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Comparing deliantra/server/server/player.C (file contents):
Revision 1.140 by root, Fri May 18 13:15:29 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
321 ns->pl = 0; 297 ns->pl = 0;
322 ns = 0; 298 ns = 0;
323 } 299 }
324 300
325 if (ob) 301 if (ob)
302 {
326 ob->close_container (); //TODO: client-specific 303 ob->close_container (); //TODO: client-specific
304 ob->drop_unpaid_items ();
305 }
306
307 observe = ob;
327 308
328 deactivate (); 309 deactivate ();
329} 310}
330 311
331// the need for this function can be explained 312// the need for this function can be explained
332// by load_object not returning the object 313// by load_object not returning the object
333void 314void
334player::set_object (object *op) 315player::set_object (object *op)
335{ 316{
336 ob = op; 317 ob = observe = op;
337 ob->contr = this; /* this aren't yet in archetype */ 318 ob->contr = this; /* this aren't yet in archetype */
338 319
339 ob->speed_left = 0.5f;
340 ob->speed = 1.0f; 320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
341 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;
342} 331}
343 332
344player::player () 333player::player ()
345{ 334{
346 /* There are some elements we want initialised to non zero value - 335 /* There are some elements we want initialised to non zero value -
357 petmode = pet_normal; 346 petmode = pet_normal;
358 listening = 10; 347 listening = 10;
359 usekeys = containers; 348 usekeys = containers;
360 peaceful = 1; /* default peaceful */ 349 peaceful = 1; /* default peaceful */
361 do_los = 1; 350 do_los = 1;
351
352 weapon_sp = 1.0f;
353 weapon_sp_left = 0.5f;
362} 354}
363 355
364void 356void
365player::do_destroy () 357player::do_destroy ()
366{ 358{
371 if (ob) 363 if (ob)
372 { 364 {
373 ob->destroy_inv (false); 365 ob->destroy_inv (false);
374 ob->destroy (); 366 ob->destroy ();
375 } 367 }
368
369 ob = observe = 0;
376} 370}
377 371
378player::~player () 372player::~player ()
379{ 373{
380 /* Clear item stack */ 374 /* Clear item stack */
407 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
408 */ 402 */
409archetype * 403archetype *
410get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
411{ 405{
412 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
413 407
414 for (;;) 408 for (;;)
415 { 409 {
416 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
417 at = first_archetype; 411 i = archetypes.begin ();
418 else 412 else if (*i == at)
419 at = at->next; 413 cleanup ("not a single player archetype found");
420 414
421 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
422 return at; 416 return *i;
423
424 if (at == start)
425 {
426 LOG (llevError, "No Player archetypes\n");
427 exit (-1);
428 }
429 } 417 }
430} 418}
431 419
432object * 420object *
433get_nearest_player (object *mon) 421get_nearest_player (object *mon)
923 if (*first_map_ext_path) 911 if (*first_map_ext_path)
924 { 912 {
925 object *tmp; 913 object *tmp;
926 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
927 915
928 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);
929 tmp = object::create (); 917 tmp = object::create ();
930 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
931 EXIT_X (tmp) = ob->x; 919 EXIT_X (tmp) = ob->x;
932 EXIT_Y (tmp) = ob->y; 920 EXIT_Y (tmp) = ob->y;
933 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;
952 int x = ob->x, y = ob->y; 940 int x = ob->x, y = ob->y;
953 941
954 ob->remove_statbonus (); 942 ob->remove_statbonus ();
955 ob->remove (); 943 ob->remove ();
956 ob->arch = get_player_archetype (ob->arch); 944 ob->arch = get_player_archetype (ob->arch);
957 ob->arch->clone.copy_to (ob); 945 ob->arch->copy_to (ob);
958 ob->instantiate (); 946 ob->instantiate ();
959 ob->stats = ob->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
960 ob->name = ob->name_pl = name; 948 ob->name = ob->name_pl = name;
961 ob->x = x; 949 ob->x = x;
962 ob->y = y; 950 ob->y = y;
963 SET_ANIMATION (ob, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
964 insert_ob_in_map (ob, ob->map, ob, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
965 assign (ob->contr->title, ob->arch->clone.name); 953 assign (ob->contr->title, ob->arch->object::name);
966 ob->add_statbonus (); 954 ob->add_statbonus ();
967 } 955 }
968 while (!allowed_class (ob)); 956 while (!allowed_class (ob));
969 957
970 update_object (ob, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
1115 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1116 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1117 &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))));
1118 else 1106 else
