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Comparing deliantra/server/server/player.C (file contents):
Revision 1.63 by root, Mon Dec 25 17:11:17 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 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45 38
46void 39void
47display_motd (const object *op) 40display_motd (const object *op)
48{ 41{
49 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
123 116
124 news[0] = '\0'; 117 news[0] = '\0';
125 subject[0] = '\0'; 118 subject[0] = '\0';
126 size = 0; 119 size = 0;
127 120
128 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
129 { 122 {
130 if (*buf == '#') 123 if (*buf == '#')
131 continue; 124 continue;
132 125
133 if (*buf == '%') 126 if (*buf == '%')
134 { /* send one news */ 127 { /* send one news */
135 if (size > 0) 128 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130
137 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
138 strip_endline (subject); 132 strip_endline (subject);
139 size = 0; 133 size = 0;
140 news[0] = '\0'; 134 news[0] = '\0';
141 } 135 }
150 size += strlen (buf); 144 size += strlen (buf);
151 } 145 }
152 } 146 }
153 147
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
156 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
157} 151}
158 152
159/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
160static void 154static void
161set_first_map (object *op) 155set_first_map (object *op)
162{ 156{
163 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
164 op->x = -1; 158 op->x = -1;
165 op->y = -1; 159 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
166 enter_exit (op, 0); 170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199
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);
167} 211}
168 212
169// connect the player with a specific client 213// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings 214// also changed, rationalises, and fixes some incorrect settings
171void 215void
172player::connect (client *ns) 216player::connect (client *ns)
173{ 217{
174 this->ns = ns; 218 this->ns = ns;
175 ns->pl = this; 219 ns->pl = this;
176 220
177 next = first_player; 221 run_on = 0;
178 first_player = this; 222 fire_on = 0;
223 ob->close_container (); //TODO: client-specific
179 224
180 ns->update_look = 0; 225 ns->update_look = 0;
181 ns->look_position = 0; 226 ns->look_position = 0;
182 227
183 clear_los (ob); 228 clear_los (ob);
229
230 ns->reset_stats ();
184 231
185 /* make sure he's a player -- needed because of class change. */ 232 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid 233 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race; 234 ob->race = ob->arch->clone.race;
188 235
191 238
192 ob->carrying = sum_weight (ob); 239 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 240 link_player_skills (ob);
194 241
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 update_ob_speed (ob);
197 243
198 assign (title, ob->arch->clone.name); 244 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209 245
210 /* if it's a dragon player, set the correct title here */ 246 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob)) 247 if (is_dragon_pl (ob))
212 { 248 {
213 object *tmp, *abil = 0, *skin = 0; 249 object *tmp, *abil = 0, *skin = 0;
223 skin = tmp; 259 skin = tmp;
224 260
225 set_dragon_name (ob, abil, skin); 261 set_dragon_name (ob, abil, skin);
226 } 262 }
227 263
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235 265
236 esrv_new_player (this, ob->weight + ob->carrying); 266 esrv_new_player (this, ob->weight + ob->carrying);
237 267
238 ob->update_stats (); 268 ob->update_stats ();
239 ns->floorbox_update (); 269 ns->floorbox_update ();
240 270
241 esrv_send_inventory (ob, ob); 271 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0); 272 esrv_add_spells (this, 0);
243 273
244 enter_exit (ob, 0); 274 activate ();
245 275
246 send_rules (ob); 276 send_rules (ob);
247 send_news (ob); 277 send_news (ob);
248 display_motd (ob); 278 display_motd (ob);
279
280 INVOKE_PLAYER (CONNECT, this);
249 INVOKE_PLAYER (LOGIN, this); 281 INVOKE_PLAYER (LOGIN, this);
250} 282}
251 283
252void 284void
253player::disconnect () 285player::disconnect ()
254{ 286{
255 //TODO: don't be so harsh and destroy :)
256 if (ns) 287 if (ns)
257 destroy (); 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 ();
258} 303}
259 304
260// the need for this function can be explained 305// the need for this function can be explained
261// by load_object not returning the object 306// by load_object not returning the object
262void 307void
263player::set_object (object *op) 308player::set_object (object *op)
264{ 309{
265 ob = op; 310 ob = op;
266 ob->contr = this; /* this aren't yet in archetype */ 311 ob->contr = this; /* this aren't yet in archetype */
267 312
268 ob->speed_left = 0.5; 313 ob->speed_left = 0.5;
269 ob->speed = 1.0; 314 ob->speed = 1.0;
270 ob->direction = 5; /* So player faces south */ 315 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2;
272 ob->run_away = 25; /* Then we panick... */
273
274 set_first_map (ob);
275
276 ob->roll_stats ();
277} 316}
278 317
279player::player () 318player::player ()
280{ 319{
281 /* There are some elements we want initialized to non zero value - 320 /* There are some elements we want initialised to non zero value -
282 * we deal with that below this point. 321 * we deal with that below this point.
283 */ 322 */
284 outputs_sync = 16; /* Every 2 seconds */ 323 outputs_sync = 4;
285 outputs_count = 8; /* Keeps present behaviour */ 324 outputs_count = 4;
286 unapply = unapply_nochoice; 325 unapply = unapply_nochoice;
287 326
288 assign (savebed_map, first_map_path); /* Init. respawn position */ 327 savebed_map = first_map_path; /* Init. respawn position */
289 328
290 gen_sp_armour = 10; 329 gen_sp_armour = 10;
291 last_speed = -1;
292 shoottype = range_none; 330 shoottype = range_none;
293 bowtype = bow_normal; 331 bowtype = bow_normal;
294 petmode = pet_normal; 332 petmode = pet_normal;
295 listening = 10; 333 listening = 10;
296 usekeys = containers; 334 usekeys = containers;
297 last_weapon_sp = -1;
298 peaceful = 1; /* default peaceful */ 335 peaceful = 1; /* default peaceful */
299 do_los = 1; 336 do_los = 1;
300
301 /* we need to clear these to -1 and not zero - otherwise,
302 * if a player quits and starts a new character, we wont
303 * send new values to the client, as things like exp start
304 * at zero.
