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Comparing deliantra/server/server/player.C (file contents):
Revision 1.243 by root, Sat Nov 7 18:30:06 2009 UTC vs.
Revision 1.256 by root, Fri Mar 26 00:59:22 2010 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 (©) 2005,2006,2007,2008,2009 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 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
107 ob->race = ob->arch->race; 107 ob->race = ob->arch->race;
108 108
109 ob->update_weight (); 109 ob->update_weight ();
110 link_skills (); 110 link_skills ();
111 111
112 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
113
114 assign (title, ob->arch->object::name); 112 assign (title, ob->arch->object::name);
115 113
116 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
117 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
118 { 116 {
119 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
120 118
121 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
122 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
136 134
137 ns->floorbox_update (); 135 ns->floorbox_update ();
138 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
139 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
140 138
141 activate ();
142
143 INVOKE_PLAYER (CONNECT, this);
144 INVOKE_PLAYER (LOGIN, this);
145}
146
147void
148player::disconnect ()
149{
150 if (ob)
151 {
152 ob->close_container (); //TODO: client-specific
153 ob->drop_unpaid_items ();
154 }
155
156 if (ns)
157 {
158 if (active)
159 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
160
161 INVOKE_PLAYER (DISCONNECT, this);
162
163 ns->reset_stats ();
164 ns->pl = 0;
165 ns = 0;
166 }
167
168 // this is important for the player scheduler to get the correct refcount
169 // when ns = 0
170 observe = viewpoint = ob;
171
172 deactivate ();
173}
174
175//-GPL
176
177// the need for this function can be explained
178// by load_object not returning the object
179void
180player::set_object (object *op)
181{
182 ob = observe = viewpoint = op;
183 ob->contr = this; /* this aren't yet in archetype */
184
185 ob->speed = 1.0f;
186 ob->speed_left = 0.5f;
187
188 ob->direction = 5; /* So player faces south */
189
190 ob->flag [FLAG_READY_WEAPON] = false; 139 ob->flag [FLAG_READY_WEAPON] = false;
191 ob->flag [FLAG_READY_SKILL] = false; 140 ob->flag [FLAG_READY_SKILL] = false;
192 ob->flag [FLAG_READY_BOW] = false; 141 ob->flag [FLAG_READY_BOW] = false;
193 142
194 for (object *op = ob->inv; op; op = op->below) 143 for (object *op = ob->inv; op; op = op->below)
195 if (op->flag [FLAG_APPLIED]) 144 if (op->flag [FLAG_APPLIED])
196 switch (op->type) 145 switch (op->type)
197 { 146 {
198 case SKILL: 147 case SKILL:
199 ob->flag [FLAG_APPLIED] = false; 148 op->flag [FLAG_APPLIED] = false;
200 break; 149 break;
201 150
202 case WAND: 151 case WAND:
203 case ROD: 152 case ROD:
204 case HORN: 153 case HORN:
209 case WEAPON: 158 case WEAPON:
210 combat_ob = op; 159 combat_ob = op;
211 break; 160 break;
212 } 161 }
213 162
163 ob->current_weapon = 0;
214 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
215 ob->deactivate (); // change_weapon activates, fix this better 165 activate (); // change_weapon also activates, but this doesn't hurt
166
167 INVOKE_PLAYER (CONNECT, this);
168 INVOKE_PLAYER (LOGIN, this);
169}
170
171void
172player::disconnect ()
173{
174 if (ob)
175 {
176 ob->close_container (); //TODO: client-specific
177 ob->drop_unpaid_items ();
178 }
179
180 if (ns)
181 {
182 if (active)
183 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
184
185 INVOKE_PLAYER (DISCONNECT, this);
186
187 ns->reset_stats ();
188 ns->pl = 0;
189 ns = 0;
190 }
191
192 // this is important for the player scheduler to get the correct refcount
193 // when ns = 0
194 observe = viewpoint = ob;
195
196 deactivate ();
197}
198
199//-GPL
200
201// the need for this function can be explained
202// by load_object not returning the object
203void
204player::set_object (object *op)
205{
206 ob = observe = viewpoint = op;
207 ob->contr = this; /* this aren't yet in archetype */
208
209 ob->speed = 1.0f;
210 ob->speed_left = 0.5f;
211
212 ob->direction = 5; /* So player faces south */
216} 213}
217 214
218void 215void
219player::set_observe (object *op) 216player::set_observe (object *op)
220{ 217{
310player * 307player *
311player::create () 308player::create ()
312{ 309{
313 player *pl = new player; 310 player *pl = new player;
314 311
315 pl->set_object (arch_to_object (get_player_archetype (0))); 312 pl->set_object (get_player_archetype (0)->instance ());
316 313
317 pl->ob->roll_stats (); 314 pl->ob->roll_stats ();
318 pl->ob->stats.wc = 2; 315 pl->ob->stats.wc = 2;
319 pl->ob->run_away = 25; /* Then we panick... */ 316 pl->ob->run_away = 25; /* Then we panick... */
320 317
637 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 634 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
638} 635}
639 636
640/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 637/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
641static int 638static int
642roll_stat (void) 639roll_stat ()
643{ 640{
644 int a[4], i, j, k; 641 int a[4], i, j, k;
645 642
646 for (i = 0; i < 4; i++) 643 for (i = 0; i < 4; i++)
647 a[i] = (int) rndm (6) + 1; 644 a[i] = (int) rndm (6) + 1;
841 dir = absdir (4 + rv.direction); 838 dir = absdir (4 + rv.direction);
842 for (diff = 0; diff < 3; diff++) 839 for (diff = 0; diff < 3; diff++)
843 { 840 {
844 int m = 1 - rndm (2) * 2; 841 int m = 1 - rndm (2) * 2;
845 842
846 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 843 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
847 return; 844 return;
848 } 845 }
849 846
850 /* Cornered, get rid of scared */ 847 /* Cornered, get rid of scared */
851 CLEAR_FLAG (op, FLAG_SCARED); 848 CLEAR_FLAG (op, FLAG_SCARED);
867 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
868 return 1; 865 return 1;
869 866
870 next = op->below; 867 next = op->below;
871 868
872 int cnt = MAX_ITEM_PER_DROP; 869 int cnt = MAX_ITEM_PER_ACTION;
873#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 870#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
874 871
875 /* loop while there are items on the floor that are not marked as 872 /* loop while there are items on the floor that are not marked as
876 * destroyed */ 873 * destroyed */
877 while (next && !next->destroyed ()) 874 while (next && !next->destroyed ())
1002 continue; 999 continue;
1003 } 1000 }
1004 1001
1005 /* wands/staves/rods/horns */ 1002 /* wands/staves/rods/horns */
1006 if (op->contr->mode & PU_MAGIC_DEVICE) 1003 if (op->contr->mode & PU_MAGIC_DEVICE)
1007 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1004 if (tmp->type == WAND
1005 || tmp->type == ROD
1006 || tmp->type == HORN
1007 || tmp->type == POWER_CRYSTAL)
1008 { 1008 {
1009 CHK_PICK_PICKUP; 1009 CHK_PICK_PICKUP;
1010 continue; 1010 continue;
1011 } 1011 }
1012 1012
1013 /* pick up all magical items */ 1013 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL) 1014 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1016 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1016 { 1017 {
1017 CHK_PICK_PICKUP; 1018 CHK_PICK_PICKUP;
1018 continue; 1019 continue;
1019 } 1020 }
1020 1021
1027 } 1028 }
1028 } 1029 }
1029 1030
1030 /* rings & amulets - talismans seems to be typed AMULET */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1031 if (op->contr->mode & PU_JEWELS) 1032 if (op->contr->mode & PU_JEWELS)
1032 if (tmp->type == RING || tmp->type == AMULET) 1033 if (tmp->type == RING
1034 || tmp->type == AMULET
1035 || tmp->type == GIRDLE
1036 || tmp->type == SKILL_TOOL)
1033 { 1037 {
1034 CHK_PICK_PICKUP; 1038 CHK_PICK_PICKUP;
1035 continue; 1039 continue;
1036 } 1040 }
1037 1041
1086 CHK_PICK_PICKUP; 1090 CHK_PICK_PICKUP;
1087 continue; 1091 continue;
1088 } 1092 }
1089 1093
1090 if (op->contr->mode & PU_GLOVES) 1094 if (op->contr->mode & PU_GLOVES)
1091 if (tmp->type == GLOVES) 1095 if (tmp->type == GLOVES || tmp->type == BRACERS)
1092 { 1096 {
1093 CHK_PICK_PICKUP; 1097 CHK_PICK_PICKUP;
1094 continue; 1098 continue;
1095 } 1099 }
1096 1100
1852 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
1853 */ 1857 */
1854bool 1858bool
1855move_player_attack (object *op, int dir) 1859move_player_attack (object *op, int dir)
1856{ 1860{
1857 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) 1861 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1858 { 1862 {
1859 --op->speed_left; 1863 --op->speed_left;
1860 return true; 1864 return true;
1861 } 1865 }
1862 1866
1863 int on_battleground;
1864
1865 sint16 nx = freearr_x[dir] + op->x; 1867 sint16 nx = freearr_x[dir] + op->x;
1866 sint16 ny = freearr_y[dir] + op->y; 1868 sint16 ny = freearr_y[dir] + op->y;
1867
1868 on_battleground = op_on_battleground (op, 0, 0);
1869 1869
1870 if (out_of_map (op->map, nx, ny)) 1870 if (out_of_map (op->map, nx, ny))
1871 return false; 1871 return false;
1872 1872
1873 /* If braced, or can't move to the square, and it is not out of the 1873 /* If braced, or can't move to the square, and it is not out of the
1945 } 1945 }
1946 else 1946 else
1947 return false; 1947 return false;
1948 } 1948 }
1949 1949
1950 bool on_battleground = op_on_battleground (op, 0, 0);
1951
1950 /* in certain circumstances, you shouldn't attack friendly 1952 /* in certain circumstances, you shouldn't attack friendly
1951 * creatures. Note that if you are braced, you can't push 1953 * creatures. Note that if you are braced, you can't push
1952 * someone, but put it inside this loop so that you won't 1954 * someone, but put it inside this loop so that you won't
1953 * attack them either. 1955 * attack them either.
1954 */ 1956 */
2022{ 2024{
2023 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2025 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2024 return 0; 2026 return 0;
2025 2027
2026 /* Sanity check: make sure dir is valid */ 2028 /* Sanity check: make sure dir is valid */
2027 if ((dir < 0) || (dir >= 9)) 2029 if (dir < 0 || dir >= 9)
2028 { 2030 {
2029 LOG (llevError, "move_player: invalid direction %d\n", dir); 2031 LOG (llevError, "move_player: invalid direction %d\n", dir);
2030 return 0; 2032 return 0;
2031 } 2033 }
2032 2034
2470 if (op_on_battleground (op, &x, &y)) 2472 if (op_on_battleground (op, &x, &y))
2471 { 2473 {
2472 deathtab << "You almost died in combat, but local medics have saved your life...\r"; 2474 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2473 2475
2474 /* create a bodypart-trophy to make the winner happy */ 2476 /* create a bodypart-trophy to make the winner happy */
2475 if (object *tmp = arch_to_object (archetype::find (shstr_finger))) 2477 object *tmp = archetype::find (shstr_finger)->instance ();
2476 { 2478
2477 tmp->name = format ("%s's finger" , &op->name); 2479 tmp->name = format ("%s's finger" , &op->name);
2478 tmp->name_pl = format ("%s's fingers", &op->name); 2480 tmp->name_pl = format ("%s's fingers", &op->name);
2479 tmp->msg = format ( 2481 tmp->msg = format (
2480 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2482 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2481 &op->name, op->contr->title, 2483 &op->name, op->contr->title,
2482 (int)op->level, 2484 (int)op->level,
2483 op->contr->killer_name () 2485 op->contr->killer_name ()
2484 ); 2486 );
2485 tmp->value = 0, tmp->type = 0; 2487 tmp->value = 0, tmp->type = 0;
2486 tmp->materialname = "organics"; 2488 tmp->material = name_to_material (shstr_organic);
2487 tmp->insert_at (op, tmp); 2489 tmp->insert_at (op, tmp);
2488 }
2489 2490
2490 /* teleport defeated player to new destination */ 2491 /* teleport defeated player to new destination */
2491 transfer_ob (op, x, y, 0, NULL); 2492 transfer_ob (op, x, y, 0, NULL);
2492 op->contr->braced = 0; 2493 op->contr->braced = 0;
2493 2494
2561 object *dep; 2562 object *dep;
2562 2563
2563 dep = present_arch_in_ob (deparch, op); 2564 dep = present_arch_in_ob (deparch, op);
2564 if (!dep) 2565 if (!dep)
2565 { 2566 {
2566 dep = arch_to_object (deparch); 2567 dep = deparch->instance ();
2567 insert_ob_in_ob (dep, op); 2568 insert_ob_in_ob (dep, op);
2568 } 2569 }
2569 lose_this_stat = 1; 2570 lose_this_stat = 1;
2570 if (settings.balanced_stat_loss) 2571 if (settings.balanced_stat_loss)
2571 { 2572 {
2637#endif 2638#endif
2638 2639
2639 /* Put a gravestone up where the character 'almost' died. List the 2640 /* Put a gravestone up where the character 'almost' died. List the
2640 * exp loss on the stone. 2641 * exp loss on the stone.
2641 */ 2642 */
2642 tmp = arch_to_object (archetype::find (shstr_gravestone)); 2643 tmp = archetype::find (shstr_gravestone)->instance ();
2643 tmp->name = format ("%s's gravestone", &op->name); 2644 tmp->name = format ("%s's gravestone", &op->name);
2644 tmp->name_pl = format ("%s's gravestones", &op->name); 2645 tmp->name_pl = format ("%s's gravestones", &op->name);
2645 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", 2646 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2646 &op->name, op->contr->title, op->contr->killer_name ()); 2647 &op->name, op->contr->title, op->contr->killer_name ());
2647 tmp->x = op->x, tmp->y = op->y; 2648 tmp->x = op->x, tmp->y = op->y;
2743 * fix_weight(): Check recursively the weight of all players, and fix 2744 * fix_weight(): Check recursively the weight of all players, and fix
2744 * what needs to be fixed. Refresh windows and fix speed if anything 2745 * what needs to be fixed. Refresh windows and fix speed if anything
2745 * was changed. 2746 * was changed.
2746 */ 2747 */
2747void 2748void
2748fix_weight (void) 2749fix_weight ()
2749{ 2750{
2750 for_all_players (pl) 2751 for_all_players (pl)
2751 { 2752 {
2752 sint32 old = pl->ob->carrying; 2753 sint32 old = pl->ob->carrying;
2753 2754
2760 } 2761 }
2761 } 2762 }
2762} 2763}
2763 2764
2764void 2765void
2765fix_luck (void) 2766fix_luck ()
2766{ 2767{
2767 for_all_players (pl) 2768 for_all_players (pl)
2768 if (!pl->ob->contr->ns->state) 2769 if (!pl->ob->contr->ns->state)
2769 pl->ob->change_luck (0); 2770 pl->ob->change_luck (0);
2770} 2771}
3042 && tmp->name == shstr_battleground 3043 && tmp->name == shstr_battleground
3043 && EXIT_X (tmp) && EXIT_Y (tmp)) 3044 && EXIT_X (tmp) && EXIT_Y (tmp))
3044 { 3045 {
3045 /* before we assign the exit, check if this is a teambattle */ 3046 /* before we assign the exit, check if this is a teambattle */
3046 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3047 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3047 {
3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3049 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3049 { 3050 {
3050 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3051 {
3052 if (x && y) 3051 if (x && y)
3053 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3052 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3054 3053
3055 return 1; 3054 return 1;
3056 }
3057 } 3055 }
3058 }
3059 3056
3060 if (x && y) 3057 if (x && y)
3061 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3058 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3062 3059
3063 return 1; 3060 return 1;
3220 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3217 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3221 } 3218 }
3222 else 3219 else
3223 { 3220 {
3224 /* generate misc. treasure */ 3221 /* generate misc. treasure */
3225 tmp = arch_to_object (tr->item); 3222 tmp = tr->item->instance ();
3226 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3223 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3227 who->insert (tmp); 3224 who->insert (tmp);
3228 } 3225 }
3229} 3226}
3230 3227

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