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/cvs/deliantra/server/server/player.C
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Comparing deliantra/server/server/player.C (file contents):
Revision 1.91 by root, Sun Jan 7 23:10:43 2007 UTC vs.
Revision 1.100 by root, Sat Jan 20 22:09:55 2007 UTC

180 180
181 players.insert (this); 181 players.insert (this);
182 ob->remove (); 182 ob->remove ();
183 ob->map = 0; 183 ob->map = 0;
184 ob->activate_recursive (); 184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
185 enter_map (); 187 enter_map ();
186} 188}
187 189
188void 190void
189player::deactivate () 191player::deactivate ()
190{ 192{
191 if (!active) 193 if (!active)
192 return; 194 return;
193 195
194 terminate_all_pets (ob); 196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
195 ob->deactivate_recursive (); 198 ob->deactivate_recursive ();
199 maplevel = ob->map->path;
196 ob->remove (); 200 ob->remove ();
197 ob->map = 0; 201 ob->map = 0;
202
203 // for weird reasons, this is often "ob", keeping a circular reference
204 ranges [range_skill] = 0;
198 205
199 players.erase (this); 206 players.erase (this);
200} 207}
201 208
202// connect the player with a specific client 209// connect the player with a specific client
205player::connect (client *ns) 212player::connect (client *ns)
206{ 213{
207 this->ns = ns; 214 this->ns = ns;
208 ns->pl = this; 215 ns->pl = this;
209 216
217 run_on = 0;
218 fire_on = 0;
219 ob->container = 0; //TODO: client-specific
220
210 ns->update_look = 0; 221 ns->update_look = 0;
211 ns->look_position = 0; 222 ns->look_position = 0;
212 223
213 clear_los (ob); 224 clear_los (ob);
225
226 ns->reset_stats ();
214 227
215 /* make sure he's a player -- needed because of class change. */ 228 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 229 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->clone.race; 230 ob->race = ob->arch->clone.race;
218 231
252 skin = tmp; 265 skin = tmp;
253 266
254 set_dragon_name (ob, abil, skin); 267 set_dragon_name (ob, abil, skin);
255 } 268 }
256 269
257 CLEAR_FLAG (ob, FLAG_FRIENDLY);
258 add_friendly_object (ob);
259
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261 271
262 esrv_new_player (this, ob->weight + ob->carrying); 272 esrv_new_player (this, ob->weight + ob->carrying);
263 273
264 ob->update_stats (); 274 ob->update_stats ();
285 if (active) 295 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287 297
288 INVOKE_PLAYER (DISCONNECT, this); 298 INVOKE_PLAYER (DISCONNECT, this);
289 299
300 ns->reset_stats ();
290 ns->pl = 0; 301 ns->pl = 0;
291 this->ns = 0; 302 this->ns = 0;
292 } 303 }
293 304
305 ob->container = 0; //TODO: client-specific
294 deactivate (); 306 deactivate ();
295} 307}
296 308
297// the need for this function can be explained 309// the need for this function can be explained
298// by load_object not returning the object 310// by load_object not returning the object
321 unapply = unapply_nochoice; 333 unapply = unapply_nochoice;
322 334
323 savebed_map = first_map_path; /* Init. respawn position */ 335 savebed_map = first_map_path; /* Init. respawn position */
324 336
325 gen_sp_armour = 10; 337 gen_sp_armour = 10;
326 last_speed = -1;
327 shoottype = range_none; 338 shoottype = range_none;
328 bowtype = bow_normal; 339 bowtype = bow_normal;
329 petmode = pet_normal; 340 petmode = pet_normal;
330 listening = 10; 341 listening = 10;
331 usekeys = containers; 342 usekeys = containers;
332 last_weapon_sp = -1;
333 peaceful = 1; /* default peaceful */ 343 peaceful = 1; /* default peaceful */
334 do_los = 1; 344 do_los = 1;
335
336 /* we need to clear these to -1 and not zero - otherwise,
337 * if a player quits and starts a new character, we wont
338 * send new values to the client, as things like exp start
339 * at zero.
340 */
341 for (int i = 0; i < NUM_SKILLS; i++)
342 last_skill_exp[i] = -1;
343
344 for (int i = 0; i < NROFATTACKS; i++)
345 last_resist[i] = -1;
346
347 last_stats.exp = -1;
348 last_weight = (uint32) - 1;
349} 345}
350 346
351void 347void
352player::do_destroy () 348player::do_destroy ()
353{ 349{
417 object *op = NULL; 413 object *op = NULL;
418 objectlink *ol; 414 objectlink *ol;
419 unsigned lastdist; 415 unsigned lastdist;
420 rv_vector rv; 416 rv_vector rv;
421 417
422 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
423 { 419 {
424 /* We should not find free objects on this friendly list, but it 420 /* We should not find free objects on this friendly list, but it
425 * does periodically happen. Given that, lets deal with it. 421 * does periodically happen. Given that, lets deal with it.
426 * While unlikely, it is possible the next object on the friendly 422 * While unlikely, it is possible the next object on the friendly
427 * list is also free, so encapsulate this in a while loop. 423 * list is also free, so encapsulate this in a while loop.
431 object *tmp = ol->ob; 427 object *tmp = ol->ob;
432 428
433 /* Can't do much more other than log the fact, because the object 429 /* Can't do much more other than log the fact, because the object
434 * itself will have been cleared. 430 * itself will have been cleared.
435 */ 431 */
436 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 432 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
433 tmp->debug_desc ());
437 ol = ol->next; 434 ol = ol->next;
438 remove_friendly_object (tmp); 435 remove_friendly_object (tmp);
439 if (!ol) 436 if (!ol)
440 return op; 437 return op;
441 } 438 }
530 x = mon->x; 527 x = mon->x;
531 y = mon->y; 528 y = mon->y;
532 m = mon->map; 529 m = mon->map;
533 dir = rv.direction; 530 dir = rv.direction;
534 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 531 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
535 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 532 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
533
536 /* If we can't solve it within the search distance, return now. */ 534 /* If we can't solve it within the search distance, return now. */
537 if (diff > max) 535 if (diff > max)
538 return 0; 536 return 0;
537
539 while (diff > 1 && max > 0) 538 while (diff > 1 && max > 0)
540 { 539 {
541 lastx = x; 540 lastx = x;
542 lasty = y; 541 lasty = y;
543 lastmap = m; 542 lastmap = m;
625 max--; 624 max--;
626 lastdir = dir; 625 lastdir = dir;
627 if (!firstdir) 626 if (!firstdir)
628 firstdir = dir; 627 firstdir = dir;
629 } 628 }
629
630 if (diff <= 1) 630 if (diff <= 1)
631 { 631 {
632 /* Recalculate diff (distance) because we may not have actually 632 /* Recalculate diff (distance) because we may not have actually
633 * headed toward player for entire distance. 633 * headed toward player for entire distance.
634 */ 634 */
635 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 635 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
636 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 636 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
637 } 637 }
638
638 if (diff > max) 639 if (diff > max)
639 return 0; 640 return 0;
640 } 641 }
642
641 /* If we reached the max, didn't find a direction in time */ 643 /* If we reached the max, didn't find a direction in time */
642 if (!max) 644 if (!max)
643 return 0; 645 return 0;
644 646
645 return firstdir; 647 return firstdir;
759roll_stat (void) 761roll_stat (void)
760{ 762{
761 int a[4], i, j, k; 763 int a[4], i, j, k;
762 764
763 for (i = 0; i < 4; i++) 765 for (i = 0; i < 4; i++)
764 a[i] = (int) RANDOM () % 6 + 1; 766 a[i] = (int) rndm (6) + 1;
765 767
766 for (i = 0, j = 0, k = 7; i < 4; i++) 768 for (i = 0, j = 0, k = 7; i < 4; i++)
767 if (a[i] < k) 769 if (a[i] < k)
768 k = a[i], j = i; 770 k = a[i], j = i;
769 771
899 * to save here. 901 * to save here.
900 */ 902 */
901 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
902 make_path_to_file (buf); 904 make_path_to_file (buf);
903 905
904#ifdef AUTOSAVE
905 op->contr->last_save_tick = pticks;
906#endif
907 start_info (op); 906 start_info (op);
908 CLEAR_FLAG (op, FLAG_WIZ); 907 CLEAR_FLAG (op, FLAG_WIZ);
909 give_initial_items (op, op->randomitems); 908 give_initial_items (op, op->randomitems);
910 link_player_skills (op); 909 link_player_skills (op);
911 esrv_send_inventory (op, op); 910 esrv_send_inventory (op, op);
1859 { 1858 {
1860 if (op->type == PLAYER) 1859 if (op->type == PLAYER)
1861 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1860 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1862 return; 1861 return;
1863 } 1862 }
1863
1864 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1864 do_skill (op, op, op->chosen_skill, dir, NULL);
1865 return; 1865 return;
1866 case range_builder: 1866 case range_builder:
1867 apply_map_builder (op, dir); 1867 apply_map_builder (op, dir);
1868 return; 1868 return;
1869 default: 1869 default:
2216 return 0; 2216 return 0;
2217 } 2217 }
2218 2218
2219 /* peterm: added following line */ 2219 /* peterm: added following line */
2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2221 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2221 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2222 2222
2223 op->facing = dir; 2223 op->facing = dir;
2224 2224
2225 if (op->hide) 2225 if (op->hide)
2226 do_hidden_move (op); 2226 do_hidden_move (op);
2987 tmp->x = op->x, tmp->y = op->y; 2987 tmp->x = op->x, tmp->y = op->y;
2988 if (tmp->type == CONTAINER) 2988 if (tmp->type == CONTAINER)
2989 { /* empty container to ground */ 2989 { /* empty container to ground */
2990 loot_object (tmp); 2990 loot_object (tmp);
2991 } 2991 }
2992 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2992 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2993 { 2993 {
2994 if (tmp->nrof > 1) 2994 if (tmp->nrof > 1)
2995 { 2995 {
2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2997 tmp2->destroy (); 2997 tmp2->destroy ();
3531 * not readied. 3531 * not readied.
3532 */ 3532 */
3533void 3533void
3534player_unready_range_ob (player *pl, object *ob) 3534player_unready_range_ob (player *pl, object *ob)
3535{ 3535{
3536 rangetype i;
3537
3538 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3536 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3539 {
3540 if (pl->ranges[i] == ob) 3537 if (pl->ranges[i] == ob)
3541 { 3538 {
3542 pl->ranges[i] = NULL; 3539 pl->ranges[i] = 0;
3543 if (pl->shoottype == i) 3540 if (pl->shoottype == i)
3544 {
3545 pl->shoottype = range_none; 3541 pl->shoottype = range_none;
3546 }
3547 } 3542 }
3548 }
3549} 3543}

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