1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <pwd.h> |
26 | #include <pwd.h> |
26 | #include <sproto.h> |
27 | #include <sproto.h> |
27 | #include <sounds.h> |
28 | #include <sounds.h> |
… | |
… | |
31 | #include <skills.h> |
32 | #include <skills.h> |
32 | |
33 | |
33 | #include <algorithm> |
34 | #include <algorithm> |
34 | #include <functional> |
35 | #include <functional> |
35 | |
36 | |
36 | player * |
37 | playervec players; |
37 | find_player (const char *plname) |
|
|
38 | { |
|
|
39 | for_all_players (pl) |
|
|
40 | if (pl->ob && !strcmp (query_name (pl->ob), plname)) |
|
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41 | return pl; |
|
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42 | |
|
|
43 | return 0; |
|
|
44 | } |
|
|
45 | |
38 | |
46 | void |
39 | void |
47 | display_motd (const object *op) |
40 | display_motd (const object *op) |
48 | { |
41 | { |
49 | char buf[MAX_BUF]; |
42 | char buf[MAX_BUF]; |
… | |
… | |
132 | |
125 | |
133 | if (*buf == '%') |
126 | if (*buf == '%') |
134 | { /* send one news */ |
127 | { /* send one news */ |
135 | if (size > 0) |
128 | if (size > 0) |
136 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
129 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
|
|
130 | |
137 | strcpy (subject, buf + 1); |
131 | strcpy (subject, buf + 1); |
138 | strip_endline (subject); |
132 | strip_endline (subject); |
139 | size = 0; |
133 | size = 0; |
140 | news[0] = '\0'; |
134 | news[0] = '\0'; |
141 | } |
135 | } |
… | |
… | |
158 | |
152 | |
159 | /* This loads the first map an puts the player on it. */ |
153 | /* This loads the first map an puts the player on it. */ |
160 | static void |
154 | static void |
161 | set_first_map (object *op) |
155 | set_first_map (object *op) |
162 | { |
156 | { |
163 | strcpy (op->contr->maplevel, first_map_path); |
157 | op->contr->maplevel = first_map_path; |
164 | op->x = -1; |
158 | op->x = -1; |
165 | op->y = -1; |
159 | op->y = -1; |
166 | } |
160 | } |
167 | |
161 | |
168 | void |
162 | void |
… | |
… | |
176 | ob->enter_exit (tmp); |
170 | ob->enter_exit (tmp); |
177 | |
171 | |
178 | tmp->destroy (); |
172 | tmp->destroy (); |
179 | } |
173 | } |
180 | |
174 | |
|
|
175 | void |
|
|
176 | player::activate () |
|
|
177 | { |
|
|
178 | if (active) |
|
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179 | return; |
|
|
180 | |
|
|
181 | players.insert (this); |
|
|
182 | ob->remove (); |
|
|
183 | ob->map = 0; |
|
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184 | ob->activate_recursive (); |
|
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185 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
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186 | add_friendly_object (ob); |
|
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187 | enter_map (); |
|
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188 | } |
|
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189 | |
|
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190 | void |
|
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191 | player::deactivate () |
|
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192 | { |
|
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193 | if (!active) |
|
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194 | return; |
|
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195 | |
|
|
196 | terminate_all_pets (ob); |
|
|
197 | remove_friendly_object (ob); |
|
|
198 | ob->deactivate_recursive (); |
|
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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; |
|
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204 | |
|
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205 | players.erase (this); |
|
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206 | } |
|
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207 | |
181 | // connect the player with a specific client |
208 | // connect the player with a specific client |
182 | // also changed, rationalises, and fixes some incorrect settings |
209 | // also changed, rationalises, and fixes some incorrect settings |
183 | void |
210 | void |
184 | player::connect (client *ns) |
211 | player::connect (client *ns) |
185 | { |
212 | { |
186 | this->ns = ns; |
213 | this->ns = ns; |
187 | ns->pl = this; |
214 | ns->pl = this; |
188 | |
215 | |
189 | next = first_player; |
|
|
190 | first_player = this; |
|
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191 | |
|
|
192 | ns->update_look = 0; |
216 | ns->update_look = 0; |
193 | ns->look_position = 0; |
217 | ns->look_position = 0; |
194 | |
218 | |
195 | 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 |
|
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224 | * send new values to the client, as things like exp start |
|
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225 | * at zero. |
|
|
226 | */ |
|
|
227 | for (int i = 0; i < NUM_SKILLS; i++) |
|
|
228 | last_skill_exp[i] = -1; |
|
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229 | |
|
|
230 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
231 | last_resist[i] = -1; |
|
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232 | |
|
|
233 | last_weapon_sp = -1; |
|
|
234 | last_level = -1; |
|
|
235 | last_stats.exp = -1; |
|
|
236 | last_weight = (uint32) - 1; |
|
|
237 | last_flags = 0; |
|
|
238 | last_weight = 0; |
|
|
239 | last_weight_limit = 0; |
|
|
240 | last_path_attuned = 0; |
|
|
241 | last_path_repelled = 0; |
|
|
242 | last_path_denied = 0; |
|
|
243 | last_speed = 0; |
|
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244 | run_on = 0; |
|
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245 | fire_on = 0; |
|
|
246 | memset (&last_stats, 0, sizeof (living)); //TODO dirty |
196 | |
247 | |
197 | /* make sure he's a player -- needed because of class change. */ |
248 | /* make sure he's a player -- needed because of class change. */ |
198 | ob->type = PLAYER; // we are paranoid |
249 | ob->type = PLAYER; // we are paranoid |
199 | ob->race = ob->arch->clone.race; |
250 | ob->race = ob->arch->clone.race; |
200 | |
251 | |
… | |
… | |
234 | skin = tmp; |
285 | skin = tmp; |
235 | |
286 | |
236 | set_dragon_name (ob, abil, skin); |
287 | set_dragon_name (ob, abil, skin); |
237 | } |
288 | } |
238 | |
289 | |
239 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
|
240 | add_friendly_object (ob); |
|
|
241 | |
|
|
242 | LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host); |
|
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243 | |
|
|
244 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
290 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
245 | |
291 | |
246 | esrv_new_player (this, ob->weight + ob->carrying); |
292 | esrv_new_player (this, ob->weight + ob->carrying); |
247 | |
293 | |
248 | ob->update_stats (); |
294 | ob->update_stats (); |
249 | ns->floorbox_update (); |
295 | ns->floorbox_update (); |
250 | |
296 | |
251 | esrv_send_inventory (ob, ob); |
297 | esrv_send_inventory (ob, ob); |
252 | esrv_add_spells (this, 0); |
298 | esrv_add_spells (this, 0); |
253 | |
299 | |
254 | ob->activate_recursive (); |
300 | activate (); |
255 | enter_map (); |
|
|
256 | |
301 | |
257 | send_rules (ob); |
302 | send_rules (ob); |
258 | send_news (ob); |
303 | send_news (ob); |
259 | display_motd (ob); |
304 | display_motd (ob); |
|
|
305 | |
|
|
306 | INVOKE_PLAYER (CONNECT, this); |
260 | INVOKE_PLAYER (LOGIN, this); |
307 | INVOKE_PLAYER (LOGIN, this); |
261 | } |
308 | } |
262 | |
309 | |
263 | void |
310 | void |
264 | player::disconnect () |
311 | player::disconnect () |
265 | { |
312 | { |
266 | if (ob) |
|
|
267 | ob->deactivate_recursive (); |
|
|
268 | |
|
|
269 | //TODO: don't be so harsh and destroy :) |
|
|
270 | if (ns) |
313 | if (ns) |
271 | { |
314 | { |
272 | if (enable_save) |
315 | if (active) |
273 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
316 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
274 | |
317 | |
275 | client *ns = this->ns; |
318 | INVOKE_PLAYER (DISCONNECT, this); |
276 | ns->send_packet ("goodbye"); |
319 | |
277 | ns->flush (); |
|
|
278 | ns->pl = 0; |
320 | ns->pl = 0; |
279 | this->ns = 0; |
321 | this->ns = 0; |
280 | |
|
|
281 | ns->destroy (); |
|
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282 | destroy (); |
|
|
283 | } |
322 | } |
|
|
323 | |
|
|
324 | deactivate (); |
284 | } |
325 | } |
285 | |
326 | |
286 | // the need for this function can be explained |
327 | // the need for this function can be explained |
287 | // by load_object not returning the object |
328 | // by load_object not returning the object |
288 | void |
329 | void |
… | |
… | |
300 | ob->roll_stats (); |
341 | ob->roll_stats (); |
301 | } |
342 | } |
302 | |
343 | |