1119 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1120 &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))));
1121 1109
1122 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1123 } 1111 }
1124 1112
1125 /* philosophy: 1113 /* philosophy:
1200 pick_up (op, tmp); 1188 pick_up (op, tmp);
1201 continue; 1189 continue;
1202 } 1190 }
1203 1191
1204 if (op->contr->mode & PU_READABLES) 1192 if (op->contr->mode & PU_READABLES)
1205 if (tmp->type == BOOK || tmp->type == SCROLL) 1193 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1206 { 1194 {
1207 pick_up (op, tmp); 1195 pick_up (op, tmp);
1208 continue; 1196 continue;
1209 } 1197 }
1210 1198
1318 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1319 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1320 { 1308 {
1321 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1322 { 1310 {
1323 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 &&
1324 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1325 { 1313 {
1326 pick_up (op, tmp); 1314 pick_up (op, tmp);
1327 continue; 1315 continue;
1328 } 1316 }
1329 } 1317 }
1330 1318
1331 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1332 { 1320 {
1333 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)
1334 { 1322 {
1335 pick_up (op, tmp); 1323 pick_up (op, tmp);
1336 continue; 1324 continue;
1337 } 1325 }
1338 } 1326 }
1363 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1364 { 1352 {
1365 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1366 } 1354 }
1367 else 1355 else
1368 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1369 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1370 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))));
1371#endif 1359#endif
1372 continue; 1360 continue;
1373 } 1361 }
1443 else 1431 else
1444 { 1432 {
1445 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1446 { 1434 {
1447 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1448 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1449 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)
1450 { 1438 {
1451 tmp = arrow; 1439 tmp = arrow;
1452 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;
1453 } 1441 }
1454 } 1442 }
1455 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1456 { 1444 {
1457 tmp = arrow; 1445 tmp = arrow;
1641 arrow->stats.grace = arrow->attacktype; 1629 arrow->stats.grace = arrow->attacktype;
1642 1630
1643 if (arrow->slaying) 1631 if (arrow->slaying)
1644 arrow->spellarg = strdup (arrow->slaying); 1632 arrow->spellarg = strdup (arrow->slaying);
1645 1633
1634#if 0
1646 if (player *pl = op->contr) 1635 if (player *pl = op->contr)
1647 { 1636 {
1648 if (!pl->has_hit)
1649 {
1650 pl->has_hit = 1;
1651 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1652 }
1653#if 0
1654 float speed = pl->weapon_sp; 1637 float speed = pl->weapon_sp;
1655 1638
1656 /* penalize ROF for bestarrow */ 1639 /* penalize ROF for bestarrow */
1657 if (pl->bowtype == bow_bestarrow) 1640 if (pl->bowtype == bow_bestarrow)
1658 speed *= .9f; 1641 speed *= .9f;
1659 else 1642 else
1660 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1643 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1661 1644
1662 op->speed_left += speed - op->speed; 1645 op->speed_left += speed - op->speed;
1646 }
1663#endif 1647#endif
1664 }
1665 1648
1666 SET_ANIMATION (arrow, arrow->direction); 1649 SET_ANIMATION (arrow, arrow->direction);
1667 1650
1668 /* update the speed */ 1651 /* update the speed */
1669 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
1670 + bow->stats.dam / 7.0; 1653 + bow->stats.dam / 7.f;
1671 1654
1672 arrow->set_speed (max (arrow->speed, 2.0)); 1655 arrow->set_speed (max (arrow->speed, 2.f));
1673 arrow->speed_left = 0; 1656 arrow->speed_left = 0;
1674 1657
1675 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;
1676 1659
1677 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1700 1683
1701 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1702 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1704 1687
1705 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 op->play_sound (sound_find ("fire_arrow"));
1706 m->insert (arrow, sx, sy, op); 1689 m->insert (arrow, sx, sy, op);
1707 1690
1708 if (!arrow->destroyed ()) 1691 if (!arrow->destroyed ())
1709 move_arrow (arrow); 1692 move_arrow (arrow);
1710 1693
1788 1771
1789 if (item->type == WAND) 1772 if (item->type == WAND)
1790 { 1773 {
1791 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
1792 { 1775 {
1793 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 op->contr->play_sound (sound_find ("wand_poof"));
1794 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));
1795 1778
1796 return; 1779 return;
1797 } 1780 }
1798 } 1781 }
1799 else if (item->type == ROD || item->type == HORN) 1782 else if (item->type == ROD || item->type == HORN)
1800 { 1783 {
1801 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))
1802 { 1785 {
1803 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 op->contr->play_sound (sound_find ("wand_poof"));
1804 1787
1805 if (item->type == ROD) 1788 if (item->type == ROD)
1806 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));
1807 else 1790 else
1808 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));
1821 object *tmp; 1804 object *tmp;
1822 1805
1823 if (item->arch) 1806 if (item->arch)
1824 { 1807 {
1825 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
1826 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
1827 item->set_speed (0); 1810 item->set_speed (0);
1828 } 1811 }
1829 1812
1830 if ((tmp = item->in_player ())) 1813 if ((tmp = item->in_player ()))
1831 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
1836 } 1819 }
1837} 1820}
1838 1821
1839/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
1840 */ 1823 */
1841void 1824bool
1842fire (object *op, int dir) 1825fire (object *op, int dir)
1843{ 1826{
1844 int spellcost = 0; 1827 int spellcost = 0;
1845 1828
1846 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
1850 player *pl = op->contr; 1833 player *pl = op->contr;
1851 1834
1852 if (pl->golem) 1835 if (pl->golem)
1853 { 1836 {
1854 control_golem (op->contr->golem, dir); 1837 control_golem (op->contr->golem, dir);
1855 return; 1838 return false;
1856 } 1839 }
1857 1840
1858 object *ob = pl->ranged_ob; 1841 object *ob = pl->ranged_ob;
1859 1842
1860 if (!ob) 1843 if (!ob)
1861 return; 1844 return false;
1862 1845
1863 if (!op->change_weapon (ob)) 1846 if (!op->change_weapon (ob))
1864 return; 1847 return false;
1848
1849 if (op->speed_left > 0.f)
1850 --op->speed_left;
1851 else
1852 return false;
1865 1853
1866 switch (ob->type) 1854 switch (ob->type)
1867 { 1855 {
1868 case BOW: 1856 case BOW:
1869 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
1883 1871
1884 default: 1872 default:
1885 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
1886 break; 1874 break;
1887 } 1875 }
1876
1877 return true;
1888} 1878}
1889 1879
1890/* find_key 1880/* find_key
1891 * 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
1892 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
1979 * 0 otherwise 1969 * 0 otherwise
1980 */ 1970 */
1981static int 1971static int
1982player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
1983{ 1973{
1984 /* 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,
1985 * 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 -
1986 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
1987 */ 1977 */
1988 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
1989 1979
1990 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
1991 if (key) 1981 if (key)
1992 { 1982 {
1993 object *container = key->env; 1983 object *container = key->env;
1994
1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996 1984
1997 if (action_makes_visible (op)) 1985 if (action_makes_visible (op))
1998 make_visible (op); 1986 make_visible (op);
1999 1987
2000 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2030 * It should keep the code cleaner. 2018 * It should keep the code cleaner.
2031 * When this is called, the players direction has been updated 2019 * When this is called, the players direction has been updated
2032 * (taking into account confusion.) The player is also actually 2020 * (taking into account confusion.) The player is also actually
2033 * going to try and move (not fire weapons). 2021 * going to try and move (not fire weapons).
2034 */ 2022 */
2035void 2023bool
2036move_player_attack (object *op, int dir) 2024move_player_attack (object *op, int dir)
2037{ 2025{
2038 object *tmp, *mon;
2039 int on_battleground; 2026 int on_battleground;
2040 maptile *m;
2041 2027
2042 sint16 nx = freearr_x[dir] + op->x; 2028 sint16 nx = freearr_x[dir] + op->x;
2043 sint16 ny = freearr_y[dir] + op->y; 2029 sint16 ny = freearr_y[dir] + op->y;
2044 2030
2045 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 }
2046 2041
2047 /* 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
2048 * 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
2049 * 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
2050 * player. This is a pretty nasty hack, because if we could 2045 * player. This is a pretty nasty hack, because if we could
2051 * 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
2052 * 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
2053 * 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
2054 * move_ob uses. 2049 * move_ob uses.
2055 */ 2050 */
2056 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2057 {
2058 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2059 {
2060 m = op->map->xy_find (nx, ny); 2051 maptile *m = op->map->xy_find (nx, ny);
2061 if (!m)
2062 return; /* Don't think this should happen */
2063 }
2064 else
2065 m = op->map;
2066 2052
2067 if (!(tmp = m->at (nx, ny).bot))
2068 return;
2069
2070 mon = 0;
2071 /* 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
2072 * 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.
2073 * 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
2074 * on the space 2056 * on the space
2075 */ 2057 */
2076 while (tmp) 2058 object *mon;
2077 { 2059 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2078 if (tmp == op) 2060 {
2079 { 2061 if ((mon->flag [FLAG_ALIVE]
2080 tmp = tmp->above; 2062 || mon->type == LOCKED_DOOR
2081 continue; 2063 || mon->flag [FLAG_CAN_ROLL])
2082 }
2083
2084 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2085 {
2086 mon = tmp; 2064 && mon != op)
2087 break; 2065 break;
2088 } 2066 }
2089 2067
2090 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2091 mon = tmp;
2092
2093 tmp = tmp->above;
2094 }
2095
2096 if (!mon) /* This happens anytime the player tries to move */ 2068 if (!mon) /* This happens anytime the player tries to move */
2097 return; /* into a wall */ 2069 return false; /* into a wall */
2098 2070
2099 if (mon->head)
2100 mon = mon->head; 2071 mon = mon->head_ ();
2101 2072
2102 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)
2103 if (player_attack_door (op, mon)) 2075 if (player_attack_door (op, mon))
2076 {
2077 --op->contr->weapon_sp_left;
2104 return; 2078 return true;
2079 }
2105 2080
2106 /* The following deals with possibly attacking peaceful 2081 /* The following deals with possibly attacking peaceful
2107 * or frienddly creatures. Basically, all players are considered 2082 * or friendly creatures. Basically, all players are considered
2108 * unaggressive. If the moving player has peaceful set, then the 2083 * unaggressive. If the moving player has peaceful set, then the
2109 * object should be pushed instead of attacked. It is assumed that 2084 * object should be pushed instead of attacked. It is assumed that
2110 * if you are braced, you will not attack friends accidently, 2085 * if you are braced, you will not attack friends accidently,
2111 * and thus will not push them. 2086 * and thus will not push them.
2112 */ 2087 */
2113 2088
2114 /* 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
2115 * peaceful. Our assumption is the creature is a pet if the 2090 * peaceful. Our assumption is the creature is a pet if the
2116 * player owns it and it is either friendly or unagressive. 2091 * player owns it and it is either friendly or unagressive.
2117 */ 2092 */
2118 if (op->type == PLAYER 2093 if (op->type == PLAYER
2119 && ((mon->owner && mon->owner->contr 2094 && ((mon->owner && mon->owner->contr
2120 && same_party (mon->owner->contr->party, op->contr->party)) 2095 && same_party (mon->owner->contr->party, op->contr->party))
2121 || mon->owner == op) 2096 || mon->owner == op)
2122 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2097 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2123 { 2098 {
2124 /* 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 */
2125 if (op->contr->braced) 2100 if (op->contr->braced)
2126 return; 2101 return false;
2127 2102
2128 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"));
2129 push_ob (mon, dir, op); 2108 push_ob (mon, dir, op);
2109
2130 if (op->contr->tmp_invis || op->hide) 2110 if (op->contr->tmp_invis || op->hide)
2131 make_visible (op); 2111 make_visible (op);
2132 2112
2133 return; 2113 return true;
2134 } 2114 }
2115 else
2116 return false;
2117 }
2135 2118
2136 /* in certain circumstances, you shouldn't attack friendly 2119 /* in certain circumstances, you shouldn't attack friendly
2137 * creatures. Note that if you are braced, you can't push 2120 * creatures. Note that if you are braced, you can't push
2138 * 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
2139 * attack them either. 2122 * attack them either.
2140 */ 2123 */
2141 if ((mon->type == PLAYER || mon->enemy != op) 2124 if ((mon->type == PLAYER || mon->enemy != op)
2142 && (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))
2143 && ((op->contr->peaceful 2126 && ((op->contr->peaceful
2144 || (mon->type == PLAYER && mon->contr->peaceful)) 2127 || (mon->type == PLAYER && mon->contr->peaceful))
2145 && !on_battleground)) 2128 && !on_battleground))
2129 {
2130 if (op->speed_left > 0.f)
2146 { 2131 {
2132 --op->speed_left;
2133
2147 if (!op->contr->braced) 2134 if (!op->contr->braced)
2148 { 2135 {
2149 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2136 op->play_sound (sound_find ("push_player"));
2150 push_ob (mon, dir, op); 2137 push_ob (mon, dir, op);
2151 } 2138 }
2152 else 2139 else
2153 new_draw_info (0, 0, op, "You withhold your attack"); 2140 new_draw_info (0, 0, op, "You withhold your attack");
2154 2141
2155 if (op->contr->tmp_invis || op->hide) 2142 if (op->contr->tmp_invis || op->hide)
2156 make_visible (op); 2143 make_visible (op);
2157 }
2158 2144
2145 return true;
2146 }
2147 }
2159 /* If the object is a boulder or other rollable object, then 2148 /* If the object is a boulder or other rollable object, then
2160 * 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.
2161 */ 2150 */
2162 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)
2163 { 2154 {
2155 --op->speed_left;
2156
2164 recursive_roll (mon, dir, op); 2157 recursive_roll (mon, dir, op);
2165 if (action_makes_visible (op)) 2158 if (action_makes_visible (op))
2166 make_visible (op); 2159 make_visible (op);
2167 }
2168 2160
2161 return true;
2162 }
2163 }
2169 /* Any generic living creature. Including things like doors. 2164 /* Any generic living creature. Including things like doors.
2170 * 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
2171 * and be living. Then, it must be one of the following: 2166 * and be living. Then, it must be one of the following:
2172 * 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
2173 * 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.
2174 */ 2169 */
2175 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2170 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2176 ((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)))
2177 { 2172 {
2178 if (!op->contr->has_hit) 2173 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2179 { 2174 {
2180 op->contr->has_hit = 1; 2175 --op->contr->weapon_sp_left;
2181 op->speed_left += op->contr->weapon_speed () - op->speed;
2182 }
2183 2176
2184 skill_attack (mon, op, 0, 0, 0); 2177 skill_attack (mon, op, 0, 0, 0);
2185
2186 /* If attacking another player, that player gets automatic
2187 * hitback, and doesn't loose luck either.
2188 * Disable hitback on the battleground or if the target is
2189 * the wiz.
2190 */
2191 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2192 {
2193 short luck = mon->stats.luck;
2194
2195 mon->contr->has_hit = 1;
2196 skill_attack (op, mon, 0, 0, 0);
2197 mon->stats.luck = luck;
2198 }
2199 2178
2200 if (action_makes_visible (op)) 2179 if (action_makes_visible (op))
2201 make_visible (op); 2180 make_visible (op);
2202 }
2203 } /* if player should attack something */
2204}
2205 2181
2206int 2182 return true;
2183 }
2184 }
2185
2186 return false;
2187}
2188
2189bool
2207move_player (object *op, int dir) 2190move_player (object *op, int dir)
2208{ 2191{
2209 int pick; 2192 int pick;
2210 2193
2211 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2194 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2225 op->facing = dir; 2208 op->facing = dir;
2226 2209
2227 if (op->hide) 2210 if (op->hide)
2228 do_hidden_move (op); 2211 do_hidden_move (op);
2229 2212
2213 bool retval;
2214
2230 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2215 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2231 /*nop */ ; 2216 retval = RESULT_INT (0);
2232 else if (op->contr->fire_on) 2217 else if (op->contr->fire_on)
2233 fire (op, dir); 2218 retval = fire (op, dir);
2234 else 2219 else
2235 { 2220 {
2236 move_player_attack (op, dir); 2221 retval = move_player_attack (op, dir);
2237 pick = check_pick (op); 2222 pick = check_pick (op);
2238 } 2223 }
2239 2224
2240 /* 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
2241 * server can handle repeat firing. 2226 * server can handle repeat firing.
2248 /* Update how the player looks. Use the facing, so direction may 2233 /* Update how the player looks. Use the facing, so direction may
2249 * get reset to zero. This allows for full animation capabilities 2234 * get reset to zero. This allows for full animation capabilities
2250 * for players. 2235 * for players.
2251 */ 2236 */
2252 animate_object (op, op->facing); 2237 animate_object (op, op->facing);
2253 return 0; 2238
2239 return retval;
2254} 2240}
2255 2241
2256/* 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
2257 * new client/server stuff. 2243 * new client/server stuff.
2258 * 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
2259 * the new speed values for commands. 2245 * the new speed values for commands.
2260 * 2246 *
2261 * 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.
2262 */ 2250 */
2263int 2251bool
2264handle_newcs_player (object *op) 2252handle_newcs_player (object *op)
2265{ 2253{
2266 if (QUERY_FLAG (op, FLAG_SCARED)) 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2267 { 2255 {
2268 flee_player (op); 2256 if (op->speed_left > 0.f)
2269
2270 /* If player is still scared, that is his action for this tick */
2271 if (op->flag [FLAG_SCARED])
2272 { 2257 {
2273 --op->speed_left; 2258 --op->speed_left;
2259 flee_player (op);
2260
2274 return 0; 2261 return true;
2275 } 2262 }
2263 else
2264 return false;
2276 } 2265 }
2277 2266
2278 /* 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
2279 * the players time has been increased when doericserver has been 2268 * the players time has been increased when doericserver has been
2280 * called, so we recheck it here. 2269 * called, so we recheck it here.
2281 */ 2270 */
2282 if (op->contr->ns->handle_command ()) 2271 if (op->contr->ns->handle_command ())
2283 return 1; 2272 return true;
2284 2273
2285 if (op->speed_left > 0.f)
2286 {
2287 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2274 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2288 {
2289 /* All move commands take 1 tick, at least for now */
2290 --op->speed_left;
2291
2292 /* Instead of all the stuff below, let move_player take care
2293 * of it. Also, some of the skill stuff is only put in
2294 * there, as well as the confusion stuff.
2295 */
2296 move_player (op, op->direction); 2275 return move_player (op, op->direction);
2297 2276
2298 return op->speed_left > 0.f;
2299 }
2300 }
2301
2302 return 0; 2277 return false;
2303} 2278}
2304 2279
2305int 2280int
2306save_life (object *op) 2281save_life (object *op)
2307{ 2282{
2309 return 0; 2284 return 0;
2310 2285
2311 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2286 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2312 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2287 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2313 { 2288 {
2314 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2289 op->play_sound (sound_find ("ob_evaporate"));
2315 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));
2316 2291
2317 if (op->contr) 2292 if (op->contr)
2318 esrv_del_item (op->contr, tmp->count); 2293 esrv_del_item (op->contr, tmp->count);
2319 2294
2339/* 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
2340 * 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
2341 * 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
2342 * from. 2317 * from.
2343 */ 2318 */
2344void 2319static void
2345remove_unpaid_objects (object *op, object *env) 2320drop_unpaid_items (object *op, object *env)
2346{ 2321{
2347 while (op) 2322 while (op)
2348 { 2323 {
2349 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' */
2350 2325
2354 esrv_del_item (env->contr, op->count); 2329 esrv_del_item (env->contr, op->count);
2355 2330
2356 op->insert_at (env); 2331 op->insert_at (env);
2357 } 2332 }
2358 else if (op->inv) 2333 else if (op->inv)
2359 remove_unpaid_objects (op->inv, env); 2334 drop_unpaid_items (op->inv, env);
2360 2335
2361 op = next; 2336 op = next;
2362 } 2337 }
2338}
2339
2340void
2341object::drop_unpaid_items ()
2342{
2343 if (!flag [FLAG_REMOVED])
2344 ::drop_unpaid_items (inv, this);
2363} 2345}
2364 2346
2365/* 2347/*
2366 * Returns pointer a static string containing gravestone text 2348 * Returns pointer a static string containing gravestone text
2367 * Moved from apply.c to player.c - player.c is what 2349 * Moved from apply.c to player.c - player.c is what
2573 } 2555 }
2574 2556
2575 /* Digestion */ 2557 /* Digestion */
2576 if (--op->last_eat < 0) 2558 if (--op->last_eat < 0)
2577 { 2559 {
2578 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);
2579 2562
2580 if (op->contr->gen_hp > 0)
2581 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);
2582 else
2583 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2584 2564
2585 /* dms do not consume food */ 2565 /* dms do not consume food */
2586 if (!QUERY_FLAG (op, FLAG_WIZ)) 2566 if (!QUERY_FLAG (op, FLAG_WIZ))
2587 op->stats.food--; 2567 op->stats.food--;
2588 } 2568 }
2649 object *tmp; 2629 object *tmp;
2650 2630
2651 if (save_life (op)) 2631 if (save_life (op))
2652 return; 2632 return;
2653 2633
2654
2655 /* 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
2656 * 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.
2657 * Look at op_on_battleground() for more info --AndreasV 2636 * Look at op_on_battleground() for more info --AndreasV
2658 */ 2637 */
2659 if (op_on_battleground (op, &x, &y)) 2638 if (op_on_battleground (op, &x, &y))
2711 strcpy (op->contr->killer, "starvation"); 2690 strcpy (op->contr->killer, "starvation");
2712 } 2691 }
2713 else 2692 else
2714 sprintf (buf, "%s died.", &op->name); 2693 sprintf (buf, "%s died.", &op->name);
2715 2694
2716 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2695 op->contr->play_sound (sound_find ("player_dies"));
2717 2696
2718 /* save the map location for corpse, gravestone */ 2697 /* save the map location for corpse, gravestone */
2719 x = op->x; 2698 x = op->x;
2720 y = op->y; 2699 y = op->y;
2721 map = op->map; 2700 map = op->map;
2898 2877
2899 /* 2878 /*
2900 * 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
2901 * and put them back in the map. 2880 * and put them back in the map.
2902 */ 2881 */
2903 remove_unpaid_objects (op->inv, op); 2882 op->drop_unpaid_items ();
2904 2883
2905 /****************************************/ 2884 /****************************************/
2906 /* */ 2885 /* */
2907 /* Move player to his current respawn- */ 2886 /* Move player to his current respawn- */
2908 /* position (usually last savebed) */ 2887 /* position (usually last savebed) */
3060} 3039}
3061 3040
3062int 3041int
3063is_true_undead (object *op) 3042is_true_undead (object *op)
3064{ 3043{
3065 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3044 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3066 return 1; 3045 return 1;
3067 3046
3068 return 0; 3047 return 0;
3069} 3048}
3070 3049
3114/* For Hidden creatures - a chance of becoming 'unhidden' 3093/* For Hidden creatures - a chance of becoming 'unhidden'
3115 * every time they move - as we subtract off 'invisibility' 3094 * every time they move - as we subtract off 'invisibility'
3116 * AND, for players, if they move into a ridiculously unhideable 3095 * AND, for players, if they move into a ridiculously unhideable
3117 * spot (surrounded by clear terrain in broad daylight). -b.t. 3096 * spot (surrounded by clear terrain in broad daylight). -b.t.
3118 */ 3097 */
3119
3120void 3098void
3121do_hidden_move (object *op) 3099do_hidden_move (object *op)
3122{ 3100{
3123 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3124 object *skop; 3102 object *skop;
3241 * a blocked los square. 3219 * a blocked los square.
3242 * we use the archetype to figure out offsets. 3220 * we use the archetype to figure out offsets.
3243 */ 3221 */
3244 while (op) 3222 while (op)
3245 { 3223 {
3246 dx = rv.distance_x + op->arch->clone.x; 3224 dx = rv.distance_x + op->arch->x;
3247 dy = rv.distance_y + op->arch->clone.y; 3225 dy = rv.distance_y + op->arch->y;
3248 3226
3249 /* only the viewable area the player sees is updated by LOS 3227 /* only the viewable area the player sees is updated by LOS
3250 * 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
3251 * for any meaningful values. 3229 * for any meaningful values.
3252 */ 3230 */
3377 /* 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]); */
3378 return; 3356 return;
3379 } 3357 }
3380 3358
3381 /* everything seems okay - now bring on the gift: */ 3359 /* everything seems okay - now bring on the gift: */
3382 item = &(tr->item->clone); 3360 item = tr->item;
3383 3361
3384 if (item->type == SPELL) 3362 if (item->type == SPELL)
3385 { 3363 {
3386 if (check_spell_known (who, item->name)) 3364 if (check_spell_known (who, item->name))
3387 return; 3365 return;
3446 { 3424 {
3447 /* forces in the treasurelist can alter the player's stats */ 3425 /* forces in the treasurelist can alter the player's stats */
3448 object *skin; 3426 object *skin;
3449 3427
3450 /* first get the dragon skin force */ 3428 /* first get the dragon skin force */
3451 shstr_cmp dragon_skin_force ("dragon_skin_force");
3452 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)
3453 ; 3430 ;
3454 3431
3455 if (!skin) 3432 if (!skin)
3456 return; 3433 return;
3457 3434

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