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Comparing deliantra/server/server/player.C (file contents):
Revision 1.79 by root, Tue Jan 2 14:32:07 2007 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 }
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_recursive (); 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);
260 283
263} 286}
264 287
265void 288void
266player::disconnect () 289player::disconnect ()
267{ 290{
268 if (ob)
269 ob->deactivate_recursive ();
270
271 //TODO: don't be so harsh and destroy :)
272 if (ns) 291 if (ns)
273 { 292 {
274 if (enable_save) 293 if (active)
275 {
276 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 294 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
277 save (1);
278 }
279 295
280 INVOKE_PLAYER (DISCONNECT, this); 296 INVOKE_PLAYER (DISCONNECT, this);
281 297
282 client *ns = this->ns;
283 ns->send_packet ("goodbye");
284 ns->flush ();
285 ns->pl = 0; 298 ns->pl = 0;
286 this->ns = 0; 299 this->ns = 0;
287
288 ns->destroy ();
289 destroy ();
290 } 300 }
301
302 deactivate ();
291} 303}
292 304
293// the need for this function can be explained 305// the need for this function can be explained
294// by load_object not returning the object 306// by load_object not returning the object
295void 307void
307 ob->roll_stats (); 319 ob->roll_stats ();
308} 320}
309 321
310player::player () 322player::player ()
311{ 323{
312 /* There are some elements we want initialized to non zero value - 324 /* There are some elements we want initialised to non zero value -
313 * we deal with that below this point. 325 * we deal with that below this point.
314 */ 326 */
315 outputs_sync = 16; /* Every 2 seconds */ 327 outputs_sync = 16; /* Every 2 seconds */
316 outputs_count = 8; /* Keeps present behaviour */ 328 outputs_count = 8; /* Keeps present behaviour */
317 unapply = unapply_nochoice; 329 unapply = unapply_nochoice;
318 330
319 savebed_map = first_map_path; /* Init. respawn position */ 331 savebed_map = first_map_path; /* Init. respawn position */
320 332
321 gen_sp_armour = 10; 333 gen_sp_armour = 10;
322 last_speed = -1;
323 shoottype = range_none; 334 shoottype = range_none;
324 bowtype = bow_normal; 335 bowtype = bow_normal;
325 petmode = pet_normal; 336 petmode = pet_normal;
326 listening = 10; 337 listening = 10;
327 usekeys = containers; 338 usekeys = containers;
328 last_weapon_sp = -1;
329 peaceful = 1; /* default peaceful */ 339 peaceful = 1; /* default peaceful */
330 do_los = 1; 340 do_los = 1;
331
332 /* we need to clear these to -1 and not zero - otherwise,
333 * if a player quits and starts a new character, we wont
334 * send new values to the client, as things like exp start
335 * at zero.
336 */
337 for (int i = 0; i < NUM_SKILLS; i++)
338 last_skill_exp[i] = -1;
339
340 for (int i = 0; i < NROFATTACKS; i++)
341 last_resist[i] = -1;
342
343 last_stats.exp = -1;
344 last_weight = (uint32) - 1;
345} 341}
346 342
347void 343void
348player::do_destroy () 344player::do_destroy ()
349{ 345{
350 disconnect (); 346 disconnect ();
351 347
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy (); 348 attachable::do_destroy ();
356
357 terminate_all_pets (ob);
358
359 if (first_player != this)
360 {
361 player *prev = first_player;
362
363 while (prev && prev->next && prev->next != this)
364 prev = prev->next;
365
366 if (prev->next != this)
367 {
368 LOG (llevError, "Free_player: Can't find previous player.\n");
369 abort ();
370 }
371
372 prev->next = next;
373 }
374 else
375 first_player = next;
376 349
377 if (ob) 350 if (ob)
378 { 351 {
379 ob->destroy_inv (false); 352 ob->destroy_inv (false);
380 ob->destroy (); 353 ob->destroy ();
436 object *op = NULL; 409 object *op = NULL;
437 objectlink *ol; 410 objectlink *ol;
438 unsigned lastdist; 411 unsigned lastdist;
439 rv_vector rv; 412 rv_vector rv;
440 413
441 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 414 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
442 { 415 {
443 /* 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
444 * does periodically happen. Given that, lets deal with it. 417 * does periodically happen. Given that, lets deal with it.
445 * While unlikely, it is possible the next object on the friendly 418 * While unlikely, it is possible the next object on the friendly
446 * list is also free, so encapsulate this in a while loop. 419 * list is also free, so encapsulate this in a while loop.
450 object *tmp = ol->ob; 423 object *tmp = ol->ob;
451 424
452 /* 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
453 * itself will have been cleared. 426 * itself will have been cleared.
454 */ 427 */
455 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 ());
456 ol = ol->next; 430 ol = ol->next;
457 remove_friendly_object (tmp); 431 remove_friendly_object (tmp);
458 if (!ol) 432 if (!ol)
459 return op; 433 return op;
460 } 434 }
918 * to save here. 892 * to save here.
919 */ 893 */
920 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
921 make_path_to_file (buf); 895 make_path_to_file (buf);
922 896
923#ifdef AUTOSAVE
924 op->contr->last_save_tick = pticks;
925#endif
926 start_info (op); 897 start_info (op);
927 CLEAR_FLAG (op, FLAG_WIZ); 898 CLEAR_FLAG (op, FLAG_WIZ);
928 give_initial_items (op, op->randomitems); 899 give_initial_items (op, op->randomitems);
929 link_player_skills (op); 900 link_player_skills (op);
930 esrv_send_inventory (op, op); 901 esrv_send_inventory (op, op);
990 if (op->msg) 961 if (op->msg)
991 new_draw_info (NDI_BLUE, 0, op, op->msg); 962 new_draw_info (NDI_BLUE, 0, op, op->msg);
992 963
993 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");
994 return 0; 965 return 0;
995}
996
997int
998key_confirm_quit (object *op, char key)
999{
1000 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1001 {
1002 op->contr->ns->state = ST_PLAYING;
1003 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1004 return 1;
1005 }
1006
1007 INVOKE_PLAYER (LOGOUT, op->contr);
1008 INVOKE_PLAYER (QUIT, op->contr);
1009
1010 op->contr->enable_save = false;
1011
1012 terminate_all_pets (op);
1013 op->remove ();
1014 op->direction = 0;
1015 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1016
1017 strcpy (op->contr->killer, "quit");
1018 check_score (op);
1019 op->contr->party = 0;
1020 op->contr->own_title[0] = '\0';
1021 op->contr->destroy ();
1022
1023 return 1;
1024} 966}
1025 967
1026void 968void
1027flee_player (object *op) 969flee_player (object *op)
1028{ 970{
1907 { 1849 {
1908 if (op->type == PLAYER) 1850 if (op->type == PLAYER)
1909 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.");
1910 return; 1852 return;
1911 } 1853 }
1854
1912 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1855 do_skill (op, op, op->chosen_skill, dir, NULL);
1913 return; 1856 return;
1914 case range_builder: 1857 case range_builder:
1915 apply_map_builder (op, dir); 1858 apply_map_builder (op, dir);
1916 return; 1859 return;
1917 default: 1860 default:
2084 */ 2027 */
2085 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))
2086 { 2029 {
2087 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2030 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2088 { 2031 {
2089 m = get_map_from_coord (op->map, &nx, &ny); 2032 m = op->map->xy_find (nx, ny);
2090 if (!m) 2033 if (!m)
2091 return; /* Don't think this should happen */ 2034 return; /* Don't think this should happen */
2092 } 2035 }
2093 else 2036 else
2094 m = op->map; 2037 m = op->map;
2095 2038
2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2039 if (!(tmp = m->at (nx, ny).bot))
2097 {
2098 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2099 return; 2040 return;
2100 }
2101 2041
2102 mon = 0; 2042 mon = 0;
2103 /* 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
2104 * 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.
2105 * 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
2158 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2159 { 2099 {
2160 /* 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 */
2161 if (op->contr->braced) 2101 if (op->contr->braced)
2162 return; 2102 return;
2103
2163 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);
2164 (void) push_ob (mon, dir, op); 2105 (void) push_ob (mon, dir, op);
2165 if (op->contr->tmp_invis || op->hide) 2106 if (op->contr->tmp_invis || op->hide)
2166 make_visible (op); 2107 make_visible (op);
2108
2167 return; 2109 return;
2168 } 2110 }
2169 2111
2170 /* in certain circumstances, you shouldn't attack friendly 2112 /* in certain circumstances, you shouldn't attack friendly
2171 * creatures. Note that if you are braced, you can't push 2113 * creatures. Note that if you are braced, you can't push
2185 !on_battleground)) 2127 !on_battleground))
2186 { 2128 {
2187 if (!op->contr->braced) 2129 if (!op->contr->braced)
2188 { 2130 {
2189 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);
2190 (void) push_ob (mon, dir, op); 2132 push_ob (mon, dir, op);
2191 } 2133 }
2192 else 2134 else
2193 new_draw_info (0, 0, op, "You withhold your attack"); 2135 new_draw_info (0, 0, op, "You withhold your attack");
2194 2136
2195 if (op->contr->tmp_invis || op->hide) 2137 if (op->contr->tmp_invis || op->hide)
2210 * 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
2211 * and be living. Then, it must be one of the following: 2153 * and be living. Then, it must be one of the following:
2212 * 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
2213 * 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.
2214 */ 2156 */
2215
2216 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2157 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2217 ((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)))
2218 { 2159 {
2219 2160
2220 /* If the player hasn't hit something this tick, and does 2161 /* If the player hasn't hit something this tick, and does
2254int 2195int
2255move_player (object *op, int dir) 2196move_player (object *op, int dir)
2256{ 2197{
2257 int pick; 2198 int pick;
2258 2199
2259 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2200 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2260 return 0; 2201 return 0;
2261 2202
2262 /* Sanity check: make sure dir is valid */ 2203 /* Sanity check: make sure dir is valid */
2263 if ((dir < 0) || (dir >= 9)) 2204 if ((dir < 0) || (dir >= 9))
2264 { 2205 {
2265 LOG (llevError, "move_player: invalid direction %d\n", dir); 2206 LOG (llevError, "move_player: invalid direction %d\n", dir);
2266 return 0; 2207 return 0;
2267 } 2208 }
2268 2209
2269 /* peterm: added following line */ 2210 /* peterm: added following line */
2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2212 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2272 2213
2273 op->facing = dir; 2214 op->facing = dir;
2274 2215
2352 2293
2353 /* 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
2354 * the players time has been increased when doericserver has been 2295 * the players time has been increased when doericserver has been
2355 * called, so we recheck it here. 2296 * called, so we recheck it here.
2356 */ 2297 */
2357 op->contr->ns->handle_command (); 2298 if (op->contr->ns->handle_command ())
2299 return 1;
2358 2300
2359 if (op->speed_left < 0) 2301 if (op->speed_left > 0)
2360 return 0; 2302 {
2361
2362 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2303 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2363 { 2304 {
2364 /* All move commands take 1 tick, at least for now */ 2305 /* All move commands take 1 tick, at least for now */
2365 op->speed_left--; 2306 op->speed_left--;
2366 2307
2367 /* Instead of all the stuff below, let move_player take care 2308 /* Instead of all the stuff below, let move_player take care
2368 * 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
2369 * there, as well as the confusion stuff. 2310 * there, as well as the confusion stuff.
2370 */ 2311 */
2371 move_player (op, op->direction); 2312 move_player (op, op->direction);
2372 if (op->speed_left > 0) 2313
2373 return 1; 2314 return op->speed_left > 0;
2374 else 2315 }
2375 return 0;
2376 } 2316 }
2377 2317
2378 return 0; 2318 return 0;
2379} 2319}
2380 2320
2761 " 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",
2762 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2702 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2763 tmp->msg = buf; 2703 tmp->msg = buf;
2764 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2704 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2765 tmp->materialname = NULL; 2705 tmp->materialname = NULL;
2766 op->insert_at (tmp, op); 2706 tmp->insert_at (op, tmp);
2767 } 2707 }
2768 2708
2769 /* teleport defeated player to new destination */ 2709 /* teleport defeated player to new destination */
2770 transfer_ob (op, x, y, 0, NULL); 2710 transfer_ob (op, x, y, 0, NULL);
2771 op->contr->braced = 0; 2711 op->contr->braced = 0;
2776 2716
2777 command_kill_pets (op, 0); 2717 command_kill_pets (op, 0);
2778 2718
2779 if (op->stats.food < 0) 2719 if (op->stats.food < 0)
2780 { 2720 {
2781 if (op->contr->explore)
2782 {
2783 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2784 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2785 op->stats.food = 999;
2786 return;
2787 }
2788 sprintf (buf, "%s starved to death.", &op->name); 2721 sprintf (buf, "%s starved to death.", &op->name);
2789 strcpy (op->contr->killer, "starvation"); 2722 strcpy (op->contr->killer, "starvation");
2790 } 2723 }
2791 else 2724 else
2792 {
2793 if (op->contr->explore)
2794 {
2795 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2796 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2797 op->stats.hp = op->stats.maxhp;
2798 return;
2799 }
2800 sprintf (buf, "%s died.", &op->name); 2725 sprintf (buf, "%s died.", &op->name);
2801 }
2802 2726
2803 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2727 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2804 2728
2805 /* save the map location for corpse, gravestone */ 2729 /* save the map location for corpse, gravestone */
2806 x = op->x; 2730 x = op->x;
2999 /* */ 2923 /* */
3000 /****************************************/ 2924 /****************************************/
3001 2925
3002 enter_player_savebed (op); 2926 enter_player_savebed (op);
3003 2927
3004 /* Save the player before inserting the force to reduce
3005 * chance of abuse.
3006 */
3007 op->contr->braced = 0; 2928 op->contr->braced = 0;
3008 op->contr->save ();
3009 2929
3010 /* it is possible that the player has blown something up 2930 /* it is possible that the player has blown something up
3011 * at his savebed location, and that can have long lasting 2931 * at his savebed location, and that can have long lasting
3012 * spell effects. So first see if there is a spell effect 2932 * spell effects. So first see if there is a spell effect
3013 * on the space that might harm the player. 2933 * on the space that might harm the player.
3225 3145
3226 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3227 3147
3228 /* 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! */
3229 if (op->type == PLAYER && op->contr->run_on) 3149 if (op->type == PLAYER && op->contr->run_on)
3230 {
3231 if (!skop || num >= skop->level) 3150 if (!skop || num >= skop->level)
3232 { 3151 {
3233 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!");
3234 make_visible (op); 3153 make_visible (op);
3235 return; 3154 return;
3236 } 3155 }
3237 else 3156 else
3238 num += 20; 3157 num += 20;
3239 } 3158
3240 num += op->map->difficulty; 3159 num += op->map->difficulty;
3241 hide = hideability (op); /* modify by terrain hidden level */ 3160 hide = hideability (op); /* modify by terrain hidden level */
3242 num -= hide; 3161 num -= hide;
3162
3243 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3244 { 3164 {
3245 make_visible (op); 3165 make_visible (op);
3246 if (op->type == PLAYER) 3166 if (op->type == PLAYER)
3247 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!");
3248 } 3168 }
3249 else if (op->type == PLAYER && skop) 3169 else if (op->type == PLAYER && skop)
3250 {
3251 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);
3252 }
3253} 3171}
3254 3172
3255/* determine if who is standing near a hostile creature. */ 3173/* determine if who is standing near a hostile creature. */
3256 3174
3257int 3175int
3469 if (trlist == NULL || who->type != PLAYER) 3387 if (trlist == NULL || who->type != PLAYER)
3470 return; 3388 return;
3471 3389
3472 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++);
3473 3391
3474 if (tr == NULL || tr->item == NULL) 3392 if (!tr || !tr->item)
3475 { 3393 {
3476 /* 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]); */
3477 return; 3395 return;
3478 } 3396 }
3479 3397
3604 * not readied. 3522 * not readied.
3605 */ 3523 */
3606void 3524void
3607player_unready_range_ob (player *pl, object *ob) 3525player_unready_range_ob (player *pl, object *ob)
3608{ 3526{
3609 rangetype i;
3610
3611 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))
3612 {
3613 if (pl->ranges[i] == ob) 3528 if (pl->ranges[i] == ob)
3614 { 3529 {
3615 pl->ranges[i] = NULL; 3530 pl->ranges[i] = 0;
3616 if (pl->shoottype == i) 3531 if (pl->shoottype == i)
3617 {
3618 pl->shoottype = range_none; 3532 pl->shoottype = range_none;
3619 }
3620 } 3533 }
3621 }
3622} 3534}

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