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Comparing deliantra/server/server/player.C (file contents):
Revision 1.41 by root, Fri Dec 15 04:21:29 2006 UTC vs.
Revision 1.49 by root, Wed Dec 20 09:14:22 2006 UTC

27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32#include <newclient.h>
33 32
34#ifdef COZY_SERVER 33#ifdef COZY_SERVER
35extern int same_party (partylist *a, partylist *b); 34extern int same_party (partylist *a, partylist *b);
36#endif 35#endif
37 36
83 int comp; 82 int comp;
84 int size; 83 int size;
85 84
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 85 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return; 87 return;
90 } 88
91 motd[0] = '\0'; 89 motd[0] = '\0';
92 size = 0; 90 size = 0;
91
93 while (fgets (buf, MAX_BUF, fp) != NULL) 92 while (fgets (buf, MAX_BUF, fp) != NULL)
94 { 93 {
95 if (*buf == '#') 94 if (*buf == '#')
96 continue; 95 continue;
96
97 strncat (motd + size, buf, HUGE_BUF - size); 97 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf); 98 size += strlen (buf);
99 } 99 }
100
100 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 101 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
101 close_and_delete (fp, comp); 102 close_and_delete (fp, comp);
102} 103}
103 104
104void 105void
110 int comp; 111 int comp;
111 int size; 112 int size;
112 113
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 114 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 115 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return; 116 return;
117 } 117
118 rules[0] = '\0'; 118 rules[0] = '\0';
119 size = 0; 119 size = 0;
120
120 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
121 { 122 {
122 if (*buf == '#') 123 if (*buf == '#')
123 continue; 124 continue;
125
124 if (size + strlen (buf) >= HUGE_BUF) 126 if (size + strlen (buf) >= HUGE_BUF)
125 { 127 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break; 129 break;
128 } 130 }
131
129 strncat (rules + size, buf, HUGE_BUF - size); 132 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf); 133 size += strlen (buf);
131 } 134 }
135
132 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
133 close_and_delete (fp, comp); 137 close_and_delete (fp, comp);
134} 138}
135 139
136void 140void
144 int size; 148 int size;
145 149
146 sprintf (buf, "%s/%s", settings.confdir, settings.news); 150 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return; 152 return;
153
149 news[0] = '\0'; 154 news[0] = '\0';
150 subject[0] = '\0'; 155 subject[0] = '\0';
151 size = 0; 156 size = 0;
157
152 while (fgets (buf, MAX_BUF, fp) != NULL) 158 while (fgets (buf, MAX_BUF, fp) != NULL)
153 { 159 {
154 if (*buf == '#') 160 if (*buf == '#')
155 continue; 161 continue;
162
156 if (*buf == '%') 163 if (*buf == '%')
157 { /* send one news */ 164 { /* send one news */
158 if (size > 0) 165 if (size > 0)
159 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 */ 166 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 */
160 strcpy (subject, buf + 1); 167 strcpy (subject, buf + 1);
187 return 0; 194 return 0;
188 195
189 for (; *cp != '\0'; cp++) 196 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') 197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0; 198 return 0;
199
192 return 1; 200 return 1;
193} 201}
194 202
195/* This no longer sets the player map. Also, it now updates 203/* This no longer sets the player map. Also, it now updates
196 * all the pointers so the caller doesn't need to do that. 204 * all the pointers so the caller doesn't need to do that.
255 p->usekeys = containers; 263 p->usekeys = containers;
256 p->last_weapon_sp = -1; 264 p->last_weapon_sp = -1;
257 p->peaceful = 1; /* default peaceful */ 265 p->peaceful = 1; /* default peaceful */
258 p->do_los = 1; 266 p->do_los = 1;
259 p->explore = 0; 267 p->explore = 0;
260 p->no_shout = 0; /* default can shout */
261 268
262 assign (p->title, op->arch->clone.name); 269 assign (p->title, op->arch->clone.name);
263 op->race = op->arch->clone.race; 270 op->race = op->arch->clone.race;
264 271
265 CLEAR_FLAG (op, FLAG_READY_SKILL); 272 CLEAR_FLAG (op, FLAG_READY_SKILL);
292set_first_map (object *op) 299set_first_map (object *op)
293{ 300{
294 strcpy (op->contr->maplevel, first_map_path); 301 strcpy (op->contr->maplevel, first_map_path);
295 op->x = -1; 302 op->x = -1;
296 op->y = -1; 303 op->y = -1;
297 enter_exit (op, NULL); 304 enter_exit (op, 0);
298} 305}
299 306
300/* Tries to add player on the connection passwd in ns. 307/* Tries to add player on the connection passwd in ns.
301 * All we can really get in this is some settings like host and display 308 * All we can really get in this is some settings like host and display
302 * mode. 309 * mode.
303 */ 310 */
304 311
305int 312int
306add_player (client_socket *ns) 313add_player (client *ns)
307{ 314{
308 player *p = new player; 315 player *p = new player;
309 316
310 p->socket = ns; 317 p->socket = ns;
311 ns->pl = p; 318 ns->pl = p;
341 { 348 {
342 if (at == NULL || at->next == NULL) 349 if (at == NULL || at->next == NULL)
343 at = first_archetype; 350 at = first_archetype;
344 else 351 else
345 at = at->next; 352 at = at->next;
353
346 if (at->clone.type == PLAYER) 354 if (at->clone.type == PLAYER)
347 return at; 355 return at;
356
348 if (at == start) 357 if (at == start)
349 { 358 {
350 LOG (llevError, "No Player archetypes\n"); 359 LOG (llevError, "No Player archetypes\n");
351 exit (-1); 360 exit (-1);
352 } 361 }
353 } 362 }
354} 363}
355
356 364
357object * 365object *
358get_nearest_player (object *mon) 366get_nearest_player (object *mon)
359{ 367{
360 object *op = NULL; 368 object *op = NULL;
1084 * if the map isn't there, then stay on the 1092 * if the map isn't there, then stay on the
1085 * default initial map */ 1093 * default initial map */
1086 tmp->destroy (); 1094 tmp->destroy ();
1087 } 1095 }
1088 else 1096 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 1097 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 1098
1092 return 0; 1099 return 0;
1093 } 1100 }
1094 1101
1095 /* Following actually changes the race - this is the default command 1102 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 1103 * if we don't match with one of the options above.
1216 { 1223 {
1217 op->enemy = NULL; 1224 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 1225 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 1226 return;
1220 } 1227 }
1228
1221 get_rangevector (op, op->enemy, &rv, 0); 1229 get_rangevector (op, op->enemy, &rv, 0);
1222 1230
1223 dir = absdir (4 + rv.direction); 1231 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 1232 for (diff = 0; diff < 3; diff++)
1225 { 1233 {
1226 int m = 1 - (RANDOM () & 2); 1234 int m = 1 - (RANDOM () & 2);
1227 1235
1228 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1236 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1229 {
1230 return; 1237 return;
1231 }
1232 } 1238 }
1239
1233 /* Cornered, get rid of scared */ 1240 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 1241 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 1242 op->enemy = NULL;
1236} 1243}
1237 1244
1793 if (!dir) 1800 if (!dir)
1794 { 1801 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1802 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1796 return 0; 1803 return 0;
1797 } 1804 }
1805
1798 if (op->type == PLAYER) 1806 if (op->type == PLAYER)
1799 bow = op->contr->ranges[range_bow]; 1807 bow = op->contr->ranges[range_bow];
1800 else 1808 else
1801 { 1809 {
1802 for (bow = op->inv; bow; bow = bow->below) 1810 for (bow = op->inv; bow; bow = bow->below)
1810 { 1818 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1820 return 0;
1813 } 1821 }
1814 } 1822 }
1823
1815 if (!bow->race || !bow->skill) 1824 if (!bow->race || !bow->skill)
1816 { 1825 {
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1826 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1818 return 0; 1827 return 0;
1819 } 1828 }
1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1830 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1822 1831
1823 /* penalize ROF for bestarrow */ 1832 /* penalize ROF for bestarrow */
1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1833 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1825 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1834 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1835
1826 if (bowspeed < 1) 1836 if (bowspeed < 1)
1827 bowspeed = 1; 1837 bowspeed = 1;
1828 1838
1829 if (arrow == NULL) 1839 if (arrow == NULL)
1830 { 1840 {
1836 else 1846 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1847 CLEAR_FLAG (op, FLAG_READY_BOW);
1838 return 0; 1848 return 0;
1839 } 1849 }
1840 } 1850 }
1851
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1853 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1854 return 0;
1845 } 1855
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1856 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1857 {
1848 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1858 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 1859 return 0;
1850 } 1860 }
1856 return 0; 1866 return 0;
1857 } 1867 }
1858 1868
1859 left = arrow; /* these are arrows left to the player */ 1869 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1870 arrow = get_split_ob (arrow, 1);
1861 if (arrow == NULL) 1871 if (!arrow)
1862 { 1872 {
1863 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1873 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1864 return 0; 1874 return 0;
1865 } 1875 }
1876
1866 arrow->set_owner (op); 1877 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1878 arrow->skill = bow->skill;
1868 1879
1869 arrow->direction = dir; 1880 arrow->direction = dir;
1870 arrow->x = sx; 1881 arrow->x = sx;
1913 } 1924 }
1914 1925
1915 if (arrow->attacktype == AT_PHYSICAL) 1926 if (arrow->attacktype == AT_PHYSICAL)
1916 arrow->attacktype |= bow->attacktype; 1927 arrow->attacktype |= bow->attacktype;
1917 1928
1918 if (bow->slaying != NULL) 1929 if (bow->slaying)
1919 arrow->slaying = bow->slaying; 1930 arrow->slaying = bow->slaying;
1920 1931
1921 arrow->map = m; 1932 arrow->map = m;
1922 arrow->move_type = MOVE_FLY_LOW; 1933 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 2050 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 2051 item->face = item->arch->clone.face;
2041 item->speed = 0; 2052 item->speed = 0;
2042 update_ob_speed (item); 2053 update_ob_speed (item);
2043 } 2054 }
2044 if ((tmp = is_player_inv (item))) 2055 if ((tmp = item->in_player ()))
2045 esrv_update_item (UPD_ANIM, tmp, item); 2056 esrv_update_item (UPD_ANIM, tmp, item);
2046 } 2057 }
2047 } 2058 }
2048 else if (item->type == ROD || item->type == HORN) 2059 else if (item->type == ROD || item->type == HORN)
2049 { 2060 {
2199 * 0 otherwise 2210 * 0 otherwise
2200 */ 2211 */
2201static int 2212static int
2202player_attack_door (object *op, object *door) 2213player_attack_door (object *op, object *door)
2203{ 2214{
2204
2205 /* If its a door, try to find a use a key. If we do destroy the door, 2215 /* If its a door, try to find a use a key. If we do destroy the door,
2206 * might as well return immediately as there is nothing more to do - 2216 * might as well return immediately as there is nothing more to do -
2207 * otherwise, we fall through to the rest of the code. 2217 * otherwise, we fall through to the rest of the code.
2208 */ 2218 */
2209 object *key = find_key (op, op, door); 2219 object *key = find_key (op, op, door);
2247 * It should keep the code cleaner. 2257 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 2258 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 2259 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 2260 * going to try and move (not fire weapons).
2251 */ 2261 */
2252
2253void 2262void
2254move_player_attack (object *op, int dir) 2263move_player_attack (object *op, int dir)
2255{ 2264{
2256 object *tmp, *mon; 2265 object *tmp, *mon;
2257 sint16 nx, ny; 2266 sint16 nx, ny;
2259 maptile *m; 2268 maptile *m;
2260 2269
2261 nx = freearr_x[dir] + op->x; 2270 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 2271 ny = freearr_y[dir] + op->y;
2263 2272
2264 on_battleground = op_on_battleground (op, NULL, NULL); 2273 on_battleground = op_on_battleground (op, 0, 0);
2265 2274
2266 /* If braced, or can't move to the square, and it is not out of the 2275 /* If braced, or can't move to the square, and it is not out of the
2267 * map, attack it. Note order of if statement is important - don't 2276 * map, attack it. Note order of if statement is important - don't
2268 * want to be calling move_ob if braced, because move_ob will move the 2277 * want to be calling move_ob if braced, because move_ob will move the
2269 * player. This is a pretty nasty hack, because if we could 2278 * player. This is a pretty nasty hack, because if we could
2281 return; /* Don't think this should happen */ 2290 return; /* Don't think this should happen */
2282 } 2291 }
2283 else 2292 else
2284 m = op->map; 2293 m = op->map;
2285 2294
2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2295 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2287 { 2296 {
2288 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2297 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2289 return; 2298 return;
2290 } 2299 }
2291 2300
2292 mon = NULL; 2301 mon = 0;
2293 /* Go through all the objects, and find ones of interest. Only stop if 2302 /* Go through all the objects, and find ones of interest. Only stop if
2294 * we find a monster - that is something we know we want to attack. 2303 * we find a monster - that is something we know we want to attack.
2295 * if its a door or barrel (can roll) see if there may be monsters 2304 * if its a door or barrel (can roll) see if there may be monsters
2296 * on the space 2305 * on the space
2297 */ 2306 */
2298 while (tmp != NULL) 2307 while (tmp)
2299 { 2308 {
2300 if (tmp == op) 2309 if (tmp == op)
2301 { 2310 {
2302 tmp = tmp->above; 2311 tmp = tmp->above;
2303 continue; 2312 continue;
2313 mon = tmp; 2322 mon = tmp;
2314 2323
2315 tmp = tmp->above; 2324 tmp = tmp->above;
2316 } 2325 }
2317 2326
2318 if (mon == NULL) /* This happens anytime the player tries to move */ 2327 if (!mon) /* This happens anytime the player tries to move */
2319 return; /* into a wall */ 2328 return; /* into a wall */
2320 2329
2321 if (mon->head != NULL) 2330 if (mon->head)
2322 mon = mon->head; 2331 mon = mon->head;
2323 2332
2324 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2333 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2325 if (player_attack_door (op, mon)) 2334 if (player_attack_door (op, mon))
2326 return; 2335 return;
2363 * attack them either. 2372 * attack them either.
2364 */ 2373 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 2374 if ((mon->type == PLAYER || mon->enemy != op) &&
2366 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2375 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2367#ifdef PROHIBIT_PLAYERKILL 2376#ifdef PROHIBIT_PLAYERKILL
2368 (op->contr->peaceful 2377 (op->contr->peaceful
2369 || (mon->type == PLAYER 2378 || (mon->type == PLAYER
2370 && mon->contr-> 2379 && mon->contr->
2371 peaceful)) && 2380 peaceful)) &&
2372#else 2381#else
2373 op->contr->peaceful && 2382 op->contr->peaceful &&
2374#endif 2383#endif
2375 !on_battleground)) 2384 !on_battleground))
2376 { 2385 {
2377 if (!op->contr->braced) 2386 if (!op->contr->braced)
2378 { 2387 {
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2388 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2380 (void) push_ob (mon, dir, op); 2389 (void) push_ob (mon, dir, op);
2381 } 2390 }
2382 else 2391 else
2383 {
2384 new_draw_info (0, 0, op, "You withhold your attack"); 2392 new_draw_info (0, 0, op, "You withhold your attack");
2385 } 2393
2386 if (op->contr->tmp_invis || op->hide) 2394 if (op->contr->tmp_invis || op->hide)
2387 make_visible (op); 2395 make_visible (op);
2388 } 2396 }
2389 2397
2390 /* If the object is a boulder or other rollable object, then 2398 /* If the object is a boulder or other rollable object, then
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2426 op->speed_left += op->speed / op->contr->weapon_sp;
2419 2427
2420 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2428 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2421 } 2429 }
2422 2430
2423 skill_attack (mon, op, 0, NULL, NULL); 2431 skill_attack (mon, op, 0, 0, 0);
2424 2432
2425 /* If attacking another player, that player gets automatic 2433 /* If attacking another player, that player gets automatic
2426 * hitback, and doesn't loose luck either. 2434 * hitback, and doesn't loose luck either.
2427 * Disable hitback on the battleground or if the target is 2435 * Disable hitback on the battleground or if the target is
2428 * the wiz. 2436 * the wiz.
2430 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2438 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2431 { 2439 {
2432 short luck = mon->stats.luck; 2440 short luck = mon->stats.luck;
2433 2441
2434 mon->contr->has_hit = 1; 2442 mon->contr->has_hit = 1;
2435 skill_attack (op, mon, 0, NULL, NULL); 2443 skill_attack (op, mon, 0, 0, 0);
2436 mon->stats.luck = luck; 2444 mon->stats.luck = luck;
2437 } 2445 }
2446
2438 if (action_makes_visible (op)) 2447 if (action_makes_visible (op))
2439 make_visible (op); 2448 make_visible (op);
2440 } 2449 }
2441 } /* if player should attack something */ 2450 } /* if player should attack something */
2442} 2451}
2477 2486
2478 /* Add special check for newcs players and fire on - this way, the 2487 /* Add special check for newcs players and fire on - this way, the
2479 * server can handle repeat firing. 2488 * server can handle repeat firing.
2480 */ 2489 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2490 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2491 op->direction = dir;
2484 }
2485 else 2492 else
2486 {
2487 op->direction = 0; 2493 op->direction = 0;
2488 } 2494
2489 /* Update how the player looks. Use the facing, so direction may 2495 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2496 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2497 * for players.
2492 */ 2498 */
2493 animate_object (op, op->facing); 2499 animate_object (op, op->facing);
2545 2551
2546 /* call this here - we also will call this in do_ericserver, but 2552 /* call this here - we also will call this in do_ericserver, but
2547 * the players time has been increased when doericserver has been 2553 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2554 * called, so we recheck it here.
2549 */ 2555 */
2550 HandleClient (op->contr->socket, op->contr); 2556 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2557 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
2558 ;
2559
2551 if (op->speed_left < 0) 2560 if (op->speed_left < 0)
2552 return 0; 2561 return 0;
2553 2562
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2563 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 { 2564 {
3214 * at his savebed location, and that can have long lasting 3223 * at his savebed location, and that can have long lasting
3215 * spell effects. So first see if there is a spell effect 3224 * spell effects. So first see if there is a spell effect
3216 * on the space that might harm the player. 3225 * on the space that might harm the player.
3217 */ 3226 */
3218 will_kill_again = 0; 3227 will_kill_again = 0;
3219 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3228 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3220 if (tmp->type == SPELL_EFFECT) 3229 if (tmp->type == SPELL_EFFECT)
3221 will_kill_again |= tmp->attacktype; 3230 will_kill_again |= tmp->attacktype;
3222 3231
3223 if (will_kill_again) 3232 if (will_kill_again)
3224 { 3233 {
3566 if (mflags & P_OUT_OF_MAP) 3575 if (mflags & P_OUT_OF_MAP)
3567 continue; 3576 continue;
3568 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3577 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3569 continue; 3578 continue;
3570 3579
3571 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3580 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3572 { 3581 {
3573 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3582 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3574 return 1; 3583 return 1;
3575 else if (tmp->type == PLAYER) 3584 else if (tmp->type == PLAYER)
3576 { 3585 {

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