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Comparing deliantra/server/server/player.C (file contents):
Revision 1.88 by pippijn, Sat Jan 6 14:42:31 2007 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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 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>
23*/ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <pwd.h> 26#include <pwd.h>
27#include <sproto.h> 27#include <sproto.h>
28#include <sounds.h> 28#include <sounds.h>
32#include <skills.h> 32#include <skills.h>
33 33
34#include <algorithm> 34#include <algorithm>
35#include <functional> 35#include <functional>
36 36
37player * 37playervec players;
38find_player (const char *plname)
39{
40 for_all_players (pl)
41 if (pl->ob && !strcmp (query_name (pl->ob), plname))
42 return pl;
43
44 return 0;
45}
46 38
47void 39void
48display_motd (const object *op) 40display_motd (const object *op)
49{ 41{
50 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
124 116
125 news[0] = '\0'; 117 news[0] = '\0';
126 subject[0] = '\0'; 118 subject[0] = '\0';
127 size = 0; 119 size = 0;
128 120
129 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
130 { 122 {
131 if (*buf == '#') 123 if (*buf == '#')
132 continue; 124 continue;
133 125
134 if (*buf == '%') 126 if (*buf == '%')
135 { /* send one news */ 127 { /* send one news */
136 if (size > 0) 128 if (size > 0)
137 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
138 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
139 strip_endline (subject); 132 strip_endline (subject);
140 size = 0; 133 size = 0;
141 news[0] = '\0'; 134 news[0] = '\0';
142 } 135 }
151 size += strlen (buf); 144 size += strlen (buf);
152 } 145 }
153 } 146 }
154 147
155 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
156 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);
157 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
158} 151}
159 152
160/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
161static void 154static void
177 ob->enter_exit (tmp); 170 ob->enter_exit (tmp);
178 171
179 tmp->destroy (); 172 tmp->destroy ();
180} 173}
181 174
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);
211}
212
182// connect the player with a specific client 213// connect the player with a specific client
183// also changed, rationalises, and fixes some incorrect settings 214// also changed, rationalises, and fixes some incorrect settings
184void 215void
185player::connect (client *ns) 216player::connect (client *ns)
186{ 217{
187 this->ns = ns; 218 this->ns = ns;
188 ns->pl = this; 219 ns->pl = this;
189 220
190 next = first_player; 221 run_on = 0;
191 first_player = this; 222 fire_on = 0;
223 ob->close_container (); //TODO: client-specific
192 224
193 ns->update_look = 0; 225 ns->update_look = 0;
194 ns->look_position = 0; 226 ns->look_position = 0;
195 227
196 clear_los (ob); 228 clear_los (ob);
229
230 ns->reset_stats ();
197 231
198 /* make sure he's a player -- needed because of class change. */ 232 /* make sure he's a player -- needed because of class change. */
199 ob->type = PLAYER; // we are paranoid 233 ob->type = PLAYER; // we are paranoid
200 ob->race = ob->arch->clone.race; 234 ob->race = ob->arch->clone.race;
201 235
206 link_player_skills (ob); 240 link_player_skills (ob);
207 241
208 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
209 243
210 assign (title, ob->arch->clone.name); 244 assign (title, ob->arch->clone.name);
211
212 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
213 * from the class, and not race. I don't see any way to get the class information
214 * to then update this. I don't think this will actually break anything - anyone
215 * that can use armour should be able to use a shield. What this may 'break'
216 * are features new characters get, eg, if someone starts up with a Q, they
217 * should be able to use a shield. However, old Q's won't get that advantage.
