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/cvs/deliantra/server/server/player.C
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Comparing deliantra/server/server/player.C (file contents):
Revision 1.130 by root, Sat May 12 20:21:54 2007 UTC vs.
Revision 1.136 by root, Wed May 16 11:10:01 2007 UTC

147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
150} 150}
151 151
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
156}
157
152/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
153static void 159static void
154set_first_map (object *op) 160set_first_map (object *op)
155{ 161{
156 op->contr->maplevel = first_map_path; 162 op->contr->maplevel = first_map_path;
319player::set_object (object *op) 325player::set_object (object *op)
320{ 326{
321 ob = op; 327 ob = op;
322 ob->contr = this; /* this aren't yet in archetype */ 328 ob->contr = this; /* this aren't yet in archetype */
323 329
324 ob->speed_left = 0.5; 330 ob->speed_left = 0.5f;
325 ob->speed = 1.0; 331 ob->speed = 1.0f;
326 ob->direction = 5; /* So player faces south */ 332 ob->direction = 5; /* So player faces south */
327} 333}
328 334
329player::player () 335player::player ()
330{ 336{
1535 */ 1541 */
1536int 1542int
1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1543fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1538{ 1544{
1539 object *left, *bow; 1545 object *left, *bow;
1540 int bowspeed, mflags; 1546 int mflags;
1541 maptile *m; 1547 maptile *m;
1542 1548
1543 if (!dir) 1549 if (!dir)
1544 { 1550 {
1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1551 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1546 return 0; 1552 return 0;
1547 } 1553 }
1548 1554
1549 if (player *pl = op->contr) 1555 if (op->contr)
1550 { 1556 bow = op->current_weapon;
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1555 else 1557 else
1556 { 1558 {
1557 for (bow = op->inv; bow; bow = bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1560 /* 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. 1561 * don't need to switch back and forth between bows and weapons.
1580 { 1582 {
1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1582 return 0; 1584 return 0;
1583 } 1585 }
1584 1586
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) 1587 if (arrow == NULL)
1595 { 1588 {
1596 if ((arrow = find_arrow (op, bow->race)) == NULL) 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1597 { 1590 {
1598 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1639 arrow->stats.grace = arrow->attacktype; 1632 arrow->stats.grace = arrow->attacktype;
1640 1633
1641 if (arrow->slaying) 1634 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying); 1635 arrow->spellarg = strdup (arrow->slaying);
1643 1636
1644 if (op->type == PLAYER) 1637 if (player *pl = op->contr)
1645 { 1638 {
1646 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1639 if (!pl->has_hit)
1647 op->update_stats (); 1640 {
1641 pl->has_hit = 1;
1642 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1643 }
1644#if 0
1645 float speed = pl->weapon_sp;
1646
1647 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f;
1650 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652
1653 op->speed_left += speed - op->speed;
1654#endif
1648 } 1655 }
1649 1656
1650 SET_ANIMATION (arrow, arrow->direction); 1657 SET_ANIMATION (arrow, arrow->direction);
1651 1658
1652 /* update the speed */ 1659 /* update the speed */
1745 } 1752 }
1746 1753
1747 return ret; 1754 return ret;
1748} 1755}
1749 1756
1750
1751/* Fires a misc (wand/rod/horn) object in 'dir'. 1757/* Fires a misc (wand/rod/horn) object in 'dir'.
1752 * Broken apart from 'fire' to keep it more readable. 1758 * Broken apart from 'fire' to keep it more readable.
1753 */ 1759 */
1754void 1760void
1755fire_misc_object (object *op, int dir) 1761fire_misc_object (object *op, int dir)
1843 object *ob = pl->ranged_ob; 1849 object *ob = pl->ranged_ob;
1844 1850
1845 if (!ob) 1851 if (!ob)
1846 return; 1852 return;
1847 1853
1854 if (!op->change_weapon (ob))
1855 return;
1856
1848 switch (ob->type) 1857 switch (ob->type)
1849 { 1858 {
1850 case BOW: 1859 case BOW:
1851 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
1852 break; 1861 break;
1858 case BUILDER: 1867 case BUILDER:
1859 apply_map_builder (op, dir); 1868 apply_map_builder (op, dir);
1860 break; 1869 break;
1861 1870
1862 case SKILL: 1871 case SKILL:
1863 case SKILL_TOOL:
1864 do_skill (op, op, ob, dir, 0); 1872 do_skill (op, op, ob, dir, 0);
1865 break; 1873 break;
1866 1874
1867 default: 1875 default:
1868 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
2166 * that party_number -1 is no party, so attacks can still happen. 2174 * that party_number -1 is no party, so attacks can still happen.
2167 */ 2175 */
2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2176 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2177 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2170 { 2178 {
2171 /* If the player hasn't hit something this tick, and does
2172 * so, give them speed boost based on weapon speed. Doing
2173 * it here is better than process_players2, which basically
2174 * incurred a 1 tick offset.
2175 */
2176 if (!op->contr->has_hit) 2179 if (!op->contr->has_hit)
2177 { 2180 {
2181 op->contr->has_hit = 1;
2178 op->speed_left += op->contr->weapon_sp - op->speed; 2182 op->speed_left += op->contr->weapon_speed () - op->speed;
2179
2180 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2181 } 2183 }
2182 2184
2183 skill_attack (mon, op, 0, 0, 0); 2185 skill_attack (mon, op, 0, 0, 0);
2184 2186
2185 /* If attacking another player, that player gets automatic 2187 /* If attacking another player, that player gets automatic
2263handle_newcs_player (object *op) 2265handle_newcs_player (object *op)
2264{ 2266{
2265 if (QUERY_FLAG (op, FLAG_SCARED)) 2267 if (QUERY_FLAG (op, FLAG_SCARED))
2266 { 2268 {
2267 flee_player (op); 2269 flee_player (op);
2270
2268 /* If player is still scared, that is his action for this tick */ 2271 /* If player is still scared, that is his action for this tick */
2269 if (QUERY_FLAG (op, FLAG_SCARED)) 2272 if (op->flag [FLAG_SCARED])
2270 { 2273 {
2271 op->speed_left--; 2274 --op->speed_left;
2272 return 0; 2275 return 0;
2273 } 2276 }
2274 } 2277 }
2275 2278
2276 /* 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
2278 * called, so we recheck it here. 2281 * called, so we recheck it here.
2279 */ 2282 */
2280 if (op->contr->ns->handle_command ()) 2283 if (op->contr->ns->handle_command ())
2281 return 1; 2284 return 1;
2282 2285
2283 if (op->speed_left > 0) 2286 if (op->speed_left > 0.f)
2284 { 2287 {
2285 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2288 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2286 { 2289 {
2287 /* All move commands take 1 tick, at least for now */ 2290 /* All move commands take 1 tick, at least for now */
2288 op->speed_left--; 2291 --op->speed_left;
2289 2292
2290 /* Instead of all the stuff below, let move_player take care 2293 /* Instead of all the stuff below, let move_player take care
2291 * of it. Also, some of the skill stuff is only put in 2294 * of it. Also, some of the skill stuff is only put in
2292 * there, as well as the confusion stuff. 2295 * there, as well as the confusion stuff.
2293 */ 2296 */
2294 move_player (op, op->direction); 2297 move_player (op, op->direction);
2295 2298
2296 return op->speed_left > 0; 2299 return op->speed_left > 0.f;
2297 } 2300 }
2298 } 2301 }
2299 2302
2300 return 0; 2303 return 0;
2301} 2304}
2931 object *force; 2934 object *force;
2932 int at; 2935 int at;
2933 2936
2934 force = get_archetype (FORCE_NAME); 2937 force = get_archetype (FORCE_NAME);
2935 /* 50 ticks should be enough time for the spell to abate */ 2938 /* 50 ticks should be enough time for the spell to abate */
2936 force->speed = 0.1; 2939 force->speed = 0.1f;
2937 force->speed_left = -5.0; 2940 force->speed_left = -5.f;
2938 SET_FLAG (force, FLAG_APPLIED); 2941 SET_FLAG (force, FLAG_APPLIED);
2939 for (at = 0; at < NROFATTACKS; at++) 2942 for (at = 0; at < NROFATTACKS; at++)
2940 if (will_kill_again & (1 << at)) 2943 if (will_kill_again & (1 << at))
2941 force->resist[at] = 100; 2944 force->resist[at] = 100;
2942 2945

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