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Comparing deliantra/server/server/player.C (file contents):
Revision 1.58 by root, Sat Dec 23 06:41:39 2006 UTC vs.
Revision 1.115 by root, Fri Apr 27 02:43:04 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h> 26#include <pwd.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
31#include <skills.h> 32#include <skills.h>
32 33
33#include <algorithm> 34#include <algorithm>
34#include <functional> 35#include <functional>
35 36
36player * 37playervec players;
37find_player (const char *plname)
38{
39 player *pl;
40
41 for (pl = first_player; pl; pl = pl->next)
42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
43 return pl;
44
45 return 0;
46}
47 38
48void 39void
49display_motd (const object *op) 40display_motd (const object *op)
50{ 41{
51 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
125 116
126 news[0] = '\0'; 117 news[0] = '\0';
127 subject[0] = '\0'; 118 subject[0] = '\0';
128 size = 0; 119 size = 0;
129 120
130 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
131 { 122 {
132 if (*buf == '#') 123 if (*buf == '#')
133 continue; 124 continue;
134 125
135 if (*buf == '%') 126 if (*buf == '%')
136 { /* send one news */ 127 { /* send one news */
137 if (size > 0) 128 if (size > 0)
138 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130
139 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
140 strip_endline (subject); 132 strip_endline (subject);
141 size = 0; 133 size = 0;
142 news[0] = '\0'; 134 news[0] = '\0';
143 } 135 }
152 size += strlen (buf); 144 size += strlen (buf);
153 } 145 }
154 } 146 }
155 147
156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
157 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
158 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
159} 151}
160 152
161/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
162static void 154static void
163set_first_map (object *op) 155set_first_map (object *op)
164{ 156{
165 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
166 op->x = -1; 158 op->x = -1;
167 op->y = -1; 159 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
168 enter_exit (op, 0); 170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199
200 if (ob->map)
201 maplevel = ob->map->path;
202
203 ob->remove ();
204 ob->map = 0;
205 party = 0;
206
207 // for weird reasons, this is often "ob", keeping a circular reference
208 ranges [range_skill] = 0;
209
210 players.erase (this);
169} 211}
170 212
171// connect the player with a specific client 213// connect the player with a specific client
172// also changed, rationalises, and fixes some incorrect settings 214// also changed, rationalises, and fixes some incorrect settings
173void 215void
174player::connect (client *ns) 216player::connect (client *ns)
175{ 217{
176 this->ns = ns; 218 this->ns = ns;
177 ns->pl = this; 219 ns->pl = this;
178 220
179 next = first_player; 221 run_on = 0;
180 first_player = this; 222 fire_on = 0;
223 ob->close_container (); //TODO: client-specific
181 224
182 ns->update_look = 0; 225 ns->update_look = 0;
183 ns->look_position = 0; 226 ns->look_position = 0;
184 227
185 clear_los (ob); 228 clear_los (ob);
229
230 ns->reset_stats ();
186 231
187 /* make sure he's a player -- needed because of class change. */ 232 /* make sure he's a player -- needed because of class change. */
188 ob->type = PLAYER; // we are paranoid 233 ob->type = PLAYER; // we are paranoid
189 ob->race = ob->arch->clone.race; 234 ob->race = ob->arch->clone.race;
190 235
193 238
194 ob->carrying = sum_weight (ob); 239 ob->carrying = sum_weight (ob);
195 link_player_skills (ob); 240 link_player_skills (ob);
196 241
197 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
198 ob->update_stats ();
199 update_ob_speed (ob);
200 243
201 assign (title, ob->arch->clone.name); 244 assign (title, ob->arch->clone.name);
202
203 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
204 * from the class, and not race. I don't see any way to get the class information
205 * to then update this. I don't think this will actually break anything - anyone
206 * that can use armour should be able to use a shield. What this may 'break'
207 * are features new characters get, eg, if someone starts up with a Q, they
208 * should be able to use a shield. However, old Q's won't get that advantage.
209 */
210 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
211 SET_FLAG (ob, FLAG_USE_SHIELD);
212 245
213 /* if it's a dragon player, set the correct title here */ 246 /* if it's a dragon player, set the correct title here */
214 if (is_dragon_pl (ob)) 247 if (is_dragon_pl (ob))
215 { 248 {
216 object *tmp, *abil = 0, *skin = 0; 249 object *tmp, *abil = 0, *skin = 0;
226 skin = tmp; 259 skin = tmp;
227 260
228 set_dragon_name (ob, abil, skin); 261 set_dragon_name (ob, abil, skin);
229 } 262 }
230 263
231 CLEAR_FLAG (ob, FLAG_FRIENDLY);
232 add_friendly_object (ob);
233
234 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
235
236 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
237 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
238 265
266 esrv_new_player (this, ob->weight + ob->carrying);
267
268 ob->update_stats ();
239 ns->floorbox_update (); 269 ns->floorbox_update ();
240 270
241 esrv_new_player (this, ob->weight + ob->carrying);
242 esrv_send_inventory (ob, ob); 271 esrv_send_inventory (ob, ob);
243 esrv_add_spells (this, 0); 272 esrv_add_spells (this, 0);
244 273
245 enter_exit (ob, 0); 274 activate ();
246 275
247// send_rules (ob);//TODO 276 send_rules (ob);
248// send_news (ob);//TODO 277 send_news (ob);
249// display_motd (ob);//TODO 278 display_motd (ob);
279
280 INVOKE_PLAYER (CONNECT, this);
250 INVOKE_PLAYER (LOGIN, this); 281 INVOKE_PLAYER (LOGIN, this);
282}
283
284void
285player::disconnect ()
286{
287 if (ns)
288 {
289 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291
292 INVOKE_PLAYER (DISCONNECT, this);
293
294 ns->reset_stats ();
295 ns->pl = 0;
296 ns = 0;
297 }
298
299 if (ob)
300 ob->close_container (); //TODO: client-specific
301
302 deactivate ();
251} 303}
252 304
253// the need for this function can be explained 305// the need for this function can be explained
254// by load_object not returning the object 306// by load_object not returning the object
255void 307void
256player::set_object (object *op) 308player::set_object (object *op)
257{ 309{
258 ob = op; 310 ob = op;
259 ob->contr = this; /* this aren't yet in archetype */ 311 ob->contr = this; /* this aren't yet in archetype */
260 312
261 ob->speed_left = 0.5; 313 ob->speed_left = 0.5;
262 ob->speed = 1.0; 314 ob->speed = 1.0;
263 ob->direction = 5; /* So player faces south */ 315 ob->direction = 5; /* So player faces south */
264 ob->stats.wc = 2;
265 ob->run_away = 25; /* Then we panick... */
266
267 set_first_map (ob);
268
269 ob->roll_stats ();
270} 316}
271 317
272player::player () 318player::player ()
273{ 319{
274 /* There are some elements we want initialized to non zero value - 320 /* There are some elements we want initialised to non zero value -
275 * we deal with that below this point. 321 * we deal with that below this point.
