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Comparing deliantra/server/server/player.C (file contents):
Revision 1.148 by root, Mon Jun 4 12:19:09 2007 UTC vs.
Revision 1.156 by root, Thu Jul 26 00:27:09 2007 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
213 212
214 ns->reset_stats (); 213 ns->reset_stats ();
215 214
216 /* make sure he's a player -- needed because of class change. */ 215 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 216 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race; 217 ob->race = ob->arch->race;
219 218
220 ob->carrying = sum_weight (ob); 219 ob->carrying = sum_weight (ob);
221 link_player_skills (ob); 220 link_player_skills (ob);
222 221
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 223
225 assign (title, ob->arch->clone.name); 224 assign (title, ob->arch->object::name);
226 225
227 /* if it's a dragon player, set the correct title here */ 226 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 227 if (is_dragon_pl (ob))
229 { 228 {
230 object *tmp, *abil = 0, *skin = 0; 229 object *tmp, *abil = 0, *skin = 0;
231 230
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 231 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 232 if (tmp->type == FORCE)
237 if (tmp->arch->archname == dragon_ability_force) 233 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp; 234 abil = tmp;
239 else if (tmp->arch->archname == dragon_skin_force) 235 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp; 236 skin = tmp;
241 237
242 set_dragon_name (ob, abil, skin); 238 set_dragon_name (ob, abil, skin);
243 } 239 }
244 240
301 ns->pl = 0; 297 ns->pl = 0;
302 ns = 0; 298 ns = 0;
303 } 299 }
304 300
305 if (ob) 301 if (ob)
302 {
306 ob->close_container (); //TODO: client-specific 303 ob->close_container (); //TODO: client-specific
304 ob->drop_unpaid_items ();
305 }
306
307 observe = ob;
307 308
308 deactivate (); 309 deactivate ();
309} 310}
310 311
311// the need for this function can be explained 312// the need for this function can be explained
362 if (ob) 363 if (ob)
363 { 364 {
364 ob->destroy_inv (false); 365 ob->destroy_inv (false);
365 ob->destroy (); 366 ob->destroy ();
366 } 367 }
368
369 ob = observe = 0;
367} 370}
368 371
369player::~player () 372player::~player ()
370{ 373{
371 /* Clear item stack */ 374 /* Clear item stack */
398 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
399 */ 402 */
400archetype * 403archetype *
401get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
402{ 405{
403 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
404 407
405 for (;;) 408 for (;;)
406 { 409 {
407 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
408 at = first_archetype; 411 i = archetypes.begin ();
409 else 412 else if (*i == at)
410 at = at->next; 413 cleanup ("not a single player archetype found");
411 414
412 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
413 return at; 416 return *i;
414
415 if (at == start)
416 {
417 LOG (llevError, "No Player archetypes\n");
418 exit (-1);
419 }
420 } 417 }
421} 418}
422 419
423object * 420object *
424get_nearest_player (object *mon) 421get_nearest_player (object *mon)
943 int x = ob->x, y = ob->y; 940 int x = ob->x, y = ob->y;
944 941
945 ob->remove_statbonus (); 942 ob->remove_statbonus ();
946 ob->remove (); 943 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch); 944 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob); 945 ob->arch->copy_to (ob);
949 ob->instantiate (); 946 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name; 948 ob->name = ob->name_pl = name;
952 ob->x = x; 949 ob->x = x;
953 ob->y = y; 950 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name); 953 assign (ob->contr->title, ob->arch->object::name);
957 ob->add_statbonus (); 954 ob->add_statbonus ();
958 } 955 }
959 while (!allowed_class (ob)); 956 while (!allowed_class (ob));
960 957
961 update_object (ob, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
1434 else 1431 else
1435 { 1432 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1434 {
1438 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1438 {
1442 tmp = arrow; 1439 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1441 }
1445 } 1442 }
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1444 {
1448 tmp = arrow; 1445 tmp = arrow;
1686 1683
1687 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1688 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1689 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1690 1687
1691 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 op->play_sound (sound_find ("fire_arrow"));
1692 m->insert (arrow, sx, sy, op); 1689 m->insert (arrow, sx, sy, op);
1693 1690
1694 if (!arrow->destroyed ()) 1691 if (!arrow->destroyed ())
1695 move_arrow (arrow); 1692 move_arrow (arrow);
1696 1693
1774 1771
1775 if (item->type == WAND) 1772 if (item->type == WAND)
1776 { 1773 {
1777 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
1778 { 1775 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 op->contr->play_sound (sound_find ("wand_poof"));
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781 1778
1782 return; 1779 return;
1783 } 1780 }
1784 } 1781 }
1785 else if (item->type == ROD || item->type == HORN) 1782 else if (item->type == ROD || item->type == HORN)
1786 { 1783 {
1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1788 { 1785 {
