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/cvs/deliantra/server/server/player.C
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Comparing deliantra/server/server/player.C (file contents):
Revision 1.124 by root, Fri May 11 21:24:29 2007 UTC vs.
Revision 1.137 by root, Thu May 17 14:14:55 2007 UTC

147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 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);
149 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
150} 150}
151 151
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
156}
157
152/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
153static void 159static void
154set_first_map (object *op) 160set_first_map (object *op)
155{ 161{
156 op->contr->maplevel = first_map_path; 162 op->contr->maplevel = first_map_path;
319player::set_object (object *op) 325player::set_object (object *op)
320{ 326{
321 ob = op; 327 ob = op;
322 ob->contr = this; /* this aren't yet in archetype */ 328 ob->contr = this; /* this aren't yet in archetype */
323 329
324 ob->speed_left = 0.5; 330 ob->speed_left = 0.5f;
325 ob->speed = 1.0; 331 ob->speed = 1.0f;
326 ob->direction = 5; /* So player faces south */ 332 ob->direction = 5; /* So player faces south */
327} 333}
328 334
329player::player () 335player::player ()
330{ 336{
784} 790}
785 791
786void 792void
787object::roll_stats () 793object::roll_stats ()
788{ 794{
789 int statsort [7]; 795 int statsort [NUM_STATS];
790 796
791 for (;;) 797 for (;;)
792 { 798 {
793 int sum = 0; 799 int sum = 0;
794 for (int i = 7; i--; ) 800 for (int i = NUM_STATS; i--; )
795 sum += statsort [i] = roll_stat (); 801 sum += statsort [i] = roll_stat ();
796 802
797 if (sum >= 82 && sum <= 116) 803 if (sum >= 82 && sum <= 116)
798 break; 804 break;
799 } 805 }
800 806
801 // Sort the stats so that rerolling is easier... 807 // Sort the stats so that rerolling is easier...
802 std::sort (statsort, statsort + 7, std::greater<int>()); 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
803 809
810 for (int i = 0; i < NUM_STATS; ++i)
804 stats.Str = statsort[0]; 811 stats.stat (i) = statsort [i];
805 stats.Dex = statsort[1];
806 stats.Con = statsort[2];
807 stats.Int = statsort[3];
808 stats.Wis = statsort[4];
809 stats.Pow = statsort[5];
810 stats.Cha = statsort[6];
811 812
812 stats.exp = 0; 813 stats.exp = 0;
813 stats.ac = 0; 814 stats.ac = 0;
814 815
815 stats.hp = stats.maxhp; 816 stats.hp = stats.maxhp;
827} 828}
828 829
829void 830void
830object::swap_stats (int a, int b) 831object::swap_stats (int a, int b)
831{ 832{
832 int tmp = get_attr_value (&contr->orig_stats, a); 833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
833 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
834 set_attr_value (&contr->orig_stats, b, tmp);
835 834
835 for (int i = 0; i < NUM_STATS; ++i)
836 stats.Str = contr->orig_stats.Str; 836 stats.stat (i) = contr->orig_stats.stat (i);
837 stats.Dex = contr->orig_stats.Dex;
838 stats.Con = contr->orig_stats.Con;
839 stats.Int = contr->orig_stats.Int;
840 stats.Wis = contr->orig_stats.Wis;
841 stats.Pow = contr->orig_stats.Pow;
842 stats.Cha = contr->orig_stats.Cha;
843 837
844 //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,
845 // be merged with the similar code in roll_stats 839 // be merged with the similar code in roll_stats
846 stats.ac = 0; 840 stats.ac = 0;
847 841
1547 */ 1541 */
1548int 1542int
1549fire_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)
1550{ 1544{
1551 object *left, *bow; 1545 object *left, *bow;
1552 int bowspeed, mflags; 1546 int mflags;
1553 maptile *m; 1547 maptile *m;
1554 1548
1555 if (!dir) 1549 if (!dir)
1556 { 1550 {
1557 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!");
1558 return 0; 1552 return 0;
1559 } 1553 }
1560 1554
1561 if (player *pl = op->contr) 1555 if (op->contr)
1562 { 1556 bow = op->current_weapon;
1563 bow = pl->ranged_ob;
1564 op->set_weapon (bow);
1565 }
1566 else 1557 else
1567 { 1558 {
1568 for (bow = op->inv; bow; bow = bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1569 /* 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
1570 * 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.
1591 { 1582 {
1592 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);
1593 return 0; 1584 return 0;
1594 } 1585 }
1595 1586
1596 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1597
1598 /* penalize ROF for bestarrow */
1599 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1600 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1601
1602 if (bowspeed < 1)
1603 bowspeed = 1;
1604
1605 if (arrow == NULL) 1587 if (arrow == NULL)
1606 { 1588 {
1607 if ((arrow = find_arrow (op, bow->race)) == NULL) 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1608 { 1590 {
1609 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
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
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);
1658
1659 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1661 + bow->stats.dam / 7.0;
1662
1663 arrow->set_speed (max (arrow->speed, 2.0));
1664 arrow->speed_left = 0;
1665
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667
1655 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1656 { 1669 {
1657 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1658 op->update_stats ();
1659 }
1660
1661 SET_ANIMATION (arrow, arrow->direction);
1662
1663 arrow->stats.dam += op->stats.dam + arrow->magic;
1664
1665 /* update the speed */
1666 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1667 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1668
1669 arrow->set_speed (max (arrow->speed, 1.0));
1670 arrow->speed_left = 0;
1671
1672 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1673
1674 if (op->type == PLAYER)
1675 {
1676 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1670 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1677 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1671 wc -= dex_bonus[op->stats.Dex];
1678 1672
1679 if (!arrow->slaying) 1673 if (!arrow->slaying)
1680 arrow->slaying = op->slaying; 1674 arrow->slaying = op->slaying;
1681 1675
1682 arrow->attacktype |= op->attacktype; 1676 arrow->attacktype |= op->attacktype;
1690 arrow->slaying = bow->slaying; 1684 arrow->slaying = bow->slaying;
1691 1685
1692 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1693 } 1687 }
1694 1688
1695 arrow->stats.wc -= arrow->level; 1689 wc -= arrow->level;
1690 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1696 1691
1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1697 arrow->move_type = MOVE_FLY_LOW; 1693 arrow->move_type = MOVE_FLY_LOW;
1698 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1699 1695
1700 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);
1701 m->insert (arrow, sx, sy, op); 1697 m->insert (arrow, sx, sy, op);
1756 } 1752 }
1757 1753
1758 return ret; 1754 return ret;
1759} 1755}
1760 1756
1761
1762/* Fires a misc (wand/rod/horn) object in 'dir'. 1757/* Fires a misc (wand/rod/horn) object in 'dir'.
1763 * Broken apart from 'fire' to keep it more readable. 1758 * Broken apart from 'fire' to keep it more readable.
1764 */ 1759 */
1765void 1760void
1766fire_misc_object (object *op, int dir) 1761fire_misc_object (object *op, int dir)
1777 { 1772 {
1778 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1773 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1779 return; 1774 return;
1780 } 1775 }
1781 1776
1782 op->set_weapon (item); 1777 if (!op->change_weapon (item))
1778 return;
1783 1779
1784 if (item->type == WAND) 1780 if (item->type == WAND)
1785 { 1781 {
1786 if (item->stats.food <= 0) 1782 if (item->stats.food <= 0)
1787 { 1783 {
1853 object *ob = pl->ranged_ob; 1849 object *ob = pl->ranged_ob;
1854 1850
1855 if (!ob) 1851 if (!ob)
1856 return; 1852 return;
1857 1853
1854 if (!op->change_weapon (ob))
1855 return;
1856
1858 switch (ob->type) 1857 switch (ob->type)
1859 { 1858 {
1860 case BOW: 1859 case BOW:
1861 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
1862 break; 1861 break;
1868 case BUILDER: 1867 case BUILDER:
1869 apply_map_builder (op, dir); 1868 apply_map_builder (op, dir);
1870 break; 1869 break;
1871 1870
1872 case SKILL: 1871 case SKILL:
1873 case SKILL_TOOL:
1874 do_skill (op, op, ob, dir, 0); 1872 do_skill (op, op, ob, dir, 0);
1875 break; 1873 break;
1876 1874
1877 default: 1875 default:
1878 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
2106 2104
2107 /* If the creature is a pet, push it even if the player is not 2105 /* If the creature is a pet, push it even if the player is not
2108 * peaceful. Our assumption is the creature is a pet if the 2106 * peaceful. Our assumption is the creature is a pet if the
2109 * player owns it and it is either friendly or unagressive. 2107 * player owns it and it is either friendly or unagressive.
2110 */ 2108 */
2111 if ((op->type == PLAYER) 2109 if (op->type == PLAYER
2112#if COZY_SERVER
2113 &&
2114 ((mon->owner && mon->owner->contr 2110 && ((mon->owner && mon->owner->contr
2115 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2111 && same_party (mon->owner->contr->party, op->contr->party))
2116#else
2117 && mon->owner == op 2112 || mon->owner == op)
2118#endif
2119 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2113 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2120 { 2114 {
2121 /* If we're braced, we don't want to switch places with it */ 2115 /* If we're braced, we don't want to switch places with it */
2122 if (op->contr->braced) 2116 if (op->contr->braced)
2123 return; 2117 return;
2133 /* in certain circumstances, you shouldn't attack friendly 2127 /* in certain circumstances, you shouldn't attack friendly
2134 * creatures. Note that if you are braced, you can't push 2128 * creatures. Note that if you are braced, you can't push
2135 * someone, but put it inside this loop so that you won't 2129 * someone, but put it inside this loop so that you won't
2136 * attack them either. 2130 * attack them either.
2137 */ 2131 */
2138 if ((mon->type == PLAYER || mon->enemy != op) && 2132 if ((mon->type == PLAYER || mon->enemy != op)
2139 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2133 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2140#ifdef PROHIBIT_PLAYERKILL
2141 (op->contr->peaceful 2134 && ((op->contr->peaceful
2142 || (mon->type == PLAYER 2135 || (mon->type == PLAYER && mon->contr->peaceful))
2143 && mon->contr->
2144 peaceful)) &&
2145#else
2146 op->contr->peaceful &&
2147#endif
2148 !on_battleground)) 2136 && !on_battleground))
2149 { 2137 {
2150 if (!op->contr->braced) 2138 if (!op->contr->braced)
2151 { 2139 {
2152 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2153 push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2176 * that party_number -1 is no party, so attacks can still happen. 2164 * that party_number -1 is no party, so attacks can still happen.
2177 */ 2165 */
2178 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2179 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2180 { 2168 {
2181
2182 /* If the player hasn't hit something this tick, and does
2183 * so, give them speed boost based on weapon speed. Doing
2184 * it here is better than process_players2, which basically
2185 * incurred a 1 tick offset.
2186 */
2187 if (!op->contr->has_hit) 2169 if (!op->contr->has_hit)
2188 { 2170 {
2171 op->contr->has_hit = 1;
2189 op->speed_left += op->speed / op->contr->weapon_sp; 2172 op->speed_left += op->contr->weapon_speed () - op->speed;
2190
2191 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2192 } 2173 }
2193 2174
2194 skill_attack (mon, op, 0, 0, 0); 2175 skill_attack (mon, op, 0, 0, 0);
2195 2176
2196 /* If attacking another player, that player gets automatic 2177 /* If attacking another player, that player gets automatic
2274handle_newcs_player (object *op) 2255handle_newcs_player (object *op)
2275{ 2256{
2276 if (QUERY_FLAG (op, FLAG_SCARED)) 2257 if (QUERY_FLAG (op, FLAG_SCARED))
2277 { 2258 {
2278 flee_player (op); 2259 flee_player (op);
2260
2279 /* If player is still scared, that is his action for this tick */ 2261 /* If player is still scared, that is his action for this tick */
2280 if (QUERY_FLAG (op, FLAG_SCARED)) 2262 if (op->flag [FLAG_SCARED])
2281 { 2263 {
2282 op->speed_left--; 2264 --op->speed_left;
2283 return 0; 2265 return 0;
2284 } 2266 }
2285 } 2267 }
2286 2268
2287 /* call this here - we also will call this in do_ericserver, but 2269 /* call this here - we also will call this in do_ericserver, but
2289 * called, so we recheck it here. 2271 * called, so we recheck it here.
2290 */ 2272 */
2291 if (op->contr->ns->handle_command ()) 2273 if (op->contr->ns->handle_command ())
2292 return 1; 2274 return 1;
2293 2275
2294 if (op->speed_left > 0) 2276 if (op->speed_left > 0.f)
2295 { 2277 {
2296 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2278 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2297 { 2279 {
2298 /* All move commands take 1 tick, at least for now */ 2280 /* All move commands take 1 tick, at least for now */
2299 op->speed_left--; 2281 --op->speed_left;
2300 2282
2301 /* Instead of all the stuff below, let move_player take care 2283 /* Instead of all the stuff below, let move_player take care
2302 * of it. Also, some of the skill stuff is only put in 2284 * of it. Also, some of the skill stuff is only put in
2303 * there, as well as the confusion stuff. 2285 * there, as well as the confusion stuff.
2304 */ 2286 */
2305 move_player (op, op->direction); 2287 move_player (op, op->direction);
2306 2288
2307 return op->speed_left > 0; 2289 return op->speed_left > 0.f;
2308 } 2290 }
2309 } 2291 }
2310 2292
2311 return 0; 2293 return 0;
2312} 2294}
2582 } 2564 }
2583 2565
2584 /* Digestion */ 2566 /* Digestion */
2585 if (--op->last_eat < 0) 2567 if (--op->last_eat < 0)
2586 { 2568 {
2587#ifdef COZY_SERVER
2588 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2589 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2590#else
2591 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2569 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2592#endif
2593 2570
2594 if (op->contr->gen_hp > 0) 2571 if (op->contr->gen_hp > 0)
2595 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2572 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2596 else 2573 else
2597 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2574 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2942 object *force; 2919 object *force;
2943 int at; 2920 int at;
2944 2921
2945 force = get_archetype (FORCE_NAME); 2922 force = get_archetype (FORCE_NAME);
2946 /* 50 ticks should be enough time for the spell to abate */ 2923 /* 50 ticks should be enough time for the spell to abate */
2947 force->speed = 0.1; 2924 force->speed = 0.1f;
2948 force->speed_left = -5.0; 2925 force->speed_left = -5.f;
2949 SET_FLAG (force, FLAG_APPLIED); 2926 SET_FLAG (force, FLAG_APPLIED);
2950 for (at = 0; at < NROFATTACKS; at++) 2927 for (at = 0; at < NROFATTACKS; at++)
2951 if (will_kill_again & (1 << at)) 2928 if (will_kill_again & (1 << at))
2952 force->resist[at] = 100; 2929 force->resist[at] = 100;
2953 2930

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