276 */ 322 */
277 outputs_sync = 16; /* Every 2 seconds */ 323 outputs_sync = 4;
278 outputs_count = 8; /* Keeps present behaviour */ 324 outputs_count = 4;
279 unapply = unapply_nochoice; 325 unapply = unapply_nochoice;
280 326
281 assign (savebed_map, first_map_path); /* Init. respawn position */ 327 savebed_map = first_map_path; /* Init. respawn position */
282 328
283 gen_sp_armour = 10; 329 gen_sp_armour = 10;
284 last_speed = -1;
285 shoottype = range_none; 330 shoottype = range_none;
286 bowtype = bow_normal; 331 bowtype = bow_normal;
287 petmode = pet_normal; 332 petmode = pet_normal;
288 listening = 10; 333 listening = 10;
289 usekeys = containers; 334 usekeys = containers;
290 last_weapon_sp = -1;
291 peaceful = 1; /* default peaceful */ 335 peaceful = 1; /* default peaceful */
292 do_los = 1; 336 do_los = 1;
337}
293 338
294 /* we need to clear these to -1 and not zero - otherwise, 339void
295 * if a player quits and starts a new character, we wont 340player::do_destroy ()
296 * send new values to the client, as things like exp start 341{
297 * at zero. 342 disconnect ();
298 */
299 for (int i = 0; i < NUM_SKILLS; i++)
300 last_skill_exp[i] = -1;
301 343
302 for (int i = 0; i < NROFATTACKS; i++) 344 attachable::do_destroy ();
303 last_resist[i] = -1;
304 345
305 last_stats.exp = -1; 346 if (ob)
306 last_weight = (uint32) - 1; 347 {
348 ob->destroy_inv (false);
349 ob->destroy ();
350 }
307} 351}
308 352
309player::~player () 353player::~player ()
310{ 354{
311 terminate_all_pets (ob);
312
313 if (first_player != this)
314 {
315 player *prev = first_player;
316
317 while (prev && prev->next && prev->next != this)
318 prev = prev->next;
319
320 if (prev->next != this)
321 {
322 LOG (llevError, "Free_player: Can't find previous player.\n");
323 abort ();
324 }
325
326 prev->next = next;
327 }
328 else
329 first_player = next;
330
331 if (ob)
332 {
333 ob->contr = 0;
334 ob->destroy (1);
335 }
336
337 if (ns)
338 {
339 ns->send_packet ("goodbye");
340 ns->flush ();
341 ns->pl = 0;
342 ns->destroy ();
343 }
344
345 /* Clear item stack */ 355 /* Clear item stack */
346 free (stack_items); 356 free (stack_items);
347} 357}
348 358
349/* Tries to add player on the connection passed in ns. 359/* Tries to add player on the connection passed in ns.
354player::create () 364player::create ()
355{ 365{
356 player *pl = new player; 366 player *pl = new player;
357 367
358 pl->set_object (arch_to_object (get_player_archetype (0))); 368 pl->set_object (arch_to_object (get_player_archetype (0)));
369
370 pl->ob->roll_stats ();
371 pl->ob->stats.wc = 2;
372 pl->ob->run_away = 25; /* Then we panick... */
373
374 set_first_map (pl->ob);
359 375
360 return pl; 376 return pl;
361} 377}
362 378
363/* 379/*
390 406
391object * 407object *
392get_nearest_player (object *mon) 408get_nearest_player (object *mon)
393{ 409{
394 object *op = NULL; 410 object *op = NULL;
395 player *pl = NULL;
396 objectlink *ol; 411 objectlink *ol;
397 unsigned lastdist; 412 unsigned lastdist;
398 rv_vector rv; 413 rv_vector rv;
399 414
400 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
401 { 416 {
402 /* We should not find free objects on this friendly list, but it 417 /* We should not find free objects on this friendly list, but it
403 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
404 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
405 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
409 object *tmp = ol->ob; 424 object *tmp = ol->ob;
410 425
411 /* Can't do much more other than log the fact, because the object 426 /* Can't do much more other than log the fact, because the object
412 * itself will have been cleared. 427 * itself will have been cleared.
413 */ 428 */
414 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
415 ol = ol->next; 431 ol = ol->next;
416 remove_friendly_object (tmp); 432 remove_friendly_object (tmp);
417 if (!ol) 433 if (!ol)
418 return op; 434 return op;
419 } 435 }
432 { 448 {
433 op = ol->ob; 449 op = ol->ob;
434 lastdist = rv.distance; 450 lastdist = rv.distance;
435 } 451 }
436 } 452 }
437 for (pl = first_player; pl != NULL; pl = pl->next) 453
438 { 454 for_all_players (pl)
439 if (can_detect_enemy (mon, pl->ob, &rv)) 455 if (can_detect_enemy (mon, pl->ob, &rv))
440 {
441
442 if (lastdist > rv.distance) 456 if (lastdist > rv.distance)
443 { 457 {
444 op = pl->ob; 458 op = pl->ob;
445 lastdist = rv.distance; 459 lastdist = rv.distance;
446 } 460 }
447 } 461
448 }
449#if 0 462#if 0
450 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 463 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
451#endif 464#endif
452 return op; 465 return op;
453} 466}
511 x = mon->x; 524 x = mon->x;
512 y = mon->y; 525 y = mon->y;
513 m = mon->map; 526 m = mon->map;
514 dir = rv.direction; 527 dir = rv.direction;
515 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 528 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
516 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 529 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
530
517 /* If we can't solve it within the search distance, return now. */ 531 /* If we can't solve it within the search distance, return now. */
518 if (diff > max) 532 if (diff > max)
519 return 0; 533 return 0;
534
520 while (diff > 1 && max > 0) 535 while (diff > 1 && max > 0)
521 { 536 {
522 lastx = x; 537 lastx = x;
523 lasty = y; 538 lasty = y;
524 lastmap = m; 539 lastmap = m;
606 max--; 621 max--;
607 lastdir = dir; 622 lastdir = dir;
608 if (!firstdir) 623 if (!firstdir)
609 firstdir = dir; 624 firstdir = dir;
610 } 625 }
626
611 if (diff <= 1) 627 if (diff <= 1)
612 { 628 {
613 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
614 * headed toward player for entire distance. 630 * headed toward player for entire distance.
615 */ 631 */
616 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
617 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 633 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
618 } 634 }
635
619 if (diff > max) 636 if (diff > max)
620 return 0; 637 return 0;
621 } 638 }
639
622 /* If we reached the max, didn't find a direction in time */ 640 /* If we reached the max, didn't find a direction in time */
623 if (!max) 641 if (!max)
624 return 0; 642 return 0;
625 643
626 return firstdir; 644 return firstdir;
740roll_stat (void) 758roll_stat (void)
741{ 759{
742 int a[4], i, j, k; 760 int a[4], i, j, k;
743 761
744 for (i = 0; i < 4; i++) 762 for (i = 0; i < 4; i++)
745 a[i] = (int) RANDOM () % 6 + 1; 763 a[i] = (int) rndm (6) + 1;
746 764
747 for (i = 0, j = 0, k = 7; i < 4; i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
748 if (a[i] < k) 766 if (a[i] < k)
749 k = a[i], j = i; 767 k = a[i], j = i;
750 768
833 851
834 contr->orig_stats = stats; 852 contr->orig_stats = stats;
835 } 853 }
836} 854}
837 855
856static void
857start_info (object *op)
858{
859 char buf[MAX_BUF];
860
861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
862 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
865}
866
838/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
839 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
840 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
841 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
842 * not the class. 871 * not the class.
843 */ 872 */
844int 873void
845key_change_class (object *op, char key) 874player::chargen_race_done ()
846{ 875{
847 int tmp_loop;
848
849 if (key == 'd' || key == 'D')
850 {
851 char buf[MAX_BUF];
852
853 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
854 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
855 878
856 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
857 if (tl) 880 if (tl)
858 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
859 882
860 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
861 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
862 885
863 op->contr->ns->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
864 887
865 if (op->msg) 888 if (ob->msg)
866 op->msg = NULL; 889 ob->msg = 0;
867 890
868 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
869 * to save here. 892 * to save here.
870 */ 893 */
894 {
895 char buf[MAX_BUF];
871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
872 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
873 899
874#ifdef AUTOSAVE
875 op->contr->last_save_tick = pticks;
876#endif
877 start_info (op); 900 start_info (ob);
878 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
879 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
880 link_player_skills (op); 903 link_player_skills (ob);
881 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
882 op->update_stats (); 905 ob->update_stats ();
883 906
884 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
885 * is one for this race 908 * is one for this race
886 */ 909 */
887 if (*first_map_ext_path) 910 if (*first_map_ext_path)
888 { 911 {
889 object *tmp; 912 object *tmp;
890 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
891 914
892 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, &ob->arch->name);
893 tmp = object::create (); 916 tmp = object::create ();
894 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
895 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
896 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
897 enter_exit (op, tmp); /* we don't really care if it succeeded; 920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
898 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
899 * default initial map */ 922 * default initial map */
900 tmp->destroy (); 923 tmp->destroy ();
901 } 924 }
902 else 925 else
903 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
904 928
905 return 0; 929void
906 } 930player::chargen_race_next ()
907 931{
908 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
909 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
910 */ 934 */
911 935
912 tmp_loop = 0; 936 do
913 while (!tmp_loop)
914 { 937 {
915 shstr name = op->name; 938 shstr name = ob->name;
916 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
917 940
918 op->remove_statbonus (); 941 ob->remove_statbonus ();
919 op->remove (); 942 ob->remove ();
920 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
921 op->arch->clone.copy_to (op); 944 ob->arch->clone.copy_to (ob);
922 op->instantiate (); 945 ob->instantiate ();
923 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
924 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
925 op->x = x; 948 ob->x = x;
926 op->y = y; 949 ob->y = y;
927 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
928 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
929 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->clone.name);
930 op->add_statbonus (); 953 ob->add_statbonus ();
931 tmp_loop = allowed_class (op);
932 } 954 }
955 while (!allowed_class (ob));
933 956
934 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
935 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
936 op->update_stats (); 959 ob->update_stats ();
937 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
938 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
939 op->stats.grace = 0; 962 ob->stats.grace = 0;
940
941 if (op->msg)
942 new_draw_info (NDI_BLUE, 0, op, op->msg);
943
944 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
945 return 0;
946}
947
948int
949key_confirm_quit (object *op, char key)
950{
951 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
952 {
953 op->contr->ns->state = ST_PLAYING;
954 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
955 return 1;
956 }
957
958 INVOKE_PLAYER (LOGOUT, op->contr);
959 INVOKE_PLAYER (QUIT, op->contr);
960
961 terminate_all_pets (op);
962 leave_map (op);
963 op->direction = 0;
964 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
965
966 strcpy (op->contr->killer, "quit");
967 check_score (op);
968 op->contr->party = 0;
969 op->contr->own_title[0] = '\0';
970
971 object_ptr ob = op;
972
973 delete ob->contr;
974
975 /* We need to hunt for any per player unique maps in memory and
976 * get rid of them. The trailing slash in the path is intentional,
977 * so that players named 'Ab' won't match against players 'Abe' pathname
978 */
979 char buf[MAX_BUF];
980 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
981
982 for (maptile *next, *mp = first_map; mp; mp = next)
983 {
984 next = mp->next;
985
986 if (!strncmp (mp->path, buf, strlen (buf)))
987 delete_map (mp);
988 }
989
990 delete_character (ob->name, 1);
991
992 return 1;
993} 963}
994 964
995void 965void
996flee_player (object *op) 966flee_player (object *op)
997{ 967{
1054int 1024int
1055check_pick (object *op) 1025check_pick (object *op)
1056{ 1026{
1057 object *tmp, *next; 1027 object *tmp, *next;
1058 int stop = 0; 1028 int stop = 0;
1059 int j, k, wvratio; 1029 int wvratio;
1060 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1061 1031
1062 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1063 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1064 return 1; 1034 return 1;
1065 1035
1402 * found object is returned. 1372 * found object is returned.
1403 */ 1373 */
1404object * 1374object *
1405find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1406{ 1376{
1407 object *tmp = NULL; 1377 object *tmp = 0;
1408 1378
1409 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1410 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1411 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1412 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1413 return op; 1383 return op;
1384
1414 return tmp; 1385 return tmp;
1415} 1386}
1416 1387
1417/* 1388/*
1418 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1419 * against the target. A full test is not performed, simply a basic test 1390 * against the target. A full test is not performed, simply a basic test
1420 * of resistances. The archer is making a quick guess at what he sees down 1391 * of resistances. The archer is making a quick guess at what he sees down
1421 * the hall. Failing that it does it's best to pick the highest plus arrow. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1422 */ 1393 */
1423
1424object * 1394object *
1425find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1426{ 1396{
1427 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1428 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1651 return 0; 1621 return 0;
1652 } 1622 }
1653 1623
1654 arrow->set_owner (op); 1624 arrow->set_owner (op);
1655 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1656
1657 arrow->direction = dir; 1626 arrow->direction = dir;
1658 arrow->x = sx;
1659 arrow->y = sy;
1660 1627
1661 if (op->type == PLAYER) 1628 if (op->type == PLAYER)
1662 { 1629 {
1663 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1630 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1664 op->update_stats (); 1631 op->update_stats ();
1679 1646
1680 /* update the speed */ 1647 /* update the speed */
1681 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1648 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1682 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1649 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1683 1650
1684 if (arrow->speed < 1.0) 1651 arrow->set_speed (max (arrow->speed, 1.0));
1685 arrow->speed = 1.0;
1686 update_ob_speed (arrow);
1687 arrow->speed_left = 0; 1652 arrow->speed_left = 0;
1688 1653
1689 if (op->type == PLAYER) 1654 if (op->type == PLAYER)
1690 { 1655 {
1691 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1656 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1704 arrow->attacktype |= bow->attacktype; 1669 arrow->attacktype |= bow->attacktype;
1705 1670
1706 if (bow->slaying) 1671 if (bow->slaying)
1707 arrow->slaying = bow->slaying; 1672 arrow->slaying = bow->slaying;
1708 1673
1709 arrow->map = m;
1710 arrow->move_type = MOVE_FLY_LOW; 1674 arrow->move_type = MOVE_FLY_LOW;
1711 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1675 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1712 1676
1713 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1677 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1714 insert_ob_in_map (arrow, m, op, 0); 1678 m->insert (arrow, sx, sy, op);
1715 1679
1716 if (!arrow->destroyed ()) 1680 if (!arrow->destroyed ())
1717 move_arrow (arrow); 1681 move_arrow (arrow);
1718 1682
1719 if (op->type == PLAYER) 1683 if (op->type == PLAYER)
1745 } 1709 }
1746 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1710 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1747 { 1711 {
1748 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1712 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1749 wcmod = -1; 1713 wcmod = -1;
1714
1750 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1715 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1751 } 1716 }
1752 else if (op->contr->bowtype == bow_threewide) 1717 else if (op->contr->bowtype == bow_threewide)
1753 { 1718 {
1754 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1719 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1824 1789
1825 if (item->arch) 1790 if (item->arch)
1826 { 1791 {
1827 CLEAR_FLAG (item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1793 item->face = item->arch->clone.face;
1829 item->speed = 0; 1794 item->set_speed (0);
1830 update_ob_speed (item);
1831 } 1795 }
1796
1832 if ((tmp = item->in_player ())) 1797 if ((tmp = item->in_player ()))
1833 esrv_update_item (UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 1799 }
1835 } 1800 }
1836 else if (item->type == ROD || item->type == HORN) 1801 else if (item->type == ROD || item->type == HORN)
1837 {
1838 drain_rod_charge (item); 1802 drain_rod_charge (item);
1839 }
1840 } 1803 }
1841} 1804}
1842 1805
1843/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
1844 */ 1807 */
1867 case range_misc: 1830 case range_misc:
1868 fire_misc_object (op, dir); 1831 fire_misc_object (op, dir);
1869 return; 1832 return;
1870 1833
1871 case range_golem: /* Control summoned monsters from scrolls */ 1834 case range_golem: /* Control summoned monsters from scrolls */
1872 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1873 {
1874 op->contr->ranges[range_golem] = 0;
1875 op->contr->shoottype = range_none;
1876 }
1877 else
1878 control_golem (op->contr->ranges[range_golem], dir); 1835 control_golem (op->contr->ranges[range_golem], dir);
1879 return; 1836 return;
1880 1837
1881 case range_skill: 1838 case range_skill:
1882 if (!op->chosen_skill) 1839 if (!op->chosen_skill)
1883 { 1840 {
1884 if (op->type == PLAYER) 1841 if (op->type == PLAYER)
1885 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1842 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1843
1886 return; 1844 return;
1887 } 1845 }
1846
1888 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1847 do_skill (op, op, op->chosen_skill, dir, NULL);
1889 return; 1848 return;
1890 case range_builder: 1849 case range_builder:
1891 apply_map_builder (op, dir); 1850 apply_map_builder (op, dir);
1892 return; 1851 return;
1893 default: 1852 default:
1894 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1853 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1895 return; 1854 return;
1896 } 1855 }
1897} 1856}
1898
1899
1900 1857
1901/* find_key 1858/* find_key
1902 * We try to find a key for the door as passed. If we find a key 1859 * We try to find a key for the door as passed. If we find a key
1903 * and successfully use it, we return the key, otherwise NULL 1860 * and successfully use it, we return the key, otherwise NULL
1904 * This function merges both normal and locked door, since the logic 1861 * This function merges both normal and locked door, since the logic
1906 * pl is the player, 1863 * pl is the player,
1907 * inv is the objects inventory to searched 1864 * inv is the objects inventory to searched
1908 * door is the door we are trying to match against. 1865 * door is the door we are trying to match against.
1909 * This function can be called recursively to search containers. 1866 * This function can be called recursively to search containers.
1910 */ 1867 */
1911
1912object * 1868object *
1913find_key (object *pl, object *container, object *door) 1869find_key (object *pl, object *container, object *door)
1914{ 1870{
1915 object *tmp, *key; 1871 object *tmp, *key;
1916 1872
1917 /* Should not happen, but sanity checking is never bad */ 1873 /* Should not happen, but sanity checking is never bad */
1918 if (container->inv == NULL) 1874 if (!container->inv)
1919 return NULL; 1875 return 0;
1920 1876
1921 /* First, lets try to find a key in the top level inventory */ 1877 /* First, lets try to find a key in the top level inventory */
1922 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1878 for (tmp = container->inv; tmp; tmp = tmp->below)
1923 { 1879 {
1924 if (door->type == DOOR && tmp->type == KEY) 1880 if (door->type == DOOR && tmp->type == KEY)
1925 break; 1881 break;
1926 /* For sanity, we should really check door type, but other stuff 1882 /* For sanity, we should really check door type, but other stuff
1927 * (like containers) can be locked with special keys 1883 * (like containers) can be locked with special keys
1928 */ 1884 */
1929 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1885 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1930 break; 1886 break;
1931 } 1887 }
1888
1932 /* No key found - lets search inventories now */ 1889 /* No key found - lets search inventories now */
1933 /* If we find and use a key in an inventory, return at that time. 1890 /* If we find and use a key in an inventory, return at that time.
1934 * otherwise, if we search all the inventories and still don't find 1891 * otherwise, if we search all the inventories and still don't find
1935 * a key, return 1892 * a key, return
1936 */ 1893 */
1937 if (!tmp) 1894 if (!tmp)
1938 { 1895 {
1939 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
1940 { 1897 {
1941 /* No reason to search empty containers */ 1898 /* No reason to search empty containers */
1942 if (tmp->type == CONTAINER && tmp->inv) 1899 if (tmp->type == CONTAINER && tmp->inv)
1943 { 1900 {
1944 if ((key = find_key (pl, tmp, door)) != NULL) 1901 if ((key = find_key (pl, tmp, door)))
1945 return key; 1902 return key;
1946 } 1903 }
1947 } 1904 }
1905
1948 if (!tmp) 1906 if (!tmp)
1949 return NULL; 1907 return NULL;
1950 } 1908 }
1909
1951 /* We get down here if we have found a key. Now if its in a container, 1910 /* We get down here if we have found a key. Now if its in a container,
1952 * see if we actually want to use it 1911 * see if we actually want to use it
1953 */ 1912 */
1954 if (pl != container) 1913 if (pl != container)
1955 { 1914 {
1976 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1935 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1977 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1936 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1978 return NULL; 1937 return NULL;
1979 } 1938 }
1980 } 1939 }
1940
1981 return tmp; 1941 return tmp;
1982} 1942}
1983 1943
1984/* moved door processing out of move_player_attack. 1944/* moved door processing out of move_player_attack.
1985 * returns 1 if player has opened the door with a key 1945 * returns 1 if player has opened the door with a key
2003 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1963 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2004 if (action_makes_visible (op)) 1964 if (action_makes_visible (op))
2005 make_visible (op); 1965 make_visible (op);
2006 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1966 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2007 spring_trap (door->inv, op); 1967 spring_trap (door->inv, op);
1968
2008 if (door->type == DOOR) 1969 if (door->type == DOOR)
2009 {
2010 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1970 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2011 }
2012 else if (door->type == LOCKED_DOOR) 1971 else if (door->type == LOCKED_DOOR)
2013 { 1972 {
2014 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1973 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2015 remove_door2 (door); /* remove door without violence ;-) */ 1974 remove_door2 (door); /* remove door without violence ;-) */
2016 } 1975 }
1976
2017 /* Do this after we print the message */ 1977 /* Do this after we print the message */
2018 decrease_ob (key); /* Use up one of the keys */ 1978 decrease_ob (key); /* Use up one of the keys */
2019 /* Need to update the weight the container the key was in */ 1979 /* Need to update the weight the container the key was in */
2020 if (container != op) 1980 if (container != op)
2021 esrv_update_item (UPD_WEIGHT, op, container); 1981 esrv_update_item (UPD_WEIGHT, op, container);
1982
2022 return 1; /* Nothing more to do below */ 1983 return 1; /* Nothing more to do below */
2023 } 1984 }
2024 else if (door->type == LOCKED_DOOR) 1985 else if (door->type == LOCKED_DOOR)
2025 { 1986 {
2026 /* Might as well return now - no other way to open this */ 1987 /* Might as well return now - no other way to open this */
2027 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1988 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2028 return 1; 1989 return 1;
2029 } 1990 }
1991
2030 return 0; 1992 return 0;
2031} 1993}
2032 1994
2033/* This function is just part of a breakup from move_player. 1995/* This function is just part of a breakup from move_player.
2034 * It should keep the code cleaner. 1996 * It should keep the code cleaner.
2060 */ 2022 */
2061 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2023 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2062 { 2024 {
2063 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2025 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2064 { 2026 {
2065 m = get_map_from_coord (op->map, &nx, &ny); 2027 m = op->map->xy_find (nx, ny);
2066 if (!m) 2028 if (!m)
2067 return; /* Don't think this should happen */ 2029 return; /* Don't think this should happen */
2068 } 2030 }
2069 else 2031 else
2070 m = op->map; 2032 m = op->map;
2071 2033
2072 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2034 if (!(tmp = m->at (nx, ny).bot))
2073 {
2074 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2075 return; 2035 return;
2076 }
2077 2036
2078 mon = 0; 2037 mon = 0;
2079 /* Go through all the objects, and find ones of interest. Only stop if 2038 /* Go through all the objects, and find ones of interest. Only stop if
2080 * we find a monster - that is something we know we want to attack. 2039 * we find a monster - that is something we know we want to attack.
2081 * if its a door or barrel (can roll) see if there may be monsters 2040 * if its a door or barrel (can roll) see if there may be monsters
2134 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2093 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2135 { 2094 {
2136 /* If we're braced, we don't want to switch places with it */ 2095 /* If we're braced, we don't want to switch places with it */
2137 if (op->contr->braced) 2096 if (op->contr->braced)
2138 return; 2097 return;
2098
2139 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2099 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2140 (void) push_ob (mon, dir, op); 2100 (void) push_ob (mon, dir, op);
2141 if (op->contr->tmp_invis || op->hide) 2101 if (op->contr->tmp_invis || op->hide)
2142 make_visible (op); 2102 make_visible (op);
2103
2143 return; 2104 return;
2144 } 2105 }
2145 2106
2146 /* in certain circumstances, you shouldn't attack friendly 2107 /* in certain circumstances, you shouldn't attack friendly
2147 * creatures. Note that if you are braced, you can't push 2108 * creatures. Note that if you are braced, you can't push
2161 !on_battleground)) 2122 !on_battleground))
2162 { 2123 {
2163 if (!op->contr->braced) 2124 if (!op->contr->braced)
2164 { 2125 {
2165 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2126 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2166 (void) push_ob (mon, dir, op); 2127 push_ob (mon, dir, op);
2167 } 2128 }
2168 else 2129 else
2169 new_draw_info (0, 0, op, "You withhold your attack"); 2130 new_draw_info (0, 0, op, "You withhold your attack");
2170 2131
2171 if (op->contr->tmp_invis || op->hide) 2132 if (op->contr->tmp_invis || op->hide)
2186 * Way it works is like this: First, it must have some hit points 2147 * Way it works is like this: First, it must have some hit points
2187 * and be living. Then, it must be one of the following: 2148 * and be living. Then, it must be one of the following:
2188 * 1) Not a player, 2) A player, but of a different party. Note 2149 * 1) Not a player, 2) A player, but of a different party. Note
2189 * that party_number -1 is no party, so attacks can still happen. 2150 * that party_number -1 is no party, so attacks can still happen.
2190 */ 2151 */
2191
2192 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2152 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2193 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2153 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2194 { 2154 {
2195 2155
2196 /* If the player hasn't hit something this tick, and does 2156 /* If the player hasn't hit something this tick, and does
2230int 2190int
2231move_player (object *op, int dir) 2191move_player (object *op, int dir)
2232{ 2192{
2233 int pick; 2193 int pick;
2234 2194
2235 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2236 return 0; 2196 return 0;
2237 2197
2238 /* Sanity check: make sure dir is valid */ 2198 /* Sanity check: make sure dir is valid */
2239 if ((dir < 0) || (dir >= 9)) 2199 if ((dir < 0) || (dir >= 9))
2240 { 2200 {
2241 LOG (llevError, "move_player: invalid direction %d\n", dir); 2201 LOG (llevError, "move_player: invalid direction %d\n", dir);
2242 return 0; 2202 return 0;
2243 } 2203 }
2244 2204
2245 /* peterm: added following line */ 2205 /* peterm: added following line */
2246 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2247 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2248 2208
2249 op->facing = dir; 2209 op->facing = dir;
2250 2210
2251 if (op->hide) 2211 if (op->hide)
2252 do_hidden_move (op); 2212 do_hidden_move (op);
2285 * Returns true if there are more actions we can do. 2245 * Returns true if there are more actions we can do.
2286 */ 2246 */
2287int 2247int
2288handle_newcs_player (object *op) 2248handle_newcs_player (object *op)
2289{ 2249{
2290 if (op->contr->hidden)
2291 {
2292 op->invisible = 1000;
2293 /* the socket code flashes the player visible/invisible
2294 * depending on the value of invisible, so we need to
2295 * alternate it here for it to work correctly.
