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Comparing deliantra/server/server/player.C (file contents):
Revision 1.126 by root, Sat May 12 16:06:42 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 <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
157 op->x = -1; 156 op->x = -1;
158 op->y = -1; 157 op->y = -1;
159} 158}
160 159
161void 160void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate () 161player::activate ()
176{ 162{
177 if (active) 163 if (active)
178 return; 164 return;
179 165
181 ob->remove (); 167 ob->remove ();
182 ob->map = 0; 168 ob->map = 0;
183 ob->activate_recursive (); 169 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob); 171 add_friendly_object (ob);
186 enter_map ();
187} 172}
188 173
189void 174void
190player::deactivate () 175player::deactivate ()
191{ 176{
198 183
199 if (ob->map) 184 if (ob->map)
200 maplevel = ob->map->path; 185 maplevel = ob->map->path;
201 186
202 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
203 ob->map = 0; 189 ob->map = 0;
204 party = 0; 190 party = 0;
205 191
206 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
207 193
221 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
222 208
223 ns->update_look = 0; 209 ns->update_look = 0;
224 ns->look_position = 0; 210 ns->look_position = 0;
225 211
226 clear_los (ob); 212 clear_los (this);
227 213
228 ns->reset_stats (); 214 ns->reset_stats ();
229 215
230 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
233 219
234 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
235 link_player_skills (ob); 221 link_player_skills (ob);
236 222
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238 224
239 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
240 226
241 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
243 { 229 {
244 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
245 231
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
252 abil = tmp; 235 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
254 skin = tmp; 237 skin = tmp;
255 238
256 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
257 } 240 }
258 241
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 243
261 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
245
246 ob->flag [FLAG_READY_WEAPON] = false;
247 ob->flag [FLAG_READY_SKILL] = false;
248 ob->flag [FLAG_READY_BOW] = false;
262 249
263 for (object *op = ob->inv; op; op = op->below) 250 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED]) 251 if (op->flag [FLAG_APPLIED])
265 switch (op->type) 252 switch (op->type)
266 { 253 {
254 case SKILL:
255 ob->flag [FLAG_APPLIED] = false;
256 break;
257
267 case WAND: 258 case WAND:
268 case ROD: 259 case ROD:
269 case HORN: 260 case HORN:
270 case BOW: 261 case BOW:
271 case SKILL: 262 ranged_ob = op;
272 case SKILL_TOOL: 263 break;
264
273 case WEAPON: 265 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY); 266 combat_ob = op;
275 apply_special (ob, op, AP_APPLY);
276 break; 267 break;
277 } 268 }
278 269
270 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
279 ob->update_stats (); 271 ob->update_stats ();
272
280 ns->floorbox_update (); 273 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob); 274 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0); 275 esrv_add_spells (this, 0);
284 276
285 activate (); 277 activate ();
286 278
293} 285}
294 286
295void 287void
296player::disconnect () 288player::disconnect ()
297{ 289{
290 if (ob)
291 {
292 ob->close_container (); //TODO: client-specific
293 ob->drop_unpaid_items ();
294 }
295
298 if (ns) 296 if (ns)
299 { 297 {
300 if (active) 298 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 299 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302 300
305 ns->reset_stats (); 303 ns->reset_stats ();
306 ns->pl = 0; 304 ns->pl = 0;
307 ns = 0; 305 ns = 0;
308 } 306 }
309 307
310 if (ob) 308 observe = ob;
311 ob->close_container (); //TODO: client-specific
312 309
313 deactivate (); 310 deactivate ();
314} 311}
315 312
316// the need for this function can be explained 313// the need for this function can be explained
317// by load_object not returning the object 314// by load_object not returning the object
318void 315void
319player::set_object (object *op) 316player::set_object (object *op)
320{ 317{
321 ob = op; 318 ob = observe = op;
322 ob->contr = this; /* this aren't yet in archetype */ 319 ob->contr = this; /* this aren't yet in archetype */
323 320
324 ob->speed_left = 0.5;
325 ob->speed = 1.0; 321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
326 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;
327} 332}
328 333
329player::player () 334player::player ()
330{ 335{
331 /* There are some elements we want initialised to non zero value - 336 /* There are some elements we want initialised to non zero value -
342 petmode = pet_normal; 347 petmode = pet_normal;
343 listening = 10; 348 listening = 10;
344 usekeys = containers; 349 usekeys = containers;
345 peaceful = 1; /* default peaceful */ 350 peaceful = 1; /* default peaceful */
346 do_los = 1; 351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
347} 355}
348 356
349void 357void
350player::do_destroy () 358player::do_destroy ()
351{ 359{
356 if (ob) 364 if (ob)
357 { 365 {
358 ob->destroy_inv (false); 366 ob->destroy_inv (false);
359 ob->destroy (); 367 ob->destroy ();
360 } 368 }
369
370 ob = observe = 0;
361} 371}
362 372
363player::~player () 373player::~player ()
364{ 374{
365 /* Clear item stack */ 375 /* Clear item stack */
392 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
393 */ 403 */
394archetype * 404archetype *
395get_player_archetype (archetype *at) 405get_player_archetype (archetype *at)
396{ 406{
397 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
398 408
399 for (;;) 409 for (;;)
400 { 410 {
401 if (at == NULL || at->next == NULL) 411 if (++i == archetypes.end ())
402 at = first_archetype; 412 i = archetypes.begin ();
403 else 413 else if (*i == at)
404 at = at->next; 414 cleanup ("not a single player archetype found");
405 415
406 if (at->clone.type == PLAYER) 416 if ((*i)->type == PLAYER)
407 return at; 417 return *i;
408
409 if (at == start)
410 {
411 LOG (llevError, "No Player archetypes\n");
412 exit (-1);
413 }
414 } 418 }
415} 419}
416 420
417object * 421object *
418get_nearest_player (object *mon) 422get_nearest_player (object *mon)
422 unsigned lastdist; 426 unsigned lastdist;
423 rv_vector rv; 427 rv_vector rv;
424 428
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 430 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
441 ol = ol->next;
442 remove_friendly_object (tmp);
443 if (!ol)
444 return op;
445 }
446
447 /* Remove special check for player from this. First, it looks to cause
448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
449 * complicated method of state checking would be needed in any case -
450 * as it was, a clever player could type quit, and the function would
451 * skip them over while waiting for confirmation. Remove
452 * on_same_map check, as can_detect_enemy also does this
453 */
454 if (!can_detect_enemy (mon, ol->ob, &rv)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 432 continue;
456 433
457 if (lastdist > rv.distance) 434 if (lastdist > rv.distance)
458 { 435 {
784} 761}
785 762
786void 763void
787object::roll_stats () 764object::roll_stats ()
788{ 765{
789 int statsort [7]; 766 int statsort [NUM_STATS];
790 767
791 for (;;) 768 for (;;)
792 { 769 {
793 int sum = 0; 770 int sum = 0;
794 for (int i = 7; i--; ) 771 for (int i = NUM_STATS; i--; )
795 sum += statsort [i] = roll_stat (); 772 sum += statsort [i] = roll_stat ();
796 773
797 if (sum >= 82 && sum <= 116) 774 if (sum >= 82 && sum <= 116)
798 break; 775 break;
799 } 776 }
800 777
801 // Sort the stats so that rerolling is easier... 778 // Sort the stats so that rerolling is easier...
802 std::sort (statsort, statsort + 7, std::greater<int>()); 779 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
803 780
781 for (int i = 0; i < NUM_STATS; ++i)
804 stats.Str = statsort[0]; 782 stats.stat (i) = statsort [i];
805 stats.Dex = statsort[1];
806 stats.Con = statsort[2];
807 stats.Int = statsort[3];
808 stats.Wis = statsort[4];
809 stats.Pow = statsort[5];
810 stats.Cha = statsort[6];
811 783
812 stats.exp = 0; 784 stats.exp = 0;
813 stats.ac = 0; 785 stats.ac = 0;
814 786
815 stats.hp = stats.maxhp; 787 stats.hp = stats.maxhp;
827} 799}
828 800
829void 801void
830object::swap_stats (int a, int b) 802object::swap_stats (int a, int b)
831{ 803{
832 int tmp = get_attr_value (&contr->orig_stats, a); 804 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
833 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
834 set_attr_value (&contr->orig_stats, b, tmp);
835 805
806 for (int i = 0; i < NUM_STATS; ++i)
836 stats.Str = contr->orig_stats.Str; 807 stats.stat (i) = contr->orig_stats.stat (i);
837 stats.Dex = contr->orig_stats.Dex;
838 stats.Con = contr->orig_stats.Con;
839 stats.Int = contr->orig_stats.Int;
840 stats.Wis = contr->orig_stats.Wis;
841 stats.Pow = contr->orig_stats.Pow;
842 stats.Cha = contr->orig_stats.Cha;
843 808
844 //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,
845 // be merged with the similar code in roll_stats 810 // be merged with the similar code in roll_stats
846 stats.ac = 0; 811 stats.ac = 0;
847 812
920 if (*first_map_ext_path) 885 if (*first_map_ext_path)
921 { 886 {
922 object *tmp; 887 object *tmp;
923 char mapname[MAX_BUF]; 888 char mapname[MAX_BUF];
924 889
925 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);
926 tmp = object::create (); 891 tmp = object::create ();
927 EXIT_PATH (tmp) = mapname; 892 EXIT_PATH (tmp) = mapname;
928 EXIT_X (tmp) = ob->x; 893 EXIT_X (tmp) = ob->x;
929 EXIT_Y (tmp) = ob->y; 894 EXIT_Y (tmp) = ob->y;
930 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;
949 int x = ob->x, y = ob->y; 914 int x = ob->x, y = ob->y;
950 915
951 ob->remove_statbonus (); 916 ob->remove_statbonus ();
952 ob->remove (); 917 ob->remove ();
953 ob->arch = get_player_archetype (ob->arch); 918 ob->arch = get_player_archetype (ob->arch);
954 ob->arch->clone.copy_to (ob); 919 ob->arch->copy_to (ob);
955 ob->instantiate (); 920 ob->instantiate ();
956 ob->stats = ob->contr->orig_stats; 921 ob->stats = ob->contr->orig_stats;
957 ob->name = ob->name_pl = name; 922 ob->name = ob->name_pl = name;
958 ob->x = x; 923 ob->x = x;
959 ob->y = y; 924 ob->y = y;
960 SET_ANIMATION (ob, 2); /* So player faces south */ 925 SET_ANIMATION (ob, 2); /* So player faces south */
961 insert_ob_in_map (ob, ob->map, ob, 0); 926 insert_ob_in_map (ob, ob->map, ob, 0);
962 assign (ob->contr->title, ob->arch->clone.name); 927 assign (ob->contr->title, ob->arch->object::name);
963 ob->add_statbonus (); 928 ob->add_statbonus ();
964 } 929 }
965 while (!allowed_class (ob)); 930 while (!allowed_class (ob));
966 931
967 update_object (ob, UP_OBJ_FACE); 932 update_object (ob, UP_OBJ_FACE);
1112 if (tmp->name != NULL) 1077 if (tmp->name != NULL)
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1078 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114 &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))));
1115 else 1080 else
1116 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1081 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1117 &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))));
1118 1083
1119 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1084 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1120 } 1085 }
1121 1086
1122 /* philosophy: 1087 /* philosophy:
1197 pick_up (op, tmp); 1162 pick_up (op, tmp);
1198 continue; 1163 continue;
1199 } 1164 }
1200 1165
1201 if (op->contr->mode & PU_READABLES) 1166 if (op->contr->mode & PU_READABLES)
1202 if (tmp->type == BOOK || tmp->type == SCROLL) 1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1203 { 1168 {
1204 pick_up (op, tmp); 1169 pick_up (op, tmp);
1205 continue; 1170 continue;
1206 } 1171 }
1207 1172
1315 /* careful: chairs and tables are weapons! */ 1280 /* careful: chairs and tables are weapons! */
1316 if (op->contr->mode & PU_ALLWEAPON) 1281 if (op->contr->mode & PU_ALLWEAPON)
1317 { 1282 {
1318 if (tmp->type == WEAPON && tmp->name != NULL) 1283 if (tmp->type == WEAPON && tmp->name != NULL)
1319 { 1284 {
1320 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 &&
1321 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1322 { 1287 {
1323 pick_up (op, tmp); 1288 pick_up (op, tmp);
1324 continue; 1289 continue;
1325 } 1290 }
1326 } 1291 }
1327 1292
1328 if (tmp->type == WEAPON && tmp->name == NULL) 1293 if (tmp->type == WEAPON && tmp->name == NULL)
1329 { 1294 {
1330 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)
1331 { 1296 {
1332 pick_up (op, tmp); 1297 pick_up (op, tmp);
1333 continue; 1298 continue;
1334 } 1299 }
1335 } 1300 }
1360 if (tmp->name != NULL) 1325 if (tmp->name != NULL)
1361 { 1326 {
1362 fprintf (stderr, "%s", tmp->name); 1327 fprintf (stderr, "%s", tmp->name);
1363 } 1328 }
1364 else 1329 else
1365 fprintf (stderr, "%s", tmp->arch->name); 1330 fprintf (stderr, "%s", tmp->arch->archname);
1366 fprintf (stderr, ",%d] = ", tmp->type); 1331 fprintf (stderr, ",%d] = ", tmp->type);
1367 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))));
1368#endif 1333#endif
1369 continue; 1334 continue;
1370 } 1335 }
1440 else 1405 else
1441 { 1406 {
1442 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1407 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1443 { 1408 {
1444 attacktype = 1 << attacknum; 1409 attacktype = 1 << attacknum;
1445 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1410 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1446 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)
1447 { 1412 {
1448 tmp = arrow; 1413 tmp = arrow;
1449 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;
1450 } 1415 }
1451 } 1416 }
1452 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1453 { 1418 {
1454 tmp = arrow; 1419 tmp = arrow;
1547 */ 1512 */
1548int 1513int
1549fire_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)
1550{ 1515{
1551 object *left, *bow; 1516 object *left, *bow;
1552 int bowspeed, mflags; 1517 int mflags;
1553 maptile *m; 1518 maptile *m;
1554 1519
1555 if (!dir) 1520 if (!dir)
1556 { 1521 {
1557 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!");
1558 return 0; 1523 return 0;
1559 } 1524 }
1560 1525
1561 if (player *pl = op->contr) 1526 if (op->contr)
1562 { 1527 bow = op->current_weapon;
1563 bow = pl->ranged_ob;
1564 if (!op->change_weapon (bow))
1565 return 0;
1566 }
1567 else 1528 else
1568 { 1529 {
1569 for (bow = op->inv; bow; bow = bow->below) 1530 for (bow = op->inv; bow; bow = bow->below)
1570 /* 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
1571 * 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.
