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Comparing deliantra/server/server/player.C (file contents):
Revision 1.73 by root, Wed Dec 27 18:09:49 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!");
234 265
235 esrv_new_player (this, ob->weight + ob->carrying); 266 esrv_new_player (this, ob->weight + ob->carrying);
236 267
237 ob->update_stats (); 268 ob->update_stats ();
238 ns->floorbox_update (); 269 ns->floorbox_update ();
239 270
240 esrv_send_inventory (ob, ob); 271 esrv_send_inventory (ob, ob);
241 esrv_add_spells (this, 0); 272 esrv_add_spells (this, 0);
242 273
243 enter_exit (ob, 0); 274 activate ();
244 275
245 send_rules (ob); 276 send_rules (ob);
246 send_news (ob); 277 send_news (ob);
247 display_motd (ob); 278 display_motd (ob);
279
280 INVOKE_PLAYER (CONNECT, this);
248 INVOKE_PLAYER (LOGIN, this); 281 INVOKE_PLAYER (LOGIN, this);
249} 282}
250 283
251void 284void
252player::disconnect () 285player::disconnect ()
253{ 286{
254 //TODO: don't be so harsh and destroy :)
255 if (ns) 287 if (ns)
256 { 288 {
257 if (enable_save) 289 if (active)
258 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
259 291
260 client *ns = this->ns; 292 INVOKE_PLAYER (DISCONNECT, this);
261 ns->send_packet ("goodbye"); 293
262 ns->flush (); 294 ns->reset_stats ();
263 ns->pl = 0; 295 ns->pl = 0;
264 this->ns = 0; 296 ns = 0;
265
266 ns->destroy ();
267 destroy ();
268 } 297 }
298
299 if (ob)
300 ob->close_container (); //TODO: client-specific
301
302 deactivate ();
269} 303}
270 304
271// the need for this function can be explained 305// the need for this function can be explained
272// by load_object not returning the object 306// by load_object not returning the object
273void 307void
274player::set_object (object *op) 308player::set_object (object *op)
275{ 309{
276 ob = op; 310 ob = op;
277 ob->contr = this; /* this aren't yet in archetype */ 311 ob->contr = this; /* this aren't yet in archetype */
278 312
279 ob->speed_left = 0.5; 313 ob->speed_left = 0.5;
280 ob->speed = 1.0; 314 ob->speed = 1.0;
281 ob->direction = 5; /* So player faces south */ 315 ob->direction = 5; /* So player faces south */
282 ob->stats.wc = 2;
283 ob->run_away = 25; /* Then we panick... */
284
285 set_first_map (ob);
286
287 ob->roll_stats ();
288} 316}
289 317
290player::player () 318player::player ()
291{ 319{
292 /* There are some elements we want initialized to non zero value - 320 /* There are some elements we want initialised to non zero value -
293 * we deal with that below this point. 321 * we deal with that below this point.
294 */ 322 */
295 outputs_sync = 16; /* Every 2 seconds */ 323 outputs_sync = 4;
296 outputs_count = 8; /* Keeps present behaviour */ 324 outputs_count = 4;
297 unapply = unapply_nochoice; 325 unapply = unapply_nochoice;
298 326
299 assign (savebed_map, first_map_path); /* Init. respawn position */ 327 savebed_map = first_map_path; /* Init. respawn position */
300 328
301 gen_sp_armour = 10; 329 gen_sp_armour = 10;
302 last_speed = -1;
303 shoottype = range_none; 330 shoottype = range_none;
304 bowtype = bow_normal; 331 bowtype = bow_normal;
305 petmode = pet_normal; 332 petmode = pet_normal;
306 listening = 10; 333 listening = 10;
307 usekeys = containers; 334 usekeys = containers;
308 last_weapon_sp = -1;
309 peaceful = 1; /* default peaceful */ 335 peaceful = 1; /* default peaceful */
310 do_los = 1; 336 do_los = 1;
311
312 /* we need to clear these to -1 and not zero - otherwise,
313 * if a player quits and starts a new character, we wont
314 * send new values to the client, as things like exp start
315 * at zero.
316 */
317 for (int i = 0; i < NUM_SKILLS; i++)
318 last_skill_exp[i] = -1;
319
320 for (int i = 0; i < NROFATTACKS; i++)
321 last_resist[i] = -1;
322
323 last_stats.exp = -1;
324 last_weight = (uint32) - 1;
325} 337}
326 338
327void 339void
328player::do_destroy () 340player::do_destroy ()
329{ 341{
330 disconnect (); 342 disconnect ();
331 343
332 save (false);
333 enable_save = false;
334
335 attachable::do_destroy (); 344 attachable::do_destroy ();
336
337 terminate_all_pets (ob);
338
339 if (first_player != this)
340 {
341 player *prev = first_player;
342
343 while (prev && prev->next && prev->next != this)
344 prev = prev->next;
345
346 if (prev->next != this)
347 {
348 LOG (llevError, "Free_player: Can't find previous player.\n");
349 abort ();
350 }
351
352 prev->next = next;
353 }
354 else
355 first_player = next;
356 345
357 if (ob) 346 if (ob)
358 { 347 {
359 ob->destroy_inv (false); 348 ob->destroy_inv (false);
360 ob->destroy (); 349 ob->destroy ();
375player::create () 364player::create ()
376{ 365{
377 player *pl = new player; 366 player *pl = new player;
378 367
379 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);
380 375
381 return pl; 376 return pl;
382} 377}
383 378
384/* 379/*
415 object *op = NULL; 410 object *op = NULL;
416 objectlink *ol; 411 objectlink *ol;
417 unsigned lastdist; 412 unsigned lastdist;
418 rv_vector rv; 413 rv_vector rv;
419 414
420 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
421 { 416 {
422 /* 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
423 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
424 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
425 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
429 object *tmp = ol->ob; 424 object *tmp = ol->ob;
430 425
431 /* 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
432 * itself will have been cleared. 427 * itself will have been cleared.
433 */ 428 */
434 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 ());
435 ol = ol->next; 431 ol = ol->next;
436 remove_friendly_object (tmp); 432 remove_friendly_object (tmp);
437 if (!ol) 433 if (!ol)
438 return op; 434 return op;
439 } 435 }
528 x = mon->x; 524 x = mon->x;
529 y = mon->y; 525 y = mon->y;
530 m = mon->map; 526 m = mon->map;
531 dir = rv.direction; 527 dir = rv.direction;
532 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 */
533 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
534 /* 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. */
535 if (diff > max) 532 if (diff > max)
536 return 0; 533 return 0;
534
537 while (diff > 1 && max > 0) 535 while (diff > 1 && max > 0)
538 { 536 {
539 lastx = x; 537 lastx = x;
540 lasty = y; 538 lasty = y;
541 lastmap = m; 539 lastmap = m;
623 max--; 621 max--;
624 lastdir = dir; 622 lastdir = dir;
625 if (!firstdir) 623 if (!firstdir)
626 firstdir = dir; 624 firstdir = dir;
627 } 625 }
626
628 if (diff <= 1) 627 if (diff <= 1)
629 { 628 {
630 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
631 * headed toward player for entire distance. 630 * headed toward player for entire distance.
632 */ 631 */
633 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
634 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));
635 } 634 }
635
636 if (diff > max) 636 if (diff > max)
637 return 0; 637 return 0;
638 } 638 }
639
639 /* 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 */
640 if (!max) 641 if (!max)
641 return 0; 642 return 0;
642 643
643 return firstdir; 644 return firstdir;
757roll_stat (void) 758roll_stat (void)
758{ 759{
759 int a[4], i, j, k; 760 int a[4], i, j, k;
760 761
761 for (i = 0; i < 4; i++) 762 for (i = 0; i < 4; i++)
762 a[i] = (int) RANDOM () % 6 + 1; 763 a[i] = (int) rndm (6) + 1;
763 764
764 for (i = 0, j = 0, k = 7; i < 4; i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
765 if (a[i] < k) 766 if (a[i] < k)
766 k = a[i], j = i; 767 k = a[i], j = i;
767 768
867 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
868 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
869 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
870 * not the class. 871 * not the class.
871 */ 872 */
872int 873void
873key_change_class (object *op, char key) 874player::chargen_race_done ()
874{ 875{
875 int tmp_loop;
876
877 if (key == 'd' || key == 'D')
878 {
879 char buf[MAX_BUF];
880
881 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
882 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
883 878
884 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
885 if (tl) 880 if (tl)
886 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
887 882
888 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
889 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
890 885
891 op->contr->ns->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
892 887
893 if (op->msg) 888 if (ob->msg)
894 op->msg = NULL; 889 ob->msg = 0;
895 890
896 /* 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
897 * to save here. 892 * to save here.
898 */ 893 */
894 {
895 char buf[MAX_BUF];
899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
900 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
901 899
902#ifdef AUTOSAVE
903 op->contr->last_save_tick = pticks;
904#endif
905 start_info (op); 900 start_info (ob);
906 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
907 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
908 link_player_skills (op); 903 link_player_skills (ob);
909 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
910 op->update_stats (); 905 ob->update_stats ();
911 906
912 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
913 * is one for this race 908 * is one for this race
914 */ 909 */
915 if (*first_map_ext_path) 910 if (*first_map_ext_path)
916 { 911 {
917 object *tmp; 912 object *tmp;
918 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
919 914
920 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);
921 tmp = object::create (); 916 tmp = object::create ();
922 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
923 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
924 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
925 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;
926 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
927 * default initial map */ 922 * default initial map */
928 tmp->destroy (); 923 tmp->destroy ();
929 } 924 }
930 else 925 else
931 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
932 928
933 return 0; 929void
934 } 930player::chargen_race_next ()
935 931{
936 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
937 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
938 */ 934 */
939 935
940 tmp_loop = 0; 936 do
941 while (!tmp_loop)
942 { 937 {
943 shstr name = op->name; 938 shstr name = ob->name;
944 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
945 940
946 op->remove_statbonus (); 941 ob->remove_statbonus ();
947 op->remove (); 942 ob->remove ();
948 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
949 op->arch->clone.copy_to (op); 944 ob->arch->clone.copy_to (ob);
950 op->instantiate (); 945 ob->instantiate ();
951 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
952 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
953 op->x = x; 948 ob->x = x;
954 op->y = y; 949 ob->y = y;
955 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
956 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
957 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->clone.name);
958 op->add_statbonus (); 953 ob->add_statbonus ();
959 tmp_loop = allowed_class (op);
960 } 954 }
955 while (!allowed_class (ob));
961 956
962 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
963 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
964 op->update_stats (); 959 ob->update_stats ();
965 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
966 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
967 op->stats.grace = 0; 962 ob->stats.grace = 0;
968
969 if (op->msg)
970 new_draw_info (NDI_BLUE, 0, op, op->msg);
971
972 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
973 return 0;
974}
975
976int
977key_confirm_quit (object *op, char key)
978{
979 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
980 {
981 op->contr->ns->state = ST_PLAYING;
982 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
983 return 1;
984 }
985
986 INVOKE_PLAYER (LOGOUT, op->contr);
987 INVOKE_PLAYER (QUIT, op->contr);
988
989 op->contr->enable_save = false;
990
991 terminate_all_pets (op);
992 leave_map (op);
993 op->direction = 0;
994 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
995
996 strcpy (op->contr->killer, "quit");
997 check_score (op);
998 op->contr->party = 0;
999 op->contr->own_title[0] = '\0';
1000
1001 object_ptr ob = op;
1002
1003 /* We need to hunt for any per player unique maps in memory and
1004 * get rid of them. The trailing slash in the path is intentional,
1005 * so that players named 'Ab' won't match against players 'Abe' pathname
1006 */
1007 char buf[MAX_BUF];
1008 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1009
1010 for_all_maps (mp)
1011 if (!strncmp (mp->path, buf, strlen (buf)))
1012 delete_map (mp);
1013
1014 delete_character (ob->name, 1);
1015 ob->contr->destroy ();
1016
1017 return 1;
1018} 963}
1019 964
1020void 965void
1021flee_player (object *op) 966flee_player (object *op)
1022{ 967{
1079int 1024int
1080check_pick (object *op) 1025check_pick (object *op)
1081{ 1026{
1082 object *tmp, *next; 1027 object *tmp, *next;
1083 int stop = 0; 1028 int stop = 0;
1084 int j, k, wvratio; 1029 int wvratio;
1085 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1086 1031
1087 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1088 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1089 return 1; 1034 return 1;
1090 1035
1427 * found object is returned. 1372 * found object is returned.
1428 */ 1373 */
1429object * 1374object *
1430find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1431{ 1376{
1432 object *tmp = NULL; 1377 object *tmp = 0;
1433 1378
1434 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1435 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))
1436 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1437 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1438 return op; 1383 return op;
1384
1439 return tmp; 1385 return tmp;
1440} 1386}
1441 1387
1442/* 1388/*
1443 * 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
1444 * 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
1445 * 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
1446 * 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.
1447 */ 1393 */
1448
1449object * 1394object *
1450find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1451{ 1396{
1452 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1453 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1645 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1646 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);
1647 /* 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 */
1648 else 1593 else
1649 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1650 return 0; 1596 return 0;
1651 } 1597 }
1652 } 1598 }
1653 1599
1654 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1685 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1686 op->update_stats (); 1632 op->update_stats ();
1687 } 1633 }
1688 1634
1689 SET_ANIMATION (arrow, arrow->direction); 1635 SET_ANIMATION (arrow, arrow->direction);
1636
1690 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1691 arrow->stats.hp = arrow->stats.dam; 1638 arrow->stats.hp = arrow->stats.dam;
1692 arrow->stats.grace = arrow->attacktype; 1639 arrow->stats.grace = arrow->attacktype;
1640
1693 if (arrow->slaying != NULL) 1641 if (arrow->slaying)
1694 arrow->spellarg = strdup (arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1695 1643
1696 /* Note that this was different for monsters - they got their level 1644 arrow->stats.dam += op->stats.dam + arrow->magic;
1697 * added to the damage. I think the strength bonus is more proper.
1698 */
1699
1700 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1701 1645
1702 /* update the speed */ 1646 /* update the speed */
1703 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1704 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;
1705 1649
1706 arrow->set_speed (max (arrow->speed, 1.0)); 1650 arrow->set_speed (max (arrow->speed, 1.0));
1707 arrow->speed_left = 0; 1651 arrow->speed_left = 0;
1708 1652
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654
1709 if (op->type == PLAYER) 1655 if (op->type == PLAYER)
1710 { 1656 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1714
1715 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;
1716 } 1662 }
1717 else 1663 else
1718 { 1664 {
1719 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1720 arrow->level = op->level; 1665 arrow->level = op->level;
1721 } 1666 arrow->stats.wc -= bow->magic;
1722 1667
1723 if (arrow->attacktype == AT_PHYSICAL) 1668 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying;
1670 }
1671
1672 arrow->stats.wc -= arrow->level;
1673
1724 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1725
1726 if (bow->slaying)
1727 arrow->slaying = bow->slaying;
1728 1675
1729 arrow->move_type = MOVE_FLY_LOW; 1676 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1678
1732 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);
1764 } 1711 }
1765 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)
1766 { 1713 {
1767 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1768 wcmod = -1; 1715 wcmod = -1;
1716
1769 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);
1770 } 1718 }
1771 else if (op->contr->bowtype == bow_threewide) 1719 else if (op->contr->bowtype == bow_threewide)
1772 { 1720 {
1773 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);
1884 case range_misc: 1832 case range_misc:
1885 fire_misc_object (op, dir); 1833 fire_misc_object (op, dir);
1886 return; 1834 return;
1887 1835
1888 case range_golem: /* Control summoned monsters from scrolls */ 1836 case range_golem: /* Control summoned monsters from scrolls */
1889 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1890 {
1891 op->contr->ranges[range_golem] = 0;
1892 op->contr->shoottype = range_none;
1893 }
1894 else
1895 control_golem (op->contr->ranges[range_golem], dir); 1837 control_golem (op->contr->ranges[range_golem], dir);
1896 return; 1838 return;
1897 1839
1898 case range_skill: 1840 case range_skill:
1899 if (!op->chosen_skill) 1841 if (!op->chosen_skill)
1900 { 1842 {
1901 if (op->type == PLAYER) 1843 if (op->type == PLAYER)
1902 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
1903 return; 1846 return;
1904 } 1847 }
1848
1905 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1849 do_skill (op, op, op->chosen_skill, dir, NULL);
1906 return; 1850 return;
1907 case range_builder: 1851 case range_builder:
1908 apply_map_builder (op, dir); 1852 apply_map_builder (op, dir);
1909 return; 1853 return;
1910 default: 1854 default:
1911 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1912 return; 1856 return;
1913 } 1857 }
1914} 1858}
1915
1916
1917 1859
1918/* find_key 1860/* find_key
1919 * 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
1920 * and successfully use it, we return the key, otherwise NULL 1862 * and successfully use it, we return the key, otherwise NULL
1921 * This function merges both normal and locked door, since the logic 1863 * This function merges both normal and locked door, since the logic
1923 * pl is the player, 1865 * pl is the player,
1924 * inv is the objects inventory to searched 1866 * inv is the objects inventory to searched
1925 * door is the door we are trying to match against. 1867 * door is the door we are trying to match against.
1926 * This function can be called recursively to search containers. 1868 * This function can be called recursively to search containers.
1927 */ 1869 */
1928
1929object * 1870object *
1930find_key (object *pl, object *container, object *door) 1871find_key (object *pl, object *container, object *door)
1931{ 1872{
1932 object *tmp, *key; 1873 object *tmp, *key;
1933 1874
1934 /* Should not happen, but sanity checking is never bad */ 1875 /* Should not happen, but sanity checking is never bad */
1935 if (container->inv == NULL) 1876 if (!container->inv)
1936 return NULL; 1877 return 0;
1937 1878
1938 /* 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 */
1939 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1880 for (tmp = container->inv; tmp; tmp = tmp->below)
1940 { 1881 {
1941 if (door->type == DOOR && tmp->type == KEY) 1882 if (door->type == DOOR && tmp->type == KEY)
1942 break; 1883 break;
1943 /* For sanity, we should really check door type, but other stuff 1884 /* For sanity, we should really check door type, but other stuff
1944 * (like containers) can be locked with special keys 1885 * (like containers) can be locked with special keys
1945 */ 1886 */
1946 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1887 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1947 break; 1888 break;
1948 } 1889 }
1890
1949 /* No key found - lets search inventories now */ 1891 /* No key found - lets search inventories now */
1950 /* 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.
1951 * 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
1952 * a key, return 1894 * a key, return
1953 */ 1895 */
1954 if (!tmp) 1896 if (!tmp)
1955 { 1897 {
1956 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1898 for (tmp = container->inv; tmp; tmp = tmp->below)
1957 { 1899 {
1958 /* No reason to search empty containers */ 1900 /* No reason to search empty containers */
1959 if (tmp->type == CONTAINER && tmp->inv) 1901 if (tmp->type == CONTAINER && tmp->inv)
1960 { 1902 {
1961 if ((key = find_key (pl, tmp, door)) != NULL) 1903 if ((key = find_key (pl, tmp, door)))
1962 return key; 1904 return key;
1963 } 1905 }
1964 } 1906 }
1907
1965 if (!tmp) 1908 if (!tmp)
1966 return NULL; 1909 return NULL;
1967 } 1910 }
1911
1968 /* 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,
1969 * see if we actually want to use it 1913 * see if we actually want to use it
1970 */ 1914 */
1971 if (pl != container) 1915 if (pl != container)
1972 { 1916 {
1993 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1937 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1994 "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));
1995 return NULL; 1939 return NULL;
1996 } 1940 }
1997 } 1941 }
1942
1998 return tmp; 1943 return tmp;
1999} 1944}
2000 1945
2001/* moved door processing out of move_player_attack. 1946/* moved door processing out of move_player_attack.
2002 * returns 1 if player has opened the door with a key 1947 * returns 1 if player has opened the door with a key
2020 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);
2021 if (action_makes_visible (op)) 1966 if (action_makes_visible (op))
2022 make_visible (op); 1967 make_visible (op);
2023 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2024 spring_trap (door->inv, op); 1969 spring_trap (door->inv, op);
1970
2025 if (door->type == DOOR) 1971 if (door->type == DOOR)
2026 {
2027 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 */
2028 }
2029 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
2030 { 1974 {
2031 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));
2032 remove_door2 (door); /* remove door without violence ;-) */ 1976 remove_door2 (door); /* remove door without violence ;-) */
2033 } 1977 }
1978
2034 /* Do this after we print the message */ 1979 /* Do this after we print the message */
2035 decrease_ob (key); /* Use up one of the keys */ 1980 decrease_ob (key); /* Use up one of the keys */
2036 /* Need to update the weight the container the key was in */ 1981 /* Need to update the weight the container the key was in */
2037 if (container != op) 1982 if (container != op)
2038 esrv_update_item (UPD_WEIGHT, op, container); 1983 esrv_update_item (UPD_WEIGHT, op, container);
1984
2039 return 1; /* Nothing more to do below */ 1985 return 1; /* Nothing more to do below */
2040 } 1986 }
2041 else if (door->type == LOCKED_DOOR) 1987 else if (door->type == LOCKED_DOOR)
2042 { 1988 {
2043 /* Might as well return now - no other way to open this */ 1989 /* Might as well return now - no other way to open this */
2044 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1990 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2045 return 1; 1991 return 1;
2046 } 1992 }
1993
2047 return 0; 1994 return 0;
2048} 1995}
2049 1996
2050/* This function is just part of a breakup from move_player. 1997/* This function is just part of a breakup from move_player.
2051 * It should keep the code cleaner. 1998 * It should keep the code cleaner.
2077 */ 2024 */
2078 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))
2079 { 2026 {
2080 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2027 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2081 { 2028 {
2082 m = get_map_from_coord (op->map, &nx, &ny); 2029 m = op->map->xy_find (nx, ny);
2083 if (!m) 2030 if (!m)
2084 return; /* Don't think this should happen */ 2031 return; /* Don't think this should happen */
2085 } 2032 }
2086 else 2033 else
2087 m = op->map; 2034 m = op->map;
2088 2035
2089 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2036 if (!(tmp = m->at (nx, ny).bot))
2090 {
2091 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2092 return; 2037 return;
2093 }
2094 2038
2095 mon = 0; 2039 mon = 0;
2096 /* 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
2097 * 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.
2098 * 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
2151 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2152 { 2096 {
2153 /* 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 */
2154 if (op->contr->braced) 2098 if (op->contr->braced)
2155 return; 2099 return;
2100
2156 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);
2157 (void) push_ob (mon, dir, op); 2102 (void) push_ob (mon, dir, op);
2158 if (op->contr->tmp_invis || op->hide) 2103 if (op->contr->tmp_invis || op->hide)
2159 make_visible (op); 2104 make_visible (op);
2105
2160 return; 2106 return;
2161 } 2107 }
2162 2108
2163 /* in certain circumstances, you shouldn't attack friendly 2109 /* in certain circumstances, you shouldn't attack friendly
2164 * creatures. Note that if you are braced, you can't push 2110 * creatures. Note that if you are braced, you can't push
2178 !on_battleground)) 2124 !on_battleground))
2179 { 2125 {
2180 if (!op->contr->braced) 2126 if (!op->contr->braced)
2181 { 2127 {
2182 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);
2183 (void) push_ob (mon, dir, op); 2129 push_ob (mon, dir, op);
2184 } 2130 }
2185 else 2131 else
2186 new_draw_info (0, 0, op, "You withhold your attack"); 2132 new_draw_info (0, 0, op, "You withhold your attack");
2187 2133
2188 if (op->contr->tmp_invis || op->hide) 2134 if (op->contr->tmp_invis || op->hide)
2203 * 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
2204 * and be living. Then, it must be one of the following: 2150 * and be living. Then, it must be one of the following:
2205 * 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
2206 * 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.
2207 */ 2153 */
2208
2209 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2210 ((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)))
2211 { 2156 {
2212 2157
2213 /* If the player hasn't hit something this tick, and does 2158 /* If the player hasn't hit something this tick, and does
2247int 2192int
2248move_player (object *op, int dir) 2193move_player (object *op, int dir)
2249{ 2194{
2250 int pick; 2195 int pick;
2251 2196
2252 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2253 return 0; 2198 return 0;
2254 2199
2255 /* Sanity check: make sure dir is valid */ 2200 /* Sanity check: make sure dir is valid */
2256 if ((dir < 0) || (dir >= 9)) 2201 if ((dir < 0) || (dir >= 9))
2257 { 2202 {
2258 LOG (llevError, "move_player: invalid direction %d\n", dir); 2203 LOG (llevError, "move_player: invalid direction %d\n", dir);
2259 return 0; 2204 return 0;
2260 } 2205 }
2261 2206
2262 /* peterm: added following line */ 2207 /* peterm: added following line */
2263 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2264 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2209 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2265 2210
2266 op->facing = dir; 2211 op->facing = dir;
2267 2212
2268 if (op->hide) 2213 if (op->hide)
2269 do_hidden_move (op); 2214 do_hidden_move (op);
2302 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do.
2303 */ 2248 */
2304int 2249int
2305handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2306{ 2251{
2307 if (op->contr->hidden)
2308 {
2309 op->invisible = 1000;
2310 /* the socket code flashes the player visible/invisible
2311 * depending on the value of invisible, so we need to
2312 * alternate it here for it to work correctly.
2313 */
2314 if (pticks & 2)
2315 op->invisible--;
2316 }
2317 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2318 {
2319 op->invisible--;
2320 if (!op->invisible)
2321 {
2322 make_visible (op);
2323 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2324 }
2325 }
2326
2327 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2328 { 2253 {
2329 flee_player (op); 2254 flee_player (op);
2330 /* 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 */
2331 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2332 { 2257 {
2333 op->speed_left--; 2258 op->speed_left--;
2334 return 0; 2259 return 0;
2335 } 2260 }
2336 } 2261 }
2337
2338 /* I've been seeing crashes where the golem has been destroyed, but
2339 * the player object still points to the defunct golem. The code that
2340 * destroys the golem looks correct, and it doesn't always happen, so
2341 * put this in a a workaround to clean up the golem pointer.
2342 */
2343 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2344 op->contr->ranges[range_golem] = 0;
2345 2262
2346 /* 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
2347 * the players time has been increased when doericserver has been 2264 * the players time has been increased when doericserver has been
2348 * called, so we recheck it here. 2265 * called, so we recheck it here.
2349 */ 2266 */
2350 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2267 if (op->contr->ns->handle_command ())
2351 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2268 return 1;
2352 ;
2353 2269
2354 if (op->speed_left < 0) 2270 if (op->speed_left > 0)
2355 return 0; 2271 {
2356
2357 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2358 { 2273 {
2359 /* All move commands take 1 tick, at least for now */ 2274 /* All move commands take 1 tick, at least for now */
2360 op->speed_left--; 2275 op->speed_left--;
2361 2276
2362 /* Instead of all the stuff below, let move_player take care 2277 /* Instead of all the stuff below, let move_player take care
2363 * 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
2364 * there, as well as the confusion stuff. 2279 * there, as well as the confusion stuff.
2365 */ 2280 */
2366 move_player (op, op->direction); 2281 move_player (op, op->direction);
2367 if (op->speed_left > 0) 2282
2368 return 1; 2283 return op->speed_left > 0;
2369 else 2284 }
2370 return 0;
2371 } 2285 }
2372 2286
2373 return 0; 2287 return 0;
2374} 2288}
2375 2289
2413 * from. 2327 * from.
2414 */ 2328 */
2415void 2329void
2416remove_unpaid_objects (object *op, object *env) 2330remove_unpaid_objects (object *op, object *env)
2417{ 2331{
2418 object *next;
2419
2420 while (op) 2332 while (op)
2421 { 2333 {
2422 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2334 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2423 2335
2424 if (QUERY_FLAG (op, FLAG_UNPAID)) 2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2490 int rate_grace = 2000; 2402 int rate_grace = 2000;
2491 const int max_hp = 1; 2403 const int max_hp = 1;
2492 const int max_sp = 1; 2404 const int max_sp = 1;
2493 const int max_grace = 1; 2405 const int max_grace = 1;
2494 2406
2495 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--;
2496 { 2416 }
2497 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2417 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2498 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2418 {
2499 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 }
2500 } 2424 }
2501 2425
2502 if (op->contr->ns->state == ST_PLAYING) 2426 if (op->contr->ns->state == ST_PLAYING)
2503 { 2427 {
2504 /* these next three if clauses make it possible to SLOW DOWN 2428 /* these next three if clauses make it possible to SLOW DOWN
2526 gen_grace = op->stats.maxgrace; 2450 gen_grace = op->stats.maxgrace;
2527 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2528 } 2452 }
2529 2453
2530 /* Regenerate Spell Points */ 2454 /* Regenerate Spell Points */
2531 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2532 { 2456 {
2533 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);
2534 if (op->stats.sp < op->stats.maxsp) 2458 if (op->stats.sp < op->stats.maxsp)
2535 { 2459 {
2536 op->stats.sp++; 2460 op->stats.sp++;
2754 tmp->name = buf; 2678 tmp->name = buf;
2755 sprintf (buf, " This finger has been cut off %s\n" 2679 sprintf (buf, " This finger has been cut off %s\n"
2756 " 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",
2757 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2758 tmp->msg = buf; 2682 tmp->msg = buf;
2759 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2683 tmp->value = 0, tmp->type = 0;
2760 tmp->materialname = NULL; 2684 tmp->materialname = "organics";
2761 op->insert_at (tmp, op); 2685 tmp->insert_at (op, tmp);
2762 } 2686 }
2763 2687
2764 /* teleport defeated player to new destination */ 2688 /* teleport defeated player to new destination */
2765 transfer_ob (op, x, y, 0, NULL); 2689 transfer_ob (op, x, y, 0, NULL);
2766 op->contr->braced = 0; 2690 op->contr->braced = 0;
2771 2695
2772 command_kill_pets (op, 0); 2696 command_kill_pets (op, 0);
2773 2697
2774 if (op->stats.food < 0) 2698 if (op->stats.food < 0)
2775 { 2699 {
2776 if (op->contr->explore)
2777 {
2778 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2779 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2780 op->stats.food = 999;
2781 return;
2782 }
2783 sprintf (buf, "%s starved to death.", &op->name); 2700 sprintf (buf, "%s starved to death.", &op->name);
2784 strcpy (op->contr->killer, "starvation"); 2701 strcpy (op->contr->killer, "starvation");
2785 } 2702 }
2786 else 2703 else
2787 {
2788 if (op->contr->explore)
2789 {
2790 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2791 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2792 op->stats.hp = op->stats.maxhp;
2793 return;
2794 }
2795 sprintf (buf, "%s died.", &op->name); 2704 sprintf (buf, "%s died.", &op->name);
2796 }
2797 2705
2798 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2799 2707
2800 /* save the map location for corpse, gravestone */ 2708 /* save the map location for corpse, gravestone */
2801 x = op->x; 2709 x = op->x;
2977 op->stats.hp = op->stats.maxhp; 2885 op->stats.hp = op->stats.maxhp;
2978 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2979 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2980 2888
2981 /* 2889 /*
2982 * Check to see if the player is in a shop. IF so, then check to see if
2983 * 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
2984 * in the map. 2891 * and put them back in the map.
2985 */ 2892 */
2986
2987 if (is_in_shop (op))
2988 remove_unpaid_objects (op->inv, op); 2893 remove_unpaid_objects (op->inv, op);
2989 2894
2990 /****************************************/ 2895 /****************************************/
2991 /* */ 2896 /* */
2992 /* Move player to his current respawn- */ 2897 /* Move player to his current respawn- */
2993 /* position (usually last savebed) */ 2898 /* position (usually last savebed) */
2994 /* */ 2899 /* */
2995 /****************************************/ 2900 /****************************************/
2996 2901
2997 enter_player_savebed (op); 2902 enter_player_savebed (op);
2998 2903
2999 /* Save the player before inserting the force to reduce
3000 * chance of abuse.
3001 */
3002 op->contr->braced = 0; 2904 op->contr->braced = 0;
3003 op->contr->save ();
3004 2905
3005 /* it is possible that the player has blown something up 2906 /* it is possible that the player has blown something up
3006 * at his savebed location, and that can have long lasting 2907 * at his savebed location, and that can have long lasting
3007 * spell effects. So first see if there is a spell effect 2908 * spell effects. So first see if there is a spell effect
3008 * on the space that might harm the player. 2909 * on the space that might harm the player.
3037void 2938void
3038loot_object (object *op) 2939loot_object (object *op)
3039{ /* Grab and destroy some treasure */ 2940{ /* Grab and destroy some treasure */
3040 object *tmp, *tmp2, *next; 2941 object *tmp, *tmp2, *next;
3041 2942
3042 if (op->container) 2943 op->close_container (); /* close open sack first */
3043 esrv_apply_container (op, op->container); /* close open sack first */
3044 2944
3045 for (tmp = op->inv; tmp; tmp = next) 2945 for (tmp = op->inv; tmp; tmp = next)
3046 { 2946 {
3047 next = tmp->below; 2947 next = tmp->below;
3048 2948
3049 if (tmp->invisible) 2949 if (tmp->invisible)
3050 continue; 2950 continue;
3051 2951
3052 tmp->remove (); 2952 tmp->remove ();
3053 tmp->x = op->x, tmp->y = op->y; 2953 tmp->x = op->x, tmp->y = op->y;
2954
3054 if (tmp->type == CONTAINER) 2955 if (tmp->type == CONTAINER)
3055 { /* empty container to ground */ 2956 loot_object (tmp); /* empty container to ground */
3056 loot_object (tmp); 2957
3057 }
3058 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))))
3059 { 2959 {
3060 if (tmp->nrof > 1) 2960 if (tmp->nrof > 1)
3061 { 2961 {
3062 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3063 tmp2->destroy (); 2963 tmp2->destroy ();
3074/* 2974/*
3075 * fix_weight(): Check recursively the weight of all players, and fix 2975 * fix_weight(): Check recursively the weight of all players, and fix
3076 * 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
3077 * was changed. 2977 * was changed.
3078 */ 2978 */
3079
3080void 2979void
3081fix_weight (void) 2980fix_weight (void)
3082{ 2981{
3083 for_all_players (pl) 2982 for_all_players (pl)
3084 { 2983 {
3144 if (op->type == PLAYER) 3043 if (op->type == PLAYER)
3145 { 3044 {
3146 op->contr->tmp_invis = 0; 3045 op->contr->tmp_invis = 0;
3147 op->contr->invis_race = 0; 3046 op->contr->invis_race = 0;
3148 } 3047 }
3048
3149 update_object (op, UP_OBJ_FACE); 3049 update_object (op, UP_OBJ_CHANGE);
3150} 3050}
3151 3051
3152int 3052int
3153is_true_undead (object *op) 3053is_true_undead (object *op)
3154{ 3054{
3155 object *tmp = NULL;
3156
3157 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3158 return 1; 3056 return 1;
3159 3057
3160 return 0; 3058 return 0;
3161} 3059}
3220 3118
3221 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3119 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3222 3120
3223 /* 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! */
3224 if (op->type == PLAYER && op->contr->run_on) 3122 if (op->type == PLAYER && op->contr->run_on)
3225 {
3226 if (!skop || num >= skop->level) 3123 if (!skop || num >= skop->level)
3227 { 3124 {
3228 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!");
3229 make_visible (op); 3126 make_visible (op);
3230 return; 3127 return;
3231 } 3128 }
3232 else 3129 else
3233 num += 20; 3130 num += 20;
3234 } 3131
3235 num += op->map->difficulty; 3132 num += op->map->difficulty;
3236 hide = hideability (op); /* modify by terrain hidden level */ 3133 hide = hideability (op); /* modify by terrain hidden level */
3237 num -= hide; 3134 num -= hide;
3135
3238 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3136 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3239 { 3137 {
3240 make_visible (op); 3138 make_visible (op);
3241 if (op->type == PLAYER) 3139 if (op->type == PLAYER)
3242 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!");
3243 } 3141 }
3244 else if (op->type == PLAYER && skop) 3142 else if (op->type == PLAYER && skop)
3245 {
3246 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);
3247 }
3248} 3144}
3249 3145
3250/* determine if who is standing near a hostile creature. */ 3146/* determine if who is standing near a hostile creature. */
3251 3147
3252int 3148int
3319 if (pl->type != PLAYER) 3215 if (pl->type != PLAYER)
3320 { 3216 {
3321 LOG (llevError, "player_can_view() called for non-player object\n"); 3217 LOG (llevError, "player_can_view() called for non-player object\n");
3322 return -1; 3218 return -1;
3323 } 3219 }
3220
3324 if (!pl || !op) 3221 if (!pl || !op)
3325 return 0; 3222 return 0;
3326 3223
3327 if (op->head)
3328 {
3329 op = op->head; 3224 op = op->head_ ();
3330 } 3225
3331 get_rangevector (pl, op, &rv, 0x1); 3226 get_rangevector (pl, op, &rv, 0x1);
3332 3227
3333 /* starting with the 'head' part, lets loop 3228 /* starting with the 'head' part, lets loop
3334 * through the object and find if it has any 3229 * through the object and find if it has any
3335 * part that is in the los array but isnt on 3230 * part that is in the los array but isnt on
3452 char buf[MAX_BUF]; /* tmp. string buffer */ 3347 char buf[MAX_BUF]; /* tmp. string buffer */
3453 int i = 0, j = 0; 3348 int i = 0, j = 0;
3454 3349
3455 /* get the appropriate treasurelist */ 3350 /* get the appropriate treasurelist */
3456 if (atnr == ATNR_FIRE) 3351 if (atnr == ATNR_FIRE)
3457 trlist = find_treasurelist ("dragon_ability_fire"); 3352 trlist = treasurelist::find ("dragon_ability_fire");
3458 else if (atnr == ATNR_COLD) 3353 else if (atnr == ATNR_COLD)
3459 trlist = find_treasurelist ("dragon_ability_cold"); 3354 trlist = treasurelist::find ("dragon_ability_cold");
3460 else if (atnr == ATNR_ELECTRICITY) 3355 else if (atnr == ATNR_ELECTRICITY)
3461 trlist = find_treasurelist ("dragon_ability_elec"); 3356 trlist = treasurelist::find ("dragon_ability_elec");
3462 else if (atnr == ATNR_POISON) 3357 else if (atnr == ATNR_POISON)
3463 trlist = find_treasurelist ("dragon_ability_poison"); 3358 trlist = treasurelist::find ("dragon_ability_poison");
3464 3359
3465 if (trlist == NULL || who->type != PLAYER) 3360 if (trlist == NULL || who->type != PLAYER)
3466 return; 3361 return;
3467 3362
3468 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++);
3469 3364
3470 if (tr == NULL || tr->item == NULL) 3365 if (!tr || !tr->item)
3471 { 3366 {
3472 /* 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]); */
3473 return; 3368 return;
3474 } 3369 }
3475 3370
3600 * not readied. 3495 * not readied.
3601 */ 3496 */
3602void 3497void
3603player_unready_range_ob (player *pl, object *ob) 3498player_unready_range_ob (player *pl, object *ob)
3604{ 3499{
3605 rangetype i;
3606
3607 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))
3608 {
3609 if (pl->ranges[i] == ob) 3501 if (pl->ranges[i] == ob)
3610 { 3502 {
3611 pl->ranges[i] = NULL; 3503 pl->ranges[i] = 0;
3612 if (pl->shoottype == i) 3504 if (pl->shoottype == i)
3613 {
3614 pl->shoottype = range_none; 3505 pl->shoottype = range_none;
3615 }
3616 } 3506 }
3617 }
3618} 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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