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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 1.167 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 <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
157 op->x = -1; 156 op->x = -1;
158 op->y = -1; 157 op->y = -1;
159} 158}
160 159
161void 160void
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 () 161player::activate ()
176{ 162{
177 if (active) 163 if (active)
178 return; 164 return;
179 165
181 ob->remove (); 167 ob->remove ();
182 ob->map = 0; 168 ob->map = 0;
183 ob->activate_recursive (); 169 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob); 171 add_friendly_object (ob);
186 enter_map ();
187} 172}
188 173
189void 174void
190player::deactivate () 175player::deactivate ()
191{ 176{
198 183
199 if (ob->map) 184 if (ob->map)
200 maplevel = ob->map->path; 185 maplevel = ob->map->path;
201 186
202 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
203 ob->map = 0; 189 ob->map = 0;
204 party = 0; 190 party = 0;
205 191
206 combat_ob = ranged_ob = 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
207 193
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
232 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
233 219
234 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
235 link_player_skills (ob); 221 link_player_skills (ob);
236 222
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238 224
239 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
240 226
241 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
243 { 229 {
244 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
245 231
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
252 abil = tmp; 235 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
254 skin = tmp; 237 skin = tmp;
255 238
256 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
257 } 240 }
258 241
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 243
261 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
245
246 ob->flag [FLAG_READY_WEAPON] = false;
247 ob->flag [FLAG_READY_SKILL] = false;
248 ob->flag [FLAG_READY_BOW] = false;
262 249
263 for (object *op = ob->inv; op; op = op->below) 250 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED]) 251 if (op->flag [FLAG_APPLIED])
265 switch (op->type) 252 switch (op->type)
266 { 253 {
254 case SKILL:
255 ob->flag [FLAG_APPLIED] = false;
256 break;
257
267 case WAND: 258 case WAND:
268 case ROD: 259 case ROD:
269 case HORN: 260 case HORN:
270 case BOW: 261 case BOW:
271 case SKILL: 262 ranged_ob = op;
272 case SKILL_TOOL: 263 break;
264
273 case WEAPON: 265 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY); 266 combat_ob = op;
275 apply_special (ob, op, AP_APPLY);
276 break; 267 break;
277 } 268 }
278 269
270 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
279 ob->update_stats (); 271 ob->update_stats ();
272
280 ns->floorbox_update (); 273 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob); 274 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0); 275 esrv_add_spells (this, 0);
284 276
285 activate (); 277 activate ();
286 278
293} 285}
294 286
295void 287void
296player::disconnect () 288player::disconnect ()
297{ 289{
290 if (ob)
291 {
292 ob->close_container (); //TODO: client-specific
293 ob->drop_unpaid_items ();
294 }
295
298 if (ns) 296 if (ns)
299 { 297 {
300 if (active) 298 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 299 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302 300
305 ns->reset_stats (); 303 ns->reset_stats ();
306 ns->pl = 0; 304 ns->pl = 0;
307 ns = 0; 305 ns = 0;
308 } 306 }
309 307
310 if (ob) 308 observe = ob;
311 ob->close_container (); //TODO: client-specific
312 309
313 deactivate (); 310 deactivate ();
314} 311}
315 312
316// the need for this function can be explained 313// the need for this function can be explained
317// by load_object not returning the object 314// by load_object not returning the object
318void 315void
319player::set_object (object *op) 316player::set_object (object *op)
320{ 317{
321 ob = op; 318 ob = observe = op;
322 ob->contr = this; /* this aren't yet in archetype */ 319 ob->contr = this; /* this aren't yet in archetype */
323 320
324 ob->speed_left = 0.5;
325 ob->speed = 1.0; 321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
326 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;
327} 332}
328 333
329player::player () 334player::player ()
330{ 335{
331 /* There are some elements we want initialised to non zero value - 336 /* There are some elements we want initialised to non zero value -
342 petmode = pet_normal; 347 petmode = pet_normal;
343 listening = 10; 348 listening = 10;
344 usekeys = containers; 349 usekeys = containers;
345 peaceful = 1; /* default peaceful */ 350 peaceful = 1; /* default peaceful */
346 do_los = 1; 351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
347} 355}
348 356
349void 357void
350player::do_destroy () 358player::do_destroy ()
351{ 359{
356 if (ob) 364 if (ob)
357 { 365 {
358 ob->destroy_inv (false); 366 ob->destroy_inv (false);
359 ob->destroy (); 367 ob->destroy ();
360 } 368 }
369
370 ob = observe = 0;
361} 371}
362 372
363player::~player () 373player::~player ()
364{ 374{
365 /* Clear item stack */ 375 /* Clear item stack */
392 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
393 */ 403 */
394archetype * 404archetype *
395get_player_archetype (archetype *at) 405get_player_archetype (archetype *at)
396{ 406{
397 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
398 408
399 for (;;) 409 for (;;)
400 { 410 {
401 if (at == NULL || at->next == NULL) 411 if (++i == archetypes.end ())
402 at = first_archetype; 412 i = archetypes.begin ();
403 else 413 else if (*i == at)
404 at = at->next; 414 cleanup ("not a single player archetype found");
405 415
406 if (at->clone.type == PLAYER) 416 if ((*i)->type == PLAYER)
407 return at; 417 return *i;
408
409 if (at == start)
410 {
411 LOG (llevError, "No Player archetypes\n");
412 exit (-1);
413 }
414 } 418 }
415} 419}
416 420
417object * 421object *
418get_nearest_player (object *mon) 422get_nearest_player (object *mon)
422 unsigned lastdist; 426 unsigned lastdist;
423 rv_vector rv; 427 rv_vector rv;
424 428
