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Comparing deliantra/server/server/player.C (file contents):
Revision 1.250 by root, Sat Dec 12 03:17:21 2009 UTC vs.
Revision 1.266 by root, Tue Apr 6 23:34:57 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 ob->update_stats (); // we unapplied stuff above
144 if (op->flag [FLAG_APPLIED]) 145 activate ();
145 switch (op->type)
146 {
147 case SKILL:
148 op->flag [FLAG_APPLIED] = false;
149 break;
150
151 case WAND:
152 case ROD:
153 case HORN:
154 case BOW:
155 ranged_ob = op;
156 break;
157
158 case WEAPON:
159 combat_ob = op;
160 break;
161 }
162
163 ob->current_weapon = 0;
164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
165 activate (); // change_weapon also activates, but this doesn't hurt
166 146
167 INVOKE_PLAYER (CONNECT, this); 147 INVOKE_PLAYER (CONNECT, this);
168 INVOKE_PLAYER (LOGIN, this); 148 INVOKE_PLAYER (LOGIN, this);
169} 149}
170 150
838 dir = absdir (4 + rv.direction); 818 dir = absdir (4 + rv.direction);
839 for (diff = 0; diff < 3; diff++) 819 for (diff = 0; diff < 3; diff++)
840 { 820 {
841 int m = 1 - rndm (2) * 2; 821 int m = 1 - rndm (2) * 2;
842 822
843 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 823 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
844 return; 824 return;
845 } 825 }
846 826
847 /* Cornered, get rid of scared */ 827 /* Cornered, get rid of scared */
848 CLEAR_FLAG (op, FLAG_SCARED); 828 CLEAR_FLAG (op, FLAG_SCARED);
858{ 838{
859 object *tmp, *next; 839 object *tmp, *next;
860 int stop = 0; 840 int stop = 0;
861 int wvratio; 841 int wvratio;
862 842
863 /* if you're flying, you cna't pick up anything */ 843 /* if you're flying, you can't pick up anything */
864 if (op->move_type & MOVE_FLYING) 844 if (op->move_type & MOVE_FLYING)
865 return 1; 845 return 1;
866 846
867 next = op->below; 847 next = op->below;
868 848
1584 { 1564 {
1585 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1565 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1586 return; 1566 return;
1587 } 1567 }
1588 1568
1589 if (!op->change_weapon (item)) 1569 if (!op->apply (item))
1590 return; 1570 return;
1591 1571
1592 if (item->type == WAND) 1572 if (item->type == WAND)
1593 { 1573 {
1594 if (item->stats.food <= 0) 1574 if (item->stats.food <= 0)
1645} 1625}
1646 1626
1647/* Received a fire command for the player - go and do it. 1627/* Received a fire command for the player - go and do it.
1648 */ 1628 */
1649bool 1629bool
1650fire (object *op, int dir) 1630fire (object *who, int dir)
1651{ 1631{
1652 int spellcost = 0; 1632 int spellcost = 0;
1653 1633
1654 player *pl = op->contr; 1634 player *pl = who->contr;
1655 1635
1656 if (pl->golem) 1636 if (pl->golem)
1657 { 1637 {
1658 control_golem (op->contr->golem, dir); 1638 control_golem (who->contr->golem, dir);
1659 return false; 1639 return false;
1660 } 1640 }
1661 1641
1662 object *ob = pl->ranged_ob; 1642 object *ob = pl->ranged_ob;
1663 1643
1664 if (!ob) 1644 if (!ob)
1665 return false; 1645 return false;
1666 1646
1667 if (op->speed_left > 0.f) 1647 if (who->speed_left > 0.f)
1668 --op->speed_left; 1648 --who->speed_left;
1669 else 1649 else
1670 return false; 1650 return false;
1671 1651
1672 if (!op->change_weapon (ob)) 1652 if (!who->apply (ob))
1673 return false; 1653 return false;
1674 1654
1675 /* check for loss of invisiblity/hide */ 1655 /* check for loss of invisiblity/hide */
1676 if (action_makes_visible (op)) 1656 if (action_makes_visible (who))
1677 make_visible (op); 1657 make_visible (who);
1678 1658
1679 switch (ob->type) 1659 switch (ob->type)
1680 { 1660 {
1681 case BOW: 1661 case BOW:
1682 player_fire_bow (op, dir); 1662 player_fire_bow (who, dir);
1683 break; 1663 break;
1684 1664
1685 case SPELL: 1665 case SPELL:
1686 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); 1666 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1687 break; 1667 break;
1688 1668
1689 case BUILDER: 1669 case BUILDER:
1690 apply_map_builder (op, dir); 1670 apply_map_builder (who, dir);
1691 break; 1671 break;
1692 1672
1693 case SKILL: 1673 case SKILL:
1694 do_skill (op, op, ob, dir, 0); 1674 do_skill (who, who, ob, dir, 0);
1695 break; 1675 break;
1696 1676
1677 case RANGED:
1678 do_skill (who, ob, who->chosen_skill, dir, 0);
1679 break;
1680
1697 default: 1681 default:
1698 fire_misc_object (op, dir); 1682 fire_misc_object (who, dir);
1699 break; 1683 break;
1700 } 1684 }
1701 1685
1702 return true; 1686 return true;
1703} 1687}
1856 * going to try and move (not fire weapons). 1840 * going to try and move (not fire weapons).
1857 */ 1841 */
1858bool 1842bool
1859move_player_attack (object *op, int dir) 1843move_player_attack (object *op, int dir)
1860{ 1844{
1861 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) 1845 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1862 { 1846 {
1863 --op->speed_left; 1847 --op->speed_left;
1864 return true; 1848 return true;
1865 } 1849 }
1866 1850
1867 int on_battleground;
1868
1869 sint16 nx = freearr_x[dir] + op->x; 1851 sint16 nx = freearr_x[dir] + op->x;
1870 sint16 ny = freearr_y[dir] + op->y; 1852 sint16 ny = freearr_y[dir] + op->y;
1871
1872 on_battleground = op_on_battleground (op, 0, 0);
1873 1853
1874 if (out_of_map (op->map, nx, ny)) 1854 if (out_of_map (op->map, nx, ny))
1875 return false; 1855 return false;
1876 1856
1877 /* If braced, or can't move to the square, and it is not out of the 1857 /* If braced, or can't move to the square, and it is not out of the
1949 } 1929 }
1950 else 1930 else
1951 return false; 1931 return false;
1952 } 1932 }
1953 1933
1934 bool on_battleground = op_on_battleground (op, 0, 0);
1935
1954 /* in certain circumstances, you shouldn't attack friendly 1936 /* in certain circumstances, you shouldn't attack friendly
1955 * creatures. Note that if you are braced, you can't push 1937 * creatures. Note that if you are braced, you can't push
1956 * someone, but put it inside this loop so that you won't 1938 * someone, but put it inside this loop so that you won't
1957 * attack them either. 1939 * attack them either.
