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Comparing deliantra/server/server/player.C (file contents):
Revision 1.57 by root, Sat Dec 23 06:21:02 2006 UTC vs.
Revision 1.99 by root, Thu Jan 18 19:42:10 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 player *pl;
40
41 for (pl = first_player; pl; pl = pl->next)
42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
43 return pl;
44
45 return 0;
46}
47 38
48void 39void
49display_motd (const object *op) 40display_motd (const object *op)
50{ 41{
51 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
134 125
135 if (*buf == '%') 126 if (*buf == '%')
136 { /* send one news */ 127 { /* send one news */
137 if (size > 0) 128 if (size > 0)
138 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", "%s\n%s", subject, news); /*send previously read news */
130
139 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
140 strip_endline (subject); 132 strip_endline (subject);
141 size = 0; 133 size = 0;
142 news[0] = '\0'; 134 news[0] = '\0';
143 } 135 }
160 152
161/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
162static void 154static void
163set_first_map (object *op) 155set_first_map (object *op)
164{ 156{
165 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
166 op->x = -1; 158 op->x = -1;
167 op->y = -1; 159 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
168 enter_exit (op, 0); 170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 maplevel = ob->map->path;
200 ob->remove ();
201 ob->map = 0;
202
203 // for weird reasons, this is often "ob", keeping a circular reference
204 ranges [range_skill] = 0;
205
206 players.erase (this);
169} 207}
170 208
171// connect the player with a specific client 209// connect the player with a specific client
172// also changed, rationalises, and fixes some incorrect settings 210// also changed, rationalises, and fixes some incorrect settings
173void 211void
174player::connect (client *ns) 212player::connect (client *ns)
175{ 213{
176 this->ns = ns; 214 this->ns = ns;
177 ns->pl = this; 215 ns->pl = this;
178 216
179 next = first_player; 217 run_on = 0;
180 first_player = this; 218 fire_on = 0;
219 ob->container = 0; //TODO: client-specific
181 220
182 ns->update_look = 0; 221 ns->update_look = 0;
183 ns->look_position = 0; 222 ns->look_position = 0;
184 223
185 clear_los (ob); 224 clear_los (ob);
225
226 ns->reset_stats ();
186 227
187 /* make sure he's a player -- needed because of class change. */ 228 /* make sure he's a player -- needed because of class change. */
188 ob->type = PLAYER; // we are paranoid 229 ob->type = PLAYER; // we are paranoid
189 ob->race = ob->arch->clone.race; 230 ob->race = ob->arch->clone.race;
190 231
193 234
194 ob->carrying = sum_weight (ob); 235 ob->carrying = sum_weight (ob);
195 link_player_skills (ob); 236 link_player_skills (ob);
196 237
197 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
198 ob->update_stats ();
199 update_ob_speed (ob);
200 239
201 assign (title, ob->arch->clone.name); 240 assign (title, ob->arch->clone.name);
202 241
203 /* can_use_shield is a new flag. However, the can_use.. seems to largely come 242 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
204 * from the class, and not race. I don't see any way to get the class information 243 * from the class, and not race. I don't see any way to get the class information
226 skin = tmp; 265 skin = tmp;
227 266
228 set_dragon_name (ob, abil, skin); 267 set_dragon_name (ob, abil, skin);
229 } 268 }
230 269
231 CLEAR_FLAG (ob, FLAG_FRIENDLY);
232 add_friendly_object (ob);
233
234 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
235
236 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
237 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
238 271
272 esrv_new_player (this, ob->weight + ob->carrying);
273
274 ob->update_stats ();
239 ns->floorbox_update (); 275 ns->floorbox_update ();
240 276
241 esrv_new_player (this, ob->weight + ob->carrying);
242 esrv_send_inventory (ob, ob); 277 esrv_send_inventory (ob, ob);
243 esrv_add_spells (this, 0); 278 esrv_add_spells (this, 0);
244 279
245 enter_exit (ob, 0); 280 activate ();
246 281
247// send_rules (ob);//TODO 282 send_rules (ob);
248// send_news (ob);//TODO 283 send_news (ob);
249// display_motd (ob);//TODO 284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
250 INVOKE_PLAYER (LOGIN, this); 287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 this->ns = 0;
303 }
304
305 ob->container = 0; //TODO: client-specific
306 deactivate ();
251} 307}
252 308
253// the need for this function can be explained 309// the need for this function can be explained
254// by load_object not returning the object 310// by load_object not returning the object
255void 311void
262 ob->speed = 1.0; 318 ob->speed = 1.0;
263 ob->direction = 5; /* So player faces south */ 319 ob->direction = 5; /* So player faces south */
264 ob->stats.wc = 2; 320 ob->stats.wc = 2;
265 ob->run_away = 25; /* Then we panick... */ 321 ob->run_away = 25; /* Then we panick... */
266 322
267 set_first_map (ob);
268
269 ob->roll_stats (); 323 ob->roll_stats ();
270} 324}
271 325
272player::player () 326player::player ()
273{ 327{
274 /* There are some elements we want initialized to non zero value - 328 /* There are some elements we want initialised to non zero value -
275 * we deal with that below this point. 329 * we deal with that below this point.
276 */ 330 */
277 outputs_sync = 16; /* Every 2 seconds */ 331 outputs_sync = 16; /* Every 2 seconds */
278 outputs_count = 8; /* Keeps present behaviour */ 332 outputs_count = 8; /* Keeps present behaviour */
279 unapply = unapply_nochoice; 333 unapply = unapply_nochoice;
280 334
281 assign (savebed_map, first_map_path); /* Init. respawn position */ 335 savebed_map = first_map_path; /* Init. respawn position */
282 336
283 gen_sp_armour = 10; 337 gen_sp_armour = 10;
284 last_speed = -1;
285 shoottype = range_none; 338 shoottype = range_none;
286 bowtype = bow_normal; 339 bowtype = bow_normal;
287 petmode = pet_normal; 340 petmode = pet_normal;
288 listening = 10; 341 listening = 10;
289 usekeys = containers; 342 usekeys = containers;
290 last_weapon_sp = -1;
291 peaceful = 1; /* default peaceful */ 343 peaceful = 1; /* default peaceful */
292 do_los = 1; 344 do_los = 1;
345}
293 346
294 /* we need to clear these to -1 and not zero - otherwise, 347void
295 * if a player quits and starts a new character, we wont 348player::do_destroy ()
296 * send new values to the client, as things like exp start 349{
297 * at zero. 350 disconnect ();
298 */
299 for (int i = 0; i < NUM_SKILLS; i++)
300 last_skill_exp[i] = -1;
301 351
302 for (int i = 0; i < NROFATTACKS; i++) 352 attachable::do_destroy ();
303 last_resist[i] = -1;
304 353
305 last_stats.exp = -1; 354 if (ob)
306 last_weight = (uint32) - 1; 355 {
356 ob->destroy_inv (false);
357 ob->destroy ();
358 }
307} 359}
308 360
309player::~player () 361player::~player ()
310{ 362{
311 terminate_all_pets (ob);
312
313 if (first_player != this)
314 {
315 player *prev = first_player;
316
317 while (prev && prev->next && prev->next != this)
318 prev = prev->next;
319
320 if (prev->next != this)
321 {
322 LOG (llevError, "Free_player: Can't find previous player.\n");
323 abort ();
324 }
325
326 prev->next = next;
327 }
328 else
329 first_player = next;
330
331 if (ob)
332 {
333 ob->contr = 0;
334 ob->destroy (1);
335 }
336
337 if (ns)
338 {
339 ns->send_packet ("goodbye");
340 ns->flush ();
341 ns->pl = 0;
342 ns->destroy ();
343 }
344
345 /* Clear item stack */ 363 /* Clear item stack */
346 free (stack_items); 364 free (stack_items);
347} 365}
348 366
349/* Tries to add player on the connection passed in ns. 367/* Tries to add player on the connection passed in ns.
354player::create () 372player::create ()
355{ 373{
356 player *pl = new player; 374 player *pl = new player;
357 375
358 pl->set_object (arch_to_object (get_player_archetype (0))); 376 pl->set_object (arch_to_object (get_player_archetype (0)));
377 set_first_map (pl->ob);
359 378
360 return pl; 379 return pl;
361} 380}
362 381
363/* 382/*
390 409
391object * 410object *
392get_nearest_player (object *mon) 411get_nearest_player (object *mon)
393{ 412{
394 object *op = NULL; 413 object *op = NULL;
395 player *pl = NULL;
396 objectlink *ol; 414 objectlink *ol;
397 unsigned lastdist; 415 unsigned lastdist;
398 rv_vector rv; 416 rv_vector rv;
399 417
400 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
401 { 419 {
402 /* We should not find free objects on this friendly list, but it 420 /* We should not find free objects on this friendly list, but it
403 * does periodically happen. Given that, lets deal with it. 421 * does periodically happen. Given that, lets deal with it.
404 * While unlikely, it is possible the next object on the friendly 422 * While unlikely, it is possible the next object on the friendly
405 * list is also free, so encapsulate this in a while loop. 423 * list is also free, so encapsulate this in a while loop.
409 object *tmp = ol->ob; 427 object *tmp = ol->ob;
410 428
411 /* Can't do much more other than log the fact, because the object 429 /* Can't do much more other than log the fact, because the object
412 * itself will have been cleared. 430 * itself will have been cleared.
413 */ 431 */
414 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 432 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
433 tmp->debug_desc ());
415 ol = ol->next; 434 ol = ol->next;
416 remove_friendly_object (tmp); 435 remove_friendly_object (tmp);
417 if (!ol) 436 if (!ol)
418 return op; 437 return op;
419 } 438 }
432 { 451 {
433 op = ol->ob; 452 op = ol->ob;
434 lastdist = rv.distance; 453 lastdist = rv.distance;
435 } 454 }
436 } 455 }
437 for (pl = first_player; pl != NULL; pl = pl->next) 456
438 { 457 for_all_players (pl)
439 if (can_detect_enemy (mon, pl->ob, &rv)) 458 if (can_detect_enemy (mon, pl->ob, &rv))
440 {
441
442 if (lastdist > rv.distance) 459 if (lastdist > rv.distance)
443 { 460 {
444 op = pl->ob; 461 op = pl->ob;
445 lastdist = rv.distance; 462 lastdist = rv.distance;
446 } 463 }
447 } 464
448 }
449#if 0 465#if 0
450 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 466 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
451#endif 467#endif
452 return op; 468 return op;
453} 469}
740roll_stat (void) 756roll_stat (void)
741{ 757{
742 int a[4], i, j, k; 758 int a[4], i, j, k;
743 759
744 for (i = 0; i < 4; i++) 760 for (i = 0; i < 4; i++)
745 a[i] = (int) RANDOM () % 6 + 1; 761 a[i] = (int) rndm (6) + 1;
746 762
747 for (i = 0, j = 0, k = 7; i < 4; i++) 763 for (i = 0, j = 0, k = 7; i < 4; i++)
748 if (a[i] < k) 764 if (a[i] < k)
749 k = a[i], j = i; 765 k = a[i], j = i;
750 766
831 contr->levsp[1] = 6; 847 contr->levsp[1] = 6;
832 contr->levgrace[1] = 3; 848 contr->levgrace[1] = 3;
833 849
834 contr->orig_stats = stats; 850 contr->orig_stats = stats;
835 } 851 }
852}
853
854static void
855start_info (object *op)
856{
857 char buf[MAX_BUF];
858
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
836} 863}
837 864
838/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
839 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
840 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
869 * to save here. 896 * to save here.
870 */ 897 */
871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
872 make_path_to_file (buf); 899 make_path_to_file (buf);
873 900
874#ifdef AUTOSAVE
875 op->contr->last_save_tick = pticks;
876#endif
877 start_info (op); 901 start_info (op);
878 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (op, FLAG_WIZ);
879 give_initial_items (op, op->randomitems); 903 give_initial_items (op, op->randomitems);
880 link_player_skills (op); 904 link_player_skills (op);
881 esrv_send_inventory (op, op); 905 esrv_send_inventory (op, op);
887 if (*first_map_ext_path) 911 if (*first_map_ext_path)
888 { 912 {
889 object *tmp; 913 object *tmp;
890 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
891 915
892 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
893 tmp = object::create (); 917 tmp = object::create ();
894 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
895 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = op->x;
896 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = op->y;
897 enter_exit (op, tmp); /* we don't really care if it succeeded; 921 op->enter_exit (tmp); /* we don't really care if it succeeded;
898 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
899 * default initial map */ 923 * default initial map */
900 tmp->destroy (); 924 tmp->destroy ();
901 } 925 }
902 else 926 else
941 if (op->msg) 965 if (op->msg)
942 new_draw_info (NDI_BLUE, 0, op, op->msg); 966 new_draw_info (NDI_BLUE, 0, op, op->msg);
943 967
944 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 968 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
945 return 0; 969 return 0;
946}
947
948int
949key_confirm_quit (object *op, char key)
950{
951 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
952 {
953 op->contr->ns->state = ST_PLAYING;
954 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
955 return 1;
956 }
957
958 INVOKE_PLAYER (LOGOUT, op->contr);
959 INVOKE_PLAYER (QUIT, op->contr);
960
961 terminate_all_pets (op);
962 leave_map (op);
963 op->direction = 0;
964 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
965
966 strcpy (op->contr->killer, "quit");
967 check_score (op);
968 op->contr->party = 0;
969 op->contr->own_title[0] = '\0';
970
971 object_ptr ob = op;
972
973 delete ob->contr;
974
975 /* We need to hunt for any per player unique maps in memory and
976 * get rid of them. The trailing slash in the path is intentional,
977 * so that players named 'Ab' won't match against players 'Abe' pathname
978 */
979 char buf[MAX_BUF];
980 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
981
982 for (maptile *next, *mp = first_map; mp; mp = next)
983 {
984 next = mp->next;
985
986 if (!strncmp (mp->path, buf, strlen (buf)))
987 delete_map (mp);
988 }
989
990 delete_character (ob->name, 1);
991
992 return 1;
993} 970}
994 971
995void 972void
996flee_player (object *op) 973flee_player (object *op)
997{ 974{
1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1111 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1135 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1112 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1136 else 1113 else
1137 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1114 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1138 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1115 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1116
1139 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1117 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1140
1141 sprintf (putstring, "...flags: ");
1142 for (k = 0; k < 4; k++)
1143 {
1144 for (j = 0; j < 32; j++)
1145 {
1146 if ((tmp->flags[k] >> j) & 0x01)
1147 {
1148 sprintf (tmpstr, "%d ", k * 32 + j);
1149 strcat (putstring, tmpstr);
1150 }
1151 }
1152 }
1153 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1154
1155#if 0
1156 /* print the flags too */
1157 for (k = 0; k < 4; k++)
1158 {
1159 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1160 for (j = 0; j < 32; j++)
1161 {
1162 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1163 if (!((j + 1) % 4))
1164 fprintf (stderr, " ");
1165 }
1166 fprintf (stderr, " [%d]\n", k * 32);
1167 }
1168#endif
1169 } 1118 }
1119
1170 /* philosophy: 1120 /* philosophy:
1171 * It's easy to grab an item type from a pile, as long as it's 1121 * It's easy to grab an item type from a pile, as long as it's
1172 * generic. This takes no game-time. For more detailed pickups 1122 * generic. This takes no game-time. For more detailed pickups
1173 * and selections, select-items shoul dbe used. This is a 1123 * and selections, select-items should be used. This is a
1174 * grab-as-you-run type mode that's really useful for arrows for 1124 * grab-as-you-run type mode that's really useful for arrows for
1175 * example. 1125 * example.
1176 * The drawback: right now it has no frontend, so you need to 1126 * The drawback: right now it has no frontend, so you need to
1177 * stick the bits you want into a calculator in hex mode and then 1127 * stick the bits you want into a calculator in hex mode and then
1178 * convert to decimal and then 'pickup <#> 1128 * convert to decimal and then 'pickup <#>
1678 return 0; 1628 return 0;
1679 } 1629 }
1680 1630
1681 arrow->set_owner (op); 1631 arrow->set_owner (op);
1682 arrow->skill = bow->skill; 1632 arrow->skill = bow->skill;
1683
1684 arrow->direction = dir; 1633 arrow->direction = dir;
1685 arrow->x = sx;
1686 arrow->y = sy;
1687 1634
1688 if (op->type == PLAYER) 1635 if (op->type == PLAYER)
1689 { 1636 {
1690 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1637 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1691 op->update_stats (); 1638 op->update_stats ();
1706 1653
1707 /* update the speed */ 1654 /* update the speed */
1708 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1655 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1709 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1656 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1710 1657
1711 if (arrow->speed < 1.0) 1658 arrow->set_speed (max (arrow->speed, 1.0));
1712 arrow->speed = 1.0;
1713 update_ob_speed (arrow);
1714 arrow->speed_left = 0; 1659 arrow->speed_left = 0;
1715 1660
1716 if (op->type == PLAYER) 1661 if (op->type == PLAYER)
1717 { 1662 {
1718 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1663 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1731 arrow->attacktype |= bow->attacktype; 1676 arrow->attacktype |= bow->attacktype;
1732 1677
1733 if (bow->slaying) 1678 if (bow->slaying)
1734 arrow->slaying = bow->slaying; 1679 arrow->slaying = bow->slaying;
1735 1680
1736 arrow->map = m;
1737 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1738 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1739 1683
1740 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1741 insert_ob_in_map (arrow, m, op, 0); 1685 m->insert (arrow, sx, sy, op);
1742 1686
1743 if (!arrow->destroyed ()) 1687 if (!arrow->destroyed ())
1744 move_arrow (arrow); 1688 move_arrow (arrow);
1745 1689
1746 if (op->type == PLAYER) 1690 if (op->type == PLAYER)
1772 } 1716 }
1773 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1774 { 1718 {
1775 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1776 wcmod = -1; 1720 wcmod = -1;
1721
1777 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1722 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1778 } 1723 }
1779 else if (op->contr->bowtype == bow_threewide) 1724 else if (op->contr->bowtype == bow_threewide)
1780 { 1725 {
1781 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1726 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1851 1796
1852 if (item->arch) 1797 if (item->arch)
1853 { 1798 {
1854 CLEAR_FLAG (item, FLAG_ANIMATE); 1799 CLEAR_FLAG (item, FLAG_ANIMATE);
1855 item->face = item->arch->clone.face; 1800 item->face = item->arch->clone.face;
1856 item->speed = 0; 1801 item->set_speed (0);
1857 update_ob_speed (item);
1858 } 1802 }
1803
1859 if ((tmp = item->in_player ())) 1804 if ((tmp = item->in_player ()))
1860 esrv_update_item (UPD_ANIM, tmp, item); 1805 esrv_update_item (UPD_ANIM, tmp, item);
1861 } 1806 }
1862 } 1807 }
1863 else if (item->type == ROD || item->type == HORN) 1808 else if (item->type == ROD || item->type == HORN)
1864 {
1865 drain_rod_charge (item); 1809 drain_rod_charge (item);
1866 }
1867 } 1810 }
1868} 1811}
1869 1812
1870/* Received a fire command for the player - go and do it. 1813/* Received a fire command for the player - go and do it.
1871 */ 1814 */
1910 { 1853 {
1911 if (op->type == PLAYER) 1854 if (op->type == PLAYER)
1912 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1855 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1913 return; 1856 return;
1914 } 1857 }
1858
1915 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1859 do_skill (op, op, op->chosen_skill, dir, NULL);
1916 return; 1860 return;
1917 case range_builder: 1861 case range_builder:
1918 apply_map_builder (op, dir); 1862 apply_map_builder (op, dir);
1919 return; 1863 return;
1920 default: 1864 default:
2087 */ 2031 */
2088 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2032 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2089 { 2033 {
2090 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2034 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2091 { 2035 {
2092 m = get_map_from_coord (op->map, &nx, &ny); 2036 m = op->map->xy_find (nx, ny);
2093 if (!m) 2037 if (!m)
2094 return; /* Don't think this should happen */ 2038 return; /* Don't think this should happen */
2095 } 2039 }
2096 else 2040 else
2097 m = op->map; 2041 m = op->map;
2098 2042
2099 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2043 if (!(tmp = m->at (nx, ny).bot))
2100 {
2101 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2102 return; 2044 return;
2103 }
2104 2045
2105 mon = 0; 2046 mon = 0;
2106 /* Go through all the objects, and find ones of interest. Only stop if 2047 /* Go through all the objects, and find ones of interest. Only stop if
2107 * we find a monster - that is something we know we want to attack. 2048 * we find a monster - that is something we know we want to attack.
2108 * if its a door or barrel (can roll) see if there may be monsters 2049 * if its a door or barrel (can roll) see if there may be monsters
2161 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2162 { 2103 {
2163 /* If we're braced, we don't want to switch places with it */ 2104 /* If we're braced, we don't want to switch places with it */
2164 if (op->contr->braced) 2105 if (op->contr->braced)
2165 return; 2106 return;
2107
2166 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2167 (void) push_ob (mon, dir, op); 2109 (void) push_ob (mon, dir, op);
2168 if (op->contr->tmp_invis || op->hide) 2110 if (op->contr->tmp_invis || op->hide)
2169 make_visible (op); 2111 make_visible (op);
2112
2170 return; 2113 return;
2171 } 2114 }
2172 2115
2173 /* in certain circumstances, you shouldn't attack friendly 2116 /* in certain circumstances, you shouldn't attack friendly
2174 * creatures. Note that if you are braced, you can't push 2117 * creatures. Note that if you are braced, you can't push
2188 !on_battleground)) 2131 !on_battleground))
2189 { 2132 {
2190 if (!op->contr->braced) 2133 if (!op->contr->braced)
2191 { 2134 {
2192 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2193 (void) push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2194 } 2137 }
2195 else 2138 else
2196 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2197 2140
2198 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2213 * Way it works is like this: First, it must have some hit points 2156 * Way it works is like this: First, it must have some hit points
2214 * and be living. Then, it must be one of the following: 2157 * and be living. Then, it must be one of the following:
2215 * 1) Not a player, 2) A player, but of a different party. Note 2158 * 1) Not a player, 2) A player, but of a different party. Note
2216 * that party_number -1 is no party, so attacks can still happen. 2159 * that party_number -1 is no party, so attacks can still happen.
2217 */ 2160 */
2218
2219 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2161 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2220 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2162 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2221 { 2163 {
2222 2164
2223 /* If the player hasn't hit something this tick, and does 2165 /* If the player hasn't hit something this tick, and does
2257int 2199int
2258move_player (object *op, int dir) 2200move_player (object *op, int dir)
2259{ 2201{
2260 int pick; 2202 int pick;
2261 2203
2262 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2204 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2263 return 0; 2205 return 0;
2264 2206
2265 /* Sanity check: make sure dir is valid */ 2207 /* Sanity check: make sure dir is valid */
2266 if ((dir < 0) || (dir >= 9)) 2208 if ((dir < 0) || (dir >= 9))
2267 { 2209 {
2268 LOG (llevError, "move_player: invalid direction %d\n", dir); 2210 LOG (llevError, "move_player: invalid direction %d\n", dir);
2269 return 0; 2211 return 0;
2270 } 2212 }
2271 2213
2272 /* peterm: added following line */ 2214 /* peterm: added following line */
2273 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2215 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2274 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2216 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2275 2217
2276 op->facing = dir; 2218 op->facing = dir;
2277 2219
2278 if (op->hide) 2220 if (op->hide)
2279 do_hidden_move (op); 2221 do_hidden_move (op);
2355 2297
2356 /* call this here - we also will call this in do_ericserver, but 2298 /* call this here - we also will call this in do_ericserver, but
2357 * the players time has been increased when doericserver has been 2299 * the players time has been increased when doericserver has been
2358 * called, so we recheck it here. 2300 * called, so we recheck it here.
2359 */ 2301 */
2360 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2302 if (op->contr->ns->handle_command ())
2361 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2303 return 1;
2362 ;
2363 2304
2364 if (op->speed_left < 0) 2305 if (op->speed_left > 0)
2365 return 0; 2306 {
2366
2367 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2307 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2368 { 2308 {
2369 /* All move commands take 1 tick, at least for now */ 2309 /* All move commands take 1 tick, at least for now */
2370 op->speed_left--; 2310 op->speed_left--;
2371 2311
2372 /* Instead of all the stuff below, let move_player take care 2312 /* Instead of all the stuff below, let move_player take care
2373 * of it. Also, some of the skill stuff is only put in 2313 * of it. Also, some of the skill stuff is only put in
2374 * there, as well as the confusion stuff. 2314 * there, as well as the confusion stuff.
2375 */ 2315 */
2376 move_player (op, op->direction); 2316 move_player (op, op->direction);
2377 if (op->speed_left > 0) 2317
2378 return 1; 2318 return op->speed_left > 0;
2379 else 2319 }
2380 return 0;
2381 } 2320 }
2382 2321
2383 return 0; 2322 return 0;
2384} 2323}
2385 2324
2427{ 2366{
2428 object *next; 2367 object *next;
2429 2368
2430 while (op) 2369 while (op)
2431 { 2370 {
2432 next = op->below; /* Make sure we have a good value, in case 2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2433 * we remove object 'op' 2372
2434 */
2435 if (QUERY_FLAG (op, FLAG_UNPAID)) 2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2436 { 2374 {
2437 op->remove ();
2438 op->x = env->x;
2439 op->y = env->y;
2440 if (env->type == PLAYER) 2375 if (env->type == PLAYER)
2441 esrv_del_item (env->contr, op->count); 2376 esrv_del_item (env->contr, op->count);
2442 insert_ob_in_map (op, env->map, NULL, 0); 2377
2378 op->insert_at (env);
2443 } 2379 }
2444 else if (op->inv) 2380 else if (op->inv)
2445 remove_unpaid_objects (op->inv, env); 2381 remove_unpaid_objects (op->inv, env);
2446 2382
2447 op = next; 2383 op = next;
2740 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2741 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2677 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2742 2678
2743 /* restore player */ 2679 /* restore player */
2744 at = archetype::find ("poisoning"); 2680 at = archetype::find ("poisoning");
2745 tmp = present_arch_in_ob (at, op); 2681 if (object *tmp = present_arch_in_ob (at, op))
2746 if (tmp)
2747 { 2682 {
2748 tmp->destroy (); 2683 tmp->destroy ();
2749 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2750 } 2685 }
2751 2686
2752 at = archetype::find ("confusion"); 2687 at = archetype::find ("confusion");
2753 tmp = present_arch_in_ob (at, op); 2688 if (object *tmp = present_arch_in_ob (at, op))
2754 if (tmp)
2755 { 2689 {
2756 tmp->destroy (); 2690 tmp->destroy ();
2757 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2758 } 2692 }
2759 2693
2761 op->stats.hp = op->stats.maxhp; 2695 op->stats.hp = op->stats.maxhp;
2762 if (op->stats.food <= 0) 2696 if (op->stats.food <= 0)
2763 op->stats.food = 999; 2697 op->stats.food = 999;
2764 2698
2765 /* create a bodypart-trophy to make the winner happy */ 2699 /* create a bodypart-trophy to make the winner happy */
2766 tmp = arch_to_object (archetype::find ("finger")); 2700 if (object *tmp = arch_to_object (archetype::find ("finger")))
2767 if (tmp != NULL)
2768 { 2701 {
2769 sprintf (buf, "%s's finger", &op->name); 2702 sprintf (buf, "%s's finger", &op->name);
2770 tmp->name = buf; 2703 tmp->name = buf;
2771 sprintf (buf, " This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
2772 " the %s, when he was defeated at\n level %d by %s.\n", 2705 " the %s, when he was defeated at\n level %d by %s.\n",
2773 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2774 tmp->msg = buf; 2707 tmp->msg = buf;
2775 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2708 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2776 tmp->materialname = NULL; 2709 tmp->materialname = NULL;
2777 tmp->x = op->x, tmp->y = op->y; 2710 tmp->insert_at (op, tmp);
2778 insert_ob_in_map (tmp, op->map, op, 0);
2779 } 2711 }
2780 2712
2781 /* teleport defeated player to new destination */ 2713 /* teleport defeated player to new destination */
2782 transfer_ob (op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
2783 op->contr->braced = 0; 2715 op->contr->braced = 0;
2788 2720
2789 command_kill_pets (op, 0); 2721 command_kill_pets (op, 0);
2790 2722
2791 if (op->stats.food < 0) 2723 if (op->stats.food < 0)
2792 { 2724 {
2793 if (op->contr->explore)
2794 {
2795 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2796 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2797 op->stats.food = 999;
2798 return;
2799 }
2800 sprintf (buf, "%s starved to death.", &op->name); 2725 sprintf (buf, "%s starved to death.", &op->name);
2801 strcpy (op->contr->killer, "starvation"); 2726 strcpy (op->contr->killer, "starvation");
2802 } 2727 }
2803 else 2728 else
2804 {
2805 if (op->contr->explore)
2806 {
2807 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2808 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2809 op->stats.hp = op->stats.maxhp;
2810 return;
2811 }
2812 sprintf (buf, "%s died.", &op->name); 2729 sprintf (buf, "%s died.", &op->name);
2813 } 2730
2814 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2815 2732
2816 /* save the map location for corpse, gravestone */ 2733 /* save the map location for corpse, gravestone */
2817 x = op->x; 2734 x = op->x;
2818 y = op->y; 2735 y = op->y;
2819 map = op->map; 2736 map = op->map;
2820
2821 2737
2822 /* NOT_PERMADEATH code. This basically brings the character back to 2738 /* NOT_PERMADEATH code. This basically brings the character back to
2823 * life if they are dead - it takes some exp and a random stat. 2739 * life if they are dead - it takes some exp and a random stat.
2824 * See the config.h file for a little more in depth detail about this. 2740 * See the config.h file for a little more in depth detail about this.
2825 */ 2741 */
2842 num_stats_lose = 1; 2758 num_stats_lose = 1;
2843 else 2759 else
2844 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2760 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2845 } 2761 }
2846 else 2762 else
2847 {
2848 num_stats_lose = 1; 2763 num_stats_lose = 1;
2849 } 2764
2850 lost_a_stat = 0; 2765 lost_a_stat = 0;
2851 2766
2852 for (z = 0; z < num_stats_lose; z++) 2767 for (z = 0; z < num_stats_lose; z++)
2853 { 2768 {
2854 i = RANDOM () % NUM_STATS; 2769 i = RANDOM () % NUM_STATS;
3012 /* */ 2927 /* */
3013 /****************************************/ 2928 /****************************************/
3014 2929
3015 enter_player_savebed (op); 2930 enter_player_savebed (op);
3016 2931
3017 /* Save the player before inserting the force to reduce
3018 * chance of abuse.
3019 */
3020 op->contr->braced = 0; 2932 op->contr->braced = 0;
3021 op->contr->save ();
3022 2933
3023 /* it is possible that the player has blown something up 2934 /* it is possible that the player has blown something up
3024 * at his savebed location, and that can have long lasting 2935 * at his savebed location, and that can have long lasting
3025 * spell effects. So first see if there is a spell effect 2936 * spell effects. So first see if there is a spell effect
3026 * on the space that might harm the player. 2937 * on the space that might harm the player.
3071 tmp->x = op->x, tmp->y = op->y; 2982 tmp->x = op->x, tmp->y = op->y;
3072 if (tmp->type == CONTAINER) 2983 if (tmp->type == CONTAINER)
3073 { /* empty container to ground */ 2984 { /* empty container to ground */
3074 loot_object (tmp); 2985 loot_object (tmp);
3075 } 2986 }
3076 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2987 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3077 { 2988 {
3078 if (tmp->nrof > 1) 2989 if (tmp->nrof > 1)
3079 { 2990 {
3080 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2991 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3081 tmp2->destroy (); 2992 tmp2->destroy ();
3096 */ 3007 */
3097 3008
3098void 3009void
3099fix_weight (void) 3010fix_weight (void)
3100{ 3011{
3101 for (player *pl = first_player; pl; pl = pl->next) 3012 for_all_players (pl)
3102 { 3013 {
3103 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3014 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3104 3015
3105 if (old == sum) 3016 if (old == sum)
3106 continue; 3017 continue;
3110} 3021}
3111 3022
3112void 3023void
3113fix_luck (void) 3024fix_luck (void)
3114{ 3025{
3115 for (player *pl = first_player; pl; pl = pl->next) 3026 for_all_players (pl)
3116 if (!pl->ob->contr->ns->state) 3027 if (!pl->ob->contr->ns->state)
3117 pl->ob->change_luck (0); 3028 pl->ob->change_luck (0);
3118} 3029}
3119 3030
3120/* cast_dust() - handles op throwing objects of type 'DUST'. 3031/* cast_dust() - handles op throwing objects of type 'DUST'.
3238 3149
3239 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3150 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3240 3151
3241 /* its *extremely* hard to run and sneak/hide at the same time! */ 3152 /* its *extremely* hard to run and sneak/hide at the same time! */
3242 if (op->type == PLAYER && op->contr->run_on) 3153 if (op->type == PLAYER && op->contr->run_on)
3243 {
3244 if (!skop || num >= skop->level) 3154 if (!skop || num >= skop->level)
3245 { 3155 {
3246 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3156 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3247 make_visible (op); 3157 make_visible (op);
3248 return; 3158 return;
3249 } 3159 }
3250 else 3160 else
3251 num += 20; 3161 num += 20;
3252 } 3162
3253 num += op->map->difficulty; 3163 num += op->map->difficulty;
3254 hide = hideability (op); /* modify by terrain hidden level */ 3164 hide = hideability (op); /* modify by terrain hidden level */
3255 num -= hide; 3165 num -= hide;
3166
3256 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3167 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3257 { 3168 {
3258 make_visible (op); 3169 make_visible (op);
3259 if (op->type == PLAYER) 3170 if (op->type == PLAYER)
3260 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3171 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3261 } 3172 }
3262 else if (op->type == PLAYER && skop) 3173 else if (op->type == PLAYER && skop)
3263 {
3264 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3174 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3265 }
3266} 3175}
3267 3176
3268/* determine if who is standing near a hostile creature. */ 3177/* determine if who is standing near a hostile creature. */
3269 3178
3270int 3179int
3337 if (pl->type != PLAYER) 3246 if (pl->type != PLAYER)
3338 { 3247 {
3339 LOG (llevError, "player_can_view() called for non-player object\n"); 3248 LOG (llevError, "player_can_view() called for non-player object\n");
3340 return -1; 3249 return -1;
3341 } 3250 }
3251
3342 if (!pl || !op) 3252 if (!pl || !op)
3343 return 0; 3253 return 0;
3344 3254
3345 if (op->head)
3346 {
3347 op = op->head; 3255 op = op->head_ ();
3348 } 3256
3349 get_rangevector (pl, op, &rv, 0x1); 3257 get_rangevector (pl, op, &rv, 0x1);
3350 3258
3351 /* starting with the 'head' part, lets loop 3259 /* starting with the 'head' part, lets loop
3352 * through the object and find if it has any 3260 * through the object and find if it has any
3353 * part that is in the los array but isnt on 3261 * part that is in the los array but isnt on
3483 if (trlist == NULL || who->type != PLAYER) 3391 if (trlist == NULL || who->type != PLAYER)
3484 return; 3392 return;
3485 3393
3486 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3394 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3487 3395
3488 if (tr == NULL || tr->item == NULL) 3396 if (!tr || !tr->item)
3489 { 3397 {
3490 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3398 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3491 return; 3399 return;
3492 } 3400 }
3493 3401
3618 * not readied. 3526 * not readied.
3619 */ 3527 */
3620void 3528void
3621player_unready_range_ob (player *pl, object *ob) 3529player_unready_range_ob (player *pl, object *ob)
3622{ 3530{
3623 rangetype i;
3624
3625 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3531 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3626 {
3627 if (pl->ranges[i] == ob) 3532 if (pl->ranges[i] == ob)
3628 { 3533 {
3629 pl->ranges[i] = NULL; 3534 pl->ranges[i] = 0;
3630 if (pl->shoottype == i) 3535 if (pl->shoottype == i)
3631 {
3632 pl->shoottype = range_none; 3536 pl->shoottype = range_none;
3633 }
3634 } 3537 }
3635 }
3636} 3538}

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