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 1.140 by root, Fri May 18 13:15:29 2007 UTC vs.
Revision 1.152 by root, Sun Jul 1 05:00:20 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;
252 shstr_cmp dragon_ability_force ("dragon_ability_force"); 231 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force"); 232 shstr_cmp dragon_skin_force ("dragon_skin_force");
254 233
255 for (tmp = ob->inv; tmp; tmp = tmp->below) 234 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE) 235 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force) 236 if (tmp->arch->archname == dragon_ability_force)
258 abil = tmp; 237 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force) 238 else if (tmp->arch->archname == dragon_skin_force)
260 skin = tmp; 239 skin = tmp;
261 240
262 set_dragon_name (ob, abil, skin); 241 set_dragon_name (ob, abil, skin);
263 } 242 }
264 243
323 } 302 }
324 303
325 if (ob) 304 if (ob)
326 ob->close_container (); //TODO: client-specific 305 ob->close_container (); //TODO: client-specific
327 306
307 observe = ob;
308
328 deactivate (); 309 deactivate ();
329} 310}
330 311
331// the need for this function can be explained 312// the need for this function can be explained
332// by load_object not returning the object 313// by load_object not returning the object
333void 314void
334player::set_object (object *op) 315player::set_object (object *op)
335{ 316{
336 ob = op; 317 ob = observe = op;
337 ob->contr = this; /* this aren't yet in archetype */ 318 ob->contr = this; /* this aren't yet in archetype */
338 319
339 ob->speed_left = 0.5f;
340 ob->speed = 1.0f; 320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
341 ob->direction = 5; /* So player faces south */ 323 ob->direction = 5; /* So player faces south */
324}
325
326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
342} 331}
343 332
344player::player () 333player::player ()
345{ 334{
346 /* There are some elements we want initialised to non zero value - 335 /* There are some elements we want initialised to non zero value -
357 petmode = pet_normal; 346 petmode = pet_normal;
358 listening = 10; 347 listening = 10;
359 usekeys = containers; 348 usekeys = containers;
360 peaceful = 1; /* default peaceful */ 349 peaceful = 1; /* default peaceful */
361 do_los = 1; 350 do_los = 1;
351
352 weapon_sp = 1.0f;
353 weapon_sp_left = 0.5f;
362} 354}
363 355
364void 356void
365player::do_destroy () 357player::do_destroy ()
366{ 358{
371 if (ob) 363 if (ob)
372 { 364 {
373 ob->destroy_inv (false); 365 ob->destroy_inv (false);
374 ob->destroy (); 366 ob->destroy ();
375 } 367 }
368
369 ob = observe = 0;
376} 370}
377 371
378player::~player () 372player::~player ()
379{ 373{
380 /* Clear item stack */ 374 /* Clear item stack */
407 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
408 */ 402 */
409archetype * 403archetype *
410get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
411{ 405{
412 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
413 407
414 for (;;) 408 for (;;)
415 { 409 {
416 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
417 at = first_archetype; 411 i = archetypes.begin ();
418 else 412 else if (*i == at)
419 at = at->next; 413 cleanup ("not a single player archetype found");
420 414
421 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
422 return at; 416 return *i;
423
424 if (at == start)
425 {
426 LOG (llevError, "No Player archetypes\n");
427 exit (-1);
428 }
429 } 417 }
430} 418}
431 419
432object * 420object *
433get_nearest_player (object *mon) 421get_nearest_player (object *mon)
923 if (*first_map_ext_path) 911 if (*first_map_ext_path)
924 { 912 {
925 object *tmp; 913 object *tmp;
926 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
927 915
928 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
929 tmp = object::create (); 917 tmp = object::create ();
930 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
931 EXIT_X (tmp) = ob->x; 919 EXIT_X (tmp) = ob->x;
932 EXIT_Y (tmp) = ob->y; 920 EXIT_Y (tmp) = ob->y;
933 ob->enter_exit (tmp); /* we don't really care if it succeeded; 921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
952 int x = ob->x, y = ob->y; 940 int x = ob->x, y = ob->y;
953 941
954 ob->remove_statbonus (); 942 ob->remove_statbonus ();
955 ob->remove (); 943 ob->remove ();
956 ob->arch = get_player_archetype (ob->arch); 944 ob->arch = get_player_archetype (ob->arch);
957 ob->arch->clone.copy_to (ob); 945 ob->arch->copy_to (ob);
958 ob->instantiate (); 946 ob->instantiate ();
959 ob->stats = ob->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
960 ob->name = ob->name_pl = name; 948 ob->name = ob->name_pl = name;
961 ob->x = x; 949 ob->x = x;
962 ob->y = y; 950 ob->y = y;
963 SET_ANIMATION (ob, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
964 insert_ob_in_map (ob, ob->map, ob, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
965 assign (ob->contr->title, ob->arch->clone.name); 953 assign (ob->contr->title, ob->arch->object::name);
966 ob->add_statbonus (); 954 ob->add_statbonus ();
967 } 955 }
968 while (!allowed_class (ob)); 956 while (!allowed_class (ob));
969 957
970 update_object (ob, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
1115 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1116 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1117 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1118 else 1106 else
1119 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1120 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1121 1109
1122 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1123 } 1111 }
1124 1112
1125 /* philosophy: 1113 /* philosophy:
1318 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1319 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1320 { 1308 {
1321 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1322 { 1310 {
1323 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1324 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1325 { 1313 {
1326 pick_up (op, tmp); 1314 pick_up (op, tmp);
1327 continue; 1315 continue;
1328 } 1316 }
1329 } 1317 }
1330 1318
1331 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1332 { 1320 {
1333 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1334 { 1322 {
1335 pick_up (op, tmp); 1323 pick_up (op, tmp);
1336 continue; 1324 continue;
1337 } 1325 }
1338 } 1326 }
1363 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1364 { 1352 {
1365 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1366 } 1354 }
1367 else 1355 else
1368 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1369 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1370 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1371#endif 1359#endif
1372 continue; 1360 continue;
1373 } 1361 }
1443 else 1431 else
1444 { 1432 {
1445 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1446 { 1434 {
1447 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1448 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1449 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1450 { 1438 {
1451 tmp = arrow; 1439 tmp = arrow;
1452 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1453 } 1441 }
1454 } 1442 }
1455 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1456 { 1444 {
1457 tmp = arrow; 1445 tmp = arrow;
1641 arrow->stats.grace = arrow->attacktype; 1629 arrow->stats.grace = arrow->attacktype;
1642 1630
1643 if (arrow->slaying) 1631 if (arrow->slaying)
1644 arrow->spellarg = strdup (arrow->slaying); 1632 arrow->spellarg = strdup (arrow->slaying);
1645 1633
1634#if 0
1646 if (player *pl = op->contr) 1635 if (player *pl = op->contr)
1647 { 1636 {
1648 if (!pl->has_hit)
1649 {
1650 pl->has_hit = 1;
1651 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1652 }
1653#if 0
1654 float speed = pl->weapon_sp; 1637 float speed = pl->weapon_sp;
1655 1638
1656 /* penalize ROF for bestarrow */ 1639 /* penalize ROF for bestarrow */
1657 if (pl->bowtype == bow_bestarrow) 1640 if (pl->bowtype == bow_bestarrow)
1658 speed *= .9f; 1641 speed *= .9f;
1659 else 1642 else
1660 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1643 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1661 1644
1662 op->speed_left += speed - op->speed; 1645 op->speed_left += speed - op->speed;
1646 }
1663#endif 1647#endif
1664 }
1665 1648
1666 SET_ANIMATION (arrow, arrow->direction); 1649 SET_ANIMATION (arrow, arrow->direction);
1667 1650
1668 /* update the speed */ 1651 /* update the speed */
1669 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1652 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1670 + bow->stats.dam / 7.0; 1653 + bow->stats.dam / 7.f;
1671 1654
1672 arrow->set_speed (max (arrow->speed, 2.0)); 1655 arrow->set_speed (max (arrow->speed, 2.f));
1673 arrow->speed_left = 0; 1656 arrow->speed_left = 0;
1674 1657
1675 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1658 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1676 1659
1677 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1821 object *tmp; 1804 object *tmp;
1822 1805
1823 if (item->arch) 1806 if (item->arch)
1824 { 1807 {
1825 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
1826 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
1827 item->set_speed (0); 1810 item->set_speed (0);
1828 } 1811 }
1829 1812
1830 if ((tmp = item->in_player ())) 1813 if ((tmp = item->in_player ()))
1831 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
1836 } 1819 }
1837} 1820}
1838 1821
1839/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
1840 */ 1823 */
1841void 1824bool
1842fire (object *op, int dir) 1825fire (object *op, int dir)
1843{ 1826{
1844 int spellcost = 0; 1827 int spellcost = 0;
1845 1828
1846 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
1850 player *pl = op->contr; 1833 player *pl = op->contr;
1851 1834
1852 if (pl->golem) 1835 if (pl->golem)
1853 { 1836 {
1854 control_golem (op->contr->golem, dir); 1837 control_golem (op->contr->golem, dir);
1855 return; 1838 return false;
1856 } 1839 }
1857 1840
1858 object *ob = pl->ranged_ob; 1841 object *ob = pl->ranged_ob;
1859 1842
1860 if (!ob) 1843 if (!ob)
1861 return; 1844 return false;
1862 1845
1863 if (!op->change_weapon (ob)) 1846 if (!op->change_weapon (ob))
1864 return; 1847 return false;
1848
1849 if (op->speed_left > 0.f)
1850 --op->speed_left;
1851 else
1852 return false;
1865 1853
1866 switch (ob->type) 1854 switch (ob->type)
1867 { 1855 {
1868 case BOW: 1856 case BOW:
1869 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
1883 1871
1884 default: 1872 default:
1885 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
1886 break; 1874 break;
1887 } 1875 }
1876
1877 return true;
1888} 1878}
1889 1879
1890/* find_key 1880/* find_key
1891 * We try to find a key for the door as passed. If we find a key 1881 * We try to find a key for the door as passed. If we find a key
1892 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
1979 * 0 otherwise 1969 * 0 otherwise
1980 */ 1970 */
1981static int 1971static int
1982player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
1983{ 1973{
1984 /* If its a door, try to find a use a key. If we do destroy the door, 1974 /* If its a door, try to find a key. If we do destroy the door,
1985 * might as well return immediately as there is nothing more to do - 1975 * might as well return immediately as there is nothing more to do -
1986 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
1987 */ 1977 */
1988 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
1989 1979
1990 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
1991 if (key) 1981 if (key)
1992 { 1982 {
1993 object *container = key->env; 1983 object *container = key->env;
1994 1984
1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1985 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2030 * It should keep the code cleaner. 2020 * It should keep the code cleaner.
2031 * When this is called, the players direction has been updated 2021 * When this is called, the players direction has been updated
2032 * (taking into account confusion.) The player is also actually 2022 * (taking into account confusion.) The player is also actually
2033 * going to try and move (not fire weapons). 2023 * going to try and move (not fire weapons).
2034 */ 2024 */
2035void 2025bool
2036move_player_attack (object *op, int dir) 2026move_player_attack (object *op, int dir)
2037{ 2027{
2038 object *tmp, *mon;
2039 int on_battleground; 2028 int on_battleground;
2040 maptile *m;
2041 2029
2042 sint16 nx = freearr_x[dir] + op->x; 2030 sint16 nx = freearr_x[dir] + op->x;
2043 sint16 ny = freearr_y[dir] + op->y; 2031 sint16 ny = freearr_y[dir] + op->y;
2044 2032
2045 on_battleground = op_on_battleground (op, 0, 0); 2033 on_battleground = op_on_battleground (op, 0, 0);
2034
2035 if (out_of_map (op->map, nx, ny))
2036 return false;
2037
2038 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2039 {
2040 --op->speed_left;
2041 return true;
2042 }
2046 2043
2047 /* If braced, or can't move to the square, and it is not out of the 2044 /* If braced, or can't move to the square, and it is not out of the
2048 * map, attack it. Note order of if statement is important - don't 2045 * map, attack it. Note order of if statement is important - don't
2049 * want to be calling move_ob if braced, because move_ob will move the 2046 * want to be calling move_ob if braced, because move_ob will move the
2050 * player. This is a pretty nasty hack, because if we could 2047 * player. This is a pretty nasty hack, because if we could
2051 * move to some space, it then means that if we are braced, we should 2048 * move to some space, it then means that if we are braced, we should
2052 * do nothing at all. As it is, if we are braced, we go through 2049 * do nothing at all. As it is, if we are braced, we go through
2053 * quite a bit of processing. However, it probably is less than what 2050 * quite a bit of processing. However, it probably is less than what
2054 * move_ob uses. 2051 * move_ob uses.
2055 */ 2052 */
2056 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2057 {
2058 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2059 {
2060 m = op->map->xy_find (nx, ny); 2053 maptile *m = op->map->xy_find (nx, ny);
2061 if (!m)
2062 return; /* Don't think this should happen */
2063 }
2064 else
2065 m = op->map;
2066 2054
2067 if (!(tmp = m->at (nx, ny).bot))
2068 return;
2069
2070 mon = 0;
2071 /* Go through all the objects, and find ones of interest. Only stop if 2055 /* Go through all the objects, and find ones of interest. Only stop if
2072 * we find a monster - that is something we know we want to attack. 2056 * we find a monster - that is something we know we want to attack.
2073 * if its a door or barrel (can roll) see if there may be monsters 2057 * if its a door or barrel (can roll) see if there may be monsters
2074 * on the space 2058 * on the space
2075 */ 2059 */
2076 while (tmp) 2060 object *mon;
2077 { 2061 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2078 if (tmp == op) 2062 {
2079 { 2063 if ((mon->flag [FLAG_ALIVE]
2080 tmp = tmp->above; 2064 || mon->type == LOCKED_DOOR
2081 continue; 2065 || mon->flag [FLAG_CAN_ROLL])
2082 }
2083
2084 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2085 {
2086 mon = tmp; 2066 && mon != op)
2087 break; 2067 break;
2088 } 2068 }
2089 2069
2090 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2091 mon = tmp;
2092
2093 tmp = tmp->above;
2094 }
2095
2096 if (!mon) /* This happens anytime the player tries to move */ 2070 if (!mon) /* This happens anytime the player tries to move */
2097 return; /* into a wall */ 2071 return false; /* into a wall */
2098 2072
2099 if (mon->head)
2100 mon = mon->head; 2073 mon = mon->head_ ();
2101 2074
2102 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2075 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2076 if (op->contr->weapon_sp_left > 0.f)
2103 if (player_attack_door (op, mon)) 2077 if (player_attack_door (op, mon))
2078 {
2079 --op->contr->weapon_sp_left;
2104 return; 2080 return true;
2081 }
2105 2082
2106 /* The following deals with possibly attacking peaceful 2083 /* The following deals with possibly attacking peaceful
2107 * or frienddly creatures. Basically, all players are considered 2084 * or friendly creatures. Basically, all players are considered
2108 * unaggressive. If the moving player has peaceful set, then the 2085 * unaggressive. If the moving player has peaceful set, then the
2109 * object should be pushed instead of attacked. It is assumed that 2086 * object should be pushed instead of attacked. It is assumed that
2110 * if you are braced, you will not attack friends accidently, 2087 * if you are braced, you will not attack friends accidently,
2111 * and thus will not push them. 2088 * and thus will not push them.
2112 */ 2089 */
2113 2090
2114 /* If the creature is a pet, push it even if the player is not 2091 /* If the creature is a pet, push it even if the player is not
2115 * peaceful. Our assumption is the creature is a pet if the 2092 * peaceful. Our assumption is the creature is a pet if the
2116 * player owns it and it is either friendly or unagressive. 2093 * player owns it and it is either friendly or unagressive.
2117 */ 2094 */
2118 if (op->type == PLAYER 2095 if (op->type == PLAYER
2119 && ((mon->owner && mon->owner->contr 2096 && ((mon->owner && mon->owner->contr
2120 && same_party (mon->owner->contr->party, op->contr->party)) 2097 && same_party (mon->owner->contr->party, op->contr->party))
2121 || mon->owner == op) 2098 || mon->owner == op)
2122 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2099 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2123 { 2100 {
2124 /* If we're braced, we don't want to switch places with it */ 2101 /* If we're braced, we don't want to switch places with it */
2125 if (op->contr->braced) 2102 if (op->contr->braced)
2126 return; 2103 return false;
2104
2105 if (op->speed_left > 0.f)
2106 {
2107 --op->speed_left;
2127 2108
2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2109 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2129 push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2111
2130 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2131 make_visible (op); 2113 make_visible (op);
2132 2114
2133 return; 2115 return true;
2134 } 2116 }
2117 else
2118 return false;
2119 }
2135 2120
2136 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2137 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2138 * someone, but put it inside this loop so that you won't 2123 * someone, but put it inside this loop so that you won't
2139 * attack them either. 2124 * attack them either.
2140 */ 2125 */
2141 if ((mon->type == PLAYER || mon->enemy != op) 2126 if ((mon->type == PLAYER || mon->enemy != op)
2142 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 2127 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2143 && ((op->contr->peaceful 2128 && ((op->contr->peaceful
2144 || (mon->type == PLAYER && mon->contr->peaceful)) 2129 || (mon->type == PLAYER && mon->contr->peaceful))
2145 && !on_battleground)) 2130 && !on_battleground))
2131 {
2132 if (op->speed_left > 0.f)
2146 { 2133 {
2134 --op->speed_left;
2135
2147 if (!op->contr->braced) 2136 if (!op->contr->braced)
2148 { 2137 {
2149 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2138 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2150 push_ob (mon, dir, op); 2139 push_ob (mon, dir, op);
2151 } 2140 }
2152 else 2141 else
2153 new_draw_info (0, 0, op, "You withhold your attack"); 2142 new_draw_info (0, 0, op, "You withhold your attack");
2154 2143
2155 if (op->contr->tmp_invis || op->hide) 2144 if (op->contr->tmp_invis || op->hide)
2156 make_visible (op); 2145 make_visible (op);
2157 }
2158 2146
2147 return true;
2148 }
2149 }
2159 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2160 * roll it if not braced. You can't roll it if you are braced. 2151 * roll it if not braced. You can't roll it if you are braced.
2161 */ 2152 */
2162 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2154 {
2155 if (op->speed_left > 0.f)
2163 { 2156 {
2157 --op->speed_left;
2158
2164 recursive_roll (mon, dir, op); 2159 recursive_roll (mon, dir, op);
2165 if (action_makes_visible (op)) 2160 if (action_makes_visible (op))
2166 make_visible (op); 2161 make_visible (op);
2167 }
2168 2162
2163 return true;
2164 }
2165 }
2169 /* Any generic living creature. Including things like doors. 2166 /* Any generic living creature. Including things like doors.
2170 * Way it works is like this: First, it must have some hit points 2167 * Way it works is like this: First, it must have some hit points
2171 * and be living. Then, it must be one of the following: 2168 * and be living. Then, it must be one of the following:
2172 * 1) Not a player, 2) A player, but of a different party. Note 2169 * 1) Not a player, 2) A player, but of a different party. Note
2173 * that party_number -1 is no party, so attacks can still happen. 2170 * that party_number -1 is no party, so attacks can still happen.
2174 */ 2171 */
2175 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2172 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2176 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2173 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2177 { 2174 {
2178 if (!op->contr->has_hit) 2175 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2179 { 2176 {
2180 op->contr->has_hit = 1; 2177 --op->contr->weapon_sp_left;
2181 op->speed_left += op->contr->weapon_speed () - op->speed;
2182 }
2183 2178
2184 skill_attack (mon, op, 0, 0, 0); 2179 skill_attack (mon, op, 0, 0, 0);
2185
2186 /* If attacking another player, that player gets automatic
2187 * hitback, and doesn't loose luck either.
2188 * Disable hitback on the battleground or if the target is
2189 * the wiz.
2190 */
2191 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2192 {
2193 short luck = mon->stats.luck;
2194
2195 mon->contr->has_hit = 1;
2196 skill_attack (op, mon, 0, 0, 0);
2197 mon->stats.luck = luck;
2198 }
2199 2180
2200 if (action_makes_visible (op)) 2181 if (action_makes_visible (op))
2201 make_visible (op); 2182 make_visible (op);
2202 }
2203 } /* if player should attack something */
2204}
2205 2183
2206int 2184 return true;
2185 }
2186 }
2187
2188 return false;
2189}
2190
2191bool
2207move_player (object *op, int dir) 2192move_player (object *op, int dir)
2208{ 2193{
2209 int pick; 2194 int pick;
2210 2195
2211 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2196 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2225 op->facing = dir; 2210 op->facing = dir;
2226 2211
2227 if (op->hide) 2212 if (op->hide)
2228 do_hidden_move (op); 2213 do_hidden_move (op);
2229 2214
2215 bool retval;
2216
2230 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2217 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2231 /*nop */ ; 2218 retval = RESULT_INT (0);
2232 else if (op->contr->fire_on) 2219 else if (op->contr->fire_on)
2233 fire (op, dir); 2220 retval = fire (op, dir);
2234 else 2221 else
2235 { 2222 {
2236 move_player_attack (op, dir); 2223 retval = move_player_attack (op, dir);
2237 pick = check_pick (op); 2224 pick = check_pick (op);
2238 } 2225 }
2239 2226
2240 /* Add special check for newcs players and fire on - this way, the 2227 /* Add special check for newcs players and fire on - this way, the
2241 * server can handle repeat firing. 2228 * server can handle repeat firing.
2248 /* Update how the player looks. Use the facing, so direction may 2235 /* Update how the player looks. Use the facing, so direction may
2249 * get reset to zero. This allows for full animation capabilities 2236 * get reset to zero. This allows for full animation capabilities
2250 * for players. 2237 * for players.
2251 */ 2238 */
2252 animate_object (op, op->facing); 2239 animate_object (op, op->facing);
2253 return 0; 2240
2241 return retval;
2254} 2242}
2255 2243
2256/* This is similar to handle_player, below, but is only used by the 2244/* This is similar to handle_player, below, but is only used by the
2257 * new client/server stuff. 2245 * new client/server stuff.
2258 * This is sort of special, in that the new client/server actually uses 2246 * This is sort of special, in that the new client/server actually uses
2259 * the new speed values for commands. 2247 * the new speed values for commands.
2260 * 2248 *
2261 * Returns true if there are more actions we can do. 2249 * Returns true if there are more actions we can do. Should not do
2250 * many actions in a row, as that would be too unfair to other
2251 * players.
2262 */ 2252 */
2263int 2253bool
2264handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2265{ 2255{
2266 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2267 { 2257 {
2268 flee_player (op); 2258 if (op->speed_left > 0.f)
2269
2270 /* If player is still scared, that is his action for this tick */
2271 if (op->flag [FLAG_SCARED])
2272 { 2259 {
2273 --op->speed_left; 2260 --op->speed_left;
2261 flee_player (op);
2262
2274 return 0; 2263 return true;
2275 } 2264 }
2265 else
2266 return false;
2276 } 2267 }
2277 2268
2278 /* call this here - we also will call this in do_ericserver, but 2269 /* call this here - we also will call this in do_ericserver, but
2279 * the players time has been increased when doericserver has been 2270 * the players time has been increased when doericserver has been
2280 * called, so we recheck it here. 2271 * called, so we recheck it here.
2281 */ 2272 */
2282 if (op->contr->ns->handle_command ()) 2273 if (op->contr->ns->handle_command ())
2283 return 1; 2274 return true;
2284 2275
2285 if (op->speed_left > 0.f)
2286 {
2287 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2276 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2288 {
2289 /* All move commands take 1 tick, at least for now */
2290 --op->speed_left;
2291
2292 /* Instead of all the stuff below, let move_player take care
2293 * of it. Also, some of the skill stuff is only put in
2294 * there, as well as the confusion stuff.
2295 */
2296 move_player (op, op->direction); 2277 return move_player (op, op->direction);
2297 2278
2298 return op->speed_left > 0.f;
2299 }
2300 }
2301
2302 return 0; 2279 return false;
2303} 2280}
2304 2281
2305int 2282int
2306save_life (object *op) 2283save_life (object *op)
2307{ 2284{
3060} 3037}
3061 3038
3062int 3039int
3063is_true_undead (object *op) 3040is_true_undead (object *op)
3064{ 3041{
3065 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3042 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3066 return 1; 3043 return 1;
3067 3044
3068 return 0; 3045 return 0;
3069} 3046}
3070 3047
3114/* For Hidden creatures - a chance of becoming 'unhidden' 3091/* For Hidden creatures - a chance of becoming 'unhidden'
3115 * every time they move - as we subtract off 'invisibility' 3092 * every time they move - as we subtract off 'invisibility'
3116 * AND, for players, if they move into a ridiculously unhideable 3093 * AND, for players, if they move into a ridiculously unhideable
3117 * spot (surrounded by clear terrain in broad daylight). -b.t. 3094 * spot (surrounded by clear terrain in broad daylight). -b.t.
3118 */ 3095 */
3119
3120void 3096void
3121do_hidden_move (object *op) 3097do_hidden_move (object *op)
3122{ 3098{
3123 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3099 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3124 object *skop; 3100 object *skop;
3241 * a blocked los square. 3217 * a blocked los square.
3242 * we use the archetype to figure out offsets. 3218 * we use the archetype to figure out offsets.
3243 */ 3219 */
3244 while (op) 3220 while (op)
3245 { 3221 {
3246 dx = rv.distance_x + op->arch->clone.x; 3222 dx = rv.distance_x + op->arch->x;
3247 dy = rv.distance_y + op->arch->clone.y; 3223 dy = rv.distance_y + op->arch->y;
3248 3224
3249 /* only the viewable area the player sees is updated by LOS 3225 /* only the viewable area the player sees is updated by LOS
3250 * code, so we need to restrict ourselves to that range of values 3226 * code, so we need to restrict ourselves to that range of values
3251 * for any meaningful values. 3227 * for any meaningful values.
3252 */ 3228 */
3377 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3378 return; 3354 return;
3379 } 3355 }
3380 3356
3381 /* everything seems okay - now bring on the gift: */ 3357 /* everything seems okay - now bring on the gift: */
3382 item = &(tr->item->clone); 3358 item = tr->item;
3383 3359
3384 if (item->type == SPELL) 3360 if (item->type == SPELL)
3385 { 3361 {
3386 if (check_spell_known (who, item->name)) 3362 if (check_spell_known (who, item->name))
3387 return; 3363 return;
3447 /* forces in the treasurelist can alter the player's stats */ 3423 /* forces in the treasurelist can alter the player's stats */
3448 object *skin; 3424 object *skin;
3449 3425
3450 /* first get the dragon skin force */ 3426 /* first get the dragon skin force */
3451 shstr_cmp dragon_skin_force ("dragon_skin_force"); 3427 shstr_cmp dragon_skin_force ("dragon_skin_force");
3452 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3428 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3453 ; 3429 ;
3454 3430
3455 if (!skin) 3431 if (!skin)
3456 return; 3432 return;
3457 3433

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines