ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.121 by root, Thu May 3 10:39:46 2007 UTC vs.
Revision 1.144 by root, Sat May 26 15:44:08 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>
158 op->x = -1; 157 op->x = -1;
159 op->y = -1; 158 op->y = -1;
160} 159}
161 160
162void 161void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate () 162player::activate ()
177{ 163{
178 if (active) 164 if (active)
179 return; 165 return;
180 166
182 ob->remove (); 168 ob->remove ();
183 ob->map = 0; 169 ob->map = 0;
184 ob->activate_recursive (); 170 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 172 add_friendly_object (ob);
187 enter_map ();
188} 173}
189 174
190void 175void
191player::deactivate () 176player::deactivate ()
192{ 177{
208 193
209 players.erase (this); 194 players.erase (this);
210} 195}
211 196
212// connect the player with a specific client 197// connect the player with a specific client
213// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
214void 199void
215player::connect (client *ns) 200player::connect (client *ns)
216{ 201{
217 this->ns = ns; 202 this->ns = ns;
218 ns->pl = this; 203 ns->pl = this;
259 244
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261 246
262 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this, ob->weight + ob->carrying);
263 248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
264 ob->update_stats (); 274 ob->update_stats ();
275
265 ns->floorbox_update (); 276 ns->floorbox_update ();
266
267 esrv_send_inventory (ob, ob); 277 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0); 278 esrv_add_spells (this, 0);
269 279
270 activate (); 280 activate ();
271 281
304player::set_object (object *op) 314player::set_object (object *op)
305{ 315{
306 ob = op; 316 ob = op;
307 ob->contr = this; /* this aren't yet in archetype */ 317 ob->contr = this; /* this aren't yet in archetype */
308 318
309 ob->speed_left = 0.5;
310 ob->speed = 1.0; 319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
311 ob->direction = 5; /* So player faces south */ 322 ob->direction = 5; /* So player faces south */
312} 323}
313 324
314player::player () 325player::player ()
315{ 326{
316 /* There are some elements we want initialised to non zero value - 327 /* There are some elements we want initialised to non zero value -
327 petmode = pet_normal; 338 petmode = pet_normal;
328 listening = 10; 339 listening = 10;
329 usekeys = containers; 340 usekeys = containers;
330 peaceful = 1; /* default peaceful */ 341 peaceful = 1; /* default peaceful */
331 do_los = 1; 342 do_los = 1;
343
344 weapon_sp = 1.0f;
345 weapon_sp_left = 0.5f;
332} 346}
333 347
334void 348void
335player::do_destroy () 349player::do_destroy ()
336{ 350{
769} 783}
770 784
771void 785void
772object::roll_stats () 786object::roll_stats ()
773{ 787{
774 int statsort [7]; 788 int statsort [NUM_STATS];
775 789
776 for (;;) 790 for (;;)
777 { 791 {
778 int sum = 0; 792 int sum = 0;
779 for (int i = 7; i--; ) 793 for (int i = NUM_STATS; i--; )
780 sum += statsort [i] = roll_stat (); 794 sum += statsort [i] = roll_stat ();
781 795
782 if (sum >= 82 && sum <= 116) 796 if (sum >= 82 && sum <= 116)
783 break; 797 break;
784 } 798 }
785 799
786 // Sort the stats so that rerolling is easier... 800 // Sort the stats so that rerolling is easier...
787 std::sort (statsort, statsort + 7, std::greater<int>()); 801 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
788 802
803 for (int i = 0; i < NUM_STATS; ++i)
789 stats.Str = statsort[0]; 804 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];
796 805
797 stats.exp = 0; 806 stats.exp = 0;
798 stats.ac = 0; 807 stats.ac = 0;
799 808
800 stats.hp = stats.maxhp; 809 stats.hp = stats.maxhp;
812} 821}
813 822
814void 823void
815object::swap_stats (int a, int b) 824object::swap_stats (int a, int b)
816{ 825{
817 int tmp = get_attr_value (&contr->orig_stats, a); 826 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);
820 827
828 for (int i = 0; i < NUM_STATS; ++i)
821 stats.Str = contr->orig_stats.Str; 829 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;
828 830
829 //TODO: the following code looks so borked and should, at the very least, 831 //TODO: the following code looks so borked and should, at the very least,
830 // be merged with the similar code in roll_stats 832 // be merged with the similar code in roll_stats
831 stats.ac = 0; 833 stats.ac = 0;
832 834
1009 /* Cornered, get rid of scared */ 1011 /* Cornered, get rid of scared */
1010 CLEAR_FLAG (op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1011 op->enemy = NULL; 1013 op->enemy = NULL;
1012} 1014}
1013 1015
1014
1015/* check_pick sees if there is stuff to be picked up/picks up stuff. 1016/* 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 1017 * It returns 1 if the player should keep on moving, 0 if he should
1017 * stop. 1018 * stop.
