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Comparing deliantra/server/server/player.C (file contents):
Revision 1.121 by root, Thu May 3 10:39:46 2007 UTC vs.
Revision 1.133 by root, Sat May 12 22:04:20 2007 UTC

21 * 21 *
22 * 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>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 26#include <sproto.h>
28#include <sounds.h> 27#include <sounds.h>
29#include <living.h> 28#include <living.h>
30#include <object.h> 29#include <object.h>
31#include <spells.h> 30#include <spells.h>
208 207
209 players.erase (this); 208 players.erase (this);
210} 209}
211 210
212// connect the player with a specific client 211// connect the player with a specific client
213// also changed, rationalises, and fixes some incorrect settings 212// also changes, rationalises, and fixes some incorrect settings
214void 213void
215player::connect (client *ns) 214player::connect (client *ns)
216{ 215{
217 this->ns = ns; 216 this->ns = ns;
218 ns->pl = this; 217 ns->pl = this;
259 258
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261 260
262 esrv_new_player (this, ob->weight + ob->carrying); 261 esrv_new_player (this, ob->weight + ob->carrying);
263 262
263 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED])
265 switch (op->type)
266 {
267 case WAND:
268 case ROD:
269 case HORN:
270 case BOW:
271 case SKILL:
272 case SKILL_TOOL:
273 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY);
275 apply_special (ob, op, AP_APPLY);
276 break;
277 }
278
264 ob->update_stats (); 279 ob->update_stats ();
265 ns->floorbox_update (); 280 ns->floorbox_update ();
266 281
267 esrv_send_inventory (ob, ob); 282 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0); 283 esrv_add_spells (this, 0);
304player::set_object (object *op) 319player::set_object (object *op)
305{ 320{
306 ob = op; 321 ob = op;
307 ob->contr = this; /* this aren't yet in archetype */ 322 ob->contr = this; /* this aren't yet in archetype */
308 323
309 ob->speed_left = 0.5; 324 ob->speed_left = 0.5f;
310 ob->speed = 1.0; 325 ob->speed = 1.0f;
311 ob->direction = 5; /* So player faces south */ 326 ob->direction = 5; /* So player faces south */
312} 327}
313 328
314player::player () 329player::player ()
315{ 330{
769} 784}
770 785
771void 786void
772object::roll_stats () 787object::roll_stats ()
773{ 788{
774 int statsort [7]; 789 int statsort [NUM_STATS];
775 790
776 for (;;) 791 for (;;)
777 { 792 {
778 int sum = 0; 793 int sum = 0;
779 for (int i = 7; i--; ) 794 for (int i = NUM_STATS; i--; )
780 sum += statsort [i] = roll_stat (); 795 sum += statsort [i] = roll_stat ();
781 796
782 if (sum >= 82 && sum <= 116) 797 if (sum >= 82 && sum <= 116)
783 break; 798 break;
784 } 799 }
785 800
786 // Sort the stats so that rerolling is easier... 801 // Sort the stats so that rerolling is easier...
787 std::sort (statsort, statsort + 7, std::greater<int>()); 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
788 803
804 for (int i = 0; i < NUM_STATS; ++i)
789 stats.Str = statsort[0]; 805 stats.stat (i) = statsort [i];
790 stats.Dex = statsort[1];
791 stats.Con = statsort[2];
792 stats.Int = statsort[3];
793 stats.Wis = statsort[4];
794 stats.Pow = statsort[5];
795 stats.Cha = statsort[6];
796 806
797 stats.exp = 0; 807 stats.exp = 0;
798 stats.ac = 0; 808 stats.ac = 0;
799 809
800 stats.hp = stats.maxhp; 810 stats.hp = stats.maxhp;
812} 822}
813 823
814void 824void
815object::swap_stats (int a, int b) 825object::swap_stats (int a, int b)
816{ 826{
817 int tmp = get_attr_value (&contr->orig_stats, a); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
818 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
819 set_attr_value (&contr->orig_stats, b, tmp);
820 828
829 for (int i = 0; i < NUM_STATS; ++i)
821 stats.Str = contr->orig_stats.Str; 830 stats.stat (i) = contr->orig_stats.stat (i);
822 stats.Dex = contr->orig_stats.Dex;
823 stats.Con = contr->orig_stats.Con;
824 stats.Int = contr->orig_stats.Int;
825 stats.Wis = contr->orig_stats.Wis;
826 stats.Pow = contr->orig_stats.Pow;
827 stats.Cha = contr->orig_stats.Cha;
828 831
829 //TODO: the following code looks so borked and should, at the very least, 832 //TODO: the following code looks so borked and should, at the very least,
830 // be merged with the similar code in roll_stats 833 // be merged with the similar code in roll_stats
831 stats.ac = 0; 834 stats.ac = 0;
832 835
1009 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1010 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1011 op->enemy = NULL; 1014 op->enemy = NULL;
1012} 1015}
1013 1016
1014
1015/* check_pick sees if there is stuff to be picked up/picks up stuff. 1017/* check_pick sees if there is stuff to be picked up/picks up stuff.
1016 * IT returns 1 if the player should keep on moving, 0 if he should 1018 * It returns 1 if the player should keep on moving, 0 if he should
1017 * stop. 1019 * stop.
1018 */ 1020 */
1019int 1021int
1020check_pick (object *op) 1022check_pick (object *op)
1021{ 1023{
1533 */ 1535 */
1534int 1536int
1535fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1536{ 1538{
1537 object *left, *bow; 1539 object *left, *bow;
1538 int bowspeed, mflags; 1540 int mflags;
1539 maptile *m; 1541 maptile *m;
1540 1542
1541 if (!dir) 1543 if (!dir)
1542 { 1544 {
1543 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1545 } 1547 }
1546 1548
1547 if (player *pl = op->contr) 1549 if (player *pl = op->contr)
1548 { 1550 {
1549 bow = pl->ranged_ob; 1551 bow = pl->ranged_ob;
1550 op->set_weapon (bow); 1552 if (!op->change_weapon (bow))
1553 return 0;
1551 } 1554 }
1552 else 1555 else
1553 { 1556 {
1554 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1555 /* Don't check for applied - monsters don't apply bows - in that way, they 1558 /* Don't check for applied - monsters don't apply bows - in that way, they
1577 { 1580 {
1578 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1579 return 0; 1582 return 0;
1580 } 1583 }
1581 1584
1582 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1583
1584 /* penalize ROF for bestarrow */
1585 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1586 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1587
1588 if (bowspeed < 1)
1589 bowspeed = 1;
1590
1591 if (arrow == NULL) 1585 if (arrow == NULL)
1592 { 1586 {
1593 if ((arrow = find_arrow (op, bow->race)) == NULL) 1587 if ((arrow = find_arrow (op, bow->race)) == NULL)
1594 { 1588 {
1595 if (op->type == PLAYER) 1589 if (op->type == PLAYER)
1629 1623
1630 arrow->set_owner (op); 1624 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1626 arrow->direction = dir;
1633 1627
1634 if (op->type == PLAYER)
1635 {
1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 op->update_stats ();
1638 }
1639
1640 SET_ANIMATION (arrow, arrow->direction);
1641
1642 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1628 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1643 arrow->stats.hp = arrow->stats.dam; 1629 arrow->stats.hp = arrow->stats.dam;
1644 arrow->stats.grace = arrow->attacktype; 1630 arrow->stats.grace = arrow->attacktype;
1645 1631
1646 if (arrow->slaying) 1632 if (arrow->slaying)
1647 arrow->spellarg = strdup (arrow->slaying); 1633 arrow->spellarg = strdup (arrow->slaying);
1648 1634
1649 arrow->stats.dam += op->stats.dam + arrow->magic; 1635 if (player *pl = op->contr)
1636 {
1637 pl->has_hit = 1;
1638#if 0
1639 float speed = pl->weapon_sp;
1640
1641 /* penalize ROF for bestarrow */
1642 if (pl->bowtype == bow_bestarrow)
1643 speed *= .9f;
1644 else
1645 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1646
1647 op->speed_left += speed - op->speed;
1648#endif
1649 }
1650
1651 SET_ANIMATION (arrow, arrow->direction);
1650 1652
1651 /* update the speed */ 1653 /* update the speed */
1652 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1653 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1655 + bow->stats.dam / 7.0;
1654 1656
1655 arrow->set_speed (max (arrow->speed, 1.0)); 1657 arrow->set_speed (max (arrow->speed, 2.0));
1656 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1657 1659
1658 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1660 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1659 1661
1660 if (op->type == PLAYER) 1662 if (op->type == PLAYER)
1661 { 1663 {
1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1664 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1663 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1665 wc -= dex_bonus[op->stats.Dex];
1664 1666
1665 if (!arrow->slaying) 1667 if (!arrow->slaying)
1666 arrow->slaying = op->slaying; 1668 arrow->slaying = op->slaying;
1669
1670 arrow->attacktype |= op->attacktype;
1667 } 1671 }
1668 else 1672 else
1669 { 1673 {
1670 arrow->level = op->level; 1674 arrow->level = op->level;
1671 arrow->stats.wc -= bow->magic; 1675 arrow->stats.wc -= bow->magic;
1672 1676
1673 if (!arrow->slaying) 1677 if (!arrow->slaying)
1674 arrow->slaying = bow->slaying; 1678 arrow->slaying = bow->slaying;
1675 }
1676 1679
1677 arrow->stats.wc -= arrow->level;
1678
1679 arrow->attacktype |= bow->attacktype; 1680 arrow->attacktype |= bow->attacktype;
1681 }
1680 1682
1683 wc -= arrow->level;
1684 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1685
1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1681 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1683 1689
1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1685 m->insert (arrow, sx, sy, op); 1691 m->insert (arrow, sx, sy, op);
1761 { 1767 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1769 return;
1764 } 1770 }
1765 1771
1766 op->set_weapon (item); 1772 if (!op->change_weapon (item))
1773 return;
1767 1774
1768 if (item->type == WAND) 1775 if (item->type == WAND)
1769 { 1776 {
1770 if (item->stats.food <= 0) 1777 if (item->stats.food <= 0)
1771 { 1778 {
2160 * that party_number -1 is no party, so attacks can still happen. 2167 * that party_number -1 is no party, so attacks can still happen.
2161 */ 2168 */
2162 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2163 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2164 { 2171 {
2165
2166 /* If the player hasn't hit something this tick, and does
2167 * so, give them speed boost based on weapon speed. Doing
2168 * it here is better than process_players2, which basically
2169 * incurred a 1 tick offset.
2170 */
2171 if (!op->contr->has_hit) 2172 op->contr->has_hit = 1;
2172 {
2173 op->speed_left += op->speed / op->contr->weapon_sp;
2174
2175 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2176 }
2177 2173
2178 skill_attack (mon, op, 0, 0, 0); 2174 skill_attack (mon, op, 0, 0, 0);
2179 2175
2180 /* If attacking another player, that player gets automatic 2176 /* If attacking another player, that player gets automatic
2181 * hitback, and doesn't loose luck either. 2177 * hitback, and doesn't loose luck either.
2258handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2259{ 2255{
2260 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2261 { 2257 {
2262 flee_player (op); 2258 flee_player (op);
2259
2263 /* If player is still scared, that is his action for this tick */ 2260 /* If player is still scared, that is his action for this tick */
2264 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (op->flag [FLAG_SCARED])
2265 { 2262 {
2266 op->speed_left--; 2263 --op->speed_left;
2267 return 0; 2264 return 0;
2268 } 2265 }
2269 } 2266 }
2270 2267
2271 /* call this here - we also will call this in do_ericserver, but 2268 /* call this here - we also will call this in do_ericserver, but
2273 * called, so we recheck it here. 2270 * called, so we recheck it here.
2274 */ 2271 */
2275 if (op->contr->ns->handle_command ()) 2272 if (op->contr->ns->handle_command ())
2276 return 1; 2273 return 1;
2277 2274
2278 if (op->speed_left > 0) 2275 if (op->speed_left > 0.f)
2279 { 2276 {
2280 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2277 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2281 { 2278 {
2282 /* All move commands take 1 tick, at least for now */ 2279 /* All move commands take 1 tick, at least for now */
2283 op->speed_left--; 2280 --op->speed_left;
2284 2281
2285 /* Instead of all the stuff below, let move_player take care 2282 /* Instead of all the stuff below, let move_player take care
2286 * of it. Also, some of the skill stuff is only put in 2283 * of it. Also, some of the skill stuff is only put in
2287 * there, as well as the confusion stuff. 2284 * there, as well as the confusion stuff.
2288 */ 2285 */
2289 move_player (op, op->direction); 2286 move_player (op, op->direction);
2290 2287
2291 return op->speed_left > 0; 2288 return op->speed_left > 0.f;
2292 } 2289 }
2293 } 2290 }
2294 2291
2295 return 0; 2292 return 0;
2296} 2293}
2926 object *force; 2923 object *force;
2927 int at; 2924 int at;
2928 2925
2929 force = get_archetype (FORCE_NAME); 2926 force = get_archetype (FORCE_NAME);
2930 /* 50 ticks should be enough time for the spell to abate */ 2927 /* 50 ticks should be enough time for the spell to abate */
2931 force->speed = 0.1; 2928 force->speed = 0.1f;
2932 force->speed_left = -5.0; 2929 force->speed_left = -5.f;
2933 SET_FLAG (force, FLAG_APPLIED); 2930 SET_FLAG (force, FLAG_APPLIED);
2934 for (at = 0; at < NROFATTACKS; at++) 2931 for (at = 0; at < NROFATTACKS; at++)
2935 if (will_kill_again & (1 << at)) 2932 if (will_kill_again & (1 << at))
2936 force->resist[at] = 100; 2933 force->resist[at] = 100;
2937 2934

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