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Comparing deliantra/server/server/player.C (file contents):
Revision 1.82 by elmex, Wed Jan 3 02:30:52 2007 UTC vs.
Revision 1.100 by root, Sat Jan 20 22:09:55 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h> 26#include <pwd.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
31#include <skills.h> 32#include <skills.h>
32 33
33#include <algorithm> 34#include <algorithm>
34#include <functional> 35#include <functional>
35 36
36player * 37playervec players;
37find_player (const char *plname)
38{
39 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45 38
46void 39void
47display_motd (const object *op) 40display_motd (const object *op)
48{ 41{
49 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
132 125
133 if (*buf == '%') 126 if (*buf == '%')
134 { /* send one news */ 127 { /* send one news */
135 if (size > 0) 128 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
137 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
138 strip_endline (subject); 132 strip_endline (subject);
139 size = 0; 133 size = 0;
140 news[0] = '\0'; 134 news[0] = '\0';
141 } 135 }
176 ob->enter_exit (tmp); 170 ob->enter_exit (tmp);
177 171
178 tmp->destroy (); 172 tmp->destroy ();
179} 173}
180 174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 maplevel = ob->map->path;
200 ob->remove ();
201 ob->map = 0;
202
203 // for weird reasons, this is often "ob", keeping a circular reference
204 ranges [range_skill] = 0;
205
206 players.erase (this);
207}
208
181// connect the player with a specific client 209// connect the player with a specific client
182// also changed, rationalises, and fixes some incorrect settings 210// also changed, rationalises, and fixes some incorrect settings
183void 211void
184player::connect (client *ns) 212player::connect (client *ns)
185{ 213{
186 this->ns = ns; 214 this->ns = ns;
187 ns->pl = this; 215 ns->pl = this;
188 216
189 next = first_player; 217 run_on = 0;
190 first_player = this; 218 fire_on = 0;
219 ob->container = 0; //TODO: client-specific
191 220
192 ns->update_look = 0; 221 ns->update_look = 0;
193 ns->look_position = 0; 222 ns->look_position = 0;
194 223
195 clear_los (ob); 224 clear_los (ob);
225
226 ns->reset_stats ();
196 227
197 /* make sure he's a player -- needed because of class change. */ 228 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid 229 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race; 230 ob->race = ob->arch->clone.race;
200 231
234 skin = tmp; 265 skin = tmp;
235 266
236 set_dragon_name (ob, abil, skin); 267 set_dragon_name (ob, abil, skin);
237 } 268 }
238 269
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245 271
246 esrv_new_player (this, ob->weight + ob->carrying); 272 esrv_new_player (this, ob->weight + ob->carrying);
247 273
248 ob->update_stats (); 274 ob->update_stats ();
249 ns->floorbox_update (); 275 ns->floorbox_update ();
250 276
251 esrv_send_inventory (ob, ob); 277 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0); 278 esrv_add_spells (this, 0);
253 279
254 ob->activate_recursive (); 280 activate ();
255 enter_map ();
256 281
257 send_rules (ob); 282 send_rules (ob);
258 send_news (ob); 283 send_news (ob);
259 display_motd (ob); 284 display_motd (ob);
260 285
263} 288}
264 289
265void 290void
266player::disconnect () 291player::disconnect ()
267{ 292{
268 if (ob)
269 ob->deactivate_recursive ();
270
271 //TODO: don't be so harsh and destroy :)
272 if (ns) 293 if (ns)
273 { 294 {
274 if (enable_save) 295 if (active)
275 {
276 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
277 save (true);
278 }
279 297
280 INVOKE_PLAYER (DISCONNECT, this); 298 INVOKE_PLAYER (DISCONNECT, this);
281 299
282 client *ns = this->ns; 300 ns->reset_stats ();
283 ns->send_packet ("goodbye");
284 ns->flush ();
285 ns->pl = 0; 301 ns->pl = 0;
286 this->ns = 0; 302 this->ns = 0;
287
288 ns->destroy ();
289 destroy ();
290 } 303 }
304
305 ob->container = 0; //TODO: client-specific
306 deactivate ();
291} 307}
292 308
293// the need for this function can be explained 309// the need for this function can be explained
294// by load_object not returning the object 310// by load_object not returning the object
295void 311void
317 unapply = unapply_nochoice; 333 unapply = unapply_nochoice;
318 334
319 savebed_map = first_map_path; /* Init. respawn position */ 335 savebed_map = first_map_path; /* Init. respawn position */
320 336
321 gen_sp_armour = 10; 337 gen_sp_armour = 10;
322 last_speed = -1;
323 shoottype = range_none; 338 shoottype = range_none;
324 bowtype = bow_normal; 339 bowtype = bow_normal;
325 petmode = pet_normal; 340 petmode = pet_normal;
326 listening = 10; 341 listening = 10;
327 usekeys = containers; 342 usekeys = containers;
328 last_weapon_sp = -1;
329 peaceful = 1; /* default peaceful */ 343 peaceful = 1; /* default peaceful */
330 do_los = 1; 344 do_los = 1;
331
332 /* we need to clear these to -1 and not zero - otherwise,
333 * if a player quits and starts a new character, we wont
334 * send new values to the client, as things like exp start
335 * at zero.
