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Comparing deliantra/server/server/player.C (file contents):
Revision 1.71 by root, Wed Dec 27 09:28:02 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
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;
345 352
346 if (ob) 353 if (ob)
347 { 354 {
348 ob->destroy_inv (false); 355 ob->destroy_inv (false);
349 ob->destroy (); 356 ob->destroy ();
350 }
351
352 if (ns)
353 {
354 client *ns = this->ns;
355 ns->send_packet ("goodbye");
356 ns->flush ();
357 ns->pl = 0;
358 this->ns = 0;
359 ns->destroy ();
360 } 357 }
361} 358}
362 359
363player::~player () 360player::~player ()
364{ 361{
374player::create () 371player::create ()
375{ 372{
376 player *pl = new player; 373 player *pl = new player;
377 374
378 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);
379 377
380 return pl; 378 return pl;
381} 379}
382 380
383/* 381/*
414 object *op = NULL; 412 object *op = NULL;
415 objectlink *ol; 413 objectlink *ol;
416 unsigned lastdist; 414 unsigned lastdist;
417 rv_vector rv; 415 rv_vector rv;
418 416
419 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 417 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
420 { 418 {
421 /* 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
422 * does periodically happen. Given that, lets deal with it. 420 * does periodically happen. Given that, lets deal with it.
423 * While unlikely, it is possible the next object on the friendly 421 * While unlikely, it is possible the next object on the friendly
424 * list is also free, so encapsulate this in a while loop. 422 * list is also free, so encapsulate this in a while loop.
428 object *tmp = ol->ob; 426 object *tmp = ol->ob;
429 427
430 /* 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
431 * itself will have been cleared. 429 * itself will have been cleared.
432 */ 430 */
433 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 ());
434 ol = ol->next; 433 ol = ol->next;
435 remove_friendly_object (tmp); 434 remove_friendly_object (tmp);
436 if (!ol) 435 if (!ol)
437 return op; 436 return op;
438 } 437 }
849 848
850 contr->orig_stats = stats; 849 contr->orig_stats = stats;
851 } 850 }
852} 851}
853 852
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
854/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
855 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
856 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
857 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
858 * not the class. 868 * not the class.
885 * to save here. 895 * to save here.
886 */ 896 */
887 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
888 make_path_to_file (buf); 898 make_path_to_file (buf);
889 899
890#ifdef AUTOSAVE
891 op->contr->last_save_tick = pticks;
892#endif
893 start_info (op); 900 start_info (op);
894 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
895 give_initial_items (op, op->randomitems); 902 give_initial_items (op, op->randomitems);
896 link_player_skills (op); 903 link_player_skills (op);
897 esrv_send_inventory (op, op); 904 esrv_send_inventory (op, op);
903 if (*first_map_ext_path) 910 if (*first_map_ext_path)
904 { 911 {
905 object *tmp; 912 object *tmp;
906 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
907 914
908 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);
909 tmp = object::create (); 916 tmp = object::create ();
910 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
911 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = op->x;
912 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
913 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;
914 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
915 * default initial map */ 922 * default initial map */
916 tmp->destroy (); 923 tmp->destroy ();
917 } 924 }
918 else 925 else
957 if (op->msg) 964 if (op->msg)
958 new_draw_info (NDI_BLUE, 0, op, op->msg); 965 new_draw_info (NDI_BLUE, 0, op, op->msg);
959 966
960 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");
961 return 0; 968 return 0;
962}
963
964int
965key_confirm_quit (object *op, char key)
966{
967 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
968 {
969 op->contr->ns->state = ST_PLAYING;
970 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
971 return 1;
972 }
973
974 INVOKE_PLAYER (LOGOUT, op->contr);
975 INVOKE_PLAYER (QUIT, op->contr);
976
977 op->contr->enable_save = false;
978
979 terminate_all_pets (op);
980 leave_map (op);
981 op->direction = 0;
982 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
983
984 strcpy (op->contr->killer, "quit");
985 check_score (op);
986 op->contr->party = 0;
987 op->contr->own_title[0] = '\0';
988
989 object_ptr ob = op;
990
991 /* We need to hunt for any per player unique maps in memory and
992 * get rid of them. The trailing slash in the path is intentional,
993 * so that players named 'Ab' won't match against players 'Abe' pathname
994 */
995 char buf[MAX_BUF];
996 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
997
998 for_all_maps (mp)
999 if (!strncmp (mp->path, buf, strlen (buf)))
1000 delete_map (mp);
1001
1002 delete_character (ob->name, 1);
1003 ob->contr->destroy ();
1004
1005 return 1;
1006} 969}
1007 970
1008void 971void
1009flee_player (object *op) 972flee_player (object *op)
1010{ 973{
1752 } 1715 }
1753 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)
1754 { 1717 {
1755 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1756 wcmod = -1; 1719 wcmod = -1;
1720
1757 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);
1758 } 1722 }
1759 else if (op->contr->bowtype == bow_threewide) 1723 else if (op->contr->bowtype == bow_threewide)
1760 { 1724 {
1761 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);
1888 { 1852 {
1889 if (op->type == PLAYER) 1853 if (op->type == PLAYER)
1890 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.");
1891 return; 1855 return;
1892 } 1856 }
1857
1893 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1894 return; 1859 return;
1895 case range_builder: 1860 case range_builder:
1896 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
1897 return; 1862 return;
1898 default: 1863 default:
2065 */ 2030 */
2066 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))
2067 { 2032 {
2068 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2033 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2069 { 2034 {
2070 m = get_map_from_coord (op->map, &nx, &ny); 2035 m = op->map->xy_find (nx, ny);
2071 if (!m) 2036 if (!m)
2072 return; /* Don't think this should happen */ 2037 return; /* Don't think this should happen */
2073 } 2038 }
2074 else 2039 else
2075 m = op->map; 2040 m = op->map;
2076 2041
2077 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2042 if (!(tmp = m->at (nx, ny).bot))
2078 {
2079 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2080 return; 2043 return;
2081 }
2082 2044
2083 mon = 0; 2045 mon = 0;
2084 /* 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
2085 * 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.
2086 * 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
2139 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2140 { 2102 {
2141 /* 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 */
2142 if (op->contr->braced) 2104 if (op->contr->braced)
2143 return; 2105 return;
2106
2144 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);
2145 (void) push_ob (mon, dir, op); 2108 (void) push_ob (mon, dir, op);
2146 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2147 make_visible (op); 2110 make_visible (op);
2111
2148 return; 2112 return;
2149 } 2113 }
2150 2114
2151 /* in certain circumstances, you shouldn't attack friendly 2115 /* in certain circumstances, you shouldn't attack friendly
2152 * creatures. Note that if you are braced, you can't push 2116 * creatures. Note that if you are braced, you can't push
2166 !on_battleground)) 2130 !on_battleground))
2167 { 2131 {
2168 if (!op->contr->braced) 2132 if (!op->contr->braced)
2169 { 2133 {
2170 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);
2171 (void) push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2172 } 2136 }
2173 else 2137 else
2174 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2175 2139
2176 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2191 * 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
2192 * and be living. Then, it must be one of the following: 2156 * and be living. Then, it must be one of the following:
2193 * 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
2194 * 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.
