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Comparing deliantra/server/server/player.C (file contents):
Revision 1.120 by root, Thu May 3 09:39:56 2007 UTC vs.
Revision 1.171 by root, Sat Sep 8 07:06:51 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 <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
158 op->x = -1; 156 op->x = -1;
159 op->y = -1; 157 op->y = -1;
160} 158}
161 159
162void 160void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate () 161player::activate ()
177{ 162{
178 if (active) 163 if (active)
179 return; 164 return;
180 165
182 ob->remove (); 167 ob->remove ();
183 ob->map = 0; 168 ob->map = 0;
184 ob->activate_recursive (); 169 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 171 add_friendly_object (ob);
187 enter_map ();
188} 172}
189 173
190void 174void
191player::deactivate () 175player::deactivate ()
192{ 176{
199 183
200 if (ob->map) 184 if (ob->map)
201 maplevel = ob->map->path; 185 maplevel = ob->map->path;
202 186
203 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
204 ob->map = 0; 189 ob->map = 0;
205 party = 0; 190 party = 0;
206 191
207 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208 193
209 players.erase (this); 194 players.erase (this);
210} 195}
211 196
212// connect the player with a specific client 197// connect the player with a specific client
213// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
214void 199void
215player::connect (client *ns) 200player::connect (client *ns)
216{ 201{
217 this->ns = ns; 202 this->ns = ns;
218 ns->pl = this; 203 ns->pl = this;
222 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
223 208
224 ns->update_look = 0; 209 ns->update_look = 0;
225 ns->look_position = 0; 210 ns->look_position = 0;
226 211
227 clear_los (ob); 212 clear_los (this);
228 213
229 ns->reset_stats (); 214 ns->reset_stats ();
230 215
231 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
232 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
233 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
234 219
235 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
236 link_player_skills (ob); 221 link_player_skills (ob);
237 222
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239 224
240 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
241 226
242 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
243 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
244 { 229 {
245 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
246 231
247 shstr_cmp dragon_ability_force ("dragon_ability_force");
248 shstr_cmp dragon_skin_force ("dragon_skin_force");
249
250 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
251 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
252 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
253 abil = tmp; 235 abil = tmp;
254 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
255 skin = tmp; 237 skin = tmp;
256 238
257 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
258 } 240 }
259 241
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261 243
262 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
263 245
246 ob->flag [FLAG_READY_WEAPON] = false;
247 ob->flag [FLAG_READY_SKILL] = false;
248 ob->flag [FLAG_READY_BOW] = false;
249
250 for (object *op = ob->inv; op; op = op->below)
251 if (op->flag [FLAG_APPLIED])
252 switch (op->type)
253 {
254 case SKILL:
255 ob->flag [FLAG_APPLIED] = false;
256 break;
257
258 case WAND:
259 case ROD:
260 case HORN:
261 case BOW:
262 ranged_ob = op;
263 break;
264
265 case WEAPON:
266 combat_ob = op;
267 break;
268 }
269
270 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
264 ob->update_stats (); 271 ob->update_stats ();
272
265 ns->floorbox_update (); 273 ns->floorbox_update ();
266
267 esrv_send_inventory (ob, ob); 274 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0); 275 esrv_add_spells (this, 0);
269 276
270 activate (); 277 activate ();
271 278
278} 285}
279 286
280void 287void
281player::disconnect () 288player::disconnect ()
282{ 289{
290 if (ob)
291 {
292 ob->close_container (); //TODO: client-specific
293 ob->drop_unpaid_items ();
294 }
295
283 if (ns) 296 if (ns)
284 { 297 {
285 if (active) 298 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 299 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287 300
290 ns->reset_stats (); 303 ns->reset_stats ();
291 ns->pl = 0; 304 ns->pl = 0;
292 ns = 0; 305 ns = 0;
293 } 306 }
294 307
295 if (ob) 308 observe = ob;
296 ob->close_container (); //TODO: client-specific
297 309
298 deactivate (); 310 deactivate ();
299} 311}
300 312
301// the need for this function can be explained 313// the need for this function can be explained
302// by load_object not returning the object 314// by load_object not returning the object
303void 315void
304player::set_object (object *op) 316player::set_object (object *op)
305{ 317{
306 ob = op; 318 ob = observe = op;
307 ob->contr = this; /* this aren't yet in archetype */ 319 ob->contr = this; /* this aren't yet in archetype */
308 320
309 ob->speed_left = 0.5;
310 ob->speed = 1.0; 321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
311 ob->direction = 5; /* So player faces south */ 324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
312} 332}
313 333
314player::player () 334player::player ()
315{ 335{
316 /* There are some elements we want initialised to non zero value - 336 /* There are some elements we want initialised to non zero value -
327 petmode = pet_normal; 347 petmode = pet_normal;
328 listening = 10; 348 listening = 10;
329 usekeys = containers; 349 usekeys = containers;
330 peaceful = 1; /* default peaceful */ 350 peaceful = 1; /* default peaceful */
331 do_los = 1; 351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
332} 355}
333 356
334void 357void
335player::do_destroy () 358player::do_destroy ()
336{ 359{
341 if (ob) 364 if (ob)
342 { 365 {
343 ob->destroy_inv (false); 366 ob->destroy_inv (false);
344 ob->destroy (); 367 ob->destroy ();
345 } 368 }
369
370 ob = observe = 0;
346} 371}
347 372
348player::~player () 373player::~player ()
349{ 374{
350 /* Clear item stack */ 375 /* Clear item stack */
377 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
378 */ 403 */
379archetype * 404archetype *
380get_player_archetype (archetype *at) 405get_player_archetype (archetype *at)
381{ 406{
382 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
383 408
384 for (;;) 409 for (;;)
385 { 410 {
386 if (at == NULL || at->next == NULL) 411 if (++i == archetypes.end ())
387 at = first_archetype; 412 i = archetypes.begin ();
388 else 413 else if (*i == at)
389 at = at->next; 414 cleanup ("not a single player archetype found");
390 415
391 if (at->clone.type == PLAYER) 416 if ((*i)->type == PLAYER)
392 return at; 417 return *i;
393
394 if (at == start)
395 {
396 LOG (llevError, "No Player archetypes\n");
397 exit (-1);
398 }
399 } 418 }
400} 419}
401 420
402object * 421object *
403get_nearest_player (object *mon) 422get_nearest_player (object *mon)
407 unsigned lastdist; 426 unsigned lastdist;
408 rv_vector rv; 427 rv_vector rv;
409 428
410 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
411 { 430 {
412 /* We should not find free objects on this friendly list, but it
413 * does periodically happen. Given that, lets deal with it.
414 * While unlikely, it is possible the next object on the friendly
415 * list is also free, so encapsulate this in a while loop.
416 */
417 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
418 {
419 object *tmp = ol->ob;
420
421 /* Can't do much more other than log the fact, because the object
422 * itself will have been cleared.
423 */
424 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
425 tmp->debug_desc ());
426 ol = ol->next;
427 remove_friendly_object (tmp);
428 if (!ol)
429 return op;
430 }
431
432 /* Remove special check for player from this. First, it looks to cause
433 * some crashes (ol->ob->contr not set properly?), but secondly, a more
434 * complicated method of state checking would be needed in any case -
435 * as it was, a clever player could type quit, and the function would
436 * skip them over while waiting for confirmation. Remove
437 * on_same_map check, as can_detect_enemy also does this
438 */
439 if (!can_detect_enemy (mon, ol->ob, &rv)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
440 continue; 432 continue;
441 433
442 if (lastdist > rv.distance) 434 if (lastdist > rv.distance)
443 { 435 {
769} 761}
770 762
771void 763void
772object::roll_stats () 764object::roll_stats ()
773{ 765{
774 int statsort [7]; 766 int statsort [NUM_STATS];
775 767
776 for (;;) 768 for (;;)
777 { 769 {
778 int sum = 0; 770 int sum = 0;
779 for (int i = 7; i--; ) 771 for (int i = NUM_STATS; i--; )
780 sum += statsort [i] = roll_stat (); 772 sum += statsort [i] = roll_stat ();
781 773
782 if (sum >= 82 && sum <= 116) 774 if (sum >= 82 && sum <= 116)
783 break; 775 break;
784 } 776 }
785 777
786 // Sort the stats so that rerolling is easier... 778 // Sort the stats so that rerolling is easier...
787 std::sort (statsort, statsort + 7, std::greater<int>()); 779 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
788 780
781 for (int i = 0; i < NUM_STATS; ++i)
789 stats.Str = statsort[0]; 782 stats.stat (i) = statsort [i];
790 stats.Dex = statsort[1];
791 stats.Con = statsort[2];
792 stats.Int = statsort[3];
793 stats.Wis = statsort[4];
794 stats.Pow = statsort[5];
795 stats.Cha = statsort[6];
796 783
797 stats.exp = 0; 784 stats.exp = 0;
798 stats.ac = 0; 785 stats.ac = 0;
799 786
800 stats.hp = stats.maxhp; 787 stats.hp = stats.maxhp;
812} 799}
813 800
814void 801void
815object::swap_stats (int a, int b) 802object::swap_stats (int a, int b)
816{ 803{
817 int tmp = get_attr_value (&contr->orig_stats, a); 804 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
818 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
819 set_attr_value (&contr->orig_stats, b, tmp);
820 805
806 for (int i = 0; i < NUM_STATS; ++i)
821 stats.Str = contr->orig_stats.Str; 807 stats.stat (i) = contr->orig_stats.stat (i);
822 stats.Dex = contr->orig_stats.Dex;
823 stats.Con = contr->orig_stats.Con;
824 stats.Int = contr->orig_stats.Int;
825 stats.Wis = contr->orig_stats.Wis;
826 stats.Pow = contr->orig_stats.Pow;
827 stats.Cha = contr->orig_stats.Cha;
828 808
829 //TODO: the following code looks so borked and should, at the very least, 809 //TODO: the following code looks so borked and should, at the very least,
830 // be merged with the similar code in roll_stats 810 // be merged with the similar code in roll_stats
831 stats.ac = 0; 811 stats.ac = 0;
832 812
905 if (*first_map_ext_path) 885 if (*first_map_ext_path)
906 { 886 {
907 object *tmp; 887 object *tmp;
908 char mapname[MAX_BUF]; 888 char mapname[MAX_BUF];
909 889
910 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 890 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
911 tmp = object::create (); 891 tmp = object::create ();
912 EXIT_PATH (tmp) = mapname; 892 EXIT_PATH (tmp) = mapname;
913 EXIT_X (tmp) = ob->x; 893 EXIT_X (tmp) = ob->x;
914 EXIT_Y (tmp) = ob->y; 894 EXIT_Y (tmp) = ob->y;
915 ob->enter_exit (tmp); /* we don't really care if it succeeded; 895 ob->enter_exit (tmp); /* we don't really care if it succeeded;
934 int x = ob->x, y = ob->y; 914 int x = ob->x, y = ob->y;
935 915
936 ob->remove_statbonus (); 916 ob->remove_statbonus ();
937 ob->remove (); 917 ob->remove ();
938 ob->arch = get_player_archetype (ob->arch); 918 ob->arch = get_player_archetype (ob->arch);
939 ob->arch->clone.copy_to (ob); 919 ob->arch->copy_to (ob);
940 ob->instantiate (); 920 ob->instantiate ();
941 ob->stats = ob->contr->orig_stats; 921 ob->stats = ob->contr->orig_stats;
942 ob->name = ob->name_pl = name; 922 ob->name = ob->name_pl = name;
943 ob->x = x; 923 ob->x = x;
944 ob->y = y; 924 ob->y = y;
945 SET_ANIMATION (ob, 2); /* So player faces south */ 925 SET_ANIMATION (ob, 2); /* So player faces south */
946 insert_ob_in_map (ob, ob->map, ob, 0); 926 insert_ob_in_map (ob, ob->map, ob, 0);
947 assign (ob->contr->title, ob->arch->clone.name); 927 assign (ob->contr->title, ob->arch->object::name);
948 ob->add_statbonus (); 928 ob->add_statbonus ();
949 } 929 }
950 while (!allowed_class (ob)); 930 while (!allowed_class (ob));
951 931
952 update_object (ob, UP_OBJ_FACE); 932 update_object (ob, UP_OBJ_FACE);
1009 /* Cornered, get rid of scared */ 989 /* Cornered, get rid of scared */
1010 CLEAR_FLAG (op, FLAG_SCARED); 990 CLEAR_FLAG (op, FLAG_SCARED);
1011 op->enemy = NULL; 991 op->enemy = NULL;
1012} 992}
1013 993
1014
1015/* check_pick sees if there is stuff to be picked up/picks up stuff. 994/* check_pick sees if there is stuff to be picked up/picks up stuff.
1016 * IT returns 1 if the player should keep on moving, 0 if he should 995 * It returns 1 if the player should keep on moving, 0 if he should
1017 * stop. 996 * stop.
1018 */ 997 */
1019int 998int
1020check_pick (object *op) 999check_pick (object *op)
1021{ 1000{
1098 if (tmp->name != NULL) 1077 if (tmp->name != NULL)
1099 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1078 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1100 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1079 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1101 else 1080 else
1102 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1081 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1103 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1082 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1104 1083
1105 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1084 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1106 } 1085 }
1107 1086
1108 /* philosophy: 1087 /* philosophy:
1183 pick_up (op, tmp); 1162 pick_up (op, tmp);
1184 continue; 1163 continue;
1185 } 1164 }
1186 1165
1187 if (op->contr->mode & PU_READABLES) 1166 if (op->contr->mode & PU_READABLES)
1188 if (tmp->type == BOOK || tmp->type == SCROLL) 1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1189 { 1168 {
1190 pick_up (op, tmp); 1169 pick_up (op, tmp);
1191 continue; 1170 continue;
1192 } 1171 }
1193 1172
1301 /* careful: chairs and tables are weapons! */ 1280 /* careful: chairs and tables are weapons! */
1302 if (op->contr->mode & PU_ALLWEAPON) 1281 if (op->contr->mode & PU_ALLWEAPON)
1303 { 1282 {
1304 if (tmp->type == WEAPON && tmp->name != NULL) 1283 if (tmp->type == WEAPON && tmp->name != NULL)
1305 { 1284 {
1306 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1285 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1307 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1308 { 1287 {
1309 pick_up (op, tmp); 1288 pick_up (op, tmp);
1310 continue; 1289 continue;
1311 } 1290 }
1312 } 1291 }
1313 1292
1314 if (tmp->type == WEAPON && tmp->name == NULL) 1293 if (tmp->type == WEAPON && tmp->name == NULL)
1315 { 1294 {
1316 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1295 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1317 { 1296 {
1318 pick_up (op, tmp); 1297 pick_up (op, tmp);
1319 continue; 1298 continue;
1320 } 1299 }
1321 } 1300 }
1346 if (tmp->name != NULL) 1325 if (tmp->name != NULL)
1347 { 1326 {
1348 fprintf (stderr, "%s", tmp->name); 1327 fprintf (stderr, "%s", tmp->name);
1349 } 1328 }
1350 else 1329 else
1351 fprintf (stderr, "%s", tmp->arch->name); 1330 fprintf (stderr, "%s", tmp->arch->archname);
1352 fprintf (stderr, ",%d] = ", tmp->type); 1331 fprintf (stderr, ",%d] = ", tmp->type);
1353 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1332 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1354#endif 1333#endif
1355 continue; 1334 continue;
1356 } 1335 }
1426 else 1405 else
1427 { 1406 {
1428 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1407 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1429 { 1408 {
1430 attacktype = 1 << attacknum; 1409 attacktype = 1 << attacknum;
1431 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1410 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1432 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1411 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1433 { 1412 {
1434 tmp = arrow; 1413 tmp = arrow;
1435 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1414 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1436 } 1415 }
1437 } 1416 }
1438 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1439 { 1418 {
1440 tmp = arrow; 1419 tmp = arrow;
1533 */ 1512 */
1534int 1513int
1535fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1514fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1536{ 1515{
1537 object *left, *bow; 1516 object *left, *bow;
1538 int bowspeed, mflags; 1517 int mflags;
1539 maptile *m; 1518 maptile *m;
1540 1519
1541 if (!dir) 1520 if (!dir)
1542 { 1521 {
1543 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1522 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1544 return 0; 1523 return 0;
1545 } 1524 }
1546 1525
1547 if (player *pl = op->contr) 1526 if (op->contr)
1548 { 1527 bow = op->current_weapon;
1549 bow = pl->ranged_ob;
1550
1551 if (op->current_weapon != pl->ranged_ob)
1552 {
1553 op->current_weapon = pl->ranged_ob;
1554 new_draw_info_format (NDI_UNIQUE, 0, op, "You switch to your %s.", &op->current_weapon->name);
1555 op->update_stats ();
1556 }
1557 }
1558 else 1528 else
1559 { 1529 {
1560 for (bow = op->inv; bow; bow = bow->below) 1530 for (bow = op->inv; bow; bow = bow->below)
1561 /* Don't check for applied - monsters don't apply bows - in that way, they 1531 /* Don't check for applied - monsters don't apply bows - in that way, they
1562 * don't need to switch back and forth between bows and weapons. 1532 * don't need to switch back and forth between bows and weapons.
1583 { 1553 {
1584 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1554 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1585 return 0; 1555 return 0;
1586 } 1556 }
1587 1557
1588 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1589
1590 /* penalize ROF for bestarrow */
1591 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1592 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1593
1594 if (bowspeed < 1)
1595 bowspeed = 1;
1596
1597 if (arrow == NULL) 1558 if (arrow == NULL)
1598 { 1559 {
1599 if ((arrow = find_arrow (op, bow->race)) == NULL) 1560 if ((arrow = find_arrow (op, bow->race)) == NULL)
1600 { 1561 {
1601 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1635 1596
1636 arrow->set_owner (op); 1597 arrow->set_owner (op);
1637 arrow->skill = bow->skill; 1598 arrow->skill = bow->skill;
1638 arrow->direction = dir; 1599 arrow->direction = dir;
1639 1600
1640 if (op->type == PLAYER)
1641 {
1642 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1643 op->update_stats ();
1644 }
1645
1646 SET_ANIMATION (arrow, arrow->direction);
1647
1648 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1601 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1649 arrow->stats.hp = arrow->stats.dam; 1602 arrow->stats.hp = arrow->stats.dam;
1650 arrow->stats.grace = arrow->attacktype; 1603 arrow->stats.grace = arrow->attacktype;
1651 1604
1652 if (arrow->slaying) 1605 if (arrow->slaying)
1653 arrow->spellarg = strdup (arrow->slaying); 1606 arrow->spellarg = strdup (arrow->slaying);
1654 1607
1655 arrow->stats.dam += op->stats.dam + arrow->magic; 1608#if 0
1609 if (player *pl = op->contr)
1610 {
1611 float speed = pl->weapon_sp;
1612
1613 /* penalize ROF for bestarrow */
1614 if (pl->bowtype == bow_bestarrow)
1615 speed *= .9f;
1616 else
1617 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1618
1619 op->speed_left += speed - op->speed;
1620 }
1621#endif
1622
1623 SET_ANIMATION (arrow, arrow->direction);
1656 1624
1657 /* update the speed */ 1625 /* update the speed */
1658 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1626 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1659 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1627 + bow->stats.dam / 7.f;
1660 1628
1661 arrow->set_speed (max (arrow->speed, 1.0)); 1629 arrow->set_speed (max (arrow->speed, 2.f));
1662 arrow->speed_left = 0; 1630 arrow->speed_left = 0;
1663 1631
1664 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1632 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1665 1633
1666 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1667 { 1635 {
1668 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1636 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1669 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1637 wc -= dex_bonus[op->stats.Dex];
1670 1638
1671 if (!arrow->slaying) 1639 if (!arrow->slaying)
1672 arrow->slaying = op->slaying; 1640 arrow->slaying = op->slaying;
1641
1642 arrow->attacktype |= op->attacktype;
1673 } 1643 }
1674 else 1644 else
1675 { 1645 {
1676 arrow->level = op->level; 1646 arrow->level = op->level;
1677 arrow->stats.wc -= bow->magic; 1647 arrow->stats.wc -= bow->magic;
1678 1648
1679 if (!arrow->slaying) 1649 if (!arrow->slaying)
1680 arrow->slaying = bow->slaying; 1650 arrow->slaying = bow->slaying;
1681 }
1682 1651
1683 arrow->stats.wc -= arrow->level;
1684
1685 arrow->attacktype |= bow->attacktype; 1652 arrow->attacktype |= bow->attacktype;
1653 }
1686 1654
1655 wc -= arrow->level;
1656 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1657
1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1687 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1689 1661
1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1691 m->insert (arrow, sx, sy, op); 1663 m->insert (arrow, sx, sy, op);
1692 1664
1693 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1694 move_arrow (arrow); 1666 move_arrow (arrow);
1695 1667
1736 else if (op->contr->bowtype == bow_spreadshot) 1708 else if (op->contr->bowtype == bow_spreadshot)
1737 { 1709 {
1738 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1710 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1739 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1711 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1740 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1712 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1741
1742 } 1713 }
1743 else 1714 else
1744 { 1715 {
1745 /* Simple case */ 1716 /* Simple case */
1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1717 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1747 } 1718 }
1719
1748 return ret; 1720 return ret;
1749} 1721}
1750
1751 1722
1752/* Fires a misc (wand/rod/horn) object in 'dir'. 1723/* Fires a misc (wand/rod/horn) object in 'dir'.
1753 * Broken apart from 'fire' to keep it more readable. 1724 * Broken apart from 'fire' to keep it more readable.
1754 */ 1725 */
1755void 1726void
1767 { 1738 {
1768 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1739 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1769 return; 1740 return;
1770 } 1741 }
1771 1742
1743 if (!op->change_weapon (item))
1744 return;
1745
1772 if (item->type == WAND) 1746 if (item->type == WAND)
1773 { 1747 {
1774 if (item->stats.food <= 0) 1748 if (item->stats.food <= 0)
1775 { 1749 {
1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1750 op->contr->play_sound (sound_find ("wand_poof"));
1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1752
1778 return; 1753 return;
1779 } 1754 }
1780 } 1755 }
1781 else if (item->type == ROD || item->type == HORN) 1756 else if (item->type == ROD || item->type == HORN)
1782 { 1757 {
1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1758 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1784 { 1759 {
1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1761
1786 if (item->type == ROD) 1762 if (item->type == ROD)
1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1788 else 1764 else
1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1765 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1766
1790 return; 1767 return;
1791 } 1768 }
1792 } 1769 }
1793 1770
1794 if (cast_spell (op, item, dir, item->inv, NULL)) 1771 if (cast_spell (op, item, dir, item->inv, NULL))
1801 object *tmp; 1778 object *tmp;
1802 1779
1803 if (item->arch) 1780 if (item->arch)
1804 { 1781 {
1805 CLEAR_FLAG (item, FLAG_ANIMATE); 1782 CLEAR_FLAG (item, FLAG_ANIMATE);
1806 item->face = item->arch->clone.face; 1783 item->face = item->arch->face;
1807 item->set_speed (0); 1784 item->set_speed (0);
1808 } 1785 }
1809 1786
1810 if ((tmp = item->in_player ())) 1787 if ((tmp = item->in_player ()))
1811 esrv_update_item (UPD_ANIM, tmp, item); 1788 esrv_update_item (UPD_ANIM, tmp, item);
1816 } 1793 }
1817} 1794}
1818 1795
1819/* Received a fire command for the player - go and do it. 1796/* Received a fire command for the player - go and do it.
1820 */ 1797 */
1821void 1798bool
1822fire (object *op, int dir) 1799fire (object *op, int dir)
1823{ 1800{
1824 int spellcost = 0; 1801 int spellcost = 0;
1825 1802
1826 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
1830 player *pl = op->contr; 1807 player *pl = op->contr;
1831 1808
1832 if (pl->golem) 1809 if (pl->golem)
1833 { 1810 {
1834 control_golem (op->contr->golem, dir); 1811 control_golem (op->contr->golem, dir);
1835 return; 1812 return false;
1836 } 1813 }
1837 1814
1838 object *ob = pl->ranged_ob; 1815 object *ob = pl->ranged_ob;
1839 1816
1840 if (!ob) 1817 if (!ob)
1841 return; 1818 return false;
1819
1820 if (!op->change_weapon (ob))
1821 return false;
1822
1823 if (op->speed_left > 0.f)
1824 --op->speed_left;
1825 else
1826 return false;
1842 1827
1843 switch (ob->type) 1828 switch (ob->type)
1844 { 1829 {
1845 case BOW: 1830 case BOW:
1846 player_fire_bow (op, dir); 1831 player_fire_bow (op, dir);
1853 case BUILDER: 1838 case BUILDER:
1854 apply_map_builder (op, dir); 1839 apply_map_builder (op, dir);
1855 break; 1840 break;
1856 1841
1857 case SKILL: 1842 case SKILL:
1858 case SKILL_TOOL:
1859 do_skill (op, op, ob, dir, 0); 1843 do_skill (op, op, ob, dir, 0);
1860 break; 1844 break;
1861 1845
1862 default: 1846 default:
1863 fire_misc_object (op, dir); 1847 fire_misc_object (op, dir);
1864 break; 1848 break;
1865 } 1849 }
1850
1851 return true;
1866} 1852}
1867 1853
1868/* find_key 1854/* find_key
1869 * We try to find a key for the door as passed. If we find a key 1855 * We try to find a key for the door as passed. If we find a key
1870 * and successfully use it, we return the key, otherwise NULL 1856 * and successfully use it, we return the key, otherwise NULL
1957 * 0 otherwise 1943 * 0 otherwise
1958 */ 1944 */
1959static int 1945static int
1960player_attack_door (object *op, object *door) 1946player_attack_door (object *op, object *door)
1961{ 1947{
1962 /* If its a door, try to find a use a key. If we do destroy the door, 1948 /* If its a door, try to find a key. If we do destroy the door,
1963 * might as well return immediately as there is nothing more to do - 1949 * might as well return immediately as there is nothing more to do -
1964 * otherwise, we fall through to the rest of the code. 1950 * otherwise, we fall through to the rest of the code.
1965 */ 1951 */
1966 object *key = find_key (op, op, door); 1952 object *key = find_key (op, op, door);
1967 1953
1968 /* IF we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
1969 if (key) 1955 if (key)
1970 { 1956 {
1971 object *container = key->env; 1957 object *container = key->env;
1972
1973 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1974 1958
1975 if (action_makes_visible (op)) 1959 if (action_makes_visible (op))
1976 make_visible (op); 1960 make_visible (op);
1977 1961
1978 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1962 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1980 1964
1981 if (door->type == DOOR) 1965 if (door->type == DOOR)
1982 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1966 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1983 else if (door->type == LOCKED_DOOR) 1967 else if (door->type == LOCKED_DOOR)
1984 { 1968 {
1985 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1969 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1986 remove_door2 (door); /* remove door without violence ;-) */ 1970 remove_door2 (door); /* remove door without violence ;-) */
1987 } 1971 }
1988 1972
1989 /* Do this after we print the message */ 1973 /* Do this after we print the message */
1990 decrease_ob (key); /* Use up one of the keys */ 1974 decrease_ob (key); /* Use up one of the keys */
1995 return 1; /* Nothing more to do below */ 1979 return 1; /* Nothing more to do below */
1996 } 1980 }
1997 else if (door->type == LOCKED_DOOR) 1981 else if (door->type == LOCKED_DOOR)
1998 { 1982 {
1999 /* Might as well return now - no other way to open this */ 1983 /* Might as well return now - no other way to open this */
2000 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1984 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2001 return 1; 1985 return 1;
2002 } 1986 }
2003 1987
2004 return 0; 1988 return 0;
2005} 1989}
2008 * It should keep the code cleaner. 1992 * It should keep the code cleaner.
2009 * When this is called, the players direction has been updated 1993 * When this is called, the players direction has been updated
2010 * (taking into account confusion.) The player is also actually 1994 * (taking into account confusion.) The player is also actually
2011 * going to try and move (not fire weapons). 1995 * going to try and move (not fire weapons).
2012 */ 1996 */
2013void 1997bool
2014move_player_attack (object *op, int dir) 1998move_player_attack (object *op, int dir)
2015{ 1999{
2016 object *tmp, *mon;
2017 int on_battleground; 2000 int on_battleground;
2018 maptile *m;
2019 2001
2020 sint16 nx = freearr_x[dir] + op->x; 2002 sint16 nx = freearr_x[dir] + op->x;
2021 sint16 ny = freearr_y[dir] + op->y; 2003 sint16 ny = freearr_y[dir] + op->y;
2022 2004
2023 on_battleground = op_on_battleground (op, 0, 0); 2005 on_battleground = op_on_battleground (op, 0, 0);
2006
2007 if (out_of_map (op->map, nx, ny))
2008 return false;
2009
2010 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2011 {
2012 --op->speed_left;
2013 return true;
2014 }
2024 2015
2025 /* If braced, or can't move to the square, and it is not out of the 2016 /* If braced, or can't move to the square, and it is not out of the
2026 * map, attack it. Note order of if statement is important - don't 2017 * map, attack it. Note order of if statement is important - don't
2027 * want to be calling move_ob if braced, because move_ob will move the 2018 * want to be calling move_ob if braced, because move_ob will move the
2028 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2029 * move to some space, it then means that if we are braced, we should 2020 * move to some space, it then means that if we are braced, we should
2030 * do nothing at all. As it is, if we are braced, we go through 2021 * do nothing at all. As it is, if we are braced, we go through
2031 * quite a bit of processing. However, it probably is less than what 2022 * quite a bit of processing. However, it probably is less than what
2032 * move_ob uses. 2023 * move_ob uses.
2033 */ 2024 */
2034 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2035 {
2036 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2037 {
2038 m = op->map->xy_find (nx, ny); 2025 maptile *m = op->map->xy_find (nx, ny);
2039 if (!m)
2040 return; /* Don't think this should happen */
2041 }
2042 else
2043 m = op->map;
2044 2026
2045 if (!(tmp = m->at (nx, ny).bot))
2046 return;
2047
2048 mon = 0;
2049 /* Go through all the objects, and find ones of interest. Only stop if 2027 /* Go through all the objects, and find ones of interest. Only stop if
2050 * we find a monster - that is something we know we want to attack. 2028 * we find a monster - that is something we know we want to attack.
2051 * if its a door or barrel (can roll) see if there may be monsters 2029 * if its a door or barrel (can roll) see if there may be monsters
2052 * on the space 2030 * on the space
2053 */ 2031 */
2054 while (tmp) 2032 object *mon;
2055 { 2033 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2056 if (tmp == op) 2034 {
2057 { 2035 if ((mon->flag [FLAG_ALIVE]
2058 tmp = tmp->above; 2036 || mon->type == LOCKED_DOOR
2059 continue; 2037 || mon->flag [FLAG_CAN_ROLL])
2060 }
2061
2062 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2063 {
2064 mon = tmp; 2038 && mon != op)
2065 break; 2039 break;
2066 } 2040 }
2067 2041
2068 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2069 mon = tmp;
2070
2071 tmp = tmp->above;
2072 }
2073
2074 if (!mon) /* This happens anytime the player tries to move */ 2042 if (!mon) /* This happens anytime the player tries to move */
2075 return; /* into a wall */ 2043 return false; /* into a wall */
2076 2044
2077 if (mon->head)
2078 mon = mon->head; 2045 mon = mon->head_ ();
2079 2046
2080 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2047 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2048 if (op->contr->weapon_sp_left > 0.f)
2081 if (player_attack_door (op, mon)) 2049 if (player_attack_door (op, mon))
2050 {
2051 --op->contr->weapon_sp_left;
2082 return; 2052 return true;
2053 }
2083 2054
2084 /* The following deals with possibly attacking peaceful 2055 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2056 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2057 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2058 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2059 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2060 * and thus will not push them.
2090 */ 2061 */
2091 2062
2092 /* If the creature is a pet, push it even if the player is not 2063 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the 2064 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2065 * player owns it and it is either friendly or unagressive.
2095 */ 2066 */
2096 if ((op->type == PLAYER) 2067 if (op->type == PLAYER
2097#if COZY_SERVER
2098 &&
2099 ((mon->owner && mon->owner->contr 2068 && ((mon->owner && mon->owner->contr
2100 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2069 && same_party (mon->owner->contr->party, op->contr->party))
2101#else
2102 && mon->owner == op 2070 || mon->owner == op)
2103#endif
2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2071 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2072 {
2106 /* If we're braced, we don't want to switch places with it */ 2073 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) 2074 if (op->contr->braced)
2108 return; 2075 return false;
2109 2076
2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2077 if (op->speed_left > 0.f)
2078 {
2079 --op->speed_left;
2080
2081 op->play_sound (sound_find ("push_player"));
2111 push_ob (mon, dir, op); 2082 push_ob (mon, dir, op);
2083
2112 if (op->contr->tmp_invis || op->hide) 2084 if (op->contr->tmp_invis || op->hide)
2113 make_visible (op); 2085 make_visible (op);
2114 2086
2115 return; 2087 return true;
2116 } 2088 }
2089 else
2090 return false;
2091 }
2117 2092
2118 /* in certain circumstances, you shouldn't attack friendly 2093 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 2094 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 2095 * someone, but put it inside this loop so that you won't
2121 * attack them either. 2096 * attack them either.
2122 */ 2097 */
2123 if ((mon->type == PLAYER || mon->enemy != op) && 2098 if ((mon->type == PLAYER || mon->enemy != op)
2124 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2099 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful 2100 && ((op->contr->peaceful
2127 || (mon->type == PLAYER 2101 || (mon->type == PLAYER && mon->contr->peaceful))
2128 && mon->contr->
2129 peaceful)) &&
2130#else
2131 op->contr->peaceful &&
2132#endif
2133 !on_battleground)) 2102 && !on_battleground))
2103 {
2104 if (op->speed_left > 0.f)
2134 { 2105 {
2106 --op->speed_left;
2107
2135 if (!op->contr->braced) 2108 if (!op->contr->braced)
2136 { 2109 {
2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 op->play_sound (sound_find ("push_player"));
2138 push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2139 } 2112 }
2140 else 2113 else
2141 new_draw_info (0, 0, op, "You withhold your attack"); 2114 op->statusmsg ("You withhold your attack");
2142 2115
2143 if (op->contr->tmp_invis || op->hide) 2116 if (op->contr->tmp_invis || op->hide)
2144 make_visible (op); 2117 make_visible (op);
2145 }
2146 2118
2119 return true;
2120 }
2121 }
2147 /* If the object is a boulder or other rollable object, then 2122 /* If the object is a boulder or other rollable object, then
2148 * roll it if not braced. You can't roll it if you are braced. 2123 * roll it if not braced. You can't roll it if you are braced.
2149 */ 2124 */
2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2125 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2126 {
2127 if (op->speed_left > 0.f)
2151 { 2128 {
2129 --op->speed_left;
2130
2152 recursive_roll (mon, dir, op); 2131 recursive_roll (mon, dir, op);
2153 if (action_makes_visible (op)) 2132 if (action_makes_visible (op))
2154 make_visible (op); 2133 make_visible (op);
2155 }
2156 2134
2135 return true;
2136 }
2137 }
2157 /* Any generic living creature. Including things like doors. 2138 /* Any generic living creature. Including things like doors.
2158 * Way it works is like this: First, it must have some hit points 2139 * Way it works is like this: First, it must have some hit points
2159 * and be living. Then, it must be one of the following: 2140 * and be living. Then, it must be one of the following:
2160 * 1) Not a player, 2) A player, but of a different party. Note 2141 * 1) Not a player, 2) A player, but of a different party. Note
2161 * that party_number -1 is no party, so attacks can still happen. 2142 * that party_number -1 is no party, so attacks can still happen.
2162 */ 2143 */
2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2144 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2164 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2145 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2165 { 2146 {
2166 2147 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2167 /* If the player hasn't hit something this tick, and does
2168 * so, give them speed boost based on weapon speed. Doing
2169 * it here is better than process_players2, which basically
2170 * incurred a 1 tick offset.
2171 */
2172 if (!op->contr->has_hit)
2173 { 2148 {
2174 op->speed_left += op->speed / op->contr->weapon_sp; 2149 --op->contr->weapon_sp_left;
2175
2176 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2177 }
2178 2150
2179 skill_attack (mon, op, 0, 0, 0); 2151 skill_attack (mon, op, 0, 0, 0);
2180
2181 /* If attacking another player, that player gets automatic
2182 * hitback, and doesn't loose luck either.
2183 * Disable hitback on the battleground or if the target is
2184 * the wiz.
2185 */
2186 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2187 {
2188 short luck = mon->stats.luck;
2189
2190 mon->contr->has_hit = 1;
2191 skill_attack (op, mon, 0, 0, 0);
2192 mon->stats.luck = luck;
2193 }
2194 2152
2195 if (action_makes_visible (op)) 2153 if (action_makes_visible (op))
2196 make_visible (op); 2154 make_visible (op);
2197 }
2198 } /* if player should attack something */
2199}
2200 2155
2201int 2156 return true;
2157 }
2158 }
2159
2160 return false;
2161}
2162
2163bool
2202move_player (object *op, int dir) 2164move_player (object *op, int dir)
2203{ 2165{
2204 int pick; 2166 int pick;
2205 2167
2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2220 op->facing = dir; 2182 op->facing = dir;
2221 2183
2222 if (op->hide) 2184 if (op->hide)
2223 do_hidden_move (op); 2185 do_hidden_move (op);
2224 2186
2187 bool retval;
2188
2225 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2189 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2226 /*nop */ ; 2190 retval = RESULT_INT (0);
2227 else if (op->contr->fire_on) 2191 else if (op->contr->fire_on)
2228 fire (op, dir); 2192 retval = fire (op, dir);
2229 else 2193 else
2230 { 2194 {
2231 move_player_attack (op, dir); 2195 retval = move_player_attack (op, dir);
2232 pick = check_pick (op); 2196 pick = check_pick (op);
2233 } 2197 }
2234 2198
2235 /* Add special check for newcs players and fire on - this way, the 2199 /* Add special check for newcs players and fire on - this way, the
2236 * server can handle repeat firing. 2200 * server can handle repeat firing.
2243 /* Update how the player looks. Use the facing, so direction may 2207 /* Update how the player looks. Use the facing, so direction may
2244 * get reset to zero. This allows for full animation capabilities 2208 * get reset to zero. This allows for full animation capabilities
2245 * for players. 2209 * for players.
2246 */ 2210 */
2247 animate_object (op, op->facing); 2211 animate_object (op, op->facing);
2248 return 0; 2212
2213 return retval;
2249} 2214}
2250 2215
2251/* This is similar to handle_player, below, but is only used by the 2216/* This is similar to handle_player, below, but is only used by the
2252 * new client/server stuff. 2217 * new client/server stuff.
2253 * This is sort of special, in that the new client/server actually uses 2218 * This is sort of special, in that the new client/server actually uses
2254 * the new speed values for commands. 2219 * the new speed values for commands.
2255 * 2220 *
2256 * Returns true if there are more actions we can do. 2221 * Returns true if there are more actions we can do. Should not do
2222 * many actions in a row, as that would be too unfair to other
2223 * players.
2257 */ 2224 */
2258int 2225bool
2259handle_newcs_player (object *op) 2226handle_newcs_player (object *op)
2260{ 2227{
2261 if (QUERY_FLAG (op, FLAG_SCARED)) 2228 if (QUERY_FLAG (op, FLAG_SCARED))
2262 { 2229 {
2263 flee_player (op); 2230 if (op->speed_left > 0.f)
2264 /* If player is still scared, that is his action for this tick */
2265 if (QUERY_FLAG (op, FLAG_SCARED))
2266 { 2231 {
2267 op->speed_left--; 2232 --op->speed_left;
2233 flee_player (op);
2234
2268 return 0; 2235 return true;
2269 } 2236 }
2237 else
2238 return false;
2270 } 2239 }
2271 2240
2272 /* call this here - we also will call this in do_ericserver, but 2241 /* call this here - we also will call this in do_ericserver, but
2273 * the players time has been increased when doericserver has been 2242 * the players time has been increased when doericserver has been
2274 * called, so we recheck it here. 2243 * called, so we recheck it here.
2275 */ 2244 */
2276 if (op->contr->ns->handle_command ()) 2245 if (op->contr->ns->handle_command ())
2277 return 1; 2246 return true;
2278 2247
2279 if (op->speed_left > 0)
2280 {
2281 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2248 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2282 {
2283 /* All move commands take 1 tick, at least for now */
2284 op->speed_left--;
2285
2286 /* Instead of all the stuff below, let move_player take care
2287 * of it. Also, some of the skill stuff is only put in
2288 * there, as well as the confusion stuff.
2289 */
2290 move_player (op, op->direction); 2249 return move_player (op, op->direction);
2291 2250
2292 return op->speed_left > 0;
2293 }
2294 }
2295
2296 return 0; 2251 return false;
2297} 2252}
2298 2253
2299int 2254int
2300save_life (object *op) 2255save_life (object *op)
2301{ 2256{
2303 return 0; 2258 return 0;
2304 2259
2305 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2306 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2307 { 2262 {
2308 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2263 op->play_sound (sound_find ("ob_evaporate"));
2309 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2264 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2310 2265
2311 if (op->contr) 2266 if (op->contr)
2312 esrv_del_item (op->contr, tmp->count); 2267 esrv_del_item (op->contr, tmp->count);
2313 2268
2333/* This goes throws the inventory and removes unpaid objects, and puts them 2288/* This goes throws the inventory and removes unpaid objects, and puts them
2334 * back in the map (location and map determined by values of env). This 2289 * back in the map (location and map determined by values of env). This
2335 * function will descend into containers. op is the object to start the search 2290 * function will descend into containers. op is the object to start the search
2336 * from. 2291 * from.
2337 */ 2292 */
2338void 2293static void
2339remove_unpaid_objects (object *op, object *env) 2294drop_unpaid_items (object *op, object *env)
2340{ 2295{
2341 while (op) 2296 while (op)
2342 { 2297 {
2343 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2298 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2344 2299
2348 esrv_del_item (env->contr, op->count); 2303 esrv_del_item (env->contr, op->count);
2349 2304
2350 op->insert_at (env); 2305 op->insert_at (env);
2351 } 2306 }
2352 else if (op->inv) 2307 else if (op->inv)
2353 remove_unpaid_objects (op->inv, env); 2308 drop_unpaid_items (op->inv, env);
2354 2309
2355 op = next; 2310 op = next;
2356 } 2311 }
2312}
2313
2314void
2315object::drop_unpaid_items ()
2316{
2317 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this);
2357} 2319}
2358 2320
2359/* 2321/*
2360 * Returns pointer a static string containing gravestone text 2322 * Returns pointer a static string containing gravestone text
2361 * Moved from apply.c to player.c - player.c is what 2323 * Moved from apply.c to player.c - player.c is what
2456 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2457 else 2419 else
2458 { 2420 {
2459 gen_grace = op->stats.maxgrace; 2421 gen_grace = op->stats.maxgrace;
2460 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2422 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2461 }
2462
2463 /* Regenerate Spell Points */
2464 if (!op->contr->golem && --op->last_sp < 0)
2465 {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2467 if (op->stats.sp < op->stats.maxsp)
2468 {
2469 op->stats.sp++;
2470 /* dms do not consume food */
2471 if (!QUERY_FLAG (op, FLAG_WIZ))
2472 {
2473 op->stats.food--;
2474 if (op->contr->digestion < 0)
2475 op->stats.food += op->contr->digestion;
2476 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2477 op->stats.food = last_food;
2478 }
2479 }
2480
2481 if (max_sp > 1)
2482 {
2483 over_sp = (gen_sp + 10) / rate_sp;
2484 if (over_sp > 0)
2485 {
2486 if (op->stats.sp < op->stats.maxsp)
2487 {
2488 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2489
2490 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2491 op->stats.sp--;
2492
2493 if (op->stats.sp > op->stats.maxsp)
2494 op->stats.sp = op->stats.maxsp;
2495 }
2496 op->last_sp = 0;
2497 }
2498 else
2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2500 }
2501 else
2502 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2503 } 2423 }
2504 2424
2505 /* Regenerate Grace */ 2425 /* Regenerate Grace */
2506 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2426 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2507 if (--op->last_grace < 0) 2427 if (--op->last_grace < 0)
2528 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2448 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2529 } 2449 }
2530 /* wearing stuff doesn't detract from grace generation. */ 2450 /* wearing stuff doesn't detract from grace generation. */
2531 } 2451 }
2532 2452
2453 if (op->stats.food > 0)
2454 {
2533 /* Regenerate Hit Points */ 2455 /* Regenerate Spell Points */
2534 if (--op->last_heal < 0) 2456 if (!op->contr->golem && --op->last_sp < 0)
2535 {
2536 if (op->stats.hp < op->stats.maxhp)
2537 { 2457 {
2538 op->stats.hp++; 2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2539 /* dms do not consume food */ 2459
2540 if (!QUERY_FLAG (op, FLAG_WIZ)) 2460 if (op->stats.sp < op->stats.maxsp)
2541 { 2461 {
2462 op->stats.sp++;
2463
2464 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ))
2466 {
2542 op->stats.food--; 2467 op->stats.food--;
2468
2543 if (op->contr->digestion < 0) 2469 if (op->contr->digestion < 0)
2544 op->stats.food += op->contr->digestion; 2470 op->stats.food += op->contr->digestion;
2545 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2471 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2546 op->stats.food = last_food; 2472 op->stats.food = last_food;
2473 }
2547 } 2474 }
2548 }
2549 2475
2550 if (max_hp > 1) 2476 if (max_sp > 1)
2551 {
2552 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2553 if (over_hp > 0)
2554 { 2477 {
2555 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2478 over_sp = (gen_sp + 10) / rate_sp;
2479 if (over_sp > 0)
2480 {
2481 if (op->stats.sp < op->stats.maxsp)
2482 {
2483 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2484
2485 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2486 op->stats.sp--;
2487
2488 if (op->stats.sp > op->stats.maxsp)
2489 op->stats.sp = op->stats.maxsp;
2490 }
2491
2556 op->last_heal = 0; 2492 op->last_sp = 0;
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2557 } 2496 }
2558 else 2497 else
2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2499 }
2500
2501 /* Regenerate Hit Points */
2502 if (--op->last_heal < 0)
2503 {
2504 if (op->stats.hp < op->stats.maxhp)
2559 { 2505 {
2560 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2506 op->stats.hp++;
2507
2508 /* dms do not consume food */
2509 if (!QUERY_FLAG (op, FLAG_WIZ))
2510 {
2511 op->stats.food--;
2512
2513 if (op->contr->digestion < 0)
2514 op->stats.food += op->contr->digestion;
2515 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2516 op->stats.food = last_food;
2517 }
2561 } 2518 }
2519
2520 if (max_hp > 1)
2521 {
2522 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2523
2524 if (over_hp > 0)
2525 {
2526 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2527 op->last_heal = 0;
2528 }
2529 else
2530 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2562 } 2531 }
2563 else 2532 else
2564 {
2565 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2533 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2566 } 2534 }
2567 } 2535 }
2568 2536
2569 /* Digestion */ 2537 /* Digestion */
2570 if (--op->last_eat < 0) 2538 if (--op->last_eat < 0)
2571 { 2539 {
2572#ifdef COZY_SERVER 2540 int bonus = max (0, op->contr->digestion),
2573 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2541 penalty = max (0, -op->contr->digestion);
2574 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2575#else
2576 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2577#endif
2578 2542
2579 if (op->contr->gen_hp > 0)
2580 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2543 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2581 else
2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583 2544
2584 /* dms do not consume food */ 2545 /* dms do not consume food */
2585 if (!QUERY_FLAG (op, FLAG_WIZ)) 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2586 op->stats.food--; 2547 op->stats.food--;
2587 } 2548 }
2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2575 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2615 manual_apply (op, flesh, 0); 2576 manual_apply (op, flesh, 0);
2616 } 2577 }
2617 } 2578 }
2618 2579
2619 while (op->stats.food < 0 && op->stats.hp >= 0) 2580 if (op->stats.food < 0)
2620 op->stats.food++, op->stats.hp--; 2581 {
2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2621 2585
2622 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2623 kill_player (op); 2587 kill_player (op);
2624 } 2588 }
2625} 2589}
2630 * file. 2594 * file.
2631 */ 2595 */
2632void 2596void
2633kill_player (object *op) 2597kill_player (object *op)
2634{ 2598{
2599 int x, y;
2635 char buf[MAX_BUF]; 2600 char buf[MAX_BUF];
2636 int x, y;
2637
2638 //int i;
2639 maptile *map; /* this is for resurrection */ 2601 maptile *map; /* this is for resurrection */
2640
2641 /* int z;
2642 int num_stats_lose;
2643 int lost_a_stat;
2644 int lose_this_stat;
2645 int this_stat; */
2646 int will_kill_again; 2602 int will_kill_again;
2647 archetype *at; 2603 archetype *at;
2648 object *tmp; 2604 object *tmp;
2649 2605
2650 if (save_life (op)) 2606 if (save_life (op))
2651 return; 2607 return;
2652
2653 2608
2654 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2609 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2655 * in cities ONLY!!! It is very important that this doesn't get abused. 2610 * in cities ONLY!!! It is very important that this doesn't get abused.
2656 * Look at op_on_battleground() for more info --AndreasV 2611 * Look at op_on_battleground() for more info --AndreasV
2657 */ 2612 */
2673 { 2628 {
2674 tmp->destroy (); 2629 tmp->destroy ();
2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2630 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2676 } 2631 }
2677 2632
2678 cure_disease (op, 0); /* remove any disease */ 2633 cure_disease (op, 0, 0); /* remove any disease */
2679 op->stats.hp = op->stats.maxhp; 2634 op->stats.hp = op->stats.maxhp;
2680 if (op->stats.food <= 0) 2635 if (op->stats.food <= 0)
2681 op->stats.food = 999; 2636 op->stats.food = 999;
2682 2637
2683 /* create a bodypart-trophy to make the winner happy */ 2638 /* create a bodypart-trophy to make the winner happy */
2684 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2639 if (object *tmp = arch_to_object (archetype::find ("finger")))
2685 { 2640 {
2686 sprintf (buf, "%s's finger", &op->name); 2641 tmp->name = format ("%s's finger" , &op->name);
2687 tmp->name = buf; 2642 tmp->name_pl = format ("%s's fingers", &op->name);
2688 sprintf (buf, " This finger has been cut off %s\n" 2643 tmp->msg = format (
2689 " the %s, when he was defeated at\n level %d by %s.\n", 2644 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2645 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2691 tmp->msg = buf; 2646 );
2692 tmp->value = 0, tmp->type = 0; 2647 tmp->value = 0, tmp->type = 0;
2693 tmp->materialname = "organics"; 2648 tmp->materialname = "organics";
2694 tmp->insert_at (op, tmp); 2649 tmp->insert_at (op, tmp);
2695 } 2650 }
2696 2651
2703 INVOKE_PLAYER (DEATH, op->contr); 2658 INVOKE_PLAYER (DEATH, op->contr);
2704 2659
2705 command_kill_pets (op, 0); 2660 command_kill_pets (op, 0);
2706 2661
2707 if (op->stats.food < 0) 2662 if (op->stats.food < 0)
2708 {
2709 sprintf (buf, "%s starved to death.", &op->name);
2710 strcpy (op->contr->killer, "starvation"); 2663 strcpy (op->contr->killer, "starvation");
2711 }
2712 else
2713 sprintf (buf, "%s died.", &op->name);
2714 2664
2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2665 op->contr->play_sound (sound_find ("player_dies"));
2716 2666
2717 /* save the map location for corpse, gravestone */ 2667 /* save the map location for corpse, gravestone */
2718 x = op->x; 2668 x = op->x;
2719 y = op->y; 2669 y = op->y;
2720 map = op->map; 2670 map = op->map;
2883 { 2833 {
2884 tmp->destroy (); 2834 tmp->destroy ();
2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2835 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2886 } 2836 }
2887 2837
2888 cure_disease (op, 0); /* remove any disease */ 2838 cure_disease (op, 0, 0); /* remove any disease */
2889 2839
2890 /*add_exp(op, (op->stats.exp * -0.20)); */ 2840 /*add_exp(op, (op->stats.exp * -0.20)); */
2891 apply_death_exp_penalty (op); 2841 apply_death_exp_penalty (op);
2892 if (op->stats.food < 100) 2842 if (op->stats.food < 100)
2893 op->stats.food = 900; 2843 op->stats.food = 900;
2897 2847
2898 /* 2848 /*
2899 * Check to see if the player has any unpaid items. If so, remove them 2849 * Check to see if the player has any unpaid items. If so, remove them
2900 * and put them back in the map. 2850 * and put them back in the map.
2901 */ 2851 */
2902 remove_unpaid_objects (op->inv, op); 2852 op->drop_unpaid_items ();
2903 2853
2904 /****************************************/ 2854 /****************************************/
2905 /* */ 2855 /* */
2906 /* Move player to his current respawn- */ 2856 /* Move player to his current respawn- */
2907 /* position (usually last savebed) */ 2857 /* position (usually last savebed) */
2927 object *force; 2877 object *force;
2928 int at; 2878 int at;
2929 2879
2930 force = get_archetype (FORCE_NAME); 2880 force = get_archetype (FORCE_NAME);
2931 /* 50 ticks should be enough time for the spell to abate */ 2881 /* 50 ticks should be enough time for the spell to abate */
2932 force->speed = 0.1; 2882 force->speed = 0.1f;
2933 force->speed_left = -5.0; 2883 force->speed_left = -5.f;
2934 SET_FLAG (force, FLAG_APPLIED); 2884 SET_FLAG (force, FLAG_APPLIED);
2935 for (at = 0; at < NROFATTACKS; at++) 2885 for (at = 0; at < NROFATTACKS; at++)
2936 if (will_kill_again & (1 << at)) 2886 if (will_kill_again & (1 << at))
2937 force->resist[at] = 100; 2887 force->resist[at] = 100;
2938 2888
3047void 2997void
3048make_visible (object *op) 2998make_visible (object *op)
3049{ 2999{
3050 op->hide = 0; 3000 op->hide = 0;
3051 op->invisible = 0; 3001 op->invisible = 0;
3002
3052 if (op->type == PLAYER) 3003 if (op->type == PLAYER)
3053 { 3004 {
3054 op->contr->tmp_invis = 0; 3005 op->contr->tmp_invis = 0;
3055 op->contr->invis_race = 0; 3006 op->contr->invis_race = 0;
3056 } 3007 }
3059} 3010}
3060 3011
3061int 3012int
3062is_true_undead (object *op) 3013is_true_undead (object *op)
3063{ 3014{
3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3015 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3065 return 1; 3016 return 1;
3066 3017
3067 return 0; 3018 return 0;
3068} 3019}
3069 3020
3070/* look at the surrounding terrain to determine 3021/* look at the surrounding terrain to determine
3071 * the hideability of this object. Positive levels 3022 * the hideability of this object. Positive levels
3072 * indicate greater hideability. 3023 * indicate greater hideability.
3073 */ 3024 */
3074
3075int 3025int
3076hideability (object *ob) 3026hideability (object *ob)
3077{ 3027{
3078 int i, level = 0, mflag; 3028 int i, level = 0, mflag;
3079 sint16 x, y; 3029 sint16 x, y;
3113/* For Hidden creatures - a chance of becoming 'unhidden' 3063/* For Hidden creatures - a chance of becoming 'unhidden'
3114 * every time they move - as we subtract off 'invisibility' 3064 * every time they move - as we subtract off 'invisibility'
3115 * AND, for players, if they move into a ridiculously unhideable 3065 * AND, for players, if they move into a ridiculously unhideable
3116 * spot (surrounded by clear terrain in broad daylight). -b.t. 3066 * spot (surrounded by clear terrain in broad daylight). -b.t.
3117 */ 3067 */
3118
3119void 3068void
3120do_hidden_move (object *op) 3069do_hidden_move (object *op)
3121{ 3070{
3122 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3071 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3123 object *skop; 3072 object *skop;
3205 * object op. This function works fine for monsters, 3154 * object op. This function works fine for monsters,
3206 * but we dont worry if the object isnt the top one in 3155 * but we dont worry if the object isnt the top one in
3207 * a pile (say a coin under a table would return "viewable" 3156 * a pile (say a coin under a table would return "viewable"
3208 * by this routine). Another question, should we be 3157 * by this routine). Another question, should we be
3209 * concerned with the direction the player is looking 3158 * concerned with the direction the player is looking
3210 * in? Realistically, most of use cant see stuff behind 3159 * in? Realistically, most of us can't see stuff behind
3211 * our backs...on the other hand, does the "facing" direction 3160 * our backs...on the other hand, does the "facing" direction
3212 * imply the way your head, or body is facing? Its possible 3161 * imply the way your head, or body is facing? It's possible
3213 * for them to differ. Sigh, this fctn could get a bit more complex. 3162 * for them to differ. Sigh, this fctn could get a bit more complex.
3214 * -b.t. 3163 * -b.t.
3215 * This function is now map tiling safe. 3164 * This function is now map tiling safe.
3216 */ 3165 */
3217
3218int 3166int
3219player_can_view (object *pl, object *op) 3167player_can_view (object *pl, object *op)
3220{ 3168{
3221 rv_vector rv; 3169 rv_vector rv;
3222 int dx, dy; 3170 int dx, dy;
3234 3182
3235 get_rangevector (pl, op, &rv, 0x1); 3183 get_rangevector (pl, op, &rv, 0x1);
3236 3184
3237 /* starting with the 'head' part, lets loop 3185 /* starting with the 'head' part, lets loop
3238 * through the object and find if it has any 3186 * through the object and find if it has any
3239 * part that is in the los array but isnt on 3187 * part that is in the los array but isn't on
3240 * a blocked los square. 3188 * a blocked los square.
3241 * we use the archetype to figure out offsets. 3189 * we use the archetype to figure out offsets.
3242 */ 3190 */
3243 while (op) 3191 while (op)
3244 { 3192 {
3245 dx = rv.distance_x + op->arch->clone.x; 3193 dx = rv.distance_x + op->arch->x;
3246 dy = rv.distance_y + op->arch->clone.y; 3194 dy = rv.distance_y + op->arch->y;
3247 3195
3248 /* only the viewable area the player sees is updated by LOS 3196 /* only the viewable area the player sees is updated by LOS
3249 * code, so we need to restrict ourselves to that range of values 3197 * code, so we need to restrict ourselves to that range of values
3250 * for any meaningful values. 3198 * for any meaningful values.
3251 */ 3199 */
3252 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3200 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3253 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3201 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3254 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3202 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3255 return 1; 3203 return 1;
3204
3256 op = op->more; 3205 op = op->more;
3257 } 3206 }
3207
3258 return 0; 3208 return 0;
3259} 3209}
3260 3210
3261/* routine for both players and monsters. We call this when 3211/* routine for both players and monsters. We call this when
3262 * there is a possibility for our action distrubing our hiding 3212 * there is a possibility for our action distrubing our hiding
3265 * return 0. 3215 * return 0.
3266 */ 3216 */
3267int 3217int
3268action_makes_visible (object *op) 3218action_makes_visible (object *op)
3269{ 3219{
3270
3271 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3220 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3272 { 3221 {
3273 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3222 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3274 return 0; 3223 return 0;
3275 3224
3281 { 3230 {
3282 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3231 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3283 return 1; 3232 return 1;
3284 } 3233 }
3285 } 3234 }
3235
3286 return 0; 3236 return 0;
3287} 3237}
3288 3238
3289/* op_on_battleground - checks if the given object op (usually 3239/* op_on_battleground - checks if the given object op (usually
3290 * a player) is standing on a valid battleground-tile, 3240 * a player) is standing on a valid battleground-tile,
3295 * Default is to do the same as before, so only people wanting to have different points need worry about this 3245 * Default is to do the same as before, so only people wanting to have different points need worry about this
3296 */ 3246 */
3297int 3247int
3298op_on_battleground (object *op, int *x, int *y) 3248op_on_battleground (object *op, int *x, int *y)
3299{ 3249{
3300 object *tmp;
3301
3302 /* A battleground-tile needs the following attributes to be valid: 3250 /* A battleground-tile needs the following attributes to be valid:
3303 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3251 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3304 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3252 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3305 * and the exit-coordinates sp/hp must both be > 0. 3253 * and the exit-coordinates sp/hp must both be > 0.
3306 * => The intention here is to prevent abuse of the battleground- 3254 * => The intention here is to prevent abuse of the battleground-
3307 * feature (like pickable or hidden battleground tiles). */ 3255 * feature (like pickable or hidden battleground tiles). */
3308 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3256 for (object *tmp = op->below; tmp; tmp = tmp->below)
3309 { 3257 {
3310 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3258 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3311 { 3259 {
3312 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3260 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3313 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3261 && tmp->type == BATTLEGROUND
3262 && tmp->name == shstr_battleground
3263 && EXIT_X (tmp) && EXIT_Y (tmp))
3314 { 3264 {
3315 /*before we assign the exit, check if this is a teambattle */ 3265 /* before we assign the exit, check if this is a teambattle */
3316 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3266 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3317 { 3267 {
3318 object *invtmp;
3319
3320 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3268 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3321 { 3269 {
3322 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3270 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3323 { 3271 {
3324 if (x != NULL && y != NULL) 3272 if (x && y)
3325 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3273 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3274
3326 return 1; 3275 return 1;
3327 } 3276 }
3328 } 3277 }
3329 } 3278 }
3279
3330 if (x != NULL && y != NULL) 3280 if (x && y)
3331 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3281 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3282
3332 return 1; 3283 return 1;
3333 } 3284 }
3334 } 3285 }
3335 } 3286 }
3287
3336 /* If we got here, did not find a battleground */ 3288 /* If we got here, did not find a battleground */
3337 return 0; 3289 return 0;
3338} 3290}
3339 3291
3340/* 3292/*
3356 char buf[MAX_BUF]; /* tmp. string buffer */ 3308 char buf[MAX_BUF]; /* tmp. string buffer */
3357 int i = 0, j = 0; 3309 int i = 0, j = 0;
3358 3310
3359 /* get the appropriate treasurelist */ 3311 /* get the appropriate treasurelist */
3360 if (atnr == ATNR_FIRE) 3312 if (atnr == ATNR_FIRE)
3361 trlist = treasurelist::find ("dragon_ability_fire"); 3313 trlist = treasurelist::find (shstr_dragon_ability_fire);
3362 else if (atnr == ATNR_COLD) 3314 else if (atnr == ATNR_COLD)
3363 trlist = treasurelist::find ("dragon_ability_cold"); 3315 trlist = treasurelist::find (shstr_dragon_ability_cold);
3364 else if (atnr == ATNR_ELECTRICITY) 3316 else if (atnr == ATNR_ELECTRICITY)
3365 trlist = treasurelist::find ("dragon_ability_elec"); 3317 trlist = treasurelist::find (shstr_dragon_ability_elec);
3366 else if (atnr == ATNR_POISON) 3318 else if (atnr == ATNR_POISON)
3367 trlist = treasurelist::find ("dragon_ability_poison"); 3319 trlist = treasurelist::find (shstr_dragon_ability_poison);
3368 3320
3369 if (trlist == NULL || who->type != PLAYER) 3321 if (trlist == NULL || who->type != PLAYER)
3370 return; 3322 return;
3371 3323
3372 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3324 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3376 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3328 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3377 return; 3329 return;
3378 } 3330 }
3379 3331
3380 /* everything seems okay - now bring on the gift: */ 3332 /* everything seems okay - now bring on the gift: */
3381 item = &(tr->item->clone); 3333 item = tr->item;
3382 3334
3383 if (item->type == SPELL) 3335 if (item->type == SPELL)
3384 { 3336 {
3385 if (check_spell_known (who, item->name)) 3337 if (check_spell_known (who, item->name))
3386 return; 3338 return;
3445 { 3397 {
3446 /* forces in the treasurelist can alter the player's stats */ 3398 /* forces in the treasurelist can alter the player's stats */
3447 object *skin; 3399 object *skin;
3448 3400
3449 /* first get the dragon skin force */ 3401 /* first get the dragon skin force */
3450 shstr_cmp dragon_skin_force ("dragon_skin_force");
3451 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3402 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3452 ; 3403 ;
3453 3404
3454 if (!skin) 3405 if (!skin)
3455 return; 3406 return;
3456 3407
3532 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3483 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3533 return 0; 3484 return 0;
3534 3485
3535 return 100 - blocked_los [x][y]; 3486 return 100 - blocked_los [x][y];
3536} 3487}
3488
3489void
3490player::infobox (const char *title, const char *msg, int color)
3491{
3492 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3493}
3494
3495void
3496player::statusmsg (const char *msg, int color)
3497{
3498 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3499}
3500
3501void
3502player::failmsg (const char *msg, int color)
3503{
3504 play_sound (sound_find ("generic_failure"));
3505 statusmsg (msg, color);
3506}
3507

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