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/cvs/deliantra/server/server/player.C
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Comparing deliantra/server/server/player.C (file contents):
Revision 1.134 by root, Sun May 13 08:43:12 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;
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.
1632 if (arrow->slaying) 1634 if (arrow->slaying)
1633 arrow->spellarg = strdup (arrow->slaying); 1635 arrow->spellarg = strdup (arrow->slaying);
1634 1636
1635 if (player *pl = op->contr) 1637 if (player *pl = op->contr)
1636 { 1638 {
1639 if (!pl->has_hit)
1637 { 1640 {
1638 pl->has_hit = 1; 1641 pl->has_hit = 1;
1639 pl->ob->speed_left += pl->weapon_sp - pl->ob->speed; 1642 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1640 } 1643 }
1641#if 0 1644#if 0
1642 float speed = pl->weapon_sp; 1645 float speed = pl->weapon_sp;
1643 1646
1644 /* penalize ROF for bestarrow */ 1647 /* penalize ROF for bestarrow */
1645 if (pl->bowtype == bow_bestarrow) 1648 if (pl->bowtype == bow_bestarrow)
1749 } 1752 }
1750 1753
1751 return ret; 1754 return ret;
1752} 1755}
1753 1756
1754
1755/* Fires a misc (wand/rod/horn) object in 'dir'. 1757/* Fires a misc (wand/rod/horn) object in 'dir'.
1756 * Broken apart from 'fire' to keep it more readable. 1758 * Broken apart from 'fire' to keep it more readable.
1757 */ 1759 */
1758void 1760void
1759fire_misc_object (object *op, int dir) 1761fire_misc_object (object *op, int dir)
1847 object *ob = pl->ranged_ob; 1849 object *ob = pl->ranged_ob;
1848 1850
1849 if (!ob) 1851 if (!ob)
1850 return; 1852 return;
1851 1853
1854 if (!op->change_weapon (ob))
1855 return;
1856
1852 switch (ob->type) 1857 switch (ob->type)
1853 { 1858 {
1854 case BOW: 1859 case BOW:
1855 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
1856 break; 1861 break;
1862 case BUILDER: 1867 case BUILDER:
1863 apply_map_builder (op, dir); 1868 apply_map_builder (op, dir);
1864 break; 1869 break;
1865 1870
1866 case SKILL: 1871 case SKILL:
1867 case SKILL_TOOL:
1868 do_skill (op, op, ob, dir, 0); 1872 do_skill (op, op, ob, dir, 0);
1869 break; 1873 break;
1870 1874
1871 default: 1875 default:
1872 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
2100 2104
2101 /* 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
2102 * peaceful. Our assumption is the creature is a pet if the 2106 * peaceful. Our assumption is the creature is a pet if the
2103 * player owns it and it is either friendly or unagressive. 2107 * player owns it and it is either friendly or unagressive.
2104 */ 2108 */
2105 if ((op->type == PLAYER) 2109 if (op->type == PLAYER
2106#if COZY_SERVER
2107 &&
2108 ((mon->owner && mon->owner->contr 2110 && ((mon->owner && mon->owner->contr
2109 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2111 && same_party (mon->owner->contr->party, op->contr->party))
2110#else
2111 && mon->owner == op 2112 || mon->owner == op)
2112#endif
2113 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2113 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2114 { 2114 {
2115 /* 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 */
2116 if (op->contr->braced) 2116 if (op->contr->braced)
2117 return; 2117 return;
2127 /* in certain circumstances, you shouldn't attack friendly 2127 /* in certain circumstances, you shouldn't attack friendly
2128 * creatures. Note that if you are braced, you can't push 2128 * creatures. Note that if you are braced, you can't push
2129 * 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
2130 * attack them either. 2130 * attack them either.
2131 */ 2131 */
2132 if ((mon->type == PLAYER || mon->enemy != op) && 2132 if ((mon->type == PLAYER || mon->enemy != op)
2133 (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))
2134#ifdef PROHIBIT_PLAYERKILL
2135 (op->contr->peaceful 2134 && ((op->contr->peaceful
2136 || (mon->type == PLAYER 2135 || (mon->type == PLAYER && mon->contr->peaceful))
2137 && mon->contr->
2138 peaceful)) &&
2139#else
2140 op->contr->peaceful &&
2141#endif
2142 !on_battleground)) 2136 && !on_battleground))
2143 { 2137 {
2144 if (!op->contr->braced) 2138 if (!op->contr->braced)
2145 { 2139 {
2146 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);
2147 push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2170 * 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.
2171 */ 2165 */
2172 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2173 ((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)))
2174 { 2168 {
2169 if (!op->contr->has_hit)
2170 {
2175 op->contr->has_hit = 1; 2171 op->contr->has_hit = 1;
2176 op->speed_left += op->contr->weapon_sp - op->speed; 2172 op->speed_left += op->contr->weapon_speed () - op->speed;
2173 }
2177 2174
2178 skill_attack (mon, op, 0, 0, 0); 2175 skill_attack (mon, op, 0, 0, 0);
2179 2176
2180 /* If attacking another player, that player gets automatic 2177 /* If attacking another player, that player gets automatic
2181 * hitback, and doesn't loose luck either. 2178 * hitback, and doesn't loose luck either.
2567 } 2564 }
2568 2565
2569 /* Digestion */ 2566 /* Digestion */
2570 if (--op->last_eat < 0) 2567 if (--op->last_eat < 0)
2571 { 2568 {
2572#ifdef COZY_SERVER
2573 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2574 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2575#else
2576 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;
2577#endif
2578 2570
2579 if (op->contr->gen_hp > 0) 2571 if (op->contr->gen_hp > 0)
2580 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);
2581 else 2573 else
2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2574 op->last_eat = 25 * (1 + bonus) / (penalty + 1);

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