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Comparing deliantra/server/server/player.c (file contents):
Revision 1.1 by root, Fri Feb 3 07:14:35 2006 UTC vs.
Revision 1.10 by root, Fri Mar 24 06:06:23 2006 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * static char *rcsid_player_c =
3 * "$Id: player.c,v 1.1 2006/02/03 07:14:35 root Exp $"; 3 * "$Id: player.c,v 1.10 2006/03/24 06:06:23 root Exp $";
4 */ 4 */
5 5
6/* 6/*
7 CrossFire, A Multiplayer game for X-windows 7 CrossFire, A Multiplayer game for X-windows
8 8
38#include <object.h> 38#include <object.h>
39#include <spells.h> 39#include <spells.h>
40#include <skills.h> 40#include <skills.h>
41#include <newclient.h> 41#include <newclient.h>
42 42
43#ifdef COZY_SERVER
44extern int same_party (partylist *a, partylist *b);
45#endif
46
43player *find_player(const char *plname) 47player *find_player(const char *plname)
44{ 48{
45 player *pl; 49 player *pl;
46 for(pl=first_player;pl!=NULL;pl=pl->next) 50 for(pl=first_player;pl!=NULL;pl=pl->next)
47 { 51 {
73 } 77 }
74 } 78 }
75 return found; 79 return found;
76 } 80 }
77 81
78void display_motd(object *op) { 82void display_motd(const object *op) {
79 char buf[MAX_BUF]; 83 char buf[MAX_BUF];
80 char motd[HUGE_BUF]; 84 char motd[HUGE_BUF];
81 FILE *fp; 85 FILE *fp;
82 int comp; 86 int comp;
83 int size; 87 int size;
96 } 100 }
97 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
98 close_and_delete(fp, comp); 102 close_and_delete(fp, comp);
99} 103}
100 104
101void send_rules(object *op) { 105void send_rules(const object *op) {
102 char buf[MAX_BUF]; 106 char buf[MAX_BUF];
103 char rules[HUGE_BUF]; 107 char rules[HUGE_BUF];
104 FILE *fp; 108 FILE *fp;
105 int comp; 109 int comp;
106 int size; 110 int size;
124 } 128 }
125 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
126 close_and_delete(fp, comp); 130 close_and_delete(fp, comp);
127} 131}
128 132
129void send_news(object *op) { 133void send_news(const object *op) {
130 char buf[MAX_BUF]; 134 char buf[MAX_BUF];
131 char news[HUGE_BUF]; 135 char news[HUGE_BUF];
132 char subject[MAX_BUF]; 136 char subject[MAX_BUF];
133 FILE *fp; 137 FILE *fp;
134 int comp; 138 int comp;
249 op->speed_left=0.5; 253 op->speed_left=0.5;
250 op->speed=1.0; 254 op->speed=1.0;
251 op->direction=5; /* So player faces south */ 255 op->direction=5; /* So player faces south */
252 op->stats.wc=2; 256 op->stats.wc=2;
253 op->run_away = 25; /* Then we panick... */ 257 op->run_away = 25; /* Then we panick... */
258 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
254 259
255 roll_stats(op); 260 roll_stats(op);
256 p->state=ST_ROLL_STAT; 261 p->state=ST_ROLL_STAT;
257 clear_los(op); 262 clear_los(op);
258 263
396 op=ol->ob; 401 op=ol->ob;
397 lastdist=rv.distance; 402 lastdist=rv.distance;
398 } 403 }
399 } 404 }
400 for (pl=first_player; pl != NULL; pl=pl->next) { 405 for (pl=first_player; pl != NULL; pl=pl->next) {
401 if (on_same_map(mon, pl->ob)&& can_detect_enemy(mon, pl->ob,&rv)) { 406 if (can_detect_enemy(mon, pl->ob,&rv)) {
402 407
403 if(lastdist>rv.distance) { 408 if(lastdist>rv.distance) {
404 op=pl->ob; 409 op=pl->ob;
405 lastdist=rv.distance; 410 lastdist=rv.distance;
406 } 411 }
634 if(op->type==SPELL) { 639 if(op->type==SPELL) {
635 remove_ob(op); 640 remove_ob(op);
636 free_object(op); 641 free_object(op);
637 continue; 642 continue;
638 } 643 }
639 if(op->type==SKILL) { 644 else if(op->type==SKILL) {
640 SET_FLAG(op, FLAG_CAN_USE_SKILL); 645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
641 op->stats.exp = 0; 646 op->stats.exp = 0;
642 op->level = 1; 647 op->level = 1;
643 } 648 }
649 /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED);
644 } /* for loop of objects in player inv */ 651 } /* for loop of objects in player inv */
645 652
646 /* Need to set up the skill pointers */ 653 /* Need to set up the skill pointers */
647 link_player_skills(pl); 654 link_player_skills(pl);
648} 655}
1983 * going to try and move (not fire weapons). 1990 * going to try and move (not fire weapons).
1984 */ 1991 */
1985 1992
1986void move_player_attack(object *op, int dir) 1993void move_player_attack(object *op, int dir)
1987{ 1994{
1988 object *tmp, *mon; 1995 object *tmp, *mon, *tpl;
1989 sint16 nx=freearr_x[dir]+op->x,ny=freearr_y[dir]+op->y; 1996 sint16 nx, ny;
1990 int on_battleground; 1997 int on_battleground;
1991 mapstruct *m; 1998 mapstruct *m;
1992 1999
2000 if (op->contr->transport) tpl = op->contr->transport;
2001 else tpl = op;
2002 nx=freearr_x[dir]+tpl->x;
2003 ny=freearr_y[dir]+tpl->y;
2004
1993 on_battleground = op_on_battleground(op, NULL, NULL); 2005 on_battleground = op_on_battleground(tpl, NULL, NULL);
1994 2006
1995 /* If braced, or can't move to the square, and it is not out of the 2007 /* If braced, or can't move to the square, and it is not out of the
1996 * map, attack it. Note order of if statement is important - don't 2008 * map, attack it. Note order of if statement is important - don't
1997 * want to be calling move_ob if braced, because move_ob will move the 2009 * want to be calling move_ob if braced, because move_ob will move the
1998 * player. This is a pretty nasty hack, because if we could 2010 * player. This is a pretty nasty hack, because if we could
1999 * move to some space, it then means that if we are braced, we should 2011 * move to some space, it then means that if we are braced, we should
2000 * do nothing at all. As it is, if we are braced, we go through 2012 * do nothing at all. As it is, if we are braced, we go through
2001 * quite a bit of processing. However, it probably is less than what 2013 * quite a bit of processing. However, it probably is less than what
2002 * move_ob uses. 2014 * move_ob uses.
2003 */ 2015 */
2004 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2016 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) {
2005 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2017 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2006 m = get_map_from_coord(op->map, &nx, &ny); 2018 m = get_map_from_coord(tpl->map, &nx, &ny);
2007 if (!m) return; /* Don't think this should happen */ 2019 if (!m) return; /* Don't think this should happen */
2008 } 2020 }
2009 else m =op->map; 2021 else m =tpl->map;
2010 2022
2011 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2023 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2012 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2024 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2013 return; 2025 return;
2014 } 2026 }
2052 2064
2053 /* If the creature is a pet, push it even if the player is not 2065 /* If the creature is a pet, push it even if the player is not
2054 * peaceful. Our assumption is the creature is a pet if the 2066 * peaceful. Our assumption is the creature is a pet if the
2055 * player owns it and it is either friendly or unagressive. 2067 * player owns it and it is either friendly or unagressive.
2056 */ 2068 */
2057 if ((op->type==PLAYER) && get_owner(mon)==op && 2069 if ((op->type==PLAYER)
2070#if COZY_SERVER
2071 &&
2072 (
2073 (get_owner(mon) && get_owner(mon)->contr
2074 && same_party (get_owner(mon)->contr->party, op->contr->party))
2075 || get_owner(mon) == op
2076 )
2077#else
2078 && get_owner(mon)==op
2079#endif
2058 (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2080 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2059 { 2081 {
2060 /* If we're braced, we don't want to switch places with it */ 2082 /* If we're braced, we don't want to switch places with it */
2061 if (op->contr->braced) return; 2083 if (op->contr->braced) return;
2062 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2084 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER);
2063 (void) push_ob(mon,dir,op); 2085 (void) push_ob(mon,dir,op);
2064 if(op->contr->tmp_invis||op->hide) make_visible(op); 2086 if(op->contr->tmp_invis||op->hide) make_visible(op);
2065 return; 2087 return;
2066 } 2088 }
2067 2089
2070 * someone, but put it inside this loop so that you won't 2092 * someone, but put it inside this loop so that you won't
2071 * attack them either. 2093 * attack them either.
2072 */ 2094 */
2073 if ((mon->type==PLAYER || mon->enemy != op) && 2095 if ((mon->type==PLAYER || mon->enemy != op) &&
2074 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2096 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2075 (op->contr->peaceful && !on_battleground)) { 2097 (
2098#ifndef PROHIBIT_PLAYERKILL
2099 op->contr->peaceful &&
2100#endif
2101 !on_battleground
2102 )) {
2076 if (!op->contr->braced) { 2103 if (!op->contr->braced) {
2077 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2104 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER);
2078 (void) push_ob(mon,dir,op); 2105 (void) push_ob(mon,dir,op);
2079 } else { 2106 } else {
2080 new_draw_info(0, 0,op,"You withhold your attack"); 2107 new_draw_info(0, 0,op,"You withhold your attack");
2081 } 2108 }
2082 if(op->contr->tmp_invis||op->hide) make_visible(op); 2109 if(op->contr->tmp_invis||op->hide) make_visible(op);
2131 } /* if player should attack something */ 2158 } /* if player should attack something */
2132} 2159}
2133 2160
2134int move_player(object *op,int dir) { 2161int move_player(object *op,int dir) {
2135 int pick; 2162 int pick;
2163 object *transport = op->contr->transport;
2136 2164
2137 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2165 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY))
2138 return 0; 2166 return 0;
2139 2167
2140 /* Sanity check: make sure dir is valid */ 2168 /* Sanity check: make sure dir is valid */
2141 if ( ( dir < 0 ) || ( dir >= 9 ) ) { 2169 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2142 LOG( llevError, "move_player: invalid direction %d\n", dir); 2170 LOG( llevError, "move_player: invalid direction %d\n", dir);
2147 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir) 2175 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2148 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 2176 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2149 2177
2150 op->facing = dir; 2178 op->facing = dir;
2151 2179
2152 if(op->hide) do_hidden_move(op); 2180 if(!transport && op->hide) do_hidden_move(op);
2181
2182 if (transport) {
2183 /* transport->contr is set up for the person in charge of the boat.
2184 * if that isn't this person, he can't steer it, etc
2185 */
2186 if (transport->contr != op->contr) return 0;
2187
2188 /* Transport can't move. But update dir so it at least
2189 * will point in the same direction if player is running.
2190 */
2191 if (transport->speed_left < 0.0) {
2192 transport->direction = dir;
2193 op->direction = dir;
2194 return 0;
2195 }
2196 /* Remove transport speed. Give player just a little speed -
2197 * enough so that they will get an action again quickly.
2198 *
2199 */
2200 transport->speed_left -= 1.0;
2201 if (op->speed_left < 0.0) op->speed_left = -0.01;
2202
2203 }
2153 2204
2154 if(op->contr->fire_on) { 2205 if(op->contr->fire_on) {
2155 fire(op,dir); 2206 fire(op,dir);
2156 } 2207 }
2157 else move_player_attack(op,dir); 2208 else move_player_attack(op,dir);
2169 } 2220 }
2170 /* Update how the player looks. Use the facing, so direction may 2221 /* Update how the player looks. Use the facing, so direction may
2171 * get reset to zero. This allows for full animation capabilities 2222 * get reset to zero. This allows for full animation capabilities
2172 * for players. 2223 * for players.
2173 */ 2224 */
2174 animate_object(op, op->facing); 2225 if (!transport) animate_object(op, op->facing);
2175 return 0; 2226 return 0;
2176} 2227}
2177 2228
2178/* This is similar to handle_player, below, but is only used by the 2229/* This is similar to handle_player, below, but is only used by the
2179 * new client/server stuff. 2230 * new client/server stuff.
2184 */ 2235 */
2185int handle_newcs_player(object *op) 2236int handle_newcs_player(object *op)
2186{ 2237{
2187 if (op->contr->hidden) { 2238 if (op->contr->hidden) {
2188 op->invisible = 1000; 2239 op->invisible = 1000;
2189 /* the socket code flasehs the player visible/invisible 2240 /* the socket code flashes the player visible/invisible
2190 * depending on the value if invisible, so we need to 2241 * depending on the value of invisible, so we need to
2191 * alternate it here for it to work correctly. 2242 * alternate it here for it to work correctly.
2192 */ 2243 */
2193 if (pticks & 2) op->invisible--; 2244 if (pticks & 2) op->invisible--;
2194 } 2245 }
2195 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2246 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2463 } 2514 }
2464 } 2515 }
2465 2516
2466 /* Digestion */ 2517 /* Digestion */
2467 if(--op->last_eat<0) { 2518 if(--op->last_eat<0) {
2519#ifdef COZY_SERVER
2520 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2521 int bonus=dg>0?dg:0,
2522 penalty=dg<0?-dg:0;
2523#else
2468 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2524 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2469 penalty=op->contr->digestion<0?-op->contr->digestion:0; 2525 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2526#endif
2527
2470 if(op->contr->gen_hp > 0) 2528 if(op->contr->gen_hp > 0)
2471 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2529 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2472 else 2530 else
2473 op->last_eat=25*(1+bonus)/(penalty +1); 2531 op->last_eat=25*(1+bonus)/(penalty +1);
2474 /* dms do not consume food */ 2532 /* dms do not consume food */
2624 2682
2625 /* Basically two ways to go - remove a stat permanently, or just 2683 /* Basically two ways to go - remove a stat permanently, or just
2626 * make it depletion. This bunch of code deals with that aspect 2684 * make it depletion. This bunch of code deals with that aspect
2627 * of death. 2685 * of death.
2628 */ 2686 */
2629 2687#ifndef COZY_SERVER
2630 if (settings.balanced_stat_loss) { 2688 if (settings.balanced_stat_loss) {
2631 /* If stat loss is permanent, lose one stat only. */ 2689 /* If stat loss is permanent, lose one stat only. */
2632 /* Lower level chars don't lose as many stats because they suffer 2690 /* Lower level chars don't lose as many stats because they suffer
2633 more if they do. */ 2691 more if they do. */
2634 /* Higher level characters can afford things such as potions of 2692 /* Higher level characters can afford things such as potions of
2643 num_stats_lose = 1; 2701 num_stats_lose = 1;
2644 } 2702 }
2645 lost_a_stat = 0; 2703 lost_a_stat = 0;
2646 2704
2647 for (z=0; z<num_stats_lose; z++) { 2705 for (z=0; z<num_stats_lose; z++) {
2706 i = RANDOM() % NUM_STATS;
2707
2648 if (settings.stat_loss_on_death) { 2708 if (settings.stat_loss_on_death) {
2649 /* Pick a random stat and take a point off it. Tell the player 2709 /* Pick a random stat and take a point off it. Tell the player
2650 * what he lost. 2710 * what he lost.
2651 */ 2711 */
2652 i = RANDOM() % 7;
2653 change_attr_value(&(op->stats), i,-1); 2712 change_attr_value(&(op->stats), i,-1);
2654 check_stat_bounds(&(op->stats)); 2713 check_stat_bounds(&(op->stats));
2655 change_attr_value(&(op->contr->orig_stats), i,-1); 2714 change_attr_value(&(op->contr->orig_stats), i,-1);
2656 check_stat_bounds(&(op->contr->orig_stats)); 2715 check_stat_bounds(&(op->contr->orig_stats));
2657 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2659 } else { 2718 } else {
2660 /* deplete a stat */ 2719 /* deplete a stat */
2661 archetype *deparch=find_archetype("depletion"); 2720 archetype *deparch=find_archetype("depletion");
2662 object *dep; 2721 object *dep;
2663 2722
2664 i = RANDOM() % 7;
2665 dep = present_arch_in_ob(deparch,op); 2723 dep = present_arch_in_ob(deparch,op);
2666 if(!dep) { 2724 if(!dep) {
2667 dep = arch_to_object(deparch); 2725 dep = arch_to_object(deparch);
2668 insert_ob_in_ob(dep, op); 2726 insert_ob_in_ob(dep, op);
2669 } 2727 }
2725 " you.", god); 2783 " you.", god);
2726 else 2784 else
2727 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2728 " feel a holy presence protecting you."); 2786 " feel a holy presence protecting you.");
2729 } 2787 }
2788#endif
2789 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2790 " feel a holy presence protecting you from losing yourself completely.");
2730 2791
2731 /* Put a gravestone up where the character 'almost' died. List the 2792 /* Put a gravestone up where the character 'almost' died. List the
2732 * exp loss on the stone. 2793 * exp loss on the stone.
2733 */ 2794 */
2734 tmp=arch_to_object(find_archetype("gravestone")); 2795 tmp=arch_to_object(find_archetype("gravestone"));

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