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Comparing deliantra/server/server/player.C (file contents):
Revision 1.130 by root, Sat May 12 20:21:54 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{
1535 */ 1534 */
1536int 1535int
1537fire_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)
1538{ 1537{
1539 object *left, *bow; 1538 object *left, *bow;
1540 int bowspeed, mflags; 1539 int mflags;
1541 maptile *m; 1540 maptile *m;
1542 1541
1543 if (!dir) 1542 if (!dir)
1544 { 1543 {
1545 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!");
1546 return 0; 1545 return 0;
1547 } 1546 }
1548 1547
1549 if (player *pl = op->contr) 1548 if (op->contr)
1550 { 1549 bow = op->current_weapon;
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1555 else 1550 else
1556 { 1551 {
1557 for (bow = op->inv; bow; bow = bow->below) 1552 for (bow = op->inv; bow; bow = bow->below)
1558 /* 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
1559 * 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.
1580 { 1575 {
1581 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);
1582 return 0; 1577 return 0;
1583 } 1578 }
1584 1579
1585 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1586
1587 /* penalize ROF for bestarrow */
1588 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1589 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1590
1591 if (bowspeed < 1)
1592 bowspeed = 1;
1593
1594 if (arrow == NULL) 1580 if (arrow == NULL)
1595 { 1581 {
1596 if ((arrow = find_arrow (op, bow->race)) == NULL) 1582 if ((arrow = find_arrow (op, bow->race)) == NULL)
1597 { 1583 {
1598 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1639 arrow->stats.grace = arrow->attacktype; 1625 arrow->stats.grace = arrow->attacktype;
1640 1626
1641 if (arrow->slaying) 1627 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying); 1628 arrow->spellarg = strdup (arrow->slaying);
1643 1629
1644 if (op->type == PLAYER) 1630#if 0
1645 { 1631 if (player *pl = op->contr)
1646 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1647 op->update_stats ();
1648 } 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
1649 1644
1650 SET_ANIMATION (arrow, arrow->direction); 1645 SET_ANIMATION (arrow, arrow->direction);
1651 1646
1652 /* update the speed */ 1647 /* update the speed */
1653 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1648 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1654 + bow->stats.dam / 7.0; 1649 + bow->stats.dam / 7.f;
1655 1650
1656 arrow->set_speed (max (arrow->speed, 2.0)); 1651 arrow->set_speed (max (arrow->speed, 2.f));
1657 arrow->speed_left = 0; 1652 arrow->speed_left = 0;
1658 1653
1659 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1654 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1660 1655
1661 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1745 } 1740 }
1746 1741
1747 return ret; 1742 return ret;
1748} 1743}
1749 1744
1750
1751/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
1752 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
1753 */ 1747 */
1754void 1748void
1755fire_misc_object (object *op, int dir) 1749fire_misc_object (object *op, int dir)
1821 } 1815 }
1822} 1816}
1823 1817
1824/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
1825 */ 1819 */
1826void 1820bool
1827fire (object *op, int dir) 1821fire (object *op, int dir)
1828{ 1822{
1829 int spellcost = 0; 1823 int spellcost = 0;
1830 1824
1831 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
1835 player *pl = op->contr; 1829 player *pl = op->contr;
1836 1830
1837 if (pl->golem) 1831 if (pl->golem)
1838 { 1832 {
1839 control_golem (op->contr->golem, dir); 1833 control_golem (op->contr->golem, dir);
1840 return; 1834 return false;
1841 } 1835 }
1842 1836
1843 object *ob = pl->ranged_ob; 1837 object *ob = pl->ranged_ob;
1844 1838
1845 if (!ob) 1839 if (!ob)
1846 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;
1847 1849
1848 switch (ob->type) 1850 switch (ob->type)
1849 { 1851 {
1850 case BOW: 1852 case BOW:
1851 player_fire_bow (op, dir); 1853 player_fire_bow (op, dir);
1858 case BUILDER: 1860 case BUILDER:
1859 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
1860 break; 1862 break;
1861 1863
1862 case SKILL: 1864 case SKILL:
1863 case SKILL_TOOL:
1864 do_skill (op, op, ob, dir, 0); 1865 do_skill (op, op, ob, dir, 0);
1865 break; 1866 break;
1866 1867
1867 default: 1868 default:
1868 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
1869 break; 1870 break;
1870 } 1871 }
1872
1873 return true;
1871} 1874}
1872 1875
1873/* find_key 1876/* find_key
1874 * 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
1875 * and successfully use it, we return the key, otherwise NULL 1878 * and successfully use it, we return the key, otherwise NULL
1962 * 0 otherwise 1965 * 0 otherwise
1963 */ 1966 */
1964static int 1967static int
1965player_attack_door (object *op, object *door) 1968player_attack_door (object *op, object *door)
1966{ 1969{
1967 /* 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,
1968 * 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 -
1969 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
1970 */ 1973 */
1971 object *key = find_key (op, op, door); 1974 object *key = find_key (op, op, door);
1972 1975
1973 /* IF we found a key, do some extra work */ 1976 /* If we found a key, do some extra work */
1974 if (key) 1977 if (key)
1975 { 1978 {
1976 object *container = key->env; 1979 object *container = key->env;
1977 1980
1978 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);
2013 * It should keep the code cleaner. 2016 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2017 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2018 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2019 * going to try and move (not fire weapons).
2017 */ 2020 */
2018void 2021bool
2019move_player_attack (object *op, int dir) 2022move_player_attack (object *op, int dir)
2020{ 2023{
2021 object *tmp, *mon;
2022 int on_battleground; 2024 int on_battleground;
2023 maptile *m;
2024 2025
2025 sint16 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2026 sint16 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2027 2028
2028 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 }
2029 2039
2030 /* 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
2031 * 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
2032 * 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
2033 * player. This is a pretty nasty hack, because if we could 2043 * player. This is a pretty nasty hack, because if we could
2034 * 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
2035 * 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
2036 * 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
2037 * move_ob uses. 2047 * move_ob uses.
2038 */ 2048 */
2039 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2040 {
2041 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2042 {
2043 m = op->map->xy_find (nx, ny); 2049 maptile *m = op->map->xy_find (nx, ny);
2044 if (!m)
2045 return; /* Don't think this should happen */
2046 }
2047 else
2048 m = op->map;
2049 2050
2050 if (!(tmp = m->at (nx, ny).bot))
2051 return;
2052
2053 mon = 0;
2054 /* 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
2055 * 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.
2056 * 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
2057 * on the space 2054 * on the space
2058 */ 2055 */
2059 while (tmp) 2056 object *mon;
2060 { 2057 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2061 if (tmp == op) 2058 {
2062 { 2059 if ((mon->flag [FLAG_ALIVE]
2063 tmp = tmp->above; 2060 || mon->type == LOCKED_DOOR
2064 continue; 2061 || mon->flag [FLAG_CAN_ROLL])
2065 }
2066
2067 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2068 {
2069 mon = tmp; 2062 && mon != op)
2070 break; 2063 break;
2071 } 2064 }
2072 2065
2073 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2074 mon = tmp;
2075
2076 tmp = tmp->above;
2077 }
2078
2079 if (!mon) /* This happens anytime the player tries to move */ 2066 if (!mon) /* This happens anytime the player tries to move */
2080 return; /* into a wall */ 2067 return false; /* into a wall */
2081 2068
2082 if (mon->head)
2083 mon = mon->head; 2069 mon = mon->head_ ();
2084 2070
2085 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)
2086 if (player_attack_door (op, mon)) 2073 if (player_attack_door (op, mon))
2074 {
2075 --op->contr->weapon_sp_left;
2087 return; 2076 return true;
2077 }
2088 2078
2089 /* The following deals with possibly attacking peaceful 2079 /* The following deals with possibly attacking peaceful
2090 * or frienddly creatures. Basically, all players are considered 2080 * or friendly creatures. Basically, all players are considered
2091 * unaggressive. If the moving player has peaceful set, then the 2081 * unaggressive. If the moving player has peaceful set, then the
2092 * object should be pushed instead of attacked. It is assumed that 2082 * object should be pushed instead of attacked. It is assumed that
2093 * if you are braced, you will not attack friends accidently, 2083 * if you are braced, you will not attack friends accidently,
2094 * and thus will not push them. 2084 * and thus will not push them.
2095 */ 2085 */
2096 2086
2097 /* 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
2098 * peaceful. Our assumption is the creature is a pet if the 2088 * peaceful. Our assumption is the creature is a pet if the
2099 * player owns it and it is either friendly or unagressive. 2089 * player owns it and it is either friendly or unagressive.
2100 */ 2090 */
2101 if ((op->type == PLAYER) 2091 if (op->type == PLAYER
2102#if COZY_SERVER
2103 &&
2104 ((mon->owner && mon->owner->contr 2092 && ((mon->owner && mon->owner->contr
2105 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2093 && same_party (mon->owner->contr->party, op->contr->party))
2106#else
2107 && mon->owner == op 2094 || mon->owner == op)
2108#endif
2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2110 { 2096 {
2111 /* 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 */
2112 if (op->contr->braced) 2098 if (op->contr->braced)
2113 return; 2099 return false;
2100
2101 if (op->speed_left > 0.f)
2102 {
2103 --op->speed_left;
2114 2104
2115 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);
2116 push_ob (mon, dir, op); 2106 push_ob (mon, dir, op);
2107
2117 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2118 make_visible (op); 2109 make_visible (op);
2119 2110
2120 return; 2111 return true;
2121 } 2112 }
2113 else
2114 return false;
2115 }
2122 2116
2123 /* in certain circumstances, you shouldn't attack friendly 2117 /* in certain circumstances, you shouldn't attack friendly
2124 * creatures. Note that if you are braced, you can't push 2118 * creatures. Note that if you are braced, you can't push
2125 * 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
2126 * attack them either. 2120 * attack them either.
2127 */ 2121 */
2128 if ((mon->type == PLAYER || mon->enemy != op) && 2122 if ((mon->type == PLAYER || mon->enemy != op)
2129 (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))
2130#ifdef PROHIBIT_PLAYERKILL
2131 (op->contr->peaceful 2124 && ((op->contr->peaceful
2132 || (mon->type == PLAYER 2125 || (mon->type == PLAYER && mon->contr->peaceful))
2133 && mon->contr->
2134 peaceful)) &&
2135#else
2136 op->contr->peaceful &&
2137#endif
2138 !on_battleground)) 2126 && !on_battleground))
2127 {
2128 if (op->speed_left > 0.f)
2139 { 2129 {
2130 --op->speed_left;
2131
2140 if (!op->contr->braced) 2132 if (!op->contr->braced)
2141 { 2133 {
2142 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);
2143 push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2144 } 2136 }
2145 else 2137 else
2146 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2147 2139
2148 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2149 make_visible (op); 2141 make_visible (op);
2150 }
2151 2142
2143 return true;
2144 }
2145 }
2152 /* If the object is a boulder or other rollable object, then 2146 /* If the object is a boulder or other rollable object, then
2153 * 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.
2154 */ 2148 */
2155 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)
2156 { 2152 {
2153 --op->speed_left;
2154
2157 recursive_roll (mon, dir, op); 2155 recursive_roll (mon, dir, op);
2158 if (action_makes_visible (op)) 2156 if (action_makes_visible (op))
2159 make_visible (op); 2157 make_visible (op);
2160 }
2161 2158
2159 return true;
2160 }
2161 }
2162 /* Any generic living creature. Including things like doors. 2162 /* Any generic living creature. Including things like doors.
2163 * 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
2164 * and be living. Then, it must be one of the following: 2164 * and be living. Then, it must be one of the following:
2165 * 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
2166 * 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.
2167 */ 2167 */
2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2170 { 2170 {
2171 /* If the player hasn't hit something this tick, and does 2171 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2172 * so, give them speed boost based on weapon speed. Doing
2173 * it here is better than process_players2, which basically
2174 * incurred a 1 tick offset.
2175 */
2176 if (!op->contr->has_hit)
2177 { 2172 {
2178 op->speed_left += op->contr->weapon_sp - op->speed; 2173 --op->contr->weapon_sp_left;
2179
2180 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2181 }
2182 2174
2183 skill_attack (mon, op, 0, 0, 0); 2175 skill_attack (mon, op, 0, 0, 0);
2184
2185 /* If attacking another player, that player gets automatic
2186 * hitback, and doesn't loose luck either.
2187 * Disable hitback on the battleground or if the target is
2188 * the wiz.
2189 */
2190 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2191 {
2192 short luck = mon->stats.luck;
2193
2194 mon->contr->has_hit = 1;
2195 skill_attack (op, mon, 0, 0, 0);
2196 mon->stats.luck = luck;
2197 }
2198 2176
2199 if (action_makes_visible (op)) 2177 if (action_makes_visible (op))
2200 make_visible (op); 2178 make_visible (op);
2201 }
2202 } /* if player should attack something */
2203}
2204 2179
2205int 2180 return true;
2181 }
2182 }
2183
2184 return false;
2185}
2186
2187bool
2206move_player (object *op, int dir) 2188move_player (object *op, int dir)
2207{ 2189{
2208 int pick; 2190 int pick;
2209 2191
2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2224 op->facing = dir; 2206 op->facing = dir;
2225 2207
2226 if (op->hide) 2208 if (op->hide)
2227 do_hidden_move (op); 2209 do_hidden_move (op);
2228 2210
2211 bool retval;
2212
2229 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2230 /*nop */ ; 2214 retval = RESULT_INT (0);
2231 else if (op->contr->fire_on) 2215 else if (op->contr->fire_on)
2232 fire (op, dir); 2216 retval = fire (op, dir);
2233 else 2217 else
2234 { 2218 {
2235 move_player_attack (op, dir); 2219 retval = move_player_attack (op, dir);
2236 pick = check_pick (op); 2220 pick = check_pick (op);
2237 } 2221 }
2238 2222
2239 /* 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
2240 * server can handle repeat firing. 2224 * server can handle repeat firing.
2247 /* Update how the player looks. Use the facing, so direction may 2231 /* Update how the player looks. Use the facing, so direction may
2248 * get reset to zero. This allows for full animation capabilities 2232 * get reset to zero. This allows for full animation capabilities
2249 * for players. 2233 * for players.
2250 */ 2234 */
2251 animate_object (op, op->facing); 2235 animate_object (op, op->facing);
2252 return 0; 2236
2237 return retval;
2253} 2238}
2254 2239
2255/* 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
2256 * new client/server stuff. 2241 * new client/server stuff.
2257 * 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
2258 * the new speed values for commands. 2243 * the new speed values for commands.
2259 * 2244 *
2260 * 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.
2261 */ 2248 */
2262int 2249bool
2263handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2264{ 2251{
2265 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2266 { 2253 {
2267 flee_player (op); 2254 if (op->speed_left > 0.f)
2268 /* If player is still scared, that is his action for this tick */
2269 if (QUERY_FLAG (op, FLAG_SCARED))
2270 { 2255 {
2271 op->speed_left--; 2256 --op->speed_left;
2257 flee_player (op);
2258
2272 return 0; 2259 return true;
2273 } 2260 }
2261 else
2262 return false;
2274 } 2263 }
2275 2264
2276 /* 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
2277 * the players time has been increased when doericserver has been 2266 * the players time has been increased when doericserver has been
2278 * called, so we recheck it here. 2267 * called, so we recheck it here.
2279 */ 2268 */
2280 if (op->contr->ns->handle_command ()) 2269 if (op->contr->ns->handle_command ())
2281 return 1; 2270 return true;
2282 2271
2283 if (op->speed_left > 0)
2284 {
2285 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2286 {
2287 /* All move commands take 1 tick, at least for now */
2288 op->speed_left--;
2289
2290 /* Instead of all the stuff below, let move_player take care
2291 * of it. Also, some of the skill stuff is only put in
2292 * there, as well as the confusion stuff.
2293 */
2294 move_player (op, op->direction); 2273 return move_player (op, op->direction);
2295 2274
2296 return op->speed_left > 0;
2297 }
2298 }
2299
2300 return 0; 2275 return false;
2301} 2276}
2302 2277
2303int 2278int
2304save_life (object *op) 2279save_life (object *op)
2305{ 2280{
2571 } 2546 }
2572 2547
2573 /* Digestion */ 2548 /* Digestion */
2574 if (--op->last_eat < 0) 2549 if (--op->last_eat < 0)
2575 { 2550 {
2576#ifdef COZY_SERVER
2577 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2578 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2579#else
2580 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;
2581#endif
2582 2552
2583 if (op->contr->gen_hp > 0) 2553 if (op->contr->gen_hp > 0)
2584 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);
2585 else 2555 else
2586 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2931 object *force; 2901 object *force;
2932 int at; 2902 int at;
2933 2903
2934 force = get_archetype (FORCE_NAME); 2904 force = get_archetype (FORCE_NAME);
2935 /* 50 ticks should be enough time for the spell to abate */ 2905 /* 50 ticks should be enough time for the spell to abate */
2936 force->speed = 0.1; 2906 force->speed = 0.1f;
2937 force->speed_left = -5.0; 2907 force->speed_left = -5.f;
2938 SET_FLAG (force, FLAG_APPLIED); 2908 SET_FLAG (force, FLAG_APPLIED);
2939 for (at = 0; at < NROFATTACKS; at++) 2909 for (at = 0; at < NROFATTACKS; at++)
2940 if (will_kill_again & (1 << at)) 2910 if (will_kill_again & (1 << at))
2941 force->resist[at] = 100; 2911 force->resist[at] = 100;
2942 2912
3117/* For Hidden creatures - a chance of becoming 'unhidden' 3087/* For Hidden creatures - a chance of becoming 'unhidden'
3118 * every time they move - as we subtract off 'invisibility' 3088 * every time they move - as we subtract off 'invisibility'
3119 * AND, for players, if they move into a ridiculously unhideable 3089 * AND, for players, if they move into a ridiculously unhideable
3120 * spot (surrounded by clear terrain in broad daylight). -b.t. 3090 * spot (surrounded by clear terrain in broad daylight). -b.t.
3121 */ 3091 */
3122
3123void 3092void
3124do_hidden_move (object *op) 3093do_hidden_move (object *op)
3125{ 3094{
3126 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3127 object *skop; 3096 object *skop;

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