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Comparing deliantra/server/server/player.C (file contents):
Revision 1.124 by root, Fri May 11 21:24:29 2007 UTC vs.
Revision 1.143 by root, Fri May 18 21:12:40 2007 UTC

258 258
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 260
261 esrv_new_player (this, ob->weight + ob->carrying); 261 esrv_new_player (this, ob->weight + ob->carrying);
262 262
263 ob->flag [FLAG_READY_WEAPON] = false;
264 ob->flag [FLAG_READY_SKILL] = false;
265 ob->flag [FLAG_READY_BOW] = false;
266
263 for (object *op = ob->inv; op; op = op->below) 267 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED]) 268 if (op->flag [FLAG_APPLIED])
265 switch (op->type) 269 switch (op->type)
266 { 270 {
271 case SKILL:
272 ob->flag [FLAG_APPLIED] = false;
273 break;
274
267 case WAND: 275 case WAND:
268 case ROD: 276 case ROD:
269 case HORN: 277 case HORN:
270 case BOW: 278 case BOW:
271 case SKILL: 279 ranged_ob = op;
272 case SKILL_TOOL: 280 break;
281
273 case WEAPON: 282 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY); 283 combat_ob = op;
275 apply_special (ob, op, AP_APPLY);
276 break; 284 break;
277 } 285 }
278 286
287 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
279 ob->update_stats (); 288 ob->update_stats ();
289
280 ns->floorbox_update (); 290 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob); 291 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0); 292 esrv_add_spells (this, 0);
284 293
285 activate (); 294 activate ();
286 295
319player::set_object (object *op) 328player::set_object (object *op)
320{ 329{
321 ob = op; 330 ob = op;
322 ob->contr = this; /* this aren't yet in archetype */ 331 ob->contr = this; /* this aren't yet in archetype */
323 332
324 ob->speed_left = 0.5;
325 ob->speed = 1.0; 333 ob->speed = 1.0f;
334 ob->speed_left = 0.5f;
335
326 ob->direction = 5; /* So player faces south */ 336 ob->direction = 5; /* So player faces south */
327} 337}
328 338
329player::player () 339player::player ()
330{ 340{
331 /* There are some elements we want initialised to non zero value - 341 /* There are some elements we want initialised to non zero value -
342 petmode = pet_normal; 352 petmode = pet_normal;
343 listening = 10; 353 listening = 10;
344 usekeys = containers; 354 usekeys = containers;
345 peaceful = 1; /* default peaceful */ 355 peaceful = 1; /* default peaceful */
346 do_los = 1; 356 do_los = 1;
357
358 weapon_sp = 1.0f;
359 weapon_sp_left = 0.5f;
347} 360}
348 361
349void 362void
350player::do_destroy () 363player::do_destroy ()
351{ 364{
784} 797}
785 798
786void 799void
787object::roll_stats () 800object::roll_stats ()
788{ 801{
789 int statsort [7]; 802 int statsort [NUM_STATS];
790 803
791 for (;;) 804 for (;;)
792 { 805 {
793 int sum = 0; 806 int sum = 0;
794 for (int i = 7; i--; ) 807 for (int i = NUM_STATS; i--; )
795 sum += statsort [i] = roll_stat (); 808 sum += statsort [i] = roll_stat ();
796 809
797 if (sum >= 82 && sum <= 116) 810 if (sum >= 82 && sum <= 116)
798 break; 811 break;
799 } 812 }
800 813
801 // Sort the stats so that rerolling is easier... 814 // Sort the stats so that rerolling is easier...
802 std::sort (statsort, statsort + 7, std::greater<int>()); 815 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
803 816
817 for (int i = 0; i < NUM_STATS; ++i)
804 stats.Str = statsort[0]; 818 stats.stat (i) = statsort [i];
805 stats.Dex = statsort[1];
806 stats.Con = statsort[2];
807 stats.Int = statsort[3];
808 stats.Wis = statsort[4];
809 stats.Pow = statsort[5];
810 stats.Cha = statsort[6];
811 819
812 stats.exp = 0; 820 stats.exp = 0;
813 stats.ac = 0; 821 stats.ac = 0;
814 822
815 stats.hp = stats.maxhp; 823 stats.hp = stats.maxhp;
827} 835}
828 836
829void 837void
830object::swap_stats (int a, int b) 838object::swap_stats (int a, int b)
831{ 839{
832 int tmp = get_attr_value (&contr->orig_stats, a); 840 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
833 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
834 set_attr_value (&contr->orig_stats, b, tmp);
835 841
842 for (int i = 0; i < NUM_STATS; ++i)
836 stats.Str = contr->orig_stats.Str; 843 stats.stat (i) = contr->orig_stats.stat (i);
837 stats.Dex = contr->orig_stats.Dex;
838 stats.Con = contr->orig_stats.Con;
839 stats.Int = contr->orig_stats.Int;
840 stats.Wis = contr->orig_stats.Wis;
841 stats.Pow = contr->orig_stats.Pow;
842 stats.Cha = contr->orig_stats.Cha;
843 844
844 //TODO: the following code looks so borked and should, at the very least, 845 //TODO: the following code looks so borked and should, at the very least,
845 // be merged with the similar code in roll_stats 846 // be merged with the similar code in roll_stats
846 stats.ac = 0; 847 stats.ac = 0;
847 848
1547 */ 1548 */
1548int 1549int
1549fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1550fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1550{ 1551{
1551 object *left, *bow; 1552 object *left, *bow;
1552 int bowspeed, mflags; 1553 int mflags;
1553 maptile *m; 1554 maptile *m;
1554 1555
1555 if (!dir) 1556 if (!dir)
1556 { 1557 {
1557 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1558 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1558 return 0; 1559 return 0;
1559 } 1560 }
1560 1561
1561 if (player *pl = op->contr) 1562 if (op->contr)
1562 { 1563 bow = op->current_weapon;
1563 bow = pl->ranged_ob;
1564 op->set_weapon (bow);
1565 }
1566 else 1564 else
1567 { 1565 {
1568 for (bow = op->inv; bow; bow = bow->below) 1566 for (bow = op->inv; bow; bow = bow->below)
1569 /* Don't check for applied - monsters don't apply bows - in that way, they 1567 /* Don't check for applied - monsters don't apply bows - in that way, they
1570 * don't need to switch back and forth between bows and weapons. 1568 * don't need to switch back and forth between bows and weapons.
1591 { 1589 {
1592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1593 return 0; 1591 return 0;
1594 } 1592 }
1595 1593
1596 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1597
1598 /* penalize ROF for bestarrow */
1599 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1600 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1601
1602 if (bowspeed < 1)
1603 bowspeed = 1;
1604
1605 if (arrow == NULL) 1594 if (arrow == NULL)
1606 { 1595 {
1607 if ((arrow = find_arrow (op, bow->race)) == NULL) 1596 if ((arrow = find_arrow (op, bow->race)) == NULL)
1608 { 1597 {
1609 if (op->type == PLAYER) 1598 if (op->type == PLAYER)
1650 arrow->stats.grace = arrow->attacktype; 1639 arrow->stats.grace = arrow->attacktype;
1651 1640
1652 if (arrow->slaying) 1641 if (arrow->slaying)
1653 arrow->spellarg = strdup (arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1654 1643
1644#if 0
1645 if (player *pl = op->contr)
1646 {
1647 float speed = pl->weapon_sp;
1648
1649 /* penalize ROF for bestarrow */
1650 if (pl->bowtype == bow_bestarrow)
1651 speed *= .9f;
1652 else
1653 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1654
1655 op->speed_left += speed - op->speed;
1656 }
1657#endif
1658
1659 SET_ANIMATION (arrow, arrow->direction);
1660
1661 /* update the speed */
1662 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1663 + bow->stats.dam / 7.f;
1664
1665 arrow->set_speed (max (arrow->speed, 2.f));
1666 arrow->speed_left = 0;
1667
1668 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1669
1655 if (op->type == PLAYER) 1670 if (op->type == PLAYER)
1656 { 1671 {
1657 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1658 op->update_stats ();
1659 }
1660
1661 SET_ANIMATION (arrow, arrow->direction);
1662
1663 arrow->stats.dam += op->stats.dam + arrow->magic;
1664
1665 /* update the speed */
1666 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1667 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1668
1669 arrow->set_speed (max (arrow->speed, 1.0));
1670 arrow->speed_left = 0;
1671
1672 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1673
1674 if (op->type == PLAYER)
1675 {
1676 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1672 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1677 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1673 wc -= dex_bonus[op->stats.Dex];
1678 1674
1679 if (!arrow->slaying) 1675 if (!arrow->slaying)
1680 arrow->slaying = op->slaying; 1676 arrow->slaying = op->slaying;
1681 1677
1682 arrow->attacktype |= op->attacktype; 1678 arrow->attacktype |= op->attacktype;
1690 arrow->slaying = bow->slaying; 1686 arrow->slaying = bow->slaying;
1691 1687
1692 arrow->attacktype |= bow->attacktype; 1688 arrow->attacktype |= bow->attacktype;
1693 } 1689 }
1694 1690
1695 arrow->stats.wc -= arrow->level; 1691 wc -= arrow->level;
1692 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1696 1693
1694 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1697 arrow->move_type = MOVE_FLY_LOW; 1695 arrow->move_type = MOVE_FLY_LOW;
1698 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1696 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1699 1697
1700 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1698 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1701 m->insert (arrow, sx, sy, op); 1699 m->insert (arrow, sx, sy, op);
1756 } 1754 }
1757 1755
1758 return ret; 1756 return ret;
1759} 1757}
1760 1758
1761
1762/* Fires a misc (wand/rod/horn) object in 'dir'. 1759/* Fires a misc (wand/rod/horn) object in 'dir'.
1763 * Broken apart from 'fire' to keep it more readable. 1760 * Broken apart from 'fire' to keep it more readable.
1764 */ 1761 */
1765void 1762void
1766fire_misc_object (object *op, int dir) 1763fire_misc_object (object *op, int dir)
1777 { 1774 {
1778 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1775 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1779 return; 1776 return;
1780 } 1777 }
1781 1778
1782 op->set_weapon (item); 1779 if (!op->change_weapon (item))
1780 return;
1783 1781
1784 if (item->type == WAND) 1782 if (item->type == WAND)
1785 { 1783 {
1786 if (item->stats.food <= 0) 1784 if (item->stats.food <= 0)
1787 { 1785 {
1831 } 1829 }
1832} 1830}
1833 1831
1834/* Received a fire command for the player - go and do it. 1832/* Received a fire command for the player - go and do it.
1835 */ 1833 */
1836void 1834bool
1837fire (object *op, int dir) 1835fire (object *op, int dir)
1838{ 1836{
1839 int spellcost = 0; 1837 int spellcost = 0;
1840 1838
1841 /* check for loss of invisiblity/hide */ 1839 /* check for loss of invisiblity/hide */
1845 player *pl = op->contr; 1843 player *pl = op->contr;
1846 1844
1847 if (pl->golem) 1845 if (pl->golem)
1848 { 1846 {
1849 control_golem (op->contr->golem, dir); 1847 control_golem (op->contr->golem, dir);
1850 return; 1848 return false;
1851 } 1849 }
1852 1850
1853 object *ob = pl->ranged_ob; 1851 object *ob = pl->ranged_ob;
1854 1852
1855 if (!ob) 1853 if (!ob)
1856 return; 1854 return false;
1855
1856 if (!op->change_weapon (ob))
1857 return false;
1858
1859 if (op->speed_left > 0.f)
1860 --op->speed_left;
1861 else
1862 return false;
1857 1863
1858 switch (ob->type) 1864 switch (ob->type)
1859 { 1865 {
1860 case BOW: 1866 case BOW:
1861 player_fire_bow (op, dir); 1867 player_fire_bow (op, dir);
1868 case BUILDER: 1874 case BUILDER:
1869 apply_map_builder (op, dir); 1875 apply_map_builder (op, dir);
1870 break; 1876 break;
1871 1877
1872 case SKILL: 1878 case SKILL:
1873 case SKILL_TOOL:
1874 do_skill (op, op, ob, dir, 0); 1879 do_skill (op, op, ob, dir, 0);
1875 break; 1880 break;
1876 1881
1877 default: 1882 default:
1878 fire_misc_object (op, dir); 1883 fire_misc_object (op, dir);
1879 break; 1884 break;
1880 } 1885 }
1886
1887 return true;
1881} 1888}
1882 1889
1883/* find_key 1890/* find_key
1884 * We try to find a key for the door as passed. If we find a key 1891 * We try to find a key for the door as passed. If we find a key
1885 * and successfully use it, we return the key, otherwise NULL 1892 * and successfully use it, we return the key, otherwise NULL
1972 * 0 otherwise 1979 * 0 otherwise
1973 */ 1980 */
1974static int 1981static int
1975player_attack_door (object *op, object *door) 1982player_attack_door (object *op, object *door)
1976{ 1983{
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1984 /* If its a door, try to find a key. If we do destroy the door,
1978 * might as well return immediately as there is nothing more to do - 1985 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1986 * otherwise, we fall through to the rest of the code.
1980 */ 1987 */
1981 object *key = find_key (op, op, door); 1988 object *key = find_key (op, op, door);
1982 1989
1983 /* IF we found a key, do some extra work */ 1990 /* If we found a key, do some extra work */
1984 if (key) 1991 if (key)
1985 { 1992 {
1986 object *container = key->env; 1993 object *container = key->env;
1987 1994
1988 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2023 * It should keep the code cleaner. 2030 * It should keep the code cleaner.
2024 * When this is called, the players direction has been updated 2031 * When this is called, the players direction has been updated
2025 * (taking into account confusion.) The player is also actually 2032 * (taking into account confusion.) The player is also actually
2026 * going to try and move (not fire weapons). 2033 * going to try and move (not fire weapons).
2027 */ 2034 */
2028void 2035bool
2029move_player_attack (object *op, int dir) 2036move_player_attack (object *op, int dir)
2030{ 2037{
2031 object *tmp, *mon;
2032 int on_battleground; 2038 int on_battleground;
2033 maptile *m;
2034 2039
2035 sint16 nx = freearr_x[dir] + op->x; 2040 sint16 nx = freearr_x[dir] + op->x;
2036 sint16 ny = freearr_y[dir] + op->y; 2041 sint16 ny = freearr_y[dir] + op->y;
2037 2042
2038 on_battleground = op_on_battleground (op, 0, 0); 2043 on_battleground = op_on_battleground (op, 0, 0);
2044
2045 if (out_of_map (op->map, nx, ny))
2046 return false;
2047
2048 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2049 {
2050 --op->speed_left;
2051 return true;
2052 }
2039 2053
2040 /* If braced, or can't move to the square, and it is not out of the 2054 /* If braced, or can't move to the square, and it is not out of the
2041 * map, attack it. Note order of if statement is important - don't 2055 * map, attack it. Note order of if statement is important - don't
2042 * want to be calling move_ob if braced, because move_ob will move the 2056 * want to be calling move_ob if braced, because move_ob will move the
2043 * player. This is a pretty nasty hack, because if we could 2057 * player. This is a pretty nasty hack, because if we could
2044 * move to some space, it then means that if we are braced, we should 2058 * move to some space, it then means that if we are braced, we should
2045 * do nothing at all. As it is, if we are braced, we go through 2059 * do nothing at all. As it is, if we are braced, we go through
2046 * quite a bit of processing. However, it probably is less than what 2060 * quite a bit of processing. However, it probably is less than what
2047 * move_ob uses. 2061 * move_ob uses.
2048 */ 2062 */
2049 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2050 {
2051 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2052 {
2053 m = op->map->xy_find (nx, ny); 2063 maptile *m = op->map->xy_find (nx, ny);
2054 if (!m)
2055 return; /* Don't think this should happen */
2056 }
2057 else
2058 m = op->map;
2059 2064
2060 if (!(tmp = m->at (nx, ny).bot))
2061 return;
2062
2063 mon = 0;
2064 /* Go through all the objects, and find ones of interest. Only stop if 2065 /* Go through all the objects, and find ones of interest. Only stop if
2065 * we find a monster - that is something we know we want to attack. 2066 * we find a monster - that is something we know we want to attack.
2066 * if its a door or barrel (can roll) see if there may be monsters 2067 * if its a door or barrel (can roll) see if there may be monsters
2067 * on the space 2068 * on the space
2068 */ 2069 */
2069 while (tmp) 2070 object *mon;
2070 { 2071 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2071 if (tmp == op) 2072 {
2072 { 2073 if ((mon->flag [FLAG_ALIVE]
2073 tmp = tmp->above; 2074 || mon->type == LOCKED_DOOR
2074 continue; 2075 || mon->flag [FLAG_CAN_ROLL])
2075 }
2076
2077 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2078 {
2079 mon = tmp; 2076 && mon != op)
2080 break; 2077 break;
2081 } 2078 }
2082 2079
2083 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2084 mon = tmp;
2085
2086 tmp = tmp->above;
2087 }
2088
2089 if (!mon) /* This happens anytime the player tries to move */ 2080 if (!mon) /* This happens anytime the player tries to move */
2090 return; /* into a wall */ 2081 return false; /* into a wall */
2091 2082
2092 if (mon->head)
2093 mon = mon->head; 2083 mon = mon->head_ ();
2094 2084
2095 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2085 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2086 if (op->contr->weapon_sp_left > 0.f)
2096 if (player_attack_door (op, mon)) 2087 if (player_attack_door (op, mon))
2088 {
2089 --op->contr->weapon_sp_left;
2097 return; 2090 return true;
2091 }
2098 2092
2099 /* The following deals with possibly attacking peaceful 2093 /* The following deals with possibly attacking peaceful
2100 * or frienddly creatures. Basically, all players are considered 2094 * or friendly creatures. Basically, all players are considered
2101 * unaggressive. If the moving player has peaceful set, then the 2095 * unaggressive. If the moving player has peaceful set, then the
2102 * object should be pushed instead of attacked. It is assumed that 2096 * object should be pushed instead of attacked. It is assumed that
2103 * if you are braced, you will not attack friends accidently, 2097 * if you are braced, you will not attack friends accidently,
2104 * and thus will not push them. 2098 * and thus will not push them.
2105 */ 2099 */
2106 2100
2107 /* If the creature is a pet, push it even if the player is not 2101 /* If the creature is a pet, push it even if the player is not
2108 * peaceful. Our assumption is the creature is a pet if the 2102 * peaceful. Our assumption is the creature is a pet if the
2109 * player owns it and it is either friendly or unagressive. 2103 * player owns it and it is either friendly or unagressive.
2110 */ 2104 */
2111 if ((op->type == PLAYER) 2105 if (op->type == PLAYER
2112#if COZY_SERVER
2113 &&
2114 ((mon->owner && mon->owner->contr 2106 && ((mon->owner && mon->owner->contr
2115 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2107 && same_party (mon->owner->contr->party, op->contr->party))
2116#else
2117 && mon->owner == op 2108 || mon->owner == op)
2118#endif
2119 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2120 { 2110 {
2121 /* If we're braced, we don't want to switch places with it */ 2111 /* If we're braced, we don't want to switch places with it */
2122 if (op->contr->braced) 2112 if (op->contr->braced)
2123 return; 2113 return false;
2114
2115 if (op->speed_left > 0.f)
2116 {
2117 --op->speed_left;
2124 2118
2125 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2126 push_ob (mon, dir, op); 2120 push_ob (mon, dir, op);
2121
2127 if (op->contr->tmp_invis || op->hide) 2122 if (op->contr->tmp_invis || op->hide)
2128 make_visible (op); 2123 make_visible (op);
2129 2124
2130 return; 2125 return true;
2131 } 2126 }
2127 else
2128 return false;
2129 }
2132 2130
2133 /* in certain circumstances, you shouldn't attack friendly 2131 /* in certain circumstances, you shouldn't attack friendly
2134 * creatures. Note that if you are braced, you can't push 2132 * creatures. Note that if you are braced, you can't push
2135 * someone, but put it inside this loop so that you won't 2133 * someone, but put it inside this loop so that you won't
2136 * attack them either. 2134 * attack them either.
2137 */ 2135 */
2138 if ((mon->type == PLAYER || mon->enemy != op) && 2136 if ((mon->type == PLAYER || mon->enemy != op)
2139 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2137 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2140#ifdef PROHIBIT_PLAYERKILL
2141 (op->contr->peaceful 2138 && ((op->contr->peaceful
2142 || (mon->type == PLAYER 2139 || (mon->type == PLAYER && mon->contr->peaceful))
2143 && mon->contr->
2144 peaceful)) &&
2145#else
2146 op->contr->peaceful &&
2147#endif
2148 !on_battleground)) 2140 && !on_battleground))
2141 {
2142 if (op->speed_left > 0.f)
2149 { 2143 {
2144 --op->speed_left;
2145
2150 if (!op->contr->braced) 2146 if (!op->contr->braced)
2151 { 2147 {
2152 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2153 push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2154 } 2150 }
2155 else 2151 else
2156 new_draw_info (0, 0, op, "You withhold your attack"); 2152 new_draw_info (0, 0, op, "You withhold your attack");
2157 2153
2158 if (op->contr->tmp_invis || op->hide) 2154 if (op->contr->tmp_invis || op->hide)
2159 make_visible (op); 2155 make_visible (op);
2160 }
2161 2156
2157 return true;
2158 }
2159 }
2162 /* If the object is a boulder or other rollable object, then 2160 /* If the object is a boulder or other rollable object, then
2163 * roll it if not braced. You can't roll it if you are braced. 2161 * roll it if not braced. You can't roll it if you are braced.
2164 */ 2162 */
2165 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2163 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2164 {
2165 if (op->speed_left > 0.f)
2166 { 2166 {
2167 --op->speed_left;
2168
2167 recursive_roll (mon, dir, op); 2169 recursive_roll (mon, dir, op);
2168 if (action_makes_visible (op)) 2170 if (action_makes_visible (op))
2169 make_visible (op); 2171 make_visible (op);
2170 }
2171 2172
2173 return true;
2174 }
2175 }
2172 /* Any generic living creature. Including things like doors. 2176 /* Any generic living creature. Including things like doors.
2173 * Way it works is like this: First, it must have some hit points 2177 * Way it works is like this: First, it must have some hit points
2174 * and be living. Then, it must be one of the following: 2178 * and be living. Then, it must be one of the following:
2175 * 1) Not a player, 2) A player, but of a different party. Note 2179 * 1) Not a player, 2) A player, but of a different party. Note
2176 * that party_number -1 is no party, so attacks can still happen. 2180 * that party_number -1 is no party, so attacks can still happen.
2177 */ 2181 */
2178 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2179 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2183 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2180 { 2184 {
2181 2185 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2182 /* If the player hasn't hit something this tick, and does
2183 * so, give them speed boost based on weapon speed. Doing
2184 * it here is better than process_players2, which basically
2185 * incurred a 1 tick offset.
2186 */
2187 if (!op->contr->has_hit)
2188 { 2186 {
2189 op->speed_left += op->speed / op->contr->weapon_sp; 2187 --op->contr->weapon_sp_left;
2190
2191 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2192 }
2193 2188
2194 skill_attack (mon, op, 0, 0, 0); 2189 skill_attack (mon, op, 0, 0, 0);
2195
2196 /* If attacking another player, that player gets automatic
2197 * hitback, and doesn't loose luck either.
2198 * Disable hitback on the battleground or if the target is
2199 * the wiz.
2200 */
2201 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2202 {
2203 short luck = mon->stats.luck;
2204
2205 mon->contr->has_hit = 1;
2206 skill_attack (op, mon, 0, 0, 0);
2207 mon->stats.luck = luck;
2208 }
2209 2190
2210 if (action_makes_visible (op)) 2191 if (action_makes_visible (op))
2211 make_visible (op); 2192 make_visible (op);
2212 }
2213 } /* if player should attack something */
2214}
2215 2193
2216int 2194 return true;
2195 }
2196 }
2197
2198 return false;
2199}
2200
2201bool
2217move_player (object *op, int dir) 2202move_player (object *op, int dir)
2218{ 2203{
2219 int pick; 2204 int pick;
2220 2205
2221 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2235 op->facing = dir; 2220 op->facing = dir;
2236 2221
2237 if (op->hide) 2222 if (op->hide)
2238 do_hidden_move (op); 2223 do_hidden_move (op);
2239 2224
2225 bool retval;
2226
2240 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2227 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2241 /*nop */ ; 2228 retval = RESULT_INT (0);
2242 else if (op->contr->fire_on) 2229 else if (op->contr->fire_on)
2243 fire (op, dir); 2230 retval = fire (op, dir);
2244 else 2231 else
2245 { 2232 {
2246 move_player_attack (op, dir); 2233 retval = move_player_attack (op, dir);
2247 pick = check_pick (op); 2234 pick = check_pick (op);
2248 } 2235 }
2249 2236
2250 /* Add special check for newcs players and fire on - this way, the 2237 /* Add special check for newcs players and fire on - this way, the
2251 * server can handle repeat firing. 2238 * server can handle repeat firing.
2258 /* Update how the player looks. Use the facing, so direction may 2245 /* Update how the player looks. Use the facing, so direction may
2259 * get reset to zero. This allows for full animation capabilities 2246 * get reset to zero. This allows for full animation capabilities
2260 * for players. 2247 * for players.
2261 */ 2248 */
2262 animate_object (op, op->facing); 2249 animate_object (op, op->facing);
2263 return 0; 2250
2251 return retval;
2264} 2252}
2265 2253
2266/* This is similar to handle_player, below, but is only used by the 2254/* This is similar to handle_player, below, but is only used by the
2267 * new client/server stuff. 2255 * new client/server stuff.
2268 * This is sort of special, in that the new client/server actually uses 2256 * This is sort of special, in that the new client/server actually uses
2269 * the new speed values for commands. 2257 * the new speed values for commands.
2270 * 2258 *
2271 * Returns true if there are more actions we can do. 2259 * Returns true if there are more actions we can do. Should not do
2260 * many actions in a row, as that would be too unfair to other
2261 * players.
2272 */ 2262 */
2273int 2263bool
2274handle_newcs_player (object *op) 2264handle_newcs_player (object *op)
2275{ 2265{
2276 if (QUERY_FLAG (op, FLAG_SCARED)) 2266 if (QUERY_FLAG (op, FLAG_SCARED))
2277 { 2267 {
2278 flee_player (op); 2268 if (op->speed_left > 0.f)
2279 /* If player is still scared, that is his action for this tick */
2280 if (QUERY_FLAG (op, FLAG_SCARED))
2281 { 2269 {
2282 op->speed_left--; 2270 --op->speed_left;
2271 flee_player (op);
2272
2283 return 0; 2273 return true;
2284 } 2274 }
2275 else
2276 return false;
2285 } 2277 }
2286 2278
2287 /* call this here - we also will call this in do_ericserver, but 2279 /* call this here - we also will call this in do_ericserver, but
2288 * the players time has been increased when doericserver has been 2280 * the players time has been increased when doericserver has been
2289 * called, so we recheck it here. 2281 * called, so we recheck it here.
2290 */ 2282 */
2291 if (op->contr->ns->handle_command ()) 2283 if (op->contr->ns->handle_command ())
2292 return 1; 2284 return true;
2293 2285
2294 if (op->speed_left > 0)
2295 {
2296 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2297 {
2298 /* All move commands take 1 tick, at least for now */
2299 op->speed_left--;
2300
2301 /* Instead of all the stuff below, let move_player take care
2302 * of it. Also, some of the skill stuff is only put in
2303 * there, as well as the confusion stuff.
2304 */
2305 move_player (op, op->direction); 2287 return move_player (op, op->direction);
2306 2288
2307 return op->speed_left > 0;
2308 }
2309 }
2310
2311 return 0; 2289 return false;
2312} 2290}
2313 2291
2314int 2292int
2315save_life (object *op) 2293save_life (object *op)
2316{ 2294{
2582 } 2560 }
2583 2561
2584 /* Digestion */ 2562 /* Digestion */
2585 if (--op->last_eat < 0) 2563 if (--op->last_eat < 0)
2586 { 2564 {
2587#ifdef COZY_SERVER
2588 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2589 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2590#else
2591 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2565 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2592#endif
2593 2566
2594 if (op->contr->gen_hp > 0) 2567 if (op->contr->gen_hp > 0)
2595 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2568 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2596 else 2569 else
2597 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2570 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2942 object *force; 2915 object *force;
2943 int at; 2916 int at;
2944 2917
2945 force = get_archetype (FORCE_NAME); 2918 force = get_archetype (FORCE_NAME);
2946 /* 50 ticks should be enough time for the spell to abate */ 2919 /* 50 ticks should be enough time for the spell to abate */
2947 force->speed = 0.1; 2920 force->speed = 0.1f;
2948 force->speed_left = -5.0; 2921 force->speed_left = -5.f;
2949 SET_FLAG (force, FLAG_APPLIED); 2922 SET_FLAG (force, FLAG_APPLIED);
2950 for (at = 0; at < NROFATTACKS; at++) 2923 for (at = 0; at < NROFATTACKS; at++)
2951 if (will_kill_again & (1 << at)) 2924 if (will_kill_again & (1 << at))
2952 force->resist[at] = 100; 2925 force->resist[at] = 100;
2953 2926
3128/* For Hidden creatures - a chance of becoming 'unhidden' 3101/* For Hidden creatures - a chance of becoming 'unhidden'
3129 * every time they move - as we subtract off 'invisibility' 3102 * every time they move - as we subtract off 'invisibility'
3130 * AND, for players, if they move into a ridiculously unhideable 3103 * AND, for players, if they move into a ridiculously unhideable
3131 * spot (surrounded by clear terrain in broad daylight). -b.t. 3104 * spot (surrounded by clear terrain in broad daylight). -b.t.
3132 */ 3105 */
3133
3134void 3106void
3135do_hidden_move (object *op) 3107do_hidden_move (object *op)
3136{ 3108{
3137 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3109 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3138 object *skop; 3110 object *skop;

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