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Comparing deliantra/server/server/player.C (file contents):
Revision 1.139 by root, Fri May 18 01:01:02 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
272 248
273 for (object *op = ob->inv; op; op = op->below) 249 for (object *op = ob->inv; op; op = op->below)
274 if (op->flag [FLAG_APPLIED]) 250 if (op->flag [FLAG_APPLIED])
275 switch (op->type) 251 switch (op->type)
276 { 252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
277 case WAND: 257 case WAND:
278 case ROD: 258 case ROD:
279 case HORN: 259 case HORN:
280 case BOW: 260 case BOW:
281 case SKILL_TOOL: 261 ranged_ob = op;
262 break;
263
282 case WEAPON: 264 case WEAPON:
283 op->flag [FLAG_APPLIED] = false; 265 combat_ob = op;
284 apply_special (ob, op, AP_APPLY);
285 break;
286
287 case SKILL:
288 op->flag [FLAG_APPLIED] = false;
289 break; 266 break;
290 } 267 }
291 268
292 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
293 ob->update_stats (); 270 ob->update_stats ();
307} 284}
308 285
309void 286void
310player::disconnect () 287player::disconnect ()
311{ 288{
289 if (ob)
290 {
291 ob->close_container (); //TODO: client-specific
292 ob->drop_unpaid_items ();
293 }
294
312 if (ns) 295 if (ns)
313 { 296 {
314 if (active) 297 if (active)
315 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 298 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
316 299
319 ns->reset_stats (); 302 ns->reset_stats ();
320 ns->pl = 0; 303 ns->pl = 0;
321 ns = 0; 304 ns = 0;
322 } 305 }
323 306
324 if (ob) 307 observe = ob;
325 ob->close_container (); //TODO: client-specific
326 308
327 deactivate (); 309 deactivate ();
328} 310}
329 311
330// the need for this function can be explained 312// the need for this function can be explained
331// by load_object not returning the object 313// by load_object not returning the object
332void 314void
333player::set_object (object *op) 315player::set_object (object *op)
334{ 316{
335 ob = op; 317 ob = observe = op;
336 ob->contr = this; /* this aren't yet in archetype */ 318 ob->contr = this; /* this aren't yet in archetype */
337 319
338 ob->speed_left = 0.5f;
339 ob->speed = 1.0f; 320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
340 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;
341} 331}
342 332
343player::player () 333player::player ()
344{ 334{
345 /* There are some elements we want initialised to non zero value - 335 /* There are some elements we want initialised to non zero value -
356 petmode = pet_normal; 346 petmode = pet_normal;
357 listening = 10; 347 listening = 10;
358 usekeys = containers; 348 usekeys = containers;
359 peaceful = 1; /* default peaceful */ 349 peaceful = 1; /* default peaceful */
360 do_los = 1; 350 do_los = 1;
351
352 weapon_sp = 1.0f;
353 weapon_sp_left = 0.5f;
361} 354}
362 355
363void 356void
364player::do_destroy () 357player::do_destroy ()
365{ 358{
370 if (ob) 363 if (ob)
371 { 364 {
372 ob->destroy_inv (false); 365 ob->destroy_inv (false);
373 ob->destroy (); 366 ob->destroy ();
374 } 367 }
368
369 ob = observe = 0;
375} 370}
376 371
377player::~player () 372player::~player ()
378{ 373{
379 /* Clear item stack */ 374 /* Clear item stack */
406 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
407 */ 402 */
408archetype * 403archetype *
409get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
410{ 405{
411 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
412 407
413 for (;;) 408 for (;;)
414 { 409 {
415 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
416 at = first_archetype; 411 i = archetypes.begin ();
417 else 412 else if (*i == at)
418 at = at->next; 413 cleanup ("not a single player archetype found");
419 414
420 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
421 return at; 416 return *i;
422
423 if (at == start)
424 {
425 LOG (llevError, "No Player archetypes\n");
426 exit (-1);
427 }
428 } 417 }
429} 418}
430 419
431object * 420object *
432get_nearest_player (object *mon) 421get_nearest_player (object *mon)
436 unsigned lastdist; 425 unsigned lastdist;
437 rv_vector rv; 426 rv_vector rv;
438 427
439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
440 { 429 {
441 /* We should not find free objects on this friendly list, but it
442 * does periodically happen. Given that, lets deal with it.
443 * While unlikely, it is possible the next object on the friendly
444 * list is also free, so encapsulate this in a while loop.
445 */
446 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
447 {
448 object *tmp = ol->ob;
449
450 /* Can't do much more other than log the fact, because the object
451 * itself will have been cleared.
452 */
453 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
454 tmp->debug_desc ());
455 ol = ol->next;
456 remove_friendly_object (tmp);
457 if (!ol)
458 return op;
459 }
460
461 /* Remove special check for player from this. First, it looks to cause
462 * some crashes (ol->ob->contr not set properly?), but secondly, a more
463 * complicated method of state checking would be needed in any case -
464 * as it was, a clever player could type quit, and the function would
465 * skip them over while waiting for confirmation. Remove
466 * on_same_map check, as can_detect_enemy also does this
467 */
468 if (!can_detect_enemy (mon, ol->ob, &rv)) 430 if (!can_detect_enemy (mon, ol->ob, &rv))
469 continue; 431 continue;
470 432
471 if (lastdist > rv.distance) 433 if (lastdist > rv.distance)
472 { 434 {
922 if (*first_map_ext_path) 884 if (*first_map_ext_path)
923 { 885 {
924 object *tmp; 886 object *tmp;
925 char mapname[MAX_BUF]; 887 char mapname[MAX_BUF];
926 888
927 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);
928 tmp = object::create (); 890 tmp = object::create ();
929 EXIT_PATH (tmp) = mapname; 891 EXIT_PATH (tmp) = mapname;
930 EXIT_X (tmp) = ob->x; 892 EXIT_X (tmp) = ob->x;
931 EXIT_Y (tmp) = ob->y; 893 EXIT_Y (tmp) = ob->y;
932 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;
951 int x = ob->x, y = ob->y; 913 int x = ob->x, y = ob->y;
952 914
953 ob->remove_statbonus (); 915 ob->remove_statbonus ();
954 ob->remove (); 916 ob->remove ();
955 ob->arch = get_player_archetype (ob->arch); 917 ob->arch = get_player_archetype (ob->arch);
956 ob->arch->clone.copy_to (ob); 918 ob->arch->copy_to (ob);
957 ob->instantiate (); 919 ob->instantiate ();
958 ob->stats = ob->contr->orig_stats; 920 ob->stats = ob->contr->orig_stats;
959 ob->name = ob->name_pl = name; 921 ob->name = ob->name_pl = name;
960 ob->x = x; 922 ob->x = x;
961 ob->y = y; 923 ob->y = y;
962 SET_ANIMATION (ob, 2); /* So player faces south */ 924 SET_ANIMATION (ob, 2); /* So player faces south */
963 insert_ob_in_map (ob, ob->map, ob, 0); 925 insert_ob_in_map (ob, ob->map, ob, 0);
964 assign (ob->contr->title, ob->arch->clone.name); 926 assign (ob->contr->title, ob->arch->object::name);
965 ob->add_statbonus (); 927 ob->add_statbonus ();
966 } 928 }
967 while (!allowed_class (ob)); 929 while (!allowed_class (ob));
968 930
969 update_object (ob, UP_OBJ_FACE); 931 update_object (ob, UP_OBJ_FACE);
1114 if (tmp->name != NULL) 1076 if (tmp->name != NULL)
1115 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1077 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1116 &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))));
1117 else 1079 else
1118 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1080 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1119 &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))));
1120 1082
1121 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1083 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1122 } 1084 }
1123 1085
1124 /* philosophy: 1086 /* philosophy:
1199 pick_up (op, tmp); 1161 pick_up (op, tmp);
1200 continue; 1162 continue;
1201 } 1163 }
1202 1164
1203 if (op->contr->mode & PU_READABLES) 1165 if (op->contr->mode & PU_READABLES)
1204 if (tmp->type == BOOK || tmp->type == SCROLL) 1166 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1205 { 1167 {
1206 pick_up (op, tmp); 1168 pick_up (op, tmp);
1207 continue; 1169 continue;
1208 } 1170 }
1209 1171
1317 /* careful: chairs and tables are weapons! */ 1279 /* careful: chairs and tables are weapons! */
1318 if (op->contr->mode & PU_ALLWEAPON) 1280 if (op->contr->mode & PU_ALLWEAPON)
1319 { 1281 {
1320 if (tmp->type == WEAPON && tmp->name != NULL) 1282 if (tmp->type == WEAPON && tmp->name != NULL)
1321 { 1283 {
1322 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 &&
1323 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1285 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1324 { 1286 {
1325 pick_up (op, tmp); 1287 pick_up (op, tmp);
1326 continue; 1288 continue;
1327 } 1289 }
1328 } 1290 }
1329 1291
1330 if (tmp->type == WEAPON && tmp->name == NULL) 1292 if (tmp->type == WEAPON && tmp->name == NULL)
1331 { 1293 {
1332 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)
1333 { 1295 {
1334 pick_up (op, tmp); 1296 pick_up (op, tmp);
1335 continue; 1297 continue;
1336 } 1298 }
1337 } 1299 }
1362 if (tmp->name != NULL) 1324 if (tmp->name != NULL)
1363 { 1325 {
1364 fprintf (stderr, "%s", tmp->name); 1326 fprintf (stderr, "%s", tmp->name);
1365 } 1327 }
1366 else 1328 else
1367 fprintf (stderr, "%s", tmp->arch->name); 1329 fprintf (stderr, "%s", tmp->arch->archname);
1368 fprintf (stderr, ",%d] = ", tmp->type); 1330 fprintf (stderr, ",%d] = ", tmp->type);
1369 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))));
1370#endif 1332#endif
1371 continue; 1333 continue;
1372 } 1334 }
1442 else 1404 else
1443 { 1405 {
1444 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1406 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1445 { 1407 {
1446 attacktype = 1 << attacknum; 1408 attacktype = 1 << attacknum;
1447 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1409 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1448 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)
1449 { 1411 {
1450 tmp = arrow; 1412 tmp = arrow;
1451 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;
1452 } 1414 }
1453 } 1415 }
1454 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1416 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1455 { 1417 {
1456 tmp = arrow; 1418 tmp = arrow;
1640 arrow->stats.grace = arrow->attacktype; 1602 arrow->stats.grace = arrow->attacktype;
1641 1603
1642 if (arrow->slaying) 1604 if (arrow->slaying)
1643 arrow->spellarg = strdup (arrow->slaying); 1605 arrow->spellarg = strdup (arrow->slaying);
1644 1606
1607#if 0
1645 if (player *pl = op->contr) 1608 if (player *pl = op->contr)
1646 { 1609 {
1647 if (!pl->has_hit)
1648 {
1649 pl->has_hit = 1;
1650 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1651 }
1652#if 0
1653 float speed = pl->weapon_sp; 1610 float speed = pl->weapon_sp;
1654 1611
1655 /* penalize ROF for bestarrow */ 1612 /* penalize ROF for bestarrow */
1656 if (pl->bowtype == bow_bestarrow) 1613 if (pl->bowtype == bow_bestarrow)
1657 speed *= .9f; 1614 speed *= .9f;
1658 else 1615 else
1659 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1616 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1660 1617
1661 op->speed_left += speed - op->speed; 1618 op->speed_left += speed - op->speed;
1619 }
1662#endif 1620#endif
1663 }
1664 1621
1665 SET_ANIMATION (arrow, arrow->direction); 1622 SET_ANIMATION (arrow, arrow->direction);
1666 1623
1667 /* update the speed */ 1624 /* update the speed */
1668 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
1669 + bow->stats.dam / 7.0; 1626 + bow->stats.dam / 7.f;
1670 1627
1671 arrow->set_speed (max (arrow->speed, 2.0)); 1628 arrow->set_speed (max (arrow->speed, 2.f));
1672 arrow->speed_left = 0; 1629 arrow->speed_left = 0;
1673 1630
1674 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;
1675 1632
1676 if (op->type == PLAYER) 1633 if (op->type == PLAYER)
1699 1656
1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1701 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1703 1660
1704 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1705 m->insert (arrow, sx, sy, op); 1662 m->insert (arrow, sx, sy, op);
1706 1663
1707 if (!arrow->destroyed ()) 1664 if (!arrow->destroyed ())
1708 move_arrow (arrow); 1665 move_arrow (arrow);
1709 1666
1787 1744
1788 if (item->type == WAND) 1745 if (item->type == WAND)
1789 { 1746 {
1790 if (item->stats.food <= 0) 1747 if (item->stats.food <= 0)
1791 { 1748 {
1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1749 op->contr->play_sound (sound_find ("wand_poof"));
1793 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));
1794 1751
1795 return; 1752 return;
1796 } 1753 }
1797 } 1754 }
1798 else if (item->type == ROD || item->type == HORN) 1755 else if (item->type == ROD || item->type == HORN)
1799 { 1756 {
1800 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))
1801 { 1758 {
1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1759 op->contr->play_sound (sound_find ("wand_poof"));
1803 1760
1804 if (item->type == ROD) 1761 if (item->type == ROD)
1805 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));
1806 else 1763 else
1807 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));
1820 object *tmp; 1777 object *tmp;
1821 1778
1822 if (item->arch) 1779 if (item->arch)
1823 { 1780 {
1824 CLEAR_FLAG (item, FLAG_ANIMATE); 1781 CLEAR_FLAG (item, FLAG_ANIMATE);
1825 item->face = item->arch->clone.face; 1782 item->face = item->arch->face;
1826 item->set_speed (0); 1783 item->set_speed (0);
1827 } 1784 }
1828 1785
1829 if ((tmp = item->in_player ())) 1786 if ((tmp = item->in_player ()))
1830 esrv_update_item (UPD_ANIM, tmp, item); 1787 esrv_update_item (UPD_ANIM, tmp, item);
1835 } 1792 }
1836} 1793}
1837 1794
1838/* Received a fire command for the player - go and do it. 1795/* Received a fire command for the player - go and do it.
1839 */ 1796 */
1840void 1797bool
1841fire (object *op, int dir) 1798fire (object *op, int dir)
1842{ 1799{
1843 int spellcost = 0; 1800 int spellcost = 0;
1844 1801
1845 /* check for loss of invisiblity/hide */ 1802 /* check for loss of invisiblity/hide */
1849 player *pl = op->contr; 1806 player *pl = op->contr;
1850 1807
1851 if (pl->golem) 1808 if (pl->golem)
1852 { 1809 {
1853 control_golem (op->contr->golem, dir); 1810 control_golem (op->contr->golem, dir);
1854 return; 1811 return false;
1855 } 1812 }
1856 1813
1857 object *ob = pl->ranged_ob; 1814 object *ob = pl->ranged_ob;
1858 1815
1859 if (!ob) 1816 if (!ob)
1860 return; 1817 return false;
1861 1818
1862 if (!op->change_weapon (ob)) 1819 if (!op->change_weapon (ob))
1863 return; 1820 return false;
1821
1822 if (op->speed_left > 0.f)
1823 --op->speed_left;
1824 else
1825 return false;
1864 1826
1865 switch (ob->type) 1827 switch (ob->type)
1866 { 1828 {
1867 case BOW: 1829 case BOW:
1868 player_fire_bow (op, dir); 1830 player_fire_bow (op, dir);
1882 1844
1883 default: 1845 default:
1884 fire_misc_object (op, dir); 1846 fire_misc_object (op, dir);
1885 break; 1847 break;
1886 } 1848 }
1849
1850 return true;
1887} 1851}
1888 1852
1889/* find_key 1853/* find_key
1890 * 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
1891 * and successfully use it, we return the key, otherwise NULL 1855 * and successfully use it, we return the key, otherwise NULL
1978 * 0 otherwise 1942 * 0 otherwise
1979 */ 1943 */
1980static int 1944static int
1981player_attack_door (object *op, object *door) 1945player_attack_door (object *op, object *door)
1982{ 1946{
1983 /* 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,
1984 * 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 -
1985 * otherwise, we fall through to the rest of the code. 1949 * otherwise, we fall through to the rest of the code.
1986 */ 1950 */
1987 object *key = find_key (op, op, door); 1951 object *key = find_key (op, op, door);
1988 1952
1989 /* IF we found a key, do some extra work */ 1953 /* If we found a key, do some extra work */
1990 if (key) 1954 if (key)
1991 { 1955 {
1992 object *container = key->env; 1956 object *container = key->env;
1993
1994 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1995 1957
1996 if (action_makes_visible (op)) 1958 if (action_makes_visible (op))
1997 make_visible (op); 1959 make_visible (op);
1998 1960
1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1961 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2029 * It should keep the code cleaner. 1991 * It should keep the code cleaner.
2030 * When this is called, the players direction has been updated 1992 * When this is called, the players direction has been updated
2031 * (taking into account confusion.) The player is also actually 1993 * (taking into account confusion.) The player is also actually
2032 * going to try and move (not fire weapons). 1994 * going to try and move (not fire weapons).
2033 */ 1995 */
2034void 1996bool
2035move_player_attack (object *op, int dir) 1997move_player_attack (object *op, int dir)
2036{ 1998{
2037 object *tmp, *mon;
2038 int on_battleground; 1999 int on_battleground;
2039 maptile *m;
2040 2000
2041 sint16 nx = freearr_x[dir] + op->x; 2001 sint16 nx = freearr_x[dir] + op->x;
2042 sint16 ny = freearr_y[dir] + op->y; 2002 sint16 ny = freearr_y[dir] + op->y;
2043 2003
2044 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 }
2045 2014
2046 /* 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
2047 * 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
2048 * 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
2049 * player. This is a pretty nasty hack, because if we could 2018 * player. This is a pretty nasty hack, because if we could
2050 * 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
2051 * 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
2052 * 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
2053 * move_ob uses. 2022 * move_ob uses.
2054 */ 2023 */
2055 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2056 {
2057 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2058 {
2059 m = op->map->xy_find (nx, ny); 2024 maptile *m = op->map->xy_find (nx, ny);
2060 if (!m)
2061 return; /* Don't think this should happen */
2062 }
2063 else
2064 m = op->map;
2065 2025
2066 if (!(tmp = m->at (nx, ny).bot))
2067 return;
2068
2069 mon = 0;
2070 /* 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
2071 * 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.
2072 * 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
2073 * on the space 2029 * on the space
2074 */ 2030 */
2075 while (tmp) 2031 object *mon;
2076 { 2032 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2077 if (tmp == op) 2033 {
2078 { 2034 if ((mon->flag [FLAG_ALIVE]
2079 tmp = tmp->above; 2035 || mon->type == LOCKED_DOOR
2080 continue; 2036 || mon->flag [FLAG_CAN_ROLL])
2081 }
2082
2083 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2084 {
2085 mon = tmp; 2037 && mon != op)
2086 break; 2038 break;
2087 } 2039 }
2088 2040
2089 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2090 mon = tmp;
2091
2092 tmp = tmp->above;
2093 }
2094
2095 if (!mon) /* This happens anytime the player tries to move */ 2041 if (!mon) /* This happens anytime the player tries to move */
2096 return; /* into a wall */ 2042 return false; /* into a wall */
2097 2043
2098 if (mon->head)
2099 mon = mon->head; 2044 mon = mon->head_ ();
2100 2045
2101 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)
2102 if (player_attack_door (op, mon)) 2048 if (player_attack_door (op, mon))
2049 {
2050 --op->contr->weapon_sp_left;
2103 return; 2051 return true;
2052 }
2104 2053
2105 /* The following deals with possibly attacking peaceful 2054 /* The following deals with possibly attacking peaceful
2106 * or frienddly creatures. Basically, all players are considered 2055 * or friendly creatures. Basically, all players are considered
2107 * unaggressive. If the moving player has peaceful set, then the 2056 * unaggressive. If the moving player has peaceful set, then the
2108 * object should be pushed instead of attacked. It is assumed that 2057 * object should be pushed instead of attacked. It is assumed that
2109 * if you are braced, you will not attack friends accidently, 2058 * if you are braced, you will not attack friends accidently,
2110 * and thus will not push them. 2059 * and thus will not push them.
2111 */ 2060 */
2112 2061
2113 /* 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
2114 * peaceful. Our assumption is the creature is a pet if the 2063 * peaceful. Our assumption is the creature is a pet if the
2115 * player owns it and it is either friendly or unagressive. 2064 * player owns it and it is either friendly or unagressive.
2116 */ 2065 */
2117 if (op->type == PLAYER 2066 if (op->type == PLAYER
2118 && ((mon->owner && mon->owner->contr 2067 && ((mon->owner && mon->owner->contr
2119 && same_party (mon->owner->contr->party, op->contr->party)) 2068 && same_party (mon->owner->contr->party, op->contr->party))
2120 || mon->owner == op) 2069 || mon->owner == op)
2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2070 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2122 { 2071 {
2123 /* 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 */
2124 if (op->contr->braced) 2073 if (op->contr->braced)
2125 return; 2074 return false;
2126 2075
2127 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"));
2128 push_ob (mon, dir, op); 2081 push_ob (mon, dir, op);
2082
2129 if (op->contr->tmp_invis || op->hide) 2083 if (op->contr->tmp_invis || op->hide)
2130 make_visible (op); 2084 make_visible (op);
2131 2085
2132 return; 2086 return true;
2133 } 2087 }
2088 else
2089 return false;
2090 }
2134 2091
2135 /* in certain circumstances, you shouldn't attack friendly 2092 /* in certain circumstances, you shouldn't attack friendly
2136 * creatures. Note that if you are braced, you can't push 2093 * creatures. Note that if you are braced, you can't push
2137 * 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
2138 * attack them either. 2095 * attack them either.
2139 */ 2096 */
2140 if ((mon->type == PLAYER || mon->enemy != op) 2097 if ((mon->type == PLAYER || mon->enemy != op)
2141 && (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))
2142 && ((op->contr->peaceful 2099 && ((op->contr->peaceful
2143 || (mon->type == PLAYER && mon->contr->peaceful)) 2100 || (mon->type == PLAYER && mon->contr->peaceful))
2144 && !on_battleground)) 2101 && !on_battleground))
2102 {
2103 if (op->speed_left > 0.f)
2145 { 2104 {
2105 --op->speed_left;
2106
2146 if (!op->contr->braced) 2107 if (!op->contr->braced)
2147 { 2108 {
2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2109 op->play_sound (sound_find ("push_player"));
2149 push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2150 } 2111 }
2151 else 2112 else
2152 new_draw_info (0, 0, op, "You withhold your attack"); 2113 new_draw_info (0, 0, op, "You withhold your attack");
2153 2114
2154 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2155 make_visible (op); 2116 make_visible (op);
2156 }
2157 2117
2118 return true;
2119 }
2120 }
2158 /* If the object is a boulder or other rollable object, then 2121 /* If the object is a boulder or other rollable object, then
2159 * 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.
2160 */ 2123 */
2161 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)
2162 { 2127 {
2128 --op->speed_left;
2129
2163 recursive_roll (mon, dir, op); 2130 recursive_roll (mon, dir, op);
2164 if (action_makes_visible (op)) 2131 if (action_makes_visible (op))
2165 make_visible (op); 2132 make_visible (op);
2166 }
2167 2133
2134 return true;
2135 }
2136 }
2168 /* Any generic living creature. Including things like doors. 2137 /* Any generic living creature. Including things like doors.
2169 * 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
2170 * and be living. Then, it must be one of the following: 2139 * and be living. Then, it must be one of the following:
2171 * 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
2172 * 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.
2173 */ 2142 */
2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2143 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2175 ((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)))
2176 { 2145 {
2177 if (!op->contr->has_hit) 2146 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2178 { 2147 {
2179 op->contr->has_hit = 1; 2148 --op->contr->weapon_sp_left;
2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2181 }
2182 2149
2183 skill_attack (mon, op, 0, 0, 0); 2150 skill_attack (mon, op, 0, 0, 0);
2184
2185 /* If attacking another player, that player gets automatic
2186 * hitback, and doesn't loose luck either.
2187 * Disable hitback on the battleground or if the target is
2188 * the wiz.
2189 */
2190 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2191 {
2192 short luck = mon->stats.luck;
2193
2194 mon->contr->has_hit = 1;
2195 skill_attack (op, mon, 0, 0, 0);
2196 mon->stats.luck = luck;
2197 }
2198 2151
2199 if (action_makes_visible (op)) 2152 if (action_makes_visible (op))
2200 make_visible (op); 2153 make_visible (op);
2201 }
2202 } /* if player should attack something */
2203}
2204 2154
2205int 2155 return true;
2156 }
2157 }
2158
2159 return false;
2160}
2161
2162bool
2206move_player (object *op, int dir) 2163move_player (object *op, int dir)
2207{ 2164{
2208 int pick; 2165 int pick;
2209 2166
2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2167 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2224 op->facing = dir; 2181 op->facing = dir;
2225 2182
2226 if (op->hide) 2183 if (op->hide)
2227 do_hidden_move (op); 2184 do_hidden_move (op);
2228 2185
2186 bool retval;
2187
2229 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2188 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2230 /*nop */ ; 2189 retval = RESULT_INT (0);
2231 else if (op->contr->fire_on) 2190 else if (op->contr->fire_on)
2232 fire (op, dir); 2191 retval = fire (op, dir);
2233 else 2192 else
2234 { 2193 {
2235 move_player_attack (op, dir); 2194 retval = move_player_attack (op, dir);
2236 pick = check_pick (op); 2195 pick = check_pick (op);
2237 } 2196 }
2238 2197
2239 /* 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
2240 * server can handle repeat firing. 2199 * server can handle repeat firing.
2247 /* Update how the player looks. Use the facing, so direction may 2206 /* Update how the player looks. Use the facing, so direction may
2248 * get reset to zero. This allows for full animation capabilities 2207 * get reset to zero. This allows for full animation capabilities
2249 * for players. 2208 * for players.
2250 */ 2209 */
2251 animate_object (op, op->facing); 2210 animate_object (op, op->facing);
2252 return 0; 2211
2212 return retval;
2253} 2213}
2254 2214
2255/* 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
2256 * new client/server stuff. 2216 * new client/server stuff.
2257 * 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
2258 * the new speed values for commands. 2218 * the new speed values for commands.
2259 * 2219 *
2260 * 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.
2261 */ 2223 */
2262int 2224bool
2263handle_newcs_player (object *op) 2225handle_newcs_player (object *op)
2264{ 2226{
2265 if (QUERY_FLAG (op, FLAG_SCARED)) 2227 if (QUERY_FLAG (op, FLAG_SCARED))
2266 { 2228 {
2267 flee_player (op); 2229 if (op->speed_left > 0.f)
2268
2269 /* If player is still scared, that is his action for this tick */
2270 if (op->flag [FLAG_SCARED])
2271 { 2230 {
2272 --op->speed_left; 2231 --op->speed_left;
2232 flee_player (op);
2233
2273 return 0; 2234 return true;
2274 } 2235 }
2236 else
2237 return false;
2275 } 2238 }
2276 2239
2277 /* 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
2278 * the players time has been increased when doericserver has been 2241 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2242 * called, so we recheck it here.
2280 */ 2243 */
2281 if (op->contr->ns->handle_command ()) 2244 if (op->contr->ns->handle_command ())
2282 return 1; 2245 return true;
2283 2246
2284 if (op->speed_left > 0.f)
2285 {
2286 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2247 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2287 {
2288 /* All move commands take 1 tick, at least for now */
2289 --op->speed_left;
2290
2291 /* Instead of all the stuff below, let move_player take care
2292 * of it. Also, some of the skill stuff is only put in
2293 * there, as well as the confusion stuff.
2294 */
2295 move_player (op, op->direction); 2248 return move_player (op, op->direction);
2296 2249
2297 return op->speed_left > 0.f;
2298 }
2299 }
2300
2301 return 0; 2250 return false;
2302} 2251}
2303 2252
2304int 2253int
2305save_life (object *op) 2254save_life (object *op)
2306{ 2255{
2308 return 0; 2257 return 0;
2309 2258
2310 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2259 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2311 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2260 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2312 { 2261 {
2313 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2262 op->play_sound (sound_find ("ob_evaporate"));
2314 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));
2315 2264
2316 if (op->contr) 2265 if (op->contr)
2317 esrv_del_item (op->contr, tmp->count); 2266 esrv_del_item (op->contr, tmp->count);
2318 2267
2338/* 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
2339 * 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
2340 * 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
2341 * from. 2290 * from.
2342 */ 2291 */
2343void 2292static void
2344remove_unpaid_objects (object *op, object *env) 2293drop_unpaid_items (object *op, object *env)
2345{ 2294{
2346 while (op) 2295 while (op)
2347 { 2296 {
2348 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' */
2349 2298
2353 esrv_del_item (env->contr, op->count); 2302 esrv_del_item (env->contr, op->count);
2354 2303
2355 op->insert_at (env); 2304 op->insert_at (env);
2356 } 2305 }
2357 else if (op->inv) 2306 else if (op->inv)
2358 remove_unpaid_objects (op->inv, env); 2307 drop_unpaid_items (op->inv, env);
2359 2308
2360 op = next; 2309 op = next;
2361 } 2310 }
2311}
2312
2313void
2314object::drop_unpaid_items ()
2315{
2316 if (!flag [FLAG_REMOVED])
2317 ::drop_unpaid_items (inv, this);
2362} 2318}
2363 2319
2364/* 2320/*
2365 * Returns pointer a static string containing gravestone text 2321 * Returns pointer a static string containing gravestone text
2366 * Moved from apply.c to player.c - player.c is what 2322 * Moved from apply.c to player.c - player.c is what
2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2417 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2462 else 2418 else
2463 { 2419 {
2464 gen_grace = op->stats.maxgrace; 2420 gen_grace = op->stats.maxgrace;
2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2421 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2466 }
2467
2468 /* Regenerate Spell Points */
2469 if (!op->contr->golem && --op->last_sp < 0)
2470 {
2471 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2472 if (op->stats.sp < op->stats.maxsp)
2473 {
2474 op->stats.sp++;
2475 /* dms do not consume food */
2476 if (!QUERY_FLAG (op, FLAG_WIZ))
2477 {
2478 op->stats.food--;
2479 if (op->contr->digestion < 0)
2480 op->stats.food += op->contr->digestion;
2481 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2482 op->stats.food = last_food;
2483 }
2484 }
2485
2486 if (max_sp > 1)
2487 {
2488 over_sp = (gen_sp + 10) / rate_sp;
2489 if (over_sp > 0)
2490 {
2491 if (op->stats.sp < op->stats.maxsp)
2492 {
2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2495 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2496 op->stats.sp--;
2497
2498 if (op->stats.sp > op->stats.maxsp)
2499 op->stats.sp = op->stats.maxsp;
2500 }
2501 op->last_sp = 0;
2502 }
2503 else
2504 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2505 }
2506 else
2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2508 } 2422 }
2509 2423
2510 /* Regenerate Grace */ 2424 /* Regenerate Grace */
2511 /* 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. */
2512 if (--op->last_grace < 0) 2426 if (--op->last_grace < 0)
2533 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);
2534 } 2448 }
2535 /* wearing stuff doesn't detract from grace generation. */ 2449 /* wearing stuff doesn't detract from grace generation. */
2536 } 2450 }
2537 2451
2452 if (op->stats.food > 0)
2453 {
2538 /* Regenerate Hit Points */ 2454 /* Regenerate Spell Points */
2539 if (--op->last_heal < 0) 2455 if (!op->contr->golem && --op->last_sp < 0)
2540 {
2541 if (op->stats.hp < op->stats.maxhp)
2542 { 2456 {
2543 op->stats.hp++; 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2544 /* dms do not consume food */ 2458
2545 if (!QUERY_FLAG (op, FLAG_WIZ)) 2459 if (op->stats.sp < op->stats.maxsp)
2546 { 2460 {
2461 op->stats.sp++;
2462
2463 /* dms do not consume food */
2464 if (!QUERY_FLAG (op, FLAG_WIZ))
2465 {
2547 op->stats.food--; 2466 op->stats.food--;
2467
2548 if (op->contr->digestion < 0) 2468 if (op->contr->digestion < 0)
2549 op->stats.food += op->contr->digestion; 2469 op->stats.food += op->contr->digestion;
2550 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))
2551 op->stats.food = last_food; 2471 op->stats.food = last_food;
2472 }
2552 } 2473 }
2553 }
2554 2474
2555 if (max_hp > 1) 2475 if (max_sp > 1)
2556 {
2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2558 if (over_hp > 0)
2559 { 2476 {
2560 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
2561 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);
2562 } 2495 }
2563 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)
2564 { 2504 {
2565 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 }
2566 } 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);
2567 } 2530 }
2568 else 2531 else
2569 {
2570 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);
2571 } 2533 }
2572 } 2534 }
2573 2535
2574 /* Digestion */ 2536 /* Digestion */
2575 if (--op->last_eat < 0) 2537 if (--op->last_eat < 0)
2576 { 2538 {
2577 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);
2578 2541
2579 if (op->contr->gen_hp > 0)
2580 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);
2581 else
2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583 2543
2584 /* dms do not consume food */ 2544 /* dms do not consume food */
2585 if (!QUERY_FLAG (op, FLAG_WIZ)) 2545 if (!QUERY_FLAG (op, FLAG_WIZ))
2586 op->stats.food--; 2546 op->stats.food--;
2587 } 2547 }
2614 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.");
2615 manual_apply (op, flesh, 0); 2575 manual_apply (op, flesh, 0);
2616 } 2576 }
2617 } 2577 }
2618 2578
2619 while (op->stats.food < 0 && op->stats.hp >= 0) 2579 if (op->stats.food < 0)
2620 op->stats.food++, op->stats.hp--; 2580 {
2581 op->stats.hp += op->stats.food;
2582 op->stats.food = 0;
2583 }
2621 2584
2622 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2585 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2623 kill_player (op); 2586 kill_player (op);
2624 } 2587 }
2625} 2588}
2647 archetype *at; 2610 archetype *at;
2648 object *tmp; 2611 object *tmp;
2649 2612
2650 if (save_life (op)) 2613 if (save_life (op))
2651 return; 2614 return;
2652
2653 2615
2654 /* 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
2655 * 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.
2656 * Look at op_on_battleground() for more info --AndreasV 2618 * Look at op_on_battleground() for more info --AndreasV
2657 */ 2619 */
2710 strcpy (op->contr->killer, "starvation"); 2672 strcpy (op->contr->killer, "starvation");
2711 } 2673 }
2712 else 2674 else
2713 sprintf (buf, "%s died.", &op->name); 2675 sprintf (buf, "%s died.", &op->name);
2714 2676
2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2677 op->contr->play_sound (sound_find ("player_dies"));
2716 2678
2717 /* save the map location for corpse, gravestone */ 2679 /* save the map location for corpse, gravestone */
2718 x = op->x; 2680 x = op->x;
2719 y = op->y; 2681 y = op->y;
2720 map = op->map; 2682 map = op->map;
2897 2859
2898 /* 2860 /*
2899 * 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
2900 * and put them back in the map. 2862 * and put them back in the map.
2901 */ 2863 */
2902 remove_unpaid_objects (op->inv, op); 2864 op->drop_unpaid_items ();
2903 2865
2904 /****************************************/ 2866 /****************************************/
2905 /* */ 2867 /* */
2906 /* Move player to his current respawn- */ 2868 /* Move player to his current respawn- */
2907 /* position (usually last savebed) */ 2869 /* position (usually last savebed) */
3059} 3021}
3060 3022
3061int 3023int
3062is_true_undead (object *op) 3024is_true_undead (object *op)
3063{ 3025{
3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3026 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3065 return 1; 3027 return 1;
3066 3028
3067 return 0; 3029 return 0;
3068} 3030}
3069 3031
3113/* For Hidden creatures - a chance of becoming 'unhidden' 3075/* For Hidden creatures - a chance of becoming 'unhidden'
3114 * every time they move - as we subtract off 'invisibility' 3076 * every time they move - as we subtract off 'invisibility'
3115 * AND, for players, if they move into a ridiculously unhideable 3077 * AND, for players, if they move into a ridiculously unhideable
3116 * spot (surrounded by clear terrain in broad daylight). -b.t. 3078 * spot (surrounded by clear terrain in broad daylight). -b.t.
3117 */ 3079 */
3118
3119void 3080void
3120do_hidden_move (object *op) 3081do_hidden_move (object *op)
3121{ 3082{
3122 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3083 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3123 object *skop; 3084 object *skop;
3240 * a blocked los square. 3201 * a blocked los square.
3241 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3242 */ 3203 */
3243 while (op) 3204 while (op)
3244 { 3205 {
3245 dx = rv.distance_x + op->arch->clone.x; 3206 dx = rv.distance_x + op->arch->x;
3246 dy = rv.distance_y + op->arch->clone.y; 3207 dy = rv.distance_y + op->arch->y;
3247 3208
3248 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3249 * 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
3250 * for any meaningful values. 3211 * for any meaningful values.
3251 */ 3212 */
3376 /* 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]); */
3377 return; 3338 return;
3378 } 3339 }
3379 3340
3380 /* everything seems okay - now bring on the gift: */ 3341 /* everything seems okay - now bring on the gift: */
3381 item = &(tr->item->clone); 3342 item = tr->item;
3382 3343
3383 if (item->type == SPELL) 3344 if (item->type == SPELL)
3384 { 3345 {
3385 if (check_spell_known (who, item->name)) 3346 if (check_spell_known (who, item->name))
3386 return; 3347 return;
3445 { 3406 {
3446 /* forces in the treasurelist can alter the player's stats */ 3407 /* forces in the treasurelist can alter the player's stats */
3447 object *skin; 3408 object *skin;
3448 3409
3449 /* first get the dragon skin force */ 3410 /* first get the dragon skin force */
3450 shstr_cmp dragon_skin_force ("dragon_skin_force");
3451 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)
3452 ; 3412 ;
3453 3413
3454 if (!skin) 3414 if (!skin)
3455 return; 3415 return;
3456 3416

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