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 | |
36 | player * |
37 | playervec players; |
37 | find_player (const char *plname) |
|
|
38 | { |
|
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39 | for_all_players (pl) |
|
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40 | if (pl->ob && !strcmp (query_name (pl->ob), plname)) |
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41 | return pl; |
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42 | |
|
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43 | return 0; |
|
|
44 | } |
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45 | |
38 | |
46 | void |
39 | void |
47 | display_motd (const object *op) |
40 | display_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 | } |
… | |
… | |
158 | |
152 | |
159 | /* This loads the first map an puts the player on it. */ |
153 | /* This loads the first map an puts the player on it. */ |
160 | static void |
154 | static void |
161 | set_first_map (object *op) |
155 | set_first_map (object *op) |
162 | { |
156 | { |
163 | strcpy (op->contr->maplevel, first_map_path); |
157 | op->contr->maplevel = first_map_path; |
164 | op->x = -1; |
158 | op->x = -1; |
165 | op->y = -1; |
159 | op->y = -1; |
|
|
160 | } |
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161 | |
|
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162 | void |
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163 | player::enter_map () |
|
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164 | { |
|
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165 | object *tmp = object::create (); |
|
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166 | |
|
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167 | EXIT_PATH (tmp) = maplevel; |
|
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168 | EXIT_X (tmp) = ob->x; |
|
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169 | EXIT_Y (tmp) = ob->y; |
166 | enter_exit (op, 0); |
170 | ob->enter_exit (tmp); |
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171 | |
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172 | tmp->destroy (); |
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173 | } |
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174 | |
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175 | void |
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176 | player::activate () |
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177 | { |
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178 | if (active) |
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179 | return; |
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180 | |
|
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181 | players.insert (this); |
|
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182 | ob->remove (); |
|
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183 | ob->map = 0; |
|
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184 | ob->activate_recursive (); |
|
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185 | enter_map (); |
|
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186 | } |
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187 | |
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188 | void |
|
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189 | player::deactivate () |
|
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190 | { |
|
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191 | if (!active) |
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192 | return; |
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193 | |
|
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194 | terminate_all_pets (ob); |
|
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195 | ob->deactivate_recursive (); |
|
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196 | ob->remove (); |
|
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197 | ob->map = 0; |
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198 | |
|
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199 | players.erase (this); |
167 | } |
200 | } |
168 | |
201 | |
169 | // connect the player with a specific client |
202 | // connect the player with a specific client |
170 | // also changed, rationalises, and fixes some incorrect settings |
203 | // also changed, rationalises, and fixes some incorrect settings |
171 | void |
204 | void |
172 | player::connect (client *ns) |
205 | player::connect (client *ns) |
173 | { |
206 | { |
174 | this->ns = ns; |
207 | this->ns = ns; |
175 | ns->pl = this; |
208 | ns->pl = this; |
176 | |
209 | |
177 | next = first_player; |
|
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178 | first_player = this; |
