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Comparing deliantra/server/server/player.C (file contents):
Revision 1.64 by root, Tue Dec 26 03:35:59 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 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 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);
167} 206}
168 207
169// connect the player with a specific client 208// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings 209// also changed, rationalises, and fixes some incorrect settings
171void 210void
172player::connect (client *ns) 211player::connect (client *ns)
173{ 212{
174 this->ns = ns; 213 this->ns = ns;
175 ns->pl = this; 214 ns->pl = this;
176 215
177 next = first_player;
178 first_player = this;
179
180 ns->update_look = 0; 216 ns->update_look = 0;
181 ns->look_position = 0; 217 ns->look_position = 0;
182 218
183 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
184 247
185 /* make sure he's a player -- needed because of class change. */ 248 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid 249 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race; 250 ob->race = ob->arch->clone.race;
188 251
191 254
192 ob->carrying = sum_weight (ob); 255 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 256 link_player_skills (ob);
194 257
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 258 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 update_ob_speed (ob);
197 259
198 assign (title, ob->arch->clone.name); 260 assign (title, ob->arch->clone.name);
199 261
200 /* 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
201 * 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
223 skin = tmp; 285 skin = tmp;
224 286
225 set_dragon_name (ob, abil, skin); 287 set_dragon_name (ob, abil, skin);
226 } 288 }
227 289
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
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!"); 290 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);
235 291
236 esrv_new_player (this, ob->weight + ob->carrying); 292 esrv_new_player (this, ob->weight + ob->carrying);
237 293
238 ob->update_stats (); 294 ob->update_stats ();
239 ns->floorbox_update (); 295 ns->floorbox_update ();
240 296
241 esrv_send_inventory (ob, ob); 297 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0); 298 esrv_add_spells (this, 0);
243 299
244 enter_exit (ob, 0); 300 activate ();
245 301
246 send_rules (ob); 302 send_rules (ob);
247 send_news (ob); 303 send_news (ob);
248 display_motd (ob); 304 display_motd (ob);
305
306 INVOKE_PLAYER (CONNECT, this);
249 INVOKE_PLAYER (LOGIN, this); 307 INVOKE_PLAYER (LOGIN, this);
250} 308}
251 309
252void 310void
253player::disconnect () 311player::disconnect ()
254{ 312{
255 //TODO: don't be so harsh and destroy :)
256 if (ns) 313 if (ns)
257 destroy (); 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 ();
258} 325}
259 326
260// the need for this function can be explained 327// the need for this function can be explained
261// by load_object not returning the object 328// by load_object not returning the object
262void 329void
269 ob->speed = 1.0; 336 ob->speed = 1.0;
270 ob->direction = 5; /* So player faces south */ 337 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2; 338 ob->stats.wc = 2;
272 ob->run_away = 25; /* Then we panick... */ 339 ob->run_away = 25; /* Then we panick... */
273 340
274 set_first_map (ob);
275
276 ob->roll_stats (); 341 ob->roll_stats ();
277} 342}
278 343
279player::player () 344player::player ()
280{ 345{
281 /* There are some elements we want initialized to non zero value - 346 /* There are some elements we want initialised to non zero value -
282 * we deal with that below this point. 347 * we deal with that below this point.
283 */ 348 */
284 outputs_sync = 16; /* Every 2 seconds */ 349 outputs_sync = 16; /* Every 2 seconds */
285 outputs_count = 8; /* Keeps present behaviour */ 350 outputs_count = 8; /* Keeps present behaviour */
286 unapply = unapply_nochoice; 351 unapply = unapply_nochoice;
287 352
288 assign (savebed_map, first_map_path); /* Init. respawn position */ 353 savebed_map = first_map_path; /* Init. respawn position */
289 354
290 gen_sp_armour = 10; 355 gen_sp_armour = 10;
291 last_speed = -1;
292 shoottype = range_none; 356 shoottype = range_none;
293 bowtype = bow_normal; 357 bowtype = bow_normal;
294 petmode = pet_normal; 358 petmode = pet_normal;
295 listening = 10; 359 listening = 10;
296 usekeys = containers; 360 usekeys = containers;
297 last_weapon_sp = -1;
298 peaceful = 1; /* default peaceful */ 361 peaceful = 1; /* default peaceful */
299 do_los = 1; 362 do_los = 1;
300
301 /* we need to clear these to -1 and not zero - otherwise,
302 * if a player quits and starts a new character, we wont
303 * send new values to the client, as things like exp start
304 * at zero.
