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Comparing deliantra/server/server/player.C (file contents):
Revision 1.72 by root, Wed Dec 27 15:04:39 2006 UTC vs.
Revision 1.91 by root, Sun Jan 7 23:10:43 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 }
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. */
160static void 154static void
161set_first_map (object *op) 155set_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}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
166 enter_exit (op, 0); 170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
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 enter_map ();
186}
187
188void
189player::deactivate ()
190{
191 if (!active)
192 return;
193
194 terminate_all_pets (ob);
195 ob->deactivate_recursive ();
196 ob->remove ();
197 ob->map = 0;
198
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
171void 204void
172player::connect (client *ns) 205player::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;
178 first_player = this;
179
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);
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);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 261
235 esrv_new_player (this, ob->weight + ob->carrying); 262 esrv_new_player (this, ob->weight + ob->carrying);
236 263
237 ob->update_stats (); 264 ob->update_stats ();
238 ns->floorbox_update (); 265 ns->floorbox_update ();
239 266
240 esrv_send_inventory (ob, ob); 267 esrv_send_inventory (ob, ob);
241 esrv_add_spells (this, 0); 268 esrv_add_spells (this, 0);
242 269
243 enter_exit (ob, 0); 270 activate ();
244 271
245 send_rules (ob); 272 send_rules (ob);
246 send_news (ob); 273 send_news (ob);
247 display_motd (ob); 274 display_motd (ob);
275
276 INVOKE_PLAYER (CONNECT, this);
248 INVOKE_PLAYER (LOGIN, this); 277 INVOKE_PLAYER (LOGIN, this);
249} 278}
250 279
251void 280void
252player::disconnect () 281player::disconnect ()
253{ 282{
254 //TODO: don't be so harsh and destroy :)
255 if (ns) 283 if (ns)
256 { 284 {
257 if (enable_save) 285 if (active)
258 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
259 287
260 client *ns = this->ns; 288 INVOKE_PLAYER (DISCONNECT, this);
261 ns->send_packet ("goodbye"); 289
262 ns->flush ();
263 ns->pl = 0; 290 ns->pl = 0;
264 this->ns = 0; 291 this->ns = 0;
265
266 ns->destroy ();
267 destroy ();
268 } 292 }
293
294 deactivate ();
269} 295}
270 296
271// the need for this function can be explained 297// the need for this function can be explained
272// by load_object not returning the object 298// by load_object not returning the object
273void 299void
280 ob->speed = 1.0; 306 ob->speed = 1.0;
281 ob->direction = 5; /* So player faces south */ 307 ob->direction = 5; /* So player faces south */
282 ob->stats.wc = 2; 308 ob->stats.wc = 2;
283 ob->run_away = 25; /* Then we panick... */ 309 ob->run_away = 25; /* Then we panick... */
284 310
285 set_first_map (ob);
286
287 ob->roll_stats (); 311 ob->roll_stats ();
288} 312}
289 313
290player::player () 314player::player ()
291{ 315{
292 /* There are some elements we want initialized to non zero value - 316 /* There are some elements we want initialised to non zero value -
293 * we deal with that below this point. 317 * we deal with that below this point.
294 */ 318 */
295 outputs_sync = 16; /* Every 2 seconds */ 319 outputs_sync = 16; /* Every 2 seconds */
296 outputs_count = 8; /* Keeps present behaviour */ 320 outputs_count = 8; /* Keeps present behaviour */
297 unapply = unapply_nochoice; 321 unapply = unapply_nochoice;
298 322
299 assign (savebed_map, first_map_path); /* Init. respawn position */ 323 savebed_map = first_map_path; /* Init. respawn position */
300 324
301 gen_sp_armour = 10; 325 gen_sp_armour = 10;
302 last_speed = -1; 326 last_speed = -1;
303 shoottype = range_none; 327 shoottype = range_none;
304 bowtype = bow_normal; 328 bowtype = bow_normal;
327void 351void
328player::do_destroy () 352player::do_destroy ()
329{ 353{
330 disconnect (); 354 disconnect ();
331 355
332 save (false);
333 enable_save = false;
334
335 attachable::do_destroy (); 356 attachable::do_destroy ();
336
337 terminate_all_pets (ob);
338
339 if (first_player != this)
340 {
341 player *prev = first_player;
342
343 while (prev && prev->next && prev->next != this)
344 prev = prev->next;
345
346 if (prev->next != this)
347 {
348 LOG (llevError, "Free_player: Can't find previous player.\n");
349 abort ();
350 }
351
352 prev->next = next;
353 }
354 else
355 first_player = next;
356 357
357 if (ob) 358 if (ob)
358 { 359 {
359 ob->destroy_inv (false); 360 ob->destroy_inv (false);
360 ob->destroy (); 361 ob->destroy ();
375player::create () 376player::create ()
376{ 377{
377 player *pl = new player; 378 player *pl = new player;
378 379
379 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);
380 382
381 return pl; 383 return pl;
382} 384}
383 385
384/* 386/*
850 852
851 contr->orig_stats = stats; 853 contr->orig_stats = stats;
852 } 854 }
853} 855}
854 856
857static void
858start_info (object *op)
859{
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
855/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
856 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
857 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
858 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
859 * not the class. 872 * not the class.
