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Comparing deliantra/server/server/player.C (file contents):
Revision 1.291 by root, Mon Nov 12 03:14:33 2012 UTC vs.
Revision 1.301 by root, Sat Nov 17 23:40:04 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * 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 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * 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 10 * the terms of the Affero GNU General Public License as published by the
233 disconnect (); 234 disconnect ();
234 235
235 attachable::do_destroy (); 236 attachable::do_destroy ();
236 237
237 if (ob) 238 if (ob)
239 {
240 // potentially fix a bug where ob->contr is non-null while ob->contr->ob is null, causing a segfault.
241 // temporarily backed out patchset 4025 to see if THIS change causes crashes
242 //ob->contr = 0;
238 ob->destroy (); 243 ob->destroy ();
244 }
239 245
240 ob = observe = viewpoint = 0; 246 ob = observe = viewpoint = 0;
241} 247}
242 248
243player::~player () 249player::~player ()
327#endif 333#endif
328 return op; 334 return op;
329} 335}
330 336
331/* I believe this can safely go to 2, 3 is questionable, 4 will likely 337/* 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 338 * result in a monster paths backtracking. It basically determines how large a
333 * detour a monster will take from the direction path when looking 339 * 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 340 * for a path to the player. The values are in the amount of direction
335 * the deviation is 341 * the deviation is
336 */ 342 */
337#define DETOUR_AMOUNT 2 343#define DETOUR_AMOUNT 2
416 } 422 }
417 else 423 else
418 { 424 {
419 /* direct path is blocked - try taking a side step to 425 /* direct path is blocked - try taking a side step to
420 * either the left or right. 426 * either the left or right.
421 * Note increase the values in the loop below to be 427 * Note increase the values in the loop below to be
422 * more than -1/1 respectively will mean the monster takes 428 * more than -1/1 respectively will mean the monster takes
423 * bigger detour. Have to be careful about these values getting 429 * 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 430 * too big (3 or maybe 4 or higher) as the monster may just try
425 * stepping back and forth 431 * stepping back and forth
426 */ 432 */
511 for (object *next, *op = pl->inv; op; op = next) 517 for (object *next, *op = pl->inv; op; op = next)
512 { 518 {
513 next = op->below; 519 next = op->below;
514 520
515 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
516 * flag "neutral" set. Sorry but I can't think of a better way 522 * flag "neutral" set. Sorry but I can't think of a better way
517 */ 523 */
518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) 524 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
519 op->set_flag (FLAG_APPLIED); 525 op->set_flag (FLAG_APPLIED);
520 526
521 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
522 * by this player due to race restrictions 528 * by this player due to race restrictions
523 */ 529 */
524 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
525 { 531 {
526 if ((!pl->flag [FLAG_USE_ARMOUR] 532 if ((!pl->flag [FLAG_USE_ARMOUR]
527 && 533 &&
732 */ 738 */
733 if (*first_map_ext_path) 739 if (*first_map_ext_path)
734 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); 740 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
735 else 741 else
736 LOG (llevDebug, "first_map_ext_path not set\n"); 742 LOG (llevDebug, "first_map_ext_path not set\n");
743}
744
745/*
746 * Returns true if the given player is a legal class.
747 * The function to add and remove class-bonuses to the stats doesn't
748 * check if the stat becomes negative, thus this function
749 * merely checks that all stats are 1 or more, and returns
750 * false otherwise.
751 */
752static int
753allowed_class (const object *op)
754{
755 return op->stats.Dex > 0
756 && op->stats.Str > 0
757 && op->stats.Con > 0
758 && op->stats.Int > 0
759 && op->stats.Wis > 0
760 && op->stats.Pow > 0
761 && op->stats.Cha > 0;
737} 762}
738 763
739void 764void
740player::chargen_race_next () 765player::chargen_race_next ()
741{ 766{
1130} 1155}
1131 1156
1132/* routine for both players and monsters. We call this when 1157/* routine for both players and monsters. We call this when
1133 * there is a possibility for our action distrubing our hiding 1158 * there is a possibility for our action distrubing our hiding
1134 * place or invisiblity spell. Artefact invisiblity causes 1159 * place or invisiblity spell. Artefact invisiblity causes
1135 * "noise" instead. If we arent invisible to begin with, we 1160 * "noise" instead. If we arent invisible to begin with, we
1136 * return 0. 1161 * return 0.
1137 */ 1162 */
1138static int 1163static int
1139action_makes_visible (object *op) 1164action_makes_visible (object *op)
1140{ 1165{
1141 if (op->invisible && op->flag [FLAG_ALIVE]) 1166 if (op->invisible && op->flag [FLAG_ALIVE])
1164 return 0; 1189 return 0;
1165} 1190}
1166 1191
1167/* 1192/*
1168 * Find an arrow in the inventory and after that 1193 * Find an arrow in the inventory and after that
1169 * in the right type container (quiver). Pointer to the 1194 * in the right type container (quiver). Pointer to the
1170 * found object is returned. 1195 * found object is returned.
1171 */ 1196 */
1172static object * 1197static object *
1173find_arrow (object *op, const char *type) 1198find_arrow (object *op, const char *type)
1174{ 1199{
1293 y = op->y; 1318 y = op->y;
1294 1319
1295 /* find the first target */ 1320 /* find the first target */
1296 for (i = 0, found = 0; i < 20; i++) 1321 for (i = 0, found = 0; i < 20; i++)
1297 { 1322 {
1298 x += freearr_x[dir]; 1323 x += DIRX (dir);
1299 y += freearr_y[dir]; 1324 y += DIRY (dir);
1300 mflags = get_map_flags (m, &m, x, y, &x, &y); 1325 mflags = get_map_flags (m, &m, x, y, &x, &y);
1301 1326
1302 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1327 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1303 { 1328 {
1304 tmp = 0; 1329 tmp = 0;
1327 1352
1328 return find_better_arrow (op, tmp, type, &i); 1353 return find_better_arrow (op, tmp, type, &i);
1329} 1354}
1330 1355
1331/* 1356/*
1332 * Creature fires a bow - op can be monster or player. Returns 1357 * Creature fires a bow - op can be monster or player. Returns
1333 * 1 if bow was actually fired, 0 otherwise. 1358 * 1 if bow was actually fired, 0 otherwise.
1334 * op is the object firing the bow. 1359 * op is the object firing the bow.
1335 * part is for multipart creatures - the part firing the bow. 1360 * part is for multipart creatures - the part firing the bow.
1336 * dir is the direction of fire. 1361 * dir is the direction of fire.
1337 * wc_mod is any special modifier to give (used in special player fire modes) 1362 * wc_mod is any special modifier to give (used in special player fire modes)
1445 SET_ANIMATION (arrow, arrow->direction); 1470 SET_ANIMATION (arrow, arrow->direction);
1446 1471
1447 /* update the speed */ 1472 /* update the speed */
1448 1473
1449 arrow->speed_left = 0; 1474 arrow->speed_left = 0;
1450 arrow->set_speed (max (2.f, 1475 arrow->set_speed (max (2.f,
1451 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f 1476 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1452 + bow->stats.dam / 7.f 1477 + bow->stats.dam / 7.f
1453 )); 1478 ));
1454 1479
1455 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1480 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1479 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); 1504 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1480 1505
1481 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1506 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1482 arrow->move_type = MOVE_FLY_LOW; 1507 arrow->move_type = MOVE_FLY_LOW;
1483 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1508 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1509 arrow->set_flag (FLAG_NO_PICK);
1484 1510
1485 op->play_sound (sound_find ("fire_arrow")); 1511 op->play_sound (sound_find ("fire_arrow"));
1486 m->insert (arrow, sx, sy, op); 1512 m->insert (arrow, sx, sy, op);
1487 1513
1488 if (!arrow->destroyed ()) 1514 if (!arrow->destroyed ())
1513 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1539 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1514 } 1540 }
1515 else if (op->contr->bowtype == bow_threewide) 1541 else if (op->contr->bowtype == bow_threewide)
1516 { 1542 {
1517 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1543 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1518 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1544 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir + 2)), op->y + DIRY (absdir (dir + 2)));
1519 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1545 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir - 2)), op->y + DIRY (absdir (dir - 2)));
1520 } 1546 }
1521 else if (op->contr->bowtype == bow_spreadshot) 1547 else if (op->contr->bowtype == bow_spreadshot)
1522 { 1548 {
1523 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1549 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1524 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1550 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1684 for (tmp = container->inv; tmp; tmp = tmp->below) 1710 for (tmp = container->inv; tmp; tmp = tmp->below)
1685 { 1711 {
1686 if (door->type == DOOR && tmp->type == KEY) 1712 if (door->type == DOOR && tmp->type == KEY)
1687 break; 1713 break;
1688 1714
1689 /* For sanity, we should really check door type, but other stuff 1715 /* For sanity, we should really check door type, but other stuff
1690 * (like containers) can be locked with special keys 1716 * (like containers) can be locked with special keys
1691 */ 1717 */
1692 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1718 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1693 break; 1719 break;
1694 } 1720 }
1748/* find_key 1774/* find_key
1749 * We try to find a key for the door as passed. If we find a key 1775 * We try to find a key for the door as passed. If we find a key
1750 * and successfully use it, we return the key, otherwise NULL 1776 * and successfully use it, we return the key, otherwise NULL
1751 * This function merges both normal and locked door, since the logic 1777 * This function merges both normal and locked door, since the logic
1752 * for both is the same - just the specific key is different. 1778 * for both is the same - just the specific key is different.
1753 * pl is the player, 1779 * pl is the player,
1754 * inv is the objects inventory to searched 1780 * inv is the objects inventory to searched
1755 * door is the door we are trying to match against. 1781 * door is the door we are trying to match against.
1756 * This function can be called recursively to search containers. 1782 * This function can be called recursively to search containers.
1757 */ 1783 */
1758object * 1784object *
1759find_key (object *pl, object *container, object *door) 1785find_key (object *pl, object *container, object *door)
1831 { 1857 {
1832 --op->speed_left; 1858 --op->speed_left;
1833 return true; 1859 return true;
1834 } 1860 }
1835 1861
1836 sint16 nx = freearr_x[dir] + op->x; 1862 sint16 nx = DIRX (dir) + op->x;
1837 sint16 ny = freearr_y[dir] + op->y; 1863 sint16 ny = DIRY (dir) + op->y;
1838 1864
1839 if (out_of_map (op->map, nx, ny)) 1865 if (out_of_map (op->map, nx, ny))
1840 return false; 1866 return false;
1841 1867
1842 /* If braced, or can't move to the square, and it is not out of the 1868 /* If braced, or can't move to the square, and it is not out of the
2171 int rate_grace = 2000; 2197 int rate_grace = 2000;
2172 const int max_hp = 1; 2198 const int max_hp = 1;
2173 const int max_sp = 1; 2199 const int max_sp = 1;
2174 const int max_grace = 1; 2200 const int max_grace = 1;
2175 2201
2202#if 0
2176 if (op->contr->hidden) 2203 if (op->contr->hidden)
2177 { 2204 {
2178 op->invisible = 1000; 2205 op->invisible = 1000;
2179 /* the socket code flashes the player visible/invisible 2206 /* the socket code flashes the player visible/invisible
2180 * depending on the value of invisible, so we need to 2207 * depending on the value of invisible, so we need to
2181 * alternate it here for it to work correctly. 2208 * alternate it here for it to work correctly.
2182 */ 2209 */
2183 if (server_tick & 2) 2210 if (server_tick & 2)
2184 op->invisible--; 2211 op->invisible--;
2185 } 2212 }
2213 else
2214#endif
2186 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) 2215 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2187 { 2216 {
2188 if (!op->invisible--) 2217 if (!op->invisible--)
2189 { 2218 {
2190 make_visible (op); 2219 make_visible (op);
2191 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2220 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2574 2603
2575 /* There is a maximum depletion total per level. */ 2604 /* There is a maximum depletion total per level. */
2576 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2605 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2577 { 2606 {
2578 lose_this_stat = 0; 2607 lose_this_stat = 0;
2579 /* Take loss chance vs keep chance to see if we 2608 /* Take loss chance vs keep chance to see if we
2580 retain the stat. */ 2609 retain the stat. */
2581 } 2610 }
2582 else 2611 else
2583 { 2612 {
2584 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) 2613 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2845 level = -(10 + (2 * ob->map->darklevel ())); 2874 level = -(10 + (2 * ob->map->darklevel ()));
2846 2875
2847 /* scan through all nearby squares for terrain to hide in */ 2876 /* scan through all nearby squares for terrain to hide in */
2848 for (i = 0, x = ob->x, y = ob->y; 2877 for (i = 0, x = ob->x, y = ob->y;
2849 i <= SIZEOFFREE1; 2878 i <= SIZEOFFREE1;
2850 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2879 i++, x = ob->x + DIRX (i), y = ob->y + DIRY (i))
2851 { 2880 {
2852 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2881 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
2853 if (mflag & P_OUT_OF_MAP) 2882 if (mflag & P_OUT_OF_MAP)
2854 continue; 2883 continue;
2855 2884
2927 friendly = who->flag [FLAG_FRIENDLY]; 2956 friendly = who->flag [FLAG_FRIENDLY];
2928 2957
2929 /* search adjacent squares */ 2958 /* search adjacent squares */
2930 for (i = 1; i < 9; i++) 2959 for (i = 1; i < 9; i++)
2931 { 2960 {
2932 x = who->x + freearr_x[i]; 2961 x = who->x + DIRX (i);
2933 y = who->y + freearr_y[i]; 2962 y = who->y + DIRY (i);
2934 m = who->map; 2963 m = who->map;
2935 mflags = get_map_flags (m, &m, x, y, &x, &y); 2964 mflags = get_map_flags (m, &m, x, y, &x, &y);
2936 /* space must be blocked if there is a monster. If not 2965 /* space must be blocked if there is a monster. If not
2937 * blocked, don't need to check this space. 2966 * blocked, don't need to check this space.
2938 */ 2967 */
2944 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2973 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2945 { 2974 {
2946 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) 2975 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2947 return 1; 2976 return 1;
2948 else if (tmp->type == PLAYER) 2977 else if (tmp->type == PLAYER)
2949 {
2950 /*don't let a hidden DM prevent you from hiding */
2951 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2952 return 1; 2978 return 1;
2953 }
2954 } 2979 }
2955 } 2980 }
2956 return 0; 2981 return 0;
2957} 2982}
2958 2983
2959/* check the player los field for viewability of the 2984/* check the player los field for viewability of the
2960 * object op. This function works fine for monsters, 2985 * object op. This function works fine for monsters,
2961 * but we dont worry if the object isnt the top one in 2986 * but we dont worry if the object isnt the top one in
2962 * a pile (say a coin under a table would return "viewable" 2987 * a pile (say a coin under a table would return "viewable"
2963 * by this routine). Another question, should we be 2988 * by this routine). Another question, should we be
2964 * concerned with the direction the player is looking 2989 * concerned with the direction the player is looking
2965 * in? Realistically, most of us can't see stuff behind 2990 * in? Realistically, most of us can't see stuff behind
2966 * our backs...on the other hand, does the "facing" direction 2991 * our backs...on the other hand, does the "facing" direction
2967 * imply the way your head, or body is facing? It's possible 2992 * imply the way your head, or body is facing? It's possible
2968 * for them to differ. Sigh, this fctn could get a bit more complex. 2993 * for them to differ. Sigh, this fctn could get a bit more complex.
2969 * -b.t. 2994 * -b.t.
2970 * This function is now map tiling safe. 2995 * This function is now map tiling safe.
2971 */ 2996 */
2972int 2997int
2973player_can_view (object *pl, object *op) 2998player_can_view (object *pl, object *op)
2974{ 2999{
2988 3013
2989 get_rangevector (pl, op, &rv, 0x1); 3014 get_rangevector (pl, op, &rv, 0x1);
2990 3015
2991 /* starting with the 'head' part, lets loop 3016 /* starting with the 'head' part, lets loop
2992 * through the object and find if it has any 3017 * through the object and find if it has any
2993 * part that is in the los array but isn't on 3018 * part that is in the los array but isn't on
2994 * a blocked los square. 3019 * a blocked los square.
2995 * we use the archetype to figure out offsets. 3020 * we use the archetype to figure out offsets.
2996 */ 3021 */
2997 while (op) 3022 while (op)
2998 { 3023 {

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