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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 1.148 by root, Mon Jun 4 12:19:09 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
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{
221 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
222 208
223 ns->update_look = 0; 209 ns->update_look = 0;
224 ns->look_position = 0; 210 ns->look_position = 0;
225 211
226 clear_los (ob); 212 clear_los (this);
227 213
228 ns->reset_stats (); 214 ns->reset_stats ();
229 215
230 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
246 shstr_cmp dragon_ability_force ("dragon_ability_force"); 232 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force"); 233 shstr_cmp dragon_skin_force ("dragon_skin_force");
248 234
249 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == dragon_ability_force)
252 abil = tmp; 238 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == dragon_skin_force)
254 skin = tmp; 240 skin = tmp;
255 241
256 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
257 } 243 }
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);
248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
262 252
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
316// the need for this function can be explained 311// the need for this function can be explained
317// by load_object not returning the object 312// by load_object not returning the object
318void 313void
319player::set_object (object *op) 314player::set_object (object *op)
320{ 315{
321 ob = op; 316 ob = observe = 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 */
323}
324
325void
326player::set_observe (object *op)
327{
328 observe = op ? op : ob;
329 do_los = 1;
327} 330}
328 331
329player::player () 332player::player ()
330{ 333{
331 /* There are some elements we want initialised to non zero value - 334 /* There are some elements we want initialised to non zero value -
342 petmode = pet_normal; 345 petmode = pet_normal;
343 listening = 10; 346 listening = 10;
344 usekeys = containers; 347 usekeys = containers;
345 peaceful = 1; /* default peaceful */ 348 peaceful = 1; /* default peaceful */
346 do_los = 1; 349 do_los = 1;
350
351 weapon_sp = 1.0f;
352 weapon_sp_left = 0.5f;
347} 353}
348 354
349void 355void
350player::do_destroy () 356player::do_destroy ()
351{ 357{
908 if (*first_map_ext_path) 914 if (*first_map_ext_path)
909 { 915 {
910 object *tmp; 916 object *tmp;
911 char mapname[MAX_BUF]; 917 char mapname[MAX_BUF];
912 918
913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
914 tmp = object::create (); 920 tmp = object::create ();
915 EXIT_PATH (tmp) = mapname; 921 EXIT_PATH (tmp) = mapname;
916 EXIT_X (tmp) = ob->x; 922 EXIT_X (tmp) = ob->x;
917 EXIT_Y (tmp) = ob->y; 923 EXIT_Y (tmp) = ob->y;
918 ob->enter_exit (tmp); /* we don't really care if it succeeded; 924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1100 if (tmp->name != NULL) 1106 if (tmp->name != NULL)
1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1103 else 1109 else
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1111 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 1112
1107 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1108 } 1114 }
1109 1115
1110 /* philosophy: 1116 /* philosophy:
1303 /* careful: chairs and tables are weapons! */ 1309 /* careful: chairs and tables are weapons! */
1304 if (op->contr->mode & PU_ALLWEAPON) 1310 if (op->contr->mode & PU_ALLWEAPON)
1305 { 1311 {
1306 if (tmp->type == WEAPON && tmp->name != NULL) 1312 if (tmp->type == WEAPON && tmp->name != NULL)
1307 { 1313 {
1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1309 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1315 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1310 { 1316 {
1311 pick_up (op, tmp); 1317 pick_up (op, tmp);
1312 continue; 1318 continue;
1313 } 1319 }
1314 } 1320 }
1315 1321
1316 if (tmp->type == WEAPON && tmp->name == NULL) 1322 if (tmp->type == WEAPON && tmp->name == NULL)
1317 { 1323 {
1318 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1324 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1319 { 1325 {
1320 pick_up (op, tmp); 1326 pick_up (op, tmp);
1321 continue; 1327 continue;
1322 } 1328 }
1323 } 1329 }
1348 if (tmp->name != NULL) 1354 if (tmp->name != NULL)
1349 { 1355 {
1350 fprintf (stderr, "%s", tmp->name); 1356 fprintf (stderr, "%s", tmp->name);
1351 } 1357 }
1352 else 1358 else
1353 fprintf (stderr, "%s", tmp->arch->name); 1359 fprintf (stderr, "%s", tmp->arch->archname);
1354 fprintf (stderr, ",%d] = ", tmp->type); 1360 fprintf (stderr, ",%d] = ", tmp->type);
1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1356#endif 1362#endif
1357 continue; 1363 continue;
1358 } 1364 }
1535 */ 1541 */
1536int 1542int
1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1543fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1538{ 1544{
1539 object *left, *bow; 1545 object *left, *bow;
1540 int bowspeed, mflags; 1546 int mflags;
1541 maptile *m; 1547 maptile *m;
1542 1548
1543 if (!dir) 1549 if (!dir)
1544 { 1550 {
1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1551 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1546 return 0; 1552 return 0;
1547 } 1553 }
1548 1554
1549 if (player *pl = op->contr) 1555 if (op->contr)
1550 { 1556 bow = op->current_weapon;
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1555 else 1557 else
1556 { 1558 {
1557 for (bow = op->inv; bow; bow = bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1560 /* 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. 1561 * don't need to switch back and forth between bows and weapons.
1580 { 1582 {
1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1582 return 0; 1584 return 0;
1583 } 1585 }
1584 1586
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) 1587 if (arrow == NULL)
1595 { 1588 {
1596 if ((arrow = find_arrow (op, bow->race)) == NULL) 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1597 { 1590 {
1598 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1639 arrow->stats.grace = arrow->attacktype; 1632 arrow->stats.grace = arrow->attacktype;
1640 1633
1641 if (arrow->slaying) 1634 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying); 1635 arrow->spellarg = strdup (arrow->slaying);
1643 1636
1644 if (op->type == PLAYER) 1637#if 0
1645 { 1638 if (player *pl = op->contr)
1646 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1647 op->update_stats ();
1648 } 1639 {
1640 float speed = pl->weapon_sp;
1641
1642 /* penalize ROF for bestarrow */
1643 if (pl->bowtype == bow_bestarrow)
1644 speed *= .9f;
1645 else
1646 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1647
1648 op->speed_left += speed - op->speed;
1649 }
1650#endif
1649 1651
1650 SET_ANIMATION (arrow, arrow->direction); 1652 SET_ANIMATION (arrow, arrow->direction);
1651 1653
1652 /* update the speed */ 1654 /* update the speed */
1653 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1655 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; 1656 + bow->stats.dam / 7.f;
1655 1657
1656 arrow->set_speed (max (arrow->speed, 2.0)); 1658 arrow->set_speed (max (arrow->speed, 2.f));
1657 arrow->speed_left = 0; 1659 arrow->speed_left = 0;
1658 1660
1659 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1661 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1660 1662
1661 if (op->type == PLAYER) 1663 if (op->type == PLAYER)
1745 } 1747 }
1746 1748
1747 return ret; 1749 return ret;
1748} 1750}
1749 1751
1750
1751/* Fires a misc (wand/rod/horn) object in 'dir'. 1752/* Fires a misc (wand/rod/horn) object in 'dir'.
1752 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
1753 */ 1754 */
1754void 1755void
1755fire_misc_object (object *op, int dir) 1756fire_misc_object (object *op, int dir)
1821 } 1822 }
1822} 1823}
1823 1824
1824/* Received a fire command for the player - go and do it. 1825/* Received a fire command for the player - go and do it.
