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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 1.259 by root, Sun Mar 28 02:53:46 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 (©) 2005,2006,2007,2008,2009,2010 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;
141 ob->flag [FLAG_READY_RANGE] = false;
192 ob->flag [FLAG_READY_BOW] = false; 142 ob->flag [FLAG_READY_BOW] = false;
193 143
194 for (object *op = ob->inv; op; op = op->below) 144 for (object *op = ob->inv; op; op = op->below)
195 if (op->flag [FLAG_APPLIED]) 145 if (op->flag [FLAG_APPLIED])
196 switch (op->type) 146 switch (op->type)
197 { 147 {
198 case SKILL: 148 case SKILL:
199 ob->flag [FLAG_APPLIED] = false; 149 op->flag [FLAG_APPLIED] = false;
200 break; 150 break;
201 151
202 case WAND: 152 case WAND:
203 case ROD: 153 case ROD:
204 case HORN: 154 case HORN:
209 case WEAPON: 159 case WEAPON:
210 combat_ob = op; 160 combat_ob = op;
211 break; 161 break;
212 } 162 }
213 163
164 ob->current_weapon = 0;
214 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 165 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
215 ob->deactivate (); // change_weapon activates, fix this better 166 activate (); // change_weapon also activates, but this doesn't hurt
167
168 INVOKE_PLAYER (CONNECT, this);
169 INVOKE_PLAYER (LOGIN, this);
170}
171
172void
173player::disconnect ()
174{
175 if (ob)
176 {
177 ob->close_container (); //TODO: client-specific
178 ob->drop_unpaid_items ();
179 }
180
181 if (ns)
182 {
183 if (active)
184 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
185
186 INVOKE_PLAYER (DISCONNECT, this);
187
188 ns->reset_stats ();
189 ns->pl = 0;
190 ns = 0;
191 }
192
193 // this is important for the player scheduler to get the correct refcount
194 // when ns = 0
195 observe = viewpoint = ob;
196
197 deactivate ();
198}
199
200//-GPL
201
202// the need for this function can be explained
203// by load_object not returning the object
204void
205player::set_object (object *op)
206{
207 ob = observe = viewpoint = op;
208 ob->contr = this; /* this aren't yet in archetype */
209
210 ob->speed = 1.0f;
211 ob->speed_left = 0.5f;
212
213 ob->direction = 5; /* So player faces south */
216} 214}
217 215
218void 216void
219player::set_observe (object *op) 217player::set_observe (object *op)
220{ 218{
310player * 308player *
311player::create () 309player::create ()
312{ 310{
313 player *pl = new player; 311 player *pl = new player;
314 312
315 pl->set_object (arch_to_object (get_player_archetype (0))); 313 pl->set_object (get_player_archetype (0)->instance ());
316 314
317 pl->ob->roll_stats (); 315 pl->ob->roll_stats ();
318 pl->ob->stats.wc = 2; 316 pl->ob->stats.wc = 2;
319 pl->ob->run_away = 25; /* Then we panick... */ 317 pl->ob->run_away = 25; /* Then we panick... */
320 318
637 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 635 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
638} 636}
639 637
640/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 638/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
641static int 639static int
642roll_stat (void) 640roll_stat ()
643{ 641{
644 int a[4], i, j, k; 642 int a[4], i, j, k;
645 643
646 for (i = 0; i < 4; i++) 644 for (i = 0; i < 4; i++)
647 a[i] = (int) rndm (6) + 1; 645 a[i] = (int) rndm (6) + 1;
841 dir = absdir (4 + rv.direction); 839 dir = absdir (4 + rv.direction);
842 for (diff = 0; diff < 3; diff++) 840 for (diff = 0; diff < 3; diff++)
843 { 841 {
844 int m = 1 - rndm (2) * 2; 842 int m = 1 - rndm (2) * 2;
