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Comparing deliantra/server/server/player.C (file contents):
Revision 1.118 by root, Mon Apr 30 04:25:30 2007 UTC vs.
Revision 1.139 by root, Fri May 18 01:01:02 2007 UTC

21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 26#include <sproto.h>
28#include <sounds.h> 27#include <sounds.h>
29#include <living.h> 28#include <living.h>
30#include <object.h> 29#include <object.h>
31#include <spells.h> 30#include <spells.h>
146 } 145 }
147 146
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 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);
150 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
150}
151
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
151} 156}
152 157
153/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
154static void 159static void
155set_first_map (object *op) 160set_first_map (object *op)
202 207
203 ob->remove (); 208 ob->remove ();
204 ob->map = 0; 209 ob->map = 0;
205 party = 0; 210 party = 0;
206 211
207 combat_skill = ranged_skill = 0; //TODO, should be special marker, non-refcounted, not this 212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208 213
209 players.erase (this); 214 players.erase (this);
210} 215}
211 216
212// connect the player with a specific client 217// connect the player with a specific client
213// also changed, rationalises, and fixes some incorrect settings 218// also changes, rationalises, and fixes some incorrect settings
214void 219void
215player::connect (client *ns) 220player::connect (client *ns)
216{ 221{
217 this->ns = ns; 222 this->ns = ns;
218 ns->pl = this; 223 ns->pl = this;
259 264
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261 266
262 esrv_new_player (this, ob->weight + ob->carrying); 267 esrv_new_player (this, ob->weight + ob->carrying);
263 268
269 ob->flag [FLAG_READY_WEAPON] = false;
270 ob->flag [FLAG_READY_SKILL] = false;
271 ob->flag [FLAG_READY_BOW] = false;
272
273 for (object *op = ob->inv; op; op = op->below)
274 if (op->flag [FLAG_APPLIED])
275 switch (op->type)
276 {
277 case WAND:
278 case ROD:
279 case HORN:
280 case BOW:
281 case SKILL_TOOL:
282 case WEAPON:
283 op->flag [FLAG_APPLIED] = false;
284 apply_special (ob, op, AP_APPLY);
285 break;
286
287 case SKILL:
288 op->flag [FLAG_APPLIED] = false;
289 break;
290 }
291
292 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
264 ob->update_stats (); 293 ob->update_stats ();
294
265 ns->floorbox_update (); 295 ns->floorbox_update ();
266
267 esrv_send_inventory (ob, ob); 296 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0); 297 esrv_add_spells (this, 0);
269 298
270 activate (); 299 activate ();
271 300
304player::set_object (object *op) 333player::set_object (object *op)
305{ 334{
306 ob = op; 335 ob = op;
307 ob->contr = this; /* this aren't yet in archetype */ 336 ob->contr = this; /* this aren't yet in archetype */
308 337
309 ob->speed_left = 0.5; 338 ob->speed_left = 0.5f;
310 ob->speed = 1.0; 339 ob->speed = 1.0f;
311 ob->direction = 5; /* So player faces south */ 340 ob->direction = 5; /* So player faces south */
312} 341}
313 342
314player::player () 343player::player ()
315{ 344{
769} 798}
770 799
771void 800void
772object::roll_stats () 801object::roll_stats ()
773{ 802{
774 int statsort [7]; 803 int statsort [NUM_STATS];
775 804
776 for (;;) 805 for (;;)
777 { 806 {
778 int sum = 0; 807 int sum = 0;
779 for (int i = 7; i--; ) 808 for (int i = NUM_STATS; i--; )
780 sum += statsort [i] = roll_stat (); 809 sum += statsort [i] = roll_stat ();
781 810
782 if (sum >= 82 && sum <= 116) 811 if (sum >= 82 && sum <= 116)
783 break; 812 break;
784 } 813 }
785 814
786 // Sort the stats so that rerolling is easier... 815 // Sort the stats so that rerolling is easier...
