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Comparing deliantra/server/server/player.C (file contents):
Revision 1.138 by root, Thu May 17 20:27:01 2007 UTC vs.
Revision 1.144 by root, Sat May 26 15:44:08 2007 UTC

147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
150} 150}
151 151
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
156}
157
158/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
159static void 153static void
160set_first_map (object *op) 154set_first_map (object *op)
161{ 155{
162 op->contr->maplevel = first_map_path; 156 op->contr->maplevel = first_map_path;
163 op->x = -1; 157 op->x = -1;
164 op->y = -1; 158 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178} 159}
179 160
180void 161void
181player::activate () 162player::activate ()
182{ 163{
187 ob->remove (); 168 ob->remove ();
188 ob->map = 0; 169 ob->map = 0;
189 ob->activate_recursive (); 170 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY); 171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob); 172 add_friendly_object (ob);
192 enter_map ();
193} 173}
194 174
195void 175void
196player::deactivate () 176player::deactivate ()
197{ 177{
264 244
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266 246
267 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this, ob->weight + ob->carrying);
268 248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
269 for (object *op = ob->inv; op; op = op->below) 253 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED]) 254 if (op->flag [FLAG_APPLIED])
271 switch (op->type) 255 switch (op->type)
272 { 256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
273 case WAND: 261 case WAND:
274 case ROD: 262 case ROD:
275 case HORN: 263 case HORN:
276 case BOW: 264 case BOW:
277 case SKILL_TOOL: 265 ranged_ob = op;
266 break;
267
278 case WEAPON: 268 case WEAPON:
279 op->flag [FLAG_APPLIED] = false; 269 combat_ob = op;
280 apply_special (ob, op, AP_APPLY);
281 break; 270 break;
282 } 271 }
283 272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
284 ob->update_stats (); 274 ob->update_stats ();
275
285 ns->floorbox_update (); 276 ns->floorbox_update ();
286
287 esrv_send_inventory (ob, ob); 277 esrv_send_inventory (ob, ob);
288 esrv_add_spells (this, 0); 278 esrv_add_spells (this, 0);
289 279
290 activate (); 280 activate ();
291 281
324player::set_object (object *op) 314player::set_object (object *op)
325{ 315{
326 ob = op; 316 ob = op;
327 ob->contr = this; /* this aren't yet in archetype */ 317 ob->contr = this; /* this aren't yet in archetype */
328 318
329 ob->speed_left = 0.5f;
330 ob->speed = 1.0f; 319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
331 ob->direction = 5; /* So player faces south */ 322 ob->direction = 5; /* So player faces south */
332} 323}
333 324
334player::player () 325player::player ()
335{ 326{
336 /* There are some elements we want initialised to non zero value - 327 /* There are some elements we want initialised to non zero value -
347 petmode = pet_normal; 338 petmode = pet_normal;
348 listening = 10; 339 listening = 10;
349 usekeys = containers; 340 usekeys = containers;
350 peaceful = 1; /* default peaceful */ 341 peaceful = 1; /* default peaceful */
351 do_los = 1; 342 do_los = 1;
343
344 weapon_sp = 1.0f;
345 weapon_sp_left = 0.5f;
352} 346}
353 347
354void 348void
355player::do_destroy () 349player::do_destroy ()
356{ 350{
1631 arrow->stats.grace = arrow->attacktype; 1625 arrow->stats.grace = arrow->attacktype;
1632 1626
1633 if (arrow->slaying) 1627 if (arrow->slaying)
1634 arrow->spellarg = strdup (arrow->slaying); 1628 arrow->spellarg = strdup (arrow->slaying);
1635 1629
1630#if 0
1636 if (player *pl = op->contr) 1631 if (player *pl = op->contr)
1637 { 1632 {
1638 if (!pl->has_hit)
1639 {
1640 pl->has_hit = 1;
1641 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1642 }
1643#if 0
1644 float speed = pl->weapon_sp; 1633 float speed = pl->weapon_sp;
1645 1634
1646 /* penalize ROF for bestarrow */ 1635 /* penalize ROF for bestarrow */
1647 if (pl->bowtype == bow_bestarrow) 1636 if (pl->bowtype == bow_bestarrow)
1648 speed *= .9f; 1637 speed *= .9f;
1649 else 1638 else
1650 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1639 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1651 1640
1652 op->speed_left += speed - op->speed; 1641 op->speed_left += speed - op->speed;
1642 }
1653#endif 1643#endif
1654 }
1655 1644
1656 SET_ANIMATION (arrow, arrow->direction); 1645 SET_ANIMATION (arrow, arrow->direction);
1657 1646
1658 /* update the speed */ 1647 /* update the speed */
1659 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
1660 + bow->stats.dam / 7.0; 1649 + bow->stats.dam / 7.f;
1661 1650
1662 arrow->set_speed (max (arrow->speed, 2.0)); 1651 arrow->set_speed (max (arrow->speed, 2.f));
1663 arrow->speed_left = 0; 1652 arrow->speed_left = 0;
1664 1653
1665 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;
1666 1655
1667 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1826 } 1815 }
1827} 1816}
1828 1817
1829/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
1830 */ 1819 */
1831void 1820bool
1832fire (object *op, int dir) 1821fire (object *op, int dir)
1833{ 1822{
1834 int spellcost = 0; 1823 int spellcost = 0;
1835 1824
1836 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
1840 player *pl = op->contr; 1829 player *pl = op->contr;
1841 1830
1842 if (pl->golem) 1831 if (pl->golem)
1843 { 1832 {
1844 control_golem (op->contr->golem, dir); 1833 control_golem (op->contr->golem, dir);
1845 return; 1834 return false;
1846 } 1835 }
1847 1836
1848 object *ob = pl->ranged_ob; 1837 object *ob = pl->ranged_ob;
1849 1838
1850 if (!ob) 1839 if (!ob)
1851 return; 1840 return false;
1852 1841
1853 if (!op->change_weapon (ob)) 1842 if (!op->change_weapon (ob))
1854 return; 1843 return false;
1844
1845 if (op->speed_left > 0.f)
1846 --op->speed_left;
1847 else
1848 return false;
1855 1849
1856 switch (ob->type) 1850 switch (ob->type)
1857 { 1851 {
1858 case BOW: 1852 case BOW:
1859 player_fire_bow (op, dir); 1853 player_fire_bow (op, dir);
1873 1867
1874 default: 1868 default:
1875 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
1876 break; 1870 break;
1877 } 1871 }
1872
1873 return true;
1878} 1874}
1879 1875
1880/* find_key 1876/* find_key
1881 * 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
1882 * and successfully use it, we return the key, otherwise NULL 1878 * and successfully use it, we return the key, otherwise NULL
1969 * 0 otherwise 1965 * 0 otherwise
1970 */ 1966 */
1971static int 1967static int
1972player_attack_door (object *op, object *door) 1968player_attack_door (object *op, object *door)
1973{ 1969{
1974 /* 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,
1975 * 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 -
1976 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
1977 */ 1973 */
1978 object *key = find_key (op, op, door); 1974 object *key = find_key (op, op, door);
1979 1975
1980 /* IF we found a key, do some extra work */ 1976 /* If we found a key, do some extra work */
1981 if (key) 1977 if (key)
1982 { 1978 {
1983 object *container = key->env; 1979 object *container = key->env;
1984 1980
1985 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);
2020 * It should keep the code cleaner. 2016 * It should keep the code cleaner.
2021 * When this is called, the players direction has been updated 2017 * When this is called, the players direction has been updated
2022 * (taking into account confusion.) The player is also actually 2018 * (taking into account confusion.) The player is also actually
2023 * going to try and move (not fire weapons). 2019 * going to try and move (not fire weapons).
2024 */ 2020 */
2025void 2021bool
2026move_player_attack (object *op, int dir) 2022move_player_attack (object *op, int dir)
2027{ 2023{
2028 object *tmp, *mon;
2029 int on_battleground; 2024 int on_battleground;
2030 maptile *m;
2031 2025
2032 sint16 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2033 sint16 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2034 2028
2035 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 }
2036 2039
2037 /* 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
2038 * 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
2039 * 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
2040 * player. This is a pretty nasty hack, because if we could 2043 * player. This is a pretty nasty hack, because if we could
2041 * 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
2042 * 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
2043 * 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
2044 * move_ob uses. 2047 * move_ob uses.
2045 */ 2048 */
2046 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2047 {
2048 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2049 {
2050 m = op->map->xy_find (nx, ny); 2049 maptile *m = op->map->xy_find (nx, ny);
2051 if (!m)
2052 return; /* Don't think this should happen */
2053 }
2054 else
2055 m = op->map;
2056 2050
2057 if (!(tmp = m->at (nx, ny).bot))
2058 return;
2059
2060 mon = 0;
2061 /* 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
2062 * 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.
2063 * 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
2064 * on the space 2054 * on the space
2065 */ 2055 */
2066 while (tmp) 2056 object *mon;
2067 { 2057 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2068 if (tmp == op) 2058 {
2069 { 2059 if ((mon->flag [FLAG_ALIVE]
2070 tmp = tmp->above; 2060 || mon->type == LOCKED_DOOR
2071 continue; 2061 || mon->flag [FLAG_CAN_ROLL])
2072 }
2073
2074 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2075 {
2076 mon = tmp; 2062 && mon != op)
2077 break; 2063 break;
2078 } 2064 }
2079 2065
2080 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2081 mon = tmp;
2082
2083 tmp = tmp->above;
2084 }
2085
2086 if (!mon) /* This happens anytime the player tries to move */ 2066 if (!mon) /* This happens anytime the player tries to move */
2087 return; /* into a wall */ 2067 return false; /* into a wall */
2088 2068
2089 if (mon->head)
2090 mon = mon->head; 2069 mon = mon->head_ ();
2091 2070
2092 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)
2093 if (player_attack_door (op, mon)) 2073 if (player_attack_door (op, mon))
2074 {
2075 --op->contr->weapon_sp_left;
2094 return; 2076 return true;
2077 }
2095 2078
2096 /* The following deals with possibly attacking peaceful 2079 /* The following deals with possibly attacking peaceful
2097 * or frienddly creatures. Basically, all players are considered 2080 * or friendly creatures. Basically, all players are considered
2098 * unaggressive. If the moving player has peaceful set, then the 2081 * unaggressive. If the moving player has peaceful set, then the
2099 * object should be pushed instead of attacked. It is assumed that 2082 * object should be pushed instead of attacked. It is assumed that
2100 * if you are braced, you will not attack friends accidently, 2083 * if you are braced, you will not attack friends accidently,
2101 * and thus will not push them. 2084 * and thus will not push them.
2102 */ 2085 */
2103 2086
2104 /* 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
2105 * peaceful. Our assumption is the creature is a pet if the 2088 * peaceful. Our assumption is the creature is a pet if the
2106 * player owns it and it is either friendly or unagressive. 2089 * player owns it and it is either friendly or unagressive.
2107 */ 2090 */
2108 if (op->type == PLAYER 2091 if (op->type == PLAYER
2109 && ((mon->owner && mon->owner->contr 2092 && ((mon->owner && mon->owner->contr
2110 && same_party (mon->owner->contr->party, op->contr->party)) 2093 && same_party (mon->owner->contr->party, op->contr->party))
2111 || mon->owner == op) 2094 || mon->owner == op)
2112 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2113 { 2096 {
2114 /* 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 */
2115 if (op->contr->braced) 2098 if (op->contr->braced)
2116 return; 2099 return false;
2100
2101 if (op->speed_left > 0.f)
2102 {
2103 --op->speed_left;
2117 2104
2118 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);
2119 push_ob (mon, dir, op); 2106 push_ob (mon, dir, op);
2107
2120 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2121 make_visible (op); 2109 make_visible (op);
2122 2110
2123 return; 2111 return true;
2124 } 2112 }
2113 else
2114 return false;
2115 }
2125 2116
2126 /* in certain circumstances, you shouldn't attack friendly 2117 /* in certain circumstances, you shouldn't attack friendly
2127 * creatures. Note that if you are braced, you can't push 2118 * creatures. Note that if you are braced, you can't push
2128 * 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
2129 * attack them either. 2120 * attack them either.
2130 */ 2121 */
2131 if ((mon->type == PLAYER || mon->enemy != op) 2122 if ((mon->type == PLAYER || mon->enemy != op)
2132 && (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))
2133 && ((op->contr->peaceful 2124 && ((op->contr->peaceful
2134 || (mon->type == PLAYER && mon->contr->peaceful)) 2125 || (mon->type == PLAYER && mon->contr->peaceful))
2135 && !on_battleground)) 2126 && !on_battleground))
2127 {
2128 if (op->speed_left > 0.f)
2136 { 2129 {
2130 --op->speed_left;
2131
2137 if (!op->contr->braced) 2132 if (!op->contr->braced)
2138 { 2133 {
2139 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);
2140 push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2141 } 2136 }
2142 else 2137 else
2143 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2144 2139
2145 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2146 make_visible (op); 2141 make_visible (op);
2147 }
2148 2142
2143 return true;
2144 }
2145 }
2149 /* If the object is a boulder or other rollable object, then 2146 /* If the object is a boulder or other rollable object, then
2150 * 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.
2151 */ 2148 */
2152 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)
2153 { 2152 {
2153 --op->speed_left;
2154
2154 recursive_roll (mon, dir, op); 2155 recursive_roll (mon, dir, op);
2155 if (action_makes_visible (op)) 2156 if (action_makes_visible (op))
2156 make_visible (op); 2157 make_visible (op);
2157 }
2158 2158
2159 return true;
2160 }
2161 }
2159 /* Any generic living creature. Including things like doors. 2162 /* Any generic living creature. Including things like doors.
2160 * 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
2161 * and be living. Then, it must be one of the following: 2164 * and be living. Then, it must be one of the following:
2162 * 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
2163 * 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.
2164 */ 2167 */
2165 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2166 ((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)))
2167 { 2170 {
2168 if (!op->contr->has_hit) 2171 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2169 { 2172 {
2170 op->contr->has_hit = 1; 2173 --op->contr->weapon_sp_left;
2171 op->speed_left += op->contr->weapon_speed () - op->speed;
2172 }
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{
3104/* For Hidden creatures - a chance of becoming 'unhidden' 3087/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 3088 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 3089 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 3090 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 3091 */
3109
3110void 3092void
3111do_hidden_move (object *op) 3093do_hidden_move (object *op)
3112{ 3094{
3113 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3114 object *skop; 3096 object *skop;

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