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Comparing deliantra/server/server/player.C (file contents):
Revision 1.187 by root, Mon Apr 21 07:07:36 2008 UTC vs.
Revision 1.195 by root, Mon May 5 15:21:50 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;
1443 betterby = 1 + arrow->magic + arrow->stats.dam; 1443 betterby = 1 + arrow->magic + arrow->stats.dam;
1444 } 1444 }
1445 } 1445 }
1446 } 1446 }
1447 } 1447 }
1448
1448 if (tmp == NULL && arrow == NULL) 1449 if (tmp == NULL && arrow == NULL)
1449 return find_arrow (op, type); 1450 return find_arrow (op, type);
1450 1451
1451 *better = betterby; 1452 *better = betterby;
1452 return tmp; 1453 return tmp;
1763 return; 1764 return;
1764 } 1765 }
1765 } 1766 }
1766 else if (item->type == ROD || item->type == HORN) 1767 else if (item->type == ROD || item->type == HORN)
1767 { 1768 {
1768 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1769 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1770
1771 // using the maximum of the rods charge allows at least one spell cast
1772 // for a rod or horn, this fixes some broken rods.
1773 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1769 { 1774 {
1770 op->contr->play_sound (sound_find ("wand_poof")); 1775 op->contr->play_sound (sound_find ("wand_poof"));
1771 1776
1772 if (item->type == ROD) 1777 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)); 1778 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); 1797 CLEAR_FLAG (item, FLAG_ANIMATE);
1793 item->face = item->arch->face; 1798 item->face = item->arch->face;
1794 item->set_speed (0); 1799 item->set_speed (0);
1795 } 1800 }
1796 1801
1797 if ((tmp = item->in_player ())) 1802 if (object *pl = item->visible_to ())
1798 esrv_update_item (UPD_ANIM, tmp, item); 1803 esrv_update_item (UPD_ANIM, pl, item);
1799 } 1804 }
1800 } 1805 }
1801 else if (item->type == ROD || item->type == HORN) 1806 else if (item->type == ROD || item->type == HORN)
1802 drain_rod_charge (item); 1807 drain_rod_charge (item);
1803 } 1808 }
1980 remove_door2 (door); /* remove door without violence ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
1981 } 1986 }
1982 1987
1983 /* Do this after we print the message */ 1988 /* Do this after we print the message */
1984 key->decrease (); /* Use up one of the keys */ 1989 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 1990
1989 return 1; /* Nothing more to do below */ 1991 return 1; /* Nothing more to do below */
1990 } 1992 }
1991 else if (door->type == LOCKED_DOOR) 1993 else if (door->type == LOCKED_DOOR)
1992 { 1994 {
2271 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2273 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2272 { 2274 {
2273 op->play_sound (sound_find ("ob_evaporate")); 2275 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)); 2276 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2275 2277
2276 if (op->contr)
2277 esrv_del_item (op->contr, tmp->count);
2278
2279 tmp->destroy (); 2278 tmp->destroy ();
2280 CLEAR_FLAG (op, FLAG_LIFESAVE); 2279 CLEAR_FLAG (op, FLAG_LIFESAVE);
2281 2280
2282 if (op->stats.hp < 0) 2281 if (op->stats.hp < 0)
2283 op->stats.hp = op->stats.maxhp; 2282 op->stats.hp = op->stats.maxhp;
2295 return 0; 2294 return 0;
2296} 2295}
2297 2296
2298/* This goes throws the inventory and removes unpaid objects, and puts them 2297/* 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 2298 * 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 2299 * function will descend into containers. op is the object to start the search
2301 * from. 2300 * from.
2302 */ 2301 */
2303static void 2302static void
2304drop_unpaid_items (object *op, object *env) 2303drop_unpaid_items (object *op, object *env)
2305{ 2304{
2306 while (op) 2305 while (op)
2307 { 2306 {
2308 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2307 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2309 2308
2310 if (QUERY_FLAG (op, FLAG_UNPAID)) 2309 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); 2310 op->insert_at (env);
2316 }
2317 else if (op->inv) 2311 else if (op->inv)
2318 drop_unpaid_items (op->inv, env); 2312 drop_unpaid_items (op->inv, env);
2319 2313
2320 op = next; 2314 op = next;
2321 } 2315 }
2333 * Moved from apply.c to player.c - player.c is what 2327 * Moved from apply.c to player.c - player.c is what
2334 * actually uses this function. player.c may not be quite the 2328 * actually uses this function. player.c may not be quite the
2335 * best, a misc file for object actions is probably better, 2329 * best, a misc file for object actions is probably better,
2336 * but there isn't one in the server directory. 2330 * but there isn't one in the server directory.
2337 */ 2331 */
2338char * 2332const char *
2339gravestone_text (object *op) 2333gravestone_text (object *op)
2340{ 2334{
2341 static char buf2[MAX_BUF]; 2335 static dynbuf_text buf;
2342 char buf[MAX_BUF];
2343 time_t now = time (NULL);
2344 2336
2345 strcpy (buf2, " R.I.P.\n\n"); 2337 buf << "---- R.I.P. ----\n\n";
2338 op->name;
2339
2346 if (op->type == PLAYER) 2340 if (op->type == PLAYER)
2347 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2341 buf << " the " << op->contr->title;
2348 else
2349 sprintf (buf, "%s\n", &op->name);
2350 2342
2351 strncat (buf2, " ", 20 - strlen (buf) / 2); 2343 buf << "\n\n";
2352 strcat (buf2, buf); 2344
2345 buf << "who was level ";
2346 buf << (sint32)op->level << "\n\n" // OO breakdown
2347 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2348
2353 if (op->type == PLAYER) 2349 if (op->type == PLAYER)
2354 sprintf (buf, "who was in level %d when killed\n", op->level); 2350 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 2351
2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2359 strcat (buf2, buf);
2360 if (op->type == PLAYER)
2361 { 2352 {
2362 sprintf (buf, "by %s.\n\n", op->contr->killer); 2353 static char buf2[128];
2363 strncat (buf2, " ", 21 - strlen (buf) / 2); 2354 time_t now = time (NULL);
2364 strcat (buf2, buf);
2365 }
2366
2367 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2355 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2368 strncat (buf2, " ", 20 - strlen (buf) / 2); 2356 buf << buf2;
2369 strcat (buf2, buf); 2357 }
2370 2358
2371 return buf2; 2359 return buf;
2372} 2360}
2373 2361
2374void 2362void
2375do_some_living (object *op) 2363do_some_living (object *op)
2376{ 2364{
2585 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2573 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2586 manual_apply (op, flesh, 0); 2574 manual_apply (op, flesh, 0);
2587 } 2575 }
2588 } 2576 }
2589 2577
2590 if (op->stats.food < 0) 2578 if (op->stats.food < 0 && op->stats.hp >= -op->stats.food)
2591 { 2579 {
2592 op->stats.hp += op->stats.food; 2580 op->stats.hp += op->stats.food;
2593 op->stats.food = 0; 2581 op->stats.food = 0;
2594 } 2582 }
2595 2583
2650 { 2638 {
2651 tmp->name = format ("%s's finger" , &op->name); 2639 tmp->name = format ("%s's finger" , &op->name);
2652 tmp->name_pl = format ("%s's fingers", &op->name); 2640 tmp->name_pl = format ("%s's fingers", &op->name);
2653 tmp->msg = format ( 2641 tmp->msg = format (
2654 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2642 "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 2643 &op->name, op->contr->title,
2644 (int)op->level,
2645 op->contr->killer_name ()
2656 ); 2646 );
2657 tmp->value = 0, tmp->type = 0; 2647 tmp->value = 0, tmp->type = 0;
2658 tmp->materialname = "organics"; 2648 tmp->materialname = "organics";
2659 tmp->insert_at (op, tmp); 2649 tmp->insert_at (op, tmp);
2660 } 2650 }
2668 INVOKE_PLAYER (DEATH, op->contr); 2658 INVOKE_PLAYER (DEATH, op->contr);
2669 2659
2670 command_kill_pets (op, 0); 2660 command_kill_pets (op, 0);
2671 2661
2672 if (op->stats.food < 0) 2662 if (op->stats.food < 0)
2673 strcpy (op->contr->killer, "starvation"); 2663 {
2664 op->contr->killer = archetype::get ("killer_starvation");
2665 op->contr->killer->destroy ();
2666 }
2674 2667
2675 op->contr->play_sound (sound_find ("player_dies")); 2668 op->contr->play_sound (sound_find ("player_dies"));
2676 2669
2677 /* save the map location for corpse, gravestone */ 2670 /* save the map location for corpse, gravestone */
2678 x = op->x; 2671 x = op->x;
2787 lost_a_stat = 1; 2780 lost_a_stat = 1;
2788 } 2781 }
2789 } 2782 }
2790 } 2783 }
2791 } 2784 }
2785
2792 /* If no stat lost, tell the player. */ 2786 /* If no stat lost, tell the player. */
2793 if (!lost_a_stat) 2787 if (!lost_a_stat)
2794 { 2788 {
2795 /* determine_god() seems to not work sometimes... why is this? 2789 /* determine_god() seems to not work sometimes... why is this?
2796 Should I be using something else? GD */ 2790 Should I be using something else? GD */
2800 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2794 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2801 else 2795 else
2802 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2796 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2803 } 2797 }
2804#else 2798#else
2805 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2799 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2806#endif 2800#endif
2807 2801
2808 /* Put a gravestone up where the character 'almost' died. List the 2802 /* Put a gravestone up where the character 'almost' died. List the
2809 * exp loss on the stone. 2803 * exp loss on the stone.
2810 */ 2804 */
2811 tmp = arch_to_object (archetype::find ("gravestone")); 2805 tmp = arch_to_object (archetype::find ("gravestone"));
2812 sprintf (buf, "%s's gravestone", &op->name); 2806 tmp->name = format ("%s's gravestone", &op->name);
2813 tmp->name = buf; 2807 tmp->name_pl = format ("%s's gravestones", &op->name);
2814 sprintf (buf, "%s's gravestones", &op->name);
2815 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 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ());
2817 tmp->msg = buf;
2818 tmp->x = op->x, tmp->y = op->y; 2809 tmp->x = op->x, tmp->y = op->y;
2819 insert_ob_in_map (tmp, op->map, NULL, 0); 2810 insert_ob_in_map (tmp, op->map, NULL, 0);
2820 2811
2821 /**************************************/ 2812 /**************************************/
2822 /* */ 2813 /* */
2845 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2836 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2846 } 2837 }
2847 2838
2848 cure_disease (op, 0, 0); /* remove any disease */ 2839 cure_disease (op, 0, 0); /* remove any disease */
2849 2840
2841 // remove all spell effects that are active
2842 // to avoid long-term effects such as word-of-recall
2843 for (object *item = op->inv; item; )
2844 {
2845 object *next = item->below;
2846
2847 if (item->type == SPELL_EFFECT && item->active)
2848 item->destroy ();
2849
2850 item = next;
2851 }
2852
2850 /*add_exp(op, (op->stats.exp * -0.20)); */ 2853 /*add_exp(op, (op->stats.exp * -0.20)); */
2851 apply_death_exp_penalty (op); 2854 apply_death_exp_penalty (op);
2855
2852 if (op->stats.food < 100) 2856 if (op->stats.food < 100)
2853 op->stats.food = 900; 2857 op->stats.food = 900;
2858
2854 op->stats.hp = op->stats.maxhp; 2859 op->stats.hp = op->stats.maxhp;
2855 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2860 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2856 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2861 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2857 2862
2858 /* 2863 /*
3079 * spot (surrounded by clear terrain in broad daylight). -b.t. 3084 * spot (surrounded by clear terrain in broad daylight). -b.t.
3080 */ 3085 */
3081void 3086void
3082do_hidden_move (object *op) 3087do_hidden_move (object *op)
3083{ 3088{
3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3089 int hide = 0;
3085 object *skop;
3086 3090
3087 if (!op || !op->map) 3091 if (!op || !op->map)
3088 return; 3092 return;
3089 3093
3090 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3094 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3095 int num = random_roll (0, 19, op, PREFER_LOW);
3091 3096
3092 /* its *extremely* hard to run and sneak/hide at the same time! */ 3097 /* its *extremely* hard to run and sneak/hide at the same time! */
3093 if (op->type == PLAYER && op->contr->run_on) 3098 if (op->type == PLAYER && op->contr->run_on)
3094 if (!skop || num >= skop->level) 3099 if (!skop || num >= skop->level)
3095 { 3100 {
3105 num -= hide; 3110 num -= hide;
3106 3111
3107 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3112 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3108 { 3113 {
3109 make_visible (op); 3114 make_visible (op);
3115
3110 if (op->type == PLAYER) 3116 if (op->type == PLAYER)
3111 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3117 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3112 } 3118 }
3113 else if (op->type == PLAYER && skop) 3119 else if (op->type == PLAYER && skop)
3114 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3120 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3455 else 3461 else
3456 { 3462 {
3457 /* generate misc. treasure */ 3463 /* generate misc. treasure */
3458 tmp = arch_to_object (tr->item); 3464 tmp = arch_to_object (tr->item);
3459 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3465 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); 3466 who->insert (tmp);
3461 if (who->type == PLAYER)
3462 esrv_send_item (who, tmp);
3463 } 3467 }
3464} 3468}
3465 3469
3466/** 3470/**
3467 * Unready an object for a player. This function does nothing if the object was 3471 * Unready an object for a player. This function does nothing if the object was

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