2195 */ 2159 */
2196
2197 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2160 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2198 ((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)))
2199 { 2162 {
2200 2163
2201 /* If the player hasn't hit something this tick, and does 2164 /* If the player hasn't hit something this tick, and does
2235int 2198int
2236move_player (object *op, int dir) 2199move_player (object *op, int dir)
2237{ 2200{
2238 int pick; 2201 int pick;
2239 2202
2240 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2203 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2241 return 0; 2204 return 0;
2242 2205
2243 /* Sanity check: make sure dir is valid */ 2206 /* Sanity check: make sure dir is valid */
2244 if ((dir < 0) || (dir >= 9)) 2207 if ((dir < 0) || (dir >= 9))
2245 { 2208 {
2246 LOG (llevError, "move_player: invalid direction %d\n", dir); 2209 LOG (llevError, "move_player: invalid direction %d\n", dir);
2247 return 0; 2210 return 0;
2248 } 2211 }
2249 2212
2250 /* peterm: added following line */ 2213 /* peterm: added following line */
2251 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2214 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2252 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2215 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2253 2216
2254 op->facing = dir; 2217 op->facing = dir;
2255 2218
2333 2296
2334 /* 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
2335 * the players time has been increased when doericserver has been 2298 * the players time has been increased when doericserver has been
2336 * called, so we recheck it here. 2299 * called, so we recheck it here.
2337 */ 2300 */
2338 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2301 if (op->contr->ns->handle_command ())
2339 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2302 return 1;
2340 ;
2341 2303
2342 if (op->speed_left < 0) 2304 if (op->speed_left > 0)
2343 return 0; 2305 {
2344
2345 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2306 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2346 { 2307 {
2347 /* All move commands take 1 tick, at least for now */ 2308 /* All move commands take 1 tick, at least for now */
2348 op->speed_left--; 2309 op->speed_left--;
2349 2310
2350 /* Instead of all the stuff below, let move_player take care 2311 /* Instead of all the stuff below, let move_player take care
2351 * 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
2352 * there, as well as the confusion stuff. 2313 * there, as well as the confusion stuff.
2353 */ 2314 */
2354 move_player (op, op->direction); 2315 move_player (op, op->direction);
2355 if (op->speed_left > 0) 2316
2356 return 1; 2317 return op->speed_left > 0;
2357 else 2318 }
2358 return 0;
2359 } 2319 }
2360 2320
2361 return 0; 2321 return 0;
2362} 2322}
2363 2323
2744 " 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",
2745 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2705 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2746 tmp->msg = buf; 2706 tmp->msg = buf;
2747 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2707 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2748 tmp->materialname = NULL; 2708 tmp->materialname = NULL;
2749 op->insert_at (tmp, op); 2709 tmp->insert_at (op, tmp);
2750 } 2710 }
2751 2711
2752 /* teleport defeated player to new destination */ 2712 /* teleport defeated player to new destination */
2753 transfer_ob (op, x, y, 0, NULL); 2713 transfer_ob (op, x, y, 0, NULL);
2754 op->contr->braced = 0; 2714 op->contr->braced = 0;
2759 2719
2760 command_kill_pets (op, 0); 2720 command_kill_pets (op, 0);
2761 2721
2762 if (op->stats.food < 0) 2722 if (op->stats.food < 0)
2763 { 2723 {
2764 if (op->contr->explore)
2765 {
2766 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2767 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2768 op->stats.food = 999;
2769 return;
2770 }
2771 sprintf (buf, "%s starved to death.", &op->name); 2724 sprintf (buf, "%s starved to death.", &op->name);
2772 strcpy (op->contr->killer, "starvation"); 2725 strcpy (op->contr->killer, "starvation");
2773 } 2726 }
2774 else 2727 else
2775 {
2776 if (op->contr->explore)
2777 {
2778 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2779 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2780 op->stats.hp = op->stats.maxhp;
2781 return;
2782 }
2783 sprintf (buf, "%s died.", &op->name); 2728 sprintf (buf, "%s died.", &op->name);
2784 }
2785 2729
2786 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2730 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2787 2731
2788 /* save the map location for corpse, gravestone */ 2732 /* save the map location for corpse, gravestone */
2789 x = op->x; 2733 x = op->x;
2982 /* */ 2926 /* */
2983 /****************************************/ 2927 /****************************************/
2984 2928
2985 enter_player_savebed (op); 2929 enter_player_savebed (op);
2986 2930
2987 /* Save the player before inserting the force to reduce
2988 * chance of abuse.
2989 */
2990 op->contr->braced = 0; 2931 op->contr->braced = 0;
2991 op->contr->save ();
2992 2932
2993 /* it is possible that the player has blown something up 2933 /* it is possible that the player has blown something up
2994 * at his savebed location, and that can have long lasting 2934 * at his savebed location, and that can have long lasting
2995 * spell effects. So first see if there is a spell effect 2935 * spell effects. So first see if there is a spell effect
2996 * on the space that might harm the player. 2936 * on the space that might harm the player.
3208 3148
3209 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3149 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3210 3150
3211 /* 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! */
3212 if (op->type == PLAYER && op->contr->run_on) 3152 if (op->type == PLAYER && op->contr->run_on)
3213 {
3214 if (!skop || num >= skop->level) 3153 if (!skop || num >= skop->level)
3215 { 3154 {
3216 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!");
3217 make_visible (op); 3156 make_visible (op);
3218 return; 3157 return;
3219 } 3158 }
3220 else 3159 else
3221 num += 20; 3160 num += 20;
3222 } 3161
3223 num += op->map->difficulty; 3162 num += op->map->difficulty;
3224 hide = hideability (op); /* modify by terrain hidden level */ 3163 hide = hideability (op); /* modify by terrain hidden level */
3225 num -= hide; 3164 num -= hide;
3165
3226 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3166 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3227 { 3167 {
3228 make_visible (op); 3168 make_visible (op);
3229 if (op->type == PLAYER) 3169 if (op->type == PLAYER)
3230 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!");
3231 } 3171 }
3232 else if (op->type == PLAYER && skop) 3172 else if (op->type == PLAYER && skop)
3233 {
3234 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);
3235 }
3236} 3174}
3237 3175
3238/* determine if who is standing near a hostile creature. */ 3176/* determine if who is standing near a hostile creature. */
3239 3177
3240int 3178int
3307 if (pl->type != PLAYER) 3245 if (pl->type != PLAYER)
3308 { 3246 {
3309 LOG (llevError, "player_can_view() called for non-player object\n"); 3247 LOG (llevError, "player_can_view() called for non-player object\n");
3310 return -1; 3248 return -1;
3311 } 3249 }
3250
3312 if (!pl || !op) 3251 if (!pl || !op)
3313 return 0; 3252 return 0;
3314 3253
3315 if (op->head)
3316 {
3317 op = op->head; 3254 op = op->head_ ();
3318 } 3255
3319 get_rangevector (pl, op, &rv, 0x1); 3256 get_rangevector (pl, op, &rv, 0x1);
3320 3257
3321 /* starting with the 'head' part, lets loop 3258 /* starting with the 'head' part, lets loop
3322 * through the object and find if it has any 3259 * through the object and find if it has any
3323 * part that is in the los array but isnt on 3260 * part that is in the los array but isnt on
3453 if (trlist == NULL || who->type != PLAYER) 3390 if (trlist == NULL || who->type != PLAYER)
3454 return; 3391 return;
3455 3392
3456 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++);
3457 3394
3458 if (tr == NULL || tr->item == NULL) 3395 if (!tr || !tr->item)
3459 { 3396 {
3460 /* 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]); */
3461 return; 3398 return;
3462 } 3399 }
3463 3400
3588 * not readied. 3525 * not readied.
3589 */ 3526 */
3590void 3527void
3591player_unready_range_ob (player *pl, object *ob) 3528player_unready_range_ob (player *pl, object *ob)
3592{ 3529{
3593 rangetype i;
3594
3595 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))
3596 {
3597 if (pl->ranges[i] == ob) 3531 if (pl->ranges[i] == ob)
3598 { 3532 {
3599 pl->ranges[i] = NULL; 3533 pl->ranges[i] = 0;
3600 if (pl->shoottype == i) 3534 if (pl->shoottype == i)
3601 {
3602 pl->shoottype = range_none; 3535 pl->shoottype = range_none;
3603 }
3604 } 3536 }
3605 }
3606} 3537}

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