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Comparing deliantra/server/server/player.C (file contents):
Revision 1.61 by root, Sat Dec 23 13:56:25 2006 UTC vs.
Revision 1.97 by root, Mon Jan 8 22:32:11 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h> 26#include <pwd.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
31#include <skills.h> 32#include <skills.h>
32 33
33#include <algorithm> 34#include <algorithm>
34#include <functional> 35#include <functional>
35 36
36player * 37playervec players;
37find_player (const char *plname)
38{
39 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45 38
46void 39void
47display_motd (const object *op) 40display_motd (const object *op)
48{ 41{
49 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
132 125
133 if (*buf == '%') 126 if (*buf == '%')
134 { /* send one news */ 127 { /* send one news */
135 if (size > 0) 128 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
137 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
138 strip_endline (subject); 132 strip_endline (subject);
139 size = 0; 133 size = 0;
140 news[0] = '\0'; 134 news[0] = '\0';
141 } 135 }
158 152
159/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
160static void 154static void
161set_first_map (object *op) 155set_first_map (object *op)
162{ 156{
163 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
164 op->x = -1; 158 op->x = -1;
165 op->y = -1; 159 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
166 enter_exit (op, 0); 170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 ob->remove ();
200 ob->map = 0;
201
202 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0;
204
205 players.erase (this);
167} 206}
168 207
169// connect the player with a specific client 208// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings 209// also changed, rationalises, and fixes some incorrect settings
171void 210void
172player::connect (client *ns) 211player::connect (client *ns)
173{ 212{
174 this->ns = ns; 213 this->ns = ns;
175 ns->pl = this; 214 ns->pl = this;
176 215
177 next = first_player; 216 run_on = 0;
178 first_player = this; 217 fire_on = 0;
218 ob->container = 0; //TODO: client-specific
179 219
180 ns->update_look = 0; 220 ns->update_look = 0;
181 ns->look_position = 0; 221 ns->look_position = 0;
182 222
183 clear_los (ob); 223 clear_los (ob);
224
225 ns->reset_stats ();
184 226
185 /* make sure he's a player -- needed because of class change. */ 227 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid 228 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race; 229 ob->race = ob->arch->clone.race;
188 230
191 233
192 ob->carrying = sum_weight (ob); 234 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 235 link_player_skills (ob);
194 236
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 update_ob_speed (ob);
197 238
198 assign (title, ob->arch->clone.name); 239 assign (title, ob->arch->clone.name);
199 240
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come 241 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information 242 * from the class, and not race. I don't see any way to get the class information
223 skin = tmp; 264 skin = tmp;
224 265
225 set_dragon_name (ob, abil, skin); 266 set_dragon_name (ob, abil, skin);
226 } 267 }
227 268
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 269 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235 270
236 esrv_new_player (this, ob->weight + ob->carrying); 271 esrv_new_player (this, ob->weight + ob->carrying);
237 272
238 ob->update_stats (); 273 ob->update_stats ();
239 ns->floorbox_update (); 274 ns->floorbox_update ();
240 275
241 esrv_send_inventory (ob, ob); 276 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0); 277 esrv_add_spells (this, 0);
243 278
244 enter_exit (ob, 0); 279 activate ();
245 280
246 send_rules (ob); 281 send_rules (ob);
247 send_news (ob); 282 send_news (ob);
248 display_motd (ob); 283 display_motd (ob);
284
285 INVOKE_PLAYER (CONNECT, this);
249 INVOKE_PLAYER (LOGIN, this); 286 INVOKE_PLAYER (LOGIN, this);
287}
288
289void
290player::disconnect ()
291{
292 if (ns)
293 {
294 if (active)
295 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
296
297 INVOKE_PLAYER (DISCONNECT, this);
298
299 ns->reset_stats ();
300 ns->pl = 0;
301 this->ns = 0;
302 }
303
304 ob->container = 0; //TODO: client-specific
305 deactivate ();
250} 306}
251 307
252// the need for this function can be explained 308// the need for this function can be explained
253// by load_object not returning the object 309// by load_object not returning the object
254void 310void
261 ob->speed = 1.0; 317 ob->speed = 1.0;
262 ob->direction = 5; /* So player faces south */ 318 ob->direction = 5; /* So player faces south */
263 ob->stats.wc = 2; 319 ob->stats.wc = 2;
264 ob->run_away = 25; /* Then we panick... */ 320 ob->run_away = 25; /* Then we panick... */
265 321
266 set_first_map (ob);
267
268 ob->roll_stats (); 322 ob->roll_stats ();
269} 323}
270 324
271player::player () 325player::player ()
272{ 326{
273 /* There are some elements we want initialized to non zero value - 327 /* There are some elements we want initialised to non zero value -
274 * we deal with that below this point. 328 * we deal with that below this point.
275 */ 329 */
276 outputs_sync = 16; /* Every 2 seconds */ 330 outputs_sync = 16; /* Every 2 seconds */
277 outputs_count = 8; /* Keeps present behaviour */ 331 outputs_count = 8; /* Keeps present behaviour */
278 unapply = unapply_nochoice; 332 unapply = unapply_nochoice;
279 333
280 assign (savebed_map, first_map_path); /* Init. respawn position */ 334 savebed_map = first_map_path; /* Init. respawn position */
281 335
282 gen_sp_armour = 10; 336 gen_sp_armour = 10;
283 last_speed = -1;
284 shoottype = range_none; 337 shoottype = range_none;
285 bowtype = bow_normal; 338 bowtype = bow_normal;
286 petmode = pet_normal; 339 petmode = pet_normal;
287 listening = 10; 340 listening = 10;
288 usekeys = containers; 341 usekeys = containers;
289 last_weapon_sp = -1;
290 peaceful = 1; /* default peaceful */ 342 peaceful = 1; /* default peaceful */
291 do_los = 1; 343 do_los = 1;
344}
292 345
293 /* we need to clear these to -1 and not zero - otherwise, 346void
294 * if a player quits and starts a new character, we wont 347player::do_destroy ()
295 * send new values to the client, as things like exp start 348{
296 * at zero. 349 disconnect ();
297 */
298 for (int i = 0; i < NUM_SKILLS; i++)
299 last_skill_exp[i] = -1;
300 350
301 for (int i = 0; i < NROFATTACKS; i++) 351 attachable::do_destroy ();
302 last_resist[i] = -1;
303 352
304 last_stats.exp = -1; 353 if (ob)
305 last_weight = (uint32) - 1; 354 {
355 ob->destroy_inv (false);
356 ob->destroy ();
357 }
306} 358}
307 359
308player::~player () 360player::~player ()
309{ 361{
310 terminate_all_pets (ob);
311
312 if (first_player != this)
313 {
314 player *prev = first_player;
315
316 while (prev && prev->next && prev->next != this)
317 prev = prev->next;
318
319 if (prev->next != this)
320 {
321 LOG (llevError, "Free_player: Can't find previous player.\n");
322 abort ();
323 }
324
325 prev->next = next;
326 }
327 else
328 first_player = next;
329
330 if (ob)
331 {
332 ob->contr = 0;
333 ob->destroy (1);
334 }
335
336 if (ns)
337 {
338 ns->send_packet ("goodbye");
339 ns->flush ();
340 ns->pl = 0;
341 ns->destroy ();
342 }
343
344 /* Clear item stack */ 362 /* Clear item stack */
345 free (stack_items); 363 free (stack_items);
346} 364}
347 365
348/* Tries to add player on the connection passed in ns. 366/* Tries to add player on the connection passed in ns.
353player::create () 371player::create ()
354{ 372{
355 player *pl = new player; 373 player *pl = new player;
356 374
357 pl->set_object (arch_to_object (get_player_archetype (0))); 375 pl->set_object (arch_to_object (get_player_archetype (0)));
376 set_first_map (pl->ob);
358 377
359 return pl; 378 return pl;
360} 379}
361 380
362/* 381/*
393 object *op = NULL; 412 object *op = NULL;
394 objectlink *ol; 413 objectlink *ol;
395 unsigned lastdist; 414 unsigned lastdist;
396 rv_vector rv; 415 rv_vector rv;
397 416
398 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 417 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
399 { 418 {
400 /* We should not find free objects on this friendly list, but it 419 /* We should not find free objects on this friendly list, but it
401 * does periodically happen. Given that, lets deal with it. 420 * does periodically happen. Given that, lets deal with it.
402 * While unlikely, it is possible the next object on the friendly 421 * While unlikely, it is possible the next object on the friendly
403 * list is also free, so encapsulate this in a while loop. 422 * list is also free, so encapsulate this in a while loop.
407 object *tmp = ol->ob; 426 object *tmp = ol->ob;
408 427
409 /* Can't do much more other than log the fact, because the object 428 /* Can't do much more other than log the fact, because the object
410 * itself will have been cleared. 429 * itself will have been cleared.
411 */ 430 */
412 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 431 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
432 tmp->debug_desc ());
413 ol = ol->next; 433 ol = ol->next;
414 remove_friendly_object (tmp); 434 remove_friendly_object (tmp);
415 if (!ol) 435 if (!ol)
416 return op; 436 return op;
417 } 437 }
828 848
829 contr->orig_stats = stats; 849 contr->orig_stats = stats;
830 } 850 }
831} 851}
832 852
853static void
854start_info (object *op)
855{
856 char buf[MAX_BUF];
857
858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
859 new_draw_info (NDI_UNIQUE, 0, op, buf);
860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
862}
863
833/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
834 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
835 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
836 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
837 * not the class. 868 * not the class.
864 * to save here. 895 * to save here.
865 */ 896 */
866 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
867 make_path_to_file (buf); 898 make_path_to_file (buf);
868 899
869#ifdef AUTOSAVE
870 op->contr->last_save_tick = pticks;
871#endif
872 start_info (op); 900 start_info (op);
873 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
874 give_initial_items (op, op->randomitems); 902 give_initial_items (op, op->randomitems);
875 link_player_skills (op); 903 link_player_skills (op);
876 esrv_send_inventory (op, op); 904 esrv_send_inventory (op, op);
882 if (*first_map_ext_path) 910 if (*first_map_ext_path)
883 { 911 {
884 object *tmp; 912 object *tmp;
885 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
886 914
887 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
888 tmp = object::create (); 916 tmp = object::create ();
889 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
890 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = op->x;
891 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
892 enter_exit (op, tmp); /* we don't really care if it succeeded; 920 op->enter_exit (tmp); /* we don't really care if it succeeded;
893 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
894 * default initial map */ 922 * default initial map */
895 tmp->destroy (); 923 tmp->destroy ();
896 } 924 }
897 else 925 else
936 if (op->msg) 964 if (op->msg)
937 new_draw_info (NDI_BLUE, 0, op, op->msg); 965 new_draw_info (NDI_BLUE, 0, op, op->msg);
938 966
939 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
940 return 0; 968 return 0;
941}
942
943int
944key_confirm_quit (object *op, char key)
945{
946 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
947 {
948 op->contr->ns->state = ST_PLAYING;
949 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
950 return 1;
951 }
952
953 INVOKE_PLAYER (LOGOUT, op->contr);
954 INVOKE_PLAYER (QUIT, op->contr);
955
956 terminate_all_pets (op);
957 leave_map (op);
958 op->direction = 0;
959 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
960
961 strcpy (op->contr->killer, "quit");
962 check_score (op);
963 op->contr->party = 0;
964 op->contr->own_title[0] = '\0';
965
966 object_ptr ob = op;
967
968 delete ob->contr;
969
970 /* We need to hunt for any per player unique maps in memory and
971 * get rid of them. The trailing slash in the path is intentional,
972 * so that players named 'Ab' won't match against players 'Abe' pathname
973 */
974 char buf[MAX_BUF];
975 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
976
977 for (maptile *next, *mp = first_map; mp; mp = next)
978 {
979 next = mp->next;
980
981 if (!strncmp (mp->path, buf, strlen (buf)))
982 delete_map (mp);
983 }
984
985 delete_character (ob->name, 1);
986
987 return 1;
988} 969}
989 970
990void 971void
991flee_player (object *op) 972flee_player (object *op)
992{ 973{
1646 return 0; 1627 return 0;
1647 } 1628 }
1648 1629
1649 arrow->set_owner (op); 1630 arrow->set_owner (op);
1650 arrow->skill = bow->skill; 1631 arrow->skill = bow->skill;
1651
1652 arrow->direction = dir; 1632 arrow->direction = dir;
1653 arrow->x = sx;
1654 arrow->y = sy;
1655 1633
1656 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1657 { 1635 {
1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1659 op->update_stats (); 1637 op->update_stats ();
1674 1652
1675 /* update the speed */ 1653 /* update the speed */
1676 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1677 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1678 1656
1679 if (arrow->speed < 1.0) 1657 arrow->set_speed (max (arrow->speed, 1.0));
1680 arrow->speed = 1.0;
1681 update_ob_speed (arrow);
1682 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1683 1659
1684 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1685 { 1661 {
1686 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1699 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1700 1676
1701 if (bow->slaying) 1677 if (bow->slaying)
1702 arrow->slaying = bow->slaying; 1678 arrow->slaying = bow->slaying;
1703 1679
1704 arrow->map = m;
1705 arrow->move_type = MOVE_FLY_LOW; 1680 arrow->move_type = MOVE_FLY_LOW;
1706 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1707 1682
1708 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1709 insert_ob_in_map (arrow, m, op, 0); 1684 m->insert (arrow, sx, sy, op);
1710 1685
1711 if (!arrow->destroyed ()) 1686 if (!arrow->destroyed ())
1712 move_arrow (arrow); 1687 move_arrow (arrow);
1713 1688
1714 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1740 } 1715 }
1741 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1742 { 1717 {
1743 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1744 wcmod = -1; 1719 wcmod = -1;
1720
1745 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1721 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1746 } 1722 }
1747 else if (op->contr->bowtype == bow_threewide) 1723 else if (op->contr->bowtype == bow_threewide)
1748 { 1724 {
1749 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1725 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1819 1795
1820 if (item->arch) 1796 if (item->arch)
1821 { 1797 {
1822 CLEAR_FLAG (item, FLAG_ANIMATE); 1798 CLEAR_FLAG (item, FLAG_ANIMATE);
1823 item->face = item->arch->clone.face; 1799 item->face = item->arch->clone.face;
1824 item->speed = 0; 1800 item->set_speed (0);
1825 update_ob_speed (item);
1826 } 1801 }
1802
1827 if ((tmp = item->in_player ())) 1803 if ((tmp = item->in_player ()))
1828 esrv_update_item (UPD_ANIM, tmp, item); 1804 esrv_update_item (UPD_ANIM, tmp, item);
1829 } 1805 }
1830 } 1806 }
1831 else if (item->type == ROD || item->type == HORN) 1807 else if (item->type == ROD || item->type == HORN)
1832 {
1833 drain_rod_charge (item); 1808 drain_rod_charge (item);
1834 }
1835 } 1809 }
1836} 1810}
1837 1811
1838/* Received a fire command for the player - go and do it. 1812/* Received a fire command for the player - go and do it.
1839 */ 1813 */
1878 { 1852 {
1879 if (op->type == PLAYER) 1853 if (op->type == PLAYER)
1880 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1881 return; 1855 return;
1882 } 1856 }
1857
1883 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1884 return; 1859 return;
1885 case range_builder: 1860 case range_builder:
1886 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
1887 return; 1862 return;
1888 default: 1863 default:
2055 */ 2030 */
2056 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2031 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2057 { 2032 {
2058 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2033 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2059 { 2034 {
2060 m = get_map_from_coord (op->map, &nx, &ny); 2035 m = op->map->xy_find (nx, ny);
2061 if (!m) 2036 if (!m)
2062 return; /* Don't think this should happen */ 2037 return; /* Don't think this should happen */
2063 } 2038 }
2064 else 2039 else
2065 m = op->map; 2040 m = op->map;
2066 2041
2067 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2042 if (!(tmp = m->at (nx, ny).bot))
2068 {
2069 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2070 return; 2043 return;
2071 }
2072 2044
2073 mon = 0; 2045 mon = 0;
2074 /* Go through all the objects, and find ones of interest. Only stop if 2046 /* Go through all the objects, and find ones of interest. Only stop if
2075 * we find a monster - that is something we know we want to attack. 2047 * we find a monster - that is something we know we want to attack.
2076 * if its a door or barrel (can roll) see if there may be monsters 2048 * if its a door or barrel (can roll) see if there may be monsters
2129 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2130 { 2102 {
2131 /* If we're braced, we don't want to switch places with it */ 2103 /* If we're braced, we don't want to switch places with it */
2132 if (op->contr->braced) 2104 if (op->contr->braced)
2133 return; 2105 return;
2106
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2107 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2135 (void) push_ob (mon, dir, op); 2108 (void) push_ob (mon, dir, op);
2136 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2137 make_visible (op); 2110 make_visible (op);
2111
2138 return; 2112 return;
2139 } 2113 }
2140 2114
2141 /* in certain circumstances, you shouldn't attack friendly 2115 /* in certain circumstances, you shouldn't attack friendly
2142 * creatures. Note that if you are braced, you can't push 2116 * creatures. Note that if you are braced, you can't push
2156 !on_battleground)) 2130 !on_battleground))
2157 { 2131 {
2158 if (!op->contr->braced) 2132 if (!op->contr->braced)
2159 { 2133 {
2160 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2161 (void) push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2162 } 2136 }
2163 else 2137 else
2164 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2165 2139
2166 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2181 * Way it works is like this: First, it must have some hit points 2155 * Way it works is like this: First, it must have some hit points
2182 * and be living. Then, it must be one of the following: 2156 * and be living. Then, it must be one of the following:
2183 * 1) Not a player, 2) A player, but of a different party. Note 2157 * 1) Not a player, 2) A player, but of a different party. Note
2184 * that party_number -1 is no party, so attacks can still happen. 2158 * that party_number -1 is no party, so attacks can still happen.
2185 */ 2159 */
2186
2187 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2160 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2188 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2161 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2189 { 2162 {
2190 2163
2191 /* If the player hasn't hit something this tick, and does 2164 /* If the player hasn't hit something this tick, and does
2225int 2198int
2226move_player (object *op, int dir) 2199move_player (object *op, int dir)
2227{ 2200{
2228 int pick; 2201 int pick;
2229 2202
2230 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2203 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2231 return 0; 2204 return 0;
2232 2205
2233 /* Sanity check: make sure dir is valid */ 2206 /* Sanity check: make sure dir is valid */
2234 if ((dir < 0) || (dir >= 9)) 2207 if ((dir < 0) || (dir >= 9))
2235 { 2208 {
2236 LOG (llevError, "move_player: invalid direction %d\n", dir); 2209 LOG (llevError, "move_player: invalid direction %d\n", dir);
2237 return 0; 2210 return 0;
2238 } 2211 }
2239 2212
2240 /* peterm: added following line */ 2213 /* peterm: added following line */
2241 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2214 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2242 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2215 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2243 2216
2244 op->facing = dir; 2217 op->facing = dir;
2245 2218
2323 2296
2324 /* call this here - we also will call this in do_ericserver, but 2297 /* call this here - we also will call this in do_ericserver, but
2325 * the players time has been increased when doericserver has been 2298 * the players time has been increased when doericserver has been
2326 * called, so we recheck it here. 2299 * called, so we recheck it here.
2327 */ 2300 */
2328 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2301 if (op->contr->ns->handle_command ())
2329 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2302 return 1;
2330 ;
2331 2303
2332 if (op->speed_left < 0) 2304 if (op->speed_left > 0)
2333 return 0; 2305 {
2334
2335 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2306 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2336 { 2307 {
2337 /* All move commands take 1 tick, at least for now */ 2308 /* All move commands take 1 tick, at least for now */
2338 op->speed_left--; 2309 op->speed_left--;
2339 2310
2340 /* Instead of all the stuff below, let move_player take care 2311 /* Instead of all the stuff below, let move_player take care
2341 * of it. Also, some of the skill stuff is only put in 2312 * of it. Also, some of the skill stuff is only put in
2342 * there, as well as the confusion stuff. 2313 * there, as well as the confusion stuff.
2343 */ 2314 */
2344 move_player (op, op->direction); 2315 move_player (op, op->direction);
2345 if (op->speed_left > 0) 2316
2346 return 1; 2317 return op->speed_left > 0;
2347 else 2318 }
2348 return 0;
2349 } 2319 }
2350 2320
2351 return 0; 2321 return 0;
2352} 2322}
2353 2323
2395{ 2365{
2396 object *next; 2366 object *next;
2397 2367
2398 while (op) 2368 while (op)
2399 { 2369 {
2400 next = op->below; /* Make sure we have a good value, in case 2370 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2401 * we remove object 'op' 2371
2402 */
2403 if (QUERY_FLAG (op, FLAG_UNPAID)) 2372 if (QUERY_FLAG (op, FLAG_UNPAID))
2404 { 2373 {
2405 op->remove ();
2406 op->x = env->x;
2407 op->y = env->y;
2408 if (env->type == PLAYER) 2374 if (env->type == PLAYER)
2409 esrv_del_item (env->contr, op->count); 2375 esrv_del_item (env->contr, op->count);
2410 insert_ob_in_map (op, env->map, NULL, 0); 2376
2377 op->insert_at (env);
2411 } 2378 }
2412 else if (op->inv) 2379 else if (op->inv)
2413 remove_unpaid_objects (op->inv, env); 2380 remove_unpaid_objects (op->inv, env);
2414 2381
2415 op = next; 2382 op = next;
2708 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2675 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2709 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2710 2677
2711 /* restore player */ 2678 /* restore player */
2712 at = archetype::find ("poisoning"); 2679 at = archetype::find ("poisoning");
2713 tmp = present_arch_in_ob (at, op); 2680 if (object *tmp = present_arch_in_ob (at, op))
2714 if (tmp)
2715 { 2681 {
2716 tmp->destroy (); 2682 tmp->destroy ();
2717 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2683 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2718 } 2684 }
2719 2685
2720 at = archetype::find ("confusion"); 2686 at = archetype::find ("confusion");
2721 tmp = present_arch_in_ob (at, op); 2687 if (object *tmp = present_arch_in_ob (at, op))
2722 if (tmp)
2723 { 2688 {
2724 tmp->destroy (); 2689 tmp->destroy ();
2725 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2690 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2726 } 2691 }
2727 2692
2729 op->stats.hp = op->stats.maxhp; 2694 op->stats.hp = op->stats.maxhp;
2730 if (op->stats.food <= 0) 2695 if (op->stats.food <= 0)
2731 op->stats.food = 999; 2696 op->stats.food = 999;
2732 2697
2733 /* create a bodypart-trophy to make the winner happy */ 2698 /* create a bodypart-trophy to make the winner happy */
2734 tmp = arch_to_object (archetype::find ("finger")); 2699 if (object *tmp = arch_to_object (archetype::find ("finger")))
2735 if (tmp != NULL)
2736 { 2700 {
2737 sprintf (buf, "%s's finger", &op->name); 2701 sprintf (buf, "%s's finger", &op->name);
2738 tmp->name = buf; 2702 tmp->name = buf;
2739 sprintf (buf, " This finger has been cut off %s\n" 2703 sprintf (buf, " This finger has been cut off %s\n"
2740 " the %s, when he was defeated at\n level %d by %s.\n", 2704 " the %s, when he was defeated at\n level %d by %s.\n",
2741 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2705 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2742 tmp->msg = buf; 2706 tmp->msg = buf;
2743 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2707 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2744 tmp->materialname = NULL; 2708 tmp->materialname = NULL;
2745 tmp->x = op->x, tmp->y = op->y; 2709 tmp->insert_at (op, tmp);
2746 insert_ob_in_map (tmp, op->map, op, 0);
2747 } 2710 }
2748 2711
2749 /* teleport defeated player to new destination */ 2712 /* teleport defeated player to new destination */
2750 transfer_ob (op, x, y, 0, NULL); 2713 transfer_ob (op, x, y, 0, NULL);
2751 op->contr->braced = 0; 2714 op->contr->braced = 0;
2756 2719
2757 command_kill_pets (op, 0); 2720 command_kill_pets (op, 0);
2758 2721
2759 if (op->stats.food < 0) 2722 if (op->stats.food < 0)
2760 { 2723 {
2761 if (op->contr->explore)
2762 {
2763 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2764 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2765 op->stats.food = 999;
2766 return;
2767 }
2768 sprintf (buf, "%s starved to death.", &op->name); 2724 sprintf (buf, "%s starved to death.", &op->name);
2769 strcpy (op->contr->killer, "starvation"); 2725 strcpy (op->contr->killer, "starvation");
2770 } 2726 }
2771 else 2727 else
2772 {
2773 if (op->contr->explore)
2774 {
2775 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2776 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2777 op->stats.hp = op->stats.maxhp;
2778 return;
2779 }
2780 sprintf (buf, "%s died.", &op->name); 2728 sprintf (buf, "%s died.", &op->name);
2781 } 2729
2782 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2730 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2783 2731
2784 /* save the map location for corpse, gravestone */ 2732 /* save the map location for corpse, gravestone */
2785 x = op->x; 2733 x = op->x;
2786 y = op->y; 2734 y = op->y;
2787 map = op->map; 2735 map = op->map;
2788
2789 2736
2790 /* NOT_PERMADEATH code. This basically brings the character back to 2737 /* NOT_PERMADEATH code. This basically brings the character back to
2791 * life if they are dead - it takes some exp and a random stat. 2738 * life if they are dead - it takes some exp and a random stat.
2792 * See the config.h file for a little more in depth detail about this. 2739 * See the config.h file for a little more in depth detail about this.
2793 */ 2740 */
2810 num_stats_lose = 1; 2757 num_stats_lose = 1;
2811 else 2758 else
2812 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2759 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2813 } 2760 }
2814 else 2761 else
2815 {
2816 num_stats_lose = 1; 2762 num_stats_lose = 1;
2817 } 2763
2818 lost_a_stat = 0; 2764 lost_a_stat = 0;
2819 2765
2820 for (z = 0; z < num_stats_lose; z++) 2766 for (z = 0; z < num_stats_lose; z++)
2821 { 2767 {
2822 i = RANDOM () % NUM_STATS; 2768 i = RANDOM () % NUM_STATS;
2980 /* */ 2926 /* */
2981 /****************************************/ 2927 /****************************************/
2982 2928
2983 enter_player_savebed (op); 2929 enter_player_savebed (op);
2984 2930
2985 /* Save the player before inserting the force to reduce
2986 * chance of abuse.
2987 */
2988 op->contr->braced = 0; 2931 op->contr->braced = 0;
2989 op->contr->save ();
2990 2932
2991 /* it is possible that the player has blown something up 2933 /* it is possible that the player has blown something up
2992 * at his savebed location, and that can have long lasting 2934 * at his savebed location, and that can have long lasting
2993 * spell effects. So first see if there is a spell effect 2935 * spell effects. So first see if there is a spell effect
2994 * on the space that might harm the player. 2936 * on the space that might harm the player.
3206 3148
3207 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3149 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3208 3150
3209 /* its *extremely* hard to run and sneak/hide at the same time! */ 3151 /* its *extremely* hard to run and sneak/hide at the same time! */
3210 if (op->type == PLAYER && op->contr->run_on) 3152 if (op->type == PLAYER && op->contr->run_on)
3211 {
3212 if (!skop || num >= skop->level) 3153 if (!skop || num >= skop->level)
3213 { 3154 {
3214 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3155 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3215 make_visible (op); 3156 make_visible (op);
3216 return; 3157 return;
3217 } 3158 }
3218 else 3159 else
3219 num += 20; 3160 num += 20;
3220 } 3161
3221 num += op->map->difficulty; 3162 num += op->map->difficulty;
3222 hide = hideability (op); /* modify by terrain hidden level */ 3163 hide = hideability (op); /* modify by terrain hidden level */
3223 num -= hide; 3164 num -= hide;
3165
3224 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3166 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3225 { 3167 {
3226 make_visible (op); 3168 make_visible (op);
3227 if (op->type == PLAYER) 3169 if (op->type == PLAYER)
3228 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3170 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3229 } 3171 }
3230 else if (op->type == PLAYER && skop) 3172 else if (op->type == PLAYER && skop)
3231 {
3232 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3173 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3233 }
3234} 3174}
3235 3175
3236/* determine if who is standing near a hostile creature. */ 3176/* determine if who is standing near a hostile creature. */
3237 3177
3238int 3178int
3305 if (pl->type != PLAYER) 3245 if (pl->type != PLAYER)
3306 { 3246 {
3307 LOG (llevError, "player_can_view() called for non-player object\n"); 3247 LOG (llevError, "player_can_view() called for non-player object\n");
3308 return -1; 3248 return -1;
3309 } 3249 }
3250
3310 if (!pl || !op) 3251 if (!pl || !op)
3311 return 0; 3252 return 0;
3312 3253
3313 if (op->head)
3314 {
3315 op = op->head; 3254 op = op->head_ ();
3316 } 3255
3317 get_rangevector (pl, op, &rv, 0x1); 3256 get_rangevector (pl, op, &rv, 0x1);
3318 3257
3319 /* starting with the 'head' part, lets loop 3258 /* starting with the 'head' part, lets loop
3320 * through the object and find if it has any 3259 * through the object and find if it has any
3321 * part that is in the los array but isnt on 3260 * part that is in the los array but isnt on
3451 if (trlist == NULL || who->type != PLAYER) 3390 if (trlist == NULL || who->type != PLAYER)
3452 return; 3391 return;
3453 3392
3454 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3393 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3455 3394
3456 if (tr == NULL || tr->item == NULL) 3395 if (!tr || !tr->item)
3457 { 3396 {
3458 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3397 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3459 return; 3398 return;
3460 } 3399 }
3461 3400
3586 * not readied. 3525 * not readied.
3587 */ 3526 */
3588void 3527void
3589player_unready_range_ob (player *pl, object *ob) 3528player_unready_range_ob (player *pl, object *ob)
3590{ 3529{
3591 rangetype i;
3592
3593 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3530 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3594 {
3595 if (pl->ranges[i] == ob) 3531 if (pl->ranges[i] == ob)
3596 { 3532 {
3597 pl->ranges[i] = NULL; 3533 pl->ranges[i] = 0;
3598 if (pl->shoottype == i) 3534 if (pl->shoottype == i)
3599 {
3600 pl->shoottype = range_none; 3535 pl->shoottype = range_none;
3601 }
3602 } 3536 }
3603 }
3604} 3537}

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