1958 */ 1940 */
2026{ 2008{
2027 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2009 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2028 return 0; 2010 return 0;
2029 2011
2030 /* Sanity check: make sure dir is valid */ 2012 /* Sanity check: make sure dir is valid */
2031 if ((dir < 0) || (dir >= 9)) 2013 if (dir < 0 || dir >= 9)
2032 { 2014 {
2033 LOG (llevError, "move_player: invalid direction %d\n", dir); 2015 LOG (llevError, "move_player: invalid direction %d\n", dir);
2034 return 0; 2016 return 0;
2035 } 2017 }
2036 2018
2128 2110
2129 if (op->stats.hp < 0) 2111 if (op->stats.hp < 0)
2130 op->stats.hp = op->stats.maxhp; 2112 op->stats.hp = op->stats.maxhp;
2131 2113
2132 if (op->stats.food < 0) 2114 if (op->stats.food < 0)
2133 op->stats.food = 999; 2115 op->stats.food = MAX_FOOD;
2134 2116
2135 op->update_stats (); 2117 op->update_stats ();
2136 return 1; 2118 return 1;
2137 } 2119 }
2138 2120
2367 2349
2368 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2350 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2369 { 2351 {
2370 op->statusmsg ("You blindly grab for a bite of food. " 2352 op->statusmsg ("You blindly grab for a bite of food. "
2371 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2353 "H<To prevent you from starving, you ate some random item from your backpack.>");
2372 manual_apply (op, tmp, 0); 2354 op->apply (tmp);
2373 2355
2374 if (op->stats.food >= 0 || op->stats.hp < 0) 2356 if (op->stats.food >= 0 || op->stats.hp < 0)
2375 break; 2357 break;
2376 } 2358 }
2377 else if (tmp->type == FLESH) 2359 else if (tmp->type == FLESH)
2383 */ 2365 */
2384 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2366 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2385 { 2367 {
2386 op->statusmsg ("You blindly grab for a bite of food. " 2368 op->statusmsg ("You blindly grab for a bite of food. "
2387 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2369 "H<To prevent you from starving, you ate some random item from your backpack.>");
2388 manual_apply (op, flesh, 0); 2370 op->apply (flesh);
2389 } 2371 }
2390 2372
2391 // If player is still starving, alert him! 2373 // If player is still starving, alert him!
2392 if (op->stats.food < 0) 2374 if (op->stats.food < 0)
2393 op->failmsg ("You are starving! " 2375 op->failmsg ("You are starving! "
2449 cure_disease (op, 0, 0); /* remove any disease */ 2431 cure_disease (op, 0, 0); /* remove any disease */
2450 2432
2451 max_it (op->stats.hp , op->stats.maxhp); 2433 max_it (op->stats.hp , op->stats.maxhp);
2452 max_it (op->stats.sp , op->stats.maxsp); 2434 max_it (op->stats.sp , op->stats.maxsp);
2453 max_it (op->stats.grace, op->stats.maxgrace); 2435 max_it (op->stats.grace, op->stats.maxgrace);
2454
2455 if (op->stats.food <= 0) 2436 max_it (op->stats.food , 200);
2456 op->stats.food = 999;
2457 2437
2458 // remove all spell effects that are active 2438 // remove all spell effects that are active
2459 // to avoid long-term effects such as word-of-recall 2439 // to avoid long-term effects such as word-of-recall
2460 for (object *item = op->inv; item; ) 2440 for (object *item = op->inv; item; )
2461 { 2441 {
3045 && tmp->name == shstr_battleground 3025 && tmp->name == shstr_battleground
3046 && EXIT_X (tmp) && EXIT_Y (tmp)) 3026 && EXIT_X (tmp) && EXIT_Y (tmp))
3047 { 3027 {
3048 /* before we assign the exit, check if this is a teambattle */ 3028 /* before we assign the exit, check if this is a teambattle */
3049 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3029 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3050 {
3051 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3030 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3031 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3052 { 3032 {
3053 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3054 {
3055 if (x && y) 3033 if (x && y)
3056 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3034 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3057 3035
3058 return 1; 3036 return 1;
3059 }
3060 } 3037 }
3061 }
3062 3038
3063 if (x && y) 3039 if (x && y)
3064 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3040 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3065 3041
3066 return 1; 3042 return 1;
3204 else 3180 else
3205 j = 1; 3181 j = 1;
3206 strcat (buf, spellpathnames[i]); 3182 strcat (buf, spellpathnames[i]);
3207 } 3183 }
3208 } 3184 }
3185
3209 strcat (buf, "."); 3186 strcat (buf, ".");
3210 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3187 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3211 } 3188 }
3212 3189
3213 /* evtl. adding flags: */ 3190 /* evtl. adding flags: */
3229 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3206 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3230 who->insert (tmp); 3207 who->insert (tmp);
3231 } 3208 }
3232} 3209}
3233 3210
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 3211//-GPL
3252 3212
3253sint8 3213sint8
3254player::darkness_at (maptile *map, int x, int y) const 3214player::darkness_at (maptile *map, int x, int y) const
3255{ 3215{

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