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Comparing deliantra/server/server/player.C (file contents):
Revision 1.122 by root, Wed May 9 11:32:31 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 <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
157 op->x = -1; 156 op->x = -1;
158 op->y = -1; 157 op->y = -1;
159} 158}
160 159
161void 160void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate () 161player::activate ()
176{ 162{
177 if (active) 163 if (active)
178 return; 164 return;
179 165
181 ob->remove (); 167 ob->remove ();
182 ob->map = 0; 168 ob->map = 0;
183 ob->activate_recursive (); 169 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob); 171 add_friendly_object (ob);
186 enter_map ();
187} 172}
188 173
189void 174void
190player::deactivate () 175player::deactivate ()
191{ 176{
198 183
199 if (ob->map) 184 if (ob->map)
200 maplevel = ob->map->path; 185 maplevel = ob->map->path;
201 186
202 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
203 ob->map = 0; 189 ob->map = 0;
204 party = 0; 190 party = 0;
205 191
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207 193
221 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
222 208
223 ns->update_look = 0; 209 ns->update_look = 0;
224 ns->look_position = 0; 210 ns->look_position = 0;
225 211
226 clear_los (ob); 212 clear_los (this);
227 213
228 ns->reset_stats (); 214 ns->reset_stats ();
229 215
230 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
233 219
234 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
235 link_player_skills (ob); 221 link_player_skills (ob);
236 222
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238 224
239 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
240 226
241 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
243 { 229 {
244 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
245 231
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
252 abil = tmp; 235 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
254 skin = tmp; 237 skin = tmp;
255 238
256 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
257 } 240 }
258 241
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 243
261 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
245
246 ob->update_stats ();
247
248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0);
251
252 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this);
260}
261
262void
263player::disconnect ()
264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
286}
287
288// the need for this function can be explained
289// by load_object not returning the object
290void
291player::set_object (object *op)
292{
293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */
295
296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
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;
262 304
263 for (object *op = ob->inv; op; op = op->below) 305 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED]) 306 if (op->flag [FLAG_APPLIED])
265 switch (op->type) 307 switch (op->type)
266 { 308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
267 case WAND: 313 case WAND:
268 case ROD: 314 case ROD:
269 case HORN: 315 case HORN:
270 case BOW: 316 case BOW:
271 case SKILL: 317 ranged_ob = op;
272 case SKILL_TOOL: 318 break;
319
273 case WEAPON: 320 case WEAPON:
274 fprintf (stderr, "applied<%s>\n", &op->name);//D 321 combat_ob = op;
275 apply_special (ob, op, AP_UNAPPLY);
276 apply_special (ob, op, AP_APPLY);
277 break; 322 break;
278 } 323 }
279 324
280 ob->update_stats (); 325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
281 ns->floorbox_update ();
282
283 esrv_send_inventory (ob, ob);
284 esrv_add_spells (this, 0);
285
286 activate ();
287
288 send_rules (ob);
289 send_news (ob);
290 display_motd (ob);
291
292 INVOKE_PLAYER (CONNECT, this);
293 INVOKE_PLAYER (LOGIN, this);
294} 326}
295 327
296void 328void
297player::disconnect ()
298{
299 if (ns)
300 {
301 if (active)
302 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
303
304 INVOKE_PLAYER (DISCONNECT, this);
305
306 ns->reset_stats ();
307 ns->pl = 0;
308 ns = 0;
309 }
310
311 if (ob)
312 ob->close_container (); //TODO: client-specific
313
314 deactivate ();
315}
316
317// the need for this function can be explained
318// by load_object not returning the object
319void
320player::set_object (object *op) 329player::set_observe (object *op)
321{ 330{
322 ob = op; 331 observe = op ? op : ob;
323 ob->contr = this; /* this aren't yet in archetype */ 332 do_los = 1;
324
325 ob->speed_left = 0.5;
326 ob->speed = 1.0;
327 ob->direction = 5; /* So player faces south */
328} 333}
329 334
330player::player () 335player::player ()
331{ 336{
332 /* There are some elements we want initialised to non zero value - 337 /* There are some elements we want initialised to non zero value -
343 petmode = pet_normal; 348 petmode = pet_normal;
344 listening = 10; 349 listening = 10;
345 usekeys = containers; 350 usekeys = containers;
346 peaceful = 1; /* default peaceful */ 351 peaceful = 1; /* default peaceful */
347 do_los = 1; 352 do_los = 1;
353
354 weapon_sp = 1.0f;
355 weapon_sp_left = 0.5f;
348} 356}
349 357
350void 358void
351player::do_destroy () 359player::do_destroy ()
352{ 360{
357 if (ob) 365 if (ob)
358 { 366 {
359 ob->destroy_inv (false); 367 ob->destroy_inv (false);
360 ob->destroy (); 368 ob->destroy ();
361 } 369 }
370
371 ob = observe = 0;
362} 372}
363 373
364player::~player () 374player::~player ()
365{ 375{
366 /* Clear item stack */ 376 /* Clear item stack */
393 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
394 */ 404 */
395archetype * 405archetype *
396get_player_archetype (archetype *at) 406get_player_archetype (archetype *at)
397{ 407{
398 archetype *start = at; 408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
399 409
400 for (;;) 410 for (;;)
401 { 411 {
402 if (at == NULL || at->next == NULL) 412 if (++i == archetypes.end ())
403 at = first_archetype; 413 i = archetypes.begin ();
404 else 414 else if (*i == at)
405 at = at->next; 415 cleanup ("not a single player archetype found");
406 416
407 if (at->clone.type == PLAYER) 417 if ((*i)->type == PLAYER)
408 return at; 418 return *i;
409
410 if (at == start)
411 {
412 LOG (llevError, "No Player archetypes\n");
413 exit (-1);
414 }
415 } 419 }
416} 420}
417 421
418object * 422object *
419get_nearest_player (object *mon) 423get_nearest_player (object *mon)
423 unsigned lastdist; 427 unsigned lastdist;
424 rv_vector rv; 428 rv_vector rv;
425 429
426 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
427 { 431 {
428 /* We should not find free objects on this friendly list, but it
429 * does periodically happen. Given that, lets deal with it.
430 * While unlikely, it is possible the next object on the friendly
431 * list is also free, so encapsulate this in a while loop.
432 */
433 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
434 {
435 object *tmp = ol->ob;
436
437 /* Can't do much more other than log the fact, because the object
438 * itself will have been cleared.
439 */
440 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
441 tmp->debug_desc ());
442 ol = ol->next;
443 remove_friendly_object (tmp);
444 if (!ol)
445 return op;
446 }
447
448 /* Remove special check for player from this. First, it looks to cause
449 * some crashes (ol->ob->contr not set properly?), but secondly, a more
450 * complicated method of state checking would be needed in any case -
451 * as it was, a clever player could type quit, and the function would
452 * skip them over while waiting for confirmation. Remove
453 * on_same_map check, as can_detect_enemy also does this
454 */
455 if (!can_detect_enemy (mon, ol->ob, &rv)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
456 continue; 433 continue;
457 434
458 if (lastdist > rv.distance) 435 if (lastdist > rv.distance)
459 { 436 {
785} 762}
786 763
787void 764void
788object::roll_stats () 765object::roll_stats ()
789{ 766{
790 int statsort [7]; 767 int statsort [NUM_STATS];
791 768
792 for (;;) 769 for (;;)
793 { 770 {
794 int sum = 0; 771 int sum = 0;
795 for (int i = 7; i--; ) 772 for (int i = NUM_STATS; i--; )
796 sum += statsort [i] = roll_stat (); 773 sum += statsort [i] = roll_stat ();
797 774
798 if (sum >= 82 && sum <= 116) 775 if (sum >= 82 && sum <= 116)
799 break; 776 break;
800 } 777 }
801 778
802 // Sort the stats so that rerolling is easier... 779 // Sort the stats so that rerolling is easier...
803 std::sort (statsort, statsort + 7, std::greater<int>()); 780 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
804 781
782 for (int i = 0; i < NUM_STATS; ++i)
805 stats.Str = statsort[0]; 783 stats.stat (i) = statsort [i];
806 stats.Dex = statsort[1];
807 stats.Con = statsort[2];
808 stats.Int = statsort[3];
809 stats.Wis = statsort[4];
810 stats.Pow = statsort[5];
811 stats.Cha = statsort[6];
812 784
813 stats.exp = 0; 785 stats.exp = 0;
814 stats.ac = 0; 786 stats.ac = 0;
815 787
816 stats.hp = stats.maxhp; 788 stats.hp = stats.maxhp;
828} 800}
829 801
830void 802void
831object::swap_stats (int a, int b) 803object::swap_stats (int a, int b)
832{ 804{
833 int tmp = get_attr_value (&contr->orig_stats, a); 805 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
834 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
835 set_attr_value (&contr->orig_stats, b, tmp);
836 806
807 for (int i = 0; i < NUM_STATS; ++i)
837 stats.Str = contr->orig_stats.Str; 808 stats.stat (i) = contr->orig_stats.stat (i);
838 stats.Dex = contr->orig_stats.Dex;
839 stats.Con = contr->orig_stats.Con;
840 stats.Int = contr->orig_stats.Int;
841 stats.Wis = contr->orig_stats.Wis;
842 stats.Pow = contr->orig_stats.Pow;
843 stats.Cha = contr->orig_stats.Cha;
844 809
845 //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,
846 // be merged with the similar code in roll_stats 811 // be merged with the similar code in roll_stats
847 stats.ac = 0; 812 stats.ac = 0;
848 813
921 if (*first_map_ext_path) 886 if (*first_map_ext_path)
922 { 887 {
923 object *tmp; 888 object *tmp;
924 char mapname[MAX_BUF]; 889 char mapname[MAX_BUF];
925 890
926 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);
927 tmp = object::create (); 892 tmp = object::create ();
928 EXIT_PATH (tmp) = mapname; 893 EXIT_PATH (tmp) = mapname;
929 EXIT_X (tmp) = ob->x; 894 EXIT_X (tmp) = ob->x;
930 EXIT_Y (tmp) = ob->y; 895 EXIT_Y (tmp) = ob->y;
931 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;
950 int x = ob->x, y = ob->y; 915 int x = ob->x, y = ob->y;
951 916
952 ob->remove_statbonus (); 917 ob->remove_statbonus ();
953 ob->remove (); 918 ob->remove ();
954 ob->arch = get_player_archetype (ob->arch); 919 ob->arch = get_player_archetype (ob->arch);
955 ob->arch->clone.copy_to (ob); 920 ob->arch->copy_to (ob);
956 ob->instantiate (); 921 ob->instantiate ();
957 ob->stats = ob->contr->orig_stats; 922 ob->stats = ob->contr->orig_stats;
958 ob->name = ob->name_pl = name; 923 ob->name = ob->name_pl = name;
959 ob->x = x; 924 ob->x = x;
960 ob->y = y; 925 ob->y = y;
961 SET_ANIMATION (ob, 2); /* So player faces south */ 926 SET_ANIMATION (ob, 2); /* So player faces south */
962 insert_ob_in_map (ob, ob->map, ob, 0); 927 insert_ob_in_map (ob, ob->map, ob, 0);
963 assign (ob->contr->title, ob->arch->clone.name); 928 assign (ob->contr->title, ob->arch->object::name);
964 ob->add_statbonus (); 929 ob->add_statbonus ();
965 } 930 }
966 while (!allowed_class (ob)); 931 while (!allowed_class (ob));
967 932
968 update_object (ob, UP_OBJ_FACE); 933 update_object (ob, UP_OBJ_FACE);
1113 if (tmp->name != NULL) 1078 if (tmp->name != NULL)
1114 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1079 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1115 &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))));
1116 else 1081 else
1117 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1082 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1118 &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))));
1119 1084
1120 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1085 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1121 } 1086 }
1122 1087
1123 /* philosophy: 1088 /* philosophy:
1198 pick_up (op, tmp); 1163 pick_up (op, tmp);
1199 continue; 1164 continue;
1200 } 1165 }
1201 1166
1202 if (op->contr->mode & PU_READABLES) 1167 if (op->contr->mode & PU_READABLES)
1203 if (tmp->type == BOOK || tmp->type == SCROLL) 1168 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1204 { 1169 {
1205 pick_up (op, tmp); 1170 pick_up (op, tmp);
1206 continue; 1171 continue;
1207 } 1172 }
1208 1173
1316 /* careful: chairs and tables are weapons! */ 1281 /* careful: chairs and tables are weapons! */
1317 if (op->contr->mode & PU_ALLWEAPON) 1282 if (op->contr->mode & PU_ALLWEAPON)
1318 { 1283 {
1319 if (tmp->type == WEAPON && tmp->name != NULL) 1284 if (tmp->type == WEAPON && tmp->name != NULL)
1320 { 1285 {
1321 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 &&
1322 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1287 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1323 { 1288 {
1324 pick_up (op, tmp); 1289 pick_up (op, tmp);
1325 continue; 1290 continue;
1326 } 1291 }
1327 } 1292 }
1328 1293
1329 if (tmp->type == WEAPON && tmp->name == NULL) 1294 if (tmp->type == WEAPON && tmp->name == NULL)
1330 { 1295 {
1331 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)
1332 { 1297 {
1333 pick_up (op, tmp); 1298 pick_up (op, tmp);
1334 continue; 1299 continue;
1335 } 1300 }
1336 } 1301 }
1361 if (tmp->name != NULL) 1326 if (tmp->name != NULL)
1362 { 1327 {
1363 fprintf (stderr, "%s", tmp->name); 1328 fprintf (stderr, "%s", tmp->name);
1364 } 1329 }
1365 else 1330 else
1366 fprintf (stderr, "%s", tmp->arch->name); 1331 fprintf (stderr, "%s", tmp->arch->archname);
1367 fprintf (stderr, ",%d] = ", tmp->type); 1332 fprintf (stderr, ",%d] = ", tmp->type);
1368 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))));
1369#endif 1334#endif
1370 continue; 1335 continue;
1371 } 1336 }
1386{ 1351{
1387 object *tmp = 0; 1352 object *tmp = 0;
1388 1353
1389 for (op = op->inv; op; op = op->below) 1354 for (op = op->inv; op; op = op->below)
1390 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))
1391 tmp = find_arrow (op, type); 1356 tmp = find_arrow (splay (op), type);
1392 else if (op->type == ARROW && op->race == type) 1357 else if (op->type == ARROW && op->race == type)
1393 return op; 1358 return splay (op);
1394 1359
1395 return tmp; 1360 return tmp;
1396} 1361}
1397 1362
1398/* 1363/*
1441 else 1406 else
1442 { 1407 {
1443 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1408 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1444 { 1409 {
1445 attacktype = 1 << attacknum; 1410 attacktype = 1 << attacknum;
1446 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1411 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1447 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)
1448 { 1413 {
1449 tmp = arrow; 1414 tmp = arrow;
1450 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;
1451 } 1416 }
1452 } 1417 }
1453 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1418 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1454 { 1419 {
1455 tmp = arrow; 1420 tmp = arrow;
1548 */ 1513 */
1549int 1514int
1550fire_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)
1551{ 1516{
1552 object *left, *bow; 1517 object *left, *bow;
1553 int bowspeed, mflags; 1518 int mflags;
1554 maptile *m; 1519 maptile *m;
1555 1520
1556 if (!dir) 1521 if (!dir)
1557 { 1522 {
1558 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!");
1559 return 0; 1524 return 0;
1560 } 1525 }
1561 1526
1562 if (player *pl = op->contr) 1527 if (op->contr)
1563 { 1528 bow = op->current_weapon;
1564 bow = pl->ranged_ob;
1565 op->set_weapon (bow);
1566 }
1567 else 1529 else
1568 { 1530 {
1569 for (bow = op->inv; bow; bow = bow->below) 1531 for (bow = op->inv; bow; bow = bow->below)
1570 /* 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
1571 * 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.