904 if (*first_map_ext_path) 917 if (*first_map_ext_path)
905 { 918 {
906 object *tmp; 919 object *tmp;
907 char mapname[MAX_BUF]; 920 char mapname[MAX_BUF];
908 921
909 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);
910 tmp = object::create (); 923 tmp = object::create ();
911 EXIT_PATH (tmp) = mapname; 924 EXIT_PATH (tmp) = mapname;
912 EXIT_X (tmp) = op->x; 925 EXIT_X (tmp) = op->x;
913 EXIT_Y (tmp) = op->y; 926 EXIT_Y (tmp) = op->y;
914 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;
915 * if the map isn't there, then stay on the 928 * if the map isn't there, then stay on the
916 * default initial map */ 929 * default initial map */
917 tmp->destroy (); 930 tmp->destroy ();
918 } 931 }
919 else 932 else
958 if (op->msg) 971 if (op->msg)
959 new_draw_info (NDI_BLUE, 0, op, op->msg); 972 new_draw_info (NDI_BLUE, 0, op, op->msg);
960 973
961 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");
962 return 0; 975 return 0;
963}
964
965int
966key_confirm_quit (object *op, char key)
967{
968 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
969 {
970 op->contr->ns->state = ST_PLAYING;
971 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
972 return 1;
973 }
974
975 INVOKE_PLAYER (LOGOUT, op->contr);
976 INVOKE_PLAYER (QUIT, op->contr);
977
978 op->contr->enable_save = false;
979
980 terminate_all_pets (op);
981 leave_map (op);
982 op->direction = 0;
983 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
984
985 strcpy (op->contr->killer, "quit");
986 check_score (op);
987 op->contr->party = 0;
988 op->contr->own_title[0] = '\0';
989
990 object_ptr ob = op;
991
992 /* We need to hunt for any per player unique maps in memory and
993 * get rid of them. The trailing slash in the path is intentional,
994 * so that players named 'Ab' won't match against players 'Abe' pathname
995 */
996 char buf[MAX_BUF];
997 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
998
999 for_all_maps (mp)
1000 if (!strncmp (mp->path, buf, strlen (buf)))
1001 delete_map (mp);
1002
1003 delete_character (ob->name, 1);
1004 ob->contr->destroy ();
1005
1006 return 1;
1007} 976}
1008 977
1009void 978void
1010flee_player (object *op) 979flee_player (object *op)
1011{ 980{
1753 } 1722 }
1754 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)
1755 { 1724 {
1756 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1757 wcmod = -1; 1726 wcmod = -1;
1727
1758 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);
1759 } 1729 }
1760 else if (op->contr->bowtype == bow_threewide) 1730 else if (op->contr->bowtype == bow_threewide)
1761 { 1731 {
1762 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);
2066 */ 2036 */
2067 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))
2068 { 2038 {
2069 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2039 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2070 { 2040 {
2071 m = get_map_from_coord (op->map, &nx, &ny); 2041 m = op->map->xy_find (nx, ny);
2072 if (!m) 2042 if (!m)
2073 return; /* Don't think this should happen */ 2043 return; /* Don't think this should happen */
2074 } 2044 }
2075 else 2045 else
2076 m = op->map; 2046 m = op->map;
2077 2047
2078 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2048 if (!(tmp = m->at (nx, ny).bot))
2079 {
2080 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2081 return; 2049 return;
2082 }
2083 2050
2084 mon = 0; 2051 mon = 0;
2085 /* 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
2086 * 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.
