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Comparing deliantra/server/server/player.C (file contents):
Revision 1.62 by root, Mon Dec 25 11:25:49 2006 UTC vs.
Revision 1.99 by root, Thu Jan 18 19:42:10 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 maplevel = ob->map->path;
200 ob->remove ();
201 ob->map = 0;
202
203 // for weird reasons, this is often "ob", keeping a circular reference
204 ranges [range_skill] = 0;
205
206 players.erase (this);
167} 207}
168 208
169// connect the player with a specific client 209// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings 210// also changed, rationalises, and fixes some incorrect settings
171void 211void
172player::connect (client *ns) 212player::connect (client *ns)
173{ 213{
174 this->ns = ns; 214 this->ns = ns;
175 ns->pl = this; 215 ns->pl = this;
176 216
177 next = first_player; 217 run_on = 0;
178 first_player = this; 218 fire_on = 0;
219 ob->container = 0; //TODO: client-specific
179 220
180 ns->update_look = 0; 221 ns->update_look = 0;
181 ns->look_position = 0; 222 ns->look_position = 0;
182 223
183 clear_los (ob); 224 clear_los (ob);
225
226 ns->reset_stats ();
184 227
185 /* make sure he's a player -- needed because of class change. */ 228 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid 229 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race; 230 ob->race = ob->arch->clone.race;
188 231
191 234
192 ob->carrying = sum_weight (ob); 235 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 236 link_player_skills (ob);
194 237
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 update_ob_speed (ob);
197 239
198 assign (title, ob->arch->clone.name); 240 assign (title, ob->arch->clone.name);
199 241
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come 242 /* 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 243 * from the class, and not race. I don't see any way to get the class information
223 skin = tmp; 265 skin = tmp;
224 266
225 set_dragon_name (ob, abil, skin); 267 set_dragon_name (ob, abil, skin);
226 } 268 }
227 269
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!"); 270 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);
235 271
236 esrv_new_player (this, ob->weight + ob->carrying); 272 esrv_new_player (this, ob->weight + ob->carrying);
237 273
238 ob->update_stats (); 274 ob->update_stats ();
239 ns->floorbox_update (); 275 ns->floorbox_update ();
240 276
241 esrv_send_inventory (ob, ob); 277 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0); 278 esrv_add_spells (this, 0);
243 279
244 enter_exit (ob, 0); 280 activate ();
245 281
246 send_rules (ob); 282 send_rules (ob);
247 send_news (ob); 283 send_news (ob);
248 display_motd (ob); 284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
249 INVOKE_PLAYER (LOGIN, this); 287 INVOKE_PLAYER (LOGIN, this);
250} 288}
251 289
252void 290void
253player::disconnect () 291player::disconnect ()
254{ 292{
255 if (!ns) 293 if (ns)
256 return; 294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
257 297
258 //TODO: don't be so harsh and destroy :) 298 INVOKE_PLAYER (DISCONNECT, this);
259 destroy ();
260 299
300 ns->reset_stats ();
261 ns->pl = 0; 301 ns->pl = 0;
262 ns = 0; 302 this->ns = 0;
303 }
304
305 ob->container = 0; //TODO: client-specific
306 deactivate ();
263} 307}
264 308
265// the need for this function can be explained 309// the need for this function can be explained
266// by load_object not returning the object 310// by load_object not returning the object
267void 311void
274 ob->speed = 1.0; 318 ob->speed = 1.0;
275 ob->direction = 5; /* So player faces south */ 319 ob->direction = 5; /* So player faces south */
276 ob->stats.wc = 2; 320 ob->stats.wc = 2;
277 ob->run_away = 25; /* Then we panick... */ 321 ob->run_away = 25; /* Then we panick... */
278 322
279 set_first_map (ob);
280
281 ob->roll_stats (); 323 ob->roll_stats ();
282} 324}
283 325
284player::player () 326player::player ()
285{ 327{
286 /* There are some elements we want initialized to non zero value - 328 /* There are some elements we want initialised to non zero value -
287 * we deal with that below this point. 329 * we deal with that below this point.
288 */ 330 */
289 outputs_sync = 16; /* Every 2 seconds */ 331 outputs_sync = 16; /* Every 2 seconds */
290 outputs_count = 8; /* Keeps present behaviour */ 332 outputs_count = 8; /* Keeps present behaviour */
291 unapply = unapply_nochoice; 333 unapply = unapply_nochoice;
292 334
293 assign (savebed_map, first_map_path); /* Init. respawn position */ 335 savebed_map = first_map_path; /* Init. respawn position */
294 336
295 gen_sp_armour = 10; 337 gen_sp_armour = 10;
296 last_speed = -1;
297 shoottype = range_none; 338 shoottype = range_none;
298 bowtype = bow_normal; 339 bowtype = bow_normal;
299 petmode = pet_normal; 340 petmode = pet_normal;
300 listening = 10; 341 listening = 10;
301 usekeys = containers; 342 usekeys = containers;
302 last_weapon_sp = -1;
303 peaceful = 1; /* default peaceful */ 343 peaceful = 1; /* default peaceful */
304 do_los = 1; 344 do_los = 1;
305
306 /* we need to clear these to -1 and not zero - otherwise,
307 * if a player quits and starts a new character, we wont
308 * send new values to the client, as things like exp start
309 * at zero.
310 */
311 for (int i = 0; i < NUM_SKILLS; i++)
312 last_skill_exp[i] = -1;
313
314 for (int i = 0; i < NROFATTACKS; i++)
315 last_resist[i] = -1;
316
317 last_stats.exp = -1;
318 last_weight = (uint32) - 1;
319} 345}
320 346
321void 347void
322player::do_destroy () 348player::do_destroy ()
323{ 349{
350 disconnect ();
351
324 attachable::do_destroy (); 352 attachable::do_destroy ();
325 353
326 disconnect ();
327
328 terminate_all_pets (ob);
329
330 if (first_player != this)
331 {
332 player *prev = first_player;
333
334 while (prev && prev->next && prev->next != this)
335 prev = prev->next;
336
337 if (prev->next != this)
338 {
339 LOG (llevError, "Free_player: Can't find previous player.\n");
340 abort ();
341 }
342
343 prev->next = next;
344 }
345 else
346 first_player = next;
347
348 if (ob) 354 if (ob)
355 {
349 ob->destroy (true); 356 ob->destroy_inv (false);
350
351 if (ns)
352 {
353 ns->send_packet ("goodbye");
354 ns->flush ();
355 ns->pl = 0;
356 ns->destroy (); 357 ob->destroy ();
357 } 358 }
358
359 attachable::do_destroy ();
360} 359}
361 360
362player::~player () 361player::~player ()
363{ 362{
364 /* Clear item stack */ 363 /* Clear item stack */
373player::create () 372player::create ()
374{ 373{
375 player *pl = new player; 374 player *pl = new player;
376 375
377 pl->set_object (arch_to_object (get_player_archetype (0))); 376 pl->set_object (arch_to_object (get_player_archetype (0)));
377 set_first_map (pl->ob);
378 378
379 return pl; 379 return pl;
380} 380}
381 381
382/* 382/*
413 object *op = NULL; 413 object *op = NULL;
414 objectlink *ol; 414 objectlink *ol;
415 unsigned lastdist; 415 unsigned lastdist;
416 rv_vector rv; 416 rv_vector rv;
417 417
418 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
419 { 419 {
420 /* We should not find free objects on this friendly list, but it 420 /* We should not find free objects on this friendly list, but it
421 * does periodically happen. Given that, lets deal with it. 421 * does periodically happen. Given that, lets deal with it.
422 * While unlikely, it is possible the next object on the friendly 422 * While unlikely, it is possible the next object on the friendly
423 * list is also free, so encapsulate this in a while loop. 423 * list is also free, so encapsulate this in a while loop.
