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Comparing deliantra/server/server/player.C (file contents):
Revision 1.137 by root, Thu May 17 14:14:55 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>
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
150} 149}
151 150
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
156}
157
158/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
159static void 152static void
160set_first_map (object *op) 153set_first_map (object *op)
161{ 154{
162 op->contr->maplevel = first_map_path; 155 op->contr->maplevel = first_map_path;
163 op->x = -1; 156 op->x = -1;
164 op->y = -1; 157 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178} 158}
179 159
180void 160void
181player::activate () 161player::activate ()
182{ 162{
187 ob->remove (); 167 ob->remove ();
188 ob->map = 0; 168 ob->map = 0;
189 ob->activate_recursive (); 169 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob); 171 add_friendly_object (ob);
192 enter_map ();
193} 172}
194 173
195void 174void
196player::deactivate () 175player::deactivate ()
197{ 176{
204 183
205 if (ob->map) 184 if (ob->map)
206 maplevel = ob->map->path; 185 maplevel = ob->map->path;
207 186
208 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
209 ob->map = 0; 189 ob->map = 0;
210 party = 0; 190 party = 0;
211 191
212 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
213 193
227 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
228 208
229 ns->update_look = 0; 209 ns->update_look = 0;
230 ns->look_position = 0; 210 ns->look_position = 0;
231 211
232 clear_los (ob); 212 clear_los (this);
233 213
234 ns->reset_stats (); 214 ns->reset_stats ();
235 215
236 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
239 219
240 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
241 link_player_skills (ob); 221 link_player_skills (ob);
242 222
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244 224
245 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
246 226
247 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
249 { 229 {
250 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
251 231
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
258 abil = tmp; 235 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
260 skin = tmp; 237 skin = tmp;
261 238
262 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
263 } 240 }
264 241
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266 243
267 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;
268 249
269 for (object *op = ob->inv; op; op = op->below) 250 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED]) 251 if (op->flag [FLAG_APPLIED])
271 switch (op->type) 252 switch (op->type)
272 { 253 {
254 case SKILL:
255 ob->flag [FLAG_APPLIED] = false;
256 break;
257
273 case WAND: 258 case WAND:
274 case ROD: 259 case ROD:
275 case HORN: 260 case HORN:
276 case BOW: 261 case BOW:
277 case SKILL: 262 ranged_ob = op;
278 case SKILL_TOOL: 263 break;
264
279 case WEAPON: 265 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY); 266 combat_ob = op;
281 apply_special (ob, op, AP_APPLY);
282 break; 267 break;
283 } 268 }
284 269
270 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
285 ob->update_stats (); 271 ob->update_stats ();
272
286 ns->floorbox_update (); 273 ns->floorbox_update ();
287
288 esrv_send_inventory (ob, ob); 274 esrv_send_inventory (ob, ob);
289 esrv_add_spells (this, 0); 275 esrv_add_spells (this, 0);
290 276
291 activate (); 277 activate ();
292 278
299} 285}
300 286
301void 287void
302player::disconnect () 288player::disconnect ()
303{ 289{
290 if (ob)
291 {
292 ob->close_container (); //TODO: client-specific
293 ob->drop_unpaid_items ();
294 }
295
304 if (ns) 296 if (ns)
305 { 297 {
306 if (active) 298 if (active)
307 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 299 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
308 300
311 ns->reset_stats (); 303 ns->reset_stats ();
312 ns->pl = 0; 304 ns->pl = 0;
313 ns = 0; 305 ns = 0;
314 } 306 }
315 307
316 if (ob) 308 observe = ob;
317 ob->close_container (); //TODO: client-specific
318 309
319 deactivate (); 310 deactivate ();
320} 311}
321 312
322// the need for this function can be explained 313// the need for this function can be explained
323// by load_object not returning the object 314// by load_object not returning the object
324void 315void
325player::set_object (object *op) 316player::set_object (object *op)
326{ 317{
327 ob = op; 318 ob = observe = op;
328 ob->contr = this; /* this aren't yet in archetype */ 319 ob->contr = this; /* this aren't yet in archetype */
329 320
330 ob->speed_left = 0.5f;
331 ob->speed = 1.0f; 321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
332 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;
333} 332}
334 333
335player::player () 334player::player ()
336{ 335{
337 /* There are some elements we want initialised to non zero value - 336 /* There are some elements we want initialised to non zero value -
348 petmode = pet_normal; 347 petmode = pet_normal;
349 listening = 10; 348 listening = 10;
350 usekeys = containers; 349 usekeys = containers;
351 peaceful = 1; /* default peaceful */ 350 peaceful = 1; /* default peaceful */
352 do_los = 1; 351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
353} 355}
354 356
355void 357void
356player::do_destroy () 358player::do_destroy ()
357{ 359{
362 if (ob) 364 if (ob)
363 { 365 {
364 ob->destroy_inv (false); 366 ob->destroy_inv (false);
365 ob->destroy (); 367 ob->destroy ();
366 } 368 }
369
370 ob = observe = 0;
367} 371}
368 372
369player::~player () 373player::~player ()
370{ 374{
371 /* Clear item stack */ 375 /* Clear item stack */
398 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
399 */ 403 */
400archetype * 404archetype *
401get_player_archetype (archetype *at) 405get_player_archetype (archetype *at)
402{ 406{
403 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
404 408
405 for (;;) 409 for (;;)
406 { 410 {
407 if (at == NULL || at->next == NULL) 411 if (++i == archetypes.end ())
408 at = first_archetype; 412 i = archetypes.begin ();
409 else 413 else if (*i == at)
410 at = at->next; 414 cleanup ("not a single player archetype found");
411 415
412 if (at->clone.type == PLAYER) 416 if ((*i)->type == PLAYER)
413 return at; 417 return *i;
414
415 if (at == start)
416 {
417 LOG (llevError, "No Player archetypes\n");
418 exit (-1);
419 }
420 } 418 }
421} 419}
422 420
423object * 421object *
424get_nearest_player (object *mon) 422get_nearest_player (object *mon)
428 unsigned lastdist; 426 unsigned lastdist;
429 rv_vector rv; 427 rv_vector rv;
430 428
431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 { 430 {
433 /* We should not find free objects on this friendly list, but it
434 * does periodically happen. Given that, lets deal with it.
435 * While unlikely, it is possible the next object on the friendly
436 * list is also free, so encapsulate this in a while loop.
437 */
438 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
439 {
440 object *tmp = ol->ob;
441
442 /* Can't do much more other than log the fact, because the object
443 * itself will have been cleared.
444 */
445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
447 ol = ol->next;
448 remove_friendly_object (tmp);
449 if (!ol)
450 return op;
451 }
452
453 /* Remove special check for player from this. First, it looks to cause
454 * some crashes (ol->ob->contr not set properly?), but secondly, a more
455 * complicated method of state checking would be needed in any case -
456 * as it was, a clever player could type quit, and the function would
457 * skip them over while waiting for confirmation. Remove
458 * on_same_map check, as can_detect_enemy also does this
459 */
460 if (!can_detect_enemy (mon, ol->ob, &rv)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
461 continue; 432 continue;
462 433
463 if (lastdist > rv.distance) 434 if (lastdist > rv.distance)
464 { 435 {
914 if (*first_map_ext_path) 885 if (*first_map_ext_path)
915 { 886 {
916 object *tmp; 887 object *tmp;
917 char mapname[MAX_BUF]; 888 char mapname[MAX_BUF];
918 889
919 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);
920 tmp = object::create (); 891 tmp = object::create ();
921 EXIT_PATH (tmp) = mapname; 892 EXIT_PATH (tmp) = mapname;
922 EXIT_X (tmp) = ob->x; 893 EXIT_X (tmp) = ob->x;
923 EXIT_Y (tmp) = ob->y; 894 EXIT_Y (tmp) = ob->y;
924 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;
943 int x = ob->x, y = ob->y; 914 int x = ob->x, y = ob->y;
944 915
945 ob->remove_statbonus (); 916 ob->remove_statbonus ();
946 ob->remove (); 917 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch); 918 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob); 919 ob->arch->copy_to (ob);
949 ob->instantiate (); 920 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats; 921 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name; 922 ob->name = ob->name_pl = name;
952 ob->x = x; 923 ob->x = x;
953 ob->y = y; 924 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */ 925 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0); 926 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name); 927 assign (ob->contr->title, ob->arch->object::name);
957 ob->add_statbonus (); 928 ob->add_statbonus ();
958 } 929 }
959 while (!allowed_class (ob)); 930 while (!allowed_class (ob));
960 931
961 update_object (ob, UP_OBJ_FACE); 932 update_object (ob, UP_OBJ_FACE);
1106 if (tmp->name != NULL) 1077 if (tmp->name != NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1078 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &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))));
1109 else 1080 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1081 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &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))));
1112 1083
1113 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1084 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 } 1085 }
1115 1086
1116 /* philosophy: 1087 /* philosophy:
1191 pick_up (op, tmp); 1162 pick_up (op, tmp);
1192 continue; 1163 continue;
1193 } 1164 }
1194 1165
1195 if (op->contr->mode & PU_READABLES) 1166 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL) 1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1197 { 1168 {
1198 pick_up (op, tmp); 1169 pick_up (op, tmp);
1199 continue; 1170 continue;
1200 } 1171 }
1201 1172
1309 /* careful: chairs and tables are weapons! */ 1280 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON) 1281 if (op->contr->mode & PU_ALLWEAPON)
1311 { 1282 {
1312 if (tmp->type == WEAPON && tmp->name != NULL) 1283 if (tmp->type == WEAPON && tmp->name != NULL)
1313 { 1284 {
1314 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 &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1316 { 1287 {
1317 pick_up (op, tmp); 1288 pick_up (op, tmp);
1318 continue; 1289 continue;
1319 } 1290 }
1320 } 1291 }
1321 1292
1322 if (tmp->type == WEAPON && tmp->name == NULL) 1293 if (tmp->type == WEAPON && tmp->name == NULL)
1323 { 1294 {
1324 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)
1325 { 1296 {
1326 pick_up (op, tmp); 1297 pick_up (op, tmp);
1327 continue; 1298 continue;
1328 } 1299 }
1329 } 1300 }
1354 if (tmp->name != NULL) 1325 if (tmp->name != NULL)
1355 { 1326 {
1356 fprintf (stderr, "%s", tmp->name); 1327 fprintf (stderr, "%s", tmp->name);
1357 } 1328 }
1358 else 1329 else
1359 fprintf (stderr, "%s", tmp->arch->name); 1330 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1331 fprintf (stderr, ",%d] = ", tmp->type);
1361 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))));
1362#endif 1333#endif
1363 continue; 1334 continue;
1364 } 1335 }
1434 else 1405 else
1435 { 1406 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1407 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1408 {
1438 attacktype = 1 << attacknum; 1409 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1410 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 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)
1441 { 1412 {
1442 tmp = arrow; 1413 tmp = arrow;
1443 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;
1444 } 1415 }
1445 } 1416 }
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1418 {
1448 tmp = arrow; 1419 tmp = arrow;
1632 arrow->stats.grace = arrow->attacktype; 1603 arrow->stats.grace = arrow->attacktype;
1633 1604
1634 if (arrow->slaying) 1605 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying); 1606 arrow->spellarg = strdup (arrow->slaying);
1636 1607
1608#if 0
1637 if (player *pl = op->contr) 1609 if (player *pl = op->contr)
1638 { 1610 {
1639 if (!pl->has_hit)
1640 {
1641 pl->has_hit = 1;
1642 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1643 }
1644#if 0
1645 float speed = pl->weapon_sp; 1611 float speed = pl->weapon_sp;
1646 1612
1647 /* penalize ROF for bestarrow */ 1613 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow) 1614 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f; 1615 speed *= .9f;
1650 else 1616 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1617 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652 1618
1653 op->speed_left += speed - op->speed; 1619 op->speed_left += speed - op->speed;
1620 }
1654#endif 1621#endif
1655 }
1656 1622
1657 SET_ANIMATION (arrow, arrow->direction); 1623 SET_ANIMATION (arrow, arrow->direction);
1658 1624
1659 /* update the speed */ 1625 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1626 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1661 + bow->stats.dam / 7.0; 1627 + bow->stats.dam / 7.f;
1662 1628
1663 arrow->set_speed (max (arrow->speed, 2.0)); 1629 arrow->set_speed (max (arrow->speed, 2.f));
1664 arrow->speed_left = 0; 1630 arrow->speed_left = 0;
1665 1631
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1632 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667 1633
1668 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1691 1657
1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1693 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1695 1661
1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1697 m->insert (arrow, sx, sy, op); 1663 m->insert (arrow, sx, sy, op);
1698 1664
1699 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1700 move_arrow (arrow); 1666 move_arrow (arrow);
1701 1667
1779 1745
1780 if (item->type == WAND) 1746 if (item->type == WAND)
1781 { 1747 {
1782 if (item->stats.food <= 0) 1748 if (item->stats.food <= 0)
1783 { 1749 {
1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1750 op->contr->play_sound (sound_find ("wand_poof"));
1785 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));
1786 1752
1787 return; 1753 return;
1788 } 1754 }
1789 } 1755 }
1790 else if (item->type == ROD || item->type == HORN) 1756 else if (item->type == ROD || item->type == HORN)
1791 { 1757 {
1792 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))
1793 { 1759 {
1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1795 1761
1796 if (item->type == ROD) 1762 if (item->type == ROD)
1797 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));
1798 else 1764 else
1799 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));
1812 object *tmp; 1778 object *tmp;
1813 1779
1814 if (item->arch) 1780 if (item->arch)
1815 { 1781 {
1816 CLEAR_FLAG (item, FLAG_ANIMATE); 1782 CLEAR_FLAG (item, FLAG_ANIMATE);
1817 item->face = item->arch->clone.face; 1783 item->face = item->arch->face;
1818 item->set_speed (0); 1784 item->set_speed (0);
1819 } 1785 }
1820 1786
1821 if ((tmp = item->in_player ())) 1787 if ((tmp = item->in_player ()))
1822 esrv_update_item (UPD_ANIM, tmp, item); 1788 esrv_update_item (UPD_ANIM, tmp, item);
1827 } 1793 }
1828} 1794}
1829 1795
1830/* Received a fire command for the player - go and do it. 1796/* Received a fire command for the player - go and do it.
1831 */ 1797 */
1832void 1798bool
1833fire (object *op, int dir) 1799fire (object *op, int dir)
1834{ 1800{
1835 int spellcost = 0; 1801 int spellcost = 0;
1836 1802
1837 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
1841 player *pl = op->contr; 1807 player *pl = op->contr;
1842 1808
1843 if (pl->golem) 1809 if (pl->golem)
1844 { 1810 {
1845 control_golem (op->contr->golem, dir); 1811 control_golem (op->contr->golem, dir);
1846 return; 1812 return false;
1847 } 1813 }
1848 1814
1849 object *ob = pl->ranged_ob; 1815 object *ob = pl->ranged_ob;
1850 1816
1851 if (!ob) 1817 if (!ob)
1852 return; 1818 return false;
1853 1819
1854 if (!op->change_weapon (ob)) 1820 if (!op->change_weapon (ob))
1855 return; 1821 return false;
1822
1823 if (op->speed_left > 0.f)
1824 --op->speed_left;
1825 else
1826 return false;
1856 1827
1857 switch (ob->type) 1828 switch (ob->type)
1858 { 1829 {
1859 case BOW: 1830 case BOW:
1860 player_fire_bow (op, dir); 1831 player_fire_bow (op, dir);
1874 1845
1875 default: 1846 default:
1876 fire_misc_object (op, dir); 1847 fire_misc_object (op, dir);
1877 break; 1848 break;
1878 } 1849 }
1850
1851 return true;
1879} 1852}
1880 1853
1881/* find_key 1854/* find_key
1882 * 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
1883 * and successfully use it, we return the key, otherwise NULL 1856 * and successfully use it, we return the key, otherwise NULL
1970 * 0 otherwise 1943 * 0 otherwise
1971 */ 1944 */
1972static int 1945static int
1973player_attack_door (object *op, object *door) 1946player_attack_door (object *op, object *door)
1974{ 1947{
1975 /* 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,
1976 * 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 -
1977 * otherwise, we fall through to the rest of the code. 1950 * otherwise, we fall through to the rest of the code.
1978 */ 1951 */
1979 object *key = find_key (op, op, door); 1952 object *key = find_key (op, op, door);
1980 1953
1981 /* IF we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
1982 if (key) 1955 if (key)
1983 { 1956 {
1984 object *container = key->env; 1957 object *container = key->env;
1985
1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987 1958
1988 if (action_makes_visible (op)) 1959 if (action_makes_visible (op))
1989 make_visible (op); 1960 make_visible (op);
1990 1961
1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1962 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1993 1964
1994 if (door->type == DOOR) 1965 if (door->type == DOOR)
1995 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 */
1996 else if (door->type == LOCKED_DOOR) 1967 else if (door->type == LOCKED_DOOR)
1997 { 1968 {
1998 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);
1999 remove_door2 (door); /* remove door without violence ;-) */ 1970 remove_door2 (door); /* remove door without violence ;-) */
2000 } 1971 }
2001 1972
2002 /* Do this after we print the message */ 1973 /* Do this after we print the message */
2003 decrease_ob (key); /* Use up one of the keys */ 1974 decrease_ob (key); /* Use up one of the keys */
2008 return 1; /* Nothing more to do below */ 1979 return 1; /* Nothing more to do below */
2009 } 1980 }
2010 else if (door->type == LOCKED_DOOR) 1981 else if (door->type == LOCKED_DOOR)
2011 { 1982 {
2012 /* Might as well return now - no other way to open this */ 1983 /* Might as well return now - no other way to open this */
2013 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...");
2014 return 1; 1985 return 1;
2015 } 1986 }
2016 1987
2017 return 0; 1988 return 0;
2018} 1989}
2021 * It should keep the code cleaner. 1992 * It should keep the code cleaner.
2022 * When this is called, the players direction has been updated 1993 * When this is called, the players direction has been updated
2023 * (taking into account confusion.) The player is also actually 1994 * (taking into account confusion.) The player is also actually
2024 * going to try and move (not fire weapons). 1995 * going to try and move (not fire weapons).
2025 */ 1996 */
2026void 1997bool
2027move_player_attack (object *op, int dir) 1998move_player_attack (object *op, int dir)
2028{ 1999{
2029 object *tmp, *mon;
2030 int on_battleground; 2000 int on_battleground;
2031 maptile *m;
2032 2001
2033 sint16 nx = freearr_x[dir] + op->x; 2002 sint16 nx = freearr_x[dir] + op->x;
2034 sint16 ny = freearr_y[dir] + op->y; 2003 sint16 ny = freearr_y[dir] + op->y;
2035 2004
2036 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 }
2037 2015
2038 /* 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
2039 * 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
2040 * 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
2041 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2042 * 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
2043 * 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
2044 * 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
2045 * move_ob uses. 2023 * move_ob uses.
2046 */ 2024 */
2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2048 {
2049 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2050 {
2051 m = op->map->xy_find (nx, ny); 2025 maptile *m = op->map->xy_find (nx, ny);
2052 if (!m)
2053 return; /* Don't think this should happen */
2054 }
2055 else
2056 m = op->map;
2057 2026
2058 if (!(tmp = m->at (nx, ny).bot))
2059 return;
2060
2061 mon = 0;
2062 /* 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
2063 * 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.
2064 * 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
2065 * on the space 2030 * on the space
2066 */ 2031 */
2067 while (tmp) 2032 object *mon;
2068 { 2033 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2069 if (tmp == op) 2034 {
2070 { 2035 if ((mon->flag [FLAG_ALIVE]
2071 tmp = tmp->above; 2036 || mon->type == LOCKED_DOOR
2072 continue; 2037 || mon->flag [FLAG_CAN_ROLL])
2073 }
2074
2075 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2076 {
2077 mon = tmp; 2038 && mon != op)
2078 break; 2039 break;
2079 } 2040 }
2080 2041
2081 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2082 mon = tmp;
2083
2084 tmp = tmp->above;
2085 }
2086
2087 if (!mon) /* This happens anytime the player tries to move */ 2042 if (!mon) /* This happens anytime the player tries to move */
2088 return; /* into a wall */ 2043 return false; /* into a wall */
2089 2044
2090 if (mon->head)
2091 mon = mon->head; 2045 mon = mon->head_ ();
2092 2046
2093 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)
2094 if (player_attack_door (op, mon)) 2049 if (player_attack_door (op, mon))
2050 {
2051 --op->contr->weapon_sp_left;
2095 return; 2052 return true;
2053 }
2096 2054
2097 /* The following deals with possibly attacking peaceful 2055 /* The following deals with possibly attacking peaceful
2098 * or frienddly creatures. Basically, all players are considered 2056 * or friendly creatures. Basically, all players are considered
2099 * unaggressive. If the moving player has peaceful set, then the 2057 * unaggressive. If the moving player has peaceful set, then the
2100 * object should be pushed instead of attacked. It is assumed that 2058 * object should be pushed instead of attacked. It is assumed that
2101 * if you are braced, you will not attack friends accidently, 2059 * if you are braced, you will not attack friends accidently,
2102 * and thus will not push them. 2060 * and thus will not push them.
2103 */ 2061 */
2104 2062
2105 /* 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
2106 * peaceful. Our assumption is the creature is a pet if the 2064 * peaceful. Our assumption is the creature is a pet if the
2107 * player owns it and it is either friendly or unagressive. 2065 * player owns it and it is either friendly or unagressive.
2108 */ 2066 */
2109 if (op->type == PLAYER 2067 if (op->type == PLAYER
2110 && ((mon->owner && mon->owner->contr 2068 && ((mon->owner && mon->owner->contr
2111 && same_party (mon->owner->contr->party, op->contr->party)) 2069 && same_party (mon->owner->contr->party, op->contr->party))
2112 || mon->owner == op) 2070 || mon->owner == op)
2113 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2071 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2114 { 2072 {
2115 /* 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 */
2116 if (op->contr->braced) 2074 if (op->contr->braced)
2117 return; 2075 return false;
2118 2076
2119 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"));
2120 push_ob (mon, dir, op); 2082 push_ob (mon, dir, op);
2083
2121 if (op->contr->tmp_invis || op->hide) 2084 if (op->contr->tmp_invis || op->hide)
2122 make_visible (op); 2085 make_visible (op);
2123 2086
2124 return; 2087 return true;
2125 } 2088 }
2089 else
2090 return false;
2091 }
2126 2092
2127 /* in certain circumstances, you shouldn't attack friendly 2093 /* in certain circumstances, you shouldn't attack friendly
2128 * creatures. Note that if you are braced, you can't push 2094 * creatures. Note that if you are braced, you can't push
2129 * 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
2130 * attack them either. 2096 * attack them either.
2131 */ 2097 */
2132 if ((mon->type == PLAYER || mon->enemy != op) 2098 if ((mon->type == PLAYER || mon->enemy != op)
2133 && (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))
2134 && ((op->contr->peaceful 2100 && ((op->contr->peaceful
2135 || (mon->type == PLAYER && mon->contr->peaceful)) 2101 || (mon->type == PLAYER && mon->contr->peaceful))
2136 && !on_battleground)) 2102 && !on_battleground))
2103 {
2104 if (op->speed_left > 0.f)
2137 { 2105 {
2106 --op->speed_left;
2107
2138 if (!op->contr->braced) 2108 if (!op->contr->braced)
2139 { 2109 {
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 op->play_sound (sound_find ("push_player"));
2141 push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2142 } 2112 }
2143 else 2113 else
2144 new_draw_info (0, 0, op, "You withhold your attack"); 2114 op->statusmsg ("You withhold your attack");
2145 2115
2146 if (op->contr->tmp_invis || op->hide) 2116 if (op->contr->tmp_invis || op->hide)
2147 make_visible (op); 2117 make_visible (op);
2148 }
2149 2118
2119 return true;
2120 }
2121 }
2150 /* If the object is a boulder or other rollable object, then 2122 /* If the object is a boulder or other rollable object, then
2151 * 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.
2152 */ 2124 */
2153 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)
2154 { 2128 {
2129 --op->speed_left;
2130
2155 recursive_roll (mon, dir, op); 2131 recursive_roll (mon, dir, op);
2156 if (action_makes_visible (op)) 2132 if (action_makes_visible (op))
2157 make_visible (op); 2133 make_visible (op);
2158 }
2159 2134
2135 return true;
2136 }
2137 }
2160 /* Any generic living creature. Including things like doors. 2138 /* Any generic living creature. Including things like doors.
2161 * 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
2162 * and be living. Then, it must be one of the following: 2140 * and be living. Then, it must be one of the following:
2163 * 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
2164 * 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.
2165 */ 2143 */
2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2144 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2167 ((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)))
2168 { 2146 {
2169 if (!op->contr->has_hit) 2147 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2170 { 2148 {
2171 op->contr->has_hit = 1; 2149 --op->contr->weapon_sp_left;
2172 op->speed_left += op->contr->weapon_speed () - op->speed;
2173 }
2174 2150
2175 skill_attack (mon, op, 0, 0, 0); 2151 skill_attack (mon, op, 0, 0, 0);
2176
2177 /* If attacking another player, that player gets automatic
2178 * hitback, and doesn't loose luck either.
2179 * Disable hitback on the battleground or if the target is
2180 * the wiz.
2181 */
2182 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2183 {
2184 short luck = mon->stats.luck;
2185
2186 mon->contr->has_hit = 1;
2187 skill_attack (op, mon, 0, 0, 0);
2188 mon->stats.luck = luck;
2189 }
2190 2152
2191 if (action_makes_visible (op)) 2153 if (action_makes_visible (op))
2192 make_visible (op); 2154 make_visible (op);
2193 }
2194 } /* if player should attack something */
2195}
2196 2155
2197int 2156 return true;
2157 }
2158 }
2159
2160 return false;
2161}
2162
2163bool
2198move_player (object *op, int dir) 2164move_player (object *op, int dir)
2199{ 2165{
2200 int pick; 2166 int pick;
2201 2167
2202 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2216 op->facing = dir; 2182 op->facing = dir;
2217 2183
2218 if (op->hide) 2184 if (op->hide)
2219 do_hidden_move (op); 2185 do_hidden_move (op);
2220 2186
2187 bool retval;
2188
2221 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2189 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2222 /*nop */ ; 2190 retval = RESULT_INT (0);
2223 else if (op->contr->fire_on) 2191 else if (op->contr->fire_on)
2224 fire (op, dir); 2192 retval = fire (op, dir);
2225 else 2193 else
2226 { 2194 {
2227 move_player_attack (op, dir); 2195 retval = move_player_attack (op, dir);
2228 pick = check_pick (op); 2196 pick = check_pick (op);
2229 } 2197 }
2230 2198
2231 /* 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
2232 * server can handle repeat firing. 2200 * server can handle repeat firing.
2239 /* Update how the player looks. Use the facing, so direction may 2207 /* Update how the player looks. Use the facing, so direction may
2240 * get reset to zero. This allows for full animation capabilities 2208 * get reset to zero. This allows for full animation capabilities
2241 * for players. 2209 * for players.
2242 */ 2210 */
2243 animate_object (op, op->facing); 2211 animate_object (op, op->facing);
2244 return 0; 2212
2213 return retval;
2245} 2214}
2246 2215
2247/* 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
2248 * new client/server stuff. 2217 * new client/server stuff.
2249 * 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
2250 * the new speed values for commands. 2219 * the new speed values for commands.
2251 * 2220 *
2252 * 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.
2253 */ 2224 */
2254int 2225bool
2255handle_newcs_player (object *op) 2226handle_newcs_player (object *op)
2256{ 2227{
2257 if (QUERY_FLAG (op, FLAG_SCARED)) 2228 if (QUERY_FLAG (op, FLAG_SCARED))
2258 { 2229 {
2259 flee_player (op); 2230 if (op->speed_left > 0.f)
2260
2261 /* If player is still scared, that is his action for this tick */
2262 if (op->flag [FLAG_SCARED])
2263 { 2231 {
2264 --op->speed_left; 2232 --op->speed_left;
2233 flee_player (op);
2234
2265 return 0; 2235 return true;
2266 } 2236 }
2237 else
2238 return false;
2267 } 2239 }
2268 2240
2269 /* 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
2270 * the players time has been increased when doericserver has been 2242 * the players time has been increased when doericserver has been
2271 * called, so we recheck it here. 2243 * called, so we recheck it here.
2272 */ 2244 */
2273 if (op->contr->ns->handle_command ()) 2245 if (op->contr->ns->handle_command ())
2274 return 1; 2246 return true;
2275 2247
2276 if (op->speed_left > 0.f)
2277 {
2278 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2248 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2279 {
2280 /* All move commands take 1 tick, at least for now */
2281 --op->speed_left;
2282
2283 /* Instead of all the stuff below, let move_player take care
2284 * of it. Also, some of the skill stuff is only put in
2285 * there, as well as the confusion stuff.
2286 */
2287 move_player (op, op->direction); 2249 return move_player (op, op->direction);
2288 2250
2289 return op->speed_left > 0.f;
2290 }
2291 }
2292
2293 return 0; 2251 return false;
2294} 2252}
2295 2253
2296int 2254int
2297save_life (object *op) 2255save_life (object *op)
2298{ 2256{
2300 return 0; 2258 return 0;
2301 2259
2302 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2303 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2304 { 2262 {
2305 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2263 op->play_sound (sound_find ("ob_evaporate"));
2306 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));
2307 2265
2308 if (op->contr) 2266 if (op->contr)
2309 esrv_del_item (op->contr, tmp->count); 2267 esrv_del_item (op->contr, tmp->count);
2310 2268
2330/* 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
2331 * 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
2332 * 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
2333 * from. 2291 * from.
2334 */ 2292 */
2335void 2293static void
2336remove_unpaid_objects (object *op, object *env) 2294drop_unpaid_items (object *op, object *env)
2337{ 2295{
2338 while (op) 2296 while (op)
2339 { 2297 {
2340 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' */
2341 2299
2345 esrv_del_item (env->contr, op->count); 2303 esrv_del_item (env->contr, op->count);
2346 2304
2347 op->insert_at (env); 2305 op->insert_at (env);
2348 } 2306 }
2349 else if (op->inv) 2307 else if (op->inv)
2350 remove_unpaid_objects (op->inv, env); 2308 drop_unpaid_items (op->inv, env);
2351 2309
2352 op = next; 2310 op = next;
2353 } 2311 }
2312}
2313
2314void
2315object::drop_unpaid_items ()
2316{
2317 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this);
2354} 2319}
2355 2320
2356/* 2321/*
2357 * Returns pointer a static string containing gravestone text 2322 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2323 * Moved from apply.c to player.c - player.c is what
2453 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2454 else 2419 else
2455 { 2420 {
2456 gen_grace = op->stats.maxgrace; 2421 gen_grace = op->stats.maxgrace;
2457 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2422 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2458 }
2459
2460 /* Regenerate Spell Points */
2461 if (!op->contr->golem && --op->last_sp < 0)
2462 {
2463 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2464 if (op->stats.sp < op->stats.maxsp)
2465 {
2466 op->stats.sp++;
2467 /* dms do not consume food */
2468 if (!QUERY_FLAG (op, FLAG_WIZ))
2469 {
2470 op->stats.food--;
2471 if (op->contr->digestion < 0)
2472 op->stats.food += op->contr->digestion;
2473 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2474 op->stats.food = last_food;
2475 }
2476 }
2477
2478 if (max_sp > 1)
2479 {
2480 over_sp = (gen_sp + 10) / rate_sp;
2481 if (over_sp > 0)
2482 {
2483 if (op->stats.sp < op->stats.maxsp)
2484 {
2485 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2486
2487 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2488 op->stats.sp--;
2489
2490 if (op->stats.sp > op->stats.maxsp)
2491 op->stats.sp = op->stats.maxsp;
2492 }
2493 op->last_sp = 0;
2494 }
2495 else
2496 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2497 }
2498 else
2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2500 } 2423 }
2501 2424
2502 /* Regenerate Grace */ 2425 /* Regenerate Grace */
2503 /* 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. */
2504 if (--op->last_grace < 0) 2427 if (--op->last_grace < 0)
2525 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);
2526 } 2449 }
2527 /* wearing stuff doesn't detract from grace generation. */ 2450 /* wearing stuff doesn't detract from grace generation. */
2528 } 2451 }
2529 2452
2453 if (op->stats.food > 0)
2454 {
2530 /* Regenerate Hit Points */ 2455 /* Regenerate Spell Points */
2531 if (--op->last_heal < 0) 2456 if (!op->contr->golem && --op->last_sp < 0)
2532 {
2533 if (op->stats.hp < op->stats.maxhp)
2534 { 2457 {
2535 op->stats.hp++; 2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2536 /* dms do not consume food */ 2459
2537 if (!QUERY_FLAG (op, FLAG_WIZ)) 2460 if (op->stats.sp < op->stats.maxsp)
2538 { 2461 {
2462 op->stats.sp++;
2463
2464 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ))
2466 {
2539 op->stats.food--; 2467 op->stats.food--;
2468
2540 if (op->contr->digestion < 0) 2469 if (op->contr->digestion < 0)
2541 op->stats.food += op->contr->digestion; 2470 op->stats.food += op->contr->digestion;
2542 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))
2543 op->stats.food = last_food; 2472 op->stats.food = last_food;
2473 }
2544 } 2474 }
2545 }
2546 2475
2547 if (max_hp > 1) 2476 if (max_sp > 1)
2548 {
2549 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2550 if (over_hp > 0)
2551 { 2477 {
2552 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
2553 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);
2554 } 2496 }
2555 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)
2556 { 2505 {
2557 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 }
2558 } 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);
2559 } 2531 }
2560 else 2532 else
2561 {
2562 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);
2563 } 2534 }
2564 } 2535 }
2565 2536
2566 /* Digestion */ 2537 /* Digestion */
2567 if (--op->last_eat < 0) 2538 if (--op->last_eat < 0)
2568 { 2539 {
2569 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2540 int bonus = max (0, op->contr->digestion),
2541 penalty = max (0, -op->contr->digestion);
2570 2542
2571 if (op->contr->gen_hp > 0)
2572 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);
2573 else
2574 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2575 2544
2576 /* dms do not consume food */ 2545 /* dms do not consume food */
2577 if (!QUERY_FLAG (op, FLAG_WIZ)) 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2578 op->stats.food--; 2547 op->stats.food--;
2579 } 2548 }
2606 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.");
2607 manual_apply (op, flesh, 0); 2576 manual_apply (op, flesh, 0);
2608 } 2577 }
2609 } 2578 }
2610 2579
2611 while (op->stats.food < 0 && op->stats.hp >= 0) 2580 if (op->stats.food < 0)
2612 op->stats.food++, op->stats.hp--; 2581 {
2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2613 2585
2614 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2615 kill_player (op); 2587 kill_player (op);
2616 } 2588 }
2617} 2589}
2622 * file. 2594 * file.
2623 */ 2595 */
2624void 2596void
2625kill_player (object *op) 2597kill_player (object *op)
2626{ 2598{
2599 int x, y;
2627 char buf[MAX_BUF]; 2600 char buf[MAX_BUF];
2628 int x, y;
2629
2630 //int i;
2631 maptile *map; /* this is for resurrection */ 2601 maptile *map; /* this is for resurrection */
2632
2633 /* int z;
2634 int num_stats_lose;
2635 int lost_a_stat;
2636 int lose_this_stat;
2637 int this_stat; */
2638 int will_kill_again; 2602 int will_kill_again;
2639 archetype *at; 2603 archetype *at;
2640 object *tmp; 2604 object *tmp;
2641 2605
2642 if (save_life (op)) 2606 if (save_life (op))
2643 return; 2607 return;
2644
2645 2608
2646 /* 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
2647 * 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.
