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Comparing deliantra/server/server/player.C (file contents):
Revision 1.133 by root, Sat May 12 22:04:20 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 = 0.5f;
325 ob->speed = 1.0f; 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{
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.
1630 arrow->stats.grace = arrow->attacktype; 1625 arrow->stats.grace = arrow->attacktype;
1631 1626
1632 if (arrow->slaying) 1627 if (arrow->slaying)
1633 arrow->spellarg = strdup (arrow->slaying); 1628 arrow->spellarg = strdup (arrow->slaying);
1634 1629
1630#if 0
1635 if (player *pl = op->contr) 1631 if (player *pl = op->contr)
1636 { 1632 {
1637 pl->has_hit = 1;
1638#if 0
1639 float speed = pl->weapon_sp; 1633 float speed = pl->weapon_sp;
1640 1634
1641 /* penalize ROF for bestarrow */ 1635 /* penalize ROF for bestarrow */
1642 if (pl->bowtype == bow_bestarrow) 1636 if (pl->bowtype == bow_bestarrow)
1643 speed *= .9f; 1637 speed *= .9f;
1644 else 1638 else
1645 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1639 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1646 1640
1647 op->speed_left += speed - op->speed; 1641 op->speed_left += speed - op->speed;
1642 }
1648#endif 1643#endif
1649 }
1650 1644
1651 SET_ANIMATION (arrow, arrow->direction); 1645 SET_ANIMATION (arrow, arrow->direction);
1652 1646
1653 /* update the speed */ 1647 /* update the speed */
1654 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
1655 + bow->stats.dam / 7.0; 1649 + bow->stats.dam / 7.f;
1656 1650
1657 arrow->set_speed (max (arrow->speed, 2.0)); 1651 arrow->set_speed (max (arrow->speed, 2.f));
1658 arrow->speed_left = 0; 1652 arrow->speed_left = 0;
1659 1653
1660 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;
1661 1655
1662 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1746 } 1740 }
1747 1741
1748 return ret; 1742 return ret;
1749} 1743}
1750 1744
1751
1752/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
1753 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
1754 */ 1747 */
1755void 1748void
1756fire_misc_object (object *op, int dir) 1749fire_misc_object (object *op, int dir)
1822 } 1815 }
1823} 1816}
1824 1817
1825/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
1826 */ 1819 */
1827void 1820bool
1828fire (object *op, int dir) 1821fire (object *op, int dir)
1829{ 1822{
1830 int spellcost = 0; 1823 int spellcost = 0;
1831 1824
1832 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
1836 player *pl = op->contr; 1829 player *pl = op->contr;
1837 1830
1838 if (pl->golem) 1831 if (pl->golem)
1839 { 1832 {
1840 control_golem (op->contr->golem, dir); 1833 control_golem (op->contr->golem, dir);
1841 return; 1834 return false;
1842 } 1835 }
1843 1836
1844 object *ob = pl->ranged_ob; 1837 object *ob = pl->ranged_ob;
1845 1838
1846 if (!ob) 1839 if (!ob)
1847 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;
1848 1849
1849 switch (ob->type) 1850 switch (ob->type)
1850 { 1851 {
1851 case BOW: 1852 case BOW:
1852 player_fire_bow (op, dir); 1853 player_fire_bow (op, dir);
1859 case BUILDER: 1860 case BUILDER:
1860 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
1861 break; 1862 break;
1862 1863
1863 case SKILL: 1864 case SKILL:
1864 case SKILL_TOOL:
1865 do_skill (op, op, ob, dir, 0); 1865 do_skill (op, op, ob, dir, 0);
1866 break; 1866 break;
1867 1867
1868 default: 1868 default:
1869 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
1870 break; 1870 break;
1871 } 1871 }
1872
1873 return true;
1872} 1874}
1873 1875
1874/* find_key 1876/* find_key
1875 * 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
1876 * and successfully use it, we return the key, otherwise NULL 1878 * and successfully use it, we return the key, otherwise NULL
1963 * 0 otherwise 1965 * 0 otherwise
1964 */ 1966 */
1965static int 1967static int
1966player_attack_door (object *op, object *door) 1968player_attack_door (object *op, object *door)
1967{ 1969{
1968 /* 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,
1969 * 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 -
1970 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
1971 */ 1973 */
1972 object *key = find_key (op, op, door); 1974 object *key = find_key (op, op, door);
1973 1975
1974 /* IF we found a key, do some extra work */ 1976 /* If we found a key, do some extra work */
1975 if (key) 1977 if (key)
1976 { 1978 {
1977 object *container = key->env; 1979 object *container = key->env;
1978 1980
1979 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);
2014 * It should keep the code cleaner. 2016 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2017 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2018 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2019 * going to try and move (not fire weapons).
2018 */ 2020 */
2019void 2021bool
2020move_player_attack (object *op, int dir) 2022move_player_attack (object *op, int dir)
2021{ 2023{
2022 object *tmp, *mon;
2023 int on_battleground; 2024 int on_battleground;
2024 maptile *m;
2025 2025
2026 sint16 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2027 sint16 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2028 2028
2029 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 }
2030 2039
2031 /* 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
2032 * 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
2033 * 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
2034 * player. This is a pretty nasty hack, because if we could 2043 * player. This is a pretty nasty hack, because if we could
2035 * 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
2036 * 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
2037 * 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
2038 * move_ob uses. 2047 * move_ob uses.
2039 */ 2048 */
2040 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2041 {
2042 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2043 {
2044 m = op->map->xy_find (nx, ny); 2049 maptile *m = op->map->xy_find (nx, ny);
2045 if (!m)
2046 return; /* Don't think this should happen */
2047 }
2048 else
2049 m = op->map;
2050 2050
2051 if (!(tmp = m->at (nx, ny).bot))
2052 return;
2053
2054 mon = 0;
2055 /* 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
2056 * 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.
2057 * 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
2058 * on the space 2054 * on the space
2059 */ 2055 */
2060 while (tmp) 2056 object *mon;
2061 { 2057 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2062 if (tmp == op) 2058 {
2063 { 2059 if ((mon->flag [FLAG_ALIVE]
2064 tmp = tmp->above; 2060 || mon->type == LOCKED_DOOR
2065 continue; 2061 || mon->flag [FLAG_CAN_ROLL])
2066 }
2067
2068 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2069 {
2070 mon = tmp; 2062 && mon != op)
2071 break; 2063 break;
2072 } 2064 }
2073 2065
2074 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2075 mon = tmp;
2076
2077 tmp = tmp->above;
2078 }
2079
2080 if (!mon) /* This happens anytime the player tries to move */ 2066 if (!mon) /* This happens anytime the player tries to move */
2081 return; /* into a wall */ 2067 return false; /* into a wall */
2082 2068
2083 if (mon->head)
2084 mon = mon->head; 2069 mon = mon->head_ ();
2085 2070
2086 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)
2087 if (player_attack_door (op, mon)) 2073 if (player_attack_door (op, mon))
2074 {
2075 --op->contr->weapon_sp_left;
2088 return; 2076 return true;
2077 }
2089 2078
2090 /* The following deals with possibly attacking peaceful 2079 /* The following deals with possibly attacking peaceful
2091 * or frienddly creatures. Basically, all players are considered 2080 * or friendly creatures. Basically, all players are considered
2092 * unaggressive. If the moving player has peaceful set, then the 2081 * unaggressive. If the moving player has peaceful set, then the
2093 * object should be pushed instead of attacked. It is assumed that 2082 * object should be pushed instead of attacked. It is assumed that
2094 * if you are braced, you will not attack friends accidently, 2083 * if you are braced, you will not attack friends accidently,
2095 * and thus will not push them. 2084 * and thus will not push them.
2096 */ 2085 */
2097 2086
2098 /* 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
2099 * peaceful. Our assumption is the creature is a pet if the 2088 * peaceful. Our assumption is the creature is a pet if the
2100 * player owns it and it is either friendly or unagressive. 2089 * player owns it and it is either friendly or unagressive.
2101 */ 2090 */
2102 if ((op->type == PLAYER) 2091 if (op->type == PLAYER
2103#if COZY_SERVER
2104 &&
2105 ((mon->owner && mon->owner->contr 2092 && ((mon->owner && mon->owner->contr
2106 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2093 && same_party (mon->owner->contr->party, op->contr->party))
2107#else
2108 && mon->owner == op 2094 || mon->owner == op)
2109#endif
2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2111 { 2096 {
2112 /* 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 */
2113 if (op->contr->braced) 2098 if (op->contr->braced)
2114 return; 2099 return false;
2100
2101 if (op->speed_left > 0.f)
2102 {
2103 --op->speed_left;
2115 2104
2116 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);
2117 push_ob (mon, dir, op); 2106 push_ob (mon, dir, op);
2107
2118 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2119 make_visible (op); 2109 make_visible (op);
2120 2110
2121 return; 2111 return true;
2122 } 2112 }
2113 else
2114 return false;
2115 }
2123 2116
2124 /* in certain circumstances, you shouldn't attack friendly 2117 /* in certain circumstances, you shouldn't attack friendly
2125 * creatures. Note that if you are braced, you can't push 2118 * creatures. Note that if you are braced, you can't push
2126 * 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
2127 * attack them either. 2120 * attack them either.
2128 */ 2121 */
2129 if ((mon->type == PLAYER || mon->enemy != op) && 2122 if ((mon->type == PLAYER || mon->enemy != op)
2130 (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))
2131#ifdef PROHIBIT_PLAYERKILL
2132 (op->contr->peaceful 2124 && ((op->contr->peaceful
2133 || (mon->type == PLAYER 2125 || (mon->type == PLAYER && mon->contr->peaceful))
2134 && mon->contr->
2135 peaceful)) &&
2136#else
2137 op->contr->peaceful &&
2138#endif
2139 !on_battleground)) 2126 && !on_battleground))
2127 {
2128 if (op->speed_left > 0.f)
2140 { 2129 {
2130 --op->speed_left;
2131
2141 if (!op->contr->braced) 2132 if (!op->contr->braced)
2142 { 2133 {
2143 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);
2144 push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2145 } 2136 }
2146 else 2137 else
2147 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2148 2139
2149 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2150 make_visible (op); 2141 make_visible (op);
2151 }
2152 2142
2143 return true;
2144 }
2145 }
2153 /* If the object is a boulder or other rollable object, then 2146 /* If the object is a boulder or other rollable object, then
2154 * 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.
2155 */ 2148 */
2156 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)
2157 { 2152 {
2153 --op->speed_left;
2154
2158 recursive_roll (mon, dir, op); 2155 recursive_roll (mon, dir, op);
2159 if (action_makes_visible (op)) 2156 if (action_makes_visible (op))
2160 make_visible (op); 2157 make_visible (op);
2161 }
2162 2158
2159 return true;
2160 }
2161 }
2163 /* Any generic living creature. Including things like doors. 2162 /* Any generic living creature. Including things like doors.
2164 * 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
2165 * and be living. Then, it must be one of the following: 2164 * and be living. Then, it must be one of the following:
2166 * 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
2167 * 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.
2168 */ 2167 */
2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2170 ((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 {
2171 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2171 { 2172 {
2172 op->contr->has_hit = 1; 2173 --op->contr->weapon_sp_left;
2173 2174
2174 skill_attack (mon, op, 0, 0, 0); 2175 skill_attack (mon, op, 0, 0, 0);
2175
2176 /* If attacking another player, that player gets automatic
2177 * hitback, and doesn't loose luck either.
2178 * Disable hitback on the battleground or if the target is
2179 * the wiz.
2180 */
2181 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2182 {
2183 short luck = mon->stats.luck;
2184
2185 mon->contr->has_hit = 1;
2186 skill_attack (op, mon, 0, 0, 0);
2187 mon->stats.luck = luck;
2188 }
2189 2176
2190 if (action_makes_visible (op)) 2177 if (action_makes_visible (op))
2191 make_visible (op); 2178 make_visible (op);
2192 }
2193 } /* if player should attack something */
2194}
2195 2179
2196int 2180 return true;
2181 }
2182 }
2183
2184 return false;
2185}
2186
2187bool
2197move_player (object *op, int dir) 2188move_player (object *op, int dir)
2198{ 2189{
2199 int pick; 2190 int pick;
2200 2191
2201 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2215 op->facing = dir; 2206 op->facing = dir;
2216 2207
2217 if (op->hide) 2208 if (op->hide)
2218 do_hidden_move (op); 2209 do_hidden_move (op);
2219 2210
2211 bool retval;
2212
2220 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2221 /*nop */ ; 2214 retval = RESULT_INT (0);
2222 else if (op->contr->fire_on) 2215 else if (op->contr->fire_on)
2223 fire (op, dir); 2216 retval = fire (op, dir);
2224 else 2217 else
2225 { 2218 {
2226 move_player_attack (op, dir); 2219 retval = move_player_attack (op, dir);
2227 pick = check_pick (op); 2220 pick = check_pick (op);
2228 } 2221 }
2229 2222
2230 /* 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
2231 * server can handle repeat firing. 2224 * server can handle repeat firing.
