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Comparing deliantra/server/server/player.C (file contents):
Revision 1.68 by root, Tue Dec 26 09:52:40 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 ob->set_speed (ob->speed);
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);
250} 287}
251 288
252void 289void
253player::disconnect () 290player::disconnect ()
254{ 291{
255 //TODO: don't be so harsh and destroy :)
256 if (ns) 292 if (ns)
257 destroy (); 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 ();
258} 306}
259 307
260// the need for this function can be explained 308// the need for this function can be explained
261// by load_object not returning the object 309// by load_object not returning the object
262void 310void
269 ob->speed = 1.0; 317 ob->speed = 1.0;
270 ob->direction = 5; /* So player faces south */ 318 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2; 319 ob->stats.wc = 2;
272 ob->run_away = 25; /* Then we panick... */ 320 ob->run_away = 25; /* Then we panick... */
273 321
274 set_first_map (ob);
275
276 ob->roll_stats (); 322 ob->roll_stats ();
277} 323}
278 324
279player::player () 325player::player ()
280{ 326{
281 /* There are some elements we want initialized to non zero value - 327 /* There are some elements we want initialised to non zero value -
282 * we deal with that below this point. 328 * we deal with that below this point.
283 */ 329 */
284 outputs_sync = 16; /* Every 2 seconds */ 330 outputs_sync = 16; /* Every 2 seconds */
285 outputs_count = 8; /* Keeps present behaviour */ 331 outputs_count = 8; /* Keeps present behaviour */
286 unapply = unapply_nochoice; 332 unapply = unapply_nochoice;
287 333
288 assign (savebed_map, first_map_path); /* Init. respawn position */ 334 savebed_map = first_map_path; /* Init. respawn position */
289 335
290 gen_sp_armour = 10; 336 gen_sp_armour = 10;
291 last_speed = -1;
292 shoottype = range_none; 337 shoottype = range_none;
293 bowtype = bow_normal; 338 bowtype = bow_normal;
294 petmode = pet_normal; 339 petmode = pet_normal;
295 listening = 10; 340 listening = 10;
296 usekeys = containers; 341 usekeys = containers;
297 last_weapon_sp = -1;
298 peaceful = 1; /* default peaceful */ 342 peaceful = 1; /* default peaceful */
299 do_los = 1; 343 do_los = 1;
300
301 /* we need to clear these to -1 and not zero - otherwise,
302 * if a player quits and starts a new character, we wont
303 * send new values to the client, as things like exp start
304 * at zero.
305 */
306 for (int i = 0; i < NUM_SKILLS; i++)
307 last_skill_exp[i] = -1;
308
309 for (int i = 0; i < NROFATTACKS; i++)
310 last_resist[i] = -1;
311
312 last_stats.exp = -1;
313 last_weight = (uint32) - 1;
314} 344}
315 345
316void 346void
317player::do_destroy () 347player::do_destroy ()
318{ 348{
349 disconnect ();
350
319 attachable::do_destroy (); 351 attachable::do_destroy ();
320 352
321 save (false);
322 enable_save = false;
323
324 disconnect ();
325
326 terminate_all_pets (ob);
327
328 if (first_player != this)
329 {
330 player *prev = first_player;
331
332 while (prev && prev->next && prev->next != this)
333 prev = prev->next;
334
335 if (prev->next != this)
336 {
337 LOG (llevError, "Free_player: Can't find previous player.\n");
338 abort ();
339 }
340
341 prev->next = next;
342 }
343 else
344 first_player = next;
345
346 if (ob) 353 if (ob)
354 {
355 ob->destroy_inv (false);
347 ob->destroy (); 356 ob->destroy ();
348
349 if (ns)
350 {
351 client *ns = this->ns;
352 ns->send_packet ("goodbye");
353 ns->flush ();
354 ns->pl = 0;
355 this->ns = 0;
356 ns->destroy ();
357 } 357 }
358} 358}
359 359
360player::~player () 360player::~player ()
361{ 361{
371player::create () 371player::create ()
372{ 372{
373 player *pl = new player; 373 player *pl = new player;
374 374
375 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);
376 377
377 return pl; 378 return pl;
378} 379}
379 380
380/* 381/*
411 object *op = NULL; 412 object *op = NULL;
412 objectlink *ol; 413 objectlink *ol;
413 unsigned lastdist; 414 unsigned lastdist;
414 rv_vector rv; 415 rv_vector rv;
415 416
416 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 417 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
417 { 418 {
418 /* 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
419 * does periodically happen. Given that, lets deal with it. 420 * does periodically happen. Given that, lets deal with it.
420 * While unlikely, it is possible the next object on the friendly 421 * While unlikely, it is possible the next object on the friendly
421 * list is also free, so encapsulate this in a while loop. 422 * list is also free, so encapsulate this in a while loop.
425 object *tmp = ol->ob; 426 object *tmp = ol->ob;
426 427
427 /* 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
428 * itself will have been cleared. 429 * itself will have been cleared.
429 */ 430 */
430 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 ());
431 ol = ol->next; 433 ol = ol->next;
432 remove_friendly_object (tmp); 434 remove_friendly_object (tmp);
433 if (!ol) 435 if (!ol)
434 return op; 436 return op;
435 } 437 }
846 848
847 contr->orig_stats = stats; 849 contr->orig_stats = stats;
848 } 850 }
849} 851}
850 852
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
851/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
852 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
853 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
854 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
855 * not the class. 868 * not the class.
882 * to save here. 895 * to save here.
883 */ 896 */
884 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
885 make_path_to_file (buf); 898 make_path_to_file (buf);
886 899
887#ifdef AUTOSAVE
888 op->contr->last_save_tick = pticks;
889#endif
890 start_info (op); 900 start_info (op);
891 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
892 give_initial_items (op, op->randomitems); 902 give_initial_items (op, op->randomitems);
893 link_player_skills (op); 903 link_player_skills (op);
894 esrv_send_inventory (op, op); 904 esrv_send_inventory (op, op);
900 if (*first_map_ext_path) 910 if (*first_map_ext_path)
901 { 911 {
902 object *tmp; 912 object *tmp;
903 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
904 914
905 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);
906 tmp = object::create (); 916 tmp = object::create ();
907 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
908 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = op->x;
909 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
910 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;
911 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
912 * default initial map */ 922 * default initial map */
913 tmp->destroy (); 923 tmp->destroy ();
914 } 924 }
915 else 925 else
954 if (op->msg) 964 if (op->msg)
955 new_draw_info (NDI_BLUE, 0, op, op->msg); 965 new_draw_info (NDI_BLUE, 0, op, op->msg);
956 966
957 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");
958 return 0; 968 return 0;
959}
960
961int
962key_confirm_quit (object *op, char key)
963{
964 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
965 {
966 op->contr->ns->state = ST_PLAYING;
967 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
968 return 1;
969 }
970
971 INVOKE_PLAYER (LOGOUT, op->contr);
972 INVOKE_PLAYER (QUIT, op->contr);
973
974 op->contr->enable_save = false;
975
976 terminate_all_pets (op);
977 leave_map (op);
978 op->direction = 0;
979 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
980
981 strcpy (op->contr->killer, "quit");
982 check_score (op);
983 op->contr->party = 0;
984 op->contr->own_title[0] = '\0';
985
986 object_ptr ob = op;
987
988 /* We need to hunt for any per player unique maps in memory and
989 * get rid of them. The trailing slash in the path is intentional,
990 * so that players named 'Ab' won't match against players 'Abe' pathname
991 */
992 char buf[MAX_BUF];
993 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
994
995 for (maptile *next, *mp = first_map; mp; mp = next)
996 {
997 next = mp->next;
998
999 if (!strncmp (mp->path, buf, strlen (buf)))
1000 delete_map (mp);
1001 }
1002
1003 delete_character (ob->name, 1);
1004 ob->contr->destroy ();
1005
1006 return 1;
1007} 969}
1008 970
1009void 971void
1010flee_player (object *op) 972flee_player (object *op)
1011{ 973{
1665 return 0; 1627 return 0;
1666 } 1628 }
1667 1629
1668 arrow->set_owner (op); 1630 arrow->set_owner (op);
1669 arrow->skill = bow->skill; 1631 arrow->skill = bow->skill;
1670
1671 arrow->direction = dir; 1632 arrow->direction = dir;
1672 arrow->x = sx;
1673 arrow->y = sy;
1674 1633
1675 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1676 { 1635 {
1677 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1678 op->update_stats (); 1637 op->update_stats ();
1716 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1717 1676
1718 if (bow->slaying) 1677 if (bow->slaying)
1719 arrow->slaying = bow->slaying; 1678 arrow->slaying = bow->slaying;
1720 1679
1721 arrow->map = m;
1722 arrow->move_type = MOVE_FLY_LOW; 1680 arrow->move_type = MOVE_FLY_LOW;
1723 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1724 1682
1725 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);
1726 insert_ob_in_map (arrow, m, op, 0); 1684 m->insert (arrow, sx, sy, op);
1727 1685
1728 if (!arrow->destroyed ()) 1686 if (!arrow->destroyed ())
1729 move_arrow (arrow); 1687 move_arrow (arrow);
1730 1688
1731 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1757 } 1715 }
1758 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)
1759 { 1717 {
1760 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1761 wcmod = -1; 1719 wcmod = -1;
1720
1762 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);
1763 } 1722 }
1764 else if (op->contr->bowtype == bow_threewide) 1723 else if (op->contr->bowtype == bow_threewide)
1765 { 1724 {
1766 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);
1893 { 1852 {
1894 if (op->type == PLAYER) 1853 if (op->type == PLAYER)
1895 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.");
1896 return; 1855 return;
1897 } 1856 }
1857
1898 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1899 return; 1859 return;
1900 case range_builder: 1860 case range_builder:
1901 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
1902 return; 1862 return;
1903 default: 1863 default:
2070 */ 2030 */
2071 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))
2072 { 2032 {
2073 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2033 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2074 { 2034 {
2075 m = get_map_from_coord (op->map, &nx, &ny); 2035 m = op->map->xy_find (nx, ny);
2076 if (!m) 2036 if (!m)
2077 return; /* Don't think this should happen */ 2037 return; /* Don't think this should happen */
2078 } 2038 }
2079 else 2039 else
2080 m = op->map; 2040 m = op->map;
2081 2041
2082 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2042 if (!(tmp = m->at (nx, ny).bot))
2083 {
2084 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2085 return; 2043 return;
2086 }
2087 2044
2088 mon = 0; 2045 mon = 0;
2089 /* 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
2090 * 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.
2091 * 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
2144 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2145 { 2102 {
2146 /* 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 */
2147 if (op->contr->braced) 2104 if (op->contr->braced)
2148 return; 2105 return;
2106
2149 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);
2150 (void) push_ob (mon, dir, op); 2108 (void) push_ob (mon, dir, op);
2151 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2152 make_visible (op); 2110 make_visible (op);
2111
2153 return; 2112 return;
2154 } 2113 }
2155 2114
2156 /* in certain circumstances, you shouldn't attack friendly 2115 /* in certain circumstances, you shouldn't attack friendly
2157 * creatures. Note that if you are braced, you can't push 2116 * creatures. Note that if you are braced, you can't push
2171 !on_battleground)) 2130 !on_battleground))
2172 { 2131 {
2173 if (!op->contr->braced) 2132 if (!op->contr->braced)
2174 { 2133 {
2175 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);
2176 (void) push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2177 } 2136 }
2178 else 2137 else
2179 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2180 2139
2181 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2196 * 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
2197 * and be living. Then, it must be one of the following: 2156 * and be living. Then, it must be one of the following:
2198 * 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
2199 * 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.
2200 */ 2159 */
2201
2202 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2160 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2203 ((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)))
2204 { 2162 {
2205 2163
2206 /* If the player hasn't hit something this tick, and does 2164 /* If the player hasn't hit something this tick, and does
2240int 2198int
2241move_player (object *op, int dir) 2199move_player (object *op, int dir)
2242{ 2200{
2243 int pick; 2201 int pick;
2244 2202
2245 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2203 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2246 return 0; 2204 return 0;
2247 2205
2248 /* Sanity check: make sure dir is valid */ 2206 /* Sanity check: make sure dir is valid */
2249 if ((dir < 0) || (dir >= 9)) 2207 if ((dir < 0) || (dir >= 9))
2250 { 2208 {
2251 LOG (llevError, "move_player: invalid direction %d\n", dir); 2209 LOG (llevError, "move_player: invalid direction %d\n", dir);
2252 return 0; 2210 return 0;
2253 } 2211 }
2254 2212
2255 /* peterm: added following line */ 2213 /* peterm: added following line */
2256 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2214 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2257 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2215 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2258 2216
2259 op->facing = dir; 2217 op->facing = dir;
2260 2218
2338 2296
2339 /* 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
2340 * the players time has been increased when doericserver has been 2298 * the players time has been increased when doericserver has been
2341 * called, so we recheck it here. 2299 * called, so we recheck it here.
2342 */ 2300 */
2343 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2301 if (op->contr->ns->handle_command ())
2344 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2302 return 1;
2345 ;
2346 2303
2347 if (op->speed_left < 0) 2304 if (op->speed_left > 0)
2348 return 0; 2305 {
2349
2350 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2306 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2351 { 2307 {
2352 /* All move commands take 1 tick, at least for now */ 2308 /* All move commands take 1 tick, at least for now */
2353 op->speed_left--; 2309 op->speed_left--;
2354 2310
2355 /* Instead of all the stuff below, let move_player take care 2311 /* Instead of all the stuff below, let move_player take care
2356 * 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
2357 * there, as well as the confusion stuff. 2313 * there, as well as the confusion stuff.
2358 */ 2314 */
2359 move_player (op, op->direction); 2315 move_player (op, op->direction);
2360 if (op->speed_left > 0) 2316
2361 return 1; 2317 return op->speed_left > 0;
2362 else 2318 }
2363 return 0;
2364 } 2319 }
2365 2320
2366 return 0; 2321 return 0;
2367} 2322}
2368 2323
2410{ 2365{
2411 object *next; 2366 object *next;
2412 2367
2413 while (op) 2368 while (op)
2414 { 2369 {
2415 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' */
2416 * we remove object 'op' 2371
2417 */
2418 if (QUERY_FLAG (op, FLAG_UNPAID)) 2372 if (QUERY_FLAG (op, FLAG_UNPAID))
2419 { 2373 {
2420 op->remove ();
2421 op->x = env->x;
2422 op->y = env->y;
2423 if (env->type == PLAYER) 2374 if (env->type == PLAYER)
2424 esrv_del_item (env->contr, op->count); 2375 esrv_del_item (env->contr, op->count);
2425 insert_ob_in_map (op, env->map, NULL, 0); 2376
2377 op->insert_at (env);
2426 } 2378 }
2427 else if (op->inv) 2379 else if (op->inv)
2428 remove_unpaid_objects (op->inv, env); 2380 remove_unpaid_objects (op->inv, env);
2429 2381
2430 op = next; 2382 op = next;
2723 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!");
2724 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...");
2725 2677
2726 /* restore player */ 2678 /* restore player */
2727 at = archetype::find ("poisoning"); 2679 at = archetype::find ("poisoning");
2728 tmp = present_arch_in_ob (at, op); 2680 if (object *tmp = present_arch_in_ob (at, op))
2729 if (tmp)
2730 { 2681 {
2731 tmp->destroy (); 2682 tmp->destroy ();
2732 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2683 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2733 } 2684 }
2734 2685
