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Comparing deliantra/server/server/player.C (file contents):
Revision 1.122 by root, Wed May 9 11:32:31 2007 UTC vs.
Revision 1.144 by root, Sat May 26 15:44:08 2007 UTC

157 op->x = -1; 157 op->x = -1;
158 op->y = -1; 158 op->y = -1;
159} 159}
160 160
161void 161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate () 162player::activate ()
176{ 163{
177 if (active) 164 if (active)
178 return; 165 return;
179 166
181 ob->remove (); 168 ob->remove ();
182 ob->map = 0; 169 ob->map = 0;
183 ob->activate_recursive (); 170 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY); 171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob); 172 add_friendly_object (ob);
186 enter_map ();
187} 173}
188 174
189void 175void
190player::deactivate () 176player::deactivate ()
191{ 177{
258 244
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 246
261 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this, ob->weight + ob->carrying);
262 248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
263 for (object *op = ob->inv; op; op = op->below) 253 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED]) 254 if (op->flag [FLAG_APPLIED])
265 switch (op->type) 255 switch (op->type)
266 { 256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
267 case WAND: 261 case WAND:
268 case ROD: 262 case ROD:
269 case HORN: 263 case HORN:
270 case BOW: 264 case BOW:
271 case SKILL: 265 ranged_ob = op;
272 case SKILL_TOOL: 266 break;
267
273 case WEAPON: 268 case WEAPON:
274 fprintf (stderr, "applied<%s>\n", &op->name);//D 269 combat_ob = op;
275 apply_special (ob, op, AP_UNAPPLY);
276 apply_special (ob, op, AP_APPLY);
277 break; 270 break;
278 } 271 }
279 272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
280 ob->update_stats (); 274 ob->update_stats ();
275
281 ns->floorbox_update (); 276 ns->floorbox_update ();
282
283 esrv_send_inventory (ob, ob); 277 esrv_send_inventory (ob, ob);
284 esrv_add_spells (this, 0); 278 esrv_add_spells (this, 0);
285 279
286 activate (); 280 activate ();
287 281
320player::set_object (object *op) 314player::set_object (object *op)
321{ 315{
322 ob = op; 316 ob = op;
323 ob->contr = this; /* this aren't yet in archetype */ 317 ob->contr = this; /* this aren't yet in archetype */
324 318
325 ob->speed_left = 0.5;
326 ob->speed = 1.0; 319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
327 ob->direction = 5; /* So player faces south */ 322 ob->direction = 5; /* So player faces south */
328} 323}
329 324
330player::player () 325player::player ()
331{ 326{
332 /* There are some elements we want initialised to non zero value - 327 /* There are some elements we want initialised to non zero value -
343 petmode = pet_normal; 338 petmode = pet_normal;
344 listening = 10; 339 listening = 10;
345 usekeys = containers; 340 usekeys = containers;
346 peaceful = 1; /* default peaceful */ 341 peaceful = 1; /* default peaceful */
347 do_los = 1; 342 do_los = 1;
343
344 weapon_sp = 1.0f;
345 weapon_sp_left = 0.5f;
348} 346}
349 347
350void 348void
351player::do_destroy () 349player::do_destroy ()
352{ 350{
785} 783}
786 784
787void 785void
788object::roll_stats () 786object::roll_stats ()
789{ 787{
790 int statsort [7]; 788 int statsort [NUM_STATS];
791 789
792 for (;;) 790 for (;;)
793 { 791 {
794 int sum = 0; 792 int sum = 0;
795 for (int i = 7; i--; ) 793 for (int i = NUM_STATS; i--; )
796 sum += statsort [i] = roll_stat (); 794 sum += statsort [i] = roll_stat ();
797 795
798 if (sum >= 82 && sum <= 116) 796 if (sum >= 82 && sum <= 116)
799 break; 797 break;
800 } 798 }
801 799
802 // Sort the stats so that rerolling is easier... 800 // Sort the stats so that rerolling is easier...