427 object *tmp = ol->ob; 427 object *tmp = ol->ob;
428 428
429 /* Can't do much more other than log the fact, because the object 429 /* Can't do much more other than log the fact, because the object
430 * itself will have been cleared. 430 * itself will have been cleared.
431 */ 431 */
432 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 432 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
433 tmp->debug_desc ());
433 ol = ol->next; 434 ol = ol->next;
434 remove_friendly_object (tmp); 435 remove_friendly_object (tmp);
435 if (!ol) 436 if (!ol)
436 return op; 437 return op;
437 } 438 }
755roll_stat (void) 756roll_stat (void)
756{ 757{
757 int a[4], i, j, k; 758 int a[4], i, j, k;
758 759
759 for (i = 0; i < 4; i++) 760 for (i = 0; i < 4; i++)
760 a[i] = (int) RANDOM () % 6 + 1; 761 a[i] = (int) rndm (6) + 1;
761 762
762 for (i = 0, j = 0, k = 7; i < 4; i++) 763 for (i = 0, j = 0, k = 7; i < 4; i++)
763 if (a[i] < k) 764 if (a[i] < k)
764 k = a[i], j = i; 765 k = a[i], j = i;
765 766
846 contr->levsp[1] = 6; 847 contr->levsp[1] = 6;
847 contr->levgrace[1] = 3; 848 contr->levgrace[1] = 3;
848 849
849 contr->orig_stats = stats; 850 contr->orig_stats = stats;
850 } 851 }
852}
853
854static void
855start_info (object *op)
856{
857 char buf[MAX_BUF];
858
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
851} 863}
852 864
853/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
854 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
855 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
884 * to save here. 896 * to save here.
885 */ 897 */
886 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
887 make_path_to_file (buf); 899 make_path_to_file (buf);
888 900
889#ifdef AUTOSAVE
890 op->contr->last_save_tick = pticks;
891#endif
892 start_info (op); 901 start_info (op);
893 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (op, FLAG_WIZ);
894 give_initial_items (op, op->randomitems); 903 give_initial_items (op, op->randomitems);
895 link_player_skills (op); 904 link_player_skills (op);
896 esrv_send_inventory (op, op); 905 esrv_send_inventory (op, op);
902 if (*first_map_ext_path) 911 if (*first_map_ext_path)
903 { 912 {
904 object *tmp; 913 object *tmp;
905 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
906 915
907 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
908 tmp = object::create (); 917 tmp = object::create ();
909 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
910 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = op->x;
911 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = op->y;
912 enter_exit (op, tmp); /* we don't really care if it succeeded; 921 op->enter_exit (tmp); /* we don't really care if it succeeded;
913 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
914 * default initial map */ 923 * default initial map */
915 tmp->destroy (); 924 tmp->destroy ();
916 } 925 }
917 else 926 else
956 if (op->msg) 965 if (op->msg)
957 new_draw_info (NDI_BLUE, 0, op, op->msg); 966 new_draw_info (NDI_BLUE, 0, op, op->msg);
958 967
959 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 968 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
960 return 0; 969 return 0;
961}
962
963int
964key_confirm_quit (object *op, char key)
965{
966 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
967 {
968 op->contr->ns->state = ST_PLAYING;
969 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
970 return 1;
971 }
972
973 INVOKE_PLAYER (LOGOUT, op->contr);
974 INVOKE_PLAYER (QUIT, op->contr);
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 delete ob->contr;
989
990 /* We need to hunt for any per player unique maps in memory and
991 * get rid of them. The trailing slash in the path is intentional,
992 * so that players named 'Ab' won't match against players 'Abe' pathname
993 */
994 char buf[MAX_BUF];
995 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
996
997 for (maptile *next, *mp = first_map; mp; mp = next)
998 {
999 next = mp->next;
1000
1001 if (!strncmp (mp->path, buf, strlen (buf)))
1002 delete_map (mp);
1003 }
1004
1005 delete_character (ob->name, 1);
1006
1007 return 1;
1008} 970}
1009 971
1010void 972void
1011flee_player (object *op) 973flee_player (object *op)
1012{ 974{
1666 return 0; 1628 return 0;
1667 } 1629 }
1668 1630
1669 arrow->set_owner (op); 1631 arrow->set_owner (op);
1670 arrow->skill = bow->skill; 1632 arrow->skill = bow->skill;
1671
1672 arrow->direction = dir; 1633 arrow->direction = dir;
1673 arrow->x = sx;
1674 arrow->y = sy;
1675 1634
1676 if (op->type == PLAYER) 1635 if (op->type == PLAYER)
1677 { 1636 {
1678 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1637 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1679 op->update_stats (); 1638 op->update_stats ();
1694 1653
1695 /* update the speed */ 1654 /* update the speed */
1696 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1655 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1697 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1656 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1698 1657
1699 if (arrow->speed < 1.0) 1658 arrow->set_speed (max (arrow->speed, 1.0));
1700 arrow->speed = 1.0;
1701 update_ob_speed (arrow);
1702 arrow->speed_left = 0; 1659 arrow->speed_left = 0;
1703 1660
1704 if (op->type == PLAYER) 1661 if (op->type == PLAYER)
1705 { 1662 {
1706 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1663 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1719 arrow->attacktype |= bow->attacktype; 1676 arrow->attacktype |= bow->attacktype;
1720 1677
1721 if (bow->slaying) 1678 if (bow->slaying)
1722 arrow->slaying = bow->slaying; 1679 arrow->slaying = bow->slaying;
1723 1680
1724 arrow->map = m;
1725 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1726 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1727 1683
1728 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1729 insert_ob_in_map (arrow, m, op, 0); 1685 m->insert (arrow, sx, sy, op);
1730 1686
1731 if (!arrow->destroyed ()) 1687 if (!arrow->destroyed ())
1732 move_arrow (arrow); 1688 move_arrow (arrow);
1733 1689
1734 if (op->type == PLAYER) 1690 if (op->type == PLAYER)
1760 } 1716 }
1761 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1762 { 1718 {
1763 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod = -1; 1720 wcmod = -1;
1721
1765 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1722 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 } 1723 }
1767 else if (op->contr->bowtype == bow_threewide) 1724 else if (op->contr->bowtype == bow_threewide)
1768 { 1725 {
1769 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1726 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1839 1796
1840 if (item->arch) 1797 if (item->arch)
1841 { 1798 {
1842 CLEAR_FLAG (item, FLAG_ANIMATE); 1799 CLEAR_FLAG (item, FLAG_ANIMATE);
1843 item->face = item->arch->clone.face; 1800 item->face = item->arch->clone.face;
1844 item->speed = 0; 1801 item->set_speed (0);
1845 update_ob_speed (item);
1846 } 1802 }
1803
1847 if ((tmp = item->in_player ())) 1804 if ((tmp = item->in_player ()))
1848 esrv_update_item (UPD_ANIM, tmp, item); 1805 esrv_update_item (UPD_ANIM, tmp, item);
1849 } 1806 }
1850 } 1807 }
1851 else if (item->type == ROD || item->type == HORN) 1808 else if (item->type == ROD || item->type == HORN)
1852 {
1853 drain_rod_charge (item); 1809 drain_rod_charge (item);
1854 }
1855 } 1810 }
1856} 1811}
1857 1812
1858/* Received a fire command for the player - go and do it. 1813/* Received a fire command for the player - go and do it.
1859 */ 1814 */
1898 { 1853 {
1899 if (op->type == PLAYER) 1854 if (op->type == PLAYER)
1900 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1855 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1901 return; 1856 return;
1902 } 1857 }
1858
1903 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1859 do_skill (op, op, op->chosen_skill, dir, NULL);
1904 return; 1860 return;
1905 case range_builder: 1861 case range_builder:
1906 apply_map_builder (op, dir); 1862 apply_map_builder (op, dir);
1907 return; 1863 return;
1908 default: 1864 default:
2075 */ 2031 */
2076 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2032 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2077 { 2033 {
2078 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2034 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2079 { 2035 {
2080 m = get_map_from_coord (op->map, &nx, &ny); 2036 m = op->map->xy_find (nx, ny);
2081 if (!m) 2037 if (!m)
2082 return; /* Don't think this should happen */ 2038 return; /* Don't think this should happen */
2083 } 2039 }
2084 else 2040 else
2085 m = op->map; 2041 m = op->map;
2086 2042
2087 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2043 if (!(tmp = m->at (nx, ny).bot))
2088 {
2089 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2090 return; 2044 return;
2091 }
2092 2045
2093 mon = 0; 2046 mon = 0;
2094 /* Go through all the objects, and find ones of interest. Only stop if 2047 /* Go through all the objects, and find ones of interest. Only stop if
2095 * we find a monster - that is something we know we want to attack. 2048 * we find a monster - that is something we know we want to attack.
2096 * if its a door or barrel (can roll) see if there may be monsters 2049 * if its a door or barrel (can roll) see if there may be monsters
2149 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2150 { 2103 {
2151 /* If we're braced, we don't want to switch places with it */ 2104 /* If we're braced, we don't want to switch places with it */
2152 if (op->contr->braced) 2105 if (op->contr->braced)
2153 return; 2106 return;
2107
2154 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2155 (void) push_ob (mon, dir, op); 2109 (void) push_ob (mon, dir, op);
2156 if (op->contr->tmp_invis || op->hide) 2110 if (op->contr->tmp_invis || op->hide)
2157 make_visible (op); 2111 make_visible (op);
2112
2158 return; 2113 return;
2159 } 2114 }
2160 2115
2161 /* in certain circumstances, you shouldn't attack friendly 2116 /* in certain circumstances, you shouldn't attack friendly
2162 * creatures. Note that if you are braced, you can't push 2117 * creatures. Note that if you are braced, you can't push
2176 !on_battleground)) 2131 !on_battleground))
2177 { 2132 {
2178 if (!op->contr->braced) 2133 if (!op->contr->braced)
2179 { 2134 {
2180 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2181 (void) push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2182 } 2137 }
2183 else 2138 else
2184 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2185 2140
2186 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2201 * Way it works is like this: First, it must have some hit points 2156 * Way it works is like this: First, it must have some hit points
2202 * and be living. Then, it must be one of the following: 2157 * and be living. Then, it must be one of the following:
2203 * 1) Not a player, 2) A player, but of a different party. Note 2158 * 1) Not a player, 2) A player, but of a different party. Note
2204 * that party_number -1 is no party, so attacks can still happen. 2159 * that party_number -1 is no party, so attacks can still happen.
2205 */ 2160 */
2206
2207 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2161 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2208 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2162 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2209 { 2163 {
2210 2164
2211 /* If the player hasn't hit something this tick, and does 2165 /* If the player hasn't hit something this tick, and does
2245int 2199int
2246move_player (object *op, int dir) 2200move_player (object *op, int dir)
2247{ 2201{
2248 int pick; 2202 int pick;
2249 2203
2250 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2204 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2251 return 0; 2205 return 0;
2252 2206
2253 /* Sanity check: make sure dir is valid */ 2207 /* Sanity check: make sure dir is valid */
2254 if ((dir < 0) || (dir >= 9)) 2208 if ((dir < 0) || (dir >= 9))
2255 { 2209 {
2256 LOG (llevError, "move_player: invalid direction %d\n", dir); 2210 LOG (llevError, "move_player: invalid direction %d\n", dir);
2257 return 0; 2211 return 0;
2258 } 2212 }
2259 2213
2260 /* peterm: added following line */ 2214 /* peterm: added following line */
2261 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2215 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2262 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2216 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2263 2217
2264 op->facing = dir; 2218 op->facing = dir;
2265 2219
2266 if (op->hide) 2220 if (op->hide)
2267 do_hidden_move (op); 2221 do_hidden_move (op);
2343 2297
2344 /* call this here - we also will call this in do_ericserver, but 2298 /* call this here - we also will call this in do_ericserver, but
2345 * the players time has been increased when doericserver has been 2299 * the players time has been increased when doericserver has been
2346 * called, so we recheck it here. 2300 * called, so we recheck it here.
2347 */ 2301 */
2348 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2302 if (op->contr->ns->handle_command ())
2349 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2303 return 1;
2350 ;
2351 2304
2352 if (op->speed_left < 0) 2305 if (op->speed_left > 0)
2353 return 0; 2306 {
2354
2355 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2307 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2356 { 2308 {
2357 /* All move commands take 1 tick, at least for now */ 2309 /* All move commands take 1 tick, at least for now */
2358 op->speed_left--; 2310 op->speed_left--;
2359 2311
2360 /* Instead of all the stuff below, let move_player take care 2312 /* Instead of all the stuff below, let move_player take care
2361 * of it. Also, some of the skill stuff is only put in 2313 * of it. Also, some of the skill stuff is only put in
2362 * there, as well as the confusion stuff. 2314 * there, as well as the confusion stuff.
2363 */ 2315 */
2364 move_player (op, op->direction); 2316 move_player (op, op->direction);
2365 if (op->speed_left > 0) 2317
2366 return 1; 2318 return op->speed_left > 0;
2367 else 2319 }
2368 return 0;
2369 } 2320 }
2370 2321
2371 return 0; 2322 return 0;
2372} 2323}
2373 2324
2415{ 2366{
2416 object *next; 2367 object *next;
2417 2368
2418 while (op) 2369 while (op)
2419 { 2370 {
2420 next = op->below; /* Make sure we have a good value, in case 2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2421 * we remove object 'op' 2372
2422 */
2423 if (QUERY_FLAG (op, FLAG_UNPAID)) 2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2424 { 2374 {
2425 op->remove ();
2426 op->x = env->x;
2427 op->y = env->y;
2428 if (env->type == PLAYER) 2375 if (env->type == PLAYER)
2429 esrv_del_item (env->contr, op->count); 2376 esrv_del_item (env->contr, op->count);
2430 insert_ob_in_map (op, env->map, NULL, 0); 2377
2378 op->insert_at (env);
2431 } 2379 }
2432 else if (op->inv) 2380 else if (op->inv)
2433 remove_unpaid_objects (op->inv, env); 2381 remove_unpaid_objects (op->inv, env);
2434 2382
2435 op = next; 2383 op = next;
2728 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2729 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2677 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2730 2678
2731 /* restore player */ 2679 /* restore player */
2732 at = archetype::find ("poisoning"); 2680 at = archetype::find ("poisoning");
2733 tmp = present_arch_in_ob (at, op); 2681 if (object *tmp = present_arch_in_ob (at, op))
2734 if (tmp)
2735 { 2682 {
2736 tmp->destroy (); 2683 tmp->destroy ();
2737 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2738 } 2685 }
2739 2686
2740 at = archetype::find ("confusion"); 2687 at = archetype::find ("confusion");
2741 tmp = present_arch_in_ob (at, op); 2688 if (object *tmp = present_arch_in_ob (at, op))
2742 if (tmp)
2743 { 2689 {
2744 tmp->destroy (); 2690 tmp->destroy ();
2745 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2746 } 2692 }
2747 2693
2749 op->stats.hp = op->stats.maxhp; 2695 op->stats.hp = op->stats.maxhp;
2750 if (op->stats.food <= 0) 2696 if (op->stats.food <= 0)
2751 op->stats.food = 999; 2697 op->stats.food = 999;
2752 2698
2753 /* create a bodypart-trophy to make the winner happy */ 2699 /* create a bodypart-trophy to make the winner happy */
2754 tmp = arch_to_object (archetype::find ("finger")); 2700 if (object *tmp = arch_to_object (archetype::find ("finger")))
2755 if (tmp != NULL)
2756 { 2701 {
2757 sprintf (buf, "%s's finger", &op->name); 2702 sprintf (buf, "%s's finger", &op->name);
2758 tmp->name = buf; 2703 tmp->name = buf;
2759 sprintf (buf, " This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
2760 " the %s, when he was defeated at\n level %d by %s.\n", 2705 " the %s, when he was defeated at\n level %d by %s.\n",
2761 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2762 tmp->msg = buf; 2707 tmp->msg = buf;
2763 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2708 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2764 tmp->materialname = NULL; 2709 tmp->materialname = NULL;
2765 tmp->x = op->x, tmp->y = op->y; 2710 tmp->insert_at (op, tmp);
2766 insert_ob_in_map (tmp, op->map, op, 0);
2767 } 2711 }
2768 2712
2769 /* teleport defeated player to new destination */ 2713 /* teleport defeated player to new destination */
2770 transfer_ob (op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
2771 op->contr->braced = 0; 2715 op->contr->braced = 0;
2776 2720
2777 command_kill_pets (op, 0); 2721 command_kill_pets (op, 0);
2778 2722
2779 if (op->stats.food < 0) 2723 if (op->stats.food < 0)
2780 { 2724 {
2781 if (op->contr->explore)
2782 {
2783 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2784 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2785 op->stats.food = 999;
2786 return;
2787 }
2788 sprintf (buf, "%s starved to death.", &op->name); 2725 sprintf (buf, "%s starved to death.", &op->name);
2789 strcpy (op->contr->killer, "starvation"); 2726 strcpy (op->contr->killer, "starvation");
2790 } 2727 }
2791 else 2728 else
2792 {
2793 if (op->contr->explore)
2794 {
2795 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2796 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2797 op->stats.hp = op->stats.maxhp;
2798 return;
2799 }
2800 sprintf (buf, "%s died.", &op->name); 2729 sprintf (buf, "%s died.", &op->name);
2801 } 2730
2802 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2803 2732
2804 /* save the map location for corpse, gravestone */ 2733 /* save the map location for corpse, gravestone */
2805 x = op->x; 2734 x = op->x;
2806 y = op->y; 2735 y = op->y;
2807 map = op->map; 2736 map = op->map;
2808
2809 2737
2810 /* NOT_PERMADEATH code. This basically brings the character back to 2738 /* NOT_PERMADEATH code. This basically brings the character back to
2811 * life if they are dead - it takes some exp and a random stat. 2739 * life if they are dead - it takes some exp and a random stat.
2812 * See the config.h file for a little more in depth detail about this. 2740 * See the config.h file for a little more in depth detail about this.
2813 */ 2741 */
2830 num_stats_lose = 1; 2758 num_stats_lose = 1;
2831 else 2759 else
2832 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2760 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2833 } 2761 }
2834 else 2762 else
2835 {
2836 num_stats_lose = 1; 2763 num_stats_lose = 1;
2837 } 2764
2838 lost_a_stat = 0; 2765 lost_a_stat = 0;
2839 2766
2840 for (z = 0; z < num_stats_lose; z++) 2767 for (z = 0; z < num_stats_lose; z++)
2841 { 2768 {
2842 i = RANDOM () % NUM_STATS; 2769 i = RANDOM () % NUM_STATS;
3000 /* */ 2927 /* */
3001 /****************************************/ 2928 /****************************************/
3002 2929
3003 enter_player_savebed (op); 2930 enter_player_savebed (op);
3004 2931
3005 /* Save the player before inserting the force to reduce
3006 * chance of abuse.
3007 */
3008 op->contr->braced = 0; 2932 op->contr->braced = 0;
3009 op->contr->save ();
3010 2933
3011 /* it is possible that the player has blown something up 2934 /* it is possible that the player has blown something up
3012 * at his savebed location, and that can have long lasting 2935 * at his savebed location, and that can have long lasting
3013 * spell effects. So first see if there is a spell effect 2936 * spell effects. So first see if there is a spell effect
3014 * on the space that might harm the player. 2937 * on the space that might harm the player.
3059 tmp->x = op->x, tmp->y = op->y; 2982 tmp->x = op->x, tmp->y = op->y;
3060 if (tmp->type == CONTAINER) 2983 if (tmp->type == CONTAINER)
3061 { /* empty container to ground */ 2984 { /* empty container to ground */
3062 loot_object (tmp); 2985 loot_object (tmp);
3063 } 2986 }
3064 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2987 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3065 { 2988 {
3066 if (tmp->nrof > 1) 2989 if (tmp->nrof > 1)
3067 { 2990 {
3068 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2991 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3069 tmp2->destroy (); 2992 tmp2->destroy ();
3226 3149
3227 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3150 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3228 3151
3229 /* its *extremely* hard to run and sneak/hide at the same time! */ 3152 /* its *extremely* hard to run and sneak/hide at the same time! */
3230 if (op->type == PLAYER && op->contr->run_on) 3153 if (op->type == PLAYER && op->contr->run_on)
3231 {
3232 if (!skop || num >= skop->level) 3154 if (!skop || num >= skop->level)
3233 { 3155 {
3234 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3156 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3235 make_visible (op); 3157 make_visible (op);
3236 return; 3158 return;
3237 } 3159 }
3238 else 3160 else
3239 num += 20; 3161 num += 20;
3240 } 3162
3241 num += op->map->difficulty; 3163 num += op->map->difficulty;
3242 hide = hideability (op); /* modify by terrain hidden level */ 3164 hide = hideability (op); /* modify by terrain hidden level */
3243 num -= hide; 3165 num -= hide;
3166
3244 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3167 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3245 { 3168 {
3246 make_visible (op); 3169 make_visible (op);
3247 if (op->type == PLAYER) 3170 if (op->type == PLAYER)
3248 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3171 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3249 } 3172 }
3250 else if (op->type == PLAYER && skop) 3173 else if (op->type == PLAYER && skop)
3251 {
3252 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3174 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3253 }
3254} 3175}
3255 3176
3256/* determine if who is standing near a hostile creature. */ 3177/* determine if who is standing near a hostile creature. */
3257 3178
3258int 3179int
3325 if (pl->type != PLAYER) 3246 if (pl->type != PLAYER)
3326 { 3247 {
3327 LOG (llevError, "player_can_view() called for non-player object\n"); 3248 LOG (llevError, "player_can_view() called for non-player object\n");
3328 return -1; 3249 return -1;
3329 } 3250 }
3251
3330 if (!pl || !op) 3252 if (!pl || !op)
3331 return 0; 3253 return 0;
3332 3254
3333 if (op->head)
3334 {
3335 op = op->head; 3255 op = op->head_ ();
3336 } 3256
3337 get_rangevector (pl, op, &rv, 0x1); 3257 get_rangevector (pl, op, &rv, 0x1);
3338 3258
3339 /* starting with the 'head' part, lets loop 3259 /* starting with the 'head' part, lets loop
3340 * through the object and find if it has any 3260 * through the object and find if it has any
3341 * part that is in the los array but isnt on 3261 * part that is in the los array but isnt on
3471 if (trlist == NULL || who->type != PLAYER) 3391 if (trlist == NULL || who->type != PLAYER)
3472 return; 3392 return;
3473 3393
3474 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3394 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3475 3395
3476 if (tr == NULL || tr->item == NULL) 3396 if (!tr || !tr->item)
3477 { 3397 {
3478 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3398 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3479 return; 3399 return;
3480 } 3400 }
3481 3401
3606 * not readied. 3526 * not readied.
3607 */ 3527 */
3608void 3528void
3609player_unready_range_ob (player *pl, object *ob) 3529player_unready_range_ob (player *pl, object *ob)
3610{ 3530{
3611 rangetype i;
3612
3613 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3531 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3614 {
3615 if (pl->ranges[i] == ob) 3532 if (pl->ranges[i] == ob)
3616 { 3533 {
3617 pl->ranges[i] = NULL; 3534 pl->ranges[i] = 0;
3618 if (pl->shoottype == i) 3535 if (pl->shoottype == i)
3619 {
3620 pl->shoottype = range_none; 3536 pl->shoottype = range_none;
3621 }
3622 } 3537 }
3623 }
3624} 3538}

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