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Comparing deliantra/server/server/player.C (file contents):
Revision 1.138 by root, Thu May 17 20:27:01 2007 UTC vs.
Revision 1.158 by root, Mon Aug 13 15:46:45 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <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_TOOL: 261 ranged_ob = op;
262 break;
263
278 case WEAPON: 264 case WEAPON:
279 op->flag [FLAG_APPLIED] = false; 265 combat_ob = op;
280 apply_special (ob, op, AP_APPLY);
281 break; 266 break;
282 } 267 }
283 268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
284 ob->update_stats (); 270 ob->update_stats ();
271
285 ns->floorbox_update (); 272 ns->floorbox_update ();
286
287 esrv_send_inventory (ob, ob); 273 esrv_send_inventory (ob, ob);
288 esrv_add_spells (this, 0); 274 esrv_add_spells (this, 0);
289 275
290 activate (); 276 activate ();
291 277
311 ns->pl = 0; 297 ns->pl = 0;
312 ns = 0; 298 ns = 0;
313 } 299 }
314 300
315 if (ob) 301 if (ob)
302 {
316 ob->close_container (); //TODO: client-specific 303 ob->close_container (); //TODO: client-specific
304 ob->drop_unpaid_items ();
305 }
306
307 observe = ob;
317 308
318 deactivate (); 309 deactivate ();
319} 310}
320 311
321// the need for this function can be explained 312// the need for this function can be explained
322// by load_object not returning the object 313// by load_object not returning the object
323void 314void
324player::set_object (object *op) 315player::set_object (object *op)
325{ 316{
326 ob = op; 317 ob = observe = op;
327 ob->contr = this; /* this aren't yet in archetype */ 318 ob->contr = this; /* this aren't yet in archetype */
328 319
329 ob->speed_left = 0.5f;
330 ob->speed = 1.0f; 320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
331 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;
332} 331}
333 332
334player::player () 333player::player ()
335{ 334{
336 /* There are some elements we want initialised to non zero value - 335 /* There are some elements we want initialised to non zero value -
347 petmode = pet_normal; 346 petmode = pet_normal;
348 listening = 10; 347 listening = 10;
349 usekeys = containers; 348 usekeys = containers;
350 peaceful = 1; /* default peaceful */ 349 peaceful = 1; /* default peaceful */
351 do_los = 1; 350 do_los = 1;
351
352 weapon_sp = 1.0f;
353 weapon_sp_left = 0.5f;
352} 354}
353 355
354void 356void
355player::do_destroy () 357player::do_destroy ()
356{ 358{
361 if (ob) 363 if (ob)
362 { 364 {
363 ob->destroy_inv (false); 365 ob->destroy_inv (false);
364 ob->destroy (); 366 ob->destroy ();
365 } 367 }
368
369 ob = observe = 0;
366} 370}
367 371
368player::~player () 372player::~player ()
369{ 373{
370 /* Clear item stack */ 374 /* Clear item stack */
397 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
398 */ 402 */
399archetype * 403archetype *
400get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
401{ 405{
402 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
403 407
404 for (;;) 408 for (;;)
405 { 409 {
406 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
407 at = first_archetype; 411 i = archetypes.begin ();
408 else 412 else if (*i == at)
409 at = at->next; 413 cleanup ("not a single player archetype found");
410 414
411 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
412 return at; 416 return *i;
413
414 if (at == start)
415 {
416 LOG (llevError, "No Player archetypes\n");
417 exit (-1);
418 }
419 } 417 }
420} 418}
421 419
422object * 420object *
423get_nearest_player (object *mon) 421get_nearest_player (object *mon)
913 if (*first_map_ext_path) 911 if (*first_map_ext_path)
914 { 912 {
915 object *tmp; 913 object *tmp;
916 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
917 915
918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
919 tmp = object::create (); 917 tmp = object::create ();
920 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
921 EXIT_X (tmp) = ob->x; 919 EXIT_X (tmp) = ob->x;
922 EXIT_Y (tmp) = ob->y; 920 EXIT_Y (tmp) = ob->y;
923 ob->enter_exit (tmp); /* we don't really care if it succeeded; 921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
942 int x = ob->x, y = ob->y; 940 int x = ob->x, y = ob->y;
943 941
944 ob->remove_statbonus (); 942 ob->remove_statbonus ();
945 ob->remove (); 943 ob->remove ();
946 ob->arch = get_player_archetype (ob->arch); 944 ob->arch = get_player_archetype (ob->arch);
947 ob->arch->clone.copy_to (ob); 945 ob->arch->copy_to (ob);
948 ob->instantiate (); 946 ob->instantiate ();
949 ob->stats = ob->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
950 ob->name = ob->name_pl = name; 948 ob->name = ob->name_pl = name;
951 ob->x = x; 949 ob->x = x;
952 ob->y = y; 950 ob->y = y;
953 SET_ANIMATION (ob, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
954 insert_ob_in_map (ob, ob->map, ob, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
955 assign (ob->contr->title, ob->arch->clone.name); 953 assign (ob->contr->title, ob->arch->object::name);
956 ob->add_statbonus (); 954 ob->add_statbonus ();
957 } 955 }
958 while (!allowed_class (ob)); 956 while (!allowed_class (ob));
959 957
960 update_object (ob, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
1105 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1107 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1108 else 1106 else
1109 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1110 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1111 1109
1112 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1113 } 1111 }
1114 1112
1115 /* philosophy: 1113 /* philosophy:
1190 pick_up (op, tmp); 1188 pick_up (op, tmp);
1191 continue; 1189 continue;
1192 } 1190 }
1193 1191
1194 if (op->contr->mode & PU_READABLES) 1192 if (op->contr->mode & PU_READABLES)
1195 if (tmp->type == BOOK || tmp->type == SCROLL) 1193 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1196 { 1194 {
1197 pick_up (op, tmp); 1195 pick_up (op, tmp);
1198 continue; 1196 continue;
1199 } 1197 }
1200 1198
1308 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1309 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1310 { 1308 {
1311 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1312 { 1310 {
1313 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1314 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1315 { 1313 {
1316 pick_up (op, tmp); 1314 pick_up (op, tmp);
1317 continue; 1315 continue;
1318 } 1316 }
1319 } 1317 }
1320 1318
1321 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1322 { 1320 {
1323 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1324 { 1322 {
1325 pick_up (op, tmp); 1323 pick_up (op, tmp);
1326 continue; 1324 continue;
1327 } 1325 }
1328 } 1326 }
1353 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1354 { 1352 {
1355 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1356 } 1354 }
1357 else 1355 else
1358 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1359 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1360 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1361#endif 1359#endif
1362 continue; 1360 continue;
1363 } 1361 }
1433 else 1431 else
1434 { 1432 {
1435 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1436 { 1434 {
1437 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1438 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1439 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1440 { 1438 {
1441 tmp = arrow; 1439 tmp = arrow;
1442 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1443 } 1441 }
1444 } 1442 }
1445 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1446 { 1444 {
1447 tmp = arrow; 1445 tmp = arrow;
1631 arrow->stats.grace = arrow->attacktype; 1629 arrow->stats.grace = arrow->attacktype;
1632 1630
1633 if (arrow->slaying) 1631 if (arrow->slaying)
1634 arrow->spellarg = strdup (arrow->slaying); 1632 arrow->spellarg = strdup (arrow->slaying);
1635 1633
1634#if 0
1636 if (player *pl = op->contr) 1635 if (player *pl = op->contr)
1637 { 1636 {
1638 if (!pl->has_hit)
1639 {
1640 pl->has_hit = 1;
1641 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1642 }
1643#if 0
1644 float speed = pl->weapon_sp; 1637 float speed = pl->weapon_sp;
1645 1638
1646 /* penalize ROF for bestarrow */ 1639 /* penalize ROF for bestarrow */
1647 if (pl->bowtype == bow_bestarrow) 1640 if (pl->bowtype == bow_bestarrow)
1648 speed *= .9f; 1641 speed *= .9f;
1649 else 1642 else
1650 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1643 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1651 1644
1652 op->speed_left += speed - op->speed; 1645 op->speed_left += speed - op->speed;
1646 }
1653#endif 1647#endif
1654 }
1655 1648
1656 SET_ANIMATION (arrow, arrow->direction); 1649 SET_ANIMATION (arrow, arrow->direction);
1657 1650
1658 /* update the speed */ 1651 /* update the speed */
1659 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1652 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1660 + bow->stats.dam / 7.0; 1653 + bow->stats.dam / 7.f;
1661 1654
1662 arrow->set_speed (max (arrow->speed, 2.0)); 1655 arrow->set_speed (max (arrow->speed, 2.f));
1663 arrow->speed_left = 0; 1656 arrow->speed_left = 0;
1664 1657
1665 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1658 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1666 1659
1667 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1690 1683
1691 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1692 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1693 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1694 1687
1695 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 op->play_sound (sound_find ("fire_arrow"));
1696 m->insert (arrow, sx, sy, op); 1689 m->insert (arrow, sx, sy, op);
1697 1690
1698 if (!arrow->destroyed ()) 1691 if (!arrow->destroyed ())
1699 move_arrow (arrow); 1692 move_arrow (arrow);
1700 1693
1778 1771
1779 if (item->type == WAND) 1772 if (item->type == WAND)
1780 { 1773 {
1781 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
1782 { 1775 {
1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 op->contr->play_sound (sound_find ("wand_poof"));
1784 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1785 1778
1786 return; 1779 return;
1787 } 1780 }
1788 } 1781 }
1789 else if (item->type == ROD || item->type == HORN) 1782 else if (item->type == ROD || item->type == HORN)
1790 { 1783 {
1791 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1792 { 1785 {
1793 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 op->contr->play_sound (sound_find ("wand_poof"));
1794 1787
1795 if (item->type == ROD) 1788 if (item->type == ROD)
1796 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1797 else 1790 else
1798 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1811 object *tmp; 1804 object *tmp;
1812 1805
1813 if (item->arch) 1806 if (item->arch)
1814 { 1807 {
1815 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
1816 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
1817 item->set_speed (0); 1810 item->set_speed (0);
1818 } 1811 }
1819 1812
1820 if ((tmp = item->in_player ())) 1813 if ((tmp = item->in_player ()))
1821 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
1826 } 1819 }
1827} 1820}
1828 1821
1829/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
1830 */ 1823 */
1831void 1824bool
1832fire (object *op, int dir) 1825fire (object *op, int dir)
1833{ 1826{
1834 int spellcost = 0; 1827 int spellcost = 0;
1835 1828
1836 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
1840 player *pl = op->contr; 1833 player *pl = op->contr;
1841 1834
1842 if (pl->golem) 1835 if (pl->golem)
1843 { 1836 {
1844 control_golem (op->contr->golem, dir); 1837 control_golem (op->contr->golem, dir);
1845 return; 1838 return false;
1846 } 1839 }
1847 1840
1848 object *ob = pl->ranged_ob; 1841 object *ob = pl->ranged_ob;
1849 1842
1850 if (!ob) 1843 if (!ob)
1851 return; 1844 return false;
1852 1845
1853 if (!op->change_weapon (ob)) 1846 if (!op->change_weapon (ob))
1854 return; 1847 return false;
1848
1849 if (op->speed_left > 0.f)
1850 --op->speed_left;
1851 else
1852 return false;
1855 1853
1856 switch (ob->type) 1854 switch (ob->type)
1857 { 1855 {
1858 case BOW: 1856 case BOW:
1859 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
1873 1871
1874 default: 1872 default:
1875 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
1876 break; 1874 break;
1877 } 1875 }
1876
1877 return true;
1878} 1878}
1879 1879
1880/* find_key 1880/* find_key
1881 * We try to find a key for the door as passed. If we find a key 1881 * We try to find a key for the door as passed. If we find a key
1882 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
1969 * 0 otherwise 1969 * 0 otherwise
1970 */ 1970 */
1971static int 1971static int
1972player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
1973{ 1973{
1974 /* If its a door, try to find a use a key. If we do destroy the door, 1974 /* If its a door, try to find a key. If we do destroy the door,
1975 * might as well return immediately as there is nothing more to do - 1975 * might as well return immediately as there is nothing more to do -
1976 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
1977 */ 1977 */
1978 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
1979 1979
1980 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
1981 if (key) 1981 if (key)
1982 { 1982 {
1983 object *container = key->env; 1983 object *container = key->env;
1984
1985 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1986 1984
1987 if (action_makes_visible (op)) 1985 if (action_makes_visible (op))
1988 make_visible (op); 1986 make_visible (op);
1989 1987
1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2020 * It should keep the code cleaner. 2018 * It should keep the code cleaner.
2021 * When this is called, the players direction has been updated 2019 * When this is called, the players direction has been updated
2022 * (taking into account confusion.) The player is also actually 2020 * (taking into account confusion.) The player is also actually
2023 * going to try and move (not fire weapons). 2021 * going to try and move (not fire weapons).
2024 */ 2022 */
2025void 2023bool
2026move_player_attack (object *op, int dir) 2024move_player_attack (object *op, int dir)
2027{ 2025{
2028 object *tmp, *mon;
2029 int on_battleground; 2026 int on_battleground;
2030 maptile *m;
2031 2027
2032 sint16 nx = freearr_x[dir] + op->x; 2028 sint16 nx = freearr_x[dir] + op->x;
2033 sint16 ny = freearr_y[dir] + op->y; 2029 sint16 ny = freearr_y[dir] + op->y;
2034 2030
2035 on_battleground = op_on_battleground (op, 0, 0); 2031 on_battleground = op_on_battleground (op, 0, 0);
2032
2033 if (out_of_map (op->map, nx, ny))
2034 return false;
2035
2036 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2037 {
2038 --op->speed_left;
2039 return true;
2040 }
2036 2041
2037 /* If braced, or can't move to the square, and it is not out of the 2042 /* If braced, or can't move to the square, and it is not out of the
2038 * map, attack it. Note order of if statement is important - don't 2043 * map, attack it. Note order of if statement is important - don't
2039 * want to be calling move_ob if braced, because move_ob will move the 2044 * want to be calling move_ob if braced, because move_ob will move the
2040 * player. This is a pretty nasty hack, because if we could 2045 * player. This is a pretty nasty hack, because if we could
2041 * move to some space, it then means that if we are braced, we should 2046 * move to some space, it then means that if we are braced, we should
2042 * do nothing at all. As it is, if we are braced, we go through 2047 * do nothing at all. As it is, if we are braced, we go through
2043 * quite a bit of processing. However, it probably is less than what 2048 * quite a bit of processing. However, it probably is less than what
2044 * move_ob uses. 2049 * move_ob uses.
2045 */ 2050 */
2046 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2047 {
2048 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2049 {
2050 m = op->map->xy_find (nx, ny); 2051 maptile *m = op->map->xy_find (nx, ny);
2051 if (!m)
2052 return; /* Don't think this should happen */
2053 }
2054 else
2055 m = op->map;
2056 2052
2057 if (!(tmp = m->at (nx, ny).bot))
2058 return;
2059
2060 mon = 0;
2061 /* Go through all the objects, and find ones of interest. Only stop if 2053 /* Go through all the objects, and find ones of interest. Only stop if
2062 * we find a monster - that is something we know we want to attack. 2054 * we find a monster - that is something we know we want to attack.
2063 * if its a door or barrel (can roll) see if there may be monsters 2055 * if its a door or barrel (can roll) see if there may be monsters
2064 * on the space 2056 * on the space
2065 */ 2057 */
2066 while (tmp) 2058 object *mon;
2067 { 2059 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2068 if (tmp == op) 2060 {
2069 { 2061 if ((mon->flag [FLAG_ALIVE]
2070 tmp = tmp->above; 2062 || mon->type == LOCKED_DOOR
2071 continue; 2063 || mon->flag [FLAG_CAN_ROLL])
2072 }
2073
2074 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2075 {
2076 mon = tmp; 2064 && mon != op)
2077 break; 2065 break;
2078 } 2066 }
2079 2067
2080 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2081 mon = tmp;
2082
2083 tmp = tmp->above;
2084 }
2085
2086 if (!mon) /* This happens anytime the player tries to move */ 2068 if (!mon) /* This happens anytime the player tries to move */
2087 return; /* into a wall */ 2069 return false; /* into a wall */
2088 2070
2089 if (mon->head)
2090 mon = mon->head; 2071 mon = mon->head_ ();
2091 2072
2092 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2073 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2074 if (op->contr->weapon_sp_left > 0.f)
2093 if (player_attack_door (op, mon)) 2075 if (player_attack_door (op, mon))
2076 {
2077 --op->contr->weapon_sp_left;
2094 return; 2078 return true;
2079 }
2095 2080
2096 /* The following deals with possibly attacking peaceful 2081 /* The following deals with possibly attacking peaceful
2097 * or frienddly creatures. Basically, all players are considered 2082 * or friendly creatures. Basically, all players are considered
2098 * unaggressive. If the moving player has peaceful set, then the 2083 * unaggressive. If the moving player has peaceful set, then the
2099 * object should be pushed instead of attacked. It is assumed that 2084 * object should be pushed instead of attacked. It is assumed that
2100 * if you are braced, you will not attack friends accidently, 2085 * if you are braced, you will not attack friends accidently,
2101 * and thus will not push them. 2086 * and thus will not push them.
2102 */ 2087 */
2103 2088
2104 /* If the creature is a pet, push it even if the player is not 2089 /* If the creature is a pet, push it even if the player is not
2105 * peaceful. Our assumption is the creature is a pet if the 2090 * peaceful. Our assumption is the creature is a pet if the
2106 * player owns it and it is either friendly or unagressive. 2091 * player owns it and it is either friendly or unagressive.
2107 */ 2092 */
2108 if (op->type == PLAYER 2093 if (op->type == PLAYER
2109 && ((mon->owner && mon->owner->contr 2094 && ((mon->owner && mon->owner->contr
2110 && same_party (mon->owner->contr->party, op->contr->party)) 2095 && same_party (mon->owner->contr->party, op->contr->party))
2111 || mon->owner == op) 2096 || mon->owner == op)
2112 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2097 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2113 { 2098 {
2114 /* If we're braced, we don't want to switch places with it */ 2099 /* If we're braced, we don't want to switch places with it */
2115 if (op->contr->braced) 2100 if (op->contr->braced)
2116 return; 2101 return false;
2117 2102
2118 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2103 if (op->speed_left > 0.f)
2104 {
2105 --op->speed_left;
2106
2107 op->play_sound (sound_find ("push_player"));
2119 push_ob (mon, dir, op); 2108 push_ob (mon, dir, op);
2109
2120 if (op->contr->tmp_invis || op->hide) 2110 if (op->contr->tmp_invis || op->hide)
2121 make_visible (op); 2111 make_visible (op);
2122 2112
2123 return; 2113 return true;
2124 } 2114 }
2115 else
2116 return false;
2117 }
2125 2118
2126 /* in certain circumstances, you shouldn't attack friendly 2119 /* in certain circumstances, you shouldn't attack friendly
2127 * creatures. Note that if you are braced, you can't push 2120 * creatures. Note that if you are braced, you can't push
2128 * someone, but put it inside this loop so that you won't 2121 * someone, but put it inside this loop so that you won't
2129 * attack them either. 2122 * attack them either.
2130 */ 2123 */
2131 if ((mon->type == PLAYER || mon->enemy != op) 2124 if ((mon->type == PLAYER || mon->enemy != op)
2132 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 2125 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2133 && ((op->contr->peaceful 2126 && ((op->contr->peaceful
2134 || (mon->type == PLAYER && mon->contr->peaceful)) 2127 || (mon->type == PLAYER && mon->contr->peaceful))
2135 && !on_battleground)) 2128 && !on_battleground))
2129 {
2130 if (op->speed_left > 0.f)
2136 { 2131 {
2132 --op->speed_left;
2133
2137 if (!op->contr->braced) 2134 if (!op->contr->braced)
2138 { 2135 {
2139 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2136 op->play_sound (sound_find ("push_player"));
2140 push_ob (mon, dir, op); 2137 push_ob (mon, dir, op);
2141 } 2138 }
2142 else 2139 else
2143 new_draw_info (0, 0, op, "You withhold your attack"); 2140 new_draw_info (0, 0, op, "You withhold your attack");
2144 2141
2145 if (op->contr->tmp_invis || op->hide) 2142 if (op->contr->tmp_invis || op->hide)
2146 make_visible (op); 2143 make_visible (op);
2147 }
2148 2144
2145 return true;
2146 }
2147 }
2149 /* If the object is a boulder or other rollable object, then 2148 /* If the object is a boulder or other rollable object, then
2150 * roll it if not braced. You can't roll it if you are braced. 2149 * roll it if not braced. You can't roll it if you are braced.
2151 */ 2150 */
2152 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2151 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2152 {
2153 if (op->speed_left > 0.f)
2153 { 2154 {
2155 --op->speed_left;
2156
2154 recursive_roll (mon, dir, op); 2157 recursive_roll (mon, dir, op);
2155 if (action_makes_visible (op)) 2158 if (action_makes_visible (op))
2156 make_visible (op); 2159 make_visible (op);
2157 }
2158 2160
2161 return true;
2162 }
2163 }
2159 /* Any generic living creature. Including things like doors. 2164 /* Any generic living creature. Including things like doors.
2160 * Way it works is like this: First, it must have some hit points 2165 * Way it works is like this: First, it must have some hit points
2161 * and be living. Then, it must be one of the following: 2166 * and be living. Then, it must be one of the following:
2162 * 1) Not a player, 2) A player, but of a different party. Note 2167 * 1) Not a player, 2) A player, but of a different party. Note
2163 * that party_number -1 is no party, so attacks can still happen. 2168 * that party_number -1 is no party, so attacks can still happen.
2164 */ 2169 */
2165 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2170 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2166 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2171 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2167 { 2172 {
2168 if (!op->contr->has_hit) 2173 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2169 { 2174 {
2170 op->contr->has_hit = 1; 2175 --op->contr->weapon_sp_left;
2171 op->speed_left += op->contr->weapon_speed () - op->speed;
2172 }
2173 2176
2174 skill_attack (mon, op, 0, 0, 0); 2177 skill_attack (mon, op, 0, 0, 0);
2175
2176 /* If attacking another player, that player gets automatic
2177 * hitback, and doesn't loose luck either.
2178 * Disable hitback on the battleground or if the target is
2179 * the wiz.
2180 */
2181 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2182 {
2183 short luck = mon->stats.luck;
2184
2185 mon->contr->has_hit = 1;
2186 skill_attack (op, mon, 0, 0, 0);
2187 mon->stats.luck = luck;
2188 }
2189 2178
2190 if (action_makes_visible (op)) 2179 if (action_makes_visible (op))
2191 make_visible (op); 2180 make_visible (op);
2192 }
2193 } /* if player should attack something */
2194}
2195 2181
2196int 2182 return true;
2183 }
2184 }
2185
2186 return false;
2187}
2188
2189bool
2197move_player (object *op, int dir) 2190move_player (object *op, int dir)
2198{ 2191{
2199 int pick; 2192 int pick;
2200 2193
2201 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2194 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2215 op->facing = dir; 2208 op->facing = dir;
2216 2209
2217 if (op->hide) 2210 if (op->hide)
2218 do_hidden_move (op); 2211 do_hidden_move (op);
2219 2212
2213 bool retval;
2214
2220 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2215 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2221 /*nop */ ; 2216 retval = RESULT_INT (0);
2222 else if (op->contr->fire_on) 2217 else if (op->contr->fire_on)
2223 fire (op, dir); 2218 retval = fire (op, dir);
2224 else 2219 else
2225 { 2220 {
2226 move_player_attack (op, dir); 2221 retval = move_player_attack (op, dir);
2227 pick = check_pick (op); 2222 pick = check_pick (op);
2228 } 2223 }
2229 2224
2230 /* Add special check for newcs players and fire on - this way, the 2225 /* Add special check for newcs players and fire on - this way, the
2231 * server can handle repeat firing. 2226 * server can handle repeat firing.
2238 /* Update how the player looks. Use the facing, so direction may 2233 /* Update how the player looks. Use the facing, so direction may
2239 * get reset to zero. This allows for full animation capabilities 2234 * get reset to zero. This allows for full animation capabilities
2240 * for players. 2235 * for players.
2241 */ 2236 */
2242 animate_object (op, op->facing); 2237 animate_object (op, op->facing);
2243 return 0; 2238
2239 return retval;
2244} 2240}
2245 2241
2246/* This is similar to handle_player, below, but is only used by the 2242/* This is similar to handle_player, below, but is only used by the
2247 * new client/server stuff. 2243 * new client/server stuff.
2248 * This is sort of special, in that the new client/server actually uses 2244 * This is sort of special, in that the new client/server actually uses
2249 * the new speed values for commands. 2245 * the new speed values for commands.
2250 * 2246 *
2251 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do. Should not do
2248 * many actions in a row, as that would be too unfair to other
2249 * players.
2252 */ 2250 */
2253int 2251bool
2254handle_newcs_player (object *op) 2252handle_newcs_player (object *op)
2255{ 2253{
2256 if (QUERY_FLAG (op, FLAG_SCARED)) 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2257 { 2255 {
2258 flee_player (op); 2256 if (op->speed_left > 0.f)
2259
2260 /* If player is still scared, that is his action for this tick */
2261 if (op->flag [FLAG_SCARED])
2262 { 2257 {
2263 --op->speed_left; 2258 --op->speed_left;
2259 flee_player (op);
2260
2264 return 0; 2261 return true;
2265 } 2262 }
2263 else
2264 return false;
2266 } 2265 }
2267 2266
2268 /* call this here - we also will call this in do_ericserver, but 2267 /* call this here - we also will call this in do_ericserver, but
2269 * the players time has been increased when doericserver has been 2268 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here. 2269 * called, so we recheck it here.
2271 */ 2270 */
2272 if (op->contr->ns->handle_command ()) 2271 if (op->contr->ns->handle_command ())
2273 return 1; 2272 return true;
2274 2273
2275 if (op->speed_left > 0.f)
2276 {
2277 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2274 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2278 {
2279 /* All move commands take 1 tick, at least for now */
2280 --op->speed_left;
2281
2282 /* Instead of all the stuff below, let move_player take care
2283 * of it. Also, some of the skill stuff is only put in
2284 * there, as well as the confusion stuff.
2285 */
2286 move_player (op, op->direction); 2275 return move_player (op, op->direction);
2287 2276
2288 return op->speed_left > 0.f;
2289 }
2290 }
2291
2292 return 0; 2277 return false;
2293} 2278}
2294 2279
2295int 2280int
2296save_life (object *op) 2281save_life (object *op)
2297{ 2282{
2299 return 0; 2284 return 0;
2300 2285
2301 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2286 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2302 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2287 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2303 { 2288 {
2304 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2289 op->play_sound (sound_find ("ob_evaporate"));
2305 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2290 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2306 2291
2307 if (op->contr) 2292 if (op->contr)
2308 esrv_del_item (op->contr, tmp->count); 2293 esrv_del_item (op->contr, tmp->count);
2309 2294
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2314/* This goes throws the inventory and removes unpaid objects, and puts them
2330 * back in the map (location and map determined by values of env). This 2315 * back in the map (location and map determined by values of env). This
2331 * function will descend into containers. op is the object to start the search 2316 * function will descend into containers. op is the object to start the search
2332 * from. 2317 * from.
2333 */ 2318 */
2334void 2319static void
2335remove_unpaid_objects (object *op, object *env) 2320drop_unpaid_items (object *op, object *env)
2336{ 2321{
2337 while (op) 2322 while (op)
2338 { 2323 {
2339 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2324 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2340 2325
2344 esrv_del_item (env->contr, op->count); 2329 esrv_del_item (env->contr, op->count);
2345 2330
2346 op->insert_at (env); 2331 op->insert_at (env);
2347 } 2332 }
2348 else if (op->inv) 2333 else if (op->inv)
2349 remove_unpaid_objects (op->inv, env); 2334 drop_unpaid_items (op->inv, env);
2350 2335
2351 op = next; 2336 op = next;
2352 } 2337 }
2338}
2339
2340void
2341object::drop_unpaid_items ()
2342{
2343 if (!flag [FLAG_REMOVED])
2344 ::drop_unpaid_items (inv, this);
2353} 2345}
2354 2346
2355/* 2347/*
2356 * Returns pointer a static string containing gravestone text 2348 * Returns pointer a static string containing gravestone text
2357 * Moved from apply.c to player.c - player.c is what 2349 * Moved from apply.c to player.c - player.c is what
2563 } 2555 }
2564 2556
2565 /* Digestion */ 2557 /* Digestion */
2566 if (--op->last_eat < 0) 2558 if (--op->last_eat < 0)
2567 { 2559 {
2568 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2560 int bonus = max (0, op->contr->digestion),
2561 penalty = max (0, -op->contr->digestion);
2569 2562
2570 if (op->contr->gen_hp > 0)
2571 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2563 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2572 else
2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2574 2564
2575 /* dms do not consume food */ 2565 /* dms do not consume food */
2576 if (!QUERY_FLAG (op, FLAG_WIZ)) 2566 if (!QUERY_FLAG (op, FLAG_WIZ))
2577 op->stats.food--; 2567 op->stats.food--;
2578 } 2568 }
2639 object *tmp; 2629 object *tmp;
2640 2630
2641 if (save_life (op)) 2631 if (save_life (op))
2642 return; 2632 return;
2643 2633
2644
2645 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2634 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2646 * in cities ONLY!!! It is very important that this doesn't get abused. 2635 * in cities ONLY!!! It is very important that this doesn't get abused.
2647 * Look at op_on_battleground() for more info --AndreasV 2636 * Look at op_on_battleground() for more info --AndreasV
2648 */ 2637 */
2649 if (op_on_battleground (op, &x, &y)) 2638 if (op_on_battleground (op, &x, &y))
2701 strcpy (op->contr->killer, "starvation"); 2690 strcpy (op->contr->killer, "starvation");
2702 } 2691 }
2703 else 2692 else
2704 sprintf (buf, "%s died.", &op->name); 2693 sprintf (buf, "%s died.", &op->name);
2705 2694
2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2695 op->contr->play_sound (sound_find ("player_dies"));
2707 2696
2708 /* save the map location for corpse, gravestone */ 2697 /* save the map location for corpse, gravestone */
2709 x = op->x; 2698 x = op->x;
2710 y = op->y; 2699 y = op->y;
2711 map = op->map; 2700 map = op->map;
2888 2877
2889 /* 2878 /*
2890 * Check to see if the player has any unpaid items. If so, remove them 2879 * Check to see if the player has any unpaid items. If so, remove them
2891 * and put them back in the map. 2880 * and put them back in the map.
2892 */ 2881 */
2893 remove_unpaid_objects (op->inv, op); 2882 op->drop_unpaid_items ();
2894 2883
2895 /****************************************/ 2884 /****************************************/
2896 /* */ 2885 /* */
2897 /* Move player to his current respawn- */ 2886 /* Move player to his current respawn- */
2898 /* position (usually last savebed) */ 2887 /* position (usually last savebed) */
3050} 3039}
3051 3040
3052int 3041int
3053is_true_undead (object *op) 3042is_true_undead (object *op)
3054{ 3043{
3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3044 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3056 return 1; 3045 return 1;
3057 3046
3058 return 0; 3047 return 0;
3059} 3048}
3060 3049
3104/* For Hidden creatures - a chance of becoming 'unhidden' 3093/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 3094 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 3095 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 3096 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 3097 */
3109
3110void 3098void
3111do_hidden_move (object *op) 3099do_hidden_move (object *op)
3112{ 3100{
3113 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3114 object *skop; 3102 object *skop;
3231 * a blocked los square. 3219 * a blocked los square.
3232 * we use the archetype to figure out offsets. 3220 * we use the archetype to figure out offsets.
3233 */ 3221 */
3234 while (op) 3222 while (op)
3235 { 3223 {
3236 dx = rv.distance_x + op->arch->clone.x; 3224 dx = rv.distance_x + op->arch->x;
3237 dy = rv.distance_y + op->arch->clone.y; 3225 dy = rv.distance_y + op->arch->y;
3238 3226
3239 /* only the viewable area the player sees is updated by LOS 3227 /* only the viewable area the player sees is updated by LOS
3240 * code, so we need to restrict ourselves to that range of values 3228 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values. 3229 * for any meaningful values.
3242 */ 3230 */
3367 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3355 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3368 return; 3356 return;
3369 } 3357 }
3370 3358
3371 /* everything seems okay - now bring on the gift: */ 3359 /* everything seems okay - now bring on the gift: */
3372 item = &(tr->item->clone); 3360 item = tr->item;
3373 3361
3374 if (item->type == SPELL) 3362 if (item->type == SPELL)
3375 { 3363 {
3376 if (check_spell_known (who, item->name)) 3364 if (check_spell_known (who, item->name))
3377 return; 3365 return;
3436 { 3424 {
3437 /* forces in the treasurelist can alter the player's stats */ 3425 /* forces in the treasurelist can alter the player's stats */
3438 object *skin; 3426 object *skin;
3439 3427
3440 /* first get the dragon skin force */ 3428 /* first get the dragon skin force */
3441 shstr_cmp dragon_skin_force ("dragon_skin_force");
3442 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3429 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3443 ; 3430 ;
3444 3431
3445 if (!skin) 3432 if (!skin)
3446 return; 3433 return;
3447 3434

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