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 1.116 by root, Sun Apr 29 03:44:36 2007 UTC vs.
Revision 1.122 by root, Wed May 9 11:32:31 2007 UTC

21 * 21 *
22 * 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>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 26#include <sproto.h>
28#include <sounds.h> 27#include <sounds.h>
29#include <living.h> 28#include <living.h>
30#include <object.h> 29#include <object.h>
31#include <spells.h> 30#include <spells.h>
202 201
203 ob->remove (); 202 ob->remove ();
204 ob->map = 0; 203 ob->map = 0;
205 party = 0; 204 party = 0;
206 205
207 // for weird reasons, this is often "ob", keeping a circular reference 206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208 ranges [range_skill] = 0;
209 207
210 players.erase (this); 208 players.erase (this);
211} 209}
212 210
213// connect the player with a specific client 211// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings 212// also changes, rationalises, and fixes some incorrect settings
215void 213void
216player::connect (client *ns) 214player::connect (client *ns)
217{ 215{
218 this->ns = ns; 216 this->ns = ns;
219 ns->pl = this; 217 ns->pl = this;
230 ns->reset_stats (); 228 ns->reset_stats ();
231 229
232 /* make sure he's a player -- needed because of class change. */ 230 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid 231 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race; 232 ob->race = ob->arch->clone.race;
235
236 if (!legal_range (ob, shoottype))
237 shoottype = range_none;
238 233
239 ob->carrying = sum_weight (ob); 234 ob->carrying = sum_weight (ob);
240 link_player_skills (ob); 235 link_player_skills (ob);
241 236
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
263 258
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265 260
266 esrv_new_player (this, ob->weight + ob->carrying); 261 esrv_new_player (this, ob->weight + ob->carrying);
267 262
263 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED])
265 switch (op->type)
266 {
267 case WAND:
268 case ROD:
269 case HORN:
270 case BOW:
271 case SKILL:
272 case SKILL_TOOL:
273 case WEAPON:
274 fprintf (stderr, "applied<%s>\n", &op->name);//D
275 apply_special (ob, op, AP_UNAPPLY);
276 apply_special (ob, op, AP_APPLY);
277 break;
278 }
279
268 ob->update_stats (); 280 ob->update_stats ();
269 ns->floorbox_update (); 281 ns->floorbox_update ();
270 282
271 esrv_send_inventory (ob, ob); 283 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0); 284 esrv_add_spells (this, 0);
325 unapply = unapply_nochoice; 337 unapply = unapply_nochoice;
326 338
327 savebed_map = first_map_path; /* Init. respawn position */ 339 savebed_map = first_map_path; /* Init. respawn position */
328 340
329 gen_sp_armour = 10; 341 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 342 bowtype = bow_normal;
332 petmode = pet_normal; 343 petmode = pet_normal;
333 listening = 10; 344 listening = 10;
334 usekeys = containers; 345 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 346 peaceful = 1; /* default peaceful */
1014 /* Cornered, get rid of scared */ 1025 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 1026 CLEAR_FLAG (op, FLAG_SCARED);
1016 op->enemy = NULL; 1027 op->enemy = NULL;
1017} 1028}
1018 1029
1019
1020/* check_pick sees if there is stuff to be picked up/picks up stuff. 1030/* check_pick sees if there is stuff to be picked up/picks up stuff.
1021 * IT returns 1 if the player should keep on moving, 0 if he should 1031 * It returns 1 if the player should keep on moving, 0 if he should
1022 * stop. 1032 * stop.
1023 */ 1033 */
1024int 1034int
1025check_pick (object *op) 1035check_pick (object *op)
1026{ 1036{
1464 * find_better_arrow to find a decent arrow to use. 1474 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1475 * op = the shooter
1466 * type = bow->race 1476 * type = bow->race
1467 * dir = fire direction 1477 * dir = fire direction
1468 */ 1478 */
1469
1470object * 1479object *
1471pick_arrow_target (object *op, const char *type, int dir) 1480pick_arrow_target (object *op, const char *type, int dir)
1472{ 1481{
1473 object *tmp = NULL; 1482 object *tmp = NULL;
1474 maptile *m; 1483 maptile *m;
1548 { 1557 {
1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1558 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1550 return 0; 1559 return 0;
1551 } 1560 }
1552 1561
1553 if (op->type == PLAYER) 1562 if (player *pl = op->contr)
1554 bow = op->contr->ranges[range_bow]; 1563 {
1564 bow = pl->ranged_ob;
1565 op->set_weapon (bow);
1566 }
1555 else 1567 else
1556 { 1568 {
1557 for (bow = op->inv; bow; bow = bow->below) 1569 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1570 /* Don't check for applied - monsters don't apply bows - in that way, they
1559 * don't need to switch back and forth between bows and weapons. 1571 * don't need to switch back and forth between bows and weapons.
1564 if (!bow) 1576 if (!bow)
1565 { 1577 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1578 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1579 return 0;
1568 } 1580 }
1581
1582 // optimisation: move object to top so we will find it quickly again
1583 if (bow->below)
1584 {
1585 bow->remove ();
1586 op->insert (bow);
1587 }
1588
1569 } 1589 }
1570 1590
1571 if (!bow->race || !bow->skill) 1591 if (!bow->race || !bow->skill)
1572 { 1592 {
1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1705{ 1725{
1706 int ret = 0, wcmod = 0; 1726 int ret = 0, wcmod = 0;
1707 1727
1708 if (op->contr->bowtype == bow_bestarrow) 1728 if (op->contr->bowtype == bow_bestarrow)
1709 { 1729 {
1710 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1730 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1711 } 1731 }
1712 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1732 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1713 { 1733 {
1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1734 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1715 wcmod = -1; 1735 wcmod = -1;
1725 else if (op->contr->bowtype == bow_spreadshot) 1745 else if (op->contr->bowtype == bow_spreadshot)
1726 { 1746 {
1727 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1747 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1728 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1748 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1729 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1749 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1730
1731 } 1750 }
1732 else 1751 else
1733 { 1752 {
1734 /* Simple case */ 1753 /* Simple case */
1735 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1754 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1736 } 1755 }
1756
1737 return ret; 1757 return ret;
1738} 1758}
1739 1759
1740 1760
1741/* Fires a misc (wand/rod/horn) object in 'dir'. 1761/* Fires a misc (wand/rod/horn) object in 'dir'.
1742 * Broken apart from 'fire' to keep it more readable. 1762 * Broken apart from 'fire' to keep it more readable.
1743 */ 1763 */
1744void 1764void
1745fire_misc_object (object *op, int dir) 1765fire_misc_object (object *op, int dir)
1746{ 1766{
1747 object *item; 1767 object *item = op->contr->ranged_ob;
1748 1768
1749 if (!op->contr->ranges[range_misc]) 1769 if (!item)
1750 { 1770 {
1751 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1771 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1752 return; 1772 return;
1753 } 1773 }
1754 1774
1755 item = op->contr->ranges[range_misc];
1756 if (!item->inv) 1775 if (!item->inv)
1757 { 1776 {
1758 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1777 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1759 return; 1778 return;
1760 } 1779 }
1780
1781 op->set_weapon (item);
1782
1761 if (item->type == WAND) 1783 if (item->type == WAND)
1762 { 1784 {
1763 if (item->stats.food <= 0) 1785 if (item->stats.food <= 0)
1764 { 1786 {
1765 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1787 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1766 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1789
1767 return; 1790 return;
1768 } 1791 }
1769 } 1792 }
1770 else if (item->type == ROD || item->type == HORN) 1793 else if (item->type == ROD || item->type == HORN)
1771 { 1794 {
1772 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1795 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1773 { 1796 {
1774 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1797 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1798
1775 if (item->type == ROD) 1799 if (item->type == ROD)
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1800 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1777 else 1801 else
1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1802 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1803
1779 return; 1804 return;
1780 } 1805 }
1781 } 1806 }
1782 1807
1783 if (cast_spell (op, item, dir, item->inv, NULL)) 1808 if (cast_spell (op, item, dir, item->inv, NULL))
1814 1839
1815 /* check for loss of invisiblity/hide */ 1840 /* check for loss of invisiblity/hide */
1816 if (action_makes_visible (op)) 1841 if (action_makes_visible (op))
1817 make_visible (op); 1842 make_visible (op);
1818 1843
1819 switch (op->contr->shoottype) 1844 player *pl = op->contr;
1845
1846 if (pl->golem)
1820 { 1847 {
1821 case range_none: 1848 control_golem (op->contr->golem, dir);
1822 return; 1849 return;
1850 }
1823 1851
1824 case range_bow: 1852 object *ob = pl->ranged_ob;
1853
1854 if (!ob)
1855 return;
1856
1857 switch (ob->type)
1858 {
1859 case BOW:
1825 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
1826 return; 1861 break;
1827 1862
1828 case range_magic: /* Casting spells */ 1863 case SPELL:
1829 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1830 return; 1865 break;
1831 1866
1832 case range_misc: 1867 case BUILDER:
1868 apply_map_builder (op, dir);
1869 break;
1870
1871 case SKILL:
1872 case SKILL_TOOL:
1873 do_skill (op, op, ob, dir, 0);
1874 break;
1875
1876 default:
1833 fire_misc_object (op, dir); 1877 fire_misc_object (op, dir);
1834 return; 1878 break;
1835
1836 case range_golem: /* Control summoned monsters from scrolls */
1837 control_golem (op->contr->ranges[range_golem], dir);
1838 return;
1839
1840 case range_skill:
1841 if (!op->chosen_skill)
1842 {
1843 if (op->type == PLAYER)
1844 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1845
1846 return;
1847 }
1848
1849 do_skill (op, op, op->chosen_skill, dir, NULL);
1850 return;
1851 case range_builder:
1852 apply_map_builder (op, dir);
1853 return;
1854 default:
1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1856 return;
1857 } 1879 }
1858} 1880}
1859 1881
1860/* find_key 1882/* find_key
1861 * We try to find a key for the door as passed. If we find a key 1883 * We try to find a key for the door as passed. If we find a key
1961 if (key) 1983 if (key)
1962 { 1984 {
1963 object *container = key->env; 1985 object *container = key->env;
1964 1986
1965 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1987 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988
1966 if (action_makes_visible (op)) 1989 if (action_makes_visible (op))
1967 make_visible (op); 1990 make_visible (op);
1991
1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1992 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1969 spring_trap (door->inv, op); 1993 spring_trap (door->inv, op);
1970 1994
1971 if (door->type == DOOR) 1995 if (door->type == DOOR)
1972 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1996 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2002 */ 2026 */
2003void 2027void
2004move_player_attack (object *op, int dir) 2028move_player_attack (object *op, int dir)
2005{ 2029{
2006 object *tmp, *mon; 2030 object *tmp, *mon;
2007 sint16 nx, ny;
2008 int on_battleground; 2031 int on_battleground;
2009 maptile *m; 2032 maptile *m;
2010 2033
2011 nx = freearr_x[dir] + op->x; 2034 sint16 nx = freearr_x[dir] + op->x;
2012 ny = freearr_y[dir] + op->y; 2035 sint16 ny = freearr_y[dir] + op->y;
2013 2036
2014 on_battleground = op_on_battleground (op, 0, 0); 2037 on_battleground = op_on_battleground (op, 0, 0);
2015 2038
2016 /* If braced, or can't move to the square, and it is not out of the 2039 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 2040 * map, attack it. Note order of if statement is important - don't
2097 /* If we're braced, we don't want to switch places with it */ 2120 /* If we're braced, we don't want to switch places with it */
2098 if (op->contr->braced) 2121 if (op->contr->braced)
2099 return; 2122 return;
2100 2123
2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2124 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2102 (void) push_ob (mon, dir, op); 2125 push_ob (mon, dir, op);
2103 if (op->contr->tmp_invis || op->hide) 2126 if (op->contr->tmp_invis || op->hide)
2104 make_visible (op); 2127 make_visible (op);
2105 2128
2106 return; 2129 return;
2107 } 2130 }
2450 gen_grace = op->stats.maxgrace; 2473 gen_grace = op->stats.maxgrace;
2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2474 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2452 } 2475 }
2453 2476
2454 /* Regenerate Spell Points */ 2477 /* Regenerate Spell Points */
2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0) 2478 if (!op->contr->golem && --op->last_sp < 0)
2456 { 2479 {
2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2480 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2458 if (op->stats.sp < op->stats.maxsp) 2481 if (op->stats.sp < op->stats.maxsp)
2459 { 2482 {
2460 op->stats.sp++; 2483 op->stats.sp++;
3495 * not readied. 3518 * not readied.
3496 */ 3519 */
3497void 3520void
3498player_unready_range_ob (player *pl, object *ob) 3521player_unready_range_ob (player *pl, object *ob)
3499{ 3522{
3500 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3523 if (pl->ob->current_weapon == ob)
3524 pl->ob->current_weapon = 0;
3525
3526 if (pl->combat_ob == ob)
3527 pl->combat_ob = 0;
3528
3501 if (pl->ranges[i] == ob) 3529 if (pl->ranged_ob == ob)
3502 {
3503 pl->ranges[i] = 0; 3530 pl->ranged_ob = 0;
3504 if (pl->shoottype == i)
3505 pl->shoottype = range_none;
3506 }
3507} 3531}
3508 3532
3509sint8 3533sint8
3510player::visibility_at (maptile *map, int x, int y) const 3534player::visibility_at (maptile *map, int x, int y) const
3511{ 3535{

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines