ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.120 by root, Thu May 3 09:39:56 2007 UTC vs.
Revision 1.174 by root, Thu Nov 8 19:43:27 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
158 op->x = -1; 156 op->x = -1;
159 op->y = -1; 157 op->y = -1;
160} 158}
161 159
162void 160void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate () 161player::activate ()
177{ 162{
178 if (active) 163 if (active)
179 return; 164 return;
180 165
182 ob->remove (); 167 ob->remove ();
183 ob->map = 0; 168 ob->map = 0;
184 ob->activate_recursive (); 169 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 171 add_friendly_object (ob);
187 enter_map ();
188} 172}
189 173
190void 174void
191player::deactivate () 175player::deactivate ()
192{ 176{
199 183
200 if (ob->map) 184 if (ob->map)
201 maplevel = ob->map->path; 185 maplevel = ob->map->path;
202 186
203 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
204 ob->map = 0; 189 ob->map = 0;
205 party = 0; 190 party = 0;
206 191
207 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208 193
209 players.erase (this); 194 players.erase (this);
210} 195}
211 196
212// connect the player with a specific client 197// connect the player with a specific client
213// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
214void 199void
215player::connect (client *ns) 200player::connect (client *ns)
216{ 201{
217 this->ns = ns; 202 this->ns = ns;
218 ns->pl = this; 203 ns->pl = this;
222 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
223 208
224 ns->update_look = 0; 209 ns->update_look = 0;
225 ns->look_position = 0; 210 ns->look_position = 0;
226 211
227 clear_los (ob); 212 clear_los (this);
228 213
229 ns->reset_stats (); 214 ns->reset_stats ();
230 215
231 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
232 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
233 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
234 219
235 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
236 link_player_skills (ob); 221 link_player_skills (ob);
237 222
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239 224
240 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
241 226
242 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
243 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
244 { 229 {
245 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
246 231
247 shstr_cmp dragon_ability_force ("dragon_ability_force");
248 shstr_cmp dragon_skin_force ("dragon_skin_force");
249
250 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
251 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
252 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
253 abil = tmp; 235 abil = tmp;
254 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
255 skin = tmp; 237 skin = tmp;
256 238
257 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
258 } 240 }
259 241
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261 243
262 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
263 245
264 ob->update_stats (); 246 ob->update_stats ();
247
265 ns->floorbox_update (); 248 ns->floorbox_update ();
266
267 esrv_send_inventory (ob, ob); 249 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0); 250 esrv_add_spells (this, 0);
269 251
270 activate (); 252 activate ();
271 253
278} 260}
279 261
280void 262void
281player::disconnect () 263player::disconnect ()
282{ 264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
283 if (ns) 271 if (ns)
284 { 272 {
285 if (active) 273 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287 275
290 ns->reset_stats (); 278 ns->reset_stats ();
291 ns->pl = 0; 279 ns->pl = 0;
292 ns = 0; 280 ns = 0;
293 } 281 }
294 282
295 if (ob) 283 observe = ob;
296 ob->close_container (); //TODO: client-specific
297 284
298 deactivate (); 285 deactivate ();
299} 286}
300 287
301// the need for this function can be explained 288// the need for this function can be explained
302// by load_object not returning the object 289// by load_object not returning the object
303void 290void
304player::set_object (object *op) 291player::set_object (object *op)
305{ 292{
306 ob = op; 293 ob = observe = op;
307 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
308 295
309 ob->speed_left = 0.5;
310 ob->speed = 1.0; 296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
311 ob->direction = 5; /* So player faces south */ 299 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326}
327
328void
329player::set_observe (object *op)
330{
331 observe = op ? op : ob;
332 do_los = 1;
312} 333}
313 334
314player::player () 335player::player ()
315{ 336{
316 /* There are some elements we want initialised to non zero value - 337 /* There are some elements we want initialised to non zero value -
327 petmode = pet_normal; 348 petmode = pet_normal;
328 listening = 10; 349 listening = 10;
329 usekeys = containers; 350 usekeys = containers;
330 peaceful = 1; /* default peaceful */ 351 peaceful = 1; /* default peaceful */
331 do_los = 1; 352 do_los = 1;
353
354 weapon_sp = 1.0f;
355 weapon_sp_left = 0.5f;
332} 356}
333 357
334void 358void
335player::do_destroy () 359player::do_destroy ()
336{ 360{
341 if (ob) 365 if (ob)
342 { 366 {
343 ob->destroy_inv (false); 367 ob->destroy_inv (false);
344 ob->destroy (); 368 ob->destroy ();
345 } 369 }
370
371 ob = observe = 0;
346} 372}
347 373
348player::~player () 374player::~player ()
349{ 375{
350 /* Clear item stack */ 376 /* Clear item stack */
377 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
378 */ 404 */
379archetype * 405archetype *
380get_player_archetype (archetype *at) 406get_player_archetype (archetype *at)
381{ 407{
382 archetype *start = at; 408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
383 409
384 for (;;) 410 for (;;)
385 { 411 {
386 if (at == NULL || at->next == NULL) 412 if (++i == archetypes.end ())
387 at = first_archetype; 413 i = archetypes.begin ();
388 else 414 else if (*i == at)
389 at = at->next; 415 cleanup ("not a single player archetype found");
390 416
391 if (at->clone.type == PLAYER) 417 if ((*i)->type == PLAYER)
392 return at; 418 return *i;
393
394 if (at == start)
395 {
396 LOG (llevError, "No Player archetypes\n");
397 exit (-1);
398 }
399 } 419 }
400} 420}
401 421
402object * 422object *
403get_nearest_player (object *mon) 423get_nearest_player (object *mon)
407 unsigned lastdist; 427 unsigned lastdist;
408 rv_vector rv; 428 rv_vector rv;
409 429
410 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
411 { 431 {
412 /* We should not find free objects on this friendly list, but it
413 * does periodically happen. Given that, lets deal with it.
414 * While unlikely, it is possible the next object on the friendly
415 * list is also free, so encapsulate this in a while loop.
416 */
417 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
418 {
419 object *tmp = ol->ob;
420
421 /* Can't do much more other than log the fact, because the object
422 * itself will have been cleared.
423 */
424 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
425 tmp->debug_desc ());
426 ol = ol->next;
427 remove_friendly_object (tmp);
428 if (!ol)
429 return op;
430 }
431
432 /* Remove special check for player from this. First, it looks to cause
433 * some crashes (ol->ob->contr not set properly?), but secondly, a more
434 * complicated method of state checking would be needed in any case -
435 * as it was, a clever player could type quit, and the function would
436 * skip them over while waiting for confirmation. Remove
437 * on_same_map check, as can_detect_enemy also does this
438 */
439 if (!can_detect_enemy (mon, ol->ob, &rv)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
440 continue; 433 continue;
441 434
442 if (lastdist > rv.distance) 435 if (lastdist > rv.distance)
443 { 436 {
769} 762}
770 763
771void 764void
772object::roll_stats () 765object::roll_stats ()
773{ 766{
774 int statsort [7]; 767 int statsort [NUM_STATS];
775 768
776 for (;;) 769 for (;;)
777 { 770 {
778 int sum = 0; 771 int sum = 0;
779 for (int i = 7; i--; ) 772 for (int i = NUM_STATS; i--; )
780 sum += statsort [i] = roll_stat (); 773 sum += statsort [i] = roll_stat ();
781 774
782 if (sum >= 82 && sum <= 116) 775 if (sum >= 82 && sum <= 116)
783 break; 776 break;
784 } 777 }
785 778
786 // Sort the stats so that rerolling is easier... 779 // Sort the stats so that rerolling is easier...
787 std::sort (statsort, statsort + 7, std::greater<int>()); 780 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
788 781
782 for (int i = 0; i < NUM_STATS; ++i)
789 stats.Str = statsort[0]; 783 stats.stat (i) = statsort [i];
790 stats.Dex = statsort[1];
791 stats.Con = statsort[2];
792 stats.Int = statsort[3];
793 stats.Wis = statsort[4];
794 stats.Pow = statsort[5];
795 stats.Cha = statsort[6];
796 784
797 stats.exp = 0; 785 stats.exp = 0;
798 stats.ac = 0; 786 stats.ac = 0;
799 787
800 stats.hp = stats.maxhp; 788 stats.hp = stats.maxhp;
812} 800}
813 801
814void 802void
815object::swap_stats (int a, int b) 803object::swap_stats (int a, int b)
816{ 804{
817 int tmp = get_attr_value (&contr->orig_stats, a); 805 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
818 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
819 set_attr_value (&contr->orig_stats, b, tmp);
820 806
807 for (int i = 0; i < NUM_STATS; ++i)
821 stats.Str = contr->orig_stats.Str; 808 stats.stat (i) = contr->orig_stats.stat (i);
822 stats.Dex = contr->orig_stats.Dex;
823 stats.Con = contr->orig_stats.Con;
824 stats.Int = contr->orig_stats.Int;
825 stats.Wis = contr->orig_stats.Wis;
826 stats.Pow = contr->orig_stats.Pow;
827 stats.Cha = contr->orig_stats.Cha;
828 809
829 //TODO: the following code looks so borked and should, at the very least, 810 //TODO: the following code looks so borked and should, at the very least,
830 // be merged with the similar code in roll_stats 811 // be merged with the similar code in roll_stats
831 stats.ac = 0; 812 stats.ac = 0;
832 813
905 if (*first_map_ext_path) 886 if (*first_map_ext_path)
906 { 887 {
907 object *tmp; 888 object *tmp;
908 char mapname[MAX_BUF]; 889 char mapname[MAX_BUF];
909 890
910 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 891 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
911 tmp = object::create (); 892 tmp = object::create ();
912 EXIT_PATH (tmp) = mapname; 893 EXIT_PATH (tmp) = mapname;
913 EXIT_X (tmp) = ob->x; 894 EXIT_X (tmp) = ob->x;
914 EXIT_Y (tmp) = ob->y; 895 EXIT_Y (tmp) = ob->y;
915 ob->enter_exit (tmp); /* we don't really care if it succeeded; 896 ob->enter_exit (tmp); /* we don't really care if it succeeded;
934 int x = ob->x, y = ob->y; 915 int x = ob->x, y = ob->y;
935 916
936 ob->remove_statbonus (); 917 ob->remove_statbonus ();
937 ob->remove (); 918 ob->remove ();
938 ob->arch = get_player_archetype (ob->arch); 919 ob->arch = get_player_archetype (ob->arch);
939 ob->arch->clone.copy_to (ob); 920 ob->arch->copy_to (ob);
940 ob->instantiate (); 921 ob->instantiate ();
941 ob->stats = ob->contr->orig_stats; 922 ob->stats = ob->contr->orig_stats;
942 ob->name = ob->name_pl = name; 923 ob->name = ob->name_pl = name;
943 ob->x = x; 924 ob->x = x;
944 ob->y = y; 925 ob->y = y;
945 SET_ANIMATION (ob, 2); /* So player faces south */ 926 SET_ANIMATION (ob, 2); /* So player faces south */
946 insert_ob_in_map (ob, ob->map, ob, 0); 927 insert_ob_in_map (ob, ob->map, ob, 0);
947 assign (ob->contr->title, ob->arch->clone.name); 928 assign (ob->contr->title, ob->arch->object::name);
948 ob->add_statbonus (); 929 ob->add_statbonus ();
949 } 930 }
950 while (!allowed_class (ob)); 931 while (!allowed_class (ob));
951 932
952 update_object (ob, UP_OBJ_FACE); 933 update_object (ob, UP_OBJ_FACE);
1009 /* Cornered, get rid of scared */ 990 /* Cornered, get rid of scared */
1010 CLEAR_FLAG (op, FLAG_SCARED); 991 CLEAR_FLAG (op, FLAG_SCARED);
1011 op->enemy = NULL; 992 op->enemy = NULL;
1012} 993}
1013 994
1014
1015/* check_pick sees if there is stuff to be picked up/picks up stuff. 995/* check_pick sees if there is stuff to be picked up/picks up stuff.
1016 * IT returns 1 if the player should keep on moving, 0 if he should 996 * It returns 1 if the player should keep on moving, 0 if he should
1017 * stop. 997 * stop.
1018 */ 998 */
1019int 999int
1020check_pick (object *op) 1000check_pick (object *op)
1021{ 1001{
1098 if (tmp->name != NULL) 1078 if (tmp->name != NULL)
1099 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1079 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1100 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1080 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1101 else 1081 else
1102 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1082 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1103 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1083 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1104 1084
1105 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1085 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1106 } 1086 }
1107 1087
1108 /* philosophy: 1088 /* philosophy:
1183 pick_up (op, tmp); 1163 pick_up (op, tmp);
1184 continue; 1164 continue;
1185 } 1165 }
1186 1166
1187 if (op->contr->mode & PU_READABLES) 1167 if (op->contr->mode & PU_READABLES)
1188 if (tmp->type == BOOK || tmp->type == SCROLL) 1168 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1189 { 1169 {
1190 pick_up (op, tmp); 1170 pick_up (op, tmp);
1191 continue; 1171 continue;
1192 } 1172 }
1193 1173
1301 /* careful: chairs and tables are weapons! */ 1281 /* careful: chairs and tables are weapons! */
1302 if (op->contr->mode & PU_ALLWEAPON) 1282 if (op->contr->mode & PU_ALLWEAPON)
1303 { 1283 {
1304 if (tmp->type == WEAPON && tmp->name != NULL) 1284 if (tmp->type == WEAPON && tmp->name != NULL)
1305 { 1285 {
1306 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1286 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1307 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1287 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1308 { 1288 {
1309 pick_up (op, tmp); 1289 pick_up (op, tmp);
1310 continue; 1290 continue;
1311 } 1291 }
1312 } 1292 }
1313 1293
1314 if (tmp->type == WEAPON && tmp->name == NULL) 1294 if (tmp->type == WEAPON && tmp->name == NULL)
1315 { 1295 {
1316 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1296 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1317 { 1297 {
1318 pick_up (op, tmp); 1298 pick_up (op, tmp);
1319 continue; 1299 continue;
1320 } 1300 }
1321 } 1301 }
1346 if (tmp->name != NULL) 1326 if (tmp->name != NULL)
1347 { 1327 {
1348 fprintf (stderr, "%s", tmp->name); 1328 fprintf (stderr, "%s", tmp->name);
1349 } 1329 }
1350 else 1330 else
1351 fprintf (stderr, "%s", tmp->arch->name); 1331 fprintf (stderr, "%s", tmp->arch->archname);
1352 fprintf (stderr, ",%d] = ", tmp->type); 1332 fprintf (stderr, ",%d] = ", tmp->type);
1353 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1333 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1354#endif 1334#endif
1355 continue; 1335 continue;
1356 } 1336 }
1371{ 1351{
1372 object *tmp = 0; 1352 object *tmp = 0;
1373 1353
1374 for (op = op->inv; op; op = op->below) 1354 for (op = op->inv; op; op = op->below)
1375 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1355 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1376 tmp = find_arrow (op, type); 1356 tmp = find_arrow (splay (op), type);
1377 else if (op->type == ARROW && op->race == type) 1357 else if (op->type == ARROW && op->race == type)
1378 return op; 1358 return splay (op);
1379 1359
1380 return tmp; 1360 return tmp;
1381} 1361}
1382 1362
1383/* 1363/*
1426 else 1406 else
1427 { 1407 {
1428 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1408 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1429 { 1409 {
1430 attacktype = 1 << attacknum; 1410 attacktype = 1 << attacknum;
1431 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1411 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1432 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1412 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1433 { 1413 {
1434 tmp = arrow; 1414 tmp = arrow;
1435 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1415 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1436 } 1416 }
1437 } 1417 }
1438 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1418 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1439 { 1419 {
1440 tmp = arrow; 1420 tmp = arrow;
1533 */ 1513 */
1534int 1514int
1535fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1515fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1536{ 1516{
1537 object *left, *bow; 1517 object *left, *bow;
1538 int bowspeed, mflags; 1518 int mflags;
1539 maptile *m; 1519 maptile *m;
1540 1520
1541 if (!dir) 1521 if (!dir)
1542 { 1522 {
1543 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1523 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1544 return 0; 1524 return 0;
1545 } 1525 }
1546 1526
1547 if (player *pl = op->contr) 1527 if (op->contr)
1548 { 1528 bow = op->current_weapon;
1549 bow = pl->ranged_ob;
1550
1551 if (op->current_weapon != pl->ranged_ob)
1552 {
1553 op->current_weapon = pl->ranged_ob;
1554 new_draw_info_format (NDI_UNIQUE, 0, op, "You switch to your %s.", &op->current_weapon->name);
1555 op->update_stats ();
1556 }
1557 }
1558 else 1529 else
1559 { 1530 {
1560 for (bow = op->inv; bow; bow = bow->below) 1531 for (bow = op->inv; bow; bow = bow->below)
1561 /* Don't check for applied - monsters don't apply bows - in that way, they 1532 /* Don't check for applied - monsters don't apply bows - in that way, they
1562 * don't need to switch back and forth between bows and weapons. 1533 * don't need to switch back and forth between bows and weapons.
1583 { 1554 {
1584 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1555 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1585 return 0; 1556 return 0;
1586 } 1557 }
1587 1558
1588 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1589
1590 /* penalize ROF for bestarrow */
1591 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1592 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1593
1594 if (bowspeed < 1)
1595 bowspeed = 1;
1596
1597 if (arrow == NULL) 1559 if (arrow == NULL)
1598 { 1560 {
1599 if ((arrow = find_arrow (op, bow->race)) == NULL) 1561 if ((arrow = find_arrow (op, bow->race)) == NULL)
1600 { 1562 {
1601 if (op->type == PLAYER) 1563 if (op->type == PLAYER)
1635 1597
1636 arrow->set_owner (op); 1598 arrow->set_owner (op);
1637 arrow->skill = bow->skill; 1599 arrow->skill = bow->skill;
1638 arrow->direction = dir; 1600 arrow->direction = dir;
1639 1601
1640 if (op->type == PLAYER)
1641 {
1642 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1643 op->update_stats ();
1644 }
1645
1646 SET_ANIMATION (arrow, arrow->direction);
1647
1648 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1602 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1649 arrow->stats.hp = arrow->stats.dam; 1603 arrow->stats.hp = arrow->stats.dam;
1650 arrow->stats.grace = arrow->attacktype; 1604 arrow->stats.grace = arrow->attacktype;
1651 1605
1652 if (arrow->slaying) 1606 if (arrow->slaying)
1653 arrow->spellarg = strdup (arrow->slaying); 1607 arrow->spellarg = strdup (arrow->slaying);
1654 1608
1655 arrow->stats.dam += op->stats.dam + arrow->magic; 1609#if 0
1610 if (player *pl = op->contr)
1611 {
1612 float speed = pl->weapon_sp;
1613
1614 /* penalize ROF for bestarrow */
1615 if (pl->bowtype == bow_bestarrow)
1616 speed *= .9f;
1617 else
1618 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1619
1620 op->speed_left += speed - op->speed;
1621 }
1622#endif
1623
1624 SET_ANIMATION (arrow, arrow->direction);
1656 1625
1657 /* update the speed */ 1626 /* update the speed */
1658 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1627 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1659 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1628 + bow->stats.dam / 7.f;
1660 1629
1661 arrow->set_speed (max (arrow->speed, 1.0)); 1630 arrow->set_speed (max (arrow->speed, 2.f));
1662 arrow->speed_left = 0; 1631 arrow->speed_left = 0;
1663 1632
1664 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1633 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1665 1634
1666 if (op->type == PLAYER) 1635 if (op->type == PLAYER)
1667 { 1636 {
1668 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1637 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1669 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1638 wc -= dex_bonus[op->stats.Dex];
1670 1639
1671 if (!arrow->slaying) 1640 if (!arrow->slaying)
1672 arrow->slaying = op->slaying; 1641 arrow->slaying = op->slaying;
1642
1643 arrow->attacktype |= op->attacktype;
1673 } 1644 }
1674 else 1645 else
1675 { 1646 {
1676 arrow->level = op->level; 1647 arrow->level = op->level;
1677 arrow->stats.wc -= bow->magic; 1648 arrow->stats.wc -= bow->magic;
1678 1649
1679 if (!arrow->slaying) 1650 if (!arrow->slaying)
1680 arrow->slaying = bow->slaying; 1651 arrow->slaying = bow->slaying;
1681 }
1682 1652
1683 arrow->stats.wc -= arrow->level;
1684
1685 arrow->attacktype |= bow->attacktype; 1653 arrow->attacktype |= bow->attacktype;
1654 }
1686 1655
1656 wc -= arrow->level;
1657 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1658
1659 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1687 arrow->move_type = MOVE_FLY_LOW; 1660 arrow->move_type = MOVE_FLY_LOW;
1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1661 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1689 1662
1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1663 op->play_sound (sound_find ("fire_arrow"));
1691 m->insert (arrow, sx, sy, op); 1664 m->insert (arrow, sx, sy, op);
1692 1665
1693 if (!arrow->destroyed ()) 1666 if (!arrow->destroyed ())
1694 move_arrow (arrow); 1667 move_arrow (arrow);
1695 1668
1736 else if (op->contr->bowtype == bow_spreadshot) 1709 else if (op->contr->bowtype == bow_spreadshot)
1737 { 1710 {
1738 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1711 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1739 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1712 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1740 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1713 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1741
1742 } 1714 }
1743 else 1715 else
1744 { 1716 {
1745 /* Simple case */ 1717 /* Simple case */
1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1718 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1747 } 1719 }
1720
1748 return ret; 1721 return ret;
1749} 1722}
1750
1751 1723
1752/* Fires a misc (wand/rod/horn) object in 'dir'. 1724/* Fires a misc (wand/rod/horn) object in 'dir'.
1753 * Broken apart from 'fire' to keep it more readable. 1725 * Broken apart from 'fire' to keep it more readable.
1754 */ 1726 */
1755void 1727void
1767 { 1739 {
1768 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1740 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1769 return; 1741 return;
1770 } 1742 }
1771 1743
1744 if (!op->change_weapon (item))
1745 return;
1746
1772 if (item->type == WAND) 1747 if (item->type == WAND)
1773 { 1748 {
1774 if (item->stats.food <= 0) 1749 if (item->stats.food <= 0)
1775 { 1750 {
1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1751 op->contr->play_sound (sound_find ("wand_poof"));
1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1752 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1753
1778 return; 1754 return;
1779 } 1755 }
1780 } 1756 }
1781 else if (item->type == ROD || item->type == HORN) 1757 else if (item->type == ROD || item->type == HORN)
1782 { 1758 {
1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1759 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1784 { 1760 {
1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1761 op->contr->play_sound (sound_find ("wand_poof"));
1762
1786 if (item->type == ROD) 1763 if (item->type == ROD)
1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1788 else 1765 else
1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1766 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1767
1790 return; 1768 return;
1791 } 1769 }
1792 } 1770 }
1793 1771
1794 if (cast_spell (op, item, dir, item->inv, NULL)) 1772 if (cast_spell (op, item, dir, item->inv, NULL))
1801 object *tmp; 1779 object *tmp;
1802 1780
1803 if (item->arch) 1781 if (item->arch)
1804 { 1782 {
1805 CLEAR_FLAG (item, FLAG_ANIMATE); 1783 CLEAR_FLAG (item, FLAG_ANIMATE);
1806 item->face = item->arch->clone.face; 1784 item->face = item->arch->face;
1807 item->set_speed (0); 1785 item->set_speed (0);
1808 } 1786 }
1809 1787
1810 if ((tmp = item->in_player ())) 1788 if ((tmp = item->in_player ()))
1811 esrv_update_item (UPD_ANIM, tmp, item); 1789 esrv_update_item (UPD_ANIM, tmp, item);
1816 } 1794 }
1817} 1795}
1818 1796
1819/* Received a fire command for the player - go and do it. 1797/* Received a fire command for the player - go and do it.
