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Comparing deliantra/server/server/player.C (file contents):
Revision 1.120 by root, Thu May 3 09:39:56 2007 UTC vs.
Revision 1.136 by root, Wed May 16 11:10:01 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>
146 } 145 }
147 146
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
150}
151
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
151} 156}
152 157
153/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
154static void 159static void
155set_first_map (object *op) 160set_first_map (object *op)
208 213
209 players.erase (this); 214 players.erase (this);
210} 215}
211 216
212// connect the player with a specific client 217// connect the player with a specific client
213// also changed, rationalises, and fixes some incorrect settings 218// also changes, rationalises, and fixes some incorrect settings
214void 219void
215player::connect (client *ns) 220player::connect (client *ns)
216{ 221{
217 this->ns = ns; 222 this->ns = ns;
218 ns->pl = this; 223 ns->pl = this;
259 264
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261 266
262 esrv_new_player (this, ob->weight + ob->carrying); 267 esrv_new_player (this, ob->weight + ob->carrying);
263 268
269 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED])
271 switch (op->type)
272 {
273 case WAND:
274 case ROD:
275 case HORN:
276 case BOW:
277 case SKILL:
278 case SKILL_TOOL:
279 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY);
281 apply_special (ob, op, AP_APPLY);
282 break;
283 }
284
264 ob->update_stats (); 285 ob->update_stats ();
265 ns->floorbox_update (); 286 ns->floorbox_update ();
266 287
267 esrv_send_inventory (ob, ob); 288 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0); 289 esrv_add_spells (this, 0);
304player::set_object (object *op) 325player::set_object (object *op)
305{ 326{
306 ob = op; 327 ob = op;
307 ob->contr = this; /* this aren't yet in archetype */ 328 ob->contr = this; /* this aren't yet in archetype */
308 329
309 ob->speed_left = 0.5; 330 ob->speed_left = 0.5f;
310 ob->speed = 1.0; 331 ob->speed = 1.0f;
311 ob->direction = 5; /* So player faces south */ 332 ob->direction = 5; /* So player faces south */
312} 333}
313 334
314player::player () 335player::player ()
315{ 336{
769} 790}
770 791
771void 792void
772object::roll_stats () 793object::roll_stats ()
773{ 794{
774 int statsort [7]; 795 int statsort [NUM_STATS];
775 796
776 for (;;) 797 for (;;)
777 { 798 {
778 int sum = 0; 799 int sum = 0;
779 for (int i = 7; i--; ) 800 for (int i = NUM_STATS; i--; )
780 sum += statsort [i] = roll_stat (); 801 sum += statsort [i] = roll_stat ();
781 802
782 if (sum >= 82 && sum <= 116) 803 if (sum >= 82 && sum <= 116)
783 break; 804 break;
784 } 805 }
785 806
786 // Sort the stats so that rerolling is easier... 807 // Sort the stats so that rerolling is easier...
787 std::sort (statsort, statsort + 7, std::greater<int>()); 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
788 809
810 for (int i = 0; i < NUM_STATS; ++i)
789 stats.Str = statsort[0]; 811 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];
796 812
797 stats.exp = 0; 813 stats.exp = 0;
798 stats.ac = 0; 814 stats.ac = 0;
799 815
800 stats.hp = stats.maxhp; 816 stats.hp = stats.maxhp;
812} 828}
813 829
814void 830void
815object::swap_stats (int a, int b) 831object::swap_stats (int a, int b)
816{ 832{
817 int tmp = get_attr_value (&contr->orig_stats, a); 833 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);
820 834
835 for (int i = 0; i < NUM_STATS; ++i)
821 stats.Str = contr->orig_stats.Str; 836 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;
828 837
829 //TODO: the following code looks so borked and should, at the very least, 838 //TODO: the following code looks so borked and should, at the very least,
830 // be merged with the similar code in roll_stats 839 // be merged with the similar code in roll_stats
831 stats.ac = 0; 840 stats.ac = 0;
832 841
1009 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1010 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1011 op->enemy = NULL; 1020 op->enemy = NULL;
1012} 1021}
1013 1022
1014
1015/* check_pick sees if there is stuff to be picked up/picks up stuff. 1023/* 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 1024 * It returns 1 if the player should keep on moving, 0 if he should
1017 * stop. 1025 * stop.
1018 */ 1026 */
1019int 1027int
1020check_pick (object *op) 1028check_pick (object *op)
1021{ 1029{
1533 */ 1541 */
1534int 1542int
1535fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1543fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1536{ 1544{
1537 object *left, *bow; 1545 object *left, *bow;
1538 int bowspeed, mflags; 1546 int mflags;
1539 maptile *m; 1547 maptile *m;
1540 1548
1541 if (!dir) 1549 if (!dir)
1542 { 1550 {
1543 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1551 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1544 return 0; 1552 return 0;
1545 } 1553 }
1546 1554
1547 if (player *pl = op->contr) 1555 if (op->contr)
1548 { 1556 bow = op->current_weapon;
1549 bow = pl->ranged_ob;
1550
1551 if (op->current_weapon != pl->ranged_ob)
1552 {
1553 op->current_weapon = pl->ranged_ob;
1554 new_draw_info_format (NDI_UNIQUE, 0, op, "You switch to your %s.", &op->current_weapon->name);
1555 op->update_stats ();
1556 }
1557 }
1558 else 1557 else
1559 { 1558 {
1560 for (bow = op->inv; bow; bow = bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1561 /* Don't check for applied - monsters don't apply bows - in that way, they 1560 /* Don't check for applied - monsters don't apply bows - in that way, they
1562 * don't need to switch back and forth between bows and weapons. 1561 * don't need to switch back and forth between bows and weapons.
1583 { 1582 {
1584 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1585 return 0; 1584 return 0;
1586 } 1585 }
1587 1586
1588 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1589
1590 /* penalize ROF for bestarrow */
1591 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1592 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1593
1594 if (bowspeed < 1)
1595 bowspeed = 1;
1596
1597 if (arrow == NULL) 1587 if (arrow == NULL)
1598 { 1588 {
1599 if ((arrow = find_arrow (op, bow->race)) == NULL) 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1600 { 1590 {
1601 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1635 1625
1636 arrow->set_owner (op); 1626 arrow->set_owner (op);
1637 arrow->skill = bow->skill; 1627 arrow->skill = bow->skill;
1638 arrow->direction = dir; 1628 arrow->direction = dir;
1639 1629
1640 if (op->type == PLAYER)
1641 {
1642 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1643 op->update_stats ();
1644 }
1645
1646 SET_ANIMATION (arrow, arrow->direction);
1647
1648 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1649 arrow->stats.hp = arrow->stats.dam; 1631 arrow->stats.hp = arrow->stats.dam;
1650 arrow->stats.grace = arrow->attacktype; 1632 arrow->stats.grace = arrow->attacktype;
1651 1633
1652 if (arrow->slaying) 1634 if (arrow->slaying)
1653 arrow->spellarg = strdup (arrow->slaying); 1635 arrow->spellarg = strdup (arrow->slaying);
1654 1636
1655 arrow->stats.dam += op->stats.dam + arrow->magic; 1637 if (player *pl = op->contr)
1638 {
1639 if (!pl->has_hit)
1640 {
1641 pl->has_hit = 1;
1642 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1643 }
1644#if 0
1645 float speed = pl->weapon_sp;
1646
1647 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f;
1650 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652
1653 op->speed_left += speed - op->speed;
1654#endif
1655 }
1656
1657 SET_ANIMATION (arrow, arrow->direction);
1656 1658
1657 /* update the speed */ 1659 /* update the speed */
1658 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1659 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1661 + bow->stats.dam / 7.0;
1660 1662
1661 arrow->set_speed (max (arrow->speed, 1.0)); 1663 arrow->set_speed (max (arrow->speed, 2.0));
1662 arrow->speed_left = 0; 1664 arrow->speed_left = 0;
1663 1665
1664 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1665 1667
1666 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1667 { 1669 {
1668 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1670 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1669 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1671 wc -= dex_bonus[op->stats.Dex];
1670 1672
1671 if (!arrow->slaying) 1673 if (!arrow->slaying)
1672 arrow->slaying = op->slaying; 1674 arrow->slaying = op->slaying;
1675
1676 arrow->attacktype |= op->attacktype;
1673 } 1677 }
1674 else 1678 else
1675 { 1679 {
1676 arrow->level = op->level; 1680 arrow->level = op->level;
1677 arrow->stats.wc -= bow->magic; 1681 arrow->stats.wc -= bow->magic;
1678 1682
1679 if (!arrow->slaying) 1683 if (!arrow->slaying)
1680 arrow->slaying = bow->slaying; 1684 arrow->slaying = bow->slaying;
1681 }
1682 1685
1683 arrow->stats.wc -= arrow->level;
1684
1685 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1687 }
1686 1688
1689 wc -= arrow->level;
1690 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1691
1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1687 arrow->move_type = MOVE_FLY_LOW; 1693 arrow->move_type = MOVE_FLY_LOW;
1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1689 1695
1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1691 m->insert (arrow, sx, sy, op); 1697 m->insert (arrow, sx, sy, op);
1736 else if (op->contr->bowtype == bow_spreadshot) 1742 else if (op->contr->bowtype == bow_spreadshot)
1737 { 1743 {
1738 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1744 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1739 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1745 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1740 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1746 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1741
1742 } 1747 }
1743 else 1748 else
1744 { 1749 {
1745 /* Simple case */ 1750 /* Simple case */
1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1751 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1747 } 1752 }
1753
1748 return ret; 1754 return ret;
1749} 1755}
1750
1751 1756
1752/* Fires a misc (wand/rod/horn) object in 'dir'. 1757/* Fires a misc (wand/rod/horn) object in 'dir'.
1753 * Broken apart from 'fire' to keep it more readable. 1758 * Broken apart from 'fire' to keep it more readable.
1754 */ 1759 */
1755void 1760void
1767 { 1772 {
1768 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1773 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1769 return; 1774 return;
1770 } 1775 }
1771 1776
1777 if (!op->change_weapon (item))
1778 return;
1779
1772 if (item->type == WAND) 1780 if (item->type == WAND)
1773 { 1781 {
1774 if (item->stats.food <= 0) 1782 if (item->stats.food <= 0)
1775 { 1783 {
1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786
1778 return; 1787 return;
1779 } 1788 }
1780 } 1789 }
1781 else if (item->type == ROD || item->type == HORN) 1790 else if (item->type == ROD || item->type == HORN)
1782 { 1791 {
1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1784 { 1793 {
1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795
1786 if (item->type == ROD) 1796 if (item->type == ROD)
1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1797 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1788 else 1798 else
1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800
1790 return; 1801 return;
1791 } 1802 }
1792 } 1803 }
1793 1804
1794 if (cast_spell (op, item, dir, item->inv, NULL)) 1805 if (cast_spell (op, item, dir, item->inv, NULL))
1838 object *ob = pl->ranged_ob; 1849 object *ob = pl->ranged_ob;
1839 1850
1840 if (!ob) 1851 if (!ob)
1841 return; 1852 return;
1842 1853
1854 if (!op->change_weapon (ob))
1855 return;
1856
1843 switch (ob->type) 1857 switch (ob->type)
1844 { 1858 {
1845 case BOW: 1859 case BOW:
1846 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
1847 break; 1861 break;
1853 case BUILDER: 1867 case BUILDER:
1854 apply_map_builder (op, dir); 1868 apply_map_builder (op, dir);
1855 break; 1869 break;
1856 1870
1857 case SKILL: 1871 case SKILL:
1858 case SKILL_TOOL:
1859 do_skill (op, op, ob, dir, 0); 1872 do_skill (op, op, ob, dir, 0);
1860 break; 1873 break;
1861 1874
1862 default: 1875 default:
1863 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
2161 * that party_number -1 is no party, so attacks can still happen. 2174 * that party_number -1 is no party, so attacks can still happen.
2162 */ 2175 */
2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2176 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2164 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2177 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2165 { 2178 {
2166
2167 /* If the player hasn't hit something this tick, and does
2168 * so, give them speed boost based on weapon speed. Doing
2169 * it here is better than process_players2, which basically
2170 * incurred a 1 tick offset.
2171 */
2172 if (!op->contr->has_hit) 2179 if (!op->contr->has_hit)
2173 { 2180 {
2181 op->contr->has_hit = 1;
2174 op->speed_left += op->speed / op->contr->weapon_sp; 2182 op->speed_left += op->contr->weapon_speed () - op->speed;
2175
2176 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2177 } 2183 }
2178 2184
2179 skill_attack (mon, op, 0, 0, 0); 2185 skill_attack (mon, op, 0, 0, 0);
2180 2186
2181 /* If attacking another player, that player gets automatic 2187 /* If attacking another player, that player gets automatic
2259handle_newcs_player (object *op) 2265handle_newcs_player (object *op)
2260{ 2266{
2261 if (QUERY_FLAG (op, FLAG_SCARED)) 2267 if (QUERY_FLAG (op, FLAG_SCARED))
2262 { 2268 {
2263 flee_player (op); 2269 flee_player (op);
2270
2264 /* If player is still scared, that is his action for this tick */ 2271 /* If player is still scared, that is his action for this tick */
2265 if (QUERY_FLAG (op, FLAG_SCARED)) 2272 if (op->flag [FLAG_SCARED])
2266 { 2273 {
2267 op->speed_left--; 2274 --op->speed_left;
2268 return 0; 2275 return 0;
2269 } 2276 }
2270 } 2277 }
2271 2278
2272 /* call this here - we also will call this in do_ericserver, but 2279 /* call this here - we also will call this in do_ericserver, but
2274 * called, so we recheck it here. 2281 * called, so we recheck it here.
2275 */ 2282 */
2276 if (op->contr->ns->handle_command ()) 2283 if (op->contr->ns->handle_command ())
2277 return 1; 2284 return 1;
2278 2285
2279 if (op->speed_left > 0) 2286 if (op->speed_left > 0.f)
2280 { 2287 {
2281 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2288 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2282 { 2289 {
2283 /* All move commands take 1 tick, at least for now */ 2290 /* All move commands take 1 tick, at least for now */
2284 op->speed_left--; 2291 --op->speed_left;
2285 2292
2286 /* Instead of all the stuff below, let move_player take care 2293 /* Instead of all the stuff below, let move_player take care
2287 * of it. Also, some of the skill stuff is only put in 2294 * of it. Also, some of the skill stuff is only put in
2288 * there, as well as the confusion stuff. 2295 * there, as well as the confusion stuff.
2289 */ 2296 */
2290 move_player (op, op->direction); 2297 move_player (op, op->direction);
2291 2298
2292 return op->speed_left > 0; 2299 return op->speed_left > 0.f;
2293 } 2300 }
2294 } 2301 }
2295 2302
2296 return 0; 2303 return 0;
2297} 2304}
2927 object *force; 2934 object *force;
2928 int at; 2935 int at;
2929 2936
2930 force = get_archetype (FORCE_NAME); 2937 force = get_archetype (FORCE_NAME);
2931 /* 50 ticks should be enough time for the spell to abate */ 2938 /* 50 ticks should be enough time for the spell to abate */
2932 force->speed = 0.1; 2939 force->speed = 0.1f;
2933 force->speed_left = -5.0; 2940 force->speed_left = -5.f;
2934 SET_FLAG (force, FLAG_APPLIED); 2941 SET_FLAG (force, FLAG_APPLIED);
2935 for (at = 0; at < NROFATTACKS; at++) 2942 for (at = 0; at < NROFATTACKS; at++)
2936 if (will_kill_again & (1 << at)) 2943 if (will_kill_again & (1 << at))
2937 force->resist[at] = 100; 2944 force->resist[at] = 100;
2938 2945

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