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Comparing deliantra/server/server/player.c (file contents):
Revision 1.1.1.2 by elmex, Wed Feb 22 18:03:23 2006 UTC vs.
Revision 1.13 by pippijn, Fri Apr 21 14:40:31 2006 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * static char *rcsid_player_c =
3 * "$Id: player.c,v 1.1.1.2 2006/02/22 18:03:23 elmex Exp $"; 3 * "$Id: player.c,v 1.13 2006/04/21 14:40:31 pippijn Exp $";
4 */ 4 */
5 5
6/* 6/*
7 CrossFire, A Multiplayer game for X-windows 7 CrossFire, A Multiplayer game for X-windows
8 8
37#include <living.h> 37#include <living.h>
38#include <object.h> 38#include <object.h>
39#include <spells.h> 39#include <spells.h>
40#include <skills.h> 40#include <skills.h>
41#include <newclient.h> 41#include <newclient.h>
42
43#ifdef COZY_SERVER
44extern int same_party (partylist *a, partylist *b);
45#endif
42 46
43player *find_player(const char *plname) 47player *find_player(const char *plname)
44{ 48{
45 player *pl; 49 player *pl;
46 for(pl=first_player;pl!=NULL;pl=pl->next) 50 for(pl=first_player;pl!=NULL;pl=pl->next)
224 } 228 }
225 229
226 /* Clears basically the entire player structure except 230 /* Clears basically the entire player structure except
227 * for next and socket. 231 * for next and socket.
228 */ 232 */
229 memset((void*)((char*)p + offsetof(player, maplevel)), 0, 233 memset((void*)((char*)p + offsetof(player, ob)), 0,
230 sizeof(player) - offsetof(player, maplevel)); 234 sizeof(player) - offsetof(player, ob));
231 235
232 /* There are some elements we want initialized to non zero value - 236 /* There are some elements we want initialized to non zero value -
233 * we deal with that below this point. 237 * we deal with that below this point.
234 */ 238 */
235 p->party=NULL; 239 p->party=NULL;
249 op->speed_left=0.5; 253 op->speed_left=0.5;
250 op->speed=1.0; 254 op->speed=1.0;
251 op->direction=5; /* So player faces south */ 255 op->direction=5; /* So player faces south */
252 op->stats.wc=2; 256 op->stats.wc=2;
253 op->run_away = 25; /* Then we panick... */ 257 op->run_away = 25; /* Then we panick... */
258 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
254 259
255 roll_stats(op); 260 roll_stats(op);
256 p->state=ST_ROLL_STAT; 261 p->state=ST_ROLL_STAT;
257 clear_los(op); 262 clear_los(op);
258 263
396 op=ol->ob; 401 op=ol->ob;
397 lastdist=rv.distance; 402 lastdist=rv.distance;
398 } 403 }
399 } 404 }
400 for (pl=first_player; pl != NULL; pl=pl->next) { 405 for (pl=first_player; pl != NULL; pl=pl->next) {
401 if (on_same_map(mon, pl->ob)&& can_detect_enemy(mon, pl->ob,&rv)) { 406 if (can_detect_enemy(mon, pl->ob,&rv)) {
402 407
403 if(lastdist>rv.distance) { 408 if(lastdist>rv.distance) {
404 op=pl->ob; 409 op=pl->ob;
405 lastdist=rv.distance; 410 lastdist=rv.distance;
406 } 411 }
945 } 950 }
946 return 0; 951 return 0;
947} 952}
948 953
949/* This function takes the key that is passed, and does the 954/* This function takes the key that is passed, and does the
950 * appropriate action with it (change class, or other things. 955 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE,
958 * not the class.
951 */ 959 */
952 960
953int key_change_class(object *op, char key) 961int key_change_class(object *op, char key)
954{ 962{
955 int tmp_loop; 963 int tmp_loop;
956 964
957 if(key=='q'||key=='Q') { 965 if(key=='q'||key=='Q') {
958 remove_ob(op); 966 remove_ob(op);
959 play_again(op); 967 play_again(op);
960 return 0; 968 return 0;
991 CLEAR_FLAG(op, FLAG_WIZ); 999 CLEAR_FLAG(op, FLAG_WIZ);
992 give_initial_items(op,op->randomitems); 1000 give_initial_items(op,op->randomitems);
993 link_player_skills(op); 1001 link_player_skills(op);
994 esrv_send_inventory(op, op); 1002 esrv_send_inventory(op, op);
995 fix_player(op); 1003 fix_player(op);
1004
1005 /* This moves the player to a different start map, if there
1006 * is one for this race
1007 */
1008 if(*first_map_ext_path) {
1009 object *tmp;
1010 mapstruct *oldmap = op->map;
1011 char mapname[MAX_BUF];
1012 snprintf(mapname, MAX_BUF-1, "%s/%s",
1013 first_map_ext_path, op->arch->name);
1014 printf("%s\n", mapname);
1015 tmp=get_object();
1016 EXIT_PATH(tmp) = add_string(mapname);
1017 EXIT_X(tmp) = op->x;
1018 EXIT_Y(tmp) = op->y;
1019 enter_exit(op,tmp); /* we don't really care if it succeeded;
1020 * if the map isn't there, then stay on the
1021 * default initial map */
1022 free_object(tmp);
1023 } else {
1024 LOG(llevDebug,"first_map_ext_path not set\n");
1025 }
996 return 0; 1026 return 0;
997 } 1027 }
998 1028
999 /* Following actually changes the class - this is the default command 1029 /* Following actually changes the race - this is the default command
1000 * if we don't match with one of the options above. 1030 * if we don't match with one of the options above.
1001 */ 1031 */
1002 1032
1003 tmp_loop = 0; 1033 tmp_loop = 0;
1004 while(!tmp_loop) { 1034 while(!tmp_loop) {
2059 2089
2060 /* If the creature is a pet, push it even if the player is not 2090 /* If the creature is a pet, push it even if the player is not
2061 * peaceful. Our assumption is the creature is a pet if the 2091 * peaceful. Our assumption is the creature is a pet if the
2062 * player owns it and it is either friendly or unagressive. 2092 * player owns it and it is either friendly or unagressive.
2063 */ 2093 */
2064 if ((op->type==PLAYER) && get_owner(mon)==op && 2094 if ((op->type==PLAYER)
2095#if COZY_SERVER
2096 &&
2097 (
2098 (get_owner(mon) && get_owner(mon)->contr
2099 && same_party (get_owner(mon)->contr->party, op->contr->party))
2100 || get_owner(mon) == op
2101 )
2102#else
2103 && get_owner(mon)==op
2104#endif
2065 (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2105 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2066 { 2106 {
2067 /* If we're braced, we don't want to switch places with it */ 2107 /* If we're braced, we don't want to switch places with it */
2068 if (op->contr->braced) return; 2108 if (op->contr->braced) return;
2069 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2109 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER);
2070 (void) push_ob(mon,dir,op); 2110 (void) push_ob(mon,dir,op);
2077 * someone, but put it inside this loop so that you won't 2117 * someone, but put it inside this loop so that you won't
2078 * attack them either. 2118 * attack them either.
2079 */ 2119 */
2080 if ((mon->type==PLAYER || mon->enemy != op) && 2120 if ((mon->type==PLAYER || mon->enemy != op) &&
2081 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2121 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2082 (op->contr->peaceful && !on_battleground)) { 2122 (
2123#ifdef PROHIBIT_PLAYERKILL
2124 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2125#else
2126 op->contr->peaceful &&
2127#endif
2128 !on_battleground
2129 )) {
2083 if (!op->contr->braced) { 2130 if (!op->contr->braced) {
2084 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2131 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER);
2085 (void) push_ob(mon,dir,op); 2132 (void) push_ob(mon,dir,op);
2086 } else { 2133 } else {
2087 new_draw_info(0, 0,op,"You withhold your attack"); 2134 new_draw_info(0, 0,op,"You withhold your attack");
2215 */ 2262 */
2216int handle_newcs_player(object *op) 2263int handle_newcs_player(object *op)
2217{ 2264{
2218 if (op->contr->hidden) { 2265 if (op->contr->hidden) {
2219 op->invisible = 1000; 2266 op->invisible = 1000;
2220 /* the socket code flasehs the player visible/invisible 2267 /* the socket code flashes the player visible/invisible
2221 * depending on the value if invisible, so we need to 2268 * depending on the value of invisible, so we need to
2222 * alternate it here for it to work correctly. 2269 * alternate it here for it to work correctly.
2223 */ 2270 */
2224 if (pticks & 2) op->invisible--; 2271 if (pticks & 2) op->invisible--;
2225 } 2272 }
2226 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2273 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2494 } 2541 }
2495 } 2542 }
2496 2543
2497 /* Digestion */ 2544 /* Digestion */
2498 if(--op->last_eat<0) { 2545 if(--op->last_eat<0) {
2546#ifdef COZY_SERVER
2547 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2548 int bonus=dg>0?dg:0,
2549 penalty=dg<0?-dg:0;
2550#else
2499 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2551 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2500 penalty=op->contr->digestion<0?-op->contr->digestion:0; 2552 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2553#endif
2554
2501 if(op->contr->gen_hp > 0) 2555 if(op->contr->gen_hp > 0)
2502 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2556 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2503 else 2557 else
2504 op->last_eat=25*(1+bonus)/(penalty +1); 2558 op->last_eat=25*(1+bonus)/(penalty +1);
2505 /* dms do not consume food */ 2559 /* dms do not consume food */
2655 2709
2656 /* Basically two ways to go - remove a stat permanently, or just 2710 /* Basically two ways to go - remove a stat permanently, or just
2657 * make it depletion. This bunch of code deals with that aspect 2711 * make it depletion. This bunch of code deals with that aspect
2658 * of death. 2712 * of death.
2659 */ 2713 */
2660 2714#ifndef COZY_SERVER
2661 if (settings.balanced_stat_loss) { 2715 if (settings.balanced_stat_loss) {
2662 /* If stat loss is permanent, lose one stat only. */ 2716 /* If stat loss is permanent, lose one stat only. */
2663 /* Lower level chars don't lose as many stats because they suffer 2717 /* Lower level chars don't lose as many stats because they suffer
2664 more if they do. */ 2718 more if they do. */
2665 /* Higher level characters can afford things such as potions of 2719 /* Higher level characters can afford things such as potions of
2674 num_stats_lose = 1; 2728 num_stats_lose = 1;
2675 } 2729 }
2676 lost_a_stat = 0; 2730 lost_a_stat = 0;
2677 2731
2678 for (z=0; z<num_stats_lose; z++) { 2732 for (z=0; z<num_stats_lose; z++) {
2733 i = RANDOM() % NUM_STATS;
2734
2679 if (settings.stat_loss_on_death) { 2735 if (settings.stat_loss_on_death) {
2680 /* Pick a random stat and take a point off it. Tell the player 2736 /* Pick a random stat and take a point off it. Tell the player
2681 * what he lost. 2737 * what he lost.
2682 */ 2738 */
2683 i = RANDOM() % 7;
2684 change_attr_value(&(op->stats), i,-1); 2739 change_attr_value(&(op->stats), i,-1);
2685 check_stat_bounds(&(op->stats)); 2740 check_stat_bounds(&(op->stats));
2686 change_attr_value(&(op->contr->orig_stats), i,-1); 2741 change_attr_value(&(op->contr->orig_stats), i,-1);
2687 check_stat_bounds(&(op->contr->orig_stats)); 2742 check_stat_bounds(&(op->contr->orig_stats));
2688 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2690 } else { 2745 } else {
2691 /* deplete a stat */ 2746 /* deplete a stat */
2692 archetype *deparch=find_archetype("depletion"); 2747 archetype *deparch=find_archetype("depletion");
2693 object *dep; 2748 object *dep;
2694 2749
2695 i = RANDOM() % 7;
2696 dep = present_arch_in_ob(deparch,op); 2750 dep = present_arch_in_ob(deparch,op);
2697 if(!dep) { 2751 if(!dep) {
2698 dep = arch_to_object(deparch); 2752 dep = arch_to_object(deparch);
2699 insert_ob_in_ob(dep, op); 2753 insert_ob_in_ob(dep, op);
2700 } 2754 }
2756 " you.", god); 2810 " you.", god);
2757 else 2811 else
2758 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2812 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2759 " feel a holy presence protecting you."); 2813 " feel a holy presence protecting you.");
2760 } 2814 }
2815#endif
2816 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2817 " feel a holy presence protecting you from losing yourself completely.");
2761 2818
2762 /* Put a gravestone up where the character 'almost' died. List the 2819 /* Put a gravestone up where the character 'almost' died. List the
2763 * exp loss on the stone. 2820 * exp loss on the stone.
2764 */ 2821 */
2765 tmp=arch_to_object(find_archetype("gravestone")); 2822 tmp=arch_to_object(find_archetype("gravestone"));

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