218 */
219 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
220 SET_FLAG (ob, FLAG_USE_SHIELD);
221 245
222 /* if it's a dragon player, set the correct title here */ 246 /* if it's a dragon player, set the correct title here */
223 if (is_dragon_pl (ob)) 247 if (is_dragon_pl (ob))
224 { 248 {
225 object *tmp, *abil = 0, *skin = 0; 249 object *tmp, *abil = 0, *skin = 0;
235 skin = tmp; 259 skin = tmp;
236 260
237 set_dragon_name (ob, abil, skin); 261 set_dragon_name (ob, abil, skin);
238 } 262 }
239 263
240 CLEAR_FLAG (ob, FLAG_FRIENDLY);
241 add_friendly_object (ob);
242
243 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 265
247 esrv_new_player (this, ob->weight + ob->carrying); 266 esrv_new_player (this, ob->weight + ob->carrying);
248 267
249 ob->update_stats (); 268 ob->update_stats ();
250 ns->floorbox_update (); 269 ns->floorbox_update ();
251 270
252 esrv_send_inventory (ob, ob); 271 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0); 272 esrv_add_spells (this, 0);
254 273
255 ob->activate_recursive (); 274 activate ();
256 enter_map ();
257 275
258 send_rules (ob); 276 send_rules (ob);
259 send_news (ob); 277 send_news (ob);
260 display_motd (ob); 278 display_motd (ob);
261 279
264} 282}
265 283
266void 284void
267player::disconnect () 285player::disconnect ()
268{ 286{
287 if (ns)
288 {
289 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291
292 INVOKE_PLAYER (DISCONNECT, this);
293
294 ns->reset_stats ();
295 ns->pl = 0;
296 ns = 0;
297 }
298
269 if (ob) 299 if (ob)
270 ob->deactivate_recursive (); 300 ob->close_container (); //TODO: client-specific
271 301
272 //TODO: don't be so harsh and destroy :) 302 deactivate ();
273 if (ns)
274 {
275 if (enable_save)
276 {
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278 save (true);
279 }
280
281 INVOKE_PLAYER (DISCONNECT, this);
282
283 client *ns = this->ns;
284 ns->send_packet ("goodbye");
285 ns->flush ();
286 ns->pl = 0;
287 this->ns = 0;
288
289 ns->destroy ();
290 destroy ();
291 }
292} 303}
293 304
294// the need for this function can be explained 305// the need for this function can be explained
295// by load_object not returning the object 306// by load_object not returning the object
296void 307void
297player::set_object (object *op) 308player::set_object (object *op)
298{ 309{
299 ob = op; 310 ob = op;
300 ob->contr = this; /* this aren't yet in archetype */ 311 ob->contr = this; /* this aren't yet in archetype */
301 312
302 ob->speed_left = 0.5; 313 ob->speed_left = 0.5;
303 ob->speed = 1.0; 314 ob->speed = 1.0;
304 ob->direction = 5; /* So player faces south */ 315 ob->direction = 5; /* So player faces south */
305 ob->stats.wc = 2;
306 ob->run_away = 25; /* Then we panick... */
307
308 ob->roll_stats ();
309} 316}
310 317
311player::player () 318player::player ()
312{ 319{
313 /* There are some elements we want initialised to non zero value - 320 /* There are some elements we want initialised to non zero value -
314 * we deal with that below this point. 321 * we deal with that below this point.
315 */ 322 */
316 outputs_sync = 16; /* Every 2 seconds */ 323 outputs_sync = 4;
317 outputs_count = 8; /* Keeps present behaviour */ 324 outputs_count = 4;
318 unapply = unapply_nochoice; 325 unapply = unapply_nochoice;
319 326
320 savebed_map = first_map_path; /* Init. respawn position */ 327 savebed_map = first_map_path; /* Init. respawn position */
321 328
322 gen_sp_armour = 10; 329 gen_sp_armour = 10;
323 last_speed = -1;
324 shoottype = range_none; 330 shoottype = range_none;
325 bowtype = bow_normal; 331 bowtype = bow_normal;
326 petmode = pet_normal; 332 petmode = pet_normal;
327 listening = 10; 333 listening = 10;
328 usekeys = containers; 334 usekeys = containers;
329 last_weapon_sp = -1;
330 peaceful = 1; /* default peaceful */ 335 peaceful = 1; /* default peaceful */
331 do_los = 1; 336 do_los = 1;
332
333 /* we need to clear these to -1 and not zero - otherwise,
334 * if a player quits and starts a new character, we wont
335 * send new values to the client, as things like exp start
336 * at zero.
337 */
338 for (int i = 0; i < NUM_SKILLS; i++)
339 last_skill_exp[i] = -1;
340
341 for (int i = 0; i < NROFATTACKS; i++)
342 last_resist[i] = -1;
343
344 last_stats.exp = -1;
345 last_weight = (uint32) - 1;
346} 337}
347 338
348void 339void
349player::do_destroy () 340player::do_destroy ()
350{ 341{
351 disconnect (); 342 disconnect ();
352 343
353 save (false);
354 enable_save = false;
355
356 attachable::do_destroy (); 344 attachable::do_destroy ();
357
358 terminate_all_pets (ob);
359
360 if (first_player != this)
361 {
362 player *prev = first_player;
363
364 while (prev && prev->next && prev->next != this)
365 prev = prev->next;
366
367 if (prev->next != this)
368 {
369 LOG (llevError, "Free_player: Can't find previous player.\n");
370 abort ();
371 }
372
373 prev->next = next;
374 }
375 else
376 first_player = next;
377 345
378 if (ob) 346 if (ob)
379 { 347 {
380 ob->destroy_inv (false); 348 ob->destroy_inv (false);
381 ob->destroy (); 349 ob->destroy ();
396player::create () 364player::create ()
397{ 365{
398 player *pl = new player; 366 player *pl = new player;
399 367
400 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
401 set_first_map (pl->ob); 374 set_first_map (pl->ob);
402 375
403 return pl; 376 return pl;
404} 377}
405 378
437 object *op = NULL; 410 object *op = NULL;
438 objectlink *ol; 411 objectlink *ol;
439 unsigned lastdist; 412 unsigned lastdist;
440 rv_vector rv; 413 rv_vector rv;
441 414
442 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
443 { 416 {
444 /* 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
445 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
446 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
447 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
451 object *tmp = ol->ob; 424 object *tmp = ol->ob;
452 425
453 /* 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
454 * itself will have been cleared. 427 * itself will have been cleared.
455 */ 428 */
456 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 ());
457 ol = ol->next; 431 ol = ol->next;
458 remove_friendly_object (tmp); 432 remove_friendly_object (tmp);
459 if (!ol) 433 if (!ol)
460 return op; 434 return op;
461 } 435 }
550 x = mon->x; 524 x = mon->x;
551 y = mon->y; 525 y = mon->y;
552 m = mon->map; 526 m = mon->map;
553 dir = rv.direction; 527 dir = rv.direction;
554 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 */
555 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
556 /* 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. */
557 if (diff > max) 532 if (diff > max)
558 return 0; 533 return 0;
534
559 while (diff > 1 && max > 0) 535 while (diff > 1 && max > 0)
560 { 536 {
561 lastx = x; 537 lastx = x;
562 lasty = y; 538 lasty = y;
563 lastmap = m; 539 lastmap = m;
645 max--; 621 max--;
646 lastdir = dir; 622 lastdir = dir;
647 if (!firstdir) 623 if (!firstdir)
648 firstdir = dir; 624 firstdir = dir;
649 } 625 }
626
650 if (diff <= 1) 627 if (diff <= 1)
651 { 628 {
652 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
653 * headed toward player for entire distance. 630 * headed toward player for entire distance.
654 */ 631 */
655 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
656 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));
657 } 634 }
635
658 if (diff > max) 636 if (diff > max)
659 return 0; 637 return 0;
660 } 638 }
639
661 /* 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 */
662 if (!max) 641 if (!max)
663 return 0; 642 return 0;
664 643
665 return firstdir; 644 return firstdir;
779roll_stat (void) 758roll_stat (void)
780{ 759{
781 int a[4], i, j, k; 760 int a[4], i, j, k;
782 761
783 for (i = 0; i < 4; i++) 762 for (i = 0; i < 4; i++)
784 a[i] = (int) RANDOM () % 6 + 1; 763 a[i] = (int) rndm (6) + 1;
785 764
786 for (i = 0, j = 0, k = 7; i < 4; i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
787 if (a[i] < k) 766 if (a[i] < k)
788 k = a[i], j = i; 767 k = a[i], j = i;
789 768
889 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
890 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
891 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
892 * not the class. 871 * not the class.
893 */ 872 */
894int 873void
895key_change_class (object *op, char key) 874player::chargen_race_done ()
896{ 875{
897 int tmp_loop;
898
899 if (key == 'd' || key == 'D')
900 {
901 char buf[MAX_BUF];
902
903 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
904 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
905 878
906 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
907 if (tl) 880 if (tl)
908 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
909 882
910 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
911 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
912 885
913 op->contr->ns->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
914 887
915 if (op->msg) 888 if (ob->msg)
916 op->msg = NULL; 889 ob->msg = 0;
917 890
918 /* 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
919 * to save here. 892 * to save here.
920 */ 893 */
894 {
895 char buf[MAX_BUF];
921 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
922 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
923 899
924#ifdef AUTOSAVE
925 op->contr->last_save_tick = pticks;
926#endif
927 start_info (op); 900 start_info (ob);
928 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
929 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
930 link_player_skills (op); 903 link_player_skills (ob);
931 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
932 op->update_stats (); 905 ob->update_stats ();
933 906
934 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
935 * is one for this race 908 * is one for this race
936 */ 909 */
937 if (*first_map_ext_path) 910 if (*first_map_ext_path)
938 { 911 {
939 object *tmp; 912 object *tmp;
940 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
941 914
942 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);
943 tmp = object::create (); 916 tmp = object::create ();
944 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
945 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
946 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
947 op->enter_exit (tmp); /* we don't really care if it succeeded; 920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
948 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
949 * default initial map */ 922 * default initial map */
950 tmp->destroy (); 923 tmp->destroy ();
951 } 924 }
952 else 925 else
953 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
954 928
955 return 0; 929void
956 } 930player::chargen_race_next ()
957 931{
958 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
959 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
960 */ 934 */
961 935
962 tmp_loop = 0; 936 do
963 while (!tmp_loop)
964 { 937 {
965 shstr name = op->name; 938 shstr name = ob->name;
966 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
967 940
968 op->remove_statbonus (); 941 ob->remove_statbonus ();
969 op->remove (); 942 ob->remove ();
970 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
971 op->arch->clone.copy_to (op); 944 ob->arch->clone.copy_to (ob);
972 op->instantiate (); 945 ob->instantiate ();
973 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
974 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
975 op->x = x; 948 ob->x = x;
976 op->y = y; 949 ob->y = y;
977 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
978 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
979 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->clone.name);
980 op->add_statbonus (); 953 ob->add_statbonus ();
981 tmp_loop = allowed_class (op);
982 } 954 }
955 while (!allowed_class (ob));
983 956
984 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
985 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
986 op->update_stats (); 959 ob->update_stats ();
987 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
988 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
989 op->stats.grace = 0; 962 ob->stats.grace = 0;
990
991 if (op->msg)
992 new_draw_info (NDI_BLUE, 0, op, op->msg);
993
994 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
995 return 0;
996}
997
998int
999key_confirm_quit (object *op, char key)
1000{
1001 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1002 {
1003 op->contr->ns->state = ST_PLAYING;
1004 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1005 return 1;
1006 }
1007
1008 INVOKE_PLAYER (LOGOUT, op->contr);
1009 INVOKE_PLAYER (QUIT, op->contr);
1010
1011 op->contr->enable_save = false;
1012 delete_character (op->name);
1013
1014 terminate_all_pets (op);
1015 op->remove ();
1016 op->direction = 0;
1017 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1018
1019 strcpy (op->contr->killer, "quit");
1020 check_score (op);
1021 op->contr->party = 0;
1022 op->contr->own_title[0] = '\0';
1023 op->contr->destroy ();
1024
1025 return 1;
1026} 963}
1027 964
1028void 965void
1029flee_player (object *op) 966flee_player (object *op)
1030{ 967{
1087int 1024int
1088check_pick (object *op) 1025check_pick (object *op)
1089{ 1026{
1090 object *tmp, *next; 1027 object *tmp, *next;
1091 int stop = 0; 1028 int stop = 0;
1092 int j, k, wvratio; 1029 int wvratio;
1093 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1094 1031
1095 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1096 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1097 return 1; 1034 return 1;
1098 1035
1435 * found object is returned. 1372 * found object is returned.
1436 */ 1373 */
1437object * 1374object *
1438find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1439{ 1376{
1440 object *tmp = NULL; 1377 object *tmp = 0;
1441 1378
1442 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1443 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))
1444 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1445 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1446 return op; 1383 return op;
1384
1447 return tmp; 1385 return tmp;
1448} 1386}
1449 1387
1450/* 1388/*
1451 * 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
1452 * 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
1453 * 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
1454 * 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.
1455 */ 1393 */
1456
1457object * 1394object *
1458find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1459{ 1396{
1460 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1461 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1893 case range_misc: 1830 case range_misc:
1894 fire_misc_object (op, dir); 1831 fire_misc_object (op, dir);
1895 return; 1832 return;
1896 1833
1897 case range_golem: /* Control summoned monsters from scrolls */ 1834 case range_golem: /* Control summoned monsters from scrolls */
1898 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1899 {
1900 op->contr->ranges[range_golem] = 0;
1901 op->contr->shoottype = range_none;
1902 }
1903 else
1904 control_golem (op->contr->ranges[range_golem], dir); 1835 control_golem (op->contr->ranges[range_golem], dir);
1905 return; 1836 return;
1906 1837
1907 case range_skill: 1838 case range_skill:
1908 if (!op->chosen_skill) 1839 if (!op->chosen_skill)
1909 { 1840 {
1910 if (op->type == PLAYER) 1841 if (op->type == PLAYER)
1911 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
1912 return; 1844 return;
1913 } 1845 }
1846
1914 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1847 do_skill (op, op, op->chosen_skill, dir, NULL);
1915 return; 1848 return;
1916 case range_builder: 1849 case range_builder:
1917 apply_map_builder (op, dir); 1850 apply_map_builder (op, dir);
1918 return; 1851 return;
1919 default: 1852 default:
1920 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1853 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1921 return; 1854 return;
1922 } 1855 }
1923} 1856}
1924
1925
1926 1857
1927/* find_key 1858/* find_key
1928 * 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
1929 * and successfully use it, we return the key, otherwise NULL 1860 * and successfully use it, we return the key, otherwise NULL
1930 * This function merges both normal and locked door, since the logic 1861 * This function merges both normal and locked door, since the logic
1932 * pl is the player, 1863 * pl is the player,
1933 * inv is the objects inventory to searched 1864 * inv is the objects inventory to searched
1934 * door is the door we are trying to match against. 1865 * door is the door we are trying to match against.
1935 * This function can be called recursively to search containers. 1866 * This function can be called recursively to search containers.
1936 */ 1867 */
1937
1938object * 1868object *
1939find_key (object *pl, object *container, object *door) 1869find_key (object *pl, object *container, object *door)
1940{ 1870{
1941 object *tmp, *key; 1871 object *tmp, *key;
1942 1872
1943 /* Should not happen, but sanity checking is never bad */ 1873 /* Should not happen, but sanity checking is never bad */
1944 if (container->inv == NULL) 1874 if (!container->inv)
1945 return NULL; 1875 return 0;
1946 1876
1947 /* 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 */
1948 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1878 for (tmp = container->inv; tmp; tmp = tmp->below)
1949 { 1879 {
1950 if (door->type == DOOR && tmp->type == KEY) 1880 if (door->type == DOOR && tmp->type == KEY)
1951 break; 1881 break;
1952 /* For sanity, we should really check door type, but other stuff 1882 /* For sanity, we should really check door type, but other stuff
1953 * (like containers) can be locked with special keys 1883 * (like containers) can be locked with special keys
1954 */ 1884 */
1955 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1885 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1956 break; 1886 break;
1957 } 1887 }
1888
1958 /* No key found - lets search inventories now */ 1889 /* No key found - lets search inventories now */
1959 /* 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.
1960 * 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
1961 * a key, return 1892 * a key, return
1962 */ 1893 */
1963 if (!tmp) 1894 if (!tmp)
1964 { 1895 {
1965 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
1966 { 1897 {
1967 /* No reason to search empty containers */ 1898 /* No reason to search empty containers */
1968 if (tmp->type == CONTAINER && tmp->inv) 1899 if (tmp->type == CONTAINER && tmp->inv)
1969 { 1900 {
1970 if ((key = find_key (pl, tmp, door)) != NULL) 1901 if ((key = find_key (pl, tmp, door)))
1971 return key; 1902 return key;
1972 } 1903 }
1973 } 1904 }
1905
1974 if (!tmp) 1906 if (!tmp)
1975 return NULL; 1907 return NULL;
1976 } 1908 }
1909
1977 /* 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,
1978 * see if we actually want to use it 1911 * see if we actually want to use it
1979 */ 1912 */
1980 if (pl != container) 1913 if (pl != container)
1981 { 1914 {
2002 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1935 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2003 "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));
2004 return NULL; 1937 return NULL;
2005 } 1938 }
2006 } 1939 }
1940
2007 return tmp; 1941 return tmp;
2008} 1942}
2009 1943
2010/* moved door processing out of move_player_attack. 1944/* moved door processing out of move_player_attack.
2011 * returns 1 if player has opened the door with a key 1945 * returns 1 if player has opened the door with a key
2029 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);
2030 if (action_makes_visible (op)) 1964 if (action_makes_visible (op))
2031 make_visible (op); 1965 make_visible (op);
2032 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1966 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2033 spring_trap (door->inv, op); 1967 spring_trap (door->inv, op);
1968
2034 if (door->type == DOOR) 1969 if (door->type == DOOR)
2035 {
2036 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 */
2037 }
2038 else if (door->type == LOCKED_DOOR) 1971 else if (door->type == LOCKED_DOOR)
2039 { 1972 {
2040 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));
2041 remove_door2 (door); /* remove door without violence ;-) */ 1974 remove_door2 (door); /* remove door without violence ;-) */
2042 } 1975 }
1976
2043 /* Do this after we print the message */ 1977 /* Do this after we print the message */
2044 decrease_ob (key); /* Use up one of the keys */ 1978 decrease_ob (key); /* Use up one of the keys */
2045 /* Need to update the weight the container the key was in */ 1979 /* Need to update the weight the container the key was in */
2046 if (container != op) 1980 if (container != op)
2047 esrv_update_item (UPD_WEIGHT, op, container); 1981 esrv_update_item (UPD_WEIGHT, op, container);
1982
2048 return 1; /* Nothing more to do below */ 1983 return 1; /* Nothing more to do below */
2049 } 1984 }
2050 else if (door->type == LOCKED_DOOR) 1985 else if (door->type == LOCKED_DOOR)
2051 { 1986 {
2052 /* Might as well return now - no other way to open this */ 1987 /* Might as well return now - no other way to open this */
2053 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1988 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2054 return 1; 1989 return 1;
2055 } 1990 }
1991
2056 return 0; 1992 return 0;
2057} 1993}
2058 1994
2059/* This function is just part of a breakup from move_player. 1995/* This function is just part of a breakup from move_player.
2060 * It should keep the code cleaner. 1996 * It should keep the code cleaner.
2266 return 0; 2202 return 0;
2267 } 2203 }
2268 2204
2269 /* peterm: added following line */ 2205 /* peterm: added following line */
2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2272 2208
2273 op->facing = dir; 2209 op->facing = dir;
2274 2210
2275 if (op->hide) 2211 if (op->hide)
2276 do_hidden_move (op); 2212 do_hidden_move (op);
2309 * Returns true if there are more actions we can do. 2245 * Returns true if there are more actions we can do.
2310 */ 2246 */
2311int 2247int
2312handle_newcs_player (object *op) 2248handle_newcs_player (object *op)
2313{ 2249{
2314 if (op->contr->hidden)
2315 {
2316 op->invisible = 1000;
2317 /* the socket code flashes the player visible/invisible
2318 * depending on the value of invisible, so we need to
2319 * alternate it here for it to work correctly.
2320 */
2321 if (pticks & 2)
2322 op->invisible--;
2323 }
2324 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2325 {
2326 op->invisible--;
2327 if (!op->invisible)
2328 {
2329 make_visible (op);
2330 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2331 }
2332 }
2333
2334 if (QUERY_FLAG (op, FLAG_SCARED)) 2250 if (QUERY_FLAG (op, FLAG_SCARED))
2335 { 2251 {
2336 flee_player (op); 2252 flee_player (op);
2337 /* 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 */
2338 if (QUERY_FLAG (op, FLAG_SCARED)) 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2339 { 2255 {
2340 op->speed_left--; 2256 op->speed_left--;
2341 return 0; 2257 return 0;
2342 } 2258 }
2343 } 2259 }
2344
2345 /* I've been seeing crashes where the golem has been destroyed, but
2346 * the player object still points to the defunct golem. The code that
2347 * destroys the golem looks correct, and it doesn't always happen, so
2348 * put this in a a workaround to clean up the golem pointer.
2349 */
2350 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2351 op->contr->ranges[range_golem] = 0;
2352 2260
2353 /* 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
2354 * the players time has been increased when doericserver has been 2262 * the players time has been increased when doericserver has been
2355 * called, so we recheck it here. 2263 * called, so we recheck it here.
2356 */ 2264 */
2417 * from. 2325 * from.
2418 */ 2326 */
2419void 2327void
2420remove_unpaid_objects (object *op, object *env) 2328remove_unpaid_objects (object *op, object *env)
2421{ 2329{
2422 object *next;
2423
2424 while (op) 2330 while (op)
2425 { 2331 {
2426 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' */
2427 2333
2428 if (QUERY_FLAG (op, FLAG_UNPAID)) 2334 if (QUERY_FLAG (op, FLAG_UNPAID))
2494 int rate_grace = 2000; 2400 int rate_grace = 2000;
2495 const int max_hp = 1; 2401 const int max_hp = 1;
2496 const int max_sp = 1; 2402 const int max_sp = 1;
2497 const int max_grace = 1; 2403 const int max_grace = 1;
2498 2404
2499 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--;
2500 { 2414 }
2501 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2415 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2502 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2416 {
2503 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 }
2504 } 2422 }
2505 2423
2506 if (op->contr->ns->state == ST_PLAYING) 2424 if (op->contr->ns->state == ST_PLAYING)
2507 { 2425 {
2508 /* these next three if clauses make it possible to SLOW DOWN 2426 /* these next three if clauses make it possible to SLOW DOWN
2530 gen_grace = op->stats.maxgrace; 2448 gen_grace = op->stats.maxgrace;
2531 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2449 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2532 } 2450 }
2533 2451
2534 /* Regenerate Spell Points */ 2452 /* Regenerate Spell Points */
2535 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2453 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2536 { 2454 {
2537 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);
2538 if (op->stats.sp < op->stats.maxsp) 2456 if (op->stats.sp < op->stats.maxsp)
2539 { 2457 {
2540 op->stats.sp++; 2458 op->stats.sp++;
2758 tmp->name = buf; 2676 tmp->name = buf;
2759 sprintf (buf, " This finger has been cut off %s\n" 2677 sprintf (buf, " This finger has been cut off %s\n"
2760 " 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",
2761 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2679 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2762 tmp->msg = buf; 2680 tmp->msg = buf;
2763 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2681 tmp->value = 0, tmp->type = 0;
2764 tmp->materialname = NULL; 2682 tmp->materialname = "organics";
2765 tmp->insert_at (op, tmp); 2683 tmp->insert_at (op, tmp);
2766 } 2684 }
2767 2685
2768 /* teleport defeated player to new destination */ 2686 /* teleport defeated player to new destination */
2769 transfer_ob (op, x, y, 0, NULL); 2687 transfer_ob (op, x, y, 0, NULL);
2775 2693
2776 command_kill_pets (op, 0); 2694 command_kill_pets (op, 0);
2777 2695
2778 if (op->stats.food < 0) 2696 if (op->stats.food < 0)
2779 { 2697 {
2780 if (op->contr->explore)
2781 {
2782 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2783 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2784 op->stats.food = 999;
2785 return;
2786 }
2787 sprintf (buf, "%s starved to death.", &op->name); 2698 sprintf (buf, "%s starved to death.", &op->name);
2788 strcpy (op->contr->killer, "starvation"); 2699 strcpy (op->contr->killer, "starvation");
2789 } 2700 }
2790 else 2701 else
2791 {
2792 if (op->contr->explore)
2793 {
2794 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2795 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2796 op->stats.hp = op->stats.maxhp;
2797 return;
2798 }
2799 sprintf (buf, "%s died.", &op->name); 2702 sprintf (buf, "%s died.", &op->name);
2800 }
2801 2703
2802 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2704 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2803 2705
2804 /* save the map location for corpse, gravestone */ 2706 /* save the map location for corpse, gravestone */
2805 x = op->x; 2707 x = op->x;
2981 op->stats.hp = op->stats.maxhp; 2883 op->stats.hp = op->stats.maxhp;
2982 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2884 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2983 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2885 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2984 2886
2985 /* 2887 /*
2986 * Check to see if the player is in a shop. IF so, then check to see if
2987 * 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
2988 * in the map. 2889 * and put them back in the map.
2989 */ 2890 */
2990
2991 if (is_in_shop (op))
2992 remove_unpaid_objects (op->inv, op); 2891 remove_unpaid_objects (op->inv, op);
2993 2892
2994 /****************************************/ 2893 /****************************************/
2995 /* */ 2894 /* */
2996 /* Move player to his current respawn- */ 2895 /* Move player to his current respawn- */
2997 /* position (usually last savebed) */ 2896 /* position (usually last savebed) */
2998 /* */ 2897 /* */
2999 /****************************************/ 2898 /****************************************/
3000 2899
3001 enter_player_savebed (op); 2900 enter_player_savebed (op);
3002 2901
3003 /* Save the player before inserting the force to reduce
3004 * chance of abuse.
3005 */
3006 op->contr->braced = 0; 2902 op->contr->braced = 0;
3007 op->contr->save ();
3008 2903
3009 /* it is possible that the player has blown something up 2904 /* it is possible that the player has blown something up
3010 * at his savebed location, and that can have long lasting 2905 * at his savebed location, and that can have long lasting
3011 * spell effects. So first see if there is a spell effect 2906 * spell effects. So first see if there is a spell effect
3012 * on the space that might harm the player. 2907 * on the space that might harm the player.
3041void 2936void
3042loot_object (object *op) 2937loot_object (object *op)
3043{ /* Grab and destroy some treasure */ 2938{ /* Grab and destroy some treasure */
3044 object *tmp, *tmp2, *next; 2939 object *tmp, *tmp2, *next;
3045 2940
3046 if (op->container) 2941 op->close_container (); /* close open sack first */
3047 esrv_apply_container (op, op->container); /* close open sack first */
3048 2942
3049 for (tmp = op->inv; tmp; tmp = next) 2943 for (tmp = op->inv; tmp; tmp = next)
3050 { 2944 {
3051 next = tmp->below; 2945 next = tmp->below;
3052 2946
3053 if (tmp->invisible) 2947 if (tmp->invisible)
3054 continue; 2948 continue;
3055 2949
3056 tmp->remove (); 2950 tmp->remove ();
3057 tmp->x = op->x, tmp->y = op->y; 2951 tmp->x = op->x, tmp->y = op->y;
2952
3058 if (tmp->type == CONTAINER) 2953 if (tmp->type == CONTAINER)
3059 { /* empty container to ground */ 2954 loot_object (tmp); /* empty container to ground */
3060 loot_object (tmp); 2955
3061 }
3062 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))))
3063 { 2957 {
3064 if (tmp->nrof > 1) 2958 if (tmp->nrof > 1)
3065 { 2959 {
3066 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2960 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3067 tmp2->destroy (); 2961 tmp2->destroy ();
3078/* 2972/*
3079 * fix_weight(): Check recursively the weight of all players, and fix 2973 * fix_weight(): Check recursively the weight of all players, and fix
3080 * 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
3081 * was changed. 2975 * was changed.
3082 */ 2976 */
3083
3084void 2977void
3085fix_weight (void) 2978fix_weight (void)
3086{ 2979{
3087 for_all_players (pl) 2980 for_all_players (pl)
3088 { 2981 {
3148 if (op->type == PLAYER) 3041 if (op->type == PLAYER)
3149 { 3042 {
3150 op->contr->tmp_invis = 0; 3043 op->contr->tmp_invis = 0;
3151 op->contr->invis_race = 0; 3044 op->contr->invis_race = 0;
3152 } 3045 }
3046
3153 update_object (op, UP_OBJ_FACE); 3047 update_object (op, UP_OBJ_CHANGE);
3154} 3048}
3155 3049
3156int 3050int
3157is_true_undead (object *op) 3051is_true_undead (object *op)
3158{ 3052{
3159 object *tmp = NULL;
3160
3161 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3053 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3162 return 1; 3054 return 1;
3163 3055
3164 return 0; 3056 return 0;
3165} 3057}
3453 char buf[MAX_BUF]; /* tmp. string buffer */ 3345 char buf[MAX_BUF]; /* tmp. string buffer */
3454 int i = 0, j = 0; 3346 int i = 0, j = 0;
3455 3347
3456 /* get the appropriate treasurelist */ 3348 /* get the appropriate treasurelist */
3457 if (atnr == ATNR_FIRE) 3349 if (atnr == ATNR_FIRE)
3458 trlist = find_treasurelist ("dragon_ability_fire"); 3350 trlist = treasurelist::find ("dragon_ability_fire");
3459 else if (atnr == ATNR_COLD) 3351 else if (atnr == ATNR_COLD)
3460 trlist = find_treasurelist ("dragon_ability_cold"); 3352 trlist = treasurelist::find ("dragon_ability_cold");
3461 else if (atnr == ATNR_ELECTRICITY) 3353 else if (atnr == ATNR_ELECTRICITY)
3462 trlist = find_treasurelist ("dragon_ability_elec"); 3354 trlist = treasurelist::find ("dragon_ability_elec");
3463 else if (atnr == ATNR_POISON) 3355 else if (atnr == ATNR_POISON)
3464 trlist = find_treasurelist ("dragon_ability_poison"); 3356 trlist = treasurelist::find ("dragon_ability_poison");
3465 3357
3466 if (trlist == NULL || who->type != PLAYER) 3358 if (trlist == NULL || who->type != PLAYER)
3467 return; 3359 return;
3468 3360
3469 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++);
3601 * not readied. 3493 * not readied.
3602 */ 3494 */
3603void 3495void
3604player_unready_range_ob (player *pl, object *ob) 3496player_unready_range_ob (player *pl, object *ob)
3605{ 3497{
3606 rangetype i;
3607
3608 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))
3609 {
3610 if (pl->ranges[i] == ob) 3499 if (pl->ranges[i] == ob)
3611 { 3500 {
3612 pl->ranges[i] = NULL; 3501 pl->ranges[i] = 0;
3613 if (pl->shoottype == i) 3502 if (pl->shoottype == i)
3614 {
3615 pl->shoottype = range_none; 3503 pl->shoottype = range_none;
3616 }
3617 } 3504 }
3618 }
3619} 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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