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Comparing deliantra/server/server/player.C (file contents):
Revision 1.274 by root, Wed Apr 21 06:40:57 2010 UTC vs.
Revision 1.284 by root, Mon May 2 16:55:38 2011 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25//+GPL 25//+GPL
26 26
27#include <algorithm>
28#include <functional>
29
27#include <global.h> 30#include <global.h>
28#include <sproto.h> 31#include <sproto.h>
29#include <sounds.h> 32#include <sounds.h>
30#include <living.h> 33#include <living.h>
31#include <object.h> 34#include <object.h>
32#include <spells.h> 35#include <spells.h>
33#include <skills.h> 36#include <skills.h>
34 37
35#include <algorithm>
36#include <functional>
37
38playervec players; 38playervec players;
39 39
40/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
41static void 41static void
42set_first_map (object *op) 42set_first_map (object *op)
126 126
127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
128 128
129 esrv_new_player (this); 129 esrv_new_player (this);
130 130
131 ob->update_stats ();
132
133 ns->floorbox_update ();
134 esrv_send_inventory (ob, ob);
135 esrv_add_spells (this, 0);
136
137 ob->flag [FLAG_READY_WEAPON] = false; 131 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false; 132 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false; 133 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false; 134 ob->flag [FLAG_READY_BOW] = false;
141 135
142 ob->update_stats (); // we unapplied stuff above 136 ob->update_stats ();
137
138 ns->floorbox_update ();
139 esrv_send_inventory (ob, ob);
140 esrv_add_spells (this, 0);
141
143 activate (); 142 activate ();
144 143
145 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
146 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
147} 146}
182player::set_object (object *op) 181player::set_object (object *op)
183{ 182{
184 ob = observe = viewpoint = op; 183 ob = observe = viewpoint = op;
185 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
186 185
187 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
188 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
189 188
190 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
191} 190}
192 191
609roll_stat () 608roll_stat ()
610{ 609{
611 int a[4], i, j, k; 610 int a[4], i, j, k;
612 611
613 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
614 a[i] = (int) rndm (6) + 1; 613 a[i] = rndm (1, 6);
615 614
616 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
617 if (a[i] < k) 616 if (a[i] < k)
618 k = a[i], j = i; 617 k = a[i], j = i;
619 618
716 treasurelist *tl = treasurelist::find (shstr_starting_wealth); 715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
717 if (tl) 716 if (tl)
718 create_treasure (tl, ob, 0, 0, 0); 717 create_treasure (tl, ob, 0, 0, 0);
719 718
720 INVOKE_PLAYER (BIRTH, ob->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
721 INVOKE_PLAYER (LOGIN, ob->contr);
722 720
723 ob->contr->ns->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
724 722
725 if (ob->msg) 723 if (ob->msg)
726 ob->msg = 0; 724 ob->msg = 0;
1447#endif 1445#endif
1448 1446
1449 SET_ANIMATION (arrow, arrow->direction); 1447 SET_ANIMATION (arrow, arrow->direction);
1450 1448
1451 /* update the speed */ 1449 /* update the speed */
1452 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1453 + bow->stats.dam / 7.f;
1454 1450
1455 arrow->set_speed (max (arrow->speed, 2.f));
1456 arrow->speed_left = 0; 1451 arrow->speed_left = 0;
1452 arrow->set_speed (max (2.f,
1453 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1454 + bow->stats.dam / 7.f
1455 ));
1457 1456
1458 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1457 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1459 1458
1460 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1461 { 1460 {
1868 || mon->flag [FLAG_CAN_ROLL]) 1867 || mon->flag [FLAG_CAN_ROLL])
1869 && mon != op) 1868 && mon != op)
1870 break; 1869 break;
1871 } 1870 }
1872 1871
1873 if (!mon) /* This happens anytime the player tries to move */ 1872 /* no monster == player tries to move into a wall or so */
1874 return false; /* into a wall */ 1873 if (!mon)
1874 {
1875 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1876 if (op->move_type & ob->move_block)
1877 {
1878 if (ob->move_block == MOVE_ALL)
1879 move_into_wall (op, ob);
1880 else
1881 {
1882 if (op->contr->ns->bumpmsg)
1883 {
1884 op->play_sound (sound_find ("blocked_move"));
1885
1886 op->statusmsg (ob->invisible
1887 ? "Something blocks you."
