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/cvs/deliantra/server/server/player.C
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Comparing deliantra/server/server/player.C (file contents):
Revision 1.42 by root, Fri Dec 15 19:59:20 2006 UTC vs.
Revision 1.52 by root, Thu Dec 21 23:37:06 2006 UTC

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
103void 105void
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
135void 140void
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.
235 op->direction = 5; /* So player faces south */ 244 op->direction = 5; /* So player faces south */
236 op->stats.wc = 2; 245 op->stats.wc = 2;
237 op->run_away = 25; /* Then we panick... */ 246 op->run_away = 25; /* Then we panick... */
238 247
239 { 248 {
240 int oldmon = p->socket->monitor_spells; // what a hack 249 int oldmon = p->ns->monitor_spells; // what a hack
241 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 */
242 roll_stats (op); 251 roll_stats (op);
243 p->socket->monitor_spells = oldmon; 252 p->ns->monitor_spells = oldmon;
244 } 253 }
245 p->state = ST_ROLL_STAT; 254 p->ns->state = ST_ROLL_STAT;
246 clear_los (op); 255 clear_los (op);
247 256
248 p->gen_sp_armour = 10; 257 p->gen_sp_armour = 10;
249 p->last_speed = -1; 258 p->last_speed = -1;
250 p->shoottype = range_none; 259 p->shoottype = range_none;
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);
278 p->last_resist[i] = -1; 286 p->last_resist[i] = -1;
279 287
280 p->last_stats.exp = -1; 288 p->last_stats.exp = -1;
281 p->last_weight = (uint32) - 1; 289 p->last_weight = (uint32) - 1;
282 290
283 p->socket->update_look = 0; 291 p->ns->update_look = 0;
284 p->socket->look_position = 0; 292 p->ns->look_position = 0;
285 293
286 return p; 294 return p;
287} 295}
288 296
289/* This loads the first map an puts the player on it. */ 297/* This loads the first map an puts the player on it. */
291set_first_map (object *op) 299set_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.
304int 312int
305add_player (client *ns) 313add_player (client *ns)
306{ 314{
307 player *p = new player; 315 player *p = new player;
308 316
309 p->socket = ns; 317 p->ns = ns;
310 ns->pl = p; 318 ns->pl = p;
311 319
312 p->next = first_player; 320 p->next = first_player;
313 first_player = p; 321 first_player = p;
314 322
319 CLEAR_FLAG (p->ob, FLAG_FRIENDLY); 327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
320 add_friendly_object (p->ob); 328 add_friendly_object (p->ob);
321 send_rules (p->ob); 329 send_rules (p->ob);
322 send_news (p->ob); 330 send_news (p->ob);
323 display_motd (p->ob); 331 display_motd (p->ob);
332
324 get_name (p->ob); 333 get_name (p->ob);
325 334
326 return 0; 335 return 0;
327} 336}
328 337
340 { 349 {
341 if (at == NULL || at->next == NULL) 350 if (at == NULL || at->next == NULL)
342 at = first_archetype; 351 at = first_archetype;
343 else 352 else
344 at = at->next; 353 at = at->next;
354
345 if (at->clone.type == PLAYER) 355 if (at->clone.type == PLAYER)
346 return at; 356 return at;
357
347 if (at == start) 358 if (at == start)
348 { 359 {
349 LOG (llevError, "No Player archetypes\n"); 360 LOG (llevError, "No Player archetypes\n");
350 exit (-1); 361 exit (-1);
351 } 362 }
352 } 363 }
353} 364}
354
355 365
356object * 366object *
357get_nearest_player (object *mon) 367get_nearest_player (object *mon)
358{ 368{
359 object *op = NULL; 369 object *op = NULL;
688 698
689void 699void
690get_name (object *op) 700get_name (object *op)
691{ 701{
692 op->contr->write_buf[0] = '\0'; 702 op->contr->write_buf[0] = '\0';
693 op->contr->state = ST_GET_NAME; 703 op->contr->ns->state = ST_GET_NAME;
694 send_query (op->contr->socket, 0, "What is your name?\n:"); 704 send_query (op->contr->ns, 0, "What is your name?\n:");
695} 705}
696 706
697void 707void
698get_password (object *op) 708get_password (object *op)
699{ 709{
700 op->contr->write_buf[0] = '\0'; 710 op->contr->write_buf[0] = '\0';
701 op->contr->state = ST_GET_PASSWORD; 711 op->contr->ns->state = ST_GET_PASSWORD;
702 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:");
703} 713}
704 714
705void 715void
706play_again (object *op) 716play_again (object *op)
707{ 717{
708 op->contr->state = ST_PLAY_AGAIN; 718 op->contr->ns->state = ST_PLAY_AGAIN;
709 op->chosen_skill = NULL; 719 op->chosen_skill = NULL;
710 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)?");
711 /* 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
712 * player creation process that a user can quit (eg, roll 722 * player creation process that a user can quit (eg, roll
713 * stats) that isn't removing the player. Taking a quick 723 * stats) that isn't removing the player. Taking a quick
714 * look, there are many places that call play_again without 724 * look, there are many places that call play_again without
715 * removing the player - it probably makes more sense 725 * removing the player - it probably makes more sense
716 * 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
717 * cases. 727 * cases.