305 */
306 for (int i = 0; i < NUM_SKILLS; i++)
307 last_skill_exp[i] = -1;
308
309 for (int i = 0; i < NROFATTACKS; i++)
310 last_resist[i] = -1;
311
312 last_stats.exp = -1;
313 last_weight = (uint32) - 1;
314} 337}
315 338
316void 339void
317player::do_destroy () 340player::do_destroy ()
318{ 341{
342 disconnect ();
343
319 attachable::do_destroy (); 344 attachable::do_destroy ();
320 345
321 disconnect ();
322
323 terminate_all_pets (ob);
324
325 if (first_player != this)
326 {
327 player *prev = first_player;
328
329 while (prev && prev->next && prev->next != this)
330 prev = prev->next;
331
332 if (prev->next != this)
333 {
334 LOG (llevError, "Free_player: Can't find previous player.\n");
335 abort ();
336 }
337
338 prev->next = next;
339 }
340 else
341 first_player = next;
342
343 if (ob) 346 if (ob)
347 {
344 ob->destroy (true); 348 ob->destroy_inv (false);
345
346 if (ns)
347 {
348 client *ns = this->ns;
349 ns->send_packet ("goodbye");
350 ns->flush ();
351 ns->pl = 0;
352 this->ns = 0;
353 ns->destroy (); 349 ob->destroy ();
354 } 350 }
355
356 attachable::do_destroy ();
357} 351}
358 352
359player::~player () 353player::~player ()
360{ 354{
361 /* Clear item stack */ 355 /* Clear item stack */
370player::create () 364player::create ()
371{ 365{
372 player *pl = new player; 366 player *pl = new player;
373 367
374 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);
375 375
376 return pl; 376 return pl;
377} 377}
378 378
379/* 379/*
410 object *op = NULL; 410 object *op = NULL;
411 objectlink *ol; 411 objectlink *ol;
412 unsigned lastdist; 412 unsigned lastdist;
413 rv_vector rv; 413 rv_vector rv;
414 414
415 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
416 { 416 {
417 /* 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
418 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
419 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
420 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
424 object *tmp = ol->ob; 424 object *tmp = ol->ob;
425 425
426 /* 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
427 * itself will have been cleared. 427 * itself will have been cleared.
428 */ 428 */
429 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 ());
430 ol = ol->next; 431 ol = ol->next;
431 remove_friendly_object (tmp); 432 remove_friendly_object (tmp);
432 if (!ol) 433 if (!ol)
433 return op; 434 return op;
434 } 435 }
523 x = mon->x; 524 x = mon->x;
524 y = mon->y; 525 y = mon->y;
525 m = mon->map; 526 m = mon->map;
526 dir = rv.direction; 527 dir = rv.direction;
527 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 */
528 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
529 /* 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. */
530 if (diff > max) 532 if (diff > max)
531 return 0; 533 return 0;
534
532 while (diff > 1 && max > 0) 535 while (diff > 1 && max > 0)
533 { 536 {
534 lastx = x; 537 lastx = x;
535 lasty = y; 538 lasty = y;
536 lastmap = m; 539 lastmap = m;
618 max--; 621 max--;
619 lastdir = dir; 622 lastdir = dir;
620 if (!firstdir) 623 if (!firstdir)
621 firstdir = dir; 624 firstdir = dir;
622 } 625 }
626
623 if (diff <= 1) 627 if (diff <= 1)
624 { 628 {
625 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
626 * headed toward player for entire distance. 630 * headed toward player for entire distance.
627 */ 631 */
628 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
629 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));
630 } 634 }
635
631 if (diff > max) 636 if (diff > max)
632 return 0; 637 return 0;
633 } 638 }
639
634 /* 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 */
635 if (!max) 641 if (!max)
636 return 0; 642 return 0;
637 643
638 return firstdir; 644 return firstdir;
752roll_stat (void) 758roll_stat (void)
753{ 759{
754 int a[4], i, j, k; 760 int a[4], i, j, k;
755 761
756 for (i = 0; i < 4; i++) 762 for (i = 0; i < 4; i++)
757 a[i] = (int) RANDOM () % 6 + 1; 763 a[i] = (int) rndm (6) + 1;
758 764
759 for (i = 0, j = 0, k = 7; i < 4; i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
760 if (a[i] < k) 766 if (a[i] < k)
761 k = a[i], j = i; 767 k = a[i], j = i;
762 768
845 851
846 contr->orig_stats = stats; 852 contr->orig_stats = stats;
847 } 853 }
848} 854}
849 855
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
850/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
851 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
852 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
853 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
854 * not the class. 871 * not the class.
855 */ 872 */
856int 873void
857key_change_class (object *op, char key) 874player::chargen_race_done ()
858{ 875{
859 int tmp_loop;
860
861 if (key == 'd' || key == 'D')
862 {
863 char buf[MAX_BUF];
864
865 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
866 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
867 878
868 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
869 if (tl) 880 if (tl)
870 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
871 882
872 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
873 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
874 885
875 op->contr->ns->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
876 887
877 if (op->msg) 888 if (ob->msg)
878 op->msg = NULL; 889 ob->msg = 0;
879 890
880 /* 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
881 * to save here. 892 * to save here.
882 */ 893 */
894 {
895 char buf[MAX_BUF];
883 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
884 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
885 899
886#ifdef AUTOSAVE
887 op->contr->last_save_tick = pticks;
888#endif
889 start_info (op); 900 start_info (ob);
890 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
891 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
892 link_player_skills (op); 903 link_player_skills (ob);
893 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
894 op->update_stats (); 905 ob->update_stats ();
895 906
896 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
897 * is one for this race 908 * is one for this race
898 */ 909 */
899 if (*first_map_ext_path) 910 if (*first_map_ext_path)
900 { 911 {
901 object *tmp; 912 object *tmp;
902 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
903 914
904 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);
905 tmp = object::create (); 916 tmp = object::create ();
906 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
907 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
908 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
909 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;
910 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
911 * default initial map */ 922 * default initial map */
912 tmp->destroy (); 923 tmp->destroy ();
913 } 924 }
914 else 925 else
915 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
916 928
917 return 0; 929void
918 } 930player::chargen_race_next ()
919 931{
920 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
921 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
922 */ 934 */
923 935
924 tmp_loop = 0; 936 do
925 while (!tmp_loop)
926 { 937 {
927 shstr name = op->name; 938 shstr name = ob->name;
928 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
929 940
930 op->remove_statbonus (); 941 ob->remove_statbonus ();
931 op->remove (); 942 ob->remove ();
932 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
933 op->arch->clone.copy_to (op); 944 ob->arch->clone.copy_to (ob);
934 op->instantiate (); 945 ob->instantiate ();
935 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
936 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
937 op->x = x; 948 ob->x = x;
938 op->y = y; 949 ob->y = y;
939 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
940 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
941 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->clone.name);
942 op->add_statbonus (); 953 ob->add_statbonus ();
943 tmp_loop = allowed_class (op);
944 } 954 }
955 while (!allowed_class (ob));
945 956
946 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
947 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
948 op->update_stats (); 959 ob->update_stats ();
949 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
950 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
951 op->stats.grace = 0; 962 ob->stats.grace = 0;
952
953 if (op->msg)
954 new_draw_info (NDI_BLUE, 0, op, op->msg);
955
956 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
957 return 0;
958}
959
960int
961key_confirm_quit (object *op, char key)
962{
963 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
964 {
965 op->contr->ns->state = ST_PLAYING;
966 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
967 return 1;
968 }
969
970 INVOKE_PLAYER (LOGOUT, op->contr);
971 INVOKE_PLAYER (QUIT, op->contr);
972
973 terminate_all_pets (op);
974 leave_map (op);
975 op->direction = 0;
976 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
977
978 strcpy (op->contr->killer, "quit");
979 check_score (op);
980 op->contr->party = 0;
981 op->contr->own_title[0] = '\0';
982
983 object_ptr ob = op;
984
985 delete ob->contr;
986
987 /* We need to hunt for any per player unique maps in memory and
988 * get rid of them. The trailing slash in the path is intentional,
989 * so that players named 'Ab' won't match against players 'Abe' pathname
990 */
991 char buf[MAX_BUF];
992 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
993
994 for (maptile *next, *mp = first_map; mp; mp = next)
995 {
996 next = mp->next;
997
998 if (!strncmp (mp->path, buf, strlen (buf)))
999 delete_map (mp);
1000 }
1001
1002 delete_character (ob->name, 1);
1003
1004 return 1;
1005} 963}
1006 964
1007void 965void
1008flee_player (object *op) 966flee_player (object *op)
1009{ 967{
1066int 1024int
1067check_pick (object *op) 1025check_pick (object *op)
1068{ 1026{
1069 object *tmp, *next; 1027 object *tmp, *next;
1070 int stop = 0; 1028 int stop = 0;
1071 int j, k, wvratio; 1029 int wvratio;
1072 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1073 1031
1074 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1075 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1076 return 1; 1034 return 1;
1077 1035
1414 * found object is returned. 1372 * found object is returned.
1415 */ 1373 */
1416object * 1374object *
1417find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1418{ 1376{
1419 object *tmp = NULL; 1377 object *tmp = 0;
1420 1378
1421 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1422 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))
1423 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1424 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1425 return op; 1383 return op;
1384
1426 return tmp; 1385 return tmp;
1427} 1386}
1428 1387
1429/* 1388/*
1430 * 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
1431 * 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
1432 * 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
1433 * 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.
1434 */ 1393 */
1435
1436object * 1394object *
1437find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1438{ 1396{
1439 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1440 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1663 return 0; 1621 return 0;
1664 } 1622 }
1665 1623
1666 arrow->set_owner (op); 1624 arrow->set_owner (op);
1667 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1668
1669 arrow->direction = dir; 1626 arrow->direction = dir;
1670 arrow->x = sx;
1671 arrow->y = sy;
1672 1627
1673 if (op->type == PLAYER) 1628 if (op->type == PLAYER)
1674 { 1629 {
1675 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1630 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1676 op->update_stats (); 1631 op->update_stats ();
1691 1646
1692 /* update the speed */ 1647 /* update the speed */
1693 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1648 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1694 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;
1695 1650
1696 if (arrow->speed < 1.0) 1651 arrow->set_speed (max (arrow->speed, 1.0));
1697 arrow->speed = 1.0;
1698 update_ob_speed (arrow);
1699 arrow->speed_left = 0; 1652 arrow->speed_left = 0;
1700 1653
1701 if (op->type == PLAYER) 1654 if (op->type == PLAYER)
1702 { 1655 {
1703 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1656 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1716 arrow->attacktype |= bow->attacktype; 1669 arrow->attacktype |= bow->attacktype;
1717 1670
1718 if (bow->slaying) 1671 if (bow->slaying)
1719 arrow->slaying = bow->slaying; 1672 arrow->slaying = bow->slaying;
1720 1673
1721 arrow->map = m;
1722 arrow->move_type = MOVE_FLY_LOW; 1674 arrow->move_type = MOVE_FLY_LOW;
1723 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1675 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1724 1676
1725 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);
1726 insert_ob_in_map (arrow, m, op, 0); 1678 m->insert (arrow, sx, sy, op);
1727 1679
1728 if (!arrow->destroyed ()) 1680 if (!arrow->destroyed ())
1729 move_arrow (arrow); 1681 move_arrow (arrow);
1730 1682
1731 if (op->type == PLAYER) 1683 if (op->type == PLAYER)
1757 } 1709 }
1758 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)
1759 { 1711 {
1760 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1712 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1761 wcmod = -1; 1713 wcmod = -1;
1714
1762 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);
1763 } 1716 }
1764 else if (op->contr->bowtype == bow_threewide) 1717 else if (op->contr->bowtype == bow_threewide)
1765 { 1718 {
1766 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);
1836 1789
1837 if (item->arch) 1790 if (item->arch)
1838 { 1791 {
1839 CLEAR_FLAG (item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
1840 item->face = item->arch->clone.face; 1793 item->face = item->arch->clone.face;
1841 item->speed = 0; 1794 item->set_speed (0);
1842 update_ob_speed (item);
1843 } 1795 }
1796
1844 if ((tmp = item->in_player ())) 1797 if ((tmp = item->in_player ()))
1845 esrv_update_item (UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, tmp, item);
1846 } 1799 }
1847 } 1800 }
1848 else if (item->type == ROD || item->type == HORN) 1801 else if (item->type == ROD || item->type == HORN)
1849 {
1850 drain_rod_charge (item); 1802 drain_rod_charge (item);
1851 }
1852 } 1803 }
1853} 1804}
1854 1805
1855/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
1856 */ 1807 */
1879 case range_misc: 1830 case range_misc:
1880 fire_misc_object (op, dir); 1831 fire_misc_object (op, dir);
1881 return; 1832 return;
1882 1833
1883 case range_golem: /* Control summoned monsters from scrolls */ 1834 case range_golem: /* Control summoned monsters from scrolls */
1884 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1885 {
1886 op->contr->ranges[range_golem] = 0;
1887 op->contr->shoottype = range_none;
1888 }
1889 else
1890 control_golem (op->contr->ranges[range_golem], dir); 1835 control_golem (op->contr->ranges[range_golem], dir);
1891 return; 1836 return;
1892 1837
1893 case range_skill: 1838 case range_skill:
1894 if (!op->chosen_skill) 1839 if (!op->chosen_skill)
1895 { 1840 {
1896 if (op->type == PLAYER) 1841 if (op->type == PLAYER)
1897 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
1898 return; 1844 return;
1899 } 1845 }
1846
1900 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1847 do_skill (op, op, op->chosen_skill, dir, NULL);
1901 return; 1848 return;
1902 case range_builder: 1849 case range_builder:
1903 apply_map_builder (op, dir); 1850 apply_map_builder (op, dir);
1904 return; 1851 return;
1905 default: 1852 default:
1906 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1853 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1907 return; 1854 return;
1908 } 1855 }
1909} 1856}
1910
1911
1912 1857
1913/* find_key 1858/* find_key
1914 * 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
1915 * and successfully use it, we return the key, otherwise NULL 1860 * and successfully use it, we return the key, otherwise NULL
1916 * This function merges both normal and locked door, since the logic 1861 * This function merges both normal and locked door, since the logic
1918 * pl is the player, 1863 * pl is the player,
1919 * inv is the objects inventory to searched 1864 * inv is the objects inventory to searched
1920 * door is the door we are trying to match against. 1865 * door is the door we are trying to match against.
1921 * This function can be called recursively to search containers. 1866 * This function can be called recursively to search containers.
1922 */ 1867 */
1923
1924object * 1868object *
1925find_key (object *pl, object *container, object *door) 1869find_key (object *pl, object *container, object *door)
1926{ 1870{
1927 object *tmp, *key; 1871 object *tmp, *key;
1928 1872
1929 /* Should not happen, but sanity checking is never bad */ 1873 /* Should not happen, but sanity checking is never bad */
1930 if (container->inv == NULL) 1874 if (!container->inv)
1931 return NULL; 1875 return 0;
1932 1876
1933 /* 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 */
1934 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1878 for (tmp = container->inv; tmp; tmp = tmp->below)
1935 { 1879 {
1936 if (door->type == DOOR && tmp->type == KEY) 1880 if (door->type == DOOR && tmp->type == KEY)
1937 break; 1881 break;
1938 /* For sanity, we should really check door type, but other stuff 1882 /* For sanity, we should really check door type, but other stuff
1939 * (like containers) can be locked with special keys 1883 * (like containers) can be locked with special keys
1940 */ 1884 */
1941 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1885 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1942 break; 1886 break;
1943 } 1887 }
1888
1944 /* No key found - lets search inventories now */ 1889 /* No key found - lets search inventories now */
1945 /* 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.
1946 * 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
1947 * a key, return 1892 * a key, return
1948 */ 1893 */
1949 if (!tmp) 1894 if (!tmp)
1950 { 1895 {
1951 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
1952 { 1897 {
1953 /* No reason to search empty containers */ 1898 /* No reason to search empty containers */
1954 if (tmp->type == CONTAINER && tmp->inv) 1899 if (tmp->type == CONTAINER && tmp->inv)
1955 { 1900 {
1956 if ((key = find_key (pl, tmp, door)) != NULL) 1901 if ((key = find_key (pl, tmp, door)))
1957 return key; 1902 return key;
1958 } 1903 }
1959 } 1904 }
1905
1960 if (!tmp) 1906 if (!tmp)
1961 return NULL; 1907 return NULL;
1962 } 1908 }
1909
1963 /* 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,
1964 * see if we actually want to use it 1911 * see if we actually want to use it
1965 */ 1912 */
1966 if (pl != container) 1913 if (pl != container)
1967 { 1914 {
1988 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1935 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1989 "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));
1990 return NULL; 1937 return NULL;
1991 } 1938 }
1992 } 1939 }
1940
1993 return tmp; 1941 return tmp;
1994} 1942}
1995 1943
1996/* moved door processing out of move_player_attack. 1944/* moved door processing out of move_player_attack.
1997 * returns 1 if player has opened the door with a key 1945 * returns 1 if player has opened the door with a key
2015 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);
2016 if (action_makes_visible (op)) 1964 if (action_makes_visible (op))
2017 make_visible (op); 1965 make_visible (op);
2018 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1966 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2019 spring_trap (door->inv, op); 1967 spring_trap (door->inv, op);
1968
2020 if (door->type == DOOR) 1969 if (door->type == DOOR)
2021 {
2022 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 */
2023 }
2024 else if (door->type == LOCKED_DOOR) 1971 else if (door->type == LOCKED_DOOR)
2025 { 1972 {
2026 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));
2027 remove_door2 (door); /* remove door without violence ;-) */ 1974 remove_door2 (door); /* remove door without violence ;-) */
2028 } 1975 }
1976
2029 /* Do this after we print the message */ 1977 /* Do this after we print the message */
2030 decrease_ob (key); /* Use up one of the keys */ 1978 decrease_ob (key); /* Use up one of the keys */
2031 /* Need to update the weight the container the key was in */ 1979 /* Need to update the weight the container the key was in */
2032 if (container != op) 1980 if (container != op)
2033 esrv_update_item (UPD_WEIGHT, op, container); 1981 esrv_update_item (UPD_WEIGHT, op, container);
1982
2034 return 1; /* Nothing more to do below */ 1983 return 1; /* Nothing more to do below */
2035 } 1984 }
2036 else if (door->type == LOCKED_DOOR) 1985 else if (door->type == LOCKED_DOOR)
2037 { 1986 {
2038 /* Might as well return now - no other way to open this */ 1987 /* Might as well return now - no other way to open this */
2039 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1988 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2040 return 1; 1989 return 1;
2041 } 1990 }
1991
2042 return 0; 1992 return 0;
2043} 1993}
2044 1994
2045/* This function is just part of a breakup from move_player. 1995/* This function is just part of a breakup from move_player.
2046 * It should keep the code cleaner. 1996 * It should keep the code cleaner.
2072 */ 2022 */
2073 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))
2074 { 2024 {
2075 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2025 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2076 { 2026 {
2077 m = get_map_from_coord (op->map, &nx, &ny); 2027 m = op->map->xy_find (nx, ny);
2078 if (!m) 2028 if (!m)
2079 return; /* Don't think this should happen */ 2029 return; /* Don't think this should happen */
2080 } 2030 }
2081 else 2031 else
2082 m = op->map; 2032 m = op->map;
2083 2033
2084 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2034 if (!(tmp = m->at (nx, ny).bot))
2085 {
2086 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2087 return; 2035 return;
2088 }
2089 2036
2090 mon = 0; 2037 mon = 0;
2091 /* 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
2092 * 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.
2093 * 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
2146 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2093 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2147 { 2094 {
2148 /* 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 */
2149 if (op->contr->braced) 2096 if (op->contr->braced)
2150 return; 2097 return;
2098
2151 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);
2152 (void) push_ob (mon, dir, op); 2100 (void) push_ob (mon, dir, op);
2153 if (op->contr->tmp_invis || op->hide) 2101 if (op->contr->tmp_invis || op->hide)
2154 make_visible (op); 2102 make_visible (op);
2103
2155 return; 2104 return;
2156 } 2105 }
2157 2106
2158 /* in certain circumstances, you shouldn't attack friendly 2107 /* in certain circumstances, you shouldn't attack friendly
2159 * creatures. Note that if you are braced, you can't push 2108 * creatures. Note that if you are braced, you can't push
2173 !on_battleground)) 2122 !on_battleground))
2174 { 2123 {
2175 if (!op->contr->braced) 2124 if (!op->contr->braced)
2176 { 2125 {
2177 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);
2178 (void) push_ob (mon, dir, op); 2127 push_ob (mon, dir, op);
2179 } 2128 }
2180 else 2129 else
2181 new_draw_info (0, 0, op, "You withhold your attack"); 2130 new_draw_info (0, 0, op, "You withhold your attack");
2182 2131
2183 if (op->contr->tmp_invis || op->hide) 2132 if (op->contr->tmp_invis || op->hide)
2198 * 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
2199 * and be living. Then, it must be one of the following: 2148 * and be living. Then, it must be one of the following:
2200 * 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
2201 * 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.
2202 */ 2151 */
2203
2204 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2152 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2205 ((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)))
2206 { 2154 {
2207 2155
2208 /* If the player hasn't hit something this tick, and does 2156 /* If the player hasn't hit something this tick, and does
2242int 2190int
2243move_player (object *op, int dir) 2191move_player (object *op, int dir)
2244{ 2192{
2245 int pick; 2193 int pick;
2246 2194
2247 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2248 return 0; 2196 return 0;
2249 2197
2250 /* Sanity check: make sure dir is valid */ 2198 /* Sanity check: make sure dir is valid */
2251 if ((dir < 0) || (dir >= 9)) 2199 if ((dir < 0) || (dir >= 9))
2252 { 2200 {
2253 LOG (llevError, "move_player: invalid direction %d\n", dir); 2201 LOG (llevError, "move_player: invalid direction %d\n", dir);
2254 return 0; 2202 return 0;
2255 } 2203 }
2256 2204
2257 /* peterm: added following line */ 2205 /* peterm: added following line */
2258 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2259 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2260 2208
2261 op->facing = dir; 2209 op->facing = dir;
2262 2210
2263 if (op->hide) 2211 if (op->hide)
2264 do_hidden_move (op); 2212 do_hidden_move (op);
2297 * Returns true if there are more actions we can do. 2245 * Returns true if there are more actions we can do.
2298 */ 2246 */
2299int 2247int
2300handle_newcs_player (object *op) 2248handle_newcs_player (object *op)
2301{ 2249{
2302 if (op->contr->hidden)
2303 {
2304 op->invisible = 1000;
2305 /* the socket code flashes the player visible/invisible
2306 * depending on the value of invisible, so we need to
2307 * alternate it here for it to work correctly.
2308 */
2309 if (pticks & 2)
2310 op->invisible--;
2311 }
2312 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2313 {
2314 op->invisible--;
2315 if (!op->invisible)
2316 {
2317 make_visible (op);
2318 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2319 }
2320 }
2321
2322 if (QUERY_FLAG (op, FLAG_SCARED)) 2250 if (QUERY_FLAG (op, FLAG_SCARED))
2323 { 2251 {
2324 flee_player (op); 2252 flee_player (op);
2325 /* 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 */
2326 if (QUERY_FLAG (op, FLAG_SCARED)) 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2327 { 2255 {
2328 op->speed_left--; 2256 op->speed_left--;
2329 return 0; 2257 return 0;
2330 } 2258 }
2331 } 2259 }
2332
2333 /* I've been seeing crashes where the golem has been destroyed, but
2334 * the player object still points to the defunct golem. The code that
2335 * destroys the golem looks correct, and it doesn't always happen, so
2336 * put this in a a workaround to clean up the golem pointer.
2337 */
2338 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2339 op->contr->ranges[range_golem] = 0;
2340 2260
2341 /* 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
2342 * the players time has been increased when doericserver has been 2262 * the players time has been increased when doericserver has been
2343 * called, so we recheck it here. 2263 * called, so we recheck it here.
2344 */ 2264 */
2345 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2265 if (op->contr->ns->handle_command ())
2346 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2266 return 1;
2347 ;
2348 2267
2349 if (op->speed_left < 0) 2268 if (op->speed_left > 0)
2350 return 0; 2269 {
2351
2352 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2270 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2353 { 2271 {
2354 /* All move commands take 1 tick, at least for now */ 2272 /* All move commands take 1 tick, at least for now */
2355 op->speed_left--; 2273 op->speed_left--;
2356 2274
2357 /* Instead of all the stuff below, let move_player take care 2275 /* Instead of all the stuff below, let move_player take care
2358 * 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
2359 * there, as well as the confusion stuff. 2277 * there, as well as the confusion stuff.
2360 */ 2278 */
2361 move_player (op, op->direction); 2279 move_player (op, op->direction);
2362 if (op->speed_left > 0) 2280
2363 return 1; 2281 return op->speed_left > 0;
2364 else 2282 }
2365 return 0;
2366 } 2283 }
2367 2284
2368 return 0; 2285 return 0;
2369} 2286}
2370 2287
2408 * from. 2325 * from.
2409 */ 2326 */
2410void 2327void
2411remove_unpaid_objects (object *op, object *env) 2328remove_unpaid_objects (object *op, object *env)
2412{ 2329{
2413 object *next;
2414
2415 while (op) 2330 while (op)
2416 { 2331 {
2417 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' */
2418 * we remove object 'op' 2333
2419 */
2420 if (QUERY_FLAG (op, FLAG_UNPAID)) 2334 if (QUERY_FLAG (op, FLAG_UNPAID))
2421 { 2335 {
2422 op->remove ();
2423 op->x = env->x;
2424 op->y = env->y;
2425 if (env->type == PLAYER) 2336 if (env->type == PLAYER)
2426 esrv_del_item (env->contr, op->count); 2337 esrv_del_item (env->contr, op->count);
2427 insert_ob_in_map (op, env->map, NULL, 0); 2338
2339 op->insert_at (env);
2428 } 2340 }
2429 else if (op->inv) 2341 else if (op->inv)
2430 remove_unpaid_objects (op->inv, env); 2342 remove_unpaid_objects (op->inv, env);
2431 2343
2432 op = next; 2344 op = next;
2488 int rate_grace = 2000; 2400 int rate_grace = 2000;
2489 const int max_hp = 1; 2401 const int max_hp = 1;
2490 const int max_sp = 1; 2402 const int max_sp = 1;
2491 const int max_grace = 1; 2403 const int max_grace = 1;
2492 2404
2493 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--;
2494 { 2414 }
2495 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2415 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2496 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2416 {
2497 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 }
2498 } 2422 }
2499 2423
2500 if (op->contr->ns->state == ST_PLAYING) 2424 if (op->contr->ns->state == ST_PLAYING)
2501 { 2425 {
2502 /* these next three if clauses make it possible to SLOW DOWN 2426 /* these next three if clauses make it possible to SLOW DOWN
2524 gen_grace = op->stats.maxgrace; 2448 gen_grace = op->stats.maxgrace;
2525 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2449 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2526 } 2450 }
2527 2451
2528 /* Regenerate Spell Points */ 2452 /* Regenerate Spell Points */
2529 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2453 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2530 { 2454 {
2531 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);
2532 if (op->stats.sp < op->stats.maxsp) 2456 if (op->stats.sp < op->stats.maxsp)
2533 { 2457 {
2534 op->stats.sp++; 2458 op->stats.sp++;
2725 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!");
2726 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...");
2727 2651
2728 /* restore player */ 2652 /* restore player */
2729 at = archetype::find ("poisoning"); 2653 at = archetype::find ("poisoning");
2730 tmp = present_arch_in_ob (at, op); 2654 if (object *tmp = present_arch_in_ob (at, op))
2731 if (tmp)
2732 { 2655 {
2733 tmp->destroy (); 2656 tmp->destroy ();
2734 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2657 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2735 } 2658 }
2736 2659
2737 at = archetype::find ("confusion"); 2660 at = archetype::find ("confusion");
2738 tmp = present_arch_in_ob (at, op); 2661 if (object *tmp = present_arch_in_ob (at, op))
2739 if (tmp)
2740 { 2662 {
2741 tmp->destroy (); 2663 tmp->destroy ();
2742 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2664 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2743 } 2665 }
2744 2666
2746 op->stats.hp = op->stats.maxhp; 2668 op->stats.hp = op->stats.maxhp;
2747 if (op->stats.food <= 0) 2669 if (op->stats.food <= 0)
2748 op->stats.food = 999; 2670 op->stats.food = 999;
2749 2671
2750 /* create a bodypart-trophy to make the winner happy */ 2672 /* create a bodypart-trophy to make the winner happy */
2751 tmp = arch_to_object (archetype::find ("finger")); 2673 if (object *tmp = arch_to_object (archetype::find ("finger")))
2752 if (tmp != NULL)
2753 { 2674 {
2754 sprintf (buf, "%s's finger", &op->name); 2675 sprintf (buf, "%s's finger", &op->name);
2755 tmp->name = buf; 2676 tmp->name = buf;
2756 sprintf (buf, " This finger has been cut off %s\n" 2677 sprintf (buf, " This finger has been cut off %s\n"
2757 " 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",
2758 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2679 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2759 tmp->msg = buf; 2680 tmp->msg = buf;
2760 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2681 tmp->value = 0, tmp->type = 0;
2761 tmp->materialname = NULL; 2682 tmp->materialname = "organics";
2762 tmp->x = op->x, tmp->y = op->y; 2683 tmp->insert_at (op, tmp);
2763 insert_ob_in_map (tmp, op->map, op, 0);
2764 } 2684 }
2765 2685
2766 /* teleport defeated player to new destination */ 2686 /* teleport defeated player to new destination */
2767 transfer_ob (op, x, y, 0, NULL); 2687 transfer_ob (op, x, y, 0, NULL);
2768 op->contr->braced = 0; 2688 op->contr->braced = 0;
2773 2693
2774 command_kill_pets (op, 0); 2694 command_kill_pets (op, 0);
2775 2695
2776 if (op->stats.food < 0) 2696 if (op->stats.food < 0)
2777 { 2697 {
2778 if (op->contr->explore)
2779 {
2780 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2781 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2782 op->stats.food = 999;
2783 return;
2784 }
2785 sprintf (buf, "%s starved to death.", &op->name); 2698 sprintf (buf, "%s starved to death.", &op->name);
2786 strcpy (op->contr->killer, "starvation"); 2699 strcpy (op->contr->killer, "starvation");
2787 } 2700 }
2788 else 2701 else
2789 {
2790 if (op->contr->explore)
2791 {
2792 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2793 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2794 op->stats.hp = op->stats.maxhp;
2795 return;
2796 }
2797 sprintf (buf, "%s died.", &op->name); 2702 sprintf (buf, "%s died.", &op->name);
2798 } 2703
2799 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2704 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2800 2705
2801 /* save the map location for corpse, gravestone */ 2706 /* save the map location for corpse, gravestone */
2802 x = op->x; 2707 x = op->x;
2803 y = op->y; 2708 y = op->y;
2804 map = op->map; 2709 map = op->map;
2805
2806 2710
2807 /* NOT_PERMADEATH code. This basically brings the character back to 2711 /* NOT_PERMADEATH code. This basically brings the character back to
2808 * 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.
2809 * 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.
2810 */ 2714 */
2827 num_stats_lose = 1; 2731 num_stats_lose = 1;
2828 else 2732 else
2829 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2733 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2830 } 2734 }
2831 else 2735 else
2832 {
2833 num_stats_lose = 1; 2736 num_stats_lose = 1;
2834 } 2737
2835 lost_a_stat = 0; 2738 lost_a_stat = 0;
2836 2739
2837 for (z = 0; z < num_stats_lose; z++) 2740 for (z = 0; z < num_stats_lose; z++)
2838 { 2741 {
2839 i = RANDOM () % NUM_STATS; 2742 i = RANDOM () % NUM_STATS;
2980 op->stats.hp = op->stats.maxhp; 2883 op->stats.hp = op->stats.maxhp;
2981 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2884 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2982 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2885 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2983 2886
2984 /* 2887 /*
2985 * Check to see if the player is in a shop. IF so, then check to see if
2986 * 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
2987 * in the map. 2889 * and put them back in the map.
2988 */ 2890 */
2989
2990 if (is_in_shop (op))
2991 remove_unpaid_objects (op->inv, op); 2891 remove_unpaid_objects (op->inv, op);
2992 2892
2993 /****************************************/ 2893 /****************************************/
2994 /* */ 2894 /* */
2995 /* Move player to his current respawn- */ 2895 /* Move player to his current respawn- */
2996 /* position (usually last savebed) */ 2896 /* position (usually last savebed) */
2997 /* */ 2897 /* */
2998 /****************************************/ 2898 /****************************************/
2999 2899
3000 enter_player_savebed (op); 2900 enter_player_savebed (op);
3001 2901
3002 /* Save the player before inserting the force to reduce
3003 * chance of abuse.
3004 */
3005 op->contr->braced = 0; 2902 op->contr->braced = 0;
3006 op->contr->save ();
3007 2903
3008 /* it is possible that the player has blown something up 2904 /* it is possible that the player has blown something up
3009 * at his savebed location, and that can have long lasting 2905 * at his savebed location, and that can have long lasting
3010 * spell effects. So first see if there is a spell effect 2906 * spell effects. So first see if there is a spell effect
3011 * on the space that might harm the player. 2907 * on the space that might harm the player.
3040void 2936void
3041loot_object (object *op) 2937loot_object (object *op)
3042{ /* Grab and destroy some treasure */ 2938{ /* Grab and destroy some treasure */
3043 object *tmp, *tmp2, *next; 2939 object *tmp, *tmp2, *next;
3044 2940
3045 if (op->container) 2941 op->close_container (); /* close open sack first */
3046 esrv_apply_container (op, op->container); /* close open sack first */
3047 2942
3048 for (tmp = op->inv; tmp; tmp = next) 2943 for (tmp = op->inv; tmp; tmp = next)
3049 { 2944 {
3050 next = tmp->below; 2945 next = tmp->below;
3051 2946
3052 if (tmp->invisible) 2947 if (tmp->invisible)
3053 continue; 2948 continue;
3054 2949
3055 tmp->remove (); 2950 tmp->remove ();
3056 tmp->x = op->x, tmp->y = op->y; 2951 tmp->x = op->x, tmp->y = op->y;
2952
3057 if (tmp->type == CONTAINER) 2953 if (tmp->type == CONTAINER)
3058 { /* empty container to ground */ 2954 loot_object (tmp); /* empty container to ground */
3059 loot_object (tmp); 2955
3060 }
3061 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))))
3062 { 2957 {
3063 if (tmp->nrof > 1) 2958 if (tmp->nrof > 1)
3064 { 2959 {
3065 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2960 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3066 tmp2->destroy (); 2961 tmp2->destroy ();
3077/* 2972/*
3078 * fix_weight(): Check recursively the weight of all players, and fix 2973 * fix_weight(): Check recursively the weight of all players, and fix
3079 * 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
3080 * was changed. 2975 * was changed.
3081 */ 2976 */
3082
3083void 2977void
3084fix_weight (void) 2978fix_weight (void)
3085{ 2979{
3086 for_all_players (pl) 2980 for_all_players (pl)
3087 { 2981 {
3147 if (op->type == PLAYER) 3041 if (op->type == PLAYER)
3148 { 3042 {
3149 op->contr->tmp_invis = 0; 3043 op->contr->tmp_invis = 0;
3150 op->contr->invis_race = 0; 3044 op->contr->invis_race = 0;
3151 } 3045 }
3046
3152 update_object (op, UP_OBJ_FACE); 3047 update_object (op, UP_OBJ_CHANGE);
3153} 3048}
3154 3049
3155int 3050int
3156is_true_undead (object *op) 3051is_true_undead (object *op)
3157{ 3052{
3158 object *tmp = NULL;
3159
3160 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3053 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3161 return 1; 3054 return 1;
3162 3055
3163 return 0; 3056 return 0;
3164} 3057}
3223 3116
3224 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3117 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3225 3118
3226 /* 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! */
3227 if (op->type == PLAYER && op->contr->run_on) 3120 if (op->type == PLAYER && op->contr->run_on)
3228 {
3229 if (!skop || num >= skop->level) 3121 if (!skop || num >= skop->level)
3230 { 3122 {
3231 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!");
3232 make_visible (op); 3124 make_visible (op);
3233 return; 3125 return;
3234 } 3126 }
3235 else 3127 else
3236 num += 20; 3128 num += 20;
3237 } 3129
3238 num += op->map->difficulty; 3130 num += op->map->difficulty;
3239 hide = hideability (op); /* modify by terrain hidden level */ 3131 hide = hideability (op); /* modify by terrain hidden level */
3240 num -= hide; 3132 num -= hide;
3133
3241 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3134 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3242 { 3135 {
3243 make_visible (op); 3136 make_visible (op);
3244 if (op->type == PLAYER) 3137 if (op->type == PLAYER)
3245 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!");
3246 } 3139 }
3247 else if (op->type == PLAYER && skop) 3140 else if (op->type == PLAYER && skop)
3248 {
3249 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);
3250 }
3251} 3142}
3252 3143
3253/* determine if who is standing near a hostile creature. */ 3144/* determine if who is standing near a hostile creature. */
3254 3145
3255int 3146int
3322 if (pl->type != PLAYER) 3213 if (pl->type != PLAYER)
3323 { 3214 {
3324 LOG (llevError, "player_can_view() called for non-player object\n"); 3215 LOG (llevError, "player_can_view() called for non-player object\n");
3325 return -1; 3216 return -1;
3326 } 3217 }
3218
3327 if (!pl || !op) 3219 if (!pl || !op)
3328 return 0; 3220 return 0;
3329 3221
3330 if (op->head)
3331 {
3332 op = op->head; 3222 op = op->head_ ();
3333 } 3223
3334 get_rangevector (pl, op, &rv, 0x1); 3224 get_rangevector (pl, op, &rv, 0x1);
3335 3225
3336 /* starting with the 'head' part, lets loop 3226 /* starting with the 'head' part, lets loop
3337 * through the object and find if it has any 3227 * through the object and find if it has any
3338 * part that is in the los array but isnt on 3228 * part that is in the los array but isnt on
3455 char buf[MAX_BUF]; /* tmp. string buffer */ 3345 char buf[MAX_BUF]; /* tmp. string buffer */
3456 int i = 0, j = 0; 3346 int i = 0, j = 0;
3457 3347
3458 /* get the appropriate treasurelist */ 3348 /* get the appropriate treasurelist */
3459 if (atnr == ATNR_FIRE) 3349 if (atnr == ATNR_FIRE)
3460 trlist = find_treasurelist ("dragon_ability_fire"); 3350 trlist = treasurelist::find ("dragon_ability_fire");
3461 else if (atnr == ATNR_COLD) 3351 else if (atnr == ATNR_COLD)
3462 trlist = find_treasurelist ("dragon_ability_cold"); 3352 trlist = treasurelist::find ("dragon_ability_cold");
3463 else if (atnr == ATNR_ELECTRICITY) 3353 else if (atnr == ATNR_ELECTRICITY)
3464 trlist = find_treasurelist ("dragon_ability_elec"); 3354 trlist = treasurelist::find ("dragon_ability_elec");
3465 else if (atnr == ATNR_POISON) 3355 else if (atnr == ATNR_POISON)
3466 trlist = find_treasurelist ("dragon_ability_poison"); 3356 trlist = treasurelist::find ("dragon_ability_poison");
3467 3357
3468 if (trlist == NULL || who->type != PLAYER) 3358 if (trlist == NULL || who->type != PLAYER)
3469 return; 3359 return;
3470 3360
3471 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++);
3472 3362
3473 if (tr == NULL || tr->item == NULL) 3363 if (!tr || !tr->item)
3474 { 3364 {
3475 /* 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]); */
3476 return; 3366 return;
3477 } 3367 }
3478 3368
3603 * not readied. 3493 * not readied.
3604 */ 3494 */
3605void 3495void
3606player_unready_range_ob (player *pl, object *ob) 3496player_unready_range_ob (player *pl, object *ob)
3607{ 3497{
3608 rangetype i;
3609
3610 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))
3611 {
3612 if (pl->ranges[i] == ob) 3499 if (pl->ranges[i] == ob)
3613 { 3500 {
3614 pl->ranges[i] = NULL; 3501 pl->ranges[i] = 0;
3615 if (pl->shoottype == i) 3502 if (pl->shoottype == i)
3616 {
3617 pl->shoottype = range_none; 3503 pl->shoottype = range_none;
3618 }
3619 } 3504 }
3620 }
3621} 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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