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Comparing deliantra/server/server/player.C (file contents):
Revision 1.129 by root, Sat May 12 18:51:20 2007 UTC vs.
Revision 1.137 by root, Thu May 17 14:14:55 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);
2096 2104
2097 /* If the creature is a pet, push it even if the player is not 2105 /* If the creature is a pet, push it even if the player is not
2098 * peaceful. Our assumption is the creature is a pet if the 2106 * peaceful. Our assumption is the creature is a pet if the
2099 * player owns it and it is either friendly or unagressive. 2107 * player owns it and it is either friendly or unagressive.
2100 */ 2108 */
2101 if ((op->type == PLAYER) 2109 if (op->type == PLAYER
2102#if COZY_SERVER
2103 &&
2104 ((mon->owner && mon->owner->contr 2110 && ((mon->owner && mon->owner->contr
2105 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2111 && same_party (mon->owner->contr->party, op->contr->party))
2106#else
2107 && mon->owner == op 2112 || mon->owner == op)
2108#endif
2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2113 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2110 { 2114 {
2111 /* If we're braced, we don't want to switch places with it */ 2115 /* If we're braced, we don't want to switch places with it */
2112 if (op->contr->braced) 2116 if (op->contr->braced)
2113 return; 2117 return;
2123 /* in certain circumstances, you shouldn't attack friendly 2127 /* in certain circumstances, you shouldn't attack friendly
2124 * creatures. Note that if you are braced, you can't push 2128 * creatures. Note that if you are braced, you can't push
2125 * someone, but put it inside this loop so that you won't 2129 * someone, but put it inside this loop so that you won't
2126 * attack them either. 2130 * attack them either.
2127 */ 2131 */
2128 if ((mon->type == PLAYER || mon->enemy != op) && 2132 if ((mon->type == PLAYER || mon->enemy != op)
2129 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2133 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2130#ifdef PROHIBIT_PLAYERKILL
2131 (op->contr->peaceful 2134 && ((op->contr->peaceful
2132 || (mon->type == PLAYER 2135 || (mon->type == PLAYER && mon->contr->peaceful))
2133 && mon->contr->
2134 peaceful)) &&
2135#else
2136 op->contr->peaceful &&
2137#endif
2138 !on_battleground)) 2136 && !on_battleground))
2139 { 2137 {
2140 if (!op->contr->braced) 2138 if (!op->contr->braced)
2141 { 2139 {
2142 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2143 push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2166 * that party_number -1 is no party, so attacks can still happen. 2164 * that party_number -1 is no party, so attacks can still happen.
2167 */ 2165 */
2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2166 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))) 2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2170 { 2168 {
2171
2172 /* If the player hasn't hit something this tick, and does
2173 * so, give them speed boost based on weapon speed. Doing
2174 * it here is better than process_players2, which basically
2175 * incurred a 1 tick offset.
2176 */
2177 if (!op->contr->has_hit) 2169 if (!op->contr->has_hit)
2178 { 2170 {
2171 op->contr->has_hit = 1;
2179 op->speed_left += op->speed / op->contr->weapon_sp; 2172 op->speed_left += op->contr->weapon_speed () - op->speed;
2180
2181 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2182 } 2173 }
2183 2174
2184 skill_attack (mon, op, 0, 0, 0); 2175 skill_attack (mon, op, 0, 0, 0);
2185 2176
2186 /* If attacking another player, that player gets automatic 2177 /* If attacking another player, that player gets automatic
2264handle_newcs_player (object *op) 2255handle_newcs_player (object *op)
2265{ 2256{
2266 if (QUERY_FLAG (op, FLAG_SCARED)) 2257 if (QUERY_FLAG (op, FLAG_SCARED))
2267 { 2258 {
2268 flee_player (op); 2259 flee_player (op);
2260
2269 /* If player is still scared, that is his action for this tick */ 2261 /* If player is still scared, that is his action for this tick */
2270 if (QUERY_FLAG (op, FLAG_SCARED)) 2262 if (op->flag [FLAG_SCARED])
2271 { 2263 {
2272 op->speed_left--; 2264 --op->speed_left;
2273 return 0; 2265 return 0;
2274 } 2266 }
2275 } 2267 }
2276 2268
2277 /* call this here - we also will call this in do_ericserver, but 2269 /* call this here - we also will call this in do_ericserver, but
2279 * called, so we recheck it here. 2271 * called, so we recheck it here.
2280 */ 2272 */
2281 if (op->contr->ns->handle_command ()) 2273 if (op->contr->ns->handle_command ())
2282 return 1; 2274 return 1;
2283 2275
2284 if (op->speed_left > 0) 2276 if (op->speed_left > 0.f)
2285 { 2277 {
2286 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2278 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2287 { 2279 {
2288 /* All move commands take 1 tick, at least for now */ 2280 /* All move commands take 1 tick, at least for now */
2289 op->speed_left--; 2281 --op->speed_left;
2290 2282
2291 /* Instead of all the stuff below, let move_player take care 2283 /* Instead of all the stuff below, let move_player take care
2292 * of it. Also, some of the skill stuff is only put in 2284 * of it. Also, some of the skill stuff is only put in
2293 * there, as well as the confusion stuff. 2285 * there, as well as the confusion stuff.
2294 */ 2286 */
2295 move_player (op, op->direction); 2287 move_player (op, op->direction);
2296 2288
2297 return op->speed_left > 0; 2289 return op->speed_left > 0.f;
2298 } 2290 }
2299 } 2291 }
2300 2292
2301 return 0; 2293 return 0;
2302} 2294}
2572 } 2564 }
2573 2565
2574 /* Digestion */ 2566 /* Digestion */
2575 if (--op->last_eat < 0) 2567 if (--op->last_eat < 0)
2576 { 2568 {
2577#ifdef COZY_SERVER
2578 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2579 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2580#else
2581 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2569 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2582#endif
2583 2570
2584 if (op->contr->gen_hp > 0) 2571 if (op->contr->gen_hp > 0)
2585 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2572 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2586 else 2573 else
2587 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2574 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2932 object *force; 2919 object *force;
2933 int at; 2920 int at;
2934 2921
2935 force = get_archetype (FORCE_NAME); 2922 force = get_archetype (FORCE_NAME);
2936 /* 50 ticks should be enough time for the spell to abate */ 2923 /* 50 ticks should be enough time for the spell to abate */
2937 force->speed = 0.1; 2924 force->speed = 0.1f;
2938 force->speed_left = -5.0; 2925 force->speed_left = -5.f;
2939 SET_FLAG (force, FLAG_APPLIED); 2926 SET_FLAG (force, FLAG_APPLIED);
2940 for (at = 0; at < NROFATTACKS; at++) 2927 for (at = 0; at < NROFATTACKS; at++)
2941 if (will_kill_again & (1 << at)) 2928 if (will_kill_again & (1 << at))
2942 force->resist[at] = 100; 2929 force->resist[at] = 100;
2943 2930

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