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Comparing deliantra/server/server/player.C (file contents):
Revision 1.129 by root, Sat May 12 18:51:20 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 {
908 if (*first_map_ext_path) 886 if (*first_map_ext_path)
909 { 887 {
910 object *tmp; 888 object *tmp;
911 char mapname[MAX_BUF]; 889 char mapname[MAX_BUF];
912 890
913 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);
914 tmp = object::create (); 892 tmp = object::create ();
915 EXIT_PATH (tmp) = mapname; 893 EXIT_PATH (tmp) = mapname;
916 EXIT_X (tmp) = ob->x; 894 EXIT_X (tmp) = ob->x;
917 EXIT_Y (tmp) = ob->y; 895 EXIT_Y (tmp) = ob->y;
918 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;
937 int x = ob->x, y = ob->y; 915 int x = ob->x, y = ob->y;
938 916
939 ob->remove_statbonus (); 917 ob->remove_statbonus ();
940 ob->remove (); 918 ob->remove ();
941 ob->arch = get_player_archetype (ob->arch); 919 ob->arch = get_player_archetype (ob->arch);
942 ob->arch->clone.copy_to (ob); 920 ob->arch->copy_to (ob);
943 ob->instantiate (); 921 ob->instantiate ();
944 ob->stats = ob->contr->orig_stats; 922 ob->stats = ob->contr->orig_stats;
945 ob->name = ob->name_pl = name; 923 ob->name = ob->name_pl = name;
946 ob->x = x; 924 ob->x = x;
947 ob->y = y; 925 ob->y = y;
948 SET_ANIMATION (ob, 2); /* So player faces south */ 926 SET_ANIMATION (ob, 2); /* So player faces south */
949 insert_ob_in_map (ob, ob->map, ob, 0); 927 insert_ob_in_map (ob, ob->map, ob, 0);
950 assign (ob->contr->title, ob->arch->clone.name); 928 assign (ob->contr->title, ob->arch->object::name);
951 ob->add_statbonus (); 929 ob->add_statbonus ();
952 } 930 }
953 while (!allowed_class (ob)); 931 while (!allowed_class (ob));
954 932
955 update_object (ob, UP_OBJ_FACE); 933 update_object (ob, UP_OBJ_FACE);
1100 if (tmp->name != NULL) 1078 if (tmp->name != NULL)
1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1079 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1102 &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))));
1103 else 1081 else
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1082 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &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))));
1106 1084
1107 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1085 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1108 } 1086 }
1109 1087
1110 /* philosophy: 1088 /* philosophy:
1185 pick_up (op, tmp); 1163 pick_up (op, tmp);
1186 continue; 1164 continue;
1187 } 1165 }
1188 1166
1189 if (op->contr->mode & PU_READABLES) 1167 if (op->contr->mode & PU_READABLES)
1190 if (tmp->type == BOOK || tmp->type == SCROLL) 1168 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1191 { 1169 {
1192 pick_up (op, tmp); 1170 pick_up (op, tmp);
1193 continue; 1171 continue;
1194 } 1172 }
1195 1173
1303 /* careful: chairs and tables are weapons! */ 1281 /* careful: chairs and tables are weapons! */
1304 if (op->contr->mode & PU_ALLWEAPON) 1282 if (op->contr->mode & PU_ALLWEAPON)
1305 { 1283 {
1306 if (tmp->type == WEAPON && tmp->name != NULL) 1284 if (tmp->type == WEAPON && tmp->name != NULL)
1307 { 1285 {
1308 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 &&
1309 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1287 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1310 { 1288 {
1311 pick_up (op, tmp); 1289 pick_up (op, tmp);
1312 continue; 1290 continue;
1313 } 1291 }
1314 } 1292 }
1315 1293
1316 if (tmp->type == WEAPON && tmp->name == NULL) 1294 if (tmp->type == WEAPON && tmp->name == NULL)
1317 { 1295 {
1318 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)
1319 { 1297 {
1320 pick_up (op, tmp); 1298 pick_up (op, tmp);
1321 continue; 1299 continue;
1322 } 1300 }
1323 } 1301 }
1348 if (tmp->name != NULL) 1326 if (tmp->name != NULL)
1349 { 1327 {
1350 fprintf (stderr, "%s", tmp->name); 1328 fprintf (stderr, "%s", tmp->name);
1351 } 1329 }
1352 else 1330 else
1353 fprintf (stderr, "%s", tmp->arch->name); 1331 fprintf (stderr, "%s", tmp->arch->archname);
1354 fprintf (stderr, ",%d] = ", tmp->type); 1332 fprintf (stderr, ",%d] = ", tmp->type);
1355 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))));
1356#endif 1334#endif
1357 continue; 1335 continue;
1358 } 1336 }
1373{ 1351{
1374 object *tmp = 0; 1352 object *tmp = 0;
1375 1353
1376 for (op = op->inv; op; op = op->below) 1354 for (op = op->inv; op; op = op->below)
1377 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))
1378 tmp = find_arrow (op, type); 1356 tmp = find_arrow (splay (op), type);
1379 else if (op->type == ARROW && op->race == type) 1357 else if (op->type == ARROW && op->race == type)
1380 return op; 1358 return splay (op);
1381 1359
1382 return tmp; 1360 return tmp;
1383} 1361}
1384 1362
1385/* 1363/*
1428 else 1406 else
1429 { 1407 {
1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1408 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1431 { 1409 {
1432 attacktype = 1 << attacknum; 1410 attacktype = 1 << attacknum;
1433 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1411 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1434 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)
1435 { 1413 {
1436 tmp = arrow; 1414 tmp = arrow;
1437 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;
1438 } 1416 }
1439 } 1417 }
1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1418 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1419 {
1442 tmp = arrow; 1420 tmp = arrow;
1535 */ 1513 */
1536int 1514int
1537fire_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)
1538{ 1516{
1539 object *left, *bow; 1517 object *left, *bow;
1540 int bowspeed, mflags; 1518 int mflags;
1541 maptile *m; 1519 maptile *m;
1542 1520
1543 if (!dir) 1521 if (!dir)
1544 { 1522 {
1545 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!");
1546 return 0; 1524 return 0;
1547 } 1525 }
1548 1526
1549 if (player *pl = op->contr) 1527 if (op->contr)
1550 { 1528 bow = op->current_weapon;
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1555 else 1529 else
1556 { 1530 {
1557 for (bow = op->inv; bow; bow = bow->below) 1531 for (bow = op->inv; bow; bow = bow->below)
1558 /* 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
1559 * 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.
1580 { 1554 {
1581 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);
1582 return 0; 1556 return 0;
1583 } 1557 }
1584 1558
1585 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1586
1587 /* penalize ROF for bestarrow */
1588 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1589 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1590
1591 if (bowspeed < 1)
1592 bowspeed = 1;
1593
1594 if (arrow == NULL) 1559 if (arrow == NULL)
1595 { 1560 {
1596 if ((arrow = find_arrow (op, bow->race)) == NULL) 1561 if ((arrow = find_arrow (op, bow->race)) == NULL)
1597 { 1562 {
1598 if (op->type == PLAYER) 1563 if (op->type == PLAYER)
1639 arrow->stats.grace = arrow->attacktype; 1604 arrow->stats.grace = arrow->attacktype;
1640 1605
1641 if (arrow->slaying) 1606 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying); 1607 arrow->spellarg = strdup (arrow->slaying);
1643 1608
1644 if (op->type == PLAYER) 1609#if 0
1645 { 1610 if (player *pl = op->contr)
1646 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1647 op->update_stats ();
1648 } 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
1649 1623
1650 SET_ANIMATION (arrow, arrow->direction); 1624 SET_ANIMATION (arrow, arrow->direction);
1651 1625
1652 /* update the speed */ 1626 /* update the speed */
1653 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1627 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1654 + bow->stats.dam / 7.0; 1628 + bow->stats.dam / 7.f;
1655 1629
1656 arrow->set_speed (max (arrow->speed, 2.0)); 1630 arrow->set_speed (max (arrow->speed, 2.f));
1657 arrow->speed_left = 0; 1631 arrow->speed_left = 0;
1658 1632
1659 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1633 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1660 1634
1661 if (op->type == PLAYER) 1635 if (op->type == PLAYER)
1684 1658
1685 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1659 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1686 arrow->move_type = MOVE_FLY_LOW; 1660 arrow->move_type = MOVE_FLY_LOW;
1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1661 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1688 1662
1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1663 op->play_sound (sound_find ("fire_arrow"));
1690 m->insert (arrow, sx, sy, op); 1664 m->insert (arrow, sx, sy, op);
1691 1665
1692 if (!arrow->destroyed ()) 1666 if (!arrow->destroyed ())
1693 move_arrow (arrow); 1667 move_arrow (arrow);
1694 1668
1745 } 1719 }
1746 1720
1747 return ret; 1721 return ret;
1748} 1722}
1749 1723
1750
1751/* Fires a misc (wand/rod/horn) object in 'dir'. 1724/* Fires a misc (wand/rod/horn) object in 'dir'.
1752 * Broken apart from 'fire' to keep it more readable. 1725 * Broken apart from 'fire' to keep it more readable.
1753 */ 1726 */
1754void 1727void
1755fire_misc_object (object *op, int dir) 1728fire_misc_object (object *op, int dir)
1773 1746
1774 if (item->type == WAND) 1747 if (item->type == WAND)
1775 { 1748 {
1776 if (item->stats.food <= 0) 1749 if (item->stats.food <= 0)
1777 { 1750 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1751 op->contr->play_sound (sound_find ("wand_poof"));
1779 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));
1780 1753
1781 return; 1754 return;
1782 } 1755 }
1783 } 1756 }
1784 else if (item->type == ROD || item->type == HORN) 1757 else if (item->type == ROD || item->type == HORN)
1785 { 1758 {
1786 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))
1787 { 1760 {
1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1761 op->contr->play_sound (sound_find ("wand_poof"));
1789 1762
1790 if (item->type == ROD) 1763 if (item->type == ROD)
1791 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));
1792 else 1765 else
1793 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));
1806 object *tmp; 1779 object *tmp;
1807 1780
1808 if (item->arch) 1781 if (item->arch)
1809 { 1782 {
1810 CLEAR_FLAG (item, FLAG_ANIMATE); 1783 CLEAR_FLAG (item, FLAG_ANIMATE);
1811 item->face = item->arch->clone.face; 1784 item->face = item->arch->face;
1812 item->set_speed (0); 1785 item->set_speed (0);
1813 } 1786 }
1814 1787
1815 if ((tmp = item->in_player ())) 1788 if ((tmp = item->in_player ()))
1816 esrv_update_item (UPD_ANIM, tmp, item); 1789 esrv_update_item (UPD_ANIM, tmp, item);
1821 } 1794 }
1822} 1795}
1823 1796
1824/* Received a fire command for the player - go and do it. 1797/* Received a fire command for the player - go and do it.
1825 */ 1798 */
1826void 1799bool
1827fire (object *op, int dir) 1800fire (object *op, int dir)
1828{ 1801{
1829 int spellcost = 0; 1802 int spellcost = 0;
1830 1803
1831 /* check for loss of invisiblity/hide */ 1804 /* check for loss of invisiblity/hide */
1835 player *pl = op->contr; 1808 player *pl = op->contr;
1836 1809
1837 if (pl->golem) 1810 if (pl->golem)
1838 { 1811 {
1839 control_golem (op->contr->golem, dir); 1812 control_golem (op->contr->golem, dir);
1840 return; 1813 return false;
1841 } 1814 }
1842 1815
1843 object *ob = pl->ranged_ob; 1816 object *ob = pl->ranged_ob;
1844 1817
1845 if (!ob) 1818 if (!ob)
1846 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;
1847 1828
1848 switch (ob->type) 1829 switch (ob->type)
1849 { 1830 {
1850 case BOW: 1831 case BOW:
1851 player_fire_bow (op, dir); 1832 player_fire_bow (op, dir);
1858 case BUILDER: 1839 case BUILDER:
1859 apply_map_builder (op, dir); 1840 apply_map_builder (op, dir);
1860 break; 1841 break;
1861 1842
1862 case SKILL: 1843 case SKILL:
1863 case SKILL_TOOL:
1864 do_skill (op, op, ob, dir, 0); 1844 do_skill (op, op, ob, dir, 0);
1865 break; 1845 break;
1866 1846
1867 default: 1847 default:
1868 fire_misc_object (op, dir); 1848 fire_misc_object (op, dir);
1869 break; 1849 break;
1870 } 1850 }
1851
1852 return true;
1871} 1853}
1872 1854
1873/* find_key 1855/* find_key
1874 * 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
1875 * and successfully use it, we return the key, otherwise NULL 1857 * and successfully use it, we return the key, otherwise NULL
1962 * 0 otherwise 1944 * 0 otherwise
1963 */ 1945 */
1964static int 1946static int
1965player_attack_door (object *op, object *door) 1947player_attack_door (object *op, object *door)
1966{ 1948{
1967 /* 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,
1968 * 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 -
1969 * otherwise, we fall through to the rest of the code. 1951 * otherwise, we fall through to the rest of the code.