1825 */ 1826 */
1826void 1827bool
1827fire (object *op, int dir) 1828fire (object *op, int dir)
1828{ 1829{
1829 int spellcost = 0; 1830 int spellcost = 0;
1830 1831
1831 /* check for loss of invisiblity/hide */ 1832 /* check for loss of invisiblity/hide */
1835 player *pl = op->contr; 1836 player *pl = op->contr;
1836 1837
1837 if (pl->golem) 1838 if (pl->golem)
1838 { 1839 {
1839 control_golem (op->contr->golem, dir); 1840 control_golem (op->contr->golem, dir);
1840 return; 1841 return false;
1841 } 1842 }
1842 1843
1843 object *ob = pl->ranged_ob; 1844 object *ob = pl->ranged_ob;
1844 1845
1845 if (!ob) 1846 if (!ob)
1846 return; 1847 return false;
1848
1849 if (!op->change_weapon (ob))
1850 return false;
1851
1852 if (op->speed_left > 0.f)
1853 --op->speed_left;
1854 else
1855 return false;
1847 1856
1848 switch (ob->type) 1857 switch (ob->type)
1849 { 1858 {
1850 case BOW: 1859 case BOW:
1851 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
1858 case BUILDER: 1867 case BUILDER:
1859 apply_map_builder (op, dir); 1868 apply_map_builder (op, dir);
1860 break; 1869 break;
1861 1870
1862 case SKILL: 1871 case SKILL:
1863 case SKILL_TOOL:
1864 do_skill (op, op, ob, dir, 0); 1872 do_skill (op, op, ob, dir, 0);
1865 break; 1873 break;
1866 1874
1867 default: 1875 default:
1868 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
1869 break; 1877 break;
1870 } 1878 }
1879
1880 return true;
1871} 1881}
1872 1882
1873/* find_key 1883/* find_key
1874 * We try to find a key for the door as passed. If we find a key 1884 * 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 1885 * and successfully use it, we return the key, otherwise NULL
1962 * 0 otherwise 1972 * 0 otherwise
1963 */ 1973 */
1964static int 1974static int
1965player_attack_door (object *op, object *door) 1975player_attack_door (object *op, object *door)
1966{ 1976{
1967 /* If its a door, try to find a use a key. If we do destroy the door, 1977 /* 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 - 1978 * might as well return immediately as there is nothing more to do -
1969 * otherwise, we fall through to the rest of the code. 1979 * otherwise, we fall through to the rest of the code.
1970 */ 1980 */
1971 object *key = find_key (op, op, door); 1981 object *key = find_key (op, op, door);
1972 1982
1973 /* IF we found a key, do some extra work */ 1983 /* If we found a key, do some extra work */
1974 if (key) 1984 if (key)
1975 { 1985 {
1976 object *container = key->env; 1986 object *container = key->env;
1977 1987
1978 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1988 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2013 * It should keep the code cleaner. 2023 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2024 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2025 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2026 * going to try and move (not fire weapons).
2017 */ 2027 */
2018void 2028bool
2019move_player_attack (object *op, int dir) 2029move_player_attack (object *op, int dir)
2020{ 2030{
2021 object *tmp, *mon;
2022 int on_battleground; 2031 int on_battleground;
2023 maptile *m;
2024 2032
2025 sint16 nx = freearr_x[dir] + op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2026 sint16 ny = freearr_y[dir] + op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2027 2035
2028 on_battleground = op_on_battleground (op, 0, 0); 2036 on_battleground = op_on_battleground (op, 0, 0);
2037
2038 if (out_of_map (op->map, nx, ny))
2039 return false;
2040
2041 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2042 {
2043 --op->speed_left;
2044 return true;
2045 }
2029 2046
2030 /* If braced, or can't move to the square, and it is not out of the 2047 /* 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 2048 * 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 2049 * 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 2050 * 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 2051 * 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 2052 * 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 2053 * quite a bit of processing. However, it probably is less than what
2037 * move_ob uses. 2054 * move_ob uses.
2038 */ 2055 */
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); 2056 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 2057
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 2058 /* 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. 2059 * 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 2060 * if its a door or barrel (can roll) see if there may be monsters
2057 * on the space 2061 * on the space
2058 */ 2062 */
2059 while (tmp) 2063 object *mon;
2060 { 2064 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2061 if (tmp == op) 2065 {
2062 { 2066 if ((mon->flag [FLAG_ALIVE]
2063 tmp = tmp->above; 2067 || mon->type == LOCKED_DOOR
2064 continue; 2068 || mon->flag [FLAG_CAN_ROLL])
2065 }
2066
2067 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2068 {
2069 mon = tmp; 2069 && mon != op)
2070 break; 2070 break;
2071 } 2071 }
2072 2072
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 */ 2073 if (!mon) /* This happens anytime the player tries to move */
2080 return; /* into a wall */ 2074 return false; /* into a wall */
2081 2075
2082 if (mon->head)
2083 mon = mon->head; 2076 mon = mon->head_ ();
2084 2077
2085 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2078 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (op->contr->weapon_sp_left > 0.f)
2086 if (player_attack_door (op, mon)) 2080 if (player_attack_door (op, mon))
2081 {
2082 --op->contr->weapon_sp_left;
2087 return; 2083 return true;
2084 }
2088 2085
2089 /* The following deals with possibly attacking peaceful 2086 /* The following deals with possibly attacking peaceful
2090 * or frienddly creatures. Basically, all players are considered 2087 * or friendly creatures. Basically, all players are considered
2091 * unaggressive. If the moving player has peaceful set, then the 2088 * unaggressive. If the moving player has peaceful set, then the
2092 * object should be pushed instead of attacked. It is assumed that 2089 * object should be pushed instead of attacked. It is assumed that
2093 * if you are braced, you will not attack friends accidently, 2090 * if you are braced, you will not attack friends accidently,
2094 * and thus will not push them. 2091 * and thus will not push them.
2095 */ 2092 */
2096 2093
2097 /* If the creature is a pet, push it even if the player is not 2094 /* 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 2095 * peaceful. Our assumption is the creature is a pet if the
2099 * player owns it and it is either friendly or unagressive. 2096 * player owns it and it is either friendly or unagressive.
2100 */ 2097 */
2101 if ((op->type == PLAYER) 2098 if (op->type == PLAYER
2102#if COZY_SERVER
2103 &&
2104 ((mon->owner && mon->owner->contr 2099 && ((mon->owner && mon->owner->contr
2105 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2100 && same_party (mon->owner->contr->party, op->contr->party))
2106#else
2107 && mon->owner == op 2101 || mon->owner == op)
2108#endif
2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2110 { 2103 {
2111 /* If we're braced, we don't want to switch places with it */ 2104 /* If we're braced, we don't want to switch places with it */
2112 if (op->contr->braced) 2105 if (op->contr->braced)
2113 return; 2106 return false;
2107
2108 if (op->speed_left > 0.f)
2109 {
2110 --op->speed_left;
2114 2111
2115 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2112 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2116 push_ob (mon, dir, op); 2113 push_ob (mon, dir, op);
2114
2117 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2118 make_visible (op); 2116 make_visible (op);
2119 2117
2120 return; 2118 return true;
2121 } 2119 }
2120 else
2121 return false;
2122 }
2122 2123
2123 /* in certain circumstances, you shouldn't attack friendly 2124 /* in certain circumstances, you shouldn't attack friendly
2124 * creatures. Note that if you are braced, you can't push 2125 * creatures. Note that if you are braced, you can't push
2125 * someone, but put it inside this loop so that you won't 2126 * someone, but put it inside this loop so that you won't
2126 * attack them either. 2127 * attack them either.
2127 */ 2128 */
2128 if ((mon->type == PLAYER || mon->enemy != op) && 2129 if ((mon->type == PLAYER || mon->enemy != op)
2129 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2130 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2130#ifdef PROHIBIT_PLAYERKILL
2131 (op->contr->peaceful 2131 && ((op->contr->peaceful
2132 || (mon->type == PLAYER 2132 || (mon->type == PLAYER && mon->contr->peaceful))
2133 && mon->contr->
2134 peaceful)) &&
2135#else
2136 op->contr->peaceful &&
2137#endif
2138 !on_battleground)) 2133 && !on_battleground))
2134 {
2135 if (op->speed_left > 0.f)
2139 { 2136 {
2137 --op->speed_left;
2138
2140 if (!op->contr->braced) 2139 if (!op->contr->braced)
2141 { 2140 {
2142 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2141 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2143 push_ob (mon, dir, op); 2142 push_ob (mon, dir, op);
2144 } 2143 }
2145 else 2144 else
2146 new_draw_info (0, 0, op, "You withhold your attack"); 2145 new_draw_info (0, 0, op, "You withhold your attack");
2147 2146
2148 if (op->contr->tmp_invis || op->hide) 2147 if (op->contr->tmp_invis || op->hide)
2149 make_visible (op); 2148 make_visible (op);
2150 }
2151 2149
2150 return true;
2151 }
2152 }
2152 /* If the object is a boulder or other rollable object, then 2153 /* 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. 2154 * roll it if not braced. You can't roll it if you are braced.
2154 */ 2155 */
2155 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2156 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2157 {
2158 if (op->speed_left > 0.f)
2156 { 2159 {
2160 --op->speed_left;
2161
2157 recursive_roll (mon, dir, op); 2162 recursive_roll (mon, dir, op);
2158 if (action_makes_visible (op)) 2163 if (action_makes_visible (op))
2159 make_visible (op); 2164 make_visible (op);
2160 }
2161 2165
2166 return true;
2167 }
2168 }
2162 /* Any generic living creature. Including things like doors. 2169 /* Any generic living creature. Including things like doors.
2163 * Way it works is like this: First, it must have some hit points 2170 * 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: 2171 * 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 2172 * 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. 2173 * that party_number -1 is no party, so attacks can still happen.
2167 */ 2174 */
2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2175 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))) 2176 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2170 { 2177 {
2171 /* If the player hasn't hit something this tick, and does 2178 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 { 2179 {
2178 op->speed_left += op->contr->weapon_sp - op->speed; 2180 --op->contr->weapon_sp_left;
2179
2180 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2181 }
2182 2181
2183 skill_attack (mon, op, 0, 0, 0); 2182 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 2183
2199 if (action_makes_visible (op)) 2184 if (action_makes_visible (op))
2200 make_visible (op); 2185 make_visible (op);
2201 }
2202 } /* if player should attack something */
2203}
2204 2186
2205int 2187 return true;
2188 }
2189 }
2190
2191 return false;
2192}
2193
2194bool
2206move_player (object *op, int dir) 2195move_player (object *op, int dir)
2207{ 2196{
2208 int pick; 2197 int pick;
2209 2198
2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2199 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2224 op->facing = dir; 2213 op->facing = dir;
2225 2214
2226 if (op->hide) 2215 if (op->hide)
2227 do_hidden_move (op); 2216 do_hidden_move (op);
2228 2217
2218 bool retval;
2219
2229 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2220 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2230 /*nop */ ; 2221 retval = RESULT_INT (0);
2231 else if (op->contr->fire_on) 2222 else if (op->contr->fire_on)
2232 fire (op, dir); 2223 retval = fire (op, dir);
2233 else 2224 else
2234 { 2225 {
2235 move_player_attack (op, dir); 2226 retval = move_player_attack (op, dir);
2236 pick = check_pick (op); 2227 pick = check_pick (op);
2237 } 2228 }
2238 2229
2239 /* Add special check for newcs players and fire on - this way, the 2230 /* Add special check for newcs players and fire on - this way, the
2240 * server can handle repeat firing. 2231 * server can handle repeat firing.
2247 /* Update how the player looks. Use the facing, so direction may 2238 /* Update how the player looks. Use the facing, so direction may
2248 * get reset to zero. This allows for full animation capabilities 2239 * get reset to zero. This allows for full animation capabilities
2249 * for players. 2240 * for players.
2250 */ 2241 */
2251 animate_object (op, op->facing); 2242 animate_object (op, op->facing);
2252 return 0; 2243
2244 return retval;
2253} 2245}
2254 2246
2255/* This is similar to handle_player, below, but is only used by the 2247/* This is similar to handle_player, below, but is only used by the
2256 * new client/server stuff. 2248 * new client/server stuff.
2257 * This is sort of special, in that the new client/server actually uses 2249 * This is sort of special, in that the new client/server actually uses
2258 * the new speed values for commands. 2250 * the new speed values for commands.
2259 * 2251 *
2260 * Returns true if there are more actions we can do. 2252 * Returns true if there are more actions we can do. Should not do
2253 * many actions in a row, as that would be too unfair to other
2254 * players.
2261 */ 2255 */
2262int 2256bool
2263handle_newcs_player (object *op) 2257handle_newcs_player (object *op)
2264{ 2258{
2265 if (QUERY_FLAG (op, FLAG_SCARED)) 2259 if (QUERY_FLAG (op, FLAG_SCARED))
2266 { 2260 {
2267 flee_player (op); 2261 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 { 2262 {
2271 op->speed_left--; 2263 --op->speed_left;
2264 flee_player (op);
2265
2272 return 0; 2266 return true;
2273 } 2267 }
2268 else
2269 return false;
2274 } 2270 }
2275 2271
2276 /* call this here - we also will call this in do_ericserver, but 2272 /* call this here - we also will call this in do_ericserver, but
2277 * the players time has been increased when doericserver has been 2273 * the players time has been increased when doericserver has been
2278 * called, so we recheck it here. 2274 * called, so we recheck it here.
2279 */ 2275 */
2280 if (op->contr->ns->handle_command ()) 2276 if (op->contr->ns->handle_command ())
2281 return 1; 2277 return true;
2282 2278
2283 if (op->speed_left > 0)
2284 {
2285 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2279 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); 2280 return move_player (op, op->direction);
2295 2281
2296 return op->speed_left > 0;
2297 }
2298 }
2299
2300 return 0; 2282 return false;
2301} 2283}
2302 2284
2303int 2285int
2304save_life (object *op) 2286save_life (object *op)
2305{ 2287{
2571 } 2553 }
2572 2554
2573 /* Digestion */ 2555 /* Digestion */
2574 if (--op->last_eat < 0) 2556 if (--op->last_eat < 0)
2575 { 2557 {
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; 2558 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2581#endif
2582 2559
2583 if (op->contr->gen_hp > 0) 2560 if (op->contr->gen_hp > 0)
2584 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2561 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2585 else 2562 else
2586 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2563 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2931 object *force; 2908 object *force;
2932 int at; 2909 int at;
2933 2910
2934 force = get_archetype (FORCE_NAME); 2911 force = get_archetype (FORCE_NAME);
2935 /* 50 ticks should be enough time for the spell to abate */ 2912 /* 50 ticks should be enough time for the spell to abate */
2936 force->speed = 0.1; 2913 force->speed = 0.1f;
2937 force->speed_left = -5.0; 2914 force->speed_left = -5.f;
2938 SET_FLAG (force, FLAG_APPLIED); 2915 SET_FLAG (force, FLAG_APPLIED);
2939 for (at = 0; at < NROFATTACKS; at++) 2916 for (at = 0; at < NROFATTACKS; at++)
2940 if (will_kill_again & (1 << at)) 2917 if (will_kill_again & (1 << at))
2941 force->resist[at] = 100; 2918 force->resist[at] = 100;
2942 2919
3117/* For Hidden creatures - a chance of becoming 'unhidden' 3094/* For Hidden creatures - a chance of becoming 'unhidden'
3118 * every time they move - as we subtract off 'invisibility' 3095 * every time they move - as we subtract off 'invisibility'
3119 * AND, for players, if they move into a ridiculously unhideable 3096 * AND, for players, if they move into a ridiculously unhideable
3120 * spot (surrounded by clear terrain in broad daylight). -b.t. 3097 * spot (surrounded by clear terrain in broad daylight). -b.t.
3121 */ 3098 */
3122
3123void 3099void
3124do_hidden_move (object *op) 3100do_hidden_move (object *op)
3125{ 3101{
3126 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3102 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3127 object *skop; 3103 object *skop;
3450 /* forces in the treasurelist can alter the player's stats */ 3426 /* forces in the treasurelist can alter the player's stats */
3451 object *skin; 3427 object *skin;
3452 3428
3453 /* first get the dragon skin force */ 3429 /* first get the dragon skin force */
3454 shstr_cmp dragon_skin_force ("dragon_skin_force"); 3430 shstr_cmp dragon_skin_force ("dragon_skin_force");
3455 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3431 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3456 ; 3432 ;
3457 3433
3458 if (!skin) 3434 if (!skin)
3459 return; 3435 return;
3460 3436

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