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Comparing deliantra/server/server/player.C (file contents):
Revision 1.97 by root, Mon Jan 8 22:32:11 2007 UTC vs.
Revision 1.105 by root, Thu Mar 1 20:25:06 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;
218 ob->container = 0; //TODO: client-specific 220 ob->close_container (); //TODO: client-specific
219 221
220 ns->update_look = 0; 222 ns->update_look = 0;
221 ns->look_position = 0; 223 ns->look_position = 0;
222 224
223 clear_los (ob); 225 clear_los (ob);
235 link_player_skills (ob); 237 link_player_skills (ob);
236 238
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238 240
239 assign (title, ob->arch->clone.name); 241 assign (title, ob->arch->clone.name);
240
241 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
242 * from the class, and not race. I don't see any way to get the class information
243 * to then update this. I don't think this will actually break anything - anyone
244 * that can use armour should be able to use a shield. What this may 'break'
245 * are features new characters get, eg, if someone starts up with a Q, they
246 * should be able to use a shield. However, old Q's won't get that advantage.
247 */
248 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
249 SET_FLAG (ob, FLAG_USE_SHIELD);
250 242
251 /* if it's a dragon player, set the correct title here */ 243 /* if it's a dragon player, set the correct title here */
252 if (is_dragon_pl (ob)) 244 if (is_dragon_pl (ob))
253 { 245 {
254 object *tmp, *abil = 0, *skin = 0; 246 object *tmp, *abil = 0, *skin = 0;
299 ns->reset_stats (); 291 ns->reset_stats ();
300 ns->pl = 0; 292 ns->pl = 0;
301 this->ns = 0; 293 this->ns = 0;
302 } 294 }
303 295
296 if (ob)
304 ob->container = 0; //TODO: client-specific 297 ob->close_container (); //TODO: client-specific
298
305 deactivate (); 299 deactivate ();
306} 300}
307 301
308// the need for this function can be explained 302// the need for this function can be explained
309// by load_object not returning the object 303// by load_object not returning the object
310void 304void
311player::set_object (object *op) 305player::set_object (object *op)
312{ 306{
313 ob = op; 307 ob = op;
314 ob->contr = this; /* this aren't yet in archetype */ 308 ob->contr = this; /* this aren't yet in archetype */
315 309
316 ob->speed_left = 0.5; 310 ob->speed_left = 0.5;
317 ob->speed = 1.0; 311 ob->speed = 1.0;
318 ob->direction = 5; /* So player faces south */ 312 ob->direction = 5; /* So player faces south */
319 ob->stats.wc = 2;
320 ob->run_away = 25; /* Then we panick... */
321
322 ob->roll_stats ();
323} 313}
324 314
325player::player () 315player::player ()
326{ 316{
327 /* There are some elements we want initialised to non zero value - 317 /* There are some elements we want initialised to non zero value -
371player::create () 361player::create ()
372{ 362{
373 player *pl = new player; 363 player *pl = new player;
374 364
375 pl->set_object (arch_to_object (get_player_archetype (0))); 365 pl->set_object (arch_to_object (get_player_archetype (0)));
366
367 pl->ob->roll_stats ();
368 pl->ob->stats.wc = 2;
369 pl->ob->run_away = 25; /* Then we panick... */
370
376 set_first_map (pl->ob); 371 set_first_map (pl->ob);
377 372
378 return pl; 373 return pl;
379} 374}
380 375
526 x = mon->x; 521 x = mon->x;
527 y = mon->y; 522 y = mon->y;
528 m = mon->map; 523 m = mon->map;
529 dir = rv.direction; 524 dir = rv.direction;
530 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
531 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527
532 /* If we can't solve it within the search distance, return now. */ 528 /* If we can't solve it within the search distance, return now. */
533 if (diff > max) 529 if (diff > max)
534 return 0; 530 return 0;
531
535 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
536 { 533 {
537 lastx = x; 534 lastx = x;
538 lasty = y; 535 lasty = y;
539 lastmap = m; 536 lastmap = m;
621 max--; 618 max--;
622 lastdir = dir; 619 lastdir = dir;
623 if (!firstdir) 620 if (!firstdir)
624 firstdir = dir; 621 firstdir = dir;
625 } 622 }
623
626 if (diff <= 1) 624 if (diff <= 1)
627 { 625 {
628 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
629 * headed toward player for entire distance. 627 * headed toward player for entire distance.