845 843
846 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 844 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
847 return; 845 return;
848 } 846 }
849 847
850 /* Cornered, get rid of scared */ 848 /* Cornered, get rid of scared */
851 CLEAR_FLAG (op, FLAG_SCARED); 849 CLEAR_FLAG (op, FLAG_SCARED);
861{ 859{
862 object *tmp, *next; 860 object *tmp, *next;
863 int stop = 0; 861 int stop = 0;
864 int wvratio; 862 int wvratio;
865 863
866 /* if you're flying, you cna't pick up anything */ 864 /* if you're flying, you can't pick up anything */
867 if (op->move_type & MOVE_FLYING) 865 if (op->move_type & MOVE_FLYING)
868 return 1; 866 return 1;
869 867
870 next = op->below; 868 next = op->below;
871 869
872 int cnt = MAX_ITEM_PER_DROP; 870 int cnt = MAX_ITEM_PER_ACTION;
873#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 871#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
874 872
875 /* loop while there are items on the floor that are not marked as 873 /* loop while there are items on the floor that are not marked as
876 * destroyed */ 874 * destroyed */
877 while (next && !next->destroyed ()) 875 while (next && !next->destroyed ())
1002 continue; 1000 continue;
1003 } 1001 }
1004 1002
1005 /* wands/staves/rods/horns */ 1003 /* wands/staves/rods/horns */
1006 if (op->contr->mode & PU_MAGIC_DEVICE) 1004 if (op->contr->mode & PU_MAGIC_DEVICE)
1007 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1005 if (tmp->type == WAND
1006 || tmp->type == ROD
1007 || tmp->type == HORN
1008 || tmp->type == POWER_CRYSTAL)
1008 { 1009 {
1009 CHK_PICK_PICKUP; 1010 CHK_PICK_PICKUP;
1010 continue; 1011 continue;
1011 } 1012 }
1012 1013
1013 /* pick up all magical items */ 1014 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL) 1015 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1016 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1017 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1016 { 1018 {
1017 CHK_PICK_PICKUP; 1019 CHK_PICK_PICKUP;
1018 continue; 1020 continue;
1019 } 1021 }
1020 1022
1027 } 1029 }
1028 } 1030 }
1029 1031
1030 /* rings & amulets - talismans seems to be typed AMULET */ 1032 /* rings & amulets - talismans seems to be typed AMULET */
1031 if (op->contr->mode & PU_JEWELS) 1033 if (op->contr->mode & PU_JEWELS)
1032 if (tmp->type == RING || tmp->type == AMULET) 1034 if (tmp->type == RING
1035 || tmp->type == AMULET
1036 || tmp->type == GIRDLE
1037 || tmp->type == SKILL_TOOL)
1033 { 1038 {
1034 CHK_PICK_PICKUP; 1039 CHK_PICK_PICKUP;
1035 continue; 1040 continue;
1036 } 1041 }
1037 1042
1086 CHK_PICK_PICKUP; 1091 CHK_PICK_PICKUP;
1087 continue; 1092 continue;
1088 } 1093 }
1089 1094
1090 if (op->contr->mode & PU_GLOVES) 1095 if (op->contr->mode & PU_GLOVES)
1091 if (tmp->type == GLOVES) 1096 if (tmp->type == GLOVES || tmp->type == BRACERS)
1092 { 1097 {
1093 CHK_PICK_PICKUP; 1098 CHK_PICK_PICKUP;
1094 continue; 1099 continue;
1095 } 1100 }
1096 1101
1688 1693
1689 case SKILL: 1694 case SKILL:
1690 do_skill (op, op, ob, dir, 0); 1695 do_skill (op, op, ob, dir, 0);
1691 break; 1696 break;
1692 1697
1698 case SKILL_TOOL:
1699 // change_weapon ensures that chosen_skill is uptodate
1700 do_skill (op, op, op->chosen_skill, dir, 0);
1701 break;
1702
1693 default: 1703 default:
1694 fire_misc_object (op, dir); 1704 fire_misc_object (op, dir);
1695 break; 1705 break;
1696 } 1706 }
1697 1707
1852 * going to try and move (not fire weapons). 1862 * going to try and move (not fire weapons).
1853 */ 1863 */
1854bool 1864bool
1855move_player_attack (object *op, int dir) 1865move_player_attack (object *op, int dir)
1856{ 1866{
1857 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) 1867 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1858 { 1868 {
1859 --op->speed_left; 1869 --op->speed_left;
1860 return true; 1870 return true;
1861 } 1871 }
1862 1872
1863 int on_battleground;
1864
1865 sint16 nx = freearr_x[dir] + op->x; 1873 sint16 nx = freearr_x[dir] + op->x;
1866 sint16 ny = freearr_y[dir] + op->y; 1874 sint16 ny = freearr_y[dir] + op->y;
1867
1868 on_battleground = op_on_battleground (op, 0, 0);
1869 1875
1870 if (out_of_map (op->map, nx, ny)) 1876 if (out_of_map (op->map, nx, ny))
1871 return false; 1877 return false;
1872 1878
1873 /* If braced, or can't move to the square, and it is not out of the 1879 /* If braced, or can't move to the square, and it is not out of the
1945 } 1951 }
1946 else 1952 else
1947 return false; 1953 return false;
1948 } 1954 }
1949 1955
1956 bool on_battleground = op_on_battleground (op, 0, 0);
1957
1950 /* in certain circumstances, you shouldn't attack friendly 1958 /* in certain circumstances, you shouldn't attack friendly
1951 * creatures. Note that if you are braced, you can't push 1959 * creatures. Note that if you are braced, you can't push
1952 * someone, but put it inside this loop so that you won't 1960 * someone, but put it inside this loop so that you won't
1953 * attack them either. 1961 * attack them either.
1954 */ 1962 */
2022{ 2030{
2023 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2031 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2024 return 0; 2032 return 0;
2025 2033
2026 /* Sanity check: make sure dir is valid */ 2034 /* Sanity check: make sure dir is valid */
2027 if ((dir < 0) || (dir >= 9)) 2035 if (dir < 0 || dir >= 9)
2028 { 2036 {
2029 LOG (llevError, "move_player: invalid direction %d\n", dir); 2037 LOG (llevError, "move_player: invalid direction %d\n", dir);
2030 return 0; 2038 return 0;
2031 } 2039 }
2032 2040
2470 if (op_on_battleground (op, &x, &y)) 2478 if (op_on_battleground (op, &x, &y))
2471 { 2479 {
2472 deathtab << "You almost died in combat, but local medics have saved your life...\r"; 2480 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2473 2481
2474 /* create a bodypart-trophy to make the winner happy */ 2482 /* create a bodypart-trophy to make the winner happy */
2475 if (object *tmp = arch_to_object (archetype::find (shstr_finger))) 2483 object *tmp = archetype::find (shstr_finger)->instance ();
2476 { 2484
2477 tmp->name = format ("%s's finger" , &op->name); 2485 tmp->name = format ("%s's finger" , &op->name);
2478 tmp->name_pl = format ("%s's fingers", &op->name); 2486 tmp->name_pl = format ("%s's fingers", &op->name);
2479 tmp->msg = format ( 2487 tmp->msg = format (
2480 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2488 "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, 2489 &op->name, op->contr->title,
2482 (int)op->level, 2490 (int)op->level,
2483 op->contr->killer_name () 2491 op->contr->killer_name ()
2484 ); 2492 );
2485 tmp->value = 0, tmp->type = 0; 2493 tmp->value = 0, tmp->type = 0;
2486 tmp->materialname = "organics"; 2494 tmp->material = name_to_material (shstr_organic);
2487 tmp->insert_at (op, tmp); 2495 tmp->insert_at (op, tmp);
2488 }
2489 2496
2490 /* teleport defeated player to new destination */ 2497 /* teleport defeated player to new destination */
2491 transfer_ob (op, x, y, 0, NULL); 2498 transfer_ob (op, x, y, 0, NULL);
2492 op->contr->braced = 0; 2499 op->contr->braced = 0;
2493 2500
2561 object *dep; 2568 object *dep;
2562 2569
2563 dep = present_arch_in_ob (deparch, op); 2570 dep = present_arch_in_ob (deparch, op);
2564 if (!dep) 2571 if (!dep)
2565 { 2572 {
2566 dep = arch_to_object (deparch); 2573 dep = deparch->instance ();
2567 insert_ob_in_ob (dep, op); 2574 insert_ob_in_ob (dep, op);
2568 } 2575 }
2569 lose_this_stat = 1; 2576 lose_this_stat = 1;
2570 if (settings.balanced_stat_loss) 2577 if (settings.balanced_stat_loss)
2571 { 2578 {
2637#endif 2644#endif
2638 2645
2639 /* Put a gravestone up where the character 'almost' died. List the 2646 /* Put a gravestone up where the character 'almost' died. List the
2640 * exp loss on the stone. 2647 * exp loss on the stone.