2238 /* Update how the player looks. Use the facing, so direction may 2231 /* Update how the player looks. Use the facing, so direction may
2239 * get reset to zero. This allows for full animation capabilities 2232 * get reset to zero. This allows for full animation capabilities
2240 * for players. 2233 * for players.
2241 */ 2234 */
2242 animate_object (op, op->facing); 2235 animate_object (op, op->facing);
2243 return 0; 2236
2237 return retval;
2244} 2238}
2245 2239
2246/* 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
2247 * new client/server stuff. 2241 * new client/server stuff.
2248 * 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
2249 * the new speed values for commands. 2243 * the new speed values for commands.
2250 * 2244 *
2251 * 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.
2252 */ 2248 */
2253int 2249bool
2254handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2255{ 2251{
2256 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2257 { 2253 {
2258 flee_player (op); 2254 if (op->speed_left > 0.f)
2259
2260 /* If player is still scared, that is his action for this tick */
2261 if (op->flag [FLAG_SCARED])
2262 { 2255 {
2263 --op->speed_left; 2256 --op->speed_left;
2257 flee_player (op);
2258
2264 return 0; 2259 return true;
2265 } 2260 }
2261 else
2262 return false;
2266 } 2263 }
2267 2264
2268 /* 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
2269 * the players time has been increased when doericserver has been 2266 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here. 2267 * called, so we recheck it here.
2271 */ 2268 */
2272 if (op->contr->ns->handle_command ()) 2269 if (op->contr->ns->handle_command ())
2273 return 1; 2270 return true;
2274 2271
2275 if (op->speed_left > 0.f)
2276 {
2277 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2278 {
2279 /* All move commands take 1 tick, at least for now */
2280 --op->speed_left;
2281
2282 /* Instead of all the stuff below, let move_player take care
2283 * of it. Also, some of the skill stuff is only put in
2284 * there, as well as the confusion stuff.
2285 */
2286 move_player (op, op->direction); 2273 return move_player (op, op->direction);
2287 2274
2288 return op->speed_left > 0.f;
2289 }
2290 }
2291
2292 return 0; 2275 return false;
2293} 2276}
2294 2277
2295int 2278int
2296save_life (object *op) 2279save_life (object *op)
2297{ 2280{
2563 } 2546 }
2564 2547
2565 /* Digestion */ 2548 /* Digestion */
2566 if (--op->last_eat < 0) 2549 if (--op->last_eat < 0)
2567 { 2550 {
2568#ifdef COZY_SERVER
2569 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2570 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2571#else
2572 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;
2573#endif
2574 2552
2575 if (op->contr->gen_hp > 0) 2553 if (op->contr->gen_hp > 0)
2576 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);
2577 else 2555 else
2578 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
3109/* For Hidden creatures - a chance of becoming 'unhidden' 3087/* For Hidden creatures - a chance of becoming 'unhidden'
3110 * every time they move - as we subtract off 'invisibility' 3088 * every time they move - as we subtract off 'invisibility'
3111 * AND, for players, if they move into a ridiculously unhideable 3089 * AND, for players, if they move into a ridiculously unhideable
3112 * spot (surrounded by clear terrain in broad daylight). -b.t. 3090 * spot (surrounded by clear terrain in broad daylight). -b.t.
3113 */ 3091 */
3114
3115void 3092void
3116do_hidden_move (object *op) 3093do_hidden_move (object *op)
3117{ 3094{
3118 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3119 object *skop; 3096 object *skop;

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