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/cvs/deliantra/server/server/player.C
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Comparing deliantra/server/server/player.C (file contents):
Revision 1.59 by root, Sat Dec 23 07:36:35 2006 UTC vs.
Revision 1.96 by root, Mon Jan 8 19:25:53 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h> 26#include <pwd.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
31#include <skills.h> 32#include <skills.h>
32 33
33#include <algorithm> 34#include <algorithm>
34#include <functional> 35#include <functional>
35 36
36player * 37playervec players;
37find_player (const char *plname)
38{
39 player *pl;
40
41 for (pl = first_player; pl; pl = pl->next)
42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
43 return pl;
44
45 return 0;
46}
47 38
48void 39void
49display_motd (const object *op) 40display_motd (const object *op)
50{ 41{
51 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
134 125
135 if (*buf == '%') 126 if (*buf == '%')
136 { /* send one news */ 127 { /* send one news */
137 if (size > 0) 128 if (size > 0)
138 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
139 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
140 strip_endline (subject); 132 strip_endline (subject);
141 size = 0; 133 size = 0;
142 news[0] = '\0'; 134 news[0] = '\0';
143 } 135 }
160 152
161/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
162static void 154static void
163set_first_map (object *op) 155set_first_map (object *op)
164{ 156{
165 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
166 op->x = -1; 158 op->x = -1;
167 op->y = -1; 159 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
168 enter_exit (op, 0); 170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 ob->remove ();
200 ob->map = 0;
201
202 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0;
204
205 players.erase (this);
169} 206}
170 207
171// connect the player with a specific client 208// connect the player with a specific client
172// also changed, rationalises, and fixes some incorrect settings 209// also changed, rationalises, and fixes some incorrect settings
173void 210void
174player::connect (client *ns) 211player::connect (client *ns)
175{ 212{
176 this->ns = ns; 213 this->ns = ns;
177 ns->pl = this; 214 ns->pl = this;
178 215
179 next = first_player; 216 run_on = 0;
180 first_player = this; 217 fire_on = 0;
181 218
182 ns->update_look = 0; 219 ns->update_look = 0;
183 ns->look_position = 0; 220 ns->look_position = 0;
184 221
185 clear_los (ob); 222 clear_los (ob);
223
224 ns->reset_stats ();
186 225
187 /* make sure he's a player -- needed because of class change. */ 226 /* make sure he's a player -- needed because of class change. */
188 ob->type = PLAYER; // we are paranoid 227 ob->type = PLAYER; // we are paranoid
189 ob->race = ob->arch->clone.race; 228 ob->race = ob->arch->clone.race;
190 229
193 232
194 ob->carrying = sum_weight (ob); 233 ob->carrying = sum_weight (ob);
195 link_player_skills (ob); 234 link_player_skills (ob);
196 235
197 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 236 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
198 ob->update_stats ();
199 update_ob_speed (ob);
200 237
201 assign (title, ob->arch->clone.name); 238 assign (title, ob->arch->clone.name);
202 239
203 /* can_use_shield is a new flag. However, the can_use.. seems to largely come 240 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
204 * from the class, and not race. I don't see any way to get the class information 241 * from the class, and not race. I don't see any way to get the class information
226 skin = tmp; 263 skin = tmp;
227 264
228 set_dragon_name (ob, abil, skin); 265 set_dragon_name (ob, abil, skin);
229 } 266 }
230 267
231 CLEAR_FLAG (ob, FLAG_FRIENDLY);
232 add_friendly_object (ob);
233
234 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
235
236 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 268 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
237 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
238 269
270 esrv_new_player (this, ob->weight + ob->carrying);
271
272 ob->update_stats ();
239 ns->floorbox_update (); 273 ns->floorbox_update ();
240 274
241 esrv_new_player (this, ob->weight + ob->carrying);
242 esrv_send_inventory (ob, ob); 275 esrv_send_inventory (ob, ob);
243 esrv_add_spells (this, 0); 276 esrv_add_spells (this, 0);
244 277
245 enter_exit (ob, 0); 278 activate ();
246 279
247 send_rules (ob); 280 send_rules (ob);
248 send_news (ob); 281 send_news (ob);
249 display_motd (ob); 282 display_motd (ob);
283
284 INVOKE_PLAYER (CONNECT, this);
250 INVOKE_PLAYER (LOGIN, this); 285 INVOKE_PLAYER (LOGIN, this);
286}
287
288void
289player::disconnect ()
290{
291 if (ns)
292 {
293 if (active)
294 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
295
296 INVOKE_PLAYER (DISCONNECT, this);
297
298 ns->pl = 0;
299 this->ns = 0;
300 }
301
302 deactivate ();
251} 303}
252 304
253// the need for this function can be explained 305// the need for this function can be explained
254// by load_object not returning the object 306// by load_object not returning the object
255void 307void
262 ob->speed = 1.0; 314 ob->speed = 1.0;
263 ob->direction = 5; /* So player faces south */ 315 ob->direction = 5; /* So player faces south */
264 ob->stats.wc = 2; 316 ob->stats.wc = 2;
265 ob->run_away = 25; /* Then we panick... */ 317 ob->run_away = 25; /* Then we panick... */
266 318
267 set_first_map (ob);
268
269 ob->roll_stats (); 319 ob->roll_stats ();
270} 320}
271 321
272player::player () 322player::player ()
273{ 323{
274 /* There are some elements we want initialized to non zero value - 324 /* There are some elements we want initialised to non zero value -
275 * we deal with that below this point. 325 * we deal with that below this point.