305 */
306 for (int i = 0; i < NUM_SKILLS; i++)
307 last_skill_exp[i] = -1;
308
309 for (int i = 0; i < NROFATTACKS; i++)
310 last_resist[i] = -1;
311
312 last_stats.exp = -1;
313 last_weight = (uint32) - 1;
314} 363}
315 364
316void 365void
317player::do_destroy () 366player::do_destroy ()
318{ 367{
368 disconnect ();
369
319 attachable::do_destroy (); 370 attachable::do_destroy ();
320 371
321 disconnect ();
322
323 terminate_all_pets (ob);
324
325 if (first_player != this)
326 {
327 player *prev = first_player;
328
329 while (prev && prev->next && prev->next != this)
330 prev = prev->next;
331
332 if (prev->next != this)
333 {
334 LOG (llevError, "Free_player: Can't find previous player.\n");
335 abort ();
336 }
337
338 prev->next = next;
339 }
340 else
341 first_player = next;
342
343 if (ob) 372 if (ob)
373 {
344 ob->destroy (true); 374 ob->destroy_inv (false);
345
346 if (ns)
347 {
348 client *ns = this->ns;
349 ns->send_packet ("goodbye");
350 ns->flush ();
351 ns->pl = 0;
352 this->ns = 0;
353 ns->destroy (); 375 ob->destroy ();
354 } 376 }
355} 377}
356 378
357player::~player () 379player::~player ()
358{ 380{
368player::create () 390player::create ()
369{ 391{
370 player *pl = new player; 392 player *pl = new player;
371 393
372 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);
373 396
374 return pl; 397 return pl;
375} 398}
376 399
377/* 400/*
408 object *op = NULL; 431 object *op = NULL;
409 objectlink *ol; 432 objectlink *ol;
410 unsigned lastdist; 433 unsigned lastdist;
411 rv_vector rv; 434 rv_vector rv;
412 435
413 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 436 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
414 { 437 {
415 /* 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
416 * does periodically happen. Given that, lets deal with it. 439 * does periodically happen. Given that, lets deal with it.
417 * While unlikely, it is possible the next object on the friendly 440 * While unlikely, it is possible the next object on the friendly
418 * list is also free, so encapsulate this in a while loop. 441 * list is also free, so encapsulate this in a while loop.
422 object *tmp = ol->ob; 445 object *tmp = ol->ob;
423 446
424 /* 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
425 * itself will have been cleared. 448 * itself will have been cleared.
426 */ 449 */
427 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 ());
428 ol = ol->next; 452 ol = ol->next;
429 remove_friendly_object (tmp); 453 remove_friendly_object (tmp);
430 if (!ol) 454 if (!ol)
431 return op; 455 return op;
432 } 456 }
843 867
844 contr->orig_stats = stats; 868 contr->orig_stats = stats;
845 } 869 }
846} 870}
847 871
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
848/* This function takes the key that is passed, and does the 883/* This function takes the key that is passed, and does the
849 * appropriate action with it (change race, or other things). 884 * appropriate action with it (change race, or other things).
850 * The function name is for historical reasons - now we have 885 * The function name is for historical reasons - now we have
851 * separate race and class; this actually changes the RACE, 886 * separate race and class; this actually changes the RACE,
852 * not the class. 887 * not the class.
897 if (*first_map_ext_path) 932 if (*first_map_ext_path)
898 { 933 {
899 object *tmp; 934 object *tmp;
900 char mapname[MAX_BUF]; 935 char mapname[MAX_BUF];
901 936
902 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);
903 tmp = object::create (); 938 tmp = object::create ();
904 EXIT_PATH (tmp) = mapname; 939 EXIT_PATH (tmp) = mapname;
905 EXIT_X (tmp) = op->x; 940 EXIT_X (tmp) = op->x;
906 EXIT_Y (tmp) = op->y; 941 EXIT_Y (tmp) = op->y;
907 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;
908 * if the map isn't there, then stay on the 943 * if the map isn't there, then stay on the
909 * default initial map */ 944 * default initial map */
910 tmp->destroy (); 945 tmp->destroy ();
911 } 946 }
912 else 947 else
951 if (op->msg) 986 if (op->msg)
952 new_draw_info (NDI_BLUE, 0, op, op->msg); 987 new_draw_info (NDI_BLUE, 0, op, op->msg);
953 988
954 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");
955 return 0; 990 return 0;
956}
957
958int
959key_confirm_quit (object *op, char key)
960{
961 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
962 {
963 op->contr->ns->state = ST_PLAYING;
964 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
965 return 1;
966 }
967
968 INVOKE_PLAYER (LOGOUT, op->contr);
969 INVOKE_PLAYER (QUIT, op->contr);
970
971 terminate_all_pets (op);
972 leave_map (op);
973 op->direction = 0;
974 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
975
976 strcpy (op->contr->killer, "quit");
977 check_score (op);
978 op->contr->party = 0;
979 op->contr->own_title[0] = '\0';
980
981 object_ptr ob = op;
982
983 delete ob->contr;
984
985 /* We need to hunt for any per player unique maps in memory and
986 * get rid of them. The trailing slash in the path is intentional,
987 * so that players named 'Ab' won't match against players 'Abe' pathname
988 */
989 char buf[MAX_BUF];
990 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
991
992 for (maptile *next, *mp = first_map; mp; mp = next)
993 {
994 next = mp->next;
995
996 if (!strncmp (mp->path, buf, strlen (buf)))
997 delete_map (mp);
998 }
999
1000 delete_character (ob->name, 1);
1001
1002 return 1;
1003} 991}
1004 992
1005void 993void
1006flee_player (object *op) 994flee_player (object *op)
1007{ 995{
1661 return 0; 1649 return 0;
1662 } 1650 }
1663 1651
1664 arrow->set_owner (op); 1652 arrow->set_owner (op);
1665 arrow->skill = bow->skill; 1653 arrow->skill = bow->skill;
1666
1667 arrow->direction = dir; 1654 arrow->direction = dir;
1668 arrow->x = sx;
1669 arrow->y = sy;
1670 1655
1671 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1672 { 1657 {
1673 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1674 op->update_stats (); 1659 op->update_stats ();
1689 1674
1690 /* update the speed */ 1675 /* update the speed */
1691 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1676 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1692 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;
1693 1678
1694 if (arrow->speed < 1.0) 1679 arrow->set_speed (max (arrow->speed, 1.0));
1695 arrow->speed = 1.0;
1696 update_ob_speed (arrow);
1697 arrow->speed_left = 0; 1680 arrow->speed_left = 0;
1698 1681
1699 if (op->type == PLAYER) 1682 if (op->type == PLAYER)
1700 { 1683 {
1701 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1684 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1714 arrow->attacktype |= bow->attacktype; 1697 arrow->attacktype |= bow->attacktype;
1715 1698
1716 if (bow->slaying) 1699 if (bow->slaying)
1717 arrow->slaying = bow->slaying; 1700 arrow->slaying = bow->slaying;
1718 1701
1719 arrow->map = m;
1720 arrow->move_type = MOVE_FLY_LOW; 1702 arrow->move_type = MOVE_FLY_LOW;
1721 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1722 1704
1723 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);
1724 insert_ob_in_map (arrow, m, op, 0); 1706 m->insert (arrow, sx, sy, op);
1725 1707
1726 if (!arrow->destroyed ()) 1708 if (!arrow->destroyed ())
1727 move_arrow (arrow); 1709 move_arrow (arrow);
1728 1710
1729 if (op->type == PLAYER) 1711 if (op->type == PLAYER)
1755 } 1737 }
1756 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)
1757 { 1739 {
1758 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1759 wcmod = -1; 1741 wcmod = -1;
1742
1760 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);
1761 } 1744 }
1762 else if (op->contr->bowtype == bow_threewide) 1745 else if (op->contr->bowtype == bow_threewide)
1763 { 1746 {
1764 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);
1834 1817
1835 if (item->arch) 1818 if (item->arch)
1836 { 1819 {
1837 CLEAR_FLAG (item, FLAG_ANIMATE); 1820 CLEAR_FLAG (item, FLAG_ANIMATE);
1838 item->face = item->arch->clone.face; 1821 item->face = item->arch->clone.face;
1839 item->speed = 0; 1822 item->set_speed (0);
1840 update_ob_speed (item);
1841 } 1823 }
1824
1842 if ((tmp = item->in_player ())) 1825 if ((tmp = item->in_player ()))
1843 esrv_update_item (UPD_ANIM, tmp, item); 1826 esrv_update_item (UPD_ANIM, tmp, item);
1844 } 1827 }
1845 } 1828 }
1846 else if (item->type == ROD || item->type == HORN) 1829 else if (item->type == ROD || item->type == HORN)
1847 {
1848 drain_rod_charge (item); 1830 drain_rod_charge (item);
1849 }
1850 } 1831 }
1851} 1832}
1852 1833
1853/* Received a fire command for the player - go and do it. 1834/* Received a fire command for the player - go and do it.
1854 */ 1835 */
1893 { 1874 {
1894 if (op->type == PLAYER) 1875 if (op->type == PLAYER)
1895 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.");
1896 return; 1877 return;
1897 } 1878 }
1879
1898 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1880 do_skill (op, op, op->chosen_skill, dir, NULL);
1899 return; 1881 return;
1900 case range_builder: 1882 case range_builder:
1901 apply_map_builder (op, dir); 1883 apply_map_builder (op, dir);
1902 return; 1884 return;
1903 default: 1885 default:
2070 */ 2052 */
2071 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))
2072 { 2054 {
2073 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2055 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2074 { 2056 {
2075 m = get_map_from_coord (op->map, &nx, &ny); 2057 m = op->map->xy_find (nx, ny);
2076 if (!m) 2058 if (!m)
2077 return; /* Don't think this should happen */ 2059 return; /* Don't think this should happen */
2078 } 2060 }
2079 else 2061 else
2080 m = op->map; 2062 m = op->map;
2081 2063
2082 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2064 if (!(tmp = m->at (nx, ny).bot))
2083 {
2084 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2085 return; 2065 return;
2086 }
2087 2066
2088 mon = 0; 2067 mon = 0;
2089 /* 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
2090 * 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.
2091 * 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
2144 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2123 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2145 { 2124 {
2146 /* 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 */
2147 if (op->contr->braced) 2126 if (op->contr->braced)
2148 return; 2127 return;
2128
2149 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);
2150 (void) push_ob (mon, dir, op); 2130 (void) push_ob (mon, dir, op);
2151 if (op->contr->tmp_invis || op->hide) 2131 if (op->contr->tmp_invis || op->hide)
2152 make_visible (op); 2132 make_visible (op);
2133
2153 return; 2134 return;
2154 } 2135 }
2155 2136
2156 /* in certain circumstances, you shouldn't attack friendly 2137 /* in certain circumstances, you shouldn't attack friendly
2157 * creatures. Note that if you are braced, you can't push 2138 * creatures. Note that if you are braced, you can't push
2171 !on_battleground)) 2152 !on_battleground))
2172 { 2153 {
2173 if (!op->contr->braced) 2154 if (!op->contr->braced)
2174 { 2155 {
2175 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);
2176 (void) push_ob (mon, dir, op); 2157 push_ob (mon, dir, op);
2177 } 2158 }
2178 else 2159 else
2179 new_draw_info (0, 0, op, "You withhold your attack"); 2160 new_draw_info (0, 0, op, "You withhold your attack");
2180 2161
2181 if (op->contr->tmp_invis || op->hide) 2162 if (op->contr->tmp_invis || op->hide)
2196 * 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
2197 * and be living. Then, it must be one of the following: 2178 * and be living. Then, it must be one of the following:
2198 * 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
2199 * 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.
2200 */ 2181 */
2201
2202 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2203 ((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)))
2204 { 2184 {
2205 2185
2206 /* If the player hasn't hit something this tick, and does 2186 /* If the player hasn't hit something this tick, and does
2240int 2220int
2241move_player (object *op, int dir) 2221move_player (object *op, int dir)
2242{ 2222{
2243 int pick; 2223 int pick;
2244 2224
2245 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2225 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2246 return 0; 2226 return 0;
2247 2227
2248 /* Sanity check: make sure dir is valid */ 2228 /* Sanity check: make sure dir is valid */
2249 if ((dir < 0) || (dir >= 9)) 2229 if ((dir < 0) || (dir >= 9))
2250 { 2230 {
2251 LOG (llevError, "move_player: invalid direction %d\n", dir); 2231 LOG (llevError, "move_player: invalid direction %d\n", dir);
2252 return 0; 2232 return 0;
2253 } 2233 }
2254 2234
2255 /* peterm: added following line */ 2235 /* peterm: added following line */
2256 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2236 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2257 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2237 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2258 2238
2259 op->facing = dir; 2239 op->facing = dir;
2260 2240
2338 2318
2339 /* 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
2340 * the players time has been increased when doericserver has been 2320 * the players time has been increased when doericserver has been
2341 * called, so we recheck it here. 2321 * called, so we recheck it here.
2342 */ 2322 */
2343 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2323 if (op->contr->ns->handle_command ())
2344 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2324 return 1;
2345 ;
2346 2325
2347 if (op->speed_left < 0) 2326 if (op->speed_left > 0)
2348 return 0; 2327 {
2349
2350 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2328 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2351 { 2329 {
2352 /* All move commands take 1 tick, at least for now */ 2330 /* All move commands take 1 tick, at least for now */
2353 op->speed_left--; 2331 op->speed_left--;
2354 2332
2355 /* Instead of all the stuff below, let move_player take care 2333 /* Instead of all the stuff below, let move_player take care
2356 * 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
2357 * there, as well as the confusion stuff. 2335 * there, as well as the confusion stuff.
2358 */ 2336 */
2359 move_player (op, op->direction); 2337 move_player (op, op->direction);
2360 if (op->speed_left > 0) 2338
2361 return 1; 2339 return op->speed_left > 0;
2362 else 2340 }
2363 return 0;
2364 } 2341 }
2365 2342
2366 return 0; 2343 return 0;
2367} 2344}
2368 2345
2410{ 2387{
2411 object *next; 2388 object *next;
2412 2389
2413 while (op) 2390 while (op)
2414 { 2391 {
2415 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' */
2416 * we remove object 'op' 2393
2417 */
2418 if (QUERY_FLAG (op, FLAG_UNPAID)) 2394 if (QUERY_FLAG (op, FLAG_UNPAID))
2419 { 2395 {
2420 op->remove ();
2421 op->x = env->x;
2422 op->y = env->y;
2423 if (env->type == PLAYER) 2396 if (env->type == PLAYER)
2424 esrv_del_item (env->contr, op->count); 2397 esrv_del_item (env->contr, op->count);
2425 insert_ob_in_map (op, env->map, NULL, 0); 2398
2399 op->insert_at (env);
2426 } 2400 }
2427 else if (op->inv) 2401 else if (op->inv)
2428 remove_unpaid_objects (op->inv, env); 2402 remove_unpaid_objects (op->inv, env);
2429 2403
2430 op = next; 2404 op = next;
2723 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!");
2724 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...");
2725 2699
2726 /* restore player */ 2700 /* restore player */
2727 at = archetype::find ("poisoning"); 2701 at = archetype::find ("poisoning");
2728 tmp = present_arch_in_ob (at, op); 2702 if (object *tmp = present_arch_in_ob (at, op))
2729 if (tmp)
2730 { 2703 {
2731 tmp->destroy (); 2704 tmp->destroy ();
2732 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2705 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2733 } 2706 }
2734 2707
2735 at = archetype::find ("confusion"); 2708 at = archetype::find ("confusion");
2736 tmp = present_arch_in_ob (at, op); 2709 if (object *tmp = present_arch_in_ob (at, op))
2737 if (tmp)
2738 { 2710 {
2739 tmp->destroy (); 2711 tmp->destroy ();
2740 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2712 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2741 } 2713 }
2742 2714
2744 op->stats.hp = op->stats.maxhp; 2716 op->stats.hp = op->stats.maxhp;
2745 if (op->stats.food <= 0) 2717 if (op->stats.food <= 0)
2746 op->stats.food = 999; 2718 op->stats.food = 999;
2747 2719
2748 /* create a bodypart-trophy to make the winner happy */ 2720 /* create a bodypart-trophy to make the winner happy */
2749 tmp = arch_to_object (archetype::find ("finger")); 2721 if (object *tmp = arch_to_object (archetype::find ("finger")))
2750 if (tmp != NULL)
2751 { 2722 {
2752 sprintf (buf, "%s's finger", &op->name); 2723 sprintf (buf, "%s's finger", &op->name);
2753 tmp->name = buf; 2724 tmp->name = buf;
2754 sprintf (buf, " This finger has been cut off %s\n" 2725 sprintf (buf, " This finger has been cut off %s\n"
2755 " 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",
2756 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2727 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2757 tmp->msg = buf; 2728 tmp->msg = buf;
2758 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2729 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2759 tmp->materialname = NULL; 2730 tmp->materialname = NULL;
2760 tmp->x = op->x, tmp->y = op->y; 2731 tmp->insert_at (op, tmp);
2761 insert_ob_in_map (tmp, op->map, op, 0);
2762 } 2732 }
2763 2733
2764 /* teleport defeated player to new destination */ 2734 /* teleport defeated player to new destination */
2765 transfer_ob (op, x, y, 0, NULL); 2735 transfer_ob (op, x, y, 0, NULL);
2766 op->contr->braced = 0; 2736 op->contr->braced = 0;
2771 2741
2772 command_kill_pets (op, 0); 2742 command_kill_pets (op, 0);
2773 2743
2774 if (op->stats.food < 0) 2744 if (op->stats.food < 0)
2775 { 2745 {
2776 if (op->contr->explore)
2777 {
2778 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2779 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2780 op->stats.food = 999;
2781 return;
2782 }
2783 sprintf (buf, "%s starved to death.", &op->name); 2746 sprintf (buf, "%s starved to death.", &op->name);
2784 strcpy (op->contr->killer, "starvation"); 2747 strcpy (op->contr->killer, "starvation");
2785 } 2748 }
2786 else 2749 else
2787 {
2788 if (op->contr->explore)
2789 {
2790 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2791 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2792 op->stats.hp = op->stats.maxhp;
2793 return;
2794 }
2795 sprintf (buf, "%s died.", &op->name); 2750 sprintf (buf, "%s died.", &op->name);
2796 } 2751
2797 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2752 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2798 2753
2799 /* save the map location for corpse, gravestone */ 2754 /* save the map location for corpse, gravestone */
2800 x = op->x; 2755 x = op->x;
2801 y = op->y; 2756 y = op->y;
2802 map = op->map; 2757 map = op->map;
2803
2804 2758
2805 /* NOT_PERMADEATH code. This basically brings the character back to 2759 /* NOT_PERMADEATH code. This basically brings the character back to
2806 * 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.
2807 * 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.
2808 */ 2762 */
2825 num_stats_lose = 1; 2779 num_stats_lose = 1;
2826 else 2780 else
2827 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2781 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2828 } 2782 }
2829 else 2783 else
2830 {
2831 num_stats_lose = 1; 2784 num_stats_lose = 1;
2832 } 2785
2833 lost_a_stat = 0; 2786 lost_a_stat = 0;
2834 2787
2835 for (z = 0; z < num_stats_lose; z++) 2788 for (z = 0; z < num_stats_lose; z++)
2836 { 2789 {
2837 i = RANDOM () % NUM_STATS; 2790 i = RANDOM () % NUM_STATS;
2995 /* */ 2948 /* */
2996 /****************************************/ 2949 /****************************************/
2997 2950
2998 enter_player_savebed (op); 2951 enter_player_savebed (op);
2999 2952
3000 /* Save the player before inserting the force to reduce
3001 * chance of abuse.
3002 */
3003 op->contr->braced = 0; 2953 op->contr->braced = 0;
3004 op->contr->save ();
3005 2954
3006 /* it is possible that the player has blown something up 2955 /* it is possible that the player has blown something up
3007 * at his savebed location, and that can have long lasting 2956 * at his savebed location, and that can have long lasting
3008 * spell effects. So first see if there is a spell effect 2957 * spell effects. So first see if there is a spell effect
3009 * on the space that might harm the player. 2958 * on the space that might harm the player.
3221 3170
3222 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3171 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3223 3172
3224 /* 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! */
3225 if (op->type == PLAYER && op->contr->run_on) 3174 if (op->type == PLAYER && op->contr->run_on)
3226 {
3227 if (!skop || num >= skop->level) 3175 if (!skop || num >= skop->level)
3228 { 3176 {
3229 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!");
3230 make_visible (op); 3178 make_visible (op);
3231 return; 3179 return;
3232 } 3180 }
3233 else 3181 else
3234 num += 20; 3182 num += 20;
3235 } 3183
3236 num += op->map->difficulty; 3184 num += op->map->difficulty;
3237 hide = hideability (op); /* modify by terrain hidden level */ 3185 hide = hideability (op); /* modify by terrain hidden level */
3238 num -= hide; 3186 num -= hide;
3187
3239 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3188 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3240 { 3189 {
3241 make_visible (op); 3190 make_visible (op);
3242 if (op->type == PLAYER) 3191 if (op->type == PLAYER)
3243 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!");
3244 } 3193 }
3245 else if (op->type == PLAYER && skop) 3194 else if (op->type == PLAYER && skop)
3246 {
3247 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);
3248 }
3249} 3196}
3250 3197
3251/* determine if who is standing near a hostile creature. */ 3198/* determine if who is standing near a hostile creature. */
3252 3199
3253int 3200int
3320 if (pl->type != PLAYER) 3267 if (pl->type != PLAYER)
3321 { 3268 {
3322 LOG (llevError, "player_can_view() called for non-player object\n"); 3269 LOG (llevError, "player_can_view() called for non-player object\n");
3323 return -1; 3270 return -1;
3324 } 3271 }
3272
3325 if (!pl || !op) 3273 if (!pl || !op)
3326 return 0; 3274 return 0;
3327 3275
3328 if (op->head)
3329 {
3330 op = op->head; 3276 op = op->head_ ();
3331 } 3277
3332 get_rangevector (pl, op, &rv, 0x1); 3278 get_rangevector (pl, op, &rv, 0x1);
3333 3279
3334 /* starting with the 'head' part, lets loop 3280 /* starting with the 'head' part, lets loop
3335 * through the object and find if it has any 3281 * through the object and find if it has any
3336 * part that is in the los array but isnt on 3282 * part that is in the los array but isnt on
3466 if (trlist == NULL || who->type != PLAYER) 3412 if (trlist == NULL || who->type != PLAYER)
3467 return; 3413 return;
3468 3414
3469 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++);
3470 3416
3471 if (tr == NULL || tr->item == NULL) 3417 if (!tr || !tr->item)
3472 { 3418 {
3473 /* 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]); */
3474 return; 3420 return;
3475 } 3421 }
3476 3422

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