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Comparing deliantra/server/server/player.C (file contents):
Revision 1.57 by root, Sat Dec 23 06:21:02 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);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199
200 if (ob->map)
201 maplevel = ob->map->path;
202
203 ob->remove ();
204 ob->map = 0;
205 party = 0;
206
207 // for weird reasons, this is often "ob", keeping a circular reference
208 ranges [range_skill] = 0;
209
210 players.erase (this);
169} 211}
170 212
171// connect the player with a specific client 213// connect the player with a specific client
172// also changed, rationalises, and fixes some incorrect settings 214// also changed, rationalises, and fixes some incorrect settings
173void 215void
174player::connect (client *ns) 216player::connect (client *ns)
175{ 217{
176 this->ns = ns; 218 this->ns = ns;
177 ns->pl = this; 219 ns->pl = this;
178 220
179 next = first_player; 221 run_on = 0;
180 first_player = this; 222 fire_on = 0;
223 ob->close_container (); //TODO: client-specific
181 224
182 ns->update_look = 0; 225 ns->update_look = 0;
183 ns->look_position = 0; 226 ns->look_position = 0;
184 227
185 clear_los (ob); 228 clear_los (ob);
229
230 ns->reset_stats ();
186 231
187 /* make sure he's a player -- needed because of class change. */ 232 /* make sure he's a player -- needed because of class change. */
188 ob->type = PLAYER; // we are paranoid 233 ob->type = PLAYER; // we are paranoid
189 ob->race = ob->arch->clone.race; 234 ob->race = ob->arch->clone.race;
190 235
193 238
194 ob->carrying = sum_weight (ob); 239 ob->carrying = sum_weight (ob);
195 link_player_skills (ob); 240 link_player_skills (ob);
196 241
197 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
198 ob->update_stats ();
199 update_ob_speed (ob);
200 243
201 assign (title, ob->arch->clone.name); 244 assign (title, ob->arch->clone.name);
202
203 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
204 * from the class, and not race. I don't see any way to get the class information
205 * to then update this. I don't think this will actually break anything - anyone
206 * that can use armour should be able to use a shield. What this may 'break'
207 * are features new characters get, eg, if someone starts up with a Q, they
208 * should be able to use a shield. However, old Q's won't get that advantage.
209 */
210 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
211 SET_FLAG (ob, FLAG_USE_SHIELD);
212 245
213 /* if it's a dragon player, set the correct title here */ 246 /* if it's a dragon player, set the correct title here */
214 if (is_dragon_pl (ob)) 247 if (is_dragon_pl (ob))
215 { 248 {
216 object *tmp, *abil = 0, *skin = 0; 249 object *tmp, *abil = 0, *skin = 0;
226 skin = tmp; 259 skin = tmp;
227 260
228 set_dragon_name (ob, abil, skin); 261 set_dragon_name (ob, abil, skin);
229 } 262 }
230 263
231 CLEAR_FLAG (ob, FLAG_FRIENDLY);
232 add_friendly_object (ob);
233
234 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
235
236 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
237 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
238 265
266 esrv_new_player (this, ob->weight + ob->carrying);
267
268 ob->update_stats ();
239 ns->floorbox_update (); 269 ns->floorbox_update ();
240 270
241 esrv_new_player (this, ob->weight + ob->carrying);
242 esrv_send_inventory (ob, ob); 271 esrv_send_inventory (ob, ob);
243 esrv_add_spells (this, 0); 272 esrv_add_spells (this, 0);
244 273
245 enter_exit (ob, 0); 274 activate ();
246 275
247// send_rules (ob);//TODO 276 send_rules (ob);
248// send_news (ob);//TODO 277 send_news (ob);
249// display_motd (ob);//TODO 278 display_motd (ob);
279
280 INVOKE_PLAYER (CONNECT, this);
250 INVOKE_PLAYER (LOGIN, this); 281 INVOKE_PLAYER (LOGIN, this);
282}
283
284void
285player::disconnect ()
286{
287 if (ns)
288 {
289 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291
292 INVOKE_PLAYER (DISCONNECT, this);
293
294 ns->reset_stats ();
295 ns->pl = 0;
296 ns = 0;
297 }
298
299 if (ob)
300 ob->close_container (); //TODO: client-specific
301
302 deactivate ();
251} 303}
252 304
253// the need for this function can be explained 305// the need for this function can be explained
254// by load_object not returning the object 306// by load_object not returning the object
255void 307void
256player::set_object (object *op) 308player::set_object (object *op)
257{ 309{
258 ob = op; 310 ob = op;
259 ob->contr = this; /* this aren't yet in archetype */ 311 ob->contr = this; /* this aren't yet in archetype */
260 312
261 ob->speed_left = 0.5; 313 ob->speed_left = 0.5;
262 ob->speed = 1.0; 314 ob->speed = 1.0;
263 ob->direction = 5; /* So player faces south */ 315 ob->direction = 5; /* So player faces south */
264 ob->stats.wc = 2;
265 ob->run_away = 25; /* Then we panick... */
266
267 set_first_map (ob);
268
269 ob->roll_stats ();
270} 316}
271 317
272player::player () 318player::player ()
273{ 319{
274 /* There are some elements we want initialized to non zero value - 320 /* There are some elements we want initialised to non zero value -
275 * we deal with that below this point. 321 * we deal with that below this point.
276 */ 322 */
277 outputs_sync = 16; /* Every 2 seconds */ 323 outputs_sync = 4;
278 outputs_count = 8; /* Keeps present behaviour */ 324 outputs_count = 4;
279 unapply = unapply_nochoice; 325 unapply = unapply_nochoice;
280 326
281 assign (savebed_map, first_map_path); /* Init. respawn position */ 327 savebed_map = first_map_path; /* Init. respawn position */
282 328
283 gen_sp_armour = 10; 329 gen_sp_armour = 10;
284 last_speed = -1;
285 shoottype = range_none; 330 shoottype = range_none;
286 bowtype = bow_normal; 331 bowtype = bow_normal;
287 petmode = pet_normal; 332 petmode = pet_normal;
288 listening = 10; 333 listening = 10;
289 usekeys = containers; 334 usekeys = containers;
290 last_weapon_sp = -1;
291 peaceful = 1; /* default peaceful */ 335 peaceful = 1; /* default peaceful */
292 do_los = 1; 336 do_los = 1;
337}
293 338
294 /* we need to clear these to -1 and not zero - otherwise, 339void
295 * if a player quits and starts a new character, we wont 340player::do_destroy ()
296 * send new values to the client, as things like exp start 341{
297 * at zero. 342 disconnect ();
298 */
299 for (int i = 0; i < NUM_SKILLS; i++)
300 last_skill_exp[i] = -1;
301 343
302 for (int i = 0; i < NROFATTACKS; i++) 344 attachable::do_destroy ();
303 last_resist[i] = -1;
304 345
305 last_stats.exp = -1; 346 if (ob)
306 last_weight = (uint32) - 1; 347 {
348 ob->destroy_inv (false);
349 ob->destroy ();
350 }
307} 351}
308 352
309player::~player () 353player::~player ()
310{ 354{
311 terminate_all_pets (ob);
312
313 if (first_player != this)
314 {
315 player *prev = first_player;
316
317 while (prev && prev->next && prev->next != this)
318 prev = prev->next;
319
320 if (prev->next != this)
321 {
322 LOG (llevError, "Free_player: Can't find previous player.\n");
323 abort ();
324 }
325
326 prev->next = next;
327 }
328 else
329 first_player = next;
330
331 if (ob)
332 {
333 ob->contr = 0;
334 ob->destroy (1);
335 }
336
337 if (ns)
338 {
339 ns->send_packet ("goodbye");
340 ns->flush ();
341 ns->pl = 0;
342 ns->destroy ();
343 }
344
345 /* Clear item stack */ 355 /* Clear item stack */
346 free (stack_items); 356 free (stack_items);
347} 357}
348 358
349/* Tries to add player on the connection passed in ns. 359/* Tries to add player on the connection passed in ns.
354player::create () 364player::create ()
355{ 365{
356 player *pl = new player; 366 player *pl = new player;
357 367
358 pl->set_object (arch_to_object (get_player_archetype (0))); 368 pl->set_object (arch_to_object (get_player_archetype (0)));
369
370 pl->ob->roll_stats ();
371 pl->ob->stats.wc = 2;
372 pl->ob->run_away = 25; /* Then we panick... */
373
374 set_first_map (pl->ob);
359 375
360 return pl; 376 return pl;
361} 377}
362 378
363/* 379/*
390 406
391object * 407object *
392get_nearest_player (object *mon) 408get_nearest_player (object *mon)
393{ 409{
394 object *op = NULL; 410 object *op = NULL;
395 player *pl = NULL;
396 objectlink *ol; 411 objectlink *ol;
397 unsigned lastdist; 412 unsigned lastdist;
398 rv_vector rv; 413 rv_vector rv;
399 414
400 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
401 { 416 {
402 /* We should not find free objects on this friendly list, but it 417 /* We should not find free objects on this friendly list, but it
403 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
404 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
405 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
409 object *tmp = ol->ob; 424 object *tmp = ol->ob;
410 425
411 /* Can't do much more other than log the fact, because the object 426 /* Can't do much more other than log the fact, because the object
412 * itself will have been cleared. 427 * itself will have been cleared.
413 */ 428 */
414 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
415 ol = ol->next; 431 ol = ol->next;
416 remove_friendly_object (tmp); 432 remove_friendly_object (tmp);
417 if (!ol) 433 if (!ol)
418 return op; 434 return op;
419 } 435 }
432 { 448 {
433 op = ol->ob; 449 op = ol->ob;
434 lastdist = rv.distance; 450 lastdist = rv.distance;
435 } 451 }
436 } 452 }
437 for (pl = first_player; pl != NULL; pl = pl->next) 453
438 { 454 for_all_players (pl)
439 if (can_detect_enemy (mon, pl->ob, &rv)) 455 if (can_detect_enemy (mon, pl->ob, &rv))
440 {
441
442 if (lastdist > rv.distance) 456 if (lastdist > rv.distance)
443 { 457 {
444 op = pl->ob; 458 op = pl->ob;
445 lastdist = rv.distance; 459 lastdist = rv.distance;
446 } 460 }
447 } 461
448 }
449#if 0 462#if 0
450 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 463 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
451#endif 464#endif
452 return op; 465 return op;
453} 466}
511 x = mon->x; 524 x = mon->x;
512 y = mon->y; 525 y = mon->y;
513 m = mon->map; 526 m = mon->map;
514 dir = rv.direction; 527 dir = rv.direction;
515 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 528 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
516 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 529 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
530
517 /* If we can't solve it within the search distance, return now. */ 531 /* If we can't solve it within the search distance, return now. */
518 if (diff > max) 532 if (diff > max)
519 return 0; 533 return 0;
534
520 while (diff > 1 && max > 0) 535 while (diff > 1 && max > 0)
521 { 536 {
522 lastx = x; 537 lastx = x;
523 lasty = y; 538 lasty = y;
524 lastmap = m; 539 lastmap = m;
606 max--; 621 max--;
607 lastdir = dir; 622 lastdir = dir;
608 if (!firstdir) 623 if (!firstdir)
609 firstdir = dir; 624 firstdir = dir;
610 } 625 }
626
611 if (diff <= 1) 627 if (diff <= 1)
612 { 628 {
613 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
614 * headed toward player for entire distance. 630 * headed toward player for entire distance.
615 */ 631 */
616 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
617 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 633 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
618 } 634 }
635
619 if (diff > max) 636 if (diff > max)
620 return 0; 637 return 0;
621 } 638 }
639
622 /* If we reached the max, didn't find a direction in time */ 640 /* If we reached the max, didn't find a direction in time */
623 if (!max) 641 if (!max)
624 return 0; 642 return 0;
625 643
626 return firstdir; 644 return firstdir;
740roll_stat (void) 758roll_stat (void)
741{ 759{
742 int a[4], i, j, k; 760 int a[4], i, j, k;
743 761
744 for (i = 0; i < 4; i++) 762 for (i = 0; i < 4; i++)
745 a[i] = (int) RANDOM () % 6 + 1; 763 a[i] = (int) rndm (6) + 1;
746 764
747 for (i = 0, j = 0, k = 7; i < 4; i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
748 if (a[i] < k) 766 if (a[i] < k)
749 k = a[i], j = i; 767 k = a[i], j = i;
750 768
833 851
834 contr->orig_stats = stats; 852 contr->orig_stats = stats;
835 } 853 }
836} 854}
837 855
856static void
857start_info (object *op)
858{
859 char buf[MAX_BUF];
860
861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
862 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
865}
866
838/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
839 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
840 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
841 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
842 * not the class. 871 * not the class.
843 */ 872 */
844int 873void
845key_change_class (object *op, char key) 874player::chargen_race_done ()
846{ 875{
847 int tmp_loop;
848
849 if (key == 'd' || key == 'D')
850 {
851 char buf[MAX_BUF];
852
853 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
854 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
855 878
856 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
857 if (tl) 880 if (tl)
858 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
859 882
860 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
861 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
862 885
863 op->contr->ns->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
864 887
865 if (op->msg) 888 if (ob->msg)
866 op->msg = NULL; 889 ob->msg = 0;
867 890
868 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
869 * to save here. 892 * to save here.
870 */ 893 */
894 {
895 char buf[MAX_BUF];
871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
872 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
873 899
874#ifdef AUTOSAVE
875 op->contr->last_save_tick = pticks;
876#endif
877 start_info (op); 900 start_info (ob);
878 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
879 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
880 link_player_skills (op); 903 link_player_skills (ob);
881 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
882 op->update_stats (); 905 ob->update_stats ();
883 906
884 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
885 * is one for this race 908 * is one for this race
886 */ 909 */
887 if (*first_map_ext_path) 910 if (*first_map_ext_path)
888 { 911 {
889 object *tmp; 912 object *tmp;
890 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
891 914
892 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
893 tmp = object::create (); 916 tmp = object::create ();
894 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
895 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
896 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
897 enter_exit (op, tmp); /* we don't really care if it succeeded; 920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
898 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
899 * default initial map */ 922 * default initial map */
900 tmp->destroy (); 923 tmp->destroy ();
901 } 924 }
902 else 925 else
903 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
904 928
905 return 0; 929void
906 } 930player::chargen_race_next ()
907 931{
908 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
909 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
910 */ 934 */
911 935
912 tmp_loop = 0; 936 do
913 while (!tmp_loop)
914 { 937 {
915 shstr name = op->name; 938 shstr name = ob->name;
916 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
917 940
918 op->remove_statbonus (); 941 ob->remove_statbonus ();
919 op->remove (); 942 ob->remove ();
920 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
921 op->arch->clone.copy_to (op); 944 ob->arch->clone.copy_to (ob);
922 op->instantiate (); 945 ob->instantiate ();
923 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
924 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
925 op->x = x; 948 ob->x = x;
926 op->y = y; 949 ob->y = y;
927 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
928 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
929 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->clone.name);
930 op->add_statbonus (); 953 ob->add_statbonus ();
931 tmp_loop = allowed_class (op);
932 } 954 }
955 while (!allowed_class (ob));
933 956
934 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
935 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
936 op->update_stats (); 959 ob->update_stats ();
937 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
938 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
939 op->stats.grace = 0; 962 ob->stats.grace = 0;
940
941 if (op->msg)
942 new_draw_info (NDI_BLUE, 0, op, op->msg);
943
944 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
945 return 0;
946}
947
948int
949key_confirm_quit (object *op, char key)
950{
951 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
952 {
953 op->contr->ns->state = ST_PLAYING;
954 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
955 return 1;
956 }
957
958 INVOKE_PLAYER (LOGOUT, op->contr);
959 INVOKE_PLAYER (QUIT, op->contr);
960
961 terminate_all_pets (op);
962 leave_map (op);
963 op->direction = 0;
964 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
965
966 strcpy (op->contr->killer, "quit");
967 check_score (op);
968 op->contr->party = 0;
969 op->contr->own_title[0] = '\0';
970
971 object_ptr ob = op;
972
973 delete ob->contr;
974
975 /* We need to hunt for any per player unique maps in memory and
976 * get rid of them. The trailing slash in the path is intentional,
977 * so that players named 'Ab' won't match against players 'Abe' pathname
978 */
979 char buf[MAX_BUF];
980 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
981
982 for (maptile *next, *mp = first_map; mp; mp = next)
983 {
984 next = mp->next;
985
986 if (!strncmp (mp->path, buf, strlen (buf)))
987 delete_map (mp);
988 }
989
990 delete_character (ob->name, 1);
991
992 return 1;
993} 963}
994 964
995void 965void
996flee_player (object *op) 966flee_player (object *op)
997{ 967{
1054int 1024int
1055check_pick (object *op) 1025check_pick (object *op)
1056{ 1026{
1057 object *tmp, *next; 1027 object *tmp, *next;
1058 int stop = 0; 1028 int stop = 0;
1059 int j, k, wvratio; 1029 int wvratio;
1060 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1061 1031
1062 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1063 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1064 return 1; 1034 return 1;
1065 1035
1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1135 &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))));
1136 else 1106 else
1137 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1138 &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
1139 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1140
1141 sprintf (putstring, "...flags: ");
1142 for (k = 0; k < 4; k++)
1143 {
1144 for (j = 0; j < 32; j++)
1145 {
1146 if ((tmp->flags[k] >> j) & 0x01)
1147 {
1148 sprintf (tmpstr, "%d ", k * 32 + j);
1149 strcat (putstring, tmpstr);
1150 }
1151 }
1152 }
1153 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1154
1155#if 0
1156 /* print the flags too */
1157 for (k = 0; k < 4; k++)
1158 {
1159 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1160 for (j = 0; j < 32; j++)
1161 {
1162 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1163 if (!((j + 1) % 4))
1164 fprintf (stderr, " ");
1165 }
1166 fprintf (stderr, " [%d]\n", k * 32);
1167 }
1168#endif
1169 } 1111 }
1112
1170 /* philosophy: 1113 /* philosophy:
1171 * 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
1172 * generic. This takes no game-time. For more detailed pickups 1115 * generic. This takes no game-time. For more detailed pickups
1173 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1174 * 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
1175 * example. 1118 * example.
1176 * 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
1177 * 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
1178 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1429 * found object is returned. 1372 * found object is returned.
1430 */ 1373 */
1431object * 1374object *
1432find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1433{ 1376{
1434 object *tmp = NULL; 1377 object *tmp = 0;
1435 1378
1436 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1437 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))
1438 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1439 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1440 return op; 1383 return op;
1384
1441 return tmp; 1385 return tmp;
1442} 1386}
1443 1387
1444/* 1388/*
1445 * 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
1446 * 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
1447 * 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
1448 * 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.
1449 */ 1393 */
1450
1451object * 1394object *
1452find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1453{ 1396{
1454 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1455 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1647 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1648 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);
1649 /* 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 */
1650 else 1593 else
1651 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1652 return 0; 1596 return 0;
1653 } 1597 }
1654 } 1598 }
1655 1599
1656 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1678 return 0; 1622 return 0;
1679 } 1623 }
1680 1624
1681 arrow->set_owner (op); 1625 arrow->set_owner (op);
1682 arrow->skill = bow->skill; 1626 arrow->skill = bow->skill;
1683
1684 arrow->direction = dir; 1627 arrow->direction = dir;
1685 arrow->x = sx;
1686 arrow->y = sy;
1687 1628
1688 if (op->type == PLAYER) 1629 if (op->type == PLAYER)
1689 { 1630 {
1690 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1691 op->update_stats (); 1632 op->update_stats ();
1692 } 1633 }
1693 1634
1694 SET_ANIMATION (arrow, arrow->direction); 1635 SET_ANIMATION (arrow, arrow->direction);
1636
1695 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1696 arrow->stats.hp = arrow->stats.dam; 1638 arrow->stats.hp = arrow->stats.dam;
1697 arrow->stats.grace = arrow->attacktype; 1639 arrow->stats.grace = arrow->attacktype;
1640
1698 if (arrow->slaying != NULL) 1641 if (arrow->slaying)
1699 arrow->spellarg = strdup (arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1700 1643
1701 /* Note that this was different for monsters - they got their level 1644 arrow->stats.dam += op->stats.dam + arrow->magic;
1702 * added to the damage. I think the strength bonus is more proper.
1703 */
1704
1705 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1706 1645
1707 /* update the speed */ 1646 /* update the speed */
1708 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1709 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;
1710 1649
1711 if (arrow->speed < 1.0) 1650 arrow->set_speed (max (arrow->speed, 1.0));
1712 arrow->speed = 1.0;
1713 update_ob_speed (arrow);
1714 arrow->speed_left = 0; 1651 arrow->speed_left = 0;
1715 1652
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654
1716 if (op->type == PLAYER) 1655 if (op->type == PLAYER)
1717 { 1656 {
1718 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1719 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1720 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1721
1722 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;
1723 } 1662 }
1724 else 1663 else
1725 { 1664 {
1726 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1727 arrow->level = op->level; 1665 arrow->level = op->level;
1728 } 1666 arrow->stats.wc -= bow->magic;
1729 1667
1730 if (arrow->attacktype == AT_PHYSICAL) 1668 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying;
1670 }
1671
1672 arrow->stats.wc -= arrow->level;
1673
1731 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1732 1675
1733 if (bow->slaying)
1734 arrow->slaying = bow->slaying;
1735
1736 arrow->map = m;
1737 arrow->move_type = MOVE_FLY_LOW; 1676 arrow->move_type = MOVE_FLY_LOW;
1738 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1739 1678
1740 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);
1741 insert_ob_in_map (arrow, m, op, 0); 1680 m->insert (arrow, sx, sy, op);
1742 1681
1743 if (!arrow->destroyed ()) 1682 if (!arrow->destroyed ())
1744 move_arrow (arrow); 1683 move_arrow (arrow);
1745 1684
1746 if (op->type == PLAYER) 1685 if (op->type == PLAYER)
1772 } 1711 }
1773 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)
1774 { 1713 {
1775 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1776 wcmod = -1; 1715 wcmod = -1;
1716
1777 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);
1778 } 1718 }
1779 else if (op->contr->bowtype == bow_threewide) 1719 else if (op->contr->bowtype == bow_threewide)
1780 { 1720 {
1781 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);
1851 1791
1852 if (item->arch) 1792 if (item->arch)
1853 { 1793 {
1854 CLEAR_FLAG (item, FLAG_ANIMATE); 1794 CLEAR_FLAG (item, FLAG_ANIMATE);
1855 item->face = item->arch->clone.face; 1795 item->face = item->arch->clone.face;
1856 item->speed = 0; 1796 item->set_speed (0);
1857 update_ob_speed (item);
1858 } 1797 }
1798
1859 if ((tmp = item->in_player ())) 1799 if ((tmp = item->in_player ()))
1860 esrv_update_item (UPD_ANIM, tmp, item); 1800 esrv_update_item (UPD_ANIM, tmp, item);
1861 } 1801 }
1862 } 1802 }
1863 else if (item->type == ROD || item->type == HORN) 1803 else if (item->type == ROD || item->type == HORN)
1864 {
1865 drain_rod_charge (item); 1804 drain_rod_charge (item);
1866 }
1867 } 1805 }
1868} 1806}
1869 1807
1870/* Received a fire command for the player - go and do it. 1808/* Received a fire command for the player - go and do it.
1871 */ 1809 */
1894 case range_misc: 1832 case range_misc:
1895 fire_misc_object (op, dir); 1833 fire_misc_object (op, dir);
1896 return; 1834 return;
1897 1835
1898 case range_golem: /* Control summoned monsters from scrolls */ 1836 case range_golem: /* Control summoned monsters from scrolls */
1899 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1900 {
1901 op->contr->ranges[range_golem] = 0;
1902 op->contr->shoottype = range_none;
1903 }
1904 else
1905 control_golem (op->contr->ranges[range_golem], dir); 1837 control_golem (op->contr->ranges[range_golem], dir);
1906 return; 1838 return;
1907 1839
1908 case range_skill: 1840 case range_skill:
1909 if (!op->chosen_skill) 1841 if (!op->chosen_skill)
1910 { 1842 {
1911 if (op->type == PLAYER) 1843 if (op->type == PLAYER)
1912 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
1913 return; 1846 return;
1914 } 1847 }
1848
1915 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1849 do_skill (op, op, op->chosen_skill, dir, NULL);
1916 return; 1850 return;
1917 case range_builder: 1851 case range_builder:
1918 apply_map_builder (op, dir); 1852 apply_map_builder (op, dir);
1919 return; 1853 return;
1920 default: 1854 default:
1921 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1922 return; 1856 return;
1923 } 1857 }
1924} 1858}
1925
1926
1927 1859
1928/* find_key 1860/* find_key
1929 * 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
1930 * and successfully use it, we return the key, otherwise NULL 1862 * and successfully use it, we return the key, otherwise NULL
1931 * This function merges both normal and locked door, since the logic 1863 * This function merges both normal and locked door, since the logic
1933 * pl is the player, 1865 * pl is the player,
1934 * inv is the objects inventory to searched 1866 * inv is the objects inventory to searched
1935 * door is the door we are trying to match against. 1867 * door is the door we are trying to match against.
1936 * This function can be called recursively to search containers. 1868 * This function can be called recursively to search containers.
1937 */ 1869 */
1938
1939object * 1870object *
1940find_key (object *pl, object *container, object *door) 1871find_key (object *pl, object *container, object *door)
1941{ 1872{
1942 object *tmp, *key; 1873 object *tmp, *key;
1943 1874
1944 /* Should not happen, but sanity checking is never bad */ 1875 /* Should not happen, but sanity checking is never bad */
1945 if (container->inv == NULL) 1876 if (!container->inv)
1946 return NULL; 1877 return 0;
1947 1878
1948 /* 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 */
1949 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1880 for (tmp = container->inv; tmp; tmp = tmp->below)
1950 { 1881 {
1951 if (door->type == DOOR && tmp->type == KEY) 1882 if (door->type == DOOR && tmp->type == KEY)
1952 break; 1883 break;
1953 /* For sanity, we should really check door type, but other stuff 1884 /* For sanity, we should really check door type, but other stuff
1954 * (like containers) can be locked with special keys 1885 * (like containers) can be locked with special keys
1955 */ 1886 */
1956 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1887 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1957 break; 1888 break;
1958 } 1889 }
1890
1959 /* No key found - lets search inventories now */ 1891 /* No key found - lets search inventories now */
1960 /* 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.
1961 * 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
1962 * a key, return 1894 * a key, return
1963 */ 1895 */
1964 if (!tmp) 1896 if (!tmp)
1965 { 1897 {
1966 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1898 for (tmp = container->inv; tmp; tmp = tmp->below)
1967 { 1899 {
1968 /* No reason to search empty containers */ 1900 /* No reason to search empty containers */
1969 if (tmp->type == CONTAINER && tmp->inv) 1901 if (tmp->type == CONTAINER && tmp->inv)
1970 { 1902 {
1971 if ((key = find_key (pl, tmp, door)) != NULL) 1903 if ((key = find_key (pl, tmp, door)))
1972 return key; 1904 return key;
1973 } 1905 }
1974 } 1906 }
1907
1975 if (!tmp) 1908 if (!tmp)
1976 return NULL; 1909 return NULL;
1977 } 1910 }
1911
1978 /* 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,
1979 * see if we actually want to use it 1913 * see if we actually want to use it
1980 */ 1914 */
1981 if (pl != container) 1915 if (pl != container)
1982 { 1916 {
2003 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1937 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2004 "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));
2005 return NULL; 1939 return NULL;
2006 } 1940 }
2007 } 1941 }
1942
2008 return tmp; 1943 return tmp;
2009} 1944}
2010 1945
2011/* moved door processing out of move_player_attack. 1946/* moved door processing out of move_player_attack.
2012 * returns 1 if player has opened the door with a key 1947 * returns 1 if player has opened the door with a key
2030 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);
2031 if (action_makes_visible (op)) 1966 if (action_makes_visible (op))
2032 make_visible (op); 1967 make_visible (op);
2033 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2034 spring_trap (door->inv, op); 1969 spring_trap (door->inv, op);
1970
2035 if (door->type == DOOR) 1971 if (door->type == DOOR)
2036 {
2037 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 */
2038 }
2039 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
2040 { 1974 {
2041 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));
2042 remove_door2 (door); /* remove door without violence ;-) */ 1976 remove_door2 (door); /* remove door without violence ;-) */
2043 } 1977 }
1978
2044 /* Do this after we print the message */ 1979 /* Do this after we print the message */
2045 decrease_ob (key); /* Use up one of the keys */ 1980 decrease_ob (key); /* Use up one of the keys */
2046 /* Need to update the weight the container the key was in */ 1981 /* Need to update the weight the container the key was in */
2047 if (container != op) 1982 if (container != op)
2048 esrv_update_item (UPD_WEIGHT, op, container); 1983 esrv_update_item (UPD_WEIGHT, op, container);
1984
2049 return 1; /* Nothing more to do below */ 1985 return 1; /* Nothing more to do below */
2050 } 1986 }
2051 else if (door->type == LOCKED_DOOR) 1987 else if (door->type == LOCKED_DOOR)
2052 { 1988 {
2053 /* Might as well return now - no other way to open this */ 1989 /* Might as well return now - no other way to open this */
2054 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1990 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2055 return 1; 1991 return 1;
2056 } 1992 }
1993
2057 return 0; 1994 return 0;
2058} 1995}
2059 1996
2060/* This function is just part of a breakup from move_player. 1997/* This function is just part of a breakup from move_player.
2061 * It should keep the code cleaner. 1998 * It should keep the code cleaner.
2087 */ 2024 */
2088 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))
2089 { 2026 {
2090 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2027 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2091 { 2028 {
2092 m = get_map_from_coord (op->map, &nx, &ny); 2029 m = op->map->xy_find (nx, ny);
2093 if (!m) 2030 if (!m)
2094 return; /* Don't think this should happen */ 2031 return; /* Don't think this should happen */
2095 } 2032 }
2096 else 2033 else
2097 m = op->map; 2034 m = op->map;
2098 2035
2099 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2036 if (!(tmp = m->at (nx, ny).bot))
2100 {
2101 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2102 return; 2037 return;
2103 }
2104 2038
2105 mon = 0; 2039 mon = 0;
2106 /* 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
2107 * 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.
2108 * 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
2161 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2162 { 2096 {
2163 /* 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 */
2164 if (op->contr->braced) 2098 if (op->contr->braced)
2165 return; 2099 return;
2100
2166 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);
2167 (void) push_ob (mon, dir, op); 2102 (void) push_ob (mon, dir, op);
2168 if (op->contr->tmp_invis || op->hide) 2103 if (op->contr->tmp_invis || op->hide)
2169 make_visible (op); 2104 make_visible (op);
2105
2170 return; 2106 return;
2171 } 2107 }
2172 2108
2173 /* in certain circumstances, you shouldn't attack friendly 2109 /* in certain circumstances, you shouldn't attack friendly
2174 * creatures. Note that if you are braced, you can't push 2110 * creatures. Note that if you are braced, you can't push
2188 !on_battleground)) 2124 !on_battleground))
2189 { 2125 {
2190 if (!op->contr->braced) 2126 if (!op->contr->braced)
2191 { 2127 {
2192 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);
2193 (void) push_ob (mon, dir, op); 2129 push_ob (mon, dir, op);
2194 } 2130 }
2195 else 2131 else
2196 new_draw_info (0, 0, op, "You withhold your attack"); 2132 new_draw_info (0, 0, op, "You withhold your attack");
2197 2133
2198 if (op->contr->tmp_invis || op->hide) 2134 if (op->contr->tmp_invis || op->hide)
2213 * 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
2214 * and be living. Then, it must be one of the following: 2150 * and be living. Then, it must be one of the following:
2215 * 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
2216 * 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.
2217 */ 2153 */
2218
2219 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2220 ((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)))
2221 { 2156 {
2222 2157
2223 /* If the player hasn't hit something this tick, and does 2158 /* If the player hasn't hit something this tick, and does
2257int 2192int
2258move_player (object *op, int dir) 2193move_player (object *op, int dir)
2259{ 2194{
2260 int pick; 2195 int pick;
2261 2196
2262 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2263 return 0; 2198 return 0;
2264 2199
2265 /* Sanity check: make sure dir is valid */ 2200 /* Sanity check: make sure dir is valid */
2266 if ((dir < 0) || (dir >= 9)) 2201 if ((dir < 0) || (dir >= 9))
2267 { 2202 {
2268 LOG (llevError, "move_player: invalid direction %d\n", dir); 2203 LOG (llevError, "move_player: invalid direction %d\n", dir);
2269 return 0; 2204 return 0;
2270 } 2205 }
2271 2206
2272 /* peterm: added following line */ 2207 /* peterm: added following line */
2273 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2274 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2209 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2275 2210
2276 op->facing = dir; 2211 op->facing = dir;
2277 2212
2278 if (op->hide) 2213 if (op->hide)
2279 do_hidden_move (op); 2214 do_hidden_move (op);
2312 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do.
2313 */ 2248 */
2314int 2249int
2315handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2316{ 2251{
2317 if (op->contr->hidden)
2318 {
2319 op->invisible = 1000;
2320 /* the socket code flashes the player visible/invisible
2321 * depending on the value of invisible, so we need to
2322 * alternate it here for it to work correctly.
2323 */
2324 if (pticks & 2)
2325 op->invisible--;
2326 }
2327 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2328 {
2329 op->invisible--;
2330 if (!op->invisible)
2331 {
2332 make_visible (op);
2333 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2334 }
2335 }
2336
2337 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2338 { 2253 {
2339 flee_player (op); 2254 flee_player (op);
2340 /* 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 */
2341 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2342 { 2257 {
2343 op->speed_left--; 2258 op->speed_left--;
2344 return 0; 2259 return 0;
2345 } 2260 }
2346 } 2261 }
2347
2348 /* I've been seeing crashes where the golem has been destroyed, but
2349 * the player object still points to the defunct golem. The code that
2350 * destroys the golem looks correct, and it doesn't always happen, so
2351 * put this in a a workaround to clean up the golem pointer.
2352 */
2353 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2354 op->contr->ranges[range_golem] = 0;
2355 2262
2356 /* 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
2357 * the players time has been increased when doericserver has been 2264 * the players time has been increased when doericserver has been
2358 * called, so we recheck it here. 2265 * called, so we recheck it here.
2359 */ 2266 */
2360 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2267 if (op->contr->ns->handle_command ())
2361 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2268 return 1;
2362 ;
2363 2269
2364 if (op->speed_left < 0) 2270 if (op->speed_left > 0)
2365 return 0; 2271 {
2366
2367 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2368 { 2273 {
2369 /* All move commands take 1 tick, at least for now */ 2274 /* All move commands take 1 tick, at least for now */
2370 op->speed_left--; 2275 op->speed_left--;
2371 2276
2372 /* Instead of all the stuff below, let move_player take care 2277 /* Instead of all the stuff below, let move_player take care
2373 * 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
2374 * there, as well as the confusion stuff. 2279 * there, as well as the confusion stuff.
2375 */ 2280 */
2376 move_player (op, op->direction); 2281 move_player (op, op->direction);
2377 if (op->speed_left > 0) 2282
2378 return 1; 2283 return op->speed_left > 0;
2379 else 2284 }
2380 return 0;
2381 } 2285 }
2382 2286
2383 return 0; 2287 return 0;
2384} 2288}
2385 2289
2423 * from. 2327 * from.
2424 */ 2328 */
2425void 2329void
2426remove_unpaid_objects (object *op, object *env) 2330remove_unpaid_objects (object *op, object *env)
2427{ 2331{
2428 object *next;
2429
2430 while (op) 2332 while (op)
2431 { 2333 {
2432 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' */
2433 * we remove object 'op' 2335
2434 */
2435 if (QUERY_FLAG (op, FLAG_UNPAID)) 2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2436 { 2337 {
2437 op->remove ();
2438 op->x = env->x;
2439 op->y = env->y;
2440 if (env->type == PLAYER) 2338 if (env->type == PLAYER)
2441 esrv_del_item (env->contr, op->count); 2339 esrv_del_item (env->contr, op->count);
2442 insert_ob_in_map (op, env->map, NULL, 0); 2340
2341 op->insert_at (env);
2443 } 2342 }
2444 else if (op->inv) 2343 else if (op->inv)
2445 remove_unpaid_objects (op->inv, env); 2344 remove_unpaid_objects (op->inv, env);
2446 2345
2447 op = next; 2346 op = next;
2503 int rate_grace = 2000; 2402 int rate_grace = 2000;
2504 const int max_hp = 1; 2403 const int max_hp = 1;
2505 const int max_sp = 1; 2404 const int max_sp = 1;
2506 const int max_grace = 1; 2405 const int max_grace = 1;
2507 2406
2508 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--;
2509 { 2416 }
2510 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2417 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2511 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2418 {
2512 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 }
2513 } 2424 }
2514 2425
2515 if (op->contr->ns->state == ST_PLAYING) 2426 if (op->contr->ns->state == ST_PLAYING)
2516 { 2427 {
2517 /* these next three if clauses make it possible to SLOW DOWN 2428 /* these next three if clauses make it possible to SLOW DOWN
2539 gen_grace = op->stats.maxgrace; 2450 gen_grace = op->stats.maxgrace;
2540 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2541 } 2452 }
2542 2453
2543 /* Regenerate Spell Points */ 2454 /* Regenerate Spell Points */
2544 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2545 { 2456 {
2546 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);
2547 if (op->stats.sp < op->stats.maxsp) 2458 if (op->stats.sp < op->stats.maxsp)
2548 { 2459 {
2549 op->stats.sp++; 2460 op->stats.sp++;
2740 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!");
2741 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...");
2742 2653
2743 /* restore player */ 2654 /* restore player */
2744 at = archetype::find ("poisoning"); 2655 at = archetype::find ("poisoning");
2745 tmp = present_arch_in_ob (at, op); 2656 if (object *tmp = present_arch_in_ob (at, op))
2746 if (tmp)
2747 { 2657 {
2748 tmp->destroy (); 2658 tmp->destroy ();
2749 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2659 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2750 } 2660 }
