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Comparing deliantra/server/server/player.C (file contents):
Revision 1.138 by root, Thu May 17 20:27:01 2007 UTC vs.
Revision 1.150 by root, Sun Jun 10 03:11:17 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 it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * 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, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * 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 along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 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); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
150} 150}
151 151
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. */ 152/* This loads the first map an puts the player on it. */
159static void 153static void
160set_first_map (object *op) 154set_first_map (object *op)
161{ 155{
162 op->contr->maplevel = first_map_path; 156 op->contr->maplevel = first_map_path;
163 op->x = -1; 157 op->x = -1;
164 op->y = -1; 158 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} 159}
179 160
180void 161void
181player::activate () 162player::activate ()
182{ 163{
187 ob->remove (); 168 ob->remove ();
188 ob->map = 0; 169 ob->map = 0;
189 ob->activate_recursive (); 170 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY); 171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob); 172 add_friendly_object (ob);
192 enter_map ();
193} 173}
194 174
195void 175void
196player::deactivate () 176player::deactivate ()
197{ 177{
227 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
228 208
229 ns->update_look = 0; 209 ns->update_look = 0;
230 ns->look_position = 0; 210 ns->look_position = 0;
231 211
232 clear_los (ob); 212 clear_los (this);
233 213
234 ns->reset_stats (); 214 ns->reset_stats ();
235 215
236 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
239 219
240 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
241 link_player_skills (ob); 221 link_player_skills (ob);
242 222
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244 224
245 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
246 226
247 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
249 { 229 {
250 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
252 shstr_cmp dragon_ability_force ("dragon_ability_force"); 232 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force"); 233 shstr_cmp dragon_skin_force ("dragon_skin_force");
254 234
255 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == dragon_ability_force)
258 abil = tmp; 238 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == dragon_skin_force)
260 skin = tmp; 240 skin = tmp;
261 241
262 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
263 } 243 }
264 244
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266 246
267 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
268 252
269 for (object *op = ob->inv; op; op = op->below) 253 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED]) 254 if (op->flag [FLAG_APPLIED])
271 switch (op->type) 255 switch (op->type)
272 { 256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
273 case WAND: 261 case WAND:
274 case ROD: 262 case ROD:
275 case HORN: 263 case HORN:
276 case BOW: 264 case BOW:
277 case SKILL_TOOL: 265 ranged_ob = op;
266 break;
267
278 case WEAPON: 268 case WEAPON:
279 op->flag [FLAG_APPLIED] = false; 269 combat_ob = op;
280 apply_special (ob, op, AP_APPLY);
281 break; 270 break;
282 } 271 }
283 272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
284 ob->update_stats (); 274 ob->update_stats ();
275
285 ns->floorbox_update (); 276 ns->floorbox_update ();
286
287 esrv_send_inventory (ob, ob); 277 esrv_send_inventory (ob, ob);
288 esrv_add_spells (this, 0); 278 esrv_add_spells (this, 0);
289 279
290 activate (); 280 activate ();
291 281
312 ns = 0; 302 ns = 0;
313 } 303 }
314 304
315 if (ob) 305 if (ob)
316 ob->close_container (); //TODO: client-specific 306 ob->close_container (); //TODO: client-specific
307
308 observe = ob;
317 309
318 deactivate (); 310 deactivate ();
319} 311}
320 312
321// the need for this function can be explained 313// the need for this function can be explained
322// by load_object not returning the object 314// by load_object not returning the object
323void 315void
324player::set_object (object *op) 316player::set_object (object *op)
325{ 317{
326 ob = op; 318 ob = observe = op;
327 ob->contr = this; /* this aren't yet in archetype */ 319 ob->contr = this; /* this aren't yet in archetype */
328 320
329 ob->speed_left = 0.5f;
330 ob->speed = 1.0f; 321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
331 ob->direction = 5; /* So player faces south */ 324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
332} 332}
333 333
334player::player () 334player::player ()
335{ 335{
336 /* There are some elements we want initialised to non zero value - 336 /* There are some elements we want initialised to non zero value -
347 petmode = pet_normal; 347 petmode = pet_normal;
348 listening = 10; 348 listening = 10;
349 usekeys = containers; 349 usekeys = containers;
350 peaceful = 1; /* default peaceful */ 350 peaceful = 1; /* default peaceful */
351 do_los = 1; 351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
352} 355}
353 356
354void 357void
355player::do_destroy () 358player::do_destroy ()
356{ 359{
397 * Note: there MUST be at least one player archetype! 400 * Note: there MUST be at least one player archetype!
398 */ 401 */
399archetype * 402archetype *
400get_player_archetype (archetype *at) 403get_player_archetype (archetype *at)
401{ 404{
402 archetype *start = at; 405 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
403 406
404 for (;;) 407 for (;;)
405 { 408 {
406 if (at == NULL || at->next == NULL) 409 if (++i == archetypes.end ())
407 at = first_archetype; 410 i = archetypes.begin ();
408 else 411 else if (*i == at)
409 at = at->next; 412 cleanup ("not a single player archetype found");
410 413
411 if (at->clone.type == PLAYER) 414 if ((*i)->type == PLAYER)
412 return at; 415 return *i;
413
414 if (at == start)
415 {
416 LOG (llevError, "No Player archetypes\n");
417 exit (-1);
418 }
419 } 416 }
420} 417}
421 418
422object * 419object *
423get_nearest_player (object *mon) 420get_nearest_player (object *mon)
913 if (*first_map_ext_path) 910 if (*first_map_ext_path)
914 { 911 {
915 object *tmp; 912 object *tmp;
916 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
917 914
918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
919 tmp = object::create (); 916 tmp = object::create ();
920 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
921 EXIT_X (tmp) = ob->x; 918 EXIT_X (tmp) = ob->x;
922 EXIT_Y (tmp) = ob->y; 919 EXIT_Y (tmp) = ob->y;
923 ob->enter_exit (tmp); /* we don't really care if it succeeded; 920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
942 int x = ob->x, y = ob->y; 939 int x = ob->x, y = ob->y;
943 940
944 ob->remove_statbonus (); 941 ob->remove_statbonus ();
945 ob->remove (); 942 ob->remove ();
946 ob->arch = get_player_archetype (ob->arch); 943 ob->arch = get_player_archetype (ob->arch);
947 ob->arch->clone.copy_to (ob); 944 ob->arch->copy_to (ob);
948 ob->instantiate (); 945 ob->instantiate ();
949 ob->stats = ob->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
950 ob->name = ob->name_pl = name; 947 ob->name = ob->name_pl = name;
951 ob->x = x; 948 ob->x = x;
952 ob->y = y; 949 ob->y = y;
953 SET_ANIMATION (ob, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
954 insert_ob_in_map (ob, ob->map, ob, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
955 assign (ob->contr->title, ob->arch->clone.name); 952 assign (ob->contr->title, ob->arch->object::name);
956 ob->add_statbonus (); 953 ob->add_statbonus ();
957 } 954 }
958 while (!allowed_class (ob)); 955 while (!allowed_class (ob));
959 956
960 update_object (ob, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
1105 if (tmp->name != NULL) 1102 if (tmp->name != NULL)
1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1107 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1104 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1108 else 1105 else
1109 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1110 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1107 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1111 1108
1112 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1109 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1113 } 1110 }
1114 1111
1115 /* philosophy: 1112 /* philosophy:
1308 /* careful: chairs and tables are weapons! */ 1305 /* careful: chairs and tables are weapons! */
1309 if (op->contr->mode & PU_ALLWEAPON) 1306 if (op->contr->mode & PU_ALLWEAPON)
1310 { 1307 {
1311 if (tmp->type == WEAPON && tmp->name != NULL) 1308 if (tmp->type == WEAPON && tmp->name != NULL)
1312 { 1309 {
1313 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1310 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1314 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1311 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1315 { 1312 {
1316 pick_up (op, tmp); 1313 pick_up (op, tmp);
1317 continue; 1314 continue;
1318 } 1315 }
1319 } 1316 }
1320 1317
1321 if (tmp->type == WEAPON && tmp->name == NULL) 1318 if (tmp->type == WEAPON && tmp->name == NULL)
1322 { 1319 {
1323 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1320 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1324 { 1321 {
1325 pick_up (op, tmp); 1322 pick_up (op, tmp);
1326 continue; 1323 continue;
1327 } 1324 }
1328 } 1325 }
1353 if (tmp->name != NULL) 1350 if (tmp->name != NULL)
1354 { 1351 {
1355 fprintf (stderr, "%s", tmp->name); 1352 fprintf (stderr, "%s", tmp->name);
1356 } 1353 }
1357 else 1354 else
1358 fprintf (stderr, "%s", tmp->arch->name); 1355 fprintf (stderr, "%s", tmp->arch->archname);
1359 fprintf (stderr, ",%d] = ", tmp->type); 1356 fprintf (stderr, ",%d] = ", tmp->type);
1360 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1357 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1361#endif 1358#endif
1362 continue; 1359 continue;
1363 } 1360 }
1433 else 1430 else
1434 { 1431 {
1435 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1432 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1436 { 1433 {
1437 attacktype = 1 << attacknum; 1434 attacktype = 1 << attacknum;
1438 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1435 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1439 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1436 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1440 { 1437 {
1441 tmp = arrow; 1438 tmp = arrow;
1442 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1439 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1443 } 1440 }
1444 } 1441 }
1445 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1442 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1446 { 1443 {
1447 tmp = arrow; 1444 tmp = arrow;
1631 arrow->stats.grace = arrow->attacktype; 1628 arrow->stats.grace = arrow->attacktype;
1632 1629
1633 if (arrow->slaying) 1630 if (arrow->slaying)
1634 arrow->spellarg = strdup (arrow->slaying); 1631 arrow->spellarg = strdup (arrow->slaying);
1635 1632
1633#if 0
1636 if (player *pl = op->contr) 1634 if (player *pl = op->contr)
1637 { 1635 {
1638 if (!pl->has_hit)
1639 {
1640 pl->has_hit = 1;
1641 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1642 }
1643#if 0
1644 float speed = pl->weapon_sp; 1636 float speed = pl->weapon_sp;
1645 1637
1646 /* penalize ROF for bestarrow */ 1638 /* penalize ROF for bestarrow */
1647 if (pl->bowtype == bow_bestarrow) 1639 if (pl->bowtype == bow_bestarrow)
1648 speed *= .9f; 1640 speed *= .9f;
1649 else 1641 else
1650 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1642 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1651 1643
1652 op->speed_left += speed - op->speed; 1644 op->speed_left += speed - op->speed;
1645 }
1653#endif 1646#endif
1654 }
1655 1647
1656 SET_ANIMATION (arrow, arrow->direction); 1648 SET_ANIMATION (arrow, arrow->direction);
1657 1649
1658 /* update the speed */ 1650 /* update the speed */
1659 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1651 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1660 + bow->stats.dam / 7.0; 1652 + bow->stats.dam / 7.f;
1661 1653
1662 arrow->set_speed (max (arrow->speed, 2.0)); 1654 arrow->set_speed (max (arrow->speed, 2.f));
1663 arrow->speed_left = 0; 1655 arrow->speed_left = 0;
1664 1656
1665 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1657 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1666 1658
1667 if (op->type == PLAYER) 1659 if (op->type == PLAYER)
1811 object *tmp; 1803 object *tmp;
1812 1804
1813 if (item->arch) 1805 if (item->arch)
1814 { 1806 {
1815 CLEAR_FLAG (item, FLAG_ANIMATE); 1807 CLEAR_FLAG (item, FLAG_ANIMATE);
1816 item->face = item->arch->clone.face; 1808 item->face = item->arch->face;
1817 item->set_speed (0); 1809 item->set_speed (0);
1818 } 1810 }
1819 1811
1820 if ((tmp = item->in_player ())) 1812 if ((tmp = item->in_player ()))
1821 esrv_update_item (UPD_ANIM, tmp, item); 1813 esrv_update_item (UPD_ANIM, tmp, item);
1826 } 1818 }
1827} 1819}
1828 1820
1829/* Received a fire command for the player - go and do it. 1821/* Received a fire command for the player - go and do it.
1830 */ 1822 */
1831void 1823bool
1832fire (object *op, int dir) 1824fire (object *op, int dir)
1833{ 1825{
1834 int spellcost = 0; 1826 int spellcost = 0;
1835 1827
1836 /* check for loss of invisiblity/hide */ 1828 /* check for loss of invisiblity/hide */
1840 player *pl = op->contr; 1832 player *pl = op->contr;
1841 1833
1842 if (pl->golem) 1834 if (pl->golem)
1843 { 1835 {
1844 control_golem (op->contr->golem, dir); 1836 control_golem (op->contr->golem, dir);
1845 return; 1837 return false;
1846 } 1838 }
1847 1839
1848 object *ob = pl->ranged_ob; 1840 object *ob = pl->ranged_ob;
1849 1841
1850 if (!ob) 1842 if (!ob)
1851 return; 1843 return false;
1852 1844
1853 if (!op->change_weapon (ob)) 1845 if (!op->change_weapon (ob))
1854 return; 1846 return false;
1847
1848 if (op->speed_left > 0.f)
1849 --op->speed_left;
1850 else
1851 return false;
1855 1852
1856 switch (ob->type) 1853 switch (ob->type)
1857 { 1854 {
1858 case BOW: 1855 case BOW:
1859 player_fire_bow (op, dir); 1856 player_fire_bow (op, dir);
1873 1870
1874 default: 1871 default:
1875 fire_misc_object (op, dir); 1872 fire_misc_object (op, dir);
1876 break; 1873 break;
1877 } 1874 }
1875
1876 return true;
1878} 1877}
1879 1878
1880/* find_key 1879/* find_key
1881 * We try to find a key for the door as passed. If we find a key 1880 * We try to find a key for the door as passed. If we find a key
1882 * and successfully use it, we return the key, otherwise NULL 1881 * and successfully use it, we return the key, otherwise NULL
1969 * 0 otherwise 1968 * 0 otherwise
1970 */ 1969 */
1971static int 1970static int
1972player_attack_door (object *op, object *door) 1971player_attack_door (object *op, object *door)
1973{ 1972{
1974 /* If its a door, try to find a use a key. If we do destroy the door, 1973 /* If its a door, try to find a key. If we do destroy the door,
1975 * might as well return immediately as there is nothing more to do - 1974 * might as well return immediately as there is nothing more to do -
1976 * otherwise, we fall through to the rest of the code. 1975 * otherwise, we fall through to the rest of the code.
1977 */ 1976 */
1978 object *key = find_key (op, op, door); 1977 object *key = find_key (op, op, door);
1979 1978
1980 /* IF we found a key, do some extra work */ 1979 /* If we found a key, do some extra work */
1981 if (key) 1980 if (key)
1982 { 1981 {
1983 object *container = key->env; 1982 object *container = key->env;
1984 1983
1985 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2020 * It should keep the code cleaner. 2019 * It should keep the code cleaner.
2021 * When this is called, the players direction has been updated 2020 * When this is called, the players direction has been updated
2022 * (taking into account confusion.) The player is also actually 2021 * (taking into account confusion.) The player is also actually
2023 * going to try and move (not fire weapons). 2022 * going to try and move (not fire weapons).
2024 */ 2023 */
2025void 2024bool
2026move_player_attack (object *op, int dir) 2025move_player_attack (object *op, int dir)
2027{ 2026{
2028 object *tmp, *mon;
2029 int on_battleground; 2027 int on_battleground;
2030 maptile *m;
2031 2028
2032 sint16 nx = freearr_x[dir] + op->x; 2029 sint16 nx = freearr_x[dir] + op->x;
2033 sint16 ny = freearr_y[dir] + op->y; 2030 sint16 ny = freearr_y[dir] + op->y;
2034 2031
2035 on_battleground = op_on_battleground (op, 0, 0); 2032 on_battleground = op_on_battleground (op, 0, 0);
2033
2034 if (out_of_map (op->map, nx, ny))
2035 return false;
2036
2037 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2038 {
2039 --op->speed_left;
2040 return true;
2041 }
2036 2042
2037 /* If braced, or can't move to the square, and it is not out of the 2043 /* If braced, or can't move to the square, and it is not out of the
2038 * map, attack it. Note order of if statement is important - don't 2044 * map, attack it. Note order of if statement is important - don't
2039 * want to be calling move_ob if braced, because move_ob will move the 2045 * want to be calling move_ob if braced, because move_ob will move the
2040 * player. This is a pretty nasty hack, because if we could 2046 * player. This is a pretty nasty hack, because if we could
2041 * move to some space, it then means that if we are braced, we should 2047 * move to some space, it then means that if we are braced, we should
2042 * do nothing at all. As it is, if we are braced, we go through 2048 * do nothing at all. As it is, if we are braced, we go through
2043 * quite a bit of processing. However, it probably is less than what 2049 * quite a bit of processing. However, it probably is less than what
2044 * move_ob uses. 2050 * move_ob uses.
2045 */ 2051 */
2046 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2047 {
2048 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2049 {
2050 m = op->map->xy_find (nx, ny); 2052 maptile *m = op->map->xy_find (nx, ny);
2051 if (!m)
2052 return; /* Don't think this should happen */
2053 }
2054 else
2055 m = op->map;
2056 2053
2057 if (!(tmp = m->at (nx, ny).bot))
2058 return;
2059
2060 mon = 0;
2061 /* Go through all the objects, and find ones of interest. Only stop if 2054 /* Go through all the objects, and find ones of interest. Only stop if
2062 * we find a monster - that is something we know we want to attack. 2055 * we find a monster - that is something we know we want to attack.
2063 * if its a door or barrel (can roll) see if there may be monsters 2056 * if its a door or barrel (can roll) see if there may be monsters
2064 * on the space 2057 * on the space
2065 */ 2058 */
2066 while (tmp) 2059 object *mon;
2067 { 2060 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2068 if (tmp == op) 2061 {
2069 { 2062 if ((mon->flag [FLAG_ALIVE]
2070 tmp = tmp->above; 2063 || mon->type == LOCKED_DOOR
2071 continue; 2064 || mon->flag [FLAG_CAN_ROLL])
2072 }
2073
2074 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2075 {
2076 mon = tmp; 2065 && mon != op)
2077 break; 2066 break;
2078 } 2067 }
2079 2068
2080 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2081 mon = tmp;
2082
2083 tmp = tmp->above;
2084 }
2085
2086 if (!mon) /* This happens anytime the player tries to move */ 2069 if (!mon) /* This happens anytime the player tries to move */
2087 return; /* into a wall */ 2070 return false; /* into a wall */
2088 2071
2089 if (mon->head)
2090 mon = mon->head; 2072 mon = mon->head_ ();
2091 2073
2092 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2075 if (op->contr->weapon_sp_left > 0.f)
2093 if (player_attack_door (op, mon)) 2076 if (player_attack_door (op, mon))
2077 {
2078 --op->contr->weapon_sp_left;
2094 return; 2079 return true;
2080 }
2095 2081
2096 /* The following deals with possibly attacking peaceful 2082 /* The following deals with possibly attacking peaceful
2097 * or frienddly creatures. Basically, all players are considered 2083 * or friendly creatures. Basically, all players are considered
2098 * unaggressive. If the moving player has peaceful set, then the 2084 * unaggressive. If the moving player has peaceful set, then the
2099 * object should be pushed instead of attacked. It is assumed that 2085 * object should be pushed instead of attacked. It is assumed that
2100 * if you are braced, you will not attack friends accidently, 2086 * if you are braced, you will not attack friends accidently,
2101 * and thus will not push them. 2087 * and thus will not push them.
