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Comparing deliantra/server/server/player.C (file contents):
Revision 1.137 by root, Thu May 17 14:14:55 2007 UTC vs.
Revision 1.157 by root, Wed Aug 1 16:09:44 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>
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
150} 149}
151 150
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
156}
157
158/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
159static void 152static void
160set_first_map (object *op) 153set_first_map (object *op)
161{ 154{
162 op->contr->maplevel = first_map_path; 155 op->contr->maplevel = first_map_path;
163 op->x = -1; 156 op->x = -1;
164 op->y = -1; 157 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178} 158}
179 159
180void 160void
181player::activate () 161player::activate ()
182{ 162{
187 ob->remove (); 167 ob->remove ();
188 ob->map = 0; 168 ob->map = 0;
189 ob->activate_recursive (); 169 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob); 171 add_friendly_object (ob);
192 enter_map ();
193} 172}
194 173
195void 174void
196player::deactivate () 175player::deactivate ()
197{ 176{
227 ob->close_container (); //TODO: client-specific 206 ob->close_container (); //TODO: client-specific
228 207
229 ns->update_look = 0; 208 ns->update_look = 0;
230 ns->look_position = 0; 209 ns->look_position = 0;
231 210
232 clear_los (ob); 211 clear_los (this);
233 212
234 ns->reset_stats (); 213 ns->reset_stats ();
235 214
236 /* make sure he's a player -- needed because of class change. */ 215 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid 216 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race; 217 ob->race = ob->arch->race;
239 218
240 ob->carrying = sum_weight (ob); 219 ob->carrying = sum_weight (ob);
241 link_player_skills (ob); 220 link_player_skills (ob);
242 221
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244 223
245 assign (title, ob->arch->clone.name); 224 assign (title, ob->arch->object::name);
246 225
247 /* if it's a dragon player, set the correct title here */ 226 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob)) 227 if (is_dragon_pl (ob))
249 { 228 {
250 object *tmp, *abil = 0, *skin = 0; 229 object *tmp, *abil = 0, *skin = 0;
251 230
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below) 231 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE) 232 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force) 233 if (tmp->arch->archname == shstr_dragon_ability_force)
258 abil = tmp; 234 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force) 235 else if (tmp->arch->archname == shstr_dragon_skin_force)
260 skin = tmp; 236 skin = tmp;
261 237
262 set_dragon_name (ob, abil, skin); 238 set_dragon_name (ob, abil, skin);
263 } 239 }
264 240
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266 242
267 esrv_new_player (this, ob->weight + ob->carrying); 243 esrv_new_player (this, ob->weight + ob->carrying);
244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
268 248
269 for (object *op = ob->inv; op; op = op->below) 249 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED]) 250 if (op->flag [FLAG_APPLIED])
271 switch (op->type) 251 switch (op->type)
272 { 252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
273 case WAND: 257 case WAND:
274 case ROD: 258 case ROD:
275 case HORN: 259 case HORN:
276 case BOW: 260 case BOW:
277 case SKILL: 261 ranged_ob = op;
278 case SKILL_TOOL: 262 break;
263
279 case WEAPON: 264 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY); 265 combat_ob = op;
281 apply_special (ob, op, AP_APPLY);
282 break; 266 break;
283 } 267 }
284 268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
285 ob->update_stats (); 270 ob->update_stats ();
271
286 ns->floorbox_update (); 272 ns->floorbox_update ();
287
288 esrv_send_inventory (ob, ob); 273 esrv_send_inventory (ob, ob);
289 esrv_add_spells (this, 0); 274 esrv_add_spells (this, 0);
290 275
291 activate (); 276 activate ();
292 277
312 ns->pl = 0; 297 ns->pl = 0;
313 ns = 0; 298 ns = 0;
314 } 299 }
315 300
316 if (ob) 301 if (ob)
302 {
317 ob->close_container (); //TODO: client-specific 303 ob->close_container (); //TODO: client-specific
304 ob->drop_unpaid_items ();
305 }
306
307 observe = ob;
318 308
319 deactivate (); 309 deactivate ();
320} 310}
321 311
322// the need for this function can be explained 312// the need for this function can be explained
323// by load_object not returning the object 313// by load_object not returning the object
324void 314void
325player::set_object (object *op) 315player::set_object (object *op)
326{ 316{
327 ob = op; 317 ob = observe = op;
328 ob->contr = this; /* this aren't yet in archetype */ 318 ob->contr = this; /* this aren't yet in archetype */
329 319
330 ob->speed_left = 0.5f;
331 ob->speed = 1.0f; 320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
332 ob->direction = 5; /* So player faces south */ 323 ob->direction = 5; /* So player faces south */
324}
325
326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
333} 331}
334 332
335player::player () 333player::player ()
336{ 334{
337 /* There are some elements we want initialised to non zero value - 335 /* There are some elements we want initialised to non zero value -