276 */ 326 */
277 outputs_sync = 16; /* Every 2 seconds */ 327 outputs_sync = 16; /* Every 2 seconds */
278 outputs_count = 8; /* Keeps present behaviour */ 328 outputs_count = 8; /* Keeps present behaviour */
279 unapply = unapply_nochoice; 329 unapply = unapply_nochoice;
280 330
281 assign (savebed_map, first_map_path); /* Init. respawn position */ 331 savebed_map = first_map_path; /* Init. respawn position */
282 332
283 gen_sp_armour = 10; 333 gen_sp_armour = 10;
284 last_speed = -1;
285 shoottype = range_none; 334 shoottype = range_none;
286 bowtype = bow_normal; 335 bowtype = bow_normal;
287 petmode = pet_normal; 336 petmode = pet_normal;
288 listening = 10; 337 listening = 10;
289 usekeys = containers; 338 usekeys = containers;
290 last_weapon_sp = -1;
291 peaceful = 1; /* default peaceful */ 339 peaceful = 1; /* default peaceful */
292 do_los = 1; 340 do_los = 1;
341}
293 342
294 /* we need to clear these to -1 and not zero - otherwise, 343void
295 * if a player quits and starts a new character, we wont 344player::do_destroy ()
296 * send new values to the client, as things like exp start 345{
297 * at zero. 346 disconnect ();
298 */
299 for (int i = 0; i < NUM_SKILLS; i++)
300 last_skill_exp[i] = -1;
301 347
302 for (int i = 0; i < NROFATTACKS; i++) 348 attachable::do_destroy ();
303 last_resist[i] = -1;
304 349
305 last_stats.exp = -1; 350 if (ob)
306 last_weight = (uint32) - 1; 351 {
352 ob->destroy_inv (false);
353 ob->destroy ();
354 }
307} 355}
308 356
309player::~player () 357player::~player ()
310{ 358{
311 terminate_all_pets (ob);
312
313 if (first_player != this)
314 {
315 player *prev = first_player;
316
317 while (prev && prev->next && prev->next != this)
318 prev = prev->next;
319
320 if (prev->next != this)
321 {
322 LOG (llevError, "Free_player: Can't find previous player.\n");
323 abort ();
324 }
325
326 prev->next = next;
327 }
328 else
329 first_player = next;
330
331 if (ob)
332 {
333 ob->contr = 0;
334 ob->destroy (1);
335 }
336
337 if (ns)
338 {
339 ns->send_packet ("goodbye");
340 ns->flush ();
341 ns->pl = 0;
342 ns->destroy ();
343 }
344
345 /* Clear item stack */ 359 /* Clear item stack */
346 free (stack_items); 360 free (stack_items);
347} 361}
348 362
349/* Tries to add player on the connection passed in ns. 363/* Tries to add player on the connection passed in ns.
354player::create () 368player::create ()
355{ 369{
356 player *pl = new player; 370 player *pl = new player;
357 371
358 pl->set_object (arch_to_object (get_player_archetype (0))); 372 pl->set_object (arch_to_object (get_player_archetype (0)));
373 set_first_map (pl->ob);
359 374
360 return pl; 375 return pl;
361} 376}
362 377
363/* 378/*
390 405
391object * 406object *
392get_nearest_player (object *mon) 407get_nearest_player (object *mon)
393{ 408{
394 object *op = NULL; 409 object *op = NULL;
395 player *pl = NULL;
396 objectlink *ol; 410 objectlink *ol;
397 unsigned lastdist; 411 unsigned lastdist;
398 rv_vector rv; 412 rv_vector rv;
399 413
400 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 414 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
401 { 415 {
402 /* We should not find free objects on this friendly list, but it 416 /* We should not find free objects on this friendly list, but it
403 * does periodically happen. Given that, lets deal with it. 417 * does periodically happen. Given that, lets deal with it.
404 * While unlikely, it is possible the next object on the friendly 418 * While unlikely, it is possible the next object on the friendly
405 * list is also free, so encapsulate this in a while loop. 419 * list is also free, so encapsulate this in a while loop.
409 object *tmp = ol->ob; 423 object *tmp = ol->ob;
410 424
411 /* Can't do much more other than log the fact, because the object 425 /* Can't do much more other than log the fact, because the object
412 * itself will have been cleared. 426 * itself will have been cleared.
413 */ 427 */
414 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 428 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
429 tmp->debug_desc ());
415 ol = ol->next; 430 ol = ol->next;
416 remove_friendly_object (tmp); 431 remove_friendly_object (tmp);
417 if (!ol) 432 if (!ol)
418 return op; 433 return op;
419 } 434 }
432 { 447 {
433 op = ol->ob; 448 op = ol->ob;
434 lastdist = rv.distance; 449 lastdist = rv.distance;
435 } 450 }
436 } 451 }
437 for (pl = first_player; pl != NULL; pl = pl->next) 452
438 { 453 for_all_players (pl)
439 if (can_detect_enemy (mon, pl->ob, &rv)) 454 if (can_detect_enemy (mon, pl->ob, &rv))
440 {
441
442 if (lastdist > rv.distance) 455 if (lastdist > rv.distance)
443 { 456 {
444 op = pl->ob; 457 op = pl->ob;
445 lastdist = rv.distance; 458 lastdist = rv.distance;
446 } 459 }
447 } 460
448 }
449#if 0 461#if 0
450 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 462 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
451#endif 463#endif
452 return op; 464 return op;
453} 465}
833 845
834 contr->orig_stats = stats; 846 contr->orig_stats = stats;
835 } 847 }
836} 848}
837 849
850static void
851start_info (object *op)
852{
853 char buf[MAX_BUF];
854
855 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
856 new_draw_info (NDI_UNIQUE, 0, op, buf);
857 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
858 //new_draw_info (NDI_UNIQUE, 0, op, " ");
859}
860
838/* This function takes the key that is passed, and does the 861/* This function takes the key that is passed, and does the
839 * appropriate action with it (change race, or other things). 862 * appropriate action with it (change race, or other things).
840 * The function name is for historical reasons - now we have 863 * The function name is for historical reasons - now we have
841 * separate race and class; this actually changes the RACE, 864 * separate race and class; this actually changes the RACE,
842 * not the class. 865 * not the class.
869 * to save here. 892 * to save here.
870 */ 893 */
871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
872 make_path_to_file (buf); 895 make_path_to_file (buf);
873 896
874#ifdef AUTOSAVE
875 op->contr->last_save_tick = pticks;
876#endif
877 start_info (op); 897 start_info (op);
878 CLEAR_FLAG (op, FLAG_WIZ); 898 CLEAR_FLAG (op, FLAG_WIZ);
879 give_initial_items (op, op->randomitems); 899 give_initial_items (op, op->randomitems);
880 link_player_skills (op); 900 link_player_skills (op);
881 esrv_send_inventory (op, op); 901 esrv_send_inventory (op, op);
887 if (*first_map_ext_path) 907 if (*first_map_ext_path)
888 { 908 {
889 object *tmp; 909 object *tmp;
890 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
891 911
892 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
893 tmp = object::create (); 913 tmp = object::create ();
894 EXIT_PATH (tmp) = mapname; 914 EXIT_PATH (tmp) = mapname;
895 EXIT_X (tmp) = op->x; 915 EXIT_X (tmp) = op->x;
896 EXIT_Y (tmp) = op->y; 916 EXIT_Y (tmp) = op->y;
897 enter_exit (op, tmp); /* we don't really care if it succeeded; 917 op->enter_exit (tmp); /* we don't really care if it succeeded;
898 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
899 * default initial map */ 919 * default initial map */
900 tmp->destroy (); 920 tmp->destroy ();
901 } 921 }
902 else 922 else
941 if (op->msg) 961 if (op->msg)
942 new_draw_info (NDI_BLUE, 0, op, op->msg); 962 new_draw_info (NDI_BLUE, 0, op, op->msg);
943 963
944 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 964 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
945 return 0; 965 return 0;
946}
947
948int
949key_confirm_quit (object *op, char key)
950{
951 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
952 {
953 op->contr->ns->state = ST_PLAYING;
954 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
955 return 1;
956 }
957
958 INVOKE_PLAYER (LOGOUT, op->contr);
959 INVOKE_PLAYER (QUIT, op->contr);
960
961 terminate_all_pets (op);
962 leave_map (op);
963 op->direction = 0;
964 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
965
966 strcpy (op->contr->killer, "quit");
967 check_score (op);
968 op->contr->party = 0;
969 op->contr->own_title[0] = '\0';
970
971 object_ptr ob = op;
972
973 delete ob->contr;
974
975 /* We need to hunt for any per player unique maps in memory and
976 * get rid of them. The trailing slash in the path is intentional,
977 * so that players named 'Ab' won't match against players 'Abe' pathname
978 */
979 char buf[MAX_BUF];
980 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
981
982 for (maptile *next, *mp = first_map; mp; mp = next)
983 {
984 next = mp->next;
985
986 if (!strncmp (mp->path, buf, strlen (buf)))
987 delete_map (mp);
988 }
989
990 delete_character (ob->name, 1);
991
992 return 1;
993} 966}
994 967
995void 968void
996flee_player (object *op) 969flee_player (object *op)
997{ 970{
1651 return 0; 1624 return 0;
1652 } 1625 }
1653 1626
1654 arrow->set_owner (op); 1627 arrow->set_owner (op);
1655 arrow->skill = bow->skill; 1628 arrow->skill = bow->skill;
1656
1657 arrow->direction = dir; 1629 arrow->direction = dir;
1658 arrow->x = sx;
1659 arrow->y = sy;
1660 1630
1661 if (op->type == PLAYER) 1631 if (op->type == PLAYER)
1662 { 1632 {
1663 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1633 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1664 op->update_stats (); 1634 op->update_stats ();
1679 1649
1680 /* update the speed */ 1650 /* update the speed */
1681 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1651 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1682 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1652 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1683 1653
1684 if (arrow->speed < 1.0) 1654 arrow->set_speed (max (arrow->speed, 1.0));
1685 arrow->speed = 1.0;
1686 update_ob_speed (arrow);
1687 arrow->speed_left = 0; 1655 arrow->speed_left = 0;
1688 1656
1689 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1690 { 1658 {
1691 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1659 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1704 arrow->attacktype |= bow->attacktype; 1672 arrow->attacktype |= bow->attacktype;
1705 1673
1706 if (bow->slaying) 1674 if (bow->slaying)
1707 arrow->slaying = bow->slaying; 1675 arrow->slaying = bow->slaying;
1708 1676
1709 arrow->map = m;
1710 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1711 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1712 1679
1713 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1714 insert_ob_in_map (arrow, m, op, 0); 1681 m->insert (arrow, sx, sy, op);
1715 1682
1716 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1717 move_arrow (arrow); 1684 move_arrow (arrow);
1718 1685
1719 if (op->type == PLAYER) 1686 if (op->type == PLAYER)
1745 } 1712 }
1746 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1713 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1747 { 1714 {
1748 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1715 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1749 wcmod = -1; 1716 wcmod = -1;
1717
1750 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1718 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1751 } 1719 }
1752 else if (op->contr->bowtype == bow_threewide) 1720 else if (op->contr->bowtype == bow_threewide)
1753 { 1721 {
1754 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1722 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1824 1792
1825 if (item->arch) 1793 if (item->arch)
1826 { 1794 {
1827 CLEAR_FLAG (item, FLAG_ANIMATE); 1795 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1796 item->face = item->arch->clone.face;
1829 item->speed = 0; 1797 item->set_speed (0);
1830 update_ob_speed (item);
1831 } 1798 }
1799
1832 if ((tmp = item->in_player ())) 1800 if ((tmp = item->in_player ()))
1833 esrv_update_item (UPD_ANIM, tmp, item); 1801 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 1802 }
1835 } 1803 }
1836 else if (item->type == ROD || item->type == HORN) 1804 else if (item->type == ROD || item->type == HORN)
1837 {
1838 drain_rod_charge (item); 1805 drain_rod_charge (item);
1839 }
1840 } 1806 }
1841} 1807}
1842 1808
1843/* Received a fire command for the player - go and do it. 1809/* Received a fire command for the player - go and do it.
1844 */ 1810 */
1883 { 1849 {
1884 if (op->type == PLAYER) 1850 if (op->type == PLAYER)
1885 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1851 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1886 return; 1852 return;
1887 } 1853 }
1854
1888 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1855 do_skill (op, op, op->chosen_skill, dir, NULL);
1889 return; 1856 return;
1890 case range_builder: 1857 case range_builder:
1891 apply_map_builder (op, dir); 1858 apply_map_builder (op, dir);
1892 return; 1859 return;
1893 default: 1860 default:
2060 */ 2027 */
2061 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2028 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2062 { 2029 {
2063 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2030 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2064 { 2031 {
2065 m = get_map_from_coord (op->map, &nx, &ny); 2032 m = op->map->xy_find (nx, ny);
2066 if (!m) 2033 if (!m)
2067 return; /* Don't think this should happen */ 2034 return; /* Don't think this should happen */
2068 } 2035 }
2069 else 2036 else
2070 m = op->map; 2037 m = op->map;
2071 2038
2072 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2039 if (!(tmp = m->at (nx, ny).bot))
2073 {
2074 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2075 return; 2040 return;
2076 }
2077 2041
2078 mon = 0; 2042 mon = 0;
2079 /* Go through all the objects, and find ones of interest. Only stop if 2043 /* Go through all the objects, and find ones of interest. Only stop if
2080 * we find a monster - that is something we know we want to attack. 2044 * we find a monster - that is something we know we want to attack.
2081 * if its a door or barrel (can roll) see if there may be monsters 2045 * if its a door or barrel (can roll) see if there may be monsters
2134 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2135 { 2099 {
2136 /* If we're braced, we don't want to switch places with it */ 2100 /* If we're braced, we don't want to switch places with it */
2137 if (op->contr->braced) 2101 if (op->contr->braced)
2138 return; 2102 return;
2103
2139 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2104 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2140 (void) push_ob (mon, dir, op); 2105 (void) push_ob (mon, dir, op);
2141 if (op->contr->tmp_invis || op->hide) 2106 if (op->contr->tmp_invis || op->hide)
2142 make_visible (op); 2107 make_visible (op);
2108
2143 return; 2109 return;
2144 } 2110 }
2145 2111
2146 /* in certain circumstances, you shouldn't attack friendly 2112 /* in certain circumstances, you shouldn't attack friendly
2147 * creatures. Note that if you are braced, you can't push 2113 * creatures. Note that if you are braced, you can't push
2161 !on_battleground)) 2127 !on_battleground))
2162 { 2128 {
2163 if (!op->contr->braced) 2129 if (!op->contr->braced)
2164 { 2130 {
2165 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2131 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2166 (void) push_ob (mon, dir, op); 2132 push_ob (mon, dir, op);
2167 } 2133 }
2168 else 2134 else
2169 new_draw_info (0, 0, op, "You withhold your attack"); 2135 new_draw_info (0, 0, op, "You withhold your attack");
2170 2136
2171 if (op->contr->tmp_invis || op->hide) 2137 if (op->contr->tmp_invis || op->hide)
2186 * Way it works is like this: First, it must have some hit points 2152 * Way it works is like this: First, it must have some hit points
2187 * and be living. Then, it must be one of the following: 2153 * and be living. Then, it must be one of the following:
2188 * 1) Not a player, 2) A player, but of a different party. Note 2154 * 1) Not a player, 2) A player, but of a different party. Note
2189 * that party_number -1 is no party, so attacks can still happen. 2155 * that party_number -1 is no party, so attacks can still happen.
2190 */ 2156 */
2191
2192 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2157 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2193 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2158 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2194 { 2159 {
2195 2160
2196 /* If the player hasn't hit something this tick, and does 2161 /* If the player hasn't hit something this tick, and does
2230int 2195int
2231move_player (object *op, int dir) 2196move_player (object *op, int dir)
2232{ 2197{
2233 int pick; 2198 int pick;
2234 2199
2235 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2200 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2236 return 0; 2201 return 0;
2237 2202
2238 /* Sanity check: make sure dir is valid */ 2203 /* Sanity check: make sure dir is valid */
2239 if ((dir < 0) || (dir >= 9)) 2204 if ((dir < 0) || (dir >= 9))
2240 { 2205 {
2241 LOG (llevError, "move_player: invalid direction %d\n", dir); 2206 LOG (llevError, "move_player: invalid direction %d\n", dir);
2242 return 0; 2207 return 0;
2243 } 2208 }
2244 2209
2245 /* peterm: added following line */ 2210 /* peterm: added following line */
2246 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2247 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2212 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2248 2213
2249 op->facing = dir; 2214 op->facing = dir;
2250 2215
2328 2293
2329 /* call this here - we also will call this in do_ericserver, but 2294 /* call this here - we also will call this in do_ericserver, but
2330 * the players time has been increased when doericserver has been 2295 * the players time has been increased when doericserver has been
2331 * called, so we recheck it here. 2296 * called, so we recheck it here.
2332 */ 2297 */
2333 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2298 if (op->contr->ns->handle_command ())
2334 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2299 return 1;
2335 ;
2336 2300
2337 if (op->speed_left < 0) 2301 if (op->speed_left > 0)
2338 return 0; 2302 {
2339
2340 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2303 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2341 { 2304 {
2342 /* All move commands take 1 tick, at least for now */ 2305 /* All move commands take 1 tick, at least for now */
2343 op->speed_left--; 2306 op->speed_left--;
2344 2307
2345 /* Instead of all the stuff below, let move_player take care 2308 /* Instead of all the stuff below, let move_player take care
2346 * of it. Also, some of the skill stuff is only put in 2309 * of it. Also, some of the skill stuff is only put in
2347 * there, as well as the confusion stuff. 2310 * there, as well as the confusion stuff.
2348 */ 2311 */
2349 move_player (op, op->direction); 2312 move_player (op, op->direction);
2350 if (op->speed_left > 0) 2313
2351 return 1; 2314 return op->speed_left > 0;
2352 else 2315 }
2353 return 0;
2354 } 2316 }
2355 2317
2356 return 0; 2318 return 0;
2357} 2319}
2358 2320
2400{ 2362{
2401 object *next; 2363 object *next;
2402 2364
2403 while (op) 2365 while (op)
2404 { 2366 {
2405 next = op->below; /* Make sure we have a good value, in case 2367 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2406 * we remove object 'op' 2368
2407 */
2408 if (QUERY_FLAG (op, FLAG_UNPAID)) 2369 if (QUERY_FLAG (op, FLAG_UNPAID))
2409 { 2370 {
2410 op->remove ();
2411 op->x = env->x;
2412 op->y = env->y;
2413 if (env->type == PLAYER) 2371 if (env->type == PLAYER)
2414 esrv_del_item (env->contr, op->count); 2372 esrv_del_item (env->contr, op->count);
2415 insert_ob_in_map (op, env->map, NULL, 0); 2373
2374 op->insert_at (env);
2416 } 2375 }
2417 else if (op->inv) 2376 else if (op->inv)
2418 remove_unpaid_objects (op->inv, env); 2377 remove_unpaid_objects (op->inv, env);
2419 2378
2420 op = next; 2379 op = next;
2713 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2672 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2714 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2673 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2715 2674
2716 /* restore player */ 2675 /* restore player */
2717 at = archetype::find ("poisoning"); 2676 at = archetype::find ("poisoning");
2718 tmp = present_arch_in_ob (at, op); 2677 if (object *tmp = present_arch_in_ob (at, op))
2719 if (tmp)
2720 { 2678 {
2721 tmp->destroy (); 2679 tmp->destroy ();
2722 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2680 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2723 } 2681 }
2724 2682
2725 at = archetype::find ("confusion"); 2683 at = archetype::find ("confusion");
2726 tmp = present_arch_in_ob (at, op); 2684 if (object *tmp = present_arch_in_ob (at, op))
2727 if (tmp)
2728 { 2685 {
2729 tmp->destroy (); 2686 tmp->destroy ();
2730 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2687 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2731 } 2688 }
2732 2689
2734 op->stats.hp = op->stats.maxhp; 2691 op->stats.hp = op->stats.maxhp;
2735 if (op->stats.food <= 0) 2692 if (op->stats.food <= 0)
2736 op->stats.food = 999; 2693 op->stats.food = 999;
2737 2694
2738 /* create a bodypart-trophy to make the winner happy */ 2695 /* create a bodypart-trophy to make the winner happy */
2739 tmp = arch_to_object (archetype::find ("finger")); 2696 if (object *tmp = arch_to_object (archetype::find ("finger")))
2740 if (tmp != NULL)
2741 { 2697 {
2742 sprintf (buf, "%s's finger", &op->name); 2698 sprintf (buf, "%s's finger", &op->name);
2743 tmp->name = buf; 2699 tmp->name = buf;
2744 sprintf (buf, " This finger has been cut off %s\n" 2700 sprintf (buf, " This finger has been cut off %s\n"
2745 " the %s, when he was defeated at\n level %d by %s.\n", 2701 " the %s, when he was defeated at\n level %d by %s.\n",
2746 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2702 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2747 tmp->msg = buf; 2703 tmp->msg = buf;
2748 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2704 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2749 tmp->materialname = NULL; 2705 tmp->materialname = NULL;
2750 tmp->x = op->x, tmp->y = op->y; 2706 tmp->insert_at (op, tmp);
2751 insert_ob_in_map (tmp, op->map, op, 0);
2752 } 2707 }
2753 2708
2754 /* teleport defeated player to new destination */ 2709 /* teleport defeated player to new destination */
2755 transfer_ob (op, x, y, 0, NULL); 2710 transfer_ob (op, x, y, 0, NULL);
2756 op->contr->braced = 0; 2711 op->contr->braced = 0;
2761 2716
2762 command_kill_pets (op, 0); 2717 command_kill_pets (op, 0);
2763 2718
2764 if (op->stats.food < 0) 2719 if (op->stats.food < 0)
2765 { 2720 {
2766 if (op->contr->explore)
2767 {
2768 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2769 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2770 op->stats.food = 999;
2771 return;
2772 }
2773 sprintf (buf, "%s starved to death.", &op->name); 2721 sprintf (buf, "%s starved to death.", &op->name);
2774 strcpy (op->contr->killer, "starvation"); 2722 strcpy (op->contr->killer, "starvation");
2775 } 2723 }
2776 else 2724 else
2777 {
2778 if (op->contr->explore)
2779 {
2780 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2781 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2782 op->stats.hp = op->stats.maxhp;
2783 return;
2784 }
2785 sprintf (buf, "%s died.", &op->name); 2725 sprintf (buf, "%s died.", &op->name);
2786 } 2726
2787 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2727 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2788 2728
2789 /* save the map location for corpse, gravestone */ 2729 /* save the map location for corpse, gravestone */
2790 x = op->x; 2730 x = op->x;
2791 y = op->y; 2731 y = op->y;
2792 map = op->map; 2732 map = op->map;
2793
2794 2733
2795 /* NOT_PERMADEATH code. This basically brings the character back to 2734 /* NOT_PERMADEATH code. This basically brings the character back to
2796 * life if they are dead - it takes some exp and a random stat. 2735 * life if they are dead - it takes some exp and a random stat.
2797 * See the config.h file for a little more in depth detail about this. 2736 * See the config.h file for a little more in depth detail about this.
2798 */ 2737 */
2815 num_stats_lose = 1; 2754 num_stats_lose = 1;
2816 else 2755 else
2817 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2756 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2818 } 2757 }
2819 else 2758 else
2820 {
2821 num_stats_lose = 1; 2759 num_stats_lose = 1;
2822 } 2760
2823 lost_a_stat = 0; 2761 lost_a_stat = 0;
2824 2762
2825 for (z = 0; z < num_stats_lose; z++) 2763 for (z = 0; z < num_stats_lose; z++)
2826 { 2764 {
2827 i = RANDOM () % NUM_STATS; 2765 i = RANDOM () % NUM_STATS;
2985 /* */ 2923 /* */
2986 /****************************************/ 2924 /****************************************/
2987 2925
2988 enter_player_savebed (op); 2926 enter_player_savebed (op);
2989 2927
2990 /* Save the player before inserting the force to reduce
2991 * chance of abuse.
2992 */
2993 op->contr->braced = 0; 2928 op->contr->braced = 0;
2994 op->contr->save ();
2995 2929
2996 /* it is possible that the player has blown something up 2930 /* it is possible that the player has blown something up
2997 * at his savebed location, and that can have long lasting 2931 * at his savebed location, and that can have long lasting
2998 * spell effects. So first see if there is a spell effect 2932 * spell effects. So first see if there is a spell effect
2999 * on the space that might harm the player. 2933 * on the space that might harm the player.
3069 */ 3003 */
3070 3004
3071void 3005void
3072fix_weight (void) 3006fix_weight (void)
3073{ 3007{
3074 for (player *pl = first_player; pl; pl = pl->next) 3008 for_all_players (pl)
3075 { 3009 {
3076 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3010 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3077 3011
3078 if (old == sum) 3012 if (old == sum)
3079 continue; 3013 continue;
3083} 3017}
3084 3018
3085void 3019void
3086fix_luck (void) 3020fix_luck (void)
3087{ 3021{
3088 for (player *pl = first_player; pl; pl = pl->next) 3022 for_all_players (pl)
3089 if (!pl->ob->contr->ns->state) 3023 if (!pl->ob->contr->ns->state)
3090 pl->ob->change_luck (0); 3024 pl->ob->change_luck (0);
3091} 3025}
3092 3026
3093/* cast_dust() - handles op throwing objects of type 'DUST'. 3027/* cast_dust() - handles op throwing objects of type 'DUST'.
3211 3145
3212 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3213 3147
3214 /* its *extremely* hard to run and sneak/hide at the same time! */ 3148 /* its *extremely* hard to run and sneak/hide at the same time! */
3215 if (op->type == PLAYER && op->contr->run_on) 3149 if (op->type == PLAYER && op->contr->run_on)
3216 {
3217 if (!skop || num >= skop->level) 3150 if (!skop || num >= skop->level)
3218 { 3151 {
3219 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3152 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3220 make_visible (op); 3153 make_visible (op);
3221 return; 3154 return;
3222 } 3155 }
3223 else 3156 else
3224 num += 20; 3157 num += 20;
3225 } 3158
3226 num += op->map->difficulty; 3159 num += op->map->difficulty;
3227 hide = hideability (op); /* modify by terrain hidden level */ 3160 hide = hideability (op); /* modify by terrain hidden level */
3228 num -= hide; 3161 num -= hide;
3162
3229 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3230 { 3164 {
3231 make_visible (op); 3165 make_visible (op);
3232 if (op->type == PLAYER) 3166 if (op->type == PLAYER)
3233 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3167 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3234 } 3168 }
3235 else if (op->type == PLAYER && skop) 3169 else if (op->type == PLAYER && skop)
3236 {
3237 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3170 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3238 }
3239} 3171}
3240 3172
3241/* determine if who is standing near a hostile creature. */ 3173/* determine if who is standing near a hostile creature. */
3242 3174
3243int 3175int
3310 if (pl->type != PLAYER) 3242 if (pl->type != PLAYER)
3311 { 3243 {
3312 LOG (llevError, "player_can_view() called for non-player object\n"); 3244 LOG (llevError, "player_can_view() called for non-player object\n");
3313 return -1; 3245 return -1;
3314 } 3246 }
3247
3315 if (!pl || !op) 3248 if (!pl || !op)
3316 return 0; 3249 return 0;
3317 3250
3318 if (op->head)
3319 {
3320 op = op->head; 3251 op = op->head_ ();
3321 } 3252
3322 get_rangevector (pl, op, &rv, 0x1); 3253 get_rangevector (pl, op, &rv, 0x1);
3323 3254
3324 /* starting with the 'head' part, lets loop 3255 /* starting with the 'head' part, lets loop
3325 * through the object and find if it has any 3256 * through the object and find if it has any
3326 * part that is in the los array but isnt on 3257 * part that is in the los array but isnt on
3456 if (trlist == NULL || who->type != PLAYER) 3387 if (trlist == NULL || who->type != PLAYER)
3457 return; 3388 return;
3458 3389
3459 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3460 3391
3461 if (tr == NULL || tr->item == NULL) 3392 if (!tr || !tr->item)
3462 { 3393 {
3463 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3394 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3464 return; 3395 return;
3465 } 3396 }
3466 3397
3591 * not readied. 3522 * not readied.
3592 */ 3523 */
3593void 3524void
3594player_unready_range_ob (player *pl, object *ob) 3525player_unready_range_ob (player *pl, object *ob)
3595{ 3526{
3596 rangetype i;
3597
3598 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3599 {
3600 if (pl->ranges[i] == ob) 3528 if (pl->ranges[i] == ob)
3601 { 3529 {
3602 pl->ranges[i] = NULL; 3530 pl->ranges[i] = 0;
3603 if (pl->shoottype == i) 3531 if (pl->shoottype == i)
3604 {
3605 pl->shoottype = range_none; 3532 pl->shoottype = range_none;
3606 }
3607 } 3533 }
3608 }
3609} 3534}

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