1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <pwd.h> |
26 | #include <pwd.h> |
26 | #include <sproto.h> |
27 | #include <sproto.h> |
27 | #include <sounds.h> |
28 | #include <sounds.h> |
… | |
… | |
31 | #include <skills.h> |
32 | #include <skills.h> |
32 | |
33 | |
33 | #include <algorithm> |
34 | #include <algorithm> |
34 | #include <functional> |
35 | #include <functional> |
35 | |
36 | |
36 | player * |
37 | playervec players; |
37 | find_player (const char *plname) |
|
|
38 | { |
|
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39 | for_all_players (pl) |
|
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40 | if (pl->ob && !strcmp (query_name (pl->ob), plname)) |
|
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41 | return pl; |
|
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42 | |
|
|
43 | return 0; |
|
|
44 | } |
|
|
45 | |
38 | |
46 | void |
39 | void |
47 | display_motd (const object *op) |
40 | display_motd (const object *op) |
48 | { |
41 | { |
49 | char buf[MAX_BUF]; |
42 | char buf[MAX_BUF]; |
… | |
… | |
132 | |
125 | |
133 | if (*buf == '%') |
126 | if (*buf == '%') |
134 | { /* send one news */ |
127 | { /* send one news */ |
135 | if (size > 0) |
128 | if (size > 0) |
136 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
129 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
|
|
130 | |
137 | strcpy (subject, buf + 1); |
131 | strcpy (subject, buf + 1); |
138 | strip_endline (subject); |
132 | strip_endline (subject); |
139 | size = 0; |
133 | size = 0; |
140 | news[0] = '\0'; |
134 | news[0] = '\0'; |
141 | } |
135 | } |
… | |
… | |
158 | |
152 | |
159 | /* This loads the first map an puts the player on it. */ |
153 | /* This loads the first map an puts the player on it. */ |
160 | static void |
154 | static void |
161 | set_first_map (object *op) |
155 | set_first_map (object *op) |
162 | { |
156 | { |
163 | strcpy (op->contr->maplevel, first_map_path); |
157 | op->contr->maplevel = first_map_path; |
164 | op->x = -1; |
158 | op->x = -1; |
165 | op->y = -1; |
159 | op->y = -1; |
166 | } |
160 | } |
167 | |
161 | |
168 | void |
162 | void |
… | |
… | |
176 | ob->enter_exit (tmp); |
170 | ob->enter_exit (tmp); |
177 | |
171 | |
178 | tmp->destroy (); |
172 | tmp->destroy (); |
179 | } |
173 | } |
180 | |
174 | |
|
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175 | void |
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176 | player::activate () |
|
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177 | { |
|
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178 | if (active) |
|
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179 | return; |
|
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180 | |
|
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181 | players.insert (this); |
|
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182 | ob->remove (); |
|
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183 | ob->map = 0; |
|
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184 | ob->activate_recursive (); |
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185 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
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186 | add_friendly_object (ob); |
|
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187 | enter_map (); |
|
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188 | } |
|
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189 | |
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190 | void |
|
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191 | player::deactivate () |
|
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192 | { |
|
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193 | if (!active) |
|
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194 | return; |
|
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195 | |
|
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196 | terminate_all_pets (ob); |
|
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197 | remove_friendly_object (ob); |
|
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198 | ob->deactivate_recursive (); |
|
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199 | ob->remove (); |
|
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200 | ob->map = 0; |
|
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201 | |
|
|
202 | // for weird reasons, this is often "ob", keeping a circular reference |
|
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203 | ranges [range_skill] = 0; |
|
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204 | |
|
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205 | players.erase (this); |
|
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206 | } |
|
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207 | |
181 | // connect the player with a specific client |
208 | // connect the player with a specific client |
182 | // also changed, rationalises, and fixes some incorrect settings |
209 | // also changed, rationalises, and fixes some incorrect settings |
183 | void |
210 | void |
184 | player::connect (client *ns) |
211 | player::connect (client *ns) |
185 | { |
212 | { |
186 | this->ns = ns; |
213 | this->ns = ns; |
187 | ns->pl = this; |
214 | ns->pl = this; |
188 | |
215 | |
189 | next = first_player; |
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); |
|
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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 (); |
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|
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); |
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283 | |
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284 | INVOKE_PLAYER (CONNECT, this); |
260 | INVOKE_PLAYER (LOGIN, this); |
285 | INVOKE_PLAYER (LOGIN, this); |
261 | } |
286 | } |
262 | |
287 | |
263 | void |
288 | void |
264 | player::disconnect () |
289 | player::disconnect () |
265 | { |
290 | { |
266 | if (ob) |
|
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267 | ob->deactivate (1); |
|
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268 | |
|
|
269 | //TODO: don't be so harsh and destroy :) |
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|
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 | |
|
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281 | ns->destroy (); |
|
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282 | destroy (); |
|
|
283 | } |
300 | } |
|
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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 |
288 | void |
307 | void |
… | |
… | |
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 (); |
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|
302 | |
|
|
303 | ob->roll_stats (); |
319 | ob->roll_stats (); |
304 | } |
320 | } |
305 | |
321 | |
306 | player::player () |
322 | player::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 | |
|
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328 | /* we need to clear these to -1 and not zero - otherwise, |
|
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329 | * if a player quits and starts a new character, we wont |
|
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330 | * send new values to the client, as things like exp start |
|
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331 | * at zero. |
|
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332 | */ |
|
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333 | for (int i = 0; i < NUM_SKILLS; i++) |
|
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334 | last_skill_exp[i] = -1; |
|
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335 | |
|
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336 | for (int i = 0; i < NROFATTACKS; i++) |
|
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337 | last_resist[i] = -1; |
|
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338 | |
|
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339 | last_stats.exp = -1; |
|
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340 | last_weight = (uint32) - 1; |
|
|
341 | } |
341 | } |
342 | |
342 | |
343 | void |
343 | void |
344 | player::do_destroy () |
344 | player::do_destroy () |
345 | { |
345 | { |
346 | disconnect (); |
346 | disconnect (); |
347 | |
347 | |
348 | save (false); |
|
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349 | enable_save = false; |
|
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350 | |
|
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351 | attachable::do_destroy (); |
348 | attachable::do_destroy (); |
352 | |
|
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353 | terminate_all_pets (ob); |
|
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354 | |
|
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355 | if (first_player != this) |
|
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356 | { |
|
|
357 | player *prev = first_player; |
|
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358 | |
|
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359 | while (prev && prev->next && prev->next != this) |
|
|
360 | prev = prev->next; |
|
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361 | |
|
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362 | if (prev->next != this) |
|
|
363 | { |
|
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364 | LOG (llevError, "Free_player: Can't find previous player.\n"); |
|
|
365 | abort (); |
|
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366 | } |
|
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367 | |
|
|
368 | prev->next = next; |
|
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369 | } |
|
|
370 | else |
|
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371 | first_player = next; |
|
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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 (); |
… | |
… | |
391 | player::create () |
368 | player::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 | |
|
|
992 | int |
|
|
993 | key_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 | |
1021 | void |
968 | void |
1022 | flee_player (object *op) |
969 | flee_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 |
… | |
… | |
2249 | int |
2195 | int |
2250 | move_player (object *op, int dir) |
2196 | move_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 | |
3254 | int |
3175 | int |
… | |
… | |
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 | */ |
3603 | void |
3524 | void |
3604 | player_unready_range_ob (player *pl, object *ob) |
3525 | player_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 | } |