2641 */ 2648 */
2642 tmp = arch_to_object (archetype::find (shstr_gravestone)); 2649 tmp = archetype::find (shstr_gravestone)->instance ();
2643 tmp->name = format ("%s's gravestone", &op->name); 2650 tmp->name = format ("%s's gravestone", &op->name);
2644 tmp->name_pl = format ("%s's gravestones", &op->name); 2651 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", 2652 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 ()); 2653 &op->name, op->contr->title, op->contr->killer_name ());
2647 tmp->x = op->x, tmp->y = op->y; 2654 tmp->x = op->x, tmp->y = op->y;
2743 * fix_weight(): Check recursively the weight of all players, and fix 2750 * fix_weight(): Check recursively the weight of all players, and fix
2744 * what needs to be fixed. Refresh windows and fix speed if anything 2751 * what needs to be fixed. Refresh windows and fix speed if anything
2745 * was changed. 2752 * was changed.
2746 */ 2753 */
2747void 2754void
2748fix_weight (void) 2755fix_weight ()
2749{ 2756{
2750 for_all_players (pl) 2757 for_all_players (pl)
2751 { 2758 {
2752 sint32 old = pl->ob->carrying; 2759 sint32 old = pl->ob->carrying;
2753 2760
2760 } 2767 }
2761 } 2768 }
2762} 2769}
2763 2770
2764void 2771void
2765fix_luck (void) 2772fix_luck ()
2766{ 2773{
2767 for_all_players (pl) 2774 for_all_players (pl)
2768 if (!pl->ob->contr->ns->state) 2775 if (!pl->ob->contr->ns->state)
2769 pl->ob->change_luck (0); 2776 pl->ob->change_luck (0);
2770} 2777}
3042 && tmp->name == shstr_battleground 3049 && tmp->name == shstr_battleground
3043 && EXIT_X (tmp) && EXIT_Y (tmp)) 3050 && EXIT_X (tmp) && EXIT_Y (tmp))
3044 { 3051 {
3045 /* before we assign the exit, check if this is a teambattle */ 3052 /* before we assign the exit, check if this is a teambattle */
3046 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3053 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3047 {
3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3054 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3055 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3049 { 3056 {
3050 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3051 {
3052 if (x && y) 3057 if (x && y)
3053 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3058 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3054 3059
3055 return 1; 3060 return 1;
3056 }
3057 } 3061 }
3058 }
3059 3062
3060 if (x && y) 3063 if (x && y)
3061 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3064 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3062 3065
3063 return 1; 3066 return 1;
3220 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3223 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3221 } 3224 }
3222 else 3225 else
3223 { 3226 {
3224 /* generate misc. treasure */ 3227 /* generate misc. treasure */
3225 tmp = arch_to_object (tr->item); 3228 tmp = tr->item->instance ();
3226 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3229 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3227 who->insert (tmp); 3230 who->insert (tmp);
3228 } 3231 }
3229} 3232}
3230 3233
3234 */ 3237 */
3235void 3238void
3236player_unready_range_ob (player *pl, object *ob) 3239player_unready_range_ob (player *pl, object *ob)
3237{ 3240{
3238 if (pl->ob->current_weapon == ob) 3241 if (pl->ob->current_weapon == ob)
3239 pl->ob->current_weapon = 0; 3242 pl->ob->change_weapon (0);
3240 3243
3241 if (pl->combat_ob == ob) 3244 if (pl->combat_ob == ob)
3242 pl->combat_ob = 0; 3245 pl->combat_ob = 0;
3243 3246
3244 if (pl->ranged_ob == ob) 3247 if (pl->ranged_ob == ob)

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