ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.98 by root, Wed Jan 10 01:32:50 2007 UTC vs.
Revision 1.106 by pippijn, Fri Mar 2 10:15:40 2007 UTC

116 116
117 news[0] = '\0'; 117 news[0] = '\0';
118 subject[0] = '\0'; 118 subject[0] = '\0';
119 size = 0; 119 size = 0;
120 120
121 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
122 { 122 {
123 if (*buf == '#') 123 if (*buf == '#')
124 continue; 124 continue;
125 125
126 if (*buf == '%') 126 if (*buf == '%')
197 remove_friendly_object (ob); 197 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 198 ob->deactivate_recursive ();
199 maplevel = ob->map->path; 199 maplevel = ob->map->path;
200 ob->remove (); 200 ob->remove ();
201 ob->map = 0; 201 ob->map = 0;
202 party = 0;
202 203
203 // for weird reasons, this is often "ob", keeping a circular reference 204 // for weird reasons, this is often "ob", keeping a circular reference
204 ranges [range_skill] = 0; 205 ranges [range_skill] = 0;
205 206
206 players.erase (this); 207 players.erase (this);
214 this->ns = ns; 215 this->ns = ns;
215 ns->pl = this; 216 ns->pl = this;
216 217
217 run_on = 0; 218 run_on = 0;
218 fire_on = 0; 219 fire_on = 0;
219 ob->container = 0; //TODO: client-specific 220 ob->close_container (); //TODO: client-specific
220 221
221 ns->update_look = 0; 222 ns->update_look = 0;
222 ns->look_position = 0; 223 ns->look_position = 0;
223 224
224 clear_los (ob); 225 clear_los (ob);
236 link_player_skills (ob); 237 link_player_skills (ob);
237 238
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239 240
240 assign (title, ob->arch->clone.name); 241 assign (title, ob->arch->clone.name);
241
242 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
243 * from the class, and not race. I don't see any way to get the class information
244 * to then update this. I don't think this will actually break anything - anyone
245 * that can use armour should be able to use a shield. What this may 'break'
246 * are features new characters get, eg, if someone starts up with a Q, they
247 * should be able to use a shield. However, old Q's won't get that advantage.
248 */
249 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
250 SET_FLAG (ob, FLAG_USE_SHIELD);
251 242
252 /* if it's a dragon player, set the correct title here */ 243 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob)) 244 if (is_dragon_pl (ob))
254 { 245 {
255 object *tmp, *abil = 0, *skin = 0; 246 object *tmp, *abil = 0, *skin = 0;
300 ns->reset_stats (); 291 ns->reset_stats ();
301 ns->pl = 0; 292 ns->pl = 0;
302 this->ns = 0; 293 this->ns = 0;
303 } 294 }
304 295
296 if (ob)
305 ob->container = 0; //TODO: client-specific 297 ob->close_container (); //TODO: client-specific
298
306 deactivate (); 299 deactivate ();
307} 300}
308 301
309// the need for this function can be explained 302// the need for this function can be explained
310// by load_object not returning the object 303// by load_object not returning the object
311void 304void
312player::set_object (object *op) 305player::set_object (object *op)
313{ 306{
314 ob = op; 307 ob = op;
315 ob->contr = this; /* this aren't yet in archetype */ 308 ob->contr = this; /* this aren't yet in archetype */
316 309
317 ob->speed_left = 0.5; 310 ob->speed_left = 0.5;
318 ob->speed = 1.0; 311 ob->speed = 1.0;
319 ob->direction = 5; /* So player faces south */ 312 ob->direction = 5; /* So player faces south */
320 ob->stats.wc = 2;
321 ob->run_away = 25; /* Then we panick... */
322
323 ob->roll_stats ();
324} 313}
325 314
326player::player () 315player::player ()
327{ 316{
328 /* There are some elements we want initialised to non zero value - 317 /* There are some elements we want initialised to non zero value -
372player::create () 361player::create ()
373{ 362{
374 player *pl = new player; 363 player *pl = new player;
375 364
376 pl->set_object (arch_to_object (get_player_archetype (0))); 365 pl->set_object (arch_to_object (get_player_archetype (0)));
366
367 pl->ob->roll_stats ();
368 pl->ob->stats.wc = 2;
369 pl->ob->run_away = 25; /* Then we panick... */
370
377 set_first_map (pl->ob); 371 set_first_map (pl->ob);
378 372
379 return pl; 373 return pl;
380} 374}
381 375
527 x = mon->x; 521 x = mon->x;
528 y = mon->y; 522 y = mon->y;
529 m = mon->map; 523 m = mon->map;
530 dir = rv.direction; 524 dir = rv.direction;
531 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
532 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527
533 /* If we can't solve it within the search distance, return now. */ 528 /* If we can't solve it within the search distance, return now. */
534 if (diff > max) 529 if (diff > max)
535 return 0; 530 return 0;
531
536 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
537 { 533 {
538 lastx = x; 534 lastx = x;
539 lasty = y; 535 lasty = y;
540 lastmap = m; 536 lastmap = m;
622 max--; 618 max--;
623 lastdir = dir; 619 lastdir = dir;
624 if (!firstdir) 620 if (!firstdir)
625 firstdir = dir; 621 firstdir = dir;
626 } 622 }
623
627 if (diff <= 1) 624 if (diff <= 1)
628 { 625 {
629 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance. 627 * headed toward player for entire distance.
631 */ 628 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
633 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
634 } 631 }
632
635 if (diff > max) 633 if (diff > max)
636 return 0; 634 return 0;
637 } 635 }
636
638 /* If we reached the max, didn't find a direction in time */ 637 /* If we reached the max, didn't find a direction in time */
639 if (!max) 638 if (!max)
640 return 0; 639 return 0;
641 640
642 return firstdir; 641 return firstdir;
756roll_stat (void) 755roll_stat (void)
757{ 756{
758 int a[4], i, j, k; 757 int a[4], i, j, k;
759 758
760 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
761 a[i] = (int) RANDOM () % 6 + 1; 760 a[i] = (int) rndm (6) + 1;
762 761
763 for (i = 0, j = 0, k = 7; i < 4; i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
764 if (a[i] < k) 763 if (a[i] < k)
765 k = a[i], j = i; 764 k = a[i], j = i;
766 765
1031int 1030int
1032check_pick (object *op) 1031check_pick (object *op)
1033{ 1032{
1034 object *tmp, *next; 1033 object *tmp, *next;
1035 int stop = 0; 1034 int stop = 0;
1036 int j, k, wvratio; 1035 int wvratio;
1037 char putstring[128], tmpstr[16]; 1036 char putstring[128];
1038 1037
1039 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1040 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1041 return 1; 1040 return 1;
1042 1041
1379 * found object is returned. 1378 * found object is returned.
1380 */ 1379 */
1381object * 1380object *
1382find_arrow (object *op, const char *type) 1381find_arrow (object *op, const char *type)
1383{ 1382{
1384 object *tmp = NULL; 1383 object *tmp = 0;
1385 1384
1386 for (op = op->inv; op; op = op->below) 1385 for (op = op->inv; op; op = op->below)
1387 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1388 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1389 else if (op->type == ARROW && op->race == type) 1388 else if (op->type == ARROW && op->race == type)
1390 return op; 1389 return op;
1390
1391 return tmp; 1391 return tmp;
1392} 1392}
1393 1393
1394/* 1394/*
1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1396 * against the target. A full test is not performed, simply a basic test 1396 * against the target. A full test is not performed, simply a basic test
1397 * of resistances. The archer is making a quick guess at what he sees down 1397 * of resistances. The archer is making a quick guess at what he sees down
1398 * the hall. Failing that it does it's best to pick the highest plus arrow. 1398 * the hall. Failing that it does it's best to pick the highest plus arrow.
1399 */ 1399 */
1400
1401object * 1400object *
1402find_better_arrow (object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1403{ 1402{
1404 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1405 int attacknum, attacktype, betterby = 0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1865 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1866 return; 1865 return;
1867 } 1866 }
1868} 1867}
1869 1868
1870
1871
1872/* find_key 1869/* find_key
1873 * We try to find a key for the door as passed. If we find a key 1870 * We try to find a key for the door as passed. If we find a key
1874 * and successfully use it, we return the key, otherwise NULL 1871 * and successfully use it, we return the key, otherwise NULL
1875 * This function merges both normal and locked door, since the logic 1872 * This function merges both normal and locked door, since the logic
1876 * for both is the same - just the specific key is different. 1873 * for both is the same - just the specific key is different.
1877 * pl is the player, 1874 * pl is the player,
1878 * inv is the objects inventory to searched 1875 * inv is the objects inventory to searched
1879 * door is the door we are trying to match against. 1876 * door is the door we are trying to match against.
1880 * This function can be called recursively to search containers. 1877 * This function can be called recursively to search containers.
1881 */ 1878 */
1882
1883object * 1879object *
1884find_key (object *pl, object *container, object *door) 1880find_key (object *pl, object *container, object *door)
1885{ 1881{
1886 object *tmp, *key; 1882 object *tmp, *key;
1887 1883
1888 /* Should not happen, but sanity checking is never bad */ 1884 /* Should not happen, but sanity checking is never bad */
1889 if (container->inv == NULL) 1885 if (!container->inv)
1890 return NULL; 1886 return 0;
1891 1887
1892 /* First, lets try to find a key in the top level inventory */ 1888 /* First, lets try to find a key in the top level inventory */
1893 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1889 for (tmp = container->inv; tmp; tmp = tmp->below)
1894 { 1890 {
1895 if (door->type == DOOR && tmp->type == KEY) 1891 if (door->type == DOOR && tmp->type == KEY)
1896 break; 1892 break;
1897 /* For sanity, we should really check door type, but other stuff 1893 /* For sanity, we should really check door type, but other stuff
1898 * (like containers) can be locked with special keys 1894 * (like containers) can be locked with special keys
1899 */ 1895 */
1900 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1901 break; 1897 break;
1902 } 1898 }
1899
1903 /* No key found - lets search inventories now */ 1900 /* No key found - lets search inventories now */
1904 /* If we find and use a key in an inventory, return at that time. 1901 /* If we find and use a key in an inventory, return at that time.
1905 * otherwise, if we search all the inventories and still don't find 1902 * otherwise, if we search all the inventories and still don't find
1906 * a key, return 1903 * a key, return
1907 */ 1904 */
1908 if (!tmp) 1905 if (!tmp)
1909 { 1906 {
1910 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1907 for (tmp = container->inv; tmp; tmp = tmp->below)
1911 { 1908 {
1912 /* No reason to search empty containers */ 1909 /* No reason to search empty containers */
1913 if (tmp->type == CONTAINER && tmp->inv) 1910 if (tmp->type == CONTAINER && tmp->inv)
1914 { 1911 {
1915 if ((key = find_key (pl, tmp, door)) != NULL) 1912 if ((key = find_key (pl, tmp, door)))
1916 return key; 1913 return key;
1917 } 1914 }
1918 } 1915 }
1916
1919 if (!tmp) 1917 if (!tmp)
1920 return NULL; 1918 return NULL;
1921 } 1919 }
1920
1922 /* We get down here if we have found a key. Now if its in a container, 1921 /* We get down here if we have found a key. Now if its in a container,
1923 * see if we actually want to use it 1922 * see if we actually want to use it
1924 */ 1923 */
1925 if (pl != container) 1924 if (pl != container)
1926 { 1925 {
1947 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1948 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1947 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1949 return NULL; 1948 return NULL;
1950 } 1949 }
1951 } 1950 }
1951
1952 return tmp; 1952 return tmp;
1953} 1953}
1954 1954
1955/* moved door processing out of move_player_attack. 1955/* moved door processing out of move_player_attack.
1956 * returns 1 if player has opened the door with a key 1956 * returns 1 if player has opened the door with a key
1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1975 if (action_makes_visible (op)) 1975 if (action_makes_visible (op))
1976 make_visible (op); 1976 make_visible (op);
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op); 1978 spring_trap (door->inv, op);
1979
1979 if (door->type == DOOR) 1980 if (door->type == DOOR)
1980 {
1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1982 }
1983 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
1984 { 1983 {
1985 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1986 remove_door2 (door); /* remove door without violence ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
1987 } 1986 }
1987
1988 /* Do this after we print the message */ 1988 /* Do this after we print the message */
1989 decrease_ob (key); /* Use up one of the keys */ 1989 decrease_ob (key); /* Use up one of the keys */
1990 /* Need to update the weight the container the key was in */ 1990 /* Need to update the weight the container the key was in */
1991 if (container != op) 1991 if (container != op)
1992 esrv_update_item (UPD_WEIGHT, op, container); 1992 esrv_update_item (UPD_WEIGHT, op, container);
1993
1993 return 1; /* Nothing more to do below */ 1994 return 1; /* Nothing more to do below */
1994 } 1995 }
1995 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
1996 { 1997 {
1997 /* Might as well return now - no other way to open this */ 1998 /* Might as well return now - no other way to open this */
1998 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1999 return 1; 2000 return 1;
2000 } 2001 }
2002
2001 return 0; 2003 return 0;
2002} 2004}
2003 2005
2004/* This function is just part of a breakup from move_player. 2006/* This function is just part of a breakup from move_player.
2005 * It should keep the code cleaner. 2007 * It should keep the code cleaner.
