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Comparing deliantra/server/server/player.C (file contents):
Revision 1.75 by root, Sat Dec 30 21:15:59 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;
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; 216 run_on = 0;
190 first_player = this; 217 fire_on = 0;
191 218
192 ns->update_look = 0; 219 ns->update_look = 0;
193 ns->look_position = 0; 220 ns->look_position = 0;
194 221
195 clear_los (ob); 222 clear_los (ob);
223
224 ns->reset_stats ();
196 225
197 /* make sure he's a player -- needed because of class change. */ 226 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid 227 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race; 228 ob->race = ob->arch->clone.race;
200 229
234 skin = tmp; 263 skin = tmp;
235 264
236 set_dragon_name (ob, abil, skin); 265 set_dragon_name (ob, abil, skin);
237 } 266 }
238 267
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!"); 268 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245 269
246 esrv_new_player (this, ob->weight + ob->carrying); 270 esrv_new_player (this, ob->weight + ob->carrying);
247 271
248 ob->update_stats (); 272 ob->update_stats ();
249 ns->floorbox_update (); 273 ns->floorbox_update ();
250 274
251 esrv_send_inventory (ob, ob); 275 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0); 276 esrv_add_spells (this, 0);
253 277
254 ob->activate (1); 278 activate ();
255 enter_map ();
256 279
257 send_rules (ob); 280 send_rules (ob);
258 send_news (ob); 281 send_news (ob);
259 display_motd (ob); 282 display_motd (ob);
283
284 INVOKE_PLAYER (CONNECT, this);
260 INVOKE_PLAYER (LOGIN, this); 285 INVOKE_PLAYER (LOGIN, this);
261} 286}
262 287
263void 288void
264player::disconnect () 289player::disconnect ()
265{ 290{
266 if (ob)
267 ob->deactivate (1);
268
269 //TODO: don't be so harsh and destroy :)
270 if (ns) 291 if (ns)
271 { 292 {
272 if (enable_save) 293 if (active)
273 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 294 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
274 295
275 client *ns = this->ns; 296 INVOKE_PLAYER (DISCONNECT, this);
276 ns->send_packet ("goodbye"); 297
277 ns->flush ();
278 ns->pl = 0; 298 ns->pl = 0;
279 this->ns = 0; 299 this->ns = 0;
280
281 ns->destroy ();
282 destroy ();
283 } 300 }
301
302 deactivate ();
284} 303}
285 304
286// the need for this function can be explained 305// the need for this function can be explained
287// by load_object not returning the object 306// by load_object not returning the object
288void 307void
295 ob->speed = 1.0; 314 ob->speed = 1.0;
296 ob->direction = 5; /* So player faces south */ 315 ob->direction = 5; /* So player faces south */
297 ob->stats.wc = 2; 316 ob->stats.wc = 2;
298 ob->run_away = 25; /* Then we panick... */ 317 ob->run_away = 25; /* Then we panick... */
299 318
300 set_first_map (ob);
301 enter_map ();
302
303 ob->roll_stats (); 319 ob->roll_stats ();
304} 320}
305 321
306player::player () 322player::player ()
307{ 323{
308 /* There are some elements we want initialized to non zero value - 324 /* There are some elements we want initialised to non zero value -
309 * we deal with that below this point. 325 * we deal with that below this point.
310 */ 326 */
311 outputs_sync = 16; /* Every 2 seconds */ 327 outputs_sync = 16; /* Every 2 seconds */
312 outputs_count = 8; /* Keeps present behaviour */ 328 outputs_count = 8; /* Keeps present behaviour */
313 unapply = unapply_nochoice; 329 unapply = unapply_nochoice;
314 330
315 assign (savebed_map, first_map_path); /* Init. respawn position */ 331 savebed_map = first_map_path; /* Init. respawn position */
316 332
317 gen_sp_armour = 10; 333 gen_sp_armour = 10;
318 last_speed = -1;
319 shoottype = range_none; 334 shoottype = range_none;
320 bowtype = bow_normal; 335 bowtype = bow_normal;
321 petmode = pet_normal; 336 petmode = pet_normal;
322 listening = 10; 337 listening = 10;
323 usekeys = containers; 338 usekeys = containers;
324 last_weapon_sp = -1;
325 peaceful = 1; /* default peaceful */ 339 peaceful = 1; /* default peaceful */
326 do_los = 1; 340 do_los = 1;
327
328 /* we need to clear these to -1 and not zero - otherwise,
329 * if a player quits and starts a new character, we wont
330 * send new values to the client, as things like exp start
331 * at zero.
332 */
333 for (int i = 0; i < NUM_SKILLS; i++)
334 last_skill_exp[i] = -1;
335
336 for (int i = 0; i < NROFATTACKS; i++)
337 last_resist[i] = -1;
338
339 last_stats.exp = -1;
340 last_weight = (uint32) - 1;
341} 341}
342 342
343void 343void
344player::do_destroy () 344player::do_destroy ()
345{ 345{
346 disconnect (); 346 disconnect ();
347 347
348 save (false);
349 enable_save = false;
350
351 attachable::do_destroy (); 348 attachable::do_destroy ();
352
353 terminate_all_pets (ob);
354
355 if (first_player != this)
356 {
357 player *prev = first_player;
358
359 while (prev && prev->next && prev->next != this)
360 prev = prev->next;
361
362 if (prev->next != this)
363 {
364 LOG (llevError, "Free_player: Can't find previous player.\n");
365 abort ();
366 }
367
368 prev->next = next;
369 }
370 else
371 first_player = next;
372 349
373 if (ob) 350 if (ob)
374 { 351 {
375 ob->destroy_inv (false); 352 ob->destroy_inv (false);
376 ob->destroy (); 353 ob->destroy ();
391player::create () 368player::create ()
392{ 369{
393 player *pl = new player; 370 player *pl = new player;
394 371
395 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);
396 374
397 return pl; 375 return pl;
398} 376}
399 377
400/* 378/*
431 object *op = NULL; 409 object *op = NULL;
432 objectlink *ol; 410 objectlink *ol;
433 unsigned lastdist; 411 unsigned lastdist;
434 rv_vector rv; 412 rv_vector rv;
435 413
436 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 414 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
437 { 415 {
438 /* 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
439 * does periodically happen. Given that, lets deal with it. 417 * does periodically happen. Given that, lets deal with it.
440 * While unlikely, it is possible the next object on the friendly 418 * While unlikely, it is possible the next object on the friendly
441 * list is also free, so encapsulate this in a while loop. 419 * list is also free, so encapsulate this in a while loop.
445 object *tmp = ol->ob; 423 object *tmp = ol->ob;
446 424
447 /* 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
448 * itself will have been cleared. 426 * itself will have been cleared.
449 */ 427 */
450 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 ());
451 ol = ol->next; 430 ol = ol->next;
452 remove_friendly_object (tmp); 431 remove_friendly_object (tmp);
453 if (!ol) 432 if (!ol)
454 return op; 433 return op;
455 } 434 }
913 * to save here. 892 * to save here.
914 */ 893 */
915 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
916 make_path_to_file (buf); 895 make_path_to_file (buf);
917 896
918#ifdef AUTOSAVE
919 op->contr->last_save_tick = pticks;
920#endif
921 start_info (op); 897 start_info (op);
922 CLEAR_FLAG (op, FLAG_WIZ); 898 CLEAR_FLAG (op, FLAG_WIZ);
923 give_initial_items (op, op->randomitems); 899 give_initial_items (op, op->randomitems);
924 link_player_skills (op); 900 link_player_skills (op);
925 esrv_send_inventory (op, op); 901 esrv_send_inventory (op, op);
931 if (*first_map_ext_path) 907 if (*first_map_ext_path)
932 { 908 {
933 object *tmp; 909 object *tmp;
934 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
935 911
936 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);
937 tmp = object::create (); 913 tmp = object::create ();
938 EXIT_PATH (tmp) = mapname; 914 EXIT_PATH (tmp) = mapname;
939 EXIT_X (tmp) = op->x; 915 EXIT_X (tmp) = op->x;
940 EXIT_Y (tmp) = op->y; 916 EXIT_Y (tmp) = op->y;
941 op->enter_exit (tmp); /* we don't really care if it succeeded; 917 op->enter_exit (tmp); /* we don't really care if it succeeded;
942 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
943 * default initial map */ 919 * default initial map */
944 tmp->destroy (); 920 tmp->destroy ();
945 } 921 }
985 if (op->msg) 961 if (op->msg)
986 new_draw_info (NDI_BLUE, 0, op, op->msg); 962 new_draw_info (NDI_BLUE, 0, op, op->msg);
987 963
988 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");
989 return 0; 965 return 0;
990}
991
992int
993key_confirm_quit (object *op, char key)
994{
995 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
996 {
997 op->contr->ns->state = ST_PLAYING;
998 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
999 return 1;
1000 }
1001
1002 INVOKE_PLAYER (LOGOUT, op->contr);
1003 INVOKE_PLAYER (QUIT, op->contr);
1004
1005 op->contr->enable_save = false;
1006
1007 terminate_all_pets (op);
1008 op->remove ();
1009 op->direction = 0;
1010 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1011
1012 strcpy (op->contr->killer, "quit");
1013 check_score (op);
1014 op->contr->party = 0;
1015 op->contr->own_title[0] = '\0';
1016 op->contr->destroy ();
1017
1018 return 1;
1019} 966}
1020 967
1021void 968void
1022flee_player (object *op) 969flee_player (object *op)
1023{ 970{
1902 { 1849 {
1903 if (op->type == PLAYER) 1850 if (op->type == PLAYER)
1904 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.");
1905 return; 1852 return;
1906 } 1853 }
1854
1907 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1855 do_skill (op, op, op->chosen_skill, dir, NULL);
1908 return; 1856 return;
1909 case range_builder: 1857 case range_builder:
1910 apply_map_builder (op, dir); 1858 apply_map_builder (op, dir);
1911 return; 1859 return;
1912 default: 1860 default:
2079 */ 2027 */
2080 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))
2081 { 2029 {
2082 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2030 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2083 { 2031 {
2084 m = get_map_from_coord (op->map, &nx, &ny); 2032 m = op->map->xy_find (nx, ny);
2085 if (!m) 2033 if (!m)
2086 return; /* Don't think this should happen */ 2034 return; /* Don't think this should happen */
2087 } 2035 }
2088 else 2036 else
2089 m = op->map; 2037 m = op->map;
2090 2038
2091 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2039 if (!(tmp = m->at (nx, ny).bot))
2092 {
2093 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2094 return; 2040 return;
2095 }
2096 2041
2097 mon = 0; 2042 mon = 0;
2098 /* 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
2099 * 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.
2100 * 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
2153 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2154 { 2099 {
2155 /* 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 */
2156 if (op->contr->braced) 2101 if (op->contr->braced)
2157 return; 2102 return;
2103
2158 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);
2159 (void) push_ob (mon, dir, op); 2105 (void) push_ob (mon, dir, op);
2160 if (op->contr->tmp_invis || op->hide) 2106 if (op->contr->tmp_invis || op->hide)
2161 make_visible (op); 2107 make_visible (op);
2108
2162 return; 2109 return;
2163 } 2110 }
2164 2111
2165 /* in certain circumstances, you shouldn't attack friendly 2112 /* in certain circumstances, you shouldn't attack friendly
2166 * creatures. Note that if you are braced, you can't push 2113 * creatures. Note that if you are braced, you can't push
2180 !on_battleground)) 2127 !on_battleground))
2181 { 2128 {
2182 if (!op->contr->braced) 2129 if (!op->contr->braced)
2183 { 2130 {
2184 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);
2185 (void) push_ob (mon, dir, op); 2132 push_ob (mon, dir, op);
2186 } 2133 }
2187 else 2134 else
2188 new_draw_info (0, 0, op, "You withhold your attack"); 2135 new_draw_info (0, 0, op, "You withhold your attack");
2189 2136
2190 if (op->contr->tmp_invis || op->hide) 2137 if (op->contr->tmp_invis || op->hide)
2205 * 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
2206 * and be living. Then, it must be one of the following: 2153 * and be living. Then, it must be one of the following:
2207 * 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
2208 * 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.
2209 */ 2156 */
2210
2211 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2157 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2212 ((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)))
2213 { 2159 {
2214 2160
2215 /* If the player hasn't hit something this tick, and does 2161 /* If the player hasn't hit something this tick, and does
2249int 2195int
2250move_player (object *op, int dir) 2196move_player (object *op, int dir)
2251{ 2197{
2252 int pick; 2198 int pick;
2253 2199
2254 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2200 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2255 return 0; 2201 return 0;
2256 2202
2257 /* Sanity check: make sure dir is valid */ 2203 /* Sanity check: make sure dir is valid */
2258 if ((dir < 0) || (dir >= 9)) 2204 if ((dir < 0) || (dir >= 9))
2259 { 2205 {
2260 LOG (llevError, "move_player: invalid direction %d\n", dir); 2206 LOG (llevError, "move_player: invalid direction %d\n", dir);
2261 return 0; 2207 return 0;
2262 } 2208 }
2263 2209
2264 /* peterm: added following line */ 2210 /* peterm: added following line */
2265 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2266 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2212 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2267 2213
2268 op->facing = dir; 2214 op->facing = dir;
2269 2215
2347 2293
2348 /* 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
2349 * the players time has been increased when doericserver has been 2295 * the players time has been increased when doericserver has been
2350 * called, so we recheck it here. 2296 * called, so we recheck it here.
2351 */ 2297 */
2352 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2298 if (op->contr->ns->handle_command ())
2353 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2299 return 1;
2354 ;
2355 2300
2356 if (op->speed_left < 0) 2301 if (op->speed_left > 0)
2357 return 0; 2302 {
2358
2359 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2303 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2360 { 2304 {
2361 /* All move commands take 1 tick, at least for now */ 2305 /* All move commands take 1 tick, at least for now */
2362 op->speed_left--; 2306 op->speed_left--;
2363 2307
2364 /* Instead of all the stuff below, let move_player take care 2308 /* Instead of all the stuff below, let move_player take care
2365 * 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
2366 * there, as well as the confusion stuff. 2310 * there, as well as the confusion stuff.
2367 */ 2311 */
2368 move_player (op, op->direction); 2312 move_player (op, op->direction);
2369 if (op->speed_left > 0) 2313
2370 return 1; 2314 return op->speed_left > 0;
2371 else 2315 }
2372 return 0;
2373 } 2316 }
2374 2317
2375 return 0; 2318 return 0;
2376} 2319}
2377 2320
2758 " 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",
2759 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2702 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2760 tmp->msg = buf; 2703 tmp->msg = buf;
2761 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2704 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2762 tmp->materialname = NULL; 2705 tmp->materialname = NULL;
2763 op->insert_at (tmp, op); 2706 tmp->insert_at (op, tmp);
2764 } 2707 }
2765 2708
2766 /* teleport defeated player to new destination */ 2709 /* teleport defeated player to new destination */
2767 transfer_ob (op, x, y, 0, NULL); 2710 transfer_ob (op, x, y, 0, NULL);
2768 op->contr->braced = 0; 2711 op->contr->braced = 0;
2773 2716
2774 command_kill_pets (op, 0); 2717 command_kill_pets (op, 0);
2775 2718
2776 if (op->stats.food < 0) 2719 if (op->stats.food < 0)
2777 { 2720 {
2778 if (op->contr->explore)
2779 {
2780 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2781 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2782 op->stats.food = 999;
2783 return;
2784 }
2785 sprintf (buf, "%s starved to death.", &op->name); 2721 sprintf (buf, "%s starved to death.", &op->name);
2786 strcpy (op->contr->killer, "starvation"); 2722 strcpy (op->contr->killer, "starvation");
2787 } 2723 }
2788 else 2724 else
2789 {
2790 if (op->contr->explore)
2791 {
2792 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2793 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2794 op->stats.hp = op->stats.maxhp;
2795 return;
2796 }
2797 sprintf (buf, "%s died.", &op->name); 2725 sprintf (buf, "%s died.", &op->name);
2798 }
2799 2726
2800 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2727 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2801 2728
2802 /* save the map location for corpse, gravestone */ 2729 /* save the map location for corpse, gravestone */
2803 x = op->x; 2730 x = op->x;
2996 /* */ 2923 /* */
2997 /****************************************/ 2924 /****************************************/
2998 2925
2999 enter_player_savebed (op); 2926 enter_player_savebed (op);
3000 2927
3001 /* Save the player before inserting the force to reduce
3002 * chance of abuse.
3003 */
3004 op->contr->braced = 0; 2928 op->contr->braced = 0;
3005 op->contr->save ();
3006 2929
3007 /* it is possible that the player has blown something up 2930 /* it is possible that the player has blown something up
3008 * at his savebed location, and that can have long lasting 2931 * at his savebed location, and that can have long lasting
3009 * spell effects. So first see if there is a spell effect 2932 * spell effects. So first see if there is a spell effect
3010 * on the space that might harm the player. 2933 * on the space that might harm the player.
3222 3145
3223 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3224 3147
3225 /* 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! */
3226 if (op->type == PLAYER && op->contr->run_on) 3149 if (op->type == PLAYER && op->contr->run_on)
3227 {
3228 if (!skop || num >= skop->level) 3150 if (!skop || num >= skop->level)
3229 { 3151 {
3230 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!");
3231 make_visible (op); 3153 make_visible (op);
3232 return; 3154 return;
3233 } 3155 }
3234 else 3156 else
3235 num += 20; 3157 num += 20;
3236 } 3158
3237 num += op->map->difficulty; 3159 num += op->map->difficulty;
3238 hide = hideability (op); /* modify by terrain hidden level */ 3160 hide = hideability (op); /* modify by terrain hidden level */
3239 num -= hide; 3161 num -= hide;
3162
3240 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3241 { 3164 {
3242 make_visible (op); 3165 make_visible (op);
3243 if (op->type == PLAYER) 3166 if (op->type == PLAYER)
3244 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!");
3245 } 3168 }
3246 else if (op->type == PLAYER && skop) 3169 else if (op->type == PLAYER && skop)
3247 {
3248 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);
3249 }
3250} 3171}
3251 3172
3252/* determine if who is standing near a hostile creature. */ 3173/* determine if who is standing near a hostile creature. */
3253 3174
3254int 3175int
3466 if (trlist == NULL || who->type != PLAYER) 3387 if (trlist == NULL || who->type != PLAYER)
3467 return; 3388 return;
3468 3389
3469 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++);
3470 3391
3471 if (tr == NULL || tr->item == NULL) 3392 if (!tr || !tr->item)
3472 { 3393 {
3473 /* 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]); */
3474 return; 3395 return;
3475 } 3396 }
3476 3397
3601 * not readied. 3522 * not readied.
3602 */ 3523 */
3603void 3524void
3604player_unready_range_ob (player *pl, object *ob) 3525player_unready_range_ob (player *pl, object *ob)
3605{ 3526{
3606 rangetype i;
3607
3608 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))
3609 {
3610 if (pl->ranges[i] == ob) 3528 if (pl->ranges[i] == ob)
3611 { 3529 {
3612 pl->ranges[i] = NULL; 3530 pl->ranges[i] = 0;
3613 if (pl->shoottype == i) 3531 if (pl->shoottype == i)
3614 {
3615 pl->shoottype = range_none; 3532 pl->shoottype = range_none;
3616 }
3617 } 3533 }
3618 }
3619} 3534}

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