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Comparing deliantra/server/server/player.C (file contents):
Revision 1.254 by root, Fri Mar 26 00:05:45 2010 UTC vs.
Revision 1.267 by root, Wed Apr 7 18:35:56 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.
76 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0; 78 ob->map = 0;
79 party = 0; 79 party = 0;
80 80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
83 players.erase (this); 81 players.erase (this);
84} 82}
85 83
86// connect the player with a specific client 84// connect the player with a specific client
87// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
136 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
138 136
139 ob->flag [FLAG_READY_WEAPON] = false; 137 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false; 138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
141 ob->flag [FLAG_READY_BOW] = false; 140 ob->flag [FLAG_READY_BOW] = false;
142 141
143 for (object *op = ob->inv; op; op = op->below) 142 ob->update_stats (); // we unapplied stuff above
144 if (op->flag [FLAG_APPLIED]) 143 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
166 144
167 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
168 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
169} 147}
170 148
838 dir = absdir (4 + rv.direction); 816 dir = absdir (4 + rv.direction);
839 for (diff = 0; diff < 3; diff++) 817 for (diff = 0; diff < 3; diff++)
840 { 818 {
841 int m = 1 - rndm (2) * 2; 819 int m = 1 - rndm (2) * 2;
842 820
843 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 821 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
844 return; 822 return;
845 } 823 }
846 824
847 /* Cornered, get rid of scared */ 825 /* Cornered, get rid of scared */
848 CLEAR_FLAG (op, FLAG_SCARED); 826 CLEAR_FLAG (op, FLAG_SCARED);
858{ 836{
859 object *tmp, *next; 837 object *tmp, *next;
860 int stop = 0; 838 int stop = 0;
861 int wvratio; 839 int wvratio;
862 840
863 /* if you're flying, you cna't pick up anything */ 841 /* if you're flying, you can't pick up anything */
864 if (op->move_type & MOVE_FLYING) 842 if (op->move_type & MOVE_FLYING)
865 return 1; 843 return 1;
866 844
867 next = op->below; 845 next = op->below;
868 846
1584 { 1562 {
1585 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1563 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1586 return; 1564 return;
1587 } 1565 }
1588 1566
1589 if (!op->change_weapon (item)) 1567 if (!op->apply (item))
1590 return; 1568 return;
1591 1569
1592 if (item->type == WAND) 1570 if (item->type == WAND)
1593 { 1571 {
1594 if (item->stats.food <= 0) 1572 if (item->stats.food <= 0)
1645} 1623}
1646 1624
1647/* Received a fire command for the player - go and do it. 1625/* Received a fire command for the player - go and do it.
1648 */ 1626 */
1649bool 1627bool
1650fire (object *op, int dir) 1628fire (object *who, int dir)
1651{ 1629{
1652 int spellcost = 0; 1630 int spellcost = 0;
1653 1631
1654 player *pl = op->contr; 1632 player *pl = who->contr;
1655 1633
1656 if (pl->golem) 1634 if (pl->golem)
1657 { 1635 {
1658 control_golem (op->contr->golem, dir); 1636 control_golem (who->contr->golem, dir);
1659 return false; 1637 return false;
1660 } 1638 }
1661 1639
1662 object *ob = pl->ranged_ob; 1640 object *ob = pl->ranged_ob;
1663 1641
1664 if (!ob) 1642 if (!ob)
1665 return false; 1643 return false;
1666 1644
1667 if (op->speed_left > 0.f) 1645 if (who->speed_left > 0.f)
1668 --op->speed_left; 1646 --who->speed_left;
1669 else 1647 else
1670 return false; 1648 return false;
1671 1649
1672 if (!op->change_weapon (ob)) 1650 if (!who->apply (ob))
1673 return false; 1651 return false;
1674 1652
1675 /* check for loss of invisiblity/hide */ 1653 /* check for loss of invisiblity/hide */
1676 if (action_makes_visible (op)) 1654 if (action_makes_visible (who))
1677 make_visible (op); 1655 make_visible (who);
1678 1656
1679 switch (ob->type) 1657 switch (ob->type)
1680 { 1658 {
1681 case BOW: 1659 case BOW:
1682 player_fire_bow (op, dir); 1660 player_fire_bow (who, dir);
1683 break; 1661 break;
1684 1662
1685 case SPELL: 1663 case SPELL:
1686 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); 1664 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1687 break; 1665 break;
1688 1666
1689 case BUILDER: 1667 case BUILDER:
1690 apply_map_builder (op, dir); 1668 apply_map_builder (who, dir);
1691 break; 1669 break;
1692 1670
1693 case SKILL: 1671 case SKILL:
1694 do_skill (op, op, ob, dir, 0); 1672 do_skill (who, who, ob, dir, 0);
1695 break; 1673 break;
1696 1674
1675 case RANGED:
1676 do_skill (who, ob, who->chosen_skill, dir, 0);
1677 break;
1678
1697 default: 1679 default:
1698 fire_misc_object (op, dir); 1680 fire_misc_object (who, dir);
1699 break; 1681 break;
1700 } 1682 }
1701 1683
1702 return true; 1684 return true;
1703} 1685}
1856 * going to try and move (not fire weapons). 1838 * going to try and move (not fire weapons).
1857 */ 1839 */
1858bool 1840bool
1859move_player_attack (object *op, int dir) 1841move_player_attack (object *op, int dir)
1860{ 1842{
1861 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) 1843 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1862 { 1844 {
1863 --op->speed_left; 1845 --op->speed_left;
1864 return true; 1846 return true;
1865 } 1847 }
1866 1848
2126 2108
2127 if (op->stats.hp < 0) 2109 if (op->stats.hp < 0)
2128 op->stats.hp = op->stats.maxhp; 2110 op->stats.hp = op->stats.maxhp;
2129 2111
2130 if (op->stats.food < 0) 2112 if (op->stats.food < 0)
2131 op->stats.food = 999; 2113 op->stats.food = MAX_FOOD;
2132 2114
2133 op->update_stats (); 2115 op->update_stats ();
2134 return 1; 2116 return 1;
2135 } 2117 }
2136 2118
2365 2347
2366 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2348 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2367 { 2349 {
2368 op->statusmsg ("You blindly grab for a bite of food. " 2350 op->statusmsg ("You blindly grab for a bite of food. "
2369 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2351 "H<To prevent you from starving, you ate some random item from your backpack.>");
2370 manual_apply (op, tmp, 0); 2352 op->apply (tmp);
2371 2353
2372 if (op->stats.food >= 0 || op->stats.hp < 0) 2354 if (op->stats.food >= 0 || op->stats.hp < 0)
2373 break; 2355 break;
2374 } 2356 }
2375 else if (tmp->type == FLESH) 2357 else if (tmp->type == FLESH)
2381 */ 2363 */
2382 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2364 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2383 { 2365 {
2384 op->statusmsg ("You blindly grab for a bite of food. " 2366 op->statusmsg ("You blindly grab for a bite of food. "
2385 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2367 "H<To prevent you from starving, you ate some random item from your backpack.>");
2386 manual_apply (op, flesh, 0); 2368 op->apply (flesh);
2387 } 2369 }
2388 2370
2389 // If player is still starving, alert him! 2371 // If player is still starving, alert him!
2390 if (op->stats.food < 0) 2372 if (op->stats.food < 0)
2391 op->failmsg ("You are starving! " 2373 op->failmsg ("You are starving! "
2447 cure_disease (op, 0, 0); /* remove any disease */ 2429 cure_disease (op, 0, 0); /* remove any disease */
2448 2430
2449 max_it (op->stats.hp , op->stats.maxhp); 2431 max_it (op->stats.hp , op->stats.maxhp);
2450 max_it (op->stats.sp , op->stats.maxsp); 2432 max_it (op->stats.sp , op->stats.maxsp);
2451 max_it (op->stats.grace, op->stats.maxgrace); 2433 max_it (op->stats.grace, op->stats.maxgrace);
2452
2453 if (op->stats.food <= 0) 2434 max_it (op->stats.food , 200);
2454 op->stats.food = 999;
2455 2435
2456 // remove all spell effects that are active 2436 // remove all spell effects that are active
2457 // to avoid long-term effects such as word-of-recall 2437 // to avoid long-term effects such as word-of-recall
2458 for (object *item = op->inv; item; ) 2438 for (object *item = op->inv; item; )
2459 { 2439 {
3198 else 3178 else
3199 j = 1; 3179 j = 1;
3200 strcat (buf, spellpathnames[i]); 3180 strcat (buf, spellpathnames[i]);
3201 } 3181 }
3202 } 3182 }
3183
3203 strcat (buf, "."); 3184 strcat (buf, ".");
3204 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3185 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3205 } 3186 }
3206 3187
3207 /* evtl. adding flags: */ 3188 /* evtl. adding flags: */
3223 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3204 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3224 who->insert (tmp); 3205 who->insert (tmp);
3225 } 3206 }
3226} 3207}
3227 3208
3228/**
3229 * Unready an object for a player. This function does nothing if the object was
3230 * not readied.
3231 */
3232void
3233player_unready_range_ob (player *pl, object *ob)
3234{
3235 if (pl->ob->current_weapon == ob)
3236 pl->ob->current_weapon = 0;
3237
3238 if (pl->combat_ob == ob)
3239 pl->combat_ob = 0;
3240
3241 if (pl->ranged_ob == ob)
3242 pl->ranged_ob = 0;
3243}
3244
3245//-GPL 3209//-GPL
3246 3210
3247sint8 3211sint8
3248player::darkness_at (maptile *map, int x, int y) const 3212player::darkness_at (maptile *map, int x, int y) const
3249{ 3213{

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