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Comparing deliantra/server/server/player.C (file contents):
Revision 1.81 by pippijn, Wed Jan 3 00:21:36 2007 UTC vs.
Revision 1.91 by root, Sun Jan 7 23:10:43 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h> 26#include <pwd.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
31#include <skills.h> 32#include <skills.h>
32 33
33#include <algorithm> 34#include <algorithm>
34#include <functional> 35#include <functional>
35 36
36player * 37playervec players;
37find_player (const char *plname)
38{
39 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45 38
46void 39void
47display_motd (const object *op) 40display_motd (const object *op)
48{ 41{
49 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
132 125
133 if (*buf == '%') 126 if (*buf == '%')
134 { /* send one news */ 127 { /* send one news */
135 if (size > 0) 128 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
137 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
138 strip_endline (subject); 132 strip_endline (subject);
139 size = 0; 133 size = 0;
140 news[0] = '\0'; 134 news[0] = '\0';
141 } 135 }
176 ob->enter_exit (tmp); 170 ob->enter_exit (tmp);
177 171
178 tmp->destroy (); 172 tmp->destroy ();
179} 173}
180 174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 enter_map ();
186}
187
188void
189player::deactivate ()
190{
191 if (!active)
192 return;
193
194 terminate_all_pets (ob);
195 ob->deactivate_recursive ();
196 ob->remove ();
197 ob->map = 0;
198
199 players.erase (this);
200}
201
181// connect the player with a specific client 202// connect the player with a specific client
182// also changed, rationalises, and fixes some incorrect settings 203// also changed, rationalises, and fixes some incorrect settings
183void 204void
184player::connect (client *ns) 205player::connect (client *ns)
185{ 206{
186 this->ns = ns; 207 this->ns = ns;
187 ns->pl = this; 208 ns->pl = this;
188
189 next = first_player;
190 first_player = this;
191 209
192 ns->update_look = 0; 210 ns->update_look = 0;
193 ns->look_position = 0; 211 ns->look_position = 0;
194 212
195 clear_los (ob); 213 clear_los (ob);
237 } 255 }
238 256
239 CLEAR_FLAG (ob, FLAG_FRIENDLY); 257 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob); 258 add_friendly_object (ob);
241 259
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245 261
246 esrv_new_player (this, ob->weight + ob->carrying); 262 esrv_new_player (this, ob->weight + ob->carrying);
247 263
248 ob->update_stats (); 264 ob->update_stats ();
249 ns->floorbox_update (); 265 ns->floorbox_update ();
250 266
251 esrv_send_inventory (ob, ob); 267 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0); 268 esrv_add_spells (this, 0);
253 269
254 ob->activate_recursive (); 270 activate ();
255 enter_map ();
256 271
257 send_rules (ob); 272 send_rules (ob);
258 send_news (ob); 273 send_news (ob);
259 display_motd (ob); 274 display_motd (ob);
260 275
263} 278}
264 279
265void 280void
266player::disconnect () 281player::disconnect ()
267{ 282{
268 if (ob)
269 ob->deactivate_recursive ();
270
271 //TODO: don't be so harsh and destroy :)
272 if (ns) 283 if (ns)
273 { 284 {
274 if (enable_save) 285 if (active)
275 {
276 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
277 save (true);
278 }
279 287
280 INVOKE_PLAYER (DISCONNECT, this); 288 INVOKE_PLAYER (DISCONNECT, this);
281 289
282 client *ns = this->ns;
283 ns->send_packet ("goodbye");
284 ns->flush ();
285 ns->pl = 0; 290 ns->pl = 0;
286 this->ns = 0; 291 this->ns = 0;
287
288 ns->destroy ();
289 destroy ();
290 } 292 }
293
294 deactivate ();
291} 295}
292 296
293// the need for this function can be explained 297// the need for this function can be explained
294// by load_object not returning the object 298// by load_object not returning the object
295void 299void
347void 351void
348player::do_destroy () 352player::do_destroy ()
349{ 353{
350 disconnect (); 354 disconnect ();
351 355
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy (); 356 attachable::do_destroy ();
356
357 terminate_all_pets (ob);
358
359 if (first_player != this)
360 {
361 player *prev = first_player;
362
363 while (prev && prev->next && prev->next != this)
364 prev = prev->next;
365
366 if (prev->next != this)
367 {
368 LOG (llevError, "Free_player: Can't find previous player.\n");
369 abort ();
370 }
371
372 prev->next = next;
373 }
374 else
375 first_player = next;
376 357
377 if (ob) 358 if (ob)
378 { 359 {
379 ob->destroy_inv (false); 360 ob->destroy_inv (false);
380 ob->destroy (); 361 ob->destroy ();
992 973
993 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 974 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
994 return 0; 975 return 0;
995} 976}
996 977
997int
998key_confirm_quit (object *op, char key)
999{
1000 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1001 {
1002 op->contr->ns->state = ST_PLAYING;
1003 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1004 return 1;
1005 }
1006
1007 INVOKE_PLAYER (LOGOUT, op->contr);
1008 INVOKE_PLAYER (QUIT, op->contr);
1009
1010 op->contr->enable_save = false;
1011
1012 terminate_all_pets (op);
1013 op->remove ();
1014 op->direction = 0;
1015 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1016
1017 strcpy (op->contr->killer, "quit");
1018 check_score (op);
1019 op->contr->party = 0;
1020 op->contr->own_title[0] = '\0';
1021 op->contr->destroy ();
1022
1023 return 1;
1024}
1025
1026void 978void
