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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 1.288 by root, Tue Jan 3 11:25:36 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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
537 } 536 }
538 } 537 }
539 538
540 /* Here we remove duplicated skills (as duplicated spell objects have 539 /* Here we remove duplicated skills (as duplicated spell objects have
541 * _very_ confusing effects for players), which could for instance be 540 * _very_ confusing effects for players), which could for instance be
542 * generated by bad treasurelists. - elmex 541 * generated by multiple treasurelists specifying the same skills.
543 */ 542 */
544 if (op->type == SKILL) 543 if (op->type == SKILL)
545 { 544 {
546 for (object *tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
547 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
548 { 547 {
549 op->destroy (); 548 op->destroy ();
550 LOG (llevError,
551 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
552 break; 549 break;
553 } 550 }
554 551
555 if (op->nrof > 1) 552 if (op->nrof > 1)
556 op->nrof = 1; 553 op->nrof = 1;
609roll_stat () 606roll_stat ()
610{ 607{
611 int a[4], i, j, k; 608 int a[4], i, j, k;
612 609
613 for (i = 0; i < 4; i++) 610 for (i = 0; i < 4; i++)
614 a[i] = (int) rndm (6) + 1; 611 a[i] = rndm (1, 6);
615 612
616 for (i = 0, j = 0, k = 7; i < 4; i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
617 if (a[i] < k) 614 if (a[i] < k)
618 k = a[i], j = i; 615 k = a[i], j = i;
619 616
716 treasurelist *tl = treasurelist::find (shstr_starting_wealth); 713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
717 if (tl) 714 if (tl)
718 create_treasure (tl, ob, 0, 0, 0); 715 create_treasure (tl, ob, 0, 0, 0);
719 716
720 INVOKE_PLAYER (BIRTH, ob->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
721 INVOKE_PLAYER (LOGIN, ob->contr);
722 718
723 ob->contr->ns->state = ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
724 720
725 if (ob->msg) 721 if (ob->msg)
726 ob->msg = 0; 722 ob->msg = 0;
1447#endif 1443#endif
1448 1444
1449 SET_ANIMATION (arrow, arrow->direction); 1445 SET_ANIMATION (arrow, arrow->direction);
1450 1446
1451 /* update the speed */ 1447 /* 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 1448
1455 arrow->set_speed (max (arrow->speed, 2.f));
1456 arrow->speed_left = 0; 1449 arrow->speed_left = 0;
1450 arrow->set_speed (max (2.f,
1451 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1452 + bow->stats.dam / 7.f
1453 ));
1457 1454
1458 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1455 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1459 1456
1460 if (op->type == PLAYER) 1457 if (op->type == PLAYER)
1461 { 1458 {
1868 || mon->flag [FLAG_CAN_ROLL]) 1865 || mon->flag [FLAG_CAN_ROLL])
1869 && mon != op) 1866 && mon != op)
1870 break; 1867 break;
1871 } 1868 }
1872 1869
1873 if (!mon) /* This happens anytime the player tries to move */ 1870 /* no monster == player tries to move into a wall or so */
1874 return false; /* into a wall */ 1871 if (!mon)
1872 {
1873 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1874 if (op->move_type & ob->move_block)
1875 {
1876 if (ob->move_block == MOVE_ALL)
1877 move_into_wall (op, ob);
1878 else
1879 {
1880 if (op->contr->ns->bumpmsg)
1881 {
1882 op->play_sound (sound_find ("blocked_move"));
1883
1884 op->statusmsg (ob->invisible
1885 ? "Something blocks you."
1886 : format ("Something blocks you from entering the %s.", query_name (ob))
1887 );
1888 }
1889 }
1890
1891 break;
1892 }
1893
1894 return false;
1895 }
1875 1896
1876 mon = mon->head_ (); 1897 mon = mon->head_ ();
1877 1898
1878 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1899 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1879 if (op->contr->weapon_sp_left > 0.f) 1900 if (op->contr->weapon_sp_left > 0.f)
1994} 2015}
1995 2016
1996bool 2017bool
1997move_player (object *op, int dir) 2018move_player (object *op, int dir)
1998{ 2019{
1999 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2020 if (!op->map || op->map->state != MAP_ACTIVE)
2000 return 0; 2021 return 0;
2001 2022
2002 /* Sanity check: make sure dir is valid */ 2023 /* Sanity check: make sure dir is valid */
2003 if (dir < 0 || dir > 8) 2024 if (dir < 0 || dir > 8)
2004 { 2025 {
2145void 2166void
2146do_some_living (object *op) 2167do_some_living (object *op)
2147{ 2168{
2148 int last_food = op->stats.food; 2169 int last_food = op->stats.food;
2149 int gen_hp, gen_sp, gen_grace; 2170 int gen_hp, gen_sp, gen_grace;
2150 int over_hp, over_sp, over_grace;
2151 int i; 2171 int i;
2152 int rate_hp = 1200; 2172 int rate_hp = 1200;
2153 int rate_sp = 2500; 2173 int rate_sp = 2500;
2154 int rate_grace = 2000; 2174 int rate_grace = 2000;
2155 const int max_hp = 1; 2175 const int max_hp = 1;
2161 op->invisible = 1000; 2181 op->invisible = 1000;
2162 /* the socket code flashes the player visible/invisible 2182 /* the socket code flashes the player visible/invisible
2163 * depending on the value of invisible, so we need to 2183 * depending on the value of invisible, so we need to
2164 * alternate it here for it to work correctly. 2184 * alternate it here for it to work correctly.
2165 */ 2185 */
2166 if (pticks & 2) 2186 if (server_tick & 2)
2167 op->invisible--; 2187 op->invisible--;
2168 } 2188 }
2169 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) 2189 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2170 { 2190 {
2171 if (!op->invisible--) 2191 if (!op->invisible--)
2208 if (--op->last_grace < 0) 2228 if (--op->last_grace < 0)
2209 { 2229 {
2210 if (op->stats.grace < op->stats.maxgrace / 2) 2230 if (op->stats.grace < op->stats.maxgrace / 2)
2211 op->stats.grace++; /* no penalty in food for regaining grace */ 2231 op->stats.grace++; /* no penalty in food for regaining grace */
2212 2232
2233 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2234
2213 if (max_grace > 1) 2235 if (max_grace > 1)
2214 { 2236 {
2215 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2237 int over_grace = temp / rate_grace;
2238
2216 if (over_grace > 0) 2239 if (over_grace > 0)
2217 { 2240 {
2218 op->stats.sp += over_grace 2241 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; 2242 op->last_grace = 0;
2221 } 2243 }
2222 else 2244 else
2223 { 2245 op->last_grace = rate_grace / temp;
2224 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2225 }
2226 } 2246 }
2227 else 2247 else
2228 { 2248 op->last_grace = rate_grace / temp;
2229 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2249
2230 }
2231 /* wearing stuff doesn't detract from grace generation. */ 2250 /* wearing stuff doesn't detract from grace generation. */
2232 } 2251 }
2233 2252
2234 if (op->stats.food > 0) 2253 if (op->stats.food > 0)
2235 { 2254 {
2254 } 2273 }
2255 } 2274 }
2256 2275
2257 if (max_sp > 1) 2276 if (max_sp > 1)
2258 { 2277 {
2259 over_sp = (gen_sp + 10) / rate_sp; 2278 int over_sp = (gen_sp + 10) / rate_sp;
2260 if (over_sp > 0) 2279 if (over_sp > 0)
2261 { 2280 {
2262 if (op->stats.sp < op->stats.maxsp) 2281 if (op->stats.sp < op->stats.maxsp)
2263 { 2282 {
2264 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2283 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)) 2315 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2297 op->stats.food = last_food; 2316 op->stats.food = last_food;
2298 } 2317 }
2299 } 2318 }
2300 2319
2320 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2321
2301 if (max_hp > 1) 2322 if (max_hp > 1)
2302 { 2323 {
2303 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2324 int over_hp = temp / rate_hp;
2304 2325
2305 if (over_hp > 0) 2326 if (over_hp > 0)
2306 { 2327 {
2307 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2328 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2308 op->last_heal = 0; 2329 op->last_heal = 0;
2309 } 2330 }
2310 else 2331 else
2311 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2332 op->last_heal = rate_hp / temp;
2312 } 2333 }
2313 else 2334 else
2314 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2335 op->last_heal = rate_hp / temp;
2315 } 2336 }
2316 } 2337 }
2317 2338
2318 /* Digestion */ 2339 /* Digestion */
2319 if (--op->last_eat < 0) 2340 if (--op->last_eat < 0)
2659 if (will_kill_again) 2680 if (will_kill_again)
2660 { 2681 {
2661 object *force; 2682 object *force;
2662 int at; 2683 int at;
2663 2684
2664 force = get_archetype (FORCE_NAME); 2685 force = archetype::get (FORCE_NAME);
2665 /* 50 ticks should be enough time for the spell to abate */ 2686 /* 50 ticks should be enough time for the spell to abate */
2666 force->speed = 0.1f;
2667 force->speed_left = -5.f; 2687 force->speed_left = -5.f;
2688 force->set_speed (0.1f);
2668 force->set_flag (FLAG_APPLIED); 2689 force->set_flag (FLAG_APPLIED);
2690
2669 for (at = 0; at < NROFATTACKS; at++) 2691 for (at = 0; at < NROFATTACKS; at++)
2670 if (will_kill_again & (1 << at)) 2692 if (will_kill_again & (1 << at))
2671 force->resist[at] = 100; 2693 force->resist[at] = 100;
2672 2694
2673 insert_ob_in_ob (force, op); 2695 insert_ob_in_ob (force, op);

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