2102 */ 2088 */
2103 2089
2104 /* If the creature is a pet, push it even if the player is not 2090 /* If the creature is a pet, push it even if the player is not
2105 * peaceful. Our assumption is the creature is a pet if the 2091 * peaceful. Our assumption is the creature is a pet if the
2106 * player owns it and it is either friendly or unagressive. 2092 * player owns it and it is either friendly or unagressive.
2107 */ 2093 */
2108 if (op->type == PLAYER 2094 if (op->type == PLAYER
2109 && ((mon->owner && mon->owner->contr 2095 && ((mon->owner && mon->owner->contr
2110 && same_party (mon->owner->contr->party, op->contr->party)) 2096 && same_party (mon->owner->contr->party, op->contr->party))
2111 || mon->owner == op) 2097 || mon->owner == op)
2112 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2113 { 2099 {
2114 /* If we're braced, we don't want to switch places with it */ 2100 /* If we're braced, we don't want to switch places with it */
2115 if (op->contr->braced) 2101 if (op->contr->braced)
2116 return; 2102 return false;
2103
2104 if (op->speed_left > 0.f)
2105 {
2106 --op->speed_left;
2117 2107
2118 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);
2119 push_ob (mon, dir, op); 2109 push_ob (mon, dir, op);
2110
2120 if (op->contr->tmp_invis || op->hide) 2111 if (op->contr->tmp_invis || op->hide)
2121 make_visible (op); 2112 make_visible (op);
2122 2113
2123 return; 2114 return true;
2124 } 2115 }
2116 else
2117 return false;
2118 }
2125 2119
2126 /* in certain circumstances, you shouldn't attack friendly 2120 /* in certain circumstances, you shouldn't attack friendly
2127 * creatures. Note that if you are braced, you can't push 2121 * creatures. Note that if you are braced, you can't push
2128 * someone, but put it inside this loop so that you won't 2122 * someone, but put it inside this loop so that you won't
2129 * attack them either. 2123 * attack them either.
2130 */ 2124 */
2131 if ((mon->type == PLAYER || mon->enemy != op) 2125 if ((mon->type == PLAYER || mon->enemy != op)
2132 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 2126 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2133 && ((op->contr->peaceful 2127 && ((op->contr->peaceful
2134 || (mon->type == PLAYER && mon->contr->peaceful)) 2128 || (mon->type == PLAYER && mon->contr->peaceful))
2135 && !on_battleground)) 2129 && !on_battleground))
2130 {
2131 if (op->speed_left > 0.f)
2136 { 2132 {
2133 --op->speed_left;
2134
2137 if (!op->contr->braced) 2135 if (!op->contr->braced)
2138 { 2136 {
2139 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2140 push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2141 } 2139 }
2142 else 2140 else
2143 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2144 2142
2145 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2146 make_visible (op); 2144 make_visible (op);
2147 }
2148 2145
2146 return true;
2147 }
2148 }
2149 /* If the object is a boulder or other rollable object, then 2149 /* If the object is a boulder or other rollable object, then
2150 * roll it if not braced. You can't roll it if you are braced. 2150 * roll it if not braced. You can't roll it if you are braced.
2151 */ 2151 */
2152 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2152 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2153 {
2154 if (op->speed_left > 0.f)
2153 { 2155 {
2156 --op->speed_left;
2157
2154 recursive_roll (mon, dir, op); 2158 recursive_roll (mon, dir, op);
2155 if (action_makes_visible (op)) 2159 if (action_makes_visible (op))
2156 make_visible (op); 2160 make_visible (op);
2157 }
2158 2161
2162 return true;
2163 }
2164 }
2159 /* Any generic living creature. Including things like doors. 2165 /* Any generic living creature. Including things like doors.
2160 * Way it works is like this: First, it must have some hit points 2166 * Way it works is like this: First, it must have some hit points
2161 * and be living. Then, it must be one of the following: 2167 * and be living. Then, it must be one of the following:
2162 * 1) Not a player, 2) A player, but of a different party. Note 2168 * 1) Not a player, 2) A player, but of a different party. Note
2163 * that party_number -1 is no party, so attacks can still happen. 2169 * that party_number -1 is no party, so attacks can still happen.
2164 */ 2170 */
2165 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2171 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2166 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2172 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2167 { 2173 {
2168 if (!op->contr->has_hit) 2174 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2169 { 2175 {
2170 op->contr->has_hit = 1; 2176 --op->contr->weapon_sp_left;
2171 op->speed_left += op->contr->weapon_speed () - op->speed;
2172 }
2173 2177
2174 skill_attack (mon, op, 0, 0, 0); 2178 skill_attack (mon, op, 0, 0, 0);
2175
2176 /* If attacking another player, that player gets automatic
2177 * hitback, and doesn't loose luck either.
2178 * Disable hitback on the battleground or if the target is
2179 * the wiz.
2180 */
2181 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2182 {
2183 short luck = mon->stats.luck;
2184
2185 mon->contr->has_hit = 1;
2186 skill_attack (op, mon, 0, 0, 0);
2187 mon->stats.luck = luck;
2188 }
2189 2179
2190 if (action_makes_visible (op)) 2180 if (action_makes_visible (op))
2191 make_visible (op); 2181 make_visible (op);
2192 }
2193 } /* if player should attack something */
2194}
2195 2182
2196int 2183 return true;
2184 }
2185 }
2186
2187 return false;
2188}
2189
2190bool
2197move_player (object *op, int dir) 2191move_player (object *op, int dir)
2198{ 2192{
2199 int pick; 2193 int pick;
2200 2194
2201 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2215 op->facing = dir; 2209 op->facing = dir;
2216 2210
2217 if (op->hide) 2211 if (op->hide)
2218 do_hidden_move (op); 2212 do_hidden_move (op);
2219 2213
2214 bool retval;
2215
2220 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2221 /*nop */ ; 2217 retval = RESULT_INT (0);
2222 else if (op->contr->fire_on) 2218 else if (op->contr->fire_on)
2223 fire (op, dir); 2219 retval = fire (op, dir);
2224 else 2220 else
2225 { 2221 {
2226 move_player_attack (op, dir); 2222 retval = move_player_attack (op, dir);
2227 pick = check_pick (op); 2223 pick = check_pick (op);
2228 } 2224 }
2229 2225
2230 /* Add special check for newcs players and fire on - this way, the 2226 /* Add special check for newcs players and fire on - this way, the
2231 * server can handle repeat firing. 2227 * server can handle repeat firing.
2238 /* Update how the player looks. Use the facing, so direction may 2234 /* Update how the player looks. Use the facing, so direction may
2239 * get reset to zero. This allows for full animation capabilities 2235 * get reset to zero. This allows for full animation capabilities
2240 * for players. 2236 * for players.
2241 */ 2237 */
2242 animate_object (op, op->facing); 2238 animate_object (op, op->facing);
2243 return 0; 2239
2240 return retval;
2244} 2241}
2245 2242
2246/* This is similar to handle_player, below, but is only used by the 2243/* This is similar to handle_player, below, but is only used by the
2247 * new client/server stuff. 2244 * new client/server stuff.
2248 * This is sort of special, in that the new client/server actually uses 2245 * This is sort of special, in that the new client/server actually uses
2249 * the new speed values for commands. 2246 * the new speed values for commands.
2250 * 2247 *
2251 * Returns true if there are more actions we can do. 2248 * Returns true if there are more actions we can do. Should not do
2249 * many actions in a row, as that would be too unfair to other
2250 * players.
2252 */ 2251 */
2253int 2252bool
2254handle_newcs_player (object *op) 2253handle_newcs_player (object *op)
2255{ 2254{
2256 if (QUERY_FLAG (op, FLAG_SCARED)) 2255 if (QUERY_FLAG (op, FLAG_SCARED))
2257 { 2256 {
2258 flee_player (op); 2257 if (op->speed_left > 0.f)
2259
2260 /* If player is still scared, that is his action for this tick */
2261 if (op->flag [FLAG_SCARED])
2262 { 2258 {
2263 --op->speed_left; 2259 --op->speed_left;
2260 flee_player (op);
2261
2264 return 0; 2262 return true;
2265 } 2263 }
2264 else
2265 return false;
2266 } 2266 }
2267 2267
2268 /* call this here - we also will call this in do_ericserver, but 2268 /* call this here - we also will call this in do_ericserver, but
2269 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here. 2270 * called, so we recheck it here.
2271 */ 2271 */
2272 if (op->contr->ns->handle_command ()) 2272 if (op->contr->ns->handle_command ())
2273 return 1; 2273 return true;
2274 2274
2275 if (op->speed_left > 0.f)
2276 {
2277 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2275 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2278 {
2279 /* All move commands take 1 tick, at least for now */
2280 --op->speed_left;
2281
2282 /* Instead of all the stuff below, let move_player take care
2283 * of it. Also, some of the skill stuff is only put in
2284 * there, as well as the confusion stuff.
2285 */
2286 move_player (op, op->direction); 2276 return move_player (op, op->direction);
2287 2277
2288 return op->speed_left > 0.f;
2289 }
2290 }
2291
2292 return 0; 2278 return false;
2293} 2279}
2294 2280
2295int 2281int
2296save_life (object *op) 2282save_life (object *op)
2297{ 2283{
3050} 3036}
3051 3037
3052int 3038int
3053is_true_undead (object *op) 3039is_true_undead (object *op)
3054{ 3040{
3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3041 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3056 return 1; 3042 return 1;
3057 3043
3058 return 0; 3044 return 0;
3059} 3045}
3060 3046
3104/* For Hidden creatures - a chance of becoming 'unhidden' 3090/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 3091 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 3092 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 3093 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 3094 */
3109
3110void 3095void
3111do_hidden_move (object *op) 3096do_hidden_move (object *op)
3112{ 3097{
3113 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3114 object *skop; 3099 object *skop;
3231 * a blocked los square. 3216 * a blocked los square.
3232 * we use the archetype to figure out offsets. 3217 * we use the archetype to figure out offsets.
3233 */ 3218 */
3234 while (op) 3219 while (op)
3235 { 3220 {
3236 dx = rv.distance_x + op->arch->clone.x; 3221 dx = rv.distance_x + op->arch->x;
3237 dy = rv.distance_y + op->arch->clone.y; 3222 dy = rv.distance_y + op->arch->y;
3238 3223
3239 /* only the viewable area the player sees is updated by LOS 3224 /* only the viewable area the player sees is updated by LOS
3240 * code, so we need to restrict ourselves to that range of values 3225 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values. 3226 * for any meaningful values.
3242 */ 3227 */
3367 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3352 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3368 return; 3353 return;
3369 } 3354 }
3370 3355
3371 /* everything seems okay - now bring on the gift: */ 3356 /* everything seems okay - now bring on the gift: */
3372 item = &(tr->item->clone); 3357 item = tr->item;
3373 3358
3374 if (item->type == SPELL) 3359 if (item->type == SPELL)
3375 { 3360 {
3376 if (check_spell_known (who, item->name)) 3361 if (check_spell_known (who, item->name))
3377 return; 3362 return;
3437 /* forces in the treasurelist can alter the player's stats */ 3422 /* forces in the treasurelist can alter the player's stats */
3438 object *skin; 3423 object *skin;
3439 3424
3440 /* first get the dragon skin force */ 3425 /* first get the dragon skin force */
3441 shstr_cmp dragon_skin_force ("dragon_skin_force"); 3426 shstr_cmp dragon_skin_force ("dragon_skin_force");
3442 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3427 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3443 ; 3428 ;
3444 3429
3445 if (!skin) 3430 if (!skin)
3446 return; 3431 return;
3447 3432

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