348 petmode = pet_normal; 346 petmode = pet_normal;
349 listening = 10; 347 listening = 10;
350 usekeys = containers; 348 usekeys = containers;
351 peaceful = 1; /* default peaceful */ 349 peaceful = 1; /* default peaceful */
352 do_los = 1; 350 do_los = 1;
351
352 weapon_sp = 1.0f;
353 weapon_sp_left = 0.5f;
353} 354}
354 355
355void 356void
356player::do_destroy () 357player::do_destroy ()
357{ 358{
362 if (ob) 363 if (ob)
363 { 364 {
364 ob->destroy_inv (false); 365 ob->destroy_inv (false);
365 ob->destroy (); 366 ob->destroy ();
366 } 367 }
368
369 ob = observe = 0;
367} 370}
368 371
369player::~player () 372player::~player ()
370{ 373{
371 /* Clear item stack */ 374 /* Clear item stack */
398 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
399 */ 402 */
400archetype * 403archetype *
401get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
402{ 405{
403 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
404 407
405 for (;;) 408 for (;;)
406 { 409 {
407 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
408 at = first_archetype; 411 i = archetypes.begin ();
409 else 412 else if (*i == at)
410 at = at->next; 413 cleanup ("not a single player archetype found");
411 414
412 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
413 return at; 416 return *i;
414
415 if (at == start)
416 {
417 LOG (llevError, "No Player archetypes\n");
418 exit (-1);
419 }
420 } 417 }
421} 418}
422 419
423object * 420object *
424get_nearest_player (object *mon) 421get_nearest_player (object *mon)
914 if (*first_map_ext_path) 911 if (*first_map_ext_path)
915 { 912 {
916 object *tmp; 913 object *tmp;
917 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
918 915
919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
920 tmp = object::create (); 917 tmp = object::create ();
921 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
922 EXIT_X (tmp) = ob->x; 919 EXIT_X (tmp) = ob->x;
923 EXIT_Y (tmp) = ob->y; 920 EXIT_Y (tmp) = ob->y;
924 ob->enter_exit (tmp); /* we don't really care if it succeeded; 921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
943 int x = ob->x, y = ob->y; 940 int x = ob->x, y = ob->y;
944 941
945 ob->remove_statbonus (); 942 ob->remove_statbonus ();
946 ob->remove (); 943 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch); 944 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob); 945 ob->arch->copy_to (ob);
949 ob->instantiate (); 946 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name; 948 ob->name = ob->name_pl = name;
952 ob->x = x; 949 ob->x = x;
953 ob->y = y; 950 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name); 953 assign (ob->contr->title, ob->arch->object::name);
957 ob->add_statbonus (); 954 ob->add_statbonus ();
958 } 955 }
959 while (!allowed_class (ob)); 956 while (!allowed_class (ob));
960 957
961 update_object (ob, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
1106 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 else 1106 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 1109
1113 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 } 1111 }
1115 1112
1116 /* philosophy: 1113 /* philosophy:
1309 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1311 { 1308 {
1312 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1313 { 1310 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1316 { 1313 {
1317 pick_up (op, tmp); 1314 pick_up (op, tmp);
1318 continue; 1315 continue;
1319 } 1316 }
1320 } 1317 }
1321 1318
1322 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1323 { 1320 {
1324 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1325 { 1322 {
1326 pick_up (op, tmp); 1323 pick_up (op, tmp);
1327 continue; 1324 continue;
1328 } 1325 }
1329 } 1326 }
1354 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1355 { 1352 {
1356 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1357 } 1354 }
1358 else 1355 else
1359 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1362#endif 1359#endif
1363 continue; 1360 continue;
1364 } 1361 }
1434 else 1431 else
1435 { 1432 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1434 {
1438 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1438 {
1442 tmp = arrow; 1439 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1441 }
1445 } 1442 }
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1444 {
1448 tmp = arrow; 1445 tmp = arrow;
1632 arrow->stats.grace = arrow->attacktype; 1629 arrow->stats.grace = arrow->attacktype;
1633 1630
1634 if (arrow->slaying) 1631 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying); 1632 arrow->spellarg = strdup (arrow->slaying);
1636 1633
1634#if 0
1637 if (player *pl = op->contr) 1635 if (player *pl = op->contr)
1638 { 1636 {
1639 if (!pl->has_hit)
1640 {
1641 pl->has_hit = 1;
1642 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1643 }
1644#if 0
1645 float speed = pl->weapon_sp; 1637 float speed = pl->weapon_sp;
1646 1638
1647 /* penalize ROF for bestarrow */ 1639 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow) 1640 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f; 1641 speed *= .9f;
1650 else 1642 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1643 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652 1644
1653 op->speed_left += speed - op->speed; 1645 op->speed_left += speed - op->speed;
1646 }
1654#endif 1647#endif
1655 }
1656 1648
1657 SET_ANIMATION (arrow, arrow->direction); 1649 SET_ANIMATION (arrow, arrow->direction);
1658 1650
1659 /* update the speed */ 1651 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1652 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1661 + bow->stats.dam / 7.0; 1653 + bow->stats.dam / 7.f;
1662 1654
1663 arrow->set_speed (max (arrow->speed, 2.0)); 1655 arrow->set_speed (max (arrow->speed, 2.f));
1664 arrow->speed_left = 0; 1656 arrow->speed_left = 0;
1665 1657
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1658 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667 1659
1668 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1691 1683
1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1693 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1695 1687
1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 op->play_sound (sound_find ("fire_arrow"));
1697 m->insert (arrow, sx, sy, op); 1689 m->insert (arrow, sx, sy, op);
1698 1690
1699 if (!arrow->destroyed ()) 1691 if (!arrow->destroyed ())
1700 move_arrow (arrow); 1692 move_arrow (arrow);
1701 1693
1779 1771
1780 if (item->type == WAND) 1772 if (item->type == WAND)
1781 { 1773 {
1782 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
1783 { 1775 {
1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 op->contr->play_sound (sound_find ("wand_poof"));
1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786 1778
1787 return; 1779 return;
1788 } 1780 }
1789 } 1781 }
1790 else if (item->type == ROD || item->type == HORN) 1782 else if (item->type == ROD || item->type == HORN)
1791 { 1783 {
1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1793 { 1785 {
1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 op->contr->play_sound (sound_find ("wand_poof"));
1795 1787
1796 if (item->type == ROD) 1788 if (item->type == ROD)
1797 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1790 else
1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1812 object *tmp; 1804 object *tmp;
1813 1805
1814 if (item->arch) 1806 if (item->arch)
1815 { 1807 {
1816 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
1817 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
1818 item->set_speed (0); 1810 item->set_speed (0);
1819 } 1811 }
1820 1812
1821 if ((tmp = item->in_player ())) 1813 if ((tmp = item->in_player ()))
1822 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
1827 } 1819 }
1828} 1820}
1829 1821
1830/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
1831 */ 1823 */
1832void 1824bool
1833fire (object *op, int dir) 1825fire (object *op, int dir)
1834{ 1826{
1835 int spellcost = 0; 1827 int spellcost = 0;
1836 1828
1837 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
1841 player *pl = op->contr; 1833 player *pl = op->contr;
1842 1834
1843 if (pl->golem) 1835 if (pl->golem)
1844 { 1836 {
1845 control_golem (op->contr->golem, dir); 1837 control_golem (op->contr->golem, dir);
1846 return; 1838 return false;
1847 } 1839 }
1848 1840
1849 object *ob = pl->ranged_ob; 1841 object *ob = pl->ranged_ob;
1850 1842
1851 if (!ob) 1843 if (!ob)
1852 return; 1844 return false;
1853 1845
1854 if (!op->change_weapon (ob)) 1846 if (!op->change_weapon (ob))
1855 return; 1847 return false;
1848
1849 if (op->speed_left > 0.f)
1850 --op->speed_left;
1851 else
1852 return false;
1856 1853
1857 switch (ob->type) 1854 switch (ob->type)
1858 { 1855 {
1859 case BOW: 1856 case BOW:
1860 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
1874 1871
1875 default: 1872 default:
1876 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
1877 break; 1874 break;
1878 } 1875 }
1876
1877 return true;
1879} 1878}
1880 1879
1881/* find_key 1880/* find_key
1882 * We try to find a key for the door as passed. If we find a key 1881 * We try to find a key for the door as passed. If we find a key
1883 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
1970 * 0 otherwise 1969 * 0 otherwise
1971 */ 1970 */
1972static int 1971static int
1973player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
1974{ 1973{
1975 /* If its a door, try to find a use a key. If we do destroy the door, 1974 /* If its a door, try to find a key. If we do destroy the door,
1976 * might as well return immediately as there is nothing more to do - 1975 * might as well return immediately as there is nothing more to do -
1977 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
1978 */ 1977 */
1979 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
1980 1979
1981 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
1982 if (key) 1981 if (key)
1983 { 1982 {
1984 object *container = key->env; 1983 object *container = key->env;
1985
1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987 1984
1988 if (action_makes_visible (op)) 1985 if (action_makes_visible (op))
1989 make_visible (op); 1986 make_visible (op);
1990 1987
1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2021 * It should keep the code cleaner. 2018 * It should keep the code cleaner.
2022 * When this is called, the players direction has been updated 2019 * When this is called, the players direction has been updated
2023 * (taking into account confusion.) The player is also actually 2020 * (taking into account confusion.) The player is also actually
2024 * going to try and move (not fire weapons). 2021 * going to try and move (not fire weapons).
2025 */ 2022 */
2026void 2023bool
2027move_player_attack (object *op, int dir) 2024move_player_attack (object *op, int dir)
2028{ 2025{
2029 object *tmp, *mon;
2030 int on_battleground; 2026 int on_battleground;
2031 maptile *m;
2032 2027
2033 sint16 nx = freearr_x[dir] + op->x; 2028 sint16 nx = freearr_x[dir] + op->x;
2034 sint16 ny = freearr_y[dir] + op->y; 2029 sint16 ny = freearr_y[dir] + op->y;
2035 2030
2036 on_battleground = op_on_battleground (op, 0, 0); 2031 on_battleground = op_on_battleground (op, 0, 0);
2032
2033 if (out_of_map (op->map, nx, ny))
2034 return false;
2035
2036 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2037 {
2038 --op->speed_left;
2039 return true;
2040 }
2037 2041
2038 /* If braced, or can't move to the square, and it is not out of the 2042 /* If braced, or can't move to the square, and it is not out of the
2039 * map, attack it. Note order of if statement is important - don't 2043 * map, attack it. Note order of if statement is important - don't
2040 * want to be calling move_ob if braced, because move_ob will move the 2044 * want to be calling move_ob if braced, because move_ob will move the
2041 * player. This is a pretty nasty hack, because if we could 2045 * player. This is a pretty nasty hack, because if we could
2042 * move to some space, it then means that if we are braced, we should 2046 * move to some space, it then means that if we are braced, we should
2043 * do nothing at all. As it is, if we are braced, we go through 2047 * do nothing at all. As it is, if we are braced, we go through
2044 * quite a bit of processing. However, it probably is less than what 2048 * quite a bit of processing. However, it probably is less than what
2045 * move_ob uses. 2049 * move_ob uses.
2046 */ 2050 */
2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2048 {
2049 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2050 {
2051 m = op->map->xy_find (nx, ny); 2051 maptile *m = op->map->xy_find (nx, ny);
2052 if (!m)
2053 return; /* Don't think this should happen */
2054 }
2055 else
2056 m = op->map;
2057 2052
2058 if (!(tmp = m->at (nx, ny).bot))
2059 return;
2060
2061 mon = 0;
2062 /* Go through all the objects, and find ones of interest. Only stop if 2053 /* Go through all the objects, and find ones of interest. Only stop if
2063 * we find a monster - that is something we know we want to attack. 2054 * we find a monster - that is something we know we want to attack.
2064 * if its a door or barrel (can roll) see if there may be monsters 2055 * if its a door or barrel (can roll) see if there may be monsters
2065 * on the space 2056 * on the space
2066 */ 2057 */
2067 while (tmp) 2058 object *mon;
2068 { 2059 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2069 if (tmp == op) 2060 {
2070 { 2061 if ((mon->flag [FLAG_ALIVE]
2071 tmp = tmp->above; 2062 || mon->type == LOCKED_DOOR
2072 continue; 2063 || mon->flag [FLAG_CAN_ROLL])
2073 }
2074
2075 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2076 {
2077 mon = tmp; 2064 && mon != op)
2078 break; 2065 break;
2079 } 2066 }
2080 2067
2081 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2082 mon = tmp;
2083
2084 tmp = tmp->above;
2085 }
2086
2087 if (!mon) /* This happens anytime the player tries to move */ 2068 if (!mon) /* This happens anytime the player tries to move */
2088 return; /* into a wall */ 2069 return false; /* into a wall */
2089 2070
2090 if (mon->head)
2091 mon = mon->head; 2071 mon = mon->head_ ();
2092 2072
2093 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2073 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2074 if (op->contr->weapon_sp_left > 0.f)
2094 if (player_attack_door (op, mon)) 2075 if (player_attack_door (op, mon))
2076 {
2077 --op->contr->weapon_sp_left;
2095 return; 2078 return true;
2079 }
2096 2080
2097 /* The following deals with possibly attacking peaceful 2081 /* The following deals with possibly attacking peaceful
2098 * or frienddly creatures. Basically, all players are considered 2082 * or friendly creatures. Basically, all players are considered
2099 * unaggressive. If the moving player has peaceful set, then the 2083 * unaggressive. If the moving player has peaceful set, then the
2100 * object should be pushed instead of attacked. It is assumed that 2084 * object should be pushed instead of attacked. It is assumed that
2101 * if you are braced, you will not attack friends accidently, 2085 * if you are braced, you will not attack friends accidently,
2102 * and thus will not push them. 2086 * and thus will not push them.
2103 */ 2087 */
2104 2088
2105 /* If the creature is a pet, push it even if the player is not 2089 /* If the creature is a pet, push it even if the player is not
2106 * peaceful. Our assumption is the creature is a pet if the 2090 * peaceful. Our assumption is the creature is a pet if the
2107 * player owns it and it is either friendly or unagressive. 2091 * player owns it and it is either friendly or unagressive.
2108 */ 2092 */
2109 if (op->type == PLAYER 2093 if (op->type == PLAYER
2110 && ((mon->owner && mon->owner->contr 2094 && ((mon->owner && mon->owner->contr
2111 && same_party (mon->owner->contr->party, op->contr->party)) 2095 && same_party (mon->owner->contr->party, op->contr->party))
2112 || mon->owner == op) 2096 || mon->owner == op)
2113 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2097 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2114 { 2098 {
2115 /* If we're braced, we don't want to switch places with it */ 2099 /* If we're braced, we don't want to switch places with it */
2116 if (op->contr->braced) 2100 if (op->contr->braced)
2117 return; 2101 return false;
2118 2102
2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2103 if (op->speed_left > 0.f)
2104 {
2105 --op->speed_left;
2106
2107 op->play_sound (sound_find ("push_player"));
2120 push_ob (mon, dir, op); 2108 push_ob (mon, dir, op);
2109
2121 if (op->contr->tmp_invis || op->hide) 2110 if (op->contr->tmp_invis || op->hide)
2122 make_visible (op); 2111 make_visible (op);
2123 2112
2124 return; 2113 return true;
2125 } 2114 }
2115 else
2116 return false;
2117 }
2126 2118
2127 /* in certain circumstances, you shouldn't attack friendly 2119 /* in certain circumstances, you shouldn't attack friendly
2128 * creatures. Note that if you are braced, you can't push 2120 * creatures. Note that if you are braced, you can't push
2129 * someone, but put it inside this loop so that you won't 2121 * someone, but put it inside this loop so that you won't
2130 * attack them either. 2122 * attack them either.
2131 */ 2123 */
2132 if ((mon->type == PLAYER || mon->enemy != op) 2124 if ((mon->type == PLAYER || mon->enemy != op)
2133 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 2125 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2134 && ((op->contr->peaceful 2126 && ((op->contr->peaceful
2135 || (mon->type == PLAYER && mon->contr->peaceful)) 2127 || (mon->type == PLAYER && mon->contr->peaceful))
2136 && !on_battleground)) 2128 && !on_battleground))
2129 {
2130 if (op->speed_left > 0.f)
2137 { 2131 {
2132 --op->speed_left;
2133
2138 if (!op->contr->braced) 2134 if (!op->contr->braced)
2139 { 2135 {
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2136 op->play_sound (sound_find ("push_player"));
2141 push_ob (mon, dir, op); 2137 push_ob (mon, dir, op);
2142 } 2138 }
2143 else 2139 else
2144 new_draw_info (0, 0, op, "You withhold your attack"); 2140 new_draw_info (0, 0, op, "You withhold your attack");
2145 2141
2146 if (op->contr->tmp_invis || op->hide) 2142 if (op->contr->tmp_invis || op->hide)
2147 make_visible (op); 2143 make_visible (op);
2148 }
2149 2144
2145 return true;
2146 }
2147 }
2150 /* If the object is a boulder or other rollable object, then 2148 /* If the object is a boulder or other rollable object, then
2151 * roll it if not braced. You can't roll it if you are braced. 2149 * roll it if not braced. You can't roll it if you are braced.