2648 * Look at op_on_battleground() for more info --AndreasV 2611 * Look at op_on_battleground() for more info --AndreasV
2649 */ 2612 */
2665 { 2628 {
2666 tmp->destroy (); 2629 tmp->destroy ();
2667 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2630 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2668 } 2631 }
2669 2632
2670 cure_disease (op, 0); /* remove any disease */ 2633 cure_disease (op, 0, 0); /* remove any disease */
2671 op->stats.hp = op->stats.maxhp; 2634 op->stats.hp = op->stats.maxhp;
2672 if (op->stats.food <= 0) 2635 if (op->stats.food <= 0)
2673 op->stats.food = 999; 2636 op->stats.food = 999;
2674 2637
2675 /* create a bodypart-trophy to make the winner happy */ 2638 /* create a bodypart-trophy to make the winner happy */
2676 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2639 if (object *tmp = arch_to_object (archetype::find ("finger")))
2677 { 2640 {
2678 sprintf (buf, "%s's finger", &op->name); 2641 tmp->name = format ("%s's finger" , &op->name);
2679 tmp->name = buf; 2642 tmp->name_pl = format ("%s's fingers", &op->name);
2680 sprintf (buf, " This finger has been cut off %s\n" 2643 tmp->msg = format (
2681 " 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",
2682 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2645 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2683 tmp->msg = buf; 2646 );
2684 tmp->value = 0, tmp->type = 0; 2647 tmp->value = 0, tmp->type = 0;
2685 tmp->materialname = "organics"; 2648 tmp->materialname = "organics";
2686 tmp->insert_at (op, tmp); 2649 tmp->insert_at (op, tmp);
2687 } 2650 }
2688 2651
2695 INVOKE_PLAYER (DEATH, op->contr); 2658 INVOKE_PLAYER (DEATH, op->contr);
2696 2659
2697 command_kill_pets (op, 0); 2660 command_kill_pets (op, 0);
2698 2661
2699 if (op->stats.food < 0) 2662 if (op->stats.food < 0)
2700 {
2701 sprintf (buf, "%s starved to death.", &op->name);
2702 strcpy (op->contr->killer, "starvation"); 2663 strcpy (op->contr->killer, "starvation");
2703 }
2704 else
2705 sprintf (buf, "%s died.", &op->name);
2706 2664
2707 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2665 op->contr->play_sound (sound_find ("player_dies"));
2708 2666
2709 /* save the map location for corpse, gravestone */ 2667 /* save the map location for corpse, gravestone */
2710 x = op->x; 2668 x = op->x;
2711 y = op->y; 2669 y = op->y;
2712 map = op->map; 2670 map = op->map;
2875 { 2833 {
2876 tmp->destroy (); 2834 tmp->destroy ();
2877 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2835 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2878 } 2836 }
2879 2837
2880 cure_disease (op, 0); /* remove any disease */ 2838 cure_disease (op, 0, 0); /* remove any disease */
2881 2839
2882 /*add_exp(op, (op->stats.exp * -0.20)); */ 2840 /*add_exp(op, (op->stats.exp * -0.20)); */
2883 apply_death_exp_penalty (op); 2841 apply_death_exp_penalty (op);
2884 if (op->stats.food < 100) 2842 if (op->stats.food < 100)
2885 op->stats.food = 900; 2843 op->stats.food = 900;
2889 2847
2890 /* 2848 /*
2891 * 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
2892 * and put them back in the map. 2850 * and put them back in the map.
2893 */ 2851 */
2894 remove_unpaid_objects (op->inv, op); 2852 op->drop_unpaid_items ();
2895 2853
2896 /****************************************/ 2854 /****************************************/
2897 /* */ 2855 /* */
2898 /* Move player to his current respawn- */ 2856 /* Move player to his current respawn- */
2899 /* position (usually last savebed) */ 2857 /* position (usually last savebed) */
3039void 2997void
3040make_visible (object *op) 2998make_visible (object *op)
3041{ 2999{
3042 op->hide = 0; 3000 op->hide = 0;
3043 op->invisible = 0; 3001 op->invisible = 0;
3002
3044 if (op->type == PLAYER) 3003 if (op->type == PLAYER)
3045 { 3004 {
3046 op->contr->tmp_invis = 0; 3005 op->contr->tmp_invis = 0;
3047 op->contr->invis_race = 0; 3006 op->contr->invis_race = 0;
3048 } 3007 }
3051} 3010}
3052 3011
3053int 3012int
3054is_true_undead (object *op) 3013is_true_undead (object *op)
3055{ 3014{
3056 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3015 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3057 return 1; 3016 return 1;
3058 3017
3059 return 0; 3018 return 0;
3060} 3019}
3061 3020
3062/* look at the surrounding terrain to determine 3021/* look at the surrounding terrain to determine
3063 * the hideability of this object. Positive levels 3022 * the hideability of this object. Positive levels
3064 * indicate greater hideability. 3023 * indicate greater hideability.
3065 */ 3024 */
3066
3067int 3025int
3068hideability (object *ob) 3026hideability (object *ob)
3069{ 3027{
3070 int i, level = 0, mflag; 3028 int i, level = 0, mflag;
3071 sint16 x, y; 3029 sint16 x, y;
3105/* For Hidden creatures - a chance of becoming 'unhidden' 3063/* For Hidden creatures - a chance of becoming 'unhidden'
3106 * every time they move - as we subtract off 'invisibility' 3064 * every time they move - as we subtract off 'invisibility'
3107 * AND, for players, if they move into a ridiculously unhideable 3065 * AND, for players, if they move into a ridiculously unhideable
3108 * spot (surrounded by clear terrain in broad daylight). -b.t. 3066 * spot (surrounded by clear terrain in broad daylight). -b.t.
3109 */ 3067 */
3110
3111void 3068void
3112do_hidden_move (object *op) 3069do_hidden_move (object *op)
3113{ 3070{
3114 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3071 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3115 object *skop; 3072 object *skop;
3197 * object op. This function works fine for monsters, 3154 * object op. This function works fine for monsters,
3198 * 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
3199 * a pile (say a coin under a table would return "viewable" 3156 * a pile (say a coin under a table would return "viewable"
3200 * by this routine). Another question, should we be 3157 * by this routine). Another question, should we be
3201 * concerned with the direction the player is looking 3158 * concerned with the direction the player is looking
3202 * in? Realistically, most of use cant see stuff behind 3159 * in? Realistically, most of us can't see stuff behind
3203 * our backs...on the other hand, does the "facing" direction 3160 * our backs...on the other hand, does the "facing" direction
3204 * imply the way your head, or body is facing? Its possible 3161 * imply the way your head, or body is facing? It's possible
3205 * 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.
3206 * -b.t. 3163 * -b.t.
3207 * This function is now map tiling safe. 3164 * This function is now map tiling safe.
3208 */ 3165 */
3209
3210int 3166int
3211player_can_view (object *pl, object *op) 3167player_can_view (object *pl, object *op)
3212{ 3168{
3213 rv_vector rv; 3169 rv_vector rv;
3214 int dx, dy; 3170 int dx, dy;
3226 3182
3227 get_rangevector (pl, op, &rv, 0x1); 3183 get_rangevector (pl, op, &rv, 0x1);
3228 3184
3229 /* starting with the 'head' part, lets loop 3185 /* starting with the 'head' part, lets loop
3230 * through the object and find if it has any 3186 * through the object and find if it has any
3231 * part that is in the los array but isnt on 3187 * part that is in the los array but isn't on
3232 * a blocked los square. 3188 * a blocked los square.
3233 * we use the archetype to figure out offsets. 3189 * we use the archetype to figure out offsets.
3234 */ 3190 */
3235 while (op) 3191 while (op)
3236 { 3192 {
3237 dx = rv.distance_x + op->arch->clone.x; 3193 dx = rv.distance_x + op->arch->x;
3238 dy = rv.distance_y + op->arch->clone.y; 3194 dy = rv.distance_y + op->arch->y;
3239 3195
3240 /* only the viewable area the player sees is updated by LOS 3196 /* only the viewable area the player sees is updated by LOS
3241 * 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
3242 * for any meaningful values. 3198 * for any meaningful values.
3243 */ 3199 */
3244 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3200 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3245 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3201 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3246 !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)])
3247 return 1; 3203 return 1;
3204
3248 op = op->more; 3205 op = op->more;
3249 } 3206 }
3207
3250 return 0; 3208 return 0;
3251} 3209}
3252 3210
3253/* routine for both players and monsters. We call this when 3211/* routine for both players and monsters. We call this when
3254 * there is a possibility for our action distrubing our hiding 3212 * there is a possibility for our action distrubing our hiding
3257 * return 0. 3215 * return 0.
3258 */ 3216 */
3259int 3217int
3260action_makes_visible (object *op) 3218action_makes_visible (object *op)
3261{ 3219{
3262
3263 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3220 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3264 { 3221 {
3265 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3222 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3266 return 0; 3223 return 0;
3267 3224
3273 { 3230 {
3274 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");
3275 return 1; 3232 return 1;
3276 } 3233 }
3277 } 3234 }
3235
3278 return 0; 3236 return 0;
3279} 3237}
3280 3238
3281/* op_on_battleground - checks if the given object op (usually 3239/* op_on_battleground - checks if the given object op (usually
3282 * a player) is standing on a valid battleground-tile, 3240 * a player) is standing on a valid battleground-tile,
3287 * 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
3288 */ 3246 */
3289int 3247int
3290op_on_battleground (object *op, int *x, int *y) 3248op_on_battleground (object *op, int *x, int *y)
3291{ 3249{
3292 object *tmp;
3293
3294 /* A battleground-tile needs the following attributes to be valid: 3250 /* A battleground-tile needs the following attributes to be valid:
3295 * 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),
3296 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3252 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3297 * and the exit-coordinates sp/hp must both be > 0. 3253 * and the exit-coordinates sp/hp must both be > 0.
3298 * => The intention here is to prevent abuse of the battleground- 3254 * => The intention here is to prevent abuse of the battleground-
3299 * feature (like pickable or hidden battleground tiles). */ 3255 * feature (like pickable or hidden battleground tiles). */
3300 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3256 for (object *tmp = op->below; tmp; tmp = tmp->below)
3301 { 3257 {
3302 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3258 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3303 { 3259 {
3304 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3260 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3305 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))
3306 { 3264 {
3307 /*before we assign the exit, check if this is a teambattle */ 3265 /* before we assign the exit, check if this is a teambattle */
3308 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))
3309 { 3267 {
3310 object *invtmp;
3311
3312 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3268 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3313 { 3269 {
3314 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3270 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3315 { 3271 {
3316 if (x != NULL && y != NULL) 3272 if (x && y)
3317 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3273 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3274
3318 return 1; 3275 return 1;
3319 } 3276 }
3320 } 3277 }
3321 } 3278 }
3279
3322 if (x != NULL && y != NULL) 3280 if (x && y)
3323 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3281 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3282
3324 return 1; 3283 return 1;
3325 } 3284 }
3326 } 3285 }
3327 } 3286 }
3287
3328 /* If we got here, did not find a battleground */ 3288 /* If we got here, did not find a battleground */
3329 return 0; 3289 return 0;
3330} 3290}
3331 3291
3332/* 3292/*
3348 char buf[MAX_BUF]; /* tmp. string buffer */ 3308 char buf[MAX_BUF]; /* tmp. string buffer */
3349 int i = 0, j = 0; 3309 int i = 0, j = 0;
3350 3310
3351 /* get the appropriate treasurelist */ 3311 /* get the appropriate treasurelist */
3352 if (atnr == ATNR_FIRE) 3312 if (atnr == ATNR_FIRE)
3353 trlist = treasurelist::find ("dragon_ability_fire"); 3313 trlist = treasurelist::find (shstr_dragon_ability_fire);
3354 else if (atnr == ATNR_COLD) 3314 else if (atnr == ATNR_COLD)
3355 trlist = treasurelist::find ("dragon_ability_cold"); 3315 trlist = treasurelist::find (shstr_dragon_ability_cold);
3356 else if (atnr == ATNR_ELECTRICITY) 3316 else if (atnr == ATNR_ELECTRICITY)
3357 trlist = treasurelist::find ("dragon_ability_elec"); 3317 trlist = treasurelist::find (shstr_dragon_ability_elec);
3358 else if (atnr == ATNR_POISON) 3318 else if (atnr == ATNR_POISON)
3359 trlist = treasurelist::find ("dragon_ability_poison"); 3319 trlist = treasurelist::find (shstr_dragon_ability_poison);
3360 3320
3361 if (trlist == NULL || who->type != PLAYER) 3321 if (trlist == NULL || who->type != PLAYER)
3362 return; 3322 return;
3363 3323
3364 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++);
3368 /* 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]); */
3369 return; 3329 return;
3370 } 3330 }
3371 3331
3372 /* everything seems okay - now bring on the gift: */ 3332 /* everything seems okay - now bring on the gift: */
3373 item = &(tr->item->clone); 3333 item = tr->item;
3374 3334
3375 if (item->type == SPELL) 3335 if (item->type == SPELL)
3376 { 3336 {
3377 if (check_spell_known (who, item->name)) 3337 if (check_spell_known (who, item->name))
3378 return; 3338 return;
3437 { 3397 {
3438 /* forces in the treasurelist can alter the player's stats */ 3398 /* forces in the treasurelist can alter the player's stats */
3439 object *skin; 3399 object *skin;
3440 3400
3441 /* first get the dragon skin force */ 3401 /* first get the dragon skin force */
3442 shstr_cmp dragon_skin_force ("dragon_skin_force");
3443 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)
3444 ; 3403 ;
3445 3404
3446 if (!skin) 3405 if (!skin)
3447 return; 3406 return;
3448 3407
3524 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))
3525 return 0; 3484 return 0;
3526 3485
3527 return 100 - blocked_los [x][y]; 3486 return 100 - blocked_los [x][y];
3528} 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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