1888 : format ("Something blocks you from entering the %s.", query_name (ob))
1889 );
1890 }
1891 }
1892
1893 break;
1894 }
1895
1896 return false;
1897 }
1875 1898
1876 mon = mon->head_ (); 1899 mon = mon->head_ ();
1877 1900
1878 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1901 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1879 if (op->contr->weapon_sp_left > 0.f) 1902 if (op->contr->weapon_sp_left > 0.f)
2145void 2168void
2146do_some_living (object *op) 2169do_some_living (object *op)
2147{ 2170{
2148 int last_food = op->stats.food; 2171 int last_food = op->stats.food;
2149 int gen_hp, gen_sp, gen_grace; 2172 int gen_hp, gen_sp, gen_grace;
2150 int over_hp, over_sp, over_grace;
2151 int i; 2173 int i;
2152 int rate_hp = 1200; 2174 int rate_hp = 1200;
2153 int rate_sp = 2500; 2175 int rate_sp = 2500;
2154 int rate_grace = 2000; 2176 int rate_grace = 2000;
2155 const int max_hp = 1; 2177 const int max_hp = 1;
2208 if (--op->last_grace < 0) 2230 if (--op->last_grace < 0)
2209 { 2231 {
2210 if (op->stats.grace < op->stats.maxgrace / 2) 2232 if (op->stats.grace < op->stats.maxgrace / 2)
2211 op->stats.grace++; /* no penalty in food for regaining grace */ 2233 op->stats.grace++; /* no penalty in food for regaining grace */
2212 2234
2235 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2236
2213 if (max_grace > 1) 2237 if (max_grace > 1)
2214 { 2238 {
2215 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2239 int over_grace = temp / rate_grace;
2240
2216 if (over_grace > 0) 2241 if (over_grace > 0)
2217 { 2242 {
2218 op->stats.sp += over_grace 2243 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2219 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2220 op->last_grace = 0; 2244 op->last_grace = 0;
2221 } 2245 }
2222 else 2246 else
2223 { 2247 op->last_grace = rate_grace / temp;
2224 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2225 }
2226 } 2248 }
2227 else 2249 else
2228 { 2250 op->last_grace = rate_grace / temp;
2229 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2251
2230 }
2231 /* wearing stuff doesn't detract from grace generation. */ 2252 /* wearing stuff doesn't detract from grace generation. */
2232 } 2253 }
2233 2254
2234 if (op->stats.food > 0) 2255 if (op->stats.food > 0)
2235 { 2256 {
2254 } 2275 }
2255 } 2276 }
2256 2277
2257 if (max_sp > 1) 2278 if (max_sp > 1)
2258 { 2279 {
2259 over_sp = (gen_sp + 10) / rate_sp; 2280 int over_sp = (gen_sp + 10) / rate_sp;
2260 if (over_sp > 0) 2281 if (over_sp > 0)
2261 { 2282 {
2262 if (op->stats.sp < op->stats.maxsp) 2283 if (op->stats.sp < op->stats.maxsp)
2263 { 2284 {
2264 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2285 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2296 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2317 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2297 op->stats.food = last_food; 2318 op->stats.food = last_food;
2298 } 2319 }
2299 } 2320 }
2300 2321
2322 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2323
2301 if (max_hp > 1) 2324 if (max_hp > 1)
2302 { 2325 {
2303 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2326 int over_hp = temp / rate_hp;
2304 2327
2305 if (over_hp > 0) 2328 if (over_hp > 0)
2306 { 2329 {
2307 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2330 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2308 op->last_heal = 0; 2331 op->last_heal = 0;
2309 } 2332 }
2310 else 2333 else
2311 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2334 op->last_heal = rate_hp / temp;
2312 } 2335 }
2313 else 2336 else
2314 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2337 op->last_heal = rate_hp / temp;
2315 } 2338 }
2316 } 2339 }
2317 2340
2318 /* Digestion */ 2341 /* Digestion */
2319 if (--op->last_eat < 0) 2342 if (--op->last_eat < 0)
2659 if (will_kill_again) 2682 if (will_kill_again)
2660 { 2683 {
2661 object *force; 2684 object *force;
2662 int at; 2685 int at;
2663 2686
2664 force = get_archetype (FORCE_NAME); 2687 force = archetype::get (FORCE_NAME);
2665 /* 50 ticks should be enough time for the spell to abate */ 2688 /* 50 ticks should be enough time for the spell to abate */
2666 force->speed = 0.1f;
2667 force->speed_left = -5.f; 2689 force->speed_left = -5.f;
2690 force->set_speed (0.1f);
2668 force->set_flag (FLAG_APPLIED); 2691 force->set_flag (FLAG_APPLIED);
2692
2669 for (at = 0; at < NROFATTACKS; at++) 2693 for (at = 0; at < NROFATTACKS; at++)
2670 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
2671 force->resist[at] = 100; 2695 force->resist[at] = 100;
2672 2696
2673 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);

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