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Comparing deliantra/server/server/player.C (file contents):
Revision 1.137 by root, Thu May 17 14:14:55 2007 UTC vs.
Revision 1.174 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>
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
150} 149}
151 150
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
156}
157
158/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
159static void 152static void
160set_first_map (object *op) 153set_first_map (object *op)
161{ 154{
162 op->contr->maplevel = first_map_path; 155 op->contr->maplevel = first_map_path;
163 op->x = -1; 156 op->x = -1;
164 op->y = -1; 157 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178} 158}
179 159
180void 160void
181player::activate () 161player::activate ()
182{ 162{
187 ob->remove (); 167 ob->remove ();
188 ob->map = 0; 168 ob->map = 0;
189 ob->activate_recursive (); 169 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob); 171 add_friendly_object (ob);
192 enter_map ();
193} 172}
194 173
195void 174void
196player::deactivate () 175player::deactivate ()
197{ 176{
204 183
205 if (ob->map) 184 if (ob->map)
206 maplevel = ob->map->path; 185 maplevel = ob->map->path;
207 186
208 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
209 ob->map = 0; 189 ob->map = 0;
210 party = 0; 190 party = 0;
211 191
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213 193
227 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
228 208
229 ns->update_look = 0; 209 ns->update_look = 0;
230 ns->look_position = 0; 210 ns->look_position = 0;
231 211
232 clear_los (ob); 212 clear_los (this);
233 213
234 ns->reset_stats (); 214 ns->reset_stats ();
235 215
236 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
239 219
240 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
241 link_player_skills (ob); 221 link_player_skills (ob);
242 222
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244 224
245 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
246 226
247 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
249 { 229 {
250 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
251 231
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
258 abil = tmp; 235 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
260 skin = tmp; 237 skin = tmp;
261 238
262 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
263 } 240 }
264 241
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266 243
267 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
245
246 ob->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;
268 304
269 for (object *op = ob->inv; op; op = op->below) 305 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED]) 306 if (op->flag [FLAG_APPLIED])
271 switch (op->type) 307 switch (op->type)
272 { 308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
273 case WAND: 313 case WAND:
274 case ROD: 314 case ROD:
275 case HORN: 315 case HORN:
276 case BOW: 316 case BOW:
277 case SKILL: 317 ranged_ob = op;
278 case SKILL_TOOL: 318 break;
319
279 case WEAPON: 320 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY); 321 combat_ob = op;
281 apply_special (ob, op, AP_APPLY);
282 break; 322 break;
283 } 323 }
284 324
285 ob->update_stats (); 325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
286 ns->floorbox_update ();
287
288 esrv_send_inventory (ob, ob);
289 esrv_add_spells (this, 0);
290
291 activate ();
292
293 send_rules (ob);
294 send_news (ob);
295 display_motd (ob);
296
297 INVOKE_PLAYER (CONNECT, this);
298 INVOKE_PLAYER (LOGIN, this);
299} 326}
300 327
301void 328void
302player::disconnect ()
303{
304 if (ns)
305 {
306 if (active)
307 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
308
309 INVOKE_PLAYER (DISCONNECT, this);
310
311 ns->reset_stats ();
312 ns->pl = 0;
313 ns = 0;
314 }
315
316 if (ob)
317 ob->close_container (); //TODO: client-specific
318
319 deactivate ();
320}
321
322// the need for this function can be explained
323// by load_object not returning the object
324void
325player::set_object (object *op) 329player::set_observe (object *op)
326{ 330{
327 ob = op; 331 observe = op ? op : ob;
328 ob->contr = this; /* this aren't yet in archetype */ 332 do_los = 1;
329
330 ob->speed_left = 0.5f;
331 ob->speed = 1.0f;
332 ob->direction = 5; /* So player faces south */
333} 333}
334 334
335player::player () 335player::player ()
336{ 336{
337 /* There are some elements we want initialised to non zero value - 337 /* There are some elements we want initialised to non zero value -
348 petmode = pet_normal; 348 petmode = pet_normal;
349 listening = 10; 349 listening = 10;
350 usekeys = containers; 350 usekeys = containers;
351 peaceful = 1; /* default peaceful */ 351 peaceful = 1; /* default peaceful */
352 do_los = 1; 352 do_los = 1;
353
354 weapon_sp = 1.0f;
355 weapon_sp_left = 0.5f;
353} 356}
354 357
355void 358void
356player::do_destroy () 359player::do_destroy ()
357{ 360{
362 if (ob) 365 if (ob)
363 { 366 {
364 ob->destroy_inv (false); 367 ob->destroy_inv (false);
365 ob->destroy (); 368 ob->destroy ();
366 } 369 }
370
371 ob = observe = 0;
367} 372}
368 373
369player::~player () 374player::~player ()
370{ 375{
371 /* Clear item stack */ 376 /* Clear item stack */
398 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
399 */ 404 */
400archetype * 405archetype *
401get_player_archetype (archetype *at) 406get_player_archetype (archetype *at)
402{ 407{
403 archetype *start = at; 408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
404 409
405 for (;;) 410 for (;;)
406 { 411 {
407 if (at == NULL || at->next == NULL) 412 if (++i == archetypes.end ())
408 at = first_archetype; 413 i = archetypes.begin ();
409 else 414 else if (*i == at)
410 at = at->next; 415 cleanup ("not a single player archetype found");
411 416
412 if (at->clone.type == PLAYER) 417 if ((*i)->type == PLAYER)
413 return at; 418 return *i;
414
415 if (at == start)
416 {
417 LOG (llevError, "No Player archetypes\n");
418 exit (-1);
419 }
420 } 419 }
421} 420}
422 421
423object * 422object *
424get_nearest_player (object *mon) 423get_nearest_player (object *mon)
428 unsigned lastdist; 427 unsigned lastdist;
429 rv_vector rv; 428 rv_vector rv;
430 429
431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 { 431 {
433 /* We should not find free objects on this friendly list, but it
434 * does periodically happen. Given that, lets deal with it.
435 * While unlikely, it is possible the next object on the friendly
436 * list is also free, so encapsulate this in a while loop.
437 */
438 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
439 {
440 object *tmp = ol->ob;
441
442 /* Can't do much more other than log the fact, because the object
443 * itself will have been cleared.
444 */
445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
447 ol = ol->next;
448 remove_friendly_object (tmp);
449 if (!ol)
450 return op;
451 }
452
453 /* Remove special check for player from this. First, it looks to cause
454 * some crashes (ol->ob->contr not set properly?), but secondly, a more
455 * complicated method of state checking would be needed in any case -
456 * as it was, a clever player could type quit, and the function would
457 * skip them over while waiting for confirmation. Remove
458 * on_same_map check, as can_detect_enemy also does this
459 */
460 if (!can_detect_enemy (mon, ol->ob, &rv)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
461 continue; 433 continue;
462 434
463 if (lastdist > rv.distance) 435 if (lastdist > rv.distance)
464 { 436 {
914 if (*first_map_ext_path) 886 if (*first_map_ext_path)
915 { 887 {
916 object *tmp; 888 object *tmp;
917 char mapname[MAX_BUF]; 889 char mapname[MAX_BUF];
918 890
919 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);
920 tmp = object::create (); 892 tmp = object::create ();
921 EXIT_PATH (tmp) = mapname; 893 EXIT_PATH (tmp) = mapname;
922 EXIT_X (tmp) = ob->x; 894 EXIT_X (tmp) = ob->x;
923 EXIT_Y (tmp) = ob->y; 895 EXIT_Y (tmp) = ob->y;
924 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;
943 int x = ob->x, y = ob->y; 915 int x = ob->x, y = ob->y;
944 916
945 ob->remove_statbonus (); 917 ob->remove_statbonus ();
946 ob->remove (); 918 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch); 919 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob); 920 ob->arch->copy_to (ob);
949 ob->instantiate (); 921 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats; 922 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name; 923 ob->name = ob->name_pl = name;
952 ob->x = x; 924 ob->x = x;
953 ob->y = y; 925 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */ 926 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0); 927 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name); 928 assign (ob->contr->title, ob->arch->object::name);
957 ob->add_statbonus (); 929 ob->add_statbonus ();
958 } 930 }
959 while (!allowed_class (ob)); 931 while (!allowed_class (ob));
960 932
961 update_object (ob, UP_OBJ_FACE); 933 update_object (ob, UP_OBJ_FACE);
1106 if (tmp->name != NULL) 1078 if (tmp->name != NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1079 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1080 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 else 1081 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1082 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1083 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 1084
1113 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1085 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 } 1086 }
1115 1087
1116 /* philosophy: 1088 /* philosophy:
1191 pick_up (op, tmp); 1163 pick_up (op, tmp);
1192 continue; 1164 continue;
1193 } 1165 }
1194 1166
1195 if (op->contr->mode & PU_READABLES) 1167 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL) 1168 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1197 { 1169 {
1198 pick_up (op, tmp); 1170 pick_up (op, tmp);
1199 continue; 1171 continue;
1200 } 1172 }
1201 1173
1309 /* careful: chairs and tables are weapons! */ 1281 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON) 1282 if (op->contr->mode & PU_ALLWEAPON)
1311 { 1283 {
1312 if (tmp->type == WEAPON && tmp->name != NULL) 1284 if (tmp->type == WEAPON && tmp->name != NULL)
1313 { 1285 {
1314 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 &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1287 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1316 { 1288 {
1317 pick_up (op, tmp); 1289 pick_up (op, tmp);
1318 continue; 1290 continue;
1319 } 1291 }
1320 } 1292 }
1321 1293
1322 if (tmp->type == WEAPON && tmp->name == NULL) 1294 if (tmp->type == WEAPON && tmp->name == NULL)
1323 { 1295 {
1324 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)
1325 { 1297 {
1326 pick_up (op, tmp); 1298 pick_up (op, tmp);
1327 continue; 1299 continue;
1328 } 1300 }
1329 } 1301 }
1354 if (tmp->name != NULL) 1326 if (tmp->name != NULL)
1355 { 1327 {
1356 fprintf (stderr, "%s", tmp->name); 1328 fprintf (stderr, "%s", tmp->name);
1357 } 1329 }
1358 else 1330 else
1359 fprintf (stderr, "%s", tmp->arch->name); 1331 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1332 fprintf (stderr, ",%d] = ", tmp->type);
1361 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))));
1362#endif 1334#endif
1363 continue; 1335 continue;
1364 } 1336 }
1379{ 1351{
1380 object *tmp = 0; 1352 object *tmp = 0;
1381 1353
1382 for (op = op->inv; op; op = op->below) 1354 for (op = op->inv; op; op = op->below)
1383 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))
1384 tmp = find_arrow (op, type); 1356 tmp = find_arrow (splay (op), type);
1385 else if (op->type == ARROW && op->race == type) 1357 else if (op->type == ARROW && op->race == type)
1386 return op; 1358 return splay (op);
1387 1359
1388 return tmp; 1360 return tmp;
1389} 1361}
1390 1362
1391/* 1363/*
1434 else 1406 else
1435 { 1407 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1408 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1409 {
1438 attacktype = 1 << attacknum; 1410 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1411 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 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)
1441 { 1413 {
1442 tmp = arrow; 1414 tmp = arrow;
1443 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;
1444 } 1416 }
1445 } 1417 }
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1418 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1419 {
1448 tmp = arrow; 1420 tmp = arrow;
1632 arrow->stats.grace = arrow->attacktype; 1604 arrow->stats.grace = arrow->attacktype;
1633 1605
1634 if (arrow->slaying) 1606 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying); 1607 arrow->spellarg = strdup (arrow->slaying);
1636 1608
1609#if 0
1637 if (player *pl = op->contr) 1610 if (player *pl = op->contr)
1638 { 1611 {
1639 if (!pl->has_hit)
1640 {
1641 pl->has_hit = 1;
1642 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1643 }
1644#if 0
1645 float speed = pl->weapon_sp; 1612 float speed = pl->weapon_sp;
1646 1613
1647 /* penalize ROF for bestarrow */ 1614 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow) 1615 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f; 1616 speed *= .9f;
1650 else 1617 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1618 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652 1619
1653 op->speed_left += speed - op->speed; 1620 op->speed_left += speed - op->speed;
1621 }
1654#endif 1622#endif
1655 }
1656 1623
1657 SET_ANIMATION (arrow, arrow->direction); 1624 SET_ANIMATION (arrow, arrow->direction);
1658 1625
1659 /* update the speed */ 1626 /* update the speed */
1660 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
1661 + bow->stats.dam / 7.0; 1628 + bow->stats.dam / 7.f;
1662 1629
1663 arrow->set_speed (max (arrow->speed, 2.0)); 1630 arrow->set_speed (max (arrow->speed, 2.f));
1664 arrow->speed_left = 0; 1631 arrow->speed_left = 0;
1665 1632
1666 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;
1667 1634
1668 if (op->type == PLAYER) 1635 if (op->type == PLAYER)
1691 1658
1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1659 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1693 arrow->move_type = MOVE_FLY_LOW; 1660 arrow->move_type = MOVE_FLY_LOW;
1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1661 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1695 1662
1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1663 op->play_sound (sound_find ("fire_arrow"));
1697 m->insert (arrow, sx, sy, op); 1664 m->insert (arrow, sx, sy, op);
1698 1665
1699 if (!arrow->destroyed ()) 1666 if (!arrow->destroyed ())
1700 move_arrow (arrow); 1667 move_arrow (arrow);
1701 1668
1779 1746
1780 if (item->type == WAND) 1747 if (item->type == WAND)
1781 { 1748 {
1782 if (item->stats.food <= 0) 1749 if (item->stats.food <= 0)
1783 { 1750 {
1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1751 op->contr->play_sound (sound_find ("wand_poof"));
1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1752 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786 1753
1787 return; 1754 return;
1788 } 1755 }
1789 } 1756 }
1790 else if (item->type == ROD || item->type == HORN) 1757 else if (item->type == ROD || item->type == HORN)
1791 { 1758 {
1792 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))
1793 { 1760 {
1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1761 op->contr->play_sound (sound_find ("wand_poof"));
1795 1762
1796 if (item->type == ROD) 1763 if (item->type == ROD)
1797 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1765 else
1799 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));
1812 object *tmp; 1779 object *tmp;
1813 1780
1814 if (item->arch) 1781 if (item->arch)
1815 { 1782 {
1816 CLEAR_FLAG (item, FLAG_ANIMATE); 1783 CLEAR_FLAG (item, FLAG_ANIMATE);
1817 item->face = item->arch->clone.face; 1784 item->face = item->arch->face;
1818 item->set_speed (0); 1785 item->set_speed (0);
1819 } 1786 }
1820 1787
1821 if ((tmp = item->in_player ())) 1788 if ((tmp = item->in_player ()))
1822 esrv_update_item (UPD_ANIM, tmp, item); 1789 esrv_update_item (UPD_ANIM, tmp, item);
1827 } 1794 }
1828} 1795}
1829 1796
1830/* Received a fire command for the player - go and do it. 1797/* Received a fire command for the player - go and do it.
1831 */ 1798 */
1832void 1799bool
1833fire (object *op, int dir) 1800fire (object *op, int dir)
1834{ 1801{
1835 int spellcost = 0; 1802 int spellcost = 0;
1836 1803
1837 /* check for loss of invisiblity/hide */ 1804 /* check for loss of invisiblity/hide */
1841 player *pl = op->contr; 1808 player *pl = op->contr;
1842 1809
1843 if (pl->golem) 1810 if (pl->golem)
1844 { 1811 {
1845 control_golem (op->contr->golem, dir); 1812 control_golem (op->contr->golem, dir);
1846 return; 1813 return false;
1847 } 1814 }
1848 1815
1849 object *ob = pl->ranged_ob; 1816 object *ob = pl->ranged_ob;
1850 1817
1851 if (!ob) 1818 if (!ob)
1852 return; 1819 return false;
1853 1820
1854 if (!op->change_weapon (ob)) 1821 if (!op->change_weapon (ob))
1855 return; 1822 return false;
1823
1824 if (op->speed_left > 0.f)
1825 --op->speed_left;
1826 else
1827 return false;
1856 1828
1857 switch (ob->type) 1829 switch (ob->type)
1858 { 1830 {
1859 case BOW: 1831 case BOW:
1860 player_fire_bow (op, dir); 1832 player_fire_bow (op, dir);
1874 1846
1875 default: 1847 default:
1876 fire_misc_object (op, dir); 1848 fire_misc_object (op, dir);
1877 break; 1849 break;
1878 } 1850 }
1851
1852 return true;
1879} 1853}
1880 1854
1881/* find_key 1855/* find_key
1882 * 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
1883 * and successfully use it, we return the key, otherwise NULL 1857 * and successfully use it, we return the key, otherwise NULL
1970 * 0 otherwise 1944 * 0 otherwise
1971 */ 1945 */
1972static int 1946static int
1973player_attack_door (object *op, object *door) 1947player_attack_door (object *op, object *door)
1974{ 1948{
1975 /* 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,
1976 * 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 -
1977 * otherwise, we fall through to the rest of the code. 1951 * otherwise, we fall through to the rest of the code.
1978 */ 1952 */
1979 object *key = find_key (op, op, door); 1953 object *key = find_key (op, op, door);
1980 1954
1981 /* IF we found a key, do some extra work */ 1955 /* If we found a key, do some extra work */
1982 if (key) 1956 if (key)
1983 { 1957 {
1984 object *container = key->env; 1958 object *container = key->env;
1985
1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987 1959
1988 if (action_makes_visible (op)) 1960 if (action_makes_visible (op))
1989 make_visible (op); 1961 make_visible (op);
1990 1962
1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1963 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1993 1965
1994 if (door->type == DOOR) 1966 if (door->type == DOOR)
1995 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 */
1996 else if (door->type == LOCKED_DOOR) 1968 else if (door->type == LOCKED_DOOR)
1997 { 1969 {
1998 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);
1999 remove_door2 (door); /* remove door without violence ;-) */ 1971 remove_door2 (door); /* remove door without violence ;-) */
2000 } 1972 }
2001 1973
2002 /* Do this after we print the message */ 1974 /* Do this after we print the message */
2003 decrease_ob (key); /* Use up one of the keys */ 1975 decrease_ob (key); /* Use up one of the keys */
2008 return 1; /* Nothing more to do below */ 1980 return 1; /* Nothing more to do below */
2009 } 1981 }
2010 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2011 { 1983 {
2012 /* Might as well return now - no other way to open this */ 1984 /* Might as well return now - no other way to open this */
2013 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...");
2014 return 1; 1986 return 1;
2015 } 1987 }
2016 1988
2017 return 0; 1989 return 0;
2018} 1990}
2021 * It should keep the code cleaner. 1993 * It should keep the code cleaner.
2022 * When this is called, the players direction has been updated 1994 * When this is called, the players direction has been updated
2023 * (taking into account confusion.) The player is also actually 1995 * (taking into account confusion.) The player is also actually
2024 * going to try and move (not fire weapons). 1996 * going to try and move (not fire weapons).
2025 */ 1997 */
2026void 1998bool
2027move_player_attack (object *op, int dir) 1999move_player_attack (object *op, int dir)
2028{ 2000{
2029 object *tmp, *mon;
2030 int on_battleground; 2001 int on_battleground;
2031 maptile *m;
2032 2002
2033 sint16 nx = freearr_x[dir] + op->x; 2003 sint16 nx = freearr_x[dir] + op->x;
2034 sint16 ny = freearr_y[dir] + op->y; 2004 sint16 ny = freearr_y[dir] + op->y;
2035 2005
2036 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 }
2037 2016
2038 /* 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
2039 * 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
2040 * 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
2041 * player. This is a pretty nasty hack, because if we could 2020 * player. This is a pretty nasty hack, because if we could
2042 * move to some space, it then means that if we are braced, we should 2021 * move to some space, it then means that if we are braced, we should
2043 * do nothing at all. As it is, if we are braced, we go through 2022 * do nothing at all. As it is, if we are braced, we go through
2044 * quite a bit of processing. However, it probably is less than what 2023 * quite a bit of processing. However, it probably is less than what
2045 * move_ob uses. 2024 * move_ob uses.
2046 */ 2025 */
2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2048 {
2049 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2050 {
2051 m = op->map->xy_find (nx, ny); 2026 maptile *m = op->map->xy_find (nx, ny);
2052 if (!m)
2053 return; /* Don't think this should happen */
2054 }
2055 else
2056 m = op->map;
2057 2027
2058 if (!(tmp = m->at (nx, ny).bot))
2059 return;
2060
2061 mon = 0;
2062 /* Go through all the objects, and find ones of interest. Only stop if 2028 /* Go through all the objects, and find ones of interest. Only stop if
2063 * we find a monster - that is something we know we want to attack. 2029 * we find a monster - that is something we know we want to attack.
2064 * if its a door or barrel (can roll) see if there may be monsters 2030 * if its a door or barrel (can roll) see if there may be monsters
2065 * on the space 2031 * on the space
2066 */ 2032 */
2067 while (tmp) 2033 object *mon;
2068 { 2034 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2069 if (tmp == op) 2035 {
2070 { 2036 if ((mon->flag [FLAG_ALIVE]
2071 tmp = tmp->above; 2037 || mon->type == LOCKED_DOOR
2072 continue; 2038 || mon->flag [FLAG_CAN_ROLL])
2073 }
2074
2075 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2076 {
2077 mon = tmp; 2039 && mon != op)
2078 break; 2040 break;
2079 } 2041 }
2080 2042
2081 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2082 mon = tmp;
2083
2084 tmp = tmp->above;
2085 }
2086
2087 if (!mon) /* This happens anytime the player tries to move */ 2043 if (!mon) /* This happens anytime the player tries to move */
2088 return; /* into a wall */ 2044 return false; /* into a wall */
2089 2045
2090 if (mon->head)
2091 mon = mon->head; 2046 mon = mon->head_ ();
2092 2047
2093 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)
2094 if (player_attack_door (op, mon)) 2050 if (player_attack_door (op, mon))
2051 {
2052 --op->contr->weapon_sp_left;
2095 return; 2053 return true;
2054 }
2096 2055
2097 /* The following deals with possibly attacking peaceful 2056 /* The following deals with possibly attacking peaceful
2098 * or frienddly creatures. Basically, all players are considered 2057 * or friendly creatures. Basically, all players are considered
2099 * unaggressive. If the moving player has peaceful set, then the 2058 * unaggressive. If the moving player has peaceful set, then the
2100 * object should be pushed instead of attacked. It is assumed that 2059 * object should be pushed instead of attacked. It is assumed that
2101 * if you are braced, you will not attack friends accidently, 2060 * if you are braced, you will not attack friends accidently,
2102 * and thus will not push them. 2061 * and thus will not push them.
2103 */ 2062 */
2104 2063
2105 /* 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
2106 * peaceful. Our assumption is the creature is a pet if the 2065 * peaceful. Our assumption is the creature is a pet if the
2107 * player owns it and it is either friendly or unagressive. 2066 * player owns it and it is either friendly or unagressive.
2108 */ 2067 */
2109 if (op->type == PLAYER 2068 if (op->type == PLAYER
2110 && ((mon->owner && mon->owner->contr 2069 && ((mon->owner && mon->owner->contr
2111 && same_party (mon->owner->contr->party, op->contr->party)) 2070 && same_party (mon->owner->contr->party, op->contr->party))
2112 || mon->owner == op) 2071 || mon->owner == op)
2113 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2072 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2114 { 2073 {
2115 /* 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 */
2116 if (op->contr->braced) 2075 if (op->contr->braced)
2117 return; 2076 return false;
2118 2077
2119 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"));
2120 push_ob (mon, dir, op); 2083 push_ob (mon, dir, op);
2084
2121 if (op->contr->tmp_invis || op->hide) 2085 if (op->contr->tmp_invis || op->hide)
2122 make_visible (op); 2086 make_visible (op);
2123 2087
2124 return; 2088 return true;
2125 } 2089 }
2090 else
2091 return false;
2092 }
2126 2093
2127 /* in certain circumstances, you shouldn't attack friendly 2094 /* in certain circumstances, you shouldn't attack friendly
2128 * creatures. Note that if you are braced, you can't push 2095 * creatures. Note that if you are braced, you can't push
2129 * 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
2130 * attack them either. 2097 * attack them either.
2131 */ 2098 */
2132 if ((mon->type == PLAYER || mon->enemy != op) 2099 if ((mon->type == PLAYER || mon->enemy != op)
2133 && (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))
2134 && ((op->contr->peaceful 2101 && ((op->contr->peaceful
2135 || (mon->type == PLAYER && mon->contr->peaceful)) 2102 || (mon->type == PLAYER && mon->contr->peaceful))
2136 && !on_battleground)) 2103 && !on_battleground))
2104 {
2105 if (op->speed_left > 0.f)
2137 { 2106 {
2107 --op->speed_left;
2108
2138 if (!op->contr->braced) 2109 if (!op->contr->braced)
2139 { 2110 {
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2111 op->play_sound (sound_find ("push_player"));
2141 push_ob (mon, dir, op); 2112 push_ob (mon, dir, op);
2142 } 2113 }
2143 else 2114 else
2144 new_draw_info (0, 0, op, "You withhold your attack"); 2115 op->statusmsg ("You withhold your attack");
2145 2116
2146 if (op->contr->tmp_invis || op->hide) 2117 if (op->contr->tmp_invis || op->hide)
2147 make_visible (op); 2118 make_visible (op);
2148 }
2149 2119
2120 return true;
2121 }
2122 }
2150 /* If the object is a boulder or other rollable object, then 2123 /* If the object is a boulder or other rollable object, then
2151 * roll it if not braced. You can't roll it if you are braced. 2124 * roll it if not braced. You can't roll it if you are braced.
2152 */ 2125 */
2153 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)
2154 { 2129 {
2130 --op->speed_left;
2131
2155 recursive_roll (mon, dir, op); 2132 recursive_roll (mon, dir, op);
2156 if (action_makes_visible (op)) 2133 if (action_makes_visible (op))
2157 make_visible (op); 2134 make_visible (op);
2158 }
2159 2135
2136 return true;
2137 }
2138 }
2160 /* Any generic living creature. Including things like doors. 2139 /* Any generic living creature. Including things like doors.
2161 * 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
2162 * and be living. Then, it must be one of the following: 2141 * and be living. Then, it must be one of the following:
2163 * 1) Not a player, 2) A player, but of a different party. Note 2142 * 1) Not a player, 2) A player, but of a different party. Note
2164 * that party_number -1 is no party, so attacks can still happen. 2143 * that party_number -1 is no party, so attacks can still happen.
2165 */ 2144 */
2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2145 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2146 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2168 { 2147 {
2169 if (!op->contr->has_hit) 2148 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2170 { 2149 {
2171 op->contr->has_hit = 1; 2150 --op->contr->weapon_sp_left;
2172 op->speed_left += op->contr->weapon_speed () - op->speed;
2173 }
2174 2151
2175 skill_attack (mon, op, 0, 0, 0); 2152 skill_attack (mon, op, 0, 0, 0);
2176
2177 /* If attacking another player, that player gets automatic
2178 * hitback, and doesn't loose luck either.
2179 * Disable hitback on the battleground or if the target is
2180 * the wiz.
2181 */
2182 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2183 {
2184 short luck = mon->stats.luck;
2185
2186 mon->contr->has_hit = 1;
2187 skill_attack (op, mon, 0, 0, 0);
2188 mon->stats.luck = luck;
2189 }
2190 2153
2191 if (action_makes_visible (op)) 2154 if (action_makes_visible (op))
2192 make_visible (op); 2155 make_visible (op);
2193 }
2194 } /* if player should attack something */
2195}
2196 2156
2197int 2157 return true;
2158 }
2159 }
2160
2161 return false;
2162}
2163
2164bool
2198move_player (object *op, int dir) 2165move_player (object *op, int dir)
2199{ 2166{
2200 int pick; 2167 int pick;
2201 2168
2202 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2169 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2216 op->facing = dir; 2183 op->facing = dir;
2217 2184
2218 if (op->hide) 2185 if (op->hide)
2219 do_hidden_move (op); 2186 do_hidden_move (op);
2220 2187
2188 bool retval;
2189
2221 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2190 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2222 /*nop */ ; 2191 retval = RESULT_INT (0);
2223 else if (op->contr->fire_on) 2192 else if (op->contr->fire_on)
2224 fire (op, dir); 2193 retval = fire (op, dir);
2225 else 2194 else
2226 { 2195 {
2227 move_player_attack (op, dir); 2196 retval = move_player_attack (op, dir);
2228 pick = check_pick (op); 2197 pick = check_pick (op);
2229 } 2198 }
2230 2199
2231 /* 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
2232 * server can handle repeat firing. 2201 * server can handle repeat firing.
2239 /* Update how the player looks. Use the facing, so direction may 2208 /* Update how the player looks. Use the facing, so direction may
2240 * get reset to zero. This allows for full animation capabilities 2209 * get reset to zero. This allows for full animation capabilities
2241 * for players. 2210 * for players.
2242 */ 2211 */
2243 animate_object (op, op->facing); 2212 animate_object (op, op->facing);
2244 return 0; 2213
2214 return retval;
2245} 2215}
2246 2216
2247/* 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
2248 * new client/server stuff. 2218 * new client/server stuff.
2249 * 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
2250 * the new speed values for commands. 2220 * the new speed values for commands.
2251 * 2221 *
2252 * 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.
2253 */ 2225 */
2254int 2226bool
2255handle_newcs_player (object *op) 2227handle_newcs_player (object *op)
2256{ 2228{
2257 if (QUERY_FLAG (op, FLAG_SCARED)) 2229 if (QUERY_FLAG (op, FLAG_SCARED))
2258 { 2230 {
2259 flee_player (op); 2231 if (op->speed_left > 0.f)
2260
2261 /* If player is still scared, that is his action for this tick */
2262 if (op->flag [FLAG_SCARED])
2263 { 2232 {
2264 --op->speed_left; 2233 --op->speed_left;
2234 flee_player (op);
2235
2265 return 0; 2236 return true;
2266 } 2237 }
2238 else
2239 return false;
2267 } 2240 }
2268 2241
2269 /* 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
2270 * the players time has been increased when doericserver has been 2243 * the players time has been increased when doericserver has been
2271 * called, so we recheck it here. 2244 * called, so we recheck it here.
2272 */ 2245 */
2273 if (op->contr->ns->handle_command ()) 2246 if (op->contr->ns->handle_command ())
2274 return 1; 2247 return true;
2275 2248
2276 if (op->speed_left > 0.f)
2277 {
2278 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2249 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2279 {
2280 /* All move commands take 1 tick, at least for now */
2281 --op->speed_left;
2282
2283 /* Instead of all the stuff below, let move_player take care
2284 * of it. Also, some of the skill stuff is only put in
2285 * there, as well as the confusion stuff.
2286 */
2287 move_player (op, op->direction); 2250 return move_player (op, op->direction);
2288 2251
2289 return op->speed_left > 0.f;
2290 }
2291 }
2292
2293 return 0; 2252 return false;
2294} 2253}
2295 2254
2296int 2255int
2297save_life (object *op) 2256save_life (object *op)
2298{ 2257{
2300 return 0; 2259 return 0;
2301 2260
2302 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2261 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2303 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2262 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2304 { 2263 {
2305 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2264 op->play_sound (sound_find ("ob_evaporate"));
2306 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2265 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2307 2266
2308 if (op->contr) 2267 if (op->contr)
2309 esrv_del_item (op->contr, tmp->count); 2268 esrv_del_item (op->contr, tmp->count);
2310 2269
2330/* 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
2331 * 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
2332 * 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
2333 * from. 2292 * from.
2334 */ 2293 */
2335void 2294static void
2336remove_unpaid_objects (object *op, object *env) 2295drop_unpaid_items (object *op, object *env)
2337{ 2296{
2338 while (op) 2297 while (op)
2339 { 2298 {
2340 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' */
2341 2300
2345 esrv_del_item (env->contr, op->count); 2304 esrv_del_item (env->contr, op->count);
2346 2305
2347 op->insert_at (env); 2306 op->insert_at (env);
2348 } 2307 }
2349 else if (op->inv) 2308 else if (op->inv)
2350 remove_unpaid_objects (op->inv, env); 2309 drop_unpaid_items (op->inv, env);
2351 2310
2352 op = next; 2311 op = next;
2353 } 2312 }
2313}
2314
2315void
2316object::drop_unpaid_items ()
2317{
2318 if (!flag [FLAG_REMOVED])
2319 ::drop_unpaid_items (inv, this);
2354} 2320}
2355 2321
2356/* 2322/*
2357 * Returns pointer a static string containing gravestone text 2323 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2324 * Moved from apply.c to player.c - player.c is what
2453 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2419 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2454 else 2420 else
2455 { 2421 {
2456 gen_grace = op->stats.maxgrace; 2422 gen_grace = op->stats.maxgrace;
2457 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2423 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2458 }
2459
2460 /* Regenerate Spell Points */
2461 if (!op->contr->golem && --op->last_sp < 0)
2462 {
2463 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2464 if (op->stats.sp < op->stats.maxsp)
2465 {
2466 op->stats.sp++;
2467 /* dms do not consume food */
2468 if (!QUERY_FLAG (op, FLAG_WIZ))
2469 {
2470 op->stats.food--;
2471 if (op->contr->digestion < 0)
2472 op->stats.food += op->contr->digestion;
2473 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2474 op->stats.food = last_food;
2475 }
2476 }
2477
2478 if (max_sp > 1)
2479 {
2480 over_sp = (gen_sp + 10) / rate_sp;
2481 if (over_sp > 0)
2482 {
2483 if (op->stats.sp < op->stats.maxsp)
2484 {
2485 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2486
2487 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2488 op->stats.sp--;
2489
2490 if (op->stats.sp > op->stats.maxsp)
2491 op->stats.sp = op->stats.maxsp;
2492 }
2493 op->last_sp = 0;
2494 }
2495 else
2496 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2497 }
2498 else
2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2500 } 2424 }
2501 2425
2502 /* Regenerate Grace */ 2426 /* Regenerate Grace */
2503 /* 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. */
2504 if (--op->last_grace < 0) 2428 if (--op->last_grace < 0)
2525 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);
2526 } 2450 }
2527 /* wearing stuff doesn't detract from grace generation. */ 2451 /* wearing stuff doesn't detract from grace generation. */
2528 } 2452 }
2529 2453
2454 if (op->stats.food > 0)
2455 {
2530 /* Regenerate Hit Points */ 2456 /* Regenerate Spell Points */
2531 if (--op->last_heal < 0) 2457 if (!op->contr->golem && --op->last_sp < 0)
2532 {
2533 if (op->stats.hp < op->stats.maxhp)
2534 { 2458 {
2535 op->stats.hp++; 2459 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2536 /* dms do not consume food */ 2460
2537 if (!QUERY_FLAG (op, FLAG_WIZ)) 2461 if (op->stats.sp < op->stats.maxsp)
2538 { 2462 {
2463 op->stats.sp++;
2464
2465 /* dms do not consume food */
2466 if (!QUERY_FLAG (op, FLAG_WIZ))
2467 {
2539 op->stats.food--; 2468 op->stats.food--;
2469
2540 if (op->contr->digestion < 0) 2470 if (op->contr->digestion < 0)
2541 op->stats.food += op->contr->digestion; 2471 op->stats.food += op->contr->digestion;
2542 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))
2543 op->stats.food = last_food; 2473 op->stats.food = last_food;
2474 }
2544 } 2475 }
2545 }
2546 2476
2547 if (max_hp > 1) 2477 if (max_sp > 1)
2548 {
2549 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2550 if (over_hp > 0)
2551 { 2478 {
2552 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
2553 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);
2554 } 2497 }
2555 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)
2556 { 2506 {
2557 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 }
2558 } 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);
2559 } 2532 }
2560 else 2533 else
2561 {
2562 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);
2563 } 2535 }
2564 } 2536 }
2565 2537
2566 /* Digestion */ 2538 /* Digestion */
2567 if (--op->last_eat < 0) 2539 if (--op->last_eat < 0)
2568 { 2540 {
2569 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2541 int bonus = max (0, op->contr->digestion),
2542 penalty = max (0, -op->contr->digestion);
2570 2543
2571 if (op->contr->gen_hp > 0)
2572 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);
2573 else
2574 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2575 2545
2576 /* dms do not consume food */ 2546 /* dms do not consume food */
2577 if (!QUERY_FLAG (op, FLAG_WIZ)) 2547 if (!QUERY_FLAG (op, FLAG_WIZ))
2578 op->stats.food--; 2548 op->stats.food--;
2579 } 2549 }
2606 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.");
2607 manual_apply (op, flesh, 0); 2577 manual_apply (op, flesh, 0);
2608 } 2578 }
2609 } 2579 }
2610 2580
2611 while (op->stats.food < 0 && op->stats.hp >= 0) 2581 if (op->stats.food < 0)
2612 op->stats.food++, op->stats.hp--; 2582 {
2583 op->stats.hp += op->stats.food;
2584 op->stats.food = 0;
2585 }
2613 2586
2614 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2587 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2615 kill_player (op); 2588 kill_player (op);
2616 } 2589 }
2617} 2590}
2622 * file. 2595 * file.
2623 */ 2596 */
2624void 2597void
2625kill_player (object *op) 2598kill_player (object *op)
2626{ 2599{
2600 int x, y;
2627 char buf[MAX_BUF]; 2601 char buf[MAX_BUF];
2628 int x, y;
2629
2630 //int i;
2631 maptile *map; /* this is for resurrection */ 2602 maptile *map; /* this is for resurrection */
2632
2633 /* int z;
2634 int num_stats_lose;
2635 int lost_a_stat;
2636 int lose_this_stat;
2637 int this_stat; */
2638 int will_kill_again; 2603 int will_kill_again;
2639 archetype *at; 2604 archetype *at;
2640 object *tmp; 2605 object *tmp;
2641 2606
2642 if (save_life (op)) 2607 if (save_life (op))
2643 return; 2608 return;
2644
2645 2609
2646 /* 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
2647 * 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.
2648 * Look at op_on_battleground() for more info --AndreasV 2612 * Look at op_on_battleground() for more info --AndreasV
2649 */ 2613 */
2665 { 2629 {
2666 tmp->destroy (); 2630 tmp->destroy ();
2667 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2631 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2668 } 2632 }
2669 2633
2670 cure_disease (op, 0); /* remove any disease */ 2634 cure_disease (op, 0, 0); /* remove any disease */
2671 op->stats.hp = op->stats.maxhp; 2635 op->stats.hp = op->stats.maxhp;
2672 if (op->stats.food <= 0) 2636 if (op->stats.food <= 0)
2673 op->stats.food = 999; 2637 op->stats.food = 999;
2674 2638
2675 /* create a bodypart-trophy to make the winner happy */ 2639 /* create a bodypart-trophy to make the winner happy */
2676 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2640 if (object *tmp = arch_to_object (archetype::find ("finger")))
2677 { 2641 {
2678 sprintf (buf, "%s's finger", &op->name); 2642 tmp->name = format ("%s's finger" , &op->name);
2679 tmp->name = buf; 2643 tmp->name_pl = format ("%s's fingers", &op->name);
2680 sprintf (buf, " This finger has been cut off %s\n" 2644 tmp->msg = format (
2681 " 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",
2682 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2646 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2683 tmp->msg = buf; 2647 );
2684 tmp->value = 0, tmp->type = 0; 2648 tmp->value = 0, tmp->type = 0;
2685 tmp->materialname = "organics"; 2649 tmp->materialname = "organics";
2686 tmp->insert_at (op, tmp); 2650 tmp->insert_at (op, tmp);
2687 } 2651 }
2688 2652
2695 INVOKE_PLAYER (DEATH, op->contr); 2659 INVOKE_PLAYER (DEATH, op->contr);
2696 2660
2697 command_kill_pets (op, 0); 2661 command_kill_pets (op, 0);
2698 2662
2699 if (op->stats.food < 0) 2663 if (op->stats.food < 0)
2700 {
2701 sprintf (buf, "%s starved to death.", &op->name);
2702 strcpy (op->contr->killer, "starvation"); 2664 strcpy (op->contr->killer, "starvation");
2703 }
2704 else
2705 sprintf (buf, "%s died.", &op->name);
2706 2665
2707 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2666 op->contr->play_sound (sound_find ("player_dies"));
2708 2667
2709 /* save the map location for corpse, gravestone */ 2668 /* save the map location for corpse, gravestone */
2710 x = op->x; 2669 x = op->x;
2711 y = op->y; 2670 y = op->y;
2712 map = op->map; 2671 map = op->map;
2875 { 2834 {
2876 tmp->destroy (); 2835 tmp->destroy ();
2877 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2836 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2878 } 2837 }
2879 2838
2880 cure_disease (op, 0); /* remove any disease */ 2839 cure_disease (op, 0, 0); /* remove any disease */
2881 2840
2882 /*add_exp(op, (op->stats.exp * -0.20)); */ 2841 /*add_exp(op, (op->stats.exp * -0.20)); */
2883 apply_death_exp_penalty (op); 2842 apply_death_exp_penalty (op);
2884 if (op->stats.food < 100) 2843 if (op->stats.food < 100)
2885 op->stats.food = 900; 2844 op->stats.food = 900;
2889 2848
2890 /* 2849 /*
2891 * 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
2892 * and put them back in the map. 2851 * and put them back in the map.
2893 */ 2852 */
2894 remove_unpaid_objects (op->inv, op); 2853 op->drop_unpaid_items ();
2895 2854
2896 /****************************************/ 2855 /****************************************/
2897 /* */ 2856 /* */
2898 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
2899 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
3039void 2998void
3040make_visible (object *op) 2999make_visible (object *op)
3041{ 3000{
3042 op->hide = 0; 3001 op->hide = 0;
3043 op->invisible = 0; 3002 op->invisible = 0;
3003
3044 if (op->type == PLAYER) 3004 if (op->type == PLAYER)
3045 { 3005 {
3046 op->contr->tmp_invis = 0; 3006 op->contr->tmp_invis = 0;
3047 op->contr->invis_race = 0; 3007 op->contr->invis_race = 0;
3048 } 3008 }
3051} 3011}
3052 3012
3053int 3013int
3054is_true_undead (object *op) 3014is_true_undead (object *op)
3055{ 3015{
3056 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3016 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3057 return 1; 3017 return 1;
3058 3018
3059 return 0; 3019 return 0;
3060} 3020}
3061 3021
3062/* look at the surrounding terrain to determine 3022/* look at the surrounding terrain to determine
3063 * the hideability of this object. Positive levels 3023 * the hideability of this object. Positive levels
3064 * indicate greater hideability. 3024 * indicate greater hideability.
3065 */ 3025 */
3066
3067int 3026int
3068hideability (object *ob) 3027hideability (object *ob)
3069{ 3028{
3070 int i, level = 0, mflag; 3029 int i, level = 0, mflag;
3071 sint16 x, y; 3030 sint16 x, y;
3105/* For Hidden creatures - a chance of becoming 'unhidden' 3064/* For Hidden creatures - a chance of becoming 'unhidden'
3106 * every time they move - as we subtract off 'invisibility' 3065 * every time they move - as we subtract off 'invisibility'
3107 * AND, for players, if they move into a ridiculously unhideable 3066 * AND, for players, if they move into a ridiculously unhideable
3108 * spot (surrounded by clear terrain in broad daylight). -b.t. 3067 * spot (surrounded by clear terrain in broad daylight). -b.t.
3109 */ 3068 */
3110
3111void 3069void
3112do_hidden_move (object *op) 3070do_hidden_move (object *op)
3113{ 3071{
3114 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3072 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3115 object *skop; 3073 object *skop;
3197 * object op. This function works fine for monsters, 3155 * object op. This function works fine for monsters,
3198 * 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
3199 * a pile (say a coin under a table would return "viewable" 3157 * a pile (say a coin under a table would return "viewable"
3200 * by this routine). Another question, should we be 3158 * by this routine). Another question, should we be
3201 * concerned with the direction the player is looking 3159 * concerned with the direction the player is looking
3202 * in? Realistically, most of use cant see stuff behind 3160 * in? Realistically, most of us can't see stuff behind
3203 * our backs...on the other hand, does the "facing" direction 3161 * our backs...on the other hand, does the "facing" direction
3204 * imply the way your head, or body is facing? Its possible 3162 * imply the way your head, or body is facing? It's possible
3205 * for them to differ. Sigh, this fctn could get a bit more complex. 3163 * for them to differ. Sigh, this fctn could get a bit more complex.
3206 * -b.t. 3164 * -b.t.
3207 * This function is now map tiling safe. 3165 * This function is now map tiling safe.
3208 */ 3166 */
3209
3210int 3167int
3211player_can_view (object *pl, object *op) 3168player_can_view (object *pl, object *op)
3212{ 3169{
3213 rv_vector rv; 3170 rv_vector rv;
3214 int dx, dy; 3171 int dx, dy;
3226 3183
3227 get_rangevector (pl, op, &rv, 0x1); 3184 get_rangevector (pl, op, &rv, 0x1);
3228 3185
3229 /* starting with the 'head' part, lets loop 3186 /* starting with the 'head' part, lets loop
3230 * through the object and find if it has any 3187 * through the object and find if it has any
3231 * part that is in the los array but isnt on 3188 * part that is in the los array but isn't on
3232 * a blocked los square. 3189 * a blocked los square.
3233 * we use the archetype to figure out offsets. 3190 * we use the archetype to figure out offsets.
3234 */ 3191 */
3235 while (op) 3192 while (op)
3236 { 3193 {
3237 dx = rv.distance_x + op->arch->clone.x; 3194 dx = rv.distance_x + op->arch->x;
3238 dy = rv.distance_y + op->arch->clone.y; 3195 dy = rv.distance_y + op->arch->y;
3239 3196
3240 /* only the viewable area the player sees is updated by LOS 3197 /* only the viewable area the player sees is updated by LOS
3241 * 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
3242 * for any meaningful values. 3199 * for any meaningful values.
3243 */ 3200 */
3244 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3201 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3245 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3202 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3246 !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)])
3247 return 1; 3204 return 1;
3205
3248 op = op->more; 3206 op = op->more;
3249 } 3207 }
3208
3250 return 0; 3209 return 0;
3251} 3210}
3252 3211
3253/* routine for both players and monsters. We call this when 3212/* routine for both players and monsters. We call this when
3254 * there is a possibility for our action distrubing our hiding 3213 * there is a possibility for our action distrubing our hiding
3257 * return 0. 3216 * return 0.
3258 */ 3217 */
3259int 3218int
3260action_makes_visible (object *op) 3219action_makes_visible (object *op)
3261{ 3220{
3262
3263 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3221 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3264 { 3222 {
3265 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3223 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3266 return 0; 3224 return 0;
3267 3225
3273 { 3231 {
3274 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");
3275 return 1; 3233 return 1;
3276 } 3234 }
3277 } 3235 }
3236
3278 return 0; 3237 return 0;
3279} 3238}
3280 3239
3281/* op_on_battleground - checks if the given object op (usually 3240/* op_on_battleground - checks if the given object op (usually
3282 * a player) is standing on a valid battleground-tile, 3241 * a player) is standing on a valid battleground-tile,
3287 * Default is to do the same as before, so only people wanting to have different points need worry about this 3246 * Default is to do the same as before, so only people wanting to have different points need worry about this
3288 */ 3247 */
3289int 3248int
3290op_on_battleground (object *op, int *x, int *y) 3249op_on_battleground (object *op, int *x, int *y)
3291{ 3250{
3292 object *tmp;
3293
3294 /* A battleground-tile needs the following attributes to be valid: 3251 /* A battleground-tile needs the following attributes to be valid:
3295 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3252 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3296 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3253 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3297 * and the exit-coordinates sp/hp must both be > 0. 3254 * and the exit-coordinates sp/hp must both be > 0.
3298 * => The intention here is to prevent abuse of the battleground- 3255 * => The intention here is to prevent abuse of the battleground-
3299 * feature (like pickable or hidden battleground tiles). */ 3256 * feature (like pickable or hidden battleground tiles). */
3300 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3257 for (object *tmp = op->below; tmp; tmp = tmp->below)
3301 { 3258 {
3302 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3259 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3303 { 3260 {
3304 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3261 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3305 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))
3306 { 3265 {
3307 /*before we assign the exit, check if this is a teambattle */ 3266 /* before we assign the exit, check if this is a teambattle */
3308 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))
3309 { 3268 {
3310 object *invtmp;
3311
3312 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3269 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3313 { 3270 {
3314 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3271 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3315 { 3272 {
3316 if (x != NULL && y != NULL) 3273 if (x && y)
3317 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3274 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3275
3318 return 1; 3276 return 1;
3319 } 3277 }
3320 } 3278 }
3321 } 3279 }
3280
3322 if (x != NULL && y != NULL) 3281 if (x && y)
3323 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3282 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3283
3324 return 1; 3284 return 1;
3325 } 3285 }
3326 } 3286 }
3327 } 3287 }
3288
3328 /* If we got here, did not find a battleground */ 3289 /* If we got here, did not find a battleground */
3329 return 0; 3290 return 0;
3330} 3291}
3331 3292
3332/* 3293/*
3348 char buf[MAX_BUF]; /* tmp. string buffer */ 3309 char buf[MAX_BUF]; /* tmp. string buffer */
3349 int i = 0, j = 0; 3310 int i = 0, j = 0;
3350 3311
3351 /* get the appropriate treasurelist */ 3312 /* get the appropriate treasurelist */
3352 if (atnr == ATNR_FIRE) 3313 if (atnr == ATNR_FIRE)
3353 trlist = treasurelist::find ("dragon_ability_fire"); 3314 trlist = treasurelist::find (shstr_dragon_ability_fire);
3354 else if (atnr == ATNR_COLD) 3315 else if (atnr == ATNR_COLD)
3355 trlist = treasurelist::find ("dragon_ability_cold"); 3316 trlist = treasurelist::find (shstr_dragon_ability_cold);
3356 else if (atnr == ATNR_ELECTRICITY) 3317 else if (atnr == ATNR_ELECTRICITY)
3357 trlist = treasurelist::find ("dragon_ability_elec"); 3318 trlist = treasurelist::find (shstr_dragon_ability_elec);
3358 else if (atnr == ATNR_POISON) 3319 else if (atnr == ATNR_POISON)
3359 trlist = treasurelist::find ("dragon_ability_poison"); 3320 trlist = treasurelist::find (shstr_dragon_ability_poison);
3360 3321
3361 if (trlist == NULL || who->type != PLAYER) 3322 if (trlist == NULL || who->type != PLAYER)
3362 return; 3323 return;
3363 3324
3364 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++);
3368 /* 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]); */
3369 return; 3330 return;
3370 } 3331 }
3371 3332
3372 /* everything seems okay - now bring on the gift: */ 3333 /* everything seems okay - now bring on the gift: */
3373 item = &(tr->item->clone); 3334 item = tr->item;
3374 3335
3375 if (item->type == SPELL) 3336 if (item->type == SPELL)
3376 { 3337 {
3377 if (check_spell_known (who, item->name)) 3338 if (check_spell_known (who, item->name))
3378 return; 3339 return;
3437 { 3398 {
3438 /* forces in the treasurelist can alter the player's stats */ 3399 /* forces in the treasurelist can alter the player's stats */
3439 object *skin; 3400 object *skin;
3440 3401
3441 /* first get the dragon skin force */ 3402 /* first get the dragon skin force */
3442 shstr_cmp dragon_skin_force ("dragon_skin_force");
3443 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3403 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3444 ; 3404 ;
3445 3405
3446 if (!skin) 3406 if (!skin)
3447 return; 3407 return;
3448 3408
3524 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))
3525 return 0; 3485 return 0;
3526 3486
3527 return 100 - blocked_los [x][y]; 3487 return 100 - blocked_los [x][y];
3528} 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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