1018 */ 1019 */
1019int 1020int
1020check_pick (object *op) 1021check_pick (object *op)
1021{ 1022{
1533 */ 1534 */
1534int 1535int
1535fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1536fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1536{ 1537{
1537 object *left, *bow; 1538 object *left, *bow;
1538 int bowspeed, mflags; 1539 int mflags;
1539 maptile *m; 1540 maptile *m;
1540 1541
1541 if (!dir) 1542 if (!dir)
1542 { 1543 {
1543 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1544 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1544 return 0; 1545 return 0;
1545 } 1546 }
1546 1547
1547 if (player *pl = op->contr) 1548 if (op->contr)
1548 { 1549 bow = op->current_weapon;
1549 bow = pl->ranged_ob;
1550 op->set_weapon (bow);
1551 }
1552 else 1550 else
1553 { 1551 {
1554 for (bow = op->inv; bow; bow = bow->below) 1552 for (bow = op->inv; bow; bow = bow->below)
1555 /* Don't check for applied - monsters don't apply bows - in that way, they 1553 /* Don't check for applied - monsters don't apply bows - in that way, they
1556 * don't need to switch back and forth between bows and weapons. 1554 * don't need to switch back and forth between bows and weapons.
1577 { 1575 {
1578 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1579 return 0; 1577 return 0;
1580 } 1578 }
1581 1579
1582 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1583
1584 /* penalize ROF for bestarrow */
1585 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1586 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1587
1588 if (bowspeed < 1)
1589 bowspeed = 1;
1590
1591 if (arrow == NULL) 1580 if (arrow == NULL)
1592 { 1581 {
1593 if ((arrow = find_arrow (op, bow->race)) == NULL) 1582 if ((arrow = find_arrow (op, bow->race)) == NULL)
1594 { 1583 {
1595 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1629 1618
1630 arrow->set_owner (op); 1619 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1620 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1621 arrow->direction = dir;
1633 1622
1634 if (op->type == PLAYER)
1635 {
1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 op->update_stats ();
1638 }
1639
1640 SET_ANIMATION (arrow, arrow->direction);
1641
1642 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1623 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1643 arrow->stats.hp = arrow->stats.dam; 1624 arrow->stats.hp = arrow->stats.dam;
1644 arrow->stats.grace = arrow->attacktype; 1625 arrow->stats.grace = arrow->attacktype;
1645 1626
1646 if (arrow->slaying) 1627 if (arrow->slaying)
1647 arrow->spellarg = strdup (arrow->slaying); 1628 arrow->spellarg = strdup (arrow->slaying);
1648 1629
1649 arrow->stats.dam += op->stats.dam + arrow->magic; 1630#if 0
1631 if (player *pl = op->contr)
1632 {
1633 float speed = pl->weapon_sp;
1634
1635 /* penalize ROF for bestarrow */
1636 if (pl->bowtype == bow_bestarrow)
1637 speed *= .9f;
1638 else
1639 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1640
1641 op->speed_left += speed - op->speed;
1642 }
1643#endif
1644
1645 SET_ANIMATION (arrow, arrow->direction);
1650 1646
1651 /* update the speed */ 1647 /* update the speed */
1652 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1648 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1653 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1649 + bow->stats.dam / 7.f;
1654 1650
1655 arrow->set_speed (max (arrow->speed, 1.0)); 1651 arrow->set_speed (max (arrow->speed, 2.f));
1656 arrow->speed_left = 0; 1652 arrow->speed_left = 0;
1657 1653
1658 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1654 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1659 1655
1660 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1661 { 1657 {
1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1658 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1663 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1659 wc -= dex_bonus[op->stats.Dex];
1664 1660
1665 if (!arrow->slaying) 1661 if (!arrow->slaying)
1666 arrow->slaying = op->slaying; 1662 arrow->slaying = op->slaying;
1663
1664 arrow->attacktype |= op->attacktype;
1667 } 1665 }
1668 else 1666 else
1669 { 1667 {
1670 arrow->level = op->level; 1668 arrow->level = op->level;
