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/cvs/deliantra/server/server/player.C
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Comparing deliantra/server/server/player.C (file contents):
Revision 1.133 by root, Sat May 12 22:04:20 2007 UTC vs.
Revision 1.141 by root, Fri May 18 15:05:09 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
1544 { 1553 {
1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1554 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1546 return 0; 1555 return 0;
1547 } 1556 }
1548 1557
1549 if (player *pl = op->contr) 1558 if (op->contr)
1550 { 1559 bow = op->current_weapon;
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1555 else 1560 else
1556 { 1561 {
1557 for (bow = op->inv; bow; bow = bow->below) 1562 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1563 /* Don't check for applied - monsters don't apply bows - in that way, they
1559 * don't need to switch back and forth between bows and weapons. 1564 * don't need to switch back and forth between bows and weapons.
1632 if (arrow->slaying) 1637 if (arrow->slaying)
1633 arrow->spellarg = strdup (arrow->slaying); 1638 arrow->spellarg = strdup (arrow->slaying);
1634 1639
1635 if (player *pl = op->contr) 1640 if (player *pl = op->contr)
1636 { 1641 {
1642 if (!pl->has_hit)
1643 {
1637 pl->has_hit = 1; 1644 pl->has_hit = 1;
1645 pl->ob->speed_left += pl->weapon_sp - pl->ob->speed;
1646 }
1638#if 0 1647#if 0
1639 float speed = pl->weapon_sp; 1648 float speed = pl->weapon_sp;
1640 1649
1641 /* penalize ROF for bestarrow */ 1650 /* penalize ROF for bestarrow */
1642 if (pl->bowtype == bow_bestarrow) 1651 if (pl->bowtype == bow_bestarrow)
1746 } 1755 }
1747 1756
1748 return ret; 1757 return ret;
1749} 1758}
1750 1759
1751
1752/* Fires a misc (wand/rod/horn) object in 'dir'. 1760/* Fires a misc (wand/rod/horn) object in 'dir'.
1753 * Broken apart from 'fire' to keep it more readable. 1761 * Broken apart from 'fire' to keep it more readable.
1754 */ 1762 */
1755void 1763void
1756fire_misc_object (object *op, int dir) 1764fire_misc_object (object *op, int dir)
1844 object *ob = pl->ranged_ob; 1852 object *ob = pl->ranged_ob;
1845 1853
1846 if (!ob) 1854 if (!ob)
1847 return; 1855 return;
1848 1856
1857 if (!op->change_weapon (ob))
1858 return;
1859
1849 switch (ob->type) 1860 switch (ob->type)
1850 { 1861 {
1851 case BOW: 1862 case BOW:
1852 player_fire_bow (op, dir); 1863 player_fire_bow (op, dir);
1853 break; 1864 break;
1859 case BUILDER: 1870 case BUILDER:
1860 apply_map_builder (op, dir); 1871 apply_map_builder (op, dir);
1861 break; 1872 break;
1862 1873
1863 case SKILL: 1874 case SKILL:
1864 case SKILL_TOOL:
1865 do_skill (op, op, ob, dir, 0); 1875 do_skill (op, op, ob, dir, 0);
1866 break; 1876 break;
1867 1877
1868 default: 1878 default:
1869 fire_misc_object (op, dir); 1879 fire_misc_object (op, dir);
2097 2107
2098 /* If the creature is a pet, push it even if the player is not 2108 /* If the creature is a pet, push it even if the player is not
2099 * peaceful. Our assumption is the creature is a pet if the 2109 * peaceful. Our assumption is the creature is a pet if the
2100 * player owns it and it is either friendly or unagressive. 2110 * player owns it and it is either friendly or unagressive.
2101 */ 2111 */
2102 if ((op->type == PLAYER) 2112 if (op->type == PLAYER
2103#if COZY_SERVER
2104 &&
2105 ((mon->owner && mon->owner->contr 2113 && ((mon->owner && mon->owner->contr
2106 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2114 && same_party (mon->owner->contr->party, op->contr->party))
2107#else
2108 && mon->owner == op 2115 || mon->owner == op)
2109#endif
2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2116 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2111 { 2117 {
2112 /* If we're braced, we don't want to switch places with it */ 2118 /* If we're braced, we don't want to switch places with it */
2113 if (op->contr->braced) 2119 if (op->contr->braced)
2114 return; 2120 return;
2124 /* in certain circumstances, you shouldn't attack friendly 2130 /* in certain circumstances, you shouldn't attack friendly
2125 * creatures. Note that if you are braced, you can't push 2131 * creatures. Note that if you are braced, you can't push
2126 * someone, but put it inside this loop so that you won't 2132 * someone, but put it inside this loop so that you won't
2127 * attack them either. 2133 * attack them either.
2128 */ 2134 */
2129 if ((mon->type == PLAYER || mon->enemy != op) && 2135 if ((mon->type == PLAYER || mon->enemy != op)
2130 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2136 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2131#ifdef PROHIBIT_PLAYERKILL
2132 (op->contr->peaceful 2137 && ((op->contr->peaceful
2133 || (mon->type == PLAYER 2138 || (mon->type == PLAYER && mon->contr->peaceful))
2134 && mon->contr->
2135 peaceful)) &&
2136#else
2137 op->contr->peaceful &&
2138#endif
2139 !on_battleground)) 2139 && !on_battleground))
2140 { 2140 {
2141 if (!op->contr->braced) 2141 if (!op->contr->braced)
2142 { 2142 {
2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2144 push_ob (mon, dir, op); 2144 push_ob (mon, dir, op);
2167 * 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.
2168 */ 2168 */
2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2170 ((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)))
2171 { 2171 {
2172 if (!op->contr->has_hit)
2173 {
2172 op->contr->has_hit = 1; 2174 op->contr->has_hit = 1;
2175 op->speed_left += op->contr->weapon_sp - op->speed;
2176 }
2173 2177
2174 skill_attack (mon, op, 0, 0, 0); 2178 skill_attack (mon, op, 0, 0, 0);
2175 2179
2176 /* If attacking another player, that player gets automatic 2180 /* If attacking another player, that player gets automatic
2177 * hitback, and doesn't loose luck either. 2181 * hitback, and doesn't loose luck either.
2563 } 2567 }
2564 2568
2565 /* Digestion */ 2569 /* Digestion */
2566 if (--op->last_eat < 0) 2570 if (--op->last_eat < 0)
2567 { 2571 {
2568#ifdef COZY_SERVER
2569 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2570 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2571#else
2572 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2572 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2573#endif
2574 2573
2575 if (op->contr->gen_hp > 0) 2574 if (op->contr->gen_hp > 0)
2576 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2575 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2577 else 2576 else
2578 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2577 op->last_eat = 25 * (1 + bonus) / (penalty + 1);

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