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Comparing deliantra/server/server/player.C (file contents):
Revision 1.116 by root, Sun Apr 29 03:44:36 2007 UTC vs.
Revision 1.169 by root, Sat Sep 1 08:03:45 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 // for weird reasons, this is often "ob", keeping a circular reference 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208 ranges [range_skill] = 0;
209 193
210 players.erase (this); 194 players.erase (this);
211} 195}
212 196
213// connect the player with a specific client 197// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
215void 199void
216player::connect (client *ns) 200player::connect (client *ns)
217{ 201{
218 this->ns = ns; 202 this->ns = ns;
219 ns->pl = this; 203 ns->pl = this;
223 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
224 208
225 ns->update_look = 0; 209 ns->update_look = 0;
226 ns->look_position = 0; 210 ns->look_position = 0;
227 211
228 clear_los (ob); 212 clear_los (this);
229 213
230 ns->reset_stats (); 214 ns->reset_stats ();
231 215
232 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
235
236 if (!legal_range (ob, shoottype))
237 shoottype = range_none;
238 219
239 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
240 link_player_skills (ob); 221 link_player_skills (ob);
241 222
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243 224
244 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
245 226
246 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
248 { 229 {
249 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
250 231
251 shstr_cmp dragon_ability_force ("dragon_ability_force");
252 shstr_cmp dragon_skin_force ("dragon_skin_force");
253
254 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
257 abil = tmp; 235 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
259 skin = tmp; 237 skin = tmp;
260 238
261 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
262 } 240 }
263 241
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265 243
266 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
267 245
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);
268 ob->update_stats (); 271 ob->update_stats ();
272
269 ns->floorbox_update (); 273 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob); 274 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0); 275 esrv_add_spells (this, 0);
273 276
274 activate (); 277 activate ();
275 278
282} 285}
283 286
284void 287void
285player::disconnect () 288player::disconnect ()
286{ 289{
290 if (ob)
291 {
292 ob->close_container (); //TODO: client-specific
293 ob->drop_unpaid_items ();
294 }
295
287 if (ns) 296 if (ns)
288 { 297 {
289 if (active) 298 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 299 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291 300
294 ns->reset_stats (); 303 ns->reset_stats ();
295 ns->pl = 0; 304 ns->pl = 0;
296 ns = 0; 305 ns = 0;
297 } 306 }
298 307
299 if (ob) 308 observe = ob;
300 ob->close_container (); //TODO: client-specific
301 309
302 deactivate (); 310 deactivate ();
303} 311}
304 312
305// the need for this function can be explained 313// the need for this function can be explained
306// by load_object not returning the object 314// by load_object not returning the object
307void 315void
308player::set_object (object *op) 316player::set_object (object *op)
309{ 317{
310 ob = op; 318 ob = observe = op;
311 ob->contr = this; /* this aren't yet in archetype */ 319 ob->contr = this; /* this aren't yet in archetype */
312 320
313 ob->speed_left = 0.5;
314 ob->speed = 1.0; 321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
315 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;
316} 332}
317 333
318player::player () 334player::player ()
319{ 335{
320 /* There are some elements we want initialised to non zero value - 336 /* There are some elements we want initialised to non zero value -
325 unapply = unapply_nochoice; 341 unapply = unapply_nochoice;
326 342
327 savebed_map = first_map_path; /* Init. respawn position */ 343 savebed_map = first_map_path; /* Init. respawn position */
328 344
329 gen_sp_armour = 10; 345 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 346 bowtype = bow_normal;
332 petmode = pet_normal; 347 petmode = pet_normal;
333 listening = 10; 348 listening = 10;
334 usekeys = containers; 349 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 350 peaceful = 1; /* default peaceful */
336 do_los = 1; 351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
337} 355}
338 356
339void 357void
340player::do_destroy () 358player::do_destroy ()
341{ 359{
346 if (ob) 364 if (ob)
347 { 365 {
348 ob->destroy_inv (false); 366 ob->destroy_inv (false);
349 ob->destroy (); 367 ob->destroy ();
350 } 368 }
369
370 ob = observe = 0;
351} 371}
352 372
353player::~player () 373player::~player ()
354{ 374{
355 /* Clear item stack */ 375 /* Clear item stack */
382 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
383 */ 403 */
384archetype * 404archetype *
385get_player_archetype (archetype *at) 405get_player_archetype (archetype *at)
386{ 406{
387 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
388 408
389 for (;;) 409 for (;;)
390 { 410 {
391 if (at == NULL || at->next == NULL) 411 if (++i == archetypes.end ())
392 at = first_archetype; 412 i = archetypes.begin ();
393 else 413 else if (*i == at)
394 at = at->next; 414 cleanup ("not a single player archetype found");
395 415
396 if (at->clone.type == PLAYER) 416 if ((*i)->type == PLAYER)
397 return at; 417 return *i;
398
399 if (at == start)
400 {
401 LOG (llevError, "No Player archetypes\n");
402 exit (-1);
403 }
404 } 418 }
405} 419}
406 420
407object * 421object *
408get_nearest_player (object *mon) 422get_nearest_player (object *mon)
412 unsigned lastdist; 426 unsigned lastdist;
413 rv_vector rv; 427 rv_vector rv;
414 428
415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
416 { 430 {
417 /* We should not find free objects on this friendly list, but it
418 * does periodically happen. Given that, lets deal with it.
419 * While unlikely, it is possible the next object on the friendly
420 * list is also free, so encapsulate this in a while loop.
421 */
422 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
423 {
424 object *tmp = ol->ob;
425
426 /* Can't do much more other than log the fact, because the object
427 * itself will have been cleared.
428 */
429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
431 ol = ol->next;
432 remove_friendly_object (tmp);
433 if (!ol)
434 return op;
435 }
436
437 /* Remove special check for player from this. First, it looks to cause
438 * some crashes (ol->ob->contr not set properly?), but secondly, a more
439 * complicated method of state checking would be needed in any case -
440 * as it was, a clever player could type quit, and the function would
441 * skip them over while waiting for confirmation. Remove
442 * on_same_map check, as can_detect_enemy also does this
443 */
444 if (!can_detect_enemy (mon, ol->ob, &rv)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
445 continue; 432 continue;
446 433
447 if (lastdist > rv.distance) 434 if (lastdist > rv.distance)
448 { 435 {
774} 761}
775 762
776void 763void
777object::roll_stats () 764object::roll_stats ()
778{ 765{
779 int statsort [7]; 766 int statsort [NUM_STATS];
780 767
781 for (;;) 768 for (;;)
782 { 769 {
783 int sum = 0; 770 int sum = 0;
784 for (int i = 7; i--; ) 771 for (int i = NUM_STATS; i--; )
785 sum += statsort [i] = roll_stat (); 772 sum += statsort [i] = roll_stat ();
786 773
787 if (sum >= 82 && sum <= 116) 774 if (sum >= 82 && sum <= 116)
788 break; 775 break;
789 } 776 }
790 777
791 // Sort the stats so that rerolling is easier... 778 // Sort the stats so that rerolling is easier...
792 std::sort (statsort, statsort + 7, std::greater<int>()); 779 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
793 780
781 for (int i = 0; i < NUM_STATS; ++i)
794 stats.Str = statsort[0]; 782 stats.stat (i) = statsort [i];
795 stats.Dex = statsort[1];
796 stats.Con = statsort[2];
797 stats.Int = statsort[3];
798 stats.Wis = statsort[4];
799 stats.Pow = statsort[5];
800 stats.Cha = statsort[6];
801 783
802 stats.exp = 0; 784 stats.exp = 0;
803 stats.ac = 0; 785 stats.ac = 0;
804 786
805 stats.hp = stats.maxhp; 787 stats.hp = stats.maxhp;
817} 799}
818 800
819void 801void
820object::swap_stats (int a, int b) 802object::swap_stats (int a, int b)
821{ 803{
822 int tmp = get_attr_value (&contr->orig_stats, a); 804 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
824 set_attr_value (&contr->orig_stats, b, tmp);
825 805
806 for (int i = 0; i < NUM_STATS; ++i)
826 stats.Str = contr->orig_stats.Str; 807 stats.stat (i) = contr->orig_stats.stat (i);
827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833 808
834 //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,
835 // be merged with the similar code in roll_stats 810 // be merged with the similar code in roll_stats
836 stats.ac = 0; 811 stats.ac = 0;
837 812
910 if (*first_map_ext_path) 885 if (*first_map_ext_path)
911 { 886 {
912 object *tmp; 887 object *tmp;
913 char mapname[MAX_BUF]; 888 char mapname[MAX_BUF];
914 889
915 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);
916 tmp = object::create (); 891 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname; 892 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = ob->x; 893 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = ob->y; 894 EXIT_Y (tmp) = ob->y;
920 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;
939 int x = ob->x, y = ob->y; 914 int x = ob->x, y = ob->y;
940 915
941 ob->remove_statbonus (); 916 ob->remove_statbonus ();
942 ob->remove (); 917 ob->remove ();
943 ob->arch = get_player_archetype (ob->arch); 918 ob->arch = get_player_archetype (ob->arch);
944 ob->arch->clone.copy_to (ob); 919 ob->arch->copy_to (ob);
945 ob->instantiate (); 920 ob->instantiate ();
946 ob->stats = ob->contr->orig_stats; 921 ob->stats = ob->contr->orig_stats;
947 ob->name = ob->name_pl = name; 922 ob->name = ob->name_pl = name;
948 ob->x = x; 923 ob->x = x;
949 ob->y = y; 924 ob->y = y;
950 SET_ANIMATION (ob, 2); /* So player faces south */ 925 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (ob, ob->map, ob, 0); 926 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (ob->contr->title, ob->arch->clone.name); 927 assign (ob->contr->title, ob->arch->object::name);
953 ob->add_statbonus (); 928 ob->add_statbonus ();
954 } 929 }
955 while (!allowed_class (ob)); 930 while (!allowed_class (ob));
956 931
957 update_object (ob, UP_OBJ_FACE); 932 update_object (ob, UP_OBJ_FACE);
1014 /* Cornered, get rid of scared */ 989 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 990 CLEAR_FLAG (op, FLAG_SCARED);
1016 op->enemy = NULL; 991 op->enemy = NULL;
1017} 992}
1018 993
1019
1020/* 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.
1021 * 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
1022 * stop. 996 * stop.
1023 */ 997 */
1024int 998int
1025check_pick (object *op) 999check_pick (object *op)
1026{ 1000{
1103 if (tmp->name != NULL) 1077 if (tmp->name != NULL)
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1078 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &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))));
1106 else 1080 else
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1081 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &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))));
1109 1083
1110 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1084 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 } 1085 }
1112 1086
1113 /* philosophy: 1087 /* philosophy:
1188 pick_up (op, tmp); 1162 pick_up (op, tmp);
1189 continue; 1163 continue;
1190 } 1164 }
1191 1165
1192 if (op->contr->mode & PU_READABLES) 1166 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL) 1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1194 { 1168 {
1195 pick_up (op, tmp); 1169 pick_up (op, tmp);
1196 continue; 1170 continue;
1197 } 1171 }
1198 1172
1306 /* careful: chairs and tables are weapons! */ 1280 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON) 1281 if (op->contr->mode & PU_ALLWEAPON)
1308 { 1282 {
1309 if (tmp->type == WEAPON && tmp->name != NULL) 1283 if (tmp->type == WEAPON && tmp->name != NULL)
1310 { 1284 {
1311 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 &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1313 { 1287 {
1314 pick_up (op, tmp); 1288 pick_up (op, tmp);
1315 continue; 1289 continue;
1316 } 1290 }
1317 } 1291 }
1318 1292
1319 if (tmp->type == WEAPON && tmp->name == NULL) 1293 if (tmp->type == WEAPON && tmp->name == NULL)
1320 { 1294 {
1321 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)
1322 { 1296 {
1323 pick_up (op, tmp); 1297 pick_up (op, tmp);
1324 continue; 1298 continue;
1325 } 1299 }
1326 } 1300 }
1351 if (tmp->name != NULL) 1325 if (tmp->name != NULL)
1352 { 1326 {
1353 fprintf (stderr, "%s", tmp->name); 1327 fprintf (stderr, "%s", tmp->name);
1354 } 1328 }
1355 else 1329 else
1356 fprintf (stderr, "%s", tmp->arch->name); 1330 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1331 fprintf (stderr, ",%d] = ", tmp->type);
1358 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))));
1359#endif 1333#endif
1360 continue; 1334 continue;
1361 } 1335 }
1431 else 1405 else
1432 { 1406 {
1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1407 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434 { 1408 {
1435 attacktype = 1 << attacknum; 1409 attacktype = 1 << attacknum;
1436 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1410 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1437 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)
1438 { 1412 {
1439 tmp = arrow; 1413 tmp = arrow;
1440 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;
1441 } 1415 }
1442 } 1416 }
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1418 {
1445 tmp = arrow; 1419 tmp = arrow;
1464 * find_better_arrow to find a decent arrow to use. 1438 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1439 * op = the shooter
1466 * type = bow->race 1440 * type = bow->race
1467 * dir = fire direction 1441 * dir = fire direction
1468 */ 1442 */
1469
1470object * 1443object *
1471pick_arrow_target (object *op, const char *type, int dir) 1444pick_arrow_target (object *op, const char *type, int dir)
1472{ 1445{
1473 object *tmp = NULL; 1446 object *tmp = NULL;
1474 maptile *m; 1447 maptile *m;
1539 */ 1512 */
1540int 1513int
1541fire_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)
1542{ 1515{
1543 object *left, *bow; 1516 object *left, *bow;
1544 int bowspeed, mflags; 1517 int mflags;
1545 maptile *m; 1518 maptile *m;
1546 1519
1547 if (!dir) 1520 if (!dir)
1548 { 1521 {
1549 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!");
1550 return 0; 1523 return 0;
1551 } 1524 }
1552 1525
1553 if (op->type == PLAYER) 1526 if (op->contr)
1554 bow = op->contr->ranges[range_bow]; 1527 bow = op->current_weapon;
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.
1564 if (!bow) 1537 if (!bow)
1565 { 1538 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1540 return 0;
1568 } 1541 }
1542
1543 // optimisation: move object to top so we will find it quickly again
1544 if (bow->below)
1545 {
1546 bow->remove ();
1547 op->insert (bow);
1548 }
1549
1569 } 1550 }
1570 1551
1571 if (!bow->race || !bow->skill) 1552 if (!bow->race || !bow->skill)
1572 { 1553 {
1573 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);
1574 return 0; 1555 return 0;
1575 } 1556 }
1576
1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1578
1579 /* penalize ROF for bestarrow */
1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1583 if (bowspeed < 1)
1584 bowspeed = 1;
1585 1557
1586 if (arrow == NULL) 1558 if (arrow == NULL)
1587 { 1559 {
1588 if ((arrow = find_arrow (op, bow->race)) == NULL) 1560 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 { 1561 {
1624 1596
1625 arrow->set_owner (op); 1597 arrow->set_owner (op);
1626 arrow->skill = bow->skill; 1598 arrow->skill = bow->skill;
1627 arrow->direction = dir; 1599 arrow->direction = dir;
1628 1600
1629 if (op->type == PLAYER)
1630 {
1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1632 op->update_stats ();
1633 }
1634
1635 SET_ANIMATION (arrow, arrow->direction);
1636
1637 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 */
1638 arrow->stats.hp = arrow->stats.dam; 1602 arrow->stats.hp = arrow->stats.dam;
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 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);
1645 1624
1646 /* update the speed */ 1625 /* update the speed */
1647 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
1648 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1627 + bow->stats.dam / 7.f;
1649 1628
1650 arrow->set_speed (max (arrow->speed, 1.0)); 1629 arrow->set_speed (max (arrow->speed, 2.f));
1651 arrow->speed_left = 0; 1630 arrow->speed_left = 0;
1652 1631
1653 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;
1654 1633
1655 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1656 { 1635 {
1657 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1636 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1658 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1637 wc -= dex_bonus[op->stats.Dex];
1659 1638
1660 if (!arrow->slaying) 1639 if (!arrow->slaying)
1661 arrow->slaying = op->slaying; 1640 arrow->slaying = op->slaying;
1641
1642 arrow->attacktype |= op->attacktype;
1662 } 1643 }
1663 else 1644 else
1664 { 1645 {
1665 arrow->level = op->level; 1646 arrow->level = op->level;
1666 arrow->stats.wc -= bow->magic; 1647 arrow->stats.wc -= bow->magic;
1667 1648
1668 if (!arrow->slaying) 1649 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying; 1650 arrow->slaying = bow->slaying;
1670 }
1671 1651
1672 arrow->stats.wc -= arrow->level;
1673
1674 arrow->attacktype |= bow->attacktype; 1652 arrow->attacktype |= bow->attacktype;
1653 }
1675 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);
1676 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1678 1661
1679 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1680 m->insert (arrow, sx, sy, op); 1663 m->insert (arrow, sx, sy, op);
1681 1664
1682 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1683 move_arrow (arrow); 1666 move_arrow (arrow);
1684 1667
1705{ 1688{
1706 int ret = 0, wcmod = 0; 1689 int ret = 0, wcmod = 0;
1707 1690
1708 if (op->contr->bowtype == bow_bestarrow) 1691 if (op->contr->bowtype == bow_bestarrow)
1709 { 1692 {
1710 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1693 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1711 } 1694 }
1712 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1695 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1713 { 1696 {
1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1697 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1715 wcmod = -1; 1698 wcmod = -1;
1725 else if (op->contr->bowtype == bow_spreadshot) 1708 else if (op->contr->bowtype == bow_spreadshot)
1726 { 1709 {
1727 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);
1728 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);
1729 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);
1730
1731 } 1713 }
1732 else 1714 else
1733 { 1715 {
1734 /* Simple case */ 1716 /* Simple case */
1735 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);
1736 } 1718 }
1719
1737 return ret; 1720 return ret;
1738} 1721}
1739
1740 1722
1741/* Fires a misc (wand/rod/horn) object in 'dir'. 1723/* Fires a misc (wand/rod/horn) object in 'dir'.
1742 * Broken apart from 'fire' to keep it more readable. 1724 * Broken apart from 'fire' to keep it more readable.
1743 */ 1725 */
1744void 1726void
1745fire_misc_object (object *op, int dir) 1727fire_misc_object (object *op, int dir)
1746{ 1728{
1747 object *item; 1729 object *item = op->contr->ranged_ob;
1748 1730
1749 if (!op->contr->ranges[range_misc]) 1731 if (!item)
1750 { 1732 {
1751 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1733 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1752 return; 1734 return;
1753 } 1735 }
1754 1736
1755 item = op->contr->ranges[range_misc];
1756 if (!item->inv) 1737 if (!item->inv)
1757 { 1738 {
1758 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1739 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1759 return; 1740 return;
1760 } 1741 }
1742
1743 if (!op->change_weapon (item))
1744 return;
1745
1761 if (item->type == WAND) 1746 if (item->type == WAND)
1762 { 1747 {
1763 if (item->stats.food <= 0) 1748 if (item->stats.food <= 0)
1764 { 1749 {
1765 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1750 op->contr->play_sound (sound_find ("wand_poof"));
1766 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
1767 return; 1753 return;
1768 } 1754 }
1769 } 1755 }
1770 else if (item->type == ROD || item->type == HORN) 1756 else if (item->type == ROD || item->type == HORN)
1771 { 1757 {
1772 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))
1773 { 1759 {
1774 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1761
1775 if (item->type == ROD) 1762 if (item->type == ROD)
1776 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));
1777 else 1764 else
1778 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
1779 return; 1767 return;
1780 } 1768 }
1781 } 1769 }
1782 1770
1783 if (cast_spell (op, item, dir, item->inv, NULL)) 1771 if (cast_spell (op, item, dir, item->inv, NULL))
1790 object *tmp; 1778 object *tmp;
1791 1779
1792 if (item->arch) 1780 if (item->arch)
1793 { 1781 {
1794 CLEAR_FLAG (item, FLAG_ANIMATE); 1782 CLEAR_FLAG (item, FLAG_ANIMATE);
1795 item->face = item->arch->clone.face; 1783 item->face = item->arch->face;
1796 item->set_speed (0); 1784 item->set_speed (0);
1797 } 1785 }
1798 1786
1799 if ((tmp = item->in_player ())) 1787 if ((tmp = item->in_player ()))
1800 esrv_update_item (UPD_ANIM, tmp, item); 1788 esrv_update_item (UPD_ANIM, tmp, item);
1805 } 1793 }
1806} 1794}
1807 1795
1808/* Received a fire command for the player - go and do it. 1796/* Received a fire command for the player - go and do it.
1809 */ 1797 */
1810void 1798bool
1811fire (object *op, int dir) 1799fire (object *op, int dir)
1812{ 1800{
1813 int spellcost = 0; 1801 int spellcost = 0;
1814 1802
1815 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
1816 if (action_makes_visible (op)) 1804 if (action_makes_visible (op))
1817 make_visible (op); 1805 make_visible (op);
1818 1806
1819 switch (op->contr->shoottype) 1807 player *pl = op->contr;
1808
1809 if (pl->golem)
1810 {
1811 control_golem (op->contr->golem, dir);
1812 return false;
1820 { 1813 }
1821 case range_none:
1822 return;
1823 1814
1824 case range_bow: 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:
1825 player_fire_bow (op, dir); 1831 player_fire_bow (op, dir);
1826 return; 1832 break;
1827 1833
1828 case range_magic: /* Casting spells */ 1834 case SPELL:
1829 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1835 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1830 return; 1836 break;
1831 1837
1832 case range_misc: 1838 case BUILDER:
1839 apply_map_builder (op, dir);
1840 break;
1841
1842 case SKILL:
1843 do_skill (op, op, ob, dir, 0);
1844 break;
1845
1846 default:
1833 fire_misc_object (op, dir); 1847 fire_misc_object (op, dir);
1834 return; 1848 break;
1835
1836 case range_golem: /* Control summoned monsters from scrolls */
1837 control_golem (op->contr->ranges[range_golem], dir);
1838 return;
1839
1840 case range_skill:
1841 if (!op->chosen_skill)
1842 {
1843 if (op->type == PLAYER)
1844 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1845
1846 return;
1847 }
1848
1849 do_skill (op, op, op->chosen_skill, dir, NULL);
1850 return;
1851 case range_builder:
1852 apply_map_builder (op, dir);
1853 return;
1854 default:
1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1856 return;
1857 } 1849 }
1850
1851 return true;
1858} 1852}
1859 1853
1860/* find_key 1854/* find_key
1861 * 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
1862 * and successfully use it, we return the key, otherwise NULL 1856 * and successfully use it, we return the key, otherwise NULL
1949 * 0 otherwise 1943 * 0 otherwise
1950 */ 1944 */
1951static int 1945static int
1952player_attack_door (object *op, object *door) 1946player_attack_door (object *op, object *door)
1953{ 1947{
1954 /* 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,
1955 * 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 -
1956 * otherwise, we fall through to the rest of the code. 1950 * otherwise, we fall through to the rest of the code.
1957 */ 1951 */
1958 object *key = find_key (op, op, door); 1952 object *key = find_key (op, op, door);
1959 1953
1960 /* IF we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
1961 if (key) 1955 if (key)
1962 { 1956 {
1963 object *container = key->env; 1957 object *container = key->env;
1964 1958
1965 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1966 if (action_makes_visible (op)) 1959 if (action_makes_visible (op))
1967 make_visible (op); 1960 make_visible (op);
1961
1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1962 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1969 spring_trap (door->inv, op); 1963 spring_trap (door->inv, op);
1970 1964
1971 if (door->type == DOOR) 1965 if (door->type == DOOR)
1972 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1966 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1998 * It should keep the code cleaner. 1992 * It should keep the code cleaner.
1999 * When this is called, the players direction has been updated 1993 * When this is called, the players direction has been updated
2000 * (taking into account confusion.) The player is also actually 1994 * (taking into account confusion.) The player is also actually
2001 * going to try and move (not fire weapons). 1995 * going to try and move (not fire weapons).
2002 */ 1996 */
2003void 1997bool
2004move_player_attack (object *op, int dir) 1998move_player_attack (object *op, int dir)
2005{ 1999{
2006 object *tmp, *mon;
2007 sint16 nx, ny;
2008 int on_battleground; 2000 int on_battleground;
2009 maptile *m;
2010 2001
2011 nx = freearr_x[dir] + op->x; 2002 sint16 nx = freearr_x[dir] + op->x;
2012 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 (void) 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->ranges[range_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}
2621 * file. 2594 * file.
2622 */ 2595 */
2623void 2596void
2624kill_player (object *op) 2597kill_player (object *op)
2625{ 2598{
2599 int x, y;
2626 char buf[MAX_BUF]; 2600 char buf[MAX_BUF];
2627 int x, y;
2628
2629 //int i;
2630 maptile *map; /* this is for resurrection */ 2601 maptile *map; /* this is for resurrection */
2631
2632 /* int z;
2633 int num_stats_lose;
2634 int lost_a_stat;
2635 int lose_this_stat;
2636 int this_stat; */
2637 int will_kill_again; 2602 int will_kill_again;
2638 archetype *at; 2603 archetype *at;
2639 object *tmp; 2604 object *tmp;
2640 2605
2641 if (save_life (op)) 2606 if (save_life (op))
2642 return; 2607 return;
2643
2644 2608
2645 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2609 /* 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. 2610 * in cities ONLY!!! It is very important that this doesn't get abused.
2647 * Look at op_on_battleground() for more info --AndreasV 2611 * Look at op_on_battleground() for more info --AndreasV
2648 */ 2612 */
2664 { 2628 {
2665 tmp->destroy (); 2629 tmp->destroy ();
2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2630 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2667 } 2631 }
2668 2632
2669 cure_disease (op, 0); /* remove any disease */ 2633 cure_disease (op, 0, 0); /* remove any disease */
2670 op->stats.hp = op->stats.maxhp; 2634 op->stats.hp = op->stats.maxhp;
2671 if (op->stats.food <= 0) 2635 if (op->stats.food <= 0)
2672 op->stats.food = 999; 2636 op->stats.food = 999;
2673 2637
2674 /* create a bodypart-trophy to make the winner happy */ 2638 /* create a bodypart-trophy to make the winner happy */
2675 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2639 if (object *tmp = arch_to_object (archetype::find ("finger")))
2676 { 2640 {
2677 sprintf (buf, "%s's finger", &op->name); 2641 tmp->name = format ("%s's finger" , &op->name);
2678 tmp->name = buf; 2642 tmp->name_pl = format ("%s's fingers", &op->name);
2679 sprintf (buf, " This finger has been cut off %s\n" 2643 tmp->msg = format (
2680 " the %s, when he was defeated at\n level %d by %s.\n", 2644 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2645 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2682 tmp->msg = buf; 2646 );
2683 tmp->value = 0, tmp->type = 0; 2647 tmp->value = 0, tmp->type = 0;
2684 tmp->materialname = "organics"; 2648 tmp->materialname = "organics";
2685 tmp->insert_at (op, tmp); 2649 tmp->insert_at (op, tmp);
2686 } 2650 }
2687 2651
2694 INVOKE_PLAYER (DEATH, op->contr); 2658 INVOKE_PLAYER (DEATH, op->contr);
2695 2659
2696 command_kill_pets (op, 0); 2660 command_kill_pets (op, 0);
2697 2661
2698 if (op->stats.food < 0) 2662 if (op->stats.food < 0)
2699 {
2700 sprintf (buf, "%s starved to death.", &op->name);
2701 strcpy (op->contr->killer, "starvation"); 2663 strcpy (op->contr->killer, "starvation");
2702 }
2703 else
2704 sprintf (buf, "%s died.", &op->name);
2705 2664
2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2665 op->contr->play_sound (sound_find ("player_dies"));
2707 2666
2708 /* save the map location for corpse, gravestone */ 2667 /* save the map location for corpse, gravestone */
2709 x = op->x; 2668 x = op->x;
2710 y = op->y; 2669 y = op->y;
2711 map = op->map; 2670 map = op->map;
2874 { 2833 {
2875 tmp->destroy (); 2834 tmp->destroy ();
2876 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2835 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2877 } 2836 }
2878 2837
2879 cure_disease (op, 0); /* remove any disease */ 2838 cure_disease (op, 0, 0); /* remove any disease */
2880 2839
2881 /*add_exp(op, (op->stats.exp * -0.20)); */ 2840 /*add_exp(op, (op->stats.exp * -0.20)); */
2882 apply_death_exp_penalty (op); 2841 apply_death_exp_penalty (op);
2883 if (op->stats.food < 100) 2842 if (op->stats.food < 100)
2884 op->stats.food = 900; 2843 op->stats.food = 900;
2888 2847
2889 /* 2848 /*
2890 * Check to see if the player has any unpaid items. If so, remove them 2849 * Check to see if the player has any unpaid items. If so, remove them
2891 * and put them back in the map. 2850 * and put them back in the map.
2892 */ 2851 */
2893 remove_unpaid_objects (op->inv, op); 2852 op->drop_unpaid_items ();
2894 2853
2895 /****************************************/ 2854 /****************************************/
2896 /* */ 2855 /* */
2897 /* Move player to his current respawn- */ 2856 /* Move player to his current respawn- */
2898 /* position (usually last savebed) */ 2857 /* position (usually last savebed) */
2918 object *force; 2877 object *force;
2919 int at; 2878 int at;
2920 2879
2921 force = get_archetype (FORCE_NAME); 2880 force = get_archetype (FORCE_NAME);
2922 /* 50 ticks should be enough time for the spell to abate */ 2881 /* 50 ticks should be enough time for the spell to abate */
2923 force->speed = 0.1; 2882 force->speed = 0.1f;
2924 force->speed_left = -5.0; 2883 force->speed_left = -5.f;
2925 SET_FLAG (force, FLAG_APPLIED); 2884 SET_FLAG (force, FLAG_APPLIED);
2926 for (at = 0; at < NROFATTACKS; at++) 2885 for (at = 0; at < NROFATTACKS; at++)
2927 if (will_kill_again & (1 << at)) 2886 if (will_kill_again & (1 << at))
2928 force->resist[at] = 100; 2887 force->resist[at] = 100;
2929 2888
3038void 2997void
3039make_visible (object *op) 2998make_visible (object *op)
3040{ 2999{
3041 op->hide = 0; 3000 op->hide = 0;
3042 op->invisible = 0; 3001 op->invisible = 0;
3002
3043 if (op->type == PLAYER) 3003 if (op->type == PLAYER)
3044 { 3004 {
3045 op->contr->tmp_invis = 0; 3005 op->contr->tmp_invis = 0;
3046 op->contr->invis_race = 0; 3006 op->contr->invis_race = 0;
3047 } 3007 }
3050} 3010}
3051 3011
3052int 3012int
3053is_true_undead (object *op) 3013is_true_undead (object *op)
3054{ 3014{
3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3015 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3056 return 1; 3016 return 1;
3057 3017
3058 return 0; 3018 return 0;
3059} 3019}
3060 3020
3061/* look at the surrounding terrain to determine 3021/* look at the surrounding terrain to determine
3062 * the hideability of this object. Positive levels 3022 * the hideability of this object. Positive levels
3063 * indicate greater hideability. 3023 * indicate greater hideability.
3064 */ 3024 */
3065
3066int 3025int
3067hideability (object *ob) 3026hideability (object *ob)
3068{ 3027{
3069 int i, level = 0, mflag; 3028 int i, level = 0, mflag;
3070 sint16 x, y; 3029 sint16 x, y;
3104/* For Hidden creatures - a chance of becoming 'unhidden' 3063/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 3064 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 3065 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 3066 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 3067 */
3109
3110void 3068void
3111do_hidden_move (object *op) 3069do_hidden_move (object *op)
3112{ 3070{
3113 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3071 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3114 object *skop; 3072 object *skop;
3196 * object op. This function works fine for monsters, 3154 * object op. This function works fine for monsters,
3197 * but we dont worry if the object isnt the top one in 3155 * but we dont worry if the object isnt the top one in
3198 * a pile (say a coin under a table would return "viewable" 3156 * a pile (say a coin under a table would return "viewable"
3199 * by this routine). Another question, should we be 3157 * by this routine). Another question, should we be
3200 * concerned with the direction the player is looking 3158 * concerned with the direction the player is looking
3201 * in? Realistically, most of use cant see stuff behind 3159 * in? Realistically, most of us can't see stuff behind
3202 * our backs...on the other hand, does the "facing" direction 3160 * our backs...on the other hand, does the "facing" direction
3203 * imply the way your head, or body is facing? Its possible 3161 * 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. 3162 * for them to differ. Sigh, this fctn could get a bit more complex.
3205 * -b.t. 3163 * -b.t.
3206 * This function is now map tiling safe. 3164 * This function is now map tiling safe.
3207 */ 3165 */
3208
3209int 3166int
3210player_can_view (object *pl, object *op) 3167player_can_view (object *pl, object *op)
3211{ 3168{
3212 rv_vector rv; 3169 rv_vector rv;
3213 int dx, dy; 3170 int dx, dy;
3225 3182
3226 get_rangevector (pl, op, &rv, 0x1); 3183 get_rangevector (pl, op, &rv, 0x1);
3227 3184
3228 /* starting with the 'head' part, lets loop 3185 /* starting with the 'head' part, lets loop
3229 * through the object and find if it has any 3186 * through the object and find if it has any
3230 * part that is in the los array but isnt on 3187 * part that is in the los array but isn't on
3231 * a blocked los square. 3188 * a blocked los square.
3232 * we use the archetype to figure out offsets. 3189 * we use the archetype to figure out offsets.
3233 */ 3190 */
3234 while (op) 3191 while (op)
3235 { 3192 {
3236 dx = rv.distance_x + op->arch->clone.x; 3193 dx = rv.distance_x + op->arch->x;
3237 dy = rv.distance_y + op->arch->clone.y; 3194 dy = rv.distance_y + op->arch->y;
3238 3195
3239 /* only the viewable area the player sees is updated by LOS 3196 /* only the viewable area the player sees is updated by LOS
3240 * code, so we need to restrict ourselves to that range of values 3197 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values. 3198 * for any meaningful values.
3242 */ 3199 */
3243 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3200 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3244 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3201 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3245 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3202 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3246 return 1; 3203 return 1;
3204
3247 op = op->more; 3205 op = op->more;
3248 } 3206 }
3207
3249 return 0; 3208 return 0;
3250} 3209}
3251 3210
3252/* routine for both players and monsters. We call this when 3211/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3212 * there is a possibility for our action distrubing our hiding
3256 * return 0. 3215 * return 0.
3257 */ 3216 */
3258int 3217int
3259action_makes_visible (object *op) 3218action_makes_visible (object *op)
3260{ 3219{
3261
3262 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3220 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3263 { 3221 {
3264 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3222 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3265 return 0; 3223 return 0;
3266 3224
3272 { 3230 {
3273 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3231 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3274 return 1; 3232 return 1;
3275 } 3233 }
3276 } 3234 }
3235
3277 return 0; 3236 return 0;
3278} 3237}
3279 3238
3280/* op_on_battleground - checks if the given object op (usually 3239/* op_on_battleground - checks if the given object op (usually
3281 * a player) is standing on a valid battleground-tile, 3240 * 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 3245 * Default is to do the same as before, so only people wanting to have different points need worry about this
3287 */ 3246 */
3288int 3247int
3289op_on_battleground (object *op, int *x, int *y) 3248op_on_battleground (object *op, int *x, int *y)
3290{ 3249{
3291 object *tmp;
3292
3293 /* A battleground-tile needs the following attributes to be valid: 3250 /* 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), 3251 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3295 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3252 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3296 * and the exit-coordinates sp/hp must both be > 0. 3253 * and the exit-coordinates sp/hp must both be > 0.
3297 * => The intention here is to prevent abuse of the battleground- 3254 * => The intention here is to prevent abuse of the battleground-
3298 * feature (like pickable or hidden battleground tiles). */ 3255 * feature (like pickable or hidden battleground tiles). */
3299 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3256 for (object *tmp = op->below; tmp; tmp = tmp->below)
3300 { 3257 {
3301 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3258 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3302 { 3259 {
3303 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3260 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3304 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3261 && tmp->type == BATTLEGROUND
3262 && tmp->name == shstr_battleground
3263 && EXIT_X (tmp) && EXIT_Y (tmp))
3305 { 3264 {
3306 /*before we assign the exit, check if this is a teambattle */ 3265 /* before we assign the exit, check if this is a teambattle */
3307 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3266 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3308 { 3267 {
3309 object *invtmp;
3310
3311 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3268 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3312 { 3269 {
3313 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3270 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3314 { 3271 {
3315 if (x != NULL && y != NULL) 3272 if (x && y)
3316 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3273 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3274
3317 return 1; 3275 return 1;
3318 } 3276 }
3319 } 3277 }
3320 } 3278 }
3279
3321 if (x != NULL && y != NULL) 3280 if (x && y)
3322 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3281 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3282
3323 return 1; 3283 return 1;
3324 } 3284 }
3325 } 3285 }
3326 } 3286 }
3287
3327 /* If we got here, did not find a battleground */ 3288 /* If we got here, did not find a battleground */
3328 return 0; 3289 return 0;
3329} 3290}
3330 3291
3331/* 3292/*
3347 char buf[MAX_BUF]; /* tmp. string buffer */ 3308 char buf[MAX_BUF]; /* tmp. string buffer */
3348 int i = 0, j = 0; 3309 int i = 0, j = 0;
3349 3310
3350 /* get the appropriate treasurelist */ 3311 /* get the appropriate treasurelist */
3351 if (atnr == ATNR_FIRE) 3312 if (atnr == ATNR_FIRE)
3352 trlist = treasurelist::find ("dragon_ability_fire"); 3313 trlist = treasurelist::find (shstr_dragon_ability_fire);
3353 else if (atnr == ATNR_COLD) 3314 else if (atnr == ATNR_COLD)
3354 trlist = treasurelist::find ("dragon_ability_cold"); 3315 trlist = treasurelist::find (shstr_dragon_ability_cold);
3355 else if (atnr == ATNR_ELECTRICITY) 3316 else if (atnr == ATNR_ELECTRICITY)
3356 trlist = treasurelist::find ("dragon_ability_elec"); 3317 trlist = treasurelist::find (shstr_dragon_ability_elec);
3357 else if (atnr == ATNR_POISON) 3318 else if (atnr == ATNR_POISON)
3358 trlist = treasurelist::find ("dragon_ability_poison"); 3319 trlist = treasurelist::find (shstr_dragon_ability_poison);
3359 3320
3360 if (trlist == NULL || who->type != PLAYER) 3321 if (trlist == NULL || who->type != PLAYER)
3361 return; 3322 return;
3362 3323
3363 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3324 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]); */ 3328 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3368 return; 3329 return;
3369 } 3330 }
3370 3331
3371 /* everything seems okay - now bring on the gift: */ 3332 /* everything seems okay - now bring on the gift: */
3372 item = &(tr->item->clone); 3333 item = tr->item;
3373 3334
3374 if (item->type == SPELL) 3335 if (item->type == SPELL)
3375 { 3336 {
3376 if (check_spell_known (who, item->name)) 3337 if (check_spell_known (who, item->name))
3377 return; 3338 return;
3436 { 3397 {
3437 /* forces in the treasurelist can alter the player's stats */ 3398 /* forces in the treasurelist can alter the player's stats */
3438 object *skin; 3399 object *skin;
3439 3400
3440 /* first get the dragon skin force */ 3401 /* 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) 3402 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3443 ; 3403 ;
3444 3404
3445 if (!skin) 3405 if (!skin)
3446 return; 3406 return;
3447 3407
3495 * not readied. 3455 * not readied.
3496 */ 3456 */
3497void 3457void
3498player_unready_range_ob (player *pl, object *ob) 3458player_unready_range_ob (player *pl, object *ob)
3499{ 3459{
3500 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3460 if (pl->ob->current_weapon == ob)
3461 pl->ob->current_weapon = 0;
3462
3463 if (pl->combat_ob == ob)
3464 pl->combat_ob = 0;
3465
3501 if (pl->ranges[i] == ob) 3466 if (pl->ranged_ob == ob)
3502 {
3503 pl->ranges[i] = 0; 3467 pl->ranged_ob = 0;
3504 if (pl->shoottype == i)
3505 pl->shoottype = range_none;
3506 }
3507} 3468}
3508 3469
3509sint8 3470sint8
3510player::visibility_at (maptile *map, int x, int y) const 3471player::visibility_at (maptile *map, int x, int y) const
3511{ 3472{
3522 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3483 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3523 return 0; 3484 return 0;
3524 3485
3525 return 100 - blocked_los [x][y]; 3486 return 100 - blocked_los [x][y];
3526} 3487}
3488
3489void
3490player::infobox (const char *title, const char *msg, int color)
3491{
3492 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3493}
3494
3495void
3496player::statusmsg (const char *msg, int color)
3497{
3498 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3499}
3500
3501void
3502player::failmsg (const char *msg, int color)
3503{
3504 play_sound (sound_find ("generic_failure"));
3505 statusmsg (msg, color);
3506}
3507

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