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Comparing deliantra/server/server/player.C (file contents):
Revision 1.141 by root, Fri May 18 15:05:09 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>
157 op->x = -1; 156 op->x = -1;
158 op->y = -1; 157 op->y = -1;
159} 158}
160 159
161void 160void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate () 161player::activate ()
176{ 162{
177 if (active) 163 if (active)
178 return; 164 return;
179 165
181 ob->remove (); 167 ob->remove ();
182 ob->map = 0; 168 ob->map = 0;
183 ob->activate_recursive (); 169 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob); 171 add_friendly_object (ob);
186 enter_map ();
187} 172}
188 173
189void 174void
190player::deactivate () 175player::deactivate ()
191{ 176{
221 ob->close_container (); //TODO: client-specific 206 ob->close_container (); //TODO: client-specific
222 207
223 ns->update_look = 0; 208 ns->update_look = 0;
224 ns->look_position = 0; 209 ns->look_position = 0;
225 210
226 clear_los (ob); 211 clear_los (this);
227 212
228 ns->reset_stats (); 213 ns->reset_stats ();
229 214
230 /* make sure he's a player -- needed because of class change. */ 215 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid 216 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race; 217 ob->race = ob->arch->race;
233 218
234 ob->carrying = sum_weight (ob); 219 ob->carrying = sum_weight (ob);
235 link_player_skills (ob); 220 link_player_skills (ob);
236 221
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238 223
239 assign (title, ob->arch->clone.name); 224 assign (title, ob->arch->object::name);
240 225
241 /* if it's a dragon player, set the correct title here */ 226 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob)) 227 if (is_dragon_pl (ob))
243 { 228 {
244 object *tmp, *abil = 0, *skin = 0; 229 object *tmp, *abil = 0, *skin = 0;
245 230
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below) 231 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 232 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 233 if (tmp->arch->archname == shstr_dragon_ability_force)
252 abil = tmp; 234 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 235 else if (tmp->arch->archname == shstr_dragon_skin_force)
254 skin = tmp; 236 skin = tmp;
255 237
256 set_dragon_name (ob, abil, skin); 238 set_dragon_name (ob, abil, skin);
257 } 239 }
258 240
317 } 299 }
318 300
319 if (ob) 301 if (ob)
320 ob->close_container (); //TODO: client-specific 302 ob->close_container (); //TODO: client-specific
321 303
304 observe = ob;
305
322 deactivate (); 306 deactivate ();
323} 307}
324 308
325// the need for this function can be explained 309// the need for this function can be explained
326// by load_object not returning the object 310// by load_object not returning the object
327void 311void
328player::set_object (object *op) 312player::set_object (object *op)
329{ 313{
330 ob = op; 314 ob = observe = op;
331 ob->contr = this; /* this aren't yet in archetype */ 315 ob->contr = this; /* this aren't yet in archetype */
332 316
333 ob->speed_left = 0.5f;
334 ob->speed = 1.0f; 317 ob->speed = 1.0f;
318 ob->speed_left = 0.5f;
319
335 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;
336} 328}
337 329
338player::player () 330player::player ()
339{ 331{
340 /* There are some elements we want initialised to non zero value - 332 /* There are some elements we want initialised to non zero value -
351 petmode = pet_normal; 343 petmode = pet_normal;
352 listening = 10; 344 listening = 10;
353 usekeys = containers; 345 usekeys = containers;
354 peaceful = 1; /* default peaceful */ 346 peaceful = 1; /* default peaceful */
355 do_los = 1; 347 do_los = 1;
348
349 weapon_sp = 1.0f;
350 weapon_sp_left = 0.5f;
356} 351}
357 352
358void 353void
359player::do_destroy () 354player::do_destroy ()
360{ 355{
365 if (ob) 360 if (ob)
366 { 361 {
367 ob->destroy_inv (false); 362 ob->destroy_inv (false);
368 ob->destroy (); 363 ob->destroy ();
369 } 364 }
365
366 ob = observe = 0;
370} 367}
371 368
372player::~player () 369player::~player ()
373{ 370{
374 /* Clear item stack */ 371 /* Clear item stack */
401 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
402 */ 399 */
403archetype * 400archetype *
404get_player_archetype (archetype *at) 401get_player_archetype (archetype *at)
405{ 402{
406 archetype *start = at; 403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
407 404
408 for (;;) 405 for (;;)
409 { 406 {
410 if (at == NULL || at->next == NULL) 407 if (++i == archetypes.end ())
411 at = first_archetype; 408 i = archetypes.begin ();
412 else 409 else if (*i == at)
413 at = at->next; 410 cleanup ("not a single player archetype found");
414 411
415 if (at->clone.type == PLAYER) 412 if ((*i)->type == PLAYER)
416 return at; 413 return *i;
417
418 if (at == start)
419 {
420 LOG (llevError, "No Player archetypes\n");
421 exit (-1);
422 }
423 } 414 }
424} 415}
425 416
426object * 417object *
427get_nearest_player (object *mon) 418get_nearest_player (object *mon)
917 if (*first_map_ext_path) 908 if (*first_map_ext_path)
918 { 909 {
919 object *tmp; 910 object *tmp;
920 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
921 912
922 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);
923 tmp = object::create (); 914 tmp = object::create ();
924 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
925 EXIT_X (tmp) = ob->x; 916 EXIT_X (tmp) = ob->x;
926 EXIT_Y (tmp) = ob->y; 917 EXIT_Y (tmp) = ob->y;
927 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;
946 int x = ob->x, y = ob->y; 937 int x = ob->x, y = ob->y;
947 938
948 ob->remove_statbonus (); 939 ob->remove_statbonus ();
949 ob->remove (); 940 ob->remove ();
950 ob->arch = get_player_archetype (ob->arch); 941 ob->arch = get_player_archetype (ob->arch);
951 ob->arch->clone.copy_to (ob); 942 ob->arch->copy_to (ob);
952 ob->instantiate (); 943 ob->instantiate ();
953 ob->stats = ob->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
954 ob->name = ob->name_pl = name; 945 ob->name = ob->name_pl = name;
955 ob->x = x; 946 ob->x = x;
956 ob->y = y; 947 ob->y = y;
957 SET_ANIMATION (ob, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
958 insert_ob_in_map (ob, ob->map, ob, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
959 assign (ob->contr->title, ob->arch->clone.name); 950 assign (ob->contr->title, ob->arch->object::name);
960 ob->add_statbonus (); 951 ob->add_statbonus ();
961 } 952 }
962 while (!allowed_class (ob)); 953 while (!allowed_class (ob));
963 954
964 update_object (ob, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
1109 if (tmp->name != NULL) 1100 if (tmp->name != NULL)
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &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))));
1112 else 1103 else
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114 &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))));
1115 1106
1116 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 } 1108 }
1118 1109
1119 /* philosophy: 1110 /* philosophy:
1312 /* careful: chairs and tables are weapons! */ 1303 /* careful: chairs and tables are weapons! */
1313 if (op->contr->mode & PU_ALLWEAPON) 1304 if (op->contr->mode & PU_ALLWEAPON)
1314 { 1305 {
1315 if (tmp->type == WEAPON && tmp->name != NULL) 1306 if (tmp->type == WEAPON && tmp->name != NULL)
1316 { 1307 {
1317 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 &&
1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1319 { 1310 {
1320 pick_up (op, tmp); 1311 pick_up (op, tmp);
1321 continue; 1312 continue;
1322 } 1313 }
1323 } 1314 }
1324 1315
1325 if (tmp->type == WEAPON && tmp->name == NULL) 1316 if (tmp->type == WEAPON && tmp->name == NULL)