1027flee_player (object *op) 979flee_player (object *op)
1028{ 980{
1029 int dir, diff; 981 int dir, diff;
1030 rv_vector rv; 982 rv_vector rv;
2084 */ 2036 */
2085 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2037 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2086 { 2038 {
2087 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2039 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2088 { 2040 {
2089 m = get_map_from_coord (op->map, &nx, &ny); 2041 m = op->map->xy_find (nx, ny);
2090 if (!m) 2042 if (!m)
2091 return; /* Don't think this should happen */ 2043 return; /* Don't think this should happen */
2092 } 2044 }
2093 else 2045 else
2094 m = op->map; 2046 m = op->map;
2095 2047
2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2048 if (!(tmp = m->at (nx, ny).bot))
2097 {
2098 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2099 return; 2049 return;
2100 }
2101 2050
2102 mon = 0; 2051 mon = 0;
2103 /* Go through all the objects, and find ones of interest. Only stop if 2052 /* Go through all the objects, and find ones of interest. Only stop if
2104 * we find a monster - that is something we know we want to attack. 2053 * we find a monster - that is something we know we want to attack.
2105 * if its a door or barrel (can roll) see if there may be monsters 2054 * if its a door or barrel (can roll) see if there may be monsters
2158 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2159 { 2108 {
2160 /* If we're braced, we don't want to switch places with it */ 2109 /* If we're braced, we don't want to switch places with it */
2161 if (op->contr->braced) 2110 if (op->contr->braced)
2162 return; 2111 return;
2112
2163 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2113 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2164 (void) push_ob (mon, dir, op); 2114 (void) push_ob (mon, dir, op);
2165 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2166 make_visible (op); 2116 make_visible (op);
2117
2167 return; 2118 return;
2168 } 2119 }
2169 2120
2170 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2171 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2185 !on_battleground)) 2136 !on_battleground))
2186 { 2137 {
2187 if (!op->contr->braced) 2138 if (!op->contr->braced)
2188 { 2139 {
2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2190 (void) push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2191 } 2142 }
2192 else 2143 else
2193 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2194 2145
2195 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2210 * Way it works is like this: First, it must have some hit points 2161 * Way it works is like this: First, it must have some hit points
2211 * and be living. Then, it must be one of the following: 2162 * and be living. Then, it must be one of the following:
2212 * 1) Not a player, 2) A player, but of a different party. Note 2163 * 1) Not a player, 2) A player, but of a different party. Note
2213 * that party_number -1 is no party, so attacks can still happen. 2164 * that party_number -1 is no party, so attacks can still happen.
2214 */ 2165 */
2215
2216 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2217 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2218 { 2168 {
2219 2169
2220 /* If the player hasn't hit something this tick, and does 2170 /* If the player hasn't hit something this tick, and does
2254int 2204int
2255move_player (object *op, int dir) 2205move_player (object *op, int dir)
2256{ 2206{
2257 int pick; 2207 int pick;
2258 2208
2259 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2260 return 0; 2210 return 0;
2261 2211
2262 /* Sanity check: make sure dir is valid */ 2212 /* Sanity check: make sure dir is valid */
2263 if ((dir < 0) || (dir >= 9)) 2213 if ((dir < 0) || (dir >= 9))
2264 { 2214 {
2265 LOG (llevError, "move_player: invalid direction %d\n", dir); 2215 LOG (llevError, "move_player: invalid direction %d\n", dir);
2266 return 0; 2216 return 0;
2267 } 2217 }
2268 2218
2269 /* peterm: added following line */ 2219 /* peterm: added following line */
2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2221 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2272 2222
2273 op->facing = dir; 2223 op->facing = dir;
2274 2224
2352 2302
2353 /* call this here - we also will call this in do_ericserver, but 2303 /* call this here - we also will call this in do_ericserver, but
2354 * the players time has been increased when doericserver has been 2304 * the players time has been increased when doericserver has been
2355 * called, so we recheck it here. 2305 * called, so we recheck it here.
2356 */ 2306 */
2357 op->contr->ns->handle_command (); 2307 if (op->contr->ns->handle_command ())
2308 return 1;
2358 2309
2359 if (op->speed_left < 0) 2310 if (op->speed_left > 0)
2360 return 0; 2311 {
2361
2362 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2312 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2363 { 2313 {
2364 /* All move commands take 1 tick, at least for now */ 2314 /* All move commands take 1 tick, at least for now */
2365 op->speed_left--; 2315 op->speed_left--;
2366 2316
2367 /* Instead of all the stuff below, let move_player take care 2317 /* Instead of all the stuff below, let move_player take care
2368 * of it. Also, some of the skill stuff is only put in 2318 * of it. Also, some of the skill stuff is only put in
2369 * there, as well as the confusion stuff. 2319 * there, as well as the confusion stuff.
2370 */ 2320 */
2371 move_player (op, op->direction); 2321 move_player (op, op->direction);
2372 if (op->speed_left > 0) 2322
2373 return 1; 2323 return op->speed_left > 0;
2374 else 2324 }
2375 return 0;
2376 } 2325 }
2377 2326
2378 return 0; 2327 return 0;
2379} 2328}
2380 2329
2761 " the %s, when he was defeated at\n level %d by %s.\n", 2710 " the %s, when he was defeated at\n level %d by %s.\n",
2762 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2711 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2763 tmp->msg = buf; 2712 tmp->msg = buf;
2764 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2713 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2765 tmp->materialname = NULL; 2714 tmp->materialname = NULL;
2766 op->insert_at (tmp, op); 2715 tmp->insert_at (op, tmp);
2767 } 2716 }
2768 2717
2769 /* teleport defeated player to new destination */ 2718 /* teleport defeated player to new destination */
2770 transfer_ob (op, x, y, 0, NULL); 2719 transfer_ob (op, x, y, 0, NULL);
2771 op->contr->braced = 0; 2720 op->contr->braced = 0;
2776 2725
2777 command_kill_pets (op, 0); 2726 command_kill_pets (op, 0);
2778 2727
2779 if (op->stats.food < 0) 2728 if (op->stats.food < 0)
2780 { 2729 {
2781 if (op->contr->explore)
2782 {
2783 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2784 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2785 op->stats.food = 999;
2786 return;
2787 }
2788 sprintf (buf, "%s starved to death.", &op->name); 2730 sprintf (buf, "%s starved to death.", &op->name);
2789 strcpy (op->contr->killer, "starvation"); 2731 strcpy (op->contr->killer, "starvation");
2790 } 2732 }
2791 else 2733 else
2792 {
2793 if (op->contr->explore)
2794 {
2795 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2796 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2797 op->stats.hp = op->stats.maxhp;
2798 return;
2799 }
2800 sprintf (buf, "%s died.", &op->name); 2734 sprintf (buf, "%s died.", &op->name);
2801 }
2802 2735
2803 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2736 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2804 2737
2805 /* save the map location for corpse, gravestone */ 2738 /* save the map location for corpse, gravestone */
2806 x = op->x; 2739 x = op->x;
2999 /* */ 2932 /* */
3000 /****************************************/ 2933 /****************************************/
3001 2934
3002 enter_player_savebed (op); 2935 enter_player_savebed (op);
3003 2936
3004 /* Save the player before inserting the force to reduce
3005 * chance of abuse.
3006 */
3007 op->contr->braced = 0; 2937 op->contr->braced = 0;
3008 op->contr->save ();
3009 2938
3010 /* it is possible that the player has blown something up 2939 /* it is possible that the player has blown something up
3011 * at his savebed location, and that can have long lasting 2940 * at his savebed location, and that can have long lasting
3012 * spell effects. So first see if there is a spell effect 2941 * spell effects. So first see if there is a spell effect
3013 * on the space that might harm the player. 2942 * on the space that might harm the player.
3225 3154
3226 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3155 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3227 3156
3228 /* its *extremely* hard to run and sneak/hide at the same time! */ 3157 /* its *extremely* hard to run and sneak/hide at the same time! */
3229 if (op->type == PLAYER && op->contr->run_on) 3158 if (op->type == PLAYER && op->contr->run_on)
3230 {
3231 if (!skop || num >= skop->level) 3159 if (!skop || num >= skop->level)
3232 { 3160 {
3233 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3161 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3234 make_visible (op); 3162 make_visible (op);
3235 return; 3163 return;
3236 } 3164 }
3237 else 3165 else
3238 num += 20; 3166 num += 20;
3239 } 3167
3240 num += op->map->difficulty; 3168 num += op->map->difficulty;
3241 hide = hideability (op); /* modify by terrain hidden level */ 3169 hide = hideability (op); /* modify by terrain hidden level */
3242 num -= hide; 3170 num -= hide;
3171
3243 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3172 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3244 { 3173 {
3245 make_visible (op); 3174 make_visible (op);
3246 if (op->type == PLAYER) 3175 if (op->type == PLAYER)
3247 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3176 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3248 } 3177 }
3249 else if (op->type == PLAYER && skop) 3178 else if (op->type == PLAYER && skop)
3250 {
3251 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3179 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3252 }
3253} 3180}
3254 3181
3255/* determine if who is standing near a hostile creature. */ 3182/* determine if who is standing near a hostile creature. */
3256 3183
3257int 3184int
3469 if (trlist == NULL || who->type != PLAYER) 3396 if (trlist == NULL || who->type != PLAYER)
3470 return; 3397 return;
3471 3398
3472 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3399 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3473 3400
3474 if (tr == NULL || tr->item == NULL) 3401 if (!tr || !tr->item)
3475 { 3402 {
3476 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3403 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3477 return; 3404 return;
3478 } 3405 }
3479 3406

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