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 430 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
441 ol = ol->next;
442 remove_friendly_object (tmp);
443 if (!ol)
444 return op;
445 }
446
447 /* Remove special check for player from this. First, it looks to cause
448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
449 * complicated method of state checking would be needed in any case -
450 * as it was, a clever player could type quit, and the function would
451 * skip them over while waiting for confirmation. Remove
452 * on_same_map check, as can_detect_enemy also does this
453 */
454 if (!can_detect_enemy (mon, ol->ob, &rv)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 432 continue;
456 433
457 if (lastdist > rv.distance) 434 if (lastdist > rv.distance)
458 { 435 {
908 if (*first_map_ext_path) 885 if (*first_map_ext_path)
909 { 886 {
910 object *tmp; 887 object *tmp;
911 char mapname[MAX_BUF]; 888 char mapname[MAX_BUF];
912 889
913 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);
914 tmp = object::create (); 891 tmp = object::create ();
915 EXIT_PATH (tmp) = mapname; 892 EXIT_PATH (tmp) = mapname;
916 EXIT_X (tmp) = ob->x; 893 EXIT_X (tmp) = ob->x;
917 EXIT_Y (tmp) = ob->y; 894 EXIT_Y (tmp) = ob->y;
918 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;
937 int x = ob->x, y = ob->y; 914 int x = ob->x, y = ob->y;
938 915
939 ob->remove_statbonus (); 916 ob->remove_statbonus ();
940 ob->remove (); 917 ob->remove ();
941 ob->arch = get_player_archetype (ob->arch); 918 ob->arch = get_player_archetype (ob->arch);
942 ob->arch->clone.copy_to (ob); 919 ob->arch->copy_to (ob);
943 ob->instantiate (); 920 ob->instantiate ();
944 ob->stats = ob->contr->orig_stats; 921 ob->stats = ob->contr->orig_stats;
945 ob->name = ob->name_pl = name; 922 ob->name = ob->name_pl = name;
946 ob->x = x; 923 ob->x = x;
947 ob->y = y; 924 ob->y = y;
948 SET_ANIMATION (ob, 2); /* So player faces south */ 925 SET_ANIMATION (ob, 2); /* So player faces south */
949 insert_ob_in_map (ob, ob->map, ob, 0); 926 insert_ob_in_map (ob, ob->map, ob, 0);
950 assign (ob->contr->title, ob->arch->clone.name); 927 assign (ob->contr->title, ob->arch->object::name);
951 ob->add_statbonus (); 928 ob->add_statbonus ();
952 } 929 }
953 while (!allowed_class (ob)); 930 while (!allowed_class (ob));
954 931
955 update_object (ob, UP_OBJ_FACE); 932 update_object (ob, UP_OBJ_FACE);
1100 if (tmp->name != NULL) 1077 if (tmp->name != NULL)
1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1078 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)))); 1079 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1103 else 1080 else
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1081 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)))); 1082 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 1083
1107 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1084 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1108 } 1085 }
1109 1086
1110 /* philosophy: 1087 /* philosophy:
1185 pick_up (op, tmp); 1162 pick_up (op, tmp);
1186 continue; 1163 continue;
1187 } 1164 }
1188 1165
1189 if (op->contr->mode & PU_READABLES) 1166 if (op->contr->mode & PU_READABLES)
1190 if (tmp->type == BOOK || tmp->type == SCROLL) 1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1191 { 1168 {
1192 pick_up (op, tmp); 1169 pick_up (op, tmp);
1193 continue; 1170 continue;
1194 } 1171 }
1195 1172
1303 /* careful: chairs and tables are weapons! */ 1280 /* careful: chairs and tables are weapons! */
1304 if (op->contr->mode & PU_ALLWEAPON) 1281 if (op->contr->mode & PU_ALLWEAPON)
1305 { 1282 {
1306 if (tmp->type == WEAPON && tmp->name != NULL) 1283 if (tmp->type == WEAPON && tmp->name != NULL)
1307 { 1284 {
1308 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 &&
1309 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1310 { 1287 {
1311 pick_up (op, tmp); 1288 pick_up (op, tmp);
1312 continue; 1289 continue;
1313 } 1290 }
1314 } 1291 }
1315 1292
1316 if (tmp->type == WEAPON && tmp->name == NULL) 1293 if (tmp->type == WEAPON && tmp->name == NULL)
1317 { 1294 {
1318 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)
1319 { 1296 {
1320 pick_up (op, tmp); 1297 pick_up (op, tmp);
1321 continue; 1298 continue;
1322 } 1299 }
1323 } 1300 }
1348 if (tmp->name != NULL) 1325 if (tmp->name != NULL)
1349 { 1326 {
1350 fprintf (stderr, "%s", tmp->name); 1327 fprintf (stderr, "%s", tmp->name);
1351 } 1328 }
1352 else 1329 else
1353 fprintf (stderr, "%s", tmp->arch->name); 1330 fprintf (stderr, "%s", tmp->arch->archname);
1354 fprintf (stderr, ",%d] = ", tmp->type); 1331 fprintf (stderr, ",%d] = ", tmp->type);
1355 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))));
1356#endif 1333#endif
1357 continue; 1334 continue;
1358 } 1335 }
1428 else 1405 else
1429 { 1406 {
1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1407 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1431 { 1408 {
1432 attacktype = 1 << attacknum; 1409 attacktype = 1 << attacknum;
1433 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1410 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1434 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)
1435 { 1412 {
1436 tmp = arrow; 1413 tmp = arrow;
1437 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;
1438 } 1415 }
1439 } 1416 }
1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1418 {
1442 tmp = arrow; 1419 tmp = arrow;
1535 */ 1512 */
1536int 1513int
1537fire_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)
1538{ 1515{
1539 object *left, *bow; 1516 object *left, *bow;
1540 int bowspeed, mflags; 1517 int mflags;
1541 maptile *m; 1518 maptile *m;
1542 1519
1543 if (!dir) 1520 if (!dir)
1544 { 1521 {
1545 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!");
1546 return 0; 1523 return 0;
1547 } 1524 }
1548 1525
1549 if (player *pl = op->contr) 1526 if (op->contr)
1550 { 1527 bow = op->current_weapon;
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1555 else 1528 else
1556 { 1529 {
1557 for (bow = op->inv; bow; bow = bow->below) 1530 for (bow = op->inv; bow; bow = bow->below)
1558 /* 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
1559 * 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.
1580 { 1553 {
1581 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);
1582 return 0; 1555 return 0;
1583 } 1556 }
1584 1557
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) 1558 if (arrow == NULL)
1595 { 1559 {
1596 if ((arrow = find_arrow (op, bow->race)) == NULL) 1560 if ((arrow = find_arrow (op, bow->race)) == NULL)
1597 { 1561 {
1598 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1639 arrow->stats.grace = arrow->attacktype; 1603 arrow->stats.grace = arrow->attacktype;
1640 1604
1641 if (arrow->slaying) 1605 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying); 1606 arrow->spellarg = strdup (arrow->slaying);
1643 1607
1644 if (op->type == PLAYER) 1608#if 0
1645 { 1609 if (player *pl = op->contr)
1646 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1647 op->update_stats ();
1648 } 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
1649 1622
1650 SET_ANIMATION (arrow, arrow->direction); 1623 SET_ANIMATION (arrow, arrow->direction);
1651 1624
1652 /* update the speed */ 1625 /* update the speed */
1653 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1626 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; 1627 + bow->stats.dam / 7.f;
1655 1628
1656 arrow->set_speed (max (arrow->speed, 2.0)); 1629 arrow->set_speed (max (arrow->speed, 2.f));
1657 arrow->speed_left = 0; 1630 arrow->speed_left = 0;
1658 1631
1659 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1632 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1660 1633
1661 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1684 1657
1685 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1686 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1688 1661
1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1690 m->insert (arrow, sx, sy, op); 1663 m->insert (arrow, sx, sy, op);
1691 1664
1692 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1693 move_arrow (arrow); 1666 move_arrow (arrow);
1694 1667
1745 } 1718 }
1746 1719
1747 return ret; 1720 return ret;
1748} 1721}
1749 1722
1750
1751/* Fires a misc (wand/rod/horn) object in 'dir'. 1723/* Fires a misc (wand/rod/horn) object in 'dir'.
1752 * Broken apart from 'fire' to keep it more readable. 1724 * Broken apart from 'fire' to keep it more readable.
1753 */ 1725 */
1754void 1726void
1755fire_misc_object (object *op, int dir) 1727fire_misc_object (object *op, int dir)
1773 1745
1774 if (item->type == WAND) 1746 if (item->type == WAND)
1775 { 1747 {
1776 if (item->stats.food <= 0) 1748 if (item->stats.food <= 0)
1777 { 1749 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1750 op->contr->play_sound (sound_find ("wand_poof"));
1779 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));
1780 1752
1781 return; 1753 return;
1782 } 1754 }
1783 } 1755 }
1784 else if (item->type == ROD || item->type == HORN) 1756 else if (item->type == ROD || item->type == HORN)
1785 { 1757 {
1786 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))
1787 { 1759 {
1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1789 1761
1790 if (item->type == ROD) 1762 if (item->type == ROD)
1791 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));
1792 else 1764 else
1793 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));
1806 object *tmp; 1778 object *tmp;
1807 1779
1808 if (item->arch) 1780 if (item->arch)
1809 { 1781 {
1810 CLEAR_FLAG (item, FLAG_ANIMATE); 1782 CLEAR_FLAG (item, FLAG_ANIMATE);
1811 item->face = item->arch->clone.face; 1783 item->face = item->arch->face;
1812 item->set_speed (0); 1784 item->set_speed (0);
1813 } 1785 }
1814 1786
1815 if ((tmp = item->in_player ())) 1787 if ((tmp = item->in_player ()))
1816 esrv_update_item (UPD_ANIM, tmp, item); 1788 esrv_update_item (UPD_ANIM, tmp, item);
1821 } 1793 }
1822} 1794}
1823 1795
1824/* Received a fire command for the player - go and do it. 1796/* Received a fire command for the player - go and do it.
1825 */ 1797 */
1826void 1798bool
1827fire (object *op, int dir) 1799fire (object *op, int dir)
1828{ 1800{
1829 int spellcost = 0; 1801 int spellcost = 0;
1830 1802
1831 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
1835 player *pl = op->contr; 1807 player *pl = op->contr;
1836 1808
1837 if (pl->golem) 1809 if (pl->golem)
1838 { 1810 {
1839 control_golem (op->contr->golem, dir); 1811 control_golem (op->contr->golem, dir);
1840 return; 1812 return false;
1841 } 1813 }
1842 1814
1843 object *ob = pl->ranged_ob; 1815 object *ob = pl->ranged_ob;
1844 1816
1845 if (!ob) 1817 if (!ob)
1846 return; 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;
1847 1827
1848 switch (ob->type) 1828 switch (ob->type)
1849 { 1829 {
1850 case BOW: 1830 case BOW:
1851 player_fire_bow (op, dir); 1831 player_fire_bow (op, dir);
1858 case BUILDER: 1838 case BUILDER:
1859 apply_map_builder (op, dir); 1839 apply_map_builder (op, dir);
1860 break; 1840 break;
1861 1841
1862 case SKILL: 1842 case SKILL:
1863 case SKILL_TOOL:
1864 do_skill (op, op, ob, dir, 0); 1843 do_skill (op, op, ob, dir, 0);
1865 break; 1844 break;
1866 1845
1867 default: 1846 default:
1868 fire_misc_object (op, dir); 1847 fire_misc_object (op, dir);
1869 break; 1848 break;
1870 } 1849 }
1850
1851 return true;
1871} 1852}
1872 1853
1873/* find_key 1854/* find_key
1874 * 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
1875 * and successfully use it, we return the key, otherwise NULL 1856 * and successfully use it, we return the key, otherwise NULL
1962 * 0 otherwise 1943 * 0 otherwise
1963 */ 1944 */
1964static int 1945static int
1965player_attack_door (object *op, object *door) 1946player_attack_door (object *op, object *door)
1966{ 1947{
1967 /* 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,
1968 * 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 -
1969 * otherwise, we fall through to the rest of the code. 1950 * otherwise, we fall through to the rest of the code.
