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Comparing deliantra/server/server/player.C (file contents):
Revision 1.76 by root, Sun Dec 31 17:17:23 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;
166} 160}
167 161
168void 162void
176 ob->enter_exit (tmp); 170 ob->enter_exit (tmp);
177 171
178 tmp->destroy (); 172 tmp->destroy ();
179} 173}
180 174
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);
206}
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
183void 210void
184player::connect (client *ns) 211player::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;
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
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
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);
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
263void 310void
264player::disconnect () 311player::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 ();
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
288void 329void
300 ob->roll_stats (); 341 ob->roll_stats ();
301} 342}
302 343
303player::player () 344player::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
340void 365void
341player::do_destroy () 366player::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
990int
991key_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
1019void 993void
1020flee_player (object *op) 994flee_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
2247int 2220int
2248move_player (object *op, int dir) 2221move_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
3252int 3200int
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

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