630 */ 628 */
631 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
632 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
633 } 631 }
632
634 if (diff > max) 633 if (diff > max)
635 return 0; 634 return 0;
636 } 635 }
636
637 /* If we reached the max, didn't find a direction in time */ 637 /* If we reached the max, didn't find a direction in time */
638 if (!max) 638 if (!max)
639 return 0; 639 return 0;
640 640
641 return firstdir; 641 return firstdir;
755roll_stat (void) 755roll_stat (void)
756{ 756{
757 int a[4], i, j, k; 757 int a[4], i, j, k;
758 758
759 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
760 a[i] = (int) RANDOM () % 6 + 1; 760 a[i] = (int) rndm (6) + 1;
761 761
762 for (i = 0, j = 0, k = 7; i < 4; i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
763 if (a[i] < k) 763 if (a[i] < k)
764 k = a[i], j = i; 764 k = a[i], j = i;
765 765
1378 * found object is returned. 1378 * found object is returned.
1379 */ 1379 */
1380object * 1380object *
1381find_arrow (object *op, const char *type) 1381find_arrow (object *op, const char *type)
1382{ 1382{
1383 object *tmp = NULL; 1383 object *tmp = 0;
1384 1384
1385 for (op = op->inv; op; op = op->below) 1385 for (op = op->inv; op; op = op->below)
1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1387 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1388 else if (op->type == ARROW && op->race == type) 1388 else if (op->type == ARROW && op->race == type)
1389 return op; 1389 return op;
1390
1390 return tmp; 1391 return tmp;
1391} 1392}
1392 1393
1393/* 1394/*
1394 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1395 * against the target. A full test is not performed, simply a basic test 1396 * against the target. A full test is not performed, simply a basic test
1396 * of resistances. The archer is making a quick guess at what he sees down 1397 * of resistances. The archer is making a quick guess at what he sees down
1397 * the hall. Failing that it does it's best to pick the highest plus arrow. 1398 * the hall. Failing that it does it's best to pick the highest plus arrow.
1398 */ 1399 */
1399
1400object * 1400object *
1401find_better_arrow (object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1402{ 1402{
1403 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1404 int attacknum, attacktype, betterby = 0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1865 return; 1865 return;
1866 } 1866 }
1867} 1867}
1868 1868
1869
1870
1871/* find_key 1869/* find_key
1872 * We try to find a key for the door as passed. If we find a key 1870 * We try to find a key for the door as passed. If we find a key
1873 * and successfully use it, we return the key, otherwise NULL 1871 * and successfully use it, we return the key, otherwise NULL
1874 * This function merges both normal and locked door, since the logic 1872 * This function merges both normal and locked door, since the logic
1875 * for both is the same - just the specific key is different. 1873 * for both is the same - just the specific key is different.
1876 * pl is the player, 1874 * pl is the player,
1877 * inv is the objects inventory to searched 1875 * inv is the objects inventory to searched
1878 * door is the door we are trying to match against. 1876 * door is the door we are trying to match against.
1879 * This function can be called recursively to search containers. 1877 * This function can be called recursively to search containers.
1880 */ 1878 */
1881
1882object * 1879object *
1883find_key (object *pl, object *container, object *door) 1880find_key (object *pl, object *container, object *door)
1884{ 1881{
1885 object *tmp, *key; 1882 object *tmp, *key;
1886 1883
1887 /* Should not happen, but sanity checking is never bad */ 1884 /* Should not happen, but sanity checking is never bad */
1888 if (container->inv == NULL) 1885 if (!container->inv)
1889 return NULL; 1886 return 0;
1890 1887
1891 /* First, lets try to find a key in the top level inventory */ 1888 /* First, lets try to find a key in the top level inventory */
1892 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1889 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 { 1890 {
1894 if (door->type == DOOR && tmp->type == KEY) 1891 if (door->type == DOOR && tmp->type == KEY)
1895 break; 1892 break;
1896 /* For sanity, we should really check door type, but other stuff 1893 /* For sanity, we should really check door type, but other stuff
1897 * (like containers) can be locked with special keys 1894 * (like containers) can be locked with special keys
1898 */ 1895 */
1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1900 break; 1897 break;
1901 } 1898 }
1899
1902 /* No key found - lets search inventories now */ 1900 /* No key found - lets search inventories now */
1903 /* If we find and use a key in an inventory, return at that time. 1901 /* If we find and use a key in an inventory, return at that time.
1904 * otherwise, if we search all the inventories and still don't find 1902 * otherwise, if we search all the inventories and still don't find
1905 * a key, return 1903 * a key, return
1906 */ 1904 */
1907 if (!tmp) 1905 if (!tmp)
1908 { 1906 {
1909 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1907 for (tmp = container->inv; tmp; tmp = tmp->below)
1910 { 1908 {
1911 /* No reason to search empty containers */ 1909 /* No reason to search empty containers */
1912 if (tmp->type == CONTAINER && tmp->inv) 1910 if (tmp->type == CONTAINER && tmp->inv)
1913 { 1911 {
1914 if ((key = find_key (pl, tmp, door)) != NULL) 1912 if ((key = find_key (pl, tmp, door)))
1915 return key; 1913 return key;
1916 } 1914 }
1917 } 1915 }
1916
1918 if (!tmp) 1917 if (!tmp)
1919 return NULL; 1918 return NULL;
1920 } 1919 }
1920
1921 /* We get down here if we have found a key. Now if its in a container, 1921 /* We get down here if we have found a key. Now if its in a container,
1922 * see if we actually want to use it 1922 * see if we actually want to use it
1923 */ 1923 */
1924 if (pl != container) 1924 if (pl != container)
1925 { 1925 {
1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1947 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1947 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1948 return NULL; 1948 return NULL;
1949 } 1949 }
1950 } 1950 }
1951
1951 return tmp; 1952 return tmp;
1952} 1953}
1953 1954
1954/* moved door processing out of move_player_attack. 1955/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1956 * returns 1 if player has opened the door with a key
1973 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1974 if (action_makes_visible (op)) 1975 if (action_makes_visible (op))
1975 make_visible (op); 1976 make_visible (op);
1976 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1977 spring_trap (door->inv, op); 1978 spring_trap (door->inv, op);
1979
1978 if (door->type == DOOR) 1980 if (door->type == DOOR)
1979 {
1980 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1981 }
1982 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
1983 { 1983 {
1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1985 remove_door2 (door); /* remove door without violence ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1986 }
1987
1987 /* Do this after we print the message */ 1988 /* Do this after we print the message */
1988 decrease_ob (key); /* Use up one of the keys */ 1989 decrease_ob (key); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 1990 /* Need to update the weight the container the key was in */
1990 if (container != op) 1991 if (container != op)
1991 esrv_update_item (UPD_WEIGHT, op, container); 1992 esrv_update_item (UPD_WEIGHT, op, container);
1993
1992 return 1; /* Nothing more to do below */ 1994 return 1; /* Nothing more to do below */
1993 } 1995 }
1994 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
1995 { 1997 {
1996 /* Might as well return now - no other way to open this */ 1998 /* Might as well return now - no other way to open this */
1997 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1998 return 1; 2000 return 1;
1999 } 2001 }
2002
2000 return 0; 2003 return 0;
2001} 2004}
2002 2005
2003/* This function is just part of a breakup from move_player. 2006/* This function is just part of a breakup from move_player.
2004 * It should keep the code cleaner. 2007 * It should keep the code cleaner.
2210 return 0; 2213 return 0;
2211 } 2214 }
2212 2215
2213 /* peterm: added following line */ 2216 /* peterm: added following line */
2214 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2215 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2216 2219
2217 op->facing = dir; 2220 op->facing = dir;
2218 2221
2219 if (op->hide) 2222 if (op->hide)
2220 do_hidden_move (op); 2223 do_hidden_move (op);
2361 * from. 2364 * from.
2362 */ 2365 */
2363void 2366void
2364remove_unpaid_objects (object *op, object *env) 2367remove_unpaid_objects (object *op, object *env)
2365{ 2368{
2366 object *next;
2367
2368 while (op) 2369 while (op)
2369 { 2370 {
2370 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2371 2372
2372 if (QUERY_FLAG (op, FLAG_UNPAID)) 2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2702 tmp->name = buf; 2703 tmp->name = buf;
2703 sprintf (buf, " This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
2704 " the %s, when he was defeated at\n level %d by %s.\n", 2705 " the %s, when he was defeated at\n level %d by %s.\n",
2705 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2706 tmp->msg = buf; 2707 tmp->msg = buf;
2707 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2708 tmp->value = 0, tmp->type = 0;
2708 tmp->materialname = NULL; 2709 tmp->materialname = "organics";
2709 tmp->insert_at (op, tmp); 2710 tmp->insert_at (op, tmp);
2710 } 2711 }
2711 2712
2712 /* teleport defeated player to new destination */ 2713 /* teleport defeated player to new destination */
2713 transfer_ob (op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
2965void 2966void
2966loot_object (object *op) 2967loot_object (object *op)
2967{ /* Grab and destroy some treasure */ 2968{ /* Grab and destroy some treasure */
2968 object *tmp, *tmp2, *next; 2969 object *tmp, *tmp2, *next;
2969 2970
2970 if (op->container) 2971 op->close_container (); /* close open sack first */
2971 esrv_apply_container (op, op->container); /* close open sack first */
2972 2972
2973 for (tmp = op->inv; tmp; tmp = next) 2973 for (tmp = op->inv; tmp; tmp = next)
2974 { 2974 {
2975 next = tmp->below; 2975 next = tmp->below;
2976 2976
2977 if (tmp->invisible) 2977 if (tmp->invisible)
2978 continue; 2978 continue;
2979 2979
2980 tmp->remove (); 2980 tmp->remove ();
2981 tmp->x = op->x, tmp->y = op->y; 2981 tmp->x = op->x, tmp->y = op->y;
2982
2982 if (tmp->type == CONTAINER) 2983 if (tmp->type == CONTAINER)
2983 { /* empty container to ground */ 2984 loot_object (tmp); /* empty container to ground */
2984 loot_object (tmp); 2985
2985 }
2986 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2986 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2987 { 2987 {
2988 if (tmp->nrof > 1) 2988 if (tmp->nrof > 1)
2989 { 2989 {
2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2991 tmp2->destroy (); 2991 tmp2->destroy ();
3002/* 3002/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 3003 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 3004 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 3005 * was changed.
3006 */ 3006 */
3007
3008void 3007void
3009fix_weight (void) 3008fix_weight (void)
3010{ 3009{
3011 for_all_players (pl) 3010 for_all_players (pl)
3012 { 3011 {
3533 pl->ranges[i] = 0; 3532 pl->ranges[i] = 0;
3534 if (pl->shoottype == i) 3533 if (pl->shoottype == i)
3535 pl->shoottype = range_none; 3534 pl->shoottype = range_none;
3536 } 3535 }
3537} 3536}
3537
3538sint8
3539player::visibility_at (maptile *map, int x, int y) const
3540{
3541 if (!ns)
3542 return 0;
3543
3544 int dx, dy;
3545 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3546 return 0;
3547
3548 x += dx - ns->current_x + ns->mapx / 2;
3549 y += dy - ns->current_y + ns->mapy / 2;
3550
3551 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3552 return 0;
3553
3554 return 100 - blocked_los [x][y];
3555}

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