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Comparing deliantra/server/server/player.C (file contents):
Revision 1.87 by elmex, Fri Jan 5 16:17:29 2007 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
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_recursive (); 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);
260 279
263} 282}
264 283
265void 284void
266player::disconnect () 285player::disconnect ()
267{ 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
268 if (ob) 299 if (ob)
269 ob->deactivate_recursive (); 300 ob->close_container (); //TODO: client-specific
270 301
271 //TODO: don't be so harsh and destroy :) 302 deactivate ();
272 if (ns)
273 {
274 if (enable_save)
275 {
276 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
277 save (true);
278 }
279
280 INVOKE_PLAYER (DISCONNECT, this);
281
282 client *ns = this->ns;
283 ns->send_packet ("goodbye");
284 ns->flush ();
285 ns->pl = 0;
286 this->ns = 0;
287
288 ns->destroy ();
289 destroy ();
290 }
291} 303}
292 304
293// the need for this function can be explained 305// the need for this function can be explained
294// by load_object not returning the object 306// by load_object not returning the object
295void 307void
296player::set_object (object *op) 308player::set_object (object *op)
297{ 309{
298 ob = op; 310 ob = op;
299 ob->contr = this; /* this aren't yet in archetype */ 311 ob->contr = this; /* this aren't yet in archetype */
300 312
301 ob->speed_left = 0.5; 313 ob->speed_left = 0.5;
302 ob->speed = 1.0; 314 ob->speed = 1.0;
303 ob->direction = 5; /* So player faces south */ 315 ob->direction = 5; /* So player faces south */
304 ob->stats.wc = 2;
305 ob->run_away = 25; /* Then we panick... */
306
307 ob->roll_stats ();
308} 316}
309 317
310player::player () 318player::player ()
311{ 319{
312 /* There are some elements we want initialised to non zero value - 320 /* There are some elements we want initialised to non zero value -
313 * we deal with that below this point. 321 * we deal with that below this point.
314 */ 322 */
315 outputs_sync = 16; /* Every 2 seconds */ 323 outputs_sync = 4;
316 outputs_count = 8; /* Keeps present behaviour */ 324 outputs_count = 4;
317 unapply = unapply_nochoice; 325 unapply = unapply_nochoice;
318 326
319 savebed_map = first_map_path; /* Init. respawn position */ 327 savebed_map = first_map_path; /* Init. respawn position */
320 328
321 gen_sp_armour = 10; 329 gen_sp_armour = 10;
322 last_speed = -1;
323 shoottype = range_none; 330 shoottype = range_none;
324 bowtype = bow_normal; 331 bowtype = bow_normal;
325 petmode = pet_normal; 332 petmode = pet_normal;
326 listening = 10; 333 listening = 10;
327 usekeys = containers; 334 usekeys = containers;
328 last_weapon_sp = -1;
329 peaceful = 1; /* default peaceful */ 335 peaceful = 1; /* default peaceful */
330 do_los = 1; 336 do_los = 1;
331
332 /* we need to clear these to -1 and not zero - otherwise,
333 * if a player quits and starts a new character, we wont
334 * send new values to the client, as things like exp start
335 * at zero.
336 */
337 for (int i = 0; i < NUM_SKILLS; i++)
338 last_skill_exp[i] = -1;
339
340 for (int i = 0; i < NROFATTACKS; i++)
341 last_resist[i] = -1;
342
343 last_stats.exp = -1;
344 last_weight = (uint32) - 1;
345} 337}
346 338
347void 339void
348player::do_destroy () 340player::do_destroy ()
349{ 341{
350 disconnect (); 342 disconnect ();
351 343
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy (); 344 attachable::do_destroy ();
356
357 terminate_all_pets (ob);
358
359 if (first_player != this)
360 {
361 player *prev = first_player;
362
363 while (prev && prev->next && prev->next != this)
364 prev = prev->next;
365
366 if (prev->next != this)
367 {
368 LOG (llevError, "Free_player: Can't find previous player.\n");
369 abort ();
370 }
371
372 prev->next = next;
373 }
374 else
375 first_player = next;
376 345
377 if (ob) 346 if (ob)
378 { 347 {
379 ob->destroy_inv (false); 348 ob->destroy_inv (false);
380 ob->destroy (); 349 ob->destroy ();
395player::create () 364player::create ()
396{ 365{
397 player *pl = new player; 366 player *pl = new player;
398 367
399 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
400 set_first_map (pl->ob); 374 set_first_map (pl->ob);
401 375
402 return pl; 376 return pl;
403} 377}
404 378
436 object *op = NULL; 410 object *op = NULL;
437 objectlink *ol; 411 objectlink *ol;
438 unsigned lastdist; 412 unsigned lastdist;
439 rv_vector rv; 413 rv_vector rv;
440 414
441 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
442 { 416 {
443 /* 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
444 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
445 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
446 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
450 object *tmp = ol->ob; 424 object *tmp = ol->ob;
451 425
452 /* 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
453 * itself will have been cleared. 427 * itself will have been cleared.
454 */ 428 */
455 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 ());
456 ol = ol->next; 431 ol = ol->next;
457 remove_friendly_object (tmp); 432 remove_friendly_object (tmp);
458 if (!ol) 433 if (!ol)
459 return op; 434 return op;
460 } 435 }
549 x = mon->x; 524 x = mon->x;
550 y = mon->y; 525 y = mon->y;
551 m = mon->map; 526 m = mon->map;
552 dir = rv.direction; 527 dir = rv.direction;
553 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 */
554 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
555 /* 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. */
556 if (diff > max) 532 if (diff > max)
557 return 0; 533 return 0;
534
558 while (diff > 1 && max > 0) 535 while (diff > 1 && max > 0)
559 { 536 {
560 lastx = x; 537 lastx = x;
561 lasty = y; 538 lasty = y;
562 lastmap = m; 539 lastmap = m;
644 max--; 621 max--;
645 lastdir = dir; 622 lastdir = dir;
646 if (!firstdir) 623 if (!firstdir)
647 firstdir = dir; 624 firstdir = dir;
648 } 625 }
626
649 if (diff <= 1) 627 if (diff <= 1)
650 { 628 {
651 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
652 * headed toward player for entire distance. 630 * headed toward player for entire distance.
653 */ 631 */
654 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
655 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));
656 } 634 }
635
657 if (diff > max) 636 if (diff > max)
658 return 0; 637 return 0;
659 } 638 }
639
660 /* 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 */
661 if (!max) 641 if (!max)
662 return 0; 642 return 0;
663 643
664 return firstdir; 644 return firstdir;
778roll_stat (void) 758roll_stat (void)
779{ 759{
780 int a[4], i, j, k; 760 int a[4], i, j, k;
781 761
782 for (i = 0; i < 4; i++) 762 for (i = 0; i < 4; i++)
783 a[i] = (int) RANDOM () % 6 + 1; 763 a[i] = (int) rndm (6) + 1;
784 764
785 for (i = 0, j = 0, k = 7; i < 4; i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
786 if (a[i] < k) 766 if (a[i] < k)
787 k = a[i], j = i; 767 k = a[i], j = i;
788 768
888 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
889 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
890 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
891 * not the class. 871 * not the class.
892 */ 872 */
893int 873void
894key_change_class (object *op, char key) 874player::chargen_race_done ()
895{ 875{
896 int tmp_loop;
897
898 if (key == 'd' || key == 'D')
899 {
900 char buf[MAX_BUF];
901
902 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
903 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
904 878
905 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
906 if (tl) 880 if (tl)
907 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
908 882
909 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
910 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
911 885
912 op->contr->ns->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
913 887
914 if (op->msg) 888 if (ob->msg)
915 op->msg = NULL; 889 ob->msg = 0;
916 890
917 /* 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
918 * to save here. 892 * to save here.
919 */ 893 */
894 {
895 char buf[MAX_BUF];
920 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
921 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
922 899
923#ifdef AUTOSAVE
924 op->contr->last_save_tick = pticks;
925#endif
926 start_info (op); 900 start_info (ob);
927 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
928 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
929 link_player_skills (op); 903 link_player_skills (ob);
930 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
931 op->update_stats (); 905 ob->update_stats ();
932 906
933 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
934 * is one for this race 908 * is one for this race
935 */ 909 */
936 if (*first_map_ext_path) 910 if (*first_map_ext_path)
937 { 911 {
938 object *tmp; 912 object *tmp;
939 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
940 914
941 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);
942 tmp = object::create (); 916 tmp = object::create ();
943 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
944 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
945 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
946 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;
947 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
948 * default initial map */ 922 * default initial map */
949 tmp->destroy (); 923 tmp->destroy ();
950 } 924 }
951 else 925 else
952 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
953 928
954 return 0; 929void
955 } 930player::chargen_race_next ()
956 931{
957 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
958 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
959 */ 934 */
960 935
961 tmp_loop = 0; 936 do
962 while (!tmp_loop)
963 { 937 {
964 shstr name = op->name; 938 shstr name = ob->name;
965 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
966 940
967 op->remove_statbonus (); 941 ob->remove_statbonus ();
968 op->remove (); 942 ob->remove ();
969 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
970 op->arch->clone.copy_to (op); 944 ob->arch->clone.copy_to (ob);
971 op->instantiate (); 945 ob->instantiate ();
972 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
973 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
974 op->x = x; 948 ob->x = x;
975 op->y = y; 949 ob->y = y;
976 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
977 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
978 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->clone.name);
979 op->add_statbonus (); 953 ob->add_statbonus ();
980 tmp_loop = allowed_class (op);
981 } 954 }
955 while (!allowed_class (ob));
982 956
983 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
984 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
985 op->update_stats (); 959 ob->update_stats ();
986 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
987 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
988 op->stats.grace = 0; 962 ob->stats.grace = 0;
989
990 if (op->msg)
991 new_draw_info (NDI_BLUE, 0, op, op->msg);
992
993 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
994 return 0;
995}
996
997int
998key_confirm_quit (object *op, char key)
999{
1000 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1001 {
1002 op->contr->ns->state = ST_PLAYING;
1003 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1004 return 1;
1005 }
1006
1007 INVOKE_PLAYER (LOGOUT, op->contr);
1008 INVOKE_PLAYER (QUIT, op->contr);
1009
1010 op->contr->enable_save = false;
1011 delete_character (op->name);
1012
1013 terminate_all_pets (op);
1014 op->remove ();
1015 op->direction = 0;
1016 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1017
1018 strcpy (op->contr->killer, "quit");
1019 check_score (op);
1020 op->contr->party = 0;
1021 op->contr->own_title[0] = '\0';
1022 op->contr->destroy ();
1023
1024 return 1;
1025} 963}
1026 964
1027void 965void
1028flee_player (object *op) 966flee_player (object *op)
1029{ 967{
1086int 1024int
1087check_pick (object *op) 1025check_pick (object *op)
1088{ 1026{
1089 object *tmp, *next; 1027 object *tmp, *next;
1090 int stop = 0; 1028 int stop = 0;
1091 int j, k, wvratio; 1029 int wvratio;
1092 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1093 1031
1094 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1095 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1096 return 1; 1034 return 1;
1097 1035
1434 * found object is returned. 1372 * found object is returned.
1435 */ 1373 */
1436object * 1374object *
1437find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1438{ 1376{
1439 object *tmp = NULL; 1377 object *tmp = 0;
1440 1378
1441 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1442 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))
1443 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1444 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1445 return op; 1383 return op;
1384
1446 return tmp; 1385 return tmp;
1447} 1386}
1448 1387
1449/* 1388/*
1450 * 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
1451 * 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
1452 * 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
1453 * 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.
1454 */ 1393 */
1455
1456object * 1394object *
1457find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1458{ 1396{
1459 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1460 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1652 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1653 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);
1654 /* 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 */
1655 else 1593 else
1656 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1657 return 0; 1596 return 0;
1658 } 1597 }
1659 } 1598 }
1660 1599
1661 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1692 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1693 op->update_stats (); 1632 op->update_stats ();
1694 } 1633 }
1695 1634
1696 SET_ANIMATION (arrow, arrow->direction); 1635 SET_ANIMATION (arrow, arrow->direction);
1636
1697 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1698 arrow->stats.hp = arrow->stats.dam; 1638 arrow->stats.hp = arrow->stats.dam;
1699 arrow->stats.grace = arrow->attacktype; 1639 arrow->stats.grace = arrow->attacktype;
1640
1700 if (arrow->slaying != NULL) 1641 if (arrow->slaying)
1701 arrow->spellarg = strdup (arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1702 1643
1703 /* Note that this was different for monsters - they got their level 1644 arrow->stats.dam += op->stats.dam + arrow->magic;
1704 * added to the damage. I think the strength bonus is more proper.
1705 */
1706
1707 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1708 1645
1709 /* update the speed */ 1646 /* update the speed */
1710 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1711 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;
1712 1649
1713 arrow->set_speed (max (arrow->speed, 1.0)); 1650 arrow->set_speed (max (arrow->speed, 1.0));
1714 arrow->speed_left = 0; 1651 arrow->speed_left = 0;
1715 1652
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654
1716 if (op->type == PLAYER) 1655 if (op->type == PLAYER)
1717 { 1656 {
1718 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1719 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1720 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1721
1722 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1657 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1658 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1659
1660 if (!arrow->slaying)
1661 arrow->slaying = op->slaying;
1723 } 1662 }
1724 else 1663 else
1725 { 1664 {
1726 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1727 arrow->level = op->level; 1665 arrow->level = op->level;
1728 } 1666 arrow->stats.wc -= bow->magic;
1729 1667
1730 if (arrow->attacktype == AT_PHYSICAL) 1668 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying;
1670 }
1671
1672 arrow->stats.wc -= arrow->level;
1673
1731 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1732
1733 if (bow->slaying)
1734 arrow->slaying = bow->slaying;
1735 1675
1736 arrow->move_type = MOVE_FLY_LOW; 1676 arrow->move_type = MOVE_FLY_LOW;
1737 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1738 1678
1739 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);
1892 case range_misc: 1832 case range_misc:
1893 fire_misc_object (op, dir); 1833 fire_misc_object (op, dir);
1894 return; 1834 return;
1895 1835
1896 case range_golem: /* Control summoned monsters from scrolls */ 1836 case range_golem: /* Control summoned monsters from scrolls */
1897 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1898 {
1899 op->contr->ranges[range_golem] = 0;
1900 op->contr->shoottype = range_none;
1901 }
1902 else
1903 control_golem (op->contr->ranges[range_golem], dir); 1837 control_golem (op->contr->ranges[range_golem], dir);
1904 return; 1838 return;
1905 1839
1906 case range_skill: 1840 case range_skill:
1907 if (!op->chosen_skill) 1841 if (!op->chosen_skill)
1908 { 1842 {
1909 if (op->type == PLAYER) 1843 if (op->type == PLAYER)
1910 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
1911 return; 1846 return;
1912 } 1847 }
1848
1913 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1849 do_skill (op, op, op->chosen_skill, dir, NULL);
1914 return; 1850 return;
1915 case range_builder: 1851 case range_builder:
1916 apply_map_builder (op, dir); 1852 apply_map_builder (op, dir);
1917 return; 1853 return;
1918 default: 1854 default:
1919 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1920 return; 1856 return;
1921 } 1857 }
1922} 1858}
1923
1924
1925 1859
1926/* find_key 1860/* find_key
1927 * 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
1928 * and successfully use it, we return the key, otherwise NULL 1862 * and successfully use it, we return the key, otherwise NULL
1929 * This function merges both normal and locked door, since the logic 1863 * This function merges both normal and locked door, since the logic
1931 * pl is the player, 1865 * pl is the player,
1932 * inv is the objects inventory to searched 1866 * inv is the objects inventory to searched
1933 * door is the door we are trying to match against. 1867 * door is the door we are trying to match against.
1934 * This function can be called recursively to search containers. 1868 * This function can be called recursively to search containers.
1935 */ 1869 */
1936
1937object * 1870object *
1938find_key (object *pl, object *container, object *door) 1871find_key (object *pl, object *container, object *door)
1939{ 1872{
1940 object *tmp, *key; 1873 object *tmp, *key;
1941 1874
1942 /* Should not happen, but sanity checking is never bad */ 1875 /* Should not happen, but sanity checking is never bad */
1943 if (container->inv == NULL) 1876 if (!container->inv)
1944 return NULL; 1877 return 0;
1945 1878
1946 /* 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 */
1947 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1880 for (tmp = container->inv; tmp; tmp = tmp->below)
1948 { 1881 {
1949 if (door->type == DOOR && tmp->type == KEY) 1882 if (door->type == DOOR && tmp->type == KEY)
1950 break; 1883 break;
1951 /* For sanity, we should really check door type, but other stuff 1884 /* For sanity, we should really check door type, but other stuff
1952 * (like containers) can be locked with special keys 1885 * (like containers) can be locked with special keys
1953 */ 1886 */
1954 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1887 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1955 break; 1888 break;
1956 } 1889 }
1890
1957 /* No key found - lets search inventories now */ 1891 /* No key found - lets search inventories now */
1958 /* 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.
1959 * 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
1960 * a key, return 1894 * a key, return
1961 */ 1895 */
1962 if (!tmp) 1896 if (!tmp)
1963 { 1897 {
1964 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1898 for (tmp = container->inv; tmp; tmp = tmp->below)
1965 { 1899 {
1966 /* No reason to search empty containers */ 1900 /* No reason to search empty containers */
1967 if (tmp->type == CONTAINER && tmp->inv) 1901 if (tmp->type == CONTAINER && tmp->inv)
1968 { 1902 {
1969 if ((key = find_key (pl, tmp, door)) != NULL) 1903 if ((key = find_key (pl, tmp, door)))
1970 return key; 1904 return key;
1971 } 1905 }
1972 } 1906 }
1907
1973 if (!tmp) 1908 if (!tmp)
1974 return NULL; 1909 return NULL;
1975 } 1910 }
1911
1976 /* 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,
1977 * see if we actually want to use it 1913 * see if we actually want to use it
1978 */ 1914 */
1979 if (pl != container) 1915 if (pl != container)
1980 { 1916 {
2001 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1937 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2002 "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));
2003 return NULL; 1939 return NULL;
2004 } 1940 }
2005 } 1941 }
1942
2006 return tmp; 1943 return tmp;
2007} 1944}
2008 1945
2009/* moved door processing out of move_player_attack. 1946/* moved door processing out of move_player_attack.
2010 * returns 1 if player has opened the door with a key 1947 * returns 1 if player has opened the door with a key
2028 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);
2029 if (action_makes_visible (op)) 1966 if (action_makes_visible (op))
2030 make_visible (op); 1967 make_visible (op);
2031 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2032 spring_trap (door->inv, op); 1969 spring_trap (door->inv, op);
1970
2033 if (door->type == DOOR) 1971 if (door->type == DOOR)
2034 {
2035 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 */
2036 }
2037 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
2038 { 1974 {
2039 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));
2040 remove_door2 (door); /* remove door without violence ;-) */ 1976 remove_door2 (door); /* remove door without violence ;-) */
2041 } 1977 }
1978
2042 /* Do this after we print the message */ 1979 /* Do this after we print the message */
2043 decrease_ob (key); /* Use up one of the keys */ 1980 decrease_ob (key); /* Use up one of the keys */
2044 /* Need to update the weight the container the key was in */ 1981 /* Need to update the weight the container the key was in */
2045 if (container != op) 1982 if (container != op)
2046 esrv_update_item (UPD_WEIGHT, op, container); 1983 esrv_update_item (UPD_WEIGHT, op, container);
1984
2047 return 1; /* Nothing more to do below */ 1985 return 1; /* Nothing more to do below */
2048 } 1986 }
2049 else if (door->type == LOCKED_DOOR) 1987 else if (door->type == LOCKED_DOOR)
2050 { 1988 {
2051 /* Might as well return now - no other way to open this */ 1989 /* Might as well return now - no other way to open this */
2052 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1990 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2053 return 1; 1991 return 1;
2054 } 1992 }
1993
2055 return 0; 1994 return 0;
2056} 1995}
2057 1996
2058/* This function is just part of a breakup from move_player. 1997/* This function is just part of a breakup from move_player.
2059 * It should keep the code cleaner. 1998 * It should keep the code cleaner.
2265 return 0; 2204 return 0;
2266 } 2205 }
2267 2206
2268 /* peterm: added following line */ 2207 /* peterm: added following line */
2269 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2270 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2209 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2271 2210
2272 op->facing = dir; 2211 op->facing = dir;
2273 2212
2274 if (op->hide) 2213 if (op->hide)
2275 do_hidden_move (op); 2214 do_hidden_move (op);
2308 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do.
2309 */ 2248 */
2310int 2249int
2311handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2312{ 2251{
2313 if (op->contr->hidden)
2314 {
2315 op->invisible = 1000;
2316 /* the socket code flashes the player visible/invisible
2317 * depending on the value of invisible, so we need to
2318 * alternate it here for it to work correctly.
2319 */
2320 if (pticks & 2)
2321 op->invisible--;
2322 }
2323 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2324 {
2325 op->invisible--;
2326 if (!op->invisible)
2327 {
2328 make_visible (op);
2329 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2330 }
2331 }
2332
2333 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2334 { 2253 {
2335 flee_player (op); 2254 flee_player (op);
2336 /* 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 */
2337 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2338 { 2257 {
2339 op->speed_left--; 2258 op->speed_left--;
2340 return 0; 2259 return 0;
2341 } 2260 }
2342 } 2261 }
2343
2344 /* I've been seeing crashes where the golem has been destroyed, but
2345 * the player object still points to the defunct golem. The code that
2346 * destroys the golem looks correct, and it doesn't always happen, so
2347 * put this in a a workaround to clean up the golem pointer.
2348 */
2349 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2350 op->contr->ranges[range_golem] = 0;
2351 2262
2352 /* 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
2353 * the players time has been increased when doericserver has been 2264 * the players time has been increased when doericserver has been
2354 * called, so we recheck it here. 2265 * called, so we recheck it here.
2355 */ 2266 */
2416 * from. 2327 * from.
2417 */ 2328 */
2418void 2329void
2419remove_unpaid_objects (object *op, object *env) 2330remove_unpaid_objects (object *op, object *env)
2420{ 2331{
2421 object *next;
2422
2423 while (op) 2332 while (op)
2424 { 2333 {
2425 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' */
2426 2335
2427 if (QUERY_FLAG (op, FLAG_UNPAID)) 2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2493 int rate_grace = 2000; 2402 int rate_grace = 2000;
2494 const int max_hp = 1; 2403 const int max_hp = 1;
2495 const int max_sp = 1; 2404 const int max_sp = 1;
2496 const int max_grace = 1; 2405 const int max_grace = 1;
2497 2406
2498 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--;
2499 { 2416 }
2500 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2417 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2501 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2418 {
2502 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 }
2503 } 2424 }
2504 2425
2505 if (op->contr->ns->state == ST_PLAYING) 2426 if (op->contr->ns->state == ST_PLAYING)
2506 { 2427 {
2507 /* these next three if clauses make it possible to SLOW DOWN 2428 /* these next three if clauses make it possible to SLOW DOWN
2529 gen_grace = op->stats.maxgrace; 2450 gen_grace = op->stats.maxgrace;
2530 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2531 } 2452 }
2532 2453
2533 /* Regenerate Spell Points */ 2454 /* Regenerate Spell Points */
2534 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2535 { 2456 {
2536 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);
2537 if (op->stats.sp < op->stats.maxsp) 2458 if (op->stats.sp < op->stats.maxsp)
2538 { 2459 {
2539 op->stats.sp++; 2460 op->stats.sp++;
2757 tmp->name = buf; 2678 tmp->name = buf;
2758 sprintf (buf, " This finger has been cut off %s\n" 2679 sprintf (buf, " This finger has been cut off %s\n"
2759 " 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",
2760 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2761 tmp->msg = buf; 2682 tmp->msg = buf;
2762 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2683 tmp->value = 0, tmp->type = 0;
2763 tmp->materialname = NULL; 2684 tmp->materialname = "organics";
2764 tmp->insert_at (op, tmp); 2685 tmp->insert_at (op, tmp);
2765 } 2686 }
2766 2687
2767 /* teleport defeated player to new destination */ 2688 /* teleport defeated player to new destination */
2768 transfer_ob (op, x, y, 0, NULL); 2689 transfer_ob (op, x, y, 0, NULL);
2774 2695
2775 command_kill_pets (op, 0); 2696 command_kill_pets (op, 0);
2776 2697
2777 if (op->stats.food < 0) 2698 if (op->stats.food < 0)
2778 { 2699 {
2779 if (op->contr->explore)
2780 {
2781 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2782 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2783 op->stats.food = 999;
2784 return;
2785 }
2786 sprintf (buf, "%s starved to death.", &op->name); 2700 sprintf (buf, "%s starved to death.", &op->name);
2787 strcpy (op->contr->killer, "starvation"); 2701 strcpy (op->contr->killer, "starvation");
2788 } 2702 }
2789 else 2703 else
2790 {
2791 if (op->contr->explore)
2792 {
2793 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2794 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2795 op->stats.hp = op->stats.maxhp;
2796 return;
2797 }
2798 sprintf (buf, "%s died.", &op->name); 2704 sprintf (buf, "%s died.", &op->name);
2799 }
2800 2705
2801 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2802 2707
2803 /* save the map location for corpse, gravestone */ 2708 /* save the map location for corpse, gravestone */
2804 x = op->x; 2709 x = op->x;
2980 op->stats.hp = op->stats.maxhp; 2885 op->stats.hp = op->stats.maxhp;
2981 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2982 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2983 2888
2984 /* 2889 /*
2985 * Check to see if the player is in a shop. IF so, then check to see if
2986 * 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
2987 * in the map. 2891 * and put them back in the map.
2988 */ 2892 */
2989
2990 if (is_in_shop (op))
2991 remove_unpaid_objects (op->inv, op); 2893 remove_unpaid_objects (op->inv, op);
2992 2894
2993 /****************************************/ 2895 /****************************************/
2994 /* */ 2896 /* */
2995 /* Move player to his current respawn- */ 2897 /* Move player to his current respawn- */
2996 /* position (usually last savebed) */ 2898 /* position (usually last savebed) */
2997 /* */ 2899 /* */
2998 /****************************************/ 2900 /****************************************/
2999 2901
3000 enter_player_savebed (op); 2902 enter_player_savebed (op);
3001 2903
3002 /* Save the player before inserting the force to reduce
3003 * chance of abuse.
3004 */
3005 op->contr->braced = 0; 2904 op->contr->braced = 0;
3006 op->contr->save ();
3007 2905
3008 /* it is possible that the player has blown something up 2906 /* it is possible that the player has blown something up
3009 * at his savebed location, and that can have long lasting 2907 * at his savebed location, and that can have long lasting
3010 * spell effects. So first see if there is a spell effect 2908 * spell effects. So first see if there is a spell effect
3011 * on the space that might harm the player. 2909 * on the space that might harm the player.
3040void 2938void
3041loot_object (object *op) 2939loot_object (object *op)
3042{ /* Grab and destroy some treasure */ 2940{ /* Grab and destroy some treasure */
3043 object *tmp, *tmp2, *next; 2941 object *tmp, *tmp2, *next;
3044 2942
3045 if (op->container) 2943 op->close_container (); /* close open sack first */
3046 esrv_apply_container (op, op->container); /* close open sack first */
3047 2944
3048 for (tmp = op->inv; tmp; tmp = next) 2945 for (tmp = op->inv; tmp; tmp = next)
3049 { 2946 {
3050 next = tmp->below; 2947 next = tmp->below;
3051 2948
3052 if (tmp->invisible) 2949 if (tmp->invisible)
3053 continue; 2950 continue;
3054 2951
3055 tmp->remove (); 2952 tmp->remove ();
3056 tmp->x = op->x, tmp->y = op->y; 2953 tmp->x = op->x, tmp->y = op->y;
2954
3057 if (tmp->type == CONTAINER) 2955 if (tmp->type == CONTAINER)
3058 { /* empty container to ground */ 2956 loot_object (tmp); /* empty container to ground */
3059 loot_object (tmp); 2957
3060 }
3061 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))))
3062 { 2959 {
3063 if (tmp->nrof > 1) 2960 if (tmp->nrof > 1)
3064 { 2961 {
3065 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3066 tmp2->destroy (); 2963 tmp2->destroy ();
3077/* 2974/*
3078 * fix_weight(): Check recursively the weight of all players, and fix 2975 * fix_weight(): Check recursively the weight of all players, and fix
3079 * 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
3080 * was changed. 2977 * was changed.
3081 */ 2978 */
3082
3083void 2979void
3084fix_weight (void) 2980fix_weight (void)
3085{ 2981{
3086 for_all_players (pl) 2982 for_all_players (pl)
3087 { 2983 {
3147 if (op->type == PLAYER) 3043 if (op->type == PLAYER)
3148 { 3044 {
3149 op->contr->tmp_invis = 0; 3045 op->contr->tmp_invis = 0;
3150 op->contr->invis_race = 0; 3046 op->contr->invis_race = 0;
3151 } 3047 }
3048
3152 update_object (op, UP_OBJ_FACE); 3049 update_object (op, UP_OBJ_CHANGE);
3153} 3050}
3154 3051
3155int 3052int
3156is_true_undead (object *op) 3053is_true_undead (object *op)
3157{ 3054{
3158 object *tmp = NULL;
3159
3160 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3161 return 1; 3056 return 1;
3162 3057
3163 return 0; 3058 return 0;
3164} 3059}
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++);
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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