2087 * 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
2140 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2141 { 2108 {
2142 /* 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 */
2143 if (op->contr->braced) 2110 if (op->contr->braced)
2144 return; 2111 return;
2112
2145 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);
2146 (void) push_ob (mon, dir, op); 2114 (void) push_ob (mon, dir, op);
2147 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2148 make_visible (op); 2116 make_visible (op);
2117
2149 return; 2118 return;
2150 } 2119 }
2151 2120
2152 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2153 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2167 !on_battleground)) 2136 !on_battleground))
2168 { 2137 {
2169 if (!op->contr->braced) 2138 if (!op->contr->braced)
2170 { 2139 {
2171 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);
2172 (void) push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2173 } 2142 }
2174 else 2143 else
2175 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2176 2145
2177 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2192 * 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
2193 * and be living. Then, it must be one of the following: 2162 * and be living. Then, it must be one of the following:
2194 * 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
2195 * 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.
2196 */ 2165 */
2197
2198 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2199 ((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)))
2200 { 2168 {
2201 2169
2202 /* If the player hasn't hit something this tick, and does 2170 /* If the player hasn't hit something this tick, and does
2236int 2204int
2237move_player (object *op, int dir) 2205move_player (object *op, int dir)
2238{ 2206{
2239 int pick; 2207 int pick;
2240 2208
2241 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2242 return 0; 2210 return 0;
2243 2211
2244 /* Sanity check: make sure dir is valid */ 2212 /* Sanity check: make sure dir is valid */
2245 if ((dir < 0) || (dir >= 9)) 2213 if ((dir < 0) || (dir >= 9))
2246 { 2214 {
2247 LOG (llevError, "move_player: invalid direction %d\n", dir); 2215 LOG (llevError, "move_player: invalid direction %d\n", dir);
2248 return 0; 2216 return 0;
2249 } 2217 }
2250 2218
2251 /* peterm: added following line */ 2219 /* peterm: added following line */
2252 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2253 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2221 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2254 2222
2255 op->facing = dir; 2223 op->facing = dir;
2256 2224
2334 2302
2335 /* 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
2336 * the players time has been increased when doericserver has been 2304 * the players time has been increased when doericserver has been
2337 * called, so we recheck it here. 2305 * called, so we recheck it here.
2338 */ 2306 */
2339 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2307 if (op->contr->ns->handle_command ())
2340 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2308 return 1;
2341 ;
2342 2309
2343 if (op->speed_left < 0) 2310 if (op->speed_left > 0)
2344 return 0; 2311 {
2345
2346 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2312 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2347 { 2313 {
2348 /* All move commands take 1 tick, at least for now */ 2314 /* All move commands take 1 tick, at least for now */
2349 op->speed_left--; 2315 op->speed_left--;
2350 2316
2351 /* Instead of all the stuff below, let move_player take care 2317 /* Instead of all the stuff below, let move_player take care
2352 * 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
2353 * there, as well as the confusion stuff. 2319 * there, as well as the confusion stuff.
2354 */ 2320 */
2355 move_player (op, op->direction); 2321 move_player (op, op->direction);
2356 if (op->speed_left > 0) 2322
2357 return 1; 2323 return op->speed_left > 0;
2358 else 2324 }
2359 return 0;
2360 } 2325 }
2361 2326
2362 return 0; 2327 return 0;
2363} 2328}
2364 2329
2745 " 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",
2746 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2711 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2747 tmp->msg = buf; 2712 tmp->msg = buf;
2748 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2713 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2749 tmp->materialname = NULL; 2714 tmp->materialname = NULL;
2750 op->insert_at (tmp, op); 2715 tmp->insert_at (op, tmp);
2751 } 2716 }
2752 2717
2753 /* teleport defeated player to new destination */ 2718 /* teleport defeated player to new destination */
2754 transfer_ob (op, x, y, 0, NULL); 2719 transfer_ob (op, x, y, 0, NULL);
2755 op->contr->braced = 0; 2720 op->contr->braced = 0;
2760 2725
2761 command_kill_pets (op, 0); 2726 command_kill_pets (op, 0);
2762 2727
2763 if (op->stats.food < 0) 2728 if (op->stats.food < 0)
2764 { 2729 {
2765 if (op->contr->explore)
2766 {
2767 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2768 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2769 op->stats.food = 999;
2770 return;
2771 }
2772 sprintf (buf, "%s starved to death.", &op->name); 2730 sprintf (buf, "%s starved to death.", &op->name);
2773 strcpy (op->contr->killer, "starvation"); 2731 strcpy (op->contr->killer, "starvation");
2774 } 2732 }
2775 else 2733 else
2776 {
2777 if (op->contr->explore)
2778 {
2779 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2780 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2781 op->stats.hp = op->stats.maxhp;
2782 return;
2783 }
2784 sprintf (buf, "%s died.", &op->name); 2734 sprintf (buf, "%s died.", &op->name);
2785 }
2786 2735
2787 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2736 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2788 2737
2789 /* save the map location for corpse, gravestone */ 2738 /* save the map location for corpse, gravestone */
2790 x = op->x; 2739 x = op->x;
2983 /* */ 2932 /* */
2984 /****************************************/ 2933 /****************************************/
2985 2934
2986 enter_player_savebed (op); 2935 enter_player_savebed (op);
2987 2936
2988 /* Save the player before inserting the force to reduce
2989 * chance of abuse.
