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Comparing deliantra/server/server/player.C (file contents):
Revision 1.238 by root, Thu Nov 5 16:09:51 2009 UTC vs.
Revision 1.243 by root, Sat Nov 7 18:30:06 2009 UTC

273{ 273{
274 /* Clear item stack */ 274 /* Clear item stack */
275 free (stack_items); 275 free (stack_items);
276} 276}
277 277
278/*
279 * get_player_archetype() return next player archetype from archetype
280 * list. Not very efficient routine, but used only creating new players.
281 * Note: there MUST be at least one player archetype!
282 */
283static archetype *
284get_player_archetype (archetype *at)
285{
286 // archetypes could have been reloaded
287 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
288
289 if (!nat)
290 return at;
291
292 archvec::iterator i = archetypes.find (nat);
293
294 for (;;)
295 {
296 if (++i == archetypes.end ())
297 i = archetypes.begin ();
298 else if (*i == at)
299 cleanup ("not a single player archetype found");
300
301 if ((*i)->type == PLAYER)
302 return *i;
303 }
304}
305
278/* Tries to add player on the connection passed in ns. 306/* Tries to add player on the connection passed in ns.
279 * All we can really get in this is some settings like host and display 307 * All we can really get in this is some settings like host and display
280 * mode. 308 * mode.
281 */ 309 */
282player * 310player *
291 pl->ob->run_away = 25; /* Then we panick... */ 319 pl->ob->run_away = 25; /* Then we panick... */
292 320
293 set_first_map (pl->ob); 321 set_first_map (pl->ob);
294 322
295 return pl; 323 return pl;
296}
297
298/*
299 * get_player_archetype() return next player archetype from archetype
300 * list. Not very efficient routine, but used only creating new players.
301 * Note: there MUST be at least one player archetype!
302 */
303archetype *
304get_player_archetype (archetype *at)
305{
306 // archetypes could have been reloaded
307 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
308
309 if (!nat)
310 return at;
311
312 archvec::iterator i = archetypes.find (nat);
313
314 for (;;)
315 {
316 if (++i == archetypes.end ())
317 i = archetypes.begin ();
318 else if (*i == at)
319 cleanup ("not a single player archetype found");
320
321 if ((*i)->type == PLAYER)
322 return *i;
323 }
324} 324}
325 325
326object * 326object *
327get_nearest_player (object *mon) 327get_nearest_player (object *mon)
328{ 328{
744player::chargen_race_done () 744player::chargen_race_done ()
745{ 745{
746 /* this must before then initial items are given */ 746 /* this must before then initial items are given */
747 esrv_new_player (ob->contr); 747 esrv_new_player (ob->contr);
748 748
749 treasurelist *tl = treasurelist::find ("starting_wealth"); 749 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
750 if (tl) 750 if (tl)
751 create_treasure (tl, ob, 0, 0, 0); 751 create_treasure (tl, ob, 0, 0, 0);
752 752
753 INVOKE_PLAYER (BIRTH, ob->contr); 753 INVOKE_PLAYER (BIRTH, ob->contr);
754 INVOKE_PLAYER (LOGIN, ob->contr); 754 INVOKE_PLAYER (LOGIN, ob->contr);
807 ob->stats.hp = ob->stats.maxhp; 807 ob->stats.hp = ob->stats.maxhp;
808 ob->stats.sp = ob->stats.maxsp; 808 ob->stats.sp = ob->stats.maxsp;
809 ob->stats.grace = 0; 809 ob->stats.grace = 0;
810} 810}
811 811
812void 812static void
813flee_player (object *op) 813flee_player (object *op)
814{ 814{
815 int dir, diff; 815 int dir, diff;
816 rv_vector rv; 816 rv_vector rv;
817 817
903 if (op->contr->mode & PU_DEBUG) 903 if (op->contr->mode & PU_DEBUG)
904 { 904 {
905 /* some debugging code to figure out item information */ 905 /* some debugging code to figure out item information */
906 const char *str = tmp->name 906 const char *str = tmp->name
907 ? format ("item name: %s item type: %d weight/value: %d", 907 ? format ("item name: %s item type: %d weight/value: %d",
908 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) 908 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
909 : format ("item name: %s item type: %d weight/value: %d", 909 : format ("item name: %s item type: %d weight/value: %d",
910 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 910 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
911 911
912 new_draw_info (NDI_UNIQUE, 0, op, str); 912 new_draw_info (NDI_UNIQUE, 0, op, str);
913 } 913 }
914 914
915 if (op->contr->mode & PU_INHIBIT) 915 if (op->contr->mode & PU_INHIBIT)
1146 fprintf (stderr, "%s", tmp->name); 1146 fprintf (stderr, "%s", tmp->name);
1147 } 1147 }
1148 else 1148 else
1149 fprintf (stderr, "%s", tmp->arch->archname); 1149 fprintf (stderr, "%s", tmp->arch->archname);
1150 fprintf (stderr, ",%d] = ", tmp->type); 1150 fprintf (stderr, ",%d] = ", tmp->type);
1151 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1151 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1152#endif 1152#endif
1153 CHK_PICK_PICKUP; 1153 CHK_PICK_PICKUP;
1154 continue; 1154 continue;
1155 } 1155 }
1156 } /* the new pickup model */ 1156 } /* the new pickup model */
1157 } 1157 }
1158 1158
1159 return !stop; 1159 return !stop;
1160} 1160}
1161 1161
1162/* routine for both players and monsters. We call this when
1163 * there is a possibility for our action distrubing our hiding
1164 * place or invisiblity spell. Artefact invisiblity causes
1165 * "noise" instead. If we arent invisible to begin with, we
1166 * return 0.
1167 */
1168static int
1169action_makes_visible (object *op)
1170{
1171 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1172 {
1173 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1174 {
1175 // artefact invisibility is permanent, but we still make noise
1176 // this is important for game-balance.
1177 if (op->contr)
1178 op->make_noise ();
1179
1180 return 0;
1181 }
1182
1183 if (op->contr && op->contr->tmp_invis == 0)
1184 return 0;
1185
1186 /* If monsters, they should become visible */
1187 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1188 {
1189 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1190 return 1;
1191 }
1192 }
1193
1194 return 0;
1195}
1196
1162/* 1197/*
1163 * Find an arrow in the inventory and after that 1198 * Find an arrow in the inventory and after that
1164 * in the right type container (quiver). Pointer to the 1199 * in the right type container (quiver). Pointer to the
1165 * found object is returned. 1200 * found object is returned.
1166 */ 1201 */
1167object * 1202static object *
1168find_arrow (object *op, const char *type) 1203find_arrow (object *op, const char *type)
1169{ 1204{
1170 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1205 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1171 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1206 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1172 return splay (tmp); 1207 return splay (tmp);
1186 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1221 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1187 * against the target. A full test is not performed, simply a basic test 1222 * against the target. A full test is not performed, simply a basic test
1188 * of resistances. The archer is making a quick guess at what he sees down 1223 * of resistances. The archer is making a quick guess at what he sees down
1189 * the hall. Failing that it does it's best to pick the highest plus arrow. 1224 * the hall. Failing that it does it's best to pick the highest plus arrow.
1190 */ 1225 */
1191object * 1226static object *
1192find_better_arrow (object *op, object *target, shstr_cmp type, int *better) 1227find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1193{ 1228{
1194 object *tmp = NULL, *arrow, *ntmp; 1229 object *tmp = NULL, *arrow, *ntmp;
1195 int attacknum, attacktype, betterby = 0, i; 1230 int attacknum, attacktype, betterby = 0, i;
1196 1231
1265 * find_better_arrow to find a decent arrow to use. 1300 * find_better_arrow to find a decent arrow to use.
1266 * op = the shooter 1301 * op = the shooter
1267 * type = bow->race 1302 * type = bow->race
1268 * dir = fire direction 1303 * dir = fire direction
1269 */ 1304 */
1270object * 1305static object *
1271pick_arrow_target (object *op, shstr_cmp type, int dir) 1306pick_arrow_target (object *op, shstr_cmp type, int dir)
1272{ 1307{
1273 object *tmp = NULL; 1308 object *tmp = NULL;
1274 maptile *m; 1309 maptile *m;
1275 int i, mflags, found, number; 1310 int i, mflags, found, number;
1490 * but monsters can't. Putting that code here 1525 * but monsters can't. Putting that code here
1491 * makes the fire_bow code much cleaner. 1526 * makes the fire_bow code much cleaner.
1492 * this function should only be called if 'op' is a player, 1527 * this function should only be called if 'op' is a player,
1493 * hence the function name. 1528 * hence the function name.
1494 */ 1529 */
1495int 1530static int
1496player_fire_bow (object *op, int dir) 1531player_fire_bow (object *op, int dir)
1497{ 1532{
1498 int ret; 1533 int ret;
1499 1534
1500 if (op->contr->bowtype == bow_bestarrow) 1535 if (op->contr->bowtype == bow_bestarrow)
1528} 1563}
1529 1564
1530/* Fires a misc (wand/rod/horn) object in 'dir'. 1565/* Fires a misc (wand/rod/horn) object in 'dir'.
1531 * Broken apart from 'fire' to keep it more readable. 1566 * Broken apart from 'fire' to keep it more readable.
1532 */ 1567 */
1533void 1568static void
1534fire_misc_object (object *op, int dir) 1569fire_misc_object (object *op, int dir)
1535{ 1570{
1536 object *item = op->contr->ranged_ob; 1571 object *item = op->contr->ranged_ob;
1537 1572
1538 if (!item) 1573 if (!item)
1560 return; 1595 return;
1561 } 1596 }
1562 } 1597 }
1563 else if (item->type == ROD || item->type == HORN) 1598 else if (item->type == ROD || item->type == HORN)
1564 { 1599 {
1565 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); 1600 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1566 1601
1567 // using the maximum of the rods charge allows at least one spell cast 1602 // using the maximum of the rods charge allows at least one spell cast
1568 // for a rod or horn, this fixes some broken rods. 1603 // for a rod or horn, this fixes some broken rods.
1569 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1604 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1570 { 1605 {
1571 op->contr->play_sound (sound_find ("wand_poof")); 1606 op->contr->play_sound (sound_find ("wand_poof"));
1572 1607
1573 if (item->type == ROD) 1608 if (item->type == ROD)
1574 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1609 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1983} 2018}
1984 2019
1985bool 2020bool
1986move_player (object *op, int dir) 2021move_player (object *op, int dir)
1987{ 2022{
1988 int pick;
1989
1990 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2023 if (!op->map || op->map->in_memory != MAP_ACTIVE)
1991 return 0; 2024 return 0;
1992 2025
1993 /* Sanity check: make sure dir is valid */ 2026 /* Sanity check: make sure dir is valid */
1994 if ((dir < 0) || (dir >= 9)) 2027 if ((dir < 0) || (dir >= 9))
2005 2038
2006 if (op->flag [FLAG_HIDDEN]) 2039 if (op->flag [FLAG_HIDDEN])
2007 do_hidden_move (op); 2040 do_hidden_move (op);
2008 2041
2009 bool retval; 2042 bool retval;
2043 int pick = 0;
2010 2044
2011 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2045 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2012 retval = RESULT_INT (0); 2046 retval = RESULT_INT (0);
2013 else if (op->contr->fire_on) 2047 else if (op->contr->fire_on)
2014 retval = fire (op, dir); 2048 retval = fire (op, dir);
2071 return move_player (op, op->direction); 2105 return move_player (op, op->direction);
2072 2106
2073 return false; 2107 return false;
2074} 2108}
2075 2109
2076int 2110static int
2077save_life (object *op) 2111save_life (object *op)
2078{ 2112{
2079 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2113 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2080 return 0; 2114 return 0;
2081 2115
2128void 2162void
2129object::drop_unpaid_items () 2163object::drop_unpaid_items ()
2130{ 2164{
2131 if (!flag [FLAG_REMOVED]) 2165 if (!flag [FLAG_REMOVED])
2132 ::drop_unpaid_items (inv, this); 2166 ::drop_unpaid_items (inv, this);
2133}
2134
2135/*
2136 * Returns pointer a static string containing gravestone text
2137 * Moved from apply.c to player.c - player.c is what
2138 * actually uses this function. player.c may not be quite the
2139 * best, a misc file for object actions is probably better,
2140 * but there isn't one in the server directory.
2141 */
2142const char *
2143gravestone_text (object *op)
2144{
2145 static dynbuf_text buf;
2146
2147 buf << "---- R.I.P. ----\n\n"
2148 << op->name;
2149
2150 if (op->type == PLAYER)
2151 buf << " the " << op->contr->title;
2152
2153 buf << "\n\n";
2154
2155 buf << "who was level ";
2156 buf << (sint32)op->level << "\n\n" // OO breakdown
2157 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2158
2159 if (op->type == PLAYER)
2160 buf << "by " << op->contr->killer_name () << ".\n\n";
2161
2162 {
2163 static char buf2[128];
2164 time_t now = time (NULL);
2165 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2166 buf << buf2;
2167 }
2168
2169 return buf;
2170} 2167}
2171 2168
2172void 2169void
2173do_some_living (object *op) 2170do_some_living (object *op)
2174{ 2171{
2429 return; 2426 return;
2430 2427
2431 dynbuf_text deathtab; 2428 dynbuf_text deathtab;
2432 2429
2433 /* restore player */ 2430 /* restore player */
2434 at = archetype::find ("poisoning"); 2431 at = archetype::find (shstr_poisoning);
2435 if (object *tmp = present_arch_in_ob (at, op)) 2432 if (object *tmp = present_arch_in_ob (at, op))
2436 { 2433 {
2437 tmp->destroy (); 2434 tmp->destroy ();
2438 deathtab << "Your body feels cleansed...\r"; 2435 deathtab << "Your body feels cleansed...\r";
2439 } 2436 }
2440 2437
2441 at = archetype::find ("confusion"); 2438 at = archetype::find (shstr_confusion);
2442 if (object *tmp = present_arch_in_ob (at, op)) 2439 if (object *tmp = present_arch_in_ob (at, op))
2443 { 2440 {
2444 tmp->destroy (); 2441 tmp->destroy ();
2445 deathtab << "Your mind feels clearer...\r"; 2442 deathtab << "Your mind feels clearer...\r";
2446 } 2443 }
2473 if (op_on_battleground (op, &x, &y)) 2470 if (op_on_battleground (op, &x, &y))
2474 { 2471 {
2475 deathtab << "You almost died in combat, but local medics have saved your life...\r"; 2472 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2476 2473
2477 /* create a bodypart-trophy to make the winner happy */ 2474 /* create a bodypart-trophy to make the winner happy */
2478 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2475 if (object *tmp = arch_to_object (archetype::find (shstr_finger)))
2479 { 2476 {
2480 tmp->name = format ("%s's finger" , &op->name); 2477 tmp->name = format ("%s's finger" , &op->name);
2481 tmp->name_pl = format ("%s's fingers", &op->name); 2478 tmp->name_pl = format ("%s's fingers", &op->name);
2482 tmp->msg = format ( 2479 tmp->msg = format (
2483 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2480 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2558 lost_a_stat = 1; 2555 lost_a_stat = 1;
2559 } 2556 }
2560 else 2557 else
2561 { 2558 {
2562 /* deplete a stat */ 2559 /* deplete a stat */
2563 archetype *deparch = archetype::find ("depletion"); 2560 archetype *deparch = archetype::find (shstr_depletion);
2564 object *dep; 2561 object *dep;
2565 2562
2566 dep = present_arch_in_ob (deparch, op); 2563 dep = present_arch_in_ob (deparch, op);
2567 if (!dep) 2564 if (!dep)
2568 { 2565 {
2640#endif 2637#endif
2641 2638
2642 /* Put a gravestone up where the character 'almost' died. List the 2639 /* Put a gravestone up where the character 'almost' died. List the
2643 * exp loss on the stone. 2640 * exp loss on the stone.
2644 */ 2641 */
2645 tmp = arch_to_object (archetype::find ("gravestone")); 2642 tmp = arch_to_object (archetype::find (shstr_gravestone));
2646 tmp->name = format ("%s's gravestone", &op->name); 2643 tmp->name = format ("%s's gravestone", &op->name);
2647 tmp->name_pl = format ("%s's gravestones", &op->name); 2644 tmp->name_pl = format ("%s's gravestones", &op->name);
2648 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", 2645 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2649 &op->name, op->contr->title, op->contr->killer_name ()); 2646 &op->name, op->contr->title, op->contr->killer_name ());
2650 tmp->x = op->x, tmp->y = op->y; 2647 tmp->x = op->x, tmp->y = op->y;
2705 } 2702 }
2706 2703
2707 op->contr->infobox (MSG_CHANNEL ("death"), deathtab); 2704 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2708} 2705}
2709 2706
2710void 2707static void
2711loot_object (object *op) 2708loot_object (object *op)
2712{ /* Grab and destroy some treasure */ 2709{ /* Grab and destroy some treasure */
2713 object *tmp, *tmp2, *next; 2710 object *tmp, *tmp2, *next;
2714 2711
2715 op->close_container (); /* close open sack first */ 2712 op->close_container (); /* close open sack first */
3017 } 3014 }
3018 3015
3019 return 0; 3016 return 0;
3020} 3017}
3021 3018
3022/* routine for both players and monsters. We call this when
3023 * there is a possibility for our action distrubing our hiding
3024 * place or invisiblity spell. Artefact invisiblity causes
3025 * "noise" instead. If we arent invisible to begin with, we
3026 * return 0.
3027 */
3028int
3029action_makes_visible (object *op)
3030{
3031 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3032 {
3033 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3034 {
3035 // artefact invisibility is permanent, but we still make noise
3036 // this is important for game-balance.
3037 if (op->contr)
3038 op->make_noise ();
3039
3040 return 0;
3041 }
3042
3043 if (op->contr && op->contr->tmp_invis == 0)
3044 return 0;
3045
3046 /* If monsters, they should become visible */
3047 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3048 {
3049 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3050 return 1;
3051 }
3052 }
3053
3054 return 0;
3055}
3056
3057/* op_on_battleground - checks if the given object op (usually 3019/* op_on_battleground - checks if the given object op (usually
3058 * a player) is standing on a valid battleground-tile, 3020 * a player) is standing on a valid battleground-tile,
3059 * function returns TRUE/FALSE. If true x, y returns the battleground 3021 * function returns TRUE/FALSE. If true x, y returns the battleground
3060 * -exit-coord. (and if x, y not NULL) 3022 * -exit-coord. (and if x, y not NULL)
3061 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3023 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set

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