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Comparing deliantra/server/server/player.C (file contents):
Revision 1.286 by root, Wed May 4 19:04:45 2011 UTC vs.
Revision 1.299 by root, Sat Sep 16 21:55:51 2017 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 (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
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
233 disconnect (); 233 disconnect ();
234 234
235 attachable::do_destroy (); 235 attachable::do_destroy ();
236 236
237 if (ob) 237 if (ob)
238 {
239 // potentially fix a bug where ob->contr is non-null while ob->contr->ob is null, causing a segfault.
240 // temporarily backed out patchset 4025 to see if THIS change causes crashes
241 //ob->contr = 0;
238 ob->destroy (); 242 ob->destroy ();
243 }
239 244
240 ob = observe = viewpoint = 0; 245 ob = observe = viewpoint = 0;
241} 246}
242 247
243player::~player () 248player::~player ()
327#endif 332#endif
328 return op; 333 return op;
329} 334}
330 335
331/* I believe this can safely go to 2, 3 is questionable, 4 will likely 336/* I believe this can safely go to 2, 3 is questionable, 4 will likely
332 * result in a monster paths backtracking. It basically determines how large a 337 * result in a monster paths backtracking. It basically determines how large a
333 * detour a monster will take from the direction path when looking 338 * detour a monster will take from the direction path when looking
334 * for a path to the player. The values are in the amount of direction 339 * for a path to the player. The values are in the amount of direction
335 * the deviation is 340 * the deviation is
336 */ 341 */
337#define DETOUR_AMOUNT 2 342#define DETOUR_AMOUNT 2
373 */ 378 */
374int 379int
375path_to_player (object *mon, object *pl, unsigned mindiff) 380path_to_player (object *mon, object *pl, unsigned mindiff)
376{ 381{
377 rv_vector rv; 382 rv_vector rv;
378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 383 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
379 384
380 get_rangevector (mon, pl, &rv, 0); 385 get_rangevector (mon, pl, &rv, 0);
381 386
382 if (rv.distance < mindiff) 387 if (rv.distance < mindiff)
383 return 0; 388 return 0;
416 } 421 }
417 else 422 else
418 { 423 {
419 /* direct path is blocked - try taking a side step to 424 /* direct path is blocked - try taking a side step to
420 * either the left or right. 425 * either the left or right.
421 * Note increase the values in the loop below to be 426 * Note increase the values in the loop below to be
422 * more than -1/1 respectively will mean the monster takes 427 * more than -1/1 respectively will mean the monster takes
423 * bigger detour. Have to be careful about these values getting 428 * bigger detour. Have to be careful about these values getting
424 * too big (3 or maybe 4 or higher) as the monster may just try 429 * too big (3 or maybe 4 or higher) as the monster may just try
425 * stepping back and forth 430 * stepping back and forth
426 */ 431 */
511 for (object *next, *op = pl->inv; op; op = next) 516 for (object *next, *op = pl->inv; op; op = next)
512 { 517 {
513 next = op->below; 518 next = op->below;
514 519
515 /* Forces get applied per default, unless they have the 520 /* Forces get applied per default, unless they have the
516 * flag "neutral" set. Sorry but I can't think of a better way 521 * flag "neutral" set. Sorry but I can't think of a better way
517 */ 522 */
518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) 523 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
519 op->set_flag (FLAG_APPLIED); 524 op->set_flag (FLAG_APPLIED);
520 525
521 /* we never give weapons/armour if these cannot be used 526 /* we never give weapons/armour if these cannot be used
522 * by this player due to race restrictions 527 * by this player due to race restrictions
523 */ 528 */
524 if (pl->type == PLAYER) 529 if (pl->type == PLAYER)
525 { 530 {
526 if ((!pl->flag [FLAG_USE_ARMOUR] 531 if ((!pl->flag [FLAG_USE_ARMOUR]
527 && 532 &&
536 } 541 }
537 } 542 }
538 543
539 /* Here we remove duplicated skills (as duplicated spell objects have 544 /* Here we remove duplicated skills (as duplicated spell objects have
540 * _very_ confusing effects for players), which could for instance be 545 * _very_ confusing effects for players), which could for instance be
541 * generated by bad treasurelists. - elmex 546 * generated by multiple treasurelists specifying the same skills.
542 */ 547 */
543 if (op->type == SKILL) 548 if (op->type == SKILL)
544 { 549 {
545 for (object *tmp = op->below; tmp; tmp = tmp->below) 550 for (object *tmp = op->below; tmp; tmp = tmp->below)
546 if (tmp->type == op->type && tmp->name == op->name) 551 if (tmp->type == op->type && tmp->name == op->name)
547 { 552 {
548 op->destroy (); 553 op->destroy ();
549 LOG (llevError,
550 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
551 break; 554 break;
552 } 555 }
553 556
554 if (op->nrof > 1) 557 if (op->nrof > 1)
555 op->nrof = 1; 558 op->nrof = 1;
734 */ 737 */
735 if (*first_map_ext_path) 738 if (*first_map_ext_path)
736 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); 739 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
737 else 740 else
738 LOG (llevDebug, "first_map_ext_path not set\n"); 741 LOG (llevDebug, "first_map_ext_path not set\n");
742}
743
744/*
745 * Returns true if the given player is a legal class.
746 * The function to add and remove class-bonuses to the stats doesn't
747 * check if the stat becomes negative, thus this function
748 * merely checks that all stats are 1 or more, and returns
749 * false otherwise.
750 */
751static int
752allowed_class (const object *op)
753{
754 return op->stats.Dex > 0
755 && op->stats.Str > 0
756 && op->stats.Con > 0
757 && op->stats.Int > 0
758 && op->stats.Wis > 0
759 && op->stats.Pow > 0
760 && op->stats.Cha > 0;
739} 761}
740 762
741void 763void
742player::chargen_race_next () 764player::chargen_race_next ()
743{ 765{
1132} 1154}
1133 1155
1134/* routine for both players and monsters. We call this when 1156/* routine for both players and monsters. We call this when
1135 * there is a possibility for our action distrubing our hiding 1157 * there is a possibility for our action distrubing our hiding
1136 * place or invisiblity spell. Artefact invisiblity causes 1158 * place or invisiblity spell. Artefact invisiblity causes
1137 * "noise" instead. If we arent invisible to begin with, we 1159 * "noise" instead. If we arent invisible to begin with, we
1138 * return 0. 1160 * return 0.
1139 */ 1161 */
1140static int 1162static int
1141action_makes_visible (object *op) 1163action_makes_visible (object *op)
1142{ 1164{
1143 if (op->invisible && op->flag [FLAG_ALIVE]) 1165 if (op->invisible && op->flag [FLAG_ALIVE])
1166 return 0; 1188 return 0;
1167} 1189}
1168 1190
1169/* 1191/*
1170 * Find an arrow in the inventory and after that 1192 * Find an arrow in the inventory and after that
1171 * in the right type container (quiver). Pointer to the 1193 * in the right type container (quiver). Pointer to the
1172 * found object is returned. 1194 * found object is returned.
1173 */ 1195 */
1174static object * 1196static object *
1175find_arrow (object *op, const char *type) 1197find_arrow (object *op, const char *type)
1176{ 1198{
1329 1351
1330 return find_better_arrow (op, tmp, type, &i); 1352 return find_better_arrow (op, tmp, type, &i);
1331} 1353}
1332 1354
1333/* 1355/*
1334 * Creature fires a bow - op can be monster or player. Returns 1356 * Creature fires a bow - op can be monster or player. Returns
1335 * 1 if bow was actually fired, 0 otherwise. 1357 * 1 if bow was actually fired, 0 otherwise.
1336 * op is the object firing the bow. 1358 * op is the object firing the bow.
1337 * part is for multipart creatures - the part firing the bow. 1359 * part is for multipart creatures - the part firing the bow.
1338 * dir is the direction of fire. 1360 * dir is the direction of fire.
1339 * wc_mod is any special modifier to give (used in special player fire modes) 1361 * wc_mod is any special modifier to give (used in special player fire modes)
1447 SET_ANIMATION (arrow, arrow->direction); 1469 SET_ANIMATION (arrow, arrow->direction);
1448 1470
1449 /* update the speed */ 1471 /* update the speed */
1450 1472
1451 arrow->speed_left = 0; 1473 arrow->speed_left = 0;
1452 arrow->set_speed (max (2.f, 1474 arrow->set_speed (max (2.f,
1453 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f 1475 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1454 + bow->stats.dam / 7.f 1476 + bow->stats.dam / 7.f
1455 )); 1477 ));
1456 1478
1457 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1479 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1481 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); 1503 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1482 1504
1483 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1505 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1484 arrow->move_type = MOVE_FLY_LOW; 1506 arrow->move_type = MOVE_FLY_LOW;
1485 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1507 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1508 arrow->set_flag (FLAG_NO_PICK);
1486 1509
1487 op->play_sound (sound_find ("fire_arrow")); 1510 op->play_sound (sound_find ("fire_arrow"));
1488 m->insert (arrow, sx, sy, op); 1511 m->insert (arrow, sx, sy, op);
1489 1512
1490 if (!arrow->destroyed ()) 1513 if (!arrow->destroyed ())
1593 1616
1594 if (item->type == WAND) 1617 if (item->type == WAND)
1595 { 1618 {
1596 if (!(--item->stats.food)) 1619 if (!(--item->stats.food))
1597 { 1620 {
1598 object *tmp;
1599
1600 if (item->arch) 1621 if (item->arch)
1601 { 1622 {
1602 item->clr_flag (FLAG_ANIMATE); 1623 item->clr_flag (FLAG_ANIMATE);
1603 item->face = item->arch->face; 1624 item->face = item->arch->face;
1604 item->set_speed (0); 1625 item->set_speed (0);
1688 for (tmp = container->inv; tmp; tmp = tmp->below) 1709 for (tmp = container->inv; tmp; tmp = tmp->below)
1689 { 1710 {
1690 if (door->type == DOOR && tmp->type == KEY) 1711 if (door->type == DOOR && tmp->type == KEY)
1691 break; 1712 break;
1692 1713
1693 /* For sanity, we should really check door type, but other stuff 1714 /* For sanity, we should really check door type, but other stuff
1694 * (like containers) can be locked with special keys 1715 * (like containers) can be locked with special keys
1695 */ 1716 */
1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1717 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1697 break; 1718 break;
1698 } 1719 }
1752/* find_key 1773/* find_key
1753 * We try to find a key for the door as passed. If we find a key 1774 * We try to find a key for the door as passed. If we find a key
1754 * and successfully use it, we return the key, otherwise NULL 1775 * and successfully use it, we return the key, otherwise NULL
1755 * This function merges both normal and locked door, since the logic 1776 * This function merges both normal and locked door, since the logic
1756 * for both is the same - just the specific key is different. 1777 * for both is the same - just the specific key is different.
1757 * pl is the player, 1778 * pl is the player,
1758 * inv is the objects inventory to searched 1779 * inv is the objects inventory to searched
1759 * door is the door we are trying to match against. 1780 * door is the door we are trying to match against.
1760 * This function can be called recursively to search containers. 1781 * This function can be called recursively to search containers.
1761 */ 1782 */
1762object * 1783object *
1763find_key (object *pl, object *container, object *door) 1784find_key (object *pl, object *container, object *door)
2168void 2189void
2169do_some_living (object *op) 2190do_some_living (object *op)
2170{ 2191{
2171 int last_food = op->stats.food; 2192 int last_food = op->stats.food;
2172 int gen_hp, gen_sp, gen_grace; 2193 int gen_hp, gen_sp, gen_grace;
2173 int i;
2174 int rate_hp = 1200; 2194 int rate_hp = 1200;
2175 int rate_sp = 2500; 2195 int rate_sp = 2500;
2176 int rate_grace = 2000; 2196 int rate_grace = 2000;
2177 const int max_hp = 1; 2197 const int max_hp = 1;
2178 const int max_sp = 1; 2198 const int max_sp = 1;
2179 const int max_grace = 1; 2199 const int max_grace = 1;
2180 2200
2201#if 0
2181 if (op->contr->hidden) 2202 if (op->contr->hidden)
2182 { 2203 {
2183 op->invisible = 1000; 2204 op->invisible = 1000;
2184 /* the socket code flashes the player visible/invisible 2205 /* the socket code flashes the player visible/invisible
2185 * depending on the value of invisible, so we need to 2206 * depending on the value of invisible, so we need to
2186 * alternate it here for it to work correctly. 2207 * alternate it here for it to work correctly.
2187 */ 2208 */
2188 if (server_tick & 2) 2209 if (server_tick & 2)
2189 op->invisible--; 2210 op->invisible--;
2190 } 2211 }
2212 else
2213#endif
2191 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) 2214 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2192 { 2215 {
2193 if (!op->invisible--) 2216 if (!op->invisible--)
2194 { 2217 {
2195 make_visible (op); 2218 make_visible (op);
2196 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2219 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2579 2602
2580 /* There is a maximum depletion total per level. */ 2603 /* There is a maximum depletion total per level. */
2581 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2604 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2582 { 2605 {
2583 lose_this_stat = 0; 2606 lose_this_stat = 0;
2584 /* Take loss chance vs keep chance to see if we 2607 /* Take loss chance vs keep chance to see if we
2585 retain the stat. */ 2608 retain the stat. */
2586 } 2609 }
2587 else 2610 else
2588 { 2611 {
2589 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) 2612 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2702} 2725}
2703 2726
2704static void 2727static void
2705loot_object (object *op) 2728loot_object (object *op)
2706{ /* Grab and destroy some treasure */ 2729{ /* Grab and destroy some treasure */
2707 object *tmp, *tmp2, *next; 2730 object *tmp, *next;
2708 2731
2709 op->close_container (); /* close open sack first */ 2732 op->close_container (); /* close open sack first */
2710 2733
2711 for (tmp = op->inv; tmp; tmp = next) 2734 for (tmp = op->inv; tmp; tmp = next)
2712 { 2735 {
2744void 2767void
2745fix_weight () 2768fix_weight ()
2746{ 2769{
2747 for_all_players (pl) 2770 for_all_players (pl)
2748 { 2771 {
2749 sint32 old = pl->ob->carrying; 2772 weight_t old = pl->ob->carrying;
2750 2773
2751 pl->ob->update_weight (); 2774 pl->ob->update_weight ();
2752 2775
2753 if (old != pl->ob->carrying) 2776 if (old != pl->ob->carrying)
2754 { 2777 {
2949 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2972 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2950 { 2973 {
2951 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) 2974 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2952 return 1; 2975 return 1;
2953 else if (tmp->type == PLAYER) 2976 else if (tmp->type == PLAYER)
2954 {
2955 /*don't let a hidden DM prevent you from hiding */
2956 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2957 return 1; 2977 return 1;
2958 }
2959 } 2978 }
2960 } 2979 }
2961 return 0; 2980 return 0;
2962} 2981}
2963 2982
2964/* check the player los field for viewability of the 2983/* check the player los field for viewability of the
2965 * object op. This function works fine for monsters, 2984 * object op. This function works fine for monsters,
2966 * but we dont worry if the object isnt the top one in 2985 * but we dont worry if the object isnt the top one in
2967 * a pile (say a coin under a table would return "viewable" 2986 * a pile (say a coin under a table would return "viewable"
2968 * by this routine). Another question, should we be 2987 * by this routine). Another question, should we be
2969 * concerned with the direction the player is looking 2988 * concerned with the direction the player is looking
2970 * in? Realistically, most of us can't see stuff behind 2989 * in? Realistically, most of us can't see stuff behind
2971 * our backs...on the other hand, does the "facing" direction 2990 * our backs...on the other hand, does the "facing" direction
2972 * imply the way your head, or body is facing? It's possible 2991 * imply the way your head, or body is facing? It's possible
2973 * for them to differ. Sigh, this fctn could get a bit more complex. 2992 * for them to differ. Sigh, this fctn could get a bit more complex.
2974 * -b.t. 2993 * -b.t.
2975 * This function is now map tiling safe. 2994 * This function is now map tiling safe.
2976 */ 2995 */
2977int 2996int
2978player_can_view (object *pl, object *op) 2997player_can_view (object *pl, object *op)
2979{ 2998{
2993 3012
2994 get_rangevector (pl, op, &rv, 0x1); 3013 get_rangevector (pl, op, &rv, 0x1);
2995 3014
2996 /* starting with the 'head' part, lets loop 3015 /* starting with the 'head' part, lets loop
2997 * through the object and find if it has any 3016 * through the object and find if it has any
2998 * part that is in the los array but isn't on 3017 * part that is in the los array but isn't on
2999 * a blocked los square. 3018 * a blocked los square.
3000 * we use the archetype to figure out offsets. 3019 * we use the archetype to figure out offsets.
3001 */ 3020 */
3002 while (op) 3021 while (op)
3003 { 3022 {

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