ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.187 by root, Mon Apr 21 07:07:36 2008 UTC vs.
Revision 1.194 by root, Sun May 4 19:41:51 2008 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
239 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
240 } 240 }
241 241
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243 243
244 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this);
245 245
246 ob->update_stats (); 246 ob->update_stats ();
247 247
248 ns->floorbox_update (); 248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob); 249 esrv_send_inventory (ob, ob);
291player::set_object (object *op) 291player::set_object (object *op)
292{ 292{
293 ob = observe = op; 293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
295 295
296 ob->speed = 1.0f; 296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f; 297 ob->speed_left = 0.5f;
298 298
299 ob->direction = 5; /* So player faces south */ 299 ob->direction = 5; /* So player faces south */
300 300
301 ob->flag [FLAG_READY_WEAPON] = false; 301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false; 302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false; 303 ob->flag [FLAG_READY_BOW] = false;
304 304
851 */ 851 */
852void 852void
853player::chargen_race_done () 853player::chargen_race_done ()
854{ 854{
855 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
856 esrv_new_player (ob->contr, ob->weight + ob->carrying); 856 esrv_new_player (ob->contr);
857 857
858 treasurelist *tl = treasurelist::find ("starting_wealth"); 858 treasurelist *tl = treasurelist::find ("starting_wealth");
859 if (tl) 859 if (tl)
860 create_treasure (tl, ob, 0, 0, 0); 860 create_treasure (tl, ob, 0, 0, 0);
861 861
1405 } 1405 }
1406 } 1406 }
1407 else if (arrow->type == ARROW && arrow->race == type) 1407 else if (arrow->type == ARROW && arrow->race == type)
1408 { 1408 {
1409 /* allways prefer assasination/slaying */ 1409 /* allways prefer assasination/slaying */
1410 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1410 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1411 { 1411 {
1412 if (arrow->attacktype & AT_DEATH) 1412 if (arrow->attacktype & AT_DEATH)
1413 { 1413 {
1414 *better = 100; 1414 *better = 100;
1415 return arrow; 1415 return arrow;
1763 return; 1763 return;
1764 } 1764 }
1765 } 1765 }
1766 else if (item->type == ROD || item->type == HORN) 1766 else if (item->type == ROD || item->type == HORN)
1767 { 1767 {
1768 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1768 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1769
1770 // using the maximum of the rods charge allows at least one spell cast
1771 // for a rod or horn, this fixes some broken rods.
1772 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1769 { 1773 {
1770 op->contr->play_sound (sound_find ("wand_poof")); 1774 op->contr->play_sound (sound_find ("wand_poof"));
1771 1775
1772 if (item->type == ROD) 1776 if (item->type == ROD)
1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1792 CLEAR_FLAG (item, FLAG_ANIMATE); 1796 CLEAR_FLAG (item, FLAG_ANIMATE);
1793 item->face = item->arch->face; 1797 item->face = item->arch->face;
1794 item->set_speed (0); 1798 item->set_speed (0);
1795 } 1799 }
1796 1800
1797 if ((tmp = item->in_player ())) 1801 if (object *pl = item->visible_to ())
1798 esrv_update_item (UPD_ANIM, tmp, item); 1802 esrv_update_item (UPD_ANIM, pl, item);
1799 } 1803 }
1800 } 1804 }
1801 else if (item->type == ROD || item->type == HORN) 1805 else if (item->type == ROD || item->type == HORN)
1802 drain_rod_charge (item); 1806 drain_rod_charge (item);
1803 } 1807 }
1980 remove_door2 (door); /* remove door without violence ;-) */ 1984 remove_door2 (door); /* remove door without violence ;-) */
1981 } 1985 }
1982 1986
1983 /* Do this after we print the message */ 1987 /* Do this after we print the message */
1984 key->decrease (); /* Use up one of the keys */ 1988 key->decrease (); /* Use up one of the keys */
1985 /* Need to update the weight the container the key was in */
1986 if (container != op)
1987 esrv_update_item (UPD_WEIGHT, op, container);
1988 1989
1989 return 1; /* Nothing more to do below */ 1990 return 1; /* Nothing more to do below */
1990 } 1991 }
1991 else if (door->type == LOCKED_DOOR) 1992 else if (door->type == LOCKED_DOOR)
1992 { 1993 {
2271 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2272 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2272 { 2273 {
2273 op->play_sound (sound_find ("ob_evaporate")); 2274 op->play_sound (sound_find ("ob_evaporate"));
2274 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2275 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2275 2276
2276 if (op->contr)
2277 esrv_del_item (op->contr, tmp->count);
2278
2279 tmp->destroy (); 2277 tmp->destroy ();
2280 CLEAR_FLAG (op, FLAG_LIFESAVE); 2278 CLEAR_FLAG (op, FLAG_LIFESAVE);
2281 2279
2282 if (op->stats.hp < 0) 2280 if (op->stats.hp < 0)
2283 op->stats.hp = op->stats.maxhp; 2281 op->stats.hp = op->stats.maxhp;
2295 return 0; 2293 return 0;
2296} 2294}
2297 2295
2298/* This goes throws the inventory and removes unpaid objects, and puts them 2296/* This goes throws the inventory and removes unpaid objects, and puts them
2299 * back in the map (location and map determined by values of env). This 2297 * back in the map (location and map determined by values of env). This
2300 * function will descend into containers. op is the object to start the search 2298 * function will descend into containers. op is the object to start the search
2301 * from. 2299 * from.
2302 */ 2300 */
2303static void 2301static void
2304drop_unpaid_items (object *op, object *env) 2302drop_unpaid_items (object *op, object *env)
2305{ 2303{
2306 while (op) 2304 while (op)
2307 { 2305 {
2308 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2306 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2309 2307
2310 if (QUERY_FLAG (op, FLAG_UNPAID)) 2308 if (QUERY_FLAG (op, FLAG_UNPAID))
2311 {
2312 if (env->type == PLAYER)
2313 esrv_del_item (env->contr, op->count);
2314
2315 op->insert_at (env); 2309 op->insert_at (env);
2316 }
2317 else if (op->inv) 2310 else if (op->inv)
2318 drop_unpaid_items (op->inv, env); 2311 drop_unpaid_items (op->inv, env);
2319 2312
2320 op = next; 2313 op = next;
2321 } 2314 }
2333 * Moved from apply.c to player.c - player.c is what 2326 * Moved from apply.c to player.c - player.c is what
2334 * actually uses this function. player.c may not be quite the 2327 * actually uses this function. player.c may not be quite the
2335 * best, a misc file for object actions is probably better, 2328 * best, a misc file for object actions is probably better,
2336 * but there isn't one in the server directory. 2329 * but there isn't one in the server directory.
2337 */ 2330 */
2338char * 2331const char *
2339gravestone_text (object *op) 2332gravestone_text (object *op)
2340{ 2333{
2341 static char buf2[MAX_BUF]; 2334 static dynbuf_text buf;
2342 char buf[MAX_BUF];
2343 time_t now = time (NULL);
2344 2335
2345 strcpy (buf2, " R.I.P.\n\n"); 2336 buf << "---- R.I.P. ----\n\n";
2337 op->name;
2338
2346 if (op->type == PLAYER) 2339 if (op->type == PLAYER)
2347 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2340 buf << " the " << op->contr->title;
2348 else
2349 sprintf (buf, "%s\n", &op->name);
2350 2341
2351 strncat (buf2, " ", 20 - strlen (buf) / 2); 2342 buf << "\n\n";
2352 strcat (buf2, buf); 2343
2344 buf << "who was level ";
2345 buf << (sint32)op->level << "\n\n" // OO breakdown
2346 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2347
2353 if (op->type == PLAYER) 2348 if (op->type == PLAYER)
2354 sprintf (buf, "who was in level %d when killed\n", op->level); 2349 buf << "by " << op->contr->killer_name () << ".\n\n";
2355 else
2356 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2357 2350
2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2359 strcat (buf2, buf);
2360 if (op->type == PLAYER)
2361 { 2351 {
2362 sprintf (buf, "by %s.\n\n", op->contr->killer); 2352 static char buf2[128];
2363 strncat (buf2, " ", 21 - strlen (buf) / 2); 2353 time_t now = time (NULL);
2364 strcat (buf2, buf);
2365 }
2366
2367 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2354 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2368 strncat (buf2, " ", 20 - strlen (buf) / 2); 2355 buf << buf2;
2369 strcat (buf2, buf); 2356 }
2370 2357
2371 return buf2; 2358 return buf;
2372} 2359}
2373 2360
2374void 2361void
2375do_some_living (object *op) 2362do_some_living (object *op)
2376{ 2363{
2585 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2572 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2586 manual_apply (op, flesh, 0); 2573 manual_apply (op, flesh, 0);
2587 } 2574 }
2588 } 2575 }
2589 2576
2590 if (op->stats.food < 0) 2577 if (op->stats.food < 0 && op->stats.hp >= -op->stats.food)
2591 { 2578 {
2592 op->stats.hp += op->stats.food; 2579 op->stats.hp += op->stats.food;
2593 op->stats.food = 0; 2580 op->stats.food = 0;
2594 } 2581 }
2595 2582
2650 { 2637 {
2651 tmp->name = format ("%s's finger" , &op->name); 2638 tmp->name = format ("%s's finger" , &op->name);
2652 tmp->name_pl = format ("%s's fingers", &op->name); 2639 tmp->name_pl = format ("%s's fingers", &op->name);
2653 tmp->msg = format ( 2640 tmp->msg = format (
2654 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2641 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2655 &op->name, op->contr->title, (int) (op->level), op->contr->killer 2642 &op->name, op->contr->title,
2643 (int)op->level,
2644 op->contr->killer_name ()
2656 ); 2645 );
2657 tmp->value = 0, tmp->type = 0; 2646 tmp->value = 0, tmp->type = 0;
2658 tmp->materialname = "organics"; 2647 tmp->materialname = "organics";
2659 tmp->insert_at (op, tmp); 2648 tmp->insert_at (op, tmp);
2660 } 2649 }
2668 INVOKE_PLAYER (DEATH, op->contr); 2657 INVOKE_PLAYER (DEATH, op->contr);
2669 2658
2670 command_kill_pets (op, 0); 2659 command_kill_pets (op, 0);
2671 2660
2672 if (op->stats.food < 0) 2661 if (op->stats.food < 0)
2673 strcpy (op->contr->killer, "starvation"); 2662 {
2663 op->contr->killer = archetype::get ("killer_starvation");
2664 op->contr->killer->destroy ();
2665 }
2674 2666
2675 op->contr->play_sound (sound_find ("player_dies")); 2667 op->contr->play_sound (sound_find ("player_dies"));
2676 2668
2677 /* save the map location for corpse, gravestone */ 2669 /* save the map location for corpse, gravestone */
2678 x = op->x; 2670 x = op->x;
2811 tmp = arch_to_object (archetype::find ("gravestone")); 2803 tmp = arch_to_object (archetype::find ("gravestone"));
2812 sprintf (buf, "%s's gravestone", &op->name); 2804 sprintf (buf, "%s's gravestone", &op->name);
2813 tmp->name = buf; 2805 tmp->name = buf;
2814 sprintf (buf, "%s's gravestones", &op->name); 2806 sprintf (buf, "%s's gravestones", &op->name);
2815 tmp->name_pl = buf; 2807 tmp->name_pl = buf;
2816 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2808 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer_name ());
2817 tmp->msg = buf; 2809 tmp->msg = buf;
2818 tmp->x = op->x, tmp->y = op->y; 2810 tmp->x = op->x, tmp->y = op->y;
2819 insert_ob_in_map (tmp, op->map, NULL, 0); 2811 insert_ob_in_map (tmp, op->map, NULL, 0);
2820 2812
2821 /**************************************/ 2813 /**************************************/
3079 * spot (surrounded by clear terrain in broad daylight). -b.t. 3071 * spot (surrounded by clear terrain in broad daylight). -b.t.
3080 */ 3072 */
3081void 3073void
3082do_hidden_move (object *op) 3074do_hidden_move (object *op)
3083{ 3075{
3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3076 int hide = 0;
3085 object *skop;
3086 3077
3087 if (!op || !op->map) 3078 if (!op || !op->map)
3088 return; 3079 return;
3089 3080
3090 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3081 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3082 int num = random_roll (0, 19, op, PREFER_LOW);
3091 3083
3092 /* its *extremely* hard to run and sneak/hide at the same time! */ 3084 /* its *extremely* hard to run and sneak/hide at the same time! */
3093 if (op->type == PLAYER && op->contr->run_on) 3085 if (op->type == PLAYER && op->contr->run_on)
3094 if (!skop || num >= skop->level) 3086 if (!skop || num >= skop->level)
3095 { 3087 {
3105 num -= hide; 3097 num -= hide;
3106 3098
3107 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3099 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3108 { 3100 {
3109 make_visible (op); 3101 make_visible (op);
3102
3110 if (op->type == PLAYER) 3103 if (op->type == PLAYER)
3111 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3104 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3112 } 3105 }
3113 else if (op->type == PLAYER && skop) 3106 else if (op->type == PLAYER && skop)
3114 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3107 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3455 else 3448 else
3456 { 3449 {
3457 /* generate misc. treasure */ 3450 /* generate misc. treasure */
3458 tmp = arch_to_object (tr->item); 3451 tmp = arch_to_object (tr->item);
3459 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3452 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3460 tmp = insert_ob_in_ob (tmp, who); 3453 who->insert (tmp);
3461 if (who->type == PLAYER)
3462 esrv_send_item (who, tmp);
3463 } 3454 }
3464} 3455}
3465 3456
3466/** 3457/**
3467 * Unready an object for a player. This function does nothing if the object was 3458 * Unready an object for a player. This function does nothing if the object was

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines