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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 1.161 by root, Thu Aug 23 15:20:33 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
299} 284}
300 285
301void 286void
302player::disconnect () 287player::disconnect ()
303{ 288{
289 if (ob)
290 {
291 ob->close_container (); //TODO: client-specific
292 ob->drop_unpaid_items ();
293 }
294
304 if (ns) 295 if (ns)
305 { 296 {
306 if (active) 297 if (active)
307 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 298 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
308 299
311 ns->reset_stats (); 302 ns->reset_stats ();
312 ns->pl = 0; 303 ns->pl = 0;
313 ns = 0; 304 ns = 0;
314 } 305 }
315 306
316 if (ob) 307 observe = ob;
317 ob->close_container (); //TODO: client-specific
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)
428 unsigned lastdist; 425 unsigned lastdist;
429 rv_vector rv; 426 rv_vector rv;
430 427
431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 { 429 {
433 /* We should not find free objects on this friendly list, but it
434 * does periodically happen. Given that, lets deal with it.
435 * While unlikely, it is possible the next object on the friendly
436 * list is also free, so encapsulate this in a while loop.
437 */
438 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
439 {
440 object *tmp = ol->ob;
441
442 /* Can't do much more other than log the fact, because the object
443 * itself will have been cleared.
444 */
445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
447 ol = ol->next;
448 remove_friendly_object (tmp);
449 if (!ol)
450 return op;
451 }
452
453 /* Remove special check for player from this. First, it looks to cause
454 * some crashes (ol->ob->contr not set properly?), but secondly, a more
455 * complicated method of state checking would be needed in any case -
456 * as it was, a clever player could type quit, and the function would
457 * skip them over while waiting for confirmation. Remove
458 * on_same_map check, as can_detect_enemy also does this
459 */
460 if (!can_detect_enemy (mon, ol->ob, &rv)) 430 if (!can_detect_enemy (mon, ol->ob, &rv))
461 continue; 431 continue;
462 432
463 if (lastdist > rv.distance) 433 if (lastdist > rv.distance)
464 { 434 {
914 if (*first_map_ext_path) 884 if (*first_map_ext_path)
915 { 885 {
916 object *tmp; 886 object *tmp;
917 char mapname[MAX_BUF]; 887 char mapname[MAX_BUF];
918 888
919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 889 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
920 tmp = object::create (); 890 tmp = object::create ();
921 EXIT_PATH (tmp) = mapname; 891 EXIT_PATH (tmp) = mapname;
922 EXIT_X (tmp) = ob->x; 892 EXIT_X (tmp) = ob->x;
923 EXIT_Y (tmp) = ob->y; 893 EXIT_Y (tmp) = ob->y;
924 ob->enter_exit (tmp); /* we don't really care if it succeeded; 894 ob->enter_exit (tmp); /* we don't really care if it succeeded;
943 int x = ob->x, y = ob->y; 913 int x = ob->x, y = ob->y;
944 914
945 ob->remove_statbonus (); 915 ob->remove_statbonus ();
946 ob->remove (); 916 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch); 917 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob); 918 ob->arch->copy_to (ob);
949 ob->instantiate (); 919 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats; 920 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name; 921 ob->name = ob->name_pl = name;
952 ob->x = x; 922 ob->x = x;
953 ob->y = y; 923 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */ 924 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0); 925 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name); 926 assign (ob->contr->title, ob->arch->object::name);
957 ob->add_statbonus (); 927 ob->add_statbonus ();
958 } 928 }
959 while (!allowed_class (ob)); 929 while (!allowed_class (ob));
960 930
961 update_object (ob, UP_OBJ_FACE); 931 update_object (ob, UP_OBJ_FACE);
1106 if (tmp->name != NULL) 1076 if (tmp->name != NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1077 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)))); 1078 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 else 1079 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1080 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)))); 1081 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 1082
1113 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1083 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 } 1084 }
1115 1085
1116 /* philosophy: 1086 /* philosophy:
1191 pick_up (op, tmp); 1161 pick_up (op, tmp);
1192 continue; 1162 continue;
1193 } 1163 }
1194 1164
1195 if (op->contr->mode & PU_READABLES) 1165 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL) 1166 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1197 { 1167 {
1198 pick_up (op, tmp); 1168 pick_up (op, tmp);
1199 continue; 1169 continue;
1200 } 1170 }
1201 1171
1309 /* careful: chairs and tables are weapons! */ 1279 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON) 1280 if (op->contr->mode & PU_ALLWEAPON)
1311 { 1281 {
1312 if (tmp->type == WEAPON && tmp->name != NULL) 1282 if (tmp->type == WEAPON && tmp->name != NULL)
1313 { 1283 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1284 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1285 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1316 { 1286 {