2152 */ 2150 */
2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2151 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2152 {
2153 if (op->speed_left > 0.f)
2154 { 2154 {
2155 --op->speed_left;
2156
2155 recursive_roll (mon, dir, op); 2157 recursive_roll (mon, dir, op);
2156 if (action_makes_visible (op)) 2158 if (action_makes_visible (op))
2157 make_visible (op); 2159 make_visible (op);
2158 }
2159 2160
2161 return true;
2162 }
2163 }
2160 /* Any generic living creature. Including things like doors. 2164 /* Any generic living creature. Including things like doors.
2161 * Way it works is like this: First, it must have some hit points 2165 * Way it works is like this: First, it must have some hit points
2162 * and be living. Then, it must be one of the following: 2166 * and be living. Then, it must be one of the following:
2163 * 1) Not a player, 2) A player, but of a different party. Note 2167 * 1) Not a player, 2) A player, but of a different party. Note
2164 * that party_number -1 is no party, so attacks can still happen. 2168 * that party_number -1 is no party, so attacks can still happen.
2165 */ 2169 */
2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2170 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2171 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2168 { 2172 {
2169 if (!op->contr->has_hit) 2173 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2170 { 2174 {
2171 op->contr->has_hit = 1; 2175 --op->contr->weapon_sp_left;
2172 op->speed_left += op->contr->weapon_speed () - op->speed;
2173 }
2174 2176
2175 skill_attack (mon, op, 0, 0, 0); 2177 skill_attack (mon, op, 0, 0, 0);
2176
2177 /* If attacking another player, that player gets automatic
2178 * hitback, and doesn't loose luck either.
2179 * Disable hitback on the battleground or if the target is
2180 * the wiz.
2181 */
2182 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2183 {
2184 short luck = mon->stats.luck;
2185
2186 mon->contr->has_hit = 1;
2187 skill_attack (op, mon, 0, 0, 0);
2188 mon->stats.luck = luck;
2189 }
2190 2178
2191 if (action_makes_visible (op)) 2179 if (action_makes_visible (op))
2192 make_visible (op); 2180 make_visible (op);
2193 }
2194 } /* if player should attack something */
2195}
2196 2181
2197int 2182 return true;
2183 }
2184 }
2185
2186 return false;
2187}
2188
2189bool
2198move_player (object *op, int dir) 2190move_player (object *op, int dir)
2199{ 2191{
2200 int pick; 2192 int pick;
2201 2193
2202 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2194 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2216 op->facing = dir; 2208 op->facing = dir;
2217 2209
2218 if (op->hide) 2210 if (op->hide)
2219 do_hidden_move (op); 2211 do_hidden_move (op);
2220 2212
2213 bool retval;
2214
2221 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2215 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2222 /*nop */ ; 2216 retval = RESULT_INT (0);
2223 else if (op->contr->fire_on) 2217 else if (op->contr->fire_on)
2224 fire (op, dir); 2218 retval = fire (op, dir);
2225 else 2219 else
2226 { 2220 {
2227 move_player_attack (op, dir); 2221 retval = move_player_attack (op, dir);
2228 pick = check_pick (op); 2222 pick = check_pick (op);
2229 } 2223 }
2230 2224
2231 /* Add special check for newcs players and fire on - this way, the 2225 /* Add special check for newcs players and fire on - this way, the
2232 * server can handle repeat firing. 2226 * server can handle repeat firing.
2239 /* Update how the player looks. Use the facing, so direction may 2233 /* Update how the player looks. Use the facing, so direction may
2240 * get reset to zero. This allows for full animation capabilities 2234 * get reset to zero. This allows for full animation capabilities
2241 * for players. 2235 * for players.
2242 */ 2236 */
2243 animate_object (op, op->facing); 2237 animate_object (op, op->facing);
2244 return 0; 2238
2239 return retval;
2245} 2240}
2246 2241
2247/* This is similar to handle_player, below, but is only used by the 2242/* This is similar to handle_player, below, but is only used by the
2248 * new client/server stuff. 2243 * new client/server stuff.
2249 * This is sort of special, in that the new client/server actually uses 2244 * This is sort of special, in that the new client/server actually uses
2250 * the new speed values for commands. 2245 * the new speed values for commands.
2251 * 2246 *
2252 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do. Should not do
2248 * many actions in a row, as that would be too unfair to other
2249 * players.
2253 */ 2250 */
2254int 2251bool
2255handle_newcs_player (object *op) 2252handle_newcs_player (object *op)
2256{ 2253{
2257 if (QUERY_FLAG (op, FLAG_SCARED)) 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2258 { 2255 {
2259 flee_player (op); 2256 if (op->speed_left > 0.f)
2260
2261 /* If player is still scared, that is his action for this tick */
2262 if (op->flag [FLAG_SCARED])
2263 { 2257 {
2264 --op->speed_left; 2258 --op->speed_left;
2259 flee_player (op);
2260
2265 return 0; 2261 return true;
2266 } 2262 }
2263 else
2264 return false;
2267 } 2265 }
2268 2266
2269 /* call this here - we also will call this in do_ericserver, but 2267 /* call this here - we also will call this in do_ericserver, but
2270 * the players time has been increased when doericserver has been 2268 * the players time has been increased when doericserver has been
2271 * called, so we recheck it here. 2269 * called, so we recheck it here.
2272 */ 2270 */
2273 if (op->contr->ns->handle_command ()) 2271 if (op->contr->ns->handle_command ())
2274 return 1; 2272 return true;
2275 2273
2276 if (op->speed_left > 0.f)
2277 {
2278 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2274 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2279 {
2280 /* All move commands take 1 tick, at least for now */
2281 --op->speed_left;
2282
2283 /* Instead of all the stuff below, let move_player take care
2284 * of it. Also, some of the skill stuff is only put in
2285 * there, as well as the confusion stuff.
2286 */
2287 move_player (op, op->direction); 2275 return move_player (op, op->direction);
2288 2276
2289 return op->speed_left > 0.f;
2290 }
2291 }
2292
2293 return 0; 2277 return false;
2294} 2278}
2295 2279
2296int 2280int
2297save_life (object *op) 2281save_life (object *op)
2298{ 2282{
2300 return 0; 2284 return 0;
2301 2285
2302 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2286 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2303 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2287 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2304 { 2288 {
2305 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2289 op->play_sound (sound_find ("ob_evaporate"));
2306 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2290 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2307 2291
2308 if (op->contr) 2292 if (op->contr)
2309 esrv_del_item (op->contr, tmp->count); 2293 esrv_del_item (op->contr, tmp->count);
2310 2294
2330/* This goes throws the inventory and removes unpaid objects, and puts them 2314/* This goes throws the inventory and removes unpaid objects, and puts them
2331 * back in the map (location and map determined by values of env). This 2315 * back in the map (location and map determined by values of env). This
2332 * function will descend into containers. op is the object to start the search 2316 * function will descend into containers. op is the object to start the search
2333 * from. 2317 * from.
2334 */ 2318 */
2335void 2319static void
2336remove_unpaid_objects (object *op, object *env) 2320drop_unpaid_items (object *op, object *env)
2337{ 2321{
2338 while (op) 2322 while (op)
2339 { 2323 {
2340 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2324 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2341 2325
2345 esrv_del_item (env->contr, op->count); 2329 esrv_del_item (env->contr, op->count);
2346 2330
2347 op->insert_at (env); 2331 op->insert_at (env);
2348 } 2332 }
2349 else if (op->inv) 2333 else if (op->inv)
2350 remove_unpaid_objects (op->inv, env); 2334 drop_unpaid_items (op->inv, env);
2351 2335
2352 op = next; 2336 op = next;
2353 } 2337 }
2338}
2339
2340void
2341object::drop_unpaid_items ()
2342{
2343 if (!flag [FLAG_REMOVED])
2344 ::drop_unpaid_items (inv, this);
2354} 2345}
2355 2346
2356/* 2347/*
2357 * Returns pointer a static string containing gravestone text 2348 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2349 * Moved from apply.c to player.c - player.c is what
2564 } 2555 }
2565 2556
2566 /* Digestion */ 2557 /* Digestion */
2567 if (--op->last_eat < 0) 2558 if (--op->last_eat < 0)
2568 { 2559 {
2569 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2560 int bonus = max (0, op->contr->digestion),
2561 penalty = max (0, -op->contr->digestion);
2570 2562
2571 if (op->contr->gen_hp > 0)
2572 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2563 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2573 else
2574 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2575 2564
2576 /* dms do not consume food */ 2565 /* dms do not consume food */
2577 if (!QUERY_FLAG (op, FLAG_WIZ)) 2566 if (!QUERY_FLAG (op, FLAG_WIZ))
2578 op->stats.food--; 2567 op->stats.food--;
2579 } 2568 }
2640 object *tmp; 2629 object *tmp;
2641 2630
2642 if (save_life (op)) 2631 if (save_life (op))
2643 return; 2632 return;
2644 2633
2645
2646 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2634 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2647 * in cities ONLY!!! It is very important that this doesn't get abused. 2635 * in cities ONLY!!! It is very important that this doesn't get abused.
2648 * Look at op_on_battleground() for more info --AndreasV 2636 * Look at op_on_battleground() for more info --AndreasV
2649 */ 2637 */
2650 if (op_on_battleground (op, &x, &y)) 2638 if (op_on_battleground (op, &x, &y))
2702 strcpy (op->contr->killer, "starvation"); 2690 strcpy (op->contr->killer, "starvation");
2703 } 2691 }
2704 else 2692 else
2705 sprintf (buf, "%s died.", &op->name); 2693 sprintf (buf, "%s died.", &op->name);
2706 2694
2707 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2695 op->contr->play_sound (sound_find ("player_dies"));
2708 2696
2709 /* save the map location for corpse, gravestone */ 2697 /* save the map location for corpse, gravestone */
2710 x = op->x; 2698 x = op->x;
2711 y = op->y; 2699 y = op->y;
2712 map = op->map; 2700 map = op->map;
2889 2877
2890 /* 2878 /*
2891 * Check to see if the player has any unpaid items. If so, remove them 2879 * Check to see if the player has any unpaid items. If so, remove them
2892 * and put them back in the map. 2880 * and put them back in the map.
2893 */ 2881 */
2894 remove_unpaid_objects (op->inv, op); 2882 op->drop_unpaid_items ();
2895 2883
2896 /****************************************/ 2884 /****************************************/
2897 /* */ 2885 /* */
2898 /* Move player to his current respawn- */ 2886 /* Move player to his current respawn- */
2899 /* position (usually last savebed) */ 2887 /* position (usually last savebed) */
3051} 3039}
3052 3040
3053int 3041int
3054is_true_undead (object *op) 3042is_true_undead (object *op)
3055{ 3043{
3056 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3044 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3057 return 1; 3045 return 1;
3058 3046
3059 return 0; 3047 return 0;
3060} 3048}
3061 3049
3105/* For Hidden creatures - a chance of becoming 'unhidden' 3093/* For Hidden creatures - a chance of becoming 'unhidden'
3106 * every time they move - as we subtract off 'invisibility' 3094 * every time they move - as we subtract off 'invisibility'
3107 * AND, for players, if they move into a ridiculously unhideable 3095 * AND, for players, if they move into a ridiculously unhideable
3108 * spot (surrounded by clear terrain in broad daylight). -b.t. 3096 * spot (surrounded by clear terrain in broad daylight). -b.t.
3109 */ 3097 */
3110
3111void 3098void
3112do_hidden_move (object *op) 3099do_hidden_move (object *op)
3113{ 3100{
3114 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3115 object *skop; 3102 object *skop;
3232 * a blocked los square. 3219 * a blocked los square.
3233 * we use the archetype to figure out offsets. 3220 * we use the archetype to figure out offsets.
3234 */ 3221 */
3235 while (op) 3222 while (op)
3236 { 3223 {
3237 dx = rv.distance_x + op->arch->clone.x; 3224 dx = rv.distance_x + op->arch->x;
3238 dy = rv.distance_y + op->arch->clone.y; 3225 dy = rv.distance_y + op->arch->y;
3239 3226
3240 /* only the viewable area the player sees is updated by LOS 3227 /* only the viewable area the player sees is updated by LOS
3241 * code, so we need to restrict ourselves to that range of values 3228 * code, so we need to restrict ourselves to that range of values
3242 * for any meaningful values. 3229 * for any meaningful values.
3243 */ 3230 */
3368 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3355 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3369 return; 3356 return;
3370 } 3357 }
3371 3358
3372 /* everything seems okay - now bring on the gift: */ 3359 /* everything seems okay - now bring on the gift: */
3373 item = &(tr->item->clone); 3360 item = tr->item;
3374 3361
3375 if (item->type == SPELL) 3362 if (item->type == SPELL)
3376 { 3363 {
3377 if (check_spell_known (who, item->name)) 3364 if (check_spell_known (who, item->name))
3378 return; 3365 return;
3437 { 3424 {
3438 /* forces in the treasurelist can alter the player's stats */ 3425 /* forces in the treasurelist can alter the player's stats */
3439 object *skin; 3426 object *skin;
3440 3427
3441 /* first get the dragon skin force */ 3428 /* first get the dragon skin force */
3442 shstr_cmp dragon_skin_force ("dragon_skin_force");
3443 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3429 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3444 ; 3430 ;
3445 3431
3446 if (!skin) 3432 if (!skin)
3447 return; 3433 return;
3448 3434

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