2296 */
2297 if (pticks & 2)
2298 op->invisible--;
2299 }
2300 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2301 {
2302 op->invisible--;
2303 if (!op->invisible)
2304 {
2305 make_visible (op);
2306 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2307 }
2308 }
2309
2310 if (QUERY_FLAG (op, FLAG_SCARED)) 2250 if (QUERY_FLAG (op, FLAG_SCARED))
2311 { 2251 {
2312 flee_player (op); 2252 flee_player (op);
2313 /* If player is still scared, that is his action for this tick */ 2253 /* If player is still scared, that is his action for this tick */
2314 if (QUERY_FLAG (op, FLAG_SCARED)) 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2315 { 2255 {
2316 op->speed_left--; 2256 op->speed_left--;
2317 return 0; 2257 return 0;
2318 } 2258 }
2319 } 2259 }
2320
2321 /* I've been seeing crashes where the golem has been destroyed, but
2322 * the player object still points to the defunct golem. The code that
2323 * destroys the golem looks correct, and it doesn't always happen, so
2324 * put this in a a workaround to clean up the golem pointer.
2325 */
2326 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2327 op->contr->ranges[range_golem] = 0;
2328 2260
2329 /* call this here - we also will call this in do_ericserver, but 2261 /* call this here - we also will call this in do_ericserver, but
2330 * the players time has been increased when doericserver has been 2262 * the players time has been increased when doericserver has been
2331 * called, so we recheck it here. 2263 * called, so we recheck it here.
2332 */ 2264 */
2333 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2265 if (op->contr->ns->handle_command ())
2334 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2266 return 1;
2335 ;
2336 2267
2337 if (op->speed_left < 0) 2268 if (op->speed_left > 0)
2338 return 0; 2269 {
2339
2340 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2270 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2341 { 2271 {
2342 /* All move commands take 1 tick, at least for now */ 2272 /* All move commands take 1 tick, at least for now */
2343 op->speed_left--; 2273 op->speed_left--;
2344 2274
2345 /* Instead of all the stuff below, let move_player take care 2275 /* Instead of all the stuff below, let move_player take care
2346 * of it. Also, some of the skill stuff is only put in 2276 * of it. Also, some of the skill stuff is only put in
2347 * there, as well as the confusion stuff. 2277 * there, as well as the confusion stuff.
2348 */ 2278 */
2349 move_player (op, op->direction); 2279 move_player (op, op->direction);
2350 if (op->speed_left > 0) 2280
2351 return 1; 2281 return op->speed_left > 0;
2352 else 2282 }
2353 return 0;
2354 } 2283 }
2355 2284
2356 return 0; 2285 return 0;
2357} 2286}
2358 2287
2396 * from. 2325 * from.
2397 */ 2326 */
2398void 2327void
2399remove_unpaid_objects (object *op, object *env) 2328remove_unpaid_objects (object *op, object *env)
2400{ 2329{
2401 object *next;
2402
2403 while (op) 2330 while (op)
2404 { 2331 {
2405 next = op->below; /* Make sure we have a good value, in case 2332 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2406 * we remove object 'op' 2333
2407 */
2408 if (QUERY_FLAG (op, FLAG_UNPAID)) 2334 if (QUERY_FLAG (op, FLAG_UNPAID))
2409 { 2335 {
2410 op->remove ();
2411 op->x = env->x;
2412 op->y = env->y;
2413 if (env->type == PLAYER) 2336 if (env->type == PLAYER)
2414 esrv_del_item (env->contr, op->count); 2337 esrv_del_item (env->contr, op->count);
2415 insert_ob_in_map (op, env->map, NULL, 0); 2338
2339 op->insert_at (env);
2416 } 2340 }
2417 else if (op->inv) 2341 else if (op->inv)
2418 remove_unpaid_objects (op->inv, env); 2342 remove_unpaid_objects (op->inv, env);
2419 2343
2420 op = next; 2344 op = next;
2476 int rate_grace = 2000; 2400 int rate_grace = 2000;
2477 const int max_hp = 1; 2401 const int max_hp = 1;
2478 const int max_sp = 1; 2402 const int max_sp = 1;
2479 const int max_grace = 1; 2403 const int max_grace = 1;
2480 2404
2481 if (op->contr->outputs_sync) 2405 if (op->contr->hidden)
2406 {
2407 op->invisible = 1000;
2408 /* the socket code flashes the player visible/invisible
2409 * depending on the value of invisible, so we need to
2410 * alternate it here for it to work correctly.
2411 */
2412 if (pticks & 2)
2413 op->invisible--;
2482 { 2414 }
2483 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2415 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2484 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2416 {
2485 flush_output_element (op, &op->contr->outputs[i]); 2417 if (!op->invisible--)
2418 {
2419 make_visible (op);
2420 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2421 }
2486 } 2422 }
2487 2423
2488 if (op->contr->ns->state == ST_PLAYING) 2424 if (op->contr->ns->state == ST_PLAYING)
2489 { 2425 {
2490 /* these next three if clauses make it possible to SLOW DOWN 2426 /* these next three if clauses make it possible to SLOW DOWN
2512 gen_grace = op->stats.maxgrace; 2448 gen_grace = op->stats.maxgrace;
2513 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2449 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2514 } 2450 }
2515 2451
2516 /* Regenerate Spell Points */ 2452 /* Regenerate Spell Points */
2517 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2453 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2518 { 2454 {
2519 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2455 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2520 if (op->stats.sp < op->stats.maxsp) 2456 if (op->stats.sp < op->stats.maxsp)
2521 { 2457 {
2522 op->stats.sp++; 2458 op->stats.sp++;
2713 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2649 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2714 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2650 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2715 2651
2716 /* restore player */ 2652 /* restore player */
2717 at = archetype::find ("poisoning"); 2653 at = archetype::find ("poisoning");
2718 tmp = present_arch_in_ob (at, op); 2654 if (object *tmp = present_arch_in_ob (at, op))
2719 if (tmp)
2720 { 2655 {
2721 tmp->destroy (); 2656 tmp->destroy ();
2722 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2657 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2723 } 2658 }
2724 2659
2725 at = archetype::find ("confusion"); 2660 at = archetype::find ("confusion");
2726 tmp = present_arch_in_ob (at, op); 2661 if (object *tmp = present_arch_in_ob (at, op))
2727 if (tmp)
2728 { 2662 {
2729 tmp->destroy (); 2663 tmp->destroy ();
2730 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2664 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2731 } 2665 }
2732 2666
2734 op->stats.hp = op->stats.maxhp; 2668 op->stats.hp = op->stats.maxhp;
2735 if (op->stats.food <= 0) 2669 if (op->stats.food <= 0)
2736 op->stats.food = 999; 2670 op->stats.food = 999;
2737 2671
2738 /* create a bodypart-trophy to make the winner happy */ 2672 /* create a bodypart-trophy to make the winner happy */
2739 tmp = arch_to_object (archetype::find ("finger")); 2673 if (object *tmp = arch_to_object (archetype::find ("finger")))
2740 if (tmp != NULL)
2741 { 2674 {
2742 sprintf (buf, "%s's finger", &op->name); 2675 sprintf (buf, "%s's finger", &op->name);
2743 tmp->name = buf; 2676 tmp->name = buf;
2744 sprintf (buf, " This finger has been cut off %s\n" 2677 sprintf (buf, " This finger has been cut off %s\n"
2745 " the %s, when he was defeated at\n level %d by %s.\n", 2678 " the %s, when he was defeated at\n level %d by %s.\n",
2746 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2679 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2747 tmp->msg = buf; 2680 tmp->msg = buf;
2748 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2681 tmp->value = 0, tmp->type = 0;
2749 tmp->materialname = NULL; 2682 tmp->materialname = "organics";
2750 tmp->x = op->x, tmp->y = op->y; 2683 tmp->insert_at (op, tmp);
2751 insert_ob_in_map (tmp, op->map, op, 0);
2752 } 2684 }
2753 2685
2754 /* teleport defeated player to new destination */ 2686 /* teleport defeated player to new destination */
2755 transfer_ob (op, x, y, 0, NULL); 2687 transfer_ob (op, x, y, 0, NULL);
2756 op->contr->braced = 0; 2688 op->contr->braced = 0;
2761 2693
2762 command_kill_pets (op, 0); 2694 command_kill_pets (op, 0);
2763 2695
2764 if (op->stats.food < 0) 2696 if (op->stats.food < 0)
2765 { 2697 {
2766 if (op->contr->explore)
2767 {
2768 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2769 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2770 op->stats.food = 999;
2771 return;
2772 }
2773 sprintf (buf, "%s starved to death.", &op->name); 2698 sprintf (buf, "%s starved to death.", &op->name);
2774 strcpy (op->contr->killer, "starvation"); 2699 strcpy (op->contr->killer, "starvation");
2775 } 2700 }
2776 else 2701 else
2777 {
2778 if (op->contr->explore)
2779 {
2780 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2781 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2782 op->stats.hp = op->stats.maxhp;
2783 return;
2784 }
2785 sprintf (buf, "%s died.", &op->name); 2702 sprintf (buf, "%s died.", &op->name);
2786 } 2703
2787 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2704 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2788 2705
2789 /* save the map location for corpse, gravestone */ 2706 /* save the map location for corpse, gravestone */
2790 x = op->x; 2707 x = op->x;
2791 y = op->y; 2708 y = op->y;
2792 map = op->map; 2709 map = op->map;
2793
2794 2710
2795 /* NOT_PERMADEATH code. This basically brings the character back to 2711 /* NOT_PERMADEATH code. This basically brings the character back to
2796 * life if they are dead - it takes some exp and a random stat. 2712 * life if they are dead - it takes some exp and a random stat.
2797 * See the config.h file for a little more in depth detail about this. 2713 * See the config.h file for a little more in depth detail about this.
2798 */ 2714 */
2815 num_stats_lose = 1; 2731 num_stats_lose = 1;
2816 else 2732 else
2817 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2733 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2818 } 2734 }
2819 else 2735 else
2820 {
2821 num_stats_lose = 1; 2736 num_stats_lose = 1;
2822 } 2737
2823 lost_a_stat = 0; 2738 lost_a_stat = 0;
2824 2739
2825 for (z = 0; z < num_stats_lose; z++) 2740 for (z = 0; z < num_stats_lose; z++)
2826 { 2741 {
2827 i = RANDOM () % NUM_STATS; 2742 i = RANDOM () % NUM_STATS;
2968 op->stats.hp = op->stats.maxhp; 2883 op->stats.hp = op->stats.maxhp;
2969 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2884 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2970 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2885 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2971 2886
2972 /* 2887 /*
2973 * Check to see if the player is in a shop. IF so, then check to see if
2974 * the player has any unpaid items. If so, remove them and put them back 2888 * Check to see if the player has any unpaid items. If so, remove them
2975 * in the map. 2889 * and put them back in the map.
2976 */ 2890 */
2977
2978 if (is_in_shop (op))
2979 remove_unpaid_objects (op->inv, op); 2891 remove_unpaid_objects (op->inv, op);
2980 2892
2981 /****************************************/ 2893 /****************************************/
2982 /* */ 2894 /* */
2983 /* Move player to his current respawn- */ 2895 /* Move player to his current respawn- */
2984 /* position (usually last savebed) */ 2896 /* position (usually last savebed) */
2985 /* */ 2897 /* */
2986 /****************************************/ 2898 /****************************************/
2987 2899
2988 enter_player_savebed (op); 2900 enter_player_savebed (op);
2989 2901
2990 /* Save the player before inserting the force to reduce
2991 * chance of abuse.
2992 */
2993 op->contr->braced = 0; 2902 op->contr->braced = 0;
2994 op->contr->save ();
2995 2903
2996 /* it is possible that the player has blown something up 2904 /* it is possible that the player has blown something up
2997 * at his savebed location, and that can have long lasting 2905 * at his savebed location, and that can have long lasting
2998 * spell effects. So first see if there is a spell effect 2906 * spell effects. So first see if there is a spell effect
2999 * on the space that might harm the player. 2907 * on the space that might harm the player.
3028void 2936void
3029loot_object (object *op) 2937loot_object (object *op)
3030{ /* Grab and destroy some treasure */ 2938{ /* Grab and destroy some treasure */
3031 object *tmp, *tmp2, *next; 2939 object *tmp, *tmp2, *next;
3032 2940
3033 if (op->container) 2941 op->close_container (); /* close open sack first */
3034 esrv_apply_container (op, op->container); /* close open sack first */
3035 2942
3036 for (tmp = op->inv; tmp; tmp = next) 2943 for (tmp = op->inv; tmp; tmp = next)
3037 { 2944 {
3038 next = tmp->below; 2945 next = tmp->below;
3039 2946
3040 if (tmp->invisible) 2947 if (tmp->invisible)
3041 continue; 2948 continue;
3042 2949
3043 tmp->remove (); 2950 tmp->remove ();
3044 tmp->x = op->x, tmp->y = op->y; 2951 tmp->x = op->x, tmp->y = op->y;
2952
3045 if (tmp->type == CONTAINER) 2953 if (tmp->type == CONTAINER)
3046 { /* empty container to ground */ 2954 loot_object (tmp); /* empty container to ground */
3047 loot_object (tmp); 2955
3048 }
3049 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2956 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3050 { 2957 {
3051 if (tmp->nrof > 1) 2958 if (tmp->nrof > 1)
3052 { 2959 {
3053 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2960 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3054 tmp2->destroy (); 2961 tmp2->destroy ();
3065/* 2972/*
3066 * fix_weight(): Check recursively the weight of all players, and fix 2973 * fix_weight(): Check recursively the weight of all players, and fix
3067 * what needs to be fixed. Refresh windows and fix speed if anything 2974 * what needs to be fixed. Refresh windows and fix speed if anything
3068 * was changed. 2975 * was changed.
3069 */ 2976 */
3070
3071void 2977void
3072fix_weight (void) 2978fix_weight (void)
3073{ 2979{
3074 for (player *pl = first_player; pl; pl = pl->next) 2980 for_all_players (pl)
3075 { 2981 {
3076 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2982 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3077 2983
3078 if (old == sum) 2984 if (old == sum)
3079 continue; 2985 continue;
3083} 2989}
3084 2990
3085void 2991void
3086fix_luck (void) 2992fix_luck (void)
3087{ 2993{
3088 for (player *pl = first_player; pl; pl = pl->next) 2994 for_all_players (pl)
3089 if (!pl->ob->contr->ns->state) 2995 if (!pl->ob->contr->ns->state)
3090 pl->ob->change_luck (0); 2996 pl->ob->change_luck (0);
3091} 2997}
3092 2998
3093/* cast_dust() - handles op throwing objects of type 'DUST'. 2999/* cast_dust() - handles op throwing objects of type 'DUST'.
3135 if (op->type == PLAYER) 3041 if (op->type == PLAYER)
3136 { 3042 {
3137 op->contr->tmp_invis = 0; 3043 op->contr->tmp_invis = 0;
3138 op->contr->invis_race = 0; 3044 op->contr->invis_race = 0;
3139 } 3045 }
3046
3140 update_object (op, UP_OBJ_FACE); 3047 update_object (op, UP_OBJ_CHANGE);
3141} 3048}
3142 3049
3143int 3050int
3144is_true_undead (object *op) 3051is_true_undead (object *op)
3145{ 3052{
3146 object *tmp = NULL;
3147
3148 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3053 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3149 return 1; 3054 return 1;
3150 3055
3151 return 0; 3056 return 0;
3152} 3057}
3211 3116
3212 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3117 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3213 3118
3214 /* its *extremely* hard to run and sneak/hide at the same time! */ 3119 /* its *extremely* hard to run and sneak/hide at the same time! */
3215 if (op->type == PLAYER && op->contr->run_on) 3120 if (op->type == PLAYER && op->contr->run_on)
3216 {
3217 if (!skop || num >= skop->level) 3121 if (!skop || num >= skop->level)
3218 { 3122 {
3219 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3123 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3220 make_visible (op); 3124 make_visible (op);
3221 return; 3125 return;
3222 } 3126 }
3223 else 3127 else
3224 num += 20; 3128 num += 20;
3225 } 3129
3226 num += op->map->difficulty; 3130 num += op->map->difficulty;
3227 hide = hideability (op); /* modify by terrain hidden level */ 3131 hide = hideability (op); /* modify by terrain hidden level */
3228 num -= hide; 3132 num -= hide;
3133
3229 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3134 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3230 { 3135 {
3231 make_visible (op); 3136 make_visible (op);
3232 if (op->type == PLAYER) 3137 if (op->type == PLAYER)
3233 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3138 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3234 } 3139 }
3235 else if (op->type == PLAYER && skop) 3140 else if (op->type == PLAYER && skop)
3236 {
3237 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3141 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3238 }
3239} 3142}
3240 3143
3241/* determine if who is standing near a hostile creature. */ 3144/* determine if who is standing near a hostile creature. */
3242 3145
3243int 3146int
3310 if (pl->type != PLAYER) 3213 if (pl->type != PLAYER)
3311 { 3214 {
3312 LOG (llevError, "player_can_view() called for non-player object\n"); 3215 LOG (llevError, "player_can_view() called for non-player object\n");
3313 return -1; 3216 return -1;
3314 } 3217 }
3218
3315 if (!pl || !op) 3219 if (!pl || !op)
3316 return 0; 3220 return 0;
3317 3221
3318 if (op->head)
3319 {
3320 op = op->head; 3222 op = op->head_ ();
3321 } 3223
3322 get_rangevector (pl, op, &rv, 0x1); 3224 get_rangevector (pl, op, &rv, 0x1);
3323 3225
3324 /* starting with the 'head' part, lets loop 3226 /* starting with the 'head' part, lets loop
3325 * through the object and find if it has any 3227 * through the object and find if it has any
3326 * part that is in the los array but isnt on 3228 * part that is in the los array but isnt on
3443 char buf[MAX_BUF]; /* tmp. string buffer */ 3345 char buf[MAX_BUF]; /* tmp. string buffer */
3444 int i = 0, j = 0; 3346 int i = 0, j = 0;
3445 3347
3446 /* get the appropriate treasurelist */ 3348 /* get the appropriate treasurelist */
3447 if (atnr == ATNR_FIRE) 3349 if (atnr == ATNR_FIRE)
3448 trlist = find_treasurelist ("dragon_ability_fire"); 3350 trlist = treasurelist::find ("dragon_ability_fire");
3449 else if (atnr == ATNR_COLD) 3351 else if (atnr == ATNR_COLD)
3450 trlist = find_treasurelist ("dragon_ability_cold"); 3352 trlist = treasurelist::find ("dragon_ability_cold");
3451 else if (atnr == ATNR_ELECTRICITY) 3353 else if (atnr == ATNR_ELECTRICITY)
3452 trlist = find_treasurelist ("dragon_ability_elec"); 3354 trlist = treasurelist::find ("dragon_ability_elec");
3453 else if (atnr == ATNR_POISON) 3355 else if (atnr == ATNR_POISON)
3454 trlist = find_treasurelist ("dragon_ability_poison"); 3356 trlist = treasurelist::find ("dragon_ability_poison");
3455 3357
3456 if (trlist == NULL || who->type != PLAYER) 3358 if (trlist == NULL || who->type != PLAYER)
3457 return; 3359 return;
3458 3360
3459 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3361 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3460 3362
3461 if (tr == NULL || tr->item == NULL) 3363 if (!tr || !tr->item)
3462 { 3364 {
3463 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3365 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3464 return; 3366 return;
3465 } 3367 }
3466 3368
3591 * not readied. 3493 * not readied.
3592 */ 3494 */
3593void 3495void
3594player_unready_range_ob (player *pl, object *ob) 3496player_unready_range_ob (player *pl, object *ob)
3595{ 3497{
3596 rangetype i;
3597
3598 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3498 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3599 {
3600 if (pl->ranges[i] == ob) 3499 if (pl->ranges[i] == ob)
3601 { 3500 {
3602 pl->ranges[i] = NULL; 3501 pl->ranges[i] = 0;
3603 if (pl->shoottype == i) 3502 if (pl->shoottype == i)
3604 {
3605 pl->shoottype = range_none; 3503 pl->shoottype = range_none;
3606 }
3607 } 3504 }
3608 }
3609} 3505}
3506
3507sint8
3508player::visibility_at (maptile *map, int x, int y) const
3509{
3510 if (!ns)
3511 return 0;
3512
3513 int dx, dy;
3514 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3515 return 0;
3516
3517 x += dx - ns->current_x + ns->mapx / 2;
3518 y += dy - ns->current_y + ns->mapy / 2;
3519
3520 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3521 return 0;
3522
3523 return 100 - blocked_los [x][y];
3524}

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