303 | player::player () |
344 | player::player () |
304 | { |
345 | { |
305 | /* There are some elements we want initialized to non zero value - |
346 | /* There are some elements we want initialised to non zero value - |
306 | * we deal with that below this point. |
347 | * we deal with that below this point. |
307 | */ |
348 | */ |
308 | outputs_sync = 16; /* Every 2 seconds */ |
349 | outputs_sync = 16; /* Every 2 seconds */ |
309 | outputs_count = 8; /* Keeps present behaviour */ |
350 | outputs_count = 8; /* Keeps present behaviour */ |
310 | unapply = unapply_nochoice; |
351 | unapply = unapply_nochoice; |
311 | |
352 | |
312 | assign (savebed_map, first_map_path); /* Init. respawn position */ |
353 | savebed_map = first_map_path; /* Init. respawn position */ |
313 | |
354 | |
314 | gen_sp_armour = 10; |
355 | gen_sp_armour = 10; |
315 | last_speed = -1; |
|
|
316 | shoottype = range_none; |
356 | shoottype = range_none; |
317 | bowtype = bow_normal; |
357 | bowtype = bow_normal; |
318 | petmode = pet_normal; |
358 | petmode = pet_normal; |
319 | listening = 10; |
359 | listening = 10; |
320 | usekeys = containers; |
360 | usekeys = containers; |
321 | last_weapon_sp = -1; |
|
|
322 | peaceful = 1; /* default peaceful */ |
361 | peaceful = 1; /* default peaceful */ |
323 | do_los = 1; |
362 | do_los = 1; |
324 | |
|
|
325 | /* we need to clear these to -1 and not zero - otherwise, |
|
|
326 | * if a player quits and starts a new character, we wont |
|
|
327 | * send new values to the client, as things like exp start |
|
|
328 | * at zero. |
|
|
329 | */ |
|
|
330 | for (int i = 0; i < NUM_SKILLS; i++) |
|
|
331 | last_skill_exp[i] = -1; |
|
|
332 | |
|
|
333 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
334 | last_resist[i] = -1; |
|
|
335 | |
|
|
336 | last_stats.exp = -1; |
|
|
337 | last_weight = (uint32) - 1; |
|
|
338 | } |
363 | } |
339 | |
364 | |
340 | void |
365 | void |
341 | player::do_destroy () |
366 | player::do_destroy () |
342 | { |
367 | { |
343 | disconnect (); |
368 | disconnect (); |
344 | |
369 | |
345 | save (false); |
|
|
346 | enable_save = false; |
|
|
347 | |
|
|
348 | attachable::do_destroy (); |
370 | attachable::do_destroy (); |
349 | |
|
|
350 | terminate_all_pets (ob); |
|
|
351 | |
|
|
352 | if (first_player != this) |
|
|
353 | { |
|
|
354 | player *prev = first_player; |
|
|
355 | |
|
|
356 | while (prev && prev->next && prev->next != this) |
|
|
357 | prev = prev->next; |
|
|
358 | |
|
|
359 | if (prev->next != this) |
|
|
360 | { |
|
|
361 | LOG (llevError, "Free_player: Can't find previous player.\n"); |
|
|
362 | abort (); |
|
|
363 | } |
|
|
364 | |
|
|
365 | prev->next = next; |
|
|
366 | } |
|
|
367 | else |
|
|
368 | first_player = next; |
|
|
369 | |
371 | |
370 | if (ob) |
372 | if (ob) |
371 | { |
373 | { |
372 | ob->destroy_inv (false); |
374 | ob->destroy_inv (false); |
373 | ob->destroy (); |
375 | ob->destroy (); |
… | |
… | |
429 | object *op = NULL; |
431 | object *op = NULL; |
430 | objectlink *ol; |
432 | objectlink *ol; |
431 | unsigned lastdist; |
433 | unsigned lastdist; |
432 | rv_vector rv; |
434 | rv_vector rv; |
433 | |
435 | |
434 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
436 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
435 | { |
437 | { |
436 | /* 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 |
437 | * does periodically happen. Given that, lets deal with it. |
439 | * does periodically happen. Given that, lets deal with it. |
438 | * While unlikely, it is possible the next object on the friendly |
440 | * While unlikely, it is possible the next object on the friendly |
439 | * list is also free, so encapsulate this in a while loop. |
441 | * list is also free, so encapsulate this in a while loop. |
… | |
… | |
443 | object *tmp = ol->ob; |
445 | object *tmp = ol->ob; |
444 | |
446 | |
445 | /* 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 |
446 | * itself will have been cleared. |
448 | * itself will have been cleared. |
447 | */ |
449 | */ |
448 | 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 ()); |
449 | ol = ol->next; |
452 | ol = ol->next; |
450 | remove_friendly_object (tmp); |
453 | remove_friendly_object (tmp); |
451 | if (!ol) |
454 | if (!ol) |
452 | return op; |
455 | return op; |
453 | } |
456 | } |
… | |
… | |
929 | if (*first_map_ext_path) |
932 | if (*first_map_ext_path) |
930 | { |
933 | { |
931 | object *tmp; |
934 | object *tmp; |
932 | char mapname[MAX_BUF]; |
935 | char mapname[MAX_BUF]; |
933 | |
936 | |
934 | 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); |
935 | tmp = object::create (); |
938 | tmp = object::create (); |
936 | EXIT_PATH (tmp) = mapname; |
939 | EXIT_PATH (tmp) = mapname; |
937 | EXIT_X (tmp) = op->x; |
940 | EXIT_X (tmp) = op->x; |
938 | EXIT_Y (tmp) = op->y; |
941 | EXIT_Y (tmp) = op->y; |
939 | op->enter_exit (tmp); /* we don't really care if it succeeded; |
942 | op->enter_exit (tmp); /* we don't really care if it succeeded; |
940 | * if the map isn't there, then stay on the |
943 | * if the map isn't there, then stay on the |
941 | * default initial map */ |
944 | * default initial map */ |
942 | tmp->destroy (); |
945 | tmp->destroy (); |
943 | } |
946 | } |
… | |
… | |
983 | if (op->msg) |
986 | if (op->msg) |
984 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
987 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
985 | |
988 | |
986 | 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"); |
987 | return 0; |
990 | return 0; |
988 | } |
|
|
989 | |
|
|
990 | int |
|
|
991 | key_confirm_quit (object *op, char key) |
|
|
992 | { |
|
|
993 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
994 | { |
|
|
995 | op->contr->ns->state = ST_PLAYING; |
|
|
996 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
997 | return 1; |
|
|
998 | } |
|
|
999 | |
|
|
1000 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
1001 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
1002 | |
|
|
1003 | op->contr->enable_save = false; |
|
|
1004 | |
|
|
1005 | terminate_all_pets (op); |
|
|
1006 | op->remove (); |
|
|
1007 | op->direction = 0; |
|
|
1008 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
1009 | |
|
|
1010 | strcpy (op->contr->killer, "quit"); |
|
|
1011 | check_score (op); |
|
|
1012 | op->contr->party = 0; |
|
|
1013 | op->contr->own_title[0] = '\0'; |
|
|
1014 | op->contr->destroy (); |
|
|
1015 | |
|
|
1016 | return 1; |
|
|
1017 | } |
991 | } |
1018 | |
992 | |
1019 | void |
993 | void |
1020 | flee_player (object *op) |
994 | flee_player (object *op) |
1021 | { |
995 | { |
… | |
… | |
1900 | { |
1874 | { |
1901 | if (op->type == PLAYER) |
1875 | if (op->type == PLAYER) |
1902 | 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."); |
1903 | return; |
1877 | return; |
1904 | } |
1878 | } |
|
|
1879 | |
1905 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
1880 | do_skill (op, op, op->chosen_skill, dir, NULL); |
1906 | return; |
1881 | return; |
1907 | case range_builder: |
1882 | case range_builder: |
1908 | apply_map_builder (op, dir); |
1883 | apply_map_builder (op, dir); |
1909 | return; |
1884 | return; |
1910 | default: |
1885 | default: |
… | |
… | |
2077 | */ |
2052 | */ |
2078 | 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)) |
2079 | { |
2054 | { |
2080 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2055 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2081 | { |
2056 | { |
2082 | m = get_map_from_coord (op->map, &nx, &ny); |
2057 | m = op->map->xy_find (nx, ny); |
2083 | if (!m) |
2058 | if (!m) |
2084 | return; /* Don't think this should happen */ |
2059 | return; /* Don't think this should happen */ |
2085 | } |
2060 | } |
2086 | else |
2061 | else |
2087 | m = op->map; |
2062 | m = op->map; |
2088 | |
2063 | |
2089 | if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) |
2064 | if (!(tmp = m->at (nx, ny).bot)) |
2090 | { |
|
|
2091 | /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */ |
|
|
2092 | return; |
2065 | return; |
2093 | } |
|
|
2094 | |
2066 | |
2095 | mon = 0; |
2067 | mon = 0; |
2096 | /* 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 |
2097 | * 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. |
2098 | * 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 |
… | |
… | |
2151 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2123 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2152 | { |
2124 | { |
2153 | /* 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 */ |
2154 | if (op->contr->braced) |
2126 | if (op->contr->braced) |
2155 | return; |
2127 | return; |
|
|
2128 | |
2156 | 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); |
2157 | (void) push_ob (mon, dir, op); |
2130 | (void) push_ob (mon, dir, op); |
2158 | if (op->contr->tmp_invis || op->hide) |
2131 | if (op->contr->tmp_invis || op->hide) |
2159 | make_visible (op); |
2132 | make_visible (op); |
|
|
2133 | |
2160 | return; |
2134 | return; |
2161 | } |
2135 | } |
2162 | |
2136 | |
2163 | /* in certain circumstances, you shouldn't attack friendly |
2137 | /* in certain circumstances, you shouldn't attack friendly |
2164 | * creatures. Note that if you are braced, you can't push |
2138 | * creatures. Note that if you are braced, you can't push |
… | |
… | |
2178 | !on_battleground)) |
2152 | !on_battleground)) |
2179 | { |
2153 | { |
2180 | if (!op->contr->braced) |
2154 | if (!op->contr->braced) |
2181 | { |
2155 | { |
2182 | 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); |
2183 | (void) push_ob (mon, dir, op); |
2157 | push_ob (mon, dir, op); |
2184 | } |
2158 | } |
2185 | else |
2159 | else |
2186 | new_draw_info (0, 0, op, "You withhold your attack"); |
2160 | new_draw_info (0, 0, op, "You withhold your attack"); |
2187 | |
2161 | |
2188 | if (op->contr->tmp_invis || op->hide) |
2162 | if (op->contr->tmp_invis || op->hide) |
… | |
… | |
2203 | * 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 |
2204 | * and be living. Then, it must be one of the following: |
2178 | * and be living. Then, it must be one of the following: |
2205 | * 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 |
2206 | * 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. |
2207 | */ |
2181 | */ |
2208 | |
|
|
2209 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2182 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2210 | ((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))) |
2211 | { |
2184 | { |
2212 | |
2185 | |
2213 | /* If the player hasn't hit something this tick, and does |
2186 | /* If the player hasn't hit something this tick, and does |
… | |
… | |
2247 | int |
2220 | int |
2248 | move_player (object *op, int dir) |
2221 | move_player (object *op, int dir) |
2249 | { |
2222 | { |
2250 | int pick; |
2223 | int pick; |
2251 | |
2224 | |
2252 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2225 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2253 | return 0; |
2226 | return 0; |
2254 | |
2227 | |
2255 | /* Sanity check: make sure dir is valid */ |
2228 | /* Sanity check: make sure dir is valid */ |
2256 | if ((dir < 0) || (dir >= 9)) |
2229 | if ((dir < 0) || (dir >= 9)) |
2257 | { |
2230 | { |
2258 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2231 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2259 | return 0; |
2232 | return 0; |
2260 | } |
2233 | } |
2261 | |
2234 | |
2262 | /* peterm: added following line */ |
2235 | /* peterm: added following line */ |
2263 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2236 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2264 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2237 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2265 | |
2238 | |
2266 | op->facing = dir; |
2239 | op->facing = dir; |
2267 | |
2240 | |
… | |
… | |
2345 | |
2318 | |
2346 | /* 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 |
2347 | * the players time has been increased when doericserver has been |
2320 | * the players time has been increased when doericserver has been |
2348 | * called, so we recheck it here. |
2321 | * called, so we recheck it here. |
2349 | */ |
2322 | */ |
2350 | //TODO: better than handling 8 commands, use some more intelligent rate-limiting |
2323 | if (op->contr->ns->handle_command ()) |
2351 | for (int rep = 8; --rep && op->contr->ns->handle_command (); ) |
2324 | return 1; |
2352 | ; |
|
|
2353 | |
2325 | |
2354 | if (op->speed_left < 0) |
2326 | if (op->speed_left > 0) |
2355 | return 0; |
2327 | { |
2356 | |
|
|
2357 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2328 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2358 | { |
2329 | { |
2359 | /* All move commands take 1 tick, at least for now */ |
2330 | /* All move commands take 1 tick, at least for now */ |
2360 | op->speed_left--; |
2331 | op->speed_left--; |
2361 | |
2332 | |
2362 | /* Instead of all the stuff below, let move_player take care |
2333 | /* Instead of all the stuff below, let move_player take care |
2363 | * 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 |
2364 | * there, as well as the confusion stuff. |
2335 | * there, as well as the confusion stuff. |
2365 | */ |
2336 | */ |
2366 | move_player (op, op->direction); |
2337 | move_player (op, op->direction); |
2367 | if (op->speed_left > 0) |
2338 | |
2368 | return 1; |
2339 | return op->speed_left > 0; |
2369 | else |
2340 | } |
2370 | return 0; |
|
|
2371 | } |
2341 | } |
2372 | |
2342 | |
2373 | return 0; |
2343 | return 0; |
2374 | } |
2344 | } |
2375 | |
2345 | |
… | |
… | |
2756 | " 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", |
2757 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2727 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2758 | tmp->msg = buf; |
2728 | tmp->msg = buf; |
2759 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2729 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2760 | tmp->materialname = NULL; |
2730 | tmp->materialname = NULL; |
2761 | op->insert_at (tmp, op); |
2731 | tmp->insert_at (op, tmp); |
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 | } |
|
|
2797 | |
2751 | |
2798 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2752 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2799 | |
2753 | |
2800 | /* save the map location for corpse, gravestone */ |
2754 | /* save the map location for corpse, gravestone */ |
2801 | x = op->x; |
2755 | x = op->x; |
… | |
… | |
2994 | /* */ |
2948 | /* */ |
2995 | /****************************************/ |
2949 | /****************************************/ |
2996 | |
2950 | |
2997 | enter_player_savebed (op); |
2951 | enter_player_savebed (op); |
2998 | |
2952 | |
2999 | /* Save the player before inserting the force to reduce |
|
|
3000 | * chance of abuse. |
|
|
3001 | */ |
|
|
3002 | op->contr->braced = 0; |
2953 | op->contr->braced = 0; |
3003 | op->contr->save (); |
|
|
3004 | |
2954 | |
3005 | /* it is possible that the player has blown something up |
2955 | /* it is possible that the player has blown something up |
3006 | * at his savebed location, and that can have long lasting |
2956 | * at his savebed location, and that can have long lasting |
3007 | * spell effects. So first see if there is a spell effect |
2957 | * spell effects. So first see if there is a spell effect |
3008 | * on the space that might harm the player. |
2958 | * on the space that might harm the player. |
… | |
… | |
3220 | |
3170 | |
3221 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3171 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3222 | |
3172 | |
3223 | /* 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! */ |
3224 | if (op->type == PLAYER && op->contr->run_on) |
3174 | if (op->type == PLAYER && op->contr->run_on) |
3225 | { |
|
|
3226 | if (!skop || num >= skop->level) |
3175 | if (!skop || num >= skop->level) |
3227 | { |
3176 | { |
3228 | 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!"); |
3229 | make_visible (op); |
3178 | make_visible (op); |
3230 | return; |
3179 | return; |
3231 | } |
3180 | } |
3232 | else |
3181 | else |
3233 | num += 20; |
3182 | num += 20; |
3234 | } |
3183 | |
3235 | num += op->map->difficulty; |
3184 | num += op->map->difficulty; |
3236 | hide = hideability (op); /* modify by terrain hidden level */ |
3185 | hide = hideability (op); /* modify by terrain hidden level */ |
3237 | num -= hide; |
3186 | num -= hide; |
|
|
3187 | |
3238 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3188 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3239 | { |
3189 | { |
3240 | make_visible (op); |
3190 | make_visible (op); |
3241 | if (op->type == PLAYER) |
3191 | if (op->type == PLAYER) |
3242 | 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!"); |
3243 | } |
3193 | } |
3244 | else if (op->type == PLAYER && skop) |
3194 | else if (op->type == PLAYER && skop) |
3245 | { |
|
|
3246 | 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); |
3247 | } |
|
|
3248 | } |
3196 | } |
3249 | |
3197 | |
3250 | /* determine if who is standing near a hostile creature. */ |
3198 | /* determine if who is standing near a hostile creature. */ |
3251 | |
3199 | |
3252 | int |
3200 | int |
… | |
… | |
3464 | if (trlist == NULL || who->type != PLAYER) |
3412 | if (trlist == NULL || who->type != PLAYER) |
3465 | return; |
3413 | return; |
3466 | |
3414 | |
3467 | 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++); |
3468 | |
3416 | |
3469 | if (tr == NULL || tr->item == NULL) |
3417 | if (!tr || !tr->item) |
3470 | { |
3418 | { |
3471 | /* 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]); */ |
3472 | return; |
3420 | return; |
3473 | } |
3421 | } |
3474 | |
3422 | |