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Comparing deliantra/server/server/player.C (file contents):
Revision 1.118 by root, Mon Apr 30 04:25:30 2007 UTC vs.
Revision 1.167 by root, Thu Aug 30 05:24:14 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
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
158 op->x = -1; 156 op->x = -1;
159 op->y = -1; 157 op->y = -1;
160} 158}
161 159
162void 160void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate () 161player::activate ()
177{ 162{
178 if (active) 163 if (active)
179 return; 164 return;
180 165
182 ob->remove (); 167 ob->remove ();
183 ob->map = 0; 168 ob->map = 0;
184 ob->activate_recursive (); 169 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 171 add_friendly_object (ob);
187 enter_map ();
188} 172}
189 173
190void 174void
191player::deactivate () 175player::deactivate ()
192{ 176{
199 183
200 if (ob->map) 184 if (ob->map)
201 maplevel = ob->map->path; 185 maplevel = ob->map->path;
202 186
203 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
204 ob->map = 0; 189 ob->map = 0;
205 party = 0; 190 party = 0;
206 191
207 combat_skill = ranged_skill = 0; //TODO, should be special marker, non-refcounted, not this 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208 193
209 players.erase (this); 194 players.erase (this);
210} 195}
211 196
212// connect the player with a specific client 197// connect the player with a specific client
213// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
214void 199void
215player::connect (client *ns) 200player::connect (client *ns)
216{ 201{
217 this->ns = ns; 202 this->ns = ns;
218 ns->pl = this; 203 ns->pl = this;
222 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
223 208
224 ns->update_look = 0; 209 ns->update_look = 0;
225 ns->look_position = 0; 210 ns->look_position = 0;
226 211
227 clear_los (ob); 212 clear_los (this);
228 213
229 ns->reset_stats (); 214 ns->reset_stats ();
230 215
231 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
232 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
233 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
234 219
235 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
236 link_player_skills (ob); 221 link_player_skills (ob);
237 222
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239 224
240 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
241 226
242 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
243 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
244 { 229 {
245 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
246 231
247 shstr_cmp dragon_ability_force ("dragon_ability_force");
248 shstr_cmp dragon_skin_force ("dragon_skin_force");
249
250 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
251 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
252 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
253 abil = tmp; 235 abil = tmp;
254 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
255 skin = tmp; 237 skin = tmp;
256 238
257 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
258 } 240 }
259 241
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261 243
262 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
263 245
246 ob->flag [FLAG_READY_WEAPON] = false;
247 ob->flag [FLAG_READY_SKILL] = false;
248 ob->flag [FLAG_READY_BOW] = false;
249
250 for (object *op = ob->inv; op; op = op->below)
251 if (op->flag [FLAG_APPLIED])
252 switch (op->type)
253 {
254 case SKILL:
255 ob->flag [FLAG_APPLIED] = false;
256 break;
257
258 case WAND:
259 case ROD:
260 case HORN:
261 case BOW:
262 ranged_ob = op;
263 break;
264
265 case WEAPON:
266 combat_ob = op;
267 break;
268 }
269
270 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
264 ob->update_stats (); 271 ob->update_stats ();
272
265 ns->floorbox_update (); 273 ns->floorbox_update ();
266
267 esrv_send_inventory (ob, ob); 274 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0); 275 esrv_add_spells (this, 0);
269 276
270 activate (); 277 activate ();
271 278
278} 285}
279 286
280void 287void
281player::disconnect () 288player::disconnect ()
282{ 289{
290 if (ob)
291 {
292 ob->close_container (); //TODO: client-specific
293 ob->drop_unpaid_items ();
294 }
295
283 if (ns) 296 if (ns)
284 { 297 {
285 if (active) 298 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 299 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287 300
290 ns->reset_stats (); 303 ns->reset_stats ();
291 ns->pl = 0; 304 ns->pl = 0;
292 ns = 0; 305 ns = 0;
293 } 306 }
294 307
295 if (ob) 308 observe = ob;
296 ob->close_container (); //TODO: client-specific
297 309
298 deactivate (); 310 deactivate ();
299} 311}
300 312
301// the need for this function can be explained 313// the need for this function can be explained
302// by load_object not returning the object 314// by load_object not returning the object
303void 315void
304player::set_object (object *op) 316player::set_object (object *op)
305{ 317{
306 ob = op; 318 ob = observe = op;
307 ob->contr = this; /* this aren't yet in archetype */ 319 ob->contr = this; /* this aren't yet in archetype */
308 320
309 ob->speed_left = 0.5;
310 ob->speed = 1.0; 321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
311 ob->direction = 5; /* So player faces south */ 324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
312} 332}
313 333
314player::player () 334player::player ()
315{ 335{
316 /* There are some elements we want initialised to non zero value - 336 /* There are some elements we want initialised to non zero value -
327 petmode = pet_normal; 347 petmode = pet_normal;
328 listening = 10; 348 listening = 10;
329 usekeys = containers; 349 usekeys = containers;
330 peaceful = 1; /* default peaceful */ 350 peaceful = 1; /* default peaceful */
331 do_los = 1; 351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
332} 355}
333 356
334void 357void
335player::do_destroy () 358player::do_destroy ()
336{ 359{
341 if (ob) 364 if (ob)
342 { 365 {
343 ob->destroy_inv (false); 366 ob->destroy_inv (false);
344 ob->destroy (); 367 ob->destroy ();
345 } 368 }
369
370 ob = observe = 0;
346} 371}
347 372
348player::~player () 373player::~player ()
349{ 374{
350 /* Clear item stack */ 375 /* Clear item stack */
377 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
378 */ 403 */
379archetype * 404archetype *
380get_player_archetype (archetype *at) 405get_player_archetype (archetype *at)
381{ 406{
382 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
383 408
384 for (;;) 409 for (;;)
385 { 410 {
386 if (at == NULL || at->next == NULL) 411 if (++i == archetypes.end ())
387 at = first_archetype; 412 i = archetypes.begin ();
388 else 413 else if (*i == at)
389 at = at->next; 414 cleanup ("not a single player archetype found");
390 415
391 if (at->clone.type == PLAYER) 416 if ((*i)->type == PLAYER)
392 return at; 417 return *i;
393
394 if (at == start)
395 {
396 LOG (llevError, "No Player archetypes\n");
397 exit (-1);
398 }
399 } 418 }
400} 419}
401 420
402object * 421object *
403get_nearest_player (object *mon) 422get_nearest_player (object *mon)
407 unsigned lastdist; 426 unsigned lastdist;
408 rv_vector rv; 427 rv_vector rv;
409 428
410 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
411 { 430 {
412 /* We should not find free objects on this friendly list, but it
413 * does periodically happen. Given that, lets deal with it.
414 * While unlikely, it is possible the next object on the friendly
415 * list is also free, so encapsulate this in a while loop.
416 */
417 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
418 {
419 object *tmp = ol->ob;
420
421 /* Can't do much more other than log the fact, because the object
422 * itself will have been cleared.
423 */
424 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
425 tmp->debug_desc ());
426 ol = ol->next;
427 remove_friendly_object (tmp);
428 if (!ol)
429 return op;
430 }
431
432 /* Remove special check for player from this. First, it looks to cause
433 * some crashes (ol->ob->contr not set properly?), but secondly, a more
434 * complicated method of state checking would be needed in any case -
435 * as it was, a clever player could type quit, and the function would
436 * skip them over while waiting for confirmation. Remove
437 * on_same_map check, as can_detect_enemy also does this
438 */
439 if (!can_detect_enemy (mon, ol->ob, &rv)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
440 continue; 432 continue;
441 433
442 if (lastdist > rv.distance) 434 if (lastdist > rv.distance)
443 { 435 {
769} 761}
770 762
771void 763void
772object::roll_stats () 764object::roll_stats ()
773{ 765{
774 int statsort [7]; 766 int statsort [NUM_STATS];
775 767
776 for (;;) 768 for (;;)
777 { 769 {
778 int sum = 0; 770 int sum = 0;
779 for (int i = 7; i--; ) 771 for (int i = NUM_STATS; i--; )
780 sum += statsort [i] = roll_stat (); 772 sum += statsort [i] = roll_stat ();
781 773
782 if (sum >= 82 && sum <= 116) 774 if (sum >= 82 && sum <= 116)
783 break; 775 break;
784 } 776 }
785 777
786 // Sort the stats so that rerolling is easier... 778 // Sort the stats so that rerolling is easier...