2751 2661
2752 at = archetype::find ("confusion"); 2662 at = archetype::find ("confusion");
2753 tmp = present_arch_in_ob (at, op); 2663 if (object *tmp = present_arch_in_ob (at, op))
2754 if (tmp)
2755 { 2664 {
2756 tmp->destroy (); 2665 tmp->destroy ();
2757 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2758 } 2667 }
2759 2668
2761 op->stats.hp = op->stats.maxhp; 2670 op->stats.hp = op->stats.maxhp;
2762 if (op->stats.food <= 0) 2671 if (op->stats.food <= 0)
2763 op->stats.food = 999; 2672 op->stats.food = 999;
2764 2673
2765 /* create a bodypart-trophy to make the winner happy */ 2674 /* create a bodypart-trophy to make the winner happy */
2766 tmp = arch_to_object (archetype::find ("finger")); 2675 if (object *tmp = arch_to_object (archetype::find ("finger")))
2767 if (tmp != NULL)
2768 { 2676 {
2769 sprintf (buf, "%s's finger", &op->name); 2677 sprintf (buf, "%s's finger", &op->name);
2770 tmp->name = buf; 2678 tmp->name = buf;
2771 sprintf (buf, " This finger has been cut off %s\n" 2679 sprintf (buf, " This finger has been cut off %s\n"
2772 " 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",
2773 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2774 tmp->msg = buf; 2682 tmp->msg = buf;
2775 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2683 tmp->value = 0, tmp->type = 0;
2776 tmp->materialname = NULL; 2684 tmp->materialname = "organics";
2777 tmp->x = op->x, tmp->y = op->y; 2685 tmp->insert_at (op, tmp);
2778 insert_ob_in_map (tmp, op->map, op, 0);
2779 } 2686 }
2780 2687
2781 /* teleport defeated player to new destination */ 2688 /* teleport defeated player to new destination */
2782 transfer_ob (op, x, y, 0, NULL); 2689 transfer_ob (op, x, y, 0, NULL);
2783 op->contr->braced = 0; 2690 op->contr->braced = 0;
2788 2695
2789 command_kill_pets (op, 0); 2696 command_kill_pets (op, 0);
2790 2697
2791 if (op->stats.food < 0) 2698 if (op->stats.food < 0)
2792 { 2699 {
2793 if (op->contr->explore)
2794 {
2795 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2796 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2797 op->stats.food = 999;
2798 return;
2799 }
2800 sprintf (buf, "%s starved to death.", &op->name); 2700 sprintf (buf, "%s starved to death.", &op->name);
2801 strcpy (op->contr->killer, "starvation"); 2701 strcpy (op->contr->killer, "starvation");
2802 } 2702 }
2803 else 2703 else
2804 {
2805 if (op->contr->explore)
2806 {
2807 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2808 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2809 op->stats.hp = op->stats.maxhp;
2810 return;
2811 }
2812 sprintf (buf, "%s died.", &op->name); 2704 sprintf (buf, "%s died.", &op->name);
2813 } 2705
2814 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2815 2707
2816 /* save the map location for corpse, gravestone */ 2708 /* save the map location for corpse, gravestone */
2817 x = op->x; 2709 x = op->x;
2818 y = op->y; 2710 y = op->y;
2819 map = op->map; 2711 map = op->map;
2820
2821 2712
2822 /* NOT_PERMADEATH code. This basically brings the character back to 2713 /* NOT_PERMADEATH code. This basically brings the character back to
2823 * 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.
2824 * 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.
2825 */ 2716 */
2842 num_stats_lose = 1; 2733 num_stats_lose = 1;
2843 else 2734 else
2844 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2735 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2845 } 2736 }
2846 else 2737 else
2847 {
2848 num_stats_lose = 1; 2738 num_stats_lose = 1;
2849 } 2739
2850 lost_a_stat = 0; 2740 lost_a_stat = 0;
2851 2741
2852 for (z = 0; z < num_stats_lose; z++) 2742 for (z = 0; z < num_stats_lose; z++)
2853 { 2743 {
2854 i = RANDOM () % NUM_STATS; 2744 i = RANDOM () % NUM_STATS;
2995 op->stats.hp = op->stats.maxhp; 2885 op->stats.hp = op->stats.maxhp;
2996 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2997 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2998 2888
2999 /* 2889 /*
3000 * Check to see if the player is in a shop. IF so, then check to see if
3001 * 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
3002 * in the map. 2891 * and put them back in the map.
3003 */ 2892 */
3004
3005 if (is_in_shop (op))
3006 remove_unpaid_objects (op->inv, op); 2893 remove_unpaid_objects (op->inv, op);
3007 2894
3008 /****************************************/ 2895 /****************************************/
3009 /* */ 2896 /* */
3010 /* Move player to his current respawn- */ 2897 /* Move player to his current respawn- */
3011 /* position (usually last savebed) */ 2898 /* position (usually last savebed) */
3012 /* */ 2899 /* */
3013 /****************************************/ 2900 /****************************************/
3014 2901
3015 enter_player_savebed (op); 2902 enter_player_savebed (op);
3016 2903
3017 /* Save the player before inserting the force to reduce
3018 * chance of abuse.
3019 */
3020 op->contr->braced = 0; 2904 op->contr->braced = 0;
3021 op->contr->save ();
3022 2905
3023 /* it is possible that the player has blown something up 2906 /* it is possible that the player has blown something up
3024 * at his savebed location, and that can have long lasting 2907 * at his savebed location, and that can have long lasting
3025 * spell effects. So first see if there is a spell effect 2908 * spell effects. So first see if there is a spell effect
3026 * on the space that might harm the player. 2909 * on the space that might harm the player.
3055void 2938void
3056loot_object (object *op) 2939loot_object (object *op)
3057{ /* Grab and destroy some treasure */ 2940{ /* Grab and destroy some treasure */
3058 object *tmp, *tmp2, *next; 2941 object *tmp, *tmp2, *next;
3059 2942
3060 if (op->container) 2943 op->close_container (); /* close open sack first */
3061 esrv_apply_container (op, op->container); /* close open sack first */
3062 2944
3063 for (tmp = op->inv; tmp; tmp = next) 2945 for (tmp = op->inv; tmp; tmp = next)
3064 { 2946 {
3065 next = tmp->below; 2947 next = tmp->below;
3066 2948
3067 if (tmp->invisible) 2949 if (tmp->invisible)
3068 continue; 2950 continue;
3069 2951
3070 tmp->remove (); 2952 tmp->remove ();
3071 tmp->x = op->x, tmp->y = op->y; 2953 tmp->x = op->x, tmp->y = op->y;
2954
3072 if (tmp->type == CONTAINER) 2955 if (tmp->type == CONTAINER)
3073 { /* empty container to ground */ 2956 loot_object (tmp); /* empty container to ground */
3074 loot_object (tmp); 2957
3075 }
3076 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))))
3077 { 2959 {
3078 if (tmp->nrof > 1) 2960 if (tmp->nrof > 1)
3079 { 2961 {
3080 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3081 tmp2->destroy (); 2963 tmp2->destroy ();
3092/* 2974/*
3093 * fix_weight(): Check recursively the weight of all players, and fix 2975 * fix_weight(): Check recursively the weight of all players, and fix
3094 * 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
3095 * was changed. 2977 * was changed.
3096 */ 2978 */
3097
3098void 2979void
3099fix_weight (void) 2980fix_weight (void)
3100{ 2981{
3101 for (player *pl = first_player; pl; pl = pl->next) 2982 for_all_players (pl)
3102 { 2983 {
3103 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2984 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3104 2985
3105 if (old == sum) 2986 if (old == sum)
3106 continue; 2987 continue;
3110} 2991}
3111 2992
3112void 2993void
3113fix_luck (void) 2994fix_luck (void)
3114{ 2995{
3115 for (player *pl = first_player; pl; pl = pl->next) 2996 for_all_players (pl)
3116 if (!pl->ob->contr->ns->state) 2997 if (!pl->ob->contr->ns->state)
3117 pl->ob->change_luck (0); 2998 pl->ob->change_luck (0);
3118} 2999}
3119 3000
3120/* cast_dust() - handles op throwing objects of type 'DUST'. 3001/* cast_dust() - handles op throwing objects of type 'DUST'.
3162 if (op->type == PLAYER) 3043 if (op->type == PLAYER)
3163 { 3044 {
3164 op->contr->tmp_invis = 0; 3045 op->contr->tmp_invis = 0;
3165 op->contr->invis_race = 0; 3046 op->contr->invis_race = 0;
3166 } 3047 }
3048
3167 update_object (op, UP_OBJ_FACE); 3049 update_object (op, UP_OBJ_CHANGE);
3168} 3050}
3169 3051
3170int 3052int
3171is_true_undead (object *op) 3053is_true_undead (object *op)
3172{ 3054{
3173 object *tmp = NULL;
3174
3175 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3176 return 1; 3056 return 1;
3177 3057
3178 return 0; 3058 return 0;
3179} 3059}
3238 3118
3239 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3119 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3240 3120
3241 /* 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! */
3242 if (op->type == PLAYER && op->contr->run_on) 3122 if (op->type == PLAYER && op->contr->run_on)
3243 {
3244 if (!skop || num >= skop->level) 3123 if (!skop || num >= skop->level)
3245 { 3124 {
3246 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!");
3247 make_visible (op); 3126 make_visible (op);
3248 return; 3127 return;
3249 } 3128 }
3250 else 3129 else
3251 num += 20; 3130 num += 20;
3252 } 3131
3253 num += op->map->difficulty; 3132 num += op->map->difficulty;
3254 hide = hideability (op); /* modify by terrain hidden level */ 3133 hide = hideability (op); /* modify by terrain hidden level */
3255 num -= hide; 3134 num -= hide;
3135
3256 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3136 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3257 { 3137 {
3258 make_visible (op); 3138 make_visible (op);
3259 if (op->type == PLAYER) 3139 if (op->type == PLAYER)
3260 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!");
3261 } 3141 }
3262 else if (op->type == PLAYER && skop) 3142 else if (op->type == PLAYER && skop)
3263 {
3264 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);
3265 }
3266} 3144}
3267 3145
3268/* determine if who is standing near a hostile creature. */ 3146/* determine if who is standing near a hostile creature. */
3269 3147
3270int 3148int
3337 if (pl->type != PLAYER) 3215 if (pl->type != PLAYER)
3338 { 3216 {
3339 LOG (llevError, "player_can_view() called for non-player object\n"); 3217 LOG (llevError, "player_can_view() called for non-player object\n");
3340 return -1; 3218 return -1;
3341 } 3219 }
3220
3342 if (!pl || !op) 3221 if (!pl || !op)
3343 return 0; 3222 return 0;
3344 3223
3345 if (op->head)
3346 {
3347 op = op->head; 3224 op = op->head_ ();
3348 } 3225
3349 get_rangevector (pl, op, &rv, 0x1); 3226 get_rangevector (pl, op, &rv, 0x1);
3350 3227
3351 /* starting with the 'head' part, lets loop 3228 /* starting with the 'head' part, lets loop
3352 * through the object and find if it has any 3229 * through the object and find if it has any
3353 * part that is in the los array but isnt on 3230 * part that is in the los array but isnt on
3470 char buf[MAX_BUF]; /* tmp. string buffer */ 3347 char buf[MAX_BUF]; /* tmp. string buffer */
3471 int i = 0, j = 0; 3348 int i = 0, j = 0;
3472 3349
3473 /* get the appropriate treasurelist */ 3350 /* get the appropriate treasurelist */
3474 if (atnr == ATNR_FIRE) 3351 if (atnr == ATNR_FIRE)
3475 trlist = find_treasurelist ("dragon_ability_fire"); 3352 trlist = treasurelist::find ("dragon_ability_fire");
3476 else if (atnr == ATNR_COLD) 3353 else if (atnr == ATNR_COLD)
3477 trlist = find_treasurelist ("dragon_ability_cold"); 3354 trlist = treasurelist::find ("dragon_ability_cold");
3478 else if (atnr == ATNR_ELECTRICITY) 3355 else if (atnr == ATNR_ELECTRICITY)
3479 trlist = find_treasurelist ("dragon_ability_elec"); 3356 trlist = treasurelist::find ("dragon_ability_elec");
3480 else if (atnr == ATNR_POISON) 3357 else if (atnr == ATNR_POISON)
3481 trlist = find_treasurelist ("dragon_ability_poison"); 3358 trlist = treasurelist::find ("dragon_ability_poison");
3482 3359
3483 if (trlist == NULL || who->type != PLAYER) 3360 if (trlist == NULL || who->type != PLAYER)
3484 return; 3361 return;
3485 3362
3486 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++);
3487 3364
3488 if (tr == NULL || tr->item == NULL) 3365 if (!tr || !tr->item)
3489 { 3366 {
3490 /* 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]); */
3491 return; 3368 return;
3492 } 3369 }
3493 3370
3618 * not readied. 3495 * not readied.
3619 */ 3496 */
3620void 3497void
3621player_unready_range_ob (player *pl, object *ob) 3498player_unready_range_ob (player *pl, object *ob)
3622{ 3499{
3623 rangetype i;
3624
3625 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))
3626 {
3627 if (pl->ranges[i] == ob) 3501 if (pl->ranges[i] == ob)
3628 { 3502 {
3629 pl->ranges[i] = NULL; 3503 pl->ranges[i] = 0;
3630 if (pl->shoottype == i) 3504 if (pl->shoottype == i)
3631 {
3632 pl->shoottype = range_none; 3505 pl->shoottype = range_none;
3633 }
3634 } 3506 }
3635 }
3636} 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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