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Comparing deliantra/server/server/player.C (file contents):
Revision 1.115 by root, Fri Apr 27 02:43:04 2007 UTC vs.
Revision 1.121 by root, Thu May 3 10:39:46 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;
1548 { 1542 {
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 (player *pl = op->contr)
1554 bow = op->contr->ranges[range_bow]; 1548 {
1549 bow = pl->ranged_ob;
1550 op->set_weapon (bow);
1551 }
1555 else 1552 else
1556 { 1553 {
1557 for (bow = op->inv; bow; bow = bow->below) 1554 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1555 /* 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. 1556 * don't need to switch back and forth between bows and weapons.
1564 if (!bow) 1561 if (!bow)
1565 { 1562 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1563 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1564 return 0;
1568 } 1565 }
1566
1567 // optimisation: move object to top so we will find it quickly again
1568 if (bow->below)
1569 {
1570 bow->remove ();
1571 op->insert (bow);
1572 }
1573
1569 } 1574 }
1570 1575
1571 if (!bow->race || !bow->skill) 1576 if (!bow->race || !bow->skill)
1572 { 1577 {
1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1578 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1590 if (op->type == PLAYER) 1595 if (op->type == PLAYER)
1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1596 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 */ 1597 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1593 else 1598 else
1594 CLEAR_FLAG (op, FLAG_READY_BOW); 1599 CLEAR_FLAG (op, FLAG_READY_BOW);
1600
1595 return 0; 1601 return 0;
1596 } 1602 }
1597 } 1603 }
1598 1604
1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1630 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1631 op->update_stats (); 1637 op->update_stats ();
1632 } 1638 }
1633 1639
1634 SET_ANIMATION (arrow, arrow->direction); 1640 SET_ANIMATION (arrow, arrow->direction);
1641
1635 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1642 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1636 arrow->stats.hp = arrow->stats.dam; 1643 arrow->stats.hp = arrow->stats.dam;
1637 arrow->stats.grace = arrow->attacktype; 1644 arrow->stats.grace = arrow->attacktype;
1645
1638 if (arrow->slaying != NULL) 1646 if (arrow->slaying)
1639 arrow->spellarg = strdup (arrow->slaying); 1647 arrow->spellarg = strdup (arrow->slaying);
1640 1648
1641 /* Note that this was different for monsters - they got their level 1649 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 1650
1647 /* update the speed */ 1651 /* update the speed */
1648 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1652 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; 1653 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1650 1654
1651 arrow->set_speed (max (arrow->speed, 1.0)); 1655 arrow->set_speed (max (arrow->speed, 1.0));
1652 arrow->speed_left = 0; 1656 arrow->speed_left = 0;
1653 1657
1658 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1659
1654 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1655 { 1661 {
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; 1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1663 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1664
1665 if (!arrow->slaying)
1666 arrow->slaying = op->slaying;
1661 } 1667 }
1662 else 1668 else
1663 { 1669 {
1664 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1665 arrow->level = op->level; 1670 arrow->level = op->level;
1666 } 1671 arrow->stats.wc -= bow->magic;
1667 1672
1668 if (arrow->attacktype == AT_PHYSICAL) 1673 if (!arrow->slaying)
1674 arrow->slaying = bow->slaying;
1675 }
1676
1677 arrow->stats.wc -= arrow->level;
1678
1669 arrow->attacktype |= bow->attacktype; 1679 arrow->attacktype |= bow->attacktype;
1670
1671 if (bow->slaying)
1672 arrow->slaying = bow->slaying;
1673 1680
1674 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1675 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1676 1683
1677 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1703{ 1710{
1704 int ret = 0, wcmod = 0; 1711 int ret = 0, wcmod = 0;
1705 1712
1706 if (op->contr->bowtype == bow_bestarrow) 1713 if (op->contr->bowtype == bow_bestarrow)
1707 { 1714 {
1708 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1715 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1709 } 1716 }
1710 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1711 { 1718 {
1712 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1713 wcmod = -1; 1720 wcmod = -1;
1723 else if (op->contr->bowtype == bow_spreadshot) 1730 else if (op->contr->bowtype == bow_spreadshot)
1724 { 1731 {
1725 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1732 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1726 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1733 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1727 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1728
1729 } 1735 }
1730 else 1736 else
1731 { 1737 {
1732 /* Simple case */ 1738 /* Simple case */
1733 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1734 } 1740 }
1741
1735 return ret; 1742 return ret;
1736} 1743}
1737 1744
1738 1745
1739/* Fires a misc (wand/rod/horn) object in 'dir'. 1746/* Fires a misc (wand/rod/horn) object in 'dir'.
1740 * Broken apart from 'fire' to keep it more readable. 1747 * Broken apart from 'fire' to keep it more readable.
1741 */ 1748 */
1742void 1749void
1743fire_misc_object (object *op, int dir) 1750fire_misc_object (object *op, int dir)
1744{ 1751{
1745 object *item; 1752 object *item = op->contr->ranged_ob;
1746 1753
1747 if (!op->contr->ranges[range_misc]) 1754 if (!item)
1748 { 1755 {
1749 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1756 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1750 return; 1757 return;
1751 } 1758 }
1752 1759
1753 item = op->contr->ranges[range_misc];
1754 if (!item->inv) 1760 if (!item->inv)
1755 { 1761 {
1756 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1757 return; 1763 return;
1758 } 1764 }
1765
1766 op->set_weapon (item);
1767
1759 if (item->type == WAND) 1768 if (item->type == WAND)
1760 { 1769 {
1761 if (item->stats.food <= 0) 1770 if (item->stats.food <= 0)
1762 { 1771 {
1763 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774
1765 return; 1775 return;
1766 } 1776 }
1767 } 1777 }
1768 else if (item->type == ROD || item->type == HORN) 1778 else if (item->type == ROD || item->type == HORN)
1769 { 1779 {
1770 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1780 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1771 { 1781 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1783
1773 if (item->type == ROD) 1784 if (item->type == ROD)
1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1775 else 1786 else
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1788
1777 return; 1789 return;
1778 } 1790 }
1779 } 1791 }
1780 1792
1781 if (cast_spell (op, item, dir, item->inv, NULL)) 1793 if (cast_spell (op, item, dir, item->inv, NULL))
1812 1824
1813 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
1814 if (action_makes_visible (op)) 1826 if (action_makes_visible (op))
1815 make_visible (op); 1827 make_visible (op);
1816 1828
1817 switch (op->contr->shoottype) 1829 player *pl = op->contr;
1830
1831 if (pl->golem)
1818 { 1832 {
1819 case range_none: 1833 control_golem (op->contr->golem, dir);
1820 return; 1834 return;
1835 }
1821 1836
1822 case range_bow: 1837 object *ob = pl->ranged_ob;
1838
1839 if (!ob)
1840 return;
1841
1842 switch (ob->type)
1843 {
1844 case BOW:
1823 player_fire_bow (op, dir); 1845 player_fire_bow (op, dir);
1824 return; 1846 break;
1825 1847
1826 case range_magic: /* Casting spells */ 1848 case SPELL:
1827 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1849 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1828 return; 1850 break;
1829 1851
1830 case range_misc: 1852 case BUILDER:
1853 apply_map_builder (op, dir);
1854 break;
1855
1856 case SKILL:
1857 case SKILL_TOOL:
1858 do_skill (op, op, ob, dir, 0);
1859 break;
1860
1861 default:
1831 fire_misc_object (op, dir); 1862 fire_misc_object (op, dir);
1832 return; 1863 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 } 1864 }
1856} 1865}
1857 1866
1858/* find_key 1867/* find_key
1859 * We try to find a key for the door as passed. If we find a key 1868 * We try to find a key for the door as passed. If we find a key
1959 if (key) 1968 if (key)
1960 { 1969 {
1961 object *container = key->env; 1970 object *container = key->env;
1962 1971
1963 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1972 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1973
1964 if (action_makes_visible (op)) 1974 if (action_makes_visible (op))
1965 make_visible (op); 1975 make_visible (op);
1976
1966 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1967 spring_trap (door->inv, op); 1978 spring_trap (door->inv, op);
1968 1979
1969 if (door->type == DOOR) 1980 if (door->type == DOOR)
1970 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2000 */ 2011 */
2001void 2012void
2002move_player_attack (object *op, int dir) 2013move_player_attack (object *op, int dir)
2003{ 2014{
2004 object *tmp, *mon; 2015 object *tmp, *mon;
2005 sint16 nx, ny;
2006 int on_battleground; 2016 int on_battleground;
2007 maptile *m; 2017 maptile *m;
2008 2018
2009 nx = freearr_x[dir] + op->x; 2019 sint16 nx = freearr_x[dir] + op->x;
2010 ny = freearr_y[dir] + op->y; 2020 sint16 ny = freearr_y[dir] + op->y;
2011 2021
2012 on_battleground = op_on_battleground (op, 0, 0); 2022 on_battleground = op_on_battleground (op, 0, 0);
2013 2023
2014 /* If braced, or can't move to the square, and it is not out of the 2024 /* 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 2025 * 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 */ 2105 /* If we're braced, we don't want to switch places with it */
2096 if (op->contr->braced) 2106 if (op->contr->braced)
2097 return; 2107 return;
2098 2108
2099 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2109 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2100 (void) push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2101 if (op->contr->tmp_invis || op->hide) 2111 if (op->contr->tmp_invis || op->hide)
2102 make_visible (op); 2112 make_visible (op);
2103 2113
2104 return; 2114 return;
2105 } 2115 }
2448 gen_grace = op->stats.maxgrace; 2458 gen_grace = op->stats.maxgrace;
2449 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2459 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2450 } 2460 }
2451 2461
2452 /* Regenerate Spell Points */ 2462 /* Regenerate Spell Points */
2453 if (!op->contr->ranges[range_golem] && --op->last_sp < 0) 2463 if (!op->contr->golem && --op->last_sp < 0)
2454 { 2464 {
2455 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2465 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) 2466 if (op->stats.sp < op->stats.maxsp)
2457 { 2467 {
2458 op->stats.sp++; 2468 op->stats.sp++;
3493 * not readied. 3503 * not readied.
3494 */ 3504 */
3495void 3505void
3496player_unready_range_ob (player *pl, object *ob) 3506player_unready_range_ob (player *pl, object *ob)
3497{ 3507{
3498 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3508 if (pl->ob->current_weapon == ob)
3509 pl->ob->current_weapon = 0;
3510
3511 if (pl->combat_ob == ob)
3512 pl->combat_ob = 0;
3513
3499 if (pl->ranges[i] == ob) 3514 if (pl->ranged_ob == ob)
3500 {
3501 pl->ranges[i] = 0; 3515 pl->ranged_ob = 0;
3502 if (pl->shoottype == i)
3503 pl->shoottype = range_none;
3504 }
3505} 3516}
3506 3517
3507sint8 3518sint8
3508player::visibility_at (maptile *map, int x, int y) const 3519player::visibility_at (maptile *map, int x, int y) const
3509{ 3520{

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