 373 return pl;
396} 374}
397 375
429 object *op = NULL; 407 object *op = NULL;
430 objectlink *ol; 408 objectlink *ol;
431 unsigned lastdist; 409 unsigned lastdist;
432 rv_vector rv; 410 rv_vector rv;
433 411
434 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 412 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
435 { 413 {
436 /* 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
437 * does periodically happen. Given that, lets deal with it. 415 * does periodically happen. Given that, lets deal with it.
438 * While unlikely, it is possible the next object on the friendly 416 * While unlikely, it is possible the next object on the friendly
439 * list is also free, so encapsulate this in a while loop. 417 * list is also free, so encapsulate this in a while loop.
443 object *tmp = ol->ob; 421 object *tmp = ol->ob;
444 422
445 /* 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
446 * itself will have been cleared. 424 * itself will have been cleared.
447 */ 425 */
448 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 ());
449 ol = ol->next; 428 ol = ol->next;
450 remove_friendly_object (tmp); 429 remove_friendly_object (tmp);
451 if (!ol) 430 if (!ol)
452 return op; 431 return op;
453 } 432 }
542 x = mon->x; 521 x = mon->x;
543 y = mon->y; 522 y = mon->y;
544 m = mon->map; 523 m = mon->map;
545 dir = rv.direction; 524 dir = rv.direction;
546 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 */
547 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
548 /* 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. */
549 if (diff > max) 529 if (diff > max)
550 return 0; 530 return 0;
531
551 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
552 { 533 {
553 lastx = x; 534 lastx = x;
554 lasty = y; 535 lasty = y;
555 lastmap = m; 536 lastmap = m;
637 max--; 618 max--;
638 lastdir = dir; 619 lastdir = dir;
639 if (!firstdir) 620 if (!firstdir)
640 firstdir = dir; 621 firstdir = dir;
641 } 622 }
623
642 if (diff <= 1) 624 if (diff <= 1)
643 { 625 {
644 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
645 * headed toward player for entire distance. 627 * headed toward player for entire distance.
646 */ 628 */
647 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
648 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));
649 } 631 }
632
650 if (diff > max) 633 if (diff > max)
651 return 0; 634 return 0;
652 } 635 }
636
653 /* 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 */
654 if (!max) 638 if (!max)
655 return 0; 639 return 0;
656 640
657 return firstdir; 641 return firstdir;
771roll_stat (void) 755roll_stat (void)
772{ 756{
773 int a[4], i, j, k; 757 int a[4], i, j, k;
774 758
775 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
776 a[i] = (int) RANDOM () % 6 + 1; 760 a[i] = (int) rndm (6) + 1;
777 761
778 for (i = 0, j = 0, k = 7; i < 4; i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
779 if (a[i] < k) 763 if (a[i] < k)
780 k = a[i], j = i; 764 k = a[i], j = i;
781 765
893 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
894 878
895 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
896 esrv_new_player (op->contr, op->weight + op->carrying); 880 esrv_new_player (op->contr, op->weight + op->carrying);
897 881
898 treasurelist *tl = find_treasurelist ("starting_wealth"); 882 treasurelist *tl = treasurelist::find ("starting_wealth");
899 if (tl) 883 if (tl)
900 create_treasure (tl, op, 0, 0, 0); 884 create_treasure (tl, op, 0, 0, 0);
901 885
902 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, op->contr);
903 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, op->contr);
911 * to save here. 895 * to save here.
912 */ 896 */
913 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
914 make_path_to_file (buf); 898 make_path_to_file (buf);
915 899
916#ifdef AUTOSAVE
917 op->contr->last_save_tick = pticks;
918#endif
919 start_info (op); 900 start_info (op);
920 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
921 give_initial_items (op, op->randomitems); 902 give_initial_items (op, op->randomitems);
922 link_player_skills (op); 903 link_player_skills (op);
923 esrv_send_inventory (op, op); 904 esrv_send_inventory (op, op);
929 if (*first_map_ext_path) 910 if (*first_map_ext_path)
930 { 911 {
931 object *tmp; 912 object *tmp;
932 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
933 914
934 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);
935 tmp = object::create (); 916 tmp = object::create ();
936 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
937 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = op->x;
938 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
939 op->enter_exit (tmp); /* we don't really care if it succeeded; 920 op->enter_exit (tmp); /* we don't really care if it succeeded;
940 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
941 * default initial map */ 922 * default initial map */
942 tmp->destroy (); 923 tmp->destroy ();
943 } 924 }
985 966
986 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");
987 return 0; 968 return 0;
988} 969}
989 970
990int
991key_confirm_quit (object *op, char key)
992{
993 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
994 {
995 op->contr->ns->state = ST_PLAYING;
996 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
997 return 1;
998 }
999
1000 INVOKE_PLAYER (LOGOUT, op->contr);
1001 INVOKE_PLAYER (QUIT, op->contr);
1002
1003 op->contr->enable_save = false;
1004
1005 terminate_all_pets (op);
1006 op->remove ();
1007 op->direction = 0;
1008 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1009
1010 strcpy (op->contr->killer, "quit");
1011 check_score (op);
1012 op->contr->party = 0;
1013 op->contr->own_title[0] = '\0';
1014 op->contr->destroy ();
1015
1016 return 1;
1017}
1018
1019void 971void
1020flee_player (object *op) 972flee_player (object *op)
1021{ 973{
1022 int dir, diff; 974 int dir, diff;
1023 rv_vector rv; 975 rv_vector rv;
1078int 1030int
1079check_pick (object *op) 1031check_pick (object *op)
1080{ 1032{
1081 object *tmp, *next; 1033 object *tmp, *next;
1082 int stop = 0; 1034 int stop = 0;
1083 int j, k, wvratio; 1035 int wvratio;
1084 char putstring[128], tmpstr[16]; 1036 char putstring[128];
1085 1037
1086 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1087 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1088 return 1; 1040 return 1;
1089 1041
1426 * found object is returned. 1378 * found object is returned.
1427 */ 1379 */
1428object * 1380object *
1429find_arrow (object *op, const char *type) 1381find_arrow (object *op, const char *type)
1430{ 1382{
1431 object *tmp = NULL; 1383 object *tmp = 0;
1432 1384
1433 for (op = op->inv; op; op = op->below) 1385 for (op = op->inv; op; op = op->below)
1434 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))
1435 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1436 else if (op->type == ARROW && op->race == type) 1388 else if (op->type == ARROW && op->race == type)
1437 return op; 1389 return op;
1390
1438 return tmp; 1391 return tmp;
1439} 1392}
1440 1393
1441/* 1394/*
1442 * 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
1443 * 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
1444 * 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
1445 * 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.
1446 */ 1399 */
1447
1448object * 1400object *
1449find_better_arrow (object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1450{ 1402{
1451 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1452 int attacknum, attacktype, betterby = 0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1900 { 1852 {
1901 if (op->type == PLAYER) 1853 if (op->type == PLAYER)
1902 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.");
1903 return; 1855 return;
1904 } 1856 }
1857
1905 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1906 return; 1859 return;
1907 case range_builder: 1860 case range_builder:
1908 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
1909 return; 1862 return;
1910 default: 1863 default:
1911 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1912 return; 1865 return;
1913 } 1866 }
1914} 1867}
1915
1916
1917 1868
1918/* find_key 1869/* find_key
1919 * 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
1920 * and successfully use it, we return the key, otherwise NULL 1871 * and successfully use it, we return the key, otherwise NULL
1921 * This function merges both normal and locked door, since the logic 1872 * This function merges both normal and locked door, since the logic
1923 * pl is the player, 1874 * pl is the player,
1924 * inv is the objects inventory to searched 1875 * inv is the objects inventory to searched
1925 * door is the door we are trying to match against. 1876 * door is the door we are trying to match against.
1926 * This function can be called recursively to search containers. 1877 * This function can be called recursively to search containers.
1927 */ 1878 */
1928
1929object * 1879object *
1930find_key (object *pl, object *container, object *door) 1880find_key (object *pl, object *container, object *door)
1931{ 1881{
1932 object *tmp, *key; 1882 object *tmp, *key;
1933 1883
1934 /* Should not happen, but sanity checking is never bad */ 1884 /* Should not happen, but sanity checking is never bad */
1935 if (container->inv == NULL) 1885 if (!container->inv)
1936 return NULL; 1886 return 0;
1937 1887
1938 /* 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 */
1939 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1889 for (tmp = container->inv; tmp; tmp = tmp->below)
1940 { 1890 {
1941 if (door->type == DOOR && tmp->type == KEY) 1891 if (door->type == DOOR && tmp->type == KEY)
1942 break; 1892 break;
1943 /* For sanity, we should really check door type, but other stuff 1893 /* For sanity, we should really check door type, but other stuff
1944 * (like containers) can be locked with special keys 1894 * (like containers) can be locked with special keys
1945 */ 1895 */
1946 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1947 break; 1897 break;
1948 } 1898 }
1899
1949 /* No key found - lets search inventories now */ 1900 /* No key found - lets search inventories now */
1950 /* 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.
1951 * 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
1952 * a key, return 1903 * a key, return
1953 */ 1904 */
1954 if (!tmp) 1905 if (!tmp)
1955 { 1906 {
1956 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1907 for (tmp = container->inv; tmp; tmp = tmp->below)
1957 { 1908 {
1958 /* No reason to search empty containers */ 1909 /* No reason to search empty containers */
1959 if (tmp->type == CONTAINER && tmp->inv) 1910 if (tmp->type == CONTAINER && tmp->inv)
1960 { 1911 {
1961 if ((key = find_key (pl, tmp, door)) != NULL) 1912 if ((key = find_key (pl, tmp, door)))
1962 return key; 1913 return key;
1963 } 1914 }
1964 } 1915 }
1916
1965 if (!tmp) 1917 if (!tmp)
1966 return NULL; 1918 return NULL;
1967 } 1919 }
1920
1968 /* 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,
1969 * see if we actually want to use it 1922 * see if we actually want to use it
1970 */ 1923 */
1971 if (pl != container) 1924 if (pl != container)
1972 { 1925 {
1993 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1994 "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));
1995 return NULL; 1948 return NULL;
1996 } 1949 }
1997 } 1950 }
1951
1998 return tmp; 1952 return tmp;
1999} 1953}
2000 1954
2001/* moved door processing out of move_player_attack. 1955/* moved door processing out of move_player_attack.
2002 * returns 1 if player has opened the door with a key 1956 * returns 1 if player has opened the door with a key
2020 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);
2021 if (action_makes_visible (op)) 1975 if (action_makes_visible (op))
2022 make_visible (op); 1976 make_visible (op);
2023 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2024 spring_trap (door->inv, op); 1978 spring_trap (door->inv, op);
1979
2025 if (door->type == DOOR) 1980 if (door->type == DOOR)
2026 {
2027 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 */
2028 }
2029 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2030 { 1983 {
2031 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));
2032 remove_door2 (door); /* remove door without violence ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
2033 } 1986 }
1987
2034 /* Do this after we print the message */ 1988 /* Do this after we print the message */
2035 decrease_ob (key); /* Use up one of the keys */ 1989 decrease_ob (key); /* Use up one of the keys */
2036 /* Need to update the weight the container the key was in */ 1990 /* Need to update the weight the container the key was in */
2037 if (container != op) 1991 if (container != op)
2038 esrv_update_item (UPD_WEIGHT, op, container); 1992 esrv_update_item (UPD_WEIGHT, op, container);
1993
2039 return 1; /* Nothing more to do below */ 1994 return 1; /* Nothing more to do below */
2040 } 1995 }
2041 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2042 { 1997 {
2043 /* Might as well return now - no other way to open this */ 1998 /* Might as well return now - no other way to open this */
2044 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2045 return 1; 2000 return 1;
2046 } 2001 }
2002
2047 return 0; 2003 return 0;
2048} 2004}
2049 2005
2050/* This function is just part of a breakup from move_player. 2006/* This function is just part of a breakup from move_player.
2051 * It should keep the code cleaner. 2007 * It should keep the code cleaner.
2077 */ 2033 */
2078 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))
2079 { 2035 {
2080 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2036 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2081 { 2037 {
2082 m = get_map_from_coord (op->map, &nx, &ny); 2038 m = op->map->xy_find (nx, ny);
2083 if (!m) 2039 if (!m)
2084 return; /* Don't think this should happen */ 2040 return; /* Don't think this should happen */
2085 } 2041 }
2086 else 2042 else
2087 m = op->map; 2043 m = op->map;
2088 2044
2089 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2045 if (!(tmp = m->at (nx, ny).bot))
2090 {
2091 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2092 return; 2046 return;
2093 }
2094 2047
2095 mon = 0; 2048 mon = 0;
2096 /* 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
2097 * 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.
2098 * 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
2151 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2152 { 2105 {
2153 /* 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 */
2154 if (op->contr->braced) 2107 if (op->contr->braced)
2155 return; 2108 return;
2109
2156 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);
2157 (void) push_ob (mon, dir, op); 2111 (void) push_ob (mon, dir, op);
2158 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2159 make_visible (op); 2113 make_visible (op);
2114
2160 return; 2115 return;
2161 } 2116 }
2162 2117
2163 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2164 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2178 !on_battleground)) 2133 !on_battleground))
2179 { 2134 {
2180 if (!op->contr->braced) 2135 if (!op->contr->braced)
2181 { 2136 {
2182 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);
2183 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2184 } 2139 }
2185 else 2140 else
2186 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2187 2142
2188 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2203 * 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
2204 * and be living. Then, it must be one of the following: 2159 * and be living. Then, it must be one of the following:
2205 * 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
2206 * 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.
2207 */ 2162 */
2208
2209 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2210 ((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)))
2211 { 2165 {
2212 2166
2213 /* If the player hasn't hit something this tick, and does 2167 /* If the player hasn't hit something this tick, and does
2247int 2201int
2248move_player (object *op, int dir) 2202move_player (object *op, int dir)
2249{ 2203{
2250 int pick; 2204 int pick;
2251 2205
2252 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2253 return 0; 2207 return 0;
2254 2208
2255 /* Sanity check: make sure dir is valid */ 2209 /* Sanity check: make sure dir is valid */
2256 if ((dir < 0) || (dir >= 9)) 2210 if ((dir < 0) || (dir >= 9))
2257 { 2211 {
2258 LOG (llevError, "move_player: invalid direction %d\n", dir); 2212 LOG (llevError, "move_player: invalid direction %d\n", dir);
2259 return 0; 2213 return 0;
2260 } 2214 }
2261 2215
2262 /* peterm: added following line */ 2216 /* peterm: added following line */
2263 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2264 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2265 2219
2266 op->facing = dir; 2220 op->facing = dir;
2267 2221
2268 if (op->hide) 2222 if (op->hide)
2269 do_hidden_move (op); 2223 do_hidden_move (op);
2302 * Returns true if there are more actions we can do. 2256 * Returns true if there are more actions we can do.
2303 */ 2257 */
2304int 2258int
2305handle_newcs_player (object *op) 2259handle_newcs_player (object *op)
2306{ 2260{
2307 if (op->contr->hidden)
2308 {
2309 op->invisible = 1000;
2310 /* the socket code flashes the player visible/invisible
2311 * depending on the value of invisible, so we need to
2312 * alternate it here for it to work correctly.
2313 */
2314 if (pticks & 2)
2315 op->invisible--;
2316 }
2317 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2318 {
2319 op->invisible--;
2320 if (!op->invisible)
2321 {
2322 make_visible (op);
2323 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2324 }
2325 }
2326
2327 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (QUERY_FLAG (op, FLAG_SCARED))
2328 { 2262 {
2329 flee_player (op); 2263 flee_player (op);
2330 /* 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 */
2331 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2345 2279
2346 /* 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
2347 * the players time has been increased when doericserver has been 2281 * the players time has been increased when doericserver has been
2348 * called, so we recheck it here. 2282 * called, so we recheck it here.
2349 */ 2283 */
2350 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2284 if (op->contr->ns->handle_command ())
2351 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2285 return 1;
2352 ;
2353 2286
2354 if (op->speed_left < 0) 2287 if (op->speed_left > 0)
2355 return 0; 2288 {
2356
2357 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2289 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2358 { 2290 {
2359 /* All move commands take 1 tick, at least for now */ 2291 /* All move commands take 1 tick, at least for now */
2360 op->speed_left--; 2292 op->speed_left--;
2361 2293
2362 /* Instead of all the stuff below, let move_player take care 2294 /* Instead of all the stuff below, let move_player take care
2363 * 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
2364 * there, as well as the confusion stuff. 2296 * there, as well as the confusion stuff.
2365 */ 2297 */
2366 move_player (op, op->direction); 2298 move_player (op, op->direction);
2367 if (op->speed_left > 0) 2299
2368 return 1; 2300 return op->speed_left > 0;
2369 else 2301 }
2370 return 0;
2371 } 2302 }
2372 2303
2373 return 0; 2304 return 0;
2374} 2305}
2375 2306
2413 * from. 2344 * from.
2414 */ 2345 */
2415void 2346void
2416remove_unpaid_objects (object *op, object *env) 2347remove_unpaid_objects (object *op, object *env)
2417{ 2348{
2418 object *next;
2419
2420 while (op) 2349 while (op)
2421 { 2350 {
2422 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2351 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2423 2352
2424 if (QUERY_FLAG (op, FLAG_UNPAID)) 2353 if (QUERY_FLAG (op, FLAG_UNPAID))
2490 int rate_grace = 2000; 2419 int rate_grace = 2000;
2491 const int max_hp = 1; 2420 const int max_hp = 1;
2492 const int max_sp = 1; 2421 const int max_sp = 1;
2493 const int max_grace = 1; 2422 const int max_grace = 1;
2494 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
2495 if (op->contr->outputs_sync) 2443 if (op->contr->outputs_sync)
2496 {
2497 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2444 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2498 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)
2499 flush_output_element (op, &op->contr->outputs[i]); 2446 flush_output_element (op, &op->contr->outputs[i]);
2500 }
2501 2447
2502 if (op->contr->ns->state == ST_PLAYING) 2448 if (op->contr->ns->state == ST_PLAYING)
2503 { 2449 {
2504 /* these next three if clauses make it possible to SLOW DOWN 2450 /* these next three if clauses make it possible to SLOW DOWN
2505 hp/grace/spellpoint regeneration. */ 2451 hp/grace/spellpoint regeneration. */
2754 tmp->name = buf; 2700 tmp->name = buf;
2755 sprintf (buf, " This finger has been cut off %s\n" 2701 sprintf (buf, " This finger has been cut off %s\n"
2756 " 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",
2757 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2703 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2758 tmp->msg = buf; 2704 tmp->msg = buf;
2759 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2705 tmp->value = 0, tmp->type = 0;
2760 tmp->materialname = NULL; 2706 tmp->materialname = "organics";
2761 op->insert_at (tmp, op); 2707 tmp->insert_at (op, tmp);
2762 } 2708 }
2763 2709
2764 /* teleport defeated player to new destination */ 2710 /* teleport defeated player to new destination */
2765 transfer_ob (op, x, y, 0, NULL); 2711 transfer_ob (op, x, y, 0, NULL);
2766 op->contr->braced = 0; 2712 op->contr->braced = 0;
2771 2717
2772 command_kill_pets (op, 0); 2718 command_kill_pets (op, 0);
2773 2719
2774 if (op->stats.food < 0) 2720 if (op->stats.food < 0)
2775 { 2721 {
2776 if (op->contr->explore)
2777 {
2778 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2779 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2780 op->stats.food = 999;
2781 return;
2782 }
2783 sprintf (buf, "%s starved to death.", &op->name); 2722 sprintf (buf, "%s starved to death.", &op->name);
2784 strcpy (op->contr->killer, "starvation"); 2723 strcpy (op->contr->killer, "starvation");
2785 } 2724 }
2786 else 2725 else
2787 {
2788 if (op->contr->explore)
2789 {
2790 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2791 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2792 op->stats.hp = op->stats.maxhp;
2793 return;
2794 }
2795 sprintf (buf, "%s died.", &op->name); 2726 sprintf (buf, "%s died.", &op->name);
2796 }
2797 2727
2798 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2728 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2799 2729
2800 /* save the map location for corpse, gravestone */ 2730 /* save the map location for corpse, gravestone */
2801 x = op->x; 2731 x = op->x;
2977 op->stats.hp = op->stats.maxhp; 2907 op->stats.hp = op->stats.maxhp;
2978 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2908 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2979 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2909 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2980 2910
2981 /* 2911 /*
2982 * Check to see if the player is in a shop. IF so, then check to see if
2983 * 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
2984 * in the map. 2913 * and put them back in the map.
2985 */ 2914 */
2986
2987 if (is_in_shop (op))
2988 remove_unpaid_objects (op->inv, op); 2915 remove_unpaid_objects (op->inv, op);
2989 2916
2990 /****************************************/ 2917 /****************************************/
2991 /* */ 2918 /* */
2992 /* Move player to his current respawn- */ 2919 /* Move player to his current respawn- */
2993 /* position (usually last savebed) */ 2920 /* position (usually last savebed) */
2994 /* */ 2921 /* */
2995 /****************************************/ 2922 /****************************************/
2996 2923
2997 enter_player_savebed (op); 2924 enter_player_savebed (op);
2998 2925
2999 /* Save the player before inserting the force to reduce
3000 * chance of abuse.
3001 */
3002 op->contr->braced = 0; 2926 op->contr->braced = 0;
3003 op->contr->save ();
3004 2927
3005 /* it is possible that the player has blown something up 2928 /* it is possible that the player has blown something up
3006 * at his savebed location, and that can have long lasting 2929 * at his savebed location, and that can have long lasting
3007 * spell effects. So first see if there is a spell effect 2930 * spell effects. So first see if there is a spell effect
3008 * on the space that might harm the player. 2931 * on the space that might harm the player.
3037void 2960void
3038loot_object (object *op) 2961loot_object (object *op)
3039{ /* Grab and destroy some treasure */ 2962{ /* Grab and destroy some treasure */
3040 object *tmp, *tmp2, *next; 2963 object *tmp, *tmp2, *next;
3041 2964
3042 if (op->container) 2965 op->close_container (); /* close open sack first */
3043 esrv_apply_container (op, op->container); /* close open sack first */
3044 2966
3045 for (tmp = op->inv; tmp; tmp = next) 2967 for (tmp = op->inv; tmp; tmp = next)
3046 { 2968 {
3047 next = tmp->below; 2969 next = tmp->below;
3048 2970
3049 if (tmp->invisible) 2971 if (tmp->invisible)
3050 continue; 2972 continue;
3051 2973
3052 tmp->remove (); 2974 tmp->remove ();
3053 tmp->x = op->x, tmp->y = op->y; 2975 tmp->x = op->x, tmp->y = op->y;
2976
3054 if (tmp->type == CONTAINER) 2977 if (tmp->type == CONTAINER)
3055 { /* empty container to ground */ 2978 loot_object (tmp); /* empty container to ground */
3056 loot_object (tmp); 2979
3057 }
3058 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))))
3059 { 2981 {
3060 if (tmp->nrof > 1) 2982 if (tmp->nrof > 1)
3061 { 2983 {
3062 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2984 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3063 tmp2->destroy (); 2985 tmp2->destroy ();
3074/* 2996/*
3075 * fix_weight(): Check recursively the weight of all players, and fix 2997 * fix_weight(): Check recursively the weight of all players, and fix
3076 * 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
3077 * was changed. 2999 * was changed.
3078 */ 3000 */
3079
3080void 3001void
3081fix_weight (void) 3002fix_weight (void)
3082{ 3003{
3083 for_all_players (pl) 3004 for_all_players (pl)
3084 { 3005 {
3144 if (op->type == PLAYER) 3065 if (op->type == PLAYER)
3145 { 3066 {
3146 op->contr->tmp_invis = 0; 3067 op->contr->tmp_invis = 0;
3147 op->contr->invis_race = 0; 3068 op->contr->invis_race = 0;
3148 } 3069 }
3070
3149 update_object (op, UP_OBJ_FACE); 3071 update_object (op, UP_OBJ_CHANGE);
3150} 3072}
3151 3073
3152int 3074int
3153is_true_undead (object *op) 3075is_true_undead (object *op)
3154{ 3076{
3155 object *tmp = NULL;
3156
3157 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3077 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3158 return 1; 3078 return 1;
3159 3079
3160 return 0; 3080 return 0;
3161} 3081}
3220 3140
3221 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3141 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3222 3142
3223 /* 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! */
3224 if (op->type == PLAYER && op->contr->run_on) 3144 if (op->type == PLAYER && op->contr->run_on)
3225 {
3226 if (!skop || num >= skop->level) 3145 if (!skop || num >= skop->level)
3227 { 3146 {
3228 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!");
3229 make_visible (op); 3148 make_visible (op);
3230 return; 3149 return;
3231 } 3150 }
3232 else 3151 else
3233 num += 20; 3152 num += 20;
3234 } 3153
3235 num += op->map->difficulty; 3154 num += op->map->difficulty;
3236 hide = hideability (op); /* modify by terrain hidden level */ 3155 hide = hideability (op); /* modify by terrain hidden level */
3237 num -= hide; 3156 num -= hide;
3157
3238 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3158 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3239 { 3159 {
3240 make_visible (op); 3160 make_visible (op);
3241 if (op->type == PLAYER) 3161 if (op->type == PLAYER)
3242 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!");
3243 } 3163 }
3244 else if (op->type == PLAYER && skop) 3164 else if (op->type == PLAYER && skop)
3245 {
3246 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);
3247 }
3248} 3166}
3249 3167
3250/* determine if who is standing near a hostile creature. */ 3168/* determine if who is standing near a hostile creature. */
3251 3169
3252int 3170int
3451 char buf[MAX_BUF]; /* tmp. string buffer */ 3369 char buf[MAX_BUF]; /* tmp. string buffer */
3452 int i = 0, j = 0; 3370 int i = 0, j = 0;
3453 3371
3454 /* get the appropriate treasurelist */ 3372 /* get the appropriate treasurelist */
3455 if (atnr == ATNR_FIRE) 3373 if (atnr == ATNR_FIRE)
3456 trlist = find_treasurelist ("dragon_ability_fire"); 3374 trlist = treasurelist::find ("dragon_ability_fire");
3457 else if (atnr == ATNR_COLD) 3375 else if (atnr == ATNR_COLD)
3458 trlist = find_treasurelist ("dragon_ability_cold"); 3376 trlist = treasurelist::find ("dragon_ability_cold");
3459 else if (atnr == ATNR_ELECTRICITY) 3377 else if (atnr == ATNR_ELECTRICITY)
3460 trlist = find_treasurelist ("dragon_ability_elec"); 3378 trlist = treasurelist::find ("dragon_ability_elec");
3461 else if (atnr == ATNR_POISON) 3379 else if (atnr == ATNR_POISON)
3462 trlist = find_treasurelist ("dragon_ability_poison"); 3380 trlist = treasurelist::find ("dragon_ability_poison");
3463 3381
3464 if (trlist == NULL || who->type != PLAYER) 3382 if (trlist == NULL || who->type != PLAYER)
3465 return; 3383 return;
3466 3384
3467 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++);
3468 3386
3469 if (tr == NULL || tr->item == NULL) 3387 if (!tr || !tr->item)
3470 { 3388 {
3471 /* 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]); */
3472 return; 3390 return;
3473 } 3391 }
3474 3392
3599 * not readied. 3517 * not readied.
3600 */ 3518 */
3601void 3519void
3602player_unready_range_ob (player *pl, object *ob) 3520player_unready_range_ob (player *pl, object *ob)
3603{ 3521{
3604 rangetype i;
3605
3606 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))
3607 {
3608 if (pl->ranges[i] == ob) 3523 if (pl->ranges[i] == ob)
3609 { 3524 {
3610 pl->ranges[i] = NULL; 3525 pl->ranges[i] = 0;
3611 if (pl->shoottype == i) 3526 if (pl->shoottype == i)
3612 {
3613 pl->shoottype = range_none; 3527 pl->shoottype = range_none;
3614 }
3615 } 3528 }
3616 }
3617} 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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