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Comparing deliantra/server/server/player.C (file contents):
Revision 1.273 by root, Sun Apr 18 05:54:18 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
393 return 0; 392 return 0;
394 393
395 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
396 { 395 {
397 mapxy lastpos = pos; 396 mapxy lastpos = pos;
397
398 pos.move (dir); 398 pos.move (dir);
399 399
400 MoveType blocked;
401 bool blocksview;
402
403 if (pos.normalise ())
404 {
405 mapspace &ms = *pos;
406
407 blocksview = ms.flags () & P_BLOCKSVIEW;
408 blocked = ms.move_block;
409 }
410 else
411 {
412 blocksview = true;
413 blocked = MOVE_ALL;
414 }
415
416 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
417 if ((blocksview || OB_TYPE_MOVE_BLOCK (mon, blocked)) 401 if (!pos.normalise ()
402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
418 && (blocked_link (mon, pos.m, pos.x, pos.y))) 403 && blocked_link (mon, pos.m, pos.x, pos.y)))
419 { 404 {
420 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
421 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
422 */ 407 */
423 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
623roll_stat () 608roll_stat ()
624{ 609{
625 int a[4], i, j, k; 610 int a[4], i, j, k;
626 611
627 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
628 a[i] = (int) rndm (6) + 1; 613 a[i] = rndm (1, 6);
629 614
630 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
631 if (a[i] < k) 616 if (a[i] < k)
632 k = a[i], j = i; 617 k = a[i], j = i;
633 618
730 treasurelist *tl = treasurelist::find (shstr_starting_wealth); 715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
731 if (tl) 716 if (tl)
732 create_treasure (tl, ob, 0, 0, 0); 717 create_treasure (tl, ob, 0, 0, 0);
733 718
734 INVOKE_PLAYER (BIRTH, ob->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
735 INVOKE_PLAYER (LOGIN, ob->contr);
736 720
737 ob->contr->ns->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
738 722
739 if (ob->msg) 723 if (ob->msg)
740 ob->msg = 0; 724 ob->msg = 0;
1461#endif 1445#endif
1462 1446
1463 SET_ANIMATION (arrow, arrow->direction); 1447 SET_ANIMATION (arrow, arrow->direction);
1464 1448
1465 /* update the speed */ 1449 /* update the speed */
1466 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1467 + bow->stats.dam / 7.f;
1468 1450
1469 arrow->set_speed (max (arrow->speed, 2.f));
1470 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 ));
1471 1456
1472 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;
1473 1458
1474 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1475 { 1460 {
1882 || mon->flag [FLAG_CAN_ROLL]) 1867 || mon->flag [FLAG_CAN_ROLL])
1883 && mon != op) 1868 && mon != op)
1884 break; 1869 break;
1885 } 1870 }
1886 1871
1887 if (!mon) /* This happens anytime the player tries to move */ 1872 /* no monster == player tries to move into a wall or so */
1888 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 }
1889 1898
1890 mon = mon->head_ (); 1899 mon = mon->head_ ();
1891 1900
1892 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))
1893 if (op->contr->weapon_sp_left > 0.f) 1902 if (op->contr->weapon_sp_left > 0.f)
2008} 2017}
2009 2018
2010bool 2019bool
2011move_player (object *op, int dir) 2020move_player (object *op, int dir)
2012{ 2021{
2013 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2022 if (!op->map || op->map->state != MAP_ACTIVE)
2014 return 0; 2023 return 0;
2015 2024
2016 /* Sanity check: make sure dir is valid */ 2025 /* Sanity check: make sure dir is valid */
2017 if (dir < 0 || dir > 8) 2026 if (dir < 0 || dir > 8)
2018 { 2027 {
2159void 2168void
2160do_some_living (object *op) 2169do_some_living (object *op)
2161{ 2170{
2162 int last_food = op->stats.food; 2171 int last_food = op->stats.food;
2163 int gen_hp, gen_sp, gen_grace; 2172 int gen_hp, gen_sp, gen_grace;
2164 int over_hp, over_sp, over_grace;
2165 int i; 2173 int i;
2166 int rate_hp = 1200; 2174 int rate_hp = 1200;
2167 int rate_sp = 2500; 2175 int rate_sp = 2500;
2168 int rate_grace = 2000; 2176 int rate_grace = 2000;
2169 const int max_hp = 1; 2177 const int max_hp = 1;
2175 op->invisible = 1000; 2183 op->invisible = 1000;
2176 /* the socket code flashes the player visible/invisible 2184 /* the socket code flashes the player visible/invisible
2177 * depending on the value of invisible, so we need to 2185 * depending on the value of invisible, so we need to
2178 * alternate it here for it to work correctly. 2186 * alternate it here for it to work correctly.
2179 */ 2187 */
2180 if (pticks & 2) 2188 if (server_tick & 2)
2181 op->invisible--; 2189 op->invisible--;
2182 } 2190 }
2183 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) 2191 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2184 { 2192 {
2185 if (!op->invisible--) 2193 if (!op->invisible--)
2222 if (--op->last_grace < 0) 2230 if (--op->last_grace < 0)
2223 { 2231 {
2224 if (op->stats.grace < op->stats.maxgrace / 2) 2232 if (op->stats.grace < op->stats.maxgrace / 2)
2225 op->stats.grace++; /* no penalty in food for regaining grace */ 2233 op->stats.grace++; /* no penalty in food for regaining grace */
2226 2234
2235 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2236
2227 if (max_grace > 1) 2237 if (max_grace > 1)
2228 { 2238 {
2229 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2239 int over_grace = temp / rate_grace;
2240
2230 if (over_grace > 0) 2241 if (over_grace > 0)
2231 { 2242 {
2232 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;
2233 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2234 op->last_grace = 0; 2244 op->last_grace = 0;
2235 } 2245 }
2236 else 2246 else
2237 { 2247 op->last_grace = rate_grace / temp;
2238 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2239 }
2240 } 2248 }
2241 else 2249 else
2242 { 2250 op->last_grace = rate_grace / temp;
2243 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2251
2244 }
2245 /* wearing stuff doesn't detract from grace generation. */ 2252 /* wearing stuff doesn't detract from grace generation. */
2246 } 2253 }
2247 2254
2248 if (op->stats.food > 0) 2255 if (op->stats.food > 0)
2249 { 2256 {
2268 } 2275 }
2269 } 2276 }
2270 2277
2271 if (max_sp > 1) 2278 if (max_sp > 1)
2272 { 2279 {
2273 over_sp = (gen_sp + 10) / rate_sp; 2280 int over_sp = (gen_sp + 10) / rate_sp;
2274 if (over_sp > 0) 2281 if (over_sp > 0)
2275 { 2282 {
2276 if (op->stats.sp < op->stats.maxsp) 2283 if (op->stats.sp < op->stats.maxsp)
2277 { 2284 {
2278 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2285 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2310 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))
2311 op->stats.food = last_food; 2318 op->stats.food = last_food;
2312 } 2319 }
2313 } 2320 }
2314 2321
2322 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2323
2315 if (max_hp > 1) 2324 if (max_hp > 1)
2316 { 2325 {
2317 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2326 int over_hp = temp / rate_hp;
2318 2327
2319 if (over_hp > 0) 2328 if (over_hp > 0)
2320 { 2329 {
2321 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;
2322 op->last_heal = 0; 2331 op->last_heal = 0;
2323 } 2332 }
2324 else 2333 else
2325 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2334 op->last_heal = rate_hp / temp;
2326 } 2335 }
2327 else 2336 else
2328 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2337 op->last_heal = rate_hp / temp;
2329 } 2338 }
2330 } 2339 }
2331 2340
2332 /* Digestion */ 2341 /* Digestion */
2333 if (--op->last_eat < 0) 2342 if (--op->last_eat < 0)
2673 if (will_kill_again) 2682 if (will_kill_again)
2674 { 2683 {
2675 object *force; 2684 object *force;
2676 int at; 2685 int at;
2677 2686
2678 force = get_archetype (FORCE_NAME); 2687 force = archetype::get (FORCE_NAME);
2679 /* 50 ticks should be enough time for the spell to abate */ 2688 /* 50 ticks should be enough time for the spell to abate */
2680 force->speed = 0.1f;
2681 force->speed_left = -5.f; 2689 force->speed_left = -5.f;
2690 force->set_speed (0.1f);
2682 force->set_flag (FLAG_APPLIED); 2691 force->set_flag (FLAG_APPLIED);
2692
2683 for (at = 0; at < NROFATTACKS; at++) 2693 for (at = 0; at < NROFATTACKS; at++)
2684 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
2685 force->resist[at] = 100; 2695 force->resist[at] = 100;
2686 2696
2687 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);

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