ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.271 by root, Sun Apr 11 23:32:10 2010 UTC vs.
Revision 1.286 by root, Wed May 4 19:04:45 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
374 */ 373 */
375int 374int
376path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
377{ 376{
378 rv_vector rv; 377 rv_vector rv;
379 sint16 x, y;
380 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
381 maptile *m, *lastmap;
382 379
383 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
384 381
385 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
386 return 0; 383 return 0;
387 384
388 x = mon->x; 385 mapxy pos (mon);
389 y = mon->y;
390 m = mon->map;
391 dir = rv.direction; 386 dir = rv.direction;
392 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
393 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
394 389
395 /* If we can't solve it within the search distance, return now. */ 390 /* If we can't solve it within the search distance, return now. */
396 if (diff > max) 391 if (diff > max)
397 return 0; 392 return 0;
398 393
399 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
400 { 395 {
401 lastx = x; 396 mapxy lastpos = pos;
402 lasty = y;
403 lastmap = m;
404 x = lastx + freearr_x[dir];
405 y = lasty + freearr_y[dir];
406 397
407 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
408 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
409 399
410 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
411 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
412 && (m == mon->map && blocked_link (mon, m, x, y)))) 402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
413 { 404 {
414 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
415 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
416 */ 407 */
417 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
418 if (rv.direction != dir) 409 if (rv.direction != dir)
419 { 410 {
420 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
421 * the values so it will try again. 412 * the values so it will try again.
422 */ 413 */
423 x = lastx;
424 y = lasty;
425 m = lastmap; 414 pos = lastpos;
426 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
427 } 416 }
428 else 417 else
429 { 418 {
430 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
437 */ 426 */
438 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
439 { 428 {
440 if (i == 0) 429 if (i == 0)
441 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
442 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
443 * since the direction that the creature should move in 433 * since the direction that the creature should move in
444 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
445 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
446 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
448 * can't do that, but now finds it can move east, and 438 * can't do that, but now finds it can move east, and
449 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
450 * the last direction the creature has successfully 440 * the last direction the creature has successfully
451 * moved. 441 * moved.
452 */ 442 */
453
454 x = lastx + freearr_x[absdir (lastdir + i)];
455 y = lasty + freearr_y[absdir (lastdir + i)];
456 m = lastmap; 443 pos = lastpos;
457 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
458 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
459 continue; 447 continue;
460 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
461 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
462 continue; 452 continue;
463 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
464 continue; 455 continue;
465 456
466 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
467 break; 458 break;
468 } 459 }
460
469 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
470 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
471 */ 463 */
472 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
473 return 0; 465 return 0;
466
474 diff--; 467 diff--;
475 lastdir = dir; 468 lastdir = dir;
476 max--; 469 max--;
477 if (!firstdir) 470 if (!firstdir)
478 firstdir = dir + i; 471 firstdir = dir + i;
482 { 475 {
483 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
484 diff--; 477 diff--;
485 max--; 478 max--;
486 lastdir = dir; 479 lastdir = dir;
480
487 if (!firstdir) 481 if (!firstdir)
488 firstdir = dir; 482 firstdir = dir;
489 } 483 }
490 484
491 if (diff <= 1) 485 if (diff <= 1)
492 { 486 {
493 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
494 * headed toward player for entire distance. 488 * headed toward player for entire distance.
495 */ 489 */
496 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
497 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
498 } 492 }
499 493
500 if (diff > max) 494 if (diff > max)
501 return 0; 495 return 0;
566 560
567 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
568 * items. Just don't identify gold or silver, or it won't be 562 * items. Just don't identify gold or silver, or it won't be
569 * merged properly. 563 * merged properly.
570 */ 564 */
571 if (need_identify (op)) 565 if (op->need_identify ())
572 { 566 {
573 op->set_flag (FLAG_IDENTIFIED); 567 op->set_flag (FLAG_IDENTIFIED);
574 op->clr_flag (FLAG_CURSED); 568 op->clr_flag (FLAG_CURSED);
575 op->clr_flag (FLAG_DAMNED); 569 op->clr_flag (FLAG_DAMNED);
576 } 570 }
614roll_stat () 608roll_stat ()
615{ 609{
616 int a[4], i, j, k; 610 int a[4], i, j, k;
617 611
618 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
619 a[i] = (int) rndm (6) + 1; 613 a[i] = rndm (1, 6);
620 614
621 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
622 if (a[i] < k) 616 if (a[i] < k)
623 k = a[i], j = i; 617 k = a[i], j = i;
624 618
721 treasurelist *tl = treasurelist::find (shstr_starting_wealth); 715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
722 if (tl) 716 if (tl)
723 create_treasure (tl, ob, 0, 0, 0); 717 create_treasure (tl, ob, 0, 0, 0);
724 718
725 INVOKE_PLAYER (BIRTH, ob->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
726 INVOKE_PLAYER (LOGIN, ob->contr);
727 720
728 ob->contr->ns->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
729 722
730 if (ob->msg) 723 if (ob->msg)
731 ob->msg = 0; 724 ob->msg = 0;
1452#endif 1445#endif
1453 1446
1454 SET_ANIMATION (arrow, arrow->direction); 1447 SET_ANIMATION (arrow, arrow->direction);
1455 1448
1456 /* update the speed */ 1449 /* update the speed */
1457 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1458 + bow->stats.dam / 7.f;
1459 1450
1460 arrow->set_speed (max (arrow->speed, 2.f));
1461 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 ));
1462 1456
1463 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;
1464 1458
1465 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1466 { 1460 {
1873 || mon->flag [FLAG_CAN_ROLL]) 1867 || mon->flag [FLAG_CAN_ROLL])
1874 && mon != op) 1868 && mon != op)
1875 break; 1869 break;
1876 } 1870 }
1877 1871
1878 if (!mon) /* This happens anytime the player tries to move */ 1872 /* no monster == player tries to move into a wall or so */
1879 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 }
1880 1898
1881 mon = mon->head_ (); 1899 mon = mon->head_ ();
1882 1900
1883 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))
1884 if (op->contr->weapon_sp_left > 0.f) 1902 if (op->contr->weapon_sp_left > 0.f)
1999} 2017}
2000 2018
2001bool 2019bool
2002move_player (object *op, int dir) 2020move_player (object *op, int dir)
2003{ 2021{
2004 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2022 if (!op->map || op->map->state != MAP_ACTIVE)
2005 return 0; 2023 return 0;
2006 2024
2007 /* Sanity check: make sure dir is valid */ 2025 /* Sanity check: make sure dir is valid */
2008 if (dir < 0 || dir > 8) 2026 if (dir < 0 || dir > 8)
2009 { 2027 {
2150void 2168void
2151do_some_living (object *op) 2169do_some_living (object *op)
2152{ 2170{
2153 int last_food = op->stats.food; 2171 int last_food = op->stats.food;
2154 int gen_hp, gen_sp, gen_grace; 2172 int gen_hp, gen_sp, gen_grace;
2155 int over_hp, over_sp, over_grace;
2156 int i; 2173 int i;
2157 int rate_hp = 1200; 2174 int rate_hp = 1200;
2158 int rate_sp = 2500; 2175 int rate_sp = 2500;
2159 int rate_grace = 2000; 2176 int rate_grace = 2000;
2160 const int max_hp = 1; 2177 const int max_hp = 1;
2166 op->invisible = 1000; 2183 op->invisible = 1000;
2167 /* the socket code flashes the player visible/invisible 2184 /* the socket code flashes the player visible/invisible
2168 * depending on the value of invisible, so we need to 2185 * depending on the value of invisible, so we need to
2169 * alternate it here for it to work correctly. 2186 * alternate it here for it to work correctly.
2170 */ 2187 */
2171 if (pticks & 2) 2188 if (server_tick & 2)
2172 op->invisible--; 2189 op->invisible--;
2173 } 2190 }
2174 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) 2191 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2175 { 2192 {
2176 if (!op->invisible--) 2193 if (!op->invisible--)
2213 if (--op->last_grace < 0) 2230 if (--op->last_grace < 0)
2214 { 2231 {
2215 if (op->stats.grace < op->stats.maxgrace / 2) 2232 if (op->stats.grace < op->stats.maxgrace / 2)
2216 op->stats.grace++; /* no penalty in food for regaining grace */ 2233 op->stats.grace++; /* no penalty in food for regaining grace */
2217 2234
2235 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2236
2218 if (max_grace > 1) 2237 if (max_grace > 1)
2219 { 2238 {
2220 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2239 int over_grace = temp / rate_grace;
2240
2221 if (over_grace > 0) 2241 if (over_grace > 0)
2222 { 2242 {
2223 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;
2224 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2225 op->last_grace = 0; 2244 op->last_grace = 0;
2226 } 2245 }
2227 else 2246 else
2228 { 2247 op->last_grace = rate_grace / temp;
2229 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2230 }
2231 } 2248 }
2232 else 2249 else
2233 { 2250 op->last_grace = rate_grace / temp;
2234 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2251
2235 }
2236 /* wearing stuff doesn't detract from grace generation. */ 2252 /* wearing stuff doesn't detract from grace generation. */
2237 } 2253 }
2238 2254
2239 if (op->stats.food > 0) 2255 if (op->stats.food > 0)
2240 { 2256 {
2259 } 2275 }
2260 } 2276 }
2261 2277
2262 if (max_sp > 1) 2278 if (max_sp > 1)
2263 { 2279 {
2264 over_sp = (gen_sp + 10) / rate_sp; 2280 int over_sp = (gen_sp + 10) / rate_sp;
2265 if (over_sp > 0) 2281 if (over_sp > 0)
2266 { 2282 {
2267 if (op->stats.sp < op->stats.maxsp) 2283 if (op->stats.sp < op->stats.maxsp)
2268 { 2284 {
2269 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2285 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2301 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))
2302 op->stats.food = last_food; 2318 op->stats.food = last_food;
2303 } 2319 }
2304 } 2320 }
2305 2321
2322 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2323
2306 if (max_hp > 1) 2324 if (max_hp > 1)
2307 { 2325 {
2308 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2326 int over_hp = temp / rate_hp;
2309 2327
2310 if (over_hp > 0) 2328 if (over_hp > 0)
2311 { 2329 {
2312 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;
2313 op->last_heal = 0; 2331 op->last_heal = 0;
2314 } 2332 }
2315 else 2333 else
2316 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2334 op->last_heal = rate_hp / temp;
2317 } 2335 }
2318 else 2336 else
2319 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2337 op->last_heal = rate_hp / temp;
2320 } 2338 }
2321 } 2339 }
2322 2340
2323 /* Digestion */ 2341 /* Digestion */
2324 if (--op->last_eat < 0) 2342 if (--op->last_eat < 0)
2664 if (will_kill_again) 2682 if (will_kill_again)
2665 { 2683 {
2666 object *force; 2684 object *force;
2667 int at; 2685 int at;
2668 2686
2669 force = get_archetype (FORCE_NAME); 2687 force = archetype::get (FORCE_NAME);
2670 /* 50 ticks should be enough time for the spell to abate */ 2688 /* 50 ticks should be enough time for the spell to abate */
2671 force->speed = 0.1f;
2672 force->speed_left = -5.f; 2689 force->speed_left = -5.f;
2690 force->set_speed (0.1f);
2673 force->set_flag (FLAG_APPLIED); 2691 force->set_flag (FLAG_APPLIED);
2692
2674 for (at = 0; at < NROFATTACKS; at++) 2693 for (at = 0; at < NROFATTACKS; at++)
2675 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
2676 force->resist[at] = 100; 2695 force->resist[at] = 100;
2677 2696
2678 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines