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Comparing deliantra/server/server/player.C (file contents):
Revision 1.278 by root, Sun May 9 22:33:29 2010 UTC vs.
Revision 1.291 by root, Mon Nov 12 03:14:33 2012 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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.
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 Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25//+GPL 25//+GPL
26
27#include <algorithm>
28#include <functional>
26 29
27#include <global.h> 30#include <global.h>
28#include <sproto.h> 31#include <sproto.h>
29#include <sounds.h> 32#include <sounds.h>
30#include <living.h> 33#include <living.h>
31#include <object.h> 34#include <object.h>
32#include <spells.h> 35#include <spells.h>
33#include <skills.h> 36#include <skills.h>
34 37
35#include <algorithm>
36#include <functional>
37
38playervec players; 38playervec players;
39 39
40/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
41static void 41static void
42set_first_map (object *op) 42set_first_map (object *op)
181player::set_object (object *op) 181player::set_object (object *op)
182{ 182{
183 ob = observe = viewpoint = op; 183 ob = observe = viewpoint = op;
184 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
185 185
186 ob->set_speed (1.0f); 186 ob->speed = 1.0f; // object still inactive, keep it that way
187 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
188 188
189 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
190} 190}
191 191
373 */ 373 */
374int 374int
375path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
376{ 376{
377 rv_vector rv; 377 rv_vector rv;
378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
379 379
380 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
381 381
382 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
383 return 0; 383 return 0;
536 } 536 }
537 } 537 }
538 538
539 /* Here we remove duplicated skills (as duplicated spell objects have 539 /* Here we remove duplicated skills (as duplicated spell objects have
540 * _very_ confusing effects for players), which could for instance be 540 * _very_ confusing effects for players), which could for instance be
541 * generated by bad treasurelists. - elmex 541 * generated by multiple treasurelists specifying the same skills.
542 */ 542 */
543 if (op->type == SKILL) 543 if (op->type == SKILL)
544 { 544 {
545 for (object *tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
546 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
547 { 547 {
548 op->destroy (); 548 op->destroy ();
549 LOG (llevError,
550 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
551 break; 549 break;
552 } 550 }
553 551
554 if (op->nrof > 1) 552 if (op->nrof > 1)
555 op->nrof = 1; 553 op->nrof = 1;
1593 1591
1594 if (item->type == WAND) 1592 if (item->type == WAND)
1595 { 1593 {
1596 if (!(--item->stats.food)) 1594 if (!(--item->stats.food))
1597 { 1595 {
1598 object *tmp;
1599
1600 if (item->arch) 1596 if (item->arch)
1601 { 1597 {
1602 item->clr_flag (FLAG_ANIMATE); 1598 item->clr_flag (FLAG_ANIMATE);
1603 item->face = item->arch->face; 1599 item->face = item->arch->face;
1604 item->set_speed (0); 1600 item->set_speed (0);
1867 || mon->flag [FLAG_CAN_ROLL]) 1863 || mon->flag [FLAG_CAN_ROLL])
1868 && mon != op) 1864 && mon != op)
1869 break; 1865 break;
1870 } 1866 }
1871 1867
1872 if (!mon) /* This happens anytime the player tries to move */ 1868 /* no monster == player tries to move into a wall or so */
1873 return false; /* into a wall */ 1869 if (!mon)
1870 {
1871 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1872 if (op->move_type & ob->move_block)
1873 {
1874 if (ob->move_block == MOVE_ALL)
1875 move_into_wall (op, ob);
1876 else
1877 {
1878 if (op->contr->ns->bumpmsg)
1879 {
1880 op->play_sound (sound_find ("blocked_move"));
1881
1882 op->statusmsg (ob->invisible
1883 ? "Something blocks you."
1884 : format ("Something blocks you from entering the %s.", query_name (ob))
1885 );
1886 }
1887 }
1888
1889 break;
1890 }
1891
1892 return false;
1893 }
1874 1894
1875 mon = mon->head_ (); 1895 mon = mon->head_ ();
1876 1896
1877 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1897 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1878 if (op->contr->weapon_sp_left > 0.f) 1898 if (op->contr->weapon_sp_left > 0.f)
1993} 2013}
1994 2014
1995bool 2015bool
1996move_player (object *op, int dir) 2016move_player (object *op, int dir)
1997{ 2017{
1998 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2018 if (!op->map || op->map->state != MAP_ACTIVE)
1999 return 0; 2019 return 0;
2000 2020
2001 /* Sanity check: make sure dir is valid */ 2021 /* Sanity check: make sure dir is valid */
2002 if (dir < 0 || dir > 8) 2022 if (dir < 0 || dir > 8)
2003 { 2023 {
2144void 2164void
2145do_some_living (object *op) 2165do_some_living (object *op)
2146{ 2166{
2147 int last_food = op->stats.food; 2167 int last_food = op->stats.food;
2148 int gen_hp, gen_sp, gen_grace; 2168 int gen_hp, gen_sp, gen_grace;
2149 int i;
2150 int rate_hp = 1200; 2169 int rate_hp = 1200;
2151 int rate_sp = 2500; 2170 int rate_sp = 2500;
2152 int rate_grace = 2000; 2171 int rate_grace = 2000;
2153 const int max_hp = 1; 2172 const int max_hp = 1;
2154 const int max_sp = 1; 2173 const int max_sp = 1;
2159 op->invisible = 1000; 2178 op->invisible = 1000;
2160 /* the socket code flashes the player visible/invisible 2179 /* the socket code flashes the player visible/invisible
2161 * depending on the value of invisible, so we need to 2180 * depending on the value of invisible, so we need to
2162 * alternate it here for it to work correctly. 2181 * alternate it here for it to work correctly.
2163 */ 2182 */
2164 if (pticks & 2) 2183 if (server_tick & 2)
2165 op->invisible--; 2184 op->invisible--;
2166 } 2185 }
2167 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) 2186 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2168 { 2187 {
2169 if (!op->invisible--) 2188 if (!op->invisible--)
2658 if (will_kill_again) 2677 if (will_kill_again)
2659 { 2678 {
2660 object *force; 2679 object *force;
2661 int at; 2680 int at;
2662 2681
2663 force = get_archetype (FORCE_NAME); 2682 force = archetype::get (FORCE_NAME);
2664 /* 50 ticks should be enough time for the spell to abate */ 2683 /* 50 ticks should be enough time for the spell to abate */
2665 force->speed_left = -5.f; 2684 force->speed_left = -5.f;
2666 force->set_speed (0.1f); 2685 force->set_speed (0.1f);
2667 force->set_flag (FLAG_APPLIED); 2686 force->set_flag (FLAG_APPLIED);
2668 2687
2678} 2697}
2679 2698
2680static void 2699static void
2681loot_object (object *op) 2700loot_object (object *op)
2682{ /* Grab and destroy some treasure */ 2701{ /* Grab and destroy some treasure */
2683 object *tmp, *tmp2, *next; 2702 object *tmp, *next;
2684 2703
2685 op->close_container (); /* close open sack first */ 2704 op->close_container (); /* close open sack first */
2686 2705
2687 for (tmp = op->inv; tmp; tmp = next) 2706 for (tmp = op->inv; tmp; tmp = next)
2688 { 2707 {
2720void 2739void
2721fix_weight () 2740fix_weight ()
2722{ 2741{
2723 for_all_players (pl) 2742 for_all_players (pl)
2724 { 2743 {
2725 sint32 old = pl->ob->carrying; 2744 weight_t old = pl->ob->carrying;
2726 2745
2727 pl->ob->update_weight (); 2746 pl->ob->update_weight ();
2728 2747
2729 if (old != pl->ob->carrying) 2748 if (old != pl->ob->carrying)
2730 { 2749 {

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