2211 return 0; 2213 return 0;
2212 } 2214 }
2213 2215
2214 /* peterm: added following line */ 2216 /* peterm: added following line */
2215 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2216 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2217 2219
2218 op->facing = dir; 2220 op->facing = dir;
2219 2221
2220 if (op->hide) 2222 if (op->hide)
2221 do_hidden_move (op); 2223 do_hidden_move (op);
2362 * from. 2364 * from.
2363 */ 2365 */
2364void 2366void
2365remove_unpaid_objects (object *op, object *env) 2367remove_unpaid_objects (object *op, object *env)
2366{ 2368{
2367 object *next;
2368
2369 while (op) 2369 while (op)
2370 { 2370 {
2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2372 2372
2373 if (QUERY_FLAG (op, FLAG_UNPAID)) 2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2703 tmp->name = buf; 2703 tmp->name = buf;
2704 sprintf (buf, " This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
2705 " 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",
2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2707 tmp->msg = buf; 2707 tmp->msg = buf;
2708 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2708 tmp->value = 0, tmp->type = 0;
2709 tmp->materialname = NULL; 2709 tmp->materialname = "organics";
2710 tmp->insert_at (op, tmp); 2710 tmp->insert_at (op, tmp);
2711 } 2711 }
2712 2712
2713 /* teleport defeated player to new destination */ 2713 /* teleport defeated player to new destination */
2714 transfer_ob (op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
2966void 2966void
2967loot_object (object *op) 2967loot_object (object *op)
2968{ /* Grab and destroy some treasure */ 2968{ /* Grab and destroy some treasure */
2969 object *tmp, *tmp2, *next; 2969 object *tmp, *tmp2, *next;
2970 2970
2971 if (op->container) 2971 op->close_container (); /* close open sack first */
2972 esrv_apply_container (op, op->container); /* close open sack first */
2973 2972
2974 for (tmp = op->inv; tmp; tmp = next) 2973 for (tmp = op->inv; tmp; tmp = next)
2975 { 2974 {
2976 next = tmp->below; 2975 next = tmp->below;
2977 2976
2978 if (tmp->invisible) 2977 if (tmp->invisible)
2979 continue; 2978 continue;
2980 2979
2981 tmp->remove (); 2980 tmp->remove ();
2982 tmp->x = op->x, tmp->y = op->y; 2981 tmp->x = op->x, tmp->y = op->y;
2982
2983 if (tmp->type == CONTAINER) 2983 if (tmp->type == CONTAINER)
2984 { /* empty container to ground */ 2984 loot_object (tmp); /* empty container to ground */
2985 loot_object (tmp); 2985
2986 }
2987 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2986 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2988 { 2987 {
2989 if (tmp->nrof > 1) 2988 if (tmp->nrof > 1)
2990 { 2989 {
2991 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2992 tmp2->destroy (); 2991 tmp2->destroy ();
3003/* 3002/*
3004 * fix_weight(): Check recursively the weight of all players, and fix 3003 * fix_weight(): Check recursively the weight of all players, and fix
3005 * what needs to be fixed. Refresh windows and fix speed if anything 3004 * what needs to be fixed. Refresh windows and fix speed if anything
3006 * was changed. 3005 * was changed.
3007 */ 3006 */
3008
3009void 3007void
3010fix_weight (void) 3008fix_weight (void)
3011{ 3009{
3012 for_all_players (pl) 3010 for_all_players (pl)
3013 { 3011 {
3079} 3077}
3080 3078
3081int 3079int
3082is_true_undead (object *op) 3080is_true_undead (object *op)
3083{ 3081{
3084 object *tmp = NULL;
3085
3086 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3087 return 1; 3083 return 1;
3088 3084
3089 return 0; 3085 return 0;
3090} 3086}
3534 pl->ranges[i] = 0; 3530 pl->ranges[i] = 0;
3535 if (pl->shoottype == i) 3531 if (pl->shoottype == i)
3536 pl->shoottype = range_none; 3532 pl->shoottype = range_none;
3537 } 3533 }
3538} 3534}
3535
3536sint8
3537player::visibility_at (maptile *map, int x, int y) const
3538{
3539 if (!ns)
3540 return 0;
3541
3542 int dx, dy;
3543 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3544 return 0;
3545
3546 x += dx - ns->current_x + ns->mapx / 2;
3547 y += dy - ns->current_y + ns->mapy / 2;
3548
3549 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3550 return 0;
3551
3552 return 100 - blocked_los [x][y];
3553}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines