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Comparing deliantra/server/server/player.C (file contents):
Revision 1.69 by root, Tue Dec 26 17:39:30 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 ob->set_speed (ob->speed);
197 243
198 assign (title, ob->arch->clone.name); 244 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209 245
210 /* if it's a dragon player, set the correct title here */ 246 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob)) 247 if (is_dragon_pl (ob))
212 { 248 {
213 object *tmp, *abil = 0, *skin = 0; 249 object *tmp, *abil = 0, *skin = 0;
223 skin = tmp; 259 skin = tmp;
224 260
225 set_dragon_name (ob, abil, skin); 261 set_dragon_name (ob, abil, skin);
226 } 262 }
227 263
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235 265
236 esrv_new_player (this, ob->weight + ob->carrying); 266 esrv_new_player (this, ob->weight + ob->carrying);
237 267
238 ob->update_stats (); 268 ob->update_stats ();
239 ns->floorbox_update (); 269 ns->floorbox_update ();
240 270
241 esrv_send_inventory (ob, ob); 271 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0); 272 esrv_add_spells (this, 0);
243 273
244 enter_exit (ob, 0); 274 activate ();
245 275
246 send_rules (ob); 276 send_rules (ob);
247 send_news (ob); 277 send_news (ob);
248 display_motd (ob); 278 display_motd (ob);
279
280 INVOKE_PLAYER (CONNECT, this);
249 INVOKE_PLAYER (LOGIN, this); 281 INVOKE_PLAYER (LOGIN, this);
250} 282}
251 283
252void 284void
253player::disconnect () 285player::disconnect ()
254{ 286{
255 //TODO: don't be so harsh and destroy :)
256 if (ns) 287 if (ns)
257 destroy (); 288 {
289 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291
292 INVOKE_PLAYER (DISCONNECT, this);
293
294 ns->reset_stats ();
295 ns->pl = 0;
296 ns = 0;
297 }
298
299 if (ob)
300 ob->close_container (); //TODO: client-specific
301
302 deactivate ();
258} 303}
259 304
260// the need for this function can be explained 305// the need for this function can be explained
261// by load_object not returning the object 306// by load_object not returning the object
262void 307void
263player::set_object (object *op) 308player::set_object (object *op)
264{ 309{
265 ob = op; 310 ob = op;
266 ob->contr = this; /* this aren't yet in archetype */ 311 ob->contr = this; /* this aren't yet in archetype */
267 312
268 ob->speed_left = 0.5; 313 ob->speed_left = 0.5;
269 ob->speed = 1.0; 314 ob->speed = 1.0;
270 ob->direction = 5; /* So player faces south */ 315 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2;
272 ob->run_away = 25; /* Then we panick... */
273
274 set_first_map (ob);
275
276 ob->roll_stats ();
277} 316}
278 317
279player::player () 318player::player ()
280{ 319{
281 /* There are some elements we want initialized to non zero value - 320 /* There are some elements we want initialised to non zero value -
282 * we deal with that below this point. 321 * we deal with that below this point.
283 */ 322 */
284 outputs_sync = 16; /* Every 2 seconds */ 323 outputs_sync = 4;
285 outputs_count = 8; /* Keeps present behaviour */ 324 outputs_count = 4;
286 unapply = unapply_nochoice; 325 unapply = unapply_nochoice;
287 326
288 assign (savebed_map, first_map_path); /* Init. respawn position */ 327 savebed_map = first_map_path; /* Init. respawn position */
289 328
290 gen_sp_armour = 10; 329 gen_sp_armour = 10;
291 last_speed = -1;
292 shoottype = range_none; 330 shoottype = range_none;
293 bowtype = bow_normal; 331 bowtype = bow_normal;
294 petmode = pet_normal; 332 petmode = pet_normal;
295 listening = 10; 333 listening = 10;
296 usekeys = containers; 334 usekeys = containers;
297 last_weapon_sp = -1;
298 peaceful = 1; /* default peaceful */ 335 peaceful = 1; /* default peaceful */
299 do_los = 1; 336 do_los = 1;
300
301 /* we need to clear these to -1 and not zero - otherwise,
302 * if a player quits and starts a new character, we wont
303 * send new values to the client, as things like exp start
304 * at zero.
305 */
306 for (int i = 0; i < NUM_SKILLS; i++)
307 last_skill_exp[i] = -1;
308
309 for (int i = 0; i < NROFATTACKS; i++)
310 last_resist[i] = -1;
311
312 last_stats.exp = -1;
313 last_weight = (uint32) - 1;
314} 337}
315 338
316void 339void
317player::do_destroy () 340player::do_destroy ()
318{ 341{
342 disconnect ();
343
319 attachable::do_destroy (); 344 attachable::do_destroy ();
320
321 save (false);
322 enable_save = false;
323
324 disconnect ();
325
326 terminate_all_pets (ob);
327
328 if (first_player != this)
329 {
330 player *prev = first_player;
331
332 while (prev && prev->next && prev->next != this)
333 prev = prev->next;
334
335 if (prev->next != this)
336 {
337 LOG (llevError, "Free_player: Can't find previous player.\n");
338 abort ();
339 }
340
341 prev->next = next;
342 }
343 else
344 first_player = next;
345 345
346 if (ob) 346 if (ob)
347 { 347 {
348 ob->destroy_inv (false); 348 ob->destroy_inv (false);
349 ob->destroy (); 349 ob->destroy ();
350 }
351
352 if (ns)
353 {
354 client *ns = this->ns;
355 ns->send_packet ("goodbye");
356 ns->flush ();
357 ns->pl = 0;
358 this->ns = 0;
359 ns->destroy ();
360 } 350 }
361} 351}
362 352
363player::~player () 353player::~player ()
364{ 354{
374player::create () 364player::create ()
375{ 365{
376 player *pl = new player; 366 player *pl = new player;
377 367
378 pl->set_object (arch_to_object (get_player_archetype (0))); 368 pl->set_object (arch_to_object (get_player_archetype (0)));
369
370 pl->ob->roll_stats ();
371 pl->ob->stats.wc = 2;
372 pl->ob->run_away = 25; /* Then we panick... */
373
374 set_first_map (pl->ob);
379 375
380 return pl; 376 return pl;
381} 377}
382 378
383/* 379/*
414 object *op = NULL; 410 object *op = NULL;
415 objectlink *ol; 411 objectlink *ol;
416 unsigned lastdist; 412 unsigned lastdist;
417 rv_vector rv; 413 rv_vector rv;
418 414
419 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
420 { 416 {
421 /* We should not find free objects on this friendly list, but it 417 /* We should not find free objects on this friendly list, but it
422 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
423 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
424 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
428 object *tmp = ol->ob; 424 object *tmp = ol->ob;
429 425
430 /* Can't do much more other than log the fact, because the object 426 /* Can't do much more other than log the fact, because the object
431 * itself will have been cleared. 427 * itself will have been cleared.
432 */ 428 */
433 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
434 ol = ol->next; 431 ol = ol->next;
435 remove_friendly_object (tmp); 432 remove_friendly_object (tmp);
436 if (!ol) 433 if (!ol)
437 return op; 434 return op;
438 } 435 }
527 x = mon->x; 524 x = mon->x;
528 y = mon->y; 525 y = mon->y;
529 m = mon->map; 526 m = mon->map;
530 dir = rv.direction; 527 dir = rv.direction;
531 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 528 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
532 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 529 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
530
533 /* If we can't solve it within the search distance, return now. */ 531 /* If we can't solve it within the search distance, return now. */
534 if (diff > max) 532 if (diff > max)
535 return 0; 533 return 0;
534
536 while (diff > 1 && max > 0) 535 while (diff > 1 && max > 0)
537 { 536 {
538 lastx = x; 537 lastx = x;
539 lasty = y; 538 lasty = y;
540 lastmap = m; 539 lastmap = m;
622 max--; 621 max--;
623 lastdir = dir; 622 lastdir = dir;
624 if (!firstdir) 623 if (!firstdir)
625 firstdir = dir; 624 firstdir = dir;
626 } 625 }
626
627 if (diff <= 1) 627 if (diff <= 1)
628 { 628 {
629 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance. 630 * headed toward player for entire distance.
631 */ 631 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
633 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 633 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
634 } 634 }
635
635 if (diff > max) 636 if (diff > max)
636 return 0; 637 return 0;
637 } 638 }
639
638 /* If we reached the max, didn't find a direction in time */ 640 /* If we reached the max, didn't find a direction in time */
639 if (!max) 641 if (!max)
640 return 0; 642 return 0;
641 643
642 return firstdir; 644 return firstdir;
756roll_stat (void) 758roll_stat (void)
757{ 759{
758 int a[4], i, j, k; 760 int a[4], i, j, k;
759 761
760 for (i = 0; i < 4; i++) 762 for (i = 0; i < 4; i++)
761 a[i] = (int) RANDOM () % 6 + 1; 763 a[i] = (int) rndm (6) + 1;
762 764
763 for (i = 0, j = 0, k = 7; i < 4; i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
764 if (a[i] < k) 766 if (a[i] < k)
765 k = a[i], j = i; 767 k = a[i], j = i;
766 768
849 851
850 contr->orig_stats = stats; 852 contr->orig_stats = stats;
851 } 853 }
852} 854}
853 855
856static void
857start_info (object *op)
858{
859 char buf[MAX_BUF];
860
861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
862 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
865}
866
854/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
855 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
856 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
857 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
858 * not the class. 871 * not the class.
859 */ 872 */
860int 873void
861key_change_class (object *op, char key) 874player::chargen_race_done ()
862{ 875{
863 int tmp_loop;
864
865 if (key == 'd' || key == 'D')
866 {
867 char buf[MAX_BUF];
868
869 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
870 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
871 878
872 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
873 if (tl) 880 if (tl)
874 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
875 882
876 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
877 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
878 885
879 op->contr->ns->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
880 887
881 if (op->msg) 888 if (ob->msg)
882 op->msg = NULL; 889 ob->msg = 0;
883 890
884 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
885 * to save here. 892 * to save here.
886 */ 893 */
894 {
895 char buf[MAX_BUF];
887 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
888 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
889 899
890#ifdef AUTOSAVE
891 op->contr->last_save_tick = pticks;
892#endif
893 start_info (op); 900 start_info (ob);
894 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
895 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
896 link_player_skills (op); 903 link_player_skills (ob);
897 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
898 op->update_stats (); 905 ob->update_stats ();
899 906
900 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
901 * is one for this race 908 * is one for this race
902 */ 909 */
903 if (*first_map_ext_path) 910 if (*first_map_ext_path)
904 { 911 {
905 object *tmp; 912 object *tmp;
906 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
907 914
908 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
909 tmp = object::create (); 916 tmp = object::create ();
910 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
911 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
912 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
913 enter_exit (op, tmp); /* we don't really care if it succeeded; 920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
914 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
915 * default initial map */ 922 * default initial map */
916 tmp->destroy (); 923 tmp->destroy ();
917 } 924 }
918 else 925 else
919 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
920 928
921 return 0; 929void
922 } 930player::chargen_race_next ()
923 931{
924 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
925 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
926 */ 934 */
927 935
928 tmp_loop = 0; 936 do
929 while (!tmp_loop)
930 { 937 {
931 shstr name = op->name; 938 shstr name = ob->name;
932 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
933 940
934 op->remove_statbonus (); 941 ob->remove_statbonus ();
935 op->remove (); 942 ob->remove ();
936 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
937 op->arch->clone.copy_to (op); 944 ob->arch->clone.copy_to (ob);
938 op->instantiate (); 945 ob->instantiate ();
939 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
940 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
941 op->x = x; 948 ob->x = x;
942 op->y = y; 949 ob->y = y;
943 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
944 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
945 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->clone.name);
946 op->add_statbonus (); 953 ob->add_statbonus ();
947 tmp_loop = allowed_class (op);
948 } 954 }
955 while (!allowed_class (ob));
949 956
950 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
951 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
952 op->update_stats (); 959 ob->update_stats ();
953 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
954 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
955 op->stats.grace = 0; 962 ob->stats.grace = 0;
956
957 if (op->msg)
958 new_draw_info (NDI_BLUE, 0, op, op->msg);
959
960 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
961 return 0;
962}
963
964int
965key_confirm_quit (object *op, char key)
966{
967 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
968 {
969 op->contr->ns->state = ST_PLAYING;
970 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
971 return 1;
972 }
973
974 INVOKE_PLAYER (LOGOUT, op->contr);
975 INVOKE_PLAYER (QUIT, op->contr);
976
977 op->contr->enable_save = false;
978
979 terminate_all_pets (op);
980 leave_map (op);
981 op->direction = 0;
982 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
983
984 strcpy (op->contr->killer, "quit");
985 check_score (op);
986 op->contr->party = 0;
987 op->contr->own_title[0] = '\0';
988
989 object_ptr ob = op;
990
991 /* We need to hunt for any per player unique maps in memory and
992 * get rid of them. The trailing slash in the path is intentional,
993 * so that players named 'Ab' won't match against players 'Abe' pathname
994 */
995 char buf[MAX_BUF];
996 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
997
998 for (maptile *next, *mp = first_map; mp; mp = next)
999 {
1000 next = mp->next;
1001
1002 if (!strncmp (mp->path, buf, strlen (buf)))
1003 delete_map (mp);
1004 }
1005
1006 delete_character (ob->name, 1);
1007 ob->contr->destroy ();
1008
1009 return 1;
1010} 963}
1011 964
1012void 965void
1013flee_player (object *op) 966flee_player (object *op)
1014{ 967{
1071int 1024int
1072check_pick (object *op) 1025check_pick (object *op)
1073{ 1026{
1074 object *tmp, *next; 1027 object *tmp, *next;
1075 int stop = 0; 1028 int stop = 0;
1076 int j, k, wvratio; 1029 int wvratio;
1077 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1078 1031
1079 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1080 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1081 return 1; 1034 return 1;
1082 1035
1419 * found object is returned. 1372 * found object is returned.
1420 */ 1373 */
1421object * 1374object *
1422find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1423{ 1376{
1424 object *tmp = NULL; 1377 object *tmp = 0;
1425 1378
1426 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1427 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1428 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1429 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1430 return op; 1383 return op;
1384
1431 return tmp; 1385 return tmp;
1432} 1386}
1433 1387
1434/* 1388/*
1435 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1436 * against the target. A full test is not performed, simply a basic test 1390 * against the target. A full test is not performed, simply a basic test
1437 * of resistances. The archer is making a quick guess at what he sees down 1391 * of resistances. The archer is making a quick guess at what he sees down
1438 * the hall. Failing that it does it's best to pick the highest plus arrow. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1439 */ 1393 */
1440
1441object * 1394object *
1442find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1443{ 1396{
1444 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1445 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1637 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1638 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);
1639 /* 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 */
1640 else 1593 else
1641 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1642 return 0; 1596 return 0;
1643 } 1597 }
1644 } 1598 }
1645 1599
1646 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1668 return 0; 1622 return 0;
1669 } 1623 }
1670 1624
1671 arrow->set_owner (op); 1625 arrow->set_owner (op);
1672 arrow->skill = bow->skill; 1626 arrow->skill = bow->skill;
1673
1674 arrow->direction = dir; 1627 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1628
1678 if (op->type == PLAYER) 1629 if (op->type == PLAYER)
1679 { 1630 {
1680 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 op->update_stats (); 1632 op->update_stats ();
1682 } 1633 }
1683 1634
1684 SET_ANIMATION (arrow, arrow->direction); 1635 SET_ANIMATION (arrow, arrow->direction);
1636
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam; 1638 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1639 arrow->stats.grace = arrow->attacktype;
1640
1688 if (arrow->slaying != NULL) 1641 if (arrow->slaying)
1689 arrow->spellarg = strdup (arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1690 1643
1691 /* Note that this was different for monsters - they got their level 1644 arrow->stats.dam += op->stats.dam + arrow->magic;
1692 * added to the damage. I think the strength bonus is more proper.
1693 */
1694
1695 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1696 1645
1697 /* update the speed */ 1646 /* update the speed */
1698 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1699 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;
1700 1649
1701 arrow->set_speed (max (arrow->speed, 1.0)); 1650 arrow->set_speed (max (arrow->speed, 1.0));
1702 arrow->speed_left = 0; 1651 arrow->speed_left = 0;
1703 1652
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654
1704 if (op->type == PLAYER) 1655 if (op->type == PLAYER)
1705 { 1656 {
1706 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1707 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1708 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1709
1710 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;
1711 } 1662 }
1712 else 1663 else
1713 { 1664 {
1714 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1715 arrow->level = op->level; 1665 arrow->level = op->level;
1716 } 1666 arrow->stats.wc -= bow->magic;
1717 1667
1718 if (arrow->attacktype == AT_PHYSICAL) 1668 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying;
1670 }
1671
1672 arrow->stats.wc -= arrow->level;
1673
1719 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1720 1675
1721 if (bow->slaying)
1722 arrow->slaying = bow->slaying;
1723
1724 arrow->map = m;
1725 arrow->move_type = MOVE_FLY_LOW; 1676 arrow->move_type = MOVE_FLY_LOW;
1726 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1727 1678
1728 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);
1729 insert_ob_in_map (arrow, m, op, 0); 1680 m->insert (arrow, sx, sy, op);
1730 1681
1731 if (!arrow->destroyed ()) 1682 if (!arrow->destroyed ())
1732 move_arrow (arrow); 1683 move_arrow (arrow);
1733 1684
1734 if (op->type == PLAYER) 1685 if (op->type == PLAYER)
1760 } 1711 }
1761 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)
1762 { 1713 {
1763 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod = -1; 1715 wcmod = -1;
1716
1765 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);
1766 } 1718 }
1767 else if (op->contr->bowtype == bow_threewide) 1719 else if (op->contr->bowtype == bow_threewide)
1768 { 1720 {
1769 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);
1880 case range_misc: 1832 case range_misc:
1881 fire_misc_object (op, dir); 1833 fire_misc_object (op, dir);
1882 return; 1834 return;
1883 1835
1884 case range_golem: /* Control summoned monsters from scrolls */ 1836 case range_golem: /* Control summoned monsters from scrolls */
1885 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1886 {
1887 op->contr->ranges[range_golem] = 0;
1888 op->contr->shoottype = range_none;
1889 }
1890 else
1891 control_golem (op->contr->ranges[range_golem], dir); 1837 control_golem (op->contr->ranges[range_golem], dir);
1892 return; 1838 return;
1893 1839
1894 case range_skill: 1840 case range_skill:
1895 if (!op->chosen_skill) 1841 if (!op->chosen_skill)
1896 { 1842 {
1897 if (op->type == PLAYER) 1843 if (op->type == PLAYER)
1898 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
1899 return; 1846 return;
1900 } 1847 }
1848
1901 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1849 do_skill (op, op, op->chosen_skill, dir, NULL);
1902 return; 1850 return;
1903 case range_builder: 1851 case range_builder:
1904 apply_map_builder (op, dir); 1852 apply_map_builder (op, dir);
1905 return; 1853 return;
1906 default: 1854 default:
1907 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1908 return; 1856 return;
1909 } 1857 }
1910} 1858}
1911
1912
1913 1859
1914/* find_key 1860/* find_key
1915 * 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
1916 * and successfully use it, we return the key, otherwise NULL 1862 * and successfully use it, we return the key, otherwise NULL
1917 * This function merges both normal and locked door, since the logic 1863 * This function merges both normal and locked door, since the logic
1919 * pl is the player, 1865 * pl is the player,
1920 * inv is the objects inventory to searched 1866 * inv is the objects inventory to searched
1921 * door is the door we are trying to match against. 1867 * door is the door we are trying to match against.
1922 * This function can be called recursively to search containers. 1868 * This function can be called recursively to search containers.
1923 */ 1869 */
1924
1925object * 1870object *
1926find_key (object *pl, object *container, object *door) 1871find_key (object *pl, object *container, object *door)
1927{ 1872{
1928 object *tmp, *key; 1873 object *tmp, *key;
1929 1874
1930 /* Should not happen, but sanity checking is never bad */ 1875 /* Should not happen, but sanity checking is never bad */
1931 if (container->inv == NULL) 1876 if (!container->inv)
1932 return NULL; 1877 return 0;
1933 1878
1934 /* 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 */
1935 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1880 for (tmp = container->inv; tmp; tmp = tmp->below)
1936 { 1881 {
1937 if (door->type == DOOR && tmp->type == KEY) 1882 if (door->type == DOOR && tmp->type == KEY)
1938 break; 1883 break;
1939 /* For sanity, we should really check door type, but other stuff 1884 /* For sanity, we should really check door type, but other stuff
1940 * (like containers) can be locked with special keys 1885 * (like containers) can be locked with special keys
1941 */ 1886 */
1942 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1887 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1943 break; 1888 break;
1944 } 1889 }
1890
1945 /* No key found - lets search inventories now */ 1891 /* No key found - lets search inventories now */
1946 /* 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.
1947 * 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
1948 * a key, return 1894 * a key, return
1949 */ 1895 */
1950 if (!tmp) 1896 if (!tmp)
1951 { 1897 {
1952 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1898 for (tmp = container->inv; tmp; tmp = tmp->below)
1953 { 1899 {
1954 /* No reason to search empty containers */ 1900 /* No reason to search empty containers */
1955 if (tmp->type == CONTAINER && tmp->inv) 1901 if (tmp->type == CONTAINER && tmp->inv)
1956 { 1902 {
1957 if ((key = find_key (pl, tmp, door)) != NULL) 1903 if ((key = find_key (pl, tmp, door)))
1958 return key; 1904 return key;
1959 } 1905 }
1960 } 1906 }
1907
1961 if (!tmp) 1908 if (!tmp)
1962 return NULL; 1909 return NULL;
1963 } 1910 }
1911
1964 /* 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,
1965 * see if we actually want to use it 1913 * see if we actually want to use it
1966 */ 1914 */
1967 if (pl != container) 1915 if (pl != container)
1968 { 1916 {
1989 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1937 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1990 "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));
1991 return NULL; 1939 return NULL;
1992 } 1940 }
1993 } 1941 }
1942
1994 return tmp; 1943 return tmp;
1995} 1944}
1996 1945
1997/* moved door processing out of move_player_attack. 1946/* moved door processing out of move_player_attack.
1998 * returns 1 if player has opened the door with a key 1947 * returns 1 if player has opened the door with a key
2016 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);
2017 if (action_makes_visible (op)) 1966 if (action_makes_visible (op))
2018 make_visible (op); 1967 make_visible (op);
2019 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2020 spring_trap (door->inv, op); 1969 spring_trap (door->inv, op);
1970
2021 if (door->type == DOOR) 1971 if (door->type == DOOR)
2022 {
2023 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 */
2024 }
2025 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
2026 { 1974 {
2027 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));
2028 remove_door2 (door); /* remove door without violence ;-) */ 1976 remove_door2 (door); /* remove door without violence ;-) */
2029 } 1977 }
1978
2030 /* Do this after we print the message */ 1979 /* Do this after we print the message */
2031 decrease_ob (key); /* Use up one of the keys */ 1980 decrease_ob (key); /* Use up one of the keys */
2032 /* Need to update the weight the container the key was in */ 1981 /* Need to update the weight the container the key was in */
2033 if (container != op) 1982 if (container != op)
2034 esrv_update_item (UPD_WEIGHT, op, container); 1983 esrv_update_item (UPD_WEIGHT, op, container);
1984
2035 return 1; /* Nothing more to do below */ 1985 return 1; /* Nothing more to do below */
2036 } 1986 }
2037 else if (door->type == LOCKED_DOOR) 1987 else if (door->type == LOCKED_DOOR)
2038 { 1988 {
2039 /* Might as well return now - no other way to open this */ 1989 /* Might as well return now - no other way to open this */
2040 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1990 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2041 return 1; 1991 return 1;
2042 } 1992 }
1993
2043 return 0; 1994 return 0;
2044} 1995}
2045 1996
2046/* This function is just part of a breakup from move_player. 1997/* This function is just part of a breakup from move_player.
2047 * It should keep the code cleaner. 1998 * It should keep the code cleaner.
2073 */ 2024 */
2074 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))
2075 { 2026 {
2076 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2027 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2077 { 2028 {
2078 m = get_map_from_coord (op->map, &nx, &ny); 2029 m = op->map->xy_find (nx, ny);
2079 if (!m) 2030 if (!m)
2080 return; /* Don't think this should happen */ 2031 return; /* Don't think this should happen */
2081 } 2032 }
2082 else 2033 else
2083 m = op->map; 2034 m = op->map;
2084 2035
2085 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2036 if (!(tmp = m->at (nx, ny).bot))
2086 {
2087 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2088 return; 2037 return;
2089 }
2090 2038
2091 mon = 0; 2039 mon = 0;
2092 /* 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
2093 * 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.
2094 * 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
2147 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2148 { 2096 {
2149 /* 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 */
2150 if (op->contr->braced) 2098 if (op->contr->braced)
2151 return; 2099 return;
2100
2152 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);
2153 (void) push_ob (mon, dir, op); 2102 (void) push_ob (mon, dir, op);
2154 if (op->contr->tmp_invis || op->hide) 2103 if (op->contr->tmp_invis || op->hide)
2155 make_visible (op); 2104 make_visible (op);
2105
2156 return; 2106 return;
2157 } 2107 }
2158 2108
2159 /* in certain circumstances, you shouldn't attack friendly 2109 /* in certain circumstances, you shouldn't attack friendly
2160 * creatures. Note that if you are braced, you can't push 2110 * creatures. Note that if you are braced, you can't push
2174 !on_battleground)) 2124 !on_battleground))
2175 { 2125 {
2176 if (!op->contr->braced) 2126 if (!op->contr->braced)
2177 { 2127 {
2178 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);
2179 (void) push_ob (mon, dir, op); 2129 push_ob (mon, dir, op);
2180 } 2130 }
2181 else 2131 else
2182 new_draw_info (0, 0, op, "You withhold your attack"); 2132 new_draw_info (0, 0, op, "You withhold your attack");
2183 2133
2184 if (op->contr->tmp_invis || op->hide) 2134 if (op->contr->tmp_invis || op->hide)
2199 * 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
2200 * and be living. Then, it must be one of the following: 2150 * and be living. Then, it must be one of the following:
2201 * 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
2202 * 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.
2203 */ 2153 */
2204
2205 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2206 ((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)))
2207 { 2156 {
2208 2157
2209 /* If the player hasn't hit something this tick, and does 2158 /* If the player hasn't hit something this tick, and does
2243int 2192int
2244move_player (object *op, int dir) 2193move_player (object *op, int dir)
2245{ 2194{
2246 int pick; 2195 int pick;
2247 2196
2248 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2249 return 0; 2198 return 0;
2250 2199
2251 /* Sanity check: make sure dir is valid */ 2200 /* Sanity check: make sure dir is valid */
2252 if ((dir < 0) || (dir >= 9)) 2201 if ((dir < 0) || (dir >= 9))
2253 { 2202 {
2254 LOG (llevError, "move_player: invalid direction %d\n", dir); 2203 LOG (llevError, "move_player: invalid direction %d\n", dir);
2255 return 0; 2204 return 0;
2256 } 2205 }
2257 2206
2258 /* peterm: added following line */ 2207 /* peterm: added following line */
2259 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2260 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2209 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2261 2210
2262 op->facing = dir; 2211 op->facing = dir;
2263 2212
2264 if (op->hide) 2213 if (op->hide)
2265 do_hidden_move (op); 2214 do_hidden_move (op);
2298 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do.
2299 */ 2248 */
2300int 2249int
2301handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2302{ 2251{
2303 if (op->contr->hidden)
2304 {
2305 op->invisible = 1000;
2306 /* the socket code flashes the player visible/invisible
2307 * depending on the value of invisible, so we need to
2308 * alternate it here for it to work correctly.
2309 */
2310 if (pticks & 2)
2311 op->invisible--;
2312 }
2313 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2314 {
2315 op->invisible--;
2316 if (!op->invisible)
2317 {
2318 make_visible (op);
2319 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2320 }
2321 }
2322
2323 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2324 { 2253 {
2325 flee_player (op); 2254 flee_player (op);
2326 /* 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 */
2327 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2328 { 2257 {
2329 op->speed_left--; 2258 op->speed_left--;
2330 return 0; 2259 return 0;
2331 } 2260 }
2332 } 2261 }
2333
2334 /* I've been seeing crashes where the golem has been destroyed, but
2335 * the player object still points to the defunct golem. The code that
2336 * destroys the golem looks correct, and it doesn't always happen, so
2337 * put this in a a workaround to clean up the golem pointer.
2338 */
2339 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2340 op->contr->ranges[range_golem] = 0;
2341 2262
2342 /* 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
2343 * the players time has been increased when doericserver has been 2264 * the players time has been increased when doericserver has been
2344 * called, so we recheck it here. 2265 * called, so we recheck it here.
2345 */ 2266 */
2346 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2267 if (op->contr->ns->handle_command ())
2347 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2268 return 1;
2348 ;
2349 2269
2350 if (op->speed_left < 0) 2270 if (op->speed_left > 0)
2351 return 0; 2271 {
2352
2353 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2354 { 2273 {
2355 /* All move commands take 1 tick, at least for now */ 2274 /* All move commands take 1 tick, at least for now */
2356 op->speed_left--; 2275 op->speed_left--;
2357 2276
2358 /* Instead of all the stuff below, let move_player take care 2277 /* Instead of all the stuff below, let move_player take care
2359 * 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
2360 * there, as well as the confusion stuff. 2279 * there, as well as the confusion stuff.
2361 */ 2280 */
2362 move_player (op, op->direction); 2281 move_player (op, op->direction);
2363 if (op->speed_left > 0) 2282
2364 return 1; 2283 return op->speed_left > 0;
2365 else 2284 }
2366 return 0;
2367 } 2285 }
2368 2286
2369 return 0; 2287 return 0;
2370} 2288}
2371 2289
2409 * from. 2327 * from.
2410 */ 2328 */
2411void 2329void
2412remove_unpaid_objects (object *op, object *env) 2330remove_unpaid_objects (object *op, object *env)
2413{ 2331{
2414 object *next;
2415
2416 while (op) 2332 while (op)
2417 { 2333 {
2418 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' */
2419 * we remove object 'op' 2335
2420 */
2421 if (QUERY_FLAG (op, FLAG_UNPAID)) 2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2422 { 2337 {
2423 op->remove ();
2424 op->x = env->x;
2425 op->y = env->y;
2426 if (env->type == PLAYER) 2338 if (env->type == PLAYER)
2427 esrv_del_item (env->contr, op->count); 2339 esrv_del_item (env->contr, op->count);
2428 insert_ob_in_map (op, env->map, NULL, 0); 2340
2341 op->insert_at (env);
2429 } 2342 }
2430 else if (op->inv) 2343 else if (op->inv)
2431 remove_unpaid_objects (op->inv, env); 2344 remove_unpaid_objects (op->inv, env);
2432 2345
2433 op = next; 2346 op = next;
2489 int rate_grace = 2000; 2402 int rate_grace = 2000;
2490 const int max_hp = 1; 2403 const int max_hp = 1;
2491 const int max_sp = 1; 2404 const int max_sp = 1;
2492 const int max_grace = 1; 2405 const int max_grace = 1;
2493 2406
2494 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--;
2495 { 2416 }
2496 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2417 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2497 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2418 {
2498 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 }
2499 } 2424 }
2500 2425
2501 if (op->contr->ns->state == ST_PLAYING) 2426 if (op->contr->ns->state == ST_PLAYING)
2502 { 2427 {
2503 /* these next three if clauses make it possible to SLOW DOWN 2428 /* these next three if clauses make it possible to SLOW DOWN
2525 gen_grace = op->stats.maxgrace; 2450 gen_grace = op->stats.maxgrace;
2526 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2527 } 2452 }
2528 2453
2529 /* Regenerate Spell Points */ 2454 /* Regenerate Spell Points */
2530 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2531 { 2456 {
2532 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);
2533 if (op->stats.sp < op->stats.maxsp) 2458 if (op->stats.sp < op->stats.maxsp)
2534 { 2459 {
2535 op->stats.sp++; 2460 op->stats.sp++;
2726 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!");
2727 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...");
2728 2653
2729 /* restore player */ 2654 /* restore player */
2730 at = archetype::find ("poisoning"); 2655 at = archetype::find ("poisoning");
2731 tmp = present_arch_in_ob (at, op); 2656 if (object *tmp = present_arch_in_ob (at, op))
2732 if (tmp)
2733 { 2657 {
2734 tmp->destroy (); 2658 tmp->destroy ();
2735 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2659 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2736 } 2660 }
2737 2661
2738 at = archetype::find ("confusion"); 2662 at = archetype::find ("confusion");
2739 tmp = present_arch_in_ob (at, op); 2663 if (object *tmp = present_arch_in_ob (at, op))
2740 if (tmp)
2741 { 2664 {
2742 tmp->destroy (); 2665 tmp->destroy ();
2743 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2744 } 2667 }
2745 2668
2747 op->stats.hp = op->stats.maxhp; 2670 op->stats.hp = op->stats.maxhp;
2748 if (op->stats.food <= 0) 2671 if (op->stats.food <= 0)
2749 op->stats.food = 999; 2672 op->stats.food = 999;
2750 2673
2751 /* create a bodypart-trophy to make the winner happy */ 2674 /* create a bodypart-trophy to make the winner happy */
2752 tmp = arch_to_object (archetype::find ("finger")); 2675 if (object *tmp = arch_to_object (archetype::find ("finger")))
2753 if (tmp != NULL)
2754 { 2676 {
2755 sprintf (buf, "%s's finger", &op->name); 2677 sprintf (buf, "%s's finger", &op->name);
2756 tmp->name = buf; 2678 tmp->name = buf;
2757 sprintf (buf, " This finger has been cut off %s\n" 2679 sprintf (buf, " This finger has been cut off %s\n"
2758 " 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",
2759 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2760 tmp->msg = buf; 2682 tmp->msg = buf;
2761 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2683 tmp->value = 0, tmp->type = 0;
2762 tmp->materialname = NULL; 2684 tmp->materialname = "organics";
2763 tmp->x = op->x, tmp->y = op->y; 2685 tmp->insert_at (op, tmp);
2764 insert_ob_in_map (tmp, op->map, op, 0);
2765 } 2686 }
2766 2687
2767 /* teleport defeated player to new destination */ 2688 /* teleport defeated player to new destination */
2768 transfer_ob (op, x, y, 0, NULL); 2689 transfer_ob (op, x, y, 0, NULL);
2769 op->contr->braced = 0; 2690 op->contr->braced = 0;
2774 2695
2775 command_kill_pets (op, 0); 2696 command_kill_pets (op, 0);
2776 2697
2777 if (op->stats.food < 0) 2698 if (op->stats.food < 0)
2778 { 2699 {
2779 if (op->contr->explore)
2780 {
2781 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2782 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2783 op->stats.food = 999;
2784 return;
2785 }
2786 sprintf (buf, "%s starved to death.", &op->name); 2700 sprintf (buf, "%s starved to death.", &op->name);
2787 strcpy (op->contr->killer, "starvation"); 2701 strcpy (op->contr->killer, "starvation");
2788 } 2702 }
2789 else 2703 else
2790 {
2791 if (op->contr->explore)
2792 {
2793 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2794 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2795 op->stats.hp = op->stats.maxhp;
2796 return;
2797 }
2798 sprintf (buf, "%s died.", &op->name); 2704 sprintf (buf, "%s died.", &op->name);
2799 } 2705
2800 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2801 2707
2802 /* save the map location for corpse, gravestone */ 2708 /* save the map location for corpse, gravestone */
2803 x = op->x; 2709 x = op->x;
2804 y = op->y; 2710 y = op->y;
2805 map = op->map; 2711 map = op->map;
2806
2807 2712
2808 /* NOT_PERMADEATH code. This basically brings the character back to 2713 /* NOT_PERMADEATH code. This basically brings the character back to
2809 * 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.
2810 * 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.
2811 */ 2716 */
2828 num_stats_lose = 1; 2733 num_stats_lose = 1;
2829 else 2734 else
2830 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2735 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2831 } 2736 }
2832 else 2737 else
2833 {
2834 num_stats_lose = 1; 2738 num_stats_lose = 1;
2835 } 2739
2836 lost_a_stat = 0; 2740 lost_a_stat = 0;
2837 2741
2838 for (z = 0; z < num_stats_lose; z++) 2742 for (z = 0; z < num_stats_lose; z++)
2839 { 2743 {
2840 i = RANDOM () % NUM_STATS; 2744 i = RANDOM () % NUM_STATS;
2981 op->stats.hp = op->stats.maxhp; 2885 op->stats.hp = op->stats.maxhp;
2982 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2983 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2984 2888
2985 /* 2889 /*
2986 * Check to see if the player is in a shop. IF so, then check to see if
2987 * the player has any unpaid items. If so, remove them and put them back 2890 * Check to see if the player has any unpaid items. If so, remove them
2988 * in the map. 2891 * and put them back in the map.
2989 */ 2892 */
2990
2991 if (is_in_shop (op))
2992 remove_unpaid_objects (op->inv, op); 2893 remove_unpaid_objects (op->inv, op);
2993 2894
2994 /****************************************/ 2895 /****************************************/
2995 /* */ 2896 /* */
2996 /* Move player to his current respawn- */ 2897 /* Move player to his current respawn- */
2997 /* position (usually last savebed) */ 2898 /* position (usually last savebed) */
2998 /* */ 2899 /* */
2999 /****************************************/ 2900 /****************************************/
3000 2901
3001 enter_player_savebed (op); 2902 enter_player_savebed (op);
3002 2903
3003 /* Save the player before inserting the force to reduce
3004 * chance of abuse.
3005 */
3006 op->contr->braced = 0; 2904 op->contr->braced = 0;
3007 op->contr->save ();
3008 2905
3009 /* it is possible that the player has blown something up 2906 /* it is possible that the player has blown something up
3010 * at his savebed location, and that can have long lasting 2907 * at his savebed location, and that can have long lasting
3011 * spell effects. So first see if there is a spell effect 2908 * spell effects. So first see if there is a spell effect
3012 * on the space that might harm the player. 2909 * on the space that might harm the player.
3041void 2938void
3042loot_object (object *op) 2939loot_object (object *op)
3043{ /* Grab and destroy some treasure */ 2940{ /* Grab and destroy some treasure */
3044 object *tmp, *tmp2, *next; 2941 object *tmp, *tmp2, *next;
3045 2942
3046 if (op->container) 2943 op->close_container (); /* close open sack first */
3047 esrv_apply_container (op, op->container); /* close open sack first */
3048 2944
3049 for (tmp = op->inv; tmp; tmp = next) 2945 for (tmp = op->inv; tmp; tmp = next)
3050 { 2946 {
3051 next = tmp->below; 2947 next = tmp->below;
3052 2948
3053 if (tmp->invisible) 2949 if (tmp->invisible)
3054 continue; 2950 continue;
3055 2951
3056 tmp->remove (); 2952 tmp->remove ();
3057 tmp->x = op->x, tmp->y = op->y; 2953 tmp->x = op->x, tmp->y = op->y;
2954
3058 if (tmp->type == CONTAINER) 2955 if (tmp->type == CONTAINER)
3059 { /* empty container to ground */ 2956 loot_object (tmp); /* empty container to ground */
3060 loot_object (tmp); 2957
3061 }
3062 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))))
3063 { 2959 {
3064 if (tmp->nrof > 1) 2960 if (tmp->nrof > 1)
3065 { 2961 {
3066 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3067 tmp2->destroy (); 2963 tmp2->destroy ();
3078/* 2974/*
3079 * fix_weight(): Check recursively the weight of all players, and fix 2975 * fix_weight(): Check recursively the weight of all players, and fix
3080 * 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
3081 * was changed. 2977 * was changed.
3082 */ 2978 */
3083
3084void 2979void
3085fix_weight (void) 2980fix_weight (void)
3086{ 2981{
3087 for_all_players (pl) 2982 for_all_players (pl)
3088 { 2983 {
3148 if (op->type == PLAYER) 3043 if (op->type == PLAYER)
3149 { 3044 {
3150 op->contr->tmp_invis = 0; 3045 op->contr->tmp_invis = 0;
3151 op->contr->invis_race = 0; 3046 op->contr->invis_race = 0;
3152 } 3047 }
3048
3153 update_object (op, UP_OBJ_FACE); 3049 update_object (op, UP_OBJ_CHANGE);
3154} 3050}
3155 3051
3156int 3052int
3157is_true_undead (object *op) 3053is_true_undead (object *op)
3158{ 3054{
3159 object *tmp = NULL;
3160
3161 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3162 return 1; 3056 return 1;
3163 3057
3164 return 0; 3058 return 0;
3165} 3059}
3224 3118
3225 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3119 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3226 3120
3227 /* 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! */
3228 if (op->type == PLAYER && op->contr->run_on) 3122 if (op->type == PLAYER && op->contr->run_on)
3229 {
3230 if (!skop || num >= skop->level) 3123 if (!skop || num >= skop->level)
3231 { 3124 {
3232 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!");
3233 make_visible (op); 3126 make_visible (op);
3234 return; 3127 return;
3235 } 3128 }
3236 else 3129 else
3237 num += 20; 3130 num += 20;
3238 } 3131
3239 num += op->map->difficulty; 3132 num += op->map->difficulty;
3240 hide = hideability (op); /* modify by terrain hidden level */ 3133 hide = hideability (op); /* modify by terrain hidden level */
3241 num -= hide; 3134 num -= hide;
3135
3242 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3136 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3243 { 3137 {
3244 make_visible (op); 3138 make_visible (op);
3245 if (op->type == PLAYER) 3139 if (op->type == PLAYER)
3246 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!");
3247 } 3141 }
3248 else if (op->type == PLAYER && skop) 3142 else if (op->type == PLAYER && skop)
3249 {
3250 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);
3251 }
3252} 3144}
3253 3145
3254/* determine if who is standing near a hostile creature. */ 3146/* determine if who is standing near a hostile creature. */
3255 3147
3256int 3148int
3323 if (pl->type != PLAYER) 3215 if (pl->type != PLAYER)
3324 { 3216 {
3325 LOG (llevError, "player_can_view() called for non-player object\n"); 3217 LOG (llevError, "player_can_view() called for non-player object\n");
3326 return -1; 3218 return -1;
3327 } 3219 }
3220
3328 if (!pl || !op) 3221 if (!pl || !op)
3329 return 0; 3222 return 0;
3330 3223
3331 if (op->head)
3332 {
3333 op = op->head; 3224 op = op->head_ ();
3334 } 3225
3335 get_rangevector (pl, op, &rv, 0x1); 3226 get_rangevector (pl, op, &rv, 0x1);
3336 3227
3337 /* starting with the 'head' part, lets loop 3228 /* starting with the 'head' part, lets loop
3338 * through the object and find if it has any 3229 * through the object and find if it has any
3339 * part that is in the los array but isnt on 3230 * part that is in the los array but isnt on
3456 char buf[MAX_BUF]; /* tmp. string buffer */ 3347 char buf[MAX_BUF]; /* tmp. string buffer */
3457 int i = 0, j = 0; 3348 int i = 0, j = 0;
3458 3349
3459 /* get the appropriate treasurelist */ 3350 /* get the appropriate treasurelist */
3460 if (atnr == ATNR_FIRE) 3351 if (atnr == ATNR_FIRE)
3461 trlist = find_treasurelist ("dragon_ability_fire"); 3352 trlist = treasurelist::find ("dragon_ability_fire");
3462 else if (atnr == ATNR_COLD) 3353 else if (atnr == ATNR_COLD)
3463 trlist = find_treasurelist ("dragon_ability_cold"); 3354 trlist = treasurelist::find ("dragon_ability_cold");
3464 else if (atnr == ATNR_ELECTRICITY) 3355 else if (atnr == ATNR_ELECTRICITY)
3465 trlist = find_treasurelist ("dragon_ability_elec"); 3356 trlist = treasurelist::find ("dragon_ability_elec");
3466 else if (atnr == ATNR_POISON) 3357 else if (atnr == ATNR_POISON)
3467 trlist = find_treasurelist ("dragon_ability_poison"); 3358 trlist = treasurelist::find ("dragon_ability_poison");
3468 3359
3469 if (trlist == NULL || who->type != PLAYER) 3360 if (trlist == NULL || who->type != PLAYER)
3470 return; 3361 return;
3471 3362
3472 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++);
3473 3364
3474 if (tr == NULL || tr->item == NULL) 3365 if (!tr || !tr->item)
3475 { 3366 {
3476 /* 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]); */
3477 return; 3368 return;
3478 } 3369 }
3479 3370
3604 * not readied. 3495 * not readied.
3605 */ 3496 */
3606void 3497void
3607player_unready_range_ob (player *pl, object *ob) 3498player_unready_range_ob (player *pl, object *ob)
3608{ 3499{
3609 rangetype i;
3610
3611 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))
3612 {
3613 if (pl->ranges[i] == ob) 3501 if (pl->ranges[i] == ob)
3614 { 3502 {
3615 pl->ranges[i] = NULL; 3503 pl->ranges[i] = 0;
3616 if (pl->shoottype == i) 3504 if (pl->shoottype == i)
3617 {
3618 pl->shoottype = range_none; 3505 pl->shoottype = range_none;
3619 }
3620 } 3506 }
3621 }
3622} 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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