1592 { 1553 {
1593 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);
1594 return 0; 1555 return 0;
1595 } 1556 }
1596 1557
1597 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1598
1599 /* penalize ROF for bestarrow */
1600 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1601 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1602
1603 if (bowspeed < 1)
1604 bowspeed = 1;
1605
1606 if (arrow == NULL) 1558 if (arrow == NULL)
1607 { 1559 {
1608 if ((arrow = find_arrow (op, bow->race)) == NULL) 1560 if ((arrow = find_arrow (op, bow->race)) == NULL)
1609 { 1561 {
1610 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1651 arrow->stats.grace = arrow->attacktype; 1603 arrow->stats.grace = arrow->attacktype;
1652 1604
1653 if (arrow->slaying) 1605 if (arrow->slaying)
1654 arrow->spellarg = strdup (arrow->slaying); 1606 arrow->spellarg = strdup (arrow->slaying);
1655 1607
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);
1624
1625 /* update the speed */
1626 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1627 + bow->stats.dam / 7.f;
1628
1629 arrow->set_speed (max (arrow->speed, 2.f));
1630 arrow->speed_left = 0;
1631
1632 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1633
1656 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1657 { 1635 {
1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1659 op->update_stats ();
1660 }
1661
1662 SET_ANIMATION (arrow, arrow->direction);
1663
1664 arrow->stats.dam += op->stats.dam + arrow->magic;
1665
1666 /* update the speed */
1667 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1668 + bow->stats.dam / 7.0;
1669
1670 arrow->set_speed (max (arrow->speed, 2.0));
1671 arrow->speed_left = 0;
1672
1673 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1674
1675 if (op->type == PLAYER)
1676 {
1677 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1636 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1678 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1637 wc -= dex_bonus[op->stats.Dex];
1679 1638
1680 if (!arrow->slaying) 1639 if (!arrow->slaying)
1681 arrow->slaying = op->slaying; 1640 arrow->slaying = op->slaying;
1682 1641
1683 arrow->attacktype |= op->attacktype; 1642 arrow->attacktype |= op->attacktype;
1691 arrow->slaying = bow->slaying; 1650 arrow->slaying = bow->slaying;
1692 1651
1693 arrow->attacktype |= bow->attacktype; 1652 arrow->attacktype |= bow->attacktype;
1694 } 1653 }
1695 1654
1696 arrow->stats.wc -= arrow->level; 1655 wc -= arrow->level;
1656 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1697 1657
1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1698 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1699 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1700 1661
1701 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1702 m->insert (arrow, sx, sy, op); 1663 m->insert (arrow, sx, sy, op);
1703 1664
1704 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1705 move_arrow (arrow); 1666 move_arrow (arrow);
1706 1667
1757 } 1718 }
1758 1719
1759 return ret; 1720 return ret;
1760} 1721}
1761 1722
1762
1763/* Fires a misc (wand/rod/horn) object in 'dir'. 1723/* Fires a misc (wand/rod/horn) object in 'dir'.
1764 * Broken apart from 'fire' to keep it more readable. 1724 * Broken apart from 'fire' to keep it more readable.
1765 */ 1725 */
1766void 1726void
1767fire_misc_object (object *op, int dir) 1727fire_misc_object (object *op, int dir)
1785 1745
1786 if (item->type == WAND) 1746 if (item->type == WAND)
1787 { 1747 {
1788 if (item->stats.food <= 0) 1748 if (item->stats.food <= 0)
1789 { 1749 {
1790 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1750 op->contr->play_sound (sound_find ("wand_poof"));
1791 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));
1792 1752
1793 return; 1753 return;
1794 } 1754 }
1795 } 1755 }
1796 else if (item->type == ROD || item->type == HORN) 1756 else if (item->type == ROD || item->type == HORN)
1797 { 1757 {
1798 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))
1799 { 1759 {
1800 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1801 1761
1802 if (item->type == ROD) 1762 if (item->type == ROD)
1803 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));
1804 else 1764 else
1805 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));
1818 object *tmp; 1778 object *tmp;
1819 1779
1820 if (item->arch) 1780 if (item->arch)
1821 { 1781 {
1822 CLEAR_FLAG (item, FLAG_ANIMATE); 1782 CLEAR_FLAG (item, FLAG_ANIMATE);
1823 item->face = item->arch->clone.face; 1783 item->face = item->arch->face;
1824 item->set_speed (0); 1784 item->set_speed (0);
1825 } 1785 }
1826 1786
1827 if ((tmp = item->in_player ())) 1787 if ((tmp = item->in_player ()))
1828 esrv_update_item (UPD_ANIM, tmp, item); 1788 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1793 }
1834} 1794}
1835 1795
1836/* Received a fire command for the player - go and do it. 1796/* Received a fire command for the player - go and do it.
1837 */ 1797 */
1838void 1798bool
1839fire (object *op, int dir) 1799fire (object *op, int dir)
1840{ 1800{
1841 int spellcost = 0; 1801 int spellcost = 0;
1842 1802
1843 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
1847 player *pl = op->contr; 1807 player *pl = op->contr;
1848 1808
1849 if (pl->golem) 1809 if (pl->golem)
1850 { 1810 {
1851 control_golem (op->contr->golem, dir); 1811 control_golem (op->contr->golem, dir);
1852 return; 1812 return false;
1853 } 1813 }
1854 1814
1855 object *ob = pl->ranged_ob; 1815 object *ob = pl->ranged_ob;
1856 1816
1857 if (!ob) 1817 if (!ob)
1858 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;
1859 1827
1860 switch (ob->type) 1828 switch (ob->type)
1861 { 1829 {
1862 case BOW: 1830 case BOW:
1863 player_fire_bow (op, dir); 1831 player_fire_bow (op, dir);
1870 case BUILDER: 1838 case BUILDER:
1871 apply_map_builder (op, dir); 1839 apply_map_builder (op, dir);
1872 break; 1840 break;
1873 1841
1874 case SKILL: 1842 case SKILL:
1875 case SKILL_TOOL:
1876 do_skill (op, op, ob, dir, 0); 1843 do_skill (op, op, ob, dir, 0);
1877 break; 1844 break;
1878 1845
1879 default: 1846 default:
1880 fire_misc_object (op, dir); 1847 fire_misc_object (op, dir);
1881 break; 1848 break;
1882 } 1849 }
1850
1851 return true;
1883} 1852}
1884 1853
1885/* find_key 1854/* find_key
1886 * 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
1887 * and successfully use it, we return the key, otherwise NULL 1856 * and successfully use it, we return the key, otherwise NULL
1974 * 0 otherwise 1943 * 0 otherwise
1975 */ 1944 */
1976static int 1945static int
1977player_attack_door (object *op, object *door) 1946player_attack_door (object *op, object *door)
1978{ 1947{
1979 /* 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,
1980 * 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 -
1981 * otherwise, we fall through to the rest of the code. 1950 * otherwise, we fall through to the rest of the code.
1982 */ 1951 */
1983 object *key = find_key (op, op, door); 1952 object *key = find_key (op, op, door);
1984 1953
1985 /* IF we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
1986 if (key) 1955 if (key)
1987 { 1956 {
1988 object *container = key->env; 1957 object *container = key->env;
1989
1990 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1991 1958
1992 if (action_makes_visible (op)) 1959 if (action_makes_visible (op))
1993 make_visible (op); 1960 make_visible (op);
1994 1961
1995 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1962 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1997 1964
1998 if (door->type == DOOR) 1965 if (door->type == DOOR)
1999 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 */
2000 else if (door->type == LOCKED_DOOR) 1967 else if (door->type == LOCKED_DOOR)
2001 { 1968 {
2002 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);
2003 remove_door2 (door); /* remove door without violence ;-) */ 1970 remove_door2 (door); /* remove door without violence ;-) */
2004 } 1971 }
2005 1972
2006 /* Do this after we print the message */ 1973 /* Do this after we print the message */
2007 decrease_ob (key); /* Use up one of the keys */ 1974 decrease_ob (key); /* Use up one of the keys */
2012 return 1; /* Nothing more to do below */ 1979 return 1; /* Nothing more to do below */
2013 } 1980 }
2014 else if (door->type == LOCKED_DOOR) 1981 else if (door->type == LOCKED_DOOR)
2015 { 1982 {
2016 /* Might as well return now - no other way to open this */ 1983 /* Might as well return now - no other way to open this */
2017 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...");
2018 return 1; 1985 return 1;
2019 } 1986 }
2020 1987
2021 return 0; 1988 return 0;
2022} 1989}
2025 * It should keep the code cleaner. 1992 * It should keep the code cleaner.
2026 * When this is called, the players direction has been updated 1993 * When this is called, the players direction has been updated
2027 * (taking into account confusion.) The player is also actually 1994 * (taking into account confusion.) The player is also actually
2028 * going to try and move (not fire weapons). 1995 * going to try and move (not fire weapons).
2029 */ 1996 */
2030void 1997bool
2031move_player_attack (object *op, int dir) 1998move_player_attack (object *op, int dir)
2032{ 1999{
2033 object *tmp, *mon;
2034 int on_battleground; 2000 int on_battleground;
2035 maptile *m;
2036 2001
2037 sint16 nx = freearr_x[dir] + op->x; 2002 sint16 nx = freearr_x[dir] + op->x;
2038 sint16 ny = freearr_y[dir] + op->y; 2003 sint16 ny = freearr_y[dir] + op->y;
2039 2004
2040 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 }
2041 2015
2042 /* 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
2043 * 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
2044 * 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
2045 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2046 * 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
2047 * 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
2048 * 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
2049 * move_ob uses. 2023 * move_ob uses.
2050 */ 2024 */
2051 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2052 {
2053 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2054 {
2055 m = op->map->xy_find (nx, ny); 2025 maptile *m = op->map->xy_find (nx, ny);
2056 if (!m)
2057 return; /* Don't think this should happen */
2058 }
2059 else
2060 m = op->map;
2061 2026
2062 if (!(tmp = m->at (nx, ny).bot))
2063 return;
2064
2065 mon = 0;
2066 /* 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
2067 * 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.
2068 * 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
2069 * on the space 2030 * on the space
2070 */ 2031 */
2071 while (tmp) 2032 object *mon;
2072 { 2033 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2073 if (tmp == op) 2034 {
2074 { 2035 if ((mon->flag [FLAG_ALIVE]
2075 tmp = tmp->above; 2036 || mon->type == LOCKED_DOOR
2076 continue; 2037 || mon->flag [FLAG_CAN_ROLL])
2077 }
2078
2079 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2080 {
2081 mon = tmp; 2038 && mon != op)
2082 break; 2039 break;
2083 } 2040 }
2084 2041
2085 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2086 mon = tmp;
2087
2088 tmp = tmp->above;
2089 }
2090
2091 if (!mon) /* This happens anytime the player tries to move */ 2042 if (!mon) /* This happens anytime the player tries to move */
2092 return; /* into a wall */ 2043 return false; /* into a wall */
2093 2044
2094 if (mon->head)
2095 mon = mon->head; 2045 mon = mon->head_ ();
2096 2046
2097 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)
2098 if (player_attack_door (op, mon)) 2049 if (player_attack_door (op, mon))
2050 {
2051 --op->contr->weapon_sp_left;
2099 return; 2052 return true;
2053 }
2100 2054
2101 /* The following deals with possibly attacking peaceful 2055 /* The following deals with possibly attacking peaceful
2102 * or frienddly creatures. Basically, all players are considered 2056 * or friendly creatures. Basically, all players are considered
2103 * unaggressive. If the moving player has peaceful set, then the 2057 * unaggressive. If the moving player has peaceful set, then the
2104 * object should be pushed instead of attacked. It is assumed that 2058 * object should be pushed instead of attacked. It is assumed that
2105 * if you are braced, you will not attack friends accidently, 2059 * if you are braced, you will not attack friends accidently,
2106 * and thus will not push them. 2060 * and thus will not push them.
2107 */ 2061 */
2108 2062
2109 /* 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
2110 * peaceful. Our assumption is the creature is a pet if the 2064 * peaceful. Our assumption is the creature is a pet if the
2111 * player owns it and it is either friendly or unagressive. 2065 * player owns it and it is either friendly or unagressive.
2112 */ 2066 */
2113 if ((op->type == PLAYER) 2067 if (op->type == PLAYER
2114#if COZY_SERVER
2115 &&
2116 ((mon->owner && mon->owner->contr 2068 && ((mon->owner && mon->owner->contr
2117 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2069 && same_party (mon->owner->contr->party, op->contr->party))
2118#else
2119 && mon->owner == op 2070 || mon->owner == op)
2120#endif
2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2071 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2122 { 2072 {
2123 /* 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 */
2124 if (op->contr->braced) 2074 if (op->contr->braced)
2125 return; 2075 return false;
2126 2076
2127 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"));
2128 push_ob (mon, dir, op); 2082 push_ob (mon, dir, op);
2083
2129 if (op->contr->tmp_invis || op->hide) 2084 if (op->contr->tmp_invis || op->hide)
2130 make_visible (op); 2085 make_visible (op);
2131 2086
2132 return; 2087 return true;
2133 } 2088 }
2089 else
2090 return false;
2091 }
2134 2092
2135 /* in certain circumstances, you shouldn't attack friendly 2093 /* in certain circumstances, you shouldn't attack friendly
2136 * creatures. Note that if you are braced, you can't push 2094 * creatures. Note that if you are braced, you can't push
2137 * 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
2138 * attack them either. 2096 * attack them either.
2139 */ 2097 */
2140 if ((mon->type == PLAYER || mon->enemy != op) && 2098 if ((mon->type == PLAYER || mon->enemy != op)
2141 (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))
2142#ifdef PROHIBIT_PLAYERKILL
2143 (op->contr->peaceful 2100 && ((op->contr->peaceful
2144 || (mon->type == PLAYER 2101 || (mon->type == PLAYER && mon->contr->peaceful))
2145 && mon->contr->
2146 peaceful)) &&
2147#else
2148 op->contr->peaceful &&
2149#endif
2150 !on_battleground)) 2102 && !on_battleground))
2103 {
2104 if (op->speed_left > 0.f)
2151 { 2105 {
2106 --op->speed_left;
2107
2152 if (!op->contr->braced) 2108 if (!op->contr->braced)
2153 { 2109 {
2154 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 op->play_sound (sound_find ("push_player"));
2155 push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2156 } 2112 }
2157 else 2113 else
2158 new_draw_info (0, 0, op, "You withhold your attack"); 2114 op->statusmsg ("You withhold your attack");
2159 2115
2160 if (op->contr->tmp_invis || op->hide) 2116 if (op->contr->tmp_invis || op->hide)
2161 make_visible (op); 2117 make_visible (op);
2162 }
2163 2118
2119 return true;
2120 }
2121 }
2164 /* If the object is a boulder or other rollable object, then 2122 /* If the object is a boulder or other rollable object, then
2165 * 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.
2166 */ 2124 */
2167 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)
2168 { 2128 {
2129 --op->speed_left;
2130
2169 recursive_roll (mon, dir, op); 2131 recursive_roll (mon, dir, op);
2170 if (action_makes_visible (op)) 2132 if (action_makes_visible (op))
2171 make_visible (op); 2133 make_visible (op);
2172 }
2173 2134
2135 return true;
2136 }
2137 }
2174 /* Any generic living creature. Including things like doors. 2138 /* Any generic living creature. Including things like doors.
2175 * 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
2176 * and be living. Then, it must be one of the following: 2140 * and be living. Then, it must be one of the following:
2177 * 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
2178 * 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.
2179 */ 2143 */
2180 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2144 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2181 ((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)))
2182 { 2146 {
2183 2147 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2184 /* If the player hasn't hit something this tick, and does
2185 * so, give them speed boost based on weapon speed. Doing
2186 * it here is better than process_players2, which basically
2187 * incurred a 1 tick offset.
2188 */
2189 if (!op->contr->has_hit)
2190 { 2148 {
2191 op->speed_left += op->speed / op->contr->weapon_sp; 2149 --op->contr->weapon_sp_left;
2192
2193 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2194 }
2195 2150
2196 skill_attack (mon, op, 0, 0, 0); 2151 skill_attack (mon, op, 0, 0, 0);
2197
2198 /* If attacking another player, that player gets automatic
2199 * hitback, and doesn't loose luck either.
2200 * Disable hitback on the battleground or if the target is
2201 * the wiz.
2202 */
2203 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2204 {
2205 short luck = mon->stats.luck;
2206
2207 mon->contr->has_hit = 1;
2208 skill_attack (op, mon, 0, 0, 0);
2209 mon->stats.luck = luck;
2210 }
2211 2152
2212 if (action_makes_visible (op)) 2153 if (action_makes_visible (op))
2213 make_visible (op); 2154 make_visible (op);
2214 }
2215 } /* if player should attack something */
2216}
2217 2155
2218int 2156 return true;
2157 }
2158 }
2159
2160 return false;
2161}
2162
2163bool
2219move_player (object *op, int dir) 2164move_player (object *op, int dir)
2220{ 2165{
2221 int pick; 2166 int pick;
2222 2167
2223 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2237 op->facing = dir; 2182 op->facing = dir;
2238 2183
2239 if (op->hide) 2184 if (op->hide)
2240 do_hidden_move (op); 2185 do_hidden_move (op);
2241 2186
2187 bool retval;
2188
2242 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2189 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2243 /*nop */ ; 2190 retval = RESULT_INT (0);
2244 else if (op->contr->fire_on) 2191 else if (op->contr->fire_on)
2245 fire (op, dir); 2192 retval = fire (op, dir);
2246 else 2193 else
2247 { 2194 {
2248 move_player_attack (op, dir); 2195 retval = move_player_attack (op, dir);
2249 pick = check_pick (op); 2196 pick = check_pick (op);
2250 } 2197 }
2251 2198
2252 /* 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
2253 * server can handle repeat firing. 2200 * server can handle repeat firing.
2260 /* Update how the player looks. Use the facing, so direction may 2207 /* Update how the player looks. Use the facing, so direction may
2261 * get reset to zero. This allows for full animation capabilities 2208 * get reset to zero. This allows for full animation capabilities
2262 * for players. 2209 * for players.
2263 */ 2210 */
2264 animate_object (op, op->facing); 2211 animate_object (op, op->facing);
2265 return 0; 2212
2213 return retval;
2266} 2214}
2267 2215
2268/* 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
2269 * new client/server stuff. 2217 * new client/server stuff.
2270 * 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
2271 * the new speed values for commands. 2219 * the new speed values for commands.
2272 * 2220 *
2273 * 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.
2274 */ 2224 */
2275int 2225bool
2276handle_newcs_player (object *op) 2226handle_newcs_player (object *op)
2277{ 2227{
2278 if (QUERY_FLAG (op, FLAG_SCARED)) 2228 if (QUERY_FLAG (op, FLAG_SCARED))
2279 { 2229 {
2280 flee_player (op); 2230 if (op->speed_left > 0.f)
2281 /* If player is still scared, that is his action for this tick */
2282 if (QUERY_FLAG (op, FLAG_SCARED))
2283 { 2231 {
2284 op->speed_left--; 2232 --op->speed_left;
2233 flee_player (op);
2234
2285 return 0; 2235 return true;
2286 } 2236 }
2237 else
2238 return false;
2287 } 2239 }
2288 2240
2289 /* 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
2290 * the players time has been increased when doericserver has been 2242 * the players time has been increased when doericserver has been
2291 * called, so we recheck it here. 2243 * called, so we recheck it here.
2292 */ 2244 */
2293 if (op->contr->ns->handle_command ()) 2245 if (op->contr->ns->handle_command ())
2294 return 1; 2246 return true;
2295 2247
2296 if (op->speed_left > 0)
2297 {
2298 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2248 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2299 {
2300 /* All move commands take 1 tick, at least for now */
2301 op->speed_left--;
2302
2303 /* Instead of all the stuff below, let move_player take care
2304 * of it. Also, some of the skill stuff is only put in
2305 * there, as well as the confusion stuff.
2306 */
2307 move_player (op, op->direction); 2249 return move_player (op, op->direction);
2308 2250
2309 return op->speed_left > 0;
2310 }
2311 }
2312
2313 return 0; 2251 return false;
2314} 2252}
2315 2253
2316int 2254int
2317save_life (object *op) 2255save_life (object *op)
2318{ 2256{
2320 return 0; 2258 return 0;
2321 2259
2322 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2323 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2324 { 2262 {
2325 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2263 op->play_sound (sound_find ("ob_evaporate"));
2326 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));
2327 2265
2328 if (op->contr) 2266 if (op->contr)
2329 esrv_del_item (op->contr, tmp->count); 2267 esrv_del_item (op->contr, tmp->count);
2330 2268
2350/* 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
2351 * 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
2352 * 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
2353 * from. 2291 * from.
2354 */ 2292 */
2355void 2293static void
2356remove_unpaid_objects (object *op, object *env) 2294drop_unpaid_items (object *op, object *env)
2357{ 2295{
2358 while (op) 2296 while (op)
2359 { 2297 {
2360 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' */
2361 2299
2365 esrv_del_item (env->contr, op->count); 2303 esrv_del_item (env->contr, op->count);
2366 2304
2367 op->insert_at (env); 2305 op->insert_at (env);
2368 } 2306 }
2369 else if (op->inv) 2307 else if (op->inv)
2370 remove_unpaid_objects (op->inv, env); 2308 drop_unpaid_items (op->inv, env);
2371 2309
2372 op = next; 2310 op = next;
2373 } 2311 }
2312}
2313
2314void
2315object::drop_unpaid_items ()
2316{
2317 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this);
2374} 2319}
2375 2320
2376/* 2321/*
2377 * Returns pointer a static string containing gravestone text 2322 * Returns pointer a static string containing gravestone text
2378 * Moved from apply.c to player.c - player.c is what 2323 * Moved from apply.c to player.c - player.c is what
2473 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2474 else 2419 else
2475 { 2420 {
2476 gen_grace = op->stats.maxgrace; 2421 gen_grace = op->stats.maxgrace;
2477 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2422 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2478 }
2479
2480 /* Regenerate Spell Points */
2481 if (!op->contr->golem && --op->last_sp < 0)
2482 {
2483 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2484 if (op->stats.sp < op->stats.maxsp)
2485 {
2486 op->stats.sp++;
2487 /* dms do not consume food */
2488 if (!QUERY_FLAG (op, FLAG_WIZ))
2489 {
2490 op->stats.food--;
2491 if (op->contr->digestion < 0)
2492 op->stats.food += op->contr->digestion;
2493 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2494 op->stats.food = last_food;
2495 }
2496 }
2497
2498 if (max_sp > 1)
2499 {
2500 over_sp = (gen_sp + 10) / rate_sp;
2501 if (over_sp > 0)
2502 {
2503 if (op->stats.sp < op->stats.maxsp)
2504 {
2505 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2506
2507 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2508 op->stats.sp--;
2509
2510 if (op->stats.sp > op->stats.maxsp)
2511 op->stats.sp = op->stats.maxsp;
2512 }
2513 op->last_sp = 0;
2514 }
2515 else
2516 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2517 }
2518 else
2519 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2520 } 2423 }
2521 2424
2522 /* Regenerate Grace */ 2425 /* Regenerate Grace */
2523 /* 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. */
2524 if (--op->last_grace < 0) 2427 if (--op->last_grace < 0)
2545 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);
2546 } 2449 }
2547 /* wearing stuff doesn't detract from grace generation. */ 2450 /* wearing stuff doesn't detract from grace generation. */
2548 } 2451 }
2549 2452
2453 if (op->stats.food > 0)
2454 {
2550 /* Regenerate Hit Points */ 2455 /* Regenerate Spell Points */
2551 if (--op->last_heal < 0) 2456 if (!op->contr->golem && --op->last_sp < 0)
2552 {
2553 if (op->stats.hp < op->stats.maxhp)
2554 { 2457 {
2555 op->stats.hp++; 2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2556 /* dms do not consume food */ 2459
2557 if (!QUERY_FLAG (op, FLAG_WIZ)) 2460 if (op->stats.sp < op->stats.maxsp)
2558 { 2461 {
2462 op->stats.sp++;
2463
2464 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ))
2466 {
2559 op->stats.food--; 2467 op->stats.food--;
2468
2560 if (op->contr->digestion < 0) 2469 if (op->contr->digestion < 0)
2561 op->stats.food += op->contr->digestion; 2470 op->stats.food += op->contr->digestion;
2562 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))
2563 op->stats.food = last_food; 2472 op->stats.food = last_food;
2473 }
2564 } 2474 }
2565 }
2566 2475
2567 if (max_hp > 1) 2476 if (max_sp > 1)
2568 {
2569 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2570 if (over_hp > 0)
2571 { 2477 {
2572 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
2573 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);
2574 } 2496 }
2575 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)
2576 { 2505 {
2577 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 }
2578 } 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);
2579 } 2531 }
2580 else 2532 else
2581 {
2582 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);
2583 } 2534 }
2584 } 2535 }
2585 2536
2586 /* Digestion */ 2537 /* Digestion */
2587 if (--op->last_eat < 0) 2538 if (--op->last_eat < 0)
2588 { 2539 {
2589#ifdef COZY_SERVER 2540 int bonus = max (0, op->contr->digestion),
2590 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2541 penalty = max (0, -op->contr->digestion);
2591 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2592#else
2593 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2594#endif
2595 2542
2596 if (op->contr->gen_hp > 0)
2597 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);
2598 else
2599 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2600 2544
2601 /* dms do not consume food */ 2545 /* dms do not consume food */
2602 if (!QUERY_FLAG (op, FLAG_WIZ)) 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2603 op->stats.food--; 2547 op->stats.food--;
2604 } 2548 }
2631 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.");
2632 manual_apply (op, flesh, 0); 2576 manual_apply (op, flesh, 0);
2633 } 2577 }
2634 } 2578 }
2635 2579
2636 while (op->stats.food < 0 && op->stats.hp >= 0) 2580 if (op->stats.food < 0)
2637 op->stats.food++, op->stats.hp--; 2581 {
2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2638 2585
2639 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2640 kill_player (op); 2587 kill_player (op);
2641 } 2588 }
2642} 2589}
2647 * file. 2594 * file.
2648 */ 2595 */
2649void 2596void
2650kill_player (object *op) 2597kill_player (object *op)
2651{ 2598{
2599 int x, y;
2652 char buf[MAX_BUF]; 2600 char buf[MAX_BUF];
2653 int x, y;
2654
2655 //int i;
2656 maptile *map; /* this is for resurrection */ 2601 maptile *map; /* this is for resurrection */
2657
2658 /* int z;
2659 int num_stats_lose;
2660 int lost_a_stat;
2661 int lose_this_stat;
2662 int this_stat; */
2663 int will_kill_again; 2602 int will_kill_again;
2664 archetype *at; 2603 archetype *at;
2665 object *tmp; 2604 object *tmp;
2666 2605
2667 if (save_life (op)) 2606 if (save_life (op))
2668 return; 2607 return;
2669
2670 2608
2671 /* 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
2672 * 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.
2673 * Look at op_on_battleground() for more info --AndreasV 2611 * Look at op_on_battleground() for more info --AndreasV
2674 */ 2612 */
2690 { 2628 {
2691 tmp->destroy (); 2629 tmp->destroy ();
2692 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2630 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2693 } 2631 }
2694 2632
2695 cure_disease (op, 0); /* remove any disease */ 2633 cure_disease (op, 0, 0); /* remove any disease */
2696 op->stats.hp = op->stats.maxhp; 2634 op->stats.hp = op->stats.maxhp;
2697 if (op->stats.food <= 0) 2635 if (op->stats.food <= 0)
2698 op->stats.food = 999; 2636 op->stats.food = 999;
2699 2637
2700 /* create a bodypart-trophy to make the winner happy */ 2638 /* create a bodypart-trophy to make the winner happy */
2701 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2639 if (object *tmp = arch_to_object (archetype::find ("finger")))
2702 { 2640 {
2703 sprintf (buf, "%s's finger", &op->name); 2641 tmp->name = format ("%s's finger" , &op->name);
2704 tmp->name = buf; 2642 tmp->name_pl = format ("%s's fingers", &op->name);
2705 sprintf (buf, " This finger has been cut off %s\n" 2643 tmp->msg = format (
2706 " 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",
2707 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2645 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2708 tmp->msg = buf; 2646 );
2709 tmp->value = 0, tmp->type = 0; 2647 tmp->value = 0, tmp->type = 0;
2710 tmp->materialname = "organics"; 2648 tmp->materialname = "organics";
2711 tmp->insert_at (op, tmp); 2649 tmp->insert_at (op, tmp);
2712 } 2650 }
2713 2651
2720 INVOKE_PLAYER (DEATH, op->contr); 2658 INVOKE_PLAYER (DEATH, op->contr);
2721 2659
2722 command_kill_pets (op, 0); 2660 command_kill_pets (op, 0);
2723 2661
2724 if (op->stats.food < 0) 2662 if (op->stats.food < 0)
2725 {
2726 sprintf (buf, "%s starved to death.", &op->name);
2727 strcpy (op->contr->killer, "starvation"); 2663 strcpy (op->contr->killer, "starvation");
2728 }
2729 else
2730 sprintf (buf, "%s died.", &op->name);
2731 2664
2732 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2665 op->contr->play_sound (sound_find ("player_dies"));
2733 2666
2734 /* save the map location for corpse, gravestone */ 2667 /* save the map location for corpse, gravestone */
2735 x = op->x; 2668 x = op->x;
2736 y = op->y; 2669 y = op->y;
2737 map = op->map; 2670 map = op->map;
2900 { 2833 {
2901 tmp->destroy (); 2834 tmp->destroy ();
2902 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2835 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2903 } 2836 }
2904 2837
2905 cure_disease (op, 0); /* remove any disease */ 2838 cure_disease (op, 0, 0); /* remove any disease */
2906 2839
2907 /*add_exp(op, (op->stats.exp * -0.20)); */ 2840 /*add_exp(op, (op->stats.exp * -0.20)); */
2908 apply_death_exp_penalty (op); 2841 apply_death_exp_penalty (op);
2909 if (op->stats.food < 100) 2842 if (op->stats.food < 100)
2910 op->stats.food = 900; 2843 op->stats.food = 900;
2914 2847
2915 /* 2848 /*
2916 * 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
2917 * and put them back in the map. 2850 * and put them back in the map.
2918 */ 2851 */
2919 remove_unpaid_objects (op->inv, op); 2852 op->drop_unpaid_items ();
2920 2853
2921 /****************************************/ 2854 /****************************************/
2922 /* */ 2855 /* */
2923 /* Move player to his current respawn- */ 2856 /* Move player to his current respawn- */
2924 /* position (usually last savebed) */ 2857 /* position (usually last savebed) */
2944 object *force; 2877 object *force;
2945 int at; 2878 int at;
2946 2879
2947 force = get_archetype (FORCE_NAME); 2880 force = get_archetype (FORCE_NAME);
2948 /* 50 ticks should be enough time for the spell to abate */ 2881 /* 50 ticks should be enough time for the spell to abate */
2949 force->speed = 0.1; 2882 force->speed = 0.1f;
2950 force->speed_left = -5.0; 2883 force->speed_left = -5.f;
2951 SET_FLAG (force, FLAG_APPLIED); 2884 SET_FLAG (force, FLAG_APPLIED);
2952 for (at = 0; at < NROFATTACKS; at++) 2885 for (at = 0; at < NROFATTACKS; at++)
2953 if (will_kill_again & (1 << at)) 2886 if (will_kill_again & (1 << at))
2954 force->resist[at] = 100; 2887 force->resist[at] = 100;
2955 2888
3064void 2997void
3065make_visible (object *op) 2998make_visible (object *op)
3066{ 2999{
3067 op->hide = 0; 3000 op->hide = 0;
3068 op->invisible = 0; 3001 op->invisible = 0;
3002
3069 if (op->type == PLAYER) 3003 if (op->type == PLAYER)
3070 { 3004 {
3071 op->contr->tmp_invis = 0; 3005 op->contr->tmp_invis = 0;
3072 op->contr->invis_race = 0; 3006 op->contr->invis_race = 0;
3073 } 3007 }
3076} 3010}
3077 3011
3078int 3012int
3079is_true_undead (object *op) 3013is_true_undead (object *op)
3080{ 3014{
3081 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3015 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3082 return 1; 3016 return 1;
3083 3017
3084 return 0; 3018 return 0;
3085} 3019}
3086 3020
3087/* look at the surrounding terrain to determine 3021/* look at the surrounding terrain to determine
3088 * the hideability of this object. Positive levels 3022 * the hideability of this object. Positive levels
3089 * indicate greater hideability. 3023 * indicate greater hideability.
3090 */ 3024 */
3091
3092int 3025int
3093hideability (object *ob) 3026hideability (object *ob)
3094{ 3027{
3095 int i, level = 0, mflag; 3028 int i, level = 0, mflag;
3096 sint16 x, y; 3029 sint16 x, y;
3130/* For Hidden creatures - a chance of becoming 'unhidden' 3063/* For Hidden creatures - a chance of becoming 'unhidden'
3131 * every time they move - as we subtract off 'invisibility' 3064 * every time they move - as we subtract off 'invisibility'
3132 * AND, for players, if they move into a ridiculously unhideable 3065 * AND, for players, if they move into a ridiculously unhideable
3133 * spot (surrounded by clear terrain in broad daylight). -b.t. 3066 * spot (surrounded by clear terrain in broad daylight). -b.t.
3134 */ 3067 */
3135
3136void 3068void
3137do_hidden_move (object *op) 3069do_hidden_move (object *op)
3138{ 3070{
3139 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3071 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3140 object *skop; 3072 object *skop;
3222 * object op. This function works fine for monsters, 3154 * object op. This function works fine for monsters,
3223 * 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
3224 * a pile (say a coin under a table would return "viewable" 3156 * a pile (say a coin under a table would return "viewable"
3225 * by this routine). Another question, should we be 3157 * by this routine). Another question, should we be
3226 * concerned with the direction the player is looking 3158 * concerned with the direction the player is looking
3227 * in? Realistically, most of use cant see stuff behind 3159 * in? Realistically, most of us can't see stuff behind
3228 * our backs...on the other hand, does the "facing" direction 3160 * our backs...on the other hand, does the "facing" direction
3229 * imply the way your head, or body is facing? Its possible 3161 * imply the way your head, or body is facing? It's possible
3230 * 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.
3231 * -b.t. 3163 * -b.t.
3232 * This function is now map tiling safe. 3164 * This function is now map tiling safe.
3233 */ 3165 */
3234
3235int 3166int
3236player_can_view (object *pl, object *op) 3167player_can_view (object *pl, object *op)
3237{ 3168{
3238 rv_vector rv; 3169 rv_vector rv;
3239 int dx, dy; 3170 int dx, dy;
3251 3182
3252 get_rangevector (pl, op, &rv, 0x1); 3183 get_rangevector (pl, op, &rv, 0x1);
3253 3184
3254 /* starting with the 'head' part, lets loop 3185 /* starting with the 'head' part, lets loop
3255 * through the object and find if it has any 3186 * through the object and find if it has any
3256 * part that is in the los array but isnt on 3187 * part that is in the los array but isn't on
3257 * a blocked los square. 3188 * a blocked los square.
3258 * we use the archetype to figure out offsets. 3189 * we use the archetype to figure out offsets.
3259 */ 3190 */
3260 while (op) 3191 while (op)
3261 { 3192 {
3262 dx = rv.distance_x + op->arch->clone.x; 3193 dx = rv.distance_x + op->arch->x;
3263 dy = rv.distance_y + op->arch->clone.y; 3194 dy = rv.distance_y + op->arch->y;
3264 3195
3265 /* only the viewable area the player sees is updated by LOS 3196 /* only the viewable area the player sees is updated by LOS
3266 * 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
3267 * for any meaningful values. 3198 * for any meaningful values.
3268 */ 3199 */
3269 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3200 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3270 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3201 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3271 !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)])
3272 return 1; 3203 return 1;
3204
3273 op = op->more; 3205 op = op->more;
3274 } 3206 }
3207
3275 return 0; 3208 return 0;
3276} 3209}
3277 3210
3278/* routine for both players and monsters. We call this when 3211/* routine for both players and monsters. We call this when
3279 * there is a possibility for our action distrubing our hiding 3212 * there is a possibility for our action distrubing our hiding
3282 * return 0. 3215 * return 0.
3283 */ 3216 */
3284int 3217int
3285action_makes_visible (object *op) 3218action_makes_visible (object *op)
3286{ 3219{
3287
3288 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3220 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3289 { 3221 {
3290 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3222 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3291 return 0; 3223 return 0;
3292 3224
3298 { 3230 {
3299 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");
3300 return 1; 3232 return 1;
3301 } 3233 }
3302 } 3234 }
3235
3303 return 0; 3236 return 0;
3304} 3237}
3305 3238
3306/* op_on_battleground - checks if the given object op (usually 3239/* op_on_battleground - checks if the given object op (usually
3307 * a player) is standing on a valid battleground-tile, 3240 * a player) is standing on a valid battleground-tile,
3312 * 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
3313 */ 3246 */
3314int 3247int
3315op_on_battleground (object *op, int *x, int *y) 3248op_on_battleground (object *op, int *x, int *y)
3316{ 3249{
3317 object *tmp;
3318
3319 /* A battleground-tile needs the following attributes to be valid: 3250 /* A battleground-tile needs the following attributes to be valid:
3320 * 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),
3321 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3252 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3322 * and the exit-coordinates sp/hp must both be > 0. 3253 * and the exit-coordinates sp/hp must both be > 0.
3323 * => The intention here is to prevent abuse of the battleground- 3254 * => The intention here is to prevent abuse of the battleground-
3324 * feature (like pickable or hidden battleground tiles). */ 3255 * feature (like pickable or hidden battleground tiles). */
3325 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3256 for (object *tmp = op->below; tmp; tmp = tmp->below)
3326 { 3257 {
3327 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3258 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3328 { 3259 {
3329 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3260 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3330 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))
3331 { 3264 {
3332 /*before we assign the exit, check if this is a teambattle */ 3265 /* before we assign the exit, check if this is a teambattle */
3333 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))
3334 { 3267 {
3335 object *invtmp;
3336
3337 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3268 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3338 { 3269 {
3339 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3270 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3340 { 3271 {
3341 if (x != NULL && y != NULL) 3272 if (x && y)
3342 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3273 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3274
3343 return 1; 3275 return 1;
3344 } 3276 }
3345 } 3277 }
3346 } 3278 }
3279
3347 if (x != NULL && y != NULL) 3280 if (x && y)
3348 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3281 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3282
3349 return 1; 3283 return 1;
3350 } 3284 }
3351 } 3285 }
3352 } 3286 }
3287
3353 /* If we got here, did not find a battleground */ 3288 /* If we got here, did not find a battleground */
3354 return 0; 3289 return 0;
3355} 3290}
3356 3291
3357/* 3292/*
3373 char buf[MAX_BUF]; /* tmp. string buffer */ 3308 char buf[MAX_BUF]; /* tmp. string buffer */
3374 int i = 0, j = 0; 3309 int i = 0, j = 0;
3375 3310
3376 /* get the appropriate treasurelist */ 3311 /* get the appropriate treasurelist */
3377 if (atnr == ATNR_FIRE) 3312 if (atnr == ATNR_FIRE)
3378 trlist = treasurelist::find ("dragon_ability_fire"); 3313 trlist = treasurelist::find (shstr_dragon_ability_fire);
3379 else if (atnr == ATNR_COLD) 3314 else if (atnr == ATNR_COLD)
3380 trlist = treasurelist::find ("dragon_ability_cold"); 3315 trlist = treasurelist::find (shstr_dragon_ability_cold);
3381 else if (atnr == ATNR_ELECTRICITY) 3316 else if (atnr == ATNR_ELECTRICITY)
3382 trlist = treasurelist::find ("dragon_ability_elec"); 3317 trlist = treasurelist::find (shstr_dragon_ability_elec);
3383 else if (atnr == ATNR_POISON) 3318 else if (atnr == ATNR_POISON)
3384 trlist = treasurelist::find ("dragon_ability_poison"); 3319 trlist = treasurelist::find (shstr_dragon_ability_poison);
3385 3320
3386 if (trlist == NULL || who->type != PLAYER) 3321 if (trlist == NULL || who->type != PLAYER)
3387 return; 3322 return;
3388 3323
3389 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++);
3393 /* 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]); */
3394 return; 3329 return;
3395 } 3330 }
3396 3331
3397 /* everything seems okay - now bring on the gift: */ 3332 /* everything seems okay - now bring on the gift: */
3398 item = &(tr->item->clone); 3333 item = tr->item;
3399 3334
3400 if (item->type == SPELL) 3335 if (item->type == SPELL)
3401 { 3336 {
3402 if (check_spell_known (who, item->name)) 3337 if (check_spell_known (who, item->name))
3403 return; 3338 return;
3462 { 3397 {
3463 /* forces in the treasurelist can alter the player's stats */ 3398 /* forces in the treasurelist can alter the player's stats */
3464 object *skin; 3399 object *skin;
3465 3400
3466 /* first get the dragon skin force */ 3401 /* first get the dragon skin force */
3467 shstr_cmp dragon_skin_force ("dragon_skin_force");
3468 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)
3469 ; 3403 ;
3470 3404
3471 if (!skin) 3405 if (!skin)
3472 return; 3406 return;
3473 3407
3549 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))
3550 return 0; 3484 return 0;
3551 3485
3552 return 100 - blocked_los [x][y]; 3486 return 100 - blocked_los [x][y];
3553} 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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