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Comparing deliantra/server/server/player.C (file contents):
Revision 1.137 by root, Thu May 17 14:14:55 2007 UTC vs.
Revision 1.153 by root, Tue Jul 10 05:51:38 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
150} 149}
151 150
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
156}
157
158/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
159static void 152static void
160set_first_map (object *op) 153set_first_map (object *op)
161{ 154{
162 op->contr->maplevel = first_map_path; 155 op->contr->maplevel = first_map_path;
163 op->x = -1; 156 op->x = -1;
164 op->y = -1; 157 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178} 158}
179 159
180void 160void
181player::activate () 161player::activate ()
182{ 162{
187 ob->remove (); 167 ob->remove ();
188 ob->map = 0; 168 ob->map = 0;
189 ob->activate_recursive (); 169 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob); 171 add_friendly_object (ob);
192 enter_map ();
193} 172}
194 173
195void 174void
196player::deactivate () 175player::deactivate ()
197{ 176{
227 ob->close_container (); //TODO: client-specific 206 ob->close_container (); //TODO: client-specific
228 207
229 ns->update_look = 0; 208 ns->update_look = 0;
230 ns->look_position = 0; 209 ns->look_position = 0;
231 210
232 clear_los (ob); 211 clear_los (this);
233 212
234 ns->reset_stats (); 213 ns->reset_stats ();
235 214
236 /* make sure he's a player -- needed because of class change. */ 215 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid 216 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race; 217 ob->race = ob->arch->race;
239 218
240 ob->carrying = sum_weight (ob); 219 ob->carrying = sum_weight (ob);
241 link_player_skills (ob); 220 link_player_skills (ob);
242 221
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244 223
245 assign (title, ob->arch->clone.name); 224 assign (title, ob->arch->object::name);
246 225
247 /* if it's a dragon player, set the correct title here */ 226 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob)) 227 if (is_dragon_pl (ob))
249 { 228 {
250 object *tmp, *abil = 0, *skin = 0; 229 object *tmp, *abil = 0, *skin = 0;
251 230
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below) 231 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE) 232 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force) 233 if (tmp->arch->archname == shstr_dragon_ability_force)
258 abil = tmp; 234 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force) 235 else if (tmp->arch->archname == shstr_dragon_skin_force)
260 skin = tmp; 236 skin = tmp;
261 237
262 set_dragon_name (ob, abil, skin); 238 set_dragon_name (ob, abil, skin);
263 } 239 }
264 240
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266 242
267 esrv_new_player (this, ob->weight + ob->carrying); 243 esrv_new_player (this, ob->weight + ob->carrying);
244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
268 248
269 for (object *op = ob->inv; op; op = op->below) 249 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED]) 250 if (op->flag [FLAG_APPLIED])
271 switch (op->type) 251 switch (op->type)
272 { 252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
273 case WAND: 257 case WAND:
274 case ROD: 258 case ROD:
275 case HORN: 259 case HORN:
276 case BOW: 260 case BOW:
277 case SKILL: 261 ranged_ob = op;
278 case SKILL_TOOL: 262 break;
263
279 case WEAPON: 264 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY); 265 combat_ob = op;
281 apply_special (ob, op, AP_APPLY);
282 break; 266 break;
283 } 267 }
284 268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
285 ob->update_stats (); 270 ob->update_stats ();
271
286 ns->floorbox_update (); 272 ns->floorbox_update ();
287
288 esrv_send_inventory (ob, ob); 273 esrv_send_inventory (ob, ob);
289 esrv_add_spells (this, 0); 274 esrv_add_spells (this, 0);
290 275
291 activate (); 276 activate ();
292 277
313 ns = 0; 298 ns = 0;
314 } 299 }
315 300
316 if (ob) 301 if (ob)
317 ob->close_container (); //TODO: client-specific 302 ob->close_container (); //TODO: client-specific
303
304 observe = ob;
318 305
319 deactivate (); 306 deactivate ();
320} 307}
321 308
322// the need for this function can be explained 309// the need for this function can be explained
323// by load_object not returning the object 310// by load_object not returning the object
324void 311void
325player::set_object (object *op) 312player::set_object (object *op)
326{ 313{
327 ob = op; 314 ob = observe = op;
328 ob->contr = this; /* this aren't yet in archetype */ 315 ob->contr = this; /* this aren't yet in archetype */
329 316
330 ob->speed_left = 0.5f;
331 ob->speed = 1.0f; 317 ob->speed = 1.0f;
318 ob->speed_left = 0.5f;
319
332 ob->direction = 5; /* So player faces south */ 320 ob->direction = 5; /* So player faces south */
321}
322
323void
324player::set_observe (object *op)
325{
326 observe = op ? op : ob;
327 do_los = 1;
333} 328}
334 329
335player::player () 330player::player ()
336{ 331{
337 /* There are some elements we want initialised to non zero value - 332 /* There are some elements we want initialised to non zero value -
348 petmode = pet_normal; 343 petmode = pet_normal;
349 listening = 10; 344 listening = 10;
350 usekeys = containers; 345 usekeys = containers;
351 peaceful = 1; /* default peaceful */ 346 peaceful = 1; /* default peaceful */
352 do_los = 1; 347 do_los = 1;
348
349 weapon_sp = 1.0f;
350 weapon_sp_left = 0.5f;
353} 351}
354 352
355void 353void
356player::do_destroy () 354player::do_destroy ()
357{ 355{
362 if (ob) 360 if (ob)
363 { 361 {
364 ob->destroy_inv (false); 362 ob->destroy_inv (false);
365 ob->destroy (); 363 ob->destroy ();
366 } 364 }
365
366 ob = observe = 0;
367} 367}
368 368
369player::~player () 369player::~player ()
370{ 370{
371 /* Clear item stack */ 371 /* Clear item stack */
398 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
399 */ 399 */
400archetype * 400archetype *
401get_player_archetype (archetype *at) 401get_player_archetype (archetype *at)
402{ 402{
403 archetype *start = at; 403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
404 404
405 for (;;) 405 for (;;)
406 { 406 {
407 if (at == NULL || at->next == NULL) 407 if (++i == archetypes.end ())
408 at = first_archetype; 408 i = archetypes.begin ();
409 else 409 else if (*i == at)
410 at = at->next; 410 cleanup ("not a single player archetype found");
411 411
412 if (at->clone.type == PLAYER) 412 if ((*i)->type == PLAYER)
413 return at; 413 return *i;
414
415 if (at == start)
416 {
417 LOG (llevError, "No Player archetypes\n");
418 exit (-1);
419 }
420 } 414 }
421} 415}
422 416
423object * 417object *
424get_nearest_player (object *mon) 418get_nearest_player (object *mon)
914 if (*first_map_ext_path) 908 if (*first_map_ext_path)
915 { 909 {
916 object *tmp; 910 object *tmp;
917 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
918 912
919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
920 tmp = object::create (); 914 tmp = object::create ();
921 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
922 EXIT_X (tmp) = ob->x; 916 EXIT_X (tmp) = ob->x;
923 EXIT_Y (tmp) = ob->y; 917 EXIT_Y (tmp) = ob->y;
924 ob->enter_exit (tmp); /* we don't really care if it succeeded; 918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
943 int x = ob->x, y = ob->y; 937 int x = ob->x, y = ob->y;
944 938
945 ob->remove_statbonus (); 939 ob->remove_statbonus ();
946 ob->remove (); 940 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch); 941 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob); 942 ob->arch->copy_to (ob);
949 ob->instantiate (); 943 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name; 945 ob->name = ob->name_pl = name;
952 ob->x = x; 946 ob->x = x;
953 ob->y = y; 947 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name); 950 assign (ob->contr->title, ob->arch->object::name);
957 ob->add_statbonus (); 951 ob->add_statbonus ();
958 } 952 }
959 while (!allowed_class (ob)); 953 while (!allowed_class (ob));
960 954
961 update_object (ob, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
1106 if (tmp->name != NULL) 1100 if (tmp->name != NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 else 1103 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 1106
1113 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 } 1108 }
1115 1109
1116 /* philosophy: 1110 /* philosophy:
1309 /* careful: chairs and tables are weapons! */ 1303 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON) 1304 if (op->contr->mode & PU_ALLWEAPON)
1311 { 1305 {
1312 if (tmp->type == WEAPON && tmp->name != NULL) 1306 if (tmp->type == WEAPON && tmp->name != NULL)
1313 { 1307 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1316 { 1310 {
1317 pick_up (op, tmp); 1311 pick_up (op, tmp);
1318 continue; 1312 continue;
1319 } 1313 }
1320 } 1314 }
1321 1315
1322 if (tmp->type == WEAPON && tmp->name == NULL) 1316 if (tmp->type == WEAPON && tmp->name == NULL)
1323 { 1317 {
1324 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1318 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1325 { 1319 {
1326 pick_up (op, tmp); 1320 pick_up (op, tmp);
1327 continue; 1321 continue;
1328 } 1322 }
1329 } 1323 }
1354 if (tmp->name != NULL) 1348 if (tmp->name != NULL)
1355 { 1349 {
1356 fprintf (stderr, "%s", tmp->name); 1350 fprintf (stderr, "%s", tmp->name);
1357 } 1351 }
1358 else 1352 else
1359 fprintf (stderr, "%s", tmp->arch->name); 1353 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1354 fprintf (stderr, ",%d] = ", tmp->type);
1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1362#endif 1356#endif
1363 continue; 1357 continue;
1364 } 1358 }
1434 else 1428 else
1435 { 1429 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1431 {
1438 attacktype = 1 << attacknum; 1432 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1433 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1435 {
1442 tmp = arrow; 1436 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1438 }
1445 } 1439 }
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1441 {
1448 tmp = arrow; 1442 tmp = arrow;
1632 arrow->stats.grace = arrow->attacktype; 1626 arrow->stats.grace = arrow->attacktype;
1633 1627
1634 if (arrow->slaying) 1628 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying); 1629 arrow->spellarg = strdup (arrow->slaying);
1636 1630
1631#if 0
1637 if (player *pl = op->contr) 1632 if (player *pl = op->contr)
1638 { 1633 {
1639 if (!pl->has_hit)
1640 {
1641 pl->has_hit = 1;
1642 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1643 }
1644#if 0
1645 float speed = pl->weapon_sp; 1634 float speed = pl->weapon_sp;
1646 1635
1647 /* penalize ROF for bestarrow */ 1636 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow) 1637 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f; 1638 speed *= .9f;
1650 else 1639 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1640 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652 1641
1653 op->speed_left += speed - op->speed; 1642 op->speed_left += speed - op->speed;
1643 }
1654#endif 1644#endif
1655 }
1656 1645
1657 SET_ANIMATION (arrow, arrow->direction); 1646 SET_ANIMATION (arrow, arrow->direction);
1658 1647
1659 /* update the speed */ 1648 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1649 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1661 + bow->stats.dam / 7.0; 1650 + bow->stats.dam / 7.f;
1662 1651
1663 arrow->set_speed (max (arrow->speed, 2.0)); 1652 arrow->set_speed (max (arrow->speed, 2.f));
1664 arrow->speed_left = 0; 1653 arrow->speed_left = 0;
1665 1654
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1655 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667 1656
1668 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1812 object *tmp; 1801 object *tmp;
1813 1802
1814 if (item->arch) 1803 if (item->arch)
1815 { 1804 {
1816 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
1817 item->face = item->arch->clone.face; 1806 item->face = item->arch->face;
1818 item->set_speed (0); 1807 item->set_speed (0);
1819 } 1808 }
1820 1809
1821 if ((tmp = item->in_player ())) 1810 if ((tmp = item->in_player ()))
1822 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
1827 } 1816 }
1828} 1817}
1829 1818
1830/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
1831 */ 1820 */
1832void 1821bool
1833fire (object *op, int dir) 1822fire (object *op, int dir)
1834{ 1823{
1835 int spellcost = 0; 1824 int spellcost = 0;
1836 1825
1837 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
1841 player *pl = op->contr; 1830 player *pl = op->contr;
1842 1831
1843 if (pl->golem) 1832 if (pl->golem)
1844 { 1833 {
1845 control_golem (op->contr->golem, dir); 1834 control_golem (op->contr->golem, dir);
1846 return; 1835 return false;
1847 } 1836 }
1848 1837
1849 object *ob = pl->ranged_ob; 1838 object *ob = pl->ranged_ob;
1850 1839
1851 if (!ob) 1840 if (!ob)
1852 return; 1841 return false;
1853 1842
1854 if (!op->change_weapon (ob)) 1843 if (!op->change_weapon (ob))
1855 return; 1844 return false;
1845
1846 if (op->speed_left > 0.f)
1847 --op->speed_left;
1848 else
1849 return false;
1856 1850
1857 switch (ob->type) 1851 switch (ob->type)
1858 { 1852 {
1859 case BOW: 1853 case BOW:
1860 player_fire_bow (op, dir); 1854 player_fire_bow (op, dir);
1874 1868
1875 default: 1869 default:
1876 fire_misc_object (op, dir); 1870 fire_misc_object (op, dir);
1877 break; 1871 break;
1878 } 1872 }
1873
1874 return true;
1879} 1875}
1880 1876
1881/* find_key 1877/* find_key
1882 * We try to find a key for the door as passed. If we find a key 1878 * We try to find a key for the door as passed. If we find a key
1883 * and successfully use it, we return the key, otherwise NULL 1879 * and successfully use it, we return the key, otherwise NULL
1970 * 0 otherwise 1966 * 0 otherwise
1971 */ 1967 */
1972static int 1968static int
1973player_attack_door (object *op, object *door) 1969player_attack_door (object *op, object *door)
1974{ 1970{
1975 /* If its a door, try to find a use a key. If we do destroy the door, 1971 /* If its a door, try to find a key. If we do destroy the door,
1976 * might as well return immediately as there is nothing more to do - 1972 * might as well return immediately as there is nothing more to do -
1977 * otherwise, we fall through to the rest of the code. 1973 * otherwise, we fall through to the rest of the code.
1978 */ 1974 */
1979 object *key = find_key (op, op, door); 1975 object *key = find_key (op, op, door);
1980 1976
1981 /* IF we found a key, do some extra work */ 1977 /* If we found a key, do some extra work */
1982 if (key) 1978 if (key)
1983 { 1979 {
1984 object *container = key->env; 1980 object *container = key->env;
1985 1981
1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2021 * It should keep the code cleaner. 2017 * It should keep the code cleaner.
2022 * When this is called, the players direction has been updated 2018 * When this is called, the players direction has been updated
2023 * (taking into account confusion.) The player is also actually 2019 * (taking into account confusion.) The player is also actually
2024 * going to try and move (not fire weapons). 2020 * going to try and move (not fire weapons).
2025 */ 2021 */
2026void 2022bool
2027move_player_attack (object *op, int dir) 2023move_player_attack (object *op, int dir)
2028{ 2024{
2029 object *tmp, *mon;
2030 int on_battleground; 2025 int on_battleground;
2031 maptile *m;
2032 2026
2033 sint16 nx = freearr_x[dir] + op->x; 2027 sint16 nx = freearr_x[dir] + op->x;
2034 sint16 ny = freearr_y[dir] + op->y; 2028 sint16 ny = freearr_y[dir] + op->y;
2035 2029
2036 on_battleground = op_on_battleground (op, 0, 0); 2030 on_battleground = op_on_battleground (op, 0, 0);
2031
2032 if (out_of_map (op->map, nx, ny))
2033 return false;
2034
2035 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2036 {
2037 --op->speed_left;
2038 return true;
2039 }
2037 2040
2038 /* If braced, or can't move to the square, and it is not out of the 2041 /* If braced, or can't move to the square, and it is not out of the
2039 * map, attack it. Note order of if statement is important - don't 2042 * map, attack it. Note order of if statement is important - don't
2040 * want to be calling move_ob if braced, because move_ob will move the 2043 * want to be calling move_ob if braced, because move_ob will move the
2041 * player. This is a pretty nasty hack, because if we could 2044 * player. This is a pretty nasty hack, because if we could
2042 * move to some space, it then means that if we are braced, we should 2045 * move to some space, it then means that if we are braced, we should
2043 * do nothing at all. As it is, if we are braced, we go through 2046 * do nothing at all. As it is, if we are braced, we go through
2044 * quite a bit of processing. However, it probably is less than what 2047 * quite a bit of processing. However, it probably is less than what
2045 * move_ob uses. 2048 * move_ob uses.
2046 */ 2049 */
2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2048 {
2049 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2050 {
2051 m = op->map->xy_find (nx, ny); 2050 maptile *m = op->map->xy_find (nx, ny);
2052 if (!m)
2053 return; /* Don't think this should happen */
2054 }
2055 else
2056 m = op->map;
2057 2051
2058 if (!(tmp = m->at (nx, ny).bot))
2059 return;
2060
2061 mon = 0;
2062 /* Go through all the objects, and find ones of interest. Only stop if 2052 /* Go through all the objects, and find ones of interest. Only stop if
2063 * we find a monster - that is something we know we want to attack. 2053 * we find a monster - that is something we know we want to attack.
2064 * if its a door or barrel (can roll) see if there may be monsters 2054 * if its a door or barrel (can roll) see if there may be monsters
2065 * on the space 2055 * on the space
2066 */ 2056 */
2067 while (tmp) 2057 object *mon;
2068 { 2058 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2069 if (tmp == op) 2059 {
2070 { 2060 if ((mon->flag [FLAG_ALIVE]
2071 tmp = tmp->above; 2061 || mon->type == LOCKED_DOOR
2072 continue; 2062 || mon->flag [FLAG_CAN_ROLL])
2073 }
2074
2075 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2076 {
2077 mon = tmp; 2063 && mon != op)
2078 break; 2064 break;
2079 } 2065 }
2080 2066
2081 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2082 mon = tmp;
2083
2084 tmp = tmp->above;
2085 }
2086
2087 if (!mon) /* This happens anytime the player tries to move */ 2067 if (!mon) /* This happens anytime the player tries to move */
2088 return; /* into a wall */ 2068 return false; /* into a wall */
2089 2069
2090 if (mon->head)
2091 mon = mon->head; 2070 mon = mon->head_ ();
2092 2071
2093 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2072 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2073 if (op->contr->weapon_sp_left > 0.f)
2094 if (player_attack_door (op, mon)) 2074 if (player_attack_door (op, mon))
2075 {
2076 --op->contr->weapon_sp_left;
2095 return; 2077 return true;
2078 }
2096 2079
2097 /* The following deals with possibly attacking peaceful 2080 /* The following deals with possibly attacking peaceful
2098 * or frienddly creatures. Basically, all players are considered 2081 * or friendly creatures. Basically, all players are considered
2099 * unaggressive. If the moving player has peaceful set, then the 2082 * unaggressive. If the moving player has peaceful set, then the
2100 * object should be pushed instead of attacked. It is assumed that 2083 * object should be pushed instead of attacked. It is assumed that
2101 * if you are braced, you will not attack friends accidently, 2084 * if you are braced, you will not attack friends accidently,
2102 * and thus will not push them. 2085 * and thus will not push them.
2103 */ 2086 */
2104 2087
2105 /* If the creature is a pet, push it even if the player is not 2088 /* If the creature is a pet, push it even if the player is not
2106 * peaceful. Our assumption is the creature is a pet if the 2089 * peaceful. Our assumption is the creature is a pet if the
2107 * player owns it and it is either friendly or unagressive. 2090 * player owns it and it is either friendly or unagressive.
2108 */ 2091 */
2109 if (op->type == PLAYER 2092 if (op->type == PLAYER
2110 && ((mon->owner && mon->owner->contr 2093 && ((mon->owner && mon->owner->contr
2111 && same_party (mon->owner->contr->party, op->contr->party)) 2094 && same_party (mon->owner->contr->party, op->contr->party))
2112 || mon->owner == op) 2095 || mon->owner == op)
2113 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2096 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2114 { 2097 {
2115 /* If we're braced, we don't want to switch places with it */ 2098 /* If we're braced, we don't want to switch places with it */
2116 if (op->contr->braced) 2099 if (op->contr->braced)
2117 return; 2100 return false;
2101
2102 if (op->speed_left > 0.f)
2103 {
2104 --op->speed_left;
2118 2105
2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2106 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2120 push_ob (mon, dir, op); 2107 push_ob (mon, dir, op);
2108
2121 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2122 make_visible (op); 2110 make_visible (op);
2123 2111
2124 return; 2112 return true;
2125 } 2113 }
2114 else
2115 return false;
2116 }
2126 2117
2127 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2128 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2129 * someone, but put it inside this loop so that you won't 2120 * someone, but put it inside this loop so that you won't
2130 * attack them either. 2121 * attack them either.
2131 */ 2122 */
2132 if ((mon->type == PLAYER || mon->enemy != op) 2123 if ((mon->type == PLAYER || mon->enemy != op)
2133 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 2124 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2134 && ((op->contr->peaceful 2125 && ((op->contr->peaceful
2135 || (mon->type == PLAYER && mon->contr->peaceful)) 2126 || (mon->type == PLAYER && mon->contr->peaceful))
2136 && !on_battleground)) 2127 && !on_battleground))
2128 {
2129 if (op->speed_left > 0.f)
2137 { 2130 {
2131 --op->speed_left;
2132
2138 if (!op->contr->braced) 2133 if (!op->contr->braced)
2139 { 2134 {
2140 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);
2141 push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2142 } 2137 }
2143 else 2138 else
2144 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2145 2140
2146 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2147 make_visible (op); 2142 make_visible (op);
2148 }
2149 2143
2144 return true;
2145 }
2146 }
2150 /* If the object is a boulder or other rollable object, then 2147 /* If the object is a boulder or other rollable object, then
2151 * roll it if not braced. You can't roll it if you are braced. 2148 * roll it if not braced. You can't roll it if you are braced.
2152 */ 2149 */
2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2151 {
2152 if (op->speed_left > 0.f)
2154 { 2153 {
2154 --op->speed_left;
2155
2155 recursive_roll (mon, dir, op); 2156 recursive_roll (mon, dir, op);
2156 if (action_makes_visible (op)) 2157 if (action_makes_visible (op))
2157 make_visible (op); 2158 make_visible (op);
2158 }
2159 2159
2160 return true;
2161 }
2162 }
2160 /* Any generic living creature. Including things like doors. 2163 /* Any generic living creature. Including things like doors.
2161 * Way it works is like this: First, it must have some hit points 2164 * Way it works is like this: First, it must have some hit points
2162 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2163 * 1) Not a player, 2) A player, but of a different party. Note 2166 * 1) Not a player, 2) A player, but of a different party. Note
2164 * that party_number -1 is no party, so attacks can still happen. 2167 * that party_number -1 is no party, so attacks can still happen.
2165 */ 2168 */
2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2168 { 2171 {
2169 if (!op->contr->has_hit) 2172 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2170 { 2173 {
2171 op->contr->has_hit = 1; 2174 --op->contr->weapon_sp_left;
2172 op->speed_left += op->contr->weapon_speed () - op->speed;
2173 }
2174 2175
2175 skill_attack (mon, op, 0, 0, 0); 2176 skill_attack (mon, op, 0, 0, 0);
2176
2177 /* If attacking another player, that player gets automatic
2178 * hitback, and doesn't loose luck either.
2179 * Disable hitback on the battleground or if the target is
2180 * the wiz.
2181 */
2182 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2183 {
2184 short luck = mon->stats.luck;
2185
2186 mon->contr->has_hit = 1;
2187 skill_attack (op, mon, 0, 0, 0);
2188 mon->stats.luck = luck;
2189 }
2190 2177
2191 if (action_makes_visible (op)) 2178 if (action_makes_visible (op))
2192 make_visible (op); 2179 make_visible (op);
2193 }
2194 } /* if player should attack something */
2195}
2196 2180
2197int 2181 return true;
2182 }
2183 }
2184
2185 return false;
2186}
2187
2188bool
2198move_player (object *op, int dir) 2189move_player (object *op, int dir)
2199{ 2190{
2200 int pick; 2191 int pick;
2201 2192
2202 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2216 op->facing = dir; 2207 op->facing = dir;
2217 2208
2218 if (op->hide) 2209 if (op->hide)
2219 do_hidden_move (op); 2210 do_hidden_move (op);
2220 2211
2212 bool retval;
2213
2221 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2222 /*nop */ ; 2215 retval = RESULT_INT (0);
2223 else if (op->contr->fire_on) 2216 else if (op->contr->fire_on)
2224 fire (op, dir); 2217 retval = fire (op, dir);
2225 else 2218 else
2226 { 2219 {
2227 move_player_attack (op, dir); 2220 retval = move_player_attack (op, dir);
2228 pick = check_pick (op); 2221 pick = check_pick (op);
2229 } 2222 }
2230 2223
2231 /* Add special check for newcs players and fire on - this way, the 2224 /* Add special check for newcs players and fire on - this way, the
2232 * server can handle repeat firing. 2225 * server can handle repeat firing.
2239 /* Update how the player looks. Use the facing, so direction may 2232 /* Update how the player looks. Use the facing, so direction may
2240 * get reset to zero. This allows for full animation capabilities 2233 * get reset to zero. This allows for full animation capabilities
2241 * for players. 2234 * for players.
2242 */ 2235 */
2243 animate_object (op, op->facing); 2236 animate_object (op, op->facing);
2244 return 0; 2237
2238 return retval;
2245} 2239}
2246 2240
2247/* This is similar to handle_player, below, but is only used by the 2241/* This is similar to handle_player, below, but is only used by the
2248 * new client/server stuff. 2242 * new client/server stuff.
2249 * This is sort of special, in that the new client/server actually uses 2243 * This is sort of special, in that the new client/server actually uses
2250 * the new speed values for commands. 2244 * the new speed values for commands.
2251 * 2245 *
2252 * Returns true if there are more actions we can do. 2246 * Returns true if there are more actions we can do. Should not do
2247 * many actions in a row, as that would be too unfair to other
2248 * players.
2253 */ 2249 */
2254int 2250bool
2255handle_newcs_player (object *op) 2251handle_newcs_player (object *op)
2256{ 2252{
2257 if (QUERY_FLAG (op, FLAG_SCARED)) 2253 if (QUERY_FLAG (op, FLAG_SCARED))
2258 { 2254 {
2259 flee_player (op); 2255 if (op->speed_left > 0.f)
2260
2261 /* If player is still scared, that is his action for this tick */
2262 if (op->flag [FLAG_SCARED])
2263 { 2256 {
2264 --op->speed_left; 2257 --op->speed_left;
2258 flee_player (op);
2259
2265 return 0; 2260 return true;
2266 } 2261 }
2262 else
2263 return false;
2267 } 2264 }
2268 2265
2269 /* call this here - we also will call this in do_ericserver, but 2266 /* call this here - we also will call this in do_ericserver, but
2270 * the players time has been increased when doericserver has been 2267 * the players time has been increased when doericserver has been
2271 * called, so we recheck it here. 2268 * called, so we recheck it here.
