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Comparing deliantra/server/server/player.C (file contents):
Revision 1.75 by root, Sat Dec 30 21:15:59 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;
166} 160}
167 161
168void 162void
176 ob->enter_exit (tmp); 170 ob->enter_exit (tmp);
177 171
178 tmp->destroy (); 172 tmp->destroy ();
179} 173}
180 174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199
200 if (ob->map)
201 maplevel = ob->map->path;
202
203 ob->remove ();
204 ob->map = 0;
205 party = 0;
206
207 // for weird reasons, this is often "ob", keeping a circular reference
208 ranges [range_skill] = 0;
209
210 players.erase (this);
211}
212
181// connect the player with a specific client 213// connect the player with a specific client
182// also changed, rationalises, and fixes some incorrect settings 214// also changed, rationalises, and fixes some incorrect settings
183void 215void
184player::connect (client *ns) 216player::connect (client *ns)
185{ 217{
186 this->ns = ns; 218 this->ns = ns;
187 ns->pl = this; 219 ns->pl = this;
188 220
189 next = first_player; 221 run_on = 0;
190 first_player = this; 222 fire_on = 0;
223 ob->close_container (); //TODO: client-specific
191 224
192 ns->update_look = 0; 225 ns->update_look = 0;
193 ns->look_position = 0; 226 ns->look_position = 0;
194 227
195 clear_los (ob); 228 clear_los (ob);
229
230 ns->reset_stats ();
196 231
197 /* make sure he's a player -- needed because of class change. */ 232 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid 233 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race; 234 ob->race = ob->arch->clone.race;
200 235
205 link_player_skills (ob); 240 link_player_skills (ob);
206 241
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208 243
209 assign (title, ob->arch->clone.name); 244 assign (title, ob->arch->clone.name);
210
211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212 * from the class, and not race. I don't see any way to get the class information
213 * to then update this. I don't think this will actually break anything - anyone
214 * that can use armour should be able to use a shield. What this may 'break'
215 * are features new characters get, eg, if someone starts up with a Q, they
216 * should be able to use a shield. However, old Q's won't get that advantage.
217 */
218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
220 245
221 /* if it's a dragon player, set the correct title here */ 246 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob)) 247 if (is_dragon_pl (ob))
223 { 248 {
224 object *tmp, *abil = 0, *skin = 0; 249 object *tmp, *abil = 0, *skin = 0;
234 skin = tmp; 259 skin = tmp;
235 260
236 set_dragon_name (ob, abil, skin); 261 set_dragon_name (ob, abil, skin);
237 } 262 }
238 263
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245 265
246 esrv_new_player (this, ob->weight + ob->carrying); 266 esrv_new_player (this, ob->weight + ob->carrying);
247 267
248 ob->update_stats (); 268 ob->update_stats ();
249 ns->floorbox_update (); 269 ns->floorbox_update ();
250 270
251 esrv_send_inventory (ob, ob); 271 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0); 272 esrv_add_spells (this, 0);
253 273
254 ob->activate (1); 274 activate ();
255 enter_map ();
256 275
257 send_rules (ob); 276 send_rules (ob);
258 send_news (ob); 277 send_news (ob);
259 display_motd (ob); 278 display_motd (ob);
279
280 INVOKE_PLAYER (CONNECT, this);
260 INVOKE_PLAYER (LOGIN, this); 281 INVOKE_PLAYER (LOGIN, this);
261} 282}
262 283
263void 284void
264player::disconnect () 285player::disconnect ()
265{ 286{
287 if (ns)
288 {
289 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291
292 INVOKE_PLAYER (DISCONNECT, this);
293
294 ns->reset_stats ();
295 ns->pl = 0;
296 ns = 0;
297 }
298
266 if (ob) 299 if (ob)
300 ob->close_container (); //TODO: client-specific
301
267 ob->deactivate (1); 302 deactivate ();
268
269 //TODO: don't be so harsh and destroy :)
270 if (ns)
271 {
272 if (enable_save)
273 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
274
275 client *ns = this->ns;
276 ns->send_packet ("goodbye");
277 ns->flush ();
278 ns->pl = 0;
279 this->ns = 0;
280
281 ns->destroy ();
282 destroy ();
283 }
284} 303}
285 304
286// the need for this function can be explained 305// the need for this function can be explained
287// by load_object not returning the object 306// by load_object not returning the object
288void 307void
289player::set_object (object *op) 308player::set_object (object *op)
290{ 309{
291 ob = op; 310 ob = op;
292 ob->contr = this; /* this aren't yet in archetype */ 311 ob->contr = this; /* this aren't yet in archetype */
293 312
294 ob->speed_left = 0.5; 313 ob->speed_left = 0.5;
295 ob->speed = 1.0; 314 ob->speed = 1.0;
296 ob->direction = 5; /* So player faces south */ 315 ob->direction = 5; /* So player faces south */
297 ob->stats.wc = 2;
298 ob->run_away = 25; /* Then we panick... */
299
300 set_first_map (ob);
301 enter_map ();
302
303 ob->roll_stats ();
304} 316}
305 317
306player::player () 318player::player ()
307{ 319{
308 /* There are some elements we want initialized to non zero value - 320 /* There are some elements we want initialised to non zero value -
309 * we deal with that below this point. 321 * we deal with that below this point.
310 */ 322 */
311 outputs_sync = 16; /* Every 2 seconds */ 323 outputs_sync = 4;
312 outputs_count = 8; /* Keeps present behaviour */ 324 outputs_count = 4;
313 unapply = unapply_nochoice; 325 unapply = unapply_nochoice;
314 326
315 assign (savebed_map, first_map_path); /* Init. respawn position */ 327 savebed_map = first_map_path; /* Init. respawn position */
316 328
317 gen_sp_armour = 10; 329 gen_sp_armour = 10;
318 last_speed = -1;
319 shoottype = range_none; 330 shoottype = range_none;
320 bowtype = bow_normal; 331 bowtype = bow_normal;
321 petmode = pet_normal; 332 petmode = pet_normal;
322 listening = 10; 333 listening = 10;
323 usekeys = containers; 334 usekeys = containers;
324 last_weapon_sp = -1;
325 peaceful = 1; /* default peaceful */ 335 peaceful = 1; /* default peaceful */
326 do_los = 1; 336 do_los = 1;
327
328 /* we need to clear these to -1 and not zero - otherwise,
329 * if a player quits and starts a new character, we wont
330 * send new values to the client, as things like exp start
331 * at zero.
332 */
333 for (int i = 0; i < NUM_SKILLS; i++)
334 last_skill_exp[i] = -1;
335
336 for (int i = 0; i < NROFATTACKS; i++)
337 last_resist[i] = -1;
338
339 last_stats.exp = -1;
340 last_weight = (uint32) - 1;
341} 337}
342 338
343void 339void
344player::do_destroy () 340player::do_destroy ()
345{ 341{
346 disconnect (); 342 disconnect ();
347 343
348 save (false);
349 enable_save = false;
350
351 attachable::do_destroy (); 344 attachable::do_destroy ();
352
353 terminate_all_pets (ob);
354
355 if (first_player != this)
356 {
357 player *prev = first_player;
358
359 while (prev && prev->next && prev->next != this)
360 prev = prev->next;
361
362 if (prev->next != this)
363 {
364 LOG (llevError, "Free_player: Can't find previous player.\n");
365 abort ();
366 }
367
368 prev->next = next;
369 }
370 else
371 first_player = next;
372 345
373 if (ob) 346 if (ob)
374 { 347 {
375 ob->destroy_inv (false); 348 ob->destroy_inv (false);
376 ob->destroy (); 349 ob->destroy ();
391player::create () 364player::create ()
392{ 365{
393 player *pl = new player; 366 player *pl = new player;
394 367
395 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);
396 375
397 return pl; 376 return pl;
398} 377}
399 378
400/* 379/*
431 object *op = NULL; 410 object *op = NULL;
432 objectlink *ol; 411 objectlink *ol;
433 unsigned lastdist; 412 unsigned lastdist;
434 rv_vector rv; 413 rv_vector rv;
435 414
436 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
437 { 416 {
438 /* 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
439 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
440 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
441 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
445 object *tmp = ol->ob; 424 object *tmp = ol->ob;
446 425
447 /* 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
448 * itself will have been cleared. 427 * itself will have been cleared.
449 */ 428 */
450 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 ());
451 ol = ol->next; 431 ol = ol->next;
452 remove_friendly_object (tmp); 432 remove_friendly_object (tmp);
453 if (!ol) 433 if (!ol)
454 return op; 434 return op;
455 } 435 }
544 x = mon->x; 524 x = mon->x;
545 y = mon->y; 525 y = mon->y;
546 m = mon->map; 526 m = mon->map;
547 dir = rv.direction; 527 dir = rv.direction;
548 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 */
549 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
550 /* 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. */
551 if (diff > max) 532 if (diff > max)
552 return 0; 533 return 0;
534
553 while (diff > 1 && max > 0) 535 while (diff > 1 && max > 0)
554 { 536 {
555 lastx = x; 537 lastx = x;
556 lasty = y; 538 lasty = y;
557 lastmap = m; 539 lastmap = m;
639 max--; 621 max--;
640 lastdir = dir; 622 lastdir = dir;
641 if (!firstdir) 623 if (!firstdir)
642 firstdir = dir; 624 firstdir = dir;
643 } 625 }
626
644 if (diff <= 1) 627 if (diff <= 1)
645 { 628 {
646 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
647 * headed toward player for entire distance. 630 * headed toward player for entire distance.
648 */ 631 */
649 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
650 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));
651 } 634 }
635
652 if (diff > max) 636 if (diff > max)
653 return 0; 637 return 0;
654 } 638 }
639
655 /* 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 */
656 if (!max) 641 if (!max)
657 return 0; 642 return 0;
658 643
659 return firstdir; 644 return firstdir;
773roll_stat (void) 758roll_stat (void)
774{ 759{
775 int a[4], i, j, k; 760 int a[4], i, j, k;
776 761
777 for (i = 0; i < 4; i++) 762 for (i = 0; i < 4; i++)
778 a[i] = (int) RANDOM () % 6 + 1; 763 a[i] = (int) rndm (6) + 1;
779 764
780 for (i = 0, j = 0, k = 7; i < 4; i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
781 if (a[i] < k) 766 if (a[i] < k)
782 k = a[i], j = i; 767 k = a[i], j = i;
783 768
883 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
884 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
885 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
886 * not the class. 871 * not the class.
887 */ 872 */
888int 873void
889key_change_class (object *op, char key) 874player::chargen_race_done ()
890{ 875{
891 int tmp_loop;
892
893 if (key == 'd' || key == 'D')
894 {
895 char buf[MAX_BUF];
896
897 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
898 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
899 878
900 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
901 if (tl) 880 if (tl)
902 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
903 882
904 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
905 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
906 885
907 op->contr->ns->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
908 887
909 if (op->msg) 888 if (ob->msg)
910 op->msg = NULL; 889 ob->msg = 0;
911 890
912 /* 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
913 * to save here. 892 * to save here.
914 */ 893 */
894 {
895 char buf[MAX_BUF];
915 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
916 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
917 899
918#ifdef AUTOSAVE
919 op->contr->last_save_tick = pticks;
920#endif
921 start_info (op); 900 start_info (ob);
922 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
923 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
924 link_player_skills (op); 903 link_player_skills (ob);
925 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
926 op->update_stats (); 905 ob->update_stats ();
927 906
928 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
929 * is one for this race 908 * is one for this race
930 */ 909 */
931 if (*first_map_ext_path) 910 if (*first_map_ext_path)
932 { 911 {
933 object *tmp; 912 object *tmp;
934 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
935 914
936 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);
937 tmp = object::create (); 916 tmp = object::create ();
938 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
939 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
940 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
941 op->enter_exit (tmp); /* we don't really care if it succeeded; 920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
942 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
943 * default initial map */ 922 * default initial map */
944 tmp->destroy (); 923 tmp->destroy ();
945 } 924 }
946 else 925 else
947 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
948 928
949 return 0; 929void
950 } 930player::chargen_race_next ()
951 931{
952 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
953 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
954 */ 934 */
955 935
956 tmp_loop = 0; 936 do
957 while (!tmp_loop)
958 { 937 {
959 shstr name = op->name; 938 shstr name = ob->name;
960 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
961 940
962 op->remove_statbonus (); 941 ob->remove_statbonus ();
963 op->remove (); 942 ob->remove ();
964 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
965 op->arch->clone.copy_to (op); 944 ob->arch->clone.copy_to (ob);
966 op->instantiate (); 945 ob->instantiate ();
967 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
968 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
969 op->x = x; 948 ob->x = x;
970 op->y = y; 949 ob->y = y;
971 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
972 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
973 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->clone.name);
974 op->add_statbonus (); 953 ob->add_statbonus ();
975 tmp_loop = allowed_class (op);
976 } 954 }
955 while (!allowed_class (ob));
977 956
978 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
979 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
980 op->update_stats (); 959 ob->update_stats ();
981 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
982 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
983 op->stats.grace = 0; 962 ob->stats.grace = 0;
984
985 if (op->msg)
986 new_draw_info (NDI_BLUE, 0, op, op->msg);
987
988 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
989 return 0;
990}
991
992int
993key_confirm_quit (object *op, char key)
994{
995 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
996 {
997 op->contr->ns->state = ST_PLAYING;
998 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
999 return 1;
1000 }
1001
1002 INVOKE_PLAYER (LOGOUT, op->contr);
1003 INVOKE_PLAYER (QUIT, op->contr);
1004
1005 op->contr->enable_save = false;
1006
1007 terminate_all_pets (op);
1008 op->remove ();
1009 op->direction = 0;
1010 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1011
1012 strcpy (op->contr->killer, "quit");
1013 check_score (op);
1014 op->contr->party = 0;
1015 op->contr->own_title[0] = '\0';
1016 op->contr->destroy ();
1017
1018 return 1;
1019} 963}
1020 964
1021void 965void
1022flee_player (object *op) 966flee_player (object *op)
1023{ 967{
1080int 1024int
1081check_pick (object *op) 1025check_pick (object *op)
1082{ 1026{
1083 object *tmp, *next; 1027 object *tmp, *next;
1084 int stop = 0; 1028 int stop = 0;
1085 int j, k, wvratio; 1029 int wvratio;
1086 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1087 1031
1088 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1089 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1090 return 1; 1034 return 1;
1091 1035
1428 * found object is returned. 1372 * found object is returned.
1429 */ 1373 */
1430object * 1374object *
1431find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1432{ 1376{
1433 object *tmp = NULL; 1377 object *tmp = 0;
1434 1378
1435 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1436 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))
1437 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1438 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1439 return op; 1383 return op;
1384
1440 return tmp; 1385 return tmp;
1441} 1386}
1442 1387
1443/* 1388/*
1444 * 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
1445 * 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
1446 * 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
1447 * 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.
1448 */ 1393 */
1449
1450object * 1394object *
1451find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1452{ 1396{
1453 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1454 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1646 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1647 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);
1648 /* 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 */
1649 else 1593 else
1650 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1651 return 0; 1596 return 0;
1652 } 1597 }
1653 } 1598 }
1654 1599
1655 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1686 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1687 op->update_stats (); 1632 op->update_stats ();
1688 } 1633 }
1689 1634
1690 SET_ANIMATION (arrow, arrow->direction); 1635 SET_ANIMATION (arrow, arrow->direction);
1636
1691 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1692 arrow->stats.hp = arrow->stats.dam; 1638 arrow->stats.hp = arrow->stats.dam;
1693 arrow->stats.grace = arrow->attacktype; 1639 arrow->stats.grace = arrow->attacktype;
1640
1694 if (arrow->slaying != NULL) 1641 if (arrow->slaying)
1695 arrow->spellarg = strdup (arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1696 1643
1697 /* Note that this was different for monsters - they got their level 1644 arrow->stats.dam += op->stats.dam + arrow->magic;
1698 * added to the damage. I think the strength bonus is more proper.
1699 */
1700
1701 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1702 1645
1703 /* update the speed */ 1646 /* update the speed */
1704 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1705 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;
1706 1649
1707 arrow->set_speed (max (arrow->speed, 1.0)); 1650 arrow->set_speed (max (arrow->speed, 1.0));
1708 arrow->speed_left = 0; 1651 arrow->speed_left = 0;
1709 1652
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654
1710 if (op->type == PLAYER) 1655 if (op->type == PLAYER)
1711 { 1656 {
1712 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1713 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1714 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1715
1716 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;
1717 } 1662 }
1718 else 1663 else
1719 { 1664 {
1720 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1721 arrow->level = op->level; 1665 arrow->level = op->level;
1722 } 1666 arrow->stats.wc -= bow->magic;
1723 1667
1724 if (arrow->attacktype == AT_PHYSICAL) 1668 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying;
1670 }
1671
1672 arrow->stats.wc -= arrow->level;
1673
1725 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1726
1727 if (bow->slaying)
1728 arrow->slaying = bow->slaying;
1729 1675
1730 arrow->move_type = MOVE_FLY_LOW; 1676 arrow->move_type = MOVE_FLY_LOW;
1731 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1732 1678
1733 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);
1886 case range_misc: 1832 case range_misc:
1887 fire_misc_object (op, dir); 1833 fire_misc_object (op, dir);
1888 return; 1834 return;
1889 1835
1890 case range_golem: /* Control summoned monsters from scrolls */ 1836 case range_golem: /* Control summoned monsters from scrolls */
1891 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1892 {
1893 op->contr->ranges[range_golem] = 0;
1894 op->contr->shoottype = range_none;
1895 }
1896 else
1897 control_golem (op->contr->ranges[range_golem], dir); 1837 control_golem (op->contr->ranges[range_golem], dir);
1898 return; 1838 return;
1899 1839
1900 case range_skill: 1840 case range_skill:
1901 if (!op->chosen_skill) 1841 if (!op->chosen_skill)
1902 { 1842 {
1903 if (op->type == PLAYER) 1843 if (op->type == PLAYER)
1904 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
1905 return; 1846 return;
1906 } 1847 }
1848
1907 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1849 do_skill (op, op, op->chosen_skill, dir, NULL);
1908 return; 1850 return;
1909 case range_builder: 1851 case range_builder:
1910 apply_map_builder (op, dir); 1852 apply_map_builder (op, dir);
1911 return; 1853 return;
1912 default: 1854 default:
1913 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1914 return; 1856 return;
1915 } 1857 }
1916} 1858}
1917
1918
1919 1859
1920/* find_key 1860/* find_key
1921 * 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
1922 * and successfully use it, we return the key, otherwise NULL 1862 * and successfully use it, we return the key, otherwise NULL
1923 * This function merges both normal and locked door, since the logic 1863 * This function merges both normal and locked door, since the logic
1925 * pl is the player, 1865 * pl is the player,
1926 * inv is the objects inventory to searched 1866 * inv is the objects inventory to searched
1927 * door is the door we are trying to match against. 1867 * door is the door we are trying to match against.
1928 * This function can be called recursively to search containers. 1868 * This function can be called recursively to search containers.
1929 */ 1869 */
1930
1931object * 1870object *
1932find_key (object *pl, object *container, object *door) 1871find_key (object *pl, object *container, object *door)
1933{ 1872{
1934 object *tmp, *key; 1873 object *tmp, *key;
1935 1874
1936 /* Should not happen, but sanity checking is never bad */ 1875 /* Should not happen, but sanity checking is never bad */
1937 if (container->inv == NULL) 1876 if (!container->inv)
1938 return NULL; 1877 return 0;
1939 1878
1940 /* 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 */
1941 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1880 for (tmp = container->inv; tmp; tmp = tmp->below)
1942 { 1881 {
1943 if (door->type == DOOR && tmp->type == KEY) 1882 if (door->type == DOOR && tmp->type == KEY)
1944 break; 1883 break;
1945 /* For sanity, we should really check door type, but other stuff 1884 /* For sanity, we should really check door type, but other stuff
1946 * (like containers) can be locked with special keys 1885 * (like containers) can be locked with special keys
1947 */ 1886 */
1948 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1887 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1949 break; 1888 break;
1950 } 1889 }
1890
1951 /* No key found - lets search inventories now */ 1891 /* No key found - lets search inventories now */
1952 /* 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.
1953 * 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
1954 * a key, return 1894 * a key, return
1955 */ 1895 */
1956 if (!tmp) 1896 if (!tmp)
1957 { 1897 {
1958 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1898 for (tmp = container->inv; tmp; tmp = tmp->below)
1959 { 1899 {
1960 /* No reason to search empty containers */ 1900 /* No reason to search empty containers */
1961 if (tmp->type == CONTAINER && tmp->inv) 1901 if (tmp->type == CONTAINER && tmp->inv)
1962 { 1902 {
1963 if ((key = find_key (pl, tmp, door)) != NULL) 1903 if ((key = find_key (pl, tmp, door)))
1964 return key; 1904 return key;
1965 } 1905 }
1966 } 1906 }
1907
1967 if (!tmp) 1908 if (!tmp)
1968 return NULL; 1909 return NULL;
1969 } 1910 }
1911
1970 /* 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,
1971 * see if we actually want to use it 1913 * see if we actually want to use it
1972 */ 1914 */
1973 if (pl != container) 1915 if (pl != container)
1974 { 1916 {
1995 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1937 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1996 "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));
1997 return NULL; 1939 return NULL;
1998 } 1940 }
1999 } 1941 }
1942
2000 return tmp; 1943 return tmp;
2001} 1944}
2002 1945
2003/* moved door processing out of move_player_attack. 1946/* moved door processing out of move_player_attack.
2004 * returns 1 if player has opened the door with a key 1947 * returns 1 if player has opened the door with a key
2022 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);
2023 if (action_makes_visible (op)) 1966 if (action_makes_visible (op))
2024 make_visible (op); 1967 make_visible (op);
2025 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2026 spring_trap (door->inv, op); 1969 spring_trap (door->inv, op);
1970
2027 if (door->type == DOOR) 1971 if (door->type == DOOR)
2028 {
2029 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 */
2030 }
2031 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
2032 { 1974 {
2033 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));
2034 remove_door2 (door); /* remove door without violence ;-) */ 1976 remove_door2 (door); /* remove door without violence ;-) */
2035 } 1977 }
1978
2036 /* Do this after we print the message */ 1979 /* Do this after we print the message */
2037 decrease_ob (key); /* Use up one of the keys */ 1980 decrease_ob (key); /* Use up one of the keys */
2038 /* Need to update the weight the container the key was in */ 1981 /* Need to update the weight the container the key was in */
2039 if (container != op) 1982 if (container != op)
2040 esrv_update_item (UPD_WEIGHT, op, container); 1983 esrv_update_item (UPD_WEIGHT, op, container);
1984
2041 return 1; /* Nothing more to do below */ 1985 return 1; /* Nothing more to do below */
2042 } 1986 }
2043 else if (door->type == LOCKED_DOOR) 1987 else if (door->type == LOCKED_DOOR)
2044 { 1988 {
2045 /* Might as well return now - no other way to open this */ 1989 /* Might as well return now - no other way to open this */
2046 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1990 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2047 return 1; 1991 return 1;
2048 } 1992 }
1993
2049 return 0; 1994 return 0;
2050} 1995}
2051 1996
2052/* This function is just part of a breakup from move_player. 1997/* This function is just part of a breakup from move_player.
2053 * It should keep the code cleaner. 1998 * It should keep the code cleaner.
2079 */ 2024 */
2080 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))
2081 { 2026 {
2082 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2027 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2083 { 2028 {
2084 m = get_map_from_coord (op->map, &nx, &ny); 2029 m = op->map->xy_find (nx, ny);
2085 if (!m) 2030 if (!m)
2086 return; /* Don't think this should happen */ 2031 return; /* Don't think this should happen */
2087 } 2032 }
2088 else 2033 else
2089 m = op->map; 2034 m = op->map;
2090 2035
2091 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2036 if (!(tmp = m->at (nx, ny).bot))
2092 {
2093 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2094 return; 2037 return;
2095 }
2096 2038
2097 mon = 0; 2039 mon = 0;
2098 /* 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
2099 * 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.
2100 * 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
2153 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2154 { 2096 {
2155 /* 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 */
2156 if (op->contr->braced) 2098 if (op->contr->braced)
2157 return; 2099 return;
2100
2158 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);
2159 (void) push_ob (mon, dir, op); 2102 (void) push_ob (mon, dir, op);
2160 if (op->contr->tmp_invis || op->hide) 2103 if (op->contr->tmp_invis || op->hide)
2161 make_visible (op); 2104 make_visible (op);
2105
2162 return; 2106 return;
2163 } 2107 }
2164 2108
2165 /* in certain circumstances, you shouldn't attack friendly 2109 /* in certain circumstances, you shouldn't attack friendly
2166 * creatures. Note that if you are braced, you can't push 2110 * creatures. Note that if you are braced, you can't push
2180 !on_battleground)) 2124 !on_battleground))
2181 { 2125 {
2182 if (!op->contr->braced) 2126 if (!op->contr->braced)
2183 { 2127 {
2184 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);
2185 (void) push_ob (mon, dir, op); 2129 push_ob (mon, dir, op);
2186 } 2130 }
2187 else 2131 else
2188 new_draw_info (0, 0, op, "You withhold your attack"); 2132 new_draw_info (0, 0, op, "You withhold your attack");
2189 2133
2190 if (op->contr->tmp_invis || op->hide) 2134 if (op->contr->tmp_invis || op->hide)
2205 * 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
2206 * and be living. Then, it must be one of the following: 2150 * and be living. Then, it must be one of the following:
2207 * 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
2208 * 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.
2209 */ 2153 */
2210
2211 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2212 ((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)))
2213 { 2156 {
2214 2157
2215 /* If the player hasn't hit something this tick, and does 2158 /* If the player hasn't hit something this tick, and does
2249int 2192int
2250move_player (object *op, int dir) 2193move_player (object *op, int dir)
2251{ 2194{
2252 int pick; 2195 int pick;
2253 2196
2254 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2255 return 0; 2198 return 0;
2256 2199
2257 /* Sanity check: make sure dir is valid */ 2200 /* Sanity check: make sure dir is valid */
2258 if ((dir < 0) || (dir >= 9)) 2201 if ((dir < 0) || (dir >= 9))
2259 { 2202 {
2260 LOG (llevError, "move_player: invalid direction %d\n", dir); 2203 LOG (llevError, "move_player: invalid direction %d\n", dir);
2261 return 0; 2204 return 0;
2262 } 2205 }
2263 2206
2264 /* peterm: added following line */ 2207 /* peterm: added following line */
2265 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2266 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2209 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2267 2210
2268 op->facing = dir; 2211 op->facing = dir;
2269 2212
2270 if (op->hide) 2213 if (op->hide)
2271 do_hidden_move (op); 2214 do_hidden_move (op);
2304 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do.
2305 */ 2248 */
2306int 2249int
2307handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2308{ 2251{
2309 if (op->contr->hidden)
2310 {
2311 op->invisible = 1000;
2312 /* the socket code flashes the player visible/invisible
2313 * depending on the value of invisible, so we need to
2314 * alternate it here for it to work correctly.
2315 */
2316 if (pticks & 2)
2317 op->invisible--;
2318 }
2319 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2320 {
2321 op->invisible--;
2322 if (!op->invisible)
2323 {
2324 make_visible (op);
2325 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2326 }
2327 }
2328
2329 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2330 { 2253 {
2331 flee_player (op); 2254 flee_player (op);
2332 /* 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 */
2333 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2334 { 2257 {
2335 op->speed_left--; 2258 op->speed_left--;
2336 return 0; 2259 return 0;
2337 } 2260 }
2338 } 2261 }
2339
2340 /* I've been seeing crashes where the golem has been destroyed, but
2341 * the player object still points to the defunct golem. The code that
2342 * destroys the golem looks correct, and it doesn't always happen, so
2343 * put this in a a workaround to clean up the golem pointer.
2344 */
2345 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2346 op->contr->ranges[range_golem] = 0;
2347 2262
2348 /* 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
2349 * the players time has been increased when doericserver has been 2264 * the players time has been increased when doericserver has been
2350 * called, so we recheck it here. 2265 * called, so we recheck it here.
2351 */ 2266 */
2352 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2267 if (op->contr->ns->handle_command ())
2353 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2268 return 1;
2354 ;
2355 2269
2356 if (op->speed_left < 0) 2270 if (op->speed_left > 0)
2357 return 0; 2271 {
2358
2359 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2360 { 2273 {
2361 /* All move commands take 1 tick, at least for now */ 2274 /* All move commands take 1 tick, at least for now */
2362 op->speed_left--; 2275 op->speed_left--;
2363 2276
2364 /* Instead of all the stuff below, let move_player take care 2277 /* Instead of all the stuff below, let move_player take care
2365 * 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
2366 * there, as well as the confusion stuff. 2279 * there, as well as the confusion stuff.
2367 */ 2280 */
2368 move_player (op, op->direction); 2281 move_player (op, op->direction);
2369 if (op->speed_left > 0) 2282
2370 return 1; 2283 return op->speed_left > 0;
2371 else 2284 }
2372 return 0;
2373 } 2285 }
2374 2286
2375 return 0; 2287 return 0;
2376} 2288}
2377 2289
2415 * from. 2327 * from.
2416 */ 2328 */
2417void 2329void
2418remove_unpaid_objects (object *op, object *env) 2330remove_unpaid_objects (object *op, object *env)
2419{ 2331{
2420 object *next;
2421
2422 while (op) 2332 while (op)
2423 { 2333 {
2424 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' */
2425 2335
2426 if (QUERY_FLAG (op, FLAG_UNPAID)) 2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2492 int rate_grace = 2000; 2402 int rate_grace = 2000;
2493 const int max_hp = 1; 2403 const int max_hp = 1;
2494 const int max_sp = 1; 2404 const int max_sp = 1;
2495 const int max_grace = 1; 2405 const int max_grace = 1;
2496 2406
2497 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--;
2498 { 2416 }
2499 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2417 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2500 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2418 {
2501 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 }
2502 } 2424 }
2503 2425
2504 if (op->contr->ns->state == ST_PLAYING) 2426 if (op->contr->ns->state == ST_PLAYING)
2505 { 2427 {
2506 /* these next three if clauses make it possible to SLOW DOWN 2428 /* these next three if clauses make it possible to SLOW DOWN
2528 gen_grace = op->stats.maxgrace; 2450 gen_grace = op->stats.maxgrace;
2529 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2530 } 2452 }
2531 2453
2532 /* Regenerate Spell Points */ 2454 /* Regenerate Spell Points */
2533 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2534 { 2456 {
2535 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);
2536 if (op->stats.sp < op->stats.maxsp) 2458 if (op->stats.sp < op->stats.maxsp)
2537 { 2459 {
2538 op->stats.sp++; 2460 op->stats.sp++;
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 op->insert_at (tmp, op); 2685 tmp->insert_at (op, tmp);
2764 } 2686 }
2765 2687
2766 /* teleport defeated player to new destination */ 2688 /* teleport defeated player to new destination */
2767 transfer_ob (op, x, y, 0, NULL); 2689 transfer_ob (op, x, y, 0, NULL);
2768 op->contr->braced = 0; 2690 op->contr->braced = 0;
2773 2695
2774 command_kill_pets (op, 0); 2696 command_kill_pets (op, 0);
2775 2697
2776 if (op->stats.food < 0) 2698 if (op->stats.food < 0)
2777 { 2699 {
2778 if (op->contr->explore)
2779 {
2780 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2781 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2782 op->stats.food = 999;
2783 return;
2784 }
2785 sprintf (buf, "%s starved to death.", &op->name); 2700 sprintf (buf, "%s starved to death.", &op->name);
2786 strcpy (op->contr->killer, "starvation"); 2701 strcpy (op->contr->killer, "starvation");
2787 } 2702 }
2788 else 2703 else
2789 {
2790 if (op->contr->explore)
2791 {
2792 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2793 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2794 op->stats.hp = op->stats.maxhp;
2795 return;
2796 }
2797 sprintf (buf, "%s died.", &op->name); 2704 sprintf (buf, "%s died.", &op->name);
2798 }
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;
2979 op->stats.hp = op->stats.maxhp; 2885 op->stats.hp = op->stats.maxhp;
2980 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2981 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2982 2888
2983 /* 2889 /*
2984 * Check to see if the player is in a shop. IF so, then check to see if
2985 * 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
2986 * in the map. 2891 * and put them back in the map.
2987 */ 2892 */
2988
2989 if (is_in_shop (op))
2990 remove_unpaid_objects (op->inv, op); 2893 remove_unpaid_objects (op->inv, op);
2991 2894
2992 /****************************************/ 2895 /****************************************/
2993 /* */ 2896 /* */
2994 /* Move player to his current respawn- */ 2897 /* Move player to his current respawn- */
2995 /* position (usually last savebed) */ 2898 /* position (usually last savebed) */
2996 /* */ 2899 /* */
2997 /****************************************/ 2900 /****************************************/
2998 2901
2999 enter_player_savebed (op); 2902 enter_player_savebed (op);
3000 2903
3001 /* Save the player before inserting the force to reduce
3002 * chance of abuse.
3003 */
3004 op->contr->braced = 0; 2904 op->contr->braced = 0;
3005 op->contr->save ();
3006 2905
3007 /* it is possible that the player has blown something up 2906 /* it is possible that the player has blown something up
3008 * at his savebed location, and that can have long lasting 2907 * at his savebed location, and that can have long lasting
3009 * spell effects. So first see if there is a spell effect 2908 * spell effects. So first see if there is a spell effect
3010 * on the space that might harm the player. 2909 * on the space that might harm the player.
3039void 2938void
3040loot_object (object *op) 2939loot_object (object *op)
3041{ /* Grab and destroy some treasure */ 2940{ /* Grab and destroy some treasure */
3042 object *tmp, *tmp2, *next; 2941 object *tmp, *tmp2, *next;
3043 2942
3044 if (op->container) 2943 op->close_container (); /* close open sack first */
3045 esrv_apply_container (op, op->container); /* close open sack first */
3046 2944
3047 for (tmp = op->inv; tmp; tmp = next) 2945 for (tmp = op->inv; tmp; tmp = next)
3048 { 2946 {
3049 next = tmp->below; 2947 next = tmp->below;
3050 2948
3051 if (tmp->invisible) 2949 if (tmp->invisible)
3052 continue; 2950 continue;
3053 2951
3054 tmp->remove (); 2952 tmp->remove ();
3055 tmp->x = op->x, tmp->y = op->y; 2953 tmp->x = op->x, tmp->y = op->y;
2954
3056 if (tmp->type == CONTAINER) 2955 if (tmp->type == CONTAINER)
3057 { /* empty container to ground */ 2956 loot_object (tmp); /* empty container to ground */
3058 loot_object (tmp); 2957
3059 }
3060 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))))
3061 { 2959 {
3062 if (tmp->nrof > 1) 2960 if (tmp->nrof > 1)
3063 { 2961 {
3064 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3065 tmp2->destroy (); 2963 tmp2->destroy ();
3076/* 2974/*
3077 * fix_weight(): Check recursively the weight of all players, and fix 2975 * fix_weight(): Check recursively the weight of all players, and fix
3078 * 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
3079 * was changed. 2977 * was changed.
3080 */ 2978 */
3081
3082void 2979void
3083fix_weight (void) 2980fix_weight (void)
3084{ 2981{
3085 for_all_players (pl) 2982 for_all_players (pl)
3086 { 2983 {
3146 if (op->type == PLAYER) 3043 if (op->type == PLAYER)
3147 { 3044 {
3148 op->contr->tmp_invis = 0; 3045 op->contr->tmp_invis = 0;
3149 op->contr->invis_race = 0; 3046 op->contr->invis_race = 0;
3150 } 3047 }
3048
3151 update_object (op, UP_OBJ_FACE); 3049 update_object (op, UP_OBJ_CHANGE);
3152} 3050}
3153 3051
3154int 3052int
3155is_true_undead (object *op) 3053is_true_undead (object *op)
3156{ 3054{
3157 object *tmp = NULL;
3158
3159 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3160 return 1; 3056 return 1;
3161 3057
3162 return 0; 3058 return 0;
3163} 3059}
3222 3118
3223 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3119 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3224 3120
3225 /* 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! */
3226 if (op->type == PLAYER && op->contr->run_on) 3122 if (op->type == PLAYER && op->contr->run_on)
3227 {
3228 if (!skop || num >= skop->level) 3123 if (!skop || num >= skop->level)
3229 { 3124 {
3230 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!");
3231 make_visible (op); 3126 make_visible (op);
3232 return; 3127 return;
3233 } 3128 }
3234 else 3129 else
3235 num += 20; 3130 num += 20;
3236 } 3131
3237 num += op->map->difficulty; 3132 num += op->map->difficulty;
3238 hide = hideability (op); /* modify by terrain hidden level */ 3133 hide = hideability (op); /* modify by terrain hidden level */
3239 num -= hide; 3134 num -= hide;
3135
3240 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3136 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3241 { 3137 {
3242 make_visible (op); 3138 make_visible (op);
3243 if (op->type == PLAYER) 3139 if (op->type == PLAYER)
3244 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!");
3245 } 3141 }
3246 else if (op->type == PLAYER && skop) 3142 else if (op->type == PLAYER && skop)
3247 {
3248 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);
3249 }
3250} 3144}
3251 3145
3252/* determine if who is standing near a hostile creature. */ 3146/* determine if who is standing near a hostile creature. */
3253 3147
3254int 3148int
3453 char buf[MAX_BUF]; /* tmp. string buffer */ 3347 char buf[MAX_BUF]; /* tmp. string buffer */
3454 int i = 0, j = 0; 3348 int i = 0, j = 0;
3455 3349
3456 /* get the appropriate treasurelist */ 3350 /* get the appropriate treasurelist */
3457 if (atnr == ATNR_FIRE) 3351 if (atnr == ATNR_FIRE)
3458 trlist = find_treasurelist ("dragon_ability_fire"); 3352 trlist = treasurelist::find ("dragon_ability_fire");
3459 else if (atnr == ATNR_COLD) 3353 else if (atnr == ATNR_COLD)
3460 trlist = find_treasurelist ("dragon_ability_cold"); 3354 trlist = treasurelist::find ("dragon_ability_cold");
3461 else if (atnr == ATNR_ELECTRICITY) 3355 else if (atnr == ATNR_ELECTRICITY)
3462 trlist = find_treasurelist ("dragon_ability_elec"); 3356 trlist = treasurelist::find ("dragon_ability_elec");
3463 else if (atnr == ATNR_POISON) 3357 else if (atnr == ATNR_POISON)
3464 trlist = find_treasurelist ("dragon_ability_poison"); 3358 trlist = treasurelist::find ("dragon_ability_poison");
3465 3359
3466 if (trlist == NULL || who->type != PLAYER) 3360 if (trlist == NULL || who->type != PLAYER)
3467 return; 3361 return;
3468 3362
3469 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++);
3470 3364
3471 if (tr == NULL || tr->item == NULL) 3365 if (!tr || !tr->item)
3472 { 3366 {
3473 /* 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]); */
3474 return; 3368 return;
3475 } 3369 }
3476 3370
3601 * not readied. 3495 * not readied.
3602 */ 3496 */
3603void 3497void
3604player_unready_range_ob (player *pl, object *ob) 3498player_unready_range_ob (player *pl, object *ob)
3605{ 3499{
3606 rangetype i;
3607
3608 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))
3609 {
3610 if (pl->ranges[i] == ob) 3501 if (pl->ranges[i] == ob)
3611 { 3502 {
3612 pl->ranges[i] = NULL; 3503 pl->ranges[i] = 0;
3613 if (pl->shoottype == i) 3504 if (pl->shoottype == i)
3614 {
3615 pl->shoottype = range_none; 3505 pl->shoottype = range_none;
3616 }
3617 } 3506 }
3618 }
3619} 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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