2990 */
2991 op->contr->braced = 0; 2937 op->contr->braced = 0;
2992 op->contr->save ();
2993 2938
2994 /* it is possible that the player has blown something up 2939 /* it is possible that the player has blown something up
2995 * at his savebed location, and that can have long lasting 2940 * at his savebed location, and that can have long lasting
2996 * spell effects. So first see if there is a spell effect 2941 * spell effects. So first see if there is a spell effect
2997 * on the space that might harm the player. 2942 * on the space that might harm the player.
3209 3154
3210 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3155 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3211 3156
3212 /* 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! */
3213 if (op->type == PLAYER && op->contr->run_on) 3158 if (op->type == PLAYER && op->contr->run_on)
3214 {
3215 if (!skop || num >= skop->level) 3159 if (!skop || num >= skop->level)
3216 { 3160 {
3217 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!");
3218 make_visible (op); 3162 make_visible (op);
3219 return; 3163 return;
3220 } 3164 }
3221 else 3165 else
3222 num += 20; 3166 num += 20;
3223 } 3167
3224 num += op->map->difficulty; 3168 num += op->map->difficulty;
3225 hide = hideability (op); /* modify by terrain hidden level */ 3169 hide = hideability (op); /* modify by terrain hidden level */
3226 num -= hide; 3170 num -= hide;
3171
3227 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3172 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3228 { 3173 {
3229 make_visible (op); 3174 make_visible (op);
3230 if (op->type == PLAYER) 3175 if (op->type == PLAYER)
3231 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!");
3232 } 3177 }
3233 else if (op->type == PLAYER && skop) 3178 else if (op->type == PLAYER && skop)
3234 {
3235 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);
3236 }
3237} 3180}
3238 3181
3239/* determine if who is standing near a hostile creature. */ 3182/* determine if who is standing near a hostile creature. */
3240 3183
3241int 3184int
3308 if (pl->type != PLAYER) 3251 if (pl->type != PLAYER)
3309 { 3252 {
3310 LOG (llevError, "player_can_view() called for non-player object\n"); 3253 LOG (llevError, "player_can_view() called for non-player object\n");
3311 return -1; 3254 return -1;
3312 } 3255 }
3256
3313 if (!pl || !op) 3257 if (!pl || !op)
3314 return 0; 3258 return 0;
3315 3259
3316 if (op->head)
3317 {
3318 op = op->head; 3260 op = op->head_ ();
3319 } 3261
3320 get_rangevector (pl, op, &rv, 0x1); 3262 get_rangevector (pl, op, &rv, 0x1);
3321 3263
3322 /* starting with the 'head' part, lets loop 3264 /* starting with the 'head' part, lets loop
3323 * through the object and find if it has any 3265 * through the object and find if it has any
3324 * part that is in the los array but isnt on 3266 * part that is in the los array but isnt on
3454 if (trlist == NULL || who->type != PLAYER) 3396 if (trlist == NULL || who->type != PLAYER)
3455 return; 3397 return;
3456 3398
3457 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++);
3458 3400
3459 if (tr == NULL || tr->item == NULL) 3401 if (!tr || !tr->item)
3460 { 3402 {
3461 /* 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]); */
3462 return; 3404 return;
3463 } 3405 }
3464 3406

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