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Comparing deliantra/server/server/player.C (file contents):
Revision 1.127 by root, Sat May 12 18:14:48 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 apply_special (ob, op, AP_UNAPPLY); 321 combat_ob = op;
275 apply_special (ob, op, AP_APPLY);
276 break; 322 break;
277 } 323 }
278 324
279 ob->update_stats (); 325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
280 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0);
284
285 activate ();
286
287 send_rules (ob);
288 send_news (ob);
289 display_motd (ob);
290
291 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this);
293} 326}
294 327
295void 328void
296player::disconnect ()
297{
298 if (ns)
299 {
300 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302
303 INVOKE_PLAYER (DISCONNECT, this);
304
305 ns->reset_stats ();
306 ns->pl = 0;
307 ns = 0;
308 }
309
310 if (ob)
311 ob->close_container (); //TODO: client-specific
312
313 deactivate ();
314}
315
316// the need for this function can be explained
317// by load_object not returning the object
318void
319player::set_object (object *op) 329player::set_observe (object *op)
320{ 330{
321 ob = op; 331 observe = op ? op : ob;
322 ob->contr = this; /* this aren't yet in archetype */ 332 do_los = 1;
323
324 ob->speed_left = 0.5;
325 ob->speed = 1.0;
326 ob->direction = 5; /* So player faces south */
327} 333}
328 334
329player::player () 335player::player ()
330{ 336{
331 /* There are some elements we want initialised to non zero value - 337 /* There are some elements we want initialised to non zero value -
342 petmode = pet_normal; 348 petmode = pet_normal;
343 listening = 10; 349 listening = 10;
344 usekeys = containers; 350 usekeys = containers;
345 peaceful = 1; /* default peaceful */ 351 peaceful = 1; /* default peaceful */
346 do_los = 1; 352 do_los = 1;
353
354 weapon_sp = 1.0f;
355 weapon_sp_left = 0.5f;
347} 356}
348 357
349void 358void
350player::do_destroy () 359player::do_destroy ()
351{ 360{
356 if (ob) 365 if (ob)
357 { 366 {
358 ob->destroy_inv (false); 367 ob->destroy_inv (false);
359 ob->destroy (); 368 ob->destroy ();
360 } 369 }
370
371 ob = observe = 0;
361} 372}
362 373
363player::~player () 374player::~player ()
364{ 375{
365 /* Clear item stack */ 376 /* Clear item stack */
392 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
393 */ 404 */
394archetype * 405archetype *
395get_player_archetype (archetype *at) 406get_player_archetype (archetype *at)
396{ 407{
397 archetype *start = at; 408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
398 409
399 for (;;) 410 for (;;)
400 { 411 {
401 if (at == NULL || at->next == NULL) 412 if (++i == archetypes.end ())
402 at = first_archetype; 413 i = archetypes.begin ();
403 else 414 else if (*i == at)
404 at = at->next; 415 cleanup ("not a single player archetype found");
405 416
406 if (at->clone.type == PLAYER) 417 if ((*i)->type == PLAYER)
407 return at; 418 return *i;
408
409 if (at == start)
410 {
411 LOG (llevError, "No Player archetypes\n");
412 exit (-1);
413 }
414 } 419 }
415} 420}
416 421
417object * 422object *
418get_nearest_player (object *mon) 423get_nearest_player (object *mon)
422 unsigned lastdist; 427 unsigned lastdist;
423 rv_vector rv; 428 rv_vector rv;
424 429
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 431 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
441 ol = ol->next;
442 remove_friendly_object (tmp);
443 if (!ol)
444 return op;
445 }
446
447 /* Remove special check for player from this. First, it looks to cause
448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
449 * complicated method of state checking would be needed in any case -
450 * as it was, a clever player could type quit, and the function would
451 * skip them over while waiting for confirmation. Remove
452 * on_same_map check, as can_detect_enemy also does this
453 */
454 if (!can_detect_enemy (mon, ol->ob, &rv)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 433 continue;
456 434
457 if (lastdist > rv.distance) 435 if (lastdist > rv.distance)
458 { 436 {
784} 762}
785 763
786void 764void
787object::roll_stats () 765object::roll_stats ()
788{ 766{
789 int statsort [7]; 767 int statsort [NUM_STATS];
790 768
791 for (;;) 769 for (;;)
792 { 770 {
793 int sum = 0; 771 int sum = 0;
794 for (int i = 7; i--; ) 772 for (int i = NUM_STATS; i--; )
795 sum += statsort [i] = roll_stat (); 773 sum += statsort [i] = roll_stat ();
796 774
797 if (sum >= 82 && sum <= 116) 775 if (sum >= 82 && sum <= 116)
798 break; 776 break;
799 } 777 }
800 778
801 // Sort the stats so that rerolling is easier... 779 // Sort the stats so that rerolling is easier...
802 std::sort (statsort, statsort + 7, std::greater<int>()); 780 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
803 781
782 for (int i = 0; i < NUM_STATS; ++i)
804 stats.Str = statsort[0]; 783 stats.stat (i) = statsort [i];
805 stats.Dex = statsort[1];
806 stats.Con = statsort[2];
807 stats.Int = statsort[3];
808 stats.Wis = statsort[4];
809 stats.Pow = statsort[5];
810 stats.Cha = statsort[6];
811 784
812 stats.exp = 0; 785 stats.exp = 0;
813 stats.ac = 0; 786 stats.ac = 0;
814 787
815 stats.hp = stats.maxhp; 788 stats.hp = stats.maxhp;
913 if (*first_map_ext_path) 886 if (*first_map_ext_path)
914 { 887 {
915 object *tmp; 888 object *tmp;
916 char mapname[MAX_BUF]; 889 char mapname[MAX_BUF];
917 890
918 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);
919 tmp = object::create (); 892 tmp = object::create ();
920 EXIT_PATH (tmp) = mapname; 893 EXIT_PATH (tmp) = mapname;
921 EXIT_X (tmp) = ob->x; 894 EXIT_X (tmp) = ob->x;
922 EXIT_Y (tmp) = ob->y; 895 EXIT_Y (tmp) = ob->y;
923 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;
942 int x = ob->x, y = ob->y; 915 int x = ob->x, y = ob->y;
943 916
944 ob->remove_statbonus (); 917 ob->remove_statbonus ();
945 ob->remove (); 918 ob->remove ();
946 ob->arch = get_player_archetype (ob->arch); 919 ob->arch = get_player_archetype (ob->arch);
947 ob->arch->clone.copy_to (ob); 920 ob->arch->copy_to (ob);
948 ob->instantiate (); 921 ob->instantiate ();
949 ob->stats = ob->contr->orig_stats; 922 ob->stats = ob->contr->orig_stats;
950 ob->name = ob->name_pl = name; 923 ob->name = ob->name_pl = name;
951 ob->x = x; 924 ob->x = x;
952 ob->y = y; 925 ob->y = y;
953 SET_ANIMATION (ob, 2); /* So player faces south */ 926 SET_ANIMATION (ob, 2); /* So player faces south */
954 insert_ob_in_map (ob, ob->map, ob, 0); 927 insert_ob_in_map (ob, ob->map, ob, 0);
955 assign (ob->contr->title, ob->arch->clone.name); 928 assign (ob->contr->title, ob->arch->object::name);
956 ob->add_statbonus (); 929 ob->add_statbonus ();
957 } 930 }
958 while (!allowed_class (ob)); 931 while (!allowed_class (ob));
959 932
960 update_object (ob, UP_OBJ_FACE); 933 update_object (ob, UP_OBJ_FACE);
1105 if (tmp->name != NULL) 1078 if (tmp->name != NULL)
1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1079 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1107 &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))));
1108 else 1081 else
1109 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1082 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1110 &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))));
1111 1084
1112 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1085 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1113 } 1086 }
1114 1087
1115 /* philosophy: 1088 /* philosophy:
1190 pick_up (op, tmp); 1163 pick_up (op, tmp);
1191 continue; 1164 continue;
1192 } 1165 }
1193 1166
1194 if (op->contr->mode & PU_READABLES) 1167 if (op->contr->mode & PU_READABLES)
1195 if (tmp->type == BOOK || tmp->type == SCROLL) 1168 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1196 { 1169 {
1197 pick_up (op, tmp); 1170 pick_up (op, tmp);
1198 continue; 1171 continue;
1199 } 1172 }
1200 1173
1308 /* careful: chairs and tables are weapons! */ 1281 /* careful: chairs and tables are weapons! */
1309 if (op->contr->mode & PU_ALLWEAPON) 1282 if (op->contr->mode & PU_ALLWEAPON)
1310 { 1283 {
1311 if (tmp->type == WEAPON && tmp->name != NULL) 1284 if (tmp->type == WEAPON && tmp->name != NULL)
1312 { 1285 {
1313 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 &&
1314 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1287 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1315 { 1288 {
1316 pick_up (op, tmp); 1289 pick_up (op, tmp);
1317 continue; 1290 continue;
1318 } 1291 }
1319 } 1292 }
1320 1293
1321 if (tmp->type == WEAPON && tmp->name == NULL) 1294 if (tmp->type == WEAPON && tmp->name == NULL)
1322 { 1295 {
1323 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)
1324 { 1297 {
1325 pick_up (op, tmp); 1298 pick_up (op, tmp);
1326 continue; 1299 continue;
1327 } 1300 }
1328 } 1301 }
1353 if (tmp->name != NULL) 1326 if (tmp->name != NULL)
1354 { 1327 {
1355 fprintf (stderr, "%s", tmp->name); 1328 fprintf (stderr, "%s", tmp->name);
1356 } 1329 }
1357 else 1330 else
1358 fprintf (stderr, "%s", tmp->arch->name); 1331 fprintf (stderr, "%s", tmp->arch->archname);
1359 fprintf (stderr, ",%d] = ", tmp->type); 1332 fprintf (stderr, ",%d] = ", tmp->type);
1360 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))));
1361#endif 1334#endif
1362 continue; 1335 continue;
1363 } 1336 }
1378{ 1351{
1379 object *tmp = 0; 1352 object *tmp = 0;
1380 1353
1381 for (op = op->inv; op; op = op->below) 1354 for (op = op->inv; op; op = op->below)
1382 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))
1383 tmp = find_arrow (op, type); 1356 tmp = find_arrow (splay (op), type);
1384 else if (op->type == ARROW && op->race == type) 1357 else if (op->type == ARROW && op->race == type)
1385 return op; 1358 return splay (op);
1386 1359
1387 return tmp; 1360 return tmp;
1388} 1361}
1389 1362
1390/* 1363/*
1433 else 1406 else
1434 { 1407 {
1435 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1408 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1436 { 1409 {
1437 attacktype = 1 << attacknum; 1410 attacktype = 1 << attacknum;
1438 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1411 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1439 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)
1440 { 1413 {
1441 tmp = arrow; 1414 tmp = arrow;
1442 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;
1443 } 1416 }
1444 } 1417 }
1445 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1418 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1446 { 1419 {
1447 tmp = arrow; 1420 tmp = arrow;
1540 */ 1513 */
1541int 1514int
1542fire_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)
1543{ 1516{
1544 object *left, *bow; 1517 object *left, *bow;
1545 int bowspeed, mflags; 1518 int mflags;
1546 maptile *m; 1519 maptile *m;
1547 1520
1548 if (!dir) 1521 if (!dir)
1549 { 1522 {
1550 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!");
1551 return 0; 1524 return 0;
1552 } 1525 }
1553 1526
1554 if (player *pl = op->contr) 1527 if (op->contr)
1555 { 1528 bow = op->current_weapon;
1556 bow = pl->ranged_ob;
1557 if (!op->change_weapon (bow))
1558 return 0;
1559 }
1560 else 1529 else
1561 { 1530 {
1562 for (bow = op->inv; bow; bow = bow->below) 1531 for (bow = op->inv; bow; bow = bow->below)
1563 /* 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
1564 * 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.
1585 { 1554 {
1586 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);
1587 return 0; 1556 return 0;
1588 } 1557 }
1589 1558
1590 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1591
1592 /* penalize ROF for bestarrow */
1593 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1594 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1595
1596 if (bowspeed < 1)
1597 bowspeed = 1;
1598
1599 if (arrow == NULL) 1559 if (arrow == NULL)
1600 { 1560 {
1601 if ((arrow = find_arrow (op, bow->race)) == NULL) 1561 if ((arrow = find_arrow (op, bow->race)) == NULL)
1602 { 1562 {
1603 if (op->type == PLAYER) 1563 if (op->type == PLAYER)
1644 arrow->stats.grace = arrow->attacktype; 1604 arrow->stats.grace = arrow->attacktype;
1645 1605
1646 if (arrow->slaying) 1606 if (arrow->slaying)
1647 arrow->spellarg = strdup (arrow->slaying); 1607 arrow->spellarg = strdup (arrow->slaying);
1648 1608
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);
1625
1626 /* update the speed */
1627 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1628 + bow->stats.dam / 7.f;
1629
1630 arrow->set_speed (max (arrow->speed, 2.f));
1631 arrow->speed_left = 0;
1632
1633 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1634
1649 if (op->type == PLAYER) 1635 if (op->type == PLAYER)
1650 { 1636 {
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.dam += op->stats.dam + arrow->magic;
1658
1659 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1661 + bow->stats.dam / 7.0;
1662
1663 arrow->set_speed (max (arrow->speed, 2.0));
1664 arrow->speed_left = 0;
1665
1666 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667
1668 if (op->type == PLAYER)
1669 {
1670 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1637 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1671 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1638 wc -= dex_bonus[op->stats.Dex];
1672 1639
1673 if (!arrow->slaying) 1640 if (!arrow->slaying)
1674 arrow->slaying = op->slaying; 1641 arrow->slaying = op->slaying;
1675 1642
1676 arrow->attacktype |= op->attacktype; 1643 arrow->attacktype |= op->attacktype;
1684 arrow->slaying = bow->slaying; 1651 arrow->slaying = bow->slaying;
1685 1652
1686 arrow->attacktype |= bow->attacktype; 1653 arrow->attacktype |= bow->attacktype;
1687 } 1654 }
1688 1655
1689 arrow->stats.wc -= arrow->level; 1656 wc -= arrow->level;
1657 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1690 1658
1659 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1691 arrow->move_type = MOVE_FLY_LOW; 1660 arrow->move_type = MOVE_FLY_LOW;
1692 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1661 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1693 1662
1694 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1663 op->play_sound (sound_find ("fire_arrow"));
1695 m->insert (arrow, sx, sy, op); 1664 m->insert (arrow, sx, sy, op);
1696 1665
1697 if (!arrow->destroyed ()) 1666 if (!arrow->destroyed ())
1698 move_arrow (arrow); 1667 move_arrow (arrow);
1699 1668
1750 } 1719 }
1751 1720
1752 return ret; 1721 return ret;
1753} 1722}
1754 1723
1755
1756/* Fires a misc (wand/rod/horn) object in 'dir'. 1724/* Fires a misc (wand/rod/horn) object in 'dir'.
1757 * Broken apart from 'fire' to keep it more readable. 1725 * Broken apart from 'fire' to keep it more readable.
1758 */ 1726 */
1759void 1727void
1760fire_misc_object (object *op, int dir) 1728fire_misc_object (object *op, int dir)
1778 1746
1779 if (item->type == WAND) 1747 if (item->type == WAND)
1780 { 1748 {
1781 if (item->stats.food <= 0) 1749 if (item->stats.food <= 0)
1782 { 1750 {
1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1751 op->contr->play_sound (sound_find ("wand_poof"));
1784 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));
1785 1753
1786 return; 1754 return;
1787 } 1755 }
1788 } 1756 }
1789 else if (item->type == ROD || item->type == HORN) 1757 else if (item->type == ROD || item->type == HORN)
1790 { 1758 {
1791 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))
1792 { 1760 {
1793 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1761 op->contr->play_sound (sound_find ("wand_poof"));
1794 1762
1795 if (item->type == ROD) 1763 if (item->type == ROD)
1796 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));
1797 else 1765 else
1798 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));
1811 object *tmp; 1779 object *tmp;
1812 1780
1813 if (item->arch) 1781 if (item->arch)
1814 { 1782 {
1815 CLEAR_FLAG (item, FLAG_ANIMATE); 1783 CLEAR_FLAG (item, FLAG_ANIMATE);
1816 item->face = item->arch->clone.face; 1784 item->face = item->arch->face;
1817 item->set_speed (0); 1785 item->set_speed (0);
1818 } 1786 }
1819 1787
1820 if ((tmp = item->in_player ())) 1788 if ((tmp = item->in_player ()))
1821 esrv_update_item (UPD_ANIM, tmp, item); 1789 esrv_update_item (UPD_ANIM, tmp, item);
1826 } 1794 }
1827} 1795}
1828 1796
1829/* Received a fire command for the player - go and do it. 1797/* Received a fire command for the player - go and do it.
1830 */ 1798 */
1831void 1799bool
1832fire (object *op, int dir) 1800fire (object *op, int dir)
1833{ 1801{
1834 int spellcost = 0; 1802 int spellcost = 0;
1835 1803
1836 /* check for loss of invisiblity/hide */ 1804 /* check for loss of invisiblity/hide */
1840 player *pl = op->contr; 1808 player *pl = op->contr;
1841 1809
1842 if (pl->golem) 1810 if (pl->golem)
1843 { 1811 {
1844 control_golem (op->contr->golem, dir); 1812 control_golem (op->contr->golem, dir);
1845 return; 1813 return false;
1846 } 1814 }
1847 1815
1848 object *ob = pl->ranged_ob; 1816 object *ob = pl->ranged_ob;
1849 1817
1850 if (!ob) 1818 if (!ob)
1851 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;
1852 1828
1853 switch (ob->type) 1829 switch (ob->type)
1854 { 1830 {
1855 case BOW: 1831 case BOW:
1856 player_fire_bow (op, dir); 1832 player_fire_bow (op, dir);
1863 case BUILDER: 1839 case BUILDER:
1864 apply_map_builder (op, dir); 1840 apply_map_builder (op, dir);
1865 break; 1841 break;
1866 1842
1867 case SKILL: 1843 case SKILL:
1868 case SKILL_TOOL:
1869 do_skill (op, op, ob, dir, 0); 1844 do_skill (op, op, ob, dir, 0);
1870 break; 1845 break;
1871 1846
1872 default: 1847 default:
1873 fire_misc_object (op, dir); 1848 fire_misc_object (op, dir);
1874 break; 1849 break;
1875 } 1850 }
1851
1852 return true;
1876} 1853}
1877 1854
1878/* find_key 1855/* find_key
1879 * 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
1880 * and successfully use it, we return the key, otherwise NULL 1857 * and successfully use it, we return the key, otherwise NULL
1967 * 0 otherwise 1944 * 0 otherwise
1968 */ 1945 */
1969static int 1946static int
1970player_attack_door (object *op, object *door) 1947player_attack_door (object *op, object *door)
1971{ 1948{
1972 /* 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,
1973 * 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 -
1974 * otherwise, we fall through to the rest of the code. 1951 * otherwise, we fall through to the rest of the code.
1975 */ 1952 */
1976 object *key = find_key (op, op, door); 1953 object *key = find_key (op, op, door);
1977 1954
1978 /* IF we found a key, do some extra work */ 1955 /* If we found a key, do some extra work */
1979 if (key) 1956 if (key)
1980 { 1957 {
1981 object *container = key->env; 1958 object *container = key->env;
1982
1983 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1984 1959
1985 if (action_makes_visible (op)) 1960 if (action_makes_visible (op))
1986 make_visible (op); 1961 make_visible (op);
1987 1962
1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1963 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1990 1965
1991 if (door->type == DOOR) 1966 if (door->type == DOOR)
1992 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 */
1993 else if (door->type == LOCKED_DOOR) 1968 else if (door->type == LOCKED_DOOR)
1994 { 1969 {
1995 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);
1996 remove_door2 (door); /* remove door without violence ;-) */ 1971 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1972 }
1998 1973
1999 /* Do this after we print the message */ 1974 /* Do this after we print the message */
2000 decrease_ob (key); /* Use up one of the keys */ 1975 decrease_ob (key); /* Use up one of the keys */
2005 return 1; /* Nothing more to do below */ 1980 return 1; /* Nothing more to do below */
2006 } 1981 }
2007 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2008 { 1983 {
2009 /* Might as well return now - no other way to open this */ 1984 /* Might as well return now - no other way to open this */
2010 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...");
2011 return 1; 1986 return 1;
2012 } 1987 }
2013 1988
2014 return 0; 1989 return 0;
2015} 1990}
2018 * It should keep the code cleaner. 1993 * It should keep the code cleaner.
2019 * When this is called, the players direction has been updated 1994 * When this is called, the players direction has been updated
2020 * (taking into account confusion.) The player is also actually 1995 * (taking into account confusion.) The player is also actually
2021 * going to try and move (not fire weapons). 1996 * going to try and move (not fire weapons).
2022 */ 1997 */
2023void 1998bool
2024move_player_attack (object *op, int dir) 1999move_player_attack (object *op, int dir)
2025{ 2000{
2026 object *tmp, *mon;
2027 int on_battleground; 2001 int on_battleground;
2028 maptile *m;
2029 2002
2030 sint16 nx = freearr_x[dir] + op->x; 2003 sint16 nx = freearr_x[dir] + op->x;
2031 sint16 ny = freearr_y[dir] + op->y; 2004 sint16 ny = freearr_y[dir] + op->y;
2032 2005
2033 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 }
2034 2016
2035 /* 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
2036 * 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
2037 * 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
2038 * player. This is a pretty nasty hack, because if we could 2020 * player. This is a pretty nasty hack, because if we could
2039 * 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
2040 * 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
2041 * 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
2042 * move_ob uses. 2024 * move_ob uses.
2043 */ 2025 */
2044 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2045 {
2046 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2047 {
2048 m = op->map->xy_find (nx, ny); 2026 maptile *m = op->map->xy_find (nx, ny);
2049 if (!m)
2050 return; /* Don't think this should happen */
2051 }
2052 else
2053 m = op->map;
2054 2027
2055 if (!(tmp = m->at (nx, ny).bot))
2056 return;
2057
2058 mon = 0;
2059 /* 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
2060 * 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.
2061 * 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
2062 * on the space 2031 * on the space
2063 */ 2032 */
2064 while (tmp) 2033 object *mon;
2065 { 2034 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2066 if (tmp == op) 2035 {
2067 { 2036 if ((mon->flag [FLAG_ALIVE]
2068 tmp = tmp->above; 2037 || mon->type == LOCKED_DOOR
2069 continue; 2038 || mon->flag [FLAG_CAN_ROLL])
2070 }
2071
2072 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2073 {
2074 mon = tmp; 2039 && mon != op)
2075 break; 2040 break;
2076 } 2041 }
2077 2042
2078 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2079 mon = tmp;
2080
2081 tmp = tmp->above;
2082 }
2083
2084 if (!mon) /* This happens anytime the player tries to move */ 2043 if (!mon) /* This happens anytime the player tries to move */
2085 return; /* into a wall */ 2044 return false; /* into a wall */
2086 2045
2087 if (mon->head)
2088 mon = mon->head; 2046 mon = mon->head_ ();
2089 2047
2090 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)
2091 if (player_attack_door (op, mon)) 2050 if (player_attack_door (op, mon))
2051 {
2052 --op->contr->weapon_sp_left;
2092 return; 2053 return true;
2054 }
2093 2055
2094 /* The following deals with possibly attacking peaceful 2056 /* The following deals with possibly attacking peaceful
2095 * or frienddly creatures. Basically, all players are considered 2057 * or friendly creatures. Basically, all players are considered
2096 * unaggressive. If the moving player has peaceful set, then the 2058 * unaggressive. If the moving player has peaceful set, then the
2097 * object should be pushed instead of attacked. It is assumed that 2059 * object should be pushed instead of attacked. It is assumed that
2098 * if you are braced, you will not attack friends accidently, 2060 * if you are braced, you will not attack friends accidently,
2099 * and thus will not push them. 2061 * and thus will not push them.
2100 */ 2062 */
2101 2063
2102 /* 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
2103 * peaceful. Our assumption is the creature is a pet if the 2065 * peaceful. Our assumption is the creature is a pet if the
2104 * player owns it and it is either friendly or unagressive. 2066 * player owns it and it is either friendly or unagressive.
2105 */ 2067 */
2106 if ((op->type == PLAYER) 2068 if (op->type == PLAYER
2107#if COZY_SERVER
2108 &&
2109 ((mon->owner && mon->owner->contr 2069 && ((mon->owner && mon->owner->contr
2110 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2070 && same_party (mon->owner->contr->party, op->contr->party))
2111#else
2112 && mon->owner == op 2071 || mon->owner == op)
2113#endif
2114 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2072 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2115 { 2073 {
2116 /* 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 */
2117 if (op->contr->braced) 2075 if (op->contr->braced)
2118 return; 2076 return false;
2119 2077
2120 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"));
2121 push_ob (mon, dir, op); 2083 push_ob (mon, dir, op);
2084
2122 if (op->contr->tmp_invis || op->hide) 2085 if (op->contr->tmp_invis || op->hide)
2123 make_visible (op); 2086 make_visible (op);
2124 2087
2125 return; 2088 return true;
2126 } 2089 }
2090 else
2091 return false;
2092 }
2127 2093
2128 /* in certain circumstances, you shouldn't attack friendly 2094 /* in certain circumstances, you shouldn't attack friendly
2129 * creatures. Note that if you are braced, you can't push 2095 * creatures. Note that if you are braced, you can't push
2130 * 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
2131 * attack them either. 2097 * attack them either.
2132 */ 2098 */
2133 if ((mon->type == PLAYER || mon->enemy != op) && 2099 if ((mon->type == PLAYER || mon->enemy != op)
2134 (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))
2135#ifdef PROHIBIT_PLAYERKILL
2136 (op->contr->peaceful 2101 && ((op->contr->peaceful
2137 || (mon->type == PLAYER 2102 || (mon->type == PLAYER && mon->contr->peaceful))
2138 && mon->contr->
2139 peaceful)) &&
2140#else
2141 op->contr->peaceful &&
2142#endif
2143 !on_battleground)) 2103 && !on_battleground))
2104 {
2105 if (op->speed_left > 0.f)
2144 { 2106 {
2107 --op->speed_left;
2108
2145 if (!op->contr->braced) 2109 if (!op->contr->braced)
2146 { 2110 {
2147 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2111 op->play_sound (sound_find ("push_player"));
2148 push_ob (mon, dir, op); 2112 push_ob (mon, dir, op);
2149 } 2113 }
2150 else 2114 else
2151 new_draw_info (0, 0, op, "You withhold your attack"); 2115 op->statusmsg ("You withhold your attack");
2152 2116
2153 if (op->contr->tmp_invis || op->hide) 2117 if (op->contr->tmp_invis || op->hide)
2154 make_visible (op); 2118 make_visible (op);
2155 }
2156 2119
2120 return true;
2121 }
2122 }
2157 /* If the object is a boulder or other rollable object, then 2123 /* If the object is a boulder or other rollable object, then
2158 * 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.
2159 */ 2125 */
2160 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)
2161 { 2129 {
2130 --op->speed_left;
2131
2162 recursive_roll (mon, dir, op); 2132 recursive_roll (mon, dir, op);
2163 if (action_makes_visible (op)) 2133 if (action_makes_visible (op))
2164 make_visible (op); 2134 make_visible (op);
2165 }
2166 2135
2136 return true;
2137 }
2138 }
2167 /* Any generic living creature. Including things like doors. 2139 /* Any generic living creature. Including things like doors.
2168 * 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
2169 * and be living. Then, it must be one of the following: 2141 * and be living. Then, it must be one of the following:
2170 * 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
2171 * 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.
2172 */ 2144 */
2173 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2145 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2174 ((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)))
2175 { 2147 {
2176 2148 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2177 /* If the player hasn't hit something this tick, and does
2178 * so, give them speed boost based on weapon speed. Doing
2179 * it here is better than process_players2, which basically
2180 * incurred a 1 tick offset.
2181 */
2182 if (!op->contr->has_hit)
2183 { 2149 {
2184 op->speed_left += op->speed / op->contr->weapon_sp; 2150 --op->contr->weapon_sp_left;
2185
2186 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2187 }
2188 2151
2189 skill_attack (mon, op, 0, 0, 0); 2152 skill_attack (mon, op, 0, 0, 0);
2190
2191 /* If attacking another player, that player gets automatic
2192 * hitback, and doesn't loose luck either.
2193 * Disable hitback on the battleground or if the target is
2194 * the wiz.
2195 */
2196 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2197 {
2198 short luck = mon->stats.luck;
2199
2200 mon->contr->has_hit = 1;
2201 skill_attack (op, mon, 0, 0, 0);
2202 mon->stats.luck = luck;
2203 }
2204 2153
2205 if (action_makes_visible (op)) 2154 if (action_makes_visible (op))
2206 make_visible (op); 2155 make_visible (op);
2207 }
2208 } /* if player should attack something */
2209}
2210 2156
2211int 2157 return true;
2158 }
2159 }
2160
2161 return false;
2162}
2163
2164bool
2212move_player (object *op, int dir) 2165move_player (object *op, int dir)
2213{ 2166{
2214 int pick; 2167 int pick;
2215 2168
2216 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2169 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2230 op->facing = dir; 2183 op->facing = dir;
2231 2184
2232 if (op->hide) 2185 if (op->hide)
2233 do_hidden_move (op); 2186 do_hidden_move (op);
2234 2187
2188 bool retval;
2189
2235 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2190 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2236 /*nop */ ; 2191 retval = RESULT_INT (0);
2237 else if (op->contr->fire_on) 2192 else if (op->contr->fire_on)
2238 fire (op, dir); 2193 retval = fire (op, dir);
2239 else 2194 else
2240 { 2195 {
2241 move_player_attack (op, dir); 2196 retval = move_player_attack (op, dir);
2242 pick = check_pick (op); 2197 pick = check_pick (op);
2243 } 2198 }
2244 2199
2245 /* 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
2246 * server can handle repeat firing. 2201 * server can handle repeat firing.
2253 /* Update how the player looks. Use the facing, so direction may 2208 /* Update how the player looks. Use the facing, so direction may
2254 * get reset to zero. This allows for full animation capabilities 2209 * get reset to zero. This allows for full animation capabilities
2255 * for players. 2210 * for players.
2256 */ 2211 */
2257 animate_object (op, op->facing); 2212 animate_object (op, op->facing);
2258 return 0; 2213
2214 return retval;
2259} 2215}
2260 2216
2261/* 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
2262 * new client/server stuff. 2218 * new client/server stuff.
2263 * 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
2264 * the new speed values for commands. 2220 * the new speed values for commands.
2265 * 2221 *
2266 * 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.
2267 */ 2225 */
2268int 2226bool
2269handle_newcs_player (object *op) 2227handle_newcs_player (object *op)
2270{ 2228{
2271 if (QUERY_FLAG (op, FLAG_SCARED)) 2229 if (QUERY_FLAG (op, FLAG_SCARED))
2272 { 2230 {
2273 flee_player (op); 2231 if (op->speed_left > 0.f)
2274 /* If player is still scared, that is his action for this tick */
2275 if (QUERY_FLAG (op, FLAG_SCARED))
2276 { 2232 {
2277 op->speed_left--; 2233 --op->speed_left;
2234 flee_player (op);
2235
2278 return 0; 2236 return true;
2279 } 2237 }
2238 else
2239 return false;
2280 } 2240 }
2281 2241
2282 /* 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
2283 * the players time has been increased when doericserver has been 2243 * the players time has been increased when doericserver has been
2284 * called, so we recheck it here. 2244 * called, so we recheck it here.
2285 */ 2245 */
2286 if (op->contr->ns->handle_command ()) 2246 if (op->contr->ns->handle_command ())
2287 return 1; 2247 return true;
2288 2248
2289 if (op->speed_left > 0)
2290 {
2291 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2249 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2292 {
2293 /* All move commands take 1 tick, at least for now */
2294 op->speed_left--;
2295
2296 /* Instead of all the stuff below, let move_player take care
2297 * of it. Also, some of the skill stuff is only put in
2298 * there, as well as the confusion stuff.
2299 */
2300 move_player (op, op->direction); 2250 return move_player (op, op->direction);
2301 2251
2302 return op->speed_left > 0;
2303 }
2304 }
2305
2306 return 0; 2252 return false;
2307} 2253}
2308 2254
2309int 2255int
2310save_life (object *op) 2256save_life (object *op)
2311{ 2257{
2313 return 0; 2259 return 0;
2314 2260
2315 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2261 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2316 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2262 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2317 { 2263 {
2318 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2264 op->play_sound (sound_find ("ob_evaporate"));
2319 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));
2320 2266
2321 if (op->contr) 2267 if (op->contr)
2322 esrv_del_item (op->contr, tmp->count); 2268 esrv_del_item (op->contr, tmp->count);
2323 2269
2343/* 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
2344 * 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
2345 * 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
2346 * from. 2292 * from.
2347 */ 2293 */
2348void 2294static void
2349remove_unpaid_objects (object *op, object *env) 2295drop_unpaid_items (object *op, object *env)
2350{ 2296{
2351 while (op) 2297 while (op)
2352 { 2298 {
2353 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' */
2354 2300
2358 esrv_del_item (env->contr, op->count); 2304 esrv_del_item (env->contr, op->count);
2359 2305
2360 op->insert_at (env); 2306 op->insert_at (env);
2361 } 2307 }
2362 else if (op->inv) 2308 else if (op->inv)
2363 remove_unpaid_objects (op->inv, env); 2309 drop_unpaid_items (op->inv, env);
2364 2310
2365 op = next; 2311 op = next;
2366 } 2312 }
2313}
2314
2315void
2316object::drop_unpaid_items ()
2317{
2318 if (!flag [FLAG_REMOVED])
2319 ::drop_unpaid_items (inv, this);
2367} 2320}
2368 2321
2369/* 2322/*
2370 * Returns pointer a static string containing gravestone text 2323 * Returns pointer a static string containing gravestone text
2371 * Moved from apply.c to player.c - player.c is what 2324 * Moved from apply.c to player.c - player.c is what
2466 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2419 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2467 else 2420 else
2468 { 2421 {
2469 gen_grace = op->stats.maxgrace; 2422 gen_grace = op->stats.maxgrace;
2470 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2423 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2471 }
2472
2473 /* Regenerate Spell Points */
2474 if (!op->contr->golem && --op->last_sp < 0)
2475 {
2476 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2477 if (op->stats.sp < op->stats.maxsp)
2478 {
2479 op->stats.sp++;
2480 /* dms do not consume food */
2481 if (!QUERY_FLAG (op, FLAG_WIZ))
2482 {
2483 op->stats.food--;
2484 if (op->contr->digestion < 0)
2485 op->stats.food += op->contr->digestion;
2486 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2487 op->stats.food = last_food;
2488 }
2489 }
2490
2491 if (max_sp > 1)
2492 {
2493 over_sp = (gen_sp + 10) / rate_sp;
2494 if (over_sp > 0)
2495 {
2496 if (op->stats.sp < op->stats.maxsp)
2497 {
2498 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2499
2500 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2501 op->stats.sp--;
2502
2503 if (op->stats.sp > op->stats.maxsp)
2504 op->stats.sp = op->stats.maxsp;
2505 }
2506 op->last_sp = 0;
2507 }
2508 else
2509 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2510 }
2511 else
2512 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2513 } 2424 }
2514 2425
2515 /* Regenerate Grace */ 2426 /* Regenerate Grace */
2516 /* 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. */
2517 if (--op->last_grace < 0) 2428 if (--op->last_grace < 0)
2538 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);
2539 } 2450 }
2540 /* wearing stuff doesn't detract from grace generation. */ 2451 /* wearing stuff doesn't detract from grace generation. */
2541 } 2452 }
2542 2453
2454 if (op->stats.food > 0)
2455 {
2543 /* Regenerate Hit Points */ 2456 /* Regenerate Spell Points */
2544 if (--op->last_heal < 0) 2457 if (!op->contr->golem && --op->last_sp < 0)
2545 {
2546 if (op->stats.hp < op->stats.maxhp)
2547 { 2458 {
2548 op->stats.hp++; 2459 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2549 /* dms do not consume food */ 2460
2550 if (!QUERY_FLAG (op, FLAG_WIZ)) 2461 if (op->stats.sp < op->stats.maxsp)
2551 { 2462 {
2463 op->stats.sp++;
2464
2465 /* dms do not consume food */
2466 if (!QUERY_FLAG (op, FLAG_WIZ))
2467 {
2552 op->stats.food--; 2468 op->stats.food--;
2469
2553 if (op->contr->digestion < 0) 2470 if (op->contr->digestion < 0)
2554 op->stats.food += op->contr->digestion; 2471 op->stats.food += op->contr->digestion;
2555 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))
2556 op->stats.food = last_food; 2473 op->stats.food = last_food;
2474 }
2557 } 2475 }
2558 }
2559 2476
2560 if (max_hp > 1) 2477 if (max_sp > 1)
2561 {
2562 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2563 if (over_hp > 0)
2564 { 2478 {
2565 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
2566 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);
2567 } 2497 }
2568 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)
2569 { 2506 {
2570 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 }
2571 } 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);
2572 } 2532 }
2573 else 2533 else
2574 {
2575 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);
2576 } 2535 }
2577 } 2536 }
2578 2537
2579 /* Digestion */ 2538 /* Digestion */
2580 if (--op->last_eat < 0) 2539 if (--op->last_eat < 0)
2581 { 2540 {
2582#ifdef COZY_SERVER 2541 int bonus = max (0, op->contr->digestion),
2583 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2542 penalty = max (0, -op->contr->digestion);
2584 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2585#else
2586 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2587#endif
2588 2543
2589 if (op->contr->gen_hp > 0)
2590 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);
2591 else
2592 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2593 2545
2594 /* dms do not consume food */ 2546 /* dms do not consume food */
2595 if (!QUERY_FLAG (op, FLAG_WIZ)) 2547 if (!QUERY_FLAG (op, FLAG_WIZ))
2596 op->stats.food--; 2548 op->stats.food--;
2597 } 2549 }
2624 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.");
2625 manual_apply (op, flesh, 0); 2577 manual_apply (op, flesh, 0);
2626 } 2578 }
2627 } 2579 }
2628 2580
2629 while (op->stats.food < 0 && op->stats.hp >= 0) 2581 if (op->stats.food < 0)
2630 op->stats.food++, op->stats.hp--; 2582 {
2583 op->stats.hp += op->stats.food;
2584 op->stats.food = 0;
2585 }
2631 2586
2632 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2587 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2633 kill_player (op); 2588 kill_player (op);
2634 } 2589 }
2635} 2590}
2640 * file. 2595 * file.
2641 */ 2596 */
2642void 2597void
2643kill_player (object *op) 2598kill_player (object *op)
2644{ 2599{
2600 int x, y;
2645 char buf[MAX_BUF]; 2601 char buf[MAX_BUF];
2646 int x, y;
2647
2648 //int i;
2649 maptile *map; /* this is for resurrection */ 2602 maptile *map; /* this is for resurrection */
2650
2651 /* int z;
2652 int num_stats_lose;
2653 int lost_a_stat;
2654 int lose_this_stat;
2655 int this_stat; */
2656 int will_kill_again; 2603 int will_kill_again;
2657 archetype *at; 2604 archetype *at;
2658 object *tmp; 2605 object *tmp;
2659 2606
2660 if (save_life (op)) 2607 if (save_life (op))
2661 return; 2608 return;
2662
2663 2609
2664 /* 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
2665 * 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.
2666 * Look at op_on_battleground() for more info --AndreasV 2612 * Look at op_on_battleground() for more info --AndreasV
2667 */ 2613 */
2683 { 2629 {
2684 tmp->destroy (); 2630 tmp->destroy ();
2685 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2631 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2686 } 2632 }
2687 2633
2688 cure_disease (op, 0); /* remove any disease */ 2634 cure_disease (op, 0, 0); /* remove any disease */
2689 op->stats.hp = op->stats.maxhp; 2635 op->stats.hp = op->stats.maxhp;
2690 if (op->stats.food <= 0) 2636 if (op->stats.food <= 0)
2691 op->stats.food = 999; 2637 op->stats.food = 999;
2692 2638
2693 /* create a bodypart-trophy to make the winner happy */ 2639 /* create a bodypart-trophy to make the winner happy */
2694 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2640 if (object *tmp = arch_to_object (archetype::find ("finger")))
2695 { 2641 {
2696 sprintf (buf, "%s's finger", &op->name); 2642 tmp->name = format ("%s's finger" , &op->name);
2697 tmp->name = buf; 2643 tmp->name_pl = format ("%s's fingers", &op->name);
2698 sprintf (buf, " This finger has been cut off %s\n" 2644 tmp->msg = format (
2699 " 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",
2700 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2646 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2701 tmp->msg = buf; 2647 );
2702 tmp->value = 0, tmp->type = 0; 2648 tmp->value = 0, tmp->type = 0;
2703 tmp->materialname = "organics"; 2649 tmp->materialname = "organics";
2704 tmp->insert_at (op, tmp); 2650 tmp->insert_at (op, tmp);
2705 } 2651 }
2706 2652
2713 INVOKE_PLAYER (DEATH, op->contr); 2659 INVOKE_PLAYER (DEATH, op->contr);
2714 2660
2715 command_kill_pets (op, 0); 2661 command_kill_pets (op, 0);
2716 2662
2717 if (op->stats.food < 0) 2663 if (op->stats.food < 0)
2718 {
2719 sprintf (buf, "%s starved to death.", &op->name);
2720 strcpy (op->contr->killer, "starvation"); 2664 strcpy (op->contr->killer, "starvation");
2721 }
2722 else
2723 sprintf (buf, "%s died.", &op->name);
2724 2665
2725 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2666 op->contr->play_sound (sound_find ("player_dies"));
2726 2667
2727 /* save the map location for corpse, gravestone */ 2668 /* save the map location for corpse, gravestone */
2728 x = op->x; 2669 x = op->x;
2729 y = op->y; 2670 y = op->y;
2730 map = op->map; 2671 map = op->map;
2893 { 2834 {
2894 tmp->destroy (); 2835 tmp->destroy ();
2895 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2836 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2896 } 2837 }
2897 2838
2898 cure_disease (op, 0); /* remove any disease */ 2839 cure_disease (op, 0, 0); /* remove any disease */
2899 2840
2900 /*add_exp(op, (op->stats.exp * -0.20)); */ 2841 /*add_exp(op, (op->stats.exp * -0.20)); */
2901 apply_death_exp_penalty (op); 2842 apply_death_exp_penalty (op);
2902 if (op->stats.food < 100) 2843 if (op->stats.food < 100)
2903 op->stats.food = 900; 2844 op->stats.food = 900;
2907 2848
2908 /* 2849 /*
2909 * 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
2910 * and put them back in the map. 2851 * and put them back in the map.
2911 */ 2852 */
2912 remove_unpaid_objects (op->inv, op); 2853 op->drop_unpaid_items ();
2913 2854
2914 /****************************************/ 2855 /****************************************/
2915 /* */ 2856 /* */
2916 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
2917 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
2937 object *force; 2878 object *force;
2938 int at; 2879 int at;
2939 2880
2940 force = get_archetype (FORCE_NAME); 2881 force = get_archetype (FORCE_NAME);
2941 /* 50 ticks should be enough time for the spell to abate */ 2882 /* 50 ticks should be enough time for the spell to abate */
2942 force->speed = 0.1; 2883 force->speed = 0.1f;
2943 force->speed_left = -5.0; 2884 force->speed_left = -5.f;
2944 SET_FLAG (force, FLAG_APPLIED); 2885 SET_FLAG (force, FLAG_APPLIED);
2945 for (at = 0; at < NROFATTACKS; at++) 2886 for (at = 0; at < NROFATTACKS; at++)
2946 if (will_kill_again & (1 << at)) 2887 if (will_kill_again & (1 << at))
2947 force->resist[at] = 100; 2888 force->resist[at] = 100;
2948 2889
3057void 2998void
3058make_visible (object *op) 2999make_visible (object *op)
3059{ 3000{
3060 op->hide = 0; 3001 op->hide = 0;
3061 op->invisible = 0; 3002 op->invisible = 0;
3003
3062 if (op->type == PLAYER) 3004 if (op->type == PLAYER)
3063 { 3005 {
3064 op->contr->tmp_invis = 0; 3006 op->contr->tmp_invis = 0;
3065 op->contr->invis_race = 0; 3007 op->contr->invis_race = 0;
3066 } 3008 }
3069} 3011}
3070 3012
3071int 3013int
3072is_true_undead (object *op) 3014is_true_undead (object *op)
3073{ 3015{
3074 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3016 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3075 return 1; 3017 return 1;
3076 3018
3077 return 0; 3019 return 0;
3078} 3020}
3079 3021
3080/* look at the surrounding terrain to determine 3022/* look at the surrounding terrain to determine
3081 * the hideability of this object. Positive levels 3023 * the hideability of this object. Positive levels
3082 * indicate greater hideability. 3024 * indicate greater hideability.
3083 */ 3025 */
3084
3085int 3026int
3086hideability (object *ob) 3027hideability (object *ob)
3087{ 3028{
3088 int i, level = 0, mflag; 3029 int i, level = 0, mflag;
3089 sint16 x, y; 3030 sint16 x, y;
3123/* For Hidden creatures - a chance of becoming 'unhidden' 3064/* For Hidden creatures - a chance of becoming 'unhidden'
3124 * every time they move - as we subtract off 'invisibility' 3065 * every time they move - as we subtract off 'invisibility'
3125 * AND, for players, if they move into a ridiculously unhideable 3066 * AND, for players, if they move into a ridiculously unhideable
3126 * spot (surrounded by clear terrain in broad daylight). -b.t. 3067 * spot (surrounded by clear terrain in broad daylight). -b.t.
3127 */ 3068 */
3128
3129void 3069void
3130do_hidden_move (object *op) 3070do_hidden_move (object *op)
3131{ 3071{
3132 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3072 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3133 object *skop; 3073 object *skop;
3215 * object op. This function works fine for monsters, 3155 * object op. This function works fine for monsters,
3216 * 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
3217 * a pile (say a coin under a table would return "viewable" 3157 * a pile (say a coin under a table would return "viewable"
3218 * by this routine). Another question, should we be 3158 * by this routine). Another question, should we be
3219 * concerned with the direction the player is looking 3159 * concerned with the direction the player is looking
3220 * in? Realistically, most of use cant see stuff behind 3160 * in? Realistically, most of us can't see stuff behind
3221 * our backs...on the other hand, does the "facing" direction 3161 * our backs...on the other hand, does the "facing" direction
3222 * imply the way your head, or body is facing? Its possible 3162 * imply the way your head, or body is facing? It's possible
3223 * 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.
3224 * -b.t. 3164 * -b.t.
3225 * This function is now map tiling safe. 3165 * This function is now map tiling safe.
3226 */ 3166 */
3227
3228int 3167int
3229player_can_view (object *pl, object *op) 3168player_can_view (object *pl, object *op)
3230{ 3169{
3231 rv_vector rv; 3170 rv_vector rv;
3232 int dx, dy; 3171 int dx, dy;
3244 3183
3245 get_rangevector (pl, op, &rv, 0x1); 3184 get_rangevector (pl, op, &rv, 0x1);
3246 3185
3247 /* starting with the 'head' part, lets loop 3186 /* starting with the 'head' part, lets loop
3248 * through the object and find if it has any 3187 * through the object and find if it has any
3249 * part that is in the los array but isnt on 3188 * part that is in the los array but isn't on
3250 * a blocked los square. 3189 * a blocked los square.
3251 * we use the archetype to figure out offsets. 3190 * we use the archetype to figure out offsets.
3252 */ 3191 */
3253 while (op) 3192 while (op)
3254 { 3193 {
3255 dx = rv.distance_x + op->arch->clone.x; 3194 dx = rv.distance_x + op->arch->x;
3256 dy = rv.distance_y + op->arch->clone.y; 3195 dy = rv.distance_y + op->arch->y;
3257 3196
3258 /* only the viewable area the player sees is updated by LOS 3197 /* only the viewable area the player sees is updated by LOS
3259 * 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
3260 * for any meaningful values. 3199 * for any meaningful values.
3261 */ 3200 */
3262 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3201 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3263 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3202 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3264 !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)])
3265 return 1; 3204 return 1;
3205
3266 op = op->more; 3206 op = op->more;
3267 } 3207 }
3208
3268 return 0; 3209 return 0;
3269} 3210}
3270 3211
3271/* routine for both players and monsters. We call this when 3212/* routine for both players and monsters. We call this when
3272 * there is a possibility for our action distrubing our hiding 3213 * there is a possibility for our action distrubing our hiding
3275 * return 0. 3216 * return 0.
3276 */ 3217 */
3277int 3218int
3278action_makes_visible (object *op) 3219action_makes_visible (object *op)
3279{ 3220{
3280
3281 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3221 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3282 { 3222 {
3283 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3223 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3284 return 0; 3224 return 0;
3285 3225
3291 { 3231 {
3292 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");
3293 return 1; 3233 return 1;
3294 } 3234 }
3295 } 3235 }
3236
3296 return 0; 3237 return 0;
3297} 3238}
3298 3239
3299/* op_on_battleground - checks if the given object op (usually 3240/* op_on_battleground - checks if the given object op (usually
3300 * a player) is standing on a valid battleground-tile, 3241 * a player) is standing on a valid battleground-tile,
3305 * 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
3306 */ 3247 */
3307int 3248int
3308op_on_battleground (object *op, int *x, int *y) 3249op_on_battleground (object *op, int *x, int *y)
3309{ 3250{
3310 object *tmp;
3311
3312 /* A battleground-tile needs the following attributes to be valid: 3251 /* A battleground-tile needs the following attributes to be valid:
3313 * 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),
3314 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3253 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3315 * and the exit-coordinates sp/hp must both be > 0. 3254 * and the exit-coordinates sp/hp must both be > 0.
3316 * => The intention here is to prevent abuse of the battleground- 3255 * => The intention here is to prevent abuse of the battleground-
3317 * feature (like pickable or hidden battleground tiles). */ 3256 * feature (like pickable or hidden battleground tiles). */
3318 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3257 for (object *tmp = op->below; tmp; tmp = tmp->below)
3319 { 3258 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3259 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3321 { 3260 {
3322 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3261 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3323 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))
3324 { 3265 {
3325 /*before we assign the exit, check if this is a teambattle */ 3266 /* before we assign the exit, check if this is a teambattle */
3326 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))
3327 { 3268 {
3328 object *invtmp;
3329
3330 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3269 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3331 { 3270 {
3332 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3271 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3333 { 3272 {
3334 if (x != NULL && y != NULL) 3273 if (x && y)
3335 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3274 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3275
3336 return 1; 3276 return 1;
3337 } 3277 }
3338 } 3278 }
3339 } 3279 }
3280
3340 if (x != NULL && y != NULL) 3281 if (x && y)
3341 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3282 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3283
3342 return 1; 3284 return 1;
3343 } 3285 }
3344 } 3286 }
3345 } 3287 }
3288
3346 /* If we got here, did not find a battleground */ 3289 /* If we got here, did not find a battleground */
3347 return 0; 3290 return 0;
3348} 3291}
3349 3292
3350/* 3293/*
3366 char buf[MAX_BUF]; /* tmp. string buffer */ 3309 char buf[MAX_BUF]; /* tmp. string buffer */
3367 int i = 0, j = 0; 3310 int i = 0, j = 0;
3368 3311
3369 /* get the appropriate treasurelist */ 3312 /* get the appropriate treasurelist */
3370 if (atnr == ATNR_FIRE) 3313 if (atnr == ATNR_FIRE)
3371 trlist = treasurelist::find ("dragon_ability_fire"); 3314 trlist = treasurelist::find (shstr_dragon_ability_fire);
3372 else if (atnr == ATNR_COLD) 3315 else if (atnr == ATNR_COLD)
3373 trlist = treasurelist::find ("dragon_ability_cold"); 3316 trlist = treasurelist::find (shstr_dragon_ability_cold);
3374 else if (atnr == ATNR_ELECTRICITY) 3317 else if (atnr == ATNR_ELECTRICITY)
3375 trlist = treasurelist::find ("dragon_ability_elec"); 3318 trlist = treasurelist::find (shstr_dragon_ability_elec);
3376 else if (atnr == ATNR_POISON) 3319 else if (atnr == ATNR_POISON)
3377 trlist = treasurelist::find ("dragon_ability_poison"); 3320 trlist = treasurelist::find (shstr_dragon_ability_poison);
3378 3321
3379 if (trlist == NULL || who->type != PLAYER) 3322 if (trlist == NULL || who->type != PLAYER)
3380 return; 3323 return;
3381 3324
3382 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++);
3386 /* 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]); */
3387 return; 3330 return;
3388 } 3331 }
3389 3332
3390 /* everything seems okay - now bring on the gift: */ 3333 /* everything seems okay - now bring on the gift: */
3391 item = &(tr->item->clone); 3334 item = tr->item;
3392 3335
3393 if (item->type == SPELL) 3336 if (item->type == SPELL)
3394 { 3337 {
3395 if (check_spell_known (who, item->name)) 3338 if (check_spell_known (who, item->name))
3396 return; 3339 return;
3455 { 3398 {
3456 /* forces in the treasurelist can alter the player's stats */ 3399 /* forces in the treasurelist can alter the player's stats */
3457 object *skin; 3400 object *skin;
3458 3401
3459 /* first get the dragon skin force */ 3402 /* first get the dragon skin force */
3460 shstr_cmp dragon_skin_force ("dragon_skin_force");
3461 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)
3462 ; 3404 ;
3463 3405
3464 if (!skin) 3406 if (!skin)
3465 return; 3407 return;
3466 3408
3542 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))
3543 return 0; 3485 return 0;
3544 3486
3545 return 100 - blocked_los [x][y]; 3487 return 100 - blocked_los [x][y];
3546} 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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