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Comparing deliantra/server/server/player.C (file contents):
Revision 1.48 by root, Tue Dec 19 05:41:22 2006 UTC vs.
Revision 1.52 by root, Thu Dec 21 23:37:06 2006 UTC

244 op->direction = 5; /* So player faces south */ 244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2; 245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */ 246 op->run_away = 25; /* Then we panick... */
247 247
248 { 248 {
249 int oldmon = p->socket->monitor_spells; // what a hack 249 int oldmon = p->ns->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 250 p->ns->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op); 251 roll_stats (op);
252 p->socket->monitor_spells = oldmon; 252 p->ns->monitor_spells = oldmon;
253 } 253 }
254 p->state = ST_ROLL_STAT; 254 p->ns->state = ST_ROLL_STAT;
255 clear_los (op); 255 clear_los (op);
256 256
257 p->gen_sp_armour = 10; 257 p->gen_sp_armour = 10;
258 p->last_speed = -1; 258 p->last_speed = -1;
259 p->shoottype = range_none; 259 p->shoottype = range_none;
286 p->last_resist[i] = -1; 286 p->last_resist[i] = -1;
287 287
288 p->last_stats.exp = -1; 288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1; 289 p->last_weight = (uint32) - 1;
290 290
291 p->socket->update_look = 0; 291 p->ns->update_look = 0;
292 p->socket->look_position = 0; 292 p->ns->look_position = 0;
293 293
294 return p; 294 return p;
295} 295}
296 296
297/* This loads the first map an puts the player on it. */ 297/* This loads the first map an puts the player on it. */
312int 312int
313add_player (client *ns) 313add_player (client *ns)
314{ 314{
315 player *p = new player; 315 player *p = new player;
316 316
317 p->socket = ns; 317 p->ns = ns;
318 ns->pl = p; 318 ns->pl = p;
319 319
320 p->next = first_player; 320 p->next = first_player;
321 first_player = p; 321 first_player = p;
322 322
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY); 327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob); 328 add_friendly_object (p->ob);
329 send_rules (p->ob); 329 send_rules (p->ob);
330 send_news (p->ob); 330 send_news (p->ob);
331 display_motd (p->ob); 331 display_motd (p->ob);
332
332 get_name (p->ob); 333 get_name (p->ob);
333 334
334 return 0; 335 return 0;
335} 336}
336 337
697 698
698void 699void
699get_name (object *op) 700get_name (object *op)
700{ 701{
701 op->contr->write_buf[0] = '\0'; 702 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME; 703 op->contr->ns->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:"); 704 send_query (op->contr->ns, 0, "What is your name?\n:");
704} 705}
705 706
706void 707void
707get_password (object *op) 708get_password (object *op)
708{ 709{
709 op->contr->write_buf[0] = '\0'; 710 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD; 711 op->contr->ns->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:"); 712 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712} 713}
713 714
714void 715void
715play_again (object *op) 716play_again (object *op)
716{ 717{
717 op->contr->state = ST_PLAY_AGAIN; 718 op->contr->ns->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL; 719 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); 720 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th 721 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll 722 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick 723 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without 724 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense 725 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all 726 * to leave it to play_again to remove the object in all
726 * cases. 727 * cases.
727 */ 728 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED)) 729 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove (); 730 op->remove ();
731
730 /* Need to set this to null - otherwise, it could point to garbage, 732 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if 733 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out. 734 * the map is null or not swapped out.
