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Comparing deliantra/server/server/player.C (file contents):
Revision 1.106 by pippijn, Fri Mar 2 10:15:40 2007 UTC vs.
Revision 1.113 by root, Tue Apr 24 12:32:16 2007 UTC

124 continue; 124 continue;
125 125
126 if (*buf == '%') 126 if (*buf == '%')
127 { /* send one news */ 127 { /* send one news */
128 if (size > 0) 128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130 130
131 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
132 strip_endline (subject); 132 strip_endline (subject);
133 size = 0; 133 size = 0;
134 news[0] = '\0'; 134 news[0] = '\0';
144 size += strlen (buf); 144 size += strlen (buf);
145 } 145 }
146 } 146 }
147 147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
151} 151}
152 152
153/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
154static void 154static void
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
200 if (ob->map)
199 maplevel = ob->map->path; 201 maplevel = ob->map->path;
202
200 ob->remove (); 203 ob->remove ();
201 ob->map = 0; 204 ob->map = 0;
202 party = 0; 205 party = 0;
203 206
204 // for weird reasons, this is often "ob", keeping a circular reference 207 // for weird reasons, this is often "ob", keeping a circular reference
315player::player () 318player::player ()
316{ 319{
317 /* There are some elements we want initialised to non zero value - 320 /* There are some elements we want initialised to non zero value -
318 * we deal with that below this point. 321 * we deal with that below this point.
319 */ 322 */
320 outputs_sync = 16; /* Every 2 seconds */ 323 outputs_sync = 6; /* Every 2 seconds */
321 outputs_count = 8; /* Keeps present behaviour */ 324 outputs_count = 10; /* Keeps present behaviour */
322 unapply = unapply_nochoice; 325 unapply = unapply_nochoice;
323 326
324 savebed_map = first_map_path; /* Init. respawn position */ 327 savebed_map = first_map_path; /* Init. respawn position */
325 328
326 gen_sp_armour = 10; 329 gen_sp_armour = 10;
865 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
868 * not the class. 871 * not the class.
869 */ 872 */
870int 873void
871key_change_class (object *op, char key) 874player::chargen_race_done ()
872{ 875{
873 int tmp_loop;
874
875 if (key == 'd' || key == 'D')
876 {
877 char buf[MAX_BUF];
878
879 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
881 878
882 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl) 880 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
885 882
886 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
888 885
889 op->contr->ns->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
890 887
891 if (op->msg) 888 if (ob->msg)
892 op->msg = NULL; 889 ob->msg = 0;
893 890
894 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
895 * to save here. 892 * to save here.
896 */ 893 */
894 {
895 char buf[MAX_BUF];
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
898 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
899 899
900 start_info (op); 900 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op); 903 link_player_skills (ob);
904 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
905 op->update_stats (); 905 ob->update_stats ();
906 906
907 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
908 * is one for this race 908 * is one for this race
909 */ 909 */
910 if (*first_map_ext_path) 910 if (*first_map_ext_path)
911 { 911 {
912 object *tmp; 912 object *tmp;
913 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
914 914
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
916 tmp = object::create (); 916 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
920 op->enter_exit (tmp); /* we don't really care if it succeeded; 920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
922 * default initial map */ 922 * default initial map */
923 tmp->destroy (); 923 tmp->destroy ();
924 } 924 }
925 else 925 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
927 928
928 return 0; 929void
929 } 930player::chargen_race_next ()
930 931{
931 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
933 */ 934 */
934 935
935 tmp_loop = 0; 936 do
936 while (!tmp_loop)
937 { 937 {
938 shstr name = op->name; 938 shstr name = ob->name;
939 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
940 940
941 op->remove_statbonus (); 941 ob->remove_statbonus ();
942 op->remove (); 942 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 944 ob->arch->clone.copy_to (ob);
945 op->instantiate (); 945 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
948 op->x = x; 948 ob->x = x;
949 op->y = y; 949 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->clone.name);
953 op->add_statbonus (); 953 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 954 }
955 while (!allowed_class (ob));
956 956
957 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 959 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 962 ob->stats.grace = 0;
963
964 if (op->msg)
965 new_draw_info (NDI_BLUE, 0, op, op->msg);
966
967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
968 return 0;
969} 963}
970 964
971void 965void
972flee_player (object *op) 966flee_player (object *op)
973{ 967{
1836 case range_misc: 1830 case range_misc:
1837 fire_misc_object (op, dir); 1831 fire_misc_object (op, dir);
1838 return; 1832 return;
1839 1833
1840 case range_golem: /* Control summoned monsters from scrolls */ 1834 case range_golem: /* Control summoned monsters from scrolls */
1841 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1842 {
1843 op->contr->ranges[range_golem] = 0;
1844 op->contr->shoottype = range_none;
1845 }
1846 else
1847 control_golem (op->contr->ranges[range_golem], dir); 1835 control_golem (op->contr->ranges[range_golem], dir);
1848 return; 1836 return;
1849 1837
1850 case range_skill: 1838 case range_skill:
1851 if (!op->chosen_skill) 1839 if (!op->chosen_skill)
1852 { 1840 {
1853 if (op->type == PLAYER) 1841 if (op->type == PLAYER)
1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1842 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1843
1855 return; 1844 return;
1856 } 1845 }
1857 1846
1858 do_skill (op, op, op->chosen_skill, dir, NULL); 1847 do_skill (op, op, op->chosen_skill, dir, NULL);
1859 return; 1848 return;
2256 * Returns true if there are more actions we can do. 2245 * Returns true if there are more actions we can do.
2257 */ 2246 */
2258int 2247int
2259handle_newcs_player (object *op) 2248handle_newcs_player (object *op)
2260{ 2249{
2261 if (op->contr->hidden)
2262 {
2263 op->invisible = 1000;
2264 /* the socket code flashes the player visible/invisible
2265 * depending on the value of invisible, so we need to
2266 * alternate it here for it to work correctly.
2267 */
2268 if (pticks & 2)
2269 op->invisible--;
2270 }
2271 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2272 {
2273 op->invisible--;
2274 if (!op->invisible)
2275 {
2276 make_visible (op);
2277 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2278 }
2279 }
2280
2281 if (QUERY_FLAG (op, FLAG_SCARED)) 2250 if (QUERY_FLAG (op, FLAG_SCARED))
2282 { 2251 {
2283 flee_player (op); 2252 flee_player (op);
2284 /* If player is still scared, that is his action for this tick */ 2253 /* If player is still scared, that is his action for this tick */
2285 if (QUERY_FLAG (op, FLAG_SCARED)) 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2286 { 2255 {
2287 op->speed_left--; 2256 op->speed_left--;
2288 return 0; 2257 return 0;
2289 } 2258 }
2290 } 2259 }
2291
2292 /* I've been seeing crashes where the golem has been destroyed, but
2293 * the player object still points to the defunct golem. The code that
2294 * destroys the golem looks correct, and it doesn't always happen, so
2295 * put this in a a workaround to clean up the golem pointer.
2296 */
2297 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2298 op->contr->ranges[range_golem] = 0;
2299 2260
2300 /* call this here - we also will call this in do_ericserver, but 2261 /* call this here - we also will call this in do_ericserver, but
2301 * the players time has been increased when doericserver has been 2262 * the players time has been increased when doericserver has been
2302 * called, so we recheck it here. 2263 * called, so we recheck it here.
2303 */ 2264 */
2439 int rate_grace = 2000; 2400 int rate_grace = 2000;
2440 const int max_hp = 1; 2401 const int max_hp = 1;
2441 const int max_sp = 1; 2402 const int max_sp = 1;
2442 const int max_grace = 1; 2403 const int max_grace = 1;
2443 2404
2405 if (op->contr->hidden)
2406 {
2407 op->invisible = 1000;
2408 /* the socket code flashes the player visible/invisible
2409 * depending on the value of invisible, so we need to
2410 * alternate it here for it to work correctly.
