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Comparing deliantra/server/server/player.C (file contents):
Revision 1.73 by root, Wed Dec 27 18:09:49 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 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45 38
46void 39void
47display_motd (const object *op) 40display_motd (const object *op)
48{ 41{
49 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
132 125
133 if (*buf == '%') 126 if (*buf == '%')
134 { /* send one news */ 127 { /* send one news */
135 if (size > 0) 128 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
137 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
138 strip_endline (subject); 132 strip_endline (subject);
139 size = 0; 133 size = 0;
140 news[0] = '\0'; 134 news[0] = '\0';
141 } 135 }
158 152
159/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
160static void 154static void
161set_first_map (object *op) 155set_first_map (object *op)
162{ 156{
163 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
164 op->x = -1; 158 op->x = -1;
165 op->y = -1; 159 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
166 enter_exit (op, 0); 170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 ob->remove ();
200 ob->map = 0;
201
202 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0;
204
205 players.erase (this);
167} 206}
168 207
169// connect the player with a specific client 208// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings 209// also changed, rationalises, and fixes some incorrect settings
171void 210void
172player::connect (client *ns) 211player::connect (client *ns)
173{ 212{
174 this->ns = ns; 213 this->ns = ns;
175 ns->pl = this; 214 ns->pl = this;
176 215
177 next = first_player; 216 run_on = 0;
178 first_player = this; 217 fire_on = 0;
179 218
180 ns->update_look = 0; 219 ns->update_look = 0;
181 ns->look_position = 0; 220 ns->look_position = 0;
182 221
183 clear_los (ob); 222 clear_los (ob);
223
224 ns->reset_stats ();
184 225
185 /* make sure he's a player -- needed because of class change. */ 226 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid 227 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race; 228 ob->race = ob->arch->clone.race;
188 229
191 232
192 ob->carrying = sum_weight (ob); 233 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 234 link_player_skills (ob);
194 235
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 236 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 ob->set_speed (ob->speed);
197 237
198 assign (title, ob->arch->clone.name); 238 assign (title, ob->arch->clone.name);
199 239
200 /* 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
201 * 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
223 skin = tmp; 263 skin = tmp;
224 264
225 set_dragon_name (ob, abil, skin); 265 set_dragon_name (ob, abil, skin);
226 } 266 }
227 267
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 268 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 269
235 esrv_new_player (this, ob->weight + ob->carrying); 270 esrv_new_player (this, ob->weight + ob->carrying);
236 271
237 ob->update_stats (); 272 ob->update_stats ();
238 ns->floorbox_update (); 273 ns->floorbox_update ();
239 274
240 esrv_send_inventory (ob, ob); 275 esrv_send_inventory (ob, ob);
241 esrv_add_spells (this, 0); 276 esrv_add_spells (this, 0);
242 277
243 enter_exit (ob, 0); 278 activate ();
244 279
245 send_rules (ob); 280 send_rules (ob);
246 send_news (ob); 281 send_news (ob);
247 display_motd (ob); 282 display_motd (ob);
283
284 INVOKE_PLAYER (CONNECT, this);
248 INVOKE_PLAYER (LOGIN, this); 285 INVOKE_PLAYER (LOGIN, this);
249} 286}
250 287
251void 288void
252player::disconnect () 289player::disconnect ()
253{ 290{
254 //TODO: don't be so harsh and destroy :)
255 if (ns) 291 if (ns)
256 { 292 {
257 if (enable_save) 293 if (active)
258 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 294 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
259 295
260 client *ns = this->ns; 296 INVOKE_PLAYER (DISCONNECT, this);
261 ns->send_packet ("goodbye"); 297
262 ns->flush ();
263 ns->pl = 0; 298 ns->pl = 0;
264 this->ns = 0; 299 this->ns = 0;
265
266 ns->destroy ();
267 destroy ();
268 } 300 }
301
302 deactivate ();
269} 303}
270 304
271// the need for this function can be explained 305// the need for this function can be explained
272// by load_object not returning the object 306// by load_object not returning the object
273void 307void
280 ob->speed = 1.0; 314 ob->speed = 1.0;
281 ob->direction = 5; /* So player faces south */ 315 ob->direction = 5; /* So player faces south */
282 ob->stats.wc = 2; 316 ob->stats.wc = 2;
283 ob->run_away = 25; /* Then we panick... */ 317 ob->run_away = 25; /* Then we panick... */
284 318
285 set_first_map (ob);
286
287 ob->roll_stats (); 319 ob->roll_stats ();
288} 320}
289 321
290player::player () 322player::player ()
291{ 323{
292 /* There are some elements we want initialized to non zero value - 324 /* There are some elements we want initialised to non zero value -
293 * we deal with that below this point. 325 * we deal with that below this point.
294 */ 326 */
295 outputs_sync = 16; /* Every 2 seconds */ 327 outputs_sync = 16; /* Every 2 seconds */
296 outputs_count = 8; /* Keeps present behaviour */ 328 outputs_count = 8; /* Keeps present behaviour */
297 unapply = unapply_nochoice; 329 unapply = unapply_nochoice;
298 330
299 assign (savebed_map, first_map_path); /* Init. respawn position */ 331 savebed_map = first_map_path; /* Init. respawn position */
300 332
301 gen_sp_armour = 10; 333 gen_sp_armour = 10;
302 last_speed = -1;
303 shoottype = range_none; 334 shoottype = range_none;
304 bowtype = bow_normal; 335 bowtype = bow_normal;
305 petmode = pet_normal; 336 petmode = pet_normal;
306 listening = 10; 337 listening = 10;
307 usekeys = containers; 338 usekeys = containers;
308 last_weapon_sp = -1;
309 peaceful = 1; /* default peaceful */ 339 peaceful = 1; /* default peaceful */
310 do_los = 1; 340 do_los = 1;
311
312 /* we need to clear these to -1 and not zero - otherwise,
313 * if a player quits and starts a new character, we wont
314 * send new values to the client, as things like exp start
315 * at zero.
316 */
317 for (int i = 0; i < NUM_SKILLS; i++)
318 last_skill_exp[i] = -1;
319
320 for (int i = 0; i < NROFATTACKS; i++)
321 last_resist[i] = -1;
322
323 last_stats.exp = -1;
324 last_weight = (uint32) - 1;
325} 341}
326 342
327void 343void
328player::do_destroy () 344player::do_destroy ()
329{ 345{
330 disconnect (); 346 disconnect ();
331 347
332 save (false);
333 enable_save = false;
334
335 attachable::do_destroy (); 348 attachable::do_destroy ();
336
337 terminate_all_pets (ob);
338
339 if (first_player != this)
340 {
341 player *prev = first_player;
342
343 while (prev && prev->next && prev->next != this)
344 prev = prev->next;
345
346 if (prev->next != this)
347 {
348 LOG (llevError, "Free_player: Can't find previous player.\n");
349 abort ();
350 }
351
352 prev->next = next;
353 }
354 else
355 first_player = next;
356 349
357 if (ob) 350 if (ob)
358 { 351 {
359 ob->destroy_inv (false); 352 ob->destroy_inv (false);
360 ob->destroy (); 353 ob->destroy ();
375player::create () 368player::create ()
376{ 369{
377 player *pl = new player; 370 player *pl = new player;
378 371
379 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);
380 374
381 return pl; 375 return pl;
382} 376}
383 377
384/* 378/*
415 object *op = NULL; 409 object *op = NULL;
416 objectlink *ol; 410 objectlink *ol;
417 unsigned lastdist; 411 unsigned lastdist;
418 rv_vector rv; 412 rv_vector rv;
419 413
420 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 414 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
421 { 415 {
422 /* 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
423 * does periodically happen. Given that, lets deal with it. 417 * does periodically happen. Given that, lets deal with it.
424 * While unlikely, it is possible the next object on the friendly 418 * While unlikely, it is possible the next object on the friendly
425 * list is also free, so encapsulate this in a while loop. 419 * list is also free, so encapsulate this in a while loop.
429 object *tmp = ol->ob; 423 object *tmp = ol->ob;
430 424
431 /* 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
432 * itself will have been cleared. 426 * itself will have been cleared.
433 */ 427 */
434 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 ());
435 ol = ol->next; 430 ol = ol->next;
436 remove_friendly_object (tmp); 431 remove_friendly_object (tmp);
437 if (!ol) 432 if (!ol)
438 return op; 433 return op;
439 } 434 }
897 * to save here. 892 * to save here.
898 */ 893 */
899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
900 make_path_to_file (buf); 895 make_path_to_file (buf);
901 896
902#ifdef AUTOSAVE
903 op->contr->last_save_tick = pticks;
904#endif
905 start_info (op); 897 start_info (op);
906 CLEAR_FLAG (op, FLAG_WIZ); 898 CLEAR_FLAG (op, FLAG_WIZ);
907 give_initial_items (op, op->randomitems); 899 give_initial_items (op, op->randomitems);
908 link_player_skills (op); 900 link_player_skills (op);
909 esrv_send_inventory (op, op); 901 esrv_send_inventory (op, op);
915 if (*first_map_ext_path) 907 if (*first_map_ext_path)
916 { 908 {
917 object *tmp; 909 object *tmp;
918 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
919 911
920 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);
921 tmp = object::create (); 913 tmp = object::create ();
922 EXIT_PATH (tmp) = mapname; 914 EXIT_PATH (tmp) = mapname;
923 EXIT_X (tmp) = op->x; 915 EXIT_X (tmp) = op->x;
924 EXIT_Y (tmp) = op->y; 916 EXIT_Y (tmp) = op->y;
925 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;
926 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
927 * default initial map */ 919 * default initial map */
928 tmp->destroy (); 920 tmp->destroy ();
929 } 921 }
930 else 922 else
969 if (op->msg) 961 if (op->msg)
970 new_draw_info (NDI_BLUE, 0, op, op->msg); 962 new_draw_info (NDI_BLUE, 0, op, op->msg);
971 963
972 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");
973 return 0; 965 return 0;
974}
975
976int
977key_confirm_quit (object *op, char key)
978{
979 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
980 {
981 op->contr->ns->state = ST_PLAYING;
982 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
983 return 1;
984 }
985
986 INVOKE_PLAYER (LOGOUT, op->contr);
987 INVOKE_PLAYER (QUIT, op->contr);
988
989 op->contr->enable_save = false;
990
991 terminate_all_pets (op);
992 leave_map (op);
993 op->direction = 0;
994 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
995
996 strcpy (op->contr->killer, "quit");
997 check_score (op);
998 op->contr->party = 0;
999 op->contr->own_title[0] = '\0';
1000
1001 object_ptr ob = op;
1002
1003 /* We need to hunt for any per player unique maps in memory and
1004 * get rid of them. The trailing slash in the path is intentional,
1005 * so that players named 'Ab' won't match against players 'Abe' pathname
1006 */
1007 char buf[MAX_BUF];
1008 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1009
1010 for_all_maps (mp)
1011 if (!strncmp (mp->path, buf, strlen (buf)))
1012 delete_map (mp);
1013
1014 delete_character (ob->name, 1);
1015 ob->contr->destroy ();
1016
1017 return 1;
1018} 966}
1019 967
1020void 968void
1021flee_player (object *op) 969flee_player (object *op)
1022{ 970{
1764 } 1712 }
1765 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)
1766 { 1714 {
1767 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1715 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1768 wcmod = -1; 1716 wcmod = -1;
1717
1769 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);
1770 } 1719 }
1771 else if (op->contr->bowtype == bow_threewide) 1720 else if (op->contr->bowtype == bow_threewide)
1772 { 1721 {
1773 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);
1900 { 1849 {
1901 if (op->type == PLAYER) 1850 if (op->type == PLAYER)
1902 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.");
1903 return; 1852 return;
1904 } 1853 }
1854
1905 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1855 do_skill (op, op, op->chosen_skill, dir, NULL);
1906 return; 1856 return;
1907 case range_builder: 1857 case range_builder:
1908 apply_map_builder (op, dir); 1858 apply_map_builder (op, dir);
1909 return; 1859 return;
1910 default: 1860 default:
2077 */ 2027 */
2078 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))
2079 { 2029 {
2080 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2030 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2081 { 2031 {
2082 m = get_map_from_coord (op->map, &nx, &ny); 2032 m = op->map->xy_find (nx, ny);
2083 if (!m) 2033 if (!m)
2084 return; /* Don't think this should happen */ 2034 return; /* Don't think this should happen */
2085 } 2035 }
2086 else 2036 else
2087 m = op->map; 2037 m = op->map;
2088 2038
2089 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2039 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; 2040 return;
2093 }
2094 2041
2095 mon = 0; 2042 mon = 0;
2096 /* 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
2097 * 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.
2098 * 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
2151 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2152 { 2099 {
2153 /* 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 */
2154 if (op->contr->braced) 2101 if (op->contr->braced)
2155 return; 2102 return;
2103
2156 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);
2157 (void) push_ob (mon, dir, op); 2105 (void) push_ob (mon, dir, op);
2158 if (op->contr->tmp_invis || op->hide) 2106 if (op->contr->tmp_invis || op->hide)
2159 make_visible (op); 2107 make_visible (op);
2108
2160 return; 2109 return;
2161 } 2110 }
2162 2111
2163 /* in certain circumstances, you shouldn't attack friendly 2112 /* in certain circumstances, you shouldn't attack friendly
2164 * creatures. Note that if you are braced, you can't push 2113 * creatures. Note that if you are braced, you can't push
2178 !on_battleground)) 2127 !on_battleground))
2179 { 2128 {
2180 if (!op->contr->braced) 2129 if (!op->contr->braced)
2181 { 2130 {
2182 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);
2183 (void) push_ob (mon, dir, op); 2132 push_ob (mon, dir, op);
2184 } 2133 }
2185 else 2134 else
2186 new_draw_info (0, 0, op, "You withhold your attack"); 2135 new_draw_info (0, 0, op, "You withhold your attack");
2187 2136
2188 if (op->contr->tmp_invis || op->hide) 2137 if (op->contr->tmp_invis || op->hide)
2203 * 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
2204 * and be living. Then, it must be one of the following: 2153 * 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 2154 * 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. 2155 * that party_number -1 is no party, so attacks can still happen.
2207 */ 2156 */
2208
2209 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2157 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))) 2158 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2211 { 2159 {
2212 2160
2213 /* If the player hasn't hit something this tick, and does 2161 /* If the player hasn't hit something this tick, and does
2247int 2195int
2248move_player (object *op, int dir) 2196move_player (object *op, int dir)
2249{ 2197{
2250 int pick; 2198 int pick;
2251 2199
2252 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2200 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2253 return 0; 2201 return 0;
2254 2202
2255 /* Sanity check: make sure dir is valid */ 2203 /* Sanity check: make sure dir is valid */
2256 if ((dir < 0) || (dir >= 9)) 2204 if ((dir < 0) || (dir >= 9))
2257 { 2205 {
2258 LOG (llevError, "move_player: invalid direction %d\n", dir); 2206 LOG (llevError, "move_player: invalid direction %d\n", dir);
2259 return 0; 2207 return 0;
2260 } 2208 }
2261 2209
2262 /* peterm: added following line */ 2210 /* peterm: added following line */
2263 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2264 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2212 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2265 2213
2266 op->facing = dir; 2214 op->facing = dir;
2267 2215
2345 2293
2346 /* 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
2347 * the players time has been increased when doericserver has been 2295 * the players time has been increased when doericserver has been
2348 * called, so we recheck it here. 2296 * called, so we recheck it here.
2349 */ 2297 */
2350 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2298 if (op->contr->ns->handle_command ())
2351 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2299 return 1;
2352 ;
2353 2300
2354 if (op->speed_left < 0) 2301 if (op->speed_left > 0)
2355 return 0; 2302 {
2356
2357 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2303 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2358 { 2304 {
2359 /* All move commands take 1 tick, at least for now */ 2305 /* All move commands take 1 tick, at least for now */
2360 op->speed_left--; 2306 op->speed_left--;
2361 2307
2362 /* Instead of all the stuff below, let move_player take care 2308 /* Instead of all the stuff below, let move_player take care
2363 * 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
2364 * there, as well as the confusion stuff. 2310 * there, as well as the confusion stuff.
2365 */ 2311 */
2366 move_player (op, op->direction); 2312 move_player (op, op->direction);
2367 if (op->speed_left > 0) 2313
2368 return 1; 2314 return op->speed_left > 0;
2369 else 2315 }
2370 return 0;
2371 } 2316 }
2372 2317
2373 return 0; 2318 return 0;
2374} 2319}
2375 2320
2756 " 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",
2757 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2702 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2758 tmp->msg = buf; 2703 tmp->msg = buf;
2759 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2704 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2760 tmp->materialname = NULL; 2705 tmp->materialname = NULL;
2761 op->insert_at (tmp, op); 2706 tmp->insert_at (op, tmp);
2762 } 2707 }
2763 2708
2764 /* teleport defeated player to new destination */ 2709 /* teleport defeated player to new destination */
2765 transfer_ob (op, x, y, 0, NULL); 2710 transfer_ob (op, x, y, 0, NULL);
2766 op->contr->braced = 0; 2711 op->contr->braced = 0;
2771 2716
2772 command_kill_pets (op, 0); 2717 command_kill_pets (op, 0);
2773 2718
2774 if (op->stats.food < 0) 2719 if (op->stats.food < 0)
2775 { 2720 {
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); 2721 sprintf (buf, "%s starved to death.", &op->name);
2784 strcpy (op->contr->killer, "starvation"); 2722 strcpy (op->contr->killer, "starvation");
2785 } 2723 }
2786 else 2724 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); 2725 sprintf (buf, "%s died.", &op->name);
2796 }
2797 2726
2798 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2727 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2799 2728
2800 /* save the map location for corpse, gravestone */ 2729 /* save the map location for corpse, gravestone */
2801 x = op->x; 2730 x = op->x;
2994 /* */ 2923 /* */
2995 /****************************************/ 2924 /****************************************/
2996 2925
2997 enter_player_savebed (op); 2926 enter_player_savebed (op);
2998 2927
2999 /* Save the player before inserting the force to reduce
3000 * chance of abuse.
3001 */
3002 op->contr->braced = 0; 2928 op->contr->braced = 0;
3003 op->contr->save ();
3004 2929
3005 /* it is possible that the player has blown something up 2930 /* it is possible that the player has blown something up
3006 * at his savebed location, and that can have long lasting 2931 * at his savebed location, and that can have long lasting
3007 * spell effects. So first see if there is a spell effect 2932 * spell effects. So first see if there is a spell effect
3008 * on the space that might harm the player. 2933 * on the space that might harm the player.
3220 3145
3221 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3222 3147
3223 /* 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! */
3224 if (op->type == PLAYER && op->contr->run_on) 3149 if (op->type == PLAYER && op->contr->run_on)
3225 {
3226 if (!skop || num >= skop->level) 3150 if (!skop || num >= skop->level)
3227 { 3151 {
3228 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!");
3229 make_visible (op); 3153 make_visible (op);
3230 return; 3154 return;
3231 } 3155 }
3232 else 3156 else
3233 num += 20; 3157 num += 20;
3234 } 3158
3235 num += op->map->difficulty; 3159 num += op->map->difficulty;
3236 hide = hideability (op); /* modify by terrain hidden level */ 3160 hide = hideability (op); /* modify by terrain hidden level */
3237 num -= hide; 3161 num -= hide;
3162
3238 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3239 { 3164 {
3240 make_visible (op); 3165 make_visible (op);
3241 if (op->type == PLAYER) 3166 if (op->type == PLAYER)
3242 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!");
3243 } 3168 }
3244 else if (op->type == PLAYER && skop) 3169 else if (op->type == PLAYER && skop)
3245 {
3246 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);
3247 }
3248} 3171}
3249 3172
3250/* determine if who is standing near a hostile creature. */ 3173/* determine if who is standing near a hostile creature. */
3251 3174
3252int 3175int
3319 if (pl->type != PLAYER) 3242 if (pl->type != PLAYER)
3320 { 3243 {
3321 LOG (llevError, "player_can_view() called for non-player object\n"); 3244 LOG (llevError, "player_can_view() called for non-player object\n");
3322 return -1; 3245 return -1;
3323 } 3246 }
3247
3324 if (!pl || !op) 3248 if (!pl || !op)
3325 return 0; 3249 return 0;
3326 3250
3327 if (op->head)
3328 {
3329 op = op->head; 3251 op = op->head_ ();
3330 } 3252
3331 get_rangevector (pl, op, &rv, 0x1); 3253 get_rangevector (pl, op, &rv, 0x1);
3332 3254
3333 /* starting with the 'head' part, lets loop 3255 /* starting with the 'head' part, lets loop
3334 * through the object and find if it has any 3256 * through the object and find if it has any
3335 * part that is in the los array but isnt on 3257 * part that is in the los array but isnt on
3465 if (trlist == NULL || who->type != PLAYER) 3387 if (trlist == NULL || who->type != PLAYER)
3466 return; 3388 return;
3467 3389
3468 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++);
3469 3391
3470 if (tr == NULL || tr->item == NULL) 3392 if (!tr || !tr->item)
3471 { 3393 {
3472 /* 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]); */
3473 return; 3395 return;
3474 } 3396 }
3475 3397
3600 * not readied. 3522 * not readied.
3601 */ 3523 */
3602void 3524void
3603player_unready_range_ob (player *pl, object *ob) 3525player_unready_range_ob (player *pl, object *ob)
3604{ 3526{
3605 rangetype i;
3606
3607 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))
3608 {
3609 if (pl->ranges[i] == ob) 3528 if (pl->ranges[i] == ob)
3610 { 3529 {
3611 pl->ranges[i] = NULL; 3530 pl->ranges[i] = 0;
3612 if (pl->shoottype == i) 3531 if (pl->shoottype == i)
3613 {
3614 pl->shoottype = range_none; 3532 pl->shoottype = range_none;
3615 }
3616 } 3533 }
3617 }
3618} 3534}

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