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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 1.104 by root, Fri Feb 16 19:43:41 2007 UTC

116 116
117 news[0] = '\0'; 117 news[0] = '\0';
118 subject[0] = '\0'; 118 subject[0] = '\0';
119 size = 0; 119 size = 0;
120 120
121 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
122 { 122 {
123 if (*buf == '#') 123 if (*buf == '#')
124 continue; 124 continue;
125 125
126 if (*buf == '%') 126 if (*buf == '%')
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;
202 party = 0;
201 203
202 // for weird reasons, this is often "ob", keeping a circular reference 204 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0; 205 ranges [range_skill] = 0;
204 206
205 players.erase (this); 207 players.erase (this);
213 this->ns = ns; 215 this->ns = ns;
214 ns->pl = this; 216 ns->pl = this;
215 217
216 run_on = 0; 218 run_on = 0;
217 fire_on = 0; 219 fire_on = 0;
220 ob->close_container (); //TODO: client-specific
218 221
219 ns->update_look = 0; 222 ns->update_look = 0;
220 ns->look_position = 0; 223 ns->look_position = 0;
221 224
222 clear_los (ob); 225 clear_los (ob);
234 link_player_skills (ob); 237 link_player_skills (ob);
235 238
236 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
237 240
238 assign (title, ob->arch->clone.name); 241 assign (title, ob->arch->clone.name);
239
240 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
241 * from the class, and not race. I don't see any way to get the class information
242 * to then update this. I don't think this will actually break anything - anyone
243 * that can use armour should be able to use a shield. What this may 'break'
244 * are features new characters get, eg, if someone starts up with a Q, they
245 * should be able to use a shield. However, old Q's won't get that advantage.
246 */
247 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
248 SET_FLAG (ob, FLAG_USE_SHIELD);
249 242
250 /* if it's a dragon player, set the correct title here */ 243 /* if it's a dragon player, set the correct title here */
251 if (is_dragon_pl (ob)) 244 if (is_dragon_pl (ob))
252 { 245 {
253 object *tmp, *abil = 0, *skin = 0; 246 object *tmp, *abil = 0, *skin = 0;
293 if (active) 286 if (active)
294 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 287 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
295 288
296 INVOKE_PLAYER (DISCONNECT, this); 289 INVOKE_PLAYER (DISCONNECT, this);
297 290
291 ns->reset_stats ();
298 ns->pl = 0; 292 ns->pl = 0;
299 this->ns = 0; 293 this->ns = 0;
300 } 294 }
301 295
296 ob->close_container (); //TODO: client-specific
302 deactivate (); 297 deactivate ();
303} 298}
304 299
305// the need for this function can be explained 300// the need for this function can be explained
306// by load_object not returning the object 301// by load_object not returning the object
307void 302void
308player::set_object (object *op) 303player::set_object (object *op)
309{ 304{
310 ob = op; 305 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */ 306 ob->contr = this; /* this aren't yet in archetype */
312 307
313 ob->speed_left = 0.5; 308 ob->speed_left = 0.5;
314 ob->speed = 1.0; 309 ob->speed = 1.0;
315 ob->direction = 5; /* So player faces south */ 310 ob->direction = 5; /* So player faces south */
316 ob->stats.wc = 2;
317 ob->run_away = 25; /* Then we panick... */
318
319 ob->roll_stats ();
320} 311}
321 312
322player::player () 313player::player ()
323{ 314{
324 /* There are some elements we want initialised to non zero value - 315 /* There are some elements we want initialised to non zero value -
368player::create () 359player::create ()
369{ 360{
370 player *pl = new player; 361 player *pl = new player;
371 362
372 pl->set_object (arch_to_object (get_player_archetype (0))); 363 pl->set_object (arch_to_object (get_player_archetype (0)));
364
365 pl->ob->roll_stats ();
366 pl->ob->stats.wc = 2;
367 pl->ob->run_away = 25; /* Then we panick... */
368
373 set_first_map (pl->ob); 369 set_first_map (pl->ob);
374 370
375 return pl; 371 return pl;
376} 372}
377 373
523 x = mon->x; 519 x = mon->x;
524 y = mon->y; 520 y = mon->y;
525 m = mon->map; 521 m = mon->map;
526 dir = rv.direction; 522 dir = rv.direction;
527 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 523 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); 524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525
529 /* If we can't solve it within the search distance, return now. */ 526 /* If we can't solve it within the search distance, return now. */
530 if (diff > max) 527 if (diff > max)
531 return 0; 528 return 0;
529
532 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
533 { 531 {
534 lastx = x; 532 lastx = x;
535 lasty = y; 533 lasty = y;
536 lastmap = m; 534 lastmap = m;
618 max--; 616 max--;
619 lastdir = dir; 617 lastdir = dir;
620 if (!firstdir) 618 if (!firstdir)
621 firstdir = dir; 619 firstdir = dir;
622 } 620 }
621
623 if (diff <= 1) 622 if (diff <= 1)
624 { 623 {
625 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
626 * headed toward player for entire distance. 625 * headed toward player for entire distance.
627 */ 626 */
628 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 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); 628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
630 } 629 }
630
631 if (diff > max) 631 if (diff > max)
632 return 0; 632 return 0;
633 } 633 }
634
634 /* If we reached the max, didn't find a direction in time */ 635 /* If we reached the max, didn't find a direction in time */
635 if (!max) 636 if (!max)
636 return 0; 637 return 0;
637 638
638 return firstdir; 639 return firstdir;
752roll_stat (void) 753roll_stat (void)
753{ 754{
754 int a[4], i, j, k; 755 int a[4], i, j, k;
755 756
756 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
757 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
758 759
759 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
760 if (a[i] < k) 761 if (a[i] < k)
761 k = a[i], j = i; 762 k = a[i], j = i;
762 763
1375 * found object is returned. 1376 * found object is returned.
1376 */ 1377 */
1377object * 1378object *
1378find_arrow (object *op, const char *type) 1379find_arrow (object *op, const char *type)
1379{ 1380{
1380 object *tmp = NULL; 1381 object *tmp = 0;
1381 1382
1382 for (op = op->inv; op; op = op->below) 1383 for (op = op->inv; op; op = op->below)
1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1384 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1384 tmp = find_arrow (op, type); 1385 tmp = find_arrow (op, type);
1385 else if (op->type == ARROW && op->race == type) 1386 else if (op->type == ARROW && op->race == type)
1386 return op; 1387 return op;
1388
1387 return tmp; 1389 return tmp;
1388} 1390}
1389 1391
1390/* 1392/*
1391 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1393 * 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 1394 * 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 1395 * 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. 1396 * the hall. Failing that it does it's best to pick the highest plus arrow.
1395 */ 1397 */
1396
1397object * 1398object *
1398find_better_arrow (object *op, object *target, const char *type, int *better) 1399find_better_arrow (object *op, object *target, const char *type, int *better)
1399{ 1400{
1400 object *tmp = NULL, *arrow, *ntmp; 1401 object *tmp = NULL, *arrow, *ntmp;
1401 int attacknum, attacktype, betterby = 0, i; 1402 int attacknum, attacktype, betterby = 0, i;
1861 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1862 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1862 return; 1863 return;
1863 } 1864 }
1864} 1865}
1865 1866
1866
1867
1868/* find_key 1867/* find_key
1869 * We try to find a key for the door as passed. If we find a key 1868 * 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 1869 * and successfully use it, we return the key, otherwise NULL
1871 * This function merges both normal and locked door, since the logic 1870 * This function merges both normal and locked door, since the logic
1872 * for both is the same - just the specific key is different. 1871 * for both is the same - just the specific key is different.
1873 * pl is the player, 1872 * pl is the player,
1874 * inv is the objects inventory to searched 1873 * inv is the objects inventory to searched
1875 * door is the door we are trying to match against. 1874 * door is the door we are trying to match against.
1876 * This function can be called recursively to search containers. 1875 * This function can be called recursively to search containers.
1877 */ 1876 */
1878
1879object * 1877object *
1880find_key (object *pl, object *container, object *door) 1878find_key (object *pl, object *container, object *door)
1881{ 1879{
1882 object *tmp, *key; 1880 object *tmp, *key;
1883 1881
1884 /* Should not happen, but sanity checking is never bad */ 1882 /* Should not happen, but sanity checking is never bad */
1885 if (container->inv == NULL) 1883 if (!container->inv)
1886 return NULL; 1884 return 0;
1887 1885
1888 /* First, lets try to find a key in the top level inventory */ 1886 /* First, lets try to find a key in the top level inventory */
1889 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1887 for (tmp = container->inv; tmp; tmp = tmp->below)
1890 { 1888 {
1891 if (door->type == DOOR && tmp->type == KEY) 1889 if (door->type == DOOR && tmp->type == KEY)
1892 break; 1890 break;
1893 /* For sanity, we should really check door type, but other stuff 1891 /* For sanity, we should really check door type, but other stuff
1894 * (like containers) can be locked with special keys 1892 * (like containers) can be locked with special keys
1895 */ 1893 */
1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1894 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1897 break; 1895 break;
1898 } 1896 }
1897
1899 /* No key found - lets search inventories now */ 1898 /* No key found - lets search inventories now */
1900 /* If we find and use a key in an inventory, return at that time. 1899 /* 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 1900 * otherwise, if we search all the inventories and still don't find
1902 * a key, return 1901 * a key, return
1903 */ 1902 */
1904 if (!tmp) 1903 if (!tmp)
1905 { 1904 {
1906 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1905 for (tmp = container->inv; tmp; tmp = tmp->below)
1907 { 1906 {
1908 /* No reason to search empty containers */ 1907 /* No reason to search empty containers */
1909 if (tmp->type == CONTAINER && tmp->inv) 1908 if (tmp->type == CONTAINER && tmp->inv)
1910 { 1909 {
1911 if ((key = find_key (pl, tmp, door)) != NULL) 1910 if ((key = find_key (pl, tmp, door)))
1912 return key; 1911 return key;
1913 } 1912 }
1914 } 1913 }
1914
1915 if (!tmp) 1915 if (!tmp)
1916 return NULL; 1916 return NULL;
1917 } 1917 }
1918
1918 /* We get down here if we have found a key. Now if its in a container, 1919 /* 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 1920 * see if we actually want to use it
1920 */ 1921 */
1921 if (pl != container) 1922 if (pl != container)
1922 { 1923 {
1943 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1944 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)); 1945 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1945 return NULL; 1946 return NULL;
1946 } 1947 }
1947 } 1948 }
1949
1948 return tmp; 1950 return tmp;
1949} 1951}
1950 1952
1951/* moved door processing out of move_player_attack. 1953/* moved door processing out of move_player_attack.
1952 * returns 1 if player has opened the door with a key 1954 * returns 1 if player has opened the door with a key
1970 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1972 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1971 if (action_makes_visible (op)) 1973 if (action_makes_visible (op))
1972 make_visible (op); 1974 make_visible (op);
1973 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1975 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1974 spring_trap (door->inv, op); 1976 spring_trap (door->inv, op);
1977
1975 if (door->type == DOOR) 1978 if (door->type == DOOR)
1976 {
1977 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1979 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1978 }
1979 else if (door->type == LOCKED_DOOR) 1980 else if (door->type == LOCKED_DOOR)
1980 { 1981 {
1981 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1982 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 ;-) */ 1983 remove_door2 (door); /* remove door without violence ;-) */
1983 } 1984 }
1985
1984 /* Do this after we print the message */ 1986 /* Do this after we print the message */
1985 decrease_ob (key); /* Use up one of the keys */ 1987 decrease_ob (key); /* Use up one of the keys */
1986 /* Need to update the weight the container the key was in */ 1988 /* Need to update the weight the container the key was in */
1987 if (container != op) 1989 if (container != op)
1988 esrv_update_item (UPD_WEIGHT, op, container); 1990 esrv_update_item (UPD_WEIGHT, op, container);
1991
1989 return 1; /* Nothing more to do below */ 1992 return 1; /* Nothing more to do below */
1990 } 1993 }
1991 else if (door->type == LOCKED_DOOR) 1994 else if (door->type == LOCKED_DOOR)
1992 { 1995 {
1993 /* Might as well return now - no other way to open this */ 1996 /* Might as well return now - no other way to open this */
1994 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1997 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1995 return 1; 1998 return 1;
1996 } 1999 }
2000
1997 return 0; 2001 return 0;
1998} 2002}
1999 2003
2000/* This function is just part of a breakup from move_player. 2004/* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner. 2005 * It should keep the code cleaner.
2207 return 0; 2211 return 0;
2208 } 2212 }
2209 2213
2210 /* peterm: added following line */ 2214 /* peterm: added following line */
2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2215 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2212 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2216 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2213 2217
2214 op->facing = dir; 2218 op->facing = dir;
2215 2219
2216 if (op->hide) 2220 if (op->hide)
2217 do_hidden_move (op); 2221 do_hidden_move (op);
2358 * from. 2362 * from.
2359 */ 2363 */
2360void 2364void
2361remove_unpaid_objects (object *op, object *env) 2365remove_unpaid_objects (object *op, object *env)
2362{ 2366{
2363 object *next;
2364
2365 while (op) 2367 while (op)
2366 { 2368 {
2367 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2369 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 2370
2369 if (QUERY_FLAG (op, FLAG_UNPAID)) 2371 if (QUERY_FLAG (op, FLAG_UNPAID))
2699 tmp->name = buf; 2701 tmp->name = buf;
2700 sprintf (buf, " This finger has been cut off %s\n" 2702 sprintf (buf, " This finger has been cut off %s\n"
2701 " the %s, when he was defeated at\n level %d by %s.\n", 2703 " 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); 2704 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2703 tmp->msg = buf; 2705 tmp->msg = buf;
2704 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2706 tmp->value = 0, tmp->type = 0;
2705 tmp->materialname = NULL; 2707 tmp->materialname = "organics";
2706 tmp->insert_at (op, tmp); 2708 tmp->insert_at (op, tmp);
2707 } 2709 }
2708 2710
2709 /* teleport defeated player to new destination */ 2711 /* teleport defeated player to new destination */
2710 transfer_ob (op, x, y, 0, NULL); 2712 transfer_ob (op, x, y, 0, NULL);
2962void 2964void
2963loot_object (object *op) 2965loot_object (object *op)
2964{ /* Grab and destroy some treasure */ 2966{ /* Grab and destroy some treasure */
2965 object *tmp, *tmp2, *next; 2967 object *tmp, *tmp2, *next;
2966 2968
2967 if (op->container) 2969 op->close_container (); /* close open sack first */
2968 esrv_apply_container (op, op->container); /* close open sack first */
2969 2970
2970 for (tmp = op->inv; tmp; tmp = next) 2971 for (tmp = op->inv; tmp; tmp = next)
2971 { 2972 {
2972 next = tmp->below; 2973 next = tmp->below;
2973 2974
2974 if (tmp->invisible) 2975 if (tmp->invisible)
2975 continue; 2976 continue;
2976 2977
2977 tmp->remove (); 2978 tmp->remove ();
2978 tmp->x = op->x, tmp->y = op->y; 2979 tmp->x = op->x, tmp->y = op->y;
2980
2979 if (tmp->type == CONTAINER) 2981 if (tmp->type == CONTAINER)
2980 { /* empty container to ground */ 2982 loot_object (tmp); /* empty container to ground */
2981 loot_object (tmp); 2983
2982 }
2983 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2984 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2984 { 2985 {
2985 if (tmp->nrof > 1) 2986 if (tmp->nrof > 1)
2986 { 2987 {
2987 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2988 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2988 tmp2->destroy (); 2989 tmp2->destroy ();
2999/* 3000/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 3001 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 3002 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 3003 * was changed.
3003 */ 3004 */
3004
3005void 3005void
3006fix_weight (void) 3006fix_weight (void)
3007{ 3007{
3008 for_all_players (pl) 3008 for_all_players (pl)
3009 { 3009 {
3530 pl->ranges[i] = 0; 3530 pl->ranges[i] = 0;
3531 if (pl->shoottype == i) 3531 if (pl->shoottype == i)
3532 pl->shoottype = range_none; 3532 pl->shoottype = range_none;
3533 } 3533 }
3534} 3534}
3535
3536sint8
3537player::visibility_at (maptile *map, int x, int y) const
3538{
3539 if (!ns)
3540 return 0;
3541
3542 int dx, dy;
3543 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3544 return 0;
3545
3546 x += dx - ns->current_x + ns->mapx / 2;
3547 y += dy - ns->current_y + ns->mapy / 2;
3548
3549 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3550 return 0;
3551
3552 return 100 - blocked_los [x][y];
3553}

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