1671 arrow->stats.wc -= bow->magic; 1669 arrow->stats.wc -= bow->magic;
1672 1670
1673 if (!arrow->slaying) 1671 if (!arrow->slaying)
1674 arrow->slaying = bow->slaying; 1672 arrow->slaying = bow->slaying;
1675 }
1676 1673
1677 arrow->stats.wc -= arrow->level;
1678
1679 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1675 }
1680 1676
1677 wc -= arrow->level;
1678 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679
1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1681 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1683 1683
1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1685 m->insert (arrow, sx, sy, op); 1685 m->insert (arrow, sx, sy, op);
1740 } 1740 }
1741 1741
1742 return ret; 1742 return ret;
1743} 1743}
1744 1744
1745
1746/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
1747 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
1748 */ 1747 */
1749void 1748void
1750fire_misc_object (object *op, int dir) 1749fire_misc_object (object *op, int dir)
1761 { 1760 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1761 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1762 return;
1764 } 1763 }
1765 1764
1766 op->set_weapon (item); 1765 if (!op->change_weapon (item))
1766 return;
1767 1767
1768 if (item->type == WAND) 1768 if (item->type == WAND)
1769 { 1769 {
1770 if (item->stats.food <= 0) 1770 if (item->stats.food <= 0)
1771 { 1771 {
1815 } 1815 }
1816} 1816}
1817 1817
1818/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
1819 */ 1819 */
1820void 1820bool
1821fire (object *op, int dir) 1821fire (object *op, int dir)
1822{ 1822{
1823 int spellcost = 0; 1823 int spellcost = 0;
1824 1824
1825 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
1829 player *pl = op->contr; 1829 player *pl = op->contr;
1830 1830
1831 if (pl->golem) 1831 if (pl->golem)
1832 { 1832 {
1833 control_golem (op->contr->golem, dir); 1833 control_golem (op->contr->golem, dir);
1834 return; 1834 return false;
1835 } 1835 }
1836 1836
1837 object *ob = pl->ranged_ob; 1837 object *ob = pl->ranged_ob;
1838 1838
1839 if (!ob) 1839 if (!ob)
1840 return; 1840 return false;
1841
1842 if (!op->change_weapon (ob))
1843 return false;
1844
1845 if (op->speed_left > 0.f)
1846 --op->speed_left;
1847 else
1848 return false;
1841 1849
1842 switch (ob->type) 1850 switch (ob->type)
1843 { 1851 {
1844 case BOW: 1852 case BOW:
1845 player_fire_bow (op, dir); 1853 player_fire_bow (op, dir);
1852 case BUILDER: 1860 case BUILDER:
1853 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
1854 break; 1862 break;
1855 1863
1856 case SKILL: 1864 case SKILL:
1857 case SKILL_TOOL:
1858 do_skill (op, op, ob, dir, 0); 1865 do_skill (op, op, ob, dir, 0);
1859 break; 1866 break;
1860 1867
1861 default: 1868 default:
1862 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
1863 break; 1870 break;
1864 } 1871 }
1872
1873 return true;
1865} 1874}
1866 1875
1867/* find_key 1876/* find_key
1868 * We try to find a key for the door as passed. If we find a key 1877 * We try to find a key for the door as passed. If we find a key
1869 * and successfully use it, we return the key, otherwise NULL 1878 * and successfully use it, we return the key, otherwise NULL
1956 * 0 otherwise 1965 * 0 otherwise
1957 */ 1966 */
1958static int 1967static int
1959player_attack_door (object *op, object *door) 1968player_attack_door (object *op, object *door)
1960{ 1969{
1961 /* If its a door, try to find a use a key. If we do destroy the door, 1970 /* If its a door, try to find a key. If we do destroy the door,
1962 * might as well return immediately as there is nothing more to do - 1971 * might as well return immediately as there is nothing more to do -
1963 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
1964 */ 1973 */
1965 object *key = find_key (op, op, door); 1974 object *key = find_key (op, op, door);
1966 1975
1967 /* IF we found a key, do some extra work */ 1976 /* If we found a key, do some extra work */
1968 if (key) 1977 if (key)
1969 { 1978 {
1970 object *container = key->env; 1979 object *container = key->env;
1971 1980
1972 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2007 * It should keep the code cleaner. 2016 * It should keep the code cleaner.