|
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179 | |
|
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180 | ns->update_look = 0; |
210 | ns->update_look = 0; |
181 | ns->look_position = 0; |
211 | ns->look_position = 0; |
182 | |
212 | |
183 | clear_los (ob); |
213 | clear_los (ob); |
184 | |
214 | |
… | |
… | |
191 | |
221 | |
192 | ob->carrying = sum_weight (ob); |
222 | ob->carrying = sum_weight (ob); |
193 | link_player_skills (ob); |
223 | link_player_skills (ob); |
194 | |
224 | |
195 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
225 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
196 | ob->set_speed (ob->speed); |
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|
197 | |
226 | |
198 | assign (title, ob->arch->clone.name); |
227 | assign (title, ob->arch->clone.name); |
199 | |
228 | |
200 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
229 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
201 | * from the class, and not race. I don't see any way to get the class information |
230 | * from the class, and not race. I don't see any way to get the class information |
… | |
… | |
226 | } |
255 | } |
227 | |
256 | |
228 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
257 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
229 | add_friendly_object (ob); |
258 | add_friendly_object (ob); |
230 | |
259 | |
231 | LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host); |
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232 | |
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233 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
260 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
234 | new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name); |
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|
235 | |
261 | |
236 | esrv_new_player (this, ob->weight + ob->carrying); |
262 | esrv_new_player (this, ob->weight + ob->carrying); |
237 | |
263 | |
238 | ob->update_stats (); |
264 | ob->update_stats (); |
239 | ns->floorbox_update (); |
265 | ns->floorbox_update (); |
240 | |
266 | |
241 | esrv_send_inventory (ob, ob); |
267 | esrv_send_inventory (ob, ob); |
242 | esrv_add_spells (this, 0); |
268 | esrv_add_spells (this, 0); |
243 | |
269 | |
244 | enter_exit (ob, 0); |
270 | activate (); |
245 | |
271 | |
246 | send_rules (ob); |
272 | send_rules (ob); |
247 | send_news (ob); |
273 | send_news (ob); |
248 | display_motd (ob); |
274 | display_motd (ob); |
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275 | |
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276 | INVOKE_PLAYER (CONNECT, this); |
249 | INVOKE_PLAYER (LOGIN, this); |
277 | INVOKE_PLAYER (LOGIN, this); |
250 | } |
278 | } |
251 | |
279 | |
252 | void |
280 | void |
253 | player::disconnect () |
281 | player::disconnect () |
254 | { |
282 | { |
255 | //TODO: don't be so harsh and destroy :) |
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256 | if (ns) |
283 | if (ns) |
257 | destroy (); |
284 | { |
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285 | if (active) |
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286 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
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287 | |
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288 | INVOKE_PLAYER (DISCONNECT, this); |
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289 | |
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290 | ns->pl = 0; |
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291 | this->ns = 0; |
|
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292 | } |
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293 | |
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294 | deactivate (); |
258 | } |
295 | } |
259 | |
296 | |
260 | // the need for this function can be explained |
297 | // the need for this function can be explained |
261 | // by load_object not returning the object |
298 | // by load_object not returning the object |
262 | void |
299 | void |
… | |
… | |
269 | ob->speed = 1.0; |
306 | ob->speed = 1.0; |
270 | ob->direction = 5; /* So player faces south */ |
307 | ob->direction = 5; /* So player faces south */ |
271 | ob->stats.wc = 2; |
308 | ob->stats.wc = 2; |
272 | ob->run_away = 25; /* Then we panick... */ |
309 | ob->run_away = 25; /* Then we panick... */ |
273 | |
310 | |
274 | set_first_map (ob); |
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275 | |
|
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276 | ob->roll_stats (); |
311 | ob->roll_stats (); |
277 | } |
312 | } |
278 | |
313 | |
279 | player::player () |
314 | player::player () |
280 | { |
315 | { |
281 | /* There are some elements we want initialized to non zero value - |
316 | /* There are some elements we want initialised to non zero value - |
282 | * we deal with that below this point. |
317 | * we deal with that below this point. |
283 | */ |
318 | */ |
284 | outputs_sync = 16; /* Every 2 seconds */ |
319 | outputs_sync = 16; /* Every 2 seconds */ |
285 | outputs_count = 8; /* Keeps present behaviour */ |
320 | outputs_count = 8; /* Keeps present behaviour */ |
286 | unapply = unapply_nochoice; |
321 | unapply = unapply_nochoice; |
287 | |
322 | |
288 | assign (savebed_map, first_map_path); /* Init. respawn position */ |
323 | savebed_map = first_map_path; /* Init. respawn position */ |
289 | |
324 | |
290 | gen_sp_armour = 10; |
325 | gen_sp_armour = 10; |
291 | last_speed = -1; |
326 | last_speed = -1; |
292 | shoottype = range_none; |
327 | shoottype = range_none; |
293 | bowtype = bow_normal; |
328 | bowtype = bow_normal; |
… | |
… | |
314 | } |
349 | } |
315 | |
350 | |
316 | void |
351 | void |
317 | player::do_destroy () |
352 | player::do_destroy () |
318 | { |
353 | { |
|
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354 | disconnect (); |
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355 | |
319 | attachable::do_destroy (); |
356 | attachable::do_destroy (); |
320 | |
357 | |
321 | save (false); |
|
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322 | enable_save = false; |
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323 | |
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324 | disconnect (); |
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325 | |
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326 | terminate_all_pets (ob); |
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327 | |
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328 | if (first_player != this) |
|
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329 | { |
|
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330 | player *prev = first_player; |
|
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331 | |
|
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332 | while (prev && prev->next && prev->next != this) |
|
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333 | prev = prev->next; |
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334 | |
|
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335 | if (prev->next != this) |
|
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336 | { |
|
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337 | LOG (llevError, "Free_player: Can't find previous player.\n"); |
|
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338 | abort (); |
|
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339 | } |
|
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340 | |
|
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341 | prev->next = next; |
|
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342 | } |
|
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343 | else |
|
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344 | first_player = next; |
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345 | |
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346 | if (ob) |
358 | if (ob) |
347 | { |
359 | { |
348 | ob->destroy_inv (false); |
360 | ob->destroy_inv (false); |
349 | ob->destroy (true); |
361 | ob->destroy (); |
350 | } |
|
|
351 | |
|
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352 | if (ns) |
|
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353 | { |
|
|
354 | client *ns = this->ns; |
|
|
355 | ns->send_packet ("goodbye"); |
|
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356 | ns->flush (); |
|
|
357 | ns->pl = 0; |
|
|
358 | this->ns = 0; |
|
|
359 | ns->destroy (); |
|
|
360 | } |
362 | } |
361 | } |
363 | } |
362 | |
364 | |
363 | player::~player () |
365 | player::~player () |
364 | { |
366 | { |
… | |
… | |
374 | player::create () |
376 | player::create () |
375 | { |
377 | { |
376 | player *pl = new player; |
378 | player *pl = new player; |
377 | |
379 | |
378 | pl->set_object (arch_to_object (get_player_archetype (0))); |
380 | pl->set_object (arch_to_object (get_player_archetype (0))); |
|
|
381 | set_first_map (pl->ob); |
379 | |
382 | |
380 | return pl; |
383 | return pl; |
381 | } |
384 | } |
382 | |
385 | |
383 | /* |
386 | /* |
… | |
… | |
849 | |
852 | |
850 | contr->orig_stats = stats; |
853 | contr->orig_stats = stats; |
851 | } |
854 | } |
852 | } |
855 | } |
853 | |
856 | |
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857 | static void |
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858 | start_info (object *op) |
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|
859 | { |
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860 | char buf[MAX_BUF]; |
|
|
861 | |
|
|
862 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
|
|
863 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
864 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
|
|
865 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
|
|
866 | } |
|
|
867 | |
854 | /* This function takes the key that is passed, and does the |
868 | /* This function takes the key that is passed, and does the |
855 | * appropriate action with it (change race, or other things). |
869 | * appropriate action with it (change race, or other things). |
856 | * The function name is for historical reasons - now we have |
870 | * The function name is for historical reasons - now we have |
857 | * separate race and class; this actually changes the RACE, |
871 | * separate race and class; this actually changes the RACE, |
858 | * not the class. |
872 | * not the class. |
… | |
… | |
903 | if (*first_map_ext_path) |
917 | if (*first_map_ext_path) |
904 | { |
918 | { |
905 | object *tmp; |
919 | object *tmp; |
906 | char mapname[MAX_BUF]; |
920 | char mapname[MAX_BUF]; |
907 | |
921 | |
908 | snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); |
922 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); |
909 | tmp = object::create (); |
923 | tmp = object::create (); |
910 | EXIT_PATH (tmp) = mapname; |
924 | EXIT_PATH (tmp) = mapname; |
911 | EXIT_X (tmp) = op->x; |
925 | EXIT_X (tmp) = op->x; |
912 | EXIT_Y (tmp) = op->y; |
926 | EXIT_Y (tmp) = op->y; |
913 | enter_exit (op, tmp); /* we don't really care if it succeeded; |
927 | op->enter_exit (tmp); /* we don't really care if it succeeded; |
914 | * if the map isn't there, then stay on the |
928 | * if the map isn't there, then stay on the |
915 | * default initial map */ |
929 | * default initial map */ |
916 | tmp->destroy (); |
930 | tmp->destroy (); |
917 | } |
931 | } |
918 | else |
932 | else |
… | |
… | |
957 | if (op->msg) |
971 | if (op->msg) |
958 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
972 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
959 | |
973 | |
960 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
974 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
961 | return 0; |
975 | return 0; |
962 | } |
|
|
963 | |
|
|
964 | int |
|
|
965 | key_confirm_quit (object *op, char key) |
|
|
966 | { |
|
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967 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
968 | { |
|
|
969 | op->contr->ns->state = ST_PLAYING; |
|
|
970 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
971 | return 1; |
|
|
972 | } |
|
|
973 | |
|
|
974 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
975 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
976 | |
|
|
977 | op->contr->enable_save = false; |
|
|
978 | |
|
|
979 | terminate_all_pets (op); |
|
|
980 | leave_map (op); |
|
|
981 | op->direction = 0; |
|
|
982 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
983 | |
|
|
984 | strcpy (op->contr->killer, "quit"); |
|
|
985 | check_score (op); |
|
|
986 | op->contr->party = 0; |
|
|
987 | op->contr->own_title[0] = '\0'; |
|
|
988 | |
|
|
989 | object_ptr ob = op; |
|
|
990 | |
|
|
991 | /* We need to hunt for any per player unique maps in memory and |
|
|
992 | * get rid of them. The trailing slash in the path is intentional, |
|
|
993 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
994 | */ |
|
|
995 | char buf[MAX_BUF]; |
|
|
996 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
|
|
997 | |
|
|
998 | for (maptile *next, *mp = first_map; mp; mp = next) |
|
|
999 | { |
|
|
1000 | next = mp->next; |
|
|
1001 | |
|
|
1002 | if (!strncmp (mp->path, buf, strlen (buf))) |
|
|
1003 | delete_map (mp); |
|
|
1004 | } |
|
|
1005 | |
|
|
1006 | delete_character (ob->name, 1); |
|
|
1007 | ob->contr->destroy (); |
|
|
1008 | |
|
|
1009 | return 1; |
|
|
1010 | } |
976 | } |
1011 | |
977 | |
1012 | void |
978 | void |
1013 | flee_player (object *op) |
979 | flee_player (object *op) |
1014 | { |
980 | { |
… | |
… | |
1668 | return 0; |
1634 | return 0; |
1669 | } |
1635 | } |
1670 | |
1636 | |
1671 | arrow->set_owner (op); |
1637 | arrow->set_owner (op); |
1672 | arrow->skill = bow->skill; |
1638 | arrow->skill = bow->skill; |
1673 | |
|
|
1674 | arrow->direction = dir; |
1639 | arrow->direction = dir; |
1675 | arrow->x = sx; |
|
|
1676 | arrow->y = sy; |
|
|
1677 | |
1640 | |
1678 | if (op->type == PLAYER) |
1641 | if (op->type == PLAYER) |
1679 | { |
1642 | { |
1680 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1643 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1681 | op->update_stats (); |
1644 | op->update_stats (); |
… | |
… | |
1719 | arrow->attacktype |= bow->attacktype; |
1682 | arrow->attacktype |= bow->attacktype; |
1720 | |
1683 | |
1721 | if (bow->slaying) |
1684 | if (bow->slaying) |
1722 | arrow->slaying = bow->slaying; |
1685 | arrow->slaying = bow->slaying; |
1723 | |
1686 | |
1724 | arrow->map = m; |
|
|
1725 | arrow->move_type = MOVE_FLY_LOW; |
1687 | arrow->move_type = MOVE_FLY_LOW; |
1726 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1688 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1727 | |
1689 | |
1728 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1690 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1729 | insert_ob_in_map (arrow, m, op, 0); |
1691 | m->insert (arrow, sx, sy, op); |
1730 | |
1692 | |
1731 | if (!arrow->destroyed ()) |
1693 | if (!arrow->destroyed ()) |
1732 | move_arrow (arrow); |
1694 | move_arrow (arrow); |
1733 | |
1695 | |
1734 | if (op->type == PLAYER) |
1696 | if (op->type == PLAYER) |
… | |
… | |
1760 | } |
1722 | } |
1761 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1723 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1762 | { |
1724 | { |
1763 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1725 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1764 | wcmod = -1; |
1726 | wcmod = -1; |
|
|
1727 | |
1765 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1728 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1766 | } |
1729 | } |
1767 | else if (op->contr->bowtype == bow_threewide) |
1730 | else if (op->contr->bowtype == bow_threewide) |
1768 | { |
1731 | { |
1769 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1732 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
… | |
… | |
2073 | */ |
2036 | */ |
2074 | 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)) |
2075 | { |
2038 | { |
2076 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2039 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2077 | { |
2040 | { |
2078 | m = get_map_from_coord (op->map, &nx, &ny); |
2041 | m = op->map->xy_find (nx, ny); |
2079 | if (!m) |
2042 | if (!m) |
2080 | return; /* Don't think this should happen */ |
2043 | return; /* Don't think this should happen */ |
2081 | } |
2044 | } |
2082 | else |
2045 | else |
2083 | m = op->map; |
2046 | m = op->map; |
2084 | |
2047 | |
2085 | if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) |
2048 | if (!(tmp = m->at (nx, ny).bot)) |
2086 | { |
|
|
2087 | /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */ |
|
|
2088 | return; |
2049 | return; |
2089 | } |
|
|
2090 | |
2050 | |
2091 | mon = 0; |
2051 | mon = 0; |
2092 | /* 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 |
2093 | * 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. |
2094 | * 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 |
… | |
… | |
2147 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2107 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2148 | { |
2108 | { |
2149 | /* 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 */ |
2150 | if (op->contr->braced) |
2110 | if (op->contr->braced) |
2151 | return; |
2111 | return; |
|
|
2112 | |
2152 | 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); |
2153 | (void) push_ob (mon, dir, op); |
2114 | (void) push_ob (mon, dir, op); |
2154 | if (op->contr->tmp_invis || op->hide) |
2115 | if (op->contr->tmp_invis || op->hide) |
2155 | make_visible (op); |
2116 | make_visible (op); |
|
|
2117 | |
2156 | return; |
2118 | return; |
2157 | } |
2119 | } |
2158 | |
2120 | |
2159 | /* in certain circumstances, you shouldn't attack friendly |
2121 | /* in certain circumstances, you shouldn't attack friendly |
2160 | * creatures. Note that if you are braced, you can't push |
2122 | * creatures. Note that if you are braced, you can't push |
… | |
… | |
2174 | !on_battleground)) |
2136 | !on_battleground)) |
2175 | { |
2137 | { |
2176 | if (!op->contr->braced) |
2138 | if (!op->contr->braced) |
2177 | { |
2139 | { |
2178 | 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); |
2179 | (void) push_ob (mon, dir, op); |
2141 | push_ob (mon, dir, op); |
2180 | } |
2142 | } |
2181 | else |
2143 | else |
2182 | new_draw_info (0, 0, op, "You withhold your attack"); |
2144 | new_draw_info (0, 0, op, "You withhold your attack"); |
2183 | |
2145 | |
2184 | if (op->contr->tmp_invis || op->hide) |
2146 | if (op->contr->tmp_invis || op->hide) |
… | |
… | |
2199 | * 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 |
2200 | * and be living. Then, it must be one of the following: |
2162 | * and be living. Then, it must be one of the following: |
2201 | * 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 |
2202 | * 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. |
2203 | */ |
2165 | */ |
2204 | |
|
|
2205 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2166 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2206 | ((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))) |
2207 | { |
2168 | { |
2208 | |
2169 | |
2209 | /* If the player hasn't hit something this tick, and does |
2170 | /* If the player hasn't hit something this tick, and does |
… | |
… | |
2243 | int |
2204 | int |
2244 | move_player (object *op, int dir) |
2205 | move_player (object *op, int dir) |
2245 | { |
2206 | { |
2246 | int pick; |
2207 | int pick; |
2247 | |
2208 | |
2248 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2209 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2249 | return 0; |
2210 | return 0; |
2250 | |
2211 | |
2251 | /* Sanity check: make sure dir is valid */ |
2212 | /* Sanity check: make sure dir is valid */ |
2252 | if ((dir < 0) || (dir >= 9)) |
2213 | if ((dir < 0) || (dir >= 9)) |
2253 | { |
2214 | { |
2254 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2215 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2255 | return 0; |
2216 | return 0; |
2256 | } |
2217 | } |
2257 | |
2218 | |
2258 | /* peterm: added following line */ |
2219 | /* peterm: added following line */ |
2259 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2220 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2260 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2221 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2261 | |
2222 | |
2262 | op->facing = dir; |
2223 | op->facing = dir; |
2263 | |
2224 | |
… | |
… | |
2341 | |
2302 | |
2342 | /* 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 |
2343 | * the players time has been increased when doericserver has been |
2304 | * the players time has been increased when doericserver has been |
2344 | * called, so we recheck it here. |
2305 | * called, so we recheck it here. |
2345 | */ |
2306 | */ |
2346 | //TODO: better than handling 8 commands, use some more intelligent rate-limiting |
2307 | if (op->contr->ns->handle_command ()) |
2347 | for (int rep = 8; --rep && op->contr->ns->handle_command (); ) |
2308 | return 1; |
2348 | ; |
|
|
2349 | |
2309 | |
2350 | if (op->speed_left < 0) |
2310 | if (op->speed_left > 0) |
2351 | return 0; |
2311 | { |
2352 | |
|
|
2353 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2312 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2354 | { |
2313 | { |
2355 | /* All move commands take 1 tick, at least for now */ |
2314 | /* All move commands take 1 tick, at least for now */ |
2356 | op->speed_left--; |
2315 | op->speed_left--; |
2357 | |
2316 | |
2358 | /* Instead of all the stuff below, let move_player take care |
2317 | /* Instead of all the stuff below, let move_player take care |
2359 | * 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 |
2360 | * there, as well as the confusion stuff. |
2319 | * there, as well as the confusion stuff. |
2361 | */ |
2320 | */ |
2362 | move_player (op, op->direction); |
2321 | move_player (op, op->direction); |
2363 | if (op->speed_left > 0) |
2322 | |
2364 | return 1; |
2323 | return op->speed_left > 0; |
2365 | else |
2324 | } |
2366 | return 0; |
|
|
2367 | } |
2325 | } |
2368 | |
2326 | |
2369 | return 0; |
2327 | return 0; |
2370 | } |
2328 | } |
2371 | |
2329 | |
… | |
… | |
2413 | { |
2371 | { |
2414 | object *next; |
2372 | object *next; |
2415 | |
2373 | |
2416 | while (op) |
2374 | while (op) |
2417 | { |
2375 | { |
2418 | next = op->below; /* Make sure we have a good value, in case |
2376 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2419 | * we remove object 'op' |
2377 | |
2420 | */ |
|
|
2421 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2378 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2422 | { |
2379 | { |
2423 | op->remove (); |
|
|
2424 | op->x = env->x; |
|
|
2425 | op->y = env->y; |
|
|
2426 | if (env->type == PLAYER) |
2380 | if (env->type == PLAYER) |
2427 | esrv_del_item (env->contr, op->count); |
2381 | esrv_del_item (env->contr, op->count); |
2428 | insert_ob_in_map (op, env->map, NULL, 0); |
2382 | |
|
|
2383 | op->insert_at (env); |
2429 | } |
2384 | } |
2430 | else if (op->inv) |
2385 | else if (op->inv) |
2431 | remove_unpaid_objects (op->inv, env); |
2386 | remove_unpaid_objects (op->inv, env); |
2432 | |
2387 | |
2433 | op = next; |
2388 | op = next; |
… | |
… | |
2726 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2681 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2727 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2682 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2728 | |
2683 | |
2729 | /* restore player */ |
2684 | /* restore player */ |
2730 | at = archetype::find ("poisoning"); |
2685 | at = archetype::find ("poisoning"); |
2731 | tmp = present_arch_in_ob (at, op); |
2686 | if (object *tmp = present_arch_in_ob (at, op)) |
2732 | if (tmp) |
|
|
2733 | { |
2687 | { |
2734 | tmp->destroy (); |
2688 | tmp->destroy (); |
2735 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2689 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2736 | } |
2690 | } |
2737 | |
2691 | |
2738 | at = archetype::find ("confusion"); |
2692 | at = archetype::find ("confusion"); |
2739 | tmp = present_arch_in_ob (at, op); |
2693 | if (object *tmp = present_arch_in_ob (at, op)) |
2740 | if (tmp) |
|
|
2741 | { |
2694 | { |
2742 | tmp->destroy (); |
2695 | tmp->destroy (); |
2743 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2696 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2744 | } |
2697 | } |
2745 | |
2698 | |
… | |
… | |
2747 | op->stats.hp = op->stats.maxhp; |
2700 | op->stats.hp = op->stats.maxhp; |
2748 | if (op->stats.food <= 0) |
2701 | if (op->stats.food <= 0) |
2749 | op->stats.food = 999; |
2702 | op->stats.food = 999; |
2750 | |
2703 | |
2751 | /* create a bodypart-trophy to make the winner happy */ |
2704 | /* create a bodypart-trophy to make the winner happy */ |
2752 | tmp = arch_to_object (archetype::find ("finger")); |
2705 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2753 | if (tmp != NULL) |
|
|
2754 | { |
2706 | { |
2755 | sprintf (buf, "%s's finger", &op->name); |
2707 | sprintf (buf, "%s's finger", &op->name); |
2756 | tmp->name = buf; |
2708 | tmp->name = buf; |
2757 | sprintf (buf, " This finger has been cut off %s\n" |
2709 | sprintf (buf, " This finger has been cut off %s\n" |
2758 | " 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", |
2759 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2711 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2760 | tmp->msg = buf; |
2712 | tmp->msg = buf; |
2761 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2713 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2762 | tmp->materialname = NULL; |
2714 | tmp->materialname = NULL; |
2763 | tmp->x = op->x, tmp->y = op->y; |
2715 | tmp->insert_at (op, tmp); |
2764 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
2765 | } |
2716 | } |
2766 | |
2717 | |
2767 | /* teleport defeated player to new destination */ |
2718 | /* teleport defeated player to new destination */ |
2768 | transfer_ob (op, x, y, 0, NULL); |
2719 | transfer_ob (op, x, y, 0, NULL); |
2769 | op->contr->braced = 0; |
2720 | op->contr->braced = 0; |
… | |
… | |
2774 | |
2725 | |
2775 | command_kill_pets (op, 0); |
2726 | command_kill_pets (op, 0); |
2776 | |
2727 | |
2777 | if (op->stats.food < 0) |
2728 | if (op->stats.food < 0) |
2778 | { |
2729 | { |
2779 | if (op->contr->explore) |
|
|
2780 | { |
|
|
2781 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
|
|
2782 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2783 | op->stats.food = 999; |
|
|
2784 | return; |
|
|
2785 | } |
|
|
2786 | sprintf (buf, "%s starved to death.", &op->name); |
2730 | sprintf (buf, "%s starved to death.", &op->name); |
2787 | strcpy (op->contr->killer, "starvation"); |
2731 | strcpy (op->contr->killer, "starvation"); |
2788 | } |
2732 | } |
2789 | else |
2733 | else |
2790 | { |
|
|
2791 | if (op->contr->explore) |
|
|
2792 | { |
|
|
2793 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
|
|
2794 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2795 | op->stats.hp = op->stats.maxhp; |
|
|
2796 | return; |
|
|
2797 | } |
|
|
2798 | sprintf (buf, "%s died.", &op->name); |
2734 | sprintf (buf, "%s died.", &op->name); |
2799 | } |
2735 | |
2800 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2736 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2801 | |
2737 | |
2802 | /* save the map location for corpse, gravestone */ |
2738 | /* save the map location for corpse, gravestone */ |
2803 | x = op->x; |
2739 | x = op->x; |
2804 | y = op->y; |
2740 | y = op->y; |
2805 | map = op->map; |
2741 | map = op->map; |
2806 | |
|
|
2807 | |
2742 | |
2808 | /* NOT_PERMADEATH code. This basically brings the character back to |
2743 | /* NOT_PERMADEATH code. This basically brings the character back to |
2809 | * life if they are dead - it takes some exp and a random stat. |
2744 | * life if they are dead - it takes some exp and a random stat. |
2810 | * See the config.h file for a little more in depth detail about this. |
2745 | * See the config.h file for a little more in depth detail about this. |
2811 | */ |
2746 | */ |
… | |
… | |
2828 | num_stats_lose = 1; |
2763 | num_stats_lose = 1; |
2829 | else |
2764 | else |
2830 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2765 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2831 | } |
2766 | } |
2832 | else |
2767 | else |
2833 | { |
|
|
2834 | num_stats_lose = 1; |
2768 | num_stats_lose = 1; |
2835 | } |
2769 | |
2836 | lost_a_stat = 0; |
2770 | lost_a_stat = 0; |
2837 | |
2771 | |
2838 | for (z = 0; z < num_stats_lose; z++) |
2772 | for (z = 0; z < num_stats_lose; z++) |
2839 | { |
2773 | { |
2840 | i = RANDOM () % NUM_STATS; |
2774 | i = RANDOM () % NUM_STATS; |
… | |
… | |
2998 | /* */ |
2932 | /* */ |
2999 | /****************************************/ |
2933 | /****************************************/ |
3000 | |
2934 | |
3001 | enter_player_savebed (op); |
2935 | enter_player_savebed (op); |
3002 | |
2936 | |
3003 | /* Save the player before inserting the force to reduce |
|
|
3004 | * chance of abuse. |
|
|
3005 | */ |
|
|
3006 | op->contr->braced = 0; |
2937 | op->contr->braced = 0; |
3007 | op->contr->save (); |
|
|
3008 | |
2938 | |
3009 | /* it is possible that the player has blown something up |
2939 | /* it is possible that the player has blown something up |
3010 | * at his savebed location, and that can have long lasting |
2940 | * at his savebed location, and that can have long lasting |
3011 | * spell effects. So first see if there is a spell effect |
2941 | * spell effects. So first see if there is a spell effect |
3012 | * on the space that might harm the player. |
2942 | * on the space that might harm the player. |
… | |
… | |
3224 | |
3154 | |
3225 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3155 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3226 | |
3156 | |
3227 | /* 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! */ |
3228 | if (op->type == PLAYER && op->contr->run_on) |
3158 | if (op->type == PLAYER && op->contr->run_on) |
3229 | { |
|
|
3230 | if (!skop || num >= skop->level) |
3159 | if (!skop || num >= skop->level) |
3231 | { |
3160 | { |
3232 | 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!"); |
3233 | make_visible (op); |
3162 | make_visible (op); |
3234 | return; |
3163 | return; |
3235 | } |
3164 | } |
3236 | else |
3165 | else |
3237 | num += 20; |
3166 | num += 20; |
3238 | } |
3167 | |
3239 | num += op->map->difficulty; |
3168 | num += op->map->difficulty; |
3240 | hide = hideability (op); /* modify by terrain hidden level */ |
3169 | hide = hideability (op); /* modify by terrain hidden level */ |
3241 | num -= hide; |
3170 | num -= hide; |
|
|
3171 | |
3242 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3172 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3243 | { |
3173 | { |
3244 | make_visible (op); |
3174 | make_visible (op); |
3245 | if (op->type == PLAYER) |
3175 | if (op->type == PLAYER) |
3246 | 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!"); |
3247 | } |
3177 | } |
3248 | else if (op->type == PLAYER && skop) |
3178 | else if (op->type == PLAYER && skop) |
3249 | { |
|
|
3250 | 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); |
3251 | } |
|
|
3252 | } |
3180 | } |
3253 | |
3181 | |
3254 | /* determine if who is standing near a hostile creature. */ |
3182 | /* determine if who is standing near a hostile creature. */ |
3255 | |
3183 | |
3256 | int |
3184 | int |
… | |
… | |
3323 | if (pl->type != PLAYER) |
3251 | if (pl->type != PLAYER) |
3324 | { |
3252 | { |
3325 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3253 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3326 | return -1; |
3254 | return -1; |
3327 | } |
3255 | } |
|
|
3256 | |
3328 | if (!pl || !op) |
3257 | if (!pl || !op) |
3329 | return 0; |
3258 | return 0; |
3330 | |
3259 | |
3331 | if (op->head) |
|
|
3332 | { |
|
|
3333 | op = op->head; |
3260 | op = op->head_ (); |
3334 | } |
3261 | |
3335 | get_rangevector (pl, op, &rv, 0x1); |
3262 | get_rangevector (pl, op, &rv, 0x1); |
3336 | |
3263 | |
3337 | /* starting with the 'head' part, lets loop |
3264 | /* starting with the 'head' part, lets loop |
3338 | * through the object and find if it has any |
3265 | * through the object and find if it has any |
3339 | * part that is in the los array but isnt on |
3266 | * part that is in the los array but isnt on |
… | |
… | |
3469 | if (trlist == NULL || who->type != PLAYER) |
3396 | if (trlist == NULL || who->type != PLAYER) |
3470 | return; |
3397 | return; |
3471 | |
3398 | |
3472 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3399 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3473 | |
3400 | |
3474 | if (tr == NULL || tr->item == NULL) |
3401 | if (!tr || !tr->item) |
3475 | { |
3402 | { |
3476 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3403 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3477 | return; |
3404 | return; |
3478 | } |
3405 | } |
3479 | |
3406 | |