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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 1.136 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 op->set_weapon (bow);
1551 }
1552 else 1557 else
1553 { 1558 {
1554 for (bow = op->inv; bow; bow = bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1555 /* 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
1556 * 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.
1577 { 1582 {
1578 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);
1579 return 0; 1584 return 0;
1580 } 1585 }
1581 1586
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) 1587 if (arrow == NULL)
1592 { 1588 {
1593 if ((arrow = find_arrow (op, bow->race)) == NULL) 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1594 { 1590 {
1595 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1629 1625
1630 arrow->set_owner (op); 1626 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1627 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1628 arrow->direction = dir;
1633 1629
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 */ 1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1643 arrow->stats.hp = arrow->stats.dam; 1631 arrow->stats.hp = arrow->stats.dam;
1644 arrow->stats.grace = arrow->attacktype; 1632 arrow->stats.grace = arrow->attacktype;
1645 1633
1646 if (arrow->slaying) 1634 if (arrow->slaying)
1647 arrow->spellarg = strdup (arrow->slaying); 1635 arrow->spellarg = strdup (arrow->slaying);
1648 1636
1649 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);
1650 1658
1651 /* update the speed */ 1659 /* update the speed */
1652 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
1653 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1661 + bow->stats.dam / 7.0;
1654 1662
1655 arrow->set_speed (max (arrow->speed, 1.0)); 1663 arrow->set_speed (max (arrow->speed, 2.0));
1656 arrow->speed_left = 0; 1664 arrow->speed_left = 0;
1657 1665
1658 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;
1659 1667
1660 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1661 { 1669 {
1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1670 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1663 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1671 wc -= dex_bonus[op->stats.Dex];
1664 1672
1665 if (!arrow->slaying) 1673 if (!arrow->slaying)
1666 arrow->slaying = op->slaying; 1674 arrow->slaying = op->slaying;
1675
1676 arrow->attacktype |= op->attacktype;
1667 } 1677 }
1668 else 1678 else
1669 { 1679 {
1670 arrow->level = op->level; 1680 arrow->level = op->level;
1671 arrow->stats.wc -= bow->magic; 1681 arrow->stats.wc -= bow->magic;
1672 1682
1673 if (!arrow->slaying) 1683 if (!arrow->slaying)
1674 arrow->slaying = bow->slaying; 1684 arrow->slaying = bow->slaying;
1675 }
1676 1685
1677 arrow->stats.wc -= arrow->level;
1678
1679 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1687 }
1680 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);
1681 arrow->move_type = MOVE_FLY_LOW; 1693 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1683 1695
1684 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);
1685 m->insert (arrow, sx, sy, op); 1697 m->insert (arrow, sx, sy, op);
1740 } 1752 }
1741 1753
1742 return ret; 1754 return ret;
1743} 1755}
1744 1756
1745
1746/* Fires a misc (wand/rod/horn) object in 'dir'. 1757/* Fires a misc (wand/rod/horn) object in 'dir'.
1747 * Broken apart from 'fire' to keep it more readable. 1758 * Broken apart from 'fire' to keep it more readable.
1748 */ 1759 */
1749void 1760void
1750fire_misc_object (object *op, int dir) 1761fire_misc_object (object *op, int dir)
1761 { 1772 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1773 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1774 return;
1764 } 1775 }
1765 1776
1766 op->set_weapon (item); 1777 if (!op->change_weapon (item))
1778 return;
1767 1779
1768 if (item->type == WAND) 1780 if (item->type == WAND)
1769 { 1781 {
1770 if (item->stats.food <= 0) 1782 if (item->stats.food <= 0)
1771 { 1783 {
1837 object *ob = pl->ranged_ob; 1849 object *ob = pl->ranged_ob;
1838 1850
1839 if (!ob) 1851 if (!ob)
1840 return; 1852 return;
1841 1853
1854 if (!op->change_weapon (ob))
1855 return;
1856
1842 switch (ob->type) 1857 switch (ob->type)
1843 { 1858 {
1844 case BOW: 1859 case BOW:
1845 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
1846 break; 1861 break;
1852 case BUILDER: 1867 case BUILDER:
1853 apply_map_builder (op, dir); 1868 apply_map_builder (op, dir);
1854 break; 1869 break;
1855 1870
1856 case SKILL: 1871 case SKILL:
1857 case SKILL_TOOL:
1858 do_skill (op, op, ob, dir, 0); 1872 do_skill (op, op, ob, dir, 0);
1859 break; 1873 break;
1860 1874
1861 default: 1875 default:
1862 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
2160 * 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.
2161 */ 2175 */
2162 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2176 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))) 2177 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2164 { 2178 {
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) 2179 if (!op->contr->has_hit)
2172 { 2180 {
2181 op->contr->has_hit = 1;
2173 op->speed_left += op->speed / op->contr->weapon_sp; 2182 op->speed_left += op->contr->weapon_speed () - op->speed;
2174
2175 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2176 } 2183 }
2177 2184
2178 skill_attack (mon, op, 0, 0, 0); 2185 skill_attack (mon, op, 0, 0, 0);
2179 2186
2180 /* If attacking another player, that player gets automatic 2187 /* If attacking another player, that player gets automatic
2258handle_newcs_player (object *op) 2265handle_newcs_player (object *op)
2259{ 2266{
2260 if (QUERY_FLAG (op, FLAG_SCARED)) 2267 if (QUERY_FLAG (op, FLAG_SCARED))
2261 { 2268 {
2262 flee_player (op); 2269 flee_player (op);
2270
2263 /* 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 */
2264 if (QUERY_FLAG (op, FLAG_SCARED)) 2272 if (op->flag [FLAG_SCARED])
2265 { 2273 {
2266 op->speed_left--; 2274 --op->speed_left;
2267 return 0; 2275 return 0;
2268 } 2276 }
2269 } 2277 }
2270 2278
2271 /* 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
2273 * called, so we recheck it here. 2281 * called, so we recheck it here.
2274 */ 2282 */
2275 if (op->contr->ns->handle_command ()) 2283 if (op->contr->ns->handle_command ())
2276 return 1; 2284 return 1;
2277 2285
2278 if (op->speed_left > 0) 2286 if (op->speed_left > 0.f)
2279 { 2287 {
2280 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2288 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2281 { 2289 {
2282 /* All move commands take 1 tick, at least for now */ 2290 /* All move commands take 1 tick, at least for now */
2283 op->speed_left--; 2291 --op->speed_left;
2284 2292
2285 /* Instead of all the stuff below, let move_player take care 2293 /* Instead of all the stuff below, let move_player take care
2286 * 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
2287 * there, as well as the confusion stuff. 2295 * there, as well as the confusion stuff.
2288 */ 2296 */
2289 move_player (op, op->direction); 2297 move_player (op, op->direction);
2290 2298
2291 return op->speed_left > 0; 2299 return op->speed_left > 0.f;
2292 } 2300 }
2293 } 2301 }
2294 2302
2295 return 0; 2303 return 0;
2296} 2304}
2926 object *force; 2934 object *force;
2927 int at; 2935 int at;
2928 2936
2929 force = get_archetype (FORCE_NAME); 2937 force = get_archetype (FORCE_NAME);
2930 /* 50 ticks should be enough time for the spell to abate */ 2938 /* 50 ticks should be enough time for the spell to abate */
2931 force->speed = 0.1; 2939 force->speed = 0.1f;
2932 force->speed_left = -5.0; 2940 force->speed_left = -5.f;
2933 SET_FLAG (force, FLAG_APPLIED); 2941 SET_FLAG (force, FLAG_APPLIED);
2934 for (at = 0; at < NROFATTACKS; at++) 2942 for (at = 0; at < NROFATTACKS; at++)
2935 if (will_kill_again & (1 << at)) 2943 if (will_kill_again & (1 << at))
2936 force->resist[at] = 100; 2944 force->resist[at] = 100;
2937 2945

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