1970 */ 1952 */
1971 object *key = find_key (op, op, door); 1953 object *key = find_key (op, op, door);
1972 1954
1973 /* IF we found a key, do some extra work */ 1955 /* If we found a key, do some extra work */
1974 if (key) 1956 if (key)
1975 { 1957 {
1976 object *container = key->env; 1958 object *container = key->env;
1977
1978 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1979 1959
1980 if (action_makes_visible (op)) 1960 if (action_makes_visible (op))
1981 make_visible (op); 1961 make_visible (op);
1982 1962
1983 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1963 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1985 1965
1986 if (door->type == DOOR) 1966 if (door->type == DOOR)
1987 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 */
1988 else if (door->type == LOCKED_DOOR) 1968 else if (door->type == LOCKED_DOOR)
1989 { 1969 {
1990 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);
1991 remove_door2 (door); /* remove door without violence ;-) */ 1971 remove_door2 (door); /* remove door without violence ;-) */
1992 } 1972 }
1993 1973
1994 /* Do this after we print the message */ 1974 /* Do this after we print the message */
1995 decrease_ob (key); /* Use up one of the keys */ 1975 decrease_ob (key); /* Use up one of the keys */
2000 return 1; /* Nothing more to do below */ 1980 return 1; /* Nothing more to do below */
2001 } 1981 }
2002 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2003 { 1983 {
2004 /* Might as well return now - no other way to open this */ 1984 /* Might as well return now - no other way to open this */
2005 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...");
2006 return 1; 1986 return 1;
2007 } 1987 }
2008 1988
2009 return 0; 1989 return 0;
2010} 1990}
2013 * It should keep the code cleaner. 1993 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1994 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1995 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1996 * going to try and move (not fire weapons).
2017 */ 1997 */
2018void 1998bool
2019move_player_attack (object *op, int dir) 1999move_player_attack (object *op, int dir)
2020{ 2000{
2021 object *tmp, *mon;
2022 int on_battleground; 2001 int on_battleground;
2023 maptile *m;
2024 2002
2025 sint16 nx = freearr_x[dir] + op->x; 2003 sint16 nx = freearr_x[dir] + op->x;
2026 sint16 ny = freearr_y[dir] + op->y; 2004 sint16 ny = freearr_y[dir] + op->y;
2027 2005
2028 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 }
2029 2016
2030 /* 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
2031 * 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
2032 * 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
2033 * player. This is a pretty nasty hack, because if we could 2020 * player. This is a pretty nasty hack, because if we could
2034 * 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
2035 * 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
2036 * 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
2037 * move_ob uses. 2024 * move_ob uses.
2038 */ 2025 */
2039 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2040 {
2041 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2042 {
2043 m = op->map->xy_find (nx, ny); 2026 maptile *m = op->map->xy_find (nx, ny);
2044 if (!m)
2045 return; /* Don't think this should happen */
2046 }
2047 else
2048 m = op->map;
2049 2027
2050 if (!(tmp = m->at (nx, ny).bot))
2051 return;
2052
2053 mon = 0;
2054 /* 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
2055 * 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.
2056 * 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
2057 * on the space 2031 * on the space
2058 */ 2032 */
2059 while (tmp) 2033 object *mon;
2060 { 2034 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2061 if (tmp == op) 2035 {
2062 { 2036 if ((mon->flag [FLAG_ALIVE]
2063 tmp = tmp->above; 2037 || mon->type == LOCKED_DOOR
2064 continue; 2038 || mon->flag [FLAG_CAN_ROLL])
2065 }
2066
2067 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2068 {
2069 mon = tmp; 2039 && mon != op)
2070 break; 2040 break;
2071 } 2041 }
2072 2042
2073 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2074 mon = tmp;
2075
2076 tmp = tmp->above;
2077 }
2078
2079 if (!mon) /* This happens anytime the player tries to move */ 2043 if (!mon) /* This happens anytime the player tries to move */
2080 return; /* into a wall */ 2044 return false; /* into a wall */
2081 2045
2082 if (mon->head)
2083 mon = mon->head; 2046 mon = mon->head_ ();
2084 2047
2085 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)
2086 if (player_attack_door (op, mon)) 2050 if (player_attack_door (op, mon))
2051 {
2052 --op->contr->weapon_sp_left;
2087 return; 2053 return true;
2054 }
2088 2055
2089 /* The following deals with possibly attacking peaceful 2056 /* The following deals with possibly attacking peaceful
2090 * or frienddly creatures. Basically, all players are considered 2057 * or friendly creatures. Basically, all players are considered
2091 * unaggressive. If the moving player has peaceful set, then the 2058 * unaggressive. If the moving player has peaceful set, then the
2092 * object should be pushed instead of attacked. It is assumed that 2059 * object should be pushed instead of attacked. It is assumed that
2093 * if you are braced, you will not attack friends accidently, 2060 * if you are braced, you will not attack friends accidently,
2094 * and thus will not push them. 2061 * and thus will not push them.
2095 */ 2062 */
2096 2063
2097 /* 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
2098 * peaceful. Our assumption is the creature is a pet if the 2065 * peaceful. Our assumption is the creature is a pet if the
2099 * player owns it and it is either friendly or unagressive. 2066 * player owns it and it is either friendly or unagressive.
2100 */ 2067 */
2101 if ((op->type == PLAYER) 2068 if (op->type == PLAYER
2102#if COZY_SERVER
2103 &&
2104 ((mon->owner && mon->owner->contr 2069 && ((mon->owner && mon->owner->contr
2105 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2070 && same_party (mon->owner->contr->party, op->contr->party))
2106#else
2107 && mon->owner == op 2071 || mon->owner == op)
2108#endif
2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2072 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2110 { 2073 {
2111 /* 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 */
2112 if (op->contr->braced) 2075 if (op->contr->braced)
2113 return; 2076 return false;
2114 2077
2115 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"));
2116 push_ob (mon, dir, op); 2083 push_ob (mon, dir, op);
2084
2117 if (op->contr->tmp_invis || op->hide) 2085 if (op->contr->tmp_invis || op->hide)
2118 make_visible (op); 2086 make_visible (op);
2119 2087
2120 return; 2088 return true;
2121 } 2089 }
2090 else
2091 return false;
2092 }
2122 2093
2123 /* in certain circumstances, you shouldn't attack friendly 2094 /* in certain circumstances, you shouldn't attack friendly
2124 * creatures. Note that if you are braced, you can't push 2095 * creatures. Note that if you are braced, you can't push
2125 * 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
2126 * attack them either. 2097 * attack them either.
2127 */ 2098 */
2128 if ((mon->type == PLAYER || mon->enemy != op) && 2099 if ((mon->type == PLAYER || mon->enemy != op)
2129 (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))
2130#ifdef PROHIBIT_PLAYERKILL
2131 (op->contr->peaceful 2101 && ((op->contr->peaceful
2132 || (mon->type == PLAYER 2102 || (mon->type == PLAYER && mon->contr->peaceful))
2133 && mon->contr->
2134 peaceful)) &&
2135#else
2136 op->contr->peaceful &&
2137#endif
2138 !on_battleground)) 2103 && !on_battleground))
2104 {
2105 if (op->speed_left > 0.f)
2139 { 2106 {
2107 --op->speed_left;
2108
2140 if (!op->contr->braced) 2109 if (!op->contr->braced)
2141 { 2110 {
2142 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2111 op->play_sound (sound_find ("push_player"));
2143 push_ob (mon, dir, op); 2112 push_ob (mon, dir, op);
2144 } 2113 }
2145 else 2114 else
2146 new_draw_info (0, 0, op, "You withhold your attack"); 2115 op->statusmsg ("You withhold your attack");
2147 2116
2148 if (op->contr->tmp_invis || op->hide) 2117 if (op->contr->tmp_invis || op->hide)
2149 make_visible (op); 2118 make_visible (op);
2150 }
2151 2119
2120 return true;
2121 }
2122 }
2152 /* If the object is a boulder or other rollable object, then 2123 /* If the object is a boulder or other rollable object, then
2153 * 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.
2154 */ 2125 */
2155 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)
2156 { 2129 {
2130 --op->speed_left;
2131
2157 recursive_roll (mon, dir, op); 2132 recursive_roll (mon, dir, op);
2158 if (action_makes_visible (op)) 2133 if (action_makes_visible (op))
2159 make_visible (op); 2134 make_visible (op);
2160 }
2161 2135
2136 return true;
2137 }
2138 }
2162 /* Any generic living creature. Including things like doors. 2139 /* Any generic living creature. Including things like doors.
2163 * 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
2164 * and be living. Then, it must be one of the following: 2141 * and be living. Then, it must be one of the following:
2165 * 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
2166 * 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.
2167 */ 2144 */
2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2145 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2169 ((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)))
2170 { 2147 {
2171 2148 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2172 /* If the player hasn't hit something this tick, and does
2173 * so, give them speed boost based on weapon speed. Doing
2174 * it here is better than process_players2, which basically
2175 * incurred a 1 tick offset.
2176 */
2177 if (!op->contr->has_hit)
2178 { 2149 {
2179 op->speed_left += op->speed / op->contr->weapon_sp; 2150 --op->contr->weapon_sp_left;
2180
2181 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2182 }
2183 2151
2184 skill_attack (mon, op, 0, 0, 0); 2152 skill_attack (mon, op, 0, 0, 0);
2185
2186 /* If attacking another player, that player gets automatic
2187 * hitback, and doesn't loose luck either.
2188 * Disable hitback on the battleground or if the target is
2189 * the wiz.
2190 */
2191 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2192 {
2193 short luck = mon->stats.luck;
2194
2195 mon->contr->has_hit = 1;
2196 skill_attack (op, mon, 0, 0, 0);
2197 mon->stats.luck = luck;
2198 }
2199 2153
2200 if (action_makes_visible (op)) 2154 if (action_makes_visible (op))
2201 make_visible (op); 2155 make_visible (op);
2202 }
2203 } /* if player should attack something */
2204}
2205 2156
2206int 2157 return true;
2158 }
2159 }
2160
2161 return false;
2162}
2163
2164bool
2207move_player (object *op, int dir) 2165move_player (object *op, int dir)
2208{ 2166{
2209 int pick; 2167 int pick;
2210 2168
2211 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2169 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2225 op->facing = dir; 2183 op->facing = dir;
2226 2184
2227 if (op->hide) 2185 if (op->hide)
2228 do_hidden_move (op); 2186 do_hidden_move (op);
2229 2187
2188 bool retval;
2189
2230 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2190 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2231 /*nop */ ; 2191 retval = RESULT_INT (0);
2232 else if (op->contr->fire_on) 2192 else if (op->contr->fire_on)
2233 fire (op, dir); 2193 retval = fire (op, dir);
2234 else 2194 else
2235 { 2195 {
2236 move_player_attack (op, dir); 2196 retval = move_player_attack (op, dir);
2237 pick = check_pick (op); 2197 pick = check_pick (op);
2238 } 2198 }
2239 2199
2240 /* 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
2241 * server can handle repeat firing. 2201 * server can handle repeat firing.
2248 /* Update how the player looks. Use the facing, so direction may 2208 /* Update how the player looks. Use the facing, so direction may
2249 * get reset to zero. This allows for full animation capabilities 2209 * get reset to zero. This allows for full animation capabilities
2250 * for players. 2210 * for players.
2251 */ 2211 */
2252 animate_object (op, op->facing); 2212 animate_object (op, op->facing);
2253 return 0; 2213
2214 return retval;
2254} 2215}
2255 2216
2256/* 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
2257 * new client/server stuff. 2218 * new client/server stuff.
2258 * 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
2259 * the new speed values for commands. 2220 * the new speed values for commands.
2260 * 2221 *
2261 * 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.
2262 */ 2225 */
2263int 2226bool
2264handle_newcs_player (object *op) 2227handle_newcs_player (object *op)
2265{ 2228{
2266 if (QUERY_FLAG (op, FLAG_SCARED)) 2229 if (QUERY_FLAG (op, FLAG_SCARED))
2267 { 2230 {
2268 flee_player (op); 2231 if (op->speed_left > 0.f)
2269 /* If player is still scared, that is his action for this tick */
2270 if (QUERY_FLAG (op, FLAG_SCARED))
2271 { 2232 {
2272 op->speed_left--; 2233 --op->speed_left;
2234 flee_player (op);
2235
2273 return 0; 2236 return true;
2274 } 2237 }
2238 else
2239 return false;
2275 } 2240 }
2276 2241
2277 /* 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
2278 * the players time has been increased when doericserver has been 2243 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2244 * called, so we recheck it here.
2280 */ 2245 */
2281 if (op->contr->ns->handle_command ()) 2246 if (op->contr->ns->handle_command ())
2282 return 1; 2247 return true;
2283 2248
2284 if (op->speed_left > 0)
2285 {
2286 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2249 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2287 {
2288 /* All move commands take 1 tick, at least for now */
2289 op->speed_left--;
2290
2291 /* Instead of all the stuff below, let move_player take care
2292 * of it. Also, some of the skill stuff is only put in
2293 * there, as well as the confusion stuff.
2294 */
2295 move_player (op, op->direction); 2250 return move_player (op, op->direction);
2296 2251
2297 return op->speed_left > 0;
2298 }
2299 }
2300
2301 return 0; 2252 return false;
2302} 2253}
2303 2254
2304int 2255int
2305save_life (object *op) 2256save_life (object *op)
2306{ 2257{
2308 return 0; 2259 return 0;
2309 2260
2310 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2261 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2311 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2262 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2312 { 2263 {
2313 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2264 op->play_sound (sound_find ("ob_evaporate"));
2314 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));
2315 2266
2316 if (op->contr) 2267 if (op->contr)
2317 esrv_del_item (op->contr, tmp->count); 2268 esrv_del_item (op->contr, tmp->count);
2318 2269
2338/* 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
2339 * 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
2340 * 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
2341 * from. 2292 * from.
2342 */ 2293 */
2343void 2294static void
2344remove_unpaid_objects (object *op, object *env) 2295drop_unpaid_items (object *op, object *env)
2345{ 2296{
2346 while (op) 2297 while (op)
2347 { 2298 {
2348 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' */
2349 2300
2353 esrv_del_item (env->contr, op->count); 2304 esrv_del_item (env->contr, op->count);
2354 2305
2355 op->insert_at (env); 2306 op->insert_at (env);
2356 } 2307 }
2357 else if (op->inv) 2308 else if (op->inv)
2358 remove_unpaid_objects (op->inv, env); 2309 drop_unpaid_items (op->inv, env);
2359 2310
2360 op = next; 2311 op = next;
2361 } 2312 }
2313}
2314
2315void
2316object::drop_unpaid_items ()
2317{
2318 if (!flag [FLAG_REMOVED])
2319 ::drop_unpaid_items (inv, this);
2362} 2320}
2363 2321
2364/* 2322/*
2365 * Returns pointer a static string containing gravestone text 2323 * Returns pointer a static string containing gravestone text
2366 * Moved from apply.c to player.c - player.c is what 2324 * Moved from apply.c to player.c - player.c is what
2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2419 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2462 else 2420 else
2463 { 2421 {
2464 gen_grace = op->stats.maxgrace; 2422 gen_grace = op->stats.maxgrace;
2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2423 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2466 }
2467
2468 /* Regenerate Spell Points */
2469 if (!op->contr->golem && --op->last_sp < 0)
2470 {
2471 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2472 if (op->stats.sp < op->stats.maxsp)
2473 {
2474 op->stats.sp++;
2475 /* dms do not consume food */
2476 if (!QUERY_FLAG (op, FLAG_WIZ))
2477 {
2478 op->stats.food--;
2479 if (op->contr->digestion < 0)
2480 op->stats.food += op->contr->digestion;
2481 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2482 op->stats.food = last_food;
2483 }
2484 }
2485
2486 if (max_sp > 1)
2487 {
2488 over_sp = (gen_sp + 10) / rate_sp;
2489 if (over_sp > 0)
2490 {
2491 if (op->stats.sp < op->stats.maxsp)
2492 {
2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2495 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2496 op->stats.sp--;
2497
2498 if (op->stats.sp > op->stats.maxsp)
2499 op->stats.sp = op->stats.maxsp;
2500 }
2501 op->last_sp = 0;
2502 }
2503 else
2504 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2505 }
2506 else
2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2508 } 2424 }
2509 2425
2510 /* Regenerate Grace */ 2426 /* Regenerate Grace */
2511 /* 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. */
2512 if (--op->last_grace < 0) 2428 if (--op->last_grace < 0)
2533 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);
2534 } 2450 }
2535 /* wearing stuff doesn't detract from grace generation. */ 2451 /* wearing stuff doesn't detract from grace generation. */
2536 } 2452 }
2537 2453
2454 if (op->stats.food > 0)
2455 {
2538 /* Regenerate Hit Points */ 2456 /* Regenerate Spell Points */
2539 if (--op->last_heal < 0) 2457 if (!op->contr->golem && --op->last_sp < 0)
2540 {
2541 if (op->stats.hp < op->stats.maxhp)
2542 { 2458 {
2543 op->stats.hp++; 2459 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2544 /* dms do not consume food */ 2460
2545 if (!QUERY_FLAG (op, FLAG_WIZ)) 2461 if (op->stats.sp < op->stats.maxsp)
2546 { 2462 {
2463 op->stats.sp++;
2464
2465 /* dms do not consume food */
2466 if (!QUERY_FLAG (op, FLAG_WIZ))
2467 {
2547 op->stats.food--; 2468 op->stats.food--;
2469
2548 if (op->contr->digestion < 0) 2470 if (op->contr->digestion < 0)
2549 op->stats.food += op->contr->digestion; 2471 op->stats.food += op->contr->digestion;
2550 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))
2551 op->stats.food = last_food; 2473 op->stats.food = last_food;
2474 }
2552 } 2475 }
2553 }
2554 2476
2555 if (max_hp > 1) 2477 if (max_sp > 1)
2556 {
2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2558 if (over_hp > 0)
2559 { 2478 {
2560 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
2561 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);
2562 } 2497 }
2563 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)
2564 { 2506 {
2565 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 }
2566 } 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);
2567 } 2532 }
2568 else 2533 else
2569 {
2570 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);
2571 } 2535 }
2572 } 2536 }
2573 2537
2574 /* Digestion */ 2538 /* Digestion */
2575 if (--op->last_eat < 0) 2539 if (--op->last_eat < 0)
2576 { 2540 {
2577#ifdef COZY_SERVER 2541 int bonus = max (0, op->contr->digestion),
2578 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2542 penalty = max (0, -op->contr->digestion);
2579 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2580#else
2581 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2582#endif
2583 2543
2584 if (op->contr->gen_hp > 0)
2585 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);
2586 else
2587 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2588 2545
2589 /* dms do not consume food */ 2546 /* dms do not consume food */
2590 if (!QUERY_FLAG (op, FLAG_WIZ)) 2547 if (!QUERY_FLAG (op, FLAG_WIZ))
2591 op->stats.food--; 2548 op->stats.food--;
2592 } 2549 }
2619 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.");
2620 manual_apply (op, flesh, 0); 2577 manual_apply (op, flesh, 0);
2621 } 2578 }
2622 } 2579 }
2623 2580
2624 while (op->stats.food < 0 && op->stats.hp >= 0) 2581 if (op->stats.food < 0)
2625 op->stats.food++, op->stats.hp--; 2582 {
2583 op->stats.hp += op->stats.food;
2584 op->stats.food = 0;
2585 }
2626 2586
2627 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2587 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2628 kill_player (op); 2588 kill_player (op);
2629 } 2589 }
2630} 2590}
2635 * file. 2595 * file.
2636 */ 2596 */
2637void 2597void
2638kill_player (object *op) 2598kill_player (object *op)
2639{ 2599{
2600 int x, y;
2640 char buf[MAX_BUF]; 2601 char buf[MAX_BUF];
2641 int x, y;
2642
2643 //int i;
2644 maptile *map; /* this is for resurrection */ 2602 maptile *map; /* this is for resurrection */
2645
2646 /* int z;
2647 int num_stats_lose;
2648 int lost_a_stat;
2649 int lose_this_stat;
2650 int this_stat; */
2651 int will_kill_again; 2603 int will_kill_again;
2652 archetype *at; 2604 archetype *at;
2653 object *tmp; 2605 object *tmp;
2654 2606
2655 if (save_life (op)) 2607 if (save_life (op))
2656 return; 2608 return;
2657
2658 2609
2659 /* 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
2660 * 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.
2661 * Look at op_on_battleground() for more info --AndreasV 2612 * Look at op_on_battleground() for more info --AndreasV
2662 */ 2613 */
2678 { 2629 {
2679 tmp->destroy (); 2630 tmp->destroy ();
2680 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2631 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2681 } 2632 }
2682 2633
2683 cure_disease (op, 0); /* remove any disease */ 2634 cure_disease (op, 0, 0); /* remove any disease */
2684 op->stats.hp = op->stats.maxhp; 2635 op->stats.hp = op->stats.maxhp;
2685 if (op->stats.food <= 0) 2636 if (op->stats.food <= 0)
2686 op->stats.food = 999; 2637 op->stats.food = 999;
2687 2638
2688 /* create a bodypart-trophy to make the winner happy */ 2639 /* create a bodypart-trophy to make the winner happy */
2689 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2640 if (object *tmp = arch_to_object (archetype::find ("finger")))
2690 { 2641 {
2691 sprintf (buf, "%s's finger", &op->name); 2642 tmp->name = format ("%s's finger" , &op->name);
2692 tmp->name = buf; 2643 tmp->name_pl = format ("%s's fingers", &op->name);
2693 sprintf (buf, " This finger has been cut off %s\n" 2644 tmp->msg = format (
2694 " 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",
2695 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2646 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2696 tmp->msg = buf; 2647 );
2697 tmp->value = 0, tmp->type = 0; 2648 tmp->value = 0, tmp->type = 0;
2698 tmp->materialname = "organics"; 2649 tmp->materialname = "organics";
2699 tmp->insert_at (op, tmp); 2650 tmp->insert_at (op, tmp);
2700 } 2651 }
2701 2652
2708 INVOKE_PLAYER (DEATH, op->contr); 2659 INVOKE_PLAYER (DEATH, op->contr);
2709 2660
2710 command_kill_pets (op, 0); 2661 command_kill_pets (op, 0);
2711 2662
2712 if (op->stats.food < 0) 2663 if (op->stats.food < 0)
2713 {
2714 sprintf (buf, "%s starved to death.", &op->name);
2715 strcpy (op->contr->killer, "starvation"); 2664 strcpy (op->contr->killer, "starvation");
2716 }
2717 else
2718 sprintf (buf, "%s died.", &op->name);
2719 2665
2720 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2666 op->contr->play_sound (sound_find ("player_dies"));
2721 2667
2722 /* save the map location for corpse, gravestone */ 2668 /* save the map location for corpse, gravestone */
2723 x = op->x; 2669 x = op->x;
2724 y = op->y; 2670 y = op->y;
2725 map = op->map; 2671 map = op->map;
2888 { 2834 {
2889 tmp->destroy (); 2835 tmp->destroy ();
2890 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2836 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2891 } 2837 }
2892 2838
2893 cure_disease (op, 0); /* remove any disease */ 2839 cure_disease (op, 0, 0); /* remove any disease */
2894 2840
2895 /*add_exp(op, (op->stats.exp * -0.20)); */ 2841 /*add_exp(op, (op->stats.exp * -0.20)); */
2896 apply_death_exp_penalty (op); 2842 apply_death_exp_penalty (op);
2897 if (op->stats.food < 100) 2843 if (op->stats.food < 100)
2898 op->stats.food = 900; 2844 op->stats.food = 900;
2902 2848
2903 /* 2849 /*
2904 * 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
2905 * and put them back in the map. 2851 * and put them back in the map.
2906 */ 2852 */
2907 remove_unpaid_objects (op->inv, op); 2853 op->drop_unpaid_items ();
2908 2854
2909 /****************************************/ 2855 /****************************************/
2910 /* */ 2856 /* */
2911 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
2912 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
2932 object *force; 2878 object *force;
2933 int at; 2879 int at;
2934 2880
2935 force = get_archetype (FORCE_NAME); 2881 force = get_archetype (FORCE_NAME);
2936 /* 50 ticks should be enough time for the spell to abate */ 2882 /* 50 ticks should be enough time for the spell to abate */
2937 force->speed = 0.1; 2883 force->speed = 0.1f;
2938 force->speed_left = -5.0; 2884 force->speed_left = -5.f;
2939 SET_FLAG (force, FLAG_APPLIED); 2885 SET_FLAG (force, FLAG_APPLIED);
2940 for (at = 0; at < NROFATTACKS; at++) 2886 for (at = 0; at < NROFATTACKS; at++)
2941 if (will_kill_again & (1 << at)) 2887 if (will_kill_again & (1 << at))
2942 force->resist[at] = 100; 2888 force->resist[at] = 100;
2943 2889
3052void 2998void
3053make_visible (object *op) 2999make_visible (object *op)
3054{ 3000{
3055 op->hide = 0; 3001 op->hide = 0;
3056 op->invisible = 0; 3002 op->invisible = 0;
3003
3057 if (op->type == PLAYER) 3004 if (op->type == PLAYER)
3058 { 3005 {
3059 op->contr->tmp_invis = 0; 3006 op->contr->tmp_invis = 0;
3060 op->contr->invis_race = 0; 3007 op->contr->invis_race = 0;
3061 } 3008 }
3064} 3011}
3065 3012
3066int 3013int
3067is_true_undead (object *op) 3014is_true_undead (object *op)
3068{ 3015{
3069 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3016 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3070 return 1; 3017 return 1;
3071 3018
3072 return 0; 3019 return 0;
3073} 3020}
3074 3021
3075/* look at the surrounding terrain to determine 3022/* look at the surrounding terrain to determine
3076 * the hideability of this object. Positive levels 3023 * the hideability of this object. Positive levels
3077 * indicate greater hideability. 3024 * indicate greater hideability.
3078 */ 3025 */
3079
3080int 3026int
3081hideability (object *ob) 3027hideability (object *ob)
3082{ 3028{
3083 int i, level = 0, mflag; 3029 int i, level = 0, mflag;
3084 sint16 x, y; 3030 sint16 x, y;
3118/* For Hidden creatures - a chance of becoming 'unhidden' 3064/* For Hidden creatures - a chance of becoming 'unhidden'
3119 * every time they move - as we subtract off 'invisibility' 3065 * every time they move - as we subtract off 'invisibility'
3120 * AND, for players, if they move into a ridiculously unhideable 3066 * AND, for players, if they move into a ridiculously unhideable
3121 * spot (surrounded by clear terrain in broad daylight). -b.t. 3067 * spot (surrounded by clear terrain in broad daylight). -b.t.
3122 */ 3068 */
3123
3124void 3069void
3125do_hidden_move (object *op) 3070do_hidden_move (object *op)
3126{ 3071{
3127 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3072 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3128 object *skop; 3073 object *skop;
3210 * object op. This function works fine for monsters, 3155 * object op. This function works fine for monsters,
3211 * 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
3212 * a pile (say a coin under a table would return "viewable" 3157 * a pile (say a coin under a table would return "viewable"
3213 * by this routine). Another question, should we be 3158 * by this routine). Another question, should we be
3214 * concerned with the direction the player is looking 3159 * concerned with the direction the player is looking
3215 * in? Realistically, most of use cant see stuff behind 3160 * in? Realistically, most of us can't see stuff behind
3216 * our backs...on the other hand, does the "facing" direction 3161 * our backs...on the other hand, does the "facing" direction
3217 * imply the way your head, or body is facing? Its possible 3162 * imply the way your head, or body is facing? It's possible
3218 * 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.
3219 * -b.t. 3164 * -b.t.
3220 * This function is now map tiling safe. 3165 * This function is now map tiling safe.
3221 */ 3166 */
3222
3223int 3167int
3224player_can_view (object *pl, object *op) 3168player_can_view (object *pl, object *op)
3225{ 3169{
3226 rv_vector rv; 3170 rv_vector rv;
3227 int dx, dy; 3171 int dx, dy;
3239 3183
3240 get_rangevector (pl, op, &rv, 0x1); 3184 get_rangevector (pl, op, &rv, 0x1);
3241 3185
3242 /* starting with the 'head' part, lets loop 3186 /* starting with the 'head' part, lets loop
3243 * through the object and find if it has any 3187 * through the object and find if it has any
3244 * part that is in the los array but isnt on 3188 * part that is in the los array but isn't on
3245 * a blocked los square. 3189 * a blocked los square.
3246 * we use the archetype to figure out offsets. 3190 * we use the archetype to figure out offsets.
3247 */ 3191 */
3248 while (op) 3192 while (op)
3249 { 3193 {
3250 dx = rv.distance_x + op->arch->clone.x; 3194 dx = rv.distance_x + op->arch->x;
3251 dy = rv.distance_y + op->arch->clone.y; 3195 dy = rv.distance_y + op->arch->y;
3252 3196
3253 /* only the viewable area the player sees is updated by LOS 3197 /* only the viewable area the player sees is updated by LOS
3254 * 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
3255 * for any meaningful values. 3199 * for any meaningful values.
3256 */ 3200 */
3257 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3201 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3258 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3202 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3259 !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)])
3260 return 1; 3204 return 1;
3205
3261 op = op->more; 3206 op = op->more;
3262 } 3207 }
3208
3263 return 0; 3209 return 0;
3264} 3210}
3265 3211
3266/* routine for both players and monsters. We call this when 3212/* routine for both players and monsters. We call this when
3267 * there is a possibility for our action distrubing our hiding 3213 * there is a possibility for our action distrubing our hiding
3270 * return 0. 3216 * return 0.
3271 */ 3217 */
3272int 3218int
3273action_makes_visible (object *op) 3219action_makes_visible (object *op)
3274{ 3220{
3275
3276 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3221 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3277 { 3222 {
3278 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3223 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3279 return 0; 3224 return 0;
3280 3225
3286 { 3231 {
3287 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");
3288 return 1; 3233 return 1;
3289 } 3234 }
3290 } 3235 }
3236
3291 return 0; 3237 return 0;
3292} 3238}
3293 3239
3294/* op_on_battleground - checks if the given object op (usually 3240/* op_on_battleground - checks if the given object op (usually
3295 * a player) is standing on a valid battleground-tile, 3241 * a player) is standing on a valid battleground-tile,
3300 * 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
3301 */ 3247 */
3302int 3248int
3303op_on_battleground (object *op, int *x, int *y) 3249op_on_battleground (object *op, int *x, int *y)
3304{ 3250{
3305 object *tmp;
3306
3307 /* A battleground-tile needs the following attributes to be valid: 3251 /* A battleground-tile needs the following attributes to be valid:
3308 * 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),
3309 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3253 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3310 * and the exit-coordinates sp/hp must both be > 0. 3254 * and the exit-coordinates sp/hp must both be > 0.
3311 * => The intention here is to prevent abuse of the battleground- 3255 * => The intention here is to prevent abuse of the battleground-
3312 * feature (like pickable or hidden battleground tiles). */ 3256 * feature (like pickable or hidden battleground tiles). */
3313 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3257 for (object *tmp = op->below; tmp; tmp = tmp->below)
3314 { 3258 {
3315 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3259 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3316 { 3260 {
3317 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3261 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3318 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))
3319 { 3265 {
3320 /*before we assign the exit, check if this is a teambattle */ 3266 /* before we assign the exit, check if this is a teambattle */
3321 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))
3322 { 3268 {
3323 object *invtmp;
3324
3325 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3269 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3326 { 3270 {
3327 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3271 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3328 { 3272 {
3329 if (x != NULL && y != NULL) 3273 if (x && y)
3330 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3274 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3275
3331 return 1; 3276 return 1;
3332 } 3277 }
3333 } 3278 }
3334 } 3279 }
3280
3335 if (x != NULL && y != NULL) 3281 if (x && y)
3336 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3282 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3283
3337 return 1; 3284 return 1;
3338 } 3285 }
3339 } 3286 }
3340 } 3287 }
3288
3341 /* If we got here, did not find a battleground */ 3289 /* If we got here, did not find a battleground */
3342 return 0; 3290 return 0;
3343} 3291}
3344 3292
3345/* 3293/*
3361 char buf[MAX_BUF]; /* tmp. string buffer */ 3309 char buf[MAX_BUF]; /* tmp. string buffer */
3362 int i = 0, j = 0; 3310 int i = 0, j = 0;
3363 3311
3364 /* get the appropriate treasurelist */ 3312 /* get the appropriate treasurelist */
3365 if (atnr == ATNR_FIRE) 3313 if (atnr == ATNR_FIRE)
3366 trlist = treasurelist::find ("dragon_ability_fire"); 3314 trlist = treasurelist::find (shstr_dragon_ability_fire);
3367 else if (atnr == ATNR_COLD) 3315 else if (atnr == ATNR_COLD)
3368 trlist = treasurelist::find ("dragon_ability_cold"); 3316 trlist = treasurelist::find (shstr_dragon_ability_cold);
3369 else if (atnr == ATNR_ELECTRICITY) 3317 else if (atnr == ATNR_ELECTRICITY)
3370 trlist = treasurelist::find ("dragon_ability_elec"); 3318 trlist = treasurelist::find (shstr_dragon_ability_elec);
3371 else if (atnr == ATNR_POISON) 3319 else if (atnr == ATNR_POISON)
3372 trlist = treasurelist::find ("dragon_ability_poison"); 3320 trlist = treasurelist::find (shstr_dragon_ability_poison);
3373 3321
3374 if (trlist == NULL || who->type != PLAYER) 3322 if (trlist == NULL || who->type != PLAYER)
3375 return; 3323 return;
3376 3324
3377 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++);
3381 /* 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]); */
3382 return; 3330 return;
3383 } 3331 }
3384 3332
3385 /* everything seems okay - now bring on the gift: */ 3333 /* everything seems okay - now bring on the gift: */
3386 item = &(tr->item->clone); 3334 item = tr->item;
3387 3335
3388 if (item->type == SPELL) 3336 if (item->type == SPELL)
3389 { 3337 {
3390 if (check_spell_known (who, item->name)) 3338 if (check_spell_known (who, item->name))
3391 return; 3339 return;
3450 { 3398 {
3451 /* forces in the treasurelist can alter the player's stats */ 3399 /* forces in the treasurelist can alter the player's stats */
3452 object *skin; 3400 object *skin;
3453 3401
3454 /* first get the dragon skin force */ 3402 /* first get the dragon skin force */
3455 shstr_cmp dragon_skin_force ("dragon_skin_force");
3456 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)
3457 ; 3404 ;
3458 3405
3459 if (!skin) 3406 if (!skin)
3460 return; 3407 return;
3461 3408
3537 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))
3538 return 0; 3485 return 0;
3539 3486
3540 return 100 - blocked_los [x][y]; 3487 return 100 - blocked_los [x][y];
3541} 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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