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Comparing deliantra/server/server/player.C (file contents):
Revision 1.139 by root, Fri May 18 01:01:02 2007 UTC vs.
Revision 1.146 by root, Sun Jun 3 17:05:36 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
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;
163 op->x = -1; 157 op->x = -1;
164 op->y = -1; 158 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178} 159}
179 160
180void 161void
181player::activate () 162player::activate ()
182{ 163{
187 ob->remove (); 168 ob->remove ();
188 ob->map = 0; 169 ob->map = 0;
189 ob->activate_recursive (); 170 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY); 171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob); 172 add_friendly_object (ob);
192 enter_map ();
193} 173}
194 174
195void 175void
196player::deactivate () 176player::deactivate ()
197{ 177{
272 252
273 for (object *op = ob->inv; op; op = op->below) 253 for (object *op = ob->inv; op; op = op->below)
274 if (op->flag [FLAG_APPLIED]) 254 if (op->flag [FLAG_APPLIED])
275 switch (op->type) 255 switch (op->type)
276 { 256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
277 case WAND: 261 case WAND:
278 case ROD: 262 case ROD:
279 case HORN: 263 case HORN:
280 case BOW: 264 case BOW:
281 case SKILL_TOOL: 265 ranged_ob = op;
266 break;
267
282 case WEAPON: 268 case WEAPON:
283 op->flag [FLAG_APPLIED] = false; 269 combat_ob = op;
284 apply_special (ob, op, AP_APPLY);
285 break;
286
287 case SKILL:
288 op->flag [FLAG_APPLIED] = false;
289 break; 270 break;
290 } 271 }
291 272
292 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
293 ob->update_stats (); 274 ob->update_stats ();
330// the need for this function can be explained 311// the need for this function can be explained
331// by load_object not returning the object 312// by load_object not returning the object
332void 313void
333player::set_object (object *op) 314player::set_object (object *op)
334{ 315{
335 ob = op; 316 ob = observe = op;
336 ob->contr = this; /* this aren't yet in archetype */ 317 ob->contr = this; /* this aren't yet in archetype */
337 318
338 ob->speed_left = 0.5f;
339 ob->speed = 1.0f; 319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
340 ob->direction = 5; /* So player faces south */ 322 ob->direction = 5; /* So player faces south */
323}
324
325void
326player::set_observe (object *op)
327{
328 observe = op ? op : ob;
341} 329}
342 330
343player::player () 331player::player ()
344{ 332{
345 /* There are some elements we want initialised to non zero value - 333 /* There are some elements we want initialised to non zero value -
356 petmode = pet_normal; 344 petmode = pet_normal;
357 listening = 10; 345 listening = 10;
358 usekeys = containers; 346 usekeys = containers;
359 peaceful = 1; /* default peaceful */ 347 peaceful = 1; /* default peaceful */
360 do_los = 1; 348 do_los = 1;
349
350 weapon_sp = 1.0f;
351 weapon_sp_left = 0.5f;
361} 352}
362 353
363void 354void
364player::do_destroy () 355player::do_destroy ()
365{ 356{
1640 arrow->stats.grace = arrow->attacktype; 1631 arrow->stats.grace = arrow->attacktype;
1641 1632
1642 if (arrow->slaying) 1633 if (arrow->slaying)
1643 arrow->spellarg = strdup (arrow->slaying); 1634 arrow->spellarg = strdup (arrow->slaying);
1644 1635
1636#if 0
1645 if (player *pl = op->contr) 1637 if (player *pl = op->contr)
1646 { 1638 {
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; 1639 float speed = pl->weapon_sp;
1654 1640
1655 /* penalize ROF for bestarrow */ 1641 /* penalize ROF for bestarrow */
1656 if (pl->bowtype == bow_bestarrow) 1642 if (pl->bowtype == bow_bestarrow)
1657 speed *= .9f; 1643 speed *= .9f;
1658 else 1644 else
1659 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1645 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1660 1646
1661 op->speed_left += speed - op->speed; 1647 op->speed_left += speed - op->speed;
1648 }
1662#endif 1649#endif
1663 }
1664 1650
1665 SET_ANIMATION (arrow, arrow->direction); 1651 SET_ANIMATION (arrow, arrow->direction);
1666 1652
1667 /* update the speed */ 1653 /* update the speed */
1668 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1654 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1669 + bow->stats.dam / 7.0; 1655 + bow->stats.dam / 7.f;
1670 1656
1671 arrow->set_speed (max (arrow->speed, 2.0)); 1657 arrow->set_speed (max (arrow->speed, 2.f));
1672 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1673 1659
1674 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1660 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1675 1661
1676 if (op->type == PLAYER) 1662 if (op->type == PLAYER)
1835 } 1821 }
1836} 1822}
1837 1823
1838/* Received a fire command for the player - go and do it. 1824/* Received a fire command for the player - go and do it.
1839 */ 1825 */
1840void 1826bool
1841fire (object *op, int dir) 1827fire (object *op, int dir)
1842{ 1828{
1843 int spellcost = 0; 1829 int spellcost = 0;
1844 1830
1845 /* check for loss of invisiblity/hide */ 1831 /* check for loss of invisiblity/hide */
1849 player *pl = op->contr; 1835 player *pl = op->contr;
1850 1836
1851 if (pl->golem) 1837 if (pl->golem)
1852 { 1838 {
1853 control_golem (op->contr->golem, dir); 1839 control_golem (op->contr->golem, dir);
1854 return; 1840 return false;
1855 } 1841 }
1856 1842
1857 object *ob = pl->ranged_ob; 1843 object *ob = pl->ranged_ob;
1858 1844
1859 if (!ob) 1845 if (!ob)
1860 return; 1846 return false;
1861 1847
1862 if (!op->change_weapon (ob)) 1848 if (!op->change_weapon (ob))
1863 return; 1849 return false;
1850
1851 if (op->speed_left > 0.f)
1852 --op->speed_left;
1853 else
1854 return false;
1864 1855
1865 switch (ob->type) 1856 switch (ob->type)
1866 { 1857 {
1867 case BOW: 1858 case BOW:
1868 player_fire_bow (op, dir); 1859 player_fire_bow (op, dir);
1882 1873
1883 default: 1874 default:
1884 fire_misc_object (op, dir); 1875 fire_misc_object (op, dir);
1885 break; 1876 break;
1886 } 1877 }
1878
1879 return true;
1887} 1880}
1888 1881
1889/* find_key 1882/* find_key
1890 * We try to find a key for the door as passed. If we find a key 1883 * We try to find a key for the door as passed. If we find a key
1891 * and successfully use it, we return the key, otherwise NULL 1884 * and successfully use it, we return the key, otherwise NULL
1978 * 0 otherwise 1971 * 0 otherwise
1979 */ 1972 */
1980static int 1973static int
1981player_attack_door (object *op, object *door) 1974player_attack_door (object *op, object *door)
1982{ 1975{
1983 /* If its a door, try to find a use a key. If we do destroy the door, 1976 /* If its a door, try to find a key. If we do destroy the door,
1984 * might as well return immediately as there is nothing more to do - 1977 * might as well return immediately as there is nothing more to do -
1985 * otherwise, we fall through to the rest of the code. 1978 * otherwise, we fall through to the rest of the code.
1986 */ 1979 */
1987 object *key = find_key (op, op, door); 1980 object *key = find_key (op, op, door);
1988 1981
1989 /* IF we found a key, do some extra work */ 1982 /* If we found a key, do some extra work */
1990 if (key) 1983 if (key)
1991 { 1984 {
1992 object *container = key->env; 1985 object *container = key->env;
1993 1986
1994 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1987 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2029 * It should keep the code cleaner. 2022 * It should keep the code cleaner.
2030 * When this is called, the players direction has been updated 2023 * When this is called, the players direction has been updated
2031 * (taking into account confusion.) The player is also actually 2024 * (taking into account confusion.) The player is also actually
2032 * going to try and move (not fire weapons). 2025 * going to try and move (not fire weapons).
2033 */ 2026 */
2034void 2027bool
2035move_player_attack (object *op, int dir) 2028move_player_attack (object *op, int dir)
2036{ 2029{
2037 object *tmp, *mon;
2038 int on_battleground; 2030 int on_battleground;
2039 maptile *m;
2040 2031
2041 sint16 nx = freearr_x[dir] + op->x; 2032 sint16 nx = freearr_x[dir] + op->x;
2042 sint16 ny = freearr_y[dir] + op->y; 2033 sint16 ny = freearr_y[dir] + op->y;
2043 2034
2044 on_battleground = op_on_battleground (op, 0, 0); 2035 on_battleground = op_on_battleground (op, 0, 0);
2036
2037 if (out_of_map (op->map, nx, ny))
2038 return false;
2039
2040 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2041 {
2042 --op->speed_left;
2043 return true;
2044 }
2045 2045
2046 /* If braced, or can't move to the square, and it is not out of the 2046 /* If braced, or can't move to the square, and it is not out of the
2047 * map, attack it. Note order of if statement is important - don't 2047 * map, attack it. Note order of if statement is important - don't
2048 * want to be calling move_ob if braced, because move_ob will move the 2048 * want to be calling move_ob if braced, because move_ob will move the
2049 * player. This is a pretty nasty hack, because if we could 2049 * player. This is a pretty nasty hack, because if we could
2050 * move to some space, it then means that if we are braced, we should 2050 * move to some space, it then means that if we are braced, we should
2051 * do nothing at all. As it is, if we are braced, we go through 2051 * do nothing at all. As it is, if we are braced, we go through
2052 * quite a bit of processing. However, it probably is less than what 2052 * quite a bit of processing. However, it probably is less than what
2053 * move_ob uses. 2053 * move_ob uses.
2054 */ 2054 */
2055 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2056 {
2057 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2058 {
2059 m = op->map->xy_find (nx, ny); 2055 maptile *m = op->map->xy_find (nx, ny);
2060 if (!m)
2061 return; /* Don't think this should happen */
2062 }
2063 else
2064 m = op->map;
2065 2056
2066 if (!(tmp = m->at (nx, ny).bot))
2067 return;
2068
2069 mon = 0;
2070 /* Go through all the objects, and find ones of interest. Only stop if 2057 /* Go through all the objects, and find ones of interest. Only stop if
2071 * we find a monster - that is something we know we want to attack. 2058 * we find a monster - that is something we know we want to attack.
2072 * if its a door or barrel (can roll) see if there may be monsters 2059 * if its a door or barrel (can roll) see if there may be monsters
2073 * on the space 2060 * on the space
2074 */ 2061 */
2075 while (tmp) 2062 object *mon;
2076 { 2063 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2077 if (tmp == op) 2064 {
2078 { 2065 if ((mon->flag [FLAG_ALIVE]
2079 tmp = tmp->above; 2066 || mon->type == LOCKED_DOOR
2080 continue; 2067 || mon->flag [FLAG_CAN_ROLL])
2081 }
2082
2083 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2084 {
2085 mon = tmp; 2068 && mon != op)
2086 break; 2069 break;
2087 } 2070 }
2088 2071
2089 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2090 mon = tmp;
2091
2092 tmp = tmp->above;
2093 }
2094
2095 if (!mon) /* This happens anytime the player tries to move */ 2072 if (!mon) /* This happens anytime the player tries to move */
2096 return; /* into a wall */ 2073 return false; /* into a wall */
2097 2074
2098 if (mon->head)
2099 mon = mon->head; 2075 mon = mon->head_ ();
2100 2076
2101 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2077 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2078 if (op->contr->weapon_sp_left > 0.f)
2102 if (player_attack_door (op, mon)) 2079 if (player_attack_door (op, mon))
2080 {
2081 --op->contr->weapon_sp_left;
2103 return; 2082 return true;
2083 }
2104 2084
2105 /* The following deals with possibly attacking peaceful 2085 /* The following deals with possibly attacking peaceful
2106 * or frienddly creatures. Basically, all players are considered 2086 * or friendly creatures. Basically, all players are considered
2107 * unaggressive. If the moving player has peaceful set, then the 2087 * unaggressive. If the moving player has peaceful set, then the
2108 * object should be pushed instead of attacked. It is assumed that 2088 * object should be pushed instead of attacked. It is assumed that
2109 * if you are braced, you will not attack friends accidently, 2089 * if you are braced, you will not attack friends accidently,
2110 * and thus will not push them. 2090 * and thus will not push them.
2111 */ 2091 */
2112 2092
2113 /* If the creature is a pet, push it even if the player is not 2093 /* If the creature is a pet, push it even if the player is not
2114 * peaceful. Our assumption is the creature is a pet if the 2094 * peaceful. Our assumption is the creature is a pet if the
2115 * player owns it and it is either friendly or unagressive. 2095 * player owns it and it is either friendly or unagressive.
2116 */ 2096 */
2117 if (op->type == PLAYER 2097 if (op->type == PLAYER
2118 && ((mon->owner && mon->owner->contr 2098 && ((mon->owner && mon->owner->contr
2119 && same_party (mon->owner->contr->party, op->contr->party)) 2099 && same_party (mon->owner->contr->party, op->contr->party))
2120 || mon->owner == op) 2100 || mon->owner == op)
2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2122 { 2102 {
2123 /* If we're braced, we don't want to switch places with it */ 2103 /* If we're braced, we don't want to switch places with it */
2124 if (op->contr->braced) 2104 if (op->contr->braced)
2125 return; 2105 return false;
2106
2107 if (op->speed_left > 0.f)
2108 {
2109 --op->speed_left;
2126 2110
2127 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2111 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2128 push_ob (mon, dir, op); 2112 push_ob (mon, dir, op);
2113
2129 if (op->contr->tmp_invis || op->hide) 2114 if (op->contr->tmp_invis || op->hide)
2130 make_visible (op); 2115 make_visible (op);
2131 2116
2132 return; 2117 return true;
2133 } 2118 }
2119 else
2120 return false;
2121 }
2134 2122
2135 /* in certain circumstances, you shouldn't attack friendly 2123 /* in certain circumstances, you shouldn't attack friendly
2136 * creatures. Note that if you are braced, you can't push 2124 * creatures. Note that if you are braced, you can't push
2137 * someone, but put it inside this loop so that you won't 2125 * someone, but put it inside this loop so that you won't
2138 * attack them either. 2126 * attack them either.
2139 */ 2127 */
2140 if ((mon->type == PLAYER || mon->enemy != op) 2128 if ((mon->type == PLAYER || mon->enemy != op)
2141 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 2129 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2142 && ((op->contr->peaceful 2130 && ((op->contr->peaceful
2143 || (mon->type == PLAYER && mon->contr->peaceful)) 2131 || (mon->type == PLAYER && mon->contr->peaceful))
2144 && !on_battleground)) 2132 && !on_battleground))
2133 {
2134 if (op->speed_left > 0.f)
2145 { 2135 {
2136 --op->speed_left;
2137
2146 if (!op->contr->braced) 2138 if (!op->contr->braced)
2147 { 2139 {
2148 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);
2149 push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2150 } 2142 }
2151 else 2143 else
2152 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2153 2145
2154 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2155 make_visible (op); 2147 make_visible (op);
2156 }
2157 2148
2149 return true;
2150 }
2151 }
2158 /* If the object is a boulder or other rollable object, then 2152 /* If the object is a boulder or other rollable object, then
2159 * roll it if not braced. You can't roll it if you are braced. 2153 * roll it if not braced. You can't roll it if you are braced.
2160 */ 2154 */
2161 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2155 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2156 {
2157 if (op->speed_left > 0.f)
2162 { 2158 {
2159 --op->speed_left;
2160
2163 recursive_roll (mon, dir, op); 2161 recursive_roll (mon, dir, op);
2164 if (action_makes_visible (op)) 2162 if (action_makes_visible (op))
2165 make_visible (op); 2163 make_visible (op);
2166 }
2167 2164
2165 return true;
2166 }
2167 }
2168 /* Any generic living creature. Including things like doors. 2168 /* Any generic living creature. Including things like doors.
2169 * Way it works is like this: First, it must have some hit points 2169 * Way it works is like this: First, it must have some hit points
2170 * and be living. Then, it must be one of the following: 2170 * and be living. Then, it must be one of the following:
2171 * 1) Not a player, 2) A player, but of a different party. Note 2171 * 1) Not a player, 2) A player, but of a different party. Note
2172 * 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.
2173 */ 2173 */
2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2175 ((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)))
2176 { 2176 {
2177 if (!op->contr->has_hit) 2177 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2178 { 2178 {
2179 op->contr->has_hit = 1; 2179 --op->contr->weapon_sp_left;
2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2181 }
2182 2180
2183 skill_attack (mon, op, 0, 0, 0); 2181 skill_attack (mon, op, 0, 0, 0);
2184
2185 /* If attacking another player, that player gets automatic
2186 * hitback, and doesn't loose luck either.
2187 * Disable hitback on the battleground or if the target is
2188 * the wiz.
2189 */
2190 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2191 {
2192 short luck = mon->stats.luck;
2193
2194 mon->contr->has_hit = 1;
2195 skill_attack (op, mon, 0, 0, 0);
2196 mon->stats.luck = luck;
2197 }
2198 2182
2199 if (action_makes_visible (op)) 2183 if (action_makes_visible (op))
2200 make_visible (op); 2184 make_visible (op);
2201 }
2202 } /* if player should attack something */
2203}
2204 2185
2205int 2186 return true;
2187 }
2188 }
2189
2190 return false;
2191}
2192
2193bool
2206move_player (object *op, int dir) 2194move_player (object *op, int dir)
2207{ 2195{
2208 int pick; 2196 int pick;
2209 2197
2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2198 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2224 op->facing = dir; 2212 op->facing = dir;
2225 2213
2226 if (op->hide) 2214 if (op->hide)
2227 do_hidden_move (op); 2215 do_hidden_move (op);
2228 2216
2217 bool retval;
2218
2229 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2219 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2230 /*nop */ ; 2220 retval = RESULT_INT (0);
2231 else if (op->contr->fire_on) 2221 else if (op->contr->fire_on)
2232 fire (op, dir); 2222 retval = fire (op, dir);
2233 else 2223 else
2234 { 2224 {
2235 move_player_attack (op, dir); 2225 retval = move_player_attack (op, dir);
2236 pick = check_pick (op); 2226 pick = check_pick (op);
2237 } 2227 }
2238 2228
2239 /* Add special check for newcs players and fire on - this way, the 2229 /* Add special check for newcs players and fire on - this way, the
2240 * server can handle repeat firing. 2230 * server can handle repeat firing.
2247 /* Update how the player looks. Use the facing, so direction may 2237 /* Update how the player looks. Use the facing, so direction may
2248 * get reset to zero. This allows for full animation capabilities 2238 * get reset to zero. This allows for full animation capabilities
2249 * for players. 2239 * for players.
2250 */ 2240 */
2251 animate_object (op, op->facing); 2241 animate_object (op, op->facing);
2252 return 0; 2242
2243 return retval;
2253} 2244}
2254 2245
2255/* This is similar to handle_player, below, but is only used by the 2246/* This is similar to handle_player, below, but is only used by the
2256 * new client/server stuff. 2247 * new client/server stuff.
2257 * This is sort of special, in that the new client/server actually uses 2248 * This is sort of special, in that the new client/server actually uses
2258 * the new speed values for commands. 2249 * the new speed values for commands.
2259 * 2250 *
2260 * Returns true if there are more actions we can do. 2251 * Returns true if there are more actions we can do. Should not do
2252 * many actions in a row, as that would be too unfair to other
2253 * players.
2261 */ 2254 */
2262int 2255bool
2263handle_newcs_player (object *op) 2256handle_newcs_player (object *op)
2264{ 2257{
2265 if (QUERY_FLAG (op, FLAG_SCARED)) 2258 if (QUERY_FLAG (op, FLAG_SCARED))
2266 { 2259 {
2267 flee_player (op); 2260 if (op->speed_left > 0.f)
2268
2269 /* If player is still scared, that is his action for this tick */
2270 if (op->flag [FLAG_SCARED])
2271 { 2261 {
2272 --op->speed_left; 2262 --op->speed_left;
2263 flee_player (op);
2264
2273 return 0; 2265 return true;
2274 } 2266 }
2267 else
2268 return false;
2275 } 2269 }
2276 2270
2277 /* call this here - we also will call this in do_ericserver, but 2271 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2272 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2273 * called, so we recheck it here.
2280 */ 2274 */
2281 if (op->contr->ns->handle_command ()) 2275 if (op->contr->ns->handle_command ())
2282 return 1; 2276 return true;
2283 2277
2284 if (op->speed_left > 0.f)
2285 {
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 {
2288 /* All move commands take 1 tick, at least for now */
2289 --op->speed_left;
2290
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
2293 * there, as well as the confusion stuff.
2294 */
2295 move_player (op, op->direction); 2279 return move_player (op, op->direction);
2296 2280
2297 return op->speed_left > 0.f;
2298 }
2299 }
2300
2301 return 0; 2281 return false;
2302} 2282}
2303 2283
2304int 2284int
2305save_life (object *op) 2285save_life (object *op)
2306{ 2286{
3113/* For Hidden creatures - a chance of becoming 'unhidden' 3093/* For Hidden creatures - a chance of becoming 'unhidden'
3114 * every time they move - as we subtract off 'invisibility' 3094 * every time they move - as we subtract off 'invisibility'
3115 * AND, for players, if they move into a ridiculously unhideable 3095 * AND, for players, if they move into a ridiculously unhideable
3116 * spot (surrounded by clear terrain in broad daylight). -b.t. 3096 * spot (surrounded by clear terrain in broad daylight). -b.t.
3117 */ 3097 */
3118
3119void 3098void
3120do_hidden_move (object *op) 3099do_hidden_move (object *op)
3121{ 3100{
3122 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3123 object *skop; 3102 object *skop;

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