2411 */
2412 if (pticks & 2)
2413 op->invisible--;
2414 }
2415 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2416 {
2417 if (!op->invisible--)
2418 {
2419 make_visible (op);
2420 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2421 }
2422 }
2423
2444 if (op->contr->outputs_sync) 2424 if (op->contr->outputs_sync)
2445 {
2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2425 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2447 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2426 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2448 flush_output_element (op, &op->contr->outputs[i]); 2427 flush_output_element (op, &op->contr->outputs[i]);
2449 }
2450 2428
2451 if (op->contr->ns->state == ST_PLAYING) 2429 if (op->contr->ns->state == ST_PLAYING)
2452 { 2430 {
2453 /* these next three if clauses make it possible to SLOW DOWN 2431 /* these next three if clauses make it possible to SLOW DOWN
2454 hp/grace/spellpoint regeneration. */ 2432 hp/grace/spellpoint regeneration. */
2475 gen_grace = op->stats.maxgrace; 2453 gen_grace = op->stats.maxgrace;
2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2454 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2477 } 2455 }
2478 2456
2479 /* Regenerate Spell Points */ 2457 /* Regenerate Spell Points */
2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2458 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2481 { 2459 {
2482 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2460 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2483 if (op->stats.sp < op->stats.maxsp) 2461 if (op->stats.sp < op->stats.maxsp)
2484 { 2462 {
2485 op->stats.sp++; 2463 op->stats.sp++;
2910 op->stats.hp = op->stats.maxhp; 2888 op->stats.hp = op->stats.maxhp;
2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2889 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2890 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2913 2891
2914 /* 2892 /*
2915 * Check to see if the player is in a shop. IF so, then check to see if
2916 * the player has any unpaid items. If so, remove them and put them back 2893 * Check to see if the player has any unpaid items. If so, remove them
2917 * in the map. 2894 * and put them back in the map.
2918 */ 2895 */
2919
2920 if (is_in_shop (op))
2921 remove_unpaid_objects (op->inv, op); 2896 remove_unpaid_objects (op->inv, op);
2922 2897
2923 /****************************************/ 2898 /****************************************/
2924 /* */ 2899 /* */
2925 /* Move player to his current respawn- */ 2900 /* Move player to his current respawn- */
2926 /* position (usually last savebed) */ 2901 /* position (usually last savebed) */
3071 if (op->type == PLAYER) 3046 if (op->type == PLAYER)
3072 { 3047 {
3073 op->contr->tmp_invis = 0; 3048 op->contr->tmp_invis = 0;
3074 op->contr->invis_race = 0; 3049 op->contr->invis_race = 0;
3075 } 3050 }
3051
3076 update_object (op, UP_OBJ_FACE); 3052 update_object (op, UP_OBJ_CHANGE);
3077} 3053}
3078 3054
3079int 3055int
3080is_true_undead (object *op) 3056is_true_undead (object *op)
3081{ 3057{
3374 char buf[MAX_BUF]; /* tmp. string buffer */ 3350 char buf[MAX_BUF]; /* tmp. string buffer */
3375 int i = 0, j = 0; 3351 int i = 0, j = 0;
3376 3352
3377 /* get the appropriate treasurelist */ 3353 /* get the appropriate treasurelist */
3378 if (atnr == ATNR_FIRE) 3354 if (atnr == ATNR_FIRE)
3379 trlist = find_treasurelist ("dragon_ability_fire"); 3355 trlist = treasurelist::find ("dragon_ability_fire");
3380 else if (atnr == ATNR_COLD) 3356 else if (atnr == ATNR_COLD)
3381 trlist = find_treasurelist ("dragon_ability_cold"); 3357 trlist = treasurelist::find ("dragon_ability_cold");
3382 else if (atnr == ATNR_ELECTRICITY) 3358 else if (atnr == ATNR_ELECTRICITY)
3383 trlist = find_treasurelist ("dragon_ability_elec"); 3359 trlist = treasurelist::find ("dragon_ability_elec");
3384 else if (atnr == ATNR_POISON) 3360 else if (atnr == ATNR_POISON)
3385 trlist = find_treasurelist ("dragon_ability_poison"); 3361 trlist = treasurelist::find ("dragon_ability_poison");
3386 3362
3387 if (trlist == NULL || who->type != PLAYER) 3363 if (trlist == NULL || who->type != PLAYER)
3388 return; 3364 return;
3389 3365
3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3366 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);

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