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Comparing deliantra/server/server/player.C (file contents):
Revision 1.67 by root, Tue Dec 26 08:55:00 2006 UTC vs.
Revision 1.82 by elmex, Wed Jan 3 02:30:52 2007 UTC

158 158
159/* This loads the first map an puts the player on it. */ 159/* This loads the first map an puts the player on it. */
160static void 160static void
161set_first_map (object *op) 161set_first_map (object *op)
162{ 162{
163 strcpy (op->contr->maplevel, first_map_path); 163 op->contr->maplevel = first_map_path;
164 op->x = -1; 164 op->x = -1;
165 op->y = -1; 165 op->y = -1;
166}
167
168void
169player::enter_map ()
170{
171 object *tmp = object::create ();
172
173 EXIT_PATH (tmp) = maplevel;
174 EXIT_X (tmp) = ob->x;
175 EXIT_Y (tmp) = ob->y;
166 enter_exit (op, 0); 176 ob->enter_exit (tmp);
177
178 tmp->destroy ();
167} 179}
168 180
169// connect the player with a specific client 181// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings 182// also changed, rationalises, and fixes some incorrect settings
171void 183void
191 203
192 ob->carrying = sum_weight (ob); 204 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 205 link_player_skills (ob);
194 206
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 ob->set_speed (ob->speed);
197 208
198 assign (title, ob->arch->clone.name); 209 assign (title, ob->arch->clone.name);
199 210
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come 211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information 212 * from the class, and not race. I don't see any way to get the class information
229 add_friendly_object (ob); 240 add_friendly_object (ob);
230 241
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host); 242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232 243
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235 245
236 esrv_new_player (this, ob->weight + ob->carrying); 246 esrv_new_player (this, ob->weight + ob->carrying);
237 247
238 ob->update_stats (); 248 ob->update_stats ();
239 ns->floorbox_update (); 249 ns->floorbox_update ();
240 250
241 esrv_send_inventory (ob, ob); 251 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0); 252 esrv_add_spells (this, 0);
243 253
244 enter_exit (ob, 0); 254 ob->activate_recursive ();
255 enter_map ();
245 256
246 send_rules (ob); 257 send_rules (ob);
247 send_news (ob); 258 send_news (ob);
248 display_motd (ob); 259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
249 INVOKE_PLAYER (LOGIN, this); 262 INVOKE_PLAYER (LOGIN, this);
250} 263}
251 264
252void 265void
253player::disconnect () 266player::disconnect ()
254{ 267{
268 if (ob)
269 ob->deactivate_recursive ();
270
255 //TODO: don't be so harsh and destroy :) 271 //TODO: don't be so harsh and destroy :)
256 if (ns) 272 if (ns)
273 {
274 if (enable_save)
275 {
276 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
277 save (true);
278 }
279
280 INVOKE_PLAYER (DISCONNECT, this);
281
282 client *ns = this->ns;
283 ns->send_packet ("goodbye");
284 ns->flush ();
285 ns->pl = 0;
286 this->ns = 0;
287
288 ns->destroy ();
257 destroy (); 289 destroy ();
290 }
258} 291}
259 292
260// the need for this function can be explained 293// the need for this function can be explained
261// by load_object not returning the object 294// by load_object not returning the object
262void 295void
269 ob->speed = 1.0; 302 ob->speed = 1.0;
270 ob->direction = 5; /* So player faces south */ 303 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2; 304 ob->stats.wc = 2;
272 ob->run_away = 25; /* Then we panick... */ 305 ob->run_away = 25; /* Then we panick... */
273 306
274 set_first_map (ob);
275
276 ob->roll_stats (); 307 ob->roll_stats ();
277} 308}
278 309
279player::player () 310player::player ()
280{ 311{
281 /* There are some elements we want initialized to non zero value - 312 /* There are some elements we want initialised to non zero value -
282 * we deal with that below this point. 313 * we deal with that below this point.
283 */ 314 */
284 outputs_sync = 16; /* Every 2 seconds */ 315 outputs_sync = 16; /* Every 2 seconds */
285 outputs_count = 8; /* Keeps present behaviour */ 316 outputs_count = 8; /* Keeps present behaviour */
286 unapply = unapply_nochoice; 317 unapply = unapply_nochoice;
287 318
288 assign (savebed_map, first_map_path); /* Init. respawn position */ 319 savebed_map = first_map_path; /* Init. respawn position */
289 320
290 gen_sp_armour = 10; 321 gen_sp_armour = 10;
291 last_speed = -1; 322 last_speed = -1;
292 shoottype = range_none; 323 shoottype = range_none;
293 bowtype = bow_normal; 324 bowtype = bow_normal;
314} 345}
315 346
316void 347void
317player::do_destroy () 348player::do_destroy ()
318{ 349{
319 attachable::do_destroy (); 350 disconnect ();
320 351
321 save (false); 352 save (false);
322 enable_save = false; 353 enable_save = false;
323 354
324 disconnect (); 355 attachable::do_destroy ();
325 356
326 terminate_all_pets (ob); 357 terminate_all_pets (ob);
327 358
328 if (first_player != this) 359 if (first_player != this)
329 { 360 {
344 first_player = next; 375 first_player = next;
345 376
346 if (ob) 377 if (ob)
347 { 378 {
348 ob->destroy_inv (false); 379 ob->destroy_inv (false);
349 ob->destroy (true); 380 ob->destroy ();
350 }
351
352 if (ns)
353 {
354 client *ns = this->ns;
355 ns->send_packet ("goodbye");
356 ns->flush ();
357 ns->pl = 0;
358 this->ns = 0;
359 ns->destroy ();
360 } 381 }
361} 382}
362 383
363player::~player () 384player::~player ()
364{ 385{
374player::create () 395player::create ()
375{ 396{
376 player *pl = new player; 397 player *pl = new player;
377 398
378 pl->set_object (arch_to_object (get_player_archetype (0))); 399 pl->set_object (arch_to_object (get_player_archetype (0)));
400 set_first_map (pl->ob);
379 401
380 return pl; 402 return pl;
381} 403}
382 404
383/* 405/*
849 871
850 contr->orig_stats = stats; 872 contr->orig_stats = stats;
851 } 873 }
852} 874}
853 875
876static void
877start_info (object *op)
878{
879 char buf[MAX_BUF];
880
881 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
882 new_draw_info (NDI_UNIQUE, 0, op, buf);
883 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
884 //new_draw_info (NDI_UNIQUE, 0, op, " ");
885}
886
854/* This function takes the key that is passed, and does the 887/* This function takes the key that is passed, and does the
855 * appropriate action with it (change race, or other things). 888 * appropriate action with it (change race, or other things).
856 * The function name is for historical reasons - now we have 889 * The function name is for historical reasons - now we have
857 * separate race and class; this actually changes the RACE, 890 * separate race and class; this actually changes the RACE,
858 * not the class. 891 * not the class.
903 if (*first_map_ext_path) 936 if (*first_map_ext_path)
904 { 937 {
905 object *tmp; 938 object *tmp;
906 char mapname[MAX_BUF]; 939 char mapname[MAX_BUF];
907 940
908 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 941 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
909 tmp = object::create (); 942 tmp = object::create ();
910 EXIT_PATH (tmp) = mapname; 943 EXIT_PATH (tmp) = mapname;
911 EXIT_X (tmp) = op->x; 944 EXIT_X (tmp) = op->x;
912 EXIT_Y (tmp) = op->y; 945 EXIT_Y (tmp) = op->y;
913 enter_exit (op, tmp); /* we don't really care if it succeeded; 946 op->enter_exit (tmp); /* we don't really care if it succeeded;
914 * if the map isn't there, then stay on the 947 * if the map isn't there, then stay on the
915 * default initial map */ 948 * default initial map */
916 tmp->destroy (); 949 tmp->destroy ();
917 } 950 }
918 else 951 else
975 INVOKE_PLAYER (QUIT, op->contr); 1008 INVOKE_PLAYER (QUIT, op->contr);
976 1009
977 op->contr->enable_save = false; 1010 op->contr->enable_save = false;
978 1011
979 terminate_all_pets (op); 1012 terminate_all_pets (op);
980 leave_map (op); 1013 op->remove ();
981 op->direction = 0; 1014 op->direction = 0;
982 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 1015 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
983 1016
984 strcpy (op->contr->killer, "quit"); 1017 strcpy (op->contr->killer, "quit");
985 check_score (op); 1018 check_score (op);
986 op->contr->party = 0; 1019 op->contr->party = 0;
987 op->contr->own_title[0] = '\0'; 1020 op->contr->own_title[0] = '\0';
988
989 object_ptr ob = op;
990
991 /* We need to hunt for any per player unique maps in memory and
992 * get rid of them. The trailing slash in the path is intentional,
993 * so that players named 'Ab' won't match against players 'Abe' pathname
994 */
995 char buf[MAX_BUF];
996 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
997
998 for (maptile *next, *mp = first_map; mp; mp = next)
999 {
1000 next = mp->next;
1001
1002 if (!strncmp (mp->path, buf, strlen (buf)))
1003 delete_map (mp);
1004 }
1005
1006 delete_character (ob->name, 1);
1007 ob->contr->destroy (); 1021 op->contr->destroy ();
1008 1022
1009 return 1; 1023 return 1;
1010} 1024}
1011 1025
1012void 1026void
1668 return 0; 1682 return 0;
1669 } 1683 }
1670 1684
1671 arrow->set_owner (op); 1685 arrow->set_owner (op);
1672 arrow->skill = bow->skill; 1686 arrow->skill = bow->skill;
1673
1674 arrow->direction = dir; 1687 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1688
1678 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1679 { 1690 {
1680 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1691 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 op->update_stats (); 1692 op->update_stats ();
1719 arrow->attacktype |= bow->attacktype; 1730 arrow->attacktype |= bow->attacktype;
1720 1731
1721 if (bow->slaying) 1732 if (bow->slaying)
1722 arrow->slaying = bow->slaying; 1733 arrow->slaying = bow->slaying;
1723 1734
1724 arrow->map = m;
1725 arrow->move_type = MOVE_FLY_LOW; 1735 arrow->move_type = MOVE_FLY_LOW;
1726 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1736 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1727 1737
1728 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1738 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1729 insert_ob_in_map (arrow, m, op, 0); 1739 m->insert (arrow, sx, sy, op);
1730 1740
1731 if (!arrow->destroyed ()) 1741 if (!arrow->destroyed ())
1732 move_arrow (arrow); 1742 move_arrow (arrow);
1733 1743
1734 if (op->type == PLAYER) 1744 if (op->type == PLAYER)
1760 } 1770 }
1761 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1771 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1762 { 1772 {
1763 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1773 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod = -1; 1774 wcmod = -1;
1775
1765 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1776 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 } 1777 }
1767 else if (op->contr->bowtype == bow_threewide) 1778 else if (op->contr->bowtype == bow_threewide)
1768 { 1779 {
1769 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1780 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2341 2352
2342 /* call this here - we also will call this in do_ericserver, but 2353 /* call this here - we also will call this in do_ericserver, but
2343 * the players time has been increased when doericserver has been 2354 * the players time has been increased when doericserver has been
2344 * called, so we recheck it here. 2355 * called, so we recheck it here.
2345 */ 2356 */
2346 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2357 op->contr->ns->handle_command ();
2347 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2348 ;
2349 2358
2350 if (op->speed_left < 0) 2359 if (op->speed_left < 0)
2351 return 0; 2360 return 0;
2352 2361
2353 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2362 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2413{ 2422{
2414 object *next; 2423 object *next;
2415 2424
2416 while (op) 2425 while (op)
2417 { 2426 {
2418 next = op->below; /* Make sure we have a good value, in case 2427 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2419 * we remove object 'op' 2428
2420 */
2421 if (QUERY_FLAG (op, FLAG_UNPAID)) 2429 if (QUERY_FLAG (op, FLAG_UNPAID))
2422 { 2430 {
2423 op->remove ();
2424 op->x = env->x;
2425 op->y = env->y;
2426 if (env->type == PLAYER) 2431 if (env->type == PLAYER)
2427 esrv_del_item (env->contr, op->count); 2432 esrv_del_item (env->contr, op->count);
2428 insert_ob_in_map (op, env->map, NULL, 0); 2433
2434 op->insert_at (env);
2429 } 2435 }
2430 else if (op->inv) 2436 else if (op->inv)
2431 remove_unpaid_objects (op->inv, env); 2437 remove_unpaid_objects (op->inv, env);
2432 2438
2433 op = next; 2439 op = next;
2726 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2732 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2727 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2733 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2728 2734
2729 /* restore player */ 2735 /* restore player */
2730 at = archetype::find ("poisoning"); 2736 at = archetype::find ("poisoning");
2731 tmp = present_arch_in_ob (at, op); 2737 if (object *tmp = present_arch_in_ob (at, op))
2732 if (tmp)
2733 { 2738 {
2734 tmp->destroy (); 2739 tmp->destroy ();
2735 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2740 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2736 } 2741 }
2737 2742
2738 at = archetype::find ("confusion"); 2743 at = archetype::find ("confusion");
2739 tmp = present_arch_in_ob (at, op); 2744 if (object *tmp = present_arch_in_ob (at, op))
2740 if (tmp)
2741 { 2745 {
2742 tmp->destroy (); 2746 tmp->destroy ();
2743 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2747 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2744 } 2748 }
2745 2749
2747 op->stats.hp = op->stats.maxhp; 2751 op->stats.hp = op->stats.maxhp;
2748 if (op->stats.food <= 0) 2752 if (op->stats.food <= 0)
2749 op->stats.food = 999; 2753 op->stats.food = 999;
2750 2754
2751 /* create a bodypart-trophy to make the winner happy */ 2755 /* create a bodypart-trophy to make the winner happy */
2752 tmp = arch_to_object (archetype::find ("finger")); 2756 if (object *tmp = arch_to_object (archetype::find ("finger")))
2753 if (tmp != NULL)
2754 { 2757 {
2755 sprintf (buf, "%s's finger", &op->name); 2758 sprintf (buf, "%s's finger", &op->name);
2756 tmp->name = buf; 2759 tmp->name = buf;
2757 sprintf (buf, " This finger has been cut off %s\n" 2760 sprintf (buf, " This finger has been cut off %s\n"
2758 " the %s, when he was defeated at\n level %d by %s.\n", 2761 " the %s, when he was defeated at\n level %d by %s.\n",
2759 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2762 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2760 tmp->msg = buf; 2763 tmp->msg = buf;
2761 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2764 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2762 tmp->materialname = NULL; 2765 tmp->materialname = NULL;
2763 tmp->x = op->x, tmp->y = op->y; 2766 op->insert_at (tmp, op);
2764 insert_ob_in_map (tmp, op->map, op, 0);
2765 } 2767 }
2766 2768
2767 /* teleport defeated player to new destination */ 2769 /* teleport defeated player to new destination */
2768 transfer_ob (op, x, y, 0, NULL); 2770 transfer_ob (op, x, y, 0, NULL);
2769 op->contr->braced = 0; 2771 op->contr->braced = 0;
2795 op->stats.hp = op->stats.maxhp; 2797 op->stats.hp = op->stats.maxhp;
2796 return; 2798 return;
2797 } 2799 }
2798 sprintf (buf, "%s died.", &op->name); 2800 sprintf (buf, "%s died.", &op->name);
2799 } 2801 }
2802
2800 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2803 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2801 2804
2802 /* save the map location for corpse, gravestone */ 2805 /* save the map location for corpse, gravestone */
2803 x = op->x; 2806 x = op->x;
2804 y = op->y; 2807 y = op->y;
2805 map = op->map; 2808 map = op->map;
2806
2807 2809
2808 /* NOT_PERMADEATH code. This basically brings the character back to 2810 /* NOT_PERMADEATH code. This basically brings the character back to
2809 * life if they are dead - it takes some exp and a random stat. 2811 * life if they are dead - it takes some exp and a random stat.
2810 * See the config.h file for a little more in depth detail about this. 2812 * See the config.h file for a little more in depth detail about this.
2811 */ 2813 */
2828 num_stats_lose = 1; 2830 num_stats_lose = 1;
2829 else 2831 else
2830 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2832 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2831 } 2833 }
2832 else 2834 else
2833 {
2834 num_stats_lose = 1; 2835 num_stats_lose = 1;
2835 } 2836
2836 lost_a_stat = 0; 2837 lost_a_stat = 0;
2837 2838
2838 for (z = 0; z < num_stats_lose; z++) 2839 for (z = 0; z < num_stats_lose; z++)
2839 { 2840 {
2840 i = RANDOM () % NUM_STATS; 2841 i = RANDOM () % NUM_STATS;
3323 if (pl->type != PLAYER) 3324 if (pl->type != PLAYER)
3324 { 3325 {
3325 LOG (llevError, "player_can_view() called for non-player object\n"); 3326 LOG (llevError, "player_can_view() called for non-player object\n");
3326 return -1; 3327 return -1;
3327 } 3328 }
3329
3328 if (!pl || !op) 3330 if (!pl || !op)
3329 return 0; 3331 return 0;
3330 3332
3331 if (op->head)
3332 {
3333 op = op->head; 3333 op = op->head_ ();
3334 } 3334
3335 get_rangevector (pl, op, &rv, 0x1); 3335 get_rangevector (pl, op, &rv, 0x1);
3336 3336
3337 /* starting with the 'head' part, lets loop 3337 /* starting with the 'head' part, lets loop
3338 * through the object and find if it has any 3338 * through the object and find if it has any
3339 * part that is in the los array but isnt on 3339 * part that is in the los array but isnt on
3469 if (trlist == NULL || who->type != PLAYER) 3469 if (trlist == NULL || who->type != PLAYER)
3470 return; 3470 return;
3471 3471
3472 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3472 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3473 3473
3474 if (tr == NULL || tr->item == NULL) 3474 if (!tr || !tr->item)
3475 { 3475 {
3476 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3476 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3477 return; 3477 return;
3478 } 3478 }
3479 3479

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