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Comparing deliantra/server/server/player.C (file contents):
Revision 1.149 by root, Mon Jun 4 13:04:00 2007 UTC vs.
Revision 1.158 by root, Mon Aug 13 15:46:45 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>
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 */
1185 pick_up (op, tmp); 1188 pick_up (op, tmp);
1186 continue; 1189 continue;
1187 } 1190 }
1188 1191
1189 if (op->contr->mode & PU_READABLES) 1192 if (op->contr->mode & PU_READABLES)
1190 if (tmp->type == BOOK || tmp->type == SCROLL) 1193 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1191 { 1194 {
1192 pick_up (op, tmp); 1195 pick_up (op, tmp);
1193 continue; 1196 continue;
1194 } 1197 }
1195 1198
1680 1683
1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1682 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1684 1687
1685 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 op->play_sound (sound_find ("fire_arrow"));
1686 m->insert (arrow, sx, sy, op); 1689 m->insert (arrow, sx, sy, op);
1687 1690
1688 if (!arrow->destroyed ()) 1691 if (!arrow->destroyed ())
1689 move_arrow (arrow); 1692 move_arrow (arrow);
1690 1693
1768 1771
1769 if (item->type == WAND) 1772 if (item->type == WAND)
1770 { 1773 {
1771 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
1772 { 1775 {
1773 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 op->contr->play_sound (sound_find ("wand_poof"));
1774 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));
1775 1778
1776 return; 1779 return;
1777 } 1780 }
1778 } 1781 }
1779 else if (item->type == ROD || item->type == HORN) 1782 else if (item->type == ROD || item->type == HORN)
1780 { 1783 {
1781 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))
1782 { 1785 {
1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 op->contr->play_sound (sound_find ("wand_poof"));
1784 1787
1785 if (item->type == ROD) 1788 if (item->type == ROD)
1786 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));
1787 else 1790 else
1788 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));
1977 /* If we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
1978 if (key) 1981 if (key)
1979 { 1982 {
1980 object *container = key->env; 1983 object *container = key->env;
1981 1984
1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1983
1984 if (action_makes_visible (op)) 1985 if (action_makes_visible (op))
1985 make_visible (op); 1986 make_visible (op);
1986 1987
1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1988 spring_trap (door->inv, op); 1989 spring_trap (door->inv, op);
2101 2102
2102 if (op->speed_left > 0.f) 2103 if (op->speed_left > 0.f)
2103 { 2104 {
2104 --op->speed_left; 2105 --op->speed_left;
2105 2106
2106 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2107 op->play_sound (sound_find ("push_player"));
2107 push_ob (mon, dir, op); 2108 push_ob (mon, dir, op);
2108 2109
2109 if (op->contr->tmp_invis || op->hide) 2110 if (op->contr->tmp_invis || op->hide)
2110 make_visible (op); 2111 make_visible (op);
2111 2112
2130 { 2131 {
2131 --op->speed_left; 2132 --op->speed_left;
2132 2133
2133 if (!op->contr->braced) 2134 if (!op->contr->braced)
2134 { 2135 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2136 op->play_sound (sound_find ("push_player"));
2136 push_ob (mon, dir, op); 2137 push_ob (mon, dir, op);
2137 } 2138 }
2138 else 2139 else
2139 new_draw_info (0, 0, op, "You withhold your attack"); 2140 new_draw_info (0, 0, op, "You withhold your attack");
2140 2141
2283 return 0; 2284 return 0;
2284 2285
2285 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2286 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2286 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2287 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2287 { 2288 {
2288 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2289 op->play_sound (sound_find ("ob_evaporate"));
2289 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2290 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2290 2291
2291 if (op->contr) 2292 if (op->contr)
2292 esrv_del_item (op->contr, tmp->count); 2293 esrv_del_item (op->contr, tmp->count);
2293 2294
2313/* This goes throws the inventory and removes unpaid objects, and puts them 2314/* This goes throws the inventory and removes unpaid objects, and puts them
2314 * back in the map (location and map determined by values of env). This 2315 * back in the map (location and map determined by values of env). This
2315 * function will descend into containers. op is the object to start the search 2316 * function will descend into containers. op is the object to start the search
2316 * from. 2317 * from.
2317 */ 2318 */
2318void 2319static void
2319remove_unpaid_objects (object *op, object *env) 2320drop_unpaid_items (object *op, object *env)
2320{ 2321{
2321 while (op) 2322 while (op)
2322 { 2323 {
2323 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2324 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2324 2325
2328 esrv_del_item (env->contr, op->count); 2329 esrv_del_item (env->contr, op->count);
2329 2330
2330 op->insert_at (env); 2331 op->insert_at (env);
2331 } 2332 }
2332 else if (op->inv) 2333 else if (op->inv)
2333 remove_unpaid_objects (op->inv, env); 2334 drop_unpaid_items (op->inv, env);
2334 2335
2335 op = next; 2336 op = next;
2336 } 2337 }
2338}
2339
2340void
2341object::drop_unpaid_items ()
2342{
2343 if (!flag [FLAG_REMOVED])
2344 ::drop_unpaid_items (inv, this);
2337} 2345}
2338 2346
2339/* 2347/*
2340 * Returns pointer a static string containing gravestone text 2348 * Returns pointer a static string containing gravestone text
2341 * Moved from apply.c to player.c - player.c is what 2349 * Moved from apply.c to player.c - player.c is what
2547 } 2555 }
2548 2556
2549 /* Digestion */ 2557 /* Digestion */
2550 if (--op->last_eat < 0) 2558 if (--op->last_eat < 0)
2551 { 2559 {
2552 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2560 int bonus = max (0, op->contr->digestion),
2561 penalty = max (0, -op->contr->digestion);
2553 2562
2554 if (op->contr->gen_hp > 0)
2555 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2563 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2556 else
2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2558 2564
2559 /* dms do not consume food */ 2565 /* dms do not consume food */
2560 if (!QUERY_FLAG (op, FLAG_WIZ)) 2566 if (!QUERY_FLAG (op, FLAG_WIZ))
2561 op->stats.food--; 2567 op->stats.food--;
2562 } 2568 }
2623 object *tmp; 2629 object *tmp;
2624 2630
2625 if (save_life (op)) 2631 if (save_life (op))
2626 return; 2632 return;
2627 2633
2628
2629 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2634 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2630 * in cities ONLY!!! It is very important that this doesn't get abused. 2635 * in cities ONLY!!! It is very important that this doesn't get abused.
2631 * Look at op_on_battleground() for more info --AndreasV 2636 * Look at op_on_battleground() for more info --AndreasV
2632 */ 2637 */
2633 if (op_on_battleground (op, &x, &y)) 2638 if (op_on_battleground (op, &x, &y))
2685 strcpy (op->contr->killer, "starvation"); 2690 strcpy (op->contr->killer, "starvation");
2686 } 2691 }
2687 else 2692 else
2688 sprintf (buf, "%s died.", &op->name); 2693 sprintf (buf, "%s died.", &op->name);
2689 2694
2690 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2695 op->contr->play_sound (sound_find ("player_dies"));
2691 2696
2692 /* save the map location for corpse, gravestone */ 2697 /* save the map location for corpse, gravestone */
2693 x = op->x; 2698 x = op->x;
2694 y = op->y; 2699 y = op->y;
2695 map = op->map; 2700 map = op->map;
2872 2877
2873 /* 2878 /*
2874 * Check to see if the player has any unpaid items. If so, remove them 2879 * Check to see if the player has any unpaid items. If so, remove them
2875 * and put them back in the map. 2880 * and put them back in the map.
2876 */ 2881 */
2877 remove_unpaid_objects (op->inv, op); 2882 op->drop_unpaid_items ();
2878 2883
2879 /****************************************/ 2884 /****************************************/
2880 /* */ 2885 /* */
2881 /* Move player to his current respawn- */ 2886 /* Move player to his current respawn- */
2882 /* position (usually last savebed) */ 2887 /* position (usually last savebed) */
3419 { 3424 {
3420 /* forces in the treasurelist can alter the player's stats */ 3425 /* forces in the treasurelist can alter the player's stats */
3421 object *skin; 3426 object *skin;
3422 3427
3423 /* first get the dragon skin force */ 3428 /* first get the dragon skin force */
3424 shstr_cmp dragon_skin_force ("dragon_skin_force");
3425 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below) 3429 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3426 ; 3430 ;
3427 3431
3428 if (!skin) 3432 if (!skin)
3429 return; 3433 return;
3430 3434

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