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Comparing deliantra/server/server/player.C (file contents):
Revision 1.292 by root, Wed Nov 14 05:18:18 2012 UTC vs.
Revision 1.298 by root, Sun Jan 29 03:59:15 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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
233 disconnect (); 233 disconnect ();
234 234
235 attachable::do_destroy (); 235 attachable::do_destroy ();
236 236
237 if (ob) 237 if (ob)
238 {
239 ob->contr = 0;
238 ob->destroy (); 240 ob->destroy ();
241 }
239 242
240 ob = observe = viewpoint = 0; 243 ob = observe = viewpoint = 0;
241} 244}
242 245
243player::~player () 246player::~player ()
327#endif 330#endif
328 return op; 331 return op;
329} 332}
330 333
331/* I believe this can safely go to 2, 3 is questionable, 4 will likely 334/* 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 335 * result in a monster paths backtracking. It basically determines how large a
333 * detour a monster will take from the direction path when looking 336 * 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 337 * for a path to the player. The values are in the amount of direction
335 * the deviation is 338 * the deviation is
336 */ 339 */
337#define DETOUR_AMOUNT 2 340#define DETOUR_AMOUNT 2
416 } 419 }
417 else 420 else
418 { 421 {
419 /* direct path is blocked - try taking a side step to 422 /* direct path is blocked - try taking a side step to
420 * either the left or right. 423 * either the left or right.
421 * Note increase the values in the loop below to be 424 * Note increase the values in the loop below to be
422 * more than -1/1 respectively will mean the monster takes 425 * more than -1/1 respectively will mean the monster takes
423 * bigger detour. Have to be careful about these values getting 426 * 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 427 * too big (3 or maybe 4 or higher) as the monster may just try
425 * stepping back and forth 428 * stepping back and forth
426 */ 429 */
511 for (object *next, *op = pl->inv; op; op = next) 514 for (object *next, *op = pl->inv; op; op = next)
512 { 515 {
513 next = op->below; 516 next = op->below;
514 517
515 /* Forces get applied per default, unless they have the 518 /* Forces get applied per default, unless they have the
516 * flag "neutral" set. Sorry but I can't think of a better way 519 * flag "neutral" set. Sorry but I can't think of a better way
517 */ 520 */
518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) 521 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
519 op->set_flag (FLAG_APPLIED); 522 op->set_flag (FLAG_APPLIED);
520 523
521 /* we never give weapons/armour if these cannot be used 524 /* we never give weapons/armour if these cannot be used
522 * by this player due to race restrictions 525 * by this player due to race restrictions
523 */ 526 */
524 if (pl->type == PLAYER) 527 if (pl->type == PLAYER)
525 { 528 {
526 if ((!pl->flag [FLAG_USE_ARMOUR] 529 if ((!pl->flag [FLAG_USE_ARMOUR]
527 && 530 &&
1149} 1152}
1150 1153
1151/* routine for both players and monsters. We call this when 1154/* routine for both players and monsters. We call this when
1152 * there is a possibility for our action distrubing our hiding 1155 * there is a possibility for our action distrubing our hiding
1153 * place or invisiblity spell. Artefact invisiblity causes 1156 * place or invisiblity spell. Artefact invisiblity causes
1154 * "noise" instead. If we arent invisible to begin with, we 1157 * "noise" instead. If we arent invisible to begin with, we
1155 * return 0. 1158 * return 0.
1156 */ 1159 */
1157static int 1160static int
1158action_makes_visible (object *op) 1161action_makes_visible (object *op)
1159{ 1162{
1160 if (op->invisible && op->flag [FLAG_ALIVE]) 1163 if (op->invisible && op->flag [FLAG_ALIVE])
1183 return 0; 1186 return 0;
1184} 1187}
1185 1188
1186/* 1189/*
1187 * Find an arrow in the inventory and after that 1190 * Find an arrow in the inventory and after that
1188 * in the right type container (quiver). Pointer to the 1191 * in the right type container (quiver). Pointer to the
1189 * found object is returned. 1192 * found object is returned.
1190 */ 1193 */
1191static object * 1194static object *
1192find_arrow (object *op, const char *type) 1195find_arrow (object *op, const char *type)
1193{ 1196{
1346 1349
1347 return find_better_arrow (op, tmp, type, &i); 1350 return find_better_arrow (op, tmp, type, &i);
1348} 1351}
1349 1352
1350/* 1353/*
1351 * Creature fires a bow - op can be monster or player. Returns 1354 * Creature fires a bow - op can be monster or player. Returns
1352 * 1 if bow was actually fired, 0 otherwise. 1355 * 1 if bow was actually fired, 0 otherwise.
1353 * op is the object firing the bow. 1356 * op is the object firing the bow.
1354 * part is for multipart creatures - the part firing the bow. 1357 * part is for multipart creatures - the part firing the bow.
1355 * dir is the direction of fire. 1358 * dir is the direction of fire.
1356 * wc_mod is any special modifier to give (used in special player fire modes) 1359 * wc_mod is any special modifier to give (used in special player fire modes)
1464 SET_ANIMATION (arrow, arrow->direction); 1467 SET_ANIMATION (arrow, arrow->direction);
1465 1468
1466 /* update the speed */ 1469 /* update the speed */
1467 1470
1468 arrow->speed_left = 0; 1471 arrow->speed_left = 0;
1469 arrow->set_speed (max (2.f, 1472 arrow->set_speed (max (2.f,
1470 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f 1473 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1471 + bow->stats.dam / 7.f 1474 + bow->stats.dam / 7.f
1472 )); 1475 ));
1473 1476
1474 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1477 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1498 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); 1501 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1499 1502
1500 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1503 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1501 arrow->move_type = MOVE_FLY_LOW; 1504 arrow->move_type = MOVE_FLY_LOW;
1502 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1505 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1506 arrow->set_flag (FLAG_NO_PICK);
1503 1507
1504 op->play_sound (sound_find ("fire_arrow")); 1508 op->play_sound (sound_find ("fire_arrow"));
1505 m->insert (arrow, sx, sy, op); 1509 m->insert (arrow, sx, sy, op);
1506 1510
1507 if (!arrow->destroyed ()) 1511 if (!arrow->destroyed ())
1703 for (tmp = container->inv; tmp; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1704 { 1708 {
1705 if (door->type == DOOR && tmp->type == KEY) 1709 if (door->type == DOOR && tmp->type == KEY)
1706 break; 1710 break;
1707 1711
1708 /* For sanity, we should really check door type, but other stuff 1712 /* For sanity, we should really check door type, but other stuff
1709 * (like containers) can be locked with special keys 1713 * (like containers) can be locked with special keys
1710 */ 1714 */
1711 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1715 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1712 break; 1716 break;
1713 } 1717 }
1767/* find_key 1771/* find_key
1768 * We try to find a key for the door as passed. If we find a key 1772 * We try to find a key for the door as passed. If we find a key
1769 * and successfully use it, we return the key, otherwise NULL 1773 * and successfully use it, we return the key, otherwise NULL
1770 * This function merges both normal and locked door, since the logic 1774 * This function merges both normal and locked door, since the logic
1771 * for both is the same - just the specific key is different. 1775 * for both is the same - just the specific key is different.
1772 * pl is the player, 1776 * pl is the player,
1773 * inv is the objects inventory to searched 1777 * inv is the objects inventory to searched
1774 * door is the door we are trying to match against. 1778 * door is the door we are trying to match against.
1775 * This function can be called recursively to search containers. 1779 * This function can be called recursively to search containers.
1776 */ 1780 */
1777object * 1781object *
1778find_key (object *pl, object *container, object *door) 1782find_key (object *pl, object *container, object *door)
2190 int rate_grace = 2000; 2194 int rate_grace = 2000;
2191 const int max_hp = 1; 2195 const int max_hp = 1;
2192 const int max_sp = 1; 2196 const int max_sp = 1;
2193 const int max_grace = 1; 2197 const int max_grace = 1;
2194 2198
2199#if 0
2195 if (op->contr->hidden) 2200 if (op->contr->hidden)
2196 { 2201 {
2197 op->invisible = 1000; 2202 op->invisible = 1000;
2198 /* the socket code flashes the player visible/invisible 2203 /* the socket code flashes the player visible/invisible
2199 * depending on the value of invisible, so we need to 2204 * depending on the value of invisible, so we need to
2200 * alternate it here for it to work correctly. 2205 * alternate it here for it to work correctly.
2201 */ 2206 */
2202 if (server_tick & 2) 2207 if (server_tick & 2)
2203 op->invisible--; 2208 op->invisible--;
2204 } 2209 }
2210 else
2211#endif
2205 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) 2212 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2206 { 2213 {
2207 if (!op->invisible--) 2214 if (!op->invisible--)
2208 { 2215 {
2209 make_visible (op); 2216 make_visible (op);
2210 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2217 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2593 2600
2594 /* There is a maximum depletion total per level. */ 2601 /* There is a maximum depletion total per level. */
2595 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2602 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2596 { 2603 {
2597 lose_this_stat = 0; 2604 lose_this_stat = 0;
2598 /* Take loss chance vs keep chance to see if we 2605 /* Take loss chance vs keep chance to see if we
2599 retain the stat. */ 2606 retain the stat. */
2600 } 2607 }
2601 else 2608 else
2602 { 2609 {
2603 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) 2610 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2963 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2970 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2964 { 2971 {
2965 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) 2972 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2966 return 1; 2973 return 1;
2967 else if (tmp->type == PLAYER) 2974 else if (tmp->type == PLAYER)
2968 {
2969 /*don't let a hidden DM prevent you from hiding */
2970 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2971 return 1; 2975 return 1;
2972 }
2973 } 2976 }
2974 } 2977 }
2975 return 0; 2978 return 0;
2976} 2979}
2977 2980
2978/* check the player los field for viewability of the 2981/* check the player los field for viewability of the
2979 * object op. This function works fine for monsters, 2982 * object op. This function works fine for monsters,
2980 * but we dont worry if the object isnt the top one in 2983 * but we dont worry if the object isnt the top one in
2981 * a pile (say a coin under a table would return "viewable" 2984 * a pile (say a coin under a table would return "viewable"
2982 * by this routine). Another question, should we be 2985 * by this routine). Another question, should we be
2983 * concerned with the direction the player is looking 2986 * concerned with the direction the player is looking
2984 * in? Realistically, most of us can't see stuff behind 2987 * in? Realistically, most of us can't see stuff behind
2985 * our backs...on the other hand, does the "facing" direction 2988 * our backs...on the other hand, does the "facing" direction
2986 * imply the way your head, or body is facing? It's possible 2989 * imply the way your head, or body is facing? It's possible
2987 * for them to differ. Sigh, this fctn could get a bit more complex. 2990 * for them to differ. Sigh, this fctn could get a bit more complex.
2988 * -b.t. 2991 * -b.t.
2989 * This function is now map tiling safe. 2992 * This function is now map tiling safe.
2990 */ 2993 */
2991int 2994int
2992player_can_view (object *pl, object *op) 2995player_can_view (object *pl, object *op)
2993{ 2996{
3007 3010
3008 get_rangevector (pl, op, &rv, 0x1); 3011 get_rangevector (pl, op, &rv, 0x1);
3009 3012
3010 /* starting with the 'head' part, lets loop 3013 /* starting with the 'head' part, lets loop
3011 * through the object and find if it has any 3014 * through the object and find if it has any
3012 * part that is in the los array but isn't on 3015 * part that is in the los array but isn't on
3013 * a blocked los square. 3016 * a blocked los square.
3014 * we use the archetype to figure out offsets. 3017 * we use the archetype to figure out offsets.
3015 */ 3018 */
3016 while (op) 3019 while (op)
3017 { 3020 {

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