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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 1.139 by root, Fri May 18 01:01:02 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;
258 264
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 266
261 esrv_new_player (this, ob->weight + ob->carrying); 267 esrv_new_player (this, ob->weight + ob->carrying);
262 268
269 ob->flag [FLAG_READY_WEAPON] = false;
270 ob->flag [FLAG_READY_SKILL] = false;
271 ob->flag [FLAG_READY_BOW] = false;
272
263 for (object *op = ob->inv; op; op = op->below) 273 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED]) 274 if (op->flag [FLAG_APPLIED])
265 switch (op->type) 275 switch (op->type)
266 { 276 {
267 case WAND: 277 case WAND:
268 case ROD: 278 case ROD:
269 case HORN: 279 case HORN:
270 case BOW: 280 case BOW:
271 case SKILL:
272 case SKILL_TOOL: 281 case SKILL_TOOL:
273 case WEAPON: 282 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY); 283 op->flag [FLAG_APPLIED] = false;
275 apply_special (ob, op, AP_APPLY); 284 apply_special (ob, op, AP_APPLY);
276 break; 285 break;
277 }
278 286
287 case SKILL:
288 op->flag [FLAG_APPLIED] = false;
289 break;
290 }
291
292 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
279 ob->update_stats (); 293 ob->update_stats ();
294
280 ns->floorbox_update (); 295 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob); 296 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0); 297 esrv_add_spells (this, 0);
284 298
285 activate (); 299 activate ();
286 300
319player::set_object (object *op) 333player::set_object (object *op)
320{ 334{
321 ob = op; 335 ob = op;
322 ob->contr = this; /* this aren't yet in archetype */ 336 ob->contr = this; /* this aren't yet in archetype */
323 337
324 ob->speed_left = 0.5; 338 ob->speed_left = 0.5f;
325 ob->speed = 1.0; 339 ob->speed = 1.0f;
326 ob->direction = 5; /* So player faces south */ 340 ob->direction = 5; /* So player faces south */
327} 341}
328 342
329player::player () 343player::player ()
330{ 344{
1535 */ 1549 */
1536int 1550int
1537fire_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)
1538{ 1552{
1539 object *left, *bow; 1553 object *left, *bow;
1540 int bowspeed, mflags; 1554 int mflags;
1541 maptile *m; 1555 maptile *m;
1542 1556
1543 if (!dir) 1557 if (!dir)
1544 { 1558 {
1545 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!");
1546 return 0; 1560 return 0;
1547 } 1561 }
1548 1562
1549 if (player *pl = op->contr) 1563 if (op->contr)
1550 { 1564 bow = op->current_weapon;
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1555 else 1565 else
1556 { 1566 {
1557 for (bow = op->inv; bow; bow = bow->below) 1567 for (bow = op->inv; bow; bow = bow->below)
1558 /* 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
1559 * 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.
1580 { 1590 {
1581 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);
1582 return 0; 1592 return 0;
1583 } 1593 }
1584 1594
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) 1595 if (arrow == NULL)
1595 { 1596 {
1596 if ((arrow = find_arrow (op, bow->race)) == NULL) 1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1597 { 1598 {
1598 if (op->type == PLAYER) 1599 if (op->type == PLAYER)
1639 arrow->stats.grace = arrow->attacktype; 1640 arrow->stats.grace = arrow->attacktype;
1640 1641
1641 if (arrow->slaying) 1642 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying); 1643 arrow->spellarg = strdup (arrow->slaying);
1643 1644
1644 if (op->type == PLAYER) 1645 if (player *pl = op->contr)
1645 { 1646 {
1646 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1647 if (!pl->has_hit)
1647 op->update_stats (); 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
1648 } 1663 }
1649 1664
1650 SET_ANIMATION (arrow, arrow->direction); 1665 SET_ANIMATION (arrow, arrow->direction);
1651 1666
1652 /* update the speed */ 1667 /* update the speed */
1745 } 1760 }
1746 1761
1747 return ret; 1762 return ret;
1748} 1763}
1749 1764
1750
1751/* Fires a misc (wand/rod/horn) object in 'dir'. 1765/* Fires a misc (wand/rod/horn) object in 'dir'.
1752 * Broken apart from 'fire' to keep it more readable. 1766 * Broken apart from 'fire' to keep it more readable.
1753 */ 1767 */
1754void 1768void
1755fire_misc_object (object *op, int dir) 1769fire_misc_object (object *op, int dir)
1843 object *ob = pl->ranged_ob; 1857 object *ob = pl->ranged_ob;
1844 1858
1845 if (!ob) 1859 if (!ob)
1846 return; 1860 return;
1847 1861
1862 if (!op->change_weapon (ob))
1863 return;
1864
1848 switch (ob->type) 1865 switch (ob->type)
1849 { 1866 {
1850 case BOW: 1867 case BOW:
1851 player_fire_bow (op, dir); 1868 player_fire_bow (op, dir);
1852 break; 1869 break;
1858 case BUILDER: 1875 case BUILDER:
1859 apply_map_builder (op, dir); 1876 apply_map_builder (op, dir);
1860 break; 1877 break;
1861 1878
1862 case SKILL: 1879 case SKILL:
1863 case SKILL_TOOL:
1864 do_skill (op, op, ob, dir, 0); 1880 do_skill (op, op, ob, dir, 0);
1865 break; 1881 break;
1866 1882
1867 default: 1883 default:
1868 fire_misc_object (op, dir); 1884 fire_misc_object (op, dir);
2096 2112
2097 /* 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
2098 * peaceful. Our assumption is the creature is a pet if the 2114 * peaceful. Our assumption is the creature is a pet if the
2099 * player owns it and it is either friendly or unagressive. 2115 * player owns it and it is either friendly or unagressive.
2100 */ 2116 */
2101 if ((op->type == PLAYER) 2117 if (op->type == PLAYER
2102#if COZY_SERVER
2103 &&
2104 ((mon->owner && mon->owner->contr 2118 && ((mon->owner && mon->owner->contr
2105 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2119 && same_party (mon->owner->contr->party, op->contr->party))
2106#else
2107 && mon->owner == op 2120 || mon->owner == op)
2108#endif
2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2110 { 2122 {
2111 /* 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 */
2112 if (op->contr->braced) 2124 if (op->contr->braced)
2113 return; 2125 return;
2123 /* in certain circumstances, you shouldn't attack friendly 2135 /* in certain circumstances, you shouldn't attack friendly
2124 * creatures. Note that if you are braced, you can't push 2136 * creatures. Note that if you are braced, you can't push
2125 * 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
2126 * attack them either. 2138 * attack them either.
2127 */ 2139 */
2128 if ((mon->type == PLAYER || mon->enemy != op) && 2140 if ((mon->type == PLAYER || mon->enemy != op)
2129 (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))
2130#ifdef PROHIBIT_PLAYERKILL
2131 (op->contr->peaceful 2142 && ((op->contr->peaceful
2132 || (mon->type == PLAYER 2143 || (mon->type == PLAYER && mon->contr->peaceful))
2133 && mon->contr->
2134 peaceful)) &&
2135#else
2136 op->contr->peaceful &&
2137#endif
2138 !on_battleground)) 2144 && !on_battleground))
2139 { 2145 {
2140 if (!op->contr->braced) 2146 if (!op->contr->braced)
2141 { 2147 {
2142 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);
2143 push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2166 * 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.
2167 */ 2173 */
2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 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))) 2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2170 { 2176 {
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) 2177 if (!op->contr->has_hit)
2178 { 2178 {
2179 op->contr->has_hit = 1;
2179 op->speed_left += op->speed / op->contr->weapon_sp; 2180 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 } 2181 }
2183 2182
2184 skill_attack (mon, op, 0, 0, 0); 2183 skill_attack (mon, op, 0, 0, 0);
2185 2184
2186 /* If attacking another player, that player gets automatic 2185 /* If attacking another player, that player gets automatic
2264handle_newcs_player (object *op) 2263handle_newcs_player (object *op)
2265{ 2264{
2266 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2267 { 2266 {
2268 flee_player (op); 2267 flee_player (op);
2268
2269 /* 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 */
2270 if (QUERY_FLAG (op, FLAG_SCARED)) 2270 if (op->flag [FLAG_SCARED])
2271 { 2271 {
2272 op->speed_left--; 2272 --op->speed_left;
2273 return 0; 2273 return 0;
2274 } 2274 }
2275 } 2275 }
2276 2276
2277 /* 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
2279 * called, so we recheck it here. 2279 * called, so we recheck it here.
2280 */ 2280 */
2281 if (op->contr->ns->handle_command ()) 2281 if (op->contr->ns->handle_command ())
2282 return 1; 2282 return 1;
2283 2283
2284 if (op->speed_left > 0) 2284 if (op->speed_left > 0.f)
2285 { 2285 {
2286 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2287 { 2287 {
2288 /* All move commands take 1 tick, at least for now */ 2288 /* All move commands take 1 tick, at least for now */
2289 op->speed_left--; 2289 --op->speed_left;
2290 2290
2291 /* Instead of all the stuff below, let move_player take care 2291 /* Instead of all the stuff below, let move_player take care
2292 * 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
2293 * there, as well as the confusion stuff. 2293 * there, as well as the confusion stuff.
2294 */ 2294 */
2295 move_player (op, op->direction); 2295 move_player (op, op->direction);
2296 2296
2297 return op->speed_left > 0; 2297 return op->speed_left > 0.f;
2298 } 2298 }
2299 } 2299 }
2300 2300
2301 return 0; 2301 return 0;
2302} 2302}
2572 } 2572 }
2573 2573
2574 /* Digestion */ 2574 /* Digestion */
2575 if (--op->last_eat < 0) 2575 if (--op->last_eat < 0)
2576 { 2576 {
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; 2577 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2582#endif
2583 2578
2584 if (op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2585 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);
2586 else 2581 else
2587 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2932 object *force; 2927 object *force;
2933 int at; 2928 int at;
2934 2929
2935 force = get_archetype (FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
2936 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
2937 force->speed = 0.1; 2932 force->speed = 0.1f;
2938 force->speed_left = -5.0; 2933 force->speed_left = -5.f;
2939 SET_FLAG (force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
2940 for (at = 0; at < NROFATTACKS; at++) 2935 for (at = 0; at < NROFATTACKS; at++)
2941 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
2942 force->resist[at] = 100; 2937 force->resist[at] = 100;
2943 2938

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