2735 at = archetype::find ("confusion"); 2686 at = archetype::find ("confusion");
2736 tmp = present_arch_in_ob (at, op); 2687 if (object *tmp = present_arch_in_ob (at, op))
2737 if (tmp)
2738 { 2688 {
2739 tmp->destroy (); 2689 tmp->destroy ();
2740 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2690 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2741 } 2691 }
2742 2692
2744 op->stats.hp = op->stats.maxhp; 2694 op->stats.hp = op->stats.maxhp;
2745 if (op->stats.food <= 0) 2695 if (op->stats.food <= 0)
2746 op->stats.food = 999; 2696 op->stats.food = 999;
2747 2697
2748 /* create a bodypart-trophy to make the winner happy */ 2698 /* create a bodypart-trophy to make the winner happy */
2749 tmp = arch_to_object (archetype::find ("finger")); 2699 if (object *tmp = arch_to_object (archetype::find ("finger")))
2750 if (tmp != NULL)
2751 { 2700 {
2752 sprintf (buf, "%s's finger", &op->name); 2701 sprintf (buf, "%s's finger", &op->name);
2753 tmp->name = buf; 2702 tmp->name = buf;
2754 sprintf (buf, " This finger has been cut off %s\n" 2703 sprintf (buf, " This finger has been cut off %s\n"
2755 " 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",
2756 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2705 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2757 tmp->msg = buf; 2706 tmp->msg = buf;
2758 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2707 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2759 tmp->materialname = NULL; 2708 tmp->materialname = NULL;
2760 tmp->x = op->x, tmp->y = op->y; 2709 tmp->insert_at (op, tmp);
2761 insert_ob_in_map (tmp, op->map, op, 0);
2762 } 2710 }
2763 2711
2764 /* teleport defeated player to new destination */ 2712 /* teleport defeated player to new destination */
2765 transfer_ob (op, x, y, 0, NULL); 2713 transfer_ob (op, x, y, 0, NULL);
2766 op->contr->braced = 0; 2714 op->contr->braced = 0;
2771 2719
2772 command_kill_pets (op, 0); 2720 command_kill_pets (op, 0);
2773 2721
2774 if (op->stats.food < 0) 2722 if (op->stats.food < 0)
2775 { 2723 {
2776 if (op->contr->explore)
2777 {
2778 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2779 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2780 op->stats.food = 999;
2781 return;
2782 }
2783 sprintf (buf, "%s starved to death.", &op->name); 2724 sprintf (buf, "%s starved to death.", &op->name);
2784 strcpy (op->contr->killer, "starvation"); 2725 strcpy (op->contr->killer, "starvation");
2785 } 2726 }
2786 else 2727 else
2787 {
2788 if (op->contr->explore)
2789 {
2790 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2791 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2792 op->stats.hp = op->stats.maxhp;
2793 return;
2794 }
2795 sprintf (buf, "%s died.", &op->name); 2728 sprintf (buf, "%s died.", &op->name);
2796 } 2729
2797 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2730 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2798 2731
2799 /* save the map location for corpse, gravestone */ 2732 /* save the map location for corpse, gravestone */
2800 x = op->x; 2733 x = op->x;
2801 y = op->y; 2734 y = op->y;
2802 map = op->map; 2735 map = op->map;
2803
2804 2736
2805 /* NOT_PERMADEATH code. This basically brings the character back to 2737 /* NOT_PERMADEATH code. This basically brings the character back to
2806 * 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.
2807 * 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.
2808 */ 2740 */
2825 num_stats_lose = 1; 2757 num_stats_lose = 1;
2826 else 2758 else
2827 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2759 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2828 } 2760 }
2829 else 2761 else
2830 {
2831 num_stats_lose = 1; 2762 num_stats_lose = 1;
2832 } 2763
2833 lost_a_stat = 0; 2764 lost_a_stat = 0;
2834 2765
2835 for (z = 0; z < num_stats_lose; z++) 2766 for (z = 0; z < num_stats_lose; z++)
2836 { 2767 {
2837 i = RANDOM () % NUM_STATS; 2768 i = RANDOM () % NUM_STATS;
2995 /* */ 2926 /* */
2996 /****************************************/ 2927 /****************************************/
2997 2928
2998 enter_player_savebed (op); 2929 enter_player_savebed (op);
2999 2930
3000 /* Save the player before inserting the force to reduce
3001 * chance of abuse.
3002 */
3003 op->contr->braced = 0; 2931 op->contr->braced = 0;
3004 op->contr->save ();
3005 2932
3006 /* it is possible that the player has blown something up 2933 /* it is possible that the player has blown something up
3007 * at his savebed location, and that can have long lasting 2934 * at his savebed location, and that can have long lasting
3008 * spell effects. So first see if there is a spell effect 2935 * spell effects. So first see if there is a spell effect
3009 * on the space that might harm the player. 2936 * on the space that might harm the player.
3221 3148
3222 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3149 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3223 3150
3224 /* 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! */
3225 if (op->type == PLAYER && op->contr->run_on) 3152 if (op->type == PLAYER && op->contr->run_on)
3226 {
3227 if (!skop || num >= skop->level) 3153 if (!skop || num >= skop->level)
3228 { 3154 {
3229 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!");
3230 make_visible (op); 3156 make_visible (op);
3231 return; 3157 return;
3232 } 3158 }
3233 else 3159 else
3234 num += 20; 3160 num += 20;
3235 } 3161
3236 num += op->map->difficulty; 3162 num += op->map->difficulty;
3237 hide = hideability (op); /* modify by terrain hidden level */ 3163 hide = hideability (op); /* modify by terrain hidden level */
3238 num -= hide; 3164 num -= hide;
3165
3239 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3166 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3240 { 3167 {
3241 make_visible (op); 3168 make_visible (op);
3242 if (op->type == PLAYER) 3169 if (op->type == PLAYER)
3243 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!");
3244 } 3171 }
3245 else if (op->type == PLAYER && skop) 3172 else if (op->type == PLAYER && skop)
3246 {
3247 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);
3248 }
3249} 3174}
3250 3175
3251/* determine if who is standing near a hostile creature. */ 3176/* determine if who is standing near a hostile creature. */
3252 3177
3253int 3178int
3320 if (pl->type != PLAYER) 3245 if (pl->type != PLAYER)
3321 { 3246 {
3322 LOG (llevError, "player_can_view() called for non-player object\n"); 3247 LOG (llevError, "player_can_view() called for non-player object\n");
3323 return -1; 3248 return -1;
3324 } 3249 }
3250
3325 if (!pl || !op) 3251 if (!pl || !op)
3326 return 0; 3252 return 0;
3327 3253
3328 if (op->head)
3329 {
3330 op = op->head; 3254 op = op->head_ ();
3331 } 3255
3332 get_rangevector (pl, op, &rv, 0x1); 3256 get_rangevector (pl, op, &rv, 0x1);
3333 3257
3334 /* starting with the 'head' part, lets loop 3258 /* starting with the 'head' part, lets loop
3335 * through the object and find if it has any 3259 * through the object and find if it has any
3336 * part that is in the los array but isnt on 3260 * part that is in the los array but isnt on
3466 if (trlist == NULL || who->type != PLAYER) 3390 if (trlist == NULL || who->type != PLAYER)
3467 return; 3391 return;
3468 3392
3469 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++);
3470 3394
3471 if (tr == NULL || tr->item == NULL) 3395 if (!tr || !tr->item)
3472 { 3396 {
3473 /* 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]); */
3474 return; 3398 return;
3475 } 3399 }
3476 3400
3601 * not readied. 3525 * not readied.
3602 */ 3526 */
3603void 3527void
3604player_unready_range_ob (player *pl, object *ob) 3528player_unready_range_ob (player *pl, object *ob)
3605{ 3529{
3606 rangetype i;
3607
3608 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))
3609 {
3610 if (pl->ranges[i] == ob) 3531 if (pl->ranges[i] == ob)
3611 { 3532 {
3612 pl->ranges[i] = NULL; 3533 pl->ranges[i] = 0;
3613 if (pl->shoottype == i) 3534 if (pl->shoottype == i)
3614 {
3615 pl->shoottype = range_none; 3535 pl->shoottype = range_none;
3616 }
3617 } 3536 }
3618 }
3619} 3537}

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