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Comparing deliantra/server/server/player.C (file contents):
Revision 1.103 by root, Sat Feb 10 01:52:29 2007 UTC vs.
Revision 1.110 by root, Mon Apr 16 06:23:43 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 == '%')
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
197 remove_friendly_object (ob); 197 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 198 ob->deactivate_recursive ();
199 maplevel = ob->map->path; 199 maplevel = ob->map->path;
200 ob->remove (); 200 ob->remove ();
201 ob->map = 0; 201 ob->map = 0;
202 party = 0;
202 203
203 // for weird reasons, this is often "ob", keeping a circular reference 204 // for weird reasons, this is often "ob", keeping a circular reference
204 ranges [range_skill] = 0; 205 ranges [range_skill] = 0;
205 206
206 players.erase (this); 207 players.erase (this);
236 link_player_skills (ob); 237 link_player_skills (ob);
237 238
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239 240
240 assign (title, ob->arch->clone.name); 241 assign (title, ob->arch->clone.name);
241
242 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
243 * from the class, and not race. I don't see any way to get the class information
244 * to then update this. I don't think this will actually break anything - anyone
245 * that can use armour should be able to use a shield. What this may 'break'
246 * are features new characters get, eg, if someone starts up with a Q, they
247 * should be able to use a shield. However, old Q's won't get that advantage.
248 */
249 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
250 SET_FLAG (ob, FLAG_USE_SHIELD);
251 242
252 /* if it's a dragon player, set the correct title here */ 243 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob)) 244 if (is_dragon_pl (ob))
254 { 245 {
255 object *tmp, *abil = 0, *skin = 0; 246 object *tmp, *abil = 0, *skin = 0;
300 ns->reset_stats (); 291 ns->reset_stats ();
301 ns->pl = 0; 292 ns->pl = 0;
302 this->ns = 0; 293 this->ns = 0;
303 } 294 }
304 295
296 if (ob)
305 ob->close_container (); //TODO: client-specific 297 ob->close_container (); //TODO: client-specific
298
306 deactivate (); 299 deactivate ();
307} 300}
308 301
309// the need for this function can be explained 302// the need for this function can be explained
310// by load_object not returning the object 303// by load_object not returning the object
311void 304void
312player::set_object (object *op) 305player::set_object (object *op)
313{ 306{
314 ob = op; 307 ob = op;
315 ob->contr = this; /* this aren't yet in archetype */ 308 ob->contr = this; /* this aren't yet in archetype */
316 309
317 ob->speed_left = 0.5; 310 ob->speed_left = 0.5;
318 ob->speed = 1.0; 311 ob->speed = 1.0;
319 ob->direction = 5; /* So player faces south */ 312 ob->direction = 5; /* So player faces south */
320 ob->stats.wc = 2;
321 ob->run_away = 25; /* Then we panick... */
322
323 ob->roll_stats ();
324} 313}
325 314
326player::player () 315player::player ()
327{ 316{
328 /* There are some elements we want initialised to non zero value - 317 /* There are some elements we want initialised to non zero value -
329 * we deal with that below this point. 318 * we deal with that below this point.
330 */ 319 */
331 outputs_sync = 16; /* Every 2 seconds */ 320 outputs_sync = 6; /* Every 2 seconds */
332 outputs_count = 8; /* Keeps present behaviour */ 321 outputs_count = 10; /* Keeps present behaviour */
333 unapply = unapply_nochoice; 322 unapply = unapply_nochoice;
334 323
335 savebed_map = first_map_path; /* Init. respawn position */ 324 savebed_map = first_map_path; /* Init. respawn position */
336 325
337 gen_sp_armour = 10; 326 gen_sp_armour = 10;
372player::create () 361player::create ()
373{ 362{
374 player *pl = new player; 363 player *pl = new player;
375 364
376 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
377 set_first_map (pl->ob); 371 set_first_map (pl->ob);
378 372
379 return pl; 373 return pl;
380} 374}
381 375
883 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
884 878
885 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
886 esrv_new_player (op->contr, op->weight + op->carrying); 880 esrv_new_player (op->contr, op->weight + op->carrying);
887 881
888 treasurelist *tl = find_treasurelist ("starting_wealth"); 882 treasurelist *tl = treasurelist::find ("starting_wealth");
889 if (tl) 883 if (tl)
890 create_treasure (tl, op, 0, 0, 0); 884 create_treasure (tl, op, 0, 0, 0);
891 885
892 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, op->contr);
893 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, op->contr);
1036int 1030int
1037check_pick (object *op) 1031check_pick (object *op)
1038{ 1032{
1039 object *tmp, *next; 1033 object *tmp, *next;
1040 int stop = 0; 1034 int stop = 0;
1041 int j, k, wvratio; 1035 int wvratio;
1042 char putstring[128], tmpstr[16]; 1036 char putstring[128];
1043 1037
1044 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1045 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1046 return 1; 1040 return 1;
1047 1041
2262 * Returns true if there are more actions we can do. 2256 * Returns true if there are more actions we can do.
2263 */ 2257 */
2264int 2258int
2265handle_newcs_player (object *op) 2259handle_newcs_player (object *op)
2266{ 2260{
2267 if (op->contr->hidden)
2268 {
2269 op->invisible = 1000;
2270 /* the socket code flashes the player visible/invisible
2271 * depending on the value of invisible, so we need to
2272 * alternate it here for it to work correctly.
2273 */
2274 if (pticks & 2)
2275 op->invisible--;
2276 }
2277 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2278 {
2279 op->invisible--;
2280 if (!op->invisible)
2281 {
2282 make_visible (op);
2283 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2284 }
2285 }
2286
2287 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (QUERY_FLAG (op, FLAG_SCARED))
2288 { 2262 {
2289 flee_player (op); 2263 flee_player (op);
2290 /* If player is still scared, that is his action for this tick */ 2264 /* If player is still scared, that is his action for this tick */
2291 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2445 int rate_grace = 2000; 2419 int rate_grace = 2000;
2446 const int max_hp = 1; 2420 const int max_hp = 1;
2447 const int max_sp = 1; 2421 const int max_sp = 1;
2448 const int max_grace = 1; 2422 const int max_grace = 1;
2449 2423
2424 if (op->contr->hidden)
2425 {
2426 op->invisible = 1000;
2427 /* the socket code flashes the player visible/invisible
2428 * depending on the value of invisible, so we need to
2429 * alternate it here for it to work correctly.
2430 */
2431 if (pticks & 2)
2432 op->invisible--;
2433 }
2434 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2435 {
2436 if (!op->invisible--)
2437 {
2438 make_visible (op);
2439 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2440 }
2441 }
2442
2450 if (op->contr->outputs_sync) 2443 if (op->contr->outputs_sync)
2451 {
2452 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2444 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2453 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2445 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2454 flush_output_element (op, &op->contr->outputs[i]); 2446 flush_output_element (op, &op->contr->outputs[i]);
2455 }
2456 2447
2457 if (op->contr->ns->state == ST_PLAYING) 2448 if (op->contr->ns->state == ST_PLAYING)
2458 { 2449 {
2459 /* these next three if clauses make it possible to SLOW DOWN 2450 /* these next three if clauses make it possible to SLOW DOWN
2460 hp/grace/spellpoint regeneration. */ 2451 hp/grace/spellpoint regeneration. */
2916 op->stats.hp = op->stats.maxhp; 2907 op->stats.hp = op->stats.maxhp;
2917 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2908 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2918 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2909 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2919 2910
2920 /* 2911 /*
2921 * Check to see if the player is in a shop. IF so, then check to see if
2922 * the player has any unpaid items. If so, remove them and put them back 2912 * Check to see if the player has any unpaid items. If so, remove them
2923 * in the map. 2913 * and put them back in the map.
2924 */ 2914 */
2925
2926 if (is_in_shop (op))
2927 remove_unpaid_objects (op->inv, op); 2915 remove_unpaid_objects (op->inv, op);
2928 2916
2929 /****************************************/ 2917 /****************************************/
2930 /* */ 2918 /* */
2931 /* Move player to his current respawn- */ 2919 /* Move player to his current respawn- */
2932 /* position (usually last savebed) */ 2920 /* position (usually last savebed) */
3077 if (op->type == PLAYER) 3065 if (op->type == PLAYER)
3078 { 3066 {
3079 op->contr->tmp_invis = 0; 3067 op->contr->tmp_invis = 0;
3080 op->contr->invis_race = 0; 3068 op->contr->invis_race = 0;
3081 } 3069 }
3070
3082 update_object (op, UP_OBJ_FACE); 3071 update_object (op, UP_OBJ_CHANGE);
3083} 3072}
3084 3073
3085int 3074int
3086is_true_undead (object *op) 3075is_true_undead (object *op)
3087{ 3076{
3088 object *tmp = NULL;
3089
3090 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3077 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3091 return 1; 3078 return 1;
3092 3079
3093 return 0; 3080 return 0;
3094} 3081}
3382 char buf[MAX_BUF]; /* tmp. string buffer */ 3369 char buf[MAX_BUF]; /* tmp. string buffer */
3383 int i = 0, j = 0; 3370 int i = 0, j = 0;
3384 3371
3385 /* get the appropriate treasurelist */ 3372 /* get the appropriate treasurelist */
3386 if (atnr == ATNR_FIRE) 3373 if (atnr == ATNR_FIRE)
3387 trlist = find_treasurelist ("dragon_ability_fire"); 3374 trlist = treasurelist::find ("dragon_ability_fire");
3388 else if (atnr == ATNR_COLD) 3375 else if (atnr == ATNR_COLD)
3389 trlist = find_treasurelist ("dragon_ability_cold"); 3376 trlist = treasurelist::find ("dragon_ability_cold");
3390 else if (atnr == ATNR_ELECTRICITY) 3377 else if (atnr == ATNR_ELECTRICITY)
3391 trlist = find_treasurelist ("dragon_ability_elec"); 3378 trlist = treasurelist::find ("dragon_ability_elec");
3392 else if (atnr == ATNR_POISON) 3379 else if (atnr == ATNR_POISON)
3393 trlist = find_treasurelist ("dragon_ability_poison"); 3380 trlist = treasurelist::find ("dragon_ability_poison");
3394 3381
3395 if (trlist == NULL || who->type != PLAYER) 3382 if (trlist == NULL || who->type != PLAYER)
3396 return; 3383 return;
3397 3384
3398 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3385 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);

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