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Comparing deliantra/server/server/player.C (file contents):
Revision 1.67 by root, Tue Dec 26 08:55:00 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 ob->set_speed (ob->speed);
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 //TODO: don't be so harsh and destroy :)
256 if (ns) 293 if (ns)
257 destroy (); 294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 this->ns = 0;
303 }
304
305 ob->container = 0; //TODO: client-specific
306 deactivate ();
258} 307}
259 308
260// the need for this function can be explained 309// the need for this function can be explained
261// by load_object not returning the object 310// by load_object not returning the object
262void 311void
269 ob->speed = 1.0; 318 ob->speed = 1.0;
270 ob->direction = 5; /* So player faces south */ 319 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2; 320 ob->stats.wc = 2;
272 ob->run_away = 25; /* Then we panick... */ 321 ob->run_away = 25; /* Then we panick... */
273 322
274 set_first_map (ob);
275
276 ob->roll_stats (); 323 ob->roll_stats ();
277} 324}
278 325
279player::player () 326player::player ()
280{ 327{
281 /* There are some elements we want initialized to non zero value - 328 /* There are some elements we want initialised to non zero value -
282 * we deal with that below this point. 329 * we deal with that below this point.
283 */ 330 */
284 outputs_sync = 16; /* Every 2 seconds */ 331 outputs_sync = 16; /* Every 2 seconds */
285 outputs_count = 8; /* Keeps present behaviour */ 332 outputs_count = 8; /* Keeps present behaviour */
286 unapply = unapply_nochoice; 333 unapply = unapply_nochoice;
287 334
288 assign (savebed_map, first_map_path); /* Init. respawn position */ 335 savebed_map = first_map_path; /* Init. respawn position */
289 336
290 gen_sp_armour = 10; 337 gen_sp_armour = 10;
291 last_speed = -1;
292 shoottype = range_none; 338 shoottype = range_none;
293 bowtype = bow_normal; 339 bowtype = bow_normal;
294 petmode = pet_normal; 340 petmode = pet_normal;
295 listening = 10; 341 listening = 10;
296 usekeys = containers; 342 usekeys = containers;
297 last_weapon_sp = -1;
298 peaceful = 1; /* default peaceful */ 343 peaceful = 1; /* default peaceful */
299 do_los = 1; 344 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} 345}
315 346
316void 347void
317player::do_destroy () 348player::do_destroy ()
318{ 349{
350 disconnect ();
351
319 attachable::do_destroy (); 352 attachable::do_destroy ();
320 353
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) 354 if (ob)
347 { 355 {
348 ob->destroy_inv (false); 356 ob->destroy_inv (false);
349 ob->destroy (true); 357 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 } 358 }
361} 359}
362 360
363player::~player () 361player::~player ()
364{ 362{
374player::create () 372player::create ()
375{ 373{
376 player *pl = new player; 374 player *pl = new player;
377 375
378 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);
379 378
380 return pl; 379 return pl;
381} 380}
382 381
383/* 382/*
414 object *op = NULL; 413 object *op = NULL;
415 objectlink *ol; 414 objectlink *ol;
416 unsigned lastdist; 415 unsigned lastdist;
417 rv_vector rv; 416 rv_vector rv;
418 417
419 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
420 { 419 {
421 /* 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
422 * does periodically happen. Given that, lets deal with it. 421 * does periodically happen. Given that, lets deal with it.
423 * While unlikely, it is possible the next object on the friendly 422 * While unlikely, it is possible the next object on the friendly
424 * list is also free, so encapsulate this in a while loop. 423 * list is also free, so encapsulate this in a while loop.
428 object *tmp = ol->ob; 427 object *tmp = ol->ob;
429 428
430 /* 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
431 * itself will have been cleared. 430 * itself will have been cleared.
432 */ 431 */
433 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 ());
434 ol = ol->next; 434 ol = ol->next;
435 remove_friendly_object (tmp); 435 remove_friendly_object (tmp);
436 if (!ol) 436 if (!ol)
437 return op; 437 return op;
438 } 438 }
756roll_stat (void) 756roll_stat (void)
757{ 757{
758 int a[4], i, j, k; 758 int a[4], i, j, k;
759 759
760 for (i = 0; i < 4; i++) 760 for (i = 0; i < 4; i++)
761 a[i] = (int) RANDOM () % 6 + 1; 761 a[i] = (int) rndm (6) + 1;
762 762
763 for (i = 0, j = 0, k = 7; i < 4; i++) 763 for (i = 0, j = 0, k = 7; i < 4; i++)
764 if (a[i] < k) 764 if (a[i] < k)
765 k = a[i], j = i; 765 k = a[i], j = i;
766 766
847 contr->levsp[1] = 6; 847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3; 848 contr->levgrace[1] = 3;
849 849
850 contr->orig_stats = stats; 850 contr->orig_stats = stats;
851 } 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, " ");
852} 863}
853 864
854/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
855 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
856 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
885 * to save here. 896 * to save here.
886 */ 897 */
887 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
888 make_path_to_file (buf); 899 make_path_to_file (buf);
889 900
890#ifdef AUTOSAVE
891 op->contr->last_save_tick = pticks;
892#endif
893 start_info (op); 901 start_info (op);
894 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (op, FLAG_WIZ);
895 give_initial_items (op, op->randomitems); 903 give_initial_items (op, op->randomitems);
896 link_player_skills (op); 904 link_player_skills (op);
897 esrv_send_inventory (op, op); 905 esrv_send_inventory (op, op);
903 if (*first_map_ext_path) 911 if (*first_map_ext_path)
904 { 912 {
905 object *tmp; 913 object *tmp;
906 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
907 915
908 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);
909 tmp = object::create (); 917 tmp = object::create ();
910 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
911 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = op->x;
912 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = op->y;
913 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;
914 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
915 * default initial map */ 923 * default initial map */
916 tmp->destroy (); 924 tmp->destroy ();
917 } 925 }
918 else 926 else
957 if (op->msg) 965 if (op->msg)
958 new_draw_info (NDI_BLUE, 0, op, op->msg); 966 new_draw_info (NDI_BLUE, 0, op, op->msg);
959 967
960 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");
961 return 0; 969 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 (maptile *next, *mp = first_map; mp; mp = next)
999 {
1000 next = mp->next;
1001
1002 if (!strncmp (mp->path, buf, strlen (buf)))
1003 delete_map (mp);
1004 }
1005
1006 delete_character (ob->name, 1);
1007 ob->contr->destroy ();
1008
1009 return 1;
1010} 970}
1011 971
1012void 972void
1013flee_player (object *op) 973flee_player (object *op)
1014{ 974{
1668 return 0; 1628 return 0;
1669 } 1629 }
1670 1630
1671 arrow->set_owner (op); 1631 arrow->set_owner (op);
1672 arrow->skill = bow->skill; 1632 arrow->skill = bow->skill;
1673
1674 arrow->direction = dir; 1633 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1634
1678 if (op->type == PLAYER) 1635 if (op->type == PLAYER)
1679 { 1636 {
1680 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1637 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 op->update_stats (); 1638 op->update_stats ();
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);
1896 { 1853 {
1897 if (op->type == PLAYER) 1854 if (op->type == PLAYER)
1898 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.");
1899 return; 1856 return;
1900 } 1857 }
1858
1901 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1859 do_skill (op, op, op->chosen_skill, dir, NULL);
1902 return; 1860 return;
1903 case range_builder: 1861 case range_builder:
1904 apply_map_builder (op, dir); 1862 apply_map_builder (op, dir);
1905 return; 1863 return;
1906 default: 1864 default:
2073 */ 2031 */
2074 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))
2075 { 2033 {
2076 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2034 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2077 { 2035 {
2078 m = get_map_from_coord (op->map, &nx, &ny); 2036 m = op->map->xy_find (nx, ny);
2079 if (!m) 2037 if (!m)
2080 return; /* Don't think this should happen */ 2038 return; /* Don't think this should happen */
2081 } 2039 }
2082 else 2040 else
2083 m = op->map; 2041 m = op->map;
2084 2042
2085 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2043 if (!(tmp = m->at (nx, ny).bot))
2086 {
2087 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2088 return; 2044 return;
2089 }
2090 2045
2091 mon = 0; 2046 mon = 0;
2092 /* 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
2093 * 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.
2094 * 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
2147 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2148 { 2103 {
2149 /* 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 */
2150 if (op->contr->braced) 2105 if (op->contr->braced)
2151 return; 2106 return;
2107
2152 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);
2153 (void) push_ob (mon, dir, op); 2109 (void) push_ob (mon, dir, op);
2154 if (op->contr->tmp_invis || op->hide) 2110 if (op->contr->tmp_invis || op->hide)
2155 make_visible (op); 2111 make_visible (op);
2112
2156 return; 2113 return;
2157 } 2114 }
2158 2115
2159 /* in certain circumstances, you shouldn't attack friendly 2116 /* in certain circumstances, you shouldn't attack friendly
2160 * creatures. Note that if you are braced, you can't push 2117 * creatures. Note that if you are braced, you can't push
2174 !on_battleground)) 2131 !on_battleground))
2175 { 2132 {
2176 if (!op->contr->braced) 2133 if (!op->contr->braced)
2177 { 2134 {
2178 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);
2179 (void) push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2180 } 2137 }
2181 else 2138 else
2182 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2183 2140
2184 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2199 * 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
2200 * and be living. Then, it must be one of the following: 2157 * and be living. Then, it must be one of the following:
2201 * 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
2202 * 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.
2203 */ 2160 */
2204
2205 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2161 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2206 ((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)))
2207 { 2163 {
2208 2164
2209 /* If the player hasn't hit something this tick, and does 2165 /* If the player hasn't hit something this tick, and does
2243int 2199int
2244move_player (object *op, int dir) 2200move_player (object *op, int dir)
2245{ 2201{
2246 int pick; 2202 int pick;
2247 2203
2248 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2204 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2249 return 0; 2205 return 0;
2250 2206
2251 /* Sanity check: make sure dir is valid */ 2207 /* Sanity check: make sure dir is valid */
2252 if ((dir < 0) || (dir >= 9)) 2208 if ((dir < 0) || (dir >= 9))
2253 { 2209 {
2254 LOG (llevError, "move_player: invalid direction %d\n", dir); 2210 LOG (llevError, "move_player: invalid direction %d\n", dir);
2255 return 0; 2211 return 0;
2256 } 2212 }
2257 2213
2258 /* peterm: added following line */ 2214 /* peterm: added following line */
2259 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2215 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2260 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2216 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2261 2217
2262 op->facing = dir; 2218 op->facing = dir;
2263 2219
2264 if (op->hide) 2220 if (op->hide)
2265 do_hidden_move (op); 2221 do_hidden_move (op);
2341 2297
2342 /* 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
2343 * the players time has been increased when doericserver has been 2299 * the players time has been increased when doericserver has been
2344 * called, so we recheck it here. 2300 * called, so we recheck it here.
2345 */ 2301 */
2346 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2302 if (op->contr->ns->handle_command ())
2347 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2303 return 1;
2348 ;
2349 2304
2350 if (op->speed_left < 0) 2305 if (op->speed_left > 0)
2351 return 0; 2306 {
2352
2353 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2307 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2354 { 2308 {
2355 /* All move commands take 1 tick, at least for now */ 2309 /* All move commands take 1 tick, at least for now */
2356 op->speed_left--; 2310 op->speed_left--;
2357 2311
2358 /* Instead of all the stuff below, let move_player take care 2312 /* Instead of all the stuff below, let move_player take care
2359 * 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
2360 * there, as well as the confusion stuff. 2314 * there, as well as the confusion stuff.
2361 */ 2315 */
2362 move_player (op, op->direction); 2316 move_player (op, op->direction);
2363 if (op->speed_left > 0) 2317
2364 return 1; 2318 return op->speed_left > 0;
2365 else 2319 }
2366 return 0;
2367 } 2320 }
2368 2321
2369 return 0; 2322 return 0;
2370} 2323}
2371 2324
2413{ 2366{
2414 object *next; 2367 object *next;
2415 2368
2416 while (op) 2369 while (op)
2417 { 2370 {
2418 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' */
2419 * we remove object 'op' 2372
2420 */
2421 if (QUERY_FLAG (op, FLAG_UNPAID)) 2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2422 { 2374 {
2423 op->remove ();
2424 op->x = env->x;
2425 op->y = env->y;
2426 if (env->type == PLAYER) 2375 if (env->type == PLAYER)
2427 esrv_del_item (env->contr, op->count); 2376 esrv_del_item (env->contr, op->count);
2428 insert_ob_in_map (op, env->map, NULL, 0); 2377
2378 op->insert_at (env);
2429 } 2379 }
2430 else if (op->inv) 2380 else if (op->inv)
2431 remove_unpaid_objects (op->inv, env); 2381 remove_unpaid_objects (op->inv, env);
2432 2382
2433 op = next; 2383 op = next;
2726 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!");
2727 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...");
2728 2678
2729 /* restore player */ 2679 /* restore player */
2730 at = archetype::find ("poisoning"); 2680 at = archetype::find ("poisoning");
2731 tmp = present_arch_in_ob (at, op); 2681 if (object *tmp = present_arch_in_ob (at, op))
2732 if (tmp)
2733 { 2682 {
2734 tmp->destroy (); 2683 tmp->destroy ();
2735 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2736 } 2685 }
2737 2686
2738 at = archetype::find ("confusion"); 2687 at = archetype::find ("confusion");
2739 tmp = present_arch_in_ob (at, op); 2688 if (object *tmp = present_arch_in_ob (at, op))
2740 if (tmp)
2741 { 2689 {
2742 tmp->destroy (); 2690 tmp->destroy ();
2743 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2744 } 2692 }
2745 2693
2747 op->stats.hp = op->stats.maxhp; 2695 op->stats.hp = op->stats.maxhp;
2748 if (op->stats.food <= 0) 2696 if (op->stats.food <= 0)
2749 op->stats.food = 999; 2697 op->stats.food = 999;
2750 2698
2751 /* create a bodypart-trophy to make the winner happy */ 2699 /* create a bodypart-trophy to make the winner happy */
2752 tmp = arch_to_object (archetype::find ("finger")); 2700 if (object *tmp = arch_to_object (archetype::find ("finger")))
2753 if (tmp != NULL)
2754 { 2701 {
2755 sprintf (buf, "%s's finger", &op->name); 2702 sprintf (buf, "%s's finger", &op->name);
2756 tmp->name = buf; 2703 tmp->name = buf;
2757 sprintf (buf, " This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
2758 " 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",
2759 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2760 tmp->msg = buf; 2707 tmp->msg = buf;
2761 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2708 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2762 tmp->materialname = NULL; 2709 tmp->materialname = NULL;
2763 tmp->x = op->x, tmp->y = op->y; 2710 tmp->insert_at (op, tmp);
2764 insert_ob_in_map (tmp, op->map, op, 0);
2765 } 2711 }
2766 2712
2767 /* teleport defeated player to new destination */ 2713 /* teleport defeated player to new destination */
2768 transfer_ob (op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
2769 op->contr->braced = 0; 2715 op->contr->braced = 0;
2774 2720
2775 command_kill_pets (op, 0); 2721 command_kill_pets (op, 0);
2776 2722
2777 if (op->stats.food < 0) 2723 if (op->stats.food < 0)
2778 { 2724 {
2779 if (op->contr->explore)
2780 {
2781 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2782 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2783 op->stats.food = 999;
2784 return;
2785 }
2786 sprintf (buf, "%s starved to death.", &op->name); 2725 sprintf (buf, "%s starved to death.", &op->name);
2787 strcpy (op->contr->killer, "starvation"); 2726 strcpy (op->contr->killer, "starvation");
2788 } 2727 }
2789 else 2728 else
2790 {
2791 if (op->contr->explore)
2792 {
2793 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2794 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2795 op->stats.hp = op->stats.maxhp;
2796 return;
2797 }
2798 sprintf (buf, "%s died.", &op->name); 2729 sprintf (buf, "%s died.", &op->name);
2799 } 2730
2800 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2801 2732
2802 /* save the map location for corpse, gravestone */ 2733 /* save the map location for corpse, gravestone */
2803 x = op->x; 2734 x = op->x;
2804 y = op->y; 2735 y = op->y;
2805 map = op->map; 2736 map = op->map;
2806
2807 2737
2808 /* NOT_PERMADEATH code. This basically brings the character back to 2738 /* NOT_PERMADEATH code. This basically brings the character back to
2809 * 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.
2810 * 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.
2811 */ 2741 */
2828 num_stats_lose = 1; 2758 num_stats_lose = 1;
2829 else 2759 else
2830 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2760 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2831 } 2761 }
2832 else 2762 else
2833 {
2834 num_stats_lose = 1; 2763 num_stats_lose = 1;
2835 } 2764
2836 lost_a_stat = 0; 2765 lost_a_stat = 0;
2837 2766
2838 for (z = 0; z < num_stats_lose; z++) 2767 for (z = 0; z < num_stats_lose; z++)
2839 { 2768 {
2840 i = RANDOM () % NUM_STATS; 2769 i = RANDOM () % NUM_STATS;
2998 /* */ 2927 /* */
2999 /****************************************/ 2928 /****************************************/
3000 2929
3001 enter_player_savebed (op); 2930 enter_player_savebed (op);
3002 2931
3003 /* Save the player before inserting the force to reduce
3004 * chance of abuse.
3005 */
3006 op->contr->braced = 0; 2932 op->contr->braced = 0;
3007 op->contr->save ();
3008 2933
3009 /* it is possible that the player has blown something up 2934 /* it is possible that the player has blown something up
3010 * at his savebed location, and that can have long lasting 2935 * at his savebed location, and that can have long lasting
3011 * spell effects. So first see if there is a spell effect 2936 * spell effects. So first see if there is a spell effect
3012 * on the space that might harm the player. 2937 * on the space that might harm the player.
3057 tmp->x = op->x, tmp->y = op->y; 2982 tmp->x = op->x, tmp->y = op->y;
3058 if (tmp->type == CONTAINER) 2983 if (tmp->type == CONTAINER)
3059 { /* empty container to ground */ 2984 { /* empty container to ground */
3060 loot_object (tmp); 2985 loot_object (tmp);
3061 } 2986 }
3062 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))))
3063 { 2988 {
3064 if (tmp->nrof > 1) 2989 if (tmp->nrof > 1)
3065 { 2990 {
3066 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2991 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3067 tmp2->destroy (); 2992 tmp2->destroy ();
3224 3149
3225 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3150 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3226 3151
3227 /* 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! */
3228 if (op->type == PLAYER && op->contr->run_on) 3153 if (op->type == PLAYER && op->contr->run_on)
3229 {
3230 if (!skop || num >= skop->level) 3154 if (!skop || num >= skop->level)
3231 { 3155 {
3232 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!");
3233 make_visible (op); 3157 make_visible (op);
3234 return; 3158 return;
3235 } 3159 }
3236 else 3160 else
3237 num += 20; 3161 num += 20;
3238 } 3162
3239 num += op->map->difficulty; 3163 num += op->map->difficulty;
3240 hide = hideability (op); /* modify by terrain hidden level */ 3164 hide = hideability (op); /* modify by terrain hidden level */
3241 num -= hide; 3165 num -= hide;
3166
3242 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3167 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3243 { 3168 {
3244 make_visible (op); 3169 make_visible (op);
3245 if (op->type == PLAYER) 3170 if (op->type == PLAYER)
3246 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!");
3247 } 3172 }
3248 else if (op->type == PLAYER && skop) 3173 else if (op->type == PLAYER && skop)
3249 {
3250 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);
3251 }
3252} 3175}
3253 3176
3254/* determine if who is standing near a hostile creature. */ 3177/* determine if who is standing near a hostile creature. */
3255 3178
3256int 3179int
3323 if (pl->type != PLAYER) 3246 if (pl->type != PLAYER)
3324 { 3247 {
3325 LOG (llevError, "player_can_view() called for non-player object\n"); 3248 LOG (llevError, "player_can_view() called for non-player object\n");
3326 return -1; 3249 return -1;
3327 } 3250 }
3251
3328 if (!pl || !op) 3252 if (!pl || !op)
3329 return 0; 3253 return 0;
3330 3254
3331 if (op->head)
3332 {
3333 op = op->head; 3255 op = op->head_ ();
3334 } 3256
3335 get_rangevector (pl, op, &rv, 0x1); 3257 get_rangevector (pl, op, &rv, 0x1);
3336 3258
3337 /* starting with the 'head' part, lets loop 3259 /* starting with the 'head' part, lets loop
3338 * through the object and find if it has any 3260 * through the object and find if it has any
3339 * part that is in the los array but isnt on 3261 * part that is in the los array but isnt on
3469 if (trlist == NULL || who->type != PLAYER) 3391 if (trlist == NULL || who->type != PLAYER)
3470 return; 3392 return;
3471 3393
3472 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++);
3473 3395
3474 if (tr == NULL || tr->item == NULL) 3396 if (!tr || !tr->item)
3475 { 3397 {
3476 /* 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]); */
3477 return; 3399 return;
3478 } 3400 }
3479 3401
3604 * not readied. 3526 * not readied.
3605 */ 3527 */
3606void 3528void
3607player_unready_range_ob (player *pl, object *ob) 3529player_unready_range_ob (player *pl, object *ob)
3608{ 3530{
3609 rangetype i;
3610
3611 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))
3612 {
3613 if (pl->ranges[i] == ob) 3532 if (pl->ranges[i] == ob)
3614 { 3533 {
3615 pl->ranges[i] = NULL; 3534 pl->ranges[i] = 0;
3616 if (pl->shoottype == i) 3535 if (pl->shoottype == i)
3617 {
3618 pl->shoottype = range_none; 3536 pl->shoottype = range_none;
3619 }
3620 } 3537 }
3621 }
3622} 3538}

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