1326 { 1317 {
1327 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)
1328 { 1319 {
1329 pick_up (op, tmp); 1320 pick_up (op, tmp);
1330 continue; 1321 continue;
1331 } 1322 }
1332 } 1323 }
1357 if (tmp->name != NULL) 1348 if (tmp->name != NULL)
1358 { 1349 {
1359 fprintf (stderr, "%s", tmp->name); 1350 fprintf (stderr, "%s", tmp->name);
1360 } 1351 }
1361 else 1352 else
1362 fprintf (stderr, "%s", tmp->arch->name); 1353 fprintf (stderr, "%s", tmp->arch->archname);
1363 fprintf (stderr, ",%d] = ", tmp->type); 1354 fprintf (stderr, ",%d] = ", tmp->type);
1364 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))));
1365#endif 1356#endif
1366 continue; 1357 continue;
1367 } 1358 }
1437 else 1428 else
1438 { 1429 {
1439 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440 { 1431 {
1441 attacktype = 1 << attacknum; 1432 attacktype = 1 << attacknum;
1442 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1433 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1443 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)
1444 { 1435 {
1445 tmp = arrow; 1436 tmp = arrow;
1446 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;
1447 } 1438 }
1448 } 1439 }
1449 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1450 { 1441 {
1451 tmp = arrow; 1442 tmp = arrow;
1635 arrow->stats.grace = arrow->attacktype; 1626 arrow->stats.grace = arrow->attacktype;
1636 1627
1637 if (arrow->slaying) 1628 if (arrow->slaying)
1638 arrow->spellarg = strdup (arrow->slaying); 1629 arrow->spellarg = strdup (arrow->slaying);
1639 1630
1631#if 0
1640 if (player *pl = op->contr) 1632 if (player *pl = op->contr)
1641 { 1633 {
1642 if (!pl->has_hit)
1643 {
1644 pl->has_hit = 1;
1645 pl->ob->speed_left += pl->weapon_sp - pl->ob->speed;
1646 }
1647#if 0
1648 float speed = pl->weapon_sp; 1634 float speed = pl->weapon_sp;
1649 1635
1650 /* penalize ROF for bestarrow */ 1636 /* penalize ROF for bestarrow */
1651 if (pl->bowtype == bow_bestarrow) 1637 if (pl->bowtype == bow_bestarrow)
1652 speed *= .9f; 1638 speed *= .9f;
1653 else 1639 else
1654 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1640 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1655 1641
1656 op->speed_left += speed - op->speed; 1642 op->speed_left += speed - op->speed;
1643 }
1657#endif 1644#endif
1658 }
1659 1645
1660 SET_ANIMATION (arrow, arrow->direction); 1646 SET_ANIMATION (arrow, arrow->direction);
1661 1647
1662 /* update the speed */ 1648 /* update the speed */
1663 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
1664 + bow->stats.dam / 7.0; 1650 + bow->stats.dam / 7.f;
1665 1651
1666 arrow->set_speed (max (arrow->speed, 2.0)); 1652 arrow->set_speed (max (arrow->speed, 2.f));
1667 arrow->speed_left = 0; 1653 arrow->speed_left = 0;
1668 1654
1669 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;
1670 1656
1671 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1815 object *tmp; 1801 object *tmp;
1816 1802
1817 if (item->arch) 1803 if (item->arch)
1818 { 1804 {
1819 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
1820 item->face = item->arch->clone.face; 1806 item->face = item->arch->face;
1821 item->set_speed (0); 1807 item->set_speed (0);
1822 } 1808 }
1823 1809
1824 if ((tmp = item->in_player ())) 1810 if ((tmp = item->in_player ()))
1825 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
1830 } 1816 }
1831} 1817}
1832 1818
1833/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
1834 */ 1820 */
1835void 1821bool
1836fire (object *op, int dir) 1822fire (object *op, int dir)
1837{ 1823{
1838 int spellcost = 0; 1824 int spellcost = 0;
1839 1825
1840 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
1844 player *pl = op->contr; 1830 player *pl = op->contr;
1845 1831
1846 if (pl->golem) 1832 if (pl->golem)
1847 { 1833 {
1848 control_golem (op->contr->golem, dir); 1834 control_golem (op->contr->golem, dir);
1849 return; 1835 return false;
1850 } 1836 }
1851 1837
1852 object *ob = pl->ranged_ob; 1838 object *ob = pl->ranged_ob;
1853 1839
1854 if (!ob) 1840 if (!ob)
1855 return; 1841 return false;
1856 1842
1857 if (!op->change_weapon (ob)) 1843 if (!op->change_weapon (ob))
1858 return; 1844 return false;
1845
1846 if (op->speed_left > 0.f)
1847 --op->speed_left;
1848 else
1849 return false;
1859 1850
1860 switch (ob->type) 1851 switch (ob->type)
1861 { 1852 {
1862 case BOW: 1853 case BOW:
1863 player_fire_bow (op, dir); 1854 player_fire_bow (op, dir);
1877 1868
1878 default: 1869 default:
1879 fire_misc_object (op, dir); 1870 fire_misc_object (op, dir);
1880 break; 1871 break;
1881 } 1872 }
1873
1874 return true;
1882} 1875}
1883 1876
1884/* find_key 1877/* find_key
1885 * 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
1886 * and successfully use it, we return the key, otherwise NULL 1879 * and successfully use it, we return the key, otherwise NULL
1973 * 0 otherwise 1966 * 0 otherwise
1974 */ 1967 */
1975static int 1968static int
1976player_attack_door (object *op, object *door) 1969player_attack_door (object *op, object *door)
1977{ 1970{
1978 /* 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,
1979 * 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 -
1980 * otherwise, we fall through to the rest of the code. 1973 * otherwise, we fall through to the rest of the code.
1981 */ 1974 */
1982 object *key = find_key (op, op, door); 1975 object *key = find_key (op, op, door);
1983 1976
1984 /* IF we found a key, do some extra work */ 1977 /* If we found a key, do some extra work */
1985 if (key) 1978 if (key)
1986 { 1979 {
1987 object *container = key->env; 1980 object *container = key->env;
1988 1981
1989 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);
2024 * It should keep the code cleaner. 2017 * It should keep the code cleaner.
2025 * When this is called, the players direction has been updated 2018 * When this is called, the players direction has been updated
2026 * (taking into account confusion.) The player is also actually 2019 * (taking into account confusion.) The player is also actually
2027 * going to try and move (not fire weapons). 2020 * going to try and move (not fire weapons).
2028 */ 2021 */
2029void 2022bool
2030move_player_attack (object *op, int dir) 2023move_player_attack (object *op, int dir)
2031{ 2024{
2032 object *tmp, *mon;
2033 int on_battleground; 2025 int on_battleground;
2034 maptile *m;
2035 2026
2036 sint16 nx = freearr_x[dir] + op->x; 2027 sint16 nx = freearr_x[dir] + op->x;
2037 sint16 ny = freearr_y[dir] + op->y; 2028 sint16 ny = freearr_y[dir] + op->y;
2038 2029
2039 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 }
2040 2040
2041 /* 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
2042 * 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
2043 * 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
2044 * player. This is a pretty nasty hack, because if we could 2044 * player. This is a pretty nasty hack, because if we could
2045 * 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
2046 * 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
2047 * 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
2048 * move_ob uses. 2048 * move_ob uses.
2049 */ 2049 */
2050 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2051 {
2052 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2053 {
2054 m = op->map->xy_find (nx, ny); 2050 maptile *m = op->map->xy_find (nx, ny);
2055 if (!m)
2056 return; /* Don't think this should happen */
2057 }
2058 else
2059 m = op->map;
2060 2051
2061 if (!(tmp = m->at (nx, ny).bot))
2062 return;
2063
2064 mon = 0;
2065 /* 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
2066 * 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.