1592 { 1554 {
1593 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);
1594 return 0; 1556 return 0;
1595 } 1557 }
1596 1558
1597 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1598
1599 /* penalize ROF for bestarrow */
1600 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1601 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1602
1603 if (bowspeed < 1)
1604 bowspeed = 1;
1605
1606 if (arrow == NULL) 1559 if (arrow == NULL)
1607 { 1560 {
1608 if ((arrow = find_arrow (op, bow->race)) == NULL) 1561 if ((arrow = find_arrow (op, bow->race)) == NULL)
1609 { 1562 {
1610 if (op->type == PLAYER) 1563 if (op->type == PLAYER)
1644 1597
1645 arrow->set_owner (op); 1598 arrow->set_owner (op);
1646 arrow->skill = bow->skill; 1599 arrow->skill = bow->skill;
1647 arrow->direction = dir; 1600 arrow->direction = dir;
1648 1601
1649 if (op->type == PLAYER)
1650 {
1651 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1652 op->update_stats ();
1653 }
1654
1655 SET_ANIMATION (arrow, arrow->direction);
1656
1657 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 */
1658 arrow->stats.hp = arrow->stats.dam; 1603 arrow->stats.hp = arrow->stats.dam;
1659 arrow->stats.grace = arrow->attacktype; 1604 arrow->stats.grace = arrow->attacktype;
1660 1605
1661 if (arrow->slaying) 1606 if (arrow->slaying)
1662 arrow->spellarg = strdup (arrow->slaying); 1607 arrow->spellarg = strdup (arrow->slaying);
1663 1608
1664 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);
1665 1625
1666 /* update the speed */ 1626 /* update the speed */
1667 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
1668 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1628 + bow->stats.dam / 7.f;
1669 1629
1670 arrow->set_speed (max (arrow->speed, 1.0)); 1630 arrow->set_speed (max (arrow->speed, 2.f));
1671 arrow->speed_left = 0; 1631 arrow->speed_left = 0;
1672 1632
1673 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;
1674 1634
1675 if (op->type == PLAYER) 1635 if (op->type == PLAYER)
1676 { 1636 {
1677 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1637 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1678 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1638 wc -= dex_bonus[op->stats.Dex];
1679 1639
1680 if (!arrow->slaying) 1640 if (!arrow->slaying)
1681 arrow->slaying = op->slaying; 1641 arrow->slaying = op->slaying;
1642
1643 arrow->attacktype |= op->attacktype;
1682 } 1644 }
1683 else 1645 else
1684 { 1646 {
1685 arrow->level = op->level; 1647 arrow->level = op->level;
1686 arrow->stats.wc -= bow->magic; 1648 arrow->stats.wc -= bow->magic;
1687 1649
1688 if (!arrow->slaying) 1650 if (!arrow->slaying)
1689 arrow->slaying = bow->slaying; 1651 arrow->slaying = bow->slaying;
1690 }
1691 1652
1692 arrow->stats.wc -= arrow->level;
1693
1694 arrow->attacktype |= bow->attacktype; 1653 arrow->attacktype |= bow->attacktype;
1654 }
1695 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);
1696 arrow->move_type = MOVE_FLY_LOW; 1660 arrow->move_type = MOVE_FLY_LOW;
1697 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1661 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1698 1662
1699 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1663 op->play_sound (sound_find ("fire_arrow"));
1700 m->insert (arrow, sx, sy, op); 1664 m->insert (arrow, sx, sy, op);
1701 1665
1702 if (!arrow->destroyed ()) 1666 if (!arrow->destroyed ())
1703 move_arrow (arrow); 1667 move_arrow (arrow);
1704 1668
1755 } 1719 }
1756 1720
1757 return ret; 1721 return ret;
1758} 1722}
1759 1723
1760
1761/* Fires a misc (wand/rod/horn) object in 'dir'. 1724/* Fires a misc (wand/rod/horn) object in 'dir'.
1762 * Broken apart from 'fire' to keep it more readable. 1725 * Broken apart from 'fire' to keep it more readable.
1763 */ 1726 */
1764void 1727void
1765fire_misc_object (object *op, int dir) 1728fire_misc_object (object *op, int dir)
1776 { 1739 {
1777 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1740 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1778 return; 1741 return;
1779 } 1742 }
1780 1743
1781 op->set_weapon (item); 1744 if (!op->change_weapon (item))
1745 return;
1782 1746
1783 if (item->type == WAND) 1747 if (item->type == WAND)
1784 { 1748 {
1785 if (item->stats.food <= 0) 1749 if (item->stats.food <= 0)
1786 { 1750 {
1787 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1751 op->contr->play_sound (sound_find ("wand_poof"));
1788 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));
1789 1753
1790 return; 1754 return;
1791 } 1755 }
1792 } 1756 }
1793 else if (item->type == ROD || item->type == HORN) 1757 else if (item->type == ROD || item->type == HORN)
1794 { 1758 {
1795 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))
1796 { 1760 {
1797 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1761 op->contr->play_sound (sound_find ("wand_poof"));
1798 1762
1799 if (item->type == ROD) 1763 if (item->type == ROD)
1800 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));
1801 else 1765 else
1802 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));
1815 object *tmp; 1779 object *tmp;
1816 1780
1817 if (item->arch) 1781 if (item->arch)
1818 { 1782 {
1819 CLEAR_FLAG (item, FLAG_ANIMATE); 1783 CLEAR_FLAG (item, FLAG_ANIMATE);
1820 item->face = item->arch->clone.face; 1784 item->face = item->arch->face;
1821 item->set_speed (0); 1785 item->set_speed (0);
1822 } 1786 }
1823 1787
1824 if ((tmp = item->in_player ())) 1788 if ((tmp = item->in_player ()))
1825 esrv_update_item (UPD_ANIM, tmp, item); 1789 esrv_update_item (UPD_ANIM, tmp, item);
1830 } 1794 }
1831} 1795}
1832 1796
1833/* Received a fire command for the player - go and do it. 1797/* Received a fire command for the player - go and do it.
1834 */ 1798 */
1835void 1799bool
1836fire (object *op, int dir) 1800fire (object *op, int dir)
1837{ 1801{
1838 int spellcost = 0; 1802 int spellcost = 0;
1839 1803
1840 /* check for loss of invisiblity/hide */ 1804 /* check for loss of invisiblity/hide */
1844 player *pl = op->contr; 1808 player *pl = op->contr;
1845 1809
1846 if (pl->golem) 1810 if (pl->golem)
1847 { 1811 {
1848 control_golem (op->contr->golem, dir); 1812 control_golem (op->contr->golem, dir);
1849 return; 1813 return false;
1850 } 1814 }
1851 1815
1852 object *ob = pl->ranged_ob; 1816 object *ob = pl->ranged_ob;
1853 1817
1854 if (!ob) 1818 if (!ob)
1855 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;
1856 1828
1857 switch (ob->type) 1829 switch (ob->type)
1858 { 1830 {
1859 case BOW: 1831 case BOW:
1860 player_fire_bow (op, dir); 1832 player_fire_bow (op, dir);
1867 case BUILDER: 1839 case BUILDER:
1868 apply_map_builder (op, dir); 1840 apply_map_builder (op, dir);
1869 break; 1841 break;
1870 1842
1871 case SKILL: 1843 case SKILL:
1872 case SKILL_TOOL:
1873 do_skill (op, op, ob, dir, 0); 1844 do_skill (op, op, ob, dir, 0);
1874 break; 1845 break;
1875 1846
1876 default: 1847 default:
1877 fire_misc_object (op, dir); 1848 fire_misc_object (op, dir);
1878 break; 1849 break;
1879 } 1850 }
1851
1852 return true;
1880} 1853}
1881 1854
1882/* find_key 1855/* find_key
1883 * 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
1884 * and successfully use it, we return the key, otherwise NULL 1857 * and successfully use it, we return the key, otherwise NULL
1971 * 0 otherwise 1944 * 0 otherwise
1972 */ 1945 */
1973static int 1946static int
1974player_attack_door (object *op, object *door) 1947player_attack_door (object *op, object *door)
1975{ 1948{
1976 /* 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,
1977 * 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 -
1978 * otherwise, we fall through to the rest of the code. 1951 * otherwise, we fall through to the rest of the code.
1979 */ 1952 */
1980 object *key = find_key (op, op, door); 1953 object *key = find_key (op, op, door);
1981 1954
1982 /* IF we found a key, do some extra work */ 1955 /* If we found a key, do some extra work */
1983 if (key) 1956 if (key)
1984 { 1957 {
1985 object *container = key->env; 1958 object *container = key->env;
1986
1987 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 1959
1989 if (action_makes_visible (op)) 1960 if (action_makes_visible (op))
1990 make_visible (op); 1961 make_visible (op);
1991 1962
1992 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1963 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1994 1965
1995 if (door->type == DOOR) 1966 if (door->type == DOOR)
1996 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 */
1997 else if (door->type == LOCKED_DOOR) 1968 else if (door->type == LOCKED_DOOR)
1998 { 1969 {
1999 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);
2000 remove_door2 (door); /* remove door without violence ;-) */ 1971 remove_door2 (door); /* remove door without violence ;-) */
2001 } 1972 }
2002 1973
2003 /* Do this after we print the message */ 1974 /* Do this after we print the message */
2004 decrease_ob (key); /* Use up one of the keys */ 1975 decrease_ob (key); /* Use up one of the keys */
2009 return 1; /* Nothing more to do below */ 1980 return 1; /* Nothing more to do below */
2010 } 1981 }
2011 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2012 { 1983 {
2013 /* Might as well return now - no other way to open this */ 1984 /* Might as well return now - no other way to open this */
2014 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...");
2015 return 1; 1986 return 1;
2016 } 1987 }
2017 1988
2018 return 0; 1989 return 0;
2019} 1990}
2022 * It should keep the code cleaner. 1993 * It should keep the code cleaner.
2023 * When this is called, the players direction has been updated 1994 * When this is called, the players direction has been updated
2024 * (taking into account confusion.) The player is also actually 1995 * (taking into account confusion.) The player is also actually
2025 * going to try and move (not fire weapons). 1996 * going to try and move (not fire weapons).
2026 */ 1997 */
2027void 1998bool
2028move_player_attack (object *op, int dir) 1999move_player_attack (object *op, int dir)
2029{ 2000{
2030 object *tmp, *mon;
2031 int on_battleground; 2001 int on_battleground;
2032 maptile *m;
2033 2002
2034 sint16 nx = freearr_x[dir] + op->x; 2003 sint16 nx = freearr_x[dir] + op->x;
2035 sint16 ny = freearr_y[dir] + op->y; 2004 sint16 ny = freearr_y[dir] + op->y;
2036 2005
2037 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 }
2038 2016
2039 /* 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
2040 * 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
2041 * 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
2042 * player. This is a pretty nasty hack, because if we could 2020 * player. This is a pretty nasty hack, because if we could
2043 * 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
2044 * 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
2045 * 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
2046 * move_ob uses. 2024 * move_ob uses.
2047 */ 2025 */
2048 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2049 {
2050 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2051 {
2052 m = op->map->xy_find (nx, ny); 2026 maptile *m = op->map->xy_find (nx, ny);
2053 if (!m)
2054 return; /* Don't think this should happen */
2055 }
2056 else
2057 m = op->map;
2058 2027
2059 if (!(tmp = m->at (nx, ny).bot))
2060 return;
2061
2062 mon = 0;
2063 /* 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
2064 * 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.
2065 * 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
2066 * on the space 2031 * on the space
2067 */ 2032 */
2068 while (tmp) 2033 object *mon;
2069 { 2034 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2070 if (tmp == op) 2035 {
2071 { 2036 if ((mon->flag [FLAG_ALIVE]
2072 tmp = tmp->above; 2037 || mon->type == LOCKED_DOOR
2073 continue; 2038 || mon->flag [FLAG_CAN_ROLL])
2074 }
2075
2076 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2077 {
2078 mon = tmp; 2039 && mon != op)
2079 break; 2040 break;
2080 } 2041 }
2081 2042
2082 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2083 mon = tmp;
2084
2085 tmp = tmp->above;
2086 }
2087
2088 if (!mon) /* This happens anytime the player tries to move */ 2043 if (!mon) /* This happens anytime the player tries to move */
2089 return; /* into a wall */ 2044 return false; /* into a wall */
2090 2045
2091 if (mon->head)
2092 mon = mon->head; 2046 mon = mon->head_ ();
2093 2047
2094 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)
2095 if (player_attack_door (op, mon)) 2050 if (player_attack_door (op, mon))
2051 {
2052 --op->contr->weapon_sp_left;
2096 return; 2053 return true;
2054 }
2097 2055
2098 /* The following deals with possibly attacking peaceful 2056 /* The following deals with possibly attacking peaceful
2099 * or frienddly creatures. Basically, all players are considered 2057 * or friendly creatures. Basically, all players are considered
2100 * unaggressive. If the moving player has peaceful set, then the 2058 * unaggressive. If the moving player has peaceful set, then the
2101 * object should be pushed instead of attacked. It is assumed that 2059 * object should be pushed instead of attacked. It is assumed that
2102 * if you are braced, you will not attack friends accidently, 2060 * if you are braced, you will not attack friends accidently,
2103 * and thus will not push them. 2061 * and thus will not push them.
2104 */ 2062 */
2105 2063
2106 /* 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
2107 * peaceful. Our assumption is the creature is a pet if the 2065 * peaceful. Our assumption is the creature is a pet if the
2108 * player owns it and it is either friendly or unagressive. 2066 * player owns it and it is either friendly or unagressive.
2109 */ 2067 */
2110 if ((op->type == PLAYER) 2068 if (op->type == PLAYER
2111#if COZY_SERVER
2112 &&
2113 ((mon->owner && mon->owner->contr 2069 && ((mon->owner && mon->owner->contr
2114 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2070 && same_party (mon->owner->contr->party, op->contr->party))
2115#else
2116 && mon->owner == op 2071 || mon->owner == op)
2117#endif
2118 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2072 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2119 { 2073 {
2120 /* 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 */
2121 if (op->contr->braced) 2075 if (op->contr->braced)
2122 return; 2076 return false;
2123 2077
2124 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"));
2125 push_ob (mon, dir, op); 2083 push_ob (mon, dir, op);
2084
2126 if (op->contr->tmp_invis || op->hide) 2085 if (op->contr->tmp_invis || op->hide)
2127 make_visible (op); 2086 make_visible (op);
2128 2087
2129 return; 2088 return true;
2130 } 2089 }
2090 else
2091 return false;
2092 }
2131 2093
2132 /* in certain circumstances, you shouldn't attack friendly 2094 /* in certain circumstances, you shouldn't attack friendly
2133 * creatures. Note that if you are braced, you can't push 2095 * creatures. Note that if you are braced, you can't push
2134 * 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
2135 * attack them either. 2097 * attack them either.
2136 */ 2098 */
2137 if ((mon->type == PLAYER || mon->enemy != op) && 2099 if ((mon->type == PLAYER || mon->enemy != op)
2138 (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))
2139#ifdef PROHIBIT_PLAYERKILL
2140 (op->contr->peaceful 2101 && ((op->contr->peaceful
2141 || (mon->type == PLAYER 2102 || (mon->type == PLAYER && mon->contr->peaceful))
2142 && mon->contr->
2143 peaceful)) &&
2144#else
2145 op->contr->peaceful &&
2146#endif
2147 !on_battleground)) 2103 && !on_battleground))
2104 {
2105 if (op->speed_left > 0.f)
2148 { 2106 {
2107 --op->speed_left;
2108
2149 if (!op->contr->braced) 2109 if (!op->contr->braced)
2150 { 2110 {
2151 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2111 op->play_sound (sound_find ("push_player"));
2152 push_ob (mon, dir, op); 2112 push_ob (mon, dir, op);
2153 } 2113 }
2154 else 2114 else
2155 new_draw_info (0, 0, op, "You withhold your attack"); 2115 op->statusmsg ("You withhold your attack");
2156 2116
2157 if (op->contr->tmp_invis || op->hide) 2117 if (op->contr->tmp_invis || op->hide)
2158 make_visible (op); 2118 make_visible (op);
2159 }
2160 2119
2120 return true;
2121 }
2122 }
2161 /* If the object is a boulder or other rollable object, then 2123 /* If the object is a boulder or other rollable object, then
2162 * 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.
2163 */ 2125 */
2164 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)
2165 { 2129 {
2130 --op->speed_left;
2131
2166 recursive_roll (mon, dir, op); 2132 recursive_roll (mon, dir, op);
2167 if (action_makes_visible (op)) 2133 if (action_makes_visible (op))
2168 make_visible (op); 2134 make_visible (op);
2169 }
2170 2135
2136 return true;
2137 }
2138 }
2171 /* Any generic living creature. Including things like doors. 2139 /* Any generic living creature. Including things like doors.
2172 * 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
2173 * and be living. Then, it must be one of the following: 2141 * and be living. Then, it must be one of the following:
2174 * 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
2175 * 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.
2176 */ 2144 */
2177 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2145 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2178 ((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)))
2179 { 2147 {
2180 2148 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2181 /* If the player hasn't hit something this tick, and does
2182 * so, give them speed boost based on weapon speed. Doing
2183 * it here is better than process_players2, which basically
2184 * incurred a 1 tick offset.
2185 */
2186 if (!op->contr->has_hit)
2187 { 2149 {
2188 op->speed_left += op->speed / op->contr->weapon_sp; 2150 --op->contr->weapon_sp_left;
2189
2190 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2191 }
2192 2151
2193 skill_attack (mon, op, 0, 0, 0); 2152 skill_attack (mon, op, 0, 0, 0);
2194
2195 /* If attacking another player, that player gets automatic
2196 * hitback, and doesn't loose luck either.
2197 * Disable hitback on the battleground or if the target is
2198 * the wiz.
2199 */
2200 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2201 {
2202 short luck = mon->stats.luck;
2203
2204 mon->contr->has_hit = 1;
2205 skill_attack (op, mon, 0, 0, 0);
2206 mon->stats.luck = luck;
2207 }
2208 2153
2209 if (action_makes_visible (op)) 2154 if (action_makes_visible (op))
2210 make_visible (op); 2155 make_visible (op);
2211 }
2212 } /* if player should attack something */
2213}
2214 2156
2215int 2157 return true;
2158 }
2159 }
2160
2161 return false;
2162}
2163
2164bool
2216move_player (object *op, int dir) 2165move_player (object *op, int dir)
2217{ 2166{
2218 int pick; 2167 int pick;
2219 2168
2220 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2169 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2234 op->facing = dir; 2183 op->facing = dir;
2235 2184
2236 if (op->hide) 2185 if (op->hide)
2237 do_hidden_move (op); 2186 do_hidden_move (op);
2238 2187
2188 bool retval;
2189
2239 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2190 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2240 /*nop */ ; 2191 retval = RESULT_INT (0);
2241 else if (op->contr->fire_on) 2192 else if (op->contr->fire_on)
2242 fire (op, dir); 2193 retval = fire (op, dir);
2243 else 2194 else
2244 { 2195 {
2245 move_player_attack (op, dir); 2196 retval = move_player_attack (op, dir);
2246 pick = check_pick (op); 2197 pick = check_pick (op);
2247 } 2198 }
2248 2199
2249 /* 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
2250 * server can handle repeat firing. 2201 * server can handle repeat firing.
2257 /* Update how the player looks. Use the facing, so direction may 2208 /* Update how the player looks. Use the facing, so direction may
2258 * get reset to zero. This allows for full animation capabilities 2209 * get reset to zero. This allows for full animation capabilities
2259 * for players. 2210 * for players.
2260 */ 2211 */
2261 animate_object (op, op->facing); 2212 animate_object (op, op->facing);
2262 return 0; 2213
2214 return retval;
2263} 2215}
2264 2216
2265/* 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
2266 * new client/server stuff. 2218 * new client/server stuff.
2267 * 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
2268 * the new speed values for commands. 2220 * the new speed values for commands.
2269 * 2221 *
2270 * 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.
2271 */ 2225 */
2272int 2226bool
2273handle_newcs_player (object *op) 2227handle_newcs_player (object *op)
2274{ 2228{
2275 if (QUERY_FLAG (op, FLAG_SCARED)) 2229 if (QUERY_FLAG (op, FLAG_SCARED))
2276 { 2230 {
2277 flee_player (op); 2231 if (op->speed_left > 0.f)
2278 /* If player is still scared, that is his action for this tick */
2279 if (QUERY_FLAG (op, FLAG_SCARED))
2280 { 2232 {
2281 op->speed_left--; 2233 --op->speed_left;
2234 flee_player (op);
2235
2282 return 0; 2236 return true;
2283 } 2237 }
2238 else
2239 return false;
2284 } 2240 }
2285 2241
2286 /* 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
2287 * the players time has been increased when doericserver has been 2243 * the players time has been increased when doericserver has been
2288 * called, so we recheck it here. 2244 * called, so we recheck it here.
2289 */ 2245 */
2290 if (op->contr->ns->handle_command ()) 2246 if (op->contr->ns->handle_command ())
2291 return 1; 2247 return true;
2292 2248
2293 if (op->speed_left > 0)
2294 {
2295 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2249 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2296 {
2297 /* All move commands take 1 tick, at least for now */
2298 op->speed_left--;
2299
2300 /* Instead of all the stuff below, let move_player take care
2301 * of it. Also, some of the skill stuff is only put in
2302 * there, as well as the confusion stuff.
2303 */
2304 move_player (op, op->direction); 2250 return move_player (op, op->direction);
2305 2251
2306 return op->speed_left > 0;
2307 }
2308 }
2309
2310 return 0; 2252 return false;
2311} 2253}
2312 2254
2313int 2255int
2314save_life (object *op) 2256save_life (object *op)
2315{ 2257{
2317 return 0; 2259 return 0;
2318 2260
2319 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2261 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2320 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2262 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2321 { 2263 {
2322 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2264 op->play_sound (sound_find ("ob_evaporate"));
2323 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));
2324 2266
2325 if (op->contr) 2267 if (op->contr)
2326 esrv_del_item (op->contr, tmp->count); 2268 esrv_del_item (op->contr, tmp->count);
2327 2269
2347/* 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
2348 * 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
2349 * 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
2350 * from. 2292 * from.
2351 */ 2293 */
2352void 2294static void
2353remove_unpaid_objects (object *op, object *env) 2295drop_unpaid_items (object *op, object *env)
2354{ 2296{
2355 while (op) 2297 while (op)
2356 { 2298 {
2357 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' */
2358 2300
2362 esrv_del_item (env->contr, op->count); 2304 esrv_del_item (env->contr, op->count);
2363 2305
2364 op->insert_at (env); 2306 op->insert_at (env);
2365 } 2307 }
2366 else if (op->inv) 2308 else if (op->inv)
2367 remove_unpaid_objects (op->inv, env); 2309 drop_unpaid_items (op->inv, env);
2368 2310
2369 op = next; 2311 op = next;
2370 } 2312 }
2313}
2314
2315void
2316object::drop_unpaid_items ()
2317{
2318 if (!flag [FLAG_REMOVED])
2319 ::drop_unpaid_items (inv, this);
2371} 2320}
2372 2321
2373/* 2322/*
2374 * Returns pointer a static string containing gravestone text 2323 * Returns pointer a static string containing gravestone text
2375 * Moved from apply.c to player.c - player.c is what 2324 * Moved from apply.c to player.c - player.c is what
2470 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2419 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2471 else 2420 else
2472 { 2421 {
2473 gen_grace = op->stats.maxgrace; 2422 gen_grace = op->stats.maxgrace;
2474 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2423 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2475 }
2476
2477 /* Regenerate Spell Points */
2478 if (!op->contr->golem && --op->last_sp < 0)
2479 {
2480 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2481 if (op->stats.sp < op->stats.maxsp)
2482 {
2483 op->stats.sp++;
2484 /* dms do not consume food */
2485 if (!QUERY_FLAG (op, FLAG_WIZ))
2486 {
2487 op->stats.food--;
2488 if (op->contr->digestion < 0)
2489 op->stats.food += op->contr->digestion;
2490 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2491 op->stats.food = last_food;
2492 }
2493 }
2494
2495 if (max_sp > 1)
2496 {
2497 over_sp = (gen_sp + 10) / rate_sp;
2498 if (over_sp > 0)
2499 {
2500 if (op->stats.sp < op->stats.maxsp)
2501 {
2502 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2503
2504 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2505 op->stats.sp--;
2506
2507 if (op->stats.sp > op->stats.maxsp)
2508 op->stats.sp = op->stats.maxsp;
2509 }
2510 op->last_sp = 0;
2511 }
2512 else
2513 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2514 }
2515 else
2516 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2517 } 2424 }
2518 2425
2519 /* Regenerate Grace */ 2426 /* Regenerate Grace */
2520 /* 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. */
2521 if (--op->last_grace < 0) 2428 if (--op->last_grace < 0)
2542 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);
2543 } 2450 }
2544 /* wearing stuff doesn't detract from grace generation. */ 2451 /* wearing stuff doesn't detract from grace generation. */
2545 } 2452 }
2546 2453
2454 if (op->stats.food > 0)
2455 {
2547 /* Regenerate Hit Points */ 2456 /* Regenerate Spell Points */
2548 if (--op->last_heal < 0) 2457 if (!op->contr->golem && --op->last_sp < 0)
2549 {
2550 if (op->stats.hp < op->stats.maxhp)
2551 { 2458 {
2552 op->stats.hp++; 2459 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2553 /* dms do not consume food */ 2460
2554 if (!QUERY_FLAG (op, FLAG_WIZ)) 2461 if (op->stats.sp < op->stats.maxsp)
2555 { 2462 {
2463 op->stats.sp++;
2464
2465 /* dms do not consume food */
2466 if (!QUERY_FLAG (op, FLAG_WIZ))
2467 {
2556 op->stats.food--; 2468 op->stats.food--;
2469
2557 if (op->contr->digestion < 0) 2470 if (op->contr->digestion < 0)
2558 op->stats.food += op->contr->digestion; 2471 op->stats.food += op->contr->digestion;
2559 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))
2560 op->stats.food = last_food; 2473 op->stats.food = last_food;
2474 }
2561 } 2475 }
2562 }
2563 2476
2564 if (max_hp > 1) 2477 if (max_sp > 1)
2565 {
2566 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2567 if (over_hp > 0)
2568 { 2478 {
2569 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
2570 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);
2571 } 2497 }
2572 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)
2573 { 2506 {
2574 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 }
2575 } 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);
2576 } 2532 }
2577 else 2533 else
2578 {
2579 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);
2580 } 2535 }
2581 } 2536 }
2582 2537
2583 /* Digestion */ 2538 /* Digestion */
2584 if (--op->last_eat < 0) 2539 if (--op->last_eat < 0)
2585 { 2540 {
2586#ifdef COZY_SERVER 2541 int bonus = max (0, op->contr->digestion),
2587 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2542 penalty = max (0, -op->contr->digestion);
2588 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2589#else
2590 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2591#endif
2592 2543
2593 if (op->contr->gen_hp > 0)
2594 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);
2595 else
2596 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2597 2545
2598 /* dms do not consume food */ 2546 /* dms do not consume food */
2599 if (!QUERY_FLAG (op, FLAG_WIZ)) 2547 if (!QUERY_FLAG (op, FLAG_WIZ))
2600 op->stats.food--; 2548 op->stats.food--;
2601 } 2549 }
2628 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.");
2629 manual_apply (op, flesh, 0); 2577 manual_apply (op, flesh, 0);
2630 } 2578 }
2631 } 2579 }
2632 2580
2633 while (op->stats.food < 0 && op->stats.hp >= 0) 2581 if (op->stats.food < 0)
2634 op->stats.food++, op->stats.hp--; 2582 {
2583 op->stats.hp += op->stats.food;
2584 op->stats.food = 0;
2585 }
2635 2586
2636 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2587 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2637 kill_player (op); 2588 kill_player (op);
2638 } 2589 }
2639} 2590}
2644 * file. 2595 * file.