733 */ 735 */
734 op->map = NULL; 736 op->map = NULL;
772void 774void
773confirm_password (object *op) 775confirm_password (object *op)
774{ 776{
775 777
776 op->contr->write_buf[0] = '\0'; 778 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD; 779 op->contr->ns->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 780 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779} 781}
780 782
781void 783void
782get_party_password (object *op, partylist *party) 784get_party_password (object *op, partylist *party)
783{ 785{
785 { 787 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 789 return;
788 } 790 }
789 op->contr->write_buf[0] = '\0'; 791 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 792 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 793 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 794 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 795}
794 796
795 797
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 799int
894 896
895void 897void
896Roll_Again (object *op) 898Roll_Again (object *op)
897{ 899{
898 esrv_new_player (op->contr, 0); 900 esrv_new_player (op->contr, 0);
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 901 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 902 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
901} 903}
902 904
903void 905void
904Swap_Stat (object *op, int Swap_Second) 906Swap_Stat (object *op, int Swap_Second)
971 new_draw_info (NDI_UNIQUE, 0, op, buf); 973 new_draw_info (NDI_UNIQUE, 0, op, buf);
972 } 974 }
973 else 975 else
974 Swap_Stat (op, stat_trans[keynum]); 976 Swap_Stat (op, stat_trans[keynum]);
975 977
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, ""); 978 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
977 return 1; 979 return 1;
978 } 980 }
979 switch (key) 981 switch (key)
980 { 982 {
981 case 'n': 983 case 'n':
995 enter_exit (op, NULL); 997 enter_exit (op, NULL);
996#endif 998#endif
997 SET_ANIMATION (op, 2); /* So player faces south */ 999 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */ 1000 /* Enter exit adds a player otherwise */
999 add_statbonus (op); 1001 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 1002 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); 1003 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS; 1004 op->contr->ns->state = ST_CHANGE_CLASS;
1003 if (op->msg) 1005 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg); 1006 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0; 1007 return 0;
1006 } 1008 }
1007 case 'y': 1009 case 'y':
1008 case 'Y': 1010 case 'Y':
1009 roll_stats (op); 1011 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, ""); 1012 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
1011 return 1; 1013 return 1;
1012 1014
1013 case 'q': 1015 case 'q':
1014 case 'Q': 1016 case 'Q':
1015 play_again (op); 1017 play_again (op);
1016 return 1; 1018 return 1;
1017 1019
1018 default: 1020 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?"); 1021 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0; 1022 return 0;
1021 } 1023 }
1022 return 0; 1024 return 0;
1023} 1025}
1024 1026
1052 create_treasure (tl, op, 0, 0, 0); 1054 create_treasure (tl, op, 0, 0, 0);
1053 1055
1054 INVOKE_PLAYER (BIRTH, op->contr); 1056 INVOKE_PLAYER (BIRTH, op->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 1057 INVOKE_PLAYER (LOGIN, op->contr);
1056 1058
1057 op->contr->state = ST_PLAYING; 1059 op->contr->ns->state = ST_PLAYING;
1058 1060
1059 if (op->msg) 1061 if (op->msg)
1060 op->msg = NULL; 1062 op->msg = NULL;
1061 1063
1062 /* We create this now because some of the unique maps will need it 1064 /* We create this now because some of the unique maps will need it
1133 op->stats.grace = 0; 1135 op->stats.grace = 0;
1134 1136
1135 if (op->msg) 1137 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg); 1138 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137 1139
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 1140 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1139 return 0; 1141 return 0;
1140} 1142}
1141 1143
1142int 1144int
1143key_confirm_quit (object *op, char key) 1145key_confirm_quit (object *op, char key)
1144{ 1146{
1145 char buf[MAX_BUF]; 1147 char buf[MAX_BUF];
1146 1148
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 1149 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 { 1150 {
1149 op->contr->state = ST_PLAYING; 1151 op->contr->ns->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1; 1153 return 1;
1152 } 1154 }
1153 1155
1154 INVOKE_PLAYER (LOGOUT, op->contr); 1156 INVOKE_PLAYER (LOGOUT, op->contr);
1223 { 1225 {
1224 op->enemy = NULL; 1226 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 1227 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 1228 return;
1227 } 1229 }
1230
1228 get_rangevector (op, op->enemy, &rv, 0); 1231 get_rangevector (op, op->enemy, &rv, 0);
1229 1232
1230 dir = absdir (4 + rv.direction); 1233 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 1234 for (diff = 0; diff < 3; diff++)
1232 { 1235 {
1233 int m = 1 - (RANDOM () & 2); 1236 int m = 1 - (RANDOM () & 2);
1234 1237
1235 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1238 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1236 {
1237 return; 1239 return;
1238 }
1239 } 1240 }
1241
1240 /* Cornered, get rid of scared */ 1242 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1243 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1244 op->enemy = NULL;
1243} 1245}
1244 1246
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 2052 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 2053 item->face = item->arch->clone.face;
2052 item->speed = 0; 2054 item->speed = 0;
2053 update_ob_speed (item); 2055 update_ob_speed (item);
2054 } 2056 }
2055 if ((tmp = is_player_inv (item))) 2057 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 2058 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 2059 }
2058 } 2060 }
2059 else if (item->type == ROD || item->type == HORN) 2061 else if (item->type == ROD || item->type == HORN)
2060 { 2062 {
2210 * 0 otherwise 2212 * 0 otherwise
2211 */ 2213 */
2212static int 2214static int
2213player_attack_door (object *op, object *door) 2215player_attack_door (object *op, object *door)
2214{ 2216{
2215
2216 /* If its a door, try to find a use a key. If we do destroy the door, 2217 /* If its a door, try to find a use a key. If we do destroy the door,
2217 * might as well return immediately as there is nothing more to do - 2218 * might as well return immediately as there is nothing more to do -
2218 * otherwise, we fall through to the rest of the code. 2219 * otherwise, we fall through to the rest of the code.
2219 */ 2220 */
2220 object *key = find_key (op, op, door); 2221 object *key = find_key (op, op, door);
2258 * It should keep the code cleaner. 2259 * It should keep the code cleaner.
2259 * When this is called, the players direction has been updated 2260 * When this is called, the players direction has been updated
2260 * (taking into account confusion.) The player is also actually 2261 * (taking into account confusion.) The player is also actually
2261 * going to try and move (not fire weapons). 2262 * going to try and move (not fire weapons).
2262 */ 2263 */
2263
2264void 2264void
2265move_player_attack (object *op, int dir) 2265move_player_attack (object *op, int dir)
2266{ 2266{
2267 object *tmp, *mon; 2267 object *tmp, *mon;
2268 sint16 nx, ny; 2268 sint16 nx, ny;
2270 maptile *m; 2270 maptile *m;
2271 2271
2272 nx = freearr_x[dir] + op->x; 2272 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2273 ny = freearr_y[dir] + op->y;
2274 2274
2275 on_battleground = op_on_battleground (op, NULL, NULL); 2275 on_battleground = op_on_battleground (op, 0, 0);
2276 2276
2277 /* If braced, or can't move to the square, and it is not out of the 2277 /* If braced, or can't move to the square, and it is not out of the
2278 * map, attack it. Note order of if statement is important - don't 2278 * map, attack it. Note order of if statement is important - don't
2279 * want to be calling move_ob if braced, because move_ob will move the 2279 * want to be calling move_ob if braced, because move_ob will move the
2280 * player. This is a pretty nasty hack, because if we could 2280 * player. This is a pretty nasty hack, because if we could
2292 return; /* Don't think this should happen */ 2292 return; /* Don't think this should happen */
2293 } 2293 }
2294 else 2294 else
2295 m = op->map; 2295 m = op->map;
2296 2296
2297 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2297 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2298 { 2298 {
2299 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2299 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2300 return; 2300 return;
2301 } 2301 }
2302 2302
2303 mon = NULL; 2303 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2304 /* Go through all the objects, and find ones of interest. Only stop if
2305 * we find a monster - that is something we know we want to attack. 2305 * we find a monster - that is something we know we want to attack.
2306 * if its a door or barrel (can roll) see if there may be monsters 2306 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space 2307 * on the space
2308 */ 2308 */
2309 while (tmp != NULL) 2309 while (tmp)
2310 { 2310 {
2311 if (tmp == op) 2311 if (tmp == op)
2312 { 2312 {
2313 tmp = tmp->above; 2313 tmp = tmp->above;
2314 continue; 2314 continue;
2324 mon = tmp; 2324 mon = tmp;
2325 2325
2326 tmp = tmp->above; 2326 tmp = tmp->above;
2327 } 2327 }
2328 2328
2329 if (mon == NULL) /* This happens anytime the player tries to move */ 2329 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */ 2330 return; /* into a wall */
2331 2331
2332 if (mon->head != NULL) 2332 if (mon->head)
2333 mon = mon->head; 2333 mon = mon->head;
2334 2334
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2336 if (player_attack_door (op, mon)) 2336 if (player_attack_door (op, mon))
2337 return; 2337 return;
2374 * attack them either. 2374 * attack them either.
2375 */ 2375 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2376 if ((mon->type == PLAYER || mon->enemy != op) &&
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2378#ifdef PROHIBIT_PLAYERKILL 2378#ifdef PROHIBIT_PLAYERKILL
2379 (op->contr->peaceful 2379 (op->contr->peaceful
2380 || (mon->type == PLAYER 2380 || (mon->type == PLAYER
2381 && mon->contr-> 2381 && mon->contr->
2382 peaceful)) && 2382 peaceful)) &&
2383#else 2383#else
2384 op->contr->peaceful && 2384 op->contr->peaceful &&
2385#endif 2385#endif
2386 !on_battleground)) 2386 !on_battleground))
2387 { 2387 {
2388 if (!op->contr->braced) 2388 if (!op->contr->braced)
2389 { 2389 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2391 (void) push_ob (mon, dir, op);
2392 } 2392 }
2393 else 2393 else
2394 {
2395 new_draw_info (0, 0, op, "You withhold your attack"); 2394 new_draw_info (0, 0, op, "You withhold your attack");
2396 } 2395
2397 if (op->contr->tmp_invis || op->hide) 2396 if (op->contr->tmp_invis || op->hide)
2398 make_visible (op); 2397 make_visible (op);
2399 } 2398 }
2400 2399
2401 /* If the object is a boulder or other rollable object, then 2400 /* If the object is a boulder or other rollable object, then
2429 op->speed_left += op->speed / op->contr->weapon_sp; 2428 op->speed_left += op->speed / op->contr->weapon_sp;
2430 2429
2431 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2430 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2432 } 2431 }
2433 2432
2434 skill_attack (mon, op, 0, NULL, NULL); 2433 skill_attack (mon, op, 0, 0, 0);
2435 2434
2436 /* If attacking another player, that player gets automatic 2435 /* If attacking another player, that player gets automatic
2437 * hitback, and doesn't loose luck either. 2436 * hitback, and doesn't loose luck either.
2438 * Disable hitback on the battleground or if the target is 2437 * Disable hitback on the battleground or if the target is
2439 * the wiz. 2438 * the wiz.
2441 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2440 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2442 { 2441 {
2443 short luck = mon->stats.luck; 2442 short luck = mon->stats.luck;
2444 2443
2445 mon->contr->has_hit = 1; 2444 mon->contr->has_hit = 1;
2446 skill_attack (op, mon, 0, NULL, NULL); 2445 skill_attack (op, mon, 0, 0, 0);
2447 mon->stats.luck = luck; 2446 mon->stats.luck = luck;
2448 } 2447 }
2448
2449 if (action_makes_visible (op)) 2449 if (action_makes_visible (op))
2450 make_visible (op); 2450 make_visible (op);
2451 } 2451 }
2452 } /* if player should attack something */ 2452 } /* if player should attack something */
2453} 2453}
2488 2488
2489 /* Add special check for newcs players and fire on - this way, the 2489 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2490 * server can handle repeat firing.
2491 */ 2491 */
2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2493 {
2494 op->direction = dir; 2493 op->direction = dir;
2495 }
2496 else 2494 else
2497 {
2498 op->direction = 0; 2495 op->direction = 0;
2499 } 2496
2500 /* Update how the player looks. Use the facing, so direction may 2497 /* Update how the player looks. Use the facing, so direction may
2501 * get reset to zero. This allows for full animation capabilities 2498 * get reset to zero. This allows for full animation capabilities
2502 * for players. 2499 * for players.
2503 */ 2500 */
2504 animate_object (op, op->facing); 2501 animate_object (op, op->facing);
2557 /* call this here - we also will call this in do_ericserver, but 2554 /* call this here - we also will call this in do_ericserver, but
2558 * the players time has been increased when doericserver has been 2555 * the players time has been increased when doericserver has been
2559 * called, so we recheck it here. 2556 * called, so we recheck it here.
2560 */ 2557 */
2561 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2562 for (int rep = 8; --rep && op->contr->socket->handle_command (); ) 2559 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2563 ; 2560 ;
2564 2561
2565 if (op->speed_left < 0) 2562 if (op->speed_left < 0)
2566 return 0; 2563 return 0;
2567 2564
2714 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2715 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2712 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2716 flush_output_element (op, &op->contr->outputs[i]); 2713 flush_output_element (op, &op->contr->outputs[i]);
2717 } 2714 }
2718 2715
2719 if (op->contr->state == ST_PLAYING) 2716 if (op->contr->ns->state == ST_PLAYING)
2720 { 2717 {
2721 2718
2722 /* these next three if clauses make it possible to SLOW DOWN 2719 /* these next three if clauses make it possible to SLOW DOWN
2723 hp/grace/spellpoint regeneration. */ 2720 hp/grace/spellpoint regeneration. */
2724 if (op->contr->gen_hp >= 0) 2721 if (op->contr->gen_hp >= 0)
2866 if (!QUERY_FLAG (op, FLAG_WIZ)) 2863 if (!QUERY_FLAG (op, FLAG_WIZ))
2867 op->stats.food--; 2864 op->stats.food--;
2868 } 2865 }
2869 } 2866 }
2870 2867
2871 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2868 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2872 { 2869 {
2873 object *tmp, *flesh = NULL; 2870 object *tmp, *flesh = NULL;
2874 2871
2875 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2876 { 2873 {
2898 } /* end if player is starving */ 2895 } /* end if player is starving */
2899 2896
2900 while (op->stats.food < 0 && op->stats.hp > 0) 2897 while (op->stats.food < 0 && op->stats.hp > 0)
2901 op->stats.food++, op->stats.hp--; 2898 op->stats.food++, op->stats.hp--;
2902 2899
2903 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2900 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2904 kill_player (op); 2901 kill_player (op);
2905} 2902}
2906 2903
2907 2904
2908 2905
3228 * at his savebed location, and that can have long lasting 3225 * at his savebed location, and that can have long lasting
3229 * spell effects. So first see if there is a spell effect 3226 * spell effects. So first see if there is a spell effect
3230 * on the space that might harm the player. 3227 * on the space that might harm the player.
3231 */ 3228 */
3232 will_kill_again = 0; 3229 will_kill_again = 0;
3233 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3234 if (tmp->type == SPELL_EFFECT) 3231 if (tmp->type == SPELL_EFFECT)
3235 will_kill_again |= tmp->attacktype; 3232 will_kill_again |= tmp->attacktype;
3236 3233
3237 if (will_kill_again) 3234 if (will_kill_again)
3238 { 3235 {
3335 } 3332 }
3336 3333
3337 for (tmp = op->inv; tmp != NULL; tmp = next) 3334 for (tmp = op->inv; tmp != NULL; tmp = next)
3338 { 3335 {
3339 next = tmp->below; 3336 next = tmp->below;
3340 if (tmp->type == EXPERIENCE || tmp->invisible) 3337 if (tmp->invisible)
3341 continue; 3338 continue;
3342 tmp->remove (); 3339 tmp->remove ();
3343 tmp->x = op->x, tmp->y = op->y; 3340 tmp->x = op->x, tmp->y = op->y;
3344 if (tmp->type == CONTAINER) 3341 if (tmp->type == CONTAINER)
3345 { /* empty container to ground */ 3342 { /* empty container to ground */
3387fix_luck (void) 3384fix_luck (void)
3388{ 3385{
3389 player *pl; 3386 player *pl;
3390 3387
3391 for (pl = first_player; pl != NULL; pl = pl->next) 3388 for (pl = first_player; pl != NULL; pl = pl->next)
3392 if (!pl->ob->contr->state) 3389 if (!pl->ob->contr->ns->state)
3393 change_luck (pl->ob, 0); 3390 change_luck (pl->ob, 0);
3394} 3391}
3395 3392
3396 3393
3397/* cast_dust() - handles op throwing objects of type 'DUST'. 3394/* cast_dust() - handles op throwing objects of type 'DUST'.
3451 object *tmp = NULL; 3448 object *tmp = NULL;
3452 3449
3453 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3454 return 1; 3451 return 1;
3455 3452
3456 if (op->type == PLAYER)
3457 for (tmp = op->inv; tmp; tmp = tmp->below)
3458 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3459 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3460 return 1;
3461 return 0; 3453 return 0;
3462} 3454}
3463 3455
3464/* look at the surrounding terrain to determine 3456/* look at the surrounding terrain to determine
3465 * the hideability of this object. Positive levels 3457 * the hideability of this object. Positive levels
3580 if (mflags & P_OUT_OF_MAP) 3572 if (mflags & P_OUT_OF_MAP)
3581 continue; 3573 continue;
3582 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3574 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3583 continue; 3575 continue;
3584 3576
3585 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3577 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3586 { 3578 {
3587 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3579 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3588 return 1; 3580 return 1;
3589 else if (tmp->type == PLAYER) 3581 else if (tmp->type == PLAYER)
3590 { 3582 {
3644 3636
3645 /* only the viewable area the player sees is updated by LOS 3637 /* only the viewable area the player sees is updated by LOS
3646 * code, so we need to restrict ourselves to that range of values 3638 * code, so we need to restrict ourselves to that range of values
3647 * for any meaningful values. 3639 * for any meaningful values.
3648 */ 3640 */
3649 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3641 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3650 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3642 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3651 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3643 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3652 return 1; 3644 return 1;
3653 op = op->more; 3645 op = op->more;
3654 } 3646 }
3655 return 0; 3647 return 0;
3656} 3648}
3842 { 3834 {
3843 /* forces in the treasurelist can alter the player's stats */ 3835 /* forces in the treasurelist can alter the player's stats */
3844 object *skin; 3836 object *skin;
3845 3837
3846 /* first get the dragon skin force */ 3838 /* first get the dragon skin force */
3839 shstr_cmp dragon_skin_force ("dragon_skin_force");
3847 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3840 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3841 ;
3842
3848 if (skin == NULL) 3843 if (!skin)
3849 return; 3844 return;
3850 3845
3851 /* adding new spellpath attunements */ 3846 /* adding new spellpath attunements */
3852 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3847 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3853 { 3848 {

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