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 1.250 by root, Sat Dec 12 03:17:21 2009 UTC vs.
Revision 1.260 by root, Fri Apr 2 03:41:25 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
110 link_skills (); 110 link_skills ();
111 111
112 assign (title, ob->arch->object::name); 112 assign (title, ob->arch->object::name);
113 113
114 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
115 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
116 { 116 {
117 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
118 118
119 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
120 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
136 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
138 138
139 ob->flag [FLAG_READY_WEAPON] = false; 139 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false; 140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_RANGE] = false;
141 ob->flag [FLAG_READY_BOW] = false; 142 ob->flag [FLAG_READY_BOW] = false;
142 143
143 for (object *op = ob->inv; op; op = op->below) 144 for (object *op = ob->inv; op; op = op->below)
144 if (op->flag [FLAG_APPLIED]) 145 if (op->flag [FLAG_APPLIED])
145 switch (op->type) 146 switch (op->type)
146 { 147 {
147 case SKILL: 148 case SKILL:
148 op->flag [FLAG_APPLIED] = false; 149 op->flag [FLAG_APPLIED] = false;
149 break; 150 break;
150 151
152 case SPELL:
151 case WAND: 153 case WAND:
152 case ROD: 154 case ROD:
153 case HORN: 155 case HORN:
154 case BOW: 156 case BOW:
157 case RANGED:
155 ranged_ob = op; 158 ranged_ob = op;
159 op->flag [FLAG_APPLIED] = false;
156 break; 160 break;
157 161
158 case WEAPON: 162 case WEAPON:
159 combat_ob = op; 163 combat_ob = op;
164 op->flag [FLAG_APPLIED] = false;
160 break; 165 break;
161 } 166 }
162 167
168 ob->update_stats (); // we unapplied stuff above
169
163 ob->current_weapon = 0; 170 ob->current_weapon = 0;
164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 171 if (object *item = combat_ob ? combat_ob : ranged_ob)
165 activate (); // change_weapon also activates, but this doesn't hurt 172 ob->apply (item);
173
174 activate ();
166 175
167 INVOKE_PLAYER (CONNECT, this); 176 INVOKE_PLAYER (CONNECT, this);
168 INVOKE_PLAYER (LOGIN, this); 177 INVOKE_PLAYER (LOGIN, this);
169} 178}
170 179
838 dir = absdir (4 + rv.direction); 847 dir = absdir (4 + rv.direction);
839 for (diff = 0; diff < 3; diff++) 848 for (diff = 0; diff < 3; diff++)
840 { 849 {
841 int m = 1 - rndm (2) * 2; 850 int m = 1 - rndm (2) * 2;
842 851
843 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 852 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
844 return; 853 return;
845 } 854 }
846 855
847 /* Cornered, get rid of scared */ 856 /* Cornered, get rid of scared */
848 CLEAR_FLAG (op, FLAG_SCARED); 857 CLEAR_FLAG (op, FLAG_SCARED);
858{ 867{
859 object *tmp, *next; 868 object *tmp, *next;
860 int stop = 0; 869 int stop = 0;
861 int wvratio; 870 int wvratio;
862 871
863 /* if you're flying, you cna't pick up anything */ 872 /* if you're flying, you can't pick up anything */
864 if (op->move_type & MOVE_FLYING) 873 if (op->move_type & MOVE_FLYING)
865 return 1; 874 return 1;
866 875
867 next = op->below; 876 next = op->below;
868 877
1584 { 1593 {
1585 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1594 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1586 return; 1595 return;
1587 } 1596 }
1588 1597
1589 if (!op->change_weapon (item)) 1598 if (!op->apply (item))
1590 return; 1599 return;
1591 1600
1592 if (item->type == WAND) 1601 if (item->type == WAND)
1593 { 1602 {
1594 if (item->stats.food <= 0) 1603 if (item->stats.food <= 0)
1667 if (op->speed_left > 0.f) 1676 if (op->speed_left > 0.f)
1668 --op->speed_left; 1677 --op->speed_left;
1669 else 1678 else
1670 return false; 1679 return false;
1671 1680
1672 if (!op->change_weapon (ob)) 1681 if (!op->apply (ob))
1673 return false; 1682 return false;
1674 1683
1675 /* check for loss of invisiblity/hide */ 1684 /* check for loss of invisiblity/hide */
1676 if (action_makes_visible (op)) 1685 if (action_makes_visible (op))
1677 make_visible (op); 1686 make_visible (op);
1856 * going to try and move (not fire weapons). 1865 * going to try and move (not fire weapons).
1857 */ 1866 */
1858bool 1867bool
1859move_player_attack (object *op, int dir) 1868move_player_attack (object *op, int dir)
1860{ 1869{
1861 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) 1870 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1862 { 1871 {
1863 --op->speed_left; 1872 --op->speed_left;
1864 return true; 1873 return true;
1865 } 1874 }
1866 1875
1867 int on_battleground;
1868
1869 sint16 nx = freearr_x[dir] + op->x; 1876 sint16 nx = freearr_x[dir] + op->x;
1870 sint16 ny = freearr_y[dir] + op->y; 1877 sint16 ny = freearr_y[dir] + op->y;
1871
1872 on_battleground = op_on_battleground (op, 0, 0);
1873 1878
1874 if (out_of_map (op->map, nx, ny)) 1879 if (out_of_map (op->map, nx, ny))
1875 return false; 1880 return false;
1876 1881
1877 /* If braced, or can't move to the square, and it is not out of the 1882 /* If braced, or can't move to the square, and it is not out of the
1949 } 1954 }
1950 else 1955 else
1951 return false; 1956 return false;
1952 } 1957 }
1953 1958
1959 bool on_battleground = op_on_battleground (op, 0, 0);
1960
1954 /* in certain circumstances, you shouldn't attack friendly 1961 /* in certain circumstances, you shouldn't attack friendly
1955 * creatures. Note that if you are braced, you can't push 1962 * creatures. Note that if you are braced, you can't push
1956 * someone, but put it inside this loop so that you won't 1963 * someone, but put it inside this loop so that you won't
1957 * attack them either. 1964 * attack them either.
1958 */ 1965 */
2026{ 2033{
2027 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2034 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2028 return 0; 2035 return 0;
2029 2036
2030 /* Sanity check: make sure dir is valid */ 2037 /* Sanity check: make sure dir is valid */
2031 if ((dir < 0) || (dir >= 9)) 2038 if (dir < 0 || dir >= 9)
2032 { 2039 {
2033 LOG (llevError, "move_player: invalid direction %d\n", dir); 2040 LOG (llevError, "move_player: invalid direction %d\n", dir);
2034 return 0; 2041 return 0;
2035 } 2042 }
2036 2043
2128 2135
2129 if (op->stats.hp < 0) 2136 if (op->stats.hp < 0)
2130 op->stats.hp = op->stats.maxhp; 2137 op->stats.hp = op->stats.maxhp;
2131 2138
2132 if (op->stats.food < 0) 2139 if (op->stats.food < 0)
2133 op->stats.food = 999; 2140 op->stats.food = MAX_FOOD;
2134 2141
2135 op->update_stats (); 2142 op->update_stats ();
2136 return 1; 2143 return 1;
2137 } 2144 }
2138 2145
2449 cure_disease (op, 0, 0); /* remove any disease */ 2456 cure_disease (op, 0, 0); /* remove any disease */
2450 2457
2451 max_it (op->stats.hp , op->stats.maxhp); 2458 max_it (op->stats.hp , op->stats.maxhp);
2452 max_it (op->stats.sp , op->stats.maxsp); 2459 max_it (op->stats.sp , op->stats.maxsp);
2453 max_it (op->stats.grace, op->stats.maxgrace); 2460 max_it (op->stats.grace, op->stats.maxgrace);
2454
2455 if (op->stats.food <= 0) 2461 max_it (op->stats.food , 200);
2456 op->stats.food = 999;
2457 2462
2458 // remove all spell effects that are active 2463 // remove all spell effects that are active
2459 // to avoid long-term effects such as word-of-recall 2464 // to avoid long-term effects such as word-of-recall
2460 for (object *item = op->inv; item; ) 2465 for (object *item = op->inv; item; )
2461 { 2466 {
3045 && tmp->name == shstr_battleground 3050 && tmp->name == shstr_battleground
3046 && EXIT_X (tmp) && EXIT_Y (tmp)) 3051 && EXIT_X (tmp) && EXIT_Y (tmp))
3047 { 3052 {
3048 /* before we assign the exit, check if this is a teambattle */ 3053 /* before we assign the exit, check if this is a teambattle */
3049 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3054 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3050 {
3051 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3055 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3056 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3052 { 3057 {
3053 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3054 {
3055 if (x && y) 3058 if (x && y)
3056 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3059 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3057 3060
3058 return 1; 3061 return 1;
3059 }
3060 } 3062 }
3061 }
3062 3063
3063 if (x && y) 3064 if (x && y)
3064 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3065 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3065 3066
3066 return 1; 3067 return 1;
3229 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3230 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3230 who->insert (tmp); 3231 who->insert (tmp);
3231 } 3232 }
3232} 3233}
3233 3234
3234/**
3235 * Unready an object for a player. This function does nothing if the object was
3236 * not readied.
3237 */
3238void
3239player_unready_range_ob (player *pl, object *ob)
3240{
3241 if (pl->ob->current_weapon == ob)
3242 pl->ob->current_weapon = 0;
3243
3244 if (pl->combat_ob == ob)
3245 pl->combat_ob = 0;
3246
3247 if (pl->ranged_ob == ob)
3248 pl->ranged_ob = 0;
3249}
3250
3251//-GPL 3235//-GPL
3252 3236
3253sint8 3237sint8
3254player::darkness_at (maptile *map, int x, int y) const 3238player::darkness_at (maptile *map, int x, int y) const
3255{ 3239{

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines