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Comparing deliantra/server/server/player.C (file contents):
Revision 1.72 by root, Wed Dec 27 15:04:39 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
238 ns->floorbox_update (); 249 ns->floorbox_update ();
239 250
240 esrv_send_inventory (ob, ob); 251 esrv_send_inventory (ob, ob);
241 esrv_add_spells (this, 0); 252 esrv_add_spells (this, 0);
242 253
243 enter_exit (ob, 0); 254 ob->activate_recursive ();
255 enter_map ();
244 256
245 send_rules (ob); 257 send_rules (ob);
246 send_news (ob); 258 send_news (ob);
247 display_motd (ob); 259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
248 INVOKE_PLAYER (LOGIN, this); 262 INVOKE_PLAYER (LOGIN, this);
249} 263}
250 264
251void 265void
252player::disconnect () 266player::disconnect ()
253{ 267{
268 if (ob)
269 ob->deactivate_recursive ();
270
254 //TODO: don't be so harsh and destroy :) 271 //TODO: don't be so harsh and destroy :)
255 if (ns) 272 if (ns)
256 { 273 {
257 if (enable_save) 274 if (enable_save)
275 {
258 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 276 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
277 save (true);
278 }
279
280 INVOKE_PLAYER (DISCONNECT, this);
259 281
260 client *ns = this->ns; 282 client *ns = this->ns;
261 ns->send_packet ("goodbye"); 283 ns->send_packet ("goodbye");
262 ns->flush (); 284 ns->flush ();
263 ns->pl = 0; 285 ns->pl = 0;
280 ob->speed = 1.0; 302 ob->speed = 1.0;
281 ob->direction = 5; /* So player faces south */ 303 ob->direction = 5; /* So player faces south */
282 ob->stats.wc = 2; 304 ob->stats.wc = 2;
283 ob->run_away = 25; /* Then we panick... */ 305 ob->run_away = 25; /* Then we panick... */
284 306
285 set_first_map (ob);
286
287 ob->roll_stats (); 307 ob->roll_stats ();
288} 308}
289 309
290player::player () 310player::player ()
291{ 311{
292 /* There are some elements we want initialized to non zero value - 312 /* There are some elements we want initialised to non zero value -
293 * we deal with that below this point. 313 * we deal with that below this point.
294 */ 314 */
295 outputs_sync = 16; /* Every 2 seconds */ 315 outputs_sync = 16; /* Every 2 seconds */
296 outputs_count = 8; /* Keeps present behaviour */ 316 outputs_count = 8; /* Keeps present behaviour */
297 unapply = unapply_nochoice; 317 unapply = unapply_nochoice;
298 318
299 assign (savebed_map, first_map_path); /* Init. respawn position */ 319 savebed_map = first_map_path; /* Init. respawn position */
300 320
301 gen_sp_armour = 10; 321 gen_sp_armour = 10;
302 last_speed = -1; 322 last_speed = -1;
303 shoottype = range_none; 323 shoottype = range_none;
304 bowtype = bow_normal; 324 bowtype = bow_normal;
375player::create () 395player::create ()
376{ 396{
377 player *pl = new player; 397 player *pl = new player;
378 398
379 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);
380 401
381 return pl; 402 return pl;
382} 403}
383 404
384/* 405/*
850 871
851 contr->orig_stats = stats; 872 contr->orig_stats = stats;
852 } 873 }
853} 874}
854 875
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
855/* This function takes the key that is passed, and does the 887/* This function takes the key that is passed, and does the
856 * appropriate action with it (change race, or other things). 888 * appropriate action with it (change race, or other things).
857 * The function name is for historical reasons - now we have 889 * The function name is for historical reasons - now we have
858 * separate race and class; this actually changes the RACE, 890 * separate race and class; this actually changes the RACE,
859 * not the class. 891 * not the class.
904 if (*first_map_ext_path) 936 if (*first_map_ext_path)
905 { 937 {
906 object *tmp; 938 object *tmp;
907 char mapname[MAX_BUF]; 939 char mapname[MAX_BUF];
908 940
909 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);
910 tmp = object::create (); 942 tmp = object::create ();
911 EXIT_PATH (tmp) = mapname; 943 EXIT_PATH (tmp) = mapname;
912 EXIT_X (tmp) = op->x; 944 EXIT_X (tmp) = op->x;
913 EXIT_Y (tmp) = op->y; 945 EXIT_Y (tmp) = op->y;
914 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;
915 * if the map isn't there, then stay on the 947 * if the map isn't there, then stay on the
916 * default initial map */ 948 * default initial map */
917 tmp->destroy (); 949 tmp->destroy ();
918 } 950 }
919 else 951 else
976 INVOKE_PLAYER (QUIT, op->contr); 1008 INVOKE_PLAYER (QUIT, op->contr);
977 1009
978 op->contr->enable_save = false; 1010 op->contr->enable_save = false;
979 1011
980 terminate_all_pets (op); 1012 terminate_all_pets (op);
981 leave_map (op); 1013 op->remove ();
982 op->direction = 0; 1014 op->direction = 0;
983 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);
984 1016
985 strcpy (op->contr->killer, "quit"); 1017 strcpy (op->contr->killer, "quit");
986 check_score (op); 1018 check_score (op);
987 op->contr->party = 0; 1019 op->contr->party = 0;
988 op->contr->own_title[0] = '\0'; 1020 op->contr->own_title[0] = '\0';
989
990 object_ptr ob = op;
991
992 /* We need to hunt for any per player unique maps in memory and
993 * get rid of them. The trailing slash in the path is intentional,
994 * so that players named 'Ab' won't match against players 'Abe' pathname
995 */
996 char buf[MAX_BUF];
997 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
998
999 for_all_maps (mp)
1000 if (!strncmp (mp->path, buf, strlen (buf)))
1001 delete_map (mp);
1002
1003 delete_character (ob->name, 1);
1004 ob->contr->destroy (); 1021 op->contr->destroy ();
1005 1022
1006 return 1; 1023 return 1;
1007} 1024}
1008 1025
1009void 1026void
1753 } 1770 }
1754 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)
1755 { 1772 {
1756 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1773 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1757 wcmod = -1; 1774 wcmod = -1;
1775
1758 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);
1759 } 1777 }
1760 else if (op->contr->bowtype == bow_threewide) 1778 else if (op->contr->bowtype == bow_threewide)
1761 { 1779 {
1762 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);
2334 2352
2335 /* 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
2336 * the players time has been increased when doericserver has been 2354 * the players time has been increased when doericserver has been
2337 * called, so we recheck it here. 2355 * called, so we recheck it here.
2338 */ 2356 */
2339 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2357 op->contr->ns->handle_command ();
2340 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2341 ;
2342 2358
2343 if (op->speed_left < 0) 2359 if (op->speed_left < 0)
2344 return 0; 2360 return 0;
2345 2361
2346 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2362 if (op->direction && (op->contr->run_on || op->contr->fire_on))
3308 if (pl->type != PLAYER) 3324 if (pl->type != PLAYER)
3309 { 3325 {
3310 LOG (llevError, "player_can_view() called for non-player object\n"); 3326 LOG (llevError, "player_can_view() called for non-player object\n");
3311 return -1; 3327 return -1;
3312 } 3328 }
3329
3313 if (!pl || !op) 3330 if (!pl || !op)
3314 return 0; 3331 return 0;
3315 3332
3316 if (op->head)
3317 {
3318 op = op->head; 3333 op = op->head_ ();
3319 } 3334
3320 get_rangevector (pl, op, &rv, 0x1); 3335 get_rangevector (pl, op, &rv, 0x1);
3321 3336
3322 /* starting with the 'head' part, lets loop 3337 /* starting with the 'head' part, lets loop
3323 * through the object and find if it has any 3338 * through the object and find if it has any
3324 * part that is in the los array but isnt on 3339 * part that is in the los array but isnt on
3454 if (trlist == NULL || who->type != PLAYER) 3469 if (trlist == NULL || who->type != PLAYER)
3455 return; 3470 return;
3456 3471
3457 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++);
3458 3473
3459 if (tr == NULL || tr->item == NULL) 3474 if (!tr || !tr->item)
3460 { 3475 {
3461 /* 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]); */
3462 return; 3477 return;
3463 } 3478 }
3464 3479

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