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Comparing deliantra/server/server/player.C (file contents):
Revision 1.70 by root, Tue Dec 26 20:04:09 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 ob->set_speed (ob->speed);
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
321 save (false);
322 enable_save = false;
323
324 disconnect ();
325
326 terminate_all_pets (ob);
327
328 if (first_player != this)
329 {
330 player *prev = first_player;
331
332 while (prev && prev->next && prev->next != this)
333 prev = prev->next;
334
335 if (prev->next != this)
336 {
337 LOG (llevError, "Free_player: Can't find previous player.\n");
338 abort ();
339 }
340
341 prev->next = next;
342 }
343 else
344 first_player = next;
345 345
346 if (ob) 346 if (ob)
347 { 347 {
348 ob->destroy_inv (false); 348 ob->destroy_inv (false);
349 ob->destroy (); 349 ob->destroy ();
350 }
351
352 if (ns)
353 {
354 client *ns = this->ns;
355 ns->send_packet ("goodbye");
356 ns->flush ();
357 ns->pl = 0;
358 this->ns = 0;
359 ns->destroy ();
360 } 350 }
361} 351}
362 352
363player::~player () 353player::~player ()
364{ 354{
374player::create () 364player::create ()
375{ 365{
376 player *pl = new player; 366 player *pl = new player;
377 367
378 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);
379 375
380 return pl; 376 return pl;
381} 377}
382 378
383/* 379/*
414 object *op = NULL; 410 object *op = NULL;
415 objectlink *ol; 411 objectlink *ol;
416 unsigned lastdist; 412 unsigned lastdist;
417 rv_vector rv; 413 rv_vector rv;
418 414
419 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
420 { 416 {
421 /* 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
422 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
423 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
424 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
428 object *tmp = ol->ob; 424 object *tmp = ol->ob;
429 425
430 /* 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
431 * itself will have been cleared. 427 * itself will have been cleared.
432 */ 428 */
433 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 ());
434 ol = ol->next; 431 ol = ol->next;
435 remove_friendly_object (tmp); 432 remove_friendly_object (tmp);
436 if (!ol) 433 if (!ol)
437 return op; 434 return op;
438 } 435 }
527 x = mon->x; 524 x = mon->x;
528 y = mon->y; 525 y = mon->y;
529 m = mon->map; 526 m = mon->map;
530 dir = rv.direction; 527 dir = rv.direction;
531 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 */
532 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
533 /* 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. */
534 if (diff > max) 532 if (diff > max)
535 return 0; 533 return 0;
534
536 while (diff > 1 && max > 0) 535 while (diff > 1 && max > 0)
537 { 536 {
538 lastx = x; 537 lastx = x;
539 lasty = y; 538 lasty = y;
540 lastmap = m; 539 lastmap = m;
622 max--; 621 max--;
623 lastdir = dir; 622 lastdir = dir;
624 if (!firstdir) 623 if (!firstdir)
625 firstdir = dir; 624 firstdir = dir;
626 } 625 }
626
627 if (diff <= 1) 627 if (diff <= 1)
628 { 628 {
629 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance. 630 * headed toward player for entire distance.
631 */ 631 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
633 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));
634 } 634 }
635
635 if (diff > max) 636 if (diff > max)
636 return 0; 637 return 0;
637 } 638 }
639
638 /* 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 */
639 if (!max) 641 if (!max)
640 return 0; 642 return 0;
641 643
642 return firstdir; 644 return firstdir;
756roll_stat (void) 758roll_stat (void)
757{ 759{
758 int a[4], i, j, k; 760 int a[4], i, j, k;
759 761
760 for (i = 0; i < 4; i++) 762 for (i = 0; i < 4; i++)
761 a[i] = (int) RANDOM () % 6 + 1; 763 a[i] = (int) rndm (6) + 1;
762 764
763 for (i = 0, j = 0, k = 7; i < 4; i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
764 if (a[i] < k) 766 if (a[i] < k)
765 k = a[i], j = i; 767 k = a[i], j = i;
766 768
849 851
850 contr->orig_stats = stats; 852 contr->orig_stats = stats;
851 } 853 }
852} 854}
853 855
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
854/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
855 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
856 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
857 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
858 * not the class. 871 * not the class.
859 */ 872 */
860int 873void
861key_change_class (object *op, char key) 874player::chargen_race_done ()
862{ 875{
863 int tmp_loop;
864
865 if (key == 'd' || key == 'D')
866 {
867 char buf[MAX_BUF];
868
869 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
870 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
871 878
872 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
873 if (tl) 880 if (tl)
874 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
875 882
876 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
877 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
878 885
879 op->contr->ns->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
880 887
881 if (op->msg) 888 if (ob->msg)
882 op->msg = NULL; 889 ob->msg = 0;
883 890
884 /* 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
885 * to save here. 892 * to save here.
886 */ 893 */
894 {
895 char buf[MAX_BUF];
887 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
888 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
889 899
890#ifdef AUTOSAVE
891 op->contr->last_save_tick = pticks;
892#endif
893 start_info (op); 900 start_info (ob);
894 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
895 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
896 link_player_skills (op); 903 link_player_skills (ob);
897 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
898 op->update_stats (); 905 ob->update_stats ();
899 906
900 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
901 * is one for this race 908 * is one for this race
902 */ 909 */
903 if (*first_map_ext_path) 910 if (*first_map_ext_path)
904 { 911 {
905 object *tmp; 912 object *tmp;
906 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
907 914
908 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);
909 tmp = object::create (); 916 tmp = object::create ();
910 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
911 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
912 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
913 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;
914 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
915 * default initial map */ 922 * default initial map */
916 tmp->destroy (); 923 tmp->destroy ();
917 } 924 }
918 else 925 else
919 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
920 928
921 return 0; 929void
922 } 930player::chargen_race_next ()
923 931{
924 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
925 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
926 */ 934 */
927 935
928 tmp_loop = 0; 936 do
929 while (!tmp_loop)
930 { 937 {
931 shstr name = op->name; 938 shstr name = ob->name;
932 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
933 940
934 op->remove_statbonus (); 941 ob->remove_statbonus ();
935 op->remove (); 942 ob->remove ();
936 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
937 op->arch->clone.copy_to (op); 944 ob->arch->clone.copy_to (ob);
938 op->instantiate (); 945 ob->instantiate ();
939 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
940 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
941 op->x = x; 948 ob->x = x;
942 op->y = y; 949 ob->y = y;
943 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
944 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
945 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->clone.name);
946 op->add_statbonus (); 953 ob->add_statbonus ();
947 tmp_loop = allowed_class (op);
948 } 954 }
955 while (!allowed_class (ob));
949 956
950 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
951 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
952 op->update_stats (); 959 ob->update_stats ();
953 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
954 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
955 op->stats.grace = 0; 962 ob->stats.grace = 0;
956
957 if (op->msg)
958 new_draw_info (NDI_BLUE, 0, op, op->msg);
959
960 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
961 return 0;
962}
963
964int
965key_confirm_quit (object *op, char key)
966{
967 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
968 {
969 op->contr->ns->state = ST_PLAYING;
970 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
971 return 1;
972 }
973
974 INVOKE_PLAYER (LOGOUT, op->contr);
975 INVOKE_PLAYER (QUIT, op->contr);
976
977 op->contr->enable_save = false;
978
979 terminate_all_pets (op);
980 leave_map (op);
981 op->direction = 0;
982 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
983
984 strcpy (op->contr->killer, "quit");
985 check_score (op);
986 op->contr->party = 0;
987 op->contr->own_title[0] = '\0';
988
989 object_ptr ob = op;
990
991 /* We need to hunt for any per player unique maps in memory and
992 * get rid of them. The trailing slash in the path is intentional,
993 * so that players named 'Ab' won't match against players 'Abe' pathname
994 */
995 char buf[MAX_BUF];
996 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
997
998 for (maptile *next, *mp = first_map; mp; mp = next)
999 {
1000 next = mp->next;
1001
1002 if (!strncmp (mp->path, buf, strlen (buf)))
1003 delete_map (mp);
1004 }
1005
1006 delete_character (ob->name, 1);
1007 ob->contr->destroy ();
1008
1009 return 1;
1010} 963}
1011 964
1012void 965void
1013flee_player (object *op) 966flee_player (object *op)
1014{ 967{
1071int 1024int
1072check_pick (object *op) 1025check_pick (object *op)
1073{ 1026{
1074 object *tmp, *next; 1027 object *tmp, *next;
1075 int stop = 0; 1028 int stop = 0;
1076 int j, k, wvratio; 1029 int wvratio;
1077 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1078 1031
1079 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1080 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1081 return 1; 1034 return 1;
1082 1035
1419 * found object is returned. 1372 * found object is returned.
1420 */ 1373 */
1421object * 1374object *
1422find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1423{ 1376{
1424 object *tmp = NULL; 1377 object *tmp = 0;
1425 1378
1426 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1427 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))
1428 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1429 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1430 return op; 1383 return op;
1384
1431 return tmp; 1385 return tmp;
1432} 1386}
1433 1387
1434/* 1388/*
1435 * 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
1436 * 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
1437 * 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
1438 * 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.
1439 */ 1393 */
1440
1441object * 1394object *
1442find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1443{ 1396{
1444 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1445 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1756 } 1709 }
1757 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)
1758 { 1711 {
1759 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1712 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1760 wcmod = -1; 1713 wcmod = -1;
1714
1761 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);
1762 } 1716 }
1763 else if (op->contr->bowtype == bow_threewide) 1717 else if (op->contr->bowtype == bow_threewide)
1764 { 1718 {
1765 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);
1876 case range_misc: 1830 case range_misc:
1877 fire_misc_object (op, dir); 1831 fire_misc_object (op, dir);
1878 return; 1832 return;
1879 1833
1880 case range_golem: /* Control summoned monsters from scrolls */ 1834 case range_golem: /* Control summoned monsters from scrolls */
1881 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1882 {
1883 op->contr->ranges[range_golem] = 0;
1884 op->contr->shoottype = range_none;
1885 }
1886 else
1887 control_golem (op->contr->ranges[range_golem], dir); 1835 control_golem (op->contr->ranges[range_golem], dir);
1888 return; 1836 return;
1889 1837
1890 case range_skill: 1838 case range_skill:
1891 if (!op->chosen_skill) 1839 if (!op->chosen_skill)
1892 { 1840 {
1893 if (op->type == PLAYER) 1841 if (op->type == PLAYER)
1894 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
1895 return; 1844 return;
1896 } 1845 }
1846
1897 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1847 do_skill (op, op, op->chosen_skill, dir, NULL);
1898 return; 1848 return;
1899 case range_builder: 1849 case range_builder:
1900 apply_map_builder (op, dir); 1850 apply_map_builder (op, dir);
1901 return; 1851 return;
1902 default: 1852 default:
1903 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1853 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1904 return; 1854 return;
1905 } 1855 }
1906} 1856}
1907
1908
1909 1857
1910/* find_key 1858/* find_key
1911 * 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
1912 * and successfully use it, we return the key, otherwise NULL 1860 * and successfully use it, we return the key, otherwise NULL
1913 * This function merges both normal and locked door, since the logic 1861 * This function merges both normal and locked door, since the logic
1915 * pl is the player, 1863 * pl is the player,
1916 * inv is the objects inventory to searched 1864 * inv is the objects inventory to searched
1917 * door is the door we are trying to match against. 1865 * door is the door we are trying to match against.
1918 * This function can be called recursively to search containers. 1866 * This function can be called recursively to search containers.
1919 */ 1867 */
1920
1921object * 1868object *
1922find_key (object *pl, object *container, object *door) 1869find_key (object *pl, object *container, object *door)
1923{ 1870{
1924 object *tmp, *key; 1871 object *tmp, *key;
1925 1872
1926 /* Should not happen, but sanity checking is never bad */ 1873 /* Should not happen, but sanity checking is never bad */
1927 if (container->inv == NULL) 1874 if (!container->inv)
1928 return NULL; 1875 return 0;
1929 1876
1930 /* 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 */
1931 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1878 for (tmp = container->inv; tmp; tmp = tmp->below)
1932 { 1879 {
1933 if (door->type == DOOR && tmp->type == KEY) 1880 if (door->type == DOOR && tmp->type == KEY)
1934 break; 1881 break;
1935 /* For sanity, we should really check door type, but other stuff 1882 /* For sanity, we should really check door type, but other stuff
1936 * (like containers) can be locked with special keys 1883 * (like containers) can be locked with special keys
1937 */ 1884 */
1938 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1885 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1939 break; 1886 break;
1940 } 1887 }
1888
1941 /* No key found - lets search inventories now */ 1889 /* No key found - lets search inventories now */
1942 /* 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.
1943 * 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
1944 * a key, return 1892 * a key, return
1945 */ 1893 */
1946 if (!tmp) 1894 if (!tmp)
1947 { 1895 {
1948 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
1949 { 1897 {
1950 /* No reason to search empty containers */ 1898 /* No reason to search empty containers */
1951 if (tmp->type == CONTAINER && tmp->inv) 1899 if (tmp->type == CONTAINER && tmp->inv)
1952 { 1900 {
1953 if ((key = find_key (pl, tmp, door)) != NULL) 1901 if ((key = find_key (pl, tmp, door)))
1954 return key; 1902 return key;
1955 } 1903 }
1956 } 1904 }
1905
1957 if (!tmp) 1906 if (!tmp)
1958 return NULL; 1907 return NULL;
1959 } 1908 }
1909
1960 /* 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,
1961 * see if we actually want to use it 1911 * see if we actually want to use it
1962 */ 1912 */
1963 if (pl != container) 1913 if (pl != container)
1964 { 1914 {
1985 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1935 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1986 "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));
1987 return NULL; 1937 return NULL;
1988 } 1938 }
1989 } 1939 }
1940
1990 return tmp; 1941 return tmp;
1991} 1942}
1992 1943
1993/* moved door processing out of move_player_attack. 1944/* moved door processing out of move_player_attack.
1994 * returns 1 if player has opened the door with a key 1945 * returns 1 if player has opened the door with a key
2012 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);
2013 if (action_makes_visible (op)) 1964 if (action_makes_visible (op))
2014 make_visible (op); 1965 make_visible (op);
2015 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1966 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2016 spring_trap (door->inv, op); 1967 spring_trap (door->inv, op);
1968
2017 if (door->type == DOOR) 1969 if (door->type == DOOR)
2018 {
2019 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 */
2020 }
2021 else if (door->type == LOCKED_DOOR) 1971 else if (door->type == LOCKED_DOOR)
2022 { 1972 {
2023 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));
2024 remove_door2 (door); /* remove door without violence ;-) */ 1974 remove_door2 (door); /* remove door without violence ;-) */
2025 } 1975 }
1976
2026 /* Do this after we print the message */ 1977 /* Do this after we print the message */
2027 decrease_ob (key); /* Use up one of the keys */ 1978 decrease_ob (key); /* Use up one of the keys */
2028 /* Need to update the weight the container the key was in */ 1979 /* Need to update the weight the container the key was in */
2029 if (container != op) 1980 if (container != op)
2030 esrv_update_item (UPD_WEIGHT, op, container); 1981 esrv_update_item (UPD_WEIGHT, op, container);
1982
2031 return 1; /* Nothing more to do below */ 1983 return 1; /* Nothing more to do below */
2032 } 1984 }
2033 else if (door->type == LOCKED_DOOR) 1985 else if (door->type == LOCKED_DOOR)
2034 { 1986 {
2035 /* Might as well return now - no other way to open this */ 1987 /* Might as well return now - no other way to open this */
2036 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1988 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2037 return 1; 1989 return 1;
2038 } 1990 }
1991
2039 return 0; 1992 return 0;
2040} 1993}
2041 1994
2042/* This function is just part of a breakup from move_player. 1995/* This function is just part of a breakup from move_player.
2043 * It should keep the code cleaner. 1996 * It should keep the code cleaner.
2069 */ 2022 */
2070 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))
2071 { 2024 {
2072 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2025 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2073 { 2026 {
2074 m = get_map_from_coord (op->map, &nx, &ny); 2027 m = op->map->xy_find (nx, ny);
2075 if (!m) 2028 if (!m)
2076 return; /* Don't think this should happen */ 2029 return; /* Don't think this should happen */
2077 } 2030 }
2078 else 2031 else
2079 m = op->map; 2032 m = op->map;
2080 2033
2081 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2034 if (!(tmp = m->at (nx, ny).bot))
2082 {
2083 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2084 return; 2035 return;
2085 }
2086 2036
2087 mon = 0; 2037 mon = 0;
2088 /* 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
2089 * 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.
2090 * 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
2143 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2093 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2144 { 2094 {
2145 /* 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 */
2146 if (op->contr->braced) 2096 if (op->contr->braced)
2147 return; 2097 return;
2098
2148 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);
2149 (void) push_ob (mon, dir, op); 2100 (void) push_ob (mon, dir, op);
2150 if (op->contr->tmp_invis || op->hide) 2101 if (op->contr->tmp_invis || op->hide)
2151 make_visible (op); 2102 make_visible (op);
2103
2152 return; 2104 return;
2153 } 2105 }
2154 2106
2155 /* in certain circumstances, you shouldn't attack friendly 2107 /* in certain circumstances, you shouldn't attack friendly
2156 * creatures. Note that if you are braced, you can't push 2108 * creatures. Note that if you are braced, you can't push
2170 !on_battleground)) 2122 !on_battleground))
2171 { 2123 {
2172 if (!op->contr->braced) 2124 if (!op->contr->braced)
2173 { 2125 {
2174 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);
2175 (void) push_ob (mon, dir, op); 2127 push_ob (mon, dir, op);
2176 } 2128 }
2177 else 2129 else
2178 new_draw_info (0, 0, op, "You withhold your attack"); 2130 new_draw_info (0, 0, op, "You withhold your attack");
2179 2131
2180 if (op->contr->tmp_invis || op->hide) 2132 if (op->contr->tmp_invis || op->hide)
2195 * 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
2196 * and be living. Then, it must be one of the following: 2148 * and be living. Then, it must be one of the following:
2197 * 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
2198 * 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.
2199 */ 2151 */
2200
2201 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2152 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2202 ((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)))
2203 { 2154 {
2204 2155
2205 /* If the player hasn't hit something this tick, and does 2156 /* If the player hasn't hit something this tick, and does
2239int 2190int
2240move_player (object *op, int dir) 2191move_player (object *op, int dir)
2241{ 2192{
2242 int pick; 2193 int pick;
2243 2194
2244 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2245 return 0; 2196 return 0;
2246 2197
2247 /* Sanity check: make sure dir is valid */ 2198 /* Sanity check: make sure dir is valid */
2248 if ((dir < 0) || (dir >= 9)) 2199 if ((dir < 0) || (dir >= 9))
2249 { 2200 {
2250 LOG (llevError, "move_player: invalid direction %d\n", dir); 2201 LOG (llevError, "move_player: invalid direction %d\n", dir);
2251 return 0; 2202 return 0;
2252 } 2203 }
2253 2204
2254 /* peterm: added following line */ 2205 /* peterm: added following line */
2255 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2256 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2257 2208
2258 op->facing = dir; 2209 op->facing = dir;
2259 2210
2260 if (op->hide) 2211 if (op->hide)
2261 do_hidden_move (op); 2212 do_hidden_move (op);
2294 * Returns true if there are more actions we can do. 2245 * Returns true if there are more actions we can do.
2295 */ 2246 */
2296int 2247int
2297handle_newcs_player (object *op) 2248handle_newcs_player (object *op)
2298{ 2249{
2299 if (op->contr->hidden)
2300 {
2301 op->invisible = 1000;
2302 /* the socket code flashes the player visible/invisible
2303 * depending on the value of invisible, so we need to
2304 * alternate it here for it to work correctly.
2305 */
2306 if (pticks & 2)
2307 op->invisible--;
2308 }
2309 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2310 {
2311 op->invisible--;
2312 if (!op->invisible)
2313 {
2314 make_visible (op);
2315 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2316 }
2317 }
2318
2319 if (QUERY_FLAG (op, FLAG_SCARED)) 2250 if (QUERY_FLAG (op, FLAG_SCARED))
2320 { 2251 {
2321 flee_player (op); 2252 flee_player (op);
2322 /* 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 */
2323 if (QUERY_FLAG (op, FLAG_SCARED)) 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2324 { 2255 {
2325 op->speed_left--; 2256 op->speed_left--;
2326 return 0; 2257 return 0;
2327 } 2258 }
2328 } 2259 }
2329
2330 /* I've been seeing crashes where the golem has been destroyed, but
2331 * the player object still points to the defunct golem. The code that
2332 * destroys the golem looks correct, and it doesn't always happen, so
2333 * put this in a a workaround to clean up the golem pointer.
2334 */
2335 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2336 op->contr->ranges[range_golem] = 0;
2337 2260
2338 /* 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
2339 * the players time has been increased when doericserver has been 2262 * the players time has been increased when doericserver has been
2340 * called, so we recheck it here. 2263 * called, so we recheck it here.
2341 */ 2264 */
2342 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2265 if (op->contr->ns->handle_command ())
2343 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2266 return 1;
2344 ;
2345 2267
2346 if (op->speed_left < 0) 2268 if (op->speed_left > 0)
2347 return 0; 2269 {
2348
2349 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2270 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2350 { 2271 {
2351 /* All move commands take 1 tick, at least for now */ 2272 /* All move commands take 1 tick, at least for now */
2352 op->speed_left--; 2273 op->speed_left--;
2353 2274
2354 /* Instead of all the stuff below, let move_player take care 2275 /* Instead of all the stuff below, let move_player take care
2355 * 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
2356 * there, as well as the confusion stuff. 2277 * there, as well as the confusion stuff.
2357 */ 2278 */
2358 move_player (op, op->direction); 2279 move_player (op, op->direction);
2359 if (op->speed_left > 0) 2280
2360 return 1; 2281 return op->speed_left > 0;
2361 else 2282 }
2362 return 0;
2363 } 2283 }
2364 2284
2365 return 0; 2285 return 0;
2366} 2286}
2367 2287
2405 * from. 2325 * from.
2406 */ 2326 */
2407void 2327void
2408remove_unpaid_objects (object *op, object *env) 2328remove_unpaid_objects (object *op, object *env)
2409{ 2329{
2410 object *next;
2411
2412 while (op) 2330 while (op)
2413 { 2331 {
2414 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2332 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2415 2333
2416 if (QUERY_FLAG (op, FLAG_UNPAID)) 2334 if (QUERY_FLAG (op, FLAG_UNPAID))
2482 int rate_grace = 2000; 2400 int rate_grace = 2000;
2483 const int max_hp = 1; 2401 const int max_hp = 1;
2484 const int max_sp = 1; 2402 const int max_sp = 1;
2485 const int max_grace = 1; 2403 const int max_grace = 1;
2486 2404
2487 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--;
2488 { 2414 }
2489 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2415 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2490 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2416 {
2491 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 }
2492 } 2422 }
2493 2423
2494 if (op->contr->ns->state == ST_PLAYING) 2424 if (op->contr->ns->state == ST_PLAYING)
2495 { 2425 {
2496 /* these next three if clauses make it possible to SLOW DOWN 2426 /* these next three if clauses make it possible to SLOW DOWN
2518 gen_grace = op->stats.maxgrace; 2448 gen_grace = op->stats.maxgrace;
2519 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2449 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2520 } 2450 }
2521 2451
2522 /* Regenerate Spell Points */ 2452 /* Regenerate Spell Points */
2523 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2453 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2524 { 2454 {
2525 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);
2526 if (op->stats.sp < op->stats.maxsp) 2456 if (op->stats.sp < op->stats.maxsp)
2527 { 2457 {
2528 op->stats.sp++; 2458 op->stats.sp++;
2746 tmp->name = buf; 2676 tmp->name = buf;
2747 sprintf (buf, " This finger has been cut off %s\n" 2677 sprintf (buf, " This finger has been cut off %s\n"
2748 " 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",
2749 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2679 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2750 tmp->msg = buf; 2680 tmp->msg = buf;
2751 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2681 tmp->value = 0, tmp->type = 0;
2752 tmp->materialname = NULL; 2682 tmp->materialname = "organics";
2753 op->insert_at (tmp, op); 2683 tmp->insert_at (op, tmp);
2754 } 2684 }
2755 2685
2756 /* teleport defeated player to new destination */ 2686 /* teleport defeated player to new destination */
2757 transfer_ob (op, x, y, 0, NULL); 2687 transfer_ob (op, x, y, 0, NULL);
2758 op->contr->braced = 0; 2688 op->contr->braced = 0;
2763 2693
2764 command_kill_pets (op, 0); 2694 command_kill_pets (op, 0);
2765 2695
2766 if (op->stats.food < 0) 2696 if (op->stats.food < 0)
2767 { 2697 {
2768 if (op->contr->explore)
2769 {
2770 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2771 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2772 op->stats.food = 999;
2773 return;
2774 }
2775 sprintf (buf, "%s starved to death.", &op->name); 2698 sprintf (buf, "%s starved to death.", &op->name);
2776 strcpy (op->contr->killer, "starvation"); 2699 strcpy (op->contr->killer, "starvation");
2777 } 2700 }
2778 else 2701 else
2779 {
2780 if (op->contr->explore)
2781 {
2782 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2783 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2784 op->stats.hp = op->stats.maxhp;
2785 return;
2786 }
2787 sprintf (buf, "%s died.", &op->name); 2702 sprintf (buf, "%s died.", &op->name);
2788 }
2789 2703
2790 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2704 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2791 2705
2792 /* save the map location for corpse, gravestone */ 2706 /* save the map location for corpse, gravestone */
2793 x = op->x; 2707 x = op->x;
2969 op->stats.hp = op->stats.maxhp; 2883 op->stats.hp = op->stats.maxhp;
2970 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2884 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2971 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2885 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2972 2886
2973 /* 2887 /*
2974 * Check to see if the player is in a shop. IF so, then check to see if
2975 * 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
2976 * in the map. 2889 * and put them back in the map.
2977 */ 2890 */
2978
2979 if (is_in_shop (op))
2980 remove_unpaid_objects (op->inv, op); 2891 remove_unpaid_objects (op->inv, op);
2981 2892
2982 /****************************************/ 2893 /****************************************/
2983 /* */ 2894 /* */
2984 /* Move player to his current respawn- */ 2895 /* Move player to his current respawn- */
2985 /* position (usually last savebed) */ 2896 /* position (usually last savebed) */
2986 /* */ 2897 /* */
2987 /****************************************/ 2898 /****************************************/
2988 2899
2989 enter_player_savebed (op); 2900 enter_player_savebed (op);
2990 2901
2991 /* Save the player before inserting the force to reduce
2992 * chance of abuse.
2993 */
2994 op->contr->braced = 0; 2902 op->contr->braced = 0;
2995 op->contr->save ();
2996 2903
2997 /* it is possible that the player has blown something up 2904 /* it is possible that the player has blown something up
2998 * at his savebed location, and that can have long lasting 2905 * at his savebed location, and that can have long lasting
2999 * spell effects. So first see if there is a spell effect 2906 * spell effects. So first see if there is a spell effect
3000 * on the space that might harm the player. 2907 * on the space that might harm the player.
3029void 2936void
3030loot_object (object *op) 2937loot_object (object *op)
3031{ /* Grab and destroy some treasure */ 2938{ /* Grab and destroy some treasure */
3032 object *tmp, *tmp2, *next; 2939 object *tmp, *tmp2, *next;
3033 2940
3034 if (op->container) 2941 op->close_container (); /* close open sack first */
3035 esrv_apply_container (op, op->container); /* close open sack first */
3036 2942
3037 for (tmp = op->inv; tmp; tmp = next) 2943 for (tmp = op->inv; tmp; tmp = next)
3038 { 2944 {
3039 next = tmp->below; 2945 next = tmp->below;
3040 2946
3041 if (tmp->invisible) 2947 if (tmp->invisible)
3042 continue; 2948 continue;
3043 2949
3044 tmp->remove (); 2950 tmp->remove ();
3045 tmp->x = op->x, tmp->y = op->y; 2951 tmp->x = op->x, tmp->y = op->y;
2952
3046 if (tmp->type == CONTAINER) 2953 if (tmp->type == CONTAINER)
3047 { /* empty container to ground */ 2954 loot_object (tmp); /* empty container to ground */
3048 loot_object (tmp); 2955
3049 }
3050 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))))
3051 { 2957 {
3052 if (tmp->nrof > 1) 2958 if (tmp->nrof > 1)
3053 { 2959 {
3054 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2960 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3055 tmp2->destroy (); 2961 tmp2->destroy ();
3066/* 2972/*
3067 * fix_weight(): Check recursively the weight of all players, and fix 2973 * fix_weight(): Check recursively the weight of all players, and fix
3068 * 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
3069 * was changed. 2975 * was changed.
3070 */ 2976 */
3071
3072void 2977void
3073fix_weight (void) 2978fix_weight (void)
3074{ 2979{
3075 for_all_players (pl) 2980 for_all_players (pl)
3076 { 2981 {
3136 if (op->type == PLAYER) 3041 if (op->type == PLAYER)
3137 { 3042 {
3138 op->contr->tmp_invis = 0; 3043 op->contr->tmp_invis = 0;
3139 op->contr->invis_race = 0; 3044 op->contr->invis_race = 0;
3140 } 3045 }
3046
3141 update_object (op, UP_OBJ_FACE); 3047 update_object (op, UP_OBJ_CHANGE);
3142} 3048}
3143 3049
3144int 3050int
3145is_true_undead (object *op) 3051is_true_undead (object *op)
3146{ 3052{
3147 object *tmp = NULL;
3148
3149 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3053 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3150 return 1; 3054 return 1;
3151 3055
3152 return 0; 3056 return 0;
3153} 3057}
3212 3116
3213 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3117 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3214 3118
3215 /* 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! */
3216 if (op->type == PLAYER && op->contr->run_on) 3120 if (op->type == PLAYER && op->contr->run_on)
3217 {
3218 if (!skop || num >= skop->level) 3121 if (!skop || num >= skop->level)
3219 { 3122 {
3220 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!");
3221 make_visible (op); 3124 make_visible (op);
3222 return; 3125 return;
3223 } 3126 }
3224 else 3127 else
3225 num += 20; 3128 num += 20;
3226 } 3129
3227 num += op->map->difficulty; 3130 num += op->map->difficulty;
3228 hide = hideability (op); /* modify by terrain hidden level */ 3131 hide = hideability (op); /* modify by terrain hidden level */
3229 num -= hide; 3132 num -= hide;
3133
3230 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3134 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3231 { 3135 {
3232 make_visible (op); 3136 make_visible (op);
3233 if (op->type == PLAYER) 3137 if (op->type == PLAYER)
3234 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!");
3235 } 3139 }
3236 else if (op->type == PLAYER && skop) 3140 else if (op->type == PLAYER && skop)
3237 {
3238 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);
3239 }
3240} 3142}
3241 3143
3242/* determine if who is standing near a hostile creature. */ 3144/* determine if who is standing near a hostile creature. */
3243 3145
3244int 3146int
3311 if (pl->type != PLAYER) 3213 if (pl->type != PLAYER)
3312 { 3214 {
3313 LOG (llevError, "player_can_view() called for non-player object\n"); 3215 LOG (llevError, "player_can_view() called for non-player object\n");
3314 return -1; 3216 return -1;
3315 } 3217 }
3218
3316 if (!pl || !op) 3219 if (!pl || !op)
3317 return 0; 3220 return 0;
3318 3221
3319 if (op->head)
3320 {
3321 op = op->head; 3222 op = op->head_ ();
3322 } 3223
3323 get_rangevector (pl, op, &rv, 0x1); 3224 get_rangevector (pl, op, &rv, 0x1);
3324 3225
3325 /* starting with the 'head' part, lets loop 3226 /* starting with the 'head' part, lets loop
3326 * through the object and find if it has any 3227 * through the object and find if it has any
3327 * part that is in the los array but isnt on 3228 * part that is in the los array but isnt on
3444 char buf[MAX_BUF]; /* tmp. string buffer */ 3345 char buf[MAX_BUF]; /* tmp. string buffer */
3445 int i = 0, j = 0; 3346 int i = 0, j = 0;
3446 3347
3447 /* get the appropriate treasurelist */ 3348 /* get the appropriate treasurelist */
3448 if (atnr == ATNR_FIRE) 3349 if (atnr == ATNR_FIRE)
3449 trlist = find_treasurelist ("dragon_ability_fire"); 3350 trlist = treasurelist::find ("dragon_ability_fire");
3450 else if (atnr == ATNR_COLD) 3351 else if (atnr == ATNR_COLD)
3451 trlist = find_treasurelist ("dragon_ability_cold"); 3352 trlist = treasurelist::find ("dragon_ability_cold");
3452 else if (atnr == ATNR_ELECTRICITY) 3353 else if (atnr == ATNR_ELECTRICITY)
3453 trlist = find_treasurelist ("dragon_ability_elec"); 3354 trlist = treasurelist::find ("dragon_ability_elec");
3454 else if (atnr == ATNR_POISON) 3355 else if (atnr == ATNR_POISON)
3455 trlist = find_treasurelist ("dragon_ability_poison"); 3356 trlist = treasurelist::find ("dragon_ability_poison");
3456 3357
3457 if (trlist == NULL || who->type != PLAYER) 3358 if (trlist == NULL || who->type != PLAYER)
3458 return; 3359 return;
3459 3360
3460 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++);
3461 3362
3462 if (tr == NULL || tr->item == NULL) 3363 if (!tr || !tr->item)
3463 { 3364 {
3464 /* 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]); */
3465 return; 3366 return;
3466 } 3367 }
3467 3368
3592 * not readied. 3493 * not readied.
3593 */ 3494 */
3594void 3495void
3595player_unready_range_ob (player *pl, object *ob) 3496player_unready_range_ob (player *pl, object *ob)
3596{ 3497{
3597 rangetype i;
3598
3599 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))
3600 {
3601 if (pl->ranges[i] == ob) 3499 if (pl->ranges[i] == ob)
3602 { 3500 {
3603 pl->ranges[i] = NULL; 3501 pl->ranges[i] = 0;
3604 if (pl->shoottype == i) 3502 if (pl->shoottype == i)
3605 {
3606 pl->shoottype = range_none; 3503 pl->shoottype = range_none;
3607 }
3608 } 3504 }
3609 }
3610} 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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