787 std::sort (statsort, statsort + 7, std::greater<int>()); 816 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
788 817
818 for (int i = 0; i < NUM_STATS; ++i)
789 stats.Str = statsort[0]; 819 stats.stat (i) = statsort [i];
790 stats.Dex = statsort[1];
791 stats.Con = statsort[2];
792 stats.Int = statsort[3];
793 stats.Wis = statsort[4];
794 stats.Pow = statsort[5];
795 stats.Cha = statsort[6];
796 820
797 stats.exp = 0; 821 stats.exp = 0;
798 stats.ac = 0; 822 stats.ac = 0;
799 823
800 stats.hp = stats.maxhp; 824 stats.hp = stats.maxhp;
812} 836}
813 837
814void 838void
815object::swap_stats (int a, int b) 839object::swap_stats (int a, int b)
816{ 840{
817 int tmp = get_attr_value (&contr->orig_stats, a); 841 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
818 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
819 set_attr_value (&contr->orig_stats, b, tmp);
820 842
843 for (int i = 0; i < NUM_STATS; ++i)
821 stats.Str = contr->orig_stats.Str; 844 stats.stat (i) = contr->orig_stats.stat (i);
822 stats.Dex = contr->orig_stats.Dex;
823 stats.Con = contr->orig_stats.Con;
824 stats.Int = contr->orig_stats.Int;
825 stats.Wis = contr->orig_stats.Wis;
826 stats.Pow = contr->orig_stats.Pow;
827 stats.Cha = contr->orig_stats.Cha;
828 845
829 //TODO: the following code looks so borked and should, at the very least, 846 //TODO: the following code looks so borked and should, at the very least,
830 // be merged with the similar code in roll_stats 847 // be merged with the similar code in roll_stats
831 stats.ac = 0; 848 stats.ac = 0;
832 849
1009 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1010 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1011 op->enemy = NULL; 1028 op->enemy = NULL;
1012} 1029}
1013 1030
1014
1015/* check_pick sees if there is stuff to be picked up/picks up stuff. 1031/* check_pick sees if there is stuff to be picked up/picks up stuff.
1016 * IT returns 1 if the player should keep on moving, 0 if he should 1032 * It returns 1 if the player should keep on moving, 0 if he should
1017 * stop. 1033 * stop.
1018 */ 1034 */
1019int 1035int
1020check_pick (object *op) 1036check_pick (object *op)
1021{ 1037{
1459 * find_better_arrow to find a decent arrow to use. 1475 * find_better_arrow to find a decent arrow to use.
1460 * op = the shooter 1476 * op = the shooter
1461 * type = bow->race 1477 * type = bow->race
1462 * dir = fire direction 1478 * dir = fire direction
1463 */ 1479 */
1464
1465object * 1480object *
1466pick_arrow_target (object *op, const char *type, int dir) 1481pick_arrow_target (object *op, const char *type, int dir)
1467{ 1482{
1468 object *tmp = NULL; 1483 object *tmp = NULL;
1469 maptile *m; 1484 maptile *m;
1534 */ 1549 */
1535int 1550int
1536fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1551fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1537{ 1552{
1538 object *left, *bow; 1553 object *left, *bow;
1539 int bowspeed, mflags; 1554 int mflags;
1540 maptile *m; 1555 maptile *m;
1541 1556
1542 if (!dir) 1557 if (!dir)
1543 { 1558 {
1544 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1559 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1545 return 0; 1560 return 0;
1546 } 1561 }
1547 1562
1548 if (op->type == PLAYER) 1563 if (op->contr)
1549 bow = op->contr->ranged_ob; 1564 bow = op->current_weapon;
1550 else 1565 else
1551 { 1566 {
1552 for (bow = op->inv; bow; bow = bow->below) 1567 for (bow = op->inv; bow; bow = bow->below)
1553 /* Don't check for applied - monsters don't apply bows - in that way, they 1568 /* Don't check for applied - monsters don't apply bows - in that way, they
1554 * don't need to switch back and forth between bows and weapons. 1569 * don't need to switch back and forth between bows and weapons.
1575 { 1590 {
1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1577 return 0; 1592 return 0;
1578 } 1593 }
1579 1594
1580 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1581
1582 /* penalize ROF for bestarrow */
1583 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1584 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1585
1586 if (bowspeed < 1)
1587 bowspeed = 1;
1588
1589 if (arrow == NULL) 1595 if (arrow == NULL)
1590 { 1596 {
1591 if ((arrow = find_arrow (op, bow->race)) == NULL) 1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1592 { 1598 {
1593 if (op->type == PLAYER) 1599 if (op->type == PLAYER)
1627 1633
1628 arrow->set_owner (op); 1634 arrow->set_owner (op);
1629 arrow->skill = bow->skill; 1635 arrow->skill = bow->skill;
1630 arrow->direction = dir; 1636 arrow->direction = dir;
1631 1637
1632 if (op->type == PLAYER)
1633 {
1634 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1635 op->update_stats ();
1636 }
1637
1638 SET_ANIMATION (arrow, arrow->direction);
1639
1640 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1638 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1641 arrow->stats.hp = arrow->stats.dam; 1639 arrow->stats.hp = arrow->stats.dam;
1642 arrow->stats.grace = arrow->attacktype; 1640 arrow->stats.grace = arrow->attacktype;
1643 1641
1644 if (arrow->slaying) 1642 if (arrow->slaying)
1645 arrow->spellarg = strdup (arrow->slaying); 1643 arrow->spellarg = strdup (arrow->slaying);
1646 1644
1647 arrow->stats.dam += op->stats.dam + arrow->magic; 1645 if (player *pl = op->contr)
1646 {
1647 if (!pl->has_hit)
1648 {
1649 pl->has_hit = 1;
1650 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1651 }
1652#if 0
1653 float speed = pl->weapon_sp;
1654
1655 /* penalize ROF for bestarrow */
1656 if (pl->bowtype == bow_bestarrow)
1657 speed *= .9f;
1658 else
1659 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1660
1661 op->speed_left += speed - op->speed;
1662#endif
1663 }
1664
1665 SET_ANIMATION (arrow, arrow->direction);
1648 1666
1649 /* update the speed */ 1667 /* update the speed */
1650 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1668 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1651 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1669 + bow->stats.dam / 7.0;
1652 1670
1653 arrow->set_speed (max (arrow->speed, 1.0)); 1671 arrow->set_speed (max (arrow->speed, 2.0));
1654 arrow->speed_left = 0; 1672 arrow->speed_left = 0;
1655 1673
1656 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1674 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1657 1675
1658 if (op->type == PLAYER) 1676 if (op->type == PLAYER)
1659 { 1677 {
1660 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1678 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1661 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1679 wc -= dex_bonus[op->stats.Dex];
1662 1680
1663 if (!arrow->slaying) 1681 if (!arrow->slaying)
1664 arrow->slaying = op->slaying; 1682 arrow->slaying = op->slaying;
1683
1684 arrow->attacktype |= op->attacktype;
1665 } 1685 }
1666 else 1686 else
1667 { 1687 {
1668 arrow->level = op->level; 1688 arrow->level = op->level;
1669 arrow->stats.wc -= bow->magic; 1689 arrow->stats.wc -= bow->magic;
1670 1690
1671 if (!arrow->slaying) 1691 if (!arrow->slaying)
1672 arrow->slaying = bow->slaying; 1692 arrow->slaying = bow->slaying;
1673 }
1674 1693
1675 arrow->stats.wc -= arrow->level;
1676
1677 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1695 }
1678 1696
1697 wc -= arrow->level;
1698 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1699
1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1679 arrow->move_type = MOVE_FLY_LOW; 1701 arrow->move_type = MOVE_FLY_LOW;
1680 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1681 1703
1682 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1704 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1683 m->insert (arrow, sx, sy, op); 1705 m->insert (arrow, sx, sy, op);
1728 else if (op->contr->bowtype == bow_spreadshot) 1750 else if (op->contr->bowtype == bow_spreadshot)
1729 { 1751 {
1730 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1752 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1731 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1753 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1754 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1733
1734 } 1755 }
1735 else 1756 else
1736 { 1757 {
1737 /* Simple case */ 1758 /* Simple case */
1738 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1759 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1739 } 1760 }
1761
1740 return ret; 1762 return ret;
1741} 1763}
1742
1743 1764
1744/* Fires a misc (wand/rod/horn) object in 'dir'. 1765/* Fires a misc (wand/rod/horn) object in 'dir'.
1745 * Broken apart from 'fire' to keep it more readable. 1766 * Broken apart from 'fire' to keep it more readable.
1746 */ 1767 */
1747void 1768void
1759 { 1780 {
1760 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1781 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1761 return; 1782 return;
1762 } 1783 }
1763 1784
1785 if (!op->change_weapon (item))
1786 return;
1787
1764 if (item->type == WAND) 1788 if (item->type == WAND)
1765 { 1789 {
1766 if (item->stats.food <= 0) 1790 if (item->stats.food <= 0)
1767 { 1791 {
1768 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1769 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794
1770 return; 1795 return;
1771 } 1796 }
1772 } 1797 }
1773 else if (item->type == ROD || item->type == HORN) 1798 else if (item->type == ROD || item->type == HORN)
1774 { 1799 {
1775 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1800 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1776 { 1801 {
1777 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1803
1778 if (item->type == ROD) 1804 if (item->type == ROD)
1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1805 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1780 else 1806 else
1781 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1807 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1808
1782 return; 1809 return;
1783 } 1810 }
1784 } 1811 }
1785 1812
1786 if (cast_spell (op, item, dir, item->inv, NULL)) 1813 if (cast_spell (op, item, dir, item->inv, NULL))
1819 if (action_makes_visible (op)) 1846 if (action_makes_visible (op))
1820 make_visible (op); 1847 make_visible (op);
1821 1848
1822 player *pl = op->contr; 1849 player *pl = op->contr;
1823 1850
1824 object *skill = pl->ranged_skill; 1851 if (pl->golem)
1852 {
1853 control_golem (op->contr->golem, dir);
1854 return;
1855 }
1856
1825 object *rob = pl->ranged_ob; 1857 object *ob = pl->ranged_ob;
1826 1858
1827 if (!skill) 1859 if (!ob)
1828 return; 1860 return;
1829 1861
1830 if (pl->golem) 1862 if (!op->change_weapon (ob))
1831 control_golem (op->contr->golem, dir); 1863 return;
1832 else if (skill->type == SKILL) 1864
1865 switch (ob->type)
1833 { 1866 {
1834 if (skill_flags [skill->subtype] & SF_NEED_BOW) 1867 case BOW:
1835 player_fire_bow (op, dir); 1868 player_fire_bow (op, dir);
1836 else if (rob && rob->type == SPELL) /* Casting spells */ 1869 break;
1870
1871 case SPELL:
1837 spellcost = cast_spell (op, op, dir, rob, pl->spellparam[0] ? pl->spellparam : 0); 1872 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1838 else 1873 break;
1839 LOG (llevError, "skill %s ready but do not know what to do with its ob: %s\n",
1840 &skill->name, rob ? &rob->name : "(null)");
1841 }
1842 else if (skill == op)
1843 {
1844 if (!rob)
1845 {
1846 LOG (llevError, "self-skill ready but no ranged ob: %s\n", skill->debug_desc ());
1847 return;
1848 }
1849 1874
1850 if (rob->type == BUILDER) 1875 case BUILDER:
1851 apply_map_builder (op, dir); 1876 apply_map_builder (op, dir);
1852 else if (rob->type == SKILL || rob->type == SKILL_TOOL) 1877 break;
1878
1879 case SKILL:
1853 do_skill (op, op, rob, dir, NULL); 1880 do_skill (op, op, ob, dir, 0);
1854 else 1881 break;
1855 fire_misc_object (op, dir); //TODO: should become use_magic_item skill usage 1882
1883 default:
1884 fire_misc_object (op, dir);
1885 break;
1856 } 1886 }
1857} 1887}
1858 1888
1859/* find_key 1889/* find_key
1860 * We try to find a key for the door as passed. If we find a key 1890 * We try to find a key for the door as passed. If we find a key
2082 2112
2083 /* If the creature is a pet, push it even if the player is not 2113 /* If the creature is a pet, push it even if the player is not
2084 * peaceful. Our assumption is the creature is a pet if the 2114 * peaceful. Our assumption is the creature is a pet if the
2085 * player owns it and it is either friendly or unagressive. 2115 * player owns it and it is either friendly or unagressive.
2086 */ 2116 */
2087 if ((op->type == PLAYER) 2117 if (op->type == PLAYER
2088#if COZY_SERVER
2089 &&
2090 ((mon->owner && mon->owner->contr 2118 && ((mon->owner && mon->owner->contr
2091 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2119 && same_party (mon->owner->contr->party, op->contr->party))
2092#else
2093 && mon->owner == op 2120 || mon->owner == op)
2094#endif
2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2096 { 2122 {
2097 /* If we're braced, we don't want to switch places with it */ 2123 /* If we're braced, we don't want to switch places with it */
2098 if (op->contr->braced) 2124 if (op->contr->braced)
2099 return; 2125 return;
2109 /* in certain circumstances, you shouldn't attack friendly 2135 /* in certain circumstances, you shouldn't attack friendly
2110 * creatures. Note that if you are braced, you can't push 2136 * creatures. Note that if you are braced, you can't push
2111 * someone, but put it inside this loop so that you won't 2137 * someone, but put it inside this loop so that you won't
2112 * attack them either. 2138 * attack them either.
2113 */ 2139 */
2114 if ((mon->type == PLAYER || mon->enemy != op) && 2140 if ((mon->type == PLAYER || mon->enemy != op)
2115 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2141 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2116#ifdef PROHIBIT_PLAYERKILL
2117 (op->contr->peaceful 2142 && ((op->contr->peaceful
2118 || (mon->type == PLAYER 2143 || (mon->type == PLAYER && mon->contr->peaceful))
2119 && mon->contr->
2120 peaceful)) &&
2121#else
2122 op->contr->peaceful &&
2123#endif
2124 !on_battleground)) 2144 && !on_battleground))
2125 { 2145 {
2126 if (!op->contr->braced) 2146 if (!op->contr->braced)
2127 { 2147 {
2128 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);
2129 push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2152 * that party_number -1 is no party, so attacks can still happen. 2172 * that party_number -1 is no party, so attacks can still happen.
2153 */ 2173 */
2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2156 { 2176 {
2157
2158 /* If the player hasn't hit something this tick, and does
2159 * so, give them speed boost based on weapon speed. Doing
2160 * it here is better than process_players2, which basically
2161 * incurred a 1 tick offset.
2162 */
2163 if (!op->contr->has_hit) 2177 if (!op->contr->has_hit)
2164 { 2178 {
2179 op->contr->has_hit = 1;
2165 op->speed_left += op->speed / op->contr->weapon_sp; 2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2166
2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2168 } 2181 }
2169 2182
2170 skill_attack (mon, op, 0, 0, 0); 2183 skill_attack (mon, op, 0, 0, 0);
2171 2184
2172 /* If attacking another player, that player gets automatic 2185 /* If attacking another player, that player gets automatic
2250handle_newcs_player (object *op) 2263handle_newcs_player (object *op)
2251{ 2264{
2252 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2253 { 2266 {
2254 flee_player (op); 2267 flee_player (op);
2268
2255 /* If player is still scared, that is his action for this tick */ 2269 /* If player is still scared, that is his action for this tick */
2256 if (QUERY_FLAG (op, FLAG_SCARED)) 2270 if (op->flag [FLAG_SCARED])
2257 { 2271 {
2258 op->speed_left--; 2272 --op->speed_left;
2259 return 0; 2273 return 0;
2260 } 2274 }
2261 } 2275 }
2262 2276
2263 /* call this here - we also will call this in do_ericserver, but 2277 /* call this here - we also will call this in do_ericserver, but
2265 * called, so we recheck it here. 2279 * called, so we recheck it here.
2266 */ 2280 */
2267 if (op->contr->ns->handle_command ()) 2281 if (op->contr->ns->handle_command ())
2268 return 1; 2282 return 1;
2269 2283
2270 if (op->speed_left > 0) 2284 if (op->speed_left > 0.f)
2271 { 2285 {
2272 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2273 { 2287 {
2274 /* All move commands take 1 tick, at least for now */ 2288 /* All move commands take 1 tick, at least for now */
2275 op->speed_left--; 2289 --op->speed_left;
2276 2290
2277 /* Instead of all the stuff below, let move_player take care 2291 /* Instead of all the stuff below, let move_player take care
2278 * of it. Also, some of the skill stuff is only put in 2292 * of it. Also, some of the skill stuff is only put in
2279 * there, as well as the confusion stuff. 2293 * there, as well as the confusion stuff.
2280 */ 2294 */
2281 move_player (op, op->direction); 2295 move_player (op, op->direction);
2282 2296
2283 return op->speed_left > 0; 2297 return op->speed_left > 0.f;
2284 } 2298 }
2285 } 2299 }
2286 2300
2287 return 0; 2301 return 0;
2288} 2302}
2558 } 2572 }
2559 2573
2560 /* Digestion */ 2574 /* Digestion */
2561 if (--op->last_eat < 0) 2575 if (--op->last_eat < 0)
2562 { 2576 {
2563#ifdef COZY_SERVER
2564 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2565 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2566#else
2567 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2577 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2568#endif
2569 2578
2570 if (op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2571 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2580 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2572 else 2581 else
2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2918 object *force; 2927 object *force;
2919 int at; 2928 int at;
2920 2929
2921 force = get_archetype (FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
2922 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
2923 force->speed = 0.1; 2932 force->speed = 0.1f;
2924 force->speed_left = -5.0; 2933 force->speed_left = -5.f;
2925 SET_FLAG (force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
2926 for (at = 0; at < NROFATTACKS; at++) 2935 for (at = 0; at < NROFATTACKS; at++)
2927 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
2928 force->resist[at] = 100; 2937 force->resist[at] = 100;
2929 2938
3495 * not readied. 3504 * not readied.
3496 */ 3505 */
3497void 3506void
3498player_unready_range_ob (player *pl, object *ob) 3507player_unready_range_ob (player *pl, object *ob)
3499{ 3508{
3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3511
3500 if (pl->combat_ob == ob) 3512 if (pl->combat_ob == ob)
3501 {
3502 pl->combat_skill = 0;
3503 pl->combat_ob = 0; 3513 pl->combat_ob = 0;
3504 }
3505 3514
3506 if (pl->ranged_ob == ob) 3515 if (pl->ranged_ob == ob)
3507 {
3508 pl->ranged_skill = 0;
3509 pl->ranged_ob = 0; 3516 pl->ranged_ob = 0;
3510 }
3511} 3517}
3512 3518
3513sint8 3519sint8
3514player::visibility_at (maptile *map, int x, int y) const 3520player::visibility_at (maptile *map, int x, int y) const
3515{ 3521{

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