718 */ 728 */
719 if (!QUERY_FLAG (op, FLAG_REMOVED)) 729 if (!QUERY_FLAG (op, FLAG_REMOVED))
720 op->remove (); 730 op->remove ();
731
721 /* 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,
722 * 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
723 * the map is null or not swapped out. 734 * the map is null or not swapped out.
724 */ 735 */
725 op->map = NULL; 736 op->map = NULL;
763void 774void
764confirm_password (object *op) 775confirm_password (object *op)
765{ 776{
766 777
767 op->contr->write_buf[0] = '\0'; 778 op->contr->write_buf[0] = '\0';
768 op->contr->state = ST_CONFIRM_PASSWORD; 779 op->contr->ns->state = ST_CONFIRM_PASSWORD;
769 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:");
770} 781}
771 782
772void 783void
773get_party_password (object *op, partylist *party) 784get_party_password (object *op, partylist *party)
774{ 785{
776 { 787 {
777 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);
778 return; 789 return;
779 } 790 }
780 op->contr->write_buf[0] = '\0'; 791 op->contr->write_buf[0] = '\0';
781 op->contr->state = ST_GET_PARTY_PASSWORD; 792 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
782 op->contr->party_to_join = party; 793 op->contr->party_to_join = party;
783 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:");
784} 795}
785 796
786 797
787/* 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. */
788int 799int
885 896
886void 897void
887Roll_Again (object *op) 898Roll_Again (object *op)
888{ 899{
889 esrv_new_player (op->contr, 0); 900 esrv_new_player (op->contr, 0);
890 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 901 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
891 "[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)? ");
892} 903}
893 904
894void 905void
895Swap_Stat (object *op, int Swap_Second) 906Swap_Stat (object *op, int Swap_Second)
962 new_draw_info (NDI_UNIQUE, 0, op, buf); 973 new_draw_info (NDI_UNIQUE, 0, op, buf);
963 } 974 }
964 else 975 else
965 Swap_Stat (op, stat_trans[keynum]); 976 Swap_Stat (op, stat_trans[keynum]);
966 977
967 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, ""); 978 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
968 return 1; 979 return 1;
969 } 980 }
970 switch (key) 981 switch (key)
971 { 982 {
972 case 'n': 983 case 'n':
986 enter_exit (op, NULL); 997 enter_exit (op, NULL);
987#endif 998#endif
988 SET_ANIMATION (op, 2); /* So player faces south */ 999 SET_ANIMATION (op, 2); /* So player faces south */
989 /* Enter exit adds a player otherwise */ 1000 /* Enter exit adds a player otherwise */
990 add_statbonus (op); 1001 add_statbonus (op);
991 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 1002 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
992 "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");
993 op->contr->state = ST_CHANGE_CLASS; 1004 op->contr->ns->state = ST_CHANGE_CLASS;
994 if (op->msg) 1005 if (op->msg)
995 new_draw_info (NDI_BLUE, 0, op, op->msg); 1006 new_draw_info (NDI_BLUE, 0, op, op->msg);
996 return 0; 1007 return 0;
997 } 1008 }
998 case 'y': 1009 case 'y':
999 case 'Y': 1010 case 'Y':
1000 roll_stats (op); 1011 roll_stats (op);
1001 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, ""); 1012 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
1002 return 1; 1013 return 1;
1003 1014
1004 case 'q': 1015 case 'q':
1005 case 'Q': 1016 case 'Q':
1006 play_again (op); 1017 play_again (op);
1007 return 1; 1018 return 1;
1008 1019
1009 default: 1020 default:
1010 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?");
1011 return 0; 1022 return 0;
1012 } 1023 }
1013 return 0; 1024 return 0;
1014} 1025}
1015 1026
1043 create_treasure (tl, op, 0, 0, 0); 1054 create_treasure (tl, op, 0, 0, 0);
1044 1055
1045 INVOKE_PLAYER (BIRTH, op->contr); 1056 INVOKE_PLAYER (BIRTH, op->contr);
1046 INVOKE_PLAYER (LOGIN, op->contr); 1057 INVOKE_PLAYER (LOGIN, op->contr);
1047 1058
1048 op->contr->state = ST_PLAYING; 1059 op->contr->ns->state = ST_PLAYING;
1049 1060
1050 if (op->msg) 1061 if (op->msg)
1051 op->msg = NULL; 1062 op->msg = NULL;
1052 1063
1053 /* 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
1083 * if the map isn't there, then stay on the 1094 * if the map isn't there, then stay on the
1084 * default initial map */ 1095 * default initial map */
1085 tmp->destroy (); 1096 tmp->destroy ();
1086 } 1097 }
1087 else 1098 else
1088 {
1089 LOG (llevDebug, "first_map_ext_path not set\n"); 1099 LOG (llevDebug, "first_map_ext_path not set\n");
1090 } 1100
1091 return 0; 1101 return 0;
1092 } 1102 }
1093 1103
1094 /* Following actually changes the race - this is the default command 1104 /* Following actually changes the race - this is the default command
1095 * if we don't match with one of the options above. 1105 * if we don't match with one of the options above.
1125 op->stats.grace = 0; 1135 op->stats.grace = 0;
1126 1136
1127 if (op->msg) 1137 if (op->msg)
1128 new_draw_info (NDI_BLUE, 0, op, op->msg); 1138 new_draw_info (NDI_BLUE, 0, op, op->msg);
1129 1139
1130 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");
1131 return 0; 1141 return 0;
1132} 1142}
1133 1143
1134int 1144int
1135key_confirm_quit (object *op, char key) 1145key_confirm_quit (object *op, char key)
1136{ 1146{
1137 char buf[MAX_BUF]; 1147 char buf[MAX_BUF];
1138 1148
1139 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 1149 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1140 { 1150 {
1141 op->contr->state = ST_PLAYING; 1151 op->contr->ns->state = ST_PLAYING;
1142 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1143 return 1; 1153 return 1;
1144 } 1154 }
1145 1155
1146 INVOKE_PLAYER (LOGOUT, op->contr); 1156 INVOKE_PLAYER (LOGOUT, op->contr);
1215 { 1225 {
1216 op->enemy = NULL; 1226 op->enemy = NULL;
1217 CLEAR_FLAG (op, FLAG_SCARED); 1227 CLEAR_FLAG (op, FLAG_SCARED);
1218 return; 1228 return;
1219 } 1229 }
1230
1220 get_rangevector (op, op->enemy, &rv, 0); 1231 get_rangevector (op, op->enemy, &rv, 0);
1221 1232
1222 dir = absdir (4 + rv.direction); 1233 dir = absdir (4 + rv.direction);
1223 for (diff = 0; diff < 3; diff++) 1234 for (diff = 0; diff < 3; diff++)
1224 { 1235 {
1225 int m = 1 - (RANDOM () & 2); 1236 int m = 1 - (RANDOM () & 2);
1226 1237
1227 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)))
1228 {
1229 return; 1239 return;
1230 }
1231 } 1240 }
1241
1232 /* Cornered, get rid of scared */ 1242 /* Cornered, get rid of scared */
1233 CLEAR_FLAG (op, FLAG_SCARED); 1243 CLEAR_FLAG (op, FLAG_SCARED);
1234 op->enemy = NULL; 1244 op->enemy = NULL;
1235} 1245}
1236 1246
1792 if (!dir) 1802 if (!dir)
1793 { 1803 {
1794 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1804 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1795 return 0; 1805 return 0;
1796 } 1806 }
1807
1797 if (op->type == PLAYER) 1808 if (op->type == PLAYER)
1798 bow = op->contr->ranges[range_bow]; 1809 bow = op->contr->ranges[range_bow];
1799 else 1810 else
1800 { 1811 {
1801 for (bow = op->inv; bow; bow = bow->below) 1812 for (bow = op->inv; bow; bow = bow->below)
1809 { 1820 {
1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1821 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1811 return 0; 1822 return 0;
1812 } 1823 }
1813 } 1824 }
1825
1814 if (!bow->race || !bow->skill) 1826 if (!bow->race || !bow->skill)
1815 { 1827 {
1816 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1828 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1817 return 0; 1829 return 0;
1818 } 1830 }
1820 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1832 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1821 1833
1822 /* penalize ROF for bestarrow */ 1834 /* penalize ROF for bestarrow */
1823 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1835 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1824 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1836 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1837
1825 if (bowspeed < 1) 1838 if (bowspeed < 1)
1826 bowspeed = 1; 1839 bowspeed = 1;
1827 1840
1828 if (arrow == NULL) 1841 if (arrow == NULL)
1829 { 1842 {
1835 else 1848 else
1836 CLEAR_FLAG (op, FLAG_READY_BOW); 1849 CLEAR_FLAG (op, FLAG_READY_BOW);
1837 return 0; 1850 return 0;
1838 } 1851 }
1839 } 1852 }
1853
1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1854 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1841 if (mflags & P_OUT_OF_MAP) 1855 if (mflags & P_OUT_OF_MAP)
1842 {
1843 return 0; 1856 return 0;
1844 } 1857
1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1858 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 { 1859 {
1847 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1860 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1861 return 0;
1849 } 1862 }
1855 return 0; 1868 return 0;
1856 } 1869 }
1857 1870
1858 left = arrow; /* these are arrows left to the player */ 1871 left = arrow; /* these are arrows left to the player */
1859 arrow = get_split_ob (arrow, 1); 1872 arrow = get_split_ob (arrow, 1);
1860 if (arrow == NULL) 1873 if (!arrow)
1861 { 1874 {
1862 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1875 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1863 return 0; 1876 return 0;
1864 } 1877 }
1878
1865 arrow->set_owner (op); 1879 arrow->set_owner (op);
1866 arrow->skill = bow->skill; 1880 arrow->skill = bow->skill;
1867 1881
1868 arrow->direction = dir; 1882 arrow->direction = dir;
1869 arrow->x = sx; 1883 arrow->x = sx;
1912 } 1926 }
1913 1927
1914 if (arrow->attacktype == AT_PHYSICAL) 1928 if (arrow->attacktype == AT_PHYSICAL)
1915 arrow->attacktype |= bow->attacktype; 1929 arrow->attacktype |= bow->attacktype;
1916 1930
1917 if (bow->slaying != NULL) 1931 if (bow->slaying)
1918 arrow->slaying = bow->slaying; 1932 arrow->slaying = bow->slaying;
1919 1933
1920 arrow->map = m; 1934 arrow->map = m;
1921 arrow->move_type = MOVE_FLY_LOW; 1935 arrow->move_type = MOVE_FLY_LOW;
1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
2038 CLEAR_FLAG (item, FLAG_ANIMATE); 2052 CLEAR_FLAG (item, FLAG_ANIMATE);
2039 item->face = item->arch->clone.face; 2053 item->face = item->arch->clone.face;
2040 item->speed = 0; 2054 item->speed = 0;
2041 update_ob_speed (item); 2055 update_ob_speed (item);
2042 } 2056 }
2043 if ((tmp = is_player_inv (item))) 2057 if ((tmp = item->in_player ()))
2044 esrv_update_item (UPD_ANIM, tmp, item); 2058 esrv_update_item (UPD_ANIM, tmp, item);
2045 } 2059 }
2046 } 2060 }
2047 else if (item->type == ROD || item->type == HORN) 2061 else if (item->type == ROD || item->type == HORN)
2048 { 2062 {
2198 * 0 otherwise 2212 * 0 otherwise
2199 */ 2213 */
2200static int 2214static int
2201player_attack_door (object *op, object *door) 2215player_attack_door (object *op, object *door)
2202{ 2216{
2203
2204 /* 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,
2205 * 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 -
2206 * otherwise, we fall through to the rest of the code. 2219 * otherwise, we fall through to the rest of the code.
2207 */ 2220 */
2208 object *key = find_key (op, op, door); 2221 object *key = find_key (op, op, door);
2246 * It should keep the code cleaner. 2259 * It should keep the code cleaner.
2247 * When this is called, the players direction has been updated 2260 * When this is called, the players direction has been updated
2248 * (taking into account confusion.) The player is also actually 2261 * (taking into account confusion.) The player is also actually
2249 * going to try and move (not fire weapons). 2262 * going to try and move (not fire weapons).
2250 */ 2263 */
2251
2252void 2264void
2253move_player_attack (object *op, int dir) 2265move_player_attack (object *op, int dir)
2254{ 2266{
2255 object *tmp, *mon; 2267 object *tmp, *mon;
2256 sint16 nx, ny; 2268 sint16 nx, ny;
2258 maptile *m; 2270 maptile *m;
2259 2271
2260 nx = freearr_x[dir] + op->x; 2272 nx = freearr_x[dir] + op->x;
2261 ny = freearr_y[dir] + op->y; 2273 ny = freearr_y[dir] + op->y;
2262 2274
2263 on_battleground = op_on_battleground (op, NULL, NULL); 2275 on_battleground = op_on_battleground (op, 0, 0);
2264 2276
2265 /* 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
2266 * 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
2267 * 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
2268 * player. This is a pretty nasty hack, because if we could 2280 * player. This is a pretty nasty hack, because if we could
2280 return; /* Don't think this should happen */ 2292 return; /* Don't think this should happen */
2281 } 2293 }
2282 else 2294 else
2283 m = op->map; 2295 m = op->map;
2284 2296
2285 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2297 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2286 { 2298 {
2287 /* 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"); */
2288 return; 2300 return;
2289 } 2301 }
2290 2302
2291 mon = NULL; 2303 mon = 0;
2292 /* 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
2293 * 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.
2294 * 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
2295 * on the space 2307 * on the space
2296 */ 2308 */
2297 while (tmp != NULL) 2309 while (tmp)
2298 { 2310 {
2299 if (tmp == op) 2311 if (tmp == op)
2300 { 2312 {
2301 tmp = tmp->above; 2313 tmp = tmp->above;
2302 continue; 2314 continue;
2312 mon = tmp; 2324 mon = tmp;
2313 2325
2314 tmp = tmp->above; 2326 tmp = tmp->above;
2315 } 2327 }
2316 2328
2317 if (mon == NULL) /* This happens anytime the player tries to move */ 2329 if (!mon) /* This happens anytime the player tries to move */
2318 return; /* into a wall */ 2330 return; /* into a wall */
2319 2331
2320 if (mon->head != NULL) 2332 if (mon->head)
2321 mon = mon->head; 2333 mon = mon->head;
2322 2334
2323 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))
2324 if (player_attack_door (op, mon)) 2336 if (player_attack_door (op, mon))
2325 return; 2337 return;
2362 * attack them either. 2374 * attack them either.
2363 */ 2375 */
2364 if ((mon->type == PLAYER || mon->enemy != op) && 2376 if ((mon->type == PLAYER || mon->enemy != op) &&
2365 (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)) && (
2366#ifdef PROHIBIT_PLAYERKILL 2378#ifdef PROHIBIT_PLAYERKILL
2367 (op->contr->peaceful 2379 (op->contr->peaceful
2368 || (mon->type == PLAYER 2380 || (mon->type == PLAYER
2369 && mon->contr-> 2381 && mon->contr->
2370 peaceful)) && 2382 peaceful)) &&
2371#else 2383#else
2372 op->contr->peaceful && 2384 op->contr->peaceful &&
2373#endif 2385#endif
2374 !on_battleground)) 2386 !on_battleground))
2375 { 2387 {
2376 if (!op->contr->braced) 2388 if (!op->contr->braced)
2377 { 2389 {
2378 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);
2379 (void) push_ob (mon, dir, op); 2391 (void) push_ob (mon, dir, op);
2380 } 2392 }
2381 else 2393 else
2382 {
2383 new_draw_info (0, 0, op, "You withhold your attack"); 2394 new_draw_info (0, 0, op, "You withhold your attack");
2384 } 2395
2385 if (op->contr->tmp_invis || op->hide) 2396 if (op->contr->tmp_invis || op->hide)
2386 make_visible (op); 2397 make_visible (op);
2387 } 2398 }
2388 2399
2389 /* If the object is a boulder or other rollable object, then 2400 /* If the object is a boulder or other rollable object, then
2417 op->speed_left += op->speed / op->contr->weapon_sp; 2428 op->speed_left += op->speed / op->contr->weapon_sp;
2418 2429
2419 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 */
2420 } 2431 }
2421 2432
2422 skill_attack (mon, op, 0, NULL, NULL); 2433 skill_attack (mon, op, 0, 0, 0);
2423 2434
2424 /* If attacking another player, that player gets automatic 2435 /* If attacking another player, that player gets automatic
2425 * hitback, and doesn't loose luck either. 2436 * hitback, and doesn't loose luck either.
2426 * Disable hitback on the battleground or if the target is 2437 * Disable hitback on the battleground or if the target is
2427 * the wiz. 2438 * the wiz.
2429 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))
2430 { 2441 {
2431 short luck = mon->stats.luck; 2442 short luck = mon->stats.luck;
2432 2443
2433 mon->contr->has_hit = 1; 2444 mon->contr->has_hit = 1;
2434 skill_attack (op, mon, 0, NULL, NULL); 2445 skill_attack (op, mon, 0, 0, 0);
2435 mon->stats.luck = luck; 2446 mon->stats.luck = luck;
2436 } 2447 }
2448
2437 if (action_makes_visible (op)) 2449 if (action_makes_visible (op))
2438 make_visible (op); 2450 make_visible (op);
2439 } 2451 }
2440 } /* if player should attack something */ 2452 } /* if player should attack something */
2441} 2453}
2476 2488
2477 /* 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
2478 * server can handle repeat firing. 2490 * server can handle repeat firing.
2479 */ 2491 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir; 2493 op->direction = dir;
2483 }
2484 else 2494 else
2485 {
2486 op->direction = 0; 2495 op->direction = 0;
2487 } 2496
2488 /* Update how the player looks. Use the facing, so direction may 2497 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities 2498 * get reset to zero. This allows for full animation capabilities
2490 * for players. 2499 * for players.
2491 */ 2500 */
2492 animate_object (op, op->facing); 2501 animate_object (op, op->facing);
2544 2553
2545 /* 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
2546 * the players time has been increased when doericserver has been 2555 * the players time has been increased when doericserver has been
2547 * called, so we recheck it here. 2556 * called, so we recheck it here.
2548 */ 2557 */
2549 HandleClient (op->contr->socket, op->contr); 2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2559 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2560 ;
2561
2550 if (op->speed_left < 0) 2562 if (op->speed_left < 0)
2551 return 0; 2563 return 0;
2552 2564
2553 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2565 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2554 { 2566 {
2699 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2700 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)
2701 flush_output_element (op, &op->contr->outputs[i]); 2713 flush_output_element (op, &op->contr->outputs[i]);
2702 } 2714 }
2703 2715
2704 if (op->contr->state == ST_PLAYING) 2716 if (op->contr->ns->state == ST_PLAYING)
2705 { 2717 {
2706 2718
2707 /* these next three if clauses make it possible to SLOW DOWN 2719 /* these next three if clauses make it possible to SLOW DOWN
2708 hp/grace/spellpoint regeneration. */ 2720 hp/grace/spellpoint regeneration. */
2709 if (op->contr->gen_hp >= 0) 2721 if (op->contr->gen_hp >= 0)
2851 if (!QUERY_FLAG (op, FLAG_WIZ)) 2863 if (!QUERY_FLAG (op, FLAG_WIZ))
2852 op->stats.food--; 2864 op->stats.food--;
2853 } 2865 }
2854 } 2866 }
2855 2867
2856 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)
2857 { 2869 {
2858 object *tmp, *flesh = NULL; 2870 object *tmp, *flesh = NULL;
2859 2871
2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2861 { 2873 {
2883 } /* end if player is starving */ 2895 } /* end if player is starving */
2884 2896
2885 while (op->stats.food < 0 && op->stats.hp > 0) 2897 while (op->stats.food < 0 && op->stats.hp > 0)
2886 op->stats.food++, op->stats.hp--; 2898 op->stats.food++, op->stats.hp--;
2887 2899
2888 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))
2889 kill_player (op); 2901 kill_player (op);
2890} 2902}
2891 2903
2892 2904
2893 2905
3213 * at his savebed location, and that can have long lasting 3225 * at his savebed location, and that can have long lasting
3214 * spell effects. So first see if there is a spell effect 3226 * spell effects. So first see if there is a spell effect
3215 * on the space that might harm the player. 3227 * on the space that might harm the player.
3216 */ 3228 */
3217 will_kill_again = 0; 3229 will_kill_again = 0;
3218 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)
3219 if (tmp->type == SPELL_EFFECT) 3231 if (tmp->type == SPELL_EFFECT)
3220 will_kill_again |= tmp->attacktype; 3232 will_kill_again |= tmp->attacktype;
3221 3233
3222 if (will_kill_again) 3234 if (will_kill_again)
3223 { 3235 {
3320 } 3332 }
3321 3333
3322 for (tmp = op->inv; tmp != NULL; tmp = next) 3334 for (tmp = op->inv; tmp != NULL; tmp = next)
3323 { 3335 {
3324 next = tmp->below; 3336 next = tmp->below;
3325 if (tmp->type == EXPERIENCE || tmp->invisible) 3337 if (tmp->invisible)
3326 continue; 3338 continue;
3327 tmp->remove (); 3339 tmp->remove ();
3328 tmp->x = op->x, tmp->y = op->y; 3340 tmp->x = op->x, tmp->y = op->y;
3329 if (tmp->type == CONTAINER) 3341 if (tmp->type == CONTAINER)
3330 { /* empty container to ground */ 3342 { /* empty container to ground */
3372fix_luck (void) 3384fix_luck (void)
3373{ 3385{
3374 player *pl; 3386 player *pl;
3375 3387
3376 for (pl = first_player; pl != NULL; pl = pl->next) 3388 for (pl = first_player; pl != NULL; pl = pl->next)
3377 if (!pl->ob->contr->state) 3389 if (!pl->ob->contr->ns->state)
3378 change_luck (pl->ob, 0); 3390 change_luck (pl->ob, 0);
3379} 3391}
3380 3392
3381 3393
3382/* cast_dust() - handles op throwing objects of type 'DUST'. 3394/* cast_dust() - handles op throwing objects of type 'DUST'.
3436 object *tmp = NULL; 3448 object *tmp = NULL;
3437 3449
3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3439 return 1; 3451 return 1;
3440 3452
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; 3453 return 0;
3447} 3454}
3448 3455
3449/* look at the surrounding terrain to determine 3456/* look at the surrounding terrain to determine
3450 * the hideability of this object. Positive levels 3457 * the hideability of this object. Positive levels
3565 if (mflags & P_OUT_OF_MAP) 3572 if (mflags & P_OUT_OF_MAP)
3566 continue; 3573 continue;
3567 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)))
3568 continue; 3575 continue;
3569 3576
3570 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)
3571 { 3578 {
3572 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))
3573 return 1; 3580 return 1;
3574 else if (tmp->type == PLAYER) 3581 else if (tmp->type == PLAYER)
3575 { 3582 {
3629 3636
3630 /* only the viewable area the player sees is updated by LOS 3637 /* only the viewable area the player sees is updated by LOS
3631 * 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
3632 * for any meaningful values. 3639 * for any meaningful values.
3633 */ 3640 */
3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3641 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3635 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3642 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3636 !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)])
3637 return 1; 3644 return 1;
3638 op = op->more; 3645 op = op->more;
3639 } 3646 }
3640 return 0; 3647 return 0;
3641} 3648}
3827 { 3834 {
3828 /* forces in the treasurelist can alter the player's stats */ 3835 /* forces in the treasurelist can alter the player's stats */
3829 object *skin; 3836 object *skin;
3830 3837
3831 /* first get the dragon skin force */ 3838 /* first get the dragon skin force */
3839 shstr_cmp dragon_skin_force ("dragon_skin_force");
3832 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
3833 if (skin == NULL) 3843 if (!skin)
3834 return; 3844 return;
3835 3845
3836 /* adding new spellpath attunements */ 3846 /* adding new spellpath attunements */
3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3847 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 { 3848 {

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