787 std::sort (statsort, statsort + 7, std::greater<int>()); 779 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
788 780
781 for (int i = 0; i < NUM_STATS; ++i)
789 stats.Str = statsort[0]; 782 stats.stat (i) = statsort [i];
790 stats.Dex = statsort[1];
791 stats.Con = statsort[2];
792 stats.Int = statsort[3];
793 stats.Wis = statsort[4];
794 stats.Pow = statsort[5];
795 stats.Cha = statsort[6];
796 783
797 stats.exp = 0; 784 stats.exp = 0;
798 stats.ac = 0; 785 stats.ac = 0;
799 786
800 stats.hp = stats.maxhp; 787 stats.hp = stats.maxhp;
812} 799}
813 800
814void 801void
815object::swap_stats (int a, int b) 802object::swap_stats (int a, int b)
816{ 803{
817 int tmp = get_attr_value (&contr->orig_stats, a); 804 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
818 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
819 set_attr_value (&contr->orig_stats, b, tmp);
820 805
806 for (int i = 0; i < NUM_STATS; ++i)
821 stats.Str = contr->orig_stats.Str; 807 stats.stat (i) = contr->orig_stats.stat (i);
822 stats.Dex = contr->orig_stats.Dex;
823 stats.Con = contr->orig_stats.Con;
824 stats.Int = contr->orig_stats.Int;
825 stats.Wis = contr->orig_stats.Wis;
826 stats.Pow = contr->orig_stats.Pow;
827 stats.Cha = contr->orig_stats.Cha;
828 808
829 //TODO: the following code looks so borked and should, at the very least, 809 //TODO: the following code looks so borked and should, at the very least,
830 // be merged with the similar code in roll_stats 810 // be merged with the similar code in roll_stats
831 stats.ac = 0; 811 stats.ac = 0;
832 812
905 if (*first_map_ext_path) 885 if (*first_map_ext_path)
906 { 886 {
907 object *tmp; 887 object *tmp;
908 char mapname[MAX_BUF]; 888 char mapname[MAX_BUF];
909 889
910 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 890 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
911 tmp = object::create (); 891 tmp = object::create ();
912 EXIT_PATH (tmp) = mapname; 892 EXIT_PATH (tmp) = mapname;
913 EXIT_X (tmp) = ob->x; 893 EXIT_X (tmp) = ob->x;
914 EXIT_Y (tmp) = ob->y; 894 EXIT_Y (tmp) = ob->y;
915 ob->enter_exit (tmp); /* we don't really care if it succeeded; 895 ob->enter_exit (tmp); /* we don't really care if it succeeded;
934 int x = ob->x, y = ob->y; 914 int x = ob->x, y = ob->y;
935 915
936 ob->remove_statbonus (); 916 ob->remove_statbonus ();
937 ob->remove (); 917 ob->remove ();
938 ob->arch = get_player_archetype (ob->arch); 918 ob->arch = get_player_archetype (ob->arch);
939 ob->arch->clone.copy_to (ob); 919 ob->arch->copy_to (ob);
940 ob->instantiate (); 920 ob->instantiate ();
941 ob->stats = ob->contr->orig_stats; 921 ob->stats = ob->contr->orig_stats;
942 ob->name = ob->name_pl = name; 922 ob->name = ob->name_pl = name;
943 ob->x = x; 923 ob->x = x;
944 ob->y = y; 924 ob->y = y;
945 SET_ANIMATION (ob, 2); /* So player faces south */ 925 SET_ANIMATION (ob, 2); /* So player faces south */
946 insert_ob_in_map (ob, ob->map, ob, 0); 926 insert_ob_in_map (ob, ob->map, ob, 0);
947 assign (ob->contr->title, ob->arch->clone.name); 927 assign (ob->contr->title, ob->arch->object::name);
948 ob->add_statbonus (); 928 ob->add_statbonus ();
949 } 929 }
950 while (!allowed_class (ob)); 930 while (!allowed_class (ob));
951 931
952 update_object (ob, UP_OBJ_FACE); 932 update_object (ob, UP_OBJ_FACE);
1009 /* Cornered, get rid of scared */ 989 /* Cornered, get rid of scared */
1010 CLEAR_FLAG (op, FLAG_SCARED); 990 CLEAR_FLAG (op, FLAG_SCARED);
1011 op->enemy = NULL; 991 op->enemy = NULL;
1012} 992}
1013 993
1014
1015/* check_pick sees if there is stuff to be picked up/picks up stuff. 994/* check_pick sees if there is stuff to be picked up/picks up stuff.
1016 * IT returns 1 if the player should keep on moving, 0 if he should 995 * It returns 1 if the player should keep on moving, 0 if he should
1017 * stop. 996 * stop.
1018 */ 997 */
1019int 998int
1020check_pick (object *op) 999check_pick (object *op)
1021{ 1000{
1098 if (tmp->name != NULL) 1077 if (tmp->name != NULL)
1099 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1078 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1100 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1079 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1101 else 1080 else
1102 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1081 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1103 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1082 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1104 1083
1105 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1084 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1106 } 1085 }
1107 1086
1108 /* philosophy: 1087 /* philosophy:
1183 pick_up (op, tmp); 1162 pick_up (op, tmp);
1184 continue; 1163 continue;
1185 } 1164 }
1186 1165
1187 if (op->contr->mode & PU_READABLES) 1166 if (op->contr->mode & PU_READABLES)
1188 if (tmp->type == BOOK || tmp->type == SCROLL) 1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1189 { 1168 {
1190 pick_up (op, tmp); 1169 pick_up (op, tmp);
1191 continue; 1170 continue;
1192 } 1171 }
1193 1172
1301 /* careful: chairs and tables are weapons! */ 1280 /* careful: chairs and tables are weapons! */
1302 if (op->contr->mode & PU_ALLWEAPON) 1281 if (op->contr->mode & PU_ALLWEAPON)
1303 { 1282 {
1304 if (tmp->type == WEAPON && tmp->name != NULL) 1283 if (tmp->type == WEAPON && tmp->name != NULL)
1305 { 1284 {
1306 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1285 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1307 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1308 { 1287 {
1309 pick_up (op, tmp); 1288 pick_up (op, tmp);
1310 continue; 1289 continue;
1311 } 1290 }
1312 } 1291 }
1313 1292
1314 if (tmp->type == WEAPON && tmp->name == NULL) 1293 if (tmp->type == WEAPON && tmp->name == NULL)
1315 { 1294 {
1316 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1295 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1317 { 1296 {
1318 pick_up (op, tmp); 1297 pick_up (op, tmp);
1319 continue; 1298 continue;
1320 } 1299 }
1321 } 1300 }
1346 if (tmp->name != NULL) 1325 if (tmp->name != NULL)
1347 { 1326 {
1348 fprintf (stderr, "%s", tmp->name); 1327 fprintf (stderr, "%s", tmp->name);
1349 } 1328 }
1350 else 1329 else
1351 fprintf (stderr, "%s", tmp->arch->name); 1330 fprintf (stderr, "%s", tmp->arch->archname);
1352 fprintf (stderr, ",%d] = ", tmp->type); 1331 fprintf (stderr, ",%d] = ", tmp->type);
1353 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1332 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1354#endif 1333#endif
1355 continue; 1334 continue;
1356 } 1335 }
1426 else 1405 else
1427 { 1406 {
1428 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1407 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1429 { 1408 {
1430 attacktype = 1 << attacknum; 1409 attacktype = 1 << attacknum;
1431 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1410 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1432 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1411 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1433 { 1412 {
1434 tmp = arrow; 1413 tmp = arrow;
1435 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1414 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1436 } 1415 }
1437 } 1416 }
1438 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1439 { 1418 {
1440 tmp = arrow; 1419 tmp = arrow;
1459 * find_better_arrow to find a decent arrow to use. 1438 * find_better_arrow to find a decent arrow to use.
1460 * op = the shooter 1439 * op = the shooter
1461 * type = bow->race 1440 * type = bow->race
1462 * dir = fire direction 1441 * dir = fire direction
1463 */ 1442 */
1464
1465object * 1443object *
1466pick_arrow_target (object *op, const char *type, int dir) 1444pick_arrow_target (object *op, const char *type, int dir)
1467{ 1445{
1468 object *tmp = NULL; 1446 object *tmp = NULL;
1469 maptile *m; 1447 maptile *m;
1534 */ 1512 */
1535int 1513int
1536fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1514fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1537{ 1515{
1538 object *left, *bow; 1516 object *left, *bow;
1539 int bowspeed, mflags; 1517 int mflags;
1540 maptile *m; 1518 maptile *m;
1541 1519
1542 if (!dir) 1520 if (!dir)
1543 { 1521 {
1544 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1522 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1545 return 0; 1523 return 0;
1546 } 1524 }
1547 1525
1548 if (op->type == PLAYER) 1526 if (op->contr)
1549 bow = op->contr->ranged_ob; 1527 bow = op->current_weapon;
1550 else 1528 else
1551 { 1529 {
1552 for (bow = op->inv; bow; bow = bow->below) 1530 for (bow = op->inv; bow; bow = bow->below)
1553 /* Don't check for applied - monsters don't apply bows - in that way, they 1531 /* Don't check for applied - monsters don't apply bows - in that way, they
1554 * don't need to switch back and forth between bows and weapons. 1532 * don't need to switch back and forth between bows and weapons.
1575 { 1553 {
1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1554 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1577 return 0; 1555 return 0;
1578 } 1556 }
1579 1557
1580 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1581
1582 /* penalize ROF for bestarrow */
1583 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1584 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1585
1586 if (bowspeed < 1)
1587 bowspeed = 1;
1588
1589 if (arrow == NULL) 1558 if (arrow == NULL)
1590 { 1559 {
1591 if ((arrow = find_arrow (op, bow->race)) == NULL) 1560 if ((arrow = find_arrow (op, bow->race)) == NULL)
1592 { 1561 {
1593 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1627 1596
1628 arrow->set_owner (op); 1597 arrow->set_owner (op);
1629 arrow->skill = bow->skill; 1598 arrow->skill = bow->skill;
1630 arrow->direction = dir; 1599 arrow->direction = dir;
1631 1600
1632 if (op->type == PLAYER)
1633 {
1634 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1635 op->update_stats ();
1636 }
1637
1638 SET_ANIMATION (arrow, arrow->direction);
1639
1640 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1601 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1641 arrow->stats.hp = arrow->stats.dam; 1602 arrow->stats.hp = arrow->stats.dam;
1642 arrow->stats.grace = arrow->attacktype; 1603 arrow->stats.grace = arrow->attacktype;
1643 1604
1644 if (arrow->slaying) 1605 if (arrow->slaying)
1645 arrow->spellarg = strdup (arrow->slaying); 1606 arrow->spellarg = strdup (arrow->slaying);
1646 1607
1647 arrow->stats.dam += op->stats.dam + arrow->magic; 1608#if 0
1609 if (player *pl = op->contr)
1610 {
1611 float speed = pl->weapon_sp;
1612
1613 /* penalize ROF for bestarrow */
1614 if (pl->bowtype == bow_bestarrow)
1615 speed *= .9f;
1616 else
1617 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1618
1619 op->speed_left += speed - op->speed;
1620 }
1621#endif
1622
1623 SET_ANIMATION (arrow, arrow->direction);
1648 1624
1649 /* update the speed */ 1625 /* update the speed */
1650 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1626 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1651 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1627 + bow->stats.dam / 7.f;
1652 1628
1653 arrow->set_speed (max (arrow->speed, 1.0)); 1629 arrow->set_speed (max (arrow->speed, 2.f));
1654 arrow->speed_left = 0; 1630 arrow->speed_left = 0;
1655 1631
1656 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1632 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1657 1633
1658 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1659 { 1635 {
1660 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1636 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1661 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1637 wc -= dex_bonus[op->stats.Dex];
1662 1638
1663 if (!arrow->slaying) 1639 if (!arrow->slaying)
1664 arrow->slaying = op->slaying; 1640 arrow->slaying = op->slaying;
1641
1642 arrow->attacktype |= op->attacktype;
1665 } 1643 }
1666 else 1644 else
1667 { 1645 {
1668 arrow->level = op->level; 1646 arrow->level = op->level;
1669 arrow->stats.wc -= bow->magic; 1647 arrow->stats.wc -= bow->magic;
1670 1648
1671 if (!arrow->slaying) 1649 if (!arrow->slaying)
1672 arrow->slaying = bow->slaying; 1650 arrow->slaying = bow->slaying;
1673 }
1674 1651
1675 arrow->stats.wc -= arrow->level;
1676
1677 arrow->attacktype |= bow->attacktype; 1652 arrow->attacktype |= bow->attacktype;
1653 }
1678 1654
1655 wc -= arrow->level;
1656 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1657
1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1679 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1680 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1681 1661
1682 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1683 m->insert (arrow, sx, sy, op); 1663 m->insert (arrow, sx, sy, op);
1684 1664
1685 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1686 move_arrow (arrow); 1666 move_arrow (arrow);
1687 1667
1728 else if (op->contr->bowtype == bow_spreadshot) 1708 else if (op->contr->bowtype == bow_spreadshot)
1729 { 1709 {
1730 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1710 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1731 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1711 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1712 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1733
1734 } 1713 }
1735 else 1714 else
1736 { 1715 {
1737 /* Simple case */ 1716 /* Simple case */
1738 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1717 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1739 } 1718 }
1719
1740 return ret; 1720 return ret;
1741} 1721}
1742
1743 1722
1744/* Fires a misc (wand/rod/horn) object in 'dir'. 1723/* Fires a misc (wand/rod/horn) object in 'dir'.
1745 * Broken apart from 'fire' to keep it more readable. 1724 * Broken apart from 'fire' to keep it more readable.
1746 */ 1725 */
1747void 1726void
1759 { 1738 {
1760 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1739 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1761 return; 1740 return;
1762 } 1741 }
1763 1742
1743 if (!op->change_weapon (item))
1744 return;
1745
1764 if (item->type == WAND) 1746 if (item->type == WAND)
1765 { 1747 {
1766 if (item->stats.food <= 0) 1748 if (item->stats.food <= 0)
1767 { 1749 {
1768 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1750 op->contr->play_sound (sound_find ("wand_poof"));
1769 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1752
1770 return; 1753 return;
1771 } 1754 }
1772 } 1755 }
1773 else if (item->type == ROD || item->type == HORN) 1756 else if (item->type == ROD || item->type == HORN)
1774 { 1757 {
1775 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1758 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1776 { 1759 {
1777 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1761
1778 if (item->type == ROD) 1762 if (item->type == ROD)
1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1780 else 1764 else
1781 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1765 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1766
1782 return; 1767 return;
1783 } 1768 }
1784 } 1769 }
1785 1770
1786 if (cast_spell (op, item, dir, item->inv, NULL)) 1771 if (cast_spell (op, item, dir, item->inv, NULL))
1793 object *tmp; 1778 object *tmp;
1794 1779
1795 if (item->arch) 1780 if (item->arch)
1796 { 1781 {
1797 CLEAR_FLAG (item, FLAG_ANIMATE); 1782 CLEAR_FLAG (item, FLAG_ANIMATE);
1798 item->face = item->arch->clone.face; 1783 item->face = item->arch->face;
1799 item->set_speed (0); 1784 item->set_speed (0);
1800 } 1785 }
1801 1786
1802 if ((tmp = item->in_player ())) 1787 if ((tmp = item->in_player ()))
1803 esrv_update_item (UPD_ANIM, tmp, item); 1788 esrv_update_item (UPD_ANIM, tmp, item);
1808 } 1793 }
1809} 1794}
1810 1795
1811/* Received a fire command for the player - go and do it. 1796/* Received a fire command for the player - go and do it.
1812 */ 1797 */
1813void 1798bool
1814fire (object *op, int dir) 1799fire (object *op, int dir)
1815{ 1800{
1816 int spellcost = 0; 1801 int spellcost = 0;
1817 1802
1818 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
1819 if (action_makes_visible (op)) 1804 if (action_makes_visible (op))
1820 make_visible (op); 1805 make_visible (op);
1821 1806
1822 player *pl = op->contr; 1807 player *pl = op->contr;
1823 1808
1824 object *skill = pl->ranged_skill;
1825 object *rob = pl->ranged_ob;
1826
1827 if (!skill)
1828 return;
1829
1830 if (pl->golem) 1809 if (pl->golem)
1810 {
1831 control_golem (op->contr->golem, dir); 1811 control_golem (op->contr->golem, dir);
1832 else if (skill->type == SKILL) 1812 return false;
1833 { 1813 }
1834 if (skill_flags [skill->subtype] & SF_NEED_BOW) 1814
1815 object *ob = pl->ranged_ob;
1816
1817 if (!ob)
1818 return false;
1819
1820 if (!op->change_weapon (ob))
1821 return false;
1822
1823 if (op->speed_left > 0.f)
1824 --op->speed_left;
1825 else
1826 return false;
1827
1828 switch (ob->type)
1829 {
1830 case BOW:
1835 player_fire_bow (op, dir); 1831 player_fire_bow (op, dir);
1836 else if (rob && rob->type == SPELL) /* Casting spells */ 1832 break;
1833
1834 case SPELL:
1837 spellcost = cast_spell (op, op, dir, rob, pl->spellparam[0] ? pl->spellparam : 0); 1835 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1838 else 1836 break;
1839 LOG (llevError, "skill %s ready but do not know what to do with its ob: %s\n",
1840 &skill->name, rob ? &rob->name : "(null)");
1841 }
1842 else if (skill == op)
1843 {
1844 if (!rob)
1845 {
1846 LOG (llevError, "self-skill ready but no ranged ob: %s\n", skill->debug_desc ());
1847 return;
1848 }
1849 1837
1850 if (rob->type == BUILDER) 1838 case BUILDER:
1851 apply_map_builder (op, dir); 1839 apply_map_builder (op, dir);
1852 else if (rob->type == SKILL || rob->type == SKILL_TOOL) 1840 break;
1841
1842 case SKILL:
1853 do_skill (op, op, rob, dir, NULL); 1843 do_skill (op, op, ob, dir, 0);
1854 else 1844 break;
1855 fire_misc_object (op, dir); //TODO: should become use_magic_item skill usage 1845
1846 default:
1847 fire_misc_object (op, dir);
1848 break;
1856 } 1849 }
1850
1851 return true;
1857} 1852}
1858 1853
1859/* find_key 1854/* find_key
1860 * We try to find a key for the door as passed. If we find a key 1855 * We try to find a key for the door as passed. If we find a key
1861 * and successfully use it, we return the key, otherwise NULL 1856 * and successfully use it, we return the key, otherwise NULL
1948 * 0 otherwise 1943 * 0 otherwise
1949 */ 1944 */
1950static int 1945static int
1951player_attack_door (object *op, object *door) 1946player_attack_door (object *op, object *door)
1952{ 1947{
1953 /* If its a door, try to find a use a key. If we do destroy the door, 1948 /* If its a door, try to find a key. If we do destroy the door,
1954 * might as well return immediately as there is nothing more to do - 1949 * might as well return immediately as there is nothing more to do -
1955 * otherwise, we fall through to the rest of the code. 1950 * otherwise, we fall through to the rest of the code.
1956 */ 1951 */
1957 object *key = find_key (op, op, door); 1952 object *key = find_key (op, op, door);
1958 1953
1959 /* IF we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
1960 if (key) 1955 if (key)
1961 { 1956 {
1962 object *container = key->env; 1957 object *container = key->env;
1963
1964 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1965 1958
1966 if (action_makes_visible (op)) 1959 if (action_makes_visible (op))
1967 make_visible (op); 1960 make_visible (op);
1968 1961
1969 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1962 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1999 * It should keep the code cleaner. 1992 * It should keep the code cleaner.
2000 * When this is called, the players direction has been updated 1993 * When this is called, the players direction has been updated
2001 * (taking into account confusion.) The player is also actually 1994 * (taking into account confusion.) The player is also actually
2002 * going to try and move (not fire weapons). 1995 * going to try and move (not fire weapons).
2003 */ 1996 */
2004void 1997bool
2005move_player_attack (object *op, int dir) 1998move_player_attack (object *op, int dir)
2006{ 1999{
2007 object *tmp, *mon;
2008 int on_battleground; 2000 int on_battleground;
2009 maptile *m;
2010 2001
2011 sint16 nx = freearr_x[dir] + op->x; 2002 sint16 nx = freearr_x[dir] + op->x;
2012 sint16 ny = freearr_y[dir] + op->y; 2003 sint16 ny = freearr_y[dir] + op->y;
2013 2004
2014 on_battleground = op_on_battleground (op, 0, 0); 2005 on_battleground = op_on_battleground (op, 0, 0);
2006
2007 if (out_of_map (op->map, nx, ny))
2008 return false;
2009
2010 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2011 {
2012 --op->speed_left;
2013 return true;
2014 }
2015 2015
2016 /* If braced, or can't move to the square, and it is not out of the 2016 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 2017 * map, attack it. Note order of if statement is important - don't
2018 * want to be calling move_ob if braced, because move_ob will move the 2018 * want to be calling move_ob if braced, because move_ob will move the
2019 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2020 * move to some space, it then means that if we are braced, we should 2020 * move to some space, it then means that if we are braced, we should
2021 * do nothing at all. As it is, if we are braced, we go through 2021 * do nothing at all. As it is, if we are braced, we go through
2022 * quite a bit of processing. However, it probably is less than what 2022 * quite a bit of processing. However, it probably is less than what
2023 * move_ob uses. 2023 * move_ob uses.
2024 */ 2024 */
2025 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2026 {
2027 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2028 {
2029 m = op->map->xy_find (nx, ny); 2025 maptile *m = op->map->xy_find (nx, ny);
2030 if (!m)
2031 return; /* Don't think this should happen */
2032 }
2033 else
2034 m = op->map;
2035 2026
2036 if (!(tmp = m->at (nx, ny).bot))
2037 return;
2038
2039 mon = 0;
2040 /* Go through all the objects, and find ones of interest. Only stop if 2027 /* Go through all the objects, and find ones of interest. Only stop if
2041 * we find a monster - that is something we know we want to attack. 2028 * we find a monster - that is something we know we want to attack.
