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Comparing deliantra/server/server/player.C (file contents):
Revision 1.131 by root, Sat May 12 20:33:23 2007 UTC vs.
Revision 1.132 by root, Sat May 12 21:56:34 2007 UTC

1535 */ 1535 */
1536int 1536int
1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1538{ 1538{
1539 object *left, *bow; 1539 object *left, *bow;
1540 int bowspeed, mflags; 1540 int mflags;
1541 maptile *m; 1541 maptile *m;
1542 1542
1543 if (!dir) 1543 if (!dir)
1544 { 1544 {
1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1580 { 1580 {
1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1582 return 0; 1582 return 0;
1583 } 1583 }
1584 1584
1585 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1586
1587 /* penalize ROF for bestarrow */
1588 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1589 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1590
1591 if (bowspeed < 1)
1592 bowspeed = 1;
1593
1594 if (arrow == NULL) 1585 if (arrow == NULL)
1595 { 1586 {
1596 if ((arrow = find_arrow (op, bow->race)) == NULL) 1587 if ((arrow = find_arrow (op, bow->race)) == NULL)
1597 { 1588 {
1598 if (op->type == PLAYER) 1589 if (op->type == PLAYER)
1641 if (arrow->slaying) 1632 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying); 1633 arrow->spellarg = strdup (arrow->slaying);
1643 1634
1644 if (player *pl = op->contr) 1635 if (player *pl = op->contr)
1645 { 1636 {
1646 if (!pl->has_hit)
1647 {
1648 op->speed_left -= op->speed;
1649 pl->has_hit = 1; 1637 pl->has_hit = 1;
1650 } 1638#if 0
1639 float speed = pl->weapon_sp;
1651 1640
1652 op->speed_left += 0.01f - abs (op->speed) * 100.f / bowspeed; 1641 /* penalize ROF for bestarrow */
1653 op->update_stats (); 1642 if (pl->bowtype == bow_bestarrow)
1643 speed *= .9f;
1644 else
1645 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1646
1647 op->speed_left += speed - op->speed;
1648#endif
1654 } 1649 }
1655 1650
1656 SET_ANIMATION (arrow, arrow->direction); 1651 SET_ANIMATION (arrow, arrow->direction);
1657 1652
1658 /* update the speed */ 1653 /* update the speed */
2172 * that party_number -1 is no party, so attacks can still happen. 2167 * that party_number -1 is no party, so attacks can still happen.
2173 */ 2168 */
2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2176 { 2171 {
2177 /* If the player hasn't hit something this tick, and does
2178 * so, give them speed boost based on weapon speed. Doing
2179 * it here is better than process_players2, which basically
2180 * incurred a 1 tick offset.
2181 */
2182 if (!op->contr->has_hit) 2172 op->contr->has_hit = 1;
2183 {
2184 op->speed_left += op->contr->weapon_sp - op->speed;
2185 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2186 }
2187 2173
2188 skill_attack (mon, op, 0, 0, 0); 2174 skill_attack (mon, op, 0, 0, 0);
2189 2175
2190 /* If attacking another player, that player gets automatic 2176 /* If attacking another player, that player gets automatic
2191 * hitback, and doesn't loose luck either. 2177 * hitback, and doesn't loose luck either.
2268handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2269{ 2255{
2270 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2271 { 2257 {
2272 flee_player (op); 2258 flee_player (op);
2259
2273 /* If player is still scared, that is his action for this tick */ 2260 /* If player is still scared, that is his action for this tick */
2274 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (op->flag [FLAG_SCARED])
2275 { 2262 {
2276 op->speed_left--; 2263 --op->speed_left;
2277 return 0; 2264 return 0;
2278 } 2265 }
2279 } 2266 }
2280 2267
2281 /* call this here - we also will call this in do_ericserver, but 2268 /* call this here - we also will call this in do_ericserver, but
2288 if (op->speed_left > 0) 2275 if (op->speed_left > 0)
2289 { 2276 {
2290 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2277 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2291 { 2278 {
2292 /* All move commands take 1 tick, at least for now */ 2279 /* All move commands take 1 tick, at least for now */
2293 op->speed_left--; 2280 --op->speed_left;
2294 2281
2295 /* Instead of all the stuff below, let move_player take care 2282 /* Instead of all the stuff below, let move_player take care
2296 * of it. Also, some of the skill stuff is only put in 2283 * of it. Also, some of the skill stuff is only put in
2297 * there, as well as the confusion stuff. 2284 * there, as well as the confusion stuff.
2298 */ 2285 */

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