1970 */ 1951 */
1971 object *key = find_key (op, op, door); 1952 object *key = find_key (op, op, door);
1972 1953
1973 /* IF we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
1974 if (key) 1955 if (key)
1975 { 1956 {
1976 object *container = key->env; 1957 object *container = key->env;
1977
1978 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1979 1958
1980 if (action_makes_visible (op)) 1959 if (action_makes_visible (op))
1981 make_visible (op); 1960 make_visible (op);
1982 1961
1983 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1962 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2013 * It should keep the code cleaner. 1992 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1993 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1994 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1995 * going to try and move (not fire weapons).
2017 */ 1996 */
2018void 1997bool
2019move_player_attack (object *op, int dir) 1998move_player_attack (object *op, int dir)
2020{ 1999{
2021 object *tmp, *mon;
2022 int on_battleground; 2000 int on_battleground;
2023 maptile *m;
2024 2001
2025 sint16 nx = freearr_x[dir] + op->x; 2002 sint16 nx = freearr_x[dir] + op->x;
2026 sint16 ny = freearr_y[dir] + op->y; 2003 sint16 ny = freearr_y[dir] + op->y;
2027 2004
2028 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 }
2029 2015
2030 /* 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
2031 * 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
2032 * 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
2033 * player. This is a pretty nasty hack, because if we could 2019 * 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 2020 * 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 2021 * 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 2022 * quite a bit of processing. However, it probably is less than what
2037 * move_ob uses. 2023 * move_ob uses.
2038 */ 2024 */
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); 2025 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 2026
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 2027 /* 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. 2028 * 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 2029 * if its a door or barrel (can roll) see if there may be monsters
2057 * on the space 2030 * on the space
2058 */ 2031 */
2059 while (tmp) 2032 object *mon;
2060 { 2033 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2061 if (tmp == op) 2034 {
2062 { 2035 if ((mon->flag [FLAG_ALIVE]
2063 tmp = tmp->above; 2036 || mon->type == LOCKED_DOOR
2064 continue; 2037 || mon->flag [FLAG_CAN_ROLL])
2065 }
2066
2067 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2068 {
2069 mon = tmp; 2038 && mon != op)
2070 break; 2039 break;
2071 } 2040 }
2072 2041
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 */ 2042 if (!mon) /* This happens anytime the player tries to move */
2080 return; /* into a wall */ 2043 return false; /* into a wall */
2081 2044
2082 if (mon->head)
2083 mon = mon->head; 2045 mon = mon->head_ ();
2084 2046
2085 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)
2086 if (player_attack_door (op, mon)) 2049 if (player_attack_door (op, mon))
2050 {
2051 --op->contr->weapon_sp_left;
2087 return; 2052 return true;
2053 }
2088 2054
2089 /* The following deals with possibly attacking peaceful 2055 /* The following deals with possibly attacking peaceful
2090 * or frienddly creatures. Basically, all players are considered 2056 * or friendly creatures. Basically, all players are considered
2091 * unaggressive. If the moving player has peaceful set, then the 2057 * unaggressive. If the moving player has peaceful set, then the
2092 * object should be pushed instead of attacked. It is assumed that 2058 * object should be pushed instead of attacked. It is assumed that
2093 * if you are braced, you will not attack friends accidently, 2059 * if you are braced, you will not attack friends accidently,
2094 * and thus will not push them. 2060 * and thus will not push them.
2095 */ 2061 */
2096 2062
2097 /* 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
2098 * peaceful. Our assumption is the creature is a pet if the 2064 * peaceful. Our assumption is the creature is a pet if the
2099 * player owns it and it is either friendly or unagressive. 2065 * player owns it and it is either friendly or unagressive.
2100 */ 2066 */
2101 if ((op->type == PLAYER) 2067 if (op->type == PLAYER
2102#if COZY_SERVER
2103 &&
2104 ((mon->owner && mon->owner->contr 2068 && ((mon->owner && mon->owner->contr
2105 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2069 && same_party (mon->owner->contr->party, op->contr->party))
2106#else
2107 && mon->owner == op 2070 || mon->owner == op)
2108#endif
2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2071 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2110 { 2072 {
2111 /* 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 */
2112 if (op->contr->braced) 2074 if (op->contr->braced)
2113 return; 2075 return false;
2114 2076
2115 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"));
2116 push_ob (mon, dir, op); 2082 push_ob (mon, dir, op);
2083
2117 if (op->contr->tmp_invis || op->hide) 2084 if (op->contr->tmp_invis || op->hide)
2118 make_visible (op); 2085 make_visible (op);
2119 2086
2120 return; 2087 return true;
2121 } 2088 }
2089 else
2090 return false;
2091 }
2122 2092
2123 /* in certain circumstances, you shouldn't attack friendly 2093 /* in certain circumstances, you shouldn't attack friendly
2124 * creatures. Note that if you are braced, you can't push 2094 * creatures. Note that if you are braced, you can't push
2125 * 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
2126 * attack them either. 2096 * attack them either.
2127 */ 2097 */
2128 if ((mon->type == PLAYER || mon->enemy != op) && 2098 if ((mon->type == PLAYER || mon->enemy != op)
2129 (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))
2130#ifdef PROHIBIT_PLAYERKILL
2131 (op->contr->peaceful 2100 && ((op->contr->peaceful
2132 || (mon->type == PLAYER 2101 || (mon->type == PLAYER && mon->contr->peaceful))
2133 && mon->contr->
2134 peaceful)) &&
2135#else
2136 op->contr->peaceful &&
2137#endif
2138 !on_battleground)) 2102 && !on_battleground))
2103 {
2104 if (op->speed_left > 0.f)
2139 { 2105 {
2106 --op->speed_left;
2107
2140 if (!op->contr->braced) 2108 if (!op->contr->braced)
2141 { 2109 {
2142 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 op->play_sound (sound_find ("push_player"));
2143 push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2144 } 2112 }
2145 else 2113 else
2146 new_draw_info (0, 0, op, "You withhold your attack"); 2114 new_draw_info (0, 0, op, "You withhold your attack");
2147 2115
2148 if (op->contr->tmp_invis || op->hide) 2116 if (op->contr->tmp_invis || op->hide)
2149 make_visible (op); 2117 make_visible (op);
2150 }
2151 2118
2119 return true;
2120 }
2121 }
2152 /* If the object is a boulder or other rollable object, then 2122 /* 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. 2123 * roll it if not braced. You can't roll it if you are braced.
2154 */ 2124 */
2155 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)
2156 { 2128 {
2129 --op->speed_left;
2130
2157 recursive_roll (mon, dir, op); 2131 recursive_roll (mon, dir, op);
2158 if (action_makes_visible (op)) 2132 if (action_makes_visible (op))
2159 make_visible (op); 2133 make_visible (op);
2160 }
2161 2134
2135 return true;
2136 }
2137 }
2162 /* Any generic living creature. Including things like doors. 2138 /* Any generic living creature. Including things like doors.
2163 * 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
2164 * and be living. Then, it must be one of the following: 2140 * 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 2141 * 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. 2142 * that party_number -1 is no party, so attacks can still happen.
2167 */ 2143 */
2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2144 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))) 2145 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2170 { 2146 {
2171 /* If the player hasn't hit something this tick, and does 2147 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 { 2148 {
2178 op->speed_left += op->contr->weapon_sp - op->speed; 2149 --op->contr->weapon_sp_left;
2179
2180 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2181 }
2182 2150
2183 skill_attack (mon, op, 0, 0, 0); 2151 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 2152
2199 if (action_makes_visible (op)) 2153 if (action_makes_visible (op))
2200 make_visible (op); 2154 make_visible (op);
2201 }
2202 } /* if player should attack something */
2203}
2204 2155
2205int 2156 return true;
2157 }
2158 }
2159
2160 return false;
2161}
2162
2163bool
2206move_player (object *op, int dir) 2164move_player (object *op, int dir)
2207{ 2165{
2208 int pick; 2166 int pick;
2209 2167
2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2224 op->facing = dir; 2182 op->facing = dir;
2225 2183
2226 if (op->hide) 2184 if (op->hide)
2227 do_hidden_move (op); 2185 do_hidden_move (op);
2228 2186
2187 bool retval;
2188
2229 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2189 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2230 /*nop */ ; 2190 retval = RESULT_INT (0);
2231 else if (op->contr->fire_on) 2191 else if (op->contr->fire_on)
2232 fire (op, dir); 2192 retval = fire (op, dir);
2233 else 2193 else
2234 { 2194 {
2235 move_player_attack (op, dir); 2195 retval = move_player_attack (op, dir);
2236 pick = check_pick (op); 2196 pick = check_pick (op);
2237 } 2197 }
2238 2198
2239 /* 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
2240 * server can handle repeat firing. 2200 * server can handle repeat firing.
2247 /* Update how the player looks. Use the facing, so direction may 2207 /* Update how the player looks. Use the facing, so direction may
2248 * get reset to zero. This allows for full animation capabilities 2208 * get reset to zero. This allows for full animation capabilities
2249 * for players. 2209 * for players.
2250 */ 2210 */
2251 animate_object (op, op->facing); 2211 animate_object (op, op->facing);
2252 return 0; 2212
2213 return retval;
2253} 2214}
2254 2215
2255/* 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
2256 * new client/server stuff. 2217 * new client/server stuff.
2257 * 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
2258 * the new speed values for commands. 2219 * the new speed values for commands.
2259 * 2220 *
2260 * 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.
2261 */ 2224 */
2262int 2225bool
2263handle_newcs_player (object *op) 2226handle_newcs_player (object *op)
2264{ 2227{
2265 if (QUERY_FLAG (op, FLAG_SCARED)) 2228 if (QUERY_FLAG (op, FLAG_SCARED))
2266 { 2229 {
2267 flee_player (op); 2230 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 { 2231 {
2271 op->speed_left--; 2232 --op->speed_left;
2233 flee_player (op);
2234
2272 return 0; 2235 return true;
2273 } 2236 }
2237 else
2238 return false;
2274 } 2239 }
2275 2240
2276 /* 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
2277 * the players time has been increased when doericserver has been 2242 * the players time has been increased when doericserver has been
2278 * called, so we recheck it here. 2243 * called, so we recheck it here.
2279 */ 2244 */
2280 if (op->contr->ns->handle_command ()) 2245 if (op->contr->ns->handle_command ())
2281 return 1; 2246 return true;
2282 2247
2283 if (op->speed_left > 0)
2284 {
2285 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2248 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); 2249 return move_player (op, op->direction);
2295 2250
2296 return op->speed_left > 0;
2297 }
2298 }
2299
2300 return 0; 2251 return false;
2301} 2252}
2302 2253
2303int 2254int
2304save_life (object *op) 2255save_life (object *op)
2305{ 2256{
2307 return 0; 2258 return 0;
2308 2259
2309 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2310 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2311 { 2262 {
2312 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2263 op->play_sound (sound_find ("ob_evaporate"));
2313 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));
2314 2265
2315 if (op->contr) 2266 if (op->contr)
2316 esrv_del_item (op->contr, tmp->count); 2267 esrv_del_item (op->contr, tmp->count);
2317 2268
2337/* 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
2338 * 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
2339 * 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
2340 * from. 2291 * from.
2341 */ 2292 */
2342void 2293static void
2343remove_unpaid_objects (object *op, object *env) 2294drop_unpaid_items (object *op, object *env)
2344{ 2295{
2345 while (op) 2296 while (op)
2346 { 2297 {
2347 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' */
2348 2299
2352 esrv_del_item (env->contr, op->count); 2303 esrv_del_item (env->contr, op->count);
2353 2304
2354 op->insert_at (env); 2305 op->insert_at (env);
2355 } 2306 }
2356 else if (op->inv) 2307 else if (op->inv)
2357 remove_unpaid_objects (op->inv, env); 2308 drop_unpaid_items (op->inv, env);
2358 2309
2359 op = next; 2310 op = next;
2360 } 2311 }
2312}
2313
2314void
2315object::drop_unpaid_items ()
2316{
2317 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this);
2361} 2319}
2362 2320
2363/* 2321/*
2364 * Returns pointer a static string containing gravestone text 2322 * Returns pointer a static string containing gravestone text
2365 * Moved from apply.c to player.c - player.c is what 2323 * Moved from apply.c to player.c - player.c is what
2460 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2461 else 2419 else
2462 { 2420 {
2463 gen_grace = op->stats.maxgrace; 2421 gen_grace = op->stats.maxgrace;
2464 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2422 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2465 }
2466
2467 /* Regenerate Spell Points */
2468 if (!op->contr->golem && --op->last_sp < 0)
2469 {
2470 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2471 if (op->stats.sp < op->stats.maxsp)
2472 {
2473 op->stats.sp++;
2474 /* dms do not consume food */
2475 if (!QUERY_FLAG (op, FLAG_WIZ))
2476 {
2477 op->stats.food--;
2478 if (op->contr->digestion < 0)
2479 op->stats.food += op->contr->digestion;
2480 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2481 op->stats.food = last_food;
2482 }
2483 }
2484
2485 if (max_sp > 1)
2486 {
2487 over_sp = (gen_sp + 10) / rate_sp;
2488 if (over_sp > 0)
2489 {
2490 if (op->stats.sp < op->stats.maxsp)
2491 {
2492 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2493
2494 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2495 op->stats.sp--;
2496
2497 if (op->stats.sp > op->stats.maxsp)
2498 op->stats.sp = op->stats.maxsp;
2499 }
2500 op->last_sp = 0;
2501 }
2502 else
2503 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2504 }
2505 else
2506 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2507 } 2423 }
2508 2424
2509 /* Regenerate Grace */ 2425 /* Regenerate Grace */
2510 /* 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. */
2511 if (--op->last_grace < 0) 2427 if (--op->last_grace < 0)
2532 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);
2533 } 2449 }
2534 /* wearing stuff doesn't detract from grace generation. */ 2450 /* wearing stuff doesn't detract from grace generation. */
2535 } 2451 }
2536 2452
2453 if (op->stats.food > 0)
2454 {
2537 /* Regenerate Hit Points */ 2455 /* Regenerate Spell Points */
2538 if (--op->last_heal < 0) 2456 if (!op->contr->golem && --op->last_sp < 0)
2539 {
2540 if (op->stats.hp < op->stats.maxhp)
2541 { 2457 {
2542 op->stats.hp++; 2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2543 /* dms do not consume food */ 2459
2544 if (!QUERY_FLAG (op, FLAG_WIZ)) 2460 if (op->stats.sp < op->stats.maxsp)
2545 { 2461 {
2462 op->stats.sp++;
2463
2464 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ))
2466 {
2546 op->stats.food--; 2467 op->stats.food--;
2468
2547 if (op->contr->digestion < 0) 2469 if (op->contr->digestion < 0)
2548 op->stats.food += op->contr->digestion; 2470 op->stats.food += op->contr->digestion;
2549 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))
2550 op->stats.food = last_food; 2472 op->stats.food = last_food;
2473 }
2551 } 2474 }
2552 }
2553 2475
2554 if (max_hp > 1) 2476 if (max_sp > 1)
2555 {
2556 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2557 if (over_hp > 0)
2558 { 2477 {
2559 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
2560 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);
2561 } 2496 }
2562 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)
2563 { 2505 {
2564 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 }
2565 } 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);
2566 } 2531 }
2567 else 2532 else
2568 {
2569 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);
2570 } 2534 }
2571 } 2535 }
2572 2536
2573 /* Digestion */ 2537 /* Digestion */
2574 if (--op->last_eat < 0) 2538 if (--op->last_eat < 0)
2575 { 2539 {
2576#ifdef COZY_SERVER 2540 int bonus = max (0, op->contr->digestion),
2577 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2541 penalty = max (0, -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;
2581#endif
2582 2542
2583 if (op->contr->gen_hp > 0)
2584 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);
2585 else
2586 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2587 2544
2588 /* dms do not consume food */ 2545 /* dms do not consume food */
2589 if (!QUERY_FLAG (op, FLAG_WIZ)) 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2590 op->stats.food--; 2547 op->stats.food--;
2591 } 2548 }
2618 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.");
2619 manual_apply (op, flesh, 0); 2576 manual_apply (op, flesh, 0);
2620 } 2577 }
2621 } 2578 }
2622 2579
2623 while (op->stats.food < 0 && op->stats.hp >= 0) 2580 if (op->stats.food < 0)
2624 op->stats.food++, op->stats.hp--; 2581 {
2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2625 2585
2626 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2627 kill_player (op); 2587 kill_player (op);
2628 } 2588 }
2629} 2589}
2652 object *tmp; 2612 object *tmp;
2653 2613
2654 if (save_life (op)) 2614 if (save_life (op))
2655 return; 2615 return;
2656 2616
2657
2658 /* 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
2659 * 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.
