… | |
… | |
82 | int comp; |
82 | int comp; |
83 | int size; |
83 | int size; |
84 | |
84 | |
85 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
85 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
86 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
86 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
87 | { |
|
|
88 | return; |
87 | return; |
89 | } |
88 | |
90 | motd[0] = '\0'; |
89 | motd[0] = '\0'; |
91 | size = 0; |
90 | size = 0; |
|
|
91 | |
92 | while (fgets (buf, MAX_BUF, fp) != NULL) |
92 | while (fgets (buf, MAX_BUF, fp) != NULL) |
93 | { |
93 | { |
94 | if (*buf == '#') |
94 | if (*buf == '#') |
95 | continue; |
95 | continue; |
|
|
96 | |
96 | strncat (motd + size, buf, HUGE_BUF - size); |
97 | strncat (motd + size, buf, HUGE_BUF - size); |
97 | size += strlen (buf); |
98 | size += strlen (buf); |
98 | } |
99 | } |
|
|
100 | |
99 | 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); |
100 | close_and_delete (fp, comp); |
102 | close_and_delete (fp, comp); |
101 | } |
103 | } |
102 | |
104 | |
103 | void |
105 | void |
… | |
… | |
109 | int comp; |
111 | int comp; |
110 | int size; |
112 | int size; |
111 | |
113 | |
112 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
114 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
113 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
115 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
114 | { |
|
|
115 | return; |
116 | return; |
116 | } |
117 | |
117 | rules[0] = '\0'; |
118 | rules[0] = '\0'; |
118 | size = 0; |
119 | size = 0; |
|
|
120 | |
119 | while (fgets (buf, MAX_BUF, fp) != NULL) |
121 | while (fgets (buf, MAX_BUF, fp) != NULL) |
120 | { |
122 | { |
121 | if (*buf == '#') |
123 | if (*buf == '#') |
122 | continue; |
124 | continue; |
|
|
125 | |
123 | if (size + strlen (buf) >= HUGE_BUF) |
126 | if (size + strlen (buf) >= HUGE_BUF) |
124 | { |
127 | { |
125 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
128 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
126 | break; |
129 | break; |
127 | } |
130 | } |
|
|
131 | |
128 | strncat (rules + size, buf, HUGE_BUF - size); |
132 | strncat (rules + size, buf, HUGE_BUF - size); |
129 | size += strlen (buf); |
133 | size += strlen (buf); |
130 | } |
134 | } |
|
|
135 | |
131 | 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); |
132 | close_and_delete (fp, comp); |
137 | close_and_delete (fp, comp); |
133 | } |
138 | } |
134 | |
139 | |
135 | void |
140 | void |
… | |
… | |
143 | int size; |
148 | int size; |
144 | |
149 | |
145 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
150 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
146 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
151 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
147 | return; |
152 | return; |
|
|
153 | |
148 | news[0] = '\0'; |
154 | news[0] = '\0'; |
149 | subject[0] = '\0'; |
155 | subject[0] = '\0'; |
150 | size = 0; |
156 | size = 0; |
|
|
157 | |
151 | while (fgets (buf, MAX_BUF, fp) != NULL) |
158 | while (fgets (buf, MAX_BUF, fp) != NULL) |
152 | { |
159 | { |
153 | if (*buf == '#') |
160 | if (*buf == '#') |
154 | continue; |
161 | continue; |
|
|
162 | |
155 | if (*buf == '%') |
163 | if (*buf == '%') |
156 | { /* send one news */ |
164 | { /* send one news */ |
157 | if (size > 0) |
165 | if (size > 0) |
158 | 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 */ |
159 | strcpy (subject, buf + 1); |
167 | strcpy (subject, buf + 1); |
… | |
… | |
186 | return 0; |
194 | return 0; |
187 | |
195 | |
188 | for (; *cp != '\0'; cp++) |
196 | for (; *cp != '\0'; cp++) |
189 | if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') |
197 | if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') |
190 | return 0; |
198 | return 0; |
|
|
199 | |
191 | return 1; |
200 | return 1; |
192 | } |
201 | } |
193 | |
202 | |
194 | /* This no longer sets the player map. Also, it now updates |
203 | /* This no longer sets the player map. Also, it now updates |
195 | * 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. |
… | |
… | |
254 | p->usekeys = containers; |
263 | p->usekeys = containers; |
255 | p->last_weapon_sp = -1; |
264 | p->last_weapon_sp = -1; |
256 | p->peaceful = 1; /* default peaceful */ |
265 | p->peaceful = 1; /* default peaceful */ |
257 | p->do_los = 1; |
266 | p->do_los = 1; |
258 | p->explore = 0; |
267 | p->explore = 0; |
259 | p->no_shout = 0; /* default can shout */ |
|
|
260 | |
268 | |
261 | assign (p->title, op->arch->clone.name); |
269 | assign (p->title, op->arch->clone.name); |
262 | op->race = op->arch->clone.race; |
270 | op->race = op->arch->clone.race; |
263 | |
271 | |
264 | CLEAR_FLAG (op, FLAG_READY_SKILL); |
272 | CLEAR_FLAG (op, FLAG_READY_SKILL); |
… | |
… | |
291 | set_first_map (object *op) |
299 | set_first_map (object *op) |
292 | { |
300 | { |
293 | strcpy (op->contr->maplevel, first_map_path); |
301 | strcpy (op->contr->maplevel, first_map_path); |
294 | op->x = -1; |
302 | op->x = -1; |
295 | op->y = -1; |
303 | op->y = -1; |
296 | enter_exit (op, NULL); |
304 | enter_exit (op, 0); |
297 | } |
305 | } |
298 | |
306 | |
299 | /* Tries to add player on the connection passwd in ns. |
307 | /* Tries to add player on the connection passwd in ns. |
300 | * 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 |
301 | * mode. |
309 | * mode. |
… | |
… | |
340 | { |
348 | { |
341 | if (at == NULL || at->next == NULL) |
349 | if (at == NULL || at->next == NULL) |
342 | at = first_archetype; |
350 | at = first_archetype; |
343 | else |
351 | else |
344 | at = at->next; |
352 | at = at->next; |
|
|
353 | |
345 | if (at->clone.type == PLAYER) |
354 | if (at->clone.type == PLAYER) |
346 | return at; |
355 | return at; |
|
|
356 | |
347 | if (at == start) |
357 | if (at == start) |
348 | { |
358 | { |
349 | LOG (llevError, "No Player archetypes\n"); |
359 | LOG (llevError, "No Player archetypes\n"); |
350 | exit (-1); |
360 | exit (-1); |
351 | } |
361 | } |
352 | } |
362 | } |
353 | } |
363 | } |
354 | |
|
|
355 | |
364 | |
356 | object * |
365 | object * |
357 | get_nearest_player (object *mon) |
366 | get_nearest_player (object *mon) |
358 | { |
367 | { |
359 | object *op = NULL; |
368 | object *op = NULL; |
… | |
… | |
1083 | * if the map isn't there, then stay on the |
1092 | * if the map isn't there, then stay on the |
1084 | * default initial map */ |
1093 | * default initial map */ |
1085 | tmp->destroy (); |
1094 | tmp->destroy (); |
1086 | } |
1095 | } |
1087 | else |
1096 | else |
1088 | { |
|
|
1089 | LOG (llevDebug, "first_map_ext_path not set\n"); |
1097 | LOG (llevDebug, "first_map_ext_path not set\n"); |
1090 | } |
1098 | |
1091 | return 0; |
1099 | return 0; |
1092 | } |
1100 | } |
1093 | |
1101 | |
1094 | /* Following actually changes the race - this is the default command |
1102 | /* Following actually changes the race - this is the default command |
1095 | * if we don't match with one of the options above. |
1103 | * if we don't match with one of the options above. |
… | |
… | |
1215 | { |
1223 | { |
1216 | op->enemy = NULL; |
1224 | op->enemy = NULL; |
1217 | CLEAR_FLAG (op, FLAG_SCARED); |
1225 | CLEAR_FLAG (op, FLAG_SCARED); |
1218 | return; |
1226 | return; |
1219 | } |
1227 | } |
|
|
1228 | |
1220 | get_rangevector (op, op->enemy, &rv, 0); |
1229 | get_rangevector (op, op->enemy, &rv, 0); |
1221 | |
1230 | |
1222 | dir = absdir (4 + rv.direction); |
1231 | dir = absdir (4 + rv.direction); |
1223 | for (diff = 0; diff < 3; diff++) |
1232 | for (diff = 0; diff < 3; diff++) |
1224 | { |
1233 | { |
1225 | int m = 1 - (RANDOM () & 2); |
1234 | int m = 1 - (RANDOM () & 2); |
1226 | |
1235 | |
1227 | 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))) |
1228 | { |
|
|
1229 | return; |
1237 | return; |
1230 | } |
|
|
1231 | } |
1238 | } |
|
|
1239 | |
1232 | /* Cornered, get rid of scared */ |
1240 | /* Cornered, get rid of scared */ |
1233 | CLEAR_FLAG (op, FLAG_SCARED); |
1241 | CLEAR_FLAG (op, FLAG_SCARED); |
1234 | op->enemy = NULL; |
1242 | op->enemy = NULL; |
1235 | } |
1243 | } |
1236 | |
1244 | |
… | |
… | |
1792 | if (!dir) |
1800 | if (!dir) |
1793 | { |
1801 | { |
1794 | 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!"); |
1795 | return 0; |
1803 | return 0; |
1796 | } |
1804 | } |
|
|
1805 | |
1797 | if (op->type == PLAYER) |
1806 | if (op->type == PLAYER) |
1798 | bow = op->contr->ranges[range_bow]; |
1807 | bow = op->contr->ranges[range_bow]; |
1799 | else |
1808 | else |
1800 | { |
1809 | { |
1801 | for (bow = op->inv; bow; bow = bow->below) |
1810 | for (bow = op->inv; bow; bow = bow->below) |
… | |
… | |
1809 | { |
1818 | { |
1810 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1819 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1811 | return 0; |
1820 | return 0; |
1812 | } |
1821 | } |
1813 | } |
1822 | } |
|
|
1823 | |
1814 | if (!bow->race || !bow->skill) |
1824 | if (!bow->race || !bow->skill) |
1815 | { |
1825 | { |
1816 | 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); |
1817 | return 0; |
1827 | return 0; |
1818 | } |
1828 | } |
… | |
… | |
1820 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
1830 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
1821 | |
1831 | |
1822 | /* penalize ROF for bestarrow */ |
1832 | /* penalize ROF for bestarrow */ |
1823 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
1833 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
1824 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
1834 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1835 | |
1825 | if (bowspeed < 1) |
1836 | if (bowspeed < 1) |
1826 | bowspeed = 1; |
1837 | bowspeed = 1; |
1827 | |
1838 | |
1828 | if (arrow == NULL) |
1839 | if (arrow == NULL) |
1829 | { |
1840 | { |
… | |
… | |
1835 | else |
1846 | else |
1836 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1847 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1837 | return 0; |
1848 | return 0; |
1838 | } |
1849 | } |
1839 | } |
1850 | } |
|
|
1851 | |
1840 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1852 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1841 | if (mflags & P_OUT_OF_MAP) |
1853 | if (mflags & P_OUT_OF_MAP) |
1842 | { |
|
|
1843 | return 0; |
1854 | return 0; |
1844 | } |
1855 | |
1845 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1856 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1846 | { |
1857 | { |
1847 | 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."); |
1848 | return 0; |
1859 | return 0; |
1849 | } |
1860 | } |
… | |
… | |
1855 | return 0; |
1866 | return 0; |
1856 | } |
1867 | } |
1857 | |
1868 | |
1858 | left = arrow; /* these are arrows left to the player */ |
1869 | left = arrow; /* these are arrows left to the player */ |
1859 | arrow = get_split_ob (arrow, 1); |
1870 | arrow = get_split_ob (arrow, 1); |
1860 | if (arrow == NULL) |
1871 | if (!arrow) |
1861 | { |
1872 | { |
1862 | 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); |
1863 | return 0; |
1874 | return 0; |
1864 | } |
1875 | } |
|
|
1876 | |
1865 | arrow->set_owner (op); |
1877 | arrow->set_owner (op); |
1866 | arrow->skill = bow->skill; |
1878 | arrow->skill = bow->skill; |
1867 | |
1879 | |
1868 | arrow->direction = dir; |
1880 | arrow->direction = dir; |
1869 | arrow->x = sx; |
1881 | arrow->x = sx; |
… | |
… | |
1912 | } |
1924 | } |
1913 | |
1925 | |
1914 | if (arrow->attacktype == AT_PHYSICAL) |
1926 | if (arrow->attacktype == AT_PHYSICAL) |
1915 | arrow->attacktype |= bow->attacktype; |
1927 | arrow->attacktype |= bow->attacktype; |
1916 | |
1928 | |
1917 | if (bow->slaying != NULL) |
1929 | if (bow->slaying) |
1918 | arrow->slaying = bow->slaying; |
1930 | arrow->slaying = bow->slaying; |
1919 | |
1931 | |
1920 | arrow->map = m; |
1932 | arrow->map = m; |
1921 | arrow->move_type = MOVE_FLY_LOW; |
1933 | arrow->move_type = MOVE_FLY_LOW; |
1922 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1934 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
… | |
… | |
2038 | CLEAR_FLAG (item, FLAG_ANIMATE); |
2050 | CLEAR_FLAG (item, FLAG_ANIMATE); |
2039 | item->face = item->arch->clone.face; |
2051 | item->face = item->arch->clone.face; |
2040 | item->speed = 0; |
2052 | item->speed = 0; |
2041 | update_ob_speed (item); |
2053 | update_ob_speed (item); |
2042 | } |
2054 | } |
2043 | if ((tmp = is_player_inv (item))) |
2055 | if ((tmp = item->in_player ())) |
2044 | esrv_update_item (UPD_ANIM, tmp, item); |
2056 | esrv_update_item (UPD_ANIM, tmp, item); |
2045 | } |
2057 | } |
2046 | } |
2058 | } |
2047 | else if (item->type == ROD || item->type == HORN) |
2059 | else if (item->type == ROD || item->type == HORN) |
2048 | { |
2060 | { |
… | |
… | |
2198 | * 0 otherwise |
2210 | * 0 otherwise |
2199 | */ |
2211 | */ |
2200 | static int |
2212 | static int |
2201 | player_attack_door (object *op, object *door) |
2213 | player_attack_door (object *op, object *door) |
2202 | { |
2214 | { |
2203 | |
|
|
2204 | /* 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, |
2205 | * 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 - |
2206 | * otherwise, we fall through to the rest of the code. |
2217 | * otherwise, we fall through to the rest of the code. |
2207 | */ |
2218 | */ |
2208 | object *key = find_key (op, op, door); |
2219 | object *key = find_key (op, op, door); |
… | |
… | |
2246 | * It should keep the code cleaner. |
2257 | * It should keep the code cleaner. |
2247 | * When this is called, the players direction has been updated |
2258 | * When this is called, the players direction has been updated |
2248 | * (taking into account confusion.) The player is also actually |
2259 | * (taking into account confusion.) The player is also actually |
2249 | * going to try and move (not fire weapons). |
2260 | * going to try and move (not fire weapons). |
2250 | */ |
2261 | */ |
2251 | |
|
|
2252 | void |
2262 | void |
2253 | move_player_attack (object *op, int dir) |
2263 | move_player_attack (object *op, int dir) |
2254 | { |
2264 | { |
2255 | object *tmp, *mon; |
2265 | object *tmp, *mon; |
2256 | sint16 nx, ny; |
2266 | sint16 nx, ny; |
… | |
… | |
2258 | maptile *m; |
2268 | maptile *m; |
2259 | |
2269 | |
2260 | nx = freearr_x[dir] + op->x; |
2270 | nx = freearr_x[dir] + op->x; |
2261 | ny = freearr_y[dir] + op->y; |
2271 | ny = freearr_y[dir] + op->y; |
2262 | |
2272 | |
2263 | on_battleground = op_on_battleground (op, NULL, NULL); |
2273 | on_battleground = op_on_battleground (op, 0, 0); |
2264 | |
2274 | |
2265 | /* 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 |
2266 | * 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 |
2267 | * 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 |
2268 | * player. This is a pretty nasty hack, because if we could |
2278 | * player. This is a pretty nasty hack, because if we could |
… | |
… | |
2280 | return; /* Don't think this should happen */ |
2290 | return; /* Don't think this should happen */ |
2281 | } |
2291 | } |
2282 | else |
2292 | else |
2283 | m = op->map; |
2293 | m = op->map; |
2284 | |
2294 | |
2285 | if ((tmp = get_map_ob (m, nx, ny)) == NULL) |
2295 | if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) |
2286 | { |
2296 | { |
2287 | /* 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"); */ |
2288 | return; |
2298 | return; |
2289 | } |
2299 | } |
2290 | |
2300 | |
2291 | mon = NULL; |
2301 | mon = 0; |
2292 | /* 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 |
2293 | * 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. |
2294 | * 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 |
2295 | * on the space |
2305 | * on the space |
2296 | */ |
2306 | */ |
2297 | while (tmp != NULL) |
2307 | while (tmp) |
2298 | { |
2308 | { |
2299 | if (tmp == op) |
2309 | if (tmp == op) |
2300 | { |
2310 | { |
2301 | tmp = tmp->above; |
2311 | tmp = tmp->above; |
2302 | continue; |
2312 | continue; |
… | |
… | |
2312 | mon = tmp; |
2322 | mon = tmp; |
2313 | |
2323 | |
2314 | tmp = tmp->above; |
2324 | tmp = tmp->above; |
2315 | } |
2325 | } |
2316 | |
2326 | |
2317 | if (mon == NULL) /* This happens anytime the player tries to move */ |
2327 | if (!mon) /* This happens anytime the player tries to move */ |
2318 | return; /* into a wall */ |
2328 | return; /* into a wall */ |
2319 | |
2329 | |
2320 | if (mon->head != NULL) |
2330 | if (mon->head) |
2321 | mon = mon->head; |
2331 | mon = mon->head; |
2322 | |
2332 | |
2323 | 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)) |
2324 | if (player_attack_door (op, mon)) |
2334 | if (player_attack_door (op, mon)) |
2325 | return; |
2335 | return; |
… | |
… | |
2362 | * attack them either. |
2372 | * attack them either. |
2363 | */ |
2373 | */ |
2364 | if ((mon->type == PLAYER || mon->enemy != op) && |
2374 | if ((mon->type == PLAYER || mon->enemy != op) && |
2365 | (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)) && ( |
2366 | #ifdef PROHIBIT_PLAYERKILL |
2376 | #ifdef PROHIBIT_PLAYERKILL |
2367 | (op->contr->peaceful |
2377 | (op->contr->peaceful |
2368 | || (mon->type == PLAYER |
2378 | || (mon->type == PLAYER |
2369 | && mon->contr-> |
2379 | && mon->contr-> |
2370 | peaceful)) && |
2380 | peaceful)) && |
2371 | #else |
2381 | #else |
2372 | op->contr->peaceful && |
2382 | op->contr->peaceful && |
2373 | #endif |
2383 | #endif |
2374 | !on_battleground)) |
2384 | !on_battleground)) |
2375 | { |
2385 | { |
2376 | if (!op->contr->braced) |
2386 | if (!op->contr->braced) |
2377 | { |
2387 | { |
2378 | 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); |
2379 | (void) push_ob (mon, dir, op); |
2389 | (void) push_ob (mon, dir, op); |
2380 | } |
2390 | } |
2381 | else |
2391 | else |
2382 | { |
|
|
2383 | new_draw_info (0, 0, op, "You withhold your attack"); |
2392 | new_draw_info (0, 0, op, "You withhold your attack"); |
2384 | } |
2393 | |
2385 | if (op->contr->tmp_invis || op->hide) |
2394 | if (op->contr->tmp_invis || op->hide) |
2386 | make_visible (op); |
2395 | make_visible (op); |
2387 | } |
2396 | } |
2388 | |
2397 | |
2389 | /* If the object is a boulder or other rollable object, then |
2398 | /* If the object is a boulder or other rollable object, then |
… | |
… | |
2417 | op->speed_left += op->speed / op->contr->weapon_sp; |
2426 | op->speed_left += op->speed / op->contr->weapon_sp; |
2418 | |
2427 | |
2419 | 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 */ |
2420 | } |
2429 | } |
2421 | |
2430 | |
2422 | skill_attack (mon, op, 0, NULL, NULL); |
2431 | skill_attack (mon, op, 0, 0, 0); |
2423 | |
2432 | |
2424 | /* If attacking another player, that player gets automatic |
2433 | /* If attacking another player, that player gets automatic |
2425 | * hitback, and doesn't loose luck either. |
2434 | * hitback, and doesn't loose luck either. |
2426 | * Disable hitback on the battleground or if the target is |
2435 | * Disable hitback on the battleground or if the target is |
2427 | * the wiz. |
2436 | * the wiz. |
… | |
… | |
2429 | 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)) |
2430 | { |
2439 | { |
2431 | short luck = mon->stats.luck; |
2440 | short luck = mon->stats.luck; |
2432 | |
2441 | |
2433 | mon->contr->has_hit = 1; |
2442 | mon->contr->has_hit = 1; |
2434 | skill_attack (op, mon, 0, NULL, NULL); |
2443 | skill_attack (op, mon, 0, 0, 0); |
2435 | mon->stats.luck = luck; |
2444 | mon->stats.luck = luck; |
2436 | } |
2445 | } |
|
|
2446 | |
2437 | if (action_makes_visible (op)) |
2447 | if (action_makes_visible (op)) |
2438 | make_visible (op); |
2448 | make_visible (op); |
2439 | } |
2449 | } |
2440 | } /* if player should attack something */ |
2450 | } /* if player should attack something */ |
2441 | } |
2451 | } |
… | |
… | |
2476 | |
2486 | |
2477 | /* 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 |
2478 | * server can handle repeat firing. |
2488 | * server can handle repeat firing. |
2479 | */ |
2489 | */ |
2480 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2490 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2481 | { |
|
|
2482 | op->direction = dir; |
2491 | op->direction = dir; |
2483 | } |
|
|
2484 | else |
2492 | else |
2485 | { |
|
|
2486 | op->direction = 0; |
2493 | op->direction = 0; |
2487 | } |
2494 | |
2488 | /* Update how the player looks. Use the facing, so direction may |
2495 | /* Update how the player looks. Use the facing, so direction may |
2489 | * get reset to zero. This allows for full animation capabilities |
2496 | * get reset to zero. This allows for full animation capabilities |
2490 | * for players. |
2497 | * for players. |
2491 | */ |
2498 | */ |
2492 | animate_object (op, op->facing); |
2499 | animate_object (op, op->facing); |
… | |
… | |
2544 | |
2551 | |
2545 | /* 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 |
2546 | * the players time has been increased when doericserver has been |
2553 | * the players time has been increased when doericserver has been |
2547 | * called, so we recheck it here. |
2554 | * called, so we recheck it here. |
2548 | */ |
2555 | */ |
2549 | op->contr->socket->handle_command (); |
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 | |
2550 | if (op->speed_left < 0) |
2560 | if (op->speed_left < 0) |
2551 | return 0; |
2561 | return 0; |
2552 | |
2562 | |
2553 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2563 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2554 | { |
2564 | { |
… | |
… | |
3213 | * at his savebed location, and that can have long lasting |
3223 | * at his savebed location, and that can have long lasting |
3214 | * spell effects. So first see if there is a spell effect |
3224 | * spell effects. So first see if there is a spell effect |
3215 | * on the space that might harm the player. |
3225 | * on the space that might harm the player. |
3216 | */ |
3226 | */ |
3217 | will_kill_again = 0; |
3227 | will_kill_again = 0; |
3218 | 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) |
3219 | if (tmp->type == SPELL_EFFECT) |
3229 | if (tmp->type == SPELL_EFFECT) |
3220 | will_kill_again |= tmp->attacktype; |
3230 | will_kill_again |= tmp->attacktype; |
3221 | |
3231 | |
3222 | if (will_kill_again) |
3232 | if (will_kill_again) |
3223 | { |
3233 | { |
… | |
… | |
3320 | } |
3330 | } |
3321 | |
3331 | |
3322 | for (tmp = op->inv; tmp != NULL; tmp = next) |
3332 | for (tmp = op->inv; tmp != NULL; tmp = next) |
3323 | { |
3333 | { |
3324 | next = tmp->below; |
3334 | next = tmp->below; |
3325 | if (tmp->type == EXPERIENCE || tmp->invisible) |
3335 | if (tmp->invisible) |
3326 | continue; |
3336 | continue; |
3327 | tmp->remove (); |
3337 | tmp->remove (); |
3328 | tmp->x = op->x, tmp->y = op->y; |
3338 | tmp->x = op->x, tmp->y = op->y; |
3329 | if (tmp->type == CONTAINER) |
3339 | if (tmp->type == CONTAINER) |
3330 | { /* empty container to ground */ |
3340 | { /* empty container to ground */ |
… | |
… | |
3436 | object *tmp = NULL; |
3446 | object *tmp = NULL; |
3437 | |
3447 | |
3438 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3448 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3439 | return 1; |
3449 | return 1; |
3440 | |
3450 | |
3441 | if (op->type == PLAYER) |
|
|
3442 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
3443 | if (tmp->type == EXPERIENCE && tmp->stats.Wis) |
|
|
3444 | if (QUERY_FLAG (tmp, FLAG_UNDEAD)) |
|
|
3445 | return 1; |
|
|
3446 | return 0; |
3451 | return 0; |
3447 | } |
3452 | } |
3448 | |
3453 | |
3449 | /* look at the surrounding terrain to determine |
3454 | /* look at the surrounding terrain to determine |
3450 | * the hideability of this object. Positive levels |
3455 | * the hideability of this object. Positive levels |
… | |
… | |
3565 | if (mflags & P_OUT_OF_MAP) |
3570 | if (mflags & P_OUT_OF_MAP) |
3566 | continue; |
3571 | continue; |
3567 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3572 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3568 | continue; |
3573 | continue; |
3569 | |
3574 | |
3570 | for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) |
3575 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
3571 | { |
3576 | { |
3572 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3577 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3573 | return 1; |
3578 | return 1; |
3574 | else if (tmp->type == PLAYER) |
3579 | else if (tmp->type == PLAYER) |
3575 | { |
3580 | { |