1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 op->contr->play_sound (sound_find ("wand_poof"));
1790 1787
1791 if (item->type == ROD) 1788 if (item->type == ROD)
1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1793 else 1790 else
1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1807 object *tmp; 1804 object *tmp;
1808 1805
1809 if (item->arch) 1806 if (item->arch)
1810 { 1807 {
1811 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
1813 item->set_speed (0); 1810 item->set_speed (0);
1814 } 1811 }
1815 1812
1816 if ((tmp = item->in_player ())) 1813 if ((tmp = item->in_player ()))
1817 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
1983 /* If we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
1984 if (key) 1981 if (key)
1985 { 1982 {
1986 object *container = key->env; 1983 object *container = key->env;
1987 1984
1988 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1985 op->play_sound (sound_find ("open_door"));
1989 1986
1990 if (action_makes_visible (op)) 1987 if (action_makes_visible (op))
1991 make_visible (op); 1988 make_visible (op);
1992 1989
1993 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2107 2104
2108 if (op->speed_left > 0.f) 2105 if (op->speed_left > 0.f)
2109 { 2106 {
2110 --op->speed_left; 2107 --op->speed_left;
2111 2108
2112 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2109 op->play_sound (sound_find ("push_player"));
2113 push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2114 2111
2115 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2116 make_visible (op); 2113 make_visible (op);
2117 2114
2136 { 2133 {
2137 --op->speed_left; 2134 --op->speed_left;
2138 2135
2139 if (!op->contr->braced) 2136 if (!op->contr->braced)
2140 { 2137 {
2141 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2138 op->play_sound (sound_find ("push_player"));
2142 push_ob (mon, dir, op); 2139 push_ob (mon, dir, op);
2143 } 2140 }
2144 else 2141 else
2145 new_draw_info (0, 0, op, "You withhold your attack"); 2142 new_draw_info (0, 0, op, "You withhold your attack");
2146 2143
2289 return 0; 2286 return 0;
2290 2287
2291 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2288 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2292 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2289 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2293 { 2290 {
2294 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2291 op->play_sound (sound_find ("ob_evaporate"));
2295 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2292 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2296 2293
2297 if (op->contr) 2294 if (op->contr)
2298 esrv_del_item (op->contr, tmp->count); 2295 esrv_del_item (op->contr, tmp->count);
2299 2296
2319/* This goes throws the inventory and removes unpaid objects, and puts them 2316/* This goes throws the inventory and removes unpaid objects, and puts them
2320 * back in the map (location and map determined by values of env). This 2317 * back in the map (location and map determined by values of env). This
2321 * function will descend into containers. op is the object to start the search 2318 * function will descend into containers. op is the object to start the search
2322 * from. 2319 * from.
2323 */ 2320 */
2324void 2321static void
2325remove_unpaid_objects (object *op, object *env) 2322drop_unpaid_items (object *op, object *env)
2326{ 2323{
2327 while (op) 2324 while (op)
2328 { 2325 {
2329 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2326 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2330 2327
2334 esrv_del_item (env->contr, op->count); 2331 esrv_del_item (env->contr, op->count);
2335 2332
2336 op->insert_at (env); 2333 op->insert_at (env);
2337 } 2334 }
2338 else if (op->inv) 2335 else if (op->inv)
2339 remove_unpaid_objects (op->inv, env); 2336 drop_unpaid_items (op->inv, env);
2340 2337
2341 op = next; 2338 op = next;
2342 } 2339 }
2340}
2341
2342void
2343object::drop_unpaid_items ()
2344{
2345 if (!flag [FLAG_REMOVED])
2346 ::drop_unpaid_items (inv, this);
2343} 2347}
2344 2348
2345/* 2349/*
2346 * Returns pointer a static string containing gravestone text 2350 * Returns pointer a static string containing gravestone text
2347 * Moved from apply.c to player.c - player.c is what 2351 * Moved from apply.c to player.c - player.c is what
2553 } 2557 }
2554 2558
2555 /* Digestion */ 2559 /* Digestion */
2556 if (--op->last_eat < 0) 2560 if (--op->last_eat < 0)
2557 { 2561 {
2558 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2562 int bonus = max (0, op->contr->digestion),
2563 penalty = max (0, -op->contr->digestion);
2559 2564
2560 if (op->contr->gen_hp > 0)
2561 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2565 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2562 else
2563 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2564 2566
2565 /* dms do not consume food */ 2567 /* dms do not consume food */
2566 if (!QUERY_FLAG (op, FLAG_WIZ)) 2568 if (!QUERY_FLAG (op, FLAG_WIZ))
2567 op->stats.food--; 2569 op->stats.food--;
2568 } 2570 }
2629 object *tmp; 2631 object *tmp;
2630 2632
2631 if (save_life (op)) 2633 if (save_life (op))
2632 return; 2634 return;
2633 2635
2634
2635 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2636 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2636 * in cities ONLY!!! It is very important that this doesn't get abused. 2637 * in cities ONLY!!! It is very important that this doesn't get abused.
2637 * Look at op_on_battleground() for more info --AndreasV 2638 * Look at op_on_battleground() for more info --AndreasV
2638 */ 2639 */
2639 if (op_on_battleground (op, &x, &y)) 2640 if (op_on_battleground (op, &x, &y))
2691 strcpy (op->contr->killer, "starvation"); 2692 strcpy (op->contr->killer, "starvation");
2692 } 2693 }
2693 else 2694 else
2694 sprintf (buf, "%s died.", &op->name); 2695 sprintf (buf, "%s died.", &op->name);
2695 2696
2696 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2697 op->contr->play_sound (sound_find ("player_dies"));
2697 2698
2698 /* save the map location for corpse, gravestone */ 2699 /* save the map location for corpse, gravestone */
2699 x = op->x; 2700 x = op->x;
2700 y = op->y; 2701 y = op->y;
2701 map = op->map; 2702 map = op->map;
2878 2879
2879 /* 2880 /*
2880 * Check to see if the player has any unpaid items. If so, remove them 2881 * Check to see if the player has any unpaid items. If so, remove them
2881 * and put them back in the map. 2882 * and put them back in the map.
2882 */ 2883 */
2883 remove_unpaid_objects (op->inv, op); 2884 op->drop_unpaid_items ();
2884 2885
2885 /****************************************/ 2886 /****************************************/
2886 /* */ 2887 /* */
2887 /* Move player to his current respawn- */ 2888 /* Move player to his current respawn- */
2888 /* position (usually last savebed) */ 2889 /* position (usually last savebed) */
3040} 3041}
3041 3042
3042int 3043int
3043is_true_undead (object *op) 3044is_true_undead (object *op)
3044{ 3045{
3045 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3046 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3046 return 1; 3047 return 1;
3047 3048
3048 return 0; 3049 return 0;
3049} 3050}
3050 3051
3220 * a blocked los square. 3221 * a blocked los square.
3221 * we use the archetype to figure out offsets. 3222 * we use the archetype to figure out offsets.
3222 */ 3223 */
3223 while (op) 3224 while (op)
3224 { 3225 {
3225 dx = rv.distance_x + op->arch->clone.x; 3226 dx = rv.distance_x + op->arch->x;
3226 dy = rv.distance_y + op->arch->clone.y; 3227 dy = rv.distance_y + op->arch->y;
3227 3228
3228 /* only the viewable area the player sees is updated by LOS 3229 /* only the viewable area the player sees is updated by LOS
3229 * code, so we need to restrict ourselves to that range of values 3230 * code, so we need to restrict ourselves to that range of values
3230 * for any meaningful values. 3231 * for any meaningful values.
3231 */ 3232 */
3356 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3357 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3357 return; 3358 return;
3358 } 3359 }
3359 3360
3360 /* everything seems okay - now bring on the gift: */ 3361 /* everything seems okay - now bring on the gift: */
3361 item = &(tr->item->clone); 3362 item = tr->item;
3362 3363
3363 if (item->type == SPELL) 3364 if (item->type == SPELL)
3364 { 3365 {
3365 if (check_spell_known (who, item->name)) 3366 if (check_spell_known (who, item->name))
3366 return; 3367 return;
3425 { 3426 {
3426 /* forces in the treasurelist can alter the player's stats */ 3427 /* forces in the treasurelist can alter the player's stats */
3427 object *skin; 3428 object *skin;
3428 3429
3429 /* first get the dragon skin force */ 3430 /* first get the dragon skin force */
3430 shstr_cmp dragon_skin_force ("dragon_skin_force");
3431 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below) 3431 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3432 ; 3432 ;
3433 3433
3434 if (!skin) 3434 if (!skin)
3435 return; 3435 return;
3436 3436

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