2660 * Look at op_on_battleground() for more info --AndreasV 2619 * Look at op_on_battleground() for more info --AndreasV
2661 */ 2620 */
2662 if (op_on_battleground (op, &x, &y)) 2621 if (op_on_battleground (op, &x, &y))
2677 { 2636 {
2678 tmp->destroy (); 2637 tmp->destroy ();
2679 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2638 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2680 } 2639 }
2681 2640
2682 cure_disease (op, 0); /* remove any disease */ 2641 cure_disease (op, 0, 0); /* remove any disease */
2683 op->stats.hp = op->stats.maxhp; 2642 op->stats.hp = op->stats.maxhp;
2684 if (op->stats.food <= 0) 2643 if (op->stats.food <= 0)
2685 op->stats.food = 999; 2644 op->stats.food = 999;
2686 2645
2687 /* create a bodypart-trophy to make the winner happy */ 2646 /* create a bodypart-trophy to make the winner happy */
2714 strcpy (op->contr->killer, "starvation"); 2673 strcpy (op->contr->killer, "starvation");
2715 } 2674 }
2716 else 2675 else
2717 sprintf (buf, "%s died.", &op->name); 2676 sprintf (buf, "%s died.", &op->name);
2718 2677
2719 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2678 op->contr->play_sound (sound_find ("player_dies"));
2720 2679
2721 /* save the map location for corpse, gravestone */ 2680 /* save the map location for corpse, gravestone */
2722 x = op->x; 2681 x = op->x;
2723 y = op->y; 2682 y = op->y;
2724 map = op->map; 2683 map = op->map;
2887 { 2846 {
2888 tmp->destroy (); 2847 tmp->destroy ();
2889 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2848 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2890 } 2849 }
2891 2850
2892 cure_disease (op, 0); /* remove any disease */ 2851 cure_disease (op, 0, 0); /* remove any disease */
2893 2852
2894 /*add_exp(op, (op->stats.exp * -0.20)); */ 2853 /*add_exp(op, (op->stats.exp * -0.20)); */
2895 apply_death_exp_penalty (op); 2854 apply_death_exp_penalty (op);
2896 if (op->stats.food < 100) 2855 if (op->stats.food < 100)
2897 op->stats.food = 900; 2856 op->stats.food = 900;
2901 2860
2902 /* 2861 /*
2903 * 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
2904 * and put them back in the map. 2863 * and put them back in the map.
2905 */ 2864 */
2906 remove_unpaid_objects (op->inv, op); 2865 op->drop_unpaid_items ();
2907 2866
2908 /****************************************/ 2867 /****************************************/
2909 /* */ 2868 /* */
2910 /* Move player to his current respawn- */ 2869 /* Move player to his current respawn- */
2911 /* position (usually last savebed) */ 2870 /* position (usually last savebed) */
2931 object *force; 2890 object *force;
2932 int at; 2891 int at;
2933 2892
2934 force = get_archetype (FORCE_NAME); 2893 force = get_archetype (FORCE_NAME);
2935 /* 50 ticks should be enough time for the spell to abate */ 2894 /* 50 ticks should be enough time for the spell to abate */
2936 force->speed = 0.1; 2895 force->speed = 0.1f;
2937 force->speed_left = -5.0; 2896 force->speed_left = -5.f;
2938 SET_FLAG (force, FLAG_APPLIED); 2897 SET_FLAG (force, FLAG_APPLIED);
2939 for (at = 0; at < NROFATTACKS; at++) 2898 for (at = 0; at < NROFATTACKS; at++)
2940 if (will_kill_again & (1 << at)) 2899 if (will_kill_again & (1 << at))
2941 force->resist[at] = 100; 2900 force->resist[at] = 100;
2942 2901
3051void 3010void
3052make_visible (object *op) 3011make_visible (object *op)
3053{ 3012{
3054 op->hide = 0; 3013 op->hide = 0;
3055 op->invisible = 0; 3014 op->invisible = 0;
3015
3056 if (op->type == PLAYER) 3016 if (op->type == PLAYER)
3057 { 3017 {
3058 op->contr->tmp_invis = 0; 3018 op->contr->tmp_invis = 0;
3059 op->contr->invis_race = 0; 3019 op->contr->invis_race = 0;
3060 } 3020 }
3063} 3023}
3064 3024
3065int 3025int
3066is_true_undead (object *op) 3026is_true_undead (object *op)
3067{ 3027{
3068 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3028 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3069 return 1; 3029 return 1;
3070 3030
3071 return 0; 3031 return 0;
3072} 3032}
3073 3033
3074/* look at the surrounding terrain to determine 3034/* look at the surrounding terrain to determine
3075 * the hideability of this object. Positive levels 3035 * the hideability of this object. Positive levels
3076 * indicate greater hideability. 3036 * indicate greater hideability.
3077 */ 3037 */
3078
3079int 3038int
3080hideability (object *ob) 3039hideability (object *ob)
3081{ 3040{
3082 int i, level = 0, mflag; 3041 int i, level = 0, mflag;
3083 sint16 x, y; 3042 sint16 x, y;
3117/* For Hidden creatures - a chance of becoming 'unhidden' 3076/* For Hidden creatures - a chance of becoming 'unhidden'
3118 * every time they move - as we subtract off 'invisibility' 3077 * every time they move - as we subtract off 'invisibility'
3119 * AND, for players, if they move into a ridiculously unhideable 3078 * AND, for players, if they move into a ridiculously unhideable
3120 * spot (surrounded by clear terrain in broad daylight). -b.t. 3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3121 */ 3080 */
3122
3123void 3081void
3124do_hidden_move (object *op) 3082do_hidden_move (object *op)
3125{ 3083{
3126 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3127 object *skop; 3085 object *skop;
3209 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3210 * 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
3211 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3212 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3213 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3214 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3215 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3216 * imply the way your head, or body is facing? Its possible 3174 * imply the way your head, or body is facing? It's possible
3217 * 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.
3218 * -b.t. 3176 * -b.t.
3219 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3220 */ 3178 */
3221
3222int 3179int
3223player_can_view (object *pl, object *op) 3180player_can_view (object *pl, object *op)
3224{ 3181{
3225 rv_vector rv; 3182 rv_vector rv;
3226 int dx, dy; 3183 int dx, dy;
3238 3195
3239 get_rangevector (pl, op, &rv, 0x1); 3196 get_rangevector (pl, op, &rv, 0x1);
3240 3197
3241 /* starting with the 'head' part, lets loop 3198 /* starting with the 'head' part, lets loop
3242 * through the object and find if it has any 3199 * through the object and find if it has any
3243 * part that is in the los array but isnt on 3200 * part that is in the los array but isn't on
3244 * a blocked los square. 3201 * a blocked los square.
3245 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3246 */ 3203 */
3247 while (op) 3204 while (op)
3248 { 3205 {
3249 dx = rv.distance_x + op->arch->clone.x; 3206 dx = rv.distance_x + op->arch->x;
3250 dy = rv.distance_y + op->arch->clone.y; 3207 dy = rv.distance_y + op->arch->y;
3251 3208
3252 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3253 * 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
3254 * for any meaningful values. 3211 * for any meaningful values.
3255 */ 3212 */
3256 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3257 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3258 !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)])
3259 return 1; 3216 return 1;
3217
3260 op = op->more; 3218 op = op->more;
3261 } 3219 }
3220
3262 return 0; 3221 return 0;
3263} 3222}
3264 3223
3265/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3266 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3269 * return 0. 3228 * return 0.
3270 */ 3229 */
3271int 3230int
3272action_makes_visible (object *op) 3231action_makes_visible (object *op)
3273{ 3232{
3274
3275 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3276 { 3234 {
3277 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3278 return 0; 3236 return 0;
3279 3237
3285 { 3243 {
3286 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");
3287 return 1; 3245 return 1;
3288 } 3246 }
3289 } 3247 }
3248
3290 return 0; 3249 return 0;
3291} 3250}
3292 3251
3293/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3294 * a player) is standing on a valid battleground-tile, 3253 * a player) is standing on a valid battleground-tile,
3299 * 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
3300 */ 3259 */
3301int 3260int
3302op_on_battleground (object *op, int *x, int *y) 3261op_on_battleground (object *op, int *x, int *y)
3303{ 3262{
3304 object *tmp;
3305
3306 /* A battleground-tile needs the following attributes to be valid: 3263 /* A battleground-tile needs the following attributes to be valid:
3307 * 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),
3308 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3309 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3310 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3311 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3312 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3313 { 3270 {
3314 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3315 { 3272 {
3316 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3317 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))
3318 { 3277 {
3319 /*before we assign the exit, check if this is a teambattle */ 3278 /* before we assign the exit, check if this is a teambattle */
3320 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))
3321 { 3280 {
3322 object *invtmp;
3323
3324 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3325 { 3282 {
3326 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3327 { 3284 {
3328 if (x != NULL && y != NULL) 3285 if (x && y)
3329 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3330 return 1; 3288 return 1;
3331 } 3289 }
3332 } 3290 }
3333 } 3291 }
3292
3334 if (x != NULL && y != NULL) 3293 if (x && y)
3335 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3336 return 1; 3296 return 1;
3337 } 3297 }
3338 } 3298 }
3339 } 3299 }
3300
3340 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3341 return 0; 3302 return 0;
3342} 3303}
3343 3304
3344/* 3305/*
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i = 0, j = 0; 3322 int i = 0, j = 0;
3362 3323
3363 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3365 trlist = treasurelist::find ("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3366 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3367 trlist = treasurelist::find ("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3368 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = treasurelist::find ("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3370 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3371 trlist = treasurelist::find ("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3372 3333
3373 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3374 return; 3335 return;
3375 3336
3376 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++);
3380 /* 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]); */
3381 return; 3342 return;
3382 } 3343 }
3383 3344
3384 /* everything seems okay - now bring on the gift: */ 3345 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3346 item = tr->item;
3386 3347
3387 if (item->type == SPELL) 3348 if (item->type == SPELL)
3388 { 3349 {
3389 if (check_spell_known (who, item->name)) 3350 if (check_spell_known (who, item->name))
3390 return; 3351 return;
3449 { 3410 {
3450 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3451 object *skin; 3412 object *skin;
3452 3413
3453 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3454 shstr_cmp dragon_skin_force ("dragon_skin_force");
3455 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)
3456 ; 3416 ;
3457 3417
3458 if (!skin) 3418 if (!skin)
3459 return; 3419 return;
3460 3420

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