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/cvs/deliantra/server/server/player.C
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Comparing deliantra/server/server/player.C (file contents):
Revision 1.48 by root, Tue Dec 19 05:41:22 2006 UTC vs.
Revision 1.51 by root, Thu Dec 21 06:12:37 2006 UTC

327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY); 327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob); 328 add_friendly_object (p->ob);
329 send_rules (p->ob); 329 send_rules (p->ob);
330 send_news (p->ob); 330 send_news (p->ob);
331 display_motd (p->ob); 331 display_motd (p->ob);
332
332 get_name (p->ob); 333 get_name (p->ob);
333 334
334 return 0; 335 return 0;
335} 336}
336 337
725 * to leave it to play_again to remove the object in all 726 * to leave it to play_again to remove the object in all
726 * cases. 727 * cases.
727 */ 728 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED)) 729 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove (); 730 op->remove ();
731
730 /* Need to set this to null - otherwise, it could point to garbage, 732 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if 733 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out. 734 * the map is null or not swapped out.
733 */ 735 */
734 op->map = NULL; 736 op->map = NULL;
1223 { 1225 {
1224 op->enemy = NULL; 1226 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 1227 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 1228 return;
1227 } 1229 }
1230
1228 get_rangevector (op, op->enemy, &rv, 0); 1231 get_rangevector (op, op->enemy, &rv, 0);
1229 1232
1230 dir = absdir (4 + rv.direction); 1233 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 1234 for (diff = 0; diff < 3; diff++)
1232 { 1235 {
1233 int m = 1 - (RANDOM () & 2); 1236 int m = 1 - (RANDOM () & 2);
1234 1237
1235 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1238 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1236 {
1237 return; 1239 return;
1238 }
1239 } 1240 }
1241
1240 /* Cornered, get rid of scared */ 1242 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1243 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1244 op->enemy = NULL;
1243} 1245}
1244 1246
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 2052 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 2053 item->face = item->arch->clone.face;
2052 item->speed = 0; 2054 item->speed = 0;
2053 update_ob_speed (item); 2055 update_ob_speed (item);
2054 } 2056 }
2055 if ((tmp = is_player_inv (item))) 2057 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 2058 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 2059 }
2058 } 2060 }
2059 else if (item->type == ROD || item->type == HORN) 2061 else if (item->type == ROD || item->type == HORN)
2060 { 2062 {
2210 * 0 otherwise 2212 * 0 otherwise
2211 */ 2213 */
2212static int 2214static int
2213player_attack_door (object *op, object *door) 2215player_attack_door (object *op, object *door)
2214{ 2216{
2215
2216 /* If its a door, try to find a use a key. If we do destroy the door, 2217 /* If its a door, try to find a use a key. If we do destroy the door,
2217 * might as well return immediately as there is nothing more to do - 2218 * might as well return immediately as there is nothing more to do -
2218 * otherwise, we fall through to the rest of the code. 2219 * otherwise, we fall through to the rest of the code.
2219 */ 2220 */
2220 object *key = find_key (op, op, door); 2221 object *key = find_key (op, op, door);
2258 * It should keep the code cleaner. 2259 * It should keep the code cleaner.
2259 * When this is called, the players direction has been updated 2260 * When this is called, the players direction has been updated
2260 * (taking into account confusion.) The player is also actually 2261 * (taking into account confusion.) The player is also actually
2261 * going to try and move (not fire weapons). 2262 * going to try and move (not fire weapons).
2262 */ 2263 */
2263
2264void 2264void
2265move_player_attack (object *op, int dir) 2265move_player_attack (object *op, int dir)
2266{ 2266{
2267 object *tmp, *mon; 2267 object *tmp, *mon;
2268 sint16 nx, ny; 2268 sint16 nx, ny;
2270 maptile *m; 2270 maptile *m;
2271 2271
2272 nx = freearr_x[dir] + op->x; 2272 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2273 ny = freearr_y[dir] + op->y;
2274 2274
2275 on_battleground = op_on_battleground (op, NULL, NULL); 2275 on_battleground = op_on_battleground (op, 0, 0);
2276 2276
2277 /* If braced, or can't move to the square, and it is not out of the 2277 /* If braced, or can't move to the square, and it is not out of the
2278 * map, attack it. Note order of if statement is important - don't 2278 * map, attack it. Note order of if statement is important - don't
2279 * want to be calling move_ob if braced, because move_ob will move the 2279 * want to be calling move_ob if braced, because move_ob will move the
2280 * player. This is a pretty nasty hack, because if we could 2280 * player. This is a pretty nasty hack, because if we could
2292 return; /* Don't think this should happen */ 2292 return; /* Don't think this should happen */
2293 } 2293 }
2294 else 2294 else
2295 m = op->map; 2295 m = op->map;
2296 2296
2297 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2297 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2298 { 2298 {
2299 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2299 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2300 return; 2300 return;
2301 } 2301 }
2302 2302
2303 mon = NULL; 2303 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2304 /* Go through all the objects, and find ones of interest. Only stop if
2305 * we find a monster - that is something we know we want to attack. 2305 * we find a monster - that is something we know we want to attack.
2306 * if its a door or barrel (can roll) see if there may be monsters 2306 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space 2307 * on the space
2308 */ 2308 */
2309 while (tmp != NULL) 2309 while (tmp)
2310 { 2310 {
2311 if (tmp == op) 2311 if (tmp == op)
2312 { 2312 {
2313 tmp = tmp->above; 2313 tmp = tmp->above;
2314 continue; 2314 continue;
2324 mon = tmp; 2324 mon = tmp;
2325 2325
2326 tmp = tmp->above; 2326 tmp = tmp->above;
2327 } 2327 }
2328 2328
2329 if (mon == NULL) /* This happens anytime the player tries to move */ 2329 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */ 2330 return; /* into a wall */
2331 2331
2332 if (mon->head != NULL) 2332 if (mon->head)
2333 mon = mon->head; 2333 mon = mon->head;
2334 2334
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2336 if (player_attack_door (op, mon)) 2336 if (player_attack_door (op, mon))
2337 return; 2337 return;
2374 * attack them either. 2374 * attack them either.
2375 */ 2375 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2376 if ((mon->type == PLAYER || mon->enemy != op) &&
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2378#ifdef PROHIBIT_PLAYERKILL 2378#ifdef PROHIBIT_PLAYERKILL
2379 (op->contr->peaceful 2379 (op->contr->peaceful
2380 || (mon->type == PLAYER 2380 || (mon->type == PLAYER
2381 && mon->contr-> 2381 && mon->contr->
2382 peaceful)) && 2382 peaceful)) &&
2383#else 2383#else
2384 op->contr->peaceful && 2384 op->contr->peaceful &&
2385#endif 2385#endif
2386 !on_battleground)) 2386 !on_battleground))
2387 { 2387 {
2388 if (!op->contr->braced) 2388 if (!op->contr->braced)
2389 { 2389 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2391 (void) push_ob (mon, dir, op);
2392 } 2392 }
2393 else 2393 else
2394 {
2395 new_draw_info (0, 0, op, "You withhold your attack"); 2394 new_draw_info (0, 0, op, "You withhold your attack");
2396 } 2395
2397 if (op->contr->tmp_invis || op->hide) 2396 if (op->contr->tmp_invis || op->hide)
2398 make_visible (op); 2397 make_visible (op);
2399 } 2398 }
2400 2399
2401 /* If the object is a boulder or other rollable object, then 2400 /* If the object is a boulder or other rollable object, then
2429 op->speed_left += op->speed / op->contr->weapon_sp; 2428 op->speed_left += op->speed / op->contr->weapon_sp;
2430 2429
2431 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2430 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2432 } 2431 }
2433 2432
2434 skill_attack (mon, op, 0, NULL, NULL); 2433 skill_attack (mon, op, 0, 0, 0);
2435 2434
2436 /* If attacking another player, that player gets automatic 2435 /* If attacking another player, that player gets automatic
2437 * hitback, and doesn't loose luck either. 2436 * hitback, and doesn't loose luck either.
2438 * Disable hitback on the battleground or if the target is 2437 * Disable hitback on the battleground or if the target is
2439 * the wiz. 2438 * the wiz.
2441 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2440 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2442 { 2441 {
2443 short luck = mon->stats.luck; 2442 short luck = mon->stats.luck;
2444 2443
2445 mon->contr->has_hit = 1; 2444 mon->contr->has_hit = 1;
2446 skill_attack (op, mon, 0, NULL, NULL); 2445 skill_attack (op, mon, 0, 0, 0);
2447 mon->stats.luck = luck; 2446 mon->stats.luck = luck;
2448 } 2447 }
2448
2449 if (action_makes_visible (op)) 2449 if (action_makes_visible (op))
2450 make_visible (op); 2450 make_visible (op);
2451 } 2451 }
2452 } /* if player should attack something */ 2452 } /* if player should attack something */
2453} 2453}
2488 2488
2489 /* Add special check for newcs players and fire on - this way, the 2489 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2490 * server can handle repeat firing.
2491 */ 2491 */
2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2493 {
2494 op->direction = dir; 2493 op->direction = dir;
2495 }
2496 else 2494 else
2497 {
2498 op->direction = 0; 2495 op->direction = 0;
2499 } 2496
2500 /* Update how the player looks. Use the facing, so direction may 2497 /* Update how the player looks. Use the facing, so direction may
2501 * get reset to zero. This allows for full animation capabilities 2498 * get reset to zero. This allows for full animation capabilities
2502 * for players. 2499 * for players.
2503 */ 2500 */
2504 animate_object (op, op->facing); 2501 animate_object (op, op->facing);
3228 * at his savebed location, and that can have long lasting 3225 * at his savebed location, and that can have long lasting
3229 * spell effects. So first see if there is a spell effect 3226 * spell effects. So first see if there is a spell effect
3230 * on the space that might harm the player. 3227 * on the space that might harm the player.
3231 */ 3228 */
3232 will_kill_again = 0; 3229 will_kill_again = 0;
3233 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3234 if (tmp->type == SPELL_EFFECT) 3231 if (tmp->type == SPELL_EFFECT)
3235 will_kill_again |= tmp->attacktype; 3232 will_kill_again |= tmp->attacktype;
3236 3233
3237 if (will_kill_again) 3234 if (will_kill_again)
3238 { 3235 {
3335 } 3332 }
3336 3333
3337 for (tmp = op->inv; tmp != NULL; tmp = next) 3334 for (tmp = op->inv; tmp != NULL; tmp = next)
3338 { 3335 {
3339 next = tmp->below; 3336 next = tmp->below;
3340 if (tmp->type == EXPERIENCE || tmp->invisible) 3337 if (tmp->invisible)
3341 continue; 3338 continue;
3342 tmp->remove (); 3339 tmp->remove ();
3343 tmp->x = op->x, tmp->y = op->y; 3340 tmp->x = op->x, tmp->y = op->y;
3344 if (tmp->type == CONTAINER) 3341 if (tmp->type == CONTAINER)
3345 { /* empty container to ground */ 3342 { /* empty container to ground */
3451 object *tmp = NULL; 3448 object *tmp = NULL;
3452 3449
3453 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3454 return 1; 3451 return 1;
3455 3452
3456 if (op->type == PLAYER)
3457 for (tmp = op->inv; tmp; tmp = tmp->below)
3458 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3459 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3460 return 1;
3461 return 0; 3453 return 0;
3462} 3454}
3463 3455
3464/* look at the surrounding terrain to determine 3456/* look at the surrounding terrain to determine
3465 * the hideability of this object. Positive levels 3457 * the hideability of this object. Positive levels
3580 if (mflags & P_OUT_OF_MAP) 3572 if (mflags & P_OUT_OF_MAP)
3581 continue; 3573 continue;
3582 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3574 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3583 continue; 3575 continue;
3584 3576
3585 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3577 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3586 { 3578 {
3587 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3579 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3588 return 1; 3580 return 1;
3589 else if (tmp->type == PLAYER) 3581 else if (tmp->type == PLAYER)
3590 { 3582 {

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