2645 */ 2596 */
2646void 2597void
2647kill_player (object *op) 2598kill_player (object *op)
2648{ 2599{
2600 int x, y;
2649 char buf[MAX_BUF]; 2601 char buf[MAX_BUF];
2650 int x, y;
2651
2652 //int i;
2653 maptile *map; /* this is for resurrection */ 2602 maptile *map; /* this is for resurrection */
2654
2655 /* int z;
2656 int num_stats_lose;
2657 int lost_a_stat;
2658 int lose_this_stat;
2659 int this_stat; */
2660 int will_kill_again; 2603 int will_kill_again;
2661 archetype *at; 2604 archetype *at;
2662 object *tmp; 2605 object *tmp;
2663 2606
2664 if (save_life (op)) 2607 if (save_life (op))
2665 return; 2608 return;
2666
2667 2609
2668 /* 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
2669 * 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.
2670 * Look at op_on_battleground() for more info --AndreasV 2612 * Look at op_on_battleground() for more info --AndreasV
2671 */ 2613 */
2687 { 2629 {
2688 tmp->destroy (); 2630 tmp->destroy ();
2689 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2631 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2690 } 2632 }
2691 2633
2692 cure_disease (op, 0); /* remove any disease */ 2634 cure_disease (op, 0, 0); /* remove any disease */
2693 op->stats.hp = op->stats.maxhp; 2635 op->stats.hp = op->stats.maxhp;
2694 if (op->stats.food <= 0) 2636 if (op->stats.food <= 0)
2695 op->stats.food = 999; 2637 op->stats.food = 999;
2696 2638
2697 /* create a bodypart-trophy to make the winner happy */ 2639 /* create a bodypart-trophy to make the winner happy */
2698 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2640 if (object *tmp = arch_to_object (archetype::find ("finger")))
2699 { 2641 {
2700 sprintf (buf, "%s's finger", &op->name); 2642 tmp->name = format ("%s's finger" , &op->name);
2701 tmp->name = buf; 2643 tmp->name_pl = format ("%s's fingers", &op->name);
2702 sprintf (buf, " This finger has been cut off %s\n" 2644 tmp->msg = format (
2703 " 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",
2704 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2646 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2705 tmp->msg = buf; 2647 );
2706 tmp->value = 0, tmp->type = 0; 2648 tmp->value = 0, tmp->type = 0;
2707 tmp->materialname = "organics"; 2649 tmp->materialname = "organics";
2708 tmp->insert_at (op, tmp); 2650 tmp->insert_at (op, tmp);
2709 } 2651 }
2710 2652
2717 INVOKE_PLAYER (DEATH, op->contr); 2659 INVOKE_PLAYER (DEATH, op->contr);
2718 2660
2719 command_kill_pets (op, 0); 2661 command_kill_pets (op, 0);
2720 2662
2721 if (op->stats.food < 0) 2663 if (op->stats.food < 0)
2722 {
2723 sprintf (buf, "%s starved to death.", &op->name);
2724 strcpy (op->contr->killer, "starvation"); 2664 strcpy (op->contr->killer, "starvation");
2725 }
2726 else
2727 sprintf (buf, "%s died.", &op->name);
2728 2665
2729 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2666 op->contr->play_sound (sound_find ("player_dies"));
2730 2667
2731 /* save the map location for corpse, gravestone */ 2668 /* save the map location for corpse, gravestone */
2732 x = op->x; 2669 x = op->x;
2733 y = op->y; 2670 y = op->y;
2734 map = op->map; 2671 map = op->map;
2897 { 2834 {
2898 tmp->destroy (); 2835 tmp->destroy ();
2899 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2836 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2900 } 2837 }
2901 2838
2902 cure_disease (op, 0); /* remove any disease */ 2839 cure_disease (op, 0, 0); /* remove any disease */
2903 2840
2904 /*add_exp(op, (op->stats.exp * -0.20)); */ 2841 /*add_exp(op, (op->stats.exp * -0.20)); */
2905 apply_death_exp_penalty (op); 2842 apply_death_exp_penalty (op);
2906 if (op->stats.food < 100) 2843 if (op->stats.food < 100)
2907 op->stats.food = 900; 2844 op->stats.food = 900;
2911 2848
2912 /* 2849 /*
2913 * 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
2914 * and put them back in the map. 2851 * and put them back in the map.
2915 */ 2852 */
2916 remove_unpaid_objects (op->inv, op); 2853 op->drop_unpaid_items ();
2917 2854
2918 /****************************************/ 2855 /****************************************/
2919 /* */ 2856 /* */
2920 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
2921 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
2941 object *force; 2878 object *force;
2942 int at; 2879 int at;
2943 2880
2944 force = get_archetype (FORCE_NAME); 2881 force = get_archetype (FORCE_NAME);
2945 /* 50 ticks should be enough time for the spell to abate */ 2882 /* 50 ticks should be enough time for the spell to abate */
2946 force->speed = 0.1; 2883 force->speed = 0.1f;
2947 force->speed_left = -5.0; 2884 force->speed_left = -5.f;
2948 SET_FLAG (force, FLAG_APPLIED); 2885 SET_FLAG (force, FLAG_APPLIED);
2949 for (at = 0; at < NROFATTACKS; at++) 2886 for (at = 0; at < NROFATTACKS; at++)
2950 if (will_kill_again & (1 << at)) 2887 if (will_kill_again & (1 << at))
2951 force->resist[at] = 100; 2888 force->resist[at] = 100;
2952 2889
3061void 2998void
3062make_visible (object *op) 2999make_visible (object *op)
3063{ 3000{
3064 op->hide = 0; 3001 op->hide = 0;
3065 op->invisible = 0; 3002 op->invisible = 0;
3003
3066 if (op->type == PLAYER) 3004 if (op->type == PLAYER)
3067 { 3005 {
3068 op->contr->tmp_invis = 0; 3006 op->contr->tmp_invis = 0;
3069 op->contr->invis_race = 0; 3007 op->contr->invis_race = 0;
3070 } 3008 }
3073} 3011}
3074 3012
3075int 3013int
3076is_true_undead (object *op) 3014is_true_undead (object *op)
3077{ 3015{
3078 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3016 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3079 return 1; 3017 return 1;
3080 3018
3081 return 0; 3019 return 0;
3082} 3020}
3083 3021
3084/* look at the surrounding terrain to determine 3022/* look at the surrounding terrain to determine
3085 * the hideability of this object. Positive levels 3023 * the hideability of this object. Positive levels
3086 * indicate greater hideability. 3024 * indicate greater hideability.
3087 */ 3025 */
3088
3089int 3026int
3090hideability (object *ob) 3027hideability (object *ob)
3091{ 3028{
3092 int i, level = 0, mflag; 3029 int i, level = 0, mflag;
3093 sint16 x, y; 3030 sint16 x, y;
3127/* For Hidden creatures - a chance of becoming 'unhidden' 3064/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 3065 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 3066 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 3067 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 3068 */
3132
3133void 3069void
3134do_hidden_move (object *op) 3070do_hidden_move (object *op)
3135{ 3071{
3136 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3072 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3137 object *skop; 3073 object *skop;
3219 * object op. This function works fine for monsters, 3155 * object op. This function works fine for monsters,
3220 * 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
3221 * a pile (say a coin under a table would return "viewable" 3157 * a pile (say a coin under a table would return "viewable"
3222 * by this routine). Another question, should we be 3158 * by this routine). Another question, should we be
3223 * concerned with the direction the player is looking 3159 * concerned with the direction the player is looking
3224 * in? Realistically, most of use cant see stuff behind 3160 * in? Realistically, most of us can't see stuff behind
3225 * our backs...on the other hand, does the "facing" direction 3161 * our backs...on the other hand, does the "facing" direction
3226 * imply the way your head, or body is facing? Its possible 3162 * imply the way your head, or body is facing? It's possible
3227 * 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.
3228 * -b.t. 3164 * -b.t.
3229 * This function is now map tiling safe. 3165 * This function is now map tiling safe.
3230 */ 3166 */
3231
3232int 3167int
3233player_can_view (object *pl, object *op) 3168player_can_view (object *pl, object *op)
3234{ 3169{
3235 rv_vector rv; 3170 rv_vector rv;
3236 int dx, dy; 3171 int dx, dy;
3248 3183
3249 get_rangevector (pl, op, &rv, 0x1); 3184 get_rangevector (pl, op, &rv, 0x1);
3250 3185
3251 /* starting with the 'head' part, lets loop 3186 /* starting with the 'head' part, lets loop
3252 * through the object and find if it has any 3187 * through the object and find if it has any
3253 * part that is in the los array but isnt on 3188 * part that is in the los array but isn't on
3254 * a blocked los square. 3189 * a blocked los square.
3255 * we use the archetype to figure out offsets. 3190 * we use the archetype to figure out offsets.
3256 */ 3191 */
3257 while (op) 3192 while (op)
3258 { 3193 {
3259 dx = rv.distance_x + op->arch->clone.x; 3194 dx = rv.distance_x + op->arch->x;
3260 dy = rv.distance_y + op->arch->clone.y; 3195 dy = rv.distance_y + op->arch->y;
3261 3196
3262 /* only the viewable area the player sees is updated by LOS 3197 /* only the viewable area the player sees is updated by LOS
3263 * 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
3264 * for any meaningful values. 3199 * for any meaningful values.
3265 */ 3200 */
3266 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3201 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3267 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3202 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3268 !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)])
3269 return 1; 3204 return 1;
3205
3270 op = op->more; 3206 op = op->more;
3271 } 3207 }
3208
3272 return 0; 3209 return 0;
3273} 3210}
3274 3211
3275/* routine for both players and monsters. We call this when 3212/* routine for both players and monsters. We call this when
3276 * there is a possibility for our action distrubing our hiding 3213 * there is a possibility for our action distrubing our hiding
3279 * return 0. 3216 * return 0.
3280 */ 3217 */
3281int 3218int
3282action_makes_visible (object *op) 3219action_makes_visible (object *op)
3283{ 3220{
3284
3285 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3221 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3286 { 3222 {
3287 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3223 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3288 return 0; 3224 return 0;
3289 3225
3295 { 3231 {
3296 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");
3297 return 1; 3233 return 1;
3298 } 3234 }
3299 } 3235 }
3236
3300 return 0; 3237 return 0;
3301} 3238}
3302 3239
3303/* op_on_battleground - checks if the given object op (usually 3240/* op_on_battleground - checks if the given object op (usually
3304 * a player) is standing on a valid battleground-tile, 3241 * a player) is standing on a valid battleground-tile,
3309 * 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
3310 */ 3247 */
3311int 3248int
3312op_on_battleground (object *op, int *x, int *y) 3249op_on_battleground (object *op, int *x, int *y)
3313{ 3250{
3314 object *tmp;
3315
3316 /* A battleground-tile needs the following attributes to be valid: 3251 /* A battleground-tile needs the following attributes to be valid:
3317 * 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),
3318 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3253 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3319 * and the exit-coordinates sp/hp must both be > 0. 3254 * and the exit-coordinates sp/hp must both be > 0.
3320 * => The intention here is to prevent abuse of the battleground- 3255 * => The intention here is to prevent abuse of the battleground-
3321 * feature (like pickable or hidden battleground tiles). */ 3256 * feature (like pickable or hidden battleground tiles). */
3322 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3257 for (object *tmp = op->below; tmp; tmp = tmp->below)
3323 { 3258 {
3324 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3259 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3325 { 3260 {
3326 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3261 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3327 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))
3328 { 3265 {
3329 /*before we assign the exit, check if this is a teambattle */ 3266 /* before we assign the exit, check if this is a teambattle */
3330 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))
3331 { 3268 {
3332 object *invtmp;
3333
3334 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3269 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3335 { 3270 {
3336 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3271 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3337 { 3272 {
3338 if (x != NULL && y != NULL) 3273 if (x && y)
3339 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3274 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3275
3340 return 1; 3276 return 1;
3341 } 3277 }
3342 } 3278 }
3343 } 3279 }
3280
3344 if (x != NULL && y != NULL) 3281 if (x && y)
3345 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3282 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3283
3346 return 1; 3284 return 1;
3347 } 3285 }
3348 } 3286 }
3349 } 3287 }
3288
3350 /* If we got here, did not find a battleground */ 3289 /* If we got here, did not find a battleground */
3351 return 0; 3290 return 0;
3352} 3291}
3353 3292
3354/* 3293/*
3370 char buf[MAX_BUF]; /* tmp. string buffer */ 3309 char buf[MAX_BUF]; /* tmp. string buffer */
3371 int i = 0, j = 0; 3310 int i = 0, j = 0;
3372 3311
3373 /* get the appropriate treasurelist */ 3312 /* get the appropriate treasurelist */
3374 if (atnr == ATNR_FIRE) 3313 if (atnr == ATNR_FIRE)
3375 trlist = treasurelist::find ("dragon_ability_fire"); 3314 trlist = treasurelist::find (shstr_dragon_ability_fire);
3376 else if (atnr == ATNR_COLD) 3315 else if (atnr == ATNR_COLD)
3377 trlist = treasurelist::find ("dragon_ability_cold"); 3316 trlist = treasurelist::find (shstr_dragon_ability_cold);
3378 else if (atnr == ATNR_ELECTRICITY) 3317 else if (atnr == ATNR_ELECTRICITY)
3379 trlist = treasurelist::find ("dragon_ability_elec"); 3318 trlist = treasurelist::find (shstr_dragon_ability_elec);
3380 else if (atnr == ATNR_POISON) 3319 else if (atnr == ATNR_POISON)
3381 trlist = treasurelist::find ("dragon_ability_poison"); 3320 trlist = treasurelist::find (shstr_dragon_ability_poison);
3382 3321
3383 if (trlist == NULL || who->type != PLAYER) 3322 if (trlist == NULL || who->type != PLAYER)
3384 return; 3323 return;
3385 3324
3386 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++);
3390 /* 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]); */
3391 return; 3330 return;
3392 } 3331 }
3393 3332
3394 /* everything seems okay - now bring on the gift: */ 3333 /* everything seems okay - now bring on the gift: */
3395 item = &(tr->item->clone); 3334 item = tr->item;
3396 3335
3397 if (item->type == SPELL) 3336 if (item->type == SPELL)
3398 { 3337 {
3399 if (check_spell_known (who, item->name)) 3338 if (check_spell_known (who, item->name))
3400 return; 3339 return;
3459 { 3398 {
3460 /* forces in the treasurelist can alter the player's stats */ 3399 /* forces in the treasurelist can alter the player's stats */
3461 object *skin; 3400 object *skin;
3462 3401
3463 /* first get the dragon skin force */ 3402 /* first get the dragon skin force */
3464 shstr_cmp dragon_skin_force ("dragon_skin_force");
3465 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)
3466 ; 3404 ;
3467 3405
3468 if (!skin) 3406 if (!skin)
3469 return; 3407 return;
3470 3408
3546 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))
3547 return 0; 3485 return 0;
3548 3486
3549 return 100 - blocked_los [x][y]; 3487 return 100 - blocked_los [x][y];
3550} 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

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