803 std::sort (statsort, statsort + 7, std::greater<int>()); 801 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
804 802
803 for (int i = 0; i < NUM_STATS; ++i)
805 stats.Str = statsort[0]; 804 stats.stat (i) = statsort [i];
806 stats.Dex = statsort[1];
807 stats.Con = statsort[2];
808 stats.Int = statsort[3];
809 stats.Wis = statsort[4];
810 stats.Pow = statsort[5];
811 stats.Cha = statsort[6];
812 805
813 stats.exp = 0; 806 stats.exp = 0;
814 stats.ac = 0; 807 stats.ac = 0;
815 808
816 stats.hp = stats.maxhp; 809 stats.hp = stats.maxhp;
828} 821}
829 822
830void 823void
831object::swap_stats (int a, int b) 824object::swap_stats (int a, int b)
832{ 825{
833 int tmp = get_attr_value (&contr->orig_stats, a); 826 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
834 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
835 set_attr_value (&contr->orig_stats, b, tmp);
836 827
828 for (int i = 0; i < NUM_STATS; ++i)
837 stats.Str = contr->orig_stats.Str; 829 stats.stat (i) = contr->orig_stats.stat (i);
838 stats.Dex = contr->orig_stats.Dex;
839 stats.Con = contr->orig_stats.Con;
840 stats.Int = contr->orig_stats.Int;
841 stats.Wis = contr->orig_stats.Wis;
842 stats.Pow = contr->orig_stats.Pow;
843 stats.Cha = contr->orig_stats.Cha;
844 830
845 //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,
846 // be merged with the similar code in roll_stats 832 // be merged with the similar code in roll_stats
847 stats.ac = 0; 833 stats.ac = 0;
848 834
1548 */ 1534 */
1549int 1535int
1550fire_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)
1551{ 1537{
1552 object *left, *bow; 1538 object *left, *bow;
1553 int bowspeed, mflags; 1539 int mflags;
1554 maptile *m; 1540 maptile *m;
1555 1541
1556 if (!dir) 1542 if (!dir)
1557 { 1543 {
1558 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!");
1559 return 0; 1545 return 0;
1560 } 1546 }
1561 1547
1562 if (player *pl = op->contr) 1548 if (op->contr)
1563 { 1549 bow = op->current_weapon;
1564 bow = pl->ranged_ob;
1565 op->set_weapon (bow);
1566 }
1567 else 1550 else
1568 { 1551 {
1569 for (bow = op->inv; bow; bow = bow->below) 1552 for (bow = op->inv; bow; bow = bow->below)
1570 /* 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
1571 * 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.
1592 { 1575 {
1593 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);
1594 return 0; 1577 return 0;
1595 } 1578 }
1596 1579
1597 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1598
1599 /* penalize ROF for bestarrow */
1600 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1601 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1602
1603 if (bowspeed < 1)
1604 bowspeed = 1;
1605
1606 if (arrow == NULL) 1580 if (arrow == NULL)
1607 { 1581 {
1608 if ((arrow = find_arrow (op, bow->race)) == NULL) 1582 if ((arrow = find_arrow (op, bow->race)) == NULL)
1609 { 1583 {
1610 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1644 1618
1645 arrow->set_owner (op); 1619 arrow->set_owner (op);
1646 arrow->skill = bow->skill; 1620 arrow->skill = bow->skill;
1647 arrow->direction = dir; 1621 arrow->direction = dir;
1648 1622
1649 if (op->type == PLAYER)
1650 {
1651 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1652 op->update_stats ();
1653 }
1654
1655 SET_ANIMATION (arrow, arrow->direction);
1656
1657 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 */
1658 arrow->stats.hp = arrow->stats.dam; 1624 arrow->stats.hp = arrow->stats.dam;
1659 arrow->stats.grace = arrow->attacktype; 1625 arrow->stats.grace = arrow->attacktype;
1660 1626
1661 if (arrow->slaying) 1627 if (arrow->slaying)
1662 arrow->spellarg = strdup (arrow->slaying); 1628 arrow->spellarg = strdup (arrow->slaying);
1663 1629
1664 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);
1665 1646
1666 /* update the speed */ 1647 /* update the speed */
1667 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
1668 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1649 + bow->stats.dam / 7.f;
1669 1650
1670 arrow->set_speed (max (arrow->speed, 1.0)); 1651 arrow->set_speed (max (arrow->speed, 2.f));
1671 arrow->speed_left = 0; 1652 arrow->speed_left = 0;
1672 1653
1673 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;
1674 1655
1675 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1676 { 1657 {
1677 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1658 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1678 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1659 wc -= dex_bonus[op->stats.Dex];
1679 1660
1680 if (!arrow->slaying) 1661 if (!arrow->slaying)
1681 arrow->slaying = op->slaying; 1662 arrow->slaying = op->slaying;
1663
1664 arrow->attacktype |= op->attacktype;
1682 } 1665 }
1683 else 1666 else
1684 { 1667 {
1685 arrow->level = op->level; 1668 arrow->level = op->level;
1686 arrow->stats.wc -= bow->magic; 1669 arrow->stats.wc -= bow->magic;
1687 1670
1688 if (!arrow->slaying) 1671 if (!arrow->slaying)
1689 arrow->slaying = bow->slaying; 1672 arrow->slaying = bow->slaying;
1690 }
1691 1673
1692 arrow->stats.wc -= arrow->level;
1693
1694 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1675 }
1695 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);
1696 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1697 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1698 1683
1699 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);
1700 m->insert (arrow, sx, sy, op); 1685 m->insert (arrow, sx, sy, op);
1755 } 1740 }
1756 1741
1757 return ret; 1742 return ret;
1758} 1743}
1759 1744
1760
1761/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
1762 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
1763 */ 1747 */
1764void 1748void
1765fire_misc_object (object *op, int dir) 1749fire_misc_object (object *op, int dir)
1776 { 1760 {
1777 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1761 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1778 return; 1762 return;
1779 } 1763 }
1780 1764
1781 op->set_weapon (item); 1765 if (!op->change_weapon (item))
1766 return;
1782 1767
1783 if (item->type == WAND) 1768 if (item->type == WAND)
1784 { 1769 {
1785 if (item->stats.food <= 0) 1770 if (item->stats.food <= 0)
1786 { 1771 {
1830 } 1815 }
1831} 1816}
1832 1817
1833/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
1834 */ 1819 */
1835void 1820bool
1836fire (object *op, int dir) 1821fire (object *op, int dir)
1837{ 1822{
1838 int spellcost = 0; 1823 int spellcost = 0;
1839 1824
1840 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
1844 player *pl = op->contr; 1829 player *pl = op->contr;
1845 1830
1846 if (pl->golem) 1831 if (pl->golem)
1847 { 1832 {
1848 control_golem (op->contr->golem, dir); 1833 control_golem (op->contr->golem, dir);
1849 return; 1834 return false;
1850 } 1835 }
1851 1836
1852 object *ob = pl->ranged_ob; 1837 object *ob = pl->ranged_ob;
1853 1838
1854 if (!ob) 1839 if (!ob)
1855 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;
1856 1849
1857 switch (ob->type) 1850 switch (ob->type)
1858 { 1851 {
1859 case BOW: 1852 case BOW:
1860 player_fire_bow (op, dir); 1853 player_fire_bow (op, dir);
1867 case BUILDER: 1860 case BUILDER:
1868 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
1869 break; 1862 break;
1870 1863
1871 case SKILL: 1864 case SKILL:
1872 case SKILL_TOOL:
1873 do_skill (op, op, ob, dir, 0); 1865 do_skill (op, op, ob, dir, 0);
1874 break; 1866 break;
1875 1867
1876 default: 1868 default:
1877 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
1878 break; 1870 break;
1879 } 1871 }
1872
1873 return true;
1880} 1874}
1881 1875
1882/* find_key 1876/* find_key
1883 * 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
1884 * and successfully use it, we return the key, otherwise NULL 1878 * and successfully use it, we return the key, otherwise NULL
1971 * 0 otherwise 1965 * 0 otherwise
1972 */ 1966 */
1973static int 1967static int
1974player_attack_door (object *op, object *door) 1968player_attack_door (object *op, object *door)
1975{ 1969{
1976 /* 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,
1977 * 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 -
1978 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
1979 */ 1973 */
1980 object *key = find_key (op, op, door); 1974 object *key = find_key (op, op, door);
1981 1975
1982 /* IF we found a key, do some extra work */ 1976 /* If we found a key, do some extra work */
1983 if (key) 1977 if (key)
1984 { 1978 {
1985 object *container = key->env; 1979 object *container = key->env;
1986 1980
1987 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);
2022 * It should keep the code cleaner. 2016 * It should keep the code cleaner.
2023 * When this is called, the players direction has been updated 2017 * When this is called, the players direction has been updated
2024 * (taking into account confusion.) The player is also actually 2018 * (taking into account confusion.) The player is also actually
2025 * going to try and move (not fire weapons). 2019 * going to try and move (not fire weapons).
2026 */ 2020 */
2027void 2021bool
2028move_player_attack (object *op, int dir) 2022move_player_attack (object *op, int dir)
2029{ 2023{
2030 object *tmp, *mon;
2031 int on_battleground; 2024 int on_battleground;
2032 maptile *m;
2033 2025
2034 sint16 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2035 sint16 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2036 2028
2037 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 }
2038 2039
2039 /* 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
2040 * 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
2041 * 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
2042 * player. This is a pretty nasty hack, because if we could 2043 * player. This is a pretty nasty hack, because if we could
2043 * 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
2044 * 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
2045 * 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
2046 * move_ob uses. 2047 * move_ob uses.
2047 */ 2048 */
2048 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2049 {
2050 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2051 {
2052 m = op->map->xy_find (nx, ny); 2049 maptile *m = op->map->xy_find (nx, ny);
2053 if (!m)
2054 return; /* Don't think this should happen */
2055 }
2056 else
2057 m = op->map;
2058 2050
2059 if (!(tmp = m->at (nx, ny).bot))
2060 return;
2061
2062 mon = 0;
2063 /* 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
2064 * 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.
2065 * 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
2066 * on the space 2054 * on the space
2067 */ 2055 */
2068 while (tmp) 2056 object *mon;
2069 { 2057 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2070 if (tmp == op) 2058 {
2071 { 2059 if ((mon->flag [FLAG_ALIVE]
2072 tmp = tmp->above; 2060 || mon->type == LOCKED_DOOR
2073 continue; 2061 || mon->flag [FLAG_CAN_ROLL])
2074 }
2075
2076 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2077 {
2078 mon = tmp; 2062 && mon != op)
2079 break; 2063 break;
2080 } 2064 }
2081 2065
2082 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2083 mon = tmp;
2084
2085 tmp = tmp->above;
2086 }
2087
2088 if (!mon) /* This happens anytime the player tries to move */ 2066 if (!mon) /* This happens anytime the player tries to move */
2089 return; /* into a wall */ 2067 return false; /* into a wall */
2090 2068
2091 if (mon->head)
2092 mon = mon->head; 2069 mon = mon->head_ ();
2093 2070
2094 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)
2095 if (player_attack_door (op, mon)) 2073 if (player_attack_door (op, mon))
2074 {
2075 --op->contr->weapon_sp_left;
2096 return; 2076 return true;
2077 }
2097 2078
2098 /* The following deals with possibly attacking peaceful 2079 /* The following deals with possibly attacking peaceful
2099 * or frienddly creatures. Basically, all players are considered 2080 * or friendly creatures. Basically, all players are considered
2100 * unaggressive. If the moving player has peaceful set, then the 2081 * unaggressive. If the moving player has peaceful set, then the
2101 * object should be pushed instead of attacked. It is assumed that 2082 * object should be pushed instead of attacked. It is assumed that
2102 * if you are braced, you will not attack friends accidently, 2083 * if you are braced, you will not attack friends accidently,
2103 * and thus will not push them. 2084 * and thus will not push them.
2104 */ 2085 */
2105 2086
2106 /* 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
2107 * peaceful. Our assumption is the creature is a pet if the 2088 * peaceful. Our assumption is the creature is a pet if the
2108 * player owns it and it is either friendly or unagressive. 2089 * player owns it and it is either friendly or unagressive.
2109 */ 2090 */
2110 if ((op->type == PLAYER) 2091 if (op->type == PLAYER
2111#if COZY_SERVER
2112 &&
2113 ((mon->owner && mon->owner->contr 2092 && ((mon->owner && mon->owner->contr
2114 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2093 && same_party (mon->owner->contr->party, op->contr->party))
2115#else
2116 && mon->owner == op 2094 || mon->owner == op)
2117#endif
2118 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2119 { 2096 {
2120 /* 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 */
2121 if (op->contr->braced) 2098 if (op->contr->braced)
2122 return; 2099 return false;
2100
2101 if (op->speed_left > 0.f)
2102 {
2103 --op->speed_left;
2123 2104
2124 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);
2125 push_ob (mon, dir, op); 2106 push_ob (mon, dir, op);
2107
2126 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2127 make_visible (op); 2109 make_visible (op);
2128 2110
2129 return; 2111 return true;
2130 } 2112 }
2113 else
2114 return false;
2115 }
2131 2116
2132 /* in certain circumstances, you shouldn't attack friendly 2117 /* in certain circumstances, you shouldn't attack friendly
2133 * creatures. Note that if you are braced, you can't push 2118 * creatures. Note that if you are braced, you can't push
2134 * 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
2135 * attack them either. 2120 * attack them either.
2136 */ 2121 */
2137 if ((mon->type == PLAYER || mon->enemy != op) && 2122 if ((mon->type == PLAYER || mon->enemy != op)
2138 (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))
2139#ifdef PROHIBIT_PLAYERKILL
2140 (op->contr->peaceful 2124 && ((op->contr->peaceful
2141 || (mon->type == PLAYER 2125 || (mon->type == PLAYER && mon->contr->peaceful))
2142 && mon->contr->
2143 peaceful)) &&
2144#else
2145 op->contr->peaceful &&
2146#endif
2147 !on_battleground)) 2126 && !on_battleground))
2127 {
2128 if (op->speed_left > 0.f)
2148 { 2129 {
2130 --op->speed_left;
2131
2149 if (!op->contr->braced) 2132 if (!op->contr->braced)
2150 { 2133 {
2151 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);
2152 push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2153 } 2136 }
2154 else 2137 else
2155 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2156 2139
2157 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2158 make_visible (op); 2141 make_visible (op);
2159 }
2160 2142
2143 return true;
2144 }
2145 }
2161 /* If the object is a boulder or other rollable object, then 2146 /* If the object is a boulder or other rollable object, then
2162 * 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.
2163 */ 2148 */
2164 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)
2165 { 2152 {
2153 --op->speed_left;
2154
2166 recursive_roll (mon, dir, op); 2155 recursive_roll (mon, dir, op);
2167 if (action_makes_visible (op)) 2156 if (action_makes_visible (op))
2168 make_visible (op); 2157 make_visible (op);
2169 }
2170 2158
2159 return true;
2160 }
2161 }
2171 /* Any generic living creature. Including things like doors. 2162 /* Any generic living creature. Including things like doors.
2172 * 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
2173 * and be living. Then, it must be one of the following: 2164 * and be living. Then, it must be one of the following:
2174 * 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
2175 * 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.
2176 */ 2167 */
2177 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2178 ((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)))
2179 { 2170 {
2180 2171 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2181 /* If the player hasn't hit something this tick, and does
2182 * so, give them speed boost based on weapon speed. Doing
2183 * it here is better than process_players2, which basically
2184 * incurred a 1 tick offset.
2185 */
2186 if (!op->contr->has_hit)
2187 { 2172 {
2188 op->speed_left += op->speed / op->contr->weapon_sp; 2173 --op->contr->weapon_sp_left;
2189
2190 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2191 }
2192 2174
2193 skill_attack (mon, op, 0, 0, 0); 2175 skill_attack (mon, op, 0, 0, 0);
2194
2195 /* If attacking another player, that player gets automatic
2196 * hitback, and doesn't loose luck either.
2197 * Disable hitback on the battleground or if the target is
2198 * the wiz.
2199 */
2200 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2201 {
2202 short luck = mon->stats.luck;
2203
2204 mon->contr->has_hit = 1;
2205 skill_attack (op, mon, 0, 0, 0);
2206 mon->stats.luck = luck;
2207 }
2208 2176
2209 if (action_makes_visible (op)) 2177 if (action_makes_visible (op))
2210 make_visible (op); 2178 make_visible (op);
2211 }
2212 } /* if player should attack something */
2213}
2214 2179
2215int 2180 return true;
2181 }
2182 }
2183
2184 return false;
2185}
2186
2187bool
2216move_player (object *op, int dir) 2188move_player (object *op, int dir)
2217{ 2189{
2218 int pick; 2190 int pick;
2219 2191
2220 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2234 op->facing = dir; 2206 op->facing = dir;
2235 2207
2236 if (op->hide) 2208 if (op->hide)
2237 do_hidden_move (op); 2209 do_hidden_move (op);
2238 2210
2211 bool retval;
2212
2239 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2240 /*nop */ ; 2214 retval = RESULT_INT (0);
2241 else if (op->contr->fire_on) 2215 else if (op->contr->fire_on)
2242 fire (op, dir); 2216 retval = fire (op, dir);
2243 else 2217 else
2244 { 2218 {
2245 move_player_attack (op, dir); 2219 retval = move_player_attack (op, dir);
2246 pick = check_pick (op); 2220 pick = check_pick (op);
2247 } 2221 }
2248 2222
2249 /* 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
2250 * server can handle repeat firing. 2224 * server can handle repeat firing.
2257 /* Update how the player looks. Use the facing, so direction may 2231 /* Update how the player looks. Use the facing, so direction may
2258 * get reset to zero. This allows for full animation capabilities 2232 * get reset to zero. This allows for full animation capabilities
2259 * for players. 2233 * for players.
2260 */ 2234 */
2261 animate_object (op, op->facing); 2235 animate_object (op, op->facing);
2262 return 0; 2236
2237 return retval;
2263} 2238}
2264 2239
2265/* 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
2266 * new client/server stuff. 2241 * new client/server stuff.
2267 * 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
2268 * the new speed values for commands. 2243 * the new speed values for commands.
2269 * 2244 *
2270 * 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.
2271 */ 2248 */
2272int 2249bool
2273handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2274{ 2251{
2275 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2276 { 2253 {
2277 flee_player (op); 2254 if (op->speed_left > 0.f)
2278 /* If player is still scared, that is his action for this tick */
2279 if (QUERY_FLAG (op, FLAG_SCARED))
2280 { 2255 {
2281 op->speed_left--; 2256 --op->speed_left;
2257 flee_player (op);
2258
2282 return 0; 2259 return true;
2283 } 2260 }
2261 else
2262 return false;
2284 } 2263 }
2285 2264
2286 /* 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
2287 * the players time has been increased when doericserver has been 2266 * the players time has been increased when doericserver has been
2288 * called, so we recheck it here. 2267 * called, so we recheck it here.
2289 */ 2268 */
2290 if (op->contr->ns->handle_command ()) 2269 if (op->contr->ns->handle_command ())
2291 return 1; 2270 return true;
2292 2271
2293 if (op->speed_left > 0)
2294 {
2295 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2296 {
2297 /* All move commands take 1 tick, at least for now */
2298 op->speed_left--;
2299
2300 /* Instead of all the stuff below, let move_player take care
2301 * of it. Also, some of the skill stuff is only put in
2302 * there, as well as the confusion stuff.
2303 */
2304 move_player (op, op->direction); 2273 return move_player (op, op->direction);
2305 2274
2306 return op->speed_left > 0;
2307 }
2308 }
2309
2310 return 0; 2275 return false;
2311} 2276}
2312 2277
2313int 2278int
2314save_life (object *op) 2279save_life (object *op)
2315{ 2280{
2581 } 2546 }
2582 2547
2583 /* Digestion */ 2548 /* Digestion */
2584 if (--op->last_eat < 0) 2549 if (--op->last_eat < 0)
2585 { 2550 {
2586#ifdef COZY_SERVER
2587 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2588 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2589#else
2590 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;
2591#endif
2592 2552
2593 if (op->contr->gen_hp > 0) 2553 if (op->contr->gen_hp > 0)
2594 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);
2595 else 2555 else
2596 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2941 object *force; 2901 object *force;
2942 int at; 2902 int at;
2943 2903
2944 force = get_archetype (FORCE_NAME); 2904 force = get_archetype (FORCE_NAME);
2945 /* 50 ticks should be enough time for the spell to abate */ 2905 /* 50 ticks should be enough time for the spell to abate */
2946 force->speed = 0.1; 2906 force->speed = 0.1f;
2947 force->speed_left = -5.0; 2907 force->speed_left = -5.f;
2948 SET_FLAG (force, FLAG_APPLIED); 2908 SET_FLAG (force, FLAG_APPLIED);
2949 for (at = 0; at < NROFATTACKS; at++) 2909 for (at = 0; at < NROFATTACKS; at++)
2950 if (will_kill_again & (1 << at)) 2910 if (will_kill_again & (1 << at))
2951 force->resist[at] = 100; 2911 force->resist[at] = 100;
2952 2912
3127/* For Hidden creatures - a chance of becoming 'unhidden' 3087/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 3088 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 3089 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 3090 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 3091 */
3132
3133void 3092void
3134do_hidden_move (object *op) 3093do_hidden_move (object *op)
3135{ 3094{
3136 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3137 object *skop; 3096 object *skop;

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