2042 * if its a door or barrel (can roll) see if there may be monsters 2029 * if its a door or barrel (can roll) see if there may be monsters
2043 * on the space 2030 * on the space
2044 */ 2031 */
2045 while (tmp) 2032 object *mon;
2046 { 2033 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2047 if (tmp == op) 2034 {
2048 { 2035 if ((mon->flag [FLAG_ALIVE]
2049 tmp = tmp->above; 2036 || mon->type == LOCKED_DOOR
2050 continue; 2037 || mon->flag [FLAG_CAN_ROLL])
2051 }
2052
2053 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2054 {
2055 mon = tmp; 2038 && mon != op)
2056 break; 2039 break;
2057 } 2040 }
2058 2041
2059 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2060 mon = tmp;
2061
2062 tmp = tmp->above;
2063 }
2064
2065 if (!mon) /* This happens anytime the player tries to move */ 2042 if (!mon) /* This happens anytime the player tries to move */
2066 return; /* into a wall */ 2043 return false; /* into a wall */
2067 2044
2068 if (mon->head)
2069 mon = mon->head; 2045 mon = mon->head_ ();
2070 2046
2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2047 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2048 if (op->contr->weapon_sp_left > 0.f)
2072 if (player_attack_door (op, mon)) 2049 if (player_attack_door (op, mon))
2050 {
2051 --op->contr->weapon_sp_left;
2073 return; 2052 return true;
2053 }
2074 2054
2075 /* The following deals with possibly attacking peaceful 2055 /* The following deals with possibly attacking peaceful
2076 * or frienddly creatures. Basically, all players are considered 2056 * or friendly creatures. Basically, all players are considered
2077 * unaggressive. If the moving player has peaceful set, then the 2057 * unaggressive. If the moving player has peaceful set, then the
2078 * object should be pushed instead of attacked. It is assumed that 2058 * object should be pushed instead of attacked. It is assumed that
2079 * if you are braced, you will not attack friends accidently, 2059 * if you are braced, you will not attack friends accidently,
2080 * and thus will not push them. 2060 * and thus will not push them.
2081 */ 2061 */
2082 2062
2083 /* If the creature is a pet, push it even if the player is not 2063 /* If the creature is a pet, push it even if the player is not
2084 * peaceful. Our assumption is the creature is a pet if the 2064 * peaceful. Our assumption is the creature is a pet if the
2085 * player owns it and it is either friendly or unagressive. 2065 * player owns it and it is either friendly or unagressive.
2086 */ 2066 */
2087 if ((op->type == PLAYER) 2067 if (op->type == PLAYER
2088#if COZY_SERVER
2089 &&
2090 ((mon->owner && mon->owner->contr 2068 && ((mon->owner && mon->owner->contr
2091 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2069 && same_party (mon->owner->contr->party, op->contr->party))
2092#else
2093 && mon->owner == op 2070 || mon->owner == op)
2094#endif
2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2071 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2096 { 2072 {
2097 /* If we're braced, we don't want to switch places with it */ 2073 /* If we're braced, we don't want to switch places with it */
2098 if (op->contr->braced) 2074 if (op->contr->braced)
2099 return; 2075 return false;
2100 2076
2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2077 if (op->speed_left > 0.f)
2078 {
2079 --op->speed_left;
2080
2081 op->play_sound (sound_find ("push_player"));
2102 push_ob (mon, dir, op); 2082 push_ob (mon, dir, op);
2083
2103 if (op->contr->tmp_invis || op->hide) 2084 if (op->contr->tmp_invis || op->hide)
2104 make_visible (op); 2085 make_visible (op);
2105 2086
2106 return; 2087 return true;
2107 } 2088 }
2089 else
2090 return false;
2091 }
2108 2092
2109 /* in certain circumstances, you shouldn't attack friendly 2093 /* in certain circumstances, you shouldn't attack friendly
2110 * creatures. Note that if you are braced, you can't push 2094 * creatures. Note that if you are braced, you can't push
2111 * someone, but put it inside this loop so that you won't 2095 * someone, but put it inside this loop so that you won't
2112 * attack them either. 2096 * attack them either.
2113 */ 2097 */
2114 if ((mon->type == PLAYER || mon->enemy != op) && 2098 if ((mon->type == PLAYER || mon->enemy != op)
2115 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2099 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2116#ifdef PROHIBIT_PLAYERKILL
2117 (op->contr->peaceful 2100 && ((op->contr->peaceful
2118 || (mon->type == PLAYER 2101 || (mon->type == PLAYER && mon->contr->peaceful))
2119 && mon->contr->
2120 peaceful)) &&
2121#else
2122 op->contr->peaceful &&
2123#endif
2124 !on_battleground)) 2102 && !on_battleground))
2103 {
2104 if (op->speed_left > 0.f)
2125 { 2105 {
2106 --op->speed_left;
2107
2126 if (!op->contr->braced) 2108 if (!op->contr->braced)
2127 { 2109 {
2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 op->play_sound (sound_find ("push_player"));
2129 push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2130 } 2112 }
2131 else 2113 else
2132 new_draw_info (0, 0, op, "You withhold your attack"); 2114 new_draw_info (0, 0, op, "You withhold your attack");
2133 2115
2134 if (op->contr->tmp_invis || op->hide) 2116 if (op->contr->tmp_invis || op->hide)
2135 make_visible (op); 2117 make_visible (op);
2136 }
2137 2118
2119 return true;
2120 }
2121 }
2138 /* If the object is a boulder or other rollable object, then 2122 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced. 2123 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2124 */
2141 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2125 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2126 {
2127 if (op->speed_left > 0.f)
2142 { 2128 {
2129 --op->speed_left;
2130
2143 recursive_roll (mon, dir, op); 2131 recursive_roll (mon, dir, op);
2144 if (action_makes_visible (op)) 2132 if (action_makes_visible (op))
2145 make_visible (op); 2133 make_visible (op);
2146 }
2147 2134
2135 return true;
2136 }
2137 }
2148 /* Any generic living creature. Including things like doors. 2138 /* Any generic living creature. Including things like doors.
2149 * Way it works is like this: First, it must have some hit points 2139 * Way it works is like this: First, it must have some hit points
2150 * and be living. Then, it must be one of the following: 2140 * and be living. Then, it must be one of the following:
2151 * 1) Not a player, 2) A player, but of a different party. Note 2141 * 1) Not a player, 2) A player, but of a different party. Note
2152 * that party_number -1 is no party, so attacks can still happen. 2142 * that party_number -1 is no party, so attacks can still happen.
2153 */ 2143 */
2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2144 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2145 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2156 { 2146 {
2157 2147 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2158 /* If the player hasn't hit something this tick, and does
2159 * so, give them speed boost based on weapon speed. Doing
2160 * it here is better than process_players2, which basically
2161 * incurred a 1 tick offset.
2162 */
2163 if (!op->contr->has_hit)
2164 { 2148 {
2165 op->speed_left += op->speed / op->contr->weapon_sp; 2149 --op->contr->weapon_sp_left;
2166
2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2168 }
2169 2150
2170 skill_attack (mon, op, 0, 0, 0); 2151 skill_attack (mon, op, 0, 0, 0);
2171
2172 /* If attacking another player, that player gets automatic
2173 * hitback, and doesn't loose luck either.
2174 * Disable hitback on the battleground or if the target is
2175 * the wiz.
2176 */
2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2178 {
2179 short luck = mon->stats.luck;
2180
2181 mon->contr->has_hit = 1;
2182 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck;
2184 }
2185 2152
2186 if (action_makes_visible (op)) 2153 if (action_makes_visible (op))
2187 make_visible (op); 2154 make_visible (op);
2188 }
2189 } /* if player should attack something */
2190}
2191 2155
2192int 2156 return true;
2157 }
2158 }
2159
2160 return false;
2161}
2162
2163bool
2193move_player (object *op, int dir) 2164move_player (object *op, int dir)
2194{ 2165{
2195 int pick; 2166 int pick;
2196 2167
2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2211 op->facing = dir; 2182 op->facing = dir;
2212 2183
2213 if (op->hide) 2184 if (op->hide)
2214 do_hidden_move (op); 2185 do_hidden_move (op);
2215 2186
2187 bool retval;
2188
2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2189 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2217 /*nop */ ; 2190 retval = RESULT_INT (0);
2218 else if (op->contr->fire_on) 2191 else if (op->contr->fire_on)
2219 fire (op, dir); 2192 retval = fire (op, dir);
2220 else 2193 else
2221 { 2194 {
2222 move_player_attack (op, dir); 2195 retval = move_player_attack (op, dir);
2223 pick = check_pick (op); 2196 pick = check_pick (op);
2224 } 2197 }
2225 2198
2226 /* Add special check for newcs players and fire on - this way, the 2199 /* Add special check for newcs players and fire on - this way, the
2227 * server can handle repeat firing. 2200 * server can handle repeat firing.
2234 /* Update how the player looks. Use the facing, so direction may 2207 /* Update how the player looks. Use the facing, so direction may
2235 * get reset to zero. This allows for full animation capabilities 2208 * get reset to zero. This allows for full animation capabilities
2236 * for players. 2209 * for players.
2237 */ 2210 */
2238 animate_object (op, op->facing); 2211 animate_object (op, op->facing);
2239 return 0; 2212
2213 return retval;
2240} 2214}
2241 2215
2242/* This is similar to handle_player, below, but is only used by the 2216/* This is similar to handle_player, below, but is only used by the
2243 * new client/server stuff. 2217 * new client/server stuff.
2244 * This is sort of special, in that the new client/server actually uses 2218 * This is sort of special, in that the new client/server actually uses
2245 * the new speed values for commands. 2219 * the new speed values for commands.
2246 * 2220 *
2247 * Returns true if there are more actions we can do. 2221 * Returns true if there are more actions we can do. Should not do
2222 * many actions in a row, as that would be too unfair to other
2223 * players.
2248 */ 2224 */
2249int 2225bool
2250handle_newcs_player (object *op) 2226handle_newcs_player (object *op)
2251{ 2227{
2252 if (QUERY_FLAG (op, FLAG_SCARED)) 2228 if (QUERY_FLAG (op, FLAG_SCARED))
2253 { 2229 {
2254 flee_player (op); 2230 if (op->speed_left > 0.f)
2255 /* If player is still scared, that is his action for this tick */
2256 if (QUERY_FLAG (op, FLAG_SCARED))
2257 { 2231 {
2258 op->speed_left--; 2232 --op->speed_left;
2233 flee_player (op);
2234
2259 return 0; 2235 return true;
2260 } 2236 }
2237 else
2238 return false;
2261 } 2239 }
2262 2240
2263 /* call this here - we also will call this in do_ericserver, but 2241 /* call this here - we also will call this in do_ericserver, but
2264 * the players time has been increased when doericserver has been 2242 * the players time has been increased when doericserver has been
2265 * called, so we recheck it here. 2243 * called, so we recheck it here.
2266 */ 2244 */
2267 if (op->contr->ns->handle_command ()) 2245 if (op->contr->ns->handle_command ())
2268 return 1; 2246 return true;
2269 2247
2270 if (op->speed_left > 0)
2271 {
2272 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2248 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2273 {
2274 /* All move commands take 1 tick, at least for now */
2275 op->speed_left--;
2276
2277 /* Instead of all the stuff below, let move_player take care
2278 * of it. Also, some of the skill stuff is only put in
2279 * there, as well as the confusion stuff.
2280 */
2281 move_player (op, op->direction); 2249 return move_player (op, op->direction);
2282 2250
2283 return op->speed_left > 0;
2284 }
2285 }
2286
2287 return 0; 2251 return false;
2288} 2252}
2289 2253
2290int 2254int
2291save_life (object *op) 2255save_life (object *op)
2292{ 2256{
2294 return 0; 2258 return 0;
2295 2259
2296 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2297 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2298 { 2262 {
2299 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2263 op->play_sound (sound_find ("ob_evaporate"));
2300 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2264 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2301 2265
2302 if (op->contr) 2266 if (op->contr)
2303 esrv_del_item (op->contr, tmp->count); 2267 esrv_del_item (op->contr, tmp->count);
2304 2268
2324/* This goes throws the inventory and removes unpaid objects, and puts them 2288/* This goes throws the inventory and removes unpaid objects, and puts them
2325 * back in the map (location and map determined by values of env). This 2289 * back in the map (location and map determined by values of env). This
2326 * function will descend into containers. op is the object to start the search 2290 * function will descend into containers. op is the object to start the search
2327 * from. 2291 * from.
2328 */ 2292 */
2329void 2293static void
2330remove_unpaid_objects (object *op, object *env) 2294drop_unpaid_items (object *op, object *env)
2331{ 2295{
2332 while (op) 2296 while (op)
2333 { 2297 {
2334 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2298 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2335 2299
2339 esrv_del_item (env->contr, op->count); 2303 esrv_del_item (env->contr, op->count);
2340 2304
2341 op->insert_at (env); 2305 op->insert_at (env);
2342 } 2306 }
2343 else if (op->inv) 2307 else if (op->inv)
2344 remove_unpaid_objects (op->inv, env); 2308 drop_unpaid_items (op->inv, env);
2345 2309
2346 op = next; 2310 op = next;
2347 } 2311 }
2312}
2313
2314void
2315object::drop_unpaid_items ()
2316{
2317 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this);
2348} 2319}
2349 2320
2350/* 2321/*
2351 * Returns pointer a static string containing gravestone text 2322 * Returns pointer a static string containing gravestone text
2352 * Moved from apply.c to player.c - player.c is what 2323 * Moved from apply.c to player.c - player.c is what
2447 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2448 else 2419 else
2449 { 2420 {
2450 gen_grace = op->stats.maxgrace; 2421 gen_grace = op->stats.maxgrace;
2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2422 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2452 }
2453
2454 /* Regenerate Spell Points */
2455 if (!op->contr->golem && --op->last_sp < 0)
2456 {
2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2458 if (op->stats.sp < op->stats.maxsp)
2459 {
2460 op->stats.sp++;
2461 /* dms do not consume food */
2462 if (!QUERY_FLAG (op, FLAG_WIZ))
2463 {
2464 op->stats.food--;
2465 if (op->contr->digestion < 0)
2466 op->stats.food += op->contr->digestion;
2467 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2468 op->stats.food = last_food;
2469 }
2470 }
2471
2472 if (max_sp > 1)
2473 {
2474 over_sp = (gen_sp + 10) / rate_sp;
2475 if (over_sp > 0)
2476 {
2477 if (op->stats.sp < op->stats.maxsp)
2478 {
2479 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2480
2481 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2482 op->stats.sp--;
2483
2484 if (op->stats.sp > op->stats.maxsp)
2485 op->stats.sp = op->stats.maxsp;
2486 }
2487 op->last_sp = 0;
2488 }
2489 else
2490 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2491 }
2492 else
2493 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2494 } 2423 }
2495 2424
2496 /* Regenerate Grace */ 2425 /* Regenerate Grace */
2497 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2426 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2498 if (--op->last_grace < 0) 2427 if (--op->last_grace < 0)
2519 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2448 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2520 } 2449 }
2521 /* wearing stuff doesn't detract from grace generation. */ 2450 /* wearing stuff doesn't detract from grace generation. */
2522 } 2451 }
2523 2452
2453 if (op->stats.food > 0)
2454 {
2524 /* Regenerate Hit Points */ 2455 /* Regenerate Spell Points */
2525 if (--op->last_heal < 0) 2456 if (!op->contr->golem && --op->last_sp < 0)
2526 {
2527 if (op->stats.hp < op->stats.maxhp)
2528 { 2457 {
2529 op->stats.hp++; 2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2530 /* dms do not consume food */ 2459
2531 if (!QUERY_FLAG (op, FLAG_WIZ)) 2460 if (op->stats.sp < op->stats.maxsp)
2532 { 2461 {
2462 op->stats.sp++;
2463
2464 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ))
2466 {
2533 op->stats.food--; 2467 op->stats.food--;
2468
2534 if (op->contr->digestion < 0) 2469 if (op->contr->digestion < 0)
2535 op->stats.food += op->contr->digestion; 2470 op->stats.food += op->contr->digestion;
2536 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2471 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2537 op->stats.food = last_food; 2472 op->stats.food = last_food;
2473 }
2538 } 2474 }
2539 }
2540 2475
2541 if (max_hp > 1) 2476 if (max_sp > 1)
2542 {
2543 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2544 if (over_hp > 0)
2545 { 2477 {
2546 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2478 over_sp = (gen_sp + 10) / rate_sp;
2479 if (over_sp > 0)
2480 {
2481 if (op->stats.sp < op->stats.maxsp)
2482 {
2483 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2484
2485 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2486 op->stats.sp--;
2487
2488 if (op->stats.sp > op->stats.maxsp)
2489 op->stats.sp = op->stats.maxsp;
2490 }
2491
2547 op->last_heal = 0; 2492 op->last_sp = 0;
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2548 } 2496 }
2549 else 2497 else
2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2499 }
2500
2501 /* Regenerate Hit Points */
2502 if (--op->last_heal < 0)
2503 {
2504 if (op->stats.hp < op->stats.maxhp)
2550 { 2505 {
2551 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2506 op->stats.hp++;
2507
2508 /* dms do not consume food */
2509 if (!QUERY_FLAG (op, FLAG_WIZ))
2510 {
2511 op->stats.food--;
2512
2513 if (op->contr->digestion < 0)
2514 op->stats.food += op->contr->digestion;
2515 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2516 op->stats.food = last_food;
2517 }
2552 } 2518 }
2519
2520 if (max_hp > 1)
2521 {
2522 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2523
2524 if (over_hp > 0)
2525 {
2526 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2527 op->last_heal = 0;
2528 }
2529 else
2530 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2553 } 2531 }
2554 else 2532 else
2555 {
2556 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2533 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2557 } 2534 }
2558 } 2535 }
2559 2536
2560 /* Digestion */ 2537 /* Digestion */
2561 if (--op->last_eat < 0) 2538 if (--op->last_eat < 0)
2562 { 2539 {
2563#ifdef COZY_SERVER 2540 int bonus = max (0, op->contr->digestion),
2564 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2541 penalty = max (0, -op->contr->digestion);
2565 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2566#else
2567 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2568#endif
2569 2542
2570 if (op->contr->gen_hp > 0)
2571 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2543 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2572 else
2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2574 2544
2575 /* dms do not consume food */ 2545 /* dms do not consume food */
2576 if (!QUERY_FLAG (op, FLAG_WIZ)) 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2577 op->stats.food--; 2547 op->stats.food--;
2578 } 2548 }
2605 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2575 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2606 manual_apply (op, flesh, 0); 2576 manual_apply (op, flesh, 0);
2607 } 2577 }
2608 } 2578 }
2609 2579
2610 while (op->stats.food < 0 && op->stats.hp >= 0) 2580 if (op->stats.food < 0)
2611 op->stats.food++, op->stats.hp--; 2581 {
2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2612 2585
2613 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2614 kill_player (op); 2587 kill_player (op);
2615 } 2588 }
2616} 2589}
2639 object *tmp; 2612 object *tmp;
2640 2613
2641 if (save_life (op)) 2614 if (save_life (op))
2642 return; 2615 return;
2643 2616
2644
2645 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2617 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2646 * in cities ONLY!!! It is very important that this doesn't get abused. 2618 * in cities ONLY!!! It is very important that this doesn't get abused.
2647 * Look at op_on_battleground() for more info --AndreasV 2619 * Look at op_on_battleground() for more info --AndreasV
2648 */ 2620 */
2649 if (op_on_battleground (op, &x, &y)) 2621 if (op_on_battleground (op, &x, &y))
2664 { 2636 {
2665 tmp->destroy (); 2637 tmp->destroy ();
2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2638 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2667 } 2639 }
2668 2640
2669 cure_disease (op, 0); /* remove any disease */ 2641 cure_disease (op, 0, 0); /* remove any disease */
2670 op->stats.hp = op->stats.maxhp; 2642 op->stats.hp = op->stats.maxhp;
2671 if (op->stats.food <= 0) 2643 if (op->stats.food <= 0)
2672 op->stats.food = 999; 2644 op->stats.food = 999;
2673 2645
2674 /* create a bodypart-trophy to make the winner happy */ 2646 /* create a bodypart-trophy to make the winner happy */
2701 strcpy (op->contr->killer, "starvation"); 2673 strcpy (op->contr->killer, "starvation");
2702 } 2674 }
2703 else 2675 else
2704 sprintf (buf, "%s died.", &op->name); 2676 sprintf (buf, "%s died.", &op->name);
2705 2677
2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2678 op->contr->play_sound (sound_find ("player_dies"));
2707 2679
2708 /* save the map location for corpse, gravestone */ 2680 /* save the map location for corpse, gravestone */
2709 x = op->x; 2681 x = op->x;
2710 y = op->y; 2682 y = op->y;
2711 map = op->map; 2683 map = op->map;
2874 { 2846 {
2875 tmp->destroy (); 2847 tmp->destroy ();
2876 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2848 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2877 } 2849 }
2878 2850
2879 cure_disease (op, 0); /* remove any disease */ 2851 cure_disease (op, 0, 0); /* remove any disease */
2880 2852
2881 /*add_exp(op, (op->stats.exp * -0.20)); */ 2853 /*add_exp(op, (op->stats.exp * -0.20)); */
2882 apply_death_exp_penalty (op); 2854 apply_death_exp_penalty (op);
2883 if (op->stats.food < 100) 2855 if (op->stats.food < 100)
2884 op->stats.food = 900; 2856 op->stats.food = 900;
2888 2860
2889 /* 2861 /*
2890 * Check to see if the player has any unpaid items. If so, remove them 2862 * Check to see if the player has any unpaid items. If so, remove them
2891 * and put them back in the map. 2863 * and put them back in the map.
2892 */ 2864 */
2893 remove_unpaid_objects (op->inv, op); 2865 op->drop_unpaid_items ();
2894 2866
2895 /****************************************/ 2867 /****************************************/
2896 /* */ 2868 /* */
2897 /* Move player to his current respawn- */ 2869 /* Move player to his current respawn- */
2898 /* position (usually last savebed) */ 2870 /* position (usually last savebed) */
2918 object *force; 2890 object *force;
2919 int at; 2891 int at;
2920 2892
2921 force = get_archetype (FORCE_NAME); 2893 force = get_archetype (FORCE_NAME);
2922 /* 50 ticks should be enough time for the spell to abate */ 2894 /* 50 ticks should be enough time for the spell to abate */
2923 force->speed = 0.1; 2895 force->speed = 0.1f;
2924 force->speed_left = -5.0; 2896 force->speed_left = -5.f;
2925 SET_FLAG (force, FLAG_APPLIED); 2897 SET_FLAG (force, FLAG_APPLIED);
2926 for (at = 0; at < NROFATTACKS; at++) 2898 for (at = 0; at < NROFATTACKS; at++)
2927 if (will_kill_again & (1 << at)) 2899 if (will_kill_again & (1 << at))
2928 force->resist[at] = 100; 2900 force->resist[at] = 100;
2929 2901
3038void 3010void
3039make_visible (object *op) 3011make_visible (object *op)
3040{ 3012{
3041 op->hide = 0; 3013 op->hide = 0;
3042 op->invisible = 0; 3014 op->invisible = 0;
3015
3043 if (op->type == PLAYER) 3016 if (op->type == PLAYER)
3044 { 3017 {
3045 op->contr->tmp_invis = 0; 3018 op->contr->tmp_invis = 0;
3046 op->contr->invis_race = 0; 3019 op->contr->invis_race = 0;
3047 } 3020 }
3050} 3023}
3051 3024
3052int 3025int
3053is_true_undead (object *op) 3026is_true_undead (object *op)
3054{ 3027{
3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3028 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3056 return 1; 3029 return 1;
3057 3030
3058 return 0; 3031 return 0;
3059} 3032}
3060 3033
3061/* look at the surrounding terrain to determine 3034/* look at the surrounding terrain to determine
3062 * the hideability of this object. Positive levels 3035 * the hideability of this object. Positive levels
3063 * indicate greater hideability. 3036 * indicate greater hideability.
3064 */ 3037 */
3065
3066int 3038int
3067hideability (object *ob) 3039hideability (object *ob)
3068{ 3040{
3069 int i, level = 0, mflag; 3041 int i, level = 0, mflag;
3070 sint16 x, y; 3042 sint16 x, y;
3104/* For Hidden creatures - a chance of becoming 'unhidden' 3076/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 3077 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 3078 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 3080 */
3109
3110void 3081void
3111do_hidden_move (object *op) 3082do_hidden_move (object *op)
3112{ 3083{
3113 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3114 object *skop; 3085 object *skop;
3196 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3197 * but we dont worry if the object isnt the top one in 3168 * but we dont worry if the object isnt the top one in
3198 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3199 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3200 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3201 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3202 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3203 * imply the way your head, or body is facing? Its possible 3174 * imply the way your head, or body is facing? It's possible
3204 * for them to differ. Sigh, this fctn could get a bit more complex. 3175 * for them to differ. Sigh, this fctn could get a bit more complex.
3205 * -b.t. 3176 * -b.t.
3206 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3207 */ 3178 */
3208
3209int 3179int
3210player_can_view (object *pl, object *op) 3180player_can_view (object *pl, object *op)
3211{ 3181{
3212 rv_vector rv; 3182 rv_vector rv;
3213 int dx, dy; 3183 int dx, dy;
3225 3195
3226 get_rangevector (pl, op, &rv, 0x1); 3196 get_rangevector (pl, op, &rv, 0x1);
3227 3197
3228 /* starting with the 'head' part, lets loop 3198 /* starting with the 'head' part, lets loop
3229 * through the object and find if it has any 3199 * through the object and find if it has any
3230 * part that is in the los array but isnt on 3200 * part that is in the los array but isn't on
3231 * a blocked los square. 3201 * a blocked los square.
3232 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3233 */ 3203 */
3234 while (op) 3204 while (op)
3235 { 3205 {
3236 dx = rv.distance_x + op->arch->clone.x; 3206 dx = rv.distance_x + op->arch->x;
3237 dy = rv.distance_y + op->arch->clone.y; 3207 dy = rv.distance_y + op->arch->y;
3238 3208
3239 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3240 * code, so we need to restrict ourselves to that range of values 3210 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values. 3211 * for any meaningful values.
3242 */ 3212 */
3243 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3244 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3245 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3215 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3246 return 1; 3216 return 1;
3217
3247 op = op->more; 3218 op = op->more;
3248 } 3219 }
3220
3249 return 0; 3221 return 0;
3250} 3222}
3251 3223
3252/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3256 * return 0. 3228 * return 0.
3257 */ 3229 */
3258int 3230int
3259action_makes_visible (object *op) 3231action_makes_visible (object *op)
3260{ 3232{
3261
3262 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3263 { 3234 {
3264 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3265 return 0; 3236 return 0;
3266 3237
3272 { 3243 {
3273 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3244 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3274 return 1; 3245 return 1;
3275 } 3246 }
3276 } 3247 }
3248
3277 return 0; 3249 return 0;
3278} 3250}
3279 3251
3280/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3281 * a player) is standing on a valid battleground-tile, 3253 * a player) is standing on a valid battleground-tile,
3286 * Default is to do the same as before, so only people wanting to have different points need worry about this 3258 * Default is to do the same as before, so only people wanting to have different points need worry about this
3287 */ 3259 */
3288int 3260int
3289op_on_battleground (object *op, int *x, int *y) 3261op_on_battleground (object *op, int *x, int *y)
3290{ 3262{
3291 object *tmp;
3292
3293 /* A battleground-tile needs the following attributes to be valid: 3263 /* A battleground-tile needs the following attributes to be valid:
3294 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3295 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3296 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3297 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3298 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3299 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3300 { 3270 {
3301 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3302 { 3272 {
3303 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3304 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3274 && tmp->type == BATTLEGROUND
3275 && tmp->name == shstr_battleground
3276 && EXIT_X (tmp) && EXIT_Y (tmp))
3305 { 3277 {
3306 /*before we assign the exit, check if this is a teambattle */ 3278 /* before we assign the exit, check if this is a teambattle */
3307 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3279 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3308 { 3280 {
3309 object *invtmp;
3310
3311 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3312 { 3282 {
3313 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3314 { 3284 {
3315 if (x != NULL && y != NULL) 3285 if (x && y)
3316 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3317 return 1; 3288 return 1;
3318 } 3289 }
3319 } 3290 }
3320 } 3291 }
3292
3321 if (x != NULL && y != NULL) 3293 if (x && y)
3322 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3323 return 1; 3296 return 1;
3324 } 3297 }
3325 } 3298 }
3326 } 3299 }
3300
3327 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3328 return 0; 3302 return 0;
3329} 3303}
3330 3304
3331/* 3305/*
3347 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3348 int i = 0, j = 0; 3322 int i = 0, j = 0;
3349 3323
3350 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3351 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3352 trlist = treasurelist::find ("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3353 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3354 trlist = treasurelist::find ("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3355 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3356 trlist = treasurelist::find ("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3357 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3358 trlist = treasurelist::find ("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3359 3333
3360 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3361 return; 3335 return;
3362 3336
3363 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3337 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3367 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3341 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3368 return; 3342 return;
3369 } 3343 }
3370 3344
3371 /* everything seems okay - now bring on the gift: */ 3345 /* everything seems okay - now bring on the gift: */
3372 item = &(tr->item->clone); 3346 item = tr->item;
3373 3347
3374 if (item->type == SPELL) 3348 if (item->type == SPELL)
3375 { 3349 {
3376 if (check_spell_known (who, item->name)) 3350 if (check_spell_known (who, item->name))
3377 return; 3351 return;
3436 { 3410 {
3437 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3438 object *skin; 3412 object *skin;
3439 3413
3440 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3441 shstr_cmp dragon_skin_force ("dragon_skin_force");
3442 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3415 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3443 ; 3416 ;
3444 3417
3445 if (!skin) 3418 if (!skin)
3446 return; 3419 return;
3447 3420
3495 * not readied. 3468 * not readied.
3496 */ 3469 */
3497void 3470void
3498player_unready_range_ob (player *pl, object *ob) 3471player_unready_range_ob (player *pl, object *ob)
3499{ 3472{
3473 if (pl->ob->current_weapon == ob)
3474 pl->ob->current_weapon = 0;
3475
3500 if (pl->combat_ob == ob) 3476 if (pl->combat_ob == ob)
3501 {
3502 pl->combat_skill = 0;
3503 pl->combat_ob = 0; 3477 pl->combat_ob = 0;
3504 }
3505 3478
3506 if (pl->ranged_ob == ob) 3479 if (pl->ranged_ob == ob)
3507 {
3508 pl->ranged_skill = 0;
3509 pl->ranged_ob = 0; 3480 pl->ranged_ob = 0;
3510 }
3511} 3481}
3512 3482
3513sint8 3483sint8
3514player::visibility_at (maptile *map, int x, int y) const 3484player::visibility_at (maptile *map, int x, int y) const
3515{ 3485{

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