2008 * When this is called, the players direction has been updated 2017 * When this is called, the players direction has been updated
2009 * (taking into account confusion.) The player is also actually 2018 * (taking into account confusion.) The player is also actually
2010 * going to try and move (not fire weapons). 2019 * going to try and move (not fire weapons).
2011 */ 2020 */
2012void 2021bool
2013move_player_attack (object *op, int dir) 2022move_player_attack (object *op, int dir)
2014{ 2023{
2015 object *tmp, *mon;
2016 int on_battleground; 2024 int on_battleground;
2017 maptile *m;
2018 2025
2019 sint16 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2020 sint16 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2021 2028
2022 on_battleground = op_on_battleground (op, 0, 0); 2029 on_battleground = op_on_battleground (op, 0, 0);
2030
2031 if (out_of_map (op->map, nx, ny))
2032 return false;
2033
2034 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2035 {
2036 --op->speed_left;
2037 return true;
2038 }
2023 2039
2024 /* If braced, or can't move to the square, and it is not out of the 2040 /* If braced, or can't move to the square, and it is not out of the
2025 * map, attack it. Note order of if statement is important - don't 2041 * map, attack it. Note order of if statement is important - don't
2026 * want to be calling move_ob if braced, because move_ob will move the 2042 * want to be calling move_ob if braced, because move_ob will move the
2027 * player. This is a pretty nasty hack, because if we could 2043 * player. This is a pretty nasty hack, because if we could
2028 * move to some space, it then means that if we are braced, we should 2044 * move to some space, it then means that if we are braced, we should
2029 * do nothing at all. As it is, if we are braced, we go through 2045 * do nothing at all. As it is, if we are braced, we go through
2030 * quite a bit of processing. However, it probably is less than what 2046 * quite a bit of processing. However, it probably is less than what
2031 * move_ob uses. 2047 * move_ob uses.
2032 */ 2048 */
2033 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2034 {
2035 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2036 {
2037 m = op->map->xy_find (nx, ny); 2049 maptile *m = op->map->xy_find (nx, ny);
2038 if (!m)
2039 return; /* Don't think this should happen */
2040 }
2041 else
2042 m = op->map;
2043 2050
2044 if (!(tmp = m->at (nx, ny).bot))
2045 return;
2046
2047 mon = 0;
2048 /* Go through all the objects, and find ones of interest. Only stop if 2051 /* Go through all the objects, and find ones of interest. Only stop if
2049 * we find a monster - that is something we know we want to attack. 2052 * we find a monster - that is something we know we want to attack.
2050 * if its a door or barrel (can roll) see if there may be monsters 2053 * if its a door or barrel (can roll) see if there may be monsters
2051 * on the space 2054 * on the space
2052 */ 2055 */
2053 while (tmp) 2056 object *mon;
2054 { 2057 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2055 if (tmp == op) 2058 {
2056 { 2059 if ((mon->flag [FLAG_ALIVE]
2057 tmp = tmp->above; 2060 || mon->type == LOCKED_DOOR
2058 continue; 2061 || mon->flag [FLAG_CAN_ROLL])
2059 }
2060
2061 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2062 {
2063 mon = tmp; 2062 && mon != op)
2064 break; 2063 break;
2065 } 2064 }
2066 2065
2067 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2068 mon = tmp;
2069
2070 tmp = tmp->above;
2071 }
2072
2073 if (!mon) /* This happens anytime the player tries to move */ 2066 if (!mon) /* This happens anytime the player tries to move */
2074 return; /* into a wall */ 2067 return false; /* into a wall */
2075 2068
2076 if (mon->head)
2077 mon = mon->head; 2069 mon = mon->head_ ();
2078 2070
2079 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2072 if (op->contr->weapon_sp_left > 0.f)
2080 if (player_attack_door (op, mon)) 2073 if (player_attack_door (op, mon))
2074 {
2075 --op->contr->weapon_sp_left;
2081 return; 2076 return true;
2077 }
2082 2078
2083 /* The following deals with possibly attacking peaceful 2079 /* The following deals with possibly attacking peaceful
2084 * or frienddly creatures. Basically, all players are considered 2080 * or friendly creatures. Basically, all players are considered
2085 * unaggressive. If the moving player has peaceful set, then the 2081 * unaggressive. If the moving player has peaceful set, then the
2086 * object should be pushed instead of attacked. It is assumed that 2082 * object should be pushed instead of attacked. It is assumed that
2087 * if you are braced, you will not attack friends accidently, 2083 * if you are braced, you will not attack friends accidently,
2088 * and thus will not push them. 2084 * and thus will not push them.
2089 */ 2085 */
2090 2086
2091 /* If the creature is a pet, push it even if the player is not 2087 /* If the creature is a pet, push it even if the player is not
2092 * peaceful. Our assumption is the creature is a pet if the 2088 * peaceful. Our assumption is the creature is a pet if the
2093 * player owns it and it is either friendly or unagressive. 2089 * player owns it and it is either friendly or unagressive.
2094 */ 2090 */
2095 if ((op->type == PLAYER) 2091 if (op->type == PLAYER
2096#if COZY_SERVER
2097 &&
2098 ((mon->owner && mon->owner->contr 2092 && ((mon->owner && mon->owner->contr
2099 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2093 && same_party (mon->owner->contr->party, op->contr->party))
2100#else
2101 && mon->owner == op 2094 || mon->owner == op)
2102#endif
2103 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2104 { 2096 {
2105 /* If we're braced, we don't want to switch places with it */ 2097 /* If we're braced, we don't want to switch places with it */
2106 if (op->contr->braced) 2098 if (op->contr->braced)
2107 return; 2099 return false;
2100
2101 if (op->speed_left > 0.f)
2102 {
2103 --op->speed_left;
2108 2104
2109 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2105 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2110 push_ob (mon, dir, op); 2106 push_ob (mon, dir, op);
2107
2111 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2112 make_visible (op); 2109 make_visible (op);
2113 2110
2114 return; 2111 return true;
2115 } 2112 }
2113 else
2114 return false;
2115 }
2116 2116
2117 /* in certain circumstances, you shouldn't attack friendly 2117 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2118 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2119 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2120 * attack them either.
2121 */ 2121 */
2122 if ((mon->type == PLAYER || mon->enemy != op) && 2122 if ((mon->type == PLAYER || mon->enemy != op)
2123 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2123 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2124#ifdef PROHIBIT_PLAYERKILL
2125 (op->contr->peaceful 2124 && ((op->contr->peaceful
2126 || (mon->type == PLAYER 2125 || (mon->type == PLAYER && mon->contr->peaceful))
2127 && mon->contr->
2128 peaceful)) &&
2129#else
2130 op->contr->peaceful &&
2131#endif
2132 !on_battleground)) 2126 && !on_battleground))
2127 {
2128 if (op->speed_left > 0.f)
2133 { 2129 {
2130 --op->speed_left;
2131
2134 if (!op->contr->braced) 2132 if (!op->contr->braced)
2135 { 2133 {
2136 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2137 push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2138 } 2136 }
2139 else 2137 else
2140 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2141 2139
2142 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2143 make_visible (op); 2141 make_visible (op);
2144 }
2145 2142
2143 return true;
2144 }
2145 }
2146 /* If the object is a boulder or other rollable object, then 2146 /* If the object is a boulder or other rollable object, then
2147 * roll it if not braced. You can't roll it if you are braced. 2147 * roll it if not braced. You can't roll it if you are braced.