1317 pick_up (op, tmp); 1287 pick_up (op, tmp);
1318 continue; 1288 continue;
1319 } 1289 }
1320 } 1290 }
1321 1291
1322 if (tmp->type == WEAPON && tmp->name == NULL) 1292 if (tmp->type == WEAPON && tmp->name == NULL)
1323 { 1293 {
1324 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1294 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1325 { 1295 {
1326 pick_up (op, tmp); 1296 pick_up (op, tmp);
1327 continue; 1297 continue;
1328 } 1298 }
1329 } 1299 }
1354 if (tmp->name != NULL) 1324 if (tmp->name != NULL)
1355 { 1325 {
1356 fprintf (stderr, "%s", tmp->name); 1326 fprintf (stderr, "%s", tmp->name);
1357 } 1327 }
1358 else 1328 else
1359 fprintf (stderr, "%s", tmp->arch->name); 1329 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1330 fprintf (stderr, ",%d] = ", tmp->type);
1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1331 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1362#endif 1332#endif
1363 continue; 1333 continue;
1364 } 1334 }
1434 else 1404 else
1435 { 1405 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1406 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1407 {
1438 attacktype = 1 << attacknum; 1408 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1409 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1410 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1411 {
1442 tmp = arrow; 1412 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1413 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1414 }
1445 } 1415 }
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1416 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1417 {
1448 tmp = arrow; 1418 tmp = arrow;
1632 arrow->stats.grace = arrow->attacktype; 1602 arrow->stats.grace = arrow->attacktype;
1633 1603
1634 if (arrow->slaying) 1604 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying); 1605 arrow->spellarg = strdup (arrow->slaying);
1636 1606
1607#if 0
1637 if (player *pl = op->contr) 1608 if (player *pl = op->contr)
1638 { 1609 {
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; 1610 float speed = pl->weapon_sp;
1646 1611
1647 /* penalize ROF for bestarrow */ 1612 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow) 1613 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f; 1614 speed *= .9f;
1650 else 1615 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1616 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652 1617
1653 op->speed_left += speed - op->speed; 1618 op->speed_left += speed - op->speed;
1619 }
1654#endif 1620#endif
1655 }
1656 1621
1657 SET_ANIMATION (arrow, arrow->direction); 1622 SET_ANIMATION (arrow, arrow->direction);
1658 1623
1659 /* update the speed */ 1624 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1625 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; 1626 + bow->stats.dam / 7.f;
1662 1627
1663 arrow->set_speed (max (arrow->speed, 2.0)); 1628 arrow->set_speed (max (arrow->speed, 2.f));
1664 arrow->speed_left = 0; 1629 arrow->speed_left = 0;
1665 1630
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1631 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667 1632
1668 if (op->type == PLAYER) 1633 if (op->type == PLAYER)
1691 1656
1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1693 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1695 1660
1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1697 m->insert (arrow, sx, sy, op); 1662 m->insert (arrow, sx, sy, op);
1698 1663
1699 if (!arrow->destroyed ()) 1664 if (!arrow->destroyed ())
1700 move_arrow (arrow); 1665 move_arrow (arrow);
1701 1666
1779 1744
1780 if (item->type == WAND) 1745 if (item->type == WAND)
1781 { 1746 {
1782 if (item->stats.food <= 0) 1747 if (item->stats.food <= 0)
1783 { 1748 {
1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1749 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)); 1750 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786 1751
1787 return; 1752 return;
1788 } 1753 }
1789 } 1754 }
1790 else if (item->type == ROD || item->type == HORN) 1755 else if (item->type == ROD || item->type == HORN)
1791 { 1756 {
1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1757 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1793 { 1758 {
1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1759 op->contr->play_sound (sound_find ("wand_poof"));
1795 1760
1796 if (item->type == ROD) 1761 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)); 1762 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1763 else
1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1812 object *tmp; 1777 object *tmp;
1813 1778
1814 if (item->arch) 1779 if (item->arch)
1815 { 1780 {
1816 CLEAR_FLAG (item, FLAG_ANIMATE); 1781 CLEAR_FLAG (item, FLAG_ANIMATE);
1817 item->face = item->arch->clone.face; 1782 item->face = item->arch->face;
1818 item->set_speed (0); 1783 item->set_speed (0);
1819 } 1784 }
1820 1785
1821 if ((tmp = item->in_player ())) 1786 if ((tmp = item->in_player ()))
1822 esrv_update_item (UPD_ANIM, tmp, item); 1787 esrv_update_item (UPD_ANIM, tmp, item);
1827 } 1792 }
1828} 1793}
1829 1794
1830/* Received a fire command for the player - go and do it. 1795/* Received a fire command for the player - go and do it.
1831 */ 1796 */
1832void 1797bool
1833fire (object *op, int dir) 1798fire (object *op, int dir)
1834{ 1799{
1835 int spellcost = 0; 1800 int spellcost = 0;
1836 1801
1837 /* check for loss of invisiblity/hide */ 1802 /* check for loss of invisiblity/hide */
1841 player *pl = op->contr; 1806 player *pl = op->contr;
1842 1807
1843 if (pl->golem) 1808 if (pl->golem)
1844 { 1809 {
1845 control_golem (op->contr->golem, dir); 1810 control_golem (op->contr->golem, dir);
1846 return; 1811 return false;
1847 } 1812 }
1848 1813
1849 object *ob = pl->ranged_ob; 1814 object *ob = pl->ranged_ob;
1850 1815
1851 if (!ob) 1816 if (!ob)
1852 return; 1817 return false;
1853 1818
1854 if (!op->change_weapon (ob)) 1819 if (!op->change_weapon (ob))
1855 return; 1820 return false;
1821
1822 if (op->speed_left > 0.f)
1823 --op->speed_left;
1824 else
1825 return false;
1856 1826
1857 switch (ob->type) 1827 switch (ob->type)
1858 { 1828 {
1859 case BOW: 1829 case BOW:
1860 player_fire_bow (op, dir); 1830 player_fire_bow (op, dir);
1874 1844
1875 default: 1845 default:
1876 fire_misc_object (op, dir); 1846 fire_misc_object (op, dir);
1877 break; 1847 break;
1878 } 1848 }
1849
1850 return true;
1879} 1851}
1880 1852
1881/* find_key 1853/* find_key
1882 * We try to find a key for the door as passed. If we find a key 1854 * 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 1855 * and successfully use it, we return the key, otherwise NULL
1970 * 0 otherwise 1942 * 0 otherwise
1971 */ 1943 */
1972static int 1944static int
1973player_attack_door (object *op, object *door) 1945player_attack_door (object *op, object *door)
1974{ 1946{
1975 /* If its a door, try to find a use a key. If we do destroy the door, 1947 /* 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 - 1948 * might as well return immediately as there is nothing more to do -
1977 * otherwise, we fall through to the rest of the code. 1949 * otherwise, we fall through to the rest of the code.
1978 */ 1950 */
1979 object *key = find_key (op, op, door); 1951 object *key = find_key (op, op, door);
1980 1952
1981 /* IF we found a key, do some extra work */ 1953 /* If we found a key, do some extra work */
1982 if (key) 1954 if (key)
1983 { 1955 {
1984 object *container = key->env; 1956 object *container = key->env;
1985
1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987 1957
1988 if (action_makes_visible (op)) 1958 if (action_makes_visible (op))
1989 make_visible (op); 1959 make_visible (op);
1990 1960
1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1961 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2021 * It should keep the code cleaner. 1991 * It should keep the code cleaner.
2022 * When this is called, the players direction has been updated 1992 * When this is called, the players direction has been updated
2023 * (taking into account confusion.) The player is also actually 1993 * (taking into account confusion.) The player is also actually
2024 * going to try and move (not fire weapons). 1994 * going to try and move (not fire weapons).
2025 */ 1995 */
2026void 1996bool
2027move_player_attack (object *op, int dir) 1997move_player_attack (object *op, int dir)
2028{ 1998{
2029 object *tmp, *mon;
2030 int on_battleground; 1999 int on_battleground;
2031 maptile *m;
2032 2000
2033 sint16 nx = freearr_x[dir] + op->x; 2001 sint16 nx = freearr_x[dir] + op->x;
2034 sint16 ny = freearr_y[dir] + op->y; 2002 sint16 ny = freearr_y[dir] + op->y;
2035 2003
2036 on_battleground = op_on_battleground (op, 0, 0); 2004 on_battleground = op_on_battleground (op, 0, 0);
2005
2006 if (out_of_map (op->map, nx, ny))
2007 return false;
2008
2009 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2010 {
2011 --op->speed_left;
2012 return true;
2013 }
2037 2014
2038 /* If braced, or can't move to the square, and it is not out of the 2015 /* 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 2016 * 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 2017 * 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 2018 * 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 2019 * 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 2020 * 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 2021 * quite a bit of processing. However, it probably is less than what
2045 * move_ob uses. 2022 * move_ob uses.
2046 */ 2023 */
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); 2024 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 2025
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 2026 /* 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. 2027 * 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 2028 * if its a door or barrel (can roll) see if there may be monsters
2065 * on the space 2029 * on the space
2066 */ 2030 */
2067 while (tmp) 2031 object *mon;
2068 { 2032 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2069 if (tmp == op) 2033 {
2070 { 2034 if ((mon->flag [FLAG_ALIVE]
2071 tmp = tmp->above; 2035 || mon->type == LOCKED_DOOR
2072 continue; 2036 || mon->flag [FLAG_CAN_ROLL])
2073 }
2074
2075 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2076 {
2077 mon = tmp; 2037 && mon != op)
2078 break; 2038 break;
2079 } 2039 }
2080 2040
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 */ 2041 if (!mon) /* This happens anytime the player tries to move */
2088 return; /* into a wall */ 2042 return false; /* into a wall */
2089 2043
2090 if (mon->head)
2091 mon = mon->head; 2044 mon = mon->head_ ();
2092 2045
2093 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2046 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2047 if (op->contr->weapon_sp_left > 0.f)
2094 if (player_attack_door (op, mon)) 2048 if (player_attack_door (op, mon))
2049 {
2050 --op->contr->weapon_sp_left;
2095 return; 2051 return true;
2052 }
2096 2053
2097 /* The following deals with possibly attacking peaceful 2054 /* The following deals with possibly attacking peaceful
2098 * or frienddly creatures. Basically, all players are considered 2055 * or friendly creatures. Basically, all players are considered
2099 * unaggressive. If the moving player has peaceful set, then the 2056 * unaggressive. If the moving player has peaceful set, then the
2100 * object should be pushed instead of attacked. It is assumed that 2057 * object should be pushed instead of attacked. It is assumed that
2101 * if you are braced, you will not attack friends accidently, 2058 * if you are braced, you will not attack friends accidently,
2102 * and thus will not push them. 2059 * and thus will not push them.
2103 */ 2060 */
2104 2061
2105 /* If the creature is a pet, push it even if the player is not 2062 /* 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 2063 * peaceful. Our assumption is the creature is a pet if the
2107 * player owns it and it is either friendly or unagressive. 2064 * player owns it and it is either friendly or unagressive.
2108 */ 2065 */
2109 if (op->type == PLAYER 2066 if (op->type == PLAYER
2110 && ((mon->owner && mon->owner->contr 2067 && ((mon->owner && mon->owner->contr
2111 && same_party (mon->owner->contr->party, op->contr->party)) 2068 && same_party (mon->owner->contr->party, op->contr->party))
2112 || mon->owner == op) 2069 || mon->owner == op)
2113 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2070 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2114 { 2071 {
2115 /* If we're braced, we don't want to switch places with it */ 2072 /* If we're braced, we don't want to switch places with it */
2116 if (op->contr->braced) 2073 if (op->contr->braced)
2117 return; 2074 return false;
2118 2075
2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2076 if (op->speed_left > 0.f)
2077 {
2078 --op->speed_left;
2079
2080 op->play_sound (sound_find ("push_player"));
2120 push_ob (mon, dir, op); 2081 push_ob (mon, dir, op);
2082
2121 if (op->contr->tmp_invis || op->hide) 2083 if (op->contr->tmp_invis || op->hide)
2122 make_visible (op); 2084 make_visible (op);
2123 2085
2124 return; 2086 return true;
2125 } 2087 }
2088 else
2089 return false;
2090 }
2126 2091
2127 /* in certain circumstances, you shouldn't attack friendly 2092 /* in certain circumstances, you shouldn't attack friendly
2128 * creatures. Note that if you are braced, you can't push 2093 * creatures. Note that if you are braced, you can't push
2129 * someone, but put it inside this loop so that you won't 2094 * someone, but put it inside this loop so that you won't
2130 * attack them either. 2095 * attack them either.
2131 */ 2096 */
2132 if ((mon->type == PLAYER || mon->enemy != op) 2097 if ((mon->type == PLAYER || mon->enemy != op)
2133 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 2098 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2134 && ((op->contr->peaceful 2099 && ((op->contr->peaceful
2135 || (mon->type == PLAYER && mon->contr->peaceful)) 2100 || (mon->type == PLAYER && mon->contr->peaceful))
2136 && !on_battleground)) 2101 && !on_battleground))
2102 {
2103 if (op->speed_left > 0.f)
2137 { 2104 {
2105 --op->speed_left;
2106
2138 if (!op->contr->braced) 2107 if (!op->contr->braced)
2139 { 2108 {
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2109 op->play_sound (sound_find ("push_player"));
2141 push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2142 } 2111 }
2143 else 2112 else
2144 new_draw_info (0, 0, op, "You withhold your attack"); 2113 new_draw_info (0, 0, op, "You withhold your attack");
2145 2114
2146 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2147 make_visible (op); 2116 make_visible (op);
2148 }
2149 2117
2118 return true;
2119 }
2120 }
2150 /* If the object is a boulder or other rollable object, then 2121 /* 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. 2122 * roll it if not braced. You can't roll it if you are braced.
2152 */ 2123 */
2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2124 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2125 {
2126 if (op->speed_left > 0.f)
2154 { 2127 {
2128 --op->speed_left;
2129
2155 recursive_roll (mon, dir, op); 2130 recursive_roll (mon, dir, op);
2156 if (action_makes_visible (op)) 2131 if (action_makes_visible (op))
2157 make_visible (op); 2132 make_visible (op);
2158 }
2159 2133
2134 return true;
2135 }
2136 }
2160 /* Any generic living creature. Including things like doors. 2137 /* Any generic living creature. Including things like doors.
2161 * Way it works is like this: First, it must have some hit points 2138 * 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: 2139 * 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 2140 * 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. 2141 * that party_number -1 is no party, so attacks can still happen.
2165 */ 2142 */
2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2143 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))) 2144 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2168 { 2145 {
2169 if (!op->contr->has_hit) 2146 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2170 { 2147 {
2171 op->contr->has_hit = 1; 2148 --op->contr->weapon_sp_left;
2172 op->speed_left += op->contr->weapon_speed () - op->speed;
2173 }
2174 2149
2175 skill_attack (mon, op, 0, 0, 0); 2150 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 2151
2191 if (action_makes_visible (op)) 2152 if (action_makes_visible (op))
2192 make_visible (op); 2153 make_visible (op);
2193 }
2194 } /* if player should attack something */
2195}
2196 2154
2197int 2155 return true;
2156 }
2157 }
2158
2159 return false;
2160}
2161
2162bool
2198move_player (object *op, int dir) 2163move_player (object *op, int dir)
2199{ 2164{
2200 int pick; 2165 int pick;
2201 2166
2202 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2167 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2216 op->facing = dir; 2181 op->facing = dir;
2217 2182
2218 if (op->hide) 2183 if (op->hide)
2219 do_hidden_move (op); 2184 do_hidden_move (op);
2220 2185
2186 bool retval;
2187
2221 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2188 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2222 /*nop */ ; 2189 retval = RESULT_INT (0);
2223 else if (op->contr->fire_on) 2190 else if (op->contr->fire_on)
2224 fire (op, dir); 2191 retval = fire (op, dir);
2225 else 2192 else
2226 { 2193 {
2227 move_player_attack (op, dir); 2194 retval = move_player_attack (op, dir);
2228 pick = check_pick (op); 2195 pick = check_pick (op);
2229 } 2196 }
2230 2197
2231 /* Add special check for newcs players and fire on - this way, the 2198 /* Add special check for newcs players and fire on - this way, the
2232 * server can handle repeat firing. 2199 * server can handle repeat firing.
2239 /* Update how the player looks. Use the facing, so direction may 2206 /* Update how the player looks. Use the facing, so direction may
2240 * get reset to zero. This allows for full animation capabilities 2207 * get reset to zero. This allows for full animation capabilities
2241 * for players. 2208 * for players.
2242 */ 2209 */
2243 animate_object (op, op->facing); 2210 animate_object (op, op->facing);
2244 return 0; 2211
2212 return retval;
2245} 2213}
2246 2214
2247/* This is similar to handle_player, below, but is only used by the 2215/* This is similar to handle_player, below, but is only used by the
2248 * new client/server stuff. 2216 * new client/server stuff.
2249 * This is sort of special, in that the new client/server actually uses 2217 * This is sort of special, in that the new client/server actually uses
2250 * the new speed values for commands. 2218 * the new speed values for commands.
2251 * 2219 *
2252 * Returns true if there are more actions we can do. 2220 * Returns true if there are more actions we can do. Should not do
2221 * many actions in a row, as that would be too unfair to other
2222 * players.
2253 */ 2223 */
2254int 2224bool
2255handle_newcs_player (object *op) 2225handle_newcs_player (object *op)
2256{ 2226{
2257 if (QUERY_FLAG (op, FLAG_SCARED)) 2227 if (QUERY_FLAG (op, FLAG_SCARED))
2258 { 2228 {
2259 flee_player (op); 2229 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 { 2230 {
2264 --op->speed_left; 2231 --op->speed_left;
2232 flee_player (op);
2233
2265 return 0; 2234 return true;
2266 } 2235 }
2236 else
2237 return false;
2267 } 2238 }
2268 2239
2269 /* call this here - we also will call this in do_ericserver, but 2240 /* call this here - we also will call this in do_ericserver, but
2270 * the players time has been increased when doericserver has been 2241 * the players time has been increased when doericserver has been
2271 * called, so we recheck it here. 2242 * called, so we recheck it here.
2272 */ 2243 */
2273 if (op->contr->ns->handle_command ()) 2244 if (op->contr->ns->handle_command ())
2274 return 1; 2245 return true;
2275 2246
2276 if (op->speed_left > 0.f)
2277 {
2278 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2247 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); 2248 return move_player (op, op->direction);
2288 2249
2289 return op->speed_left > 0.f;
2290 }
2291 }
2292
2293 return 0; 2250 return false;
2294} 2251}
2295 2252
2296int 2253int
2297save_life (object *op) 2254save_life (object *op)
2298{ 2255{
2300 return 0; 2257 return 0;
2301 2258
2302 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2259 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2303 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2260 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2304 { 2261 {
2305 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2262 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)); 2263 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2307 2264
2308 if (op->contr) 2265 if (op->contr)
2309 esrv_del_item (op->contr, tmp->count); 2266 esrv_del_item (op->contr, tmp->count);
2310 2267
2330/* This goes throws the inventory and removes unpaid objects, and puts them 2287/* 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 2288 * 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 2289 * function will descend into containers. op is the object to start the search
2333 * from. 2290 * from.
2334 */ 2291 */
2335void 2292static void
2336remove_unpaid_objects (object *op, object *env) 2293drop_unpaid_items (object *op, object *env)
2337{ 2294{
2338 while (op) 2295 while (op)
2339 { 2296 {
2340 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2297 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2341 2298
2345 esrv_del_item (env->contr, op->count); 2302 esrv_del_item (env->contr, op->count);
2346 2303
2347 op->insert_at (env); 2304 op->insert_at (env);
2348 } 2305 }
2349 else if (op->inv) 2306 else if (op->inv)
2350 remove_unpaid_objects (op->inv, env); 2307 drop_unpaid_items (op->inv, env);
2351 2308
2352 op = next; 2309 op = next;
2353 } 2310 }
2311}
2312
2313void
2314object::drop_unpaid_items ()
2315{
2316 if (!flag [FLAG_REMOVED])
2317 ::drop_unpaid_items (inv, this);
2354} 2318}
2355 2319
2356/* 2320/*
2357 * Returns pointer a static string containing gravestone text 2321 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2322 * Moved from apply.c to player.c - player.c is what
2453 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2417 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2454 else 2418 else
2455 { 2419 {
2456 gen_grace = op->stats.maxgrace; 2420 gen_grace = op->stats.maxgrace;
2457 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2421 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2458 }
2459
2460 /* Regenerate Spell Points */
2461 if (!op->contr->golem && --op->last_sp < 0)
2462 {
2463 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2464 if (op->stats.sp < op->stats.maxsp)
2465 {
2466 op->stats.sp++;
2467 /* dms do not consume food */
2468 if (!QUERY_FLAG (op, FLAG_WIZ))
2469 {
2470 op->stats.food--;
2471 if (op->contr->digestion < 0)
2472 op->stats.food += op->contr->digestion;
2473 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2474 op->stats.food = last_food;
2475 }
2476 }
2477
2478 if (max_sp > 1)
2479 {
2480 over_sp = (gen_sp + 10) / rate_sp;
2481 if (over_sp > 0)
2482 {
2483 if (op->stats.sp < op->stats.maxsp)
2484 {
2485 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2486
2487 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2488 op->stats.sp--;
2489
2490 if (op->stats.sp > op->stats.maxsp)
2491 op->stats.sp = op->stats.maxsp;
2492 }
2493 op->last_sp = 0;
2494 }
2495 else
2496 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2497 }
2498 else
2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2500 } 2422 }
2501 2423
2502 /* Regenerate Grace */ 2424 /* Regenerate Grace */
2503 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2425 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2504 if (--op->last_grace < 0) 2426 if (--op->last_grace < 0)
2525 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2447 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2526 } 2448 }
2527 /* wearing stuff doesn't detract from grace generation. */ 2449 /* wearing stuff doesn't detract from grace generation. */
2528 } 2450 }
2529 2451
2452 if (op->stats.food > 0)
2453 {
2530 /* Regenerate Hit Points */ 2454 /* Regenerate Spell Points */
2531 if (--op->last_heal < 0) 2455 if (!op->contr->golem && --op->last_sp < 0)
2532 {
2533 if (op->stats.hp < op->stats.maxhp)
2534 { 2456 {
2535 op->stats.hp++; 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2536 /* dms do not consume food */ 2458
2537 if (!QUERY_FLAG (op, FLAG_WIZ)) 2459 if (op->stats.sp < op->stats.maxsp)
2538 { 2460 {
2461 op->stats.sp++;
2462
2463 /* dms do not consume food */
2464 if (!QUERY_FLAG (op, FLAG_WIZ))
2465 {
2539 op->stats.food--; 2466 op->stats.food--;
2467
2540 if (op->contr->digestion < 0) 2468 if (op->contr->digestion < 0)
2541 op->stats.food += op->contr->digestion; 2469 op->stats.food += op->contr->digestion;
2542 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2470 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2543 op->stats.food = last_food; 2471 op->stats.food = last_food;
2472 }
2544 } 2473 }
2545 }
2546 2474
2547 if (max_hp > 1) 2475 if (max_sp > 1)
2548 {
2549 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2550 if (over_hp > 0)
2551 { 2476 {
2552 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2477 over_sp = (gen_sp + 10) / rate_sp;
2478 if (over_sp > 0)
2479 {
2480 if (op->stats.sp < op->stats.maxsp)
2481 {
2482 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2483
2484 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2485 op->stats.sp--;
2486
2487 if (op->stats.sp > op->stats.maxsp)
2488 op->stats.sp = op->stats.maxsp;
2489 }
2490
2553 op->last_heal = 0; 2491 op->last_sp = 0;
2492 }
2493 else
2494 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2554 } 2495 }
2555 else 2496 else
2497 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2498 }
2499
2500 /* Regenerate Hit Points */
2501 if (--op->last_heal < 0)
2502 {
2503 if (op->stats.hp < op->stats.maxhp)
2556 { 2504 {
2557 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2505 op->stats.hp++;
2506
2507 /* dms do not consume food */
2508 if (!QUERY_FLAG (op, FLAG_WIZ))
2509 {
2510 op->stats.food--;
2511
2512 if (op->contr->digestion < 0)
2513 op->stats.food += op->contr->digestion;
2514 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2515 op->stats.food = last_food;
2516 }
2558 } 2517 }
2518
2519 if (max_hp > 1)
2520 {
2521 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2522
2523 if (over_hp > 0)
2524 {
2525 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2526 op->last_heal = 0;
2527 }
2528 else
2529 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2559 } 2530 }
2560 else 2531 else
2561 {
2562 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2532 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2563 } 2533 }
2564 } 2534 }
2565 2535
2566 /* Digestion */ 2536 /* Digestion */
2567 if (--op->last_eat < 0) 2537 if (--op->last_eat < 0)
2568 { 2538 {
2569 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2539 int bonus = max (0, op->contr->digestion),
2540 penalty = max (0, -op->contr->digestion);
2570 2541
2571 if (op->contr->gen_hp > 0)
2572 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2542 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 2543
2576 /* dms do not consume food */ 2544 /* dms do not consume food */
2577 if (!QUERY_FLAG (op, FLAG_WIZ)) 2545 if (!QUERY_FLAG (op, FLAG_WIZ))
2578 op->stats.food--; 2546 op->stats.food--;
2579 } 2547 }
2606 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2607 manual_apply (op, flesh, 0); 2575 manual_apply (op, flesh, 0);
2608 } 2576 }
2609 } 2577 }
2610 2578
2611 while (op->stats.food < 0 && op->stats.hp >= 0) 2579 if (op->stats.food < 0)
2612 op->stats.food++, op->stats.hp--; 2580 {
2581 op->stats.hp += op->stats.food;
2582 op->stats.food = 0;
2583 }
2613 2584
2614 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2585 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2615 kill_player (op); 2586 kill_player (op);
2616 } 2587 }
2617} 2588}
2639 archetype *at; 2610 archetype *at;
2640 object *tmp; 2611 object *tmp;
2641 2612
2642 if (save_life (op)) 2613 if (save_life (op))
2643 return; 2614 return;
2644
2645 2615
2646 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2616 /* 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. 2617 * in cities ONLY!!! It is very important that this doesn't get abused.
2648 * Look at op_on_battleground() for more info --AndreasV 2618 * Look at op_on_battleground() for more info --AndreasV
2649 */ 2619 */
2702 strcpy (op->contr->killer, "starvation"); 2672 strcpy (op->contr->killer, "starvation");
2703 } 2673 }
2704 else 2674 else
2705 sprintf (buf, "%s died.", &op->name); 2675 sprintf (buf, "%s died.", &op->name);
2706 2676
2707 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2677 op->contr->play_sound (sound_find ("player_dies"));
2708 2678
2709 /* save the map location for corpse, gravestone */ 2679 /* save the map location for corpse, gravestone */
2710 x = op->x; 2680 x = op->x;
2711 y = op->y; 2681 y = op->y;
2712 map = op->map; 2682 map = op->map;
2889 2859
2890 /* 2860 /*
2891 * Check to see if the player has any unpaid items. If so, remove them 2861 * Check to see if the player has any unpaid items. If so, remove them
2892 * and put them back in the map. 2862 * and put them back in the map.
2893 */ 2863 */
2894 remove_unpaid_objects (op->inv, op); 2864 op->drop_unpaid_items ();
2895 2865
2896 /****************************************/ 2866 /****************************************/
2897 /* */ 2867 /* */
2898 /* Move player to his current respawn- */ 2868 /* Move player to his current respawn- */
2899 /* position (usually last savebed) */ 2869 /* position (usually last savebed) */
3051} 3021}
3052 3022
3053int 3023int
3054is_true_undead (object *op) 3024is_true_undead (object *op)
3055{ 3025{
3056 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3026 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3057 return 1; 3027 return 1;
3058 3028
3059 return 0; 3029 return 0;
3060} 3030}
3061 3031
3105/* For Hidden creatures - a chance of becoming 'unhidden' 3075/* For Hidden creatures - a chance of becoming 'unhidden'
3106 * every time they move - as we subtract off 'invisibility' 3076 * every time they move - as we subtract off 'invisibility'
3107 * AND, for players, if they move into a ridiculously unhideable 3077 * AND, for players, if they move into a ridiculously unhideable
3108 * spot (surrounded by clear terrain in broad daylight). -b.t. 3078 * spot (surrounded by clear terrain in broad daylight). -b.t.
3109 */ 3079 */
3110
3111void 3080void
3112do_hidden_move (object *op) 3081do_hidden_move (object *op)
3113{ 3082{
3114 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3083 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3115 object *skop; 3084 object *skop;
3232 * a blocked los square. 3201 * a blocked los square.
3233 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3234 */ 3203 */
3235 while (op) 3204 while (op)
3236 { 3205 {
3237 dx = rv.distance_x + op->arch->clone.x; 3206 dx = rv.distance_x + op->arch->x;
3238 dy = rv.distance_y + op->arch->clone.y; 3207 dy = rv.distance_y + op->arch->y;
3239 3208
3240 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3241 * code, so we need to restrict ourselves to that range of values 3210 * code, so we need to restrict ourselves to that range of values
3242 * for any meaningful values. 3211 * for any meaningful values.
3243 */ 3212 */
3368 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3337 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3369 return; 3338 return;
3370 } 3339 }
3371 3340
3372 /* everything seems okay - now bring on the gift: */ 3341 /* everything seems okay - now bring on the gift: */
3373 item = &(tr->item->clone); 3342 item = tr->item;
3374 3343
3375 if (item->type == SPELL) 3344 if (item->type == SPELL)
3376 { 3345 {
3377 if (check_spell_known (who, item->name)) 3346 if (check_spell_known (who, item->name))
3378 return; 3347 return;
3437 { 3406 {
3438 /* forces in the treasurelist can alter the player's stats */ 3407 /* forces in the treasurelist can alter the player's stats */
3439 object *skin; 3408 object *skin;
3440 3409
3441 /* first get the dragon skin force */ 3410 /* 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) 3411 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3444 ; 3412 ;
3445 3413
3446 if (!skin) 3414 if (!skin)
3447 return; 3415 return;
3448 3416

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