2272 */ 2269 */
2273 if (op->contr->ns->handle_command ()) 2270 if (op->contr->ns->handle_command ())
2274 return 1; 2271 return true;
2275 2272
2276 if (op->speed_left > 0.f)
2277 {
2278 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2273 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2279 {
2280 /* All move commands take 1 tick, at least for now */
2281 --op->speed_left;
2282
2283 /* Instead of all the stuff below, let move_player take care
2284 * of it. Also, some of the skill stuff is only put in
2285 * there, as well as the confusion stuff.
2286 */
2287 move_player (op, op->direction); 2274 return move_player (op, op->direction);
2288 2275
2289 return op->speed_left > 0.f;
2290 }
2291 }
2292
2293 return 0; 2276 return false;
2294} 2277}
2295 2278
2296int 2279int
2297save_life (object *op) 2280save_life (object *op)
2298{ 2281{
3051} 3034}
3052 3035
3053int 3036int
3054is_true_undead (object *op) 3037is_true_undead (object *op)
3055{ 3038{
3056 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3039 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3057 return 1; 3040 return 1;
3058 3041
3059 return 0; 3042 return 0;
3060} 3043}
3061 3044
3105/* For Hidden creatures - a chance of becoming 'unhidden' 3088/* For Hidden creatures - a chance of becoming 'unhidden'
3106 * every time they move - as we subtract off 'invisibility' 3089 * every time they move - as we subtract off 'invisibility'
3107 * AND, for players, if they move into a ridiculously unhideable 3090 * AND, for players, if they move into a ridiculously unhideable
3108 * spot (surrounded by clear terrain in broad daylight). -b.t. 3091 * spot (surrounded by clear terrain in broad daylight). -b.t.
3109 */ 3092 */
3110
3111void 3093void
3112do_hidden_move (object *op) 3094do_hidden_move (object *op)
3113{ 3095{
3114 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3115 object *skop; 3097 object *skop;
3232 * a blocked los square. 3214 * a blocked los square.
3233 * we use the archetype to figure out offsets. 3215 * we use the archetype to figure out offsets.
3234 */ 3216 */
3235 while (op) 3217 while (op)
3236 { 3218 {
3237 dx = rv.distance_x + op->arch->clone.x; 3219 dx = rv.distance_x + op->arch->x;
3238 dy = rv.distance_y + op->arch->clone.y; 3220 dy = rv.distance_y + op->arch->y;
3239 3221
3240 /* only the viewable area the player sees is updated by LOS 3222 /* only the viewable area the player sees is updated by LOS
3241 * code, so we need to restrict ourselves to that range of values 3223 * code, so we need to restrict ourselves to that range of values
3242 * for any meaningful values. 3224 * for any meaningful values.
3243 */ 3225 */
3368 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3369 return; 3351 return;
3370 } 3352 }
3371 3353
3372 /* everything seems okay - now bring on the gift: */ 3354 /* everything seems okay - now bring on the gift: */
3373 item = &(tr->item->clone); 3355 item = tr->item;
3374 3356
3375 if (item->type == SPELL) 3357 if (item->type == SPELL)
3376 { 3358 {
3377 if (check_spell_known (who, item->name)) 3359 if (check_spell_known (who, item->name))
3378 return; 3360 return;
3437 { 3419 {
3438 /* forces in the treasurelist can alter the player's stats */ 3420 /* forces in the treasurelist can alter the player's stats */
3439 object *skin; 3421 object *skin;
3440 3422
3441 /* first get the dragon skin force */ 3423 /* first get the dragon skin force */
3442 shstr_cmp dragon_skin_force ("dragon_skin_force");
3443 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3424 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3444 ; 3425 ;
3445 3426
3446 if (!skin) 3427 if (!skin)
3447 return; 3428 return;
3448 3429

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