2148 */ 2148 */
2149 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2149 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2150 {
2151 if (op->speed_left > 0.f)
2150 { 2152 {
2153 --op->speed_left;
2154
2151 recursive_roll (mon, dir, op); 2155 recursive_roll (mon, dir, op);
2152 if (action_makes_visible (op)) 2156 if (action_makes_visible (op))
2153 make_visible (op); 2157 make_visible (op);
2154 }
2155 2158
2159 return true;
2160 }
2161 }
2156 /* Any generic living creature. Including things like doors. 2162 /* Any generic living creature. Including things like doors.
2157 * Way it works is like this: First, it must have some hit points 2163 * Way it works is like this: First, it must have some hit points
2158 * and be living. Then, it must be one of the following: 2164 * and be living. Then, it must be one of the following:
2159 * 1) Not a player, 2) A player, but of a different party. Note 2165 * 1) Not a player, 2) A player, but of a different party. Note
2160 * that party_number -1 is no party, so attacks can still happen. 2166 * that party_number -1 is no party, so attacks can still happen.
2161 */ 2167 */
2162 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2163 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2164 { 2170 {
2165 2171 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2166 /* If the player hasn't hit something this tick, and does
2167 * so, give them speed boost based on weapon speed. Doing
2168 * it here is better than process_players2, which basically
2169 * incurred a 1 tick offset.
2170 */
2171 if (!op->contr->has_hit)
2172 { 2172 {
2173 op->speed_left += op->speed / op->contr->weapon_sp; 2173 --op->contr->weapon_sp_left;
2174
2175 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2176 }
2177 2174
2178 skill_attack (mon, op, 0, 0, 0); 2175 skill_attack (mon, op, 0, 0, 0);
2179
2180 /* If attacking another player, that player gets automatic
2181 * hitback, and doesn't loose luck either.
2182 * Disable hitback on the battleground or if the target is
2183 * the wiz.
2184 */
2185 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2186 {
2187 short luck = mon->stats.luck;
2188
2189 mon->contr->has_hit = 1;
2190 skill_attack (op, mon, 0, 0, 0);
2191 mon->stats.luck = luck;
2192 }
2193 2176
2194 if (action_makes_visible (op)) 2177 if (action_makes_visible (op))
2195 make_visible (op); 2178 make_visible (op);
2196 }
2197 } /* if player should attack something */
2198}
2199 2179
2200int 2180 return true;
2181 }
2182 }
2183
2184 return false;
2185}
2186
2187bool
2201move_player (object *op, int dir) 2188move_player (object *op, int dir)
2202{ 2189{
2203 int pick; 2190 int pick;
2204 2191
2205 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2219 op->facing = dir; 2206 op->facing = dir;
2220 2207
2221 if (op->hide) 2208 if (op->hide)
2222 do_hidden_move (op); 2209 do_hidden_move (op);
2223 2210
2211 bool retval;
2212
2224 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2225 /*nop */ ; 2214 retval = RESULT_INT (0);
2226 else if (op->contr->fire_on) 2215 else if (op->contr->fire_on)
2227 fire (op, dir); 2216 retval = fire (op, dir);
2228 else 2217 else
2229 { 2218 {
2230 move_player_attack (op, dir); 2219 retval = move_player_attack (op, dir);
2231 pick = check_pick (op); 2220 pick = check_pick (op);
2232 } 2221 }
2233 2222
2234 /* Add special check for newcs players and fire on - this way, the 2223 /* Add special check for newcs players and fire on - this way, the
2235 * server can handle repeat firing. 2224 * server can handle repeat firing.
2242 /* Update how the player looks. Use the facing, so direction may 2231 /* Update how the player looks. Use the facing, so direction may
2243 * get reset to zero. This allows for full animation capabilities 2232 * get reset to zero. This allows for full animation capabilities
2244 * for players. 2233 * for players.
2245 */ 2234 */
2246 animate_object (op, op->facing); 2235 animate_object (op, op->facing);
2247 return 0; 2236
2237 return retval;
2248} 2238}
2249 2239
2250/* This is similar to handle_player, below, but is only used by the 2240/* This is similar to handle_player, below, but is only used by the
2251 * new client/server stuff. 2241 * new client/server stuff.
2252 * This is sort of special, in that the new client/server actually uses 2242 * This is sort of special, in that the new client/server actually uses
2253 * the new speed values for commands. 2243 * the new speed values for commands.
2254 * 2244 *
2255 * Returns true if there are more actions we can do. 2245 * Returns true if there are more actions we can do. Should not do
2246 * many actions in a row, as that would be too unfair to other
2247 * players.
2256 */ 2248 */
2257int 2249bool
2258handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2259{ 2251{
2260 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2261 { 2253 {
2262 flee_player (op); 2254 if (op->speed_left > 0.f)
2263 /* If player is still scared, that is his action for this tick */
2264 if (QUERY_FLAG (op, FLAG_SCARED))
2265 { 2255 {
2266 op->speed_left--; 2256 --op->speed_left;
2257 flee_player (op);
2258
2267 return 0; 2259 return true;
2268 } 2260 }
2261 else
2262 return false;
2269 } 2263 }
2270 2264
2271 /* call this here - we also will call this in do_ericserver, but 2265 /* call this here - we also will call this in do_ericserver, but
2272 * the players time has been increased when doericserver has been 2266 * the players time has been increased when doericserver has been
2273 * called, so we recheck it here. 2267 * called, so we recheck it here.
2274 */ 2268 */
2275 if (op->contr->ns->handle_command ()) 2269 if (op->contr->ns->handle_command ())
2276 return 1; 2270 return true;
2277 2271
2278 if (op->speed_left > 0)
2279 {
2280 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2281 {
2282 /* All move commands take 1 tick, at least for now */
2283 op->speed_left--;
2284
2285 /* Instead of all the stuff below, let move_player take care
2286 * of it. Also, some of the skill stuff is only put in
2287 * there, as well as the confusion stuff.
2288 */
2289 move_player (op, op->direction); 2273 return move_player (op, op->direction);
2290 2274
2291 return op->speed_left > 0;
2292 }
2293 }
2294
2295 return 0; 2275 return false;
2296} 2276}
2297 2277
2298int 2278int
2299save_life (object *op) 2279save_life (object *op)
2300{ 2280{
2566 } 2546 }
2567 2547
2568 /* Digestion */ 2548 /* Digestion */
2569 if (--op->last_eat < 0) 2549 if (--op->last_eat < 0)
2570 { 2550 {
2571#ifdef COZY_SERVER
2572 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2573 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2574#else
2575 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2551 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2576#endif
2577 2552
2578 if (op->contr->gen_hp > 0) 2553 if (op->contr->gen_hp > 0)
2579 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2554 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2580 else 2555 else
2581 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2926 object *force; 2901 object *force;
2927 int at; 2902 int at;
2928 2903
2929 force = get_archetype (FORCE_NAME); 2904 force = get_archetype (FORCE_NAME);
2930 /* 50 ticks should be enough time for the spell to abate */ 2905 /* 50 ticks should be enough time for the spell to abate */
2931 force->speed = 0.1; 2906 force->speed = 0.1f;
2932 force->speed_left = -5.0; 2907 force->speed_left = -5.f;
2933 SET_FLAG (force, FLAG_APPLIED); 2908 SET_FLAG (force, FLAG_APPLIED);
2934 for (at = 0; at < NROFATTACKS; at++) 2909 for (at = 0; at < NROFATTACKS; at++)
2935 if (will_kill_again & (1 << at)) 2910 if (will_kill_again & (1 << at))
2936 force->resist[at] = 100; 2911 force->resist[at] = 100;
2937 2912
3112/* For Hidden creatures - a chance of becoming 'unhidden' 3087/* For Hidden creatures - a chance of becoming 'unhidden'
3113 * every time they move - as we subtract off 'invisibility' 3088 * every time they move - as we subtract off 'invisibility'
3114 * AND, for players, if they move into a ridiculously unhideable 3089 * AND, for players, if they move into a ridiculously unhideable
3115 * spot (surrounded by clear terrain in broad daylight). -b.t. 3090 * spot (surrounded by clear terrain in broad daylight). -b.t.
3116 */ 3091 */
3117
3118void 3092void
3119do_hidden_move (object *op) 3093do_hidden_move (object *op)
3120{ 3094{
3121 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3122 object *skop; 3096 object *skop;

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines