1 | /* |
1 | /* |
2 | * static char *rcsid_player_c = |
2 | * static char *rcsid_player_c = |
3 | * "$Id: player.c,v 1.1.1.1 2006/02/03 07:14:35 root Exp $"; |
3 | * "$Id: player.c,v 1.1.1.2 2006/02/22 18:03:23 elmex 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 | |
… | |
… | |
73 | } |
73 | } |
74 | } |
74 | } |
75 | return found; |
75 | return found; |
76 | } |
76 | } |
77 | |
77 | |
78 | void display_motd(object *op) { |
78 | void display_motd(const object *op) { |
79 | char buf[MAX_BUF]; |
79 | char buf[MAX_BUF]; |
80 | char motd[HUGE_BUF]; |
80 | char motd[HUGE_BUF]; |
81 | FILE *fp; |
81 | FILE *fp; |
82 | int comp; |
82 | int comp; |
83 | int size; |
83 | int size; |
… | |
… | |
96 | } |
96 | } |
97 | draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
97 | draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
98 | close_and_delete(fp, comp); |
98 | close_and_delete(fp, comp); |
99 | } |
99 | } |
100 | |
100 | |
101 | void send_rules(object *op) { |
101 | void send_rules(const object *op) { |
102 | char buf[MAX_BUF]; |
102 | char buf[MAX_BUF]; |
103 | char rules[HUGE_BUF]; |
103 | char rules[HUGE_BUF]; |
104 | FILE *fp; |
104 | FILE *fp; |
105 | int comp; |
105 | int comp; |
106 | int size; |
106 | int size; |
… | |
… | |
124 | } |
124 | } |
125 | draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
125 | draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
126 | close_and_delete(fp, comp); |
126 | close_and_delete(fp, comp); |
127 | } |
127 | } |
128 | |
128 | |
129 | void send_news(object *op) { |
129 | void send_news(const object *op) { |
130 | char buf[MAX_BUF]; |
130 | char buf[MAX_BUF]; |
131 | char news[HUGE_BUF]; |
131 | char news[HUGE_BUF]; |
132 | char subject[MAX_BUF]; |
132 | char subject[MAX_BUF]; |
133 | FILE *fp; |
133 | FILE *fp; |
134 | int comp; |
134 | int comp; |
… | |
… | |
634 | if(op->type==SPELL) { |
634 | if(op->type==SPELL) { |
635 | remove_ob(op); |
635 | remove_ob(op); |
636 | free_object(op); |
636 | free_object(op); |
637 | continue; |
637 | continue; |
638 | } |
638 | } |
639 | if(op->type==SKILL) { |
639 | else if(op->type==SKILL) { |
640 | SET_FLAG(op, FLAG_CAN_USE_SKILL); |
640 | SET_FLAG(op, FLAG_CAN_USE_SKILL); |
641 | op->stats.exp = 0; |
641 | op->stats.exp = 0; |
642 | op->level = 1; |
642 | op->level = 1; |
643 | } |
643 | } |
|
|
644 | /* lock all 'normal items by default */ |
|
|
645 | else SET_FLAG(op, FLAG_INV_LOCKED); |
644 | } /* for loop of objects in player inv */ |
646 | } /* for loop of objects in player inv */ |
645 | |
647 | |
646 | /* Need to set up the skill pointers */ |
648 | /* Need to set up the skill pointers */ |
647 | link_player_skills(pl); |
649 | link_player_skills(pl); |
648 | } |
650 | } |
… | |
… | |
1983 | * going to try and move (not fire weapons). |
1985 | * going to try and move (not fire weapons). |
1984 | */ |
1986 | */ |
1985 | |
1987 | |
1986 | void move_player_attack(object *op, int dir) |
1988 | void move_player_attack(object *op, int dir) |
1987 | { |
1989 | { |
1988 | object *tmp, *mon; |
1990 | object *tmp, *mon, *tpl; |
1989 | sint16 nx=freearr_x[dir]+op->x,ny=freearr_y[dir]+op->y; |
1991 | sint16 nx, ny; |
1990 | int on_battleground; |
1992 | int on_battleground; |
1991 | mapstruct *m; |
1993 | mapstruct *m; |
1992 | |
1994 | |
|
|
1995 | if (op->contr->transport) tpl = op->contr->transport; |
|
|
1996 | else tpl = op; |
|
|
1997 | nx=freearr_x[dir]+tpl->x; |
|
|
1998 | ny=freearr_y[dir]+tpl->y; |
|
|
1999 | |
1993 | on_battleground = op_on_battleground(op, NULL, NULL); |
2000 | on_battleground = op_on_battleground(tpl, NULL, NULL); |
1994 | |
2001 | |
1995 | /* If braced, or can't move to the square, and it is not out of the |
2002 | /* 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 |
2003 | * 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 |
2004 | * 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 |
2005 | * 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 |
2006 | * 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 |
2007 | * 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 |
2008 | * quite a bit of processing. However, it probably is less than what |
2002 | * move_ob uses. |
2009 | * move_ob uses. |
2003 | */ |
2010 | */ |
2004 | if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { |
2011 | 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)) { |
2012 | if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { |
2006 | m = get_map_from_coord(op->map, &nx, &ny); |
2013 | m = get_map_from_coord(tpl->map, &nx, &ny); |
2007 | if (!m) return; /* Don't think this should happen */ |
2014 | if (!m) return; /* Don't think this should happen */ |
2008 | } |
2015 | } |
2009 | else m =op->map; |
2016 | else m =tpl->map; |
2010 | |
2017 | |
2011 | if ((tmp=get_map_ob(m,nx,ny))==NULL) { |
2018 | 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");*/ |
2019 | /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ |
2013 | return; |
2020 | return; |
2014 | } |
2021 | } |
… | |
… | |
2057 | if ((op->type==PLAYER) && get_owner(mon)==op && |
2064 | if ((op->type==PLAYER) && get_owner(mon)==op && |
2058 | (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) |
2065 | (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) |
2059 | { |
2066 | { |
2060 | /* If we're braced, we don't want to switch places with it */ |
2067 | /* If we're braced, we don't want to switch places with it */ |
2061 | if (op->contr->braced) return; |
2068 | if (op->contr->braced) return; |
2062 | play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2069 | play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); |
2063 | (void) push_ob(mon,dir,op); |
2070 | (void) push_ob(mon,dir,op); |
2064 | if(op->contr->tmp_invis||op->hide) make_visible(op); |
2071 | if(op->contr->tmp_invis||op->hide) make_visible(op); |
2065 | return; |
2072 | return; |
2066 | } |
2073 | } |
2067 | |
2074 | |
… | |
… | |
2072 | */ |
2079 | */ |
2073 | if ((mon->type==PLAYER || mon->enemy != op) && |
2080 | if ((mon->type==PLAYER || mon->enemy != op) && |
2074 | (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && |
2081 | (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && |
2075 | (op->contr->peaceful && !on_battleground)) { |
2082 | (op->contr->peaceful && !on_battleground)) { |
2076 | if (!op->contr->braced) { |
2083 | if (!op->contr->braced) { |
2077 | 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); |
2078 | (void) push_ob(mon,dir,op); |
2085 | (void) push_ob(mon,dir,op); |
2079 | } else { |
2086 | } else { |
2080 | new_draw_info(0, 0,op,"You withhold your attack"); |
2087 | new_draw_info(0, 0,op,"You withhold your attack"); |
2081 | } |
2088 | } |
2082 | if(op->contr->tmp_invis||op->hide) make_visible(op); |
2089 | if(op->contr->tmp_invis||op->hide) make_visible(op); |
… | |
… | |
2131 | } /* if player should attack something */ |
2138 | } /* if player should attack something */ |
2132 | } |
2139 | } |
2133 | |
2140 | |
2134 | int move_player(object *op,int dir) { |
2141 | int move_player(object *op,int dir) { |
2135 | int pick; |
2142 | int pick; |
|
|
2143 | object *transport = op->contr->transport; |
2136 | |
2144 | |
2137 | if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2145 | if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) |
2138 | return 0; |
2146 | return 0; |
2139 | |
2147 | |
2140 | /* Sanity check: make sure dir is valid */ |
2148 | /* Sanity check: make sure dir is valid */ |
2141 | if ( ( dir < 0 ) || ( dir >= 9 ) ) { |
2149 | if ( ( dir < 0 ) || ( dir >= 9 ) ) { |
2142 | LOG( llevError, "move_player: invalid direction %d\n", dir); |
2150 | LOG( llevError, "move_player: invalid direction %d\n", dir); |
… | |
… | |
2147 | if(QUERY_FLAG(op,FLAG_CONFUSED) && dir) |
2155 | if(QUERY_FLAG(op,FLAG_CONFUSED) && dir) |
2148 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
2156 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
2149 | |
2157 | |
2150 | op->facing = dir; |
2158 | op->facing = dir; |
2151 | |
2159 | |
2152 | if(op->hide) do_hidden_move(op); |
2160 | if(!transport && op->hide) do_hidden_move(op); |
|
|
2161 | |
|
|
2162 | if (transport) { |
|
|
2163 | /* transport->contr is set up for the person in charge of the boat. |
|
|
2164 | * if that isn't this person, he can't steer it, etc |
|
|
2165 | */ |
|
|
2166 | if (transport->contr != op->contr) return 0; |
|
|
2167 | |
|
|
2168 | /* Transport can't move. But update dir so it at least |
|
|
2169 | * will point in the same direction if player is running. |
|
|
2170 | */ |
|
|
2171 | if (transport->speed_left < 0.0) { |
|
|
2172 | transport->direction = dir; |
|
|
2173 | op->direction = dir; |
|
|
2174 | return 0; |
|
|
2175 | } |
|
|
2176 | /* Remove transport speed. Give player just a little speed - |
|
|
2177 | * enough so that they will get an action again quickly. |
|
|
2178 | * |
|
|
2179 | */ |
|
|
2180 | transport->speed_left -= 1.0; |
|
|
2181 | if (op->speed_left < 0.0) op->speed_left = -0.01; |
|
|
2182 | |
|
|
2183 | } |
2153 | |
2184 | |
2154 | if(op->contr->fire_on) { |
2185 | if(op->contr->fire_on) { |
2155 | fire(op,dir); |
2186 | fire(op,dir); |
2156 | } |
2187 | } |
2157 | else move_player_attack(op,dir); |
2188 | else move_player_attack(op,dir); |
… | |
… | |
2169 | } |
2200 | } |
2170 | /* Update how the player looks. Use the facing, so direction may |
2201 | /* Update how the player looks. Use the facing, so direction may |
2171 | * get reset to zero. This allows for full animation capabilities |
2202 | * get reset to zero. This allows for full animation capabilities |
2172 | * for players. |
2203 | * for players. |
2173 | */ |
2204 | */ |
2174 | animate_object(op, op->facing); |
2205 | if (!transport) animate_object(op, op->facing); |
2175 | return 0; |
2206 | return 0; |
2176 | } |
2207 | } |
2177 | |
2208 | |
2178 | /* This is similar to handle_player, below, but is only used by the |
2209 | /* This is similar to handle_player, below, but is only used by the |
2179 | * new client/server stuff. |
2210 | * new client/server stuff. |