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/cvs/deliantra/server/server/player.C
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Comparing deliantra/server/server/player.C (file contents):
Revision 1.60 by root, Sat Dec 23 09:41:55 2006 UTC vs.
Revision 1.94 by root, Mon Jan 8 14:29:05 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 player *pl;
40
41 for (pl = first_player; pl; pl = pl->next)
42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
43 return pl;
44
45 return 0;
46}
47 38
48void 39void
49display_motd (const object *op) 40display_motd (const object *op)
50{ 41{
51 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
134 125
135 if (*buf == '%') 126 if (*buf == '%')
136 { /* send one news */ 127 { /* send one news */
137 if (size > 0) 128 if (size > 0)
138 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
139 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
140 strip_endline (subject); 132 strip_endline (subject);
141 size = 0; 133 size = 0;
142 news[0] = '\0'; 134 news[0] = '\0';
143 } 135 }
160 152
161/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
162static void 154static void
163set_first_map (object *op) 155set_first_map (object *op)
164{ 156{
165 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
166 op->x = -1; 158 op->x = -1;
167 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;
168 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 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 ob->remove ();
200 ob->map = 0;
201
202 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0;
204
205 players.erase (this);
169} 206}
170 207
171// connect the player with a specific client 208// connect the player with a specific client
172// also changed, rationalises, and fixes some incorrect settings 209// also changed, rationalises, and fixes some incorrect settings
173void 210void
174player::connect (client *ns) 211player::connect (client *ns)
175{ 212{
176 this->ns = ns; 213 this->ns = ns;
177 ns->pl = this; 214 ns->pl = this;
178 215
179 next = first_player;
180 first_player = this;
181
182 ns->update_look = 0; 216 ns->update_look = 0;
183 ns->look_position = 0; 217 ns->look_position = 0;
184 218
185 clear_los (ob); 219 clear_los (ob);
220
221//TODO: must move into client
222/* we need to clear these to -1 and not zero - otherwise,
223 * if a player quits and starts a new character, we wont
224 * send new values to the client, as things like exp start
225 * at zero.
226 */
227for (int i = 0; i < NUM_SKILLS; i++)
228 last_skill_exp[i] = -1;
229
230for (int i = 0; i < NROFATTACKS; i++)
231 last_resist[i] = -1;
232
233last_weapon_sp = -1;
234last_level = -1;
235last_stats.exp = -1;
236last_weight = (uint32) - 1;
237last_flags = 0;
238last_weight = 0;
239last_weight_limit = 0;
240last_path_attuned = 0;
241last_path_repelled = 0;
242last_path_denied = 0;
243last_speed = 0;
244run_on = 0;
245fire_on = 0;
246memset (&last_stats, 0, sizeof (living)); //TODO dirty
186 247
187 /* make sure he's a player -- needed because of class change. */ 248 /* make sure he's a player -- needed because of class change. */
188 ob->type = PLAYER; // we are paranoid 249 ob->type = PLAYER; // we are paranoid
189 ob->race = ob->arch->clone.race; 250 ob->race = ob->arch->clone.race;
190 251
193 254
194 ob->carrying = sum_weight (ob); 255 ob->carrying = sum_weight (ob);
195 link_player_skills (ob); 256 link_player_skills (ob);
196 257
197 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 258 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
198 update_ob_speed (ob);
199 259
200 assign (title, ob->arch->clone.name); 260 assign (title, ob->arch->clone.name);
201 261
202 /* can_use_shield is a new flag. However, the can_use.. seems to largely come 262 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
203 * from the class, and not race. I don't see any way to get the class information 263 * from the class, and not race. I don't see any way to get the class information
225 skin = tmp; 285 skin = tmp;
226 286
227 set_dragon_name (ob, abil, skin); 287 set_dragon_name (ob, abil, skin);
228 } 288 }
229 289
230 CLEAR_FLAG (ob, FLAG_FRIENDLY);
231 add_friendly_object (ob);
232
233 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
234
235 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 290 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
236 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
237 291
238 esrv_new_player (this, ob->weight + ob->carrying); 292 esrv_new_player (this, ob->weight + ob->carrying);
239 293
240 ob->update_stats (); 294 ob->update_stats ();
241 ns->floorbox_update (); 295 ns->floorbox_update ();
242 296
243 esrv_send_inventory (ob, ob); 297 esrv_send_inventory (ob, ob);
244 esrv_add_spells (this, 0); 298 esrv_add_spells (this, 0);
245 299
246 enter_exit (ob, 0); 300 activate ();
247 301
248 send_rules (ob); 302 send_rules (ob);
249 send_news (ob); 303 send_news (ob);
250 display_motd (ob); 304 display_motd (ob);
305
306 INVOKE_PLAYER (CONNECT, this);
251 INVOKE_PLAYER (LOGIN, this); 307 INVOKE_PLAYER (LOGIN, this);
308}
309
310void
311player::disconnect ()
312{
313 if (ns)
314 {
315 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317
318 INVOKE_PLAYER (DISCONNECT, this);
319
320 ns->pl = 0;
321 this->ns = 0;
322 }
323
324 deactivate ();
252} 325}
253 326
254// the need for this function can be explained 327// the need for this function can be explained
255// by load_object not returning the object 328// by load_object not returning the object
256void 329void
263 ob->speed = 1.0; 336 ob->speed = 1.0;
264 ob->direction = 5; /* So player faces south */ 337 ob->direction = 5; /* So player faces south */
265 ob->stats.wc = 2; 338 ob->stats.wc = 2;
266 ob->run_away = 25; /* Then we panick... */ 339 ob->run_away = 25; /* Then we panick... */
267 340
268 set_first_map (ob);
269
270 ob->roll_stats (); 341 ob->roll_stats ();
271} 342}
272 343
273player::player () 344player::player ()
274{ 345{
275 /* There are some elements we want initialized to non zero value - 346 /* There are some elements we want initialised to non zero value -
276 * we deal with that below this point. 347 * we deal with that below this point.
277 */ 348 */
278 outputs_sync = 16; /* Every 2 seconds */ 349 outputs_sync = 16; /* Every 2 seconds */
279 outputs_count = 8; /* Keeps present behaviour */ 350 outputs_count = 8; /* Keeps present behaviour */
280 unapply = unapply_nochoice; 351 unapply = unapply_nochoice;
281 352
282 assign (savebed_map, first_map_path); /* Init. respawn position */ 353 savebed_map = first_map_path; /* Init. respawn position */
283 354
284 gen_sp_armour = 10; 355 gen_sp_armour = 10;
285 last_speed = -1;
286 shoottype = range_none; 356 shoottype = range_none;
287 bowtype = bow_normal; 357 bowtype = bow_normal;
288 petmode = pet_normal; 358 petmode = pet_normal;
289 listening = 10; 359 listening = 10;
290 usekeys = containers; 360 usekeys = containers;
291 last_weapon_sp = -1;
292 peaceful = 1; /* default peaceful */ 361 peaceful = 1; /* default peaceful */
293 do_los = 1; 362 do_los = 1;
363}
294 364
295 /* we need to clear these to -1 and not zero - otherwise, 365void
296 * if a player quits and starts a new character, we wont 366player::do_destroy ()
297 * send new values to the client, as things like exp start 367{
298 * at zero. 368 disconnect ();
299 */
300 for (int i = 0; i < NUM_SKILLS; i++)
301 last_skill_exp[i] = -1;
302 369
303 for (int i = 0; i < NROFATTACKS; i++) 370 attachable::do_destroy ();
304 last_resist[i] = -1;
305 371
306 last_stats.exp = -1; 372 if (ob)
307 last_weight = (uint32) - 1; 373 {
374 ob->destroy_inv (false);
375 ob->destroy ();
376 }
308} 377}
309 378
310player::~player () 379player::~player ()
311{ 380{
312 terminate_all_pets (ob);
313
314 if (first_player != this)
315 {
316 player *prev = first_player;
317
318 while (prev && prev->next && prev->next != this)
319 prev = prev->next;
320
321 if (prev->next != this)
322 {
323 LOG (llevError, "Free_player: Can't find previous player.\n");
324 abort ();
325 }
326
327 prev->next = next;
328 }
329 else
330 first_player = next;
331
332 if (ob)
333 {
334 ob->contr = 0;
335 ob->destroy (1);
336 }
337
338 if (ns)
339 {
340 ns->send_packet ("goodbye");
341 ns->flush ();
342 ns->pl = 0;
343 ns->destroy ();
344 }
345
346 /* Clear item stack */ 381 /* Clear item stack */
347 free (stack_items); 382 free (stack_items);
348} 383}
349 384
350/* Tries to add player on the connection passed in ns. 385/* Tries to add player on the connection passed in ns.
355player::create () 390player::create ()
356{ 391{
357 player *pl = new player; 392 player *pl = new player;
358 393
359 pl->set_object (arch_to_object (get_player_archetype (0))); 394 pl->set_object (arch_to_object (get_player_archetype (0)));
395 set_first_map (pl->ob);
360 396
361 return pl; 397 return pl;
362} 398}
363 399
364/* 400/*
391 427
392object * 428object *
393get_nearest_player (object *mon) 429get_nearest_player (object *mon)
394{ 430{
395 object *op = NULL; 431 object *op = NULL;
396 player *pl = NULL;
397 objectlink *ol; 432 objectlink *ol;
398 unsigned lastdist; 433 unsigned lastdist;
399 rv_vector rv; 434 rv_vector rv;
400 435
401 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 436 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
402 { 437 {
403 /* We should not find free objects on this friendly list, but it 438 /* We should not find free objects on this friendly list, but it
404 * does periodically happen. Given that, lets deal with it. 439 * does periodically happen. Given that, lets deal with it.
405 * While unlikely, it is possible the next object on the friendly 440 * While unlikely, it is possible the next object on the friendly
406 * list is also free, so encapsulate this in a while loop. 441 * list is also free, so encapsulate this in a while loop.
410 object *tmp = ol->ob; 445 object *tmp = ol->ob;
411 446
412 /* Can't do much more other than log the fact, because the object 447 /* Can't do much more other than log the fact, because the object
413 * itself will have been cleared. 448 * itself will have been cleared.
414 */ 449 */
415 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 450 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
451 tmp->debug_desc ());
416 ol = ol->next; 452 ol = ol->next;
417 remove_friendly_object (tmp); 453 remove_friendly_object (tmp);
418 if (!ol) 454 if (!ol)
419 return op; 455 return op;
420 } 456 }
433 { 469 {
434 op = ol->ob; 470 op = ol->ob;
435 lastdist = rv.distance; 471 lastdist = rv.distance;
436 } 472 }
437 } 473 }
438 for (pl = first_player; pl != NULL; pl = pl->next) 474
439 { 475 for_all_players (pl)
440 if (can_detect_enemy (mon, pl->ob, &rv)) 476 if (can_detect_enemy (mon, pl->ob, &rv))
441 {
442
443 if (lastdist > rv.distance) 477 if (lastdist > rv.distance)
444 { 478 {
445 op = pl->ob; 479 op = pl->ob;
446 lastdist = rv.distance; 480 lastdist = rv.distance;
447 } 481 }
448 } 482
449 }
450#if 0 483#if 0
451 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 484 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
452#endif 485#endif
453 return op; 486 return op;
454} 487}
834 867
835 contr->orig_stats = stats; 868 contr->orig_stats = stats;
836 } 869 }
837} 870}
838 871
872static void
873start_info (object *op)
874{
875 char buf[MAX_BUF];
876
877 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
878 new_draw_info (NDI_UNIQUE, 0, op, buf);
879 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
880 //new_draw_info (NDI_UNIQUE, 0, op, " ");
881}
882
839/* This function takes the key that is passed, and does the 883/* This function takes the key that is passed, and does the
840 * appropriate action with it (change race, or other things). 884 * appropriate action with it (change race, or other things).
841 * The function name is for historical reasons - now we have 885 * The function name is for historical reasons - now we have
842 * separate race and class; this actually changes the RACE, 886 * separate race and class; this actually changes the RACE,
843 * not the class. 887 * not the class.
888 if (*first_map_ext_path) 932 if (*first_map_ext_path)
889 { 933 {
890 object *tmp; 934 object *tmp;
891 char mapname[MAX_BUF]; 935 char mapname[MAX_BUF];
892 936
893 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 937 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
894 tmp = object::create (); 938 tmp = object::create ();
895 EXIT_PATH (tmp) = mapname; 939 EXIT_PATH (tmp) = mapname;
896 EXIT_X (tmp) = op->x; 940 EXIT_X (tmp) = op->x;
897 EXIT_Y (tmp) = op->y; 941 EXIT_Y (tmp) = op->y;
898 enter_exit (op, tmp); /* we don't really care if it succeeded; 942 op->enter_exit (tmp); /* we don't really care if it succeeded;
899 * if the map isn't there, then stay on the 943 * if the map isn't there, then stay on the
900 * default initial map */ 944 * default initial map */
901 tmp->destroy (); 945 tmp->destroy ();
902 } 946 }
903 else 947 else
942 if (op->msg) 986 if (op->msg)
943 new_draw_info (NDI_BLUE, 0, op, op->msg); 987 new_draw_info (NDI_BLUE, 0, op, op->msg);
944 988
945 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 989 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
946 return 0; 990 return 0;
947}
948
949int
950key_confirm_quit (object *op, char key)
951{
952 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
953 {
954 op->contr->ns->state = ST_PLAYING;
955 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
956 return 1;
957 }
958
959 INVOKE_PLAYER (LOGOUT, op->contr);
960 INVOKE_PLAYER (QUIT, op->contr);
961
962 terminate_all_pets (op);
963 leave_map (op);
964 op->direction = 0;
965 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
966
967 strcpy (op->contr->killer, "quit");
968 check_score (op);
969 op->contr->party = 0;
970 op->contr->own_title[0] = '\0';
971
972 object_ptr ob = op;
973
974 delete ob->contr;
975
976 /* We need to hunt for any per player unique maps in memory and
977 * get rid of them. The trailing slash in the path is intentional,
978 * so that players named 'Ab' won't match against players 'Abe' pathname
979 */
980 char buf[MAX_BUF];
981 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
982
983 for (maptile *next, *mp = first_map; mp; mp = next)
984 {
985 next = mp->next;
986
987 if (!strncmp (mp->path, buf, strlen (buf)))
988 delete_map (mp);
989 }
990
991 delete_character (ob->name, 1);
992
993 return 1;
994} 991}
995 992
996void 993void
997flee_player (object *op) 994flee_player (object *op)
998{ 995{
1652 return 0; 1649 return 0;
1653 } 1650 }
1654 1651
1655 arrow->set_owner (op); 1652 arrow->set_owner (op);
1656 arrow->skill = bow->skill; 1653 arrow->skill = bow->skill;
1657
1658 arrow->direction = dir; 1654 arrow->direction = dir;
1659 arrow->x = sx;
1660 arrow->y = sy;
1661 1655
1662 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1663 { 1657 {
1664 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1665 op->update_stats (); 1659 op->update_stats ();
1680 1674
1681 /* update the speed */ 1675 /* update the speed */
1682 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1676 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1683 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1677 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1684 1678
1685 if (arrow->speed < 1.0) 1679 arrow->set_speed (max (arrow->speed, 1.0));
1686 arrow->speed = 1.0;
1687 update_ob_speed (arrow);
1688 arrow->speed_left = 0; 1680 arrow->speed_left = 0;
1689 1681
1690 if (op->type == PLAYER) 1682 if (op->type == PLAYER)
1691 { 1683 {
1692 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1684 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1705 arrow->attacktype |= bow->attacktype; 1697 arrow->attacktype |= bow->attacktype;
1706 1698
1707 if (bow->slaying) 1699 if (bow->slaying)
1708 arrow->slaying = bow->slaying; 1700 arrow->slaying = bow->slaying;
1709 1701
1710 arrow->map = m;
1711 arrow->move_type = MOVE_FLY_LOW; 1702 arrow->move_type = MOVE_FLY_LOW;
1712 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1713 1704
1714 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1705 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1715 insert_ob_in_map (arrow, m, op, 0); 1706 m->insert (arrow, sx, sy, op);
1716 1707
1717 if (!arrow->destroyed ()) 1708 if (!arrow->destroyed ())
1718 move_arrow (arrow); 1709 move_arrow (arrow);
1719 1710
1720 if (op->type == PLAYER) 1711 if (op->type == PLAYER)
1746 } 1737 }
1747 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1738 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1748 { 1739 {
1749 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1750 wcmod = -1; 1741 wcmod = -1;
1742
1751 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1752 } 1744 }
1753 else if (op->contr->bowtype == bow_threewide) 1745 else if (op->contr->bowtype == bow_threewide)
1754 { 1746 {
1755 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1747 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1825 1817
1826 if (item->arch) 1818 if (item->arch)
1827 { 1819 {
1828 CLEAR_FLAG (item, FLAG_ANIMATE); 1820 CLEAR_FLAG (item, FLAG_ANIMATE);
1829 item->face = item->arch->clone.face; 1821 item->face = item->arch->clone.face;
1830 item->speed = 0; 1822 item->set_speed (0);
1831 update_ob_speed (item);
1832 } 1823 }
1824
1833 if ((tmp = item->in_player ())) 1825 if ((tmp = item->in_player ()))
1834 esrv_update_item (UPD_ANIM, tmp, item); 1826 esrv_update_item (UPD_ANIM, tmp, item);
1835 } 1827 }
1836 } 1828 }
1837 else if (item->type == ROD || item->type == HORN) 1829 else if (item->type == ROD || item->type == HORN)
1838 {
1839 drain_rod_charge (item); 1830 drain_rod_charge (item);
1840 }
1841 } 1831 }
1842} 1832}
1843 1833
1844/* Received a fire command for the player - go and do it. 1834/* Received a fire command for the player - go and do it.
1845 */ 1835 */
1884 { 1874 {
1885 if (op->type == PLAYER) 1875 if (op->type == PLAYER)
1886 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1876 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1887 return; 1877 return;
1888 } 1878 }
1879
1889 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1880 do_skill (op, op, op->chosen_skill, dir, NULL);
1890 return; 1881 return;
1891 case range_builder: 1882 case range_builder:
1892 apply_map_builder (op, dir); 1883 apply_map_builder (op, dir);
1893 return; 1884 return;
1894 default: 1885 default:
2061 */ 2052 */
2062 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2053 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2063 { 2054 {
2064 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2055 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2065 { 2056 {
2066 m = get_map_from_coord (op->map, &nx, &ny); 2057 m = op->map->xy_find (nx, ny);
2067 if (!m) 2058 if (!m)
2068 return; /* Don't think this should happen */ 2059 return; /* Don't think this should happen */
2069 } 2060 }
2070 else 2061 else
2071 m = op->map; 2062 m = op->map;
2072 2063
2073 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2064 if (!(tmp = m->at (nx, ny).bot))
2074 {
2075 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2076 return; 2065 return;
2077 }
2078 2066
2079 mon = 0; 2067 mon = 0;
2080 /* Go through all the objects, and find ones of interest. Only stop if 2068 /* Go through all the objects, and find ones of interest. Only stop if
2081 * we find a monster - that is something we know we want to attack. 2069 * we find a monster - that is something we know we want to attack.
2082 * if its a door or barrel (can roll) see if there may be monsters 2070 * if its a door or barrel (can roll) see if there may be monsters
2135 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2123 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2136 { 2124 {
2137 /* If we're braced, we don't want to switch places with it */ 2125 /* If we're braced, we don't want to switch places with it */
2138 if (op->contr->braced) 2126 if (op->contr->braced)
2139 return; 2127 return;
2128
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2129 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2141 (void) push_ob (mon, dir, op); 2130 (void) push_ob (mon, dir, op);
2142 if (op->contr->tmp_invis || op->hide) 2131 if (op->contr->tmp_invis || op->hide)
2143 make_visible (op); 2132 make_visible (op);
2133
2144 return; 2134 return;
2145 } 2135 }
2146 2136
2147 /* in certain circumstances, you shouldn't attack friendly 2137 /* in certain circumstances, you shouldn't attack friendly
2148 * creatures. Note that if you are braced, you can't push 2138 * creatures. Note that if you are braced, you can't push
2162 !on_battleground)) 2152 !on_battleground))
2163 { 2153 {
2164 if (!op->contr->braced) 2154 if (!op->contr->braced)
2165 { 2155 {
2166 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2156 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2167 (void) push_ob (mon, dir, op); 2157 push_ob (mon, dir, op);
2168 } 2158 }
2169 else 2159 else
2170 new_draw_info (0, 0, op, "You withhold your attack"); 2160 new_draw_info (0, 0, op, "You withhold your attack");
2171 2161
2172 if (op->contr->tmp_invis || op->hide) 2162 if (op->contr->tmp_invis || op->hide)
2187 * Way it works is like this: First, it must have some hit points 2177 * Way it works is like this: First, it must have some hit points
2188 * and be living. Then, it must be one of the following: 2178 * and be living. Then, it must be one of the following:
2189 * 1) Not a player, 2) A player, but of a different party. Note 2179 * 1) Not a player, 2) A player, but of a different party. Note
2190 * that party_number -1 is no party, so attacks can still happen. 2180 * that party_number -1 is no party, so attacks can still happen.
2191 */ 2181 */
2192
2193 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2194 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2183 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2195 { 2184 {
2196 2185
2197 /* If the player hasn't hit something this tick, and does 2186 /* If the player hasn't hit something this tick, and does
2231int 2220int
2232move_player (object *op, int dir) 2221move_player (object *op, int dir)
2233{ 2222{
2234 int pick; 2223 int pick;
2235 2224
2236 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2225 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2237 return 0; 2226 return 0;
2238 2227
2239 /* Sanity check: make sure dir is valid */ 2228 /* Sanity check: make sure dir is valid */
2240 if ((dir < 0) || (dir >= 9)) 2229 if ((dir < 0) || (dir >= 9))
2241 { 2230 {
2242 LOG (llevError, "move_player: invalid direction %d\n", dir); 2231 LOG (llevError, "move_player: invalid direction %d\n", dir);
2243 return 0; 2232 return 0;
2244 } 2233 }
2245 2234
2246 /* peterm: added following line */ 2235 /* peterm: added following line */
2247 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2236 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2248 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2237 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2249 2238
2250 op->facing = dir; 2239 op->facing = dir;
2251 2240
2329 2318
2330 /* call this here - we also will call this in do_ericserver, but 2319 /* call this here - we also will call this in do_ericserver, but
2331 * the players time has been increased when doericserver has been 2320 * the players time has been increased when doericserver has been
2332 * called, so we recheck it here. 2321 * called, so we recheck it here.
2333 */ 2322 */
2334 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2323 if (op->contr->ns->handle_command ())
2335 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2324 return 1;
2336 ;
2337 2325
2338 if (op->speed_left < 0) 2326 if (op->speed_left > 0)
2339 return 0; 2327 {
2340
2341 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2328 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2342 { 2329 {
2343 /* All move commands take 1 tick, at least for now */ 2330 /* All move commands take 1 tick, at least for now */
2344 op->speed_left--; 2331 op->speed_left--;
2345 2332
2346 /* Instead of all the stuff below, let move_player take care 2333 /* Instead of all the stuff below, let move_player take care
2347 * of it. Also, some of the skill stuff is only put in 2334 * of it. Also, some of the skill stuff is only put in
2348 * there, as well as the confusion stuff. 2335 * there, as well as the confusion stuff.
2349 */ 2336 */
2350 move_player (op, op->direction); 2337 move_player (op, op->direction);
2351 if (op->speed_left > 0) 2338
2352 return 1; 2339 return op->speed_left > 0;
2353 else 2340 }
2354 return 0;
2355 } 2341 }
2356 2342
2357 return 0; 2343 return 0;
2358} 2344}
2359 2345
2401{ 2387{
2402 object *next; 2388 object *next;
2403 2389
2404 while (op) 2390 while (op)
2405 { 2391 {
2406 next = op->below; /* Make sure we have a good value, in case 2392 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2407 * we remove object 'op' 2393
2408 */
2409 if (QUERY_FLAG (op, FLAG_UNPAID)) 2394 if (QUERY_FLAG (op, FLAG_UNPAID))
2410 { 2395 {
2411 op->remove ();
2412 op->x = env->x;
2413 op->y = env->y;
2414 if (env->type == PLAYER) 2396 if (env->type == PLAYER)
2415 esrv_del_item (env->contr, op->count); 2397 esrv_del_item (env->contr, op->count);
2416 insert_ob_in_map (op, env->map, NULL, 0); 2398
2399 op->insert_at (env);
2417 } 2400 }
2418 else if (op->inv) 2401 else if (op->inv)
2419 remove_unpaid_objects (op->inv, env); 2402 remove_unpaid_objects (op->inv, env);
2420 2403
2421 op = next; 2404 op = next;
2714 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2697 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2715 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2698 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2716 2699
2717 /* restore player */ 2700 /* restore player */
2718 at = archetype::find ("poisoning"); 2701 at = archetype::find ("poisoning");
2719 tmp = present_arch_in_ob (at, op); 2702 if (object *tmp = present_arch_in_ob (at, op))
2720 if (tmp)
2721 { 2703 {
2722 tmp->destroy (); 2704 tmp->destroy ();
2723 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2705 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2724 } 2706 }
2725 2707
2726 at = archetype::find ("confusion"); 2708 at = archetype::find ("confusion");
2727 tmp = present_arch_in_ob (at, op); 2709 if (object *tmp = present_arch_in_ob (at, op))
2728 if (tmp)
2729 { 2710 {
2730 tmp->destroy (); 2711 tmp->destroy ();
2731 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2712 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2732 } 2713 }
2733 2714
2735 op->stats.hp = op->stats.maxhp; 2716 op->stats.hp = op->stats.maxhp;
2736 if (op->stats.food <= 0) 2717 if (op->stats.food <= 0)
2737 op->stats.food = 999; 2718 op->stats.food = 999;
2738 2719
2739 /* create a bodypart-trophy to make the winner happy */ 2720 /* create a bodypart-trophy to make the winner happy */
2740 tmp = arch_to_object (archetype::find ("finger")); 2721 if (object *tmp = arch_to_object (archetype::find ("finger")))
2741 if (tmp != NULL)
2742 { 2722 {
2743 sprintf (buf, "%s's finger", &op->name); 2723 sprintf (buf, "%s's finger", &op->name);
2744 tmp->name = buf; 2724 tmp->name = buf;
2745 sprintf (buf, " This finger has been cut off %s\n" 2725 sprintf (buf, " This finger has been cut off %s\n"
2746 " the %s, when he was defeated at\n level %d by %s.\n", 2726 " the %s, when he was defeated at\n level %d by %s.\n",
2747 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2727 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2748 tmp->msg = buf; 2728 tmp->msg = buf;
2749 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2729 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2750 tmp->materialname = NULL; 2730 tmp->materialname = NULL;
2751 tmp->x = op->x, tmp->y = op->y; 2731 tmp->insert_at (op, tmp);
2752 insert_ob_in_map (tmp, op->map, op, 0);
2753 } 2732 }
2754 2733
2755 /* teleport defeated player to new destination */ 2734 /* teleport defeated player to new destination */
2756 transfer_ob (op, x, y, 0, NULL); 2735 transfer_ob (op, x, y, 0, NULL);
2757 op->contr->braced = 0; 2736 op->contr->braced = 0;
2762 2741
2763 command_kill_pets (op, 0); 2742 command_kill_pets (op, 0);
2764 2743
2765 if (op->stats.food < 0) 2744 if (op->stats.food < 0)
2766 { 2745 {
2767 if (op->contr->explore)
2768 {
2769 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2770 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2771 op->stats.food = 999;
2772 return;
2773 }
2774 sprintf (buf, "%s starved to death.", &op->name); 2746 sprintf (buf, "%s starved to death.", &op->name);
2775 strcpy (op->contr->killer, "starvation"); 2747 strcpy (op->contr->killer, "starvation");
2776 } 2748 }
2777 else 2749 else
2778 {
2779 if (op->contr->explore)
2780 {
2781 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2782 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2783 op->stats.hp = op->stats.maxhp;
2784 return;
2785 }
2786 sprintf (buf, "%s died.", &op->name); 2750 sprintf (buf, "%s died.", &op->name);
2787 } 2751
2788 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2752 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2789 2753
2790 /* save the map location for corpse, gravestone */ 2754 /* save the map location for corpse, gravestone */
2791 x = op->x; 2755 x = op->x;
2792 y = op->y; 2756 y = op->y;
2793 map = op->map; 2757 map = op->map;
2794
2795 2758
2796 /* NOT_PERMADEATH code. This basically brings the character back to 2759 /* NOT_PERMADEATH code. This basically brings the character back to
2797 * life if they are dead - it takes some exp and a random stat. 2760 * life if they are dead - it takes some exp and a random stat.
2798 * See the config.h file for a little more in depth detail about this. 2761 * See the config.h file for a little more in depth detail about this.
2799 */ 2762 */
2816 num_stats_lose = 1; 2779 num_stats_lose = 1;
2817 else 2780 else
2818 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2781 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2819 } 2782 }
2820 else 2783 else
2821 {
2822 num_stats_lose = 1; 2784 num_stats_lose = 1;
2823 } 2785
2824 lost_a_stat = 0; 2786 lost_a_stat = 0;
2825 2787
2826 for (z = 0; z < num_stats_lose; z++) 2788 for (z = 0; z < num_stats_lose; z++)
2827 { 2789 {
2828 i = RANDOM () % NUM_STATS; 2790 i = RANDOM () % NUM_STATS;
2986 /* */ 2948 /* */
2987 /****************************************/ 2949 /****************************************/
2988 2950
2989 enter_player_savebed (op); 2951 enter_player_savebed (op);
2990 2952
2991 /* Save the player before inserting the force to reduce
2992 * chance of abuse.
2993 */
2994 op->contr->braced = 0; 2953 op->contr->braced = 0;
2995 op->contr->save ();
2996 2954
2997 /* it is possible that the player has blown something up 2955 /* it is possible that the player has blown something up
2998 * at his savebed location, and that can have long lasting 2956 * at his savebed location, and that can have long lasting
2999 * spell effects. So first see if there is a spell effect 2957 * spell effects. So first see if there is a spell effect
3000 * on the space that might harm the player. 2958 * on the space that might harm the player.
3070 */ 3028 */
3071 3029
3072void 3030void
3073fix_weight (void) 3031fix_weight (void)
3074{ 3032{
3075 for (player *pl = first_player; pl; pl = pl->next) 3033 for_all_players (pl)
3076 { 3034 {
3077 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3035 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3078 3036
3079 if (old == sum) 3037 if (old == sum)
3080 continue; 3038 continue;
3084} 3042}
3085 3043
3086void 3044void
3087fix_luck (void) 3045fix_luck (void)
3088{ 3046{
3089 for (player *pl = first_player; pl; pl = pl->next) 3047 for_all_players (pl)
3090 if (!pl->ob->contr->ns->state) 3048 if (!pl->ob->contr->ns->state)
3091 pl->ob->change_luck (0); 3049 pl->ob->change_luck (0);
3092} 3050}
3093 3051
3094/* cast_dust() - handles op throwing objects of type 'DUST'. 3052/* cast_dust() - handles op throwing objects of type 'DUST'.
3212 3170
3213 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3171 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3214 3172
3215 /* its *extremely* hard to run and sneak/hide at the same time! */ 3173 /* its *extremely* hard to run and sneak/hide at the same time! */
3216 if (op->type == PLAYER && op->contr->run_on) 3174 if (op->type == PLAYER && op->contr->run_on)
3217 {
3218 if (!skop || num >= skop->level) 3175 if (!skop || num >= skop->level)
3219 { 3176 {
3220 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3177 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3221 make_visible (op); 3178 make_visible (op);
3222 return; 3179 return;
3223 } 3180 }
3224 else 3181 else
3225 num += 20; 3182 num += 20;
3226 } 3183
3227 num += op->map->difficulty; 3184 num += op->map->difficulty;
3228 hide = hideability (op); /* modify by terrain hidden level */ 3185 hide = hideability (op); /* modify by terrain hidden level */
3229 num -= hide; 3186 num -= hide;
3187
3230 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3188 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3231 { 3189 {
3232 make_visible (op); 3190 make_visible (op);
3233 if (op->type == PLAYER) 3191 if (op->type == PLAYER)
3234 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3192 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3235 } 3193 }
3236 else if (op->type == PLAYER && skop) 3194 else if (op->type == PLAYER && skop)
3237 {
3238 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3195 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3239 }
3240} 3196}
3241 3197
3242/* determine if who is standing near a hostile creature. */ 3198/* determine if who is standing near a hostile creature. */
3243 3199
3244int 3200int
3311 if (pl->type != PLAYER) 3267 if (pl->type != PLAYER)
3312 { 3268 {
3313 LOG (llevError, "player_can_view() called for non-player object\n"); 3269 LOG (llevError, "player_can_view() called for non-player object\n");
3314 return -1; 3270 return -1;
3315 } 3271 }
3272
3316 if (!pl || !op) 3273 if (!pl || !op)
3317 return 0; 3274 return 0;
3318 3275
3319 if (op->head)
3320 {
3321 op = op->head; 3276 op = op->head_ ();
3322 } 3277
3323 get_rangevector (pl, op, &rv, 0x1); 3278 get_rangevector (pl, op, &rv, 0x1);
3324 3279
3325 /* starting with the 'head' part, lets loop 3280 /* starting with the 'head' part, lets loop
3326 * through the object and find if it has any 3281 * through the object and find if it has any
3327 * part that is in the los array but isnt on 3282 * part that is in the los array but isnt on
3457 if (trlist == NULL || who->type != PLAYER) 3412 if (trlist == NULL || who->type != PLAYER)
3458 return; 3413 return;
3459 3414
3460 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3415 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3461 3416
3462 if (tr == NULL || tr->item == NULL) 3417 if (!tr || !tr->item)
3463 { 3418 {
3464 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3419 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3465 return; 3420 return;
3466 } 3421 }
3467 3422

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