ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.115 by root, Fri Apr 27 02:43:04 2007 UTC vs.
Revision 1.119 by root, Tue May 1 05:48:20 2007 UTC

202 202
203 ob->remove (); 203 ob->remove ();
204 ob->map = 0; 204 ob->map = 0;
205 party = 0; 205 party = 0;
206 206
207 // for weird reasons, this is often "ob", keeping a circular reference 207 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208 ranges [range_skill] = 0;
209 208
210 players.erase (this); 209 players.erase (this);
211} 210}
212 211
213// connect the player with a specific client 212// connect the player with a specific client
230 ns->reset_stats (); 229 ns->reset_stats ();
231 230
232 /* make sure he's a player -- needed because of class change. */ 231 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid 232 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race; 233 ob->race = ob->arch->clone.race;
235
236 if (!legal_range (ob, shoottype))
237 shoottype = range_none;
238 234
239 ob->carrying = sum_weight (ob); 235 ob->carrying = sum_weight (ob);
240 link_player_skills (ob); 236 link_player_skills (ob);
241 237
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
325 unapply = unapply_nochoice; 321 unapply = unapply_nochoice;
326 322
327 savebed_map = first_map_path; /* Init. respawn position */ 323 savebed_map = first_map_path; /* Init. respawn position */
328 324
329 gen_sp_armour = 10; 325 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 326 bowtype = bow_normal;
332 petmode = pet_normal; 327 petmode = pet_normal;
333 listening = 10; 328 listening = 10;
334 usekeys = containers; 329 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 330 peaceful = 1; /* default peaceful */
1464 * find_better_arrow to find a decent arrow to use. 1459 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1460 * op = the shooter
1466 * type = bow->race 1461 * type = bow->race
1467 * dir = fire direction 1462 * dir = fire direction
1468 */ 1463 */
1469
1470object * 1464object *
1471pick_arrow_target (object *op, const char *type, int dir) 1465pick_arrow_target (object *op, const char *type, int dir)
1472{ 1466{
1473 object *tmp = NULL; 1467 object *tmp = NULL;
1474 maptile *m; 1468 maptile *m;
1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1543 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1550 return 0; 1544 return 0;
1551 } 1545 }
1552 1546
1553 if (op->type == PLAYER) 1547 if (op->type == PLAYER)
1554 bow = op->contr->ranges[range_bow]; 1548 bow = op->contr->ranged_ob;
1555 else 1549 else
1556 { 1550 {
1557 for (bow = op->inv; bow; bow = bow->below) 1551 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1552 /* Don't check for applied - monsters don't apply bows - in that way, they
1559 * don't need to switch back and forth between bows and weapons. 1553 * don't need to switch back and forth between bows and weapons.
1564 if (!bow) 1558 if (!bow)
1565 { 1559 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1560 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1561 return 0;
1568 } 1562 }
1563
1564 // optimisation: move object to top so we will find it quickly again
1565 if (bow->below)
1566 {
1567 bow->remove ();
1568 op->insert (bow);
1569 }
1570
1569 } 1571 }
1570 1572
1571 if (!bow->race || !bow->skill) 1573 if (!bow->race || !bow->skill)
1572 { 1574 {
1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1575 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1590 if (op->type == PLAYER) 1592 if (op->type == PLAYER)
1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1594 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1593 else 1595 else
1594 CLEAR_FLAG (op, FLAG_READY_BOW); 1596 CLEAR_FLAG (op, FLAG_READY_BOW);
1597
1595 return 0; 1598 return 0;
1596 } 1599 }
1597 } 1600 }
1598 1601
1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1602 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1630 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1633 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1631 op->update_stats (); 1634 op->update_stats ();
1632 } 1635 }
1633 1636
1634 SET_ANIMATION (arrow, arrow->direction); 1637 SET_ANIMATION (arrow, arrow->direction);
1638
1635 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1639 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1636 arrow->stats.hp = arrow->stats.dam; 1640 arrow->stats.hp = arrow->stats.dam;
1637 arrow->stats.grace = arrow->attacktype; 1641 arrow->stats.grace = arrow->attacktype;
1642
1638 if (arrow->slaying != NULL) 1643 if (arrow->slaying)
1639 arrow->spellarg = strdup (arrow->slaying); 1644 arrow->spellarg = strdup (arrow->slaying);
1640 1645
1641 /* Note that this was different for monsters - they got their level 1646 arrow->stats.dam += op->stats.dam + arrow->magic;
1642 * added to the damage. I think the strength bonus is more proper.
1643 */
1644
1645 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1646 1647
1647 /* update the speed */ 1648 /* update the speed */
1648 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1649 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1649 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1650 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1650 1651
1651 arrow->set_speed (max (arrow->speed, 1.0)); 1652 arrow->set_speed (max (arrow->speed, 1.0));
1652 arrow->speed_left = 0; 1653 arrow->speed_left = 0;
1653 1654
1655 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1656
1654 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1655 { 1658 {
1656 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1657 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1658 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1659
1660 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1659 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1660 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1661
1662 if (!arrow->slaying)
1663 arrow->slaying = op->slaying;
1661 } 1664 }
1662 else 1665 else
1663 { 1666 {
1664 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1665 arrow->level = op->level; 1667 arrow->level = op->level;
1666 } 1668 arrow->stats.wc -= bow->magic;
1667 1669
1668 if (arrow->attacktype == AT_PHYSICAL) 1670 if (!arrow->slaying)
1671 arrow->slaying = bow->slaying;
1672 }
1673
1674 arrow->stats.wc -= arrow->level;
1675
1669 arrow->attacktype |= bow->attacktype; 1676 arrow->attacktype |= bow->attacktype;
1670
1671 if (bow->slaying)
1672 arrow->slaying = bow->slaying;
1673 1677
1674 arrow->move_type = MOVE_FLY_LOW; 1678 arrow->move_type = MOVE_FLY_LOW;
1675 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1679 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1676 1680
1677 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1681 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1703{ 1707{
1704 int ret = 0, wcmod = 0; 1708 int ret = 0, wcmod = 0;
1705 1709
1706 if (op->contr->bowtype == bow_bestarrow) 1710 if (op->contr->bowtype == bow_bestarrow)
1707 { 1711 {
1708 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1712 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1709 } 1713 }
1710 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1714 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1711 { 1715 {
1712 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1716 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1713 wcmod = -1; 1717 wcmod = -1;
1740 * Broken apart from 'fire' to keep it more readable. 1744 * Broken apart from 'fire' to keep it more readable.
1741 */ 1745 */
1742void 1746void
1743fire_misc_object (object *op, int dir) 1747fire_misc_object (object *op, int dir)
1744{ 1748{
1745 object *item; 1749 object *item = op->contr->ranged_ob;
1746 1750
1747 if (!op->contr->ranges[range_misc]) 1751 if (!item)
1748 { 1752 {
1749 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1753 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1750 return; 1754 return;
1751 } 1755 }
1752 1756
1753 item = op->contr->ranges[range_misc];
1754 if (!item->inv) 1757 if (!item->inv)
1755 { 1758 {
1756 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1759 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1757 return; 1760 return;
1758 } 1761 }
1762
1759 if (item->type == WAND) 1763 if (item->type == WAND)
1760 { 1764 {
1761 if (item->stats.food <= 0) 1765 if (item->stats.food <= 0)
1762 { 1766 {
1763 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1767 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1812 1816
1813 /* check for loss of invisiblity/hide */ 1817 /* check for loss of invisiblity/hide */
1814 if (action_makes_visible (op)) 1818 if (action_makes_visible (op))
1815 make_visible (op); 1819 make_visible (op);
1816 1820
1817 switch (op->contr->shoottype) 1821 player *pl = op->contr;
1822
1823 if (pl->golem)
1818 { 1824 {
1819 case range_none: 1825 control_golem (op->contr->golem, dir);
1820 return; 1826 return;
1827 }
1821 1828
1822 case range_bow: 1829 object *ob = pl->ranged_ob;
1830
1831 if (!ob)
1832 return;
1833
1834 switch (ob->type)
1835 {
1836 case BOW:
1823 player_fire_bow (op, dir); 1837 player_fire_bow (op, dir);
1824 return; 1838 break;
1825 1839
1826 case range_magic: /* Casting spells */ 1840 case SPELL:
1827 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1841 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1828 return; 1842 break;
1829 1843
1830 case range_misc: 1844 case BUILDER:
1845 apply_map_builder (op, dir);
1846 break;
1847
1848 case SKILL:
1849 case SKILL_TOOL:
1850 do_skill (op, op, ob, dir, 0);
1851 break;
1852
1853 default:
1831 fire_misc_object (op, dir); 1854 fire_misc_object (op, dir);
1832 return; 1855 break;
1833
1834 case range_golem: /* Control summoned monsters from scrolls */
1835 control_golem (op->contr->ranges[range_golem], dir);
1836 return;
1837
1838 case range_skill:
1839 if (!op->chosen_skill)
1840 {
1841 if (op->type == PLAYER)
1842 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1843
1844 return;
1845 }
1846
1847 do_skill (op, op, op->chosen_skill, dir, NULL);
1848 return;
1849 case range_builder:
1850 apply_map_builder (op, dir);
1851 return;
1852 default:
1853 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1854 return;
1855 } 1856 }
1856} 1857}
1857 1858
1858/* find_key 1859/* find_key
1859 * We try to find a key for the door as passed. If we find a key 1860 * We try to find a key for the door as passed. If we find a key
1959 if (key) 1960 if (key)
1960 { 1961 {
1961 object *container = key->env; 1962 object *container = key->env;
1962 1963
1963 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1964 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1965
1964 if (action_makes_visible (op)) 1966 if (action_makes_visible (op))
1965 make_visible (op); 1967 make_visible (op);
1968
1966 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1969 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1967 spring_trap (door->inv, op); 1970 spring_trap (door->inv, op);
1968 1971
1969 if (door->type == DOOR) 1972 if (door->type == DOOR)
1970 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1973 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2000 */ 2003 */
2001void 2004void
2002move_player_attack (object *op, int dir) 2005move_player_attack (object *op, int dir)
2003{ 2006{
2004 object *tmp, *mon; 2007 object *tmp, *mon;
2005 sint16 nx, ny;
2006 int on_battleground; 2008 int on_battleground;
2007 maptile *m; 2009 maptile *m;
2008 2010
2009 nx = freearr_x[dir] + op->x; 2011 sint16 nx = freearr_x[dir] + op->x;
2010 ny = freearr_y[dir] + op->y; 2012 sint16 ny = freearr_y[dir] + op->y;
2011 2013
2012 on_battleground = op_on_battleground (op, 0, 0); 2014 on_battleground = op_on_battleground (op, 0, 0);
2013 2015
2014 /* If braced, or can't move to the square, and it is not out of the 2016 /* If braced, or can't move to the square, and it is not out of the
2015 * map, attack it. Note order of if statement is important - don't 2017 * map, attack it. Note order of if statement is important - don't
2095 /* If we're braced, we don't want to switch places with it */ 2097 /* If we're braced, we don't want to switch places with it */
2096 if (op->contr->braced) 2098 if (op->contr->braced)
2097 return; 2099 return;
2098 2100
2099 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2100 (void) push_ob (mon, dir, op); 2102 push_ob (mon, dir, op);
2101 if (op->contr->tmp_invis || op->hide) 2103 if (op->contr->tmp_invis || op->hide)
2102 make_visible (op); 2104 make_visible (op);
2103 2105
2104 return; 2106 return;
2105 } 2107 }
2448 gen_grace = op->stats.maxgrace; 2450 gen_grace = op->stats.maxgrace;
2449 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2450 } 2452 }
2451 2453
2452 /* Regenerate Spell Points */ 2454 /* Regenerate Spell Points */
2453 if (!op->contr->ranges[range_golem] && --op->last_sp < 0) 2455 if (!op->contr->golem && --op->last_sp < 0)
2454 { 2456 {
2455 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2456 if (op->stats.sp < op->stats.maxsp) 2458 if (op->stats.sp < op->stats.maxsp)
2457 { 2459 {
2458 op->stats.sp++; 2460 op->stats.sp++;
3493 * not readied. 3495 * not readied.
3494 */ 3496 */
3495void 3497void
3496player_unready_range_ob (player *pl, object *ob) 3498player_unready_range_ob (player *pl, object *ob)
3497{ 3499{
3498 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3500 if (pl->ob->current_weapon == ob)
3501 pl->ob->current_weapon = 0;
3502
3503 if (pl->combat_ob == ob)
3504 pl->combat_ob = 0;
3505
3499 if (pl->ranges[i] == ob) 3506 if (pl->ranged_ob == ob)
3500 {
3501 pl->ranges[i] = 0; 3507 pl->ranged_ob = 0;
3502 if (pl->shoottype == i)
3503 pl->shoottype = range_none;
3504 }
3505} 3508}
3506 3509
3507sint8 3510sint8
3508player::visibility_at (maptile *map, int x, int y) const 3511player::visibility_at (maptile *map, int x, int y) const
3509{ 3512{

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines