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 1.124 by root, Fri May 11 21:24:29 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 apply_special (ob, op, AP_UNAPPLY); 269 combat_ob = op;
275 apply_special (ob, op, AP_APPLY);
276 break; 270 break;
277 } 271 }
278 272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
279 ob->update_stats (); 274 ob->update_stats ();
275
280 ns->floorbox_update (); 276 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob); 277 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0); 278 esrv_add_spells (this, 0);
284 279
285 activate (); 280 activate ();
286 281
319player::set_object (object *op) 314player::set_object (object *op)
320{ 315{
321 ob = op; 316 ob = op;
322 ob->contr = this; /* this aren't yet in archetype */ 317 ob->contr = this; /* this aren't yet in archetype */
323 318
324 ob->speed_left = 0.5;
325 ob->speed = 1.0; 319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
326 ob->direction = 5; /* So player faces south */ 322 ob->direction = 5; /* So player faces south */
327} 323}
328 324
329player::player () 325player::player ()
330{ 326{
331 /* There are some elements we want initialised to non zero value - 327 /* There are some elements we want initialised to non zero value -
342 petmode = pet_normal; 338 petmode = pet_normal;
343 listening = 10; 339 listening = 10;
344 usekeys = containers; 340 usekeys = containers;
345 peaceful = 1; /* default peaceful */ 341 peaceful = 1; /* default peaceful */
346 do_los = 1; 342 do_los = 1;
343
344 weapon_sp = 1.0f;
345 weapon_sp_left = 0.5f;
347} 346}
348 347
349void 348void
350player::do_destroy () 349player::do_destroy ()
351{ 350{
784} 783}
785 784
786void 785void
787object::roll_stats () 786object::roll_stats ()
788{ 787{
789 int statsort [7]; 788 int statsort [NUM_STATS];
790 789
791 for (;;) 790 for (;;)
792 { 791 {
793 int sum = 0; 792 int sum = 0;
794 for (int i = 7; i--; ) 793 for (int i = NUM_STATS; i--; )
795 sum += statsort [i] = roll_stat (); 794 sum += statsort [i] = roll_stat ();
796 795
797 if (sum >= 82 && sum <= 116) 796 if (sum >= 82 && sum <= 116)
798 break; 797 break;
799 } 798 }
800 799
801 // Sort the stats so that rerolling is easier... 800 // Sort the stats so that rerolling is easier...
802 std::sort (statsort, statsort + 7, std::greater<int>()); 801 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
803 802
803 for (int i = 0; i < NUM_STATS; ++i)
804 stats.Str = statsort[0]; 804 stats.stat (i) = statsort [i];
805 stats.Dex = statsort[1];
806 stats.Con = statsort[2];
807 stats.Int = statsort[3];
808 stats.Wis = statsort[4];
809 stats.Pow = statsort[5];
810 stats.Cha = statsort[6];
811 805
812 stats.exp = 0; 806 stats.exp = 0;
813 stats.ac = 0; 807 stats.ac = 0;
814 808
815 stats.hp = stats.maxhp; 809 stats.hp = stats.maxhp;
827} 821}
828 822
829void 823void
830object::swap_stats (int a, int b) 824object::swap_stats (int a, int b)
831{ 825{
832 int tmp = get_attr_value (&contr->orig_stats, a); 826 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
833 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
834 set_attr_value (&contr->orig_stats, b, tmp);
835 827
828 for (int i = 0; i < NUM_STATS; ++i)
836 stats.Str = contr->orig_stats.Str; 829 stats.stat (i) = contr->orig_stats.stat (i);
837 stats.Dex = contr->orig_stats.Dex;
838 stats.Con = contr->orig_stats.Con;
839 stats.Int = contr->orig_stats.Int;
840 stats.Wis = contr->orig_stats.Wis;
841 stats.Pow = contr->orig_stats.Pow;
842 stats.Cha = contr->orig_stats.Cha;
843 830
844 //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,
845 // be merged with the similar code in roll_stats 832 // be merged with the similar code in roll_stats
846 stats.ac = 0; 833 stats.ac = 0;
847 834
1547 */ 1534 */
1548int 1535int
1549fire_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)
1550{ 1537{
1551 object *left, *bow; 1538 object *left, *bow;
1552 int bowspeed, mflags; 1539 int mflags;
1553 maptile *m; 1540 maptile *m;
1554 1541
1555 if (!dir) 1542 if (!dir)
1556 { 1543 {
1557 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!");
1558 return 0; 1545 return 0;
1559 } 1546 }
1560 1547
1561 if (player *pl = op->contr) 1548 if (op->contr)
1562 { 1549 bow = op->current_weapon;
1563 bow = pl->ranged_ob;
1564 op->set_weapon (bow);
1565 }
1566 else 1550 else
1567 { 1551 {
1568 for (bow = op->inv; bow; bow = bow->below) 1552 for (bow = op->inv; bow; bow = bow->below)
1569 /* 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
1570 * 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.
1591 { 1575 {
1592 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);
1593 return 0; 1577 return 0;
1594 } 1578 }
1595 1579
1596 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1597
1598 /* penalize ROF for bestarrow */
1599 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1600 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1601
1602 if (bowspeed < 1)
1603 bowspeed = 1;
1604
1605 if (arrow == NULL) 1580 if (arrow == NULL)
1606 { 1581 {
1607 if ((arrow = find_arrow (op, bow->race)) == NULL) 1582 if ((arrow = find_arrow (op, bow->race)) == NULL)
1608 { 1583 {
1609 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1650 arrow->stats.grace = arrow->attacktype; 1625 arrow->stats.grace = arrow->attacktype;
1651 1626
1652 if (arrow->slaying) 1627 if (arrow->slaying)
1653 arrow->spellarg = strdup (arrow->slaying); 1628 arrow->spellarg = strdup (arrow->slaying);
1654 1629
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);
1646
1647 /* update the speed */
1648 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1649 + bow->stats.dam / 7.f;
1650
1651 arrow->set_speed (max (arrow->speed, 2.f));
1652 arrow->speed_left = 0;
1653
1654 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1655
1655 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1656 { 1657 {
1657 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1658 op->update_stats ();
1659 }
1660
1661 SET_ANIMATION (arrow, arrow->direction);
1662
1663 arrow->stats.dam += op->stats.dam + arrow->magic;
1664
1665 /* update the speed */
1666 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1667 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1668
1669 arrow->set_speed (max (arrow->speed, 1.0));
1670 arrow->speed_left = 0;
1671
1672 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1673
1674 if (op->type == PLAYER)
1675 {
1676 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1658 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1677 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1659 wc -= dex_bonus[op->stats.Dex];
1678 1660
1679 if (!arrow->slaying) 1661 if (!arrow->slaying)
1680 arrow->slaying = op->slaying; 1662 arrow->slaying = op->slaying;
1681 1663
1682 arrow->attacktype |= op->attacktype; 1664 arrow->attacktype |= op->attacktype;
1690 arrow->slaying = bow->slaying; 1672 arrow->slaying = bow->slaying;
1691 1673
1692 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1693 } 1675 }
1694 1676
1695 arrow->stats.wc -= arrow->level; 1677 wc -= arrow->level;
1678 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1696 1679
1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1697 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1698 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1699 1683
1700 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);
1701 m->insert (arrow, sx, sy, op); 1685 m->insert (arrow, sx, sy, op);
1756 } 1740 }
1757 1741
1758 return ret; 1742 return ret;
1759} 1743}
1760 1744
1761
1762/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
1763 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
1764 */ 1747 */
1765void 1748void
1766fire_misc_object (object *op, int dir) 1749fire_misc_object (object *op, int dir)
1777 { 1760 {
1778 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1761 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1779 return; 1762 return;
1780 } 1763 }
1781 1764
1782 op->set_weapon (item); 1765 if (!op->change_weapon (item))
1766 return;
1783 1767
1784 if (item->type == WAND) 1768 if (item->type == WAND)
1785 { 1769 {
1786 if (item->stats.food <= 0) 1770 if (item->stats.food <= 0)
1787 { 1771 {
1831 } 1815 }
1832} 1816}
1833 1817
1834/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
1835 */ 1819 */
1836void 1820bool
1837fire (object *op, int dir) 1821fire (object *op, int dir)
1838{ 1822{
1839 int spellcost = 0; 1823 int spellcost = 0;
1840 1824
1841 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
1845 player *pl = op->contr; 1829 player *pl = op->contr;
1846 1830
1847 if (pl->golem) 1831 if (pl->golem)
1848 { 1832 {
1849 control_golem (op->contr->golem, dir); 1833 control_golem (op->contr->golem, dir);
1850 return; 1834 return false;
1851 } 1835 }
1852 1836
1853 object *ob = pl->ranged_ob; 1837 object *ob = pl->ranged_ob;
1854 1838
1855 if (!ob) 1839 if (!ob)
1856 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;
1857 1849
1858 switch (ob->type) 1850 switch (ob->type)
1859 { 1851 {
1860 case BOW: 1852 case BOW:
1861 player_fire_bow (op, dir); 1853 player_fire_bow (op, dir);
1868 case BUILDER: 1860 case BUILDER:
1869 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
1870 break; 1862 break;
1871 1863
1872 case SKILL: 1864 case SKILL:
1873 case SKILL_TOOL:
1874 do_skill (op, op, ob, dir, 0); 1865 do_skill (op, op, ob, dir, 0);
1875 break; 1866 break;
1876 1867
1877 default: 1868 default:
1878 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
1879 break; 1870 break;
1880 } 1871 }
1872
1873 return true;
1881} 1874}
1882 1875
1883/* find_key 1876/* find_key
1884 * 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
1885 * and successfully use it, we return the key, otherwise NULL 1878 * and successfully use it, we return the key, otherwise NULL
1972 * 0 otherwise 1965 * 0 otherwise
1973 */ 1966 */
1974static int 1967static int
1975player_attack_door (object *op, object *door) 1968player_attack_door (object *op, object *door)
1976{ 1969{
1977 /* 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,
1978 * 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 -
1979 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
1980 */ 1973 */
1981 object *key = find_key (op, op, door); 1974 object *key = find_key (op, op, door);
1982 1975
1983 /* IF we found a key, do some extra work */ 1976 /* If we found a key, do some extra work */
1984 if (key) 1977 if (key)
1985 { 1978 {
1986 object *container = key->env; 1979 object *container = key->env;
1987 1980
1988 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);
2023 * It should keep the code cleaner. 2016 * It should keep the code cleaner.
2024 * When this is called, the players direction has been updated 2017 * When this is called, the players direction has been updated
2025 * (taking into account confusion.) The player is also actually 2018 * (taking into account confusion.) The player is also actually
2026 * going to try and move (not fire weapons). 2019 * going to try and move (not fire weapons).
2027 */ 2020 */
2028void 2021bool
2029move_player_attack (object *op, int dir) 2022move_player_attack (object *op, int dir)
2030{ 2023{
2031 object *tmp, *mon;
2032 int on_battleground; 2024 int on_battleground;
2033 maptile *m;
2034 2025
2035 sint16 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2036 sint16 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2037 2028
2038 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 }
2039 2039
2040 /* 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
2041 * 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
2042 * 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
2043 * player. This is a pretty nasty hack, because if we could 2043 * player. This is a pretty nasty hack, because if we could
2044 * 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
2045 * 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
2046 * 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
2047 * move_ob uses. 2047 * move_ob uses.
2048 */ 2048 */
2049 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2050 {
2051 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2052 {
2053 m = op->map->xy_find (nx, ny); 2049 maptile *m = op->map->xy_find (nx, ny);
2054 if (!m)
2055 return; /* Don't think this should happen */
2056 }
2057 else
2058 m = op->map;
2059 2050
2060 if (!(tmp = m->at (nx, ny).bot))
2061 return;
2062
2063 mon = 0;
2064 /* 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
2065 * 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.
2066 * 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
2067 * on the space 2054 * on the space
2068 */ 2055 */
2069 while (tmp) 2056 object *mon;
2070 { 2057 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2071 if (tmp == op) 2058 {
2072 { 2059 if ((mon->flag [FLAG_ALIVE]
2073 tmp = tmp->above; 2060 || mon->type == LOCKED_DOOR
2074 continue; 2061 || mon->flag [FLAG_CAN_ROLL])
2075 }
2076
2077 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2078 {
2079 mon = tmp; 2062 && mon != op)
2080 break; 2063 break;
2081 } 2064 }
2082 2065
2083 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2084 mon = tmp;
2085
2086 tmp = tmp->above;
2087 }
2088
2089 if (!mon) /* This happens anytime the player tries to move */ 2066 if (!mon) /* This happens anytime the player tries to move */
2090 return; /* into a wall */ 2067 return false; /* into a wall */
2091 2068
2092 if (mon->head)
2093 mon = mon->head; 2069 mon = mon->head_ ();
2094 2070
2095 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)
2096 if (player_attack_door (op, mon)) 2073 if (player_attack_door (op, mon))
2074 {
2075 --op->contr->weapon_sp_left;
2097 return; 2076 return true;
2077 }
2098 2078
2099 /* The following deals with possibly attacking peaceful 2079 /* The following deals with possibly attacking peaceful
2100 * or frienddly creatures. Basically, all players are considered 2080 * or friendly creatures. Basically, all players are considered
2101 * unaggressive. If the moving player has peaceful set, then the 2081 * unaggressive. If the moving player has peaceful set, then the
2102 * object should be pushed instead of attacked. It is assumed that 2082 * object should be pushed instead of attacked. It is assumed that
2103 * if you are braced, you will not attack friends accidently, 2083 * if you are braced, you will not attack friends accidently,
2104 * and thus will not push them. 2084 * and thus will not push them.
2105 */ 2085 */
2106 2086
2107 /* 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
2108 * peaceful. Our assumption is the creature is a pet if the 2088 * peaceful. Our assumption is the creature is a pet if the
2109 * player owns it and it is either friendly or unagressive. 2089 * player owns it and it is either friendly or unagressive.
2110 */ 2090 */
2111 if ((op->type == PLAYER) 2091 if (op->type == PLAYER
2112#if COZY_SERVER
2113 &&
2114 ((mon->owner && mon->owner->contr 2092 && ((mon->owner && mon->owner->contr
2115 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2093 && same_party (mon->owner->contr->party, op->contr->party))
2116#else
2117 && mon->owner == op 2094 || mon->owner == op)
2118#endif
2119 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2120 { 2096 {
2121 /* 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 */
2122 if (op->contr->braced) 2098 if (op->contr->braced)
2123 return; 2099 return false;
2100
2101 if (op->speed_left > 0.f)
2102 {
2103 --op->speed_left;
2124 2104
2125 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);
2126 push_ob (mon, dir, op); 2106 push_ob (mon, dir, op);
2107
2127 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2128 make_visible (op); 2109 make_visible (op);
2129 2110
2130 return; 2111 return true;
2131 } 2112 }
2113 else
2114 return false;
2115 }
2132 2116
2133 /* in certain circumstances, you shouldn't attack friendly 2117 /* in certain circumstances, you shouldn't attack friendly
2134 * creatures. Note that if you are braced, you can't push 2118 * creatures. Note that if you are braced, you can't push
2135 * 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
2136 * attack them either. 2120 * attack them either.
2137 */ 2121 */
2138 if ((mon->type == PLAYER || mon->enemy != op) && 2122 if ((mon->type == PLAYER || mon->enemy != op)
2139 (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))
2140#ifdef PROHIBIT_PLAYERKILL
2141 (op->contr->peaceful 2124 && ((op->contr->peaceful
2142 || (mon->type == PLAYER 2125 || (mon->type == PLAYER && mon->contr->peaceful))
2143 && mon->contr->
2144 peaceful)) &&
2145#else
2146 op->contr->peaceful &&
2147#endif
2148 !on_battleground)) 2126 && !on_battleground))
2127 {
2128 if (op->speed_left > 0.f)
2149 { 2129 {
2130 --op->speed_left;
2131
2150 if (!op->contr->braced) 2132 if (!op->contr->braced)
2151 { 2133 {
2152 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);
2153 push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2154 } 2136 }
2155 else 2137 else
2156 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2157 2139
2158 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2159 make_visible (op); 2141 make_visible (op);
2160 }
2161 2142
2143 return true;
2144 }
2145 }
2162 /* If the object is a boulder or other rollable object, then 2146 /* If the object is a boulder or other rollable object, then
2163 * 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.
2164 */ 2148 */
2165 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)
2166 { 2152 {
2153 --op->speed_left;
2154
2167 recursive_roll (mon, dir, op); 2155 recursive_roll (mon, dir, op);
2168 if (action_makes_visible (op)) 2156 if (action_makes_visible (op))
2169 make_visible (op); 2157 make_visible (op);
2170 }
2171 2158
2159 return true;
2160 }
2161 }
2172 /* Any generic living creature. Including things like doors. 2162 /* Any generic living creature. Including things like doors.
2173 * 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
2174 * and be living. Then, it must be one of the following: 2164 * and be living. Then, it must be one of the following:
2175 * 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
2176 * 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.
2177 */ 2167 */
2178 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2179 ((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)))
2180 { 2170 {
2181 2171 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2182 /* If the player hasn't hit something this tick, and does
2183 * so, give them speed boost based on weapon speed. Doing
2184 * it here is better than process_players2, which basically
2185 * incurred a 1 tick offset.
2186 */
2187 if (!op->contr->has_hit)
2188 { 2172 {
2189 op->speed_left += op->speed / op->contr->weapon_sp; 2173 --op->contr->weapon_sp_left;
2190
2191 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2192 }
2193 2174
2194 skill_attack (mon, op, 0, 0, 0); 2175 skill_attack (mon, op, 0, 0, 0);
2195
2196 /* If attacking another player, that player gets automatic
2197 * hitback, and doesn't loose luck either.
2198 * Disable hitback on the battleground or if the target is
2199 * the wiz.
2200 */
2201 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2202 {
2203 short luck = mon->stats.luck;
2204
2205 mon->contr->has_hit = 1;
2206 skill_attack (op, mon, 0, 0, 0);
2207 mon->stats.luck = luck;
2208 }
2209 2176
2210 if (action_makes_visible (op)) 2177 if (action_makes_visible (op))
2211 make_visible (op); 2178 make_visible (op);
2212 }
2213 } /* if player should attack something */
2214}
2215 2179
2216int 2180 return true;
2181 }
2182 }
2183
2184 return false;
2185}
2186
2187bool
2217move_player (object *op, int dir) 2188move_player (object *op, int dir)
2218{ 2189{
2219 int pick; 2190 int pick;
2220 2191
2221 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2235 op->facing = dir; 2206 op->facing = dir;
2236 2207
2237 if (op->hide) 2208 if (op->hide)
2238 do_hidden_move (op); 2209 do_hidden_move (op);
2239 2210
2211 bool retval;
2212
2240 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2241 /*nop */ ; 2214 retval = RESULT_INT (0);
2242 else if (op->contr->fire_on) 2215 else if (op->contr->fire_on)
2243 fire (op, dir); 2216 retval = fire (op, dir);
2244 else 2217 else
2245 { 2218 {
2246 move_player_attack (op, dir); 2219 retval = move_player_attack (op, dir);
2247 pick = check_pick (op); 2220 pick = check_pick (op);
2248 } 2221 }
2249 2222
2250 /* 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
2251 * server can handle repeat firing. 2224 * server can handle repeat firing.
2258 /* Update how the player looks. Use the facing, so direction may 2231 /* Update how the player looks. Use the facing, so direction may
2259 * get reset to zero. This allows for full animation capabilities 2232 * get reset to zero. This allows for full animation capabilities
2260 * for players. 2233 * for players.
2261 */ 2234 */
2262 animate_object (op, op->facing); 2235 animate_object (op, op->facing);
2263 return 0; 2236
2237 return retval;
2264} 2238}
2265 2239
2266/* 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
2267 * new client/server stuff. 2241 * new client/server stuff.
2268 * 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
2269 * the new speed values for commands. 2243 * the new speed values for commands.
2270 * 2244 *
2271 * 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.
2272 */ 2248 */
2273int 2249bool
2274handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2275{ 2251{
2276 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2277 { 2253 {
2278 flee_player (op); 2254 if (op->speed_left > 0.f)
2279 /* If player is still scared, that is his action for this tick */
2280 if (QUERY_FLAG (op, FLAG_SCARED))
2281 { 2255 {
2282 op->speed_left--; 2256 --op->speed_left;
2257 flee_player (op);
2258
2283 return 0; 2259 return true;
2284 } 2260 }
2261 else
2262 return false;
2285 } 2263 }
2286 2264
2287 /* 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
2288 * the players time has been increased when doericserver has been 2266 * the players time has been increased when doericserver has been
2289 * called, so we recheck it here. 2267 * called, so we recheck it here.
2290 */ 2268 */
2291 if (op->contr->ns->handle_command ()) 2269 if (op->contr->ns->handle_command ())
2292 return 1; 2270 return true;
2293 2271
2294 if (op->speed_left > 0)
2295 {
2296 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2297 {
2298 /* All move commands take 1 tick, at least for now */
2299 op->speed_left--;
2300
2301 /* Instead of all the stuff below, let move_player take care
2302 * of it. Also, some of the skill stuff is only put in
2303 * there, as well as the confusion stuff.
2304 */
2305 move_player (op, op->direction); 2273 return move_player (op, op->direction);
2306 2274
2307 return op->speed_left > 0;
2308 }
2309 }
2310
2311 return 0; 2275 return false;
2312} 2276}
2313 2277
2314int 2278int
2315save_life (object *op) 2279save_life (object *op)
2316{ 2280{
2582 } 2546 }
2583 2547
2584 /* Digestion */ 2548 /* Digestion */
2585 if (--op->last_eat < 0) 2549 if (--op->last_eat < 0)
2586 { 2550 {
2587#ifdef COZY_SERVER
2588 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2589 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2590#else
2591 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;
2592#endif
2593 2552
2594 if (op->contr->gen_hp > 0) 2553 if (op->contr->gen_hp > 0)
2595 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);
2596 else 2555 else
2597 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2942 object *force; 2901 object *force;
2943 int at; 2902 int at;
2944 2903
2945 force = get_archetype (FORCE_NAME); 2904 force = get_archetype (FORCE_NAME);
2946 /* 50 ticks should be enough time for the spell to abate */ 2905 /* 50 ticks should be enough time for the spell to abate */
2947 force->speed = 0.1; 2906 force->speed = 0.1f;
2948 force->speed_left = -5.0; 2907 force->speed_left = -5.f;
2949 SET_FLAG (force, FLAG_APPLIED); 2908 SET_FLAG (force, FLAG_APPLIED);
2950 for (at = 0; at < NROFATTACKS; at++) 2909 for (at = 0; at < NROFATTACKS; at++)
2951 if (will_kill_again & (1 << at)) 2910 if (will_kill_again & (1 << at))
2952 force->resist[at] = 100; 2911 force->resist[at] = 100;
2953 2912
3128/* For Hidden creatures - a chance of becoming 'unhidden' 3087/* For Hidden creatures - a chance of becoming 'unhidden'
3129 * every time they move - as we subtract off 'invisibility' 3088 * every time they move - as we subtract off 'invisibility'
3130 * AND, for players, if they move into a ridiculously unhideable 3089 * AND, for players, if they move into a ridiculously unhideable
3131 * spot (surrounded by clear terrain in broad daylight). -b.t. 3090 * spot (surrounded by clear terrain in broad daylight). -b.t.
3132 */ 3091 */
3133
3134void 3092void
3135do_hidden_move (object *op) 3093do_hidden_move (object *op)
3136{ 3094{
3137 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3138 object *skop; 3096 object *skop;

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines