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Comparing deliantra/server/server/player.C (file contents):
Revision 1.61 by root, Sat Dec 23 13:56:25 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 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45 38
46void 39void
47display_motd (const object *op) 40display_motd (const object *op)
48{ 41{
49 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
123 116
124 news[0] = '\0'; 117 news[0] = '\0';
125 subject[0] = '\0'; 118 subject[0] = '\0';
126 size = 0; 119 size = 0;
127 120
128 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
129 { 122 {
130 if (*buf == '#') 123 if (*buf == '#')
131 continue; 124 continue;
132 125
133 if (*buf == '%') 126 if (*buf == '%')
134 { /* send one news */ 127 { /* send one news */
135 if (size > 0) 128 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130
137 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
138 strip_endline (subject); 132 strip_endline (subject);
139 size = 0; 133 size = 0;
140 news[0] = '\0'; 134 news[0] = '\0';
141 } 135 }
150 size += strlen (buf); 144 size += strlen (buf);
151 } 145 }
152 } 146 }
153 147
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
156 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
157} 151}
158 152
159/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
160static void 154static void
161set_first_map (object *op) 155set_first_map (object *op)
162{ 156{
163 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
164 op->x = -1; 158 op->x = -1;
165 op->y = -1; 159 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
166 enter_exit (op, 0); 170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199
200 if (ob->map)
201 maplevel = ob->map->path;
202
203 ob->remove ();
204 ob->map = 0;
205 party = 0;
206
207 // for weird reasons, this is often "ob", keeping a circular reference
208 ranges [range_skill] = 0;
209
210 players.erase (this);
167} 211}
168 212
169// connect the player with a specific client 213// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings 214// also changed, rationalises, and fixes some incorrect settings
171void 215void
172player::connect (client *ns) 216player::connect (client *ns)
173{ 217{
174 this->ns = ns; 218 this->ns = ns;
175 ns->pl = this; 219 ns->pl = this;
176 220
177 next = first_player; 221 run_on = 0;
178 first_player = this; 222 fire_on = 0;
223 ob->close_container (); //TODO: client-specific
179 224
180 ns->update_look = 0; 225 ns->update_look = 0;
181 ns->look_position = 0; 226 ns->look_position = 0;
182 227
183 clear_los (ob); 228 clear_los (ob);
229
230 ns->reset_stats ();
184 231
185 /* make sure he's a player -- needed because of class change. */ 232 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid 233 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race; 234 ob->race = ob->arch->clone.race;
188 235
191 238
192 ob->carrying = sum_weight (ob); 239 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 240 link_player_skills (ob);
194 241
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 update_ob_speed (ob);
197 243
198 assign (title, ob->arch->clone.name); 244 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209 245
210 /* if it's a dragon player, set the correct title here */ 246 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob)) 247 if (is_dragon_pl (ob))
212 { 248 {
213 object *tmp, *abil = 0, *skin = 0; 249 object *tmp, *abil = 0, *skin = 0;
223 skin = tmp; 259 skin = tmp;
224 260
225 set_dragon_name (ob, abil, skin); 261 set_dragon_name (ob, abil, skin);
226 } 262 }
227 263
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235 265
236 esrv_new_player (this, ob->weight + ob->carrying); 266 esrv_new_player (this, ob->weight + ob->carrying);
237 267
238 ob->update_stats (); 268 ob->update_stats ();
239 ns->floorbox_update (); 269 ns->floorbox_update ();
240 270
241 esrv_send_inventory (ob, ob); 271 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0); 272 esrv_add_spells (this, 0);
243 273
244 enter_exit (ob, 0); 274 activate ();
245 275
246 send_rules (ob); 276 send_rules (ob);
247 send_news (ob); 277 send_news (ob);
248 display_motd (ob); 278 display_motd (ob);
279
280 INVOKE_PLAYER (CONNECT, this);
249 INVOKE_PLAYER (LOGIN, this); 281 INVOKE_PLAYER (LOGIN, this);
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 ();
250} 303}
251 304
252// the need for this function can be explained 305// the need for this function can be explained
253// by load_object not returning the object 306// by load_object not returning the object
254void 307void
255player::set_object (object *op) 308player::set_object (object *op)
256{ 309{
257 ob = op; 310 ob = op;
258 ob->contr = this; /* this aren't yet in archetype */ 311 ob->contr = this; /* this aren't yet in archetype */
259 312
260 ob->speed_left = 0.5; 313 ob->speed_left = 0.5;
261 ob->speed = 1.0; 314 ob->speed = 1.0;
262 ob->direction = 5; /* So player faces south */ 315 ob->direction = 5; /* So player faces south */
263 ob->stats.wc = 2;
264 ob->run_away = 25; /* Then we panick... */
265
266 set_first_map (ob);
267
268 ob->roll_stats ();
269} 316}
270 317
271player::player () 318player::player ()
272{ 319{
273 /* There are some elements we want initialized to non zero value - 320 /* There are some elements we want initialised to non zero value -
274 * we deal with that below this point. 321 * we deal with that below this point.
275 */ 322 */
276 outputs_sync = 16; /* Every 2 seconds */ 323 outputs_sync = 4;
277 outputs_count = 8; /* Keeps present behaviour */ 324 outputs_count = 4;
278 unapply = unapply_nochoice; 325 unapply = unapply_nochoice;
279 326
280 assign (savebed_map, first_map_path); /* Init. respawn position */ 327 savebed_map = first_map_path; /* Init. respawn position */
281 328
282 gen_sp_armour = 10; 329 gen_sp_armour = 10;
283 last_speed = -1;
284 shoottype = range_none; 330 shoottype = range_none;
285 bowtype = bow_normal; 331 bowtype = bow_normal;
286 petmode = pet_normal; 332 petmode = pet_normal;
287 listening = 10; 333 listening = 10;
288 usekeys = containers; 334 usekeys = containers;
289 last_weapon_sp = -1;
290 peaceful = 1; /* default peaceful */ 335 peaceful = 1; /* default peaceful */
291 do_los = 1; 336 do_los = 1;
337}
292 338
293 /* we need to clear these to -1 and not zero - otherwise, 339void
294 * if a player quits and starts a new character, we wont 340player::do_destroy ()
295 * send new values to the client, as things like exp start 341{
296 * at zero. 342 disconnect ();
297 */
298 for (int i = 0; i < NUM_SKILLS; i++)
299 last_skill_exp[i] = -1;
300 343
301 for (int i = 0; i < NROFATTACKS; i++) 344 attachable::do_destroy ();
302 last_resist[i] = -1;
303 345
304 last_stats.exp = -1; 346 if (ob)
305 last_weight = (uint32) - 1; 347 {
348 ob->destroy_inv (false);
349 ob->destroy ();
350 }
306} 351}
307 352
308player::~player () 353player::~player ()
309{ 354{
310 terminate_all_pets (ob);
311
312 if (first_player != this)
313 {
314 player *prev = first_player;
315
316 while (prev && prev->next && prev->next != this)
317 prev = prev->next;
318
319 if (prev->next != this)
320 {
321 LOG (llevError, "Free_player: Can't find previous player.\n");
322 abort ();
323 }
324
325 prev->next = next;
326 }
327 else
328 first_player = next;
329
330 if (ob)
331 {
332 ob->contr = 0;
333 ob->destroy (1);
334 }
335
336 if (ns)
337 {
338 ns->send_packet ("goodbye");
339 ns->flush ();
340 ns->pl = 0;
341 ns->destroy ();
342 }
343
344 /* Clear item stack */ 355 /* Clear item stack */
345 free (stack_items); 356 free (stack_items);
346} 357}
347 358
348/* Tries to add player on the connection passed in ns. 359/* Tries to add player on the connection passed in ns.
353player::create () 364player::create ()
354{ 365{
355 player *pl = new player; 366 player *pl = new player;
356 367
357 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);
358 375
359 return pl; 376 return pl;
360} 377}
361 378
362/* 379/*
393 object *op = NULL; 410 object *op = NULL;
394 objectlink *ol; 411 objectlink *ol;
395 unsigned lastdist; 412 unsigned lastdist;
396 rv_vector rv; 413 rv_vector rv;
397 414
398 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
399 { 416 {
400 /* 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
401 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
402 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
403 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
407 object *tmp = ol->ob; 424 object *tmp = ol->ob;
408 425
409 /* 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
410 * itself will have been cleared. 427 * itself will have been cleared.
411 */ 428 */
412 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 ());
413 ol = ol->next; 431 ol = ol->next;
414 remove_friendly_object (tmp); 432 remove_friendly_object (tmp);
415 if (!ol) 433 if (!ol)
416 return op; 434 return op;
417 } 435 }
506 x = mon->x; 524 x = mon->x;
507 y = mon->y; 525 y = mon->y;
508 m = mon->map; 526 m = mon->map;
509 dir = rv.direction; 527 dir = rv.direction;
510 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 */
511 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
512 /* 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. */
513 if (diff > max) 532 if (diff > max)
514 return 0; 533 return 0;
534
515 while (diff > 1 && max > 0) 535 while (diff > 1 && max > 0)
516 { 536 {
517 lastx = x; 537 lastx = x;
518 lasty = y; 538 lasty = y;
519 lastmap = m; 539 lastmap = m;
601 max--; 621 max--;
602 lastdir = dir; 622 lastdir = dir;
603 if (!firstdir) 623 if (!firstdir)
604 firstdir = dir; 624 firstdir = dir;
605 } 625 }
626
606 if (diff <= 1) 627 if (diff <= 1)
607 { 628 {
608 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
609 * headed toward player for entire distance. 630 * headed toward player for entire distance.
610 */ 631 */
611 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
612 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));
613 } 634 }
635
614 if (diff > max) 636 if (diff > max)
615 return 0; 637 return 0;
616 } 638 }
639
617 /* 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 */
618 if (!max) 641 if (!max)
619 return 0; 642 return 0;
620 643
621 return firstdir; 644 return firstdir;
735roll_stat (void) 758roll_stat (void)
736{ 759{
737 int a[4], i, j, k; 760 int a[4], i, j, k;
738 761
739 for (i = 0; i < 4; i++) 762 for (i = 0; i < 4; i++)
740 a[i] = (int) RANDOM () % 6 + 1; 763 a[i] = (int) rndm (6) + 1;
741 764
742 for (i = 0, j = 0, k = 7; i < 4; i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
743 if (a[i] < k) 766 if (a[i] < k)
744 k = a[i], j = i; 767 k = a[i], j = i;
745 768
828 851
829 contr->orig_stats = stats; 852 contr->orig_stats = stats;
830 } 853 }
831} 854}
832 855
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
833/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
834 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
835 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
836 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
837 * not the class. 871 * not the class.
838 */ 872 */
839int 873void
840key_change_class (object *op, char key) 874player::chargen_race_done ()
841{ 875{
842 int tmp_loop;
843
844 if (key == 'd' || key == 'D')
845 {
846 char buf[MAX_BUF];
847
848 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
849 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
850 878
851 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
852 if (tl) 880 if (tl)
853 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
854 882
855 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
856 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
857 885
858 op->contr->ns->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
859 887
860 if (op->msg) 888 if (ob->msg)
861 op->msg = NULL; 889 ob->msg = 0;
862 890
863 /* 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
864 * to save here. 892 * to save here.
865 */ 893 */
894 {
895 char buf[MAX_BUF];
866 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
867 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
868 899
869#ifdef AUTOSAVE
870 op->contr->last_save_tick = pticks;
871#endif
872 start_info (op); 900 start_info (ob);
873 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
874 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
875 link_player_skills (op); 903 link_player_skills (ob);
876 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
877 op->update_stats (); 905 ob->update_stats ();
878 906
879 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
880 * is one for this race 908 * is one for this race
881 */ 909 */
882 if (*first_map_ext_path) 910 if (*first_map_ext_path)
883 { 911 {
884 object *tmp; 912 object *tmp;
885 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
886 914
887 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);
888 tmp = object::create (); 916 tmp = object::create ();
889 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
890 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
891 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
892 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;
893 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
894 * default initial map */ 922 * default initial map */
895 tmp->destroy (); 923 tmp->destroy ();
896 } 924 }
897 else 925 else
898 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
899 928
900 return 0; 929void
901 } 930player::chargen_race_next ()
902 931{
903 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
904 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
905 */ 934 */
906 935
907 tmp_loop = 0; 936 do
908 while (!tmp_loop)
909 { 937 {
910 shstr name = op->name; 938 shstr name = ob->name;
911 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
912 940
913 op->remove_statbonus (); 941 ob->remove_statbonus ();
914 op->remove (); 942 ob->remove ();
915 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
916 op->arch->clone.copy_to (op); 944 ob->arch->clone.copy_to (ob);
917 op->instantiate (); 945 ob->instantiate ();
918 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
919 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
920 op->x = x; 948 ob->x = x;
921 op->y = y; 949 ob->y = y;
922 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
923 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
924 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->clone.name);
925 op->add_statbonus (); 953 ob->add_statbonus ();
926 tmp_loop = allowed_class (op);
927 } 954 }
955 while (!allowed_class (ob));
928 956
929 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
930 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
931 op->update_stats (); 959 ob->update_stats ();
932 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
933 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
934 op->stats.grace = 0; 962 ob->stats.grace = 0;
935
936 if (op->msg)
937 new_draw_info (NDI_BLUE, 0, op, op->msg);
938
939 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
940 return 0;
941}
942
943int
944key_confirm_quit (object *op, char key)
945{
946 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
947 {
948 op->contr->ns->state = ST_PLAYING;
949 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
950 return 1;
951 }
952
953 INVOKE_PLAYER (LOGOUT, op->contr);
954 INVOKE_PLAYER (QUIT, op->contr);
955
956 terminate_all_pets (op);
957 leave_map (op);
958 op->direction = 0;
959 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
960
961 strcpy (op->contr->killer, "quit");
962 check_score (op);
963 op->contr->party = 0;
964 op->contr->own_title[0] = '\0';
965
966 object_ptr ob = op;
967
968 delete ob->contr;
969
970 /* We need to hunt for any per player unique maps in memory and
971 * get rid of them. The trailing slash in the path is intentional,
972 * so that players named 'Ab' won't match against players 'Abe' pathname
973 */
974 char buf[MAX_BUF];
975 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
976
977 for (maptile *next, *mp = first_map; mp; mp = next)
978 {
979 next = mp->next;
980
981 if (!strncmp (mp->path, buf, strlen (buf)))
982 delete_map (mp);
983 }
984
985 delete_character (ob->name, 1);
986
987 return 1;
988} 963}
989 964
990void 965void
991flee_player (object *op) 966flee_player (object *op)
992{ 967{
1049int 1024int
1050check_pick (object *op) 1025check_pick (object *op)
1051{ 1026{
1052 object *tmp, *next; 1027 object *tmp, *next;
1053 int stop = 0; 1028 int stop = 0;
1054 int j, k, wvratio; 1029 int wvratio;
1055 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1056 1031
1057 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1058 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1059 return 1; 1034 return 1;
1060 1035
1397 * found object is returned. 1372 * found object is returned.
1398 */ 1373 */
1399object * 1374object *
1400find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1401{ 1376{
1402 object *tmp = NULL; 1377 object *tmp = 0;
1403 1378
1404 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1405 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))
1406 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1407 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1408 return op; 1383 return op;
1384
1409 return tmp; 1385 return tmp;
1410} 1386}
1411 1387
1412/* 1388/*
1413 * 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
1414 * 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
1415 * 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
1416 * 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.
1417 */ 1393 */
1418
1419object * 1394object *
1420find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1421{ 1396{
1422 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1423 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1615 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1616 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);
1617 /* 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 */
1618 else 1593 else
1619 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1620 return 0; 1596 return 0;
1621 } 1597 }
1622 } 1598 }
1623 1599
1624 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1646 return 0; 1622 return 0;
1647 } 1623 }
1648 1624
1649 arrow->set_owner (op); 1625 arrow->set_owner (op);
1650 arrow->skill = bow->skill; 1626 arrow->skill = bow->skill;
1651
1652 arrow->direction = dir; 1627 arrow->direction = dir;
1653 arrow->x = sx;
1654 arrow->y = sy;
1655 1628
1656 if (op->type == PLAYER) 1629 if (op->type == PLAYER)
1657 { 1630 {
1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1659 op->update_stats (); 1632 op->update_stats ();
1660 } 1633 }
1661 1634
1662 SET_ANIMATION (arrow, arrow->direction); 1635 SET_ANIMATION (arrow, arrow->direction);
1636
1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1664 arrow->stats.hp = arrow->stats.dam; 1638 arrow->stats.hp = arrow->stats.dam;
1665 arrow->stats.grace = arrow->attacktype; 1639 arrow->stats.grace = arrow->attacktype;
1640
1666 if (arrow->slaying != NULL) 1641 if (arrow->slaying)
1667 arrow->spellarg = strdup (arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1668 1643
1669 /* Note that this was different for monsters - they got their level 1644 arrow->stats.dam += op->stats.dam + arrow->magic;
1670 * added to the damage. I think the strength bonus is more proper.
1671 */
1672
1673 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1674 1645
1675 /* update the speed */ 1646 /* update the speed */
1676 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1677 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;
1678 1649
1679 if (arrow->speed < 1.0) 1650 arrow->set_speed (max (arrow->speed, 1.0));
1680 arrow->speed = 1.0;
1681 update_ob_speed (arrow);
1682 arrow->speed_left = 0; 1651 arrow->speed_left = 0;
1683 1652
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654
1684 if (op->type == PLAYER) 1655 if (op->type == PLAYER)
1685 { 1656 {
1686 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1687 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1688 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1689
1690 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;
1691 } 1662 }
1692 else 1663 else
1693 { 1664 {
1694 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1695 arrow->level = op->level; 1665 arrow->level = op->level;
1696 } 1666 arrow->stats.wc -= bow->magic;
1697 1667
1698 if (arrow->attacktype == AT_PHYSICAL) 1668 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying;
1670 }
1671
1672 arrow->stats.wc -= arrow->level;
1673
1699 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1700 1675
1701 if (bow->slaying)
1702 arrow->slaying = bow->slaying;
1703
1704 arrow->map = m;
1705 arrow->move_type = MOVE_FLY_LOW; 1676 arrow->move_type = MOVE_FLY_LOW;
1706 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1707 1678
1708 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);
1709 insert_ob_in_map (arrow, m, op, 0); 1680 m->insert (arrow, sx, sy, op);
1710 1681
1711 if (!arrow->destroyed ()) 1682 if (!arrow->destroyed ())
1712 move_arrow (arrow); 1683 move_arrow (arrow);
1713 1684
1714 if (op->type == PLAYER) 1685 if (op->type == PLAYER)
1740 } 1711 }
1741 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)
1742 { 1713 {
1743 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1744 wcmod = -1; 1715 wcmod = -1;
1716
1745 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);
1746 } 1718 }
1747 else if (op->contr->bowtype == bow_threewide) 1719 else if (op->contr->bowtype == bow_threewide)
1748 { 1720 {
1749 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);
1819 1791
1820 if (item->arch) 1792 if (item->arch)
1821 { 1793 {
1822 CLEAR_FLAG (item, FLAG_ANIMATE); 1794 CLEAR_FLAG (item, FLAG_ANIMATE);
1823 item->face = item->arch->clone.face; 1795 item->face = item->arch->clone.face;
1824 item->speed = 0; 1796 item->set_speed (0);
1825 update_ob_speed (item);
1826 } 1797 }
1798
1827 if ((tmp = item->in_player ())) 1799 if ((tmp = item->in_player ()))
1828 esrv_update_item (UPD_ANIM, tmp, item); 1800 esrv_update_item (UPD_ANIM, tmp, item);
1829 } 1801 }
1830 } 1802 }
1831 else if (item->type == ROD || item->type == HORN) 1803 else if (item->type == ROD || item->type == HORN)
1832 {
1833 drain_rod_charge (item); 1804 drain_rod_charge (item);
1834 }
1835 } 1805 }
1836} 1806}
1837 1807
1838/* Received a fire command for the player - go and do it. 1808/* Received a fire command for the player - go and do it.
1839 */ 1809 */
1862 case range_misc: 1832 case range_misc:
1863 fire_misc_object (op, dir); 1833 fire_misc_object (op, dir);
1864 return; 1834 return;
1865 1835
1866 case range_golem: /* Control summoned monsters from scrolls */ 1836 case range_golem: /* Control summoned monsters from scrolls */
1867 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1868 {
1869 op->contr->ranges[range_golem] = 0;
1870 op->contr->shoottype = range_none;
1871 }
1872 else
1873 control_golem (op->contr->ranges[range_golem], dir); 1837 control_golem (op->contr->ranges[range_golem], dir);
1874 return; 1838 return;
1875 1839
1876 case range_skill: 1840 case range_skill:
1877 if (!op->chosen_skill) 1841 if (!op->chosen_skill)
1878 { 1842 {
1879 if (op->type == PLAYER) 1843 if (op->type == PLAYER)
1880 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
1881 return; 1846 return;
1882 } 1847 }
1848
1883 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1849 do_skill (op, op, op->chosen_skill, dir, NULL);
1884 return; 1850 return;
1885 case range_builder: 1851 case range_builder:
1886 apply_map_builder (op, dir); 1852 apply_map_builder (op, dir);
1887 return; 1853 return;
1888 default: 1854 default:
1889 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890 return; 1856 return;
1891 } 1857 }
1892} 1858}
1893
1894
1895 1859
1896/* find_key 1860/* find_key
1897 * 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
1898 * and successfully use it, we return the key, otherwise NULL 1862 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1863 * This function merges both normal and locked door, since the logic
1901 * pl is the player, 1865 * pl is the player,
1902 * inv is the objects inventory to searched 1866 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1867 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1868 * This function can be called recursively to search containers.
1905 */ 1869 */
1906
1907object * 1870object *
1908find_key (object *pl, object *container, object *door) 1871find_key (object *pl, object *container, object *door)
1909{ 1872{
1910 object *tmp, *key; 1873 object *tmp, *key;
1911 1874
1912 /* Should not happen, but sanity checking is never bad */ 1875 /* Should not happen, but sanity checking is never bad */
1913 if (container->inv == NULL) 1876 if (!container->inv)
1914 return NULL; 1877 return 0;
1915 1878
1916 /* 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 */
1917 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1880 for (tmp = container->inv; tmp; tmp = tmp->below)
1918 { 1881 {
1919 if (door->type == DOOR && tmp->type == KEY) 1882 if (door->type == DOOR && tmp->type == KEY)
1920 break; 1883 break;
1921 /* For sanity, we should really check door type, but other stuff 1884 /* For sanity, we should really check door type, but other stuff
1922 * (like containers) can be locked with special keys 1885 * (like containers) can be locked with special keys
1923 */ 1886 */
1924 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1887 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1925 break; 1888 break;
1926 } 1889 }
1890
1927 /* No key found - lets search inventories now */ 1891 /* No key found - lets search inventories now */
1928 /* 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.
1929 * 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
1930 * a key, return 1894 * a key, return
1931 */ 1895 */
1932 if (!tmp) 1896 if (!tmp)
1933 { 1897 {
1934 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1898 for (tmp = container->inv; tmp; tmp = tmp->below)
1935 { 1899 {
1936 /* No reason to search empty containers */ 1900 /* No reason to search empty containers */
1937 if (tmp->type == CONTAINER && tmp->inv) 1901 if (tmp->type == CONTAINER && tmp->inv)
1938 { 1902 {
1939 if ((key = find_key (pl, tmp, door)) != NULL) 1903 if ((key = find_key (pl, tmp, door)))
1940 return key; 1904 return key;
1941 } 1905 }
1942 } 1906 }
1907
1943 if (!tmp) 1908 if (!tmp)
1944 return NULL; 1909 return NULL;
1945 } 1910 }
1911
1946 /* 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,
1947 * see if we actually want to use it 1913 * see if we actually want to use it
1948 */ 1914 */
1949 if (pl != container) 1915 if (pl != container)
1950 { 1916 {
1971 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1937 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1972 "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));
1973 return NULL; 1939 return NULL;
1974 } 1940 }
1975 } 1941 }
1942
1976 return tmp; 1943 return tmp;
1977} 1944}
1978 1945
1979/* moved door processing out of move_player_attack. 1946/* moved door processing out of move_player_attack.
1980 * returns 1 if player has opened the door with a key 1947 * returns 1 if player has opened the door with a key
1998 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);
1999 if (action_makes_visible (op)) 1966 if (action_makes_visible (op))
2000 make_visible (op); 1967 make_visible (op);
2001 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2002 spring_trap (door->inv, op); 1969 spring_trap (door->inv, op);
1970
2003 if (door->type == DOOR) 1971 if (door->type == DOOR)
2004 {
2005 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 */
2006 }
2007 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
2008 { 1974 {
2009 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));
2010 remove_door2 (door); /* remove door without violence ;-) */ 1976 remove_door2 (door); /* remove door without violence ;-) */
2011 } 1977 }
1978
2012 /* Do this after we print the message */ 1979 /* Do this after we print the message */
2013 decrease_ob (key); /* Use up one of the keys */ 1980 decrease_ob (key); /* Use up one of the keys */
2014 /* Need to update the weight the container the key was in */ 1981 /* Need to update the weight the container the key was in */
2015 if (container != op) 1982 if (container != op)
2016 esrv_update_item (UPD_WEIGHT, op, container); 1983 esrv_update_item (UPD_WEIGHT, op, container);
1984
2017 return 1; /* Nothing more to do below */ 1985 return 1; /* Nothing more to do below */
2018 } 1986 }
2019 else if (door->type == LOCKED_DOOR) 1987 else if (door->type == LOCKED_DOOR)
2020 { 1988 {
2021 /* Might as well return now - no other way to open this */ 1989 /* Might as well return now - no other way to open this */
2022 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1990 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2023 return 1; 1991 return 1;
2024 } 1992 }
1993
2025 return 0; 1994 return 0;
2026} 1995}
2027 1996
2028/* This function is just part of a breakup from move_player. 1997/* This function is just part of a breakup from move_player.
2029 * It should keep the code cleaner. 1998 * It should keep the code cleaner.
2055 */ 2024 */
2056 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))
2057 { 2026 {
2058 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2027 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2059 { 2028 {
2060 m = get_map_from_coord (op->map, &nx, &ny); 2029 m = op->map->xy_find (nx, ny);
2061 if (!m) 2030 if (!m)
2062 return; /* Don't think this should happen */ 2031 return; /* Don't think this should happen */
2063 } 2032 }
2064 else 2033 else
2065 m = op->map; 2034 m = op->map;
2066 2035
2067 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2036 if (!(tmp = m->at (nx, ny).bot))
2068 {
2069 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2070 return; 2037 return;
2071 }
2072 2038
2073 mon = 0; 2039 mon = 0;
2074 /* 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
2075 * 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.
2076 * 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
2129 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2130 { 2096 {
2131 /* 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 */
2132 if (op->contr->braced) 2098 if (op->contr->braced)
2133 return; 2099 return;
2100
2134 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);
2135 (void) push_ob (mon, dir, op); 2102 (void) push_ob (mon, dir, op);
2136 if (op->contr->tmp_invis || op->hide) 2103 if (op->contr->tmp_invis || op->hide)
2137 make_visible (op); 2104 make_visible (op);
2105
2138 return; 2106 return;
2139 } 2107 }
2140 2108
2141 /* in certain circumstances, you shouldn't attack friendly 2109 /* in certain circumstances, you shouldn't attack friendly
2142 * creatures. Note that if you are braced, you can't push 2110 * creatures. Note that if you are braced, you can't push
2156 !on_battleground)) 2124 !on_battleground))
2157 { 2125 {
2158 if (!op->contr->braced) 2126 if (!op->contr->braced)
2159 { 2127 {
2160 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);
2161 (void) push_ob (mon, dir, op); 2129 push_ob (mon, dir, op);
2162 } 2130 }
2163 else 2131 else
2164 new_draw_info (0, 0, op, "You withhold your attack"); 2132 new_draw_info (0, 0, op, "You withhold your attack");
2165 2133
2166 if (op->contr->tmp_invis || op->hide) 2134 if (op->contr->tmp_invis || op->hide)
2181 * 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
2182 * and be living. Then, it must be one of the following: 2150 * and be living. Then, it must be one of the following:
2183 * 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
2184 * 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.
2185 */ 2153 */
2186
2187 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2188 ((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)))
2189 { 2156 {
2190 2157
2191 /* If the player hasn't hit something this tick, and does 2158 /* If the player hasn't hit something this tick, and does
2225int 2192int
2226move_player (object *op, int dir) 2193move_player (object *op, int dir)
2227{ 2194{
2228 int pick; 2195 int pick;
2229 2196
2230 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2231 return 0; 2198 return 0;
2232 2199
2233 /* Sanity check: make sure dir is valid */ 2200 /* Sanity check: make sure dir is valid */
2234 if ((dir < 0) || (dir >= 9)) 2201 if ((dir < 0) || (dir >= 9))
2235 { 2202 {
2236 LOG (llevError, "move_player: invalid direction %d\n", dir); 2203 LOG (llevError, "move_player: invalid direction %d\n", dir);
2237 return 0; 2204 return 0;
2238 } 2205 }
2239 2206
2240 /* peterm: added following line */ 2207 /* peterm: added following line */
2241 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2242 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2209 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2243 2210
2244 op->facing = dir; 2211 op->facing = dir;
2245 2212
2246 if (op->hide) 2213 if (op->hide)
2247 do_hidden_move (op); 2214 do_hidden_move (op);
2280 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do.
2281 */ 2248 */
2282int 2249int
2283handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2284{ 2251{
2285 if (op->contr->hidden)
2286 {
2287 op->invisible = 1000;
2288 /* the socket code flashes the player visible/invisible
2289 * depending on the value of invisible, so we need to
2290 * alternate it here for it to work correctly.
2291 */
2292 if (pticks & 2)
2293 op->invisible--;
2294 }
2295 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2296 {
2297 op->invisible--;
2298 if (!op->invisible)
2299 {
2300 make_visible (op);
2301 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2302 }
2303 }
2304
2305 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2306 { 2253 {
2307 flee_player (op); 2254 flee_player (op);
2308 /* 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 */
2309 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2310 { 2257 {
2311 op->speed_left--; 2258 op->speed_left--;
2312 return 0; 2259 return 0;
2313 } 2260 }
2314 } 2261 }
2315
2316 /* I've been seeing crashes where the golem has been destroyed, but
2317 * the player object still points to the defunct golem. The code that
2318 * destroys the golem looks correct, and it doesn't always happen, so
2319 * put this in a a workaround to clean up the golem pointer.
2320 */
2321 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2322 op->contr->ranges[range_golem] = 0;
2323 2262
2324 /* 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
2325 * the players time has been increased when doericserver has been 2264 * the players time has been increased when doericserver has been
2326 * called, so we recheck it here. 2265 * called, so we recheck it here.
2327 */ 2266 */
2328 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2267 if (op->contr->ns->handle_command ())
2329 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2268 return 1;
2330 ;
2331 2269
2332 if (op->speed_left < 0) 2270 if (op->speed_left > 0)
2333 return 0; 2271 {
2334
2335 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2336 { 2273 {
2337 /* All move commands take 1 tick, at least for now */ 2274 /* All move commands take 1 tick, at least for now */
2338 op->speed_left--; 2275 op->speed_left--;
2339 2276
2340 /* Instead of all the stuff below, let move_player take care 2277 /* Instead of all the stuff below, let move_player take care
2341 * 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
2342 * there, as well as the confusion stuff. 2279 * there, as well as the confusion stuff.
2343 */ 2280 */
2344 move_player (op, op->direction); 2281 move_player (op, op->direction);
2345 if (op->speed_left > 0) 2282
2346 return 1; 2283 return op->speed_left > 0;
2347 else 2284 }
2348 return 0;
2349 } 2285 }
2350 2286
2351 return 0; 2287 return 0;
2352} 2288}
2353 2289
2391 * from. 2327 * from.
2392 */ 2328 */
2393void 2329void
2394remove_unpaid_objects (object *op, object *env) 2330remove_unpaid_objects (object *op, object *env)
2395{ 2331{
2396 object *next;
2397
2398 while (op) 2332 while (op)
2399 { 2333 {
2400 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' */
2401 * we remove object 'op' 2335
2402 */
2403 if (QUERY_FLAG (op, FLAG_UNPAID)) 2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2404 { 2337 {
2405 op->remove ();
2406 op->x = env->x;
2407 op->y = env->y;
2408 if (env->type == PLAYER) 2338 if (env->type == PLAYER)
2409 esrv_del_item (env->contr, op->count); 2339 esrv_del_item (env->contr, op->count);
2410 insert_ob_in_map (op, env->map, NULL, 0); 2340
2341 op->insert_at (env);
2411 } 2342 }
2412 else if (op->inv) 2343 else if (op->inv)
2413 remove_unpaid_objects (op->inv, env); 2344 remove_unpaid_objects (op->inv, env);
2414 2345
2415 op = next; 2346 op = next;
2471 int rate_grace = 2000; 2402 int rate_grace = 2000;
2472 const int max_hp = 1; 2403 const int max_hp = 1;
2473 const int max_sp = 1; 2404 const int max_sp = 1;
2474 const int max_grace = 1; 2405 const int max_grace = 1;
2475 2406
2476 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--;
2477 { 2416 }
2478 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2417 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2479 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2418 {
2480 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 }
2481 } 2424 }
2482 2425
2483 if (op->contr->ns->state == ST_PLAYING) 2426 if (op->contr->ns->state == ST_PLAYING)
2484 { 2427 {
2485 /* these next three if clauses make it possible to SLOW DOWN 2428 /* these next three if clauses make it possible to SLOW DOWN
2507 gen_grace = op->stats.maxgrace; 2450 gen_grace = op->stats.maxgrace;
2508 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2509 } 2452 }
2510 2453
2511 /* Regenerate Spell Points */ 2454 /* Regenerate Spell Points */
2512 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2513 { 2456 {
2514 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);
2515 if (op->stats.sp < op->stats.maxsp) 2458 if (op->stats.sp < op->stats.maxsp)
2516 { 2459 {
2517 op->stats.sp++; 2460 op->stats.sp++;
2708 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!");
2709 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...");
2710 2653
2711 /* restore player */ 2654 /* restore player */
2712 at = archetype::find ("poisoning"); 2655 at = archetype::find ("poisoning");
2713 tmp = present_arch_in_ob (at, op); 2656 if (object *tmp = present_arch_in_ob (at, op))
2714 if (tmp)
2715 { 2657 {
2716 tmp->destroy (); 2658 tmp->destroy ();
2717 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2659 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2718 } 2660 }
2719 2661
2720 at = archetype::find ("confusion"); 2662 at = archetype::find ("confusion");
2721 tmp = present_arch_in_ob (at, op); 2663 if (object *tmp = present_arch_in_ob (at, op))
2722 if (tmp)
2723 { 2664 {
2724 tmp->destroy (); 2665 tmp->destroy ();
2725 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2726 } 2667 }
2727 2668
2729 op->stats.hp = op->stats.maxhp; 2670 op->stats.hp = op->stats.maxhp;
2730 if (op->stats.food <= 0) 2671 if (op->stats.food <= 0)
2731 op->stats.food = 999; 2672 op->stats.food = 999;
2732 2673
2733 /* create a bodypart-trophy to make the winner happy */ 2674 /* create a bodypart-trophy to make the winner happy */
2734 tmp = arch_to_object (archetype::find ("finger")); 2675 if (object *tmp = arch_to_object (archetype::find ("finger")))
2735 if (tmp != NULL)
2736 { 2676 {
2737 sprintf (buf, "%s's finger", &op->name); 2677 sprintf (buf, "%s's finger", &op->name);
2738 tmp->name = buf; 2678 tmp->name = buf;
2739 sprintf (buf, " This finger has been cut off %s\n" 2679 sprintf (buf, " This finger has been cut off %s\n"
2740 " 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",
2741 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2742 tmp->msg = buf; 2682 tmp->msg = buf;
2743 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2683 tmp->value = 0, tmp->type = 0;
2744 tmp->materialname = NULL; 2684 tmp->materialname = "organics";
2745 tmp->x = op->x, tmp->y = op->y; 2685 tmp->insert_at (op, tmp);
2746 insert_ob_in_map (tmp, op->map, op, 0);
2747 } 2686 }
2748 2687
2749 /* teleport defeated player to new destination */ 2688 /* teleport defeated player to new destination */
2750 transfer_ob (op, x, y, 0, NULL); 2689 transfer_ob (op, x, y, 0, NULL);
2751 op->contr->braced = 0; 2690 op->contr->braced = 0;
2756 2695
2757 command_kill_pets (op, 0); 2696 command_kill_pets (op, 0);
2758 2697
2759 if (op->stats.food < 0) 2698 if (op->stats.food < 0)
2760 { 2699 {
2761 if (op->contr->explore)
2762 {
2763 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2764 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2765 op->stats.food = 999;
2766 return;
2767 }
2768 sprintf (buf, "%s starved to death.", &op->name); 2700 sprintf (buf, "%s starved to death.", &op->name);
2769 strcpy (op->contr->killer, "starvation"); 2701 strcpy (op->contr->killer, "starvation");
2770 } 2702 }
2771 else 2703 else
2772 {
2773 if (op->contr->explore)
2774 {
2775 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2776 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2777 op->stats.hp = op->stats.maxhp;
2778 return;
2779 }
2780 sprintf (buf, "%s died.", &op->name); 2704 sprintf (buf, "%s died.", &op->name);
2781 } 2705
2782 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2783 2707
2784 /* save the map location for corpse, gravestone */ 2708 /* save the map location for corpse, gravestone */
2785 x = op->x; 2709 x = op->x;
2786 y = op->y; 2710 y = op->y;
2787 map = op->map; 2711 map = op->map;
2788
2789 2712
2790 /* NOT_PERMADEATH code. This basically brings the character back to 2713 /* NOT_PERMADEATH code. This basically brings the character back to
2791 * 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.
2792 * 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.
2793 */ 2716 */
2810 num_stats_lose = 1; 2733 num_stats_lose = 1;
2811 else 2734 else
2812 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2735 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2813 } 2736 }
2814 else 2737 else
2815 {
2816 num_stats_lose = 1; 2738 num_stats_lose = 1;
2817 } 2739
2818 lost_a_stat = 0; 2740 lost_a_stat = 0;
2819 2741
2820 for (z = 0; z < num_stats_lose; z++) 2742 for (z = 0; z < num_stats_lose; z++)
2821 { 2743 {
2822 i = RANDOM () % NUM_STATS; 2744 i = RANDOM () % NUM_STATS;
2963 op->stats.hp = op->stats.maxhp; 2885 op->stats.hp = op->stats.maxhp;
2964 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2965 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2966 2888
2967 /* 2889 /*
2968 * Check to see if the player is in a shop. IF so, then check to see if
2969 * 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
2970 * in the map. 2891 * and put them back in the map.
2971 */ 2892 */
2972
2973 if (is_in_shop (op))
2974 remove_unpaid_objects (op->inv, op); 2893 remove_unpaid_objects (op->inv, op);
2975 2894
2976 /****************************************/ 2895 /****************************************/
2977 /* */ 2896 /* */
2978 /* Move player to his current respawn- */ 2897 /* Move player to his current respawn- */
2979 /* position (usually last savebed) */ 2898 /* position (usually last savebed) */
2980 /* */ 2899 /* */
2981 /****************************************/ 2900 /****************************************/
2982 2901
2983 enter_player_savebed (op); 2902 enter_player_savebed (op);
2984 2903
2985 /* Save the player before inserting the force to reduce
2986 * chance of abuse.
2987 */
2988 op->contr->braced = 0; 2904 op->contr->braced = 0;
2989 op->contr->save ();
2990 2905
2991 /* it is possible that the player has blown something up 2906 /* it is possible that the player has blown something up
2992 * at his savebed location, and that can have long lasting 2907 * at his savebed location, and that can have long lasting
2993 * spell effects. So first see if there is a spell effect 2908 * spell effects. So first see if there is a spell effect
2994 * on the space that might harm the player. 2909 * on the space that might harm the player.
3023void 2938void
3024loot_object (object *op) 2939loot_object (object *op)
3025{ /* Grab and destroy some treasure */ 2940{ /* Grab and destroy some treasure */
3026 object *tmp, *tmp2, *next; 2941 object *tmp, *tmp2, *next;
3027 2942
3028 if (op->container) 2943 op->close_container (); /* close open sack first */
3029 esrv_apply_container (op, op->container); /* close open sack first */
3030 2944
3031 for (tmp = op->inv; tmp; tmp = next) 2945 for (tmp = op->inv; tmp; tmp = next)
3032 { 2946 {
3033 next = tmp->below; 2947 next = tmp->below;
3034 2948
3035 if (tmp->invisible) 2949 if (tmp->invisible)
3036 continue; 2950 continue;
3037 2951
3038 tmp->remove (); 2952 tmp->remove ();
3039 tmp->x = op->x, tmp->y = op->y; 2953 tmp->x = op->x, tmp->y = op->y;
2954
3040 if (tmp->type == CONTAINER) 2955 if (tmp->type == CONTAINER)
3041 { /* empty container to ground */ 2956 loot_object (tmp); /* empty container to ground */
3042 loot_object (tmp); 2957
3043 }
3044 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))))
3045 { 2959 {
3046 if (tmp->nrof > 1) 2960 if (tmp->nrof > 1)
3047 { 2961 {
3048 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3049 tmp2->destroy (); 2963 tmp2->destroy ();
3060/* 2974/*
3061 * fix_weight(): Check recursively the weight of all players, and fix 2975 * fix_weight(): Check recursively the weight of all players, and fix
3062 * 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
3063 * was changed. 2977 * was changed.
3064 */ 2978 */
3065
3066void 2979void
3067fix_weight (void) 2980fix_weight (void)
3068{ 2981{
3069 for_all_players (pl) 2982 for_all_players (pl)
3070 { 2983 {
3130 if (op->type == PLAYER) 3043 if (op->type == PLAYER)
3131 { 3044 {
3132 op->contr->tmp_invis = 0; 3045 op->contr->tmp_invis = 0;
3133 op->contr->invis_race = 0; 3046 op->contr->invis_race = 0;
3134 } 3047 }
3048
3135 update_object (op, UP_OBJ_FACE); 3049 update_object (op, UP_OBJ_CHANGE);
3136} 3050}
3137 3051
3138int 3052int
3139is_true_undead (object *op) 3053is_true_undead (object *op)
3140{ 3054{
3141 object *tmp = NULL;
3142
3143 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3144 return 1; 3056 return 1;
3145 3057
3146 return 0; 3058 return 0;
3147} 3059}
3206 3118
3207 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3119 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3208 3120
3209 /* 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! */
3210 if (op->type == PLAYER && op->contr->run_on) 3122 if (op->type == PLAYER && op->contr->run_on)
3211 {
3212 if (!skop || num >= skop->level) 3123 if (!skop || num >= skop->level)
3213 { 3124 {
3214 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!");
3215 make_visible (op); 3126 make_visible (op);
3216 return; 3127 return;
3217 } 3128 }
3218 else 3129 else
3219 num += 20; 3130 num += 20;
3220 } 3131
3221 num += op->map->difficulty; 3132 num += op->map->difficulty;
3222 hide = hideability (op); /* modify by terrain hidden level */ 3133 hide = hideability (op); /* modify by terrain hidden level */
3223 num -= hide; 3134 num -= hide;
3135
3224 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3136 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3225 { 3137 {
3226 make_visible (op); 3138 make_visible (op);
3227 if (op->type == PLAYER) 3139 if (op->type == PLAYER)
3228 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!");
3229 } 3141 }
3230 else if (op->type == PLAYER && skop) 3142 else if (op->type == PLAYER && skop)
3231 {
3232 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);
3233 }
3234} 3144}
3235 3145
3236/* determine if who is standing near a hostile creature. */ 3146/* determine if who is standing near a hostile creature. */
3237 3147
3238int 3148int
3305 if (pl->type != PLAYER) 3215 if (pl->type != PLAYER)
3306 { 3216 {
3307 LOG (llevError, "player_can_view() called for non-player object\n"); 3217 LOG (llevError, "player_can_view() called for non-player object\n");
3308 return -1; 3218 return -1;
3309 } 3219 }
3220
3310 if (!pl || !op) 3221 if (!pl || !op)
3311 return 0; 3222 return 0;
3312 3223
3313 if (op->head)
3314 {
3315 op = op->head; 3224 op = op->head_ ();
3316 } 3225
3317 get_rangevector (pl, op, &rv, 0x1); 3226 get_rangevector (pl, op, &rv, 0x1);
3318 3227
3319 /* starting with the 'head' part, lets loop 3228 /* starting with the 'head' part, lets loop
3320 * through the object and find if it has any 3229 * through the object and find if it has any
3321 * part that is in the los array but isnt on 3230 * part that is in the los array but isnt on
3438 char buf[MAX_BUF]; /* tmp. string buffer */ 3347 char buf[MAX_BUF]; /* tmp. string buffer */
3439 int i = 0, j = 0; 3348 int i = 0, j = 0;
3440 3349
3441 /* get the appropriate treasurelist */ 3350 /* get the appropriate treasurelist */
3442 if (atnr == ATNR_FIRE) 3351 if (atnr == ATNR_FIRE)
3443 trlist = find_treasurelist ("dragon_ability_fire"); 3352 trlist = treasurelist::find ("dragon_ability_fire");
3444 else if (atnr == ATNR_COLD) 3353 else if (atnr == ATNR_COLD)
3445 trlist = find_treasurelist ("dragon_ability_cold"); 3354 trlist = treasurelist::find ("dragon_ability_cold");
3446 else if (atnr == ATNR_ELECTRICITY) 3355 else if (atnr == ATNR_ELECTRICITY)
3447 trlist = find_treasurelist ("dragon_ability_elec"); 3356 trlist = treasurelist::find ("dragon_ability_elec");
3448 else if (atnr == ATNR_POISON) 3357 else if (atnr == ATNR_POISON)
3449 trlist = find_treasurelist ("dragon_ability_poison"); 3358 trlist = treasurelist::find ("dragon_ability_poison");
3450 3359
3451 if (trlist == NULL || who->type != PLAYER) 3360 if (trlist == NULL || who->type != PLAYER)
3452 return; 3361 return;
3453 3362
3454 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++);
3455 3364
3456 if (tr == NULL || tr->item == NULL) 3365 if (!tr || !tr->item)
3457 { 3366 {
3458 /* 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]); */
3459 return; 3368 return;
3460 } 3369 }
3461 3370
3586 * not readied. 3495 * not readied.
3587 */ 3496 */
3588void 3497void
3589player_unready_range_ob (player *pl, object *ob) 3498player_unready_range_ob (player *pl, object *ob)
3590{ 3499{
3591 rangetype i;
3592
3593 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))
3594 {
3595 if (pl->ranges[i] == ob) 3501 if (pl->ranges[i] == ob)
3596 { 3502 {
3597 pl->ranges[i] = NULL; 3503 pl->ranges[i] = 0;
3598 if (pl->shoottype == i) 3504 if (pl->shoottype == i)
3599 {
3600 pl->shoottype = range_none; 3505 pl->shoottype = range_none;
3601 }
3602 } 3506 }
3603 }
3604} 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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