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Comparing deliantra/server/server/player.C (file contents):
Revision 1.96 by root, Mon Jan 8 19:25:53 2007 UTC vs.
Revision 1.103 by root, Sat Feb 10 01:52:29 2007 UTC

194 return; 194 return;
195 195
196 terminate_all_pets (ob); 196 terminate_all_pets (ob);
197 remove_friendly_object (ob); 197 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 198 ob->deactivate_recursive ();
199 maplevel = ob->map->path;
199 ob->remove (); 200 ob->remove ();
200 ob->map = 0; 201 ob->map = 0;
201 202
202 // for weird reasons, this is often "ob", keeping a circular reference 203 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0; 204 ranges [range_skill] = 0;
213 this->ns = ns; 214 this->ns = ns;
214 ns->pl = this; 215 ns->pl = this;
215 216
216 run_on = 0; 217 run_on = 0;
217 fire_on = 0; 218 fire_on = 0;
219 ob->close_container (); //TODO: client-specific
218 220
219 ns->update_look = 0; 221 ns->update_look = 0;
220 ns->look_position = 0; 222 ns->look_position = 0;
221 223
222 clear_los (ob); 224 clear_los (ob);
293 if (active) 295 if (active)
294 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
295 297
296 INVOKE_PLAYER (DISCONNECT, this); 298 INVOKE_PLAYER (DISCONNECT, this);
297 299
300 ns->reset_stats ();
298 ns->pl = 0; 301 ns->pl = 0;
299 this->ns = 0; 302 this->ns = 0;
300 } 303 }
301 304
305 ob->close_container (); //TODO: client-specific
302 deactivate (); 306 deactivate ();
303} 307}
304 308
305// the need for this function can be explained 309// the need for this function can be explained
306// by load_object not returning the object 310// by load_object not returning the object
523 x = mon->x; 527 x = mon->x;
524 y = mon->y; 528 y = mon->y;
525 m = mon->map; 529 m = mon->map;
526 dir = rv.direction; 530 dir = rv.direction;
527 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 531 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
528 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 532 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
533
529 /* If we can't solve it within the search distance, return now. */ 534 /* If we can't solve it within the search distance, return now. */
530 if (diff > max) 535 if (diff > max)
531 return 0; 536 return 0;
537
532 while (diff > 1 && max > 0) 538 while (diff > 1 && max > 0)
533 { 539 {
534 lastx = x; 540 lastx = x;
535 lasty = y; 541 lasty = y;
536 lastmap = m; 542 lastmap = m;
618 max--; 624 max--;
619 lastdir = dir; 625 lastdir = dir;
620 if (!firstdir) 626 if (!firstdir)
621 firstdir = dir; 627 firstdir = dir;
622 } 628 }
629
623 if (diff <= 1) 630 if (diff <= 1)
624 { 631 {
625 /* Recalculate diff (distance) because we may not have actually 632 /* Recalculate diff (distance) because we may not have actually
626 * headed toward player for entire distance. 633 * headed toward player for entire distance.
627 */ 634 */
628 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 635 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
629 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 636 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
630 } 637 }
638
631 if (diff > max) 639 if (diff > max)
632 return 0; 640 return 0;
633 } 641 }
642
634 /* If we reached the max, didn't find a direction in time */ 643 /* If we reached the max, didn't find a direction in time */
635 if (!max) 644 if (!max)
636 return 0; 645 return 0;
637 646
638 return firstdir; 647 return firstdir;
752roll_stat (void) 761roll_stat (void)
753{ 762{
754 int a[4], i, j, k; 763 int a[4], i, j, k;
755 764
756 for (i = 0; i < 4; i++) 765 for (i = 0; i < 4; i++)
757 a[i] = (int) RANDOM () % 6 + 1; 766 a[i] = (int) rndm (6) + 1;
758 767
759 for (i = 0, j = 0, k = 7; i < 4; i++) 768 for (i = 0, j = 0, k = 7; i < 4; i++)
760 if (a[i] < k) 769 if (a[i] < k)
761 k = a[i], j = i; 770 k = a[i], j = i;
762 771
1375 * found object is returned. 1384 * found object is returned.
1376 */ 1385 */
1377object * 1386object *
1378find_arrow (object *op, const char *type) 1387find_arrow (object *op, const char *type)
1379{ 1388{
1380 object *tmp = NULL; 1389 object *tmp = 0;
1381 1390
1382 for (op = op->inv; op; op = op->below) 1391 for (op = op->inv; op; op = op->below)
1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1392 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1384 tmp = find_arrow (op, type); 1393 tmp = find_arrow (op, type);
1385 else if (op->type == ARROW && op->race == type) 1394 else if (op->type == ARROW && op->race == type)
1386 return op; 1395 return op;
1396
1387 return tmp; 1397 return tmp;
1388} 1398}
1389 1399
1390/* 1400/*
1391 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1401 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1392 * against the target. A full test is not performed, simply a basic test 1402 * against the target. A full test is not performed, simply a basic test
1393 * of resistances. The archer is making a quick guess at what he sees down 1403 * of resistances. The archer is making a quick guess at what he sees down
1394 * the hall. Failing that it does it's best to pick the highest plus arrow. 1404 * the hall. Failing that it does it's best to pick the highest plus arrow.
1395 */ 1405 */
1396
1397object * 1406object *
1398find_better_arrow (object *op, object *target, const char *type, int *better) 1407find_better_arrow (object *op, object *target, const char *type, int *better)
1399{ 1408{
1400 object *tmp = NULL, *arrow, *ntmp; 1409 object *tmp = NULL, *arrow, *ntmp;
1401 int attacknum, attacktype, betterby = 0, i; 1410 int attacknum, attacktype, betterby = 0, i;
1861 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1870 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1862 return; 1871 return;
1863 } 1872 }
1864} 1873}
1865 1874
1866
1867
1868/* find_key 1875/* find_key
1869 * We try to find a key for the door as passed. If we find a key 1876 * We try to find a key for the door as passed. If we find a key
1870 * and successfully use it, we return the key, otherwise NULL 1877 * and successfully use it, we return the key, otherwise NULL
1871 * This function merges both normal and locked door, since the logic 1878 * This function merges both normal and locked door, since the logic
1872 * for both is the same - just the specific key is different. 1879 * for both is the same - just the specific key is different.
1873 * pl is the player, 1880 * pl is the player,
1874 * inv is the objects inventory to searched 1881 * inv is the objects inventory to searched
1875 * door is the door we are trying to match against. 1882 * door is the door we are trying to match against.
1876 * This function can be called recursively to search containers. 1883 * This function can be called recursively to search containers.
1877 */ 1884 */
1878
1879object * 1885object *
1880find_key (object *pl, object *container, object *door) 1886find_key (object *pl, object *container, object *door)
1881{ 1887{
1882 object *tmp, *key; 1888 object *tmp, *key;
1883 1889
1884 /* Should not happen, but sanity checking is never bad */ 1890 /* Should not happen, but sanity checking is never bad */
1885 if (container->inv == NULL) 1891 if (!container->inv)
1886 return NULL; 1892 return 0;
1887 1893
1888 /* First, lets try to find a key in the top level inventory */ 1894 /* First, lets try to find a key in the top level inventory */
1889 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1895 for (tmp = container->inv; tmp; tmp = tmp->below)
1890 { 1896 {
1891 if (door->type == DOOR && tmp->type == KEY) 1897 if (door->type == DOOR && tmp->type == KEY)
1892 break; 1898 break;
1893 /* For sanity, we should really check door type, but other stuff 1899 /* For sanity, we should really check door type, but other stuff
1894 * (like containers) can be locked with special keys 1900 * (like containers) can be locked with special keys
1895 */ 1901 */
1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1902 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1897 break; 1903 break;
1898 } 1904 }
1905
1899 /* No key found - lets search inventories now */ 1906 /* No key found - lets search inventories now */
1900 /* If we find and use a key in an inventory, return at that time. 1907 /* If we find and use a key in an inventory, return at that time.
1901 * otherwise, if we search all the inventories and still don't find 1908 * otherwise, if we search all the inventories and still don't find
1902 * a key, return 1909 * a key, return
1903 */ 1910 */
1904 if (!tmp) 1911 if (!tmp)
1905 { 1912 {
1906 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1913 for (tmp = container->inv; tmp; tmp = tmp->below)
1907 { 1914 {
1908 /* No reason to search empty containers */ 1915 /* No reason to search empty containers */
1909 if (tmp->type == CONTAINER && tmp->inv) 1916 if (tmp->type == CONTAINER && tmp->inv)
1910 { 1917 {
1911 if ((key = find_key (pl, tmp, door)) != NULL) 1918 if ((key = find_key (pl, tmp, door)))
1912 return key; 1919 return key;
1913 } 1920 }
1914 } 1921 }
1922
1915 if (!tmp) 1923 if (!tmp)
1916 return NULL; 1924 return NULL;
1917 } 1925 }
1926
1918 /* We get down here if we have found a key. Now if its in a container, 1927 /* We get down here if we have found a key. Now if its in a container,
1919 * see if we actually want to use it 1928 * see if we actually want to use it
1920 */ 1929 */
1921 if (pl != container) 1930 if (pl != container)
1922 { 1931 {
1943 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1952 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1944 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1953 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1945 return NULL; 1954 return NULL;
1946 } 1955 }
1947 } 1956 }
1957
1948 return tmp; 1958 return tmp;
1949} 1959}
1950 1960
1951/* moved door processing out of move_player_attack. 1961/* moved door processing out of move_player_attack.
1952 * returns 1 if player has opened the door with a key 1962 * returns 1 if player has opened the door with a key
1970 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1980 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1971 if (action_makes_visible (op)) 1981 if (action_makes_visible (op))
1972 make_visible (op); 1982 make_visible (op);
1973 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1983 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1974 spring_trap (door->inv, op); 1984 spring_trap (door->inv, op);
1985
1975 if (door->type == DOOR) 1986 if (door->type == DOOR)
1976 {
1977 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1987 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1978 }
1979 else if (door->type == LOCKED_DOOR) 1988 else if (door->type == LOCKED_DOOR)
1980 { 1989 {
1981 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1990 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1982 remove_door2 (door); /* remove door without violence ;-) */ 1991 remove_door2 (door); /* remove door without violence ;-) */
1983 } 1992 }
1993
1984 /* Do this after we print the message */ 1994 /* Do this after we print the message */
1985 decrease_ob (key); /* Use up one of the keys */ 1995 decrease_ob (key); /* Use up one of the keys */
1986 /* Need to update the weight the container the key was in */ 1996 /* Need to update the weight the container the key was in */
1987 if (container != op) 1997 if (container != op)
1988 esrv_update_item (UPD_WEIGHT, op, container); 1998 esrv_update_item (UPD_WEIGHT, op, container);
1999
1989 return 1; /* Nothing more to do below */ 2000 return 1; /* Nothing more to do below */
1990 } 2001 }
1991 else if (door->type == LOCKED_DOOR) 2002 else if (door->type == LOCKED_DOOR)
1992 { 2003 {
1993 /* Might as well return now - no other way to open this */ 2004 /* Might as well return now - no other way to open this */
1994 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2005 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1995 return 1; 2006 return 1;
1996 } 2007 }
2008
1997 return 0; 2009 return 0;
1998} 2010}
1999 2011
2000/* This function is just part of a breakup from move_player. 2012/* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner. 2013 * It should keep the code cleaner.
2207 return 0; 2219 return 0;
2208 } 2220 }
2209 2221
2210 /* peterm: added following line */ 2222 /* peterm: added following line */
2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2212 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2224 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2213 2225
2214 op->facing = dir; 2226 op->facing = dir;
2215 2227
2216 if (op->hide) 2228 if (op->hide)
2217 do_hidden_move (op); 2229 do_hidden_move (op);
2358 * from. 2370 * from.
2359 */ 2371 */
2360void 2372void
2361remove_unpaid_objects (object *op, object *env) 2373remove_unpaid_objects (object *op, object *env)
2362{ 2374{
2363 object *next;
2364
2365 while (op) 2375 while (op)
2366 { 2376 {
2367 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2377 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 2378
2369 if (QUERY_FLAG (op, FLAG_UNPAID)) 2379 if (QUERY_FLAG (op, FLAG_UNPAID))
2699 tmp->name = buf; 2709 tmp->name = buf;
2700 sprintf (buf, " This finger has been cut off %s\n" 2710 sprintf (buf, " This finger has been cut off %s\n"
2701 " the %s, when he was defeated at\n level %d by %s.\n", 2711 " the %s, when he was defeated at\n level %d by %s.\n",
2702 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2712 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2703 tmp->msg = buf; 2713 tmp->msg = buf;
2704 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2714 tmp->value = 0, tmp->type = 0;
2705 tmp->materialname = NULL; 2715 tmp->materialname = "organics";
2706 tmp->insert_at (op, tmp); 2716 tmp->insert_at (op, tmp);
2707 } 2717 }
2708 2718
2709 /* teleport defeated player to new destination */ 2719 /* teleport defeated player to new destination */
2710 transfer_ob (op, x, y, 0, NULL); 2720 transfer_ob (op, x, y, 0, NULL);
2962void 2972void
2963loot_object (object *op) 2973loot_object (object *op)
2964{ /* Grab and destroy some treasure */ 2974{ /* Grab and destroy some treasure */
2965 object *tmp, *tmp2, *next; 2975 object *tmp, *tmp2, *next;
2966 2976
2967 if (op->container) 2977 op->close_container (); /* close open sack first */
2968 esrv_apply_container (op, op->container); /* close open sack first */
2969 2978
2970 for (tmp = op->inv; tmp; tmp = next) 2979 for (tmp = op->inv; tmp; tmp = next)
2971 { 2980 {
2972 next = tmp->below; 2981 next = tmp->below;
2973 2982
2974 if (tmp->invisible) 2983 if (tmp->invisible)
2975 continue; 2984 continue;
2976 2985
2977 tmp->remove (); 2986 tmp->remove ();
2978 tmp->x = op->x, tmp->y = op->y; 2987 tmp->x = op->x, tmp->y = op->y;
2988
2979 if (tmp->type == CONTAINER) 2989 if (tmp->type == CONTAINER)
2980 { /* empty container to ground */ 2990 loot_object (tmp); /* empty container to ground */
2981 loot_object (tmp); 2991
2982 }
2983 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2992 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2984 { 2993 {
2985 if (tmp->nrof > 1) 2994 if (tmp->nrof > 1)
2986 { 2995 {
2987 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2988 tmp2->destroy (); 2997 tmp2->destroy ();
2999/* 3008/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 3009 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 3010 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 3011 * was changed.
3003 */ 3012 */
3004
3005void 3013void
3006fix_weight (void) 3014fix_weight (void)
3007{ 3015{
3008 for_all_players (pl) 3016 for_all_players (pl)
3009 { 3017 {
3530 pl->ranges[i] = 0; 3538 pl->ranges[i] = 0;
3531 if (pl->shoottype == i) 3539 if (pl->shoottype == i)
3532 pl->shoottype = range_none; 3540 pl->shoottype = range_none;
3533 } 3541 }
3534} 3542}
3543
3544sint8
3545player::visibility_at (maptile *map, int x, int y) const
3546{
3547 if (!ns)
3548 return 0;
3549
3550 int dx, dy;
3551 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3552 return 0;
3553
3554 x += dx - ns->current_x + ns->mapx / 2;
3555 y += dy - ns->current_y + ns->mapy / 2;
3556
3557 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3558 return 0;
3559
3560 return 100 - blocked_los [x][y];
3561}

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