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(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.136 by root, Wed May 16 11:10:01 2007 UTC vs.
Revision 1.142 by root, Fri May 18 19:46:22 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
158/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
159static void 153static void
160set_first_map (object *op) 154set_first_map (object *op)
161{ 155{
162 op->contr->maplevel = first_map_path; 156 op->contr->maplevel = first_map_path;
264 258
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266 260
267 esrv_new_player (this, ob->weight + ob->carrying); 261 esrv_new_player (this, ob->weight + ob->carrying);
268 262
263 ob->flag [FLAG_READY_WEAPON] = false;
264 ob->flag [FLAG_READY_SKILL] = false;
265 ob->flag [FLAG_READY_BOW] = false;
266
269 for (object *op = ob->inv; op; op = op->below) 267 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED]) 268 if (op->flag [FLAG_APPLIED])
271 switch (op->type) 269 switch (op->type)
272 { 270 {
271 case SKILL:
272 ob->flag [FLAG_APPLIED] = false;
273 break;
274
273 case WAND: 275 case WAND:
274 case ROD: 276 case ROD:
275 case HORN: 277 case HORN:
276 case BOW: 278 case BOW:
277 case SKILL: 279 ranged_ob = op;
278 case SKILL_TOOL: 280 break;
281
279 case WEAPON: 282 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY); 283 combat_ob = op;
281 apply_special (ob, op, AP_APPLY);
282 break; 284 break;
283 } 285 }
284 286
287 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
285 ob->update_stats (); 288 ob->update_stats ();
289
286 ns->floorbox_update (); 290 ns->floorbox_update ();
287
288 esrv_send_inventory (ob, ob); 291 esrv_send_inventory (ob, ob);
289 esrv_add_spells (this, 0); 292 esrv_add_spells (this, 0);
290 293
291 activate (); 294 activate ();
292 295
325player::set_object (object *op) 328player::set_object (object *op)
326{ 329{
327 ob = op; 330 ob = op;
328 ob->contr = this; /* this aren't yet in archetype */ 331 ob->contr = this; /* this aren't yet in archetype */
329 332
330 ob->speed_left = 0.5f;
331 ob->speed = 1.0f; 333 ob->speed = 1.0f;
334 ob->speed_left = 0.5f;
335
332 ob->direction = 5; /* So player faces south */ 336 ob->direction = 5; /* So player faces south */
333} 337}
334 338
335player::player () 339player::player ()
336{ 340{
337 /* There are some elements we want initialised to non zero value - 341 /* There are some elements we want initialised to non zero value -
348 petmode = pet_normal; 352 petmode = pet_normal;
349 listening = 10; 353 listening = 10;
350 usekeys = containers; 354 usekeys = containers;
351 peaceful = 1; /* default peaceful */ 355 peaceful = 1; /* default peaceful */
352 do_los = 1; 356 do_los = 1;
357
358 weapon_sp = 1.0f;
359 weapon_sp_left = 0.5f;
353} 360}
354 361
355void 362void
356player::do_destroy () 363player::do_destroy ()
357{ 364{
1632 arrow->stats.grace = arrow->attacktype; 1639 arrow->stats.grace = arrow->attacktype;
1633 1640
1634 if (arrow->slaying) 1641 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1636 1643
1644#if 0
1637 if (player *pl = op->contr) 1645 if (player *pl = op->contr)
1638 { 1646 {
1639 if (!pl->has_hit)
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; 1647 float speed = pl->weapon_sp;
1646 1648
1647 /* penalize ROF for bestarrow */ 1649 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow) 1650 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f; 1651 speed *= .9f;
1650 else 1652 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1653 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652 1654
1653 op->speed_left += speed - op->speed; 1655 op->speed_left += speed - op->speed;
1656 }
1654#endif 1657#endif
1655 }
1656 1658
1657 SET_ANIMATION (arrow, arrow->direction); 1659 SET_ANIMATION (arrow, arrow->direction);
1658 1660
1659 /* update the speed */ 1661 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1662 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1661 + bow->stats.dam / 7.0; 1663 + bow->stats.dam / 7.f;
1662 1664
1663 arrow->set_speed (max (arrow->speed, 2.0)); 1665 arrow->set_speed (max (arrow->speed, 2.f));
1664 arrow->speed_left = 0; 1666 arrow->speed_left = 0;
1665 1667
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1668 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667 1669
1668 if (op->type == PLAYER) 1670 if (op->type == PLAYER)
1827 } 1829 }
1828} 1830}
1829 1831
1830/* Received a fire command for the player - go and do it. 1832/* Received a fire command for the player - go and do it.
1831 */ 1833 */
1832void 1834bool
1833fire (object *op, int dir) 1835fire (object *op, int dir)
1834{ 1836{
1835 int spellcost = 0; 1837 int spellcost = 0;
1836 1838
1837 /* check for loss of invisiblity/hide */ 1839 /* check for loss of invisiblity/hide */
1841 player *pl = op->contr; 1843 player *pl = op->contr;
1842 1844
1843 if (pl->golem) 1845 if (pl->golem)
1844 { 1846 {
1845 control_golem (op->contr->golem, dir); 1847 control_golem (op->contr->golem, dir);
1846 return; 1848 return false;
1847 } 1849 }
1848 1850
1849 object *ob = pl->ranged_ob; 1851 object *ob = pl->ranged_ob;
1850 1852
1851 if (!ob) 1853 if (!ob)
1852 return; 1854 return false;
1853 1855
1854 if (!op->change_weapon (ob)) 1856 if (!op->change_weapon (ob))
1855 return; 1857 return false;
1858
1859 if (op->speed_left > 0.f)
1860 --op->speed_left;
1861 else
1862 return false;
1856 1863
1857 switch (ob->type) 1864 switch (ob->type)
1858 { 1865 {
1859 case BOW: 1866 case BOW:
1860 player_fire_bow (op, dir); 1867 player_fire_bow (op, dir);
1874 1881
1875 default: 1882 default:
1876 fire_misc_object (op, dir); 1883 fire_misc_object (op, dir);
1877 break; 1884 break;
1878 } 1885 }
1886
1887 return true;
1879} 1888}
1880 1889
1881/* find_key 1890/* find_key
1882 * 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
1883 * and successfully use it, we return the key, otherwise NULL 1892 * and successfully use it, we return the key, otherwise NULL
1970 * 0 otherwise 1979 * 0 otherwise
1971 */ 1980 */
1972static int 1981static int
1973player_attack_door (object *op, object *door) 1982player_attack_door (object *op, object *door)
1974{ 1983{
1975 /* 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,
1976 * 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 -
1977 * otherwise, we fall through to the rest of the code. 1986 * otherwise, we fall through to the rest of the code.
1978 */ 1987 */
1979 object *key = find_key (op, op, door); 1988 object *key = find_key (op, op, door);
1980 1989
1981 /* IF we found a key, do some extra work */ 1990 /* If we found a key, do some extra work */
1982 if (key) 1991 if (key)
1983 { 1992 {
1984 object *container = key->env; 1993 object *container = key->env;
1985 1994
1986 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);
2021 * It should keep the code cleaner. 2030 * It should keep the code cleaner.
2022 * When this is called, the players direction has been updated 2031 * When this is called, the players direction has been updated
2023 * (taking into account confusion.) The player is also actually 2032 * (taking into account confusion.) The player is also actually
2024 * going to try and move (not fire weapons). 2033 * going to try and move (not fire weapons).
2025 */ 2034 */
2026void 2035bool
2027move_player_attack (object *op, int dir) 2036move_player_attack (object *op, int dir)
2028{ 2037{
2029 object *tmp, *mon;
2030 int on_battleground; 2038 int on_battleground;
2031 maptile *m;
2032 2039
2033 sint16 nx = freearr_x[dir] + op->x; 2040 sint16 nx = freearr_x[dir] + op->x;
2034 sint16 ny = freearr_y[dir] + op->y; 2041 sint16 ny = freearr_y[dir] + op->y;
2035 2042
2036 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 }
2037 2053
2038 /* 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
2039 * 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
2040 * 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
2041 * player. This is a pretty nasty hack, because if we could 2057 * player. This is a pretty nasty hack, because if we could
2042 * 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
2043 * 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
2044 * 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
2045 * move_ob uses. 2061 * move_ob uses.
2046 */ 2062 */
2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2048 {
2049 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2050 {
2051 m = op->map->xy_find (nx, ny); 2063 maptile *m = op->map->xy_find (nx, ny);
2052 if (!m)
2053 return; /* Don't think this should happen */
2054 }
2055 else
2056 m = op->map;
2057 2064
2058 if (!(tmp = m->at (nx, ny).bot))
2059 return;
2060
2061 mon = 0;
2062 /* 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
2063 * 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.
2064 * 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
2065 * on the space 2068 * on the space
2066 */ 2069 */
2067 while (tmp) 2070 object *mon;
2068 { 2071 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2069 if (tmp == op) 2072 {
2070 { 2073 if ((mon->flag [FLAG_ALIVE]
2071 tmp = tmp->above; 2074 || mon->type == LOCKED_DOOR
2072 continue; 2075 || mon->flag [FLAG_CAN_ROLL])
2073 }
2074
2075 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2076 {
2077 mon = tmp; 2076 && mon != op)
2078 break; 2077 break;
2079 } 2078 }
2080 2079
2081 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2082 mon = tmp;
2083
2084 tmp = tmp->above;
2085 }
2086
2087 if (!mon) /* This happens anytime the player tries to move */ 2080 if (!mon) /* This happens anytime the player tries to move */
2088 return; /* into a wall */ 2081 return false; /* into a wall */
2089 2082
2090 if (mon->head)
2091 mon = mon->head; 2083 mon = mon->head_ ();
2092 2084
2093 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)
2094 if (player_attack_door (op, mon)) 2087 if (player_attack_door (op, mon))
2088 {
2089 --op->contr->weapon_sp_left;
2095 return; 2090 return true;
2091 }
2096 2092
2097 /* The following deals with possibly attacking peaceful 2093 /* The following deals with possibly attacking peaceful
2098 * or frienddly creatures. Basically, all players are considered 2094 * or friendly creatures. Basically, all players are considered
2099 * unaggressive. If the moving player has peaceful set, then the 2095 * unaggressive. If the moving player has peaceful set, then the
2100 * object should be pushed instead of attacked. It is assumed that 2096 * object should be pushed instead of attacked. It is assumed that
2101 * if you are braced, you will not attack friends accidently, 2097 * if you are braced, you will not attack friends accidently,
2102 * and thus will not push them. 2098 * and thus will not push them.
2103 */ 2099 */
2104 2100
2105 /* 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
2106 * peaceful. Our assumption is the creature is a pet if the 2102 * peaceful. Our assumption is the creature is a pet if the
2107 * player owns it and it is either friendly or unagressive. 2103 * player owns it and it is either friendly or unagressive.
2108 */ 2104 */
2109 if ((op->type == PLAYER) 2105 if (op->type == PLAYER
2110#if COZY_SERVER
2111 &&
2112 ((mon->owner && mon->owner->contr 2106 && ((mon->owner && mon->owner->contr
2113 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2107 && same_party (mon->owner->contr->party, op->contr->party))
2114#else
2115 && mon->owner == op 2108 || mon->owner == op)
2116#endif
2117 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2118 { 2110 {
2119 /* 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 */
2120 if (op->contr->braced) 2112 if (op->contr->braced)
2121 return; 2113 return false;
2114
2115 if (op->speed_left > 0.f)
2116 {
2117 --op->speed_left;
2122 2118
2123 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);
2124 push_ob (mon, dir, op); 2120 push_ob (mon, dir, op);
2121
2125 if (op->contr->tmp_invis || op->hide) 2122 if (op->contr->tmp_invis || op->hide)
2126 make_visible (op); 2123 make_visible (op);
2127 2124
2128 return; 2125 return true;
2129 } 2126 }
2127 else
2128 return false;
2129 }
2130 2130
2131 /* in certain circumstances, you shouldn't attack friendly 2131 /* in certain circumstances, you shouldn't attack friendly
2132 * creatures. Note that if you are braced, you can't push 2132 * creatures. Note that if you are braced, you can't push
2133 * 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
2134 * attack them either. 2134 * attack them either.
2135 */ 2135 */
2136 if ((mon->type == PLAYER || mon->enemy != op) && 2136 if ((mon->type == PLAYER || mon->enemy != op)
2137 (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))
2138#ifdef PROHIBIT_PLAYERKILL
2139 (op->contr->peaceful 2138 && ((op->contr->peaceful
2140 || (mon->type == PLAYER 2139 || (mon->type == PLAYER && mon->contr->peaceful))
2141 && mon->contr->
2142 peaceful)) &&
2143#else
2144 op->contr->peaceful &&
2145#endif
2146 !on_battleground)) 2140 && !on_battleground))
2141 {
2142 if (op->speed_left > 0.f)
2147 { 2143 {
2144 --op->speed_left;
2145
2148 if (!op->contr->braced) 2146 if (!op->contr->braced)
2149 { 2147 {
2150 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);
2151 push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2152 } 2150 }
2153 else 2151 else
2154 new_draw_info (0, 0, op, "You withhold your attack"); 2152 new_draw_info (0, 0, op, "You withhold your attack");
2155 2153
2156 if (op->contr->tmp_invis || op->hide) 2154 if (op->contr->tmp_invis || op->hide)
2157 make_visible (op); 2155 make_visible (op);
2158 }
2159 2156
2157 return true;
2158 }
2159 }
2160 /* If the object is a boulder or other rollable object, then 2160 /* If the object is a boulder or other rollable object, then
2161 * 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.
2162 */ 2162 */
2163 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)
2164 { 2166 {
2167 --op->speed_left;
2168
2165 recursive_roll (mon, dir, op); 2169 recursive_roll (mon, dir, op);
2166 if (action_makes_visible (op)) 2170 if (action_makes_visible (op))
2167 make_visible (op); 2171 make_visible (op);
2168 }
2169 2172
2173 return true;
2174 }
2175 }
2170 /* Any generic living creature. Including things like doors. 2176 /* Any generic living creature. Including things like doors.
2171 * 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
2172 * and be living. Then, it must be one of the following: 2178 * and be living. Then, it must be one of the following:
2173 * 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
2174 * 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.
2175 */ 2181 */
2176 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2177 ((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)))
2178 { 2184 {
2179 if (!op->contr->has_hit) 2185 if (op->contr->weapon_sp_left > 0.f)
2180 { 2186 {
2181 op->contr->has_hit = 1; 2187 --op->contr->weapon_sp_left;
2182 op->speed_left += op->contr->weapon_speed () - op->speed;
2183 }
2184 2188
2185 skill_attack (mon, op, 0, 0, 0); 2189 skill_attack (mon, op, 0, 0, 0);
2186
2187 /* If attacking another player, that player gets automatic
2188 * hitback, and doesn't loose luck either.
2189 * Disable hitback on the battleground or if the target is
2190 * the wiz.
2191 */
2192 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2193 {
2194 short luck = mon->stats.luck;
2195
2196 mon->contr->has_hit = 1;
2197 skill_attack (op, mon, 0, 0, 0);
2198 mon->stats.luck = luck;
2199 }
2200 2190
2201 if (action_makes_visible (op)) 2191 if (action_makes_visible (op))
2202 make_visible (op); 2192 make_visible (op);
2203 }
2204 } /* if player should attack something */
2205}
2206 2193
2207int 2194 return true;
2195 }
2196 }
2197
2198 return false;
2199}
2200
2201bool
2208move_player (object *op, int dir) 2202move_player (object *op, int dir)
2209{ 2203{
2210 int pick; 2204 int pick;
2211 2205
2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2226 op->facing = dir; 2220 op->facing = dir;
2227 2221
2228 if (op->hide) 2222 if (op->hide)
2229 do_hidden_move (op); 2223 do_hidden_move (op);
2230 2224
2225 bool retval;
2226
2231 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2227 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2232 /*nop */ ; 2228 retval = RESULT_INT (0);
2233 else if (op->contr->fire_on) 2229 else if (op->contr->fire_on)
2234 fire (op, dir); 2230 retval = fire (op, dir);
2235 else 2231 else
2236 { 2232 {
2237 move_player_attack (op, dir); 2233 retval = move_player_attack (op, dir);
2238 pick = check_pick (op); 2234 pick = check_pick (op);
2239 } 2235 }
2240 2236
2241 /* 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
2242 * server can handle repeat firing. 2238 * server can handle repeat firing.
2249 /* Update how the player looks. Use the facing, so direction may 2245 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities 2246 * get reset to zero. This allows for full animation capabilities
2251 * for players. 2247 * for players.
2252 */ 2248 */
2253 animate_object (op, op->facing); 2249 animate_object (op, op->facing);
2254 return 0; 2250
2251 return retval;
2255} 2252}
2256 2253
2257/* 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
2258 * new client/server stuff. 2255 * new client/server stuff.
2259 * 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
2260 * the new speed values for commands. 2257 * the new speed values for commands.
2261 * 2258 *
2262 * 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.
2263 */ 2262 */
2264int 2263bool
2265handle_newcs_player (object *op) 2264handle_newcs_player (object *op)
2266{ 2265{
2267 if (QUERY_FLAG (op, FLAG_SCARED)) 2266 if (QUERY_FLAG (op, FLAG_SCARED))
2268 { 2267 {
2269 flee_player (op); 2268 if (op->speed_left > 0.f)
2270
2271 /* If player is still scared, that is his action for this tick */
2272 if (op->flag [FLAG_SCARED])
2273 { 2269 {
2274 --op->speed_left; 2270 --op->speed_left;
2271 flee_player (op);
2272
2275 return 0; 2273 return true;
2276 } 2274 }
2275 else
2276 return false;
2277 } 2277 }
2278 2278
2279 /* 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
2280 * the players time has been increased when doericserver has been 2280 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2281 * called, so we recheck it here.
2282 */ 2282 */
2283 if (op->contr->ns->handle_command ()) 2283 if (op->contr->ns->handle_command ())
2284 return 1; 2284 return true;
2285 2285
2286 if (op->speed_left > 0.f)
2287 {
2288 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2289 {
2290 /* All move commands take 1 tick, at least for now */
2291 --op->speed_left;
2292
2293 /* Instead of all the stuff below, let move_player take care
2294 * of it. Also, some of the skill stuff is only put in
2295 * there, as well as the confusion stuff.
2296 */
2297 move_player (op, op->direction); 2287 return move_player (op, op->direction);
2298 2288
2299 return op->speed_left > 0.f;
2300 }
2301 }
2302
2303 return 0; 2289 return false;
2304} 2290}
2305 2291
2306int 2292int
2307save_life (object *op) 2293save_life (object *op)
2308{ 2294{
2574 } 2560 }
2575 2561
2576 /* Digestion */ 2562 /* Digestion */
2577 if (--op->last_eat < 0) 2563 if (--op->last_eat < 0)
2578 { 2564 {
2579#ifdef COZY_SERVER
2580 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2581 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2582#else
2583 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;
2584#endif
2585 2566
2586 if (op->contr->gen_hp > 0) 2567 if (op->contr->gen_hp > 0)
2587 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);
2588 else 2569 else
2589 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2570 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
3120/* For Hidden creatures - a chance of becoming 'unhidden' 3101/* For Hidden creatures - a chance of becoming 'unhidden'
3121 * every time they move - as we subtract off 'invisibility' 3102 * every time they move - as we subtract off 'invisibility'
3122 * AND, for players, if they move into a ridiculously unhideable 3103 * AND, for players, if they move into a ridiculously unhideable
3123 * spot (surrounded by clear terrain in broad daylight). -b.t. 3104 * spot (surrounded by clear terrain in broad daylight). -b.t.
3124 */ 3105 */
3125
3126void 3106void
3127do_hidden_move (object *op) 3107do_hidden_move (object *op)
3128{ 3108{
3129 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3109 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3130 object *skop; 3110 object *skop;

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