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Comparing deliantra/server/server/player.C (file contents):
Revision 1.225 by root, Thu Jan 1 18:35:48 2009 UTC vs.
Revision 1.237 by root, Thu Nov 5 15:18:26 2009 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License 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 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
32#include <algorithm> 33#include <algorithm>
33#include <functional> 34#include <functional>
34 35
35playervec players; 36playervec players;
36 37
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
132 strcpy (subject, buf + 1);
133 strip_endline (subject);
134 size = 0;
135 news[0] = '\0';
136 }
137 else
138 {
139 if (size + strlen (buf) >= HUGE_BUF)
140 {
141 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
142 break;
143 }
144 strncat (news + size, buf, HUGE_BUF - size);
145 size += strlen (buf);
146 }
147 }
148
149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
151 close_and_delete (fp, comp);
152}
153
154/* This loads the first map an puts the player on it. */ 38/* This loads the first map an puts the player on it. */
155static void 39static void
156set_first_map (object *op) 40set_first_map (object *op)
157{ 41{
158 op->contr->maplevel = first_map_path; 42 op->contr->maplevel = first_map_path;
252 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
254 138
255 activate (); 139 activate ();
256 140
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this); 141 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this); 142 INVOKE_PLAYER (LOGIN, this);
263} 143}
264 144
265void 145void
281 ns->reset_stats (); 161 ns->reset_stats ();
282 ns->pl = 0; 162 ns->pl = 0;
283 ns = 0; 163 ns = 0;
284 } 164 }
285 165
286 observe = ob; 166 // this is important for the player scheduler to get the correct refcount
167 // when ns = 0
168 observe = viewpoint = ob;
287 169
288 deactivate (); 170 deactivate ();
289} 171}
290 172
291// the need for this function can be explained 173// the need for this function can be explained
292// by load_object not returning the object 174// by load_object not returning the object
293void 175void
294player::set_object (object *op) 176player::set_object (object *op)
295{ 177{
296 ob = observe = op; 178 ob = observe = viewpoint = op;
297 ob->contr = this; /* this aren't yet in archetype */ 179 ob->contr = this; /* this aren't yet in archetype */
298 180
299 ob->speed = 1.0f; 181 ob->speed = 1.0f;
300 ob->speed_left = 0.5f; 182 ob->speed_left = 0.5f;
301 183
330} 212}
331 213
332void 214void
333player::set_observe (object *op) 215player::set_observe (object *op)
334{ 216{
335 observe = op ? op : ob; 217 observe = viewpoint = op ? op : ob;
218 do_los = 1;
219}
220
221void
222player::set_viewpoint (object *op)
223{
224 viewpoint = op ? op : (object *)observe;
336 do_los = 1; 225 do_los = 1;
337} 226}
338 227
339player::player () 228player::player ()
340{ 229{
369 { 258 {
370 ob->destroy_inv (false); 259 ob->destroy_inv (false);
371 ob->destroy (); 260 ob->destroy ();
372 } 261 }
373 262
374 ob = observe = 0; 263 ob = observe = viewpoint = 0;
375} 264}
376 265
377player::~player () 266player::~player ()
378{ 267{
379 /* Clear item stack */ 268 /* Clear item stack */
673 op->destroy (); 562 op->destroy ();
674 continue; 563 continue;
675 } 564 }
676 } 565 }
677 566
678 /* This really needs to be better - we should really give 567 /* Here we remove duplicated skills (as duplicated spell objects have
679 * a substitute spellbook. The problem is that we don't really 568 * _very_ confusing effects for players), which could for instance be
680 * have a good idea what to replace it with (need something like 569 * generated by bad treasurelists. - elmex
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */ 570 */
684 if (op->type == SPELLBOOK || op->type == SKILL) 571 if (op->type == SKILL)
685 { 572 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below) 573 for (object *tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name) 574 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 { 575 {
694 op->destroy (); 576 op->destroy ();
577 LOG (llevError,
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 578 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
696 continue; 579 break;
697 } 580 }
698 581
699 if (op->nrof > 1) 582 if (op->nrof > 1)
700 op->nrof = 1; 583 op->nrof = 1;
701 } 584 }
702 585
1322 } 1205 }
1323 } 1206 }
1324 else if (arrow->type == ARROW && arrow->race == type) 1207 else if (arrow->type == ARROW && arrow->race == type)
1325 { 1208 {
1326 /* allways prefer assasination/slaying */ 1209 /* allways prefer assasination/slaying */
1327 if (target->race && arrow->slaying && arrow->slaying.contains (target->race)) 1210 if (target->race && arrow->slaying.contains (target->race))
1328 { 1211 {
1329 if (arrow->attacktype & AT_DEATH) 1212 if (arrow->attacktype & AT_DEATH)
1330 { 1213 {
1331 *better = 100; 1214 *better = 100;
1332 return arrow; 1215 return arrow;
1473 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1356 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1474 return 0; 1357 return 0;
1475 } 1358 }
1476 1359
1477 // optimisation: move object to top so we will find it quickly again 1360 // optimisation: move object to top so we will find it quickly again
1478 if (bow->below) 1361 splay (bow);
1479 {
1480 bow->remove ();
1481 op->insert (bow);
1482 }
1483 } 1362 }
1484 1363
1485 if (!bow->race || !bow->skill) 1364 if (!bow->race || !bow->skill)
1486 { 1365 {
1487 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1366 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1533 arrow->direction = dir; 1412 arrow->direction = dir;
1534 1413
1535 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1414 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1536 arrow->stats.hp = arrow->stats.dam; 1415 arrow->stats.hp = arrow->stats.dam;
1537 arrow->stats.grace = arrow->attacktype; 1416 arrow->stats.grace = arrow->attacktype;
1538 1417 arrow->custom_name = arrow->slaying;
1539 if (arrow->slaying)
1540 arrow->spellarg = strdup (arrow->slaying);
1541 1418
1542#if 0 1419#if 0
1543 if (player *pl = op->contr) 1420 if (player *pl = op->contr)
1544 { 1421 {
1545 float speed = pl->weapon_sp; 1422 float speed = pl->weapon_sp;
1759 case BOW: 1636 case BOW:
1760 player_fire_bow (op, dir); 1637 player_fire_bow (op, dir);
1761 break; 1638 break;
1762 1639
1763 case SPELL: 1640 case SPELL:
1764 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1641 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1765 break; 1642 break;
1766 1643
1767 case BUILDER: 1644 case BUILDER:
1768 apply_map_builder (op, dir); 1645 apply_map_builder (op, dir);
1769 break; 1646 break;
1778 } 1655 }
1779 1656
1780 return true; 1657 return true;
1781} 1658}
1782 1659
1783/* find_key 1660static object *
1784 * We try to find a key for the door as passed. If we find a key
1785 * and successfully use it, we return the key, otherwise NULL
1786 * This function merges both normal and locked door, since the logic
1787 * for both is the same - just the specific key is different.
1788 * pl is the player,
1789 * inv is the objects inventory to searched
1790 * door is the door we are trying to match against.
1791 * This function can be called recursively to search containers.
1792 */
1793object *
1794find_key (object *pl, object *container, object *door) 1661find_key_ (object *pl, object *container, object *door)
1795{ 1662{
1796 object *tmp, *key; 1663 object *tmp, *key;
1797 1664
1798 /* Should not happen, but sanity checking is never bad */ 1665 /* Should not happen, but sanity checking is never bad */
1799 if (!container->inv) 1666 if (!container->inv)
1802 /* First, lets try to find a key in the top level inventory */ 1669 /* First, lets try to find a key in the top level inventory */
1803 for (tmp = container->inv; tmp; tmp = tmp->below) 1670 for (tmp = container->inv; tmp; tmp = tmp->below)
1804 { 1671 {
1805 if (door->type == DOOR && tmp->type == KEY) 1672 if (door->type == DOOR && tmp->type == KEY)
1806 break; 1673 break;
1674
1807 /* For sanity, we should really check door type, but other stuff 1675 /* For sanity, we should really check door type, but other stuff
1808 * (like containers) can be locked with special keys 1676 * (like containers) can be locked with special keys
1809 */ 1677 */
1810 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1678 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1811 break; 1679 break;
1817 * a key, return 1685 * a key, return
1818 */ 1686 */
1819 if (!tmp) 1687 if (!tmp)
1820 { 1688 {
1821 for (tmp = container->inv; tmp; tmp = tmp->below) 1689 for (tmp = container->inv; tmp; tmp = tmp->below)
1822 {
1823 /* No reason to search empty containers */ 1690 /* No reason to search empty containers */
1824 if (tmp->type == CONTAINER && tmp->inv) 1691 if (tmp->type == CONTAINER && tmp->inv)
1825 {
1826 if ((key = find_key (pl, tmp, door))) 1692 if ((key = find_key_ (pl, tmp, door)))
1827 return key; 1693 return key;
1828 }
1829 }
1830 1694
1831 if (!tmp) 1695 if (!tmp)
1832 return NULL; 1696 return 0;
1833 } 1697 }
1834 1698
1835 /* We get down here if we have found a key. Now if its in a container, 1699 /* We get down here if we have found a key. Now if its in a container,
1836 * see if we actually want to use it 1700 * see if we actually want to use it
1837 */ 1701 */
1838 if (pl != container) 1702 if (pl != container)
1839 { 1703 {
1840 /* Only let players use keys in containers */ 1704 /* Only let players use keys in containers */
1841 if (!pl->contr) 1705 if (!pl->contr)
1842 return NULL; 1706 return 0;
1707
1843 /* cases where this fails: 1708 /* cases where this fails:
1844 * If we only search the player inventory, return now since we 1709 * If we only search the player inventory, return now since we
1845 * are not in the players inventory. 1710 * are not in the players inventory.
1846 * If the container is not active, return now since only active 1711 * If the container is not active, return now since only active
1847 * containers can be used. 1712 * containers can be used.
1851 * inv must have been an container and must have been active. 1716 * inv must have been an container and must have been active.
1852 * 1717 *
1853 * Change the color so that the message doesn't disappear with 1718 * Change the color so that the message doesn't disappear with
1854 * all the others. 1719 * all the others.
1855 */ 1720 */
1856 if (pl->contr->usekeys == key_inventory || 1721 if (pl->contr->usekeys == key_inventory
1857 !QUERY_FLAG (container, FLAG_APPLIED) || 1722 || !QUERY_FLAG (container, FLAG_APPLIED)
1858 (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1723 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1859 { 1724 {
1860 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1725 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1861 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1726 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1862 return NULL; 1727 return NULL;
1863 } 1728 }
1864 } 1729 }
1865 1730
1866 return tmp; 1731 return tmp;
1732}
1733
1734/* find_key
1735 * We try to find a key for the door as passed. If we find a key
1736 * and successfully use it, we return the key, otherwise NULL
1737 * This function merges both normal and locked door, since the logic
1738 * for both is the same - just the specific key is different.
1739 * pl is the player,
1740 * inv is the objects inventory to searched
1741 * door is the door we are trying to match against.
1742 * This function can be called recursively to search containers.
1743 */
1744object *
1745find_key (object *pl, object *container, object *door)
1746{
1747 if (door->slaying && is_match_expr (door->slaying))
1748 {
1749 // for match expressions, we try to find the key by applying the match
1750 // to the op itself, which is supposed to find the "key", instead
1751 // of searching through containers ourselves.
1752
1753 return match_one (door->slaying, container, door, pl, pl);
1754 }
1755 else
1756 return find_key_ (pl, container, door);
1867} 1757}
1868 1758
1869/* moved door processing out of move_player_attack. 1759/* moved door processing out of move_player_attack.
1870 * returns 1 if player has opened the door with a key 1760 * returns 1 if player has opened the door with a key
1871 * such that the caller should not do anything more, 1761 * such that the caller should not do anything more,
1921 * going to try and move (not fire weapons). 1811 * going to try and move (not fire weapons).
1922 */ 1812 */
1923bool 1813bool
1924move_player_attack (object *op, int dir) 1814move_player_attack (object *op, int dir)
1925{ 1815{
1816 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1817 {
1818 --op->speed_left;
1819 return true;
1820 }
1821
1926 int on_battleground; 1822 int on_battleground;
1927 1823
1928 sint16 nx = freearr_x[dir] + op->x; 1824 sint16 nx = freearr_x[dir] + op->x;
1929 sint16 ny = freearr_y[dir] + op->y; 1825 sint16 ny = freearr_y[dir] + op->y;
1930 1826
1931 on_battleground = op_on_battleground (op, 0, 0); 1827 on_battleground = op_on_battleground (op, 0, 0);
1932 1828
1933 if (out_of_map (op->map, nx, ny)) 1829 if (out_of_map (op->map, nx, ny))
1934 return false; 1830 return false;
1935
1936 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1937 {
1938 --op->speed_left;
1939 return true;
1940 }
1941 1831
1942 /* If braced, or can't move to the square, and it is not out of the 1832 /* If braced, or can't move to the square, and it is not out of the
1943 * map, attack it. Note order of if statement is important - don't 1833 * map, attack it. Note order of if statement is important - don't
1944 * want to be calling move_ob if braced, because move_ob will move the 1834 * want to be calling move_ob if braced, because move_ob will move the
1945 * player. This is a pretty nasty hack, because if we could 1835 * player. This is a pretty nasty hack, because if we could
2954 level = ob->map->darklevel () - 2; 2844 level = ob->map->darklevel () - 2;
2955 2845
2956 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
2957 * If you carry a light on a non-dark map, its not 2847 * If you carry a light on a non-dark map, its not
2958 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
2959 if (has_carried_lights (ob)) 2849 if (ob->has_carried_lights ())
2960 level = -(10 + (2 * ob->map->darklevel ())); 2850 level = -(10 + (2 * ob->map->darklevel ()));
2961 2851
2962 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
2963 for (i = 0, x = ob->x, y = ob->y; 2853 for (i = 0, x = ob->x, y = ob->y;
2964 i <= SIZEOFFREE1; 2854 i <= SIZEOFFREE1;

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