336 */
337 for (int i = 0; i < NUM_SKILLS; i++)
338 last_skill_exp[i] = -1;
339
340 for (int i = 0; i < NROFATTACKS; i++)
341 last_resist[i] = -1;
342
343 last_stats.exp = -1;
344 last_weight = (uint32) - 1;
345} 345}
346 346
347void 347void
348player::do_destroy () 348player::do_destroy ()
349{ 349{
350 disconnect (); 350 disconnect ();
351 351
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy (); 352 attachable::do_destroy ();
356
357 terminate_all_pets (ob);
358
359 if (first_player != this)
360 {
361 player *prev = first_player;
362
363 while (prev && prev->next && prev->next != this)
364 prev = prev->next;
365
366 if (prev->next != this)
367 {
368 LOG (llevError, "Free_player: Can't find previous player.\n");
369 abort ();
370 }
371
372 prev->next = next;
373 }
374 else
375 first_player = next;
376 353
377 if (ob) 354 if (ob)
378 { 355 {
379 ob->destroy_inv (false); 356 ob->destroy_inv (false);
380 ob->destroy (); 357 ob->destroy ();
436 object *op = NULL; 413 object *op = NULL;
437 objectlink *ol; 414 objectlink *ol;
438 unsigned lastdist; 415 unsigned lastdist;
439 rv_vector rv; 416 rv_vector rv;
440 417
441 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
442 { 419 {
443 /* We should not find free objects on this friendly list, but it 420 /* We should not find free objects on this friendly list, but it
444 * does periodically happen. Given that, lets deal with it. 421 * does periodically happen. Given that, lets deal with it.
445 * While unlikely, it is possible the next object on the friendly 422 * While unlikely, it is possible the next object on the friendly
446 * list is also free, so encapsulate this in a while loop. 423 * list is also free, so encapsulate this in a while loop.
450 object *tmp = ol->ob; 427 object *tmp = ol->ob;
451 428
452 /* Can't do much more other than log the fact, because the object 429 /* Can't do much more other than log the fact, because the object
453 * itself will have been cleared. 430 * itself will have been cleared.
454 */ 431 */
455 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 432 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
433 tmp->debug_desc ());
456 ol = ol->next; 434 ol = ol->next;
457 remove_friendly_object (tmp); 435 remove_friendly_object (tmp);
458 if (!ol) 436 if (!ol)
459 return op; 437 return op;
460 } 438 }
549 x = mon->x; 527 x = mon->x;
550 y = mon->y; 528 y = mon->y;
551 m = mon->map; 529 m = mon->map;
552 dir = rv.direction; 530 dir = rv.direction;
553 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 531 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
554 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 532 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
533
555 /* If we can't solve it within the search distance, return now. */ 534 /* If we can't solve it within the search distance, return now. */
556 if (diff > max) 535 if (diff > max)
557 return 0; 536 return 0;
537
558 while (diff > 1 && max > 0) 538 while (diff > 1 && max > 0)
559 { 539 {
560 lastx = x; 540 lastx = x;
561 lasty = y; 541 lasty = y;
562 lastmap = m; 542 lastmap = m;
644 max--; 624 max--;
645 lastdir = dir; 625 lastdir = dir;
646 if (!firstdir) 626 if (!firstdir)
647 firstdir = dir; 627 firstdir = dir;
648 } 628 }
629
649 if (diff <= 1) 630 if (diff <= 1)
650 { 631 {
651 /* Recalculate diff (distance) because we may not have actually 632 /* Recalculate diff (distance) because we may not have actually
652 * headed toward player for entire distance. 633 * headed toward player for entire distance.
653 */ 634 */
654 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 635 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
655 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 636 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
656 } 637 }
638
657 if (diff > max) 639 if (diff > max)
658 return 0; 640 return 0;
659 } 641 }
642
660 /* If we reached the max, didn't find a direction in time */ 643 /* If we reached the max, didn't find a direction in time */
661 if (!max) 644 if (!max)
662 return 0; 645 return 0;
663 646
664 return firstdir; 647 return firstdir;
778roll_stat (void) 761roll_stat (void)
779{ 762{
780 int a[4], i, j, k; 763 int a[4], i, j, k;
781 764
782 for (i = 0; i < 4; i++) 765 for (i = 0; i < 4; i++)
783 a[i] = (int) RANDOM () % 6 + 1; 766 a[i] = (int) rndm (6) + 1;
784 767
785 for (i = 0, j = 0, k = 7; i < 4; i++) 768 for (i = 0, j = 0, k = 7; i < 4; i++)
786 if (a[i] < k) 769 if (a[i] < k)
787 k = a[i], j = i; 770 k = a[i], j = i;
788 771
918 * to save here. 901 * to save here.
919 */ 902 */
920 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
921 make_path_to_file (buf); 904 make_path_to_file (buf);
922 905
923#ifdef AUTOSAVE
924 op->contr->last_save_tick = pticks;
925#endif
926 start_info (op); 906 start_info (op);
927 CLEAR_FLAG (op, FLAG_WIZ); 907 CLEAR_FLAG (op, FLAG_WIZ);
928 give_initial_items (op, op->randomitems); 908 give_initial_items (op, op->randomitems);
929 link_player_skills (op); 909 link_player_skills (op);
930 esrv_send_inventory (op, op); 910 esrv_send_inventory (op, op);
990 if (op->msg) 970 if (op->msg)
991 new_draw_info (NDI_BLUE, 0, op, op->msg); 971 new_draw_info (NDI_BLUE, 0, op, op->msg);
992 972
993 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 973 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
994 return 0; 974 return 0;
995}
996
997int
998key_confirm_quit (object *op, char key)
999{
1000 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1001 {
1002 op->contr->ns->state = ST_PLAYING;
1003 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1004 return 1;
1005 }
1006
1007 INVOKE_PLAYER (LOGOUT, op->contr);
1008 INVOKE_PLAYER (QUIT, op->contr);
1009
1010 op->contr->enable_save = false;
1011
1012 terminate_all_pets (op);
1013 op->remove ();
1014 op->direction = 0;
1015 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1016
1017 strcpy (op->contr->killer, "quit");
1018 check_score (op);
1019 op->contr->party = 0;
1020 op->contr->own_title[0] = '\0';
1021 op->contr->destroy ();
1022
1023 return 1;
1024} 975}
1025 976
1026void 977void
1027flee_player (object *op) 978flee_player (object *op)
1028{ 979{
1907 { 1858 {
1908 if (op->type == PLAYER) 1859 if (op->type == PLAYER)
1909 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1860 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1910 return; 1861 return;
1911 } 1862 }
1863
1912 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1864 do_skill (op, op, op->chosen_skill, dir, NULL);
1913 return; 1865 return;
1914 case range_builder: 1866 case range_builder:
1915 apply_map_builder (op, dir); 1867 apply_map_builder (op, dir);
1916 return; 1868 return;
1917 default: 1869 default:
2084 */ 2036 */
2085 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2037 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2086 { 2038 {
2087 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2039 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2088 { 2040 {
2089 m = get_map_from_coord (op->map, &nx, &ny); 2041 m = op->map->xy_find (nx, ny);
2090 if (!m) 2042 if (!m)
2091 return; /* Don't think this should happen */ 2043 return; /* Don't think this should happen */
2092 } 2044 }
2093 else 2045 else
2094 m = op->map; 2046 m = op->map;
2095 2047
2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2048 if (!(tmp = m->at (nx, ny).bot))
2097 {
2098 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2099 return; 2049 return;
2100 }
2101 2050
2102 mon = 0; 2051 mon = 0;
2103 /* Go through all the objects, and find ones of interest. Only stop if 2052 /* Go through all the objects, and find ones of interest. Only stop if
2104 * we find a monster - that is something we know we want to attack. 2053 * we find a monster - that is something we know we want to attack.
2105 * if its a door or barrel (can roll) see if there may be monsters 2054 * if its a door or barrel (can roll) see if there may be monsters
2158 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2159 { 2108 {
2160 /* If we're braced, we don't want to switch places with it */ 2109 /* If we're braced, we don't want to switch places with it */
2161 if (op->contr->braced) 2110 if (op->contr->braced)
2162 return; 2111 return;
2112
2163 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2113 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2164 (void) push_ob (mon, dir, op); 2114 (void) push_ob (mon, dir, op);
2165 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2166 make_visible (op); 2116 make_visible (op);
2117
2167 return; 2118 return;
2168 } 2119 }
2169 2120
2170 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2171 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2185 !on_battleground)) 2136 !on_battleground))
2186 { 2137 {
2187 if (!op->contr->braced) 2138 if (!op->contr->braced)
2188 { 2139 {
2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2190 (void) push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2191 } 2142 }
2192 else 2143 else
2193 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2194 2145
2195 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2210 * Way it works is like this: First, it must have some hit points 2161 * Way it works is like this: First, it must have some hit points
2211 * and be living. Then, it must be one of the following: 2162 * and be living. Then, it must be one of the following:
2212 * 1) Not a player, 2) A player, but of a different party. Note 2163 * 1) Not a player, 2) A player, but of a different party. Note
2213 * that party_number -1 is no party, so attacks can still happen. 2164 * that party_number -1 is no party, so attacks can still happen.
2214 */ 2165 */
2215
2216 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2217 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2218 { 2168 {
2219 2169
2220 /* If the player hasn't hit something this tick, and does 2170 /* If the player hasn't hit something this tick, and does
2254int 2204int
2255move_player (object *op, int dir) 2205move_player (object *op, int dir)
2256{ 2206{
2257 int pick; 2207 int pick;
2258 2208
2259 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2260 return 0; 2210 return 0;
2261 2211
2262 /* Sanity check: make sure dir is valid */ 2212 /* Sanity check: make sure dir is valid */
2263 if ((dir < 0) || (dir >= 9)) 2213 if ((dir < 0) || (dir >= 9))
2264 { 2214 {
2265 LOG (llevError, "move_player: invalid direction %d\n", dir); 2215 LOG (llevError, "move_player: invalid direction %d\n", dir);
2266 return 0; 2216 return 0;
2267 } 2217 }
2268 2218
2269 /* peterm: added following line */ 2219 /* peterm: added following line */
2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2221 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2272 2222
2273 op->facing = dir; 2223 op->facing = dir;
2274 2224
2275 if (op->hide) 2225 if (op->hide)
2276 do_hidden_move (op); 2226 do_hidden_move (op);
2352 2302
2353 /* call this here - we also will call this in do_ericserver, but 2303 /* call this here - we also will call this in do_ericserver, but
2354 * the players time has been increased when doericserver has been 2304 * the players time has been increased when doericserver has been
2355 * called, so we recheck it here. 2305 * called, so we recheck it here.
2356 */ 2306 */
2357 op->contr->ns->handle_command (); 2307 if (op->contr->ns->handle_command ())
2308 return 1;
2358 2309
2359 if (op->speed_left < 0) 2310 if (op->speed_left > 0)
2360 return 0; 2311 {
2361
2362 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2312 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2363 { 2313 {
2364 /* All move commands take 1 tick, at least for now */ 2314 /* All move commands take 1 tick, at least for now */
2365 op->speed_left--; 2315 op->speed_left--;
2366 2316
2367 /* Instead of all the stuff below, let move_player take care 2317 /* Instead of all the stuff below, let move_player take care
2368 * of it. Also, some of the skill stuff is only put in 2318 * of it. Also, some of the skill stuff is only put in
2369 * there, as well as the confusion stuff. 2319 * there, as well as the confusion stuff.
2370 */ 2320 */
2371 move_player (op, op->direction); 2321 move_player (op, op->direction);
2372 if (op->speed_left > 0) 2322
2373 return 1; 2323 return op->speed_left > 0;
2374 else 2324 }
2375 return 0;
2376 } 2325 }
2377 2326
2378 return 0; 2327 return 0;
2379} 2328}
2380 2329
2761 " the %s, when he was defeated at\n level %d by %s.\n", 2710 " the %s, when he was defeated at\n level %d by %s.\n",
2762 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2711 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2763 tmp->msg = buf; 2712 tmp->msg = buf;
2764 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2713 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2765 tmp->materialname = NULL; 2714 tmp->materialname = NULL;
2766 op->insert_at (tmp, op); 2715 tmp->insert_at (op, tmp);
2767 } 2716 }
2768 2717
2769 /* teleport defeated player to new destination */ 2718 /* teleport defeated player to new destination */
2770 transfer_ob (op, x, y, 0, NULL); 2719 transfer_ob (op, x, y, 0, NULL);
2771 op->contr->braced = 0; 2720 op->contr->braced = 0;
2776 2725
2777 command_kill_pets (op, 0); 2726 command_kill_pets (op, 0);
2778 2727
2779 if (op->stats.food < 0) 2728 if (op->stats.food < 0)
2780 { 2729 {
2781 if (op->contr->explore)
2782 {
2783 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2784 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2785 op->stats.food = 999;
2786 return;
2787 }
2788 sprintf (buf, "%s starved to death.", &op->name); 2730 sprintf (buf, "%s starved to death.", &op->name);
2789 strcpy (op->contr->killer, "starvation"); 2731 strcpy (op->contr->killer, "starvation");
2790 } 2732 }
2791 else 2733 else
2792 {
2793 if (op->contr->explore)
2794 {
2795 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2796 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2797 op->stats.hp = op->stats.maxhp;
2798 return;
2799 }
2800 sprintf (buf, "%s died.", &op->name); 2734 sprintf (buf, "%s died.", &op->name);
2801 }
2802 2735
2803 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2736 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2804 2737
2805 /* save the map location for corpse, gravestone */ 2738 /* save the map location for corpse, gravestone */
2806 x = op->x; 2739 x = op->x;
2999 /* */ 2932 /* */
3000 /****************************************/ 2933 /****************************************/
3001 2934
3002 enter_player_savebed (op); 2935 enter_player_savebed (op);
3003 2936
3004 /* Save the player before inserting the force to reduce
3005 * chance of abuse.
3006 */
3007 op->contr->braced = 0; 2937 op->contr->braced = 0;
3008 op->contr->save ();
3009 2938
3010 /* it is possible that the player has blown something up 2939 /* it is possible that the player has blown something up
3011 * at his savebed location, and that can have long lasting 2940 * at his savebed location, and that can have long lasting
3012 * spell effects. So first see if there is a spell effect 2941 * spell effects. So first see if there is a spell effect
3013 * on the space that might harm the player. 2942 * on the space that might harm the player.
3058 tmp->x = op->x, tmp->y = op->y; 2987 tmp->x = op->x, tmp->y = op->y;
3059 if (tmp->type == CONTAINER) 2988 if (tmp->type == CONTAINER)
3060 { /* empty container to ground */ 2989 { /* empty container to ground */
3061 loot_object (tmp); 2990 loot_object (tmp);
3062 } 2991 }
3063 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2992 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3064 { 2993 {
3065 if (tmp->nrof > 1) 2994 if (tmp->nrof > 1)
3066 { 2995 {
3067 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3068 tmp2->destroy (); 2997 tmp2->destroy ();
3225 3154
3226 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3155 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3227 3156
3228 /* its *extremely* hard to run and sneak/hide at the same time! */ 3157 /* its *extremely* hard to run and sneak/hide at the same time! */
3229 if (op->type == PLAYER && op->contr->run_on) 3158 if (op->type == PLAYER && op->contr->run_on)
3230 {
3231 if (!skop || num >= skop->level) 3159 if (!skop || num >= skop->level)
3232 { 3160 {
3233 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3161 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3234 make_visible (op); 3162 make_visible (op);
3235 return; 3163 return;
3236 } 3164 }
3237 else 3165 else
3238 num += 20; 3166 num += 20;
3239 } 3167
3240 num += op->map->difficulty; 3168 num += op->map->difficulty;
3241 hide = hideability (op); /* modify by terrain hidden level */ 3169 hide = hideability (op); /* modify by terrain hidden level */
3242 num -= hide; 3170 num -= hide;
3171
3243 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3172 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3244 { 3173 {
3245 make_visible (op); 3174 make_visible (op);
3246 if (op->type == PLAYER) 3175 if (op->type == PLAYER)
3247 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3176 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3248 } 3177 }
3249 else if (op->type == PLAYER && skop) 3178 else if (op->type == PLAYER && skop)
3250 {
3251 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3179 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3252 }
3253} 3180}
3254 3181
3255/* determine if who is standing near a hostile creature. */ 3182/* determine if who is standing near a hostile creature. */
3256 3183
3257int 3184int
3604 * not readied. 3531 * not readied.
3605 */ 3532 */
3606void 3533void
3607player_unready_range_ob (player *pl, object *ob) 3534player_unready_range_ob (player *pl, object *ob)
3608{ 3535{
3609 rangetype i;
3610
3611 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3536 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3612 {
3613 if (pl->ranges[i] == ob) 3537 if (pl->ranges[i] == ob)
3614 { 3538 {
3615 pl->ranges[i] = NULL; 3539 pl->ranges[i] = 0;
3616 if (pl->shoottype == i) 3540 if (pl->shoottype == i)
3617 {
3618 pl->shoottype = range_none; 3541 pl->shoottype = range_none;
3619 }
3620 } 3542 }
3621 }
3622} 3543}

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