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Comparing deliantra/server/server/player.C (file contents):
Revision 1.242 by root, Fri Nov 6 13:31:47 2009 UTC vs.
Revision 1.250 by root, Sat Dec 12 03:17:21 2009 UTC

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 (is_dragon_pl (ob))
118 { 116 {
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;
744player::chargen_race_done () 741player::chargen_race_done ()
745{ 742{
746 /* this must before then initial items are given */ 743 /* this must before then initial items are given */
747 esrv_new_player (ob->contr); 744 esrv_new_player (ob->contr);
748 745
749 treasurelist *tl = treasurelist::find ("starting_wealth"); 746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
750 if (tl) 747 if (tl)
751 create_treasure (tl, ob, 0, 0, 0); 748 create_treasure (tl, ob, 0, 0, 0);
752 749
753 INVOKE_PLAYER (BIRTH, ob->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
754 INVOKE_PLAYER (LOGIN, ob->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
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 ())
903 if (op->contr->mode & PU_DEBUG) 900 if (op->contr->mode & PU_DEBUG)
904 { 901 {
905 /* some debugging code to figure out item information */ 902 /* some debugging code to figure out item information */
906 const char *str = tmp->name 903 const char *str = tmp->name
907 ? format ("item name: %s item type: %d weight/value: %d", 904 ? 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)))) 905 &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", 906 : 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)))); 907 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
911 908
912 new_draw_info (NDI_UNIQUE, 0, op, str); 909 new_draw_info (NDI_UNIQUE, 0, op, str);
913 } 910 }
914 911
915 if (op->contr->mode & PU_INHIBIT) 912 if (op->contr->mode & PU_INHIBIT)
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
1146 fprintf (stderr, "%s", tmp->name); 1150 fprintf (stderr, "%s", tmp->name);
1147 } 1151 }
1148 else 1152 else
1149 fprintf (stderr, "%s", tmp->arch->archname); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1150 fprintf (stderr, ",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1151 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1155 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1152#endif 1156#endif
1153 CHK_PICK_PICKUP; 1157 CHK_PICK_PICKUP;
1154 continue; 1158 continue;
1155 } 1159 }
1156 } /* the new pickup model */ 1160 } /* the new pickup model */
1595 return; 1599 return;
1596 } 1600 }
1597 } 1601 }
1598 else if (item->type == ROD || item->type == HORN) 1602 else if (item->type == ROD || item->type == HORN)
1599 { 1603 {
1600 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); 1604 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1601 1605
1602 // using the maximum of the rods charge allows at least one spell cast 1606 // using the maximum of the rods charge allows at least one spell cast
1603 // for a rod or horn, this fixes some broken rods. 1607 // for a rod or horn, this fixes some broken rods.
1604 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1608 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1605 { 1609 {
1606 op->contr->play_sound (sound_find ("wand_poof")); 1610 op->contr->play_sound (sound_find ("wand_poof"));
1607 1611
1608 if (item->type == ROD) 1612 if (item->type == ROD)
1609 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1613 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2018} 2022}
2019 2023
2020bool 2024bool
2021move_player (object *op, int dir) 2025move_player (object *op, int dir)
2022{ 2026{
2023 int pick;
2024
2025 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2027 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2026 return 0; 2028 return 0;
2027 2029
2028 /* Sanity check: make sure dir is valid */ 2030 /* Sanity check: make sure dir is valid */
2029 if ((dir < 0) || (dir >= 9)) 2031 if ((dir < 0) || (dir >= 9))
2040 2042
2041 if (op->flag [FLAG_HIDDEN]) 2043 if (op->flag [FLAG_HIDDEN])
2042 do_hidden_move (op); 2044 do_hidden_move (op);
2043 2045
2044 bool retval; 2046 bool retval;
2047 int pick = 0;
2045 2048
2046 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2049 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2047 retval = RESULT_INT (0); 2050 retval = RESULT_INT (0);
2048 else if (op->contr->fire_on) 2051 else if (op->contr->fire_on)
2049 retval = fire (op, dir); 2052 retval = fire (op, dir);
2427 return; 2430 return;
2428 2431
2429 dynbuf_text deathtab; 2432 dynbuf_text deathtab;
2430 2433
2431 /* restore player */ 2434 /* restore player */
2432 at = archetype::find ("poisoning"); 2435 at = archetype::find (shstr_poisoning);
2433 if (object *tmp = present_arch_in_ob (at, op)) 2436 if (object *tmp = present_arch_in_ob (at, op))
2434 { 2437 {
2435 tmp->destroy (); 2438 tmp->destroy ();
2436 deathtab << "Your body feels cleansed...\r"; 2439 deathtab << "Your body feels cleansed...\r";
2437 } 2440 }
2438 2441
2439 at = archetype::find ("confusion"); 2442 at = archetype::find (shstr_confusion);
2440 if (object *tmp = present_arch_in_ob (at, op)) 2443 if (object *tmp = present_arch_in_ob (at, op))
2441 { 2444 {
2442 tmp->destroy (); 2445 tmp->destroy ();
2443 deathtab << "Your mind feels clearer...\r"; 2446 deathtab << "Your mind feels clearer...\r";
2444 } 2447 }
2471 if (op_on_battleground (op, &x, &y)) 2474 if (op_on_battleground (op, &x, &y))
2472 { 2475 {
2473 deathtab << "You almost died in combat, but local medics have saved your life...\r"; 2476 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2474 2477
2475 /* create a bodypart-trophy to make the winner happy */ 2478 /* create a bodypart-trophy to make the winner happy */
2476 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2479 object *tmp = archetype::find (shstr_finger)->instance ();
2477 { 2480
2478 tmp->name = format ("%s's finger" , &op->name); 2481 tmp->name = format ("%s's finger" , &op->name);
2479 tmp->name_pl = format ("%s's fingers", &op->name); 2482 tmp->name_pl = format ("%s's fingers", &op->name);
2480 tmp->msg = format ( 2483 tmp->msg = format (
2481 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2484 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2482 &op->name, op->contr->title, 2485 &op->name, op->contr->title,
2483 (int)op->level, 2486 (int)op->level,
2484 op->contr->killer_name () 2487 op->contr->killer_name ()
2485 ); 2488 );
2486 tmp->value = 0, tmp->type = 0; 2489 tmp->value = 0, tmp->type = 0;
2487 tmp->materialname = "organics"; 2490 tmp->material = name_to_material (shstr_organic);
2488 tmp->insert_at (op, tmp); 2491 tmp->insert_at (op, tmp);
2489 }
2490 2492
2491 /* teleport defeated player to new destination */ 2493 /* teleport defeated player to new destination */
2492 transfer_ob (op, x, y, 0, NULL); 2494 transfer_ob (op, x, y, 0, NULL);
2493 op->contr->braced = 0; 2495 op->contr->braced = 0;
2494 2496
2556 lost_a_stat = 1; 2558 lost_a_stat = 1;
2557 } 2559 }
2558 else 2560 else
2559 { 2561 {
2560 /* deplete a stat */ 2562 /* deplete a stat */
2561 archetype *deparch = archetype::find ("depletion"); 2563 archetype *deparch = archetype::find (shstr_depletion);
2562 object *dep; 2564 object *dep;
2563 2565
2564 dep = present_arch_in_ob (deparch, op); 2566 dep = present_arch_in_ob (deparch, op);
2565 if (!dep) 2567 if (!dep)
2566 { 2568 {
2567 dep = arch_to_object (deparch); 2569 dep = deparch->instance ();
2568 insert_ob_in_ob (dep, op); 2570 insert_ob_in_ob (dep, op);
2569 } 2571 }
2570 lose_this_stat = 1; 2572 lose_this_stat = 1;
2571 if (settings.balanced_stat_loss) 2573 if (settings.balanced_stat_loss)
2572 { 2574 {
2638#endif 2640#endif
2639 2641
2640 /* Put a gravestone up where the character 'almost' died. List the 2642 /* Put a gravestone up where the character 'almost' died. List the
2641 * exp loss on the stone. 2643 * exp loss on the stone.
2642 */ 2644 */
2643 tmp = arch_to_object (archetype::find ("gravestone")); 2645 tmp = archetype::find (shstr_gravestone)->instance ();
2644 tmp->name = format ("%s's gravestone", &op->name); 2646 tmp->name = format ("%s's gravestone", &op->name);
2645 tmp->name_pl = format ("%s's gravestones", &op->name); 2647 tmp->name_pl = format ("%s's gravestones", &op->name);
2646 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", 2648 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2647 &op->name, op->contr->title, op->contr->killer_name ()); 2649 &op->name, op->contr->title, op->contr->killer_name ());
2648 tmp->x = op->x, tmp->y = op->y; 2650 tmp->x = op->x, tmp->y = op->y;
2744 * fix_weight(): Check recursively the weight of all players, and fix 2746 * fix_weight(): Check recursively the weight of all players, and fix
2745 * what needs to be fixed. Refresh windows and fix speed if anything 2747 * what needs to be fixed. Refresh windows and fix speed if anything
2746 * was changed. 2748 * was changed.
2747 */ 2749 */
2748void 2750void
2749fix_weight (void) 2751fix_weight ()
2750{ 2752{
2751 for_all_players (pl) 2753 for_all_players (pl)
2752 { 2754 {
2753 sint32 old = pl->ob->carrying; 2755 sint32 old = pl->ob->carrying;
2754 2756
2761 } 2763 }
2762 } 2764 }
2763} 2765}
2764 2766
2765void 2767void
2766fix_luck (void) 2768fix_luck ()
2767{ 2769{
2768 for_all_players (pl) 2770 for_all_players (pl)
2769 if (!pl->ob->contr->ns->state) 2771 if (!pl->ob->contr->ns->state)
2770 pl->ob->change_luck (0); 2772 pl->ob->change_luck (0);
2771} 2773}
3221 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3223 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3222 } 3224 }
3223 else 3225 else
3224 { 3226 {
3225 /* generate misc. treasure */ 3227 /* generate misc. treasure */
3226 tmp = arch_to_object (tr->item); 3228 tmp = tr->item->instance ();
3227 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));
3228 who->insert (tmp); 3230 who->insert (tmp);
3229 } 3231 }
3230} 3232}
3231 3233

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