2067 * 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
2068 * on the space 2055 * on the space
2069 */ 2056 */
2070 while (tmp) 2057 object *mon;
2071 { 2058 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2072 if (tmp == op) 2059 {
2073 { 2060 if ((mon->flag [FLAG_ALIVE]
2074 tmp = tmp->above; 2061 || mon->type == LOCKED_DOOR
2075 continue; 2062 || mon->flag [FLAG_CAN_ROLL])
2076 }
2077
2078 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2079 {
2080 mon = tmp; 2063 && mon != op)
2081 break; 2064 break;
2082 } 2065 }
2083 2066
2084 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2085 mon = tmp;
2086
2087 tmp = tmp->above;
2088 }
2089
2090 if (!mon) /* This happens anytime the player tries to move */ 2067 if (!mon) /* This happens anytime the player tries to move */
2091 return; /* into a wall */ 2068 return false; /* into a wall */
2092 2069
2093 if (mon->head)
2094 mon = mon->head; 2070 mon = mon->head_ ();
2095 2071
2096 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)
2097 if (player_attack_door (op, mon)) 2074 if (player_attack_door (op, mon))
2075 {
2076 --op->contr->weapon_sp_left;
2098 return; 2077 return true;
2078 }
2099 2079
2100 /* The following deals with possibly attacking peaceful 2080 /* The following deals with possibly attacking peaceful
2101 * or frienddly creatures. Basically, all players are considered 2081 * or friendly creatures. Basically, all players are considered
2102 * unaggressive. If the moving player has peaceful set, then the 2082 * unaggressive. If the moving player has peaceful set, then the
2103 * object should be pushed instead of attacked. It is assumed that 2083 * object should be pushed instead of attacked. It is assumed that
2104 * if you are braced, you will not attack friends accidently, 2084 * if you are braced, you will not attack friends accidently,
2105 * and thus will not push them. 2085 * and thus will not push them.
2106 */ 2086 */
2107 2087
2108 /* 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
2109 * peaceful. Our assumption is the creature is a pet if the 2089 * peaceful. Our assumption is the creature is a pet if the
2110 * player owns it and it is either friendly or unagressive. 2090 * player owns it and it is either friendly or unagressive.
2111 */ 2091 */
2112 if (op->type == PLAYER 2092 if (op->type == PLAYER
2113 && ((mon->owner && mon->owner->contr 2093 && ((mon->owner && mon->owner->contr
2114 && same_party (mon->owner->contr->party, op->contr->party)) 2094 && same_party (mon->owner->contr->party, op->contr->party))
2115 || mon->owner == op) 2095 || mon->owner == op)
2116 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2096 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2117 { 2097 {
2118 /* 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 */
2119 if (op->contr->braced) 2099 if (op->contr->braced)
2120 return; 2100 return false;
2101
2102 if (op->speed_left > 0.f)
2103 {
2104 --op->speed_left;
2121 2105
2122 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);
2123 push_ob (mon, dir, op); 2107 push_ob (mon, dir, op);
2108
2124 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2125 make_visible (op); 2110 make_visible (op);
2126 2111
2127 return; 2112 return true;
2128 } 2113 }
2114 else
2115 return false;
2116 }
2129 2117
2130 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2131 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2132 * 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
2133 * attack them either. 2121 * attack them either.
2134 */ 2122 */
2135 if ((mon->type == PLAYER || mon->enemy != op) 2123 if ((mon->type == PLAYER || mon->enemy != op)
2136 && (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))
2137 && ((op->contr->peaceful 2125 && ((op->contr->peaceful
2138 || (mon->type == PLAYER && mon->contr->peaceful)) 2126 || (mon->type == PLAYER && mon->contr->peaceful))
2139 && !on_battleground)) 2127 && !on_battleground))
2128 {
2129 if (op->speed_left > 0.f)
2140 { 2130 {
2131 --op->speed_left;
2132
2141 if (!op->contr->braced) 2133 if (!op->contr->braced)
2142 { 2134 {
2143 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);
2144 push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2145 } 2137 }
2146 else 2138 else
2147 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2148 2140
2149 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2150 make_visible (op); 2142 make_visible (op);
2151 }
2152 2143
2144 return true;
2145 }
2146 }
2153 /* If the object is a boulder or other rollable object, then 2147 /* If the object is a boulder or other rollable object, then
2154 * 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.
2155 */ 2149 */
2156 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)
2157 { 2153 {
2154 --op->speed_left;
2155
2158 recursive_roll (mon, dir, op); 2156 recursive_roll (mon, dir, op);
2159 if (action_makes_visible (op)) 2157 if (action_makes_visible (op))
2160 make_visible (op); 2158 make_visible (op);
2161 }
2162 2159
2160 return true;
2161 }
2162 }
2163 /* Any generic living creature. Including things like doors. 2163 /* Any generic living creature. Including things like doors.
2164 * 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
2165 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2166 * 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
2167 * 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.
2168 */ 2168 */
2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2170 ((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)))
2171 { 2171 {
2172 if (!op->contr->has_hit) 2172 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2173 { 2173 {
2174 op->contr->has_hit = 1; 2174 --op->contr->weapon_sp_left;
2175 op->speed_left += op->contr->weapon_sp - op->speed;
2176 }
2177 2175
2178 skill_attack (mon, op, 0, 0, 0); 2176 skill_attack (mon, op, 0, 0, 0);
2179
2180 /* If attacking another player, that player gets automatic
2181 * hitback, and doesn't loose luck either.
2182 * Disable hitback on the battleground or if the target is
2183 * the wiz.
2184 */
2185 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2186 {
2187 short luck = mon->stats.luck;
2188
2189 mon->contr->has_hit = 1;
2190 skill_attack (op, mon, 0, 0, 0);
2191 mon->stats.luck = luck;
2192 }
2193 2177
2194 if (action_makes_visible (op)) 2178 if (action_makes_visible (op))
2195 make_visible (op); 2179 make_visible (op);
2196 }
2197 } /* if player should attack something */
2198}
2199 2180
2200int 2181 return true;
2182 }
2183 }
2184
2185 return false;
2186}
2187
2188bool
2201move_player (object *op, int dir) 2189move_player (object *op, int dir)
2202{ 2190{
2203 int pick; 2191 int pick;
2204 2192
2205 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2219 op->facing = dir; 2207 op->facing = dir;
2220 2208
2221 if (op->hide) 2209 if (op->hide)
2222 do_hidden_move (op); 2210 do_hidden_move (op);
2223 2211
2212 bool retval;
2213
2224 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2225 /*nop */ ; 2215 retval = RESULT_INT (0);
2226 else if (op->contr->fire_on) 2216 else if (op->contr->fire_on)
2227 fire (op, dir); 2217 retval = fire (op, dir);
2228 else 2218 else
2229 { 2219 {
2230 move_player_attack (op, dir); 2220 retval = move_player_attack (op, dir);
2231 pick = check_pick (op); 2221 pick = check_pick (op);
2232 } 2222 }
2233 2223
2234 /* 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
2235 * server can handle repeat firing. 2225 * server can handle repeat firing.
2242 /* Update how the player looks. Use the facing, so direction may 2232 /* Update how the player looks. Use the facing, so direction may
2243 * get reset to zero. This allows for full animation capabilities 2233 * get reset to zero. This allows for full animation capabilities
2244 * for players. 2234 * for players.
2245 */ 2235 */
2246 animate_object (op, op->facing); 2236 animate_object (op, op->facing);
2247 return 0; 2237
2238 return retval;
2248} 2239}
2249 2240
2250/* 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
2251 * new client/server stuff. 2242 * new client/server stuff.
2252 * 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
2253 * the new speed values for commands. 2244 * the new speed values for commands.
2254 * 2245 *
2255 * 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.
2256 */ 2249 */
2257int 2250bool
2258handle_newcs_player (object *op) 2251handle_newcs_player (object *op)
2259{ 2252{
2260 if (QUERY_FLAG (op, FLAG_SCARED)) 2253 if (QUERY_FLAG (op, FLAG_SCARED))
2261 { 2254 {
2262 flee_player (op); 2255 if (op->speed_left > 0.f)
2263
2264 /* If player is still scared, that is his action for this tick */
2265 if (op->flag [FLAG_SCARED])
2266 { 2256 {
2267 --op->speed_left; 2257 --op->speed_left;
2258 flee_player (op);
2259
2268 return 0; 2260 return true;
2269 } 2261 }
2262 else
2263 return false;
2270 } 2264 }
2271 2265
2272 /* 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
2273 * the players time has been increased when doericserver has been 2267 * the players time has been increased when doericserver has been
2274 * called, so we recheck it here. 2268 * called, so we recheck it here.
2275 */ 2269 */
2276 if (op->contr->ns->handle_command ()) 2270 if (op->contr->ns->handle_command ())
2277 return 1; 2271 return true;
2278 2272
2279 if (op->speed_left > 0.f)
2280 {
2281 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2273 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2282 {
2283 /* All move commands take 1 tick, at least for now */
2284 --op->speed_left;
2285
2286 /* Instead of all the stuff below, let move_player take care
2287 * of it. Also, some of the skill stuff is only put in
2288 * there, as well as the confusion stuff.
2289 */
2290 move_player (op, op->direction); 2274 return move_player (op, op->direction);
2291 2275
2292 return op->speed_left > 0.f;
2293 }
2294 }
2295
2296 return 0; 2276 return false;
2297} 2277}
2298 2278
2299int 2279int
2300save_life (object *op) 2280save_life (object *op)
2301{ 2281{
3054} 3034}
3055 3035
3056int 3036int
3057is_true_undead (object *op) 3037is_true_undead (object *op)
3058{ 3038{
3059 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3039 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3060 return 1; 3040 return 1;
3061 3041
3062 return 0; 3042 return 0;
3063} 3043}
3064 3044
3108/* For Hidden creatures - a chance of becoming 'unhidden' 3088/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 3089 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 3090 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 3091 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 3092 */
3113
3114void 3093void
3115do_hidden_move (object *op) 3094do_hidden_move (object *op)
3116{ 3095{
3117 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3118 object *skop; 3097 object *skop;
3235 * a blocked los square. 3214 * a blocked los square.
3236 * we use the archetype to figure out offsets. 3215 * we use the archetype to figure out offsets.
3237 */ 3216 */
3238 while (op) 3217 while (op)
3239 { 3218 {
3240 dx = rv.distance_x + op->arch->clone.x; 3219 dx = rv.distance_x + op->arch->x;
3241 dy = rv.distance_y + op->arch->clone.y; 3220 dy = rv.distance_y + op->arch->y;
3242 3221
3243 /* only the viewable area the player sees is updated by LOS 3222 /* only the viewable area the player sees is updated by LOS
3244 * 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
3245 * for any meaningful values. 3224 * for any meaningful values.
3246 */ 3225 */
3371 /* 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]); */
3372 return; 3351 return;
3373 } 3352 }
3374 3353
3375 /* everything seems okay - now bring on the gift: */ 3354 /* everything seems okay - now bring on the gift: */
3376 item = &(tr->item->clone); 3355 item = tr->item;
3377 3356
3378 if (item->type == SPELL) 3357 if (item->type == SPELL)
3379 { 3358 {
3380 if (check_spell_known (who, item->name)) 3359 if (check_spell_known (who, item->name))
3381 return; 3360 return;
3440 { 3419 {
3441 /* forces in the treasurelist can alter the player's stats */ 3420 /* forces in the treasurelist can alter the player's stats */
3442 object *skin; 3421 object *skin;
3443 3422
3444 /* first get the dragon skin force */ 3423 /* first get the dragon skin force */
3445 shstr_cmp dragon_skin_force ("dragon_skin_force");
3446 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)
3447 ; 3425 ;
3448 3426
3449 if (!skin) 3427 if (!skin)
3450 return; 3428 return;
3451 3429

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