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Comparing deliantra/server/server/player.C (file contents):
Revision 1.55 by root, Sat Dec 23 03:38:43 2006 UTC vs.
Revision 1.116 by root, Sun Apr 29 03:44:36 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h> 26#include <pwd.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
31#include <skills.h> 32#include <skills.h>
32 33
33#include <algorithm> 34#include <algorithm>
34#include <functional> 35#include <functional>
35 36
36player * 37playervec players;
37find_player (const char *plname)
38{
39 player *pl;
40
41 for (pl = first_player; pl; pl = pl->next)
42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
43 return pl;
44
45 return 0;
46}
47 38
48void 39void
49display_motd (const object *op) 40display_motd (const object *op)
50{ 41{
51 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
125 116
126 news[0] = '\0'; 117 news[0] = '\0';
127 subject[0] = '\0'; 118 subject[0] = '\0';
128 size = 0; 119 size = 0;
129 120
130 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
131 { 122 {
132 if (*buf == '#') 123 if (*buf == '#')
133 continue; 124 continue;
134 125
135 if (*buf == '%') 126 if (*buf == '%')
136 { /* send one news */ 127 { /* send one news */
137 if (size > 0) 128 if (size > 0)
138 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130
139 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
140 strip_endline (subject); 132 strip_endline (subject);
141 size = 0; 133 size = 0;
142 news[0] = '\0'; 134 news[0] = '\0';
143 } 135 }
152 size += strlen (buf); 144 size += strlen (buf);
153 } 145 }
154 } 146 }
155 147
156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
157 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
158 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
159} 151}
160 152
161/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
162static void 154static void
163set_first_map (object *op) 155set_first_map (object *op)
164{ 156{
165 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
166 op->x = -1; 158 op->x = -1;
167 op->y = -1; 159 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
168 enter_exit (op, 0); 170 ob->enter_exit (tmp);
169}
170 171
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);
211}
212
213// connect the player with a specific client
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);
184 229
230 ns->reset_stats ();
231
232 /* make sure he's a player -- needed because of class change. */
185 ob->type = PLAYER; // we are paranoid 233 ob->type = PLAYER; // we are paranoid
186 ob->race = ob->arch->clone.race; 234 ob->race = ob->arch->clone.race;
187 235
188 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 236 if (!legal_range (ob, shoottype))
189 ob->update_stats (); 237 shoottype = range_none;
190 update_ob_speed (ob);
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 if (!legal_range (ob, shoottype)) 242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 shoottype = range_none;
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
266 esrv_new_player (this, ob->weight + ob->carrying);
267
268 ob->update_stats ();
236 ns->floorbox_update (); 269 ns->floorbox_update ();
237 270
238 esrv_new_player (this, ob->weight + ob->carrying);
239 esrv_send_inventory (ob, ob); 271 esrv_send_inventory (ob, ob);
240 esrv_add_spells (this, 0); 272 esrv_add_spells (this, 0);
241 273
242 enter_exit (ob, 0); 274 activate ();
243 275
244// send_rules (ob);//TODO 276 send_rules (ob);
245// send_news (ob);//TODO 277 send_news (ob);
246// display_motd (ob);//TODO 278 display_motd (ob);
279
280 INVOKE_PLAYER (CONNECT, this);
247 INVOKE_PLAYER (LOGIN, this); 281 INVOKE_PLAYER (LOGIN, this);
282}
283
284void
285player::disconnect ()
286{
287 if (ns)
288 {
289 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291
292 INVOKE_PLAYER (DISCONNECT, this);
293
294 ns->reset_stats ();
295 ns->pl = 0;
296 ns = 0;
297 }
298
299 if (ob)
300 ob->close_container (); //TODO: client-specific
301
302 deactivate ();
248} 303}
249 304
250// the need for this function can be explained 305// the need for this function can be explained
251// by load_object not returning the object 306// by load_object not returning the object
252void 307void
253player::set_object (object *op) 308player::set_object (object *op)
254{ 309{
255 ob = op; 310 ob = op;
256 ob->contr = this; /* this aren't yet in archetype */ 311 ob->contr = this; /* this aren't yet in archetype */
257 312
258 ob->speed_left = 0.5; 313 ob->speed_left = 0.5;
259 ob->speed = 1.0; 314 ob->speed = 1.0;
260 ob->direction = 5; /* So player faces south */ 315 ob->direction = 5; /* So player faces south */
261 ob->stats.wc = 2;
262 ob->run_away = 25; /* Then we panick... */
263
264 set_first_map (ob);
265
266 ob->roll_stats ();
267} 316}
268 317
269player::player () 318player::player ()
270{ 319{
271 /* There are some elements we want initialized to non zero value - 320 /* There are some elements we want initialised to non zero value -
272 * we deal with that below this point. 321 * we deal with that below this point.
273 */ 322 */
274 outputs_sync = 16; /* Every 2 seconds */ 323 outputs_sync = 4;
275 outputs_count = 8; /* Keeps present behaviour */ 324 outputs_count = 4;
276 unapply = unapply_nochoice; 325 unapply = unapply_nochoice;
277 326
278 assign (savebed_map, first_map_path); /* Init. respawn position */ 327 savebed_map = first_map_path; /* Init. respawn position */
279 328
280 gen_sp_armour = 10; 329 gen_sp_armour = 10;
281 last_speed = -1;
282 shoottype = range_none; 330 shoottype = range_none;
283 bowtype = bow_normal; 331 bowtype = bow_normal;
284 petmode = pet_normal; 332 petmode = pet_normal;
285 listening = 10; 333 listening = 10;
286 usekeys = containers; 334 usekeys = containers;
287 last_weapon_sp = -1;
288 peaceful = 1; /* default peaceful */ 335 peaceful = 1; /* default peaceful */
289 do_los = 1; 336 do_los = 1;
337}
290 338
291 /* we need to clear these to -1 and not zero - otherwise, 339void
292 * if a player quits and starts a new character, we wont 340player::do_destroy ()
293 * send new values to the client, as things like exp start 341{
294 * at zero. 342 disconnect ();
295 */
296 for (int i = 0; i < NUM_SKILLS; i++)
297 last_skill_exp[i] = -1;
298 343
299 for (int i = 0; i < NROFATTACKS; i++) 344 attachable::do_destroy ();
300 last_resist[i] = -1;
301 345
302 last_stats.exp = -1; 346 if (ob)
303 last_weight = (uint32) - 1; 347 {
348 ob->destroy_inv (false);
349 ob->destroy ();
350 }
304} 351}
305 352
306player::~player () 353player::~player ()
307{ 354{
308 terminate_all_pets (ob);
309
310 if (first_player != this)
311 {
312 player *prev = first_player;
313
314 while (prev && prev->next && prev->next != this)
315 prev = prev->next;
316
317 if (prev->next != this)
318 {
319 LOG (llevError, "Free_player: Can't find previous player.\n");
320 abort ();
321 }
322
323 prev->next = next;
324 }
325 else
326 first_player = next;
327
328 if (ob)
329 {
330 ob->contr = 0;
331 ob->destroy (1);
332 }
333
334 if (ns)
335 {
336 ns->send_packet ("goodbye");
337 ns->flush ();
338 ns->pl = 0;
339 ns->destroy ();
340 }
341
342 /* Clear item stack */ 355 /* Clear item stack */
343 free (stack_items); 356 free (stack_items);
344} 357}
345 358
346/* Tries to add player on the connection passed in ns. 359/* Tries to add player on the connection passed in ns.
351player::create () 364player::create ()
352{ 365{
353 player *pl = new player; 366 player *pl = new player;
354 367
355 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);
356 375
357 return pl; 376 return pl;
358} 377}
359 378
360/* 379/*
387 406
388object * 407object *
389get_nearest_player (object *mon) 408get_nearest_player (object *mon)
390{ 409{
391 object *op = NULL; 410 object *op = NULL;
392 player *pl = NULL;
393 objectlink *ol; 411 objectlink *ol;
394 unsigned lastdist; 412 unsigned lastdist;
395 rv_vector rv; 413 rv_vector rv;
396 414
397 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
398 { 416 {
399 /* 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
400 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
401 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
402 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
406 object *tmp = ol->ob; 424 object *tmp = ol->ob;
407 425
408 /* 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
409 * itself will have been cleared. 427 * itself will have been cleared.
410 */ 428 */
411 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 ());
412 ol = ol->next; 431 ol = ol->next;
413 remove_friendly_object (tmp); 432 remove_friendly_object (tmp);
414 if (!ol) 433 if (!ol)
415 return op; 434 return op;
416 } 435 }
429 { 448 {
430 op = ol->ob; 449 op = ol->ob;
431 lastdist = rv.distance; 450 lastdist = rv.distance;
432 } 451 }
433 } 452 }
434 for (pl = first_player; pl != NULL; pl = pl->next) 453
435 { 454 for_all_players (pl)
436 if (can_detect_enemy (mon, pl->ob, &rv)) 455 if (can_detect_enemy (mon, pl->ob, &rv))
437 {
438
439 if (lastdist > rv.distance) 456 if (lastdist > rv.distance)
440 { 457 {
441 op = pl->ob; 458 op = pl->ob;
442 lastdist = rv.distance; 459 lastdist = rv.distance;
443 } 460 }
444 } 461
445 }
446#if 0 462#if 0
447 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 463 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
448#endif 464#endif
449 return op; 465 return op;
450} 466}
508 x = mon->x; 524 x = mon->x;
509 y = mon->y; 525 y = mon->y;
510 m = mon->map; 526 m = mon->map;
511 dir = rv.direction; 527 dir = rv.direction;
512 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 */
513 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
514 /* 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. */
515 if (diff > max) 532 if (diff > max)
516 return 0; 533 return 0;
534
517 while (diff > 1 && max > 0) 535 while (diff > 1 && max > 0)
518 { 536 {
519 lastx = x; 537 lastx = x;
520 lasty = y; 538 lasty = y;
521 lastmap = m; 539 lastmap = m;
603 max--; 621 max--;
604 lastdir = dir; 622 lastdir = dir;
605 if (!firstdir) 623 if (!firstdir)
606 firstdir = dir; 624 firstdir = dir;
607 } 625 }
626
608 if (diff <= 1) 627 if (diff <= 1)
609 { 628 {
610 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
611 * headed toward player for entire distance. 630 * headed toward player for entire distance.
612 */ 631 */
613 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
614 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));
615 } 634 }
635
616 if (diff > max) 636 if (diff > max)
617 return 0; 637 return 0;
618 } 638 }
639
619 /* 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 */
620 if (!max) 641 if (!max)
621 return 0; 642 return 0;
622 643
623 return firstdir; 644 return firstdir;
737roll_stat (void) 758roll_stat (void)
738{ 759{
739 int a[4], i, j, k; 760 int a[4], i, j, k;
740 761
741 for (i = 0; i < 4; i++) 762 for (i = 0; i < 4; i++)
742 a[i] = (int) RANDOM () % 6 + 1; 763 a[i] = (int) rndm (6) + 1;
743 764
744 for (i = 0, j = 0, k = 7; i < 4; i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
745 if (a[i] < k) 766 if (a[i] < k)
746 k = a[i], j = i; 767 k = a[i], j = i;
747 768
830 851
831 contr->orig_stats = stats; 852 contr->orig_stats = stats;
832 } 853 }
833} 854}
834 855
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
835/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
836 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
837 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
838 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
839 * not the class. 871 * not the class.
840 */ 872 */
841int 873void
842key_change_class (object *op, char key) 874player::chargen_race_done ()
843{ 875{
844 int tmp_loop;
845
846 if (key == 'd' || key == 'D')
847 {
848 char buf[MAX_BUF];
849
850 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
851 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
852 878
853 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
854 if (tl) 880 if (tl)
855 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
856 882
857 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
858 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
859 885
860 op->contr->ns->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
861 887
862 if (op->msg) 888 if (ob->msg)
863 op->msg = NULL; 889 ob->msg = 0;
864 890
865 /* 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
866 * to save here. 892 * to save here.
867 */ 893 */
894 {
895 char buf[MAX_BUF];
868 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
869 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
870 899
871#ifdef AUTOSAVE
872 op->contr->last_save_tick = pticks;
873#endif
874 start_info (op); 900 start_info (ob);
875 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
876 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
877 link_player_skills (op); 903 link_player_skills (ob);
878 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
879 op->update_stats (); 905 ob->update_stats ();
880 906
881 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
882 * is one for this race 908 * is one for this race
883 */ 909 */
884 if (*first_map_ext_path) 910 if (*first_map_ext_path)
885 { 911 {
886 object *tmp; 912 object *tmp;
887 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
888 914
889 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);
890 tmp = object::create (); 916 tmp = object::create ();
891 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
892 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
893 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
894 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;
895 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
896 * default initial map */ 922 * default initial map */
897 tmp->destroy (); 923 tmp->destroy ();
898 } 924 }
899 else 925 else
900 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
901 928
902 return 0; 929void
903 } 930player::chargen_race_next ()
904 931{
905 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
906 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
907 */ 934 */
908 935
909 tmp_loop = 0; 936 do
910 while (!tmp_loop)
911 { 937 {
912 shstr name = op->name; 938 shstr name = ob->name;
913 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
914 940
915 op->remove_statbonus (); 941 ob->remove_statbonus ();
916 op->remove (); 942 ob->remove ();
917 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
918 op->arch->clone.copy_to (op); 944 ob->arch->clone.copy_to (ob);
919 op->instantiate (); 945 ob->instantiate ();
920 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
921 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
922 op->x = x; 948 ob->x = x;
923 op->y = y; 949 ob->y = y;
924 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
925 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
926 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->clone.name);
927 op->add_statbonus (); 953 ob->add_statbonus ();
928 tmp_loop = allowed_class (op);
929 } 954 }
955 while (!allowed_class (ob));
930 956
931 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
932 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
933 op->update_stats (); 959 ob->update_stats ();
934 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
935 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
936 op->stats.grace = 0; 962 ob->stats.grace = 0;
937
938 if (op->msg)
939 new_draw_info (NDI_BLUE, 0, op, op->msg);
940
941 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
942 return 0;
943}
944
945int
946key_confirm_quit (object *op, char key)
947{
948 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
949 {
950 op->contr->ns->state = ST_PLAYING;
951 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
952 return 1;
953 }
954
955 INVOKE_PLAYER (LOGOUT, op->contr);
956 INVOKE_PLAYER (QUIT, op->contr);
957
958 terminate_all_pets (op);
959 leave_map (op);
960 op->direction = 0;
961 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
962
963 strcpy (op->contr->killer, "quit");
964 check_score (op);
965 op->contr->party = 0;
966 op->contr->own_title[0] = '\0';
967
968 object_ptr ob = op;
969
970 delete ob->contr;
971
972 /* We need to hunt for any per player unique maps in memory and
973 * get rid of them. The trailing slash in the path is intentional,
974 * so that players named 'Ab' won't match against players 'Abe' pathname
975 */
976 char buf[MAX_BUF];
977 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
978
979 for (maptile *next, *mp = first_map; mp; mp = next)
980 {
981 next = mp->next;
982
983 if (!strncmp (mp->path, buf, strlen (buf)))
984 delete_map (mp);
985 }
986
987 delete_character (ob->name, 1);
988
989 return 1;
990} 963}
991 964
992void 965void
993flee_player (object *op) 966flee_player (object *op)
994{ 967{
1051int 1024int
1052check_pick (object *op) 1025check_pick (object *op)
1053{ 1026{
1054 object *tmp, *next; 1027 object *tmp, *next;
1055 int stop = 0; 1028 int stop = 0;
1056 int j, k, wvratio; 1029 int wvratio;
1057 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1058 1031
1059 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1060 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1061 return 1; 1034 return 1;
1062 1035
1131 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1132 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1133 else 1106 else
1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1135 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1136 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1137
1138 sprintf (putstring, "...flags: ");
1139 for (k = 0; k < 4; k++)
1140 {
1141 for (j = 0; j < 32; j++)
1142 {
1143 if ((tmp->flags[k] >> j) & 0x01)
1144 {
1145 sprintf (tmpstr, "%d ", k * 32 + j);
1146 strcat (putstring, tmpstr);
1147 }
1148 }
1149 }
1150 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1151
1152#if 0
1153 /* print the flags too */
1154 for (k = 0; k < 4; k++)
1155 {
1156 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1157 for (j = 0; j < 32; j++)
1158 {
1159 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1160 if (!((j + 1) % 4))
1161 fprintf (stderr, " ");
1162 }
1163 fprintf (stderr, " [%d]\n", k * 32);
1164 }
1165#endif
1166 } 1111 }
1112
1167 /* philosophy: 1113 /* philosophy:
1168 * It's easy to grab an item type from a pile, as long as it's 1114 * It's easy to grab an item type from a pile, as long as it's
1169 * generic. This takes no game-time. For more detailed pickups 1115 * generic. This takes no game-time. For more detailed pickups
1170 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1171 * grab-as-you-run type mode that's really useful for arrows for 1117 * grab-as-you-run type mode that's really useful for arrows for
1172 * example. 1118 * example.
1173 * The drawback: right now it has no frontend, so you need to 1119 * The drawback: right now it has no frontend, so you need to
1174 * stick the bits you want into a calculator in hex mode and then 1120 * stick the bits you want into a calculator in hex mode and then
1175 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1426 * found object is returned. 1372 * found object is returned.
1427 */ 1373 */
1428object * 1374object *
1429find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1430{ 1376{
1431 object *tmp = NULL; 1377 object *tmp = 0;
1432 1378
1433 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1434 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))
1435 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1436 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1437 return op; 1383 return op;
1384
1438 return tmp; 1385 return tmp;
1439} 1386}
1440 1387
1441/* 1388/*
1442 * 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
1443 * 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
1444 * 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
1445 * 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.
1446 */ 1393 */
1447
1448object * 1394object *
1449find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1450{ 1396{
1451 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1452 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1644 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1645 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1646 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1647 else 1593 else
1648 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1649 return 0; 1596 return 0;
1650 } 1597 }
1651 } 1598 }
1652 1599
1653 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1675 return 0; 1622 return 0;
1676 } 1623 }
1677 1624
1678 arrow->set_owner (op); 1625 arrow->set_owner (op);
1679 arrow->skill = bow->skill; 1626 arrow->skill = bow->skill;
1680
1681 arrow->direction = dir; 1627 arrow->direction = dir;
1682 arrow->x = sx;
1683 arrow->y = sy;
1684 1628
1685 if (op->type == PLAYER) 1629 if (op->type == PLAYER)
1686 { 1630 {
1687 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1688 op->update_stats (); 1632 op->update_stats ();
1689 } 1633 }
1690 1634
1691 SET_ANIMATION (arrow, arrow->direction); 1635 SET_ANIMATION (arrow, arrow->direction);
1636
1692 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1693 arrow->stats.hp = arrow->stats.dam; 1638 arrow->stats.hp = arrow->stats.dam;
1694 arrow->stats.grace = arrow->attacktype; 1639 arrow->stats.grace = arrow->attacktype;
1640
1695 if (arrow->slaying != NULL) 1641 if (arrow->slaying)
1696 arrow->spellarg = strdup (arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1697 1643
1698 /* Note that this was different for monsters - they got their level 1644 arrow->stats.dam += op->stats.dam + arrow->magic;
1699 * added to the damage. I think the strength bonus is more proper.
1700 */
1701
1702 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1703 1645
1704 /* update the speed */ 1646 /* update the speed */
1705 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1706 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1648 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1707 1649
1708 if (arrow->speed < 1.0) 1650 arrow->set_speed (max (arrow->speed, 1.0));
1709 arrow->speed = 1.0;
1710 update_ob_speed (arrow);
1711 arrow->speed_left = 0; 1651 arrow->speed_left = 0;
1712 1652
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654
1713 if (op->type == PLAYER) 1655 if (op->type == PLAYER)
1714 { 1656 {
1715 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1716 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1717 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1718
1719 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1657 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1658 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1659
1660 if (!arrow->slaying)
1661 arrow->slaying = op->slaying;
1720 } 1662 }
1721 else 1663 else
1722 { 1664 {
1723 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1724 arrow->level = op->level; 1665 arrow->level = op->level;
1725 } 1666 arrow->stats.wc -= bow->magic;
1726 1667
1727 if (arrow->attacktype == AT_PHYSICAL) 1668 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying;
1670 }
1671
1672 arrow->stats.wc -= arrow->level;
1673
1728 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1729 1675
1730 if (bow->slaying)
1731 arrow->slaying = bow->slaying;
1732
1733 arrow->map = m;
1734 arrow->move_type = MOVE_FLY_LOW; 1676 arrow->move_type = MOVE_FLY_LOW;
1735 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1736 1678
1737 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1679 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1738 insert_ob_in_map (arrow, m, op, 0); 1680 m->insert (arrow, sx, sy, op);
1739 1681
1740 if (!arrow->destroyed ()) 1682 if (!arrow->destroyed ())
1741 move_arrow (arrow); 1683 move_arrow (arrow);
1742 1684
1743 if (op->type == PLAYER) 1685 if (op->type == PLAYER)
1769 } 1711 }
1770 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1712 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1771 { 1713 {
1772 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1773 wcmod = -1; 1715 wcmod = -1;
1716
1774 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1717 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1775 } 1718 }
1776 else if (op->contr->bowtype == bow_threewide) 1719 else if (op->contr->bowtype == bow_threewide)
1777 { 1720 {
1778 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1721 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1848 1791
1849 if (item->arch) 1792 if (item->arch)
1850 { 1793 {
1851 CLEAR_FLAG (item, FLAG_ANIMATE); 1794 CLEAR_FLAG (item, FLAG_ANIMATE);
1852 item->face = item->arch->clone.face; 1795 item->face = item->arch->clone.face;
1853 item->speed = 0; 1796 item->set_speed (0);
1854 update_ob_speed (item);
1855 } 1797 }
1798
1856 if ((tmp = item->in_player ())) 1799 if ((tmp = item->in_player ()))
1857 esrv_update_item (UPD_ANIM, tmp, item); 1800 esrv_update_item (UPD_ANIM, tmp, item);
1858 } 1801 }
1859 } 1802 }
1860 else if (item->type == ROD || item->type == HORN) 1803 else if (item->type == ROD || item->type == HORN)
1861 {
1862 drain_rod_charge (item); 1804 drain_rod_charge (item);
1863 }
1864 } 1805 }
1865} 1806}
1866 1807
1867/* Received a fire command for the player - go and do it. 1808/* Received a fire command for the player - go and do it.
1868 */ 1809 */
1891 case range_misc: 1832 case range_misc:
1892 fire_misc_object (op, dir); 1833 fire_misc_object (op, dir);
1893 return; 1834 return;
1894 1835
1895 case range_golem: /* Control summoned monsters from scrolls */ 1836 case range_golem: /* Control summoned monsters from scrolls */
1896 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1897 {
1898 op->contr->ranges[range_golem] = 0;
1899 op->contr->shoottype = range_none;
1900 }
1901 else
1902 control_golem (op->contr->ranges[range_golem], dir); 1837 control_golem (op->contr->ranges[range_golem], dir);
1903 return; 1838 return;
1904 1839
1905 case range_skill: 1840 case range_skill:
1906 if (!op->chosen_skill) 1841 if (!op->chosen_skill)
1907 { 1842 {
1908 if (op->type == PLAYER) 1843 if (op->type == PLAYER)
1909 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1844 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1845
1910 return; 1846 return;
1911 } 1847 }
1848
1912 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1849 do_skill (op, op, op->chosen_skill, dir, NULL);
1913 return; 1850 return;
1914 case range_builder: 1851 case range_builder:
1915 apply_map_builder (op, dir); 1852 apply_map_builder (op, dir);
1916 return; 1853 return;
1917 default: 1854 default:
1918 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1919 return; 1856 return;
1920 } 1857 }
1921} 1858}
1922
1923
1924 1859
1925/* find_key 1860/* find_key
1926 * We try to find a key for the door as passed. If we find a key 1861 * We try to find a key for the door as passed. If we find a key
1927 * and successfully use it, we return the key, otherwise NULL 1862 * and successfully use it, we return the key, otherwise NULL
1928 * This function merges both normal and locked door, since the logic 1863 * This function merges both normal and locked door, since the logic
1930 * pl is the player, 1865 * pl is the player,
1931 * inv is the objects inventory to searched 1866 * inv is the objects inventory to searched
1932 * door is the door we are trying to match against. 1867 * door is the door we are trying to match against.
1933 * This function can be called recursively to search containers. 1868 * This function can be called recursively to search containers.
1934 */ 1869 */
1935
1936object * 1870object *
1937find_key (object *pl, object *container, object *door) 1871find_key (object *pl, object *container, object *door)
1938{ 1872{
1939 object *tmp, *key; 1873 object *tmp, *key;
1940 1874
1941 /* Should not happen, but sanity checking is never bad */ 1875 /* Should not happen, but sanity checking is never bad */
1942 if (container->inv == NULL) 1876 if (!container->inv)
1943 return NULL; 1877 return 0;
1944 1878
1945 /* First, lets try to find a key in the top level inventory */ 1879 /* First, lets try to find a key in the top level inventory */
1946 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1880 for (tmp = container->inv; tmp; tmp = tmp->below)
1947 { 1881 {
1948 if (door->type == DOOR && tmp->type == KEY) 1882 if (door->type == DOOR && tmp->type == KEY)
1949 break; 1883 break;
1950 /* For sanity, we should really check door type, but other stuff 1884 /* For sanity, we should really check door type, but other stuff
1951 * (like containers) can be locked with special keys 1885 * (like containers) can be locked with special keys
1952 */ 1886 */
1953 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1887 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1954 break; 1888 break;
1955 } 1889 }
1890
1956 /* No key found - lets search inventories now */ 1891 /* No key found - lets search inventories now */
1957 /* If we find and use a key in an inventory, return at that time. 1892 /* If we find and use a key in an inventory, return at that time.
1958 * otherwise, if we search all the inventories and still don't find 1893 * otherwise, if we search all the inventories and still don't find
1959 * a key, return 1894 * a key, return
1960 */ 1895 */
1961 if (!tmp) 1896 if (!tmp)
1962 { 1897 {
1963 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1898 for (tmp = container->inv; tmp; tmp = tmp->below)
1964 { 1899 {
1965 /* No reason to search empty containers */ 1900 /* No reason to search empty containers */
1966 if (tmp->type == CONTAINER && tmp->inv) 1901 if (tmp->type == CONTAINER && tmp->inv)
1967 { 1902 {
1968 if ((key = find_key (pl, tmp, door)) != NULL) 1903 if ((key = find_key (pl, tmp, door)))
1969 return key; 1904 return key;
1970 } 1905 }
1971 } 1906 }
1907
1972 if (!tmp) 1908 if (!tmp)
1973 return NULL; 1909 return NULL;
1974 } 1910 }
1911
1975 /* We get down here if we have found a key. Now if its in a container, 1912 /* We get down here if we have found a key. Now if its in a container,
1976 * see if we actually want to use it 1913 * see if we actually want to use it
1977 */ 1914 */
1978 if (pl != container) 1915 if (pl != container)
1979 { 1916 {
2000 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1937 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2001 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1938 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2002 return NULL; 1939 return NULL;
2003 } 1940 }
2004 } 1941 }
1942
2005 return tmp; 1943 return tmp;
2006} 1944}
2007 1945
2008/* moved door processing out of move_player_attack. 1946/* moved door processing out of move_player_attack.
2009 * returns 1 if player has opened the door with a key 1947 * returns 1 if player has opened the door with a key
2027 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1965 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2028 if (action_makes_visible (op)) 1966 if (action_makes_visible (op))
2029 make_visible (op); 1967 make_visible (op);
2030 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2031 spring_trap (door->inv, op); 1969 spring_trap (door->inv, op);
1970
2032 if (door->type == DOOR) 1971 if (door->type == DOOR)
2033 {
2034 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1972 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2035 }
2036 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
2037 { 1974 {
2038 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1975 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2039 remove_door2 (door); /* remove door without violence ;-) */ 1976 remove_door2 (door); /* remove door without violence ;-) */
2040 } 1977 }
1978
2041 /* Do this after we print the message */ 1979 /* Do this after we print the message */
2042 decrease_ob (key); /* Use up one of the keys */ 1980 decrease_ob (key); /* Use up one of the keys */
2043 /* Need to update the weight the container the key was in */ 1981 /* Need to update the weight the container the key was in */
2044 if (container != op) 1982 if (container != op)
2045 esrv_update_item (UPD_WEIGHT, op, container); 1983 esrv_update_item (UPD_WEIGHT, op, container);
1984
2046 return 1; /* Nothing more to do below */ 1985 return 1; /* Nothing more to do below */
2047 } 1986 }
2048 else if (door->type == LOCKED_DOOR) 1987 else if (door->type == LOCKED_DOOR)
2049 { 1988 {
2050 /* Might as well return now - no other way to open this */ 1989 /* Might as well return now - no other way to open this */
2051 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1990 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2052 return 1; 1991 return 1;
2053 } 1992 }
1993
2054 return 0; 1994 return 0;
2055} 1995}
2056 1996
2057/* This function is just part of a breakup from move_player. 1997/* This function is just part of a breakup from move_player.
2058 * It should keep the code cleaner. 1998 * It should keep the code cleaner.
2084 */ 2024 */
2085 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2025 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2086 { 2026 {
2087 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2027 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2088 { 2028 {
2089 m = get_map_from_coord (op->map, &nx, &ny); 2029 m = op->map->xy_find (nx, ny);
2090 if (!m) 2030 if (!m)
2091 return; /* Don't think this should happen */ 2031 return; /* Don't think this should happen */
2092 } 2032 }
2093 else 2033 else
2094 m = op->map; 2034 m = op->map;
2095 2035
2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2036 if (!(tmp = m->at (nx, ny).bot))
2097 {
2098 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2099 return; 2037 return;
2100 }
2101 2038
2102 mon = 0; 2039 mon = 0;
2103 /* Go through all the objects, and find ones of interest. Only stop if 2040 /* Go through all the objects, and find ones of interest. Only stop if
2104 * we find a monster - that is something we know we want to attack. 2041 * we find a monster - that is something we know we want to attack.
2105 * if its a door or barrel (can roll) see if there may be monsters 2042 * if its a door or barrel (can roll) see if there may be monsters
2158 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2159 { 2096 {
2160 /* If we're braced, we don't want to switch places with it */ 2097 /* If we're braced, we don't want to switch places with it */
2161 if (op->contr->braced) 2098 if (op->contr->braced)
2162 return; 2099 return;
2100
2163 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2164 (void) push_ob (mon, dir, op); 2102 (void) push_ob (mon, dir, op);
2165 if (op->contr->tmp_invis || op->hide) 2103 if (op->contr->tmp_invis || op->hide)
2166 make_visible (op); 2104 make_visible (op);
2105
2167 return; 2106 return;
2168 } 2107 }
2169 2108
2170 /* in certain circumstances, you shouldn't attack friendly 2109 /* in certain circumstances, you shouldn't attack friendly
2171 * creatures. Note that if you are braced, you can't push 2110 * creatures. Note that if you are braced, you can't push
2185 !on_battleground)) 2124 !on_battleground))
2186 { 2125 {
2187 if (!op->contr->braced) 2126 if (!op->contr->braced)
2188 { 2127 {
2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2190 (void) push_ob (mon, dir, op); 2129 push_ob (mon, dir, op);
2191 } 2130 }
2192 else 2131 else
2193 new_draw_info (0, 0, op, "You withhold your attack"); 2132 new_draw_info (0, 0, op, "You withhold your attack");
2194 2133
2195 if (op->contr->tmp_invis || op->hide) 2134 if (op->contr->tmp_invis || op->hide)
2210 * Way it works is like this: First, it must have some hit points 2149 * Way it works is like this: First, it must have some hit points
2211 * and be living. Then, it must be one of the following: 2150 * and be living. Then, it must be one of the following:
2212 * 1) Not a player, 2) A player, but of a different party. Note 2151 * 1) Not a player, 2) A player, but of a different party. Note
2213 * that party_number -1 is no party, so attacks can still happen. 2152 * that party_number -1 is no party, so attacks can still happen.
2214 */ 2153 */
2215
2216 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2217 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2218 { 2156 {
2219 2157
2220 /* If the player hasn't hit something this tick, and does 2158 /* If the player hasn't hit something this tick, and does
2254int 2192int
2255move_player (object *op, int dir) 2193move_player (object *op, int dir)
2256{ 2194{
2257 int pick; 2195 int pick;
2258 2196
2259 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2260 return 0; 2198 return 0;
2261 2199
2262 /* Sanity check: make sure dir is valid */ 2200 /* Sanity check: make sure dir is valid */
2263 if ((dir < 0) || (dir >= 9)) 2201 if ((dir < 0) || (dir >= 9))
2264 { 2202 {
2265 LOG (llevError, "move_player: invalid direction %d\n", dir); 2203 LOG (llevError, "move_player: invalid direction %d\n", dir);
2266 return 0; 2204 return 0;
2267 } 2205 }
2268 2206
2269 /* peterm: added following line */ 2207 /* peterm: added following line */
2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2209 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2272 2210
2273 op->facing = dir; 2211 op->facing = dir;
2274 2212
2275 if (op->hide) 2213 if (op->hide)
2276 do_hidden_move (op); 2214 do_hidden_move (op);
2309 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do.
2310 */ 2248 */
2311int 2249int
2312handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2313{ 2251{
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)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2335 { 2253 {
2336 flee_player (op); 2254 flee_player (op);
2337 /* If player is still scared, that is his action for this tick */ 2255 /* If player is still scared, that is his action for this tick */
2338 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2339 { 2257 {
2340 op->speed_left--; 2258 op->speed_left--;
2341 return 0; 2259 return 0;
2342 } 2260 }
2343 } 2261 }
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 2262
2353 /* call this here - we also will call this in do_ericserver, but 2263 /* call this here - we also will call this in do_ericserver, but
2354 * the players time has been increased when doericserver has been 2264 * the players time has been increased when doericserver has been
2355 * called, so we recheck it here. 2265 * called, so we recheck it here.
2356 */ 2266 */
2357 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2267 if (op->contr->ns->handle_command ())
2358 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2268 return 1;
2359 ;
2360 2269
2361 if (op->speed_left < 0) 2270 if (op->speed_left > 0)
2362 return 0; 2271 {
2363
2364 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2365 { 2273 {
2366 /* All move commands take 1 tick, at least for now */ 2274 /* All move commands take 1 tick, at least for now */
2367 op->speed_left--; 2275 op->speed_left--;
2368 2276
2369 /* Instead of all the stuff below, let move_player take care 2277 /* Instead of all the stuff below, let move_player take care
2370 * of it. Also, some of the skill stuff is only put in 2278 * of it. Also, some of the skill stuff is only put in
2371 * there, as well as the confusion stuff. 2279 * there, as well as the confusion stuff.
2372 */ 2280 */
2373 move_player (op, op->direction); 2281 move_player (op, op->direction);
2374 if (op->speed_left > 0) 2282
2375 return 1; 2283 return op->speed_left > 0;
2376 else 2284 }
2377 return 0;
2378 } 2285 }
2379 2286
2380 return 0; 2287 return 0;
2381} 2288}
2382 2289
2420 * from. 2327 * from.
2421 */ 2328 */
2422void 2329void
2423remove_unpaid_objects (object *op, object *env) 2330remove_unpaid_objects (object *op, object *env)
2424{ 2331{
2425 object *next;
2426
2427 while (op) 2332 while (op)
2428 { 2333 {
2429 next = op->below; /* Make sure we have a good value, in case 2334 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2430 * we remove object 'op' 2335
2431 */
2432 if (QUERY_FLAG (op, FLAG_UNPAID)) 2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2433 { 2337 {
2434 op->remove ();
2435 op->x = env->x;
2436 op->y = env->y;
2437 if (env->type == PLAYER) 2338 if (env->type == PLAYER)
2438 esrv_del_item (env->contr, op->count); 2339 esrv_del_item (env->contr, op->count);
2439 insert_ob_in_map (op, env->map, NULL, 0); 2340
2341 op->insert_at (env);
2440 } 2342 }
2441 else if (op->inv) 2343 else if (op->inv)
2442 remove_unpaid_objects (op->inv, env); 2344 remove_unpaid_objects (op->inv, env);
2443 2345
2444 op = next; 2346 op = next;
2500 int rate_grace = 2000; 2402 int rate_grace = 2000;
2501 const int max_hp = 1; 2403 const int max_hp = 1;
2502 const int max_sp = 1; 2404 const int max_sp = 1;
2503 const int max_grace = 1; 2405 const int max_grace = 1;
2504 2406
2505 if (op->contr->outputs_sync) 2407 if (op->contr->hidden)
2408 {
2409 op->invisible = 1000;
2410 /* the socket code flashes the player visible/invisible
2411 * depending on the value of invisible, so we need to
2412 * alternate it here for it to work correctly.
2413 */
2414 if (pticks & 2)
2415 op->invisible--;
2506 { 2416 }
2507 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2417 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2508 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2418 {
2509 flush_output_element (op, &op->contr->outputs[i]); 2419 if (!op->invisible--)
2420 {
2421 make_visible (op);
2422 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2423 }
2510 } 2424 }
2511 2425
2512 if (op->contr->ns->state == ST_PLAYING) 2426 if (op->contr->ns->state == ST_PLAYING)
2513 { 2427 {
2514 /* these next three if clauses make it possible to SLOW DOWN 2428 /* these next three if clauses make it possible to SLOW DOWN
2536 gen_grace = op->stats.maxgrace; 2450 gen_grace = op->stats.maxgrace;
2537 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2538 } 2452 }
2539 2453
2540 /* Regenerate Spell Points */ 2454 /* Regenerate Spell Points */
2541 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2542 { 2456 {
2543 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2544 if (op->stats.sp < op->stats.maxsp) 2458 if (op->stats.sp < op->stats.maxsp)
2545 { 2459 {
2546 op->stats.sp++; 2460 op->stats.sp++;
2737 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2651 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2738 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2739 2653
2740 /* restore player */ 2654 /* restore player */
2741 at = archetype::find ("poisoning"); 2655 at = archetype::find ("poisoning");
2742 tmp = present_arch_in_ob (at, op); 2656 if (object *tmp = present_arch_in_ob (at, op))
2743 if (tmp)
2744 { 2657 {
2745 tmp->destroy (); 2658 tmp->destroy ();
2746 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2659 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2747 } 2660 }
2748 2661
2749 at = archetype::find ("confusion"); 2662 at = archetype::find ("confusion");
2750 tmp = present_arch_in_ob (at, op); 2663 if (object *tmp = present_arch_in_ob (at, op))
2751 if (tmp)
2752 { 2664 {
2753 tmp->destroy (); 2665 tmp->destroy ();
2754 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2755 } 2667 }
2756 2668
2758 op->stats.hp = op->stats.maxhp; 2670 op->stats.hp = op->stats.maxhp;
2759 if (op->stats.food <= 0) 2671 if (op->stats.food <= 0)
2760 op->stats.food = 999; 2672 op->stats.food = 999;
2761 2673
2762 /* create a bodypart-trophy to make the winner happy */ 2674 /* create a bodypart-trophy to make the winner happy */
2763 tmp = arch_to_object (archetype::find ("finger")); 2675 if (object *tmp = arch_to_object (archetype::find ("finger")))
2764 if (tmp != NULL)
2765 { 2676 {
2766 sprintf (buf, "%s's finger", &op->name); 2677 sprintf (buf, "%s's finger", &op->name);
2767 tmp->name = buf; 2678 tmp->name = buf;
2768 sprintf (buf, " This finger has been cut off %s\n" 2679 sprintf (buf, " This finger has been cut off %s\n"
2769 " the %s, when he was defeated at\n level %d by %s.\n", 2680 " the %s, when he was defeated at\n level %d by %s.\n",
2770 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2771 tmp->msg = buf; 2682 tmp->msg = buf;
2772 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2683 tmp->value = 0, tmp->type = 0;
2773 tmp->materialname = NULL; 2684 tmp->materialname = "organics";
2774 tmp->x = op->x, tmp->y = op->y; 2685 tmp->insert_at (op, tmp);
2775 insert_ob_in_map (tmp, op->map, op, 0);
2776 } 2686 }
2777 2687
2778 /* teleport defeated player to new destination */ 2688 /* teleport defeated player to new destination */
2779 transfer_ob (op, x, y, 0, NULL); 2689 transfer_ob (op, x, y, 0, NULL);
2780 op->contr->braced = 0; 2690 op->contr->braced = 0;
2785 2695
2786 command_kill_pets (op, 0); 2696 command_kill_pets (op, 0);
2787 2697
2788 if (op->stats.food < 0) 2698 if (op->stats.food < 0)
2789 { 2699 {
2790 if (op->contr->explore)
2791 {
2792 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2793 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2794 op->stats.food = 999;
2795 return;
2796 }
2797 sprintf (buf, "%s starved to death.", &op->name); 2700 sprintf (buf, "%s starved to death.", &op->name);
2798 strcpy (op->contr->killer, "starvation"); 2701 strcpy (op->contr->killer, "starvation");
2799 } 2702 }
2800 else 2703 else
2801 {
2802 if (op->contr->explore)
2803 {
2804 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2805 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2806 op->stats.hp = op->stats.maxhp;
2807 return;
2808 }
2809 sprintf (buf, "%s died.", &op->name); 2704 sprintf (buf, "%s died.", &op->name);
2810 } 2705
2811 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2812 2707
2813 /* save the map location for corpse, gravestone */ 2708 /* save the map location for corpse, gravestone */
2814 x = op->x; 2709 x = op->x;
2815 y = op->y; 2710 y = op->y;
2816 map = op->map; 2711 map = op->map;
2817
2818 2712
2819 /* NOT_PERMADEATH code. This basically brings the character back to 2713 /* NOT_PERMADEATH code. This basically brings the character back to
2820 * life if they are dead - it takes some exp and a random stat. 2714 * life if they are dead - it takes some exp and a random stat.
2821 * See the config.h file for a little more in depth detail about this. 2715 * See the config.h file for a little more in depth detail about this.
2822 */ 2716 */
2839 num_stats_lose = 1; 2733 num_stats_lose = 1;
2840 else 2734 else
2841 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2735 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2842 } 2736 }
2843 else 2737 else
2844 {
2845 num_stats_lose = 1; 2738 num_stats_lose = 1;
2846 } 2739
2847 lost_a_stat = 0; 2740 lost_a_stat = 0;
2848 2741
2849 for (z = 0; z < num_stats_lose; z++) 2742 for (z = 0; z < num_stats_lose; z++)
2850 { 2743 {
2851 i = RANDOM () % NUM_STATS; 2744 i = RANDOM () % NUM_STATS;
2992 op->stats.hp = op->stats.maxhp; 2885 op->stats.hp = op->stats.maxhp;
2993 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2994 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2995 2888
2996 /* 2889 /*
2997 * Check to see if the player is in a shop. IF so, then check to see if
2998 * the player has any unpaid items. If so, remove them and put them back 2890 * Check to see if the player has any unpaid items. If so, remove them
2999 * in the map. 2891 * and put them back in the map.
3000 */ 2892 */
3001
3002 if (is_in_shop (op))
3003 remove_unpaid_objects (op->inv, op); 2893 remove_unpaid_objects (op->inv, op);
3004 2894
3005 /****************************************/ 2895 /****************************************/
3006 /* */ 2896 /* */
3007 /* Move player to his current respawn- */ 2897 /* Move player to his current respawn- */
3008 /* position (usually last savebed) */ 2898 /* position (usually last savebed) */
3009 /* */ 2899 /* */
3010 /****************************************/ 2900 /****************************************/
3011 2901
3012 enter_player_savebed (op); 2902 enter_player_savebed (op);
3013 2903
3014 /* Save the player before inserting the force to reduce
3015 * chance of abuse.
3016 */
3017 op->contr->braced = 0; 2904 op->contr->braced = 0;
3018 op->contr->save ();
3019 2905
3020 /* it is possible that the player has blown something up 2906 /* it is possible that the player has blown something up
3021 * at his savebed location, and that can have long lasting 2907 * at his savebed location, and that can have long lasting
3022 * spell effects. So first see if there is a spell effect 2908 * spell effects. So first see if there is a spell effect
3023 * on the space that might harm the player. 2909 * on the space that might harm the player.
3052void 2938void
3053loot_object (object *op) 2939loot_object (object *op)
3054{ /* Grab and destroy some treasure */ 2940{ /* Grab and destroy some treasure */
3055 object *tmp, *tmp2, *next; 2941 object *tmp, *tmp2, *next;
3056 2942
3057 if (op->container) 2943 op->close_container (); /* close open sack first */
3058 esrv_apply_container (op, op->container); /* close open sack first */
3059 2944
3060 for (tmp = op->inv; tmp; tmp = next) 2945 for (tmp = op->inv; tmp; tmp = next)
3061 { 2946 {
3062 next = tmp->below; 2947 next = tmp->below;
3063 2948
3064 if (tmp->invisible) 2949 if (tmp->invisible)
3065 continue; 2950 continue;
3066 2951
3067 tmp->remove (); 2952 tmp->remove ();
3068 tmp->x = op->x, tmp->y = op->y; 2953 tmp->x = op->x, tmp->y = op->y;
2954
3069 if (tmp->type == CONTAINER) 2955 if (tmp->type == CONTAINER)
3070 { /* empty container to ground */ 2956 loot_object (tmp); /* empty container to ground */
3071 loot_object (tmp); 2957
3072 }
3073 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2958 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3074 { 2959 {
3075 if (tmp->nrof > 1) 2960 if (tmp->nrof > 1)
3076 { 2961 {
3077 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3078 tmp2->destroy (); 2963 tmp2->destroy ();
3089/* 2974/*
3090 * fix_weight(): Check recursively the weight of all players, and fix 2975 * fix_weight(): Check recursively the weight of all players, and fix
3091 * what needs to be fixed. Refresh windows and fix speed if anything 2976 * what needs to be fixed. Refresh windows and fix speed if anything
3092 * was changed. 2977 * was changed.
3093 */ 2978 */
3094
3095void 2979void
3096fix_weight (void) 2980fix_weight (void)
3097{ 2981{
3098 for (player *pl = first_player; pl; pl = pl->next) 2982 for_all_players (pl)
3099 { 2983 {
3100 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2984 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3101 2985
3102 if (old == sum) 2986 if (old == sum)
3103 continue; 2987 continue;
3107} 2991}
3108 2992
3109void 2993void
3110fix_luck (void) 2994fix_luck (void)
3111{ 2995{
3112 for (player *pl = first_player; pl; pl = pl->next) 2996 for_all_players (pl)
3113 if (!pl->ob->contr->ns->state) 2997 if (!pl->ob->contr->ns->state)
3114 pl->ob->change_luck (0); 2998 pl->ob->change_luck (0);
3115} 2999}
3116 3000
3117/* cast_dust() - handles op throwing objects of type 'DUST'. 3001/* cast_dust() - handles op throwing objects of type 'DUST'.
3159 if (op->type == PLAYER) 3043 if (op->type == PLAYER)
3160 { 3044 {
3161 op->contr->tmp_invis = 0; 3045 op->contr->tmp_invis = 0;
3162 op->contr->invis_race = 0; 3046 op->contr->invis_race = 0;
3163 } 3047 }
3048
3164 update_object (op, UP_OBJ_FACE); 3049 update_object (op, UP_OBJ_CHANGE);
3165} 3050}
3166 3051
3167int 3052int
3168is_true_undead (object *op) 3053is_true_undead (object *op)
3169{ 3054{
3170 object *tmp = NULL;
3171
3172 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3173 return 1; 3056 return 1;
3174 3057
3175 return 0; 3058 return 0;
3176} 3059}
3235 3118
3236 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3119 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3237 3120
3238 /* its *extremely* hard to run and sneak/hide at the same time! */ 3121 /* its *extremely* hard to run and sneak/hide at the same time! */
3239 if (op->type == PLAYER && op->contr->run_on) 3122 if (op->type == PLAYER && op->contr->run_on)
3240 {
3241 if (!skop || num >= skop->level) 3123 if (!skop || num >= skop->level)
3242 { 3124 {
3243 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3125 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3244 make_visible (op); 3126 make_visible (op);
3245 return; 3127 return;
3246 } 3128 }
3247 else 3129 else
3248 num += 20; 3130 num += 20;
3249 } 3131
3250 num += op->map->difficulty; 3132 num += op->map->difficulty;
3251 hide = hideability (op); /* modify by terrain hidden level */ 3133 hide = hideability (op); /* modify by terrain hidden level */
3252 num -= hide; 3134 num -= hide;
3135
3253 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3136 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3254 { 3137 {
3255 make_visible (op); 3138 make_visible (op);
3256 if (op->type == PLAYER) 3139 if (op->type == PLAYER)
3257 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3140 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3258 } 3141 }
3259 else if (op->type == PLAYER && skop) 3142 else if (op->type == PLAYER && skop)
3260 {
3261 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3143 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3262 }
3263} 3144}
3264 3145
3265/* determine if who is standing near a hostile creature. */ 3146/* determine if who is standing near a hostile creature. */
3266 3147
3267int 3148int
3334 if (pl->type != PLAYER) 3215 if (pl->type != PLAYER)
3335 { 3216 {
3336 LOG (llevError, "player_can_view() called for non-player object\n"); 3217 LOG (llevError, "player_can_view() called for non-player object\n");
3337 return -1; 3218 return -1;
3338 } 3219 }
3220
3339 if (!pl || !op) 3221 if (!pl || !op)
3340 return 0; 3222 return 0;
3341 3223
3342 if (op->head)
3343 {
3344 op = op->head; 3224 op = op->head_ ();
3345 } 3225
3346 get_rangevector (pl, op, &rv, 0x1); 3226 get_rangevector (pl, op, &rv, 0x1);
3347 3227
3348 /* starting with the 'head' part, lets loop 3228 /* starting with the 'head' part, lets loop
3349 * through the object and find if it has any 3229 * through the object and find if it has any
3350 * part that is in the los array but isnt on 3230 * part that is in the los array but isnt on
3467 char buf[MAX_BUF]; /* tmp. string buffer */ 3347 char buf[MAX_BUF]; /* tmp. string buffer */
3468 int i = 0, j = 0; 3348 int i = 0, j = 0;
3469 3349
3470 /* get the appropriate treasurelist */ 3350 /* get the appropriate treasurelist */
3471 if (atnr == ATNR_FIRE) 3351 if (atnr == ATNR_FIRE)
3472 trlist = find_treasurelist ("dragon_ability_fire"); 3352 trlist = treasurelist::find ("dragon_ability_fire");
3473 else if (atnr == ATNR_COLD) 3353 else if (atnr == ATNR_COLD)
3474 trlist = find_treasurelist ("dragon_ability_cold"); 3354 trlist = treasurelist::find ("dragon_ability_cold");
3475 else if (atnr == ATNR_ELECTRICITY) 3355 else if (atnr == ATNR_ELECTRICITY)
3476 trlist = find_treasurelist ("dragon_ability_elec"); 3356 trlist = treasurelist::find ("dragon_ability_elec");
3477 else if (atnr == ATNR_POISON) 3357 else if (atnr == ATNR_POISON)
3478 trlist = find_treasurelist ("dragon_ability_poison"); 3358 trlist = treasurelist::find ("dragon_ability_poison");
3479 3359
3480 if (trlist == NULL || who->type != PLAYER) 3360 if (trlist == NULL || who->type != PLAYER)
3481 return; 3361 return;
3482 3362
3483 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3363 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3484 3364
3485 if (tr == NULL || tr->item == NULL) 3365 if (!tr || !tr->item)
3486 { 3366 {
3487 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3367 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3488 return; 3368 return;
3489 } 3369 }
3490 3370
3615 * not readied. 3495 * not readied.
3616 */ 3496 */
3617void 3497void
3618player_unready_range_ob (player *pl, object *ob) 3498player_unready_range_ob (player *pl, object *ob)
3619{ 3499{
3620 rangetype i;
3621
3622 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3500 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3623 {
3624 if (pl->ranges[i] == ob) 3501 if (pl->ranges[i] == ob)
3625 { 3502 {
3626 pl->ranges[i] = NULL; 3503 pl->ranges[i] = 0;
3627 if (pl->shoottype == i) 3504 if (pl->shoottype == i)
3628 {
3629 pl->shoottype = range_none; 3505 pl->shoottype = range_none;
3630 }
3631 } 3506 }
3632 }
3633} 3507}
3508
3509sint8
3510player::visibility_at (maptile *map, int x, int y) const
3511{
3512 if (!ns)
3513 return 0;
3514
3515 int dx, dy;
3516 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3517 return 0;
3518
3519 x += dx - ns->current_x + ns->mapx / 2;
3520 y += dy - ns->current_y + ns->mapy / 2;
3521
3522 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3523 return 0;
3524
3525 return 100 - blocked_los [x][y];
3526}

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