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Comparing deliantra/server/server/player.C (file contents):
Revision 1.86 by root, Thu Jan 4 19:28:38 2007 UTC vs.
Revision 1.97 by root, Mon Jan 8 22:32:11 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 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 ob->remove ();
200 ob->map = 0;
201
202 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0;
204
205 players.erase (this);
206}
207
181// connect the player with a specific client 208// connect the player with a specific client
182// also changed, rationalises, and fixes some incorrect settings 209// also changed, rationalises, and fixes some incorrect settings
183void 210void
184player::connect (client *ns) 211player::connect (client *ns)
185{ 212{
186 this->ns = ns; 213 this->ns = ns;
187 ns->pl = this; 214 ns->pl = this;
188 215
189 next = first_player; 216 run_on = 0;
190 first_player = this; 217 fire_on = 0;
218 ob->container = 0; //TODO: client-specific
191 219
192 ns->update_look = 0; 220 ns->update_look = 0;
193 ns->look_position = 0; 221 ns->look_position = 0;
194 222
195 clear_los (ob); 223 clear_los (ob);
224
225 ns->reset_stats ();
196 226
197 /* make sure he's a player -- needed because of class change. */ 227 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid 228 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race; 229 ob->race = ob->arch->clone.race;
200 230
234 skin = tmp; 264 skin = tmp;
235 265
236 set_dragon_name (ob, abil, skin); 266 set_dragon_name (ob, abil, skin);
237 } 267 }
238 268
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
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!"); 269 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245 270
246 esrv_new_player (this, ob->weight + ob->carrying); 271 esrv_new_player (this, ob->weight + ob->carrying);
247 272
248 ob->update_stats (); 273 ob->update_stats ();
249 ns->floorbox_update (); 274 ns->floorbox_update ();
250 275
251 esrv_send_inventory (ob, ob); 276 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0); 277 esrv_add_spells (this, 0);
253 278
254 ob->activate_recursive (); 279 activate ();
255 enter_map ();
256 280
257 send_rules (ob); 281 send_rules (ob);
258 send_news (ob); 282 send_news (ob);
259 display_motd (ob); 283 display_motd (ob);
260 284
263} 287}
264 288
265void 289void
266player::disconnect () 290player::disconnect ()
267{ 291{
268 if (ob)
269 ob->deactivate_recursive ();
270
271 //TODO: don't be so harsh and destroy :)
272 if (ns) 292 if (ns)
273 { 293 {
274 if (enable_save) 294 if (active)
275 {
276 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 295 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
277 save (true);
278 }
279 296
280 INVOKE_PLAYER (DISCONNECT, this); 297 INVOKE_PLAYER (DISCONNECT, this);
281 298
282 client *ns = this->ns; 299 ns->reset_stats ();
283 ns->send_packet ("goodbye");
284 ns->flush ();
285 ns->pl = 0; 300 ns->pl = 0;
286 this->ns = 0; 301 this->ns = 0;
287
288 ns->destroy ();
289 destroy ();
290 } 302 }
303
304 ob->container = 0; //TODO: client-specific
305 deactivate ();
291} 306}
292 307
293// the need for this function can be explained 308// the need for this function can be explained
294// by load_object not returning the object 309// by load_object not returning the object
295void 310void
317 unapply = unapply_nochoice; 332 unapply = unapply_nochoice;
318 333
319 savebed_map = first_map_path; /* Init. respawn position */ 334 savebed_map = first_map_path; /* Init. respawn position */
320 335
321 gen_sp_armour = 10; 336 gen_sp_armour = 10;
322 last_speed = -1;
323 shoottype = range_none; 337 shoottype = range_none;
324 bowtype = bow_normal; 338 bowtype = bow_normal;
325 petmode = pet_normal; 339 petmode = pet_normal;
326 listening = 10; 340 listening = 10;
327 usekeys = containers; 341 usekeys = containers;
328 last_weapon_sp = -1;
329 peaceful = 1; /* default peaceful */ 342 peaceful = 1; /* default peaceful */
330 do_los = 1; 343 do_los = 1;
331
332 /* we need to clear these to -1 and not zero - otherwise,
333 * if a player quits and starts a new character, we wont
334 * send new values to the client, as things like exp start
335 * at zero.
336 */
337 for (int i = 0; i < NUM_SKILLS; i++)
338 last_skill_exp[i] = -1;
339
340 for (int i = 0; i < NROFATTACKS; i++)
341 last_resist[i] = -1;
342
343 last_stats.exp = -1;
344 last_weight = (uint32) - 1;
345} 344}
346 345
347void 346void
348player::do_destroy () 347player::do_destroy ()
349{ 348{
350 disconnect (); 349 disconnect ();
351 350
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy (); 351 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;
376 352
377 if (ob) 353 if (ob)
378 { 354 {
379 ob->destroy_inv (false); 355 ob->destroy_inv (false);
380 ob->destroy (); 356 ob->destroy ();
436 object *op = NULL; 412 object *op = NULL;
437 objectlink *ol; 413 objectlink *ol;
438 unsigned lastdist; 414 unsigned lastdist;
439 rv_vector rv; 415 rv_vector rv;
440 416
441 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 417 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
442 { 418 {
443 /* We should not find free objects on this friendly list, but it 419 /* We should not find free objects on this friendly list, but it
444 * does periodically happen. Given that, lets deal with it. 420 * does periodically happen. Given that, lets deal with it.
445 * While unlikely, it is possible the next object on the friendly 421 * While unlikely, it is possible the next object on the friendly
446 * list is also free, so encapsulate this in a while loop. 422 * list is also free, so encapsulate this in a while loop.
450 object *tmp = ol->ob; 426 object *tmp = ol->ob;
451 427
452 /* Can't do much more other than log the fact, because the object 428 /* Can't do much more other than log the fact, because the object
453 * itself will have been cleared. 429 * itself will have been cleared.
454 */ 430 */
455 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 431 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
432 tmp->debug_desc ());
456 ol = ol->next; 433 ol = ol->next;
457 remove_friendly_object (tmp); 434 remove_friendly_object (tmp);
458 if (!ol) 435 if (!ol)
459 return op; 436 return op;
460 } 437 }
918 * to save here. 895 * to save here.
919 */ 896 */
920 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
921 make_path_to_file (buf); 898 make_path_to_file (buf);
922 899
923#ifdef AUTOSAVE
924 op->contr->last_save_tick = pticks;
925#endif
926 start_info (op); 900 start_info (op);
927 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
928 give_initial_items (op, op->randomitems); 902 give_initial_items (op, op->randomitems);
929 link_player_skills (op); 903 link_player_skills (op);
930 esrv_send_inventory (op, op); 904 esrv_send_inventory (op, op);
990 if (op->msg) 964 if (op->msg)
991 new_draw_info (NDI_BLUE, 0, op, op->msg); 965 new_draw_info (NDI_BLUE, 0, op, op->msg);
992 966
993 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 967 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; 968 return 0;
995}
996
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 delete_character (op->name);
1012
1013 terminate_all_pets (op);
1014 op->remove ();
1015 op->direction = 0;
1016 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1017
1018 strcpy (op->contr->killer, "quit");
1019 check_score (op);
1020 op->contr->party = 0;
1021 op->contr->own_title[0] = '\0';
1022 op->contr->destroy ();
1023
1024 return 1;
1025} 969}
1026 970
1027void 971void
1028flee_player (object *op) 972flee_player (object *op)
1029{ 973{
1908 { 1852 {
1909 if (op->type == PLAYER) 1853 if (op->type == PLAYER)
1910 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1911 return; 1855 return;
1912 } 1856 }
1857
1913 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1914 return; 1859 return;
1915 case range_builder: 1860 case range_builder:
1916 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
1917 return; 1862 return;
1918 default: 1863 default:
2759 " the %s, when he was defeated at\n level %d by %s.\n", 2704 " the %s, when he was defeated at\n level %d by %s.\n",
2760 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2705 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2761 tmp->msg = buf; 2706 tmp->msg = buf;
2762 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2707 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2763 tmp->materialname = NULL; 2708 tmp->materialname = NULL;
2764 op->insert_at (tmp, op); 2709 tmp->insert_at (op, tmp);
2765 } 2710 }
2766 2711
2767 /* teleport defeated player to new destination */ 2712 /* teleport defeated player to new destination */
2768 transfer_ob (op, x, y, 0, NULL); 2713 transfer_ob (op, x, y, 0, NULL);
2769 op->contr->braced = 0; 2714 op->contr->braced = 0;
2774 2719
2775 command_kill_pets (op, 0); 2720 command_kill_pets (op, 0);
2776 2721
2777 if (op->stats.food < 0) 2722 if (op->stats.food < 0)
2778 { 2723 {
2779 if (op->contr->explore)
2780 {
2781 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2782 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2783 op->stats.food = 999;
2784 return;
2785 }
2786 sprintf (buf, "%s starved to death.", &op->name); 2724 sprintf (buf, "%s starved to death.", &op->name);
2787 strcpy (op->contr->killer, "starvation"); 2725 strcpy (op->contr->killer, "starvation");
2788 } 2726 }
2789 else 2727 else
2790 {
2791 if (op->contr->explore)
2792 {
2793 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2794 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2795 op->stats.hp = op->stats.maxhp;
2796 return;
2797 }
2798 sprintf (buf, "%s died.", &op->name); 2728 sprintf (buf, "%s died.", &op->name);
2799 }
2800 2729
2801 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2730 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2802 2731
2803 /* save the map location for corpse, gravestone */ 2732 /* save the map location for corpse, gravestone */
2804 x = op->x; 2733 x = op->x;
2997 /* */ 2926 /* */
2998 /****************************************/ 2927 /****************************************/
2999 2928
3000 enter_player_savebed (op); 2929 enter_player_savebed (op);
3001 2930
3002 /* Save the player before inserting the force to reduce
3003 * chance of abuse.
3004 */
3005 op->contr->braced = 0; 2931 op->contr->braced = 0;
3006 op->contr->save ();
3007 2932
3008 /* it is possible that the player has blown something up 2933 /* it is possible that the player has blown something up
3009 * at his savebed location, and that can have long lasting 2934 * at his savebed location, and that can have long lasting
3010 * spell effects. So first see if there is a spell effect 2935 * spell effects. So first see if there is a spell effect
3011 * on the space that might harm the player. 2936 * on the space that might harm the player.
3600 * not readied. 3525 * not readied.
3601 */ 3526 */
3602void 3527void
3603player_unready_range_ob (player *pl, object *ob) 3528player_unready_range_ob (player *pl, object *ob)
3604{ 3529{
3605 rangetype i;
3606
3607 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3530 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3608 {
3609 if (pl->ranges[i] == ob) 3531 if (pl->ranges[i] == ob)
3610 { 3532 {
3611 pl->ranges[i] = NULL; 3533 pl->ranges[i] = 0;
3612 if (pl->shoottype == i) 3534 if (pl->shoottype == i)
3613 {
3614 pl->shoottype = range_none; 3535 pl->shoottype = range_none;
3615 }
3616 } 3536 }
3617 }
3618} 3537}

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