1820 */ 1798 */
1821void 1799bool
1822fire (object *op, int dir) 1800fire (object *op, int dir)
1823{ 1801{
1824 int spellcost = 0; 1802 int spellcost = 0;
1825 1803
1826 /* check for loss of invisiblity/hide */ 1804 /* check for loss of invisiblity/hide */
1830 player *pl = op->contr; 1808 player *pl = op->contr;
1831 1809
1832 if (pl->golem) 1810 if (pl->golem)
1833 { 1811 {
1834 control_golem (op->contr->golem, dir); 1812 control_golem (op->contr->golem, dir);
1835 return; 1813 return false;
1836 } 1814 }
1837 1815
1838 object *ob = pl->ranged_ob; 1816 object *ob = pl->ranged_ob;
1839 1817
1840 if (!ob) 1818 if (!ob)
1841 return; 1819 return false;
1820
1821 if (!op->change_weapon (ob))
1822 return false;
1823
1824 if (op->speed_left > 0.f)
1825 --op->speed_left;
1826 else
1827 return false;
1842 1828
1843 switch (ob->type) 1829 switch (ob->type)
1844 { 1830 {
1845 case BOW: 1831 case BOW:
1846 player_fire_bow (op, dir); 1832 player_fire_bow (op, dir);
1853 case BUILDER: 1839 case BUILDER:
1854 apply_map_builder (op, dir); 1840 apply_map_builder (op, dir);
1855 break; 1841 break;
1856 1842
1857 case SKILL: 1843 case SKILL:
1858 case SKILL_TOOL:
1859 do_skill (op, op, ob, dir, 0); 1844 do_skill (op, op, ob, dir, 0);
1860 break; 1845 break;
1861 1846
1862 default: 1847 default:
1863 fire_misc_object (op, dir); 1848 fire_misc_object (op, dir);
1864 break; 1849 break;
1865 } 1850 }
1851
1852 return true;
1866} 1853}
1867 1854
1868/* find_key 1855/* find_key
1869 * We try to find a key for the door as passed. If we find a key 1856 * We try to find a key for the door as passed. If we find a key
1870 * and successfully use it, we return the key, otherwise NULL 1857 * and successfully use it, we return the key, otherwise NULL
1957 * 0 otherwise 1944 * 0 otherwise
1958 */ 1945 */
1959static int 1946static int
1960player_attack_door (object *op, object *door) 1947player_attack_door (object *op, object *door)
1961{ 1948{
1962 /* If its a door, try to find a use a key. If we do destroy the door, 1949 /* If its a door, try to find a key. If we do destroy the door,
1963 * might as well return immediately as there is nothing more to do - 1950 * might as well return immediately as there is nothing more to do -
1964 * otherwise, we fall through to the rest of the code. 1951 * otherwise, we fall through to the rest of the code.
1965 */ 1952 */
1966 object *key = find_key (op, op, door); 1953 object *key = find_key (op, op, door);
1967 1954
1968 /* IF we found a key, do some extra work */ 1955 /* If we found a key, do some extra work */
1969 if (key) 1956 if (key)
1970 { 1957 {
1971 object *container = key->env; 1958 object *container = key->env;
1972
1973 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1974 1959
1975 if (action_makes_visible (op)) 1960 if (action_makes_visible (op))
1976 make_visible (op); 1961 make_visible (op);
1977 1962
1978 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1963 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1980 1965
1981 if (door->type == DOOR) 1966 if (door->type == DOOR)
1982 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1967 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1983 else if (door->type == LOCKED_DOOR) 1968 else if (door->type == LOCKED_DOOR)
1984 { 1969 {
1985 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1970 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1986 remove_door2 (door); /* remove door without violence ;-) */ 1971 remove_door2 (door); /* remove door without violence ;-) */
1987 } 1972 }
1988 1973
1989 /* Do this after we print the message */ 1974 /* Do this after we print the message */
1990 decrease_ob (key); /* Use up one of the keys */ 1975 decrease_ob (key); /* Use up one of the keys */
1995 return 1; /* Nothing more to do below */ 1980 return 1; /* Nothing more to do below */
1996 } 1981 }
1997 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
1998 { 1983 {
1999 /* Might as well return now - no other way to open this */ 1984 /* Might as well return now - no other way to open this */
2000 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1985 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2001 return 1; 1986 return 1;
2002 } 1987 }
2003 1988
2004 return 0; 1989 return 0;
2005} 1990}
2008 * It should keep the code cleaner. 1993 * It should keep the code cleaner.
2009 * When this is called, the players direction has been updated 1994 * When this is called, the players direction has been updated
2010 * (taking into account confusion.) The player is also actually 1995 * (taking into account confusion.) The player is also actually
2011 * going to try and move (not fire weapons). 1996 * going to try and move (not fire weapons).
2012 */ 1997 */
2013void 1998bool
2014move_player_attack (object *op, int dir) 1999move_player_attack (object *op, int dir)
2015{ 2000{
2016 object *tmp, *mon;
2017 int on_battleground; 2001 int on_battleground;
2018 maptile *m;
2019 2002
2020 sint16 nx = freearr_x[dir] + op->x; 2003 sint16 nx = freearr_x[dir] + op->x;
2021 sint16 ny = freearr_y[dir] + op->y; 2004 sint16 ny = freearr_y[dir] + op->y;
2022 2005
2023 on_battleground = op_on_battleground (op, 0, 0); 2006 on_battleground = op_on_battleground (op, 0, 0);
2007
2008 if (out_of_map (op->map, nx, ny))
2009 return false;
2010
2011 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2012 {
2013 --op->speed_left;
2014 return true;
2015 }
2024 2016
2025 /* If braced, or can't move to the square, and it is not out of the 2017 /* If braced, or can't move to the square, and it is not out of the
2026 * map, attack it. Note order of if statement is important - don't 2018 * map, attack it. Note order of if statement is important - don't
2027 * want to be calling move_ob if braced, because move_ob will move the 2019 * want to be calling move_ob if braced, because move_ob will move the
2028 * player. This is a pretty nasty hack, because if we could 2020 * player. This is a pretty nasty hack, because if we could
2029 * move to some space, it then means that if we are braced, we should 2021 * move to some space, it then means that if we are braced, we should
2030 * do nothing at all. As it is, if we are braced, we go through 2022 * do nothing at all. As it is, if we are braced, we go through
2031 * quite a bit of processing. However, it probably is less than what 2023 * quite a bit of processing. However, it probably is less than what
2032 * move_ob uses. 2024 * move_ob uses.
2033 */ 2025 */
2034 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2035 {
2036 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2037 {
2038 m = op->map->xy_find (nx, ny); 2026 maptile *m = op->map->xy_find (nx, ny);
2039 if (!m)
2040 return; /* Don't think this should happen */
2041 }
2042 else
2043 m = op->map;
2044 2027
2045 if (!(tmp = m->at (nx, ny).bot))
2046 return;
2047
2048 mon = 0;
2049 /* Go through all the objects, and find ones of interest. Only stop if 2028 /* Go through all the objects, and find ones of interest. Only stop if
2050 * we find a monster - that is something we know we want to attack. 2029 * we find a monster - that is something we know we want to attack.
2051 * if its a door or barrel (can roll) see if there may be monsters 2030 * if its a door or barrel (can roll) see if there may be monsters
2052 * on the space 2031 * on the space
2053 */ 2032 */
2054 while (tmp) 2033 object *mon;
2055 { 2034 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2056 if (tmp == op) 2035 {
2057 { 2036 if ((mon->flag [FLAG_ALIVE]
2058 tmp = tmp->above; 2037 || mon->type == LOCKED_DOOR
2059 continue; 2038 || mon->flag [FLAG_CAN_ROLL])
2060 }
2061
2062 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2063 {
2064 mon = tmp; 2039 && mon != op)
2065 break; 2040 break;
2066 } 2041 }
2067 2042
2068 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2069 mon = tmp;
2070
2071 tmp = tmp->above;
2072 }
2073
2074 if (!mon) /* This happens anytime the player tries to move */ 2043 if (!mon) /* This happens anytime the player tries to move */
2075 return; /* into a wall */ 2044 return false; /* into a wall */
2076 2045
2077 if (mon->head)
2078 mon = mon->head; 2046 mon = mon->head_ ();
2079 2047
2080 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2048 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2049 if (op->contr->weapon_sp_left > 0.f)
2081 if (player_attack_door (op, mon)) 2050 if (player_attack_door (op, mon))
2051 {
2052 --op->contr->weapon_sp_left;
2082 return; 2053 return true;
2054 }
2083 2055
2084 /* The following deals with possibly attacking peaceful 2056 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2057 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2058 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2059 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2060 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2061 * and thus will not push them.
2090 */ 2062 */
2091 2063
2092 /* If the creature is a pet, push it even if the player is not 2064 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the 2065 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2066 * player owns it and it is either friendly or unagressive.
2095 */ 2067 */
2096 if ((op->type == PLAYER) 2068 if (op->type == PLAYER
2097#if COZY_SERVER
2098 &&
2099 ((mon->owner && mon->owner->contr 2069 && ((mon->owner && mon->owner->contr
2100 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2070 && same_party (mon->owner->contr->party, op->contr->party))
2101#else
2102 && mon->owner == op 2071 || mon->owner == op)
2103#endif
2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2072 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2073 {
2106 /* If we're braced, we don't want to switch places with it */ 2074 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) 2075 if (op->contr->braced)
2108 return; 2076 return false;
2109 2077
2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2078 if (op->speed_left > 0.f)
2079 {
2080 --op->speed_left;
2081
2082 op->play_sound (sound_find ("push_player"));
2111 push_ob (mon, dir, op); 2083 push_ob (mon, dir, op);
2084
2112 if (op->contr->tmp_invis || op->hide) 2085 if (op->contr->tmp_invis || op->hide)
2113 make_visible (op); 2086 make_visible (op);
2114 2087
2115 return; 2088 return true;
2116 } 2089 }
2090 else
2091 return false;
2092 }
2117 2093
2118 /* in certain circumstances, you shouldn't attack friendly 2094 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 2095 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 2096 * someone, but put it inside this loop so that you won't
2121 * attack them either. 2097 * attack them either.
2122 */ 2098 */
2123 if ((mon->type == PLAYER || mon->enemy != op) && 2099 if ((mon->type == PLAYER || mon->enemy != op)
2124 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2100 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful 2101 && ((op->contr->peaceful
2127 || (mon->type == PLAYER 2102 || (mon->type == PLAYER && mon->contr->peaceful))
2128 && mon->contr->
2129 peaceful)) &&
2130#else
2131 op->contr->peaceful &&
2132#endif
2133 !on_battleground)) 2103 && !on_battleground))
2104 {
2105 if (op->speed_left > 0.f)
2134 { 2106 {
2107 --op->speed_left;
2108
2135 if (!op->contr->braced) 2109 if (!op->contr->braced)
2136 { 2110 {
2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2111 op->play_sound (sound_find ("push_player"));
2138 push_ob (mon, dir, op); 2112 push_ob (mon, dir, op);
2139 } 2113 }
2140 else 2114 else
2141 new_draw_info (0, 0, op, "You withhold your attack"); 2115 op->statusmsg ("You withhold your attack");
2142 2116
2143 if (op->contr->tmp_invis || op->hide) 2117 if (op->contr->tmp_invis || op->hide)
2144 make_visible (op); 2118 make_visible (op);
2145 }
2146 2119
2120 return true;
2121 }
2122 }
2147 /* If the object is a boulder or other rollable object, then 2123 /* If the object is a boulder or other rollable object, then
2148 * roll it if not braced. You can't roll it if you are braced. 2124 * roll it if not braced. You can't roll it if you are braced.
2149 */ 2125 */
2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2126 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2127 {
2128 if (op->speed_left > 0.f)
2151 { 2129 {
2130 --op->speed_left;
2131
2152 recursive_roll (mon, dir, op); 2132 recursive_roll (mon, dir, op);
2153 if (action_makes_visible (op)) 2133 if (action_makes_visible (op))
2154 make_visible (op); 2134 make_visible (op);
2155 }
2156 2135
2136 return true;
2137 }
2138 }
2157 /* Any generic living creature. Including things like doors. 2139 /* Any generic living creature. Including things like doors.
2158 * Way it works is like this: First, it must have some hit points 2140 * Way it works is like this: First, it must have some hit points
2159 * and be living. Then, it must be one of the following: 2141 * and be living. Then, it must be one of the following:
2160 * 1) Not a player, 2) A player, but of a different party. Note 2142 * 1) Not a player, 2) A player, but of a different party. Note
2161 * that party_number -1 is no party, so attacks can still happen. 2143 * that party_number -1 is no party, so attacks can still happen.
2162 */ 2144 */
2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2145 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2164 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2146 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2165 { 2147 {
2166 2148 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2167 /* If the player hasn't hit something this tick, and does
2168 * so, give them speed boost based on weapon speed. Doing
2169 * it here is better than process_players2, which basically
2170 * incurred a 1 tick offset.
2171 */
2172 if (!op->contr->has_hit)
2173 { 2149 {
2174 op->speed_left += op->speed / op->contr->weapon_sp; 2150 --op->contr->weapon_sp_left;
2175
2176 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2177 }
2178 2151
2179 skill_attack (mon, op, 0, 0, 0); 2152 skill_attack (mon, op, 0, 0, 0);
2180
2181 /* If attacking another player, that player gets automatic
2182 * hitback, and doesn't loose luck either.
2183 * Disable hitback on the battleground or if the target is
2184 * the wiz.
2185 */
2186 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2187 {
2188 short luck = mon->stats.luck;
2189
2190 mon->contr->has_hit = 1;
2191 skill_attack (op, mon, 0, 0, 0);
2192 mon->stats.luck = luck;
2193 }
2194 2153
2195 if (action_makes_visible (op)) 2154 if (action_makes_visible (op))
2196 make_visible (op); 2155 make_visible (op);
2197 }
2198 } /* if player should attack something */
2199}
2200 2156
2201int 2157 return true;
2158 }
2159 }
2160
2161 return false;
2162}
2163
2164bool
2202move_player (object *op, int dir) 2165move_player (object *op, int dir)
2203{ 2166{
2204 int pick; 2167 int pick;
2205 2168
2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2169 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2220 op->facing = dir; 2183 op->facing = dir;
2221 2184
2222 if (op->hide) 2185 if (op->hide)
2223 do_hidden_move (op); 2186 do_hidden_move (op);
2224 2187
2188 bool retval;
2189
2225 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2190 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2226 /*nop */ ; 2191 retval = RESULT_INT (0);
2227 else if (op->contr->fire_on) 2192 else if (op->contr->fire_on)
2228 fire (op, dir); 2193 retval = fire (op, dir);
2229 else 2194 else
2230 { 2195 {
2231 move_player_attack (op, dir); 2196 retval = move_player_attack (op, dir);
2232 pick = check_pick (op); 2197 pick = check_pick (op);
2233 } 2198 }
2234 2199
2235 /* Add special check for newcs players and fire on - this way, the 2200 /* Add special check for newcs players and fire on - this way, the
2236 * server can handle repeat firing. 2201 * server can handle repeat firing.
2243 /* Update how the player looks. Use the facing, so direction may 2208 /* Update how the player looks. Use the facing, so direction may
2244 * get reset to zero. This allows for full animation capabilities 2209 * get reset to zero. This allows for full animation capabilities
2245 * for players. 2210 * for players.
2246 */ 2211 */
2247 animate_object (op, op->facing); 2212 animate_object (op, op->facing);
2248 return 0; 2213
2214 return retval;
2249} 2215}
2250 2216
2251/* This is similar to handle_player, below, but is only used by the 2217/* This is similar to handle_player, below, but is only used by the
2252 * new client/server stuff. 2218 * new client/server stuff.
2253 * This is sort of special, in that the new client/server actually uses 2219 * This is sort of special, in that the new client/server actually uses
2254 * the new speed values for commands. 2220 * the new speed values for commands.
2255 * 2221 *
2256 * Returns true if there are more actions we can do. 2222 * Returns true if there are more actions we can do. Should not do
2223 * many actions in a row, as that would be too unfair to other
2224 * players.
2257 */ 2225 */
2258int 2226bool
2259handle_newcs_player (object *op) 2227handle_newcs_player (object *op)
2260{ 2228{
2261 if (QUERY_FLAG (op, FLAG_SCARED)) 2229 if (QUERY_FLAG (op, FLAG_SCARED))
2262 { 2230 {
2263 flee_player (op); 2231 if (op->speed_left > 0.f)
2264 /* If player is still scared, that is his action for this tick */
2265 if (QUERY_FLAG (op, FLAG_SCARED))
2266 { 2232 {
2267 op->speed_left--; 2233 --op->speed_left;
2234 flee_player (op);
2235
2268 return 0; 2236 return true;
2269 } 2237 }
2238 else
2239 return false;
2270 } 2240 }
2271 2241
2272 /* call this here - we also will call this in do_ericserver, but 2242 /* call this here - we also will call this in do_ericserver, but
2273 * the players time has been increased when doericserver has been 2243 * the players time has been increased when doericserver has been
2274 * called, so we recheck it here. 2244 * called, so we recheck it here.
2275 */ 2245 */
2276 if (op->contr->ns->handle_command ()) 2246 if (op->contr->ns->handle_command ())
2277 return 1; 2247 return true;
2278 2248
2279 if (op->speed_left > 0)
2280 {
2281 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2249 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2282 {
2283 /* All move commands take 1 tick, at least for now */
2284 op->speed_left--;
2285
2286 /* Instead of all the stuff below, let move_player take care
2287 * of it. Also, some of the skill stuff is only put in
2288 * there, as well as the confusion stuff.
2289 */
2290 move_player (op, op->direction); 2250 return move_player (op, op->direction);
2291 2251
2292 return op->speed_left > 0;
2293 }
2294 }
2295
2296 return 0; 2252 return false;
2297} 2253}
2298 2254
2299int 2255int
2300save_life (object *op) 2256save_life (object *op)
2301{ 2257{
2303 return 0; 2259 return 0;
2304 2260
2305 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2261 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2306 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2262 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2307 { 2263 {
2308 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2264 op->play_sound (sound_find ("ob_evaporate"));
2309 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2265 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2310 2266
2311 if (op->contr) 2267 if (op->contr)
2312 esrv_del_item (op->contr, tmp->count); 2268 esrv_del_item (op->contr, tmp->count);
2313 2269
2333/* This goes throws the inventory and removes unpaid objects, and puts them 2289/* This goes throws the inventory and removes unpaid objects, and puts them
2334 * back in the map (location and map determined by values of env). This 2290 * back in the map (location and map determined by values of env). This
2335 * function will descend into containers. op is the object to start the search 2291 * function will descend into containers. op is the object to start the search
2336 * from. 2292 * from.
2337 */ 2293 */
2338void 2294static void
2339remove_unpaid_objects (object *op, object *env) 2295drop_unpaid_items (object *op, object *env)
2340{ 2296{
2341 while (op) 2297 while (op)
2342 { 2298 {
2343 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2299 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2344 2300
2348 esrv_del_item (env->contr, op->count); 2304 esrv_del_item (env->contr, op->count);
2349 2305
2350 op->insert_at (env); 2306 op->insert_at (env);
2351 } 2307 }
2352 else if (op->inv) 2308 else if (op->inv)
2353 remove_unpaid_objects (op->inv, env); 2309 drop_unpaid_items (op->inv, env);
2354 2310
2355 op = next; 2311 op = next;
2356 } 2312 }
2313}
2314
2315void
2316object::drop_unpaid_items ()
2317{
2318 if (!flag [FLAG_REMOVED])
2319 ::drop_unpaid_items (inv, this);
2357} 2320}
2358 2321
2359/* 2322/*
2360 * Returns pointer a static string containing gravestone text 2323 * Returns pointer a static string containing gravestone text
2361 * Moved from apply.c to player.c - player.c is what 2324 * Moved from apply.c to player.c - player.c is what
2456 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2419 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2457 else 2420 else
2458 { 2421 {
2459 gen_grace = op->stats.maxgrace; 2422 gen_grace = op->stats.maxgrace;
2460 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2423 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2461 }
2462
2463 /* Regenerate Spell Points */
2464 if (!op->contr->golem && --op->last_sp < 0)
2465 {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2467 if (op->stats.sp < op->stats.maxsp)
2468 {
2469 op->stats.sp++;
2470 /* dms do not consume food */
2471 if (!QUERY_FLAG (op, FLAG_WIZ))
2472 {
2473 op->stats.food--;
2474 if (op->contr->digestion < 0)
2475 op->stats.food += op->contr->digestion;
2476 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2477 op->stats.food = last_food;
2478 }
2479 }
2480
2481 if (max_sp > 1)
2482 {
2483 over_sp = (gen_sp + 10) / rate_sp;
2484 if (over_sp > 0)
2485 {
2486 if (op->stats.sp < op->stats.maxsp)
2487 {
2488 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2489
2490 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2491 op->stats.sp--;
2492
2493 if (op->stats.sp > op->stats.maxsp)
2494 op->stats.sp = op->stats.maxsp;
2495 }
2496 op->last_sp = 0;
2497 }
2498 else
2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2500 }
2501 else
2502 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2503 } 2424 }
2504 2425
2505 /* Regenerate Grace */ 2426 /* Regenerate Grace */
2506 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2427 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2507 if (--op->last_grace < 0) 2428 if (--op->last_grace < 0)
2528 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2449 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2529 } 2450 }
2530 /* wearing stuff doesn't detract from grace generation. */ 2451 /* wearing stuff doesn't detract from grace generation. */
2531 } 2452 }
2532 2453
2454 if (op->stats.food > 0)
2455 {
2533 /* Regenerate Hit Points */ 2456 /* Regenerate Spell Points */
2534 if (--op->last_heal < 0) 2457 if (!op->contr->golem && --op->last_sp < 0)
2535 {
2536 if (op->stats.hp < op->stats.maxhp)
2537 { 2458 {
2538 op->stats.hp++; 2459 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2539 /* dms do not consume food */ 2460
2540 if (!QUERY_FLAG (op, FLAG_WIZ)) 2461 if (op->stats.sp < op->stats.maxsp)
2541 { 2462 {
2463 op->stats.sp++;
2464
2465 /* dms do not consume food */
2466 if (!QUERY_FLAG (op, FLAG_WIZ))
2467 {
2542 op->stats.food--; 2468 op->stats.food--;
2469
2543 if (op->contr->digestion < 0) 2470 if (op->contr->digestion < 0)
2544 op->stats.food += op->contr->digestion; 2471 op->stats.food += op->contr->digestion;
2545 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2472 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2546 op->stats.food = last_food; 2473 op->stats.food = last_food;
2474 }
2547 } 2475 }
2548 }
2549 2476
2550 if (max_hp > 1) 2477 if (max_sp > 1)
2551 {
2552 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2553 if (over_hp > 0)
2554 { 2478 {
2555 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2479 over_sp = (gen_sp + 10) / rate_sp;
2480 if (over_sp > 0)
2481 {
2482 if (op->stats.sp < op->stats.maxsp)
2483 {
2484 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2485
2486 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2487 op->stats.sp--;
2488
2489 if (op->stats.sp > op->stats.maxsp)
2490 op->stats.sp = op->stats.maxsp;
2491 }
2492
2556 op->last_heal = 0; 2493 op->last_sp = 0;
2494 }
2495 else
2496 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2557 } 2497 }
2558 else 2498 else
2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2500 }
2501
2502 /* Regenerate Hit Points */
2503 if (--op->last_heal < 0)
2504 {
2505 if (op->stats.hp < op->stats.maxhp)
2559 { 2506 {
2560 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2507 op->stats.hp++;
2508
2509 /* dms do not consume food */
2510 if (!QUERY_FLAG (op, FLAG_WIZ))
2511 {
2512 op->stats.food--;
2513
2514 if (op->contr->digestion < 0)
2515 op->stats.food += op->contr->digestion;
2516 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2517 op->stats.food = last_food;
2518 }
2561 } 2519 }
2520
2521 if (max_hp > 1)
2522 {
2523 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2524
2525 if (over_hp > 0)
2526 {
2527 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2528 op->last_heal = 0;
2529 }
2530 else
2531 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2562 } 2532 }
2563 else 2533 else
2564 {
2565 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2534 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2566 } 2535 }
2567 } 2536 }
2568 2537
2569 /* Digestion */ 2538 /* Digestion */
2570 if (--op->last_eat < 0) 2539 if (--op->last_eat < 0)
2571 { 2540 {
2572#ifdef COZY_SERVER 2541 int bonus = max (0, op->contr->digestion),
2573 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2542 penalty = max (0, -op->contr->digestion);
2574 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2575#else
2576 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2577#endif
2578 2543
2579 if (op->contr->gen_hp > 0)
2580 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2544 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2581 else
2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583 2545
2584 /* dms do not consume food */ 2546 /* dms do not consume food */
2585 if (!QUERY_FLAG (op, FLAG_WIZ)) 2547 if (!QUERY_FLAG (op, FLAG_WIZ))
2586 op->stats.food--; 2548 op->stats.food--;
2587 } 2549 }
2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2576 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2615 manual_apply (op, flesh, 0); 2577 manual_apply (op, flesh, 0);
2616 } 2578 }
2617 } 2579 }
2618 2580
2619 while (op->stats.food < 0 && op->stats.hp >= 0) 2581 if (op->stats.food < 0)
2620 op->stats.food++, op->stats.hp--; 2582 {
2583 op->stats.hp += op->stats.food;
2584 op->stats.food = 0;
2585 }
2621 2586
2622 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2587 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2623 kill_player (op); 2588 kill_player (op);
2624 } 2589 }
2625} 2590}
2630 * file. 2595 * file.
2631 */ 2596 */
2632void 2597void
2633kill_player (object *op) 2598kill_player (object *op)
2634{ 2599{
2600 int x, y;
2635 char buf[MAX_BUF]; 2601 char buf[MAX_BUF];
2636 int x, y;
2637
2638 //int i;
2639 maptile *map; /* this is for resurrection */ 2602 maptile *map; /* this is for resurrection */
2640
2641 /* int z;
2642 int num_stats_lose;
2643 int lost_a_stat;
2644 int lose_this_stat;
2645 int this_stat; */
2646 int will_kill_again; 2603 int will_kill_again;
2647 archetype *at; 2604 archetype *at;
2648 object *tmp; 2605 object *tmp;
2649 2606
2650 if (save_life (op)) 2607 if (save_life (op))
2651 return; 2608 return;
2652
2653 2609
2654 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2610 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2655 * in cities ONLY!!! It is very important that this doesn't get abused. 2611 * in cities ONLY!!! It is very important that this doesn't get abused.
2656 * Look at op_on_battleground() for more info --AndreasV 2612 * Look at op_on_battleground() for more info --AndreasV
2657 */ 2613 */
2673 { 2629 {
2674 tmp->destroy (); 2630 tmp->destroy ();
2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2631 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2676 } 2632 }
2677 2633
2678 cure_disease (op, 0); /* remove any disease */ 2634 cure_disease (op, 0, 0); /* remove any disease */
2679 op->stats.hp = op->stats.maxhp; 2635 op->stats.hp = op->stats.maxhp;
2680 if (op->stats.food <= 0) 2636 if (op->stats.food <= 0)
2681 op->stats.food = 999; 2637 op->stats.food = 999;
2682 2638
2683 /* create a bodypart-trophy to make the winner happy */ 2639 /* create a bodypart-trophy to make the winner happy */
2684 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2640 if (object *tmp = arch_to_object (archetype::find ("finger")))
2685 { 2641 {
2686 sprintf (buf, "%s's finger", &op->name); 2642 tmp->name = format ("%s's finger" , &op->name);
2687 tmp->name = buf; 2643 tmp->name_pl = format ("%s's fingers", &op->name);
2688 sprintf (buf, " This finger has been cut off %s\n" 2644 tmp->msg = format (
2689 " the %s, when he was defeated at\n level %d by %s.\n", 2645 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2646 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2691 tmp->msg = buf; 2647 );
2692 tmp->value = 0, tmp->type = 0; 2648 tmp->value = 0, tmp->type = 0;
2693 tmp->materialname = "organics"; 2649 tmp->materialname = "organics";
2694 tmp->insert_at (op, tmp); 2650 tmp->insert_at (op, tmp);
2695 } 2651 }
2696 2652
2703 INVOKE_PLAYER (DEATH, op->contr); 2659 INVOKE_PLAYER (DEATH, op->contr);
2704 2660
2705 command_kill_pets (op, 0); 2661 command_kill_pets (op, 0);
2706 2662
2707 if (op->stats.food < 0) 2663 if (op->stats.food < 0)
2708 {
2709 sprintf (buf, "%s starved to death.", &op->name);
2710 strcpy (op->contr->killer, "starvation"); 2664 strcpy (op->contr->killer, "starvation");
2711 }
2712 else
2713 sprintf (buf, "%s died.", &op->name);
2714 2665
2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2666 op->contr->play_sound (sound_find ("player_dies"));
2716 2667
2717 /* save the map location for corpse, gravestone */ 2668 /* save the map location for corpse, gravestone */
2718 x = op->x; 2669 x = op->x;
2719 y = op->y; 2670 y = op->y;
2720 map = op->map; 2671 map = op->map;
2883 { 2834 {
2884 tmp->destroy (); 2835 tmp->destroy ();
2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2836 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2886 } 2837 }
2887 2838
2888 cure_disease (op, 0); /* remove any disease */ 2839 cure_disease (op, 0, 0); /* remove any disease */
2889 2840
2890 /*add_exp(op, (op->stats.exp * -0.20)); */ 2841 /*add_exp(op, (op->stats.exp * -0.20)); */
2891 apply_death_exp_penalty (op); 2842 apply_death_exp_penalty (op);
2892 if (op->stats.food < 100) 2843 if (op->stats.food < 100)
2893 op->stats.food = 900; 2844 op->stats.food = 900;
2897 2848
2898 /* 2849 /*
2899 * Check to see if the player has any unpaid items. If so, remove them 2850 * Check to see if the player has any unpaid items. If so, remove them
2900 * and put them back in the map. 2851 * and put them back in the map.
2901 */ 2852 */
2902 remove_unpaid_objects (op->inv, op); 2853 op->drop_unpaid_items ();
2903 2854
2904 /****************************************/ 2855 /****************************************/
2905 /* */ 2856 /* */
2906 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
2907 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
2927 object *force; 2878 object *force;
2928 int at; 2879 int at;
2929 2880
2930 force = get_archetype (FORCE_NAME); 2881 force = get_archetype (FORCE_NAME);
2931 /* 50 ticks should be enough time for the spell to abate */ 2882 /* 50 ticks should be enough time for the spell to abate */
2932 force->speed = 0.1; 2883 force->speed = 0.1f;
2933 force->speed_left = -5.0; 2884 force->speed_left = -5.f;
2934 SET_FLAG (force, FLAG_APPLIED); 2885 SET_FLAG (force, FLAG_APPLIED);
2935 for (at = 0; at < NROFATTACKS; at++) 2886 for (at = 0; at < NROFATTACKS; at++)
2936 if (will_kill_again & (1 << at)) 2887 if (will_kill_again & (1 << at))
2937 force->resist[at] = 100; 2888 force->resist[at] = 100;
2938 2889
3047void 2998void
3048make_visible (object *op) 2999make_visible (object *op)
3049{ 3000{
3050 op->hide = 0; 3001 op->hide = 0;
3051 op->invisible = 0; 3002 op->invisible = 0;
3003
3052 if (op->type == PLAYER) 3004 if (op->type == PLAYER)
3053 { 3005 {
3054 op->contr->tmp_invis = 0; 3006 op->contr->tmp_invis = 0;
3055 op->contr->invis_race = 0; 3007 op->contr->invis_race = 0;
3056 } 3008 }
3059} 3011}
3060 3012
3061int 3013int
3062is_true_undead (object *op) 3014is_true_undead (object *op)
3063{ 3015{
3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3016 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3065 return 1; 3017 return 1;
3066 3018
3067 return 0; 3019 return 0;
3068} 3020}
3069 3021
3070/* look at the surrounding terrain to determine 3022/* look at the surrounding terrain to determine
3071 * the hideability of this object. Positive levels 3023 * the hideability of this object. Positive levels
3072 * indicate greater hideability. 3024 * indicate greater hideability.
3073 */ 3025 */
3074
3075int 3026int
3076hideability (object *ob) 3027hideability (object *ob)
3077{ 3028{
3078 int i, level = 0, mflag; 3029 int i, level = 0, mflag;
3079 sint16 x, y; 3030 sint16 x, y;
3113/* For Hidden creatures - a chance of becoming 'unhidden' 3064/* For Hidden creatures - a chance of becoming 'unhidden'
3114 * every time they move - as we subtract off 'invisibility' 3065 * every time they move - as we subtract off 'invisibility'
3115 * AND, for players, if they move into a ridiculously unhideable 3066 * AND, for players, if they move into a ridiculously unhideable
3116 * spot (surrounded by clear terrain in broad daylight). -b.t. 3067 * spot (surrounded by clear terrain in broad daylight). -b.t.
3117 */ 3068 */
3118
3119void 3069void
3120do_hidden_move (object *op) 3070do_hidden_move (object *op)
3121{ 3071{
3122 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3072 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3123 object *skop; 3073 object *skop;
3205 * object op. This function works fine for monsters, 3155 * object op. This function works fine for monsters,
3206 * but we dont worry if the object isnt the top one in 3156 * but we dont worry if the object isnt the top one in
3207 * a pile (say a coin under a table would return "viewable" 3157 * a pile (say a coin under a table would return "viewable"
3208 * by this routine). Another question, should we be 3158 * by this routine). Another question, should we be
3209 * concerned with the direction the player is looking 3159 * concerned with the direction the player is looking
3210 * in? Realistically, most of use cant see stuff behind 3160 * in? Realistically, most of us can't see stuff behind
3211 * our backs...on the other hand, does the "facing" direction 3161 * our backs...on the other hand, does the "facing" direction
3212 * imply the way your head, or body is facing? Its possible 3162 * imply the way your head, or body is facing? It's possible
3213 * for them to differ. Sigh, this fctn could get a bit more complex. 3163 * for them to differ. Sigh, this fctn could get a bit more complex.
3214 * -b.t. 3164 * -b.t.
3215 * This function is now map tiling safe. 3165 * This function is now map tiling safe.
3216 */ 3166 */
3217
3218int 3167int
3219player_can_view (object *pl, object *op) 3168player_can_view (object *pl, object *op)
3220{ 3169{
3221 rv_vector rv; 3170 rv_vector rv;
3222 int dx, dy; 3171 int dx, dy;
3234 3183
3235 get_rangevector (pl, op, &rv, 0x1); 3184 get_rangevector (pl, op, &rv, 0x1);
3236 3185
3237 /* starting with the 'head' part, lets loop 3186 /* starting with the 'head' part, lets loop
3238 * through the object and find if it has any 3187 * through the object and find if it has any
3239 * part that is in the los array but isnt on 3188 * part that is in the los array but isn't on
3240 * a blocked los square. 3189 * a blocked los square.
3241 * we use the archetype to figure out offsets. 3190 * we use the archetype to figure out offsets.
3242 */ 3191 */
3243 while (op) 3192 while (op)
3244 { 3193 {
3245 dx = rv.distance_x + op->arch->clone.x; 3194 dx = rv.distance_x + op->arch->x;
3246 dy = rv.distance_y + op->arch->clone.y; 3195 dy = rv.distance_y + op->arch->y;
3247 3196
3248 /* only the viewable area the player sees is updated by LOS 3197 /* only the viewable area the player sees is updated by LOS
3249 * code, so we need to restrict ourselves to that range of values 3198 * code, so we need to restrict ourselves to that range of values
3250 * for any meaningful values. 3199 * for any meaningful values.
3251 */ 3200 */
3252 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3201 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3253 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3202 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3254 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3203 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3255 return 1; 3204 return 1;
3205
3256 op = op->more; 3206 op = op->more;
3257 } 3207 }
3208
3258 return 0; 3209 return 0;
3259} 3210}
3260 3211
3261/* routine for both players and monsters. We call this when 3212/* routine for both players and monsters. We call this when
3262 * there is a possibility for our action distrubing our hiding 3213 * there is a possibility for our action distrubing our hiding
3265 * return 0. 3216 * return 0.
3266 */ 3217 */
3267int 3218int
3268action_makes_visible (object *op) 3219action_makes_visible (object *op)
3269{ 3220{
3270
3271 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3221 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3272 { 3222 {
3273 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3223 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3274 return 0; 3224 return 0;
3275 3225
3281 { 3231 {
3282 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3232 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3283 return 1; 3233 return 1;
3284 } 3234 }
3285 } 3235 }
3236
3286 return 0; 3237 return 0;
3287} 3238}
3288 3239
3289/* op_on_battleground - checks if the given object op (usually 3240/* op_on_battleground - checks if the given object op (usually
3290 * a player) is standing on a valid battleground-tile, 3241 * a player) is standing on a valid battleground-tile,
3295 * Default is to do the same as before, so only people wanting to have different points need worry about this 3246 * Default is to do the same as before, so only people wanting to have different points need worry about this
3296 */ 3247 */
3297int 3248int
3298op_on_battleground (object *op, int *x, int *y) 3249op_on_battleground (object *op, int *x, int *y)
3299{ 3250{
3300 object *tmp;
3301
3302 /* A battleground-tile needs the following attributes to be valid: 3251 /* A battleground-tile needs the following attributes to be valid:
3303 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3252 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3304 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3253 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3305 * and the exit-coordinates sp/hp must both be > 0. 3254 * and the exit-coordinates sp/hp must both be > 0.
3306 * => The intention here is to prevent abuse of the battleground- 3255 * => The intention here is to prevent abuse of the battleground-
3307 * feature (like pickable or hidden battleground tiles). */ 3256 * feature (like pickable or hidden battleground tiles). */
3308 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3257 for (object *tmp = op->below; tmp; tmp = tmp->below)
3309 { 3258 {
3310 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3259 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3311 { 3260 {
3312 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3261 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3313 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3262 && tmp->type == BATTLEGROUND
3263 && tmp->name == shstr_battleground
3264 && EXIT_X (tmp) && EXIT_Y (tmp))
3314 { 3265 {
3315 /*before we assign the exit, check if this is a teambattle */ 3266 /* before we assign the exit, check if this is a teambattle */
3316 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3267 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3317 { 3268 {
3318 object *invtmp;
3319
3320 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3269 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3321 { 3270 {
3322 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3271 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3323 { 3272 {
3324 if (x != NULL && y != NULL) 3273 if (x && y)
3325 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3274 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3275
3326 return 1; 3276 return 1;
3327 } 3277 }
3328 } 3278 }
3329 } 3279 }
3280
3330 if (x != NULL && y != NULL) 3281 if (x && y)
3331 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3282 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3283
3332 return 1; 3284 return 1;
3333 } 3285 }
3334 } 3286 }
3335 } 3287 }
3288
3336 /* If we got here, did not find a battleground */ 3289 /* If we got here, did not find a battleground */
3337 return 0; 3290 return 0;
3338} 3291}
3339 3292
3340/* 3293/*
3356 char buf[MAX_BUF]; /* tmp. string buffer */ 3309 char buf[MAX_BUF]; /* tmp. string buffer */
3357 int i = 0, j = 0; 3310 int i = 0, j = 0;
3358 3311
3359 /* get the appropriate treasurelist */ 3312 /* get the appropriate treasurelist */
3360 if (atnr == ATNR_FIRE) 3313 if (atnr == ATNR_FIRE)
3361 trlist = treasurelist::find ("dragon_ability_fire"); 3314 trlist = treasurelist::find (shstr_dragon_ability_fire);
3362 else if (atnr == ATNR_COLD) 3315 else if (atnr == ATNR_COLD)
3363 trlist = treasurelist::find ("dragon_ability_cold"); 3316 trlist = treasurelist::find (shstr_dragon_ability_cold);
3364 else if (atnr == ATNR_ELECTRICITY) 3317 else if (atnr == ATNR_ELECTRICITY)
3365 trlist = treasurelist::find ("dragon_ability_elec"); 3318 trlist = treasurelist::find (shstr_dragon_ability_elec);
3366 else if (atnr == ATNR_POISON) 3319 else if (atnr == ATNR_POISON)
3367 trlist = treasurelist::find ("dragon_ability_poison"); 3320 trlist = treasurelist::find (shstr_dragon_ability_poison);
3368 3321
3369 if (trlist == NULL || who->type != PLAYER) 3322 if (trlist == NULL || who->type != PLAYER)
3370 return; 3323 return;
3371 3324
3372 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3325 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3376 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3329 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3377 return; 3330 return;
3378 } 3331 }
3379 3332
3380 /* everything seems okay - now bring on the gift: */ 3333 /* everything seems okay - now bring on the gift: */
3381 item = &(tr->item->clone); 3334 item = tr->item;
3382 3335
3383 if (item->type == SPELL) 3336 if (item->type == SPELL)
3384 { 3337 {
3385 if (check_spell_known (who, item->name)) 3338 if (check_spell_known (who, item->name))
3386 return; 3339 return;
3445 { 3398 {
3446 /* forces in the treasurelist can alter the player's stats */ 3399 /* forces in the treasurelist can alter the player's stats */
3447 object *skin; 3400 object *skin;
3448 3401
3449 /* first get the dragon skin force */ 3402 /* first get the dragon skin force */
3450 shstr_cmp dragon_skin_force ("dragon_skin_force");
3451 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3403 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3452 ; 3404 ;
3453 3405
3454 if (!skin) 3406 if (!skin)
3455 return; 3407 return;
3456 3408
3532 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3484 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3533 return 0; 3485 return 0;
3534 3486
3535 return 100 - blocked_los [x][y]; 3487 return 100 - blocked_los [x][y];
3536} 3488}
3489
3490void
3491player::infobox (const char *title, const char *msg, int color)
3492{
3493 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3494}
3495
3496void
3497player::statusmsg (const char *msg, int color)
3498{
3499 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3500}
3501
3502void
3503player::failmsg (const char *msg, int color)
3504{
3505 play_sound (sound_find ("generic_failure"));
3506 statusmsg (msg, color);
3507}
3508

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines